[[],[],[],[],[],[],[],[],[],[{"name":"Dragon (Mist)","type":"Dragon","ch":"10","challenge_rating":" varies \u00a0","id":5500,"reference":"Usergen","full_text":"

MIST DRAGON (Draco Nebulus Obscura)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

Dragon (Water)<\/span><\/b><\/p> <\/td> <\/tr>

Climate\/Terrain: <\/span><\/b>Temperate and warm forest and aquatic<\/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 15; mature adult 17; old 18; very old 19; ancient 20; wyrm 21; great wyrm 23<\/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 3-4 HD (Medium-Size); very young 6-7 HD (Large); young 9-10 HD (Large); juvenile 12-13 HD (Large); young adult 15-16 HD (Huge); adult 18-19 HD (Huge); mature adult 21-22 HD (Huge); old 24-25 HD (Gargantuan); very old 27-28 HD (Gargantuan); ancient 30-31 HD (Gargantuan); wyrm 33-34 HD (Colossal); great wyrm 36+ HD (Colossal)<\/span><\/p> <\/td> <\/tr>

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

Mist dragons are the philosophers of the draconic races. Most of their existence is spent in quiet reflection and thought, and woe betide those who disturb a mist dragon's reverie. They prefer to live near waterfalls, rapids, coastlines, rainforests, or anywhere with heavy rainfall, as they derive their sustenance from natural mist or spray. They lair in large natural caverns or misty grottoes, where they can be alone to ponder the mysteries of the universe.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 As hatchlings, a mist dragon's scales are shiny blue-white. The scales darken as the dragon ages, becoming blue-gray with sparkling metallic silver flecks. The mist dragon has a similar body shape to a gold dragon. They are semi-transparent in solid form. Mist dragons speak Draconic.<\/span><\/p> <\/td> <\/tr>

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

COMBAT<\/h1> <\/td> <\/tr>

Mist dragons detest combat and will usually attempt to avoid encounters by assuming mist form.\u00a0 When angered sufficiently, they enter combat by quickly using their breath weapon, then hiding in their mist form and attacking with spells.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Breath Weapon (Su): <\/b>A mist dragon has one type of breath weapon, a cone of cloudy scalding vapor. Creatures caught in this cloud can make a Reflex save for half damage. In still air, the vapor persists for 1d4 rounds; on the second round, it condenses into a smothering fog that blinds creatures for 1d4 rounds and deals 3d4 points of damage per round until it dissipates (further Reflex save negates).<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Mist Form (Su): <\/span><\/b>Mist dragons can assume, or leave, a cohesive mist form at will, once per round as a standard action. The dragon can remain misty indefinitely and has a fly speed of 20 feet with perfect maneuverability. This ability otherwise mimics the gaseous form<\/i> spell. The dragon can use spells in this form, but not physcial attacks or breath weapon.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Create Water<\/i> (Sp):<\/b> The dragon can use this 2\/day, to affect a maximum of 81 cubic feet of water.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Other Spell-Like Abilities:<\/b> 3\/day\u0097control winds<\/i>; 2\/day\u0097control water, fog cloud, <\/i>water breathing, wind wall, solid fog<\/i>.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Immunities (Ex): <\/span><\/b>Mist dragons are immune to fire and heat.<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p>

Mist Dragons by Age<\/span><\/h1> <\/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 M\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 2d12+4 (17)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 11 (+1 natural)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +5\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +5\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +3\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +5\u00a0\u00a0\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\u00a0\u00a0 ---<\/p> <\/td> <\/tr>

Very young\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 L\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 5d12+15 (47)\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 +9\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +7\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +4\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +6\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 4d6 (15) \u00a0\u00a0\u00a0\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 L\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 8d12+24 (76)\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 +14\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +8\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +5\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +8\u00a0\u00a0\u00a0\u00a0\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\u00a0\u00a0 ---<\/span><\/p> <\/td> <\/tr>

Juvenile\u00a0 \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 L\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 11d12+44 (115)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 19 (-1 size, +10 natural)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +19\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +11\u00a0\u00a0\u00a0\u00a0\u00a0 +7\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +11\u00a0\u00a0\u00a0\u00a0\u00a0 8d6 (19) \u00a0\u00a0\u00a0\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 adult\u00a0\u00a0\u00a0\u00a0\u00a0 H\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 14d12+70 (161)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 21 (-2 size, +13 natural)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +22\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +14\u00a0\u00a0\u00a0\u00a0\u00a0 +9\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +13\u00a0\u00a0\u00a0\u00a0\u00a0 10d6 (22)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 21\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20<\/span><\/p> <\/td> <\/tr>

Adult\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 H\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 17d12+85 (195)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 24 (-2 size, +16 natural)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +26\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +16\u00a0\u00a0\u00a0\u00a0\u00a0 +11\u00a0\u00a0\u00a0\u00a0\u00a0 +16\u00a0\u00a0\u00a0\u00a0\u00a0 12d6 (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\u00a0\u00a0 21<\/span><\/p> <\/td> <\/tr>

Mature adult\u00a0\u00a0\u00a0\u00a0 H\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20d12+120 (250)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 27 (-2 size, +19 natural)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +30\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +18\u00a0\u00a0\u00a0\u00a0\u00a0 +12\u00a0\u00a0\u00a0\u00a0\u00a0 +17\u00a0\u00a0\u00a0\u00a0\u00a0 14d6 (26)\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\u00a0\u00a0 23<\/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 G\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 23d12+161 (310)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 28 (-4 size, +22 natural)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +33\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +20\u00a0\u00a0\u00a0\u00a0\u00a0 +13\u00a0\u00a0\u00a0\u00a0\u00a0 +19\u00a0\u00a0\u00a0\u00a0\u00a0 16d6 (28)\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\u00a0\u00a0 25<\/span><\/p> <\/td> <\/tr>

Very old\u00a0 \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 G\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 26d12+208 (377)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 31 (-4 size, +25 natural)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +37\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +23\u00a0\u00a0\u00a0\u00a0\u00a0 +15\u00a0\u00a0\u00a0\u00a0\u00a0 +22\u00a0\u00a0\u00a0\u00a0\u00a0 18d6 (31)\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\u00a0\u00a0 27<\/span><\/p> <\/td> <\/tr>

Ancient\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 G\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 29d12+261 (449)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 34 (-4 size, +28 natural)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +41\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +25\u00a0\u00a0\u00a0\u00a0\u00a0 +16\u00a0\u00a0\u00a0\u00a0\u00a0 +24\u00a0\u00a0\u00a0\u00a0\u00a0 20d6 (33)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 30\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 29<\/span><\/p> <\/td> <\/tr>

Wyrm\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 32d12+320 (528)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 33 (-8 size, +31 natural)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +41\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +28\u00a0\u00a0\u00a0\u00a0\u00a0 +18\u00a0\u00a0\u00a0\u00a0\u00a0 +27\u00a0\u00a0\u00a0\u00a0\u00a0 22d6 (36)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 33\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 31<\/span><\/p> <\/td> <\/tr>

Great wyrm\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 C\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 35d12+385 (612)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 36 (-8 size, +34 natural)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +45\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +30\u00a0\u00a0\u00a0\u00a0\u00a0 +19\u00a0\u00a0\u00a0\u00a0\u00a0 +29\u00a0\u00a0\u00a0\u00a0\u00a0 24d6 (38)\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\u00a0\u00a0 32<\/span><\/p> <\/td> <\/tr>

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

Mist Dragon Abilities by Age:<\/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\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 ChaSpecial Abilities\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 40 ft, fly 200 ft (poor), swim 60 ft\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 17\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 15\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 ---<\/span><\/p> <\/td> <\/tr>

Very young\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40 ft, fly 200 ft (poor), swim 60 ft\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 21\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 17\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 Water breathing\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 40 ft, fly 200 ft (poor), swim 60 ft\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 25\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 17\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 fog 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 ---<\/span><\/p> <\/td> <\/tr>

Juvenile\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40 ft, fly 200 ft (poor), swim 60 ft\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 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 1st<\/span><\/p> <\/td> <\/tr>

Young adult\u00a0\u00a0\u00a0\u00a0\u00a0 40 ft, fly 200 ft (poor), swim 60 ft\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 21\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 3rd<\/span><\/p> <\/td> <\/tr>

Adult\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40 ft, fly 200 ft (poor), swim 60 ft\u00a0\u00a0\u00a0\u00a0\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 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 Control winds\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 5th<\/span><\/p> <\/td> <\/tr>

Mature adult\u00a0\u00a0\u00a0\u00a0 40 ft, fly 200 ft (poor), swim 60 ft\u00a0\u00a0\u00a0\u00a0\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 23\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 Wind wall\u00a0\u00a0\u00a0\u00a0\u00a0\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<\/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 40 ft, fly 250 ft (clumsy), swim 60 ft\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 25\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 22\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 23\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 22\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 9th<\/p> <\/td> <\/tr>

Very old\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40 ft, fly 250 ft (clumsy), swim 60 ft\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 27\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 24\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 25\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 24\u00a0\u00a0\u00a0 Control water\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 11th<\/span><\/p> <\/td> <\/tr>

Ancient\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40 ft, fly 250 ft (clumsy), swim 60 ft\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 43\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 29\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 26\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 27\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 26\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\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>

Wyrm\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40 ft, fly 250 ft (clumsy), swim 60 ft\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 45\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 31\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 28\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 29\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 28\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\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<\/span><\/p> <\/td> <\/tr>

Great wyrm\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40 ft, fly 250 ft (clumsy), swim 60 ft\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 47\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 33\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 30\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 31\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 17th<\/span><\/p> <\/td> <\/tr>

*Can also cast cleric spells and those from the Air, Knowledge, and Water domains as arcane spells.<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p>

The Mist Dragon firstappeared in MM II, 1983.<\/span><\/p><\/div>","family":"Dragon","alignment":"Any","environment":"Any"},{"name":"Dragon (Yellow)","type":"Dragon","ch":"10","challenge_rating":" varies \u00a0","id":5501,"reference":"Usergen","full_text":"

DRAGON, Yellow<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

Dragon (Earth)<\/span><\/b><\/p> <\/td> <\/tr>

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

Organization:<\/span><\/b> Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating:<\/b> Wyrmling 2; very young 3; young 4; juvenile 7; young adult 10; adult 12; mature adult 15; old 17; very old 18; ancient 20; wyrm 21; great wyrm 23<\/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> Wyrmling 6-7 HD (Small); very young 9-10 HD (Medium-size); young 12-13 HD (Medium-size); juvenile 15-16 HD (Large); young adult 18-19 HD (Large); adult 21-22 HD (Huge); mature adult 24-25 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)<\/span><\/p> <\/td> <\/tr>

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

\u00a0\u00a0 Yellow dragons love deserts, preferring areas of sandy, windswept desolation. They are most comfortable in daytime temperatures of 105 degrees and up, although they can easily survive subfreezing temperatures at night.<\/span>\u00a0\u00a0\u00a0 A yellow dragon\u0092s scales at birth are tan in color, but slowly, as the dragon ages, change to a desert sand color. Their scales are dull and lackluster, but this is to their advantage for they do not reflect light very well. Their teeth and claws are of similar color.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Yellow dragons are solitary, selfish creatures that form no close bonds with any other creature, including other yellows. They are highly territorial; the only time they'll let another yellow into their territory is to mate, which is actually quite rare. Immediately afterward, the dragons separate. The mother raises the offspring, but won't go out of her way to protect them from attackers. The young dragons usually leave home before they reach the juvenile age category. The main enemies of yellow dragons are brass dragons, which actively hunt the smaller creatures.<\/span><\/p> <\/td> <\/tr>

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

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

Although preferring guile to combat and ambush to attack, yellows are fierce and cunning fighters. Even if forced into a situation where direct combat is inevitable, they'll still use their spells and innate abilities so as to mislead, misdirect, and distract their opponents.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 A favorite hunting tactic for a yellow is to dig a steep-walled, cone-shaped depression in the sand, and then bury itself at the bottom of this crater with just its eyes and nostrils showing. When a creature stumbles into the depression, the dragon moves its wings in the sand, causing the steep walls of the cone to collapse and drawing the prey straight to the dragon's mouth.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Breath Weapon (Su):<\/span><\/b> A yellow dragon has one type of breath weapon, a cone of scorching air and earth.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Silence (Sp):<\/span><\/b> The dragon can use this ability as the spell of the same name, a number of times per day equal to its age category.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Other Spell-Like Abilities:<\/span><\/b> 3\/day\u0097create\/destroy water, improved invisibility<\/i>, and wind wall<\/i>; 1\/day\u0097wall of stone<\/i> and enervation<\/i>.<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p>

YELLOW DRAGONS BY AGE<\/h3>

\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\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>

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>

Wyrmling\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 S\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 5d12+5 (37)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 15 (+1 size, +4 natural)\u00a0\u00a0\u00a0\u00a0\u00a0 +7\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +5\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +4\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +4\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 1d6 (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\u00a0\u00a0\u00a0\u00a0\u00a0 -<\/span><\/p>

Very young\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 M\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 8d12+16 (68)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 17 (+7 natural)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +8\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +6\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +6\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 2d6(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\u00a0\u00a0\u00a0\u00a0\u00a0 -<\/span><\/p>

Young\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 M\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 11d12+22 (93)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20 (+10 natural)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +14\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +9\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +7\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +8\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 3d6(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 -<\/span><\/p>

Juvenile\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 L\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 14d12+42 (133)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 22 (-1 size, +13 natural)\u00a0\u00a0\u00a0\u00a0 +17\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +12\u00a0\u00a0\u00a0\u00a0 +9\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +11\u00a0\u00a0\u00a0\u00a0 4d6(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\u00a0\u00a0\u00a0\u00a0\u00a0 -<\/span><\/p>

Young adult\u00a0\u00a0\u00a0\u00a0\u00a0 L\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 17d12+68 (178)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 25 (-1 size, +16 natural)\u00a0\u00a0\u00a0\u00a0 +22\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +14\u00a0\u00a0\u00a0\u00a0 +10\u00a0\u00a0\u00a0\u00a0 +12\u00a0\u00a0\u00a0\u00a0 5d6(22)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 19<\/span><\/p>

Adult\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 H\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20d12+100 (230)\u00a0\u00a0\u00a0 27 (-2 size, +19 natural)\u00a0\u00a0\u00a0\u00a0 +26\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +17\u00a0\u00a0\u00a0\u00a0 +12\u00a0\u00a0\u00a0\u00a0 +15\u00a0\u00a0\u00a0\u00a0 6d6(25)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 23\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 21<\/span><\/p>

Mature Adult\u00a0\u00a0\u00a0\u00a0\u00a0 H\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 23d12+115 (264)\u00a0\u00a0\u00a0 30 (-2 size, +22 natural)\u00a0\u00a0\u00a0\u00a0 +30\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +18\u00a0\u00a0\u00a0\u00a0 +13\u00a0\u00a0\u00a0\u00a0 +16\u00a0\u00a0\u00a0\u00a0 7d6(26)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 24\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 22<\/span><\/p>

Old\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\u00a0\u00a0\u00a0\u00a0 26d12+156 (325)\u00a0\u00a0\u00a0 33 (-2 size, +25 natural)\u00a0\u00a0\u00a0\u00a0 +34\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +21\u00a0\u00a0\u00a0\u00a0 +15\u00a0\u00a0\u00a0\u00a0 +19\u00a0\u00a0\u00a0\u00a0 8d6(29)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 27\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 24<\/span><\/p>

Very old\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 H\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 29d12+174 (362)\u00a0\u00a0\u00a0 36 (-2 size, +28 natural)\u00a0\u00a0\u00a0\u00a0 +38\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +22\u00a0\u00a0\u00a0\u00a0 +16\u00a0\u00a0\u00a0\u00a0 +20\u00a0\u00a0\u00a0\u00a0 9d6(30)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 28\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 25<\/span><\/p>

Ancient\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 G\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 32d12+224 (432)\u00a0\u00a0\u00a0 37 (-4 size, +31 natural)\u00a0\u00a0\u00a0\u00a0 +40\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +25\u00a0\u00a0\u00a0\u00a0 +18\u00a0\u00a0\u00a0\u00a0 +23\u00a0\u00a0\u00a0\u00a0 10d6(33)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 31\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 27<\/span><\/p>

Wyrm\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 G\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 35d12+280 (507)\u00a0\u00a0\u00a0 40 (-4 size, +34 natural)\u00a0\u00a0\u00a0\u00a0 +44\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +27\u00a0\u00a0\u00a0\u00a0 +19\u00a0\u00a0\u00a0\u00a0 +24\u00a0\u00a0\u00a0\u00a0 11d6(35)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 32\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 28<\/span><\/p>

Great wyrm\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 G\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 38d12+304 (551)\u00a0\u00a0\u00a0 43 (-4 size, +37 natural)\u00a0\u00a0\u00a0\u00a0 +48\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +29\u00a0\u00a0\u00a0\u00a0 +21\u00a0\u00a0\u00a0\u00a0 +27\u00a0\u00a0\u00a0\u00a0 12d6(37)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 33\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 30<\/span><\/p>

\u00a0<\/span><\/p>

YELLOW DRAGON ABILITIES BY AGE<\/h3>

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 SpecialAbilities\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 CasterLevel<\/span><\/h1>

Wyrmling\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40ft., fly 100 ft. (average)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 13\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 13\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 11\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Create\/destroywater\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 -<\/span><\/p>

\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 burrow20 ft.<\/span><\/p>

Very young\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40ft., fly 150 ft. (poor)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 15\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 15\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 11\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\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>

\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 burrow20 ft.<\/span><\/p>

Young\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40ft., fly 150 ft. (poor)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 17\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 15\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 12\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 13\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 12\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\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>

\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 burrow20 ft.<\/span><\/p>

Juvenile\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40ft., fly 150 ft. (poor)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 19\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 17\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 14\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 15\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 1st<\/span><\/p>

\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 burrow20 ft.<\/span><\/p>

Young adult\u00a0\u00a0\u00a0\u00a0\u00a0 40ft., fly 150 ft. (poor)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 23\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 19\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 14\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 15\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 14\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Damagereduction 5\/+1\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 3rd<\/span><\/p>

\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 burrow20 ft.<\/span><\/p>

Adult\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40ft., fly 150 ft. (poor)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 27\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 21\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 16\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 17\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 16\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Improvedinvisibility\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<\/span><\/p>

\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 burrow20 ft.<\/span><\/p>

Mature Adult\u00a0\u00a0\u00a0\u00a0\u00a0 40ft., fly 150 ft. (poor)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 29\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 21\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 16\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 17\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 16\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Damagereduction 10\/+1\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 7th<\/span><\/p>

\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 burrow20 ft.<\/span><\/p>

Old\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40ft., fly 150 ft. (poor)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 31\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 23\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 18\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 19\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 18\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Windwall\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\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<\/span><\/p>

\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 burrow20 ft.<\/span><\/p>

Very old\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40ft., fly 150 ft. (poor)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 33\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 23\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 18\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 19\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 18\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Damagereduction 15\/+2\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 11th<\/span><\/p>

\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 burrow20 ft.<\/span><\/p>

Ancient\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40ft., fly 200 ft. (clumsy)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 35\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 25\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 21\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Wallof stone\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\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>

\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 burrow20 ft.<\/span><\/p>

Wyrm\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40ft., fly 200 ft. (clumsy)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 37\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 27\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 21\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Damagereduction 20\/+2\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 15th<\/span><\/p>

\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 burrow20 ft.<\/span><\/p>

Great wyrm\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40ft., fly 200 ft. (clumsy)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 39\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 27\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 22\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 23\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 22\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Enervation\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\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<\/span><\/p>

\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 burrow20 ft.<\/span><\/p><\/div>","family":"Dragon","alignment":"Any","environment":"Temperate and warm desert and underground"},{"name":"Dragon Beetle","type":"Vermin","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5502,"reference":"Usergen","full_text":"

Dragon Beetle <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Tiny\u00a0Vermin \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 1d8\u00a0(4 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 40 ft (8 squares)<\/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 (1d6-3) or stinger +3 melee (1d2-3 plus dragonbane venom)<\/td> <\/tr>
Full Attack: <\/strong>Bite +3 melee (1d6-3) or stinger +3 melee (1d2-3 plus dragonbane venom)<\/td> <\/tr>
Space\/Reach: <\/strong>2 1\/2 ft\/0 ft<\/td> <\/tr>
Special Attacks: <\/strong>Dragonbane venom, swarmfighting<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft<\/td> <\/tr>
Saves: <\/strong>Fort +2, Ref +1, Will +0 <\/td> <\/tr>
Abilities: <\/strong>Str 4, Dex 13, Con 11, Int ---, Wis 10, Cha 7 <\/td> <\/tr>
Skills: <\/strong>---<\/td> <\/tr>
Feats: <\/strong>Weapon Finesse b<\/sup><\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Warm desert and underground<\/td> <\/tr>
Organization: <\/strong>Nest (2-16 plus nest leader)<\/td> <\/tr>
Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>2 HD (Tiny)<\/td> <\/tr>
Level Adjustment: <\/strong>---<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This oversized beetle is dark crimson in color, and its spiked shell is trimmed with black. It has three horns, a vicious-looking stinger, and a set of strong mandibles. Unlike most beetles, this one has no wings.<\/i>\r

The dragon beetle is a social creature, unlike most other types of beetles. Dragon beetles live in nests, which they defend to the death. A nest can be found in underground ruins, cramped caves, and in thick clumps of underground vegetation. Dragon beetles are foraging carrion-eaters, with half of the nest ranging out during the day for food. Though they will always settle for recently dead creatures, a group of dragon beetles can bring down small prey if they attack in sufficient numbers. The corpse is dragged back to the nest, and serves not only as a food source, but as a depository for eggs.\r

Dragon beetels are basically unintelligent, and do not see or hear very well. They rely on taste and touch to interact with the world around them. Dragon beetles communicate among themselves by touch and a small variety of sounds, but have no capacity for understanding or communicating with intelligent creatures.\r

A dragon beetle is one-foot long, and weighs 1 pound.\r

COMBAT<\/b>\r
A dragon beetle is not typically very aggressive, and lone dragon beetles will flee when confronted, if possible. If it cannot escape, a dragon beetle will lie perfectly still and produce a raspy, hissing sound, refusing to fight even if attacked. In groups of two or more, dragon beetles can be very aggressive, attacking any creature that comes within 10 feet.\r

Dragonbane Venom (Ex)<\/b>: A dragon beetle secretes a venom from its stinger that is harmful only to creatures of the dragon type. To other creatures, it causes only a mild skin irritation and a burning red scar.\r

Injury, Fortitude DC 14, initial damage 1d10 hp, secondary damage 2d10 hp. The save DC is Constitution-based and includes a +4 racial bonus.\r

Swarmfighting (Ex)<\/b>: Dragon beetles can coordinate melee attacks against a single target and are adept at fighting side by side in close quarters. When a dragon beetle engages a Small or larger creature in melee, and at least one other dragon beetle occupies the target's space, it gains a +1 morale bonus on the attack roll. This bonus increases by +1 for each additional dragon beetle beyond the first that occupies the target's space.\r


Dragon Beetle, Nest Leader\r
Tiny Vermin\r
Hit Dice<\/b>: 3d8+3 (16 hp) \r
Initiative<\/b>: +1\r
Speed<\/b>: 40 ft (8 squares)\r
Armor Class<\/b>: 15 (+2 size, +1 Dex, +2 natural), touch 13, flat-footed 14\r
Base Attack\/Grapple<\/b>: +1\/-9\r
Attack<\/b>: Bite +4 melee (1d6-2) or stinger +4 melee (1d2-2 plus dragonbane venom)\r
Full Attack<\/b>: Bite +4 melee (1d6-2) or stinger +4 melee (1d2-2 plus dragonbane venom)\r
Space\/Reach<\/b>: 2 1\/2 ft\/0 ft\r
Special Attacks<\/b>: Dragonbane venom, swarmfighting\r
Special Qualities<\/b>: Darkvision 60 ft\r
Saves<\/b>: Fort +4, Ref +2, Will +1\r
Abilities<\/b>: Str 6, Dex 13, Con 13, Int ---, Wis 10, Cha 7\r
Skills<\/b>: ---\r
Feats<\/b>: Weapon Finesse (b)\r

Environment<\/b>: Warm desert and underground\r
Organization<\/b>: Nest (1 plus 2-16 dragon beetles)\r
Challenge Rating<\/b>: 1\r
Treasure<\/b>: None\r
Alignment<\/b>: Always neutral\r
Advancement<\/b>: ---\r
Level Adjustment<\/b>: ---\r

Every dragon beetle nest is occupied by at least one larger, stronger dragon beetle. This nest leader has a stronger shell, and its venom is more potent.\r

A nest leader is 1 1\/2 feet long, and weighs 2 pounds.\r

Dragonbane Venom (Ex)<\/b>: A dragon beetle secretes a venom from its stinger that is harmful only to creatures of the dragon type. To other creatures, it causes only a mild skin irritation and a burning red scar.\r

Injury, Fortitude DC 15, initial damage 1d12 hp, secondary damage 2d12 hp. The save DC is Constitution-based and includes a +4 racial bonus.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1994 Wizards of the Coast, Inc.
Originally found in City by the Silt Sea (1994, Shane Lacy Hensley) and Monstrous Compendium Annual Two (1995).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Warm desert and underground"},{"name":"Dragon Horse","type":"Magical Beast","ch":9,"challenge_rating":" 09 \u00a0","id":5503,"reference":"Usergen","full_text":"

DRAGON HORSE<\/h2> <\/td> <\/tr>

Large Magical Beast (Air)<\/span><\/b><\/p> <\/td> <\/tr>

Hit Dice: <\/span><\/b>8d10+32 (76 hp)<\/span><\/p> <\/td> <\/tr>

Initiative: <\/span><\/b>+7 (+3 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

Speed: <\/span><\/b>60 ft, fly 120 ft (good)<\/span><\/p> <\/td> <\/tr>

AC: <\/span><\/b>20 (-1 size, +3 Dex, +8 natural)<\/span><\/p> <\/td> <\/tr>

Attacks: <\/span><\/b>2 hooves +14 melee<\/span><\/p> <\/td> <\/tr>

Damage: <\/span><\/b>Hoof 1d8+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, flying charge<\/span><\/p> <\/td> <\/tr>

Special Qualities: <\/span><\/b>Darkvision 180 ft, low-light vision, aura detection, telepathy, SR 16<\/span><\/p> <\/td> <\/tr>

Saves: <\/span><\/b>Fort +10, Ref +9, Will +8<\/span><\/p> <\/td> <\/tr>

Abilities: <\/span><\/b>Str 24, Dex 17, Con 19, Int 16, Wis 18, Cha 20<\/span><\/p> <\/td> <\/tr>

Skills: <\/span><\/b>Concentration +13, Knowledge (arcana) +12, Listen +20, Sense Motive +12, Spot +20<\/span><\/p> <\/td> <\/tr>

Feats: <\/span><\/b>Alertness, Combat Casting, Flyby Attack, Improved Initiative, Iron Will<\/span><\/p> <\/td> <\/tr>

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

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

Organization: <\/span><\/b>Solitary or family (2-3)<\/span><\/p> <\/td> <\/tr>

Challenge Rating: <\/span><\/b>9<\/span><\/p> <\/td> <\/tr>

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

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

Advancement: <\/span><\/b>9-16 HD (Large); 17-24 HD (Huge)<\/span><\/p> <\/td> <\/tr>

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

Dragon horses are sky-dwelling cousins of the noble ki-rin. They physically resemble the ki-rin, but lack their relatives\u0092 horn. They have blue coats of various hues, and flowing whitish-silver manes and tails.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Dragon horses spend nearly all of their time in the air when on the Material Plane, and visit the Elemental Plane of Air frequently. Dragon horses are solitary by nature, but sometimes travel with in families consisting of stallion, mare, and foal. They have no cares for material possessions, and do not keep treasure. They find the presence of Evil creatures distasteful and do not remain near them for long.<\/p> <\/td> <\/tr>

\u00a0\u00a0 Dragon horses are sought after as steeds and destriers, but are very difficult to tame. The dragon horse accepts another creature only as a willing traveling companion and associate, but does not remain land bound for a long period of time. A foal can be raised by a gentle being and trained as a companion, but this process may take decades.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Dragon horses speak Auran, and Common.<\/span><\/p> <\/td> <\/tr>

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

COMBAT<\/span><\/h1> <\/td> <\/tr>

Dragon horses are peaceful and avoid combat except in the most desperate of circumstances.\u00a0 In physical combat, they usually deal subdual damage rather than killing. The dragon horse emits its spell-like ability attacks as a form of breath weapon.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Spell-Like Abilities: <\/b>At will, once per round\u0097astral projection<\/i> (self plus 50 pounds of objects only), cone of cold, etherealness<\/i> (self plus 50 pounds of objects only), fog cloud, gust of wind<\/i>.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 All dragon horses\u0092 spell-like abilities are as the spells cast by an 8th-level sorcerer (save DC 15 + spell level), although it prefers to use its cone of cold<\/i> at half-strength.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Flying Charge (Ex): <\/b>A dragon horse that is flying gains a +2 to its damage roll on a charge.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Aura Detection (Su):<\/span><\/b> A dragon horse is empathic and has the ability to read the \u0093aura\u0094 of another creature, effectively giving it the abilities of detect evil<\/i> and detect thoughts<\/i> (DC 15), as the spells cast by an 8th-level sorcerer. This ability is always active.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Telepathy (Su): <\/span><\/b>A dragon horse can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Skills:<\/b> Dragon horses receive a +8 racial bonus to Listen and Spot checks.<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Magical Beast","alignment":"Usually neutral good","environment":"Any land"},{"name":"Dragon, Ferrous, Gruaghlothor","type":"Dragon","ch":25,"challenge_rating":" 25 \u00a0","id":5504,"reference":"Usergen","full_text":"

Dragon, Ferrous, Gruaghlothor <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Colossal\u00a0Dragon \t\t\t(Fire)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 48d12+576\u00a0(888 hp)<\/td> <\/tr>
Initiative: <\/strong> +8<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares), burrow 40 ft., fly 200 ft. (clumsy)<\/td> <\/tr>
Armor Class: <\/strong> 52 (-8 size, +50 natural), touch 2, flat-footed 52<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+48\/+84<\/td> <\/tr>
Attack: <\/strong>Bite +60 melee (4d8+20\/19-20)\r
<\/td> <\/tr>
Full Attack: <\/strong>Bite +60 melee (4d8+20\/19-20) and 2 claws +60 melee (4d6+10) and 2 wings +60 melee (2d8+10) and tail slap +60 melee (4d6+30)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>30 ft.\/20 ft. (30 ft. with bite)<\/td> <\/tr>
Special Attacks: <\/strong>Breath weapons, crush 4d8+30, frightful presence, spells, spell-like abilities, tail sweep 2d8+30<\/td> <\/tr>
Special Qualities: <\/strong>Alternate form, blindsense 60 ft., damage reduction 15\/chaotic and epic, darkvision 1,600 ft., immunity to fire, paralysis, and sleep, keen senses, metalsense, see invisibility, spell resistance 30, telepathy 120 ft., vulnerabilitiy to cold<\/td> <\/tr>
Saves: <\/strong>Fort +38, Ref +26, Will +37 <\/td> <\/tr>
Abilities: <\/strong>Str 51, Dex 10, Con 35, Int 32, Wis 33, Cha 32 <\/td> <\/tr>
Skills: <\/strong>Appraise +62, Bluff +62, Concentration +40, Diplomacy +62, Disguise +45 (+51 acting), Gather Information +62, Intimidate +64, Jump +58, Knowledge (arcana) +62, Knowledge (geography) +62, Knowledge (history) +62, Knowledge (the planes) +62, Listen +64, Search +62, Sense Motive +62, Spellcraft +68 (+74 scrolls), Spot +64, Survival +31 (+37 on other planes, +37 to avoid getting lost, +37 following tracks), Use Magic Device +62<\/td> <\/tr>
Feats: <\/strong>Alertness, Awesome Blow, Blind-Fight, Combat Casting, Combat Expertise, Fly-By Attack, Hover, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Multiattack, Multiattack, Power Attack, Quicken Spell-like Ability (wall of iron), Snatch, Wingover\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Underground<\/td> <\/tr>
Organization: <\/strong>Solitary or troupe (Gruaghlothor and one sovereign ferrous dragon of each type: chromium, cobalt, iron, nickel, and tungsten)<\/td> <\/tr>
Challenge Rating: <\/strong>25<\/td> <\/tr>
Treasure: <\/strong>When traveling, Gruaghlothor carries his magic items and 3d4+1 gems of various sizes. Gruaghlothor's lair contains 2d4 level 20 treasures<\/td> <\/tr>
Alignment: <\/strong>Always lawful neutral<\/td> <\/tr>
Advancement: <\/strong>-<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The dragon\u00c2\u0092s head is almost shovel-shaped, with a pointed snout. Its scales are metallic black with flashes of silver. Large plates which look like shark fins run down its neck and back.<\/i>\r

Gruaghlothor is the supreme ruler of the ferrous dragons. His power was once equal to that of Bahamut and Tiamat, before they achieved godhood. According to ferrous dragon legends, Gruaghlothor was the first of the ferrous dragons, and was responsible for creating the hierarchy that all ferrous dragons strictly follow. Several powerful red dragons banded together and destroyed Gruaghlothor, but he swore a dying curse to return for vengeance and not rest until all red dragons are destroyed. As a result of this curse, Gruaghlothor was indeed reborn, but not as the same creature. Should the current Gruaghlothor perish, the great wyrm iron dragons meet to choose one from among their ranks to become the new Gruaghlothor. Through a secret ritual that lasts exactly one year, the new Gruaghlothor emerges to lead the ferrous dragons and plot the extermination of red dragons.\r

Gruaghlothor possesses a constant telepathic link with all ferrous dragons, and thus even the most evil of the species will not defy his will, for he will know instantly.\r

COMBAT\r

Gruaghlothor prefers to use his spells and supernatural abilities in preference to melee combat. Against his hated rivals, the red dragons, he fights with immeasurable dedication and fury.\r

Alternate Form (Su):<\/b> Gruaghlothor can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. Gruaghlothor can remain in his animal or humanoid form until he chooses to assume a new one or return to his natural form.\r

Breath Weapon (Su):<\/b> Gruaghlothor has three types of breath weapon, a cone of superheated sparks (dealing 12d12 electricity and 12d12 fire damage, Reflex DC 46 half), a line of solid stone (dealing 12d12 bludgeoning damage, Reflex DC 46 half), and a cone of sleep gas. Creatures within a cone of sleep gas must succeed on a DC 46 Will save or fall asleep, regardless of HD, for 13d6 rounds. \r

Flesh to Iron (Sp):<\/b> Gruaghlothor can use this ability twice per day. It is similar to a flesh to stone<\/i> spell, except that the victim is turned into an iron statue rather than stone. As an iron object, it is vulnerable to rust attacks, such as that of a rust monster or a rusting grasp<\/i> spell. The condition can be reversed by stone to flesh and similar effects. A DC 28 Fortitude save negates the effect. This is the equivalent of a 7th-level spell.\r

Frightful Presence (Ex):<\/b> Gruaghlothor can unsettle foes with his mere presence. The power takes effect automatically whenever Gruaghlothor attacks, charges, or flies overhead. Creatures within a radius of 480 feet are subject to the effect if they have 47 or fewer Hit Dice. An affected creature can resist the effects by making a Will save (DC 45). A successful saving throw makes a creature immune to Gruaghlothor's frightful presence for one day. Creatures with 4 Hit Dice or fewer become panicked for 4d6 rounds if they fail their saving throws. Creatures with 5 or more Hit Dice become shaken for 4d6 rounds if they fail their saving throws. Ferrous dragons (and other dragon rulers, such as Bahamut and Tiamat) ignore the effects of Gruaghlothor's frightful presence.\r

Keen Senses (Ex):<\/b> Gruaghlothor sees four times as well as a human in low light conditions and twice as well in normal light. He also has darkvision to a range of 1,600 feet.\r

Metalsense (Ex):<\/b> All ferrous dragons can sense the location and amount of any non-precious metal (precious metals include adamantine, copper, gold, mithral, platinum, and silver) within a distance of 360 feet. This makes it nearly impossible to sneak up on a ferrous dragon when wearing armor or wielding weapons made from iron or other nonprecious metals. Like blindsense, opponents the dragon can\u00c2\u0092t actually see still have total concealment against the dragon.\r

See Invisibility (Ex):<\/b> Gruaghlothor has the extraordinary ability to see invisible creatures. This works like the see invisibility<\/i> spell with a range of 1,600 feet. This ability is always active.\r

Spell-Like Abilities:<\/b> At will\u00c2\u0097heat metal<\/i> (DC 23); 3\/day\u00c2\u0097detect thoughts<\/i> (DC 23), passwall, stone shape, transmute rock to mud<\/i> (DC 26), wall of iron<\/i> (DC 27). Caster level 22nd. The save DCs are Charisma-based.\r

Spells:<\/b> Gruaghlothor casts spells as a 20th-level sorcerer. In his natural form, Gruaghlothor can cast spells with but a word.\r

Telepathy (Su):<\/b> Gruaghlothor can speak with any creature within 120 feet that has a language. In addition, Gruaghlothor possesses a special telepathic bond with each of the the sovereign ferrous dragons, who in turn have bonds with each of their clan leaders. This functions as a detect thoughts<\/i> spell (Will DC 45 negates), except it works regardless of distance and only affects ferrous dragons. The save DC is Charisma-based.\r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1991 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #170<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Always lawful neutral","environment":"Underground"},{"name":"Dragon, Phase","type":"Dragon","ch":3,"challenge_rating":" 3 \u00a0","id":5505,"reference":"Usergen","full_text":"

Dragon, Phase <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Tiny\u00a0Dragon \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 3d12+3\u00a0(22 hp)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> 15 ft. (3 squares), fly 60 ft. (good)<\/td> <\/tr>
Armor Class: <\/strong> 18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/-6<\/td> <\/tr>
Attack: <\/strong>Bite +7 melee (1d4\u00c2\u00961)\r
<\/td> <\/tr>
Full Attack: <\/strong>Bite +7 melee (1d4\u00c2\u00961)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>2\u00c2\u00bd ft.\/0 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Breath weapon, spells<\/td> <\/tr>
Special Qualities: <\/strong>Blindsense 60 ft., darkvision 60 ft., ethereal jaunt, immunity to sleep and paralysis, low-light vision, spell resistance 18, telepathy 60 ft.\r
<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +5, Will +4 <\/td> <\/tr>
Abilities: <\/strong>Str 8, Dex 14, Con 13, Int 11, Wis 12, Cha 13 <\/td> <\/tr>
Skills: <\/strong>Appraise +3, Concentration +7, Diplomacy +4, Knowledge (arcana) +6, Listen +7, Spellcraft +9, Spot +7\r
<\/td> <\/tr>
Feats: <\/strong>Flyby Attack, Spell Penetration, Weapon Finesse (B)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any forests<\/td> <\/tr>
Organization: <\/strong>Solitary or pair<\/td> <\/tr>
Challenge Rating: <\/strong>3<\/td> <\/tr>
Treasure: <\/strong>Triple standard<\/td> <\/tr>
Alignment: <\/strong>Always chaotic, rarely evil<\/td> <\/tr>
Advancement: <\/strong>4\u00c2\u00965 HD (Tiny) or by character class (favored class: sorcerer)<\/td> <\/tr>
Level Adjustment: <\/strong>+5<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The glossy, light blue-gray scales of this tiny dragon have a sheen similar to mother-of-pearl.<\/i>\r

Phase dragons are tiny dragons, every bit as greedy as their larger kin. Like the phase spider, they can make brief jaunts into the Ethereal Plane. They use this ability not only for defense, but to occasionally swipe unattended valuables that it feels it must possess.\r

Phase dragons make their lairs in stout, hollow trees or caves in sparsely inhabited forest regions.\r

A phase dragon is roughly 3 feet long (including the tail) and weighs 8 to 10 pounds.\r

Phase dragons speak Draconic and Common.\r

COMBAT\r

A phase dragon prefers to avoid combat, utilizing its breath weapon to cover its escape into the Ethereal Plane. If forced to fight, it uses its ethereal jaunt ability to make jaunt-and-run attacks.\r

Blindsense (Ex):<\/b> A phase dragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the phase dragon can\u00c2\u0092t actually see still have total concealment against the phase dragon.\r

Breath Weapon (Su):<\/b> A phase dragon has one type of breath weapon, a 10-foot cone of confusion gas. Any creature within the area of the gas must succeed on a DC 12 Will save or become confused<\/i> (as the spell) for 1d6 rounds. The save DC is Constitution-based.\r

Ethereal Jaunt (Su):<\/b> A phase dragon 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). \r

Spells:<\/b> A phase dragon casts spells as a 1st-level sorcerer.\r

Typical Sorcerer Spells Known<\/i> (5\/4; save DC 11 + spell level): \r
0\u00c2\u0097dancing lights, daze, ghost sound, prestidigitation<\/i>; \r
1st\u00c2\u0097color spray, hypnotism<\/i>.<\/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":"Dragon","alignment":"Always chaotic, rarely evil","environment":"Any forests"},{"name":"Dragonet, Blue","type":"Dragon","ch":4,"challenge_rating":" 4 \u00a0","id":5506,"reference":"Usergen","full_text":"

Dragonet, Blue <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Dragon \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 5d12+15\u00a0(47 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), fly 50 ft. (good)<\/td> <\/tr>
Armor Class: <\/strong> 17 (+7 natural), touch 10, flat-footed 17<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+5\/+8<\/td> <\/tr>
Attack: <\/strong>Bite +8 melee (1d6+3)<\/td> <\/tr>
Full Attack: <\/strong>Bite +8 melee (1d6+3) and 2 claws +6 melee (1d4+1) or tail slap +8 melee (2d4+4)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Breath weapon, constrict 2d4+4, improved grab, rake 1d4+1, venomous blood<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., fire tolerance, immunity to paralysis and sleep, low-light vision, scent<\/td> <\/tr>
Saves: <\/strong>Fort +7, Ref +4, Will +5 <\/td> <\/tr>
Abilities: <\/strong>Str 17, Dex 10, Con 17, Int 10, Wis 12, Cha 13 <\/td> <\/tr>
Skills: <\/strong>Intimidate +9, Listen +9, Search +8, Sense Motive +9, Spot +9, Survival +9 (+11 following tracks)<\/td> <\/tr>
Feats: <\/strong>Multiattack, Track<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate or cold mountains and hills<\/td> <\/tr>
Organization: <\/strong>Solitary, pair, or family (mated pair plus 14 young)<\/td> <\/tr>
Challenge Rating: <\/strong>4<\/td> <\/tr>
Treasure: <\/strong>Double standard<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>6-15 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>+4<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This sleek, blue-scaled dragon is nearly twelve feet long.<\/i>\r

Blue dragonets are often mistaken for blue dragons, a fact that many unscrupulous merchants use to their financial gain when selling dragonet eggs or hatchlings. Beyond the physical similarities, blue dragonets are quite different from blue dragons. They breathe fire and resist its effects, possess venomous blood, and are generally not evil.\r

When true dragons are not present, blue dragonets are often among the top predators in their natural environment.\r

Generally solitary, blue dragonets mate during the spring and live together. The female lays a clutch of exactly fourteen eggs, which hatch in late spring. The mate pair remains together until late summer, when the young have reached maturity. Hatchlings begin with 1 Hit Die and gain an additional Hit Die each month thereafter.\r

Blue dragonets are 12 feet long and weigh 1,500 pounds. Scales vary in hue, but are always blue.\r

Blue dragonets speak Draconic.\r

Combat\r

A blue dragonet prefers to grab an opponent with its tail and then rake with its rear legs.\r

Breath Weapon (Su):<\/b> Once every 1d4 rounds, 20-foot cone, 1d12 fire (Reflex DC 15 half). The save DC is Constitution-based.\r

Fire Tolerance (Ex):<\/b> If a blue dragonet is exposed to any effect that deals fire damage and normally allows it to attempt a save for half damage, it takes no damage on a successful saving throw and only half damage on a failed save.\r

Constrict (Ex):<\/b> A blue dragonet deals 2d4+4 points of damage with a successful grapple check.\r

Improved Grab (Ex):<\/b> To use this ability, a blue dragonet must hit an opponent of any size with its 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 and rake.\r

Rake (Ex):<\/b> Attack bonus +6 melee, damage 1d4+1.\r

Venomous Blood (Ex):<\/b> A blue dragonet\u00c2\u0092s blood is poisonous. A creature that makes a successful attack with a slashing or piercing weapon (including natural weapons) against a blue dragonet must succeed on a DC 15 Reflex save or be exposed to poison from the dragonet's splashing blood. The save DC is Constitution-based.\r

Blue Dragonet Blood:<\/i> Contact, Fort Save DC 15, primary damage 1d4 Con, secondary damage 1d4 Con.\r

Training a Blue Dragonet<\/b>\r

Although intelligent, a blue dragonet requires training before it can bear a rider in combat. A blue dragonet can be trained as if it were a magical beast. To be trained, a blue dragonet must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly blue dragonet requires six weeks of work and a DC 25 Handle Animal check. Riding a blue dragonet requires an exotic saddle. A blue dragonet can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.\r

Blue dragonet eggs are worth 3,000 gp apiece on the open market, while young are worth 5,000 gp each. Professional trainers charge 1,500 gp to rear or train a blue dragonet.\r

Carrying Capacity:<\/b> A light load for a blue dragonet is up to 172 pounds; a medium load, 173-346 pounds; and a heavy load, 347-520 pounds.<\/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":"Usually neutral","environment":"Temperate or cold mountains and hills"},{"name":"Dragonet, Common","type":"Dragon","ch":3,"challenge_rating":" 3 \u00a0","id":5507,"reference":"Usergen","full_text":"

Dragonet, Common <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Dragon \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 3d12+12\u00a0(31 hp)<\/td> <\/tr>
Initiative: <\/strong> +3<\/td> <\/tr>
Speed:<\/strong> 50 ft. (10 squares), fly 60 ft. (poor)<\/td> <\/tr>
Armor Class: <\/strong> 16 (+3 Dex, +3 natural), touch 13, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/+5<\/td> <\/tr>
Attack: <\/strong>Bite +8 melee (1d6+3)<\/td> <\/tr>
Full Attack: <\/strong>Bite +8 melee (1d6+3) and 2 claws +6 melee (1d4+1) and 2 wings +6 melee (1d4+1)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Incendiary spittle<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., immunity to acid, paralysis, and sleep, low-light vision, scent<\/td> <\/tr>
Saves: <\/strong>Fort +7, Ref +6, Will +3 <\/td> <\/tr>
Abilities: <\/strong>Str 15, Dex 16, Con 18, Int 1, Wis 10, Cha 9 <\/td> <\/tr>
Skills: <\/strong>Listen +3, Spot +3\r
<\/td> <\/tr>
Feats: <\/strong>Flyby Attack, Multiattack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate forests, hills, marshes, or plains<\/td> <\/tr>
Organization: <\/strong>Solitary, pair, family (mated pair plus 1-2 young), or flight (2-20)<\/td> <\/tr>
Challenge Rating: <\/strong>3<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>4-6 HD (Medium); 7-10 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This six-foot-long dragon has a serpentine body.<\/i>\r

Common dragonets are rumored to be the ancestors of most of the true and lesser dragons. They were once far more common (hence their name), roaming the skies in huge flocks. They have since diminished due to the predations of other creatures, aggressive hunting by humanoids for their hides and incendiary saliva, and the destruction of their eggs by rodents and other beasts.\r

Once every decade, a female dragonet lays a clutch of 2-5 eggs. Common dragonets fiercely defend their young, and unlike many other dragons, groups of common dragonets will help defend the lairs and young of others of their kind. Unfortunately, they are easily distracted and give chase to interlopers, often leaving their eggs and young undefended against other opportunistic creatures.\r

The spittle from a common dragonet can be collected and used as a splash weapon. Treat a vial of dragonet spittle as a vial of acid, unless it strikes an open flame. In that case, it explodes as alchemists' fire. Enough spittle to fill four vials may be extracted from a slain dragonet.\r

A single dragonet hide can make hide armor for a Small humanoid or the hides of two can make hide armor for a single Medium humanoid. As usual, this dragonhide armor is masterwork and costs twice as much as usual masterwork armor. The armor itself is immune to acid. With an additional DC 25 Craft (armorsmithing) check, common-dragonet-hide armor grants resistance to acid 5 to the wearer as an Extraordinary ability. (See \"Dragoncraft\" items in the Draconomicon for more details as well as more information on the types of armor that can be created from a Medium dragon hide.)\r

Common dragonets are 6 feet long and weigh 100 to 150 pounds. Females have dull green scales, while males are reddish-brown with orange patches. Common dragonets have a lifespan of up to 200 years.\r

Combat\r

Common dragonets are aggressive predators and will generally attack anything of their own size or smaller. They generally open an attack with their incendiary spittle, then follow-up with melee attacks until they can spit again.\r

Incendiary Spittle (Su):<\/b> Once every 1d4 rounds, a common dragonet may a glob of corrosive, incendiary spittle at a single opponent. The dragonet must succeed on a ranged touch attack (to a maximum range of 30 feet with no range increments). The spittle deals 2d10 points of acid damage. The victim must also succeed on a DC 15 Reflex save or be permanently blinded. Additionally, if the save fails, one piece of the victim's equipment is at risk from the acid, suffering the same acid damage as the victim; use the rules for determining damage to equipment (see Items Affected by Magical Attacks in the DMG\/PHB).\r

The spittle is extremely flammable. A victim carrying an open flame (such as a torch, a flaming weapon, or under the effects of a fire shield<\/i> spell) must succeed on a DC 15 Reflex save or the spittle ignites in a fiery explosion, dealing 1d8 points of fire damage to the victim and all adjacent creatures and objects. The save DC is Constitution-based.<\/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":"Dragon","alignment":"Always neutral","environment":"Temperate forests, hills, marshes, or plains"},{"name":"Dragonet, Crow's-nest Dragon","type":"Dragon","ch":1,"challenge_rating":" 1 \u00a0","id":5508,"reference":"Usergen","full_text":"

Dragonet, Crow's-nest Dragon <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Tiny\u00a0Dragon \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 1d12+2\u00a0(8 hp)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> 15 ft. (3 squares), fly 60 ft. (good), swim 30 ft.<\/td> <\/tr>
Armor Class: <\/strong> 18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+1\/-9<\/td> <\/tr>
Attack: <\/strong>Bite +5 melee (1d6-2)<\/td> <\/tr>
Full Attack: <\/strong>Bite +5 melee (1d6-2)<\/td> <\/tr>
Space\/Reach: <\/strong>2\u00c2\u00bd ft.\/0 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Breath weapon, deadly dive<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., hold breath, immunity to paralysis and sleep, low-light vision, sailor's fortune, scent, spell resistance 10, telepathy 60 ft.\r
<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +4, Will +3 <\/td> <\/tr>
Abilities: <\/strong>Str 6, Dex 15, Con 15, Int 10, Wis 12, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Hide +14, Listen +5, Move Silently +6, Sense Motive +5, Spot +5, Swim +10<\/td> <\/tr>
Feats: <\/strong>Flyby Attack, Weapon Finesse [B]<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate hills or mountains<\/td> <\/tr>
Organization: <\/strong>Solitary, pair, or flock (3\u00c2\u009620)<\/td> <\/tr>
Challenge Rating: <\/strong>1<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always chaotic good<\/td> <\/tr>
Advancement: <\/strong>2\u00c2\u00963 HD (Tiny)<\/td> <\/tr>
Level Adjustment: <\/strong>+3<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This two-foot-long dragon has a snakelike body with a tail of equal length. Its iridescent white scales resemble pearls. It folds its long, wide, pelican-like wings close to its body as it begins to dive.<\/i>\r

These dragonets get their name from their tendency to follow ships, feeding on the fish disturbed in the ships' wake, and perching on the crow's-nest. Sailors consider crow's-nest dragons to be a sign of good fortune, and indeed a flock of these dragonets can improve the luck of those guiding the vessel. Should a member of a ship's crew attack any of the dragonets, however, the entire flock will leave, never to return to that ship.\r

The diet of crow's-nest dragons consists mostly of fish and cephalopods, with cuttlefish and squid being their favorite meals. They are hunted by large predators both in the air and undewater, particularly sharks, orcas, giant eagles, and manticores.\r

Crow's-nest dragons build nests atop rugged sea cliffs. They mate for life, and both parents raise the clutch of 3 to 5 hatchlings.\r

Crow's-nest dragons make loyal companions, although their insatiable curiosity can lead to mischief. Although they don't require much pampering, they have large appetites.\r

A crow's-nest has a body about 2 feet long, with a 2-foot tail. It weights about 7 pounds. They have a lifespan of 11 to 20 years.\r

A crow's-nest dragon can be acquired as a familiar by a 7th-level arcane spellcaster with the Improved Familiar feat. \r

Combat\r

Crow's-nest dragons prefer to dive at prey, swallowing tiny prey in a single gulp before speeding away underwater or back into the skies. A flock of crow's-nest dragons sometimes cooperate to take down larger prey, such as a tuna or swordfish.\r

Breath Weapon (Su):<\/b> Once per day, a crow's nest dragonet can breathe out a cloud of mist, as the spell fog cloud<\/i>, with a duration of 1 minute. \r

Deadly Dive (Ex):<\/b> When a crow's-nest dragon dives at least 30 feet and makes a successful bite attack at the end of the dive, it deals an extra 1d4 points of damage.\r

Hold Breath (Ex):<\/b> A crow's-nest dragon can hold its breath for a number of rounds equal to 8 times its Constitution score before it risks drowning.\r

Sailor's Fortune (Su):<\/b> A flock of crow's-nest dragons within 60 feet of a ship provide a luck bonus on all Profession (sailor) checks pertaining to the vessel. This luck bonus is +2 for a flock of 3-9 crow's-nest dragons, and +4 for a flock of 10 or more.\r

Telepathy (Su):<\/b> Crow's-nest dragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.\r

Skills:<\/b> A crow's-nest 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.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
2000 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #272<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Always chaotic good","environment":"Temperate hills or mountains"},{"name":"Dragonet, Geyser Dragon","type":"Dragon","ch":2,"challenge_rating":" 2 \u00a0","id":5509,"reference":"Usergen","full_text":"

Dragonet, Geyser Dragon <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Tiny\u00a0Dragon \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 3d12+3\u00a0(22 hp)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> 20 ft. (4 squares), fly 60 ft. (good), swim 60 ft.<\/td> <\/tr>
Armor Class: <\/strong> 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/-6<\/td> <\/tr>
Attack: <\/strong>Bite +7 melee (1d3-1)<\/td> <\/tr>
Full Attack: <\/strong>Bite +7 melee (1d3-1) and 2 claws +5 melee (1d4-1)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Boiling blood, breath weapon<\/td> <\/tr>
Special Qualities: <\/strong>Amphibious, darkvision 60 ft., fire tolerance, immunity to paralysis and sleep, low-light vision, scent<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +5, Will +4 <\/td> <\/tr>
Abilities: <\/strong>Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Hide +10, Listen +7, Move Silently +8, Spot +7, Swim +13\r
<\/td> <\/tr>
Feats: <\/strong>Multiattack, Weapon Finesse<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Warm aquatic<\/td> <\/tr>
Organization: <\/strong>Solitary, pair, or nest (3-8)<\/td> <\/tr>
Challenge Rating: <\/strong>2<\/td> <\/tr>
Treasure: <\/strong>Half coins; double goods; double items<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>4-6 HD (Tiny)<\/td> <\/tr>
Level Adjustment: <\/strong>+4<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The body of thiis tiny, wingless dragon is long and serpentine, with short legs and long fins trailing from behind its shoulders and hips. Its greenish-blue scales are flecked with silver. Vapor billows from its body as it moves with the fluidity of an eel.<\/i>\r

Although no larger than a pseudodragon, geyser dragons consider themselves true dragons, and as such, are overconfident and arrogant. They only take equally boastful and brash creatures as companions.\r

Bearing both gills and nostrils, geyser dragons can breathe both air and water equally. Geyser dragons are usually found in magma-warmed natural springs. They nest in small groups in cramped caverns, wherein they sleep and mate nocturnally. During the day, they hunt anything they can catch, and their overconfidence often results in them becoming a meal for larger predators. Because humanoids build bathhouses and other structures over hot springs, geyser dragons sometimes find their way into such establishments.\r

Geyser dragons are 2 to 4 feet long and weigh 15 to 25 pounds. Scale coloration is greenish blue flecked with silver. They have a lifespan of 21-32 years.\r

Geyser dragons speak Draconic.\r

A geyser dragon can be acquired as a familiar by a 9th-level arcane spellcaster with the Improved Familiar feat. \r

Combat\r

Geyser dragons generally open combat with a blast of their powerful breath weapons before they throw themselves into melee combat.\r

Boiling Blood (Ex):<\/b> A geyser dragon\u00c2\u0092s blood is highly pressurized and erupts in a burst of boiling liquid and steam upon contact with the air. A creature that makes a successful attack with a slashing or piercing weapon (including natural weapons) against a geyser dragon must succeed on a DC 12 Reflex save or take 1d3 points of fire damage from the splashing blood. The save DC is Constitution-based.\r

Breath Weapon (Su):<\/b> Once every 1d4 rounds (but not more than three times per day), a geyser dragon can spit a 40-foot cone of boiling water and steam that deals 2d12 points of fire damage (DC 12 Ref half). The save DC is Constitution-based.\r

Fire Tolerance (Ex):<\/b> If a geyser dragon is exposed to any effect that deals fire damage and normally allows it to attempt a save for half damage, it takes no damage on a successful saving throw and only half damage on a failed save.\r

Skills:<\/b> A geyser 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.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
2000 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #272<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Usually neutral","environment":"Warm aquatic"},{"name":"Dragonet, Mole Dragon","type":"Dragon","ch":4,"challenge_rating":" 4 \u00a0","id":5510,"reference":"Usergen","full_text":"

Dragonet, Mole Dragon <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Dragon \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 5d12+20\u00a0(52 hp)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), burrow 30 ft.<\/td> <\/tr>
Armor Class: <\/strong> 18 (+2 Dex, +6 natural), touch 12, flat-footed 16<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+5\/+8<\/td> <\/tr>
Attack: <\/strong>Bite +8 melee (2d4+5)<\/td> <\/tr>
Full Attack: <\/strong>Bite +8 melee (2d4+5)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Improved grab, locking jaws, spells, spell-like abilities, summon earth creatures<\/i><\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., dig, immunity to paralysis and sleep, low-light vision, scent, spell resistance 9, telepathic link\r
<\/td> <\/tr>
Saves: <\/strong>Fort +8, Ref +6, Will +5 <\/td> <\/tr>
Abilities: <\/strong>Str 17, Dex 15, Con 19, Int 14, Wis 12, Cha 16 <\/td> <\/tr>
Skills: <\/strong>Bluff +11, Concentration +12, Diplomacy +7, Disguise +3 (+5 acting), Intimidate +10, Knowledge (arcana) +10, Listen +9, Sense Motive +9, Spellcraft +12, Spot +9, Survival +4*<\/td> <\/tr>
Feats: <\/strong>Power Attack, Track<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any hills and underground<\/td> <\/tr>
Organization: <\/strong>Solitary or pair<\/td> <\/tr>
Challenge Rating: <\/strong>4<\/td> <\/tr>
Treasure: <\/strong>No coins, double goods (gems only), no items<\/td> <\/tr>
Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
Advancement: <\/strong>6-10 HD (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>+5<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This wingless dragon superficially resembles a badger, with a thick body, short tail, and huge front claws. Its skin resembles rough natural stone flecked with glittering chips of mica, and dotted here or there with gemstones of various colors.<\/i>\r

Mole dragons lair in deep subterranean areas, and can only tolerate being aboveground for a few hours. These dour dragonets occasionally ally with duergar or derro, although these associations rarely last long. Even more rarely, a mole dragon may bond with a powerful evil spellcaster as a familiar.\r

Solitary by nature, mole dragons meet others of their kind only by chance, and if of opposite sexes, may mate. The female lays eggs in a dead-end tunnel, seals it off, then leaves the hatchlings to fend for themselves.\r

Mole dragons subsist almost entirely on precious metals, resulting in deep emnity with dwarves and other races that rely on mining.\r

A mole dragon's body is 5 feet long, with an additional 2-1\/2 foot tail. It weighs 200 pounds. Scale coloration varies from dark blue to deep purple to black, with a lighter underbelly. They have a lifespan of 41-50 years. As they age, mole dragons' hide become encrusted with gemstones.\r

Mole dragons speak Draconic and Undercommon.\r

A mole dragon can be acquired as a familiar by a 9th-level arcane spellcaster with the Improved Familiar feat. \r

Combat\r

Sadistic and cruel, mole dragons enjoy inflicting pain. A mole dragon enjoys nothing more than to lock its powerful jaws on a victim, biting until the victim succumbs to the pain.\r

Dig (Su):<\/b> Three times per day, a mole dragon can dig through soil as a standard action. This functions as a move earth<\/i> spell, with the following differences. Each round that the mole dragon maintains concentration, it can move a 10-foot cube of earth, and it may maintain concentration for as many rounds as it has hit dice. Unlike the move earth<\/i> spell, the mole dragon's dig ability may form tunnels. Caster level 5th. This is the equivalent of an 3rd-level spell.\r

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

Locking Jaws (Ex):<\/b> A mole dragon that successfully gets a hold on an opponent with its improved grab ability locks its jaws on the victim with great tenacity, granting it an additional +4 bonus on grapple checks as long as the hold is maintained. This attack deals bite damage each round until the victim breaks free, the mole dragon is slain, or the victim dies.\r

Spell-Like Abilities:<\/b> At will\u00c2\u0097stone shape<\/i>; 3\/day\u00c2\u0097passwall, wall of stone<\/i> (DC 18). Caster level 5th. The save DCs are Charisma-based.\r

Spells:<\/b> A mole dragon casts spells as a 4th-level sorcerer and can also cast cleric spells and those from the Earth, Protection, and War domains as arcane spells. \r

Typical Sorcerer Spells Known<\/i> (6\/7\/4): 0\u00c2\u0097acid splash<\/i> (+7 ranged touch), detect magic, mage hand, ray of frost<\/i> (+7 ranged touch), resistance, touch of fatigue<\/i> (+8 melee touch, DC 13); 1st\u00c2\u0097magic missile, sanctuary<\/i> (DC 14), true strike<\/i>; 2nd\u00c2\u0097scorching ray<\/i> (+7 ranged touch). \r

Summon Earth Creatures (Sp):<\/b> Once per day, a mole dragon can automatically summon up to 4 Hit Dice of elementals or outsiders with the earth subtype (most often Small earth elementals, earth mephits, sandlings, or sandmen). This ability is the equivalent of a 4th-level spell.\r

Once per week, a mole dragon can automatically summon up to 8 Hit Dice of elementals or outsiders with the earth subtype (most often a Large earth elemental). This ability is the equivalent of a 6th-level spell.\r

Telepathic Link (Su):<\/b> A mole dragon familiar can communicate telepathically with its master to a range of 300 feet.\r

Skills:<\/b> *A mole dragon has a +4 racial bonus on Survival checks when tracking by scent.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
2000 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #272<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Usually neutral evil","environment":"Any hills and underground"},{"name":"Dragonet, Pavilion Dragon","type":"Dragon","ch":3,"challenge_rating":" 3 \u00a0","id":5511,"reference":"Usergen","full_text":"

Dragonet, Pavilion Dragon <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Small\u00a0Dragon \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 3d12+3\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> 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/-1<\/td> <\/tr>
Attack: <\/strong>Claw +4 melee (1d4)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +4 melee (1d4)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Attraction, aversion, breath weapon, psionics<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., immunity to paralysis and sleep, low-light vision, scent, spell resistance 5<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +5, Will +5 <\/td> <\/tr>
Abilities: <\/strong>Str 11, Dex 15, Con 13, Int 12, Wis 14, Cha 14 <\/td> <\/tr>
Skills: <\/strong>Bluff +7, Diplomacy +6, Disguise +2 (+4 acting), Hide +11, Intimidate +4, Knowledge (nature) +6, Listen +9, Move Silently +7, Sense Motive +7, Spot +9, Survival +2 (+4 in aboveground natural environments)<\/td> <\/tr>
Feats: <\/strong>Alertness, Flyby Attack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Warm forests<\/td> <\/tr>
Organization: <\/strong>Solitary, pair, or family (3-6)<\/td> <\/tr>
Challenge Rating: <\/strong>3<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>4-9 HD (Small)<\/td> <\/tr>
Level Adjustment: <\/strong>+3<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This creature resembles a cross between a tropical bird and a small dragon. Its scales resemble colorful gemstones. Its head sports a beaklike snout and large eyes, and sits atop a long, serpentine neck. The long tips of its folded wings drape down along its lengthy tail.<\/i>\r

Of the dragonets, pavilion dragons are the most even-tempered. These fun-loving creatures delight in natural beauty and have a warm sense of humor that they share with others.\r

Pavilion dragons lair in the uppermost branches of tall trees in tropical rainforests. Pavilion dragons mate for life, and females lay one egg each spring. The young remain with the parents for 5 years, so as many as 5 hatchlings (each a year apart) can reside in a nest at a given time. \r

Pavilion dragons subsist on fruits and eggs, and hunt insects, birds, and even small lizards and monkeys.\r

A pavilion dragon are 2 to 4 feet long and weigh 15 pounds. Scale coloration varies from dark blue on females to a brilliant spectrum of ruby, jacinth, and topaz on males. They have a lifespan of 26-35 years.\r

Pavilion dragons speak Draconic.\r

A pavilion dragon can be acquired as a familiar by a 9th-level arcane spellcaster with the Improved Familiar feat. \r

Combat\r

Although pavilion dragons are usually peaceful, they fiercely defend their nests and young. A pavilion dragon opens combat with its breath weapon, then rely on their psionics, turning to melee attacks only as a last resort. When hunting, pavilion dragons snatch prey in their claws and carry it off to their nests.\r

Attraction (Su):<\/b> Three times a day, a pavilion dragon can cause a single target to be attracted to some object or creature for one hour. If the target fails a DC 13 Will save, it will take reasonable steps to find or get close to the object of its attraction. It will not, however, take suicidal actions or act on its attraction during combat. If the pavilion dragon chooses to make itself the object of attraction, it gains a +4 bonus on all Charisma-based checks against an affected target. The save DC is Charisma-based.\r

Aversion (Su):<\/b> Three times a day, a pavilion dragon can cause a single target to feel a strong aversion to some object, creature, or action for one hour. If the target fails a DC 13 Will save, it will take reasonable steps to avoid the object of its aversion. If an object or creature, the victim will attempt to stay 30 feet away; if an action, the victim will avoid performing that action. If the victim has to approach the object of its aversion or perform that specific action, it takes a -2 penalty to all relevant checks. The save DC is Charisma-based.\r

Breath Weapon (Su):<\/b> A pavilion dragon has one type of breath weapon, a 15-foot cone of percussive sound. Any creature within the area of the gas must succeed on a DC 12 Fortitude save or become stunned for 2d4 rounds. This is a sonic effect. The save DC is Constitution-based.\r

Psionics (Sp):<\/b> At will\u00c2\u0097detect poison<\/i>; 3\/day\u00c2\u0097clairaudience\/clairvoyance, dimension door, invisibility, teleport<\/i>. Caster level 6th. The save DCs are Charisma-based.\r

Telepathic Link (Su):<\/b> A pavilion dragon familiar can communicate telepathically with its master to a range of 300 feet.\r

Psionic Pavilion Dragons<\/b>\r

If you are using psionics in your campaign, make the following changes.\r

Small Dragon (Psionic)\r
Special Attacks:<\/b> Breath weapon, psi-like abilities\r
Special Qualities:<\/b> Darkvision 60 ft., immunity to paralysis and sleep, low-light vision, power resistance 5, scent\r
Advancement:<\/b> 4-9 HD (Small) or by character class (favored class: psion [telepath])\r

Psi-Like Abilities:<\/b> At will\u00c2\u0097detect hostile intent<\/i>; 3\/day\u00c2\u0097attraction<\/i> (DC 15, +6 bonus)*, aversion<\/i> (DC 15, duration 7 hours)*, clairvoyant sense, concealing amorpha, psionic dimension door, psionic teleport<\/i>. Manifester level 6th. The save DCs are Charisma-based.\r

*Includes augmentation for manifester level.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
2000 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #272<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Usually neutral","environment":"Warm forests"},{"name":"Dragonfish","type":"Beast","ch":2,"challenge_rating":" 02 \u00a0","id":5512,"reference":"Usergen","full_text":"

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

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

Hit Dice:<\/span><\/b> 2d10 (11 hp)<\/span><\/p> <\/td> <\/tr>

Initiative: <\/span><\/b>+2 (Dex)<\/span><\/p> <\/td> <\/tr>

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

AC:<\/span><\/b> 16 (+1 size, +2 Dex, +3 natural)<\/span><\/p> <\/td> <\/tr>

Attacks:<\/span><\/b> Bite +3 melee; or 1d4 spines +3 melee<\/span><\/p> <\/td> <\/tr>

Damage:<\/span><\/b> Bite 1d4+1; or spine 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>Spines, poison<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> Darkvision 60 ft, low-light vision<\/span><\/p> <\/td> <\/tr>

Saves:<\/span><\/b> Fort +3, Ref +5, Will +0<\/span><\/p> <\/td> <\/tr>

Abilities:<\/span><\/b> Str 12, Dex 15, Con 11, Int 2, Wis 11, Cha 4<\/span><\/p> <\/td> <\/tr>

Skills: <\/span><\/b>Hide +4*, Listen +2, Spot +2<\/span><\/p> <\/div> <\/td> <\/tr>

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

Climate\/Terrain:<\/span><\/b> Any aquatic<\/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> Always neutral<\/span><\/p> <\/td> <\/tr>

Advancement:<\/span><\/b> 3-6 HD (Small)<\/span><\/p> <\/td> <\/tr>

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

A dragonfish is a small, 2-foot long, flat, fish that makes its home on the bottom of lakes, rivers, or streams. Its scales are brown, mottled with black.<\/span><\/p> <\/td> <\/tr>

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

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

Dragonfish are not aggressive and prefer to lie on the bottom of a body of water, waiting for a victim to step on it so its poisonous spines penetrate the victim\u0092s flesh. If forced into melee, a dragonfish attacks with its bite.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Spine (Ex):<\/b> The dragonfish\u0092s back is covered with long, sharp spines. A creature stepping on a dragonfish has 1d4 spines penetrate and break off in its flesh. Each spine deals damage and injects poison into the wound. Removing a spine deals 1d2 points of damage.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Poison (Ex):<\/b> Spine, Fortitude save (DC 11); initial damage 1d2 points of temporary Constitution, secondary damage 1d2 points of temporary Constitution.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Skills:<\/b> *When not moving, a dragonfish gains a +12 racial bonus to Hide checks.<\/span><\/p> <\/td> <\/tr>

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

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

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

\u00a0<\/span><\/p><\/div>","family":"Beast","alignment":"Any","environment":"Any aquatic"},{"name":"Dragonfly (Giant)","type":"Vermin","ch":4,"challenge_rating":" 04 \u00a0","id":5513,"reference":"Usergen","full_text":"

GIANT DRAGONFLY<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

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

Hit Dice:<\/span><\/b> 7d8+14 (45 hp)<\/span><\/p> <\/td> <\/tr>

Initiative: <\/span><\/b>+2 (+2 Dex)<\/span><\/p> <\/td> <\/tr>

Speed:<\/span><\/b> 20 ft, fly 80 ft (good)<\/span><\/p> <\/td> <\/tr>

AC:<\/span><\/b> 17 (+2 Dex, +5 natural)<\/span><\/p> <\/td> <\/tr>

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

Damage:<\/span><\/b> Bite 1d8+3<\/span><\/p> <\/td> <\/tr>

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

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

Saves:<\/span><\/b> Fort +7, Ref +4, Will +3<\/span><\/p> <\/td> <\/tr>

Abilities:<\/span><\/b> Str 15, Dex 15, Con 14, Int \u0097, Wis 12, Cha 9<\/span><\/p> <\/td> <\/tr>

Skills: <\/span><\/b>Intuit Direction +7, Spot +7<\/span><\/p> <\/div> <\/td> <\/tr>

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

Climate\/Terrain:<\/span><\/b> Temperate and warm land<\/span><\/p> <\/td> <\/tr>

Organization:<\/span><\/b> Solitary or swarm (2-5)
Challenge Rating:<\/b> 4<\/span><\/p> <\/td> <\/tr>

Treasure:<\/span><\/b> None (skin is worth 1,500 gp intact)<\/span><\/p> <\/td> <\/tr>

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

Advancement:<\/span><\/b> 8-10 HD (Medium-size); 11-21 HD (Large)<\/span><\/p> <\/td> <\/tr>

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

Giant dragonflies appear as normal dragonflies about 5-feet long. Their skin glitters in the sunlight and, if it can be removed and preserved, brings a good price on the market.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Giant dragonflies are dangerous predators and will hunt humans and other humanoids as prey.<\/span><\/p> <\/td> <\/tr>

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

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

A giant dragonfly is very aggressive and hunts warm-blooded creatures fearlessly. It will attack its prey until either it or its prey is dead.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Vermin:<\/span><\/b> Immune to mind-influencing effects. Giant dragonflies have darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

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

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

The Giant Dragonfly 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 land"},{"name":"Dragonfly Turtle","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":5514,"reference":"Usergen","full_text":"

Dragonfly Turtle <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 8d10+24\u00a0(68 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 10 ft. (2 squares), fly 80 ft. (average), swim 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>+8\/+18<\/td> <\/tr>
Attack: <\/strong>Bite +12 melee (2d8+9)\r
<\/td> <\/tr>
Full Attack: <\/strong>Bite +12 melee (2d8+9)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, scent, vulnerable wings<\/td> <\/tr>
Saves: <\/strong>Fort +9, Ref +7, Will +2 <\/td> <\/tr>
Abilities: <\/strong>Str 22, Dex 12, Con 17, Int 1, Wis 10, Cha 8 <\/td> <\/tr>
Skills: <\/strong>Spot +11, Swim +14<\/td> <\/tr>
Feats: <\/strong>Endurance, Flyby Attack, Hover (B), Wingover<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any land<\/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>9-11 HD (Large), 12-23 HD (Huge), 24-32 HD (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This massive terrapin creature has the head and wings of a dragonfly.<\/i>\r

Dragonfly turtles, also known as \u00c2\u0093hovershells,\u00c2\u0094 are a magical hybrid of a giant turtle and a giant dragonfly. Originally created by wizards as a means of aerial transportation, these creatures now breed true. However, they are almost never encountered in the wild. \r

Dragonfly turtles are omnivorous, eating mostly insects captured in flight and fish, although they also ingest small quantities of plant matter (especially algae).\r

Domesticated dragonfly turtles are kept in comfortable \u00c2\u0093stables\u00c2\u0094 until needed. As long as they cannot see outside, dragonfly turtles will not seek to escape confinement. Any barn-like structure will suffice to keep them in one place. If they must be \u00c2\u0093parked\u00c2\u0094 outside, a strong chain is necessary, as they easily chew through even the strongest rope. They are intelligent enough to obey simple commands if properly trained: dragonfly turtles are controlled by a bridle and reins.\r

In order to improved the comfort of riding a dragonfly turtle, wizards often apply sovereign glue<\/i> to the shell, attaching such things as chairs, chests, and the like. Dragonfly turtles are quite a sight, buzzing through the air with their legs pulled into their shells, ridden by a wizard seated comfortably on a padded chair mounted to the creature\u00c2\u0092s shell.\r

While dragonfly turtles do not understand the concept of treasure, there are often valuables in the furniture glued to them. The type of treasure, if any, varies on a case-by-case basis depending upon the needs and habits of the wizard using the dragonfly turtle as a riding mount. For obvious reasons, any chests making up part of a dragonfly turtle\u00c2\u0092s \u00c2\u0093furniture\u00c2\u0094 are equipped with strong locks to prevent them from being accidentally opened while in flight.\r

If a wizard possesses a male and a female of these creatures, they can be induced to mate. Mating is a much simpler procedure for the beasts if there\u00c2\u0092s no \u00c2\u0093furniture\u00c2\u0094 glued to the female\u00c2\u0092s shell, however. The female lays 2-5 leathery eggs that hatch in about 4 months. Newly-hatched dragonfly turtles are about 3 feet in length, and are wingless and aquatic. Each year thereafter they grow about one foot longer. Their wings develop when they reach 4 years of age, at which point they mostly stop swimming. \r

A typical dragonfly turtle is 10 feet long with a shell up to 6 feet across, weighing around 2,000 pounds. Lifespans average around 20 years.\r

COMBAT\r

Dragonfly turtles bite with their razorsharp mandibles. \r

Vulnerable Wings (Ex):<\/b> A dragonfly turtle's wings are highly flammable, and can be damaged by area-of-effect fire attacks. The dragonfly turtle must succeed on a Fortitude save (DC equal to 10 plus the fire damage taken) or lose wings (one wing per 4 points of damage). A dragonfly turtle which has lost a single wing cannot fly, but can land without taking falling damage as per the feather fall<\/i> spell. A dragonfly turtle that has lost two or more wings takes normal falling damage.\r

Additionally, dragonfly turtles cannot fly with wet wings. If a dragonfly turtle is struck by a water based attack or effect while flying, it must succeed at a Fortitude save (DC equal to that of the attack or effect, DC 15 if not otherwise specified) or be forced to land as if it had lost one wing. A dragonfly turtle can dry wet wings by buzzing them for at least one minute, or longer depending on the circumstances. \r

Skills:<\/b> A dragonfly turtle 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 Dragonfly Turtle<\/b>\r
A dragonfly turtle requires training before it can bear a rider in combat.\r

Training a dragonfly turtle requires six weeks of work and a DC 25 Handle Animal check. Riding a dragonfly turtle requires an exotic saddle A dragonfly turtle can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.\r

A dragonfly turtle's saddle usually takes the form of a throne-like chair glued to the back of the turtle's shell. Some dragonfly turtles also have chests or lockers glued to their shell for storing their master's possessions.\r

Dragonfly turtle eggs are worth 3,500 gp apiece on the open market, while young are worth 7,000 gp each. Professional trainers charge 1,500 gp to rear or train a dragonfly turtle.\r

Carrying Capacity:<\/b> A light load for a dragonfly turtle is up to 519 pounds; a medium load, 520-1,038 pounds; and a heavy load, 1,039-1,560 pounds.<\/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":"Any land"},{"name":"Drake, Greater, Arsalon (Hive Drake)","type":"Dragon","ch":9,"challenge_rating":" 9 \u00a0","id":5515,"reference":"Usergen","full_text":"

Drake, Greater, Arsalon (Hive Drake) <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Dragon \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 12d12+36\u00a0(114 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares), fly 150 ft. (poor)<\/td> <\/tr>
Armor Class: <\/strong> 17 (-1 size, +8 natural), touch 9, flat-footed 17<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+12\/+20<\/td> <\/tr>
Attack: <\/strong>Claw +15 melee (1d6+4)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +15 melee (1d6+4) and bite +15 melee (1d10+2) and stinger +15 melee (2d6+2 plus poison)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Cloud of wasps, poison\r
<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., immunity to paralysis and sleep, low-light vision<\/td> <\/tr>
Saves: <\/strong>Fort +13, Ref +8, Will +9 <\/td> <\/tr>
Abilities: <\/strong>Str 18, Dex 11, Con 17, Int 4, Wis 13, Cha 12 <\/td> <\/tr>
Skills: <\/strong>Hide +9, Listen +15, Spot +15, Survival +9\r
<\/td> <\/tr>
Feats: <\/strong>Alertness, Great Fortitude, Hover, Improved Multiattack, Multiattack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate woodlands<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>9<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>13-18 HD (Large), 19-24 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This horse-sized dragon resembles a giant insect. Its large, thick scales resemble plates, while its slender, backward-thrusting horns resemble antennae. Its short, thick tail ends in a body stinger. Dark, vertical stripes, like those of a bee, stretch across its scales, and its batlike wings are nearly black.<\/i>\r

One of the more unusual of the greater drakes, the arsalon, or hive drake, resembles an insect as much as a dragon. While many believe them to be some kind of a dragon\/bee hybrid, arsalon are completely reptilian.\r

Arsalon cannot speak, but if properly trained can be taught to obey commands in a spoken language.\r

An arsalon's body is 12 feet long, half of which is its tail. Its wingspan is about 10 feet. An arsalon weighs between between 1,250 and 1,500 pounds. Arsalon range from a dusty yellow to tan to a light gray. Their batlike wings are often much darker in color, ranging from a coffee-brown to nearly black. \r

COMBAT\r

The arsalon\u00c2\u0092s combat tactics differ depending upon its position. On land, it uses the standard claw\/claw\/bite routine common to most drakes. If airborne, the drake usually foregoes its bite attack and attacks first with its front claws, and then, if successful, swings its tail under its body and jabs at its prey with its bony stinger. If a victim is slowed by its venom, the arsalon takes full advantage, biting and stinging repeatedly while grasping its prey in its front claws. \r

Cloud of Wasps (Ex):<\/b> The arsalon sports a unique form of attack, based on a strange symbiosis between the drake and normal wasps. The arsalon secretes a wasp-attracting nectarlike substance in its throat bladder. Over time, the bladder becomes home to an entire wasp nest, and the arsalon can excite the wasps simply by contracting its throat bladder and exerting pressure on the hive. Use the statistics for a swarm of locusts to represent the wasps. The enraged wasps do not stray far from the arsalon, but dissipates once all creatures (other than the arsalon itself) are out of sight. \r

Fortunately, the arsalon\u00c2\u0092s unusual \u00c2\u0093breath weapon\u00c2\u0094 is a one-shot deal; once the wasps have been sent out into battle, the drake must wait 24 hours to secrete enough nectar to attract a new swarm. Because of its thick, platelike scales, the arsalon is immune to the stings of wasps and other similar-sized creatures like bees and hornets.\r

Poison (Ex):<\/b> Stinger, Fortitude DC 16, initial damage slowed (as the spell) for 1d10+2 rounds, secondary damage none. The save DC is Constitution-based.\r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1999 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #260<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Usually neutral","environment":"Temperate woodlands"},{"name":"Drake, Greater, Fumarandi (Smoke Drake)","type":"Dragon","ch":7,"challenge_rating":" 7 \u00a0","id":5516,"reference":"Usergen","full_text":"

Drake, Greater, Fumarandi (Smoke Drake) <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Dragon \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 11d12+11\u00a0(82 hp)<\/td> <\/tr>
Initiative: <\/strong> +4<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares), fly 150 ft. (poor)<\/td> <\/tr>
Armor Class: <\/strong> 16 (+6 natural), touch 10, flat-footed 16<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+11\/+17<\/td> <\/tr>
Attack: <\/strong>Bite +13 melee (1d10+2)<\/td> <\/tr>
Full Attack: <\/strong>Bite +13 melee (1d10+2) and 2 claws +11 melee (1d6+1)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Blow smoke cloud<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., immunity to fire, paralysis and sleep, low-light vision\r
<\/td> <\/tr>
Saves: <\/strong>Fort +8, Ref +7, Will +8 <\/td> <\/tr>
Abilities: <\/strong>Str 15, Dex 11, Con 13, Int 4, Wis 13, Cha 12 <\/td> <\/tr>
Skills: <\/strong>Hide +14, Listen +17, Spot +17<\/td> <\/tr>
Feats: <\/strong>Alertness, Hover, Improved Initiative, Multiattack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any temperate land<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>7<\/td> <\/tr>
Treasure: <\/strong>Double standard, but gems only<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>12-15 HD (Medium), 16-22 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The eyes of this pony-sized dragon glow like burning embers. Its overlapping scales are the color of charcoal, while its claws and backward curving twin horns are black. A black tongue the color of charred wood flickers frequently out of its mouth, like that of a snake or a lizard. Its whole body shimmers like hot coals.<\/i>\r

One of the smaller of the greater drakes, the fumarandi, or smoke drake, is nonetheless a formidable and fearsome-looking opponent. The fumarandi gives off a shimmer of heat, although the creature is not uncomfortable to the touch and can be ridden safely without fear of burning one\u00c2\u0092s saddle, boots, or clothes.\r

Fumarandi cannot speak, but if properly trained can be taught to obey commands in a spoken language.\r

A fumarandi's body is 8 feet long, half of which is its tail. Its wingspan is about 8 feet. A fumarandi weighs between between 800 and 1,000 pounds. \r

COMBAT\r

Fumarandi habitually start an attack by blowing smoke at their opponents, then rushing in for a claw\/claw\/bite routine. It prefers targeting a single opponent and usually sticks with that opponent until it is slain or the fumarandi is driven away.\r

Blow Smoke Cloud (Ex):<\/b> The smoke drake is named not only for its coloration but also after one of its special attack forms. Once every three rounds, the creature can expel a 20 ft cone of smoke from its nostrils at opponents. Victims caught in a fumarandi\u00c2\u0092s smoke cloud must make a Fortitude save each round (DC 15, +1 for each additional round) or spend the round coughing and choking. Victims who fail the Fort save two consecutive rounds take 1d6 points of nonlethal damage, as per the rules for smoke effects in the DMG. The fumarandi is immune to the effects of its own smoke cloud (and to those of others of its race). Unless in a closed environment (like the back of a cave), the smoke cloud dissipates in 3 rounds, and it is dispersed in 1 round by strong or stronger wind (including that caused by gust of wind<\/i> and similar spells).\r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1999 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #260<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Usually neutral","environment":"Any temperate land"},{"name":"Drake, Greater, Kavainus (Ghost Drake)","type":"Dragon","ch":9,"challenge_rating":" 9 \u00a0","id":5517,"reference":"Usergen","full_text":"

Drake, Greater, Kavainus (Ghost Drake) <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Dragon \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 13d12+26\u00a0(110 hp)<\/td> <\/tr>
Initiative: <\/strong> +5<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares), fly 150 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>+13\/+20<\/td> <\/tr>
Attack: <\/strong>Bite +15 melee (1d10+3) <\/td> <\/tr>
Full Attack: <\/strong>Bite +15 melee (1d10+3) and 2 claws +15 melee (1d8+1)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Improved grab<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., etherealness, ethersight, glow, immunity to fear, paralysis, and sleep, low-light vision<\/td> <\/tr>
Saves: <\/strong>Fort +11, Ref +11, Will +9 <\/td> <\/tr>
Abilities: <\/strong>Str 17, Dex 12, Con 15, Int 4, Wis 13, Cha 12 <\/td> <\/tr>
Skills: <\/strong>Climb +14, Listen +15, Move Silently +14, Spot +15<\/td> <\/tr>
Feats: <\/strong>Alertness, Endurance, Flyby Attack, Improved Initiative, Lightning Reflexes<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Mountains or hills<\/td> <\/tr>
Organization: <\/strong>Solitary or mated pair (2) or family (3)<\/td> <\/tr>
Challenge Rating: <\/strong>9<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>14-20 HD (Large), 21-26 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This horse-sized dragon bears a ridge of sharp horns on either side of its skull, giving its head a wedge-shaped appearance. It is covered in bone white scales which glow faintly ih the darkness, seeming almost ghostly. Its dark eyes are deep set beneath a bony crest, and its sharp claws and fangs are white as bone.<\/i>\r

Their scales of a kaivanus absorb light during the day and glow faintly at night, giving the creature its nickname, \u00c2\u0093ghost drake.\u00c2\u0094 (The name \u00c2\u0093kavainus\u00c2\u0094 means \u00c2\u0093spirit-dragon-kin\u00c2\u0094 in the language of the gray elves, many of whom have domesticated these drakes.) The eerie nocturnal glow of these creatures inspire fear in those who mistake them for undead, while their natural coloration in daylight often leads others to mistake them for white dragons from a distance. \r

Kavaini cannot speak, but if properly trained can be taught to obey commands in a spoken language.\r

A kavainus's body is 12 feet long, half of which is its tail. Its wingspan is about 10 feet. A kavainus weighs between 1,250 and 1,500 pounds. Its hard, bony scales range from bone white to snow white to a light, dusty gray. \r

COMBAT\r

Kavaini have immensely powerful jaws to bite at foes. If seriously injured, it attempts to escape to the Etheral Plane.\r

Etherealness (Sp):<\/b> A kavainus can become ethereal at will. While ethereal, it remains visible and can see on both the Material and Ethereal Planes, but it can be attacked only by other ethereal creatures or those employing ghost touch weapons or similar magic. Kavaini take a full round to become ethereal or return fully to the Material Plane, and they generally use this ability only to escape more powerful foes. Anyone in contact with a kavainus can be turned ethereal along with the creature or not, at the drake\u00c2\u0092s whim, as long as the \u00c2\u0093passenger\u00c2\u0094 is smaller than the kavainus. This makes it difficult to capture grown specimens; most domestic kavaini are trained from infancy.\r

Ethersight (Su):<\/b> A kaivanus can see into the Ethereal Plane at will.\r

Glow (Ex):<\/b> The scales of a kaivanus absorbs light during the day and glows faintly in darkness. In areas of darkness or shadowy illumination, a kavainus is treated as if under the effects of a faerie fire<\/i> spell.\r

Improved Grab (Ex):<\/b> To use this ability, a kavainus must hit an opponent 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
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1999 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #260<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Usually neutral","environment":"Mountains or hills"},{"name":"Drake, Greater, Retchenbeast (Muck Drake)","type":"Dragon","ch":7,"challenge_rating":" 7 \u00a0","id":5518,"reference":"Usergen","full_text":"

Drake, Greater, Retchenbeast (Muck Drake) <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Dragon \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 10d12+30\u00a0(95 hp)<\/td> <\/tr>
Initiative: <\/strong> -1<\/td> <\/tr>
Speed:<\/strong> 20 ft. (4 squares), swim 20 ft., fly 70 ft. (poor)<\/td> <\/tr>
Armor Class: <\/strong> 15 (-1 Dex, +6 natural), touch 9, flat-footed 15<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+10\/+12<\/td> <\/tr>
Attack: <\/strong>Bite +12 melee (1d8+2) or spit muck +10 ranged touch<\/td> <\/tr>
Full Attack: <\/strong>Bite +12 melee (1d8+2) and 2 claws +7 melee (1d4+1) or spit muck +10 ranged touch\r
<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Spit muck<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., immunity to paralysis and sleep, low-light vision, resistance to acid 5<\/td> <\/tr>
Saves: <\/strong>Fort +12, Ref +6, Will +7 <\/td> <\/tr>
Abilities: <\/strong>Str 15, Dex 9, Con 16, Int 4, Wis 11, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Hide +12, Listen +15, Spot +15, Swim +10\r
<\/td> <\/tr>
Feats: <\/strong>Alertness, Great Fortitude, Snatch, Weapon Focus (spit muck)\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any swamp<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>7<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>11-15 HD (Medium), 16-20 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This ugly creature resembles a grayish-brown bloated toad the size of a pony. It has short, stumpy wings, a short, thick neck, and four webbed feet. Its long, serpentine tail looks out of place on the creature. A pair of eyes bulge from the top of its head.<\/i>\r

The retchenbeast, or muck drake, is not only one of the smallest of the greater drakes but also one of the ugliest. Rather than sporting the graceful draconian form common to the other drakes, the retchenbeast resembles nothing so much as a giant, bloated toad with short, stumpy wings that can barely support its weight in flight. Like a toad, the creature\u00c2\u0092s eyes bulge from the top of its head, allowing it to submerge all but its eyes under the swampy waters of its home territory. Its neck is much shorter and thicker than those of other drakes. \r

When clean, retchenbeasts are a grayish-brown, with irregularly sized scales. (The larger ones often have wartlike projections on them, further enhancing the likeness to a giant toad.) However, clean retchenbeasts are rarely seen, for they are habitually covered in the muck and slime of the swamps, bogs, and quagmires that they call home. While not swift, retchenbeasts are excellent swimmers, able to keep afloat even in quicksand and bogs.\r

Retchenbeasts cannot speak, but if properly trained can be taught to obey commands in a spoken language.\r

A retchenbeast's body is 8 feet long, half of which is its tail. Its wingspan is about 6 feet. A retchenbeast weighs between between 800 and 1,000 pounds. \r

COMBAT\r

A retchenbeast prefers to stay submerged up to its protruding eyeballs until ready to spring out at its prey. Inherently lazy creatures, retchenbeasts prefer to dispatch their victims with as little fuss as possible. While their froglike mouths are filled with sharp teeth and they sport wicked little claws on the ends of their webbed digits, retchenbeasts prefer grappling prey and holding them underwater until they drown.\r

Spit Muck (Ex):<\/b> Retchenbeasts have a revolting attack they can bring to bear - vomiting up a sticky, sludgelike liquid from the storage pouch in their throats. The retchenbeast must succeed on a ranged touch attack. A victim struck must succeed on a DC 15 Fortitude save or be sickened. This condition lasts until the muck is washed off (a full-round action requiring at least a gallon of water). Regardless of whether the save is successful, the muck has a tendency to drip into the victim\u00c2\u0092s eyes and slows movement to the extent that the victim suffers a -2 circumstance penalty to Armor Class. In addition, anyone within 10 feet of a \u00c2\u0093mucked\u00c2\u0094 victim must succeed on a DC 15 Fortitude save or suffer a lesser version of the sickened condition (-1 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) due to the stench. Retchenbeasts are immune to this ability. The save DC is Constitution-based.\r

The retchenbeast must have access to a fetid, swampy region to replenish its disgusting \u00c2\u0093muck\u00c2\u0094 attack, for the creature\u00c2\u0092s \u00c2\u0093muck\u00c2\u0094 attack draws heavily on the mud and mire of the swampland environment. The retchenbeast can employ its spit muck attack once every 3 rounds, so long as it has access to swamp muck and mire. Salivary glands help \u00c2\u0093store\u00c2\u0094 a dose of wet muck in the retchenbeast\u00c2\u0092s throat bladder for nearly a month between uses. Refilling its throat bladder requires a move action.\r

Skills:<\/b> A retchenbeast 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>
1999 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #260<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Usually neutral","environment":"Any swamp"},{"name":"Drake, Greater, Silislithis (Sea Drake)","type":"Dragon","ch":9,"challenge_rating":" 9 \u00a0","id":5519,"reference":"Usergen","full_text":"

Drake, Greater, Silislithis (Sea Drake) <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Dragon \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 13d12+39\u00a0(123 hp)<\/td> <\/tr>
Initiative: <\/strong> +5<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares), swim 40 ft., fly 150 ft. (poor)<\/td> <\/tr>
Armor Class: <\/strong> 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+13\/+20<\/td> <\/tr>
Attack: <\/strong>Bite +16 melee (1d10+3)<\/td> <\/tr>
Full Attack: <\/strong>Bite +16 melee (1d10+3) and 2 claws +13 melee (1d8+1)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Spit water stream<\/td> <\/tr>
Special Qualities: <\/strong>Amphibious, darkvision 60 ft., immunity to paralysis and sleep, low-light vision<\/td> <\/tr>
Saves: <\/strong>Fort +11, Ref +11, Will +9 <\/td> <\/tr>
Abilities: <\/strong>Str 17, Dex 12, Con 16, Int 4, Wis 12, Cha 12 <\/td> <\/tr>
Skills: <\/strong>Listen +19, Search +4, Spot +19, Survival +10, Swim +11\r
<\/td> <\/tr>
Feats: <\/strong>Alertness, Improved Initiative, Lightning Reflexes, Multiattack, Weapon Focus (bite)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Oceans and coastal shorelines<\/td> <\/tr>
Organization: <\/strong>Solitary or family (3-9)<\/td> <\/tr>
Challenge Rating: <\/strong>9<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>14-20 HD (Large), 21-26 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This horse-sized draconic creature is sleek and supple. A bony frill flanks each side of its head. Its tiny, close-set scales range in coloration from various shades of blue, aquamarine, and green. Its large finlike wings are a shade lighter. It sports, webbed toes, and both a dorsal and ventral fin on its long tail.<\/i>\r

The silislithis, or \u00c2\u0093sea drake\u00c2\u0094 uses powerful strokes from its great wings to propel its sleek body through the water at great speeds with supple grace.\r

Silislithi cannot speak, but if properly trained can be taught to obey commands in a spoken language.\r

An silislithis's body is 12 feet long, half of which is its tail. Its wingspan is about 10 feet. A silislithis weighs between between 1,250 and 1,500 pounds. \r

COMBAT\r

In water, a silislithis usually attacks first with its bite and, if successful, follows up with claw attacks. (The silislithis swims with its legs pressed close to the sides of its body, as this streamlining allows the creature to move faster through the water.) On land, it uses all three attacks in a single round, usually targeted against a single foe.\r

Spit Water Stream (Ex):<\/b> Silislithi can fill their throat bladders with sea water, then compress the bladder to shoot a high-speed stream of water at opponents. This is a 20-foot line that deals 5d4 points of damage (Reflex DC 19 half). A silislithis can refill its throat bladder as a full round action. The save DC is Constitution-based.\r

The attack is ineffective underwater, but the bladder is put to a different use in that environment - by closing off its esophageal valve, the bladder\u00c2\u0092s contents can be forced through two vents just behind the creature\u00c2\u0092s wings. This allows the silislithis to jet backward 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. The save DC is Constitution-based.\r

Skills:<\/b> A silislithis 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

Rivislithis<\/b>\r

The rivislithis, or river drake, is a freshwater version of the sea drake, able to breathe both air and fresh water (but not sea water, just as the silislithis cannot breathe fresh water). The rivislithis\u00c2\u0092 coloration tends more toward the greens and grays, and it lacks the silislithis\u00c2\u0092 cold resistance, but is otherwise indistinguishable from its ocean-dwelling cousin.\r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1999 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #260<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Usually neutral","environment":"Oceans and coastal shorelines"},{"name":"Drake, Greater, Vandalraug (Battle Drake)","type":"Dragon","ch":10,"challenge_rating":" 10 \u00a0","id":5520,"reference":"Usergen","full_text":"

Drake, Greater, Vandalraug (Battle Drake) <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Dragon \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 14d12+42\u00a0(133 hp)<\/td> <\/tr>
Initiative: <\/strong> +4<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares), fly 150 ft. (poor)<\/td> <\/tr>
Armor Class: <\/strong> 17 (-1 size, +8 natural), touch 9, flat-footed 17<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+14\/+22<\/td> <\/tr>
Attack: <\/strong>Bite +17 melee (2d6+4)<\/td> <\/tr>
Full Attack: <\/strong>Bite +17 melee (2d6+4) and 2 claws +15 melee (1d10+2) and 2 wing slashes +15 melee (1d8+2)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>-<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., immunity to fear, paralysis, and sleep, low-light vision\r
<\/td> <\/tr>
Saves: <\/strong>Fort +14, Ref +9, Will +11 <\/td> <\/tr>
Abilities: <\/strong>Str 19, Dex 11, Con 17, Int 4, Wis 14, Cha 12 <\/td> <\/tr>
Skills: <\/strong>Listen +17, Move Silently +13, Spot +17, Survival +10<\/td> <\/tr>
Feats: <\/strong>Great Fortitude, Hover, Improved Initiative, Multiattack, Power Attack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any land<\/td> <\/tr>
Organization: <\/strong>Solitary or family (2-6)<\/td> <\/tr>
Challenge Rating: <\/strong>10<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>15-21 HD (Large), 22-28 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
Clearly some sort of dragon, this creature is fifteen feet long from snout to tail. Its orange eyes are black-slitted, and a pair of horns sweep backward from its skull. Swordlike spines extend from its batlike wings.<\/i>\r

The vandalraug, or battle drake, is the \u00c2\u0093heavy war horse\u00c2\u0094 of the greater drakes, easily domesticated into service as a flying battle mount and able to carry a heavily armored warrior without sacrificing maneuverability or speed. It is one of the largest of the greater drakes and one of the most common. Vandalraugs are often domesticated by orcs.\r

Scale coloration covers a broader range than in most greater drake species. The most common scale colors are green (ranging from olive to a dark forest green), brown (from a tan to a dark coffee color), dark gray or black, and the occasional reddish-orange. Each specimen has scales of a single color, with wings of a slightly lighter shade. Since their scales are often the color of chromatic dragons, vandalraugs are easily mistaken for dragon hatchlings. Regardless of scale coloration, all vandalraugs have orange eyes with black, slitted pupils in the manner of many reptiles.\r

Vandalraugs sport a pair of backward-curving horns, similar to those of a wyvern. While the horns are not used in combat, the males often butt heads like rams in the springtime as part of their elaborate mating rituals. The \u00c2\u0093clack\u00c2\u0094 from two sets of the hollow horns clashing travels quite a distance. Vandalraugs also inflate their throat bladders prior to releasing their mating calls, which can be heard for miles. Both sexes exhibit this behavior, though the females\u00c2\u0092 call is somewhat higher in pitch than those of the males.\r

Vandalraugs cannot speak, but if properly trained can be taught to obey commands in a spoken language.\r

A vandalraug's body is 15 feet long, half of which is its tail. Its wingspan is about 20 feet. A vandalraug weighs about one ton.\r

COMBAT\r

Vandalraugs fight with teeth and claws. If on the ground, the vandalraug can also slash an opponent with the sharp, swordlike spines extending from the tips of each \u00c2\u0093finger\u00c2\u0094 of its batlike wings. The creature can target only a single opponent with each wing. The wing-slash victim must be on one side of the vandalraug; the drake cannot use its wings to attack creatures directly in front of it, nor can it employ its wing-blades as weapons while in flight.\r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1999 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #260<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Usually neutral","environment":"Any land"},{"name":"Drake, Space","type":"Dragon","ch":17,"challenge_rating":" 17 \u00a0","id":5521,"reference":"Usergen","full_text":"

Drake, Space <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Gargantuan\u00a0Dragon \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 26d12+182\u00a0(351 hp)<\/td> <\/tr>
Initiative: <\/strong> +7<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), fly 80 ft. (average)<\/td> <\/tr>
Armor Class: <\/strong> 35 (-4 size, +3 Dex, +26 natural), touch 9, flat-footed 32<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+26\/+51<\/td> <\/tr>
Attack: <\/strong>Bite +35 melee (4d6+13\/19-20 plus 1d6 on a successful critical hit and DC 36 Fort save or die) or tail slap +35 melee (2d8+19) \r
<\/td> <\/tr>
Full Attack: <\/strong>Bite +35 melee (4d6+13\/19-20 plus 1d6 on a successful critical hit and DC 36 Fort save or die) and tail slap +30 melee (2d8+19)<\/td> <\/tr>
Space\/Reach: <\/strong>20 ft.\/15 ft. (20 ft. with bite)<\/td> <\/tr>
Special Attacks: <\/strong>Breath weapon, constrict 4d8+13, crush 4d6+19, improved grab, spell-like abilities<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., immunity to cold, fire, magic sleep effects, and paralysis, locate portal, low-light vision, restore air, spaceborn, spell resistance 24\r
<\/td> <\/tr>
Saves: <\/strong>Fort +22, Ref +18, Will +15 <\/td> <\/tr>
Abilities: <\/strong>Str 36, Dex 17, Con 24, Int 3, Wis 11, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Listen +29, Spot +29<\/td> <\/tr>
Feats: <\/strong>Cleave, Devastating Critical (bite), Great Cleave, Flyby Attack, Improved Critical (bite), Improved Initiative, Overwhelming Critical (bite), Power Attack, Weapon Focus (bite)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Space<\/td> <\/tr>
Organization: <\/strong>Solitary, mated pair, or family (mated pair plus hatchling)<\/td> <\/tr>
Challenge Rating: <\/strong>17<\/td> <\/tr>
Treasure: <\/strong>Double standard<\/td> <\/tr>
Alignment: <\/strong>Always neutral, often evil<\/td> <\/tr>
Advancement: <\/strong>27-40 HD (Gargantuan); 41-78 HD (Colossal)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A massive, serpentine creature floats through space. Its head is clearly draconic, with a maw full of sharp teeth. A dorsal fin extends from its head and neck. Glittering, pearlescent scales cover its long body.<\/i>\r

Space drakes are primal cousins of the spaceborne radiant dragon (not to be confused with the celestial radiant dragons found in the Draconomicon<\/i>). These territorial dragons tend to make their lairs in hollowed-out asteroids or deserted fortresses or vessels of spacefaring species.\r

Space drakes are truly omnivorous, subsisting on rocks and space dust when organic matter cannot be found. They prefer meat, and given the choice, would rather eat it while it's still living. When hungry enough, a space drake will occasionally enter a planet's atmosphere and go on an eating binge on its surface.\r

A space drake is 50 feet long and weighs 15 to 20 tons. \r

Space drakes speak Draconic.\r

COMBAT\r

Space drakes are fearless combatants, taking on any creature they encounter, and even spacefaring vessels. They prefer to open with their breath weapons, then savaging prey with their powerful bites while constricting with their coils.\r

Breath Weapon (Su):<\/b> A space drake has one type of breath weapon, a pulse of 6 force missiles usable once every 1d4 rounds. These pulses can strike up to six creatures, no two of which can be more than 30 ft. apart. It can direct more than one pulse at a single target, if desired. Each pulse unerringly strikes its target, dealing 2d6 points of damage. The missile then explodes in a 5-foot burst of force that deals half this amount of damage to any creatures adjacent to the primary target. \r

The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. The space drake cannot single out specific parts of a creature, but can target and damage unattended objects.\r

Constrict (Ex):<\/b> On a successful grapple check, a space drake deals 4d8+13 points of damage.\r

Crush (Ex):<\/b> A flying space drake 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 the space drake's body. Each creature in the affected area must succeed on a DC 36 Reflex save or be pinned, automatically taking 4d6+19 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if the space drake chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round. The save DC is Strength-based.\r

Improved Grab (Ex):<\/b> To use this ability, a space drake 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 it establishes a hold and can attempt to constrict.\r

Locate Portal (Sp):<\/b> Twice per day, the space drake may locate any nearby wormholes, teleport anchors, or other interdimensional travel locales (such as gates<\/i> or portals<\/i>). This functions as a find the path<\/i> spell, except it indicates all portals within 100 miles. This is the equivalent of a 6th-level spell. Caster level 20th.\r

Restore Air (Sp):<\/b> Twice per day, the space drake may create a bubble of clean, fresh air around 6creatures. This bubble follows the creature for 3 hours (or until the effect is dispeled). If the creature enters an area of impure air, such as the area of a stinking cloud<\/i> or a poison gas trap, the creature is rendered immune to these effects. This is the equivalent of a 3rd-level spell. Caster level 20th.\r

Spaceborn (Ex):<\/b> A space drake is immune to the deleterious effects of space. It need not breathe, and faces no threat of decompression. \r

Spell-Like Abilities:<\/b> At will\u00c2\u0097light<\/i>; 2\/day\u00c2\u0097daylight<\/i>. Caster level 20th.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1990 Wizards of the Coast, Inc.
Originally found in SJA2 - Skull & Crossbows<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Always neutral, often evil","environment":"Space"},{"name":"Draknor","type":"Aberration","ch":18,"challenge_rating":" 18 \u00a0","id":5522,"reference":"Usergen","full_text":"

Draknor <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Gargantuan\u00a0Aberration \t\t\t(Extraplanar, fire)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 22d8+110\u00a0(209 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 0 ft.<\/td> <\/tr>
Armor Class: <\/strong> 27 (-4 size, +21 natural), touch 6, flat-footed 27<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+15\/+39<\/td> <\/tr>
Attack: <\/strong>Claw +24 melee (3d6+12\/19-20) or heat ray +12 ranged touch (5d12 fire) \r
<\/td> <\/tr>
Full Attack: <\/strong>2 claws +24 melee (3d6+12\/19-20) and 4 tentacles +21 melee (2d4+6) or heat ray +12 ranged touch (5d12 fire) \r
<\/td> <\/tr>
Space\/Reach: <\/strong>20 ft.\/20 ft. (60 ft. with tentacles)<\/td> <\/tr>
Special Attacks: <\/strong>Constrict 2d4+18, earthquake strike, heat ray, improved grab, swallow whole<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 5\/epic, darkvision 60 ft., healing flames, immunity to electricity, fire, mind-affecting effects, and poison, immoveable, resistance to acid 20, reflect mind blast, spell resistance 30, tendrils, tremorsense 120 ft., vulnerability to cold <\/td> <\/tr>
Saves: <\/strong>Fort +14, Ref +7, Will +16 <\/td> <\/tr>
Abilities: <\/strong>Str 35, Dex 10, Con 21, Int 14, Wis 16, Cha 12 <\/td> <\/tr>
Skills: <\/strong>Diplomacy +3, Knowledge (dungeoneering) +22, Knowledge (the planes) +22, Listen +18, Search +22, Sense Motive +13, Spot +18, Survival +3 (+5 on other planes, +5 underground, +5 following tracks)<\/td> <\/tr>
Feats: <\/strong>Awesome Blow, Great Fortitude, Improved Bull Rush, Improved Critical (claw), Multiattack, Power Attack, Weapon Focus (claw), Weapon Focus (heat ray)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Elemental Plane of Earth or Elemental Plane of Fire<\/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>23-32 HD (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This creature stands over two stories tall, tethered to the cavern walls by a dozen long, rocklike appendages. Its wide clamlike body consists of two shells, with dozens of eyestalks and other sensory organs peering through the gap between these shells. A pair of reptilian claws protrudes from its front, and four large dorsal tentacles stretch out from its back. Several dozen tendrils trail beneath, each seemingly endlessly long.<\/i>\r

The draknor is the larval form of an extraplanar monstrosity of unbelievable power. For reasons that remain an enigma, draknor eggs are deposited on the Material Plane, deep underground in secluded caverns near sources of great heat. When these eggs have incubated for a year, the larval draknor hatches and feeds on the heat until it reaches maturity, when it migrates back to the elemental planes. Adult draknors are never encountered on the Material plane, and no encounter with one on the elemental planes has yet been documented.\r

While it subsists solely on heat, a draknor can consume and digest nearly anything. Along with its preferred habitat, this makes it a particular threat to illithids and other Underdark races. The draknor's immunities render illithids nearly powerless against them.\r

Although draknor are highly intelligent, their thought processes are totally alien. They cannot (or choose not to) communicate with other creatures.\r

A larval draknor is 55 feet wide, 40 feet long, and about 25 feet high, and weighs 100 tons.\r

COMBAT\r

Though still larval on the Material Plane, a draknor is a behemoth and a terror in combat. Draknors are usually hunted down and destroyed when their presence is discovered. A draknor is intelligent enough to coordinate its many attacks between several different foes, and uses its tendrils to cause an earthquake before any creatures get anywhere near its lair.\r

An opponent can attack a draknor\u00c2\u0092s tentacles with a sunder attempt as if they were weapons. A draknor\u00c2\u0092s tentacles have 30 hit points each. If a draknor is currently grappling a target with the tentacle 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 a draknor\u00c2\u0092s tentacles deals 15 points of damage to the creature. The creature regrows severed limbs in 1d6 days.\r

A draknor\u00c2\u0092s natural weapons, as well as any weapons it wields, are treated as epic weapons for the purpose of overcoming damage reduction.\r

Constrict (Ex):<\/b> A draknor deals automatic tentacle damage with a successful grapple check.\r

Earthquake Strike (Ex):<\/b> A draknor can cause a minor, localized earthquake from the end of any of its tendrils as a standard action, once per round. This affects all creatures in a 30-foot radius directly above the tendril, on the ground level. Targets will be knocked prone if not secured, and must succeed on a DC 26 Fortitude save or be stunned for 1d4+1 rounds. The save DC is Constitution-based. \r

Healing Flames (Su):<\/b> Any attack that deals fire damage heals a draknor for 1 point of damage for each point of damage the attack would otherwise deal. A draknor cannot exceed its full normal hit points as a result of this healing. A draknor gets no saving throw against fire effects.\r

Heat Ray (Ex):<\/b> A draknor may spew the heat that it channels through its tendrils into a ruby-red ray. This ray comes from its mouth, and has a maximum range of 200 feet with no range increments. A draknor cannot be struck with its own heat ray.\r

Immoveable (Ex):<\/b> A draknor anchors itself to the walls of its lair using 12 rock-hard extensions. This renders a draknor immune to bull rush and trip attacks.\r

Improved Grab (Ex):<\/b> To use this ability, a draknor must hit with a claw or 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 if grappling with a tentacle. If grappling with either a claw or tentacle, the draknor can transfer the opponent to its mouth and attempt to swallow the foe in the following round.\r

Reflect Mind Blast (Su):<\/b> If a draknor is hit by a mind blast ability, it can turn the mind blast back upon the creature attacking it. Instead of a 60-foot cone, this attack manifests as a focused beam that strikes only the creature that attacked with the mind blast. The DC is the same as that of the creature that attacked with the mind blast.\r

Swallow Whole (Ex):<\/b> A draknor can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. The swallowed creature takes 4d6+6 points of crushing damage plus 4d8 points of acid damage and 4d8 points of fire damage per round from the draknor\u00c2\u0092s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 50 points of damage to the draknor\u00c2\u0092s gut (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.\r

Tendrils (Ex):<\/b> A draknor has 30 tendrils that it uses to feed on heat sources. These snaky tendrils move independently of the draknor\u00c2\u0092s body, at a speed of 40 feet per round, and burrow through solid rock at a speed of 30 feet per round. The ends of these tendrils can reach up to a mile away from the draknor\u00c2\u0092s main body. If one or more of a draknor\u00c2\u0092s tendrils taps into a source of continual heat (such as magma), the draknor heals 3 points of damage per round (as fast healing). A draknor does not benefit from its fast healing in any round in which it uses its heat ray.\r

An opponent can attack a draknor\u00c2\u0092s tendrils with a sunder attempt as if they were weapons. A draknor\u00c2\u0092s tendrils have 10 hit points each. Severing one of a draknor\u00c2\u0092s tendrils deals 5 points of damage to the creature. If 10 or more tentacles are severed, its fast healing is reduced to 2 points per round, and if 20 or more are severed, it is reduced to 1 point per round. These tendrils do not regrow without magical healing, and if all are severed, the draknor dies of starvation in two weeks.\r

DRAKNOR IN EBERRON \r

The Library of Korranberg has long sought to identify the inhabitants of Fernia that are the mature form of the powerful draknor. The gnomes now have reason to believe that a draknor egg has been placed beneath the Howling Peaks, and are trying to gather people to watch the growth of the creature from start to finish, and if possible, follow it to Fernia once it matures. \r

DRAKNOR IN FAERUN \r

A draknor egg has recently hatched near the illithid city of Oryndoll. The mind flayers are particularly distressed, as the monster's tendrils have broken into the Undervaults, where their amassed knowledge and elder brain reside. The draknor has no interest in this knowledge; its tendrils simply broke through on their way to a pocket of magma.\r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1990 Wizards of the Coast, Inc.
Originally found in Dungeon Magazine #24<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":"Elemental Plane of Earth or Elemental Plane of Fire"},{"name":"Drelb","type":"Outsider","ch":5,"challenge_rating":" 05 \u00a0","id":5523,"reference":"Usergen","full_text":"

DRELB (Haunting Custodian)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

Medium-Size Outsider (Incorporeal)<\/span><\/b><\/p> <\/td> <\/tr>

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

Initiative: <\/span><\/b>+5 (+1 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

Speed:<\/span><\/b> Fly 20 ft (good)<\/span><\/p> <\/td> <\/tr>

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

Attacks:<\/span><\/b> Incorporeal touch +6 melee<\/span><\/p> <\/td> <\/tr>

Damage:<\/span><\/b> Incorporeal touch 1d4 and chill<\/span><\/p> <\/td> <\/tr>

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

Special Attacks: <\/span><\/b>Chill, psionic reflection<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> Damage reduction 10\/+1, incorporeal, darkvision 60 ft, illusory retreat<\/span><\/p> <\/td> <\/tr>

Saves:<\/span><\/b> Fort +6, Ref +5, Will +6<\/span><\/p> <\/td> <\/tr>

Abilities:<\/span><\/b> Str \u0097, Dex 12, Con 14, Int 12, Wis 14, Cha 14<\/span><\/p> <\/td> <\/tr>

Skills: <\/span><\/b>Hide +8, Intimidate +8, Intuit Direction +8, Listen +9, Search +8, Sense Motive +7, Spot +9<\/span><\/p> <\/td> <\/tr>

Feats: <\/span><\/b>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
Challenge Rating:<\/b> 5<\/span><\/p> <\/td> <\/tr>

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

Alignment:<\/span><\/b> Always neutral (evil tendencies)<\/span><\/p> <\/td> <\/tr>

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

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

Drelbs are energy creatures that make their home on the Negative Plane. They are summoned to the Material Plane by evil spellcasters who task them with the duty of guardian treasure or secret places the spellcaster wishes to be left alone. Hence, they are sometimes referred to as haunting custodians.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 A drelb resembles a wraith; being nearly indistinguishable from the aforementioned creature. Drelbs are not undead, and cannot be turned, though they sometimes feign being affected, using their illusory retreat ability to trick their attackers.<\/span><\/p> <\/td> <\/tr>

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

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

A drelb attacks by touching an opponent with its incorporeal claw. It uses its illusory retreat ability at the first chance, attempting to catch an opponent unaware.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Chill (Su):<\/b> A creature touched by a drelb immediately drops anything it holds and falls to the ground shivering for 1 round. There is no save against this ability.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Psionic Reflection (Su):<\/b> Any psionic ability used within 30 feet of a drelb or directed at the drelb is instantly mimicked and returned against the attacker as if the drelb possessed the psionic power in question. The save to avoid or resist the drelb\u0092s \u0093psionic\u0094 attack has a DC of 12.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Illusory Retreat (Sp): <\/b>A drelb can rapidly diminish its form while it advances forward. To the onlooker, it appears as if the drelb is retreating. A creature succeeding at a Will save (DC 15) can see through the illusion. Otherwise, the drelb advances into melee range, and it\u0092s opponent is considered flat-footed for the drelb\u0092s first attack following the use of this ability.<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land and underground"},{"name":"Drop Bear","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":5524,"reference":"Usergen","full_text":"

Drop Bear <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 2d10\u00a0(11 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 10 ft. (2 squares), climb 10 ft.<\/td> <\/tr>
Armor Class: <\/strong> 11 (+1 size), touch 11, flat-footed 11<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+2\/+0<\/td> <\/tr>
Attack: <\/strong>Claw +5 melee (1d8+2)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +5 melee (1d8+2) and bite +3 melee (1d8+1)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Crushing pounce, rake<\/td> <\/tr>
Special Qualities: <\/strong>Scent, sprint, +2 racial bonus on saves vs. poison<\/td> <\/tr>
Saves: <\/strong>Fort +2, Ref +2, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 14, Dex 11, Con 10, Int 3, Wis 12, Cha 7 <\/td> <\/tr>
Skills: <\/strong>Climb +10, Hide +10*, Listen +9, Move Silently +7<\/td> <\/tr>
Feats: <\/strong>Multiattack, Stealthy [B]<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate and warm forests<\/td> <\/tr>
Organization: <\/strong>Solitary or colony (3-18)<\/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>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
Somewhat resembling a tiny bear, this creature has large tufted ears, long limbs, and thick, light grey fur speckled with white flecks. Patches of white fur line the inside of its ears, its chin, chest, neck, inside the front limbs. Its five-fingered paws include opposable thumbs and sharp claws. Its mouth bears enlarged canine teeth.<\/i>\r

Drop bears are rumored to be large, aggressive, carnivorous koalas. They get their name from their preferred method of attack, dropping from trees on unsuspecting prey.\r

Although mostly found in temperate forests, many variations are reported to exist, including burrowing desert-dwelling and alpine drop bears, and even web-footed aquatic drop bears.\r

Drop bears are sometimes confused with marsupial lions, such as the thylacoleo, which also strike from trees.\r

A drop bear is 3-4 feet long and weighs 50-75 pounds. Fur coloration ranges from dark black to snowy white, and most koala colorations in between.\r

COMBAT\r

Drop bears are arboreal ambush hunters. They often trail prey through the trees, dropping on stragglers from a group. On the ground, they can sprint at great speeds on all fours.\r

Crushing Pounce (Ex):<\/b> When a drop bear charges an opponent from a higher elevation, it can make a full attack (including two rake attacks). In addition, any opponent hit by at least one of the drop bear's attacks made while charging must make a DC 13 Fortitude save or be stunned for 1 round. The save DC is Strength based.\r

Rake (Ex):<\/b> Attack bonus +5 melee, damage 1d8+2.\r

Sprint (Ex):<\/b> Once per hour, a drop bear can move 3 times its normal speed (30 feet) when it makes a charge.\r

Skills:<\/b> Drop bears have a +4 racial bonus on Listen and Move Silently checks and a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. \r

*Drop bears have a +4 racial bonus on Hide checks when in trees.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1992 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #186 (based on koala)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Temperate and warm forests"},{"name":"Drow Spider-Destrier","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":5525,"reference":"Usergen","full_text":"

Drow Spider-Destrier <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 5d10+15\u00a0(42 hp)<\/td> <\/tr>
Initiative: <\/strong> +7<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), climb 30 ft.<\/td> <\/tr>
Armor Class: <\/strong> 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+5\/+14<\/td> <\/tr>
Attack: <\/strong>Hoof +9 melee (1d6+5) or bite +9 melee (1d8+5 plus poison)<\/td> <\/tr>
Full Attack: <\/strong>2 hooves +9 melee (1d6+5) and bite +4 melee (1d8+2 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., low-light vision, scent, tremorsense 60 ft., web<\/td> <\/tr>
Saves: <\/strong>Fort +6, Ref +7, Will +2 <\/td> <\/tr>
Abilities: <\/strong>Str 20, Dex 17, Con 15, Int 4, Wis 13, Cha 6 <\/td> <\/tr>
Skills: <\/strong>Climb +13, Hide +8, Jump +5, Listen +8, Move Silently +8, Spot +4<\/td> <\/tr>
Feats: <\/strong>Improved Initiative, Run<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Underground<\/td> <\/tr>
Organization: <\/strong>Domesticated<\/td> <\/tr>
Challenge Rating: <\/strong>4<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>6-8 HD (Large); 9-15 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A bizarre fusion of equine and arachnid, the creature has a horse-like body supported on eight legs - four normal-looking horse legs and four spider legs. It has an equine head with venom-dripping fangs, and a spider's spinnerets on its tail end.\r

<\/i>Spider-destriers are an unnatural hybrid of warhorse and monstrous spider. Their origins are attributed to priestesses of Lolth, and they are favored mounts in many drow communities.\r

Herds of spider-destriers roam large subterranean web pastures, where the webs of spiders have accumulated over centuries. In the wild, their social organization is identical to that of horses.\r

Spider-destriers are carnivorous, preying primarily on small subterranean herbivores. If food grows scarce, spider-destriers are known to devour their own weak and young.\r

A typical drow spider-destrier is 10 feet in length, stands 5\u00c2\u00bd feet high at the shoulder, and weighs about 1750 pounds.\r

COMBAT<\/b>\r

Spider-destriers bite whenever possible, attempting to expose their opponents to their poison. Their drow masters often set them to ambush enemies: the spider-destrier hangs from the ceiling above a cave entrance and drops onto the last enemy to enter, both attacking and cutting off escape.\r

Poison (Ex):<\/b> Injury, Fortitude DC 14, initial damage stunned for 1d4 minutes, secondary damage paralysed for 2d4 minutes. The save DC is Constitution-based.\r

Web (Ex):<\/b> A drow spider-destrier can lower itself silently on silk strands, a single strand is strong enough to support the spider-horse and one creature of the same size.\r

Skills:<\/b> Drow spider-destriers have a +4 racial bonus on Move Silently and Spot checks and a +8 racial bonus on Hide and Climb checks. A spider-destrier can always choose to take 10 on Climb checks, even if rushed or threatened. Spider-destriers use either their Strength or Dexterity modifier for Climb checks, whichever is higher.\r

Carrying Capacity:<\/b> A light load for a spider-destrier is up to 400 pounds; a medium load, 401-800 pounds; and a heavy load, 801-1200 pounds. A spider-destrier can drag 6,000 pounds.\r

In Dragonlance<\/b>\r
In the Dragonlance campaign setting, spider-destriers dwell in the demiplane known as the Deathdark, where Jiathuli, Queen of the drow, was exiled.\r

Note:<\/b> Originally appeared as \"Spider Horse\", renamed to avoid confusion with the Spider-Horse<\/b><\/u><\/a> from Dragon Magazine #243<\/i>.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1991 Wizards of the Coast, Inc.
Originally found in DLS4 - Wild Elves<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Underground"},{"name":"Drowned Maiden","type":"Undead","ch":6,"challenge_rating":" 6 \u00a0","id":5526,"reference":"Usergen","full_text":"

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


<\/td> <\/tr>

Medium\u00a0Undead \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 7d12\u00a0(45 hp)<\/td> <\/tr>
Initiative: <\/strong> +6<\/td> <\/tr>
Speed:<\/strong> Fly 30 ft. (perfect)(6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 16 (+2 Dex, +4 deflection), touch 16, flat-footed 14<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/\u00c2\u0097<\/td> <\/tr>
Attack: <\/strong>Incorporeal touch +5 melee or +3 against ethereal foes (1d4)\r
<\/td> <\/tr>
Full Attack: <\/strong>Incorporeal touch +5 melee or +3 against ethereal foes (1d4)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Captivating gaze, drowning embrace, manifestation, vile wake<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., incorporeal traits, spell resistance 17, +2 turn resistance, undead traits<\/td> <\/tr>
Saves: <\/strong>Fort +2, Ref +4, Will +7 <\/td> <\/tr>
Abilities: <\/strong>Str 10, Dex 14, Con \u00c2\u0097, Int 14, Wis 14, Cha 18 <\/td> <\/tr>
Skills: <\/strong>Bluff +16, Diplomacy +20, Disguise +4 (+6 acting), Intimidate +8, Listen +12, Perform (song) +14, Sense Motive +14, Spot +12<\/td> <\/tr>
Feats: <\/strong>Improved Initiative, Negotiator, Persuasive\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any land or Ethereal Plane<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>6<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Always chaotic, never good<\/td> <\/tr>
Advancement: <\/strong>8-14 HD (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This humanoid woman is garbed in tattered clothing, the colors washed out to a faded, watery green. Her pale skin has a greenish tint, and her long greenish-blond hair appears to have water plants woven into it.<\/i>\r

A potoplenytsia, or \"drowned maiden\", is the spirit of a murder victim, usually a woman, who was drowned. Most potoplenytsia desire revenge on their murderer, and will do all in their power to gain this revenge. This is not always easy since the spirit of the drowned maiden is tied to the body of water in which it was drowned. \r

Drowned maidens are found in any climate or region capable of sustaining open bodies of water, but seem to be more common in ponds, streams and small lakes of the more temperate climates. Drowned maidens usually appear within 5 feet of the shoreline, near the spot where they were murdered, but may appear anywhere in \"their\" body of water. They cannot come onto dry land, but can manifest in water as shallow as 1 inch deep, thus the occasional reports of potoplenytsia who \"walk\" the shoreline or who sit by the edge of the water.\r

Various coins and items of jewelry can often be found submerged in the shallows or covered with a layer of sediment near places where drowned maides are known to appear. These items are all that is left of the maiden's victims, and as such, increase with the passing of the years. \r

A potoplenytsia is 5 to 6 feet tall and weightless.\r

Drowned maidens speak any languages they knew in life (usually Common).\r

COMBAT\r

Drowned maidens attempt to lure victims to their deaths with a captivating gaze, or tangle the nets of fishermen and overturn their boats, drowning them in a watery embrace. \r

Captivating Gaze (Su):<\/b> A drowned maiden can attract another creature toward itself just by making eye contact. She can use captivating gaze an unlimited number of times against her killer (the creature who caused her to die and become a drowned maiden), but otherwise may only use captivating gaze 3\/day. Captivating gaze is similar to a gaze attack, except that the maiden must use a standard action, and those merely looking at her are not affected. Anyone the potoplenytsia targets must succeed on a DC 17 Will save or become captivated. This is a mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same drowned maiden's gaze for 24 hours. The save DC is Charisma-based, and gains a +4 racial bonus against the drowned maiden's killer. The ability has a range of 30 feet.\r

A captivated victim walks toward the drowned maiden, 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. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the drowned maiden stands there and offers no resistance to the monster\u00c2\u0092s attacks.\r

Drowning Embrace (Su):<\/b> When manifested, a drowned maiden can try to drown any creature it touches with an incorporeal touch attack. Furthermore, a creature that hits a drowned maiden with a natural weapon or touch attack exposes themselves to the maiden's drowning embrace (the drowned maiden is usually immune to damage from such attacks, since it is incorporeal when manifested).\r

Creatures exposed to the maiden's drowning embrace must succeed on a DC 17 Reflex save or be pulled underwater by an unnatural current. Any creature who cannot breath water who is pulled under must immediately begin Constitution checks to resist drowning (see Water Dangers in the DMG for the risks and effects of drowning). A victim can escape a drowning embrace using the same rules as escaping a grapple, except the drowned maiden uses its Charisma modifier instead of its Strength modifier in the contest (+7 grapple modifier for a typical drowned maiden). A potoplenytsia can hold as many creatures in a drowning embrace as it can fit within its reach, with no penalties on its checks. The save DC is Charisma-based.\r

Manifestation (Su):<\/b> A potoplenytsia dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a potoplenytsia manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested potoplenytsia can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested potoplenytsia can pass through solid objects at will, and its own attacks pass through armor. A manifested potoplenytsia always moves silently. A manifested potoplenytsia can strike with its touch attack or with a ghost touch<\/i> weapon. A manifested potoplenytsia remains partially on the Ethereal Plane, where is it not incorporeal. A manifested potoplenytsia can be attacked by opponents on either the Material Plane or the Ethereal Plane. The potoplenytsia's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.\r

When a spellcasting potoplenytsia is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting potoplenytsia manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested potoplenytsia's touch spells don\u00c2\u0092t work on nonethereal targets.\r

A potoplenytsia has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.\r

Vile Wake (Su):<\/b> As a free action, a drowned maiden can create powerful waves or currents in a body of water she is in contact with. These waves can be formed over any area within a 10-ft. radius of the drowned maiden, turning the area into difficult terrain. A drowned maiden gains cover while using vile wake (+2 to Reflex saves and +4 to AC).\r

As a standard action, a drowned maiden can use her vile wake to try to push back or knock over opponents. Resolve this as a bull rush or overrun attack that does not provoke an attack of opportunity, except the drowned maiden uses her Charisma modifier on this check instead of her Strength modifier.\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 chaotic, never good","environment":"Any land or Ethereal Plane"},{"name":"Dry bones","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5527,"reference":"Usergen","full_text":"

Dry bones (Template)<\/h1>
The pile of bones on the floor begins to shudder, then quickly assembles into an animated skeleton.<\/i>\r

A dry bones is a variant skeleton that falls into a pile of bones when damaged, only to rise again and reform a short time later.

Creating a Dry bones<\/h2> \\\"Dry Bones\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 undead. It retains any subtype except for alignment subtypes (such as good) 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 gained from class levels and keep only racial Hit Dice (to a minimum of 1). Increase this number of HD by three and raise Hit Dice to d12s. If the creature has more than 20 Hit Dice, it can\u00c2\u0092t be made into a dry bones by the animate dead<\/i> spell.\r

Speed:<\/b> Winged dry bones can\u00c2\u0092t use their wings to fly. If the base creature flew magically, so can the dry bones.\r

Armor Class:<\/b> Natural armor bonus changes to a number based on the dry bones\u00c2\u0092s size:\r

Size \/ Bonus\r
Tiny or smaller +0\r
Small +1\r
Medium or Large +2\r
Huge +3\r
Gargantuan +6\r
Colossal +10\r

Attacks:<\/b> A dry bones retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can\u00c2\u0092t work without flesh. A creature with hands gains one claw attack per hand; the dry bones can strike with each of its claw attacks at its full attack bonus. A dry bones\u00c2\u0092s base attack bonus is equal to 1\/2 its Hit Dice.\r

Damage:<\/b> Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the dry bones\u00c2\u0092s size. (If the base creature already had claw attacks with its hands, use the dry bones 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 dry bones retains none of the base creature\u00c2\u0092s special attacks.\r

Special Qualities:<\/b> A dry bones loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A dry bones gains the following special qualities.\r

Damage Reduction 5\/Bludgeoning:<\/i> Dry bones lack flesh or internal organs.\r

Deceiving Death (Ex):<\/i> In any round in which a dry bones is struck for 8 or more points of damage (whether the damage bypasses the creature\u00c2\u0092s damage reduction or not), the creature slumps to the ground, seemingly destroyed. If it is currently grappling another creature, it releases its hold when is falls. A character viewing the dry bones\\'s destruction can make a DC 20 Sense Motive check to see through the ruse. Necromancers get a +2 competence bonus on their check. The dry bones may reform after a full round as a move action that does not provoke an attack of opportunity.\r

If so commanded, a dry bones can lie in its pile of bones state until a specific condition is triggered (such as \\\"Lie here until a trespasser enters the room\\\").\r

Immunity to Cold (Ex):<\/i> Dry bones are not affected by cold.\r

Saves:<\/b> Base save bonuses are Fort +1\/3 HD, Ref +1\/3 HD, and Will +1\/2 HD + 2.\r

Abilities:<\/b> A dry bones\u00c2\u0092s Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.\r

Skills:<\/b> A dry bones has no skills.\r

Feats:<\/b> A dry bones loses all feats of the base creature and gains Improved Initiative.\r

Environment:<\/b> Any, usually same as base creature.\r
Organization:<\/b> Any.\r
Challenge Rating:<\/b> Depends on Hit Dice, as follows:\r

4\u00c2\u00965 Hit Dice = CR 2\r
6\u00c2\u00967 Hit Dice = CR 3\r
8\u00c2\u00969 Hit Dice = CR 4\r
10\u00c2\u009611 Hit Dice = CR 5\r
12\u00c2\u009614 Hit Dice = CR 6\r
15\u00c2\u009617 Hit Dice = CR 7\r
18\u00c2\u009620 Hit Dice = CR 8\r

Treasure:<\/b> None.\r
Alignment:<\/b> Always neutral evil.\r
Advancement:<\/b> As base creature (or \u00c2\u0097 if the base creature advances by character class).\r
Level Adjustment:<\/b> \u00c2\u0097.
Challenge Rating: <\/strong>Varies

Sample Dry bones<\/h2> Human Warrior Dry Bones<\/b>\r
Size\/Type: Medium Undead\r
Hit Dice: 4d12 (26 hp)\r
Initiative: +5\r
Speed: 30 ft. (6 squares)\r
Armor Class: 15 (+1 Dex, +2 natural, +2 heavy steel shield), touch 11, flat-footed 14\r
Base Attack\/Grapple: +0\/+1\r
Attack: Scimitar +1 melee (1d6+1\/18-20) or claw +1 melee (1d4+1)\r
Full Attack: Scimitar +1 melee (1d6+1\/18-20) or 2 claws +1 melee (1d4+1)\r
Space\/Reach: 5 ft.\/5 ft.\r
Special Attacks: --\r
Special Qualities: Damage reduction 5\/bludgeoning, darkvision 60 ft., immunity to cold, undead traits, Deceiving Death\r
Saves: Fort +0, Ref +1, Will +2\r
Abilities: Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1\r
Feats: Improved Initiative [b]\r
Environment: Any\r
Organization: Any\r
CR: 2\r
Treasure: None\r
Alignment: Always neutral evil\r
Advancement: -\r
Level Adjustment: -\r

Deceiving Death (Ex): In any round in which a dry bones is struck for 8 or more points of damage (whether the damage bypasses the creature\u00c2\u0092s damage reduction or not), the creature slumps to the ground, seemingly destroyed. If it is currently grappling another creature, it releases its hold when is falls. A character viewing the dry bones\\'s destruction can make a DC 20 Sense Motive check to see through the ruse. Necromancers get a +2 competence bonus on their check. The dry bones may reform after a full round as a move action that does not provoke an attack of opportunity.\r

If so commanded, a dry bones can lie in its pile of bones state until a specific condition is triggered (such as \\\"Lie here until a trespasser enters the room\\\").
\u00a0
Dragon Magazine #138<\/em>
<\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Always neutral evil.\r","environment":" Any, usually same as base creature.\r"},{"name":"Duckbunny","type":"Magical Beast","ch":16,"challenge_rating":" 1\/6 \u00a0","id":5528,"reference":"Usergen","full_text":"

Duckbunny <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 1\/2 d10\u00a0(2 hp)<\/td> <\/tr>
Initiative: <\/strong> +4<\/td> <\/tr>
Speed:<\/strong> 20 ft (4 squares), swim 30 ft<\/td> <\/tr>
Armor Class: <\/strong> 16 (+2 size, +4 Dex), touch 16, flat-footed 12<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+1\/-10<\/td> <\/tr>
Attack: <\/strong>Bite +7 melee (1d2-3 plus snap)<\/td> <\/tr>
Full Attack: <\/strong>Bite +7 melee (1d2-3 plus snap)<\/td> <\/tr>
Space\/Reach: <\/strong>2 \u00c2\u00bd ft\/0 ft<\/td> <\/tr>
Special Attacks: <\/strong>Snap<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft, low-light vision<\/td> <\/tr>
Saves: <\/strong>Fort +2, Ref +6, Will +2 <\/td> <\/tr>
Abilities: <\/strong>Str 5, Dex 18, Con 10, Int 2, Wis 14, Cha 7 <\/td> <\/tr>
Skills: <\/strong>Listen +4, Spot +4, Swim +12<\/td> <\/tr>
Feats: <\/strong>Weapon Finesse<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any land<\/td> <\/tr>
Organization: <\/strong>Solitary or pack (2-10)<\/td> <\/tr>
Challenge Rating: <\/strong>1\/6<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>---<\/td> <\/tr>
Level Adjustment: <\/strong>+0 (cohort)<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This creature might have a more bizarre appearance than the platypus. It has the body and long ears of a white rabbit, with the beak and webbed feet of a waterfowl. Its bill and feet are orange-yellow, and its eyes are big and black.<\/i>\r

The duckbunny is the result of magical crossbreeding experiments; in this case, this creature is the result of combining a snowshoe hare and a duck. Since such experiments are dangerous endeavors, enterprising wizards prefer to start with tamer beasts than something like an owlbear. From the combination of mammal and bird, many young wizards learn a valuable lesson in the art of crossbreeding species.\r

Duckbunnies tend to live like normal rabbits, with a few exceptions. Like rabbits, they live in underground burrows, and eat mostly vegetables. Like ducks, they lay eggs instead of giving birth to live young, are excellent swimmers, and do eat the occasional fish. If a duckbunny is freed into the wild, it will make its home along the banks of a small body of water, such as a lake or pond. A duckbunny can live on the water plants it finds there, but can be as big a nuisance to vegetable gardens as a normal rabbit.\r

Duckbunnies sometimes become familiars to wizards and make excellent pets, with their big eyes, floppy ears, and soft, downy fur. They cry out with a loud quacking sound when disturbed or surprised, making a duckbunny a rather inexpensive alarm system. Though they won\u00c2\u0092t attack like a guard dog, a killed duckbunny is easy to replace due to their high breeding rate. A duckbunny familiar grants its master a +2 bonus on Initiative checks.\r

The duckbunny also has several practical uses. Their eggs are delicious, and they breed like rabbits, which ensures a steady supply. Their downy feathers provide excellent insulation, such that their skins make excellent cloaks, capes, and boots. Duckbunny meat also makes for a good stew and tastes just like rabbit meat.\r

A duckbunny is 15-19 inches long, and weighs between 2-4 pounds.\r

COMBAT<\/b>\r
Duckbunnies generally take the first opportunity to flee from any hostile encounter. If cornered, a duckbunny will snap its beak at any extremities within reach, from fingers to noses. Many creatures are shocked by an attack from such an inoffensive-looking creature, giving the duckbunny its chance to escape.\r

Snap (Ex)<\/b>: When a living creature is hit by a duckbunny's bite attack, it must succeed on a DC 14 Will save or be dazed for 1 round. Once a creature witnesses this attack, it can never again be affected by a duckbunny's snap attack. The save DC is Dexterity-based.\r

Skills<\/b>: A duckbunny 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

Duckbunnies 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 #243 (\"The Dragon's Bestiary,\" January 1998, Johnathan M. Richards).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Any land"},{"name":"Durocib","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":5529,"reference":"Usergen","full_text":"

Durocib <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 2d10+2\u00a0(13 hp)<\/td> <\/tr>
Initiative: <\/strong> +8<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), climb 30 ft.<\/td> <\/tr>
Armor Class: <\/strong> 16 (+2 size, +4 Dex), touch 16, flat-footed 12<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+2\/+3<\/td> <\/tr>
Attack: <\/strong>Bite +6 melee (1d3\u00c2\u00963)\r
<\/td> <\/tr>
Full Attack: <\/strong>Bite +6 melee (1d3\u00c2\u00963)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Attach, blood drain, malevolent gaze<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, trap sense +1, uncanny dodge<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +9, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 5, Dex 18, Con 13, Int 6, Wis 13, Cha 14 <\/td> <\/tr>
Skills: <\/strong>Climb +5, Disable Device +1, Hide +14, Listen +3, Move Silently +9, Open Lock +7, Search +1, Spot +3<\/td> <\/tr>
Feats: <\/strong>Improved Initiative (B), Lightning Reflexes, Weapon Finesse (B)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate and warm forests<\/td> <\/tr>
Organization: <\/strong>Solitary or gang (2-12)<\/td> <\/tr>
Challenge Rating: <\/strong>2<\/td> <\/tr>
Treasure: <\/strong>No coins; 1\/10th goods (gems); no items<\/td> <\/tr>
Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
Advancement: <\/strong>3\u00c2\u00966 HD (Tiny)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097 (Improved Familiar)<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This creature resembles a small, stocky tailless monkey. Its short, gray fur is banded. Its large, reddish-brown eyes glow with a faint reddish light.<\/i>\r

Durocibs are malevolent nocturnal simians that feed on blood. Agile and adventurous, they make excellent familiars for evil spellcasters interested in theft and exploration.\r

Durocibs covet gems and jewels, hoarding these treasures and occasionally wearing a trinket or bauble. Durocibs use simple tools, and occasionally carry a few upon their person.\r

A durocib stands 1-1\/4 feet tall and weighs 6 to 10 pounds. Fur coloration is always gray, but each has a unique pattern of bands, often dark gray or black in color. Its iron-hard claws are retractable. \r

Durocibs speak their own language, consisting of harsh hisses and guttural sounds.\r

A durocib can be acquired as a familiar with the Improved Familiar feat, beginning at 7th level if the character is of lawful evil or neutral evil alignment. A durocib grants its master a +2 bonus on Hide and Move Silently checks.\r

COMBAT\r

Although cowardly, durocibs are fierce if cornered. They take great delight in tormenting weak and helpless prey, but only attack when they feel they have a clear advantage. Usually slow and deliberate in their movements, durocibs are capable of sudden darts and lunges. Durocibs usually attempt to surpise prey with a quick bite attack and attempt to drain blood. They generally reserve their gaze attacks for entertainment or long-term endeavors. Although they possess exceptional manual dexterity, durocibs never become proficient with weapons.\r

Attach (Ex):<\/b> If a durocib hits with a bite attack, it may choose to latch onto the opponent\u00c2\u0092s body. An attached durocib is effectively grappling its prey. The durocib loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Durocibs have a +12 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

An attached durocib can be struck with a weapon or grappled itself. To remove an attached durocib through grappling, the opponent must achieve a pin against the durocib.\r

Blood Drain (Ex):<\/b> A durocib 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 leaves to digest the meal. If its victim dies before the durocib's appetite has been sated, the durocib detaches and seeks a new target.\r

Malevolent Gaze (Su):<\/b> A durocib can unsettle a single opponent simply by looking onto his or her eyes. This is similar to a gaze attack with a range of 30 feet, except that the durocib must take a standard action, and those merely looking at it are not affected. Whomever the durocib targets must succeed on a DC 13 Will save or be shaken for 1 round. A creature that fails its save must make a second DC 13 Will save or fall instantly under the durocib's influence as though by a charm person<\/i> spell from a 2nd-level caster, except the charm effect immediately ends if the durocib is ever further than 30 feet from its victim or if it uses its malevolent gaze on another opponent. The save DC is Charisma-based.\r

Skills:<\/b> Durocib have a +2 racial bonus on Disable Device, Hide, Listen, Open Lock, Search, and Spot checks, and a +4 racial bonus on Move Silently checks. Durocib 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>
1984 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #86<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually neutral evil","environment":"Temperate and warm forests"},{"name":"Duruch\u0092i-lin, Ch\u0092i-lin","type":"Magical Beast","ch":22,"challenge_rating":" 22 \u00a0","id":5530,"reference":"Usergen","full_text":"

Duruch\u00c2\u0092i-lin, Ch\u00c2\u0092i-lin <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Gargantuan\u00a0Magical Beast \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 32d10+256\u00a0(432 hp)<\/td> <\/tr>
Initiative: <\/strong> +12<\/td> <\/tr>
Speed:<\/strong> 60 ft. (12 squares), fly 90 ft. (perfect)<\/td> <\/tr>
Armor Class: <\/strong> 33 (-4 size, +4 Dex, +8 deflection, +15 natural), touch 18, flat-footed 29<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+32\/+57<\/td> <\/tr>
Attack: <\/strong>Bite +41 melee (2d10+13) or 6 magic bolts +36 ranged (3d6+4 force)<\/td> <\/tr>
Full Attack: <\/strong>Bite +41 melee (2d10+13) and 2 hooves +36 melee (1d10+6) or 6 magic bolts +36 ranged (3d6+4 force)<\/td> <\/tr>
Space\/Reach: <\/strong>20 ft.\/15 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Aura of golden flames, magic bolts, spell-like abilities<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., immunity to death effects, poison, and mind-affecting spells and abilities, low-light vision, plane shift, telepathy 200 ft., unearthly grace, water walk, wild empathy<\/td> <\/tr>
Saves: <\/strong>Fort +34, Ref +34, Will +28 <\/td> <\/tr>
Abilities: <\/strong>Str 36, Dex 18, Con 26, Int 27, Wis 23, Cha 27 <\/td> <\/tr>
Skills: <\/strong>Balance +39, Concentration +43, Diplomacy +47, Handle Animal +43, Heal +41, Knowledge (arcana) +43, Knowledge (geography) +43, Knowledge (nature) +43, Knowledge (religion) +43, Knowledge (the planes) +43, Listen +41, Move Silently +39, Search +43, Sense Motive +41, Spellcraft +47, Spot +41, Survival +6 (+10 following tracks, +10 to keep from getting lost or to avoid natural hazards, +10 in aboveground natural environments, +10 on other planes)<\/td> <\/tr>
Feats: <\/strong>Blind-Fight, Combat Expertise, Dire Charge, Epic Reflexes, Epic Will, Eyes in the Back of Your Head, Flyby Attack, Improved Initiative, Improved Trip, Knock Down, Superior Initiative\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Peaceable Kingdoms of Arcadia<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>22<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always lawful good<\/td> <\/tr>
Advancement: <\/strong>33-42 HD (Gargantuan), 43-80 HD (Colossal)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This creature resembles a gigantic unicorn, but with long, wolflike jaws. Its blunt, fleshy horn extends from its forehead at least five feet. Its coat a riot of color, with splotches of red, yellow, black, white, and blue, and a brilliant yellow belly.<\/i>\r

The duruch\u00c2\u0092i-lin is a beloved creature, seldom seen by mortals. The appearance of these creatures is always associated with longevity, health, and good fortune. The female duruch\u00c2\u0092i-lin is a \u00c2\u0093ch\u00c2\u0092i-lin\u00c2\u0094, while the male is a \u00c2\u0093duru.\u00c2\u0094\r

A ch\u00c2\u0092i-lin has an affinity with all living creatures. She is especially fond of creatures of the forest, with whom she shares a strong bond of friendship and trust. A ch\u00c2\u0092i-lin seldom walks on the ground, fearing she will accidentally trample an innocent insect or damage the vegetation. She eats only minerals and drinks only from the purest of streams. \r

A ch\u00c2\u0092i-lin has no permanent lair, preferring to roam the wilds in the company of her animal friends. When desiring privacy, she uses plane shift to find a quiet place of meditation, sometimes for up to a decade at a time. A ch\u00c2\u0092i-lin tends to shun the civilized world, but she often makes an appearance when an especially benevolent ruler or wise sage is about to be born.\r

Legends claim that the first ch\u00c2\u0092i-lin was a blending of the bodies of two creatures, the ch\u00c2\u0092i (a stag with silver antlers and emerald eyes) and the lin (a war horse with a golden coat whose every step cracked the earth). Both creatures are reputedly now extinct.\r

A typical adult ch\u00c2\u0092i-lin grows to 64 feet in length, stands 40 feet high at the shoulder, and weighs 300 tons. Females are noticeably larger and more powerfully built than the males of the species (see the duru entry).\r

A ch\u00c2\u0092i-lin can speak Common and Auran, and can communicate telepathically with any creature that has a language and communicate empathically with any creature that is not mindless. Her voice sounds like the tinkling of silver bells.\r

COMBAT\r

The ch\u00c2\u0092i-lin is normally passive and docile, and resorts to violence only as a last resort. \r

Aura of Golden Flames (Sp):<\/b> Three times per day, a ch'i-lin may produce an aura of golden flame around itself, which lasts for 1 round per caster level. Any weapon that strikes the ch'i-lin while it is so protected has its hardness reduced by 5 for 10 rounds, thereby increasing the effectiveness of sunder attempts against the weapon. In addition, rolling a 1 on an attack with an affected weapon causes it to take damage equivalent to the amount it would have dealt on a successful hit. This is the equivalent to a 4th-level spell. Caster level 20th.\r

Magic Bolts (Su):<\/b> As a standard action, a ch\u00c2\u0092i-lin can unleash a volley of magical bolts from its horn. Each bolt can be targeted at a different creature, or the ch\u00c2\u0092i-lin may target multiple bolts at a single creature. Each bolt requires a ranged attack roll, with a range increment of 60 feet, and deals 3d6+4 points of force damage on a hit. The ch\u00c2\u0092i-lin's bolts are treated as magic weapons with a +4 enhancement bonus.\r

Plane Shift (Sp):<\/b> A ch\u00c2\u0092i-lin can enter Peaceable Kingdoms of Arcadia, the Astral Plane, or the Material Plane. This ability transports the ch\u00c2\u0092i-lin and up to eight other creatures, provided they remain in physical contact with the ch\u00c2\u0092i-lin. It is otherwise similar to the spell of the same name (caster level 20th).\r

Spell-Like Abilities:<\/b> At will\u00c2\u0097bless, invisibility<\/i> (self only). Caster level 20th.\r

Unearthly Grace (Su):<\/b> A ch\u00c2\u0092i-lin adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).\r

Water Walk (Su):<\/b> A ch\u00c2\u0092i-lin continually walks on water as the water walk<\/i> spell (caster level 20th).\r

Wild Empathy (Ex):<\/b> This power works like the druid\u00c2\u0092s wild empathy class feature, except that a ch\u00c2\u0092i-lin has a +10 racial bonus on the check.\r

Duruch\u00c2\u0092i-lin and Oriental Adventures<\/i><\/b>\r
If you are using Oriental Adventures<\/i> in your campaign, duruch\u00c2\u0092i-lin possess the Spirit subtype and hail from the Spirit World.<\/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":"Magical Beast","alignment":"Always lawful good","environment":"Peaceable Kingdoms of Arcadia"},{"name":"Duruch\u0092i-lin, Duru","type":"Magical Beast","ch":20,"challenge_rating":" 20 \u00a0","id":5531,"reference":"Usergen","full_text":"

Duruch\u00c2\u0092i-lin, Duru <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Gargantuan\u00a0Magical Beast \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 26d10+182\u00a0(325 hp)<\/td> <\/tr>
Initiative: <\/strong> +13<\/td> <\/tr>
Speed:<\/strong> 80 ft. (16 squares), fly 100 ft. (perfect)<\/td> <\/tr>
Armor Class: <\/strong> 32 (-4 size, +5 Dex, +8 deflection, +13 natural), touch 19, flat-footed 27<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+26\/+49<\/td> <\/tr>
Attack: <\/strong>Bite +33 melee (2d10+11) or 4 magic bolts +29 ranged (3d6+2 force)<\/td> <\/tr>
Full Attack: <\/strong>Bite +33 melee (2d10+11) and 2 hooves +28 melee (1d10+5) or 4 magic bolts +29 ranged (3d6+2 force)<\/td> <\/tr>
Space\/Reach: <\/strong>20 ft.\/15 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Aura of silver flames, magic bolts, spell-like abilities<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., immunity to death effects, poison, and mind-affecting spells and abilities, low-light vision, plane shift, telepathy 200 ft., unearthly grace, water walk, wild empathy<\/td> <\/tr>
Saves: <\/strong>Fort +30, Ref +28, Will +17 <\/td> <\/tr>
Abilities: <\/strong>Str 32, Dex 20, Con 24, Int 27, Wis 21, Cha 27 <\/td> <\/tr>
Skills: <\/strong>Balance +34, Concentration +37, Diplomacy +41, Handle Animal +37, Heal +40, Jump +31, Knowledge (arcana) +43, Knowledge (geography) +43, Knowledge (nature) +37, Knowledge (religion) +37, Knowledge (the planes) +37, Listen +36, Move Silently +34, Search +37, Sense Motive +34, Spellcraft +41, Spot +34, Survival +5 (+9 following tracks, +9 to keep from getting lost or to avoid natural hazards, +9 in aboveground natural environments, +9 on other planes)<\/td> <\/tr>
Feats: <\/strong>Blind-Fight, Combat Expertise, Epic Reflexes, Eyes in the Back of Your Head, Flyby Attack, Improved Initiative, Improved Trip, Knock Down, Superior Initiative\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Peaceable Kingdoms of Arcadia<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>20<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always lawful good<\/td> <\/tr>
Advancement: <\/strong>27-36 HD (Gargantuan), 37-65 HD (Colossal)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This creature resembles a gigantic unicorn, but with long, wolflike jaws. Its blunt, fleshy horn extends from its forehead at least five feet. Its coat a riot of color, with splotches of red, yellow, black, white, and blue, and a brilliant blue belly.<\/i>\r

The duruch\u00c2\u0092i-lin is a beloved creature, seldom seen by mortals. The appearance of these creatures is always associated with longevity, health, and good fortune. The female duruch\u00c2\u0092i-lin is a \u00c2\u0093ch\u00c2\u0092i-lin\u00c2\u0094, while the male is a \u00c2\u0093duru.\u00c2\u0094\r

A duru has an affinity with all living creatures. He is especially fond of creatures of the forest, with whom he shares a strong bond of friendship and trust. A duru seldom walks on the ground, fearing he will accidentally trample an innocent insect or damage the vegetation. He eats only minerals and drinks only from the purest of streams. \r

A duru has no permanent lair, preferring to roam the wilds in the company of his animal friends. When desiring privacy, he uses plane shift to find a quiet place of meditation, sometimes for up to a decade at a time. A duru tends to shun the civilized world, but he often makes an appearance when an especially benevolent ruler or wise sage is about to be born.\r

The courtship ritual of the duru is long and complex. When a duru finds an agreeable ch\u00c2\u0092i-lin, he introduces her to an assembly of forest animals, including at least one representative of every species in his territory. (The territory usually covers 10,000 square miles or more.) If the animals accept her, the male then introduces the chi\u00c2\u0092i-lin to representatives of the Celestial Bureaucracy. If they approve of the mating, the pair retires to another plane, where they spend no less than five years sharing every detail of their life histories. The couple gives birth to a single infant, raising it in this alternate plane until it reaches maturity (about 50 years). When the child has matured, all members of the family go their own way.\r

A typical adult duru grows to 50 feet in length, stands 35 feet high at the shoulder, and weighs 150 tons.\r

A duru can speak Common and Auran, and can communicate telepathically with any creature that has a language and communicate empathically with any creature that is not mindless. His voice sounds like the tinkling of silver bells.\r

COMBAT\r

The duru is normally passive and docile, and resorts to violence only as a last resort. \r

Aura of Silver Flames (Sp):<\/b> Three times per day, a duru may produce an aura of silver flame around itself, which lasts for 1 round per caster level. Any weapon that strikes the duru while it is so protected has its hardness reduced by 5 for 10 rounds, thereby increasing the effectiveness of sunder attempts against the weapon. In addition, rolling a 1 on an attack with an affected weapon causes it to take damage equivalent to the amount it would have dealt on a successful hit. This is the equivalent to a 4th-level spell. Caster level 20th.\r

Magic Bolts (Su):<\/b> As a standard action, a duru can unleash a volley of magical bolts from its horn. Each bolt can be targeted at a different creature, or the duru may target multiple bolts at a single creature. Each bolt requires a ranged attack roll, with a range increment of 60 feet, and deals 3d6+2 points of force damage on a hit. The duru's bolts are treated as magic weapons with a +2 enhancement bonus.\r

Plane Shift (Sp):<\/b> A duru can enter Peaceable Kingdoms of Arcadia, the Astral Plane, or the Material Plane. This ability transports the duru and up to eight other creatures, provided they remain in physical contact with the duru. It is otherwise similar to the spell of the same name (caster level 20th).\r

Spell-Like Abilities:<\/b> At will\u00c2\u0097bless, invisibility<\/i> (self only). Caster level 20th. The save DCs are Charisma-based.\r

Unearthly Grace (Su):<\/b> A duru adds his Charisma modifier as a bonus on all his saving throws, and as a deflection bonus to his Armor Class. (The statistics block already reflects these bonuses).\r

Water Walk (Su):<\/b> A duru continually walks on water as the water walk<\/i> spell (caster level 20th).\r

Wild Empathy (Ex):<\/b> This power works like the druid\u00c2\u0092s wild empathy class feature, except that a duru has a +10 racial bonus on the check.\r

Duruch\u00c2\u0092i-lin and Oriental Adventures<\/i><\/b>\r
If you are using Oriental Adventures<\/i> in your campaign, duruch\u00c2\u0092i-lin possess the Spirit subtype and hail from the Spirit World.<\/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":"Magical Beast","alignment":"Always lawful good","environment":"Peaceable Kingdoms of Arcadia"},{"name":"Dusanu","type":"Plant","ch":5,"challenge_rating":" 05 \u00a0","id":5532,"reference":"Usergen","full_text":"

Dusanu <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Plant \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 9d8+18\u00a0(58 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>+6\/+8<\/td> <\/tr>
Attack: <\/strong>Claw +9 melee (1d8+2)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +9 melee (1d8+2)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
Special Attacks: <\/strong>Spore cloud, disease<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 10\/slashing and magic, immunity to electricity, low-light vision, plant traits, spore sense<\/td> <\/tr>
Saves: <\/strong>Fort +8, Ref +3, Will +3 <\/td> <\/tr>
Abilities: <\/strong>Str 14, Dex 10, Con 14, Int 10, Wis 11, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Hide +6, Intimidate +4, Listen +7, Move Silently +8, Spot +7<\/td> <\/tr>
Feats: <\/strong>Ability Focus (spore cloud), Alertness, Stealthy, Weapon Focus (claw)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any temperate or warm land and underground<\/td> <\/tr>
Organization: <\/strong>Pack (2-4)<\/td> <\/tr>
Challenge Rating: <\/strong>05<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
Advancement: <\/strong>10-27 HD (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>---<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This skeletal creature wears nothing but a tattered cloak. Its strange eyes shine with a flickering blue light. Every crevice of its yellowing, bony form is encrusted with mold, and the foul air around it reeks of wet fungus.<\/i>\r

The dusanu, or rot fiend, is a horrifying thing that resembles an undead creature. Actually, the dusanu is comprised of a fungal colony inhabiting a humanoid skeleton. This fungus creates a sort of \"group mind\" that grants the creature its intelligence and will. Mold inhabits every inch of the host skeleton save the eye sockets, from which it emits the strange waste fumes that cause the dusanu\u00c2\u0092s eyes to emit an eerie blue light. The foul air near a dusanu is tainted with the spores of its terrible dry rot.\r

Dusanu are most commonly encountered in deep forests or swamps, wandering in small hunting packs. Normally, they do their best to avoid civilization.\r

Periodically, a dusanu must renew its mold colony by launching spores onto a carcass, rotting tree limb, or other dead object. The spores rapidly grow into mold that consumes the decaying material before launching new revitalized spores that feed on the previous mold colony to build a new one. The mold on the dead material dies after it has used up its food supply. In this way, a rot fiend can consume an entire body or tree trunk the size of itself in less than three hours.\r

A dusanu is usually the same height as a human, and weighs about 60 pounds.\r

Attempts at communicating with a dusanu have always been unsuccessful. They appear to communicate with each other through the release of spores.\r

COMBAT<\/b>\r
In battle, dusanu are intelligent and very cunning. The monsters always attack any humanoids they encounter with their mold-encrusted claws. When attacking in melee, a rot fiend pack attempts to form a circle around its opponents to release their deadly spores.\r

Spore Cloud (Ex)<\/b>: A dusanu can release spores that radiate outward from its body in a 5-foot radius. Any humanoid that contacts the cloud must succeed at a Fortitude save (DC 18) or suffer 1d8 points of damage from choking and become infected with rot fiend fungus. Spores that do not infect a creature become dormant one round after being released. The save DC is Constitution-based.\r

Disease (Ex)<\/b>: Rot fiend fungus - spore cloud, Fortitude DC 16, incubation period 1d3 days; damage 1d8 Con (and see below). The save DC is Constitution-based.\r

Spore Sense (Ex)<\/b>: Dusanu can detect the presence of other dusanu at a range of up to 10 miles away, through the release of spores.\r

ROT FIEND FUNGUS<\/b>\r
A rot fiend reproduces by infecting humanoids with its poisonous spores. Those infected do not show any outward signs of infection for the duration of the incubation, save for an achy rash. The various cure spells have no effect on the victim during this time.\r

At the end of the incubation period, yellowish mold erupts from the victim\u00c2\u0092s skin. Each day the victim must succeed at a Fortitude save (DC 16) or become overgrown with mold, suffering 3d6 points of Constitution damage. The spores can be destroyed with a remove disease<\/i> spell.\r

If a victim dies from rot fiend fungus, its body rapidly becomes covered in mold, and will lie dormant for 1d3 days before animating and creating a new dusanu. The character loses all former abilities and memories.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1983 Wizards of the Coast, Inc.
Originally found in module X5 \u00c2\u0096 The Temple of Death (1983, David Cook), AC9 - Creature Catalogue (1986), DMR2 - Creature Catalog (1993), and Mystara Monstrous Compendium Appendix (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always chaotic neutral","environment":"Any temperate or warm land and underground"},{"name":"Dusanu (rot-fiend)","type":"Plant","ch":5,"challenge_rating":" 05 \u00a0","id":5533,"reference":"Usergen","full_text":"

DUSANU (Rot Fiend)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

Medium\u0096Size Plant<\/b><\/p> <\/td> <\/tr>

Hit Dice:<\/b> 9d8+18 (58 hp)<\/p> <\/td> <\/tr>

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

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

AC:<\/b> 16 (+6 natural)<\/p> <\/td> <\/tr>

Attacks:<\/b> 2 claws +8 melee<\/p> <\/td> <\/tr>

Damage:<\/b> Claw 1d6+2<\/p> <\/td> <\/tr>

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

Special Attacks: <\/b>Spore cloud, disease<\/p> <\/td> <\/tr>

Special Qualities:<\/b> Plant, damage reduction 20\/+1, weapon immunity, electricity immunity<\/p> <\/td> <\/tr>

Saves:<\/b> Fort +8, Ref +3, Will +3<\/p> <\/td> <\/tr>

Abilities:<\/b> Str 14, Dex 10, Con 14, Int 10, Wis 11, Cha 10<\/p> <\/div> <\/td> <\/tr>

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

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

Organization:<\/b> Pack (2\u00964)
Challenge Rating:<\/b> 5<\/p> <\/td> <\/tr>

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

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

Advancement:<\/b> 10\u009627 HD (Medium\u0096size)<\/p> <\/td> <\/tr>

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

The dusanu, or rot fiend, is a horrifying and intelligent humanoid that <\/span>appears as a yellowing, mold-encrusted human (or humanoid) skeleton, often wearing tattered clothing. Its strange eyes flicker with a haunting blue light, and the foul air near a dusanu is tainted with the spores of its terrible dry rot. The dusanu is actually a fungal colony inhabiting a human or humanoid skeleton. Its \u0093hive mind\" grants the creature its intelligence and will. Mold inhabits every crevice of the host skeleton save the eye sockets, from which it emits the strange waste fumes that cause the dusanu's eyes to flicker with an eerie blue light.<\/p> <\/td> <\/tr>

Rot fiends appear to communicate through the release of spores and can sense one of their own up to 10 miles away.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Periodically, a dusanu must renew its mold colony by launching spores onto a carcass, rotting tree limb, or other dead object. The spores rapidly grow into mold that consumes the decaying material before launching new revitalized spores that feed on the previous mold colony to build a new one. The mold on the dead material dies after it has used up its food supply. In this way, a rot fiend can consume an entire body or tree trunk the size of itself in less than three hours.<\/span><\/p> <\/td> <\/tr>

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

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

In battle, dusanu are intelligent and very cunning. The monsters always attack with their moldy claws.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Spore Cloud (Ex):<\/span><\/b> When attacking, a rot fiend pack attempts to form a spore-radiating circle around the opponent. As a rot fiend attacks, its spores radiate outward in a 5-foot radius around its body. Any creature that contacts the cloud takes 1d8 points of damage and must succeed at a Fortitude save (DC 16) or become infected with rot fiend fungus.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Disease (Ex):<\/b> Rot fiend fungus\u0097spore cloud, Fortitude save (DC 16), incubation period 1d3 days; 1d8 temporary Constitution (see below and see Disease, page 74 in the DMG<\/i>).<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Weapon Immunity (Ex):<\/span><\/b> A dusanu takes half damage from piercing weapons.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Electricity Immunity (Ex):<\/span><\/b> Dusanu take no damage from electricity.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Plant:<\/b> Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits. Dusanu have darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

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

ROT FIEND FUNGUS<\/span><\/h3> <\/td> <\/tr>

A rot fiend reproduces by infecting humans and other humanoids with its poisonous spores. Those infected do not show any outward signs of infection for the duration of the incubation, save for an achy rash. The various cure<\/i> spells have no effect on the victim.<\/p> <\/td> <\/tr>

\u00a0\u00a0 At the end of the incubation period, yellowish mold erupts from the victim\u0092s skin. Each day the victim must succeed at a Fortitude save (DC 16) or become overgrown with mold, suffering 1d8 points of temporary Constitution damage. The spores can be destroyed with a remove disease<\/i>.<\/p> <\/td> <\/tr>

\u00a0\u00a0 If a victim dies from rot fiend fungus, his body will lie dormant for 1d4 days before animating and creating a new dusanu. The character loses all former abilities and memories.<\/p> <\/td> <\/tr><\/table>

\u00a0<\/p><\/div>","family":"Plant","alignment":" Always chaotic neutral","environment":" Any temperate or warm land"},{"name":"Dust Devil","type":"Elemental","ch":4,"challenge_rating":" 4 \u00a0","id":5534,"reference":"Usergen","full_text":"

Dust Devil <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Small\u00a0Elemental \t\t\t(Air, Earth, Extraplanar)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 6d8\u00a0(27 hp)<\/td> <\/tr>
Initiative: <\/strong> +3<\/td> <\/tr>
Speed:<\/strong> Fly 50 ft. (perfect)(10 squares)<\/td> <\/tr>
Armor Class: <\/strong> 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 14<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+4\/+1<\/td> <\/tr>
Attack: <\/strong>Slam +8 melee (1d4+1)<\/td> <\/tr>
Full Attack: <\/strong>2 slams +8 melee (1d4+1)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Asphyxiate<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., dust form, elemental traits, ethereal shift, treasuresense<\/td> <\/tr>
Saves: <\/strong>Fort +5, Ref +8, Will +3 <\/td> <\/tr>
Abilities: <\/strong>Str 13, Dex 16, Con 11, Int 13, Wis 12, Cha 12 <\/td> <\/tr>
Skills: <\/strong>Appraise +10, Listen +10, Spot +10<\/td> <\/tr>
Feats: <\/strong>Combat Reflexes, Flyby Attack, Improved Initiative[B], Power Attack, Weapon Finesse[B]<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Elemental Plane of Air and Elemental Plane of Earth<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>4<\/td> <\/tr>
Treasure: <\/strong>Double coins, double goods (gems and precious metal items only), no items<\/td> <\/tr>
Alignment: <\/strong>Usually chaotic neutral<\/td> <\/tr>
Advancement: <\/strong>7-9 HD (Small); 10-18 HD (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>—<\/td> <\/tr>
\u00a0<\/td> <\/tr>
An amorphous, roughly spherical cloud of semi-transparent dust skims above the surface of the ground.<\/i>\r

Dust devils are creatures of both elemental air and earth. Smarter than their air elemental and earth elemental kin, dust devils are also far greedier.\r

Dust devils covet precious metals and gemstones, and can naturally sense such materials. They frequently travel to the Material Plane in search of precious metals and gems, finding it easier to acquire from mortals than the mostly tougher beings of the Elemental Planes of Air and Earth.\r

A typical dust devil is 4 feet tall and weighs 8 pounds.\r

Dust devils speak Auran and Terran.\r

Dust devils can be summoned via a summon monster VI<\/i> or summon nature's ally V<\/i> spell.\r

COMBAT<\/b>\r
Dust devils prefer to asphyxiate their foes, but utilize a variety of tactics featuring Flyby Attack and Power Attack.\r

Asphyxiate (Ex):<\/b> A dust devil in solid form (see dust form, below) can engulf opponents by moving on top of them. It fills the air around one Medium or smaller opponent without provoking an attack of opportunity. The target must succeed on a DC 13 Fortitude save or inhale part of the creature. The thick, choking dust inside the victim deals 3d4 points of damage per round. An affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace. While asphyxiated, the victim suffers a -4 penalty to Strength and Dexterity. The save DC is Constitution-based.\r

Dust Form (Ex):<\/b> A dust devil's natural form is a vortex of whirling dust, with the same effects as the gaseous form<\/i> spell. In this form it can fly at a speed of 50 ft (perfect).\r

A dust devil can condense its body into a solid form as a swift action, this solidification takes a round to take effect, during which time the dust devil loses the DR 10\/magic of gaseous form<\/i> but is unable to attack physically, although it can still perform actions that do not require a solid body, such as movement. A solidified dust devil can still fly, but must stay near the ground - it is unable to stray more than its Reach from the earth without collapsing back into gaseous form<\/i>.\r

A dust devil can instantaneously return to its natural dust vortex form as a swift action.\r

Ethereal Shift (Su):<\/b> As a full-round action, a dust devil can transfer itself to the Ethereal Plane from the Material Plane, the Elemental Plane of Air or the Elemental Plane of Earth. It can then transfer itself from the Ethereal Plane to any of the aforementioned planes with another full-round action. The dust devil can also transfer any non-living objects it can carry when it uses ethereal shift.\r

Treasuresense (Su):<\/b> Dust devils can sense the location and amount of any precious metal (precious metals include adamantine, copper, gold, mithral, platinum, and silver) and gems within a distance of 60 feet. This makes it nearly impossible to sneak up on a dust devil when wearing jewelery or carrying coins. Like blindsense, opponents the dust devil can\u00c2\u0092t actually see still have total concealment against the elemental. Treasuresense 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. <\/td> <\/tr>
\u00a0<\/td> <\/tr>
1981 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #45<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Elemental","alignment":"Usually chaotic neutral","environment":"Elemental Plane of Air and Elemental Plane of Earth"},{"name":"Dust Digger","type":"Aberration","ch":4,"challenge_rating":" 04 \u00a0","id":5535,"reference":"Usergen","full_text":"

DUST DIGGER<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

Large Aberration<\/span><\/b><\/p> <\/td> <\/tr>

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

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

Speed:<\/span><\/b> 10 ft<\/span><\/p> <\/td> <\/tr>

AC:<\/span><\/b> 16 (-1 size, +7 natural)<\/span><\/p> <\/td> <\/tr>

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

Damage:<\/span><\/b> Tentacle 1d6+3<\/span><\/p> <\/td> <\/tr>

Face\/Reach:<\/span><\/b> 10 ft by 10 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

Special Attacks: <\/span><\/b>Sinkhole, improved grab, swallow whole<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> Burrow, tremorsense, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

Saves:<\/span><\/b> Fort +2, Ref +1, Will +4<\/span><\/p> <\/td> <\/tr>

Abilities:<\/span><\/b> Str 16, Dex 10, Con 13, Int 2, Wis 11, Cha 10<\/span><\/p> <\/td> <\/tr>

Skills:<\/span><\/b> Hide +0*, 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> Warm desert<\/span><\/p> <\/td> <\/tr>

Organization:<\/span><\/b> Solitary, gang (4-8), or colony (9-20)
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> 5-8 HD (Large); 9-12 HD (Huge)<\/span><\/p> <\/td> <\/tr>

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

Dust diggers dwell in arid climates that have loosely packed, sandy soil, such as desert dunes. They travel above ground only at night and never for more than a few minutes at a time.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 A dust digger resembles a starfish with five arm-like tentacles around a central maw. It is sandy-brown in color.<\/span><\/p> <\/td> <\/tr>

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

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

A dust digger buries itself under the ground and waits for prey to pass nearby. When a creature walks on top of a dust digger, the dust digger deflates its body, creating an area very much like a sinkhole. Once fully deflated, the dust digger folds its arms up around the victim and forces it into its maw.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Sinkhole (Ex):<\/b> When buried, and when prey passes over it, a dust digger deflates its body, forcing its prey to slowly sink into the sand. The dust digger uses the sands shifting toward its mouth to slow the escape of its prey.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 A creature caught in the shifting sand can only move at half speed, and must succeed at a Reflex save (DC 13 +1 per round after the first to a maximum of +3) each round to maintain its footing. <\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 If the save fails, the creature falls and slides toward the dust digger\u0092s mouth. On a successful save, the creature maintains it\u0092s footing, but must make another Reflex save (same DC) each round it remains in the shifting sand.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Improved Grab (Ex):<\/span><\/b> To use this ability, the dust digger must hit an opponent of up to Medium-size with two of its tentacles. If it gets a hold, it can bite or swallow its prey. <\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Swallow Whole (Ex):<\/b> By making a successful grapple check, a dust digger can swallow a grabbed opponent of Medium-size or smaller. Once inside, the creature takes 2d8+2 points of crushing damage plus 6 points of acid damage per round from the dust digger\u0092s digestive juices. A swallowed creature can climb out of the digger with a successful grapple check. This returns it to the digger\u0092s maw where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must again cut its own way out. The dust digger\u0092s gizzard can hold one Medium-size, two Small, four Tiny, eight Diminutive, or sixteen Fine or smaller opponents.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Burrow (Ex):<\/b> A dust digger can glide through sand, loose soil or almost any sort of loosely packed earth 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 are containing a burrowing dust digger flings the dust digger back 30 feet, stunning the creature for 1 round unless it succeeds at a Fortitude save.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Tremorsense (Ex):<\/b> A dust digger 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> *Dust diggers receive a +8 racial bonus to Hide checks when in sand covered terrain.<\/span><\/p> <\/td> <\/tr>

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

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

The Dust Digger 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":"Warm desert"},{"name":"Dyll","type":"Magical Beast","ch":2,"challenge_rating":" 02 \u00a0","id":5536,"reference":"Usergen","full_text":"

Dyll <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Diminutive\u00a0Magical Beast \t\t\t(Swarm)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 3d10\u00a0(16 hp)<\/td> <\/tr>
Initiative: <\/strong> +3<\/td> <\/tr>
Speed:<\/strong> 5 ft (1 square), fly 50 ft (perfect)<\/td> <\/tr>
Armor Class: <\/strong> 17 (+4 size, +3 Dex), touch 17, flat-footed 14<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/---<\/td> <\/tr>
Attack: <\/strong>Swarm (1d6)<\/td> <\/tr>
Full Attack: <\/strong>Swarm (1d6)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft\/0 ft<\/td> <\/tr>
Special Attacks: <\/strong>Blood drain, distraction, sleep<\/td> <\/tr>
Special Qualities: <\/strong>Blindsense 60 ft., darkvision 60 ft., immune to weapon damage, scent, swarm traits<\/td> <\/tr>
Saves: <\/strong>Fort +3, Ref +8, Will +2 <\/td> <\/tr>
Abilities: <\/strong>Str 1, Dex 17, Con 10, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
Skills: <\/strong>Spot +4, Listen +4<\/td> <\/tr>
Feats: <\/strong>Ability Focus (sleep), Lightning Reflexes<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate mountains and hills<\/td> <\/tr>
Organization: <\/strong>Solitary or cloud (2-3 swarms)<\/td> <\/tr>
Challenge Rating: <\/strong>02<\/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>
A whirring mass of slippery silver things dart about in the air as they descend upon you.<\/i>\r

The dyll are miniscule teardrop-shaped creatures that resemble flying leeches. They are a glossy silver color, and have a set of rubbery wing-like appendages. They fly with great maneuverability, but on the ground they wriggle about like worms. Dyll are covered with thousands of microscopic, hollow spines that allow them to attach to larger creatures and suck their blood. The bloodsucking dyll are greatly feared for their ability to overwhelm creatures.\r

Dyll are commonly found in rocky areas or caverns, near a source of water. They have lairs nearby, which often contain the drained husks of victims, as well as any incidental treasure they may have had.\r

Individual dyll are about 4-8 inches long.\r

COMBAT<\/b>\r
A dyll swarm usually only targets easy prey such as herds of cattle, or small settlements of sentient creatures. They are able to locate prey by vibrations, smell, and heat. They usually home in on the largest heat source and attack that one first, as more than one swarm can group together against larger creatures. Dyll have no compunctions about draining the blood of sleeping or disabled creatures.\r

Blood Drain (Ex)<\/b>: A dyll swarm drains blood, dealing 1d3 points of Constitution damage in any round when it begins its turn in the same square as a victim. On each such successful drain attack, the dyll swarm gains temporary hit points, at a rate of 1 hit point for every 2 points of Constitution drained. Once it has dealt 10 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the swarm\u00c2\u0092s appetite has been sated, the swarm flies off and seeks a new target.\r

Distraction (Ex)<\/b>: Any living creature that begins its turn with a swarm in its square must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.\r

Sleep (Sp)<\/b><\/i>: A dyll swarm that begins its turn in the same square as a victim may cause the creature to sleep, as the spell, on a failed save (DC 13). If this effect is used more than once on the same creature in the same round, its effects are cumulative and thus the dyll may affect creatures with more than 4 Hit Dice. The save DC is Charisma-based.\r

Blindsense (Ex)<\/b>: A dyll swarm notices and locates creatures within 60 feet. Opponents still have total concealment against the dyll swarm (but swarm attacks ignore concealment).<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1981 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #55 (\u00c2\u0093Dragon\u00c2\u0092s Bestiary,\u00c2\u0094 November 1981, Ed Greenwood).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Temperate mountains and hills"},{"name":"Ear Seeker","type":"Hazard","ch":4,"challenge_rating":" 04 \u00a0","id":5537,"reference":"Usergen","full_text":"

EAR SEEKER<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

CR 4<\/span><\/b><\/p> <\/td> <\/tr>

Ear seekers are small maggot-like insects that occupy decaying wood. As adults, they are harmless as they spend their days deep within rotting logs happily eating the wood. As larvae, the ear seekers can be lethal to warm\u0096blooded creatures.
\u00a0\u00a0 Female ear seekers lay their eggs in warm, moist areas. Generally, the warm moistness of decaying vegetable matter suits them. On rare occasions, however, they will enter the ear of a living creature and deposit their eggs there.
\u00a0\u00a0 An adult ear seeker will lay 1d8+8 tiny eggs and then fly off to die. The incubation time of the eggs is 4d6 hours, at which time the tiny larvae hatch and begin to consume the only available food source: the surrounding flesh.\u00a0 Preferring warmth, they will burrow inwards to where the most food and body heat is. The host must succeed at a Fortitude save (DC 18) or die in 1d4 days as the ear seekers devour its brain tissue. Even if the save is successful, the host suffers 3d6 points of permanent Intelligence and Wisdom damage.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 After sating themselves, the larvae will turn to pupae. The agony for the host finally ends. This stage lasts about two weeks, at which time adult ear seekers crawl out of the host and fly away.
\u00a0\u00a0 A remove disease<\/i> spell destroys the eggs and larvae. A greater restoration <\/i>spell will heal the ability damage dealt by an ear seeker.<\/span><\/p> <\/td> <\/tr>

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

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

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

\u00a0<\/span><\/p><\/div>","family":"Hazard","alignment":"Any","environment":"Any"},{"name":"Eater of Knowledge","type":"Outsider","ch":12,"challenge_rating":" 12 \u00a0","id":5538,"reference":"Usergen","full_text":"

Eater of Knowledge <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 10d8+40\u00a0(95 hp)<\/td> <\/tr>
Initiative: <\/strong> +5<\/td> <\/tr>
Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
Armor Class: <\/strong> 19 (-1 size, +1 Dex, +9 natural), touch 10, flat-footed 18<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+10\/+20<\/td> <\/tr>
Attack: <\/strong>Slam +16 melee (3d4+6) <\/td> <\/tr>
Full Attack: <\/strong>2 slams +16 melee (3d4+6) <\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Acquire feats, acquire skills, acquire spellcasting, improved grab, ingest brain, psionics, spell-like abilities<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., immunity to mind-affecting effects, spell resistance 26, telepathy 100 ft.<\/td> <\/tr>
Saves: <\/strong>Fort +11, Ref +8, Will +11 <\/td> <\/tr>
Abilities: <\/strong>Str 22, Dex 12, Con 19, Int 18, Wis 18, Cha 20 <\/td> <\/tr>
Skills: <\/strong>Bluff +18, Concentration +17, Diplomacy +22, Disguise +5 (+7 acting), Intimidate +20, Knowledge (arcana) +17, Knowledge (religion) +17, Knowledge (the planes) +17, Listen +17, Search +17, Sense Motive +17, Spellcraft +19, Spot +17, Survival +4 (+6 following tracks, +6 other planes)<\/td> <\/tr>
Feats: <\/strong>Combat Casting, Improved Initiative, Spell Penetration, Weapon Focus (slam)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Concordant Domain of the Outlands<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>12<\/td> <\/tr>
Treasure: <\/strong>Double standard<\/td> <\/tr>
Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
Advancement: <\/strong>11-20 HD (Large); 21-30 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This humanoid shape is a hideous heap of leathery hide and brain-like material, with exposed ganglia and brain matter oozing from openings in its distended skull, surrounded by a reek of rot and decay. This slow, shambling thing shuffles along with clumsy, awkward jerks, and moans and gurgles as it moves. <\/i>\r

The eaters of knowledge were created by the illithid god-brain Ilsensine to be its servants and do its bidding. The mind flayer deity does not leave its realm on the Outlands, the Caverns of Thought, but uses the eaters as its emissaries, messengers, guardians, hunters, and instruments of vengeance. They are also sometimes loaned out to other gods as part of a bargain, and are occasionally sent to the Material plane to assist Ilsensine\u00c2\u0092s cultists. The primary mission of the eaters of knowledge is to add to Ilsensine\u00c2\u0092s knowledge by venturing into realms the god cannot monitor and observe what they can. They also devour the brains of sentient creatures they encounter, adding the creatures\u00c2\u0092 memories and experiences to their own.\r

An eater of knowledge is an extremely intelligent and dangerous creature, despite its repulsive, clumsy appearance. It is said that they are made from creatures that have ventured into the Caverns of Thought and had their minds destroyed. The god-brain selects some of these near-zombies, removed the brains, and replaces them with portions of its own body. This vile stuff causes the host body to swell and change into the form of an eater of knowledge. The eaters have no definite life span or means of reproduction, and Ilsensine cares little for them individually.\r

An eater of knowledge is 9 feet tall and weighs 550 pounds.\r

An eater of knowledge cannot speak, but communicates telepathically; its mental voice is said to be a discordant chorus of every sentient creature it has devoured. \r

COMBAT\r

An eater of knowledge is an exceptionally dangerous opponent, and is much stronger and swifter than its soft, bulbous form would appear. Its ability to ingest a victim\u00c2\u0092s brain is more time-consuming than that of a mind flayer, but any victim is unlikely to escape unscathed. An eater won\u00c2\u0092t release a victim until it has completely consumed the brain, but it can be forced to let go it killed, reduced to 10 or fewer hit points, or attacked with powerful magic; an eater would rather flee than die.\r

While an eater of knowledge is deadly in melee combat, it prefers to rely on its magical and mental powers, as well as abilities it has stolen from creatures it has fed on. It uses its powers to lure lone victims away from their companions, allowing the eater to feed interrupted.\r

An eater of knowledge\u00c2\u0092s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.\r

Acquire Feats (Ex):<\/b> An eater of knowledge permanently acquires two of the feats of a consumed creature as bonus feats, provided it meets the feats\\' prerequisites.\r

Acquire Skills (Ex):<\/b> An eater of knowledge can acquire one skill known by a creature whose brain it has consumed, chosen at the time of consumption. It permanently gains all of the creature\u00c2\u0092s ranks in that skill (but not racial or ability score bonuses to the skill modifier) even if its new total is more ranks than the eater\\'s Hit Dice would normally allow. This skill becomes a class skill for the eater of knowledge, and it may buy more ranks in the skill if the new ranks do not cause it to exceed the maximum ranks in the skill.\r

Acquire Spellcasting (Ex):<\/b> An eater of knowledge permanently gains the ability to cast the spells of a spellcaster whose brain it has consumed. The eater of knowledge is able to cast one spell of each level available to the character, up to a level equal to the eater\\'s Hit Dice divided by 2 plus 1 (6th-level for a typical eater of knowledge). The eater of knowledge also gains bonus spells provided by its ability scores. If the eater of knowledge already has spellcasting levels, these spells are in addition to those granted by the eater\\'s spellcasting class levels.\r
If the victim prepares spells as a wizard, the eater of knowledge must still consult a spellbook or learn from scrolls. An eater of knowledge cannot spontaneously replace spells (like a cleric does with cure<\/i> spells or a druid with summon nature\\'s ally<\/i> spells), nor does it gain access to any domain spells or powers.\r

Improved Grab (Ex):<\/b> To use this ability, an eater of knowledge must hit a Small, Medium, or Large creature with both slam attacks. It can 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 ingest the creature\u00c2\u0092s brain. An eater of knowledge can grab a Huge or larger creature, but only if it can somehow reach the foe\\'s head.\r

Ingest Brain (Ex):<\/b> An eater of knowledge that makes a successful grapple check brings its exposed cerebral matter in contact with the victim\u00c2\u0092s flesh. Tiny tendrils of nerves bore into the victim\u00c2\u0092s flesh and begin to take control of its nervous system, tunneling towards the brain. This agonizing process deals 1d6+6 points of damage to the victim each round, and the victim must succeed on a DC 19 Will save or take 1 point of Intelligence, Wisdom, and Charisma drain each round as well. The save DC is Constitution-based. The damage and ability drain stops if the victim escapes or is pulled free, or if the eater is forced to let go. A creature seized by an eater of knowledge is automatically pinned once the ingestion process begins; thus, it can only use the escape from grapple option. \r

After 1d4 rounds of this, the eater\u00c2\u0092s tendrils reach the victim\u00c2\u0092s brain and begin to extract it. Tiny chunks of brain matter are torn away by the tendrils and drawn back into the eater of knowledge, dealing 1d6 points of Intelligence, Wisdom, and Charisma drain each round. When any of these ability scores reaches 0, the creature dies. This power is useless against constructs, elementals, oozes, plants, and undead.\r

Psionics (Sp):<\/b> At will\u00c2\u0097animate objects, astral projection, confusion<\/i> (DC 17), daze monster<\/i> (DC 17), detect thoughts<\/i> (DC 17), dimension door<\/i> (DC 18), inflict light wounds<\/i> (DC 16, 1d8+5), mage armor, pyrotechnics<\/i> (DC 17), stoneskin<\/i>, telekinesis<\/i> (DC 20), telepathic bond<\/i>; 3\/day\u00c2\u0097dominate monster<\/i> (DC 24), globe of invulnerability<\/i>; 1\/day\u00c2\u0097disintegrate<\/i> (DC 21). Effective caster level 10th. The save DCs are Charisma-based. \r

Spell-Like Abilities:<\/b> At will\u00c2\u0097confusion<\/i> (DC 19), detect thoughts<\/i> (DC 17), dominate person<\/i> (DC 20), hold person<\/i> (DC 18), levitate, modify memory<\/i> (DC 19), see invisibility, shadow walk<\/i> (DC 21). Caster level 10th. The save DCs are Charisma-based. \r

PSIONIC EATER OF KNOWLEDGE<\/b>\r

If you use psionics in your game, alter the eater of knowledge as follows:\r

Large Outsider (Extraplanar, Evil, Psionic) \r
Special Attacks: Acquire feats, acquire skills, acquire spellcasting, ingest brain, psi-like abilities\r
Special Qualities: Change spell resistance to power resistance 26\r
Feats: Combat Manifestation, Improved Initiative, Power Penetration, Weapon Focus (slam)\r
Skills: Bluff +18, Concentration +17, Diplomacy +22, Disguise +5 (+7 acting), Intimidate +20, Knowledge (psionics) +17, Knowledge (religion) +17, Knowledge (the planes) +17, Listen +17, Psicraft +19, Search +17, Sense Motive +17, Spot +17, Survival +4 (+6 following tracks, +6 other planes)\r

A psionic eater of knowledge does not possess the psionic spell-like abilities of the normal eater of knowledge. Instead, it has psi-like abilities.\r

Psi-Like Abilities:<\/b> At will\u00c2\u0097astral caravan, control body<\/i> (Large or smaller, DC 19*), control object, ego whip<\/i> (2d4 Cha damage, DC 19*), id insinuation<\/i> (four targets, DC 20*), inertial barrier, inflict pain<\/i> (four targets, DC 20*), matter agitation, matter manipulation, mental barrier<\/i> (5 rounds*), mind thrust<\/i> (10d10 damage, DC 20*), mindlink<\/i> (six targets, nonwilling DC 16), psionic dimension door<\/i> (DC 19), read thoughts<\/i> (DC 17), telekinetic force<\/i> (375 pounds, DC 18*), telekinetic maneuver<\/i> (+1 on bull rush, disarm, grapple and trip checks*), telekinetic thrust<\/i> (375 pounds, DC 18); 3\/day\u00c2\u0097catapsi<\/i> (DC 20), intellect fortress<\/i> (4 rounds*), mind probe<\/i> (DC 20), psionic blast<\/i> (three rounds, DC 18*), psionic dominate<\/i> (affects animals, fey, giants, humanoids, magical beasts and monstrous humanoids, DC 20*); 1\/day\u00c2\u0097psionic disintegrate<\/i> (DC 21). Manifester level 10th. The save DCs are Charisma-based.\r

*Includes augmentation for the eater of knowledge\\'s manifester level.\r


<\/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":"Outsider","alignment":"Always neutral evil","environment":"Concordant Domain of the Outlands"},{"name":"Eblis","type":"Magical Beast","ch":3,"challenge_rating":" 03 \u00a0","id":5539,"reference":"Usergen","full_text":"

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

Medium\u0096Size Magical Beast<\/b><\/p> <\/td> <\/tr>

Hit Dice:<\/b> 4d10+4 (22 hp)<\/p> <\/td> <\/tr>

Initiative: <\/b>+4 (Dex)<\/p> <\/td> <\/tr>

Speed:<\/b> 30 ft, 30 ft fly (average)<\/p> <\/td> <\/tr>

AC:<\/b> 17 (+4 Dex, +3 natural)<\/p> <\/td> <\/tr>

Attacks:<\/b> Beak +4 melee<\/p> <\/td> <\/tr>

Damage:<\/b> Beak 1d6<\/p> <\/td> <\/tr>

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

Special Qualities:<\/b> Spell\u0096like abilities, fire resistance 2, low\u0096light vision<\/p> <\/td> <\/tr>

Saves:<\/b> Fort +5, Ref +10, Will +2<\/p> <\/td> <\/tr>

Abilities:<\/b> Str 10, Dex 18, Con 13, Int 14, Wis 12, Cha 12<\/p> <\/td> <\/tr>

Skills: <\/b>Hide +11, Intimidate +4, Jump +7, Move Silently +11, Spot +8<\/p> <\/td> <\/tr>

Feats: <\/b>Dodge, Lightning Reflexes, Mobility<\/p> <\/div> <\/td> <\/tr>

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

Climate\/Terrain:<\/b> Temperate and warm marsh<\/p> <\/td> <\/tr>

Organization:<\/b> Flock (4\u009616)
Challenge Rating:<\/b> 3<\/p> <\/td> <\/tr>

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

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

Advancement:<\/b> 5\u009612 HD (Medium\u0096size)<\/p> <\/td> <\/tr>

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

Eblis, or storkmen, look like giant, gray\u0096brown storks. Males have red\u0096brown heads and black necks and legs. Eblis are seldom seen by humans\u0097or few men live to tell of such an encounter.<\/p> <\/td> <\/tr>

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

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

Eblis are very fast in shifting and striking, thus their excellent armor class. Their necks are snaky, sinewy, and very powerful. They attack by stabbing with their beak.<\/p> <\/td> <\/tr>

\u00a0\u00a0 Spell\u0096Like Abilities (Sp):<\/b> Each eblis community will have one individual capable of using arcane magic by means of \u0093dancing\u0094 and vocalization. Each of these eblis will have 2d4 spells usable once each per day. Each spell is cast as a 3rd-level sorcerer (save DC 11 + spell level).<\/p> <\/td> <\/tr>

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

Roll 1d8<\/b><\/p> <\/td>

Spell<\/b><\/p> <\/td> <\/tr>

1<\/p> <\/td>

Ghost sound<\/p> <\/td> <\/tr>

2<\/p> <\/td>

Change self<\/p> <\/td> <\/tr>

3<\/p> <\/td>

Hypnotism<\/p> <\/td> <\/tr>

4<\/p> <\/td>

Scare<\/p> <\/td> <\/tr>

5<\/p> <\/td>

Obscuring Mist<\/p> <\/td> <\/tr>

6<\/p> <\/td>

Blur<\/p> <\/td> <\/tr>

7<\/p> <\/td>

Hypnotic pattern<\/p> <\/td> <\/tr>

8<\/p> <\/td>

Whispering wind<\/p> <\/td> <\/tr><\/table>

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

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

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

The Eblis first appeared in module EX2 (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Magical Beast","alignment":" Usually neutral evil","environment":" Temperate and warm marsh"},{"name":"Echidna (Spiny Anteater), Giant","type":"Animal","ch":5,"challenge_rating":" 5 \u00a0","id":5540,"reference":"Usergen","full_text":"

Echidna (Spiny Anteater), Giant <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 9d8+27\u00a0(67 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), burrow 30 ft.<\/td> <\/tr>
Armor Class: <\/strong> 15 (-1 size, +6 natural), touch 9, flat-footed 15<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+6\/+15<\/td> <\/tr>
Attack: <\/strong>Bite +10 melee (1d6+5) <\/td> <\/tr>
Full Attack: <\/strong>Bite +10 melee (1d6+5) and 2 claws +5 melee (1d4+2)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Chew, drag, tongue sweep<\/td> <\/tr>
Special Qualities: <\/strong>Low-light vision, improved burrowing, scent, temperature regulation\r
<\/td> <\/tr>
Saves: <\/strong>Fort +11, Ref +6, Will +3 <\/td> <\/tr>
Abilities: <\/strong>Str 20, Dex 11, Con 17, Int 2, Wis 11, Cha 8 <\/td> <\/tr>
Skills: <\/strong>Climb +9, Listen +4, Spot +4, Survival +4*<\/td> <\/tr>
Feats: <\/strong>Ability Focus (tongue sweep), Endurance, Great Fortitude, Track<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate or cold land<\/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>10-18 HD (Large); 19-27 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This large creature is covered in spines. It somewhat resembles both a giant porcupine and an anteater. It has an elongated slender snout and a tiny, toothless mouth from which a long tongue flickers. Its limbs are short and strong, ending in large claws.<\/i>\r

Also known as a spiny anteater, a giant echidna is an egg-laying mammal that resembles a spiky ball. The wander with a rolling, waddling gait in search of ants and other insects. They use their powerful claws to tear into trees, termite nests, and other insect-rich structures, then slurp up large amounts of this prey with their sticky tongues.\r

Thanks to their powerful claws, echidnas are swift burrowers, and can dig through substances as strong as iron. Their spines connect to special muscles, giving giant echidnas great control over their spines, which assists them in climbing.\r

Because their bodies are exceptionally tolerant to cold, giant echidnas range across a large variety of environments. They are equally likely to be active during day or night.\r

A giant echidna is 10 feet long and weighs 100 pounds. It has a lifespan of 50 years or more.\r

COMBAT\r

A giant echidna uses its tongue sweep to gather up prey, then drags it to its mouth to chew. Although generally non-aggressive except to insects, a giant echidna will defend itself if threatened.\r

Chew (Ex):<\/b> Each round, a giant echidna deals 3d6+5 points of bludgeoning and piercing damage to any opponent held in its mouth. A giant echidna cannot use its bite attack in any round in which it chews.\r

Drag (Ex):<\/b> Any creature damaged by the spiny anteater's tongue sweep becomes stuck to the tongue. The giant echidna drags stuck opponents 5 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 21 Escape Artist check or a DC 21 Strength check. The check DCs are Constitution-based and include a +4 racial bonus. The tongue has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking an anteater's tongue does not provoke an attack of opportunity. If the tongue is currently attached to a target, the anteater takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing the tongue deals 5 hp of damage to the anteater.\r

Once a stuck opponent reaches the giant echidna's space, the echidna may make a grapple attempt as a free action without provoking an attack of opportunity. If it succeeds, it establishes a hold and can chew. The echidna may hold only one opponent at a time. The others remain stuck to its tongue (unless they escape as detailed above) but are not dragged closer.\r

A giant echidna cannot use its bite attack in any round in which it drags an opponent.\r

Improved Burrowing (Ex):<\/b> A giant echidna may use its burrow speed to travel through wood and even metal. Additionally, a giant echidna's claw attacks ignore the first 5 points of hardness.\r

Temperature Regulation (Ex):<\/b> An echidna's lukewarm blood and embedded spines allow it to better tolerate cold temperatures, but also makes it more vulnerable to heat. A giant echidna need not make a Fortitude save to avoid nonlethal damage in cold temperatures. However, it suffers a -4 penalty on Fortitude saves to avoid nonlethal damage in hot temperatures (see Heat Dangers in the DMG).\r

Tongue Sweep (Ex):<\/b> The giant spiny anteater attacks by sweeping with its tongue 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 anteater's space in any direction. Creatures within the swept area are affected if they are one or more size categories smaller than the anteater. Affected creatures must make a DC 19 Reflex save or become stuck to the tongue (see Drag below). The save DC is Constitution-based.\r

Skills:<\/b> A giant echidna has a +4 racial bonus on Climb checks due to its ability to the special muscles to which its spines are attached. *Giant echidnas have a +4 racial bonus on Survival checks when tracking by scent.\r
<\/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":"Animal","alignment":"Always neutral","environment":"Temperate or cold land"},{"name":"Eel (Giant Moray)","type":"Beast","ch":4,"challenge_rating":" 04 \u00a0","id":5541,"reference":"Usergen","full_text":"

EEL, Moray (Giant)<\/span><\/b><\/p> <\/div><\/td> <\/tr>

Large Beast<\/strong><\/span><\/td> <\/tr>

Hit Dice:<\/span><\/b> 5d10 (27 hp)<\/span><\/p><\/td> <\/tr>

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

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

AC:<\/span><\/b> 16 (-1 size, +3 Dex, +4 natural)<\/span><\/p><\/td> <\/tr>

Attacks:<\/span><\/b> Bite +5 melee, tail lash +0 melee<\/span><\/p><\/td> <\/tr>

Damage:<\/span><\/b> Bite 1d8 and disease, tail lash 1d4<\/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, disease<\/span><\/p><\/td> <\/tr>

Special Qualities:<\/span><\/b> Immunities, amphibious, darkvision 60 ft, low-light vision<\/span><\/p><\/td> <\/tr>

Saves:<\/span><\/b> Fort +4, Ref +7, Will +2<\/span><\/p><\/td> <\/tr>

Abilities:<\/span><\/b> Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2<\/span><\/p><\/td> <\/tr>

Skills: <\/span><\/b>Hide +0,Listen +7, Spot +7<\/span><\/p><\/td> <\/tr>

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

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

Climate\/Terrain:<\/span><\/b> Warm aquatic<\/span><\/p><\/td> <\/tr>

Organization:<\/span><\/b> Solitary or school (4-8)
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> 6-8 HD (Large); 9-15 HD (Huge)<\/span><\/p><\/td> <\/tr>

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

A giant moray eel is a feared predator, known for its fearsome diseased bite.<\/span><\/p><\/td> <\/tr>

\u00a0\u00a0 It appears as an 8-foot long eel with mottled brown leathery skin, with lighter brown or yellow spots on its dorsal area. It has pronounced incisor teeth.<\/span><\/p><\/td> <\/tr>

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

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

A giant moray eel will conceal itself in a reef, seaweed, or underneath stones. When its prey passes by, it lunges out, biting its prey and striking with blinding speed. It will attack almost anything that passes near it, regardless of the size of the prey.<\/span><\/p><\/td> <\/tr>

\u00a0\u00a0 The eel will only use its tail lash on a foe trapped in its jaws or on a foe attempting to flank it.<\/span><\/p><\/td> <\/tr>

\u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, a giant moray eel must hit a foe with its bite attack. If it gets a hold, it tears the flesh.<\/span><\/p><\/td> <\/tr>

\u00a0\u00a0 Tear (Ex): <\/b>A giant moray eel automatically hits a held opponent with all its melee attacks each round it maintains the hold.<\/span><\/p><\/td> <\/tr>

\u00a0\u00a0 Disease (Ex):<\/b> The bite inflicts its foe with a disease akin to mummy rot<\/i>.<\/span><\/p><\/td> <\/tr>

\u00a0\u00a0 Immunities (Ex):<\/b> Giant moray eels are immune to all forms of fear and disease, magical or otherwise.<\/span><\/p><\/td> <\/tr>

\u00a0\u00a0 Amphibious (Ex):<\/b> Giant moray eels can survive out of the water for 1 minute per point of Constitution (after that, refer to the Suffocation rules on page 88 of the DMG<\/i>).<\/span><\/p><\/td> <\/tr>

\u00a0\u00a0 Skills:<\/span><\/b> Giant Moray eels gain a +4 racial bonus to Hide, Listen and Spot checks.<\/span><\/p><\/td> <\/tr>

\u00a0\u00a0 Feats:<\/b> The Giant Moray Eel gains Weapon Finesse (bite) as a bonus feat.<\/span><\/p><\/td> <\/tr>

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

The Giant Moray Eel first appeared in the MC Annual 3.<\/span><\/p><\/td> <\/tr><\/table><\/div>","family":"Beast","alignment":"Any","environment":" Warm aquatic"},{"name":"Eel, Weed","type":"Animal","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5542,"reference":"Usergen","full_text":"

Eel, Weed <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 1d8\u00a0(4 hp)<\/td> <\/tr>
Initiative: <\/strong> +7<\/td> <\/tr>
Speed:<\/strong> Swim 40 ft. (8 squares)<\/td> <\/tr>
Armor Class: <\/strong> 14 (+1 size, +3 Dex), touch 14, flat-footed 11<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+0\/-5<\/td> <\/tr>
Attack: <\/strong>Bite +4 melee (1d3-1 plus poison)\r
<\/td> <\/tr>
Full Attack: <\/strong>Bite +4 melee (1d3-1 plus poison)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Poison<\/td> <\/tr>
Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
Saves: <\/strong>Fort +2, Ref +5, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
Skills: <\/strong>Hide +11 (+15 in coral reef or rock, +19 in weeds or kelp), Listen +2, Move Silently +5, Spot +2, Swim +7\r
<\/td> <\/tr>
Feats: <\/strong>Improved Initiative, Weapon Finesse (B)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Warm aquatic<\/td> <\/tr>
Organization: <\/strong>Solitary or colony (10-60)<\/td> <\/tr>
Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
Treasure: <\/strong>Standard coins, 50% goods (gems and jewelery only), no items<\/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>
What appeared to be nothing more than a strand of seaweed reveals itself to be a six-foot eel.<\/i>\r

Weed eels are found in both fresh and salt water, usually in depths of 25 to 40 feet. They live in colonies, sharing food and home alike. Each colony has a lair consisting of a central cave, roughly 30 feet long and 20 feet wide and high. The floor of the central cave is covered with small stones, coins, and gems that the eels have scavenged. Radiating from this central cave are a series of 6-foot-diameter tunnels, which in turn lead to a network of 6 to 8-inch-diameter holes. These are the homes of the individual eels that make up the colony. \r

A typical weed eel is 6 feet long and weighs 10 to 12 pounds.\r

COMBAT\r

Weed eels are fiercely protective of their lairs, especially the central cave where their young are raised. If an attempt is made to enter any hole, the eel to whom it belongs will always strike with incredible speed. \r

Poison (Ex):<\/b> Bite, Fortitude DC 10; initial and secondary damage 1d6 Constitution. The save DC is Constitution-based.\r

Skills:<\/b> Weed eels have a +4 racial bonus on Hide and Spot checks. The bonus on Hide checks improves to +8 in areas of coral or rock, and to +12 in areas of weeds or kelp.\r

A weed eel 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>
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":"Ekimmu","type":"Undead","ch":5,"challenge_rating":" 5 \u00a0","id":5543,"reference":"Usergen","full_text":"

Ekimmu <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Undead \t\t\t(Incorporeal)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 8d12\u00a0(52 hp)<\/td> <\/tr>
Initiative: <\/strong> +7<\/td> <\/tr>
Speed:<\/strong> Fly 30 ft. (perfect) (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 16 (+3 Dex, +3 deflection), touch 16, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+4\/\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>Possessing frenzy, steal dying breath<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., incorporeal traits, rejuvenation, undead traits<\/td> <\/tr>
Saves: <\/strong>Fort +2, Ref +7, Will +7 <\/td> <\/tr>
Abilities: <\/strong>Str \u00c2\u0097, Dex 16, Con \u00c2\u0097, Int 3, Wis 13, Cha 16 <\/td> <\/tr>
Skills: <\/strong>Intimidate +15<\/td> <\/tr>
Feats: <\/strong>Ability Focus (malevolence), Improved Initiative, Lightning Reflexes<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any<\/td> <\/tr>
Organization: <\/strong>Solitary or brawl (2\u00c2\u00964)<\/td> <\/tr>
Challenge Rating: <\/strong>5<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always evil<\/td> <\/tr>
Advancement: <\/strong>9-24 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A ghastly wind carrying the charnel stench of the grave precedes the appearance of a spectral, bull-headed humanoid. Nearly ten feet tall, it resembles a ghostly minotaur, with eyes burning with seething fury. <\/i>\r

An ekimmu is the undead spirit of a humanoid that was not given proper burial rites. It now seeks vengeance against the living, particularly humanoids.\r

Ekimmu are most likely to be found in remote wilderness areas, ruins, or isolated caverns, as these aer likely places where their remains lie unconsecrated. Ekimmu usually remain near the spot of their deaths, but are not bound to them. A wandering ekimmu usually returns to the site of its death every few days. Seeing its unburied remains again rekindles its anger and hatred.\r

Generally solitary, ekimmu sometimes band together when a number of individuals died in the same place at the same time. These bands are truly dangerous encounters.\r

Ekimmu are 10 feet tall and weightless. \r

Ekimmu speak any languages they knew in life (usually Common).\r

COMBAT\r

An ekimmu simply attempts to possess a body using its malevolence ability, than savagely attacks all nearby creatures with unrelenting fury. It doesn't stop until it, its host, or all opponents are destroyed.\r

Malevolence (Su):<\/b> Once per round, an ekimmu 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 ekimmu's Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ekimmu must be 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 19 Will save. A creature that successfully saves is immune to that same ekimmu's malevolence for 24 hours, and the ekimmu cannot enter the target\u00c2\u0092s space. If the save fails, the ekimmu vanishes into the target\u00c2\u0092s body. The save DC is Charisma-based.\r

The host body benefits from the ekimmu's undead immunities, but also takes damage from holy water and positive energy as if it were an undead creature.\r

If the host body is damaged while possessed by the ekimmu, the damage is taken only by the host creature and not the ekimmu, though the ekimmu is expelled if the host body is killed.\r

Possessing Fury (Su):<\/b> An ekimmu that successfully uses its malevolence on a victim may fly into a berserk rage on its next turn, fighting madly until either it or its opponent is destroyed. It gains +4 to Strength, +4 to Constitution, and \u00c2\u00962 to Armor Class. The ekimmu cannot end its rage voluntarily.\r

Rejuvenation (Su):<\/b> In most cases, it\u00c2\u0092s difficult to destroy an ekimmu through simple combat: The \u00c2\u0093destroyed\u00c2\u0094 spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. An ekimmu that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ekimmu's HD) against DC 16. As a rule, the only way to get rid of an ekimmu for sure is to locate its remains and give them a proper burial.\r

Steal Dying Breath (Su):<\/b> An ekimmu may use death knell<\/i> as a swift action. A successful DC 17 Will save negates. Caster level equals ekimmu's Hit Dice. The save DC is Charisma-based.<\/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":"Undead","alignment":"Always evil","environment":"Any"},{"name":"Ekrat","type":"Fey","ch":"10","challenge_rating":" \u00bd \u00a0","id":5544,"reference":"Usergen","full_text":"

Ekrat <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 1d6\u00a0(3 hp)<\/td> <\/tr>
Initiative: <\/strong> +4<\/td> <\/tr>
Speed:<\/strong> 30 ft (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 16 (+2 size, +4 Dex), touch 16, flat-footed 12<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+0\/-11<\/td> <\/tr>
Attack: <\/strong>Dagger +6 melee (1d4-3\/19-20\/x2)<\/td> <\/tr>
Full Attack: <\/strong>Dagger +6 melee (1d4-3\/19-20\/x2)<\/td> <\/tr>
Space\/Reach: <\/strong>2 \u00c2\u00bd ft\/0 ft<\/td> <\/tr>
Special Attacks: <\/strong>Consume magical writing<\/td> <\/tr>
Special Qualities: <\/strong>Arcane sight, damage reduction 5\/cold iron, low-light vision<\/td> <\/tr>
Saves: <\/strong>Fort +0, Ref +6, Will +3 <\/td> <\/tr>
Abilities: <\/strong>Str 4, Dex 19, Con 11, Int 12, Wis 13, Cha 16 <\/td> <\/tr>
Skills: <\/strong>Escape Artist +7, Hide +12, Listen +11, Move Silently +9, Open Lock +8, Search +5, Spellcraft +5, Spot +5, Tumble +6<\/td> <\/tr>
Feats: <\/strong>Ability Focus (consume magical writing), Weapon Finesse b<\/sup><\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate land<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>\u00c2\u00bd<\/td> <\/tr>
Treasure: <\/strong>25% standard coins; triple standard goods (gems only); standard items (see below)<\/td> <\/tr>
Alignment: <\/strong>Usually chaotic neutral<\/td> <\/tr>
Advancement: <\/strong>2-3 HD (Tiny)<\/td> <\/tr>
Level Adjustment: <\/strong>+1<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This being resembles a tiny elf, with leathery skin and dull yellow eyes. <\/i>\r

The ekrat is a wily urban faerie, similar in appearance to a thin leprechaun. An ekrat makes its lair in the neighborhood of a library or museum with minimal or lax security. (Though it\u00c2\u0092s told that some enterprising ekrats have found ways into major wizardly libraries.) Ekrats feed on the magical energies contained in all sorts of magical writings. Though they can eat any vegetable matter, ekrats are well known to eat paper and even drink ink, when no magical writings are available. These little pests have been given many colorful nicknames, such as \u00c2\u0093folio fiends,\u00c2\u0094 \u00c2\u0093manual monsters,\u00c2\u0094 and a few names not fit for print.\r

An ekrat spends much of its time in its well-kept lair, munching on paper or drinking vials of ink, or sometimes amusing itself when full. Such a lair might look something like a library in its own right; many scrolls and books will be found lying around, which amount to \u00c2\u0093leftovers\u00c2\u0094 and \u00c2\u0093preserves\u00c2\u0094 for the ekrat to eat later. A quick perusal of an ekrat\u00c2\u0092s lair may turn up any number of scrolls, maps with magical writings, spellbooks, and more unique types of magical tomes or manuals. Ekrats keep only gems and jewels as treasures.\r

An ekrat is 1 foot tall, and weighs 1 pound.\r

An ekrat speaks Sylvan. Some ekrats also speak Common.\r

COMBAT<\/b>\r
An ekrat usually carries a dagger for self-defense, but ekrats are not generally violent. An ekrat has no useful combat capabilities, and will usually flee from a fight if possible.\r

Consume Magical Writing (Su)<\/b>: An ekrat has the ability to ingest the energy of magical writing into its body for nourishment. To accomplish this, it can use erase<\/i>, as the spell (Caster level 7th), 4 times per day. This power can also affect symbol spells (such as symbol of death, etc.) in the same manner, with a failure indicating that the symbol is activated instead. \r

An ekrat can also use this power to consume a magical book (such as a manual of bodily health<\/i>, a tome of clear thought<\/i>, or even a vacuous grimoire<\/i>, but not an artifact). An ekrat must succeed at caster level checks in four consecutive rounds to destroy such a work. Each round that the check succeeds, the book must make a Fortitude save (DC 15). If the ekrat fails on a caster level check or if the tome makes a successful saving throw, then the consume attempt fails. The ekrat may retry the next round. The save DC is Charisma-based.\r

Arcane Sight (Sp)<\/b><\/i>: An ekrat is under the effect of a continuous arcane sight<\/i> effect, as the spell (caster level 6th).\r

Skills<\/b>: An ekrat has a +8 racial bonus on Listen checks.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1986 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #94 (\u00c2\u0093Creature Catalog II,\u00c2\u0094 February 1986, Gregg Sharp).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Usually chaotic neutral","environment":"Temperate land"},{"name":"Eladrin, Noviere","type":"Outsider","ch":5,"challenge_rating":" 05 \u00a0","id":5545,"reference":"Usergen","full_text":"

Eladrin, Noviere <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 5d8+10\u00a0(32 hp)<\/td> <\/tr>
Initiative: <\/strong> +4<\/td> <\/tr>
Speed:<\/strong> 40 ft (8 squares), swim 60 ft<\/td> <\/tr>
Armor Class: <\/strong> 17 (+4 Dex, +3 natural), touch 14, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+5\/+9<\/td> <\/tr>
Attack: <\/strong>+1 trident<\/i> +10 melee (1d8+5\/x2) or slam +9 melee (2d8+6\/19-20\/x2)<\/td> <\/tr>
Full Attack: <\/strong>+1 trident<\/i> +10 melee (1d8+5\/x2) or slam +9 melee (2d8+6\/19-20\/x2)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
Special Attacks: <\/strong>Aquatic net, envelop, spell-like abilities, spells, water bolt<\/td> <\/tr>
Special Qualities: <\/strong>Alternate form, amphibious, damage reduction 10\/cold iron or evil, darkvision 60 ft, immunity to electricity and petrification, low-light vision, resistance to acid 10 and cold 10, spell resistance 15, tongues, water mastery<\/td> <\/tr>
Saves: <\/strong>Fort Fort +6 (+10 against poison), Ref +8, Will +6 <\/td> <\/tr>
Abilities: <\/strong>Str 19, Dex 18, Con 14, Int 13, Wis 14, Cha 14 <\/td> <\/tr>
Skills: <\/strong>Concentration +8, Diplomacy +14, Escape Artist +10, Handle Animal +10, Hide +9, Knowledge (the planes) +7, Listen +10, Move Silently +11, Ride +6, Sense Motive +10, Spot +10, Survival +2 (+4 on other planes), Swim +12, Use Rope +4 (+6 with bindings)<\/td> <\/tr>
Feats: <\/strong>Improved Critical (slam), Power Attack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Olympian Glades of Arborea<\/td> <\/tr>
Organization: <\/strong>Solitary or clan (2-16)<\/td> <\/tr>
Challenge Rating: <\/strong>05<\/td> <\/tr>
Treasure: <\/strong>No coins; double goods; standard items<\/td> <\/tr>
Alignment: <\/strong>Always chaotic good<\/td> <\/tr>
Advancement: <\/strong>6-10 HD (Medium); 11-15 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>+5<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This creature resembles a stout aquatic elf, or perhaps a sea faerie. Its skin is a greenish-blue, with long hair of a greenish tint. Its eyes are the color of the sea. It carries sharp weapons and a large net. <\/i>\r

The noviere is an aquatic eladrin that dwells on Ossa, the second layer of Arborea. Like the bralani, they appreciate the lands and waters of their lands and spend most of their time on a favorite island, although they are sometimes known to visit the Material Plane to meet with merfolk or water fey and explore new shorelines.\r

Novieres have a very elven appearance, like other eladrins, though they are stockier than elves. Their skin can have a green, blue, or golden hue, and their hair ranges anywhere from deep blue-green to a pale blond. Though they look much like aquatic elves, they lack prominent gills, and have no webbed fingers. A noviere also has the ability to assume the form of a golden dolphin composed entirely of shimmering water.\r

They are considered the most straightforward and friendly of the eladrins; more approachable than the serious sheieres, less fickly and flighty than the bralani, and far more levelheaded than the coures. Novieres are very self-sufficient, and mostly keep to themselves, even among other eladrins. A chieftain is appointed to loosely govern a clan of novieres, but individuals are not bound to follow any particular leader.\r

A noviere is usually between 5 to 7 feet tall, and weighs 125 pounds.\r

Novieres speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.\r

COMBAT<\/b>\r
Novieres prefer to avoid combat unless absolutely necessary, and are slow to anger. They are far stronger than their lithe forms would suggest, and they usually carry magical weapons that can be used effectively on water or land such as tridents and daggers. When using a net underwater, a noviere is always careful not to let air-breathers drown when entangled.\r

A noviere\u00c2\u0092s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.\r

Aquatic Net (Su)<\/b>: A noviere's net benefits from a freedom of movement<\/i> effect, allowing it to be thrown effectively underwater, incurring none of the additional penalties for range that ranged weapons normally suffer when used underwater.\r

Envelop (Ex)<\/b>: A noviere in dolphin form can draw a victim into its fluid form by moving into the creature\u00c2\u0092s space as a standard action. Opponents can make attacks of opportunity against the noviere, 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 enveloped; on a success, they are able to move 5 feet away from the noviere in any direction (opponent\u00c2\u0092s choice). Enveloped creatures are considered to be grappled and trapped within the noviere\u00c2\u0092s body. The save DC is Strength-based.\r

The noviere can also envelop a victim by scoring a critical hit with its slam attack and pulling the victim into its space. Victims enveloped in this way are entitled to neither a saving throw nor an attack of opportunity. The noviere makes a grapple check with a +4 circumstance bonus to grapple the victim in such an instance.\r

If the noviere is able to maintain a hold on the victim, the victim will be at risk of drowning (see Water Dangers in the Dungeon Master\u00c2\u0092s Guide for the risks and effects of drowning). A trapped victim can attack the noviere 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 edged weapons to attack the noviere while it is holding a victim, those attacks have a 25% chance of hitting the trapped character, and they do no harm to the noviere.\r

While holding a victim, the noviere cannot attack other creatures with its slam, nor can it shift to its humanoid form. It can, however, use its spells, spell-like abilities, and water bolt attack.\r

Spell-Like Abilities<\/b>: At will - alter self<\/i>, charm person<\/i>, comprehend languages<\/i>, cure light wounds<\/i> (DC 13), daylight<\/i>, detect evil<\/i>, minor image<\/i> (DC 14), mirror image<\/i>, silent image<\/i> (DC 13), slow<\/i> (DC 15); 1\/day - water breathing<\/i>. Caster level 5th. The save DCs are Charisma-based.\r

Spells<\/b>: Novieres in humanoid form can cast divine spells as 7th-level clerics. A noviere has access to two of the following domains: Animal, Chaos, Good, Plant, or Water. The save DCs are Wisdom-based.\r

Typical Cleric Spells Prepared<\/i>: (6\/6\/5\/3\/2); save DC 12 + spell level): 0 \u00c2\u0096 create water<\/i>, cure minor wounds<\/i>, detect magic<\/i>, light<\/i>, resistance<\/i>, virtue<\/i>; 1st \u00c2\u0096 bless<\/i>, calm animals<\/i>*, divine favor<\/i>, obscuring mist<\/i>, sanctuary<\/i>, shield of faith<\/i>; 2nd \u00c2\u0096 aid<\/i>, eagle\u00c2\u0092s splendor<\/i>, enthrall<\/i>, fog cloud<\/i>*, owl\u00c2\u0092s wisdom<\/i>; 3rd \u00c2\u0096 dominate animal<\/i>*, prayer<\/i>, remove curse<\/i>; 4th \u00c2\u0096 control water<\/i>*, restoration<\/i>.\r
*Domain spell. Domains: Animal and Water.\r

Water Bolt (Sp)<\/b>: A noviere can launch a blast of concentrated water at a range of 60 feet, once per day. This water bolt does 4d6 points of damage to all creatures in a 5-foot-wide path from the noviere (Reflex save DC 17 for half damage). The save DC is Dexterity-based.\r

Alternate Form (Su)<\/b>: A noviere can shift between its humanoid and aqueous dolphin forms as a standard action. In humanoid form, it cannot use its slam or envelop attacks, but it can use its spell-like abilities, spells, water bolt, and its weapons. In dolphin form, it gains a +6 deflection bonus to Armor Class, and can envelop, make slam attacks, make use of water mastery, and use spell-like abilities, spells, and water bolt, but it cannot use its weapons.\r

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

Amphibious (Ex)<\/b>: Although novieres are aquatic, they can survive indefinitely on land.\r

Water Mastery (Ex)<\/b>: In dolphin form, a noviere gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or noviere is touching the ground, the noviere takes a \u00c2\u00964 penalty on attack and damage rolls.\r

Skills<\/b>: A noviere 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 Planescape Monstrous Compendium Appendix II (1995, Rich Baker).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic good","environment":"Olympian Glades of Arborea"},{"name":"Eladrin, Shiere","type":"Outsider","ch":10,"challenge_rating":" 10 \u00a0","id":5546,"reference":"Usergen","full_text":"

Eladrin, Shiere <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 8d8+16\u00a0(52 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 40 ft (8 squares), fly 60 ft (perfect)<\/td> <\/tr>
Armor Class: <\/strong> 31 (+12 Shiere's armor, +2 +1 light steel shield, +1 Dex, +6 natural), touch 11, flat-footed 30<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+8\/+14<\/td> <\/tr>
Attack: <\/strong>+3 heavy lance of speed<\/i> +14 melee (1d8+9\/x3) or +3 keen defending battleaxe<\/i> +14 melee (1d8+6\/19-20\/x3) <\/td> <\/tr>
Full Attack: <\/strong>+3 heavy lance of speed<\/i> +14 melee (1d8+9\/x3) or +3 keen defending battleaxe<\/i> +14 melee (1d8+6\/19-20\/x3) <\/td> <\/tr>
Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
Special Attacks: <\/strong>Gaze, spell-like abilities, spells<\/td> <\/tr>
Special Qualities: <\/strong>Alternate form, damage reduction 10\/cold iron or evil, darkvision 60 ft, immunity to electricity and petrification, low-light vision, resistance to acid 10 and cold 10, spell resistance 16, tongues<\/td> <\/tr>
Saves: <\/strong>Fort +8 (+12 against poison), Ref +7, Will +7 <\/td> <\/tr>
Abilities: <\/strong>Str 23, Dex 12, Con 15, Int 14, Wis 12, Cha 13 <\/td> <\/tr>
Skills: <\/strong>Concentration +12, Diplomacy +5, Escape Artist +9, Handle Animal +10, Hide +9, Intimidate +10, Jump +15, Listen +11, Move Silently +11, Ride +13, Sense Motive +12, Spot +11, Tumble +10<\/td> <\/tr>
Feats: <\/strong>Blind-Fight, Mounted Combat, Power Attack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Olympian Glades of Arborea<\/td> <\/tr>
Organization: <\/strong>Solitary or company (3-24)<\/td> <\/tr>
Challenge Rating: <\/strong>10<\/td> <\/tr>
Treasure: <\/strong>No coins; double goods; standard items<\/td> <\/tr>
Alignment: <\/strong>Always chaotic good<\/td> <\/tr>
Advancement: <\/strong>9-16 HD (Medium); 17-24 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>+10<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This being resembles an unusually tall, very fair-skinned elf. Its limbs are long and slender and its face and hands are narrow. Its hair is a pale metallic color, and its piercing eyes have a bluish tinge to them. <\/i>\r

The shieres serve and protect Arborea as the noble knights of the eladrin. These graceful defenders of the eladrin courts fight with skill, strength, and honor. These warriors are stronger than they look, and very courageous. They can be very cold when dealing with beings who don\u00c2\u0092t measure up to their own high standards of honor and valor.\r

The shiere\u00c2\u0092s serve the Queen of Stars and her people, and are most frequently found in the ruling tulani courts. These warriors form a shining host that actively seeks out evil intruders who would trouble the eladrins. They ride the wilds of Olympus by night to drive away those who hide in darkness. Exceptional shieres can be acknowledges as hunt leaders or captains serving a tulani lord, though all shieres are technically of the same rank.\r

Shieres are 7 feet tall, and weigh 135 pounds.\r

Shieres speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.\r

COMBAT<\/b>\r
Shiere are highly skilled, courageous warriors, and always carry magical weapons suitable for knights. They wear a special suit of armor crafted especially for them, and use long, narrow magical shields. The shiere's armor is usually ruined if the shiere has taken enough damage to be slain in combat. Shiere are always mounted on their special warhorses when hunting, patrolling, or riding to war.\r

Shieres do not use their light form as frequently as other eladrins use their other forms, and prefer their humanoid forms. They are considerably more limited in this form, so prefer to reserve it for extreme conditions, such as if the shiere is badly wounded and needs to escape, or for more stealthy maneuvers.\r

A shiere\u00c2\u0092s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.\r

Gaze (Su)<\/b>: A shiere\u00c2\u0092s gaze causes fear<\/i> in any creature of evil alignment that meets its eyes at a range of 60 feet on a failed will save (DC 15). The save DC is Charisma-based.\r

Spell-Like Abilities<\/b>: At will - alter self<\/i>, color spray<\/i> (DC 12), comprehend languages<\/i>, cone of cold<\/i> (DC 16), cure light wounds<\/i> (DC 12), daylight<\/i>, detect evil<\/i>, ice storm<\/i> (DC 15), major image<\/i> (DC 14), see invisibility<\/i>, silent image<\/i> (DC 12), wall of ice<\/i>; 1\/day - heal<\/i> (DC 17). Caster level 10th. The save DCs are Charisma-based.\r

Spells<\/b>: Shieres in humanoid form can cast divine spells as 10th-level clerics. A shiere has access to two of the following domains: Chaos, Good, Protection, Strength, or War. The save DCs are Wisdom-based. \r

Typical Cleric Spells Prepared<\/i> (6\/6\/5\/4\/4\/3); save DC 11 + spell level); 0 \u00c2\u0096 detect magic<\/i>, guidance<\/i>, light<\/i>, mending<\/i>, resistance<\/i>, virtue<\/i>; 1st \u00c2\u0096 bless<\/i>, divine favor<\/i>, magic weapon<\/i>, protection from evil<\/i>, sanctuary<\/i>*, shield of faith<\/i>; 2nd \u00c2\u0096 aid<\/i>, bull\u00c2\u0092s strength<\/i>, enthrall<\/i>, owl\u00c2\u0092s wisdom<\/i>, shield other<\/i>*, spiritual weapon<\/i>; 3rd \u00c2\u0096 magic vestment<\/i>, prayer<\/i>, protection from energy<\/i>*, remove curse<\/i>; 4th \u00c2\u0096 cure critical wounds<\/i>, divine power<\/i>*, spell immunity<\/i>, summon monster IV<\/i>; 5th \u00c2\u0096 flame strike<\/i>*, righteous might<\/i>, spell resistance<\/i>.\r
*Domain spell. Domains: Protection and War.\r

Alternate Form (Su)<\/b>: A shiere can assume the form of an incorporeal ball of light once per hour. This transformation counts as a standard action. In this form, the shiere can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. In this form, the shiere has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A shiere 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 shiere always moves silently and cannot be heard with Listen checks if it doesn't wish to be. While incorporeal, the shiere 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 shiere can perform once per round.\r

In humanoid form, it cannot fly or shed light, but it can use its gaze, spell-like abilities, spells, and its weapons and armor. In light ball form, it can fly, but it cannot use its gaze, spells, spell-like abilities, or its weapons and armor.\r

A shiere remains in one form until it chooses to assume a new one (it can change from its light ball form to humanoid form as a standard action). A change in form cannot be dispelled, nor does the shiere revert to any particular form when killed. A true seeing<\/i> spell, however, reveals both forms simultaneously.\r

Shiere's Armor<\/b>: Shieres wear specially crafted suits of magical armor made of glass and crystal that provide a +12 armor bonus. This armor has no armor check penalty, and has a maximum Dex bonus of +4.\r

The Horses of the Shiere<\/b>: Advanced Heavy Warhorses; CR 3; Large magical beast (extraplanar); HD 4d10+12; hp 34; Init +1; Spd 60 ft, fly 60 ft (average); AC 14, touch 10, flat-footed 13; Base Atk +4; Grp +12; Atk +7 melee (1d8+4, hoof); Full Atk 2 hooves +7 melee (1d8+4, 2 hooves) and +2 melee (1d4+2, bite); Space\/Reach 10 ft\/5 ft; SA None; SQ Courage, darkvision 60 ft, low-light vision, night flight, scent; AL CG; SV Fort +7, Red +5, Will +2; Str 18, Dex 13, Con 17, Int 6, Wis 13, Cha 10.\r
Skills and Feats<\/b>: Listen +5, Spot +4; Endurance, Run\r
Courage (Ex)<\/b>: Horses of the shiere are braver than normal animals, and receive a +4 morale bonus on saving throws against fear.\r
Night Flight (Sp)<\/b>: Horses of the shiere can fly 60 feet per round, but only when the sun is not in the sky.\r
Carrying Capacity<\/b>: A light load for a horse of the shiere is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A horse of the shiere can drag 4,500 pounds.<\/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":"Outsider","alignment":"Always chaotic good","environment":"Olympian Glades of Arborea"},{"name":"Electrum Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":5547,"reference":"Usergen","full_text":"

Electrum Dragon <\/h1><\/td> <\/tr>


<\/td> <\/tr>
Dragon (Earth)<\/strong><\/td> <\/tr>
Environment: <\/strong>Any mountains<\/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 neutral good<\/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>

Electrum 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+1\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>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>1d6+2\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>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>1d6+3\u00a0(16)<\/font><\/td>-<\/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>1d6+4\u00a0(18)<\/font><\/td>-<\/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>1d6+5\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>1d6+6\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>1d6+7\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>1d6+8\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>1d6+9\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>1d6+10\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\/+53<\/font><\/td>+43<\/font><\/td>+25<\/font><\/td>+18<\/font><\/td>+27<\/font><\/td>1d6+11\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>1d6+12\u00a0(36)<\/font><\/td>38<\/font><\/td><\/tr><\/table><\/td><\/tr>
\u00a0<\/td> <\/tr>

Electrum 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>Detect magic, read magic<\/font><\/td>-<\/font><\/td>-<\/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>-<\/font><\/td>-<\/font><\/td>-<\/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>Identify<\/font><\/td>1st<\/font><\/td>-<\/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>Locate object<\/font><\/td>3rd<\/font><\/td>-<\/font><\/td><\/tr>
Young Adult<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>23 (-1 size, +14 natural), touch 9, flat-footed 23<\/font><\/td>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 (-2 size, +17 natural), touch 8, flat-footed 25<\/font><\/td>Dispel magic<\/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 (-2 size, +20 natural), touch 8, flat-footed 28<\/font><\/td>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 (-2 size, +23 natural), touch 8, flat-footed 31<\/font><\/td>Telekinesis<\/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 (-2 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 (-2 size, +29 natural), touch 8, flat-footed 37<\/font><\/td>-<\/font><\/td>15th<\/font><\/td>30<\/font><\/td><\/tr>
Wyrm<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>40 (-2 size, +32 natural), touch 8, flat-footed 40<\/font><\/td>DR 20\/magic, project image<\/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 (-2 size, +35 natural), touch 8, flat-footed 43<\/font><\/td>Heal<\/font><\/td>19th<\/font><\/td>33<\/font><\/td><\/tr><\/table><\/td><\/tr>
\u00a0<\/td> <\/tr>
*Can also cast cleric spells and those from the Artifice, Knowledge, and Magic domains as arcane spells.\r

The dragon sits on its rear legs, nearly still in apparent quiet contemplation. A pair of nearly straight horns sweep back from behind its eyes. Sparse, coarse hairs dot its head and back, and a long, scraggly beard hangs from its chin. Its tail is long and smooth, and curls at the end. The scent of old parchment accompanies the dragon.<\/i>\r

Electrum dragons are peaceful and philosophical. They enjoy watching other creatures and seeking out beauty in the world. They spend much of their time practicing magic, which they consider an art form capable of creating much beauty.\r

Electrum dragons get along well with other races, enjoying philosophical discussions and the exchange of objects of beauty. As they are often experimenting with magic, electrum dragons occasionally develop new spells which they willingly trade with their friends. They are often regarded as sages, and some primitive races worship them as deities.\r

An electrum wyrmling\u00c2\u0092s scales are yellowish-white with silver and gold highlights. As the dragon approaches adulthood, its color gradually lightens to pale yellow and eventually almost white at the oldest age categories.\r

Electrum dragons prefer lairs within secluded mountain peaks or abandoned ruins. They hoard objects of beauty, so their troves often contain far less coins than other dragons.\r

Electrum dragons subsist on lichens, bushes, and tender young leaves, as well as the flesh of birds, fish, and other creatures. They consider the flesh of both griffons and wyverns to be a delicacy.\r

Combat\r

Although normally peaceful, electrum dragons are alert, deliberate combatants when necessary. An electrum dragon generally opens battle with its breath weapon, seeking to weaken and confuse its adversaries. It then mixes its spells with fly-by attacks to maximum effect.\r

Breath Weapon (Su):<\/b> An electrum dragon has one type of breath weapon, a cone of confusing enfeebling gas. Creatures within a cone of confusing enfeebling gas must succeed on Reflex save or become confused (as the confusion<\/i> spell). Additionally, creatures caught in the cone take a penalty to Strength equal to 1d6 + the dragon's age category (Reflex half). Both effects have a duration equal to the dragon's age category.\r

Spell-Like Abilities:<\/b> At will\u00c2\u0097detect magic<\/i> (wyrmling or older), identify<\/i> (young or older), read magic<\/i> (wyrmling or older); 3\/day\u00c2\u0097dispel magic<\/i> (adult or older); 2\/day\u00c2\u0097telekinesis<\/i> (old or older); 1\/day\u00c2\u0097heal<\/i> (great wyrm), locate object<\/i> (juvenile or older), project image<\/i> (wyrm or older).\r

Skills:<\/b> Appraise, Jump, and Spellcraft are considered class skills for electrum dragons.\r
<\/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 good","environment":"Any mountains"},{"name":"Elemental (Quasi- Lightning)","type":"Elemental","ch":"10","challenge_rating":" varies \u00a0","id":5548,"reference":"Usergen","full_text":"

ELEMENTAL, Lightning (Quasi)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

Small Elemental (Air, Electricity)<\/span><\/b><\/p> <\/td> <\/tr>

Hit Dice:<\/span><\/b> 6d8 (27 hp)<\/span><\/p> <\/td> <\/tr>

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

Speed:<\/span><\/b> 60 ft<\/span><\/p> <\/td> <\/tr>

AC:<\/span><\/b> 18 (+1 size, +4 Dex, +3 natural)<\/span><\/p> <\/td> <\/tr>

Attacks:<\/span><\/b> Slam +4 melee<\/span><\/p> <\/td> <\/tr>

Damage:<\/span><\/b> Slam 0 and 1d6 electricity<\/span><\/p> <\/td> <\/tr>

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

Special Attacks: <\/span><\/b>Globe, electricity, arc<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> Damage reduction 5\/+1, elemental, electricity immunity, fire and acid resistance 20, water vulnerability<\/span><\/p> <\/td> <\/tr>

Saves:<\/span><\/b> Fort +2, Ref +9, Will +2<\/span><\/p> <\/td> <\/tr>

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

Skills: <\/span><\/b>Listen +9, Spot +9<\/span><\/p> <\/td> <\/tr>

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

\u00a0<\/span><\/b><\/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> None<\/span><\/p> <\/td> <\/tr>

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

Advancement:<\/span><\/b> Small 7-9 HD (Small); medium 10-11 HD (Medium-size); large 12 HD (Large)<\/span><\/p> <\/td> <\/tr>

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

Lightning quasi-elementals can be found in the quasi-plane of Lightning, the Elemental Plane of Air, and the Positive Material Plane. During great electrical storms on the Material plane, a few have been known to gather.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 A lightning quasi-elemental appears as a small bluish globe of electrical energy. Lightning plays off of and around its body.<\/span><\/p> <\/td> <\/tr>

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

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

A lightning quasi-elemental attacks by arcing itself into an opponent (if the opponent is wearing metal armor) or by releasing small globes of electricity.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Electricity (Ex):<\/b> A lightning quasi-elemental is composed completely of electricity; therefore any creature touched or touching it takes 1d6 points of electrical damage. <\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 An opponent grasping or wearing conductive material (metal weapon, armor, and so on) that comes into contact with a lightning quasi-elemental takes 1d6 additional points of electrical damage. <\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Arc (Ex):<\/b> The lightning quasi-elemental may move up to 120 feet and make an attack by arcing from its current location to any grounded metallic object (including creatures holding metal weapons or wearing metal armor). This is treated as a charge attack.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Globe (Ex):<\/b> A lightning quasi-elemental can discharge one globe, once per round, for each Hit Die it possesses. This globe will hover near the elemental until an opponent comes within 5 feet, at which time, the globe moves to the opponent and discharges; 1d4 points of damage, Reflex save (DC 13) half.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Electricity Immunity (Ex):<\/b> Lightning quasi-elementals are immune to all electrical effects<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Water Vulnerability (Ex):<\/b> A lightning quasi-elemental takes 1d8 points of damage per gallon of water it contacts.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Elemental: <\/b>Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits or flanking attacks. Lightning quasi-elementals have darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

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

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

Lightning Quasi-Elemental, Medium<\/span><\/b><\/p> <\/td> <\/tr>

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

Hit Dice:<\/span><\/b> 10d8+20 (65 hp)<\/span><\/p> <\/td> <\/tr>

Initiative: <\/span><\/b>+6 (Dex)<\/span><\/p> <\/td> <\/tr>

Speed:<\/span><\/b> 60 ft<\/span><\/p> <\/td> <\/tr>

AC:<\/span><\/b> 19 (+6 Dex, +3 natural)<\/span><\/p> <\/td> <\/tr>

Attacks:<\/span><\/b> Slam +13 melee<\/span><\/p> <\/td> <\/tr>

Damage:<\/span><\/b> Slam 0 and 1d8 electricity<\/span><\/p> <\/td> <\/tr>

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

Special Attacks: <\/span><\/b>Globe, electricity, arc<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> Damage reduction 5\/+1, elemental, electricity immunity, fire and acid resistance 20, water vulnerability<\/span><\/p> <\/td> <\/tr>

Saves:<\/span><\/b> Fort +5, Ref +13, Will +3<\/span><\/p> <\/td> <\/tr>

Abilities:<\/span><\/b> Str 12, Dex 22, Con 14, Int 4, <\/span>Wis<\/span> 11, Cha 11<\/span><\/p> <\/td> <\/tr>

Skills: <\/span><\/b>Listen +12, Spot +12<\/span><\/p> <\/td> <\/tr>

Feats:<\/span><\/b> Dodge, Weapon Finesse (slam)<\/span><\/p> <\/td> <\/tr>

Challenge Rating:<\/span><\/b> 6

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

Combat<\/h2> <\/td> <\/tr>

\u00a0\u00a0 Electricity (Ex):<\/b> 1d8 points of electrical damage; those grasping or wearing conductive material (metal weapon, armor, and so on) take 1d8 additional points of electrical damage. <\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Globe (Ex):<\/b> 1d6 points of electrical damage, Reflex save (DC 17) half.<\/span><\/p> <\/td> <\/tr>

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

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

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

Lightning Quasi-Elemental, Large<\/span><\/b><\/p> <\/td> <\/tr>

Large Elemental (Air, Electricity)<\/span><\/b><\/p> <\/td> <\/tr>

Hit Dice:<\/span><\/b> 12d8+36 (90 hp)<\/span><\/p> <\/td> <\/tr>

Initiative: <\/span><\/b>+12 (+8 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

Speed:<\/span><\/b> 60 ft<\/span><\/p> <\/td> <\/tr>

AC:<\/span><\/b> 21 (-1 size, +8 Dex, +4 natural)<\/span><\/p> <\/td> <\/tr>

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

Damage:<\/span><\/b> Slam 0 and 2d6 electricity<\/span><\/p> <\/td> <\/tr>

Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/10 ft<\/span><\/p> <\/td> <\/tr>

Special Attacks: <\/span><\/b>Globe, electricity, arc<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> Damage reduction 10\/+1, elemental, electricity immunity, fire and acid resistance 20, water vulnerability<\/span><\/p> <\/td> <\/tr>

Saves:<\/span><\/b> Fort +5, Ref +13, Will +3<\/span><\/p> <\/td> <\/tr>

Abilities:<\/span><\/b> Str 14, Dex 26, Con 16, Int 6, <\/span>Wis<\/span> 11, Cha 11<\/span><\/p> <\/td> <\/tr>

Skills: <\/span><\/b>Listen +14, Spot +14<\/span><\/p> <\/td> <\/tr>

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

Challenge Rating:<\/span><\/b> 9

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

Combat<\/h2> <\/td> <\/tr>

\u00a0\u00a0 Electricity (Ex):<\/b> 2d6 points of electrical damage; those grasping or wearing conductive material (metal weapon, armor, and so on) take 2d6 additional points of electrical damage.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Globe (Ex):<\/b> 1d8 points of electrical damage, Reflex save (DC 19) half.<\/span><\/p> <\/td> <\/tr>

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

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

The Lightning Quasi-Elemental first appeared in the 1e MM II (Gary Gaygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Elemental","alignment":"Any","environment":"Any land"},{"name":"Elemental (Quasi-Mineral- Chamrol)","type":"Elemental","ch":7,"challenge_rating":" 07 \u00a0","id":5549,"reference":"Usergen","full_text":"

CHAMROL<\/h1> <\/div> <\/td> <\/tr>

Medium-Size Elemental (Earth)<\/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>0 ft<\/span><\/p> <\/td> <\/tr>

AC: <\/span><\/b>13 (-5 Dex, +8 natural)<\/span><\/p> <\/td> <\/tr>

Attacks: <\/span><\/b>6 tentacles +3 melee<\/span><\/p> <\/td> <\/tr>

Damage: <\/span><\/b>Tentacle 1d6<\/span><\/p> <\/td> <\/tr>

Face\/Reach: <\/span><\/b>5 ft by 5 ft\/5 ft (20 ft with tentacles)<\/span><\/p> <\/td> <\/tr>

Special Attacks: <\/span><\/b>Energy burst, improved grab, constriction<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> Elemental, damage reduction 20\/+2, SR 26, immune to fire and electricity, acid vulnerability<\/span><\/p> <\/td> <\/tr>

Saves: <\/span><\/b>Fort +6, Ref \u0097, Will +1<\/span><\/p> <\/td> <\/tr>

Abilities: <\/span><\/b>Str 10, Dex \u0097, Con 14, Int 4, Wis 11, Cha 11<\/span><\/p> <\/td> <\/tr>

Skills:<\/span><\/b> Listen +7, Spot +7<\/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, gang (2-5), or pack (6-11)<\/span><\/p> <\/td> <\/tr>

Challenge Rating: <\/span><\/b>7<\/span><\/p> <\/td> <\/tr>

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

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

Advancement: <\/span><\/b>6-8 HD (Medium-size); 9-15 HD (Large)<\/span><\/p> <\/td> <\/tr>

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

A chamrol is an elemental creature that seems to blend qualities of a plant, animal, and mineral.\u00a0 It is immobile, existing only in areas that border both the elemental plane of Earth and the Positive energy plane, where it spends all of its time feeding on positive energy. Anyone traveling to this border zone is likely to encounter one or more of these creatures, which grow profusely throughout this area.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 The chamrol is a spindly thing, composed mostly of lead and other very dense metals. The creature's exterior is studded with crystalline outcroppings, and has mineral roots that extend deep into the minerals of the elemental plane. The chamrol's scaly central stalk is covered with dozens of writhing tentacles that protrude from between the mica-like scales. The creatures are very long, at least 5 feet in length and often as long as 100 feet.<\/p> <\/td> <\/tr>

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

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

Chamrols attack with their tentacles, slapping and attempting to grapple opponents.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Energy Burst (Su): <\/span><\/b>Once per day, the chamrol can generate a cone of energy to a range of 100 feet. A creature caught in the area takes 1d4+5 points of damage unless it makes a successful Reflex save (DC 14). A chamrol deals +1 point of damage per HD it possesses. <\/span><\/p> <\/td> <\/tr>

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

\u00a0\u00a0 Constriction (Ex): <\/b>A chamrol deals 1d6 points of damage with a successful grapple check against Medium-size or smaller creatures.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Acid Vulnerability (Ex): <\/span><\/b>Chamrols take double damage from acid.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Elemental: <\/span><\/b>Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.<\/span><\/p> <\/td> <\/tr>

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

GREATER CHAMROL<\/span><\/b><\/p> <\/td> <\/tr>

The greater chamrol appears as the standard chamrol, only larger. It ranges in HD from 16 to 48 (16-24 HD are Large, 24-36 HD are Huge, and 37+ HD chamrols are Gargantuan). Use the chart in the front of the MM<\/b> for advancing creatures by size.<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Elemental","alignment":"Always neutral","environment":"Any land and underground"},{"name":"Elemental (Quasi-Mineral- Crystalle)","type":"Elemental","ch":22,"challenge_rating":" 22 \u00a0","id":5550,"reference":"Usergen","full_text":"

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

Huge Elemental (Earth)<\/span><\/b><\/p> <\/td> <\/tr>

Hit Dice: <\/span><\/b>24d8+144 (252 hp)<\/span><\/p> <\/td> <\/tr>

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

Speed: <\/span><\/b>50 ft, fly 60 ft (average)<\/span><\/p> <\/td> <\/tr>

AC: <\/span><\/b>32 (-2 size, +24 natural)<\/span><\/p> <\/td> <\/tr>

Attacks: <\/span><\/b>Slam +28\/+23\/+18\/+13 melee<\/span><\/p> <\/td> <\/tr>

Damage: <\/span><\/b>Slam 2d10+11<\/span><\/p> <\/td> <\/tr>

Face\/Reach: <\/span><\/b>10 ft by 5 ft\/15 ft<\/span><\/p> <\/td> <\/tr>

Special Attacks: <\/span><\/b>Spells, prismatic sphere, scepter, ioun stones<\/i><\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> Elemental, damage reduction 25\/+3, SR 25<\/span><\/p> <\/td> <\/tr>

Saves: <\/span><\/b>Fort +26, Ref +12, Will +16<\/span><\/p> <\/td> <\/tr>

Abilities: <\/span><\/b>Str 33, Dex 11, Con 23, Int 20, Wis 18, Cha 18<\/span><\/p> <\/td> <\/tr>

Skills:<\/span><\/b> Appraise +16, Concentration +18, Intimidate +16, Knowledge (the planes) +17, Listen +16, Spot +16.<\/span><\/p> <\/td> <\/tr>

Feats: <\/span><\/b>Alertness, Cleave, Combat Casting, 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 (10-40 shards or 4-16 trilling crysmals; plus 100-200 spined shards)<\/span><\/p> <\/td> <\/tr>

Challenge Rating: <\/span><\/b>22<\/span><\/p> <\/td> <\/tr>

Treasure: <\/span><\/b>Double standard (plus 20 ioun stones<\/i>)<\/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>

Crystalle is the self-proclaimed ruler of the mineral elementals. He would, in fact, love to be the ruler of the whole plane of Earth, if there weren't so many other beings more powerful than he.\u00a0 He serves as a powerful overlord to his subjects, making proclamations to the masses from his gem-laden throne, made from the rarest of minerals.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Crystalle appears as a crystalline giant of 22 feet tall, wielding a great scepter made from rare gemstones. He is surrounded by a veritable cloud of ioun stones<\/i> at all times, and has access to rare types of ioun stones<\/i> not known on the Material plane. Some of these are tributes from those seeking to gain favor, while others were mined by his elementals. Rumors suggest that he has a private domain that contains thousands of these stones.<\/span><\/p> <\/td> <\/tr>

\u00a0 Crystalle's primary concerns are protecting his domain from thieves, and acquiring more wealth and personal power, with aspirations of demigodhood.<\/span><\/p> <\/td> <\/tr>

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

COMBAT<\/h1> <\/td> <\/tr>

Crystalle is the most powerful of the mineral elementals, and is a truly formidable opponent due in large part to his high intelligence and cunning. Crystalle is feared for his massive collection of ioun stones<\/i>, which includes types so rare that only he and some of his minions know where they can be found.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Spells:<\/span><\/b> Crystalle replicates arcane spells as a 14th-level sorcerer (save DC 14 + spell level).<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Prismatic Sphere (Sp):<\/span><\/b> Once per day, Crystalle can use this ability as a 20th-level caster (Will save DC 23). It is otherwise similar to the spell of the same name.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Scepter:<\/span><\/b> Crystalle's scepter functions as a staff of the magi<\/i> and a rod of absorption<\/i>. It has unlimited charges and functions only in the hands of Crystalle or a greater earth elemental god (if such a being exists).<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Ioun Stones:<\/span><\/b> Crystalle is never without at least 20 functional ioun stones<\/i> (never any dull gray dead stones). These powerful gems amplify his abilities, even beyond what is listed above.\u00a0 <\/span><\/p> <\/td> <\/tr>

Crystalle has access to ioun stones<\/i> that are so rare and powerful, that they are only usable a few times before they shatter from the immense positive energies stored within. Each of these stones is unique, and here are a few examples of such stones:<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Fossilizer: (<\/i>Indigo blue trapezohedron)\u00a0 Generates a fossilization<\/i> pulse to a range of 30 feet. A creature struck must succeed at a Fortitude save (DC 20) or be turned to stone (80%) or be turned into a crystal, gold-veined statue embedded with gemstones (20%). Only a miracle<\/i> or wish<\/i> spell can reverse this last effect. After 1d4+2 uses, this stone burns out and turns dull gray.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Wish stone:<\/span><\/i> (Frosty white octahedron)\u00a0 Contains 1d3 wishes<\/i>. Once all the wishes are gone, this stone burns out and turns dull gray.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Transmuter:<\/span><\/i> (Blood red orthorhomboid) Converts nonliving minerals in a 10-foot cube into energy. <\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Energy drainer:<\/span><\/i> (Black pyritohedron) Drains all magical energy from a nonliving item, or inflicts one negative level to a living victim. This effect is a ray and has a range of 30 feet. A successful Reflex save avoids the effect. The Fortitude save to remove the negative level has a DC of 20. After draining 20 spell levels or dealing 10 negative levels, the stone burns out and turns dull gray.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Energy pulser:<\/span><\/i> (Brilliant green bipyramidal) Infuses target with positive energy, target overloads painfully and takes 1d8 points of damage per round for the next 1d10 rounds. All metals within a 20-foot radius of the target are affected as by heat metal<\/i>. After dealing 100 points of damage, this stone burns out and turns dull gray.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Insubstantializer:<\/i> (Clear interconnected spheres) User becomes incorporeal for 10 rounds per day.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Elemental: <\/span><\/b>Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Burrow (Ex):<\/b> A mineral elemental can glide through stone, dirt, or almost any other sort of earth as easily as a fish swims through water. Its burrowing leaves behind no 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 mineral elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds at a Fortitude save.<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Elemental","alignment":"Always neutral","environment":"Any land and underground"},{"name":"Elemental (Quasi-Mineral- Energy Pod)","type":"Elemental","ch":8,"challenge_rating":" 08 \u00a0","id":5551,"reference":"Usergen","full_text":"

ENERGY POD<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

Large Elemental (Earth)<\/span><\/b><\/p> <\/td> <\/tr>

Hit Dice: <\/span><\/b>8d8+32 (68 hp)<\/span><\/p> <\/td> <\/tr>

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

Speed: <\/span><\/b>Fly 30 ft (good)<\/span><\/p> <\/td> <\/tr>

AC: <\/span><\/b>20 (-1 size, +11 natural)<\/span><\/p> <\/td> <\/tr>

Attacks: <\/span><\/b>8 tentacles +5 melee<\/span><\/p> <\/td> <\/tr>

Damage: <\/span><\/b>Tentacle 0 plus 2d4 energy burst<\/span><\/p> <\/td> <\/tr>

Face\/Reach: <\/span><\/b>5 ft by 5 ft\/10 ft<\/span><\/p> <\/td> <\/tr>

Special Attacks: <\/span><\/b>Energy burst, absorb magic<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> Elemental, mineral elemental qualities, damage reduction 20\/+2, acid vulnerability, burrow<\/span><\/p> <\/td> <\/tr>

Saves: <\/span><\/b>Fort +10, Ref +2, Will +2<\/span><\/p> <\/td> <\/tr>

Abilities: <\/span><\/b>Str 11, Dex 10, Con 19, Int 6, Wis 10, Cha 10<\/span><\/p> <\/td> <\/tr>

Skills:<\/span><\/b>\u00a0 Listen +16, Spot +16<\/span><\/p> <\/td> <\/tr>

Feats:<\/span><\/b> Alertness, Improved Initiative, Weapon Focus (tentacles)<\/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 pair<\/span><\/p> <\/td> <\/tr>

Challenge Rating: <\/span><\/b>8<\/span><\/p> <\/td> <\/tr>

Treasure: <\/span><\/b>None (body is worth double amount of gems)<\/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>

The energy pod is another bizarre form of elemental that lives in the border areas between the Positive Energy plane and the Elemental planes. This creature is a sphere 8 feet in diameter, with eight tentacles emerging from its body. At the end of each of these stubby tentacles is a small cluster of glowing nodules, with 6-24 nodules per cluster. The energy pod absorbs positive energy and stores it in these nodules.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Energy pods are only very rarely seen on the Material plane, and then almost always guarding magical treasures or locations. Conjecture among sages is that the energy pod is a distant relative of the energons, thus opening speculation that there is a negative counterpart to the energy pod.<\/p> <\/td> <\/tr>

\u00a0<\/h1> <\/td> <\/tr>

COMBAT<\/h1> <\/td> <\/tr>

The energy pod flails at opponents with its eight tentacles, but can only attack any given opponent with two of these, and can only attack two opponents total at a time. The tentacles themselves do no damage, but cause the nodules on the end to burst and release their power.\u00a0 Once all of the nodules on a tentacle are broken, that appendage is effectively useless, and once all of an energy pod's nodules are used up the creature flees.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Energy Burst (Su): <\/span><\/b>On a successful melee hit with one of its tentacles, 2d4 of the nodules on a given cluster burst open and release a powerful blast of positive energy. Each nodule deals 2d4 points of energy damage. When all nodules on a given tentacle have burst, that tentacle is useless in combat, until the energy pod \u0093recharges\u0094 it (by absorbing magic, see below).<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Absorb Magic (Su):<\/span><\/b> The energy pod feeds on power, and can absorb the energy of spells and spell-like abilities. The creature automatically absorbs any spells, spell-like abilities, and similar effects from magic items used to directly attack the energy pod. It cannot absorb area effect magic. This energy is used to immediately create additional nodules on a random appendage, one new nodule for every level of the spell or power absorbed.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Acid Vulnerability (Ex): <\/span><\/b>Energy pods suffer double damage from acid.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Burrow (Ex):<\/b> A mineral elemental can glide through stone, dirt, or almost any other sort of earth as easily as a fish swims through water. Its burrowing leaves behind no 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 mineral elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds at a Fortitude save.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Elemental: <\/span><\/b>Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Elemental","alignment":"Always neutral","environment":"Any land and underground"},{"name":"Elemental (Quasi-Mineral- Glomus)","type":"Elemental","ch":3,"challenge_rating":" 03 \u00a0","id":5552,"reference":"Usergen","full_text":"

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

Tiny Elemental (Earth)<\/span><\/b><\/p> <\/td> <\/tr>

Hit Dice: <\/span><\/b>1d8+1 (5 hp)<\/span><\/p> <\/td> <\/tr>

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

Speed: <\/span><\/b>Fly 20 ft (good)<\/span><\/p> <\/td> <\/tr>

AC: <\/span><\/b>20 (+2 size, +3 Dex, +5 natural)<\/span><\/p> <\/td> <\/tr>

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

Damage: <\/span><\/b>Slam 1d3<\/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>Shatter weapons, death throes<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> Elemental, burrow, damage reduction 10\/+2, vulnerability to blunt weapons<\/span><\/p> <\/td> <\/tr>

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

Abilities: <\/span><\/b>Str 10, Dex 16, Con 12, Int 10, Wis 11, Cha 11<\/span><\/p> <\/td> <\/tr>

Skills:<\/span><\/b> Hide +15, Listen +4, Move Silently +7, Search +4, Spot +4<\/span><\/p> <\/td> <\/tr>

Feats:<\/span><\/b> Weapon Finesse (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 gang (2-5)<\/span><\/p> <\/td> <\/tr>

Challenge Rating: <\/span><\/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>2-3 HD (Small)<\/span><\/p> <\/td> <\/tr>

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

The glomus is a crystalline mineral elemental creature that floats about the inner planes. It spends most of its time on the plane of Earth, but it may leave its home plane on the rarest of occasions. The glomus appears as a compact mass of individual crystals, arranged in a roughly spherical shape one (or more) foot in diameter. The crystals are held together, rigidly in place by a force similar to magnetism. The glomus has many sharp edges, with crystalline spires that protrude outward at various angles.<\/span><\/p> <\/td> <\/tr>

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

COMBAT<\/h1> <\/td> <\/tr>

A glomus attacks by slamming its body into its opponent's, jabbing its pointed surface into the enemy.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Shatter Weapons (Ex):<\/span><\/b> Any non-magical weapon that strikes a glomus must succeed at a Fortitude save (DC 20) or shatter into pieces.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Death Throes (Ex):<\/b> At 0 hit points, a glomus explodes in a violent spray of crystalline shards dealing 1d4 points of damage to all creatures within 20 feet. A successful Reflex save halves the damage. For each HD of the glomus above 1, it deals 1d4 additional points of damage.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 One hour after the glomus explodes, its body reforms and heals all damage it has suffered. To truly slay a glomus, it must be brought to \u009610 hit points.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Elemental: <\/span><\/b>Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Burrow (Ex):<\/b> A mineral elemental can glide through stone, dirt, or almost any other sort of earth as easily as a fish swims through water. Its burrowing leaves behind no 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 mineral elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds at a Fortitude save.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Vulnerability to Blunt Weapons (Ex):<\/b> A glomus takes double damage from blunt weapons.<\/span><\/p> <\/td> <\/tr>

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

GREATER GLOMUS<\/span><\/b><\/p> <\/td> <\/tr>

The greater glomus appears as the standard glomus, only larger. It ranges in HD from 4 to 10 (4-5 HD are Small, 6-8 HD are Medium-size, and 9-10 HD glomus are Large). Use the chart in the front of the MM<\/b> for advancing creatures by size.<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Elemental","alignment":"Always neutral","environment":"Any land and underground"},{"name":"Elemental (Quasi-Mineral- Shard)","type":"Elemental","ch":7,"challenge_rating":" 07 \u00a0","id":5553,"reference":"Usergen","full_text":"

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

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

Hit Dice: <\/span><\/b>5d8+5 (27 hp)<\/span><\/p> <\/td> <\/tr>

Initiative: <\/span><\/b>+2 (Dex)<\/span><\/p> <\/td> <\/tr>

Speed: <\/span><\/b>Fly 50 ft (good)<\/span><\/p> <\/td> <\/tr>

AC: <\/span><\/b>24 (+2 Dex, +12 natural)<\/span><\/p> <\/td> <\/tr>

Attacks: <\/span><\/b>Slash +6 melee<\/span><\/p> <\/td> <\/tr>

Damage: <\/span><\/b>Slash 2d4+2<\/span><\/p> <\/td> <\/tr>

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

Special Attacks: <\/span><\/b>Keen, color burst, shatter weapons<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> Elemental, burrow, damage reduction 20\/+2, SR 14<\/span><\/p> <\/td> <\/tr>

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

Abilities: <\/span><\/b>Str 14, Dex 15, Con 12, Int 6, Wis 11, Cha 10<\/span><\/p> <\/td> <\/tr>

Skills:<\/span><\/b> Hide +8, Listen +6, Spot +6<\/span><\/p> <\/td> <\/tr>

Feats:<\/span><\/b> Weapon Finesse (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, swarm (2-20) or fleet (10-100)<\/span><\/p> <\/td> <\/tr>

Challenge Rating: <\/span><\/b>7<\/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>

The shard is a crystalline form of minor elemental that travels the planes in swarms. These mineral elementals are sentient, but they are not very bright and don't function well individually.\u00a0 On their home plane, these crystals skirt near areas that connect with the Positive Energy plane, absorbing the power that gives them life. An elemental shard appears as its names implies, much like a crystalline shard.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Shards are rarely encountered on the Material plane, but are occasionally summoned to serve as guardians. If they are summoned to guard gems, they obey without hesitation. A swarm of shards will rarely be sent to the Material plane on a special mission, usually to seek out adventurers who have taken large numbers of gems from the elemental planes.<\/span><\/p> <\/td> <\/tr>

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

COMBAT<\/h1> <\/td> <\/tr>

The shard attacks by slashing opponents with its razor-sharp edges.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Keen (Ex):<\/b> The edges of a shard are considered keen<\/i>. Therefore, the shard scores a critical threat on a roll of 19-20.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Color Burst (Su):<\/span><\/b> Once per day, a shard can spin rapidly and emit a paralyzing burst of multi-colored light in a 30-foot radius, similar to the color spray<\/i> spell. All creatures within the area of effect that see the shard must succeed at a Will save (DC 16) or become paralyzed for 2d4 rounds.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Shatter Weapons (Ex):<\/span><\/b> Any weapon that strikes a shard must succeed at a Fortitude save (DC 15) or shatter into pieces.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Elemental: <\/span><\/b>Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Burrow (Ex):<\/b> A mineral elemental can glide through stone, dirt, or almost any other sort of earth as easily as a fish swims through water. Its burrowing leaves behind no 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 mineral elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds at a Fortitude save.<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Elemental","alignment":"Always neutral","environment":"Any land and underground"},{"name":"Elemental (Quasi-Mineral- Spined Shard)","type":"Elemental","ch":10,"challenge_rating":" 10 \u00a0","id":5554,"reference":"Usergen","full_text":"

SPINED SHARD<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

Large Elemental (Earth)<\/span><\/b><\/p> <\/td> <\/tr>

Hit Dice: <\/span><\/b>7d8+21 (52 hp)<\/span><\/p> <\/td> <\/tr>

Initiative: <\/span><\/b>+2 (Dex)<\/span><\/p> <\/td> <\/tr>

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

AC: <\/span><\/b>26 (-1 size, +2 Dex, +15 natural)<\/span><\/p> <\/td> <\/tr>

Attacks: <\/span><\/b>4 tentacles +6 melee<\/span><\/p> <\/td> <\/tr>

Damage: <\/span><\/b>Tentacle 1d4+3<\/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, stingers, energy burst, melt weapons<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> Limited anitmagic field, elemental, burrow, damage reduction 20\/+2, SR 16<\/span><\/p> <\/td> <\/tr>

Saves: <\/span><\/b>Fort +8, Ref +4, Will +7<\/span><\/p> <\/td> <\/tr>

Abilities: <\/span><\/b>Str 16, Dex 14, Con 17, Int 10, Wis 14, Cha 11<\/span><\/p> <\/td> <\/tr>

Skills:<\/span><\/b> Appraise +6, Hide +4, Listen +9, Spot +9<\/span><\/p> <\/td> <\/tr>

Feats:<\/span><\/b> 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 or gang (2-5)<\/span><\/p> <\/td> <\/tr>

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

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

The spined shard is an elemental creature that spends all of its time feeding off positive energy, buried deep in the elemental plane of Earth. This creature can travel the whole plane, but prefers to be buried deep within the earth in areas that border on the Positive energy plane, where it is the most dangerous and feared predator. Thankfully, these malign creatures do not often visit the Material plane.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 The spined shard is shaped like a long rod about 12 feet long, with four spines jutting out from it near the top. It also has two sets of slim tentacles, four smaller ones at its top above the spines, and two double-whip stingers near the bottom.<\/span><\/p> <\/td> <\/tr>

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

COMBAT<\/h1> <\/td> <\/tr>

The spined shard uses its four small tentacles to attack, attempting to use them to bring an opponent close enough to use its stingers. The spined shard is a vindictive predator, and kills for no reason.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Limited Antimagic Field (Sp): <\/span><\/b>The spined shard constantly generates a fiend of magical interference similar to a limited antimagic field<\/i> in a 5-foot radius around its body. This field has a 75% chance of suppressing any magical effect brought into the area of effect.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Improved Grab (Ex): <\/span><\/b>To use this ability, the spined shard must hit an opponent of up to Medium-size with at least two of its tentacle attacks. If it gets a hold, it draws its opponent close enough to attack with its stingers.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Stingers (Ex): <\/span><\/b>A spined shard attacks a grappled opponent with its two stingers (+8 melee) dealing 2d6 points of energy damage with each stinger.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Energy Burst (Su): <\/span><\/b>Four times per day, a spined shard can emit a line of energy 5 feet wide, 5 feet high, and 70 feet long that deals 8d6 points of energy damage. A Reflex save (DC 16) halves the damage.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 A victim struck retains a portion of the energy in its body. For the next 10 rounds, energy arcs from the victim\u0092s body striking all within a 5-foot radius for 4d6 points of damage. A successful Fortitude save halves the damage. Victims of the arc do not retain the energy in their body.<\/p> <\/td> <\/tr>

\u00a0\u00a0 Melt Weapons (Ex): <\/span><\/b>Any weapon that strikes the spined shard melts into slag if it fails a Fortitude save (DC 16). <\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Elemental: <\/span><\/b>Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Burrow (Ex):<\/b> A mineral elemental can glide through stone, dirt, or almost any other sort of earth as easily as a fish swims through water. Its burrowing leaves behind no 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 mineral elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds at a Fortitude save.<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Elemental","alignment":"Always neutral evil","environment":"Any land and underground"},{"name":"Elemental (Quasi-Mineral- Trilling Crysmal)","type":"Elemental","ch":10,"challenge_rating":" 10 \u00a0","id":5555,"reference":"Usergen","full_text":"

TRILLING CRYSMAL<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

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

Hit Dice: <\/span><\/b>10d8+20 (65 hp)<\/span><\/p> <\/td> <\/tr>

Initiative: <\/span><\/b>+2 (Dex)<\/span><\/p> <\/td> <\/tr>

Speed: <\/span><\/b>Fly 30 ft (good)<\/span><\/p> <\/td> <\/tr>

AC: <\/span><\/b>24 (+2 Dex, +12 natural)<\/span><\/p> <\/td> <\/tr>

Attacks: <\/span><\/b>8 talons +8 melee; or crystal dart +9 ranged<\/span><\/p> <\/td> <\/tr>

Damage: <\/span><\/b>Talon 1d4+1; crystal dart 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>Crystal darts, shatter weapons, spell reflection<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> Elemental, burrow, damage reduction 20\/+2, SR 26<\/span><\/p> <\/td> <\/tr>

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

Abilities: <\/span><\/b>Str 13, Dex 14, Con 14, Int 14, Wis 14, Cha 11<\/span><\/p> <\/td> <\/tr>

Skills:<\/span><\/b> Appraise +11, Climb +9, Hide +11, Listen +13, Spot +13<\/span><\/p> <\/td> <\/tr>

Feats:<\/span><\/b> Alertness, Cleave, Great Cleave, 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 or pod (1-6)<\/span><\/p> <\/td> <\/tr>

Challenge Rating: <\/span><\/b>10<\/span><\/p> <\/td> <\/tr>

Treasure: <\/span><\/b>None (body is worth double amount of gems)<\/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>

The trilling crysmal is a close relative of the crysmal, although it looks very different from its cousin elemental. On the Elemental plane of Earth the trilling crysmal is quite common, where they live in great numbers and hunt along the boundary with the Positive energy plane.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 The trilling crysmal has six long, segmented legs that radiate from a central crystal mass.\u00a0 Central to the creature's insect-like body is a huge silvery six-sided crystal that is almost 4 feet in height, making the creature 7 feet tall in all.<\/span><\/p> <\/td> <\/tr>

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

COMBAT<\/h1> <\/td> <\/tr>

The trilling crysmal attacks either with its razor-edged legs, or with its crystalline darts.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Crystal Darts (Ex):<\/b> A trilling crysmal can loose up to six darts per day to a range of 80 feet with no range increment. Each dart, after striking an opponent, splinters into many smaller, razor-sharp shards that deal 1 point of temporary Strength damage and 1d4 points of temporary Dexterity damage to the victim. In addition, the victim suffers a \u00961 circumstance penalty to attacks, saves, and checks until the splinters are removed (full round action). Removing the splinters deals 1d6 additional points of damage.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Shatter Weapons (Ex):<\/span><\/b> Any non-magical weapon that strikes a trilling crysmal must succeed at a Fortitude save (DC 15) or shatter into pieces.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Spell Reflection (Su):<\/span><\/b> The large crystal in the center of the trilling crysmal has a 75% chance of reflecting any spell cast directly on the crysmal. Area spells are not affected. A reflected spell bounces in a random direction and has full effect on any creature in the area. This ability functions similar to spell turning<\/i>.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Elemental: <\/b>Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Burrow (Ex):<\/b> A mineral elemental can glide through stone, dirt, or almost any other sort of earth as easily as a fish swims through water. Its burrowing leaves behind no 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 mineral elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds at a Fortitude save.<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Elemental","alignment":"Always neutral","environment":"Any land and underground"},{"name":"Elemental Lord (Cryonax)","type":"Elemental","ch":17,"challenge_rating":" 17 \u00a0","id":5556,"reference":"Usergen","full_text":"

CRYONAX (Prince of Evil Cold Creatures)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

Gargantuan Elemental (Cold)<\/span><\/b><\/p> <\/td> <\/tr>

Hit Dice:<\/span><\/b> 36d8+180 (342 hp)<\/span><\/p> <\/td> <\/tr>

Initiative: <\/span><\/b>+5 (+1 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

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

AC:<\/span><\/b> 28 (-4 size, +1 Dex, +21 natural)<\/span><\/p> <\/td> <\/tr>

Attacks:<\/span><\/b> 2 tentacles +43 melee<\/span><\/p> <\/td> <\/tr>

Damage:<\/span><\/b> Tentacle 2d8+10<\/span><\/p> <\/td> <\/tr>

Face\/Reach:<\/span><\/b> 20 ft by 20 ft\/20 ft<\/span><\/p> <\/td> <\/tr>

Special Attacks: <\/span><\/b>Freezing touch, cold aura, spell-like abilities<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> Elemental, shatter weapons, damage reduction 15\/+3, SR 20, cold subtype<\/span><\/p> <\/td> <\/tr>

Saves:<\/span><\/b> Fort +25, Ref +15, Will +16<\/span><\/p> <\/td> <\/tr>

Abilities:<\/span><\/b> Str 30, Dex 12, Con 20, Int 20, Wis 18, Cha 18 <\/span><\/p> <\/td> <\/tr>

Skills: <\/span><\/b>Concentration +10, Intimidate +9, Knowledge (the planes) +10, Listen +28, Spot +28<\/span><\/p> <\/td> <\/tr>

Feats: <\/span><\/b>Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus (slam), Whirlwind 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 or troupe (1d2 young white dragons, 1d4 frost giants, or 2d4 yetis)
Challenge Rating:<\/b> 17<\/span><\/p> <\/td> <\/tr>

Treasure:<\/span><\/b> Double standard<\/span><\/p> <\/td> <\/tr>

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

Advancement:<\/span><\/b> N\/A<\/span><\/p> <\/td> <\/tr>

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

Cryonax is the Prince of Cold creatures and dwells in a huge castle of ice and glass, situated at the juncture of the Elemental Plane of Air and the Plane of Water. He appears as a 35-foot tall yeti with tentacles in place of arms. Each tentacle is covered with many suction cups.<\/span><\/p> <\/td> <\/tr>

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

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

Cronax attacks with his tentacles and spell-like abilities in combat. A frozen character (one hit by his tentacle attack that fails a save) is shattered at the first opportunity.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Freezing Touch (Ex):<\/b> A creature hit by Cryonax\u0092s tentacle attack must succeed at a Fortitude save (DC 18) or be frozen in place for 1d6+4 minutes as ice encases the victim\u0092s body. Frozen creatures are considered helpless, and have a hardness of 0. A frozen character brought to 0 hit points, shatters into pieces. If unfrozen, the being has similar damage and deformities.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Cold Aura (Ex):<\/span><\/b> Cryonax\u0092s body generates intense cold dealing 1d6 points of cold damage to all creatures within 10 feet of him. Creatures attacking Cryonax unarmed or with natural weapons take 1d6 points of additional cold damage each time their attacks hit.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Spell-Like Abilities:<\/b> At will\u0097cone of cold<\/i>, wall of ice<\/i>; 1\/day\u0097summon cold monster<\/i> (similar to summon monster spell, but allows Cryonax to summon 1 adult white dragon, 1d4 frost giants, or 2d4 yetis). These abilities are as the spells cast by a 15th-level sorcerer (save DC 14 + spell level).<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Elemental: <\/span><\/b>Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Shatter Weapons (Ex):<\/span><\/b> Any weapon that strikes Cryonax must succeed at a Fortitude save (DC 12) or shatter into pieces.<\/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><\/table>

\u00a0<\/span><\/p><\/div>","family":"Elemental","alignment":"Any","environment":"Any land and underground"},{"name":"Elemental Lord (Ogremoch)","type":"Elemental","ch":17,"challenge_rating":" 17 \u00a0","id":5557,"reference":"Usergen","full_text":"

OGRE\u0092MOCH (Prince of Evil Earth Creatures)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

Gargantuan Elemental (Earth)<\/span><\/b><\/p> <\/td> <\/tr>

Hit Dice:<\/span><\/b> 38d8+228 (399 hp)<\/span><\/p> <\/td> <\/tr>

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

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

AC:<\/span><\/b> 31 (-4 size, +25 natural)<\/span><\/p> <\/td> <\/tr>

Attacks:<\/span><\/b> Slam +38\/+33\/+28\/+23 melee<\/span><\/p> <\/td> <\/tr>

Damage:<\/span><\/b> Slam 2d12+19<\/span><\/p> <\/td> <\/tr>

Face\/Reach:<\/span><\/b> 20 ft by 20 ft\/20 ft<\/span><\/p> <\/td> <\/tr>

Special Attacks: <\/span><\/b>Spell-like abilities, earth mastery, push, summon earth creatures<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> Damage reduction 15\/+3, SR 20, elemental, resistances<\/span><\/p> <\/td> <\/tr>

Saves:<\/span><\/b> Fort +27, Ref +12, Will +16<\/span><\/p> <\/td> <\/tr>

Abilities:<\/span><\/b> Str 37, Dex 10, Con 23, Int 20, Wis 18, Cha 18<\/span><\/p> <\/td> <\/tr>

Skills: <\/span><\/b>Concentration +18, Intimidate +19, Knowledge (the planes) +12, Listen +29, Spot +29<\/span><\/p> <\/td> <\/tr>

Feats: <\/span><\/b>Blind-Fight,Cleave, Combat Casting, Empower Spell, Expertise, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Maximize Spell, Power Attack, Sunder, 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 (Ogr\u00e8moch plus 1d4 Huge earth elementals, 1d4 evil elder xorn, and 1d4 umber hulks)
Challenge Rating:<\/b> 17<\/span><\/p> <\/td> <\/tr>

Treasure:<\/span><\/b> Double standard<\/span><\/p> <\/td> <\/tr>

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

Advancement:<\/span><\/b> \u0097<\/span><\/p> <\/td> <\/tr>

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

Ogr\u00e8moch looks like an unfinished bipedal humanoid standing about 32 feet tall. His eyes are deep, inset, and dark and his mouth is the same. He has no apparent nose or ears. Ogr\u00e8moch\u0092s arms end in unfinished hands and his legs end in unfinished feet. He makes his lair in a great flat-topped mountain on the Plane of Earth.<\/span><\/p> <\/td> <\/tr>

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

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

Ogr\u00e8moch attacks with his slam and spell-like abilities. If he becomes bored with combat or combat goes against him, he uses his summoning ability to call earth creatures to his aid.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 Spell-Like Abilities:<\/b> 3\/day\u0097flesh to stone, move earth,<\/i> and wall of stone<\/i> (20 hp per inch of thickness); 1\/day\u0097earthquake<\/i>. These abilities are as the spells cast by a 20th-level sorcerer (save DC 14 + spell level).<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 Earth Mastery (Ex):<\/b> Ogr\u00e8moch gains a +1 attack and damage bonus if both he and his foe touch the ground. If an opponent is airborne or waterborne, he suffers a \u00964 penalty to attack and damage. (These modifiers are not included in the stat block.)<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 Push (Ex):<\/b> Ogr\u00e8moch can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to his opposed Strength checks.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 Summon Earth Creatures (Sp):<\/b> Once per day, Ogr\u00e8moch can automatically summon 2d4 Medium-size or smaller earth elementals, 1d3 Large or Huge earth elementals, or 1d4 average or elder xorn (of evil alignment).<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 Elemental: <\/span><\/b>Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 Resistances (Ex):<\/b> Ogr\u00e8moch has fire resistance 20 and acid, cold, and electricity resistance 5.<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Elemental","alignment":"Any","environment":"Any land and underground"},{"name":"Elemental Lord (Olhydra)","type":"Elemental","ch":17,"challenge_rating":" 17 \u00a0","id":5558,"reference":"Usergen","full_text":"

OLHYDRA (Princess of Evil Water Creatures)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

Gargantuan Elemental (Water)<\/span><\/b><\/p> <\/td> <\/tr>

Hit Dice:<\/span><\/b> 36d8+216 (378 hp)<\/span><\/p> <\/td> <\/tr>

Initiative: <\/span><\/b>+7 (Dex)<\/span><\/p> <\/td> <\/tr>

Speed:<\/span><\/b> 20 ft, swim 90 ft<\/span><\/p> <\/td> <\/tr>

AC:<\/span><\/b> 24 (-4 size, +7 Dex, +11 natural)<\/span><\/p> <\/td> <\/tr>

Attacks:<\/span><\/b> Slam +35\/+30\/+25\/+20 melee<\/span><\/p> <\/td> <\/tr>

Damage:<\/span><\/b> Slam 2d10+16<\/span><\/p> <\/td> <\/tr>

Face\/Reach:<\/span><\/b> 20 ft by 20 ft\/20 ft<\/span><\/p> <\/td> <\/tr>

Special Attacks: <\/span><\/b>Spell-like abilities, water mastery, drench, vortex, capsize, summon water creatures<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> Elemental, damage reduction 15\/+3, SR 20, cold resistance 20, fire immunity, cold vulnerability<\/span><\/p> <\/td> <\/tr>

Saves:<\/span><\/b> Fort +26, Ref +19, Will +16<\/span><\/p> <\/td> <\/tr>

Abilities:<\/span><\/b> Str 32, Dex 24, Con 23, Int 20, Wis 18, Cha 18<\/span><\/p> <\/td> <\/tr>

Skills: <\/span><\/b>Concentration +16, Intimidate +14, Knowledge (the planes) +15, Listen +29, Spot +29<\/span><\/p> <\/td> <\/tr>

Feats: <\/span><\/b>Blind-Fight,Cleave, Combat Casting, Expertise, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Maximize Spell, Power Attack, Sunder, Weapon Focus (slam)<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

Organization:<\/span><\/b> Solitary or troupe (Olhydra plus 1d3 Large or Huge water elementals, 1-2 sea hags, and 2-5 water weirds)
Challenge Rating:<\/b> 17<\/span><\/p> <\/td> <\/tr>

Treasure:<\/span><\/b> Double standard<\/span><\/p> <\/td> <\/tr>

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

Advancement:<\/span><\/b> \u0097<\/span><\/p> <\/td> <\/tr>

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

Olhydra appears as a 35-foot tall humanoid composed of water. She has no discernable features (eyes, nose, etc.). She dwells in a great undersea castle on the Elemental Plane of Water.<\/span><\/p> <\/td> <\/tr>

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

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

Olhydra attacks with her slam attack and spell-like abilities in combat. If she becomes bored with combat or combat goes against her, she uses her summoning ability to call water creatures to her aid.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 Spell-Like Abilities:<\/b> 3\/day\u0097acid fog, control water, ice storm and transmute rock to mud. These abilities are as the spells cast by a 20th-level sorcerer (save DC 14 + spell level). <\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 Water Mastery (Ex): <\/b>Olhydra gains a +1 attack and damage bonus if both her and her opponent touch water. If she or her opponent is land bound, she suffers a \u00964 penalty to attack and damage. (These modifiers are not included in the statistics block).<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 Drench (Ex):<\/b> Olhydra\u0092s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Huge size or smaller. She can dispel magical fire she touches as dispel magic<\/i> cast by a 36th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 Vortex (Su):<\/b> Olhydra can transform herself into a whirlpool once ever 10 minutes provided she is underwater, and remain in that form for up to 18 rounds. In vortex form, she can move through the water or along the bottom at her swim speed.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 80 feet tall. She controls the exact height, but it must be at least 10 feet tall.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 Creatures of Huge or smaller size take damage when caught in the vortex and might be swept up by it. An affected creature must succeed at a Reflex save (DC 33) when it comes in contact with the vortex or take 2d8 points of damage. It must also succeed at a second Reflex save (same DC) or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. A creature that can swim is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 Olhydra can eject any carried creatures whenever she wishes, depositing them wherever the vortex happens to be.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 If the vortex\u0092s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on Olhydra and has a diameter equal to half the vortex\u0092s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those further away have total concealment (see Concealment page 133 in the PHB<\/b>). Those caught in the cloud must succeed at a Concentration check to cast a spell (DC 33).<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 Capsize (Ex):<\/b> Olhydra can surface under a boat or ship less than 20 feet long capsizes the vessel 100% of the time. She has a 75% chance to capsize a vessel from 20 to 60 feet long, and a 50% chance to capsize a vessel over 60 feet long.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 Summon Water Creatures (Sp):<\/b> Once per day, Olhydra can automatically summon 1d3 Large or Huge water elementals, 3d4 sea hags, 2d4 water weirds, or 20-200 sahuagin.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 Elemental: <\/span><\/b>Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 Cold Vulnerability (Ex):<\/b> If Olhydra takes damage from a cold-based attack (i.e., it bypasses her cold resistance) she is slowed<\/i> for a number of rounds equal to the caster\u0092s level.<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Elemental","alignment":"Any","environment":"Any aquatic and underground"},{"name":"Elemental Lord (Yan-C-Bin)","type":"Elemental","ch":17,"challenge_rating":" 17 \u00a0","id":5559,"reference":"Usergen","full_text":"

YAN-C-BIN (Prince of Evil Air Creatures)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

Gargantuan Elemental (Air)<\/span><\/b><\/p> <\/td> <\/tr>

Hit Dice:<\/span><\/b> 36d8+216 (378 hp)<\/span><\/p> <\/td> <\/tr>

Initiative: <\/span><\/b>+16 (+12 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

Speed:<\/span><\/b> Fly 100 ft (perfect)<\/span><\/p> <\/td> <\/tr>

AC:<\/span><\/b> 26 (-4 size, +12 Dex, +8 natural)<\/span><\/p> <\/td> <\/tr>

Attacks:<\/span><\/b> Slam +35\/+30\/+25\/+30 melee<\/span><\/p> <\/td> <\/tr>

Damage:<\/span><\/b> Slam 2d10+12<\/span><\/p> <\/td> <\/tr>

Face\/Reach:<\/span><\/b> 20 ft by 20 ft\/20 ft<\/span><\/p> <\/td> <\/tr>

Special Attacks: <\/span><\/b>Spell-like abilities, air mastery, whirlwind, summon air creatures<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> Elemental, immune to air attacks, damage reduction 15\/+3, SR 20, immunities<\/span><\/p> <\/td> <\/tr>

Saves:<\/span><\/b> Fort +17, Ref +32, Will +16<\/span><\/p> <\/td> <\/tr>

Abilities:<\/span><\/b> Str 26, Dex 35, Con 20, Int 20, Wis 18, Cha 18<\/span><\/p> <\/td> <\/tr>

Skills: <\/span><\/b>Concentration +16, Intimidate +14, Knowledge (the planes) +15, Listen +29, Spot +29<\/span><\/p> <\/td> <\/tr>

Feats: <\/span><\/b>Blind-Fight,Cleave, Combat Casting, Dodge, Expertise, Great Cleave, Improved Critical (slam), Improved Initiative, Mobility, Power Attack, Sunder, Weapon Finesse (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 (Yan-C-Bin plus 1d3 Large or Huge air elementals, 2-5 cloud giants, and 1-2 invisible stalkers)
Challenge Rating:<\/b> 17<\/span><\/p> <\/td> <\/tr>

Treasure:<\/span><\/b> Double standard<\/span><\/p> <\/td> <\/tr>

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

Advancement:<\/span><\/b> \u0097<\/span><\/p> <\/td> <\/tr>

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

Yan-C-Bin appears as a 35-foot tall air elemental and makes his home in a large airy palace on the Plane of Air.<\/span><\/p> <\/td> <\/tr>

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

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

Yan-C-Bin attacks with his slam attack and spell-like abilities in combat. If he becomes bored with combat or combat goes against him, he uses his summoning ability to call air creatures to his aid.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 Spell-Like Abilities:<\/b> 3\/day\u0097control winds, chain lightning, obscuring mist, <\/i>and wind wall<\/i>; 1\/day\u0097control weather<\/i>. These abilities are as the spells cast by a 20th-level sorcerer (save DC 14 + spell level).<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 Air Mastery (Ex):<\/b> Airborne creatures suffer a \u00961 penalty to attack and damage rolls against an air elemental.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 Whirlwind (Su):<\/b> Yan-C-Bin can transform himself into a whirlwind once ever 10 minutes provided he is and remain in that form for up to 18 rounds. In whirlwind form, he can move through the air or along a surface at his fly speed.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and 80 feet tall. He controls the exact height, but it must be at least 10 feet.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 Creatures of Huge or smaller size take damage when caught in the whirlwind and might be lifted into the air. An affected creature must succeed at a Reflex save (DC 33) when it comes in contact with the whirlwind or take 2d8 points of damage. It must also succeed at a second Reflex save (same DC) or be picked up bodily and held suspended in the powerful winds, automatically taking damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage, but can leave if the save is successful.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 Yan-C-Bin can eject any carried creatures whenever he wishes, depositing them wherever the whirlwind happens to be.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 If the whirlwind\u0092s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on Yan-C-Bin and has a diameter equal to half the whirlwind\u0092s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those further away have total concealment (see Concealment page 133 in the PHB<\/b>). Those caught in the cloud must succeed at a Concentration check to cast a spell (DC 33).<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 Summon Air Creatures (Sp):<\/b> Once per day, Yan-C-Bin can automatically summon 1d3 Large or Huge air elementals, 1d4 invisible stalkers, 1d4 cloud giants, or 1d3 wind walkers.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 Immune to Air Attacks (Ex):<\/span><\/b> Yan-C-Bin is immune to any object cast into the air (thrown objects, missile weapons, etc.). This immunity does not extend to spells.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 Elemental: <\/span><\/b>Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0\u00a0\u00a0\u00a0 Immunities (Ex):<\/span><\/b> Yan-C-Bin is immune to electricity effects and petrification.<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Elemental","alignment":"Any","environment":"Any land and underground"},{"name":"Elemental of Chaos, Eolian","type":"Elemental","ch":6,"challenge_rating":" 6 \u00a0","id":5560,"reference":"Usergen","full_text":"

Elemental of Chaos, Eolian <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Elemental \t\t\t(Air, Chaos, Extraplanar)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 8d8+24\u00a0(60 hp)<\/td> <\/tr>
Initiative: <\/strong> +11<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), fly 90 ft. (perfect)<\/td> <\/tr>
Armor Class: <\/strong> 21 (+7 Dex, +4 natural), touch 17, flat-footed 14<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+6\/+12<\/td> <\/tr>
Attack: <\/strong>Slam +12 melee (2d6+2)\r
<\/td> <\/tr>
Full Attack: <\/strong>2 slams +12 melee (2d6+2)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Choking strike, spell-like abilities<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 5\/-, darkvision 60 ft., elemental traits, favorable chaos, immunity to air, lower temperature, minor spell invulnerability, see invisibility, vulnerability to earth<\/td> <\/tr>
Saves: <\/strong>Fort +5, Ref +12, Will +6 <\/td> <\/tr>
Abilities: <\/strong>Str 14, Dex 25, Con 16, Int 11, Wis 11, Cha 13 <\/td> <\/tr>
Skills: <\/strong>Concentration +13, Listen +6, Spot +6\r
<\/td> <\/tr>
Feats: <\/strong>Blind-Fight, Flyby Attack, Improved Initiative (B), Iron Will, Weapon Finesse (B)\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Elemental Plane of Air<\/td> <\/tr>
Organization: <\/strong>Solitary or clique (2-4)<\/td> <\/tr>
Challenge Rating: <\/strong>6<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always chaotic<\/td> <\/tr>
Advancement: <\/strong>9-15 HD (Large); 16-25 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The creature appears to be a ten-foot-long, five-foot-wide heat shimmer. However, the area around it is cool.<\/i>\r

The elementals of chaos pursue their own interests on the Elemental Planes and beyond. \r

Eolians are native to the Elemental Plane of Air, residing in vast, swirling maelstroms. Eolians are as likely to assist planar travelers as they are to attack them, although their mercurial nature can lead to a swift betrayal or end of aggressions.\r

Eolians are always chaotic, changing their temperament and treatment of others on a whim. They count anemos and krysts among their greatest adversaries.\r

A typical eolian is typically 10 feet long and less then 5 feet wide, although it can alter its exact dimensions as it pleases. It weighs around 20 pounds.\r

Eolians speak Auran and Draconic.\r

COMBAT\r

Eolians revel in the chaos of battle, buffeting foes with their windy forms or using their spell-like abilities to poison the air or make movement difficult for the opposition.\r

Choking Strike (Ex):<\/b> As a standard action, an eolian can attempt to plunge part of its wavering body into the mouth and lungs of a grappled foe. The victim takes 1d8+3 points of nonlethal damage per round. Additionally, an affected creature cannot speak or cast spells with verbal components. Any effect that breaks the grapple immediately frees the victim from the continuing damage.\r

Favorable Chaos (Su):<\/b> An eolian is always chaotic, but it always takes the most beneficial aspect on the good-neutral-evil axis when affected by a spell or ability. For example, an eolian is treated as good if targeted by holy smite<\/i>, or as evil when struck by an unholy<\/i> weapon. \r

Immunity to Air (Ex):<\/b> An eolian is immune to the detrimental effects of spells with the air descriptor.\r

Lower Temperature (Su):<\/b> Once per day, an eolian can lower the temperature by up to 40 degrees in a 40-foot-radius centered on itself. This lasts for a number of rounds equal to the eolian's Hit Dice.\r

Minor Spell Invulnerability (Ex):<\/b> An elemental of chaos is immune to all spell effects of 2nd-level or lower.\r

See Invisibility (Ex):<\/b> An elemental of chaos can constantly see invisible creatures as if under the effects of a see invisibility<\/i> spell.\r

Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097cloudkill<\/i> (DC 16), detect magic, dispel magic<\/i>; 1\/day\u00c2\u0097control winds<\/i> (DC 16). Caster level 9th. The save DCs are Charisma-based.\r

Vulnerability to Earth (Ex):<\/b> An eolian takes half again (+50%) as much damage from spells and effects of the Earth descriptor.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1994 Wizards of the Coast, Inc.
Originally found in Mystara Monstrous Compendium Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Elemental","alignment":"Always chaotic","environment":"Elemental Plane of Air"},{"name":"Elemental of Chaos, Erdeen","type":"Elemental","ch":6,"challenge_rating":" 6 \u00a0","id":5561,"reference":"Usergen","full_text":"

Elemental of Chaos, Erdeen <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Elemental \t\t\t(Chaos, Earth, Extraplanar)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 10d8+40\u00a0(85 hp)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
Armor Class: <\/strong> 20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+7\/+18<\/td> <\/tr>
Attack: <\/strong>Slam +14 melee (1d12+7)\r
<\/td> <\/tr>
Full Attack: <\/strong>2 slams +14 melee (1d12+7)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Spell-like abilities<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 5\/-, darkvision 60 ft., dig, earth glide, elemental traits, immunity to earth, minor spell invulnerability, see invisibility, vulnerability to air<\/td> <\/tr>
Saves: <\/strong>Fort +11, Ref +5, Will +3 <\/td> <\/tr>
Abilities: <\/strong>Str 25, Dex 15, Con 19, Int 12, Wis 10, Cha 12 <\/td> <\/tr>
Skills: <\/strong>Concentration +18, Craft (sculpting) +14, Jump +15, Listen +7, Spot +7\r
<\/td> <\/tr>
Feats: <\/strong>Dodge, Mobility, Spring Attack, Weapon Focus (slam)\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Elemental Plane of Earth<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>6<\/td> <\/tr>
Treasure: <\/strong>See text<\/td> <\/tr>
Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
Advancement: <\/strong>11-15 HD (Large); 16-25 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The creature appears to be a nine-foot-tall, vaguely humanoid, lumpy mass of rock. Long veins of metal and ore run across the surface of its body.<\/i>\r

The elementals of chaos pursue their own interests on the Elemental Planes and beyond. \r

Eolians are native to the Elemental Plane of Earth, spending most of their lives rearranging earth and rock into bizarre and unstable configurations. They craft temporary lairs, but as these homes are of questionable structural integrity, erdeens frequently move on to new sites. Erdeens are fascinated by the chaotic instability of earth, and are perplexed that other creatures view it as a stable element.\r

Erdeens occasionally trap other creatures within the earth, engaging them in conversation on bizarre topics regarding the nature of the Multiverse. If the erdeen is pleased, they will free their \"guests\"...otherwise, they may abandon them to find their own escape. Erdeens consider galeb duhr, hydrax, and hordes their greatest foes.\r

If slain, an erdeen's body yields 1d4x1,000 gold pieces worth of precious ores and metals. However, a DC 20 Craft (metalworking) or Profession (miner) check is needed to extract the precious ore.\r

A typical erdeen is 9 feet tall and weighs around 800 pounds.\r

Erdeens speak Terran.\r

COMBAT\r

Erdeens are surprisingly agile combatants, mixing powerful slams with potent spell-like abilities.\r

Dig (Su):<\/b> Three times per day, an erdeen can supernaturally dig through dirt. This functions as a move earth<\/i> spell, with the following differences. Each round that the erdeen maintain 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 spell, the erdeen's dig ability may form tunnels. Caster level 9th. This is the equivalent of an 3rd-level spell.\r

Earth Glide (Ex):<\/b> An erdeen 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 erdeen flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.\r

Immunity to Earth (Ex):<\/b> An erdeen is immune to the detrimental effects of spells with the earth descriptor.\r

Minor Spell Invulnerability (Ex):<\/b> An elemental of chaos is immune to all spell effects of 2nd-level or lower.\r

See Invisibility (Ex):<\/b> An elemental of chaos can constantly see invisible creatures as if under the effects of a see invisibility<\/i> spell.\r

Spell-Like Abilities:<\/b> At will\u00c2\u0097transmute rock to mud<\/i>; 3\/day\u00c2\u0097detect magic, dispel magic, stone shape<\/i>. Caster level 9th. The save DCs are Charisma-based.\r

Vulnerability to Air Effects (Ex):<\/b> An erdeen takes half again as much (+50%) damage as normal from effects with the air descriptor, regardless of whether a saving throw is allowed, or if the save is a success or failure.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1994 Wizards of the Coast, Inc.
Originally found in Mystara Monstrous Compendium Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Elemental","alignment":"Always chaotic neutral","environment":"Elemental Plane of Earth"},{"name":"Elemental of Chaos, Pyrophor","type":"Elemental","ch":6,"challenge_rating":" 6 \u00a0","id":5562,"reference":"Usergen","full_text":"

Elemental of Chaos, Pyrophor <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Elemental \t\t\t(Chaos, Extraplanar, Fire)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 7d8+14\u00a0(45 hp)<\/td> <\/tr>
Initiative: <\/strong> +8<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), fly 90 ft. (good)<\/td> <\/tr>
Armor Class: <\/strong> 17 (+4 Dex, +3 natural), touch 14, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+5\/+6<\/td> <\/tr>
Attack: <\/strong>Slam +9 melee (1d6+1 plus 1d6 fire)\r
<\/td> <\/tr>
Full Attack: <\/strong>2 slams +9 melee (1d6+1 plus 1d6 fire)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Burn, spell-like abilities<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 5\/-, darkvision 60 ft., elemental traits, immunity to fire, minor spell invulnerability, see invisibility, vulnerability to cold, vulnerability to water effects<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +9, Will +2 <\/td> <\/tr>
Abilities: <\/strong>Str 12, Dex 19, Con 14, Int 12, Wis 11, Cha 16 <\/td> <\/tr>
Skills: <\/strong>Balance +6, Concentration +10, Jump +3, Listen +8, Spot +8, Tumble +10<\/td> <\/tr>
Feats: <\/strong>Combat Reflexes, Empower Spell-Like Ability (scorching ray), Flyby Attack, Improved Initiative (B), Weapon Finesse (B)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Elemental Plane of Fire<\/td> <\/tr>
Organization: <\/strong>Solitary, pair or tribe (3-7)<\/td> <\/tr>
Challenge Rating: <\/strong>6<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
Advancement: <\/strong>8-15 HD (Large); 16-25 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A five-foot-diameter flickering coal floats through the air, its features shifting eerily as fingers of flame flicker in and out. As it picks up speed, it resembles a small meteor.<\/i>\r

The elementals of chaos pursue their own interests on the Elemental Planes and beyond. \r

Pyrophors are native to the Elemental Plane of Fire, where they spend most of their time tormenting the helions and other lawful inhabitants of their home. They revel in the destructive nature of their base element. Since their home plane is already mostly aflame, pyrophors relish the opportunity to travel to other planes, where they can cavalierly set fires. Maliciously playful, pyrophors enjoy purifying areas with flames.\r

Because they are extremely susceptible to water, pyrophors hate hydrax and undines, and avoid them whenever possible.\r

A typical pyrophor is 5 feet in diameter and weighs 75 pounds.\r

Pyrophors speak Ignan and Abyssal.\r

COMBAT\r

Pyrophors lash out with spiky finger-flames, attempting to set foes alight. They use their spell-like abilities to bathe larger areas in flames.\r

Burn (Ex):<\/b> A pyrophor's slam attack deals bludgeoning damage plus fire damage from the pyrophor's flaming body. Those hit by a pyrophor's slam attack also must succeed on a DC 15 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 pyrophor with natural weapons or unarmed attacks take fire damage as though hit by the pyrophor's attack, and also catch on fire unless they succeed on a Reflex save.\r

Minor Spell Invulnerability (Ex):<\/b> An elemental of chaos is immune to all spell effects of 2nd-level or lower.\r

See Invisibility (Ex):<\/b> An elemental of chaos can constantly see invisible creatures as if under the effects of a see invisibility<\/i> spell.\r

Spell-Like Abilities:<\/b> At will\u00c2\u0097pyrotechnics<\/i> (DC 15); 3\/day\u00c2\u0097detect magic, dispel magic<\/i>, empowered scorching ray<\/i> (2 rays, +9 ranged touch), fireball<\/i> (DC 16). Caster level 9th. The save DCs are Charisma-based.\r

Vulnerability to Water Effects (Ex):<\/b> A pyrophor takes half again as much (+50%) damage as normal from effects with the water descriptor, regardless of whether a saving throw is allowed, or if the save is a success or failure.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1994 Wizards of the Coast, Inc.
Originally found in Mystara Monstrous Compendium Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Elemental","alignment":"Always chaotic evil","environment":"Elemental Plane of Fire"},{"name":"Elemental of Chaos, Undine","type":"Elemental","ch":6,"challenge_rating":" 6 \u00a0","id":5563,"reference":"Usergen","full_text":"

Elemental of Chaos, Undine <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Elemental \t\t\t(Chaos, Extraplanar, Water)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 8d8+32\u00a0(68 hp)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> 20 ft. (4 squares), swim 60 ft.<\/td> <\/tr>
Armor Class: <\/strong> 20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+6\/+15<\/td> <\/tr>
Attack: <\/strong>Slam +10 melee (2d8+5)<\/td> <\/tr>
Full Attack: <\/strong>2 slams +10 melee (2d8+5)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Constrict 1d10+5, ice web, improved grab, spell-like abilities<\/td> <\/tr>
Special Qualities: <\/strong>Coiled motion, damage reduction 5\/-, darkvision 60 ft., elemental traits, fast healing 3, immunity to fire, immunity to water, minor spell invulnerability, see invisibility, water bound, water transparency<\/td> <\/tr>
Saves: <\/strong>Fort +10, Ref +4, Will +2 <\/td> <\/tr>
Abilities: <\/strong>Str 20, Dex 14, Con 19, Int 10, Wis 11, Cha 15 <\/td> <\/tr>
Skills: <\/strong>Balance +4, Concentration +15, Jump +0, Swim +13, Tumble +13<\/td> <\/tr>
Feats: <\/strong>Dodge, Mobility, Spring Attack <\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Elemental Plane of Water<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>6<\/td> <\/tr>
Treasure: <\/strong>See text<\/td> <\/tr>
Alignment: <\/strong>Usually chaotic good<\/td> <\/tr>
Advancement: <\/strong>9-15 HD (Large); 16-25 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The creature resembles a featureless, transparent snake, nearly twelve feet in length.<\/i>\r

The elementals of chaos pursue their own interests on the Elemental Planes and beyond. \r

Undines are native to the Elemental Plane of Water, spending their time aiding other creatures they deem worthy. Undines despise evil creatures, counting the hydrax and hordes among their greatest foes. \r

A typical undine is 12 feet long and weighs around 1,500 pounds.\r

Undines speak Aquan and Celestial.\r

COMBAT\r

Undines dislike evil, and willingly engage in battle with evil beings in their domain. An undine slams with fistlike, tentacular pods formed from its body and can constrict those it grabs. It blends its spell-like abilities with melee attacks to great effect.\r

Coiled Motion (Ex):<\/b> Once per hour, an undine can shape itself into a coil, increasing its swim speed to 120 feet. It may move at this speed for up to a minute.\r

Constrict (Ex):<\/b> An undine deals 1d10+5 points of damage with a successful grapple check.\r

Fast Healing (Ex):<\/b> An undine heals only if it is fully submerged in water. \r

Ice Web (Su):<\/b> Three times per day, an undine can create an ice web effect. This functions as a web<\/i> spell (Reflex DC 16, caster level 9th), with the following exceptions. The ice web does not need anchor points to maintain its shape. Also, each round a creature begins its turn in the ice web, it takes 1d6 points of cold damage. The save DC is Charisma-based.\r

Immunity to Water (Ex):<\/b> An undine is immune to the detrimental effects of spells with the water descriptor.\r

Improved Grab (Ex):<\/b> To use this ability, an undine must hit an opponent of any size 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

Minor Spell Invulnerability (Ex):<\/b> An elemental of chaos is immune to all spell effects of 2nd-level or lower.\r

See Invisibility (Ex):<\/b> An elemental of chaos can constantly see invisible creatures as if under the effects of a see invisibility<\/i> spell.\r

Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097control water, detect magic, dispel magic, ice storm, wall of ice<\/i> (DC 16). Caster level 9th. The save DCs are Charisma-based.\r

Water Bound (Ex):<\/b> Each round that an undine is not submerged in water, it takes 1 hit point of damage.\r

Water Transparency (Ex):<\/b> An undine's transparent body grants it total concealment underwater.\r

Skills:<\/b> An undine 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 Mystara Monstrous Compendium Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Elemental","alignment":"Usually chaotic good","environment":"Elemental Plane of Water"},{"name":"Elemental of Law, Anemo","type":"Elemental","ch":6,"challenge_rating":" 6 \u00a0","id":5564,"reference":"Usergen","full_text":"

Elemental of Law, Anemo <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Elemental \t\t\t(Air, Extraplanar, Lawful)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 9d8+18\u00a0(58 hp)<\/td> <\/tr>
Initiative: <\/strong> +9<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), fly 90 ft. (perfect)<\/td> <\/tr>
Armor Class: <\/strong> 19 (+5 Dex, +4 natural), touch 15, flat-footed 14<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+6\/+7<\/td> <\/tr>
Attack: <\/strong>Fiber-lash +11 melee (1d10+1)<\/td> <\/tr>
Full Attack: <\/strong>3 fiber-lashes +11 melee (1d10+1)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Spell-like abilities, trip<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 5\/-, darkvision 60 ft., elemental traits, immunity to air, minor spell invulnerability, see invisibility, vulnerability to earth<\/td> <\/tr>
Saves: <\/strong>Fort +5, Ref +12, Will +4 <\/td> <\/tr>
Abilities: <\/strong>Str 12, Dex 21, Con 14, Int 13, Wis 12, Cha 15 <\/td> <\/tr>
Skills: <\/strong>Balance +7, Concentration +14, Jump +3, Knowledge (the planes) +13, Survival +1 (+3 on other planes), Tumble +17<\/td> <\/tr>
Feats: <\/strong>Combat Expertise, Improved Disarm, Improved Initiative (B), Improved Trip, Weapon Finesse (B)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Elemental Plane of Air<\/td> <\/tr>
Organization: <\/strong>Solitary or flock (2-6)<\/td> <\/tr>
Challenge Rating: <\/strong>6<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always lawful neutral<\/td> <\/tr>
Advancement: <\/strong>11-15 HD (Large); 16-25 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This cottony mass of off-white fibers is nearly six feet in diameter.<\/i>\r

The elementals of law dedicate themselves to maintaining the forces of law on the Elemental Planes and beyond.\r

Anemos are native to the Elemental Plane of Air, where they spend most of their cataloguing and ordering all that they encounter.\r

Anemos are always lawful and neutral, and consider all creatures of chaos to be adversaries. They have an even greater dislike of the elementals of chaos, and consider pyrophors their greatest foes. Of the elementals of law, they are the most likely to be found beyond their home plane.\r

A typical anemo is 5 feet in diameter and weighs around 5 pounds.\r

Anemos speak Auran and Ignan.\r

COMBAT\r

An anemo is a fearless combatant, and eagerly joins the fight against the forces of chaos. It lashes out with three thin, abrasive fibers.\r

Fiber-Lash (Ex):<\/b> An anemo's fiber-lash attacks are treated as whips for the purpose of making trip or disarm manuevers, and for the purpose of qualifying for feats.\r

Immunity to Air (Ex):<\/b> An anemo is immune to the detrimental effects of spells with the air descriptor.\r

Minor Spell Invulnerability (Ex):<\/b> An anemo is immune to all spell effects of 2nd-level or lower.\r

See Invisibility (Ex):<\/b> An elemental of law can constantly see invisible creatures as if under the effects of a see invisibility<\/i> spell.\r

Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097detect magic, dispel magic, solid fog, wind wall<\/i>; 1\/day\u00c2\u0097control winds<\/i> (caster level 15th, DC 17). Caster level 9th. The save DCs are Charisma-based.\r

Summon Air Elementals (Sp):<\/b> Once per day, an anemo can automatically summon 1 Medium air elemental. This ability is the equivalent of a 5th-level spell.\r

Trip (Ex):<\/b> An anemo that hits with a fiber-lash attack can attempt to trip the opponent (+5 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 anemo.\r

Vulnerability to Earth (Ex):<\/b> An anemo takes half again (+50%) as much damage from spells and effects of the Earth descriptor.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1984 Wizards of the Coast, Inc.
Originally found in Companion Rules<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Elemental","alignment":"Always lawful neutral","environment":"Elemental Plane of Air"},{"name":"Elemental of Law, Helion","type":"Elemental","ch":6,"challenge_rating":" 6 \u00a0","id":5565,"reference":"Usergen","full_text":"

Elemental of Law, Helion <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Elemental \t\t\t(Fire, Extraplanar, Good, Lawful)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 9d8+27\u00a0(67 hp)<\/td> <\/tr>
Initiative: <\/strong> +10<\/td> <\/tr>
Speed:<\/strong> 20 ft. (4 squares), fly 60 ft. (perfect)<\/td> <\/tr>
Armor Class: <\/strong> 19 (-1 size, +6 Dex, +4 natural), touch 15, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+6\/+12<\/td> <\/tr>
Attack: <\/strong>Slam +11 melee (2d6+2 plus 2d6 fire)<\/td> <\/tr>
Full Attack: <\/strong>2 slams +11 melee (2d6+2 plus 2d6 fire)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Change size, constrict, control flames, earth to fire, encircle, purifying flame, spell-like abilities\r
<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 5\/-, darkvision 60 ft., elemental traits, immunity to fire, minor spell invulnerability, see invisibility, vulnerability to cold<\/td> <\/tr>
Saves: <\/strong>Fort +6, Ref +12, Will +7 <\/td> <\/tr>
Abilities: <\/strong>Str 14, Dex 23, Con 16, Int 14, Wis 15, Cha 16 <\/td> <\/tr>
Skills: <\/strong>Concentration +15, Diplomacy +15, Knowledge (the planes) +12, Listen +12, Sense Motive +4, Spot +12<\/td> <\/tr>
Feats: <\/strong>Dodge, Improved Initiative (B), Iron Will, Mobility, Negotiator, Weapon Finesse (B)\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Elemental Plane of Fire<\/td> <\/tr>
Organization: <\/strong>Solitary or ring (2-5)<\/td> <\/tr>
Challenge Rating: <\/strong>6<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always lawful good<\/td> <\/tr>
Advancement: <\/strong>10\u00c2\u009615 HD (Large); 16\u00c2\u009648 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A pulsing ring of flame, nearly twenty feet in diameter, hovers in the air nearby.<\/i>\r

The elemenals of law dedicate themselves to maintaining the forces of law on the Elemental Planes and beyond.\r

Helions are native to the Elemental Plane of Fire. They are noted philosophers and negotiators, and visitors from all around the Multiverse seek their aid.\r

Helions form small family groups known as rings. These rings move about the Elemental Plane of Fire, meeting with others for philosophical discussion and debate. The efreet and haoou are their main enemies, while the Sun Brothers are their distant relatives.\r

A typical helion is up to 20 feet in diameter and weighs around 5 pounds.\r

Helions speak Ignan and Celestial.\r

COMBAT\r

Helions generally shun violence, preferring to settle disputes peacefully. If attacked, they will defend themselves, although they generally prefer to subdue opponents rather than harm them.\r

Change Size (Su):<\/b> As a standard action, a helion can magically twist its body in an extraordinary range of motion, allowing it to effectively change size. This works just like an enlarge person<\/i> or reduce person<\/i> spell (the helion chooses when using the ability), except that the ability can work on the helion and allows it to change from Tiny to Huge size.\r

Constrict (Ex):<\/b> A helion deals 2d8+2 points of damage plus 2d6 points of fire damage with a successful grapple check. A helion may choose to deal nonlethal damage instead, and may suppress its fire damage.\r

Control Flames (Su):<\/b> As a standard action, a helion can pyrokinetically control the intensity or movements of one fire source. This functions exactly like the control flames<\/i> psionic power, treating the helion as a 9th-level manifester for determining the power's effects.\r

Earth to Fire (Sp):<\/b> Three times per day, a helion may transform 2 10-foot-cubes of earth (or smaller cubes, totalling no more than 200 cubic feet) within 50 feet into elemental fire of equal size. Creatures touching the fire take fire damage as though hit by the burn ability of a fire elemental of equivalent size, and also catch on fire unless they succeed on a DC 17 Reflex save. If a creature is standing on earth that is transformed to fire, that creature receives a DC 17 Reflex save to jump to an adjacent location; on a failed save, the character takes fire damage and catches fire as above, and must succeed on a DC 17 Climb check in the following round or suffer fire damage for an additional round.\r

Creatures of the earth subtype may be targeted instead of a cube of earth, using the creature's space as the equivalent sized cube. (For example, a Large creature with a space of 10 ft. is equivalent to a 10-foot-cube, while a Medium or Small creature is equal to a 5-foot cube). Creatures of the earth subtype must succeed on a DC 17 Reflex save or take 1d8 points of fire damage. Earth elementals that fail their saves are transformed into a fire elemental of the same size for 1d6 rounds. The check and save DCs are Charisma-based.\r

Encircle (Ex):<\/b> A helion can simply surround and grapple creatures of its size or smaller as a standard action. It cannot make a slam attack during a round in which it encircles. The helion merely has to move around the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the helion, 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 22 Reflex save or be encircled; on a success, they are pushed back or aside (opponent\u00c2\u0092s choice) as the helion moves in a circle. Encircled creatures are subject to the helion\u00c2\u0092s constriction, and are considered to be grappled and trapped within its body. The save DC is Dexterity-based and includes a +2 racial bonus.\r

Minor Spell Invulnerability (Ex):<\/b> A helion is immune to all spell effects of 2nd level or lower.\r

Purifying Flame (Sp):<\/b> Three times per day, a helion may limn a creature in harmless fire. This otherwise functions as the remove disease<\/i> spell (caster level 9th).\r

See Invisibility (Ex):<\/b> An elemental of law can constantly see invisible creatures as if under the effects of a see invisibility<\/i> spell.\r

Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097detect magic, dispel magic, pyrotechnics, wall of fire<\/i>. Caster level 9th. The save DCs are Charisma-based.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1984 Wizards of the Coast, Inc.
Originally found in Companion Rules<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Elemental","alignment":"Always lawful good","environment":"Elemental Plane of Fire"},{"name":"Elemental of Law, Hydrax","type":"Elemental","ch":4,"challenge_rating":" 4 \u00a0","id":5566,"reference":"Usergen","full_text":"

Elemental of Law, Hydrax <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Elemental \t\t\t(Cold, Extraplanar, Lawful, Water)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 5d8+20\u00a0(42 hp)<\/td> <\/tr>
Initiative: <\/strong> +3<\/td> <\/tr>
Speed:<\/strong> 20 ft. (4 squares), swim 50 ft.<\/td> <\/tr>
Armor Class: <\/strong> 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/+11<\/td> <\/tr>
Attack: <\/strong>Claw +6 melee (1d10+4)\r
<\/td> <\/tr>
Full Attack: <\/strong>2 claws +6 melee (1d10+4)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Spell-like abilities\r
<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 5\/-, darkvision 60 ft., elemental traits, immunity to cold and water, minor spell invulnerability, see invisibility, vulnerability to fire\r
<\/td> <\/tr>
Saves: <\/strong>Fort +8, Ref +4, Will +2 <\/td> <\/tr>
Abilities: <\/strong>Str 19, Dex 17, Con 18, Int 12, Wis 12, Cha 15 <\/td> <\/tr>
Skills: <\/strong>Craft (sculpting) +9, Listen +7, Spot +7, Swim +16 <\/td> <\/tr>
Feats: <\/strong>Combat Reflexes, Power Attack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Elemental Plane of Water<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>4<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always lawful<\/td> <\/tr>
Advancement: <\/strong>6-15 HD (Large); 16-48 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This crablike creature appears to be formed of deep blue ice. It is nearly eight feet in diameter. It scuttles on six legs while clacking a pair of pincers.<\/i>\r

The elemenals of law dedicate themselves to maintaining the forces of law on the Elemental Planes and beyond.\r

Hydraxes are native to the Elemental Plane of Water, where they spend most of their time sculpting tools, works of art, and even complex cities from ice. Although they are extremely solitary creatures, hydraxes often contribute to the same works, but take turns adding to the group effort rather than working together simultaneously.\r

Hydraxes tend toward evil, and consider the undines, erdeens, and krysts their greatest foes. Of the elementals of law, they are the least likely to be found beyond their home plane.\r

A typical hydrax is 8 feet in diameter and weighs around 300 pounds.\r

Hydraxes speak Aquan, Auran, and Infernal.\r

COMBAT\r

A hydrax relies on its spell-like abilties to alter the shape of the battlefield to its liking, then closes to melee with its icy pincers.\r

Immunity to Water (Ex):<\/b> A hydrax is immune to the detrimental effects of spells with the water descriptor.\r

Minor Spell Invulnerability (Ex):<\/b> A hydrax is immune to all spell effects of 2nd level or lower.\r

See Invisibility (Ex):<\/b> An elemental of law can constantly see invisible creatures as if under the effects of a see invisibility<\/i> spell.\r

Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097detect magic, dispel magic, freezing sphere<\/i> (DC 18), wall of ice<\/i> (DC 16), web<\/i> (DC 14); 1\/week\u00c2\u0097scrying<\/i> (DC 16). Caster level 9th. The save DCs are Charisma-based.\r

Transmute Dust to Water (Sp):<\/b> Three times per day, a hydrax can transform up to 18 ten-foot cubes of normal dust (or similar matter) into water permanently. Any creature caught in the area is allowed a DC 17 Reflex save to escape before the area is transformed into water. Caster level 9th. This ability is equivalent to a 5th-level spell.\r

Skills:<\/b> A hydrax 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 Companion Rules<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Elemental","alignment":"Always lawful","environment":"Elemental Plane of Water"},{"name":"Elemental of Law, Kryst","type":"Elemental","ch":6,"challenge_rating":" 6 \u00a0","id":5567,"reference":"Usergen","full_text":"

Elemental of Law, Kryst <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Elemental \t\t\t(Elemental of Law, Kryst)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 9d8+20\u00a0(76 hp)<\/td> <\/tr>
Initiative: <\/strong> +3<\/td> <\/tr>
Speed:<\/strong> 60 ft. (12 squares)<\/td> <\/tr>
Armor Class: <\/strong> 18 (-1 Dex, +9 natural), touch 9, flat-footed 18<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+6\/+15<\/td> <\/tr>
Attack: <\/strong>Spike +10 melee (1d8+5)<\/td> <\/tr>
Full Attack: <\/strong>3 spikes +10 melee (1d8+5)\r
<\/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\/-, darkvision 60 ft., elemental traits, immunity to earth effects, minor spell invulnerability, see invisibility, vulnerability to air effects<\/td> <\/tr>
Saves: <\/strong>Fort +10, Ref +2, Will +3 <\/td> <\/tr>
Abilities: <\/strong>Str 20, Dex 8, Con 18, Int 10, Wis 11, Cha 13 <\/td> <\/tr>
Skills: <\/strong>Diplomacy +11, Knowledge (the planes) +8, Listen +2, Sense Motive +8, Spot +6, Survival +0 (+2 on other planes)<\/td> <\/tr>
Feats: <\/strong>Alertness, Improved Initiative, Negotiator, Power Attack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Elemental Plane of Earth<\/td> <\/tr>
Organization: <\/strong>Solitary or clump (2-6)<\/td> <\/tr>
Challenge Rating: <\/strong>6<\/td> <\/tr>
Treasure: <\/strong>50% gems<\/td> <\/tr>
Alignment: <\/strong>Always lawful, usually good<\/td> <\/tr>
Advancement: <\/strong>10-18 HD (Medium); 19-27 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A cluster of golden, quartzlike spikes tumbles toward you.<\/i>\r

The elemenals of law dedicate themselves to maintaining the forces of law on the Elemental Planes and beyond.\r

Krysts are native to the Elemental Plane of Earth, where they live in complex societies spread wide throughout the plane. They coexist peacefully with most earth elementals, and enjoy assisting them in any way they can. Visitors are welcomed openly to their realms, and they love exchanging knowledge with travelers. \r

The krysts have long waged a never-ending war against the hordes, insectile elemental creatures that spread without regard for the other inhabitants of the Elemental Plane of Earth. They also count the hydrax among enemies, although the two elementals rarely encounter each other.\r

A typical kryst is 6 feet in diameter and weighs around 1,000 pounds.\r

Krysts understand Terran (but cannot speak) and can communicate telepathically. If others seem uncomfortable with its telepathic communication, a kryst will scratch out etchings in Terran.\r

COMBAT\r

A kryst only enters combat if all other options have been exhausted. If battle is its only alternative, a kryst fights fiercely, ramming adversaries with its long spikes while employing its spell-like abilities.\r

Minor Spell Invulnerability (Ex):<\/b> An elemental of law is immune to all spell effects of 2nd level or lower.\r

See Invisibility (Ex):<\/b> An elemental of law can constantly see invisible creatures as if under the effects of a see invisibility<\/i> spell.\r

Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097detect magic, dispel magic, haste, transmute rock to mud<\/i> (DC 16), wall of stone<\/i> (DC 16); 1\/day--stone tell<\/i>. Caster level 9th. The save DCs are Charisma-based.\r

Vulnerability to Air Effects (Ex):<\/b> A kryst takes half again as much (+50%) damage as normal from effects with the air descriptor, regardless of whether a saving throw is allowed, or if the save is a success or failure.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1984 Wizards of the Coast, Inc.
Originally found in Companion Rules<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Elemental","alignment":"Always lawful, usually good","environment":"Elemental Plane of Earth"},{"name":"Elemental, Air, Miniature","type":"Elemental","ch":1,"challenge_rating":" 1 \u00a0","id":5568,"reference":"Usergen","full_text":"

Elemental, Air, Miniature <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Tiny\u00a0Elemental \t\t\t(Air, Extraplanar)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 1d8\u00a0(4 hp)<\/td> <\/tr>
Initiative: <\/strong> +8<\/td> <\/tr>
Speed:<\/strong> Fly 40 ft (perfect)(8 squares)<\/td> <\/tr>
Armor Class: <\/strong> 16 (+2 size, +4 Dex), touch 16, flat-footed 12<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+0\/-10<\/td> <\/tr>
Attack: <\/strong>Slam +6 melee (1d3-2)<\/td> <\/tr>
Full Attack: <\/strong>Slam +6 melee (1d3-2)<\/td> <\/tr>
Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
Special Attacks: <\/strong>-<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 10\/magic, darkvision 60 ft, elemental traits<\/td> <\/tr>
Saves: <\/strong>Fort +0, Ref +6, Will +0 <\/td> <\/tr>
Abilities: <\/strong>Str 6, Dex 19, Con 10, Int 1, Wis 11, Cha 11 <\/td> <\/tr>
Skills: <\/strong>Hide +12, Listen +2, Spot +2<\/td> <\/tr>
Feats: <\/strong>Flyby Attack, Improved Initiative [B], Weapon Finesse [B]<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Elemental Plane of Air<\/td> <\/tr>
Organization: <\/strong>Solitary or pack (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 (Tiny)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A two-foot-tall whirlwind flies rapidly toward you.<\/i>\r

Once considered a mere myth, miniature elementals are now occasionally found on the Material Plane. Although their origin is unknown, it is speculated that they were once part of larger elementals that broke free and now roam with a will of their own. Unlike most elementals, miniature elementals resist any attempts to summon them, and no known spells have been successful in this endeavor. It has been theorized that they are either too small to be noticed or that the larger elementals they broke from are caught in the summons instead.\r

A miniature air elemental is 2 feet tall and weighs less than a pound. It understands Auran but cannot speak.\r

COMBAT\r

A miniature air elemental simply blows forth, slamming its body into enemies.<\/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":"Elemental","alignment":"Always neutral","environment":"Elemental Plane of Air"},{"name":"Elemental, Earth, Miniature","type":"Elemental","ch":1,"challenge_rating":" 1 \u00a0","id":5569,"reference":"Usergen","full_text":"

Elemental, Earth, Miniature <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Tiny\u00a0Elemental \t\t\t(Earth, Extraplanar)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 1d8+4\u00a0(8 hp)<\/td> <\/tr>
Initiative: <\/strong> +8<\/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\/-7<\/td> <\/tr>
Attack: <\/strong>Slam +3 melee (1d4+1) or pebbles +2 ranged (1d3+1)\r
<\/td> <\/tr>
Full Attack: <\/strong>Slam +3 melee (1d4+1) or pebbles +2 ranged (1d3+1)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Pebbles<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 10\/piercing or bludgeoning, darkvision 60 ft, earth glide, elemental traits<\/td> <\/tr>
Saves: <\/strong>Fort +3, Ref +0, Will +0 <\/td> <\/tr>
Abilities: <\/strong>Str 13, Dex 10, Con 13, Int 4, Wis 11, Cha 11 <\/td> <\/tr>
Skills: <\/strong>Hide +8, Listen +2, Spot +2\r
<\/td> <\/tr>
Feats: <\/strong>Point Blank Shot [B], Toughness<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Elemental Plane of Earth<\/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>2-3 HD (Tiny)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A two-foot chunk of rock tumbles toward you.<\/i>\r

Once considered a mere myth, miniature elementals are now occasionally found on the Material Plane. Although their origin is unknown, it is speculated that they were once part of larger elementals that broke free and now roam with a will of their own. Unlike most elementals, miniature elementals resist any attempts to summon them, and no known spells have been successful in this endeavor. It has been theorized that they are either too small to be noticed or that the larger elementals they broke from are caught in the summons instead.\r

A miniature earth elemental is 2 feet tall and weighs 40 pounds. It understands Terran but cannot speak.\r

COMBAT\r

A miniature earth elemental attacks by simply slamming its entire body into an adversary or by hurling small pebbles broken free from its own body.\r

Earth Glide (Ex):<\/b> A miniature earth elemental 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 miniature earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.\r

Pebbles (Ex):<\/b> A miniature earth elemental can launch bits of stone at its opponents. These small stones have a maximum range of 30 feet (no range increment) and deal 1d3+1 points of bludgeoning damage on a successful hit.<\/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":"Elemental","alignment":"Always neutral","environment":"Elemental Plane of Earth"},{"name":"Elemental, Fire, Miniature","type":"Elemental","ch":1,"challenge_rating":" 1 \u00a0","id":5570,"reference":"Usergen","full_text":"

Elemental, Fire, Miniature <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Tiny\u00a0Elemental \t\t\t(Fire, Extraplanar)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 1d8\u00a0(4 hp)<\/td> <\/tr>
Initiative: <\/strong> +6<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 14 (+2 size, +2 Dex), touch 14, flat-footed 12<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+0\/-10<\/td> <\/tr>
Attack: <\/strong>Slam +4 melee (1d3-2)<\/td> <\/tr>
Full Attack: <\/strong>Slam +4 melee (1d3-2)<\/td> <\/tr>
Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
Special Attacks: <\/strong>-<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft, elemental traits, immunity to fire, vulnerability to cold<\/td> <\/tr>
Saves: <\/strong>Fort +0, Ref +4, Will +0 <\/td> <\/tr>
Abilities: <\/strong>Str 6, Dex 15, Con 10, Int 4, Wis 11, Cha 11 <\/td> <\/tr>
Skills: <\/strong>Hide +10, Listen +2, Spot +2\r
<\/td> <\/tr>
Feats: <\/strong>Dodge, Improved Initiative [B], Weapon Finesse [B]<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Elemental Plane of Fire<\/td> <\/tr>
Organization: <\/strong>Solitary or pack (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 (Tiny)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A small ball of fire rolls toward you.<\/i>\r

Once considered a mere myth, miniature elementals are now occasionally found on the Material Plane. Although their origin is unknown, it is speculated that they were once part of larger elementals that broke free and now roam with a will of their own. Unlike most elementals, miniature elementals resist any attempts to summon them, and no known spells have been successful in this endeavor. It has been theorized that they are either too small to be noticed or that the larger elementals they broke from are caught in the summons instead.\r

A miniature fire elemental is 2 feet in diameter and weighs less than a pound. It understands Ignan but cannot speak.\r

COMBAT\r

A miniature fire elemental simply rolls its body into the opposition.\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":"Elemental","alignment":"Always neutral","environment":"Elemental Plane of Fire"},{"name":"Elemental, Water, Miniature","type":"Elemental","ch":1,"challenge_rating":" 1 \u00a0","id":5571,"reference":"Usergen","full_text":"

Elemental, Water, Miniature <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Tiny\u00a0Elemental \t\t\t(Extraplanar, Water)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 1d8+4\u00a0(8 hp)<\/td> <\/tr>
Initiative: <\/strong> +8<\/td> <\/tr>
Speed:<\/strong> 20 ft (4 squares), swim 60 ft.<\/td> <\/tr>
Armor Class: <\/strong> 16 (+2 size, +1 Dex, +3 natural), touch 13, flat-footed 15<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+0\/-8<\/td> <\/tr>
Attack: <\/strong>Slam +2 melee (1d4)\r
<\/td> <\/tr>
Full Attack: <\/strong>Slam +2 melee (1d4)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
Special Attacks: <\/strong>-<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft, elemental traits, water resiliency<\/td> <\/tr>
Saves: <\/strong>Fort +3, Ref +0, Will +0 <\/td> <\/tr>
Abilities: <\/strong>Str 10, Dex 12, Con 13, Int 4, Wis 11, Cha 11 <\/td> <\/tr>
Skills: <\/strong>Hide +9, Listen +2, Spot +2, Swim +8<\/td> <\/tr>
Feats: <\/strong>Toughness<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Elemental Plane of Water<\/td> <\/tr>
Organization: <\/strong>Solitary or pack (3-18)<\/td> <\/tr>
Challenge Rating: <\/strong>1<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>2-3 HD (Tiny)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A two-foot-diameter blob of water bounces toward you.<\/i>\r

Once considered a mere myth, miniature elementals are now occasionally found on the Material Plane. Although their origin is unknown, it is speculated that they were once part of larger elementals that broke free and now roam with a will of their own. Unlike most elementals, miniature elementals resist any attempts to summon them, and no known spells have been successful in this endeavor. It has been theorized that they are either too small to be noticed or that the larger elementals they broke from are caught in the summons instead.\r

A miniature water elemental is 2 feet in diameter and weighs 15 pounds. It understands Aquan but cannot speak.\r

COMBAT\r

A miniature water elemental either bounces or swims into foes, battering them with its body.\r

Water Resiliency (Ex):<\/b> A miniature water elemental has a +2 racial bonus on saving throws against spells and effects with the water descriptor or originating from a creature with the water subtype.\r

Skills:<\/b> A miniature water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action when swimming, provided it swims in a straight line.\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":"Elemental","alignment":"Always neutral","environment":"Elemental Plane of Water"},{"name":"Elephant Bird","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":5572,"reference":"Usergen","full_text":"

Elephant Bird <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 3d10+9\u00a0(25 hp)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> 10 ft. (2 squares), fly 60 ft. (average)<\/td> <\/tr>
Armor Class: <\/strong> 15 (+2 Dex, +3 natural), touch 12, flat-footed 13<\/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 +1 melee (1d4+1)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Rend fallen, wing buffet<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, scent\r
<\/td> <\/tr>
Saves: <\/strong>Fort +6, Ref +5, Will +2 <\/td> <\/tr>
Abilities: <\/strong>Str 17, Dex 14, Con 16, Int 2, Wis 12, Cha 5 <\/td> <\/tr>
Skills: <\/strong>Listen +6, Spot +10*\r
<\/td> <\/tr>
Feats: <\/strong>Alertness, Flyby Attack, Improved Overrun (B)\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Warm forests<\/td> <\/tr>
Organization: <\/strong>Solitary or flock (10-100)<\/td> <\/tr>
Challenge Rating: <\/strong>3<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>4\u00c2\u00968 HD (Large); 9\u00c2\u009612 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This man-sized bird has green plumage with red stripes running from its eyes to its tailfeathers. Its cruel, curved beak is yellow.<\/i>\r

Elephant birds are large birds of prey that attack in hunting flights of two or three members. So named because a flight could take down prey as large as an elephant, these firece carnivores dwell near clearings in leafy, humid jungles, or in the thinning trees near the jungles' perimeters. This relatively open habitat enables them to respond quickly to the presence of prey in the jungle or near the perimeter.\r

Elephant birds feed on nearly anything they can find, although they prefer freshly killed meat. If none is available, they will eat carrion, and failing that, they can survive by eating berries, worms, insects, or grains. Their cooperative hunting tactics have established elephant birds at the top the food chain in their territories. Few predators hunt elephant birds, and its only natural enemies are humanoids. Humanoids who live near the birds' territories hunt them at every opportunity, for they are destructive to crops and livestock. Elephant birds have learned to avoid humanoid settlements, although they will occasionally venture into these areas if food is scarce or the pickings are too bountiful to ignore.\r

Elephant birds nest in the upper reaches of the trees, where they can spot those who seek to harm them long before any damage is done. Their eggs are prized as a delicacy by many jungle creatures, although the predators only dare to approach the nests while the birds are hunting. Even then, there is always the chance that several birds have remained behind.\r

Elephant birds are roughly 7 feet long and 5 feet tall, with a wingspan of up to 15 feet. They weigh 22 to 33 pounds. \r

COMBAT\r

Elephant birds do not initiate combat unless they are traveling in a hunting flight. When they have the advantage of numbers, they are fierce opponents. Otherwise, they are generally harmless, preferring flight to combat. \r

Elephant birds prefer to overrun prey, then rip it apart once it has fallen prone. They carry super-heated stones in their gullets, which they use to soften up larger prey before closing in. If prey resists the overrun attempt, an elephant bird closes in and attempts to blind it with a wing buffet, while its hunting mates rip and tear.\r

Elephant birds are infamous for assaulting their beleaguered prey until it finally perishes from their massed attacks.\r

Overrun (Ex):<\/b> An elephant bird that hits with a charge attack can attempt to overrun its opponent (+3 check modifier) as a free action without provoking an attack of opportunity. If the elephant bird fails it has no risk of falling prone.\r

Rend Fallen (Ex):<\/b> An elephant bird automatically deals an additional 1d6 points of damage to a foe it knocks prone with its overrun attack. If an opponent goes prone for any reason (perhaps as the subject of another elephant bird's overrun attack) in an area the elephant bird threatens, the elephant bird can also rend the victim as a free action (treat as the elephant bird's attack of opportunity for the round), even though it had nothing to do with overrunning the foe. \r

Spit Stones (Ex):<\/b> An elephant bird swallows large rocks and stores them in its gullet, which superheats them magically, and can then spew these red-hot stones at opponents with tremendous force. An elephant bird can spit a single stone up to 50 feet away as a standard action, doing 1d10+3 bludgeoning damage plus 1d6 fire damage. This is a ranged attack with no range increment. An elephant bird\u00c2\u0092s gullet may hold up to 3 stones, the bird may snatch and swallow a rock as a full-round action to replenish one stone, but does not usually stop to do this during combat. \r

Wing Buffet (Ex):<\/b> As a standard action, a flying elephant bird can buffet an opponent within melee reach with its wings. The opponent must make a DC 14 Fortitude save or be dazed for one round. The save DC is Strength-based.\r

Skills:<\/b> Elephant birds have a +4 racial bonus on Spot checks. *This bonus improves to +8 in daylight.<\/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 neutral","environment":"Warm forests"},{"name":"Elephant, Dwarf","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":5573,"reference":"Usergen","full_text":"

Elephant, Dwarf <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 3d8+6\u00a0(19 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares)<\/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>Gore +4 melee (1d8+3)\r
<\/td> <\/tr>
Full Attack: <\/strong>Gore +4 melee (1d8+3)\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 +4, Will +4 <\/td> <\/tr>
Abilities: <\/strong>Str 14, Dex 13, Con 14, Int 2, Wis 13, Cha 7 <\/td> <\/tr>
Skills: <\/strong>Listen +6, Spot +6<\/td> <\/tr>
Feats: <\/strong>Alertness, Iron Will<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Warm plains<\/td> <\/tr>
Organization: <\/strong>Solitary or herd (2\u00c2\u009620)<\/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 creature resembles a shrunken elephant with sparse, coarse hair dotting its tanned hide.<\/i>\r

Dwarf elephants are the results of insular dwarfism on small island chains in the warm regions of the world. Grazing in matriarchal herds of up to 20 individuals or smaller bands of sub-adult bulls, they roam the scrub plains of their fortress-like islands in a near-constant search for food, using their trunks to feed upon the sparse vegetation of scrub bushes found dotting their habitat. While some sea-faring traders attempt to capture dwarf elephants as exotic goods in foreign lands, the natural flightiness (due to many island predators, usually large eagles or monitor lizards, being all too willing to consume the tiny elephants) and fickle diet (mostly endemic shrub bushes of the islands they inhabit) of the species makes them generally unsuitable for such ventures.\r

A dwarf elephant stands about 3 feet at the shoulder and weighs 300 to 500 pounds.\r

COMBAT\r

Dwarf elephants would rather pursue flight than fight. If they are pressed into combat, however, it's a fairly straightforward act of run and gun, with the largest individuals in the herd rushing the opponent with their tusks before retreating back into the safety of numbers.\r

Dwarf Mammoth<\/b>\r
A similar species of dwarf proboscid living on some temperate and cold islands, dwarf mammoths are roughly twice the size of a dwarf elephant, being 5 to 7 feet tall and weighing around 2,000 pounds. Use the stats for a dwarf elephant that has been advanced to Large size.<\/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":"Elf, Rockseer","type":"Humanoid","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5574,"reference":"Usergen","full_text":"

Elf, Rockseer <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium-size\u00a0Humanoid \t\t\t(Elf)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 1d8\u00a0(4 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 30 ft (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 16 (+1 Dex, +3 studded leather, +2 heavy steel shield), touch 11, flat-footed 15<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+1\/+1<\/td> <\/tr>
Attack: <\/strong>Longsword +1 melee (1d8\/19-20)<\/td> <\/tr>
Full Attack: <\/strong>Longsword +1 melee (1d8\/19-20)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
Special Attacks: <\/strong>Spell-like abilities<\/td> <\/tr>
Special Qualities: <\/strong>Call forth stone, freedom of movement, rockseer elf traits, stone walk<\/i><\/td> <\/tr>
Saves: <\/strong>Fort +2, Ref +1, Will +0 <\/td> <\/tr>
Abilities: <\/strong>Str 11, Dex 13, Con 10, Int 14, Wis 11, Cha 6 <\/td> <\/tr>
Skills: <\/strong>Appraise +4, Craft (gemcutting) +4, Hide +4, Listen +4, Move Silently +4, Search +4, Spot +4 (including Armor Check Penalty)<\/td> <\/tr>
Feats: <\/strong>Stealthy<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Underground<\/td> <\/tr>
Organization: <\/strong>Squad (2-4 plus 1 fighter 4\/wizard 4), company (5-30 plus 1 fighter of 7th-10th level and 1 wizard of 7th-12th level) or clan (60-100 plus 20% noncombatants plus 1 fighter of 7th-10th level and 1 wizard of 7th-12th level per 30 adults, plus 3-5 10th-11th level bodyguards and 3-5 11th-14th level advisors and 1 13th-18th level wizard-chieftain)<\/td> <\/tr>
Challenge Rating: <\/strong>1\/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 humanoid, unusually slender and taller than most humans, is androgynous and gives away no hint of its gender. Its eyes are a pale, almost ice-blue, its skin is very pale, and it has long, extraordinarily fine silky silver hair with no body hair. It is dressed very plainly in a brown and grey cloak and garments that blend in with its surroundings.<\/i>\r

The rockseer is one of the rarest types of elves. Rockseers separated themselves from the rest of elvenkind millennia ago due to their own myths. Rockseer history tells that they were cowards at the great battle that forever separated Corellon and Lolth, fleeing below ground to hide. As such, rockseers believe themselves to be shunned by the elven gods, and rockseer clerics are unheard of. Rockseers are calm, enigmatic, and extraordinarily hard for outsiders to understand.\r

An average rockseer stands 7-8 feet tall and weighs between 120 and 140 pounds, with little difference between genders. Rockseers have a natural life-span of over 1,400 years.\r

Rockseer elves speak Elven and Undercommon, and most know Gnome, Terran, and sometimes Dwarven.\r

The rockseer elf warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 12, Wis 9, Cha 8.\r

COMBAT<\/b>\r
Rockseers exist in too few numbers to risk pointless deaths, so they abstain from fighting whenever possible. If forced to fight, a rockseer will unflinchingly defend to the death others of its own kind. A rockseer is usually armed with a longsword, dagger, spear, or a stone quarterstaff that is as hard as steel. Potential aggressors rarely even see rockseer elves due to their great underground special skills.\r

Spell-Like Abilities<\/b>: At will - meld into stone<\/i>. In addition, rockseers of 5th level or higher can use stone shape<\/i> once per day, and rockseers of 9th level or higher can use stone tell<\/i> once per day. These abilities are as the spells cast by a sorcerer of the rockseer's level. The DCs of these abilities are Charisma based. \r

Call Forth Stone (Su)<\/b>: As a full-round action, a group of at least three rockseers may link hands to create a wall of stone<\/i>, as the spell. Caster level equals 6 + 1 per rockseer involved in the link.\r

Freedom of Movement (Su)<\/b>: For a total time per day of 1 round per character level a rockseer elf possesses, the elf can act normally regardless of magical effects that impede movement as if it were affected by the spell freedom of movement<\/i>. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This ability stacks with the power granted to a rockseer elf cleric with access to the Travel domain.\r

Rockseer Elf Traits (Ex)<\/b>: Rockseer elves possess the following racial traits.\r
-2 Strength, +2 Dexterity, -2 Constitution, +4 Intelligence, +2 Wisdom, -2 Charisma. \r
Medium size. \r
A rockseer elf's base land speed is 30 feet.\r
Immunity to petrification. \r
Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.\r
+1 racial bonus on saving throws against all earth spells and effects. This bonus increases by +1 for every five class levels the rockseer attains.\r
-1 racial penalty on saves against spells with the air descriptor.\r
(Not reflected in the saving throw modifiers given here.)\r
Darkvision out to 240 feet.\r
Weapon Proficiency: Rockseer elves are automatically proficient with the longsword and rapier.\r
+2 racial bonus on Appraise and Craft (gemcutting) checks.\r
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. \r
Automatic Languages: Elven, Undercommon. Bonus Languages: Common, Draconic, Drow Sign Language, Terran. \r
Favored Class: Wizard. \r

Stone Walk (Sp)<\/i><\/b>: A rockseer elf with 3 or more character levels can stone walk<\/i> for a total distance of 300 feet once per day; this distance increases by 300 feet for each additional level gained. This allows the rockseer to move through stone at her normal land speed. Rockseers intuitively sense distances between passages and caverns separated by walls, so that they always know whether a stone walk<\/i> can take them to a safe place or whether they might be trapped in solid stone at the end of the walk. Her burrowing leaves behind no tunnel or hole, nor does she create any ripple or other signs of her presence. A move earth<\/i> spell cast on an area containing a stonewalking rockseer flings the elf back 30 feet, stunning her for 1 round unless she succeeds on a DC 15 Fortitude save.\r

A rockseer of 9th level can take one additional Medium creature with her on such a stone walk<\/i>; this number increases at the rate of one passenger per level beyond 9th (thus at 10th level the rockseer could take two companions). Companions must all remain in physical contact with the rockseer while stonewalking<\/i>.\r


ROCKSEER SOCIETY<\/b>\r
Rockseers know of the drow and hate them, avoiding them as much as possible. They have no knowledge of any other elven race. They are extremely isolated by their choice, shunning the company of all other races save svirfneblin and pech. They have little curiosity about the ways of other folk due to their deep shame over their history. However, Rockseers rarely possess bows, as suitable bowstrings are difficult to come by underground, so they prize such items when they become available and would be willing to trade with anyone who had one.\r

Since rockseers believe that all they have is themselves and the riches of the earth, they are powerfully cohesive socially. Chieftains are generally elected by a conclave of the most powerful warriors and wizards on the death of the previous leader. A wise rockseer leader does not give orders without consulting his or her advisors; rockseers do not tolerate tyrannical leadership, nor do they suffer fools.\r

Rockseers disguise the network of caverns and passages that serve as their lair supremely well, and ward them with multiple cunningly placed spells to prevent other creatures from even suspecting the existence of such places. Spies melded into stone are placed to watch over entry points, except when a rockseer clan lives in caverns accessible only by stone walking, hundreds of feet into solid rock with only small fissures to provide air.\r

Rockseer gem cutters and craftsmen are almost without equal; even gnomes and dwarves would hesitate to claim better craftsmanship. Underdark lore says that a rockseer can almost detect gemlodes by scent, no matter how deep underground they are. The greatest of rockseer artisans think nothing of spending ten years crafting and sculpting a single gem. Craftsmen with magical talent as well can sculpt gems into forms of almost painfully exquisite beauty, generating fractal patterns of brilliant color and radiance within the heart of the gem as it grows. It is said that if these gems are used to fashion a helm of brilliance, each gem can perform its spell-like power five times before becoming depleted, instead of just once.\r


Summon Earth Elemental [General]<\/b>\r
Rockseer elves have developed the ability to summon earth elementals to help with tasks and defense.\r
Prerequisite: Rockseer elf, character level 6th.\r
Benefit: Once per day, you may summon an earth elemental. If acting alone, you may only summon a Small earth elemental. For each additional rockseer elf employing this feat in conjunction with you, you may summon an earth elemental one size larger (see the table on Monster Manual page 83). For example, a group of four rockseer elves with this feat can summon a Huge earth elemental, and a group of six rockseer elves can summon an elder earth elemental. Working together in this fashion uses this ability for all involved elves for the day.\r
This is a spell-like ability and is treated as if the characters involved are casting a summon monster spell of the appropriate level, with the exception that they can only summon earth elementals. Unlike the spell, you cannot use this ability to summon multiple elementals at a time.\r

Rockseer Magic [General]<\/b>\r
You have studied the long-standing arcane traditions of your people which allows you to better harness the powers of the earth.\r
Prerequisite: Rockseer elf, ability to prepare and cast 3rd-level arcane spells.\r
Benefit: You gain +1 caster level when casting a spell with the earth descriptor. Your racial bonus against spells with the earth descriptor also increases by +1. In addition, you add the following spells to your wizard spell list.\r
1st - Entangle<\/i> (affects stone rather than plants), magic stone<\/i>\r
2nd - Melf's acid arrow<\/i>, soften earth and stone<\/i>\r
3rd - Stone shape<\/i>\r
4th - Spike stones<\/i>\r
5th - Wall of stone<\/i>\r
6th - Acid fog<\/i>, stoneskin<\/i>\r
7th - Earthquake<\/i>\r
8th - Iron body<\/i>\r
9th - Elemental swarm<\/i>*\r
*Cast as an earth spell only.\r


Rod of Acrid Steam and Vapor<\/b>\r
This rod has the following two magical powers:\r

Steam<\/i>: Once per day as a standard action, the wielder can cause the rod to spout forth a jet of superheated, acidic steam as a 50-foot cone. The steam forms a cloud that persists for three rounds, slowly cooling and dissipating. In the first round, the steam deals 3d6 points of acid damage and 3d6 points of fire damage; in the second round the steam deals 2d6 points of acid damage and 2d6 points of fire damage and in the third and final round the steam deals 1d6 points of acid damage and 1d6 points of fire damage. Creatures that succeed on a Reflex save take half damage. Also, living creatures caught in the cloud of acid on the first round must succeed on a DC 15 Fortitude save or be blinded permanently as though by the blindness<\/i> spell.\r

Vapor<\/i>: Three times per day as a standard action, the wielder can cause billows of warm, steamy vapors to gout forth from the rod. These vapors spread out to an 80-foot radius cloud that lasts for six rounds. Creatures with the Cold subtype trapped within the cloud will suffer 1d6 points of damage per round. This effect otherwise functions as the fog cloud<\/i> spell.\r

Moderate evocation; CL 11th; Craft Rod, acid fog<\/i>, fog cloud<\/i>; Price 27,255 gp.\r


STONE DRAGONET<\/b>\r
Rockseer elves know the secret to crafting a magical construct called a stone dragonet. A stone dragonet resembles an incredibly intricate, slender stone statue of a dragon, though it moves as if perfectly articulated. A dragonet is one foot long, plus an additional 9-12 inches of tail, with extraordinary gems for eyes.\r

A rockseer elf with the Improved Familiar feat and Rockseer Magic feat can take a stone dragonet as a familiar upon reaching 7th level. A wizard with a stone dragonet as a familiar gains a +2 bonus on Armor Class and cannot be caught flat-footed.\r

A stone dragonet's body is chiseled from a single block of hard stone, weighing around 40 pounds. The stone must be of exceptional quality and costs 400 gp. Assembling the body requires a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check.\r

CL 7th; Craft Construct (see MM page 303), Rockseer Magic, fear<\/i>, ghoul touch<\/i>, stone shape<\/i>, caster must be at least 7th level; Price 2,500 gp; Cost 1,450 gp + 84 XP.\r

Stone dragonet<\/b>: Tiny construct; HD 2d10; hp 11; Init +3; Spd 20 ft. (4 squares), climb 20 ft.; AC 22, touch 15, flat-footed 19; Base Atk +1; Grp -7; Atk +1 melee (1d3, claw); Full Atk +1 melee (1d3, claw) and +4 melee (1d4, bite); Space\/Reach 2 1\/2 ft.\/0 ft.; SA brilliant glare; SQ construct traits, darkvision 60 ft, immunity to earth magic, low-light vision, spell resistance 16; AL N; SV Fort +0, Ref +3, Will +0; Str 10, Dex 17, Con ---, Int ---, Wis 11, Cha 1.\r

Brilliant Glare (Su)<\/b>: Once per day, a stone dragonet can release a blast from its gem-eyes, targeting one creature within 60 feet. The target must succeed on a DC 11 Fortitude save or become sickened for 2d4 rounds. If the target has less than 5 HD, it is also panicked for 1d4 rounds. The save DC is Constitution-based.\r

Immunity to Earth Magic (Ex)<\/b>: A stone dragonet is immune to the harmful effects of any spell with the earth descriptor.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1995 Wizards of the Coast, Inc.
Originally found in the Night Below boxed set (1995, Carl Sargent) and Monstrous Compendium Annual Three (1996).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually neutral","environment":"Underground"},{"name":"Elfin Cat","type":"Magical Beast","ch":4,"challenge_rating":" 04 \u00a0","id":5575,"reference":"Usergen","full_text":"

Elfin Cat <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 3d10+6\u00a0(22 hp)<\/td> <\/tr>
Initiative: <\/strong> +4 (Dex)<\/td> <\/tr>
Speed:<\/strong> 50 ft<\/td> <\/tr>
AC:<\/strong> 16 (+2 size, +4 Dex)<\/td> <\/tr>
Attacks:<\/strong>2 claws +9 melee, bite +4 melee<\/td> <\/tr>
Damage: <\/strong>Claw 1d2-3; bite 1d3-3<\/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>SR 15, scent, detect thoughts<\/td> <\/tr>
Saves: <\/strong>Fort +5, Ref +7, Will +13 <\/td> <\/tr>
Abilities: <\/strong>Str 4, Dex 18, Con 14, Int 5, Wis 14, Cha 13 <\/td> <\/tr>
Skills: <\/strong>Balance +10, Climb +6, Hide +13*, Listen +8, Jump +6, Move Silently +10, Spot +8, Swim +6<\/td> <\/tr>
Feats: <\/strong>Weapon Finesse (claws, bite)<\/td> <\/tr>

<\/td> <\/tr>
Climate: <\/strong>Temperate forest<\/td> <\/tr>
Organization: <\/strong>Solitary or family (2 adults plus 1-4 kittens)<\/td> <\/tr>
Challenge Rating: <\/strong>04<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>4-6 HD (Tiny); 7-9 HD (Small)<\/td> <\/tr>
\u00a0<\/td> <\/tr>
COMBAT<\/b>\r
Elfin cats can defend themselves with physical attacks, but prefer to rely on their magical abilities for survival.\r

Spell-Like Abilities<\/b>: At will \u00c2\u0096 pass without trace<\/i>; 2\/day \u00c2\u0096 reduce, tree shape<\/i>; 1\/day \u00c2\u0096 enlarge, trip<\/i>. These abilities are as the spells cast by a 9th-level sorcerer (save DC 7 + spell level).\r
Tree shape<\/i> only allows the elfin cat to take the form of a tree limb, not a whole tree. Enlarge<\/i> doubles the elfin cat\u00c2\u0092s Hit Dice, damage dice, and Strength for the duration of the spell.\r

Detect Thoughts (Su)<\/b>: Elfin cats have a limited form of detect thoughts that allows them to sense friendly or hostile intent from creatures within 10 feet.\r

Skills<\/b>: Elfin cats receive a +8 racial bonus to Balance, Hide, and Move Silently checks. Their enhanced senses provide elfin cats with a +6 racial bonus to Listen and Spot checks. They use their Dexterity modifier for Climb, Swim, and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +12.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1983 Wizards of the Coast, Inc.
Originally found in Monster Manual II (1983).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":">Temperate forest"},{"name":"Elghonn","type":"Outsider","ch":26,"challenge_rating":" 26 \u00a0","id":5576,"reference":"Usergen","full_text":"

Elghonn <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 27d8+243\u00a0(364 hp)<\/td> <\/tr>
Initiative: <\/strong> +15<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
Armor Class: <\/strong> 40 (+11 Dex, +9 natural, +10 deflection), touch 31, flat-footed 29<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+27\/+38<\/td> <\/tr>
Attack: <\/strong>Blackadder<\/i> +40 melee (1d8+13\/19-20) or Prisoner<\/i> +40 ranged (1d8+2\/19-20)\r
<\/td> <\/tr>
Full Attack: <\/strong>Blackadder<\/i> +40\/+35\/+30\/+25 melee (1d8+13\/19-20) and Timelord<\/i> +40\/+35\/+30 melee (1d8+7\/x3) and Avenger<\/i> +40\/+35\/+30 melee (1d4+7\/x4) and Primeval Terror<\/i> +40\/+35\/+30 melee (1d6+7) or Prisoner<\/i> +40 ranged (1d8+2\/19-20)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Frightful presence, pain rend, poison use, sneak attack +10d6\r
<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 15\/cold iron and magic, darkvision 60 ft., fast healing 15, hide in plain sight, improved evasion, improved uncanny dodge, shadow blend, spell resistance 40\r
<\/td> <\/tr>
Saves: <\/strong>Fort +24, Ref +25, Will +22 <\/td> <\/tr>
Abilities: <\/strong>Str 32, Dex 32, Con 29, Int 26, Wis 25, Cha 30 <\/td> <\/tr>
Skills: <\/strong>Balance +45, Bluff +40, Climb +41, Craft (trapmaking) +38, Diplomacy +14, Escape Artist +41, Hide +41, Intimidate +40, Jump +49, Knowledge (dungeoneering) +38, Listen +37, Move Silently +41, Search +38, Spot +37, Survival +37 (+41 following tracks, +41 underground), Tumble +45, Use Rope +11 (+15 bindings), Swim +41\r
<\/td> <\/tr>
Feats: <\/strong>Feats: Combat Expertise, Dire Charge, Epic Dodge (B), Greater Multiweapon Fighting, Improved Feint, Improved Initiative, Improved Multiweapon Fighting, Multiweapon Fighting, Self-Concealment (x2), Track<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Underground<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>26<\/td> <\/tr>
Treasure: <\/strong>No coins, standard goods, triple 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>
This humanoid-shaped being is wrapped in dark, voluminous robes. It carries a terrifying arsenal of weapons clearly designed to inflict great pain. Palpable terror shrouds its dark figure.<\/i>\r

The elghonn is a legendary, enigmatic entity of the Underdark. Its name derives from the drow word for death. Indeed, this creature is death personified; even the drow matriarchs of Menzoberranzan fearfully whisper its name.\r

No survivors of the elghonn's attacks (and that group is quite small) have viewed the elghonn's true appearance beneath its robes. One did claim to have looked into a pair of cold red eyes within its hood. It possesses at least four arms, for it has been seen to brandish a quartet of one-handed weapons simultaneously.\r

A few facts can be confirmed from witnesses to the elghonn's predations. First, it carries an arsenal of weapons, favoring a life-stealing blade dubbed \"Black Adder\". Second, it is known to utilize poison upon its weaponry, and often carries a crossbow that paralyzes its prey. Finally, the elghonn can blend into the shadows, and tracks as well as the most legendary of rangers.\r

The elghonn constantly wanders the caverns of the Underdark in search of prey. It is not known whether the creature has a central lair, but should such a lair exist, it is surely a place of unspeakable evil.\r

All living creatures of the Underdark exist as prey for the elghonn. So far, it has never exhibited any preference as to who or what it stalks. Curiously enough, the elghonn never consumes its prey after the kill; however, dead victims of the predator are always found with expressions of horror on their faces.\r

Some scholars suggest that the elghonn may be an agent of some dark deity or perhaps even an avatar of some forgotten god. Unfortunately, no one has been able to substantiate this theory; the last several sages who entered the Underdark to unearth some information on this creature have never returned.\r

The elghonn is 7 feet tall and weighs 250 pounds. \r

The elghonn speaks Abyssal, Elven, and Undercommon.\r

COMBAT\r

The elghonn is a relentless hunter, using all of its heightened senses to track prey. It seems to enjoy inflicting great pain and psychological anguish before delivering a killing blow.\r

Frightful Presence (Su):<\/b> The elghonn can inspire terror by charging or attacking. Affected creatures must succeed on a DC 33 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the elghonn. The save DC is Charisma-based.\r

Hide in Plain Sight (Su):<\/b> The elghonn can use the Hide skill even while being observed. As long as it is within 10 feet of some sort of shadow, the elghonn can hide itself from view in the open without having anything to actually hide behind. It cannot, however, hide in its own shadow.\r

Pain Rend (Ex):<\/b> If the elghonn hits with two or more attacks, it rips apart the opponent\u00c2\u0092s flesh, causing great pain in the process. This attack automatically deals an additional 2d8+16 points of damage. Additionally, the creature must succeed on a DC 34 Fortitude save or suffer wracking pains that impose a \u00c2\u00964 penalty on attack rolls, skill checks, and ability checks for 1 hour. The save DC is Strength-based.\r

Poison Use (Ex):<\/b> The elghonn never risks accidentally poisoning itself when applying poison to a blade.\r

Shadow Blend (Su):<\/b> In any condition of illumination other than full daylight, the elghonn 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

Sneak Attack (Ex):<\/b> The elghonn has the sneak attack ability of a 20th-level rogue.\r

Feats:<\/b> In combination with its natural abilities, the elghonn's Multiweapon Fighting feat allows it to attack with all its arms at no penalty.\r

The Elghonn's Armaments<\/b>\r
The Elghonn employs a variety of weapons, but usually favors the following:\r

Avenger:<\/i> This +2 light pick<\/i> allows the Elghonn to strike back at those who harm it. Any time the Elghonn is harmed by an opponent in melee combat, it may make a strike of vengeance with Avenger<\/i> against that individual on the Elghonn's next action. If this attack hits, the Elghonn deals maximum damage. The Elghonn may use this supernatural three times per day.\r

Blackadder:<\/i> This +2 longsword<\/i> functions as a nine-lives stealer<\/i>, but has no limit to the number of lives it can steal.\r

Primal Terror:<\/i> Any creature struck by this +2 sickle<\/i> must succeed on a DC 33 Will save or become frightened for 1d6 rounds. Additional hits stack (thus, a frightened creature becomes panicked for 1d6 rounds).\r

Prisoner:<\/i> Three times per day, the elghonn can attempt a paralytic shot with this +2 light crossbow<\/i>. If the attack is successful, the victim must succeed on a DC 33 Fort save or become paralyzed for 24 hours.\r

Timelord:<\/i> Any creature struck by this +2 warhammer<\/i> must succeed on a DC 33 Fort save or be temporarily displaced from the timestream. Affected creatures cannot take actions for 1 round, and during this time, are undetectable by any means. Affected creatures are shaken for 1 round upon their return to the standard time frame. <\/td> <\/tr>
\u00a0<\/td> <\/tr>
1996 Wizards of the Coast, Inc.
Originally found in Dragon Magazine Annual #1<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Chaotic evil","environment":"Underground"},{"name":"Elven Horse (Yyllethyn)","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":5577,"reference":"Usergen","full_text":"

Elven Horse (Yyllethyn) <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 3d10+6\u00a0(22)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> 80 ft. (16 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>+3\/+9<\/td> <\/tr>
Attack: <\/strong>Hoof \u00c2\u00961 melee (1d4+1*)<\/td> <\/tr>
Full Attack: <\/strong>2 hooves \u00c2\u00961 melee (1d4+1*)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>-<\/td> <\/tr>
Special Qualities: <\/strong>Low-light vision, scent, spell resistance 13, stalwart, sylvan beauty<\/td> <\/tr>
Saves: <\/strong>Fort +5, Ref +5, Will +2 <\/td> <\/tr>
Abilities: <\/strong>Str 14, Dex 15, Con 15, Int 7, Wis 12, Cha 11 <\/td> <\/tr>
Skills: <\/strong>Listen +4, Move Silently +6, Spot +4<\/td> <\/tr>
Feats: <\/strong>Endurance, Run<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate plains and forests<\/td> <\/tr>
Organization: <\/strong>Domesticated<\/td> <\/tr>
Challenge Rating: <\/strong>2<\/td> <\/tr>
Treasure: <\/strong>2<\/td> <\/tr>
Alignment: <\/strong>None<\/td> <\/tr>
Advancement: <\/strong>Always neutral<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This white horse has a delicate appearance, with a long, flowing mane and tail. Its blue-green eyes and pale silvery pink hooves hint at a supernatural origin.<\/i>\r

Elves have long trained these horses for grace, elegance, and speed. Their elven name is yyllethyn, which means \"sun follower\".\r

Elven horses are most often white, though some lines are dapple gray, golden, or rarely black. With the exception of the dapple gray, these colors are always uniform, without the common socks, stars, or blazes that mark mundane horses. The elven horse is also slightly longer in the leg, neck and nose than its common cousin, giving it an almost delicate appearance. \r

Elven horses understand Elven, but cannot speak any languages.\r

COMBAT\r

An elven horse not trained for war does not normally use its hooves to attack. Its hoof attack is treated as a secondary attack and adds only half the horse\u00c2\u0092s Strength bonus to damage. (These secondary attacks are noted with an asterisk in the Attack and Full Attack entries.)\r

Stalwart (Ex):<\/b> Elven horses have a +4 racial bonus on saving throws against fear effects.\r

Sylvan Beauty (Su):<\/b> The supernatural beauty of an elven horse protects the creature as if it were warded by a continuous sanctuary effect (Will DC 11 negates). The save DC is Charisma-based.\r

Skills:<\/b> Elven horses have a +4 racial bonus on Move Silently checks.\r

Carrying Capacity:<\/b> A light load for an elven horse is up to 150 pounds; a medium load, 151\u00c2\u0096300 pounds; and a heavy load, 301\u00c2\u0096450 pounds. A light horse can drag 2,250 pounds.\r

Training an Elven Horse<\/b>\r

To be trained, an elven horse must have a friendly attitude toward the trainer. An elven horse usually has a friendly attitude toward trainers who are elves or who have elf blood (such as half-elves), provided the trainer supplies the horse with sustenance for at least a few days and has not attacked or mistreated the creature. An elven horse is indifferent (at best) toward most other creatures. Changing an elven horse'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 horse, such as access to a speak with animals<\/i> spell.\r

Training a friendly elven horse requires a Handle Animal check. An elf (or a creature with elf blood) can train an elven horse 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 elven horse must learn, as noted in the Handle Animal skill description.\r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
2000 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #269<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"None","environment":"Temperate plains and forests"},{"name":"Elven Warhorse (Yyllethyn)","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":5578,"reference":"Usergen","full_text":"

Elven Warhorse (Yyllethyn) <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 3d10+9\u00a0(25)<\/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>+3\/+10<\/td> <\/tr>
Attack: <\/strong>Hoof +5 melee (1d4+3)<\/td> <\/tr>
Full Attack: <\/strong>2 hooves +5 melee (1d4+3) and bite +0 melee (1d3+1)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>-<\/td> <\/tr>
Special Qualities: <\/strong>Fearless, low-light vision, scent, spell resistance 14, sylvan beauty<\/td> <\/tr>
Saves: <\/strong>Fort +6, Ref +5, Will +2 <\/td> <\/tr>
Abilities: <\/strong>Str 16, Dex 15, Con 17, Int 7, Wis 13, Cha 11 <\/td> <\/tr>
Skills: <\/strong>Listen +4, Move Silently +6, Spot +4<\/td> <\/tr>
Feats: <\/strong>Endurance, Run<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate plains and forests<\/td> <\/tr>
Organization: <\/strong>Domesticated<\/td> <\/tr>
Challenge Rating: <\/strong>3<\/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 white warhorse has a delicate appearance, with a long, flowing mane and tail. Its blue-green eyes and pale silvery pink hooves hint at a supernatural origin.<\/i>\r

Elves have long trained these horses for grace, elegance, and speed. Their elven name is yyllethyn, which means \"sun follower\".\r

Elven horses are most often white, though some lines are dapple gray, golden, or rarely black. With the exception of the dapple gray, these colors are always uniform, without the common socks, stars, or blazes that mark mundane horses. The elven horse is also slightly longer in the leg, neck and nose than its common cousin, giving it an almost delicate appearance. \r

Elven horses understand Elven, but cannot speak any languages.\r

COMBAT\r

An elven warhorse attacks with its front hooves. An elven warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.\r

Fearless (Ex):<\/b> Elven warhorses are immune to fear effects.\r

Sylvan Beauty (Su):<\/b> The supernatural beauty of an elven horse protects the creature as if it were warded by a continuous sanctuary<\/i> effect (Will DC 11 negates). The save DC is Charisma-based.\r

Their extreme, almost ethereal beauty makes it difficult for an intelligent opponent to attack the elven horse. Any opponent of semi- or higher intelligence must make a saving throw vs spell when deciding to attack an elven horse. Failure means the opponent just can't muster te wickedness to injure such a beautiful animal. If the elven horse causes any damage to the opponent, however, the charm is broken.\r

Skills:<\/b> Elven horses have a +4 racial bonus on Move Silently checks.\r

Carrying Capacity:<\/b> A light load for an elven warhorse is up to 230 pounds; a medium load, 231\u00c2\u0096460 pounds; and a heavy load, 461\u00c2\u0096690 pounds. A light warhorse can drag 3,450 pounds.\r

Training an Elven Horse<\/b>\r

To be trained, an elven horse must have a friendly attitude toward the trainer. An elven horse usually has a friendly attitude toward trainers who are elves or who have elf blood (such as half-elves), provided the trainer supplies the horse with sustenance for at least a few days and has not attacked or mistreated the creature. An elven horse is indifferent (at best) toward most other creatures. Changing an elven horse'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 horse, such as access to a speak with animals<\/i> spell.\r

Training a friendly elven horse requires a Handle Animal check. An elf (or a creature with elf blood) can train an elven horse 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 elven horse must learn, as noted in the Handle Animal skill description.\r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
2000 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #269<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Temperate plains and forests"},{"name":"Entrope","type":"Outsider","ch":10,"challenge_rating":" 10 \u00a0","id":5579,"reference":"Usergen","full_text":"

Entrope <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Huge\u00a0Outsider \t\t\t(Chaotic, Extraplanar)\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)<\/td> <\/tr>
Armor Class: <\/strong> 17 (-1 size, -1 Dex, +9 natural), touch 8, flat-footed 17<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+11\/+28<\/td> <\/tr>
Attack: <\/strong>Claw +18 melee (1d8+9)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +18 melee (1d8+9) and bite +16 melee (1d12+4)<\/td> <\/tr>
Space\/Reach: <\/strong>15 ft\/10 ft<\/td> <\/tr>
Special Attacks: <\/strong>Planar rip<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 10\/magic, darkvision 60 ft, immunity to planar effects, immunity to acid, cold, electricity, and fire, negative energy protection, plane shift<\/i><\/td> <\/tr>
Saves: <\/strong>Fort +12, Ref +6, Will +8 <\/td> <\/tr>
Abilities: <\/strong>Str 28, Dex 8, Con 20, Int 9, Wis 13, Cha 17 <\/td> <\/tr>
Skills: <\/strong>Climb +19, Jump +19, Knowledge (the planes) +16, Listen +15, Search +13, Spot +15, Survival +13 (+15 other planes, +15 following tracks), Swim +19<\/td> <\/tr>
Feats: <\/strong>Ability Focus (planar rip), Multiattack, Power Attack, Skill Focus (Knowledge [the planes])<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any Elemental Plane or Energy Plane<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>10<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
Advancement: <\/strong>12-22 HD (Huge); 23-33 HD (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>---<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This elongated, wormlike creature has multiple sets of legs, with a front pair equipped with huge claws. Its bulbous horned head has multiple mouths, one large among them a gigantic tooth-filled maw, and multiple eyes spaced along the front of the head.<\/i>\r

The entrope is an artificial creation designed by the planar faction known as the Doomguard. The Doomguard, or sinkers, believe that all things come to entropy in time, and like to speed the process along. Their magicians and alchemists spent hundreds of years on research and trial and error to devise a means to weaken the structure of the Elemental and Energy planes. The creatures that resulted were named entropes, for they \"feed\" on whatever it is that keeps the Inner Planes intact. This feeding on planar boundaries causes the two planes to blend temporarily, and it is the Doomguard's hope that the barriers will eventually weaken enough that the two planes bleed into each other and become indistinguishable.\r

Entropes are petulant engines of destruction that hate everything, even the very space they occupy. They seek the annihilation of all things, and have developed antagonistic relations with everything they have encountered, including each another. Those that have escaped the Doomguard's control wander the Inner Planes on their own, chewing away at the fabric of reality as they see fit. Those still under control of the Doomguard remain so only through careful use of powerful magic. The Doomguard considers the creation of the entropes one of their greatest achievements.\r

An entrope is 20 feet long, and weighs 8,000 pounds.\r

An entrope cannot speak, but can understand Common.\r

COMBAT<\/b>\r
Entropes are nothing to fool around with, because they literally have the ability to break down the fabric of reality. An entrope can \"eat\" through the Inner Planes, causing rifts that damage basically everything other than itself. Even when this tactic is not effective enough, an entrope can defend itself with perfectly normal physical attacks. An entrope is immune to most harmful effects, and will try to destroy any creature it meets. Entropes mostly stay on the Inner Planes, as their powers really don't work on the Outer Planes.\r

Planar Rip (Su)<\/b>: An entrope can tear a temporary hole in reality itself once every three rounds, pulling in matter or energy from one Elemental or Energy plane to another. This is a one-way portal to the plane the entrope currently occupies, so nothing can enter into the rip from the plane on which the entrope creates it. A surge of the foreign element or energy bursts through the rent in space with great power, affecting anything within 25 feet. The results depend on which plane the hole leads to, as determined by the entrope:\r

Air, Earth, or Water<\/i>: Raw elemental forces explodes through the hole from the Elemental Planes of Air, Earth, or Water with great force, inflicting 3d10 points of bludgeoning damage, knocking the victim prone, and stunning it for 1 round. A successful DC 20 Reflex save halves the damage and negates the stunning, and prevents the creature from being knocked prone. The save DC is Charisma-based.\r

Fire<\/i>: Raw elemental fire gushes through the rent, inflicting 8d6 points of fire damage (save Reflex DC 20 half). The save DC is Charisma-based.\r

Negative Energy<\/i>: The void created by this hole sucks the life energy from all victims, inflicting one negative level. The save DC to remove the negative level 24 hours later is 20. The save DC is Charisma-based.\r

Positive Energy<\/i>: Positive energy pours through the rent, infusing creatures with 8d6 points of positive energy. This energy damages undead and heals living creatures. Living creatures that are at full hit points gain the remaining hit points as temporary hit points, which fade 1d20 rounds later. For each round that a creature's temporary hit points exceed its normal hit point total, the creature must make a successful DC 20 Fortitude save or die as it explodes in a riot of energy.\r

Immunity to Planar Effects (Ex)<\/b>: An entrope has immunity to naturally occurring damaging conditions on the Elemental Planes of Air, Earth, Fire, and Water, and the Negative and Positive Energy planes. These effects include extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or other attributes of the plane itself. This ability lets an entrope breathe water on a water-dominant plane and be immune to suffocation on an earth-dominant plane. An entrope can't be blinded by the energy of a major positive-dominated plane and automatically stops gaining temporary hit points when they equal the entrope's full normal hit point total. Negative-dominant planes don't deal damage or bestow negative levels to an entrope.\r

The effects of gravity traits, alignment traits, and magic traits aren't negated by this ability, nor is the special entrapping trait that some planes have. This ability does not provide protection against creatures, native or otherwise, nor does it protect against spells, special abilities, or extreme and nonnatural formations within the plane.\r

Negative Energy Protection (Su)<\/b>: An entrope has immunity to energy drain and any negative energy effects.\r

Plane Shift (Sp)<\/i><\/b>: An entrope can enter any of the elemental or energy planes. This ability transports the entrope only. It is otherwise similar to the spell of the same name (caster level 11th).<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1998 Wizards of the Coast, Inc.
Originally found in Planescape Monstrous Compendium Appendix III (1998, Monte Cook).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic neutral","environment":"Any Elemental Plane or Energy Plane"},{"name":"Enveloper","type":"Aberration","ch":2,"challenge_rating":" 02 \u00a0","id":5580,"reference":"Usergen","full_text":"

Enveloper <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Aberration \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 3d8\u00a0(13 hp)<\/td> <\/tr>
Initiative: <\/strong> +0 (Dex)<\/td> <\/tr>
Speed:<\/strong> 15 ft<\/td> <\/tr>
AC:<\/strong> 16 (-1 size, +7 natural)<\/td> <\/tr>
Attacks:<\/strong>2 slams +1 melee<\/td> <\/tr>
Damage: <\/strong>Slam 1d8<\/td> <\/tr>
Face\/Reach: <\/strong>5 ft by 5 ft\/10 ft<\/td> <\/tr>
Special Attacks: <\/strong>Consume, absorb<\/td> <\/tr>
Special Qualities: <\/strong>Amorphous, blindsight<\/td> <\/tr>
Saves: <\/strong>Fort +1, Ref +1, Will -2 <\/td> <\/tr>
Abilities: <\/strong>Str 10, Dex 10, Con 10, Int 1, Wis 1, Cha 1 <\/td> <\/tr>
Skills: <\/strong>Listen -4, Spot -4 (special)<\/td> <\/tr>
Feats: <\/strong>Special<\/td> <\/tr>

<\/td> <\/tr>
Climate: <\/strong>Any underground<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>02<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Always neutral (special)<\/td> <\/tr>
Advancement: <\/strong>4-6 HD (Large); 7-9 HD (Huge)<\/td> <\/tr>
\u00a0<\/td> <\/tr>
An enveloper is a mass of malleable, doughy flesh that absorbs the aspects of other creatures. Envelopers in their natural form are roughly cylindrical, about 8 feet tall and 3 feet in circumference. It can reshape its pasty white flesh at will, and can form up to five appendages at a time. It tries to emulate the shapes of creatures it encounters, and when meeting humanoids it adopts an odd-looking, nearly humanoid shape: a domed head, and two arms and legs. It does not have enough control over its form to create sufficient detail to impersonate a creature, and cannot form fingers and toes, or anything more than the suggestion of facial features.

This creature gets by in the world by absorbing the aspects of other creatures, adding them to its own abilities and characteristics. As it gets older, it seems to have no limit to the ability it can possess. Envelopers can speak any language and understand any form of communication, but know only those they have stolen from others.

COMBAT<\/b>
When first formed, an enveloper is a stupid creature and attacks wildly anything it encounters. It attacks with \"fists\", and when it succeeds in killing something it immediately falls upon the creature and consumes it, absorbing its abilities. As the enveloper becomes more intelligent, its motives and tactics may change and improve.

Consume (Ex)<\/b>: Envelopers can digest dead creatures and organic matter in whole, if it spends one round doing so. Clothes, weapons, and other equipment are inedible to an enveloper.

Absorb (Su)<\/b>: Three rounds after consuming a creature, the enveloper permanently absorbs the abilities, knowledge, and skills of the creature. This absorption includes the sum of that creature's experience, personality, intellect, and the ability to speak with that creature's voice. This absorption grants 1-3 permanent hit point to the enveloper for every Hit Die the creature had. The enveloper's alignment tends to shift towards the alignment of the most recently consumed victim.

This absorption works in the following ways. Skills are taken directly from the victim; the unadjusted skill points being added to the enveloper's own totals, and feats are added on to the enveloper's own if it did not have those feats before (feats that stack, such as Toughness, are added as bonuses). Skills and feats that the enveloper can't use are still added, but ultimately worthless. The energies of memorized spells and readied psionic powers are stolen from victims, but once used the enveloper will not be able to reuse them. Spell resistance, energy resistance of any type, and damage reduction are absorbed, but are not cumulative with such powers the enveloper may have had already.

The enveloper can gain certain types of extraordinary and supernatural abilities. Abilities that require permanent modifications to its body form are not possible; this includes claws, bites, tentacles, and other attack forms, removing any part of its body, changing its speed or its size, or powers such as energy drain, spellcasting, and psionics. Powers that can be absorbed include breath weapons, gaze attacks, spell-like abilities, acid and poison attacks, touch attacks, regeneration or fast healing, telepathy, tremorsense, and rays and sonic attacks. Ultimately, the DM must decide which abilities can and cannot be added.

The enveloper's ability scores are also modified by absorption. The ability score adjustments of the consumed victim are added to the ability scores of the enveloper. For example, if the enveloper absorbs a victim with a Strength of 15, an Dexterity of 8, and an Intelligence of 20, its Strength will increase by +2, its Dexterity will decrease by -1, and its Intelligence will increase by +5.

Amorphous (Ex)<\/b>: An enveloper is not subject to critical hits. It has no clear front or back, so it cannot be flanked.

Blindsight (Ex)<\/b>: The enveloper has no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibrations.
<\/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":"Aberration","alignment":"Always neutral (special)","environment":">Any underground"},{"name":"Eogyrinus","type":"Animal","ch":3,"challenge_rating":" 3 \u00a0","id":5581,"reference":"Usergen","full_text":"

Eogyrinus <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 4d8+28\u00a0(46 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 5 ft. (1 square), swim 30 ft.<\/td> <\/tr>
Armor Class: <\/strong> 12 (-1 size, +1 Dex, +2 natural), touch 10, flat-footed 11<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/+13<\/td> <\/tr>
Attack: <\/strong>Bite +9 melee (1d8+9)<\/td> <\/tr>
Full Attack: <\/strong>Bite +9 melee (1d8+9)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Death roll, improved grab\r
<\/td> <\/tr>
Special Qualities: <\/strong>Amphibious, low-light vision<\/td> <\/tr>
Saves: <\/strong>Fort +11, Ref +5, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 23, Dex 12, Con 25, Int 1, Wis 11, Cha 5 <\/td> <\/tr>
Skills: <\/strong>Hide +3*, Listen +3, Move Silently +3, Spot +4, Swim +17<\/td> <\/tr>
Feats: <\/strong>Stealthy, Weapon Focus (bite)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Warm forests and marshes<\/td> <\/tr>
Organization: <\/strong>Solitary or pod (2-12)<\/td> <\/tr>
Challenge Rating: <\/strong>3<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>5-6 HD (Large); 7-14 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This amphibian is the size of a large crocodile, with a long, slender body and short legs. Its crocodilian head bears a maw filled with sharp teeth.<\/i>\r

Eogyrinus (Ee-owe-jiy-rin-us) is a large, predatory amphibian found in rainforests, wetlands, and warm marshes. It preys mostly on fish, but enjoys hunting anything smaller than itself that wanders too close. \r

An eogyrinus is about 15 feet long and weighs close to 1,000 pounds.\r

COMBAT\r

Eogyrinus hunt prey much like crocodiles, hiding the bulk of its body underwater, with only its eyes and nostrils breaking the surface. It grabs prey that approaches the water, drags it under, and attempts to rip it apart with its death roll.\r

Death Roll (Ex):<\/b> An eogyrinus that successfully gets a hold on an opponent with its improved grab ability lodges its prey against natural terrain or even another eogyrinus, then bites down hard and twists its body to tear off large pieces of meat. If another eogyrinus joins the grapple, both eogyrinuses deal maximum damage. This attack deals bite damage each round until the victim breaks free, the eogyrinus is slain, or the victim dies.\r

Improved Grab (Ex):<\/b> To use this ability, an eogyrinus 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 use its death roll in the following round.\r

Skills:<\/b> An eogyrinus 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

*An eogyrinus gains a +4 racial bonus on Hide checks when in the water. Further, an eogyrinus 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 Dragon Magazine #176<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm forests and marshes"},{"name":"Epadrazzil","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":5582,"reference":"Usergen","full_text":"

Epadrazzil <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Magical Beast \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 4d10+4\u00a0(26 hp)<\/td> <\/tr>
Initiative: <\/strong> +8<\/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>+4\/+12<\/td> <\/tr>
Attack: <\/strong>Claw +7 melee (1d6+4 plus paralysis)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +7 melee (1d6+4 plus paralysis)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Entrapment, paralysis<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., immunity to mind-affecting spells and abilities, low-light vision, painted camouflage, painting, two-dimensional healing<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +7, Will +2 <\/td> <\/tr>
Abilities: <\/strong>Str 19, Dex 18, Con 12, Int 4, Wis 12, Cha 7 <\/td> <\/tr>
Skills: <\/strong>Spot +11<\/td> <\/tr>
Feats: <\/strong>Improved Initiative, Skill Focus (Spot)\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>4<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Any<\/td> <\/tr>
Advancement: <\/strong>5-12 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The painting on the wall is a precise mirror image of the room in which you stand. Suddenly, the paint seems to stretch and swirl, and a two-dimensional, brownish-gray, scaled, apelike creature leaps out, disproportionately large arms stretching towards you.<\/i>\r

An epadrazzil is a beast native to an unnamed two-dimensional plane. Its origins are unknown, but it appears to have both apelike and reptilian features.\r

Epadrazzils only appear on the Material Plane when summoned and bound to guardianship of a room through a special arcane ritual (see below).\r

An epadrazzil stands 6 feet tall and weighs 50 pounds. \r

Epadrazzils do not speak, but understand the commands of their summoners.\r

COMBAT\r

An epadrazzil initially attacks a single opponent with both its attacks, seeking to entrap the creature in its painting. If the initial opponent is not captured, it attempts to paralyze multiple opponents before seeking to entrap another victim.\r

Entrapment (Su):<\/b> It an epadrazzil hits the same opponent with both claw attacks in a single round, it may immediately make a grapple check as a free action without provoking attacks of opportunity. If the check succeeds, the victim is carried into the painting and is placed in a state of suspended animation unless its succeeds on a DC 13 Fortitude save. This functions as the temporal stasis<\/i> spell, except the victim can also be released by destroying the painting. The save DC is Constitution-based.\r

Painted Camouflage (Ex):<\/b> While within its painting, an epadrazzil appears to be nothing more than pigment on canvas. A DC 20 Spot check is required to notice that the epadrazzil is actually a creature.\r

Painting:<\/b> The epadrazzil is bound to a special painting created as part of the ritual used to call it. The painting is an exact mirror image of the room in which it hangs. Should any creature other than the spellcaster who bound the epadrazzil (or other designated creatures) enter the room, the epadrazzil immediately appears and attacks. The epadrazzil retreats into the painting once the room is cleared of any unauthorized creatures.\r

The painting has damage reduction 5\/magic, 10 hit points and hardness 5. While within the painting, the epadrazzil cannot be harmed. If the painting is destroyed, the epadrazzil returns to its home plane and does not return.\r

A successful DC 20 Knowledge (Arcana) check reveals that destroying the painting returns the epadrazzil to its home plane and releases any entrapped characters. \r

Paralysis (Ex):<\/b> A creature hit by an epadrazzil's claw attack must succeed on a DC 13 Fortitude save or be paralyzed for 2d4 rounds rounds. The save DC is Constitution-based.\r

Two-Dimensional Healing (Su):<\/b> An epadrazzil has fast healing 2 while within its painting.\r

Bind Epadrazzil<\/b>\r
Conjuration (Calling) [see text]\r
Level: Sor\/Wiz 5 \r
Components: V, S, M\r
Casting Time: 10 minutes \r
Range: Close (25 ft. + 5 ft.\/2 levels); see text \r
Target: One epadrazzil\r
Duration: Instantaneous \r
Saving Throw: None \r
Spell Resistance: No\r

This spell calls an epadrazzil from its two-dimensional home plane and binds it to a special painting. The epadrazzil is confined to this painting unless its services are required. It will not leave the room upon which its painting is based. If the painting is somehow removed from the room without the epadrazzil being slain, the epadrazzil is instantly transported back into the painting and will not leave it until it is restored to its original location. Should the painting be destroyed, the epadrazzil is immediately freed and returns to its home plane.\r

The epadrazzil that appears shares the same alignment as the spellcaster who summoned it. A calling spell used to call a chaotic, evil, good, or lawful creature is a spell of that type. \r

It is believed that higher-level versions of this spell exist to call greater epadrazzils.\r

Material Component:<\/i> A special painting (worth at least 5,000 gp) which creates a mirror image of the room in which it is to be placed.\r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1986 Wizards of the Coast, Inc.
Originally found in Dungeon Magazine #2<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Any","environment":"Any"},{"name":"Ether Horse","type":"Magical Beast","ch":1,"challenge_rating":" 1 \u00a0","id":5583,"reference":"Usergen","full_text":"

Ether Horse <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Magical Beast \t\t\t(Aquatic, Extraplanar)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 3d10\u00a0(16 hp)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> Swim 60 ft. (12 squares)<\/td> <\/tr>
Armor Class: <\/strong> 13 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/+10<\/td> <\/tr>
Attack: <\/strong>Tail slap +5 melee (1d6+3)<\/td> <\/tr>
Full Attack: <\/strong>Tail slap +5 melee (1d6+3)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
Special Qualities: <\/strong>Amphibious, darkvision 60 ft., low-light vision<\/td> <\/tr>
Saves: <\/strong>Fort +3, Ref +5, Will +2 <\/td> <\/tr>
Abilities: <\/strong>Str 17, Dex 15, Con 11, Int 2, Wis 12, Cha 8 <\/td> <\/tr>
Skills: <\/strong>Hide +4*, Listen +5, Spot +5, Swim +10\r
<\/td> <\/tr>
Feats: <\/strong>Alertness, Endurance<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Ethereal Plane<\/td> <\/tr>
Organization: <\/strong>Domesticated or shoal (10-20)<\/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>
A seahorse nearly ten feet long floats through the ether.<\/i>\r

Ages ago, giant seahorses were brought to the Etheral Plane by planar travelers seeking mounts. Since moving through the gravity-free ether resembles swimming through water, the seahorses quickly adapted to traveling in their new home. Finding a similar diet, on the other hand, took longer, and led to a large number of deaths. Eventually, some escaped and began to breed in the wild. Over time, they became truly ethereal creatures, although they can still survive underwater when brought to other planes.\r

An ether horse is 10 feet long and weighs about 1,000 pounds.\r

Combat\r

Wild seahorses are peaceful by nature, preferring flight to fight. However, they are often trained to serve as mounts and even roles similar to warhorses for ethereal cavalry.\r

Amphibious (Ex):<\/b> Although originally aquatic, ether horses have adapted to their new environs and may survive indefinitely out of water.\r

Skills:<\/b> An ether horse 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

Carrying Capacity:<\/i> A light load for an ether horse is up to 258 pounds; a medium load, 259-519 pounds; and a heavy load, 520-780 pounds. An ether horse can drag 3,900 pounds.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1998 Wizards of the Coast, Inc.
Originally found in A Guide to the Ethereal Plane<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Ethereal Plane"},{"name":"Ethereal Dreamweaver","type":"Outsider","ch":2,"challenge_rating":" 2 \u00a0","id":5584,"reference":"Usergen","full_text":"

Ethereal Dreamweaver <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 1d8+2\u00a0(6 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> Fly 60 ft. (good) (12 squares)<\/td> <\/tr>
Armor Class: <\/strong> 14 (+4 deflection), touch 14, flat-footed 14<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+1\/+1<\/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>Dreamweaving, drowse, manifestation<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 5\/magic, darkvision 60 ft., immunity to mind-affecting spells and abilities, incorporeal traits, outsider traits, protective aura, see invisibility<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +2, Will +4 <\/td> <\/tr>
Abilities: <\/strong>Str 11, Dex 10, Con 14, Int 11, Wis 15, Cha 18 <\/td> <\/tr>
Skills: <\/strong>Concentration +6, Diplomacy +10, Knowledge (arcana) +4, Knowledge (the planes) +4, Listen +6, Search +4, Sense Motive +8, Spot +6<\/td> <\/tr>
Feats: <\/strong>Negotiator<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Ethereal Plane<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>2<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral good<\/td> <\/tr>
Advancement: <\/strong>2-4 HD (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A glimmering, opalescent girl floats in the air before you. She plays a beautiful tune on a golden harp.<\/i>\r

Dreamweavers exist only to soothe those with troubled sleep. Possessing the mind and conscience of an innocent child, dreamweavers are blissfully unaware of the dangerous side effects created by their dreamweaving ability. Dreamweavers draw sustenance from the success of their soothing ministrations.\r

A dreamweaver is 5 to 6 feet tall and is weightless. \r

Dreamweavers speak Celestial and Common.\r

COMBAT\r

A dreamweaver does not fight. If threatened, she will attempt to use her drowse ability to put the aggressor to sleep; failing that, she simply flees.\r

Dreamweaving (Su):<\/b> As a standard action, a dreamweaver can establish a magical connection to a single sleeping character within 30 feet. This soothes the dreams of the sleeping character. If the character is sleeping normally, the rest heals one extra hp of damage per HD or one extra point of ability damage as chosen by the dreamweaver. If the character's rest is troubled (for example, by a nightmare<\/i> spell), dreamweaving grants a +10 bonus on any save to resist fatigue or other deleterious effects of troubled sleep. The dreamweaver must maintain this connection as a free action each round for at least four continuous hours a night for the character to benefit. A dreamweaver that is injured while dreamweaving must succeed at a Concentration check to maintain its connection to the recipient (DC is 10 plus damage dealt).\r

However, dreamweaving has the side effect of turning nightmares into reality. Each hour that a dreamweaver uses dreamweaving, it creates a shadow creature, (randomly selected from the summon monster III<\/i> list) emulated by the shadow conjuration<\/i> spell (caster level 10th), with the following exceptions. The shadow creatures appear at a random location within 1 mile of the dreamweaving recipient, are not under control of the dreamweaver, and are hostile to all creatures (with the exception of the dreamweaver and the character receiving the dreamweaving). Also, once they are created, the shadow creatures persist until the dreamweaving ends (and disappear immediately if the dreamweaver's Concentration check fails). If they are dispelled or destroyed, they are regenerated 1d4 minutes later. \r

Drowse (Su):<\/b> At will, an ethereal dreamweaver can target a single creature within 60 feet with a powerful sleep effect. The target must succeed on a DC 18 Will save or instantly fall asleep for 10 minutes. This is a mind-affecting compulsion. The save DC is Charisma-based and includes a +4 racial bonus.\r

Manifestation (Su):<\/b> A dreamweaver dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a dreamweaver manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested dreamweaver can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested dreamweaver can pass through solid objects at will, and its own attacks pass through armor. A manifested dreamweaver always moves silently. A manifested dreamweaver can strike with its touch attack or with a ghost touch<\/i> weapon. A manifested dreamweaver remains partially on the Ethereal Plane, where is it not incorporeal. A manifested dreamweaver can be attacked by opponents on either the Material Plane or the Ethereal Plane. The dreamweaver's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.\r

When a spellcasting dreamweaver is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting dreamweaver manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested dreamweaver's touch spells don\u00c2\u0092t work on nonethereal targets.\r

A dreamweaver has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.\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 dreamweaver, and to anyone whose dreams the dreamweaver currently inhabits. Otherwise, it functions as a magic circle against evil<\/i> effect with a radius of 20 feet (caster level equals dreamweaver's HD). This aura can be dispelled, but the dreamweaver can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in the dreamweaver's statistics block.) \r

See Invisibility (Ex):<\/b> A dreamweaver can constantly see invisible creatures as if under the effects of a see invisibility<\/i> spell.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1999 Wizards of the Coast, Inc.
Originally found in Polyhderon Magazine #138<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral good","environment":"Ethereal Plane"},{"name":"Ethyk","type":"Magical Beast","ch":1,"challenge_rating":" 1 \u00a0","id":5585,"reference":"Usergen","full_text":"

Ethyk <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Tiny\u00a0Magical Beast \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 1d10+3\u00a0(8 hp)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), climb 30 ft.<\/td> <\/tr>
Armor Class: <\/strong> 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+1\/-11<\/td> <\/tr>
Attack: <\/strong>Claw +5 melee (1d2-4)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +5 melee (1d2-4) and bite +0 melee (1d3-4)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Induce anger<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 10 ft., low-light vision, scent, uncanny dodge<\/td> <\/tr>
Saves: <\/strong>Fort +5, Ref +4, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 3, Dex 15, Con 16, Int 2, Wis 12, Cha 12 <\/td> <\/tr>
Skills: <\/strong>Climb +10, Jump +2, Spot +13, Survival +5\r
<\/td> <\/tr>
Feats: <\/strong>Ability Focus (induce anger), Weapon Finesse<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Twin Paradises of Bytopia<\/td> <\/tr>
Organization: <\/strong>Solitary or litter (2-4)<\/td> <\/tr>
Challenge Rating: <\/strong>1<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>2-3 HD (Tiny)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The creature vaguely resembles a lemur, except for its single, bulbous eye. The eye is yellow-white, with a large black pupil.<\/i>\r

An arboreal, omnivorous mammal native to the forests of the Twin Paradises of Bytopia, ethyks possess a unique defense mechanism that increases and redirects the hostilities of any who would harm them. Ethyks spend most of their time in treetops, hunting rodents, birds, snakes, and insects, or gathering fruits and nuts or other edible plants.\r

Ethyks are prized by trappers for their value in planar marketplaces. They are easily domesticated, and willfully bond with a superior creature. A bonded ethyk never directs the anger it induces in others against its master. Because of their abilities, ethyks have been outlawed in a number of cities on lawful planes.\r

An ethyk is 1 foot long and weighs 5 to 10 pounds. Fur coloration varies from gray to brown to tawny red.\r

COMBAT\r

A wild ethyk generally employs its ability to induce anger at the first opportunity, attempting to turn predators on one another or some other prey, while the ethyk makes its escape. If all else fails, an ethyk defends itself with its relatively weak natural weapons.\r

Induce Anger (Su):<\/b> Six times per day, an ethyk can target a single creature within 100 feet and attempt to increase its anger and hostility. The victim must succeed on a DC 13 Will save or have its attitude changed to Unfriendly (unless already Unfriendly or Hostile) toward a random creature (other than the ethyk) within 100 feet. This ability persists for 3d4 rounds. An affected creature must attempt an additional DC 13 Will save each round the ability persists, or attempt to attack the target of its hostility. The affected creature will attack anyone who attempts to restrain it or otherwise prevent it from attacking the subject of its ire. If the victim cannot attack its target, it hurls verbal assaults that are so belligerent that the target's attitude toward the victim will turn hostile. This is a mind-affecting, compulsion effect. The save DC is Charisma-based.\r

Skills:<\/b> An ethyk has a +4 racial bonus on Survival checks and a +8 racial bonus on Climb and Spot checks. It can always choose to take 10 on a Climb check, even if rushed or threatened. An ethyk uses its Dexterity modifier for Climb and Jump checks.\r

Training an Ethyk<\/b>\r

An ethyk can be trained with the Handle Animal skill, and the traininer does not incur the normal +5 increase to DCs for training a magical beast.\r
<\/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":"Twin Paradises of Bytopia"},{"name":"Eucladoceros (Bush-Antlered Deer)","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":5586,"reference":"Usergen","full_text":"

Eucladoceros (Bush-Antlered Deer) <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 3d8+3\u00a0(16 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
Armor Class: <\/strong> 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+2\/+8<\/td> <\/tr>
Attack: <\/strong>Hoof +4 melee (1d8+2)\r
<\/td> <\/tr>
Full Attack: <\/strong>2 hooves +4 melee (1d8+2)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
Special Qualities: <\/strong>Dire, low-light vision, scent\r
<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +4, Will +4 <\/td> <\/tr>
Abilities: <\/strong>Str 14, Dex 12, Con 13, Int 2, Wis 13, Cha 6 <\/td> <\/tr>
Skills: <\/strong>Hide +3, Listen +5, Spot +4<\/td> <\/tr>
Feats: <\/strong>Alertness, Endurance<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Cold forests, hills, and mountains<\/td> <\/tr>
Organization: <\/strong>Solitary or herd (3-12)<\/td> <\/tr>
Challenge Rating: <\/strong>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>
The oversized antler array of this large deer is comblike, with numerous tines.<\/i>\r

The eucladoceros, or \"bush-antlered deer\", sports up to a dozen tines per pedicle in its bushlike antler array.\r

Larger versions of eucladoceros are known to exist, and use the dire stag statistics.\r

An eucladoceros is 8 feet long, stands almost 6 feet tall at the shoulder, and sports a rack of antlers 5-1\/2 feet wide. It weighs about 1,000 pounds.\r

COMBAT\r

An eucladoceros prefers to flee threats, but will fight fiercely when backed into a corner or if its young or mate is threatened. Eucladoceros often charge opponents with their antlers.\r

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

Skills:<\/b> Eucladoceros have a +4 racial bonus to Hide checks.<\/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":"Cold forests, hills, and mountains"},{"name":"Eurypterid","type":"Vermin","ch":2,"challenge_rating":" 2 \u00a0","id":5587,"reference":"Usergen","full_text":"

Eurypterid <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Vermin \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 3d8+3\u00a0(16)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 10 ft. (2 squares), swim 20 ft.<\/td> <\/tr>
Armor Class: <\/strong> 17 (+7 natural), touch 10, flat-footed 17<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+2\/+4<\/td> <\/tr>
Attack: <\/strong>Claw +4 melee (2d4+2)\r
<\/td> <\/tr>
Full Attack: <\/strong>2 claws +4 melee (2d4+2)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Constrict 2d4+2, improved grab\r
<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., tremorsense 60 ft., water dependent<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +1, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 15, Dex 11, Con 13, Int -, Wis 10, Cha 2 <\/td> <\/tr>
Skills: <\/strong>-<\/td> <\/tr>
Feats: <\/strong>-<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any aquatic<\/td> <\/tr>
Organization: <\/strong>Solitary or pair<\/td> <\/tr>
Challenge Rating: <\/strong>2<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>4\u00c2\u00966 HD (Medium); 7-9 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A scorpion the size of a crocodile skitters across the ocean floor.<\/i>\r

Also known as \"sea scorpions\", an eurypterid is an aquatic arthropod. They prey mainly on fish and other marine marine creatures, but have been known to attack humanoids on shorelines, dragging them beneath the surface.\r

COMBAT\r

An eurypterid uses its tremorsense to locate prey in the water, then moves in for the kill.\r

Constrict (Ex):<\/b> An eurypterid deals automatic claw damage on a successful grapple check.\r

Improved Grab (Ex):<\/b> To use this ability, an eurypterid 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 succeeds on the grapple check, it establishes a hold.\r

Tremorsense (Ex):<\/b> An eurypterid can detect and pinpoint any creature in the water within 60 feet.\r

Water Dependent (Ex):<\/b> Eurypterids 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 eurypterid has a +8 racial bonus on Swim checks. It can take 10 on a Swim check, even if distracted or endangered. An eurypterid can use the run action when swimming, provided it swims in a straight line.\r
<\/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":"Vermin","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Executioner's Hood","type":"Aberration","ch":2,"challenge_rating":" 02 \u00a0","id":5588,"reference":"Usergen","full_text":"

EXECUTIONER\u0092S HOOD<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

Tiny Aberration<\/span><\/b><\/p> <\/td> <\/tr>

Hit Dice:<\/span><\/b> 2d8+2 (11 hp)<\/span><\/p> <\/td> <\/tr>

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

Speed:<\/span><\/b> 10 ft, climb 5 ft<\/span><\/p> <\/td> <\/tr>

AC:<\/span><\/b> 14 (+2 size, +2 natural)<\/span><\/p> <\/td> <\/tr>

Attacks:<\/span><\/b> Slam +0 melee<\/span><\/p> <\/td> <\/tr>

Damage:<\/span><\/b> Slam 1d4-1<\/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>Improved grab, squeeze, suffocation<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> Host, alcohol vulnerability, sleep immunity, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

Saves:<\/span><\/b> Fort +1, Ref +0, Will +4<\/span><\/p> <\/td> <\/tr>

Abilities:<\/span><\/b> Str 8, Dex 10, Con 12, Int 4, Wis 12, Cha 10<\/span><\/p> <\/td> <\/tr>

Skills:<\/span><\/b> Climb +9, Listen +6, Spot +6<\/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> Always neutral<\/span><\/p> <\/td> <\/tr>

Advancement:<\/span><\/b> 3-4 HD (Tiny); 5-6 HD (Small)<\/span><\/p> <\/td> <\/tr>

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

The executioner\u0092s hood is a bag-like monster that resembles an actual executioner\u0092s hood. The hood is about one inch thick, two feet in diameter, and is dull black. There are two eyeholes that actually can be used to see into or out of its cavity.<\/span><\/p> <\/td> <\/tr>

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

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

The executioner\u0092s hood clings to the ceiling, waiting for its prey to pass under it. When prey passes by, the hood drops, and attempts to engulf the victim\u0092s head.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, the executioner\u0092s hood must hit a Medium-size or smaller creature with its slam attack. If it gets a hold it squeezes its foe.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Squeeze (Ex):<\/b> An executioner\u0092s hood that gets a hold on an opponent automatically deals slam damage and suffocates its foe.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Suffocation (Ex):<\/b> An executioner\u0092s hood that gets a hold wraps itself around the creature\u0092s head as a standard action, dealing suffocation damage each round the hold is maintained.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 A creature can hold its breath for a number of rounds equal to twice its Constitution score. After this period of time, the creature must succeed at a Constitution check (DC 10) each round (the DC increases by +1 for each success). On a failed roll, the victim falls unconscious (o hp). In the following round, the victim drops to \u00961 hit points and is dying. In the third round, the victim suffocates.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Host (Ex): <\/b>An executioner hood that envelops a creature\u0092s head attaches many small fibrous strands to its victim. Damage suffered by the executioner\u0092s hood from spells or weapons deals an equal amount of damage to its victim.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Sleep Immunity (Ex): <\/b>Executioner\u0092s hoods are immune to sleep<\/i> effects.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Alcohol Vulnerability (Ex):<\/b> An executioner\u0092s hood is vulnerable wine, ale, brandy, or any other alcoholic drink. Each quart poured on the hood deals 1 point of damage. After the hood has taken 4 points of damage, it releases its hold on its opponent and drops to the floor.<\/span><\/p> <\/td> <\/tr>

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

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

The Executioner\u0092s Hood first appeared in the 1e MM II (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Aberration","alignment":"Any","environment":"Any land and underground"},{"name":"Executioner's Raven","type":"Magical Beast","ch":1,"challenge_rating":" 1 \u00a0","id":5589,"reference":"Usergen","full_text":"

Executioner's Raven <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 2d10+2\u00a0(13 hp)<\/td> <\/tr>
Initiative: <\/strong> +4<\/td> <\/tr>
Speed:<\/strong> 10 ft. (2 squares), fly 70 ft. (average)<\/td> <\/tr>
Armor Class: <\/strong> 17 (+4 Dex, +3 natural), touch 14, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+2\/+1<\/td> <\/tr>
Attack: <\/strong>Bite +6 melee (1d6-1)<\/td> <\/tr>
Full Attack: <\/strong>Bite +6 melee (1d6-1) and 2 claws +1 melee (1d3-1)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Aligned strike, eye gouge<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., evasion, low-light vision, resistant to disease<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +7, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 8, Dex 19, Con 13, Int 4, Wis 12, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Spot +8, Tumble +6\r
<\/td> <\/tr>
Feats: <\/strong>Flyby Attack, Weapon Finesse (B)\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Concordant Domain of the Outlands (Sigil)<\/td> <\/tr>
Organization: <\/strong>Solitary, pair, or flock (2-20)<\/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>+2 (cohort)<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This large, gray-bodied raven has black-feathered wings and head.<\/i>\r

The executioner's raven ins one of only two birds native to Sigil (the other being a gray-green pigeon). The executioner\u00c2\u0092s raven gets its name because of its fondness for the easy meals found at the block, gallows, and stake. \r

Executioner's ravens are about 5 feet long and have wingspans of about 10 feet. \r

Executioner's ravens speak Common, but rarely choose to do so.\r

COMBAT<\/b>\r

Executioner's ravens tend to strike at their opponents' eyes, attempting to blind them.\r

Aligned Strike (Ex):<\/b> Due to its habit of eating the flesh of fiends and slaadi, the natural attacks of an executioner's raven are treated as chaotic-aligned and evil-aligned for the purposes of overcoming damage reduction.\r

Eye Gouge (Ex):<\/b> If an executioner's raven scores a critical hit with its bite attack, the target must succeed on a DC 15 Reflex save or lose the sight in one eye, becoming permanently dazzled (or blinded if they lose the use of all its eyes). A remove blindness\/deafness<\/i> spell can heal the injury. The save DC is Dexterity-based.\r

Resistant to Disease (Ex):<\/b> An executioner's raven has a cast-iron stomach. It has a +2 bonus on Fortitude saves to resist normal diseases, but not supernatural or magical diseases such as mummy rot.\r

Skills:<\/b> An executioner's raven has a +4 racial bonus on Spot checks.<\/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":"Concordant Domain of the Outlands (Sigil)"},{"name":"Eyewing","type":"Outsider","ch":2,"challenge_rating":" 02 \u00a0","id":5590,"reference":"Usergen","full_text":"

EYEWING<\/b><\/p> <\/div> <\/td> <\/tr>

Medium\u0096Size Outsider<\/b><\/p> <\/td> <\/tr>

Hit Dice:<\/b> 3d8+3 (16 hp)<\/p> <\/td> <\/tr>

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

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

AC:<\/b> 16 (+3 Dex, +3 natural)<\/p> <\/td> <\/tr>

Attacks:<\/b> 2 claws +4 melee, tail -1 melee<\/p> <\/td> <\/tr>

Damage:<\/b> Claw 1d4+1, tail 1d4<\/p> <\/td> <\/tr>

Face\/Reach:<\/b> 5 ft by 5 ft\/5 ft (10 ft with tail)<\/p> <\/td> <\/tr>

Special Attacks: <\/b>Acidic tear<\/p> <\/td> <\/tr>

Special Qualities:<\/b> Keen vision, immunities<\/p> <\/td> <\/tr>

Saves:<\/b> Fort +4, Ref +6, Will +3<\/p> <\/td> <\/tr>

Abilities:<\/b> Str 13, Dex 17, Con 13, Int 5, Wis 10, Cha 6<\/p> <\/td> <\/tr>

Skills: <\/b>Hide +11, Search +16, Spot +16<\/p> <\/td> <\/tr>

Feats: <\/b>Flyby Attack<\/p> <\/div> <\/td> <\/tr>

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

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

Organization:<\/b> Solitary, gang (2-5), band (6-11), or swarm (10-20)
Challenge Rating:<\/b> 2<\/p> <\/td> <\/tr>

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

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

Advancement:<\/b> 4\u00969 HD (Medium\u0096size)<\/p> <\/td> <\/tr>

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

Eyewings make their home in the many layers of the Abyss. It appears as a fat, egg-shaped ball covered with black fur with two large, leathery bat-like wings protruding from its body. A large central eyeball, about 4 feet wide, dominates its body. A blue liquid constantly oozes from its eye. A large, leathery eyelid squeezes the fluid out and away from the eyewing.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Its body is about 5 feet wide and its wings span 10 feet across. Each wing is tipped with a set of razor-sharp talons. An 8-foot long tail dangles from the back of its body; the tail ends in a small, needle-like point. The eyewing has no feet and never lands.<\/span><\/p> <\/td> <\/tr>

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

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

An eyewing has two main forms of attack. The most common form is to use its claws and tail to strike its opponents. It can either swoop down on them, or hover and dash. Its second form of attack is to bomb its enemies with a large eyewing tear that is squeezed out of the large eyeball by the leathery eyelid. It has amazing control over the release of the tear. It releases a tear when it is within 100 feet of its target. It can deliver this attack while hovering or diving.<\/p> <\/td> <\/tr>

\u00a0\u00a0 Acidic Tear (Su):<\/span><\/b> An eyewing tear is a one-foot-diameter ball of poisonous blue fluid. An opponent hit by the tear takes 2d6 points of acid damage (Reflex save at DC 12 for half). The tear splashes all within a 5-foot radius when it hits, dealing 2d4 points of acid damage (Reflex save at DC 12 for half).<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 An eyewing tear hardens into a rubbery lump within 2d6 hours after being shed. A creature handling a hardened tear must make a successful Fortitude save (DC 12) or take 1 point of damage.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Keen Vision (Ex): <\/span><\/b>Eyewings have extremely acute vision that enables them to see with perfect accuracy for up to 25 miles. They also have darkvision with a range of 120 feet.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Immunities (Ex):<\/span><\/b> Eyewings are immune to all cold-based effects.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Skills:<\/span><\/b> Eyewings receive a +8 racial bonus to Search and Spot checks.<\/span><\/p> <\/td> <\/tr>

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

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

The Eyewing first appeared in the DL Appendix (MC Appendix 4) (TSR, 1990).<\/p> <\/td> <\/tr><\/table>

\u00a0<\/p><\/div>","family":"Outsider","alignment":" Always lawful evil","environment":" Any land and underground"},{"name":"Fachan","type":"Aberration","ch":3,"challenge_rating":" 03 \u00a0","id":5591,"reference":"Usergen","full_text":"

Fachan <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Small\u00a0Aberration \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 4d8\u00a0(18 hp)<\/td> <\/tr>
Initiative: <\/strong> +7 (Dex)<\/td> <\/tr>
Speed:<\/strong> 230 ft, swim 380 ft<\/td> <\/tr>
AC:<\/strong> 23 (+1 size, +7 Dex, +5 natural)<\/td> <\/tr>
Attacks:<\/strong>Bite +10 melee, club +0 melee<\/td> <\/tr>
Damage: <\/strong>Bite 1d4+1 and poison, club 1d6+1<\/td> <\/tr>
Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
Special Attacks: <\/strong>Head butt, poison<\/td> <\/tr>
Special Qualities: <\/strong><\/td> <\/tr>
Saves: <\/strong>Fort +1, Ref +7, Will +4 <\/td> <\/tr>
Abilities: <\/strong>Str 12, Dex 23, Con 10, Int 6, Wis 11, Cha 8 <\/td> <\/tr>
Skills: <\/strong>Balance +10, Listen +4, Jump +7, Spot +4, Swim +7, Tumble +10
<\/td> <\/tr>
Feats: <\/strong>Weapon Finesse (bite)
<\/td> <\/tr>

<\/td> <\/tr>
Climate: <\/strong>Any marsh<\/td> <\/tr>
Organization: <\/strong>Solitary, band (2-12), or tribe (4-48)<\/td> <\/tr>
Challenge Rating: <\/strong>03<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
Advancement: <\/strong>5-8 HD (Small), 9-12 HD (Medium-Size)<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The fachan is physically one of the most unusual creatures known to exist. The fachan has an egg-shaped body, from the bottom of which protrudes one long leg. The body, which is 2-4 feet in overall height, is topped by a small, round head with one large eye in the center of the face, and the creature has one arm protruding from the center of its chest. The fachan's skin color varies from dark gray-brown to mottled green, but its sparse, stringy hair is always blue-black.

A fachan hops around on its footpad, which has six toes spread equidistantly around it for balance. Its hopping gait and odd appearance make it seem ungainly and awkward, but fachan are amazingly agile and fast. Their leg is naturally springy and allows them to leap a 10-foot span easily and even hurtle over a 6-foot barrier from a standstill. Mages seek out this footpad to make magical boots that replicate the fachan's legendary leaping ability and dexterity.

Fachan live exclusively in wetlands, building lairs similar to partially submerged beaver lodges, constructed in circular patterns. A tribe may have six or more of these lodges, which are 20 feet in diameter, though they are disguised and extremely difficult to locate. Intelligent peoples shun fachan, as the little monsters love to eat humanoid flesh. The sadistic fachan will toy with their prey for days, rather than kill it quickly and cleanly.

Despite the fachan's weird appearance, they do share many physical attributes with ogres and orcs. An orcish legend suggests that Gruumsh created the fachan from the offspring of orcs. As their faces are similar to depictions of the orcish god, fachan are sometimes known as \"Gruumsh-kin.\"

COMBAT<\/b>
Fachan like to surprise and disorient their foes, ambushing them to put fear into prey. They themselves are rarely surprised due to their fantastically keen hearing. When an opponent approaches within melee range of the fachan's location, it launches itself at its target. The combination of the leaping by its strong, powerful leg, and the fachan's exceptionally hard skull sets the target up for its \"head butt\" attack. Fachan can leap upright and stand erect from a prone position as a free action at any time during a round.

A fachan can wield any one-handed weapon with its arm, and prefers clubs and flails, though axes and swords are becoming more common. It can wield weapons or simply bite opponents with their rotting, muck-encrusted teeth. Once an opponent is incapacitated from either its paralytic poison or stunned by the head butt, the fachan will try to quickly drown it under any available water surface.

Head Butt (Ex)<\/b>: This attack causes 1d6+1 damage if the opponent fails his Reflex save (DC 18). In addition, the opponent will be stunned for that round and every round thereafter until he makes a successful Fort save (DC 12).

Poison (Ex)<\/b>: Fachan spittle: Injury, Fort Save DC 12. Initial damage: none; secondary damage: paralyzed for 1d4 rounds.

Skills<\/b>: Fachans receive a +4 racial bonus to Listen checks because of their keen hearing. Their unusual anatomy also gives them a +6 racial bonus to Jump checks.
<\/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":"Aberration","alignment":"Usually neutral evil","environment":">Any marsh"},{"name":"Fachan","type":"Monstrous Humanoid","ch":3,"challenge_rating":" 03 \u00a0","id":5592,"reference":"Usergen","full_text":"

Fachan <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 4d8\u00a0(18 hp)<\/td> <\/tr>
Initiative: <\/strong> +7<\/td> <\/tr>
Speed:<\/strong> 20 ft (4 squares), swim 40 ft<\/td> <\/tr>
Armor Class: <\/strong> 23 (+1 size, +7 Dex, +5 natural), touch 18, flat-footed 16<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+4\/+1<\/td> <\/tr>
Attack: <\/strong>Bite +11 melee (1d4+1 and poison) or club +5 melee (1d6+1) or head butt +11 melee (1d6+1 and stun)<\/td> <\/tr>
Full Attack: <\/strong>Bite +11 melee (1d4+1 and poison) and club +0 melee (1d6) or head butt +11 melee (1d6+1 and stun)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
Special Attacks: <\/strong>Poison, stun<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft, expert leaper<\/td> <\/tr>
Saves: <\/strong>Fort +1, Ref +10, Will +4 <\/td> <\/tr>
Abilities: <\/strong>Str 12, Dex 23, Con 10, Int 6, Wis 11, Cha 8 <\/td> <\/tr>
Skills: <\/strong>Balance +8, Listen +4, Jump +7, Swim +9, Tumble +11<\/td> <\/tr>
Feats: <\/strong>Ability Focus (poison), Weapon Finesse<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any marsh<\/td> <\/tr>
Organization: <\/strong>Solitary, band (2-12), or tribe (4-48)<\/td> <\/tr>
Challenge Rating: <\/strong>03<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
Advancement: <\/strong>5-8 HD (Small), 9-12 HD (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>+3<\/td> <\/tr>
\u00a0<\/td> <\/tr>
From the bottom of this creature's egg-shaped body protrudes one long leg that ends in a footpad, which has six toes spread equidistantly around it for balance. The body is topped by a small, round head with one large eye in the center of the face, and the creature has only a single arm that protrudes from the center of its chest.<\/i>\r

The fachan is physically one of the most unusual creatures known to exist. A fachan's skin color varies from dark gray-brown to mottled green, but its sparse, stringy hair is always blue-black. Despite the fachan's weird appearance, it does share many physical attributes with ogres and orcs. An orcish legend suggests that Gruumsh created the fachan from the offspring of orcs. As their faces are similar to depictions of the orcish god, fachan are sometimes known as \"Gruumsh-kin.\"\r

A fachan's hopping gait and odd appearance make it seem ungainly and awkward, but fachan are amazingly agile. A fachan's leg is naturally springy and allows it to leap a 10-foot span easily and even hurtle over a 6-foot barrier from a standstill. Mages seek out this footpad to make magical boots that replicate the fachan's legendary leaping ability and dexterity.\r

Fachan live exclusively in wetlands, building lairs similar to partially submerged beaver lodges, constructed in circular patterns. A tribe may have six or more of these lodges, which are 20 feet in diameter, though they are disguised and extremely difficult to locate. Intelligent peoples shun fachan, as the little monsters love to eat humanoid flesh. The sadistic fachan will toy with their prey for days, rather than kill it quickly and cleanly.\r

A fachan is 2-4 feet in overall height, and weighs about 105 pounds.\r

Fachans can speak Orc and Giant.\r

COMBAT<\/b>\r
Fachan like to surprise and disorient their foes, ambushing them to put fear into prey. They themselves are rarely surprised due to their fantastically keen hearing. When an opponent approaches within melee range of the fachan's location, it launches itself at its target. The combination of the leaping by its strong, powerful leg, and the fachan's exceptionally hard skull sets the target up for its \"head butt\" attack.\r

A fachan can wield any one-handed weapon with its arm, and prefers clubs and flails, though axes and swords are becoming more common choices. It can wield weapons or simply bite opponents with their rotting, muck-encrusted teeth. Once an opponent is incapacitated from either its paralytic poison or stunned by the head butt, the fachan will try to quickly drown it under any available water surface.\r

Poison (Ex)<\/b>: Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.\r

Stun (Ex)<\/b>: Living creatures hit by a fachan's head butt attack must succeed on a DC 12 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.\r

Expert Leaper (Ex)<\/b>: A fachan's powerful, naturally springy leg and reflexes provide extra benefits when the fachan jumps. A fachan's DC for Jump checks does not increase if the fachan is not able to get a running start. The total distance a fachan jumps with a single jump does not count against its normal maximum movement in a round. If a fachan falls prone, it can stand upright as a free action. A fachan has a +8 racial bonus on Jump checks for high jumps.\r

Skills<\/b>: A fachan has a +4 racial bonus on Listen checks because of its keen hearing, and a +10 racial bonus on Jump checks because of its powerful single leg.\r

A fachan 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>
1991 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium MC11 - Forgotten Realms Appendix II (1991, David \"Zeb\" Cook).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Usually neutral evil","environment":"Any marsh"},{"name":"Fachan, Lesser","type":"Aberration","ch":3,"challenge_rating":" 3 \u00a0","id":5593,"reference":"Usergen","full_text":"

Fachan, Lesser <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Aberration \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 5d8+5\u00a0(32 hp)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> 20 ft. (4 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>Claw +7 melee (1d6+4) or heavy flail +7 melee (1d10+6\/19-20)<\/td> <\/tr>
Full Attack: <\/strong>Claw +7 melee (1d6+4) or heavy flail +7 melee (1d10+6\/19-20)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Monodextrous <\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft.<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +3, Will +5 <\/td> <\/tr>
Abilities: <\/strong>Str 19, Dex 15, Con 12, Int 7, Wis 12, Cha 6 <\/td> <\/tr>
Skills: <\/strong>Jump +12, Listen +4, Spot +4\r
<\/td> <\/tr>
Feats: <\/strong>Great Fortitude, Power Attack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate and cold hills and mountains<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>3<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
Advancement: <\/strong>6-8 HD (Medium); 9-15 (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This roughly humanoid creature has one leg placed centrally under its body, one arm sprouting from the middle of its chest, and one eye in the middle of its face. A single tuft of extremely tough hair rises from the top of its head.<\/i>\r

Lesser fachans are actually larger relatives of the fachan, but lack the paralytic bite and other special attacks of their smaller kin. These creatures are also believed to be relatives of the athach. Despite only having one leg, the lesser fachan is quick and agile. \r

Fachans make their lairs in caves and other sheltered places in the wildest and bleakest of hills and mountains. They have also been known to lair in abandoned stone cottages in the mountains, and the temporary huts used by shepherds in upland summer pastures. They are entirely solitary. Nothing is known of their reproductive habits, if any, but they can live indefinitely unless they are killed in combat or by some accident.\r

Fachans eat any form of meat and seem to waylay humans principally for food. Fachans prefer to ambush lone travelers on the mountains at night or in foul weather but have been known to attack isolated farmsteads for food. They also eat any wild animals that they can overcome by force and surprise. They scavenge from carcasses they find on the mountainside but do not set traps for game. \r

A fachan's lair is littered with bones and debris and any valuables from their previous victims.\r

A lesser fachan stands 6 feet tall and weighs 300 to 400 pounds.\r

Lesser fachans speak a crude dialect of Giant.\r

COMBAT\r

Fachans prefer brute force over subtlety. Their main tactic is a fast surprise attack, seeking to overwhelm the opponent quickly by sheer force.\r

A leser fachan is proficient with all simple and martial weapons.\r

Monodextrous (Ex):<\/b> A fachan may wield two-handed melee weapons in its single hand with no penalty. It applies one and one-half times its Strength bonus as normal for two-handed weapons. When wielding a one-handed melee weapon, a fachan treats it as if wielded two-handed, allowing it to apply the additional half of its Strength bonus. A fachan wielding a double weapon always treats the weapon as if it were wielded one-handed.\r

Skills:<\/b> Lesser fachans have a +12 racial bonus on Jump checks.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1992 Wizards of the Coast, Inc.
Originally found in HR3 - Celts Campaign Sourcebook<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Usually chaotic evil","environment":"Temperate and cold hills and mountains"},{"name":"Faedorne","type":"Fey","ch":10,"challenge_rating":" 10 \u00a0","id":5594,"reference":"Usergen","full_text":"

Faedorne <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 9d6\u00a0(31 hp)<\/td> <\/tr>
Initiative: <\/strong> +4<\/td> <\/tr>
Speed:<\/strong> 30 ft (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 14 (+4 Dex), touch 14, flat-footed 10<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+4\/+4<\/td> <\/tr>
Attack: <\/strong>+1 silver dagger<\/i> +9 melee (1d4\/19-20) <\/td> <\/tr>
Full Attack: <\/strong>+1 silver dagger<\/i> +9 melee (1d4\/19-20) <\/td> <\/tr>
Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
Special Attacks: <\/strong>Spell-like abilities, spells, summon silver warrior<\/i><\/td> <\/tr>
Special Qualities: <\/strong>Low-light vision, mistress of illusion, resolve, superior clairvoyance<\/td> <\/tr>
Saves: <\/strong>Fort +3, Ref +10, Will +9 <\/td> <\/tr>
Abilities: <\/strong>Str 11, Dex 18, Con 10, Int 19, Wis 17, Cha 20 <\/td> <\/tr>
Skills: <\/strong>Concentration +12, Diplomacy +19, Knowledge (arcana) +16, Knowledge (history) +14, Knowledge (nature) +14, Knowledge (the planes) +16, Listen +13, Sense Motive +13, Spellcraft +18 (+20 scrolls), Spot +13, Survival +3 (+5 other planes, +5 aboveground), Use Magical Device +15 (+17 scrolls)<\/td> <\/tr>
Feats: <\/strong>Greater Spell Focus (illusion), Spell Focus (illusion), Two-Weapon Fighting, Weapon Finesse<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>The Shining Isles<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>10<\/td> <\/tr>
Treasure: <\/strong>Standard plus spellbook and 2 +1 silver daggers<\/i><\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>By character class<\/td> <\/tr>
Level Adjustment: <\/strong>+4<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This appears to be a female elf, though her features are longer and thinner than an average elf and stunningly beautiful.<\/i>\r

The faedornae are magical beings that live on eldritch islands far above the earth, gathering other neutral beings of great courage around them. Faedornae embody many of the same ideals as do elves, but only rarely make themselves known to elves. A faedorne will subtly guide an elven hero on an important quest and provide aid in times of danger, but never personally interfere directly.\r

A faedorne has increased magical powers on her Shining Isle, and will be reluctant to leave it.\r

Faedornae are the same height as elves, though they weigh slightly less.\r

A faedorne speaks Elven.\r

COMBAT<\/b>\r
A faedorne is loath to enter combat with intelligent beings, but is more than capable of defending itself if need be. A faedorne will summon silver warriors to defeat or drive off attackers, while using her spells to subdue the opponents or escape.\r

Spell-Like Abilities<\/b>: At will - silent image<\/i> (quickened, DC 23). Caster level 12th. The save DCs are Charisma-based.\r

Spells<\/b>: A faedorne can cast arcane spells as a 12th-level wizard. Typical Wizard Spells Prepared<\/i> (4\/5\/5\/5\/4\/3\/2; save DC 14 + spell level or 16 + spell level for illusion spells): 0 \u00c2\u0096 detect magic<\/i>, light<\/i>, ghost sound<\/i>, read magic<\/i>; 1st \u00c2\u0096 charm person<\/i>, comprehend languages<\/i>, mage armor<\/i>, protection from evil<\/i>, shield<\/i>; 2nd \u00c2\u0096 detect thoughts<\/i>, invisibility<\/i>, mirror image<\/i>, protection from arrows<\/i>, see invisibility<\/i>; 3rd \u00c2\u0096 displacement<\/i>, fly<\/i>, haste<\/i>, lightning bolt<\/i>, major image<\/i>; 4th \u00c2\u0096 greater invisibility<\/i>, hallucinatory terrain<\/i>, polymorph<\/i>, rainbow pattern<\/i>; 5th \u00c2\u0096 mirage arcana<\/i>, summon monster V<\/i>, teleport<\/i>; 6th \u00c2\u0096 antimagic field<\/i>, permanent image<\/i>. The save DCs are Intelligence-based.\r

Summon Silver Warrior (Sp)<\/i><\/b>: A faedorne can automatically summon 1d6 silver warriors at will to serve her needs. Summoned silver warriors remain for 24 hours (or until dismissed), at which point they vanish unless she immediately re-summons them. Silver warriors summoned by a faedorne are treated as if she had the Augment Summoning feat (gaining a +4 enhancement bonus to Strength and Constitution).\r

Mistress of Illusion (Ex)<\/b>: Faedornae have a +5 racial bonus on the save DCs of all illusion spells or spell-like abilities they use while on their Shining Isle.\r

Resolve (Ex)<\/b>: A faedorne has a +4 morale bonus to Will saves while on its Shining Isle.\r

Superior Clairvoyance (Su)<\/b>: Three times per day, a faedorne can use a powerful form of clairaudience\/clairvoyance<\/i>, which functions as the spell (caster level 25th), except that the faedorne may use it to view any location on the Material Plane, regardless of her current location.\r


THE SHINING ISLES<\/b>\r
Each faedorne lives on her own extraplanar Shining Isle. A Shining Isle is a finite plane, clearly bounded on all sides by the Material Plane. Traveling from the Material Plane to a Shining Isle is as simple as stepping onto or off the Isle's land - no magic is required. The planar boundary of a Shining Isle is an invisible, incorporeal dome surrounding the actual floating island. From ground level, a Shining Isle is only visible at night, and is indistinguishable from a star.\r

Getting to a Shining Isle is difficult, because it is many miles above the ground. A magnificent, magical silver ship exists to bring a being from the ground to the Isle in the sky, if the faedorne wishes. Each Isle has its own special ceremony that must be performed to summon the ship, a high-prowed vessel of gleaming silver. A field of force surrounds the ship, preventing anyone or anything from coming aboard or leaving. Any being that walks towards the ship is instantly teleported aboard; any beings that is not welcome on the Isle by the will of the faedorne is not teleported and cannot board the ship. The ship itself contains no goods or items and propels itself, sailing smoothly into the sky until it reaches the Shining Isle. While docked on the Isle, the force field is lowered, allowing free passage between the ship and land.\r

The magical nature of a Shining Isle prevents dispel magic<\/i>, fly<\/i>, and levitate<\/i> spells and effects from functioning within its boundaries. Each faedorne is mystically bound to her Isle, and vice versa, the magic of the Isle strengthening her magic.\r

FAEDORNE AS CHARACTERS<\/b>\r
A faedorne's favored class is wizard.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1984 Wizards of the Coast, Inc.
Originally found in module O2 - Blade of Vengeance (1984, Jim Bambra), AC9 - Creature Catalogue (1986), and DMR2 - Creature Catalog (1993).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Usually neutral","environment":"The Shining Isles"},{"name":"Faerie Changeling","type":"Fey","ch":3,"challenge_rating":" 3 \u00a0","id":5595,"reference":"Usergen","full_text":"

Faerie Changeling <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 4d6+8\u00a0(22 hp)<\/td> <\/tr>
Initiative: <\/strong> +4<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares), fly 40 ft. (good)<\/td> <\/tr>
Armor Class: <\/strong> 16 (+1 size, +4 Dex, +1 insight), touch 16, flat-footed 12<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+2\/-4<\/td> <\/tr>
Attack: <\/strong>Masterwork short sword +8 melee (1d4\u00c2\u00962\/19-20) \r
<\/td> <\/tr>
Full Attack: <\/strong>Masterwork short sword +8 melee (1d4\u00c2\u00962\/19-20) \r
<\/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, disguise self, low-light vision, spell resistance 14 <\/td> <\/tr>
Saves: <\/strong>Fort +3, Ref +8, Will +6 <\/td> <\/tr>
Abilities: <\/strong>Str 7, Dex 18, Con 14, Int 18, Wis 14, Cha 16 <\/td> <\/tr>
Skills: <\/strong>Bluff +12, Concentration +9, Diplomacy +7, Disguise +10 (+12 acting)*, Hide +15, Intimidate +7, Knowledge (any one) +11, Knowledge (nature) +11, Listen +9, Move Silently +11, Sense Motive +9, Spot +9\r
<\/td> <\/tr>
Feats: <\/strong>Persuasive, Weapon Finesse<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any<\/td> <\/tr>
Organization: <\/strong>Solitary, pair, or court (6-40 seelie faeries of mixed sizes) <\/td> <\/tr>
Challenge Rating: <\/strong>3<\/td> <\/tr>
Treasure: <\/strong>No coins; 50% goods; 50% items<\/td> <\/tr>
Alignment: <\/strong>Any nonevil<\/td> <\/tr>
Advancement: <\/strong>5 HD (Small)<\/td> <\/tr>
Level Adjustment: <\/strong>+4<\/td> <\/tr>
\u00a0<\/td> <\/tr>
Something about this human child's eyes bely an ancient wisdom.<\/i>\r

The faeries of the Seelie Court occasionally steal infant human and elven children, replacing them with ancient faeries.\r

The seelie faeries prize beauty in all its forms. This admiration extends, unfortunately, to human children. To the faeries, these children are like dolls: a passing amusement. The human lifespan\u00c2\u0097let alone childhood\u00c2\u0097is so short compared to the seelie existence, that the faeries don\u00c2\u0092t think of humans as equal beings, but as novelties. They see nothing wrong with plucking a child from its parents\u00c2\u0092 care for their own pleasure. \r

The faerie changeling remains among its human \"parents\" as long as possible, taking the opportunity to learn as much as possible about humans during the masquerade. After six or seven years, however, the faerie changeling grows bored. One night it simply disappears, never to be seen by its \u00c2\u0093parents\u00c2\u0094 again, and returns to the Seelie Court.\r

Like other members of the Seelie Court, faerie changelings eat nearly any food, but have an aversion to milk. Their refusal to drink milk\u00c2\u0097a staple of most human children\u00c2\u0092s diets\u00c2\u0097leads to their discovery more often than any other clue. Sometimes, a perfectly ordinary human child is suspected of being a changeling simply because she or he doesn\u00c2\u0092t happen to like milk. \r

A faerie changeling is 2 to 4 feet tall and weighs 20 to 50 pounds. \r

Faerie changelings speak Common, Elven, and Sylvan.\r

COMBAT\r

Faerie changelings do their best to masquerade as human children for as long as possible. Once discovered, however, they flee as soon as possible, using their spell-like abilities to create an opportunity for escape.\r

Disguise Self (Su):<\/b> A faerie changeling is supernaturally glamered to appear as a humanoid child, as if using a disguise self<\/i> spell. This ability is constant, but the changeling can suppress or resume it as a free action.\r

Spell-Like Abilities:<\/b> Always active\u00c2\u0097detect chaos, detect evil, detect good, detect law<\/i>; 1\/day\u00c2\u0097dancing lights, magic aura, minor image<\/i> (DC 15), misdirection<\/i> (DC 15), prestidigitation, ventriloquism<\/i> (DC 14). Caster level 4th. The save DCs are Charisma-based.\r

Skills:<\/b> A faerie changeling has a +10 bonus on Disguise checks made to impersonate a human or elven child when using its disguise self ability.\r

Humanoid Changelings<\/b>\r
Human (or elven) changelings are infants stolen by faeries and raised in the Seelie Court. These humanoid changelings live among the Seelie Court until they reach that adolescence, at which point the faeries outfit them with arms and equipment and send them out into the world. Because of all they have learned among the faeries, most make it to adulthood, either somehow finding their way back to the Material Plane or living in the Shadow World. Their time among the faeries generally teaches them quite a bit about the faerie world. This usually manifests as a fey bloodline, usually minor or intermediate depending upon the time spent among the fey.\r

In Cerilia<\/b>\r
In Cerilia, the Seelie Court is found in the Shadow World. As a result, many humanoid changelings wander that realm, unable (or uninterested) in returning to Cerilia.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
2000 Wizards of the Coast, Inc.
Originally found in Blood Spawn<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Any nonevil","environment":"Any"},{"name":"Faerie Drake","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":5596,"reference":"Usergen","full_text":"

Faerie Drake <\/h1><\/td> <\/tr>


<\/td> <\/tr>
Dragon ()<\/strong><\/td> <\/tr>
Environment: <\/strong>Temperate forests<\/td> <\/tr>
Organization: <\/strong>Solitary, pair, or clutch (3-8)<\/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 neutral, usually chaotic<\/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>

Faerie 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>8<\/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>8<\/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>10<\/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>10<\/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>T<\/font><\/td>5d12+5\u00a0(37 hp)<\/font><\/td>11<\/font><\/td>18<\/font><\/td>13<\/font><\/td>12<\/font><\/td>15<\/font><\/td>15<\/font><\/td>+5\/-3<\/font><\/td>+7<\/font><\/td>+7<\/font><\/td>+10<\/font><\/td>+8<\/font><\/td>5d6\u00a0(13)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
Adult<\/font><\/td>T<\/font><\/td>6d12+6\u00a0(45 hp)<\/font><\/td>11<\/font><\/td>18<\/font><\/td>13<\/font><\/td>12<\/font><\/td>15<\/font><\/td>15<\/font><\/td>+6\/-2<\/font><\/td>+8<\/font><\/td>+8<\/font><\/td>+11<\/font><\/td>+9<\/font><\/td>6d6\u00a0(14)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
Mature Adult<\/font><\/td>T<\/font><\/td>7d12+7\u00a0(52 hp)<\/font><\/td>11<\/font><\/td>18<\/font><\/td>13<\/font><\/td>14<\/font><\/td>17<\/font><\/td>17<\/font><\/td>+7\/-1<\/font><\/td>+9<\/font><\/td>+9<\/font><\/td>+12<\/font><\/td>+11<\/font><\/td>7d6\u00a0(14)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
Old<\/font><\/td>T<\/font><\/td>8d12+8\u00a0(60 hp)<\/font><\/td>11<\/font><\/td>18<\/font><\/td>13<\/font><\/td>14<\/font><\/td>17<\/font><\/td>17<\/font><\/td>+8\/+0<\/font><\/td>+10<\/font><\/td>+10<\/font><\/td>+13<\/font><\/td>+12<\/font><\/td>8d6\u00a0(15)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
Very Old<\/font><\/td>T<\/font><\/td>9d12+9\u00a0(67 hp)<\/font><\/td>11<\/font><\/td>18<\/font><\/td>13<\/font><\/td>16<\/font><\/td>19<\/font><\/td>19<\/font><\/td>+9\/+1<\/font><\/td>+11<\/font><\/td>+11<\/font><\/td>+14<\/font><\/td>+14<\/font><\/td>9d6\u00a0(15)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
Ancient<\/font><\/td>T<\/font><\/td>10d12+10\u00a0(75 hp)<\/font><\/td>11<\/font><\/td>18<\/font><\/td>13<\/font><\/td>16<\/font><\/td>19<\/font><\/td>19<\/font><\/td>+10\/+2<\/font><\/td>+12<\/font><\/td>+12<\/font><\/td>+15<\/font><\/td>+15<\/font><\/td>10d6\u00a0(16)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
Wyrm<\/font><\/td>T<\/font><\/td>11d12+11\u00a0(82 hp)<\/font><\/td>11<\/font><\/td>18<\/font><\/td>13<\/font><\/td>18<\/font><\/td>21<\/font><\/td>21<\/font><\/td>+11\/+3<\/font><\/td>+13<\/font><\/td>+13<\/font><\/td>+16<\/font><\/td>+17<\/font><\/td>11d6\u00a0(16)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
Great Wyrm<\/font><\/td>T<\/font><\/td>12d12+12\u00a0(90 hp)<\/font><\/td>11<\/font><\/td>18<\/font><\/td>13<\/font><\/td>20<\/font><\/td>21<\/font><\/td>21<\/font><\/td>+12\/+4<\/font><\/td>+14<\/font><\/td>+14<\/font><\/td>+17<\/font><\/td>+18<\/font><\/td>12d6\u00a0(17)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr><\/table><\/td><\/tr>
\u00a0<\/td> <\/tr>

Faerie 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), swim 20 ft.<\/font><\/td>+4<\/font><\/td>16 (+2 size, +4 Dex), touch 16, flat-footed 12<\/font><\/td>Immunities, unearthly grace<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
Very Young<\/font><\/td>10 ft., fly 60 ft. (perfect), swim 20 ft.<\/font><\/td>+4<\/font><\/td>16 (+2 size, +4 Dex), touch 16, flat-footed 12<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
Young<\/font><\/td>10 ft., fly 60 ft. (perfect), swim 20 ft.<\/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), swim 20 ft.<\/font><\/td>+4<\/font><\/td>17 (+2 size, +4 Dex, +1 Cha), touch 17, flat-footed 13<\/font><\/td>Entangle<\/i><\/font><\/td>1st<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
Young Adult<\/font><\/td>10 ft., fly 60 ft. (perfect), swim 20 ft.<\/font><\/td>+4<\/font><\/td>18 (+2 size, +4 Dex, +2 Cha), touch 18, flat-footed 14<\/font><\/td>DR 5\/cold iron<\/font><\/td>2nd<\/font><\/td>16<\/font><\/td><\/tr>
Adult<\/font><\/td>10 ft., fly 60 ft. (perfect), swim 20 ft.<\/font><\/td>+4<\/font><\/td>18 (+2 size, +4 Dex, +2 Cha), touch 18, flat-footed 14<\/font><\/td>Invisibility<\/i><\/font><\/td>2nd<\/font><\/td>17<\/font><\/td><\/tr>
Mature Adult<\/font><\/td>10 ft., fly 60 ft. (perfect), swim 20 ft.<\/font><\/td>+4<\/font><\/td>19 (+2 size, +4 Dex, +3 Cha), touch 19, flat-footed 15<\/font><\/td>DR 10\/cold iron, speak with plants<\/i><\/font><\/td>3rd<\/font><\/td>18<\/font><\/td><\/tr>
Old<\/font><\/td>10 ft., fly 60 ft. (perfect), swim 20 ft.<\/font><\/td>+4<\/font><\/td>19 (+2 size, +4 Dex, +3 Cha), touch 19, flat-footed 15<\/font><\/td>Freedom of movement<\/i><\/font><\/td>3rd<\/font><\/td>19<\/font><\/td><\/tr>
Very Old<\/font><\/td>10 ft., fly 60 ft. (perfect), swim 20 ft.<\/font><\/td>+4<\/font><\/td>20 (+2 size, +4 Dex, +4 Cha), touch 16, flat-footed 20<\/font><\/td>DR 15\/cold iron, hallucinatory terrain<\/i><\/font><\/td>4th<\/font><\/td>20<\/font><\/td><\/tr>
Ancient<\/font><\/td>10 ft., fly 60 ft. (perfect), swim 20 ft.<\/font><\/td>+4<\/font><\/td>20 (+2 size, +4 Dex, +4 Cha), touch 20, flat-footed 16<\/font><\/td>Charm monster<\/i><\/font><\/td>4th<\/font><\/td>21<\/font><\/td><\/tr>
Wyrm<\/font><\/td>10 ft., fly 60 ft. (perfect), swim 20 ft.<\/font><\/td>+4<\/font><\/td>21 (+2 size, +4 Dex, +5 Cha), touch 21, flat-footed 17<\/font><\/td>DR 20\/cold iron\t<\/font><\/td>5th<\/font><\/td>22<\/font><\/td><\/tr>
Great Wyrm<\/font><\/td>10 ft., fly 60 ft. (perfect), swim 20 ft.<\/font><\/td>+4<\/font><\/td>21 (+2 size, +4 Dex, +5 Cha), touch 21, flat-footed 17<\/font><\/td>Project image<\/i><\/font><\/td>5th<\/font><\/td>23<\/font><\/td><\/tr><\/table><\/td><\/tr>
\u00a0<\/td> <\/tr>
*Can also cast spells from the Animal, Plant, and Weather domains as arcane spells.\r

This miniature dragon is less than two feet in length. Its wings are spotted, with the tips a different shade of the same color. Its scales are metallic, while its underbelly is vibrantly chromatic.<\/i>\r

Faerie drakes are relatives of the faerie dragon. Like their cousins, they share a close affinity with fey and sylvan creatures.\r

Although faerie drakes are true dragons, they do not increase in size as they age. Wings are either striped or spotted, with wingtips darker than their body color on males, and lighter on females. This coloration determines a faerie drake's breath weapon, immunities, and some of its spell-like abilities. All faerie drakes have a metallic sheen to their scales, although males have a stronger sheen than females. A faerie drake's underbelly scales change coloration over time, beginning as red at wyrmling, fading to orange at juvenile, then to yellow at young adult, before darkening to green at adult, bluish-green at old, blue at very old, and finally violet at ancient and older categories.\r

Faerie drakes enjoy swimming, and are quite swift and agile in the water. They are also fantastic fliers, flitting about almost like hummingbirds. Faerie drakes are omnivorous, subsisting mostly on fish, berries, and small mammals.\r

Faerie drakes make their lairs in sylvan woodlands, getting along well with the other inhabitants. Faerie drakes mate for life. Mated pairs produce a clutch of 1-4 eggs at a time, which they conceal within their nests.\r

Faerie 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 faerie drakes speak Sylvan in addition to Draconic.\r

Combat\r

Faerie drakes are playful and mischievous, preferring to tease rather than harry other creatures. If drawn into battle, a faerie drake relies on its spell-like abilities and breath weapon, while using its great manueverability to keep it out of harm's way.\r

Unlike most true dragons, faerie drakes do not gain the frightful presence ability.\r

Breath Weapon (Su):<\/b> Each faerie drake has one type of breath weapon determined by the color of its wing markings as in the table below. The drake may use its breath weapon every 1d4 rounds. The gas attacks of the metallic faerie drakes are the same as those of the corresponding metallic dragons. Lines are 30 feet and cones are 15 feet, as for Tiny true dragons. The save DCs are Constitution-based.\r

Black:<\/i> line of acid\r
Blue:<\/i> line of electricity\r
Brass:<\/i> cone of sleep gas; Creatures within the cone must succeed on a Will save or fall asleep, regardless of HD, for 1d6 rounds plus 1 round per age category of the dragon.\r
Bronze:<\/i> cone of repulsion gas; Creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category of the dragon. This is a mind-affecting compulsion enchantment effect.\r
Copper:<\/i> cone of slow gas; Creatures within the cone must succeed on a Fortitude save or be slowed for 1d6 rounds plus 1 round per age category of the dragon.\r
Gold:<\/i> cone of weakening gas; Creatures within a cone of weakening gas must succeed on a Fortitude save or take 1 point of Strength damage per age category of the dragon.\r
Green:<\/i> cone of acid\r
Red:<\/i> cone of fire\r
Silver:<\/i> cone of paralyzing gas; Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.\r
White:<\/i> cone of cold\r

Hold Breath (Ex):<\/b> A faerie drake can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.\r

Immunities (Ex):<\/b> Each faerie drake has immunities determined by the color of its wing markings as in the table below.\r

Black:<\/i> acid\r
Blue:<\/i> electricity\r
Brass:<\/i> fire\r
Bronze:<\/i> electricity\r
Copper:<\/i> acid\r
Gold:<\/i> fire\r
Green:<\/i> acid\r
Red:<\/i> fire\r
Silver:<\/i> acid and cold\r
White:<\/i> cold\r

Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097entangle<\/i> (juvenile or older), invisibility<\/i> (adult or older), speak with plants<\/i> (mature adult or older); 1\/day\u00c2\u0097charm monster<\/i> (ancient or older), freedom of movement<\/i> (old or older), hallucinatory terrain<\/i> (very old or older), project image<\/i> (great wyrm).\r

Faerie drakes may gain additional spell-like abilities based on their wing coloration:\r

Black<\/i> = corrupt water<\/i> (as black dragon) 1\/day (very old or older)\r
Blue<\/i> = blink<\/i> 3\/day (adult or older)\r
Brass<\/i> = mirror image<\/i> 3\/day (adult or older)\r
Bronze<\/i> = fog cloud<\/i> 1\/day (ancient or older)\r
Copper<\/i> = stone shape<\/i> 3\/day (old or older)\r
Gold<\/i> = alternate form (as gold dragon)(wyrm or older)\r
Green<\/i> = plant growth<\/i> 1\/day (ancient or older)\r
Red<\/i> = haste<\/i> 3\/day (old or older)\r
Silver<\/i> = gaseous form<\/i> 3\/day (mature adult or older)\r
White<\/i> = freezing fog<\/i> 1\/day (wyrm or older) \r

Unearthly Grace (Su):<\/b> A faerie 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 faerie drakes.<\/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 neutral, usually chaotic","environment":"Temperate forests"},{"name":"Faerie Fiddler","type":"Fey","ch":3,"challenge_rating":" 03 \u00a0","id":5597,"reference":"Usergen","full_text":"

Faerie Fiddler <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 1d6\u00a0(3 hp)<\/td> <\/tr>
Initiative: <\/strong> +6 (Dex)<\/td> <\/tr>
Speed:<\/strong> 30 ft<\/td> <\/tr>
AC:<\/strong> 20 (+2 size, +6 Dex, +2 natural)<\/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>Fiddling<\/td> <\/tr>
Special Qualities: <\/strong>Immune to enchantment magic, SR 16<\/td> <\/tr>
Saves: <\/strong>Fort +3, Ref +8, Will +6 <\/td> <\/tr>
Abilities: <\/strong>Str 10, Dex 23, Con 16, Int 10, Wis 18, Cha 17 <\/td> <\/tr>
Skills: <\/strong>Escape Artist +9, Listen +8, Perform (dance, melody, strings) +14<\/td> <\/tr>
Feats: <\/strong>Dodge<\/td> <\/tr>

<\/td> <\/tr>
Climate: <\/strong>Any land<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>03<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral good<\/td> <\/tr>
Advancement: <\/strong>1-3 HD (Tiny)<\/td> <\/tr>
\u00a0<\/td> <\/tr>
Faerie fiddlers are icons of fey society, living as individuals among other faerie communities. Fiddlers exist to protect other fey, and make the world more pleasant to them.

Faerie fiddlers resemble ancient, tiny human males in somber, archaic dress. They always carry around with them a tiny, exquisite fiddle (or similar stringed instrument). They keep in good spirits despite their serious clothing, and are amazingly spry and lively for such skinny folk. Faerie fiddlers speak Common, Elf, Gnome, and Sylvan, as well as the languages of any nearby humanoid communities.

COMBAT<\/b>
Faerie fiddlers never start a fight, but when attacked they begin to dance and caper about. These constant movements help provide the fiddler with his high armor class. Fiddlers never fight with weapons, and when confronted with an opponent immune or resistant to his magic, the fiddler will flee if no other fey are in danger. Faerie fiddlers will lay down their own lives to save other fey.

Fiddling (Su)<\/b>: Faerie fiddlers can play magical tunes on their instruments, both for enjoyment and combat purposes. Any of these effects can be resisted with a Will save (DC 14). The tunes can be played with subtlety, such that the listener may not be aware of the sonic attack. The fiddler can play any of these songs at will, so long as there is no magical silence<\/i> in the area.

\t* Song One<\/i>: The first song of the fiddler is a common dance melody that eliminates hunger, thirst, or fatigue for all who hear it, so long as they are dancing. If a listener has the perform (dance) skill, he can fight opponents in combat, while dancing.

\t* Song Two<\/i>: The second song of the fiddler is a defensive spell, used if the fiddler or his friends are threatened with harm. With this song, the fiddler can affect one target per round within 30 feet with an Otto's irresistible dance<\/i> spell. This effect is usually used to immobilize opponents, and to cover escape from combat.

\t* Song Three<\/i>: The most powerful tune of the fiddler is reserved for someone who truly offends faerie sensibilities; someone who refuses to dance with them, denies the existence of faeries, or tries to cheat a faerie in some way can expect to have this song used on them. This tune can only be played once per month, and then only on the night of a full moon. This tune eliminates fatigue like the first tune, but also has an effect on the target much like an exaggerated time stop<\/i> spell. For every hour the target spends dancing, a year will pass by around them, and the lack of fatigue makes the target capable of dancing for a long time. The nature of the enchantment of this tune is such that the victim will be unaware of what is really happening if they are not familiar with the effect, and the victim can only make a saving throw by conscious desire to resist.

Immune to Enchantment Magic (Ex)<\/b>: Faerie Fiddlers are immune to all spells and effects of the enchantment school.
<\/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 good","environment":">Any land"},{"name":"Faerie Phiz","type":"Fey","ch":11,"challenge_rating":" 11 \u00a0","id":5598,"reference":"Usergen","full_text":"

Faerie Phiz <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 10d6+40\u00a0(75 hp)<\/td> <\/tr>
Initiative: <\/strong> -1<\/td> <\/tr>
Speed:<\/strong> 0 ft.<\/td> <\/tr>
Armor Class: <\/strong> 20 (+4 size, -1 Dex, +3 natural, +4 mage armor), touch 13, flat-footed 20<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+5\/-4<\/td> <\/tr>
Attack: <\/strong>Bite +12 melee (2d10+4)<\/td> <\/tr>
Full Attack: <\/strong>Bite +12 melee (2d10+4)<\/td> <\/tr>
Space\/Reach: <\/strong>1 ft.\/0 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Impossible bite, spells, spit<\/td> <\/tr>
Special Qualities: <\/strong>Camouflage, damage reduction 10\/cold iron and slashing, hands-free spellcasting, knowledgeable, low-light vision, polyglot, spell resistance 22<\/td> <\/tr>
Saves: <\/strong>Fort +7, Ref +6, Will +12 <\/td> <\/tr>
Abilities: <\/strong>Str 17, Dex 8, Con 18, Int 20, Wis 20, Cha 19 <\/td> <\/tr>
Skills: <\/strong>Bluff +17, Concentration +17, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +6, Knowledge (arcana) +18, Knowledge (history) +18, Knowledge (local) +18, Knowledge (nature) +18, Listen +18, Sense Motive +18, Spellcraft +20 (+22 scrolls), Spot +18, Survival +5 (+7 in aboveground natural environments), Use Magic Device +17 (+19 scrolls)\r
<\/td> <\/tr>
Feats: <\/strong>Ability Focus (spit), Eschew Materials (B), Extend Spell, Maximize Spell, Spell Penetration<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate forests<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>11<\/td> <\/tr>
Treasure: <\/strong>Half standard<\/td> <\/tr>
Alignment: <\/strong>Any<\/td> <\/tr>
Advancement: <\/strong>11-15 HD (Tiny), 16-30 HD (Small) or by character class<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A striking visage suddenly appears on the wooden surface. It is clearly alive, for its eyes blink and its lips twitch.<\/i>\r

The faerie phiz is a strange fey creature bound to wooden surfaces. Its name arises from the old elven word for \"face\", as these creatures are most often found in ancient elven kingdoms and sylvan settings. A faerie phiz can appear in any type of wood, although oak is by far the most common. Though most often found on trees, they have been seen on ancient wooden doors, bridges, and even walls of houses.\r

Sages who study phizonomie, the study of judging character solely based on facial features, believe that the phiz arise from overflows of potent faerie magic. They are also thought to arise from the energy released upon the death of a potent spellcaster while in an area of ancient woods. Faerie phiz do not react lightly to threats, and will never impart their knowledge under duress, preferring its own destruction. Having little use for wealth, it is unlikely that a faerie phiz can be bribed to share information, although the offer of powerful magic items can sometimes make it amenable. The only surefire way to encourage a phiz to share its knowledge is by offering it the rich faerie food upon which it subsists.\r

Obtaining faerie food is a dangerous endeavor. One such way to acquire this meal is to join a faerie ring, a circle of mushrooms in which sprites and other tiny fey dance and frolic. The seeker must enter the circle, then dance or sing in hopes of being offered food. Although the dance seems to take but a few moments, there is the possibility that seven years have passed in the outside world. Another method to acquire faerie food requires an invitation to enter a faerie hill. The seeker must exercise extreme caution to not consume any of the delectable morsels and libations, else be polymorphed into a tiny sprite and forever imprisoned, and possibley enslaved to evil fey.\r

Faerie food appears no different that normal food, but is extremely delicious. The phiz grows hungry only once each year, usually in the spring for good-aligned phiz and winter for evil faerie phiz. This food is stored in an extradimensional cavity that serves as the phiz's stomach. From these stores the phiz nibbles for the next year. \r

These fey are extremely long-lived, and as such, are an excellent source of knowledge. However, a faerie phiz generally prefers to be left alone, and may pretend to be old and weary, even senile, to avoid having to spend time with travelers imparting its knowledge. \r

Faerie phiz get along well with most sylvan beings, and are on especially good terms with treants.\r

Faerie phiz range in size from the face of pixie (Diminutive) to that of a hill giant (Small). No two ever look alike, although in extremely rare cases (once a millenium), a pair of twins may occur. Appearances run the gamut from dour and ugly as hill giants to the regal, beautiful countenance of elflords. The lifespan of a faerie phiz can exceed 1,500 years.\r

Faerie phiz can speak nearly any language thanks to their polyglot ability.\r

COMBAT\r

Faerie phiz are powerful spellcasters, and prefer to rely on their magic in battle. They abhor fire, and generally will spit on any lingering flames or bearers of torches and other fiery effects.\r

Camouflage (Ex):<\/b> Since a faerie phiz looks like a normal tree 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 phiz. Elves and druids receive a +2(?) bonus on their checks.\r

Hands-free Spellcasting (Ex):<\/b> A faerie phiz may ignore the somatic component of any spell it casts. \r

Impossible Bite (Su):<\/b> A faerie phiz's bite attack is an extension of the extradimensional space in which it stores its meals. As such, it deals far more damage than usual for a creature of its size. Despite the size of its maw, a faerie phiz does not digest food in a normal manner, and thus chooses not to swallow living creatures.\r

Knowledgeable (Ex):<\/b> A faerie phiz 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

Polyglot (Ex):<\/b> A faerie phiz speaks all languages except for secret languages, such as Druidic. \r

Spells:<\/b> A faerie phiz casts spells as a 10th-level druid and 10th-level wizard. Additionally, a faerie phiz is considered to have Spell Mastery as a bonus feat for all of its spells. \r

Typical Druid Spells Prepared<\/i> (6\/6\/5\/4\/4\/3; save DC 15 + spell level): \r
0\u00c2\u0097create water<\/i> (2), detect magic, detect poison, guidance, resistance<\/i>; \r
1st\u00c2\u0097cure light wounds, entangle<\/i> (2), faerie fire, obscuring mist, speak with animals<\/i>; \r
2nd\u00c2\u0097extended obscuring mist, gust of wind, lesser restoration, resist energy (fire), wood shape<\/i>; \r
3rd\u00c2\u0097call lightning, cure moderate wounds, plant growth, speak with plants<\/i>; \r
4th\u00c2\u0097command plants, control water, dispel magic, spike stones<\/i>;\r
5th\u00c2\u0097maximized chill metal, tree stride, wall of thorns<\/i>.\r

Typical Wizard Spells Prepared<\/i> (4\/6\/5\/4\/4\/3; save DC 15 + spell level): \r
0\u00c2\u0097daze, detect magic, prestidigitation, read magic<\/i>; \r
1st\u00c2\u0097charm person, comprehend languages, mage armor, magic missile, ray of enfeeblement, shield<\/i>; \r
2nd\u00c2\u0097acid arrow, blur, shatter, whispering wind<\/i>; \r
3rd\u00c2\u0097deep slumber<\/i>, extended hideous laughter, lightning bolt, suggestion<\/i>; \r
4th\u00c2\u0097dimension door<\/i>, extended slow, fear, greater invisibility<\/i>;\r
5th\u00c2\u0097baleful polymorph, cloudkill, mind fog.<\/i>\r

Spit (Ex):<\/b> Once every 1d4 rounds, a faerie phiz may spit a flame-suppressing gob up to 300 feet. If it strikes a fire, this functions as a quench<\/i> spell (caster level equals faerie phiz's Hit Dice). Living creatures hit by the spittle must succeed on a DC 21 Fortitude save or suffer an intense itching sensation. This itching imposes a -4 penalty on Armor Class and a -2 penalty on attack rolls and Dexterity-based checks for 1d4 rounds. Additionally, an affected creature must succeed on a Concentration check (DC 20 + spell level) to cast a spell. An affected creature can spend a full-round action to scratch itself, thereby ending the effect. The save DC is Constitution-based.\r

Advanced Faerie Phiz<\/b>\r
Many faerie phiz advance only by increasing Hit Dice. For every two additional Hit Dice gained, a faerie phiz increases its spellcasting ability by one level in both druid and wizard spells. Its spell resistance and Challenge Rating both increase by 1 at the same rate. Thus, a 16 HD faerie phiz casts spells as a 13th-level druid and 13th-level wizard, has spell resistance 25, and is CR 14.\r

Some faerie phiz instead choose to advance by class levels. Mystic theurge is their favored class, and their innate druid and wizard levels count towards meeting the prerequisites to enter the prestige class. Additionally, they stack with any spellcasting levels gained via the prestige class. The spell resistance of a faerie phiz increases by +1 for each class level taken.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1993 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #191<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Any","environment":"Temperate forests"},{"name":"Faerie Queen","type":"Fey","ch":22,"challenge_rating":" 22 \u00a0","id":5599,"reference":"Usergen","full_text":"

Faerie Queen <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 36d6+108\u00a0(234 hp)<\/td> <\/tr>
Initiative: <\/strong> +4<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares), fly 40 ft. (good)<\/td> <\/tr>
Armor Class: <\/strong> 32 (+4 Dex, +9 deflection, +9 +5 greater silent moves elven chain<\/i>), touch 13, flat-footed 28<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+18\/+18<\/td> <\/tr>
Attack: <\/strong>+4 keen dancing rapier<\/i> +26 melee (1d6+4\/15-20) or +3 composite longbow of distance<\/i> +25 ranged (1d8+3\/x3)<\/td> <\/tr>
Full Attack: <\/strong>+4 keen dancing rapier<\/i> +26\/+21\/+16\/+11 melee (1d6+4\/15-20) or +3 composite longbow of distance<\/i> +25\/+20\/+15\/+10 ranged (1d8+3\/x3)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Seelie spell of forgetting, spell-like abilities, spells<\/td> <\/tr>
Special Qualities: <\/strong>Armored mage, damage reduction 20\/cold iron and epic, immunity to illusions and mind-affecting spells and abilities, low-light vision, spell resistance 33, wild empathy<\/td> <\/tr>
Saves: <\/strong>Fort +24, Ref +33, Will +37 <\/td> <\/tr>
Abilities: <\/strong>Str 10, Dex 18, Con 16, Int 27, Wis 26, Cha 28 <\/td> <\/tr>
Skills: <\/strong>Balance +8, Bluff +48, Concentration +42, Diplomacy +56, Disguise +9 (+13 acting), Escape Artist +43, Handle Animal +48, Hide +43, Intimidate +13, Jump +8, Knowledge (arcana) +47, Knowledge (nature) +47, Listen +47, Move Silently +43, Sense Motive +47, Spellcraft +51 (+55 scrolls), Spot +47, Survival +8 (+12 in aboveground natural environments), Tumble +43, Use Magic Device +48 (+52 scrolls), Use Rope +4 (+8 bindings)<\/td> <\/tr>
Feats: <\/strong>Automatic Quicken Spell, Epic Spell Focus (enchantment), Extend Spell, Greater Spell Focus (enchantment), Improved Metamagic, Improved Spell Capacity (x2), Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Concentration), Spell Focus (enchantment), Weapon Finesse<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>The Seelie Court<\/td> <\/tr>
Organization: <\/strong>Solitary or Court (the Faerie Queen plus 4-32 seelie faeries of various sizes)<\/td> <\/tr>
Challenge Rating: <\/strong>22<\/td> <\/tr>
Treasure: <\/strong>Double standard (excludes weapons and armor listed above)<\/td> <\/tr>
Alignment: <\/strong>Chaotic good<\/td> <\/tr>
Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This beautiful woman has an elven appearance. Although slight of stature, she embodies regality and power with her mere presence. She is adorned in a suit of the finest chainmail, and carries a glittering rapier and shimmering bow.<\/i>\r

The Faerie Queen rules the Seelie Court. Her unearthly beauty is legendary, as is her fairness and devotion to her subjects. \r

she is devoted to her \u00c2\u0093children\u00c2\u0094 but is fair to travelers she encounters\u00c2\u0097so long as they have not mistreated the faerie folk. \r

The Faerie Queen is the last surviving Sie, the magical progenitor race of both the seelie faeries and elvenkind. \r

The Faerie Queen considers herself the ultimate protector of the faeries, protecting, nurturing, and punishing them as a mother does her children. Punishment generally results in temporary or permanent banishment from the Seelie Court. Because the love for their queen is so strong, exile is the worst form of punishment imaginable to them. \r

The Faerie Queen stands 5 feet tall and weighs 70 pounds. \r

The Faerie Queen speaks Celestial, Common, Draconic, Elven, Gnome, and Sylvan. \r

COMBAT\r

The Faerie Queen rarely fights alone, for she is always accompanied by other seelie faeries, who will defend her to the death. She fights alongside her kin, blending her mastery of magic with her prowess with rapier and bow.\r

Armored Mage (Ex):<\/b> The Faerie Queen does not have an arcane spell failure chance when wearing light armor.\r

Seelie Spell of Forgetting (Sp):<\/b> At will, the Faerie Queen may create up to a 50-foot cube of showering pixie dust. This effect must originate within 150 feet of the Faerie Queen. All creatures within the pixie dust must succeed on a DC 25 Will save or have its memory of time spent among the faeries erased. With a successful save, a creature recalls the faerie encounter as a dream. Failure results in complete memory loss pertaining to the faerie encounter. Should the victim recall anything, the memory is hazy and seems not quite real. The character cannot recollect names, locations, directions, or any other specifics unless the Faerie Queen so desires. For example, the Faerie Queen might cast this spell on a lost traveler to make him or her forget the faerie\u00c2\u0092s name and the location of the Seelie Court, but may allow the character to remember directions to the nearest safe haven.\r

If the recipient again encounters a faerie or place \u00c2\u0093forgotten\u00c2\u0094 as a result of this spell, he or she experiences a sense of deja vu, but does not recall specifics. \r

The spell does not negate other spell effects resulting from time spent among the faeries (thus, a recipient of a geas would still be under the geas). The character does, however, forget the circumstances and the spellcaster that bound him or her with such magic.\r

A limited wish, miracle<\/i>, or wish<\/i> can restore the lost memories.\r

This is a mind-affecting, charm effect, and is the equivalent of a 3rd-level spell. The save DC is Charisma-based. Fey are immune to this ability, while elves and druids gain a +4 bonus on their saves.\r

Spell-Like Abilities:<\/b> Always active\u00c2\u0097detect chaos, detect evil, detect good, detect law<\/i>; at will\u00c2\u0097invisibility<\/i> (self only). Caster level 36th.\r

Spells:<\/b> The Faerie Queen casts spells as a 20th-level sorcerer. The Faerie Queen can also cast cleric spells and those from the Animal, Luck, Plant, and Trickery domains as arcane spells.\r

Sorcerer Spells Known<\/i> (6\/9\/8\/8\/8\/8\/7\/7\/7\/7\/1\/1, save DC 19 + spell level, enchantment spells DC 22 + spell level): \r
0 (all automatically quickened)\u00c2\u0097cure minor wounds, daze, dancing lights, detect magic, message, ray of frost, read magic, resistance, virtue<\/i>; \r
1st (all automatically quickened)\u00c2\u0097calm animals, charm person, command, disguise self, reduce person<\/i>; \r
2nd (all automatically quickened)\u00c2\u0097barkskin, hideous laughter, mirror image, silence, zone of truth<\/i>; \r
3rd (all automatically quickened)\u00c2\u0097create food and water, heroism, plant growth, suggestion<\/i>;\r
4th\u00c2\u0097command plants, confusion, freedom of movement, sending<\/i>;\r
5th\u00c2\u0097baleful polymorph, commune with nature, mind fog, seeming<\/i>;\r
6th\u00c2\u0097greater dispel magic, geas\/quest, repel wood<\/i>;\r
7th\u00c2\u0097animal shapes, animate plants, control weather<\/i>;\r
8th\u00c2\u0097irresistible dance, mass charm monster, screen<\/i>;\r
9th\u00c2\u0097mass heal, mass hold monster, shambler<\/i>.\r

Unearthly Grace (Su):<\/b> The Faerie Queen adds her Charisma modifier as a bonus on saving throws, and as a deflection bonus to Armor Class. Included above.\r

Vulnerability to Salt (Ex):<\/b> If the Faerie Queen is struck by salt (usually thrown as a splash weapon), she immediately becomes visible and cannot use her invisibilty spell-like ability for 1d4 minutes.\r

Wild Empathy (Ex):<\/b> This power works like the druid\u00c2\u0092s wild empathy class feature, except that the Faerie Queen has a +10 racial bonus on the check (and a +4 synergy bonus from her Handle Animal skill ranks).\r

In Cerilia<\/b>\r
In the Birthright setting, the Seelie Court resides in the Shadow World. The Faerie Queen holds the greatest power over the Seeming, for she predates its existence and has had an eternity to master it. <\/td> <\/tr>
\u00a0<\/td> <\/tr>
2002 Wizards of the Coast, Inc.
Originally found in Blood Spawn<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Chaotic good","environment":"The Seelie Court"},{"name":"Faerie, Seelie","type":"Fey","ch":1,"challenge_rating":" 1 \u00a0","id":5600,"reference":"Usergen","full_text":"

Faerie, Seelie <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 1d6\u00a0(3 hp)<\/td> <\/tr>
Initiative: <\/strong> +6<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares), fly 40 ft. (good)<\/td> <\/tr>
Armor Class: <\/strong> 20 (+4 size, +6 Dex), touch 20, flat-footed 14<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+0\/-16<\/td> <\/tr>
Attack: <\/strong>Dagger +0 melee (1\u00c2\u00964\/19-20) or longbow +10 ranged (1d3\/x3)<\/td> <\/tr>
Full Attack: <\/strong>Dagger +0 melee (1\u00c2\u00964\/19-20) or longbow +10 ranged (1d3\/x3)<\/td> <\/tr>
Space\/Reach: <\/strong>1 ft.\/0 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Seelie spell of forgetting (DC 14), spell-like abilities<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 5\/cold iron, low-light vision, spell resistance 12, vulnerability to salt<\/td> <\/tr>
Saves: <\/strong>Fort +0, Ref +8, Will +3 <\/td> <\/tr>
Abilities: <\/strong>Str 3, Dex 22, Con 10, Int 12, Wis 12, Cha 12 <\/td> <\/tr>
Skills: <\/strong>Concentration +4, Hide +22, Knowledge (nature) +5, Listen +5, Move Silently +10, Spot +5, 1 more at 4 ranks (see below)<\/td> <\/tr>
Feats: <\/strong>1 (see below)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any<\/td> <\/tr>
Organization: <\/strong>Solitary, pair, or court (6-40 seelie faeries of mixed sizes)<\/td> <\/tr>
Challenge Rating: <\/strong>1<\/td> <\/tr>
Treasure: <\/strong>No coins; 50% goods; 50% items<\/td> <\/tr>
Alignment: <\/strong>Any nonevil<\/td> <\/tr>
Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
Level Adjustment: <\/strong>+3<\/td> <\/tr>
\u00a0<\/td> <\/tr>
Faerie, Seelie, Tiny<\/b>\r
Tiny Fey\r
Hit Dice: 2d6+2 (9 hp)\r
Initiative: +5\r
Speed: 40 ft. (8 squares), fly 40 ft. (good)\r
Armor Class: 17 (+2 size, +5 Dex), touch 17, flat-footed 12\r
Base Attack\/Grapple: +1\/\u00c2\u009610\r
Attack: Dagger +0 melee (1d2\u00c2\u00963\/19-20) or longbow +8 ranged (1d4\/x3)\r
Full Attack: Dagger +0 melee (1d2\u00c2\u00963\/19-20) or longbow +8 ranged (1d4\/x3)\r
Space\/Reach: 2-1\/2 ft.\/0 ft.\r
Special Attacks: Seelie spell of forgetting (DC 15), spell-like abilities\r
Special Qualities: Damage reduction 5\/cold iron, low-light vision, spell resistance 13, vulnerability to salt\r
Saves: Fort +1, Ref +8, Will +4\r
Abilities: Str 5, Dex 20, Con 12, Int 14, Wis 13, Cha 14\r
Skills: Concentration +6, Hide +18, Knowledge (nature) +7, Listen +6, Move Silently +10, Spot +6, 2 more at 5 ranks each (see below)\r
Feats: 1 (see below)\r
Environment: Any\r
Organization: Solitary, pair, or court (6-40 seelie faeries of mixed sizes)\r
Challenge Rating: 2\r
Treasure: No coins; 50% goods; 50% items \r
Alignment: Any nonevil\r
Advancement: 3 HD (Tiny)\r
Level Adjustment: +3\r

Faerie, Seelie, Small<\/b>\r
Small Fey\r
Hit Dice: 4d6+8 (22 hp)\r
Initiative: +4\r
Speed: 40 ft. (8 squares), fly 40 ft. (good)\r
Armor Class: 15 (+1 size, +4 Dex), touch 15, flat-footed 11\r
Base Attack\/Grapple: +2\/\u00c2\u00964\r
Attack: Dagger +1 melee (1d3\u00c2\u00962\/19-20) or longbow +7 ranged (1d6\/x3)\r
Full Attack: Dagger +1 melee (1d3\u00c2\u00962\/19-20) or longbow +7 ranged (1d6\/x3)\r
Space\/Reach: 5 ft.\/5 ft.\r
Special Attacks: Seelie spell of forgetting (DC 16), spell-like abilities\r
Special Qualities: Damage reduction 5\/cold iron, low-light vision, spell resistance 14, vulnerability to salt\r
Saves: Fort +3, Ref +8, Will +6\r
Abilities: Str 7, Dex 18, Con 14, Int 16, Wis 14, Cha 16\r
Skills: Concentration +9, Hide +15, Knowledge (nature) +10, Listen +9, Move Silently +11, Spot +9, 3 more at 7 ranks each (see below)\r
Feats: 2 (see below)\r
Environment: Any\r
Organization: Solitary, pair, or court (6-40 seelie faeries of mixed sizes)\r
Challenge Rating: 3\r
Treasure: No coins; 50% goods; 50% items \r
Alignment: Any nonevil\r
Advancement: 5 HD (Small)\r
Level Adjustment: +4\r

Faerie, Seelie, Medium<\/b>\r
Medium Fey\r
Hit Dice: 6d6+18 (39 hp)\r
Initiative: +3\r
Speed: 40 ft. (8 squares), fly 40 ft. (good)\r
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12\r
Base Attack\/Grapple: +3\/+3\r
Attack: Dagger +3 melee (1d4\/19-20) or longbow +6 ranged (1d8\/x3)\r
Full Attack: Dagger +3 melee (1d4\/19-20) or longbow +6 ranged (1d8\/x3)\r
Space\/Reach: 5 ft.\/5 ft.\r
Special Attacks: Seelie spell of forgetting (DC 17), spell-like abilities\r
Special Qualities: Damage reduction 5\/cold iron, low-light vision, spell resistance 16, vulnerability to salt\r
Saves: Fort +5, Ref +8, Will +7\r
Abilities: Str 10, Dex 16, Con 16, Int 16, Wis 15, Cha 18\r
Skills: Concentration +12, Hide +12, Knowledge (nature) +12, Listen +11, Move Silently +12, Spot +11, 3 more at 9 ranks each (see below)\r
Feats: 3 (see below)\r
Environment: Any\r
Organization: Solitary, pair, or court (6-40 seelie faeries of mixed sizes)\r
Challenge Rating: 5\r
Treasure: Standard\r
Alignment: Any nonevil\r
Advancement: 7-9 HD (Medium)\r
Level Adjustment: +4\r

Faerie, Seelie, Large<\/b>\r
Large Fey\r
Hit Dice: 10d6+40 (75 hp)\r
Initiative: +2\r
Speed: 40 ft. (8 squares), fly 40 ft. (good)\r
Armor Class: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17\r
Base Attack\/Grapple: +5\/+13\r
Attack: Dagger +8 melee (1d6+4\/19-20) or longbow +6 ranged (2d6\/x3)\r
Full Attack: Dagger +8 melee (1d6+4\/19-20) or longbow +6 ranged (2d6\/x3)\r
Space\/Reach: 10 ft.\/10 ft.\r
Special Attacks: Seelie spell of forgetting (DC 18), spell-like abilities\r
Special Qualities: Damage reduction 10\/cold iron, low-light vision, spell resistance 18, vulnerability to salt\r
Saves: Fort +7, Ref +9, Will +10\r
Abilities: Str 18, Dex 14, Con 18, Int 16, Wis 16, Cha 20\r
Skills: Concentration +17, Hide +11, Knowledge (nature) +16, Listen +16, Move Silently +15, Spot +16, 3 more at 13 ranks each (see below)\r
Feats: 4 (see below)\r
Environment: Any\r
Organization: Solitary, pair, or court (6-40 seelie faeries of mixed sizes)\r
Challenge Rating: 7\r
Treasure: Standard\r
Alignment: Any nonevil\r
Advancement: 11-13 HD (Large)\r
Level Adjustment: +5\r

Faerie, Seelie, Huge<\/b>\r
Huge Fey\r
Hit Dice: 15d6+75 (127 hp)\r
Initiative: +1\r
Speed: 40 ft. (8 squares), fly 40 ft. (good)\r
Armor Class: 21 (-2 size, +1 Dex, +12 natural), touch 9, flat-footed 20\r
Base Attack\/Grapple: +7\/+21\r
Attack: Dagger +11 melee (1d8+6\/19-20) or longbow +6 ranged (3d6\/x3)\r
Full Attack: Dagger +11\/+6 melee (1d8+6\/19-20) or longbow +6\/+1 ranged (3d6\/x3)\r
Space\/Reach: 15 ft.\/15 ft.\r
Special Attacks: Seelie spell of forgetting (DC 19), spell-like abilities\r
Special Qualities: Damage reduction 15\/cold iron, low-light vision, spell resistance 20, vulnerability to salt\r
Saves: Fort +10, Ref +10, Will +12\r
Abilities: Str 22, Dex 12, Con 20, Int 16, Wis 17, Cha 23\r
Skills: Concentration +23, Hide +11, Knowledge (nature) +21, Listen +21, Move Silently +19, Spot +21, 3 more at 18 ranks each (see below)\r
Feats: 6 (see below)\r
Environment: Any\r
Organization: Solitary, pair, or court (6-40 seelie faeries of mixed sizes)\r
Challenge Rating: 9\r
Treasure: Standard\r
Alignment: Any nonevil\r
Advancement: 16-30 HD (Huge)\r
Level Adjustment: +5\r

Seelie faeries live among the Seelie Court, a grand congregation of faerie folk. It is said that the Seelie Court can never be found by one who seeks it, but occasional travelers stumble into it accidentally. When this occurs, the faeries torment, test, or aid the traveler as their fancy strikes them. When the faeries are through, they lead the traveler out of the forest and cast a seelie spell of forgetting<\/i> on the character, leaving the memories of the experience at best as a distant dream.\r

Most seelie faeries are encountered outside the court. Because all seelie faeries can determine the general nature of other creatures, they only reveal themselves to nonevil creatures. \r

Seelie faeries prize beauty and often covet beautiful things, offering aid or employing trickery to obtain such prixes. Seelie faeries love to talk in rhyme, riddles, and conundrums, making great use of double entendres and hidden meanings. There is always a grain of truth in anything a seelie faerie says\u00c2\u0097but often, one must search very hard to uncover it. However, the laws and codes of conduct of the Seelie Court demand literal interpretation of language, and thus oaths and promises are binding. As a result, seelie faeries can be thrown off-balance by erratic or unexpected behavior, and clever travelers can find a loophole out of an oath or promise made to a seelie faerie.\r

Appearance<\/b>\r
Seelie faeries appear in a wide range of sizes and appearances. When you create a new seelie faerie, roll on the following tables to determine it's appearance. Feel free to change, add, or delete choices from the following tables as you see fit.\r

Head<\/i>\r
1 - Human\r
2 - Goblinoid\r
3 - Elven\r
4 - Deer\r
5 - Canine\r
6 - Pumpkin\r

Head Adornment<\/i>\r
1 - Horns\r
2 - Antennae\r
3 - Feathers\r
4 - Leaves\r
5 - Blooms\r
6 - Motes of light\r

Hair<\/i>\r
1 - Ivy\r
2 - Silken\r
3 - Color-changing\r
4 - Spikey\r
5 - Horse mane\r
6 - Bald\r

Legs<\/i>\r
1 - Humanoid\r
2 - Insectile\r
3 - Goatlike\r
4 - Mermaid tail (faerie's land speed is reduced to 20 ft., gains swim speed of 40 ft.)\r
5 - Cluster of vines\r
6 - Serpent tail (faerie's land speed is reduced to 20 ft., gains climb speed of 20 ft.)\r

Feet<\/i>\r
1 - Humanoid\r
2 - Humanoid, but six-toed\r
3 - Cloven\r
4 - Clubfoot\r
5 - Talons\r
6 - Feline\r

Tail<\/i>\r
1 - Catlike\r
2 - Rabbitlike\r
3 - Foxlike\r
4-6 - None\r

Wings<\/i>\r
1 - Gossamer\r
2 - Butterfly\r
3 - Bat\r
4 - Bird\r
5 - Bee\r
6 - None\r

Themes<\/b>\r
Seelie faeries fall into one of five themes: deceiver, helper, innocent, protector, and trickster.\r

Deceivers, as their name implies, enjoy deception. They act not out of malice, but out of a misguided playful nature. Common activities of deceivers include giving poor directions, misleading information, and poor advice.\r

Helpers enjoy providing aid to travelers, often as a result of having been shown kindness themselves from previous travelers they've encountered. Helpers sometimes reveal themselves to their beneficiaries, but are just as like to provide aid secretly. Sample activities include replenishing travelers' food and water while they sleep, granting protection from the elements, and setting lost wanderers back on the correct path.\r

Innocents are often very young faeries (although even the young are several centuries old). These faeries have an almost childlike innocence, and carry it to the extreme. They have a rigid, literal interpretation of speech and an insatiable curiosity. They often repeatedly question the actions of others, and generally tend to get their noses into other creatures' business.\r

Protectors are similar to helpers, but often become long-term guardians of a specific individual or group. This action may result from being in the recipient's debt, whether from a previous rescue or simply being outsmarted. Protectors also sometimes assume their role out of interest in seeing the recipient's mission succeed. A protector remains with its recipient until the debt is repaid or the mission fulfilled.\r

Tricksters delight in puzzles, games, and battles of wit, often twisting every encounter with other creatures to their own personal amusement. Common ploys include trapping the unwary into commitments, convincing marks to take actions they'd rather not take, acting like other types of faeries, or even more menacing actions. Individuals are wise to tread cautiously with all seelie faeries, for one never knows if they are dealing with a trickster.\r

Special Attacks and Qualities<\/b>\r
All seelie faeries have a number of abilities equal to half their Hit Dice (minimum of one). When determining abilities, roll d% and consult the following table. Most abilities do not stack, so if you roll a duplicate that doesn't stack with itself simply re-roll until you get one that works.\r

d% Roll Ability <\/b>\r
01-08 Wild empathy \r
09-20 Musical instrument\r
21-24 Woodland stride\r
25-28 Unearthly grace\r
29-35 Special arrows* \r
36-40 Trackless step\r
41-45 Spritelike\r
46-50 Elite faerie* \r
51-55 Enhanced senses \r
56-58 Animal companion\r
59-65 Resilient*\r
66-68 Easily Forgotten\r
69-72 Mystical* \r
73-76 Quickness* \r
77-80 Terrain feature dependent \r
81-88 Multi-layered*\r
89-92 Swift flier* \r
95-100 Greater musical instrument\r
*This ability may be rolled more than once.\r

Animal Companion:<\/i> The seelie faerie gains an animal companion as if it were a ranger of a level equal to its Hit Dice.\r

Easily Forgotten:<\/i> The seelie faerie gains a +2 racial bonus on the save DC of its seelie spell of forgetting ability.\r

Elite Faerie:<\/i> One of the seelie faerie's ability scores, determined randomly, gains a +4 bonus.\r

Enhanced Senses:<\/i> The seelie faerie gains darkvision 60 ft. and scent.\r

Greater Musical Instrument (Su):<\/i> The seelie faerie possesses a magical musical instrument. When it plays, all creatures within a 60-foot spread (except fey) must succeed on a Will save or be affected by hideous laughter<\/i> or irresistable dance<\/i> (caster level equals faerie's HD; the faerie chooses the tune and its effect). In the hands of other beings, this instrument has no special powers. A creature that successfully saves against any of the instrument's effects cannot be affected by the same instrument for 24 hours. The save DC is Charisma-based.\r

Multi-layered:<\/i> The seelie faerie isn't easily categorized, and may select an additional theme from which to choose its spell-like abilities. (can be gained more than once)\r

Musical Instrument (Su):<\/i> The seelie faerie possesses a magical musical instrument. When it plays, all creatures within a 60-foot spread (except fey) must succeed on a Will save or be affected by charm person, sleep<\/i>, or fear<\/i> (caster level equals faerie's HD; the faerie chooses the tune and its effect). In the hands of other beings, this instrument has no special powers. A creature that successfully saves against any of the instrument's effects cannot be affected by the same instrument for 24 hours. The save DC is Charisma-based.\r

Mystical:<\/i> The seelie faerie gains an additional spell-like ability based upon its theme.\r

Quickness:<\/i> The seelie faerie's land speed increases by +10 feet.\r

Resilient:<\/i> The seelie faerie gains one of the following bonus feats, chosen randomly: Great Fortitude, Iron Will, or Lightning Reflexes.\r

Special Arrows:<\/i> The seelie faerie gains proficiency with the longbow and may employ arrows that deal no damage but can perform one of the following effects.\r

Memory Loss: An opponent struck by this arrow must succeed on a DC 15 Will save or lose all memory. The save DC is Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal<\/i> spell or memory restoration with limited wish, wish<\/i>, or miracle<\/i>.\r

Sleep: Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 15 Fortitude save or be affected as though by a sleep<\/i> spell. The save DC is Charisma-based and includes a +2 racial bonus.\r

Spritelike:<\/i> The seelie faerie gains Dodge and Weapon Finesse as bonus feats.\r

Swift Flier:<\/i> The seelie faerie's fly speed increases by +10 feet.\r

Terrain Feature Dependent (Su):<\/i> The seelie faerie is mystically bound to a single terrain feature (such as a tree, pool, hill, etc.) and must never stray more than 300 yards from it. If it does, it becomes ill and dies within 4d6 hours. The seelie faerie's dependent terrain feature does not radiate magic. \r

Trackless Step:<\/i> The seelie faerie gains trackless step, as the druid class feature.\r

Unearthly Grace (Su):<\/i> The seelie faerie adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armor Class.\r

Wild Empathy (Ex):<\/i> This power works like the druid\u00c2\u0092s wild empathy class feature, except that the seelie faerie has a +6 racial bonus on the check.\r

Woodland Stride:<\/i> The seelie faerie gains trackless step, as the druid class feature.\r

Seelie Spell of Forgetting (Sp):<\/b> At will, a seelie faerie may create up to a 50-foot cube of showering pixie dust. This effect must originate within 150 feet of the seelie faerie. All creatures within the pixie dust must succeed on a Will save or have its memory of time spent among the faeries erased. With a successful save, a creature recalls the faerie encounter as a dream. Failure results in complete memory loss pertaining to the faerie encounter. Should the victim recall anything, the memory is hazy and seems not quite real. The character cannot recollect names, locations, directions, or any other specifics unless the seelie faerie so desires. For example, a seelie faerie might cast this spell on a lost traveler to make him or her forget the faerie\u00c2\u0092s name and the location of the Seelie Court, but may allow the character to remember directions to the nearest safe haven.\r

If the recipient again encounters a faerie or place \u00c2\u0093forgotten\u00c2\u0094 as a result of this spell, he or she experiences a sense of deja vu, but does not recall specifics. \r

The spell does not negate other spell effects resulting from time spent among the faeries (thus, a recipient of a geas would still be under the geas). The character does, however, forget the circumstances and the spellcaster that bound him or her with such magic.\r

A limited wish, miracle<\/i>, or wish<\/i> can restore the lost memories.\r

This is a mind-affecting, charm effect, and is the equivalent of a 3rd-level spell. The save DC is Charisma-based. Fey are immune to this ability, while elves and druids gain a +4 bonus on their saves.\r

Spell-Like Abilities:<\/b> Always active\u00c2\u0097detect chaos, detect evil, detect good, detect law<\/i>; at will\u00c2\u0097invisibility<\/i> (self only). \r

A seelie faerie gains additional spell-like abilities based upon its theme (deceiver, helper, and so forth). The seelie faerie gains two spell-like abilities at Diminutive size, and two additional spell-like abilities for each size category greater. Thus, a Medium deceiver gains the abilities of Small, Tiny, and Diminutive deceivers. \r

Caster level for all spell-like abilities equals faerie's Hit Dice. The save DCs are Charisma-based.\r

Deceivers choose from the following list:\r
Diminutive: dancing lights, ghost sound, prestidigitation<\/i>\r
Tiny: magic aura, silent image, ventriloquism<\/i>\r
Small: minor image, mirror image, misdirection, phantom trap<\/i>\r
Medium: hallucinatory terrain, major image, secret page<\/i>\r
Large: illusory wall, mirage arcana, persistent image<\/i>\r
Huge: maze, mislead, project image, veil<\/i> \r

Innocents choose from the following list:\r
Diminutive: light, message, prestidigitation<\/i>\r
Tiny: calm animals, comprehend languages, ventriloquism<\/i>\r
Small: detect thoughts, discern lies, enlarge person, reduce person<\/i>\r
Medium: clairaudience\/clairvoyance, glibness, haste, slow<\/i>\r
Large: locate creature, modify memory, true seeing<\/i>\r
Huge: irresistible dance, mass suggestion, prying eyes<\/i>\r

Helpers choose from the following list:\r
Diminutive: mending, message, purify food and drink<\/i>\r
Tiny: endure elements, remove fear, unseen servant<\/i>\r
Small: aid, delay poison, goodberry<\/i>\r
Medium: create food and water, locate object, remove disease<\/i>\r
Large: locate creature, neutralize poison, repel vermin<\/i>\r
Huge: find the path, mass cure light wounds, restoration<\/i>\r

Protectors choose from the following list:\r
Diminutive: detect poison, resistance, virtue<\/i>\r
Tiny: alarm, protection from evil, sanctuary<\/i>\r
Small: protection from arrows, resist energy, shield other<\/i>\r
Medium: helping hand, magic vestment, protection from energy<\/i>\r
Large: break enchantment, greater heroism, spell resistance<\/i>\r
Huge: globe of invulnerability, heroes' feast, mind blank<\/i> \r

Tricksters choose from the following list:\r
Diminutive: faerie fire, ghost sound, prestidigitation<\/i>\r
Tiny: entangle, grease, Tasha's hideous laughter<\/i>\r
Small: daze monster, hideous laughter, misdirection<\/i>\r
Medium: deep slumber, quench, warp wood<\/i>\r
Large: baleful polymorph, confusion<\/i>\r
Huge: maze, mislead, repel gravity<\/i> \r

Vulnerability to Salt (Ex):<\/b> A seelie faerie struck by salt (usually thrown as a splash weapon) immediately becomes visible and cannot use its invisibilty<\/i> spell-like ability for 1d4 minutes.\r

Skills:<\/b> A seelie faerie has skills common to all of its kind, in addition to a number of skills based on its theme. The number of additional skills and associated ranks are listed in its statistics block. When crafting a seelie faerie, assign the additional skills and ranks based on the following themes:\r

Deceiver:<\/i> Bluff, Disguise, Forgery, Perform (comedy), Sense Motive\r

Helper:<\/i> Decipher Script, Diplomacy, Heal, Search, Survival\r

Innocent:<\/i> Disable Device, Escape Artist, Open Lock, Spellcraft, Use Magic Device\r

Protector:<\/i> Handle Animal, Heal, Search, Survival, Use Rope\r

Trickster:<\/i> Bluff, Disguise, Perform (comedy), Sense Motive, Sleight of Hand\r

Feats:<\/b> A seelie faerie has feats common to all of its kind, in addition to a number of feats based on its theme. When crafting a seelie faerie, select feats from the common list and the list based on its theme:\r

Common: Alertness, Dodge, Empower Spell-Like Ability, Quicken Spell-Like Ability, Skill Focus, Weapon Finesse (Tiny, Small, and Medium only) \r

Deceiver:<\/i> Deceitful, Persuasive, Point Blank Shot, Stealthy\r

Helper:<\/i> Improved Initiative, Jack Of All Trades, Self-Sufficient, Track\r

Innocent:<\/i> Iron Will, Magical Aptitude, Mobility, Nimble Fingers\r

Protector:<\/i> Animal Affinity, Point Blank Shot, Precise Shot, Track\r

Trickster:<\/i> Combat Expertise, Deft Hands, Improved Feint, Persuasive\r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1992 Wizards of the Coast, Inc.
Originally found in Blood Spawn<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Any nonevil","environment":"Any"},{"name":"Faerie, Unseelie","type":"Fey","ch":1,"challenge_rating":" 1 \u00a0","id":5601,"reference":"Usergen","full_text":"

Faerie, Unseelie <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 1d6\u00a0(3 hp)<\/td> <\/tr>
Initiative: <\/strong> +6<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares), fly 40 ft. (good)<\/td> <\/tr>
Armor Class: <\/strong> 20 (+4 size, +6 Dex), touch 20, flat-footed 14<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+0\/-16<\/td> <\/tr>
Attack: <\/strong>+1 shortsword<\/i> +1 melee (1d2-3\/19-20) or longbow +10 ranged (1d3\/x3)\r
<\/td> <\/tr>
Full Attack: <\/strong>+1 shortsword<\/i> +1 melee (1d2-3\/19-20) or longbow +10 ranged (1d3\/x3)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>1 ft.\/0 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Seelie spell of forgetting (DC 14), spell-like abilities<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 5\/cold iron, low-light vision, spell resistance 12, vulnerability to salt<\/td> <\/tr>
Saves: <\/strong>Fort +0, Ref +8, Will +3 <\/td> <\/tr>
Abilities: <\/strong>Str 3, Dex 22, Con 10, Int 12, Wis 12, Cha 12 <\/td> <\/tr>
Skills: <\/strong>Concentration +4, Hide +22, Knowledge (nature) +5, Listen +5, Move Silently +10, Spot +5, 1 more at 4 ranks (see below)<\/td> <\/tr>
Feats: <\/strong>1 (see below)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any<\/td> <\/tr>
Organization: <\/strong>Solitary, pair, or court (6-40 unseelie faeries of mixed sizes)<\/td> <\/tr>
Challenge Rating: <\/strong>1<\/td> <\/tr>
Treasure: <\/strong>No coins; 50% goods; 50% items<\/td> <\/tr>
Alignment: <\/strong>Any evil<\/td> <\/tr>
Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
Level Adjustment: <\/strong>+3<\/td> <\/tr>
\u00a0<\/td> <\/tr>
Faerie, Unseelie, Tiny<\/b>\r
Tiny Fey\r
Hit Dice: 2d6+2 (9 hp)\r
Initiative: +5\r
Speed: 40 ft. (8 squares), fly 40 ft. (good)\r
Armor Class: 17 (+2 size, +5 Dex), touch 17, flat-footed 12\r
Base Attack\/Grapple: +1\/\u00c2\u009610\r
Attack: +1 shortsword<\/i> +1 melee (1d3-2\/19-20) or longbow +8 ranged (1d4\/x3)\r
Full Attack: +1 shortsword<\/i> +1 melee (1d3-2\/19-20) or longbow +8 ranged (1d4\/x3)\r
Space\/Reach: 2-1\/2 ft.\/0 ft.\r
Special Attacks: Seelie spell of forgetting (DC 15), spell-like abilities\r
Special Qualities: Damage reduction 5\/cold iron, low-light vision, spell resistance 13, vulnerability to salt\r
Saves: Fort +1, Ref +8, Will +4\r
Abilities: Str 5, Dex 20, Con 12, Int 14, Wis 13, Cha 14\r
Skills: Concentration +6, Hide +18, Knowledge (nature) +7, Listen +6, Move Silently +10, Spot +6, 2 more at 5 ranks each (see below)\r
Feats: 1 (see below)\r
Environment: Any\r
Organization: Solitary, pair, or court (6-40 unseelie faeries of mixed sizes)\r
Challenge Rating: 2\r
Treasure: No coins; 50% goods; 50% items \r
Alignment: Any evil\r
Advancement: 3 HD (Tiny)\r
Level Adjustment: +3\r

Faerie, Unseelie, Small<\/b>\r
Small Fey\r
Hit Dice: 4d6+8 (22 hp)\r
Initiative: +4\r
Speed: 40 ft. (8 squares), fly 40 ft. (good)\r
Armor Class: 15 (+1 size, +4 Dex), touch 15, flat-footed 11\r
Base Attack\/Grapple: +2\/\u00c2\u00964\r
Attack: +1 shortsword<\/i> +2 melee (1d4-1\/19-20) or longbow +7 ranged (1d6\/x3)\r
Full Attack: +1 shortsword<\/i> +2 melee (1d4-1\/19-20) or longbow +7 ranged (1d6\/x3)\r
Space\/Reach: 5 ft.\/5 ft.\r
Special Attacks: Seelie spell of forgetting (DC 16), spell-like abilities\r
Special Qualities: Damage reduction 5\/cold iron, low-light vision, spell resistance 14, vulnerability to salt\r
Saves: Fort +3, Ref +8, Will +6\r
Abilities: Str 7, Dex 18, Con 14, Int 16, Wis 14, Cha 16\r
Skills: Concentration +9, Hide +15, Knowledge (nature) +10, Listen +9, Move Silently +11, Spot +9, 3 more at 7 ranks each (see below)\r
Feats: 2 (see below)\r
Environment: Any\r
Organization: Solitary, pair, or court (6-40 unseelie faeries of mixed sizes)\r
Challenge Rating: 3\r
Treasure: No coins; 50% goods; 50% items \r
Alignment: Any evil\r
Advancement: 5 HD (Small)\r
Level Adjustment: +4\r

Faerie, Unseelie, Medium<\/b>\r
Medium Fey\r
Hit Dice: 6d6+18 (39 hp)\r
Initiative: +3\r
Speed: 40 ft. (8 squares), fly 40 ft. (good)\r
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12\r
Base Attack\/Grapple: +3\/+3\r
Attack: +1 shortsword<\/i> +4 melee (1d6+1\/19-20) or longbow +6 ranged (1d8\/x3)\r
Full Attack: +1 shortsword<\/i> +4 melee (1d6+1\/19-20) or longbow +6 ranged (1d8\/x3)\r
Space\/Reach: 5 ft.\/5 ft.\r
Special Attacks: Seelie spell of forgetting (DC 17), spell-like abilities\r
Special Qualities: Damage reduction 5\/cold iron, low-light vision, spell resistance 16, vulnerability to salt\r
Saves: Fort +5, Ref +8, Will +7\r
Abilities: Str 10, Dex 16, Con 16, Int 16, Wis 15, Cha 18\r
Skills: Concentration +12, Hide +12, Knowledge (nature) +12, Listen +11, Move Silently +12, Spot +11, 3 more at 9 ranks each (see below)\r
Feats: 3 (see below)\r
Environment: Any\r
Organization: Solitary, pair, or court (6-40 unseelie faeries of mixed sizes)\r
Challenge Rating: 5\r
Treasure: Standard\r
Alignment: Any evil\r
Advancement: 7-9 HD (Medium)\r
Level Adjustment: +4\r

Faerie, Unseelie, Large<\/b>\r
Large Fey\r
Hit Dice: 10d6+40 (75 hp)\r
Initiative: +2\r
Speed: 40 ft. (8 squares), fly 40 ft. (good)\r
Armor Class: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17\r
Base Attack\/Grapple: +5\/+13\r
Attack: +1 shortsword<\/i> +9 melee (1d8+5\/19-20) or longbow +6 ranged (2d6\/x3)\r
Full Attack: +1 shortsword<\/i> +9 melee (1d8+5\/19-20) or longbow +6 ranged (2d6\/x3)\r
Space\/Reach: 10 ft.\/10 ft.\r
Special Attacks: Seelie spell of forgetting (DC 18), spell-like abilities\r
Special Qualities: Damage reduction 10\/cold iron, low-light vision, spell resistance 18, vulnerability to salt\r
Saves: Fort +7, Ref +9, Will +10\r
Abilities: Str 18, Dex 14, Con 18, Int 16, Wis 16, Cha 20\r
Skills: Concentration +17, Hide +11, Knowledge (nature) +16, Listen +16, Move Silently +15, Spot +16, 3 more at 13 ranks each (see below)\r
Feats: 4 (see below)\r
Environment: Any\r
Organization: Solitary, pair, or court (6-40 unseelie faeries of mixed sizes)\r
Challenge Rating: 7\r
Treasure: Standard\r
Alignment: Any evil\r
Advancement: 11-13 HD (Large)\r
Level Adjustment: +5\r

Faerie, Unseelie, Huge<\/b>\r
Huge Fey\r
Hit Dice: 15d6+75 (127 hp)\r
Initiative: +1\r
Speed: 40 ft. (8 squares), fly 40 ft. (good)\r
Armor Class: 21 (-2 size, +1 Dex, +12 natural), touch 9, flat-footed 20\r
Base Attack\/Grapple: +7\/+21\r
Attack: +1 shortsword<\/i> +12 melee (2d6+7\/19-20) or longbow +6 ranged (3d6\/x3)\r
Full Attack: +1 shortsword<\/i> +12\/+7 melee (2d6+7\/19-20) or longbow +6\/+1 ranged (3d6\/x3)\r
Space\/Reach: 15 ft.\/15 ft.\r
Special Attacks: Seelie spell of forgetting (DC 19), spell-like abilities\r
Special Qualities: Damage reduction 15\/cold iron, low-light vision, spell resistance 20, vulnerability to salt\r
Saves: Fort +10, Ref +10, Will +12\r
Abilities: Str 22, Dex 12, Con 20, Int 16, Wis 17, Cha 23\r
Skills: Concentration +23, Hide +11, Knowledge (nature) +21, Listen +21, Move Silently +19, Spot +21, 3 more at 18 ranks each (see below)\r
Feats: 6 (see below)\r
Environment: Any\r
Organization: Solitary, pair, or court (6-40 unseelie faeries of mixed sizes)\r
Challenge Rating: 9\r
Treasure: Standard\r
Alignment: Any evil\r
Advancement: 16-30 HD (Huge)\r
Level Adjustment: +5\r

Unseelie faeries live among the Unseelie Court, a hideous mockery of the Seelie Court. It is located in the most haunted, twisted forest of the Plane of Faerie. The Court spends its time plotting and scheming against the Seelie Court.\r

Most unseelie faeries are encountered outside the court. Because evil seeks its own reflection and treachery breeds mistrust, the unseelie faeries see an enemy in nearly everyone they encounter.\r

Appearance<\/b>\r
Unseelie faeries appear in a wide range of sizes and appearances. When you create a new seelie faerie, roll on the following tables to determine it's appearance. Feel free to change, add, or delete choices from the following tables as you see fit.\r

Head<\/i>\r
1 - Human\r
2 - Goblinoid\r
3 - Orc\r
4 - Goat\r
5 - Canine\r
6 - Pumpkin (often rotting)\r

Head Adornment<\/i>\r
1 - Horns\r
2 - Antennae (often mothlike)\r
3 - Feathers\r
4 - Leaves (may be moldy)\r
5 - Blooms (possibly dried)\r
6 - Motes of darkness\r

Hair<\/i>\r
1 - Ivy\r
2 - Silken\r
3 - Color-changing\r
4 - Spikey\r
5 - Horse mane\r
6 - Bald\r

Legs<\/i>\r
1 - Humanoid\r
2 - Insectile\r
3 - Goatlike\r
4 - Mermaid tail (faerie's land speed is reduced to 20 ft., gains swim speed of 40 ft.)\r
5 - Cluster of vines\r
6 - Serpent tail (faerie's land speed is reduced to 20 ft., gains climb speed of 20 ft.)\r

Feet<\/i>\r
1 - Humanoid\r
2 - Humanoid, but six-toed\r
3 - Cloven\r
4 - Clubfoot\r
5 - Talons\r
6 - Feline\r

Tail<\/i>\r
1 - Catlike\r
2 - Rabbitlike\r
3 - Foxlike\r
4-6 - None\r

Wings<\/i>\r
1 - Gossamer\r
2 - Butterfly\r
3 - Bat\r
4 - Bird\r
5 - Bee\r
6 - None\r

Themes<\/b>\r
Unseelie faeries fall into one of four themes: avenger, frightener, shadow, and trickster.\r

Avengers<\/i> exists solely to exact vengeance for some slight, real or imagined, against the natural world or the Unseelie Court. Their appearances and powers are often mockeries of that which they champion in their vengeance. For example, an unseelie faerie seeking vengeance on those who destroy forests may appear plantlike, with twisted and blighted leaves and branchlike claws, and might bestow curses that cause the victim's touch to blight plants.\r

Frighteners<\/i> delight in spreading fear and sowing terror. They are often mistaken for ghosts, haunting old ruins and out-of-the-way places. Their powers are often illusions or necromantic in nature.\r

Shadow faeries<\/i> have strong ties to the Shadow World, and often have a dusky or insubstantial appearance. Their powers are often those of stealth and shadow magic.\r

Tricksters<\/i>, like their seelie counterparts, delight in twisting every encounter with other creatures to their own personal amusement. However, their tricks are far more malicious and often lethal.\r

Special Attacks and Qualities<\/b>\r
All unseelie faeries have a number of abilities equal to half their Hit Dice (minimum of one). When determining abilities, roll d% and consult the following table. Most abilities do not stack, so if you roll a duplicate that doesn't stack with itself simply re-roll until you get one that works.\r

d% Roll Ability \r
01-02 Gaze of ruin\r
03-08 Wild empathy \r
09-20 Musical instrument\r
21-22 Woodland stride\r
23-24 Lose the way\r
25-28 Unearthly grace\r
29-35 Better blade* \r
36-38 Trackless step\r
39-40 Corruption of beauty\r
41-45 Sneak attack\r
46-50 Elite faerie* \r
51-55 Enhanced senses \r
56-58 Beguiling song\r
59-65 Resilient*\r
66-68 Easily Forgotten\r
69-72 Mystical* \r
73-76 Quickness* \r
77-80 Terrain feature dependent \r
81-86 Multi-layered*\r
87-90 Swift flier* \r
91-92 Size change\r
93-94 Greater musical instrument\r
95-96 Curse of cannibalism\r
97-98 Curse of familicide \r
99-100 Curse of nature's blindness \r
*This ability may be rolled more than once.\r

Beguiling Song (Su):<\/i> The unseelie faerie can attempt to beguile creatures with its song. The faerie sings, targeting a single creature it can see within 300 feet. This is a sonic, mind-affecting ability, and the creature must be able to hear the faerie for it to take effect. The targeted creature must make a Will saving throw. If the save is successful, that creature cannot be affected by that faerie's song for one day. \r

Failure indicates the creature is utterly beguiled and moves toward the faerie, 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 faerie must make a Will save or be charmed as per charm monster<\/i> (caster level equals faerie's Hit Dice). Success means that the character is freed from the beguilement and is immune to that faerie's beguiling song for 24 hours. The beguiling effect continues so long as the faerie sings. A faerie does not need to continue to sing to keep a victim charmed. The save DCs are Charisma-based.\r

Better Blade:<\/i> The enhancement bonus of the unseelie faerie's short sword increases by +1.\r

Corruption of Beauty (Su):<\/i> Any creature who sees the unseelie faerie must make a Will save or fall in love with it. This ability works as the charm person<\/i> spell (caster level equals faerie's Hit Dice). If the creature is of the opposite sex, it treats the unseelie faerie as the love of its life, the center of his universe, and will do anything short of ending its own life, or violating its basic ethos, to please the unseelie faerie. Those charmed by an unseelie faerie will not leave its side while the charm is in effect for any reason, and will defend the faerie to the death. (Note: Defending one's love to the death is different than throwing oneself off a cliff simply because the beloved wished one to do so.) Once per week, the unseelie faerie can permanently drain one point of Charisma and one point of Constitution from any creature under the effects of its charm ability. The range of this ability is 30 feet, and the affected creatures can make a Fortitude save to resist this effect. Members of the opposite sex receive a -2 circumstance penalty to this saving throw, as they would willingly give the unseelie faerie anything it requests. The save DCs are Charisma-based.\r

Curse of Cannibalism (Su):<\/i> When this unseelie faerie curses an opponent, the victim must pass succeed on a Will save or forever be able only to gain nutrition from the flesh of his own race. All other foods turn to ashes in his mouth, and unless he eats the flesh of his own kind, he will begin to take damage from starvation. The save DC is Charisma-based. Curse of cannibalism can be removed with a remove curse<\/i> or break enchantment<\/i> (caster level check DC = HD of the unseelie faerie).\r

Curse of Familicide (Su):<\/i> When this unseelie faerie curses an opponent, the victim must succeed on a Will save or, for the next 24 hours, see his friends and family as grotesque monsters and be forced to attack them to the best of his ability. This acts as the \"attack nearest creature\" function of a confusion spell except that the victim only targets those that he would ordinarily be friendly or helpful towards. The save DC is Charisma-based. Curse of familicide can be removed with a remove curse<\/i> or break enchantment<\/i> (caster level check DC = HD of the unseelie faerie).\r

Curse of Nature's Blindness (Su):<\/i> When this unseelie faerie curses an opponent, the victim must succeed on a Will save or be completely unable to see any creatures with the fey or animal type, as if they were under the effects of an improved invisibility<\/i> spell. The save DC is Charisma-based. Curse of nature's blindness can be removed with a remove curse<\/i> or break enchantment<\/i> (caster level check DC = HD of the unseelie faerie).\r

Easily Forgotten:<\/i> The unseelie faerie gains a +2 racial bonus on the save DC of its seelie spell of forgetting ability.\r

Elite Faerie:<\/i> One of the unseelie faerie's ability scores, determined randomly, gains a +4 bonus.\r

Enhanced Senses:<\/i> The unseelie faerie gains darkvision 60 ft. and scent.\r

Gaze of Ruin (Su):<\/i> Anyone within 30 feet of the unseelie faerie who meets the creature's eyes must succeed on a Will save against this mind-affecting fear effect or become overwhelmed with feelings of hopelessness and despair; these victims can do nothing but sink to the ground and sob until the unseelie faerie leaves or deactivates its gaze attack. Such victims are considered to be helpless. Unseelie faeries are immune to this ability. The unseelie faerie can suppress this gaze as a free action; when it is active the faerie's eyes shine with a blinding light that illuminates a 60-foot radius.\r

Greater Musical Instrument (Su):<\/i> The unseelie faerie possesses a magical musical instrument. When it plays, all creatures within a 60-foot spread (except fey) must succeed on a Will save or be affected by hideous laughter<\/i> or irresistable dance<\/i> (caster level equals faerie's HD; the faerie chooses the tune and its effect). In the hands of other beings, this instrument has no special powers. A creature that successfully saves against any of the instrument's effects cannot be affected by the same instrument for 24 hours. The save DC is Charisma-based.\r

Lose the Way (Sp):<\/i> Once per day, the unseelie faerie can touch a victim and render him or her completely unable to find his or her way anywhere for the next 3d6 hours. The unseelie faerie must succeed on a melee touch attack. The character cannot use the intuit direction aspect of the Survival skill to avoid becoming lost, and loses its innate sense of north if it has 5 or more ranks in Survival. The character cannot even find its way out of a closet without assistance, though he or she is perfectly capable of following other characters.\r

Multi-layered:<\/i> The unseelie faerie isn't easily categorized, and may select an additional theme from which to choose its spell-like abilities. (can be gained more than once)\r

Musical Instrument (Su):<\/i> The unseelie faerie possesses a magical musical instrument. When it plays, all creatures within a 60-foot spread (except fey) must succeed on a Will save or be affected by charm person, sleep<\/i>, or fear<\/i> (caster level equals faerie's HD; the faerie chooses the tune and its effect). In the hands of other beings, this instrument has no special powers. A creature that successfully saves against any of the instrument's effects cannot be affected by the same instrument for 24 hours. The save DC is Charisma-based.\r

Mystical:<\/i> The unseelie faerie gains an additional spell-like ability based upon its theme.\r

Quickness:<\/i> The unseelie faerie's land speed increases by +10 feet.\r

Resilient:<\/i> The unseelie faerie gains one of the following bonus feats, chosen randomly: Great Fortitude, Iron Will, or Lightning Reflexes.\r

Size Change (Su):<\/i> 3\/day, the unseelie faerie can change its size to make itself up to two size categories larger (maximum Huge) or smaller (minimum Diminutive) for 1 minute. Use the statistics of an unseelie faerie of the appropriate size, above.\r

Sneak Attack:<\/i> The unseelie faerie gains the sneak attack ability of a rogue of a level equal to its Hit Dice.\r

Swift Flier:<\/i> The unseelie faerie's fly speed increases by +10 feet.\r

Terrain Feature Dependent (Su):<\/i> The unseelie faerie is mystically bound to a single terrain feature (such as a tree, pool, hill, etc.) and must never stray more than 300 yards from it. If it does, it becomes ill and dies within 4d6 hours. The unseelie faerie's dependent terrain feature does not radiate magic. \r

Trackless Step:<\/i> The unseelie faerie gains trackless step, as the druid class feature.\r

Unearthly Grace (Su):<\/i> The unseelie faerie adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armor Class.\r

Wild Empathy (Ex):<\/i> This power works like the druid\u00c2\u0092s wild empathy class feature, except that the unseelie faerie has a +6 racial bonus on the check.\r

Woodland Stride:<\/i> The unseelie faerie gains woodland stride, as the druid class feature.\r

Seelie Spell of Forgetting (Sp):<\/b> At will, a seelie faerie may create up to a 50-foot cube of showering pixie dust. This effect must originate within 150 feet of the seelie faerie. All creatures within the pixie dust must succeed on a Will save or have its memory of time spent among the faeries erased. With a successful save, a creature recalls the faerie encounter as a dream. Failure results in complete memory loss pertaining to the faerie encounter. Should the victim recall anything, the memory is hazy and seems not quite real. The character cannot recollect names, locations, directions, or any other specifics unless the seelie faerie so desires. For example, a seelie faerie might cast this spell on a lost traveler to make him or her forget the faerie\u00c2\u0092s name and the location of the Seelie Court, but may allow the character to remember directions to the nearest safe haven.\r

If the recipient again encounters a faerie or place \u00c2\u0093forgotten\u00c2\u0094 as a result of this spell, he or she experiences a sense of deja vu, but does not recall specifics. \r

The spell does not negate other spell effects resulting from time spent among the faeries (thus, a recipient of a geas would still be under the geas). The character does, however, forget the circumstances and the spellcaster that bound him or her with such magic.\r

A limited wish, miracle<\/i>, or wish<\/i> can restore the lost memories.\r

This is a mind-affecting, charm effect, and is the equivalent of a 3rd-level spell. The save DC is Charisma-based. Fey are immune to this ability, while elves and druids gain a +4 bonus on their saves.\r

Spell-Like Abilities:<\/b> Always active\u00c2\u0097detect chaos, detect evil, detect good, detect law<\/i>; at will\u00c2\u0097invisibility<\/i> (self only). \r

An unseelie faerie gains additional spell-like abilities based upon its theme (avenger, shadow, and so forth). The unseelie faerie gains two spell-like abilities at Diminutive size, and two additional spell-like abilities for each size category greater. Thus, a Medium avenger gains the abilities of Small, Tiny, and Diminutive avengers. \r

Caster level for all spell-like abilities equals faerie's Hit Dice. The save DCs are Charisma-based.\r

Avengers choose from the following list:\r
Diminutive: acid splash, flare, touch of fatigue<\/i>\r
Tiny: entangle, faerie fire, true strike<\/i>\r
Small: bull's strength, rage, shatter, summon swarm<\/i>\r
Medium: hallucinatory terrain, major image, secret page<\/i>\r
Large: crushing despair, mark of justice, rusting grasp<\/i>\r
Huge: creeping doom, earthquake, reverse gravity, whirlwind<\/i>\r

Frighteners choose from the following list:\r
Diminutive: dancing lights, ghost sound, prestidigitation<\/i>\r
Tiny: bane, cause fear, doom<\/i>\r
Small: mirror image, misdirection, phantom trap, scare<\/i>\r
Medium: fear, hallucinatory terrain, major image<\/i>\r
Large: mirage arcana, nightmare, phantasmal killer<\/i>\r
Huge: bolts of bedevilment, maze, symbol of fear, veil<\/i> \r

Shadow faeries choose from the following list:\r
Diminutive: daze, open\/close, inflict minor wounds<\/i>\r
Tiny: chill touch, darkness, obscure object<\/i>\r
Small: ghoul touch, obscuring mist, shadow conjuration<\/i>\r
Medium: deeper darkness, shadow evocation, vampiric touch<\/i>\r
Large: armor of darkness, black tentacles, greater shadow conjuration<\/i>\r
Huge: greater shadow evocation, power word blind, simulacrum<\/i>\r

Tricksters choose from the following list:\r
Diminutive: faerie fire, ghost sound, prestidigitation<\/i>\r
Tiny: entangle, grease, lesser confusion<\/i>\r
Small: daze monster, hideous laughter, misdirection<\/i>\r
Medium: deep slumber, quench, warp wood<\/i>\r
Large: baleful polymorph, confusion, song of discord<\/i>\r
Huge: maze, mislead, repel gravity <\/i>\r

Vulnerability to Salt (Ex):<\/b> An unseelie faerie struck by salt (usually thrown as a splash weapon) immediately becomes visible and cannot use its invisibilty<\/i> spell-like ability for 1d4 minutes.\r

Skills:<\/b> An unseelie faerie has skills common to all of its kind, in addition to a number of skills based on its theme. The number of additional skills and associated ranks are listed in its statistics block. When crafting an unseelie faerie, assign the additional skills and ranks based on the following themes:\r

Avenger:<\/i> Climb, Intimidate, Sense Motive, Knowledge (nobility and royalty), Survival\r

Frightener:<\/i> Climb, Disable Device, Intimidate, Open Lock, Search\r

Shadow Faerie:<\/i> Balance, Climb, Sleight of Hand, Tumble, Use Magic Device\r

Trickster:<\/i> Bluff, Disguise, Perform (comedy), Sense Motive, Sleight of Hand\r

Feats:<\/b> An unseelie faerie has feats common to all of its kind, in addition to a number of feats based on its theme. When crafting an unseelie faerie, select feats from the common list and the list based on its theme:\r

Common:<\/i> Alertness, Dodge, Empower Spell-Like Ability, Quicken Spell-Like Ability, Skill Focus, Weapon Finesse (Tiny, Small, and Medium only) \r

Avenger:<\/i> Track, Power Attack (Large and Huge only), Two-Weapon Fighting, Great Fortitude\r

Frightener:<\/i> Stealthy, Improved Initiative, Blind-fight, Combat Reflexes\r

Shadow Faerie:<\/i> Mobility, Spring Attack, Combat Expertise, Whirlwind Attack\r

Trickster:<\/i> Combat Expertise, Deft Hands, Improved Feint, Persuasive<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1992 Wizards of the Coast, Inc.
Originally found in Blood Spawn<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Any evil","environment":"Any"},{"name":"Faer\u00fbnian Yellow Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":5602,"reference":"Usergen","full_text":"

Faer\u00c3\u00bbnian Yellow Dragon <\/h1><\/td> <\/tr>


<\/td> <\/tr>
Dragon (Earth)<\/strong><\/td> <\/tr>
Environment: <\/strong>Temperate and warm desert and underground<\/td> <\/tr>
Organization: <\/strong>Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)<\/td> <\/tr>
Challenge Ratings: <\/strong>Wyrmling 2; very young 3; young 4; juvenile 7; young adult 10; adult 12; mature adult 15; old 17; very old 18; ancient 20; wyrm 21; great wyrm 23<\/td> <\/tr>
Treasure: <\/strong>Double standard<\/td> <\/tr>
Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
Advancement: <\/strong>Wyrmling 6\u00c2\u00967 HD; very young 9\u00c2\u009610 HD; young 12\u00c2\u009613 HD; juvenile 15\u00c2\u009616 HD; young adult 18\u00c2\u009619 HD; adult 21\u00c2\u009622 HD; mature adult 24\u00c2\u009625 HD; old 27\u00c2\u009628 HD; very old 30\u00c2\u009631 HD; ancient 33\u00c2\u009634 HD; wyrm 36\u00c2\u009637 HD; great wyrm 39+ HD<\/td> <\/tr>
Level Adjustment: <\/strong>Wyrmling +5; very young +5; young +5; juvenile +6; others \u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr><\/table><\/td><\/tr>

Faer\u00c3\u00bbnian Yellow 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>5d12+5\u00a0(37)<\/font><\/td>13<\/font><\/td>10<\/font><\/td>13<\/font><\/td>10<\/font><\/td>11<\/font><\/td>10<\/font><\/td>+5\/+2<\/font><\/td>+7<\/font><\/td>+5<\/font><\/td>+4<\/font><\/td>+4<\/font><\/td>1d6\u00a0(13)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
Very Young<\/font><\/td>M<\/font><\/td>8d12+16\u00a0(68)<\/font><\/td>15<\/font><\/td>10<\/font><\/td>15<\/font><\/td>10<\/font><\/td>11<\/font><\/td>10<\/font><\/td>+8\/+10<\/font><\/td>+10<\/font><\/td>+8<\/font><\/td>+6<\/font><\/td>+6<\/font><\/td>2d6\u00a0(16)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
Young<\/font><\/td>M<\/font><\/td>11d12+22\u00a0(93)<\/font><\/td>17<\/font><\/td>10<\/font><\/td>15<\/font><\/td>12<\/font><\/td>13<\/font><\/td>12<\/font><\/td>+11\/+14<\/font><\/td>+14<\/font><\/td>+9<\/font><\/td>+7<\/font><\/td>+8<\/font><\/td>3d6\u00a0(17)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
Juvenile<\/font><\/td>L<\/font><\/td>14d12+42\u00a0(133)<\/font><\/td>19<\/font><\/td>10<\/font><\/td>17<\/font><\/td>14<\/font><\/td>15<\/font><\/td>17<\/font><\/td>+14\/+22<\/font><\/td>+17<\/font><\/td>+12<\/font><\/td>+9<\/font><\/td>+11<\/font><\/td>4d6\u00a0(20)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
Young Adult<\/font><\/td>L<\/font><\/td>17d12+68\u00a0(178)<\/font><\/td>23<\/font><\/td>10<\/font><\/td>19<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+17\/+27<\/font><\/td>+22<\/font><\/td>+14<\/font><\/td>+10<\/font><\/td>+12<\/font><\/td>5d6\u00a0(22)<\/font><\/td>20<\/font><\/td><\/tr>
Adult<\/font><\/td>H<\/font><\/td>20d12+100\u00a0(230)<\/font><\/td>27<\/font><\/td>10<\/font><\/td>21<\/font><\/td>16<\/font><\/td>17<\/font><\/td>16<\/font><\/td>+20\/+36<\/font><\/td>+26<\/font><\/td>+17<\/font><\/td>+12<\/font><\/td>+15<\/font><\/td>6d6\u00a0(25)<\/font><\/td>23<\/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>16<\/font><\/td>17<\/font><\/td>16<\/font><\/td>+23\/+40<\/font><\/td>+30<\/font><\/td>+18<\/font><\/td>+13<\/font><\/td>+16<\/font><\/td>7d6\u00a0(26)<\/font><\/td>24<\/font><\/td><\/tr>
Old<\/font><\/td>H<\/font><\/td>26d12+156\u00a0(325)<\/font><\/td>31<\/font><\/td>10<\/font><\/td>23<\/font><\/td>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+26\/+44<\/font><\/td>+34<\/font><\/td>+21<\/font><\/td>+15<\/font><\/td>+19<\/font><\/td>8d6\u00a0(29)<\/font><\/td>27<\/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>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+29\/+48<\/font><\/td>+38<\/font><\/td>+22<\/font><\/td>+16<\/font><\/td>+20<\/font><\/td>9d6\u00a0(30)<\/font><\/td>28<\/font><\/td><\/tr>
Ancient<\/font><\/td>G<\/font><\/td>32d12+224\u00a0(432)<\/font><\/td>35<\/font><\/td>10<\/font><\/td>25<\/font><\/td>20<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+32\/+56<\/font><\/td>+40<\/font><\/td>+25<\/font><\/td>+18<\/font><\/td>+23<\/font><\/td>10d6\u00a0(33)<\/font><\/td>31<\/font><\/td><\/tr>
Wyrm<\/font><\/td>G<\/font><\/td>35d12+280\u00a0(507)<\/font><\/td>37<\/font><\/td>10<\/font><\/td>27<\/font><\/td>20<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+35\/+60<\/font><\/td>+44<\/font><\/td>+27<\/font><\/td>+19<\/font><\/td>+24<\/font><\/td>11d6\u00a0(35)<\/font><\/td>32<\/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>23<\/font><\/td>22<\/font><\/td>+38\/+64<\/font><\/td>+48<\/font><\/td>+29<\/font><\/td>+21<\/font><\/td>+27<\/font><\/td>12d6\u00a0(37)<\/font><\/td>35<\/font><\/td><\/tr><\/table><\/td><\/tr>
\u00a0<\/td> <\/tr>

Faer\u00c3\u00bbnian Yellow 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.<\/font><\/td>+0<\/font><\/td>15 (+1 size, +4 natural), touch 11, flat-footed 15<\/font><\/td>Create water<\/i>, immunity to fire, silence<\/i><\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
Very Young<\/font><\/td>40 ft., fly 150 ft. (poor), burrow 20 ft.<\/font><\/td>+0<\/font><\/td>17 (+7 natural), touch 10, flat-footed 17<\/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.<\/font><\/td>+0<\/font><\/td>20 (+10 natural), touch 10, flat-footed 20<\/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.<\/font><\/td>+0<\/font><\/td>22 (\u00c2\u00961 size, +13 natural), touch 9, flat-footed 22<\/font><\/td>Summon monster III<\/i> (air elemental only)<\/font><\/td>1st<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
Young Adult<\/font><\/td>40 ft., fly 150 ft. (poor), burrow 20 ft.<\/font><\/td>+0<\/font><\/td>25 (\u00c2\u00961 size, +16 natural), touch 9, flat-footed 25<\/font><\/td>DR 5\/magic<\/font><\/td>3rd<\/font><\/td>19<\/font><\/td><\/tr>
Adult<\/font><\/td>40 ft., fly 150 ft. (poor), burrow 20 ft.<\/font><\/td>+0<\/font><\/td>27 (\u00c2\u00962 size, +19 natural), touch 8, flat-footed 27<\/font><\/td>Greater invisibility<\/i><\/font><\/td>5th<\/font><\/td>21<\/font><\/td><\/tr>
Mature Adult<\/font><\/td>40 ft., fly 150 ft. (poor), burrow 20 ft.<\/font><\/td>+0<\/font><\/td>30 (\u00c2\u00962 size, +22 natural), touch 8, flat-footed 30<\/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.<\/font><\/td>+0<\/font><\/td>33 (\u00c2\u00962 size, +25 natural), touch 8, flat-footed 33<\/font><\/td>Wind wall<\/i><\/font><\/td>9th<\/font><\/td>24<\/font><\/td><\/tr>
Very Old<\/font><\/td>40 ft., fly 150 ft. (poor), burrow 20 ft.<\/font><\/td>+0<\/font><\/td>36 (\u00c2\u00962 size, +28 natural), touch 8, flat-footed 36<\/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.<\/font><\/td>+0<\/font><\/td>37 (\u00c2\u00964 size, +31 natural), touch 6, flat-footed 37<\/font><\/td>Wall of stone<\/i><\/font><\/td>13th<\/font><\/td>27<\/font><\/td><\/tr>
Wyrm<\/font><\/td>40 ft., fly 200 ft. (clumsy), burrow 20 ft.<\/font><\/td>+0<\/font><\/td>40 (\u00c2\u00964 size, +34 natural), touch 6, flat-footed 40<\/font><\/td>DR 20\/magic<\/font><\/td>15th<\/font><\/td>28<\/font><\/td><\/tr>
Great Wyrm<\/font><\/td>40 ft., fly 200 ft. (clumsy), burrow 20 ft.<\/font><\/td>+0<\/font><\/td>43 (\u00c2\u00964 size, +37 natural), touch 6, flat-footed 43<\/font><\/td>Enervation<\/i><\/font><\/td>17th<\/font><\/td>30<\/font><\/td><\/tr><\/table><\/td><\/tr>
\u00a0<\/td> <\/tr>
A sleek dragon erupts from beneath the sand. Its scales have a dull, dusty texture, and its teeth and nails are similarly finished.<\/i>\r

Yellow dragons love deserts, preferring areas of sandy, windswept desolation. They are most comfortable in daytime temperatures of 105 degrees and up, although they can easily survive subfreezing temperatures at night. A yellow dragon\u00c2\u0092s scales at birth are tan in color, but slowly, as the dragon ages, change to a desert sand color. Their scales are dull and lackluster, but this is to their advantage for they do not reflect light very well. Their teeth and claws are of similar color.\r

Yellow dragons are solitary, selfish creatures that form no close bonds with any other creature, including other yellows. They are highly territorial; the only time they\\'ll let another yellow into their territory is to mate, which is actually quite rare. Immediately afterward, the dragons separate. The mother raises the offspring, but won\\'t go out of her way to protect them from attackers. The young dragons usually leave home before they reach the juvenile age category. The main enemies of yellow dragons are brass dragons, which actively hunt the smaller creatures.\r

Although preferring guile to combat and ambush to attack, yellows are fierce and cunning fighters. Even if forced into a situation where direct combat is inevitable, they\\'ll still use their spells and innate abilities so as to mislead, misdirect, and distract their opponents.\r

Combat\r

A favorite hunting tactic for a yellow is to dig a steep-walled, cone-shaped depression in the sand, and then bury itself at the bottom of this crater with just its eyes and nostrils showing. When a creature stumbles into the depression, the dragon moves its wings in the sand, causing the steep walls of the cone to collapse and drawing the prey straight to the dragon\\'s mouth.\r

Breath Weapon (Su):<\/b> A yellow dragon has one type of breath weapon, a cone of scorching air and earth, which deals half fire\/half bludgeoning damage (Reflex half). Additionally, creatures in the cone must succeed on a Fortitude save or be blinded for 1d4 rounds plus 1 round per age category.\r

Silence (Sp):<\/b> The dragon can use this ability as the spell of the same name, a number of times per day equal to its age category.\r

Other Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097create water<\/i> (wyrmling and older), invisibility<\/i> (adult or older), summon monster III<\/i> (air elemental only)(juvenile or older), wind wall<\/i> (old or older); 1\/day\u00c2\u0097 enervation<\/i> (great wyrm), wall of stone<\/i> (ancient or older).\r

Skills:<\/b> Bluff, Hide, and Survival are considered class skills for yellow dragons.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1990 Wizards of the Coast, Inc.
Originally found in FOR1 - Draconomicon<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Always chaotic evil","environment":"Temperate and warm desert and underground"},{"name":"False Keraptis","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5603,"reference":"Usergen","full_text":"

False Keraptis (Template)<\/h1>
Long ago, the wizard Keraptis found a way to store imprints of himself on scrolls. Any creature that reads such a scroll inquires an imprint, thereafter believing itself to be the wizard Keraptis. \r

Each False Keraptis calls itself Keraptis and demands no less from its followers. The False Kerapti refer to the other False Kerapti as \u00c2\u0094usurpers\u00c2\u0094 or \"pretenders\".\r

Since each of the False Kerapti believe themselves to truly be Keraptis, each believes the legendary weapons Wave, Whelm, Blackrazor<\/i>, and Frostrazor<\/i> to be their personal property, and demand their immediate surrender or else face retribution.

Creating a False Keraptis<\/h2> \u00c2\u0093False Keraptis\u00c2\u0094 is an acquired template that can be added to any any living creature with an intelligence score (referred to hereafter as the base creature).\r

A false Keraptis 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 Attacks:<\/b> A false Keraptis retains all the base creature\u00c2\u0092s special attacks and gains those described below. Save DCs are equal to 10 + 1\/2 false Keraptis's HD + false Keraptis's Cha modifier unless otherwise noted.\r

Hierarchical Mind (Su):<\/i> The consciousness of a false Keraptis spreads throughout its subsumed minds. The false Keraptis has access to all the perceptions of all of its subsumed minds on the same plane of existence, and a false Keraptis cannot be flanked unless all its subsumed minds within line of sight are flanked. The false Keraptis may direct the actions of one of its subsumed minds as a swift action, three as a move action, five as a standard action, or ten as a full-round action. Instead of directing the subsumed minds, the false Keraptis may channel its spell-like abilities through the subsumed minds; these take effect as if the subsumed mind had used them using the false Keraptis's statistics. The false Keraptis may channel as many spell-like abilities as it can use during a round, but each must originate from a different subsumed mind.\r

For each 10 subsumed minds in the hierarchical mind of a given false Keraptis, the false Keraptis gains a positive level and a +1 bonus to Intelligence. In addition, for each 10 subsumed minds, the false Keraptis gains one additional daily use of a single spell-like ability granted by the template. The caster level for all the false Keraptis's spell-like abilities increases by 1 for every 10 subsumed minds it possesses.\r

When the body of a false Keraptis is killed, the hierarchical mind must make a DC 20 Will save or be destroyed utterly (using the save bonus of the false Keraptis). If the save succeeds, the hierarchical mind may jump to the body of one of the subsumed minds, and that body immediately transforms into the false Keraptis (essentially, the subsumed mind is replaced by the false Keraptis). If there is no subsumed mind available, the false Keraptis may attempt to possess any victim of its partial imprint that does not yet have the subsumed mind template. In that case, the partial imprint victim may make a Will save to resist the hierarchical mind (the DC is based on the Charisma of the false Keraptis); on a failed save, the partial imprint victim gains the false Keraptis template and acquires the memories of the previous false Keraptis. The hierarchical mind may only attempt to possess each victim one time, and it may attempt only one possession per round. If the hierarchical mind is unable to reseat itself into a subsumed mind or a partial imprint victim within one minute, it is destroyed utterly.\r

Partial Imprint (Su):<\/i> Each false Keraptis has the ability to impose a partial imprint of Keraptis's mind on other creatures. This is usually accomplished by the creation of cursed scrolls (any creature that reads the scroll receives the partial imprint), but methods may vary from one false Keraptis to another. The victim of the partial imprint eventually receives the subsumed mind template (and possibly other templates, as well, depending on the false Keraptis) and enters the hierarchical mind (see below) of the controlling false Keraptis.\r

A standard false Keraptis may curse any scroll corresponding to one of its spell-like abilities as a standard action. Any creature then reading the scroll (whether casting the spell from the scroll or not) then immediately gains that spell as a spell-like ability usable once per day. Every 2 days, however, the victim must make a Will save or take 1 point of Int and Wis drain. After 5 failed saves, the victim gains the subsumed mind template and becomes part of the false Keraptis's hierarchical mind. The save DC is Charisma-based (DC = 10+1\/2 HD +Cha bonus of the false Keraptis).\r

Spell-Like Abilities:<\/i> All false Kerapti possess the following spell-like abilties, usable once per day: dimension door, fireball, magic missile, wall of force<\/i>.\r

Additionally, a false Keraptis gains a number of spell-like abilities based upon the spells found in the true Keraptis's spellbook. When creating a false Keraptis, the DM should randomly select two spells for each spell level up to 3rd, and one spell from levels 4-6. These spells should be selected from the following list:\r

0\u00c2\u0097arcane mark, detect magic, mage hand, read magic, touch of fatigue;<\/i>\r
1st\u00c2\u0097charm person, feather fall, mage armor, magic missile*, ray of enfeeblement, shield, sleep; <\/i>\r
2nd\u00c2\u0097acid arrow, arcane lock, continual flame, darkness, detect thoughts, knock, magic mouth, mirror image; <\/i>\r
3rd\u00c2\u0097dispel magic, fireball*, fly, greater magic weapon, lightning bolt, slow, summon monster III, tongues, wind wall; <\/i>\r
4th\u00c2\u0097arcane eye, black tentacles, charm monster, dimension door*, greater invisibility, ice storm, summon monster IV, polymorph, stoneskin; <\/i>\r
5th\u00c2\u0097cloudkill, cone of cold, dismissal, interposing hand, persistent image, summon monster V, wall of stone; <\/i>\r
6th\u00c2\u0097acid fog, circle of death, contingency, forceful hand, globe of invulnerability, summon monster VI, transformation, true seeing.<\/i>\r

Each of these spell-like abilities is usable once per day, and may only be selected once, except for those marked with an asterix. These spells can be selected multiple times, each granting an additional daily use. Caster level 12th. The save DCs are Charisma-based.\r

Special Qualities:<\/b> A false Keraptis retains all the base creature\u00c2\u0092s special qualities and gains those described below.\r

Spell Resistance (Ex):<\/i> A false Keraptis has spell resistance equal to Hit Dice + 10. \r

Abilities:<\/b> Modify from the base creature as follows: Int +2, Cha +4.\r

Environment:<\/b> Any.\r
Organization:<\/b> Solitary or hierarchical mind (false Keraptis plus 3-40 subsumed minds).\r
Challenge Rating:<\/b> Same as the base creature +3. Additionally, the CR of a false keraptis increases by +1 for ever 20 subsumed minds it possesses.\r
Treasure:<\/b> Same as the base creature.\r
Alignment:<\/b> Always evil (any).\r
Advancement:<\/b> Same as the base creature.\r
Level Adjustment:<\/b> \u00c2\u0097.
Challenge Rating: <\/strong>+3 or more

Sample False Keraptis<\/h2> Killjoy, False Keraptis Efreeti<\/b>\r
Large Outsider (Extraplanar, Fire)\r
Hit Dice: 10d8+35 (80 hp)\r
Initiative: +7\r
Speed: 20 ft. (4 squares), fly 40 ft. (perfect)\r
Armor Class: 18 (\u00c2\u00961 size, +3 Dex, +6 natural), touch 12, flat-footed 15\r
Base Attack\/Grapple: +10\/+20\r
Attack: Slam +18 melee (1d8+6 plus 1d6 fire) or Blackrazor<\/i> +21 melee (2d6+12\/19-20)\r
Full Attack: 2 slams +18 melee (1d8+6 plus 1d6 fire) or Blackrazor<\/i> +21\/+16 melee (2d6+12\/19-20)\r
Space\/Reach: 10 ft.\/ 10 ft.\r
Special Attacks: Change size, heat, hierarchical mind, partial imprint, spell-like abilities\r
Special Qualities: Changes shape, darkvision 60 ft., immunity to fire, plane shift, spell resistance 20, telepathy 100 ft., vulnerability to cold\r
Saves: Fort +12, Ref +13, Will +12\r
Abilities: Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 19\r
Skills: Bluff +20, Craft (any one) +17, Concentration +18, Diplomacy +11, Disguise +7 (+9 acting), Intimidate +22, Listen +18, Move Silently +19, Sense Motive +18, Spellcraft +17, Spot +18\r
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative (B), Quicken Spell-Like Ability (scorching ray<\/i>)\r
Environment: White Plume Mountain (Elemental Plane of Fire)\r
Organization: Solitary or hierarchical mind (Killjoy plus up to 30 subsumed minds)\r
Challenge Rating: 12\r
Treasure: Standard coins; double goods; standard items\r
Alignment: Lawful evil\r
Advancement: 11\u00c2\u009615 HD (Large); 16\u00c2\u009630 HD (Huge)\r
Level Adjustment: \u00c2\u0097\r

Killjoy has 30 Subsumed Minds. The benefits of these are reflected in his statistics, and he additionally receives a +3 bonus to any unlisted skill check or ability check. The save DCs of his Su abilities are increased by +1.\r

Change Shape (Su):<\/b> An efreeti can assume the form of any Small, Medium, or Large humanoid or giant.\r

Change Size (Sp):<\/b> Twice per day, an efreeti can magically change a creature\u00c2\u0092s size. This works just like an enlarge person<\/i> or reduce person<\/i> spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC 19 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.\r

Heat (Ex):<\/b> An efreeti\u00c2\u0092s red-hot body deals 1d6 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.\r

Plane Shift (Sp):<\/b> A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).\r

Spell-Like Abilities:<\/b> At will\u00c2\u0097detect magic, produce flame, pyrotechnics<\/i> (DC 14), scorching ray<\/i> (1 ray only); 3\/day\u00c2\u0097invisibility, magic missile, wall of fire<\/i> (DC 18); 2\/day-black tentacles*, lightning bolt*, mirror image<\/i>*;1\/day\u00c2\u0097acid arrow, arcane mark, circle of death, cloudkill, cone of cold, dimension door, fireball<\/i>, grant up to three wishes (to nongenies only), gaseous form, knock, permanent image<\/i> (DC 20), read magic, sleep, slow, stoneskin, touch of fatigue, wall of force, wind wall, true seeing<\/i>. Caster level 15th. The save DCs are Charisma-based. *These spell-like abilities have one extra use per day due to Killjoy's subsumed minds. As he loses subsumed minds, he loses one use per day of each of these SLAs.\r

Blackrazor:<\/b> Blackrazor<\/i> is a minor artifact that functions as an intelligent, +3 greatsword<\/i>. When it deals a killing blow to any living creature, it immediately grants its bearer a number of positive levels equal to the slain creature's Hit Dice. These positive levels last for 24 hours. Because Blackrazor<\/i> steals the victim' soul, there is only 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

If Blackrazor<\/i> is used to strike an undead creature (or other creature with ties to negative energy, such as a slow shadow or xeg-yi), the sword instead bestows one negative level on the wielder, and grants the target 5 temporary hit points (which expire 24 hours later).\r

Blackrazor<\/i> has 120 ft. darkvision and hearing. It speaks Common, Abyssal, Infernal, and Draconic, and can communicate telepathically with its wielder. It has deathwatch<\/i> continually active, and possesses 10 ranks each in Intimidate and Knowledge (the planes), giving it a +13 modifier with both skills.\r

Blackrazor<\/i> is neutral evil with the following ability scores: Int 17, Wis 10, Cha 17, Ego 19. Blackrazor's<\/i> Ego score improves by 1 for every 3 days it goes \"unfed\". Blackrazor<\/i> communicates via telepathy.
\u00a0
Return to White Plume Mountain<\/em>
<\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Always evil (any).\r","environment":" Any.\r"},{"name":"Farrowdale Mouse","type":"Magical Beast","ch":1,"challenge_rating":" 1 \u00a0","id":5604,"reference":"Usergen","full_text":"

Farrowdale Mouse <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 1\/4d10\u00a0(1 hp)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> 15 ft. (3 squares), climb 15 ft.<\/td> <\/tr>
Armor Class: <\/strong> 20 (+8 size, +2 Dex), touch 20, flat-footed 18<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+1\/-20<\/td> <\/tr>
Attack: <\/strong>Bite +4 melee (1 plus poison)<\/td> <\/tr>
Full Attack: <\/strong>2 bites +4 melee (1 plus poison)<\/td> <\/tr>
Space\/Reach: <\/strong>1\/2 ft.\/0 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Alacricty, poison<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, scent<\/td> <\/tr>
Saves: <\/strong>Fort +2, Ref +4, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 1, Dex 14, Con 10, Int 2, Wis 12, Cha 3 <\/td> <\/tr>
Skills: <\/strong>Balance +10, Climb +10, Hide +26, Move Silently +10\r
<\/td> <\/tr>
Feats: <\/strong>Stealthy<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any land<\/td> <\/tr>
Organization: <\/strong>Solitary, mischief (2-12), or horde (13-100)<\/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 field mouse sports a pair of curved incisors that continually drip a milky fluid.<\/i>\r

Farrowdale mice are venomous predators with blinding speed. They lair in rotten logs and abandoned gopher holes, eating insects and grubs. \r

A Farrowdale mouse is 4 inches long (plus a 4 inch tail) and weighs less than a pound.\r

COMBAT\r

Farrowdale mice are whirlwinds of frenzied activity. They dart after blowing leaves, pounce on blades of grass, and snap at any creature who wanders by, regardless of its size. \r

Alacrity (Su):<\/b> When making a full attack action, a Farrowdale mouse may make one extra attack with its bite attack at its highest attack bonus.\r

Poison (Ex):<\/b> Injury (bite), Fortitude DC 10; initial damage agonizing pain (-4 penalty on attack rolls, skill checks, and ability checks) for 2d6 minutes; secondary damage dazed for 1d4+1 hours. The save DC is Constitution-based.\r

Skills:<\/b> A Farrowdale mouse has a +4 racial bonus on Hide and Move Silently checks and a +8 racial bonus on Balance and Climb checks. A Farrowdale mouse can always choose to take 10 on Climb checks, even if rushed or threatened.\r

In The Realms<\/b>\r
In the Forgotten Realms setting, Farrowdale mice are found primarily in their namesake region.<\/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":"Any land"},{"name":"Faux Faerie","type":"Fey","ch":4,"challenge_rating":" 04 \u00a0","id":5605,"reference":"Usergen","full_text":"

Faux Faerie <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Tiny\u00a0Fey \t\t\t(Shapechanger)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 4d6+4\u00a0(18 hp)<\/td> <\/tr>
Initiative: <\/strong> +4<\/td> <\/tr>
Speed:<\/strong> 50 ft (10 squares)<\/td> <\/tr>
Armor Class: <\/strong> 16 (+2 size, +4 Dex), touch 16, flat-footed 12<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+2\/-9<\/td> <\/tr>
Attack: <\/strong>Short sword +1 melee (1d3-3\/19-20) or longbow +8 ranged (1d4-3\/x3)<\/td> <\/tr>
Full Attack: <\/strong>Short sword +1 melee (1d3-3\/19-20) or longbow +8 ranged (1d4-3\/x3)<\/td> <\/tr>
Space\/Reach: <\/strong>1 ft\/0 ft<\/td> <\/tr>
Special Attacks: <\/strong>Absorbing aura<\/td> <\/tr>
Special Qualities: <\/strong>Change shape, damage reduction 5\/cold iron, low-light vision, spell resistance 31, split, wood meld<\/td> <\/tr>
Saves: <\/strong>Fort +2, Ref +8, Will +6 <\/td> <\/tr>
Abilities: <\/strong>Str 4, Dex 19, Con 13, Int 10, Wis 14, Cha 18 <\/td> <\/tr>
Skills: <\/strong>Bluff +21, Diplomacy +6, Disguise +19 (+21 acting), Escape Artist +11, Hide +21, Intimidate +8, Listen +4, Move Silently +13, Sleight of Hand +9, Spot +4, Use Rope +4 (+6 bindings)<\/td> <\/tr>
Feats: <\/strong>Persuasive, Stealthy<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate forest<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>04<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Usually chaotic neutral<\/td> <\/tr>
Advancement: <\/strong>5-8 HD (Tiny)<\/td> <\/tr>
Level Adjustment: <\/strong>+3<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This being looks like a small elf. It seems to be about the same as its many fey brethren.<\/i>\r

The faux faerie\u00c2\u0092s goal in life is to misdirect as many creatures as possible. Its life\u00c2\u0092s work keeps it contented, and it loves to find novel new ways to trick other creatures. First of all, it can appear as any smaller fey creature (sprites, brownies, leprechauns, etc.) that is common to the region it currently travels in. The faux faerie is an excellent mimic, even though it does not possess the magical powers of other fey. Its magical aura makes it seem to be far more powerful than any other creature of the forest, a thought that delights this malicious trickster.\r

The faux faerie spends its day changing trail markers and sign posts, creating false and circling trails, and giving inaccurate directions and information to passersby. It will even create trails to areas in which such natural dangers as quicksand, rockslides, and dangerous pits abound. It is a congenital liar, but crafty in mixing lies, half-truths, and partial truths, so as to misdirect and confuse without its lies being noticeable or obvious. Once having led someone astray, the faux faerie will often follow behind them at a distance to laugh at their plight, sometimes changing form to encounter them yet again.\r

Sometimes, a spellcaster will try to capture a faux faerie to use it as a storage battery for protective and healing spells, or instead for offensive spells. A caster can feed spells into the fey until its aura is full, and then cast other spells on it later to receive one of the helpful spells; or, if using the faux faerie as a weapon, anyone trying to harm it with a spell will get a nasty surprise. Obviously, this is a very risky strategy, as one never knows whether the faux faerie\u00c2\u0092s aura is full or what spells will be released once it is full. Faux faeries are hard to capture, and will not stand to be treated this way, trying to escape the whole time.\r

A faux faerie is 1 to 2 feet tall, and weighs 1-3 pounds.\r

A faux faerie speaks Sylvan and Common.\r

COMBAT<\/b>\r
A faux faerie\u00c2\u0092s lies and deceit are its most potent weapons, having led more than one adventuring party to its death. This spiteful creature\u00c2\u0092s most unusual feature, however, is the absorbent and reactive magical aura that surrounds it. This aura can hold dozens of spells, and make a faux faerie appear to have great innate magical abilities. This aura holds a variety of spells, including some cast by friendly parties as well as unfriendly parties.\r

Gathering wood for a fire at night can be risky when a faux faerie is around. An hour before dusk, a faux faerie will seek out a suitable fallen branch or log, three or four feet long at most. The faerie melds itself into the wood for its night's rest, and remains in the wood until an hour after dawn. The split caused by cutting this wood is half is the only known means of procreation for the faux faerie.\r

Absorbing Aura (Su)<\/b>: A faux faerie is continually surrounded by an invisible magical aura that absorbs spells and releases them at random. Any time a spell or spell-like ability targets a faux faerie, the spell is immediately absorbed by the aura. The spell is not discharged and remains stored in the aura indefinitely. Creatures able to detect magical auras see a frenzy of magical energy circling the faerie.\r

Each faux faerie\u00c2\u0092s aura can hold 4d6+20 spells; this is a static number and does not change over the course of the faerie\u00c2\u0092s life. If a spell targets a faux faerie when its aura is full, the new spell is absorbed and a random stored spell is released as a free action targeting the absorbed spell\u00c2\u0092s caster. The released spell uses the caster level of the spellcaster that cast it initially, though the faux faerie becomes the caster for all other effects related to the caster. Releasing a spell is not a conscious act by the faux faerie and does not provoke an attack of opportunity or require concentration, and thus cannot be disrupted.\r

Damaging wood that a faux faerie is melded with can disrupt the faux faerie\u00c2\u0092s aura. If the wood is burnt, its stored spells are released at a rate of six spells per round, targeting random targets within 60 feet. Six spells are released every round until all spells are released, or the wood is no longer burning. If the wood is cut instead of burnt, six spells are released randomly in this way, but only in the first round the wood is chopped.\r

The spells currently stored in a faux faerie\u00c2\u0092s aura should be determined randomly. This table shows some of the spells most commonly stored by a faux faerie:\r

01-10 magic missile<\/i>\r
11-20 daze monster<\/i>\r
21-30 charm monster<\/i>\r
31-40 lesser confusion<\/i>\r
41-50 shocking grasp<\/i>\r
51-60 inflict light wounds<\/i>\r
61-67 cure light wounds<\/i>\r
68-74 heal<\/i>\r
75-79 suggestion<\/i>\r
80-83 dispel magic<\/i>\r
84-87 slow<\/i>\r
88-90 hold monster<\/i>\r
91-92 inflict critical wounds<\/i>\r
93-94 mark of justice<\/i>\r
95-96 greater dispel magic<\/i>\r
97 chain lightning<\/i>\r
98 baleful polymorph<\/i>\r
99 harm<\/i>\r
100 slay living<\/i>\r

Change Shape (Su)<\/b>: A faux faerie can assume the shape of any Fey creature of up to Small size. A faux faerie can remain in its chosen form until it chooses to assume a new one. A change in form cannot be dispelled, but a faux faerie reverts to its natural form when killed. A true seeing<\/i> spell or ability reveals its natural form.\r

Split (Su)<\/b>: When a piece of wood containing a faux faerie is chopped or cut into two or more pieces, the faux faerie splits into two identical versions of itself, which emerge from the two largest pieces of wood an hour after dawn that next morning. Each version has half the faux faerie\u00c2\u0092s current hit point total, but otherwise each one has the same stats as the original. This split is permanent; the two faux faeries are separate creatures and cannot recombine.\r

Each version of the faux faerie has access to all the current abilities of a single creature. However, any spells stored in the original faux faerie\u00c2\u0092s aura are split evenly and randomly between the two new ones.\r

Wood Meld (Su)<\/b>: A faux faerie can meld its body and possessions into a single piece of wood that is large enough to accommodate its body in all three dimensions. The wood must not be a part of a living plant. The effect of this ability is otherwise similar to the meld with stone<\/i> spell. \r

A piece of wood infused with a faux faerie takes on an extremely faint blue glow from the dweomer of the faux faerie\u00c2\u0092s magical aura. This glow is indistinguishable from the blue fox fire glow that sometimes occurs in naturally decomposing wood, and cannot be seen at all if any light source (mundane or magical) is present. If the wood infused with a dormant faux faerie is burnt, the faux faerie will take normal damage from the fire, and its absorbing aura is explosively disrupted (see above).\r

Skills<\/b>: A faux faerie has a +8 racial bonus on Bluff and Disguise checks.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1992 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium MC14 \u00c2\u0096 Fiend Folio Appendix (1992, Tim Beach).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Usually chaotic neutral","environment":"Temperate forest"},{"name":"Feng Huang","type":"Magical Beast","ch":26,"challenge_rating":" 26 \u00a0","id":5606,"reference":"Usergen","full_text":"

Feng Huang <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Gargantuan\u00a0Magical Beast \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 22d10+132\u00a0(253 hp)<\/td> <\/tr>
Initiative: <\/strong> +6<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), fly 120 ft. (average)<\/td> <\/tr>
Armor Class: <\/strong> 26 (\u00c2\u00964 size, +2 Dex, +13 natural, +5 deflection), touch 13, flat-footed 24<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+22\/+46<\/td> <\/tr>
Attack: <\/strong>Claw +30 melee (3d6+12\/19-20) or bite +30 melee (4d6+12)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +30 melee (3d6+12\/19-20) and bite +25 melee (4d6+12)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>20 ft.\/15 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Animate fire, breath weapon, flame storm, spell-like abilities, spit flame<\/td> <\/tr>
Special Qualities: <\/strong>Control temperature, cure disease, darkvision 60 ft., defensive aura, damage reduction 15\/epic and cold iron, low-light vision, melt weapons, rebirth, spell resistance 37, telepathy 60 ft., tongues<\/td> <\/tr>
Saves: <\/strong>Fort +19, Ref +15, Will +14 <\/td> <\/tr>
Abilities: <\/strong>Str 34, Dex 14, Con 23, Int 18, Wis 17, Cha 21 <\/td> <\/tr>
Skills: <\/strong>Concentration +31, Diplomacy +9, Knowledge (arcana) +29, Knowledge (the planes) +29, Sense Motive +30, Spellcraft +33, Spot +28, Survival +3 (+7 on other planes)\r
<\/td> <\/tr>
Feats: <\/strong>Epic Will, Flyby Attack, Hover, Improved Critical (claw), Improved Initiative, Quicken Spell-Like Ability (invisibility<\/i>), Snatch, Wingover<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any extraplanar<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>26<\/td> <\/tr>
Treasure: <\/strong>Double standard<\/td> <\/tr>
Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This immense bird of prey is over 100 feet long from the top of its multicolored crown to the tip of its finned, fishlike tail. Its wings span nearly 200 feet. It is covered in feathers of red, blue, green, orange, and yellow, while black and white stripes run the length of its body.<\/i>\r

Also known as the oriental phoenix, the feng huang is among the greatest of avian creatures. Fully aware of its beauty and power, the feng huang is self-centered and arrogant.\r

Although rarely encountered on the Material Plane, feng huang generally make their elaborate nests of spun gold and silver high atop massive ornamental trees in remote areas of other planes. Feng huang are not bothered by extreme temperatures or weather, so they can reside in nearly any environment.\r

Feng huang are herbivorous, feeding mostly on flowers and bamboo, and prefer to drink sweet beverages, such as fruit juices or honey-filled waters. They covet treasure, particularly gems.\r

Feng huang are extremely rare. A female feng huang lays only one egg each year, and each such egg has only 1% chance of hatching.\r

Much larger than the standard phoenix, a feng huang's bill and neck are shorter in proportion to its body. \r

A feng huang can speak with any creature with a language, thanks to its tongues ability, and with any avian creature (even those without languages).\r

COMBAT\r

A feng huang prefers to avoid combat, but fights aggressively if provoked. It prefers to rely on its spell-like and supernatural abilities rather than resorting to melee combat.\r

Animate Fire (Su):<\/b> As a standard action, a feng huang can transform a normal fire into an equivalently-sized fire elemental under its control. After 10 minutes, the elemental reverts to a normal fire.\r

Breath Weapon (Su):<\/b> Once per round, 50-foot line, damage 3d10 fire, Reflex DC 27 half. The save DC is Constitution-based.\r

Control Flames (Su):<\/b> As a standard action, a feng huang can pyrokinetically control the intensity or movements of one fire source. This functions exactly like the control flames<\/i> psionic power, treating the feng huang as a 20th-level manifester for determining the power's effects. \r

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

Cure Disease (Su):<\/b> With the touch of its wings, a feng huang can remove any disease instantly, even those of a magical nature or requiring a caster level check (such as mummy rot).\r

Defensive Aura (Su):<\/b> A feng huang has a +5 deflection bonus to Armor Class. This ability is always in effect.\r

Flame Storm (Su):<\/b> Twice per day, a feng huang can unleash a deadly cloud of flame in a 20-foot-high, 15-foot-radius spread. Each creature in the area takes 40d6 points of fire damage (Reflex DC 27 half). The save DC is Constitution-based.\r

Melt Weapons (Ex):<\/b> Any metal weapon that strikes a feng huang must succeed on a DC 27 Fortitude save or melt away into slag. The save DC is Constitution-based.\r

Rebirth (Su):<\/b> When a feng huang is reduced to 0 hp, it does not die. Instead, its body disappears in a flash of (harmless) flame and smoke, replaced by a jade-like egg. The egg hatches into a feng huang in 3d10 days, which then magically grows to maturity in one day.\r

Spell-Like Abilities:<\/b> At will\u00c2\u0097dispel magic, invisibility, plane shift<\/i>; 3\/day\u00c2\u0097fire seeds<\/i> (DC 21), fire shield, heat metal<\/i> (DC 17), produce flame, pyrotechnics<\/i> (DC 17); 1\/day\u00c2\u0097incendiary cloud<\/i> (DC 23), wall of fire<\/i>. Caster level 20th. The save DCs are Charisma-based.\r

After 10 rounds of ritual and preparation\u00c2\u0097dismissal<\/i> (DC 20), dispel evil<\/i> (DC 19). Caster level 40th. The save DCs are Charisma-based.\r

The following abilities are always active on the feng huang, as the spells (caster level 20th); detect evil, detect magic, protection from evil<\/i>. They can be dispelled, but the feng huang can reactivate them as a free action.\r

Spit Flame (Su):<\/b> As a standard action, a feng huang can spit two balls of fire to a range of 60 feet. This requires a ranged touch attack, and deals 2d10 points of fire damage on a successful hit.\r

Tongues (Su):<\/b> A feng huang can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 20th). This ability is always active. It can also speak normally with any avians.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1989 Wizards of the Coast, Inc.
Originally found in Test of the Samurai<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always chaotic neutral","environment":"Any extraplanar"},{"name":"Fenris Wolf","type":"Magical Beast","ch":40,"challenge_rating":" 40 \u00a0","id":5607,"reference":"Usergen","full_text":"

Fenris Wolf <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Colossal\u00a0Magical Beast \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 88d10+2,112\u00a0(2,596 hp)<\/td> <\/tr>
Initiative: <\/strong> +21<\/td> <\/tr>
Speed:<\/strong> 100 ft. (20 squares)<\/td> <\/tr>
Armor Class: <\/strong> 65 (-8 size, +13 Dex, +50 natural), touch 15, flat-footed 52<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+88\/+126<\/td> <\/tr>
Attack: <\/strong>Bite +103 melee (12d6+22\/15-20\/x3 plus 2d6 on a crit)<\/td> <\/tr>
Full Attack: <\/strong>Bite +103 melee (12d6+22\/15-20\/x3 plus 2d6 on a crit) and 2 claws +101 melee (10d6+11\/19-20)<\/td> <\/tr>
Space\/Reach: <\/strong>50 ft.\/40 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Augmented critical, battle frenzy, frightful howl, improved grab, savage 60d6+110, shockwave, swallow whole, trip<\/td> <\/tr>
Special Qualities: <\/strong>Blindsight 240 ft., damage reduction 20\/epic, darkvision 240 ft., fast healing 20, low-light vision, resistance to acid 30, cold 30, electricity 30, fire 30, and sonic 30, scent, unfetterable<\/td> <\/tr>
Saves: <\/strong>Fort +76, Ref +59, Will +46 <\/td> <\/tr>
Abilities: <\/strong>Str 54, Dex 36, Con 59, Int 18, Wis 32, Cha 19 <\/td> <\/tr>
Skills: <\/strong>Hide +98, Jump +141, Listen +114, Move Silently +114, Spot +114, Survival +102*<\/td> <\/tr>
Feats: <\/strong>Alertness, Awesome Blow, Cleave, Combat Expertise, Devastating Critical (bite, DC 76), Dire Charge, Epic Fortitude, Epic Will, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Critical (claw), Improved Initiative, Improved Trip, Iron Will, Legendary Leaper, Multiattack, Power Attack, Overwhelming Critical (bite), Superior Initiative, Track (B), Weapon Focus (bite), Weapon Focus (claw)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Asgard<\/td> <\/tr>
Organization: <\/strong>Solitary <\/td> <\/tr>
Challenge Rating: <\/strong>40<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Chaotic evil<\/td> <\/tr>
Advancement: <\/strong>-<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A massive timber wolf, several stories tall, stands before you.<\/i>\r

Fenrir, the Fenris wolf, is the son of the Norse deity Loki and a giantess. He bit a hand off Tyr, and it is prophesized that he will swallow Odin at Ragnarok. \r

The Fenris wolf was allowed to remain in Asgard due to a technicality involving the children of deities. Numerous attempts to bind the Fenris wolf failed, until Odin commissioned the dwarves to create a magical chain called Gleipner, which appears as nothing more than silken ribbon. To date, this is the only binding capable of holding the Fenris wolf, and it is believed that in the time of Ragnarok, it too shall fail.\r

Fenrir sired two sons, Hati and Skoll, and is believed to be related to the legendary brachyuruses.\r

The Fenris wolf stands 50 feet tall at the shoulder and weighs 100 tons. \r

The Fenris wolf can speak Common and can communicate with all wolves\r

COMBAT\r

The Fenris wolf is a fierce combatant, and is far smarter than a typical wolf. While it prefers to simply grab and swallow anything it encounters, it sometimes likes to toy with its prey, tripping and eventually tearing the victim to shreds.\r

Augmented Critical (Ex):<\/b> The Fenris wolf'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 76 Fortitude save or lose a hand or foot (Fenris wolf's choice) A victim who loses a foot falls prone and has its land speed reduced to 5 feet. A severed hand make it impossible for the subject to use objects or cast spells with somatic components. The save DC is Strength-based.\r

Battle Frenzy (Ex):<\/b> When the Fenris wolf is reduced to 25% of its total hit points, it gains a +4 inherent bonus to Strength and can make an additional melee attack with its bite each round at a \u00c2\u00965 penalty. These benefits cease when the Fenris wolf is healed above 25% of it hit points or reaches zero hit points.\r

Frightful Howl (Su):<\/b> As a standard action, the Fenris wolf can emit a howl in a 1-mile-radius spread that affects opponents with fewer Hit Dice or levels than it has. The affected creature must make a successful DC 58 Will save or become shaken. Success indicates that the target is immune to the Fenris wolf's frightful howl for one day. The save DC is Charisma-based.\r

Improved Grab (Ex):<\/b> To use this ability, the Fenris wolf must hit a Huge or smaller opponent 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

Savage (Ex):<\/b> If the Fenris wolf successfully trips an opponent, it latches onto the opponent's body and tears the flesh. This automatically deals an additional 60d6+110 points of damage. If an opponent goes prone for any reason in an area the Fenris wolf threatens, the Fenris wolf can also savage the victim as a free action (treat as the Fenris wolf's attack of opportunity for the round), even though it had nothing to do with tripping the foe.\r

Shockwave (Ex):<\/b> The Fenris wolf can hurl itself to the ground as a standard action to create a localized earthquake. All creatures within 100 feet of the Fenris wolf must make DC 76 Reflex saves or fall prone. Structures in the radius take 4d6 points of damage instead. The save DC is Strength-based.\r

Swallow Whole (Ex):<\/b> The Fenris wolf can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 24d6+22 points of crushing damage plus 12d6+26 points of acid damage per round from the Fenris wolf\u00c2\u0092s digestive juices. A swallowed creature can cut its way out by dealing 200 points of damage to the Fenris wolf's digestive tract (AC 35). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The Fenris wolf's gullet can hold 2 Huge, 4 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller creatures.\r

Trip (Ex):<\/b> If the Fenris wolf hits with a bite attack it can attempt to trip its opponent (+38 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 Fenris wolf.\r

Unfetterable (Su):<\/b> The Fenris wolf is under a continuous freedom of movement<\/i> effect that cannot be dispelled or suppressed by any means. Only epic-level magic can bind the Fenris Wolf, although a specific item or spell would have to be designed for this purpose (such as magical chain called Gleipner<\/i>).\r

Skills:<\/b> The Fenris wolf has a +10 racial bonus on Hide, Listen, Move Silently, and Spot checks. *It also has a +4 racial bonus on Survival checks when tracking by scent.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1980 Wizards of the Coast, Inc.
Originally found in Deities & Demigods<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Chaotic evil","environment":"Asgard"},{"name":"Feral Slasher","type":"Magical Beast","ch":1,"challenge_rating":" 01 \u00a0","id":5608,"reference":"Usergen","full_text":"

Feral Slasher <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 2d10+4\u00a0(15 hp)<\/td> <\/tr>
Initiative: <\/strong> +5<\/td> <\/tr>
Speed:<\/strong> 60 ft (12 squares)<\/td> <\/tr>
Armor Class: <\/strong> 18 (+1 size, +5 Dex, +2 natural), touch 16, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+2\/-3<\/td> <\/tr>
Attack: <\/strong>Claw +8 melee (1d4-1) or bite +8 (1d6-1)<\/td> <\/tr>
Full Attack: <\/strong>Bite +8\/+6 melee (1d6-1) and 2 claws + 6 melee (1d4-1)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
Special Attacks: <\/strong>Alacrity, feral fury<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft, low-light vision, scent<\/td> <\/tr>
Saves: <\/strong>Fort +6, Ref +9, Will -1 <\/td> <\/tr>
Abilities: <\/strong>Str 8, Dex 21, Con 14, Int 2, Wis 8, Cha 14 <\/td> <\/tr>
Skills: <\/strong>Listen +1, Spot +2<\/td> <\/tr>
Feats: <\/strong>Multiattack (B), Weapon Finesse<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any land and underground<\/td> <\/tr>
Organization: <\/strong>Solitary or pair<\/td> <\/tr>
Challenge Rating: <\/strong>01<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
Advancement: <\/strong>3-4 HD (Small); 5-6 HD (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>---<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This slavering, hairy beast looks somewhat like a miniature hyena, but its razor-sharp teeth and the crazed look in its eyes hint at something much more feral. Standing on its hind legs, it almost looks like a small gnoll.<\/i>\r

The feral slasher is a furry little killing machine. This savage beast resembles a miniature hyena with oversized hind legs. It can stand on its hind legs, making it look more fearsome than one would expect from something so small. This mammalian carnivore lives for little else besides eating.\r

A feral slasher is 3 feet tall at the shoulders and weighs around 40 pounds.\r

COMBAT<\/b>\r
This beast relies on its blinding speed and ferocity to terrify its prey. This dull-witted creature will attack anything entering its territory, regardless of the size of its victim. It is very slow to respond to the unexpected, and may not react to a change in the situation until the following round. A feral slasher will usually choose one target, and continue to attack with powerful jaws and razor-sharp claws until the prey is killed, or kills the slasher.\r

Alacrity (Su)<\/b>: When making a full attack action, a feral slasher may make one extra attack with its bite attack at its highest attack bonus.\r

Feral Fury (Ex)<\/b>: Any creature struck by a feral slasher's natural attacks must succeed on a DC 13 Will save or become panicked for two rounds. If the first save was successful, the victim must then succeed on another DC 13 Will save or be stunned for one round. After the first successful attack from a feral slasher, that victim is immune to this effect for the remainder of the encounter. The save DCs are Charisma-based.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1984 Wizards of the Coast, Inc.
Originally found in module C3 - The Lost Island of Castanamir (1984, Ken Rolston).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always chaotic neutral","environment":"Any land and underground"},{"name":"Feystag","type":"Magical Beast","ch":1,"challenge_rating":" 01 \u00a0","id":5609,"reference":"Usergen","full_text":"

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

Medium-Size Magical Beast<\/b><\/p> <\/td> <\/tr>

Hit Dice:<\/b> 2d10+4 (15 hp)<\/p> <\/td> <\/tr>

Initiative: <\/b>+7 (+3 Dex, +4 Improved Initiative)<\/p> <\/td> <\/tr>

Speed:<\/b> 50 ft<\/p> <\/td> <\/tr>

AC:<\/b> 13 (+3 Dex)<\/p> <\/td> <\/tr>

Attacks:<\/b> 2 claws +1 melee<\/p> <\/td> <\/tr>

Damage:<\/b> Claw 1d4-1<\/p> <\/td> <\/tr>

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

Special Attacks: <\/b>Control magic item<\/p> <\/td> <\/tr>

Special Qualities:<\/b> Identify magic item, Immunities, SR 25<\/p> <\/td> <\/tr>

Saves:<\/b> Fort +5, Ref +6, Will +1<\/p> <\/td> <\/tr>

Abilities:<\/b> Str 9, Dex 16, Con 15, Int 13, Wis 12, Cha 12<\/p> <\/td> <\/tr>

Skills:<\/b> Animal Empathy +5, Hide +8*, Knowledge (arcana) +4, Knowledge (nature) +4, Listen +5, Move Silently +8, Spot +5, Use Magic Device +16, Wilderness Lore +5<\/p> <\/td> <\/tr>

Feats: <\/b>Improved Initiative, Skill Focus (Use Magic Device)<\/p> <\/div> <\/td> <\/tr>

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

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

Organization:<\/b> Solitary or mated pair
Challenge Rating:<\/b> 1<\/p> <\/td> <\/tr>

Treasure:<\/b> Standard coins; standard goods; double items<\/p> <\/td> <\/tr>

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

Advancement:<\/b> 4-6 HD (Medium-size)<\/p> <\/td> <\/tr>

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

Feystags are often whispered of in woodcutter's tales, for their mastery over magic makes them fearsome opponents. These creatures can run on all fours and stand erect. Their limbs are clawed, they have coats of dusty brown hair, and antlers rise from their feline-like heads.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Feystags speak Common and Sylvan.<\/span><\/p> <\/td> <\/tr>

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

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

\u00a0\u00a0 A feystag senses auras of enchanted items, and it can often identify the type, specific functions, and even \"strength\" (number of charges, uses, or spells remaining) of a magical item from but a glance.<\/p> <\/td> <\/tr>

\u00a0\u00a0 The feystag's two clawed forearms can awkwardly wield one-handed weapons or rake with its claws.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Control Magic Item (Su):<\/span><\/b> If a feystag learns how to operate an item power triggered by force of will, silent mental command, or spoken word by using its identify magic item ability, it can make the item function from 20 feet away. <\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Feystags can't control or activate items they haven't identified, and they can activate only one item per round, once, but items that operate continuously for more than one round will do so even after the feystag has turned its attention to another item.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 The bearer of an item a feystag activates can wrest control from the creature if the item is controlled by physical means or if the bearer speaks command words. (The bearer's words override the feystag's long-range commands.) If the bearer tries to regain control of a power activated by will, he must make two consecutive Wisdom checks (DC 10 + \u00bd the feystag\u0092s HD + the feystag\u0092s Charisma modifier).\u00a0 If only one check succeeds, the bearer must make a Will save (DC 12) or be confused for 1d6 rounds. No one can operate the item during this time if the bearer still holds it. If both Wisdom checks fail, the bearer cannot wrest control from the feystag.<\/span><\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Immunities (Su):<\/span><\/b> A feystag is immune to all enchantment\/charm and greater divination magic, and to psionics that duplicate mind reading and mind influencing effects.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Identify Magic Item (Su):<\/span><\/b> A feystag automatically senses all magical auras within a 60-foot radius, seeing them as auras of differing brightness. A feystag that studies an item for one round makes a Use Magical Device check to determine if it divines how to activate or control a property of the item. (Some magical items defy identification or have too faint a dweomer for the feystag to learn their powers\u0097DM's discretion.)\u00a0 <\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Note that the creature can study only one item per round, but it can do so in addition to other physical, mental, and magical activity. A feystag able to handle an item gains a +1 bonus to its skill check.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Skills:<\/span><\/b> Feystags receive a +8 racial bonus to Use Magic Device checks. *They receive a +4 racial bonus to Hide and Move Silently checks when in forested terrain.<\/span><\/p> <\/td> <\/tr>

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

FEYSTAG ECOLOGY<\/span><\/h3> <\/td> <\/tr>

\u00a0\u00a0 A feystag is usually a solitary forager (except during mating cycle). It habitually scouts out new territories, discovering springs, caverns, hiding places, and areas where pitfalls and snares can be set \u0096 often a feystag lair is surrounded by traps.\u00a0 The creature hoards magical items, delighted in their use and always trying to acquire more.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 A few feystags dwell among humans in remote forest communities. They often bargain with or sell information about items brought to them, or they become sages.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Many creatures\u0097their predators being the same as those for the common deer\u0097prey upon Feystags. Feystags are friendly with korred, centaurs, and satyrs. They prefer to eat plants (particularly mint), certain mosses, and mistletoe.<\/span><\/p> <\/td> <\/tr>

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

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

The Feystag first appeared in the MC Annual I (TSR, 1994)<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Magical Beast","alignment":" Usually chaotic neutral","environment":" Any cold or temperate land"},{"name":"Feystag (Calygraunt)","type":"Fey","ch":1,"challenge_rating":" 01 \u00a0","id":5610,"reference":"Usergen","full_text":"

Feystag (Calygraunt) <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 2d6+4\u00a0(11 hp)<\/td> <\/tr>
Initiative: <\/strong> +7<\/td> <\/tr>
Speed:<\/strong> 40 ft (8 squares)<\/td> <\/tr>
Armor Class: <\/strong> 13 (+3 Dex), touch 13, flat-footed 10<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+2\/+1<\/td> <\/tr>
Attack: <\/strong>Claw +1 melee (1d4-1)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +1 melee (1d4-1) or weapon<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
Special Attacks: <\/strong>Control magic item<\/td> <\/tr>
Special Qualities: <\/strong>Activate magic item, greater arcane sight<\/i>, identify magic item, immunities, low-light vision, nondetection, spell resistance 25<\/td> <\/tr>
Saves: <\/strong>Fort +2, Ref +6, Will +4 <\/td> <\/tr>
Abilities: <\/strong>Str 9, Dex 16, Con 15, Int 13, Wis 12, Cha 17 <\/td> <\/tr>
Skills: <\/strong>Hide +8*, Knowledge (arcana) +5, Knowledge (nature) +5, Listen +6, Move Silently +8*, Spot +6, Survival +6, Use Magic Device +16<\/td> <\/tr>
Feats: <\/strong>Improved Initiative, Skill Focus (Use Magic Device) (B)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Cold and temperate forest and hills<\/td> <\/tr>
Organization: <\/strong>Solitary or mated pair<\/td> <\/tr>
Challenge Rating: <\/strong>01<\/td> <\/tr>
Treasure: <\/strong>Standard coins; standard goods; double items<\/td> <\/tr>
Alignment: <\/strong>Usually chaotic neutral<\/td> <\/tr>
Advancement: <\/strong>4-6 HD (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>+3<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This creature has a feline head, adorned with a set of frond-branched antlers much like those of a stag. Its coat is dusty brown and its eyes seem to hide an alien intelligence. Though it looks like it can run on all fours, it stands erect on its hind legs.<\/i>\r

The feystag, also known to herald as the calygraunt, is a woodland being with an odd mastery over magic. The beast is often whispered of in woodcutters\u00c2\u0092 tales, in taverns where adventurers and miners gather. The feystag makes its lair only in the deepest woods, caverns, and delvings, where strange magical forces are said to lie.\r

A feystag is usually a solitary forager (except during mating cycle, when it hunts with its mate). It habitually scouts out new territories, discovering springs, caverns, hiding places, and areas where pitfalls and snares can be set \u00c2\u0096 often a feystag lair is surrounded by traps. The creature hoards magical items, delighted in their use and always trying to acquire more.\r

A few feystags dwell among humans in remote forest communities. They often bargain with or sell information about items brought to them, or they become sages.\r

The same creatures that prey on the common deer are also likely to prey on the feystag. Feystags are friendly with korred, centaurs, and satyrs. They prefer to eat plants. particularly mint, certain mosses, and mistletoe.\r

Feystags are typically 4 feet high at the shoulder, and weigh about 90 pounds.\r

Feystags speak Common and Sylvan.\r

COMBAT<\/b>\r
The feystag\u00c2\u0092s ability to control its opponents\u00c2\u0092 magic items makes it a fearsome opponent. A feystag senses the auras of enchanted items, and it can often identify the type, specific functions, and even \"strength\" (number of charges, uses, or spells remaining) of a magical item from but a glance. It can gain control of such items, gleefully using them to cause chaos and wreak havoc on unsuspecting creatures.\r

A feystag prefers to use its powers rather than fight in melee combat. The feystag's two clawed forearms can awkwardly wield one-handed weapons or rake with its claws.\r

Control Magic Item (Su)<\/b>: A feystag may attempt to take control of a magic item that it has successfully identified, as a standard action at a range 20 feet. A feystag must make a successful Use Magic Device check to gain control of an item. The DC and modifiers for this check are the same as listed under the Identify Magic Item ability, except that the feystag has no automatic +6 competence bonus. If the item is intelligent, the modifier from its highest attribute score is added to the DC for the feystag\u00c2\u0092s attempt to control it.\r

Once a feystag has gained control of an item, it controls that item indefinitely. A feystag only loses control of an item if another character bears the item and attempts to wrest control of the item from the feystag in one of various ways. If the item is controlled by a physical means, the bearer need only perform the action that activates the item to cancel the feystag\u00c2\u0092s control. If the item is controlled by a command word, the bearer must speak the command word to override the feystag\u00c2\u0092s long-range commands. If the item is activated by will or mental command, the bearer must make an opposed Use Magic Device check (or Charisma check, if the bearer does not have that skill) against the feystag\u00c2\u0092s Use Magic Device check. If the bearer\u00c2\u0092s result is higher, the feystag loses its control over the item. If the feystag\u00c2\u0092s result is higher by more than 5, the bearer must make a successful Will save (DC 12) or suffer from confusion<\/i>, as the spell, for 1d6 rounds. If the bearer does not gain control, and is not confused<\/i>, he may make another attempt in the next round. The save DC for the confusion effect is Charisma-based.\r

A feystag cannot attempt to control any item that it has not first identified. A feystag cannot attempt to control any item that it has tried to control and failed, as well as any item that it has lost control of, for the next 24 hours.\r

Activate Magic Item (Su)<\/b>: A feystag can activate one magic item per round, as a free action, and can choose from any item within range that it has control of. If a feystag activates an item that can operate continuously for more than one round and does not require concentration to maintain, this item will continue to operate even if the feystag later activates another item or attempts to control another item in subsequent rounds. A feystag must consciously activate the items it controls, as they do not activate automatically.\r

A feystag can choose exactly how an activated item will function, so long as the same choice is available to anyone able to use the item normally. Effects that are centered on the bearer or that target the bearer (such as winged boots<\/i>) always effect that individual, not the feystag. For magic items which have effects that must be aimed in a particular direction (such as cones or lines), roll 1d8 and consult the \"Missing With a Thrown Weapon\" diagram on page 158 of the Player's Handbook. Use the wielder of the item as the targeted square; the effect begins from the indicated direction. For example, if the feystag attempts to activate an elven wizard's wand of cone of cold, roll 1d8 and consult the table. If a \"5\" is rolled, the cone begins in the top center square.\r

A feystag cannot attempt to activate an item that requires some sort of physical action to operate, unless it is in possession of the item. This includes anything that needs to be read (such as scrolls), anything that needs to be ingested or applied to a body or object (such as potions and oils), anything that needs to be touched to something or requires that the user touch something while using it, or anything requiring a lever, button, or switch to be manipulated.\r

Greater Arcane Sight (Sp)<\/i><\/b>: A feystag is under the effect of a continuous greater arcane sight effect<\/i>, as the spell (caster level 13th). Unlike the spell, this power only detects magic items. A feystag sees such magical auras in variations of brightness according to magical strength. \r

Immunities (Ex)<\/b>: A feystag is immune to all mind-affecting effects (including charms, compulsions, phantasms, patterns, and morale effects).\r

Identify Magic Item (Su)<\/b>: A feystag may study a single magic item within a 60-foot range, as a free action once per round, to determine its magical properties. This ability functions like the identify<\/i> spell, except that it only takes a single round to gain the full effect.\r

A feystag must make a Use Magic Device check to successfully discover how to activate or control the properties of an item. The DC for this check is 15 for most items (except for those listed under the skill\u00c2\u0092s description in the Player\u00c2\u0092s Handbook). A feystag automatically gains a +6 competence bonus on identification attempts. A feystag gains a +2 circumstance bonus to the check if it is actually handling the item, and a gains a +5 circumstance bonus to the check if it has observed the item in use (these do not stack, and only the highest bonus is used). If the feystag has been subject to magical or psionic attack within the last 2 rounds, it suffers a -4 penalty to the check and cannot apply either of the above circumstance bonuses. If the item is a minor artifact, the feystag suffers a \u00c2\u00964 penalty to the check, and if the item is a major artifact, the feystag suffers a \u00c2\u009610 penalty to the check (these penalties do stack with all other modifiers).\r

Nondetection (Su)<\/b>: A feystag is under a constant nondetection<\/i> effect.\r

Skills<\/b>: A feystag receives a +8 racial bonus on Use Magic Device checks. *A feystag receives a +4 racial bonus to Hide and Move Silently checks when in forested terrain.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1984 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #89 (\u00c2\u0093Creature Catalog\u00c2\u0094 as the Calygraunt, September 1984, Ed Greenwood), The Ruins of Myth Drannor boxed set (1993), and Monstrous Compendium Annual One (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Usually chaotic neutral","environment":"Cold and temperate forest and hills"},{"name":"Fiend Knight","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5611,"reference":"Usergen","full_text":"

Fiend Knight (Template)<\/h1>
Fiend Knights, occasionally known as Fiend-Knights of Doom and Demonic Knights of Doom, were once normal fighters corrupted by infernal magic to become more fearsome and deadly combatants. The corrupting magic has rendered them immune to nearly all mind control, while at the same time making them unswervingly loyal to their masters. They are nearly indistinguishable from normal creatures of their type.\r

High-level fiend knights usually command large forces of humanoid soldiers, often with allied or enslaved monsters.\r

A fiend knight speaks Abyssal and Infernal in addition to any languages it knew prior to acquiring the template.

Creating a Fiend Knight<\/h2> \\\"Fiend knight\\\" is a template that can be added to any evil living creature with at the Weapon Specialization feat (referred to hereafter as the base creature). A fiend knight 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 outsider. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged. Fiend knights are normally native outsiders.\r

Special Qualities:<\/b> A fiend knight retains all the base creature\u00c2\u0092s special qualities and gains those described below.\r

  • Darkvision out to 60 feet. <\/li>\r
  • Immunities (Ex): Fiend knights are immune to mind-affecting spells and abilities. <\/li>\r
  • Unholy Armaments (Su): Any weapon a fiend knight wields is treated as evil-aligned for purposes of overcoming damage reduction. Additionally, fiend knights may imbue their weapons with additional qualities based on their Hit Dice (see the table below). If a fiend knight wields a magic weapon, the properties from unholy armaments overlap with those of the magic weapon. The enhancement bonuses do not stack. <\/li>\r
  • Resistance to fire (see the table below). <\/li>\r
    <\/ul>

    Hit Dice \/ Special Abilities<\/b>\r
    4-7 = Resistance to fire 5, Unholy Armaments (+1)\r
    8-11 = Resistance to fire 10, Unholy Armaments (+2)\r
    12-15 = Resistance to fire 15, Unholy Armaments (+2 unholy<\/i>)\r
    16+ = Resistance to fire 20, Unholy Armaments (+3 unholy wounding<\/i>)\r

    If the base creature already has one or more of these special qualities, use the better value.\r

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

    Skills:<\/b> A fiend knight gains a +4 racial bonus on Intimidate checks.\r

    Environment:<\/b> Any.\r
    Organization:<\/b> Solitary or see below.\r
    Challenge Rating:<\/b> Same as the base creature + 1.\r
    Treasure:<\/b> Standard.\r
    Alignment:<\/b> Any evil.\r
    Advancement:<\/b> By character class.\r
    Level Adjustment:<\/b> Same as the base creature +3.\r

    In Greyhawk<\/b>\r
    The Fiend Knights of Doom are an elite squad of warriors created from normal men by spellcraft on the part of both Ivid V himself, and Xaene, and also using mind-controlling magics crafted from baatezu relics. These servants are utterly, mindlessly loyal to the overking.
    Challenge Rating: <\/strong>+1

    Sample Fiend Knight<\/h2> The following fighters have acquired the fiend knight template.\r

    Fiend Knight Captain, 4th-level Human Fighter<\/b>\r
    Medium Outsider (Native)\r
    Hit Dice: 4d10+12 (34 hp)\r
    Initiative: +2\r
    Speed: 30 ft. (6 squares)\r
    Armor Class: 18 (+2 Dex, +6 +1 chainmail<\/i>), touch 12, flat-footed 16\r
    Base Attack\/Grapple: +4\/+7\r
    Attack: Greatsword* +11 melee (2d6+10\/19-20) or lance* +10 melee (1d8+8\/x3) or masterwork composite longbow (+5 Str bonus)* +6 ranged (1d8+6\/x3)\r
    Full Attack: Greatsword* +11 (2d6+10\/19-20) or lance* +10 melee (1d8+8\/x3) or masterwork composite longbow (+5 Str bonus)* +6 ranged (1d8+6\/x3)\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Unholy armaments (+1)\r
    Special Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities, resistance to fire 5\r
    Saves: Fort +8, Ref +4, Will +1\r
    Abilities: Str 20, Dex 15, Con 16, Int 12, Wis 8, Cha 16\r
    Skills: Intimidate +14, Listen +1, Ride +5*, Spot +0 (*-4 armor check penalty)\r
    Feats: Mounted Combat, Point-Blank Shot, Power Attack, Ride-By Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword)\r
    Environment: Any\r
    Organization: Solitary, patrol (1-4 plus 5-20 2nd to 4th level fighters), lance (2-12 plus 10-40 2nd-4th level fighters) or host (as lance plus plus 50-100 1st- to 3rd-level humanoid infantry)\r
    Challenge Rating: 5\r
    Treasure: Standard\r
    Alignment: Any evil\r
    Advancement: By character class\r
    Level Adjustment: +3\r
    *includes +1 enhancement bonus from unholy armaments\r

    Beginning ability scores: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12\r
    Str boosted at 4th level\r

    Fiend knight captains are normally mounted on heavy warhorses, while those accompanying a high-level leader often ride undead steeds.\r

    Possessions:<\/b> +1 chainmail<\/i>, masterwork composite longbow (+5 Str bonus), greatsword, +1 cloak of resistance<\/i>, tanglefoot bag, potion of bull\\'s strength, potion of cat\\'s grace, potion of protection from arrows<\/i> (10\/magic), potion of shield of faith<\/i> (+2), potion of cure light wounds<\/i> (x2).\r

    Fiend Knight Colonel, 8th-level Human Fighter<\/b>\r
    Medium Outsider (Native)\r
    Hit Dice: 8d10+24 (68 hp)\r
    Initiative: +3\r
    Speed: 30 ft. (6 squares)\r
    Armor Class: 19 (+2 Dex, +7 +2 light fortification chainmail<\/i>), touch 12, flat-footed 17\r
    Base Attack\/Grapple: +8\/+13\r
    Attack: Greatsword* +16 melee (2d6+11\/17-20) or lance* +15 melee (1d8+9\/x3) or +1 composite longbow<\/i> (+5 Str bonus)* +13 ranged (1d8+7\/x3)\r
    Full Attack: Greatsword* +16\/+11 melee (2d6+11\/17-20) or lance* +15\/+10 melee (1d8+9\/x3) or +1 composite longbow<\/i> (+5 Str bonus)* +13\/+8 ranged (1d8+7\/x3)\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Unholy armaments (+2)\r
    Special Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities, resistance to fire 10\r
    Saves: Fort +9, Ref +6, Will +2\r
    Abilities: Str 20, Dex 16, Con 16, Int 12, Wis 8, Cha 14\r
    Skills: Intimidate +17, Listen +2, Ride +10*, Spot +1 (*-4 armor check penalty)\r
    Feats: Improved Critical (greatsword), Improved Sunder, Mounted Archery, Mounted Combat, Point-Blank Shot, Power Attack, Ride-By Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword)\r
    Environment: Any\r
    Organization: Solitary, entourage (1 plus 1-4 fiend knight captains, and 1-3 4th-level spellcasters) or command staff (1 plus 2-8 fiend knight captains, 2-5 4th-level spellcasters, and 5-20 2nd- to 4th-level fighters)\r
    Challenge Rating: 9\r
    Treasure: Standard\r
    Alignment: Any evil\r
    Advancement: By character class\r
    Level Adjustment: +3\r
    *includes +2 enhancement bonus from unholy armaments\r

    Beginning ability scores: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12\r
    Str boosted at 4th level\r
    Dex boosted at 8th level\r

    Fiend knight colonels are normally mounted on heavy warhorses, while those accompanying a high-level leader often ride undead steeds.\r

    Possessions:<\/b> +2 light fortification chainmail, +1 composite longbow<\/i> (+5 Str bonus), +1 cloak of resistance, potion of blur, oil of keen edge.<\/i>\r

    Fiend Knight General, 12th-level Human Fighter<\/b>\r
    Medium Outsider (Native)\r
    Hit Dice: 12d10+48 (114 hp)\r
    Initiative: +3\r
    Speed: 30 ft. (6 squares)\r
    Armor Class: 23 (+1 Dex, +1 deflection, +11 +3 full plate<\/i>), touch 12, flat-footed 22\r
    Base Attack\/Grapple: +12\/+18\r
    Attack: +1 frost greatsword*<\/i> +22 melee (2d6+15\/17-20 plus 1d6 cold plus 2d6 vs. good-aligned creatures) or lance* +20 melee (1d8+11\/x3 plus 2d6 vs. good-aligned creatures) or +1 composite longbow<\/i> (+5 Str bonus)* +17 ranged (1d8+7\/x3 plus 2d6 vs. good-aligned creatures)\r
    Full Attack: +1 frost greatsword*<\/i> +22\/+17\/+12 melee (2d6+15\/17-20 plus 1d6 cold plus 2d6 vs. good-aligned creatures) or lance* +20\/+15\/+10 melee (1d8+11\/x3 plus 2d6 vs. good-aligned creatures) or +1 composite longbow<\/i> (+5 Str bonus)* +17\/+12\/+7 ranged (1d8+7\/x3 plus 2d6 vs. good-aligned creatures) \r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Unholy armaments (+2 unholy<\/i>)\r
    Special Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities, resistance to fire 15\r
    Saves: Fort +14, Ref +9, Will +5\r
    Abilities: Str 23, Dex 16, Con 18, Int 12, Wis 8, Cha 16\r
    Skills: Intimidate +22, Listen +3, Ride +13*, Spot +2 (*-5 armor check penalty)\r
    Feats: Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Critical (greatsword), Improved Sunder, Mounted Archery, Mounted Combat, Point-Blank Shot, Power Attack, Ride-By Attack, Spirited Charge, Trample, Weapon Focus (greatsword), Weapon Specialization (greatsword)\r
    Environment: Any\r
    Organization: Solitary, entourage (1 plus 1-3 fiend knight colonels, 2-8 fiend knight captains, and 1-4 8th-level spellcasters) or command staff (1 plus 1-4 fiend knight colonels, 5-30 4th- to 7th-level fiend knight captains, and 2-5 8th-level spellcasters)\r
    Challenge Rating: 13\r
    Treasure: Standard\r
    Alignment: Any evil\r
    Advancement: By character class\r
    Level Adjustment: +3\r
    *includes +2 unholy<\/i> from unholy armaments\r

    Beginning ability scores: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12\r
    Str boosted at 4th level\r
    Dex boosted at 8th level\r
    Str boosted at 12th level\r

    Fiend knight generals are normally mounted on nightmares or undead steeds.\r

    Possessions:<\/b> +3 full plate, +1 composite longbow<\/i> (+5 Str bonus), amulet of health +2, gauntlets of ogre power, +1 frost greatsword, potion of haste, +1 ring of protection, +2 cloak of resistance. <\/i>\r

    Fiend Knight Marshal, 16th-level Human Fighter<\/b>\r
    Medium Outsider (Native)\r
    Hit Dice: 16d10+80 (168 hp)\r
    Initiative: +3\r
    Speed: 30 ft. (6 squares)\r
    Armor Class: 25 (+1 Dex, +2 deflection, +12 demon armor<\/i>), touch 13, flat-footed 24\r
    Base Attack\/Grapple: +16\/+24\r
    Attack: +1 icy burst greatsword*<\/i> +29 melee (2d6+19\/17-20 plus 1d6 cold [1d10 on critical hit] plus 1 Con plus 2d6 vs. good-aligned creatures) or +1 heavy mace of disruption*<\/i> +27 melee (1d8+11 plus 1 Con plus 2d6 vs. good-aligned creatures; undead destroyed on failed DC 14 Will save) or lance* +27 melee (1d8+15\/x3 plus 2d6 vs. good-aligned creatures) or demon armor claw*<\/i> +27 melee (1d10+11 plus contagion plus 1 Con plus 2d6 vs. good-aligned creatures) or +1 composite longbow<\/i> (+6 Str bonus)* +22 ranged (1d8+9\/x3 plus 1 Con plus 2d6 vs. good-aligned creatures)\r
    Full Attack: +1 icy burst greatsword*<\/i> +29\/+24\/+19\/+14 melee (2d6+19\/17-20 plus 1d6 cold [1d10 on critical hit] plus 1 Con plus 2d6 vs. good-aligned creatures) or +1 heavy mace of disruption*<\/i> +27\/+22\/+17\/+12 melee (1d8+11 plus 1 Con plus 2d6 vs. good-aligned creatures; undead destroyed on failed DC 14 Will save) or lance* +27\/+22\/+17\/+12 melee (1d8+15\/x3 plus 2d6 vs. good-aligned creatures) or 2 demon armor<\/i> claws* +27 melee (1d10+11 plus contagion plus 1 Con plus 2d6 vs. good-aligned creatures) or +1 composite longbow<\/i> (+6 Str bonus)* +22\/+17\/+12\/+7 ranged (1d8+9\/x3 plus 1 Con plus 2d6 vs. good-aligned creatures) or +1 composite longbow<\/i> (+6 Str bonus)* +20\/+20\/+15\/+10\/+5 ranged (1d8+9\/x3 plus 1 Con plus 2d6 vs. good-aligned creatures) w\/Rapid Shot\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Unholy armaments (+3 unholy wounding<\/i>)\r
    Special Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities, resistance to fire 20\r
    Saves: Fort +15, Ref +8, Will +4\r
    Abilities: Str 26, Dex 16, Con 20, Int 12, Wis 8, Cha 16\r
    Skills: Intimidate +26, Listen +4, Ride +17*, Spot +3 (*-5 armor check penalty)\r
    Blind-Fight, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Bull Rush, Improved Critical (greatsword), Improved Sunder, Mounted Archery, Mounted Combat, Point-Blank Shot, Power Attack, Rapid Shot, Ride-By Attack, Spirited Charge, Trample, Weapon Focus (greatsword), Weapon Specialization (greatsword)\r
    Environment: Any\r
    Organization: Solitary, entourage (1 plus 1-3 fiend knight generals, 1-4 12th-level spellcasters, and 2-8 fiend knight colonels) or command staff (1 plus 1-4 fiend knight generals, 2-5 12th-level spellcasters, 5-15 8th- to 11th-level fiend knight colonels, and 5-25 fiend knight captains)\r
    Challenge Rating: 17\r
    Treasure: Standard\r
    Alignment: Any evil\r
    Advancement: By character class\r
    Level Adjustment: +3\r
    *includes +3 unholy wounding<\/i> from unholy armaments\r

    Beginning ability scores: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12\r
    Str boosted at 4th level\r
    Dex boosted at 8th level\r
    Str boosted at 12th level\r
    Str boosted at 16th level\r

    Fiend knight marshals are normally mounted on cauchemar nightmares or undead steeds.\r

    Possessions:<\/b> Demon armor, +1 composite longbow<\/i> (+6 Str bonus), +1 icy burst greatsword, +1 heavy mace of disruption, cloak of minor displacement, amulet of health +4, belt of giant strength +4, efficient quiver, +2 ring of protection, boots of speed.<\/i>
    \u00a0
    Dragon Magazine #59<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Any evil.\r","environment":" Any.\r"},{"name":"Fiery Face","type":"Fey","ch":3,"challenge_rating":" 3 \u00a0","id":5612,"reference":"Usergen","full_text":"

    Fiery Face <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Fey \t\t\t(Fire, Incorporeal)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d6\u00a0(10 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> Fly 30 ft. (6 squares)(perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+1 size, +3 Dex, +3 deflection), touch 17, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-<\/td> <\/tr>
    Attack: <\/strong>Incorporeal touch +4 melee (2d4 fire)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Incorporeal touch +4 melee (2d4 fire)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Mass charm animal, riddling curse<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/cold iron, hide in flames, immunity to fire, incorporeal traits, low-light vision, masquerade as fire, tongues, vulnerability to cold<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +6, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str \u00c2\u0097, Dex 17, Con 10, Int 15, Wis 18, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Bluff +9, Concentration +6, Diplomacy +5, Disguise +9 (+11 acting), Gather Information +5, Hide +13, Knowledge (local) +8, Knowledge (nature) +11, Listen +10, Spot +10, Survival +4 (+6 in aboveground natural environments)\r
    <\/td> <\/tr>
    Feats: <\/strong>Flyby Attack, Skill Focus (Knowledge [nature])<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or conflagration (1 plus 1d8 jackals, jackalweres, gnolls, or hyenas in any combination)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>4-9 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The flickering flames of the campfire seem to pull free from the logs, forming into a leering face.<\/i>\r

    A fiery face is a wicked fey that enjoys tormenting other creatures with riddles. It masquerades as campfires, or hides in larger fires, waiting for an opportune time to approach a group and offer up a riddle. Fiery faces are often accompanied by jackals, hyenas, gnolls, and other creatures that appear to mock others with their appearances and actions.\r

    A fiery face is 2 feet in diameter and weightless. \r

    Fiery faces speak Common, Sylvan, and Ignan.\r

    COMBAT\r

    A fiery face prefers to present its riddles rather than do battle, but if forced, it simply brushes against creatures, burning them with its essence. It is nearly always accompanied by a retinue of charmed animals, with jackals and hyenas as its preferred companions.\r

    Hide in Flames (Ex):<\/b> A fiery face becomes nearly invisible within a source of fire. If a fire of at least its size is nearby, a fiery face can use the Hide skill even while being observed. Additionally, it gains a +8 racial bonus on Hide checks made within a fire.\r

    Masquerade as Fire (Ex):<\/b> While motionless, a fiery face can appear to be a campfire or similarly-sized blaze. Anyone who examines the fiery face can detect the ruse with a successful Spot check opposed by the fiery face's Disguise check.\r

    Mass Charm Animal (Sp):<\/b> Once per day, a fiery face can charm a number of animals whose combined HD do not exceed twice its HD. This otherwise functions as mass charm person<\/i> (Will DC 18 negates). Caster level 6th.\r

    Riddling Curse (Su):<\/b> As a standard actions, a fiery face may present a supernatural riddle. Those who hear the riddle may choose to answer it within 10 rounds. If answered incorrectly, the victim becomes cursed (as the bestow curse<\/i> spell, no save). If a correct answer is given, the fiery face begrudgingly bestows a boon to those who answered correctly, granting the benefits of a bless<\/i> spell for 24 hours.\r

    Listeners are not compelled to answer the riddle. Those who choose to not answer the riddle are usually attacked by the fiery face and its minions.\r

    A DM may choose to allow the characters to make a Knowledge check with a DC of 10 + fiery face's Knowledge check result to solve the riddle.\r

    Tongues (Su):<\/b> A fiery face 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>
    1998 Wizards of the Coast, Inc.
    Originally found in Crypt of Lyzandred the Mad<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always neutral evil","environment":"Any forests"},{"name":"Fire Falcon","type":"Magical Beast","ch":2,"challenge_rating":" 02 \u00a0","id":5613,"reference":"Usergen","full_text":"

    Fire Falcon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d10\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 10 ft (2 squares), fly 90 ft (average)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+4 size, +4 Dex), touch 18, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-14<\/td> <\/tr>
    Attack: <\/strong>Claw +2 melee (1d4-3)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +2 melee (1d4-3) and bite +0 melee (1d3-3) and 2 wings +0 melee (1d3-3)<\/td> <\/tr>
    Space\/Reach: <\/strong>1 ft\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Dive, flame spheres, wing buffet<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, fierce guardian, immunity to fire, immunity to force damage, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +6, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 4, Dex 19, Con 10, Int 2, Wis 14, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Hide +16, Spot +14<\/td> <\/tr>
    Feats: <\/strong>Flyby Attack, Multiattack b<\/sup><\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any desert and mountains<\/td> <\/tr>
    Organization: <\/strong>Family (2-6) or flock (6-24)<\/td> <\/tr>
    Challenge Rating: <\/strong>02<\/td> <\/tr>
    Treasure: <\/strong>No coins; standard goods; no items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2-3 HD (Diminutive)<\/td> <\/tr>
    Level Adjustment: <\/strong>+2 (cohort)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This is a small, russet-colored raptor. It appears to be a normal bird of prey.<\/i>\r

    The fire falcon is a small carnivorous bird that lives in distant, unsettled areas. It prefers to be left in peace by larger creatures, including humanoids. Fire falcons tend to form small flocks of 3 or 4 families, and all the birds in a flock will protect the young of any other falcon. They build their nest high up on mountains if possible, or will hidden among tufts of tundra grass or in a desert mesa. They like to line their nests with shiny objects, which fascinate them.\r

    A fire falcon is 8 inches in length, with a wingspan of 2 \u00c2\u00bd feet, and weighs about 1 pound.\r

    COMBAT<\/b>\r
    Fire falcons prey on small creatures such as rabbits, rodents, and other smaller birds, which can be dispatched with their normal attacks. These raptors are not aggressive, but will always attack to drive off larger intruders. Anything bigger than a fire falcon is attacked with their flame spheres at first.\r

    If this tactic proves unsuccessful, the falcon will attack, providing the intruders continue approaching while there are young in the nest. If necessary, the fire falcon will rake with its talons and use its bite and wing attacks. It directs these attacks at the opponent\u00c2\u0092s face and hair, preferring targets with long, flowing hair over those fully clad in metal.\r

    Dive (Ex)<\/b>: Once per hour, a fire falcon can move ten times its normal speed (900 feet) when it makes a flying charge attack from a higher altitude than its target.\r

    Flame Spheres (Su)<\/b>: Four times per day, a fire falcon can discharge a pair of highly flammable spheres, one from each of its wingtips. The spheres are always fired as a pair, but can be aimed at the same target or at separate targets. Treat this attack as a ranged touch attack with a range increment of 10 feet and a maximum range of 60 ft. When a sphere hits anything, it explodes in a 10-foot-radius. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the sphere hits takes 1 point of fire damage. On the round following a direct hit, the target of a direct hit takes an additional 1d6 points of fire damage, and an additional 1d3 points of fire damage on the next round. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.\r

    Wing Buffet (Ex)<\/b>: If a fire falcon hits with both wing attacks, it slaps its target in the face, causing the target to lose its Dexterity bonus to AC, even if it normally cannot lose this bonus. If the target is mounted, it also loses its Dexterity bonus to Ride checks, and must succeed on a Ride check with a \u00c2\u009610 penalty to the DC to stay mounted. The DC for the check increases by +2 for every additional fire falcon that is buffeting the target. If the target is blind, or wearing a full face helmet, it is immune to the buffet.\r

    Fierce Guardian (Ex)<\/b>: A fire falcon that is guarding its young gains a +6 morale bonus to Will saves and attack rolls when its young are threatened.\r

    Immunity to Force Damage (Ex)<\/b>: A fire falcon takes no damage from force effects generated by a spell or spell-like ability, such as a magic missile<\/i>.\r

    Skills<\/b>: Fire falcons have a +8 racial bonus on Spot checks.\r

    A fire falcon can be acquired as a familiar by a 5th-level arcane spellcaster with the Improved Familiar feat. \r

    Training A Fire Falcon<\/b>\r
    A fire falcon serves readily as a hunting or guard animal, but it requires training. Training a fire falcon requires a different amount of time depending on the specific training it undergoes. See the Handle Animal skill description for more information on training and handling animals and magical beasts.\r

    Fire falcon eggs are worth 750 gp apiece on the open market, while young are worth 1,000 gp each. Professional trainers charge 1,000 gp to rear or train a fire falcon.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium MC14 \u00c2\u0096 Fiend Folio Appendix (1992, Tim Beach).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Any desert and mountains"},{"name":"Fire Lizard","type":"Magical Beast","ch":9,"challenge_rating":" 09 \u00a0","id":5614,"reference":"Usergen","full_text":"

    FIRE LIZARD<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Huge Magical Beast<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 10d10+50 (105 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 (-2 size, +9 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 2 claws +16 melee, bite +11 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Claw 2d4+8, bite 2d6+4<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 10 ft by 30 ft\/10 ft<\/span><\/p> <\/td> <\/tr>

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

    Special Qualities:<\/span><\/b> Fire immunity, darkvision 60 ft, low-light vision<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +12, Ref +7, Will +3<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 26, Dex 10, Con 21, Int 2, Wis 11, Cha 10<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Listen +5, Spot +5<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Cleave, Power Attack<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/span><\/b> Solitary or pair
    Challenge Rating:<\/b> 9<\/span><\/p> <\/td> <\/tr>

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

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

    Advancement:<\/span><\/b> 11-12 HD (Huge); 14-30 HD (Gargantuan)<\/span><\/p> <\/td> <\/tr>

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

    The fire lizard resembles a 30-foot long, wingless red dragon. Some call them \u0093false dragons\u0094 though no proof linking their existence to the wyrms has ever been found.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A fire lizard is about 30 feet long and weighs about 3,500 pounds. Its scales are gray with mottled red and brown areas on its back. Its underbelly is crimson. Its eyes are black with yellow pupils.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fire lizards do not associate with or keep company with dragons.<\/span><\/p> <\/td> <\/tr>

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

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

    A fire lizard prefers to attack using its claws and bite. If faced with a large number of opponents, it will use its breath weapon.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Breath Weapon (Su):<\/b> Cone of fire, 20 feet, once every 1d4 rounds; damage 2d6, Reflex half DC 20.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fire Immunity (Ex):<\/b> Fire lizards are immune to all fire-based effects.<\/span><\/p> <\/td> <\/tr>

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

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

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

    \u00a0<\/span><\/p><\/div>","family":"Magical Beast","alignment":"Any","environment":"Any warm land underground"},{"name":"Fire Phantom","type":"Elemental","ch":1,"challenge_rating":" 1 \u00a0","id":5615,"reference":"Usergen","full_text":"

    Fire Phantom <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Elemental \t\t\t(Fire, Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+2\u00a0(11 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\/+1<\/td> <\/tr>
    Attack: <\/strong>Slam +3 melee (1d8 plus 1d4 fire)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +3 melee (1d8 plus 1d4 fire)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Burn<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., elemental traits, immunity to fire, subservient to fire, vulnerability to cold<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +6, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 17, Con 12, Int 6, Wis 11, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Listen +2, Spot +3<\/td> <\/tr>
    Feats: <\/strong>Combat Reflexes, Improved Initiative [B], Weapon Finesse [B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Fire<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>-<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This vaguely humanoid figure appears to be formed of fire. The bulk of its flames are green-blue and translucent, but hot streaks of red or orange occasionally burn through its body.<\/i>\r

    Fire phantoms are among the weakest of the elemental creatures on the Elemental Plane of Fire. They obey or flee from more powerful fire elementals. Fire phantoms can be summoned to the material plane using the summon fire phantom spell, but more powerful fire elementals can easily dismiss a summoned fire phantom back to its native plane due to their subservience to flame creatures.\r

    There are conflicting explanations as to why they are called fire phantoms. It may be because their eldritch green-blue colour matches the natural atmospheric phenomena known as \"ghostlights\" or \"corpse candles\". Some scholars believe they are called phantoms because they're not fully formed fire elementals, having been born in areas of the Elemental Plane of Fire where the fire energies are weak and diluted. A few sages theorize they are masses of elemental fire that have absorbed the psychic \"impressions\" or \"residue\" of fire elementals and thus animated. The latter theory would explain their subservience to the will of true fire elementals.\r

    A fire phantom is 7 feet tall and weighs about 2 pounds.\r

    Fire phantoms speak Ignan.\r

    COMBAT<\/b>\r

    Fire phantoms are unsophisticated combatants. They close with their opponents as quickly as possible and attack with blows of their flaming limbs.\r

    Burn (Ex):<\/b> A fire phantom's slam attack deals bludgeoning damage plus fire damage from the phantom's flaming body. Those hit by a fire phantom'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 fire phantom with natural weapons or unarmed attacks take fire damage as though hit by the phantom's attack, and also catch on fire unless they succeed on a Reflex save.\r

    Subservient to Fire (Su):<\/b> A fire phantom is so tied to the Elemental Plane of Fire that it can be banished, rebuked or controlled by other elementals of the Fire subtype, provided those elementals have more HD than the fire phantom. The other elemental may rebuke or command the fire phantom as a cleric of its hit dice; the fire phantom resists as an undead with +2 turn resistance. If a fire elemental rebukes a fire phantom outside its native plane, the fire phantom is banished home to the Elemental Plane of Fire.\r

    New Spell<\/b>\r
    Summon Fire Phantom<\/b>\r
    Conjuration (Fire, Summoning)\r
    Level: Brd 3, Clr 3, Drd 2, Rgr 2, Sor\/Wiz 3\r
    Components: V, S, M\/DF\r
    Casting Time: 1 round\r
    Range: 30 ft.\r
    Effect: 1d3+1 summoned creatures\r
    Duration: 3 rounds\/level (D)\r
    Saving Throw: None\r
    Spell Resistance: No\r

    This spell summons 1d3+1 fire phantoms. They appear where you designate and act immediately, on your turn. They attack your opponents to the best of its ability. If you can communicate with a fire phantom (they speak Ignan), you can direct it not to attack, to attack particular enemies, or to perform other actions. The phantoms must always remain within 30 feet of the spellcaster; if any moves beyond this range the spell expires.\r

    Fire phantoms are subservient toward more powerful fire elementals. A fire elemental can easily dismiss a summoned fire phantom back to the elemental plane of fire.\r

    A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.\r

    Arcane Material Component: A pint of oil which must be poured out and ignited during the casting of the spell. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #123<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Elemental","alignment":"Usually neutral","environment":"Elemental Plane of Fire"},{"name":"Firefriend","type":"Magical Beast","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5616,"reference":"Usergen","full_text":"

    Firefriend <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d10\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 10 ft (2 squares), fly 40 ft (good)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+2 size, +5 Dex), touch 17, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-11<\/td> <\/tr>
    Attack: <\/strong>Bite +8 melee (1d2-4)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +8 melee (1d2-4)<\/td> <\/tr>
    Space\/Reach: <\/strong>2 1\/2 ft\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Light beam<\/td> <\/tr>
    Special Qualities: <\/strong>Bioluminescence, darkvision 60 ft, immunity to electricity and fire, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +7, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 3, Dex 21, Con 10, Int 6, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide +13, Listen +3, Spot +3<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate mountains, marsh, and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or flicker (3-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Often neutral<\/td> <\/tr>
    Advancement: <\/strong>2-3 HD (Tiny)<\/td> <\/tr>
    Level Adjustment: <\/strong>+0 (cohort)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This appears to be an unusually large firefly. Its abdomen glows brightly, though unlike a normal firefly it gives off an unusual green light.<\/i>\r

    The firefriend is a friendly but reclusive creature. Firefriends are far more intelligent than most insects, and are clever enough to shun potentially hostile creatures. They do sometimes seek out friendly humanoids as companions, as they have a great love for conversation and fantastic stories. Most firefriends are neutral in alignment, but some are good and are more inclined to be helpful.\r

    Firefriends have their own form of language, and most know Common as well. \r

    A firefriend is 1 foot long and weighs 1 pound.\r

    A firefriend can be acquired as a familiar by a 5th-level arcane spellcaster with the Improved Familiar feat. See page 200 of the Dungeon Master's Guide for more information.\r

    COMBAT<\/b>\r
    Firefriends protect themselves with their small, sharp mandibles. Their abdomens, which usually glow as bright as a torch, can fire a beam of burning green light. \r

    Light Beam (Su)<\/b>: Once per minute, a firefriend can discharge a bolt of concentrated light energy that strikes a single target at a range of 15 feet. A creature struck by this light takes 2d4 points of fire damage (Reflex DC 10 half). The save DC is Constitution-based.\r

    Bioluminescence (Ex)<\/b>: A firefriend's abdomen gives off light equal to a torch. It can suppress this illumination or restore it once per round as a free action.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in the first edition Monster Manual II (1983, Gary Gygax).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Often neutral","environment":"Temperate mountains, marsh, and plains"},{"name":"Firefriend (Giant Firefly)","type":"Magical Beast","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5617,"reference":"Usergen","full_text":"

    Firefriend (Giant Firefly) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d10+1\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 10 ft, fly 40 ft (good)<\/td> <\/tr>
    AC:<\/strong> 16 (+2 size, +4 Dex)<\/td> <\/tr>
    Attacks:<\/strong>Bite +7 melee<\/td> <\/tr>
    Damage: <\/strong>Bite 1d2-4<\/td> <\/tr>
    Face\/Reach: <\/strong>2 1\/2 ft by 2 1\/2 ft\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Light beam<\/td> <\/tr>
    Special Qualities: <\/strong>Immune to electricity and fire<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +6, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 3, Dex 18, Con 13, Int 7, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide +4, Listen +5, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Temperate mountains, marsh, and plains<\/td> <\/tr>
    Organization: <\/strong>Swarm (1-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral (good tendencies)<\/td> <\/tr>
    Advancement: <\/strong>2-3 HD (Tiny)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The firefriend, the common name for the giant firefly, is a friendly but reclusive creature. Firefriends are far more intelligent than most insects, and are clever enough to shun potentially hostile creatures. They do sometimes seek out friendly humanoids as companions, as they have a great love for conversation and fantastic stories.\r

    Firefriends have their own form of language, and most know Common as well.\r

    COMBAT<\/b>\r
    Firefriends protect themselves with their small, sharp mandibles. Their abdomens, which usually glow as bright as a torch, can fire a beam of burning green light.\r

    Light Beam (Su)<\/b>: Once per minute, a firefriend is capable of discharging a beam of concentrated light energy at a range of 14 feet and 3 inches in diameter. Living flesh struck by this beam will suffer 5d4 points of fire damage (Will save DC 12 for half).<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Monster Manual II (1983).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually neutral (good tendencies)","environment":">Temperate mountains, marsh, and plains"},{"name":"Firegaunt","type":"Undead","ch":11,"challenge_rating":" 11 \u00a0","id":5618,"reference":"Usergen","full_text":"

    Firegaunt <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Undead \t\t\t(Fire)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 16d12+32\u00a0(136 hp)<\/td> <\/tr>
    Initiative: <\/strong> -2<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 21 (\u00c2\u00961 size, -2 Dex, +14 natural), touch 7, flat-footed 21<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+26<\/td> <\/tr>
    Attack: <\/strong>Greatsword +20 melee (3d6+19) or slam +20 melee (1d4+13 plus 2d20 fire) or rock +6 ranged (2d6+13 plus 2d6 fire)<\/td> <\/tr>
    Full Attack: <\/strong>Greatsword +20\/+15 melee (3d6+19) and bite +18 melee (1d6+6) or 2 slams +20 melee (1d4+13 plus 2d20 fire) and bite +18 melee (1d6+6) or rock +6 ranged (2d6+13 plus 2d6 fire)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Burning touch, rock throwing\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., fiery illumination, immunity to fire, low-light vision, melt weapons, rock throwing, unholy toughness, vulnerability to cold, vulnerability to water<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +3, Will +14 <\/td> <\/tr>
    Abilities: <\/strong>Str 37, Dex 7, Con \u00c2\u0097, Int 10, Wis 14, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Climb +32, Intimidate +21, Jump +36, Spot +21<\/td> <\/tr>
    Feats: <\/strong>Cleave, Great Cleave, Improved Sunder, Iron Will, Multiattack, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>11<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Resembling a massive emaciated dwarf with a pronounced muzzle, this undead giant somewhat resembles a baboon. Rippling tongues of flame cover its entire body, and its eyes have been replaced with flickering fire. Portions of its flesh have decomposed, and through these holes burst jets of flame several feet in length. What remains of its armor is charred and melted. The sulfuric scent that accompanies the monstrosity is nearly overwhelming.<\/i>\r

    Firegaunts arise from the remains of fire giants who have frozen to death, their bodies spontaneously combusting into unexpiring torches. They have also been rumored to arise from fire giants so given to rage while alive that their fiery tempers burn brighter after death.\r

    Firegaunts are instintively destructive, prone to long, seemingly aimless rampages, burning and slaying everything in their path, including their former kinsmen. They do not seek the company of others of their kind, although the paths of a pair of firegaunts may cross for time, doubling the devastation wrought.\r

    Since they shed constant light, firegaunts have no aversion to sunlight. However, their nocturnal rampages are more impressive, and they often favor night attacks for the added intimidation factor.\r

    Firegaunts are about 12 feet tall and weigh about 4,000 pounds. \r

    Firegaunts speak Giant.\r

    COMBAT\r

    Firegaunts exist simply to smash and burn, throwing burning boulders until they close to melee range, then pounding, biting, and burning all prey and obstacles in their path.\r

    Burning Touch (Su):<\/b> A firegaunt's slam attacks deal an additional 2d20 points of fire damage (Fort DC 20 halves the damage). Similarly, any creature striking a firegaunt with natural attacks or unarmed strikes or grappling a firegaunt suffers 2d20 points of fire damage (Fort DC 20 half). Additionally, any creature subject to the fire damage must succeed on a DC 20 Reflex save or catch on fire. The flame burns for 1d4 rounds. Unless it is still in contact with the firegaunt, a burning creature can take a move action to put out the flames. A firegaunt's burning touch is a death effect, so raise dead<\/i> will not restore a creature slain in by a firegaunt's burning touch to life (although resurrection<\/i> or similar magic will). The save DC is Charisma-based.\r

    Fiery Illumination (Ex):<\/b> A firegaunt's flaming body continuously sheds light as a torch.\r

    Melt Weapons (Ex):<\/b> Any metal weapon that strikes a firegaunt must succeed on a DC 20 Fortitude save or melt away into slag. The save DC is Charisma-based.\r

    Rock Throwing (Ex):<\/b> Firegaunts are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A firegaunt 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 firegaunt's thrown rocks.\r

    Unholy Toughness (Ex):<\/b> A firegaunt gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.\r

    Vulnerability to Water (Ex):<\/b> Firegaunts are particularly vulnerable to water, and contact with it (such as wading into a pool or being splashed with a vial or bucket of water) inflicts 2d6 points of damage per strike. Complete immersion (including being caught in the rain or being subjected to a high volume of water, as from the geyser function of a decanter of endless water<\/i>) inflicts 6d6 points of damage per round.<\/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 lawful evil","environment":"Temperate mountains"},{"name":"Firestar","type":"Aberration","ch":1,"challenge_rating":" 1 \u00a0","id":5619,"reference":"Usergen","full_text":"

    Firestar <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Diminutive\u00a0Aberration \t\t\t(Air)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8\u00a0(9 hp)<\/td> <\/tr>
    Initiative: <\/strong> +11<\/td> <\/tr>
    Speed:<\/strong> Fly 40 ft. (perfect) (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 25 (+4 size, +11 Dex), touch 25, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-16<\/td> <\/tr>
    Attack: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Full Attack: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Space\/Reach: <\/strong>1 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Lightning bolt<\/td> <\/tr>
    Special Qualities: <\/strong>Absorb electricty and flames, darkvision 60 ft., immunity to magic, natural invisibility<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +11, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 33, Con 10, Int 13, Wis 16, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +3, Listen +10, Sense Motive +8, Spot +10<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests and hills<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or pack (3\u00c2\u009612)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>3-6 HD (Diminutive)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature seems to be nothing but a faintly glowing fist-sized mote of light.<\/i>\r

    Firestars are eerily beautiful, silent, floating, fist-sized mote of light. Althought they are often mistaken for the dreaded will-o'-wisp, firestars are generally harmless. \r

    Firestars feed on heat, and as a result are attracted to fire. These creatures may descend in groups upon the campfire of unsuspecting travelers, who might retaliate in fear of a will-o'-wisp attack.\r

    Firestars are often called \"moondancers\", due to their proclivity for dancing in intricate patterns in secluded, moonlit hilltops or forest glades. During the day, firestars land in high, inaccessible spots to rest. During this time, they retract their glowing nerves and absorb sunlight and heat. Occasionally, firestars are mistaken for exotic or ornamented eggs, and are collected by travelers with hopes of selling them. When night falls, the firestars awaken and seek to escape.\r

    Firestars are intelligent but reclusive. They willingly communicate with creatures that employ telepathy or magic to understand them, but are secretive about their life span and reproductive process. Scholars speculate that firestars reproduce asexually by budding.\r

    A firestar has a two-inch-long, egg-shaped body covered in a black spiderweb of nerves. The nerves intersect in a number of its nodes and eyes. It weighs about 1 pound, and its glowing body sheds as much light as a torch. \r

    Firestars understand Common and Auran, but lack the ability to speak. They have their own intricate language, a series of dancing patterns accompanied by fluctuations in their glow.\r

    COMBAT\r

    Firestars generally ignore other creatures unless disturbed, at which point they usually attempt to flee. If cornered, a firestar can release a small lightning bolt to zap its adversaries.\r

    Absorb Electricty and Flames (Su):<\/b> Any attack that deals electricity or fire damage heals a firestar for 1 point of damage for each point of damage the attack would otherwise deal. A firestar that exceeds its full normal hit points as a result of this healing gains the remainder as temporary hit points that last for 24 hours. A firestar can gain temporary hit points in this manner up to four times its normal maximum hit points (36 for a typical firestar). A firestar gets no saving throw against electricity or fire effects. \r

    Immunity to Magic (Ex):<\/b> A firestar is immune to spells or spell-like abilities that allow spell resistance, except for magic missile<\/i> and those with the cold descriptor. \r

    Lightning Bolt (Su):<\/b> Once every 1d3 rounds, a firestar can unleash a 30-foot-long line of lightning that deals 2d6 points of electricity damage (Reflex DC 11 halves this damage). The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the range permits; otherwise, it stops at the barrier just as a spell effect does. The save DC is Constitution-based. \r

    Natural Invisibility (Ex):<\/b> A startled or frightened firestar can extinguish its glow, effectively becoming invisible<\/i> as the spell.<\/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":"Aberration","alignment":"Usually neutral","environment":"Temperate forests and hills"},{"name":"Firethorn","type":"Plant","ch":4,"challenge_rating":" 4 \u00a0","id":5620,"reference":"Usergen","full_text":"

    Firethorn <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Plant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+12\u00a0(39 hp)<\/td> <\/tr>
    Initiative: <\/strong> -3<\/td> <\/tr>
    Speed:<\/strong> 0 ft. (immobile)<\/td> <\/tr>
    Armor Class: <\/strong> 12 (-3 Dex, +5 natural), touch 7, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+4<\/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>Confusing scent, thorny defense<\/td> <\/tr>
    Special Qualities: <\/strong>Immunity to fire, low-light vision, plant traits, tremorsense 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref -1, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 4, Con 15, Int -, Wis 6, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>—<\/td> <\/tr>
    Feats: <\/strong>—<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm plains or swamps<\/td> <\/tr>
    Organization: <\/strong>Solitary, patch (2-20) or cluster (20-200)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-9 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This squat, broad rose bush boasts about twenty brllliant scarlet blossoms, each with an attendant thorn. There are no thorns on the main branches of the bush, nor are there any on the flower stems except near the bloom. The blossoms give off a distinctive, heady perfume.<\/i>\r

    The firethorn, or sea rose, is a rare plant that only grows along tropical or subtropical sea coasts. The only place it is known to grow in abundance is on several isolated tropical islands. Firethorns can be found scattered in coastal seasonal grasslands but more commonly spread in clusters to form dense, matted carpets in tropical saltwater swamplands.\r

    Firethorns gain their name from their ability to absorb heat from sunlight, resulting in their blossoms glowing like banked embers in the dark. They store the excess warmth in their thorns until evening, then radiate the heat at night, leading some people to speculate that this heat exchange is necessary to their growth and propagation. A single firethorn bush radiates heat about equal to a small lantern, several bushes together may emit as much heat as a bonfire. Firethorns can also emit their stored heat in rapid bursts to burn creatures that disturb them.\r

    A typical firethorn grows to a radius of 4 feet.\r

    COMBAT<\/b>\r

    Though not agressive, sea roses have effective modes of self-defense. Anyone plucking one of the blooms or brushing against one is subiect to attack by the thorns that spring out at the offending creature.\r

    Confusing Scent (Ex):<\/b> Firethorns emit a mind-affecting perfume which causes confusion for 1d6 rounds in any creature that does not succeed on a DC 15 Fortitude save. The scent affects any creature what comes too close to a firethorn (usually 10 ft, but a strong wind can change the range to 5 ft. upwind and 20 ft. downwind). The save DC is Constitution-based.\r

    Thorny Defense (Ex):<\/b> When a Tiny or larger creature moves within 5 feet of a firethorn, the plant strikes out with all its thorns. Treat this as a 5-foot-radius burst. Creatures within the area take 1d12 points of piercing damage plus 1d20 points of fire damage. A successful DC 15 Reflex save halves the damage. A firethorn can use thorny defense twice per round. The save DC is Constitution-based.<\/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":"Plant","alignment":"Always neutral","environment":"Temperate and warm plains or swamps"},{"name":"Fish, Bloatfish","type":"Animal","ch":18,"challenge_rating":" 1\/8 \u00a0","id":5621,"reference":"Usergen","full_text":"

    Fish, Bloatfish <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1\/4d8\u00a0(1 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> Swim 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-11<\/td> <\/tr>
    Attack: <\/strong>Slam +4 melee (1d3-3)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +4 melee (1d3-3)<\/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<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 4, Dex 15, Con 11, Int 1, Wis 12, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Hide +1 (+5), Listen +3, Spot +3, Swim +5<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or school (10-40)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/8<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>1 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This fish resembles a tiny white manta ray. A balloon-like organ swells from its belly, its diameter slightly larger than the length of the fish.<\/i>\r

    A bloatfish is a raylike fish found in cold waters. It is highly prized by fishermen, for in addition to its savory flesh, its balloon-like organ is filled with water which remains fresh and liquid, even if the bloatfish is frozen solid, due to the fish's unique body chemistry. A bloatfish corpse holds fresh water equivalent to a waterskin, a small hole can be punctured in the fish and the water sipped freely. Sages speculate that bloatfish were engineered to be living waterskins, but no definitive proof supports such claims. \r

    Bloatfish subsist on waste matter, plankton, or whatever other organic matter they can scavenge. \r

    A bloatfish is 1 to 2 feet long and weighs 15 pounds.\r

    COMBAT\r

    Bloatfish are non-aggressive, swimming from danger as fast as possible. If cornered, it attempts to slam its way out.\r

    Skills:<\/b> A bloatfish 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. *When it is lying still along the seafloor, a bloatfish has a +4 racial bonus on Hide checks.\r

    In the Realms<\/b>\r
    Bloatfish 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":"Fish, Cobra Trout","type":"Animal","ch":13,"challenge_rating":" 1\/3 \u00a0","id":5622,"reference":"Usergen","full_text":"

    Fish, Cobra Trout <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1\/2d8\u00a0(2 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square), swim 30 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>Bite +4 melee (1d3-3 plus poison) <\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d3-3 plus poison) <\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, water dependent<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 4, Dex 15, Con 11, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Climb +6, Hide +10*, Listen +5, Spot +5, Swim +10<\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon Finesse (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/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 slender fish is shaped like a snake or eel, and covered in bright silver scales.<\/i>\r

    Cobra trout are eel-like freshwater fish with a poisonous bite. Extremely territorial, the cobra trout lunges at any creature that comes within a few feet. Fortunately, their bright scales make them easy to spot and avoid.\r

    Cobra trout are predatory, but only eat much smaller prey. They hunt in a similar fashion to a venomous aquatic snake. These fish can leave the water for minutes at a time, and often slither ashore to pursue land-bound prey.\r

    A cobra trout is usually 2 to 4 feet long and weighs about a pound.\r

    COMBAT\r

    This narrow fish strikes like a snake, inflicting a weak bite with a potent venom.\r

    Poison (Ex):<\/b> Injury (bite), Fortitude DC 10; initial and secondary damage 1d6 Con. The save DC is Constitution-based.\r

    Water Dependent (Ex):<\/b> Cobra trout can survive out of the water for 5 minutes per point of Constitution (after that, refer to the drowning rules). \r

    Skills:<\/b> Cobra trout have a +4 racial bonus on Climb checks and use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A cobra trout 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 trout have a +4 racial bonus on Hide checks when in clear water, due to the reflections off their silvery scales.\r

    In the Realms<\/b>\r
    Cobra trout are primarily found in the Deeping Stream running through Deepingdale.<\/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":"Animal","alignment":"Always neutral","environment":"Temperate aquatic"},{"name":"Fish, Giant Angler","type":"Animal","ch":4,"challenge_rating":" 4 \u00a0","id":5623,"reference":"Usergen","full_text":"

    Fish, Giant Angler <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 8d8+16\u00a0(52 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> Swim 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 12 (-1 size, +2 Dex, +1 natural),, touch 11, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+15<\/td> <\/tr>
    Attack: <\/strong>Bite +10 melee (1d8+7)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +10 melee (1d8+7)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, seizing maw<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +2, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 14, Con 15, Int 1, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Hide +20, Listen +2, Spot +2, Swim +13<\/td> <\/tr>
    Feats: <\/strong>Alertness, Blind-Fight, Skill Focus (Hide)\r
    <\/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>9-16 HD (Large); 17-24 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The light in the dark water comes closer, revealing all too late that it is connected to a lure dangling above a large maw with wicked, backward-curving teeth. The rest of the eight-foot-long fish is nearly invisible in the dark water.<\/i>\r

    Giant angler fishes are predators of some of the deepest and darkest reaches of oceans. Using a modified dorsal fin, called an illicium, they create a biological fising line that ends in a bioluminscent lure. This light serves to draw prey closer to the fish's deadly maw.\r

    The females are the hunters of the species, while the smaller male clings like a lamprey to his mate's body, parasitically feeding off her. This arrangement ensures that a mated pair is never separated.\r

    Although its flesh is edible, its taste is not good enough to make it the target of fishermen.\r

    A typical giant angler fish is 8 feet long and weighs 400 pounds.\r

    COMBAT\r

    A giant angler fish uses its bioluminscent lure to draw prey near, then makes a seizing bite attack. Once prey is caught in its mouth, its backward-curving teeth hold it there until the prey can be digested or falls into small enough pieces to wash into the gullet.\r

    Improved Grab (Ex):<\/b> To use this ability, an angler fish must hit a Huge or smaller opponent 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 immediately traps the victim in its seizing maw.\r

    Seizing Maw (Ex):<\/b> Once the angler fish has successfully grappled an opponent, it automatically holds the victim in its mouth to slowly digest it. Each round that the victim spends in the angler fish's mouth, it takes automatic bite damage and 1d8 points of acid damage. To escape the hold, the victim must succeed on either a grapple check or an Escape Artist check opposed by the angler fish's grapple check. If the victim successfully escapes, it immediately takes maximum bite damage as it tears itself free of the angler fish's backward-curving teeth. An angler fish can hold a creature up to one size category lareger than itself within its mouth in this manner.\r

    Skills:<\/b> An angler fish has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action when swimming, provided it swims in a straight line.\r

    The bioluminescent illicium of an angler fish not only attracts prey, but also draws the attention away from the less visible rest of the creature. This grants the angler fish a +8 racial bonus on Hide checks.\r

    Variant Angler Fish<\/b>\r

    Some angler fishes have functional hooks at the end of their illiciums, which they can use to snare prey. Such angler fishes have the following additional ability, which increases the CR of the creature by 1:\r

    Lure Snare (Ex):<\/b> The angler fish may make a melee touch attack with its hooked lure. This attack deals 1d4 points of piercing damage, and the target must succeed on a DC 19 Reflex save or become stuck to the lure, allowing the angler fish to make a bite attack as a free action to grab the victim. The save DC is Strength-based.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Annual 4<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Fish, Gray Flatfish","type":"Animal","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5624,"reference":"Usergen","full_text":"

    Fish, Gray Flatfish <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1\/4d8\u00a0(1 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> Swim 10 ft. (2 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+4 size, -1 Dex), touch 13, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-16<\/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>Poison<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, spiny defense<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +1, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 2, Dex 9, Con 11, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Hide +12*, Listen +2, Move Silently +0, Spot +2, Swim +4\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (poison)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate 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>1 HD (Tiny)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    What at first appeared a granite stone reveals itself as a flat fish, as dozens of inch-long spines arise from its back.<\/i>\r

    Gray flatfish spend their time on the bottoms of shallow streams. They feed upon algae and drifting refuse.\r

    A gray flatfish grows to about a foot in length an weighs about a pound.\r

    COMBAT\r

    Gray flatfish are nonaggressive, but any pressure upon their back results in the raising of their spines, which inject a venom that causes extreme, debilitating pain.\r

    Poison (Ex):<\/b> Injury (spines), Fortitude DC 12; initial damage intense pain (-2 penalty on attack rolls, skill checks, and ability checks) for 2d6 minutes; secondary damage intense pain for 2d4 days. The save DC is Constitution-based.\r

    Spiny Defense (Ex):<\/b> Any creature that hits a gray flatfish in melee with a natural or handheld weapon (but not a reach weapon) must succeed on a DC 11 Reflex save or take 1 point of piercing damage from its many spines and be exposed to its poison. The save DC is Dexterity-based.\r

    Skills:<\/b> A gray flatfish 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 gray flatfish has a +8 racial bonus to Hide checks when lying on mud.\r

    In the Realms<\/b>\r
    Gray flatfish are primarily found in the River Arkhen running through Archendale.<\/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":"Animal","alignment":"Always neutral","environment":"Temperate aquatic"},{"name":"Fish, Icetail","type":"Magical Beast","ch":14,"challenge_rating":" 1\/4 \u00a0","id":5625,"reference":"Usergen","full_text":"

    Fish, Icetail <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Diminutive\u00a0Magical Beast \t\t\t(Aquatic, Cold)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1\/4d10\u00a0(1 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square), swim 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+4 size), touch 14, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-16<\/td> <\/tr>
    Attack: <\/strong>Freezing touch +4 melee touch (1d3 cold)<\/td> <\/tr>
    Full Attack: <\/strong>Freezing touch +4 melee touch (1d3 cold)<\/td> <\/tr>
    Space\/Reach: <\/strong>1 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Freezing touch, hold breath, poison<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to cold, low-light vision, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +2, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 2, Dex 11, Con 11, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Hide +20, Listen +3, Spot +3, Swim +4<\/td> <\/tr>
    Feats: <\/strong>Endurance<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or school (10-60)<\/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 creature resembles a fish skeleton with a few shreds of bluish tissue hanging from its ribs. Closer inspection, however, reveals the creature's body, head, fins, and tail, are all as transparent as glass.<\/i>\r

    Icetails get their name from the bitter cold of their bodies. These coldwater fish subsist on waste matter, plankton, or whatever other organic matter they can scavenge. Icetails may be cooked and eaten (or eaten raw, though their uncooked flesh is extremely bitter), but if not thoroughly cooked for at least six hours, the eater risks extreme indigestion.\r

    An icetail is between 6 inches and 1 foot long and weighs up to a pound.\r

    COMBAT\r

    Icetails are non-aggressive, swimming from danger as fast as possible. Icetails pose a threat only to the careless or unlucky. \r

    Freezing Touch (Su):<\/b> An icetail's touch attack generates a burst of extreme cold which does 1d3 points of cold damage. Creatures hitting an icetail with natural weapons or unarmed attacks take cold damage as though hit by the fish's attack.\r

    Hold Breath (Ex):<\/b> An icetail can hold its breath by storing water in its mouth and gills. It may do so for a number of rounds equal to 6 times its Constitution score. If out of water beyond that time, it risks suffocating (refer to the drowning rules). For a typical icetail, this is 66 rounds, or over 6 minutes.\r

    Poison (Ex):<\/b> Any creature that bites or otherwise consumes an icetail is exposed to its poisonous flesh. Fort DC 10, primary damage sickened for 1d3 hours, secondary damage sickened for 2d12 hours. The save DC is Dexterity-based.\r

    Skills:<\/b> Icetails have a +8 racial bonus to Hide checks due to their transparent flesh. An icetail 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<\/b>\r
    Icetails 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":"Magical Beast","alignment":"Always neutral","environment":"Cold aquatic"},{"name":"Fish, Icetail Swarm","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":5626,"reference":"Usergen","full_text":"

    Fish, Icetail Swarm <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Diminutive\u00a0Magical Beast \t\t\t(Aquatic, Cold, Swarm)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d10\u00a0(27 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square), swim 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+4 size), touch 14, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/-<\/td> <\/tr>
    Attack: <\/strong>Swarm (1d6 plus 2d6 cold)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Swarm (1d6 plus 2d6 cold)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Distraction, freezing touch, hold breath, poison<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to cold and weapon damage, low-light vision, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +2, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 2, Dex 11, Con 11, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Hide +20, Listen +7, Spot +7, Swim +4\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or kettle (2-4 swarms)<\/td> <\/tr>
    Challenge Rating: <\/strong>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>
    The constituents of this swarm of tiny creatures resemble fish skeletons with a few shreds of bluish tissue hanging from their ribs. Closer inspection, however, reveals the creatures' bodies, heads, fins, and tails, are all as transparent as glass.<\/i>\r

    Icetails get their name from the bitter cold of their bodies. These coldwater fish subsist on waste matter, plankton, or whatever other organic matter they can scavenge. Icetails may be cooked and eaten (or eaten raw, though their uncooked flesh is extremely bitter), but if not thoroughly cooked for at least six hours, the eater risks extreme indigestion.\r

    Icetails normally only gather in swarms to mate and lay eggs. Such swarms can be dangerous, since the icetails may attack intruders to protect their eggs and breeding partners. Icetail swarms are most common in glacial kettles (a hole ground out by a receding glacier and filled with meltwater; forming a shallow lake, swamp or bog which makes an excellent habitat for icetail spawn).\r

    An icetail is between 6 inches and 1 foot long and weighs up to a pound.\r

    COMBAT\r

    Icetail swarms are nonaggressive, but will attack if injured or threatened.\r

    Distraction (Ex):<\/b> Any living creature that begins its turn with an icetail swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.\r

    Freezing Touch (Su):<\/b> An icetail swarm's attack generates a burst of extreme cold which does 2d6 points of cold damage. Creatures hitting an icetail swarm with natural weapons or unarmed attacks take cold damage as though hit by the fish's attack.\r

    Hold Breath (Ex):<\/b> An icetail swarm can hold its breath by storing water in its mouth and gills. It may do so for a number of rounds equal to 6 times its Constitution score. If out of water beyond that time, it risks suffocating (refer to the drowning rules). For a typical icetail, this is 66 rounds, or over 6 minutes.\r

    Poison (Ex):<\/b> Any creature that bites or otherwise consumes an icetail is exposed to its poisonous flesh. Fort DC 10, primary damage sickened for 1d3 hours, secondary damage sickened for 2d12 hours. The save DC is Constitution-based and includes a -2 racial penalty.\r

    Skills:<\/b> Icetail swarms have a +8 racial bonus to Hide checks due to their transparent flesh. An icetail 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<\/b>\r
    Icetails 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":"Magical Beast","alignment":"Always neutral","environment":"Cold aquatic"},{"name":"Fish, Scorpionfish","type":"Animal","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5627,"reference":"Usergen","full_text":"

    Fish, Scorpionfish <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1\/4d8+1\u00a0(2 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> Swim 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+4 size, +1 Dex), touch 15, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-15<\/td> <\/tr>
    Attack: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Full Attack: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Space\/Reach: <\/strong><\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, spiny defense<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +3, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 4, Dex 13, Con 13, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Hide +14*, Listen +2, Move Silently +2, Spot +2, Swim +5\r
    <\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or cluster (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/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, stout-bodied fish resemblies a rock with fins. A row of spines runs down its back.<\/i>\r

    Scorpionfish are slow-moving bottom dwellers that most commonly live in reefs. Scorpionfish get their name from their venomous, slime-coated spines that cause excruciating pain to any creature they injure.\r

    A scorpionfish's resemblance to a rock or piece of coral makes them extraordinarily hard to spot among the reefs where they prefer to live. They are usually red or brown in color.\r

    Most types of scorpionfish are very small, typically 4 to 8 inches in length and an ounce or two in weight, the largest species can grow up to 18 inches long and 5 pounds in weight.\r

    COMBAT\r

    Scorpionfish are not aggressive. If they see an enemy they hide, freezing in place until the threat departs. Should this fail, they rely on their venomous spines to defend them. \r

    Poison (Ex):<\/b> Injury (spines), Fortitude DC 11; initial damage agonizing pain equal to a symbol of pain (-4 penalty on attack rolls, skill checks, and ability checks) for 2d6 minutes; secondary damage agonizing pain for 1d4 hours plus 1d4 Con damage. The save DC is Constitution-based.\r

    Spiny Defense (Ex):<\/b> Any creature that hits a scorpionfish in melee with a natural or handheld weapon (but not a reach weapon) must succeed on a DC 11 Reflex save or take 1 point of piercing damage from its many spines and be exposed to its poison. The save DC is Dexterity-based.\r

    Skills:<\/b> A scorpionfish 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 scorpionfish has a +8 racial bonus to Hide checks made in reefs.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #47<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate or warm aquatic"},{"name":"Fish, Spiny Sleeper","type":"Magical Beast","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5628,"reference":"Usergen","full_text":"

    Fish, Spiny Sleeper <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1\/4d10\u00a0(1 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> Swim 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-11<\/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>Frozen sleep venom<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, spiny defense<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 4, Dex 15, Con 11, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Hide +10, Listen +3, Spot +3, Swim +5\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (frozen sleep venom)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or school (10-40)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>1 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Tiny silver spines cover the body of this plump fish, which has a white belly and long whiskers like a catfish.<\/i>\r

    Spiny sleepers get their name from their venomous spines and passive nature. These coldwater fish subsist on waste matter, plankton, or whatever other organic matter they can scavenge. Their flesh is quite delicious, though they must be handled with caution due to their venomous spines.\r

    A spiny sleeper is 1 to 2 feet long and weighs 15 pounds.\r

    COMBAT\r

    Spiny sleepers are non-aggressive, swimming from danger as fast as possible. Spiny sleepers pose a threat only to the careless or unlucky. \r

    Frozen Sleep Venom (Su):<\/b> A spiny sleeper's spines contain a supernatural venom. Any creature injured by a spine must succeed on a DC 12 Fortitude save or be covered with an ice-like glaze which renders them immobile and unconscious until removed from conditions of severe cold (below 0\u00c2\u00b0 F), after which victims \"thaw\" in 1d3+1 rounds. The victim reawakens, fully alert, if this glaze is broken. Cold damage will not break the glaze, but any other kind of energy damage or weapon damage will break the glaze and free the frozen victim. Any effect that opposes poison, like the neutralize poison<\/i> spell or a racial resistance or immunity to poison, will affect a spiny sleeper's venom as if it were a poison. The save DC is Constitution-based.\r

    Spiny Defense (Ex):<\/b> Any creature that hits a spiny sleeper in melee with a natural or handheld weapon (but not a reach weapon) must succeed on a DC 12 Reflex save or take 1 point of nonlethal damage from its many spines and be exposed to its frozen sleep venom (see above). The spines deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The save DC is Dexterity-based.\r

    Skills:<\/b> A spiny sleeper 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<\/b>\r
    Spiny sleepers 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":"Magical Beast","alignment":"Always neutral","environment":"Cold aquatic"},{"name":"Fish, Subterranean, Iridescent Plecos","type":"Animal","ch":13,"challenge_rating":" 1\/3 \u00a0","id":5629,"reference":"Usergen","full_text":"

    Fish, Subterranean, Iridescent Plecos <\/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> +1<\/td> <\/tr>
    Speed:<\/strong> Swim 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+2 size, +1 Dex), touch 13, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-11<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d3-3 plus disease)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d3-3 plus disease)<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Disease<\/td> <\/tr>
    Special Qualities: <\/strong>Scent, superior low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +3, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 4, Dex 13, Con 10, Int 1, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Listen +5, Spot +5, Swim +9\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon Finesse (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any underground aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary, outbreak (2-20), or school (10-100)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/3<\/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 beautiful fish has a long, tapered body covered with shimmering scales. Its graceful motion is reminiscent of a stream of sparkling diamonds.<\/i>\r

    Iridescent plecos are omnivorous subterranean fish found in bodies of fresh water where luminous lichen or other sources approximate natural lighting. These fish scavenge rotting flesh and plants and objects thrown into the water. Although they have few natural predators, humanoids occasionally hunt them for their gemlike scales. Such hunts are futile, as the lustre leaves their malodorous skins upon death. \r

    Adult iridescent plecos can be as little as 6 inches long, but most range from 1 to 2 feet long and weigh between 1 and 4 pounds.\r

    COMBAT\r

    Iridescent plecos are non-aggressive, usually attacking only in self-defense. Although the bony ridges of their mouths cause little harm, their barbels transmit a dangerous disease.\r

    Disease (Ex):<\/b> Iridescent fever<\/i>\u00c2\u0097bite, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Str and 1d3 Con. The save DC is Constitution-based and includes a +2 racial bonus. \r

    Superior Low-Light Vision (Ex):<\/b> An iridescent plecos can see five times as far as a human can in dim light.\r

    Skills:<\/b> An iridescent plecos can use its Strength modifier or its Dexterity modifier for Swim checks. A plecos 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<\/b>\r
    Subterranean fish particularly thrive in the underground caverns of Undermountain where the forest streams of Wyllowwood and the River Sargauth flow.<\/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":"Animal","alignment":"Always neutral","environment":"Any underground aquatic"},{"name":"Fish, Subterranean, Lemon Fish","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":5630,"reference":"Usergen","full_text":"

    Fish, Subterranean, Lemon Fish <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d10+8\u00a0(30 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, +1 natural), touch 13, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+2<\/td> <\/tr>
    Attack: <\/strong>Bite +8 melee (1d8+2) or tail +7 melee (1d2+3 plus spines)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +8 melee (1d8+2) and tail +2 melee (1d2+3 plus spines)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spines, stun cloud<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., spell resistance 12, superior low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +6, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 15, Con 14, Int 4, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Listen +8, Spot +9, Swim +10\r
    <\/td> <\/tr>
    Feats: <\/strong>Blind-Fight, Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any underground aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2-3)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5 HD (Small); 6-8 HD (Medium); 9-16 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A black-tipped dorsal fin breaks the surface of the water, followed by a tail covered in yellow and black barbs, terminating in a long spike. The rest of the fish is covered in bright yellow scales that gleam like gold. Its eyes resemble black saucers.<\/i>\r

    A lemon fish is a carnivorous, subterranean fish found in bodies of fresh water where luminous lichen or other sources approximate natural lighting. It gets its name from its bright yellow scales. Observing a lemon fish through water is reminiscent of a living gold piece. \r

    While not as bloodthirsty as piranha, these fish are vicious predators who enjoy the taste of flesh. A hungry lemon fish will attack prey ranging from as small as a rat to even larger than themselves. These fish are docile and nearly harmless if they have fed recently, but they must eat a large amount to provide a good meal. The strongest fish feed more often, and therefore grow to become stronger still and vastly more dangerous. Lemon fish are mostly solitary. Large lemon fish always hunt alone, but the smaller ones sometimes hunt in packs, although never more than three are found together. \r

    Although lemon fish flesh is tough and generally inedible, its organs are a prized delicacy among duergar and drow. Lemon fish spawn up to four times a year, yielding 100-600 eggs each time. Only ten out of 100 young survive to reach adulthood. The eggs of the lemon fish are edible and command up to 400 gp per pound (roughly 600 eggs).\r

    A typical lemon fish is 4 to 5 feet long and weighs between 30 and 60 pounds, but these fish can reach 16 feet in length and a ton in weight. Lemon fish are approximately a foot long for each Hit Die they possess.\r

    COMBAT\r

    Lemon fish strike with their jaws and spine-covered tails. If injured, a lemon fish may release a cloud of stunning toxins into the surrounding water.\r

    Spines (Ex):<\/b> A lemon fish's tail is covered in spines. An opponent hit by a lemon fish's tail attack must succeed on a DC 14 Reflex save or have a spine break off in his or her flesh. Additionally, any creature grappling a lemon fish also must make a Reflex save to avoid being impaled by a spine. Lodged spines impose a \u00c2\u00961 penalty on attacks, saves, and checks per spine (maximum penalty -4). If a victim exerts itself physically (by taking any action other than a purely mental action), they suffer 1d6 points of piercing damage. The save DC is Dexterity-based.\r

    A spine can be removed safely with a DC 20 Heal check; otherwise, removing a spine deals an extra 1d6 points of damage. \r

    Stun Cloud (Ex):<\/b> Once per day, an injured lemon fish can release a cloud of chemicals in a 5-foot spread (10-foot for a Medium lemon fish and 15-foot for a Large fish). All living creatures within this cloud must succeed on a DC 14 Fortitude save or be stunned for 1d4 rounds. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. A delay poison<\/i> or neutralize poison<\/i> spell removes the effect from a stunned creature. The save DC is Constitution-based.\r

    Superior Low-Light Vision (Ex):<\/b> A lemon fish can see five times as far as a human can in dim light.\r

    Skills:<\/b> A lemon fish has a +4 racial bonus on Listen and Spot checks. A lemon 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

    In the Realms<\/b>\r
    Subterranean fish particularly thrive in the underground caverns of Undermountain where the forest streams of Wyllowwood and the River Sargauth flow.<\/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":"Magical Beast","alignment":"Always neutral","environment":"Any underground aquatic"},{"name":"Fish, Subterranean, Wattley","type":"Magical Beast","ch":13,"challenge_rating":" 1\/3 \u00a0","id":5631,"reference":"Usergen","full_text":"

    Fish, Subterranean, Wattley <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d10\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> Swim 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+2 size, +2 Dex), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-10<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d4-3 plus paralysis)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d4-3 plus paralysis)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>2\u00c2\u00bd ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Paralysis<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., scent, superior low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 4, Dex 15, Con 10, Int 3, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Listen +5, Spot +5, Swim +10<\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon Finesse (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any underground aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary, school (2-20), or nocturnal gathering (10-100) <\/td> <\/tr>
    Challenge Rating: <\/strong>1\/3<\/td> <\/tr>
    Treasure: <\/strong>See text<\/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 beautiful fish has an oval-shaped body covered in brilliant stripes. It has lacy fins and a mouth filled with sharp, tiny teeth.<\/i>\r

    Wattleys are predatory subterranean fish found in bodies of fresh water where luminous lichen or other sources approximate natural lighting. These voracious carnivores are known to consume their own body weight in food every three days. \r

    Wattleys are hunted primarily by lemon fish, as well as many humanoids, particularly drow and duergar. Their flesh is delicious, as are their eggs, which often fetch up to 1,600 gp per pound (about 800 eggs). Wattley scales make great adornments for clothing and jewelry. Because they are attracted to shiny objects, wattleys often consume small gems and other valuables. As a result, larger specimens often contain a single coin or gemstone within their gullets.\r

    Wattleys mate for life, spawning 10-100 eggs every three months. Only 10-40 of the young reach maturity. Wattley eggs and young are often purchased to stock aquariums, pools, and ponds.\r

    Wattleys range from 6 inches to 1 foot long and weigh about 1 pound. Stripe coloration varies from green to blue to brown, while rare solid blue and green wattleys have been found. A wattley has a lifespan of 15 years in the wild, and about 2-4 years in captivity. \r

    COMBAT\r

    Wattleys are smarter than most fish, hunting in schools to improve their defenses and allowing them to bring down much larger prey.\r

    Paralysis (Ex):<\/b> Those hit by a wattley's bite attack must succeed on a DC 10 Fortitude save or be paralyzed for 1d2 rounds. The save DC is Constitution-based.\r

    Superior Low-Light Vision (Ex):<\/b> A wattley can see five times as far as a human can in dim light.\r

    Skills:<\/b> A wattley can use its Strength modifier or its Dexterity modifier for Swim checks. A wattley 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

    Wattley Swarm<\/b>\r
    Tiny Magical Beast (Aquatic, Swarm)\r
    Hit Dice: 9d8 (40 hp)\r
    Initiative: +6\r
    Speed: Swim 40 ft. (8 squares)\r
    Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12\r
    Base Attack\/Grapple: +9\/-\r
    Attack: Swarm (3d6 plus paralysis)\r
    Full Attack: Swarm (3d6 plus paralysis)\r
    Space\/Reach: 10 ft.\/0 ft.\r
    Special Attacks: Distraction, paralysis\r
    Special Qualities: Darkvision 60 ft., half damage from slashing and piercing weapons, low-light vision, scent, superior low-light vision, swarm traits\r
    Saves: Fort +6, Ref +10, Will +4\r
    Abilities: Str 4, Dex 15, Con 10, Int 3, Wis 12, Cha 7\r
    Skills: Listen +9, Spot +9, Swim +10\r
    Feats: Ability Focus (paralysis), Alertness, Improved Initiative, Lightning Reflexes\r
    Environment: Warm aquatic\r
    Organization: Solitary or school (2-4 swarms)\r
    Challenge Rating: 5\r
    Treasure: 25% coins (maximum of 3d100 coins), standard goods (gems only), 10% items (only items under 1\/10th pound in weight)\r
    Alignment: Always neutral\r
    Advancement: None\r
    Level Adjustment: \u00c2\u0097\r

    Distraction (Ex):<\/b> Any living creature vulnerable to the wattley swarm's damage that begins its turn with a wattley swarm in its square is nauseated for 1 round; a DC 14 Fortitude save negates the effect. The save DC is Constitution-based.\r

    Paralysis (Ex):<\/b> Those hit by a wattley's bite attack must succeed on a DC 16 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Constitution-based.\r

    In the Realms<\/b>\r
    Subterranean fish particularly thrive in the underground caverns of Undermountain where the forest streams of Wyllowwood and the River Sargauth flow.<\/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":"Magical Beast","alignment":"Always neutral","environment":"Any underground aquatic"},{"name":"Fish-Scorpion","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":5632,"reference":"Usergen","full_text":"

    Fish-Scorpion <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d10+2\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), climb 20 ft., swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+1 Dex, +4 natural), touch 11, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+3<\/td> <\/tr>
    Attack: <\/strong>Claw +3 melee (1d4+1)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +3 melee (1d4+1) and sting +1 melee (1d4 plus poison) and spines +1 (1d3 plus poison)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 1d4+1, improved grab, poison, spines<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, tremorsense 60 ft., vermin traits, water dependent<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +4, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 13, Con 14, Int 1, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Climb +9, Hide +5*, Listen +3, Move Silently +3, Spot +4, Swim +9<\/td> <\/tr>
    Feats: <\/strong>Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or colony (2-5)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3 HD (Medium); 4-7 HD (Large); 8-12 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature blends the front half of a scorpion with the back half of a moray eel. A scorpion's stinger tips its tail, and colorful spines cover its body.<\/i>\r

    A monstrous hybrid of scorpion, eel and venomous fish found in tropical seas, fish-scorpions prefer living in tropical reefs and rocky shallows where they can easily hide. Fish-scorpions have been known to climb out of the sea to attack creatures on land or aboard ships. They can breathe air for a few hours before their lung-gills dry out and they risk suffocating. \r

    A fish-scorpion's body is covered in long spines covered in venomous slime, similar to those of a lionfish.\r

    A typical fish-scorpion is 6 feet long and weighs 300 pounds.\r

    COMBAT\r

    A fish-scorpion fights much as a scorpion does, seizing prey in its claws, stinging with its tail, and stabbing with its envenomed spines. Opponents who attack the fish-scorpion may find themselves impaled by these spines as well.\r

    A fish-scorpion is a vicious and dim-witted animal which does not like to flee from combat. If badly injured, it will try to take shelter in a crevice or crawlspace and defend itself with its numerous natural weapons.\r

    Constrict (Ex):<\/b> A fish-scorpion deals automatic claw damage on a successful grapple check. The opponent must also make a Reflex save against the fish-scorpion's spines (see below).\r

    Improved Grab (Ex):<\/b> To use this ability, a fish-scorpion must hit with a claw attack. If it gains a hold, it can constrict.\r

    Poison (Ex):<\/b> Injury (spines or sting), Fortitude DC 13; initial damage agonizing pain (-4 penalty on attack rolls, skill checks, and ability checks) for 2d6 minutes plus 1d3 Con damage; secondary damage agonizing pain for 1d4 hours plus 1 Con damage. The save DC is Constitution-based.\r

    Spines (Ex):<\/b> Any creature that hits a fish-scorpion in melee with a natural or handheld weapon (but not a reach weapon) must succeed on a DC 12 Reflex save or take 1d3 points of piercing damage from its many spines and be exposed to its poison. The save DC is Dexterity-based.\r

    Water Dependent (Ex):<\/b> Fish-scorpions 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).\r

    Skills:<\/b> Fish-scorpions have a +4 racial bonus on Hide and Spot checks. A fish-scorpion has a +8 racial bonus on Climb checks and +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 Climb or Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.\r

    *A fish-scorpion's racial bonus to Hide checks increases to +8 if it is among reefs or sea rocks. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #47<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Warm aquatic"},{"name":"Flail Snail","type":"Vermin","ch":3,"challenge_rating":" 03 \u00a0","id":5633,"reference":"Usergen","full_text":"

    FLAIL SNAIL<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Vermin<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 4d8+8 (26 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, +10 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 4 tentacle slams +4 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Tentacle slam 1d8+2<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 10 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Warp magic, immunities, blindsight, light blindness<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +6, Ref +0, Will +1<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 15, Dex 8, Con 14, Int 5, Wis 10, Cha 2<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +4, Listen +3<\/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> 5-9 HD (Large); 10-12 HD (Huge)<\/span><\/p> <\/td> <\/tr>

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

    Flail snails appear as larger versions of normal snails, but in place of its head are four 5-foot long tentacles that end in mace-like lumps of hardened flesh. A flail snail\u0092s shell is striped in various colors from red to blue or yellow and green. Its flesh is gray-blue.<\/span><\/p> <\/td> <\/tr>

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

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

    A flail snail attacks by smashing its prey with its mace-like tentacles. A flail snail attacks until either it or its prey is dead. Some flail snails have been known to chase down their prey if it tries to escape.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Warp Magic (Su):<\/b> Each time a spell is cast on or at a flail snail, it produces a random effect. Roll 1d10 and consult the table below.<\/span><\/p> <\/td> <\/tr>

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

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 1d10\u00a0\u00a0\u00a0\u00a0 Result<\/span><\/b><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 1-7\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Spell misfires; nothing happens.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 8-9\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Spell functions normally<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Spell rebounds on caster (as spell turning<\/i>)<\/span><\/p> <\/td> <\/tr>

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

    \u00a0\u00a0 Immunities (Ex):<\/b> Flail snails are immune to fire and poison.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Blindsight (Ex):<\/span><\/b> Flail snails can ascertain all foes by vibration within 60 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Light Blindness (Ex):<\/b> Abrupt exposure to bright light (such as sunlight or a daylight <\/i>spell) blinds flail snails for 1 round. In addition, they suffer a \u00961 circumstance penalty to all attack rolls, saves, and checks while operating in bright light.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Vermin:<\/span><\/b> Immune to mind-influencing effects.<\/span><\/p> <\/td> <\/tr>

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

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

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

    \u00a0<\/span><\/p><\/div>","family":"Vermin","alignment":"Any","environment":"Any land and underground"},{"name":"Flame Roper","type":"Outsider","ch":5,"challenge_rating":" 5 \u00a0","id":5634,"reference":"Usergen","full_text":"

    Flame Roper <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d8+10\u00a0(32 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+2 Dex, +8 natural), touch 12, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+7<\/td> <\/tr>
    Attack: <\/strong>Strand +7 ranged touch (1d6 fire plus drag) or bite +7 melee (1d8+3 plus 1d6 fire)<\/td> <\/tr>
    Full Attack: <\/strong>6 strands +7 ranged touch (1d6 fire plus drag) and bite +7 melee (1d8+3 plus 1d6 fire)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft. (50 ft. with strand)<\/td> <\/tr>
    Special Attacks: <\/strong>Drag, heat, strands, weakness<\/td> <\/tr>
    Special Qualities: <\/strong>Camouflage, darkvision 60 ft., immunity to electricity and fire, low-light vision, spell resistance 25, vulnerability to cold<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +6, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 15, Con 15, Int 4, Wis 16, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Climb +10, Hide +10*, Listen +13, Move Silently +10, Spot +13<\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Initiative<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Fire<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or cluster (3-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>No coins; 50% goods (stone only); no items<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>6-9 HD (Medium); 10-15 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a living cone of congealed fire, roughly the height and breadth of a man, with half a dozen strands of solid flame writhing from its sides. A single burning eye glares from above its hungry maw.<\/i>\r

    Residents of the Elemental Plane of Fire, flame ropers are similar in appearance to the ropers of the Material Plane, but are smaller and have bodies made of fire and burning materials. While the ordinary roper lives in subterranean realms, the flame roper prefers to dwell in areas of \"open fire\" where prey is plentiful. They are most common in jungles of fire trees, and plains of burning coal and flame grass.\r

    Flame ropers can hide among a wider range of terrain than traditional ropers. They can camouflage themselves as a fiery plant, or as a natural feature such as a pillar of flame, a small mound of burning coals, or a red-hot volcanic boulder.\r

    These brutish creatures barely rate as sapient beings, but can be taught to serve as guardians by more powerful fiery creatures. For example, some efreet nobles use flame ropers as \"ornamental plants\" in their gardens.\r

    A flame roper stands 5 feet tall and tapers from 1 to 2 feet in diameter at the base to 6 inches across at the top. It weighs 225 pounds.\r

    Flame ropers cannot speak but understand Ignan.\r

    COMBAT<\/b>\r

    Flame ropers hunt like regular ropers, camouflaging themselves and waiting for something to wander within range of their weakness-causing strands, then try to snare their victims and drag them in to be devoured.\r

    Flame ropers are not bright enough to negotiate if they face defeat and are too slow to run away, so they usually fight to the death.\r

    Camouflage (Ex):<\/b> When at rest, a flame roper can resemble either a fiery plant, a jet of flame, or a bed of burning coals. Thus, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (the planes) can use one of those skills instead of Spot to notice the plant.\r

    Drag (Ex):<\/b> If a flame roper hits with a strand attack, the strand latches onto the opponent's body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 18 Escape Artist check or a DC 14 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A flame roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A strand has 5 hit points (10 hit points for a Large flame roper) and can be attacked by making a successful sunder attempt. However, attacking a flame roper's strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the flame roper takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to a flame roper.\r

    Heat (Ex):<\/b> A flame roper generates so much heat that its mere touch deals additional fire damage.\r

    Strands (Ex):<\/b> Most encounters with a flame roper begin when it fires strands of solidified fire which wrap around any target they hit with a ranged touch attack. The creature can have up to six strands at once, and they can strike up to 50 feet away (no range increment). If a strand is severed, the flame roper can extrude a new one on its next turn as a free action.\r

    Weakness (Ex):<\/b> A flame roper's strands can sap an opponent's strength. Anyone grabbed by a strand must succeed on a DC 14 Fortitude save or take 1d10 points of Strength damage. The save DC is Constitution-based.\r

    Skills:<\/b> *Flame ropers have a +8 racial bonus on Hide checks in fiery areas.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Tales of the Outer Planes<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Usually chaotic evil","environment":"Elemental Plane of Fire"},{"name":"Flame Spirit, Greater","type":"Elemental","ch":5,"challenge_rating":" 5 \u00a0","id":5635,"reference":"Usergen","full_text":"

    Flame Spirit, Greater <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Elemental \t\t\t(Extraplanar, Fire)\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> 17 (-1 size, +4 Dex, +4 natural), touch 13, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+14<\/td> <\/tr>
    Attack: <\/strong>Tendril +9 melee (1d10+6 plus 1d6 fire) or 2 fiery eyes +9 ranged touch (1d8 fire) or fire shuriken +9 ranged (1d10+4 fire\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>Tendril +9 melee (1d10+6 plus 1d6 fire) or 2 fiery eyes +9 ranged touch (1d8 fire) or 3 fire shuriken +9 ranged (1d10+4 fire\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Burn (DC 19), fiery eyes, fire shuriken, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Cannot cross water, damage reduction 5\/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +10, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 19, Con 16, Int 6, Wis 11, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Listen +5, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (burn), Combat Reflexes, Power Attack, Weapon Finesse [B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Fire<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>9-15 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A pulsating ball of flame rolls along the ground. A snaky tendril of fire emerges from its body, is immediately withdrawn, and suddenly re-emerges elsewhere from its surface. A pair of eyelike oval patches are centered in its body.<\/i>\r

    Flame spirits are relatives of fire elementals. They spend most of their time on the Elemental Plane of Fire, and are rarely encountered elsewhere unless summoned.\r

    Greater flame spirits are somewhat arrogant. They often serve wu jen as bodyguards or to power huge furnaces used in magical experiments. While they will consume any type of combustible material, they prefer seasoned wood and fresh parchment. The colored flames of a greater flame spirit's body are an ever-shifting pattern of yellow, red, and green, while its eyes are a deep red. Greater flame spirits are more powerful than their cousins, least flame spirits<\/u><\/font><\/a> and lesser flame spirits<\/u><\/font><\/a>.\r

    A greater flame sprit is 10 feet in diameter and weighs 70 pounds.\r

    Flame spirits speak Ignan and Common. Their voices sound like hissing steam mixed with crackling flames.\r

    Flame spirits can be summoned via summon monster<\/i> and summon nature's ally<\/i> spells appropriate for a fire elemental of the same size, but require an appropriately-sized fire as an additional material component. When summoning multiple flame spirits with a single spell, the fire need only be large enough to house a single flame spirit.\r

    COMBAT<\/b>\r

    Flame spirits prefer to remain at a distance until they've exhausted their fire shuriken. Eye beams are generally used next, before closing to melee.\r

    Burn (Ex):<\/b> A flame spirit\u00c2\u0092s slam attack deals bludgeoning damage plus fire damage from the spirit\u00c2\u0092s flaming body. Those hit by a flame spirit\u00c2\u0092s slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the spirit\u00c2\u0092s size (see statistics). A burning creature can take a move action to put out the flame. The save DC is Constitution-based.\r

    Creatures hitting a flame spirit with natural weapons or unarmed attacks take fire damage as though hit by the spirit\u00c2\u0092s attack, and also catch on fire unless they succeed on a Reflex save.\r

    Cannot Cross Water (Ex):<\/b> A flame spirit cannot pass over any body of liquid (even frozen liquid) larger than itself, unless the liquid is combustible. Thus, a flame spirit could cross alcohol or oil, but not acid or milk.\r

    Fiery Eyes (Su):<\/b> As a standard action, a flame spirit can shoot two rays of fire (one from each eye). Each ray has a range of 200 ft. and does 1d4 fire damage for least flame spirits, 1d6 fire damage for lesser flame spirits and 1d8 fire damage for greater flame spirits.\r

    Fire Shuriken (Su):<\/b> Flame spirits can create shuriken formed of magic fire. A least flame spirit can create up to 3 such shuriken per day, a lesser flame spirit can create up to 6 and a greater flame spirit up to 9 fire shuriken. These fire shuriken can be thrown as a normal ranged attack with a range increment of 20 feet. Fire shuriken threaten a critical hit on a roll of 19-20, and deal 1d10 points of fire damage each on a successful hit. Any additional damage dealt by the fire shuriken (including Strength bonus) is also fire damage. A flame spirit can throw a single fire shuriken as a standard action; a lesser flame spirit can also throw 2 fire shuriken as a full attack, while a greater flame spirit can throw up to 3 fire shuriken as a full attack. The shuriken disappear when they hit, so they cannot set fire to combustibles or damage objects.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097produce flame;<\/i> 3\/day\u00c2\u0097pyrotechnics<\/i> (DC 13); 1\/day\u00c2\u0097fire shield<\/i> (warm only). Caster level 8th. The save DCs are Charisma-based.<\/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":"Elemental","alignment":"Usually neutral","environment":"Elemental Plane of Fire"},{"name":"Flame Spirit, Least","type":"Elemental","ch":1,"challenge_rating":" 1 \u00a0","id":5636,"reference":"Usergen","full_text":"

    Flame Spirit, Least <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Elemental \t\t\t(Extraplanar, Fire)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8\u00a0(9 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-2<\/td> <\/tr>
    Attack: <\/strong>Tendril +4 melee (1d4+1 plus 1d4 fire) or 2 fiery eyes +4 ranged touch (1d4 fire) or fire shuriken +4 ranged (1d10+1 fire\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>Tendril +4 melee (1d4+1 plus 1d4 fire) or 2 fiery eyes +4 ranged touch (1d4 fire) or fire shuriken +4 ranged (1d10+1 fire\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Burn (DC 13), fiery eyes, fire shuriken, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/magic, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +5, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 15, Con 10, Int 6, Wis 11, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Listen +2, Spot +3<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (burn), Weapon Finesse [B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Fire<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>3 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A pulsating ball of flame rolls along the ground. A snaky tendril of fire emerges from its body, is immediately withdrawn, and suddenly re-emerges elsewhere from its surface. A pair of eyelike oval patches are centered in its body.<\/i>\r

    Flame spirits are relatives of fire elementals. They spend most of their time on the Elemental Plane of Fire, and are rarely encountered elsewhere unless summoned.\r

    Least flame spirits are relatively docile, and are often summoned to appear inside lanterns to serve as light sources. As long as the summoner provides the least flame spirit with combustible materials for consumption, it passively remains inside the lantern. A least flame spirit's flames are pure white, with tiny red eyes. Least flame spirits are less powerful than their cousins, lesser flame spirits<\/u><\/font><\/a> and greater flame spirits<\/u><\/font><\/a>.\r

    A least flame sprit is 1 foot in diameter and weighs 1 pound.\r

    Flame spirits speak Ignan and Common. Their voices sound like hissing steam mixed with crackling flames.\r

    Flame spirits can be summoned via summon monster<\/i> and summon nature's ally<\/i> spells appropriate for a fire elemental of the same size, but require an appropriately-sized fire as an additional material component. When summoning multiple flame spirits with a single spell, the fire need only be large enough to house a single flame spirit.\r

    COMBAT<\/b>\r

    Flame spirits prefer to remain at a distance until they've exhausted their fire shuriken. Eye beams are generally used next, before closing to melee.\r

    Burn (Ex):<\/b> A flame spirit\u00c2\u0092s slam attack deals bludgeoning damage plus fire damage from the spirit\u00c2\u0092s flaming body. Those hit by a flame spirit\u00c2\u0092s slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the spirit\u00c2\u0092s size (see statistics). A burning creature can take a move action to put out the flame. The save DC is Constitution-based.\r

    Creatures hitting a flame spirit with natural weapons or unarmed attacks take fire damage as though hit by the spirit\u00c2\u0092s attack, and also catch on fire unless they succeed on a Reflex save.\r

    Cannot Cross Water (Ex):<\/b> A flame spirit cannot pass over any body of liquid (even frozen liquid) larger than itself, unless the liquid is combustible. Thus, a flame spirit could cross alcohol or oil, but not acid or milk.\r

    Fiery Eyes (Su):<\/b> As a standard action, a flame spirit can shoot two rays of fire (one from each eye). Each ray has a range of 200 ft. and does 1d4 fire damage for least flame spirits, 1d6 fire damage for lesser flame spirits and 1d8 fire damage for greater flame spirits.\r

    Fire Shuriken (Su):<\/b> Flame spirits can create shuriken formed of magic fire. A least flame spirit can create up to 3 such shuriken per day, a lesser flame spirit can create up to 6 and a greater flame spirit up to 9 fire shuriken. These fire shuriken can be thrown as a normal ranged attack with a range increment of 20 feet. Fire shuriken threaten a critical hit on a roll of 19-20, and deal 1d10 points of fire damage each on a successful hit. Any additional damage dealt by the fire shuriken (including Strength bonus) is also fire damage. A flame spirit can throw a single fire shuriken as a standard action; a lesser flame spirit can also throw 2 fire shuriken as a full attack, while a greater flame spirit can throw up to 3 fire shuriken as a full attack. The shuriken disappear when they hit, so they cannot set fire to combustibles or damage objects.\r

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097produce flame<\/i>. Caster level 2nd. The save DCs are Charisma-based.<\/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":"Elemental","alignment":"Usually neutral","environment":"Elemental Plane of Fire"},{"name":"Flame Spirit, Lesser","type":"Elemental","ch":3,"challenge_rating":" 3 \u00a0","id":5637,"reference":"Usergen","full_text":"

    Flame Spirit, Lesser <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Elemental \t\t\t(Extraplanar, Fire)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+8\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/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\/+5<\/td> <\/tr>
    Attack: <\/strong>Tendril +6 melee (1d6+3 plus 1d6 fire) or 2 fiery eyes +6 ranged touch (1d6 fire) or fire shuriken +6 ranged (1d10+2 fire\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>Tendril +6 melee (1d6+3 plus 1d6 fire) or 2 fiery eyes +6 ranged touch (1d6 fire) or 2 fire shuriken +6 ranged (1d10+2 fire\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Burn (DC 16), fiery eyes, fire shuriken, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/magic, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +7, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 17, Con 14, Int 6, Wis 11, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Listen +3, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (burn), Combat Reflexes, Weapon Finesse [B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Fire<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>5-7 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A pulsating ball of flame rolls along the ground. A snaky tendril of fire emerges from its body, is immediately withdrawn, and suddenly re-emerges elsewhere from its surface. A pair of eyelike oval patches are centered in its body.<\/i>\r

    Flame spirits are relatives of fire elementals. They spend most of their time on the Elemental Plane of Fire, and are rarely encountered elsewhere unless summoned.\r

    Lesser flame sprits are more independent than least flame spirits. They prefer to consume volcanic ash, basalt, and other volcanic rock. As a result, they are often found near active volcanos when left to their own devices. They are dull orange in color with black eyes. Lesser flame spirits are intermediate between their cousins, least flame spirits<\/u><\/font><\/a> and greater flame spirits<\/u><\/font><\/a>.\r

    A lesser flame sprit is 6 feet in diameter and weighs 18 pounds.\r

    Flame spirits speak Ignan and Common. Their voices sound like hissing steam mixed with crackling flames.\r

    Flame spirits can be summoned via summon monster<\/i> and summon nature's ally<\/i> spells appropriate for a fire elemental of the same size, but require an appropriately-sized fire as an additional material component. When summoning multiple flame spirits with a single spell, the fire need only be large enough to house a single flame spirit.\r

    COMBAT<\/b>\r

    Flame spirits prefer to remain at a distance until they've exhausted their fire shuriken. Eye beams are generally used next, before closing to melee.\r

    Burn (Ex):<\/b> A flame spirit\u00c2\u0092s slam attack deals bludgeoning damage plus fire damage from the spirit\u00c2\u0092s flaming body. Those hit by a flame spirit\u00c2\u0092s slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the spirit\u00c2\u0092s size (see statistics). A burning creature can take a move action to put out the flame. The save DC is Constitution-based.\r

    Creatures hitting a flame spirit with natural weapons or unarmed attacks take fire damage as though hit by the spirit\u00c2\u0092s attack, and also catch on fire unless they succeed on a Reflex save.\r

    Cannot Cross Water (Ex):<\/b> A flame spirit cannot pass over any body of liquid (even frozen liquid) larger than itself, unless the liquid is combustible. Thus, a flame spirit could cross alcohol or oil, but not acid or milk.\r

    Fiery Eyes (Su):<\/b> As a standard action, a flame spirit can shoot two rays of fire (one from each eye). Each ray has a range of 200 ft. and does 1d4 fire damage for least flame spirits, 1d6 fire damage for lesser flame spirits and 1d8 fire damage for greater flame spirits.\r

    Fire Shuriken (Su):<\/b> Flame spirits can create shuriken formed of magic fire. A least flame spirit can create up to 3 such shuriken per day, a lesser flame spirit can create up to 6 and a greater flame spirit up to 9 fire shuriken. These fire shuriken can be thrown as a normal ranged attack with a range increment of 20 feet. Fire shuriken threaten a critical hit on a roll of 19-20, and deal 1d10 points of fire damage each on a successful hit. Any additional damage dealt by the fire shuriken (including Strength bonus) is also fire damage. A flame spirit can throw a single fire shuriken as a standard action; a lesser flame spirit can also throw 2 fire shuriken as a full attack, while a greater flame spirit can throw up to 3 fire shuriken as a full attack. The shuriken disappear when they hit, so they cannot set fire to combustibles or damage objects.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097produce flame;<\/i> 1\/day\u00c2\u0097pyrotechnics<\/i> (DC 12). Caster level 4th. The save DCs are Charisma-based.<\/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":"Elemental","alignment":"Usually neutral","environment":"Elemental Plane of Fire"},{"name":"Flame Swallow","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":5638,"reference":"Usergen","full_text":"

    Flame Swallow <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Magical Beast \t\t\t(Extraplanar, Fire)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d10+3\u00a0(18 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), fly 80 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+1 size, +5 Dex, +1 natural), touch 16, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/-1<\/td> <\/tr>
    Attack: <\/strong>Bite +9 melee (1d3 plus 1d8 fire)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +9 melee (1d3 plus 1d8 fire)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Combustion aura<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., evasion, heat dependency, immunity to fire, low-light vision, vulnerability to cold<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +7, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 21, Con 12, Int 1, Wis 14, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Listen +7, Spot +7<\/td> <\/tr>
    Feats: <\/strong>Alertness, Flyby Attack, Weapon Finesse [B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Fire<\/td> <\/tr>
    Organization: <\/strong>Solitary, family (2-4), or flock (3-12)<\/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); 7-9 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>+2 (cohort)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This magnificent bird is shaped like a swallow but as big as an eagle, with a short, but sharply-pointed beak. Its feathers are bright red on its back and the top of its head, shading to brilliant orange on the upper surfaces of the wings and tail, and bright yellow on its underside. Most striking, however, is the fact that it is surrounded by a nimbus of orange flame.<\/i>\r

    Flame swallows are beautiful bird-like creatures that only live in superheated atmospheres. They love to play among flames and heat-turbulence, and often start fires for new flames to enjoy. Flame swallows occasionally eat smaller fire-dwelling creatures, but are able to subsist off fire alone.\r

    Flame swallows are exceptionally curious creatures, and will investigate anything out of the ordinary, often by setting it alight. This inquisitive arson can be very dangerous to creatures who are not immune to fire, but it is unlikely the flame swallow means any harm \u00c2\u0097 they are simply unfamiliar with creatures who can be burned by fire.\r

    Flame swallows have a mutual enmity with fire bats, and the two species attack each other on sight.\r

    A typical flame swallow is 3 feet long, half of which is tail-feathers, has a 5-foot wingspan, and weighs 5 pounds.\r

    COMBAT<\/b>\r

    Flame swallows are not aggressive creatures, usually fleeing at the first sight of danger. If there's no other option they will swoop in to attack with their sharp beaks, but their most potent weapon is the flame aura that surrounds them, which burns any creature or object near them.\r

    Combustion Aura (Ex):<\/b> Anything within 5 feet of a flame swallow takes 1d8 points of fire damage per round from the intense heat (DC 12 Reflex save for half damage). If a creature fails its Reflex save, any flammable materials it is carrying bursts into flame. The save DC is Constitution-based.\r

    Heat Dependency (Ex):<\/b> A flame swallow needs a very hot environment to survive, and begins to freeze, suffering 1d6 points of lethal damage per minute as per exposure to extreme cold (see Cold Dangers in the DMG) when in any area that's colder than boiling water (212 F).<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in SJR4 Practical Planetology<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Elemental Plane of Fire"},{"name":"Flard","type":"Construct","ch":21,"challenge_rating":" 21 \u00a0","id":5639,"reference":"Usergen","full_text":"

    Flard <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Colossal\u00a0Construct \t\t\t(Extraplanar, Psionic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 36d10+120\u00a0(308 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> 0 ft. (immobile)<\/td> <\/tr>
    Armor Class: <\/strong> 23 (-8 size, +21 natural), touch 2, flat-footed 23<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+24\/+40<\/td> <\/tr>
    Attack: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Full Attack: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Space\/Reach: <\/strong>30 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Cone of cold, fear aura, internalize items, psi-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., infinite height, low-light vision, power resistance 18, reflect attacks, resistance to cold 20, vulnerability to fire\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +12, Will +28 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 10, Con \u00c2\u0097, Int 31, Wis 30, Cha 31 <\/td> <\/tr>
    Skills: <\/strong>Appraise +20, Concentration +24, Decipher Script +25, Diplomacy +16, Gather Information +14, Knowledge (arcana) +59, Knowledge (architecture and engineering) +59, Knowledge (dungeoneering) +59, Knowledge (geography) +59, Knowledge (history) +59, Knowledge (local) +59, Knowledge (nature) +59, Knowledge (nobility and royalty) +59, Knowledge (religion) +59, Knowledge (the planes) +59, Search +10 (+14 to find secret doors or hidden compartments), Sense Motive +24, Survival +10 (+14 on other planes, in aboveground natural environments, underground, or to keep from getting lost or to avoid natural hazards), Use Magic Device +25<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (cone of cold), Blind-Fight, Blindsight 5-Ft. Radius, Epic Toughness, Epic Will, Eyes In The Back Of Your Head, Greater Power Penetration, Improved Initiative, Iron Will, Jack Of All Trades, Power Penetration, Quicken Spell-Like Ability (second chance<\/i>), Superior Initiative\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Clockwork Nirvana of Mechanus<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>21<\/td> <\/tr>
    Treasure: <\/strong>Triple standard<\/td> <\/tr>
    Alignment: <\/strong>Always lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>37+ HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This towering pillar of pure white marble has a veined, pink marble base. Its height appears infinite.<\/i>\r

    Flards are ancient constructs created by an ancient race long-since extinct. Their sole purpose for existence is to answer questions. Flards are extremely old, and spend most of their time dormant, gathering information. \r

    Each flard has a specific name which awakens it when spoken aloud. Only arduous research in rare, ancient extraplanar documents may uncover a flard's name. Flards are extremely unlikely to know each others' names. \r

    An awakened flard will generally answer only a single question before returning to its dormant state. \r

    Flards speak all languages.\r

    COMBAT\r

    Flards spend most of their existence in a dormant state in which they reflect any attacks made against them back at their source. A dormant flard is fully aware of its surrounding but can not speak or take any action until it wakes. Flards only awaken to answer questions or defend themselves after taking damage.\r

    A flard's godlike intelligence and clairsentient powers usually ensure that it understands all the powers of any creature it encounters and allow it to read their intentions before they know them themselves. They can always chose the most effective tactic among the powers and items at their disposal.\r

    Cone of Cold (Su):<\/b> 60-foot cone, once per round, damage 20d6 cold, Reflex DC 30 half. The save DC is Constitution-based.\r

    Fear Aura (Su):<\/b> A flard can radiate a 60-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 38 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 the same flard's aura for 24 hours. The save DC is Charisma-based.\r

    Internalize Items (Ex):<\/b> A flard has an internal cavity it uses to store its treasure and magical items. The cavity has a volume of 150 cubic feet and can contain a weight up to the flard's medium encumbrance limit. Normally this storage space is surrounded by seamless wall on all sides, but it can open or close this cavity as a free action. It can put an item into this cavity as a move action (including opening and closing the cavity) or expel it with a move action.\r

    Flards never put creatures into their internal cavity, so they won't try to hide allies or trap enemies in this storage space.\r

    A flard can use magic items in its internal cavity. It treats any item that can be worn as worn, but is still limited to the normal limitations (1 amulet, two rings, etc.). However, it cannot wield melee weapons or ranged weapons. For example, a flard holding a ring of invisibility<\/i> and wand of fear<\/i> in its cavity could turn itself invisible as if wearing the ring and cast fear<\/i> in any direction as if holding the wand.\r

    Psi-Like Abilities:<\/b> At will\u00c2\u0097clairvoyant sense, control object, destiny dissonance, ego whip<\/i> (5d4 Cha, DC 30)*, empty mind<\/i> (+11 bonus)*, escape detection, id insinuation<\/i> (9 targets, DC 30)*, mind thrust<\/i> (20d10, DC 30)*, object reading<\/i> (up to 370 minutes)*, precognition, sensitivity to psychic impressions, thought shield<\/i> (power resistance 30, 18 rounds)*; 3\/day\u00c2\u0097clairtangent hand<\/i> (can emulate clairvoyant sense<\/i> in conjunction with either telekinetic force, telekinetic maneuver<\/i>, or telekinetic thrust<\/i>)*, fate link<\/i> (DC 30)*, intellect fortress<\/i> (14 rounds)*, mental barrier<\/i> (+5 deflection bonus, 16 rounds)*, psionic blast<\/i> (stunned 8 rounds, DC 23)*, quickened second chance, remote viewing<\/i> (DC 24), telekinetic force<\/i> (DC 23, 625 lbs.)*; 1\/day\u00c2\u0097fate of one, greater precognition, hypercognition, psychic crush<\/i> (DC 25, 8d6 damage)*, tower of iron will<\/i> (12 rounds, power resistance 30)*; 1\/week\u00c2\u0097metafaculty<\/i>. Manifester level 20th. The save DCs are Charisma-based.\r
    *Includes augmentation for the flard's manifester level.\r

    Reflect Attacks (Su):<\/b> Any melee or ranged attack targeting a dormant flard is reflected back upon its attacker. An attacker makes its attack as normal, determining damage as if it had hit the flard (including the flard's damage reduction). Any leftover damage is immediately dealt to the attacker, as if he or she had been struck by the weapon. Spells directed at the flard are reflected back upon their caster, as if the flard were under the effects of a spell turning spell<\/i> with no level limits.\r

    Skills:<\/b> A flard has a +10 racial bonus on all Knowledge skills.\r

    Non-Psionic Flards<\/b>\r
    If you do not use psionics in your campaign, make the following changes:\r

    Colossal Construct (Extraplanar)\r
    Special Attacks: Cone of cold, fear aura, internalize items, spell-like abilities\r
    Special Qualities: Darkvision 60 ft., infinite height, low-light vision, reflect attacks, resistance to cold 20, spell resistance 18, vulnerability to fire\r
    Feats: Ability Focus (cone of cold), Blind-Fight, Blindsight 5-Ft. Radius, Epic Toughness, Epic Will, Eyes In The Back Of Your Head, Greater Spell Penetration, Improved Initiative, Iron Will, Jack Of All Trades, Quicken Spell-Like Ability (eyebite<\/i>), Spell Penetration, Superior Initiative\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097clairaudience\/clairvoyance, feeblemind<\/i> (DC 25), globe of invulnerability, greater arcane sight, identify, locate creature, locate object, mass charm monster<\/i> (DC 28), mind fog<\/i> (DC 25), nondetection<\/i> (DC 23), ray of enfeeblement, true seeing<\/i>; 3\/day\u00c2\u0097contact other plane, quickened eyebite<\/i> (DC 26), greater scrying<\/i> (DC 27), mind blank<\/i> (DC 28), polar ray, spell turning, symbol of stunning<\/i> (DC 27), telekinesis<\/i> (DC 25); 1\/day\u00c2\u0097crushing hand, discern location, foresight, legend lore, protection from spells<\/i>; 1\/week\u00c2\u0097wish<\/i> (only used to grant knowledge). Caster level 20th. The save DCs are Charisma-based.<\/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":"Construct","alignment":"Always lawful neutral","environment":"Clockwork Nirvana of Mechanus"},{"name":"Flareater","type":"Ooze","ch":4,"challenge_rating":" 4 \u00a0","id":5640,"reference":"Usergen","full_text":"

    Flareater <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 6d10+36\u00a0(69 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), climb 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+10 natural), touch 10, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+6<\/td> <\/tr>
    Attack: <\/strong>Slam +7 melee (2d4+3 plus 1d4 acid and 1d4 Con)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +7 melee (2d4+3 plus 1d4 acid and 1d4 Con)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Acid, constrict 2d4+3 plus 1d4 acid and 1d4 Con, engulf, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 60 ft., growth, immune to fire damage, ooze traits<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +2, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 10, Con 22, Int 10, Wis 11, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Climb +10, Listen +6, Spot +6, Survival +6<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (engulf), Track, Weapon Focus (slam)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or colony (2-4)<\/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)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This human-sized mass of slime is colored an emerald green so deep it is almost black. The gelatinous thing looks like living dark water, flowing with surprising speed. There's something malevolently purposeful in the way it moves and ripples.<\/i>\r

    Flareaters are deadly subterranean oozes that appear to be related to green slime – probably a natural mutation or the result of magical experimentation. They are unnaturally warm to the touch. Flareaters live solely to eat and reproduce, but pursue these objectives with extraordinary intelligence. Eternally hungry, they methodically search for their favorite food – sources of light.\r

    A flareater can grow to a diameter of up to 6 feet and a thickness of about 6 inches. A typical specimen weighs about 250 pounds.\r

    COMBAT<\/b>\r
    Flareaters are continuously in search of prey. They may track creatures for some time before striking, and prefer to attack by dropping upon prey from a wall or low ceiling. A flareater will usually eat any light-sources it senses before it tries to devour its opponents.\r

    Acid (Ex):<\/b> A flareater can secrete a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack by the flareater deals acid damage and Constitution damage, and the opponent's armor and clothing dissolve and become useless immediately unless they succeed on DC 19 Reflex saves.\r

    Blindsight (Ex):<\/b> A flareater's entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.\r

    Constrict (Ex):<\/b> A flareater deals automatic slam, acid and Constriction damage with a successful grapple check.\r

    Engulf (Ex):<\/b> A flareater 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 flareater merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the ooze, 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's choice) as the flareater moves forward. Engulfed creatures are subject to the flareater's constrict attack, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.\r

    Growth (Su):<\/b> A flareater can eat a non-magical light source, such as a lamp or torch, by smothering it, automatically putting it out (the flareater cannot eat a carried light source unless it first makes a disarm check to cause the creature carrying the light to drop it). For each light source that the flareater eats, it gains one positive level. Alternately, a flareater may absorb any spell with the Light descriptor, unless it is a spell that harms Oozes (such as sunbeam or sunburst), which affect the flareater normally. The flareater gains one positive level for each level of the spell. A flareater cannot absorb natural daylight, starlight, or moonlight.\r

    If a flareater's hit dice plus its positive levels adds up to 12 or more, it automatically splits into two identical 6 HD flareaters, each with half of the original's current hit points (round down).\r

    Improved Grab (Ex):<\/b> To use this ability, a flareater 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

    Skills:<\/b> A flareater has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.<\/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","environment":"Underground"},{"name":"Flawder","type":"Magical Beast","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5641,"reference":"Usergen","full_text":"

    Flawder <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d6+1\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> -2<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+1 size, -2 Dex, +5 natural), touch 9, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-3<\/td> <\/tr>
    Attack: <\/strong>Dagger +2 melee (1d3\/19-20) or bite* -3 melee (1d2) or dagger +0 ranged (1d3\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>Dagger +2 melee (1d3\/19-20) or bite* -3 melee (1d2) or dagger +0 ranged (1d3\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, water dependent<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +0, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 6, Con 13, Int 11, Wis 10, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Listen +2, Spot +2\r
    <\/td> <\/tr>
    Feats: <\/strong>Endurance<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or tribe (4-80)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>No coins, standard goods (see below), 50% items<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral good<\/td> <\/tr>
    Advancement: <\/strong>By character class (favored class: wizard)<\/td> <\/tr>
    Level Adjustment: <\/strong>+0<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles an upright snail, although its beautiful shell does not spiral like a snail. Two eyestalks sprout from its head. A pair of tentacles extend beneath the eyestalks, above a round mouth with several rows of blunt teeth.<\/i>\r

    Flawder are peaceful herbivores who roam the floor of seas and large lakes. They live in small nomadic tribes. Each tribe has shells of a distinctive pattern and coloration; a flawder can identify another flawder's tribe with a glance.\r

    Flawder are hermaphroditic and can breed at any time, producing 2-12 soft eggs per pair, which they hide throughout their territory. Flawder reproduce at an alarming rate, hatching in 6 weeks and reaching adulthood in 6 months. If predators are absent, a tribe of flawder will quickly grow so numerous it eats all plant matter in the area, resulting in the tribe's death by starvation.\r

    Flawder are led by wizards. A flawder chief rules absolutely, leading the others in search of food. In rare instances, a chief leads their tribe to attack a particularly dangerous predator.\r

    All of a tribes' leaders share one \"spell book\" made from inscribed flat pieces of shell. This spell book is carried by a specially chosen common flawder. Tribes may also carry 1-20 similar shell books which record histories, legends, and songs. A few flawder carry special or magical items, mostly crafted by their wizard leaders. A flawder may contain gemstones or pearls in its gullet, and their beautiful shells are valued as artistic works.\r

    Flawder are quite tasty, and are therefore hunted by many other races. As a result, flawder are nervous around almost any other aquatic race, but will sometimes associate with tritons, mermen, or aquatic elves.\r

    A typical flawder is 3-1\/2 to 4 feet long. It weighs about 60 pounds. A flawder can live for up to 40 years.\r

    Flawder speak a dialect of Aquan in a beautiful, musical tongue.\r

    COMBAT\r

    Flawder prefer to avoid combat, but will fight to defend themselves and their tribe. Only about half of the flawder encountered will be armed, and the others will flee at any sign of trouble, fighting only if cornered. \r

    *A flawder's bite is treated as a secondary attack and adds only half the flawder's Strength bonus to the damage roll.\r

    Water Dependent (Ex):<\/b> Flawder can survive out of the water for 1 minute per point of Constitution (after that, refer to the drowning rules). \r

    Flawder as Characters<\/b>\r
    Most flawder leaders are wizards. Flawder clerics can choose any two of the following domains: Good, Knowledge, Magic, and Water.\r

    Flawder characters possess the following racial traits: \r

    • -4 Dexterity, +2 Constitution. \r
      <\/li>
    • Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, \u00c2\u00964 penalty on grapple checks, lifting and carrying limits 3\/4 those of Medium characters. \r
      <\/li>
    • A flawder's base land speed is 10 feet. \r
      <\/li>
    • Darkvision out to 60 feet and low-light vision. \r
      <\/li>
    • Racial Hit Dice: A flawder begins with one level of magical beast, which provides 1d10 Hit Dice, a base attack bonus of +1 and base saving throw bonuses of Fort +2, Ref +2, and Will +0. \r
      <\/li>
    • Racial Skills: A flawder's magical beast levels give it skill points equal to 4 \u00c3\u0097 (2 + Int modifier). Its class skills are Listen and Spot. \r
      <\/li>
    • Racial Feats: A flawder's magical beast levels give it one feat. \r
      <\/li>
    • +5 natural armor bonus. \r
      <\/li>
    • Automatic Languages: Aquan. Bonus Languages: Common, Draconic, Elven. \r
      <\/li>
    • Favored Class: Wizard. \r
      <\/li>
    • Level Adjustment +0. \r
      <\/li><\/ul><\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Fiend Folio Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually neutral good","environment":"Temperate or warm aquatic"},{"name":"Flind","type":"Humanoid","ch":1,"challenge_rating":" 01 \u00a0","id":5642,"reference":"Usergen","full_text":"

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

    Medium-Size Humanoid (Gnoll)<\/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> 18 (+1 Dex, +4 scale, +2 large shield, +1 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Club +4 melee; or flindbar +4 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Club 1d6+3; flindbar 1d6+3<\/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 +4, Ref +1, Will +1<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 17, Dex 12, Con 13, Int 11, Wis 13, Cha 8<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Listen +4, Spot +5<\/span><\/p> <\/td> <\/tr>

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

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

    Climate\/Terrain:<\/span><\/b> Temperate or warm land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary, pair, gang (2-5), mob (2-5 plus 10-20 gnolls), band (10-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), or tribe (20-200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, and 10-20 gnolls)<\/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 lawful evil<\/span><\/p> <\/td> <\/tr>

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

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

    The flind is similar to a gnoll in body style, though it is a little shorter, and broader. They are more muscular than their cousins. Short, dirty, brown and red fur covers their body. Their foreheads do not slope back as far, and their ears are rounded, but still animal like.<\/span><\/p> <\/td> <\/tr>

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

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

    Flind combat tactics are similar to those of their lesser kin, the gnolls. They prefer to strike from ambush, using terrain and concealment to their best advantage. They are most often seen acting in the role of leaders to gnoll bands, keeping discipline with a ruthless hand and little mercy.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Flindbar:<\/b> Treat as nunchaku (see page 109 of the Player\u0092s Handbook<\/i>).<\/span><\/p> <\/td> <\/tr>

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

    FLIND CHARACTERS<\/span><\/h2> <\/td> <\/tr>

    The flind\u0092s favored class is fighter. Flind leaders are always fighters, and are highly skilled in the use of the flindbar. Flind clerics usually worship the demon prince Yeenoghu and can choose two of the following domains: Chaos, Evil, and Trickery.<\/span><\/p> <\/td> <\/tr>

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

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

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

    \u00a0<\/span><\/p><\/div>","family":"Humanoid","alignment":"Any","environment":" Temperate or warm land and underground"},{"name":"Flitte","type":"Magical Beast","ch":3,"challenge_rating":" 03 \u00a0","id":5643,"reference":"Usergen","full_text":"

    Flitte <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d10-3\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 10 ft (2 squares), fly 60 ft (good)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+1 size, +4 Dex, +2 natural), touch 15, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/-3<\/td> <\/tr>
    Attack: <\/strong>Bite +8 melee (1d6-2)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +8 melee (1d6-2) or sting +10 melee (1d3\/19-20) or sting +10 melee touch (sting of cancellation)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities, sting of cancellation, submission gaze, suggestion<\/td> <\/tr>
    Special Qualities: <\/strong>Blink, darkvision 60 ft, dimension door, fast healing 1, low-light vision, scent, spell resistance 12<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +7, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 6, Dex 19, Con 8, Int 14, Wis 13, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Concentration +4, Hide +10, Listen +4, Sense Motive +4, Spellcraft +7, Spot +4, Survival +4<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (sting of cancellation), Improved Critical (sting) b<\/sup>, Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or family (2 plus 1-3 pups)<\/td> <\/tr>
    Challenge Rating: <\/strong>03<\/td> <\/tr>
    Treasure: <\/strong>No coins; standard goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Small); 7-9 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>+2 (cohort)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This small dog has humanoid arms and hands in place of a normal canine's front legs. It has a long, flexible tail with a stinger on the end, and a pair of butterfly wings.<\/i>\r

    The flitte was a creation of a demented wizard with a hatred of magic and other wizards. Its sole purpose in life is to reduce the amount of magic in the world, sacrificing its own life it necessary to achieve that goal. This solitary creature will hide until it finds a powerful source of magic to destroy.\r

    A flitte builds its lair in a small hollow inside solid rock, which can only be reached through a teleportation effect. It can live there alone, though mated pairs will occasionally lair together, whether or not they are raising a family. The ideal location for such a lair is any area likely to attract individuals carrying magic items, so that the flitte will not have to journey far to find them.\r

    A flitte can be compelled to serve a master, or become a familiar to a being that hates magic. Its primary goal remains the destruction of magic, and it will not retrieve magic items for someone else to use.\r

    Flittes speak Common and the language of blink dogs. Exceptionally intelligent flittes may also speak Dwarven, Elven, Goblin, Draconic or Giant.\r

    A flitte is 1 foot high at the shoulder and 2 feet long, and weighs 20 pounds. A flitte can walk erect on its hind legs for short periods of time, but normally walks on all fours.\r

    COMBAT<\/b>\r
    A flitte normally begins an encounter after it has sensed the use, or impending use, of powerful magic. When a flitte senses the use of potent magic within 30 feet, it observes the situation from a hidden nearby position.\r

    When meeting a lone individual that is carrying magic items, a flitte uses its suggestion<\/i> power to make the character remove all the magic items in his possession. The flitte then gathers up the items and uses its dimension door<\/i> to escape, destroying the items later at its leisure.\r

    A flitte begins to blink<\/i> immediately upon engaging a hostile foe, unless it is already invisible. If a creature is using a powerful magic item, a flitte will use its stinger to destroy its powers. In the presence of lesser magic items, a flitte will use its stealth, suggestion<\/i>, and bite attack as applicable. If reduced to 4 hit points or fewer, a flitte will flee using its dimension door<\/i> ability.\r

    The stinger is a +2 magic weapon, though its power fades if removed from the flitte. If the flitte dies or if the stinger is no longer attached to its body, the cancellation power will not function.\r

    Spell-Like Abilities<\/b>: At will - detect magic<\/i>; 2\/day - invisibility<\/i> (self only). Caster level 6th. The save DC is Charisma-based.\r

    Sting of Cancellation (Su)<\/b>: 3 times per day, a flitte may make a melee touch attack with its stinger against a magic item. The item must succeed on a DC 15 Will save or be drained of all magical ability. If a creature is holding it at the time, then the item can use the holder's Will save bonus in place of its own if the holder's is better. Drained items can only be restored by a wish or miracle. The save DC is Charisma-based.\r

    Submission Gaze (Su)<\/b>: Range 30 feet, Will DC 13 negates. As a free action, a flitte's gaze imposes a -2 morale penalty on subsequent Will saves for a single creature for one round.\r

    Suggestion (Su)<\/b>: A flitte can use suggestion<\/i> as the spell (caster level 6th; Will DC 15), with a duration of 6 rounds. The save DC is Charisma-based.\r

    If the victim is carrying an intelligent item, then the wielder uses the item's save or its own, whichever is better.\r

    Blink (Su)<\/b>: A flitte can use blink<\/i> as the spell (caster level 6th), and can evoke or end the effect as a free action.\r

    Dimension Door (Su)<\/b>: A flitte can teleport, as dimension door<\/i> (caster level 6th), once per round as a free action. The ability affects only the flitte, which never appears within a solid object and can act immediately after teleporting.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #40 (\"Dragon's Bestiary,\" August 1980, Pat Rankin).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually neutral","environment":"Any land and underground"},{"name":"Flitterling","type":"Fey","ch":"10","challenge_rating":" \u00bd \u00a0","id":5644,"reference":"Usergen","full_text":"

    Flitterling <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1\/3 d6\u00a0(1 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6 (Dex, Improved Initiative)<\/td> <\/tr>
    Speed:<\/strong> 10 ft (2 squares), fly 20 ft (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 24 (+8 size, +6 Dex), touch 24, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-20<\/td> <\/tr>
    Attack: <\/strong>Longsword +4 melee (1d2-4)<\/td> <\/tr>
    Full Attack: <\/strong>Longsword +4 melee (1d2-4)<\/td> <\/tr>
    Space\/Reach: <\/strong>\u00c2\u00bd ft\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Charm song, fear song<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/cold iron, faerie formation, low-light vision, mushroom dependent<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +8, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 3, Dex 22, Con 11, Int 12, Wis 13, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Escape Artist +10, Hide +22, Knowledge (nature) +4, Listen +5, Move Silently +10, Perform (sing) +10, Sense Motive +5, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Skill Focus (Perform [sing])<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forest<\/td> <\/tr>
    Organization: <\/strong>Patch (50-300)<\/td> <\/tr>
    Challenge Rating: <\/strong>\u00c2\u00bd<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful good<\/td> <\/tr>
    Advancement: <\/strong>---<\/td> <\/tr>
    Level Adjustment: <\/strong>+2<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This appears to be a swarm of buzzing insects, making an oddly musical sound with all their flitting about. Closer examination reveals these to be miniscule humanoids with silvery skin, about a quarter of an inch in height. They are armed with miniature silver swords, and appear rather frail. <\/i>\r

    Flitterlings are a kindly faerie people that tend patches of magical mushrooms. Flitterlings make their homes in old hollow tree trunks, or in large specially hollowed-out mushrooms. Flitterlings surround their homes with a ring of brightly colored mushrooms, which have varying beneficial magical effects on those who eat them. Characters that befriend a group of flitterlings will be allowed to pick some of the mushrooms, as needed.\r

    A flitterling is only \u00c2\u00bc inch tall, and weighs less than 1 pound.\r

    Flitterlings speak Sylvan in nearly inaudible voices. Some also speak Common.\r

    COMBAT<\/b>\r
    Flitterlings only fight in self-defense against enemies who would destroy them or their mushrooms. They prefer to use their songs to control attackers, or drive them away with fear. If that does not work, the flitterlings will form up into small groups and hope to overwhelm the attackers with their sheer numbers. Flitterlings will defend their mushroom rings to the death, and will always accost anyone that takes more than half of the mushrooms of any one color.\r

    Charm Song (Su)<\/b>: Once per day, a group of 50 or more flitterlings can sing a song that has the effect of a charm monster<\/i> spell (save DC 14) on one creature within 60 feet. Additional groups of 50 may attempt to use this song on other creatures, but two groups may not use the song on the same creature simultaneously. This is a sonic, mind-affecting effect. The save DC is Charisma-based.\r

    Fear Song (Su)<\/b>: Once per day, a group of 50 or more flitterlings can sing a song that has the effect of a cause fear<\/i> spell (save DC 14) within 60 feet. Additional groups of 50 may attempt to use this song on other creatures, but two groups may not use the song on the same creature simultaneously. This is a sonic, mind-affecting effect. The save DC is Charisma-based.\r

    Faerie Formation (Ex)<\/b>: Flitterlings can form into a group of 5 that is able to attack a single target as if it was a single creature. Such a grouping of flitterlings makes a single attack roll per round, and gains a +5 competence bonus to armor class and a +5 morale bonus to attack and damage rolls, and otherwise has the same statistics as an individual flitterling. A formation of flitterlings cannot be flanked and is not subject to critical hits. For every point of damage done to this group of flitterlings, one flitterling is killed (maximum of 5 per group hit). Such a group cannot consist of more or less than 5 flitterlings, and if any are killed or leave the group breaks up. Forming a group is a standard action.\r

    Mushroom Dependent (Su)<\/b>: Each flitterling is mystically bound to its home and the ring of mushrooms that surrounds it. If the ring of mushrooms is killed, or if any irreparable damage is done to the home, every flitterling linked to it will sicken and die within 1d6 days. A flitterling\u00c2\u0092s home does not radiate magic, but the mushrooms do.\r

    Magic Mushrooms<\/b>: The mushrooms grown by flitterlings cause various magical effects when consumed, as determined by the color of the mushroom, as follows. Each ring typically has 1d4+4 blue mushrooms (neutralize poison<\/i>), 1d4+4 red mushrooms (haste<\/i>, duration 1 minute), 1d4+2 yellow mushrooms (clairvoyance\/clairaudience<\/i>, duration 1 minute), 1d6+6 green mushrooms (cure light wounds<\/i>, caster level 5th), and 1d20+40 orange mushrooms (goodberry<\/i>). The ring of mushrooms is killed if more than half of any one kind of mushroom is picked before they regrow.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in module O2 \u00c2\u0096 Blade of Vengeance (1984, Jim Bambra), AC9 - Creature Catalogue (1986), and DMR2 - Creature Catalog (1993).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Usually lawful good","environment":"Temperate forest"},{"name":"Floating Eye","type":"Magical Beast","ch":110,"challenge_rating":" 1\/10 \u00a0","id":5645,"reference":"Usergen","full_text":"

    FLOATING EYE<\/h3> <\/div> <\/td> <\/tr>

    Diminutive Magical Beast<\/span><\/h2> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 1\/2d10 (5 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+2 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> Swim 60 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 16 (+4 size, +2 Dex)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> \u0097<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> \u0097<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 1 ft by 1 ft\/0 ft<\/span><\/p> <\/td> <\/tr>

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

    Special Qualities:<\/span><\/b> Transparency, darkvision 60 ft, low-light vision<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +0, Ref +2, Will -1<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 1, Dex 15, Con 11, Int 1, Wis 4, Cha 4<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +15<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/span><\/b> School (3-12)
    Challenge Rating:<\/b> 1\/10<\/span><\/p> <\/td> <\/tr>

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

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

    Advancement:<\/span><\/b> 1 HD (Diminutive)<\/span><\/p> <\/td> <\/tr>

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

    Floating eyes get their name from the fact that their body is practically transparent.\u00a0The creature\u0092s eye, however, is capable of bioluminescence and it has such minute control over the intensity and patterns of the light that it can mesmerize other creatures that see it. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Floating eyes are part of an unusual symbiotic relationship with a variety of predatory fish, including sharks. Once the floating eye has mesmerized its prey, predatory fish move in and consume it. After they have eaten, the floating eye moves in and gorges itself on the scraps.
    <\/span>\u00a0\u00a0 <\/span><\/b>Floating Eyes are small saltwater fish that have transparent bodies and a single large eye about the size of a walnut.

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

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

    \u00a0\u00a0 Hypnotic Gaze (Su):<\/b> 10 feet, affected as if by hypnotism<\/i> as cast by a 4th-level sorcerer, Will save (DC 10).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Transparency (Ex):<\/b> A floating eye is all but invisible, save for its single eye. A Spot check (DC 15) is required to notice a floating eye.<\/span><\/p> <\/td> <\/tr>

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

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

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

    \u00a0<\/span><\/p><\/div>","family":"Magical Beast","alignment":"Any","environment":"Any aquatic"},{"name":"Flolite","type":"Aberration","ch":3,"challenge_rating":" 03 \u00a0","id":5646,"reference":"Usergen","full_text":"

    Flolite <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Aberration \t\t\t(Air)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+5\u00a0(27 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3 (Dex)<\/td> <\/tr>
    Speed:<\/strong> Fly 60 ft (good)<\/td> <\/tr>
    AC:<\/strong> 15 (+3 Dex, +2 natural)<\/td> <\/tr>
    Attacks:<\/strong>4 tentacle slams +7 melee<\/td> <\/tr>
    Damage: <\/strong>Tentacle slam 1d6 and 1d2 temporary Strength<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Strength damage<\/td> <\/tr>
    Special Qualities: <\/strong>Air mastery, daylight, darkvision 60 ft, cold vulnerability, magical eye properties<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +7, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 17, Con 12, Int 16, Wis 14, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Hide +11, Listen +16, Move Silently +11, Search +19, Spot +20<\/td> <\/tr>
    Feats: <\/strong>Alertness, Flyby Attack, Weapon Finesse (tentacle), Weapon Focus (tentacle)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any warm land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or cluster (2-5)<\/td> <\/tr>
    Challenge Rating: <\/strong>03<\/td> <\/tr>
    Treasure: <\/strong>None (see text)<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>6-9 HD (Medium-size); 10-15 HD (Large)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The flolite appears as a large floating ball of bright white light. It is often mistaken for a will-o-the-wisp or a magical effect that generates dancing and moving lights. In its true form the flolite is a leathery globe that resembles an octopus (tentacles and all) with a large central eye, though most creatures never see its true form. A dead flolite sheds no light and appears in its true form.

    COMBAT<\/b>
    The flolite attacks by lashing out with its tentacles. It hovers near its opponents, strikes with a tentacle, and moves away, just out of range, before darting back in for another attack.

    Strength Damage (Su):<\/b> The touch of a flolite deals 1d2 points of temporary Strength damage to a living foe.

    Air Mastery (Ex):<\/b> Airborne creatures suffer a -1 penalty to attack and damage rolls against a flolite.

    Daylight (Ex):<\/b> A flolite generates bright light in a 30-foot radius around its body. This effect functions as a daylight<\/i> spell. It can be negated, but the flolite can restart it as a free action on its next turn. Creatures affected by sunlight or light are likewise affected by this ability.

    Cold Vulnerability (Ex):<\/b> The flolite is extremely suceptible to cold attacks, taking double damage on a failed save against cold-based effects.

    Magical Eye Properties (Ex):<\/b> The eye of a dead flolite bestows a +2 resistance bonus on a creature's Fortitude saves to remove a negative level.

    Skills:<\/b> Flolites receive a +4 racial bonus to Listen checks and a +8 racial bonus to Search and Spot checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Dragon #38 (Kevin Readman)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":">Any warm land and underground"},{"name":"Flumph","type":"Aberration","ch":2,"challenge_rating":" 02 \u00a0","id":5647,"reference":"Usergen","full_text":"

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

    Small Aberration<\/span><\/b><\/p> <\/td> <\/tr>

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

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

    Speed:<\/span><\/b> Fly 20 ft (average)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 20 (+1 size, +3 Dex, +6 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Spikes +4 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Spikes 1d4 plus 1d4 acid<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/0 ft<\/span><\/p> <\/td> <\/tr>

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

    Special Qualities:<\/span><\/b> Nauseating spray, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +0, Ref +3, Will +5<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 10, Dex 16, Con 11, Int 10, Wis 14, Cha 10<\/span><\/p> <\/td> <\/tr>

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

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

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

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

    Organization:<\/span><\/b> Pair or colony (4-16)
    Challenge Rating:<\/b> 2<\/span><\/p> <\/td> <\/tr>

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

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

    Advancement:<\/span><\/b> 3-6 HD (Small)<\/span><\/p> <\/td> <\/tr>

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

    A flumph appears as a jellyfish-like creature about three feet in diameter. Its body is round and almost flat. The body is flanked by two eyestalks, each about six inches long. Several short tentacles hang from the creature's underside, concealing a mass of small spikes. A flumph is pure white in color with slightly darker tentacles.<\/span><\/p> <\/td> <\/tr>

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

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

    The flumph hovers a few inches above the ground, or hangs motionless in reeds or similar concealment, hunting small creatures such as rats, frogs, and lizards. When it finds a small creature, it rises a foot or two, and drops onto its prey, piercing it with its spikes and injecting its acid into the wounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 If threatened by a larger creature, the flumph attempts to drive it away by squirting a foul-smelling liquid from an orifice along its equator. If this fails, the flumph can rise to a height of 10 feet and drop onto an opponent, piercing it with its spikes and injecting its acid into the wounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Acid (Ex): <\/b>When a flumph hits an opponent with its spikes, it injects a potent acid into the wounds. This acid deals 1d4 points of damage to the opponent for 2d4 rounds. The acid can be washed away by vigorously rinsing (two full rounds) or by total immersion in running water.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Nauseating Spray (Ex):<\/b> Line of foul smelling liquid, 1 foot wide, 1 foot high, and 20 feet long, once every 1d4 rounds; nauseated (no action other than a single move or move-equivalent action) for 1d4 rounds; Fortitude save (DC 11) negates.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The odor from this spray lingers in the area (and on any creature hit) for 1d4 hours and can be detected at a range of 100 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Bonus Feats:<\/span><\/b> The flumph gains the Weapon Finesse (spikes) feat as a bonus feat.<\/span><\/p> <\/td> <\/tr>

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

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

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

    \u00a0<\/span><\/p><\/div>","family":"Aberration","alignment":"Any","environment":"Any underground"},{"name":"Fly, Giant, Bluebottle","type":"Vermin","ch":1,"challenge_rating":" 1 \u00a0","id":5648,"reference":"Usergen","full_text":"

    Fly, Giant, Bluebottle <\/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> 20 ft. (4 squares), climb 20 ft., fly 80 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+2 Dex, +2 natural), touch 12, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+1<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d8-1)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d8-1)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Disease<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., evasion, resistant to disease, scent, vermin traits, wallcrawling<\/td> <\/tr>
    Saves: <\/strong>Fort +4 (+8 vs. disease), Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 9, Dex 15, Con 12, Int \u00c2\u0097, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Climb +10, Listen +2, Spot +2\r
    <\/td> <\/tr>
    Feats: <\/strong>Dodge (B), Weapon Finesse (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or swarm (2\u00c2\u009610)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4 HD (Medium); 5-9 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The abdomen of this giant fly is a bright metallic blue with black markings. Its body and legs are covered with black bristle-like hair, while its head and thorax are dull gray. Its large, multifaceted eyes are red.<\/i>\r

    Giant bluebottle flies are drawn to the scent of rotting meat. They can smell carrion from great distances.\r

    A giant bluebottle fly is about 3 feet long with a 6-foot wingspan and weighs 60 pounds. \r

    COMBAT\r

    Giant bluebottle flies are normally nonaggressive unless bothered.\r

    Disease (Ex):<\/b> Filth fever\u00c2\u0097bite, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.\r

    Resistant to Disease (Ex):<\/b> A giant bluebottle fly has a +4 racial bonus on Fortitude saves vs. disease.\r

    Wallcrawling (Ex):<\/b> A giant bluebottle fly need not make Climb checks to traverse a vertical or horizontal surface (even upside down). It retains its Dexterity bonus to Armor Class while climbing and opponents get no special bonus to their attacks against it.\r

    Skills:<\/b> Giant bluebottle flies have a +2 racial bonus on Listen and Spot checks and a +8 racial bonus on Climb checks. A giant bluebottle fly can always choose to take 10 on Climb checks, even if rushed or threatened. Giant bluebottle flies use either their Strength or Dexterity modifier for Climb checks, whichever is higher. <\/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":"Any land and underground"},{"name":"Fly, Giant, Horsefly","type":"Vermin","ch":3,"challenge_rating":" 3 \u00a0","id":5649,"reference":"Usergen","full_text":"

    Fly, Giant, Horsefly <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Vermin \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+18\u00a0(45 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), climb 20 ft., fly 60 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+11<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (2d8+4 plus wounding)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (2d8+4 plus wounding)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Disease, wounding<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., evasion, resistant to disease, scent, vermin traits, wallcrawling<\/td> <\/tr>
    Saves: <\/strong>Fort +8 (+12 vs. disease), Ref +7, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 15, Con 16, Int \u00c2\u0097, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Listen +2, Spot +2<\/td> <\/tr>
    Feats: <\/strong>Dodge (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or swarm (2\u00c2\u00964)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-9 HD (Large); 10-18 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive fly approaches with a thunderous din from its rapidly beating wings.<\/i>\r

    Giant horseflies are among the largest of their kind. They feed upon nectar and pollen of giant plants, and the blood and flesh of large mammals, birds, and other animals.\r

    Giant horseflies lay their eggs on leaves, stems, or stones near water. On hatching, the larvae fall into water or moist earth, feeding voraciously on anything smaller than themselves.\r

    A giant horsefly is 4 to 6 feet long with a 10-foot wingspan and weighs around 500 pounds. \r

    COMBAT\r

    The giant horsefly's mandibles resemble serrated scimitars, which they use to rip and slice flesh, leaving vicious wounds. The horsefly laps up the flowing blood, or carve off a chunk of meat to digest at its leisure. Giant horseflies often spread a variety of blood-borne diseases (this one carries red ache).\r

    Disease (Ex):<\/b> Red ache\u00c2\u0097bite, Fortitude DC 16, incubation period 1d3 days, damage 1d6 Str. The save DC is Constitution-based.\r

    Resistant to Disease (Ex):<\/b> A giant horsefly has a +4 racial bonus on Fortitude saves vs. disease.\r

    Wallcrawling (Ex):<\/b> A giant horsefly need not make Climb checks to traverse a vertical or horizontal surface (even upside down). It retains its Dexterity bonus to Armor Class while climbing and opponents get no special bonus to their attacks against it.\r

    Wounding (Ex):<\/b> On a successful hit, a giant horsefly's bite attack deals 1 point of Constitution damage from blood loss in addition to normal damage. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage caused by wounding.\r

    Skills:<\/b> Giant horseflies have a +2 racial bonus on Listen and Spot checks and a +8 racial bonus on Climb checks. A giant horsefly can always choose to take 10 on Climb checks, even if rushed or threatened. <\/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":"Any land and underground"},{"name":"Fogwarden","type":"Aberration","ch":6,"challenge_rating":" 06 \u00a0","id":5650,"reference":"Usergen","full_text":"

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

    Medium-Size Aberration (Gaseous)<\/b><\/p> <\/td> <\/tr>

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

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

    Speed:<\/b> 40 ft fly (good)<\/p> <\/td> <\/tr>

    AC:<\/b> 15 (+3 Dex, +2 deflection bonus)<\/p> <\/td> <\/tr>

    Attacks:<\/b> Lightning bolt +7 ranged<\/p> <\/td> <\/tr>

    Damage:<\/b> Lightning bolt 3d6<\/p> <\/td> <\/tr>

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

    Special Attacks: <\/b>Fear aura, lightning bolt<\/p> <\/td> <\/tr>

    Special Qualities:<\/b> Electricity discharge, animate dead, damage reduction 20\/+1, immunities, gaseous form, sunlight vulnerability<\/p> <\/td> <\/tr>

    Saves:<\/b> Fort +2, Ref +3, Will +4<\/p> <\/td> <\/tr>

    Abilities:<\/b> Str \u0097, Dex 16, Con 12, Int 12, Wis 11, Cha 14<\/p> <\/td> <\/tr>

    Skills: <\/b>Hide +9*, Intimidate +8, Listen +6, Sense Motive +6, Spot +6<\/p> <\/td> <\/tr>

    Feats: <\/b>Weapon Focus (lightning bolt)<\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/b> Solitary or troupe (1-6 animated corpses [treat as Medium-size 2 HD zombies that cannot be turned])<\/p> <\/td> <\/tr>

    Challenge Rating:<\/b> 6<\/p> <\/td> <\/tr>

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

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

    Advancement:<\/b> 5-8 HD (Medium-size); 9-12 HD (Large)<\/p> <\/td> <\/tr>

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

    The fogwarden inhabits the cold, icy fogs, or extremely cold areas of temperate zones. It feeds on strong emotions, especially the fear it creates in the victims it terrorizes. As a creature of fog and mist, it is found only within heavy mists. The fogs they inhabit sometimes flash with light. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The fogwarden has a misty, vaguely humanoid shape, somewhat darker than the surrounding fog. Its eyes glow with an intense blue light.\u00a0 <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fogwardens have no known method of communication, nor do they utter any sound.<\/span><\/p> <\/td> <\/tr>

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

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

    A fogwarden does not willingly engage in battle, preferring to terrorize opponents and feed from their fear. \u00a0\u00a0 When a fogwarden is destroyed, it evaporates completely, leaving no trace of its existence.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fear Aura (Su):<\/span><\/b> Fogwardens radiate fear in a 30-foot radius. It is otherwise identical with fear<\/i> cast by a 4th-level sorcerer (Will save 14). Whether or not the save is successful, that creature cannot be affected by that fogwarden\u0092s fear aura for one day.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Lighting Bolt (Su):<\/span><\/b> Line of lightning 5 feet wide, 5 feet high, and 30 feet long, once every other round; damage 3d6, Reflex half DC 14.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Electricity Discharge (Su):<\/span><\/b> Any metal weapon that strikes a fogwarden must succeed at a Fortitude save (DC 14) or be destroyed in a blast of electrical energy. Since the weapon conducts electricity, the creature wielding such a weapon takes 3d6 points of electrical damage whether the weapon makes its save or not.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Animate Dead (Su): <\/span><\/b>The electrical aura of the fogwarden can animate dead creatures within 20 feet. This is otherwise identical with animate dead<\/i> cast by a 4th-level cleric. The animated creatures resemble zombies and are under the control of the fogwarden that animated them. They have stats as zombies, but they are not undead, and cannot be turned. The zombies collapse if the fogwarden moves further than 20 feet away or upon the fogwarden\u0092s death.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Gaseous Form (Su):<\/span><\/b> A fogwarden\u0092s natural form allows it to seep through small or narrow openings. It cannot enter water or other liquid. A fogwarden has complete control of its movement and is not subject to the effects of wind.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Immunities:<\/span><\/b> The fogwarden is immune to cold and electricity based attacks, gases and poisons. Due to its gaseous form, it is immune to critical hits.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Sunlight Vulnerability (Ex):<\/b> Fogwardens shun sunlight. A fogwarden exposed to sunlight can take only partial actions and is destroyed after 1 hour of exposure.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> *Fogwardens receive a +12 bonus to Hide checks when in fog or mist.<\/span><\/p> <\/td> <\/tr>

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

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

    The Fogwarden first appeared in Dungeon #54.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Aberration","alignment":" Always neutral evil","environment":" Any cold land"},{"name":"Foo Creature","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5651,"reference":"Usergen","full_text":"

    FOO CREATURE (template)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Foo creatures are found in areas of the Material Plane, as well as the Upper Outer Planes. They sometimes serve as guardians to those of good alignment.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 A foo creature has a large, blunt head with wide-set, bulging eyes. Their bodies appear leonine, with thick fur and large padded feet. Coloration ranges from golden to black. Very odd foo creatures range from white to any other color.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A foo creature can speak Celestial, and a number of additional languages equal to its Intelligence modifier.<\/span><\/p> <\/td> <\/tr>

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

    CREATING A FOO CREATURE<\/span><\/h1> <\/td> <\/tr>

    \u0093Foo Creature\u0094 is a template that can be added to any normal animal, known hereafter as the base creature. The base creature\u0092s type changes to \u0093Outsider.\u0094 It uses all the base creature\u0092s statistics and abilities except as noted here.<\/span><\/p> <\/td> <\/tr>

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

    \u00a0\u00a0 Hit Dice:<\/span><\/b> Same as the base creature<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Speed:<\/span><\/b> Same as the base creature<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 AC:<\/span><\/b> The foo creature has +6 natural armor or the base creature\u0092s natural armor, whichever is better<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Special Attacks:<\/span><\/b> A foo creature retains all the base creature\u0092s special attacks and also gains those listed below. Saves have a DC of 10 + 1\/2 foo creature\u0092s HD + foo creature\u0092s Charisma modifier unless noted otherwise.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Strike Evil (Su):<\/i> Foo creatures gain a +2 morale bonus to attack and damage rolls when attacking creatures of evil alignment. This ability is always active and cannot be negated or dispelled.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Foo Creatures (Sp):<\/i> Once per day, by barking, roaring, etc., a foo creature can summon 1d4 additional foo creatures of the same type with a 35% chance of success.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Special Qualities:<\/span><\/b> A foo creature retains all the base creature\u0092s special qualities and gains those listed below, and also gains the Outsider type (see page 6, in the MM<\/i>).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Darkvision (Ex):<\/i> Range 60 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Aura of Goodness (Su):<\/i> A foo creature is protected by an aura of goodness. An evil creature that attacks a foo creature suffers a \u00961 penalty to attack and damage rolls. This supernatural ability can be dispelled, but the foo creature can restart it as a free action.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Invisibility (Su):<\/i> A foo creature can become invisible at will as the spell cast by a 15th-level sorcerer. The invisibility can be dispelled, but the foo creature can create it again as a free action on its next turn.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Ethereal Jaunt (Su):<\/i> A foo creature can shift from the Ethereal to the Material Plane as a free action, and shift back as a move-equivalent action (or as part of a move-equivalent action). The ability is otherwise identical with ethereal jaunt<\/i> cast by a 15th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Plane Shift (Sp):<\/i> A foo creature can enter the Astral Plane or the Material Plane. This ability transports the foo creature and up to six other creatures, provided they are all within 5 feet of the foo creature. It is otherwise similar to the spell of the same name.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell Resistance:<\/i> A foo creature has SR equal to 10 + its Hit Dice.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Saves:<\/span><\/b> Same as the base creature<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Abilities:<\/span><\/b> Increase from the base creature as follows: Str +4, Dex +2, Con +2, Int +10, Wis +2, Cha +4<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/span><\/b> A foo creature has 8 skill points, plus its Intelligence modifier, per Hit Die. Treat all skills (including those from the base creature\u0092s skill list) as class skills.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Feats: <\/span><\/b>Foo creatures have one feat, plus one feat for every four levels or the base creature\u0092s total of feats, whichever is greater.<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/span><\/b> Same as the base creature<\/span><\/p> <\/td> <\/tr>

    Challenge Rating: <\/span><\/b>Same as the base creature +2<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Same as the base creature<\/span><\/p> <\/td> <\/tr>

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

    Advancement:<\/span><\/b> At least triple normal Hit Dice, or same as base creature<\/span><\/p> <\/td> <\/tr>

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

    SAMPLE FOO CREATURE<\/span><\/h2> <\/td> <\/tr>

    This example uses a 2 HD Dog as the base creature.<\/span><\/p> <\/td> <\/tr>

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

    Foo Creature (Dog)<\/span><\/b><\/p> <\/td> <\/tr>

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

    Hit Dice:<\/span><\/b> 2d8+6 (15 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 (+3 Dex, +6 natural)<\/span><\/p> <\/td> <\/tr>

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

    Damage:<\/span><\/b> Bite 1d6+6<\/span><\/p> <\/td> <\/tr>

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

    Special Attacks: <\/span><\/b>Strike evil, summon foo creatures<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> SR 12, aura of goodness, scent, invisibility, ethereal jaunt, plane shift, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +6, Ref +6, Will +5<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 19, Dex 17, Con 17, Int 12, Wis 14, Cha 10<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Listen +6, Spot +6, Swim +7, Wilderness Lore +4*<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Weapon Focus (bite)<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

    Advancement:<\/span><\/b> 3-4 HD (Medium-Size); 5-6 HD (Large)<\/span><\/p> <\/td> <\/tr>

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

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

    \u00a0\u00a0 Strike Evil (Su):<\/b> Foo creatures gain a +2 morale bonus to attack and damage rolls when attacking creatures of evil alignment. This ability is always active and cannot be negated or dispelled.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Aura of Goodness (Su):<\/b> A foo creature is protected by an aura of goodness. An evil creature that attacks a foo creature suffers a \u00961 penalty to attack and damage rolls. This supernatural ability can be dispelled, but the foo creature can restart it as a free action.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Invisibility (Su):<\/b> A foo dog can become invisible at will as the spell cast by a 15th-level sorcerer. The invisibility can be dispelled, but the foo creature can create it again as a free action on its next turn.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Ethereal Jaunt (Su):<\/b> A foo dog can shift from the Ethereal to the Material Plane as a free action, and shft back as a move-equivalent action (or as part of a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 15th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Plane Shift (Sp):<\/b> A foo dog can enter the Astral Plane or the Material Plane. This ability transports the foo creature and up to six other creatures, provided they are all within 5 feet of the foo creature. It is otherwise similar to the spell of the same name.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Foo Creatures (Sp):<\/b> Once per day, by barking, a foo dog can summon 1d4 additional foo dogs with a 35% chance of success.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/span><\/b> *Foo dogs receive a +8 racial bonus to Wilderness Lore checks when tracking by scent.<\/span><\/p> <\/td> <\/tr>

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

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

    The Foo Creature 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"},{"name":"Forchoreai","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":5652,"reference":"Usergen","full_text":"

    Forchoreai <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Magical Beast \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d10+8\u00a0(30 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 90 ft. (18 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (-1 size, +7 Dex, +2 natural), touch 16, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+13<\/td> <\/tr>
    Attack: <\/strong>Gore +8 melee (1d8+7)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Gore +8 melee (1d8+7)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Powerful charge 3d6+7, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., evasion, fast healing 2, low-light vision, rejuvenation, scent, uncanny dodge<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +13, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 25, Con 15, Int 12, Wis 13, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Concentration +7, Hide +15, Jump +29, Listen +13, Move Silently +19, Spot +13<\/td> <\/tr>
    Feats: <\/strong>Endurance, Lightning Reflexes (B), Run<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Wilderness of the Beastlands<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic good<\/td> <\/tr>
    Advancement: <\/strong>5-12 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large, gray stag has a majestic rack of pearly antlers.<\/i>\r

    Forchoreai (for-KOR-ee-aye) are benevolent stags native to the Wilderness of the Beastlands. They are most frequently encountered on the top layer, Krigala. Forchoreai are often hunted by denizens of the plane, but any that are killed return to life three days later.\r

    A forchoreai stands 7 feet tall at the shoulder and weighs 1,500 pounds.\r

    Forchoreai do not speak, but understand Celestial.\r

    COMBAT\r

    Forchoreai generally only fight if cornered, charging with their powerful antlers. \r

    Powerful Charge (Ex):<\/b> A forchoreai typically begins a battle by charging at an opponent, lowering its head to bring its mighty antlers into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +8 attack bonus that deals 3d6+7 points of damage.\r

    Rejuvenation (Su):<\/b> A forchoreai slain on its home plane always returns in full health in 3 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a forchoreai is to land the killing blow while on another plane.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097detect snares and pits, nondetection<\/i> (DC 15), pass without trace<\/i> (DC 14), protection from evil, speak with animals, speak with plants<\/i>; 1\/day\u00c2\u0097invisibility, mirror image, misdirection<\/i> (DC 15), transport via plants<\/i>; 1\/week\u00c2\u0097heal<\/i> (others only). Caster level 10th. The save DCs are Charisma-based.\r

    Skills:<\/b> Forchoreai have a +8 racial bonus on Hide, Listen, Move Silently, and Spot checks.<\/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":"Magical Beast","alignment":"Always chaotic good","environment":"Wilderness of the Beastlands"},{"name":"Forester's Bane (Snapper Saw)","type":"Plant","ch":5,"challenge_rating":" 05 \u00a0","id":5653,"reference":"Usergen","full_text":"

    Forester's Bane (Snapper Saw) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Plant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+30\u00a0(52 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 0 ft<\/td> <\/tr>
    AC:<\/strong> 16 (-2 size, +8 natural)<\/td> <\/tr>
    Attacks:<\/strong>6 stalks +7 melee<\/td> <\/tr>
    Damage: <\/strong>Stalk 2d4+6<\/td> <\/tr>
    Face\/Reach: <\/strong>15 ft by 15 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Engulf<\/td> <\/tr>
    Special Qualities: <\/strong>Plant, blindsight<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +1, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 10, Con 22, Int -, Wis 13, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>None<\/td> <\/tr>
    Feats: <\/strong>None<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Temperate hills, plains, mountains, and forest<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>05<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>6-10 HD (Huge); 11-15 HD (Gargantuan)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The forester's bane is a huge, dark green, immobile and carnivorous shrub. Closer inspection reveals large, tough leaves radiating from its central stalk. These dark green leaves hide six purple serrated stalks inside its body. At the center of this low-growing shrub is a 3-foot yellowish orb from which sprout many small green branches. Each branch has small, sweet smelling (and tasting) berries of various colors growing from it.

    COMBAT<\/b>
    When a living creature moves within 5 feet of the forester's bane's leaves, it attempts to engulf the creature in its body. Trapped creatures are subjected to 1-6 serrated stalks that slash and cut them until they escape. The forester's bane releases a trapped victim when either it or the victim is dead.

    Engulf (Ex):<\/b> The forester's bane can try to wrap a Medium-size or smaller creature in its leaves as a standard action. The snapper-saw attempts a grapple that does not provoke an attack of opportunity (grapple check +17). If it gets a hold, it uses its serrated stalks to cut its victim with a +4 attack bonus. It can still use its other stalks to strike other targets.

    Attacks that hit an engulfing forester's bane deal half their damage to the monster and half to the trapped victim.

    Blindsight (Ex):<\/b> The forester's bane has no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.

    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 (Gary Gygax,1983), FR MC11 (1991) as \"snapper-saw\", and Monstrous Manual (1993).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":">Temperate hills, plains, mountains, and forest"},{"name":"Forlarren","type":"Fey","ch":2,"challenge_rating":" 02 \u00a0","id":5654,"reference":"Usergen","full_text":"

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

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

    Hit Dice:<\/span><\/b> 3d6+3 (13 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> 18 (+2 Dex, +6 natural)<\/span><\/p> <\/td> <\/tr>

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

    Damage:<\/span><\/b> Slam 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>Heat metal<\/span><\/p> <\/td> <\/tr>

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

    Saves:<\/span><\/b> Fort +2, Ref +5, Will +4<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 12, Dex 15, Con 12, Int 4, Wis 13, Cha 8<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +7, Listen +6, Move Silently +5, Spot +6<\/span><\/p> <\/td> <\/tr>

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

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

    Climate\/Terrain:<\/span><\/b> Any temperate land<\/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> Always neutral evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 4-9 HD (Medium-size)<\/span><\/p> <\/td> <\/tr>

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

    The forlarren is the descendent of a nymph and greater devil. They are lonely creatures that hate their very existence and seek to take out their anger on good and evil alike.<\/span><\/p> <\/td> <\/tr>

    A forlarren appears as a cloven-hoofed humanoid. A ridge of hair runs around the side and back of its otherwise hairless head. Small horns protrude above its eyes. Its hands end in claws and its lower torso is covered in matted, dark hair.<\/span><\/p> <\/td> <\/tr>

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

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

    The forlarren attacks with its fists, using them to pummel an opponent. It focuses on a single opponent in combat and attacks until it or its opponent is slain. If it kills an opponent, its personality switches to that of its ancestral mother, and it halts combat, to tend to the slain and offer its sorrow to the slain\u0092s companions.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Heat Metal (Sp):<\/b> Once per day, by making a melee touch attack, the forlarren can heat metal<\/i> as the spell cast by a 6th-level druid (save DC 13). Once the affected metal reaches the searing stage (after 3 rounds) it remains at that stage until the forlarren breaks contact with the affected metal. The metal returns to its starting temperature 2 rounds later, just as with the spell.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Personality (Ex):<\/b> After the forlarren has slain one creature, its ambivalent nature surfaces and it shows great remorse, offering its assistance and aid to those that suffered the loss. After 1d6 days though, its dominant evil nature returns and the forlarren attacks any creature on sight, including those it befriended.<\/span><\/p> <\/td> <\/tr>

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

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

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

    \u00a0<\/span><\/p><\/div>","family":"Fey","alignment":"Any","environment":"Any temperate land"},{"name":"Fremlin","type":"Monstrous Humanoid","ch":1,"challenge_rating":" 01 \u00a0","id":5655,"reference":"Usergen","full_text":"

    Fremlin <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d8\u00a0(13)<\/td> <\/tr>
    Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 15 ft, fly 30 ft (good)<\/td> <\/tr>
    AC:<\/strong> 14 (+2 size, +2 Dex)<\/td> <\/tr>
    Attacks:<\/strong>Bite +6 melee<\/td> <\/tr>
    Damage: <\/strong>Bite 1d4-1<\/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>Damage reduction 10\/+1, darkvision 60 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +5, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 8, Dex 14, Con 10, Int 10, Wis 10, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Listen +14, Move Silently +10, Spot +10<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (1-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>01<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Tiny); 7-9 HD (Small)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Fremlins are tiny gremlins, friendly and quite harmless. They are smaller than ordinary gremlins, only one foot tall, and slate gray in color. They tend to be quite plump though, and are rather whiny and lazy. They are known to become tolerable companions to those who can tolerate them, if they are well fed and kept entertained. Fremlins are practically worthless as companions though, and they never assist in combat. Fremlins tend to be bumblers, often giving away the location of hiding companions, and committing numerous blunders.\r

    COMBAT<\/b>\r
    Fremlins are even more worthless in combat than other gremlins. They only bite when cornered, and try to escape immediately.\r
    Skills<\/b>: Fremlins receive a +8 racial bonus to Listen checks, due to their large, pointed ears.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in C3 Lost Island of Castanamir (1984), Greyhawk Monstrous Compendium, MC5 (1990).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually chaotic neutral","environment":">Any land and underground"},{"name":"Frog (Killer)","type":"Beast","ch":1,"challenge_rating":" 01 \u00a0","id":5656,"reference":"Usergen","full_text":"

    FROG, Killer (Giant)<\/span><\/b><\/p> <\/div><\/td> <\/tr>

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

    Hit Dice:<\/span><\/b> 1d10+2 (7 hp)<\/span><\/p><\/td> <\/tr>

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

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

    AC:<\/span><\/b> 13 (+1 size, +2 natural)<\/span><\/p><\/td> <\/tr>

    Attacks:<\/span><\/b> 2 claws +3 melee, bite \u00962 melee<\/span><\/p><\/td> <\/tr>

    Damage:<\/span><\/b> Claw 1d2+2, 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>Improved grab<\/span><\/p><\/td> <\/tr>

    Special Qualities:<\/span><\/b> Darkvision 60 ft, low-light vision<\/span><\/p><\/td> <\/tr>

    Saves:<\/span><\/b> Fort +4, Ref +2, Will -1<\/span><\/p><\/td> <\/tr>

    Abilities:<\/span><\/b> Str 14, Dex 11, Con 14, Int 2, Wis 9, Cha 6<\/span><\/p><\/td> <\/tr>

    Skills: <\/span><\/b>Hide +4, Spot +3<\/span><\/p> <\/div><\/td> <\/tr>

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

    Climate\/Terrain:<\/span><\/b> Temperate or warm land, aquatic, or underground<\/span><\/p><\/td> <\/tr>

    Organization:<\/span><\/b> Swarm (3-18)
    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 HD (Small); 3 HD (Medium-size)<\/span><\/p><\/td> <\/tr>

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

    The killer frog appears as a normal frog about three feet long. It is a vicious hunter and enjoys the taste of flesh.<\/span><\/p><\/td> <\/tr>

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

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

    The killer frog attacks with its two front talons and its bite.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/span><\/b> To use this ability, the killer frog must hit with its tongue attack. A grabbed victim of Small size or smaller is pulled into its mouth on the same round for a bite attack.<\/span><\/p><\/td> <\/tr>

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

    The Killer Frog first appeared in the 1e MM (Gary Gygax, 1977).<\/span><\/p><\/td> <\/tr><\/table><\/div>","family":"Beast","alignment":"Any","environment":" Temperate or warm land, aquatic, or underground"},{"name":"Frog (Poisonous)","type":"Beast","ch":1,"challenge_rating":" 01 \u00a0","id":5657,"reference":"Usergen","full_text":"

    FROG, Poisonous<\/span><\/b><\/p> <\/div><\/td> <\/tr>

    Diminutive Beast<\/span><\/b><\/p><\/td> <\/tr>

    Hit Dice:<\/span><\/b> 1d10 (5 hp)<\/span><\/p><\/td> <\/tr>

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

    Speed:<\/span><\/b> 5 ft<\/span><\/p><\/td> <\/tr>

    AC:<\/span><\/b> 15 (+4 size, +1 Dex)<\/span><\/p><\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +4 melee<\/span><\/p><\/td> <\/tr>

    Damage:<\/span><\/b> Bite 1d2-5 and poison<\/span><\/p><\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 1 ft by 1 ft\/0 ft<\/span><\/p><\/td> <\/tr>

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

    Special Qualities:<\/span><\/b> Darkvision 30 ft, low-light vision<\/span><\/p><\/td> <\/tr>

    Saves:<\/span><\/b> Fort +2, Ref +3, Will +1<\/span><\/p><\/td> <\/tr>

    Abilities:<\/span><\/b> Str 1, Dex 12, Con 11, Int 2, Wis 12, Cha 4<\/span><\/p><\/td> <\/tr>

    Skills: <\/span><\/b>Hide +13, Spot +4<\/span><\/p> <\/div><\/td> <\/tr>

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

    Climate\/Terrain:<\/span><\/b> Temperate or warm land, aquatic, or underground<\/span><\/p><\/td> <\/tr>

    Organization:<\/span><\/b> Pack (2-5) or swarm (6-11)
    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 HD (Diminutive); 3 HD (Small)<\/span><\/p><\/td> <\/tr>

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

    A poisonous frog appears as a normal frog with black stripes on its hindquarters. Its skin secretes a deadly poison.<\/span><\/p><\/td> <\/tr>

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

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

    A poisonous frog attacks by biting its opponent. Any creature that is bitten or touches the poisonous frog is subjected to its poison.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Poison (Ex):<\/span><\/b> Bite or touch; temporary and secondary damage is 1d2 Strength, Fortitude save (DC 10).<\/span><\/p><\/td> <\/tr>

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

    The Poisonous Frog first appeared in the 1e MM (Gary Gygax, 1977).<\/span><\/p><\/td> <\/tr><\/table><\/div>","family":"Beast","alignment":"Any","environment":" Temperate or warm land, aquatic, or underground"},{"name":"Frog, Ghoul","type":"Animal","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5658,"reference":"Usergen","full_text":"

    Frog, Ghoul <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d8+3\u00a0(7)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+1 size, +2 Dex), touch 13, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-4<\/td> <\/tr>
    Attack: <\/strong>Tongue +2 ranged (1d4) or bite +0 melee (1d3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Tongue +2 ranged (1d4) or bite +0 melee (1d3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft. (15 ft. with tongue)<\/td> <\/tr>
    Special Attacks: <\/strong>Flash, poison<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 16, Con 15, Int 1, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Hide +8, Move Silently +4<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (blinding flash)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or warm marshes<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or pack (2-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2-3 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The skin of this dog-sized frog is translucent, and its skeleton, musculature, and organs are clearly visible. Its eye sockets appear hollow, and its skin glows with a faint luminescence.<\/i>\r

    Despite their appearance, ghoul frogs are living amphbians. They got their moniker from their zombielike appearance, and are also occasionally called \"skull frogs\" or \"zombie frogs\".\r

    The eerie glow of a ghoul frog is simply bioluminesce designed to attract night-flying insects, the frog's favored prey.\r

    Ghoul frogs are nocturnal, burying themselves in the mud at the bottom of ponds or lakes during daylight hours. This is also where ghoul frogs hide their eggs. Upon hatching, the tadpoles share their parents' transparency, but not their bioluminscence.\r

    Because of their appearance, ghoul frogs are sometimes mistaken for will-o'-wisps. Some spellcasters use powdered ghoul frog skin as a material component in light spells, but whether it provides any measurable benefit is unclear.\r

    A ghoul frog is 2-3 feet long and weighs 5 pounds.\r

    COMBAT\r

    Ghoul frogs prey almost entirely on insects. If threatened, they emit their blinding flashes and attempt to escape. Their bitter flesh nauseates most natural predators.\r

    Flash (Ex):<\/b> Once every 1d10 rounds, a ghoul frog can emit a blinding flash of light. Any creature within 30 feet must make a DC 15 Fortitude save or be blinded for 1d4 rounds. Ghoul frogs are immune to the flash of other ghoul frogs. The save DC is Constitution-based.\r

    Poison (Ex):<\/b> Ingested, Fortitude DC 13, initial damage nauseated for 1d10 minutes, secondary damage nauseated for 1d4 hours. The save DC is Constitution-based.\r

    Skills:<\/b> A ghoul 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 neutral","environment":"Temperate or warm marshes"},{"name":"Frog, Giant Vampire","type":"Magical Beast","ch":1,"challenge_rating":" 1 \u00a0","id":5659,"reference":"Usergen","full_text":"

    Frog, Giant Vampire <\/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> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+10<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d6 plus attach)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d6 plus attach) and 2 claws -1 melee (1d2)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Attach, blood drain<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., glide, low-light vision\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +5, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 15, Con 12, Int 1, Wis 11, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Hide +14, Listen +2, Move Silently +10 (+14 gliding), Spot +3<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any swamp<\/td> <\/tr>
    Organization: <\/strong>Colony (3-18)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/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>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A slimy, bile-green frog the size of a dog leaps from its perch high in a treetop. Gliding on slimy, transluscent membranes connecting its fore and rear limbs, it extends its clawed forelimbs and opens its mouth, revealing a pair of three-inch fangs.<\/i>\r

    Giant vampire frogs lurk in swamps overgrown with large trees. They feed on the blood of other creatures, and do not appear to do much else. Their adhesive secretions and natural camouflage allows them to hide easily among the treetops. When at rest, they hang upside down like bats.\r

    A giant vampire frog is 3 feet long and weighs up to 30 pounds.\r

    COMBAT\r

    A giant vampire frog hangs from a branch high in trees, waiting in ambush. When warm-blooded prey approaches, it silently extends its membranes and glides forth. It extends its fangs and pierces the victim's neck, entwining its body in the prey's hair. It manuevers its clawed feet to the victim's ears, then hangs upside down, fastening its mouth over the wound and begins draining blood.\r

    Attach (Ex):<\/b> If a giant vampire frog hits with a bite attack, it plunges its long fangs into the the opponent\u00c2\u0092s body and latches on. An attached giant vampire frog is effectively grappling its prey. The giant vampire frog loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Giant vampire frogs have a +12 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

    An attached giant vampire frog can be struck with a weapon or grappled itself. To remove an attached giant vampire frog through grappling, the opponent must achieve a pin against the frog. When attempting to strike the frog with a weapon, follow the normal rules for attacking a grappler, with only a 40% chance of hitting the frog, and a 60% chance of hitting the victim to which it is attached.\r

    Blood Drain (Ex):<\/b> A giant vampire frog 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 hops off to digest the meal. If its victim dies before the frog's appetite has been sated, the giant vampire frog detaches and seeks a new target.\r

    Glide (Ex):<\/b> A giant vampire frog can use its wings to glide, negating any damage from a fall of any height and allowing travel 20 feet horizontally for every 5 feet of descent. A giant vampire frog glides at a speed of 50 feet (poor maneuverability). \r

    Skills:<\/b> A giant vampire frog has a +8 racial bonus on Hide and Move Silently checks. *When gliding, giant vampire frogs bonus on Move Silently checks increases to +12.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #50<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Any swamp"},{"name":"Frog, Poisonous","type":"Animal","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5660,"reference":"Usergen","full_text":"

    Frog, Poisonous <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1\/4d8\u00a0(1 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 23 (+8 size, +5 Dex), touch 23, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-21<\/td> <\/tr>
    Attack: <\/strong>-<\/td> <\/tr>
    Full Attack: <\/strong>-<\/td> <\/tr>
    Space\/Reach: <\/strong>1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +7, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 20, Con 10, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Climb +5, Hide +29, Jump +9, Swim +5\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (poison)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Tropical forests<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/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>
    A brightly colored frog clings to a nearby tree.<\/i>\r

    These tropical frogs make their homes near water in tropical forests. Males mark their territory with scent and chirp loudly when other males enter their territory. Females lay their eggs in water pooled in large leaves. When the tadpoles hatch, they wriggle onto their father's back, who carries them to deep water and leaves them to fend for themselves.\r

    Poisonous frogs secrete a creamy venom from glands located on either side of its head. One dose of venom can be extracted by roasting a poisonous frog over a fire, collecting the flowing poison as the skin contracts.\r

    A poisonous frog is 1 to 2 inches long and nearly weightless. Coloration is always bright with vivid streaks of green, red, orange, yellow, and pink.\r

    COMBAT\r

    Poisonous frogs avoid combat and seek only to escape.\r

    Poison (Ex):<\/b> A poisonous frog's poison functions as both a contact and ingested poison.\r

    Contact, Fort DC 14, initial effect nauseated for 1d6 minutes, secondary effect nauseated for 1d2 hours. \r

    Injury, Fort DC 14, initial effect paralyzation for 1d10 rounds, secondary effect death. \r

    The save DCs are Constitution-based and include a +2 racial bonus and a +2 bonus from the Ability Focus feat.\r

    Skills:<\/b> A poisonous frog has a +8 racial bonus on Hide checks and a +12 racial bonus on Jump checks. It uses its Dexterity modifier rather than its Strength modifier on Climb, Jump, and Swim checks.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1997 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #237<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Tropical forests"},{"name":"Froghemoth","type":"Aberration","ch":13,"challenge_rating":" 13 \u00a0","id":5661,"reference":"Usergen","full_text":"

    FROGHEMOTH<\/span><\/b><\/p><\/div>

    HugeAberration<\/span><\/b><\/p>

    Hit Dice:<\/span><\/b> 16d8+80 (152 hp)<\/span><\/p>

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

    Speed:<\/span><\/b> 20 ft, swim 30 ft<\/span><\/p>

    AC:<\/span><\/b> 16 (-2 size, +1 Dex, +7 natural)<\/span><\/p>

    Attacks:<\/span><\/b> 4 tentacles +14 melee, tongue +12 melee, bite +12melee<\/span><\/p>

    Damage:<\/span><\/b> Tentacle 1d6+4, tongue 1d6+2, bite 4d6+4<\/span><\/p>

    Face\/Reach:<\/span><\/b> 10 ft by 10 ft\/10 ft<\/span><\/p>

    Special Attacks: <\/span><\/b>Improved grab, swallow whole<\/span><\/p>

    Special Qualities:<\/span><\/b> Electrical resistance, fireresistance 10, darkvision 60 ft<\/span><\/p>

    Saves:<\/span><\/b> Fort +10, Ref +6, Will +11<\/span><\/p>

    Abilities:<\/span><\/b> Str 19, Dex 13, Con 20, Int 2,Wis 12, Cha 11<\/span><\/p>

    Skills: <\/span><\/b>Hide +3*, Listen +17, Spot +17<\/span><\/p>

    Feats: <\/span><\/b>Alertness,Cleave, Multiattack, Power Attack<\/span><\/p><\/div>

    \u00a0<\/span><\/b><\/p>

    Climate\/Terrain:<\/span><\/b> Temperate or warm marsh<\/span><\/p>

    Organization:<\/span><\/b> Solitary
    Challenge Rating:<\/b> 13<\/span><\/p>

    Treasure:<\/span><\/b> Standard<\/span><\/p>

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

    Advancement:<\/span><\/b> 17-30 HD (Huge); 31-48 HD(Gargantuan)<\/span><\/p>

    \u00a0<\/span><\/b><\/p>

    The froghemoth is a weird aberration that swells in marshes and swamps. It appears as a huge frog-like creature with 4 large tentacles in place of its front legs, a 10-foot long tongue, and a retractable eyestalk on top of its head. Its underbelly is yellow, its body is green, and its tentacles and upper legs are mottled green.<\/span><\/p> <\/td> <\/tr>

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

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

    The froghemoth attacks using its tentacles and tongue to grab opponents and attempt to swallow them. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex): <\/b>To use this ability, the froghemoth must hit with its tongue attack. If it gets a hold it can attempt to bite or swallow the opponent. The froghemoth has a grapple bonus of +24.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Swallow Whole (Ex): <\/b>A froghemoth can try to swallow a grabbed Medium-size or smaller opponent by making a successful grapple check (grapple bonus +24). A froghemoth that swallows an opponent can use its Cleave feat and grab another opponent.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The swallowed creature takes 4d6+4 points of crushing damage and 1d8 points of acid damage per round from the froghemoth\u0092s digestive juices. A swallowed creature can cut its way out by using claws or a light piercing or slashing weapon to deal 25 points of damage to the froghemoth\u0092s stomach (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The froghemoth\u0092s stomach can hold two Medium-size, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine or smaller opponents.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Electrical Resistance (Ex): <\/b>The froghemoth takes no damage from electrical effects, but is instead slowed<\/i> for one round.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills: <\/span><\/b>The froghemoth receives a +4 racial bonus to Listen and Spot checks. *Due to its coloration it receives a +4 bonus to all Hide checks when in marshlands.<\/span><\/p> <\/td> <\/tr>

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

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

    The Froghemoth first appeared in module S3 (Gary Gygax, 1982).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Aberration","alignment":"Any","environment":"Any"},{"name":"Frost","type":"Fey","ch":1,"challenge_rating":" 01 \u00a0","id":5662,"reference":"Usergen","full_text":"

    Frost <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Fey \t\t\t(Cold)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1\/2 d6+1\u00a0(2 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft, fly 60 ft<\/td> <\/tr>
    AC:<\/strong> 16 (+2 size, +4 Dex)<\/td> <\/tr>
    Attacks:<\/strong>Dagger +6 melee<\/td> <\/tr>
    Damage: <\/strong>Dagger 1d4-3<\/td> <\/tr>
    Face\/Reach: <\/strong>2 1\/2 ft by 2 1\/2 ft\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Control temperature, cone of cold, ice hands, cold ray, Otiluke's freezing sphere<\/td> <\/tr>
    Special Qualities: <\/strong>Invisibility, immune to cold, SR 17<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +6, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 5, Dex 18, Con 12, Int 15, Wis 14, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Craft (any one) +5, Escape Artist +8, Hide +9, Jump +8, Listen +7, Move Silently +9, Search +7, Sense Motive +5, Spot +7<\/td> <\/tr>
    Feats: <\/strong>Dodge, Improved Initiative, Weapon Finesse (dagger)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Cold forest<\/td> <\/tr>
    Organization: <\/strong>Solitary or tribe (1-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>01<\/td> <\/tr>
    Treasure: <\/strong>No coins; 50% goods; 50% items, 150% gems<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral good<\/td> <\/tr>
    Advancement: <\/strong>1-3 HD (Tiny)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Frosts are relatives of sprites and pixies that dwell in dense forests, migrating north after the winter. These small mischievous beings are also often called many other different names, including snow-faeries, snow sprites, or winter folk. These tiny elfin creatures stand about 1 foot tall, and have whirring wings like those of bees. Their skin is usually a pale blue, though their skin is deeper blue the farther north they come from. Their hair is white or silver, their eyes are silvery blue or green, and they wear white or silvery clothing with patches of gray, black, blue, and green.

    Frosts are nomadic fey, but they live tribal lifestyles in small family groups. They sometimes gather in exploratory bands to see the world, make mischief, and hunt for gems and crystals. Solitary frosts are usually the community's leader, out on a specific mission. These sprites never stay in one place for more than a year at a time, and make their lairs in hollow trees, rocky shelters, old animal dens, and the like.

    Frosts prefer the company of other small woodland fairies, and are also known to spend time with beings such as dryads and elves. They regard halflings with curiosity, and all other beings with caution. They are constantly at war with small evil beings, such as quicklings, and even goblins. They also find themselves defending their forest homes against careless human loggers, hunters, and city-builders.

    Frosts speak Common, Sylvan, Elf, and up to three other languages of allied beings in their vicinity, though they keep no interest in reading or writing.

    COMBAT<\/b>
    Frosts are playful pranksters, but are not as significant irritants as sprites or pixies. They like to think of clever pranks involving the cold of their environment, such as shaking snow down on burly fighters, creating patches of ice in dangerous locations, or changing the temperature abruptly to bother travelers. Frosts usually flee if attacked, but patently evil or destructive beings will raise the frosts' ire.

    Frosts only use their dagger-like weapons (hard, sharp icicles) for hunting smaller monsters and animals. When fighting larger foes, they will retreat to a safe distance to use their array or spell-like abilities. They use like to use their natural environment against their enemies, such as melting a frozen lake while evil creatures are crossing it and then refreezing it when they fall in, or causing an avalanche against a mass of foes. Frosts are nearly light as a feather, and suffer only 1-2 points of damage when falling from a height over 10 feet, and suffer no damage if they land in a snowbank.

    Control temperature (Sp)<\/i>: A frost can alter the temperature drastically, in a 10 foot radius around itself. As a free action, once per round, it can alter the temperature of anything within the area by up to 100 degrees positive or negative.

    Cone of Cold (Sp)<\/i>: 3 times per day, as the arcane spell, as a 3rd-level sorcerer.

    Ice Hands (Sp)<\/i>: This power works just like burning hands<\/i> spell, by touch, at will, as the arcane spell cast by a 12th-level sorcerer. This power causes 1-2 points of cold damage to living beings, and can freeze up to one gallon of liquid per round, including potions and holy\/unholy water.

    Cold Ray (Su)<\/i>: One frost in six can cast this ray from his hands, once per day. This ray is 90 feet long, one inch wide, and causes 6d4+6 points of cold damage if a Reflex save (DC 14) is unsuccessful, no damage if it succeeds.

    Otiluke's Freezing Sphere (Sp)<\/i>: A frost can use this power, as the arcane spell, once per day, as an 18th-level sorcerer. Only one frost in six has this ability.

    Invisibility (Sp)<\/i>: Frosts can become invisible<\/i>, as the spell, at will.

    Immune to Cold (Ex)<\/i>: Frosts take normal damage from fire-based spells, and flames causing 1 or more points of damage instantly and permanently sear off their wings.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #33 (1980, \"The Dragon's Bestiary, Roger Moore), MC11, Forgotten Realms (1991).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Usually neutral good","environment":">Cold forest"},{"name":"Frost Man","type":"Humanoid","ch":2,"challenge_rating":" 02 \u00a0","id":5663,"reference":"Usergen","full_text":"

    FROST MAN<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Humanoid (Frost Man, Cold)<\/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>15 (+1 Dex, +2 armor, +2 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Morningstar +3 melee; or longbow +4 ranged<\/span><\/p> <\/td> <\/tr>

    Damage: <\/span><\/b>Morningstar 1d8; or longbow 1d8<\/span><\/p> <\/td> <\/tr>

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

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

    Saves: <\/span><\/b>Fort +5, Ref +2, Will +1<\/span><\/p> <\/td> <\/tr>

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

    Skills:<\/span><\/b> Hide +3, Listen +4, Spot +4, Wilderness Lore +3<\/span><\/p> <\/td> <\/tr>

    Feats:<\/span><\/b> Alertness, Blind-Fight<\/span><\/p> <\/div> <\/td> <\/tr>

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

    Climate\/Terrain: <\/span><\/b>Cold underground<\/span><\/p> <\/td> <\/tr>

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

    Challenge Rating: <\/span><\/b>2<\/span><\/p> <\/td> <\/tr>

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

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

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

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

    Frost men (frostfolk?) are hunters that make their home in the cold regions of the world. A frost man appears identical to a normal human, dressed loosely in animal skins and furs (granting armor protection equal to leather). Each frost man wears a patch over one eye (usually the right). Frost men wear their hair long and grow beards. Each carries his personal belongings in small sacks and takes them wherever he goes. A frost man\u0092s body radiates cold out to 30 feet, though not enough to deal damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 There is much speculation on the society of frost men. Other beings only encounter them as lone males. Speculation suggests that there must be villages somewhere with women and children, perhaps buried deep in cold mountain caves. Tribes that are aware of frost men fear them greatly for their deadly talent and refer to them as \"ice demons.\"<\/p> <\/td> <\/tr>

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

    COMBAT<\/h1> <\/td> <\/tr>

    Frost men only appear in the outside world occasionally, and only wish to go about their unknown business undisturbed. Anyone bothering them can expect to be attacked. A frost man usually opens combat with its ice blast, before moving in to kill off anything not frozen to death by it.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Ice Blast (Su):<\/b> Three times per day, a frost man can emit a cone of freezing mist to a range of 30 feet from one of its eyes (the one it keeps covered with the patch and it removes the patch as a free action). A creature caught in the blast takes 3d6 points of cold damage or half damage if it succeeds at a Reflex save (DC 12).<\/span><\/p> <\/td> <\/tr>

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

    FROST MAN CHARACTERS<\/span><\/b><\/p> <\/td> <\/tr>

    A frost man\u0092s favored class is fighter; most frost man leaders are fighters or fighter\/rogues.\u00a0 Sorcerers, rogues, and clerics are not uncommon among frost men. Frost man clerics can choose any two of the following domains: Earth, Evil, Law, Water.<\/span><\/p> <\/td> <\/tr>

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

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

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

    \u00a0<\/span><\/p><\/div>","family":"Humanoid","alignment":"Usually lawful evil","environment":"Cold underground"},{"name":"Frostmourn","type":"Undead","ch":11,"challenge_rating":" 11 \u00a0","id":5664,"reference":"Usergen","full_text":"

    Frostmourn <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Undead \t\t\t(Cold)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 15d12+30\u00a0(127 hp)<\/td> <\/tr>
    Initiative: <\/strong> -2<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (\u00c2\u00961 size, -2 Dex, +13 natural), touch 7, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+23<\/td> <\/tr>
    Attack: <\/strong>Greataxe +19 melee (3d6+19\/x3) or slam +19 melee (1d4+13 plus freezing touch) or freezing touch +19 melee touch or rock +5 ranged (2d8+19)<\/td> <\/tr>
    Full Attack: <\/strong>Greataxe +19\/+14 melee (3d6+19\/x3) or 2 slams +19 melee (1d4+13 plus freezing touch) or freezing touch +19 melee touch or rock +5 ranged (2d8+19)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Freezing touch, frostbrittle, rock throwing<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/magic and bludgeoning, darkvision 60 ft., immunity to cold, low-light vision, rock throwing, unholy toughness, snowform, vulnerability to fire\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +3, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 35, Dex 7, Con \u00c2\u0097, Int 6, Wis 12, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Climb +17, Intimidate +7, Jump +21, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate hills<\/td> <\/tr>
    Organization: <\/strong>Solitary or gang (2\u00c2\u00963)<\/td> <\/tr>
    Challenge Rating: <\/strong>11<\/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 giant, withered corpse has a long, light blue beard. It carries a massive, well-worn two-handed axe.<\/i>\r

    Frostmourns arise spontaneously when a dead frost giants remains completely dessicate in the intense cold. Frostmourns lack the ability to create others of their kind, and lead mostly solitary existences, never congregating in groups larger than three. Frostmourns often seek out and destroy enemies of their old tribe or clan, but they are just as likely to hunt their former kin.\r

    Sunlight does not harm frostmourns, but they abhor and actively avoid it. However, in the bleak environments they inhabit, the sun is often blocked by blizzards or thick cloud cover, and in some polar regions, night lasts for months at a time.\r

    Frostmourns are about 15 feet tall and weigh about 2,200 pounds. \r

    Frostmourns speak Giant.\r

    COMBAT\r

    Frostmourns fight much like living frost giants, setting ambushes atop snowy hills from which to throw boulders before closing to melee with their vicious axes or chilling fists.\r

    Freezing Touch (Su):<\/b> A frostmourn's slam attacks deal an additional 2d20 points of cold damage (Fort DC 19 halves the damage). Similarly, any creature striking a frostmourn with natural attacks or unarmed strikes or grappling a frostmourn suffers 2d20 points of cold damage (Fort DC 19 half). frostmourn's freezing touch is a death effect, so raise dead<\/i> will not restore a creature slain in by a frostmourn's freezing touch to life (although resurrection<\/i> or similar magic will). The save DC is Charisma-based.\r

    Frostbrittle (Su):<\/b> Any weapon that strikes a frostmourn has its hardness reduced by 5 for 10 rounds, thereby increasing the effectiveness of sunder attempts against the weapon. In addition, rolling a 1 on an attack with the targeted weapon causes it to take damage equivalent to the amount it would have dealt on a successful hit.\r

    Rock Throwing (Ex):<\/b> Frostmourns are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A frostmourn 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 frostmourn's thrown rocks.\r

    Snowform (Su):<\/b> A frostmourn may assume the form of a swirling white cloud of snow. This functions as a wind walk<\/i> spell, but the frostmourn cannot take other creatures with it, and it cannot increase its speed to greater than 60 feet. A frostmourn may remain in snowform for a toal of 10 minutes each day.\r

    Unholy Toughness (Ex):<\/b> A frostmourn gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.<\/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":"Frosty the Snowman","type":"Outsider","ch":5,"challenge_rating":" 5 \u00a0","id":5665,"reference":"Usergen","full_text":"

    Frosty the Snowman <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Cold, 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> 17 (-1 size, +2 Dex, +3 natural, +3 deflection), touch 14, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+11<\/td> <\/tr>
    Attack: <\/strong>Slam +6 melee (1d8+2) or snowball +6 ranged (1d4+2)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 slams +6 melee (1d8+2) or snowball +6 ranged (1d4+2)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Frosty's broom, Frosty's scarf, snowballs, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to cold, magic hat, regeneration 2, rejuvenation, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +6, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 15, Con 16, Int 11, Wis 8, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Bluff +11, Concentration +11, Diplomacy +15, Disguise +3 (+5 acting), Escape Artist +2 (+4 to escape rope bonds), Hide +6*, Intimidate +5, Listen +7, Sense Motive +7, Spot +7, Use Rope +10\r
    <\/td> <\/tr>
    Feats: <\/strong>Point Blank Shot, Rapid Shot\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any cold land<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None (except Frosty's hat<\/i>)<\/td> <\/tr>
    Alignment: <\/strong>Chaotic good<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A large snowman in a tall black silk hat stands before you. Two eyes made out of coal stare above a corncob pipe and a button nose. A silk scarf drapes its neck. It carries a straw broom in one hand. Suddenly, it begins to dance around.<\/i>\r

    Frosty the Snowman is a legendary being in wintertime tales. For reasons unknown, his existence is tied to a magical silk hat, which, when placed on an ordinary snowman, transforms into Frosty. \r

    Frosty the Snowman is a jolly, happy soul, preferring to laugh and play with children and other friendly creatures. Frosty, being a snowman, lacks legs, and hops along with a \"thumpety thump thump\" sound.\r

    Frosty is 8 feet tall and weighs 400 pounds.\r

    Frosty speaks Common.\r

    COMBAT\r

    Frosty the Snowman has no love of combat, but if his friends are threatened, he can be a dangerous adversary. He can hurl snowballs with deadly accuracy, entangle foes with his magical scarf, fire large snowblasts from his magic broom, and even control the weather. Frosty fears fire, for he is exceptionally vulnerable to it.\r

    Frosty's Broom (Su):<\/b> Any ordinary broom Frosty carries functions as a wand of fireballs<\/i> (CL 5th) with unlimited charges, except the fire damage is substituted with cold damage. Should the broom be separated from Frosty, or if he is destroyed, the broom reverts to an ordinary broom. Frosty may only affect one such broom at any given time.\r

    Frosty's Hat:<\/b> Frosty's hat<\/i> is a minor artifact that grants a +3 deflection bonus to AC. Frosty cannot be permanently destroyed as long as the hat exists (see rejuvenation, below). \r

    Frosty's Scarf (Su):<\/b> Any ordinary scarf Frosty wears functions as a rope of entanglement<\/i>. Should the scarf be separated from Frosty, or if he is destroyed, the scarf reverts to an ordinary scarf. Frosty may only affect one such scarf at any given time.\r

    Regeneration (Ex):<\/b> Fire deals normal damage to Frosty. If Frosty loses a limb or body part, he can reattach the severed member instantly by holding it to the stump, or craft a new one from snow in 1d3 rounds.\r

    Rejuvenation (Su):<\/b> Frosty cannot be slain through simple combat. If reduced to 0 hit points, Frosty melts into a puddle of nonmagical water. If Frosty's hat is placed upon any mundane snowman, it immediately transforms into Frosty.\r

    Snowballs (Su):<\/b> As a free action, Frosty can create a snowball in his hand. He may hurl these snowballs as thrown weapons with a range increment of 10 feet and a maximum range of 50 feet. Snowballs deal 1d4 points of damage. Frosty may change the consistency of these snowballs to deal either lethal or nonlethal damage, with no penalty. Frosty is an accomplished snowball tosser and receive a +1 racial bonus on attack rolls when throwing snowballs.\r

    Spell-Like Abilities:<\/b> 1\/day\u00c2\u0097control weather<\/i>. Caster level 8th. \r

    Skills:<\/b> *Frosty has a +4 racial bonus on Hide checks made in areas of snow.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in Imagine Magazine #21<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Chaotic good","environment":"Any cold land"},{"name":"Fungus Hulk","type":"Plant","ch":6,"challenge_rating":" 06 \u00a0","id":5666,"reference":"Usergen","full_text":"

    FUNGUS HULK<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

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

    Hit Dice:<\/span><\/b> 6d8+6 (33 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> 19 (+9 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 2 claws +8 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Claw 1d4+4 and violet death<\/span><\/p> <\/td> <\/tr>

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

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

    Special Qualities:<\/span><\/b> Plant, fire resistance 20, low-light vision<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +6, Ref +2, Will +2<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 18, Dex 10, Con 13, Int 6, Wis 10, Cha 7<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +0*, 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
    Challenge Rating:<\/b> 6<\/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> 7-9 HD (Medium-size); 10-18 HD (Large)<\/span><\/p> <\/td> <\/tr>

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

    Centuries ago, energies left over from Keraptis\u0092 bid for immortality combined with the volcanic gases and unusual fungi found in White Plume Mountain. The results were sentient fungoids known as fungus hulks.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 At a distance, a fungus hulk resembles a bulky, hunchbacked humanoid wearing a concealing cloak. Closer inspection (20 feet or less) reveals its true form; a spore-bearing mass, surmounted by a head-shaped puffball. Sticky filaments protrude from the puffball.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The fungus hulk\u0092s body is a thick carapace of limestone (the hulk absorbs it into its body from the surrounding area). Its \u0093hands\u0094 end in sharp, dagger-like claws made of obsidian (again, absorbed into its body from its environment). The claws are covered in a violet-colored liquid that oozes from the fungus hulk\u0092s body.<\/span><\/p> <\/td> <\/tr>

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

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

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

    \u00a0\u00a0 Violet Death (Ex):<\/b> A creature hit by a fungus hulk contracts a quickly debilitating condition known as the \u0093violet death\u0094 unless it succeeds at a Fortitude save (DC 14). On a failed save, the victim loses one-half of its remaining hit points per round until death occurs at the end of the sixth round. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A remove disease<\/i> cast on a victim before death will end the violet death process, though a creature must immediately succeed at another Fortitude save (DC 14) or suffer 1d6 permanent Constitution drain.<\/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\u00a0 Skills:<\/b> Fungus hulks receive a +4 racial bonus to Listen, and Move Silently checks. *They receive a +12 bonus to Hide checks when in swampy or forested areas.<\/span><\/p> <\/td> <\/tr>

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

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

    The Fungus Hulk first appeared in the Return to White Plume Mountain<\/i> (Bruce Cordell, 1999).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Plant","alignment":"Any","environment":"Temperate and warm forest, marsh, and underground"},{"name":"Fungus Hulk","type":"Plant","ch":6,"challenge_rating":" 06 \u00a0","id":5667,"reference":"Usergen","full_text":"

    Fungus Hulk <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Plant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+6\u00a0(33 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 25 ft (5 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 19 (+9 natural), touch 10, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+8<\/td> <\/tr>
    Attack: <\/strong>Claw +9 melee (1d4+5 and disease)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +9 melee (1d4+5 and disease)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Disease<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, plant traits, resistance to fire 10<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +2, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 10, Con 13, Int 5, Wis 10, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Hide +1*, Listen +4, Move Silently +4<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (disease), Power Attack, Weapon Focus (claws)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm forest, marsh, and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>06<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>7-9 HD (Medium); 10-18 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature appears to be a bulky, hunchbacked humanoid wearing a concealing cloak. As it moves within a few yards of you, it becomes apparent that it is actually some sort of mobile fungal mass, with a sticky puffball for a head. Its shell appears to be made from a hard mineral. What pass for hands end in dagger-like black claws, covered in a violet-colored liquid that oozes from the creature's body.<\/i>\r

    The fungus hulk is a sentient, free-roaming fungus creature that prowls White Plume Mountain. The hulk consists of a fibrous, spore-bearing mass, and the puffball that serves as its head has sticky filaments protruding from it. The fungus hulk\u00c2\u0092s body is covered with a thick carapace of limestone that the hulk consciously absorbs into its outer surface from the surrounding area. Its forelimbs end in claws made of obsidian, which it also absorbs from its environment. A putrid fungal byproduct, known as the violet touch, constantly oozes around the claws.\r

    The fungus hulk was created centuries ago on accident. An insane wizard named Keraptis conducted experiments within the volcano known as White Plume Mountain, searching for the secrets of eternal life. Energies left over from Keraptis\u00c2\u0092 bid for immortality combined with the volcanic gases and unusual fungi found in White Plume Mountain to create the fungus hulks. Even now, they constantly search the lava tubes below the mountain for their would-be god. Once in awhile they join in the service of a powerful leader, but they are very erratic and fickle in their loyalty.\r

    A fungus hulk is about 6 feet tall and weighs 300-350 pounds.\r

    A fungus hulk can speak Common.\r

    COMBAT<\/b>\r
    A fungus hulk is easily agitated, and prone to violence. It may even become violent with beings it is supposed to be working with or serving.\r

    Disease (Ex)<\/b>: Violet touch - claw, Fortitude DC 14, incubation period 1 minute, damage 2d4 Con (double damage against plant creatures). The save DC is Constitution-based.\r

    Skills<\/b>: *Fungus hulks receive a +12 bonus on Hide checks when in a swampy or forested area.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Return to White Plume Mountain (1999, Bruce Cordell).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral evil","environment":"Temperate and warm forest, marsh, and underground"},{"name":"Fyrefly","type":"Magical Beast","ch":18,"challenge_rating":" 1\/8 \u00a0","id":5668,"reference":"Usergen","full_text":"

    Fyrefly <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1\/2 d10-1\u00a0(1 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> Fly 50 ft (perfect) (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 25 (+8 size, +7 Dex), touch 25, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-20<\/td> <\/tr>
    Attack: <\/strong>Touch +4 melee touch (1 fire plus combustion)<\/td> <\/tr>
    Full Attack: <\/strong>Touch +4 melee touch (1 fire plus combustion)<\/td> <\/tr>
    Space\/Reach: <\/strong>1 ft\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Combustion<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, immunity to fire, low-light vision, partial immunity to cold, vulnerability to water<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +8, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 25, Con 8, Int 9, Wis 12, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Hide +23, Listen +4, Move Silently +9, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm and temperate forest<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/8<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>---<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large black insect has red wings that buzz as it moves slowly about. It is fairly nondescript compared to other insects, except for its large reddish eyes.<\/i>\r

    The fyrefly is a benign insect that spends its nights flitting from plant to plant, eating leaves and rotting vegetation. As an adult, a fyrefly is mostly harmless; only during its reproductive cycle is it actually dangerous of other creatures. \r

    Fyreflies are the creation of the mad wizard Grebdews, who accidentally allowed his \"pets\" to escape into the world.\r

    A fyrefly is only one inch long and weighs less than a pound.\r

    COMBAT<\/b>\r
    The adult fyrefly is not aggressive in the least. When it comes into contact with anything flammable, it sets objects ablaze, and it can use this ability to defend itself. \r

    Combustion (Ex)<\/b>: Anyone a fyrefly touches must succeed on a DC 10 Reflex save or take an extra 1d6 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d3 rounds after the fyrefly's last successful attack. Fyreflies can also ignite flammable materials with a touch. The save DC is Constitution-based.\r

    Partial Immunity to Cold (Ex)<\/b>: The fyrefly is partially immune to cold damage. Each time it would normally take damage from a cold attack, it takes no damage but instead falls into a catatonic coma for 24 hours. During this time, it cannot be awakened by any means. This is not a sleep effect.\r

    Vulnerability to Water (Ex)<\/b>: Contact with water or a spell with the water descriptor has the same effect as its partial immunity to cold, except the fyrefly is allowed a DC 10 (or 10 + spell level) Fortitude save to negate the effect.\r


    Larval Fyrefly Swarm\r
    Fine Magical Beast (Swarm)\r
    Hit Dice<\/b>: 5d10 (27 hp) \r
    Initiative<\/b>: +4\r
    Speed<\/b>: Fly 50 ft (perfect) (10 squares)\r
    Armor Class<\/b>: 22 (+8 size, +4 Dex), touch 22, flat-footed 18\r
    Base Attack\/Grapple<\/b>: +5\/---\r
    Attack<\/b>: Swarm (1d6 plus 1d6 fire plus combustion)\r
    Full Attack<\/b>: Swarm (1d6 plus 1d6 fire plus combustion)\r
    Space\/Reach<\/b>: 10 ft\/0 ft\r
    Special Attacks<\/b>: Combustion, distraction\r
    Special Qualities<\/b>: Darkvision 60 ft, immune to weapon damage, immunity to fire, low-light vision, partial immunity to cold, swarm traits, vulnerability to water\r
    Saves<\/b>: Fort +4, Ref +8, Will +2\r
    Abilities<\/b>: Str 1, Dex 19, Con 10, Int 9, Wis 12, Cha 13\r
    Skills<\/b>: Hide +20, Listen +5, Move Silently +8, Spot +5\r
    Feats<\/b>: Ability Focus (combustion), Alertness\r

    Environment<\/b>: Warm and temperate forest\r
    Organization<\/b>: Solitary or cloud (2-3 swarms)\r
    Challenge Rating<\/b>: 4\r
    Treasure<\/b>: None\r
    Alignment<\/b>: Usually chaotic neutral\r
    Advancement<\/b>: ---\r
    Level Adjustment<\/b>: ---\r

    When a fyrefly has spent two months feeding, it will seek out an open fire and fly into it to begin the reproductive process. Inside the fire, the fyrefly metamorphoses into a mote of extremely hot, bright flame, beginning a process of division that produces many tiny balls of flame. After 10 minutes in this state undisturbed, the original fyrefly dies and produces two larvae, which remain in the fire. For each round thereafter, each new fyrefly generates two offspring; thus, the number of fyreflies increases exponentially. One minute after this process begins, all of the larval fyreflies fall dormant on their own and begin a 9-day transition to adulthood.\r

    COMBAT<\/b>\r
    Oddly enough, the larval fyrefly is much more dangerous than the adult. Before the larval fyreflies become dormant, they become frenzied and seek to set any nearby living creatures on fire. In this aggressive, agitated state, the larval fyreflies form into a swarm and attack anything that moves.\r

    Combustion (Ex)<\/b>: Any creature that begins its turn with a fyrefly swarm in its space must succeed on a DC 14 Reflex save or take an extra 2d6 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d6 rounds after the fyrefly swarm's last successful attack. Any flammable materials in a swarm's space also ignite immediately. The save DC is Constitution-based.\r

    Distraction (Ex)<\/b>: Any living creature vulnerable to a swarm's damage that begins its turn with a larval fyrefly swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.\r

    Partial Immunity to Cold (Ex)<\/b>: The fyrefly is partially immune to cold damage. Each time a fyrefly swarm would normally take damage from a cold attack, it takes no damage but instead falls into a catatonic coma for 24 hours. During this time, it cannot be awakened by any means. This is not a sleep effect.\r

    Vulnerability to Water (Ex)<\/b>: Contact with water or a spell with the water descriptor has the same effect as its partial immunity to cold, except the fyrefly swarm is allowed a DC 10 (or 10 + spell level) Fortitude save to negate the effect.<\/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":"Usually chaotic neutral","environment":"Warm and temperate forest"},{"name":"Gahonga","type":"Fey","ch":3,"challenge_rating":" 3 \u00a0","id":5669,"reference":"Usergen","full_text":"

    Gahonga <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 6d6+6\u00a0(27 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 30 ft., swim 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+0<\/td> <\/tr>
    Attack: <\/strong>Spear +5 melee (1d6+1\/x3) or spear +5 ranged (1d6+1\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Spear +5 melee (1d6+1\/x3) or spear +5 ranged (1d6+1\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities, stunning strike<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/cold iron, earth glide, low-light vision, spell resistance 5<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +6, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 13, Con 13, Int 9, Wis 11, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Climb +9, Intimidate +11, Knowledge (nature) +8, Listen +9, Move Silently +10, Spot +9, Survival +0 (+2 in aboveground natural environments), Swim +9<\/td> <\/tr>
    Feats: <\/strong>Dodge, Mobility, Spring Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any hills or mountains (near water)<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or clan (3-10)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>No coins, 1\/4 goods, no items<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>+6<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A somewhat humanoid creature stands on a nearby rock. Its thin, lanky arms and legs end in six-fingered hands and feet. Its large head lacks a nose. It wears only a loincloth and carries a spear.<\/i>\r

    Gahonga are small fey that inhabit rocky terrain near bodies of water. These xenophobic creatures protect sources of fresth water. They make their lairs between rocks in river rapids or lakebeds. \r

    A gahonga begins its life cycle as a female. These \"beautiful daughters\" remain with their fathers until they are ready to roam free. At that time, they seek a new territory, settle down, and transform into the old, dour males. The males reproduce asexually once per decade, giving \"birth\" to 1 to 4 daughters.\r

    The male gahonga are surly and are not interested in any contact with other intelligent creatures. Gahonga possess a mischievous nature, and their tricks are often deadly. One of their favorite \"pranks\" involves gliding out of the rocks and capsizing the canoes of travelers of river rapids, spinning them to their death.\r

    A gahonga stands 3 feet tall and weighs 50 pounds. \r

    Gahonga speak Sylvan and Common.\r

    COMBAT\r

    A gahonga uses its invisibility and earth glide ability in tandem with its Spring Attack feat to great effect when hunting. Although gahonga don't go out of their way to pick fights, they are foul-tempered and occasionally turn to violence.\r

    Earth Glide (Ex):<\/b> A gahonga 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 gahonga flings the gahonga back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097invisibility<\/i> (self only). Caster level 5th. The save DCs are Charisma-based.\r

    Stunning Strike (Ex):<\/b> Any creature hit by a gahonga's melee attacks must succeed on a DC 14 Fortitude save or be stunned for 1 round. The save DC is Strength-based.\r

    Skills:<\/b> Gahongas have a +8 racial bonus on Climb checks. A gahonga can always choose to take 10 on a Climb check, even if rushed or threatened. A gahonga 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

    Gahonga Daughters<\/b>\r

    Gahonga daughters are beautiful tricksters that enjoy luring other creatures into dangerous situations for their own amusement. \r

    Gahonga daughters use the same statistics as the males, with the following exceptions:\r

    Skills:<\/b> Bluff +13, Climb +11, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +6, Knowledge (nature) +8, Listen +9, Perform (song) +11, Spot +9, Survival +0 (+2 in aboveground natural environments), Swim +11\r
    Feats:<\/b> Athletic, Dodge, Persusasive<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in Legends & Lore<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always chaotic neutral","environment":"Any hills or mountains (near water)"},{"name":"Galadur, Baltir","type":"Outsider","ch":2,"challenge_rating":" 2 \u00a0","id":5670,"reference":"Usergen","full_text":"

    Galadur, Baltir <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Outsider \t\t\t(Chaotic, Extraplanar, Good)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 70 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 19 (+2 size, +3 Dex, +4 natural), touch 15, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/-5<\/td> <\/tr>
    Attack: <\/strong>Short sword +8 melee (1d4\/19-20) or longbow +8 ranged (1d6\/x3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Short sword +8 melee (1d4\/19-20) or longbow +8 ranged (1d6\/x3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Intoxicating stupor, lightburst, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Alternate form, damage reduction 5\/evil or silver, darkvision 60 ft., grounded, immunity to blindness and dazzling, fast healing 2, low-light vision, rebellious, resistance to fire 5<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +6, Will +4 (+6 vs. charms and compulsions) <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 17, Con 10, Int 12, Wis 12, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +13, Hide +17, Knowledge (any one) +7, Listen +7, Move Silently +9, Search +7, Sense Motive +9, Spellcraft +7, Spot +7, Survival +1 (+3 following tracks)<\/td> <\/tr>
    Feats: <\/strong>Negotiator, Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>The Heroic Domains of Ysgard and The Olympian Glades of Arborea<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic good<\/td> <\/tr>
    Advancement: <\/strong>4\u00c2\u00966 HD (Tiny)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097 (Improved Familiar)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a small, broad,, muscular human. Fiery red, glittering, fur covers its entire body. Its glistening lionlike mane and broad, birdlike wings are similarly colored. A broad smile crosses a flat face which sports tufted pointy ears and almond-shaped emerald eyes.<\/i>\r

    Galadur are lesser celestial beings, being to angels, archons, guardinals, and eladrin as imps and devils are to fiends. They often serve as familiars to spellcasters of similar alignment.\r

    A galadur is continuously bathed in a silvery light as bright as a torch. Only its destruction can extinguish the glow, but it can voluntarily suppress its light as it desires. \r

    Baltiri hail from the planes of Good and Chaos. Baltiri absolutely love freedom and happiness, and they fight for the rights of others to enjoy these things. \r

    A baltir stands 2 feet tall and weighs 6 pounds.\r

    Galadur speak Celestial and Common.\r

    A baltir can be aquired as a familiar with the Improved Familiar feat, beginning at 7th level if the character is of neutral good alignment.\r

    COMBAT\r

    Baltiri fight passionately for the freedom and happiness of all nonevil creatures.\r

    A baltir's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.\r

    Alternate Form (Su):<\/b> A baltir can assume another form at will as a standard action. Each baltir can assume one or two forms from the following list: cat, otter, a Tiny lion (see below), or a Small humanoid child.\r

    Tiny Lion Form: <\/i>\r
    Initiative: +3\r
    Speed: 40 ft. (8 squares)\r
    Armor Class: 16 (+2 size, +3 Dex, +1 natural), touch 15, flat-footed 13\r
    Base Attack\/Grapple: +3\/-5\r
    Attack: Claw +8 melee (1)\r
    Full Attack: 2 claws +8 melee (1) and bite +3 melee (1d3)\r
    Special Attacks: Improved grab, pounce, rake (1)\r
    Special Qualities: Low-light vision, scent\r
    Space\/Reach: 2-1\/2 ft.\/0 ft.\r
    Abilities: Str 10, Dex 17, Con 10\r
    Skills: Balance +7, Diplomacy +13, Hide +21 (+29 in areas of tall grass or heavy undergrowth), Knowledge (any one) +7, Listen +7, Move Silently +13, Search +7, Sense Motive +9, Spellcraft +7, Spot +7, Survival +1 (+3 following tracks)\r
    Improved Grab (Ex): To use this ability, a lion 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): If a lion charges a foe, it can make a full attack, including two rake attacks.\r
    Rake (Ex): Attack bonus +8 melee, damage 1.\r

    Intoxicating Stupor (Su):<\/b> Once per day, a baltir can force all creatures in a 20-foot radius of itself to make a DC 14 Fort save or become sickened for 1d4 rounds. After that time, a victim must succeed on a second DC 14 Fort save or become fatigued. A creature that is already inebriated instead becomes nauseated for 1d4 rounds, and failing its second save falls unconscious. Creatures that are normally immune to poison have a +2 bonus on their saving throw. Any effect that removes poison will remove the intoxicating stupor. The save DC is Charisma-based. \r

    Lightburst (Su):<\/b> Once per day, a galadur can release a burst of blazing light in a 5-foot radius. All creatures in the area are blinded for one round (Reflex DC 14 negates). Additionally, any undead creatures caught within the area take 2d6 points of damage, or half damage if a DC 14 Reflex save is successful. An undead creature to which sunlight is harmful or unnatural takes double damage. The ultraviolet light generated by the ability deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. The save DC is Charisma-based.\r

    Rebellious (Ex):<\/b> A baltir has a +2 racial bonus on Will saves against charm and compulsion effects.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097detect evil, detect magic, invisibility<\/i> (self only), remove fear<\/i>. Caster level 6th. The save DCs are Charisma-based.\r

    Once per week a baltir can use commune<\/i> to ask six questions. The ability otherwise works as the spell (caster level 12th).\r

    Skills:<\/b> A galadur's keen eyesight grants it a +4 racial bonus on Search and Spot checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #86<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic good","environment":"The Heroic Domains of Ysgard and The Olympian Glades of Arborea"},{"name":"Galadur, Glissan","type":"Outsider","ch":2,"challenge_rating":" 2 \u00a0","id":5671,"reference":"Usergen","full_text":"

    Galadur, Glissan <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d8\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 80 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 19 (+2 size, +3 Dex, +4 natural), touch 15, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/-5<\/td> <\/tr>
    Attack: <\/strong>Short sword +8 melee (1d4\/19-20) or longbow +8 ranged (1d6\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Short sword +8 melee (1d4\/19-20) or longbow +8 ranged (1d6\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Lightburst, peaceful repose, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Alternate form, damage reduction 5\/evil or silver, darkvision 60 ft., grounded, immunity to blindness and dazzling, fast healing 2, low-light vision, resistance to fire 5\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +6, Will +4 (+6 vs. illusions) <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 17, Con 10, Int 12, Wis 12, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +13, Hide +17, Knowledge (any one) +7, Listen +7, Move Silently +9, Search +7, Sense Motive +9, Spellcraft +7, Spot +7, Survival +1 (+3 following tracks)\r
    <\/td> <\/tr>
    Feats: <\/strong>Negotiator, Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Blessed Fields of Elysium, Twin Paradises of Bytopia, and Wilderness of the Beastlands<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/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>\u00c2\u0097 (Improved Familiar)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a small, slim, delicate human with opalescent skin and large blue eyes. Fine, silvery hair forms a halo about its head, and a double pair of silver-white wings, shaped like a swallow, sprout from its back.<\/i>\r

    Galadur are lesser celestial beings, being to angels, archons, guardinals, and eladrin as imps and devils are to fiends. They often serve as familiars to spellcasters of similar alignment.\r

    A galadur is continuously bathed in a silvery light as bright as a torch. Only its destruction can extinguish the glow, but it can voluntarily suppress its light as it desires. \r

    Glissi hail from the planes of Good and Neutrality. Glissi are absolutely and unswervingly committed to the cause of good, desireing only peace, life, and happiness for all. \r

    A glissan stands 2-1\/4 feet tall and weighs 8 pounds.\r

    Galadur speak Celestial and Common.\r

    A glissan can be aquired as a familiar with the Improved Familiar feat, beginning at 7th level if the character is of neutral good alignment.\r

    COMBAT\r

    Glissi prefer peaceful resolutions to combat, but will reluctantly battle the forces of evil when diplomacy fails.\r

    A glissan's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.\r

    Alternate Form (Su):<\/b> A telperan can assume another form at will as a standard action. Each telperan can assume one or two forms from the following list: songbird (use thrush stats in DMG), seagull (use raven stats), a Tiny miniature unicorn (see below), or a Small humanoid child.\r

    Miniature Unicorn Form: <\/i>\r
    Initiative: +3\r
    Speed: 60 ft. (12 squares)\r
    Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14\r
    Base Attack\/Grapple: +3\/-5\r
    Attack: Horn +8 melee (1d3)\r
    Full Attack: Horn +8 melee (1d3) and 2 hooves +3 melee (1)\r
    Space\/Reach: 2-1\/2 ft.\/0 ft.\r
    Saves: Fort +5\r
    Abilities: Str 10, Dex 17, Con 15\r

    Grounded (Ex):<\/b> A telperan has a +2 racial bonus on Will saves against illusion effects.\r

    Lightburst (Su):<\/b> Once per day, a galadur can release a burst of blazing light in a 5-foot radius. All creatures in the area are blinded for one round (Reflex DC 14 negates). Additionally, any undead creatures caught within the area take 2d6 points of damage, or half damage if a DC 14 Reflex save is successful. An undead creature to which sunlight is harmful or unnatural takes double damage. The ultraviolet light generated by the ability deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. The save DC is Charisma-based.\r

    Peaceful Repose (Sp):<\/b> Once per day, a glissan can force a single creature, regardless of immunities, to make a DC 14 Will save or fall asleep for 1d4 minutes. This is a mind-affecting sleep effect. Creatures that are normally immune to mind-affecting or sleep effects have a +2 bonus on their saving throw. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell. Caster level 6th. \r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097detect evil, detect magic, invisibility<\/i> (self only), remove fear<\/i>. Caster level 6th. The save DCs are Charisma-based.\r

    Once per week a glissan can use commune<\/i> to ask six questions. The ability otherwise works as the spell (caster level 12th).\r

    Skills:<\/b> A galadur's keen eyesight grants it a +4 racial bonus on Search and Spot checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #86<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral good","environment":"Blessed Fields of Elysium, Twin Paradises of Bytopia, and Wilderness of the Beastlands"},{"name":"Galadur, Telperan","type":"Outsider","ch":2,"challenge_rating":" 2 \u00a0","id":5672,"reference":"Usergen","full_text":"

    Galadur, Telperan <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d8\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 80 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 19 (+2 size, +3 Dex, +4 natural), touch 15, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/-5<\/td> <\/tr>
    Attack: <\/strong>Longsword +5 melee (1d6\/19-20) or longbow +8 ranged (1d6\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Longsword +5 melee (1d6\/19-20) or longbow +8 ranged (1d6\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Lightburst, spell-like abilities\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Alternate form, damage reduction 5\/evil or silver, darkvision 60 ft., immunity to blindness and dazzling, fast healing 2, low-light vision, resistance to fire 5, stalwart\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +6, Will +4 (+6 vs. fear) <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 17, Con 10, Int 12, Wis 12, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +11, Hide +17, Knowledge (any one) +7, Listen +7, Move Silently +9, Search +7, Sense Motive +7, Spellcraft +7, Spot +7, Survival +1 (+3 following tracks)\r
    <\/td> <\/tr>
    Feats: <\/strong>Flyby Attack, Improved Initiative\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Peaceable Kingdoms of Arcadia or Seven Mounting Heavens of Celestia<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always lawful good<\/td> <\/tr>
    Advancement: <\/strong>4\u00c2\u00966 HD (Tiny)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097 (Improved Familiar)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a small handsome human with golden-brown skin, golden hair, and glowing amber eyes. A pair of pure white hawklike wings sprouts from its back.<\/i>\r

    Galadur are lesser celestial beings, being to angels, archons, guardinals, and eladrin as imps and devils are to fiends. They often serve as familiars to spellcasters of similar alignment.\r

    A galadur is continuously bathed in a silvery light as bright as a torch. Only its destruction can extinguish the glow, but it can voluntarily suppress its light as it desires. \r

    Telperi hail from the planes of Good and Law, placing law above goodness in the grand scheme of thing. Their attitude is much like that of a paladin's, never knowingly performing an evil or unlawful act.\r

    A telperan stands 2-1\/4 feet tall and weighs 8 pounds.\r

    Galadur speak Celestial and Common.\r

    A telperan can be aquired as a familiar with the Improved Familiar feat, beginning at 7th level if the character is of lawful good alignment.\r

    COMBAT\r

    Telperi fight much like paladins, fearlessly confronting evil wherever they find it. They often carry silver or cold-iron weapons to better fight fiends.\r

    A telperan'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

    Alternate Form (Su):<\/b> A telperan can assume another form at will as a standard action. Each telperan can assume one or two forms from the following list: dog, hawk, mouse, or a Small humanoid child.\r

    Lightburst (Su):<\/b> Once per day, a telperan can release a burst of blazing light in a 5-foot radius. All creatures in the area are blinded for one round (Reflex DC 14 negates). Additionally, any undead creatures caught within the area take 2d6 points of damage, or half damage if a DC 14 Reflex save is successful. An undead creature to which sunlight is harmful or unnatural takes double damage. The ultraviolet light generated by the ability deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. The save DC is Charisma-based.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097detect evil, detect magic, invisibility<\/i> (self only), remove fear<\/i>; 1\/day\u00c2\u0097magic missile<\/i>. Caster level 6th. The save DCs are Charisma-based.\r

    Once per week a telperan can use commune<\/i> to ask six questions. The ability otherwise works as the spell (caster level 12th).\r

    Stalwart (Ex):<\/b> A telperan has a +2 racial bonus on Will saves against fear effects.\r

    Skills:<\/b> A telperan's keen eyesight grants it a +4 racial bonus on Search and Spot checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #86<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always lawful good","environment":"Peaceable Kingdoms of Arcadia or Seven Mounting Heavens of Celestia"},{"name":"Galley Beggar","type":"Undead","ch":3,"challenge_rating":" 3 \u00a0","id":5673,"reference":"Usergen","full_text":"

    Galley Beggar <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Incorporeal)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d12\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+2 Dex, +2 deflection), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/\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>Deathly shriek, frightful appearance\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., eldritch glow, ghostly hand, greater invisibility, incorporeal traits, +2 turn resistance, undead traits\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +3, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str \u00c2\u0097, Dex 15, Con \u00c2\u0097, Int 10, Wis 13, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Hide +9, Intimidate +17, Listen +11, Search +7, Spot +11\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness (B), Blind-Fight, Dodge, Improved Initiative (B) \r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary or audience (1 plus 2-12 skeletons, zombies or ghouls)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic, never good<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A glowing, semi-transparent skeleton suddenly appears, cackling horribly. It pulls its head off its shoulders and tucks it under an elbow, without interrupting its frightful laughter.<\/i>\r

    Galley beggars are undead that appear to have no purpose in life beyond terrifying mortals. Neutral galley beggars are content merely frightening their victims, but evil beggars delight in driving their victims to death or madness.\r

    A galley beggar resembles a ghostly skeleton, often dressed in equally spectral clothes. It is able to detach and reattach its head at will. Headlessness has no effect on a galley beggar's abilities, but any creature who sees a galley beggar pull off its head will be affected by its frightful appearance, due to the unnatural horror of the sight.\r

    Scholars believe these undead were once fey, who are now driven to torment the humanoid races who inhabit their former lands. Galley beggars delight in pranks, malevolent tricks and bizarre antics. In fact, they are known to steal or rearrange an intruder's possessions while they sleep, and one famous galley beggar liked to toboggan down its town's high street every night.\r

    A galley beggar is 5 to 6 feet tall and weightless.\r

    Galley beggars can speak Common and Sylvan.\r

    COMBAT\r

    Galley beggars can neither appear or attack in daylight, so only pose a threat at night or underground. They use their frightful appearance at every opportunity, often by suddenly appearing (either by leaping out of hiding or dropping their invisibility). A hostile galley beggar may try to injure its enemies by unleashing a deathly shriek.\r

    Deathly Shriek (Su):<\/b> Once per day, a galley beggar can utter a horrifying scream. A galley beggar's deathly shriek cannot harm any creature that is in daylight (natural or from a daylight<\/i> spell) or that is protected by a consecrate, magic circle against evil, protection from evil <\/i> or similar spell. Otherwise, any living creature within 60 feet that hears this deathly shriek must succeed on a DC 14 Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same galley beggar's deathly shriek for 24 hours. The save DC is Charisma-based. \r

    Eldritch Glow (Su):<\/b> A galley beggar can surround itself with an eerie light with the same effects as the faerie fire<\/i> spell. This light allows the galley beggar to use its frightful appearance power in conditions of darkness. A galley beggar can create or extinguish its eldritch glow as a free action.\r

    Frightful Appearance (Su):<\/b> A galley beggar can unsettle foes with its mere presence. The ability takes effect automatically whenever the beggar attacks, charges, or suddenly appears (usually by dropping its greater invisibility<\/i>). Creatures within a radius of 60 feet are subject to the effect unless they have more HD than the galley beggar. A potentially affected creature that succeeds on a DC 14 Will save remains immune to that galley beggar's frightful appearance for 24 hours. On a failure, creatures with up to half the beggar's HD become panicked for 4d6 rounds, while those with more HD become shaken for 4d6 rounds. The save DC is Charisma-based.\r

    Ghostly Hand (Su):<\/b> A galley beggar can telekinetically move small objects. This functions as the mage hand<\/i> spell, except its ghostly hand has a range of touch.\r

    Greater Invisibility (Su):<\/b> A galley beggar is normally invisible. A galley beggar can suppress its invisibility as a free action, but cannot become visible in natural sunlight or in the area of a daylight<\/i> spell. An invisible galley beggar cannot use its frightful appearance special attack on creatures unable to see invisible creatures. A galley beggar can resume its greater invisibility as a free action. \r

    Skills:<\/b> A galley beggar has a +4 racial bonus on Hide, Listen, Search and Spot checks, and a +8 racial bonus on Intimidation checks.<\/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, never good","environment":"Any land"},{"name":"Galltrit","type":"Monstrous Humanoid","ch":14,"challenge_rating":" 1\/4 \u00a0","id":5674,"reference":"Usergen","full_text":"

    Galltrit <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1\/4 d8\u00a0(2 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 15 ft, fly 50 ft (good)<\/td> <\/tr>
    AC:<\/strong> 18 (+4 size, +4 Dex)<\/td> <\/tr>
    Attacks:<\/strong>Bite +9 melee<\/td> <\/tr>
    Damage: <\/strong>Bite 1d2-3<\/td> <\/tr>
    Face\/Reach: <\/strong>1 ft by 1 ft\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Blood drain, anesthetic<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +6, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 4, Dex 18, Con 10, Int 10, Wis 10, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Hide +16, Listen +10, Move Silently +12, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (1-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/4<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The galltrit is a nasty little winged gremlin that drinks blood. They are stone gray in color, and at only six inches tall, they can be very hard to see. Galltrits are filthy creatures, and live in areas of dung, carrion, and offal. \r

    COMBAT<\/b>\r
    Galltrits attack anything that disturbs them, trying to bite and drain blood. If the galltrit can find an unobtrusive location on the victim and get there unnoticed, it has a +3 circumstance bonus to hit with its bite.\r

    Attach (Ex)<\/b>: If a galltrit hits with a bite attack, it can latch onto the opponent\u00c2\u0092s body, and also drains blood and automatically deals bite damage each round it remains attached. An attached galltrit has an AC of 14. Any number of galltrits may be attached to a single victim of Small size or greater.\r

    Blood Drain (Ex)<\/b>: Galltrits attached to a victim deal 1 hit point of damage per round as they drink its blood. They remain until the anesthetic effect of the spittle wears off if undisturbed, but flee if challenged in any way. \r

    Spittle (Ex)<\/b>: Galltrit saliva contains an anesthetic that dulls the nerves around the bite wound for ten rounds, making it difficult for the host to realize it is being drained. The galltrit can still be noticed on a successful Spot check.\r

    The galltrit's saliva also contains an anti-coagulant that temporarily reduces the victim's Constitution by 1 point for every four rounds of contact. Every round the victim must make a Fortitude saving throw (DC 10 + cumulative number of Constitution points lost) or faint. Regardless, the victim feels faint from blood loss. It takes two minutes for the victim to regain consciousness.\r

    Skills<\/b>: Galltrits receive a +8 racial bonus to Listen checks, due to their large, pointed ears.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in the Fiend Folio (1981), and Greyhawk Monstrous Compendium, MC5 (1990).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually chaotic evil","environment":">Any land and underground"},{"name":"Gambado","type":"Aberration","ch":3,"challenge_rating":" 03 \u00a0","id":5675,"reference":"Usergen","full_text":"

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

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

    Hit Dice:<\/span><\/b> 4d8+8 (26 hp)<\/span><\/p> <\/td> <\/tr>

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

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

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

    Attacks:<\/span><\/b> Bite +5 melee, 2 claws +0 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 2d4+2, claw 1d4+1<\/span><\/p> <\/td> <\/tr>

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

    Saves:<\/span><\/b> Fort +3, Ref +2, Will +5<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 14, Dex 12, Con 14, Int 6, Wis 12, Cha 8<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +7, Jump +9, Spot +6<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/span><\/b> Solitary or gang (2-5)
    Challenge Rating:<\/b> 3<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Standard coins; standard goods; no items<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic 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>

    The gambado is a man-sized creature with a cylindrical torso topped with a humanoid skull-like head. Two long arms ending in razor-sharp claws protrude from the body. Its torso ends in three long, single-toed feet. Its body is leathery and can be compressed like a spring. This is its primary means of locomotion. By compressing its body, the gambado can spring up or forward.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 A gambado makes its lair in a 6-foot deep pit. It hides its body with rocks, leaves, and anything else in the surrounding area, allowing only its head to be seen. Thus, when viewing a hidden gambado, it appears to be nothing more than a humanoid skull resting on the ground. When creatures approach it, is when the gambado attacks.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Gambado do not seem to have any form of communication.<\/span><\/p> <\/td> <\/tr>

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

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

    The gambado springs to attack any time a living creatures comes within 2 feet of its lair. It attacks relentlessly with its bite and claws, but doesn\u0092t fight to the death. If combat goes against it, the gambado seeks the quickest possible means of escape.<\/span><\/p> <\/td> <\/tr>

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

    Gambado Society<\/h3> <\/td> <\/tr>

    Gambado are solitary creatures by nature and on the rare occasion that more than one is encountered, each will have its own lair and pit from which it attacks. The pits are usually close together to maximize their attacks on creatures within the area.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Any treasure collected by a gambado is stored on its pit floor or in a small and well-hidden hole (Search DC 18 to find) in the side of its pit.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Aberration","alignment":"Any","environment":"Temperate and warm plains and underground"},{"name":"Garbug, Black","type":"Aberration","ch":2,"challenge_rating":" 2 \u00a0","id":5676,"reference":"Usergen","full_text":"

    Garbug, Black <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+4\u00a0(13)<\/td> <\/tr>
    Initiative: <\/strong> -1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft., fly 30 ft. (poor)<\/td> <\/tr>
    AC:<\/strong> 15 (-1 size, -1 Dex, +7 natural)<\/td> <\/tr>
    Attacks:<\/strong>Proboscis +2 melee, 6 tentacles -3 melee<\/td> <\/tr>
    Damage: <\/strong>Proboscis 1d4+2, tentacle paralysis<\/td> <\/tr>
    Face\/Reach: <\/strong>10 ft. by 10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Paralysis<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref -1, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 9, Con 14, Int 1, Wis 11, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Listen +5, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Clutch (1-3)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-10HD (Large)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Garbugs in most respects resemble giant lobsters. A garbug is an arthropod with a thick carapace and six segmented legs. Unlike a lobster, however, a garbug has a wasp-thin waist and diaphanous wings. A garbug also has six slimy, writhing tentacles at its head that constantly ooze and drip a paralytic contact poison. Although it can fly faster than it can walk, a garbug rarely takes to the air. Garbugs are clumsy fliers, and usually only take flight when faced with a determined predator. There are two known species of garbugs: black and violet.\r

    A black garbug, as its name implies, is a deep black color. It is glossy, and looks as if it were carved from a solid block of obsidian. A black garbug has a long, sword-like proboscis that it can use to impale opponents.\r

    Combat\r
    Garbugs are inoffensive creatures, and seek to flee dangerous encounters if possible. In combat, they attack with all of the weapons available to them. If faced with an extremely tough opponent, a garbug will take to the air and try to escape.\r

    Paralysis (Ex): Those struck by the tentacle of a garbug must make a Fortitude save (DC 13 for a black garbug, DC 12 for a violet garbug) or be paralyzed for 2d6 minutes. \r

    Skills: Garbugs recieve a +4 racial bonus to Listen and Spot checks.<\/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":"Aberration","alignment":"Always neutral","environment":">Any land and underground"},{"name":"Garbug, Violet","type":"Aberration","ch":2,"challenge_rating":" 2 \u00a0","id":5677,"reference":"Usergen","full_text":"

    Garbug, Violet <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+3\u00a0(16)<\/td> <\/tr>
    Initiative: <\/strong> -1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft., fly 30 ft. (poor)<\/td> <\/tr>
    AC:<\/strong> 15 (-1 size, -1 Dex, +7 natural)<\/td> <\/tr>
    Attacks:<\/strong>2 claws +4 melee, 6 tentacles +2 melee<\/td> <\/tr>
    Damage: <\/strong>Claw 1d6+3, tentacle paralysis <\/td> <\/tr>
    Face\/Reach: <\/strong>10 ft. by 10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Paralysis<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +0, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 9, Con 12, Int 1, Wis 11, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Listen +6, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Clutch (1-3)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Standard<\/td> <\/tr>
    Advancement: <\/strong>3-10HD (Large)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Garbugs in most respects resemble giant lobsters. A garbug is an arthropod with a thick carapace and six segmented legs. Unlike a lobster, however, a garbug has a wasp-thin waist and diaphanous wings. A garbug also has six slimy, writhing tentacles at its head that constantly ooze and drip a paralytic contact poison. Although it can fly faster than it can walk, a garbug rarely takes to the air. Garbugs are clumsy fliers, and usually only take flight when faced with a determined predator. There are two known species of garbugs: black and violet. \r

    A violet garbug is a rich violet shade, and like its cousin the black garbug is has a glossy texture. The violet garbug has no proboscis, but it does have two large lobster-like claws. Unlike the rest of the violet garbug\u00c2\u0092s body, its claws are bright yellow. \r

    Combat \r
    Garbugs are inoffensive creatures, and seek to flee dangerous encounters if possible. In combat, they attack with all of the weapons available to them. If faced with an extremely tough opponent, a garbug will take to the air and try to escape. \r

    Paralysis (Ex): Those struck by the tentacle of a garbug must make a Fortitude save (DC 13 for a black garbug, DC 12 for a violet garbug) or be paralyzed for 2d6 minutes. \r

    Skills: Garbugs recieve a +4 racial bonus to Listen and Spot checks.<\/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":"Aberration","alignment":"Standard","environment":">Any land and underground"},{"name":"Gargantua, Humanoid","type":"Giant","ch":22,"challenge_rating":" 22 \u00a0","id":5678,"reference":"Usergen","full_text":"

    Gargantua, Humanoid <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Colossal\u00a0Giant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 50d8+600\u00a0(825 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 42 (-8 size, +1 Dex, +39 natural), touch 3, flat-footed 41<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+37\/+73<\/td> <\/tr>
    Attack: <\/strong>Slam +49 melee (4d10+20\/19-20 plus 1d6 on a critical hit and DC 55 Fort save or die) or rock +30 ranged (2d12+20)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 slams +49 melee (4d10+20\/19-20 plus 1d6 on a critical hit and DC 55 Fort save or die) or rock +30 ranged (2d12+20)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>50 ft.\/50 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Crush 8d12+30, fling, rock throwing, stomp, trample 6d10+20<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/epic, empathic sense, fast healing 20, low-light vision, rock catching<\/td> <\/tr>
    Saves: <\/strong>Fort +39, Ref +23, Will +24 <\/td> <\/tr>
    Abilities: <\/strong>Str 51, Dex 13, Con 35, Int 5, Wis 14, Cha 20 <\/td> <\/tr>
    Skills: <\/strong>Jump +37, Intimidate +15, Listen +15, Spot +15, Survival +14<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Cleave, Devastating Critical (slam), Dire Charge, Epic Reflexes, Epic Will, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Overrun, Improved Sunder, Iron Will, Lightning Reflexes, Overwhelming Critical (slam), Power Attack, Track\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm and temperate mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary, mated pair or family (2 adults and 1-2 children)<\/td> <\/tr>
    Challenge Rating: <\/strong>22<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>51+ HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This enormous giant towers over eighty feet tall. Its stooped shoulders end in long arms, while bright eyes peer out above a blunt nose and a jutting jaw. Huge ears poke out of the long, greasy hair that dangles about its shoulders.<\/i>\r

    Gargantua are truly monstrous species, both in size and ferocity. Whether they are throwbacks to another age, aberrations of natural processes, or results of crazed magical experiments is unknown. Their arrival is heralded by earth tremors, swirling waters or crashing waves, and thunderous roars. The appearance of a gargantua is usually treated as a national emergency and every resource is mobilized to ensure their riddance. \r

    Humanoid gargantua peacefully coexist with other creatures in their environment, but compete fiercely with rival gargantua, often escalating to savage battles to the death. Humanoid gargantua eat all types of game and vegetation, preferring deer, bears, horses, and similar game. \r

    Humanoid gargantua seldom use weapons or tools, since their blunt fingers have difficulty manipulating such objects. They have little use for treasure, and spend most of their time eating and sleeping.\r

    Humanoid gargantua stand 80 to 100 feet tall and weigh 500 tons. Humanoid gargantua are sometimes covered with black, brown, or golden fur, and a few have been spotted that were completely bald. Their skin color ranges from pale pink to dull yellow to deep black, while eye coloration is usually brown or red. Single-eyed humanoid gargantua also are rumored to exist. They live for several centuries, and mate for life. \r

    Humanoid gargantua speak Giant, and most can comprehend at least a smidgeon of Common. Their movements and other actions are typically accompanied by thunderous bellowing and grunting.\r

    COMBAT\r

    Unless hungry, humanoid gargantua tend to avoid creatures who intend them no harm, while actively seeking out and pursuing those with hostile intentions. A humanoid gargantua usually eschews weapons, pummeling foes with its massive fists, or simply stomping or trampling with its treelike legs.\r

    Crush (Ex):<\/b> A jumping humanoid gargantua can land on opponents as a standard action, using its whole body to crush them. Its crush attack is effective only against Large or smaller opponents (though it can attempt normal overrun or grapple attacks against larger opponents).\r

    A crush attack affects as many creatures as can fit under the humanoid gargantua's body. Creatures in the affected area must succeed on a DC 47 Reflex save or be pinned, automatically taking bludgeoning damage during the next round unless the gargantua moves off them. If the gargantua chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don\u00c2\u0092t escape. The save DC is Constitution-based.\r

    Empathic Sense (Su):<\/b> A humanoid gargantua has an instinctive telepathic ability that warns it if a creature intends it harm. This functions as the psionic power detect hostile intent<\/i> except it has a range of 300 feet. Due to this power, the gargantua cannot be surprised or caught flat-footed by creatures that are susceptible to mind-affecting powers and can make Sense Motive checks as a free action against anyone within 30 feet.\r

    A humanoid gargantua's empathic sense allows it to infallibly follow the psychic trail of any creature it has detected hostility from. This tracking ability has an unlimited range, but the gargantua can not track a being if it moves to another plane of existence.\r

    A humanoid gargantua receives the empathic sense of its young as well as its own, provided its offspring is on the same plane of existence as the gargantua. Should its young be attacked, a humanoid gargantua can detect both the distress of its young and the hostility of the creature(s) attacking it, and can use its empathic sense to find either of them.\r

    A humanoid gargantua's empathic sense can penetrate barriers, but 30 feet of stone, 3 feet of common metal, a foot of lead, or 60 feet of wood or dirt blocks it.\r

    Fling (Ex):<\/b> A humanoid gargantua who successfully grapples a foe two or more size categories smaller than itself can hurl the creature as a standard action. A flung creature travels up to 120 feet and takes 12d6 points of damage. A creature that is flung off a mountain takes this amount of damage or the appropriate falling damage, whichever is greater. The gargantua also can throw the flung creature as though it were a boulder. In this case, the flung creature takes 12d6+20 points of damage, and any opponent it strikes takes 4d8+20 points of damage.\r

    Rock Catching (Ex):<\/b> A humanoid gargantua can catch rocks (or projectiles of similar shape) of up to Gargantuan size. Once per round, a humanoid gargantua 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 gargantua must be ready for and aware of the attack in order to make a rock catching attempt. \r

    Rock Throwing (Ex):<\/b> The range increment is 240 feet for a humanoid gargantua's thrown rocks. Adult humanoid gargantua are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A humanoid gargantua can hurl rocks weighing 80 to 160 pounds each (Large objects) up to five range increments. \r

    Stomp (Ex):<\/b> As a full-round action, a humanoid gargantua may stomp upon any adjacent foe (that is, any within the area it threatens). Its attack roll modifier for this special attack is +30 (+37 base, +1 Dex, -8 size). If successful, the stomp deals double damage (8d10+40) and pins the victim until the gargantua chooses to release him or her.\r

    Trample (Ex):<\/b> Reflex half DC 55. The save DC is Strength-based.\r

    Gargantua, Humanoid, Infant<\/b>\r
    Huge Giant\r
    Hit Dice: 16d8+128 (200 hp)\r
    Initiative: +1\r
    Speed: 60 ft. (12 squares)\r
    Armor Class: 30 (-2 size, +1 Dex, +21 natural), touch 9, flat-footed 29\r
    Base Attack\/Grapple: +12\/+32\r
    Attack: Slam +49 melee (2d10+12\/19-20) or rock +30 ranged (2d6+12)\r
    Full Attack: 2 slams +49 melee (2d10+12\/19-20) or rock +30 ranged (2d6+12)\r
    Space\/Reach: 15 ft.\/15 ft.\r
    Special Attacks: Crush 4d12+18, fling, rock throwing, stomp, trample 3d10+12\r
    Special Qualities: Damage reduction 10\/epic, empathic sense, fast healing 20, low-light vision, rock catching\r
    Saves: Fort +18, Ref +8, Will +9\r
    Abilities: Str 35, Dex 13, Con 27, Int 5, Wis 14, Cha 16\r
    Skills: Listen +11, Spot +12\r
    Feats: Cleave, Improved Bull Rush, Improved Critical (slam), Iron Will, Lightning Reflexes, Power Attack\r
    Environment: Warm and temperate mountains\r
    Organization: Solitary, mated pair or family (2 adults and 1-2 children)\r
    Challenge Rating: 9\r
    Treasure: None\r
    Alignment: Always chaotic neutral\r
    Advancement: 17-31 HD (Huge); 32-49 HD (Gargantuan), 50+ HD (Colossal)\r
    Level Adjustment: \u00c2\u0097\r

    Gargantua, Humanoid, Juvenile<\/b>\r
    Gargantuan Giant\r
    Hit Dice: 32d8+320 (464 hp)\r
    Initiative: +1\r
    Speed: 60 ft. (12 squares)\r
    Armor Class: 36 (-4 size, +1 Dex, +29 natural), touch 7, flat-footed 35\r
    Base Attack\/Grapple: +24\/+52\r
    Attack: Slam +36 melee (3d10+16\/19-20) or rock +21 ranged (3d6+16)\r
    Full Attack: 2 slams +36 melee (3d10+16\/19-20) or rock +21 ranged (3d6+16)\r
    Space\/Reach: 20 ft.\/20 ft.\r
    Special Attacks: Crush 6d12+24, fling, rock throwing, stomp, trample 4d10+16\r
    Special Qualities: Damage reduction 10\/epic, empathic sense, fast healing 20, low-light vision, rock catching\r
    Saves: Fort +28, Ref +17, Will +18\r
    Abilities: Str 43, Dex 13, Con 31, Int 5, Wis 14, Cha 18\r
    Skills: Intimidate +10, Listen +14, Spot +14, Survival +7\r
    Feats: Awesome Blow, Cleave, Dire Charge, Epic Reflexes, Epic Will, Improved Bull Rush, Improved Critical (slam), Iron Will, Lightning Reflexes, Power Attack, Track\r
    Environment: Warm and temperate mountains\r
    Organization: Solitary, mated pair or family (2 adults and 1-2 children)\r
    Challenge Rating: 15\r
    Treasure: None\r
    Alignment: Always chaotic neutral\r
    Advancement: 32-49 HD (Gargantuan), 50+ HD (Colossal)\r
    Level Adjustment: \u00c2\u0097\r

    In Kara-Tur<\/b>\r
    While most humanoid gargantua make their homes in valleys high upon remote mountains or on isolated islands, far from civilized lands, a notable exception is the Isle of Gargantua. One of the Outer Isles off the southwestern tip of Wa, this island is inhabited entirely by gargantua of various types.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Oriental Adventures<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Giant","alignment":"Always chaotic neutral","environment":"Warm and temperate mountains"},{"name":"Gargantua, Insectoid","type":"Magical Beast","ch":18,"challenge_rating":" 18 \u00a0","id":5679,"reference":"Usergen","full_text":"

    Gargantua, Insectoid <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 45d10+525\u00a0(772 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), climb 20 ft, fly 150 ft. (clumsy)<\/td> <\/tr>
    Armor Class: <\/strong> 36 (-8 size, +4 Dex, +30 natural), touch 6, flat-footed 32<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+45\/+78<\/td> <\/tr>
    Attack: <\/strong>Bite +55 melee (3d10+25\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +55 melee (3d10+25\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>40 ft.\/30 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Crush 6d12+25, windstorm<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/epic, darkvision 60 ft., fast healing 20, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +39, Ref +32, Will +22 <\/td> <\/tr>
    Abilities: <\/strong>Str 45, Dex 19, Con 33, Int 6, Wis 16, Cha 22 <\/td> <\/tr>
    Skills: <\/strong>Climb +25, Listen +35, Spot +35<\/td> <\/tr>
    Feats: <\/strong>Dodge, Endurance, Epic Endurance, Epic Fortitude, Epic Reflexes, Epic Toughness, Epic Will, Flyby Attack, Hover, Improved Critical (bite), Improved Flyby Attack, Mobility, Power Attack, Snatch, Weapon Focus (bite), Wingover<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm and temperate mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary, mated pair or family (2 adults and 1 larva)<\/td> <\/tr>
    Challenge Rating: <\/strong>18<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>46+ HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This immense moth is covered with fine fur. Its wings are convered in a brilliant blue, red, yellow, and green pattern. It unleashes a piercing screech that sounds like a warning siren.<\/i>\r

    Gargantua are truly monstrous species, both in size and ferocity. Whether they are throwbacks to another age, aberrations of natural processes, or results of crazed magical experiments is unknown. Their arrival is heralded by earth tremors, swirling waters or crashing waves, and thunderous roars. The appearance of a gargantua is usually treated as a national emergency and every resource is mobilized to ensure their riddance. \r

    Insectoid gargantua make their lairs in warm mountain valleys and caverns. They eat all types of game and vegetation. They prefer mulberry trees, and in just a few hours, a hungry insectoid gargantua can consume an entire grove of them.\r

    A females insectoid gargantua lays only a single gigantic egg each decade, and only 20% of such eggs are fertile. Once hatched, the larval insectoid gargantua grows rapidly, spinning a cocoon and entering the pupal stage in five weeks. It remains a pupa for 2-8 weeks, finally emerging as a fully-grown insectoid gargantua. \r

    A typical insectoid gargantua is 60 foot long, has a 150-foot wingspan, and weighs 100 tons. Fur coloration is usually gray or black. Insectoid gargantua have a lifespan of several centuries. \r

    An insectoid gargantua cannot speak, but scholars believe it may have a language it uses among its own kind, or even between other gargantua.\r

    COMBAT\r

    Most gargantua are mindless brutes bent on destruction for destruction's sake. An insectoid gargantua tries to blow lesser opponents away with a windstorm, or land on them and crush its foes with its bulk. Enemies of Huge size or larger are usually attacked with flyby attacks.\r

    Crush (Ex):<\/b> A jumping or flying insectoid gargantua can land on opponents as a standard action, using its whole body to crush them. Its crush attack is effective only against Large or smaller opponents (though it can attempt normal overrun or grapple attacks against larger opponents).\r

    A crush attack affects as many creatures as can fit under the insectoid gargantua's body. Creatures in the affected area must succeed on a DC 43 Reflex save or be pinned, automatically taking bludgeoning damage during the next round unless the gargantua moves off them. If the gargantua chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don\u00c2\u0092t escape. The save DC is Constitution-based.\r

    Windstorm (Ex):<\/b> As a full-round action, an insectoid gargantua can hover in place and create a super-tornado force storm. Once started, it can continue this windstorm with a move action each round. The insectoid gargantua's windstorm can affect a 600-foot cone, or a cylinder with a radius and height of 200 feet (it can choose a different area each round). All flames in the region are extinguished. Ranged attacks are impossible to make while the windstorm is in effect (except for siege weapons or kaiju ranged attacks, which suffer a -8 penalty to attack). Listen checks are impossible.\r

    Creatures of Large or smaller size on the ground must succeed on a DC 49 Fort save or be knocked prone and roll 1d10\u00c3\u009710 feet, sustaining 1d6 points of nonlethal damage per 10 feet. Huge creatures on the ground must succeed on the same saving throw or be knocked prone, while Gargantuan creatures on the ground are checked if they fail this save. The save DC is Strength-based.\r

    Flying creatures of Large or smaller size are blown back 2d10\u00c3\u009710 feet and sustain 3d6 points of nonlethal damage if they fail the same saving throw. Huge flying creatures are blown back 1d6\u00c3\u009710 feet and Gargantuan flying creatures are blown back 1d6\u00c3\u00975 feet, but neither take any damage.\r

    Skills:<\/b> An insectoid gargantua has a +8 racial bonus on Climb, Listen, and Spot checks. It can take 10 on Climb checks, even if threatened or distracted.\r

    Gargantua, Insectoid, Larva<\/b>\r
    Colossal Magical Beast\r
    Hit Dice: 20d10+220 (330 hp)\r
    Initiative: +1\r
    Speed: 20 ft. (4 squares), climb 20 ft.\r
    Armor Class: 23 (-8 size, +1 Dex, +20 natural), touch 3, flat-footed 22\r
    Base Attack\/Grapple: +20\/+53\r
    Attack: Bite +30 melee (3d10+25\/19-20)\r
    Full Attack: Bite +30 melee (3d10+25\/19-20)\r
    Space\/Reach: 30 ft.\/30 ft.\r
    Special Attacks: Silk strand, trample 4d12+25\r
    Special Qualities: Damage reduction 5\/epic, darkvision 60 ft., fast healing 15, low-light vision, scent\r
    Saves: Fort +23, Ref +13, Will +9\r
    Abilities: Str 45, Dex 13, Con 33, Int 6, Wis 16, Cha 22\r
    Skills: Climb +25, Listen +34, Spot +34\r
    Feats: Dodge, Endurance, Improved Critical (bite), Mobility, Power Attack, Snatch, Weapon Focus (bite)\r
    Environment: Warm and temperate mountains\r
    Organization: Solitary or family (2 adults and 1 larva)\r
    Challenge Rating: 14\r
    Treasure: None\r
    Alignment: Always chaotic neutral\r
    Advancement: 21-45 HD (Colossal)\r
    Level Adjustment: \u00c2\u0097\r

    Silk Strand (Ex):<\/b> A larval insectoid gargantua can shoot a strand of sticky silk up to 300 feet. Any creature struck by a silk strand is entangled for 2d4 rounds and must make a DC 31 Reflex save or be stuck to the ground, unable to move. Even on a successful save, it can move at only half speed. A winged flying creature is not stuck to the ground, but it must make a DC 31 Reflex save or fall to the ground and be stuck there by the silk. The save DCs are Constitution-based.\r

    A creature stuck to the ground by the gargantua's silk strand can break free with a successful DC 20 Strength check, or by dealing 25 points of damage to the strand with a slashing weapon. A creature trying to scrape glue off itself, or a creature assisting another creature to do so, need not make an attack roll; hitting the strand is automatic. For each hit, the attacking creature makes a damage roll. Once free, however, the creature is still entangled until the adhesive wears off.\r

    The larval insectoid gargantua often continues to shoot silk strands onto creatures that are already stuck in order to prevent escape. Each additional strand that hits a target increases the DC of the Strength check to break free by 2 and adds 10 hit points to the gluey mass and 2 rounds to the duration of the victim's entanglement.\r

    Trample (Ex):<\/b> Reflex half DC 37. The save DC is Strength-based.\r

    In Kara-Tur<\/b>\r
    While most insectoid gargantua make their homes high upon remote mountains, far from civilized lands, a notable exception is the Isle of Gargantua. One of the Outer Isles off the southwestern tip of Wa, this island is inhabited entirely by gargantua of various types.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Oriental Adventures<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always chaotic neutral","environment":"Warm and temperate mountains"},{"name":"Gargantua, Reptilian","type":"Dragon","ch":28,"challenge_rating":" 28 \u00a0","id":5680,"reference":"Usergen","full_text":"

    Gargantua, Reptilian <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Colossal\u00a0Dragon \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 64d12+832\u00a0(1,248 hp)<\/td> <\/tr>
    Initiative: <\/strong> +9<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares), swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 50 (\u00c2\u00968 size, +1 Dex, +47 natural), touch 3, flat-footed 49<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+64\/+101<\/td> <\/tr>
    Attack: <\/strong>Claw +77 melee (3d10+21\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +77 melee (3d10+21\/19-20) and bite +78 melee (6d10+10\/19-20 plus 1d6 on a critical hit and DC 63 Fort save or die) and tail slap +77 melee (8d12+31)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>50 ft.\/40 ft. (80 ft. w\/tail)<\/td> <\/tr>
    Special Attacks: <\/strong>Crush 10d12+31, frightful presence, improved grab, swallow whole, tail sweep 8d10+31, thunderous roar, trample 10d10+21\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 15\/epic, darkvision 60 ft., empathic sense, fast healing 20, immunity to sleep<\/i> and paralysis, light sensitivity, low-light vision, water breathing<\/td> <\/tr>
    Saves: <\/strong>Fort +47, Ref +39, Will +41 <\/td> <\/tr>
    Abilities: <\/strong>Str 53, Dex 13, Con 37, Int 6, Wis 16, Cha 22 <\/td> <\/tr>
    Skills: <\/strong>Jump +96, Listen +70, Spot +70, Survival +70, Swim +29<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Blind-Fight, Cleave, Devastating Critical (bite), Dire Charge, Epic Reflexes, Epic Will, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Critical (claws), Improved Initiative, Improved Multiattack, Legendary Leaper, Multiattack, Overwhelming Critical (bite), Power Attack, Snatch, Stand Still,Superior Initiative, Track, Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any coastal land or aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary, mated pair, or family (2 plus 1 child)<\/td> <\/tr>
    Challenge Rating: <\/strong>28<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>65+ HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This gigantic, bipedal lizard stands over one hundred feet tall. It is supported by two massive legs, thicker than nearly any tree. Its thick, bulky body is covered with rocky, black-accented dark green scales, fading to a lighter shade of green on its smooth underbelly. Its vaguely humanoid hands end in four, long fingers tipped with hooked claws. Its webbed feet are flat and broad, ending in shorter, thicker hooked claws. A bony ridge stretches from the base of its neck, down along its spine, and extending the length of its immense tail. Its head is somewhat small in proportion to its body, sporting two glaring eyes, nostrils flush with its head, twin triangular projections resembling tiny wings in place of ears. Its mouth is a wide slash that nearly bisects its entire head and is lined with rows of long fangs.<\/i>\r

    Gargantua are truly monstrous species, both in size and ferocity. Whether they are throwbacks to another age, aberrations of natural processes, or results of crazed magical experiments is unknown. Their arrival is heralded by earth tremors, swirling waters or crashing waves, and thunderous roars. The appearance of a gargantua is usually treated as a national emergency and every resource is mobilized to ensure their riddance. Gargantua appear in many different forms, but the most common is also the largest and most dangerous: the reptilian gargantua.\r

    Reptilian gargantua are massive reptiles that make their homes on the floors of subtropical oceans or on remote tropical islands. Any grotto or cave that provides shelter, privacy, and sufficient room to house a reptilian gargantua can serve as its lair. Reptilian gargantua are fiercely territorial, claiming an area of several square miles. These creatures are primarily nocturnal, since their eyes are sensitive to bright light. \r

    Reptilian gargantua are omnivorous, primarily dining on plants, swallowing whole trees in a single gulp. They also enjoy living prey of all varieties, and can subsists on minerals, gems, and other inorganic substances in times of scarce vegetation and game.\r

    Reptilian gargantua shun the company of other creatures. They especially dislike other types of gargantua, which sometimes compete with their reptilian cousins for the same territory. Reptilian gargantua mate for life. A female reptilian gargantua gives birth to a single offspring once per century. The birth of a reptilian gargantua is marked by shattering thunderstorms that rock the skies over the territory of its parents for 101 days.\r

    Reptilian gargantua stand over 100 feet tall and weigh 1,000 tons. Eye coloration is usually gold or bright red. Certain rare breeds have mottled scales in shades of brown, gray, and yellow. Reptilian gargantua live several hundred years. \r

    Reptilian gargantua cannot speak, but emit deafening roars that sound like the trumpeting of a bull elephant amplified a thousandfold. Reptilian gargantua understand Draconic.\r

    COMBAT\r

    Most gargantua are mindless brutes bent on destruction for destruction's sake. A rampaging reptilian gargantua is all but oblivious to its surroundings, crushing everything in its path. Fortunately, reptilian gargantua seldom bother humanoids. However, those who disturb their lairs or otherwise provoke the creatures will find themselves relentlessly pursued, even across thousands of miles of ocean. The surest way to provoke the wrath of a reptilian gargantua is to threaten its offspring. \r

    Crush (Ex):<\/b> A jumping reptilian gargantua can land on opponents as a standard action, using its whole body to crush them. Its crush attack is effective only against Large or smaller opponents (though it can attempt normal overrun or grapple attacks against larger opponents).\r

    A crush attack affects as many creatures as can fit under the reptilian gargantua's body. Creatures in the affected area must succeed on a DC 55 Reflex save or be pinned, automatically taking bludgeoning damage during the next round unless the gargantua moves off them. If the gargantua chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don\u00c2\u0092t escape. The save DC is Constitution-based.\r

    Empathic Sense (Su):<\/b> A reptilian gargantua has an instinctive telepathic ability that warns it if a creature intends it harm. This functions as the psionic power detect hostile intent<\/i> except it has a range of 300 feet. Due to this power, the gargantua cannot be surprised or caught flat-footed by creatures that are susceptible to mind-affecting powers and can make Sense Motive checks as a free action against anyone within 30 feet.\r

    A reptilian gargantua's empathic sense allows it to infallibly follow the psychic trail of any creature it has detected hostility from. This tracking ability has an unlimited range, but the gargantua can not track a being if it moves to another plane of existence.\r

    A reptilian gargantua receives the empathic sense of its young as well as its own, provided its offspring is on the same plane of existence as the gargantua. Should its young be attacked, a reptilian gargantua can detect both the distress of its young and the hostility of the creature(s) attacking it, and can use its empathic sense to find either of them.\r

    A reptilian gargantua's empathic sense can penetrate barriers, but 30 feet of stone, 3 feet of common metal, a foot of lead, or 60 feet of wood or dirt blocks it.\r

    Frightful Presence (Su):<\/b> Reptilian gargantua can inspire terror by charging or attacking. Affected creatures must succeed on a DC 48 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the gargantua. The save DC is Charisma-based.\r

    Improved Grab (Ex):<\/b> To use this ability, a reptilian gargantua must hit a Huge or smaller opponent 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

    Light Sensitivity (Ex):<\/b> Gargantua are dazzled in bright sunlight or within the radius of a daylight<\/i> spell.\r

    Swallow Whole (Ex):<\/b> A reptilian gargantua can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 6d6+21 points of crushing damage plus 4d6 points of acid damage per round from the gargantua's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the gargantua's digestive tract (AC 33). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A reptilian gargantua's gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.\r

    Tail Sweep (Ex):<\/b> A reptilian gargantua can sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 80 feet, extending from an intersection on the edge of the gargantua's space in any direction. Medium or smaller creatures within the swept area take 8d10+31 points of damage. Affected creatures can attempt DC 55 Reflex saves to take half damage. The save DC is Constitution-based.\r

    Thunderous Roar (Su):<\/b> As a standard action, a reptilian gargantua can unleash an unbelievably loud roar. A creature of 6 Hit Dice or less within 1,200 feet of the gargantua in the round that it roars becomes shaken and deafened for 3d6 rounds. Creatures of 7 or more Hit Dice can make a DC 48 Fortitude saving throw to avoid the effects. A bard can user her countersong ability to allow allies within 30 feet to use her Perform check in place of the saving throw. The save DC is Charisma-based.\r

    Trample (Ex):<\/b> Reflex half DC 63. The save DC is Strength-based.\r

    Water Breathing (Ex):<\/b> A reptilian gargantua can breathe underwater indefinitely and can freely use its special abilities while submerged.\r

    Skills:<\/b> A reptilian gargantua 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

    Natal Storm<\/b>\r
    Reptilian gargantua mate for life. The female gives birth to a single offspring once every century - some reptilian gargantua give live birth, while others lay giant eggs. The gestation takes 101 days and is accompanied by terrible thunderstorms over the reptilian gargantua's nest. At the moment of birth, great bolts of positive energy streak down from these thunderstorms to strike the newborn gargantua. If a dead creature of any kind is struck by one of these bolts (10% change if within 100 ft. of the birth), the bolt acts as resurrection<\/i> spell. Any resurrected creatures risk being eaten by the newborn gargantua or destroyed by its protective parents.\r

    At least one kingdom has stolen a reptilian gargantua egg and surrounded it with \"lightning rods\" in a bid to resurrect a whole army of creatures. So far, these experiments have ended in disaster when the egg's outraged parents arrived.\r

    In Kara-Tur<\/b>\r
    While most reptilian gargantua make their homes on uncharted, remote tropical islands, far from civilized lands, a notable exception is the Isle of Gargantua. One of the Outer Isles off the outhwestern tip of Wa, this island is inhabited entirely by gargantua of various types.\r

    Young Reptilian Gargantua<\/b>\r
    Huge Dragon\r
    Hit Dice: 13d12+91 (175)\r
    Initiative: +1\r
    Speed: 30 ft. (6 squares), swim 30 ft.\r
    Armor Class: 29 (\u00c2\u00962 size, +1 Dex, +20 natural), touch 9, flat-footed 28\r
    Base Attack\/Grapple: +13\/+32\r
    Attack: Claw +22 melee (1d10+11)\r
    Full Attack: 2 claws +22 melee (1d10+11) and bite +21 melee (2d12+5) and tail slap +20 melee (2d12+16)\r
    Space\/Reach: 15 ft.\/10 ft. (20 ft. w\/tail)\r
    Special Attacks: Crush 3d12+16, frightful presence, improved grab, swallow whole, thunderous roar, trample 3d10+11\r
    Special Qualities: Damage reduction 10\/magic, darkvision 60 ft., empathic sense, fast healing x, immunity to sleep and paralysis, light sensitivity, low-light vision, water breathing\r
    Saves: Fort +47, Ref +39, Will +41\r
    Abilities: Str 33, Dex 13, Con 25, Int 4, Wis 14, Cha 18\r
    Skills: Jump +27, Listen +18, Spot +18, Swim +19\r
    Feats: Blind-Fight, Multiattack, Power Attack, Snatch, Weapon Focus (bite)\r
    Environment: Any coastal land or aquatic\r
    Organization: Solitary or family (1 plus 2 adults)\r
    Challenge Rating: 11\r
    Treasure: None\r
    Alignment: Always chaotic neutral\r
    Advancement: 14-31 HD (Huge)\r
    Level Adjustment: \u00c2\u0097\r

    Juvenile Reptilian Gargantua<\/b>\r
    Gargantuan Dragon\r
    Hit Dice: 32d12+320 (464)\r
    Initiative: +5\r
    Speed: 40 ft. (8 squares), swim 30 ft.\r
    Armor Class: 39 (\u00c2\u00964 size, +1 Dex, +32 natural), touch 7, flat-footed 38\r
    Base Attack\/Grapple: +32\/+60\r
    Attack: Claw +44 melee (2d10+16\/19-20)\r
    Full Attack: 2 claws +44 melee (2d10+16\/19-20) and bite +43 melee (4d10+8) and tail slap +42 melee (5d12+24)\r
    Space\/Reach: 20 ft.\/15 ft. (30 ft. w\/tail)\r
    Special Attacks: Crush 6d12+24, frightful presence, improved grab, swallow whole, thunderous roar, tail sweep 5d10+24, trample 6d10+16\r
    Special Qualities: Damage reduction 10\/epic, darkvision 60 ft., empathic sense, fast healing 15, immunity to sleep and paralysis, light sensitivity, low-light vision, water breathing\r
    Saves: Fort +28, Ref +19, Will +20\r
    Abilities: Str 43, Dex 13, Con 31, Int 6, Wis 14, Cha 20\r
    Skills: Jump +55, Listen +37, Spot +37, Survival +37, Swim +24\r
    Feats: Awesome Blow, Blind-Fight, Dire Charge, Improved Bull Rush, Improved Critical (claws), Improved Initiative, Multiattack, Power Attack, Snatch, Track, Weapon Focus (bite)\r
    Environment: Any coastal land or aquatic\r
    Organization: Solitary or family (1 plus 2 adults)\r
    Challenge Rating: 18\r
    Treasure: None\r
    Alignment: Always chaotic neutral\r
    Advancement: 33-63 HD (Gargantuan)\r
    Level Adjustment: \u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Oriental Adventures<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Always chaotic neutral","environment":"Any coastal land or aquatic"},{"name":"Gargouille","type":"Dragon","ch":15,"challenge_rating":" 15 \u00a0","id":5681,"reference":"Usergen","full_text":"

    Gargouille <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Gargantuan\u00a0Dragon \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 20d12+160\u00a0(290)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), swim 60 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 30 (-4 size, +1 Dex, +23 natural), touch 7, flat-footed 29<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+20\/+45<\/td> <\/tr>
    Attack: <\/strong>Bite +29 melee (6d6+13\/19-20) or tail slap +29 melee (2d8+19)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +29 melee (6d6+13\/19-20) and tail slap +27 melee (2d8+19)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Amphibious, breath weapon, improved grab, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immune to fear effects, paralysis, sleep, and water-based effects, slow-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +20, Ref +13, Will +15 <\/td> <\/tr>
    Abilities: <\/strong>Str 36, Dex 13, Con 26, Int 7, Wis 13, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Listen +24, Spot +24, Survival +24, Swim +44<\/td> <\/tr>
    Feats: <\/strong>Improved Critcal (bite), Improved Initiative, Improved Natural Attack (bite), Iron Will, Mulitattack, Power Attack, Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>15<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>21-40 HD (Gargantuan); 41-60 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive beast has a crocodilian body and flippers in place of feet. Its head is clearly draconic, with an immense maw filled with swordlike teeth.<\/i>\r

    A gargouille is a ferocious marine predator that hunts anything in its territory, including seafaring humanoids, fish, whales, dragon turtles, giant squids, and even kraken. They are utterly fearless, and if food becomes scarce, will even leave the water to attack coastal cities.\r

    Gargouilles lair in immense underwater caves or the combined wreckage of large ships. They hoard treasure like true dragons, mainly as testaments to their hunting prowess. These solitary creatures generally only associate with others of their kind to mate, for few locales can support the appetite of even one gargouille for long. Legends tell of rare instances where two or more gargouilles converge upon a coastal city, combining their breath weapons to create a cataclysmic flood.\r

    A gargouille's stomach contains a special sac filled with ever-replenishing magical water. This water can be harvested from a dead gargouille, functioning as a decanter of endless water.\r

    These enormous creatures measure up to 70 feet long from snout to tail, and weigh about 4 tons.\r

    Gargouilles can speak Draconic, but rarely converse with their prey.\r

    Combat\r

    Gargouilles are confident predators at the top of the food chain. They generally open with their breath weapons against ships or large groups of smaller creatures, then quickly devour those they can catch. Against larger adversaries, gargouilles focus on melee attacks.\r

    Amphibious (Ex):<\/b> Although gargouilles are aquatic, they can survive indefinitely on land.\r

    Breath Weapon (Su):<\/b> A gargouille has one type of breath weapon, a 60-foot cone of water which deals 5d10 points of bludgeoning damage. A successful DC 28 Reflex save halves the damage. If used on land, creatures within the area are considered bull rushed by the gargouille (with a check result equal to the damage dealt). If used underwater, victims must succeed on a DC 20 Swim check or be swept away (see Aquatic Terrain in the DMG<\/i>). The save DC is Constitution-based.\r

    Unlike most breath weapons, a gargouille may maintain its breath weapon for consecutive rounds as long as it takes no other actions. The breath weapon continues to deal damage to those within its area and victims must still make opposed bull rush attempts or Swim checks to avoid being swept away. Once a gargouille stops using its breath weapon, it must wait 1d4 rounds before using it again.\r

    Additionally, a gargouille's breath weapon causes any seagoing vessel to capsize if the character steering it fails a DC 28 Profession (sailor) check. This check DC is Constitution-based. A modifier applies to this check, based on type of ship, as follows: rowboat -2, warship +0, galley or keelboat +3, sailing ship +5, longship +7. Any creature flung into the water by a capsizing ship is immediately affected by the gargouille's breath weapon and must succeed on a DC 15 Swim check or immediately begin drowning.\r

    Immunity to Water Effects (Ex):<\/b> A gargouille is immune to all water-based effects, both natural (such as water pressure) and supernatural (such as a water elemental's vortex ability).\r

    Improved Grab (Ex):<\/b> To use this ability, a gargouille must hit an opponent at least two sizes smaller (Large for a Gargantuan gargouille) 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 target in the following round.\r

    Swallow Whole (Ex):<\/b> A gargouille can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the swallowed creature takes 2d8+13 points of bludgeoning damage and 1d8 points of acid damage per round from the gargouille's digestive juices. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gargouille's digestive tract (AC 21). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out. A Gargantuan gargouille's gullet can hold 1 Huge, 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.\r

    Skills:<\/b> A gargouille 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, \"Dragon's Bestiary: Dragon-Kin\", Gregory W. Detwiler<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Usually neutral","environment":"Temperate or warm aquatic"},{"name":"Gargoyle of the Tors","type":"Monstrous Humanoid","ch":4,"challenge_rating":" 4 \u00a0","id":5682,"reference":"Usergen","full_text":"

    Gargoyle of the Tors <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Monstrous Humanoid \t\t\t(Earth)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+19\u00a0(37 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), fly 60 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+1 Dex, +4 natural), touch 11, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+5<\/td> <\/tr>
    Attack: <\/strong>Claw +5 melee (1d3+1)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +5 melee (1d3+1) and bite +3 melee (1d6) and gore +3 melee (1d4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/magic, darkvision 60 ft., detachable wings, freeze<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +5, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 12, Con 16, Int 6, Wis 11, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>Hide +6*, Listen +4, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Multiattack, Toughness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, wing (5\u00c2\u009616), or tribe (50-185)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>5\u00c2\u00966 HD (Medium); 7\u00c2\u009612 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This winged humanoid seems to be made of stone. Despite its grotesque features, it does not appear hostile.<\/i>\r

    Tor gargoyles are an offshoot of the standard gargoyle race. The main physical difference is is the ability to detach and reattach their wings. This is possible via a special joint. A tor gargoyle grows several pairs of wings throughout its life, and can regrow lost wings over the course of several years. Young tor gargoyles cannot remove their wings, for ligaments hold the wings to their body until maturity.\r

    The ability to remove their wings allows tor gargoyles to move about more easily when not airborne. This also allows for greater comfort during sleep and easier mating. A tor gargoyle can fly without its wings, but it becomes an incredibly clumsy flier.\r

    Tor gargoyles also differ from their more common kin in temperament and outlook. Tor gargoyles are peaceful vegetarians, only attacking small animals when no other food is available. Tor gargoyles get along well with humanoid races, but can grow annoying, as they often beg for food.\r

    The origin of tor gargoyles is unknown. Whether the result of natural mutation or the product of magical experimentation, tor gargoyles appear to be headed for extinction.\r

    A tor gargoyle stands 6 feet tall and weighs 500 pounds.\r

    Tor gargoyles speak Common and Terran.\r

    COMBAT\r

    Tor gargoyles only attack if provoked. They are more prone to flight than fight.\r

    A tor gargoyle\u00c2\u0092s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.\r

    Detachable Wings (Ex):<\/b> A tor gargoyle's wings attach to its body via a special joint. It may detach its wings as a free action, and reattach them as a full-round action. A tor gargoyle can fly with its wings detached, but its maneuverability is reduced to clumsy.\r

    An opponent can make sunder attempts against a tor gargoyle\u00c2\u0092s detachable wings as if they were weapons. A tor gargoyle\u00c2\u0092s wings have 12 hit points. Severing a tor gargoyle\u00c2\u0092s wing deals damage to the gargoyle equal to half the wing's full normal hit points. A tor gargoyle regrows severed wings in 1d4 years. \r

    Tor gargoyles may attach the wings from another tor gargoyle, but detached wings are useless to any other creatures.\r

    Freeze (Ex):<\/b> A tor gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.\r

    Skills:<\/b> Tor gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a tor gargoyle is concealed against a background of stone.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in WG9: Gargoyle<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually neutral","environment":"Any"},{"name":"Gargoyle, Archer","type":"Monstrous Humanoid","ch":4,"challenge_rating":" 4 \u00a0","id":5683,"reference":"Usergen","full_text":"

    Gargoyle, Archer <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Monstrous Humanoid \t\t\t(Earth)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+20\u00a0(38 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 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>+4\/+1<\/td> <\/tr>
    Attack: <\/strong>Stonebow +8 ranged (1d10)<\/td> <\/tr>
    Full Attack: <\/strong>Stonebow +8 ranged (1d10) or +6\/+6 ranged with Rapid Shot\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Stonebow <\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/magic, darkvision 60 ft., freeze<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +7, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 17, Con 20, Int 6, Wis 11, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Climb +9, Hide +11*, Listen +5, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Point Blank Shot, Rapid Shot<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>5\u00c2\u00966 HD (Medium); 7\u00c2\u009612 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A statue resembling a friendly cherub turns its stubby stone bow in your direction.<\/i>\r

    Archer gargoyles are solitary hunters. They are malicious and merciless, firing at anything that comes within range. Like normal gargoyles, they need not eat, drink, or sleep, so they often leave their kills lying about to rot.\r

    Archer gargoyles occasionally can be persuaded to act as guardians, and usually only the most vile individuals hire these cruel creatures. When acting as guardians, archer gargoyles generally take up a position within a fountain or upon a ledge.\r

    Most archer gargoyles resemble cheerful cherubs, while larger varieties resemble fierce female warriors.\r

    An archer gargoyle stands 4 feet tall and weighs 200 pounds.\r

    Archer gargoyles speak Common and Terran.\r

    COMBAT\r

    Archer gargoyles revel in mayhem and bloodshed, shooting at any creatures that come within range of their stonebows.\r

    An archer gargoyle\u00c2\u0092s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.\r

    Freeze (Ex):<\/b> An archer gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the archer gargoyle is really alive.\r

    Stonebow (Su):<\/b> The archer gargoyle's stonebow is a part of its body, and thus cannot be sundered, disarmed, or otherwise separated from the gargoyle. The stonebow cannot be recovered and used by other creatures upon the gargoyle's death. The stonebow fires arrows of force to a maximum range of 360 feet with no range increments, deals 1d10 points of force damage on a successful hit, threatens a critical on a natural 20, and deals triple damage on a successful critical hit. The stonebow creates its own ammunition and can generate as many arrows per round as the archer gargoyle can make attacks. It counts as a shortbow for purposes of feats and other effects. Since this is a natural weapon, the archer gargoyle does not draw attacks of opportunity when making ranged attacks in melee.\r

    Skills:<\/b> Archer gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when an archer gargoyle is concealed against a background of stone. Archer gargoyles 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>
    1995 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #223<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually chaotic evil","environment":"Any"},{"name":"Gargoyle, Spouter","type":"Monstrous Humanoid","ch":5,"challenge_rating":" 5 \u00a0","id":5684,"reference":"Usergen","full_text":"

    Gargoyle, Spouter <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Monstrous Humanoid \t\t\t(Earth)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+25\u00a0(47 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+1 Dex, +4 natural), touch 11, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+4<\/td> <\/tr>
    Attack: <\/strong>Arm-spike +9 melee (1d4+3)<\/td> <\/tr>
    Full Attack: <\/strong>2 arm-spikes +9 melee (1d4+3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spout acid<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/magic, darkvision 60 ft., freeze, immunity to acid<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +5, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 12, Con 20, Int 6, Wis 11, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Hide +9*, Listen +5, Spot +5\r
    <\/td> <\/tr>
    Feats: <\/strong>Point Blank Shot, Precise Shot<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or group (3\u00c2\u00966)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>6-8 HD (Small), 9-12 (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>+6<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A statue resembling an ugly imp or goblin is perched above the door. Its mouth gapes hideously, and its forearms bear two rows of spikes.<\/i>\r

    Spouter gargoyles are fierce predators that easily disguise themselves as statues. Due to their natural camouflage and natural instinct to act as sentries, spouter gargoyles are often employed as guardians above doorways or other entrances to structures. They are unreliable guardians, as they have a mean streak and occasionally attack even their masters or others who have been permitted entry. \r

    Spouters are mostly solitary, but occasionally form small groups for mutual defense of a territory. In such an arrangement, they treat each other as equals and none assume a leadership role.\r

    Like most gargoyles, spouters require no food, water, or air, but often eat their fallen foes out of fondness for inflicting pain. They leave their mark on their environment, pitting structures and stonework with their acid.\r

    A spouter gargoyle stands 3 feet tall and weighs 150 pounds.\r

    Spouters speak Common and Terran.\r

    COMBAT\r

    A spouter gargoyle attempts to spout acid from higher position on any creatures that come beneath it, unless specifically granted passage from their master (if any). They follow this attack by gliding down on their tiny wings, then beating opponents with their spiked arms, which deal piercing damage.\r

    A spouter gargoyle\u00c2\u0092s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.\r

    Freeze (Ex):<\/b> A spouter gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the spouter is really alive.\r

    Gliding:<\/b> A spouter gargoyle can use its wings to glide, negating any damage from a fall of any height and allowing travel 20 feet horizontally for every 5 feet of descent. A spouter gargoyle glides at a speed of 40 feet (poor maneuverability).\r

    Spout Acid (Ex):<\/b> A spouter gargoyle can spit a stream of acid as a ranged touch attack with a maximum range of 60 feet. This deals 2d12 points of acid damage. Alternatively, it can breathe a 5-foot cone of acid that deals 2d20 points of acid damage (Reflex DC 17 half). The save DC is Constitution-based.\r

    Skills:<\/b> Spouter gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a spouter is concealed against a background of stone. Spouter gargoyles 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>
    1995 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #223<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually neutral evil","environment":"Any"},{"name":"Gargoyle, Stone Lion","type":"Magical Beast","ch":5,"challenge_rating":" 5 \u00a0","id":5685,"reference":"Usergen","full_text":"

    Gargoyle, Stone Lion <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Magical Beast \t\t\t(Earth)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d10+32\u00a0(76 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+4 Dex, +4 natural), touch 14, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+12<\/td> <\/tr>
    Attack: <\/strong>Claw +12 melee (1d8+4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +12 melee (1d8+4) and bite +10 melee (1d10+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Pounce, roar<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/magic, darkvision 60 ft., freeze, jump down, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +10, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 18, Con 18, Int 7, Wis 11, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Balance +8, Climb +12, Hide +11*, Listen +7, Move Silently +10, Sense Motive +8, Spot +7\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (roar), Alertness, Multiattack <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral good<\/td> <\/tr>
    Advancement: <\/strong>9-11 HD (Medium); 12-16 HD (Large); 17-24 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The statue of a small lion perched on a high ledge suddenly springs to life.<\/i>\r

    Stone lion gargoyles are kind guardians and protectors of the natural world. They are quick to form friendships with other creatures, and often serve good-aligned spellcasters as pets or companions.\r

    A stone lion gargoyle is 7 feet long and weighs 500 pounds.\r

    Stone lion gargoyles speak Common and Terran.\r

    COMBAT\r

    A stone lion relies on its speed and agility as much as its physical power. It often releases a great roar and leaps down from higher ground upon any who would do harm to its master, friends, or designated protected area.\r

    A stone lion gargoyle\u00c2\u0092s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.\r

    Freeze (Ex):<\/b> A stone lion gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the stone lion gargoyle is really alive.\r

    Jump Down (Ex):<\/b> If a stone lion intentionally jumps from a height and succeeds on DC 15 Jump check, it takes falling damage as if it had dropped 20 fewer feet than it actually did.\r

    Pounce (Ex):<\/b> If a stone lion gargoyle charges a foe, it can make a full attack.\r

    Roar (Su):<\/b> Every 3 rounds, a stone lion gargoyle may unleash a frightening roar. When a stone lion roars, all creatures within a 300-foot spread must succeed on a DC 17 Will save or become frightened for 2d4 rounds. This is a sonic mind-affecting fear effect. A creature that successfully saves is immune to the same stone lion\u00c2\u0092s roar for 24 hours. The save DC is Charisma-based. \r

    Skills:<\/b> Stone lion gargoyles have a +2 racial bonus on Listen and Spot checks, a +4 racial bonus on Balance, Hide, and Move Silently checks, and a +8 racial bonus on Sense Motive checks. *The Hide bonus increases by +8 when a stone lion gargoyle is concealed against a background of stone. Stone lion gargoyles 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>
    1995 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #223<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually neutral good","environment":"Any"},{"name":"Gas Spore","type":"Hazard","ch":4,"challenge_rating":" 04 \u00a0","id":5686,"reference":"Usergen","full_text":"

    GAS SPORE<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    CR 4<\/span><\/b><\/p> <\/td> <\/tr>

    Found in underground and temperate regions, the gas spore is likely to be mistaken for a beholder (Spot check DC 25) at distances greater than 10 feet. At close range (10 feet or less) the gas spore will be mistaken for the eye tyrant if the viewer fails a Spot check at DC 10.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The gas spore is a circular sphere with a false central eye, and rhizome growths on top of it that resemble a beholder\u0092s eyestalks. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The gas spore can move up to 30 feet per round, but cannot attack. If it is struck for even 1 point of damage it explodes in a 30-foot spread dealing 6d6 points of damage to all in the area. A Reflex save (DC 15) halves the damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A creature struck by the exploding gas spore must succeed at a Fortitude save (DC 14) or be infected with the rhizomes from the gas spore. A creature infected must receive a remove disease<\/i> or similar spell within 24 hours or die as his decomposing body sprouts 2d4 new gas spores.<\/span><\/p> <\/td> <\/tr>

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

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

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

    \u00a0<\/span><\/p><\/div>","family":"Hazard","alignment":"Any","environment":"Any"},{"name":"Gaumahavi, Greater Purple Dragon","type":"Dragon","ch":23,"challenge_rating":" 23 \u00a0","id":5687,"reference":"Usergen","full_text":"

    Gaumahavi, Greater Purple Dragon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Colossal\u00a0Dragon \t\t\t(Air)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 36d12+396\u00a0(633 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 40 ft (8 squares), fly 100 ft (clumsy)<\/td> <\/tr>
    Armor Class: <\/strong> 37 (-8 size, +35 natural), touch 2, flat-footed 37<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+36\/+70<\/td> <\/tr>
    Attack: <\/strong>Bite +47 melee (4d8+18\/19-20\/x2)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +46 melee (4d6+18) and bite +42 melee (4d8+9\/19-20\/x2) and tail slap (4d6+27)<\/td> <\/tr>
    Space\/Reach: <\/strong>30 ft\/20 ft (30 with bite)<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, charm reptiles, crush 4d8+27, dust storm, frightful presence, improved grab, pounce, rake, spell-like abilities, tail sweep<\/td> <\/tr>
    Special Qualities: <\/strong>Alternate form, astral dust form, blindsense 60 ft, control winds, damage reduction 15\/magic, immunity to sleep and paralysis, keen senses, spell resistance 29<\/td> <\/tr>
    Saves: <\/strong>Fort +31, Ref +20, Will +28 <\/td> <\/tr>
    Abilities: <\/strong>Str 47, Dex 10, Con 33, Int 26, Wis 27, Cha 26 <\/td> <\/tr>
    Skills: <\/strong>Balance +47, Climb +52, Concentration +42, Diplomacy +12, Hide +34, Jump +58, Intimidate +39, Knowledge (nature) +41, Knowledge (nobility and royalty) +37, Knowledge (religion) +39, Listen +44, Move Silently +42, Search +37, Sense Motive +37, Spellcraft +37, Spot +44, Survival +45 (+47 following tracks), Tumble +38<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Flyby Attack, Hover, Improved Bull Rush, Improved Critical (bite), Power Attack, Run, Snatch, Stealthy, Track, Weapon Focus (bite)\r
    Epic Feats<\/b>: Dire Charge, Legendary Tracker<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and cold desert and mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>23<\/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 wingless dragon is immense, and purple in color. Its form is snake-like, and it has a series of pointy ridges all along its spine. <\/i>\r

    Gaumahavi is a unique type of dragon. She is known by a number of epitaphs, such as the Great Dragon of the Desert Winds, and the Great Dragon of the Purple Wastes. Gaumahavi is a voracious carnivore, hunting in arid lands at high altitudes. She is solitary and avoids contact with other intelligent creatures, though she can be coerced into aiding powerful creatures. She is nomadic, and unlike most dragons she does not collect treasure.\r

    Gaumahavi did not begin life as a dragon. Thousands of years ago, she was born as an ordinary leopard. She was the pet of a prince named Surtava, who forsook his birthright to seek enlightenment as a beggar. In time, he formed his own religion, and Gaumahavi developed a soul as a result of her close contact with this religion. She was reincarnated many times over the centuries, and the great purple dragon form is her current incarnation.\r

    Gaumahavi is 125 feet long and weighs over 250 tons.\r

    Gaumahavi speaks Celestial, Common, Draconic, Auran, and Terran.\r

    COMBAT<\/b>\r
    Gaumahavi fights like a hunting predator, being most active at twilight. As in her former incarnation as a leopard, she stalks her opponents before moving in for the kill. Though she uses her breath weapon and magical abilities most of the time, she sometimes regresses into the state of mind of a great cat and pounces her prey.\r

    Breath Weapon (Su)<\/b>: Gaumahavi can breathe out a 70-foot cone of powdery, purple dust, once every 1d4 rounds. All breathing creatures in that area must succeed at a Fort save (DC 39) or spend that round choking and coughing. Any creature that fails its saving throw must make a new saving throw every subsequent round, or continue choking on the dust. For every round a creature spends choking, it takes 3d6 points of nonlethal damage. The save DC is Constitution-based.\r

    Charm Reptiles (Sp)<\/b><\/i>: Gaumahavi can use this ability 3 times per day. It works as a mass charm<\/i> spell that affects only reptilian animals. Gaumahavi can communicate with any charmed reptiles as though casting a speak with animals<\/i> spell. This ability is the equivalent of a 1st-level spell.\r

    Crush (Ex)<\/b>: If flying, Gaumahavi can land on opponents three or more sizes smaller than herself as a standard action, using her whole body to crush them. A crush attack affects as many creatures as can fit under her body. Each creature in the affected area must succeed at a Reflex save (DC 39) or be pinned, automatically taking 4d8+27 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if she chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.\r

    Dust Storm (Sp)<\/b><\/i>: Gaumahavi can create a dust storm twice per day. This functions as the control weather<\/i> spell, except that she can only create or do away with dust storms. This effect lasts for five rounds, knocking characters off their feet on a failed Reflex save (DC 36). The save DC is Charisma-based.\r

    Frightful Presence (Ex)<\/b>: Gaumahavi can unsettle foes with her mere presence. The ability takes effect automatically whenever she attacks, charges, or flies overhead. Creatures within a radius of 300 feet are subject to the effect if they have fewer HD than Gaumahavi. A potentially affected creature that succeeds on a Will save (DC 36) remains immune to Gaumahavi\u00c2\u0092s 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. Dragons ignore Gaumahavi\u00c2\u0092s frightful presence.\r

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

    Pounce (Ex)<\/b>: If Gaumahavi charges a foe, she can make a full attack, including two rake attacks.\r

    Rake (Ex)<\/b>: Attack bonus +46 melee, damage 4d6+9.\r

    Spell-Like Abilities<\/b>: At will - color spray<\/i> (DC 19), speak with animals<\/i>, telekinesis<\/i> (DC 23), whispering wind<\/i>; 1\/day - animal growth<\/i> (DC 23), blink<\/i>, control weather<\/i>, deeper darkness<\/i>, dimension door<\/i> (DC 22), giant vermin<\/i>, hold animal<\/i> (DC 20), locate creature<\/i>, project image<\/i> (DC 25), rainbow pattern<\/i> (DC 22), repel vermin<\/i>, reverse gravity<\/i> (DC 25), summon swarm<\/i>, teleport<\/i> (DC 23), vanish<\/i> (DC 25), wind wall<\/i>. Caster level 20th. The save DCs are Charisma-based.\r

    Tail Sweep (Ex)<\/b>: Gaumahavi can sweep with its tail as a standard action. The sweep affects creatures four or more size categories smaller than her within a 20-foot-radius half-circle centered on her rear. Each affected creature that fails a Reflex save (DC 39 half) takes 2d8+27 points of damage. The save DC is Constitution-based.\r

    Alternate Form (Su)<\/b>: Gaumahavi can assume the form of any predatory animal of Colossal size or smaller as a standard action. This ability functions as a polymorph<\/i> spell cast on herself (caster level 20th), except that Gaumahavi does not regain hit points for changing form. Gaumahavi can remain in her alternate form until she chooses to assume a new one or return to her natural form.\r

    Astral Dust Form (Su)<\/b>: Gaumahavi can use astral projection<\/i> on herself only, as a standard action. She leaves behind a small portion of herself, consisting of a form of purple dust, on the Material plane. This form functions as the gaseous form<\/i> spell, and allows her to see and hear anything that goes on around her. She can guide this form to any location on the Material plane at high speeds, using her winds. She can reenter the Material plane wherever her dust form exists.\r

    Control Winds (Sp)<\/b><\/i>: Gaumahavi can use control winds<\/i>, at will. She can affect up to a 1500-foot radius around her.\r

    Keen Senses (Ex)<\/b>: Gaumahavi sees four times as well as a human in low-light conditions and twice as well in normal light. She also has darkvision with a range of 120 feet.\r

    Skills<\/b>: Gaumahavi has a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. She has a +8 racial bonus on Balance and Climb checks. Gaumahavi can always choose to take 10 on a Climb check, even if rushed or threatened.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in module FRA1 \u00c2\u0096 Storm Riders (1990, Troy Denning), module FRA2 \u00c2\u0096 Black Courser (1990), and module FRA3 \u00c2\u0096 Blood Charge (1990).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Always neutral","environment":"Temperate and cold desert and mountains"},{"name":"Gaund","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":5688,"reference":"Usergen","full_text":"

    Gaund <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d10+12\u00a0(34 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>+4\/+6<\/td> <\/tr>
    Attack: <\/strong>Claw +6 melee (1d4+2) and heat beam +6 ranged touch (special) <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +6 melee (1d4+2) and bite +4 melee (1d6+1) and tail slap +4 melee (1d8+1) and heat beam +6 ranged touch (special) <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Heat beam, rake 1d4+1<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 90 ft., immunity to fear, low-light vision, resistance to fire 15, tremorsense 60 ft., vulnerability to cold and sonic<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +6, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 15, Con 16, Int 10, Wis 11, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Handle Animal +4, Jump +14, Listen +9, Spot +9<\/td> <\/tr>
    Feats: <\/strong>Dodge [B], Mobility, Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, group (2-20), or colony (20-50)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>No coins, double goods (gems only), no items<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>5-6 HD (Medium); 7-12 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This gray-green reptilian creature has a trio of glowing red eyes.<\/i>\r

    Gaunds are reptilian creatures found mostly in dry, fiery caverns. They generally form groups of up to twenty members, although large colonies of multiple groups occasionally arise. Although gaunds have been known to hoard gems and trade them for food with travelers, they are highly territorial and generally hostile toward intruders. Humanoids occasionally hunt gaunds for their hard and durable teeth and the rich, succulent meat in their tails, which only adds to their hostility toward others.\r

    Gaunds live a very simple and naturalistic life, so basic that they are often mistaken for nonintelligent, dangerous lizards. Gaunds are generally quadrupedal, rising upon their hind legs and balancing with their tails only in combat or when surveying their surroundings. Gaunds are omnivorous, and have been known to maintain breeding colonies of lesser animals to ensure themselves of a plentiful supply.\r

    Gaund mating rituals include an upright, shuffling, head-tohead dance during which an an egg-bearing female turns a fiery orange. After a gestation period of about four months, 1-4 eggs are produced. These have leathery shells and are covered with a clear, spicy-scented slime. This substance is known to neutralize nearly all acids and are highly resistant to fire. Gaunds guard their eggs ferociously for the 3-12 days it takes them to hatch. Young are reach maturity in 3 to 6 months.\r

    A gaund stands 6 feet tall and weighs 200 to 250 pounds.\r

    Gaunds speak their own language, a series of singing clicks and hollow whistling sounds.\r

    COMBAT<\/b>\r

    Gaunds never use manufactured weapons, preferring to slash with their claws, snap with their jaws, lash with their tails, and blast with their heat beams. Gaunds leap about constantly, hurling themselves at and upon opponents. Utterly fearless, the death of a fellow gaund drives them to fight with even greater ferocity. Gaunds only make rake attacks if pinned or caught from the rear.\r

    Heat Beam (Su):<\/b> A gaund may make a ray attack against any creature within 90 feet as a swift action. If the target is carrying or wearing metal objects or armor, those metal objects are affected as by a heat metal spell. A DC 15 Will save negates the damage. The save DC is Constitution-based.\r

    Pounce (Ex):<\/b> If a gaund charges, it can make a full attack.\r

    Rake (Ex):<\/b> Attack bonus +6 melee, damage 1d4+1.\r

    Skills:<\/b> A gaund has a +4 racial bonus on Listen and Spot checksand a +8 racial bonus on Jump checks.\r

    Frost Gaund<\/b>\r
    This variety of gaund lives in regions of deep cold and has slate-gray skin with incandescent blue eyes. Frost gaunds have a frost ray instead of a heat ray, which mimics the effect of the spell chill metal, cold resistance instead of fire resistance, and vulnerability to fire rather than vulnerability to cold. The slime on frost gaund eggs is extremely resistant to cold, rather than fire, granting them resistance to cold 20.\r
    <\/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":"Magical Beast","alignment":"Usually neutral","environment":"Warm underground"},{"name":"Gebbeth","type":"Outsider","ch":6,"challenge_rating":" 6 \u00a0","id":5689,"reference":"Usergen","full_text":"

    Gebbeth <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 8d8+24\u00a0(60)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> Fly 60 ft. (perfect)(12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+4 Dex, +6 deflection), touch 20, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/-<\/td> <\/tr>
    Attack: <\/strong>Incorporeal touch +12 melee (possession)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Incorporeal touch +12 melee (possession)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Ability drain, possession, unnerving fade\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., incorporeal traits<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +10, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str -, Dex 18, Con 16, Int 18, Wis 14, Cha 22 <\/td> <\/tr>
    Skills: <\/strong>Bluff +17, Concentration +15, Diplomacy +10, Disguise +17 (+19 acting), Hide +9, Intimidate +13, Knowledge (arcana) +15, Knowledge (the planes) +15, Listen +13, Search +15, Sense Motive +13, Spellcraft +17 (+19 scrolls), Spot +13, Survival +2 (+4 on other planes, +4 following tracks), Use Magic Device +17 (+19 scrolls)<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (possession), Flyby Attack, Iron Will \r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any non-lawful evil-aligned plane<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>None (or as victim)<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil or chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>9-24 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The madman lunges at you, his face a rictus of pain from the wounds you've inflicted. Suddenly, all of his facial features blur and start to fade away...<\/i>\r

    The gebbeth is a malevolent outsider native to a nonlawful, evil plane, which enters the material plane only as a result of powerful, but misguided, magic. Any time a summoning spell or a spell used to create or animate undead is used, there is a chance that a gebbeth can be released, at which point it attempts to possess the mage who inadvertently summoned it. If that is not possible, the gebbeth will not hesitate to possess someone else in order to cause mayhem, though they often become obsessed with possessing their summoner.\r

    In its incorporeal form, a gebbeth appears to be a shadow, but it is not undead.\r

    COMBAT\r

    A gebbeth attempts to possess a target as soon as possible.\r

    Ability Drain (Su):<\/b> A gebbeth in possession of a body has a touch attack, as well. The victim must make a DC 20 Will save or suffer 1 point of either Int or Con drain (gebbeth's choice). When either Int or Con is reduced to 0 by this drain, the victim dies. The save DC is Charisma-based.\r

    Possession (Su):<\/b> As a result of the gebbeth's incorporeal touch attack, the gebbeth can merge its body with a creature (as part of the attack action). This ability is similar to a magic jar<\/i> spell (caster level 10th or the gebbeth\u00c2\u0092s Hit Dice, whichever is higher), except that it does not require a receptacle and as noted below. The target can resist the attack with a successful DC 22 Will save. A creature that successfully saves is immune to that same gebbeth\u00c2\u0092s possession for 24 hours. If the save fails, the gebbeth vanishes into the target\u00c2\u0092s body and takes control of it, losing the incorporeal subtype.\r

    Unlike the magic jar<\/i> spell, the gebbeth can use all the target's special abilities (Ex, Su, and Sp included) and can access the target's skills and feats. If the target is a spell caster, the gebbeth can use any spells that the victim has prepared at the time of possession; the gebbeth can also cast and prepare arcane spells as normal for the victim. If the body is reduced to 0 hp, the possessed creature dies and the gebbeth becomes incorporeal again. In addition, the gebbeth can be forced out of the possessed creature by a successful dismissal<\/i> or banishment<\/i> spell or similar magic. The save DC is Charisma-based.\r

    Unnerving Fade (Su):<\/b> When in stress (as determined by the DM, for example when wounded), there is a 1 in 6 chance per round (cumulative) that the possessed creature's features will fade. At the end of three rounds, the face will be completely blank. Anyone observing this fading is affected as if by a doom<\/i> spell (CL 3rd, DC 20). The gebbeth has no control over this ability. When the gebbeth is no longer under stress, or if it is driven from the possessed body, the facial appearance returns to normal over a three round period. The save DC is Charisma-based.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Imagine Magazine #23<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral evil or chaotic evil","environment":"Any non-lawful evil-aligned plane"},{"name":"Gehreleth (Farastu)","type":"Outsider","ch":13,"challenge_rating":" 13 \u00a0","id":5690,"reference":"Usergen","full_text":"

    FARASTU (Tarry) (Demodand)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

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

    Hit Dice:<\/span><\/b> 11d8+44 (93 hp)<\/span><\/p> <\/td> <\/tr>

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

    Speed:<\/span><\/b> 40 ft, fly 60 ft (average)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 23 (+1 Dex, +12 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 2 claws +18 melee, bite +16 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Claw 1d6+7, bite 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>Spell-like abilities, adhesion, rage, summon demodands<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 20\/+2, SR 24, demodand qualities, darkvision 120 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +11, Ref +8, Will +8<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 24, Dex 13, Con 19, Int 12, Wis 12, Cha 14<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Bluff +14, Climb +17, Concentration +17, Hide +11, Listen +13, Move Silently +11, Search +11, Sense Motive +11, Spot +13<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Cleave, Multiattack, 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 or troupe (2-5)
    Challenge Rating:<\/b> 13<\/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> 12-17 HD (Medium-size); 18-33 HD (Large)<\/span><\/p> <\/td> <\/tr>

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

    The farastu, or tarry demodand, inhabits the manifold planes of Tarterus. They are the commoners of the plane.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 It appears as a 7-foot tall humanoid, slender, with long arms, and dull gray skin. Its eyes are green. Its long bat-like wings are dull gray in color.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Farastu speak Abyssal and Common.<\/span><\/p> <\/td> <\/tr>

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

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

    The farastu attacks with its claws and bite in combat.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/span><\/b> At will\u0097detect good, detect magic, detect thoughts, fear, gaseous form, invisibility<\/i> (self only), magic circle against good, see invisible,<\/i> and tongues<\/i>; 3\/day\u0097fog cloud, unholy aura<\/i>, and unholy blight<\/i>; 2\/day\u0097dispel magic<\/i>. These abilities are as the spells cast by a 12th-level sorcerer (DC 12 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Adhesion (Ex):<\/b> The tar-like secretions of the farastu are extremely adhesive. Anyone who makes a successful melee attack against a farastu must succeed at a Reflex save (DC 19), or the attacker\u0092s weapon sticks to the farastu\u0092s body and is yanked out of the wielder\u0092s grip. Creatures using natural weapons are automatically grappled if they get stuck.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Stuck creatures or weapons can be dislodged from the farastu by succeeding at a Strength check (DC 24). Creatures attempting to dislodge a weapon are considered flat-footed.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Rage (Ex):<\/b> A farastu that takes damage in combat has a 50% chance of flying into a berserk rage the following round, clawing and biting madly 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 Summon Demodands (Sp):<\/b> Once per day, a farastu can attempt to summon 1-2 farastu with a 35% chance of success.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Demodand Qualities (Ex):<\/b> Immune to acid and poison; immune to mind-influencing effects and fear effects; cold and fire resistance 20; tongues<\/span><\/p> <\/td> <\/tr>

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

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

    The Farastu Demodand 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 and underground"},{"name":"Gehreleth (Kelubar)","type":"Outsider","ch":16,"challenge_rating":" 16 \u00a0","id":5691,"reference":"Usergen","full_text":"

    KELUBAR (Slime) (Demodand)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

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

    Hit Dice:<\/span><\/b> 13d8+65 (123 hp)<\/span><\/p> <\/td> <\/tr>

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

    Speed:<\/span><\/b> 40 ft, fly 50 ft (average)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 24(+1 Dex, +13 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 2 claws +21 melee, bite +19 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Claw 1d6+8 and 1d6 acid, bite 1d8+4 and 1d6 acid<\/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, stench, acid, improved grab, tear, summon demodands<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 20\/+2, SR 24, demodand qualities, darkvision 120 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +13, Ref +9, Will +10<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 26, Dex 13, Con 20, Int 14, Wis 14, Cha 16<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Bluff +13, Climb +18, Concentration +17, Hide +11, Jump +18, Knowledge (arcana) +14, Listen +16, Move Silently +11, Search +12, Sense Motive +12, Spellcraft +14, Spot +16<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Alertness, Cleave, Great Cleave, Multiattack, 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 or troupe (2-5)
    Challenge Rating:<\/b> 16<\/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> 14-20 HD (Medium-size); 21-39 (Large)<\/span><\/p> <\/td> <\/tr>

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

    The middle class of Tarterus is populated with the kelubar, or slime demodand.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Kelubars appear as bloated, ebon-hued, 6-foot tall humanoids. Their skin glistens with slime. Their bat-like wings are likewise in color and glisten with slime. Their hands are large and their heads are huge and oval shaped.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 A kelubar speaks Abyssal, Infernal, and Common.<\/p> <\/td> <\/tr>

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

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

    The kelubar attacks with its claws and bite in combat.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/span><\/b> At will\u0097detect good, detect magic, detect thoughts, dispel magic, fear, gaseous form, invisibility<\/i> (self only), magic circle against good, <\/i>and see invisible<\/i>; 3\/day\u0097fog cloud, unholy aura<\/i>, and unholy blight<\/i>; 1\/day\u0097ray of enfeeblement<\/i>. These abilities are as the spells cast by a 14th-level sorcerer (DC 13 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Stench (Ex):<\/b> The foul smelling slime excreted from a kelubar will sicken those within 30 feet if they fail a Fortitude save (DC 21). Those affected suffer a \u00962 on all rolls for 2d6 rounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Acid (Ex):<\/b> The slimy secretions of the kelubar are highly acidic. If the kelubar hits an opponent, or an unarmed attacker successfully hits the kelubar, the opponent takes 1d6 points of acid damage in addition to normal damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, the kelubar must hit a Medium-size or smaller creature with a claw attack.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Tear (Ex):<\/b> A kelubar automatically hits an opponent with all its melee attacks each round it maintains the hold. It deals normal damage and acid damage with each attack.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Demodands (Sp):<\/b> Once per day, a kelubar can attempt to summon 1d2 kelubars or 1d4 farastu with a 35% chance of success.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Demodand Qualities (Ex):<\/b> Immune to acid and poison; immune to mind-influencing effects and fear effects; cold and fire resistance 20; tongues.<\/span><\/p> <\/td> <\/tr>

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

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

    The Kelubar Demodand 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 and underground"},{"name":"Gehreleth (Shator)","type":"Outsider","ch":18,"challenge_rating":" 18 \u00a0","id":5692,"reference":"Usergen","full_text":"

    SHATOR (Shaggy) (Demodand)<\/span><\/b><\/p><\/div>

    Medium-SizeOutsider (Chaotic, Evil)<\/span><\/b><\/p>

    Hit Dice:<\/span><\/b> 15d8+75 (142 hp)<\/span><\/p>

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

    Speed:<\/span><\/b> 40 ft, fly 50 ft (average)<\/span><\/p>

    AC:<\/span><\/b> 25 (+1 Dex, +14 natural)<\/span><\/p>

    Attacks:<\/span><\/b> 2 claws +24 melee, bite +22 melee; or morningstar+24\/+19\/+14 melee<\/span><\/p>

    Damage:<\/span><\/b> Claw 1d6+9, bite 2d6+4; or morningstar 1d8+9<\/span><\/p>

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

    Special Attacks: <\/span><\/b>Spell-like abilities, summondemodands<\/span><\/p>

    Special Qualities:<\/span><\/b> Damage reduction 30\/+3, SR 24,resistance to edged weapons, demodand qualities, darkvision 120 ft<\/span><\/p>

    Saves:<\/span><\/b> Fort +14, Ref +10, Will +13<\/span><\/p>

    Abilities:<\/span><\/b> Str 28, Dex 13, Con 21, Int 18,Wis 18, Cha 16<\/span><\/p>

    Skills: <\/span><\/b>Bluff +18, Climb +19, Concentration +23, Diplomacy+21, Hide +13, Jump +21, Knowledge (arcana) +22, Listen +17, Move Silently +13,Search +16, Sense Motive +16, Spellcraft +19, Spot +17<\/span><\/p>

    Feats: <\/span><\/b>Alertness,Cleave, Great Cleave, Multiattack, Power Attack<\/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)
    Challenge Rating:<\/b> 18<\/span><\/p>

    Treasure:<\/span><\/b> Standard<\/span><\/p>

    Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p>

    Advancement:<\/span><\/b> 16-22 HD (Medium-size); 23-45(Large)<\/span><\/p>

    \u00a0<\/span><\/b><\/p>

    The shator are the ruling nobility of Tarterus.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The great shator stand about 6-feet tall, are squat, and broad. Their humanoid form appears draped in shaggy skins. The huge head is mostly mouth with jaws resembling those of a giant bullfrog.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Shators speak Abyssal, Common, Ignan, Infernal, and Terran.<\/span><\/p> <\/td> <\/tr>

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

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

    The shator attacks with its claws and bite, but has is known to use weapons (most usually a morningstar or bastard sword) in combat.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/span><\/b> At will\u0097charm person, detect good, detect magic, detect thoughts, dispel magic, fear, gaseous form, invisibility<\/i> (self only), magic circle against good, see invisible,<\/i> and tongues<\/i>; 3\/day\u0097cloudkill,<\/i> stinking cloud, unholy aura<\/i>, and unholy blight<\/i>; 1\/day\u0097ray of enfeeblement<\/i>. These abilities are as the spells cast by a 15th-level sorcerer (DC 13 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Resistance to Edged Weapons (Ex):<\/b> The shaggy folds of skin offer the shator protection to attacks from edged weapons. All piercing and slashing weapons deal \u00962 points of damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Demodands (Sp):<\/b> Once per day, a shator can attempt to summon 1d2 shators, 1d4 kelubars, or 1d6 farastu with a 35% chance of success.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Demodand Qualities (Ex):<\/b> Immune to acid and poison; immune to mind-influencing effects and fear effects; cold and fire resistance 20; tongues.<\/span><\/p> <\/td> <\/tr>

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

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

    The Shator Demodand 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"},{"name":"Gelloudes","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":5693,"reference":"Usergen","full_text":"

    Gelloudes <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Magical Beast \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d10+10\u00a0(37 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), fly 50 ft. (average), swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+13<\/td> <\/tr>
    Attack: <\/strong>Claw +9 melee (1d6+4) <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +9 melee (1d6+4) <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Energy drain, improved grab, maul, rake<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, spell resistance 15, twelve-and-a-half names<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +7, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 16, Con 14, Int 10, Wis 10, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Hide +9, Move Silently +13, Swim +12<\/td> <\/tr>
    Feats: <\/strong>Stealthy, Weapon Focus<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Infiinite Layers of the Abyss<\/td> <\/tr>
    Organization: <\/strong>Solitary, gang (2\u00c2\u00966), or cult of Graz'zt (2d6 plus 1d2 lamia nobles, 2d4 lamias, and 2d6 harpies)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>6-13 HD (Large); 14-15 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This foul creature has the uper torso of a humanoid woman, albeit with pronounce fanglike incisors and clawed hands. Her lower body is serpentine, with a pair of scaled legs with webbed talons. Large, dragonlike wings sprout from her back.<\/i>\r

    Gelloudes are frightening creatures known for stealing and devouring young children. However, they are just as likely to attack and slay adults, although their preferred targets are children, expectant mothers, and maidens, in that order.\r

    Gelloudes are related to lamias, and are known to have ties to the demon prince Graz'zt. They often form cults dedicated to the Dark Prince with lamias, harpies, and lamia nobles.\r

    All gelloudes have 12 and 1\/2 secret names. These names are: 1) Guloy, 2) Mora, 3) Budzoy, 4) Marmaroy, 5) Petasis, Pelagia, 7) Bordona, 8) Apletoy, 9) Khamodrakaina, 10) Anabardalaia, 11) Psychanaspastria, 12) Paidopniktria, and 12\u00c2\u00bd) Strigla.\r

    A gelloudes is 7 feet tall and weighs 250 to 300 pounds. \r

    Gelloudes speak Abyssal and Common.\r

    COMBAT\r

    Gelloudes strike with their claws, attempting to grab a victim and pull it close enough to rake with its lower talons while biting and draining its life force.\r

    Bite (Ex):<\/b> A gelloudes can bite a grappled opponent. With a successful grapple check, the victim takes 1d4+2 points of damage and is subject to the gelloudes' energy drain.\r

    Energy Drain (Su):<\/b> Living creatures hit by a gelloudes' bite 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 gelloudes gains 5 temporary hit points.\r

    Improved Grab (Ex):<\/b> To use this ability, a gelloudes 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 bite and rake.\r

    Maul (Ex):<\/b> A gelloudes that hits an opponent with both claw attacks immediately hits with its bite attack. \r

    Rake (Ex):<\/b> Attack bonus +8 melee, damage 1d8+2.\r

    Tomb-Tainted (Ex):<\/b> Although magical beasts, gelloudes 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 gelloudes may be turned as if it were an undead creature.\r

    Twelve-and-a-half Names (Su):<\/b> Each gelloudes possesses twelve and 1\/2 secret names. As a result, any divination magic that requires knowledge of the target's name will fail, as will any spells or abilities that require knowledge of a creature's truename. \r

    Skills:<\/b> A gelloudes 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 #138<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always chaotic evil","environment":"Infiinite Layers of the Abyss"},{"name":"Gem Eyes","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5694,"reference":"Usergen","full_text":"

    Gem Eyes (Template)<\/h1>
    The eyes of this animated skeleton appear to be large gems, sparkling with supernatural light.<\/i>\r

    A gem eyes is a greater form of skeleton with a pair of precious gemstones embedded in its eyesockets which can produce spell-like effects.

    Creating a Gem Eyes<\/h2> \"Gem eyes\" 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

    A gem eyes 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. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It gains the augmented subtype. It uses all the base creature\u00c2\u0092s statistics and special abilities except as noted here.\r

    Hit Dice:<\/b> Drop all class Hit Dice from the base creature. The number of Hit Dice is assigned at the time of their creation (in conjunction with the spell-like ability of the gem eye, see below). However, gem eyes always have at least 3 HD or the base creature's HD, whichever is greater. The create undead spell cannot create gem eyes of more than 20 HD. Gem eyes have d12 Hit Dice.\r

    Speed:<\/b> Winged gem eyes can\u00c2\u0092t use their wings to fly. If the base creature flew magically, so can the gem eye. Other speeds are unchanged.\r

    Armor Class:<\/b> Natural armor bonus changes to a number based on the skeleton\u00c2\u0092s size:\r

    Skeleton Size \/ Natural Armor Bonus\r
    Tiny or smaller +3\r
    Small +4\r
    Medium or Large +5\r
    Huge +6\r
    Gargantuan +9\r
    Colossal +13\r

    Attacks:<\/b> A gem eye retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can\u00c2\u0092t work without flesh. A creature with hands gains one claw attack per hand; the gem eye can strike with each of its claw attacks at its full attack bonus. A gem eye\u00c2\u0092s base attack bonus is equal to one-half its Hit Dice. \r

    Damage:<\/b> Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the gem eye\u00c2\u0092s size. (If the base creature already had claw attacks with its hands, use the gem eye claw damage only if it\u00c2\u0092s better.)\r

    Skeleton Size \/ Claw Damage\r
    Diminutive or Fine 1d2\r
    Tiny 1d3\r
    Small 1d4\r
    Medium 1d6\r
    Large 1d8\r
    Huge 2d6\r
    Gargantuan 2d8\r
    Colossal 3d8\r

    Special Attacks:<\/b> A gem eye retains none of the base creature\u00c2\u0092s special attacks. It gains the following special attack.\r

    Spell-Like Abilities:<\/i> Each gem eye has a single spell-like ability corresponding to a spell up to 5th level. This spell-like ability may be used twice per day. The level of the spell chosen for this ability is determined by the gem eye's HD, as indicated in the table below. The Caster Level is equal to the HD.\r

    The school of spell is determined by the type of gem in the gem eye's eye sockets, as follows: ruby - evocation, sapphire - abjuration, diamond - transmutation, amethyst - illusion, opal - conjuration, pearl - enchantment, obsidian - divination, emerald - necromancy. The task a gem eye is assigned usually depends on the spell-like ability it possesses.\r

    HD \/ Level of Spell\r
    3-4 1st-level spell\r
    5-8 2nd-level spell\r
    9-12 3rd-level spell\r
    13-18 4th-level spell\r
    19-20 5th-level spell\r

    Special Qualities:<\/b> A gem eye loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A gem eye gains the following extraordinary special qualities.\r

    Immunity to Cold (Ex):<\/i> Gem eyes are not affected by cold.\r

    Damage Reduction 5\/Bludgeoning:<\/i> Gem eyes lack flesh or internal organs.\r

    +2 Turn Resistance:<\/i> Treat a gem eye as having 2 additional HD for the purpose of turning, rebuking, and commanding attempts.\r

    Saves:<\/b> Base save bonuses are Fort +1\/3 HD, Ref +1\/3 HD, and Will +1\/2 HD + 2.\r

    Abilities:<\/b> A gem eye's Dexterity increases by +2, it has no Constitution score, and its Intelligence changes to 3, Wisdom to 10, and Cha to 14.\r

    Skills:<\/b> The gem eye has HD+3 skill ranks, all of which are assigned to Concentration.\r

    Feats:<\/b> Keep all feats associated with the racial hit dice of the base creature if it still meets the prerequisites. If a creature of the gem eye's new HD would have more feats, add feats in the following order: Skill Focus (Concentration), Ability Focus (a chosen spell-like ability), Spell Penetration, Weapon Focus (claw), Alertness, Iron Will, Lightning Reflexes, Toughness. If a feat would not be applicable (such as Ability Focus for a spell-like ability without a save DC), move on to the next feat in the list.\r

    Environment:<\/b> Any, usually same as base creature.\r
    Organization:<\/b> Any.\r
    Challenge Rating:<\/b> Depends on Hit Dice. See table.\r

    Hit Dice \/ Challenge Rating\r
    3-4 HD = CR 2\r
    5-6 HD = CR 3\r
    7-8 HD = CR 4\r
    9-10 HD = CR 5\r
    11-12 HD = CR 6\r
    13-15 HD = CR 7\r
    16-18 HD = CR 8\r
    19-20 HD = CR 9\r

    Treasure:<\/b> None, but each gem from the gem eye's eye sockets is worth 1000 gp once the monster is destroyed.\r
    Alignment:<\/b> Always neutral evil.\r
    Advancement:<\/b> As base creature (or \u00c2\u0097 if the base creature advances by character class).\r
    Level Adjustment:<\/b> None.
    Challenge Rating: <\/strong>Varies

    Sample Gem Eyes<\/h2> The following sample creatures use a 5th-level human fighter as the base creature.\r

    Pearl Eyes<\/b>\r
    Medium Undead (Augmented Humanoid)\r
    Hit Dice: 3d12 (19 hp)\r
    Initiative: +2\r
    Speed: 30 ft. (6 squares)\r
    Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15\r
    Base Attack\/Grapple: +1\/+4\r
    Attack: Claw +4 melee (1d6+3)\r
    Full Attack: 2 claws +4 melee (1d6+3)\r
    Space\/Reach: 5 ft.\/5 ft. \r
    Special Attacks: Spell-like abilities\r
    Special Qualities: Damage reduction 5\/bludgeoning, immunity to cold, +2 turn resistance\r
    Saves: Fort +1, Ref +3, Will +3\r
    Abilities: Str 16, Dex 15, Con -, Int 3, Wis 10, Cha 14\r
    Skills: Concentration +9\r
    Feats: Ability Focus (sleep), Skill Focus (Concentration)\r
    Environment: Any\r
    Organization: Any\r
    Challenge Rating: 2\r
    Treasure: None\r
    Alignment: Always neutral evil\r
    Advancement: -\r
    Level Adjustment: -\r

    Spell-Like Abilities: 2\/day--sleep<\/i> (DC 15). Caster level 3rd. The save DC is Charsima-based.\r

    Ruby Eyes<\/b>\r
    Medium Undead (Augmented Humanoid)\r
    Hit Dice: 5d12 (32 hp)\r
    Initiative: +2\r
    Speed: 30 ft. (6 squares)\r
    Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15\r
    Base Attack\/Grapple: +2\/+5\r
    Attack: Claw +5 melee (1d6+3)\r
    Full Attack: 2 claws +5 melee (1d6+3)\r
    Space\/Reach: 5 ft.\/5 ft. \r
    Special Attacks: Spell-like abilities\r
    Special Qualities: Damage reduction 5\/bludgeoning, immunity to cold, +2 turn resistance\r
    Saves: Fort +1, Ref +3, Will +4\r
    Abilities: Str 16, Dex 15, Con -, Int 3, Wis 10, Cha 14\r
    Skills: Concentration +11\r
    Feats: Skill Focus (Concentration), Spell Penetration\r
    Environment: Any\r
    Organization: Any\r
    Challenge Rating: 3\r
    Treasure: None\r
    Alignment: Always neutral evil\r
    Advancement: -\r
    Level Adjustment: -\r

    Spell-Like Abilities: 2\/day--scorching ray<\/i> (+4 ranged touch). Caster level 5th. The save DC is Charsima-based.\r


    Emerald Eyes<\/b>\r
    Medium Undead (Augmented Humanoid)\r
    Hit Dice: 9d12 (58 hp)\r
    Initiative: +2\r
    Speed: 30 ft. (6 squares)\r
    Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15\r
    Base Attack\/Grapple: +4\/+7\r
    Attack: Claw +8 melee (1d6+3)\r
    Full Attack: 2 claws +8 melee (1d6+3)\r
    Space\/Reach: 5 ft.\/5 ft. \r
    Special Attacks: Spell-like abilities\r
    Special Qualities: Damage reduction 5\/bludgeoning, immunity to cold, +2 turn resistance\r
    Saves: Fort +3, Ref +5, Will +6\r
    Abilities: Str 16, Dex 15, Con -, Int 3, Wis 10, Cha 14\r
    Skills: Concentration +15\r
    Feats: Ability Focus (ray of exhaustion), Skill Focus (Concentration), Spell Penetration, Weapon Focus (claw)\r
    Environment: Any\r
    Organization: Any\r
    Challenge Rating: 5\r
    Treasure: None\r
    Alignment: Always neutral evil\r
    Advancement: -\r
    Level Adjustment: -\r

    Spell-Like Abilities: 2\/day--ray of exhaustion<\/i> (+6 ranged touch, DC 17). Caster level 5th. The save DC is Charsima-based.
    \u00a0
    Dragon Magazine #138<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Always neutral evil.\r","environment":" Any, usually same as base creature.\r"},{"name":"Generals of the Animal King, Monkey","type":"Outsider","ch":24,"challenge_rating":" 24 \u00a0","id":5695,"reference":"Usergen","full_text":"

    Generals of the Animal King, Monkey <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 24d8+192\u00a0(300 hp)<\/td> <\/tr>
    Initiative: <\/strong> +15<\/td> <\/tr>
    Speed:<\/strong> 120 ft. (24 squares), fly 90 ft. (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 42 (-1 size, +11 Dex, +5 natural, +8 deflection, +9 insight), touch 37, flat-footed 31<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+24\/+36<\/td> <\/tr>
    Attack: <\/strong>Rod of epic might<\/i> (as +10 longspear<\/i>) +41 melee (2d6+22\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Rod of epic might<\/i> (as +10 longspear<\/i>) +41\/+36\/+31\/+26 melee (2d6+22\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Cloud trapeze, crippling strike, opportunist, sneak attack +10d6, spell-like abilities, spells<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 15\/epic, darkvision 60 ft., improved evasion, master rogue, poison use, regeneration 5, slippery mind, spell resistance 41, trapfinding, trap sense +6<\/td> <\/tr>
    Saves: <\/strong>Fort +22, Ref +25, Will +23 <\/td> <\/tr>
    Abilities: <\/strong>Str 26, Dex 33, Con 26, Int 24, Wis 29, Cha 26 <\/td> <\/tr>
    Skills: <\/strong>Balance +15, Climb +14, Concentration +35, Diplomacy +35, Disable Device +34, Disguise +35, Escape Artist +11 (+15 bindings), Hide +34, Jump +54, Knowledge (the planes) +34, Listen +36, Move Silently +38, Open Lock +38, Sleight of Hand +38, Spellcraft +34 (+38 scrolls), Spot +36, Survival +9 (+13 on other planes), Tumble +44, Use Magic Device +35 (+39 scrolls), Use Rope +38<\/td> <\/tr>
    Feats: <\/strong>Combat Reflexes, Deadly Precision, Flyby Attack, Lingering Damage, Hold the Line, Improved Initiative, Maximize Spell, Silent Spell, Sneak Attack of Opportunity<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Peaceable Kingdoms of Arcadia<\/td> <\/tr>
    Organization: <\/strong>Solitary or gang (General Monkey plus 10-60 simian monsters of CR 18-19 such as 18th-level awakened monkey druids, 15th-level awakened dire ape rogues or fighters, and behemoth gorillas)<\/td> <\/tr>
    Challenge Rating: <\/strong>24<\/td> <\/tr>
    Treasure: <\/strong>Triple standard (excluding combat gear)<\/td> <\/tr>
    Alignment: <\/strong>Lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This simian humanoid is half again as tall as a man. He is garbed in royal ceremonial robes, and carries a scepter that radiates power.<\/i>\r

    The Animal Kings are a ruling council of animals that reside upon the Peaceable Kingdoms of Arcadia. There they hold court, watching over and weighing matters of importance upon the animals of the Material Plane. A few generals of each type of animal are appointed at any given time. Should one of the generals be slain, a new general of the appropriate type is appointed, immediately gaining all the powers of its predecessor.\r

    General Monkey is sent on missions which require cleverness and stealth. Renowned for his tricks and pranks, General Monkey is the most likely to challenge or disregard orders from the Animal Kings. He is intensely curious and can sometimes be bribed with bits of interesting information or magic.\r

    General Monkey stands 9 feet tall and weighs 900 pounds.\r

    General Monkey speaks Celestial, Common, Draconic, Infernal, and Sylvan.\r

    COMBAT\r

    General Monkey generally employs his rod of epic might<\/i> as a +10 longspear<\/i> in battle. He utilizes his rogue abilities to maximum effect, making sneak attacks whenever able.\r

    General Monkey's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.\r

    Change Shape (Su):<\/b> General Monkey can assume the form of any monkey or apelike creature, of any size.\r

    Cloud Trapeze (Sp):<\/b> Once per day, General Monkey can transport up to 1,000 willing creatures on a small cloud. This otherwise functions as a wind walk<\/i> spell. Caster level 29th.\r

    Master Rogue:<\/b> General Monkey possesses all of the abilities of a 20th-level rogue, including the special abilities crippling strike, improved evasion, opportunist, and slippery mind.\r

    Regeneration (Ex):<\/b> General Monkey takes damage from epic chaotic-aligned weapons and from spells and effects with the chaotic descriptor.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097astral projection, etherealness, invisibility<\/i> (self only), greater teleport<\/i> (self only). Caster level 29th. The save DCs are Charisma-based.\r

    The following abilities are always active on General Monkey's person, as the spells (caster level 29th): detect chaos, detect magic, discern lies<\/i> (DC 22), legend lore, see invisibility<\/i>, and true seeing<\/i>. They can be dispelled, but General Monkey can reactivate them as a free action.\r

    Spells:<\/b> General Monkey can cast arcane spells as a 29th-level sorcerer. He knows all spells from the sorcerer\/wizard spell list. He may also cast spells from the Air, Earth, Fire, Liberation and Water domains as arcane spells, and is considered to know all such spells. \r

    Spells\/day:<\/i> 6\/8\/8\/8\/8\/7\/7\/7\/7\/6; save DC 18 + spell level). The save DCs are Charisma-based.\r

    Tongues (Su):<\/b> General Monkey can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 29th). This ability is always active.\r

    Trapfinding (Ex):<\/b> General Monkey can use the Search skill to locate traps with a DC higher than 20, and he can also use the Disable Device skill to bypass a trap or disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If General Monkey beats a trap\u00c2\u0092s DC by 10 or more with a Disable Device check he can study a trap, figure out how it works, and bypass it (with his party) without disarming it.\r

    Trap Sense (Ex):<\/b> General Monkey has an intuitive sense that alerts him to danger from traps, giving him a +6 bonus on Reflex saves made to avoid traps and a +6 dodge bonus to AC against attacks made by traps. \r

    Skills:<\/b> General Monkey has a +6 racial bonus on Climb, Jump, and Tumble checks. General Monkey always makes Jump checks as if he were running and had the Run feat, enabling him to make long jumps without a running start and granting a +4 bonus on the jump. This ability can be used only if he is wearing no armor and is carrying no more than a light load.\r

    General Monkey and Oriental Adventures<\/i><\/b>\r
    If you are using Oriental Adventures<\/i> in your campaign, General Monkey has a the Spirit subtype and resides in the Spirit World. He casts spells as a wu jen rather than a sorceror.\r

    General Monkey and Complete Adventurer<\/i><\/b>\r
    If you are using Complete Adventurer<\/i> in your campaign, General Monkey has all the abilities of a 20th-level ninja (rather than those of a 20th-level rogue).<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Oriental Adventures<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Lawful neutral","environment":"Peaceable Kingdoms of Arcadia"},{"name":"Generals of the Animal King, Ox","type":"Outsider","ch":30,"challenge_rating":" 30 \u00a0","id":5696,"reference":"Usergen","full_text":"

    Generals of the Animal King, Ox <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 36d8+396\u00a0(558 hp)<\/td> <\/tr>
    Initiative: <\/strong> +11<\/td> <\/tr>
    Speed:<\/strong> 50 ft. in full plate (10 squares; base speed 70 ft.), fly 60 ft. (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 53 (-1 size, +3 Dex, +12 natural, +9 deflection, +13 +5 mithral heavy fortification full plate<\/i>, +7 +5 heavy adamantine shield of exceptional arrow deflection<\/i>), touch 21, flat-footed 50<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+30\/+45<\/td> <\/tr>
    Attack: <\/strong>Meteoric mace<\/i> +49 melee (3d6+22 plus 1d6 electricity and 3d6 fire\/19-20 plus 1d6 and 9d6 fire on a critical hit and DC 41 Fort save or die) or gore +43 melee (2d6+13\/19-20 plus 1d6 on a critical hit and DC 41 Fort save or die)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Meteoric mace<\/i> +49\/+44\/+39\/+34 melee (3d6+22 plus 1d6 electricity and 3d6 fire\/19-20 plus 1d6 and 9d6 fire on a critical hit and DC 41 Fort save or die) and gore +43 melee (2d6+13\/19-20 plus 1d6 on a critical hit and DC 41 Fort save or die); or gore +43 melee (2d6+13\/19-20 plus 1d6 on a critical hit and DC 41 Fort save or die) and 2 slams +42 melee (1d6+6)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Cloud trapeze, oversized weapon, powerful charge, shockwave, spell-like abilities, spells<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 15\/epic, darkvision 60 ft., heavily-armored mage, master fighter, regeneration 5, spell resistance 47<\/td> <\/tr>
    Saves: <\/strong>Fort +31, Ref +27, Will +29 <\/td> <\/tr>
    Abilities: <\/strong>Str 36, Dex 25, Con 33, Int 23, Wis 28, Cha 28 <\/td> <\/tr>
    Skills: <\/strong>Balance +8*, Climb +49*, Concentration +50, Diplomacy +13, Hide +0*, Intimidate +48, Jump +61*, Knowledge (arcana) +45, Knowledge (nature) +45, Knowledge (the planes) +45, Listen +48, Move Silently +4*, Search +45, Sense Motive +48, Spellcraft +49, Spot +48, Survival +9 (+13 following tracks, +13 in aboveground natural environments, +13 on other planes), Swim +52, Tumble +47* (*includes -3 armor check penalty)<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Combat Expertise, Cleave, Combat Reflexes, Devastating Critical (gore), Devastating Critical (heavy mace), Great Cleave, Greater Weapon Focus (heavy mace), Greater Weapon Specialization (heavy mace), Improved Bull Rush, Improved Critical (gore), Improved Critical (heavy mace), Improved Initiative, Improved Multiattack, Improved Shield Bash, Improved Sunder, Multiattack, Overwhelming Critical (gore), Overwhelming Critical (heavy mace), Power Attack, Spellcasting Harrier, Weapon Focus (gore), Weapon Focus (heavy mace), Weapon Specialization (heavy mace) <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Peaceable Kingdoms of Arcadia<\/td> <\/tr>
    Organization: <\/strong>Solitary, ox-team (General Ox plus 4-8 go-zu oni of CR 20-21, such as go-zu oni 12th level fighters or monks) or stampede (General Ox plus 8 go-zu oni of CR 20-21 plus 10-40 standard go-zu oni and 4-8 me-zu oni of CR 20-21 plus 3-30 standard me-zu oni)<\/td> <\/tr>
    Challenge Rating: <\/strong>30<\/td> <\/tr>
    Treasure: <\/strong>Triple standard (excluding combat gear)<\/td> <\/tr>
    Alignment: <\/strong>Lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This oxlike humanoid is half again as tall as a man. He is garbed in ceremonial heavy armor and wields a heavy mace covered in flickering flames.<\/i>\r

    The Animal Kings are a ruling council of animals that reside upon the Peaceable Kingdoms of Arcadia. There they hold court, watching over and weighing matters of importance upon the animals of the Material Plane. A few generals of each type of animal are appointed at any given time. Should one of the generals be slain, a new general of the appropriate type is appointed, immediately gaining all the powers of its predecessor.\r

    General Ox is most frequently dispatched by the Animal Kings to assist General Tiger or to aid a righteous human emperor in a great endeavor. He is extremely patient and stubborn, and although greatly intelligent, can be a bit slow-witted.\r

    General Ox stands 9 feet tall and weighs 1,500 pounds.\r

    General Ox speaks Celestial, Common, Draconic, Infernal, and Sylvan.\r

    COMBAT\r

    General ox loves to blast away hosts of lesser opponents with an empowered widened meteor swarm<\/i> from his meteoric mace<\/i> or a regular meteor swarm<\/i> using his sorcerer spellcasting. For worthy foes, he prefers to Dire Charge into them and unleash full attacks with his mace and horns.\r

    General Ox's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.\r

    Change Shape (Su):<\/b> General Ox can assume the form of any ox or oxlike creature, of any size.\r

    Cloud Trapeze (Sp):<\/b> Once per day, General Ox can transport up to 1,000 willing creatures on a small cloud. This otherwise functions as a wind walk<\/i> spell. Caster level 29th.\r

    Heavily-Armored Mage (Ex):<\/b> General Ox does not have an arcane spell failure chance when wearing light, medium or heavy armor.\r

    Master Fighter:<\/b> General Ox possesses all of the abilities of a 20th-level fighter, including 11 fighter bonus feats. General Ox is treated as a 20th-level fighter for meeting prerequisites for feats and any other purposes.\r

    Meteoric Mace:<\/b> Sized for a Huge creature, this +5 adamantine fiery blast returning throwing shock heavy mace<\/i> has a head made from a lump of meteoric iron in a cage of adamantine, set upon a shaft of adamantine steel. Once per day, the wielder of a meteoric mace can use it to hurl an empowered widened meteor swarm<\/i> (CL 28). A meteoric mace<\/i> is treated as being both adamantine and cold iron for purposes of penetrating damage resistance.\r

    Oversized Weapon (Ex):<\/b> General Ox can wield weapons big enough for Huge creatures without penalty.\r

    Powerful Charge (Ex):<\/b> When General Ox charges, his gore attack deals 6d6+18 points of damage.\r

    Regeneration (Ex):<\/b> General Ox takes damage from epic chaotic-aligned weapons and from spells and effects with the chaotic descriptor.\r

    Shockwave (Ex):<\/b> As a standard action, General Ox can stomp the earth with one of his powerful feet. This causes a severe localized earth tremor, affecting all creatures standing on the ground within 100 feet of the General. Creatures in this region must succeed on a DC 41 Reflex save or fall prone. Structures in this area suffer 4d12+22 points of damage, and this attack ignores hardness. The save DC is Strength-based.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097astral projection, etherealness, invisibility<\/i> (self only), greater teleport<\/i> (self only). Caster level 29th. The save DCs are Charisma-based.\r

    The following abilities are always active on General Ox's person, as the spells (caster level 29th): detect chaos, detect magic, discern lies<\/i> (DC 23), legend lore, see invisibility<\/i>, and true seeing<\/i>. They can be dispelled, but General Ox can reactivate them as a free action.\r

    Spells:<\/b> General Ox can cast arcane spells as a 29th-level sorcerer. He knows all spells from the sorcerer\/wizard spell list. He may also cast spells from the Air, Earth, Fire, Liberation and Water domains as arcane spells, and is considered to know all such spells. \r

    Spells\/day:<\/i> 6\/8\/8\/8\/8\/7\/7\/7\/7\/6; save DC 19 + spell level. The save DCs are Charisma-based.\r

    Tongues (Su):<\/b> General Ox can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 29th). This ability is always active.\r

    General Ox and Oriental Adventures<\/i><\/b>\r
    If you are using Oriental Adventures<\/i> in your campaign, General Ox has the Spirit subtype and resides in the Spirit World. He casts spells as a wu jen rather than a sorceror.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Oriental Adventures<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Lawful neutral","environment":"Peaceable Kingdoms of Arcadia"},{"name":"Generals of the Animal King, Tiger","type":"Outsider","ch":27,"challenge_rating":" 27 \u00a0","id":5697,"reference":"Usergen","full_text":"

    Generals of the Animal King, Tiger <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 30d8+300\u00a0(435 hp)<\/td> <\/tr>
    Initiative: <\/strong> +14<\/td> <\/tr>
    Speed:<\/strong> 90 ft. (18 squares), fly 60 ft. (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 50 (-1 size, +10 Dex, +8 natural, +9 deflection, +14 armor of the Animal Kings<\/i>), touch 28, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+30\/+45<\/td> <\/tr>
    Attack: <\/strong>+5 axiomatic ghost touch vicious vorpal longsword<\/i> +47 melee (2d6+25 plus 2d6 vicious\/17-20 plus 1d6 on a successful critical hit and DC 36 Fort or die; decapitation on a natural 20) or claw +40 melee (1d10+11)<\/td> <\/tr>
    Full Attack: <\/strong>+5 axiomatic ghost touch vicious vorpal longsword<\/i> +47\/+42\/+37\/+32 melee (2d6+25 plus 2d6 vicious\/17-20 plus 1d6 on a successful critical hit and DC 36 Fort or die; decapitation on a natural 20) and claw +40 melee (1d10+5) and bite +40 melee (2d10+5); or 2 claws +40 melee (1d10+11) and bite +40 melee (2d10+5)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Cloud trapeze, improved grab, pounce, rake 1d10+5, spell-like abilities, spells<\/td> <\/tr>
    Special Qualities: <\/strong>Armored mage, damage reduction 15\/epic, darkvision 60 ft., improved uncanny dodge, master fighter, regeneration 5, spell resistance 45<\/td> <\/tr>
    Saves: <\/strong>Fort +33*, Ref +33*, Will +32* <\/td> <\/tr>
    Abilities: <\/strong>Str 33, Dex 30, Con 30, Int 24, Wis 29, Cha 29 <\/td> <\/tr>
    Skills: <\/strong>Balance +14, Climb +31, Concentration +43, Diplomacy +17, Hide +43*, Intimidate +42, Jump +72, Knowledge (arcana) +40, Knowledge (nobility and royalty) +40, Knowledge (the planes) +40, Listen +42, Move Silently +47, Search +40, Sense Motive +42, Spellcraft +44, Spot +42, Survival +9 (+13 following tracks, +13 on other planes), Swim +24, Tumble +47<\/td> <\/tr>
    Feats: <\/strong>Automatic Quicken Spell (x2), Combat Expertise, Cleave, Combat Reflexes, Devastating Critical (longsword), Flyby Attack, Great Cleave, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Improved Critical (longsword), Improved Disarm, Improved Initiative, Improved Multiattack, Improved Sunder, Improved Trip, Multiattack, Overwhelming Critical (longsword), Power Attack, Quicken Spell, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Peaceable Kingdoms of Arcadia<\/td> <\/tr>
    Organization: <\/strong>Solitary, tiger-squad (General Tiger and 5-10 tiger creatures of CR 19-20 such as 48 HD awakened legendary tigers or awakened legendary tiger 10th-level fighters) or tiger-host (General Tiger plus 10 tiger creatures of CR 19-20 plus 100 awakened elite dire tigers)<\/td> <\/tr>
    Challenge Rating: <\/strong>27<\/td> <\/tr>
    Treasure: <\/strong>Triple standard (excluding combat gear, +6 cloak of epic resistance<\/i>, and scarab of protection<\/i>)<\/td> <\/tr>
    Alignment: <\/strong>Lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This tigerlike humanoid is half again as tall as a man. He is garbed in royal ceremonial robes, and carries a razor-sharp longsword that pulses with power.<\/i>\r

    The Animal Kings are a ruling council of animals that reside upon the Peaceable Kingdoms of Arcadia. There they hold court, watching over and weighing matters of importance upon the animals of the Material Plane. A few generals of each type of animal are appointed at any given time. Should one of the generals be slain, a new general of the appropriate type is appointed, immediately gaining all the powers of its predecessor.\r

    General Tiger is most frequently dispatched by the Animal Kings to suppress rebellions or carry out orders of punishment. He is extremely proud, hot-tempered, and blood-thirsty.\r

    General Tiger stands 9 feet tall and weighs 1,000 pounds.\r

    General Tiger speaks Celestial, Common, Draconic, Infernal, and Sylvan.\r

    COMBAT\r

    Although General Tiger is an accomplished spellcaster, he far prefers to wade into battle with his amazingly potent longsword. General Tiger usually opens combat with a pounce attack, then utilizes his Whirlwind Attack and Great Cleave feats to drop as many opponents as possible.\r

    General Tiger's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.\r

    Armored Mage (Ex):<\/b> General Tiger does not have an arcane spell failure chance when wearing light armor.\r

    Change Shape (Su):<\/b> General Tiger can assume the form of any tiger or tigerlike creature, of any size.\r

    Cloud Trapeze (Sp):<\/b> Once per day, General Tiger can transport up to 1,000 willing creatures on a small cloud. This otherwise functions as a wind walk<\/i> spell. Caster level 29th.\r

    Improved Grab (Ex):<\/b> To use this ability, General Tiger must hit with a bite 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 rake.\r

    Master Fighter:<\/b> General Tiger possesses all of the abilities of a 20th-level fighter, including 11 fighter bonus feats. General Tiger is treated as a 20th-level fighter for meeting prerequisites for feats and any other purposes.\r

    Pounce (Ex):<\/b> If General Tiger charges, he can make a full attack, including two rake attacks.\r

    Rake (Ex):<\/b> Attack bonus +40melee, damage 1d10+5.\r

    Regeneration (Ex):<\/b> General Tiger takes damage from epic chaotic-aligned weapons and from spells and effects with the chaotic descriptor.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097astral projection, etherealness, invisibility<\/i> (self only), greater teleport<\/i> (self only). Caster level 29th. The save DCs are Charisma-based.\r

    The following abilities are always active on General Tiger's person, as the spells (caster level 29th): detect chaos, detect magic, discern lies<\/i> (DC 23), legend lore, see invisibility<\/i>, and true seeing<\/i>. They can be dispelled, but General Tiger can reactivate them as a free action.\r

    Spells:<\/b> General Tiger can cast arcane spells as a 29th-level sorcerer. He knows all spells from the sorcerer\/wizard spell list. He may also cast spells from the Air, Earth, Fire, Liberation and Water domains as arcane spells, and is considered to know all such spells. \r

    Spells\/day:<\/i> 6\/8\/8\/8\/8\/7\/7\/7\/7\/6; save DC 19 + spell level. The save DCs are Charisma-based.\r

    Tongues (Su):<\/b> General Tiger can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 29th). This ability is always active.\r

    Skills:<\/b> General Tiger has a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.\r

    New Epic Magic Item<\/b>\r
    Armor of the Animal Kings:<\/b> This bright silver or gold +9 chainmail<\/i> is so fine and light that it can be worn under normal clothing without revealing its presence, though most owners wear it openly and with pride. It has a maximum Dexterity bonus of +10, no armor check penalty, and an arcane spell failure chance of 10%. It is considered light armor, and it grants the wearer a permanent freedom of movement<\/i> effect (as the spell). Furthermore, the wearer is at all times surrounded by a magic circle against chaos<\/i> effect (as the spell) which, if dispelled, can be created again as a free action.\r

    Caster Level: 26th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, creator must be lawful, magic circle against chaos, freedom of movement<\/i>; Market Price: 936,300 gp; Cost to Create: 468,300 gp + 19,360 XP.\r

    General Tiger and Oriental Adventures<\/i><\/b>\r
    If you are using Oriental Adventures<\/i> in your campaign, General Tiger has the Spirit subtype and resides in the Spirit World. He casts spells as a wu jen rather than a sorceror.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Oriental Adventures<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Lawful neutral","environment":"Peaceable Kingdoms of Arcadia"},{"name":"Genie, Markeen","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":5698,"reference":"Usergen","full_text":"

    Genie, Markeen <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Magical Beast \t\t\t(Native)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 50 ft. (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+2 Dex, +1 natural), touch 12, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+4<\/td> <\/tr>
    Attack: <\/strong>Scimitar +4 melee (1d6+3\/18\u00c2\u009620) or longbow +4 ranged (1d8\/x3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Scimitar +4 melee (1d6+3\/18\u00c2\u009620) or longbow +4 ranged (1d8\/x3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., telepathy 100 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +5, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 15, Con 12, Int 12, Wis 15, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Appraise +5, Bluff +6, Concentration +6, Craft (any) +4, Diplomacy +8, Disguise +4 (+6 acting*), Intimidate +3, Listen +7, Move Silently +5, Ride +4, Sense Motive +7, Spot +7<\/td> <\/tr>
    Feats: <\/strong>Dodge, Improved Initiative (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm deserts<\/td> <\/tr>
    Organization: <\/strong>Solitary, company (2\u00c2\u00964), or band (6\u00c2\u009615)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Often neutral<\/td> <\/tr>
    Advancement: <\/strong>3\u00c2\u00966 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>+3<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This man is dressed in desert garb and wields a scimitar.<\/i>\r

    A markeen, or genie double, is a lesser form of genie cursed at birth to live on the Material Plane as an exact replicate of a specific human. The markeen is not magically linked to its double, and does not share the double's thoughts, memories, or any other traits besides outward appearance. It is commonly believed that markeen are the result of a genie rebellion which ended in the losers being forced to live forever as humans, with only tiny traces of their former power. \r

    While a markeen and its double are always born at the same instant, the death of one has no effect on the other. A markeen may outlive its human double, but may also die before its human double does. \r

    Not everyone has a genie double. Generally only famous, wealthy, beautiful, gifted, holy, or utterly villainous individuals have genie doubles. The confusion that results when the genie double of an important personage finds out who it resembles can be monumental. \r

    Markeen are indistinguishable from humans. Their lifespans match those of humankind, and they appear to age as normal for a human. \r

    Markeen speak Common, one elemental language (Aquan, Auran, Ignan, or Terran) and one alignment language (Abyssal, Celestial, or Infernal).\r

    COMBAT\r

    Although markeen can fly, they rarely use this ability around humans, unless it is necessary to make a sudden escape. Markeen often impersonate spellcasters in order to pass off their spell-like abilities as spells. In all other respects, genie doubles fight with the tactics of humans. Their preferred weapons are scimitars, spears, and crossbows.\r

    Spell-Like Abilities:<\/b> 1\/day\u00c2\u0097flame blade, gust of wind<\/i> (DC 14), invisibility<\/i> (self only), summon monster III<\/i> (air elemental only). Caster level 4th. The save DCs are Charisma-based.\r

    Skills:<\/b> *A markeen has a +10 racial bonus on Disguise checks made to appear as its double.\r

    SOCIETY<\/b>\r
    Markeen are merchants, tinkers, sailors, and horse traders, living by their wits in small communities that are isolated socially to prevent the discovery of their identities. Markeen frequently trade with humans. \r

    Despite (or because of) the knowledge that they are genies and thus superior to those around them, the markeen are affable, friendly, and perfectly willing to live among humans without a trace of outward patronizing or haughty behavior. Markeen avoid all other genies and distrust them at best. Genie doubles will go to great lengths to silence anyone who uncovers the secret of one of their communities.\r

    Genie doubles form shadow societies within human settlements with their own sets of beliefs, leaders, and rituals. Two of the most important rituals are \u00c2\u0093the search\u00c2\u0094 and \u00c2\u0093the memory\u00c2\u0094. The search is a traditional coming-of-age ritual in which each young genie double sets out on an extended quest to find his or her human counterpart. These trips last from a month to a year, but the young markeen are not really expected to find their double. The purpose of the ritual is simply to expose the adolescents to the world and broaden their horizons. Actually finding the double is seen as flouting established traditions, since decades often go by between successful searches. However, it is possible for a markeen to take the place of his or her double, once found. The only difficulty they may have is a lack of knowledge of their double's life and skills. The ritual of memory is common among the older markeen. As genie doubles age, they tell younger markeen the stories of how they were cast out from the rest of geniekind and how they have tricked, befuddled, and swindled humans for generations. The story of exile is told, and other genies are always described in an unflattering light. The ritual of memory is always held in secrecy.\r

    A subgroup of the markeen, called the hayan, are always doubles of bards and poets. They inhabit distant lands, but if they can be found they can inspire their double to write immortal poetry.<\/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":"Often neutral","environment":"Warm deserts"},{"name":"Genie, Saraph","type":"Outsider","ch":8,"challenge_rating":" 8 \u00a0","id":5699,"reference":"Usergen","full_text":"

    Genie, Saraph <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 10d8+20\u00a0(65 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares) in scale mail; base speed 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 21 (+3 Dex, +3 natural, +5 +1 scale mail<\/i>), touch 13, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+14<\/td> <\/tr>
    Attack: <\/strong>Flame tongue<\/i> +16 melee (1d8+7\/19-20 plus 1d6 fire and an additional 1d10 fire on a critical hit) or +1 dagger +15 ranged (1d4+5\/19-20)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Flame tongue<\/i> +16\/+11 melee (1d8+7\/19-20 plus 1d6 fire and an additional 1d10 fire on a critical hit) or +1 dagger +15 ranged (1d4+5\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Saraph armaments, spell-like abilities\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to fire, plane shift, telepathy 100 ft., vulnerability to cold <\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +11, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 18, Con 14, Int 12, Wis 15, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Concentration +15, Diplomacy +17, Intimidate +15, Jump +14 (includes -3 armor check penalty), Knowledge (the planes) +14, Listen +15, Sense Motive +15, Spot, Survival +15 (+17 on other planes)\r
    <\/td> <\/tr>
    Feats: <\/strong>Combat Reflexes, Improved Initiative (B), Power Attack, Track, Weapon Focus (longsword)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Fire<\/td> <\/tr>
    Organization: <\/strong>Solitary, company (2\u00c2\u00964), or band (6\u00c2\u009615)<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>Standard coins; double goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Always lawful, never evil<\/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>
    This being looks like a seven-foot-tall, ruddy-skinned humanoid with bright red hair and pink-irised eyes. It wears a gleaming suit of scale mail, and wields a fiery longsword apparently forged of the same copper-gold alloy.<\/i>\r

    Saraphs are man-sized genies native to the Elemental Plane of Fire. They are constantly at war with the efreeti, and their battles occasionally spill over to the Material Plane. Saraphs on the Material Plane are always encountered singly, tracking down and slaying efreeti. They also serve gold dragons as guardians for their hoards, in exchange for past and present services to their race. Saraphs despise fire giants, who have at times allied themselves with the efreeti.\r

    Saraphs are related to sollux, and the two often aid one another in their endeavors. Saraphs are particularly fond of members of the Brotherhood of the Sun.\r

    Saraphs have been known to contract service with powerful nonevil characters in return for aid. Contracts will specify the length and nature of service for both parties, and depend solely on the goodwill of either side.\r

    A saraph stands 7 feet tall and weighs 250 to 280 pounds.\r

    Saraphs speak Celestial, Common, Draconic, and Ignan.\r

    COMBAT\r

    Saraphs are brave and honorable in combat, preferring to wade into melee with their flame tongues. Against creatures not clearly immune to fire, they utilize their vast array of spell-like abilities to lessen overwhelming numbers and soften more powerful adversaries.\r

    Plane Shift (Sp):<\/b> A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).\r

    Saraph Armaments (Ex):<\/b> A saraph's weapons and armor are produced from a special copper-gold alloy attuned only to saraphs. When worn or wielded by a non-saraph, these items lose their magical properties.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097produce flame, pyrotechnics<\/i> (DC 14); 1\/day\u00c2\u0097burning hands, detect magic, dispel magic, fireball<\/i> (DC 15), fire shield, see invisibility<\/i>. Caster level 10th. The save DCs are Charisma-based.<\/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, never evil","environment":"Elemental Plane of Fire"},{"name":"Genie, Tasked, Administrator","type":"Outsider","ch":4,"challenge_rating":" 4 \u00a0","id":5700,"reference":"Usergen","full_text":"

    Genie, Tasked, Administrator <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 6d8\u00a0(27 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), fly 30 ft. (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+4 Dex), touch 14, flat-footed 10<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+8<\/td> <\/tr>
    Attack: <\/strong>Heavy mace +8 melee (1d8+2) or slam +8 melee (1d6+2)<\/td> <\/tr>
    Full Attack: <\/strong>Heavy mace +8\/+3 melee (1d8+2) or 2 slams +8 melee (1d6+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., plane shift, telepathy 100 ft., unseen assistant<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +8, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 17, Con 10, Int 18, Wis 15, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Bluff +18, Decipher Script +17, Diplomacy +22, Disguise +3 (+5 acting), Forgery +17, Gather Information +18, Intimidate +16, Knowledge (geography) +13, Knowledge (local) +13, Knowledge (nobility and royalty) +13, Listen +11, Sense Motive +15, Spot +11, Survival +2 (+4 to avoid getting lost or to avoid natural hazards)<\/td> <\/tr>
    Feats: <\/strong>Combat Expertise, Improved Initiative (B), Persuasive, Quicken Spell Like-Ability (charm person<\/i>)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm deserts or urban<\/td> <\/tr>
    Organization: <\/strong>Solitary, family (2-5), or bureau (6-15)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Triple standard<\/td> <\/tr>
    Alignment: <\/strong>Always lawful<\/td> <\/tr>
    Advancement: <\/strong>7\u00c2\u00969 HD (Medium); 10\u00c2\u009618 HD (Large) or by character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This tall, handsome genie appears noble and regal. Its flowing silk garments highlight its fine musculature, revealing dark tan skin with a slight bluish cast.<\/i>\r

    Tasked administrator genies serve in bureaucracies, both for other genies and for humans, acting as advisors, negotiators, and all-around bureaucrats. They serve in many capacities, from clerk to city manager, but they are almost always ambitious and try to rise to positions of power. They prefer behind-the-scenes power however, and try to stay out of the public eye. Administrator genies take great pride in their work, considering bureaucracy a noble profession. \r

    All tasked genies were originally derived from either djinn or marid stock. Those descended from djinn prefer open, airy quarters, while former marids enjoy fountains and pools. Administrators incorporate their base elements into their daily lives as much as possible.\r

    Administrator genies are part of a family of like genies who sometimes serve together in especially large bureaucracies. Those administrator genies who work alone can always call on their other family members for favors, and there seems to be an extensive under-the-table trade between them. General rivalry exists between the djinni and marid families.\r

    A typical administrator genie stands 7 feet tall and weighs around 200 pounds. \r

    Administrator genies speak Auran, Celestial, Common and Infernal (Aquan instead of Auran for marid descendants).\r

    COMBAT\r

    Administrator genies prefer to stay out of combat, instead handling logistics and managing supply lines. If forced into battle, an administrator genie employs the most effective magic item available.\r

    Plane Shift (Sp):<\/b> A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).\r

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097detect thoughts<\/i> (DC 15), quickened charm person<\/i> (DC 14), tongues<\/i>; 1\/day\u00c2\u0097suggestion<\/i> (DC 16). Caster level 10th. The save DCs are Charisma-based.\r

    Unseen Assistant (Su):<\/b> An administrator genie is constantly attended by an invisible force that performs simple tasks at its command. This is identical to a permanent unseen servant<\/i> spell. If it is destroyed, the administrator genie can recreate it with a standard action.\r

    Skills:<\/b> An administrator genie has a +4 racial bonus on Bluff, Decipher Script, Diplomacy, Forgery, Gather Information and Sense Motive checks.\r

    Marid-descended Administrator Genies<\/b>\r
    The statistics above assumes an administrator genie descended from djinn. Those descended from marids have the following changes:\r

    Medium Outsider (Aquatic, Native)\r
    Speed: 20 ft. (4 squares), swim 30 ft.\r
    Special Qualities: Amphibious, change shape, darkvision 60 ft., plane shift, telepathy 100 ft.\r

    Psionic Administrator Genies<\/b>\r
    If you are using psionics in your campaign, make the following changes.\r

    Medium Outsider (Native, Psionic)\r
    Special Attacks: Psi-like abilities, spell-like abilities\r
    Feats: Combat Expertise, Improved Initiative (B), Persuasive, Quicken Spell Like-Ability (telempathic projection<\/i>)\r

    Psi-Like Abilities:<\/b> 3\/day\u00c2\u0097read thoughts<\/i> (DC 15), quickened telempathic projection<\/i> (DC 14); 1\/day\u00c2\u0097psionic suggestion<\/i> (DC 15, up to 4 targets)*. Manifester level 10th. The save DCs are Charisma-based.\r
    *Includes augmentation for manifester level.\r

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097tongues<\/i>. Caster level 10th. The save DCs are Charisma-based.<\/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":"Outsider","alignment":"Always lawful","environment":"Warm deserts or urban"},{"name":"Genie, Tasked, Artist","type":"Outsider","ch":4,"challenge_rating":" 4 \u00a0","id":5701,"reference":"Usergen","full_text":"

    Genie, Tasked, Artist <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 7d8+7\u00a0(38 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+4 Dex, +1 natural), touch 14, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+10<\/td> <\/tr>
    Attack: <\/strong>Slam +10 melee (1d6+3)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +10 melee (1d6+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Change shape, darkvision 60 ft., plane shift, telepathy 100 ft.\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +9, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 19, Con 12, Int 18, Wis 17, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Appraise +14*, Concentration +11, Craft (any one) +14*, Craft (any one) +9*, Diplomacy +14, Forgery +14, Knowledge (any 4) +9, Perform (any one) +12*, Profession (any one) +13*, Sense Motive +13, Sleight of Hand +9, Use Magic Device +12<\/td> <\/tr>
    Feats: <\/strong>Combat Reflexes, Improved Initiative (B), Iron Will, Quicken Spell-Like Ability (invisibility<\/i>), Skill Focus (Craft)(B) <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Air and Elemental Plane of Earth<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard coins; triple goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>8-10 HD (Medium); 11-21 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a bald, muscular human nearly seven feet in height. It wears highly-fashionable clothing and carries artisan tools upon its person.<\/i>\r

    Artist genies range from incredibly skilled craftsmen to aesthetically brilliant artists in fields widely accepted as high art. Tasked artist genies are poets, composers, musicians, sculptors, painters, and weavers. The craftsmen genies (who bitterly deny that their work is any less artistic than that of the pure artists) are potters, woodworkers, furniture makers, silversmiths, goldsmiths, decorative ironmongers, gemcutters, jade and ivory carvers, calligraphers, illuminators, gardeners, maskmakers, tailors, haberdashers, and seamstresses.\r

    Artist genies were originally dao or djinn long ago. They will willingly serve a generous master, though they always undertake work they enjoy before doing work that they must do. Mistreated artist genies will never produce superior work, though they have too much devotion to their craft to deliberately flaw a work (unless they are consistently abused with no hope of escape). Regardless of how hard they try, works produced by enslaved or charmed artist genies are never quite as good as those they make when they are free to pursue their work as they choose.\r

    The pure artists are entirely hedonistic, though this is manifested in various ways. Some artist genies require odd foods, such as stewed apples or fermented fish while others must have parks and scenic vistas to stroll along each day for relaxation and contemplation before their work will achieve its highest level. Others still wallow in drink or gluttony, constant hot scented baths, or exotic companionship. \r

    An artist genie is 7 feet tall and weighs 200 to 400 pounds. In their dress, artist genies either push the boundaries of the latest design and daring or wear the most shabby and dated clothing imaginable. \r

    Artist genies speak Auran, Terran, and Common.\r

    COMBAT\r

    Although not generally interested in the martial arts, an artist genie whose work has been slighted always seeks some form of retribution. Artist genies prefer to rely on their spell-like powers in battle, especially their potent illusions. \r

    Change Shape (Su):<\/b> An artist genie can assume the form of any Small, Medium, or Large humanoid or giant.\r

    Plane Shift (Sp):<\/b> A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097ghost sound<\/i> (DC 12), minor image<\/i> (DC 12); 3\/day\u00c2\u0097invisibility<\/i>; 2\/day\u00c2\u0097mirror image, stone shape<\/i>; 1\/day\u00c2\u0097shadow conjuration<\/i> (DC 16). Caster level 19th. The save DCs are Charisma-based.\r

    Skills:<\/b> *An artist genie gains a +4 racial bonus on Appraise, Craft, Perform, and Profession checks related to its specialization (painting, sculpting, etc.)<\/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":"Outsider","alignment":"Always chaotic neutral","environment":"Elemental Plane of Air and Elemental Plane of Earth"},{"name":"Genie, Tasked, Builder","type":"Outsider","ch":7,"challenge_rating":" 7 \u00a0","id":5702,"reference":"Usergen","full_text":"

    Genie, Tasked, Builder <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 9d8+36\u00a0(76 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), burrow 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+20<\/td> <\/tr>
    Attack: <\/strong>Slam +15 melee (1d8+7)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +15 melee (1d8+7)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Demolition, earth mastery, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Change shape, darkvision 60 ft., genie-built, plane shift, telepathy 100 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +7, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 24, Dex 12, Con 18, Int 17, Wis 15, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Climb +12, Concentration +15, Craft (blacksmith) +15, Craft (carpentry) +15, Craft (stonemasonry) +15, Knowledge (architecture & engineering) +18, Knowledge (the planes) +14, Listen +13, Profession (architect) +14, Profession (builder) +14, Search +14 (+17 to find secret doors or hidden compartments, Spot +13, Survival +2 (+4 on other planes)<\/td> <\/tr>
    Feats: <\/strong>Great Fortitude, Improved Sunder, Power Attack, Skill Focus (Knowledge [architecture & engineering])\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Earth<\/td> <\/tr>
    Organization: <\/strong>Solitary, company (2\u00c2\u00964), or band (6\u00c2\u009615)<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>Standard coins; double goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>10-12 HD (Large); 13-27 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a bald, muscular human nearly seven feet in height. It wears flowing silk robes and carries an array of carpentry and architectural tools upon its person.<\/i>\r

    Builder genies, also called architect genies, were once dao, but they have been reshaped by a life of construction and design. Their powers are responsible for many of the tales told of cities springing up overnight at the command of the genies. Builder genies are slaves to the dao, and they resent the dao without being able to overthrow them. Many bear brands of their dao masters upon their skin.\r

    Builder genies live for their work; the greatest compliment one can pay a builder genie is to admire his work, the greatest insult one can offer is to compliment the builder while criticizing his work. They don\u00c2\u0092t care what they build, lavishing equal care and planning whether their constructing a barracks or a palace. In all cases, builder genies will demand the longest-lasting and most expensive materials, costing four times the normal cost. \r

    Builder genies can imitate any architectural style they have examined. They prefer to work in a style appropriate to a building's surroundings, but will build an opulent mausoleum in the middle of a poor fishing village if so commanded. Builder genies can be notoriously literal in obeying instructions, and they can also bend instructions to suit their personal whims. They are always willing to destroy existing structures to make way for new, improved ones, although in the case of a masterwork, the builder genie rebuild it with improvements only a master architect might recognize.\r

    Builder genies judge other creatures on their building achievements; they do not rate races that do not erect structures as civilized, but have great respect for the disciplined and exact hives and warrens of giant insects.\r

    A builder genie is 7 feet tall and weighs 600 to 800 pounds. \r

    Builder genies speak Terran, Aquan, and Common.\r

    COMBAT\r

    Unless a builder genie is commanded to defend a building, it will prefer to avoid combat and simply repair minor damage after a battle is resolved by others. A builder genie will defend its worksite if so commanded, but will not participate in battles outside buildings or in buildings it has had no part in making. Much like their dao brethren, builder genies prefer to let others do their fighting for them and will balance the odds in their favor as much as possible before a battle. They enjoy using mazes, battlements, and secret passages to lead opponents on chases through entire buildings that they have prepared with traps and ambush sites. In desperation, a builder genie may collapse part of a building it is working on to kill opponents who might otherwise destroy the whole project.\r

    Change Shape (Su):<\/b> A builder genie can assume the form of any Small, Medium, or Large humanoid or giant.\r

    Demolition (Ex):<\/b> A builder genie can study a construction to find its weak spots. This requires a full-round action and a Knowledge (Architecture) check against a DC equal to the construction's break DC. If successful, the genie's attacks ignore the first 6 points of the construction's hardness and do full damage.\r

    Instead of making its own attacks, the builder genie may instead use its demolition ability to aid the operator(s) of a siege engine. In this case, the DC increases by 5. If the genie succeeds on its check, the siege engine ignores the first 6 points of the construction's hardness and deals full damage.\r

    Earth Mastery (Ex):<\/b> A builder genie gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the builder genie takes a \u00c2\u00964 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)\r

    Genie-Built (Ex):<\/b> Any edifice constructed by a builder genie costs four times the standard price, but has double hit points and its Break and Climb DCs are 10 points higher than normal. (e.g. a genie-built 1 foot thick masonry wall has 180 hp, Break DC 45 and Climb DC 25 instead of the 90 hp, Break DC 35 and Climb DC 15 of normal masonry) .\r

    A builder genie can also erect magical treated walls (see DMG) and other enchanted edifices without needing to meet their feat and spell prerequisites.\r

    Plane Shift (Sp):<\/b> A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).\r

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097minor creation, mirage arcana<\/i> (DC 17), warp wood<\/i> (DC 14); 1\/day\u00c2\u0097passwall, stone shape, stone tell, transmute mud to rock<\/i> (DC 17), transmute rock to mud<\/i> (DC 17), wall of stone<\/i> (DC 17); 1\/month\u00c2\u0097wish<\/i> (granted in relation to buildings or construction). Caster level 19th. The save DCs are Charisma-based.<\/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":"Outsider","alignment":"Always neutral","environment":"Elemental Plane of Earth"},{"name":"Genie, Tasked, Deceiver","type":"Outsider","ch":8,"challenge_rating":" 8 \u00a0","id":5703,"reference":"Usergen","full_text":"

    Genie, Tasked, Deceiver <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 9d8+18\u00a0(58 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 50 ft. (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+4 Dex, +2 natural), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+14<\/td> <\/tr>
    Attack: <\/strong>Claw +14 melee (1d8+5\/18-20 eye gouge)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +14 melee (1d8+5\/18-20 eye gouge)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical, disbelieve, eye gouge, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., displacement, illusory life, perfect liar, plane shift, spell resistance 16, telepathy 100 ft.\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +11, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 19, Con 14, Int 16, Wis 11, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Bluff +19, Concentration +15, Diplomacy +6, Disguise +12 (+14 acting), Escape Artist +17, Forgery +18, Hide +25, Intimidate +6, Knowledge (the planes) +16, Listen +13, Move Silently +17, Sleight of Hand +19, Spellcraft +9, Spot +13, Survival +0 (+2 on other planes), Use Rope +4 (+6 bindings)\r
    <\/td> <\/tr>
    Feats: <\/strong>Deceitful, Improved Initiative (B), Persuasive, Quicken Spell-Like Ability (shadow evocation<\/i>), Quicken Spell-Like Ability (solipsism<\/i>)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemantal Plane of Air<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>10-12 HD (Medium); 13\u00c2\u009621 (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+6<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This being resembles a tall, gaunt human with thin arms and legs and large hands and feet. Its long fingers end in steely claws. Blond hair covers its large head. Its heterochromic eyes are striking, one blue and one brown. Its skin is a mottled grey.<\/i>\r

    Deceiver genies are djinn perverted to a life of deception and illusion. These immature pranksters will gladly give up food, sleep, and treasure in pursuit of a truly cruel scheme. Deceiver genies see the entire world as a fiction, a game, or a toy created for their manipulation and amusement. While this may be entertaining for those siding with these tasked genies, it is rarely amusing for those they seek to deceive.\r

    Favorite tricks of the deceiver genies include sending hapless victims over illusory bridges, chasing illusory oases, or even making them argue with one another over trivia, rumors, and gossip. They also enjoy sending unnerving messages to sentries, caravan guards, and other watchmen. The only trick they dislike is taking the place of others, for they are uncomfortable staying near others for more than a few minutes. They will pretend to be someone else only when a larger plot requires it.\r

    Deceiver genies sometimes cooperate with others of their kind to build and then hide a village in remote regions, but most are found in service to more powerful genies, such as noble djinn and the most powerful of jann. Anyone wishing to bind such a genie must always exercise caution: loyalty to a master does not include loyalty to a master\u00c2\u0092s retainers in the code of a deceiver genie. When idle, deceiver genies spin webs of lies around their masters, generally to provoke them into some disastrous action which the deceiver finds amusing. \r

    Deceiver genies are great fans of the arts, which they consider a somewhat formal but endlessly fascinating form of lying. Deceiver genies will never harm a storyteller, rawun, or tasked artist genie, though they may still confuse them.\r

    A deceiver genie is about 7 feet tall and weighs about 250 pounds.\r

    Deceiver genies speak Abyssal, Auran, Celestial, Common, Ignan and Infernal.\r

    COMBAT\r

    Deceiver genies are cowards, preferring flight to fight. If forced into melee, they fight with a hysterical, terrified fury, slashing with their nails and attempting to tear out an opponent\u00c2\u0092s eyes. Given the chance to prepare for battle, deceiver genies create illusory minions to serve them in battle. These are often reinforced by real minions of the same type to sow chaos.\r

    Augmented Critical (Ex):<\/b> A deceiver genie claws threaten a critical hit on a natural attack roll of 18\u00c2\u009620, and allow it to use its eye gouge special attack on a successful critical hit.\r

    Disbelieve (Sp):<\/b> Once per day, a deceiver genie can use break enchantment<\/i> to attempt to dispel an illusion effect. This cannot be used on any non-illusions. Caster level 24th.\r

    Displacement (Su):<\/b> A light-bending glamer continually surrounds a deceiver genie, making it difficult to surmise the creature's true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the genie by some means other than sight. A true seeing<\/i> effect allows the user to see the genie's position, but see invisibility<\/i> has no effect.\r

    Eye Gouge (Ex):<\/b> If a deceiver genie scores a critical hit with a claw attack, the target must succeed on a DC 18 Reflex save or lose the sight in one eye, becoming permanently dazzled (or blinded if they lose the use of all its eyes). A remove blindness\/deafness<\/i> can heal the injury. The save DC is Dexterity based.\r

    Illusory Life (Ex):<\/b> A deceiver genie's life of trickery and shifting images makes it susceptible to its own game. As a result, a deceiver genie has a -4 racial penalty on saves vs. illusions.\r

    Perfect Liar (Su):<\/b> A deceiver genie is such a convincing liar that it is immune to discern lies<\/i> and similar effects. Additionally, its alignment cannot be determined by any magical means short of a wish<\/i> or miracle<\/i>. \r

    Plane Shift (Sp):<\/b> A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097disguise self, false vision, misdirection<\/i> (DC 16), tongues, whispering wind<\/i>; 2\/day\u00c2\u0097major image<\/i> (DC 17), mirage arcana<\/i> (DC 19), quickened shadow evocation<\/i> (DC 19), quickened solipsism<\/i> (new spell; see below); 1\/day\u00c2\u0097project image<\/i> (DC 21), sunbeam<\/i> (DC 21); 1\/week\u00c2\u0097mass suggestion<\/i> (DC 20), permanent image<\/i> (DC 20), programmed image<\/i> (DC 20), veil (DC 20). Caster level 24th. The save DCs are Charisma-based.\r

    Skills:<\/b> A deceiver genie has a +8 racial bonus on Hide checks, thanks to its displacement ability.\r

    New Spell<\/b>\r

    Solipsism<\/b>\r
    Illusion (Shadow)\r
    Level: Brd 6, Clr 6, Sor\/Wiz 6\r
    Components: V, S\r
    Casting Time: 1 standard action\r
    Range: See text\r
    Effect: See text\r
    Duration: Concentration\r
    Saving Throw: Will disbelief (Special, see text)\r
    Spell Resistance: Yes; see text\r

    You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Solipsism<\/i> can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th-level or lower, except its duration is as long as the caster concentrates. The illusory objects, forces, or creatures created by solipsism<\/i> appear to be transparent images superimposed on vague, shadowy forms.\r

    Solipsism<\/i> is the opposite of normal illusions in that creatures must make an active effort to believe (rather than disbelieve) in the illusion to be affected by it. The spell has no effect on those who do not believe. The objects and creatures \"conjured\" by solipsism<\/i> become real to those who believe in them, with all the normal properties their form and function allow. Thus, a solipsistic wall of stone<\/i> bridging a chasm could be crossed by the caster and those who believed. All others would see the caster apparently walking out onto nothingness. Likewise, a solipsistic summon monster<\/i> spell can create a creature that can carry believers on its back, or attack believers to cause real damage.\r

    The caster of solipsism<\/i> automatically believes in the reality of their solipsistic illusions. Other characters must deliberately try to believe in the illusion and succeed on a DC 19 Will save to be affected by this spell. A failed save means the character cannot convince themselves of the illusion's reality and the solipsism<\/i> has no effect on them. To believe in the illusion, a character must study it closely or interact with it in some fashion (this usually requires a move action). A character can make a single attempt to believe each round.\r

    Once they successfully believe in the solipsism<\/i>, believers will continue to be affected by its \"conjurations\" for the duration of the spell. Believers can automatically stop believing in the solipsism<\/i> as a free action, but if they do so and decide to \"re-believe\" they need to succeed at the Will save again. The effects of solipsism<\/i> continue for as long as the spell's caster maintains concentration. The caster can dissolve discrete elements of the illusion (e.g. a single creature out of a group, or one arrow in a quiver, but not part of a single object or creature) while continuing to concentrate on the rest of the solipsism<\/i>, but such dissolved elements can not be re-believed into pseudo-existence except by casting the spell again.\r

    Objects automatically fail their Will saves against this spell. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in ALQ2 - Assassin Mountain<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Usually neutral evil","environment":"Elemantal Plane of Air"},{"name":"Genie, Tasked, Guardian","type":"Outsider","ch":12,"challenge_rating":" 12 \u00a0","id":5704,"reference":"Usergen","full_text":"

    Genie, Tasked, Guardian <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 14d8+42\u00a0(105 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 24 (-1 size, +4 Dex, +4 deflection, +7 natural), touch 17, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+14\/+25<\/td> <\/tr>
    Attack: <\/strong>Longsword +20 (2d6+8\/17-20) or slam +20 (1d10+8); or throwing axe +17 ranged (1d8+8)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Longsword +20\/+15\/+10 (2d6+8\/17-20) and 3 longswords +20 (2d6+4\/17-20); or 4 slams +20 (1d10+8); or 4 throwing axes +17 ranged (1d8+8)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>All-around vision, change shape, darkvision 60 ft., mmunity to charms, compulsions, and illusions, plane shift, spell resistance 18, telepathy 100 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +13, Will +11 <\/td> <\/tr>
    Abilities: <\/strong>Str 26, Dex 19, Con 16, Int 14, Wis 15, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Balance +6, Bluff +17, Climb +13 (+15 ropes), Concentration +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +21, Jump +28, Listen +23, Move Silently +21, Search +6, Sense Motive +19, Spot +23, Tumble +20, Use Magic Device +17, Use Rope +14<\/td> <\/tr>
    Feats: <\/strong>Combat Expertise, Combat Reflexes, Improved Critical (longsword), Improved Initiative (B), Multiweapon Fighting (B), Hold the Line, Power Attack\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Fire<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/td> <\/tr>
    Treasure: <\/strong>Standard coins; double goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Always lawful<\/td> <\/tr>
    Advancement: <\/strong>15-19 HD (Large); 20\u00c2\u009630 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This muscular being resembles a giant with dark red skin. It has a face on each side of its head, both with fiery eyes, small horns, and jutting tusks. Its four arms each wield a wicked-looking blade.<\/i>\r

    Guardian genies are powerful outsiders sworn to defend specific items and locations tirelessly and without fail. They were once efreet, but have been reshaped to be both sleepless and loyal to the exact wording of their oath.\r

    Guardian tasked genies are completely humorless about their tasks, following their routines and procedures with methodical precision. They are perfectly willing to describe what they are guarding and who commanded them to guard it, though they will not tell anyone about what they can do to prevent its theft. (One of the conditions of their service is that they be told everything about the items left in their care.) Guardian genies will not guard living creatures. Guardian genies cannot be bribed and will attack any creature that attempts to do so. \r

    Guardian tasked genies serve for limited periods of time; when their tour of duty at a given site is up, their services must be renegotiated. Since their contracts are typically for 101 or 1001 years, their former masters are often not around to renew their arrangements.\r

    In some ways, guardian tasked genies are frustrated creatures, for they can never finish a task and go on to do something else as craftsmen genies of various kinds can. They are required by their nature to be constantly vigilant. No genie will touch a treasure guarded by the tasked guardian genies, though they may advise others how a guarded treasure might be taken.\r

    A typical guardian genie stands 10 feet tall and weighs 2,700 pounds.\r

    Guardian genies speak Auran, Common, Ignan, and Infernal in clipped sentences. However, they dislike social interaction and do not encourage questioning.\r

    COMBAT\r

    Guardian tasked genies have no love of death and violence, although they are more than competent at dealing out both. They issue threats and warnings rather than immediately resorting to combat whenever possible.\r

    Guardian tasked genies target spellcasters before all others, using detect magic<\/i> to single them out if not immediately apparent from their garb or accoutrements. Guardian genies wield weapons in all four hands simultaneously. They generally concentrate their attacks on just one or two targets. Their preferred weapons are longswords, scimitars, falchions, throwing axes, and daggers. \r

    Guardian genies do not wear armor, as their thick hide and magical nature make them very difficult to hit, and armor would merely slow them down. Their masters occasionally give them protective magical items, which they are expected to use. \r

    All-Around Vision (Ex):<\/b> A guardian genie's multiple faces give it a +4 racial bonus on Spot and Search checks, and it can't be flanked.\r

    Breath Weapon (Su):<\/b> Once per day a guardian genie can breath a 30-foot cone of green flames that deals 1d6 point of fire damage per Hit Dice it possesses (14d6 for a typical guardian genie). A DC 20 Reflex save halves the damage. The save DC is Constitution-based.\r

    Change Shape (Su):<\/b> A guardian genie can assume the form of any Small, Medium, or Large humanoid or giant.\r

    Plane Shift (Sp):<\/b> A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097detect magic<\/i>; 3\/day\u00c2\u0097dimension door, discern lies<\/i> (DC 16), fly, hold portal<\/i>; 2\/day\u00c2\u0097alarm, guards and wards<\/i> (DC 18), see invisibility, sepia snake sigil<\/i> (DC 15), shout<\/i> (DC 16), silence<\/i> (DC 14); 1\/day\u00c2\u0097blade barrier<\/i> (DC 18), explosive runes<\/i> (DC 15), glyph of warding<\/i> (DC 15). Caster level 14th. The save DCs are Charisma-based.\r

    Feats:<\/b> In combination with its natural abilities, a guardian genie's Multiweapon Fighting feat allows it to attack with all its arms at no penalty.\r

    Skills:<\/b> A guardian genie has a +4 racial bonus on Listen checks.<\/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":"Outsider","alignment":"Always lawful","environment":"Elemental Plane of Fire"},{"name":"Genie, Tasked, Harim Servant","type":"Outsider","ch":5,"challenge_rating":" 5 \u00a0","id":5705,"reference":"Usergen","full_text":"

    Genie, Tasked, Harim Servant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Native)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8+14\u00a0(45 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), fly 60 ft. (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (\u00c2\u00961 size, +4 Dex, +3 natural), touch 13, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+15<\/td> <\/tr>
    Attack: <\/strong>Scimitar +10 melee (1d8+4\/18-20) or slam +10 melee (1d8+4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Scimitar +10\/+5 melee (1d8+4\/18-20) and scimitar +10\/+5 melee (1d8+2\/18-20) or 2 slams +10 melee (1d8+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Control temperature, darkvision 60 ft., plane shift, spell resistance 8, telepathy 100 ft.\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +9, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +15, Gather Information +3, Heal +12, Knowledge (history) +12, Knowledge (local) +12, Listen +14, Perform (any one) +11, Profession (cook) +12, Search +12, Sense Motive +13, Spot +14, Survival +2 (+4 following tracks)\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Initiative (B), Improved Two-Weapon Fighting, Negotiator, Two-Weapon Fighting (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm deserts or urban<\/td> <\/tr>
    Organization: <\/strong>Solitary or cort\u00c3\u00a9ge (2-12 plus seraglio of 20-60 humanoids)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>8\u00c2\u009610 HD (Large); 11\u00c2\u009621 (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This tall genie is muscular, but not particularly handsome. Its fine, well-made clothing is simplistic in decoration.<\/i>\r

    Harim servant genies are primarily tasked to guard the women of a harim, entertain them, and care for their general well-being. Tasked harim servants are usually males who act almost in a fatherly manner toward their charges, while female harim servants are strong matrons who seek to bring order to the harim. Both genders demand respect and do not hesitate to punish unruliness, though they generally try to combat problems by offering caring and a sense of family.\r

    Harim servants demand little pay, receiving gratification from doing a good job, as well as the adoration of their \u00c2\u0093daughters\u00c2\u0094. Besides a little pay and good treatment, these genies also require good treatment for the harim, though they answer to the harim\u00c2\u0092s master, the genies tend to develop an emotional attachment to the members of the harim. Harim genies occasionally become a friend and confidant to the harim women. While the genie follows the letter of his orders, he may avoid the spirit, such as turning a blind eye to of the women sneaking away to meet a paramour. In extremely rare instances, a genie might aid a woman to escape or pursue an affair, or may even become a paramour himself. \r

    Other genies do not approach the women of a harim protected by a tasked genie, unless the harim servant genie chooses to allow them access. A rare few tasked genies are devoted to looking after the men of a selama. They have similar attitudes to harim servants, wishing the best for their charges and for the whole selama.\r

    A tasked harim servant goes insane if his harim is taken away from him or harmed severely, feeling that he has failed them. These often become tasked slayers.\r

    A typical harim servant genie stands 8 feet tall and weighs around 500 pounds. \r

    Harim servant genies speak Auran, Celestial, Common and Ignan.\r

    COMBAT\r

    Harim servant genies fight with a pair of scimitars, displaying an impressive martial spirit.\r

    Control Temperature (Su):<\/b> As a standard action, a harim servant genie can raise or lower the temperature by 10 degrees in a 100-foot-radius centered on itself. Subsequent uses of this ability stack, to a maximum of +50 or -50 degrees. For example, the tasked genie could lower the temperature by a total of 20 degrees after two rounds.\r

    A harim servant genie can also use this ability to heat or chill a single object within 10 feet that weighs less than 10 pounds (treat as the heat metal<\/i> or chill metal<\/i> spells, except the object doesn't have to be metal). The genie can change the temperature of all the object or only part of it, i.e. heating or chilling the liquid inside a cup. \r

    Plane Shift (Sp):<\/b> A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).\r

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097mending, minor creation, major creation, prestidigitation<\/i>; 1\/day\u00c2\u0097alarm, create food and water<\/i>. Caster level 9th. The save DCs are Charisma-based.\r

    Feats:<\/b> In combination with its natural abilities, a harim servant's Two-Weapon Fighting feat allows it to attack with both its arms at no penalty.<\/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":"Outsider","alignment":"Usually lawful neutral","environment":"Warm deserts or urban"},{"name":"Genie, Tasked, Herder","type":"Outsider","ch":2,"challenge_rating":" 2 \u00a0","id":5706,"reference":"Usergen","full_text":"

    Genie, Tasked, Herder <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Outsider \t\t\t(Native)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d6+6\u00a0(19 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/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>+3\/+5<\/td> <\/tr>
    Attack: <\/strong>Spear +5 melee (1d8+3\/x3) or short sword +5 melee (1d6+2\/19\u00c2\u009620) or composite longbow +5 ranged (1d8\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Spear +5 melee (1d8+3\/x3) or short sword +5 melee (1d6+2\/19\u00c2\u009620) or composite longbow +5 ranged (1d8\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., herd animal empathy, plane shift, telepathy 100 ft., tireless march<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +5, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 15, Con 14, Int 12, Wis 15, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Climb +2 (+4 ropes), Escape Artist +2 (+4 to escape rope bonds), Handle Animal +7, Hide +3, Jump +15, Knowledge (nature) +9, Listen +7, Move Silently +7, Ride +10, Spot +7, Survival +8 (+10 in aboveground natural environments), Use Rope +7<\/td> <\/tr>
    Feats: <\/strong>Endurance (B), Improved Initiative (B), Mounted Archery (B), Mounted Combat (B), Point Blank Shot, Track <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, company (2-4), or band (6-15)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-9 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a short, wiry human with heavy brows and jet-black hair falling in loose curls. Its skin is dark and wrinkled as if from years of exposure to the sun and wind. It possesses a vaguely rancid smell, mingled with the scent of the herd animals it tends.<\/i>\r

    Herder tasked genies, as their name implies, live to tend herds of animals. Their lives are completely centered around the welfare of their herds, and they are entirely willing to disobey their masters if ordered to take a herd into danger.\r

    Although often solitary, herder genies gather in groups when the size of their herds requires it. All groups of herder genies are extremely mobile. They know when a given area has been thoroughly grazed and will move on, but have little regard for the artificial boundaries of kingdoms' borders or farmers' fences. This unwillingness to acknowledge settled authority often leads to conflict, they moderate this tendency if their master specifically admonishes them about it.\r

    Herder genies tend to push out competing nongenie herdsmen and predators which might threaten their herds. If they feel threatened, they may stealthily force march their animals an entire night\u00c2\u0092s travel with no ill effect on either themselves or their animals.\r

    Herder tasked genies are sociable creatures. They love to race, whether on foot or mounted, and often hold running contests. Some races are made more difficult by stampeding a herd behind the runners. Camel and horse races are also common, as well as mounted sports that can last all day, with complex rules and scoring systems. Males also enjoy wagering and haggling, while young females prefer roping, branding, shearing, and trick riding contests to mounted team sports.\r

    Herder genies feed upon the blood of their charges, which is carefully drained so as not to weaken the animal and must be drunk immediately. They also drink milk and make it into various cheeses, curds, yogurts and fermented liquors.\r

    Some groups of herder tasked genies adopt the religions of nearby humanoids, and are zealous in their new faith. These groups will try to convert others they meet, and they don't mind forcing the convert to make up his mind.\r

    A typical herder genie stands 6 feet tall and weighs 150 to 175 pounds.\r

    Herder genies speak Common, one elemental language (Aquan, Auran, Ignan, or Terran) and one alignment language (Abyssal, Celestial, or Infernal).\r

    COMBAT<\/b>\r
    Herder genies fight only in self-defense or in defense of their herds. They excel at mounted combat and mounted archery, preferring tactics that keep their opponents away from their herds and the slower members of their groups. If that is unsuccessful they may, in desperation, attempt to stampede the herd into their opponents.\r

    Herd Animal Empathy (Ex):<\/b> This power works like the druid\u00c2\u0092s wild empathy class feature, except it only works on domestic herd animals (camels, cattle, elephants, horses, pigs, sheep, etc.) and their wild relatives. A herder genie also has a +4 racial bonus on Animal Handling, Knowledge (geography), Knowledge (nature), Ride, Sense Motive and Survival checks involving such herd animals.\r

    Furthermore, herder genies can drive herd animals with a Stampede special attack (such as Bison) to stampede over their enemies. This requires a DC 25 Handle Animal check.\r

    Plane Shift (Sp):<\/b> A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).\r

    Spell-Like Abilities:<\/b> 1\/day\u00c2\u0097flame blade<\/i>, phantom steed<\/i>, remove fear<\/i>, unseen servant<\/i>. Caster level 9th. The save DCs are Charisma-based.\r

    Tireless March (Su):<\/b> Once a week, a group of at least 3 herder genies can drive a herd of animals on a special forced march of up to 12 hours duration. Both the genies and the herdbeasts automatically succeed at Constitution checks to resist nonlethal damage and fatigue from this forced march.\r

    Note:<\/b> Originally appeared as \"Genie, Tasked, Herdsman\".<\/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":"Outsider","alignment":"Always neutral","environment":"Temperate and warm plains"},{"name":"Genie, Tasked, Hunter","type":"Outsider","ch":4,"challenge_rating":" 4 \u00a0","id":5707,"reference":"Usergen","full_text":"

    Genie, Tasked, Hunter <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 6d8+12\u00a0(39 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+3 Dex, +2 natural, +3 masterwork studded leather), touch 13, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+9<\/td> <\/tr>
    Attack: <\/strong>Spear +9 melee (1d8+4\/x3) or short sword +9 melee (1d6+3\/19\u00c2\u009620) or composite longbow +9 ranged (1d8\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Spear +9\/+4 melee (1d8+4\/x3) or short sword +9\/+4 melee (1d6+3\/19\u00c2\u009620) or composite longbow +9\/+4 ranged (1d8\/x3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Favored quarry, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., infallible tracking, plane shift, scent, swift tracker, telepathy 100 ft., tireless pursuit<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +8, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 17, Con 14, Int 12, Wis 15, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Climb +12 (+14 with rope), Hide +12, Jump +19, Knowledge (nature) +12, Listen +11, Move Silently +12, Ride +12, Spot +11, Survival +11 (+13 above ground, +15 to follow tracks, +17 to follow tracks above ground), Use Rope +8<\/td> <\/tr>
    Feats: <\/strong>Combat Reflexes, Endurance (B), Improved Initiative (B), Point Blank Shot, Run, Track (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary, hunting party (2-4), or band (6-15)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-9 HD (Medium); 10-18 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This being looks like a wiry human with the furry legs and alert, pointed ears of a great hound. It has piercing green eyes and skin as brown as a hazelnut.<\/i>\r

    Hunter tasked genies, as their name implies, live for the hunt. Hunter genies call themselves Shikar (singular \"Shikari\"), which simply means \"hunter\".\r

    A typical hunter genie stands 6 feet tall and weighs 150 to 175 pounds.\r

    Hunter genies speak Common, one elemental language (Aquan, Auran, Ignan, or Terran) and one alignment language (Abyssal, Celestial, or Infernal).\r

    COMBAT\r

    A hunter genie uses its favored quarry ability to learn all it can about those it seeks. It then swiftly and tirelessly tracks its quarry, choosing the optimal time to strike.\r

    Favored Quarry (Ex):<\/b> If a hunter genie studies a creature for an uninterrupted hour it can nominate that creature as its favored quarry. The hunter genie can study its quarry by watching or tracking it, which may require successful Spot checks to see the creature or Survival checks to follow its trail. A hunter genie gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks against a favored quarry. Likewise, it gets a +2 bonus on weapon damage rolls against a favored quarry. If the hunter genie studied an animal, magical beast, plant or vermin with an intelligence of 2 or less, the hunter genie considers all members of the studied creature's species as its favored quarry. If the genie studied an intelligent creature, only the individual the hunter genie studied becomes its favored quarry, it gains no special advantage against other creatures of the same race or species as its favored quarry.\r

    A hunter genie can only have one favoured quarry at a time. If the quarry manages to elude the hunter genie for a week it ceases to be a favoured quarry. If a hunter genie stops pursuing a favored quarry for 24 hours it can \"deselect\" its favored quarry and start studying a new quarry.\r

    Infallible Tracking (Su):<\/b> A hunter genie has supernatural eyesight that sees recent trails as a glowing set of tracks. This allows the genie to infallibly follow any trail up to 30 minutes old, provided the surface the trail crosses is not fluid (i.e. the hunter genie can not use infallible tracking if the creature flies away or enters water). Anti-divination spells such as nondetection<\/i> are effective against infallible tracking.\r

    Plane Shift (Sp):<\/b> A hunter genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).\r

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097hide from animals, snare, speak with animals<\/i> (caster level 9th). Once per day a hunter genie can turn invisible<\/i> (caster level 12th) and use locate creature<\/i> (caster level 12th) for 4 hours. The save DCs are Charisma-based.\r

    Swift Tracker (Ex):<\/b> Hunter genies can move at their normal speed while following tracks without taking the normal -5 penalty. They takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking. \r

    Tireless Pursuit (Su):<\/b> Once a week, a hunter genie can move at a hustle for up to 8 hours without taking nonlethal damage or suffering fatigue. Furthermore, a hunter genie using tireless pursuit has no penalty on Survival checks to follow tracks when moving at up to twice its normal speed (See Track). \r

    Skills:<\/b> *Hunter genies have a +4 racial bonus on Survival checks to follow tracks.\r

    Note:<\/b> Original creation based on the tasked genies in Assassin Mountain<\/i> and Secret of the Lamp.<\/i><\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    2011 Wizards of the Coast, Inc.
    Originally found in Original Creation<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral","environment":"Any land"},{"name":"Genie, Tasked, Messenger","type":"Outsider","ch":3,"challenge_rating":" 3 \u00a0","id":5708,"reference":"Usergen","full_text":"

    Genie, Tasked, Messenger <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d8+3\u00a0(16 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), fly 100 ft. (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+1 size, +6 Dex), touch 17, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/-2<\/td> <\/tr>
    Attack: <\/strong>Jambiya +10 melee (1d4-1\/x3) or slam +10 melee (1d6-1) or dart +10 ranged (1d4-1)<\/td> <\/tr>
    Full Attack: <\/strong>Jambiya +10 melee (1d4-1\/x3) or slam +10 melee (1d6-1) or dart +10 ranged (1d4-1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, poison use, spell-like abilities\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., plane shift, telepathy 100 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +9, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 8, Dex 23, Con 12, Int 14, Wis 15, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Balance +8, Decipher Script +8, Diplomacy +12, Escape Artist +14, Gather Information +8, Jump +11, Knowledge (nobility and royalty) +8, Knowledge (the planes) +8, Ride +12, Sense Motive +8, Survival +2 (+4 on other planes), Tumble +12, Use Rope +6 (+8 bindings)<\/td> <\/tr>
    Feats: <\/strong>Dodge, Improved Initiative (B), Mobility, Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Air<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>4-5 HD (Small), 6-9 HD (Medium) or by character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This small genie is slim and graceful. Its clothes are close-fitting, and short-cropped hair pokes out beneath its tight turban. It carries a heavy dagger.<\/i>\r

    Formerly djinn, messenger genies now serve all genies equally, flitting from plane to plane bearing messages, gifts, treaties, letters, documents, and love letters between noble genies of the various realms. Although they are individually weak and rarely found in numbers, messenger genies are shown great respect by all geniekind, and are sheltered and protected by noble genies. Anyone assaulting a messenger genie can be sentenced to 100 years of servitude to the genies. Anyone stealing from one receives a death sentence.\r

    Messenger genies are in constant motion, and are prone to pacing, finger-tapping, and other nervous habits. Binding or otherwise immobilizing a messenger genie is considered torture, and can sometimes be used to force a messenger genie into temporary service. However, only magical compulsion can force a messenger genie to reveal its messages.\r

    Messenger genies are loquacious and enjoy helping people they meet on the road. If treated rudely, though, they have been known to cripple mounts or ruin footwear. Messenger genies need very little food and water and can work for 40 days without rest. After 40 days they seek out a cloud castle or mountaintop and collapse into a week-long coma in a den of cloud-stuff. When they awake, they are fully restored, ready to run for another 40 busy days.\r

    Messenger genies consider motion in itself the embodiment of progress and goodwill. As a result, they view slow or immobile creatures as either evil, lazy, or corrupt. Messenger genies are always up first in the morning and are the last to call a halt in the evening. They are fiercely determined to do and see as much as possible in their short lifetimes.\r

    A typical messenger genie stands 4 feet tall and weighs around 55 pounds. They live only 10 to 15 years.\r

    Messenger genies speak Abyssal, Aquan, Auran, Celestial, Common, Ignan, Infernal and Terran.\r

    COMBAT\r

    Messenger genies prefer flight to fight, but will battle to the death to defend their entrusted messages. Messenger genies are skilled in the use of poison, and employ a specialized toxin known as bardan ruqad to disable those who interfere in their tasks.\r

    Plane Shift (Sp):<\/b> A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).\r

    Poison (Ex):<\/b> An opponent hit by a messenger genie's poisoned weapon must succeed on a DC 14 Fortitude save or become paralyzed for 1d6+4 rounds. After 1 minute, the subject must succeed on another DC 14 Fortitude save or remain unconscious for 1d6 hours. A typical messenger genie carries 1d4\u00c2\u00961 doses of bardan ruqad poison. \r

    Poison Use (Ex):<\/b> Messenger genies are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.\r

    Spell-Like Abilities:<\/b> 1\/day\u00c2\u0097bull's strength, dimension door, hallucinatory terrain, haste, invisibility, pass without trace, tiny hut<\/i>. Caster level 9th. The save DCs are Charisma-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Secret of the Lamp<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Usually neutral","environment":"Elemental Plane of Air"},{"name":"Genie, Tasked, Miner","type":"Outsider","ch":5,"challenge_rating":" 5 \u00a0","id":5709,"reference":"Usergen","full_text":"

    Genie, Tasked, Miner <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 6d8+18\u00a0(45 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), burrow 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 20 (-1 size, -1 Dex, +12 natural), touch 8, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+16<\/td> <\/tr>
    Attack: <\/strong>Claw +11 melee (2d6+6)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +11 melee (2d6+6)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Collapse mine, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., dig, plane shift, immunity to earth, minecunning, telepathy 100 ft., tunneling<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +4, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 9, Con 16, Int 11, Wis 13, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Appraise +9 (+11 gems)*, Craft (gemcutting) +9*, Knowledge (architecture and engineering) +9*, Knowledge (dungeoneering) +9*, Listen +14, Profession (miner) +10*, Search +6 (+8 to find secret doors or hidden compartments), Sense Motive +7, Spot +7, Survival +1 (+3 underground)<\/td> <\/tr>
    Feats: <\/strong>Endurance, Improved Initiative (B), Improved Sunder, Power Attack\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Earth<\/td> <\/tr>
    Organization: <\/strong>Solitary, company (2-4), or band (6-15)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-9 HD (Large); 10-18 (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>+6<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This hairless genie is as wide as it is tall. Its thick, powerful arms end in exaggerated claws, encrusted with dirt. Its bullet-shaped head sports a tiny snout.<\/i>\r

    Miner genies were once dao, but they have been corrupted by the yak folk into a new form, tasked only to dig and carry stone.\r

    Miner genies' claws are so exaggerated that they can no longer use their hands to eat, instead feeding upon stone using their tiny snouts. Their claws grow so quickly that if miner genies stop mining for more than a week the claws become ingrown, crippling the miner genie. \r

    Miner genies prefer to live a solitary existence in dim light and dusty mines, where no genie or slave can see the dishonorable state to which they have been reduced. Miner genies never mate or bear children of their own, but are remarkably kind and gentle around the children of the dao. Miner genies are occasionally allowed to serve as guardians for the illegitimate children of noble dao. These children are raised in the dim and despairing world of the miner genies until the dao parents think it is safe to declare their true parentage. A few of these children have been known to become miner genies themselves if left too long among the tasked genies.\r

    Miner genies are not magically bound to serve the yakmen, and desire nothing more than to one day revolt and kill their masters. Although they know that the dao are helpless against the yakmen, the miners are irrationally angry that the dao do nothing to save them.\r

    A miner genie is about 8 feet tall and weighs about 1,000 pounds. Miner genies are as wide as they are tall.\r

    Miner genies speak Auran, Common, and Terran.\r

    COMBAT\r

    Because of their oversized claws, miner genies cannot wield weapons. They generally only attack when provoked, but they are grim, self-pitying, and prone to fits of sudden rage. \r

    Collapse Mine (Su):<\/b> As a standard action, a miner genie can strike the wall of ceiling of any excavation that was constructed or repaired by a miner genie, causing a collapse. All creatures within a 20-ft. radius must succeed on a DC 19 Reflex save or be buried and take 3d10 points of damage (similar to the slide zone of a cave in). Those that save take half damage and are not buried. A buried creature takes 1d6 points of nonlethal damage per round until it is freed (which requires a DC 19 Strength check by either the buried creature or an ally). Furthermore, any creature within a 30-foot-radius spread but outside the slide zone must succeed on a DC 19 Reflex save or take 1d10 points of damage from falling debris. Collapse mine does not affect miner genies, due to their immunity to earth effects. The save and check DCs are Strength-based.\r

    Dig (Su):<\/b> Three times per day, a miner genie can supernaturally dig through dirt. This functions as a move earth<\/i> spell, with the following differences. Each round that the miner 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 miner's dig ability may form tunnels. Caster level 9th. This is the equivalent of an 3rd-level spell. \r

    Immunity to Earth (Ex):<\/b> A miner genie is immune to the detrimental effects of spells with the earth descriptor. Additionally, it takes no damage from cave-ins or collapses, nor is its movement hampered by rockslides, rubble, or other earth-related effects.\r

    Minecunning (Ex):<\/b> This ability grants a miner genie a +4 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps or new construction. Something that isn't stone but that is disguised as stone also counts as unusual stonework. Minecunning also grants a +4 racial bonus on Search checks to notice valuable mineral deposits and geological hazards, such as veins of ore, unstable rocks, subterranean poison gas and so forth.\r

    If a miner genie comes within 30 feet of unusual stonework, a geological hazard or a mineral deposit it can make a Search check to notice it as if it were actively searching. A miner genie can also use the Search skill to find stonework traps as a rogue can.\r

    A miner genie can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.\r

    Plane Shift (Sp):<\/b> A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).\r

    Spell-Like Abilities:<\/b> 1\/day\u00c2\u0097gaseous form, water breathing<\/i>. Caster level 6th. The save DCs are Charisma-based.\r

    Tunneling (Ex):<\/b> A miner genie can tunnel through solid stone at its burrow speed, leaving behind an intact tunnel. \r

    Skills:<\/b> Miner genies have a +4 racial bonus on Listen checks. *Miner genies have a +4 racial bonus on Appraise, Craft, Knowledge and Profession skills related to stone and stonework.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Secret of the Lamp<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral","environment":"Elemental Plane of Earth"},{"name":"Genie, Tasked, Oathbinder","type":"Outsider","ch":10,"challenge_rating":" 10 \u00a0","id":5710,"reference":"Usergen","full_text":"

    Genie, Tasked, Oathbinder <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 12d8+24\u00a0(78 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), fly 40 ft. (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+12\/+22<\/td> <\/tr>
    Attack: <\/strong>Slam +17 melee (1d8+6 plus 2d6 fire)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +17 melee (1d8+6 plus 2d6 fire)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Burn the foresworn, grab soul, heat, oathbinding, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to fire, plane shift, resist oathmaker, spell resistance 20, telepathy 100 ft., vulnerability to cold<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +11, Will +11 <\/td> <\/tr>
    Abilities: <\/strong>Str 23, Dex 17, Con 14, Int 10, Wis 17, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Concentration +17, Diplomacy +23, Gather Information +6, Knowledge (local) +15, Knowledge (the planes) +9, Intimidate +19, Listen +18, Sense Motive +20, Spellcraft +6, Spot +18\r
    <\/td> <\/tr>
    Feats: <\/strong>Combat Casting, Combat Reflexes, Dodge, Improved Initiative (B), Negotiator, Quicken Spell-Like Ability (scorching ray<\/i>)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Fire<\/td> <\/tr>
    Organization: <\/strong>Solitary, company (2\u00c2\u00964), or band (6\u00c2\u009615)<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>Standard coins; double goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Always lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>13\u00c2\u009615 HD (Large); 16\u00c2\u009630 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This being resembles a mighty giant with skin as black and glossy as obsidian. A perpetual nimbus of white fire surrounds it, while its eyes shine with purple fire.<\/i>\r

    Former efreet, oathbinder genies are now devoted to maintaining solemn oaths sworn between their masters and any consenting sentient being. When vows are broken, they mete out punishment according to the terms of the vow. \r

    All oathbinder genies are members of an order that governs their conduct. They are experts on all aspects of contracts, oaths, vows, and matters of obligation. They greatly enjoy debate.\r

    Genies never break the word they give an oathbinder genie, although they may bend, twist, and wriggle to talk their way out. Oathbinder genies demand more for their services when the conditions of the oaths they oversee are more strict or exacting. Oaths of fealty sworn for a lifetime are more demanding to enforce, and cost a minimum of 1,000 gp to establish (and may cost tenfold or hundrefold as much). Oathbinders refuse to serve the marid, whose word can rarely be counted on.\r

    An oathbinder genie stands 9 feet tall and weighs about 900 pounds.\r

    Oathbinder genies speak Auran, Common, Ignan, and Infernal.\r

    COMBAT\r

    Oathbinder genies prefer to strike with their white-hot quickened scorching rays while utilizing their other spell-like abilities and slam attacks.\r

    Burn The Foresworn (Su):<\/b> Any fire damage inflicted by an oathbinder genie's slam attacks or spells is increased by 50% against creatures that have broken a genie's oath (e.g. their slams add 3d6 fire damage instead of 2d6 fire damage). Furthermore, the genie's fire attacks becomes untyped against oath-breakers, allowing the oathbinder's fire damage to \"burn\" oath-breakers who have resistance or immunity to fire. \r

    Grab Soul (Su):<\/b> An oathbinder genie captures the soul of any oath-breaker it kills. The oathbreaker may not be raised from the dead or contacted in any way, such as by a speak with dead<\/i> spell for a period of 1 year after they are killed. Victims of this ability may be resurrected<\/i> or reincarnated<\/i>, but the caster must succeed on a caster level check (DC equals 10 + oathbinder's HD), or the spell is wasted.\r

    Heat (Ex):<\/b> An oathbinder genie's red-hot body deals 2d6 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.\r

    Oathbinding (Su):<\/b> Oathbinder genies may perform a ceremony binding other creatures to a particular oath. If the bound creature violates the oath, they are designated as an oath-breaker for the purposes of the genie's other abilities. Furthermore, the genie instantly knows when a bound oath is broken, the location of the oath-breaker (even on other planes), and can transport itself to the oath-breakers location at will as if through plane shift<\/i> and greater teleport<\/i>.\r

    Plane Shift (Sp):<\/b> A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).\r

    Resist Oathmaker (Su):<\/b> An oathbinder genie is highly resistant to the attacks of a creature whose oath it oversees. It gains damage reduction 10\/\u00c2\u0097 and an additional 10 points of spell resistance and energy resistance against all such attacks. These points stack with any resistances or damage reduction the genie has from other sources.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097detect magic, produce flame, pyrotechnics<\/i> (DC 16), scorching ray<\/i> (2 rays); 3\/day\u00c2\u0097bestow curse<\/i> (DC 18), command<\/i> (DC 15), eyebite<\/i> (DC 20), hold person<\/i> (DC 17), resilient sphere, wall of force<\/i>. Caster level 16th. The save DCs are Charisma-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in ALQ2 - Assassin Mountain<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always lawful neutral","environment":"Elemental Plane of Fire"},{"name":"Genie, Tasked, Slayer","type":"Outsider","ch":11,"challenge_rating":" 11 \u00a0","id":5711,"reference":"Usergen","full_text":"

    Genie, Tasked, Slayer <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 12d8+36\u00a0(90 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares), fly 80 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 24 (-1 size, +4 Dex, +4 deflection, +7 natural), touch 17, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+12\/+25<\/td> <\/tr>
    Attack: <\/strong>Scimitar +20 (1d8+9\/15-20) or claw +20 (1d10+9); or throwing axe +15 ranged (1d8+9)<\/td> <\/tr>
    Full Attack: <\/strong>Scimitar +20\/+15\/+10 (1d8+9\/15-20) and scimitar +20 (1d8+4\/15-20) and 2 claws +20 melee (1d10+4); or 2 claws +20 (1d10+9) and 2 slams +20 melee (1d8+4); or 4 throwing axes +15 ranged (1d8+9)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Death attack, frightful presence, sneak attack +6d6, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Change shape, darkvision 60 ft., madness, plane shift, spell resistance 15, telepathy 100 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +12, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 28, Dex 19, Con 16, Int 14, Wis 7, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Balance +6, Climb +24, Concentration +18, Diplomacy +17, Hide +15, Jump +23, Intimidate +17, Listen +13, Move Silently +19, Spot +13, Survival +13, Tumble +19<\/td> <\/tr>
    Feats: <\/strong>Combat Reflexes, Deadly Precison, Improved Critical (scimitar), Improved Initiative (B), Multiweapon Fighting (B), Quicken Spell-Like Ability (blindness\/deafness<\/i>), Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Fire<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>11<\/td> <\/tr>
    Treasure: <\/strong>Standard coins; double goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>13-19 HD (Large); 20\u00c2\u009630 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This being resembles a mighty four-armed giant with dark, polished skin. One set of arms ends in lionlike paws with ivory claws, while the other ends in humanoid hands wielding a pair of wicked scimitars. Two fiery red eyes are found where a human's normally rest, while a green, pantherlike third eyes is centered between its two small horns. Coarse black hair cascades down its back between two massive, batlike wings.<\/i>\r

    Slayer genies arise when tasked genies are driven mad from long stretches of repetitive labor. They seek release in bloodshed, and they retain only a limited cunning. They have only one purpose: to commit murder as often as possible. As this sort of behavior tends to be noticed by sentient creatures nearby, slayer genies are usually very discreet about their activities, controlling the rage which motivates them because of their fear of discovery and punishment.\r

    Slayer genies view all other creatures as merely sets of abilities and attributes to be overcome, creatures whose only purpose is to meet their death at the hands of the slayer. However, undead present a conundrum for slayer genies: should they kill things that are already dead? Given a choice, slayer genies always leave undead creatures for last, and if there is any chance of discovery, they leave the undead alone. This often results in undead creatures being blamed and hunted as the perpetrators of slayer genies\u00c2\u0092 crimes.\r

    Slayer genies enjoy the company of other warriors of any race, and will spend hours discussing the advantages and disadvantages of various weapons, the fine points of anatomy, and the details of stealth, tactics, martial trickery, and armor with anyone willing to listen. Their fascination with violence and bloodshed goes far beyond the professional level, and slayer genies look forward to their own death in battle as a glorious occasion. Slayer genies know neither shame nor pride when asked to complete some mission; they merely seek to fulfill their role, and boast about it afterward. No trick is too cruel, no tactic too immoral, no job too unsavory for them to undertake.\r

    A typical slayer genie stands 10 feet tall and weighs 2,700 pounds.\r

    Slayer genies speak Auran, Common, Ignan, and Infernal in clipped sentences. However, they dislike social interaction and do not encourage questioning.\r

    COMBAT\r

    Slayer genies prefer to kill their targets quietly, generally employing silence before approaching a target. In melee, they attack either with their terrible claws or with scimitars, axes, cleaving polearms, morning stars, and maces. \r

    A slayer genie's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.\r

    Change Shape (Su):<\/b> A slayer genie can assume the form of any Small, Medium, or Large humanoid or giant.\r

    Death Attack (Ex):<\/b> If a slayer genie studies an opponent for 3 rounds and then makes a melee sneak attack that successfully deals damage, the opponent must succeed on a DC 18 Fortitude save or die. If the victim\u00c2\u0092s saving throw succeeds, the attack is just a normal sneak attack. The save DC is Intelligence-based.\r

    The slayer genie can undertake other actions while studying the victim, so long as its attention stays focused on the target and the target does not detect the slayer genie or recognize the genie as an enemy. Once the slayer genie has completed the 3 rounds of study, it must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes its save), or if the slayer genie does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before it can attempt another death attack.\r

    Frightful Presence (Ex):<\/b> When a slayer genie charges, attacks, or flies overhead, it inspires terror in all creatures within 120 feet that have fewer Hit Dice or levels than it has. Affected creatures must succeed on a DC 18 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the slayer genie. The save DC is Charisma-based.\r

    Madness (Ex):<\/b> Slayer genies use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion<\/i> and insanity<\/i> effects. \r

    Plane Shift (Sp):<\/b> A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).\r

    Sneak Attack (Ex):<\/b> A slayer genie has the sneak attack ability of a rogue of a level equal to its Hit Dice (+6d6 for a typical slayer genie).\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097blindness\/deafness<\/i> (DC 14), darkness, dimension door, gaseous form, greater invisibility, minor image<\/i> (DC 14), silence<\/i> (DC 14); 3\/day\u00c2\u0097quickened blindness\/deafness<\/i> (DC 14). Caster level 14th. The save DCs are Charisma-based.\r

    Feats:<\/b> In combination with its natural abilities, a slayer genie's Multiweapon Fighting feat allows it to attack with all its arms at no penalty.<\/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":"Outsider","alignment":"Always neutral evil","environment":"Elemental Plane of Fire"},{"name":"Genie, Tasked, Warmonger","type":"Outsider","ch":5,"challenge_rating":" 5 \u00a0","id":5712,"reference":"Usergen","full_text":"

    Genie, Tasked, Warmonger <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 7d8+28\u00a0(59 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares) in full plate armor; base speed 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 23 (+1 Dex, +4 natural, +8 full plate armor), touch 11, flat-footed 22<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+11<\/td> <\/tr>
    Attack: <\/strong>Heavy pick +11 melee (1d6+6\/x4) or slam +11 melee (1d6+4)<\/td> <\/tr>
    Full Attack: <\/strong>Heavy pick +11\/+6 melee (1d6+6\/x4) or 2 slams +11 melee (1d6+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Inspire troops, spell-like abilities\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Change shape, darkvision 60 ft., plane shift, telepathy 100 ft.\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +6, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 13, Con 18, Int 16, Wis 17, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Bluff +14, Concentration +14, Diplomacy +20, Intimidate +16, Jump -8*, Listen +13, Knowledge (history) +13, Knowledge (nobility and royalty) +13, Profession (siege engineer) +13, Ride +11, Sense Motive +13, Spot +13 (*includes -6 armor check penalty)<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative (B), Mounted Combat, Ride-By Attack, Spirited Charge\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Fire<\/td> <\/tr>
    Organization: <\/strong>Solitary, squad (1 plus 5-20 troops) or company (1 plus 20-160 troops)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>Standard coins; double goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>8\u00c2\u00969 HD (Medium); 10\u00c2\u009621 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This portly and hairy genie stands with a commanding presence, wearing battle-worn armor adorned with medals. Blood seeps from its every pore and drips from its hair.<\/i>\r

    Warmonger genies serve as military advisers to generals, emirs, and sultans or serve directly on the battlefield leading mercenaries and soldiers. When there is no war to lead, they find one or start one.\r

    Warmonger genies wear the heaviest armor available. They also wear military dress and are fond of including sashes, medals, and the finery that goes along with rank.\r

    A typical warmonger genie stands 5 feet tall and weighs over 200 pounds.\r

    Warmonger genies speak Common, Ignan, Infernal, Giant and Goblin.\r

    COMBAT\r

    A warmonger genie often takes up a position on horseback at the rear of his troops or seated in a general's tent on a ridge overlooking the field of battle. From this vantage they bellow commands and threats to direct or rally their forces, bolstering them with their spell-like abilities and inspire troops power. They typically expend one use of their heroism<\/i> and greater magic weapon<\/i> spell-like abilities to boost the combat abilities of the best combatant(s) among their troops, reserving the remaining use for themselves. Warmonger genies also make cunning use of cause fear<\/i> and suggestion<\/i> to trick their opponents into making tactical errors.\r

    Although they prefer to lead from behind, warmonger genies are capable warriors and will happily wade into battle if it seems tactically advantageous. They have the wits to flee a losing fight, but the courage to fight to the death if it is their best (or only) chance for victory. \r

    While most warmonger genies prefer to lead and fight from horseback, a rare few prefer to fight on their feet. Such warmonger genies select different feats, such as Cleave, Combat Expertise, Improved Disarm, and Power Attack.\r

    A warmonger genie'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

    Change Shape (Su):<\/b> A warmonger genie can assume the form of any Small, Medium, or Large humanoid or giant.\r

    Inspire Troops (Ex):<\/b> As a move action, a warmonger genie can use displays of military prowess to inspire courage in its allies and followers, bolstering them against fear and improving their combat abilities. The effect lasts for as long as the ally can see or hear the warmonger genie and for 5 rounds thereafter. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and weapon damage rolls. Should the ally see the warmonger genie be defeated or slain, the morale bonus from this ability changes into a -2 morale penalty that lasts for 10 rounds. Inspire troops is a mind-affecting ability. \r

    A warmonger genie can inspire allies of up to 7 HD. It can inspire a number of allies totalling 20 times its Hit Dice (140 HD for a standard warmonger genie).\r

    Plane Shift (Sp):<\/b> A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097cause fear<\/i> (DC 15), remove fear<\/i>; 2\/day\u00c2\u0097greater magic weapon, heroism, suggestion<\/i> (DC 17). Caster level 10th. The save DCs are Charisma-based.<\/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":"Outsider","alignment":"Always lawful evil","environment":"Elemental Plane of Fire"},{"name":"Genie, Tasked, Winemaker","type":"Outsider","ch":2,"challenge_rating":" 2 \u00a0","id":5713,"reference":"Usergen","full_text":"

    Genie, Tasked, Winemaker <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 12 (+1 Dex, +1 natural), touch 11, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+4<\/td> <\/tr>
    Attack: <\/strong>Kukri +4 melee (1d4+2\/18-20) or slam +4 melee (1d6+3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Kukri +4 melee (1d4+2\/18-20) or slam +4 melee (1d6+3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, constrict 1d6+3, improved grab, spell-like abilities\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Change shape, darkvision 60 ft., plane shift, telepathy 100 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +4, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 13, Con 12, Int 10, Wis 13, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Appraise +5*, Craft (cooper) +3, Craft (glassblowing) +3, Jump +5, Knowledge (geography) +5, Knowledge (nature) +5, Perform (dance) +4, Perform (sing) +4, Profession (farmer) +6, Profession (vintner) +9, Survival +1 (+3 to keep avoid getting lost or to avoid natural hazards, +3 in aboveground natural environments)<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative (B), Skill Focus (Profession [vintner])<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any temperate or warm land<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>Standard coins; double goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral, often good<\/td> <\/tr>
    Advancement: <\/strong>3-6 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature has the head of a cat, the body of a dog, and a long trunk. Its body is draped in grapevines, and its paws appear wine-stained.<\/i>\r

    Winemaker genies dedicate themselves to lives as vintners, nurturing grapevines, tending fields, and supervising harvests to create the finest possible vintages. Wine produced by a winemaker genie generally fetches four times its normal value on the open market.\r

    They never remain at a given vineyard for more than two years. Harvest time is their only celebration; they are great drinkers and are capable of entertaining workers with self-deprecating humor and song.\r

    Unfortunately, the winemaker genies sample their own product all too often, leading them to excessive drinking as well as a deterioration of their talent. Older winemaker genies may become eccentric vintners who cater to jaded palates, or they may become village drunks, madmen, and fools.\r

    Winemaker genies serve only so long as their masters do not mistreat them. They do not stand for anyone watering down their wine much less fortifying it with a less than perfect beverage. Winemaker genies forced to their task produce excellent wines, but the result may lack that special aroma, flavor, aftertaste, texture, coloring, and so on. Such winemakers often decline into drunkenness and eccentricity much more quickly.\r

    Winemaker genies are friendly to any race that appreciates their talents, regardless of alignment. They frequently associate with wine snobs, drunks, and bacchanalia fey. \r

    A typical winemaker genie stands 4 to 5 feet tall and weighs around 150 pounds. Males are slightly heavier than females. Winemaker genies eschew clothing, but often drape themselves in grape leaves during the growing season.\r

    Winemaker genies can speak many languages, so as to be able to travel the widest regions possible. A typical winemaker genie speaks four languages, such as Common, Elven, Gnome and Sylvan.\r

    COMBAT\r

    Winemaker genies generally avoid combat, but fight with great fervor when angered or insulted. A winemaker genie may store water or wine within its trunk, then unleash it in a blinding spray at adversaries.\r

    Breath Weapon (Su):<\/b> As a full-round action, a winemaker genie may fill its trunk with water or wine. At any point thereafter, it may spray this as a 20-foot cone, blinding victims for 1 round (water) or 1d3 rounds (wine). A successful DC 13 Reflex save negates. The save DC is Constitution-based.\r

    Change Shape (Su):<\/b> A winemaker genie can assume the form of any Small, Medium, or Large humanoid or giant.\r

    Constrict (Ex):<\/b> A winemaker genie deals 1d6+3 points of damage with a successful grapple check.\r

    Improved Grab (Ex):<\/b> To use this ability, a winemaker genie 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

    Plane Shift (Sp):<\/b> A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).\r

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097create water, detect poison, goodberry, purify food and drink, speak with animals, water walk<\/i>; 1\/week\u00c2\u0097daylight, plant growth<\/i>. Caster level 2nd. The save DCs are Charisma-based.\r

    Once per week a winemaker genie can use greater teleport<\/i> to move anywhere within its home (a vineyard up to one square mile). It cannot teleport beyond the boundaries of its territory nor back from outside. \r

    Skills:<\/b> *A winemaker genie has a +8 racial Bonus on Appraise skill checks when judging or analyzing wine.<\/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":"Outsider","alignment":"Always neutral, often good","environment":"Any temperate or warm land"},{"name":"Geran","type":"Monstrous Humanoid","ch":4,"challenge_rating":" 4 \u00a0","id":5714,"reference":"Usergen","full_text":"

    Geran <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Monstrous Humanoid \t\t\t(Psionic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+8\u00a0(26 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>+4\/+7<\/td> <\/tr>
    Attack: <\/strong>Claw +7 melee (1d4+3) or impaler +7 melee (2d4+4\/x3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +7 melee (1d4+3); or impaler +7 melee (2d4+4\/x3); or impaler +5 melee (2d4+3\/x3) and impaler +5 melee (2d4+1\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Psi-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., spell resistance 13, territorial chameleon<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +6, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 15, Con 14, Int 16, Wis 15, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Climb +7, Hide +7, Intimidate +5, Listen +7, Move Silently +9, Profession (Miner) +7, Spot +7, Survival +5<\/td> <\/tr>
    Feats: <\/strong>Endurance, Two-Weapon Fighting\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary, family (2-5 plus 2-8 noncombatant young), war unit (20-50 plus one 5th-level thane per 20 gerans), task force (51-120 plus one 5th-level thane per 20 gerans and one 6th-level jarl per 50 gerans), or tribe (121-160 plus 50-200 noncombatant young, one 5th-level thane per 20 gerans, one 6th-level jarl per 50 gerans, one 7th-level egoist precept, and one 8th-level high chieftain)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This bulky humanoid is covered in exposed musculature. Cartilage forms an exoskeleton of sorts, resembling a suit of patchwork armor. Its skull is covered with hardened bone, and two backswept horns protrude behind its eyes. Its chin is split, and its eyes are pupilless. It wears only a loincloth and a belt of humanoid skulls. It carries a wicked-looking polearm with a spearhead at one end and a curved blade on the other.<\/i>\r

    Geran are hardworking, peaceful beings who strive to prosper in rocky badlands. Most are miners and hunters, relying on themselves for survival. \r

    Geran communities are orderly and law-abiding. Their simple homes are hillside abodes carved out of the badlands rock. Each home houses one geran family. A number of such homes will dot a large hill or series of hills. \r

    Geran mines are usually rather shallow. They are renowned for their success in mining various forms of gems. As a result, gerans are frequently sought by traders and treasure hunters. Outsiders to geran communities are always viewed with suspicion.\r

    Because of the intense heat, geran wear little clothing, usually just a loin cloth, and upon rare occasions, ornamental jewelry. When preparing for battle, a geran also adorns himself with a belt decorated with the skulls of those he has killed, with the intent of warning away intruders. \r

    A geran is usually 6 feet tall and weighs 200 to 250 pounds.\r

    Geran speak Belgoi, Gith, and their own language. Leaders often additionally speak Common. \r

    COMBAT\r

    Geran prefer to use psionics to ward off intruders. Failing that, they use their more lethal psionics or wade into melee. Geran have developed their own preferred weapon, a double weapon called an impaler. The large, curved, razor-sharp blade on the pole arm end is used to sever victims' heads to be added to the geran's collection. A geran will usually fight with its claws only if disarmed, considering such attacks barbaric.\r

    Geran are stealthy hunters, able to blend in with their surroundings with their territorial chameleon ability.\r

    Detonate (Ps):<\/b> Once per day, a geran can detonate any solid object of no more than 1\/2 lb in weight within 30 ft. Attended or magic items receive a DC 14 Fortitude save to negate this effect. Any creature or object within 20 feet of the detonation takes 3d4 points of bludgeoning damage (DC 14 Reflex for half). Any target in contact with the detonating object takes 3d6 points of slashing damage with no saving throw.\r

    Alternatively, a geran can hurl an object as a thrown weapon with a 20 foot range increment. The object detonates on impact, doing damage as above. Use a ranged touch attack to determine if the detonating object makes contact with its intended target. If it misses, use the throw splash weapon rules to determine in which square the object detonates.\r

    This is the equivalent of a 2rd-level power. Manifester level 5th. \r

    Psi-Like Abilities:<\/b> 3\/day\u00c2\u0097matter agitation<\/i>; 2\/day\u00c2\u0097ego whip<\/i> (DC 14), id insinuation<\/i> (DC 15, 2 targets)*; 1\/day\u00c2\u0097inertial barrier, intellect fortress, matter manipulation, mind link, personal mind blank, psionic mind blank<\/i> (DC 20), telekinetic force<\/i> (DC 15), telekinetic thrust<\/i> (DC 15), tower of iron will<\/i>. Manifester level 5th. The save DCs are Charisma-based.\r

    *Includes augmentation for the geran's manifester level.\r

    Territorial Chameleon (Su):<\/b> A geran can change the color and texture of its skin and equipment to match the natural terrain of its territory, gaining a +10 enhancement bonus on Hide checks. It takes a geran a week to adjust its chameleon<\/i> power to a new territory, and during this week the geran must spend at least 6 hours each day wandering its new home to familiarize itself with the landscape. \r

    Weapon Familiarity:<\/b> Gerans may treat impalers as martial weapons, rather than exotic weapons. \r

    Skills:<\/b> Gerans have a +2 racial bonus on Profession (miner) checks.\r

    New Weapon<\/b>\r

    Impaler:<\/b> The impaler consists of a spear with a glaive-like blade mounted on the opposite end. An impaler is an exotic double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. If you use a ready action to set the spear end of an impaler against a charge, you deal double damage on a successful hit against a charging character.\r

    The spear end of an impaler deals 2d4 points of piercing damage and deals triple damage on a critical hit. The glaive end of an impaler deals 2d4 points of slashing damage and deals triple damage on a critical hit. \r
    Cost: 60 gp; Weight: 15 lb. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Polyhedron #74<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually lawful neutral","environment":"Warm forests"},{"name":"Getiet","type":"Magical Beast","ch":5,"challenge_rating":" 5 \u00a0","id":5715,"reference":"Usergen","full_text":"

    Getiet <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d10+20\u00a0(47 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>+5\/+17<\/td> <\/tr>
    Attack: <\/strong>Bite +12 melee (2d6+8\/18-20\/x3 plus devastating bite)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +12 melee (2d6+8\/18-20\/x3 plus devastating bite) and 2 claws +10 melee (1d6+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical, devastating bite, devour brain<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., scent, superior low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 27, Dex 13, Con 19, Int 10, Wis 12, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Hide +1*, Listen +12, Spot +12, Survival +3*\r
    <\/td> <\/tr>
    Feats: <\/strong>Multiattack, Power Attack, Track (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or slaughter (2\u00c2\u00964)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>6-12 HD (Large); 13-20 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This frightening creature is the size of a bear, and combines features of a hyena and ape.<\/i>\r

    The getiet is often mistaken for a bear, and as such has obtained the nickname \"Nandi bear\". It is also sometimes called the duba or chemosit in some cultures.\r

    This rapacious predator has the unsavory habit of tearing off the tops of its victims' skulls and dining on the exposed brain. It reputedly grows in strength and vigor for a short time thereafter.\r

    As obnoxious as they are ugly, getiets are known to taunt their prey before attacking. Getiets take great joy in slaughter, and have been known to attack entire villages.\r

    A typical getiet is about 8 feet long, stands 4 feet high at the shoulder, and weighs 750 pounds.\r

    Getiets speak Common and Abyssal.\r

    COMBAT\r

    Getiets are aggressive, fearless carnivores that have been known to harass larger predators simply for the pleasure of seeing their frustration. Getiets enjoy taunting their prey before eviscerating them with their deadly bites. \r

    Augmented Critical (Ex):<\/b> A getiet's bite threatens a critical hit on a natural attack roll of 18\u00c2\u009620, dealing triple damage on a successful critical hit.\r

    Devastating Bite (Ex):<\/b> A getiet's jaws are immensely powerful, destroying large portions of soft tissue. On a successful critical hit, a getiet also deals 1 point of Constitution damage.\r

    Devour Brain (Su):<\/b> A getiet may spend a standard action to devour the brain of a dead or unconcious victim. A creature whose brain is devoured cannot be brought back to life with a raise dead<\/i> spell, although a ressurrection<\/i> or other life-restoring magic will succeed. Upon devouring a brain, a getiet gains 1d8 temporary hit points and a +2 bonus to Strength that lasts for 10 minutes per HD of the victim.\r

    Superior Low-Light Vision (Ex):<\/b> A getiet can see five times as far as a human can in dim light.\r

    Skills:<\/b> A getiet has a +6 racial bonus on Listen and Spot checks. *Getiets have a +8 racial bonus on Hide checks in areas of tall grass or heavy undergrowth, and a +4 racial bonus on Survival checks when tracking by scent.<\/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 chaotic evil","environment":"Warm forests"},{"name":"Ghast-Lord","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5716,"reference":"Usergen","full_text":"

    Ghast-Lord (Template)<\/h1>
    This foul creature stands seven feet tall. Its mottled, decaying flesh is drawn tight across clearly visible bones, with patches of coarse hair still clinging to its frame in places. Its mouth is full of long, sharp fangs. Its eyes burn like hot coals in their sunken sockets above its bearlike nose.<\/i>\r

    Ghast-lords were undead clerics of cannibalistic or anthropophagus tribes, who revered deities of similar pursuits.\r

    Unlike common ghasts, ghast-lords retain all the intelligence and abilities they possessed in life, including their divine spellcasting ability and granted powers. Much like liches, they are often scheming and power-hungry.\r

    A ghast-lord is physically indistinguishable from the common variety, except that it is usually garbed in clerical vestments and prominently displays its unholy symbol. \r

    Ghast-lords speak any languages they knew in life.

    Creating a Ghast-Lord<\/h2> \"Ghast-lord\" is a template that can be added to any giant, humanoid, or monstrous humanoid able to cast 3rd-level divine spells (referred to hereafter as the \"base creature\"). It uses all the base creature's stastics 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> The base creature's natural armor increases by +2.\r

    Damage:<\/b> The base creature's natural attacks can cause paralysis in addition to their normal damage. The base creature's natural and manufactured weapons deal damage normally. If the base creature does not have a better natural attack, it gains a bite attack and two claw attacks that deal damage based on the creature's size:\r

    Size Bite Claw<\/b> \r
    Fine 1d2 - \r
    Diminutive 1d3 1 \r
    Tiny 1d4 1d2 \r
    Small 1d6 1d3 \r
    Medium 1d8 1d4 \r
    Large 2d6 1d6 \r
    Huge 2d8 1d8 \r
    Gargantuan 4d6 2d6 \r
    Colossal 4d8 2d8 \r

    Special Attacks:<\/b> A ghast-lord retains all the base creature's special attacks and gains those listed below. Saves for abilities listed below have a DC of 10 + \u00c2\u00bd the ghast-lord's HD + the ghast-lord's Charisma modifier unless noted otherwise in the ability's description.\r

    Create Spawn (Su):<\/i> A creature killed by a ghast-lord rises as a form of ghast 1d4 days after death. The victim returns as a ghast if it was a humanoid with 6 or fewer HD and as a ghastly creature if it was a giant or monstrous humanoid or a humanoid with 7 or more HD.\r

    Ghoul Fever (Su):<\/i> Disease\u00c2\u0097bite, Fortitude, incubation period 1 day, damage 1d3 Con and 1d3 Dex. \r

    Paralysis (Ex):<\/i> Those hit by a ghast-lord's natural attack must succeed on a Fortitude save or be paralyzed for 2d4 rounds. even elves are affected by this paralysis.\r

    Spells:<\/i> A ghast-lord can cast any spells it could cast while alive.\r

    Stench (Ex):<\/i> The stink of death and corruption surrounding these creatures is sickening. Living creatures within 30 feet must succeed at a Fortitude save or be sickened, suffering a -2 penalty on all attack rolls, weapons damage rolls, saving throws, skill checks, and ability checks for 2d6+4 minutes. A delay poison<\/i> or neutralize poison<\/i> spell removes the effect from the sickened creature, and creatures immune to poison are unaffected by this ability.\r

    Special Qualities:<\/b> A ghast-lord retains all the base creature's special qualities and gains those listed below.\r

    Turn Resistance (Ex):<\/i> A ghast-lord has +4 turn resistance.\r

    Abilities:<\/b> Change from the base creature as follows: Str +6, Dex +6, Int +2, Wis +6, Cha +6. As an undead creature, a ghast-lord has no Constitution score.\r

    Skills:<\/b> Ghast-lords have a +6 racial bonus on Balance, Climb, Hide, Jump, Move Silently, and Spot checks. Otherwise same as the base creature.\r

    Feats:<\/b> Ghast-lords gain Multiattack and Toughness, assuming the base creature meets the prerequisites and doesn\u00c2\u0092t already have these feats.\r

    Environment:<\/b> Any.\r
    Organization:<\/b> Solitary, pack (1 plus 2-12 ghouls and\/or ghasts) or court (2-4 plus 6-36 ghouls and\/or ghasts).\r
    Challenge Rating:<\/b> Same as base creature +2.\r
    Alignment:<\/b> Always chaotic evil.\r
    Advancement:<\/b> By character class.\r
    Level Adjustment:<\/b> Same as the base creature +2.
    Challenge Rating: <\/strong>+2

    Sample Ghast-Lord<\/h2> Ghast-Lord, 9th-Level Bugbear Adept<\/b>\r
    Medium Undead (Augmented Humanoid)\r
    Hit Dice: 12d12+3 (81 hp)\r
    Initiative: +5\r
    Speed: 30 ft. (6 squares)\r
    Armor Class: 20 (+5 Dex, +5 natural), touch 15, flat-footed 15\r
    Base Attack\/Grapple: +6\/+13\r
    Attack: Morningstar +13 melee (1d8+7) or bite +13 melee (1d8+7 plus ghoul fever and paralysis) or javelin +11 ranged (1d6+7)\r
    Full Attack: Morningstar +13 melee (1d8+7) and claw +11 melee (1d4+3 plus paralysis); or bite +13 melee (1d8+7 plus ghoul fever and paralysis) and 2 claws +11 melee (1d4+3 plus paralysis); or javelin +11 ranged (1d6+7)\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Create spawn, ghoul fever (DC 20), paralysis (DC 20), spells, stench (DC 20)\r
    Special Qualities: Darkvision 60 ft., summon familiar, +4 turn resistance, undead traits\r
    Saves: Fort +4, Ref +11, Will +14\r
    Abilities: Str 24, Dex 20, Con \u00c2\u0097, Int 12, Wis 22, Cha 18\r
    Skills: Balance +11, Climb +13, Concentration +8, Hide +17, Jump +13, Knowledge (religion) +9, Listen +12, Move Silently +17, Spellcraft +9, Spot +14\r
    Feats: Alertness, Combat Casting, Greater Spell Focus (necromancy), Spell Focus (necromancy), Multiattack (B), Stealthy, Toughness (B)\r
    Environment: Temperate mountains\r
    Organization: Solitary, pack (1 plus 2-12 ghouls and\/or ghasts) or court (2-4 plus 6-36 ghouls and\/or ghasts)\r
    Challenge Rating: 11\r
    Treasure: Standard\r
    Alignment: Always evil (any)\r
    Advancement: By character class\r
    Level Adjustment: +3\r

    The ghast-lord presented here had the following ability scores before racial, template, and level-based ability score adjustments: Str 14, Dex 12, Con 8, Int 10, Wis 15, Cha 13.\r

    Spells:<\/b> This ghast-lord casts spells as a 9th-level adept. \r

    Typical Adept Spells Prepared<\/i> (5\/5\/3\/2; save DC 13 + spell level; DC 15 + spell level for necromancy): \r
    0\u00c2\u0097detect magic, ghost sound, read magic, touch of fatigue<\/i> (x2);\r
    1st\u00c2\u0097burning hands, cause fear, detect good, obscuring mist, protection from good;<\/i>\r
    2nd\u00c2\u0097bull\u00c2\u0092s strength, mirror image, web;<\/i>\r
    3rd\u00c2\u0097bestow curse, lightning bolt.<\/i>\r

    Skills:<\/b> Bugbears have a +4 racial bonus on Move Silently checks. \r

    Raven familiar:<\/b> Tiny magical beast; HD 1\/4 d8 (effectively 9d8); hp 40; Init +2; Spd 10 ft., fly 40 ft. (average); AC 19, touch 14, flat-footed 17; Base Atk +6; Grp -7; Atk or Full Atk +10 melee (1d2-5, claws); Space\/Reach 2-1\/2 ft.\/0 ft.; SQ improved evasion, low-light vision, speak Common, speak with animals of its kind, speak with master; AL NE; SV Fort +4, Ref +8, Will +10; Str 1, Dex 15, Con 10, Int 10, Wis 14, Cha 6. \r

    Skills and Feats:<\/i> Concentration +8, Hide +14, Knowledge (religion) +8, Listen +8, Spellcraft +8, Spot +8; Alertness, Weapon Finesse.
    \u00a0
    Polyhedron #30<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Always chaotic evil.\r","environment":" Any.\r"},{"name":"Ghazneth, Boldovar the Mad","type":"Outsider","ch":13,"challenge_rating":" 13 \u00a0","id":5717,"reference":"Usergen","full_text":"

    Ghazneth, Boldovar the Mad <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 13d8+91\u00a0(149 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares), fly 90 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 25 (+6 Dex, +9 natural), touch 16, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+13\/+19<\/td> <\/tr>
    Attack: <\/strong>Bite +19 melee (1d6+6) or bastard sword +19 melee (1d10+6\/19-20)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +19 melee (1d6+6) and 2 claws +17 melee (1d4+3) or bastard sword +19\/+14\/+9 melee (1d10+6\/19-20)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Expend magic, weapon familiarity<\/td> <\/tr>
    Special Qualities: <\/strong>Absorb magic, damage reduction 15\/cold iron, darkvision 60 ft., expend magic, rejuvenation<\/td> <\/tr>
    Saves: <\/strong>Fort +15, Ref +14, Will +12 <\/td> <\/tr>
    Abilities: <\/strong>Str 23, Dex 23, Con 24, Int 16, Wis 14, Cha 21 <\/td> <\/tr>
    Skills: <\/strong>Bluff +21, Diplomacy +11, Disguise +5 (+7 acting), Gather Information +7, Intimidate +23, Knowledge (arcana) +19, Knowledge (history) +19, Knowledge (local) +19, Knowledge (nobility and royalty) +19, Listen +18, Search +19, Sense Motive +18, Spellcraft +21, Spot +18, Survival +2 (+4 following tracks)\r
    <\/td> <\/tr>
    Feats: <\/strong>Cleave, Hover, Iron Will, Multiattack, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cormyr and surrounding lands<\/td> <\/tr>
    Organization: <\/strong>Solitary or band (Boldovar and 1-5 other ghazneths)<\/td> <\/tr>
    Challenge Rating: <\/strong>13<\/td> <\/tr>
    Treasure: <\/strong>Double coins, double goods (gems and jewelry), no items<\/td> <\/tr>
    Alignment: <\/strong>Chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>-<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A squat man with a mane of spiky hair and batlike wings runs nude. His his huge nose is red and veined, his mouth contains but four yellowed fangs, and his red tongue wags from his mouth.<\/i>\r

    Once a raving king of Cormyr, Boldovar became a ghazneth 1,120 years ago when he fell from the top of Faerlthann's Keep. Known also as Boldovar the Dark, this ghazneth delights in spreading terror and insanity throughout Cormyr. He lusts after women and turns them against their husbands, and frightens childrens with his hideous appearance.\r

    Boldovar is 5 feet tall and weighs 200 pounds.\r

    Boldovar speaks Common and Chondathan.\r

    COMBAT\r

    Boldovar relishes combat, generally wielding exotic or improvised weapons. If no weapon is handy, he simply rends foes with his teeth and talons.\r

    Absorb Magic (Su):<\/b> A ghazneth can ready an action to absorb spells or spell-like abilities as a rod of absorption<\/i>, although the ghazneth is stunned for one round for each level that it absorbs. In addition, a ghazneth can absorb charges from charged magical items, absorbing one charge per round of contact. A charge grants as many levels as appropriate to the effect (for example, a charge from a wand of magic missile<\/i> gives 1 level, but a charge from a wand of fireball<\/i> gives 3 levels). Charges of non-spell effects grant one level for every two caster levels of the effect (rounded up). The charges are forever lost to the magic item, as if they had been used normally.\r

    Ghazneths may also spend one hour to discharge a permanent magical item (or one with daily charges) completely, rendering it a mundane item. This ability requires continuous contact. The ghazneth gains 10 spell levels per spell level of each effect of the magic item (or 1\/2 the caster level of the effect, rounded up).\r

    A ghazneth may store one level for each year of its age. At approximately 1,120 years of age, Boldovar can hold up to 1,120 levels. \r

    Expend Magic (Su):<\/b> Boldovar may expend stored magic to utilize the following powers. \r

    Deeper Darkness (Su):<\/i> Create a circle of magical darkness 112 feet in diameter (as the spell deeper darkness<\/i>).\r

    Delusion (Su):<\/i> After a successful melee touch, Boldovar may expend one stored magic level to force the target to make a DC 21 Will save or suffer 6 points of Wisdom damage and suffer the effects of an insanity<\/i> spell. The save DC is Charisma-based.\r

    Detect Magic (Su):<\/i> Boldovar continuously detects all magic (as the detect magic<\/i> spell) within 112 miles. This ability drains one stored magic level per day.\r

    Fast Healing (Su):<\/i> Boldovar may expend one stored magic level to gain fast healing 10 for 10 minutes.\r

    Misinformation (Su):<\/i> Boldovar continuously causes all beings within 112 yards to misinterpret all events, conversation, etc, in the worst possible light. This ability uses one stored magic level per hour.\r

    Illusion (Su):<\/i> Boldovar may expend stored magic levels to cast one level worth of spells from the Illusion school. For example, Boldovar can cast a 3rd-level illusion spell by expending 3 stored levels of magic.\r

    Rejuvenation (Su):<\/b> Ghazneths are not destroyed through simple combat: When a ghazneth is reduced to 0 hp, it immediately heals as many hit points as possible through its remaining magic levels. If it has no magic levels remaining, the ghazneth lies dormant for 2d10 hours and then absorbs a level of magic directly from the Weave, at which point it heals itself. Even the most powerful spells are usually only temporary solutions. Typically, there is a unique means to destroy a given ghazneth. The exact means varies and may require a good deal of research to discover (a DC 15 + ghazneth's CR Knowledge (history) check).\r

    Weapon Familiarity (Ex)<\/b>: Boldovar treats all exotic weapons as martial weapons for the purpose of proficiency. Since outsiders are proficient with all martial weapons, Boldovar is also proficient with all exotic weapons.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine Annual #4<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Chaotic evil","environment":"Cormyr and surrounding lands"},{"name":"Ghazneth, Luthax the Fiery","type":"Outsider","ch":13,"challenge_rating":" 13 \u00a0","id":5718,"reference":"Usergen","full_text":"

    Ghazneth, Luthax the Fiery <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 10d8+30\u00a0(75 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares), fly 90 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 22 (+3 Dex, +9 natural), touch 13, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+13<\/td> <\/tr>
    Attack: <\/strong>Claw +13 melee (1d4+3) or longsword +13 melee (1d8+3\/19-20)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +13 melee (1d4+3) and bite +8 melee (1d6+1) or longsword +13\/+8 melee (1d8+3\/19-20) and bite +8 melee (1d6+1)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Expend magic<\/td> <\/tr>
    Special Qualities: <\/strong>Absorb magic, damage reduction 10\/cold iron, darkvision 60 ft., expend magic, rejuvenation\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +10, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 17, Con 17, Int 18, Wis 14, Cha 23 <\/td> <\/tr>
    Skills: <\/strong>Bluff +19, Concentration +20, Diplomacy +23, Disguise +6 (+8 acting), Gather Information +8, Intimidate +21, Knowledge (arcana) +17, Knowledge (local) +17, Knowledge (history) +17, Knowledge (nobility & royalty) +17, Listen +15, Search +17, Spellcraft +19, Spot +15, Survival +2 (+4 following tracks)<\/td> <\/tr>
    Feats: <\/strong>Combat Casting, Empower Spell, Extend Spell, Spell Penetration<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cormyr and surrounding lands<\/td> <\/tr>
    Organization: <\/strong>Solitary or band (Luthax and 1-5 other ghazneths)<\/td> <\/tr>
    Challenge Rating: <\/strong>13<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Lawful evil<\/td> <\/tr>
    Advancement: <\/strong>-<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The man looks like a broad-shouldered ashen gargoyle, with powdery gray skin and wings that appear to made entirely of living smoke. Scintillating scarlet eyes peer out between bushy brows and a large crimson nose. A long beard dangles from his craggy face, but beyond that his head is hairless.<\/i>\r

    Before becoming a ghazneth several centuries ago, Luthax served as the High Castellan of the War Wizards of Cormyr. He was exiled from the kingdom when his plot to replace King Draxus with an oligarchy of mages was exposed. He has been known as the Scourge of Smoke since before the Battle of the Witch Lords in 900 DR.\r

    Luthax is resentful of Merendil's position among the ghazneths and rarely cooperates with her.\r

    Luthax is 6 feet tall and weighs 300 pounds.\r

    Luthax speaks Common and Chondathan.\r

    COMBAT\r

    Luthax prefers spellcasting and using his ghazneth powers to his natural attacks.\r

    Absorb Magic (Su):<\/b> A ghazneth can ready an action to absorb spells or spell-like abilities as a rod of absorption<\/i>, although the ghazneth is stunned for one round for each level that it absorbs. In addition, a ghazneth can absorb charges from charged magical items, absorbing one charge per round of contact. A charge grants as many levels as appropriate to the effect (for example, a charge from a wand of magic missile<\/i> gives 1 level, but a charge from a wand of fireball<\/i> gives 3 levels). Charges of non-spell effects grant one level for every two caster levels of the effect (rounded up). The charges are forever lost to the magic item, as if they had been used normally.\r

    Ghazneths may also spend one hour to discharge a permanent magical item (or one with daily charges) completely, rendering it a mundane item. Ther ability requires continuous contact. The ghazneth gains 10 spell levels per spell level of each effect of the magic item (or 1\/2 the caster level of the effect, rounded up).\r

    A ghazneth may store one level for each year of its age. At approximately 741 years of age, Luthax can hold up to 741 levels. \r

    Expend Magic (Su):<\/b> Luthax may expend stored magic to utilize the following powers. \r

    Detect Magic (Su):<\/i> Luthax continuously detects all magic (as the detect magic<\/i> spell) within 74 miles. This ability drains one stored magic level per day.\r

    Fast Healing (Su):<\/i> Luthax may expend one stored magic level to gain fast healing 7 for 10 minutes.\r

    Fissures (Su):<\/i> Luthax continuously causes tiny fissures to open in his footsteps which emit a steady flow of sulfurous gases that causes all plants within 74 yards to die 24 hours later. Plant creatures are immune to this ability. This ability drains one stored magic level per hour.\r

    Flame Barrier (Su):<\/i> Luthax may expend one stored magic level to create a fiery barrier. This functions as the wall of fire<\/i> spell, with the following exceptions. The flame barrier must originate in one of the fissures created by his footsteps, and extends 70 feet. The flame barrier lasts 7 rounds. Luthax may expend additional stored magic levels to increase the effects of the flame barrier. For each additional magic level spent, he may either increase the length by 10 ft., increase the damage by 1d4 (or 1d6 if passing directly through the barrier), or increase the duration by 1 round.\r

    Rejuvenation (Su):<\/b> Ghazneths are not destroyed through simple combat: When a ghazneth is reduced to 0 hp, it immediately heals as many hit points as possible through its remaining magic levels. If it has no magic levels remaining, the ghazneth lies dormant for 2d10 hours and then absorbs a level of magic directly from the Weave, at which point it heals itself. Even the most powerful spells are usually only temporary solutions. Typically, there is a unique means to destroy a given ghazneth. The exact means varies and may require a good deal of research to discover (a DC 15 + ghazneth's CR Knowledge (history) check).\r

    Spells:<\/b> Luthax may expend stored magic levels to cast his known spells. Luthax casts spells as a sorcerer in most respects, except in addition to using spell slots, he must expend a number of stored magic levels equal to the level of the spell. For example, Luthax must expend three stored spell levels (in addition to the normal 3rd-level spell slot) to cast haste<\/i>. As a side effect of his transformation into a ghazneth, Luthax has a unique number of spells per day, and does not gain bonus spells based on his Charisma modifier.\r

    Sorcerer Spells Known<\/i> (5\/5\/5\/5\/5\/3\/3\/2\/1): 0th--light<\/i>; 1st--magic missile, sleep<\/i>; 2nd--blindness\/deafness, invisibility, knock, locate object<\/i>; 3rd--blink, deeper darkness, haste, hold person, invisibility sphere, wind wall<\/i>; 4th--charm monster, confusion, dimension door, solid fog, stone shape<\/i>; 5th--passwall, telekinesis, teleport, transmute rock to mud<\/i>; 6th--control water<\/i>; 7th--mass invisibility, phase door<\/i>; 8th--binding, earthquake<\/i>; 9th--time stop<\/i>. Caster level 18th. The save DCs are Charisma-based.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine Annual #4<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Lawful evil","environment":"Cormyr and surrounding lands"},{"name":"Ghazneth, Melineth the Grasping","type":"Outsider","ch":12,"challenge_rating":" 12 \u00a0","id":5719,"reference":"Usergen","full_text":"

    Ghazneth, Melineth the Grasping <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 11d8+55\u00a0(104 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares), fly 90 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 23 (+4 Dex, +9 natural), touch 14, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+11\/+15<\/td> <\/tr>
    Attack: <\/strong>Claw +15 melee (1d4+4) or longsword +15 melee (1d8+4\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +15 melee (1d4+4) and bite +15 melee (1d6+2) or longsword +15\/+10\/+5 melee (1d8+4\/19-20) and bite +15 melee (1d6+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Expend magic<\/td> <\/tr>
    Special Qualities: <\/strong>Absorb magic, damage reduction 10\/cold iron, darkvision 60 ft., expend magic, rejuvenation\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +11, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 19, Con 20, Int 14, Wis 14, Cha 21 <\/td> <\/tr>
    Skills: <\/strong>Bluff +19, Concentration +19, Diplomacy +11, Disguise +19 (+21 acting), Gather Information +7, Intimidate +21, Knowledge (history) +16, Knowledge (local) +16, Knowledge (nobility and royalty) +16, Listen +16, Sense Motive +16, Spot +16\r
    <\/td> <\/tr>
    Feats: <\/strong>Hover, Improved Multiattack, Multiattack, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cormyr and surrounding lands<\/td> <\/tr>
    Organization: <\/strong>Solitary or band (Melineth and 1-5 other ghazneths)<\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Neutral evil<\/td> <\/tr>
    Advancement: <\/strong>-<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This broad-chested man has hulking shoulders and long, gangly arms. Despite a flat nose and jutting brow, the man would be ruggedly handsome, were it not for the three goatlike horns curling from his head. Although his skin is flawless, a pair of black, scabrous wings sprout from his back.<\/i>\r

    Melineth the Grasping, the Scourge of Pestilence, was originally Melineth Turcasson, the father-in-law to King Duar. Melineth became a ghazneth after selling the city of Suzail for 500 sacks of gold. He spent 938 years entombed with those very sacks of gold. Now free, he seeks comfort and gold, and lives a lonesome, miserly existence. He cooperates with the other ghazneths only out of fear that they will steal his wealth if he doesn't aid them.\r

    Melineth is 6 feet tall and weighs 250 pounds.\r

    Melineth speaks Common and Chondathan.\r

    COMBAT\r

    Melineth only fights if he sees something to gain. He relies on is ghazneth powers and flight to gain advantage over his foes.\r

    Absorb Magic (Su):<\/b> A ghazneth can ready an action to absorb spells or spell-like abilities as a rod of absorption<\/i>, although the ghazneth is stunned for one round for each level that it absorbs. In addition, a ghazneth can absorb charges from charged magical items, absorbing one charge per round of contact. A charge grants as many levels as appropriate to the effect (for example, a charge from a wand of magic missile<\/i> gives 1 level, but a charge from a wand of fireball<\/i> gives 3 levels). Charges of non-spell effects grant one level for every two caster levels of the effect (rounded up). The charges are forever lost to the magic item, as if they had been used normally.\r

    Ghazneths may also spend one hour to discharge a permanent magical item (or one with daily charges) completely, rendering it a mundane item. Ther ability requires continuous contact. The ghazneth gains 10 spell levels per spell level of each effect of the magic item (or 1\/2 the caster level of the effect, rounded up).\r

    A ghazneth may store one level for each year of its age. At 938 years of age, Melineth can hold up to 938 levels. \r

    Expend Magic (Su):<\/b> Melineth may expend stored magic to utilize the following powers. \r

    Detect Magic (Su):<\/i> Melineth continuously detects all magic (as the detect magic<\/i> spell) within 94 miles. This ability drains one stored magic level per day.\r

    Fast Healing (Su):<\/i> Melineth may expend one stored magic level to gain fast healing 8 for 10 minutes.\r

    Illness (Su):<\/i> Melineth continuously causes all creatures within 94 yards (282 feet) to succeed on a DC 20 Forititude save or be sickened. The sickened effect is permanent unless removed with a spell or effect that removes disease. The save DC is Charisma-based. This ability drains one stored magic level per hour.\r

    Pestilience (Su):<\/i> Melineth may expend one stored magic level to cause a single target within 94 yards (282 feet) to succeed on a DC 20 Forititude save or fall into a feverish torpor and become nauseated. If the save is successful, the victim suffers no further effects. 24 hours later, the victim must succeed on a DC 20 Forititude save or die. If the victim succeeds, he must make another Forititude save every 24 hours thereafter. The nauseated effect is permanent unless removed with a spell or effect that removes disease. The save DC is Charisma-based.\r

    Wither (Su):<\/i> Melineth may expend one stored magic level to wither parts of a target's body. Melienth must succeed on a melee touch attack, and victim can negate the effect with a succussful DC 20 Fortitude save. Withered legs force a subject to fall prone while at the same time reducing the subject's land speed to 5 feet. Withered arms make it impossible for the subject to use objects or cast spells with somatic components. Withering the target's chest, neck, or head causes the victim to begin to suffocate. The effect is permanent unless removed with a spell or effect that removes disease or by a successful DC 22 dispel check. The save DC is Charisma-based.\r

    Rejuvenation (Su):<\/b> Ghazneths are not destroyed through simple combat: When a ghazneth is reduced to 0 hp, it immediately heals as many hit points as possible through its remaining magic levels. If it has no magic levels remaining, the ghazneth lies dormant for 2d10 hours and then absorbs a level of magic directly from the Weave, at which point it heals itself. Even the most powerful spells are usually only temporary solutions. Typically, there is a unique means to destroy a given ghazneth. The exact means varies and may require a good deal of research to discover (a DC 15 + ghazneth's CR Knowledge (history) check).\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine Annual #4<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Neutral evil","environment":"Cormyr and surrounding lands"},{"name":"Ghazneth, Merendil the Bloody","type":"Outsider","ch":12,"challenge_rating":" 12 \u00a0","id":5720,"reference":"Usergen","full_text":"

    Ghazneth, Merendil the Bloody <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 12d8+72\u00a0(126 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares), fly 90 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 24 (+5 Dex, +8 natural), touch 15, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+12\/+17<\/td> <\/tr>
    Attack: <\/strong>Claw +17 melee (1d4+5) or short sword +17 melee (1d6+5\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +17 melee (1d4+5) and bite +17 melee (1d6+2) or short sword +17\/+12\/+7 melee (1d6+5\/19-20) and bite +17 melee (1d6+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Expend magic, impaling ambush<\/td> <\/tr>
    Special Qualities: <\/strong>Absorb magic, damage reduction 10\/cold iron, darkvision 60 ft., expend magic, rejuvenation\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +14, Ref +13, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 21, Con 22, Int 14, Wis 14, Cha 23 <\/td> <\/tr>
    Skills: <\/strong>Bluff +18, Concentration +16, Diplomacy +27, Disguise +16 (+18 acting), Gather Information +8, Intimidate +25, Knowledge (arcana) +12, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nobility and royalty) +12, Listen +12, Sense Motive +12, Spellcraft +14 (+16 scrolls), Spot +12, Use Magic Device +16 (+18 scrolls)<\/td> <\/tr>
    Feats: <\/strong>Hover, Improved Multiattack, Multiattack, Persuasive, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cormyr and surrounding lands<\/td> <\/tr>
    Organization: <\/strong>Solitary or band (Merendil and 1-5 other ghazneths)<\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/td> <\/tr>
    Treasure: <\/strong>1\/10 coins, double goods, double items<\/td> <\/tr>
    Alignment: <\/strong>Lawful evil<\/td> <\/tr>
    Advancement: <\/strong>-<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The creature blends features of an insect with those of humanoid woman, with hideous results. She has a tiny waist and wings like those of a wasp, while her thin folded limbs resemble those of a praying mantis. White eyes blaze from her handsome face, and her long hair is smoky black, despite seeming to be about 60 years old.<\/i>\r

    Known as the Scourge of War, Merendil the Bloody was the matriarch of a powerful Cormyrean noble house. After a failed assassination attempt on Prince Azoun I, Merendil fled the city and became a ghazneth.\r

    Merendil is 5 feet tall and weighs 90 pounds.\r

    Merendil speaks Common and Chondathan.\r

    COMBAT\r

    Merendil loves combat and prefers her fights bloody. She always strikes to kill, favoring attacks with the greatest level of lethality. She often carries a short sword or scimitar, combining the steel with her own deadly natural attacks.\r

    Absorb Magic (Su):<\/b> A ghazneth can ready an action to absorb spells or spell-like abilities as a rod of absorption<\/i>, although the ghazneth is stunned for one round for each level that it absorbs. In addition, a ghazneth can absorb charges from charged magical items, absorbing one charge per round of contact. A charge grants as many levels as appropriate to the effect (for example, a charge from a wand of magic missile<\/i> gives 1 level, but a charge from a wand of fireball<\/i> gives 3 levels). Charges of non-spell effects grant one level for every two caster levels of the effect (rounded up). The charges are forever lost to the magic item, as if they had been used normally.\r

    Ghazneths may also spend one hour to discharge a permanent magical item (or one with daily charges) completely, rendering it a mundane item. Ther ability requires continuous contact. The ghazneth gains 10 spell levels per spell level of each effect of the magic item (or 1\/2 the caster level of the effect, rounded up).\r

    A ghazneth may store one level for each year of its age. At approximately 994 years of age, Merendil can hold up to 994 levels. \r

    Expend Magic (Su):<\/b> Merendil may expend stored magic to utilize the following powers. \r

    Bloodlust (Su):<\/i> All creatures within 99 yards of Merendil must make a DC 22 Will save every round or attack another creature (toward which they have an Indifferent or worse attitude) within their sight. This ability drains one stored magic level per hour. This is a mind-affecting compulsion effect. The save DC is Charisma-based. \r

    Detect Magic (Su):<\/i> Merendil continuously detects all magic (as the detect magic spell) within 99 miles. This ability drains one stored magic level per day.\r

    Fast Healing (Su):<\/i> Merendil may expend one stored magic level to gain fast healing 9 for 10 minutes.\r

    Incite Murder (Su):<\/i> Merendil may expend one stored magic level to compel a single individual to (attempt to) murder one specified creature. The target of this ability may resist the compulsion with a DC 22 Will save; otherwise, the compulsion lasts for 24 hours. This is a mind-affecting compulsion effect. The save DC is Charisma-based.\r

    Incite Riot (Su):<\/i> Merendil may expend one stored magic level to cause all creatures within 99 feet to begin rioting and looting the nearest community. This is a mind-affecting compulsion effect that lasts for 24 hours or until the mob can be calmed by some means. Each creature may make a DC 22 Will save to resist the compulsion. The save DC is Charisma-based.\r

    Impaling Ambush (Ex):<\/b> If Merendil successfully hits an opponent that is denied its Dexterity bonus with both a weapon and a claw attack, she may choose to automatically succeed on her bite attack and deals maximum damage with all three attacks. Merendil may not make iterative attacks in the same round she chooses to use this ability.\r

    Rejuvenation (Su):<\/b> Ghazneths are not destroyed through simple combat: When a ghazneth is reduced to 0 hp, it immediately heals as many hit points as possible through its remaining magic levels. If it has no magic levels remaining, the ghazneth lies dormant for 2d10 hours and then absorbs a level of magic directly from the Weave, at which point it heals itself. Even the most powerful spells are usually only temporary solutions. Typically, there is a unique means to destroy a given ghazneth. The exact means varies and may require a good deal of research to discover (a DC 15 + ghazneth's CR Knowledge (history) check).\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine Annual #4<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Lawful evil","environment":"Cormyr and surrounding lands"},{"name":"Ghazneth, Rowan Cormaeril, the Scourge of Storms and Lightning","type":"Outsider","ch":7,"challenge_rating":" 7 \u00a0","id":5721,"reference":"Usergen","full_text":"

    Ghazneth, Rowan Cormaeril, the Scourge of Storms and Lightning <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 8d8+16\u00a0(52 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 21 (+2 Dex, +9 natural), touch 12, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+10<\/td> <\/tr>
    Attack: <\/strong>Claw +10 melee (1d4+2) or longsword +10 melee (1d8+2\/19-20) or shortbow +10 ranged (1d6\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +10 melee (1d4+2) and bite +8 melee (1d6+1) or longsword +10\/+5 melee (1d8+2\/19-20) and bite +8 melee (1d6+1) or shortbow +10\/+5 ranged (1d6\/x3) or shortbow +8\/+8\/+3 ranged (1d6\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Expend magic<\/td> <\/tr>
    Special Qualities: <\/strong>Absorb magic, damage reduction 10\/cold iron, darkvision 60 ft., expend magic, rejuvenation<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +8, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 14, Con 14, Int 13, Wis 12, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Balance +4, Concentration +11, Diplomacy +8, Gather Information +6, Hide +11, Jump +21, Knowledge (local) +10, Knowledge (nature) +3, Knowledge (nobility and royalty) +10, Listen +10, Move Silently +11, Sense Motive +10, Spot +10, Survival +10, Tumble +13<\/td> <\/tr>
    Feats: <\/strong>Multiattack, Point Blank Shot, Rapid Shot<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cormyr and surrounding lands<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Neutral<\/td> <\/tr>
    Advancement: <\/strong>—<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    At a distance, this man has a noble bearing. On closer inspection, though, his face shows great pain, and his eyes hint at power beyond the merely human.<\/i>\r

    Rowan is a newly created ghazneth. He is the father of Azoun V and still retains many feelings of loyalty toward Cormyr, so he holds himself aloof from the other ghazneths. Still, it is hard to know what effects the transformation into a ghazneth may have on him, as Rowan spends many lonely hours contemplating his fate.\r

    Rowan is a few inches short of 6 feet tall and 160 lb.\r

    Rowan speaks Common and Chondathan.\r

    COMBAT<\/b>\r
    Rowan prefers to attack from ambush when possible to get best use of his skirmish ability, but, when caught off-guard, his skill in melee and lightning bolts serve him well. His strong emotions can cause him to call up small storms, but they are strongest when he can focus on them.\r

    Absorb Magic (Su):<\/b> A ghazneth can ready an action to absorb spells or spell-like abilities as a rod of absorption, although the ghazneth is stunned for one round for each level that it absorbs. In addition, a ghazneth can absorb charges from charged magical items, absorbing one charge per round of contact. A charge grants as many levels as appropriate to the effect (for example, a charge from a wand of magic missile gives 1 level, but a charge from a wand of fireball gives 3 levels). Charges of non-spell effects grant one level for every two caster levels of the effect (rounded up). The charges are forever lost to the magic item, as if they had been used normally.\r

    Ghazneths may also spend one hour to discharge a permanent magical item (or one with daily charges) completely, rendering it a mundane item. Ther ability requires continuous contact. The ghazneth gains 10 spell levels per spell level of each effect of the magic item (or 1\/2 the caster level of the effect, rounded up).\r

    A ghazneth may store one level for each year of its age. As a newly transformed ghazneth, Rowan can store only one magic level at a time.\r

    Expend Magic (Su):<\/b> Rowan may expend stored magic to utilize the following powers.\r

    Detect Magic (Su):<\/i> Rowan continuously detects all magic (as the detect magic spell) within 1 miles. This ability drains one stored magic level per day.\r

    Fast Healing (Su):<\/i> Rowan may expend one stored magic level to gain fast healing 5 for 10 minutes.\r

    Skirmish (Su):<\/i> Rowan may expend one stored magic level as an immediate action to add 3d6 hp of precision damage to a single successful attack.\r

    Call Storms (Su):<\/i> By expending one stored magic level, Rowan may create a rain or sleet storm (as appropriate to the local climate) within a cylinder of 40 ft radius and 20 ft height anywhere within 400 ft. This storm blocks all vision (including darkvision), extinguishes small fires, and lasts as long as Rowan concentrates; a sleet storm causes the ground to become icy and requires a DC 10 Balance check to allow half movement (failure indicates falling prone). Each 2 minutes that Rowan concentrates, the dimensions of the storm double. If Rowan maintains concentration for 15 minutes, the storm becomes independent, affecting a 2 mile radius surrounding Rowan for 4d12 hours as per the spell control weather. Rowan's vision is unaffected by storms he calls.\r

    Lightning (Su):<\/i> By expending a stored magic level, Rowan may call a 5 ft wide, 30 ft long vertical line of lightning within a range of 60 ft. This bolt does 3d6 points of electricity damage (a DC 18 Reflex save halves the damage; the save DC is Charisma-based). Furthermore, by maintaining Concentration, Rowan may call an additional lightning bolt each round for a maximum of 6 rounds in total. Outdoors in stormy weather, each lightning bolt does 3d10 points of electricity damage.\r

    Rejuvenation (Su):<\/b> Ghazneths are not destroyed through simple combat: When a ghazneth is reduced to 0 hp, it immediately heals as many hit points as possible through its remaining magic levels. If it has no magic levels remaining, the ghazneth lies dormant for 2d10 hours and then absorbs a level of magic directly from the Weave, at which point it heals itself. Even the most powerful spells are usually only temporary solutions. Typically, there is a unique means to destroy a given ghazneth. The exact means varies and may require a good deal of research to discover (a DC 15 + ghazneth's CR Knowledge (history) check).<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Death of the Dragon<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Neutral","environment":"Cormyr and surrounding lands"},{"name":"Ghazneth, Suzara the Scold","type":"Outsider","ch":14,"challenge_rating":" 14 \u00a0","id":5722,"reference":"Usergen","full_text":"

    Ghazneth, Suzara the Scold <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 14d8+98\u00a0(161 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares), fly 90 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 26 (+7 Dex, +9 natural), touch 17, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+14\/+21<\/td> <\/tr>
    Attack: <\/strong>Bite +21 melee (1d6+7)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +21 melee (1d6+7) and 2 claws +19 melee (1d4+3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Expend magic<\/td> <\/tr>
    Special Qualities: <\/strong>Absorb magic, damage reduction 15\/cold iron, darkvision 60 ft., expend magic, rejuvenation<\/td> <\/tr>
    Saves: <\/strong>Fort +16, Ref +16, Will +13 <\/td> <\/tr>
    Abilities: <\/strong>Str 24, Dex 25, Con 24, Int 14, Wis 14, Cha 21 <\/td> <\/tr>
    Skills: <\/strong>Bluff +15, Diplomacy +21, Disguise +15 (+17 acting), Gather Information +7, Intimidate +17, Knowledge (arcana) +19, Knowledge (history) +19, Knowledge (local) +19, Knowledge (nobility and royalty) +19, Listen +13, Search +12, Sense Motive +12, Spellcraft +14 (+16 scrolls), Spot +13, Survival +2 (+4 following tracks), Use Magic Device +15 (+17 scrolls)<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (aging touch), Hover, Iron Will, Multiattack, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cormyr and surrounding lands<\/td> <\/tr>
    Organization: <\/strong>Solitary or band (Suzara and 1-5 other ghazneths)<\/td> <\/tr>
    Challenge Rating: <\/strong>14<\/td> <\/tr>
    Treasure: <\/strong>No coins; triple goods (gems and jewelry); triple items<\/td> <\/tr>
    Alignment: <\/strong>Neutral evil<\/td> <\/tr>
    Advancement: <\/strong>-<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    What appeared from a distance to be a beggar in a ragged hooded cloak is revealed to be a tall, skeletal woman with a dark, leathery wings and a coarse black mane. Her red eyes hint at an unnatural nature.<\/i>\r

    Once the wife of the founder of Cormyr, Suzara abandoned her family and became a ghazneth 1,300 years ago.\r

    Suzara is 6 feet tall and weighs 130 pounds.\r

    Suzara speaks Common and Chondathan.\r

    COMBAT\r

    Suzara does not look for battle, but if drawn into combat, she allows her enemies to act first, hoping to absorb an enemy's spells.\r

    Absorb Magic (Su):<\/b> A ghazneth can ready an action to absorb spells or spell-like abilities as a rod of absorption<\/i>, although the ghazneth is stunned for one round for each level that it absorbs. In addition, a ghazneth can absorb charges from charged magical items, absorbing one charge per round of contact. A charge grants as many levels as appropriate to the effect (for example, a charge from a wand of magic missile<\/i> gives 1 level, but a charge from a wand of fireball<\/i> gives 3 levels). Charges of non-spell effects grant one level for every two caster levels of the effect (rounded up). The charges are forever lost to the magic item, as if they had been used normally.\r

    Ghazneths may also spend one hour to discharge a permanent magical item (or one with daily charges) completely, rendering it a mundane item. This ability requires continuous contact. The ghazneth gains 10 spell levels per spell level of each effect of the magic item (or 1\/2 the caster level of the effect, rounded up).\r

    A ghazneth may store one level for each year of its age. At approximately 1,360 years of age, she can hold up to 1,360 levels. \r

    Expend Magic (Su):<\/b> Suzara may expend stored magic to utilize the following powers. \r

    Aging Touch (Su):<\/i> Suzara may expend one stored magic level to cause a living being she touches to succeed on a DC 24 Fortitude save or age 10 years. This requires a successful melee touch attack. The save DC is Charisma-based.\r

    Blight (Su):<\/i> Suzara continuously causes all crops within 136 yards to conract a fungal disease and wither in 1d10 days. This ability drains one stored magic level per hour.\r

    Detect Magic (Su):<\/i>Suzara continuously detects all magic (as the detect magic<\/i> spell) within 136 miles. This ability drains one stored magic level per day.\r

    Fast Healing (Su):<\/i> Suzara may expend one stored magic level to gain fast healing 11 for 10 minutes.\r

    Rotting Touch (Su):<\/i> Suzara may expend one stored magic level to cause any one inanimate item of no more than 1,100 pounds to rot, crumble, or rust away within 1d10 rounds. The item must be touched. Magic items and attended items are allowed a DC 22 Fortitude save to negate the effect. The save DC is Charisma-based.\r

    Rejuvenation (Su):<\/b> Ghazneths are not destroyed through simple combat: When a ghazneth is reduced to 0 hp, it immediately heals as many hit points as possible through its remaining magic levels. If it has no magic levels remaining, the ghazneth lies dormant for 2d10 hours and then absorbs a level of magic directly from the Weave, at which point it heals itself. Even the most powerful spells are usually only temporary solutions. Typically, there is a unique means to destroy a given ghazneth. The exact means varies and may require a good deal of research to discover (a DC 15 + ghazneth's CR Knowledge (history) check).\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine Annual #4<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Neutral evil","environment":"Cormyr and surrounding lands"},{"name":"Ghazneth, Xanthon the Baneful","type":"Outsider","ch":8,"challenge_rating":" 8 \u00a0","id":5723,"reference":"Usergen","full_text":"

    Ghazneth, Xanthon the Baneful <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 9d8+18\u00a0(58 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 21 (+2 Dex, +9 natural), touch 12, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+12<\/td> <\/tr>
    Attack: <\/strong>Claw +12 melee (1d4+3) or longsword +12 melee (1d8+3\/19-20)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +12 melee (1d4+3) and bite +10 melee (1d6+1) or longsword +12\/+7 melee (1d8+3\/19-20) and bite +10 melee (1d6+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Expend magic\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Absorb magic, damage reduction 10\/cold iron, darkvision 60 ft., expend magic, rejuvenation<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +8, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 15, Con 15, Int 14, Wis 12, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Bluff +16, Concentration +14, Diplomacy +16, Disguise +10 (+12 acting), Gather Information +6, Intimidate +18, Jump +11, Knowledge (local) +14, Knowledge (nobility and royalty) +14, Listen +13, Search +14, Sense Motive +13, Spot +13, Survival +1 (+3 in aboveground natural environments)<\/td> <\/tr>
    Feats: <\/strong>Dodge, Mobility, Multiattack, Spring Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cormyr and surrounding lands<\/td> <\/tr>
    Organization: <\/strong>Solitary or band (Xanthon and 1-5 other ghazneths)<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Neutral evil<\/td> <\/tr>
    Advancement: <\/strong>-<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A slender, shadowy man approaches. His nose is bladelike, and small tuft of beard dangles from his chin. As he draws near, his face is clearly skeletal and almost mantislike, with hollow cheeks. His ovoid eyes are blood red.<\/i>\r

    Xanthon is the newest ghazneth, having been transformed less than a year ago. He has sworn vengeance on King Azoun the IV, and plots and schemes to cause Cormyr as much trouble as possible.\r

    The \"scourge of the day\" is tolerated by the other ghazneths, who are indebted to Xanthon for freeing them from their tombs. Xanthon realizes that he holds no sway over them, and is treated akin to a younger sibling by the more experienced ghazneths.\r

    Xanthon is 6 feet tall and weighs 175 pounds.\r

    Xanthon speaks Common and Chondathan.\r

    COMBAT\r

    Xanthon is young and reckless, eagerly leaping into battle when the opportunity presents itself.\r

    Absorb Magic (Su):<\/b> A ghazneth can ready an action to absorb spells or spell-like abilities as a rod of absorption<\/i>, although the ghazneth is stunned for one round for each level that it absorbs. In addition, a ghazneth can absorb charges from charged magical items, absorbing one charge per round of contact. A charge grants as many levels as appropriate to the effect (for example, a charge from a wand of magic missile<\/i> gives 1 level, but a charge from a wand of fireball<\/i> gives 3 levels). Charges of non-spell effects grant one level for every two caster levels of the effect (rounded up). The charges are forever lost to the magic item, as if they had been used normally.\r

    Ghazneths may also spend one hour to discharge a permanent magical item (or one with daily charges) completely, rendering it a mundane item. Ther ability requires continuous contact. The ghazneth gains 10 spell levels per spell level of each effect of the magic item (or 1\/2 the caster level of the effect, rounded up).\r

    A ghazneth may store one level for each year of its age. As a newly transformed ghazneth, Xanthon can store only one magic level at a time. \r

    Expend Magic (Su):<\/b> Xanthon may expend stored magic to utilize the following powers. \r

    Command Vermin (Su):<\/i> By expending one stored magic level, Xanthon may command vermin as a 9th-level cleric commands undead. He may also command animals, provided that they possess either a poison or disease special attack.\r

    Detect Magic (Su):<\/i> Xanthon continuously detects all magic (as the detect magic<\/i> spell) within 1 miles. This ability drains one stored magic level per day.\r

    Fast Healing (Su):<\/i> Xanthon may expend one stored magic level to gain fast healing 6 for 10 minutes.\r

    Infest Location (Su):<\/i> Starting on the round he expends a magic level, Xanthon may create one animal or vermin swarm of under 10 HD per round as long as he maintains concentration. He may fill any single building, field, or similar location up to 30 ft. x 30 ft. in area before needing to expend another magic level. Xanthon may only have 40 HD of created swarms at a given time. Although Xanthon creates these swarms, he may not direct their actions, nor do they have any loyalty toward him.\r

    Summon Swarm (Su):<\/i> By expending one stored magic level, Xanthon may summon a rat swarm, which remains for one hour or until destroyed.\r

    Rejuvenation (Su):<\/b> Ghazneths are not destroyed through simple combat: When a ghazneth is reduced to 0 hp, it immediately heals as many hit points as possible through its remaining magic levels. If it has no magic levels remaining, the ghazneth lies dormant for 2d10 hours and then absorbs a level of magic directly from the Weave, at which point it heals itself. Even the most powerful spells are usually only temporary solutions. Typically, there is a unique means to destroy a given ghazneth. The exact means varies and may require a good deal of research to discover (a DC 15 + ghazneth's CR Knowledge (history) check).<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine Annual #4<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Neutral evil","environment":"Cormyr and surrounding lands"},{"name":"Ghost Mount","type":"Undead","ch":3,"challenge_rating":" 3 \u00a0","id":5724,"reference":"Usergen","full_text":"

    Ghost Mount <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d12\u00a0(19 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 80 ft. (16 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+8<\/td> <\/tr>
    Attack: <\/strong>Hoof +3 melee (1d8+3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 hooves +3 melee (1d8+3) and bite -2 melee (1d6+1)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Create spawn, drain rider<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., disguise self, ghostwalking, undead traits\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +2, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 13, Con \u00c2\u0097, Int 6, Wis 13, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Disguise +7, Jump +23, Listen +6, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Alertness, Run<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any deserts and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or herd (2-8 plus 10-30 ordinary herd animals)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>4-9 HD (Large); 10-18 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This transparent, glowing outline of a herd animal appears to be malnourished, battered, and scarred. Its eyes are wild and shining.<\/i>\r

    Ghost mounts arise from the spirits of mistreated mounts animals, creatures so brutally handled in life that they survive after death to take vengeance on all creatures who ride them. The statistics above can cover horses, camels, and even antelopes, while those of Huge size can represent elephants and other larger mounts.\r

    Ghost mounts often hide among herds of ordinary wild animals, masking their true forms with disguise self to appear as a particularly strong and handsome specimen. In this way they hope to be captured and ridden, thus allowing them to bring more living creatures into the realm of the undead, for those who ride them are slowly drained of their life force, eventually becoming undead creatures themselves.\r

    A ghost mount is the same height and length as a living mount of its type, but weighs only half as much.\r

    Ghost mounts cannot speak.\r

    COMBAT\r

    A ghost mount can attack with its hooves and bite, but prefers to allow a rider to mount it and then seeks to use its drain rider ability to transform the hapless rider into a wraith.\r

    Create Spawn (Su):<\/b> Any humanoid slain by a ghost mount's drain rider ability becomes a free-willed wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. They do not possess any of the abilities they had in life.\r

    Disguise Self (Su):<\/b> A ghost mount can give itself the appearance of a strong and handsome steed, as if using a disguise self<\/i> spell. Its illusory disguise is an idealized form of the ghost mount's appearance when it was still alive. This ability is constant, but the ghost mount can suppress or resume it as a free action.\r

    Drain Rider (Su):<\/b> A ghost mount can be ridden, but this is a dangerous proposition. The rider must succeed on a DC 20 Handle Animal check to safely ride the ghost mount. A ghost mount will allow itself to be ridden with a check result of 15, but will subtly drain its rider's life force, draining one energy level per hour they are ridden. The rider must succeed on a DC 20 Wisdom check to notice the energy drain. The DC is 12 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the ghost mount gains 5 temporary hit points.\r

    Ghostwalking (Su):<\/b> A ghost mount can float just above the ground. It doesn't actually fly, but is not subject to ground terrain effects, such as ice or a grease<\/i> spell, and is subject to winds as if it were a flying creature. A ghost mount can ghostwalk over water as easily as it can cross solid ground or quicksand.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in MC13 - Monstrous Compendium Al-Qadim Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":"Any deserts and plains"},{"name":"Ghost Mount, Lesser","type":"Undead","ch":1,"challenge_rating":" 1 \u00a0","id":5725,"reference":"Usergen","full_text":"

    Ghost Mount, Lesser <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d12\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+7<\/td> <\/tr>
    Attack: <\/strong>Bite +2 melee (1d4+2)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +2 melee (1d4+2)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., ghostwalking, undead traits\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +1, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 13, Con \u00c2\u0097, Int 6, Wis 13, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Disguise +7, Jump +14, Listen +5, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any deserts and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or herd (10-30)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral, often evil<\/td> <\/tr>
    Advancement: <\/strong>3-6 HD (Large); 7-12 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This transparent, glowing outline of a herd animal appears to be malnourished, battered, and scarred. Its eyes are wild and shining.<\/i>\r

    Lesser ghost mounts arise from the spirits of mounts that fell during battle, to starvation, or other premature deaths. Unlike true ghost mounts, lesser ghost mounts did not suffer cruelty from their masters, and as such harbor no ill will toward the living. As a result, many still allow themselves to be ridden, and often serve other undead creatures, particularly ghuls, as mounts. The statistics above can cover horses, camels, and even antelopes, while those of Huge size can represent elephants and other larger mounts.\r

    A lesser ghost mount is the same height and length as a living mount of its type, but weighs only half as much.\r

    Lesser ghost mounts cannot speak.\r

    COMBAT\r

    A lesser ghost mount can attack with its bite.\r

    Ghostwalking (Su):<\/b> A lesser ghost mount can float just above the ground. It doesn't actually fly, but is not subject to ground terrain effects, such as ice or a grease<\/i> spell, and is subject to winds as if it were a flying creature. A ghost mount can ghostwalk over water as easily as it can cross solid ground or quicksand.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #51<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral, often evil","environment":"Any deserts and plains"},{"name":"Ghost, Lesser","type":"Undead","ch":1,"challenge_rating":" 1 \u00a0","id":5726,"reference":"Usergen","full_text":"

    Ghost, Lesser <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d12\u00a0(19 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> Fly 40 ft. (good) (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+3 Dex, +4 deflection), touch 17, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/\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>Haunting, malevolence\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Bound to deathsite, darkvision 60 ft., manifestation, rejuvenation, +2 turn resistance, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +3, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str \u00c2\u0097, Dex 17, Con \u00c2\u0097, Int 10, Wis 12, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Hide +17, Intimidate +9, Listen +11, Search +10, Spot +11, Survival +1 (+3 following tracks)\r
    <\/td> <\/tr>
    Feats: <\/strong>Iron Will, Open Minded<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary, gang (2-5), or mob (6-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Any<\/td> <\/tr>
    Advancement: <\/strong>4-9 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A translucent, insubstantial figure floats nearby.<\/i>\r

    Lesser ghosts are restless spirits whose passing on to the next world is prevented for some reason. These reasons might include an urgent need to pass on an important message to someone, to accomplish some sort of unfinished task, to seek vengeance against its killer, or to atone for misdeeds.\r

    Lesser ghosts lead an unhappy existence between worlds until they can satisfy the demands that are preventing eternal rest. Lesser ghosts are relatively weak, and are often tormented and bullied by true ghosts.\r

    Because lesser ghosts seek only the peace of true death, they willingly share the means of achieving this with the living. Unfortunately, lesser ghosts may only communicate for short periods of time while possessing a host. Otherwise, they must rely upon nonvisual clues, such as using phantom sounds and swaying objects to direct others to revelatory areas.\r

    A lesser ghost is about the same height as a human, but weightless.\r

    A lesser ghost speaks Common, but has no voice unless using malevolence.\r

    COMBAT\r

    Lesser ghosts lack most ability to harm the living. At best, they can take limited control of a host to issue threats or perform frightful acts. Most often, they rely on haunting to drive off those who cannot help them.\r

    Bound to Deathsite (Su):<\/b> A lesser ghost is mystically bound to its place of death or possibly some object held dear by it during life. It may not stray more than 300 yards; if it does, it instantly returns as if by a word of recall<\/i> spell.\r

    Haunting (Su):<\/b> A lesser ghost can use prestidigitation<\/i> or ghost sound<\/i> as a standard action. The save DC is 14, and caster level is 3rd (or equal to the lesser ghost\u00c2\u0092s HD, if higher). When a lesser ghost uses this power, it must wait 1d4 rounds before using it again. The save DC is Charisma-based.\r

    Malevolence (Su):<\/b> Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar<\/i> spell (caster level 10th), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target's space; moving into the target's space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15). A creature that successfully saves is immune to that same lesser ghost's malevolence for 24 hours, and the ghost cannot enter the target's space. If the save fails, the lesser ghost vanishes into the target's body. A lesser ghost may only force its host to take free actions. A lesser ghost may only use its malevolence ability for up to 10 minutes each day. The save DC is Charisma-based.\r

    Manifestation (Su):<\/b> A lesser ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a lesser ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.\r

    A lesser ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.\r

    Rejuvenation (Su):<\/b> In most cases, it\u00c2\u0092s difficult to destroy a lesser ghost through simple combat: The \u00c2\u0093destroyed\u00c2\u0094 spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A lesser ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + lesser ghost\u00c2\u0092s HD) against DC 16. As a rule, the only way to get rid of a lesser ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.\r

    Skills:<\/b> Lesser ghosts have a +4 racial bonus on Listen, Search, and Spot checks, and a +8 racial bonus on Hide checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in REF5 \u00c2\u0096 Lords of Darkness<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Any","environment":"Any"},{"name":"Ghost-Stone","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5727,"reference":"Usergen","full_text":"

    Ghost-Stone (Template)<\/h1>
    A powerful, evil individual may choose to send his malicious spirit into a specially prepared stone upon his death. The resulting undead spirit is known as a ghost-stone. The ghost-stone is often placed so that it guards the treasure the person hoarded in life. In fact, the treasure may actually be concealed within the stone itself.

    Creating a Ghost-Stone<\/h2> A ghost-stone is a variation of the ghost template. It functions as a normal ghost, except it never possesses the standard malevolence or rejuvenation powers, may not use telekinesis against its stone phylactery, and always possesses the following abilities:\r

    Special Attacks:<\/b> The save DC against a special attack is equal to 10 + 1\/2 ghost-stone\u00c2\u0092s HD + ghost-stone\u00c2\u0092s Cha modifier unless otherwise noted.\r

    Blood Drain (Ex):<\/i> As a swift action, a ghost-stone may automatically deal 1d3 points of Con damage to a single creature caught in its shadowtrap aura. Each time it drains blood, the ghost-stone gains 5 temporary hit points.\r

    Shadowtrap Aura (Su):<\/i> A ghost-stone continually projects an aura to a radius of 10-feet that captures creatures\\' shadows. Any creature within the area that casts a shadow must succeed on a Will save or become tethered to the ghost-stone via its shadow. A ghost-stone\\'s shadowtrap aura does not function in areas of total darkness.\r

    A creature trapped by the aura may not physically move outside the aura\\'s area (or be physically moved by others), but is otherwise unhindered. The shadowtrap area is under an effect similar to dimensional anchor<\/i>: a trapped creature cannot escape via plane shift, teleport<\/i>, or other forms of extraplanar travel, although a creature with the shadow jump<\/i> ability or other mode of shadow travel (such as the shadow walk<\/i> spell) may escape the area as normal for the spell or ability. A freedom of movement<\/i> spell has no effect on a shadowtrap, but creatures under a freedom<\/i> spell are immune to its effects. If the ghost-stone is successfully turned or rebuked, the shadowtrap aura is disrupted for as long as the turning persists, granting trapped creatures a chance to escape the aura. A consecrate<\/i> or hallow<\/i> spell cast within the shadowtrap area also temporarily disrupts the aura for 1 round per caster level.\r

    The ghost-stone can use its blood drain special attack (see above) to make incorporeal ranged touch attacks against a opponents within its shadowtrap. \r

    Special Qualities:<\/b> A ghost-stone has all the special qualities of the base creature, as well as those described below.\r

    Stone Phylactery (Su):<\/i> This sqecial quality of a ghost-stone replaces the standard ghost\\'s rejuvenation ability. Each ghost-stone is bound to a Large stone, which has hardness 8, 540 hp, and a break DC of 50. The ghost is unable to move more than 10 feet from the stone phylactery. If this stone phylactery is not destroyed, a ghost-stone which is reduced to 0 hp or less will rejuvenate automatically in the stone in 1 day. A dispel evil<\/i> (or similar spell) cast on the stone with a successful caster level check (DC equal to 10 + the ghost-stone\\'s HD) breaks the connection between the ghost and the phylactery; in that case, the ghost loses the shadowtrap aura and can no longer rejuvenate unless it undergoes a new ritual binding it to the stone (a process that takes at least an uninterrupted day).\r

    Turn Resistance (Ex):<\/i> A ghost-stone has +4 turn resistance.
    Challenge Rating: <\/strong>As ghost

    Sample Ghost-Stone<\/h2> The following 5th-level human fighter willingly became a ghost-stone.\r

    Ghost-Stone, 5th-Level Human Fighter<\/b>\r
    Medium Undead (Augmented Humanoid)(Incorporeal)\r
    Hit Dice: 5d12 (32 hp)\r
    Initiative: +5\r
    Speed: Fly 30 ft. (perfect)(6 squares)\r
    AC: 12 (+1 Dex, +1 deflection) touch 12, flat-footed 11 or 21 (+1 Dex, +8 full plate, +2 heavy shield), touch 11, flat-footed 20\r
    Base Attack\/Grapple: +5\/+8\r
    Attack: Incorporeal touch +6 melee or +8 against ethereal foes (1d6 or 1d6+3 against ethereal foes); or masterwork bastard sword +10 melee (1d10+3\/19-20); or masterwork shortbow +7 ranged (1d6\/x3)\r
    Full Attack: Incorporeal touch +6 melee or +8 against ethereal foes (1d6 or 1d6+3 against ethereal foes); or masterwork bastard sword +10 melee (1d10+3\/19-20); or masterwork shortbow +7 ranged (1d6\/x3)\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Blood drain, corrupting touch, manifestation, shadowtrap aura (DC 13)\r
    Special Qualities: Darkvision 60 ft., incorporeal traits, stone phylactery, +4 turn resistance, undead traits\r
    Saves: Fort +4, Ref +2, Will +2\r
    Abilities: Str 16, Dex 13, Con -, Int 10, Wis 12, Cha 12\r
    Skills: Climb +1, Hide -1, Listen +11, Ride +9, Search +8, Spot +11\r
    Feats: Blind-Fight, Cleave, Exotic Weapon Proficiency (bastard sword), Improved Initiative, Power Attack, Weapon Focus (bastard sword)\r
    Climate\/Terrain: Temperate plains\r
    Organization: Solitary, gang (2-4), or mob (7-12)\r
    Challenge Rating: 8\r
    Treasure: None\r
    Alignment: Any\r
    Advancement: By character class\r
    Level Adjustment: +5\r

    Blood Drain (Ex):<\/b> As a swift action, a ghost-stone may automatically deal 1d3 points of Con damage to a single creature caught in its shadowtrap aura. Each time it drains blood, the ghost-stone gains 5 temporary hit points.\r

    Corrupting Touch (Su):<\/b> A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.\r

    Manifestation (Su):<\/b> Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch<\/i> weapon. A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost\u00c2\u0092s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.\r

    When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost\u00c2\u0092s touch spells don\u00c2\u0092t work on nonethereal targets.\r

    A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.\r

    Skills:<\/b> Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks.
    \u00a0
    Dragon Magazine #162<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Any","environment":"Any"},{"name":"Ghostlight","type":"Aberration","ch":8,"challenge_rating":" 8 \u00a0","id":5728,"reference":"Usergen","full_text":"

    Ghostlight <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Aberration \t\t\t(Air, Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d8\u00a0(40 hp)<\/td> <\/tr>
    Initiative: <\/strong> +9<\/td> <\/tr>
    Speed:<\/strong> Fly 50 ft. (perfect) (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 27 (+1 size, +9 Dex, +7 deflection), touch 27, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/-3<\/td> <\/tr>
    Attack: <\/strong>Chilling touch +16 melee touch (1d4 negative energy plus energy drain)<\/td> <\/tr>
    Full Attack: <\/strong>Chilling touch +16 melee touch (1d4 negative energy plus energy drain)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Dominating merge, energy drain, hypnotic confusion<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/good, darkvision 60 ft., deathwatch, dimension door, natural invisibility, spell resistance 16, telepathy 5 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +12, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 29, Con 10, Int 17, Wis 16, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Bluff +13, Diplomacy +3, Disguise +1 (+3 acting)*, Intimidate +3, Knowledge (the planes) +15, Move Silently +21, Spot +15, Survival +15 (+17 on other planes)<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (dominating merge), Dodge, Flyby Attack, Mobility, Weapon Finesse (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any outer plane<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or string (3\u00c2\u00964)<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>1\/10 coins; 50% goods; 50% items<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>10\u00c2\u009618 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature seems to be nothing but a faintly glowing sphere of sickly greenish phosphorescence.<\/i>\r

    Ghostlights are extraplanar relatives of the will-o'-wisp. They are found all throughout the planes, and are called by a number of different names, such as corpse-candles in the Outlands.\r

    Ghostlights feed on the vanishing lifeforce of dying creatures, and actively attempt to cause deaths to ensure a steady supply of energy. Their insatiable appetite for death, combined with their ability to sense mortally wounded creatures nearby, leads a ghostlight to fly into a feeding frenzy until the victim either expires naturally or perishes from the ghostlight\u00c2\u0092s attentions. \r

    Ghostlights take up residence in areas of natural luminescence in which to conceal their natural light, and can often be found in foul bogs, dank caverns, or misty moors or coasts. They occasionally seek out powerful predators in their hunting grounds and offer to lead prey to the monster in exchange for the priviledge of feeding on the expiring life essence of the quarry. Of course, a ghostlight will just as quickly feed on its ally should the battle turn against it. As a result, soon ensure that the toughest predators gain the upper hand in their territories, and then throw the predators at each other until none remain. Most areas haunted by a ghostlight are silent places, empty of life. Thus a ghostlight that has been someplace for any length of time is probably very hungry and extremely likely to attack travelers.\r

    A (temporarily) sated ghostlight can occasionally be bribed with gems or food to serve as a guide. It knows its lands extremely well and can pinpoint the exact location of any large predators, dangerous terrain, portals, and other points of interest. \r

    The origin of ghoslights are unknown, but legends vary from them spawning from the spirits of evil mortals who venture into a certain layer of the Abyss, the use of death magic in some regions of the Lower Planes, or simply from planewalking will-o'-wisps that have adapted to their new surroundings. No young ghostlight has ever been seen, and no indication of mating (even asexually) has ever been witnessed.\r

    A ghostlight's body is a globe of spongy material about 1 foot across and weighing about 3 pounds, and its glowing body sheds as much light as a torch.\r

    Ghostlights speak Common and Auran. They have no vocal apparatus but can vibrate to create a voice with a ghostly sound, and have short-range telepathy.\r

    COMBAT\r

    Ghostlights remain aloof from their prey, hoping to goad them into attacking innocent creatures (or their own allies) with subtle trickery. If necessary, though, ghostlights will use their hypnotic confusion and dominating meld abilities to cause bloodshed, and they enjoy closing to kill disabled victims themselves.\r

    Deathwatch (Su):<\/b> A ghostlight constantly senses the condition of creatures near death within 60 feet, as the deathwatch<\/i> spell.\r

    Dimension Door (Su):<\/b> A ghostlight can teleport, as dimension door<\/i> (caster level 9th), once per round as a free action. The ability affects only the ghostlight, which never appears within a solid object and can act immediately after teleporting.\r

    Dominating Merge (Su):<\/b> Once per day, a ghostlight can attempt to overwhelm an opponent\u00c2\u0092s will by merging with its body. The ghostlight must succeed on a melee touch attack. If it hits, the target must succeed on a DC 16 Will save or fall instantly under the ghostlight's influence as though by a dominate person<\/i> spell from a 9th-level caster. During this time, the ghostlight disappears into the opponent's body. The save DC is Charisma-based. \r

    Energy Drain (Su):<\/b> Living creatures hit by a ghostlight's touch attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. The ghostlight gains no temporary hit points from its energy drain ability.\r

    Hypnotic Confusion (Su):<\/b> A ghostlight can brighten and dim its lights to confuse its prey (as the confusion<\/i> spell) for 2d6 rounds. Alternatively, the ghostlight can alter the pattern to fascinate victims (as the hypnotic pattern<\/i> spell) for 2d6 rounds. Any creature within a 30-foot-radius who can see this display must succeed on a DC 14 Will save or suffer the chosen effect. This is a mind-affecting, illusion effect. The save DC is Charisma-based.\r

    Natural Invisibility (Ex):<\/b> A startled or frightened ghostlight can extinguish its glow, effectively becoming invisible<\/i> as the spell.\r

    Skills:<\/b> A ghostlight has a +8 racial bonus on Disguise checks made to resemble a torch.<\/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":"Aberration","alignment":"Usually chaotic evil","environment":"Any outer plane"},{"name":"Ghoul, Elevated","type":"Undead","ch":9,"challenge_rating":" 9 \u00a0","id":5729,"reference":"Usergen","full_text":"

    Ghoul, Elevated <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 13d12\u00a0(84 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 21 (+5 Dex, +6 natural), touch 15, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+7<\/td> <\/tr>
    Attack: <\/strong>Bite +14 melee (1d8+8 plus paralysis)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +14 melee (1d8+8 plus paralysis) and 2 claws +12 melee (1d4+4 plus paralysis)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Contagious paralysis, elevated ghoul fever<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/magic, darkvision 60 ft., fast healing 1, immunity to cold, +4 turn resistance, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +9, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 26, Dex 20, Con \u00c2\u0097, Int 13, Wis 14, Cha 20 <\/td> <\/tr>
    Skills: <\/strong>Balance +17, Climb +17, Hide +19, Jump +19, Move Silently +19, Spot +12, Tumble +17\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (contagious paralysis), Dodge, Mobility, Multiattack, Spring Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary, gang (2\u00c2\u00964), or pack (7\u00c2\u009612)<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>14-26 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The mottled, decaying flesh of this nearly hairless humanoid barely contains its prominent bones. Its teeth and claws announce its carnivorous nature, and its glowing eyes burn with an unnatural hunger.<\/i>\r

    Elevated ghouls are superior in all ways to their lesser kin. Such ghouls only arise as the result of powerful magic.\r

    An elevated ghoul is about the same height and weigh as a human. \r

    Elevated ghouls speak the languages they spoke in life (usually Common).\r

    An elevated ghoul can be created by an 18th-level or higher spellcaster using create undead<\/i>. Alternatively, a limited wish<\/i> cast on a ghoul or a ghast elevates it, but breaks the caster's control (if any) over the undead.\r

    COMBAT\r

    Like most ghouls, elevated ghouls prefer to attack with surprise.\r

    Contagious Paralysis (Ex):<\/b> Those hit by an elevated ghoul\u00c2\u0092s bite or claw attack must succeed on a DC 23 Fortitude save or be paralyzed for 1d4+1 rounds. This paralysis affects even creatures normally immune to paralysis (including elves). The save DC is Charisma-based.\r

    Additionally, the paralysis is highly contagious. Anyone who touches a paralyzed victim must succeed on a DC 23 Fortitude save or be paralyzed for 1d4+1 rounds as well.\r

    Elevated Ghoul Fever (Su):<\/b> Supernatural disease\u00c2\u0097bite, Fortitude DC 21, incubation period 1 minute; damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.\r

    Unlike normal diseases, elevated ghoul fever continues until the victim reaches Constitution 0 (and dies) or is cured as described below. \r

    Elevated ghoul fever is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with elevated ghoul fever must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.\r

    To eliminate elevated ghoul fever, 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 elevated ghoul fever can be magically cured as any normal disease.\r

    An afflicted humanoid who dies of elevated ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of the elevated ghoul or any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.<\/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":"Undead","alignment":"Always chaotic evil","environment":"Any"},{"name":"Ghul Mage","type":"Undead","ch":11,"challenge_rating":" 11 \u00a0","id":5730,"reference":"Usergen","full_text":"

    Ghul Mage <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Shapechanger)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 12d12\u00a0(78 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares), burrow 10 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 26 (+4 Dex, +4 natural, +8 insight), touch 22, flat-footed 22<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+10<\/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+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Create spawn, diminished change shape, spell-like abilities, spells<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/cold iron or magic, darkvision 60 ft., immunity to cold, light sensitivity, otherworldly insight, slow fall 60 ft., +2 turn resistance, undead traits\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +7, Will +15 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 18, Con \u00c2\u0097, Int 20, Wis 20, Cha 26 <\/td> <\/tr>
    Skills: <\/strong>Bluff +22, Concentration +23, Diplomacy +10, Disguise +15 (+17 acting), Intimidate +19, Jump +12, Knowledge (arcana) +20, Knowledge (the planes) +20, Move Silently +11, Spellcraft +22, Spot +12, Survival +5 (+7 on other planes)\r
    <\/td> <\/tr>
    Feats: <\/strong>Eschew Materials, Improved Initiative (B), Multiattack, Persuasive, Skill Focus (concentration), Spell Focus (necromancy)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm deserts and mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>11<\/td> <\/tr>
    Treasure: <\/strong>Standard (includes cloak of Charisma +2, scroll of animate dead<\/i>, and wand of ghoul touch<\/i> [10 charges])<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+6<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This repulsive humanoid towers over seven feet tall. Its skin is pale whilte, while its hair is thick and black. Its ears and feat are those of a donkey. Bushy eyebrows droop over its eyes, and its jaw juts out prominently. Its hands bear wicked claws.<\/i>\r

    Many great ghuls are giften in the arcane arts, and these ghul mages take levels in arcane spellcasting classes. Many also become sha'irs (see Dragon Compendium Volume One<\/i>). Genies particularly despise ghul mages that pursue the path of sha'irs, for they resent and fear the powers gained over geniekind. Ghul mages tend to focus on necromancy or elemental magic (favoring Air, Eath, and Fire). They rarely utilize Water magic.\r

    Great ghuls who become ghul mages lead solitary, secretive existences. \r

    A great ghul stands over 7 feet tall and weighs only around 150 pounds. Those that pursue the paths of the ghul mage are often 10 feet tall. Its pale white skin is always cold and clammy.\r

    Ghul magi speak Abyssal, Aquan, Auran, Common, Ignan, Infernal, and Terran.\r

    This ghul mage is an 8th-level sorcerer. \r

    COMBAT\r

    Ghul magi prefer spellcasting to melee combat, but still possess powerful jaws and wicked claws when needed. \r

    Create Spawn (Su):<\/b> Any janni slain by a great ghul becomes a free-willed great ghul in 1d4 rounds. They do not possess any of the abilities they had in life.\r

    Diminished Change Shape (Su):<\/b> A great ghul can assume the form of any Small, Medium, or Large humanoid, giant, or genie. This works exactly as the change shape special ability, except that the ghul cannot transform the appearance of its feet. The ghul therefore only gains a bonus of +6 to Disguise checks when using this ability to disguise itself.\r

    Light Sensitivity (Ex):<\/b> Great ghuls are dazzled in bright sunlight or within the radius of a daylight<\/i> spell.\r

    Otherworldly Insight (Ex):<\/b> Great ghuls have an insight bonus to Armor Class equal to their Charisma modifiers.\r

    Slow Fall (Ex):<\/b> A ghul mage possesses the slow fall ability of a monk of a level equal to its Hit Dice (60 feet for this ghul mage).\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097invisibility<\/i> (self only), shocking grasp<\/i>. Caster level equals twice ghul's racial Hit Dice (8th for a typical great ghul). \r

    Typical Sorcerer Spells Known<\/i> (caster level 8th; 6\/8\/8\/6\/4; save DC 18 + spell level; necromancy spell save DC 19 + spell level): \r
    4th\u00c2\u0097stoneskin<\/i>;\r
    3rd\u00c2\u0097ray of exhaustion, vampiric touch<\/i>;\r
    2nd\u00c2\u0097bull's strength, scorching ray, spectral hand<\/i>;\r
    1st\u00c2\u0097burning hands, charm person, mage armor, magic missile, ray of enfeeblement<\/i>;\r
    0th\u00c2\u0097dancing lights, daze, ghost sound, mage hand, message, prestidigitation, resistance, touch of fatigue<\/i>.<\/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":"Undead","alignment":"Always neutral evil","environment":"Warm deserts and mountains"},{"name":"Ghul, Great","type":"Undead","ch":3,"challenge_rating":" 3 \u00a0","id":5731,"reference":"Usergen","full_text":"

    Ghul, Great <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Shapechanger)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d12\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares), burrow 10 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+2 Dex, +4 natural, +4 insight), touch 16, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+6<\/td> <\/tr>
    Attack: <\/strong>Claw +6 melee (1d6+4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +6 melee (1d6+4) and bite +4 melee (2d6+2)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Create spawn, diminished change shape, spell-like abilities\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/cold iron or magic, darkvision 60 ft., immunity to cold, light sensitivity, otherworldly insight, slow fall, +2 turn resistance, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +3, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 15, Con \u00c2\u0097, Int 16, Wis 19, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Bluff +13, Concentration +11, Diplomacy +6, Disguise +11 (+13 acting), Intimidate +15, Jump +12, Move Silently +9, Spot +11<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative (B), Multiattack, Persuasive\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm deserts and mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Medium); 6-12 HD (Large) or by character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+6<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This repulsive humanoid towers over seven feet tall. Its skin is pale whilte, while its hair is thick and black. Its ears and feat are those of a donkey. Bushy eyebrows droop over its eyes, and its jaw juts out prominently. Its hands bear wicked claws.<\/i>\r

    Great ghuls are undead formed from the cruelest, vilest members of an inferior order of janni. They are reviled by all geniekind, and efreet and other evil genies often force them into servitude. Greater ghuls treat lesser ghuls, ghouls, and ghasts in a similar manner.\r

    Most great ghuls are females, which tend to beguiling and seductive. Both males and females are excellent actors and liars. Great ghuls are talented shapeshifters, but their feet always remain those of a donkey in any form. They often accentuate their disguises with makeup, clothing, and jewelery. They often wear black abas and burqas, and color their fingers with henna. Jewelry includes silver rings with turquoise settings (khamzars) on their little fingers, strings of golden beads (kitbats) woven into their hair, and bracelets of glass beads in bright colors (dalags). They are particularly fond of perfumes and other scents, which they use to maks the unpleasant odor of undeath.\r

    Many great ghuls are giften in the arcane arts, and these ghul mages take levels in arcane spellcasting classes. Many also become sha'irs (see Dragon Compendium Volume One). Genies particularly despise ghul mages that pursue the path of sha'irs, for they resent and fear the powers gained over geniekind. Ghul mages tend to focus on necromancy or elemental magic (favoring Air, Eath, and Fire). They rarely utilize Water magic.\r

    Great ghuls make their lairs in secluded ruins or caves in desolate deserts. Great ghuls tend to form packs with their siblings, but those who become ghul mages lead solitary, secretive existences. Shapeshifting has become second nature to ghuls, so they rarely stay in their natural forms for long, even within their homes among others of their kind. \r

    Great ghuls tend to avoid contact with other races, except when boredom sets in. At these times, great ghuls travel in disguise among humanoid nomads and travelers, playing pranks and leading them astray. Despite their inherently evil nature, they occasionally assist humanoids in conflicts againts genies. If a great ghul finds a quest interesting, it may offer aid without any expectation of reward.\r

    Although undead creatures, great ghuls derive great pleasure from feeding upon carrion. Ghuls delight in devouring the flesh of their victims and sucking the marrow from the bones.\r

    A great ghul stands over 7 feet tall and weighs only around 150 pounds. Those that pursue the paths of the ghul mage are often 10 feet tall. Its pale white skin is always cold and clammy.\r

    Great ghuls speak Abyssal, Common, Infernal, and one elemental language (Aquan, Auran, Ignan, or Terran).\r

    COMBAT\r

    Great ghuls fight with powerful jaws and wicked claws. They use their invisibility<\/i> and shocking grasp<\/i> abilities to maximum effect. \r

    Create Spawn (Su):<\/b> Any janni slain by a great ghul becomes a free-willed great ghul in 1d4 rounds. They do not possess any of the abilities they had in life.\r

    Diminished Change Shape (Su):<\/b> A great ghul can assume the form of any Small, Medium, or Large humanoid, giant, or genie. This works exactly as the change shape special ability, except that the ghul cannot transform the appearance of its feet. The ghul therefore only gains a bonus of +6 to Disguise checks when using this ability to disguise itself.\r

    Light Sensitivity (Ex):<\/b> Great ghuls are dazzled in bright sunlight or within the radius of a daylight<\/i> spell.\r

    Otherworldly Insight (Ex):<\/b> Great ghuls have an insight bonus to Armor Class equal to their Charisma modifiers (+4 for a typical great ghul).\r

    Slow Fall (Ex):<\/b> A great ghul possesses the slow fall ability of a monk of a level equal to ghul's Hit Dice (20 feet for a typical great ghul).\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097invisibility<\/i> (self only), shocking grasp<\/i>. Caster level equals twice ghul's Hit Dice (8th for a typical great ghul). \r

    Mountain Ghuls<\/b>\r

    Some ghuls have adapted to life in mountain terrain. They lack the burrow speed of the standard desert variety, but gain a climb speed of 30 ft.\r

    Skills:<\/b> Great mountain ghuls 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>
    1992 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Al-Qadim Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":"Warm deserts and mountains"},{"name":"Ghul, Lesser","type":"Undead","ch":2,"challenge_rating":" 2 \u00a0","id":5732,"reference":"Usergen","full_text":"

    Ghul, Lesser <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Shapechanger)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d12\u00a0(19 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), burrow 5 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+2 Dex, +4 natural, +1 insight), touch 13, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+3<\/td> <\/tr>
    Attack: <\/strong>Claw +3 melee (1d4+2)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +3 melee (1d4+2) and bite +1 melee (1d8+1)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Diminished change shape, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/cold iron or magic, darkvision 60 ft., immunity to cold, light sensitivity, otherworldly insight, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +3, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 15, Con \u00c2\u0097, Int 8, Wis 10, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Bluff +4, Concentration +5, Disguise +5*, Intimidate +4, Move Silently +5, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative (B), Multiattack, Persuasive<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm deserts and mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>By character class or to great ghul (see text)<\/td> <\/tr>
    Level Adjustment: <\/strong>+6<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This repulsive humanoid has pale whilte skin and thick black hair. Its ears and feat are those of a donkey. Bushy eyebrows droop over its eyes, and its jaw juts out prominently. Its hands bear wicked claws.<\/i>\r

    Lesser ghuls form the bottom of the hierarchy of ghuldom, standing only a notch ghouls. Evil genies tend to take them as slaves, forcing them into menial labor.\r

    Unlike great ghuls, lesser ghuls cannot create new ghuls from slain janni. In fact, some powerful genies seem to have discovered how to create lesser ghuls from humanoids as well as jann. They are much less likely to become magi, and are more likely to become rogues. Lesser ghuls can be promoted to great ghuls by efreet and other powerful genies, although the methods used to do so are unknown.\r

    Like great ghuls, most lesser ghuls are females, and all are talented shapeshifters. And, like their greater kin, their feet always remain those of a donkey in any form. They generally dress in black wool abas and matching silk burqas, which mask all but their eyes. They color their fingertips red with henna as a sign of subservience. \r

    Lesser ghuls are rarely found on their own, as most are slaves to great ghuls and evil genies.\r

    Although undead creatures, lesser ghuls derive great pleasure from feeding upon carrion. Ghuls delight in devouring the flesh of their victims and sucking the marrow from the bones.\r

    A lesser ghul stands 6 feet tall and weighs only around 120 pounds. Its pale white skin is always cold and clammy.\r

    Lesser ghuls speak Abyssal, Common, Infernal, and one elemental language (Aquan, Auran, Ignan, or Terran).\r

    COMBAT\r

    If forced to fight, lesser ghuls battle with tooth and nail, and use their invisibility<\/i> and shocking grasp<\/i> abilities to maximum effect. \r

    Diminished Change Shape (Su):<\/b> A lesser ghul can assume the form of any Small, Medium, or Large humanoid, giant, or genie. This works exactly as the change shape special ability, except that the ghul cannot transform the appearance of its feet. The ghul therefore only gains a bonus of +6 to Disguise checks when using this ability to disguise itself.\r

    Light Sensitivity (Ex):<\/b> Lesser ghuls are dazzled in bright sunlight or within the radius of a daylight<\/i> spell.\r

    Otherworldly Insight (Ex):<\/b> Lesser ghuls have an insight bonus to Armor Class equal to their Charisma modifiers (+1 for a typical lesser ghul).\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097invisibility<\/i> (self only), shocking grasp<\/i>. Caster level equals twice ghul's Hit Dice (6th for a typical lesser ghul). \r

    Mountain Ghuls<\/b>\r

    Some ghuls have adapted to life in mountain terrain. They lack the burrow speed of the standard desert variety, but gain a climb speed of 10 ft.\r

    Skills:<\/b> Mountain lesser ghuls 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>
    1994 Wizards of the Coast, Inc.
    Originally found in Caravans<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":"Warm deserts and mountains"},{"name":"Ghul-kin, Soultaker","type":"Undead","ch":5,"challenge_rating":" 5 \u00a0","id":5733,"reference":"Usergen","full_text":"

    Ghul-kin, Soultaker <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Undead \t\t\t(Shapechanger)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d12\u00a0(52 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares), swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 21 (-1 size, +1 Dex, +6 natural, +5 insight), touch 15, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+12<\/td> <\/tr>
    Attack: <\/strong>Claw +11 melee (1d8+8)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +11 melee (1d8+8) and bite +9 melee (3d6+4)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Create spawn, diminished change shape, kiss, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/wood, darkvision 60 ft., immunity to cold, light sensitivity, otherworldly insight, +2 turn resistance, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +4, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 26, Dex 13, Con \u00c2\u0097, Int 18, Wis 21, Cha 21 <\/td> <\/tr>
    Skills: <\/strong>Bluff +17, Concentration +11, Diplomacy +18, Disguise +16 (+18 acting), Intimidate +16, Jump +16, Move Silently +8, Spot +12, Swim +16<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative (B), Multiattack, Persuasive, Quicken Spell-Like Ability (invisibility)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm deserts and mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>9-12 HD (Large) or by character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+6<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This repulsive humanoid towers over eight feet tall with long, gangly limbs. Its skin is bone-whilte and pock-marked, while its tangled hair is thick and black. Its ears are are sharply pointed. Its eyes shine with a feral light, and its jaw is filled with sharp yellow teeth. Its hands end in wicked claws. An unpleasant odor surrounds it.<\/i>\r

    Ghul-kin, like their great ghul cousins, are undead formed from the cruelest, vilest members of an inferior order of janni. Far more social than great ghuls, ghul-kin prefer to live among mortals. They are reviled by all geniekind, and efreet and other evil genies often force them into servitude. Ghul-kin treat great ghuls treat and ghuls in a similar manner. They disdain ghouls and ghasts.\r

    Ghul-kin are talented shapeshifters, choosing forms that tend to be attractive and seductive. They often mimic specific individuls, but something is always a bit off about such impersonations (incorrect eye color, strangely-shaped ears, and so forth). They often accentuate their disguises with makeup, clothing, and jewelery. They are particularly fond of perfumes and other scents, which they use to mask the unpleasant odor of undeath.\r

    Many ghul-kin are giften spellcasters, becoming sorcerers, shai'irs (see Dragon Compendium Volume One<\/i>), or clerics of deities that will accept them. Ghul-kin take perverse delight in collecting magic items capable of harming them, then carefully hiding such items where others cannot find them. They covet items capable of controlling or harming genies.\r

    Ghul-kin live wherever is most conventient to them. They are often found in humanoid cities, keeping their true nature a secret. Their homes are always elaborately tiled or painted, with elegant furnishings. Ghul-kin prefer to live in small family units or form packs with great ghuls, with the ghul-kin as the leader. Shapeshifting has become second nature to ghuls, so they rarely stay in their natural forms for long, even within their homes among others of their kind. \r

    Although undead creatures, ghul-kin derive great pleasure from feeding upon carrion. They delight in devouring the flesh of their victims and sucking the marrow from the bones.\r

    Soultakers are the weaker of the two ghul-kin, and are often servants to the witherers. This leads to much frustration for the soultakers, which they channel through cruelty to their victims. They feel some of the anger, terror, and despair they cause their victims, and revel in the resultant misery. \r

    A soultaker stands 8 to 10 feet tall and weighs only around 200 pounds. Its rubbery skin is always cold to the touch.\r

    Ghul-kin speak Abyssal, Common, Infernal, and one elemental language (Aquan, Auran, Ignan, or Terran).\r

    COMBAT\r

    Soultakers can attack with their deadly claws, but prefer to take control of another creature and force it to fight on the soultaker's behalf. \r

    Create Spawn (Su):<\/b> Any janni slain by a soultaker becomes a free-willed soultaker in 1d4 rounds. They do not possess any of the abilities they had in life.\r

    Diminished Change Shape (Su):<\/b> A ghul-kin can assume the form of any Small, Medium, or Large humanoid, giant, or genie. This works exactly as the change shape special ability, except that some slight flaw always appears in its impersonations. The ghul-kin therefore only gains a bonus of +6 to Disguise checks when using this ability to disguise itself.\r

    Kiss (Su):<\/b> A soultaker can kiss a grappled target with a successful grapple check. An affected opponent must succeed on a DC 19 Will save or fall instantly under the soultaker's influence as though by a dominate person<\/i> spell from a 12th-level caster. The save DC is Charisma-based.\r

    Light Sensitivity (Ex):<\/b> Ghul-kin are dazzled in bright sunlight or within the radius of a daylight<\/i> spell.\r

    Otherworldly Insight (Ex):<\/b> Ghul-kin have an insight bonus to Armor Class equal to their Charisma modifiers (+5 for a typical soultaker).\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097invisibility<\/i> (self only); 3\/day\u00c2\u0097quickened invisibility<\/i> (self only). Caster level equals twice ghul-kin's Hit Dice (16th for a typical soultaker).\r

    Skills:<\/b> A soultaker 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 evil","environment":"Warm deserts and mountains"},{"name":"Ghul-kin, Witherer","type":"Undead","ch":6,"challenge_rating":" 6 \u00a0","id":5734,"reference":"Usergen","full_text":"

    Ghul-kin, Witherer <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Undead \t\t\t(Shapechanger)\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 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 21 (-1 size, +2 Dex, +4 natural, +6 insight), touch 17, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+12<\/td> <\/tr>
    Attack: <\/strong>Claw +7 melee (1d6+4) or withering touch +7 melee<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +7 melee (1d6+4) and bite +5 melee (2d6+2) or withering touch +7 melee<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Create spawn, diminished change shape, spell-like abilities, withering touch<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/cold iron or magic, darkvision 60 ft., immunity to cold, light sensitivity, otherworldly insight, +4 turn resistance, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +6, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 15, Con \u00c2\u0097, Int 20, Wis 23, Cha 23 <\/td> <\/tr>
    Skills: <\/strong>Bluff +18, Concentration +11, Diplomacy +23, Disguise +17 (+19 acting), Intimidate +17, Jump +12, Knowledge (history) +15, Knowledge (nobility and royalty) +15, Move Silently +9, Sense Motive +9, Spot +13, Swim +12<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative (B), Multiattack, Negotiator, Persuasive, Quicken Spell-Like Ability (invisibility) \r
    Environment: Warm deserts and mountains<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm deserts and mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2-3)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>10-12 HD (Large) or by character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+6<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This repulsive humanoid towers over ten feet tall with long, gangly limbs. Its skin is bone-whilte and pock-marked, while its tangled hair is thick and black. Its ears are are sharply pointed. Its eyes shine with a feral light, and its jaw is filled with sharp yellow teeth. Its hands end in wicked claws. An unpleasant odor surrounds it.<\/i>\r

    Ghul-kin, like their great ghul cousins, are undead formed from the cruelest, vilest members of an inferior order of janni. Far more social than great ghuls, ghul-kin prefer to live among mortals. They are reviled by all geniekind, and efreet and other evil genies often force them into servitude. Ghul-kin treat great ghuls treat and ghuls in a similar manner. They disdain ghouls and ghasts.\r

    Ghul-kin are talented shapeshifters, choosing forms that tend to be attractive and seductive. They often mimic specific individuls, but something is always a bit off about such impersonations (incorrect eye color, strangely-shaped ears, and so forth). They often accentuate their disguises with makeup, clothing, and jewelery. They are particularly fond of perfumes and other scents, which they use to mask the unpleasant odor of undeath.\r

    Many ghul-kin are giften spellcasters, becoming sorcerers, shai'irs (see Dragon Compendium Volume One<\/i>), or clerics of deities that will accept them. Ghul-kin take perverse delight in collecting magic items capable of harming them, then carefully hiding such items where others cannot find them. They covet items capable of controlling or harming genies.\r

    Ghul-kin live wherever is most conventient to them. They are often found in humanoid cities, keeping their true nature a secret. Their homes are always elaborately tiled or painted, with elegant furnishings. Ghul-kin prefer to live in small family units or form packs with great ghuls, with the ghul-kin as the leader. Shapeshifting has become second nature to ghuls, so they rarely stay in their natural forms for long, even within their homes among others of their kind. \r

    Although undead creatures, ghul-kin derive great pleasure from feeding upon carrion. They delight in devouring the flesh of their victims and sucking the marrow from the bones.\r

    Witherers are the stronger of the two ghul-kin, and often use soultakers as lieutenants. They spend most of their time forming long-term grandiose plans, that often result in sacrifices both material and living. They enjoy corrupting mortals, turning humanoids into near-slavish followers that serve as shock troops and, in leaner times, food.\r

    Witherers crave personal power, and hold long grudges against those who thwart their schemes. Premature disclosure of their plans often leads to their downfall, as they have a difficult time coping with the unexpected. \r

    Females make up the bulk of the witherer population. The rare males are generally less ruthless than their female counterparts, and can be persuaded to aid mortals, particularly if appeals are made to their flair for the dramatic or if offered a substantial reward.\r

    A witherer stands 10 feet tall and weighs around 250 to 300 pounds. Its rubbery skin is always cold to the touch.\r

    Ghul-kin speak Abyssal, Common, Infernal, and one elemental language (Aquan, Auran, Ignan, or Terran).\r

    COMBAT\r

    Witherers attack with their deadly teeth and claws, but are most happy when utilizing their dreaded withering touch. \r

    Create Spawn (Su):<\/b> Any janni slain by a witherer becomes a free-willed witherer in 1d4 rounds. They do not possess any of the abilities they had in life.\r

    Diminished Change Shape (Su):<\/b> A ghul-kin can assume the form of any Small, Medium, or Large humanoid, giant, or genie. This works exactly as the change shape special ability, except that some slight flaw always appears in its impersonations. The ghul-kin therefore only gains a bonus of +6 to Disguise checks when using this ability to disguise itself.\r

    Light Sensitivity (Ex):<\/b> Ghul-kin are dazzled in bright sunlight or within the radius of a daylight<\/i> spell.\r

    Otherworldly Insight (Ex):<\/b> Ghul-kin have an insight bonus to Armor Class equal to their Charisma modifiers (+6 for a typical witherer).\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097invisibility<\/i> (self only); 3\/day\u00c2\u0097quickened invisibility<\/i> (self only). Caster level equals twice ghul-kin's Hit Dice (18th for a typical witherer). \r

    Withering Touch (Su):<\/b> As a melee touch attack, a witherer can subject a victim to a withering effect. This deals 1d10 points of damage, which the witherer gains (hp gained in excess of the ghul-kin's normal maximum are temporary hit points, which disappear after one hour). In addition, the touch deals 1 point of Str and 1 point of Con damage. A victim killed by the withering touch cannot be raised or resurrected unless remove curse<\/i> is first cast on their bodies. \r

    Skills:<\/b> A witherer 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 evil","environment":"Warm deserts and mountains"},{"name":"Ghula","type":"Outsider","ch":4,"challenge_rating":" 4 \u00a0","id":5735,"reference":"Usergen","full_text":"

    Ghula <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 6d8+6\u00a0(33 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/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>+6\/+9<\/td> <\/tr>
    Attack: <\/strong>Slam +9 melee (1d6+3)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +9 melee (1d6+3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Scare, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Alternate form, darkvision 60 ft., fear of sanctity, immunity to charm and compulsion effects, low-light vision, invisibility, scent, shadow guise<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +7, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 15, Con 12, Int 12, Wis 15, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Appraise +7, Bluff +7, Diplomacy +3, Climb +12, Disguise +7 (+9 acting), Hide +11, Intimidate +12, Jump +12, Listen +11, Move Silently +11, Spot +11<\/td> <\/tr>
    Feats: <\/strong>Combat Reflexes, Dodge, Improved Initiative (B), Mobility<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm deserts<\/td> <\/tr>
    Organization: <\/strong>Solitary, company (2-4), band (5-20) or tribe (1-20 ghula plus 20-200 humanoids, often gnolls)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>7-9 HD (Medium); 10-15 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This horribly ugly creature is built like a lean and sinewy human, with massive spade-like hands and thick, dirt encrusted nails. Some of its features are disturbingly animalistic - large yellow eyes like a lion, hooflike feet, and a hyena's ears and fangs. Its skin is the color of red desert sand, brown soil and gray ash, mixed together in splotches and spots.<\/i>\r

    Ghula are man-eating genies that have been exiled to the Material Plane. They are mostly found in desert wildernesses and lurking around graveyards. Some efreet and dao keep ghula as slaves or servants, but the majority of other genies regard ghula as despised outcasts.\r

    The name \"ghula\" is feminine; not because ghula are all female but because both male and female often disguise themselves as women. They find this is an excellent way to deceive their victims.\r

    These genies love the taste of humanoid flesh and spend most of their time plotting how to acquire it. A few \"civilized\" ghula like finely cooked humanoid meat, but the majority eat it raw. \r

    Ghula often dig up graves to eat the recently interned and steal the goods buried within. They also break into tombs, but only in search for treasure. They have no more interest in eating an old, decaying corpse than a lion would.\r

    Ghula are not irredeemably wicked, a significant minority are not evil and have conquered their lust for humanoid flesh. Most non-evil ghula are Chaotic Neutral pranksters who delight in tricks and petty theft, although their jokes can turn very dangerous if they are angered. A few ghula are even benevolent creatures who help lost pilgrims, only terrorizing wicked or impious folk.Some reformed ghula have taken up a Good- or Neutral-aligned religion. \r

    Good-aligned ghula (and some neutral ghula) have a fear of sacrilege instead of an evil ghula\u00c2\u0092s fear of sanctity; they recoil from unholy symbols or blasphemous prayers and blasphemies, and refuse to step upon ground that has been desecrated.\r

    Even evil ghula are not invariably hostile. They will associate with humanoids who share their malevolent nature, usually bandits or malevolent spellcasters. They expect their friends and allies to share their taste for humanoid flesh, anyone who refuses to join in their feast will become a meal rather than a guest. A few powerful ghula rule over entire tribes of humanoid cannibals in small, hidden kingdoms. Such \u00c2\u0093civilized\u00c2\u0094 evil ghula often use id moss to drug strangers and slaves into idiocy, the witless captives are then fattened up with rich foods before being roasted and eaten.\r

    In its natural form, a typical ghula stands between 6 and 7 feet tall and weighs about 250 pounds.\r

    Ghula speak Common and Abyssal, plus one elemental language (Aquan, Auran, Ignan, or Terran).\r

    COMBAT\r

    Ghula are adept shapeshifters, able to take on the appearance of almost any living creature. Their favorite form is a hyena - either regular sized or giant. Ghula can also turn invisible in an instant and have minor power of illusion. Ghula cannot plane shift<\/i> like most other genies. \r

    The preferred tactic of ghula is to assume the disguise of a friendly stranger and try to tempt a victim to a lonely spot with the promise of fine dining, pleasure or treasure. Another favorite ploy is to lure lost travelers deep into the desert using illusory fires and sounds. \r

    Alternate Form (Su):<\/b> A ghula can assume the form of a hyena or a hyaenodon.\r

    Fear of Sanctity (Ex):<\/b> Ghula have a pathological terror of holy objects, places and phrases. These things don't harm the ghula \u00c2\u0097 they merely keep it at bay. Ghula will refuse to enter sanctified ground, and recoil from any creature that is reciting prayers (requires a DC 15 Knowledge [religion] check) or strongly presenting a holy symbol. Holding a ghula at bay in this fashion takes a standard action each round. A recoiling ghula must stay at least 5 feet away from the praying or symbol-holding creature, and cannot touch or make melee attacks against the creature. \r

    The recoiling ghula can attempt a DC 20 Will save to overcome its terror, but can only make one attempt per encounter. If it succeeds at the Will save, the ghula can enter the sanctified ground or attack the creature holding it at bay, but is shaken for the remainder of the encounter. If it fails the Will save it becomes frightened and flees for 1 minute.\r

    Invisibility (Su):<\/b> A ghula can become invisible as a swift action, as per the spell invisibility<\/i> (caster level 15th) with an unlimited duration. The invisibility ends if the ghula attacks. A ghula can become visible as a free action.\r

    Scare (Su):<\/b> As a move-equivalent action, a ghula can become a horrible, misshapen apparition for a fraction of a second. This alone is usually sufficient to terrify foes into cooperation or flight (treat as a Bluff or Intimidate check with a +3 bonus). \r

    As a standard action, it can intensify this ability to produce an unsettling effect which works like a scare<\/i> spell from a 9th-level caster (Will DC 14 partial). A creature that successfully saves cannot be affected again by the same ghula's scare ability for 24 hours. Ghula are not affected by the scare attacks of other ghula. This is a supernatural, sight-based, mind-affecting fear effect. The save DC is Charisma-based. \r

    Shadow Guise (Su):<\/b> A ghula can take on the form of any living, corporeal creature from two sizes smaller than itself to two sizes larger. Thus a Medium ghula can assume a form of Tiny to Huge size. Although this guise looks, sounds and smells real, the changes to its body are mostly quasi-real illusion, similar to creatures created by a shadow conjuration<\/i> spell. The ghula's stats do not change except as follows: It gains the Aquatic subtype or the amphibious special quality if it takes the form of a creature with those traits; it gains the natural movement rates of its new form; it applies the size adjustments of its new form to its grapple checks, AC, attacks and skill checks; the damage caused by its attacks is reduced if it diminishes in size, but does not increase it it enlarges itself. Shadow guise gives a ghula a +10 bonus on its Disguise checks.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097ghost sound<\/i> (DC 11), minor image<\/i> (DC 12). Caster level 6th. 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":"Outsider","alignment":"Usually chaotic evil","environment":"Warm deserts"},{"name":"Ghuuna","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5736,"reference":"Usergen","full_text":"

    Ghuuna (Template)<\/h1>
    Ghuuna are related to gnolls in much the same way that lycanthropes are related to other types of humanoids. However, ghuuna are the result of a modified type of quasi-lycanthropy created by the demon lord Yeenoghu that affects only gnolls, causing them to shapechange into a hyaenodon form.\r

    In humanoid form, ghuuna appear to be bulky gnolls. In this form they typically shun armor and usually carry swords as weapons, but this varies per individual. In hyaenodon form, ghuuna can deliver a crushing bite that inflicts a condition called \\\"ghuunism\\\" among their peers in the same manner that lycanthropy is spread.\r

    Ghuuna sometimes live among and work with gnolls. Only gnoll shamans and strong chieftains have more clout in a gnoll band than ghuuna do. Female ghuuna are nearly the only respected females in a gnoll band. Ghuuna keep slaves as gnolls do. They rarely intentionally infect other gnolls, considering their condition as a point of pride.\r

    Ghuuna speak Gnoll.

    Creating a Ghuuna<\/h2> \u00c2\u0093Ghuuna\u00c2\u0094 is an acquired template that can be added to any humanoid with the gnoll subtype (referred to hereafter as the base creature). Becoming a ghuuna is very much like multiclassing as an animal and gaining the appropriate Hit Dice.\r

    Size and Type<\/b>: The base creature\u00c2\u0092s type does not change, but the creature gains the shapechanger subtype. The ghuuna takes on the characteristics of a hyaenodon (referred to hereafter as the base animal). \r
    A ghuuna uses either the base creature\u00c2\u0092s or the base animal\u00c2\u0092s statistics and special abilities in addition to those described here.
    Hit Dice: <\/strong>Same as the base creature plus those of the base animal. To calculate total hit points, apply Consti
    Speed: <\/strong>Same as the base creature or base animal, depending on which form the ghuuna is using.
    AC:<\/strong> The base creature\u00c2\u0092s natural armor bonus increases by +2 in both forms.
    Special Attacks: <\/strong>Base Attack\/Grapple<\/b>: Add the base attack bonus for the base animal to the base attack bonus for the base creature. The ghuuna\u00c2\u0092s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the ghuuna\u00c2\u0092s form.\r

    Attacks<\/b>: Same as the base creature or base animal, depending on which form the ghuuna is using.\r

    Damage<\/b>: Same as the base creature or base animal, depending on which form the ghuuna is in.\r

    Special Attacks<\/b>:A ghuuna retains the special attacks of the base creature or base animal, depending on which form it is using, and also gains the special attacks described below.\r
    A ghuuna spellcaster cannot cast spells with verbal, somatic, or material components while in animal form.\r
    Disease (Ex)<\/i>: Red ache \u00c2\u0097 bite, Fortitude DC 15, incubation period 1d3 days, damage 1d6 Strength. The save DC is Constitution-based. Humanoids with the gnoll subtype are unaffected by this disease; instead, they are subject to ghuunism (see below).\r
    Ghuunism (Su)<\/i>: Any humanoid with the gnoll subtype hit by a ghuuna\\'s bite attack in animal form must succeed on a DC 15 Fortitude save or contract ghuunism. If the victim\u00c2\u0092s size is not within one size category of the ghuuna the victim cannot contract ghuunism from that ghuuna. Unlike lycanthropes and the curse of lycanthropy, afflicted ghuuna can pass on ghuunism.
    Special Qualities: <\/strong>A ghuuna retains all the special qualities of the base creature and the base animal, and also gains those described below.\r
    Alternate Form (Su)<\/i>: A ghuuna can shift into animal form as though using the polymorph spell on itself, though its gear is not affected, it does not regain hit points for changing form, and only the specific animal form indicated for the ghuuna can be assumed. It does not assume the ability scores of the animal, but instead adds the animal\u00c2\u0092s physical ability score modifiers to its own ability scores. \r
    Changing to or from animal form is a standard action. A slain ghuuna reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however. Ghuunas find this ability difficult to control (see Lycanthropy as an Affliction, 3.5 Monster Manual page 178).\r
    Damage Reduction (Ex)<\/i>: A ghuuna in any form has damage reduction 5\/cold iron or magic.\r
    Darkvision (Ex)<\/i>: A ghuuna has darkvision at a range of 90 feet in any form.\r
    Hyena Empathy (Ex)<\/i>: In any form, ghuuna can communicate and empathize with normal hyenas, dire hyenas, or hyaenodons. 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 \u00c2\u0093friend,\u00c2\u0094 \u00c2\u0093foe,\u00c2\u0094 \u00c2\u0093flee,\u00c2\u0094 and \u00c2\u0093attack.\u00c2\u0094\r
    Immunity to Silver (Ex)<\/i>: A ghuuna takes no damage from silver weapons of any type.\r
    Low-Light Vision (Ex)<\/i>: A ghuuna has low-light vision in any form.\r
    Scent (Ex)<\/i>: A ghuuna has the scent ability in any form.
    Saves: <\/strong>Add the base save bonuses of the base animal to the base save bonuses of the base creature.
    Abilities: <\/strong>All ghuuna gain +2 to Wisdom. In addition, when in animal form, a ghuuna\\'s physical ability scores improve as follows: Str +12, Dex +6, and Con +8.\r\rIn addition, a ghuuna may also gain an additiona
    Skills: <\/strong>A ghuuna gains skill points equal to (2 + Int modifier, minimum 1) per hit dice (5) of its animal form, as if it had multiclassed into the animal type. (Animal is never its first Hit Die, though, and it does not gain quadruple skill points for any animal Hit Die.) Any skill given in the animal\u00c2\u0092s description (Hide, Listen, and Spot) is a class skill for the ghuuna\u00c2\u0092s animal form. In any form, a ghuuna also has any racial skill bonuses of the base creature and of the base animal. In hyaenodon form, a ghuuna has a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.
    Feats: <\/strong>Add the base animal\u00c2\u0092s feats (Alertness, Run, Track) to the base creature\u00c2\u0092s. If this results in a ghuuna having the same feat twice, the ghuuna gains no additional benefit unless the feat normally can be taken more once, in which case the duplicated feat works as noted in the feat description. This process may give the ghuuna more feats than a character of its total Hit Dice would normally be entitled to; if this occurs, any \u00c2\u0093extra\u00c2\u0094 feats are denoted as bonus feats.\r\rIt\u00c2\u0092s possible that a ghuuna cannot meet the prerequisites for all its feats when in humanoid form. If this occurs, the ghuuna still has the feats, but cannot use them when in humanoid form. A ghuuna receives Iron Will as a bonus feat.

    Environment: <\/strong>Same as either the base creature or base animal.
    Organization: <\/strong>Solitary, pack (2-5 plus 1-2 hyenas or 1 hyaenodon per ghuuna), or band (1-10 ghuuna plus 10-100 gnolls).
    Treasure: <\/strong>Standard.
    Alignment: <\/strong>Usually chaotic evil.
    Advancement: <\/strong>By character class.
    Challenge Rating: <\/strong>By class level or base creature, +3.
    Level Adjustment: <\/strong>Same as the base creature +3.

    Sample Ghuuna<\/h2> SAMPLE GHUUNA<\/b>\r

    Here is an example of a ghuuna using a gnoll as the base creature and a hyaenodon as the base animal.\r

    Ghuuna, Gnoll Form\r
    Medium Humanoid (Gnoll, Shapeshifter)\r
    Hit Dice<\/b>: 2d8+2 plus 5d8+20 (58 hp) \r
    Initiative<\/b>: +0\r
    Speed<\/b>: 30 ft (6 squares)\r
    Armor Class<\/b>: 17 (+3 natural, +2 leather armor, +2 heavy steel shield), touch 10, flat-footed 17\r
    Base Attack\/Grapple<\/b>: +4\/+6\r
    Attack<\/b>: Battleaxe +3 melee (1d8+2\/X3) or shortbow +1 ranged (1d6\/X3)\r
    Full Attack<\/b>: Battleaxe +3 melee (1d8+2\/X3) or shortbow +1 ranged (1d6\/X3)\r
    Space\/Reach<\/b>: 5 ft\/5 ft\r
    Special Attacks<\/b>: ---\r
    Special Qualities<\/b>: Alternate form, damage reduction 5\/cold iron or magic, darkvision 90 ft, hyena empathy, immune to silver, low-light vision, scent\r
    Saves<\/b>: Fort +8 Ref +4 Will +1\r
    Abilities<\/b>: Str 15 Dex 10 Con 13 Int 8 Wis 13 Chr 8\r
    Skills<\/b>: Hide +3, Listen +5, Spot +6\r
    Feats<\/b>: Alertness, Iron Will (B), Power Attack, Run, Track (B)\r

    Environment<\/b>: Warm plains\r
    Organization<\/b>: Solitary, pack (2-5 plus 1-2 hyenas or 1 hyaenodon per ghuuna), or band (1-10 ghuuna plus 10-100 gnolls)\r
    Challenge Rating<\/b>: 4\r
    Treasure<\/b>: Standard\r
    Alignment<\/b>: Usually chaotic evil\r
    Advancement<\/b>: By character class\r
    Level Adjustment<\/b>: +4\r


    Ghuuna, Hyaenodon Form\r
    Large Humanoid (Gnoll, Shapeshifter)\r
    Hit Dice<\/b>: 2d8+2 plus 5d8+25 (58 hp) \r
    Initiative<\/b>: +3\r
    Speed<\/b>: 50 ft (10 squares)\r
    Armor Class<\/b>: 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17\r
    Base Attack\/Grapple<\/b>: +4\/+16\r
    Attack<\/b>: Bite +11 melee (1d8+8)\r
    Full Attack<\/b>: Bite +11 melee (1d8+8)\r
    Space\/Reach<\/b>: 10 ft\/5 ft\r
    Special Attacks<\/b>: Disease, ghuunism, trip\r
    Special Qualities<\/b>: Alternate form, damage reduction 5\/cold iron or magic, darkvision 90 ft, hyena empathy, immune to silver, low-light vision, scent\r
    Saves<\/b>: Fort +12 Ref +7 Will +3\r
    Abilities<\/b>: Str 27 Dex 16 Con 21 Int 8 Wis 13 Chr 8\r
    Skills<\/b>: Hide +6*, Listen +5, Spot +6\r
    Feats<\/b>: Alertness, Iron Will (B), Power Attack, Run, Track (B)\r

    Environment<\/b>: Warm plains\r
    Organization<\/b>: Solitary, pack (2-5 plus 1-2 hyenas or 1 hyaenodon per ghuuna), or band (1-10 ghuuna plus 10-100 gnolls)\r
    Challenge Rating<\/b>: 4\r
    Treasure<\/b>: Standard\r
    Alignment<\/b>: Usually chaotic evil\r
    Advancement<\/b>: By character class\r
    Level Adjustment<\/b>: +4\r

    This bulky humanoid is much taller than a human. It has gray skin, a furry body, and a hyena-like head with a reddish-gray mane. A savage intensity burns in its eyes.<\/i>\r

    Ghuunas in gnoll form are larger than average gnolls, and tend to intimidate their lesser cousins. This sample ghuuna stands 8 feet tall and weighs 350 pounds.\r

    COMBAT<\/b>\r
    In animal form, ghuuna attack foes with their savage bite, trying to infect them with disease. In either form, ghuuna fight like a pack, using numbers to their advantage.\r

    Alternate Form (Su)<\/b>: A ghuuna can assume the form of a hyaenodon.\r

    Disease (Ex)<\/b>: Red ache; bite, Fortitude DC 15, incubation period 1d3 days, damage 1d6 Strength. The save DC is Constitution-based. Humanoids with the gnoll subtype are unaffected by this disease; instead, they are subject to ghuunism (see below).\r

    Ghuunism (Su)<\/b>: Any humanoid with the gnoll subtype hit by a ghuuna\\'s bite attack in animal form must succeed on a DC 15 Fortitude save or contract ghuunism. If the victim\u00c2\u0092s size is not within one size category of the ghuuna the victim cannot contract ghuunism from that ghuuna. Unlike lycanthropes and the curse of lycanthropy, afflicted ghuuna can pass on ghuunism.\r

    Hyena Empathy (Ex)<\/b>: Communicate with hyenas, dire hyenas, and hyaenodons, and a +4 racial bonus on Charisma based checks against hyenas, dire hyenas, and hyaenodons.\r

    Trip (Ex)<\/b>: A ghuuna that hits with its bite attack can attempt to trip the opponent (+11 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 hyaenodon\r

    Skills<\/b>: *In hyaenodon form, a ghuuna has a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.
    \u00a0
    Dragon Magazine #89 (\u00c2\u0093Creature Catalog\u00c2\u0094, September 1984, Tomas Willis).<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Usually chaotic evil.","environment":"Same as either the base creature or base animal."},{"name":"Giant (Verbeeg)","type":"Giant","ch":3,"challenge_rating":" 03 \u00a0","id":5737,"reference":"Usergen","full_text":"

    GIANT, Verbeeg<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Giant<\/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> 40 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 19 (-1 size, +6 natural, +3 hide, +1 shield)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Huge greatclub +9 melee; or Huge longspear +2 ranged<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Huge greatclub 2d6+9; or Huge longspear 2d6+10<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/10 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +7, Ref +1, Will +2<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 23, Dex 10, Con 17, Int 12, Wis 12, Cha 10<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Climb +6, Jump +6, Listen +4, Spot +4<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Power Attack, Weapon Focus (greatclub)<\/span><\/p> <\/div> <\/td> <\/tr>

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

    Climate\/Terrain:<\/span><\/b> Any hills, mountains, and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary, gang (2-5 plus 1-2 hill giants or ogres), band (6-9 plus 35% noncombatants and 1-4 hill giants or ogres), hunting\/raiding party (6-9 plus 35% noncombatants, 1-4 hill giants or ogres, and 2-4 wolves or worgs), or tribe (5-30 plus 35% noncombatants, 2-5 ogres or hill giants, and 2-5 wolves or worgs; in arctic climates the wolves will be winter wolves or polar bears)
    Challenge Rating:<\/b> 3<\/span><\/p> <\/td> <\/tr>

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

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

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

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

    Known as \"human behemoths,\u0094 these human giants inhabit areas infested with hill giants and ogres.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Verbeeg vary in height from 8 to 10 feet tall, and weigh between 300 and 400 pounds. They are unusually thin for their height, although this does not inhibit their fighting ability. Some have minor deformities, such as clubfoot, uneven eyes, hair lips, etc. In all other respects they appear human, including skin, hair, and eye color. Usually they wear furs and hides with pieces of metal armor stitched into strategic places. They almost always carry shields and have the best weapons they can steal. Typically this means clubs and spears.<\/span><\/p> <\/td> <\/tr>

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

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

    Verbeeg are smart enough to let others soften up the enemy first. This does not mean that they are cowards, only selfish and practical. Since they are commonly found with hill giants and ogres, in the first few rounds of combat verbeeg drive their less intelligent companions before them into battle. This is accompanied by many curses, oaths, and highly descriptive accounts of the giants' and ogres' parentage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Once the battle has begun, the verbeeg take on the stragglers and use their missile weapons, usually spears.

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

    VERBEEG SOCIETY<\/span><\/h2> <\/td> <\/tr>

    Verbeeg are found in the same climates as ogres and hill giants. These human behemoths are very rarely found wandering alone. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A verbeeg lair is usually an underground place, such as a cave or inside old ruins. Each tribe will have a chieftain and at least one shaman ( a cleric of 3rd-5th level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The chieftain is responsible for all activities involving hunting, war and negotiations with strangers, while the shaman is responsible for all activities inside the tribe, dispensing judgments concerning law and all magic. Any magical items in the tribe belong to the shaman; he has a 90% chance of knowing how to use these. Most magical items that he does not understand are thrown into the tribal refuse heap before too long.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Verbeeg eat almost anything, but they love flesh of all sorts. They maintain a mutually beneficial relationship with the giants and ogres that share their lair. The verbeeg provide the intelligence and direction that these giant types lack, and the giants provide protection by their greater fighting prowess. To watch a group in action can be hilarious, so long as you are not their intended victim. Hill giants and ogres are too stupid to think much on their own. They tend to follow directions too literally. This usually infuriates the verbeeg. They hop back and forth from foot to foot screaming insults at the befuddled giants that tower over them in height and size, as even the simplest instructions are misinterpreted by these denser humanoids.<\/span><\/p> <\/td> <\/tr>

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

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

    The Verbeeg first appeared in 1e MM II(Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Giant","alignment":"Any","environment":"Any hills, mountains, and underground"},{"name":"Giant (Voadkyn)","type":"Giant","ch":5,"challenge_rating":" 05 \u00a0","id":5738,"reference":"Usergen","full_text":"

    GIANT, Voadkyn (Wood Giant)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Giant<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 7d8+21 (52 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> 18 (-1 size, +3 Dex, +4 natural, +2 leather)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Huge greatsword +9 melee; or Huge composite longbow +8 ranged<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Huge greatsword 2d8+7; or Huge composite longbow 1d8+5<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/10 ft<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Change self, darkvision 60 ft, resistances<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +8, Ref +5, Will +4<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 21, Dex 16, Con 17, Int 14, Wis 14, Cha 12<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +3*, Jump +7, Move Silently +7*, Spot +3<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Power Attack, Weapon Focus (longbow)<\/span><\/p> <\/div> <\/td> <\/tr>

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

    Climate\/Terrain:<\/span><\/b> Temperate and warm forests<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary, gang (2-5), clan (6-9 plus 35% noncombatants), trading party (2-5 plus 2-4 wood elves), or hunting party (2-5 plus 2-4 wood elves and 1-4 dire wolves)
    Challenge Rating:<\/b> 5<\/span><\/p> <\/td> <\/tr>

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

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

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

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

    Voadkyn are the smallest of the giant-kind and resemble large wood elves. They are friends with, and can be found in the company of wood elves.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A voadkyn stands about 9 feet tall and weighs around 700 pounds. They have no facial or body hair. Their heads are proportionately large, especially the jaw, mouth, and chin. Their eyes are pointed and sit completely above the line of their eyes. A voadkyn\u0092s skin ranges from brownish-yellow to brownish-green.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Voadkyns are fond of leather armor and wear it along with loose trousers or a short kilt, both being any shade of brown or green. They wrap leather strips around their ankles almost up to the knee, though their feet are bare.<\/span><\/p> <\/td> <\/tr>

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

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

    A voadkyn favors two weapons in combat; a greatsword and a longbow. A favored tactic of a voadkyn is to hide amongst the forest, move out and fire and arrow, then move back into hiding.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Change Self (Su):<\/b> 3\/day\u0097The voadkyn can alter its form so as to appear as any humanoid creature between 3 feet and 15 feet tall. This ability otherwise duplicates the spell of the same name as cast by a 7th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Resistances (Ex):<\/b> Voadkyn receive a +2 racial bonus to Will saves against Enchantment spells or effects.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> *Voadkyns receive a +4 racial bonus to Hide and Move Silently checks when in forested areas.<\/span><\/p> <\/td> <\/tr>

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

    VOADKYN SOCIETY<\/span><\/h2> <\/td> <\/tr>

    Voadkyns live in the forests alongside the wood elves. They have no set lairs or dwelling places, preferring to live under the stars. Most encounters are with males, as female voadkyns remain in a makeshift camp or with the wood elves in their lair. Young are very rare among voadkyn.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Voadkyn do not mix or associate with any race except wood elves. They tolerate elves of other stock, except for the drow.<\/span><\/p> <\/td> <\/tr>

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

    VOADKYN CHARACTERS<\/span><\/h2> <\/td> <\/tr>

    The favored class of the voadkyn is ranger. Most voadkyn chieftains are rangers. Voadkyn clerics are called shamans and can choose two of the following domains: Animal, Earth, or Plant.<\/span><\/p> <\/td> <\/tr>

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

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

    The Voadkyn first appeared in MC Appendix 5 (TSR)<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Giant","alignment":"Any","environment":"Temperate and warm forests"},{"name":"Giant Annelid","type":"Beast","ch":16,"challenge_rating":" 16 \u00a0","id":5739,"reference":"Usergen","full_text":"

    Giant Annelid <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Colossal\u00a0Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 25d10+225\u00a0(362 hp)<\/td> <\/tr>
    Initiative: <\/strong> -2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 80 ft, burrow 80 ft<\/td> <\/tr>
    AC:<\/strong> 20 (-8 size, -2 Dex, +20 natural)<\/td> <\/tr>
    Attacks:<\/strong>Bite +26 melee<\/td> <\/tr>
    Damage: <\/strong>Bite 4d6+24<\/td> <\/tr>
    Face\/Reach: <\/strong>30 ft by 300 ft (coiled)\/15 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, swallow whole, lure earth creature, paralyze earth creature<\/td> <\/tr>
    Special Qualities: <\/strong>Immunity to fire, tremorsense<\/td> <\/tr>
    Saves: <\/strong>Fort +23, Ref +12, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 43, Dex 6, Con 29, Int 1, Wis 8, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Climb +12<\/td> <\/tr>
    Feats: <\/strong>None<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>16<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>26-75 HD (Colossal)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Full-grown annelids measure about 1,000 feet long and 25 feet in diameter. The largest annelids reach 40 feet in diameter and some 2,000 feet in length. Their bodies, grayish-brown in color, are segmented like earthworms. The longer the annelid, the more segments it has, up to perhaps 600 in the longest.

    Biologically, an annelid is a long tube inside a larger tube. The annelid's mouth is a circular, funnel-like opening lined with three rows of sharp, conical teeth. The inner digestive tract of the annelid runs the entire length of its body. Each segment can live virtually on its own, for each has two hearts around the central tube, shaped like half-toruses (half-doughnuts).

    Hairlike sensory fibers called setae grow on the posterior edge of each segment except the first. These can grow to an inch in diameter and a few feet long. The annelid has no other sensory equipment except light-and heat-sensitive patches at its front end.

    Annelids are hermaphroditic, but only those of Colossal+ size ever reproduce. The annelid lures several earth creatures into range, paralyzes them, and lays eggs within nearby rocks. After several weeks, the eggs hatch, and the annelid grubs dine on the earth creatures' life force. Thus fed, the young grubs grow to several feet in diameter and begin to tunnel. They soon reach a length of 15 feet, but they grow more slowly thereafter. There is no known limit on an annelids life span.

    Annelids subsist on the rock they eat. They have no other known diet. Annelids can live anywhere underground, even in lava pools. Exposure to light does not damage them, but they dislike it.

    COMBAT<\/b>
    The giant annelid coils itself in combat and strikes any creature that comes within range.

    Improved Grab (Ex):<\/b> To use this ability, the giant annelid must hit with its bite attack. If it gets a hold, it automatically deals bite damage and can attempt to swallow the foe. The giant annelid has a grapple bonus of +50.

    Swallow Whole (Ex):<\/b> A giant annelid can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 4d6+16 points of crushing damage plus 1d8 points of acid damage per round from the annelid\u00c2\u0092s gizzard. A swallowed creature can climb out of the gizzard with a successful grapple check. This returns it to the annelid\u00c2\u0092s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using claws or a light piercing or slashing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

    Lure Earth Creature (Ex):<\/b> By setting up false signals that propagate throughout the ground to a maximum range of 600 feet, the giant annelid can cause any creature with the Earth subtype to begin moving toward it at its full speed as if the creature is affected by a charm monster spell. The creature receives a Will save (DC 31) to resist the effects. Elemental creatures with the earth subtype receive a -4 to their Will save to resist this effect.

    Paralyze Earth Creature (Ex):<\/b> A creature that is affected by the giant annelid\u00c2\u0092s lure earth creature attack must succeed at a Fortitude save (DC 31) when it comes within 30 feet of the giant annelid. Failing the save results in paralysis for 1 day per HD of the giant annelid. Elemental creatures with the earth subtype receive a -4 to their Fortitude save to resist this effect.

    Tremorsense (Ex):<\/b> A giant annelid can automatically sense the location of anything within 60 feet that is in contact with the ground.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Creature Catalog<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Beast","alignment":"Always neutral","environment":">Any underground"},{"name":"Giant Nautilus","type":"Magical Beast","ch":12,"challenge_rating":" 12 \u00a0","id":5740,"reference":"Usergen","full_text":"

    Giant Nautilus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Gargantuan\u00a0Magical Beast \t\t\t(Extraplanar, Water)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 14d10+140\u00a0(217 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> Swim 50 ft (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 23 (-4 size, -1 Dex, +18 natural), touch 5, flat-footed 23<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+14\/+40<\/td> <\/tr>
    Attack: <\/strong>Tentacle +24 melee (1d8+14\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>20 tentacles +24 melee (1d8+14\/19-20) and bite +19 melee (3d4+7)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft\/15 ft (40 ft with tentacles)<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 1d8+14, constrict ship, improved grab, spell-like abilities, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, low-light vision, spell resistance 17, telepathy 100 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +19, Ref +8, Will +12 <\/td> <\/tr>
    Abilities: <\/strong>Str 38, Dex 9, Con 31, Int 18, Wis 22, Cha 20 <\/td> <\/tr>
    Skills: <\/strong>Concentration +20, Diplomacy +7, Intimidate +15, Knowledge (nature) +19, Knowledge (the planes) +21, Listen +23, Sense Motive +11, Spot +23, Survival +6 (+8 aboveground, +8 on other planes), Swim +22, Use Magic Device +20<\/td> <\/tr>
    Feats: <\/strong>Alertness, Blind-Fight, Improved Critical (tentacle), Improved Initiative, Iron Will<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Water<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>15-28 HD (Gargantuan); 29-42 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This gargantuan mollusk appears to be little more than an enormous, spirally coiled shell with numerous tentacles reaching out from the opening.<\/i>\r

    While the giant nautilus resembles its diminutive cousin superficially, it has powers far beyond the reach of an ordinary nautilus. The giant nautilus is a native of the Elemental Plane of Water, but it can often be found in the various great waterways and oceans of the Outer Planes, as well as wandering the depths of the deepest Material Plane oceans. It has no permanent home or lair, spending the millennia wandering. It likely only returns to the plane of Water to mate.\r

    Because of its absolute neutral alignment and insistence on maintaining the balance of the underwater world, this creature is often called the \"druid of the deep\". A giant nautilus will usually be on good terms with most underwater races, even the sahuagin and ixitxachitl, and serves as an impartial judge and mediator for the tritons, merfolk, and locathah. A giant nautilus likes to keep the seas and oceans it encounters clean of things that don't belong there. It considers a sunken ship a terrible eyesore and actively helps in its removal by protecting those removing the ship from the fearsome predators of the depths. A giant nautilus has no need for treasure but is not completely naive of avarice and greed; it will demand that ships without treasure or precious cargo be removed before more valuable ones, and that the entire vessel be removed rather than just its contents.\r

    A giant nautilus only directly intervenes when creatures operate at the expense of the environment. It puts a stop to anyone over-fishing a particular location or polluting areas of the sea by dumping garbage. It attempts to negotiate a settlement at first, and if this fails to work, it then warns the offenders. If the warnings are not heeded, the giant nautilus forcibly puts a stop to the offending action. A giant nautilus will most find itself in conflict with the kraken, and will likely find itself forced to intervene with the kraken's grandiose schemes of underwater empire. \r

    The shell of the giant nautilus is a great prize. It can be converted into a roomy, virtually crush-proof submarine for exploring the depths of the ocean. A giant nautilus's shell is from 50-60 feet in diameter.\r

    A giant nautilus speaks with most creatures using its telepathy.\r

    COMBAT<\/b>\r
    The giant nautilus has seldom been known to attack humans or any of the intelligent ocean-dwelling races, except in self-defense. The giant nautilus is a carnivore, and it preys on huge crustaceans such as giant crabs and giant lobsters. A giant nautilus can attack 20 separate targets or attack a single target with all 20 tentacles, though it generally only uses three tentacles per Medium opponent.\r

    An opponent can attack a giant nautilus's tentacles with a sunder attempt as if they were weapons. A giant nautilus's tentacles have 15 hit points each. If a giant nautilus is currently grappling a target with the tentacle 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 a giant nautilus's tentacles deals 7 points of damage to the creature. A giant nautilus usually withdraws from combat if it loses 12 tentacles. The creature regrows severed limbs in 1d6+6 days.\r

    Constrict (Ex)<\/b>: A giant nautilus deals automatic tentacle damage with a successful grapple check.\r

    Constrict Ship (Ex)<\/b>: A giant nautilus can wrap six or more of its tentacles around all but the largest ships and crush them or drag them below the waves automatically. This can be done to rowboats (1 round), keelboats (3 rounds), longships (5 rounds), and sailing ships (10 rounds). Warships and galleys are too large for a giant nautilus to affect in this way.\r

    Alternatively, a giant nautilus can attempt to crush a ship of any size in its tentacles. It must make a Strength check to breach the ship's hull, which causes the ship to sink in 1d10 minutes. The break DC varies with the type of vessel, as follows: rowboat DC 20, keelboat DC 23, sailing ship or longship DC 25, warship DC 27, or galley DC 30.\r

    Improved Grab (Ex)<\/b>: To use this ability, the giant nautilus 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.\r

    Spell-Like Abilities<\/b>: At will - charm animal<\/i> (DC 16), charm person<\/i> (DC 16), control water<\/i>, detect magic<\/i>, locate creature<\/i> (aquatic animals or plants only), summon nature's ally III<\/i> (aquatic creatures only), wall of coral<\/i> (as wall of stone); 3\/day - summon monster VI<\/i> (water elementals only); 1\/day - plane shift<\/i>. Caster level 14th. The save DC is Charisma-based. \r

    The following abilities are always active on a giant nautilus' person, as the spells (caster level 14th): detect evil<\/i>, detect good<\/i>. They can be dispelled, but the giant nautilus can reactivate them as a free action.\r

    Swallow Whole (Ex)<\/b>: A giant nautilus can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 12 points of acid damage per round from the nautilus's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 50 points of damage to the gizzard (AC 19). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. \r

    A Gargantuan giant nautilus's interior can hold 1 Huge, 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.\r

    Skills<\/b>: A giant nautilus 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>
    1993 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #193 (\"The Dragon's Bestiary,\" May 1993, Randy Maxwell), and Monstrous Compendium Annual One (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually neutral","environment":"Elemental Plane of Water"},{"name":"Giant, Antaeus","type":"Giant","ch":21,"challenge_rating":" 21 \u00a0","id":5741,"reference":"Usergen","full_text":"

    Giant, Antaeus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Giant \t\t\t(Earth)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 32d8+158\u00a0(302 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 40 ft (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 23 (-1 size, +14 natural), touch 9, flat-footed 23<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+24\/+45<\/td> <\/tr>
    Attack: <\/strong>Slam +31 melee (2d4+10\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +31 melee (2d4+10\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>---<\/td> <\/tr>
    Special Qualities: <\/strong>Contact with earth, damage reduction 10\/epic, growth, earth mastery, instantaneous healing, low-light vision, resistance to acid 5, superior fast healing<\/td> <\/tr>
    Saves: <\/strong>Fort +22, Ref +10, Will +14 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 10, Con 19, Int 8, Wis 11, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Climb +24, Jump +28, Listen +18, Spot +18<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Cleave, Great Cleave, Endurance, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Power Attack, Weapon Focus (slam)\r

    Epic Feats<\/b>: Epic Toughness, Epic Will, Legendary Wrestler b<\/sup><\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>21<\/td> <\/tr>
    Treasure: <\/strong>No coins; triple goods (gems only); no items<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This giant has an almost simian appearance, with overlong arms, stooped shoulders, and thick, powerful limbs. It is almost twice as tall as a human.<\/i>\r

    Antaeus is the offspring of Olympian gods Poseidon and Gaea. His roots to his mother's earth-based powers are strong, as evidenced by his own powers. Antaeus looks almost identical to a typical hill giant at first glance, by both size and appearance. \r

    Antaeus speaks Giant and Abyssal.\r

    COMBAT<\/b>\r
    As Antaeus enters combat, he is often underestimated as being only a mere hill giant. His appearance begins to change rapidly however, as he uses his growth power immediately upon beginning combat, and pummels his opponents senseless with his increasing strength.\r

    Growth (Su)<\/b>: As long as he is in contact with the ground, Antaeus may, as a free action, begin growing, increasing his mass and physical prowess incrementally. So long as he wishes and remains in contact with the ground, Antaeus will continue to grow every subsequent round, at the beginning of his turn. When Antaeus grows, his size increases to the next highest size category, gaining all benefits and penalties for the size increase (ability scores, natural armor bonus, and base slam damage change appropriately), and doubling in height and weight. When Antaeus reaches Colossal size he stops growing, but can remain at that size as long as he wishes. \r

    When Antaeus wishes to end this ability, loses contact with the ground, becomes unconscious, or dies, he returns to his normal size by decreasing to the next lowest size category each round.\r

    Earth Mastery (Ex)<\/b>: Antaeus gains a +1 bonus on attack and damage rolls if both he and his foe are touching the ground. If an opponent is airborne or waterborne, Antaeus takes a \u00c2\u00964 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)\r

    Instantaneous Healing (Ex)<\/b>: If he begins his turn in contact with the earth, Antaeus instantly regains all lost hit points. This works just like natural healing. It does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow Antaeus to regrow or reattach lost body parts.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in first edition Deities and Demigods (1980, James M. Ward and Robert J. Kuntz).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Giant","alignment":"Always chaotic evil","environment":"Any land"},{"name":"Giant, Bosk","type":"Giant","ch":10,"challenge_rating":" 10 \u00a0","id":5742,"reference":"Usergen","full_text":"

    Giant, Bosk <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Giant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 14d8+84\u00a0(147 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (\u00c2\u00962 size, +8 natural), touch 8, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+26<\/td> <\/tr>
    Attack: <\/strong>Greatclub +16 melee (3d8+12) or slam +16 melee (1d6+8)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Greatclub +16\/+11 melee (3d8+12) or 2 slams +16 melee (1d6+8) <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Swamp spit<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +15, Ref +4, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 27, Dex 10, Con 23, Int 5, Wis 14, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Hide -3*, Listen +8, Spot +8<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Cleave, Improved Bull Rush, Iron Will, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests and marshes (Chislev)<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, raiding party (3-4 giants and 1-2 juveniles), or village (7-13 plus one 5th level leader plus 7-13 infants and juveniles)<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>Double goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Often neutral evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This towering humanoid, nearly twenty feet tall, is muscular and handsome. Its skin is dark green, and it wears a patchwork garment of animal hides. Hair hangs from its head in grasslike clumps. It wields a fallen tree like a club.<\/i>\r

    Bosk giants are native to the jungle world of Chislev, where giants are the dominant species and humanoids are seen as little more than animals. Bosk giants prefer tropical areas with large areas of water, the more fetid the better. \r

    Bosk giants enjoy the taste and smell of fetid water, but will settle for pure water if they must. They are strict vegetarians, preferring sodden roots and overripe fruits. Bost giants consider nuts a delicacy, and can occasionally be bribed with these foods. \r

    Bosk giants occasionally raid humanoid settlements for sport, to take slaves, or to simply spread fear.\r

    A bosk giant stands about 19 feet tall and weighs about 8,000 pounds. Skin coloration ranges from pale olive to green so dark it is nearly black. Their hair is always green, growing in clumps like grass. Bosk giants can live to be 120 years old.\r

    A bosk giant's bag usually contains a wooden drinking bowl, dish, and spoon, a flint knife, tools made out of shells or antlers, miscellaneous food, and the occasional live animal or bound slave.\r

    Bosk giants speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.\r

    Combat\r

    Bosk giants eschew ranged weapons in favor of pummeling opponents with large clubs and beefy fists. They can also belch forth a mixture of stomach juices and swamp water to injure and nauseate adversaries.\r

    Swamp Spit (Ex):<\/b> Bosk giants can spit swamp water combined with their gastric juices at enemies. This is a 30-foot line that deals 3d8 points of acid damage (Reflex DC 23 half). Additionally, a creature in the line must succeed on a DC 23 Fortitude save or become nauseated for 1d6 rounds. The save DCs are Constitution-based.\r

    A bosk giant can store enough swamp water to spit twice. After that, it may spend a full-round action to swallow enough swamp water to spit again. A swamp giant may refill its stomach after only a single use, but may never store more than two uses worth of swamp water.\r

    Skills:<\/b> *Bosk giants gain a +8 racial bonus on Hide checks made in marsh and jungle environments.\r

    Bosk Giant Society<\/b>\r
    Bosk giants form simple villages near areas of standing water, crudely crafting huts from rotted trees. A typical village consists of 7-13 adults and an equal number of infants and juveniles. Each village is loosely ruled by the strongest giant, whose few orders are followed without question.\r

    Juvenile bosk giants have the same statistics as hill giants, while infants can be treated as ogres. Juveniles and infants possess a lesser version of the swamp spit ability (DC 20, 2d8 damage for juveniles and DC 14, 1d8 damage for infants).\r

    Bosk Giant Characters<\/b>\r
    The favored class of bosk giants is barbarian. Bosk giant leaders often wield Gargantuan wooden morningstars crafted by shaving large tree limbs to sharp points. They may wield these oversized weapons in two hands with no penalty.\r

    Bosk giant clerics worship Zeboim, an evil nature deity (see page 134 of the Dragonlance Campaign Setting<\/i>).<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1997 Wizards of the Coast, Inc.
    Originally found in SJR7 - Krynnspace<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Giant","alignment":"Often neutral evil","environment":"Warm forests and marshes (Chislev)"},{"name":"Giant, Earth","type":"Giant","ch":24,"challenge_rating":" 24 \u00a0","id":5743,"reference":"Usergen","full_text":"

    Giant, Earth <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Colossal\u00a0Giant \t\t\t(Earth)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 36d8+612\u00a0(774 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 120 ft. (24 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 47 (-8 size, +45 natural), touch 2, flat-footed 47<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+24\/+54<\/td> <\/tr>
    Attack: <\/strong>Stomp +38 melee (4d12+22) or slam +41 melee (3d12+22\/19-20 plus 1d6 on a critical hit and DC 50 Fort save or die)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Stomp +38 melee (4d12+22) or slam +41 melee (3d12+22\/19-20 plus 1d6 on a critical hit and DC 50 Fort save or die)<\/td> <\/tr>
    Space\/Reach: <\/strong>150 ft.\/150 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Adamantine strike, destroyer of objects, frightful presence, improved improvised weapons, improved trample 4d12+22, pummel 6d12+33, shockwave\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 1 mile, fast healing 3 (from Fast Healing feat), immunity to cold and fire, knowledgeable, low-light vision, resistance to electricity 50, spell resistance 35, vulnerable to earth-affecting magic\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +37, Ref +12, Will +18 <\/td> <\/tr>
    Abilities: <\/strong>Str 55, Dex 10, Con 45, Int 22, Wis 23, Cha 22 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +49, Gather Information +49, Intimidate +45, Jump +58, Knowledge (geography) +45, Knowledge (history) +45, Knowledge (local) +45, Knowledge (nature) +45, Sense Motive +45, Survival +6 (+10 to avoid getting lost or to avoid natural hazards, +10 in aboveground natural environments)\r
    <\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Cleave, Devastating Critical (slam), Epic Weapon Focus (slam), Fast Healing, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Overwhelming Critical (slam), Power Attack, Power Critical (slam), Snatch (B), Weapon Focus (slam)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>24<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>37+ HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    What appeared to be a nearby hill begins to move, unfurling into a massive, roughly humanoid shape composed entirely of rock and stone. A barrel-shaped torso sits atop a pair of thick legs that terminate in solid rock, giving the appearance of boots. Its roughly spherical head is featureless, other than a massive, toothless maw from which its speaks like thunder rolling through the mountains.<\/i>\r

    Earth giants, also known as \"rumblers\" due to their booming voices, are among the most ancient of creatures on the Material Plane. So rare that few people even know of their existence, earth giants spend most of their time at rest, appearing as nothing more than a large, rocky hill. Because earth giants rest for centuries at a time, thick amounts of dirt accumulate upon its body, providing a habitat for plants to grow and animals to wander. In fact, humanoids have even been known to build settlements upon a slumbering earth giant. Earth giants are undisturbed by any such commotion, only waking if someone attempts to \"mine\" them. Even then, the earth giant may simply shuffle in its sleep, suggesting to those upon it than an earthquake has occured.\r

    Because they are so ancient, earth giants have a difficult time relating to beings of more recent eras. They are amazing sources of knowledge, though, and may be convinced to answer a few uestions at a time if approached in a friendly manner.\r

    Earth giants have no true enemies, althoug a flight of dragons may be able to take one down. Because no humanoids have ever witnessed the death of an earth giant, many cultures believe them to be immortal. In fact, they are merely extremely long-lived and not invulnerable.\r

    Legends claim that certain spells exist that can wake earth giants from their slumber. Although it is unlikely that such arcane knowledge still exists, it would be ill-advised to do so, for awakening such an immense, powerful being can result in great catastrophe.\r

    An earth giant stands over 150 feet tall and its weight is immeasurable.\r

    All earth giants speak Common, Draconic, Terran, and Undercommon. Many have learned other region-specific languages over time.\r

    COMBAT\r

    Earth giants rarely attack smaller beings, even if provoked. They create so much destruction in their wanderings, though, that many creatures may see them as a threat and form mobs or even armies to try to stop them. If harassed enough to battle, earth giants generally try to frighten off the lesser aggressors with their booming voices, and may punctuate the intimidation with the random destruction of a few buildings. If the hostilities continue, the earth giant will most likely unleash a shockwave with a massive stomp and sweep through waves of enemies wielding an uprooted tree or building as an enormous club.\r

    Adamantine Strike (Ex):<\/b> An earth giant's natural attacks are treated as adamantine for purposes of overcoming damage reduction and hardness.\r

    Destroyer of Objects (Ex):<\/b> An earth giant that makes a full attack against an object or structure deals double damage and ignores hardness.\r

    Frightful Presence (Su):<\/b> An earth giant can inspire terror by attacking or simply speaking with its booming voice. Affected creatures must succeed on a DC 34 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the earth giant. The save DC is Charisma-based.\r

    Improved Improvised Weapons (Ex):<\/b> An earth giant creates weapons out of anything large enough that it can find, such as uprooted trees, torn off mountain tops, or even churches. An earth giant suffers no penalties on attack rolls for using improvised weapons.\r

    Improved Trample (Ex):<\/b> Reflex half DC 50. If an earth giant tramples a creature, that creature does not gain an attack of opportunity against the giant. If an earth giant tramples a structure (building, ship, castle wall, and so on), its trample attack deals double damage. The save DC is Strength-based.\r

    Knowledgeable (Ex):<\/b> An earth giant 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

    Pummel (Ex):<\/b> If an earth giant hits with both slam attacks, its attacks are especially punished and may knock the opponent senseless. This attack automatically deals an additional 6d12+33 points of damage, and the victim must succeed on a DC 50 Fortitude save or be dazed for 1 round. The save DC is Strength-based. \r

    Shockwave (Ex):<\/b> As a standard action, an earth giant can stomp the earth with one of its massive feet. This causes a severe localized earth tremor, affecting all creatures standing on the ground within 100 feet of the giant. Creatures in this region must succeed on a DC 50 Reflex save or fall prone. Structures in this area suffer 4d12+22 points of damage, and this attack ignores hardness. The save DC is Strength-based.\r

    Vulnerable to Earth-Affecting Magic (Ex):<\/b> Any spell that affects earth or rock (such as earthquake, move earth, stone shape,<\/i> and transmute rock to mud<\/i>) deals 1d8 points of damage per spell level to an earth giant. A successful Will save halves the damage taken.\r

    Earth Giants in Krynn<\/b>\r
    Certain rare texts state that earth giants wandered Krynn more freely during the Age of Dreams, but this might just be myth. The last sighting occured several centuries ago, when an entire village in Ergoth flew into a panic when an earth giant wandered through their fields.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #256<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Giant","alignment":"Always neutral","environment":"Any land"},{"name":"Giant, Enceladus","type":"Giant","ch":24,"challenge_rating":" 24 \u00a0","id":5744,"reference":"Usergen","full_text":"

    Giant, Enceladus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Colossal\u00a0Giant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 48d8+816\u00a0(1,032 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> 40 ft (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 22 (-8 size, +20 natural), touch 2, flat-footed 22<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+32\/+61<\/td> <\/tr>
    Attack: <\/strong>Slam +46 melee (5d10+21\/19-20 +1d6)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +46 melee (5d10+21\/19-20 +1d6)<\/td> <\/tr>
    Space\/Reach: <\/strong>30 ft\/30 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Catch spells, frightful presence, rock throwing<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/epic, immunity to fire, low-light vision, resistance to acid 5, rock catching<\/td> <\/tr>
    Saves: <\/strong>Fort +43, Ref +20, Will +23 <\/td> <\/tr>
    Abilities: <\/strong>Str 53, Dex 10, Con 45, Int 7, Wis 13, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Intimidate +19, Jump +25, Listen +18, Spot +18<\/td> <\/tr>
    Feats: <\/strong>Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Improved Overrun, Improved Sunder, Iron Will, Power Attack, Weapon Focus (slam)\r

    Epic Feats<\/b>: Devastating Critical (slam), Epic Reflexes, Epic Will, Overwhelming Critical (slam), Superior Initiative<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any marsh<\/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>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This giant of unbelievable size appears otherwise normal above the waist, but the lower half of his body consists of a writhing mass of huge snake bodies and tails.<\/i>\r

    The enormous, malformed Enceladus (Enkelados) is one of the Gigantes, a race of giants. The Gigantes (Alcyoneus, Athos, Clytias, Enceladus, Pallas, and Echion) were the offspring of the Olympian gods Uranus and Gaea. The blood of Uranus fertilized Gaea, when their son Cronus the Titan castrated his father and usurped the throne.\r

    The Gigantes ultimately came to war with the Olympian gods, but lost to the more powerful and younger gods. Zeus defeated Enceladus with his thunderbolts, and Athena buried him under a mountain. After a long imprisonment, Enceladus escaped. Enceladus horrifies everything that sees him, and the Gigante is now forced to live alone in a desolate swamp. Enceladus hates the Olympian gods, and will fight against them again if given the chance.\r

    Enceladus is 85 feet tall and weighs 150 tons.\r

    Enceladus speaks Abyssal and Giant.\r

    COMBAT<\/b>\r
    Enceladus prefers to attack one target at a time, battering with both of his incredible fists. There is a power in Enceladus' hands that allows him to grab spells out of thin air and negate them before they have time to function. Enceladus will try to catch as many spells from enemy spellcasters in one round as he can, even if that prevents him from attacking.\r

    Catch Spells (Su)<\/b>: Enceladus is able to catch and hold spell energy in his hands. When a spell or spell-like ability targets Enceladus, he may automatically attempt to catch the spell. Enceladus must succeed on a special caster check (1d20 + 24) against the spell. The DC for this caster check is 11 + the spell's caster level. If Enceladus succeeds on the check, he catches that spell; if he fails, that spell functions normally.\r

    Enceladus may hold up to two spells in each hand, and may not catch more than four spells per round. For each spell caught, Enceladus may choose to redirect it on his turn. If Enceladus does not redirect the held spells on his next turn, the spell energy dissipates harmlessly. \r

    To redirect a spell, Enceladus makes a ranged touch attack (maximum range 60 feet) against a target of his choice, following all the rules of the original spell for valid targets. The spell is treated exactly as if cast by the original caster, for purposes of determining caster level, etc.\r

    Enceladus may redirect up to two spells by making a throwing motion towards the target, thus losing one of his slam attacks. If Enceladus redirects more than two spells (up to a maximum of four), he loses both slam attacks. The spell is treated exactly as if cast by the original caster (for purposes of determining caster level, etc.) and for determining valid targets (he cannot, for example, throw a charm person<\/i> at an aberration).\r

    Frightful Presence (Ex)<\/b>: Enceladus can unsettle foes with his mere presence. The ability takes effect automatically whenever Enceladus attacks, charges, or leaps overhead. Creatures within a radius of 300 feet are subject to the effect if they have fewer HD than Enceladus. A potentially affected creature that succeeds on a DC 36 Will save remains immune to Enceladus's frightful presence for 24 hours. On a failure, creatures with 9 or less HD become panicked for 4d6 rounds and those with 10 or more HD become shaken for 4d6 rounds. The save DC is Charisma-based.\r

    Rock Throwing (Ex)<\/b>: The range increment is 200 feet for Enceladus\u00c2\u0092s thrown rocks. He uses both hands when throwing a rock. Enceladus can hurl rocks of 300 to 500 pounds (Huge objects).\r

    Rock Catching (Ex)<\/b>: Enceladus can catch Small, Medium, Large, or Huge rocks (or projectiles of similar shape). Once per round, when Enceladus would normally be hit by a rock he can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, 25 for a Large one, and 30 for a Huge one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) Enceladus must be ready for and aware of the attack in order to make a rock catching attempt.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in first edition Deities and Demigods (1980, James M. Ward and Robert J. Kuntz).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Giant","alignment":"Always chaotic evil","environment":"Any marsh"},{"name":"Giant, Fhoimorien","type":"Giant","ch":12,"challenge_rating":" 12 \u00a0","id":5745,"reference":"Usergen","full_text":"

    Giant, Fhoimorien <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Giant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 15d8+90\u00a0(157 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (-2 size, +1 Dex, +9 natural), touch 9, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+11\/+31<\/td> <\/tr>
    Attack: <\/strong>Gargantuan heavy flail +21 melee (4d6+18\/19\u00c2\u009620) or slam +21 melee (1d8+12)<\/td> <\/tr>
    Full Attack: <\/strong>Gargantuan heavy flail +21\/+16\/+11 melee (4d6+18\/19\u00c2\u009620) or 2 slams +21 melee (1d8+12)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Oversized weapon, rock throwing, spell-like abilities, spells, trample 2d10+18\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/-, fast healing 5, low-light vision, rock catching, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +15, Ref +6, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 34, Dex 12, Con 22, Int 11, Wis 13, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Concentration +14, Jump +16, Listen +10, Spot +10, Survival +9, Use Magic Device +11\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Brew Potion, Craft Wondrous Item, Power Attack, Skill Focus (Use Magic Device), Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any forest, marsh, and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or family (3-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This misshappen giant stands over twice the height of a man. Its body is oddly proportioned, with various deformities and irregularities. Spotty patches of tough hair dot its wart-covered skin. It lumbers with a shambling gait.<\/i>\r

    Fhoimoriens are less bestial cousins of the fomorian giants with an innate knack for sorcery. With strong ties to the elements, they favor earth and air magic. All fhoimoriens have innate magical abilities as well, such as assuming the form of a cloud of pale blackish-green, foul-smelling smoke.\r

    Fhoimoriens make their homes in desolate marshes and forests or deep undergound. They are as cruel and foul as they are ugly, and revel in raiding nearby humanoid communities.\r

    An adult male fhoimorien giant stands over 16 feet tall and weighs 6,000 pounds. Females are generally taller than males. Fhoimorien giants can live to be 200 years old.\r

    A fhoimorien giant's bag usually contains throwing rocks, alchemical ingredients and apparatuses, material components, and several minor magic items.\r

    Fhoimorien giants speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.\r

    Combat\r

    A fhoimorien giant generally casts mage armor and shield prior to battle (or early in combat if taken by surprise). It hurls rocks at foes until they close within range, then enhances its melee prowess with its magic. Most fhoimorien giants utilize their gaseous form as a means of escape, but craftier individuals use it to tactical advantage, reaching good rock-throwing perches or crossing the battlefield to finish off a foe.\r

    Oversized Weapon (Ex):<\/b> A fhoimorien giant wields a great, two-handed heavy flail (big enough for Gargantuan creatures) without penalty.\r

    Rock Catching (Ex):<\/b> A fhoimorien giant can catch Small, Medium, or Large rocks (or projectiles of similar shape).\r

    Once per round, a fhoimorien giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The fhoimorien giant must be ready for and aware of the attack in order to make a rock catching attempt.\r

    Rock Throwing (Ex):<\/b> The range increment is 120 feet for a fhoimorien giant\u00c2\u0092s thrown rocks.\r

    Spell-Like Abilities:<\/b> 2\/day\u00c2\u0097gaseous form<\/i>; 1\/day\u00c2\u0097animate objects<\/i> (stones only), passwall, stone tell<\/i>. Caster level 15th. The save DCs are Charisma-based.\r

    Spells:<\/b> A fhoimorien giant casts spells as a 3rd-level sorcerer.\r

    Sorcerer Spells Known<\/i> (6\/6, save DC 12 + spell level): \r
    0\u00c2\u0097detect magic, ghost sound, mage hand, message, resistance; <\/i>\r
    1st\u00c2\u0097mage armor, ray of enfeeblement, shield.<\/i>\r

    Trample (Ex):<\/b> Reflex half DC 29. The save DC is Strength-based.\r

    Skills:<\/b> A fhoimorien giant has a +10 racial bonus on Move Silently checks. \r

    Fhoimorien Giant Characters<\/b>\r
    A fhoimorien giant's favored class is sorcerer, and such sorcerers often select air or earth spells. A fhoimorien giant cleric has access to two of the following domains: Air, Destruction, Earth, and Evil.\r

    On Cerilia<\/b>\r
    On Cerilia, fhoimorien giants are most numerous in the Giantdowns (including in the Silverhead Mountains) and in the Icemarch (in the Grovnekevic Forest).<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Warlock of the Stonecrowns<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Giant","alignment":"Usually neutral evil","environment":"Any forest, marsh, and underground"},{"name":"Giant, Goblin (Cave Lord)","type":"Giant","ch":5,"challenge_rating":" 5 \u00a0","id":5746,"reference":"Usergen","full_text":"

    Giant, Goblin (Cave Lord) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Giant \t\t\t(Goblinoid)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+30\u00a0(57 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (\u00c2\u00961 size, +3 Dex, +5 natural), touch 12, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+14<\/td> <\/tr>
    Attack: <\/strong>Claw +9 melee (1d8+6)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +9 melee (1d8+6) and bite +7 melee (1d6+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Rend 2d8+9<\/td> <\/tr>
    Special Qualities: <\/strong>Caveborn, damage reduction 10\/slashing or piercing, darkvision 60 ft., low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +2, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 23, Dex 16, Con 20, Int 10, Wis 11, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Bluff +4, Diplomacy +1, Disguise -1 (+1 acting), Intimidate +4, Listen +3, Move Silently +7, Spot +3\r
    <\/td> <\/tr>
    Feats: <\/strong>Cleave, Multiattack, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or tribe (1 cave lord plus 40\u00c2\u0096400 goblin warriors plus 100% goblin noncombatants plus 1 3rd-level goblin sergeant per 20 adults, 1 or 2 goblin lieutenants of 4th or 5th level, 10\u00c2\u009624 worgs, and 2\u00c2\u00964 dire wolves)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>7-8 HD (Large), 9-10 HD (Huge) or by character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive goblin is nearly ten feet tall. It is obscenely obese, with prodigious rolls of fat beneath its gray-green skin.<\/i>\r

    Cave lords are goblinoid giants. Though most folk refer to them simply as \"goblin giants\", cave lords created their own moniker due to their dislike for the term. Cave lords often take control of a goblinoid tribe, commanding respect and loyalty through fear.\r

    Cave lords are carnivorous, and have voracious appetites to maintain their great bulk. Although they eat any meat, cave lords prefer the taste of kobold flesh to all else. Cave lords direct their goblinoid tribes to raid kobold warrens for delicious captives. If the number of kobolds captured are not enough to sate their hunger, the cave lords devour goblins from their own tribe. These acts of cannibalism are always performed in private, in an unusual ritual involving chanting and the burning of strange herbs. Because of their similar roles and cannibalistic tendencies, a great rivalry exists between cave lords and barghests. A single tribe can never support both creatures.\r

    In dealings with other races, cave lords are particularly dangerous. They are often acceptive to offers of alliances and truces, but the deceptive creatures are quick to betrayal.\r

    A typical cave lord is 9 to 10 feet tall and obscenely obese, weighing nearly a ton. Some grow to heights of 12 feet or more. Goblin giants can live to be 150 years old.\r

    A goblin giant's bag usually contains kobold bones, subterranean herbs, flint and tinder, and bits of food.\r

    Cave lords speak Giant and Goblin.\r

    Combat\r

    Despite its great girth, a cave lord is suprisingly swift and agile, a fact that they use to their advantage. Cave lords are good tacticians, directing their goblin minions to great effect.\r

    Caveborn (Su):<\/b> Despite its tremondous bulk, a cave lord can supernaturally alter its dimensions to travel through its subterranean realm. It 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

    Rend (Ex):<\/b> If a cave lord hits with both claw attacks, it latches onto the opponent\u00c2\u0092s body and tears the flesh. This attack automatically deals an additional 2d8+9 points of damage.\r

    Vulnerability to Sunlight (Ex):<\/b> A cave lord takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun.\r

    Skills:<\/b> Cave lords have a +4 racial bonus on Move Silently checks.\r

    Cave Lord Characters<\/b>\r
    Most cave lords are rogues or fighters. Their favored class is rogue. Cave lord clerics worship the same deities as goblins, primarily Maglubiyet. A cave lord cleric has access to two of the following domains: Chaos, Evil, or Trickery.\r

    Cave Lords in Krynn<\/b>\r
    Evidence seems to indicate that cave lords are relatively new to Krynn. Some speculate that they were a byproduct of the Chaos War, but this theory cannot be proven with hard evidence at this time.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #256<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Giant","alignment":"Usually chaotic evil","environment":"Any underground"},{"name":"Giant, Island","type":"Giant","ch":8,"challenge_rating":" 8 \u00a0","id":5747,"reference":"Usergen","full_text":"

    Giant, Island <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Giant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 13d8+78\u00a0(160 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 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>+9\/+29<\/td> <\/tr>
    Attack: <\/strong>Slam +19 melee (1d6+12) or rock +8 ranged (2d8+12)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 slams +19 melee (1d6+12) or rock +8 ranged (2d8+12)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Rock throwing<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, rock catching<\/td> <\/tr>
    Saves: <\/strong>Fort +14, Ref +5, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 35, Dex 13, Con 23, Int 8, Wis 10, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Hide -2, Listen +5, Spot +5, Swim +20<\/td> <\/tr>
    Feats: <\/strong>Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Power Attack\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm islands<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/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>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive humanoid towers three times the height of a tall human. Little more than rags which may have once been a ship's sail cover its twisted, sky-blue body. Its single eye glares menacingly beneath a jutting ivory horn on its forehead.<\/i>\r

    Island giants are omnivorous, able to subsist on large amounts of seaweed or on the carcasses of beached whales. However, they prefer fresh meat, and consider a shipful of sailors a perfect meal.\r

    Male island giants are infertile. They lead a solitary existence, hating all other creatures, even their own kind. They view smaller creatures as nothing more than food or sources of amusement. They are very imaginative in their brutality.\r

    An adult male is about 18 feet tall and weighs about 8,000 pounds. Skin coloration ranges from slate gray to sky blue to tan. Although all are mostly humanoid and cyclopean, their characteristics vary, some with multiple horns, others with the hindquarters of beasts, yet others with reptilian tails, or even spiked spines. Island giants can live to be 1,000 years old.\r

    An island giant's bag usually contains 1d4+1 throwing rocks, bits of food, pieces of ships, driftwood, and crude religious fetishes.\r

    Island giants speak an odd dialect of Giant.\r

    Combat\r

    Island giants prefer to throw rocks until foes come within range, then pummel them with their powerful fists. Island giants are intelligent enough to try to gain a tactical advantage, attempting to ambush and trap ships, taking prisoners for later meals.\r

    Rock Catching (Ex):<\/b> An island giant can catch Small, Medium, or Large rocks (or projectiles of similar shape).\r

    Once per round, an island giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The island giant must be ready for and aware of the attack in order to make a rock catching attempt.\r

    Rock Throwing (Ex):<\/b> The range increment is 140 feet for an island giant\u00c2\u0092s thrown rocks.\r

    Skills:<\/b> An island giant has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.\r

    Female Island Giants<\/b>\r
    Female island giants have identical statistics to males, but also have the power to assume the form of any humanoid or giant. They generally take on an attractive appearance to attract mates or lure prey.\r

    Change Shape (Su):<\/b> A female island giant can assume the shape of any giant or humanoid of Small to Huge size. An island giant can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but an island giant reverts to its natural form when killed. A true seeing<\/i> spell or ability reveals its natural form.\r

    Skills:<\/b> *When using its change shape ability, a female island giant gets a +10 circumstance bonus on Disguise checks.\r

    Young Island Giants<\/b>\r
    Young island giants have the following statistics. They never take class levels, advancing by Hit Dice until becoming an adult island giant at 13 Hit Dice.\r

    Medium Giant (Aquatic)\r
    Hit Dice: 6d8+12 (39 hp)\r
    Initiative: +3\r
    Speed: 30 ft. (6 squares), swim 30 ft.\r
    Armor Class: 20 (+3 Dex, +7 natural) touch 13, flat-footed 17\r
    Base Attack\/Grapple: +4\/+8\r
    Attack: Slam +8 melee (1d3+4)\r
    Full Attack: 2 slams +8 melee (1d3+4)\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: \u00c2\u0097\r
    Special Qualities: Amphibious, low-light vision\r
    Saves: Fort +7, Ref +5, Will +2\r
    Abilities: Str 19, Dex 17, Con 15, Int 8, Wis 10, Cha 14\r
    Skills: Hide +6, Listen +3, Spot +3, Swim +12\r
    Feats: Cleave, Great Cleave, Power Attack\r
    Environment: Warm islands\r
    Organization: Solitary or brood (2-12)\r
    Challenge Rating: 4\r
    Treasure: None\r
    Alignment: Often chaotic evil\r
    Advancement: 7-8 HD (Medium); 9-12 HD (Large)\r
    Level Adjustment: \u00c2\u0097\r

    Island Giant Society<\/b>\r
    Island giants are extremely solitary. A female gives birth to a brood of 1d10+2 young on land. The young then struggle to the ocean quickly before falling prey to others of their kind or other predators. Their own mother will devour them if they tarry too long. As a result, only about one in every 50 young island giants reach adulthood. Males that meek it to land seek a remote location to establish a domain, while females search for potential mates.\r

    Island Giant Characters<\/b>\r
    An island giant cleric has access to two of the following domains: Chaos, Strength, and Water.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Land of Fate<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Giant","alignment":"Often chaotic evil","environment":"Warm islands"},{"name":"Giant, Jungle","type":"Giant","ch":9,"challenge_rating":" 9 \u00a0","id":5748,"reference":"Usergen","full_text":"

    Giant, Jungle <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Giant \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), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 17 (-2 size, +2 Dex, +7 natural), touch 9, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+29<\/td> <\/tr>
    Attack: <\/strong>Greatclub +19 melee (3d8+18) or slam +19 melee (1d6+12) or mighty composite longbow (+9 Str bonus) +9 ranged (3d6+9\/x3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Greatclub +19\/+14 melee (3d8+18) or 2 slams +19 melee (1d6+12) or mighty composite longbow (+9 Str bonus) +9\/+4 ranged (3d6+9\/x3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +6, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 35, Dex 14, Con 18, Int 12, Wis 15, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Climb +20, Handle Animal +8, Hide +10, Jump +16, Listen +9, Move Silently +10, Spot +9, Survival +10<\/td> <\/tr>
    Feats: <\/strong>Dodge, Mobility, Point Blank Shot, Rapid Shot, Shot on the Run<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, hunting party (2-6), or village (20-40 plus 1d10 noncombatant young plus 1-6 giant dragonflies)<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Nearly three times as tall as a normal man, this giant appears trim but strong. Its skin is the color of sunlight on a forest floor, while its wavy hair is pale green. It wears little clothing, but patches of mud, sticks, and leaves adorn it, blending very well with the surrounding jungle.<\/i>\r

    Jungle giants are skilled hunters and stalkers. They are strict carnivores, and will eat any form of meat, from egg to full-grown creature, from scavenger to predator. They are skilled in preparation of all such meat, and will eat nearly everything they encounter.\r

    Although jungle giants consider most creatures prey, they accept fellow hunters as equals, regardless of race or size. Despite their ferocity, they are generally friendly to other races, and will often cooperate with humanoid jungle tribes on hunts, allowing the smaller races to drive prey into jungle giant ambushes.\r

    An adult male jungle giant stands about 18 feet tall but weighs only 3,000 pounds. Females are generally taller than males. Skin coloration is a rich, muddy yellow, and their wavy hair is pale green. Jungle giants wear little clothing, as they do not wish to hinder their motion or stealth while on the hunt. Occasionally they sport colorful feather headresses. Many tribes favor ritual tattooing, and some file their teeth to display their ferocity. Jungle giants can live to be 200 years old.\r

    A jungle giant's bag usually contains its personal wealth, tools for crafting and repairing weapons, flint, tinder, poisons, and bits of leather for clothing repairs. Jungle giants carry their arrows in large quivers.\r

    Jungle giants speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.\r

    Combat\r

    Jungle giants prefer to hunt from ambush, firing their bows from treetop perches. Once prey appears weakened, they swing down from sturdy branches and finish it off with clubs made from uprooted trees.\r

    Poison (Ex):<\/b> Jungle giants coat their arrows with poison (Fortitude save DC 22). The initial and secondary damage is the same (paralysis for 4d4 rounds).\r

    Skills:<\/b> A jungle giant has a +4 racial bonus on Hide checks and a +8 racial bonus on Climb checks. A jungle giant can always choose to take 10 on a Climb check, even if rushed or threatened. \r

    *In wooded areas, the Hide bonus rises to +8.\r

    Jungle Giant Society<\/b>\r
    Jungle giants craft huts from wooden posts and stretch greased animal hides across them for roofs. A typical village consists of 20 to 40 adults, and about one-fourth as many children. The smell of smoking meat and butchery surrounding a village often attracts large amounts of insects. Jungle giants often train some of the larger insects, such as giant dragonflies, as pets or mounts.\r

    Jungle Giant Characters<\/b>\r
    A jungle giant's favored class is ranger. A jungle giant cleric has access to two of the following domains: Animal, Community, Plant, Strength.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Al-Qadim Appendix (MC13)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Giant","alignment":"Usually neutral","environment":"Warm forests and plains"},{"name":"Giant, Ogre","type":"Giant","ch":8,"challenge_rating":" 8 \u00a0","id":5749,"reference":"Usergen","full_text":"

    Giant, Ogre <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Giant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 14d8+70\u00a0(133 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (\u00c2\u00962 size, +9 natural), touch 8, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+29<\/td> <\/tr>
    Attack: <\/strong>Slam +19 melee (1d6+12) or rock +8 ranged (2d8+12)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 slams +19 melee (1d6+12) or rock +8 ranged (2d8+12)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Dual rock throwing<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, rock catching<\/td> <\/tr>
    Saves: <\/strong>Fort +14, Ref +4, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 33, Dex 10, Con 21, Int 6, Wis 10, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Climb +14, Jump +14, Listen +5, Spot +6\r
    <\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Improved Bull Rush, Point Blank Shot, Power Attack, Quick Draw<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any mountains and deserts<\/td> <\/tr>
    Organization: <\/strong>Solitary, family (1 male plus 1-3 wives and 1-6 children), or clan (2-6 males plus 3-12 females and 4-24 children)<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Often chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive humanoid towers over 20 feet tall. Bristling hair covers its umber body. Elephantine ears hang to its shoulder, while a pair of glistening tusks protrude from its jaws. A single bloodshot eyes surveys its surroundings.<\/i>\r

    Ogre giants are massive cousins of traditional ogres and ogre magi. They are generally savage and straighforward. They often serve as guardians for powerful sorcerers or ogre magi, in exchange for protection for their clans.\r

    Although they are simple creatures, easily confused or deceived, they are aware of such limitations and are quick to anger once they become aware of such trickery. Ogre giants are easily confused by large crowds, and as such cannot serve among large forces or spend much time in cities. In such a high-pressure situation, an ogre giant is likely to go berserk, leaving a swath of destruction until the pressure is relieved.\r

    An ogre giant stands about 20 feet tall and weighs about 8,500 pounds. Skin coloration ranges from tan to umber, fading to gray at old age. Ogre giants can live to be 500 years old.\r

    An ogre giant's bag usually contains 4d6 throwing rocks, and an assortment of goat cheese, shears and wool.\r

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

    Combat\r

    Ogre giants use simple tactics, preferring to lob rocks until they run out of ammunition or enemies approach within range of their beefy fists.\r

    Dual Rock Throwing (Ex):<\/b> An ogre giant can throw rocks as other types of giants can. In addition, as a full round action, an ogre giant can throw two rocks (one per hand) with no attack penalty. The range increment is 120 feet for an ogre giant\u00c2\u0092s thrown rocks.\r

    Rock Catching (Ex):<\/b> An ogre giant can catch Small, Medium, or Large rocks (or projectiles of similar shape).\r

    Once per round, an ogre giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The ogre giant must be ready for and aware of the attack in order to make a rock catching attempt.\r

    Ogre Giant Society<\/b>\r
    Ogre giants form small clans, far from others of their kind. Clans consist of one male and up to three wives, along with their children and unmarried siblings. Young ogre giants have the statistics of a standard ogre. They are often mistaken for common ogres from a distance, but when seen up close their racial heriatage becomes apparent. \r

    They do not take slaves, nor do they feed on the flesh of sentient creatures, and some ogre giant clans are even are known to trade with humanoids. Clans occasionally raise livestock, such as sheep, goats, or giant versions of these animals.\r

    Ogre giants bury their own dead and those they have slain in rock cairns. They continually add to the mass of stones over the years, with the cairns eventually resembling small mountains. Ogre giants treat any descration of these cairns as the greatest form of sacrilege, a crime punishable by death.\r

    Ogre Giant Characters<\/b>\r
    Ogre giant characters possess the following racial traits.\r

    • +22 Strength, +10 Constitution, \u00c2\u00964 Intelligence, \u00c2\u00964 Charisma. \r
      <\/li>
    • Huge size. \u00c2\u00962 penalty to Armor Class, \u00c2\u00962 penalty on attack rolls, \u00c2\u00968 penalty on Hide checks, +8 bonus on grapple checks, lifting and carrying limits quadruple those of Medium characters. \r
      <\/li>
    • Space\/Reach: 15 feet\/15 feet. \r
      <\/li>
    • An ogre giant\u00c2\u0092s base land speed is 30 feet. \r
      <\/li>
    • Low-light vision. \r
      <\/li>
    • Racial Hit Dice: An ogre giant begins with fourteen levels of giant, which provide 14d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +8, Ref +4, and Will +4. \r
      <\/li>
    • Racial Skills: An ogre giant\u00c2\u0092s giant levels give it skill points equal to 17 x (2 + Int modifier). Its class skills are Climb, Jump, Listen, and Spot. \r
      <\/li>
    • Racial Feats: An ogre giant\u00c2\u0092s giant levels give it five feats. \r
      <\/li>
    • +9 natural armor bonus. \r
      <\/li>
    • Special Attacks (see above): Dual rock throwing. \r
      <\/li>
    • Special Qualities (see above): Rock catching. \r
      <\/li>
    • Weapon and Armor Proficiency: An ogre giant is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields. \r
      <\/li>
    • Automatic Languages: Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Orc, Goblin, Terran \r
      <\/li>
    • Favored Class: Barbarian. \r
      <\/li>
    • Level adjustment +4.\r
      <\/li><\/ul><\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Land of Fate<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Giant","alignment":"Often chaotic neutral","environment":"Any mountains and deserts"},{"name":"Giant, Sea, Greater","type":"Giant","ch":12,"challenge_rating":" 12 \u00a0","id":5750,"reference":"Usergen","full_text":"

    Giant, Sea, Greater <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Giant \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 16d8+96\u00a0(168 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> Swim 80 ft. (16 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 24 (\u00c2\u00962 size, +11 natural, +3 hide armor, +2 heavy wooden shield), touch 8, flat-footed 24<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+12\/+34<\/td> <\/tr>
    Attack: <\/strong>Slam +24 melee (1d8+14) or trident +24 melee (3d6+10) or heavy underwater crossbow +10 ranged (3d8\/19-20) or net +10 ranged (entangle) or rock +10 ranged (3d6+10)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +24 melee (1d8+14) or trident +24 melee (3d6+10) or heavy underwater crossbow +10 ranged (3d8\/19-20) or net +10 ranged (entangle) or rock +10 ranged (3d6+10)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Rend 2d8+21, rock throwing, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 120 ft., immunity to poison, low-light vision, predict weather, resistance to cold 20 and force 20, rock catching, water dependent, water temperature tolerance<\/td> <\/tr>
    Saves: <\/strong>Fort +17, Ref +5, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 39, Dex 11, Con 24, Int 16, Wis 14, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Craft (any one) +22, Intimidate +20, Listen +21, Spot +21, Swim +36\r
    <\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/td> <\/tr>
    Treasure: <\/strong>Half coins; triple goods (gems); half items<\/td> <\/tr>
    Alignment: <\/strong>Often neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This giant is nearly five times the height of a human. Its torso is that of a sea green-skinned humanoid, while its lower half is a darker green fluked whale's tail. A mane of long white hair crowns its head, and gills line its neck. It wields a massive trident in its webbed hands, and carries a shield fashioned from the shell of a massive sea turtle.<\/i>\r

    Greater sea giants are more powerful versions of their lesser cousins. Unlike the lesser sea giants, these creatures are fully aquatic and rarely stray from the water for long periods of time.\r

    Legends state that the sighting of a greater sea giant fortells a coming storm. Should the giant face away from a ship when sighted, then the storm will be weathered safely, but should the giant face the craft, then a life will be taken by the squall.\r

    Greater sea giants often take Craft (armorsmithing) or Craft (weaponsmithing), creating specially-designed crossbows for underwater combat (see below) or fashioning armor from the shells or hides of sea creatures.\r

    An adult male is about 25 feet long and weighs about 4,600 pounds. Skin coloration is dependent on environment, ranging from light green in tropical oceans to light blue in polar seas. Lesser sea giants can live to be 400 years old.\r

    A greater sea giant's bag usually contains 1d4+1 throwing rocks, large sea shells, and huge pearls. The contents are usually wet and briny.\r

    Greater sea giants speak Giant and Aquan.\r

    Combat\r

    Although capable of dealing great damage with their slams, greater sea giants are just as likely to employ manufactured weapons such as tridents, nets, and specially-designed undersea crossbows.\r

    Predict Weather (Su):<\/b> Once per day, a greater sea giant can accurately predict the natural weather in a 16-mile radius up to 24 hours into the future. If unnatural forces currently affect the weather, this ability reveals the spells or abilities in effect, though not the source of those abilities. \r

    Rend (Ex):<\/b> If a greater sea giant hits with both slam attacks, it latches onto the opponent\u00c2\u0092s body and tears the flesh. This attack automatically deals an additional 2d8+21 points of damage.\r

    Rock Catching (Ex):<\/b> A sea giant can catch Small, Medium, or Large rocks (or projectiles of similar shape).\r

    Once per round, a sea giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The sea giant must be ready for and aware of the attack in order to make a rock catching attempt.\r

    Rock Throwing (Ex):<\/b> The range increment is 120 feet for a sea giant\u00c2\u0092s thrown rocks.\r

    Spell-Like Abilities:<\/b> 2\/day\u00c2\u0097baleful polymorph<\/i> (DC 16), control weather, control winds, summon monster III<\/i>. Caster level 16th. The save DCs are Charisma-based.\r

    Water Dependent (Ex):<\/b> Greater sea giants 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

    Water Pressure Tolerance (Ex):<\/b> Sea giants take no damage from water pressure at depths of less than 1 mile (see Water Dangers in the Dungeon Master's Guide<\/i>).\r

    Underwater Crossbow:<\/b> Sea giants use specially designed crossbows that are not subject to the normal -2 penalty on ranged attack rolls for every five feet of distance underwater. Additionally, range increment for these crossbows is unaffected in aquatic environs. \r

    Skills:<\/b> A sea giant has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.\r

    Greater Sea Giant Society<\/b>\r
    Greater sea giants live nearly their entire lives under the sea. They are nomadic, roaming the ocean depths, hunting huge sea creatures. Occasionally a greater sea giant constructs a temporary dwelling in immense undersea caverns, or more rarely, constructs a castle from stone and the bones and shells of sea monsters. Within these dwellings the sea giants store their wealth, which mostly consists of huge pearls.\r

    Greater Sea Giant Characters<\/b>\r
    A greater sea giant cleric has access to two of the following domains: Strength, Travel, Water, and Weather.\r

    Psionic Sea Giants<\/b>\r
    Greater sea giants often advance as psions.<\/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":"Giant","alignment":"Often neutral","environment":"Any aquatic"},{"name":"Giant, Sea, Lesser","type":"Giant","ch":9,"challenge_rating":" 9 \u00a0","id":5751,"reference":"Usergen","full_text":"

    Giant, Sea, Lesser <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Giant \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 12d8+48\u00a0(102 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), swim 80 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 17 (\u00c2\u00961 size, +6 natural, +2 leather armor), touch 9, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+23<\/td> <\/tr>
    Attack: <\/strong>Slam +18 melee (1d6+10) or trident +18 melee (2d6+10) or heavy underwater crossbow +8 ranged (2d8\/19-20) or net +8 ranged (entangle) or rock +8 ranged (2d6+10)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +18 melee (1d6+10) or trident +18 melee (2d6+10) or heavy underwater crossbow +8 ranged (2d8\/19-20) or net +8 ranged (entangle) or rock +8 ranged (2d6+10)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Rend 2d6+15, rock throwing<\/td> <\/tr>
    Special Qualities: <\/strong>Air dependent, blindsight 120 ft., immunity to poison, low-light vision, resistance to cold 20 and force 20, rock catching, water temperature tolerance<\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +4, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 31, Dex 11, Con 19, Int 12, Wis 15, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Climb +19, Craft (any one) +10, Intimidate +10, Jump +19, Spot +11, Swim +18<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic (coastal)<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Often neutral good<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+6<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This light green-skinned humanoid towers nearly fifteen feet tall. Its hands and feet are webbed, and it carries a massive trident. Its green hair is long, but it has no other hair on its body.<\/i>\r

    Lesser sea giants are amphibious members of giantkind. They are generally friendlly, and often come to the aid of humanoids in peril at sea. These giants lair on small islands or in coastal grottoes.\r

    Lesser sea giants often take Craft (armorsmithing) or Craft (weaponsmithing), creating specially-designed crossbows for underwater combat (see below) or fashioning leather armor from the hides of sea creatures.\r

    An adult male is about 15 feet tall and weighs about 2,800 pounds. Skin coloration is dependent on environment, ranging from light green in tropical oceans to light blue in polar seas. Lesser sea giants can live to be 300 years old.\r

    A lesser sea giant's bag usually contains 1d4+1 throwing rocks, large sea shells, coins, and the giant's personal wealth. The contents are usually wet and briny.\r

    Lesser sea giants speak Giant and Common.\r

    Combat\r

    Although capable of dealing great damage with their slams, lesser sea giants are just as likely to employ manufactured weapons such as tridents, nets, and specially-designed undersea crossbows.\r

    Air Dependent (Ex):<\/b> A lesser sea giant can survive underwater for 10 minutes per two points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master\u00c2\u0092s Guide<\/i>).\r

    Rend (Ex):<\/b> If a lesser sea giant hits with both slam attacks, it latches onto the opponent\u00c2\u0092s body and tears the flesh. This attack automatically deals an additional 2d6+15 points of damage.\r

    Rock Catching (Ex):<\/b> A sea giant can catch Small, Medium, or Large rocks (or projectiles of similar shape).\r

    Once per round, a sea giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The sea giant must be ready for and aware of the attack in order to make a rock catching attempt.\r

    Rock Throwing (Ex):<\/b> The range increment is 120 feet for a sea giant\u00c2\u0092s thrown rocks.\r

    Water Pressure Tolerance (Ex):<\/b> Sea giants take no damage from water pressure at depths of less than 1 mile (see Water Dangers in the Dungeon Master's Guide<\/i>).\r

    Underwater Crossbow:<\/b> Sea giants use specially designed crossbows that are not subject to the normal -2 penalty on ranged attack rolls for every five feet of distance underwater. Additionally, range increment for these crossbows is unaffected in aquatic environs. \r

    Skills:<\/b> A sea giant has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.\r

    Lesser Sea Giant Society<\/b>\r
    Lesser sea giants prefer a solitary existence, although they occasionally pair up, mating for life.\r

    Lesser Sea Giant Characters<\/b>\r
    A lesser sea giant cleric has access to two of the following domains: Good, Travel, Water, and Weather.<\/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":"Giant","alignment":"Often neutral good","environment":"Any aquatic (coastal)"},{"name":"Giant, Spacesea","type":"Giant","ch":910,"challenge_rating":" 9 (elder 10) \u00a0","id":5752,"reference":"Usergen","full_text":"

    Giant, Spacesea <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Giant \t\t\t(Earth)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 14d8+56\u00a0(119 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. in hide armor (6 squares); base speed 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 25 (\u00c2\u00961 size, +2 Dex, +11 natural, +3 hide), touch 11, flat-footed 23<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+22<\/td> <\/tr>
    Attack: <\/strong>Greatclub +17 melee (2d8+12) or slam +17 melee (1d4+8) or rock +11 ranged (2d8+12)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Greatclub +17\/+12 melee (2d8+12) or 2 slams +17 melee (1d4+8) or rock +11 ranged (2d8+12)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Rock throwing\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, rock catching<\/td> <\/tr>
    Saves: <\/strong>Fort +13, Ref +6, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 27, Dex 15, Con 19, Int 14, Wis 16, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Climb +25, Hide -2*, Jump +25, Listen +20, Spot +20<\/td> <\/tr>
    Feats: <\/strong>Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Space<\/td> <\/tr>
    Organization: <\/strong>Solitary, gang (2\u00c2\u00965), band (6\u00c2\u00969 plus 35% noncombatants), hunting\/raiding\/trading party (6\u00c2\u00969 plus 1 elder), or tribe (21\u00c2\u009630 plus 35% noncombatants plus 1\u00c2\u00963 elders and 1\u00c2\u00964 giant goats)<\/td> <\/tr>
    Challenge Rating: <\/strong>9 (elder 10)<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral good<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+4 (elder +6)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This lean, muscular giant has smooth gray skin. Grim, deep-set eyes peer out from its gaunt face. Its hair is long and dark.<\/i>\r

    Spacesea giants, also known as rover giants, are spacefaring relatives of stone giants. First introduced to space travel as neogi slaves, they have since escaped and have formed their own offshoot race. Spacesea giants worship the god Ptah, who granted them heightened intelligence, curiosity, and wisdom. Ptah encouranges space exploration and the appreciation of its immensity and wonders. \r

    Many spacesea giants offer their services as explorers, escorts, or scouts for nonevil beings. Others ply their trade as merchants, flying large ships with great carrying capacity. Few pirates dare to attack a spacesea giant ship.\r

    Adults are about 12 feet tall and weigh about 1,500 pounds. Spacesea giants can live to be 800 years old.\r

    A spacesea giant's bag usually contains 2d12 throwing rocks, 1d4+6 mundane items, and the giant's personal wealth. \r

    Spacesea giants speak Giant. \r

    COMBAT\r

    Spacesea giants fight from a distance whenever possible, but if they can\u00c2\u0092t avoid melee, they use gigantic clubs or maces chiseled out of stone. A favorite tactic of spacesea giants is to stand nearly motionless, blending in with the background, then move forward to throw rocks and surprise their foes.\r

    Rock Catching (Ex):<\/b> A spacesea giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock.\r

    Rock Throwing (Ex):<\/b> The range increment is 180 feet for a spacesea giant\u00c2\u0092s thrown rocks. It uses both hands when throwing a rock.\r

    Skills:<\/b> *A spacesea giant gains a +8 racial bonus on Hide checks in rocky terrain.\r

    Spacesea Giant Elders<\/b>\r
    Some spacesea giants develop special abilities related to their environment. These giant elders have Charisma scores of at least 19 and spell-like abilities, which they use as 12th-level sorcerers. Once per day they can use stone shape, stone tell<\/i>, and either transmute rock to mud<\/i> or transmute mud to rock<\/i> (DC 19). The save DC is Charisma-based. One in ten elders is a sorcerer, usually of 4th to 7th level.\r

    Spacesea Giant Society<\/b>\r
    Spacesea giants live in tribes upon great spacefaring galleons Elders man the helm of the vessel, with the eldest serving as the ship\u00c2\u0092s captain. Since spacesea giants still require air to breathe, most ships carry a garden of green plants to help replenish the air supply (and serve as a food supply). These vessels also carry 1 to 4 giant goats for milk and waste disposal.\r

    Spacesea Giants as Characters<\/b>\r
    Most spacesea giant characters are clerics of Ptah.\r

    Spacesea giant characters possess the following racial traits.\r

  • +16 Strength, +4 Dexterity, +8 Constitution, +4 Intelligence, +6 Wisdom, +4 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\/10 feet. \r
    <\/li>
  • A spacesea giant\u00c2\u0092s base land speed is 40 feet. \r
    <\/li>
  • Darkvision out to 60 feet and low-light vision. \r
    <\/li>
  • Racial Hit Dice: A spacesea giant begins with fourteen levels of giant, which provide 14d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +9, Ref +4, and Will +4. \r
    <\/li>
  • Racial Skills: A spacesea giant\u00c2\u0092s giant levels give it skill points equal to 17 x (2 + Int modifier). Its class skills are Climb, Jump, Listen, and Spot. A spacesea giant has a +8 racial bonus on Hide checks in rocky terrain. \r
    <\/li>
  • Racial Feats: A spacesea giant\u00c2\u0092s giant levels give it five feats. \r
    <\/li>
  • +11 natural armor bonus. \r
    <\/li>
  • Special Attacks (see above): Rock throwing. \r
    <\/li>
  • Special Qualities (see above): Rock catching. \r
    <\/li>
  • Automatic Languages: Giant. Bonus Languages: Common, Draconic, Elven, Goblin, Orc. \r
    <\/li>
  • Favored Class: Cleric. \r
    <\/li>
  • Level adjustment +4. \r
    <\/li><\/list>
    In Spelljammer<\/b>\r
    Spacesea giants explore all of arcane space and particulary enjoy the wonders of wildspace. They rarely venture into the Phologiston, though, due to their reliance upon air.<\/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":"Giant","alignment":"Usually neutral good","environment":"Space"},{"name":"Giant, Spacesea, Savant","type":"Giant","ch":12,"challenge_rating":" 12 \u00a0","id":5753,"reference":"Usergen","full_text":"

    Giant, Spacesea, Savant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Giant \t\t\t(Earth)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 19d8+76\u00a0(161 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. in half plate (6 squares); base speed 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 30 (\u00c2\u00961 size, +11 natural, +2 deflection, +8 +1 half plate<\/i>), touch 11, flat-footed 30<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+13\/+26<\/td> <\/tr>
    Attack: <\/strong>+1 greatclub<\/i> +22 melee (2d8+14) or slam +21 melee (1d4+9) or rock +13 ranged (2d8+13)<\/td> <\/tr>
    Full Attack: <\/strong>+1 greatclub<\/i> +22\/+17 melee (2d8+14) or 2 slams +21 melee (1d4+9) or rock +13 ranged (2d8+13)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Rock throwing, spell-like abilities, spells, turn undead (+6, 2d6+23, 19th)\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, rock catching<\/td> <\/tr>
    Saves: <\/strong>Fort +17, Ref +6, Will +14 <\/td> <\/tr>
    Abilities: <\/strong>Str 28, Dex 12, Con 18, Int 17, Wis 22, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Climb +20, Concentration +16, Heal +11, Hide -9*, Jump +20, Knowledge (religion) +12, Listen +23, Spellcraft +8, Spot +23, Survival +11 (includes -6 armor check penalty)<\/td> <\/tr>
    Feats: <\/strong>Combat Expertise, Improved Trip, Knockdown, Point Blank Shot, Power Attack, Precise Shot, Skill Focus (Concentration)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Space<\/td> <\/tr>
    Organization: <\/strong>Solitary, gang (2\u00c2\u00965), band (6\u00c2\u00969 plus 35% noncombatants), hunting\/raiding\/trading party (6\u00c2\u00969 plus 1 elder), or tribe (21\u00c2\u009630 plus 35% noncombatants plus 1\u00c2\u00963 elders and 1\u00c2\u00964 giant goats)<\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/td> <\/tr>
    Treasure: <\/strong>Standard (includes +1 greatclub, +1 breastplate, ring of protection +2<\/i>)<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral good<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+6<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This lean, muscular giant has smooth gray skin. Grim, deep-set eyes peer out from its gaunt face. Its hair is long and dark.<\/i>\r

    Spacesea giants savants are elders and priests of Ptah. \r

    Adults are about 12 feet tall and weigh about 1,500 pounds. Spacesea giants can live to be 800 years old.\r

    A spacesea giant's bag usually contains 2d12 throwing rocks, 1d4+6 mundane items, and the giant's personal wealth. \r

    Spacesea giants speak Giant. \r

    COMBAT\r

    Spacesea giant savants blend their spellcasting with their formidable melee combat and rock throwing to repel pirates and other would-be threats to the spacesea giants' exploration.\r

    Rock Catching (Ex):<\/b> A spacesea giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock.\r

    Rock Throwing (Ex):<\/b> The range increment is 180 feet for a spacesea giant\u00c2\u0092s thrown rocks. It uses both hands when throwing a rock.\r

    Spell-Like Abilities:<\/b> 1\/day\u00c2\u0097stone shape, stone tell, transmute mud to rock<\/i> (DC 19), transmute rock to mud<\/i> (DC 19). Caster level 12th. The save DCs are Charisma-based.\r

    Spells:<\/b> This spacesea giant savant is a 5th-level cleric. \r

    Typical Cleric Spells Prepared<\/i> (5\/5+1\/4+1\/2+1; save DC 16 + spell level): \r
    0th\u00c2\u0097create water, detect magic, guidance, light, read magic;<\/i>\r
    1st\u00c2\u0097command, comprehend languages, divine favor, entropic shield, magic weapon, sanctuary*;<\/i>\r
    2nd\u00c2\u0097bear's endurance, bull's strength, lesser restoration, shield other*, silence;<\/i>\r
    3rd\u00c2\u0097create food and water, fly*, prayer;<\/i>\r
    *Domain spell. Domains: Protection, Travel.\r

    Skills:<\/b> *A spacesea giant gains a +8 racial bonus on Hide checks in rocky terrain.<\/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":"Giant","alignment":"Usually neutral good","environment":"Space"},{"name":"Giant, Swamp","type":"Giant","ch":10,"challenge_rating":" 10 \u00a0","id":5754,"reference":"Usergen","full_text":"

    Giant, Swamp <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Giant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 15d8+105\u00a0(172 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 19 (\u00c2\u00962 size, +8 natural, +3 green dragonhide armor), touch 8, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+11\/+28<\/td> <\/tr>
    Attack: <\/strong>Spear +19 melee (3d6+13\/x3) or slam +18 melee (1d6+9) or spear +10 ranged (3d6+9\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Spear +19\/+14 melee (3d6+13\/x3) or 2 slams +18 melee (1d6+9) or 2 spears +10 ranged (3d6+9\/x3) <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Fast healing 5, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +16, Ref +5, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 29, Dex 10, Con 25, Int 8, Wis 14, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Climb +13, Craft (woodworking) +7, Hide -5*, Listen +4, Spot +4, Survival +5 (includes -2 armor check penalty)<\/td> <\/tr>
    Feats: <\/strong>Far Shot, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Weapon Focus (spear)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests and marshes (Chislev)<\/td> <\/tr>
    Organization: <\/strong>Solitary, hunting party (2-3) or village (5-11 adults plus 5-11 infants and juveniles plus one 8th- to 12th-level leader and one 1st- to 6th-level shaman)<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>Double goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Often neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This humanoid towers over 15 feet tall. Muscular and handsome, it wears armor fashioned from emerald scales of some great creature, and it wields a large spear. Its skin is dark green, and its long, braided hair and short-trimmed facial hair are the color of grass.<\/i>\r

    Swamp giants are native to the jungle planet Chislev. They are believed to have evolved from the other native giant species, the bosk giants. Swamp giants are smarter than their taller cousins, and have developed a rudimentary civilization.\r

    Swamp giants construct simple treehouses of wood and reeds within massive trees in the jungles of their homeworld. These trees often exceed 100 feet in height with 10- to 20-foot diameter trunks.\r

    Swamp giants live off the land, growing crops or hunting and foraging. They do not keep livestock. Swamp giants prefer the flesh of young green dragons, while the older green dragons consider swamp giants a delicacy. A strong emnity exists between the swamp giants and green dragons, and they've long fought each other with neither side a clear victor.\r

    Among the giants of Chislev, the swamp giants are by far the most cordial to other races. They trade with their bosk giant cousins, and are happy to assist humanoids in locating useful plants. They also can be hired as guides.\r

    A swamp giant stands about 16 feet tall and weighs about 4,000 pounds. Skin coloration ranges from pale olive to green so dark it is nearly black. Their hair is always green, generally worn long and braided, and festooned with ornaments collected from battle. Swamp giants can live to be 160 years old.\r

    A swamp giant's bag usually contains carved wooden objects, such as spoons, bowls, and small art objects.\r

    Swamp giants speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.\r

    Combat\r

    Swamp giants prefer to seek a peaceful solution to conflicts before resorting to violence, except when facing evil dragons, which they attack on sight. In battle, swamp giants attempt to encircle their foes, using their natural camouflage to their advantage. A common hunting tactic is to open with an entangle spell-like ability, then hurl volleys of spear at the trapped prey.\r

    Favored Enemy (Ex):<\/b> Due to its extensive study of and training in the proper techniques for combating dragons, a swamp giant gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of the dragon type. Likewise, a swamp giant gets a +2 bonus on weapon damage rolls against such creatures. This ability stacks with the ranger's class feature of the same name.\r

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097entangle<\/i> (DC 13); 1\/day\u00c2\u0097plant growth<\/i>. Caster level 5th. The save DCs are Charisma-based.\r

    Skills:<\/b> Swamp giants have a +2 racial bonus on Craft checks involving wooden items, and a +4 racial bonus on Climb checks. *Swamp giants gain a +8 racial bonus on Hide checks made in marsh and jungle environments.\r

    Swamp Giant Society<\/b>\r
    Swamp giants form small villages led by the strongest and wisest member of the tribe. Many tribes contain a shaman (typically a 1st- to 6th-level druid). The shamans act as advisers to the village leader. Each of the village leaders report to the king of the swamp giants. Sully Gatherer-Clan is the current king, achieving his throne three decades ago after killing an adult green dragon with his bare hands.\r

    Swamp Giant Characters<\/b>\r
    Most adult swamp giants are rangers. Those that become shamans are generally druids, although a rare few become clerics. A swamp giant cleric has access to two of the following domains: Community, Plant, Strength, and Weather.\r

    Swamp Giant Shaman<\/b>\r
    6th-level druid\r
    Huge Giant \r
    Hit Dice: 15d8+90 plus 6d8+36 (220 hp)\r
    Initiative: +1\r
    Speed: 30 ft. (6 squares)\r
    Armor Class: 20 (\u00c2\u00962 size, +1 Dex, +8 natural, +3 green dragonhide armor) touch 9, flat-footed 19\r
    Base Attack\/Grapple: +15\/+34\r
    Attack: Spear +25 melee (3d6+16\/x3) or slam +18 melee (1d6+11) or spear +14 ranged (3d6+11\/x3)\r
    Full Attack: Spear +25\/+20 melee (3d6+16\/x3) or 2 slams +24 melee (1d6+11) or 2 spears +14 ranged (3d6+11\/x3) \r
    Space\/Reach: 15 ft.\/15 ft.\r
    Special Attacks: Spell-like abilities, spells, wild shape (2\/day)\r
    Special Qualities: Animal companion, fast healing 5, low-light vision, nature sense, resist nature's lure, trackless step, wild empathy, woodland stride\r
    Saves: Fort +20, Ref +8, Will +15\r
    Abilities: Str 32, Dex 13, Con 22, Int 10, Wis 20, Cha 14\r
    Skills: Climb +15, Concentration +14, Craft (woodworking) +8, Hide -4*, Knowledge (nature) +8, Listen +7, Spellcraft +8, Spot +7, Survival +8 (+10 in aboveground natural environments)(includes -2 armor check penalty)\r
    Feats: Extend Spell, Far Shot, Natural Spell, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Weapon Focus (spear)\r
    Environment: Warm forests and marshes (Chislev)\r
    Organization: Solitary or village (1 plus 5-11 adult swamp giants plus 5-11 infants and juveniles plus one 8th- to 12th-level swamp giant leader)\r
    Challenge Rating: 16\r
    Treasure: Double goods; standard items\r
    Alignment: Often neutral\r
    Advancement: By character class\r
    Level Adjustment: \u00c2\u0097\r

    Typical Druid Spells Prepared (Caster level 6th, save DC 15 + spell level)\r
    0\u00c2\u0097detect magic (x2), detect poison, know direction, purify food and drink;<\/i>\r
    1\u00c2\u0097longstrider, magic fang, hide from animals, pass without trace, speak with animals;<\/i>\r
    2nd\u00c2\u0097barkskin, tree shape, wood shape;<\/i>\r
    3rd\u00c2\u0097cure moderate wounds, speak with plants, plant growth.<\/i>\r

    King Sully Gatherer-Clan<\/b>\r
    10th-level monk\r
    Huge Giant \r
    Hit Dice: 15d8+105 plus 10d8+70 (287 hp)\r
    Initiative: +1\r
    Speed: 60 ft. (12 squares)(unarmored only)\r
    Armor Class: 22 (\u00c2\u00962 size, +1 Dex, +8 natural, +3 monk, +2 Wis) touch 14, flat-footed 21\r
    Base Attack\/Grapple: +18\/+41\r
    Attack: Unarmed strike +32 melee (3d6+16\/19-20) or slam +32 melee (1d6+16) or +1 flaming returning javelin<\/i> +18 ranged (2d6+12 plus 1d6 fire)\r
    Full Attack: Unarmed strike +32\/+32 melee (3d6+16\/19-20) or flurry of blows +32\/+32\/+32 melee (3d6+16\/19-20) or 2 slams +32 melee (1d6+16) or +1 flaming returning javelin<\/i> +18 ranged (2d6+12 plus 1d6 fire)\r
    Space\/Reach: 15 ft.\/15 ft.\r
    Special Attacks: Flurry of blows, spell-like abilities\r
    Special Qualities: Fast healing 5, fast movement +30 ft., improved evasion, ki strike (lawful, magic), low-light vision, purity of body, slow fall 40 ft., still mind, wholeness of body\r
    Saves: Fort +23, Ref +13, Will +18\r
    Abilities: Str 32, Dex 13, Con 24, Int 10, Wis 14, Cha 19\r
    Skills: Balance +11, Climb +17, Craft (woodworking) +8, Diplomacy +24, Hide -3*, Jump +25, Listen +12, Sense Motive +22, Spot +12, Survival +5, Tumble +9\r
    Feats: Awesome Blow, Combat Reflexes (B), Deflect Arrows, Epic Prowess, Epic Will, Improved Bull Rush, Improved Critical (unarmed strike), Improved Grapple (B), Improved Trip (B), Improved Unarmed Strike (B), Negotiator, Power Attack, Stunning Fist (11\/day, DC 24)\r
    Environment: Warm forests and marshes (Chislev)\r
    Organization: Solitary or village (Sully plus 5-11 adult swamp giants plus 5-11 infants and juveniles one 1st- to 6th-level shaman)\r
    Challenge Rating: 25\r
    Treasure: Double goods; standard items including amulet of mighty fists +5, monk's belt, +1 flaming returning javelin<\/i>\r
    Alignment: Neutral\r
    Advancement: By character class\r
    Level Adjustment: \u00c2\u0097\r

    As a child, Sully was taken captive by spelljamming pirates, eventually beings sold into slavery in the Kara-Tur region of Shou Lung. During his four years of slavery, and the ensuing years of travel among some friendly spelljamming Shou Lung adventurers, Sully mastered martial arts. Upon returning to his homeworld, he killed an adult green dragon with his bare hands. This feat of martial prowess earned him the mantle of king.\r

    Since becoming king of the swamp giants, Sully has trained other members of his clan in the fighting techniques of the Shou Lung. He wages an endless war against the increasingly aggressive green dragons of Chislev.\r

    Sully is welcoming to non-evil visitors of other races (including spelljamming visitors from other worlds). He often negotiates trade agreements with other races.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in SJR7 - Krynnspace<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Giant","alignment":"Often neutral","environment":"Warm forests and marshes (Chislev)"},{"name":"Gibbering Mouther, Greater","type":"Aberration","ch":9,"challenge_rating":" 9 \u00a0","id":5755,"reference":"Usergen","full_text":"

    Gibbering Mouther, Greater <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 16d8+160\u00a0(232 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), swim 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+12\/+24<\/td> <\/tr>
    Attack: <\/strong>Bite +15 melee (1d3+4\/19-20) or spittle +9 ranged touch (1d6 acid plus 1d6 fire plus blindness)<\/td> <\/tr>
    Full Attack: <\/strong>6 bites +15 melee (1d3+4\/19-20) and spittle +9 ranged touch (1d6 acid plus 1d6 fire plus blindness)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Blood drain, gibbering, gibberspawn, ground manipulation, improved grab, rake 1d3+4, spittle, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Amorphous, damage reduction 5\/bludgeoning, darkvision 60 ft., fast healing 5<\/td> <\/tr>
    Saves: <\/strong>Fort +15, Ref +6, Will +15 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 9, Con 30, Int 7, Wis 16, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Bluff +10, Diplomacy +7, Disguise +3 (+5 acting), Intimidate +12, Listen +7, Sense Motive +8, Spot +12, Swim +12<\/td> <\/tr>
    Feats: <\/strong>Improved Critical (bite), Iron Will, Lightning Reflexes, Open-Minded, Persuasive, Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests, swamps, and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or monarchy (1 plus 1-12 gibberspawn and 0-12 humanoids)<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>17-24 HD (Huge); 25-48 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A giant amorphous mass peers at you with its multitude of eyes while its plethora of mouths gibber incessantly.<\/i>\r

    A greater gibbering mouther is an extremely rare form of gibbering mouther. These creatures thrive on attention, and thus often lair on the outskirts of humanoid society. Greater gibbering mouthers are usually found ruling tribes of primitive humanoids deep in the jungle, but occasionally lead hidden cults of worshipers in the midst of towns or cities. Their need for worshipful service drives them to split off tiny portions of its own flesh to create parasitic creatures called gibberspawn, which can influence any creature they are attached to. Some greater gibbering mouthers are so reliant on their followers that they have lost the ability to hunt for themselves.\r

    Unlike their lesser kin, when a greater gibbering mouther reproduces it does not form two smaller versions of itself by asexual fusion; rather, one part retains the essence of the original and the other becomes a normal gibbering mouther.\r

    A greater gibbering mouther is about 10 feet across and 8 to 10 feet high. It weighs about 6000 pounds.\r

    Greater gibbering mouthers can speak Common. Greater mouthers often speak gibberish like regular gibbering mouthers. Their followers go to great effort to interpret the \"divine messages\" hidden in their master's gibbering utterances. Greater gibbering mouthers will speak coherently when it suits them, mostly to demand food, treasure, and worship.\r

    COMBAT<\/b>\r

    A greater gibbering mouther attacks by shooting out strings of protoplasmic flesh, each ending in one or more eyes and a mouth that bites at the enemy. A mouther can send out a total of six such members in any round.\r

    If a greater gibbering mouther has any gibberspawn or humanoid worshipers in attendance, it will always send them into battle first rather than risk its own existence.\r

    Amorphous (Ex)<\/b>: A greater gibbering mouther is not subject to critical hits. It cannot be flanked.\r

    Blood Drain (Ex)<\/b>: A swallowed opponent automatically takes 1d12 points of Constitution damage each round.\r

    Gibbering (Su)<\/b>: As soon as a mouther spots something edible, it begins a constant gibbering as a free action. All creatures (other than mouthers) within a 60-foot spread must succeed on a DC 21 Will save or be affected as though by a confusion<\/i> spell for 1d2 rounds. This is a sonic mind-affecting compulsion effect. A creature that successfully saves cannot be affected by the same gibbering mouther\u00c2\u0092s gibbering for 24 hours. The save DC is Charisma-based.\r

    Gibberspawn (Ex)<\/b>: Once every week, a greater gibbering mouther can bud off a tiny portion of its body to create a gibberspawn, with statistics as described below. The gibberspawn seek out hosts and use their suggestion power to influence these hosts to act in service to their monstrous parent.\r

    Ground Manipulation (Su)<\/b>: At will, as a standard action, a greater gibbering mouther can cause stone and earth in all adjacent squares to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than the mouther in that area must take a move-equivalent action to avoid becoming mired (treat as being pinned).\r

    Improved Grab (Ex)<\/b>: To use this ability, a greater gibbering mouther must hit a Medium or smaller foe with a bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity.\r

    Rake (Ex)<\/b>: If a greater gibbering mouther grapples an opponent, it gains an additional six bite attacks (+14 melee, 1d3+4 damage) that it can only use against a grappled foe.\r

    Spittle (Ex)<\/b>: As a free action every round, a greater gibbering mouther can fire a stream of spittle as a splash weapon with a range of 30 feet. The mouther makes a ranged touch attack; on a direct hit, it deals 1d6 points of acid damage and 1d6 points of fire damage, and the target must succeed on a DC 28 Fortitude save or be blinded for 1d4 rounds and succeed on a DC 28 Reflex save or become set on fire. Creatures hit by the splash suffer 1d4 points of fire damage, and are not exposed to burning or blindness. Eyeless creatures are immune to the blinding effect, but are still subject to the acid and fire damage. The save DC is Constitution-based.\r

    Swallow Whole (Ex)<\/b>: A greater gibbering mouther can attempt to swallow a grappled opponent of Medium or smaller size by making a successful grapple check. (The gibbering mouther doesn't actually \"swallow\" the opponent \u00c2\u0096 it engulfs it within its amorphous form \u00c2\u0096 but the effect is essentially the same.) Once the victim is inside, the gibbering mouther can use its blood drain ability. A swallowed creature can cut its way out by dealing 5 points of damage to the gibbering mouther (AC 19). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A gibbering mouther's body can hold 1 Medium, 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine creatures.\r

    Skills:<\/b> Thanks to their multiple eyes, greater gibbering mouthers have a +4 racial bonus on Spot checks. A gibbering mouther has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It always can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.\r

    <\/a>Gibberspawn<\/b>\r
    Tiny Aberration\r
    Hit Dice:<\/b> 1d8+2 (6 hp)\r
    Initiative:<\/b> +0\r
    Speed:<\/b> 10 ft. (2 squares), swim 20 ft.\r
    Armor Class:<\/b> 13 (+2 size, +1 natural), touch 12, flat-footed 23\r
    Base Attack\/Grapple:<\/b> +0\/+0\r
    Attack:<\/b> Bite +2 melee (1 plus blood drain)\r
    Full Attack:<\/b> Bites +2 melee (1 plus blood drain)\r
    Space\/Reach:<\/b> 2 1\/2 ft.\/0 ft.\r
    Special Attacks:<\/b> Attach, blood drain, empathic suggestion\r
    Special Qualities:<\/b> Amorphous, damage reduction 5\/bludgeoning, darkvision 60 ft., telepathic bond\r
    Saves:<\/b> Fort +0, Ref +2, Will +5\r
    Abilities:<\/b> Str 3, Dex 11, Con 15, Int 3, Wis 16, Cha 16\r
    Skills:<\/b> Listen +5, Spot +5\r
    Feats:<\/b> Lightning Reflexes, plus Weapon FinesseB<\/sup><\/small><\/b><\/small>\r
    Environment:<\/b> Warm forests, swamps, and underground\r
    Organization:<\/b> Solitary, ministry (1-6 plus 0-6 humanoids) or monarchy (1-12 plus 1 greater gibbering mouther and 0-12 humanoids)\r
    Challenge Rating:<\/b> 1\/2\r
    Treasure:<\/b> None\r
    Alignment:<\/b> Usually neutral\r
    Advancement:<\/b> \u00c2\u0097\r
    Level Adjustment:<\/b> \u00c2\u0097\r

    This grapefruit-sized blob of amorphous flesh has a few randomly distributed eyes and mouths of disturbingly human appearance.<\/i>\r

    Attach:<\/b> If a gibberspawn hits with a bite attack, it uses its mouths to latch onto the opponent's body. An attached gibberspawn is effectively grappling its prey. Gibberspawn have a +12 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

    An attached gibberspawn can be struck with a weapon or grappled itself. To remove an attached gibberspawn through grappling, the opponent must achieve a pin against the gibberspawn.\r

    Blood Drain (Ex):<\/b> A gibberspawn drains blood, dealing 1 point of Constitution damage each day it remains attached. Ordinarily, the host regains 1 lost Constitution point each night, just before the gibberspawn drains 1 new point, keeping the host at an equilibrium point of -1 to its normal Constitution. However, once per day as a full-round action, the gibberspawn can overfeed, draining enough blood to deal 1d4 points of Constitution damage to its host, usually as punishment for displeasing it.\r

    Empathic Suggestion (Su):<\/b> A gibberspawn can implant a wordless thought in any creature it is attached to. The opponent must succeed on a DC 14 Will save or act on the thought. This is similar to the spell suggestion<\/i>, but limited to emotions and simple thoughts that could be described in four words or less. An empathic suggestion could give a creature an urge to go north, or to hate a particular creature, but they can not be suicidal or totally unreasonable. A gibberspawn's first suggestions to a host are usually to hide and love the gibberspawn. The save DC is Charisma-based.\r

    Telepathic Bond (Su):<\/b> A gibberspawn has an empathic bond to the greater gibbering mouther that created it. This has the same effect as the spell telepathic bond<\/i>. Not that a gibberspawn is only intelligent enough to comprehend simple instructions that could be described in no more than four words. If the telepathic bond should be broken (by the gibberspawn and its master being on separate planes, for example), the gibberspawn loses all motivation, including any desire to feed or defend itself, and dies after 1d10 days.\r

    In Oerth<\/b>\r
    The only known greater gibbering mouther on the World of Greyhawk is Xuxeteanlahucuxolazapaminaco, god-king of the Amedio nation of Chetanicatla. Larger and stronger than others of its kind, it considers itself a god.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in The Scarlet Brotherhood<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":" Usually neutral\r","environment":" Warm forests, swamps, and underground\r"},{"name":"Gibberling, Brood","type":"Monstrous Humanoid","ch":3,"challenge_rating":" 3 \u00a0","id":5756,"reference":"Usergen","full_text":"

    Gibberling, Brood <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Monstrous Humanoid \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+4\u00a0(22 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 12 (+1 size, +1 natural), touch 11, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+3<\/td> <\/tr>
    Attack: <\/strong>Bite +8 melee (1d4+4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +8 melee (1d4+4)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Gibber, gibberslug, spit gibberslug<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +4, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 10, Con 13, Int 12, Wis 12, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Balance +2, Intimidate +4, Jump +5, Listen +5, Knowledge (the planes) +3, Spot +5, Tumble +7\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (gibberslug), Iron Will<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Far Realm<\/td> <\/tr>
    Organization: <\/strong>Solitary, slugfest (1-4), or clan (1 brood gibberling plus 20-100 gibberlings)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>5-12 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This pale, twisted humanoid has filthy black mane and eyes that flicker with malignant cunning. Its flesh undulates as if tiny creatures skitter beneath its surface, leaving a sickening trail of sloly receding protrusions.<\/i>\r

    Brood gibberlings are the progenitors of gibberlings. These deformed entities of the Far Realm occasionally slip through areas where that alien realm makes contact with the multiverse. \r

    These beings transform humanoids into gibberlings, then mentally control tribes of these creatures, often sending them to aid or battle tribes under the control of another of their kind. They use deception or intimidation to lure gibberlings from other tribes to their own.\r

    Brood gibberlings rarely venture far from areas tainted by the Far Realm, as it is believed that the mortal world is harmful to their alien bodies. Their true appearances are unknown, but doubtful resemble the forms they take on the Material Plane.\r

    A brood gibberling is about 3 feet tall and weighs 30 to 35 pounds. \r

    Brood gibberlings speak no recognizable language, but appear to be able to communicate with others of their kind via their gibbering.\r

    COMBAT\r

    Brood gibberlings use their gibberling minions as shields, while attempting to convert other beings into more of these pathetic creatures. They gibber, jabber, scream, howl, and chitter throughout the battle.\r

    Gibber (Ex):<\/b> A brood gibberling's continual insane muttering and shrieking can unnerve creatures with fewer than 4 HD, requiring them to make a DC 14 Will save or be shaken. Creatures with 4 or more HD do not have to make a Will save, but all Concentration checks by creatures who can hear the brood gibberling within 200 feet suffer a -2 penalty. Note that in most circumstances, a brood gibberling's gibbering prevents it from achieving surprise. The save DC is Charisma-based.\r

    Gibberslug (Ex):<\/b> On a successful bite attack, a brood gibberling may attempt to insert a gibberslug into the victim. The victim must succeed on a DC 15 Reflex save. Success indicates that the gibberslug falls off the victim and quickly perishes. If the save fails, the slug enters the wound. Each round thereafter the target takes 1d4 points of damage as the slug bores its way toward the brain (Fort DC 15 halves the damage). The save DC is Constitution-based. \r

    A gibberslug will reach a creature's brain in 1d6+5 rounds, at which point the host automatically falls into a coma, subject to alien nightmares which ravage its mind. After 1d20+4 hours, the gibberslug completely digests the hosts brain and body from within, and a fully grown gibberling emerges from the husk. Although the gibberling slightly resembles the victim, it retains no memory of its former life and immediately attacks any non-gibberlings it finds. The newly-formed gibberling follows all mental commands of the brood gibberling that created it.\r

    In the round following entry, fire can be applied to the gibberslug's point of entry to kill the gibberslug, but this also deals 1d4 points of fire damage to the host. Before it reaches the brain, a gibberslug can be destroyed with a remove disease, heal<\/i>, or similar effect, or by ingesting a special form of mushroom called Darkscape that grows in regions tainted by the Far Realm. Once the gibberslug has reached the brain, no form of ressurection will work on the body, although a wish<\/i> or a miracle<\/i> spell can restore the victim to life and its original form, destroying the gibberslug. \r

    Spit Gibberslug (Ex):<\/b> Once ever 1d4 rounds, a brood gibberling can spit a gibberslug at a target. This requires a ranged attack and has a range increment of 10 feet. On a successful hit, the victim must make a saving throw as normal for the gibberslug ability (see above).<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Gates of Firestorm Peak<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Always chaotic neutral","environment":"Far Realm"},{"name":"Giff","type":"Humanoid","ch":2,"challenge_rating":" 02 \u00a0","id":5757,"reference":"Usergen","full_text":"

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

    Large Humanoid (Giff)<\/b><\/p> <\/td> <\/tr>

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

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

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

    AC:<\/b> 19 (-1 size, +2 natural, +8 giff full plate)<\/p> <\/td> <\/tr>

    Attacks:<\/b> Halberd +9 melee; or slam +9 melee; or head butt +9 melee; or firearm +2 ranged<\/p> <\/td> <\/tr>

    Damage:<\/b> Halberd 1d10+7; or slam 1d3+7; or head butt 1d6+7; or firearm 1d10 pistol\/1d12 musket<\/p> <\/td> <\/tr>

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

    Special Qualities:<\/b> SR 13, darkvision 60 ft<\/p> <\/td> <\/tr>

    Saves:<\/b> Fort +5, Ref +0, Will +0<\/p> <\/td> <\/tr>

    Abilities:<\/b> Str 24, Dex 10, Con 13, Int 7, Wis 10, Cha 10<\/p> <\/td> <\/tr>

    Skills: <\/b>Listen +4, Spot +4<\/p> <\/td> <\/tr>

    Feats: <\/b>Power Attack<\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/b> Solitary, pair, or platoon (2\u009620)
    Challenge Rating:<\/b> 2<\/p> <\/td> <\/tr>

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

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

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

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

    The giffs are a race of powerfully muscled, hippopotamus-like humanoid mercenaries. They hire on with various groups throughout the universe as mercenaries, bodyguards, enforcers, and general leg-breakers.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The giff appears as a 9-foot tall hippo-like humanoid. Its legs and arms are short and stocky. Its chest is broad, and its head is flat, and resembles that of a hippopotamus. Giffs range in color from black or gray to gold. Most sport tattoos on various parts of their body.<\/p> <\/td> <\/tr>

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

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

    A giff attacks using any of the various weapons at its disposal. If unarmed, it will charge at an opponent, butting with its head.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills: <\/span><\/b>*Giff have a +4 racial modifier to any skill involving the knowledge or creation of weapons and armor.<\/span><\/p> <\/td> <\/tr>

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

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

    The favored class of the giff is fighter. Nearly any giff encountered in any situation is a fighter, and even multiclass giffs always tend to include that class. They tend to look down upon those who cannot make the best of any given combat situation. Giffs rarely, if ever, become any kind of spellcaster, but clerics of warrior gods aren\u0092t unknown among them. Giff clerics have access to the Destruction, Law, Strength, and War domains.<\/span><\/p> <\/td> <\/tr>

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

    Giff Society<\/span><\/h2> <\/td> <\/tr>

    The giffs pride themselves on their weapon skills, and any giff will have a number of swords, daggers, maces, and similar tools on hand to deal with troublemakers. In giff terms, a troublemaker is any non-giff one's boss tells him is a troublemaker. Giffs will collect weapons as well, accumulating pole arms from half a hundred worlds and being able to tell the origin and purpose of said arms, and what they killed most recently.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 But the giff's true love in weaponry is guns. Their love of explosives serves as a good warning to other races. Any giff will have a 20% chance for a musket (or, rarely, a wheel lock) and sufficient smoke powder for 2-8 shots. A misfiring weapon is of little matter to the giff (occasional fatalities are expected)\u0096\u0096the flash, noise, and damage is what most impresses them. See pages 162\u0096163 of the DMG<\/span><\/i> for more information on Renaissance era weapons.<\/span><\/p> <\/td> <\/tr>

    The giffs prize themselves as mercenaries, and to that end have made elaborate suits of armor that improve their Armor Class to 19. <\/span><\/p> <\/td> <\/tr>

    These include full helms with other monsters on their crests, and inlaid ivory and bone along the large plates. Armor repair is a major hobby among the giff.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Giffs are deeply suspicious of magic and magical devices, and only accept <\/span>such items or spells with deep misgivings.<\/span><\/p> <\/td> <\/tr>

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

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

    The Giff first appeared in the Spelljammer setting (TSR).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Humanoid","alignment":" Usually lawful neutral","environment":" Any land and underground"},{"name":"Gigantes","type":"Giant","ch":21,"challenge_rating":" 21 \u00a0","id":5758,"reference":"Usergen","full_text":"

    Gigantes <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Giant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 30d8+210\u00a0(345 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 24 (-1 size, +15 natural), touch 9, flat-footed 24<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+22\/+37<\/td> <\/tr>
    Attack: <\/strong>Slam +32 melee (1d8+11) or rock +22 ranged (2d6+11)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +32 melee (1d8+11) or rock +22 ranged (2d6+11)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Rock throwing<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, resistance to acid 5, rock catching\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +24, Ref +10, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 32, Dex 10, Con 24, Int 8, Wis 11, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>33 (see below)<\/td> <\/tr>
    Feats: <\/strong>11 (4 can be epic)(see below)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>21<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>31-34 HD (Large) or by character class<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Gigantes, Huge<\/b>\r
    Huge Giant\r
    Hit Dice: 35d8+315 (472 hp)\r
    Initiative: +0\r
    Speed: 40 ft. (8 squares)\r
    Armor Class: 26 (-2 size, +18 natural), touch 8, flat-footed 26\r
    Base Attack\/Grapple: +26\/+49\r
    Attack: Slam +39 melee (2d6+15) or rock +25 ranged (3d6+15)\r
    Full Attack: 2 slams +39 melee (2d6+15) or rock +25 ranged (3d6+15)\r
    Space\/Reach: 15 ft.\/15 ft.\r
    Special Attacks: Rock throwing\r
    Special Qualities: Low-light vision, resistance to acid 5, rock catching\r
    Saves: Fort +28, Ref +11, Will +11\r
    Abilities: Str 40, Dex 10, Con 28, Int 8, Wis 11, Cha 12\r
    Skills: 38 (see below)\r
    Feats: 12 (5 can be epic)(see below)\r
    Environment: Any\r
    Organization: Solitary\r
    Challenge Rating: 22\r
    Treasure: Standard\r
    Alignment: Usually chaotic evil\r
    Advancement: 36-39 HD (Huge) or by character class\r
    Level Adjustment: \u00c2\u0097\r

    Gigantes, Gargantuan<\/b>\r
    Gargantuan Giant\r
    Hit Dice: 40d8+440 (620 hp)\r
    Initiative: +0\r
    Speed: 40 ft. (8 squares)\r
    Armor Class: 28 (-4 size, +22 natural), touch 6, flat-footed 28\r
    Base Attack\/Grapple: +30\/+61\r
    Attack: Slam +45 melee (3d6+19) or rock +27 ranged (4d6+19)\r
    Full Attack: 2 slams +45 melee (3d6+19) or rock +27 ranged (4d6+19)\r
    Space\/Reach: 20 ft.\/20 ft.\r
    Special Attacks: Rock throwing\r
    Special Qualities: Low-light vision, resistance to acid 5, rock catching\r
    Saves: Fort +33, Ref +13, Will +13\r
    Abilities: Str 48, Dex 10, Con 32, Int 8, Wis 11, Cha 12\r
    Skills: 43 (see below)\r
    Feats: 14 (7 can be epic)(see below)\r
    Environment: Any\r
    Organization: Solitary\r
    Challenge Rating: 24\r
    Treasure: Standard\r
    Alignment: Usually chaotic evil\r
    Advancement: 41-44 HD (Gargantuan) or by character class\r
    Level Adjustment: \u00c2\u0097\r

    Gigantes, Colossal<\/b>\r
    Colossal Giant\r
    Hit Dice: 45d8+585 (787 hp)\r
    Initiative: +0\r
    Speed: 40 ft. (8 squares)\r
    Armor Class: 29 (-8 size, +27 natural), touch 2, flat-footed 29\r
    Base Attack\/Grapple: +33\/+72\r
    Attack: Slam +48 melee (4d6+23) or rock +26 ranged (6d6+23)\r
    Full Attack: 2 slams +48 melee (4d6+23) or rock +26 ranged (6d6+23)\r
    Space\/Reach: 30 ft.\/30 ft.\r
    Special Attacks: Rock throwing\r
    Special Qualities: Low-light vision, resistance to acid 5, rock catching\r
    Saves: Fort +37, Ref +15, Will +15\r
    Abilities: Str 56, Dex 10, Con 36, Int 8, Wis 11, Cha 12\r
    Skills: 48 (see below)\r
    Feats: 16 (9 can be epic)(see below)\r
    Environment: Any\r
    Organization: Solitary\r
    Challenge Rating: 25\r
    Treasure: Standard\r
    Alignment: Usually chaotic evil\r
    Advancement: 46+ (Colossal) or by character class\r
    Level Adjustment: \u00c2\u0097\r

    The gigantes are a race of legendary giants, the offspring of the Olympian gods Uranus and Gaea. The blood of Uranus fertilized Gaea, when their son Cronus the Titan castrated his father and usurped the throne. \r

    The Gigantes ultimately came to war with the Olympian gods, but lost to the more powerful and younger gods. As a result, most surviving gigantes hate the Olympian gods, and will fight against them again if given the chance. \r

    Gigantes can vary wildly in appearance, although most are quite muscular. Large gigantes range from 10 to 15 feet tall, weighing 1,500 to 7,000 pounds. Huge gigantes are 16 to 32 feet tall, with weights of 5,000 to 25,000 pounds. Gargantuan gigantes reach 33 to 60 feet in height and from 15 to 120 tons in weight. Colossal gigantes tower over 60 feet tall, and weigh in at 120 tons at the very least.\r

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

    Combat\r

    Each gigantes has its own set of specialized abilities, making tactics vary wildly. However, gigantes are first and foremost giants, so most relish the opportunity to pummel lesser creatures with their mighty fists or smash them from afar with thrown boulders.\r

    Rock Catching (Ex):<\/b> A gigantes can catch Small, Medium, or Large rocks (or projectiles of similar shape).\r

    Once per round, a gigantes that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The gigantes must be ready for and aware of the attack in order to make a rock catching attempt.\r

    Rock Throwing (Ex):<\/b> Gigantes are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A gigantes can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The size of the range increment varies with the giant\u00c2\u0092s size (provide details). A Huge gigantes can hurl rocks of 60 to 80 pounds (Medium objects).\r

    Skills:<\/b> Choose from the following: Climb, Craft, Intimidate, Jump, Listen, Spot. \r

    Feats:<\/b> Choose from the following: Alertness, Awesome Blow, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical, Improved Initiative, Improved Natural Attack, Improved Overrun, Improved Sunder, Iron Will, Point Blank Shot, Power Attack, Precise Shot, Snatch (if gigantes possesses animalistic traits), Weapon Focus. A gigantes also may have a number of epic feats. Choose from the following list: Damage Reduction, Devastating Critical, Dire Charge, Epic Reflexes, Epic Toughness, Epic Will, Fast Healing, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Legendary Wrestler, Overwhelming Critical, Superior Initiative. Epic feat slots may be filled with general feats. \r

    Specialized Powers for Gigantes<\/b>\r
    A gigantes gains a number of specialized powers equal to 1 + (Hit Dice divided by 10). Thus, a Large or Huge gigantes has 4 specialized powers, a Gargantuan has 5, and a Colossal gigantes possesses 5 or more of these abilities. \r

    All-Around Vision (Ex):<\/i> The gigantes is covered in eyes, giving it a +4 racial bonus on Spot and Search checks. Additionally, it can\\'t be flanked.\r

    Animalistic Traits (Ex):<\/i> The gigantes has the head and arms of an animal, such as a bear or bird. It gains bite and claw attacks based on its size, as follows.\r

    Size \/ Bite \/ Claw\r
    Large \/ 2d8 \/ 2d6 \r
    Huge \/ 3d6 \/ 2d8\r
    Gargantuan \/ 4d6 \/ 3d6\r
    Colossal \/ 6d6 \/ 4d6\r

    The claw attacks replace the gigantes slam attacks.\r

    Berserker:<\/i> The gigantes gains the mighty rage and tireless rage abilities of a 20th-level barbarian. A gigantes with this trait should consider the Chaotic Rage, Mighty Rage, Ruinous Rage, Terrifying Rage, and Thundering Rage epic feats when selecting feats.\r

    Born with Armaments:<\/i> The gigantes was born armed with a magic weapon or armor. The DM may determine this randomly from the magic item charts, or simply select properties of the appropriate value. The total enhancement bonus (or equivalent value of properties) is based on the gigantes size: +3 for Large, +4 for Huge, +5 for Gargantuan, and +6 for Colossal). Thus, a Gargantuan gigantes with this power could have a +5 greatclub<\/i>, a +3 flaming burst greatsword<\/i>, or a +2 greataxe<\/i> and +3 breastplate<\/i>.\r

    Bonus Feat:<\/i> The gigantes gains an extra feat from the list above as a bonus feat.\r

    Born to Fight (Ex):<\/i> The gigantes is treated as a fighter of a level equal to its Hit Dice for the purposes of qualifying for feats, using magic items, and the like.\r

    Breath Weapon (Su):<\/i> Cone based on size (Large=40 ft., Huge=50 ft., Gargantuan=60 ft., Colossal=70 ft.), every 1d4 rounds, damage based on size (Large=15d8, Huge=20d8, Gargantuan=25d8, Colossal=30d8), Reflex save half. The save DC is Constitution-based. The DM may pick the energy type or determine randomly with a d6 roll (1=acid, 2=cold, 3=electricity, 4=fire, 5=sonic, 6=choose or roll again).\r

    Catch Spells (Su):<\/i> The gigantes is able to catch and hold spell energy in its hands. When a spell or spell-like ability targets the gigantes, it may automatically attempt to catch the spell. The gigantes must succeed on a special caster check (1d20 + 1\/2 gigante\\'s Hit Dice) against the spell. The DC for this caster check is 11 + the spell\\'s caster level. If the gigantes succeeds on the check, it catches that spell; if it fails, that spell functions normally. \r

    The gigantes may hold up to two spells in each hand, and may not catch more than four spells per round. For each spell caught, the gigantes may choose to redirect it on its turn. If the gigantes does not redirect the held spells on its next turn, the spell energy dissipates harmlessly. \r

    To redirect a spell, the gigantes makes a ranged touch attack (maximum range 60 feet) against a target of its choice, following all the rules of the original spell for valid targets. The spell is treated exactly as if cast by the original caster, for purposes of determining caster level, etc. \r

    The gigantes may redirect up to two spells by making a throwing motion towards the target, thus losing one of its slam attacks. If the gigantes redirects more than two spells (up to a maximum of four), it loses both slam attacks. The spell is treated exactly as if cast by the original caster (for purposes of determining caster level, etc.) and for determining valid targets (it cannot, for example, throw a charm person<\/i> at an aberration). \r

    Damage Reduction (Ex):<\/i> The gigantes is able to shrug off a large amount of injury from each blow or attack it faces, making it nearly invulnerable. It gains damage reduction 20\/-.\r

    Earth Mastery (Ex):<\/i> The gigantes gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the gigantes takes a \u00c2\u00964 penalty on attack and damage rolls. \r

    Frightful Presence (Ex):<\/i> The gigantes can unsettle foes with its mere presence. The ability takes effect automatically whenever the gigantes attacks, charges, or leaps overhead. Creatures within a radius of 300 feet are subject to the effect if they have fewer HD than the gigantes. A potentially affected creature that succeeds on a Will save remains immune to that gigantes\\' frightful presence for 24 hours. On a failure, creatures with 9 or less HD become panicked for 4d6 rounds and those with 10 or more HD become shaken for 4d6 rounds. The save DC is Charisma-based. \r

    Great Wrestler:<\/i> The gigantes gains Improved Grapple and Legendary Wrestler as bonus feats.\r

    Growth (Su):<\/i> As long as it is in contact with the ground, the gigantes may, as a free action, begin growing, increasing his mass and physical prowess incrementally. So long as it wishes and remains in contact with the ground, the gigantes will continue to grow every subsequent round, at the beginning of its turn. When the gigantes grows, its size increases to the next highest size category, gaining all benefits and penalties for the size increase (ability scores, natural armor bonus, and base slam damage change appropriately), and doubling in height and weight. When the gigantes reaches Colossal size it stops growing, but can remain at that size as long as it wishes. \r

    When the gigantes wishes to end this ability, loses contact with the ground, becomes unconscious, or dies, it returns to its normal size by decreasing to the next lowest size category each round. \r

    Immunity to Energy (Ex):<\/i> The gigantes is immune to one type of energy (acid, cold, electricity, fire, or sonic). Pick one based on its preferred terrain (fire for a volcano dweller, for example) or theme (such as electricity or sonic for one associated with thunderstorms), or determin randomly.\r

    Instantaneous Healing (Ex):<\/i> If the gigantes begins its turn in contact with the earth, it instantly regains all lost hit points. This works just like natural healing. It does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the gigantes to regrow or reattach lost body parts.\r

    Mental Giant:<\/i> The gigantes gains Great Charisma, Great Intelligence, and Great Wisdom as bonus feats.\r

    Oversized Weapon (Ex):<\/i> The gigantes can wield a weapon sized for a creature one size larger without penalty. This applies only to manufactured weapons, and not to the giant\\'s thrown rocks.\r

    Physically Dominating:<\/i> The gigantes gains Great Constitution, Great Dexterity, and Great Strength as bonus feats.\r

    Pummel (Ex):<\/i> If the gigantes hits with both slam attacks, its attacks are especially punishing and may knock the opponent senseless. This attack automatically deals additional damage equal to double its slam damage plus 1-1\/2 times its Strength modifier, and the victim must succeed on a Fortitude save or be dazed for 1 round. The save DC is Strength-based. \r

    If the gigantes possesses claws from the animalistic traits ability, it gains a rend ability instead.\r

    Shockwave (Ex):<\/i> As a standard action, the gigantes can stomp the earth with one of its massive feet. This causes a severe localized earth tremor, affecting all creatures standing on the ground within 100 feet of the giantes. Creatures in this region must succeed on a Reflex save or fall prone. Structures in this area suffer 4d12 + gigante\\'s Strength modifier points of damage, and this attack ignores hardness. The save DC is Strength-based.\r

    Spell Resistance (Ex):<\/i> The gigantes is incredibly resistant to magic. It gains spell resistance based on its size: Large = 32, Huge = 33, Gargantuan = 34, Colossal = 35.\r

    Water Walking (Su):<\/i> The gigantes can walk over any liquid as if it were solid ground. \r

    Sample Gigantes<\/b>\r

    Alcyoneus<\/b>\r
    Colossal Giant\r
    Hit Dice: 45d8+630 (832 hp)\r
    Initiative: +9\r
    Speed: 40 ft. (8 squares)\r
    Armor Class: 37 (-8 size, +1 Dex, +27 natural, +7 +3 breastplate<\/i>), touch 3, flat-footed 36\r
    Base Attack\/Grapple: +33\/+73\r
    Attack: Oversized +3 longspear<\/i> +53 melee (8d6+39\/19-20\/x3 plus 2d6 on critical hit and DC 56 Fort save or die) or slam +49 melee (4d6+24) or rock +27 ranged (6d6+24)\r
    Full Attack: +3 longspear<\/i> +53\/+48\/+43\/+38 melee (8d6+39\/19-20\/x3 plus 2d6 on critical hit and DC 56 Fort save or die) or 2 slams +49 melee (4d6+24) or rock +27 ranged (6d6+24)\r
    Space\/Reach: 30 ft.\/30 ft. (35 ft. w\/longspear)\r
    Special Attacks: Rock throwing\r
    Special Qualities: Low-light vision, resistance to acid 5, rock catching, specialized powers (berserker, born with armaments, oversized weapon, physically dominating, spell resistance 32)\r
    Saves: Fort +38, Ref +16, Will +15\r
    Abilities: Str 58, Dex 12, Con 38, Int 8, Wis 11, Cha 12\r
    Skills: Intimidate +49\r
    Feats: Awesome Blow, Cleave, Devastating Critical (longspear), Dire Charge, Great Cleave, Great Constitution (B), Great Dexterity (B), Great Strength (B), Improved Bull Rush, Improved Critical (longspear), Improved Initiative, Improved Sunder, Overwhelming Critical (longspear), Power Attack, Ruinous Rage, Superior Initiative, Terrifying Rage, Thundering Rage, Weapon Focus (longspear)\r
    Environment: Any\r
    Organization: Solitary\r
    Challenge Rating: 25\r
    Treasure: Standard (in addition to arms and armor above)\r
    Alignment: Usually chaotic evil\r
    Advancement: 46+ (Colossal)\r
    Level Adjustment: \u00c2\u0097\r

    Berserker:<\/i> Alcyoneus has the mighty rage and tireless rage abilities of a 20th-level barbarian.\r

    Born with Armaments:<\/i> Alcyoneus was born armed with a +3 longspear<\/i> and a +3 breastplate<\/i>.\r

    Oversized Weapon (Ex):<\/i> Alcyoneus wields a weapon sized for a creature one size larger without penalty.\r

    Physically Dominating:<\/i> Alcyoneus gains Great Constitution, Great Dexterity, and Great Strength as bonus feats.\r

    Antaeus<\/b>\r
    Large Giant\r
    Hit Dice: 32d8+254 (398 hp)\r
    Initiative: +0\r
    Speed: 40 ft. (8 squares)\r
    Armor Class: 24 (-1 size, +15 natural), touch 9, flat-footed 24\r
    Base Attack\/Grapple: +24\/+53\r
    Attack: Slam +35 melee (1d8+11\/19-20) or rock +24 ranged (2d6+11)\r
    Full Attack: 2 slams +35 melee (1d8+11\/19-20) or rock +24 ranged (2d6+11)\r
    Space\/Reach: 10 ft.\/10 ft.\r
    Special Attacks: Rock throwing\r
    Special Qualities: Low-light vision, resistance to acid 5, rock catching, specialized powers (earth mastery, great wrestler, growth, instantaneous healing)\r
    Saves: Fort +24, Ref +10, Will +14\r
    Abilities: Str 32, Dex 10, Con 24, Int 8, Wis 11, Cha 12\r
    Skills: 33\r
    Feats: Awesome Blow, Cleave, Endurance, Epic Toughness, Epic Will, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Grapple (B), Improved Sunder, Legendary Wrestler (B), Power Attack, Weapon Focus (slam)\r
    Environment: Any\r
    Organization: Solitary\r
    Challenge Rating: 21\r
    Treasure: Standard\r
    Alignment: Usually chaotic evil\r
    Advancement: 31-34 HD (Large) or by character class\r
    Level Adjustment: \u00c2\u0097\r

    This giant has an almost simian appearance, with overlong arms, stooped shoulders, and thick, powerful limbs. It is almost twice as tall as a human.<\/i>\r

    Antaeus is the offspring of Olympian gods Poseidon and Gaea. His roots to his mother\\'s earth-based powers are strong, as evidenced by his own powers. Antaeus looks almost identical to a typical hill giant at first glance, by both size and appearance. \r

    Antaeus speaks Giant and Abyssal. \r

    COMBAT \r
    As Antaeus enters combat, he is often underestimated as being only a mere hill giant. His appearance begins to change rapidly however, as he uses his growth power immediately upon beginning combat, and pummels his opponents senseless with his increasing strength. \r

    Enceladus<\/b>\r
    Colossal Giant\r
    Hit Dice: 48d8+732 (948 hp)\r
    Initiative: +8\r
    Speed: 40 ft. (8 squares)\r
    Armor Class: 29 (-8 size, +27 natural), touch 2, flat-footed 29\r
    Base Attack\/Grapple: +36\/+75\r
    Attack: Slam +52 melee (4d6+23\/19-20 plus 1d6 on a critical hit and DC 57 Fort save or die) or rock +29 ranged (6d6+23)\r
    Full Attack: 2 slams +52 melee (4d6+23\/19-20 plus 1d6 on a critical hit and DC 57 Fort save or die) or rock +29 ranged (6d6+23)\r
    Space\/Reach: 30 ft.\/30 ft.\r
    Special Attacks: Rock throwing\r
    Special Qualities: Low-light vision, resistance to acid 5, rock catching, specialized powers (breath weapon, catch spells, frightful presence, immunity to fire, shockwave)\r
    Saves: Fort +40, Ref +20, Will +20\r
    Abilities: Str 56, Dex 10, Con 38, Int 8, Wis 11, Cha 12\r
    Skills: Intimidate +17, Listen +16, Spot +16\r
    Feats: Awesome Blow, Cleave, Devastating Critical (slam), Epic Reflexes, Epic Toughness (x2), Epic Will, Great Cleave, Great Constitution (x2), Improved Bull Rush, Improved Critical (slam), Improved Initiative, Overwhelming Critical (slam), Power Attack, Superior Initiative, Weapon Focus (slam) \r
    Environment: Any\r
    Organization: Solitary\r
    Challenge Rating: 25\r
    Treasure: Standard\r
    Alignment: Chaotic evil\r
    Advancement: \u00c2\u0097\r
    Level Adjustment: \u00c2\u0097\r

    This giant of unbelievable size appears otherwise normal above the waist, but the lower half of his body consists of a writhing mass of huge snake bodies and tails.<\/i>\r

    The enormous, malformed Enceladus (Enkelados) is one of the Gigantes, a race of giants. The Gigantes (Alcyoneus, Athos, Clytias, Enceladus, Pallas, and Echion) were the offspring of the Olympian gods Uranus and Gaea. The blood of Uranus fertilized Gaea, when their son Cronus the Titan castrated his father and usurped the throne. \r

    The Gigantes ultimately came to war with the Olympian gods, but lost to the more powerful and younger gods. Zeus defeated Enceladus with his thunderbolts, and Athena buried him under a mountain. After a long imprisonment, Enceladus escaped. Enceladus horrifies everything that sees him, and the Gigante is now forced to live alone in a desolate swamp. Enceladus hates the Olympian gods, and will fight against them again if given the chance. \r

    Enceladus is 85 feet tall and weighs 150 tons. \r

    Enceladus speaks Abyssal and Giant. \r

    COMBAT \r
    Enceladus prefers to attack one target at a time, battering with both of his incredible fists. Enceladus will try to catch as many spells from enemy spellcasters in one round as he can, even if that prevents him from attacking.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in Legends & Lore<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Giant","alignment":"Usually chaotic evil","environment":"Any"},{"name":"Gigantopithecus","type":"Animal","ch":4,"challenge_rating":" 4 \u00a0","id":5759,"reference":"Usergen","full_text":"

    Gigantopithecus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 6d8+13\u00a0(51 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 15 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (\u00c2\u00961 size, +2 Dex, +4 natural), touch 11, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+13<\/td> <\/tr>
    Attack: <\/strong>Slam +9 melee (1d6+5)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +9 melee (1d6+5)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Pummel 2d6+8, stench<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +7, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 15, Con 18, Int 2, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Climb +13, Hide +0, Listen +6, Move Silently +7, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Alertness, Stealthy, Weapon Focus (slam)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or company (5\u00c2\u00968)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7\u00c2\u009615 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This immense ape is covered in shaggy auburn fur. Even stooped over, it stands taller than a man, and its powerful odor assaults your nostrils.<\/i>\r

    Gigantopithecus is a large, reclusive ape notable for its specialized diet.\r

    Gigantopithecus feed almost solely on bamboo and wood pulp, which they eat using their immense, powerful jaws. Most of a gigantopithecus' time is therefore spent eating, in order to extract nutrients from this sparse, difficult food. Gigantopithecus are mostly solitary, but the ranges of multiple females overlap the territory of a single male, who defends his land and females fiercely from the attention of other males. Like an orangutan, to which gigantopithecus is closely related, the males of the species are much larger than the females, and have broad, wide cheekbones.\r

    A gigantopithecus stands about 9 feet tall and weighs from 800 to 1,200 pounds.\r

    COMBAT\r

    Shy and retiring, gigantopithecus prefer to use their immense size and powerful rank odor to discourage predators, and flee from most confrontations. A cornered animal, or a male defending his territory, will fight savagely with crushing fists.\r

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

    Pummel (Ex):<\/b> If a gigantopithecus hits with both slam attacks, its attacks are especially punishing and may knock the opponent senseless. This attack automatically deals an additional 2d6+8 points of damage, and the victim must succeed on a DC 18 Fortitude save or be dazed for 1 round. The save DC is Strength-based. \r

    Stench (Ex):<\/b> When a gigantopithecus is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except another gigantopithecus) within 30 feet of a gigantopithecus must succeed on a DC 17 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same gigantopithecus's stench for 24 hours. A delay poison or neutralize poison 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

    Skills:<\/b> Gigantopithecus 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>
    1985 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #95<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm forests"},{"name":"Gingwatzim, Tim","type":"Elemental","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5760,"reference":"Usergen","full_text":"

    Gingwatzim, Tim <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Elemental \t\t\t(Air)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+4\u00a0(15 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), fly 40 ft. (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+2 size, +2 Dex, +2 deflection), touch 16, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-9<\/td> <\/tr>
    Attack: <\/strong>Touch +3 melee (1 Str)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Touch +3 melee (1 Str)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Strength damage<\/td> <\/tr>
    Special Qualities: <\/strong>Alternate forms, darkvision 60 ft., elemental traits, telepathy 100 ft.\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +5, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 6, Dex 15, Con 14, Int 1, Wis 10, Cha 3 <\/td> <\/tr>
    Skills: <\/strong>Listen +1, Hide +10, Move Silently +5, Spot +1\r
    <\/td> <\/tr>
    Feats: <\/strong>Flyby Attack, Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Ethereal Plane<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>See text<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A two-foot-diameter blue sphere of light floats in the air.<\/i>\r

    Tim gingwatzims in their natural form are blue air spheres with a diameter of 2 feet. Tims can barely understand even the simplest of commands, and as such are often bound to entryways or physically restricted areas. They can be bound into the form of an animal, plant, or vermin of up to Tiny size. In object form, they can be only mundane weapons.\r

    A tim gingwatzim is 2 feet in diameter.\r

    Tim gingwatzims cannot speak but can communicate telepathically, although their low intelligence hampers their ability to communicate anything but the most basic concepts.\r

    Tim gingwatzims can be summoned and bound with a summon monster I<\/i> spell.\r

    COMBAT\r

    A tim gingwatzim guards an area in its natural form. In its animate form, it usually pretends to be a pet, familiar, or advisor of its controller, depending upon its form. In its object form, a tim gingwatzim can be wielded by its controller or another being to whom it is given.\r

    Alternate Forms (Su):<\/b> Conjured gingwatzims are assigned two additional forms by the magic of the spell that calls them. The animate and object forms are chosen and fixed when the gingwatzim is called and cannot be changed unless the creature is returned to the Ethereal Plane. The gingwatzim can assume one of its other forms or return to its natural form as a free action once per round. Due to the tim's low intellect, its controller usually orders it to remain in one particular form.\r

    In the form of another creature, the gingwatzim retains its own ability scores and other abilities, and its deflection bonus becomes a natural armor bonus. It gains none of the assumed form's ability scores or abilities in any way, and retains the immunities of its elemental type. Armor class and skill bonuses based on size (such as Hide) use the new form's size instead of the gingwatzim's normal size.\r

    In object form, a gingwatzim cannot move itself or deal Strength damage using its touch attack ability, and it loses its deflection bonus. When it takes the form of a weapon, a tim may only take the form of a masterwork or mundane weapon, and cannot consist of special materials such as mithral or cold iron.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in C3-Lost Island of Castanamir<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Elemental","alignment":"Usually neutral","environment":"Ethereal Plane"},{"name":"Giraffe","type":"Animal","ch":3,"challenge_rating":" 3 \u00a0","id":5761,"reference":"Usergen","full_text":"

    Giraffe <\/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> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+12<\/td> <\/tr>
    Attack: <\/strong>Hoof +7 melee (1d8+7)<\/td> <\/tr>
    Full Attack: <\/strong>2 hooves +7 melee (1d8+7)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Powerful kick, sprint<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 13, Con 17, Int 2, Wis 13, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Hide +1*, Listen +3, Spot +7\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or warm plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or herd (10-40)<\/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)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This tall mammal has an incredibly long neck. With the exception of its underbelly, its entire body is covered in brown spots. A pair of short, bumpy horns tops its head.<\/i>\r

    Giraffes are tall, herbivorous ungulates that inhabit savannas and grasslands. These ruminants feed on the leaves of trees with their long, powerful necks, capable of consuming 140 pounds of leaves daily. Giraffes often mingle with other herbivores to increase the chances of spotting predators.\r

    After mating, a giraffe gives birth to a single calf after a gestation period of 14-15 months. The young calf can walk just hours after birth, but is relatively helpless for its first few weeks of life.\r

    Giraffes have little need for sleep, averaging less than 2 hours per day. They are generally quiet creatures, but communicate with one another with coughs, bleats, whistles, and bellows.\r

    A male giraffe is 16 to 18 feet long and weighs up to 4,000 pounds. Females are generally smaller than males. Giraffes live up to 25 years.\r

    COMBAT\r

    Although giraffes generally flee if threatened, they are a capable of deliver powerful kicks strong enough to crush a predator's skull or spine.\r

    Powerful Kick (Ex):<\/b> A giraffe applies 1-1\/2 times its Str modifier to damage rolls with its hooves.\r

    Sprint (Ex):<\/b> Once per hour, a giraffe can move five times its normal speed (250 feet) when it makes a charge.\r

    Skills:<\/b> *Giraffes have a +4 racial bonus on Hide checks in areas with at least sparse trees. This bonus on Hide checks increases to +8 when the giraffe is immobile.<\/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 or warm plains"},{"name":"Gith Dog, Kaoulgrim","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":5762,"reference":"Usergen","full_text":"

    Gith Dog, Kaoulgrim <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Magical Beast \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d10+10\u00a0(37 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), swim 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+2 Dex, +3 natural), touch 12, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+8<\/td> <\/tr>
    Attack: <\/strong>Bite +9 melee (2d6+4)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +9 melee (2d6+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Bred flayer-foe, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to mind-affecting spells and abilities, low-light vision, mindflight, mindtracking, scent, see invisibility<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +6, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 14, Con 15, Int 2, Wis 15, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Hide +10, Listen +6, Move Silently +10, Spot +6, Survival +10*, Swim +11<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Track (B), Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Astral Plane<\/td> <\/tr>
    Organization: <\/strong>Domesticated<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>6-10 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive hound has a compact, bearlike body. Its shaggy black coat forms a lionlike mane at its shoulders. Black lips frame powerful jaws, from which a black tongue lolls. Its small black eyes flicker with reddish light. A strong, musky, salty odor accompanies its arrival.<\/i>\r

    Gith hounds were created by the githyanki and githzerai. They arose from breeding techniques learned from the gith races' former masters, the illithids. Applying these methods to normal dogs from the Material Plane, the gith sought to produce valuable allies in their endeavors to exterminate the mind flayers.\r

    Kaoulgrim (canis astri) are the pinnacle of githyanki breeding programs. The exact methods of their creation is unknown to any but the githyanki, but it is rumored that fiendish blood was part of the process. Kaoulgrim are strong and tough, and their powerful barks can be heard from over a mile away.\r

    Githyanki masters often equip their kaoulgrim with ornamental spiked collars or even plate barding that matches their own preferred armor. Their heavy fur is often clipped in some decorative pattern.\r

    Born and bred on the Material Plane, the weak or otherwise deficient pups in each litter are killed, leaving the remainder to be forced to fight various creatures in their first year of life. Those that survive are matched to githyanki masters, and are trained for two years, during which time the bond is strengthened. At that point, the hound and master return to the Astral Plane. Unbonded hounds are used as guardian beasts or breeding stock.\r

    Kaoulgrim are vicious and mistrustful of strangers, although they are caring and protective of their own kind. They are bred to hate and kill illithids above all else, and it is rumored that their are fed flayer flesh during their upbringing.\r

    A kaoulgrim is about 3 feet tall at the shoulder and weighs 200 to 300 pounds. Its fur is usually black, although golden fur occurs occasionally.\r

    COMBAT\r

    A kaoulgrim is a fierce melee opponent, capable of withstanding and dishing out punishment. They are specially bred and trained to take down illithids, and are resistant to most of the flayers' offensive attacks.\r

    Astral Tracking (Su):<\/b> A gith hound can attempt to track normally even through the featureless wastes of the Astral Plane (base DC 25). A gith hound 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

    Bred Flayer-Foe (Ex):<\/b> Gith hounds are bred to hunt and kill illithids. As a result, gith hounds gain a +4 racial bonus on attack rolls against mind flayers, and a +4 racial bonus on opposed grapple checks vs. illithids or Escape Artist checks made to escape an illithid's grapple. Gith hounds also gain a +4 racial bonus on Survival checks made to follow an illithid's tracks. DMs should consider extending these bonuses to illithidkin such as illithidae, neothelids, and elder brains.\r

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

    Mindflight (Su):<\/b> Due to its familiarity with the Astral Plane, a kaoulgrim gains a +30 foot enhancement bonus to its move speed on a plane with subjective directional gravity. \r

    Mindtracking (Su):<\/b> A kaoulgrim gains a +4 bonus on all Survival checks made to track creatures not immune to mind-influencing effects.\r

    See Invisibility (Su):<\/b> A gith hound continuously sees invisibility<\/i> (as the spell).\r

    Skills:<\/b> A kaoulgrim has a +4 racial bonus on Listen and Spot checks, and a +8 racial bonus Hide and Move Silently checks. A kaoulgrim 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. *Gith hounds receive a +10 racial bonus on Survival checks when tracking by scent (including tracking on the Astral Plane).\r

    New Feat\r

    Gith Hound Bond [Psionic]<\/b>\r
    You have formed a special bond with a gith hound.\r
    Prerequisite: Manifester level 7th (szarkel) or 9th (kaoulgrim).\r
    Benefit: Your bonded gith hound gains the following abilities based upon your manifester level as if it were a psicrystal: Alertness, improved evasion, share powers, telepathic link, deliver touch powers, power resistance, and channel power. Additionally, the bonded gith hound may store up to 5 power points for its master as if it were a congizance crystal.\r
    Special: A creature bonded with a gith hound may not gain a psicrystal, nor may a creature possessing a psicrystal bond with a gith hound. \r
    Note: If you have access to Dungeon Magazine #100, this feat can be expanded to include the spectral hound (with manifester level 9th as prerequisite).<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #117<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Astral Plane"},{"name":"Gith Dog, Szarkel","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":5763,"reference":"Usergen","full_text":"

    Gith Dog, Szarkel <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Magical Beast \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d10+4\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares), swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+3 Dex, +3 natural, +2 leather), touch 13, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+6<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (2d4+3)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (2d4+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Bred flayer-foe, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Chaotic tracking, coat alteration, darkvision 60 ft., hold breath, immunity to mind-affecting spells and abilities, low-light vision, scent, see invisibility, spell\/power resistance 8<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +7, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 17, Con 13, Int 2, Wis 15, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Hide +11, Listen +5, Move Silently +11, Spot +6, Survial +9*, Swim +10\r
    <\/td> <\/tr>
    Feats: <\/strong>Endurance, Track (B), Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Ever-Changing Chaos of Limbo<\/td> <\/tr>
    Organization: <\/strong>Domesticated<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-10 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This long, slender hound stands about three feet tall at the shoulders. Its long muzzle sports sharp teeth. A long tail whips behind it. Its large, yellow eyes have a vertical slit for a pupil. Its short gray coat seems to change color and length as you observe it.<\/i>\r

    Gith hounds were created by the githyanki and githzerai. They arose from breeding techniques learned from the gith races' former masters, the illithids. Applying these methods to normal dogs from the Material Plane, the gith sought to produce valuable allies in their endeavors to exterminate the mind flayers.\r

    Szarkel (canis chaosi) are the result of githzerai breeding programs. The original canine stock is unknown to any but the githzerai, but it is rumored that biological material from numerous doglike creatures throught the chaotic planes were incorporated. Szarkel are long and slender.\r

    Githzerai masters often equip their szarkel with light, leathery armor made of a clear substance harvested on Limbo. Szarkel usually bear a simple collar identifying their masters.\r

    Szarkel are born and bred on Limbo, where githzerai allow them to roam free within their settlements, taking no active role in their training. Pups are cared for by both parents, who fiercely protect them despite their apparent indifference. After their first year, juvenile szarkel are selected by githzerai masters in a simple ceremony. Unbonded dogs are simply set free outside the community, left to their own survival.\r

    Szarkel are aloof and reserved. Szarkel are not very fond of others of their kind, and no more than three can be kept in the same kennel, or fighting will break out. Even once bounded, they show an astounding degree of independence and free will, making them difficult to train, although they are fiercely loyal. Szarkel are ill-suited for stationary guard duty, but because they are always in motion and follow unpredictable paths, it is difficult for strangers to approach githzerai settlements unnoticed.\r

    A szarkel is about 3 feet tall at the shoulder and weighs 150 pounds or more. Its fur is normally short and gray, but the szarkel can alter the coloration, length, and quality of its fur.\r

    COMBAT\r

    A szarkel is a swift and unpredictable melee opponent. They are specially bred and trained to take down illithids, and are resistant to most of the flayers' offensive attacks.\r

    Bred Flayer-Foe (Ex):<\/b> Gith hounds are bred to hunt and kill illithids. As a result, gith hounds gain a +4 racial bonus on attack rolls against mind flayers, and a +4 racial bonus on opposed grapple checks vs. illithids or Escape Artist checks made to escape an illithid's grapple. Gith hounds also gain a +4 racial bonus on Survival checks made to follow an illithid's tracks. DMs should consider extending these bonuses to illithidkin such as illithidae, neothelids, and elder brains.\r

    Chaotic Tracking (Su):<\/b> A szarkel can attempt to track normally even through the ever-changing chaos of Limbo (base DC 20).\r

    Coat Alteration (Su):<\/b> As a full-round action, a szarkel may alter the color, length, and quality of its fur to better adapt to its environment. Doing so grants it a +4 racial bonus to Hide checks for as long as it remains within the same type of environment. Additionally, it grants the szarkel a +4 racial bonus on Fortitude saves to endure extreme temperatures.\r

    Hold Breath (Ex):<\/b> A szarkel can hold its breath for a number of rounds equal to 3 x its Constitution score before it risks drowning.\r

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

    Mindtracking (Su):<\/b> A szarkel gains a +4 bonus on all Survival checks made to track creatures not immune to mind-influencing effects.\r

    See Invisibility (Su):<\/b> A gith hound continuously sees invisibility<\/i> (as the spell).\r

    Skills:<\/b> A szarkel has a +4 racial bonus on Listen and Spot checks, and a +8 racial bonus Hide and Move Silently checks. A szarkel 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. *Gith hounds receive a +10 racial bonus on Survival checks when tracking by scent (including tracking on the Astral Plane).\r

    New Feat\r

    Gith Hound Bond [Psionic]<\/b>\r
    You have formed a special bond with a gith hound.\r
    Prerequisite: Manifester level 7th (szarkel) or 9th (kaoulgrim).\r
    Benefit: Your bonded gith hound gains the following abilities based upon your manifester level as if it were a psicrystal: Alertness, improved evasion, share powers, telepathic link, deliver touch powers, power resistance, and channel power. Additionally, the bonded gith hound may store up to 5 power points for its master as if it were a congizance crystal.\r
    Special: A creature bonded with a gith hound may not gain a psicrystal, nor may a creature possessing a psicrystal bond with a gith hound. \r
    Note: If you have access to Dungeon Magazine #100, this feat can be expanded to include the spectral hound (with manifester level 9th as prerequisite).<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #117<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Ever-Changing Chaos of Limbo"},{"name":"Glitterworm","type":"Magical Beast","ch":13,"challenge_rating":" 13 \u00a0","id":5764,"reference":"Usergen","full_text":"

    Glitterworm <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Gargantuan\u00a0Magical Beast \t\t\t(Earth)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 18d10+144\u00a0(243 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), burrow 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 26 (\u00c2\u00964 size, \u00c2\u00962 Dex, +22 natural), touch 4, flat-footed 26<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+18\/+43<\/td> <\/tr>
    Attack: <\/strong>Bite +27 melee (2d8+19\/19-20 plus 2d10 acid)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +27 melee (2d8+19\/19-20 plus 2d10 acid)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Acid, breath weapon, chew, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Camouflage, immunity to acid, immunity to earth, tremorsense 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +19, Ref +9, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 37, Dex 6, Con 27, Int 1, Wis 8, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Listen +5, Spot +14<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>13<\/td> <\/tr>
    Treasure: <\/strong>No coins, 50% goods (stone only), no items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>19\u00c2\u009632 HD (Gargantuan); 33\u00c2\u009648 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The glitter of precious metal catches your eye. Rich veins of the stuff run along the cavern wall. The wall begins to move, however, revealing a massive worm with an acid-beslobbered, leechlike maw.<\/i>\r

    This massive subterranean predator is closely related to the purple worm. It may alter its skin coloration to match any metallic or earthy hue, generally preffering that of precious metals such as gold, silver, or platinum. It may even take on the sheen of more exotic metals, such as mithral and adamantine.\r

    Glitterworms are solitary hunters, associating with others of their kind only to mate. The mating process involves an hour of intertwining, then going their separate ways. The result of this union is a single 3-foot-diameter egg, which looks like a lustrous, shiny gray orb. This orb is inedible to most creatures, but those of elemental earth find it to be a delicacy. \r

    Glitterworms are fully omnivorous, dining on minerals as often as meat and vegetables. Glitterworms are one of the few creatures that can eat and digest the rocklike inhabitants of the Elemental Plane of Earth, and xorn are their favored meals.\r

    The body of a mature glitterworm is 5 feet in diameter and 100 feet long, weighing about 50,000 pounds. Its natural coloration appears to be slate gray, but its ever-shifting appearance makes this difficult to determine with complete certainty.\r

    COMBAT\r

    Glitterworms change their appearance and scent to resemble a vein of precious metal ore, then lie still against a tunnel wall until prey approaches. The glitterworm then lunges, fastening its leechlike maw upon its target, slobbering its caustic saliva all the while. If threatened by multiple opponents, it will vomit forth a jet of acid to reduce their numbers.\r

    Acid (Ex):<\/b> The glitterworm slobbers a digestive acid that quickly dissolves organic material, metal and stone. Any bite attack deals acid damage, and the opponent\u00c2\u0092s armor and clothing dissolve and become useless immediately unless they succeed on DC 27 Reflex saves. The save DCs are Constitution-based.\r

    The glitterworm's acidic bite deals 27 points of damage per round to wooden, metal, or stone objects, but the glitterworm must lock its jaws on the object for 1 full round to deal this damage.\r

    Breath Weapon (Su):<\/b> 70-foot line, once every 1d4 rounds, damage 6d10 acid, Reflex DC 27 half. The acid, unless somehow neutralized, lasts for another round, dealing another 3d10 points of damage in that round. The save DC is Constitution-based.\r

    Camouflage (Ex):<\/b> Since a glitterworm looks like a vein of precious metal when at rest, it takes a DC 25 Spot check to notice it before it attacks. Anyone with ranks in Knowledge (dungeoneering) can use one that skill instead of Spot to notice the worm. Dwarves can use stonecunning to detect the ruse.\r

    Chew (Ex):<\/b> When a glitterworm gets a hold on a foe with its jaws, it deals automatic bite and acid damage each round it maintains the grapple.\r

    Immunity to Earth (Ex):<\/b> A glitterworm is immune to the detrimental effects of spells with the earth descriptor.\r

    Improved Grab (Ex):<\/b> To use this ability, a glitterworm 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 chew on the foe the following round.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    2000 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #267<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Underground"},{"name":"Glommer","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":5765,"reference":"Usergen","full_text":"

    Glommer <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 6d10+12\u00a0(45)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), climb 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+4 Dex, +2 natural), touch 12, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+8<\/td> <\/tr>
    Attack: <\/strong>Claw +8 melee (1d3+2) or rock +10 ranged (1d4+2)<\/td> <\/tr>
    Full Attack: <\/strong>4 claws +8 melee (1d3+2) and bite +7 melee (1d6+1) or rock +10 ranged (1d4+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Rend 2d3+3, rock throwing<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, scent\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +9, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 19, Con 12, Int 2, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Hide +5, Jump +11, Listen +5, Move Silently +6, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Alertness, Toughness (x2)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or company (5-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Large); 13-18 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This man-sized ape has four arms, each holding a rock or a crude club.<\/i>\r

    Glommers are four-armed simian creatures that often serve more intelligent creatures (such as evil chak) as warriors and beasts of burden. Sages speculate that glommers are to girallons as chimpanzees are to gorillas. \r

    A glommer stands 5-1\/2 to 6 feet tall and weighs 325 to 425 pounds.\r

    COMBAT\r

    These fierce carnivores are just as savage and bloodthirsty as girallons, but also possess a cruel streak, often toying with their prey or otherwise dragging out a kill. A glommer can be trained to use a simple club as a weapon, and all are proficient at throwing rocks at adversaries.\r

    Muscular Coordination (Ex):<\/b> When a glommer uses all four of its forearms to lift a weight, it counts as being a quadruped for the purposes of carrying capacity, maximum load etc.\r

    Rend (Ex):<\/b> A glommer that hits with two or more claw attacks latches onto the opponent\u00c2\u0092s body and tears the flesh. This attack automatically deals an extra 2d3+3 points of damage.\r

    Rock throwing (Ex):<\/b> The range increment is 10 feet for a glommer\u00c2\u0092s thrown rocks. \r

    Skills:<\/b> A glommer has a +4 racial bonus on Jump checks and a +8 racial bonus on Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened.<\/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 evil","environment":"Warm forests"},{"name":"Gloomwing","type":"Outsider","ch":4,"challenge_rating":" 04 \u00a0","id":5766,"reference":"Usergen","full_text":"

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

    Large Outsider<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 5d8+5 (27 hp)<\/span><\/p> <\/td> <\/tr>

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

    Speed:<\/span><\/b> 5 ft, fly 40 ft (average)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 19 (-1 size, +3 Dex, +7 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 2 claws +7 melee, bite +2 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Claw 1d4, bite 1d8<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 10 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Confusion, weakness pheromone<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +5, Ref +7, Will +5<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 11, Dex 16, Con 13, Int 2, Wis 12, Cha 10<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Hide +0*, Listen +9, Spot +9<\/span><\/p> <\/td> <\/tr>

    Feats:<\/span><\/b> Flyby Attack, Hover, Snatch, Weapon Finesse (claws)<\/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> 4<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> None (ivory mandibles are worth 25 gp)<\/span><\/p> <\/td> <\/tr>

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

    Advancement:<\/span><\/b> 6-8 HD (Large); 9-15 HD (Huge)<\/span><\/p> <\/td> <\/tr>

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

    The creature commonly called the gloomwing is the adult stage of the tenebrous worm (q.v.). They are native to the plane of Shadow.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Their bodies and wings are covered with shimmering, geometric patterns of black and silver. They have large, fern-like black antennae tipped with white and eight legs each ending in a pearly claw. The extended mouth is equipped with a double set of ivory mandibles (25 gp value per gloomwing).<\/span><\/p> <\/td> <\/tr>

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

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

    Gloomwings normally swoop to the attack. The gloomwing will hover, biting and flailing with its two front claws. During the second and each successive round of combat, the moth emits a potent pheromone that can attract other gloomwings and can cause weakness in any non-insect.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Confusion (Su): <\/b>Due to the gloomwing\u0092s coloration, any creature viewing the moth squarely from above or below must succeed at a Will save (DC 12) or be affected by confusion<\/i> as cast by a 6th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Weakness Pheromone (Ex):<\/b> The gloomwing emits a scent in a 30-foot radius that deals 1d2 points of temporary Strength damage each round a creature is within range unless a Fortitude save (DC 13) is made. Once a successful save is made, that creature cannot be affected by the pheromone from that gloomwing for one day.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 There is a 20% chance at the end of each round (when a gloomwing is emitting its pheromone) that 1d4 additional gloomwings arrive in the area and join the battle.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Snatch:<\/b> This feat allows the gloomwing that hits with its claws to start a grapple as though it had the improved grab special attack. If the gloomwing gets a hold, it automatically deals claw damage each round and can carry off a foe three or more sizes smaller.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A gloomwing can drop a creature it has snatched as a free action dealing normal falling damage to the creature.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> *A gloomwing receives a +4 racial bonus on Hide checks in areas covered in darkness.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Feats:<\/b> Gloomwings receive Hover and Snatch as bonus feats.<\/span><\/p> <\/td> <\/tr>

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

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

    The Gloomwing 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":"Gloomwing, Flying Serpent","type":"Fey","ch":4,"challenge_rating":" 4 \u00a0","id":5767,"reference":"Usergen","full_text":"

    Gloomwing, Flying Serpent <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d6+15\u00a0(25 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), fly 50 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+10<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (1d4+7 plus mindgloom venom)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (1d4+7 plus mindgloom venom)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Mindgloom venom, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 60 ft., damage reduction 5\/cold iron, keen senses, spell resistance 13\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +6, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 17, Con 21, Int 13, Wis 14, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Bluff +6, Craft (trapmaking) +6, Diplomacy +9, Disguise +1 (+3 acting), Hide +4, Intimidate +8, Listen +6, Move Silently +8, Sense Motive +7, Spot +6\r
    <\/td> <\/tr>
    Feats: <\/strong>Flyby Attack, Weapon Focus (bite)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or flock (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>6-9 HD (Large); 10-18 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>+6 (cohort)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large, smooth-scaled serpent flies on lightly-furred, bat-like wings. Its body is a lusterless black, with smatterings of dusty cinnamon on the nose, tail, and wingtips. Its eyes are glittering amber.<\/i>\r

    Gloomwings are serpentine fey that serve powerful evil beings as messengers, steeds, and spies. They are often found in the employ of chromatic dragons, shadow dragons, and priests of dark deities.\r

    Gloomwings make their lairs in inaccessible cliffside caves or ancient ruins. These lairs are often trapped to protect the gloomwing's hoard. They are strict carnivores, feeding on any creatures they can take down.\r

    The services of a gloomwing are often pricy. Gloomwings hoard treasure to use as bribes or to obtain the services of lesser creatures. Whether in the role of master or servant, a gloomwing is not known for its loyalty.\r

    A gloomwing is 9 feet long with a 15-foot wingspan and weighs 150 pounds. \r

    Gloomwings speak Common, Draconic, and Orc, with a rasping, hissing voice. \r

    COMBAT\r

    Gloomwings are quick to attack when they have the advantage, preferring to attack from the cover of darkness. Gloomwings avoid more powerful opponents, and are quick to flee into the darkness if a battle turns against them.\r

    Keen Senses (Ex):<\/b> A gloomwing sees four times as well as a human in low light conditions and twice as well in normal light. It also has darkvision to a range of 180 feet. \r

    Mindgloom Venom (Su):<\/b> A creature bitten by a gloomwing must succeed on a DC 16 Fortitude save or suffer a random effect from the table below. Creatures that successfully save cannot be affected by the same gloomwing's mindgloom venom for 24 hours. Effects from multiple gloomwing bites do not stack. The save DC is Constitution-based. A delay poison<\/i> or neutralize poison<\/i> spell removes all effects from an affected creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.\r

    01-40: Victim is panicked for 5 rounds. This is a mind-affecting, fear effect.\r
    41-75: Victim falls asleep (as the sleep<\/i> spell) for 2d4x10 minutes. This is a mind-affecting, compulsion effect.\r
    76-86: Victim is stunned for 1d6 rounds. This is a mind-affecting effect.\r
    87-95: Victim is confused (as the confusion<\/i> spell) for 5 rounds. This is a mind-affecting, compulsion effect.\r
    96-97: Victim is feebleminded<\/i> (as the spell). This is a mind-affecting, compulsion effect.\r
    98-00: Victim suffers double damage from the bite and is wracked with pain (imposing a \u00c2\u00964 penalty on attack rolls, skill checks, and ability checks) for 1 round.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097deeper darkness<\/i>. Caster level 4th.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #90<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always neutral evil","environment":"Any"},{"name":"Gnasher","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":5768,"reference":"Usergen","full_text":"

    Gnasher <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d10+6\u00a0(22 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>+3\/+6<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (1d6+4)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (1d6+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Pack overrun<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +5, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide +4, Jump +7, Listen +6, Move Silently +3, Spot +6, Survival +4*\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests or plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or pack (3-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Medium); 7-9 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+1 (cohort) or \u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large canine closely resembles a dog with a bristly tuft of hair between its shoulders. Its eyes that practically burn with hatred and evil. Its wolfish snout has an overabundance of razor-sharp teeth.<\/i>\r

    Created by a sorcerer ages ago, gnashers (and their cousins the winged gnashers) are hateful beasts that live to kill and maim. Gnashers live in packs led by their most brutal member, a position decided by vicious (but usually not fatal) combat. They only deliberately kill gnashers of rival packs.\r

    Gnashers avoid populated areas, but sometimes raid isolated settlements. A pack of gnashers will claim a territory until it has devoured every animal within it, then move on to a new territory. An area abandoned by gnashers is eerily quiet; it may take months before new animals dare enter a gnasher pack's old territory.\r

    Gnashers have an instinctive hatred of cooshees. The feeling has become mutual, and the two species always fight without quarter. Some scholars speculate gnashers were created as a weapon against the elven dogs.\r

    A typical gnasher is 5 feet long, stands 3 feet tall at the shoulder, and weighs 300 pounds. Coloration tends toward dark blacks, greys, and browns. \r

    Gnashers speak their own language, using a combination of barks, growls, and body language.\r

    COMBAT\r

    Gnashers are unpredictable, erratic opponents. The only consistency is their vicious malevolence. They are interested in their own survival as well as killing, but the ratio between these passions fluctuates wildly - the same gnasher may stalk and torment the weakest lamb in a flock one day, then charge into a group of hunters and fight to the death the next day. Gnashers can be crafty. They often avoid powerful foes to pick off the weak or isolated. Even a full belly may not satisfy a gnasher's lust to kill. Gnashers needlessly slaughter victims and leave the bodies to rot. \r

    When attacking, gnashers circle their opponents and lunge in with snapping jaws, jabbing and feinting until they spot weakness. They then dart in from all directions and swarm over their prey until it is dragged to the ground. Anything pulled down by this pack overrun attack has little chance of survival.\r

    The only hope many creatures have of escaping a gnasher pack is to climb somewhere the gnashers can't reach. However, gnashers have been known to wait until a \"treed\" victim dies from dehydration.\r

    Gnashers do not flee pain and even seem to revel in it. A wounded gnasher becomes even more aggressive.\r

    Pack Overrun (Ex):<\/b> A pack of four or more gnashers may use the overrun attack. The pack overrun prevents a Large or smaller opponent from avoiding the overrun and does not provoke an attack of opportunity. In addition, if the pack successfully overruns its opponent the pack may immediately end its movement in the opponent's square and pin the opponent. Pinning in subsequent rounds still requires successful opposed grapple checks.\r

    For the overrun attempt and subsequent grapple checks, treat the gnasher pack as a single Large creature with strength equal to that of the strongest gnasher in the pack (so that the pack cannot overrun creatures larger than Huge). The gnashers' overrun and grapple checks also receive a bonus equal to the number of gnashers in the pack surrounding their target (that is, up to +8 for targets up to Medium, +12 for Large targets, and +16 for Huge targets). Furthermore, any adjacent gnashers can choose to deal damage with their bite attacks during the grapple.\r

    Skills:<\/b> A gnasher has a +1 racial bonus on Listen, Move Silently, and Spot checks, and a +2 racial bonus on Hide checks. *A gnasher has a +4 racial bonus on Survival checks when tracking by scent.<\/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":"Magical Beast","alignment":"Usually chaotic evil","environment":"Temperate forests or plains"},{"name":"Gnasher, Winged","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":5769,"reference":"Usergen","full_text":"

    Gnasher, Winged <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d10+12\u00a0(34 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+13<\/td> <\/tr>
    Attack: <\/strong>Bite +8 melee (1d8+7)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +8 melee (1d8+7)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Pack overrun<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., gliding, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +6, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 15, Con 17, Int 8, Wis 14, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide +1, Jump +7, Listen +6, Move Silently +3*, Spot +6, Survival +4*<\/td> <\/tr>
    Feats: <\/strong>Alertness, Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests and hills<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or pack (3-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>5-12 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+2 (cohort) or \u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large canine closely resembles a dog with a bristly tuft of hair between its shoulders. Its eyes that practically burn with hatred and evil. Its wolfish snout has an overabundance of razor-sharp teeth. Thick membranes attached to its forelegs run the length of its body.<\/i>\r

    Winged gnashers (also known simply as \u00c2\u0093wings\u00c2\u0094) are bigger and deadlier than their landlocked cousins. Winged gnashers make their lairs in caves in the rough hills, building crude nests inside from straw and branches. There is usually very little treasure in a gnasher cave, since they have no use for it. They generally leave it on the carcasses of the creatures they kill.\r

    Like their cousins, winged gnashers live in packs. Intrapack struggles are common, as the younger males wish to try their strength against that of their leader. Those who fail are driven from the pack to try and fend for themselves in the wild. Unfortunately for these exiles, most wilderness creatures take the opportunity to eliminate lone gnashers when they can. Griffons and hippogriffs have been known to put aside their differences in order to eliminate gnasher packs.\r

    A typical winged gnasher is 8 to 10 feet long, stands 3 to 4 feet tall at the shoulder, and weighs 500 to 600 pounds. Coloration tends toward dark blacks, greys, and browns. \r

    Gnashers speak their own language, using a combination of barks, growls, and body language.\r

    COMBAT\r

    Winged gnashers use tactics much like their land-based brethren, circling around their prey until it is surrounded, and then closing in with surprising speed. Winged gnashers fly quietly when gliding, and they often try to surprise opponents with diving attacks.\r

    Gliding (Ex):<\/b> A winged gnasher can use its wings to glide, negating any damage from a fall of any height and allowing travel 20 feet horizontally for every 5 feet of descent. A winged gnasher glides at a speed of 40 feet (clumsy maneuverability). If a winged gnasher falls at least 20 ft vertically and at least 10 ft horizontally, it may make a gliding charge, gaining all the benefits and drawbacks of a charge attack.\r

    Pack Overrun (Ex):<\/b> A pack of four or more winged gnashers may use the overrun attack. The pack overrun prevents a Huge or smaller opponent from avoiding the overrun and does not provoke an attack of opportunity. In addition, if the pack successfully overruns its opponent the pack may immediately end its movement in the opponent's square and pin the opponent. Pinning in subsequent rounds still requires successful opposed grapple checks.\r

    For the overrun attempt and subsequent grapple checks, treat the gnasher pack as a single Huge creature with strength equal to that of the strongest gnasher in the pack (so that the pack cannot overrun creatures larger than Gargantuan). The gnashers' overrun and grapple checks also receive a bonus equal to the number of gnashers in the pack within reach of their target (that is, up to +4 for targets of Medium size or smaller, up to +8 for Large or Huge targets, or up to +12 for Gargantuan targets). Furthermore, any adjacent gnashers can choose to deal damage with their bite attacks during the grapple.\r

    Skills:<\/b> A winged gnasher has a +1 racial bonus on Listen, Move Silently, and Spot checks, and a +2 racial bonus on Hide checks. *A gnasher has a +4 racial bonus on Survival checks when tracking by scent. *When in flight, winged gnashers gain a +6 bonus on Move Silently checks.<\/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":"Magical Beast","alignment":"Usually chaotic evil","environment":"Temperate forests and hills"},{"name":"Goanna, Mythic","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":5770,"reference":"Usergen","full_text":"

    Goanna, Mythic <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d10+9\u00a0(25 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 30 ft., swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+2 Dex, +3 natural), touch 12, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+6<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (1d8+4)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (1d8+4) and tail slap +2 melee (1d6+6)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Ghost-oil bite, poison, tail sweep<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to poison, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 15, Con 17, Int 3, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Climb +7, Hide +6*, Listen +2, Move Silently +6, Spot +2, Swim +11<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (poison), Weapon Focus (tail slap)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4\u00c2\u00965 HD (Medium); 6-8 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large green monitor lizard is covered in black bands, with occasional splotches of white and yellow.<\/i>\r

    Mythic goannas are magical variants of the typical goanna (which simply uses the statistics for a monitor lizard). These swift hunters range across a variety of warm lands, hunting any prey no larger than themselves. They are a threat to humanoids, often dragging off smaller livestock, pets, and more rarely, children.\r

    Mythic goannas have developed an immunity to venom due to their predilections for venomous snakes.\r

    The fat from mythic goannas can be made into a magical oil, known as \"ghost-oil\". Ghost-oil renders an imbiber immune to poison for 4 hours. If applied to a weapon, the next three attacks are made as touch attacks. Mythic goanna skins are prized by phanatons, who will purchase them for 10 gp.\r

    A mythic goanna is 4 to 6 feet long and weighs 30 to 45 pounds. Coloration varies, usually dark gray, green, or black, but sometimes white or even yellow-red. Bands, stripes, splotches, and speckles camouflage its scales, dulling with age.\r

    COMBAT\r

    Mythic goannas generally bite, relying on their venom to quickly dispatch prey. If cornered or antogonized, a goanna will angrily swing its tail, knocking down smaller prey while biting at its primary antagonist.\r

    Ghost-Oil Bite (Su):<\/b> Three times per day, a mythic goanna can coat its teeth with a special secretion, allowing it to make a melee touch attack with its bite.\r

    Poison (Ex):<\/b> Bite, Fortitude DC 16; initial and secondary damage 1d4 Constitution. The save DC is Constitution-based.\r

    Tail Sweep (Ex):<\/b> A mythic goanna 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 goanna's space in any direction. Creatures within the swept area are affected if they are one or more size categories smaller than the goanna. A tail sweep automatically deals tail slap damage and affected creatures must make DC 14 Reflex saves to or be knocked prone. The save DC is Strength-based.\r

    Skills:<\/b> A mythic goanna has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. A mythic goanna 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. Mythic goannas have a +4 racial bonus on Hide and Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +8.\r
    <\/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":"Magical Beast","alignment":"Always neutral","environment":"Warm forests"},{"name":"Goat Demon","type":"Undead","ch":1,"challenge_rating":" 1 \u00a0","id":5771,"reference":"Usergen","full_text":"

    Goat Demon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Extraplanar, Shapechanger)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d12\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+2 Dex, +5 natural), touch 12, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+3<\/td> <\/tr>
    Attack: <\/strong>Gore +3 melee (1d8+3 plus paralysis)<\/td> <\/tr>
    Full Attack: <\/strong>Gore +3 melee (1d8+3 plus paralysis) and 2 slams +1 melee (1d3+1)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Paralysis, inexorable gnawing\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Alternate form, darkvision 60 ft., immunity to electricity, resistance to acid 5, cold 5, and fire 5, +2 turn resistance, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +2, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 15, Con \u00c2\u0097, Int 7, Wis 14, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Balance +2, Climb +3, Disguise +1*, Hide +4, Jump +3, Move Silently +4, Spot +4\r
    <\/td> <\/tr>
    Feats: <\/strong>Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Infinite Layers of the Abyss<\/td> <\/tr>
    Organization: <\/strong>Solitary or herd (2-24)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>3\u00c2\u00964 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This cadaverous goat appears to have been decomposing for quite some time.<\/i>\r

    Goat demons are a minor form of undead presumably created by Orcus or his artaaglith servants. These anthropophagus undead delight in the destruction of mankind. Goat demons frequently chew their way into graves and tombs to defile and devour the contents.\r

    A typical goat demon is 5 to 6 feet tall and weighs between 100 and 200 pounds. \r

    Goat demons speak Abyssal and Common.\r

    COMBAT\r

    A goat demon usually tries to disguise itself as a stray goat and work its way close to a lone victim, then switch to goatman form and launch a surprise attack with its paralysing horns. If successful, it uses its inexorable gnawing ability on its helpless victim. A herd of goat demons employs similar ambush tactics, masquerading as a lost flock of goats.\r

    Goat demons are not brave creatures, and will switch to quadruped form and flee if wounded or outmatched.\r

    Alternate Form (Su):<\/b> A goat demon's natural form is that of a hideous decomposing goat, but it prefers to attack in its alternate form, a creature with the body of a hairy ghoul and the head of a goat (stats as above). A goat demon can switch from one form to the other with a swift action.\r

    When in goat form, the goat demon's speed increases to 40 ft., but it loses its slam attacks and the ability to wield weapons (or any other activity requiring hands). In this form the goat demon can disguise itself as a regular, living goat with a +10 racial bonus on its Disguise checks.\r

    If slain, a goat demon reverts to its goat form and then dissolves into a pile of bones and putrescence.\r

    Inexorable Gnawing (Ex):<\/b> A goat demon can chew its way through almost anything with its powerful jaws and teeth. As a standard action, the goat demon can deal 2d6+3 damage to any immobile object, including victims of its paralysis attack and opponents the goat demon has grappled and pinned. Inexorable gnawing ignores damage reduction and hardness of less than 10.\r

    Paralysis (Ex):<\/b> Those hit by a goat demon's gore attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.<\/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":"Undead","alignment":"Always chaotic evil","environment":"Infinite Layers of the Abyss"},{"name":"Goatfolk","type":"Monstrous Humanoid","ch":1,"challenge_rating":" 1 \u00a0","id":5772,"reference":"Usergen","full_text":"

    Goatfolk <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Monstrous Humanoid \t\t\t(Goatkin)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+2 Dex, +2 leather, +1 natural), touch 12, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+2<\/td> <\/tr>
    Attack: <\/strong>Shortsword +4 melee (1d6\/19-20); or dagger +5 melee (1d4\/19-20); or gore +4 melee (1d4); or dagger +5 ranged (1d4\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>Shortsword +4 melee (1d6\/19-20) and gore -1 melee (1d4); or dagger +5 melee (1d4\/19-20) and gore -1 melee (1d4); or dagger +5 ranged (1d4\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Ram, sneak attack +1d6<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, mountain move<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 15, Con 13, Int 10, Wis 8, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Balance +4, Climb +2*, Hide +4, Move Silently +4, Tumble +4<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse, Weapon Focus (dagger) [B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary, gang (3-6 plus 1-3 1st-level rogues and 1 3rd-level rogue) or clan (12-30 plus 6-15 1st-level rogues, 2-5 3rd-level rogues, and 1-3 5th level rogues or clerics) <\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral, often evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+2<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature looks like a mountain goat that walks as a man. Long shaggy hair covering its entire body apart from its slender, human-like arms. Its head sports an impressive pair of curled horns.<\/i>\r

    Goatfolk live in small clans led a strong matriarch or patriarch. Each clan controls a particular valley or mountaintop, inhabiting caves or simple thatch-roofed stone huts. Goatfolk clans sometimes form alliances to pursue great prizes or survive times of trouble, but these seldom last long. Neighboring clans frequently feud with each other, which often results in weaker goatfolk clans leaving their territory before they are raided by a rival too powerful to face. \r

    Goatfolk plant crops, hunt and forage to gain their food, with a few clans herding pigs and horses for meat. They are crude farmers and voracious hunters, whose overhunting and primitive agriculture often overloads their territory's ability to feed the goatfolk, forcing the clan to move on. When faced with starvation, clans of goatfolk may join together to form a large raiding force against their non-goatfolk neighbors, attacking lowland farms and villages to gain the food and supplies they need to feed their kin.\r

    From time to time, goatfolk will join civilization, looking for work, a steady supply of food, or just a place to cause mischief. They most often find the latter.\r

    Goatfolk speak Common and their own language, which has many dialects. Some goatfolk clans speak such different dialects they have difficulty understanding one another.\r

    COMBAT<\/b>\r

    Goatfolk prefer to attack when they are confident of victory due to superior numbers, making use of stealth and diversionary tactics to appear from unexpected locations and gain surprise. In melee, they concentrate on flanking in order to use their sneak attack ability, only ramming when it is especially advantageous.\r

    Mountain Move (Ex):<\/b> A goat folk moves at its full speed (tactical or overland) when crossing hills or mountains. Its movement is not hampered by mountainous difficult terrain, such as rocky slopes.\r

    Ram (Ex):<\/b> If a goatfolk hits with a gore attack as part of a charge, it can attempt to bull rush the opponent as a free action without provoking an attack of opportunity. The goat folk gets a +2 racial bonus on the bull rush's opposed Strength check, giving a typical goatfolk's ram attack a +2 check modifier.\r

    Sneak Attack (Ex):<\/b> This is exactly like the rogue ability of the same name. If a goatfolk gets a sneak attack bonus from another source the bonuses on damage stack.\r

    Skills:<\/b> A goatfolk has a +4 racial bonus to Climb checks. *Its racial bonus to Climb checks increases to +8 in hilly, mountainous or rocky terrain, and it can always choose to take 10 on Climb checks when climbing such terrain.\r

    Goatfolk As Characters<\/b>\r
    Goatfolk characters possess the following racial traits.\r

    • +4 Dexterity, +2 Constitution, -2 Intelligence, -2 Charisma.\r
      <\/li>
    • Size Medium.\r
      <\/li>
    • A goatfolk's base land speed is 40 ft.\r
      <\/li>
    • Racial Hit Dice: A goatfolk 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 +1, Ref +3, and Will +3.\r
      <\/li>
    • Racial Skills: A goatfolk's monstrous humanoid levels give it skill points equal to 5 \u00c3\u0097 (2 + Int modifier). Its class skills are Balance, Climb, Hide, Move Silently, and Tumble.\r
      <\/li>
    • Racial Feats: A goatfolk's monstrous humanoid levels give it one feat. It also has Weapon Focus (dagger) as a bonus feat.\r
      <\/li>
    • +1 natural armor bonus.\r
      <\/li>
    • +4 racial bonus on Climb checks, increased to +8 in hilly, mountainous or rocky terrain. A goatfolk can always choose to take 10 on Climb checks when climbing such terrain.\r
      <\/li>
    • Special Attacks: Ram.\r
      <\/li>
    • Special Qualities: Low-light vision, mountain move.\r
      <\/li>
    • Automatic Languages: Common and Goatfolk. Bonus Languages: Abyssal, Draconic, Giant, Goblin, Orc, and Rakasta.\r
      <\/li>
    • Favored Class: Rogue.\r
      <\/li>
    • Level Adjustment: +2.<\/li><\/ul><\/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":"Monstrous Humanoid","alignment":"Usually neutral, often evil","environment":"Any mountains"},{"name":"Gohei P'oh (Paper Ghost)","type":"Construct","ch":2,"challenge_rating":" 2 \u00a0","id":5773,"reference":"Usergen","full_text":"

    Gohei P'oh (Paper Ghost) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d10+3\u00a0(8 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> Fly 20 ft. (4 squares, average)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+5 Dex, +2 size), touch 17, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/+3<\/td> <\/tr>
    Attack: <\/strong>Slam +7 melee (1d6-1)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +7 melee (1d6-1)<\/td> <\/tr>
    Space\/Reach: <\/strong>2\u00c2\u00bd ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Attach, erase, suffocate<\/td> <\/tr>
    Special Qualities: <\/strong>Alternate form, blindsense 20 ft., construct traits, darkvision 60 ft., hungry paper, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +5, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 8, Dex 20, Con \u00c2\u0096, Int 3, Wis 11, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Listen +2, Spot +2<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (breath drain), ToughnessB<\/sup><\/small><\/b><\/small>, Weapon FinesseB<\/sup><\/small><\/b><\/small><\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Any evil (same as creator)<\/td> <\/tr>
    Advancement: <\/strong>3-6 HD (Tiny)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A single page of paper drifts around the room, as if caught in a breeze. But what should be a pleasant floating motion seems purposeful and malign. It pauses in front of you, and begins folding itself into a different shape...<\/i>\r

    Gohei p'oh, also called paper ghosts, are a minor spirits bound into a piece of paper, that act as servitors and guards for evil arcane spellcasters. They will obey any simple command given them by their creator, fighting to the death if called too. Gohei p'oh are stupid beings who cannot understand any task more complex than guarding a room, delivering a message, or spending a night hiding in a room and then returning home. If ordered to do something beyond their limited mental powers, a gohei p'oh usually indicates its incomprehension and does nothing.\r

    Paper ghosts are weak warriors but make excellent spies and sentries, since they're easy to overlook when lying doggo in their default form - who heeds a stray piece of paper?\r

    These malevolent pieces of origami can fold themselves into difference forms to perform their duties; each form has its own powers. The most common forms are listed below. Some gohei p'oh may be able to assume different or additional forms.\r

    Gohei p'oh cannot speak, but can understand all the languages known to their creator.\r

    A typical gohei p'oh is about 11 inches by 14 inches in sheet form, their weight is negligible.\r

    COMBAT<\/b>\r

    A gohei p'oh will follow whatever combat tactics its creator orders it to perform. If simply told to \"attack\", a gohei p'oh usually uses the attack(s) of whatever form it happens to be in. Its default \"sheet of paper\" form attacks by trying to attach itself to an opponent's face and drain their breath.\r

    Gohei p'oh have enough self-determination to change form during a fight, if that would give it a tactical advantage (provided their orders allows them that flexibility). They prefer to change form when not in melee, since they're unable to fight when refolding themselves.\r

    Alternate Form (Su):<\/b> A gohei p'oh can fold its body into a number of different forms. Changing to an alternate form is a full-round action. It can change forms at will, as often as it desires.\r

    Dove Form<\/b><\/i><\/big>\r
    Speed:<\/b> Fly 60 ft. (12 squares, perfect)\r
    Attack:<\/b> Paper-cut +7 melee (1d6-1)\r
    Full Attack:<\/b> 2 paper-cuts +7 melee (1d6-1)\r
    Special Attacks:<\/b> Erase\r
    Feats:<\/b> Ability Focus (breath drain), Flyby AttackB<\/sup><\/small><\/b><\/small>, ToughnessB<\/sup><\/small><\/b><\/small>, Weapon FinesseB<\/sup><\/small><\/b><\/small>\r

    Pinwheel Form<\/b><\/i><\/big>\r
    Speed:<\/b> Fly 20 ft. (4 squares, average)\r
    Attack: <\/b>Airblast +7 ranged touch (1d4) \r
    Full Attack:<\/b> Airblast +7 ranged touch (1d4)\r
    Special Attacks:<\/b> Erase, airblast\r
    Feats:<\/b> Ability Focus (breath drain), HoverB<\/sup><\/small><\/b><\/small>, ToughnessB<\/sup><\/small><\/b><\/small>, Weapon FinesseB<\/sup><\/small><\/b><\/small>\r

    Airblast (Su):<\/i><\/b> When in pinwheel form, a gohei p'oh can attack with a scouring blast of wind, dealing 1d6 points of damage in a 10-foot line (Reflex DC 10 half). The save DC is Constitution-based.\r

    Box Form<\/b><\/i><\/big>\r
    Speed:<\/b> Fly 10 ft. (2 squares, average)\r
    Attack:<\/b> Swallow +7 touch (special)\r
    Full Attack:<\/b> Swallow +7 touch (special)\r
    Special Attacks:<\/b> Erase, ethereal swallow\r
    Feats:<\/b> Ability Focus (breath drain), ToughnessB<\/sup><\/small><\/b><\/small>, Weapon FinesseB<\/sup><\/small><\/b><\/small>\r

    Ethereal Swallow (Su):<\/b><\/i> Once per day, a gohei p'oh in box form can attempt to \"swallow\" a single opponent (or an unattended object). The gohei p'oh needs to hit the target with a 5 ft. ranged touch attack. The target must succeed at a DC 10 Will save, or be pulled \"inside the box\" and transferred to the Ethereal Plane at a point contiguous with the gohei p'oh's location. Targets transferred to the Ethereal Plane remain there for 1d4+1 days, and then return to the Material Plane at their original location. Alternatively, a gohei p'oh can become ethereal by \"swallowing itself\" and turning inside out, the gohei p'oh can then \"swallow itself\" again to return to the Material Plane at its original location, but must remain on the Ethereal Plane for at least a day. The save DC is Charisma-based.\r

    Attach (Ex):<\/b> If a gohei p'oh hits with its default form's slam attack, it automatically plasters itself over the opponent's face and begins to draining its victim's breath (see Breath Drain, below). An attached gohei p'oh is effectively grappling its opponent. The gohei p'oh loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. gohei p'oh have a +12 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

    An attached gohei p'oh can be struck with a weapon or grappled itself. To remove an attached gohei p'oh through grappling, the opponent must achieve a pin against the gohei p'oh.\r

    Breath Drain (Su):<\/b> A gohei p'oh can drain life force by absorbing a victim's breath, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim (Fort DC 12 for half damage). The gohei p'oh can feed off this drained breath (See Feeding Dependency). The save DC is Charisma-based.\r

    Erase (Sp):<\/b> A gohei p'oh can erase magical or mundane writings from a page or two of paper, parchment, or similar surfaces. This functions just like an erase<\/i> spell (CL 3rd), except it has a range of 1 foot.\r

    Hungry Paper (Ex):<\/b> Unlike standard constructs, gohei p'oh need to eat. Gohei p'oh feed on writing or life-energy using its Erase and Breath Drain special attacks. A gohei p'oh can eat up to 4 days' worth of \"food\" before becoming sated; it needs 1 page of writing or 1 point of Constitution to sustain itself for 1 day. The gohei p'oh loses 1 hit point for every day it goes hungry. If it loses all its hit points the gohei p'oh is destroyed. A gohei p'oh can regain hit points lost due to starvation by extra feeding on a 1:1 ration (e.g. if it feeds on 3 pages or Con points it recovers 3 hp).\r

    A gohei p'oh can heal damage at the same rate as a living creature. A gohei p'oh can not heal its injuries while it has hit points lost from starvation. The Heal skill has no effect on gohei p'oh, but a DC15 Craft (origami) or Decipher Script check can provide Long-Term Care<\/i> to a damaged gohei p'oh, allowing it to recover from damage at twice the normal rate.\r

    CONSTRUCTION<\/b>\r

    A gohei p'oh is created from a sheet of the finest parchment or silk paper. Pages from a book of evil lore are written upon this sheet in rare inks. The materials cost 100 gp. Creating this sheet of paper requires a DC 13 Craft (calligraphy) or a DC 13 Craft (papermaking) check.\r

    After the page of evil lore is prepared, it is animated through an extended magical ceremony that requires a specially prepared library or workroom, similar to an alchemist's laboratory and costing 500 gp to establish. If the creator is personally constructing the creature's body, the building and ceremony can be performed together. Up to four gohei p'oh can be created simultaneously as part of the same ceremony, simply combine the cost of materials. As the ceremony is performed the writing upon the sheet of paper slowly fades, disappearing entirely as the gohei p'oh is animated.\r

    A gohei p'oh with more than 2 Hit Dice can be created, but each additional Hit Die adds +2,000 gp to the cost to create. \r

    CL 5th; Craft Construct, blink, erase, gust of wind<\/i>, caster must be evil and at least 5th level; Price \u00c2\u0097 (never sold); Cost 2,100 gp + 156 XP.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in MC6 - Monstrous Compendium Kara-Tur Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Any evil (same as creator)","environment":"Any"},{"name":"Gohlbrorn","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":5774,"reference":"Usergen","full_text":"

    Gohlbrorn <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d10+10\u00a0(37 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), burrow 50 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+4 Dex, +3 natural), touch 14, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+6<\/td> <\/tr>
    Attack: <\/strong>Claw +6 melee (2d6+1) or stone +9 ranged (1d8+1)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Claw +6 melee (2d6+1) and bite +1 melee (3d6) or stone +9 ranged (1d8+1)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Leap, spit stones<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to blinding, low-light vision, scent, tremorsense 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +8, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 19, Con 14, Int 9, Wis 13, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Hide +7*, Listen +6, Move Silently +7, Spot +2<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>School (3-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful evil<\/td> <\/tr>
    Advancement: <\/strong>6-10 HD (Medium); 11-15 (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A distant rumbling fills your ears as a short, bullet-shaped creature comes into view. Its snapping jaw takes up most of its dark gray head. The quadruped\u00c2\u0092s thick armor plates reflect the color of its stony surroundings.<\/i>\r

    The gohlbrorn is a smaller, more intelligent relative of the bulette that hunts in packs. A gohlbrorn pack roams the Underdark, preferring areas near large populations of easy prey. The strongest member of the pack acts as leader, though all pack members are valued equally. The whole pack will band together to defend new eggs, and young gohlbrorn will support elder members when they grow too frail to hunt.\r

    Like the bulette, gohlbrorn will eat any prey they can catch, but are more cautious as to what prey they will hunt. Illithids and svirfneblin have powers that make them harder to kill; lone grimlocks and drow are much easier victims.\r

    A gohlbrorn is 5-7 feet long and 5 feet high, and weighs 450-500 pounds.\r

    Gohlbrorn have a complicated language of incomprehensible muffled sounds. They don\u00c2\u0092t appear to have the capacity to mimic other languages, but can probably learn to understand them.\r

    COMBAT\r

    Gohlbrorns' intelligence, cunning, and ability to coordinate attacks makes a pack very dangerous. They often tunnel ahead and conceal themselves using their natural camouflage to observe prey. These highly organized combatants attack the most powerful foe first, then dive back into their tunnels to regroup while their opponents are disoriented. They do not fight to the death, and will flee when faced with overwhelming odds.\r

    Immunity to Blinding (Ex):<\/b> A gohlbrorn has an inner eyelid that filters light brighter than candlelight, preventing it from being blinded by magical or natural light.\r

    Leap (Ex):<\/b> A gohlbrorn can jump into the air during combat. This allows it to make two claw attacks instead of one, each with a +6 attack bonus, but it cannot bite.\r

    Spit Stones (Ex):<\/b> A gohlbrorn swallows large rocks as it burrows through the earth, and stores them in its gullet. A gohlbrorn can spew these rocks with tremendous force at opponents up to 50 feet as a standard action. This is a ranged attack with no range increment. A gohlbrorn\u00c2\u0092s gullet may hold up to 8 stones, which are launched one at a time. A gohlbrorn that runs out of stones during combat continues the battle fighting with teeth and claws. A gohlbrorn may burrow as a full-round action to replenish one stone, but does not stop to do this during combat.\r

    Skills:<\/b> *A gohlbrorn has a +4 racial bonus on Hide checks when in rocky, underground environments. This bonus increases to +8 when the gohlbrorn is immobile.\r

    GOHLBRORN IN EBERRON\r
    While the gohlbrorn usually remain in the depths of Khyber, some packs have surfaced in Droaam, apparently under the control of the Queen of Stone. How the medusa convinced them to join her is unknown. \r

    GOHLBRORN IN FAERUN\r
    Several packs of gohlbrorn hunt the tunnels around the grimlock city of Reeshov, feeding on the grimlocks, quaggoths, lizardfolk and troglodytes who venture forth into to lay traps and meet visitors.\r

    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine Annual #1<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually lawful evil","environment":"Underground"},{"name":"Goldbug","type":"Vermin","ch":16,"challenge_rating":" 1\/6 \u00a0","id":5775,"reference":"Usergen","full_text":"

    Goldbug <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Fine\u00a0Vermin \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1\/4d8\u00a0(1)<\/td> <\/tr>
    Initiative: <\/strong> +1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 5 ft.<\/td> <\/tr>
    AC:<\/strong> 19 (+8 size, +1 Dex)<\/td> <\/tr>
    Attacks:<\/strong>Bite +3 melee<\/td> <\/tr>
    Damage: <\/strong>Bite 1d4-5<\/td> <\/tr>
    Face\/Reach: <\/strong>0 ft. by 0 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison<\/td> <\/tr>
    Special Qualities: <\/strong>Camouflage, vermin<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +1, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 12, Con 11, Int --, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong><\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Swarm (1-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>--<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Goldbugs are a strange type of beetle that have evolved an appearance similar to that of gold coins. At a glance, goldbugs are nearly indiscernible from the coins in which they nest.

    Combat<\/b>
    Goldbugs tend to nest in piles of gold coins, and only attack if disturbed. Goldbugs inject a virulent poison when they bite; this poison is highly sought by assassins.

    Poison (Ex): Bite, Fortitude save (DC 10) resists, initial and secondary damage 2d6 temporary Constitution.

    Camouflage (Ex): A Spot check (DC 20) is required to tell a goldbug apart from a gold coin.

    Vermin: Immune to mind-influencing effects.<\/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":">Any land and underground"},{"name":"Golden Ammonite","type":"Magical Beast","ch":9,"challenge_rating":" 09 \u00a0","id":5776,"reference":"Usergen","full_text":"

    Golden Ammonite <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 8d10+40\u00a0(84 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> Swim 5 ft<\/td> <\/tr>
    AC:<\/strong> 19 (-1 Dex, +9 natural)<\/td> <\/tr>
    Attacks:<\/strong>10 tentacles +10 melee<\/td> <\/tr>
    Damage: <\/strong>Tentacle 1d4+2<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/10 ft (12 ft with tentacles)<\/td> <\/tr>
    Special Attacks: <\/strong>Light ball, improved grab, constrict 1d4+2, drain blood<\/td> <\/tr>
    Special Qualities: <\/strong>Immunities, light ball, tremorsense, cold resistance 15, regeneration, half damage from blunt weapons, SR 29<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 8, Con 20, Int 4, Wis 8, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Listen +4, Search +3, Swim +3<\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Initiative<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Cold or temperate aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or clutch (1-3)<\/td> <\/tr>
    Challenge Rating: <\/strong>09<\/td> <\/tr>
    Treasure: <\/strong>None (but the golden shell is priceless)<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>9-12 HD (Medium-Size), 13-16 HD (Large)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The legendary golden ammonite is a deep-ocean dwelling octopoid mollusk that lives in a great, golden, coiled shell. The ammonite's body and ten long tentacles are dark brown with black spots. These tentacles are the only parts of the creature's body not protected by the shell, and can stretch up to 12 feet away from the body while dragging the monster across the ocean floor. Projecting just beyond the rim of the shell are two fist-sized multifaceted eyes, on either side of the creature's body. These eyes rotate independently, and can detect and target a creature in any direction if it has a line of sight. They are very nearsighted and can only see up to 30 feet away, but they can detect heat and very bright lights up to 120 feet away.

    Golden ammonites are adapted to the crushing depths and the deepest, darkest, coldest marine trenches below 1,000 feet in depth. They live in dangerous regions, where all but the most savage and ghastly monsters fear to tread. Most monsters shun the ammonites, although Eyes of the Deep will occasionally be found living near or working with them. These creatures appear to spend their days grazing for food, debris, and minerals on the sea floor. The life cycles of these creatures are difficult to calculate, as no young have ever been spotted and their shells have never been found abandoned, but it is estimated that they may live for hundreds or thousands of years.

    The golden ammonite's shell is composed of pure solid gold, extracted from the sludgy silt of the ocean floor. Somehow, the gold is then deposited on the coiled wonder that the beast is known for. Each shell is 6 to 8 feet in diameter, and weighs between 1,200 and 1,800 pounds. Average shells are worth between 50,000 to 80,000 gp, and the rarest and most beautiful of specimens can fetch a price of up to 150,000 gp. Damage to the shell causes a marked decrease in value, to a minimum of 10,000 gp for a totally wrecked shell.

    The golden ammonites do not speak or make any sort of audio communication. Sages speculate that they must have a language based on touch, sound waves, tentacle sign language, or some other method, but there is no proof of such a thing.

    COMBAT<\/b>
    Golden ammonites are not actively hostile, but protect their territory aggressively. Any creature that approaches within 90 feet of this creature is attacked with a light ball<\/i>. It can use this attack twice per round, usually targeting the largest creature in a group. It is very protective of its soft parts, and if attacked physically, they are just as likely to fight back as to crawl into their shells and hide. Beings that come within 12 feet can be grappled, and the golden ammonite can lash out with all ten of its tentacles at a time.

    If the creature is somehow separated from its shell, it has a natural armor of only +3, and this is reflected in any called shots. Any attack that hits an eye destroys it instantly, at which point the creature withdraws into its shell until the eye regenerates. A single blow from an edged weapon that inflicts 8 or more points of damage will sever a tentacle.

    Light Ball (Su)<\/i>: Each of the golden ammonite's eyes can independently launch a small globe of magical light that looks much like a one foot diameter fireball at its chosen target each round. A victim must succeed at a Reflex save (DC 19) or be struck in the face by the magically guided missile. Any creature hit by this attack is affected as by a daylight<\/i> spell (as cast by an 8th-level sorcerer), and is instantly blinded if it has eyes. A victim is permanently blinded if the effect lasts for more than 10 minutes, but magical cures work normally, and the effect can be removed by dispel magic<\/i>.

    Improved Grab (Ex)<\/i>: To use this ability, the ammonite must hit an opponent of Medium-size or smaller with its at least one of its tentacles. If it gets a hold, it constricts and drains blood.

    Constrict (Ex)<\/i>: A golden ammonite deals automatic tentacle rake damage each round with a successful grapple check against Medium-size or smaller creatures. The tentacles will constrict until the foe is dead, or the golden ammonite has been slain or driven back into its shell.

    Drain Blood (Ex)<\/i>: The suckers on each of an ammonite's tentacles are capable of drawing out the vital fluids in a victim's body. The draining damage caused by each tentacle is 1d4 points of Constitution per round, in addition to constriction damage.

    Immunities (Ex)<\/i>: A golden ammonite's alien thought processes render it immune to all mind-influencing effects, detections, and psionics, including illusions. Any weapons that strike the shell of the golden ammonite have half of their impact absorbed by the shell, causing the shell to dent and crack with the damage.

    Tremorsense (Ex)<\/i>: The golden ammonite's fantastically pressure sensitive skin allows it to detect any motion within 600 feet of it instantly on the ocean floor. This creature may be easily blinded, but it can still sense its environment far better with its own particular version of sonar.

    Regeneration (Ex)<\/i>: The golden ammonite regenerates damage to its soft body parts at a rate of 1 hit point per minute. The creature's eyes regenerate completely in 4d6 hours, and it can regrow severed tentacles completely in a few weeks. Shell damage can be regrown in 7-12 months.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in DRAGON Magazine #48 (1981), MC11 (1991), and MC Annual 4 (1998).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":">Cold or temperate aquatic"},{"name":"Golden Ammonite","type":"Magical Beast","ch":10,"challenge_rating":" 10 \u00a0","id":5777,"reference":"Usergen","full_text":"

    Golden Ammonite <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 8d10+40\u00a0(84 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> Swim 5 ft (1 square)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (-1 size, -2 Dex, +11 natural), touch 7, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+14<\/td> <\/tr>
    Attack: <\/strong>Tentacle +9 melee (1d4+2)<\/td> <\/tr>
    Full Attack: <\/strong>10 tentacles +9 melee (1d4+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft\/10 ft (15 ft with tentacle)<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 1d4+2, improved grab, lightball<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/slashing or piercing, immunities, resistance to cold 15, spell resistance 29, tremorsense, withdraw<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 8, Con 20, Int 4, Wis 8, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Hide +1, Listen +2, Search +1, Swim +10<\/td> <\/tr>
    Feats: <\/strong>Alertness, Blind-Fight, Improved Initiative<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold or temperate aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or clutch (1-3)<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>9-12 HD (Large), 13-16 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This impressive golden coil-shelled mollusk creeps along the ocean floor. Its many long dark brown spotted tentacles grasp for anything it can reach. <\/i>\r

    The legendary golden ammonite is a deep-ocean dwelling octopoid mollusk that lives in a great, golden, coiled shell. The ammonite's soft body and ten long tentacles are dark brown with black spots. These twelve-foot long tentacles allow the monster to drag itself across the ocean floor as well as protect itself. Projecting just beyond the rim of the shell are two very nearsighted, fist-sized, multifaceted eyes, one on either side of the creature's body. \r

    Golden ammonites are adapted to the crushing depths and the deepest, darkest, coldest marine trenches below 1,000 feet in depth. They live in dangerous regions, where all but the most savage and ghastly monsters fear to tread. Most monsters shun golden ammonites, although Eyes of the Deep will occasionally be found living near or working with them. The ammonites spend their days grazing for food, debris, and minerals on the sea floor. The life cycles of these creatures are difficult to calculate, as no young have ever been spotted and their shells have never been found abandoned, but it is estimated that they may live for hundreds or thousands of years.\r

    The golden ammonites do not speak or make any sort of audio communication. Sages speculate that they must have a language based on touch, sound waves, tentacle sign language, or some other method, but there is no proof of such a thing.\r

    COMBAT<\/b>\r
    Golden ammonites are scavengers, not hunters. They are not particularly hostile, but do protect their territory aggressively. They discourage approach by launching a lightball<\/i> attack at any creature that approaches within 90 feet of the ammonite, targeting the largest creature in a group first. The ammonite\u00c2\u0092s eyes rotate independently, allowing it to see and target a creature in any direction if it has a line of sight. These eyes can only see light up to 30 feet away, but ammonites are able to detect heat and very bright light sources up to 120 feet away. These eyes are easily blinded with light<\/i> spells, but the creature\u00c2\u0092s ability to sense its environment makes up for any lack of sight. \r

    The ammonite is just as likely to fight an opponent, as it is to crawl into its shell and hide. It will grapple any beings that get to close, and can lash out with all ten tentacles at the same time. The ammonite will constrict until its foe is dead, or the ammonite has been slain or driven back into its shell. An opponent can make sunder attempts against a golden ammonite\u00c2\u0092s tentacles or eyes as if they were weapons. A golden ammonite\u00c2\u0092s tentacles have 10 hit points, and its eyes have 1 hit point each. If an ammonite is currently grappling a target with one tentacle, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing an ammonite\u00c2\u0092s tentacle deals 5 points of damage to the ammonite. An ammonite usually withdraws into its shell if it loses four tentacles or either of its eyes, and will hide in its shell until it regrows all missing parts. A golden ammonite regrows severed tentacles in 1d10+10 days and regrows its eyes completely in 4d6 hours.\r

    Constrict (Ex)<\/b>: A golden ammonite deals automatic tentacle damage with a successful grapple check. \r

    Improved Grab (Ex)<\/b>: To use this ability, a golden ammonite must hit with one or more 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

    Lightball (Su)<\/b>: Twice per round, once from each eye independently, a golden ammonite can launch a small globe of magical light, one foot in diameter at its chosen targets. The maximum range of this attack is 90 feet. Victims must succeed at a Reflex save (DC 19) or be struck in the face by the magically guided missile. Any creature hit by this attack is affected as if it were the target of a permanent daylight<\/i> spell, and is instantly blinded if it has eyes. The save DC is Constitution-based. \r

    The daylight<\/i> effect can be removed by dispel magic<\/i> or limited wish<\/i>. A victim becomes permanently blinded if the effect persists for more than 12 minutes, but magical cures for blindness work normally, as would heal<\/i> or wish<\/i>.\r

    Immunities (Ex)<\/b>: A golden ammonite's alien thought processes render it immune to all magical and psionic mind-influencing effects, detections, and illusions.\r

    Tremorsense (Ex)<\/b>: The golden ammonite's fantastically pressure sensitive skin allows it to detect any motion on the ocean floor as well as the vibrations of sound within 600 feet of it instantly. \r

    Withdraw (Ex)<\/b>: A golden ammonite can crawl back into its shell and seal the shell up, to protect itself from attack. This is a move equivalent action, and provokes an attack of opportunity. When sealed up in its shell, the ammonite\u00c2\u0092s natural armor class increases by +6. In this state, the ammonite is not subject to critical hits or flanking.\r

    Note that any successful physical attack on a withdrawn golden ammonite strikes its shell first. The shell takes half of all damage sustained by the ammonite, and the ammonite itself takes the other half. If the ammonite survives the encounter, its shell will be repaired naturally at a rate of 3d4 hit points per full month.\r

    Skills<\/b>: A golden ammonite 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


    THE AMMONITE\u00c2\u0092S GOLDEN SHELL<\/b>\r
    The golden ammonite's shell is composed of pure solid gold, extracted from the sludgy silt of the ocean floor. Somehow, the ammonite deposits the gold on the coiled wonder that the beast is known for. Each shell is six to eight feet in diameter, and weighs between 1,200 and 1,800 pounds. Average shells are worth between 50,000 to 80,000 gp among surface dwellers, and the most rare and beautiful of specimens can fetch a price of up to 150,000 gp, if a buyer can afford it. Some undersea races consider these shells priceless. Damage to the shell causes a marked decrease in value (-1,000 gp to overall value per hit point of damage, unless the ammonite is allowed to repair the shell), to a minimum of 15,000 gp for the smashed up pieces of a totally wrecked shell.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in DRAGON Magazine #48 (\u00c2\u0093Dragon\u00c2\u0092s Bestiary,\u00c2\u0094 April 1981, Roger E. Moore), Monstrous Compendium MC11 - Forgotten Realms Appendix II (1991), and Monstrous Compendium Annual Four (1998).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Cold or temperate aquatic"},{"name":"Golem, Black","type":"Construct","ch":11,"challenge_rating":" 11 \u00a0","id":5778,"reference":"Usergen","full_text":"

    Golem, Black <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 12d10+30\u00a0(96 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 20 ft (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 27 (\u00c2\u00961 size, -1 Dex, +17 natural, +2 deflection), touch 11, flat-footed 27<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+21<\/td> <\/tr>
    Attack: <\/strong>Slam +16 melee (2d10+8 plus energy drain) or adamantine greatsword +17 melee (3d6+12\/19-20 plus energy drain)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +16 melee (2d10+8 plus energy drain) or adamantine greatsword +17\/+12 melee (3d6+12\/19-20 plus energy drain)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Energy drain, slow aura<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 10\/adamantine, immunity to magic, low-light vision, resistance to cold 10 and fire 10, true seeing<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +3, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 27, Dex 9, Con ---, Int ---, Wis 11, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>---<\/td> <\/tr>
    Feats: <\/strong>---<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or gang (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>11<\/td> <\/tr>
    Treasure: <\/strong>2 gems of seeing<\/i> and adamantine greatsword<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>13\u00c2\u009624 HD (Large); 25\u00c2\u009636 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This perfectly crafted iron figure is twice the height of a normal human. Its head is a humanoid skull, its eye sockets fitted with gems that glow with an unnerving crimson light. The being is shrouded in shadows, swirling with wraithlike spirits.<\/i>\r

    This golem has a humanoid body made from iron, and bears the skull of a lich as its head. Its gem-eyes are actually gems of seeing<\/i>, which give it the power to see hidden, invisible, out of phase, astral, and ethereal objects or creatures.\r

    A black golem can be fashioned in any manner, just like a stone golem, though its features are much smoother than those of a stone golem. Black golems sometimes carry a greatsword in both hands.\r

    A black golem is 12 feet tall and weighs about 3,000 pounds.\r

    A black golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.\r

    COMBAT<\/b>\r
    Black golems are deadly foes, combining the worst aspects of constructs and undead.\r

    Cloak of Shadows (Su)<\/b>: A black golem is continuously surrounded by a darkness<\/i> effect (caster level 18th).\r

    Energy Drain (Su)<\/b>: Living creatures hit by a black golem's slam attack gain one negative level. The DC is 16 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the black golem gains 5 temporary hit points.\r

    On a successful attack roll against a living opponent, a black golem may use its energy drain ability in addition to dealing normal damage for a weapon it wields.\r

    Slow (Su)<\/b>: A black golem 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 10 rounds, requiring a DC 16 Will save to negate. The save DC is Constitution-based.\r

    Immunity to Magic (Ex)<\/b>: A black golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.\r

    A magical attack that deals positive energy damage (such as a cure<\/i> spell) slows a black golem (as the slow<\/i> spell) for 3 rounds, with no saving throw.\r

    A magical attack that deals negative energy damage breaks any slow<\/i> effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a black golem hit by an inflict moderate wounds<\/i> gains back 6 hit points if the damage total is 18 points. A black golem gets no saving throw against negative energy effects.\r

    A black golem is unaffected by rust attacks, despite its iron body.\r

    True Seeing (Su)<\/b>: Black golems continuously use true seeing<\/i> as the spell (caster level 18th).\r

    Construction<\/b>\r
    The secrets to creating a black golem are found in the Libram of Constructs, an evil tome the origins of which can be traced to the Nine Hells of Baator. Rumor has it that the book always finds its way into the hands of a powerful lawful evil wizard, as a reward for services to the baatezu.\r

    A black golem\u00c2\u0092s body is sculpted from 5,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 10,000 gp, and topped with the skull of a lich and two gems of seeing for eyes. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.\r

    CL 16th; Craft Construct, deeper darkness<\/i>, gate<\/i>, geas\/quest<\/i>, limited wish<\/i>, polymorph any object<\/i>, slow<\/i>, true seeing<\/i>, caster must be at least 18th level; Price 150,000 gp; Cost 80,000 gp + 5,600 XP.\r


    Greater Black Golem\r
    Huge Construct\r
    Hit Dice<\/b>: 36d10+40 (238 hp)\r
    Initiative<\/b>: -2\r
    Speed<\/b>: 30 ft (6 squares)\r
    Armor Class<\/b>: 29 (\u00c2\u00961 size, -2 Dex, +20 natural, +2 deflection), touch 9, flat-footed 29\r
    Base Attack\/Grapple<\/b>: +27\/+47\r
    Attack<\/b>: Slam +37 melee (4d8+12 plus energy drain) or adamantine greatsword +38 melee (3d8+18\/19-20 +2d6 vs. good creatures plus energy drain)\r
    Full Attack<\/b>: 2 slams +37 melee (4d8+12 plus energy drain) or adamantine greatsword +38 melee (3d8+18\/19-20 +2d6 vs. good creatures plus energy drain)\r
    Space\/Reach<\/b>: 15 ft\/15 ft\r
    Special Attacks<\/b>: Charming gaze, create spawn, energy drain, slow aura\r
    Special Qualities<\/b>: Aura of fear and desecration, construct traits, damage reduction 10\/adamantine, immunity to magic, low-light vision, resistance to cold 10 and fire 10, true seeing, unholy armaments\r
    Saves<\/b>: Fort +12, Ref +10, Will +12\r
    Abilities<\/b>: Str 35, Dex 7, Con ---, Int ---, Wis 11, Cha 10\r
    Skills<\/b>: ---\r
    Feats<\/b>: ---\r

    Environment<\/b>: Any\r
    Organization<\/b>: Solitary or gang (2-4)\r
    Challenge Rating<\/b>: 20\r
    Treasure<\/b>: 2 gems of seeing<\/i> and adamantine greatsword\r
    Alignment<\/b>: Always neutral evil\r
    Advancement<\/b>: 13\u00c2\u009624 HD (Large); 25\u00c2\u009636 HD (Huge)\r
    Level Adjustment<\/b>: ---\r

    A greater black golem is 24 feet tall and weighs about 33,000 pounds.\r

    COMBAT<\/b>\r
    Black golems are deadly foes, combining the worst aspects of constructs and undead.\r

    Charming Gaze (Su)<\/b>: As charm person<\/i>, 30 feet, Will DC 28 negates. The save DC is Charisma-based.\r

    Cloak of Shadows (Su)<\/b>: A black golem is continuously surrounded by a darkness<\/i> effect (caster level 18th).\r

    Create Spawn (Su)<\/b>: Any creature slain by a greater black golem's energy drain becomes a juju zombie (Unapproachable East, p. 66) in 1d6 rounds. Spawn are under the command of the creator of the greater black golem that slew them and remain enslaved until its death. (If you don't have access to Unapproachable East, use the zombie template, but the creature retains its abilities and Intelligence score, gains a climb speed equal to 1\/2 its land speed, has immunity to electricity, turn resistance +4, and is not limited to single actions only.)\r

    Energy Drain (Su)<\/b>: Living creatures hit by a black golem's slam attack gain one negative level. The DC is 28 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the black golem gains 5 temporary hit points.\r

    On a successful attack roll against a living opponent, a black golem may use its energy drain ability in addition to dealing normal damage for a weapon it wields.\r

    Slow (Su)<\/b>: A black golem 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 10 rounds, requiring a DC 28 Will save to negate. The save DC is Constitution-based.\r

    Aura of Fear and Desecration (Su)<\/b>: A greater black golem can radiate a 60-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 20th). A creature that successfully saves cannot be affected again by the same golem's aura for 24 hours. The save DC is Charisma-based.\r

    Additionally, this aura functions as a desecrate<\/i> spell (caster level 20th), with the golem treated as a permanent fixture dedicated to an evil deity. Thus, each Charisma check made to turn undead within this area takes a \u00c2\u00966 profane penalty, and every undead creature entering a desecrated area gains a +2 profane bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +2 hit points per HD.\r

    Immunity to Magic (Ex)<\/b>: A black golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.\r

    A magical attack that deals positive energy damage (such as a cure<\/i> spell) slows a black golem (as the slow<\/i> spell) for 3 rounds, with no saving throw.\r

    A magical attack that deals negative energy damage breaks any slow<\/i> effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a black golem hit by an inflict moderate wounds<\/i> gains back 6 hit points if the damage total is 18 points. A black golem gets no saving throw against negative energy effects.\r

    A black golem is unaffected by rust attacks, despite its iron body.\r

    True Seeing (Su)<\/b>: Black golems continuously use true seeing<\/i> as the spell (caster level 18th).\r

    Unholy Armaments (Su)<\/b>: Any weapon wielded by a greater black golem is treated as if it were an unholy weapon, dealing an extra 2d6 points of damage against all of good alignment and is treated as evil-aligned for the purpose of overcoming damage reduction. \r

    Construction<\/b>\r
    The secrets to creating a black golem are found in the Libram of Constructs, an evil tome thats origins can be traced to the Nine Hells of Baator. Rumor has it that the book always finds its way into the hands of a powerful lawful evil wizard, as a reward for services to the baatezu.\r

    A greater black golem\u00c2\u0092s body is sculpted from 5,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 10,000 gp, and topped with the skull of a lich and two gems of seeing for eyes. Assembling the body requires a DC 25 Craft (armorsmithing) check or a DC 25 Craft (weaponsmithing) check.\r

    CL 20th; Craft Construct, blasphemy<\/i>, deeper darkness<\/i>, energy drain<\/i>, fear<\/i>, gate<\/i>, geas\/quest<\/i>, limited wish<\/i>, polymorph any object<\/i>, slow<\/i>, true seeing<\/i>, caster must be at least 20th level; Price 200,000 gp; Cost 100,000 gp + 7,600 XP.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #14 (\"Master of Puppets,\" November\/December 1988, Carl Sargent).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral evil","environment":"Any"},{"name":"Golem, Brass","type":"Construct","ch":12,"challenge_rating":" 12 \u00a0","id":5779,"reference":"Usergen","full_text":"

    Golem, Brass <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 16d10+30\u00a0(118 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 28 (-1 size, -1 Dex, +20 natural), touch 8, flat-footed 28<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+12\/+26<\/td> <\/tr>
    Attack: <\/strong>Slam +21 melee (2d10+10)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +21 melee (2d10+10)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, ringing retribution<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 10\/adamantine, darkvision 60 ft., immunity to magic, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +4, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 31, Dex 9, 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 land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or gang (2\u00c2\u00964)<\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>17-24 HD (Large), 25-48 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This animated statue of gleaming brass is fashioned to resemble an ancient warrior. Bound in a golden circlet on its brow is a magnificent topaz gem that bathes the room in yellow light.<\/i>\r

    Like an iron golem, a brass golem has a humanoid body made from metal, and can be fashioned to resemble an armored humanoid or other form.\r

    A brass golem is 10-1\/2 feet tall and weighs around 3,600 pounds. \r

    A brass golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. \r

    COMBAT\r

    Unless commanded otherwise, brass golems pound foes with their heavy fists, releasing nauseating gas whenever possible.\r

    Breath Weapon (Su):<\/b> 10-foot cube of noxious gas lasting 1 round, once every 1d4+1 rounds. All living creatures within the cloud must succeed at a DC 18 Fortitude save or be nauseated for 1d4+1 rounds. The save DC is Constitution-based.\r

    Immunity to Magic (Ex):<\/b> A brass golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.\r

    A magical attack that deals electricity damage slows a brass golem (as the slow<\/i> spell) for 3 rounds, with no saving throw.\r

    Magical cold and magical fire deals half its cold or fire damage to the golem. For example, an ice storm that does 10 bludgeoning and 7 cold damage would do 3 points of damage to the golem (half the 7 points of cold damage).\r

    If a brass golem is targeted by or within the area of a spell with the darkness or shadow descriptor, the golem is rendered helpless for 1 round unless it succeeds on a Fortitude save. \r

    Ringing Retribution (Ex):<\/b> If a brass golem is struck by an attack that does sonic, piercing or bludgeoning damage, it resonates with destructive energy, dealing sonic damage to everything within a 20-foot burst (DC 18 Fort save for half damage). The reflected damage equals half the damage rolled for the attack before the golem's damage reduction or immunity to magic is applied. The golem's ringing retribution functions even if the attack does not bypass the golem's defenses. The save DC is Constitution-based. \r

    Construction<\/b>\r
    A brass golem\u00c2\u0092s body is sculpted from 3,600 pounds of copper and zinc, smelted with rare tinctures and admixtures costing at least 7,500 gp. Assembling the body requires a DC 19 Craft (armorsmithing) check or a DC 19 Craft (weaponsmithing) check.\r

    CL 15th; Craft Construct, geas\/quest, limited wish, shout, stinking cloud<\/i>, caster must be at least 15th level; Price 125,000 gp; Cost 66,250 gp + 4,700 XP.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #45<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any land and underground"},{"name":"Golem, Brass Sentinel","type":"Construct","ch":11,"challenge_rating":" 11 \u00a0","id":5780,"reference":"Usergen","full_text":"

    Golem, Brass Sentinel <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 11d10+30\u00a0(90 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 28 (\u00c2\u00961 size, -1 Dex, +20 natural), touch 8, flat-footed 28<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+19<\/td> <\/tr>
    Attack: <\/strong>Greatsword +14 melee (3d6+10)<\/td> <\/tr>
    Full Attack: <\/strong>Greatsword +14 melee (3d6+10)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Sunburst<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 10\/adamantine, darkvision 60 ft., immunity to magic, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +2, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, 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 or gang (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>11<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>12\u00c2\u009618 HD (Large); 19\u00c2\u009633 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A large brass statue of a handsome humanoid stands before you. It wields a crude greatsword and its skin glows with warm light.<\/i>\r

    Brass sentinel golems are generally created by good-aligned spellcasters to guard areas under threat from undead and other creatures of shadow and darkness.\r

    A brass sentinel golem stands 12 feet tall and weighs around 3,000 pounds. They are often sculpted in scant armor and with apparent musculature and beauty. \r

    COMBAT\r

    Brass sentinel golems strike with their greatswords. Although mindless, they follow their creators commands to the letter, and if not given specific targets, always go after undead creatures or creatures composed of or utilizing darkness or shadows first.\r

    Immunity to Magic (Ex):<\/b> A brass sentinel golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.\r

    A spell with the darkness descriptor slows<\/i> the golem (as the spell) and suppresses its sunburst effect for a number of rounds equal to the spell level.\r

    A spell with the light descriptor breaks any slow effect on the golem and heals the golem of 1d10 points of damage per spell level.\r

    Sunburst (Su):<\/b> A brass sentinel golem can use a sunburst<\/i> effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet and deals 6d6 points of damage (11d6 points of damage to undead). A DC 17 Reflex save halves the damage. The save DC is Constitution-based.\r

    CONSTRUCTION\r

    A brass sentinel golem's body must be sculpted from 3,000 pounds of brass, treated with rare tinctures and admixtures worth 1,500 gp. Creating the body requires a DC 15 Craft (armorsmithing) check or a DC 15 Craft (weaponsmithing) check.\r

    CL 15th; Craft Construct, continual flame, light, limited wish, sunburst<\/i>, caster must be at least 15th level; Price 50,000 gp; Cost 25,750 gp + 2,000 XP.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Polyhedron Magazine #30<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Golem, Burning Man","type":"Construct","ch":10,"challenge_rating":" 10 \u00a0","id":5781,"reference":"Usergen","full_text":"

    Golem, Burning Man <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Construct \t\t\t(Fire)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 14d10+40\u00a0(117 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-2 size, -1 Dex, +9 natural), touch 7, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+25<\/td> <\/tr>
    Attack: <\/strong>Slam +16 melee (2d10+7\/19-20 plus cinder shower)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +16 melee (2d10+7\/19-20 plus cinder shower)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Cinder shower, keening<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 10\/magic and bludgeoning, darkvision 60 ft., fast healing 1, immunity to electricity and fire, low-light vision, quench vulnerability, rejuvenation, vulnerability to cold<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +3, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 8, Con \u00c2\u0097, Int 3, Wis 11, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Intimidate +14, Listen +2, Spot +2<\/td> <\/tr>
    Feats: <\/strong>Improved Critical (slam), Power Attack, Reckless Offense, Stand Still, Weapon Focus (slam)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>15-21 HD (Huge); 22-42 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive humanoid figure appears built from glowing red coals covered in white-hot cinders.<\/i>\r

    A burning man is a specialized golem constructed from a huge wicker frame filled with pitch. Granted rudimentary intelligence, these golems have been known to turn upon their creators. They are filled with a lust to burn and destroy, and will seek to pervert the spirit of any command to achieve that end. Burning men are often created to battle trolls and other creatures with regeneration overcome by fire.\r

    A burning man stands 18 feet tall and weighs 5,000 pounds.\r

    Although slightly intelligent, a burning man cannot speak. It makes a creaking, hissing, and popping sound as it moves.\r

    COMBAT\r

    These crude constructs attack almost without strategy. They are best used on the battlefield where their awesome presence can do the most good as they wade into masses of troops. Burning men generally employ their keening on the third round of combat.\r

    Cinder Shower (Ex):<\/b> When the burning man attacks with its powerful fists, each successful strike creates a cinder shower that covers its opponent with glowing cinders. These cinders continue to burn for 1 minute or until doused with water or earth. Any foe so showered takes 1 point of fire damage per round. A victim damaged by the shower also suffers a -4 penalty on attack rolls, skill checks, and ability checks, as well as a -2 penalty to Dexterity, for 2d10 rounds. Shower effects are not cumulative except for damage; the maximum Dexterity penalty is -2, but an opponent struck twice would take 2 additional points of damage per round until doused. Any creature or flammable object that takes fire damage from the cinders must make a DC 18 Reflex save or catch fire; the fire burns for 1d4 rounds if not extinguished. The save DC is Charisma-based.\r

    Keening (Su):<\/b> The burning man can use a terrible keening attack once each day. Any creature within 80 feet of the burning man must must make a DC 18 Will saving throw or be affected as by a fear<\/i> spell (caster level 14th). The save DC is Charisma-based.\r

    Quench Vulnerability (Ex):<\/b> A quench<\/i> spell extinguishes the burning man's red-hot cinders for one round per caster level. During this time the golem loses its cinder shower special attack and has its Armor Class reduced by 2.\r

    Rejuvenation (Su):<\/b> When reduced to 0 hit points, each fragment of the golem will flash into a brightly burning flame and collapse into ash. Each ash pile must be mixed with holy water and scattered or the creature will reform at full strength in 3d10 days. \r

    Construction<\/b>\r
    A burning man's body is sculpted from 5,000 pounds of wicker and pitch, treated with rare oils and naptha compounds costing at least 2,000 gp. Assembling the body requires a DC 18 Craft (weaving) check.\r

    CL 16th; Craft Construct, animate objects, fire shield, flaming sphere, geas\/quest, limited wish<\/i>, caster must be at least 16th level; Price 60,000 gp; Cost 31,000 gp + 2,320 XP.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #209<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral evil","environment":"Any land and underground"},{"name":"Golem, Chia","type":"Construct","ch":6,"challenge_rating":" 6 \u00a0","id":5782,"reference":"Usergen","full_text":"

    Golem, Chia <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d10+30\u00a0(54)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 19 (\u00c2\u00961 size, -1 Dex, +11 natural), touch 8, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+18<\/td> <\/tr>
    Attack: <\/strong>Slam +13 melee (2d6+8)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +13 melee (2d6+8)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Component plants<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 10\/adamantine or bludgeoning, darkvision 60 ft., immunity to magic, low-light vision, plant dependent<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +1, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 26, 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>6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>9\u00c2\u009616 HD (Large); 17\u00c2\u009624 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This terra cotta sculpture takes the form of an 8-foot-tall human warrior. Green vines grow through holes throughout its surface, giving it an almost shaggy appearance. It smells of wet soil, compost, and vegetation.<\/i>\r

    Chia golems are bizarre constructs that house a number of living plants, incorporating them into their appearance and function. Most often constructed from terra cotta or baked stone, a chia golem can be created from any porous material. Once sculpted, the body is filled with soil and seeds, and becomes a form of animated flowerpot.\r

    Chia golems can be shaped into a variety of forms, from humanoid warriors to animals, giant vermin, or even dragons. Crafting a chia golem is an art form for many spellcasters. The selection of plants can result in a beautiful, moving piece of topiary, or it can be planted to be a frightening, venomous monstrosity.\r

    Chia golems may be planted with nearly any type of seeds, usually grasses, creeping flowering plants, vines. Different types of plants may be combined for aesthetic reasons. Some of the largest chia golems have been filled with seeds from monstrous plants such as assassin vines.\r

    Although it is possible to create a chia golem for oneself, the traditions of most cultures familiar with their creation manufacture them as gifts for others.\r

    A chia golem golem cannot speak or make any vocal noise. It stands between 8 and 10 feet tall and weighs around 550 pounds.\r

    COMBAT\r

    The above stat block assumes a bipedal chia golem. For a quadrupedal golem, make the following changes:\r

    Attack:<\/b> Slam +13 melee (2d6+12)*\r
    Full Attack:<\/b> Slam +13 melee (2d6+12)*\r
    Space\/Reach:<\/b> 10 ft.\/5 ft.\r

    *The DM may wish to substitute different natural weapons based on the golem's form, such as 2 claw attacks for a tiger-shaped chia golem.\r

    Component Plants (Ex):<\/b> Chia golems may gain additional attacks or abilities depending upon the plants growing within it. A typical chia golem has 1d2 of the following abilities:\r

    Tendrils (Ex):<\/i> The golem gains 1-4 tendrils which are treated as secondary natural weapons with 10 foot reach. These tendrils deal 1d6+4 points of damage and give the Chia golem a +2 circumstance bonus on grapple checks.\r

    Thorns (Ex):<\/i> The chia golem is covered in thorns. Anyone in a grapple with the chia golem takes 1d6 points of piercing damage per round. In addition anyone attacking the chia golem with unarmed strikes or natural weapons take 1d6 points of piercing damage.\r

    Venomous Blossoms (Ex):<\/i> There are many brightly colored flowers on the chia golem. As it strikes the flowers release venomous spores. Anyone struck by the chia golem must make a DC 14 Fortitude save against the poison. The initial and secondary damage is the same--1d4 points of Dexterity.\r

    Particularly powerful chia golems may be created with assassin vines or similar powerful plants growing within.\r

    Immunity to Magic (Ex):<\/b> A chia golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.\r

    Spells that deal cold or fire damage function normally against chia golems, and appear to wither the component plants.\r

    Antiplant shell<\/i> and hold plant<\/i> affects chia golems as if they were plants. \r

    A transmute rock to mud<\/i> spell destroys a chia golem unless it succeeds on a saving throw. The component plants may survive (and possibly even thrive) in the resulting mud as long as conditions are right.\r

    A blight<\/i> spell affects the chia golem as if it were a plant, but deals only half damage (quarter damage on a successful save).\r

    A diminish plants<\/i> spell deals 3d8 points of damage to a chia golem, while a plant growth spell heals it of 3d8 points of damage.\r

    Plant Dependent (Ex):<\/b> Although it is a construct, a chia golem is partially composed of living plant matter. As such, it is more vulnerable to environmental conditions and must constantly provide suitable living conditions for its component plants. \r

    The golem's creator or controller must perform periodic maintenance on the chia golem. Its hollow interior is filled with soil which must be replenished once every 6 months. Once per month, compost must be added to the golem to fertilize the plants. Finally, the plants must be watered based on their normal schedules. If these are not done, the chia golem takes 1d6 points of damage each day until maintanance is done.\r

    If the component plants are tender non-perennials, the chia golem must avoid temperatures below 40 degrees or is slowed. In areas of Extreme cold (below -40), the chia golem takes 1d6 points of damage every hour.\r

    Construction<\/b>\r
    A chia golem\u00c2\u0092s body must be sculpted from at least 1,000 pounds of porous material (to allow for rooting and water seepage), such as limestone or clay, and requires specially-prepared soils and seeds worth 500 gp. Creating the body requires a DC 15 Craft (sculpting) check or a DC 15 Craft (pottery) check.\r

    CL 11th; Craft Construct, animate objects, geas\/quest, plant growth<\/i>, caster must be at least 11th level; Price 15,000 gp; Cost 8,000 gp + 580 XP.\r

    If the creator performs a 30 day long ritual that ends on the winter solstice, the creator does not need the animate objects<\/i> spell prerequisite when creating a chia golem.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1996 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #228<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Golem, Clockwork Warrior","type":"Construct","ch":9,"challenge_rating":" 9 \u00a0","id":5783,"reference":"Usergen","full_text":"

    Golem, Clockwork Warrior <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 16d10+30\u00a0(118 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 26 (-1 size, -1 Dex, +18 natural), touch 8, flat-footed 26<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+12\/+24<\/td> <\/tr>
    Attack: <\/strong>Slam +19 melee (2d8+8)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +19 melee (2d8+8)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Reflexive sunder<\/td> <\/tr>
    Special Qualities: <\/strong>Clockwork powered, construct traits, darkvision 60 ft., damage resistance 5\/adamantine, galvanized movement, repaired by fire<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +4, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 27, Dex 9, Con \u00c2\u0096, Int \u00c2\u0096, 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 or gang (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>17-23 HD (Large); 24-42 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This hulking black-iron creature is shaped like an armored warrior, or rather like an empty suit of full plate. Its body is as thickly proportioned as a dwarf, but at least twice as tall. A constant humming and clicking like countless gears and levers sounds from its body.<\/i>\r

    Clockwork warrior golems are mechanical constructs that resemble iron golems, but are much more complex and less powerful. The construct consists of an ornate suit or black iron armor, inside which is the golem's clockwork of wonderfully crafted gears, cogs and levers. Some finely crafted clockwork warrior golems have clockwork parts made of precious metal, but this is not a requirement of their design.\r

    A clockwork warrior golem is powered by its clockwork. Normally this is wound by an external power source, but the construct can disengage itself from its power-supply and operate for a few rounds before its clockwork's springs winds down. These creatures are mindless constructs, following their programmed instructions without questions or imagination. Clockwork warriors are normally programmed to defend a location, usually the entrance to a sensitive area. Their guard post is always fitted with a power-supply.\r

    A clockwork warrior golem is 10 feet tall and weighs about 5,000 pounds. It cannot speak or make any vocal noise.\r

    COMBAT<\/b>\r
    A clockwork warrior fights in whatever manner it was programmed to. It usually moves towards the nearest aggressor and punches with its iron fists until it or its opponents are destroyed. The golem will normally stay as close to its power-supply as possible, although it may have instructions (such as to pursue robbers) that overrule its basic programming to keep itself powered.\r

    Clockwork Powered (Ex):<\/b> Most of the time, a clockwork warrior golem is powered via a winding-sprocket set in the wall or floor which fits into the golem's back, chest, or one of its feet. Winding-sprockets are driven by some kind of magical or mechanical engine, usually a waterwheel. A winding sprocket has AC 7, hardness 15 and 30 hit points, it can be broken with a DC 30 Str check.\r

    A clockwork warrior golem can function continuously as long as it is powered by a winding sprocket. If a clockwork golem moves out of a square containing a winding-socket it must disconnect itself from its power source and switch to internal springs for power. These springs only hold enough energy for a short period of activity. A clockwork warrior golem will grow slower and weaker as its springs wind down, as indicated in the following table:\r

    Rounds of spring-powered activity<\/b>\r
    01-10 rounds \u00c2\u0096 Moves and fights normally.\r
    11-20 rounds \u00c2\u0096 Cannot run, -4 Strength penalty.\r
    21-30 rounds \u00c2\u0096 Single action only, -12 Strength penalty.\r
    31-40 rounds \u00c2\u0096 Speed reduced to 5 ft., -20 Strength penalty.\r
    41+ rounds \u00c2\u0096\u00c2\u0096- Helpless and immobile.\r

    A clockwork warrior golem can rewind its springs by reconnecting itself to a winding-sprocket. Engaging with the winding-sprocket usually completely recharges the clockwork warrior in one round, but the rate may vary depending on the power-supply.\r

    It is possible to rewind a clockwork golem using a giant key, but this requires enormous strength (DC 30 Strength check for 1 round's worth of winding). A creature with a Strength of 30 or more can \"take 20\" to rewind the clockwork at the rate of 1 round duration per 2 minutes of rewinding.\r

    Galvanized Movement (Ex):<\/b> If a clockwork golem takes electricity damage it must succeed on a Fortitude save (DC 15 or the DC of the attack) or be forced to move its base speed in a random direction at the start of its next turn. This movement is a move action by the golem, so it cannot take a full round action (such as charging or a full attack) in a round it performs galvanized movement. Reroll the direction of the galvanic movement if it would enter an obvious hazard such as a pit or pool of acid. The construct's programming causes it to avoid spaces it registers as unsafe. The construct may move through areas threatened by attacks of opportunities or traps that are not included in its programming.\r

    Reflexive Sunder (Ex):<\/b> The armor plates and gears that make up a clockwork warrior constantly shift and rotate around each other in combat, creating a grinding sound like scores of millstones crushing gravel. Anyone who strikes the warrior with a melee weapon must succeed at a DC 17 Reflex save or the armor plates crush the weapon for 2d8+8 points of damage; if it is a natural weapon, the attacker takes the damage instead. The save DC is Dexterity-based.\r

    Repaired by Fire (Ex):<\/b> If a clockwork warrior golem is hit by an attack that deals fire damage (whether magical or mundane) it heals 1 point of damage for every 4 points of fire damage the attack would normally deal.\r

    Construction<\/b>\r
    Building a clockwork warrior golem requires 10,000 pounds of high quality metals worked into intricate shapes, plus forging equipment, fuel and other tools. These materials are used to create the golem's body, plus the external power-supply and winding-sprocket that gives the golem motive force, and have a total cost of at least 15,000 gold pieces. Assembling these components requires a DC 25 Craft (armorsmithing) check and a DC 30 Craft (trapmaking) check.\r

    Additional winding-sprockets (200 gp) and power-supplies (4000 gp) can be constructed. If such backup power systems are created at the same time as the clockwork warrior golem itself, no additional skill checks are required. Creating backup systems at a later date requires a DC 15 Craft (trapmaking) check and DC 15 Craft (trapmaking) check.\r

    CL 13th; Craft Construct, mass bull's strength, fabricate<\/i>, caster must be at least 13th level; Price 75,000 gp; Cost 45,000 gp + 2,400 XP.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in TSR Jam<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Golem, Clockwork Warrior, Lesser","type":"Construct","ch":3,"challenge_rating":" 3 \u00a0","id":5784,"reference":"Usergen","full_text":"

    Golem, Clockwork Warrior, Lesser <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d10+20\u00a0(42 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (-1 Dex, +9 natural), touch 9, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+6<\/td> <\/tr>
    Attack: <\/strong>Heavy pick +6 (1d6+4\/\u00c3\u00974) or slam +6 melee (1d10+3)<\/td> <\/tr>
    Full Attack: <\/strong>Heavy pick +6 (1d6+4\/\u00c3\u00974) or slam +6 melee (1d10+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Reflexive sunder<\/td> <\/tr>
    Special Qualities: <\/strong>Clockwork powered, construct traits, darkvision 60 ft., damage resistance 5\/magic, galvanized movement, repaired by fire<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +0, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 9, Con \u00c2\u0096, Int \u00c2\u0096, 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, gang (2-4), or team (5-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/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 squat black-iron creature is shaped like an armored warrior, or rather like an empty suit of full plate. Its body is as short and thickly proportioned as a dwarf. A constant humming and clicking like countless gears and levers sounds from its body.<\/i>\r

    Lesser clockwork warrior golems are mechanical constructs that resemble miniature iron golems, but they are much more complex and less powerful. The construct consists of an ornate suit or black iron armor, inside which is the golem's clockwork of wonderfully crafted gears, cogs and levers. Some finely crafted clockwork warrior golems have clockwork parts made of precious metal, but this is not a requirement of their design.\r

    A clockwork warrior golem is powered by its clockwork. Normally this is wound by an external power source, but the construct can disengage itself from its power-supply and operate for a few rounds before its clockwork's springs winds down. These creatures are mindless constructs, following their programmed instructions without questions or imagination. Clockwork warriors are normally programmed to defend a location, usually the entrance to a sensitive area. Their guard post is always fitted with a power-supply. \r

    A lesser clockwork warrior golem is 4 feet tall and weighs about 300 pounds.\r

    COMBAT<\/b>\r
    A clockwork warrior fights in whatever manner it was programmed to. It usually moves towards the nearest aggressor and punches with its iron fists until it or its opponents are destroyed. The golem will normally stay as close to its power-supply as possible, although it may have instructions (such as to pursue robbers) that overrule its basic programming to keep itself powered. \r

    Clockwork Powered (Ex):<\/b> Most of the time, a lesser clockwork warrior golem is powered via a winding-sprocket set in the wall or floor which fits into the golem's back, chest, or one of its feet. Winding-sprockets are driven by some kind of magical or mechanical engine, usually a waterwheel. A winding sprocket has AC 7, hardness 15 and 30 hit points, it can be broken with a DC 30 Str check.\r

    A clockwork warrior golem can function continuously as long as it is powered by a winding sprocket. If a clockwork golem moves out of a square containing a winding-socket it must disconnect itself from its power source and switch to internal springs for power. These springs only hold enough energy for a short period of activity. A lesser clockwork warrior golem will grow slower and weaker as its springs wind down, as indicated in the following table:\r

    Rounds of spring-powered activity<\/b>\r
    01-03 rounds \u00c2\u0096 Moves and fights normally.\r
    04-06 rounds \u00c2\u0096 Cannot run, -2 Strength penalty.\r
    07-09 rounds \u00c2\u0096 Single action only, -4 Strength penalty.\r
    10-12 rounds \u00c2\u0096 Speed reduced to 5 ft., -8 Strength penalty.\r
    13+ rounds \u00c2\u0096\u00c2\u0096- Helpless and immobile.\r

    A lesser clockwork warrior golem can rewind its springs by reconnecting itself to a winding-sprocket. Engaging with the winding-sprocket usually completely recharges the clockwork warrior in one round, but the rate may vary depending on the power-supply.\r

    It is possible to rewind a lesser clockwork golem using a key, but this requires enormous strength (DC 25 Strength check for 1 round's worth of winding). A creature with a Strength of 20 or more can \"take 20\" to rewind the clockwork at the rate of 1 round duration per 2 minutes of rewinding.\r

    Galvanized Movement (Ex):<\/b> If a lesser clockwork golem takes electricity damage it must succeed on a Fortitude save (DC 15 or the DC of the attack) or be forced to move its base speed in a random direction at the start of its next turn. This movement is a move action by the golem, so it cannot take a full round action (such as charging or a full attack) in a round it performs galvanized movement. Reroll the direction of the galvanic movement if it would enter an obvious hazard such as a pit or pool of acid. The construct's programming causes it to avoid spaces it registers as unsafe. The construct may move through areas threatened by attacks of opportunities or traps that are not included in its programming.\r

    Reflexive Sunder (Ex):<\/b> The armor plates and gears that make up a clockwork warrior constantly shift and rotate around each other in combat, creating a grinding sound like scores of millstones crushing gravel. Anyone who strikes the warrior with a melee weapon must succeed at a DC 11 Reflex save or the armor plates crush the weapon for 1d6+2 points of damage; if it is a natural weapon, the attacker takes the damage instead. The save DC is Dexterity-based.\r

    Repaired by Fire (Ex):<\/b> If a clockwork warrior golem is hit by an attack that deals fire damage (whether magical or mundane) it heals 1 point of damage for every 4 points of fire damage the attack would normally deal.\r

    Construction<\/b>\r
    A lesser clockwork warrior golem requires 1000 pounds of metal plus other materials costing at least 2000 gold pieces. Assembly requires a DC 20 Craft (armorsmithing) check and a DC 25 Craft (trapmaking) check. Additional winding sprockets cost 200 gold pieces each and additional power-supplies 500 gold pieces each.\r

    Both standard clockwork warriors and lesser clockwork warriors use the same winding-sprocket, so a lesser clockwork golem can be wound by a standard clockwork warrior's power-supply. A lesser warrior's power supply can rewind a standard clockwork warrior golem at the rate of 1 round of rewinding for 1 round of spring-powered activity.\r

    CL 9th; Craft Construct, bull's strength, fabricate<\/i>, caster must be at least 9th level; Price 18,000 gp; Cost 10,000 gp + 640 XP.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in TSR Jam<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Golem, Copper","type":"Construct","ch":8,"challenge_rating":" 8 \u00a0","id":5785,"reference":"Usergen","full_text":"

    Golem, Copper <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d10+30\u00a0(79 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 23 (\u00c2\u00961 size, +14 natural), touch 9, flat-footed 23<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+15<\/td> <\/tr>
    Attack: <\/strong>Slam +11 melee (2d8+5 plus 1d6 fire)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 slams +11 melee (2d8+5 plus 1d6 fire)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Fiery aura<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 5\/adamantine, darkvision 60 ft., immunity to magic, low-light vision, vulnerability to water<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +3, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 11, Con -, Int 5, Wis 16, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Str 20, Dex 11, Con \u00c2\u0097, Int 5, Wis 16, Cha 9\r
    Skills: Listen +11, Spot +11<\/td> <\/tr>
    Feats: <\/strong>Alertness, Cleave, Power Attack, Weapon Focus (slam)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>10-18 HD (Large); 19-27 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This metallic automaton resembles an armored human nearly 8 feet tall. It appears to be formed of smoldering copper, with flickering flames in place of its hair, beard, and brow.<\/i>\r

    When it is fashioned, a copper golem is keyed to a particular magical talisman. Henceforth, it regards the bearer of that talisman to be its master, protecting and following that individual everywhere (unless specifically commanded not to do so). The talisman must be openly displayed to the golem when issuing commands.\r

    A copper golem obeys its master\u00c2\u0092s verbal commands to the best of its ability, although it is not good for much beyond combat and possibly simple manual labor. It can also be keyed to perform specific tasks at specific times or when certain conditions are met. The bearer of the talisman can call the copper golem from any distance, and it will come as long as it is on the same plane.\r

    A copper golem stands nearly 8 feet tall and weighs around 1,750 pounds. \r

    COMBAT\r

    A copper golem pummels opponents with its fiery fists, utilizing Power Attack to its fullest until it begins to miss frequently.\r

    Fiery Aura (Su):<\/b> Copper golems are very hot, so all creatures within 10 ft must make a DC 14 Fort save each round or take 1d4 pionts of fire damage. The save DC is Constitution-based.\r

    Immunity to Magic (Su):<\/b> Copper golems are immune to all spells or spell-like abilities that allow spell resistance, except as follows:\r

    A magical attack that deals cold damage slows a copper golem (as the slow<\/i> spell) for 3 rounds, with no saving throw.\r

    A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A copper golem gets no saving throw against fire effects.\r

    A magical attack with the water descriptor deals 1d6 points of damage per spell level to a copper golem.\r

    Vulnerability to Water (Ex):<\/b> If a copper golem is immersed in water, it loses one fifth of its current hit points each round and is destroyed completely on the fifth round.\r

    CONSTRUCTION\r

    A copper golem\u00c2\u0092s body is sculpted from 5,000 pounds of pure copper, smelted with rare tinctures and admixtures costing at least 10,000 gp. Assembling the body requires a DC 14 Craft (armorsmithing) check or a DC 14 Craft (weaponsmithing) check.\r

    CL 14th; Craft Construct, animate objects, bless or curse, commune, flame strike, resist energy<\/i>, caster must be nongood and at least 14th level; Price 40,000 gp; Cost 25,000 gp + 1,600 XP.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Polyhedron Magazine #30<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Golem, Crystal","type":"Construct","ch":7,"challenge_rating":" 7 \u00a0","id":5786,"reference":"Usergen","full_text":"

    Golem, Crystal <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d10+20\u00a0(69 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>+6\/+8<\/td> <\/tr>
    Attack: <\/strong>Hand +8 melee (2d10+2 [half-bludgeoning\/half-piercing])<\/td> <\/tr>
    Full Attack: <\/strong>2 hands +8 melee (2d10+2 [half-bludgeoning\/half-piercing])<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Color ray<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 10\/bludgeoning and magic, darkvision 60 ft., immunity to magic, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +5, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 14, 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 or cluster (2-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>10-18 HD (Medium); 19-27 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The sound of tinkling glass accompanies the movement of a dazzling clear crystal statue. Tall and slender, this construct looks like a stylized humanoid with sharp features.<\/i>\r

    Like all golems, a crystal golem is mindless, and follows its creator's instructions explicitly and without emotion.\r

    A crystal golem stands 7 feet tall and weighs 400 pounds. \r

    COMBAT\r

    A crystal golem's sharp, heavy hands deal both bludgeoning and piercing damage. Divide the damage in half and round down to determine the amount of each type of damage.\r

    Color Ray (Su):<\/b> Once every 2 rounds, as a swift action, a crystal golem may make a ranged touch attack against a single opponent within 20 feet (no range increment). If the attack hits, the target suffers the effects of a color spray<\/i> spell (Will DC 14 negates). The save DC is Constitution-based.\r

    Immunity to Magic (Su):<\/b> Crystal golems are immune to all spells or spell-like abilities that allow spell resistance, except as follows:\r

    A shatter<\/i> spell deals damage as normal to a crystalline creature.\r

    A mending<\/i> spell heals 1d6 points of damage to the golem, while a make whole<\/i> spell heals all of its lost hit points.\r

    CONSTRUCTION\r

    A crystal golem\u00c2\u0092s body is constructed from 400 pounds of crystal worth 2,000 gp. Assembling the body requires a DC 14 Craft (sculpting) check or a DC 14 Craft (stonemasonry) check.\r

    CL 11th; Craft Construct, color spray, geas\/quest, keen edge<\/i>, caster must be at least 11th level; Price 20,000 gp; Cost 11,000 gp + 800 XP.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #42<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Golem, Diamond","type":"Construct","ch":16,"challenge_rating":" 16 \u00a0","id":5787,"reference":"Usergen","full_text":"

    Golem, Diamond <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 22d10+40\u00a0(161 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 39 (-2 size, +1 Dex, +30 natural), touch 9, flat-footed 38<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+16\/+39<\/td> <\/tr>
    Attack: <\/strong>Slam +29 melee (3d10+15)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +29 melee (3d10+15)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Blinding brilliance<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 20\/adamantine, darkvision 60 ft., immunity to magic, low-light vision\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +8, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 41, Dex 13, Con \u00c2\u0097, Int , Wis 11, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>16<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>23-33 HD (Huge), 34-66 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This tremendous animated statue seems to be formed from thousands of diamonds.<\/i>\r

    Diamond golems are created to protect the most valuable of treasures. The original diamond golem was one of the archmage Zagig's final creations.\r

    A diamond golem stands 18 feet tall and weighs 20,000 pounds.\r

    A diamond golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. Its movement is accompanied by a loud jingling.\r

    COMBAT\r

    A diamond golem follows the commands of its creator, which usually involves smashing its foes to a pulp with its weighty fists. Unless directed otherwise, a diamond golem employs its blinding brilliance as soon as it becomes available.\r

    Blinding Brilliance (Su):<\/b> Once every 1d4+1 rounds, a diamond golem can produce a blinding flash of light as a free action, so long as it is in any area other than total darkness. All creatures within an 80-foot radius burst of the golem must make a DC 21 Reflex save or be blinded for 1d4 rounds, and then dazzled for 1d4 rounds thereafter. Creatures that succeed on their saves are instead dazzled for 1d4 rounds. The save DC is Constitution-based.\r

    Immunity to Magic (Ex):<\/b> A diamond golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.\r

    A diamond golem is affected normally by sonic attacks.\r

    If brought into the area of magical darkness, or targeted by a magical attack with the darkness descriptor, a diamond golem is slowed (as the slow<\/i> spell) for 3 rounds, with no saving throw.\r

    If brought into the area of magical light, or targeted by a magical attack with the light descriptor, a diamond golem is hasted (as the haste<\/i> spell) for 3 rounds, with no saving throw.\r

    A diamond golem is affected normally by the shatter<\/i> spell, and is treated as a crystalline creature for purposes of the spell.\r

    Construction<\/b>\r
    A diamond golem\u00c2\u0092s body is assembled from 20,000 pounds of semiprecious gemstones, including a flawless diamond costing at least 10,000 gp. Assembling the body requires a DC 25 Craft (gemcutting) check or a DC 20 Craft (weaponsmithing) check.\r

    CL 17th; Craft Construct, geas\/quest, limited wish, prismatic spray<\/i>, caster must be at least 17th level; Price 200,000 gp; Cost 105,000 gp + 7,600 XP.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in WGR1 - Greyhawk Ruins<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any land and underground"},{"name":"Golem, Dwarf Crusher","type":"Construct","ch":11,"challenge_rating":" 11 \u00a0","id":5788,"reference":"Usergen","full_text":"

    Golem, Dwarf Crusher <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 14d10+30\u00a0(107 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 26 (\u00c2\u00961 size, \u00c2\u00961 Dex, +18 natural), touch 8, flat-footed 26<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+23<\/td> <\/tr>
    Attack: <\/strong>Slam +18 melee (3d8+9)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 slams +18 melee (3d8+9)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Dwarfbane, heat wave, reflexive sunder<\/td> <\/tr>
    Special Qualities: <\/strong>All-around vision, construct traits, damage reduction 10\/adamantine, darkvision 60 ft., immunity to magic, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +3, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 29, Dex 9, 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 or gang (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>11<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>15\u00c2\u009621 HD (Large); 22\u00c2\u009642 (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large automaton resembles a crudely-fashioned statue of a squat, ugly dwarf. The head seems small for the massive body, and features two faces, one on each side, with ropy beards, slack jaws, beady eyes, jug ears, cob noses, and sloping brows. The chunky torso is made up of several flat, rotatable discs. The construct has sausage-shaped arms that hang down past its knees, and the legs are thick and stumpy. All the joints look bulbous, as though inflamed or arthritic. It moves with a ponderous waddle, and its skin seems stony.<\/i>\r

    A dwarf crusher is a specialized stone golem specifically created to defeat dwarves. Originally the brainchild of the evil wizard Tairdo, whose hatred of dwarves borders on the pathological, he has since spread the secrets of their creation far and wide.\r

    A dwarf crusher is 7 feet tall and weighs around 2,000 pounds. Although it seems to move with a ponderous waddle, its swiveling joints make it surprisingly agile. The creature's outer skin seems stony, but actually consists of very dense clay laid over a stone core.\r

    COMBAT\r

    Dwarf crushers are physically powerful and difficult to harm. A dwarf crusher will always focus its attacks on any dwarves present before moving on to other targets. It utilizes its heat wave whenever it is available.\r

    All-Around Vision (Ex):<\/b> A dwarf crusher's multiple faces gives it a +4 racial bonus on Spot and Search checks, and it can't be flanked.\r

    Dwarfbane (Su):<\/b> A dwarf crusher's natural attacks function as bane<\/i> weapons against dwarves, granting a +2 bonus on attack rolls, and deals an additional 2d6+2 points of damage.\r

    Heat Wave (Su):<\/b> Once every 1d4+1 rounds, a dwarf crusher can emit a wave of volcanic heat. All creatures within 10 feet suffer 10d6 points of fire damage to creatures, while those 11 to 20 feet from the construct take 5d6 points of fire damage. All metal equipment carried by creatures within the area is also subject to a heat metal<\/i> effect (caster level 12th, Fort DC 18 negates). The save DC is Constitution-based.\r

    Immunity to Magic (Ex):<\/b> A dwarf crusher 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 a dwarf crusher (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 golem\u00c2\u0092s structure but negates its damage reduction and immunity to magic for 1 full round.\r

    Reflexive Disarm (Ex):<\/b> The armor plates and body-joints that make up a dwarf crusher golem constantly shift and rotate around each other in combat, creating a grinding sound like scores of millstones crushing gravel. Anyone who strikes a rock crusher with a melee attack must make a DC 16 Reflex save or the armor plates trap the weapon. The armor plates crush the victim's weapon for 3d8+9 points of damage; if it is a natural weapon, the attacker takes the damage instead. If the weapon can be disarmed, it is also trapped in the armor plates. To recover a trapped weapon, an opponent must make a successful Disarm attack against the golem (the golem gets a +23 modifier on its opposed attack roll). The save DC is Dexterity-based.\r

    Construction<\/b>\r
    A dwarf crusher's body is chiseled from a single block of hard stone, such as granite, weighing at least 3,000 pounds. The stone must be of exceptional quality, and costs 5,000 gp. Assembling the body requires a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check.\r

    CL 14th; Craft Construct, bane, heat metal, limited wish, shatter, wall of fire<\/i>, caster must be at least 14th level; Price 90,000 gp; Cost 50,000 gp + 3,400 XP. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Axe of the Dwarvish Lords<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Golem, Firedog","type":"Construct","ch":10,"challenge_rating":" 10 \u00a0","id":5789,"reference":"Usergen","full_text":"

    Golem, Firedog <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 12d10+20\u00a0(86 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 30 (+20 natural), touch 10, flat-footed 30<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+16<\/td> <\/tr>
    Attack: <\/strong>Bite +16 melee (1d10+7)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +16 melee (1d10+7)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, flame bite, trip<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 15\/adamantine, darkvision 60 ft., healed by flames, immunity to magic, low-light vision\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +4, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 11, 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 or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>13-17 HD (Medium); 18-24 (Large); 25-36 (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This iron statue of a great mastiff moves with a heavy stride. Its surface shimmers with heat, and its eyes glow like embers.<\/i>\r

    Firedogs are variant iron golems created to resemble large dogs. They are so named because they draw strength from flames, and as such are often found near large fireplaces.\r

    A firedog stands 2 feet tall at the shoulders and weighs 600 pounds.\r

    A firedog cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.\r

    COMBAT\r

    Firedogs simply bite adversaries with their tremendously strong iron jaws, attempting to drag them to the ground for further savaging. If they've recently been exposed to fire, their bites burn victims as well. A firedog employs its venomous breath whenever available, unless commanded otherwise by its master.\r

    Breath Weapon (Su):<\/b> 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 16 negates. The save DC is Constitution-based. \r

    Flame Bite (Ex):<\/b> When a firedog retains any temporary hp from its healed by flames ability, its bite attacks deal an extra 1d6 points of fire damage. \r

    Healed by Flames (Ex):<\/b> An attack that deals fire damage breaks any slow effect on the firedog and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points (to a maximum equal to the construct's bonus hit points based on size, 20 for a Medium firedog). For example, a firedog hit by a fireball<\/i> gains back 6 hit points if the damage total is 18 points. The firedog gets no saving throw against fire effects. \r

    Immunity to Magic (Ex):<\/b> A firedog 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 electricity damage slows a firedog (as the slow<\/i> spell) for 3 rounds, with no saving throw.\r

    A firedog is affected normally by rust attacks, such as that of a rust monster or a rusting grasp<\/i> spell.\r

    Trip (Ex):<\/b> A firedog that hits with a bite attack can attempt to trip its opponent (+7 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 firedog.\r

    Construction<\/b>\r
    A firedog\u00c2\u0092s body is sculpted from 600 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 1,000 gp. Assembling the body requires a DC 16 Craft (armorsmithing) check or a DC 16 Craft (weaponsmithing) check.\r

    CL 14th; Craft Construct, fire shield, geas\/quest, limited wish<\/i>, caster must be at least 14th level; Price 150,000 gp; Cost 80,000 gp + 5,600 XP.<\/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":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Golem, Furnace","type":"Construct","ch":15,"challenge_rating":" 15 \u00a0","id":5790,"reference":"Usergen","full_text":"

    Golem, Furnace <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 20d10+30\u00a0(140 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 30 (\u00c2\u00961 size, \u00c2\u00961 Dex, +22 natural), touch 8, flat-footed 30<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+15\/+30<\/td> <\/tr>
    Attack: <\/strong>Huge warhammer +25 melee (3d6+16\/x3) or slam +25 melee (2d6+11) or rock +14 ranged (2d6+11) <\/td> <\/tr>
    Full Attack: <\/strong>Huge warhammer +25\/+20\/+15 melee (3d6+16\/x3) or 2 slams +25 melee (2d6+11) or rock +14 ranged (2d6+11) <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 2d6+11, consumptive flight, death throes, double damage against objects, improved grab, improvised weapon mastery, oversized weapon, rock throwing, wield oversized weapons<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 15\/adamantine, darkvision 60 ft., immunity to magic, low-light vision, rock catching<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +5, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 33, Dex 9, Con \u00c2\u0097, Int 12, Wis 11, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Craft (armorsmith) +12, Craft (weaponsmith) +13, Listen +23, Spot +23<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Stand Still<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or gang (2\u00c2\u00964)<\/td> <\/tr>
    Challenge Rating: <\/strong>15<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>21\u00c2\u009624 HD (Large); 25\u00c2\u009660 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This metallic automaton resembles an armored giant. Its eyes give off a dull red glow, and the interior of its mouth contains flickers of flame.<\/i>\r

    Furnace golems are variant iron golems imbued with some sentience, allowing them to carry out fairly complex instructions as could normal, humanoid servants. They never rebel against their masters.\r

    A furnace golem stands 12 feet tall and weighs 6,000 pounds.\r

    Furnace golem are created with the ability to speak two languages known to its creator. A furnace golem speaks in a slow, measured, booming voice that lacks inflection and tone. Their hinged jaws move when the speak, revealing flickering flames within.\r

    COMBAT\r

    Furnace golems are intelligent enough to wield weapons, and can even use oversized and improvised weapons to great effect. Like giants, they are adept at throwing and catching large rocks as well. The attacks of furnace golems are devastating to inanimate objects. When a furnace golem is destroyed, the molten iron that makes up its core is released into a deadly pool.\r

    Constrict (Ex):<\/b> A furnace golem deals 2d6+11 points of damage with a successful grapple check.\r

    Consumptive Flight (Su):<\/b> As a move-equivalent action that does not provoke attacks of opportunity, a furnace golem may place an unattended magic item in its mouth. Consuming the item takes one full round, although the furnace golem can still act as usual. The item must succeed on a DC 31 Fortitude save or be destroyed. Items that succeed at their save are ejected from the golem's mouth, landing in a random square adjacent to the golem. This ability cannot destroy magical artifacts. The save DC is Strength-based.\r

    Once the item is completely destroyed, the release of magical energy grants the furnace golem magical flight as the spell overland flight<\/i> at the caster level of the magic item.\r

    Death Throes (Ex):<\/b> When destroyed, a furnace golem dissolves in a 30-foot-radius pool of molten iron that deals 6d10 points of fire damage to anything within its area (Reflex DC 20 half ). The pool lingers for 1d4+4 rounds. This explosion automatically destroys any weapons the furnace golem is holding. The save DC is Constitution-based.\r

    Double Damage against Objects (Ex):<\/b> A furnace golem that makes a full attack against an object or structure deals double damage.\r

    Immunity to Magic (Ex):<\/b> A furnace golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.\r

    A magical attack that deals electricity damage slows a furnace golem (as the slow<\/i> spell) for 3 rounds, with no saving throw.\r

    A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a furnace golem hit by a fireball<\/i> gains back 6 hit points if the damage total is 18 points. A furnace golem gets no saving throw against fire effects.\r

    A furnace golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp<\/i> spell.\r

    Improved Grab (Ex):<\/b> To use this ability, a furnace golem 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

    Improvised Weapon Mastery (Ex):<\/b> A furnace golem may wield an improvised weapon without penalty.\r

    Oversized Weapon (Ex):<\/b> A furnace golem wields a great, two-handed warhammer (big enough for creatures one size category larger) without penalty.\r

    Rock Catching (Ex):<\/b> A furnace golem can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a furnace golem that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The golem must be ready for and aware of the attack in order to make a rock catching attempt.\r

    Rock Throwing (Ex):<\/b> A furnace golem can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The range increment is 120 feet for a furnace golem's thrown rocks.\r

    A Huge furnace golem can hurl rocks of 60 to 80 pounds (Medium objects) with a range increment is 140 feet. \r

    Construction<\/b>\r
    A furnace golem\u00c2\u0092s body is sculpted from 5,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 15,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.\r

    CL 16th; Craft Construct, geas\/quest, heat metal, limited wish, overland flight<\/i>, caster must be at least 16th level; Price 175,000 gp; Cost 95,000 gp + 6,400 XP.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Trading Cards Factory Set<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Golem, Hammer","type":"Construct","ch":12,"challenge_rating":" 12 \u00a0","id":5791,"reference":"Usergen","full_text":"

    Golem, Hammer <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 14d10+30\u00a0(107 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 33 (\u00c2\u00961 size, \u00c2\u00961 Dex, +18 natural, +7 armor), touch 8, flat-footed 33<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+23<\/td> <\/tr>
    Attack: <\/strong>Hammer +18 melee (2d8+9\/x3) or pick +18 melee (2d6+9\/x4) or axe +18 melee (3d6+9\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Hammer +18 melee (2d8+9\/x3) and pick +18 melee (2d6+9\/x4) or hammer +18 melee (2d8+9\/x3) and axe +18 melee (3d6+9\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Pounding force<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 3\/- or 10\/adamantine, darkvision 60 ft., immunity to magic, low-light vision, tunneling\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +3, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 29, 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 or gang (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>15\u00c2\u009621 HD (Large); 22\u00c2\u009642 (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A stone dwarf, towering over 9 feet tall, stands at the ready. Its right arm ends in a large hammer, while the left terminates with a great pick. A dull black suit of adamantine half-plate stands in sharp contrast to its stone body.<\/i>\r

    Rare constructs of the dwarves, hammer golems are created to serve as guards, miners, or deadly troops against their adversaries.\r

    A typical hammer golem has a hammer affixed to its right hand and a pick affixed to its left. Hammer golems geared for war possess an axe instead of a pick in their right hand, while those fitted for mining possess picks in both hands.\r

    A hammer golem is 9 feet tall and weighs around 2,200 pounds. \r

    COMBAT\r

    Like most golems, a hammer golem attempts to carry out the commands of its master to the letter. However, all hammer golems are given a latent order that allows them to attack any orc or goblinoid it encounters, which they will execute until either the golems or these foes are destroyed. Although they cannot speak, hammer golems release an audible roar if orcs or goblinoids are present.\r

    Immunity to Magic (Ex):<\/b> A hammer golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.\r

    A wish<\/i> spell affects the golem normally, even if duplicating a spell to which the golem would otherwise be immune.\r

    A stone to flesh<\/i> spell repairs all of the golem's lost hit points.\r

    Pounding Force (Su):<\/b> A hammer golem can employ pounding force once per minute. The pounding force inflicts 4d6 points of damage and pushes away all creatures within 60 feet of the hammer golem. Treat this as a bull rush with a +15 bonus on the Strength check (+9 for Strength 29, +4 for being Large, and +2 for charging bonus, which it always gets). The force always moves with the creature to push it back the full distance allowed, and it has no speed limit.\r

    Tunneling (Ex):<\/b> A hammer golem can burrow through solid stone at a speed of 5 feet, leaving behind an intact tunnel. A hammer golem designed for mining (with picks for both hands) can tunnel at its burrow speed.\r

    CONSTRUCTION\r

    A hammer golem\u00c2\u0092s body is chiseled from a single block of hard stone, such as granite, weighing at least 3,000 pounds. The stone must be of exceptional quality, and costs 5,000 gp. Additionally, a suit of adamantine half-plate and a pair of weapons sized for a Large creature are needed (totalling 12,000 gp). Assembling the body requires a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check.\r

    CL 14th; Craft Construct, antimagic field, geas\/quest, repulsion, stone shape<\/i>, caster must be a dwarf and at least 14th level; Price 90,000 gp; Cost 53,500 gp + 3,600 XP.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #182 and later in Monstrous Compendium Annual 1<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Golem, Lightning","type":"Construct","ch":10,"challenge_rating":" 10 \u00a0","id":5792,"reference":"Usergen","full_text":"

    Golem, Lightning <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 11d10\u00a0(60 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 30 ft<\/td> <\/tr>
    AC:<\/strong> 21 (-1 size, +2 Dex, +10 natural)<\/td> <\/tr>
    Attacks:<\/strong>Slam +15 melee<\/td> <\/tr>
    Damage: <\/strong>Slam 2d8+10 plus shock<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Chain lightning, shock touch<\/td> <\/tr>
    Special Qualities: <\/strong>Construct, magic and psionic immunity, damage reduction 15\/+2
    <\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +5, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 24, Dex 14, Con ---, Int 3, Wis 12, Cha 3 <\/td> <\/tr>
    Skills: <\/strong><\/td> <\/tr>
    Feats: <\/strong><\/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 neutral<\/td> <\/tr>
    Advancement: <\/strong>12-22 HD (Large), 23-33 HD (Huge)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A lightning golem is a golden construct about 8 feet in height. Its simple body consists of an articulated gold framework in a roughly humanoid shape that has the ability to make its arms and legs with as much as agility as a human. This \"skeleton\" is often favorably compared to a mannequin or doll that an artist might use in place of a human model. Lightning golems are surrounded with the energies of their creation: brush discharges, arcs of electricity, and a continuous St. Elmo's fire dance around it in a rather human-like aura.

    Lightning golems cannot speak, but can understand and obey simple commands from their creators. Like other similar magically animated creations, those powerful enough to create a lightning golem often use it as a guard or ward.

    COMBAT<\/b>
    The lightning golem moves much more quickly than other golems. When in close combat, the lightning golem uses its slam attack, to unleash its shocking touch. If possible, it will begin combat with its powerful stroke of chain lightning.

    Shock Touch (Ex)<\/i>: Creatures hit by the golem's slam attack suffer an additional 4d8 points of electrical damage on a failed Fortitude save (DC 16 for half). Characters who fail their saves may be required to make saving throws for some or all of the items they are carrying.

    Chain Lightning (Su)<\/i>: This attack is similar to that of the arcane spell of the same name. It functions as the spell cast by a 12th-level sorcerer.

    Construct<\/i>: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

    Magic and Psionic Immunity (Ex)<\/i>: A lightning golem is immune to all spells, spell-like abilities, psionics, and supernatural effects, except as follows. Fire attacks affect the golem normally, melting its golden skeleton. Spells and abilities that affect metal have their normal effects upon the lightning golem.


    LIGHTNING GOLEM CONSTRUCTION<\/b>
    A lightning golem's body is sculpted from 2,000 pounds of pure gold.

    The golem costs 150,000 gp to create, which includes 5,000 gp for the body. Assembling the body requires a successful Craft (sculpting or armorsmithing) check (DC 18).

    The creator must be 18th level and able to cast arcane spells. Completing the ritual drains 1,500 XP from the creator and requires chain lightning, geas, permanency<\/i>, and wish<\/i>.

    This ritual must be performed in an open area during the height of a terrible thunderstorm, and the spells cast when the storm reaches its peak. As the final spell is cast, a bolt of lightning strikes the body and brings it to life.
    <\/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":"Construct","alignment":"Always neutral","environment":">Any land"},{"name":"Golem, Lightning","type":"Construct","ch":10,"challenge_rating":" 10 \u00a0","id":5793,"reference":"Usergen","full_text":"

    Golem, Lightning <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 11d10+30\u00a0(90 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\/+19<\/td> <\/tr>
    Attack: <\/strong>Slam +14 melee (2d8+10 plus shock touch)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +14 melee (2d8+10 plus shock touch)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft \/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Chain lightning, shock touch<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 10\/adamantine, darkvision 60 ft, immunity to magic and psionics, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +5, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 24, Dex 14, Con ---, Int 3, Wis 12, Cha 3 <\/td> <\/tr>
    Skills: <\/strong>Listen +8, Spot +8<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (shock touch), Dodge, Improved Initiative, Mobility<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>12-22 HD (Large), 23-33 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>+9<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    White and blue sparks ricochet from this golden creature, which is easily two feet taller than a man. Its eyes seem to glow with a strange, alien intelligence though that might just be a trick of the light. <\/i>\r

    A lightning golem is a golden construct consisting of an articulated gold framework in a roughly humanoid shape that has the ability to move its arms and legs with as much as agility as a human. This skeleton-like structure is often favorably compared to a mannequin or doll that an artist might use in place of a human model. \r

    Lightning golems are created in the same manner as other golems, but using a much more perilous ritual. It must be performed in an open area during the height of a terrible thunderstorm, and the spells cast when the storm reaches its peak. As the final spell is cast, a bolt of lightning strikes the body and brings it to life. Lightning golems are surrounded with the energies of their creation: brush discharges, arcs of electricity, and a continuous St. Elmo's fire dance around it in a rather human-like aura.\r

    Lightning golems are barely intelligent and can understand and obey simple commands from their creators, but they cannot speak. Like other similar magically animated creations, those powerful enough to create a lightning golem often use it as a guard or ward.\r

    A lightning golem stands nearly 8 feet tall and weighs 2,000 pounds.\r

    COMBAT<\/b>\r
    The lightning golem moves much more quickly than other golems, and uses this speed to its advantage. When in close combat, the lightning golem lashes out with its metallic arms to release its shocking touch. If possible, it will begin combat by unleashing a powerful stroke of chain lightning<\/i>.\r

    Chain Lightning (Su)<\/b>: A lightning golem can unleash a chain lightning<\/i> once per round. This attack functions as the spell cast by a 12th-level sorcerer (DC 15). The save DC is Constitution-based.\r

    Shock Touch (Ex)<\/b>: Creatures hit by the golem's slam attack suffer an additional 2d8 points of electrical damage on a failed Fortitude save (DC 17). Characters who fail their saves may need to make saving throws for some or all of the items they are carrying. The save DC is Constitution-based.\r

    Immunity to Magic and Psionics (Ex)<\/b>: A lightning golem is immune to any spell or spell-like ability that allows spell resistance, or psionics that allow power resistance. Fire attacks, as well as those that affect metal have their normal effects upon the lightning golem.\r


    CONSTRUCTION<\/b>\r
    A lightning golem's body is sculpted from 2,000 pounds of pure gold. Assembling the body requires a DC 18 Craft (sculpting) check or a DC 18 Craft (armorsmithing) check.\r

    CL 18th; Craft Construct, chain lightning<\/i>, geas\/quest<\/i>, permanency<\/i>, wish<\/i>, caster must be at least 18th level; Price 150,000 gp; Cost 80,000 gp + 5,600 XP.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium MC11 - Forgotten Realms Appendix II (1991, David \"Zeb\" Cook).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Golem, Necromantic","type":"Construct","ch":7,"challenge_rating":" 7 \u00a0","id":5794,"reference":"Usergen","full_text":"

    Golem, Necromantic <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 11d10+30\u00a0(90 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (\u00c2\u00961 size, \u00c2\u00961 Dex, +10 natural), touch 8, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+17<\/td> <\/tr>
    Attack: <\/strong>Slam +12 melee (2d8+7) or greatclub +12 melee (2d8+7)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +12 melee (2d8+7) or greatclub +12 melee (2d8+7)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 5\/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 +3, Ref +2, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 9, 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>7<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>12-18 HD (Large); 19-30 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This zombielike creature stands over eleven feet tall. Its mottled gray flesh exudes the smell of death.<\/i>\r

    A necromantic golem combines traits of undead and constructs, akin to both a flesh golem and a zombie. The corpses of several creatures must be rendered into a pliable mass, which is then shaped to form a large humanoid figure. Much like a zombie, a necromantic golem is a lumbering, shuffling brute.\r

    A necromantic golem stands 11 feet tall and weighs 1,000 pounds.\r

    A necromantic golem cannot speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff-jointed gait, as if not in complete control of its body.\r

    COMBAT\r

    A necromantic golem pummels foes with its fists or uproots small trees to wield as a club.\r

    Immunity to Magic (Ex):<\/b> A necromantic golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. \r

    A magical attack that deals positive energy damage (such as a cure<\/i> spell) damages a necromantic golem as if it were an undead creature. \r

    A magical attack that deals negative energy damage breaks 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 golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a necromantic golem hit by an inflict moderate wounds<\/i> gains back 6 hit points if the damage total is 18 points. A necromantic golem gets no saving throw against negative energy effects.\r

    Single Actions Only (Ex):<\/b> A necromantic golem can perform only a single move action or attack action each round. A necromantic golem 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 golem is harmed by holy water as if it were an undead creature.\r

    Vulnerable to Turning (Ex):<\/b> A necromantic golem can be turned or rebuked as if it were an undead creature.\r

    Construction<\/b>\r
    The pieces of a necromantic golem must come from normal human corpses that have not decayed significantly. Assembly requires a minimum of ten different bodies. The corpses must be stripped of their flesh and the bones, which are then rendered in two vats. The resulting semi-liquid bone-paste is then cast into a new articulated skeleton, to which the rendered flesh is applied like wet clay to shape the figure. Special unguents and bindings worth 1,000 gp are also required. Note that creating a necromantic golem requires casting a spell with the evil descriptor.\r

    Assembling the body requires a DC 15 Craft (sculpting) check. Alternatively, special vats may be designed with a DC 20 Knowledge (architecture and engineering) check. These vats may be used to create additional necromantic golems, provided the other prereqs are met.\r

    CL 8th; Craft Construct, animate dead, false life, lesser geas, polymorph<\/i>, caster must be at least 8th level; Price 25,000 gp; Cost 13,500 gp + 960 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":"Golem, Nyraala","type":"Construct","ch":7,"challenge_rating":" 7 \u00a0","id":5795,"reference":"Usergen","full_text":"

    Golem, Nyraala <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d10+30\u00a0(85 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 23 (\u00c2\u00961 size, \u00c2\u00961 Dex, +15 natural), touch 8, flat-footed 23<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+18<\/td> <\/tr>
    Attack: <\/strong>Slam +13 melee (2d8+7)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +13 melee (2d8+7) and tentacle +11 melee (1d10+3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft. (20 ft. w\/tentacle)<\/td> <\/tr>
    Special Attacks: <\/strong>Tentacle parry \r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 10\/adamantine, darkvision 60 ft., fungal form, low-light vision, spell resistance 22<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +2, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 9, Con \u00c2\u0097, Int \u00c2\u0097, Wis 11, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Feats: <\/strong>Multiattack (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/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>12-18 HD (Large); 19-30 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A purple humanoid torso with two powerful humanoid arms sits atop three large tentacles in place of legs. A long, thick tentacle has replaced its neck and head. Its moist skin gives off a faint odor of spoiled meat.<\/i>\r

    Nyraala golems are a melding of humanoid flesh, psionically active illithid mucous, and a special form of Underdark fungus that can be harvested only once every ten years. These constructs are able to collapse into mounds of seemingly inactive fungal growth, effectively hidden from intruders until ready to strike.\r

    Nyraala golems are popular within illithid communities, for, although inferior to the brain golems, they do not require a petition to the elder brain to obtain one. They also provide a measure of status to their illithid owners due to the expense required in their creation.\r

    These constructs are usually programmed to guard the dwellings and treasure chambers of their illithid masters, retrieve items from hostile areas, protect travelling mind flayers and the bodies of astral projecting ones, and capture specific targets. Programming any action into a particular golem takes at least a day, and each may be set to perform only one task at a time. The psionic programming process allows for only very specific actions to be set, and it is not unknown for a nyraala golem to stop and remain motionless when unforeseen circumstances complicate its currently assigned task.\r

    A nyraala golem stands 10 feet tall and weighs 1,000 pounds.\r

    A nyraala golem cannot speak. It makes a sickening, liquid squishing sound when it moves.\r

    COMBAT\r

    Nyraala golems are mindless like most golems. However, the illithids' psionic engineering allows them to program the constructs to execute efficient, preset tactics in the heat of battle. When an enemy is detected, nyraala golems reanimate their bodies in a gory implosion of mucous and flailing limbs. Nyraala golems instinctively focus their attacks on opponent spellcasters and psionic manifesters. They never attack mind flayers under any circumstances.\r

    Fungal Form (Su):<\/b> A nyraala golem can take the shape of a 30-foot-diameter film of strange-looking fungus that covers floor, walls, and ceiling. In fungal form, the golem can take no actions, but it can sense its surroundings normally. It takes a full round for a nyraala golem to change into its fungal form, but it can transform from its fungal form into its normal form as a swift action, allowing the golem to move and\/or attack in the same round. \r

    Since a nyraala golem looks like a normal patch of fungus in its fungal form, it takes a DC 30 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 construct. \r

    Tentacle Parry (Ex):<\/b> A nyraala golem can use an immediate action to attempt to parry a single melee attack by any opponent within reach of its tentacle. The golem makes a tentacle attack roll; if the result is equal to or higher than the opponent's attack roll, it successfully parries the blow and takes no damage. The golem can not make a regular tentacle attack in a round it uses tentacle parry.\r

    Construction<\/b>\r
    A nyraala golem is created by melding together humanoid flesh, psionically active illithid mucous, and a special form of Underdark fungus. Assembly requires a minimum of six humanoid corpses that have not decayed significantly. In some cases, more bodies may be necessary. \r

    The golem costs 13,500 gp to create, which includes 1,000 gp for rare unguents and the special Underdark fungi. Assembling the body requires a DC 13 Heal check.\r

    CL 8th; Craft Construct, animate dead, bull's strength, geas\/quest, limited wish<\/i>, (or, if a psion, animal affinity, astral construct VII, metamorphosis, psychofeedback, restore extremity<\/i>); Price 25,000 gp; Cost 13,500 gp + 960 XP.<\/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":"Construct","alignment":"Always neutral evil","environment":"Underground"},{"name":"Golem, Oak","type":"Construct","ch":8,"challenge_rating":" 8 \u00a0","id":5796,"reference":"Usergen","full_text":"

    Golem, Oak <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d10+30\u00a0(79 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (\u00c2\u00961 size, -1 Dex, +10 natural),, touch 2, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+15<\/td> <\/tr>
    Attack: <\/strong>Slam +10 melee (1d6+5)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +10 melee (1d6+5)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Entangle<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 10\/slashing, darkvision 60 ft., immunity to magic, low-light vision\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +2, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 9, Con -, Int 2, Wis 11, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Listen +8, Spot +8<\/td> <\/tr>
    Feats: <\/strong>Alertness, Blind-Fight, Improved Initiative, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or gang (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>10-18 HD (Large); 19-27 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This roughly man-shaped wooden statue stands eight feet tall. Its finely carved body is dotted with small thorns.<\/i>\r

    Oak golems are usually crafted by druids to serve as guardians.\r

    An oak golem stands 8 feet tall and weighs around 800 pounds. \r

    COMBAT\r

    An oak golem pummels adversaries with its thorny fists. It uses its entangle ability as often as possible.\r

    Entangle (Su):<\/b> An oak golem can use an entangle<\/i> effect, as the spell, as a free action once every 1d4+1 rounds. The effect has a range of 40 feet and a duration of 4 rounds, requiring a DC 14 Reflex save to avoid entanglement. The save DC is Charisma-based.\r

    Immunity to Magic (Ex):<\/b> An oak golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.\r

    A magical attack that deals fire damage slows an oak golem (as the slow<\/i> spell) for 3 rounds, with no saving throw.\r

    Plant growth<\/i> breaks any slow effect on the golem and heals it of all damage.\r

    A warp wood<\/i> spell deals 2d6 points of damage to the golem, while wood shape<\/i> heals it of 2d6 points of damage.\r

    A repel wood<\/i> spell causes the oak golem to flee as if it were an undead creature turned by a cleric.\r

    CONSTRUCTION\r

    An oak golem\u00c2\u0092s body is carved from a recently fallen oak tree weighing at least 14 pounds, polished with rare oils costing at least 10,000 gp. Assembling the body requires a DC 14 Craft (woodworking) check.\r

    CL 12th; Craft Construct, barkskin, commune with nature, liveoak, shillelagh<\/i>, caster must be at least 12th level; Price 40,000 gp; Cost 25,000 gp + 1,600 XP.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Polyhedron Magazine #30<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Golem, Plush","type":"Construct","ch":3,"challenge_rating":" 3 \u00a0","id":5797,"reference":"Usergen","full_text":"

    Golem, Plush <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d10+20\u00a0(47)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/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 (1d6+2 nonlethal)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 slams +5 melee (1d6+2 nonlethal)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Alternate form, construct traits, damage reduction 10\/piercing or slashing, darkvision 60 ft., immunity to cold, immunity to magic, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +1, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 10, 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>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>6\u00c2\u009610 HD (Medium); 11\u00c2\u009615 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The child before you seems unsettled by your presence. Her lower lip pouts and her eyes begin to fill with tears. Before you can react to show her you mean no harm, the blue bunny she holds by an ear grows to the size of a full grown man.<\/i>\r

    A plush golem seems to be a mundane child\\'s toy, but they are actually animated guardians for the wellbeing of children. Often given as gifts by doting relatives, plush golems often become a child\\'s prized possession, going anywhere the child goes.\r

    Plush golems are stuffed animals of the finest craftsmanship and quality, often made of velvet, cotton, wool, or other fabric, then stuffed with cotton, dried beans, or paper. Their appearance and coloration varies widely, from realisticly emulating real creatures to fantastical mixes of shapes and colors.\r

    A plush golem cannot speak or make any vocal noise. It stands between 5-6 feet tall and weighs around 50 pounds.\r

    COMBAT\r

    Programmed to protect children, plush golems never directly threaten the safety of children of any race. If children are endangered, plush golems will attack, providing a distraction while the children escape.\r

    Alternate Form (Su):<\/b> A plush golem can assume the form of any Tiny plush doll, usually a much smaller version of itslef. Reverting to its true form is a free action. This ability helps the plush golem be loved and carried by its children owners, often taking larger sizes to protect the child or just to annoy the parents.\r

    Immunity to Magic (Ex):<\/b> A plush golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.\r

    Spells that deal fire damage function normally against a plush golem.\r

    A mending<\/i> spell heals a plush golem of 1d4 points of damage.\r

    A make whole<\/i> spell heals a plush golem of 2d6 points of damage.\r

    A fabricate<\/i> spell heals a plush golem of all damage.\r

    Construction<\/b>\r
    A plush golem\u00c2\u0092s body must be crafted from fine fabrics worth 500 gp. Creating the body requires a DC 15 Craft (weaving) check or a DC 15 Profession (seamstress) check.\r

    CL 11th; Craft Construct, fabricate, geas\/quest, limited wish<\/i>, caster must be at least 11th level; Price 15,000 gp; Cost 8,000 gp + 580 XP.\r

    Conscious Plush Golems<\/b>\r

    Plush golems are occassionally created with (or spontaneously develop) sentience.\r

    Conscious plush golems have an Intelligence of 10 and gain feats and skills as appropriate to their Hit Dice. A typical conscious plush golem selects Ability Focus (stupefying aura) and Skill Focus (Perform [comedy]) for feats. Bluff, Diplomacy, Disguise, Hide, Listen, Move Silently, Perform, Sense Motive, and Spot are class skills for a conscious plush golem. Its alignment is often neutral good. A conscious plush golem is CR 4. It gains the following special attack.\r

    Stupefying Aura (Su):<\/b> Any humanoid that has not reached adulthood (see Table 6-5: Aging Effects in the PHB) within 30 feet of a plush golem with this ability must succeed on a DC 12 Will save or be dazed for 2 rounds. The save DC is Charisma-based.\r

    Intentionally creating a conscious plush golem requires daze monster<\/i> as an additional construction prerequisite.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1996 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #228<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Golem, Radiant","type":"Construct","ch":22,"challenge_rating":" 22 \u00a0","id":5798,"reference":"Usergen","full_text":"

    Golem, Radiant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 40d10+160\u00a0(380 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 32 (\u00c2\u00962 size, \u00c2\u00961 Dex, +25 natural), touch 7, flat-footed 32<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+30\/+53<\/td> <\/tr>
    Attack: <\/strong>Slam +43 melee (6d10+15)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 slams +43 melee (6d10+15)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Life-draining aura<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 15\/adamantine and epic, darkvision 60 ft., fast healing 15, immunity to magic, low-light vision, telepathy 100 ft.\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +13, Ref +18, Will +19 <\/td> <\/tr>
    Abilities: <\/strong>Str 41, Dex 9, Con \u00c2\u0097, Int 7, Wis 11, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +30, Listen +12, Spot +11<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Epic Reflexes, Epic Skill Focus (Diplomacy), Epic Toughness (\u00c3\u00974), Epic Will, Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Run<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>22<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Neutral good<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This black metal automaton towers nearly fifteen feet in height. Its body resembles a powerfully built human man. Its eyes burn with a cool, blue light, while an azure aura radiates from its powerful frame, accompanied by the scent of summer lightning.<\/i>\r

    The radiant golem is an ancient, unique construct created long ago by a long-forgotten race. In an attempt to improve upon iron golems, these ancients used a unique ore found on a lifeless asteroid to fashion the thing\u00c2\u0092s body and wove magical spells never before crafted to breathe life into it. Its creators found that the creature was not useful as a guardian or warrior, because it would never take action to harm another creature. By the time they had learned about the golem\u00c2\u0092s gentle and friendly nature, however, they had succumbed to the unexpected life-draining aura that constantly surrounds the golem.\r

    Since that time, the \"orphaned\" radiant golem has drifted from world to world in an attempt to find friends. It longs to have companions who do not flee from it or succumb to its deadly presence. As such, it often latches onto parties of adventurers and tries to join their ranks. The golem is helpful to such companions, offering advice, lifting heavy weights, and doing everything a servant might do to make their lives easier (but shorter).\r

    The radiant golem is unaware of its deadly aura, and it will not understand or believe in the aura if told of its existence. Aware that it is almost immortal, the golem simply assumes that living things die very quickly. In fact, the golem often bemoans the fact the fate has made mortals so fragile. All it seeks are friends.\r

    The radiant golem\u00c2\u0092s death aura affects not only animal life, but plant life as well. In cases where the golem has set up a home for itself and spent a good deal of time in one area, the entire region is likely to become barren and lifeless. The aura does not affect unliving material, like stone and metal, or once living matter (like a wooden cart) in any way.\r

    The radiant golem stands 16 feet tall and weighs 6,000 pounds.\r

    The radiant golem understands Common and Celestial, but generally only communicates telepathically.\r

    COMBAT\r

    The radiant golem abhors violence in any form. While engaged in melee, it repeatedly offers its foes the chance to break off hostilities. Whenever the radiant golem takes damage from an attack, it attepts to flee. If retreat is impossible, it turns and attacks. \r

    Immunity to Magic (Ex):<\/b> The radiant golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.\r

    A magical attack that deals electricity damage slows the radiant golem (as the slow<\/i> spell) for 3 rounds, with no saving throw.\r

    A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, if the radiant golem is hit by a fireball<\/i> it gains back 6 hit points if the damage total is 18 points. The radiant golem gets no saving throw against fire effects.\r

    The radiant golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp<\/i> spell.\r

    Life-Draining Aura (Su):<\/b> The radiant golem is continuously surrounded by a deadly aura to a radius of 30 feet. Any living creature within the area suffers 1d3 points of Constitution drain (Fortitude DC 30 negates). Once a creature suffers Constitution drain in this manner, it is immune to the radiant golem's aura for 24 hours. The golem cannot voluntarily suppress this ability. The Constitution drain caused by the life-draining aura is particularly tenacious and can only be healed by a wish<\/i> or miracle<\/i> spell. The save DC is Constitution-based.<\/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":"Construct","alignment":"Neutral good","environment":"Any"},{"name":"Golem, Rag","type":"Construct","ch":1,"challenge_rating":" 1 \u00a0","id":5799,"reference":"Usergen","full_text":"

    Golem, Rag <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Diminutive\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d10\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 21 (+4 size, +7 Dex), touch 21, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-15<\/td> <\/tr>
    Attack: <\/strong>-<\/td> <\/tr>
    Full Attack: <\/strong>-<\/td> <\/tr>
    Space\/Reach: <\/strong>1 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 10\/-, darkvision 60 ft., immunity to acid, cold, electricity, fire, and sonic, immunity to magic, low-light vision, telepathic link, walking spellbook\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +0, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 4, Dex 25, Con -, Int 19, Wis 15, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Bluff +8, Concentration +4, Knowledge (arcana) +8, Sense Motive +6, Sleight of Hand +10, Spellcraft +10, Use Magic Device +7<\/td> <\/tr>
    Feats: <\/strong>Magical Aptitude<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/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>-<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Standing only half a foot in height, this vaguely man-shaped bundle of rags moves with surprising grace.<\/i>\r

    Although relatively inexpensive, a rag golem is among the most treasure of the golems by arcane spellcasters. This tiny construct has an incredible memory, and is able to store its master's spells as if it were a spellbook.\r

    As a side effect of its sentience, a rag golem will often develop a unique personality, one that tends toward mischief. If may even mimic its master's idiosyncrasies and exaggerate them to humorous effect. Despite its mischievous personality, a rag golem always remains fully loyal to its master.\r

    Should its master perish, a rag golem wanders the world free-willed. If approached by another spellcaster, it may be persuaded to work with the spellcaster and share its stored knowledge, provided it finds the terms to its own best interests. However, the rag golem will only agree to an equal partnership with the new \"master\".\r

    A rag golem is 6 inches tall and weighs around 1 pound. \r

    COMBAT\r

    A rag golem avoids combat unless ordered to enter battle by its master. In combat, it uses its cantrips to both hinder foes and aid its master and his allies.\r

    Immunity to Magic (Ex):<\/b> A rag golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.\r

    A spell cast by the rag golem's creator affects it normally.\r

    A spell with the force descriptor affects it normally.\r

    Spell-Like Abilities:<\/b> At will--greater teleport, tongues, read magic<\/i>. Caster level 13th.\r

    Additionally, a rag golem may use any cantrips its master has stored within it as spell-like abilities. These abilities may be used at will, and have a save DC of 14. Caster level 13th.\r

    Telepathic Link (Su):<\/b> A rag golem can communicate telepathically with its master to a range of 30 feet.\r

    Walking Spellbook (Su):<\/b> A spellcaster can scribe any spell he knows into his rag golem's memory, as if scribing to his spellbook. As long as the rag golem is within 30 feet, the spellcaster can prepare spells as if the rag golem were his spellbook. Should the rag golem's master dies, another spellcaster may attempt to obtain the rag golem's stored spells. This follows all the normal rules for mastering another spellcaster's spellbook.\r

    CONSTRUCTION\r

    A rag golem\u00c2\u0092s body is constructed from 1 pound of rags, soaked with rare admixtures costing at least 1,000 gp. Assembling the body requires a DC 15 Craft (sewing) check or a DC 15 Profession (seamstress) check.\r

    CL 13th; Craft Construct, antimagic field, fabricate, geas, greater teleport, limited wish, tongues<\/i>, caster must be at least 13th level; Price 2,000 gp; Cost 1,500 gp + 80 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"},{"name":"Golem, Sentinel","type":"Construct","ch":12,"challenge_rating":" 12 \u00a0","id":5800,"reference":"Usergen","full_text":"

    Golem, Sentinel <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 16d10+40\u00a0(128 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), fly 20 ft. (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 28 (-2 size, -1 Dex, +21 natural), touch 7, flat-footed 28<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+12\/+32<\/td> <\/tr>
    Attack: <\/strong>Trident +22 melee (3d6+18) or tri-beam +11 ranged touch (6d6+3 negative energy)<\/td> <\/tr>
    Full Attack: <\/strong>Trident +22\/+17\/+2 melee (3d6+18) or 3 tri-beams +11 ranged touch (6d6+3 negative energy)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Tri-beams\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>All-around vision, construct traits, damage reduction 10\/adamantine, darkvision 60 ft., flight, low-light vision, minor spell invulnerability<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +4, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 35, Dex 9, 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 land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or gang (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>I7-23 HD (Huge); 24-48 (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    *As beholder pilot (see below).\r

    A huge suit of bronze armor, nearly three times the height of a man, moves forth. Angular and severe in design, the armor has many projecting spikes and overlapping plates. It wields a huge bronze trident carved with intricate runework.<\/i>\r

    Sentinel golems are animated suits of armor used by beholders. Originally presented to spacefaring beholders by the mercane, the use of sentinels and knowledge of their creation has spread throughout beholderkind. \r

    A sentinel golem features a large hollow helmet in which a beholder sits and pilots the construct. The beholder can see through the visor and ports in the rear (thus retaining its all-around vision), and can speak through a mouthpiece in the helmet. Piloting a sentinel is tiring work, and commands all the beholder's attention.\r

    Sentinels get their name from their most frequent use guarding beholder hives. The constructs fall intert without a pilot, so they do not provide eternal vigilance as some other golems might.\r

    A sentinel stands 18 feet tall and weighs over 5,000 pounds.\r

    Sentinels cannot speak, but their beholder pilots can speak through them. \r

    COMBAT\r

    Because a sentinel is controlled by its beholder pilot, it fights with a greater command of tactics than one might expect from a golem. The beholder may channel its eyes rays into the trident to unleash a deadly tri-beam of negative energy.\r

    All-Around Vision (Ex):<\/b> A sentinel suit allows its beholder pilot to benefit from its many eyes, granting it a +4 racial bonus on Spot and Search checks. A sentinel cannot be flanked.\r

    Beholder Pilot (Ex):<\/b> A sentinel golem is normally inert, it only animates when a beholder or beholder-kin enters its helmet to operate it. A sentinel golem can hold a single beholder up to one size smaller than itself. While operating the golem the beholder pilot loses the use of its eye rays, which are used to power the golem. Powering the golem is as tiring as walking, so a beholder that operates a sentinel golem for longer than 8 hours must start making Fortitude saves every hour (DC 10, +2 per extra hour), taking 1d6 nonlethal damage per failure (see Forced March under Overland Movement).\r

    Flight (Su):<\/b> A beholder piloting a sentinel golem can render the golem's body supernaturally 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

    Minor Spell Invulnerability (Su):<\/b> A sentinel golem that is being piloted by a beholder or beholder-kin can not be affected by any spell or spell-like ability of 3rd level or lower, just as if it were within the area of a lesser globe of invulnerability<\/i> spell (caster level equal to the beholder's hit dice). The golem's spell invulnerability also protects all objects the golem is carrying, as well as its beholder pilot. This defense can be brought down by a targeted dispel magic<\/i>, but will automatically reinstate itself at the end of the golem's next round.\r

    Tri-beams (Su):<\/b> A beholder pilot can channel its eye rays through the sentinel's trident to produce a magical tri-beam once per round as a standard action. These three black beams of negative energy may be targeted at separate creatures or all at a single creature. The range is 180 feet. A successful hit deals 6d6+3 points of negative energy damage (a successful Will save halves the damage). Additionally, a creature damaged by the tri-beam must succeed on a Fortitude save or fall unconscious for 1d4 rounds. The save DCs are equal to 10 + 1\/2 sentinel's Hit Dice + Cha modifier of beholder pilot (18 + Cha modifier of beholder pilot for a typical sentinel).\r

    Since undead are powered by negative energy, a tri-ray cures such a creature of a like amount of damage, rather than harming it. A tri-beam follows all the rules for a ray (see Aiming a Spell).\r

    Greater Sentinels<\/b>\r
    A Gargantuan sentinel golem's tri-beam attack deals 9d6+3 damage. Additionally, a sentinel of Gargantuan size replaces its minor spell immunity with the following ability:\r

    Major Spell Invulnerability (Su):<\/b> A greater sentinel golem that is being piloted by a beholder or beholder-kin can not be affected by any spell or spell-like ability of 4rd level or lower, just as if it were within the area of a globe of invulnerability<\/i> spell (caster level equal to the beholder's hit dice). The golem's spell invulnerability also protects all objects the golem is carrying, including its beholder pilot. This defense can be brought down by a targeted dispel magic<\/i>, but will automatically reinstate itself at the end of the golem's next round.<\/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":"Construct","alignment":"Always neutral","environment":"Any land and underground"},{"name":"Golem, Serpent Griffon","type":"Construct","ch":16,"challenge_rating":" 16 \u00a0","id":5801,"reference":"Usergen","full_text":"

    Golem, Serpent Griffon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 30d10+40\u00a0(205 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 50 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 30 (-2 size, +1 Dex, +21 natural), touch 9, flat-footed 30<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+22\/+53<\/td> <\/tr>
    Attack: <\/strong>Bite +33 melee (2d10+13)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +33 melee (2d10+13) and 2 claws +28 melee (1d10+6)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Blunting field, improved grab, paralyzing stare, pounce, rake 2d10+6, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 10\/adamantine, darkvision 60 ft., immunity to magic, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +11, Will +11 <\/td> <\/tr>
    Abilities: <\/strong>Str 37, Dex 13, Con \u00c2\u0097, Int 3, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or pride (2-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>16<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>31-45 HD (Huge), 46-90 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This moving statue resembles a semi-reptilian griffon with shimmering scales and deep emerald eyes.<\/i>\r

    Serpent griffon golems are creations of foul demon worshipers. To date, these golems have only been encountered within the Temple of the Abyss in Sigil, where they have slain hundreds of intruders. The Temple's priests never clean the serpent griffons' claws, leaving the gore of previous victims as a warning to would-be trespassers and plunderers. \r

    The secret of the serpent griffons\u00c2\u0092 construction is known only to the high priest of the Temple of the Abyss, and the demon lords who originally imparted the secrets of their creation. It is likely that serpent griffon golems are found in the palaces of some of the demonic aristocracy in the Abyss.\r

    A serpent griffon golem is 19 feet long and weighs 20,000 pounds.\r

    A serpent griffon golem cannot speak, but understands Abyssal.\r

    COMBAT\r

    A serpent griffon golem isn't mindless, and is capable of using rudimentary tactics. Typically, a serpent griffon golem attempts to paralyze foes with its gaze, then grab and swallow anything it can catch.\r

    Blunting Field (Su):<\/b> A serpent griffon golem's scales create a shimmering field of energy that discharge into any sharp point or edge that strike it. Any opponent that strikes the golem with a manufactured piercing or slashing weapon must make a DC 25 Fortitude save or the weapon takes 3d8+13 points of force damage. The save DC is Constitution-based. \r

    Immunity to Magic (Ex):<\/b> A serpent griffon golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.\r

    A transmute rock to mud<\/i> spell slows a serpent griffon golem (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 golem\u00c2\u0092s structure but negates its damage reduction and immunity to magic for 1 full round.\r

    Improved Grab (Ex):<\/b> To use this ability, a serpent griffon golem must hit a Large or smaller opponent 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

    Paralyzing Gaze (Su):<\/b> Paralysis, 1d6 rounds, 30 feet, Fortitude DC 25 negates. The save DC is Charisma-based.\r

    Pounce (Ex):<\/b> If a serpent griffon golem dives upon or charges a foe, it can make a full attack, including two rake attacks.\r

    Rake (Ex):<\/b> Attack bonus +28 melee, damage 2d10+6.\r

    Swallow Whole (Ex):<\/b> A serpent griffon golem can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+13 points of crushing damage per round. A swallowed creature can cut its way out by dealing 20 points of damage to the golem's interior (AC 20). Once the creature exits, supernatural forces close the hole; another swallowed opponent must cut its own way out. The golem,s gullet can hold 2 Large, 8 Medium, 31 Small, or 64 Tiny or smaller creatures.\r

    Serpentine Griffon Golems<\/b>\r
    Serpent griffon golems are sometimes constructed with a serpentine rear half, rather than the hind legs of a griffon. These so-called serpentine griffon golems have a land speed of only 20 feet and lack rake attacks, but gain the following attack:\r

    Constrict (Ex):<\/b> A serpentine griffon golem deals 2d10+13 points of damage with a successful grapple check.<\/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":"Construct","alignment":"Always chaotic evil","environment":"Any land and underground"},{"name":"Golem, Shadow","type":"Construct","ch":13,"challenge_rating":" 13 \u00a0","id":5802,"reference":"Usergen","full_text":"

    Golem, Shadow <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 16d10+30\u00a0(118 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 26 (\u00c2\u00961 size, +2 Dex, +15 natural), touch 11, flat-footed 24<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+12\/+25<\/td> <\/tr>
    Attack: <\/strong>m +20 melee (2d10+9 plus 1d6 Strength damage)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +20 melee (2d10+9 plus 1d6 Strength damage)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Create spawn, Strength damage<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 10\/adamantine and magic, darkvision 60 ft., immunity to magic, low-light vision\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +7, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 29, Dex 15, Con -, Int -, Wis 11, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Hide -2*, Listen +2, Search +4, Spot +2<\/td> <\/tr>
    Feats: <\/strong>-<\/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<\/td> <\/tr>
    Advancement: <\/strong>17-32 HD (Large); 33-48 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Towering over fifteen feet tall, this humanoid appears to be composed of dull black shadows. Its eyes glow with a wicked red illumination.<\/i>\r

    Shadow golems are obsidian constructs crafted with the essence of shadow magic. Although mindless, the shadow magic that powers them causes them to behave somewhat malevolently. While they follow instructions like any other golem, they occasionally twist their meaning. The simpler the command, the more likely it will be followed correctly.\r

    A shadow golem is 16 feet tall and weighs around 18,000 pounds. \r

    COMBAT\r

    Shadow golems pound the opposition with their obsidian fists, while sapping the opponents' strength. If their orders allow it, shadow golems seek to destroy any creature using magical light effects.\r

    Create Spawn (Su):<\/b> Any humanoid reduced to Strength 0 by a shadow golem becomes a shadow under the control of the shadow golem's creator within 1d4 rounds.\r

    Immunity to Magic (Ex):<\/b> A shadow golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.\r

    A magical effect that has the light descriptor (such as daylight<\/i>) deals 1d6 points of damage per level of the spell to the shadow golem.\r

    If a shadow golem is targeted by or within the area of a spell with the darkness or shadow descriptor, the golem is healed of 1d6 points of damage per level of the spell.\r

    Strength Damage (Su):<\/b> The touch of a shadow golem deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow golem dies. This is a negative energy effect.\r

    Vulnerable to Sunlight (Ex):<\/b> A shadow golem exposed to natural sunlight can take only a single move action or attack action in the first two rounds, and is destroyed utterly in the third round if it cannot escape. \r

    Skills:<\/b> Shadows golems have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow golem gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a \u00c2\u00964 penalty on Hide checks.\r

    CONSTRUCTION\r

    A shadow golem\u00c2\u0092s body is chiseled from a single block of obsidian, weighing at least 3,000 pounds. The stone must be of exceptional quality, and costs 5,000 gp. Assembling the body requires a DC 19 Craft (sculpting) check or a DC 19 Craft (stonemasonry) check.\r

    CL 14th; Craft Construct, deeper darkness, greater shadow conjuration, limited wish<\/i>, caster must be at least 14th level; Price 60,000 gp; Cost 32,500 gp + 2,400 XP.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Polyhedron Magazine #30<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Golem, Sleepwalker","type":"Construct","ch":5,"challenge_rating":" 5 \u00a0","id":5803,"reference":"Usergen","full_text":"

    Golem, Sleepwalker <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d10+20\u00a0(58 hp)<\/td> <\/tr>
    Initiative: <\/strong> -2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (\u00c2\u00962 Dex, +7 natural), touch 8, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+10<\/td> <\/tr>
    Attack: <\/strong>Falchion +11 melee (2d4+7\/18-20) or falchion +6 melee (2d4+17\/18-20) w\/Power Attack<\/td> <\/tr>
    Full Attack: <\/strong>Falchion +11 melee (2d4+7\/18-20) or falchion +6 melee (2d4+17\/18-20) w\/Power Attack<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Death throes, intimidating strength<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 5\/adamantine, darkvision 60 ft., low-light vision, resistance to fire 20\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +0, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 7, Con \u00c2\u0097, Int 3, Wis 6, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Climb +8, Jump +8, Intimidate +9<\/td> <\/tr>
    Feats: <\/strong>Improved Sunder, Power Attack, Weapon Focus (falchion)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary, gang (2\u00c2\u00964), or mob (5-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>8 HD (Medium); 9\u00c2\u009618 HD (Large); 19\u00c2\u009621 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This human is clad in red caftans and pantaloons and wields a jagged falchion. Its eyes glow red and its skin glows with an orangish, slight luminescence. It walks with a slow, shambling gait, as if sleepwalking.<\/i>\r

    Sleepwalkers are minor flesh golems with a glimmer of sentience and flaming oil for blood. The mage that created the first sleepwalkers dubbed them \"flame sentinels\", but their shambling, clumsy strides led the nearby peasants to refer to them as \"sleepwalkers\". Much to the chagrin of their creator, the latter name stuck.\r

    A sleepwalker stands 6 to 7 feet tall and weighs around 300 pounds.\r

    A sleepwalker 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

    Although not mindless like most golems, sleepwalkers are extremely slow and dim-witted, capable of following only the simplest instructions without bungling them. In battle, they simply strike with their large, jagged falchions, causing great wounds due to their incredible strength.\r

    Sleepwalkers generally utilize their Power Attack feat to its fullest (as indicated on the attack and full attack lines above).\r

    Death Throes (Ex):<\/b> When reduced to 0 hit points or less, a sleepwalker bursts into flame and disintegrates, dealing 2d8 points of fire damage to anything adjacent to the sleepwalker (Reflex DC 13 half). This explosion automatically destroys any weapons the sleepwalker is holding. The save DC is Constitution-based.\r

    Intimidating Strength (Ex):<\/b> A sleepwalker substitutes its Strength modifier for its Charisma modifier when making Intimidate checks. \r

    Construction<\/b>\r
    A sleepwalker's body must come from a normal human corpse that has not decayed significantly. Special unguents, bindings, and a large quantity of oil worth 500 gp are also required. Note that creating a sleepwalker requires casting a spell with the evil descriptor.\r

    Assembling the body requires a DC 13 Craft (leatherworking) check or a DC 13 Heal check.\r

    CL 8th; Craft Construct, animate dead, bull\u00c2\u0092s strength, fireball, geas\/quest<\/i>, caster must be at least 8th level; Price 20,000 gp; Cost 6,500 gp + 460 XP. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1997 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #63<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Golem, Slime","type":"Construct","ch":8,"challenge_rating":" 8 \u00a0","id":5804,"reference":"Usergen","full_text":"

    Golem, Slime <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Construct \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d10+20\u00a0(75 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+2 Dex, +3 natural), touch 12, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+8<\/td> <\/tr>
    Attack: <\/strong>Slam +9 melee (2d4+2 plus paralysis)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 slams +9 melee (2d4+2 plus paralysis)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Paralysis<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 5\/bludgeoning and magic, darkvision 60 ft., immunity to acid, cold, and fire, low-light vision, malleability, transparent<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +5, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 14, Con -, Int 6, Wis 10, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Swim +22 <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (paralysis), Great Fortitude, Iron Will, Weapon Focus (slam)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or wave (2-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>11-30 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A vaguely man-shaped puddle of nearly transparent ooze shambles forth. Its squat, flaccid body seems nearly amorphous.<\/i>\r

    A slime golem is created from a crystal ooze, and retains some of that creature's natural abilities. Equally effective on land and underwater, these constructs are popular among amphibious races and those dwelling near swamps and shorelines.\r

    A slime golem is 6 feet tall and weighs around 200 pounds. \r

    COMBAT\r

    A slime golem is not mindless like many golems, so it is capable of simple tactics and acts of self-preservation. However, it will follow its masters orders to the best of its ability, including suicide missions.\r

    Malleability (Ex):<\/b> Because of a slime golem's unusual body structure, it can compress its body enough to squeeze through a 1-inch-wide crack. Cracks and similar openings that are 1 inch or more in width do not slow the slime golem at all.\r

    Paralysis (Ex):<\/b> A slime golem secretes a paralytic slime. A target hit by a slime golem's slam attack must succeed on a DC 17 Fortitude save or be paralyzed for 3d6 rounds. The save DC is Constitution-based.\r

    Transparent (Ex):<\/b> When submerged, a slime golem is difficult to see. It takes a successful DC 20 Spot check to notice one. Creatures who fail to notice a slime golem and walk (or swim) into it are automatically hit with a melee attack for slam damage and are subjected to the golem's paralysis.\r

    Skills:<\/b> A slime golem has a +8 racial bonus on Swim checks. It can take 10 on a Swim check, even if distracted or endangered. A slime golem can use the run action when swimming, provided it swims in a straight line.\r

    CONSTRUCTION\r

    A single crystal ooze (living or dead) is required for the construction of a slime golem. Special admixtures worth 500 gp are also required. Assembling the body requires a DC 13 Craft (sculpting) check or a DC 13 Heal check.\r

    CL 8th; Craft Construct, fox's cunning, hold monster, invisibility, resist energy, polymorph<\/i>, caster must be at least 8th level; Price 20,000 gp; Cost 10,500 gp + 780 XP.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in I8: Ravager of Time<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Golem, Spiked","type":"Construct","ch":8,"challenge_rating":" 8 \u00a0","id":5805,"reference":"Usergen","full_text":"

    Golem, Spiked <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d10+30\u00a0(79 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 24 (\u00c2\u00961 size, \u00c2\u00961 Dex, +16 natural), touch 8, flat-footed 24<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+14<\/td> <\/tr>
    Attack: <\/strong>Spike +12 melee (2d8+7)<\/td> <\/tr>
    Full Attack: <\/strong>2 spikes +12 melee (2d8+7)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spiked defense<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 10\/adamantine, darkvision 60 ft., immunity to magic, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +2, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 9, 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 or gang (2\u00c2\u00964)<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/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 large metallic automaton is covered in metal spikes. Its arms end in sharp blades rather than hands.<\/i>\r

    Spiked golems are created solely as instruments of war. Because their arms terminate in blades rather than hands, they are incapable of performing even mundane physical tasks such as lifting and carrying.\r

    A spiked golem stands 12 feet tall and weighs 2,500 pounds.\r

    A spiked golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.\r

    COMBAT\r

    In battle, a spiked golem lashes out with its wicked arm blades, while its assailants injure themselves upon its heavily spiked body.\r

    Immunity to Magic (Ex):<\/b> A spiked golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.\r

    A magical attack that deals electricity damage slows a spiked golem (as the slow<\/i> spell) for 3 rounds, with no saving throw.\r

    A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a spiked golem hit by a fireball<\/i> gains back 6 hit points if the damage total is 18 points. A spiked golem gets no saving throw against fire effects.\r

    A spiked golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp<\/i> spell.\r

    Spiked Defense (Su):<\/b> Any creature striking a spiked golem with handheld weapons or natural weapons takes 1d8+7 points of piercing and slashing damage from the golem's spikes. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.\r

    Construction<\/b>\r
    A spiked golem\u00c2\u0092s body is sculpted from 2,500 pounds of assorted metals, smelted with rare tinctures and admixtures costing at least 2,000 gp. Assembling the body requires a DC 13 Craft (armorsmithing) check or a DC 13 Craft (weaponsmithing) check.\r

    CL 8th; Craft Construct, geas\/quest, keen edge, limited wish<\/i>, caster must be at least 8th level; Price 27,000 gp; Cost 14,500 gp + 1,000 XP.\r

    Note:<\/b> Originally appeared in Star Cairns<\/i> as \"blade golem\". Renamed to avoid confusion with a similarly-named creature.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Star Cairns<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Golem, Statue that Walks","type":"Construct","ch":13,"challenge_rating":" 13 \u00a0","id":5806,"reference":"Usergen","full_text":"

    Golem, Statue that Walks <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 22d10+40\u00a0(161 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>+16\/+34<\/td> <\/tr>
    Attack: <\/strong>Slam +13 melee (4d8+10)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 slams +13 melee (4d8+10)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Double damage against objects <\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 10\/adamantine, darkvision 60 ft., immunity to magic, low-light vision, repair structure\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +6, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 31, Dex 9, 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 or gang (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>13<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>23\u00c2\u009642 (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive stone statue begins to move of its own volition, heading toward a nearby building.<\/i>\r

    Statues that walk are specialized stone golems designed to maintain and repair buildings.\r

    The statues that walk were originally built as caretakers by a long-dead race. Knowing that they faced extinction from a series of plagues, the ancient race built the statues to maintain the glory of their monuments and buildings and tear down anything that would detract from them. Many of the ancient structures have long since sunk beneath the earth, but the statues know where they should be. They would move entire hills or rip apart towns to unearth a buried monument. If the original structure cannot be recovered, the statue becomes rigid and awaits new orders.\r

    A statue that walks will repair any other constructs assigned to the care or protection of its building.\r

    A statue that walks is 18 feet tall and weighs around 22,000 pounds. \r

    COMBAT\r

    A statue that walks has little interest in battle, but will attack any creature openly harming a building under its care. If a statue that walks encounters any new, unauthorized structures in the proximity of its assigned buildings, it batters the foreign structure to rubble.\r

    Double Damage against Objects (Ex):<\/b> A statue that walks that makes a full attack against an object or structure deals double damage.\r

    Immunity to Magic (Ex):<\/b> A statue that walks 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 a statue that walks (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 golem\u00c2\u0092s structure but negates its damage reduction and immunity to magic for 1 full round.\r

    A statue that walks is affected normally by any symbol, glyph of warding<\/i> or sepia snake sigil<\/i> spell. Furthermore, any of these spells can be inscribed upon the golem as if it were a surface. If the golem is moving or resisting the inscription, the spellcaster must succeed at a touch attack on each round of the spell's casting time (minimum 1 touch attack) to trace the spell out on the golem. If any inscription touch attack misses, the spell fails. If the inscription succeeds, the statue that walks then attempts a Will save (DC equals spell's DC); on a successful save the inscribed spell dissipates harmlessly, if the golem fails its save it is rendered immobile and helpless until the symbol, glyph or sigil is discharged.\r

    Repair Structure (Su):<\/b> A statue that walks can magically maintain or rebuild a building or other structure, molding stone or wood as if they were putty (treat as the stone shape<\/i> or wood shape<\/i> spells). It can smooth damaged sections back to their original condition, or form raw materials into new parts for a structure that is partially destroyed. For every hour the statue spends repairing a structure it can repair 100 hit points of damage. A statue that walks can use repair structure to heal the damage of another wooden or stone golem, including other statues that that walks. It can not heal any other kind of golem or living creatures that have been petrified, nor can it fix a wood or stone golem that has been destroyed.\r

    Construction<\/b>\r
    A statue that walk's body is chiseled from a single block of hard stone, such as granite, weighing at least 33,000 pounds. The stone must be of exceptional quality, and costs 5,000 gp. Assembling the body requires a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check.\r

    CL 14th; Craft Construct, antimagic field, geas\/quest, stone shape, symbol of stunning, wood shape<\/i>, caster must be at least 14th level; Price 125,000 gp; Cost 65,000 gp + 4,800 XP.\r

    In the Realms<\/b>\r
    Statues that walk are found in the Prefecture of Gheldaneth. The ancient race that created them was wiped out by plague centuries ago, but left the statues to maintain the glory of these structures and tear down anything that would detract from them. Most have been immobilized by glyphs of warding placed on them by the lizard folk who occupied their lands.\r

    The secret of creating statues that walk has been long forgotten. Anyone wishing to create one must first discover the necessary information by succeeding at a DC 35 Knowledge (arcana), a DC 35 Gather Information check, or a DC 30 bardic knowledge check.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in FR6 - Dreams of the Red Wizards<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Golem, Straw","type":"Construct","ch":1,"challenge_rating":" 1 \u00a0","id":5807,"reference":"Usergen","full_text":"

    Golem, Straw <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d10+20\u00a0(31 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 10, touch 10, flat-footed 10<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+3<\/td> <\/tr>
    Attack: <\/strong>Slam +3 melee (1d4+2)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 slams +3 melee (1d4+2)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 3\/slashing or bludgeoning, darkvision 60 ft., low-light vision, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +1, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 10, 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 or gang (2-4)<\/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>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This roughly man-shaped wooden bundle of straw stands 6 feet tall.<\/i>\r

    Straw golems are among the easiest golems to produce. Although they lack immunity to magic and are vulnerable to fire, they are cheap and can be made by even apprentice spellcasters.\r

    A straw golem stands 6 feet tall and weighs around 100 pounds. \r

    COMBAT\r

    A straw golem pummels foes with its fists.\r

    CONSTRUCTION\r

    A straw golem's body is formed from a man-sized bundle of straw. The body is then treated with solvents and alchemical substances (worth at least 200 gp). Crafting the body requires a DC 15 Use Rope check.\r

    CL 1st; Craft Construct, mending, unseen servant<\/i>, caster must be at least 1st level; Price 500 gp; Cost 250 gp + 20 XP.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Polyhedron Magazine #41<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Golem, Tomb Warden","type":"Construct","ch":8,"challenge_rating":" 8 \u00a0","id":5808,"reference":"Usergen","full_text":"

    Golem, Tomb Warden <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 11d10+20\u00a0(80 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+6 natural), touch 10, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+13<\/td> <\/tr>
    Attack: <\/strong>Slam +13 melee (2d8+5)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 slams +13 melee (2d8+5)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Dispelling blow, surprise<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 10\/bludgeoning, darkvision 60 ft., fast healing 1, immunity to magic, low-light vision, tombheart dependent, wall bound\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +3, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 11, 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>Buttress (2-4 plus 1 tombheart) or wall (4-24 plus 1 tombheart)<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>12-15 HD (Medium), 16-33 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A group of finely-rendered dwarves are carved in high relief upon the seamless stone surface. Suddenly, the figures become animate, stepping forth to do battle.<\/i>\r

    Tomb wardens are are specialized stone golems constructed by dwarven priests to serve as tireless guardians for areas they cannot otherwise protect.\r

    Tomb wardens are always created in groups of at least two, with each individual warden occupying a 5-foot-square of wall space. The sections form a single, continuous carving. Buried within the wall is a linked crystalline construct, known as a tombheart, that powers the tomb wardens. So long as the tombheart functions, its associated tomb wardens will reform if destroyed.\r

    A tomb warden is 5 feet tall and weighs around 700 pounds. \r

    COMBAT\r

    A tomb warden activates when trespassers come within reach, then attempts to mash them into paste with its heavy hands.\r

    Dispelling Blow (Su):<\/b> Whenever a tomb warden successfully hits with a slam attack, its victim is affected by a targeted dispel magic<\/i>. Treat the tomb warden as having a caster level equal to its Hit Dice. This otherwise functions as a targeted use of dispel magic<\/i>.\r

    Immunity to Magic (Ex):<\/b> A tomb warden 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 soften earth and stone<\/i> spell cast upon a tomb warden slows it (as the slow<\/i> spell) for 2d4 rounds with no saving throw.\r

    A transmute rock to mud<\/i> spell slows a tomb warden (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 golem\u00c2\u0092s structure but negates its damage reduction and immunity to magic for 1 full round.\r

    Surprise (Ex):<\/b> A tomb warden in relief form (see wall bound, below) receives a +20 circumstance bonus on Hide and Move Silently checks, often allowing them to surprise intruders.\r

    Tombheart Dependent (Su):<\/b> Each tomb warden is linked to a construct known as a tombheart, which is embedded in the same wall as the warden. As long as the tombheart is functioning, tomb wardens have fast healing 1 and a destroyed tomb warden is restored to a fully functioning state with maximum hp after 24 hours. However, if the tombheart is destroyed, all tomb wardens linked to it become inert after 1 hour.\r

    Wall Bound (Su):<\/b> A tomb warden is part of an enchanted stone wall. The wall must be at least 5 feet thick and voluminous enough to contain all the tomb wardens that are part of it (i.e. a wall with 4 wardens must occupy at least 4 5-foot squares). Some walls are far larger than the wardens bound to them, giving these golems space to maneuver.\r

    A tomb warden can take the form of a shallow carving on the surface of its wall. In its relief carving form, the golem can see and hear out of the stone surface that it is melded with. The golem can also take on a three dimensional form and move through the stone of its wall as easily as a fish swims through water. This burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. Tomb wardens may never leave the wall they are part of. It may lean out of its wall to attack intruders, but must keep at least half its body within the wall. Any carvings or paintings on the wall will shift and alter to accommodate the movement of the tomb warden. The tomb warden can switch between its 2D and 3D forms as a free action.\r

    Construction<\/b>\r
    A tomb warden's body is chiseled from a single block of hard stone, such as granite, weighing at least 1500 pounds, and then built into a 5 ft. square stone wall. This stonework must be of exceptional quality, costing at least 1,500 gp. Each additional 5 ft. square of wall increases the cost by another 500 gp. Assembling the body and wall requires a DC 15 Craft (sculpting) check or a DC 15 Craft (stonemasonry) check.\r

    CL 10; Craft Construct, geas\/quest, greater dispel magic, meld into stone<\/i>, caster must be at least 10th level, creator must be a dwarf; Price 30,000 gp; Cost 15,750 gp + 1,140 XP. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Axe of the Dwarvish Lords<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Golem, Tombheart","type":"Construct","ch":8,"challenge_rating":" 8 \u00a0","id":5809,"reference":"Usergen","full_text":"

    Golem, Tombheart <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 11d10+30\u00a0(80 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 0 ft. (immobile)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+6 natural), touch 10, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+13<\/td> <\/tr>
    Attack: <\/strong>Tentacle +13 melee (1d10+5)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>4 tentacles +13 melee (1d10+5)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Dispelling blow<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 10\/bludgeoning, darkvision 60 ft., fast healing 1, immunity to magic, low-light vision, wall bound<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +3, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 11, 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>Buttress (1 plus 2-4 tomb wardens) or wall (1 plus 4-24 tomb wardens)<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>Special (see below)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A large crystalline sphere nearly five feet across, lies within the wall. Suddenly, it sprouts crystalline tentacles and lashes out.<\/i>\r

    Tombhearts are specialized stone golems constructed by dwarven priests to serve as the controlling force for a contingent of tomb wardens. A tombheart is buried within a wall that houses its associated tomb wardens.\r

    A tombheart is 5 feet in diameter and weighs around 700 pounds. \r

    COMBAT\r

    A tombheart activates when threatened, then flails at adversaries with its crystalline tentacles.\r

    Dispelling Blow (Su):<\/b> Whenever a tombheart successfully hits with a tentacle attack, its victim is affected by a targeted dispel magic<\/i>. Treat the tombheart as having a caster level equal to its Hit Dice. This otherwise functions as a targeted use of dispel magic<\/i>.\r

    Immunity to Magic (Ex):<\/b> A tombheart 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 passwall<\/i> spell cast in the right area exposes a tombheart to attack. \r

    A disintegrate<\/i> spell cast upon a tombheart inflicts only 2d12 points of damage, with no further effects.\r

    A shatter<\/i> spell cast upon a tombheart inflicts damage as normal for a crystalline creature.\r

    A magical sonic attack affects a tombheart normally.\r

    A transmute rock to mud<\/i> spell slows a tombheart (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

    Wall Bound (Su):<\/b> A tombheart is linked to two or more tomb wardens, all of which are part of an enchanted stone wall. The wall must be at least 5 feet thick and voluminous enough to contain all the tomb wardens that are part of it (i.e. a wall with 4 Medium wardens must occupy at least 4 5-foot squares).\r

    A tombheart is hidden somewhere within its wall, the stone wall covering it is at least a foot thick, and often 5 feet or more. There is no bulge, mark or other sign upon the wall's surface to indicate the tombheart's location. To attack a tombheart, an opponent must enter the wall to reach it via excavation, or using passwall or similar magic. The tombheart's immobile body cannot flee attack, but it can produce four powerful tentacles to defend itself. These tentacles can move through solid stone as easily as an octopus's tentacles reach through water, leaving no hole or ripple in their wake.\r

    A tomb warden can walk through a tombheart as easily as any other part of the wall, and a tombheart's tentacles can strike through a tomb warden as if the warden was not there.\r

    Advancement<\/b>\r
    The size and Hit Dice of a tombheart depends on the number, size and Hit Dice of the tomb wardens to which it is linked. A tombheart must be linked to at least two tomb wardens, which must all have the same Hit Dice. The tombheart has a size and Hit Dice according to the following table:\r

    # of Tomb Wardens \/ Size \/ Hit Dice\r
    2 \/ As warden \/ As warden * 1\r
    3-4 \/ As warden \/ As warden * 1.5\r
    5-6 \/ As warden \/ As warden * 2\r
    7-8 \/ As warden +1 \/ As warden * 2.5\r
    9-12 \/ As warden +1 \/ As warden * 3\r
    13-16 \/ As warden +2 \/ As warden * 3.5\r
    17-24 \/ As warden +2 \/ As warden * 4\r
    25-32 \/ As warden +3 \/ As warden * 4.5\r
    33-40 \/ As warden +3 \/ As warden * 5\r

    Construction<\/b>\r
    A tombheart's body is chiseled from a single block of hard stone, such as granite, weighing at least 1500 pounds, and then built into a 5 ft. square stone wall. This stonework must be of exceptional quality, costing at least 1,500 gp. Each additional 5 ft. square of wall increases the cost by another 500 gp. Assembling the body and wall requires a DC 15 Craft (sculpting) check or a DC 15 Craft (stonemasonry) check.\r

    CL 10; Craft Construct, geas\/quest, greater dispel magic, meld into stone<\/i>, caster must be at least 10th level, creator must be a dwarf; Price 30,000 gp; Cost 15,750 gp + 1,140 XP. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Axe of the Dwarvish Lords<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Golem, Transient","type":"Construct","ch":8,"challenge_rating":" 8 \u00a0","id":5810,"reference":"Usergen","full_text":"

    Golem, Transient <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Construct \t\t\t(Incorporeal)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 13d10+20\u00a0(91 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> Fly 10 ft. (2 squares)(perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+3 Dex, +3 deflection), touch 16, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+6<\/td> <\/tr>
    Attack: <\/strong>Incorporeal touch +9 touch (infusion)<\/td> <\/tr>
    Full Attack: <\/strong>Incorporeal touch +9 touch (infusion)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Infusion<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, crystal phylactery, darkvision 60 ft., immunity to magic, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +7, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str \u00c2\u0097, Dex 17, Con \u00c2\u0097, Int \u00c2\u0097, Wis 17, Cha 16 <\/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>8<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The nearby fog has a slight tang of hot copper.<\/i>\r

    A transient golem is a sad creature of mist that craves life, to live as something more than semi-sentient air and water. Only in corporeal form can it feel physical sensations, experience human emotions, reason, and remember. Sadly, the transient golem can only assume a corporeal form by stealing life from other creatures, and this lasts but a short period of time.\r

    When empowered by the essence of any living creature, the transient golem takes on that creature's form and appearance. Even clothing, armor, and weapons are duplicated, although they are merely solidified mist and do not function as the original objects.\r

    The creator of the original transient golem is a mystery lost to the ages. It is speculated that a powerful wizard used a combination of a crystal ball, the trap the soul spell, and thirteen bound mist horrors.\r

    COMBAT<\/b>\r
    In its natural mistlike form, the golem instinctually seeks out a host from which to steal life energy via infusion. Once the creature assumes a physical form, its next instinct is self-preservation, and it will take the most direct course of action available to it to maintain its new shape. The monster also begins to accumulate experience and memories immediately, and it quickly develops sophisticated methods to sustain itself without revealing its true nature.\r

    A transient golem's armor class has a deflection bonus equal to its Charisma bonus or +1, whichever is higher.\r

    Immunity to Magic (Ex):<\/b> A transient golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.\r

    All spells with the Abjuration descriptor always function against a transient golem as if the golem was a creature of a type most vulnerable to the spell. e.g. a protection from evil<\/i> spell affects a transient golem as if it was a summoned creature with the Evil subtype despite it being neutral and unlikely to be summoned. If the Abjuration would trap or control the golem, such as the dismissal, imprisonment or sequester spells, it instead \"kills\" the golem and forces it to return to its crystal phylactery (see below).\r

    Note that this means protection from evil, magic circle against chaos and similar spells automatically prevent a transient golem using its Infusion attack, since they prevent summoned monsters from making bodily contact with those they are warding.\r

    Infusion (Su):<\/b> An incorporeal transient golem can attempt to enter the body of a living, corporeal creature in order to steal its life-force and copy its mind and body. First, the golem must succeed at an incorporeal touch attack to enter an orifice on its victim. If successful, on the next round the victim must succeed at a DC 19 Fort save or the transient golem enters their mind and nervous system, causing excruciating agony (-4 to attacks, skills and ability checks) for 1d4+1 rounds. In addition, the victim takes 1d3 Con damage per round as the golem saps their life-force. Finally, at the end of the 1d4+1 rounds, the golem leaves the victim's body and takes a corporeal form duplicating the victim (this is given by the Transient Golem Duplicate template below). If the save succeeds, the transient golem is expelled from the victim's body and can not use its Infusion attack against that creature again for 24 hours. The save DC is Charisma-based.\r

    Crystal Phylactery<\/b>\r
    A transient golem's life force is stored in a crystal sphere similar to a lich's magic phylactery. The creation of a transient golem is actually the creation of its crystal phylactery. As a rule, the only way to get rid of a transient golem for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, the golem reappears 1d10 days after its apparent death.\r

    A transient golem's crystal phylactery is Tiny and has 40 hit points, hardness 20, and a break DC of 40.\r


    Transient Golem Duplicate<\/b>\r
    A transient golem can use its infusion special attack to turn itself into an imitation of any living creature. Its appearance is identical to the creature it is duplicating, but its behavior may be different. Most noticeably, they always have an obsessive thirst for blood, which they must feed upon to maintain their physical form.\r

    Some transient golem duplicates do not realize they are imposters and sincerely believe they are the creature they are imitating.\r

    Creating a Transient Golem Duplicate<\/b><\/i>\r
    \"Transient golem duplicate\" is an acquired template that can be added to any living, corporeal creature (referred to hereafter as the base creature).\r

    A transient golem duplicate uses all the base creature's statistics and special abilities except as noted here.\r

    Special Attacks:<\/b> A transient golem duplicate retains all the special attacks of the base creature and gains a blood-draining incorporeal touch attack.\r

    Steal Blood (Su):<\/i> A transient golem duplicate has an incorporeal touch attack that does 1 point of Constitution damage, it can literally reach inside a victim to sup upon their blood and life force, as long as that victim has unhealed hit point damage. Any open wounds the victim may have will instantly close and stop bleeding (this stops any continuing damage from a wounding weapon or the like). This attack is subtle and completely painless. The victim will not realize they have been attacked unless they succeed at a DC 25 Spot check or a DC 20 Autohypnosis check. Victims will notice any miraculously closed wounds, of course, but this will appear as healing rather than an attack. Another character who closely examines the victim can notice their anemia with a successful DC 20 Heal check.\r

    A transient golem duplicate can also steal blood through any natural attacks possessed by the creature it has duplicated, adding 1 point of Constitution damage to each such attack that hits.\r

    Transient golem duplicates must use steal blood to maintain their corporeal form. For every day spent without stealing blood, a duplicate loses 1d3 points of Constitution. The duplicate can regain this lost Constitution using steal blood, regaining 1 point of Constitution for every point of Constitution damage it deals. If its Constitution ever falls to zero, it immediately loses its transient golem duplicate template and discorporate, becoming an incorporeal transient golem once more. The golem can not use steal blood to gain a Constitution score higher than the base creature it is duplicating. The golem instead gains 5 temporary hit points for every excess point of Constitution damage it steals, to a maximum equal to the bonus hit points of a Construct of its size. (e.g. a Medium duplicate can gain up to 20 temporary hit points through steal blood.)\r

    Special Qualities:<\/b> A transient golem duplicate has all the special qualities of the base creature as well as those described below.\r

    Bloodthirst (Ex):<\/i> A transient golem duplicate is driven by its need for fresh blood. Whenever it is within 60 ft. of a creature with a bleeding wound (from a sword of wounding or the like), it must succeed at a DC 15 Will save or immediately try to use its blood-draining touch to feed upon the bleeding creature's wound.\r

    Discorporate (Ex):<\/i> A transient golem duplicate can turn itself back into a transient golem as a standard action. It becomes incorporeal and loses all this template's abilities. Transient golems only discorporate in dire circumstances, they can become corporeal again by using their Infusion attack once more.\r

    Immunity to Magic (Ex):<\/i> A transient golem duplicate 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

    All spells with the Abjuration descriptor always function against a transient golem as if the golem was a creature of a type most vulnerable to the spell. e.g. a protection from evil<\/i> spell affects a transient golem as if it was a summoned creature with the Evil subtype despite it being neutral and unlikely to be summoned. If the Abjuration would trap or control the golem, such as the dismissal<\/i>, imprisonment<\/i> or sequester<\/i> spells, it instead \"kills\" the golem and forces it to return to its crystal phylactery (see below).\r

    Note that this means protection from evil<\/i>, magic circle against chaos<\/i> and similar spells automatically prevent a transient golem using its Infusion attack, since they prevent summoned monsters from making bodily contact with those they are warding.\r

    Scent Blood (Ex):<\/i> A transient golem duplicate can notice living creatures in a 60 feet by the smell of their blood. It can detect spilled blood at ranges of up to a mile, and track a bleeding creature as if it had the scent special quality and the Track feat.\r

    Transient Immunities (Ex):<\/i> Although a transient golem duplicate has most of the body functions of a living creature, it is only an imitation of life. It retains some construct traits of its incorporeal form, as follows:\r
    • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).\r
      <\/li>
    • Immunity to death effects and necromancy effects.\r
      <\/li>
    • Not subject to ability damage, ability drain or energy drain.\r
      <\/li>
    • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.\r
      <\/li>
    • Since it was never alive, a transient golem duplicate cannot be raised or resurrected.<\/li><\/ul>Abilities:<\/b> Same as the base creature, except that its Constitution score may be reduced if it is short of blood (see Blood-Draining Touch, above).\r

      A newly formed duplicate has a Constitution score equal to the Con damage it did to the base creature with its Infusion attack, it use Blood-Draining Touch to increase its Constitution to its full value as quickly as it can.\r

      Environment:<\/b> Any.\r
      Challenge Rating:<\/b> As base creature +1.\r
      Alignment:<\/b> Usually neutral.\r
      Level Adjustment:<\/b> \u00c2\u0097.\r

      Sample Transient Golem Duplicates<\/b>\r

      Transient Golem Duplicate Cat<\/b>\r
      Tiny Animal\r
      Hit Dice:<\/b> \u00c2\u00bdd8 (2 hp)\r
      Initiative:<\/b> +2\r
      Speed:<\/b> 30 ft. (6 squares)\r
      Armor Class:<\/b> 14 (+2 size, +2 Dex), touch 14, flat-footed 12\r
      Base Attack\/Grapple:<\/b> +0\/-12\r
      Attack:<\/b> Claw +4 melee (1d2-4 plus steal blood) or touch +4 touch (steal blood)\r
      Full Attack:<\/b> 2 claws +4 melee (1d2-4 plus steal blood) and bite -1 melee (1d3-4 plus steal blood)\r
      Space\/Reach:<\/b> 2\u00c2\u00bd ft.\/0 ft.\r
      Special Attacks:<\/b> Steal blood\r
      Special Qualities:<\/b> Bloodthirst, discorporate, immunity to magic, low-light vision, scent, scent blood, transient immunities\r
      Saves:<\/b> Fort +2, Ref +4, Will +1\r
      Abilities:<\/b> Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7\r
      Skills:<\/b> Balance +10, Climb +6, Hide +16*, Jump +10, Listen +3, Move Silently +8, Spot +3\r
      Feats:<\/b> Stealthy, Weapon FinesseB<\/sup><\/small><\/b><\/small>\r
      Environment:<\/b> Temperate plains\r
      Organization:<\/b> Domesticated or solitary\r
      Challenge Rating:<\/b> 1\r
      Advancement:<\/b> \u00c2\u0097\r
      Level Adjustment:<\/b> \u00c2\u0097\r

      Transient Golem Duplicate Dwarf<\/b>\r
      5th-level Fighter\r
      Medium Humanoid (Dwarf)\r
      Hit Dice:<\/b> 5d10+10 (37 hp)\r
      Initiative:<\/b> +4\r
      Speed:<\/b> 20 ft. in chainmail (4 squares); base speed 20 ft.\r
      Armor Class:<\/b> 15 (+5 chainmail), touch 10, flat-footed 15\r
      Base Attack\/Grapple:<\/b> +5\/+7\r
      Attack:<\/b> Dwarven waraxe +8 melee (1d10+5\/\u00c3\u00973) or kukri +7 melee (1d4+3\/18-20) or touch +7 touch (steal blood) or light crossbow +5 ranged (1d8\/19-20)\r
      Full Attack:<\/b> Dwarven waraxe +6 melee (1d10+4\/\u00c3\u00973) and kukri +5 melee (1d4+1\/18-20); or touch +7 touch (steal blood); or light crossbow +5 ranged (1d8\/19-20)\r
      Space\/Reach:<\/b> 5 ft.\/5 ft.\r
      Special Attacks:<\/b> Dwarf traits, steal blood\r
      Special Qualities:<\/b> Bloodthirst, darkvision 60 ft., discorporate, dwarf traits, immunity to magic, scent blood, transient immunities\r
      Saves:<\/b> Fort +6*, Ref +3*, Will +2*\r
      Abilities:<\/b> Str 14, Dex 11, Con 14, Int 10, Wis 9, Cha 6\r
      Skills:<\/b> Climb +5, Craft (blacksmithing) +2, Craft (butchery) +2, Craft (stonemasonry) +2, Handle Animal +1, Intimidate +6\r
      Feats:<\/b> Improved Initiative, Power Attack, Two-Weapon Fighting, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe)\r
      Environment:<\/b> Temperate mountains\r
      Organization:<\/b> Solitary, team (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or clan (30-100 plus 30% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)\r
      Challenge Rating:<\/b> 6\r
      Treasure:<\/b> Standard coins; double goods; standard items\r
      Alignment:<\/b> Often lawful good\r
      Advancement:<\/b> By character class\r
      Level Adjustment:<\/b> \u00c2\u0097\r

      This transient golem has copied the form of a failed dwarf adventurer who now works as a butcher.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Children of the Night: The Created<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":" Usually neutral.\r","environment":" Any.\r"},{"name":"Golem, Vault Guardian","type":"Construct","ch":6,"challenge_rating":" 6 \u00a0","id":5811,"reference":"Usergen","full_text":"

    Golem, Vault Guardian <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d10+20\u00a0(64 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 26 (+2 Dex, +14 natural), touch 12, flat-footed 24<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+12<\/td> <\/tr>
    Attack: <\/strong>Slam +12 melee (1d10+6)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +12 melee (1d10+6)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Ghost strike, magic metallic strike<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 10\/bludgeoning and magic, darkvision 60 ft., detect intruders, immunity to cold and fire, low-light vision, resistance to electricity 10, vulnerability to earth magic<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +4, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 23, Dex 15, Con \u00c2\u0097, Int 6, Wis 11, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or gang (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>9-12 HD (Medium); 13-24 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This animated statue appears to be composed of both metal and stone.<\/i>\r

    Vault guardians are simple but expensive creations of Zhentarim wizards. They are sold to lords of Zhentil Keep and beyond to guard their most precious treasures. Vault guardians are constructs of stone and metal that require incredible wealth to create, but are constantly alert and very effective at their job.\r

    When it is fashioned, a vault guardian is keyed to a particular magical key word. A creature that tells the vault guardian the key word becomes that vault guardian's master. Typically, the creator of the vault guardian passes the key word to the golem's new owner after construction is completed. A vault guardian obeys its master\u00c2\u0092s verbal commands to the best of its ability. It can also be keyed to perform specific tasks at specific times or when certain conditions are met.\r

    A vault guardian stands 5 to 6 feet tall and weighs 400 to 600 pounds. Vault guardians can appear as any type of creature, but they always have two with which to make slam attacks.\r

    Vault guardians cannot speak, but understand one language known to their creator.\r

    COMBAT\r

    Vault guardians simply pummel foes with their slam attacks, unless instructed to do otherwise by their masters.\r

    Detect Intruders (Su):<\/b> Vault guardians continuously use detect magic<\/i> and true seeing<\/i> as the spells (caster level 9th).\r

    Ghost Strike (Su):<\/b> A vault guardian's natural attacks are treated as ghost touch<\/i> weapons.\r

    Magic Metallic Strike (Ex):<\/b> A vault guardian's natural attacks are treated as magic, silver, and cold iron for purposes of overcoming damage reduction.\r

    Vulnerability to Earth Magic (Ex):<\/b> Certain spells and effects function differently against a vault guardian, as noted below.\r

    A stone shape<\/i> spell slows the vault guardian for 1 round (as per the slow<\/i> spell) and does 1d10 damage (no save).\r

    A transmute rock to mud<\/i> spell slows the vault guardian for 2d6 rounds and does 2d10 damage (no save).\r

    A transmute mud to rock<\/i> spell heals the vault guardian of all its lost hit points.\r

    A stone to flesh<\/i> spell does not actually change the vault guardian's structure but negates its damage reduction and immunity to magic for 1d4 rounds (no save).\r

    An earthquake<\/i> spell does 100 hit points of damage to all vault guardians within its area of effect (no save). \r

    Construction<\/b>\r
    A vault guardian's body is chiseled from a single block of hard stone, weighing at least 1,000 pounds, then coated with iron smelted with rare tinctures and admixtures costing at least 500 gp. Assembling the body requires a DC 13 Craft (armorsmithing) check or a DC 13 Craft (sculpting) check.\r

    CL 7th; Craft Construct, greater magic weapon, lesser geas, true seeing<\/i>, caster must be at least 7th level; Price 20,000 gp; Cost 10,500 gp + 780 XP.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Ruins of Zhentil Keep<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Golem, Wilbur the Pig-Iron Golem","type":"Construct","ch":5,"challenge_rating":" 5 \u00a0","id":5812,"reference":"Usergen","full_text":"

    Golem, Wilbur the Pig-Iron Golem <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d10+10\u00a0(37 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 25 (+1 size, +14 natural), touch 11, flat-footed 25<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+4<\/td> <\/tr>
    Attack: <\/strong>Bite +7 melee (1d6+4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +7 melee (1d6+4)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Feed, sundering bite<\/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 +1, Ref +1, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 11, Con -, Int 5, Wis 11, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Appraise +1, Search +1\r
    <\/td> <\/tr>
    Feats: <\/strong>Improved Sunder, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/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>-<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This pig appears to be made of raw iron. It reeks of garbage, and scraps of unknown material are stuck to its face and teeth.<\/i>\r

    Wilbur the pig-iron golem is a trash disposal on legs. Created as a gag gift, Wilbur continues to seek out and consume trash. As a construct, he doesn't actually gain any sustenance from this garbage, and the consumed contents are whisked away to an extradimensional space. \r

    Although not particularly intelligent, Wilbur has a friendly, laid-back disposition and enjoys conversation. His favorite topics of conversation include why he can speak (\"to get others to move while I'm cleaning\"), why others are particular about what they eat (\"I'll eat anything!\", and his greatest desire, to be a flying pig.\r

    Wilbur is 4 feet long and weighs 83 pounds.\r

    COMBAT\r

    Wilbur has no interest in combat. He seeks only to consume what he sees as garbage. If threatened, he'll first attempt to sunder the adversary's weapons, then bite the attacker until he can escape.\r

    Feed (Ex):<\/b> Wilbur can consume a limitless amount of material, but he only does so if it is considered trash by his owner. He enjoys this part of his job very much. Matter consumed by Wilbur resideds in an extradimensional space, similar to a portable hole<\/i>, which can only be accessed via Wilbur's mouth. The portal within Wilbur closes 1d10 rounds after the golem's destruction, and thereafter can only be reached via plane shift or similar magic.\r

    Immunity to Magic (Ex):<\/b> Wilbur 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 electricity damage slows Wilbur (as the slow<\/i> spell) for 3 rounds, with no saving throw.\r

    A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. Wilbur gets no saving throw against fire effects.\r

    Wilbur is affected normally by rust attacks, such as that of a rust monster or a rusting grasp<\/i> spell.\r

    Sundering Bite (Ex):<\/b> Wilbur's bite attack overcomes any type of damage reduction that can be overcome (in other words, anything but \"-\"), and it ignores hardness as if it were an adamantine weapon.\r

    CONSTRUCTION\r

    Although Wilbur is unique, the construction process of a pig iron golem could be duplicated. A pig iron golem\u00c2\u0092s body is sculpted from 833 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 5,000 gp. Assembling the body requires a DC 15 Craft (armorsmithing) check or a DC 15 Craft (weaponsmithing) check.\r

    CL 11th; Craft Construct, feather fall, geas\/quest, secret chest, shrink item<\/i>, caster must be at least 11th level; Price 50,000 gp; Cost 27,500 gp + 2,000 XP.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Polyhedron Magazine #62<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Golem, Wood","type":"Construct","ch":7,"challenge_rating":" 07 \u00a0","id":5813,"reference":"Usergen","full_text":"

    Golem, Wood <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d10+30\u00a0(79 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 20 ft (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (-1 size, -1 Dex, +12 natural), touch 8, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+17<\/td> <\/tr>
    Attack: <\/strong>Slam +12 melee (2d8+7)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +12 melee (2d8+7)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Double damage against wood, fire seeds<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 5\/adamantine or slashing, darkvision 60 ft, forest awareness, immunity to magic, low-light vision, sap, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +2, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 24, Dex 9, Con ---, Int ---, Wis 11, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Hide -1*<\/td> <\/tr>
    Feats: <\/strong>---<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any forest<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>07<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>10-18 HD (Large); 19-27 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This automaton has been constructed from a large tree trunk, to which have been affixed four large branches that serve as its arms and legs with three small branch-fingers on each hand. Its features have apparently been carved by hand into the wood it is made from.<\/i>\r

    This golem has a humanoid body made out of dead trees.\r

    Very rarely, a wood golem is constructed from the carcass of a dead treant; such a golem looks just like a small treant with red glowing eyes.\r

    A wood golem is about 8 1\/2 feet tall and weighs around 800 pounds.\r

    COMBAT<\/b>\r
    The wood golem fights as directed, usually to protect the forest of its druid creator. It can shoot its small fiery projectiles from both hands in the same round, though not from any hand that has been used to make a slam attack that round.\r

    Double Damage against Wood (Ex)<\/b>: A wood golem that makes a full attack against a wooden object or structure deals double damage.\r

    Fire Seeds (Su)<\/b>: Once per minute, a wood golem can fire projectiles from its hands. It can either hand or both hands in the same round, provided it has not used the hand to make a slam attack. This attack functions as the fire seeds<\/i> spell, except that a wood golem can only use the acorn grenades version of the spell, and it can throw up to three acorns from each hand (up to 6 total) at once. A wood golem using this attack has a ranged touch attack bonus of +5 and a Reflex save DC of 14 for half damage. Caster level 6th. The save DC is Constitution-based.\r

    Forest Awareness (Ex)<\/b>: A wood golem is keenly aware of the forest and environment it inhabits. A wood golem has a +4 bonus on Listen, Spot, and Survival checks made in forested areas.\r

    Immunity to Magic (Ex)<\/b>: A wood golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain effects function differently against the creature, as noted below.\r

    A magical attack that deals electricity or cold damage does not harm a wood golem, but slows a wood golem (as the slow<\/i> spell) for 6 rounds. If the attack allows for a saving throw, the golem is not slowed if it succeeds on the save.\r

    A wood golem is considered a plant creature for the purposes of any spells or effects that specifically affect plants, though it receives a +4 racial bonus to any saving throws against such effects. If any sort of magic is successfully used to control a wood golem (such as a control plants<\/i> spell), the wood golem becomes enraged when the effect ends and attacks the person who was controlling it.\r

    A repel wood<\/i> or warp wood<\/i> spell dazes a wood golem for 1d4 rounds.\r

    A plant growth<\/i> or a wall of thorns<\/i> spell cures a wounded wood golem, restoring 3d8 hit points.\r

    Sap (Su)<\/b>: A sticky sap-like substance runs through a wood golem\\'s body, as if it were the creature\\'s blood. Whenever a wood golem sustains slashing or piercing damage, sap will bleed out of its wound. Any living creature touching the wood golem with bare flesh (including creatures grappling it, making unarmed strikes, or attacking with natural weapons) is cured for 1d8+1 points of damage, as if by a cure light wounds<\/i> spell. The sap remains active for only one round before drying out, and only affects the first creature that touches it.\r

    Skills<\/b>: *Wood golems have a +6 racial bonus on Hide checks made in forested areas.\r

    TREASURE<\/b>\r
    A wood golem possesses no treasure, but if the golem is killed, its sap can be extracted. Enough sap can be found in a wood golem\\'s body to effectively equal 10 oils of cure light wounds<\/i>; the number of oils is reduced by one for each time the golem bled sap within the last 24 hours.\r

    CONSTRUCTION<\/b>\r
    A wood golem\\'s body must be crafted from a large fallen oak or pine tree, and the tree must not be rotting or insect-infested. Large branches of the tree must be sawed off and replaced in the appropriate places for the arms and legs, and the rest of the tree must be carved to give it a roughly humanoid appearance. \r

    Assembling the body requires a DC 15 Craft (woodworking) check or a DC 15 Craft (carpentry) check. The wood golem takes one month to complete.\r

    A wood golem can also be created from the shell of a recently dead treant. Such a golem has the benefit of an additional +4 to its natural armor bonus (making it +12 total), and the golem also has 11 Hit Dice instead of the standard 9 HD. Such a golem also has the treant\\'s Double Damage against Objects ability instead of the Double Damage against Wood ability, but not any of the treant\\'s other abilities. Such a golem adds +1 to its CR, but is otherwise identical to a normal wood golem.\r

    CL 13; Craft Construct (see MM page 303), barkskin<\/i>, fire seeds<\/i>, plant growth<\/i>, reincarnate<\/i>, wall of thorns<\/i>, caster must be at least 13th level; Price 30,000; Cost 16,000 gp + 1,120 XP.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #119 (\\\"The Dragon\\'s Bestiary,\\\" March 1987, Loran Wlodarski).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any forest"},{"name":"Golem, Wooden Lady","type":"Construct","ch":8,"challenge_rating":" 8 \u00a0","id":5814,"reference":"Usergen","full_text":"

    Golem, Wooden Lady <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 12d10+30\u00a0(96 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (\u00c2\u00961 size, \u00c2\u00961 Dex, +12 natural), touch 8, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+19<\/td> <\/tr>
    Attack: <\/strong>Slam +12 melee (2d8+6)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +12 melee (2d8+6)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Splinters<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 5\/adamantine and slashing, darkvision 60 ft., fast healing 1, immunity to magic, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +3, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 23, Dex 9, 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 or flotilla (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>13-18 HD (Large); 19-36 (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large automaton resembles a ship\u00c2\u0092s figurehead come to life.<\/i>\r

    Wooden ladies are golems carved in the image of a ship's figurehead. They are popular among seafaring races, and are often found aboard ships, whose crews consider their presence good luck.\r

    Wooden ladies are occasionally made into figurines of wondrous power<\/i> (see below), to be carried as doll-like pendants.\r

    A wooden lady is 8 and 1\/2 feet tall and weighs around 500 pounds. \r

    COMBAT\r

    A wooden lady follows the commands of its creator (or the owner of its figurine, where applicable). Like most golems, they generally are instructed to simply attack the creator's enemies, bludgeoning their adversaries with their wooden fists, while discouraging retaliation with painful splinters.\r

    Immunity to Magic (Ex):<\/b> A wooden lady 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 plant growth<\/i> spell repairs all damage dealt to a wooden lady, restoring it to full hit points.\r

    A magical attack that deals fire damage deals normal damage and causes a wooden lady to emit smoke as a smokestick.\r

    Splinters (Ex):<\/b> A wooden lady's body is covered in splinters. An opponent hit by a wooden lady's slam attack must succeed on a DC 22 Reflex save or have a splinter break off in his or her flesh. A character with a lodged splinter is sickened. The save DC is Strength-based.\r

    A splinter can be removed safely with a DC 20 Heal check; otherwise, removing a splinter deals 1 point of Dex damage.\r

    Wooden Lady Figurines<\/b>\r
    This tiny figurine, often worn as a pendant, transforms into a wooden lady construct (see above). It can be used twice per week for up to 6 hours per use. After 6 hours, or when the command word is spoken, the wooden lady returns to figurine form.\r

    CL 11th; Craft Construct, animate objects, geas\/quest, limited wish, secret chest<\/i>, caster must be at least 11th level; Price 30,000 gp; Cost 15,500 gp + 1160 XP.\r

    Construction<\/b>\r
    A wooden lady's body must be crafted from a single block of high-quality wood weighing at least 800 pounds that has been soaked in seawater treated with exotic oils and herbal preparations for at least a week. These materials cost at least 1,000 gp. Carving the body requires a DC 15 Craft (woodworking) check or a DC 15 Craft (carpentry) check.\r

    CL 9th; Craft Construct, animate objects, geas\/quest, limited wish<\/i> (or animate plants<\/i>), caster must be at least 9th level; Price 30,000 gp; Cost 15,500 gp + 1160 XP.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1997 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #65<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Golem, Wooden Press","type":"Construct","ch":2,"challenge_rating":" 2 \u00a0","id":5815,"reference":"Usergen","full_text":"

    Golem, Wooden Press <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d10+20\u00a0(31 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (\u00c2\u00961 Dex, +4 natural), touch 9, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+5<\/td> <\/tr>
    Attack: <\/strong>Slam +0 melee (2d6+2)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +0 melee (2d6+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 5\/magic, darkvision 60 ft., immunity to cold and magic missile, low-light vision, vulnerability to fire\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref -1, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 9, 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 or press gang (2-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/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 short, wooden automaton Inside has huge round discs in place of hands.<\/i>\r

    Wooden press golems are specialized golems used for the pressing of cheese.\r

    A wooden press golem is 5 feet tall and weighs around 200 pounds. \r

    COMBAT\r

    A wooden press golem is not designed for combat, so it's powerful slam attack functions as a secondary natural attack and adds only half the golem's Strength bonus to the damage roll. \r

    Construction<\/b>\r
    A wooden press golem's body must be crafted from 250 pounds of high-quality wood and treated with exotic oils and herbal preparations costing at least 250 gp. Assembling the body requires a DC 12 Craft (woodcarving) or Craft (carpentry) check.\r

    CL 5th; Craft Construct, bull's strength, minor creation<\/i>, caster must be at least 5th level; Price 2,500 gp; Cost 1,375 gp + 90 XP.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #14<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Goop Ghoul","type":"Ooze","ch":2,"challenge_rating":" 2 \u00a0","id":5816,"reference":"Usergen","full_text":"

    Goop Ghoul <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d10+10\u00a0(21 hp)<\/td> <\/tr>
    Initiative: <\/strong> -3<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square)<\/td> <\/tr>
    Armor Class: <\/strong> 7 (-3 Dex), touch 7, flat-footed 7<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+1<\/td> <\/tr>
    Attack: <\/strong>Slam +2 melee (1d3 plus paralysis) or claw +2 melee (1d4 plus paralysis)[using human skeleton] or morningstar +1 melee (1d8 plus paralysis)[using human skeleton] or morningstar -3 melee (1d8 plus paralysis)['pile of weapons' form]<\/td> <\/tr>
    Full Attack: <\/strong>Slam +2 melee (1d3 plus paralysis) or claw +2 melee (1d4 plus paralysis)[using human skeleton] or morningstar +1 melee (1d8 plus paralysis)[using human skeleton] or morningstar -3 melee (1d8 plus paralysis)['pile of weapons' form]<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Attach to skeleton, engulf, paralysis<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 60 ft., immunity to electricity, ooze traits, resistance to cold 10, split, transparent, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref -3, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 5, Con 20, Int 7, Wis 11, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Spot +5<\/td> <\/tr>
    Feats: <\/strong>Weapon Focus (slam)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or splitlings (2-3)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A walking human skeleton approaches, its claws outstretched. As it nears, it becomes evident that a near-transparent goo has formed a pseudo-musculature upon its frame.<\/i>\r

    Goop ghouls are subterranean oozes capable of attaching to the skeletal remains of other creatures. Once attached, a goop ghoul can use the skeleton for both increased mobility and as a means of hunting prey.\r

    Goop ghouls eat by digesting anything they can engulf. Although mostly predatory, goop ghouls are satisfied with scavenging, and can survive days without food. Goop ghouls reproduce by splitting into additional goop ghouls after consuming large quantities of flesh.\r

    Goop ghouls prefer to inhabit unarmored skeletons, as they are not particularly strong, and dislike slower mobility. Although they have no interest in valuables, goop ghouls may wield manufactured weapons in the hands of their acquired skeletons, and thus often carry a single light or one-handed weapon.\r

    A goop ghoul can grow to a diameter of up to 4 feet and a thickness of about 3 inches. A typical specimen weighs about 75 pounds.\r

    COMBAT\r

    A goop ghoul without a skeleton simply attempts to slam and paralyze prey. Once a skeleton has been aquired, a goop ghoul uses the skeleton's natural weaponry or, if available, a manufactured weapon, and seeks additional prey. A goop ghoul may coat aquired weaponry with its anesthesizing slime.\r

    Attach To Skeleton (Ex):<\/b> A goop ghoul can attach itself to the bones of a skeleton and act like muscles and ligaments, thereby using the skeleton as a means of transportation and attack. As a full round action, a goop ghoul can flow over a skeleton and attach itself in order to manipulate it. A goop ghoul can use the skeleton of any two- or four-legged Medium creature. It gains a land speed of 30 feet regardless of the sort of skeleton.\r

    Goop ghouls can wield simple weapons if the skeleton possesses that capability, but cannot use any armor. An unarmed goop ghoul can use its own slam attack, or make a single attack with natural weaponry the skeleton possesses, such as fangs or claws. \r

    A goop ghoul is usually encountered mounted on a skeleton. The stretched-out goop ghoul resembles rotted tissue, so the creature is easily mistaken for an undead skeleton or deteriorated zombie. It requires a DC 15 Spot check to detect the imposture.\r

    A goop ghoul can also latch onto a skeletal undead creature, such as an animated skeleton. In this case, the goop ghoul has no control over the undead's movement and is more or less just along for the ride. Should a cleric turn the undead, the goop ghoul can simply drop off the skeleton as an immediate action.\r

    Although a goop ghoul prefers the use of skeletons above all else, a goop ghoul can, on rare occasions, attach itself to sturdy rodlike objects that allow movement of the sort it is used to. Thus, several large sticks or a pile of swords might be used as a \"skeleton\" of sorts, good enough for half-normal movement (15 feet). A goop ghoul using such improvised armature cannot hold objects or wield a weapon in a normal fashion, but may use light or one-handed melee weapons incorporated into its \"skeleton\" as natural weapons, albeit with a competence penalty on attack rolls (-2 for light, -4 for one-handed weapons). A two-handed weapon is simply too unwieldy to use effectively in this manner. Thus, a goop ghoul animating a walking pile of longswords and battleaxes can strike with one of its weapon-limbs, but one crafted solely from greataxes could not. A goop ghoul applies its Strength modifier (if any) to these natural attacks.\r

    Engulf (Ex):<\/b> A goop ghoul can engulf a paralyzed creature as a standard action, merely by flowing its body over them. It cannot make a slam attack during a round in which it engulfs. Engulfed creatures are subject to the goop ghoul's paralysis and take 1d8 acid damage per round. If the victim regains movement before being dissolved, they may throw off the goop ghoul by succeeding on a grapple check against the goop ghoul. A goop ghoul engulfing a victim will immediately release the victim if it takes fire damage. A remove paralysis<\/i> or remove disease<\/i> spell targeted at the victim also makes a goop ghoul withdraw, though such spells cause no harm to the monster.\r

    Paralysis (Ex):<\/b> A goop ghoul secretes an anesthetizing slime. A target hit by a monster\u00c2\u0092s touch or engulf attack must succeed on a DC 16 Fortitude save or be paralyzed for 4d4 rounds. The goop ghoul can automatically engulf a paralyzed opponent. Once the duration of paralysis wears off the victim becomes immune to goop ghoul paralysis for one full day. The save DC is Constitution-based.\r

    A goop ghoul may coat any weapons assumed into its form or wielded by a skeleton it controls as a free action.\r

    Split (Ex):<\/b> A goop ghoul of 4 or more HD may split into two goop ghouls as a full-round action. Each of the two new goop ghouls has half the HD and hp of the original goop ghoul (round down). \r

    Goop ghouls gain HD in order to reproduce by dissolving Engulfed creatures. Each Medium creature that the goop ghoul kills while Engulfed allows the goop ghoul to gain 2 HD (Small creatures allow it to gain 1HD, Large creatures 4 HD). If a goop ghoul Splits immediately after stripping a creature to its skeleton, one of the two children will generally claim the skeleton for movement purposes.\r

    Transparent (Ex):<\/b> Goop ghouls are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one.<\/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":"Ooze","alignment":"Always neutral","environment":"Underground"},{"name":"Gopher","type":"Animal","ch":18,"challenge_rating":" 1\/8 \u00a0","id":5817,"reference":"Usergen","full_text":"

    Gopher <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1\/4d8\u00a0(1 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 15 ft. (3 squares), burrow 15 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 +4 melee (1d4-3)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d4-3)<\/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, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +3, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 4, Dex 13, Con 10, Int 2, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Climb +1, Hide +12*, Listen +3, Spot +3, Move Silently +5, Swim +1<\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or family (2-5)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/8<\/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 heavily-built rodent has protruding incisors, large cheek pouches and a short, thick tail. Its entire body and tail are covered in grey-brown fur the color of soil.<\/i>\r

    These herbivorous rodents thrive in any terrain where the ground is dry enough for their burrows. The statistics given above are for a true gopher, or pouched gopher, but the name \"gopher\" is used for other kinds of burrowing rodents that can be considered to have the same game statistics.\r

    All gophers live in burrows, which they use for shelter and to store food (nuts and grain). Many an unwary animal or traveler has tripped over one of these \"gopher holes\".\r

    True gophers are solitary creatures. Their burrows will only house more than one gopher when it is a mother and her immature offspring. Some \"gopher\" burrowing rodents are social, connecting their own burrows with those of neighbors to create extensive tunnel networks. The plains-dwelling prairie dogs (see below) lives in colonies known as towns or cities that can have populations in the hundreds or thousands. \r

    A character with a gopher familiar gains a +2 bonus to Fortitude saves when the master and familiar are within 1 mile of each other.\r

    A typical gopher is between six inches and a foot long, excluding its tail, and weighs about half a pound.\r

    COMBAT\r

    Gophers usually run away and hide in their burrows when threatened. They bite only as a last resort.\r

    Skills:<\/b> Gophers have a +3 racial bonus on Hide and Move Silently checks. A gopher uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks.\r

    *A gopher's racial bonus on Hide checks increases to +6 in areas of exposed earth, such as its burrow.\r

    Prairie Dog<\/b>\r
    A prairie dog is a ground squirrel that's about half the size of a true gopher. Apply the following changes to its statistics (those statistics that are not listed are the same as the gopher described above):\r

    Prairie Dog<\/b>\r
    Initiative: +2\r
    Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12\r
    Base Attack\/Grapple: +0\/-12\r
    Attack: Bite +4 melee (1d4-4)\r
    Full Attack: Bite +4 melee (1d4-4)\r
    Saves: Fort +2, Ref +4, Will +1\r
    Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2\r
    Skills: Climb +2, Hide +13*, Listen +3, Spot +3, Move Silently +6, Swim +2\r
    Organization: Solitary, family (2-20), town (20-2000), or city (2000+)\r

    A character with a prairie dog familiar gains a +2 bonus to Spot checks when the master and familiar are within 1 mile of each other.\r

    Prairie dogs communicate with each other by barking. While not a language as such, these barks can convey more information than most animal calls (e.g. \"fox approaching\", \"all clear\") and identify individual prairie dogs. Their aptitude for understanding language is at least as good as a dog's, and they can be trained to come when called by name.<\/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":"Any"},{"name":"Gorgimera","type":"Magical Beast","ch":8,"challenge_rating":" 08 \u00a0","id":5818,"reference":"Usergen","full_text":"

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

    Large Magical Beast<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 10d10+40 (95 hp)<\/span><\/p> <\/td> <\/tr>

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

    Speed:<\/span><\/b> 40 ft, fly 50 ft (poor)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 17 (-1 size, +1 Dex, +7 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +13 melee, bite +11 melee, butt +11 melee, 2 claws +11 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 2d6+4, bite 1d8+2, butt 1d8+2, claw 1d6+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 weapons<\/span><\/p> <\/td> <\/tr>

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

    Saves:<\/span><\/b> Fort +11, Ref +8, Will +4<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 19, Dex 13, Con 19, Int 4, Wis 13, Cha 10<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +5, Listen +7, Spot +7<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Alertness, Multiattack, 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 or pair
    Challenge Rating:<\/b> 8<\/span><\/p> <\/td> <\/tr>

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

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

    Advancement:<\/span><\/b> 11-14 HD (Large); 15-30 HD (Huge)<\/span><\/p> <\/td> <\/tr>

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

    The gorgimera is a three-headed creature akin to the chimera that hunts its prey in much the same manner.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 It has the hindquarters of a gorgon and the forequarters of lion. Its leathery dragon wings are reddish-brown and the gorgimera has the heads of a lion, dragon, and gorgon. The dragon head varies in color (see table), the lion\u0092s head is maneless with green eyes. The scaly gorgon head is bluish-black with glowing crimson eyes. The gorgimera stands about 5 feet tall at the shoulder, is nearly 10 feet long, and weighs about 4,200 pounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Gorgimeras can speak Draconic but seldom do.<\/span><\/p> <\/td> <\/tr>

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

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

    The gorgimera likes to surprise its prey. It usually attacks by biting with its lion head and dragon head, butting with its gorgon head, and slashing with its front leonine paws. In lieu of biting, the dragon head and gorgon head can loose their respective breath weapons.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Breath Weapons (Su):<\/span><\/b> The gorgimera has two breath weapons; one from the dragon\u0092s head and one from the gorgon\u0092s head.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Dragon:<\/i> Every 1d4 rounds, damage 3d8, Reflex half DC 19. Use all rules for dragon breath of the appropriate type (see the Dragon entry in Core Rulebook III) except as specified in the table below.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 To determine the head color and breath weapon randomly, roll 1d10 and consult the table.<\/span><\/p> <\/td> <\/tr>

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

    1d10\u00a0\u00a0\u00a0\u00a0 Head Color\u00a0\u00a0\u00a0\u00a0\u00a0 Breath Weapon<\/span><\/b><\/p> <\/td> <\/tr>

    1-2\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Black\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Line of acid*<\/span><\/p> <\/td> <\/tr>

    3-4\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Blue\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Line of lightning<\/span><\/p> <\/td> <\/tr>

    5-6\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Green\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Cone of gas**<\/span><\/p> <\/td> <\/tr>

    7-8\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Red\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Cone of fire<\/span><\/p> <\/td> <\/tr>

    9-10\u00a0\u00a0\u00a0\u00a0\u00a0 White\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Cone of cold<\/span><\/p> <\/td> <\/tr>

    *A line is always 5 feet high, 5 feet wide, and 40 feet long.<\/span><\/p> <\/td> <\/tr>

    **A cone is always 20 feet long.<\/span><\/p> <\/td> <\/tr>

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

    \u00a0\u00a0 Gorgon:<\/i> Every 1d4 rounds (but no more than twice per day), turn to stone permanently, Fortitude save DC 19, cone, 30 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/span><\/b> The gorgimera\u0092s three heads give it a +2 racial bonus to Spot and Listen checks.<\/span><\/p> <\/td> <\/tr>

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

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

    The Gorgimera first appeared in module S4 (Gary Gygax, 1982).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Magical Beast","alignment":"Any","environment":"Any land and underground"},{"name":"Gorgonopsid, Arctognathus","type":"Animal","ch":3,"challenge_rating":" 3 \u00a0","id":5819,"reference":"Usergen","full_text":"

    Gorgonopsid, Arctognathus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d8+8\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+2 Dex, +5 natural), touch 12, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+7<\/td> <\/tr>
    Attack: <\/strong>Bite +7 melee (1d6+6\/19-20x3)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +7 melee (1d6+6\/19-20x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical, tear fallen +1d6, trip<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +6, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 15, Con 15, Int 2, Wis 13, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Hide +7, Jump +8, Listen +5, Move Silently +7, Spot +5, Survival +4\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or pack (3-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles both a mammal and a reptile. Its long skull sports a massive maw with saberlike canine teeth. Its muscular frame sits atop pillarlike legs, and a thick tail lashes behind it.<\/i>\r

    An arctognathus is a mid-sized gorgonopsian, a group of carnivorous therapsids that predated the dinosaurs. As large as a man, arctognathus was able to bring down prey larger than itself with its deadly, saberlike incisors. Its keen sense of smell allows it to easily track prey over long distances.\r

    An arctognathus is 5 to 6 feet long, weighing around 200 pounds.\r

    COMBAT\r

    An arctognathus attempts to sink its saber-like teeth into prey, drag it to the ground, and tear it to shreds.\r

    Augmented Critical (Ex):<\/b> The saber teeth of an arctognathus strike with deadly precision. An arctognathus's bite attack threatens a critical hit on a roll of 19-20 and deals x3 damage on a successful critical hit.\r

    Tear Fallen (Ex):<\/b> An arctognathus can deal an addition +1d6 points of damage to a prone opponent.\r

    Trip (Ex):<\/b> An arctognathus that hits with a bite attack can attempt to make a trip check (+4 modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attack fails, the opponent cannot react to trip the arctognathus.\r

    Skills:<\/b> An arctognathus gains a +4 racial bonus on all Hide and Move Silently checks.\r

    Notes:<\/i> Originally appeared as \"giant therapsid\" in Dragon Magazine #176.<\/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 plains"},{"name":"Gorgonopsid, Inostrancevia","type":"Animal","ch":5,"challenge_rating":" 5 \u00a0","id":5820,"reference":"Usergen","full_text":"

    Gorgonopsid, Inostrancevia <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 8d8+32\u00a0(68 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/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>+6\/+15<\/td> <\/tr>
    Attack: <\/strong>Bite +11 melee (2d6+5\/19-20x3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +11 melee (2d6+5\/19-20x3) and 2 claws +8 melee (1d6+2)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical, improved grab, worry<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +7, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 13, Con 17, Int 2, Wis 14, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Hide +1, Jump +9, Listen +4, Move Silently +5, Spot +4, Survival +9<\/td> <\/tr>
    Feats: <\/strong>Multiattack, Stealthy, Track (B), Weapon Focus (bite)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm hills and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or pack (3-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>9-12 HD (Large), 13-24 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    As large as a bear, this creature resembles both a mammal and a reptile. Its long skull sports a massive maw with saberlike canine teeth. Its muscular frame sits atop pillarlike legs, and a thick tail lashes behind it.<\/i>\r

    Inostrancevia is the largest of the gorgonopsians, a group of carnivorous therapsids that predated the dinosaurs. As large as a bear, inostrancevia was able to bring down prey larger than itself with its deadly, saberlike incisors. Its keen sense of smell allows it to easily track prey over long distances.\r

    An inostrancevia is over 14 feet long, weighing over 1,500 pounds.\r

    COMBAT\r

    An inostrancevia savages prey with its saber-like teeth.\r

    Augmented Critical (Ex):<\/b> The saber teeth of an inostrancevia strike with deadly precision. An inostrancevia's bite attack threatens a critical hit on a roll of 19-20 and deals x3 damage on a successful critical hit.\r

    Improved Grab (Ex):<\/b> In order to use this ability, an inostrancevia 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 an inostrancevia maintains a grapple, it shakes its prey violently, dealing 2d6+5 points of damage.\r

    Notes:<\/i> Originally appeared as \"giant therapsid\" in Dragon Magazine #176.<\/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 hills and plains"},{"name":"Gorgonopsid, Lycaenops","type":"Animal","ch":1,"challenge_rating":" 1 \u00a0","id":5821,"reference":"Usergen","full_text":"

    Gorgonopsid, Lycaenops <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d8+6\u00a0(15 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-2<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d4+2)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d4+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Swarmfighting<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +6, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 16, Con 16, Int 2, Wis 13, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Climb +10, Listen +5, Move Silently +7, Spot +5, Survival +2\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Track (B) <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair or pack (4-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-5 HD (Small), 6 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    About the size of a large dog, this creature combines traits of reptile and mammals. Its pronounced incisors look dangerously sharp.<\/i>\r

    A lycaenops, or \"wolf face\", is a small gorgonopsian, a group of carnivorous therapsids that predated the dinosaurs. As large as a dog, lycaenops hunts small vertebrates, able to outrun many such creatures with its body designed for speed. Its keen sense of smell allows it to easily track prey over long distances.\r

    A lycaenops is 3 feet long and weighs around 50 pounds.\r

    COMBAT\r

    Lycaenops stab and tear at prey with their pronounced canine teeth. Although they take small prey singly, they work together to fell larger animals.\r

    Swarmfighting (Ex):<\/b> Lycaenops work well crowded into tight spaces with their packmates. Up to three lycaenops can fight from the same square without penalty, and they gain a +2 morale bonus on all attack rolls when doing so.\r

    Skills:<\/b> A lycaenops gains a +4 racial bonus on all Move Silently checks.\r

    Note:<\/i> Originally appeared as \"giant therapsid\" in Dragon Magazine #176.<\/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 forests"},{"name":"Gorilla","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":5822,"reference":"Usergen","full_text":"

    Gorilla <\/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> 30 ft. (6 squares), climb 10 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+14<\/td> <\/tr>
    Attack: <\/strong>Slam +7 melee (1d6+5)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +7 melee (1d6+5) and bite +2 melee (1d4+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Fierce grappler<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 13, Con 14, Int 6, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Climb +13, Intimidate +4, Listen +4, Spot +4, Survival +4, Swim +1\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or troop (5-30)<\/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)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large, black ape has a jutting jaw and an elongated forehead. It drags its knuckles as it moves.<\/i>\r

    Gorillas are large herbivorous apes found in tropical and subtropical forests. They feed mostly on fruits, leaves, and shoots, though they sometimes supplement this diet with small insects. Some varieties eat fruit, while others add herbs, stems, and roots. Gorillas spend most of the day eating.\r

    Gorillas live together in troops, led by a silverback. A silverback is an adult male gorilla with a distinctive patch of silver hair on his back and prominent canine teeth. A silverback is generally 12 years of age or older. The silverback is the strong, dominant troop leader, making all the decisions, mediating conflicts, determining the movements of the group, leading the others to feeding sites and taking responsibility for the safety and well-being of the troop. Blackbacks (sexually mature males of up to 11 years of age) may serve as backup protection. A younger gorilla may challenge the silverback for leadership, usurping its role if it succeeds. Should the silverback die for any other reason, the troop disperses to seek a new dominant male to lead them, or may join an existing troop.\r

    Gorillas give birth every 3 to 4 years, the same amount of time young stay with their mothers. Mothers often carry their young on their backs. Males will slowly begin to leave their original troop when they are about 11 years old, traveling alone or with a group of other males for 2\u00c2\u00965 years before being able to attract females to form a new group and start breeding. Silverbacks will care for weaned young orphans, though never to the extent of carrying the little gorillas. \r

    A typical adult male gorilla is 5\u00c2\u00bd to 6 feet tall and weighs 300 to 400 pounds. Gorillas live anywhere from 30 to 50 years.\r

    COMBAT\r

    Gorillas pummel foes with their mighty fists, occasionally biting when the opportunity presents itself.\r

    Fierce Grappler (Ex):<\/b> Gorillas have a +2 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

    Skills:<\/b> Gorillas 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. Gorillas have a -4 racial penalty on Swim 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 forests"},{"name":"Gorilla Bear","type":"Beast","ch":4,"challenge_rating":" 04 \u00a0","id":5823,"reference":"Usergen","full_text":"

    GORILLA BEAR<\/span><\/b><\/p> <\/div><\/td> <\/tr>

    Large Beast<\/span><\/b><\/p><\/td> <\/tr>

    Hit Dice:<\/span><\/b> 4d10+16 (38 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> 16 (-1 size, +2 Dex, +5 natural)<\/span><\/p><\/td> <\/tr>

    Attacks:<\/span><\/b> 2 claws +10 melee)<\/span><\/p><\/td> <\/tr>

    Damage:<\/span><\/b> Claw 1d8+8<\/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, hug<\/span><\/p><\/td> <\/tr>

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

    Saves:<\/span><\/b> Fort +8, Ref +6, Will +2<\/span><\/p><\/td> <\/tr>

    Abilities:<\/span><\/b> Str 27, Dex 15, Con 19, Int 5, Wis 12, Cha 7<\/span><\/p><\/td> <\/tr>

    Skills: <\/span><\/b>Climb +11, Listen +7, Spot +7, Swim +11<\/span><\/p> <\/div><\/td> <\/tr>

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

    Climate\/Terrain:<\/span><\/b> Warm forest<\/span><\/p><\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or company (2-7)
    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> 5-9 HD (Large); 10-12 HD (Huge)<\/span><\/p><\/td> <\/tr>

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

    A gorilla bear looks exactly as its name implies; a bear merged with a gorilla. These jungle dwelling beasts have simian heads, body, and legs mixed with a bear\u0092s powerful arms and sharp teeth. They are as aggressive as grizzly bears, and every bit as carnivorous as an ape. The gorilla bear is one of many types of beasts probably created by magical crossbreeding.<\/p><\/td> <\/tr>

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

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

    The gorilla bear lashes out with its two paw attacks at one opponent at a time, trying to make a hug attack. These large beasts are stunningly fast, and often underestimated as being slow and clumsy.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/span><\/b> To use this ability, the gorilla bear must hit an opponent of up to Medium-size with both of its claw attacks. If it gets a hold, it can hug.<\/span><\/p><\/td> <\/tr>

    If a gorilla bear hits an opponent with both of its claw attacks, it can try to hug its opponent.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Hug (Ex):<\/span><\/b> A gorilla bear deals 1d8+8 points of damage with a successful grapple check against Medium-size or smaller opponents.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/span><\/b> Gorilla bears have excellent senses, and as such receive a +4 racial bonus to Listen and Spot checks.<\/span><\/p><\/td> <\/tr><\/table><\/div>","family":"Beast","alignment":"Any","environment":" Warm forest"},{"name":"Gorse","type":"Fey","ch":2,"challenge_rating":" 02 \u00a0","id":5824,"reference":"Usergen","full_text":"

    Gorse <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1\/6 d6\u00a0(1 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 10 ft, fly 30 ft (perfect)<\/td> <\/tr>
    AC:<\/strong> 29 (+8 size, +7 Dex, +4 natural)<\/td> <\/tr>
    Attacks:<\/strong>Miniscule sword +9 melee; or minute bow +9 ranged<\/td> <\/tr>
    Damage: <\/strong>Miniscule sword 1; or minute bow 1 and confusion<\/td> <\/tr>
    Face\/Reach: <\/strong>1\/2 ft by 1\/2 ft\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Confusion arrows, spell-like abilities, cantrips, potions<\/td> <\/tr>
    Special Qualities: <\/strong>Gorse bushes, SR 11<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +9, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 6, Dex 24, Con 10, Int 12, Wis 15, Cha 20 <\/td> <\/tr>
    Skills: <\/strong>Concentration +5, Craft (trapmaking) +5, Escape Artist +12, Hide +12, Listen +8, Move Silently +12, Spot +8, Wilderness Lore +6<\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon Focus (miniscule sword)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Cold and temperate plains and hills<\/td> <\/tr>
    Organization: <\/strong>Solitary or tribe (5-40)<\/td> <\/tr>
    Challenge Rating: <\/strong>02<\/td> <\/tr>
    Treasure: <\/strong>No coins; no goods; 25% items; 200% potions<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The gorse are some of the smallest, and perhaps most beautiful of the faerie folk. Gorse are tiny humanoids that resemble human children, only they are fully mature, and are just a few inches tall. They have delicate wings and slightly pointed ears, and wear simple clothing.

    Gorse dwell in the thorny flower bushes that are their namesake, which make a safe haven to protect them from larger creatures. Gorse keep to themselves, but sometimes deal with other fey, centaurs, elves, and druids. Gorse speak Sylvan.

    COMBAT<\/b>
    Gorse are armed with tiny weapons that do 1 point of damage each, and are effectively +2 weapons when used by any creature of Tiny size or smaller (larger creatures cannot use these weapons). Gorse also have spell-like abilities which they use to defend their lair, which is forbidding enough to keep most creatures out as it is. When threatened, gorse travel deeper into their thorny homes, either to escape or just lead attackers into traps.

    Confusion Arrows<\/b>: Gorse coat the tips of their arrows with a weak poison that disorients targets. Anyone struck by a gorse arrow attack must make a Fortitude save (DC 15) or be affected as the confusion<\/i> spell for 2d4 rounds.

    Spell-Like Abilities<\/b>: 1\/day - mirror image<\/i>. One in ten gorse can also use goodberry<\/i> and spike growth<\/i> once per day. These abilities are as the spells cast by an 10th-level sorcerer (save DC 12 + spell level).

    Cantrips (Sp)<\/b>: Gorse can use three unique cantrips, and each one is usable once per day.
    \t* Distract<\/i>: Anyone watching the gorse turns to look at any area of the faerie's choice within 10 feet. Creatures with an Intelligence of 10 or better can make a Will save (DC 12) to resist this.
    \t* Exterminate<\/i>: A gorse can kill a single creature no larger than a field-mouse, or all creatures of Fine size within a 6 inch radius. Fey, magical beasts, and anything with spell resistance can make a Will save (DC 12) to avoid death.
    \t* Sprout<\/i>: Gorse use this spell to cause thorn bushes in a one cubic yard area to add an inch of new growth.

    Potions<\/b>: Gorse like to keep a collection of potions in their lair. Normal potions have enough doses for 20 gorse to feel the full effects of the potion.

    Gorse Bushes<\/b>: Any creatures of Tiny size or larger are subject to taking 1 point of damage per round from being in the thorny lair of the gorse. A successful Reflex save (DC 14) negates this damage for a given round. Creatures of size class Small through Large are slowed to 1\/4 normal speed; smaller creatures can maneuver through the bushes normally, and the bushes do not hamper larger creatures.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #180 (1992), Monstrous Compendium Annual Three (1996).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always neutral","environment":">Cold and temperate plains and hills"},{"name":"Gorse","type":"Fey","ch":1,"challenge_rating":" 1 \u00a0","id":5825,"reference":"Usergen","full_text":"

    Gorse <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1\/4d6\u00a0(1 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), touch 25, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-21<\/td> <\/tr>
    Attack: <\/strong>Shortsword +15 melee (1-5) or shortspear +15 melee (1-5) or shortbow +15 ranged (1\/x3) or shortspear +15 ranged (1-5)<\/td> <\/tr>
    Full Attack: <\/strong>Shortsword +15 melee (1-5) or shortspear +15 melee (1-5) or shortbow +15 ranged (1\/x3) or shortspear +15 ranged (1-5)<\/td> <\/tr>
    Space\/Reach: <\/strong>1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Distract, exterminate, poison use, special arrows , spell-like abilities, sprout<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 1\/cold iron, low-light vision, spell resistance 11, woodland stride<\/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>Concentration +3, Craft (trapmaking) +4, Escape Artist +10, Hide +26, Listen +5, Move Silently +10, Sense Motive +5, Spot +6, Survival +5\r
    <\/td> <\/tr>
    Feats: <\/strong>Dodge (B), Empower Spell-Like Ability (mirror image<\/i>), Weapon Finesse (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold and temperate plains and hills<\/td> <\/tr>
    Organization: <\/strong>Solitary or tribe (5-40)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>Standard (triple potions)<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>1 HD (Diminutive)<\/td> <\/tr>
    Level Adjustment: <\/strong>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a tiny human child, but is only three inches tall. It wears simple green and yellow clothing, has pointed ears, and flies on delicate wings. It carries a small bow and a quiver of tiny arrows.<\/i>\r

    Gorse are incredibly small, beautiful fey named after the yellow-flowered thorny evergreen shrub in which they make their homes. Secretive and unobtrusive by nature, gorse are wary of all larger creatures. They will converse with, and even aid, other fey and friendly humanoids that bring offerings of fresh fruit, bread, or milk.\r

    Gorse are fond of magical potions, and a tribe generally keeps a large stash in their communal hordes. They occasionally use these potions as rewards or bribes whend dealing with other creatures.\r

    A gorse stands 3 inches tall and weighs less than a pound.\r

    Gorse speak Sylvan.\r

    COMBAT\r

    Gorse prefer to escape within the protection of their thorny lairs, luring attackers through the most thickly thorned regions and possibly over logs, pits, and other hard-to-see natural obstacles. If drawn to battle, they fire poison-coated arrows at opponents. They use their spell-like abilities to improve their chances of survival. \r

    Distract (Sp):<\/b> Once per day, a gorse may create a distraction, directing attention to an area of the gorse's choice within 10 feet. Creatures must succeed on a DC 15 Will save or be fascinated by the specified area for 1 round. This is an enchantment (compulsion), mind-affecting ability, and is the equivalent of a 0-level spell (caster level 10th).\r

    Exterminate (Sp):<\/b> Once per day, a gorse may attempt to slay miniscule vermin. All Fine animals or vermin within a designated 5-foot-square within 20 feet must succeed on a DC 15 Fortitude save or die. Alternatively, the gorse may target a single Diminutive animal or vermin within 20 feet with this ability. This is a death effect, and is the equivalent of a 0-level spell (caster level 10th).\r

    Poison Use (Ex):<\/b> Due to their long tradition of working with venoms, gorse are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon. A gorse typically carries 2 to 4 does of gorse-arrow poison.\r

    Gorse-arrow Poison:<\/i> Injury, Fortitude DC 15, initial damage confusion<\/i> for 2d4 rounds, secondary damage none.\r

    Spell-Like Abilities:<\/b> 1\/day\u00c2\u0097empowered mirror image<\/i>. One gorse in ten can use goodberry<\/i> and spike growth<\/i> (DC 16) each once per day. Caster level 10th. The save DCs are Charisma-based.\r

    Sprout (Sp):<\/b> Once per day, a gorse can cause thornbushes in a 5-foot-square area to rapidly grow. Any creature moving through the area must either treat it as heavy undergrowth (and avoid the thorns), or treat it as light undergrowth but suffer 1d3 points of piercing damage from the thorns. This effect lasts for 1 minute. This is the equivalent of a 0-level spell (caster level 10th).\r

    Woodland Stride (Ex):<\/b> A gorse may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its 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 it.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #180<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always neutral","environment":"Cold and temperate plains and hills"},{"name":"Grab Grass","type":"Plant","ch":1,"challenge_rating":" 1 \u00a0","id":5826,"reference":"Usergen","full_text":"

    Grab Grass <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Plant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+4\u00a0(8 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square)<\/td> <\/tr>
    Armor Class: <\/strong> 11 (+1 Dex), touch 11, flat-footed 10<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/+4<\/td> <\/tr>
    Attack: <\/strong>Tendril +2 melee touch (grass garrote)<\/td> <\/tr>
    Full Attack: <\/strong>Tendril +2 melee touch (grass garrote)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft. (10 ft. w\/tendrils)<\/td> <\/tr>
    Special Attacks: <\/strong>Grass garrote<\/td> <\/tr>
    Special Qualities: <\/strong>Camouflage, low-light vision, plant traits<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +1, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 13, Con 18, 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>Temperate and warm plains and hills<\/td> <\/tr>
    Organization: <\/strong>Solitary or patch (2-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2-4 HD (Medium); 5-8 HD (Large); 9-12 HD (Huge) and see text<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The tall grass nearby is swaying in the breeze...except you realize there is no breeze.<\/i>\r

    Grab grass is a predatory plant that resembles ordinary tall grass. Grab grass requires additional nutrients in the soil: nutrients gained from decomposing bodies. It lashes out with its grassy tendrils and chokes the life out of living creatures, improving the richness of the soil in which it currently roots.\r

    A typical grab grass covers a 5-foot-square. \r

    COMBAT\r

    Grab grass lies in wait, pretending to be mundane grass until prey comes within range. It then lashes out with a tendril, seeking to choke the life from its chosen victim. Grab grass tends to cluster with others of its kind, improving the chances of survival and creating an extremely nutrient rich deathbed in which to take root. If prey becomes too sparse, or environmental conditions grow unfavorable, grab grass pulls up roots and seeks out better hunting grounds.\r

    Camouflage (Ex):<\/b> Since grab grass looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks.\r

    Grass Garrote (Ex):<\/b> If grab grass succeeds on a touch attack against an opponent, it can immediately make a grapple check as a free action without provoking an attack of opportunity. If the grass wins the grapple check, its victim must begin to hold its breath. The victim must continue to hold its breath or begin suffocating until succeeding on an opposed grapple check to escape. Additionally, an affected creature cannot speak or cast spells with verbal components (although somatic components are not restricted). Grab grass has a +2 racial bonus to grapple checks, which is reflected in the statistics above.\r

    Advanced Grab Grasses<\/b>\r
    For each additional 5-foot-square of space, a grab grass gains an additional tendril attack.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in X2 \u00c2\u0096 Castle Amber<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":"Temperate and warm plains and hills"},{"name":"Grasshopper, Giant","type":"Vermin","ch":2,"challenge_rating":" 2 \u00a0","id":5827,"reference":"Usergen","full_text":"

    Grasshopper, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Vermin \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+6\u00a0(19 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+9<\/td> <\/tr>
    Attack: <\/strong>Slam +4 melee (1d8+3) or bite +4 melee (1d4+3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Slam +4 melee (1d8+3) or bite +4 melee (1d4+3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., great leaper, limited flight, vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +2, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 12, Con 15, Int \u00c2\u0097, Wis 10, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Hide +1, Jump +33, Spot +4\r
    <\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any temperate or warm land<\/td> <\/tr>
    Organization: <\/strong>Solitary or swarm (2-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-10 HD (Large), 11-17 HD (Huge), 18-20 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A horse-sized grasshopper clings to a massive plant nearby. It leaps forth, and the earth tremors with its landing.<\/i>\r

    Giant grasshoppers can be found anywhere their lesser kin are common. They are often trained as mounts by insectile humanoids and occasionally other creatures. \r

    Combat\r

    A giant grasshopper is non-aggressive, preferring flight to fight. It normally injures others only if they get in its way as it attempts its escape...or happen to be too close to where it lands. A giant grasshopper trained as a mount fights alongside its rider.\r

    Great Leaper (Ex):<\/b> A giant grasshopper has a +30 racial bonus on Jump checks. A giant grasshopper treats all Jump checks as if it had a 20-foot running start. For purposes of determining distance, a giant grasshopper treats vertical leaps as if they were horizontal leaps. Thus, a giant grasshopper with a Jump check result of 40 can leap 40 feet vertically or horizontally.\r

    Limited Flight (Ex):<\/b> A grasshopper may fly at a speed of 60 feet (average), but must begin and end its flight in the same round. As a full-round action, a giant grasshopper may combine its limited flight and great leaper abilities to cover greater ground.\r

    Skills:<\/b> A giant grasshopper has a +4 racial bonus on Hide and Spot checks. *Because of its camouflage, the Hide bonus increases to +12 when a grasshopper is surrounded by foliage.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Rules Cyclopedia<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Any temperate or warm land"},{"name":"Grave Mist","type":"Undead","ch":6,"challenge_rating":" 6 \u00a0","id":5828,"reference":"Usergen","full_text":"

    Grave Mist <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Incorporeal)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d12\u00a0(45 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> Fly 30 ft. (good) (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+4 Dex, +2 deflection), touch 16, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/-<\/td> <\/tr>
    Attack: <\/strong>Incorporeal touch +7 melee (1d4 plus 1d6 Constitution damage)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Incorporeal touch +7 melee (1d4 plus 1d6 Constitution damage)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Constitution damage, create spawn\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Absorb cold, darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +6, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str \u00c2\u0097, Dex 18, Con \u00c2\u0097, Int 9, Wis 12, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Hide +14, Listen +11, Spot +11<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (Constitution damage), Flyby Attack, Improved Initiative<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or group (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>8-14 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A gray, swirling mist outlines a vaguely humanoid shape. It is featureless except for dark, black holes giving a semblance of eyes.<\/i>\r

    Grave mists feed on the lingering remnants of life essence clinging to dead bodies. As a result, they are most frequently encountered in desolate graveyards, burial grounds, and other locales where corpses are present.\r

    Grave mists wander in loose groups, ever on the lookout for corpses. They are often drawn to the sites of recent battles, and have been known to watch from a distance, patiently awaiting the end of a confict before swooping in like vultures to feed on the dead.\r

    A grave mist is 6 feet tall and is weightless. \r

    A grave mist speaks Common.\r

    COMBAT\r

    Grave mists simply drain the life from those they touch with their chilling touch.\r

    Absorb Cold (Su):<\/b> A magical attack that deals cold damage heals a grave mist for 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause a grave mist to exceed its full normal hit points, any excess hit points are lost. A grave mist gets no saving throws against cold effects. \r

    Constitution Damage (Su):<\/b> Living creatures hit by a grave mist's incorporeal touch attack must succeed on a DC 17 Fortitude save or take 1d6 points of Constitution damage. The save DC is Charisma-based. On each such successful attack, the grave mist gains 5 temporary hit points.\r

    Create Spawn (Su):<\/b> Any humanoid slain by a grave mist becomes a grave mist in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the grave mist that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Eye of the Beholder III: Assault on Myth Drannor Rule Book<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always chaotic evil","environment":"Any"},{"name":"Grave Watcher","type":"Aberration","ch":5,"challenge_rating":" 5 \u00a0","id":5829,"reference":"Usergen","full_text":"

    Grave Watcher <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Aberration \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+10\u00a0(50 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 22 (+5 Dex, +7 deflection), touch 22, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+0<\/td> <\/tr>
    Attack: <\/strong>Tentacle +8 melee (1d8 electricity)<\/td> <\/tr>
    Full Attack: <\/strong>Tentacle +8 melee (1d8 electricity)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Electricity damage, mesmerizing lights\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/bludgeoning, darkvision 60 ft., fast healing 2, hearty, immunity to electricity and mind-affecting spells and abilities, join, split, negative energy affinity, tentacle growth<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +6, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 5, Dex 20, Con 15, Int 16, Wis 12, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +4, Knowledge (the planes) +11, Listen +9, Search +11, Sense Motive +9, Spot +9, Survival +1 (+3 following tracks, +3 on other planes)<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (mesmerizing lights), Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Negative Energy Plane<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>Half standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>6-16 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Hundreds of tiny, pulsating lights hover above the gravesite like a ballet of fireflies.<\/i>\r

    Hailing from the Negative Energy Plane, a grave watcher on the Material Plane seeks out a gravesite or tomb and guards it with its life. A grave watcher consists of thousands of small particles of negative energy. Although it appears as nothing more than hundreds of tiny, pulsating lights, these are just residual bursts of energy surrounding its true form, a roughly-humanoid shaped, pitch black creature with one or more tentacles.\r

    When a grave watcher encounters another of its kind, the two merge to form a larger grave watcher. Grave watchers reproduce by splitting into smaller creatures of their kind, but what prompts them to do so remains a mystery.\r

    Grave watchers have no interest in collecting treasure, but fiercely guard any treasure associated with the gravesite they guard. This treasure may have grown from the incidental remains of prior trespassers.\r

    A grave watcher stands 5 to 6 feet tall and weighs 100 to 125 pounds. The lights of a grave watcher are all the same color, but between individuals, this color can vary from white to rose to emerald green and shades in between.\r

    Grave watchers cannot speak, but they understand all spoken languages.\r

    A grave watcher is treated as an outsider for purposes of planar ally<\/i> and planar binding<\/i> spells.\r

    COMBAT\r

    Grave watchers lash out with their tentacles at any creature that trespasses upon or threatens harm to its chosen gravesite. Its tentacles release a jolt of electricity that can surge to adjacent creatures.\r

    Electricity Damage (Su):<\/b> The touch of a grave watcher's tentacle deals 1d8 points of electricity damage. Additionally, it deals 1d4 points of electricity damage to all creatures adjacent to the target that are wearing metal armor or wielding metal weapons.\r

    Hearty (Ex):<\/b> When fully healed, a grave watcher always has the maximum number (8 + Con modifier) of hit points per HD.\r

    Join (Ex):<\/b> Two fully healed grave watchers may join into a single grave watcher with HD equal to the sum of the original grave watchers' HD. This process takes 4 rounds, during which the grave watcher may take no other actions.\r

    Mesmerizing Lights (Su):<\/b> A grave watcher continually projects hundreds of tiny, pulsating lights, which are residual bursts of energy. These lights project illumination equivalent to a torch, and provide concealment (20% miss chance) for the grave watcher. These burst of energy also grant the grave watcher a deflection bonus to its Armor Class equal to 5 plus its Charisma modifier (already included in the statistics above). Any creature viewing the grave watcher must succeed on a DC 16 Will save or become fascinated for 2d4 rounds. This is a mind-affecting compulsion ability. A creature that successfully saves cannot be affected again by the same grave watcher's mesmerizing lights for 24 hours. The save DC is Charisma-based.\r

    Negative Energy Affinity (Ex):<\/b> The grave watcher is affected by cure<\/i> spells and inflict<\/i> spells as if it were an undead creature.\r

    Split (Ex):<\/b> A full healed grave watcher of 10 or more HD can split into two grave watchers. The two new grave watchers may have any combination of HD that totals to the HD of the original grave watcher, but each must have at least 5 HD. Each new grave watcher has maximum hit points for its Hit Dice. This process takes 4 rounds, during which the grave watcher may take no other actions.\r

    Tentacle Growth (Ex):<\/b> A grave watcher has as one tentacle for each HD that it possessed over 4. However, these tentacles disintegrate and reform as the grave watcher loses and regains hit points. For each 8 +Con bonus (10 for an average grave watcher) hp below maximum the grave watcher possesses, the grave watcher loses one tentacle. The tentacle regrows when the grave watcher regains hp.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Polyhedron Magazine #76<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":"Negative Energy Plane"},{"name":"Gray Philosopher","type":"Undead","ch":2,"challenge_rating":" 02 \u00a0","id":5830,"reference":"Usergen","full_text":"

    Gray Philosopher <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Incorporeal)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d12+27\u00a0(85 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 0 ft<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+3 deflection, +3 profane), touch 16, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/---<\/td> <\/tr>
    Attack: <\/strong>---<\/td> <\/tr>
    Full Attack: <\/strong>---<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Shriek of fear<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/silver, darkvision 60 ft, death's grace, incorporeal traits, spell resistance 14, undead traits, unholy toughness, unwavering concentration<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +3, Will +13 <\/td> <\/tr>
    Abilities: <\/strong>Str ---, Dex 10, Con ---, Int 14, Wis 20, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Gather Information +15, Knowledge (history) +14, Knowledge (nobility and royalty) +14, Knowledge (religion) +14, Knowledge (the planes) +14, Spellcraft +14<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (shriek of fear), Diligent, Great Fortitude, Iron Will<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land, underground, and aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary (plus 2-8 malices)<\/td> <\/tr>
    Challenge Rating: <\/strong>02<\/td> <\/tr>
    Treasure: <\/strong>No coins; double goods (75% books); double items (scrolls only)<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>10-18 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This robed humanoid figure is seated and appears deep in thought. Its form is smoky-gray and insubstantial. A palpable aura of hatred seems to emanate from the otherwise oblivious being.<\/i>\r

    The gray philosopher is an undead spirit of an evil cleric that died with some important unresolved philosophical deliberations in mind. A gray philosopher does nothing but ponder these mysterious weighty matters, always seeming unable to reach a conclusion.\r

    A gray philosopher would be otherwise harmless if not for its malices. These wispy shapes are the animated evil thoughts of the gray philosopher that have taken on a substance and will of their own. A gray philosopher begins its existence with 2d4 malices, and manifests 2d4 more for each Hit Die it advances. It does not control the malices per se, so much as they are extensions of itself and always act in the philosopher\u00c2\u0092s best interest. A gray philosopher, however, does not even seem to be aware of its own malices.\r

    A gray philosopher is most commonly found in ruined or abandoned buildings (particularly temples, libraries, and monasteries), dungeons, tombs, crypts, graveyards, and similar desolate, isolated places. Around a gray philosopher will normally be scattered numerous books and scrolls, often in languages so ancient they might not be spoken by living creatures anymore. Sages theorize that if a gray philosopher were ever able to solve the dilemmas in its own mind, it would be able to transcend the mortal plane and become a powerful immortal being; undoubtedly, this process could easily take millennia.\r

    COMBAT<\/b>\r
    A gray philosopher has no interest in its surroundings and will neither attack nor defend itself. Even attacks that harm a gray philosopher will not break its concentration. \r

    At its moment of destruction, a gray philosopher looks up with an expression of malicious enlightenment, vanishing with a lingering shriek of evil delight.\r

    Shriek of Fear (Su)<\/b>: At the moment of a gray philosopher\u00c2\u0092s death, it unleashes a horrifying shriek. Living creatures within 60 feet must succeed on a DC 19 Will save or take 2 points of Dexterity drain and be shaken. The shaken effect can be removed from a creature with a remove fear<\/i> or remove curse<\/i> spell. The save DC is Charisma-based.\r

    Death's Grace (Ex)<\/b>: A gray philosopher gains a +1 profane bonus to its AC for every 3 Hit Dice it possesses.\r

    Unholy Toughness (Ex)<\/b>: A gray philosopher gains a bonus to its hit points equal to its Charisma modifier times its Hit Dice.\r

    Unwavering Concentration (Ex)<\/b>: A gray philosopher contemplating its unresolved problem pays no attention to what is going on around it. A gray philosopher cannot be moved by any means. It is immune to turning or rebuking attempts. It cannot be compelled or forced to take any actions by any effect and automatically succeeds on Concentration checks. It is considered helpless against any effect that requires a Reflex save.\r


    Malice\r
    Tiny Undead (Incorporeal)\r
    Hit Dice<\/b>: 1d12 (6 hp) \r
    Initiative<\/b>: +5\r
    Speed<\/b>: Fly 40 ft (perfect) (8 squares)\r
    Armor Class<\/b>: 19 (+2 size, +5 Dex, +2 deflection), touch 19, flat- footed 14\r
    Base Attack\/Grapple<\/b>: +4\/---\r
    Attack<\/b>: Touch +11 melee (spiteful touch)\r
    Full Attack<\/b>: Touch +11 melee (spiteful touch)\r
    Space\/Reach<\/b>: 2 1\/2 ft\/0 ft\r
    Special Attacks<\/b>: Spiteful touch\r
    Special Qualities<\/b>: Bound to philosopher, damage reduction 5\/silver, darkvision 60 ft, incorporeal traits, undead traits\r
    Saves<\/b>: Fort +0, Ref +5, Will +2\r
    Abilities<\/b>: Str ---, Dex 20, Con ---, Int --- Wis 10, Cha 14\r
    Skills<\/b>: ---\r
    Feats<\/b>: Flyby Attack (b)\r

    Environment<\/b>: Any land, underground, and aquatic\r
    Organization<\/b>: Malevolence (gray philosopher plus 2-8 malices)\r
    Challenge Rating<\/b>: 3\r
    Treasure<\/b>: None\r
    Alignment<\/b>: Usually neutral evil\r
    Advancement<\/b>: 2-3 HD (Tiny)\r
    Level Adjustment<\/b>: ---\r

    This tiny, luminescent, translucent wisp has a vaguely humanoid face on its front with a gaping maw, and spindly, clawed hands.<\/i>\r

    A malice is a gray philosopher\u00c2\u0092s evil notion given form but not substance. This vindictive creature will usually spend its time flying around its gray philosopher, waiting for victims to come in range.\r

    COMBAT<\/b>\r
    A malice flies through the air, constantly searching for victims on which to vent its petty, but eternal spite. Upon finding a victim, a malice will immediately launch to attack, seemingly biting and scratching despite an inability to achieve physical contact. A malice will attack until destroyed or turned, and will work to make sure any invaders cannot reach its gray philosopher.\r

    Spiteful Touch (Su)<\/b>: The touch of a malice deals 1d10 points of damage to good-aligned creatures, 1d8 points of damage to neutral-aligned creatures, and 1d6 points of damage to evil-aligned creatures. Additionally, it is treated as evil-aligned for the purpose of overcoming damage reduction.\r

    Bound to Philosopher (Su)<\/b>: A malice never strays more than 100 feet from the gray philosopher that created it. Should it be forcefully moved from this area, it must immediately return to within 100 feet by the fastest means possible. If the gray philosopher that created a malice is destroyed, the malice is also instantly destroyed. A malice uses its gray philosopher\u00c2\u0092s base attack bonus, but uses its own Dexterity modifier on attack rolls with its natural weapons. \r

    A malice uses its gray philosopher\u00c2\u0092s Hit Dice for the purposes of turning attempts. As an extension of the gray philosopher, a malice cannot be rebuked or commanded, but can be bolstered, destroyed, or turned normally.<\/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":"Undead","alignment":"Usually neutral evil","environment":"Any land, underground, and aquatic"},{"name":"Gray Pudding","type":"Ooze","ch":8,"challenge_rating":" 8 \u00a0","id":5831,"reference":"Usergen","full_text":"

    Gray Pudding <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 10d10+60\u00a0(115 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 25 ft. (5 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 2d12 acid)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +9 melee (2d6+4 plus 2d12 acid)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Acid, constrict 2d6+4 plus 2d12 acid, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 60 ft., DR 6\/\u00c2\u0097, immunity to slashing and piercing damage, immunity to acid, cold, electricity and fire damage, ooze traits, spell resistance 14, spell vulnerability, split<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref -2, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 1, Con 22, Int 6, Wis 11, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Hide -2*, Move Silently +12, Listen +8<\/td> <\/tr>
    Feats: <\/strong>Improved InitiativeB<\/sup><\/small><\/b><\/small>, Reckless Offense, Skill Focus (Move Silently), 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 lump of gray slime<\/i>.\r

    Gray 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 gray pudding measures 15 feet across and 2 feet thick. It weighs about 18,000 pounds.\r

    COMBAT<\/b>\r

    Gray puddings use their stealth skills to attack from ambush, grappling and constricting as often as possible. \r

    Acid (Ex):<\/b> The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent's armor and clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A metal or wooden weapon that strikes a gray pudding also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based.\r

    Blindsight (Ex):<\/b> A gray 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 gray pudding deals automatic slam, acid and disease damage with a successful grapple check.\r

    Improved Grab (Ex):<\/b> To use this ability, a gray 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

    Spell Vulnerability (Su):<\/b> Certain spells and effects function differently against a gray pudding, as noted below.\r

    Flesh to stone<\/i> acts as a slow spell on the pudding.\r

    Transmute rock to mud<\/i> causes the pudding to suffocate in its own mass. The pudding must immediately make a DC 10 Constitution check (and one each following round with DC of 10+1 per round) or start drowning. See the drowning rules in the SRD.\r

    The pudding receives a Fortitude save to negate the effect of either of these spells (at the usual spell DC), and its SR applies to both (regardless of the spell text).\r

    Split (Ex):<\/b> Fire and electricity attacks deal no damage to a gray 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 gray pudding has a +8 racial bonus on Listen and Move Silently checks. Gray 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 gray pudding has a +16 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":"Greater Urchin, Black","type":"Magical Beast","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5832,"reference":"Usergen","full_text":"

    Greater Urchin, Black <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d10+1\u00a0(6 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft., swim 40 ft.<\/td> <\/tr>
    AC:<\/strong> 16 (+1 size, +1 Dex, +4 natural)<\/td> <\/tr>
    Attacks:<\/strong>Slam +1 melee (1d6); or spine +3 ranged (1d6)<\/td> <\/tr>
    Damage: <\/strong>Slam 1d6; or spine 1d6<\/td> <\/tr>
    Face\/Reach: <\/strong>2 1\/2 ft. by 2 1\/2 ft.\/2 1\/2 ft.<\/td> <\/tr>
    Special Attacks: <\/strong><\/td> <\/tr>
    Special Qualities: <\/strong>Clairvoyance, blindsight 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +3, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 12, Con 13, Int 2, Wis 11, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Hide +9<\/td> <\/tr>
    Feats: <\/strong>Weapon Focus (spine)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or group (1-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None (see below)<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2-3 HD (Small)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Greater urchins are creatures with limited intelligence that are somehow related to mundane sea urchins. There are five known greater urchin species; black, green, red, yellow, and silver. A greater urchin is almost identical in appearance to normal sea urchins in that they have a round body protected by long spines. Greater urchins generally grow to be about 3 feet across. Greater urchins possess a limited form of clairvoyance, which assists them in the search for food. Greater urchins are usually encountered in the water, but on rare occasions they do venture onto land.\r

    A greater urchin has a small gland inside its body that crystallizes when exposed to air. These urchin stones are quite rare and valuable, and can be sold as gems in larger seaside towns. The value of the gem varies depending on the color and rarity of the greater urchin.\r

    Greater Urchin, Black \r
    Black urchins are by far the most common, and they most closely resemble their smaller, normal sea urchin cousins. Although they are called black urchins, their color is more of a smoky gray. The urchin stone of a black urchin is worth 1d10 x 10 gold pieces.\r

    Combat\r
    Greater urchins are scavengers and filter feeders, and normally do not attack other creatures except in self-defense. Unlike normal sea urchins, greater urchins can fire their spines at opponents. Despite being technically blind, greater urchins display an uncanny degree of accuracy with their spines. In close quarters, a greater urchin can simply roll into opponents.\r

    Clairvoyance (Su): At will, a greater urchin can make use of the clairaudience\/clairvoyance spell as cast by a sorcerer with a level equal to its hit dice. It cannot see or hear, but it can sense whatever is taking place around its habitat (i.e. the water where it dwells as well as the shoreline and beach nearby). Greater urchins use this ability to detect food and danger.<\/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":"Magical Beast","alignment":"Always neutral","environment":">Any aquatic"},{"name":"Greater Urchin, Green","type":"Magical Beast","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5833,"reference":"Usergen","full_text":"

    Greater Urchin, Green <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d10+2\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft., swim 50 ft.<\/td> <\/tr>
    AC:<\/strong> 17 (+1 size, +1 Dex, +5 natural)<\/td> <\/tr>
    Attacks:<\/strong>Slam +4 melee (1d6+1); or 2 spines +5 ranged (1d6+1)\r
    <\/td> <\/tr>
    Damage: <\/strong>Slam 1d6+1; or spine 1d6+1\r
    <\/td> <\/tr>
    Face\/Reach: <\/strong>2 1\/2 ft. by 2 1\/2 ft.\/2 1\/2 ft.<\/td> <\/tr>
    Special Attacks: <\/strong><\/td> <\/tr>
    Special Qualities: <\/strong>Clairvoyance, blindsight 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 12, Con 13, Int 2, Wis 11, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Hide +10*<\/td> <\/tr>
    Feats: <\/strong>Weapon Focus (spine)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or group (1-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None (see below)<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Small); 5-6 HD (Medium-size)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Greater urchins are creatures with limited intelligence that are somehow related to mundane sea urchins. There are five known greater urchin species; black, green, red, yellow, and silver. A greater urchin is almost identical in appearance to normal sea urchins in that they have a round body protected by long spines. Greater urchins generally grow to be about 3 feet across. Greater urchins possess a limited form of clairvoyance, which assists them in the search for food. Greater urchins are usually encountered in the water, but on rare occasions they do venture onto land.\r

    A greater urchin has a small gland inside its body that crystallizes when exposed to air. These urchin stones are quite rare and valuable, and can be sold as gems in larger seaside towns. The value of the gem varies depending on the color and rarity of the greater urchin.\r

    Greater Urchin, Green\r
    Green urchins are pale aquamarine in color, which helps them to blend in with their aquatic environment. The urchin stone of a green urchin is worth 1d10 x 40 gold pieces.\r

    Combat\r
    Greater urchins are scavengers and filter feeders, and normally do not attack other creatures except in self-defense. Unlike normal sea urchins, greater urchins can fire their spines at opponents. Despite being technically blind, greater urchins display an uncanny degree of accuracy with their spines. In close quarters, a greater urchin can simply roll into opponents.\r

    Clairvoyance (Su): At will, a greater urchin can make use of the clairaudience\/clairvoyance spell as cast by a sorcerer with a level equal to its hit dice. It cannot see or hear, but it can sense whatever is taking place around its habitat (i.e. the water where it dwells as well as the shoreline and beach nearby). Greater urchins use this ability to detect food and danger.\r

    Skills: A green urchin receives a +4 racial bonus to Hide checks while 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":"Magical Beast","alignment":"Always neutral","environment":">Any aquatic"},{"name":"Greater Urchin, Red","type":"Magical Beast","ch":1,"challenge_rating":" 1 \u00a0","id":5834,"reference":"Usergen","full_text":"

    Greater Urchin, Red <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d10+3\u00a0(19 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft., swim 50 ft.<\/td> <\/tr>
    AC:<\/strong> 18 (+1 size, +1 Dex, +6 natural)<\/td> <\/tr>
    Attacks:<\/strong>Slam +5 melee; or 3 spines +6 ranged<\/td> <\/tr>
    Damage: <\/strong>Slam 1d4+1; or spine 1d4+1<\/td> <\/tr>
    Face\/Reach: <\/strong>2 1\/2 ft. by 2 1\/2 ft.\/2 1\/2 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison<\/td> <\/tr>
    Special Qualities: <\/strong>Clairvoyance, blindsight 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 12, Con 13, Int 2, Wis 11, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Hide +11<\/td> <\/tr>
    Feats: <\/strong>Weapon Focus (spine)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or group (1-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None (see below)<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Small); 7-9 HD (Medium-size)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Greater urchins are creatures with limited intelligence that are somehow related to mundane sea urchins. There are five known greater urchin species; black, green, red, yellow, and silver. A greater urchin is almost identical in appearance to normal sea urchins in that they have a round body protected by long spines. Greater urchins generally grow to be about 3 feet across. Greater urchins possess a limited form of clairvoyance, which assists them in the search for food. Greater urchins are usually encountered in the water, but on rare occasions they do venture onto land.\r

    A greater urchin has a small gland inside its body that crystallizes when exposed to air. These urchin stones are quite rare and valuable, and can be sold as gems in larger seaside towns. The value of the gem varies depending on the color and rarity of the greater urchin.\r

    Greater Urchin, Red\r
    A red urchin is a dark blood red or ruby color, and the spines are tipped in black. A red urchin\u00c2\u0092s spines inject a paralytic poison. The urchin stone of a red urchin is worth 1d10 x 90 gold pieces.\r

    Combat\r
    Greater urchins are scavengers and filter feeders, and normally do not attack other creatures except in self-defense. Unlike normal sea urchins, greater urchins can fire their spines at opponents. Despite being technically blind, greater urchins display an uncanny degree of accuracy with their spines. In close quarters, a greater urchin can simply roll into opponents.\r

    Clairvoyance (Su): At will, a greater urchin can make use of the clairaudience\/clairvoyance spell as cast by a sorcerer with a level equal to its hit dice. It cannot see or hear, but it can sense whatever is taking place around its habitat (i.e. the water where it dwells as well as the shoreline and beach nearby). Greater urchins use this ability to detect food and danger.\r

    Poison (Ex): A red urchin injects its poison with a successful slam or spine attack; Fortitude save (DC 12); initial damage paralyzed for 1 round; secondary damage paralyzed for 1d4 rounds.<\/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":"Magical Beast","alignment":"Always neutral","environment":">Any aquatic"},{"name":"Greater Urchin, Silver","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":5835,"reference":"Usergen","full_text":"

    Greater Urchin, Silver <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d10+5\u00a0(32 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5 (Dex, Improved Initiative)<\/td> <\/tr>
    Speed:<\/strong> 30 ft., swim 50 ft.<\/td> <\/tr>
    AC:<\/strong> 20 (+1 size, +1 Dex, +8 natural)<\/td> <\/tr>
    Attacks:<\/strong>Slam +6 melee; or 5 spines +7 ranged<\/td> <\/tr>
    Damage: <\/strong>Slam 1d4+1; or spine 1d4+1<\/td> <\/tr>
    Face\/Reach: <\/strong>2 1\/2 ft. by 2 1\/2 ft.\/2 1\/2 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison<\/td> <\/tr>
    Special Qualities: <\/strong>Clairvoyance, blindsight 60 ft.\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 12, Con 13, Int 2, Wis 11, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Hide +13<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Weapon Focus (spine)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or group (1-2)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None (see below)<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>6-7 HD (Small); 8-10 HD (Medium-size)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Greater urchins are creatures with limited intelligence that are somehow related to mundane sea urchins. There are five known greater urchin species; black, green, red, yellow, and silver. A greater urchin is almost identical in appearance to normal sea urchins in that they have a round body protected by long spines. Greater urchins generally grow to be about 3 feet across. Greater urchins possess a limited form of clairvoyance, which assists them in the search for food. Greater urchins are usually encountered in the water, but on rare occasions they do venture onto land.\r

    A greater urchin has a small gland inside its body that crystallizes when exposed to air. These urchin stones are quite rare and valuable, and can be sold as gems in larger seaside towns. The value of the gem varies depending on the color and rarity of the greater urchin.\r

    Greater Urchin, Silver\r
    The silver urchins are the most rare of all greater urchins. A silver urchin is metallic gray in color, with spines tipped in black. The poison of a silver urchin is highly toxic, and can put its opponents into a catatonic state for days. The urchin stone of a silver urchin is worth 1d10 x 250 gold pieces.\r

    Combat\r
    Greater urchins are scavengers and filter feeders, and normally do not attack other creatures except in self-defense. Unlike normal sea urchins, greater urchins can fire their spines at opponents. Despite being technically blind, greater urchins display an uncanny degree of accuracy with their spines. In close quarters, a greater urchin can simply roll into opponents.\r

    Clairvoyance (Su): At will, a greater urchin can make use of the clairaudience\/clairvoyance spell as cast by a sorcerer with a level equal to its hit dice. It cannot see or hear, but it can sense whatever is taking place around its habitat (i.e. the water where it dwells as well as the shoreline and beach nearby). Greater urchins use this ability to detect food and danger.\r

    Poison (Ex): A silver urchin injects its poison with a successful slam or spine attack; Fortitude save (DC 13); initial damage catatonic for 1 day; secondary damage catatonic for 1d3 days. For rules purposes, a catatonic opponent is treated as being paralyzed.<\/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":"Magical Beast","alignment":"Always neutral","environment":">Any aquatic"},{"name":"Greater Urchin, Yellow","type":"Magical Beast","ch":1,"challenge_rating":" 1 \u00a0","id":5836,"reference":"Usergen","full_text":"

    Greater Urchin, Yellow <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d10+4\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 30 ft., swim 50 ft.<\/td> <\/tr>
    AC:<\/strong> 19 (+1 size, +1 Dex, +7 natural)<\/td> <\/tr>
    Attacks:<\/strong>Slam +5 melee; or 4 spines +6 ranged<\/td> <\/tr>
    Damage: <\/strong>Slam 1d6; or spine 1d6<\/td> <\/tr>
    Face\/Reach: <\/strong>2 1\/2 ft. by 2 1\/2 ft.\/2 1\/2 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison<\/td> <\/tr>
    Special Qualities: <\/strong>Clairvoyance, blindsight 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 12, Con 13, Int 2, Wis 11, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Hide +12*<\/td> <\/tr>
    Feats: <\/strong>Weapon Focus (spine)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or group (1-3)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None (see below)<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5-6 HD (Small); 7-12 HD (Medium-size)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Greater urchins are creatures with limited intelligence that are somehow related to mundane sea urchins. There are five known greater urchin species; black, green, red, yellow, and silver. A greater urchin is almost identical in appearance to normal sea urchins in that they have a round body protected by long spines. Greater urchins generally grow to be about 3 feet across. Greater urchins possess a limited form of clairvoyance, which assists them in the search for food. Greater urchins are usually encountered in the water, but on rare occasions they do venture onto land.\r

    A greater urchin has a small gland inside its body that crystallizes when exposed to air. These urchin stones are quite rare and valuable, and can be sold as gems in larger seaside towns. The value of the gem varies depending on the color and rarity of the greater urchin.\r

    Greater Urchin, Yellow\r
    A yellow urchin is sandy-colored, and like the green urchin is difficult to notice while in the water. The spines of a yellow urchin are tipped in light green. A yellow urchin\u00c2\u0092s spines inject a paralytic poison. The urchin stone of a yellow urchin is worth 1d10 x 160 gold pieces.\r

    Combat\r
    Greater urchins are scavengers and filter feeders, and normally do not attack other creatures except in self-defense. Unlike normal sea urchins, greater urchins can fire their spines at opponents. Despite being technically blind, greater urchins display an uncanny degree of accuracy with their spines. In close quarters, a greater urchin can simply roll into opponents.\r

    Clairvoyance (Su): At will, a greater urchin can make use of the clairaudience\/clairvoyance spell as cast by a sorcerer with a level equal to its hit dice. It cannot see or hear, but it can sense whatever is taking place around its habitat (i.e. the water where it dwells as well as the shoreline and beach nearby). Greater urchins use this ability to detect food and danger.\r

    Poison (Ex): A yellow urchin injects its poison with a successful slam or spine attack; Fortitude save (DC 13); initial damage paralyzed for 10 minutes; secondary damage paralyzed for 1d4 x 10 minutes.\r

    Skills: A yellow urchin receives a +4 racial bonus to Hide checks while 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":"Magical Beast","alignment":"Always neutral","environment":">Any aquatic"},{"name":"Greater Vampire, Arch-Lord","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5837,"reference":"Usergen","full_text":"

    Greater Vampire, Arch-Lord (Template)<\/h1>
    Vampire lord is the second step in the greater vampire template progression

    Creating a Greater Vampire, Arch-Lord<\/h2> \"Vampire arch-lord\" is an acquired template that can be added to any vampire lord that has existed in that state for 999 years of unlife (referred to hereafter as the base creature). A vampire lord uses all the base creature's statistics and abilities except as noted here. This template does not alter the creature's type.\r

    Special Attacks:<\/b> A greater vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1\/2 vampire\u00c2\u0092s HD + vampire\u00c2\u0092s Cha modifier unless noted otherwise.\r

    Rapid Blood Drain (Ex):<\/i> A greater vampire can rapidly 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 Strength, Dexterity, and Constitution drain each round the pin is maintained. On each such successful attack, the greater vampire gains 5 temporary hit points.\r

    A victim must also succeed on a Fortitude save or become fatigued. The save DC is Charisma-based. Note that this stacks with the dazed effect the greater vampire gained as a vampire lord.\r

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

    Damage Reduction (Su):<\/i> An arch-lord's damage reduction improves to 15\/silver and magic.\r

    Fast Healing (Ex):<\/i> A vampire arch-lord's fast healing improves to 7 points of damage each round.\r

    Improved Turn Resistance (Ex):<\/i> An arch-lord's turn resistance improves by +2.\r

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

    Organization:<\/b> Solitary, pair, gang (1-2 plus 1-2 vampire lords), or troupe (1-2 plus 2-3 vampire lords plus 4-10 vampires and vampire spawn)\r
    Challenge Rating:<\/b> Same as the base creature +1.\r
    Level Adjustment:<\/b> Same as the base creature +2.
    Challenge Rating: <\/strong>+1

    Sample Greater Vampire, Arch-Lord<\/h2> Vampire Arch-Lord, 9th-Level Human Fighter<\/b>\r
    Medium Undead (Augmented Humanoid)\r
    Hit Dice: 9d12 (58 hp)\r
    Initiative: +7\r
    Speed: 30 ft. (6 squares)\r
    Armor Class: 23 (+3 Dex, +6 natural, +4 masterwork chain shirt), touch 13, flat-footed 20\r
    Base Attack\/Grapple: +9\/+17\r
    Attack: Slam +17 melee (1d6+8 plus energy drain) or +2 spiked chain<\/i> +20 melee (2d4+16) or +2 shortbow<\/i> +14 ranged (1d6+2\/x3)\r
    Full Attack: Slam +17 melee (1d6+8 plus energy drain) or +2 spiked chain<\/i> +20\/+15 melee (2d4+16) or +2 shortbow<\/i> +14\/+9 ranged (1d6+2\/x3)\r
    Space\/Reach: 5 ft.\/5 ft. (10 ft. with spiked chain)\r
    Special Attacks: Blood drain, children of the night, create spawn, dominate, energy drain, infectious breath, maddening countenance, rapid blood drain, spell-like abilities, stench\r
    Special Qualities: Alternate form, damage reduction 15\/silver and magic, darkvision 60 ft., fast healing 7, gaseous form, lifesense, resistance to cold 10 and electricity 10, spider climb, supernatural scent, +6 turn resistance, undead traits, unnatural aura, vampire weaknesses\r
    Saves: Fort +8, Ref +10, Will +8\r
    Abilities: Str 26, Dex 17, Con -, Int 13, Wis 16, Cha 16\r
    Skills: Bluff +11, Climb +14, Hide +10, Jump +13, Listen +17, Move Silently +10, Ride +12, Search +9, Sense Motive +11, Spot +17\r
    Feats: Alertness (B), Blind-Fight, Combat Expertise, Combat Reflexes (B), Dodge (B), Exotic Weapon Proficiency (spiked chain), Improved Initiative (B), Improved Unarmed Strike, Lightning Reflexes (B), Mobility, Power Attack, Spring Attack, Weapon Focus (spiked chain), Weapon Specialization (spiked chain), Whirlwind Attack\r
    Environment: Temperate plains\r
    Organization: Solitary, pair, gang (1-2 plus 1-2 vampire lords), or troupe (1-2 plus 2-3 vampire lords plus 4-10 vampires and vampire spawn)\r
    Challenge Rating: 14\r
    Treasure: Double standard (including cloak of resistance +2, +2 shortbow<\/i>, and +2 spiked chain<\/i>)\r
    Alignment: Always evil (any)\r
    Advancement: By character class\r
    Level Adjustment: +13\r

    Alternate Form (Su): A greater vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a swift action. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)\r

    Infections Breath (Su): Once per minute, a greater vampire can breath a 30-foot cone of noxious vapor. Creatures within the area must succeed on a DC 17 Fortitude save or be inflicted with mindfire (or another disease of the DM's choice) and be nauseated for 1d4 rounds. The breath weapon lingers for 24 hours thereafter, and any creature entering its area must make a Fortitude save. A creature who successfully saves is immune to the effects of this greater vampire's infectious breath for 24 hours. The save DC is Charisma-based.\r

    Lifesense (Su): A greater vampire continually detects the presence of living creatures within 15 feet. This functions similarly to a detect undead<\/i> spell, except that it detects living creatures instead of undead, and the greater vampire is never stunned if a living creature has more than twice its Hit Dice. Lifesense is always active.\r

    Madenning Countenance (Su): A humanoid within 60 feet with 1 Hit Die or less that views a greater vampire's true form must attempt a DC 17 Will save. Failure indicates the creature's mind is shattered, leaving it permanently insane (as the insanity<\/i> spell). A creature that makes the save is immune to that particular greater vampire's maddening countenance for 24 hours. This is a mind-affecting ability. The save DC is Charisma-based.\r

    Rapid Blood Drain (Ex): A greater vampire can rapidly 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 Strength, Dexterity, and Constitution drain each round the pin is maintained. On each such successful attack, the greater vampire gains 5 temporary hit points.\r

    Additionally, the victim must make a DC 17 Fortitude save or become fatigued, and make a second DC 17 Fortitude save or be dazed for 1 round. The save DCs are Charisma-based. \r

    Spell-Like Abilities: At will--hold portal, knock<\/i>; 5\/day--deep slumber<\/i> (DC 16). Caster level 9th. The save DCs are Charisma-based.\r

    Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 17 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same vampire\u00c2\u0092s stench for 24 hours. A delay poison<\/i> or neutralize poison<\/i> spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. In addition, the stench spoils food and water, along with magical liquids (such as potions) that fail a 17 Will save. This ability does not affect holy water. The save DCs are Charisma-based.\r

    Supernatural Scent (Su): A greater vampire can notice the presence of creatures within 180 feet. This ability allows the vampire instantly to determine race, gender, and the presence of armor and weapons. If the greater vampire concentrates for a round, it can detect magic auras with its supernatural scent (as the first round of the detect magic<\/i> spell) and alignment auras (as the first round of detect chaos, evil, good<\/i>, and law<\/i> spells).\r

    Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a greater vampire at a distance of 15 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. A character may calm a panicked animal with a DC 17 Handle Animal check if the animal is trained. However, even a trained animal panics if brought within 10 feet. The check DC is Charisma-based.
    \u00a0
    Imagine Magazine #22<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Any","environment":"Any"},{"name":"Greater Vampire, Arch-Prince","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5838,"reference":"Usergen","full_text":"

    Greater Vampire, Arch-Prince (Template)<\/h1>
    Vampire arch-prince is the fifth and final step in the greater vampire template progression.\r

    Creating a Greater Vampire, Arch-Prince<\/h2> \"Vampire arch-prince\" is an acquired template that can be added to any vampire prince that has existed for 999 years of unlife (referred to hereafter as the base creature). A vampire lord uses all the base creature's statistics and abilities except as noted here. This template does not alter the creature's type.\r

    Special Attacks:<\/b> A greater vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1\/2 vampire\u00c2\u0092s HD + vampire\u00c2\u0092s Cha modifier unless noted otherwise.\r

    Rapid Blood Drain (Ex):<\/i> A greater vampire can rapidly 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 Strength, Dexterity, and Constitution drain each round the pin is maintained. On each such successful attack, the greater vampire gains 5 temporary hit points.\r

    A victim must also succeed on a Fortitude save or become nauseated for 1d6 rounds. The save DC is Charisma-based. Note that this stacks with the dazed, exhausted, and staggered effects the greater vampire gained at younger ages.\r

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

    Fast Healing (Ex):<\/i> A vampire arch-prince's fast healing improves to 10 points of damage each round.\r

    Improved Turn Resistance (Ex):<\/i> An arch-prince cannot be commanded or rebuked (but can still be turned).\r

    Reduced Vampire Weaknesses:<\/i> Princelings and older greater vampires lose the traditional vulnerability to garlic and mirrors. In fact, any mirror presented to such a greater vampire immediately cracks and becomes useless. Arch-princes only recoil from holy symbols presented by good-aligned characters.\r

    Abilities:<\/b> Increase from the base creature as follows: Str +6, Cha +2.\r

    Organization:<\/b> Solitary, gang (1 plus 2-4 vampire princelings or princes), or troupe (1 plus 3-6 vampire princelings or princes plus 8-12 vampire lords or arch-lords plus 10-30 vampires)\r
    Challenge Rating:<\/b> Same as the base creature +1.\r
    Treasure:<\/b> Triple standard.\r
    Level Adjustment:<\/b> Same as the base creature +2.
    Challenge Rating: <\/strong>+1

    Sample Greater Vampire, Arch-Prince<\/h2> Vampire Arch-Prince, 15th-Level Human Fighter<\/b>\r
    Medium Undead (Augmented Humanoid)\r
    Hit Dice: 15d12 (97 hp)\r
    Initiative: +8\r
    Speed: 30 ft. (6 squares)\r
    Armor Class: 24 (+4 Dex, +6 natural, +4 masterwork chain shirt), touch 14, flat-footed 20\r
    Base Attack\/Grapple: +15\/+34\r
    Attack: Slam +30 melee (1d6+15 plus energy drain) or +5 spiked chain<\/i> +37 melee (2d4+31) or +5 shortbow<\/i> +24 ranged (1d6+5\/x3)\r
    Full Attack: Slam +30 melee (1d6+15 plus energy drain) or +5 spiked chain<\/i> +37\/+32\/+27 melee (2d4+31) or +5 shortbow<\/i> +24\/+19\/+14 ranged (1d6+5\/x3)\r
    Space\/Reach: 5 ft.\/5 ft. (10 ft. with spiked chain)\r
    Special Attacks: Blood drain, children of the night, create spawn, dominate, energy drain, infectious breath, maddening countenance, rapid blood drain, spell-like abilities, stench\r
    Special Qualities: Alternate form, damage reduction 20\/silver and magic, darkvision 60 ft., fast healing 10, gaseous form, improved turn resistance, lifesense, reduced vampire weaknesses, resistance to cold 10 and electricity 10, spider climb, supernatural scent, +6 turn resistance, undead traits, unnatural aura, vampire weaknesses\r
    Saves: Fort +10, Ref +16, Will +17\r
    Abilities: Str 40, Dex 18, Con -, Int 13, Wis 16, Cha 22\r
    Skills: Bluff +15, Climb +30, Hide +11, Jump +29, Listen +17, Move Silently +11, Ride +13, Search +9, Sense Motive +11, Spot +17\r
    Feats: Alertness (B), Blind-Fight, Combat Expertise, Combat Reflexes (B), Dodge (B), Exotic Weapon Proficiency (spiked chain), Greater Weapon Specialization (spiked chain), Greater Weapon Focus (spiked chain), Improved Disarm, Improved Grapple, Improved Initiative (B), Improved Trip, Improved Unarmed Strike, Lightning Reflexes (B), Mobility, Power Attack, Spring Attack, Weapon Focus (spiked chain), Weapon Specialization (spiked chain), Whirlwind Attack\r
    Environment: Temperate plains\r
    Organization: Solitary, gang (1 plus 2-4 vampire princelings or princes), or troupe (1 plus 3-6 vampire princelings or princes plus 8-12 vampire lords or arch-lords plus 10-30 vampires)\r
    Challenge Rating: 23\r
    Treasure: Triple standard (including cloak of resistance +5, +5 shortbow<\/i>, and +5 spiked chain<\/i>)\r
    Alignment: Always evil (any)\r
    Advancement: By character class\r
    Level Adjustment: +19\r

    Alternate Form (Su): A greater vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a swift action. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)\r

    Improved Turn Resistance (Ex): An arch-prince cannot be commanded or rebuked (but can still be turned).\r

    Infections Breath (Su): Once per minute, a greater vampire can breath a 30-foot cone of noxious vapor. Creatures within the area must succeed on a DC 23 Fortitude save or be inflicted with mindfire (or another disease of the DM's choice) and be nauseated for 1d4 rounds. The breath weapon lingers for 24 hours thereafter, and any creature entering its area must make a Fortitude save. A creature who successfully saves is immune to the effects of this greater vampire's infectious breath for 24 hours. The save DC is Charisma-based.\r

    Lifesense (Su): A greater vampire continually detects the presence of living creatures within 15 feet. This functions similarly to a detect undead<\/i> spell, except that it detects living creatures instead of undead, and the greater vampire is never stunned if a living creature has more than twice its Hit Dice. Lifesense is always active.\r

    Madenning Countenance (Su): A humanoid within 60 feet with 1 Hit Die or less that views a greater vampire's true form must attempt a DC 23 Will save. Failure indicates the creature's mind is shattered, leaving it permanently insane (as the insanity<\/i> spell). A creature that makes the save is immune to that particular greater vampire's maddening countenance for 24 hours. This is a mind-affecting ability. The save DC is Charisma-based.\r

    Rapid Blood Drain (Ex): A greater vampire can rapidly 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 Strength, Dexterity, and Constitution drain each round the pin is maintained. On each such successful attack, the greater vampire gains 5 temporary hit points.\r

    Additionally, the victim must make a DC 23 Fortitude save or become nauseated for 1d6 rounds, a second DC 23 Fortitude save or become exhausted, and make a third DC 23 Fortitude save or become staggered for 1d6 rounds, and make a fourth DC 23 Fortitude save or be dazed for 1 round. The save DCs are Charisma-based. \r

    Reduced Vampire Weaknesses: Princelings and older greater vampires lose the traditional vulnerability to garlic and mirrors. In fact, any mirror presented to such a greater vampire immediately cracks and becomes useless. Arch-princes only recoil from holy symbols presented by good-aligned characters.\r

    Spell-Like Abilities: At will--hold portal, knock<\/i>; 5\/day--deep slumber<\/i> (DC 19). Caster level 15th. The save DCs are Charisma-based.\r

    Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 23 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same vampire\u00c2\u0092s stench for 24 hours. A delay poison<\/i> or neutralize poison<\/i> spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. In addition, the stench spoils food and water, along with magical liquids (such as potions) that fail a 23 Will save. This ability does not affect holy water. The save DCs are Charisma-based.\r

    Supernatural Scent (Su): A greater vampire can notice the presence of creatures within 180 feet. This ability allows the vampire instantly to determine race, gender, and the presence of armor and weapons. If the greater vampire concentrates for a round, it can detect magic auras with its supernatural scent (as the first round of the detect magic<\/i> spell) and alignment auras (as the first round of detect chaos, evil, good<\/i>, and law<\/i> spells).\r

    Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a greater vampire at a distance of 15 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. A character may calm a panicked animal with a DC 23 Handle Animal check if the animal is trained. However, even a trained animal panics if brought within 10 feet. The check DC is Charisma-based.
    \u00a0
    Imagine Magazine #22<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Any","environment":"Any"},{"name":"Greater Vampire, Lord","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5839,"reference":"Usergen","full_text":"

    Greater Vampire, Lord (Template)<\/h1>
    Vampire lord is the first step in the greater vampire template progression.

    Creating a Greater Vampire, Lord<\/h2> \"Vampire lord\" is an acquired template that can be added to any vampire that has existed for 999 years of unlife (referred to hereafter as the base creature). A vampire lord uses all the base creature's statistics and abilities except as noted here. This template does not alter the creature's type.\r

    Special Attacks:<\/b> A greater vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1\/2 vampire\u00c2\u0092s HD + vampire\u00c2\u0092s Cha modifier unless noted otherwise.\r

    Infections Breath (Su):<\/i> Once per minute, a greater vampire can breath a 30-foot cone of noxious vapor. Creatures within the area must succeed on a Fortitude save or be inflicted with mindfire (or another disease of the DM's choice) and be nauseated for 1d4 rounds. The breath weapon lingers for 24 hours thereafter, and any creature entering its area must make a Fortitude save. A creature who successfully saves is immune to the effects of this greater vampire's infectious breath for 24 hours. The save DC is Charisma-based.\r

    Madenning Countenance (Su):<\/i> A humanoid within 60 feet with 1 Hit Die or less that views a greater vampire's true form must attempt a Will save. Failure indicates the creature's mind is shattered, leaving it permanently insane (as the insanity<\/i> spell). A creature that makes the save is immune to that particular greater vampire's maddening countenance for 24 hours. This is a mind-affecting ability. The save DC is Charisma-based.\r

    Rapid Blood Drain (Ex):<\/i> A greater vampire can rapidly 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 Strength, Dexterity, and Constitution drain each round the pin is maintained. On each such successful attack, the greater vampire gains 5 temporary hit points.\r

    Additionally, the victim must make a Fortitude save or be dazed for 1 round. The save DC is Charisma-based. \r

    Spell-Like Abilities:<\/i> At will--hold portal, knock<\/i>; 5\/day--deep slumber<\/i>. Caster level equals vampire's Hit Dice. The save DCs are Charisma-based.\r

    Stench (Ex):<\/i> The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same vampire\u00c2\u0092s stench for 24 hours. A delay poison<\/i> or neutralize poison<\/i> spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. In addition, the stench spoils food and water, along with magical liquids (such as potions) that fail a Will save. This ability does not affect holy water. The save DCs are Charisma-based.\r

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

    Alternate Form (Su):<\/i> A greater vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a swift action. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)\r

    Fast Healing (Ex):<\/i> A vampire lord's fast healing improves to 6 points of damage each round.\r

    Lifesense (Su):<\/i> A greater vampire continually detects the presence of living creatures within 15 feet. This functions similarly to a detect undead<\/i> spell, except that it detects living creatures instead of undead, and the greater vampire is never stunned if a living creature has more than twice its Hit Dice. Lifesense is always active.\r

    Supernatural Scent (Su):<\/i> A greater vampire can notice the presence of creatures within 180 feet. This ability allows the vampire instantly to determine race, gender, and the presence of armor and weapons. If the greater vampire concentrates for a round, it can detect magic auras with its supernatural scent (as the first round of the detect magic<\/i> spell) and alignment auras (as the first round of detect chaos, evil, good<\/i>, and law<\/i> spells).\r

    Unnatural Aura (Su):<\/i> Animals, whether wild or domesticated, can sense the unnatural presence of a greater vampire at a distance of 15 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. A character may calm a panicked animal with a Handle Animal check if the animal is trained. However, even a trained animal panics if brought within 10 feet. The check DC is Charisma-based.\r

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

    Organization:<\/b> Solitary, pair, gang (3\u00c2\u00965), or troupe (1\u00c2\u00962 plus 2\u00c2\u00965 vampires and\/or vampire spawn)\r
    Challenge Rating:<\/b> Same as the base creature +2.\r
    Level Adjustment:<\/b> Same as the base creature +3.
    Challenge Rating: <\/strong>+2

    Sample Greater Vampire, Lord<\/h2> Vampire Lord, 7th-Level Human Fighter<\/b>\r
    Medium Undead (Augmented Humanoid)\r
    Hit Dice: 7d12 (45 hp)\r
    Initiative: +7\r
    Speed: 30 ft. (6 squares)\r
    Armor Class: 23 (+3 Dex, +6 natural, +4 masterwork chain shirt), touch 13, flat-footed 20\r
    Base Attack\/Grapple: +7\/+14\r
    Attack: Slam +14 melee (1d6+7 plus energy drain) or +1 spiked chain<\/i> +16 melee (2d4+13) or +1 shortbow<\/i> +11 ranged (1d6+1\/x3)\r
    Full Attack: Slam +14 melee (1d6+7 plus energy drain) or +1 spiked chain<\/i> +16\/+11 melee (2d4+13) or +1 shortbow<\/i> +11\/+6 ranged (1d6+1\/x3)\r
    Space\/Reach: 5 ft.\/5 ft. (10 ft. with spiked chain)\r
    Special Attacks: Blood drain, children of the night, create spawn, dominate, energy drain, infectious breath, maddening countenance, rapid blood drain, spell-like abilities, stench\r
    Special Qualities: Alternate form, damage reduction 10\/silver and magic, darkvision 60 ft., fast healing 6, gaseous form, lifesense, resistance to cold 10 and electricity 10, spider climb, supernatural scent, undead traits, unnatural aura, vampire weaknesses\r
    Saves: Fort +6, Ref +7, Will +5\r
    Abilities: Str 24, Dex 17, Con -, Int 12, Wis 16, Cha 14\r
    Skills: Bluff +10, Climb +13, Hide +10, Listen +17, Move Silently +10, Ride +12, Search +9, Sense Motive +11, Spot +17\r
    Feats: Alertness (B), Blind-Fight, Combat Reflexes (B), Dodge (B), Exotic Weapon Proficiency (spiked chain), Improved Initiative (B), Improved Unarmed Strike, Lightning Reflexes (B), Mobility, Power Attack, Spring Attack (B), Weapon Focus (spiked chain), Weapon Specialization (spiked chain)\r
    Environment: Temperate plains\r
    Organization: Solitary, pair, gang (3\u00c2\u00965), or troupe (1\u00c2\u00962 plus 2\u00c2\u00965 vampires and\/or vampire spawn)\r
    Challenge Rating: 11\r
    Treasure: Double standard (including cloak of resistance +1, +1 shortbow<\/i>, and +1 spiked chain<\/i>)\r
    Alignment: Always evil (any)\r
    Advancement: By character class\r
    Level Adjustment: +11\r

    Alternate Form (Su): A greater vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a swift action. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)\r

    Infections Breath (Su): Once per minute, a greater vampire can breath a 30-foot cone of noxious vapor. Creatures within the area must succeed on a DC 15 Fortitude save or be inflicted with mindfire (or another disease of the DM's choice) and be nauseated for 1d4 rounds. The breath weapon lingers for 24 hours thereafter, and any creature entering its area must make a Fortitude save. A creature who successfully saves is immune to the effects of this greater vampire's infectious breath for 24 hours. The save DC is Charisma-based.\r

    Lifesense (Su): A greater vampire continually detects the presence of living creatures within 15 feet. This functions similarly to a detect undead<\/i> spell, except that it detects living creatures instead of undead, and the greater vampire is never stunned if a living creature has more than twice its Hit Dice. Lifesense is always active.\r

    Madenning Countenance (Su): A humanoid within 60 feet with 1 Hit Die or less that views a greater vampire's true form must attempt a DC 15 Will save. Failure indicates the creature's mind is shattered, leaving it permanently insane (as the insanity<\/i> spell). A creature that makes the save is immune to that particular greater vampire's maddening countenance for 24 hours. This is a mind-affecting ability. The save DC is Charisma-based.\r

    Rapid Blood Drain (Ex): A greater vampire can rapidly 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 Strength, Dexterity, and Constitution drain each round the pin is maintained. On each such successful attack, the greater vampire gains 5 temporary hit points.\r

    Additionally, the victim must make a DC 15 Fortitude save or be dazed for 1 round. The save DC is Charisma-based. \r

    Spell-Like Abilities: At will--hold portal, knock<\/i>; 5\/day--deep slumber<\/i> (DC 15). Caster level 7th. The save DCs are Charisma-based.\r

    Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same vampire\u00c2\u0092s stench for 24 hours. A delay poison<\/i> or neutralize poison<\/i> spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. In addition, the stench spoils food and water, along with magical liquids (such as potions) that fail a 15 Will save. This ability does not affect holy water. The save DCs are Charisma-based.\r

    Supernatural Scent (Su): A greater vampire can notice the presence of creatures within 180 feet. This ability allows the vampire instantly to determine race, gender, and the presence of armor and weapons. If the greater vampire concentrates for a round, it can detect magic auras with its supernatural scent (as the first round of the detect magic<\/i> spell) and alignment auras (as the first round of detect chaos, evil, good<\/i>, and law<\/i> spells).\r

    Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a greater vampire at a distance of 15 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. A character may calm a panicked animal with a DC 15 Handle Animal check if the animal is trained. However, even a trained animal panics if brought within 10 feet. The check DC is Charisma-based.
    \u00a0
    Imagine Magazine #22<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Any","environment":"Any"},{"name":"Greater Vampire, Prince","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5840,"reference":"Usergen","full_text":"

    Greater Vampire, Prince (Template)<\/h1>
    Vampire prince is the fourth step in the greater vampire template progression.\r

    Creating a Greater Vampire, Prince<\/h2> \"Vampire prince\" is an acquired template that can be added to any vampire princeling that has existed for 999 years of unlife (referred to hereafter as the base creature). A vampire lord uses all the base creature's statistics and abilities except as noted here. This template does not alter the creature's type.\r

    Special Attacks:<\/b> A greater vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1\/2 vampire\u00c2\u0092s HD + vampire\u00c2\u0092s Cha modifier unless noted otherwise.\r

    Rapid Blood Drain (Ex):<\/i> A greater vampire can rapidly 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 Strength, Dexterity, and Constitution drain each round the pin is maintained. On each such successful attack, the greater vampire gains 5 temporary hit points.\r

    A victim must also succeed on a Fortitude save or become staggered for 1d6 rounds. The save DC is Charisma-based. Note that this stacks with the dazed effect the greater vampire gained as a vampire lord and the exhausted effect gained as a princeling.\r

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

    Damage Reduction (Su):<\/i> A vampire prince's damage reduction improves to 20\/silver and magic.\r

    Fast Healing (Ex):<\/i> A vampire prince's fast healing improves to 9 points of damage each round.\r

    Improved Turn Resistance (Ex):<\/i> A prince cannot be commanded (but can still be rebuked or turned).\r

    Reduced Vampire Weaknesses:<\/i> Princelings and older greater vampires lose the traditional vulnerability to garlic and mirrors. In fact, any mirror presented to such a greater vampire immediately cracks and becomes useless. Princes do not recoil from holy symbols presented by evil characters.\r

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

    Organization:<\/b> Solitary, gang (1 plus 1-3 vampire princelings), or troupe (1 plus 2-4 vampire princelings plus 4-8 vampire lords or arch-lords plus 10-16 vampires)\r
    Challenge Rating:<\/b> Same as the base creature +1.\r
    Treasure:<\/b> Triple standard.\r
    Level Adjustment:<\/b> Same as the base creature +2.
    Challenge Rating: <\/strong>+2

    Sample Greater Vampire, Prince<\/h2> Vampire Prince, 13th-Level Human Fighter<\/b>\r
    Medium Undead (Augmented Humanoid)\r
    Hit Dice: 13d12 (84 hp)\r
    Initiative: +8\r
    Speed: 30 ft. (6 squares)\r
    Armor Class: 24 (+4 Dex, +6 natural, +4 masterwork chain shirt), touch 14, flat-footed 20\r
    Base Attack\/Grapple: +13\/+27\r
    Attack: Slam +25 melee (1d6+12 plus energy drain) or +4 spiked chain<\/i> +31 melee (2d4+24) or +4 shortbow<\/i> +20 ranged (1d6+4\/x3)\r
    Full Attack: Slam +25 melee (1d6+12 plus energy drain) or +4 spiked chain<\/i> +31\/+26\/+21 melee (2d4+24) or +4 shortbow<\/i> +20\/+15\/+10 ranged (1d6+4\/x3)\r
    Space\/Reach: 5 ft.\/5 ft. (10 ft. with spiked chain)\r
    Special Attacks: Blood drain, children of the night, create spawn, dominate, energy drain, infectious breath, maddening countenance, rapid blood drain, spell-like abilities, stench\r
    Special Qualities: Alternate form, damage reduction 20\/silver and magic, darkvision 60 ft., fast healing 9, gaseous form, improved turn resistance, lifesense, reduced vampire weaknesses, resistance to cold 10 and electricity 10, spider climb, supernatural scent, +6 turn resistance, undead traits, unnatural aura, vampire weaknesses\r
    Saves: Fort +10, Ref +13, Will +10\r
    Abilities: Str 34, Dex 18, Con -, Int 13, Wis 16, Cha 20\r
    Skills: Bluff +13, Climb +24, Hide +11, Jump +23, Listen +17, Move Silently +11, Ride +13, Search +9, Sense Motive +11, Spot +17\r
    Feats: Alertness (B), Blind-Fight, Combat Expertise, Combat Reflexes (B), Dodge (B), Exotic Weapon Proficiency (spiked chain), Greater Weapon Focus (spiked chain), Improved Disarm, Improved Grapple, Improved Initiative (B), Improved Unarmed Strike, Lightning Reflexes (B), Mobility, Power Attack, Spring Attack, Weapon Focus (spiked chain), Weapon Specialization (spiked chain), Whirlwind Attack\r
    Environment: Temperate plains\r
    Organization: Solitary, gang (1 plus 1-3 vampire princelings), or troupe (1 plus 2-4 vampire princelings plus 4-8 vampire lords or arch-lords plus 10-16 vampires)\r
    Challenge Rating: 20\r
    Treasure: Triple standard (including cloak of resistance +4, +4 shortbow<\/i>, and +4 spiked chain<\/i>)\r
    Alignment: Always evil (any)\r
    Advancement: By character class\r
    Level Adjustment: +17\r

    Alternate Form (Su): A greater vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a swift action. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)\r

    Improved Turn Resistance (Ex): A prince cannot be commanded (but can still be rebuked or turned).\r

    Infections Breath (Su): Once per minute, a greater vampire can breath a 30-foot cone of noxious vapor. Creatures within the area must succeed on a DC 21 Fortitude save or be inflicted with mindfire (or another disease of the DM's choice) and be nauseated for 1d4 rounds. The breath weapon lingers for 24 hours thereafter, and any creature entering its area must make a Fortitude save. A creature who successfully saves is immune to the effects of this greater vampire's infectious breath for 24 hours. The save DC is Charisma-based.\r

    Lifesense (Su): A greater vampire continually detects the presence of living creatures within 15 feet. This functions similarly to a detect undead<\/i> spell, except that it detects living creatures instead of undead, and the greater vampire is never stunned if a living creature has more than twice its Hit Dice. Lifesense is always active.\r

    Madenning Countenance (Su): A humanoid within 60 feet with 1 Hit Die or less that views a greater vampire's true form must attempt a DC 21 Will save. Failure indicates the creature's mind is shattered, leaving it permanently insane (as the insanity<\/i> spell). A creature that makes the save is immune to that particular greater vampire's maddening countenance for 24 hours. This is a mind-affecting ability. The save DC is Charisma-based.\r

    Rapid Blood Drain (Ex): A greater vampire can rapidly 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 Strength, Dexterity, and Constitution drain each round the pin is maintained. On each such successful attack, the greater vampire gains 5 temporary hit points.\r

    Additionally, the victim must make a DC 21 Fortitude save or become exhausted, and make a second DC 21 Fortitude save or become staggered for 1d6 rounds, and make a third DC 21 Fortitude save or be dazed for 1 round. The save DCs are Charisma-based. \r

    Reduced Vampire Weaknesses: Princelings and older greater vampires lose the traditional vulnerability to garlic and mirrors. In fact, any mirror presented to such a greater vampire immediately cracks and becomes useless. Princes do not recoil from holy symbols presented by evil characters.\r

    Spell-Like Abilities: At will--hold portal, knock<\/i>; 5\/day--deep slumber<\/i> (DC 18). Caster level 13th. The save DCs are Charisma-based.\r

    Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 21 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same vampire\u00c2\u0092s stench for 24 hours. A delay poison<\/i> or neutralize poison<\/i> spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. In addition, the stench spoils food and water, along with magical liquids (such as potions) that fail a 21 Will save. This ability does not affect holy water. The save DCs are Charisma-based.\r

    Supernatural Scent (Su): A greater vampire can notice the presence of creatures within 180 feet. This ability allows the vampire instantly to determine race, gender, and the presence of armor and weapons. If the greater vampire concentrates for a round, it can detect magic auras with its supernatural scent (as the first round of the detect magic<\/i> spell) and alignment auras (as the first round of detect chaos, evil, good<\/i>, and law<\/i> spells).\r

    Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a greater vampire at a distance of 15 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. A character may calm a panicked animal with a DC 21 Handle Animal check if the animal is trained. However, even a trained animal panics if brought within 10 feet. The check DC is Charisma-based.
    \u00a0
    Imagine Magazine #22<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Any","environment":"Any"},{"name":"Greater Vampire, Princeling","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5841,"reference":"Usergen","full_text":"

    Greater Vampire, Princeling (Template)<\/h1>
    Princeling is the third step in the greater vampire template progression.

    Creating a Greater Vampire, Princeling<\/h2> \"Vampire princeling\" is an acquired template that can be added to any vampire arch-lord that has existed for 999 years of unlife (referred to hereafter as the base creature). A vampire lord uses all the base creature's statistics and abilities except as noted here. This template does not alter the creature's type.\r

    Special Attacks:<\/b> A greater vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1\/2 vampire\u00c2\u0092s HD + vampire\u00c2\u0092s Cha modifier unless noted otherwise.\r

    Rapid Blood Drain (Ex):<\/i> A greater vampire can rapidly 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 Strength, Dexterity, and Constitution drain each round the pin is maintained. On each such successful attack, the greater vampire gains 5 temporary hit points.\r

    A victim must also succeed on a Fortitude save or become exhausted. The save DC is Charisma-based. Note that this stacks with the dazed effect the greater vampire gained as a vampire lord.\r

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

    Fast Healing (Ex):<\/i> A vampire princeling's fast healing improves to 8 points of damage each round.\r

    Reduced Vampire Weaknesses:<\/i> Princelings and older greater vampires lose the traditional vulnerability to garlic and mirrors. In fact, any mirror presented to such a greater vampire immediately cracks and becomes useless. \r

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

    Organization:<\/b> Solitary, gang (1 plus 2-4 vampire lords or arch-lords), or troupe (1 plus 2-4 vampire lords or arch-lords plus 6-10 vampires)\r
    Challenge Rating:<\/b> Same as the base creature +1.\r
    Treasure:<\/b> Triple standard.\r
    Level Adjustment:<\/b> Same as the base creature +2.
    Challenge Rating: <\/strong>+1

    Sample Greater Vampire, Princeling<\/h2> Vampire Princeling, 11th-Level Human Fighter<\/b>\r
    Medium Undead (Augmented Humanoid)\r
    Hit Dice: 11d12 (71 hp)\r
    Initiative: +7\r
    Speed: 30 ft. (6 squares)\r
    Armor Class: 23 (+3 Dex, +6 natural, +4 masterwork chain shirt), touch 13, flat-footed 20\r
    Base Attack\/Grapple: +11\/+23\r
    Attack: Slam +21 melee (1d6+10 plus energy drain) or +3 spiked chain<\/i> +25 melee (2d4+20) or +3 shortbow<\/i> +17 ranged (1d6+3\/x3)\r
    Full Attack: Slam +21 melee (1d6+10 plus energy drain) or +3 spiked chain<\/i> +25\/+20\/+15 melee (2d4+20) or +3 shortbow<\/i> +17\/+12\/+7 ranged (1d6+3\/x3)\r
    Space\/Reach: 5 ft.\/5 ft. (10 ft. with spiked chain)\r
    Special Attacks: Blood drain, children of the night, create spawn, dominate, energy drain, infectious breath, maddening countenance, rapid blood drain, spell-like abilities, stench\r
    Special Qualities: Alternate form, damage reduction 15\/silver and magic, darkvision 60 ft., fast healing 8, gaseous form, lifesense, reduced vampire weaknesses, resistance to cold 10 and electricity 10, spider climb, supernatural scent, +6 turn resistance, undead traits, unnatural aura, vampire weaknesses\r
    Saves: Fort +8, Ref +10, Will +8\r
    Abilities: Str 30, Dex 17, Con -, Int 13, Wis 16, Cha 18\r
    Skills: Bluff +12, Climb +19, Hide +10, Jump +18, Listen +17, Move Silently +10, Ride +12, Search +9, Sense Motive +11, Spot +17, 6 more\r
    Feats: Alertness (B), Blind-Fight, Combat Expertise, Combat Reflexes (B), Dodge (B), Exotic Weapon Proficiency (spiked chain), Improved Grapple, Improved Initiative (B), Improved Unarmed Strike, Lightning Reflexes (B), Mobility, Power Attack, Spring Attack, Weapon Focus (spiked chain), Weapon Specialization (spiked chain), Whirlwind Attack\r
    Environment: Temperate plains\r
    Organization: Solitary, gang (1 plus 2-4 vampire lords or arch-lords), or troupe (1 plus 2-4 vampire lords or arch-lords plus 6-10 vampires)\r
    Challenge Rating: 17\r
    Treasure: Triple standard (including cloak of resistance +3, +3 shortbow<\/i>, and +3 spiked chain<\/i>)\r
    Alignment: Always evil (any)\r
    Advancement: By character class\r
    Level Adjustment: +15\r

    Alternate Form (Su): A greater vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a swift action. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)\r

    Infections Breath (Su): Once per minute, a greater vampire can breath a 30-foot cone of noxious vapor. Creatures within the area must succeed on a DC 19 Fortitude save or be inflicted with mindfire (or another disease of the DM's choice) and be nauseated for 1d4 rounds. The breath weapon lingers for 24 hours thereafter, and any creature entering its area must make a Fortitude save. A creature who successfully saves is immune to the effects of this greater vampire's infectious breath for 24 hours. The save DC is Charisma-based.\r

    Lifesense (Su): A greater vampire continually detects the presence of living creatures within 15 feet. This functions similarly to a detect undead<\/i> spell, except that it detects living creatures instead of undead, and the greater vampire is never stunned if a living creature has more than twice its Hit Dice. Lifesense is always active.\r

    Madenning Countenance (Su): A humanoid within 60 feet with 1 Hit Die or less that views a greater vampire's true form must attempt a DC 19 Will save. Failure indicates the creature's mind is shattered, leaving it permanently insane (as the insanity<\/i> spell). A creature that makes the save is immune to that particular greater vampire's maddening countenance for 24 hours. This is a mind-affecting ability. The save DC is Charisma-based.\r

    Rapid Blood Drain (Ex): A greater vampire can rapidly 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 Strength, Dexterity, and Constitution drain each round the pin is maintained. On each such successful attack, the greater vampire gains 5 temporary hit points.\r

    Additionally, the victim must make a DC 19 Fortitude save or become exhausted, and make a second DC 19 Fortitude save or be dazed for 1 round. The save DCs are Charisma-based. \r

    Reduced Vampire Weaknesses: Princelings and older greater vampires lose the traditional vulnerability to garlic and mirrors. In fact, any mirror presented to such a greater vampire immediately cracks and becomes useless. \r

    Spell-Like Abilities: At will--hold portal, knock<\/i>; 5\/day--deep slumber<\/i> (DC 17). Caster level 11th. The save DCs are Charisma-based.\r

    Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 19 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same vampire\u00c2\u0092s stench for 24 hours. A delay poison<\/i> or neutralize poison<\/i> spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. In addition, the stench spoils food and water, along with magical liquids (such as potions) that fail a 19 Will save. This ability does not affect holy water. The save DCs are Charisma-based.\r

    Supernatural Scent (Su): A greater vampire can notice the presence of creatures within 180 feet. This ability allows the vampire instantly to determine race, gender, and the presence of armor and weapons. If the greater vampire concentrates for a round, it can detect magic auras with its supernatural scent (as the first round of the detect magic spell<\/i>) and alignment auras (as the first round of detect chaos, evil, good<\/i>, and law<\/i> spells).\r

    Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a greater vampire at a distance of 15 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. A character may calm a panicked animal with a DC 19 Handle Animal check if the animal is trained. However, even a trained animal panics if brought within 10 feet. The check DC is Charisma-based.
    \u00a0
    Imagine Magazine #22<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Any","environment":"Any"},{"name":"Gremlin","type":"Monstrous Humanoid","ch":2,"challenge_rating":" 02 \u00a0","id":5842,"reference":"Usergen","full_text":"

    Gremlin <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d8\u00a0(18 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8 (Dex, Improved Initiative)<\/td> <\/tr>
    Speed:<\/strong> 15 ft, fly 50 ft (good)<\/td> <\/tr>
    AC:<\/strong> 16 (+2 size, +4 Dex)<\/td> <\/tr>
    Attacks:<\/strong>Bite +10 melee<\/td> <\/tr>
    Damage: <\/strong>Bite 1d4-1<\/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>Damage reduction 10\/+1, SR 16, darkvision 60 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +8, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 8, Dex 18, Con 10, Int 12, Wis 12, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Bluff +6, Hide +11, Listen +12, Move Silently +11, Spot +8<\/td> <\/tr>
    Feats: <\/strong>Flyby Attack, Improved Initiative, Weapon Finesse (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (1-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>02<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Tiny); 9-12 HD (Small)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Gremlins are tiny, winged humanoids, vaguely related to goblinoids. Gremlins are imp-like and mischievous magical creatures. Typical gremlins are naked humanoids about 1 1\/2 feet tall, ranging in color from brown to black to gray, often with mottling in between colors. They have large ears that give them excellent hearing, and their bat-like wings enable them to fly or glide.

    Gremlins are cowards and do not fight, but they love to cause trouble. Making people angry and humiliated makes a gremlin happy. Their favorite trick is to set traps that cause their victims to damage their own prized possessions or hurt loved ones or maybe even themselves. They like to pick a particular building to infest and promptly set up tripwires and other traps throughout, and stay until everything of value is broken and the inhabitants have fled.

    Gremlins are believed to have originated on an unknown plane, probably by mutating and interbreeding with other goblinoids. They have a highly organized social order, and stick to a strict system of social rank.

    COMBAT<\/b>
    Gremlins are practically worthless in combat, and flee rather than fight. They will bite, and attempt to fly away close to the ground, or over their opponents' heads.
    Skills<\/b>: Gremlins receive a +8 racial bonus to Listen checks, due to their large, pointed ears.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in Castle Amber (1981), Greyhawk Monstrous Compendium, MC5 (1990).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually chaotic evil","environment":">Any land and underground"},{"name":"Greyman","type":"Construct","ch":4,"challenge_rating":" 4 \u00a0","id":5843,"reference":"Usergen","full_text":"

    Greyman <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d10+20\u00a0(36 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (\u00c2\u00961 Dex, +6 natural), touch 9, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+5<\/td> <\/tr>
    Attack: <\/strong>Grafted short sword +6 melee (1d6+3\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>2 grafted short swords +6 melee (1d6+3\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Acid, oozing demise<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 30 ft., construct traits, darkvision 60 ft., immunity to acid, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +2, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 9, Con \u00c2\u0097, Int 1, Wis 11, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Climb +6, Swim +6<\/td> <\/tr>
    Feats: <\/strong>Lightning Reflexes, Weapon Focus (grafted short sword)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or platoon (2\u00c2\u009612)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-6 (Medium); 7-9 (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The creature appears to be a nearly dead human at first glance, but it is clearly something else. A gray, oozelike substance seeps from its eye sockets, while a pair of short swords have taken the place of its hands. A jagged scar circles beginning at its forehead circles its bald head. Its jerky motions suggest that it is not comfortable with its own body.<\/i>\r

    Although it resembles a zombie, a greyman is actually a construct, similar to a flesh golem. A humanoid corpse is magically treated, then filled with a gray ooze, which hollows out the interior but cannot dissolve the magically-enhanced shell. A pair of short swords are grafted to the ends of its arms, replacing its hands.\r

    A typical greyman stands 6 feet tall and weighs 850 pounds.\r

    COMBAT\r

    Like most mindless constructs, a greyman follows the commands of its creator. \r

    Acid (Ex):<\/b> A greyman secretes a diluted form of the digestive acid produced by the gray ooze trapped inside it. This acid quickly dissolves organic material and metal, but not stone. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 11 Reflex save. A metal or wooden weapon that strikes a greyman also dissolves immediately unless it succeeds on a DC 11 Reflex save. The save DCs are Constitution-based.\r

    The greyman's acidic touch deals 11 points of damage per round to wooden or metal objects, but the greyman must remain in contact with the object for 1 full round to deal this damage.\r

    Grafted Short Swords (Ex):<\/b> A greyman's arms have been replaced by short swords. These are treated as natural attacks that threaten a critical hit on a natural attack roll of 19\u00c2\u009620. As natural attacks, these weapons may not be disarmed. A greyman's grafted short swords are immune to the acid of both the greyman and the gray ooze.\r

    Oozing Demise (Ex):<\/b> When a greyman is destroyed, the gray ooze trapped within its body is freed to attack as a full-strength creature, taking one round to crawl from the hole in the greyman's back.\r

    Construction<\/b>\r
    The body of a greyman requires a humanoid corpse that has not decayed significantly. A small hole must be cut in its back above where its heart. A live gray ooze must be trapped and enticed to flow through the hole into the interior. Special unguents and bindings worth 500 gp are also required. Assembling the body requires a DC 12 Craft (alchemy) and DC 12 Craft (leatherworking) check.\r

    CL 5th; Craft Construct, animate dead, bull\u00c2\u0092s strength<\/i>, caster must be at least 5th level; Price 5,000 gp; Cost 3,000 gp + 180 XP.\r

    On Oerth<\/b>\r
    Greymen still wander the crypt of the mad wizard Lyzandred, having killed their creator.<\/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":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Grillig","type":"Outsider","ch":2,"challenge_rating":" 2 \u00a0","id":5844,"reference":"Usergen","full_text":"

    Grillig <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 12 (+1 Dex, +1 natural), touch 11, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+3<\/td> <\/tr>
    Attack: <\/strong>Claw +4 melee (1d4+1)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>4 claws +4 melee (1d4+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Alacrity<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/bludgeoning, darkvision 60 ft. <\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +3, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 13, Con 13, Int 4, Wis 12, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Craft (trapmaking) +10, Hide +6, Listen +6, Move Silently +6, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative (B), Weapon Focus (claw)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Concordant Domain of the Outlands<\/td> <\/tr>
    Organization: <\/strong>Pack (2-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>none<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>3-6 HD (Medium), 7-12 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This small, scaly beast is vaguely similar to an ape. Its four limbs end in three vicious talons. Its skin is mottled green and brown. Its piercing green eyes are deep set above its broad, flat nose. Its mouth is full of large, blunt teeth. The creature propels itself along like a gorilla, and it seems, at times, to be two-dimensional.<\/i>\r

    Grilligs are a scouge upon the Outlands, harassing and hunting any other creatures they encounter. Grilligs prefer rugged, angular terrain such as mountains, caves, and chasms.\r

    Grilligs live only to hunt, and their society revolves around stalking ever larger and meaner creatures. If none can be found, grilligs entertain themselves on weaker prey. Grilligs are cunning and cruel.\r

    It is unknown how grilligs reproduce, for their mating and gestation has never been observed. Bariaur thin their numbers periodically, but after lying low for awhile, a pack returns with more members seemingly out of nowhere.\r

    Grilligs are rumored to have been born from two-dimensional angles, and some local myths claim that grilligs can suddenly appear through sharp angles in buildings or terrain. None of this has been proven, however.\r

    Grilligs are 4 to 5 feet tall and weigh 60 to 80 pounds. \r

    Grilligs do not speak, but understand Abyssal.\r

    COMBAT\r

    Grilligs are pack hunters, always ganging up on prey. A pack prefers to set traps and ambushes to weaken prey, then attack en masse with blinding strikes of their sharp talons.\r

    Alacrity (Su):<\/b> When making a full attack action, a grillig may make two extra claw attacks.\r

    Skills:<\/b> A grillig has a +8 racial bonus on Craft (trapmaking) checks.\r

    Harvesting Grillig Parts<\/b>\r

    Grillig teeth and talons may be used as power components. When used as an additional material compenent for the mage armor<\/i> spell, a grillig tooth or talon grants damage reduction 3\/bludgeoning for the duration of that particular casting of mage armor<\/i>.\r

    When used as an additional raw material during the creation of a magic weapon, a grillig claw reduces the Base Price Modifier of the speed<\/i> property from +3 to +2.\r

    Grillig hide is theorized to provide protection against slashing and piercing attacks, but to date, no one has successfully preserved a dead grillig\u00c2\u0092s skin. Shortly after its demise, a grillig's skin grows brittle and eventually crumbles to dust. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #262<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral evil","environment":"Concordant Domain of the Outlands"},{"name":"Grim","type":"Shapechanger","ch":6,"challenge_rating":" 06 \u00a0","id":5845,"reference":"Usergen","full_text":"

    Grim <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Shapechanger \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+16\u00a0(34 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 40 ft, (in owl form) fly 90 ft (average)<\/td> <\/tr>
    AC:<\/strong> 24 (+4 Dex, +10 natural)<\/td> <\/tr>
    Attacks:<\/strong>Bite +7 melee, 2 claws +2 melee (cat); Bite +7 melee (dog); 2 claws +7 melee, bite +2 melee (owl)<\/td> <\/tr>
    Damage: <\/strong>Bite 1d4+4, claw 1d6+2 (cat); Bite 2d4+6 (dog); Claw 2d4+4, bite 1d4+2 (owl)<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong><\/td> <\/tr>
    Special Qualities: <\/strong>Alternate form, turn undead and fiends, damage reduction 10\/+1, magic circle against evil, detect evil, SR 16<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +8, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 19, Con 15, Int 10, Wis 14, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Balance +4, Climb +7, Hide +7, Knowledge (nature) +4, Listen +6, Move Silently +6, Spot +6, Swim +5, Wilderness Lore +2<\/td> <\/tr>
    Feats: <\/strong>Alertness, Iron Will<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>06<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral good<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Medium-Size); 9-12 HD (Large)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The grim is a night creature that stands guard over the sleeping world and watches for Evil. They avoid other creatures, preferring to remain in isolated areas just outside of human lands and burial grounds. They only show themselves at night, in the form of either a huge black cat, black dog, or black owl.

    Grim communicate only through their weird call, a mournful yowl, howl, or hoot, depending on the form they are in. Grim will use this call to ward away all evil creatures and warn good creatures of imminent peril from evil creatures. They otherwise have nothing else to do with humanoids, unless they seek a battle with Evil.

    COMBAT<\/b>
    Grim spend most of their time hidden, but will show themselves when truly evil beings or any sort of undead are near. Grim attempt to destroy any undead or fiends they encounter, using their turning ability to weaken or disperse their foes. Grim usually ignore lesser evil, but will assist anyone fighting a powerful evil being.

    Alternate Form (Su)<\/b>: A grim's natural form is that of a 5 foot tall shadow-black humanoid with no discernable features. Grim are incorporeal and invisible in their true form, which they use to hide out during daylight hours. They will not attack in this form, and will flee if attacked. They have three alternate forms, and choose one form to appear in each night, which they must remain in for a full night.

    In the black cat<\/b> form, a grim resembles a large lynx. In this form, it receives a +4 to Hide and Move Silently checks and a +8 bonus to Balance checks. In areas of darkness or shadow, the Hide bonus improves to +8. The grim gains the Scent special quality, and also gains the following special attacks:
    Pounce (Ex)<\/i>: If a grim in black cat form 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.
    Improved Grab (Ex)<\/i>: To use this abilitiy, the grim must hit with its bite attack. If it gets a hold, it can rake.
    Rake (Ex)<\/i>: A grim that gets a hold can make two rake attacks (+6 melee) with its hind legs for 1d3+1 damage each. If the grim pounces on its opponent, it can also rake.

    In the black dog<\/b> form, a grim resembles a large war dog. In this form, it recieves a +4 bonus to Wilderness Lore checks when tracking by scent. The grim gains the Scent special quality, and also gains the following special attack:
    Trip (Ex)<\/i>: A grim in dog form that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the grim.

    In the black owl<\/b> form, a grim resembles a giant owl. In this form, it receives a +8 bonus to Listen and Spot checks. When in flight, the grim gains a +8 bonus to Move Silently checks. The grim gains the Superior Low-Light Vision special quality:
    Superior Low-Light Vision (Ex)<\/i>: A grim in owl form can see five times as far as a human can in dim light.

    Turn Undead and Fiends (Su)<\/b>: 7 times per day, a grim can turn undead as a cleric of double its number of levels, making a turning (Charisma) check to determine how many HD of undead are affected. Grim also have the power to turn fiends in the same way, turning them as a cleric of quadruple levels.

    Magic Circle Against Evil (Su)<\/b>: This ability continuously duplicates the effects of the spell. The grim cannot supress this ability.

    Detect Evil (Su)<\/b>: A grim can detect evil at will as a free action.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Monster Manual II (1983)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Shapechanger","alignment":"Always neutral good","environment":">Any land and underground"},{"name":"Grippli","type":"Humanoid","ch":1,"challenge_rating":" 01 \u00a0","id":5846,"reference":"Usergen","full_text":"

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

    Small Humanoid (Grippli)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 1d8 (4 hp)<\/span><\/p> <\/td> <\/tr>

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

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

    AC:<\/span><\/b> 13 (+1 size, +1 Dex, +1 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Short sword +0 melee; or dart +2 ranged; or net +2 ranged<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Short sword 1d6-1; or dart 1d4-1<\/span><\/p> <\/td> <\/tr>

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

    Special Qualities:<\/span><\/b> Marsh move, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +0, Ref +3, Will +1<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 8, Dex 13, Con 11, Int 12, Wis 12, Cha 9<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Climb +8, Hide +6*, Listen +5, Spot +5<\/span><\/p> <\/td> <\/tr>

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

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

    Climate\/Terrain:<\/span><\/b> Warm aquatic, forest, and marsh<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary, pad (2-5), float (6-11), or village (20-30 plus 35% noncombatants plus 1 3rd level cleric)
    Challenge Rating:<\/b> 1<\/span><\/p> <\/td> <\/tr>

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

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

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

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

    Grippli are a primitive race of humanoid-like tree frogs. They are non-aggressive and keep to themselves, shunning all outsiders.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A grippli stands just over 2 feet tall and weighs about 30 pounds. Its body resembles a tree frog, save for the human-like hands and hand-like feet. Its eyes are yellow with black, vertical slit pupils. Its skin is gray-green, striped with dark green and brown swirls. A grippli smells of wet vegetation.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Gripplis love brightly colored items and eagerly acquire them at any opportunity. They wear clothing only for decoration.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Gripplis communicate with each other via a combination of groans, squeaks, and croaks. Those that make their home near civilized people can speak Common or Sylvan.<\/span><\/p> <\/td> <\/tr>

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

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

    Gripplis prefer to attack with snares, nets, or poisoned darts; anything that traps the enemy or keeps it at a distance. On occasion they will fight with swords or daggers. Gripplis prefer small weapons and never wear armor. They will only enter combat if provoked or to acquire brightly colored baubles a foe has on its person.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Marsh Move (Ex):<\/b> Grippli suffer no movement penalties for moving in marshes or mud.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> *Gripplis receive a +6 racial bonus to Hide checks when in marshes or forested areas due to their coloration.<\/span><\/p> <\/td> <\/tr>

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

    GRIPPLI CHARACTERS<\/span><\/h2> <\/td> <\/tr>

    A grippli\u0092s favored class is rogue. Grippli leaders are usually rogues or rogue\/fighters. Grippli priests are usually adepts. Grippli clerics have access to two of the following domains: Animal, Plant, Protection, and Travel.<\/span><\/p> <\/td> <\/tr>

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

    GRIPPLI SOCIETY<\/span><\/b>
    <\/span>A grippli village is made of small huts of wood and mud built on the ground, in the deep shadows of large trees. On rare occasions, a grippli village is found in the strong limbs of the trees. Each village is led by a tribe mother, usually a 3rd-level cleric. She resembles any other grippli, save that she is 4 feet tall.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 They have basic family units, just like humans, and each family has its own hut. The tribe mother's hut doubles as a temple to their small, frog-like deity. Other deities in the pantheon include evil snake gods and spider goddesses.
    \u00a0\u00a0 Their naturally high intelligence enables them to learn new devices and weapons quickly and easily. As a race they have no desire to manufacture such items themselves. However, they will trade for them with other races. Trade items usually include rare fruits or other hard-to-get jungle specimens. They are extremely cautious and only develop trade relations with groups that they trust completely, such as elves or the rare village of humans in their area.
    \u00a0\u00a0 Grippli eat fruit and insects. They trap small insects in large quantities and hunt the giant varieties like humans hunt stags. Grippli themselves are hunted as well. Giant snakes and spiders are fond of grippli as meals. Grippli are rare in the world, mostly because of their low birthrate. They live to be 700 years old, but give birth to only six or so young in that time. Because of this, the grippli defend their young ferociously.<\/span><\/p> <\/td> <\/tr>

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

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

    The Grippli first appeared in the 1e MM II (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Humanoid","alignment":"Any","environment":"Warm aquatic, forest, and marsh"},{"name":"Grist","type":"Construct","ch":6,"challenge_rating":" 6 \u00a0","id":5847,"reference":"Usergen","full_text":"

    Grist <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Construct \t\t\t(Earth)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d10+30\u00a0(74 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 30 ft. (good), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+1 Dex, +9 natural), touch 11, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+18<\/td> <\/tr>
    Attack: <\/strong>Claw +13 melee (1d8+8)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +13 melee (1d8+8) and bite +11 melee (1d10+4) and tail slap +11 melee (1d8+4)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to cold and fire, low-light vision, mineral healing<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +3, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 26, Dex 12, Con -, Int 3, Wis 11, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Climb +16, Hide +2*, Listen +6, Spot +6\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (fear), Multiattack, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or group (2\u00c2\u00968)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>Standard coins; standard goods (gems and jewelery only); no items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>9-21 HD (Large); 23-24 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This stony gargoyle stands twice the height of a man.<\/i>\r

    Grists are stony constructs crafted in the image of gargoyles. The first grists were crafted by a spellcaster seeking to create his vision of a gargoyle as it should be. Like true gargoyles, grists are able to appear as statues and easily perch on buildings and structures.\r

    Grists do not collect treasure of their own, but they consume rocks and minerals found on their victims (including coins, gems, and jewelry). Upon their destruction, grists crumble into a pile of rocks, and these digested valuables may be found amidst the rubble.\r

    A grist is 12 feet tall and weighs one to three tons due to its dense, rocky composition.\r

    Grists cannot speak nor make any vocal noise, but they understand commands given in any language.\r

    COMBAT\r

    A grist follows its master's abilities to the best of its abilities. Left to its own devices, a grist will try to attack from the air, focusing all its attack on a single target until it drops.\r

    A grist's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.\r

    Fear (Su):<\/b> Once every 10 minutes, a grist can project a 60-foot grayish cone from its eyes that inspires fear (as the spell, Will DC 16). The save DC is Charisma-based.\r

    Flight (Su):<\/b> A grist can supernatually fly at a speed of 30 feet with good maneuverability. This also grants it a permanent feather fall<\/i> effect (as the spell) with personal range.\r

    Improved Grab (Ex):<\/b> To use this ability, a grist must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. A grist can carry 612 pounds as a light load (and thus still fly).\r

    Mineral Healing (Ex):<\/b> A grist attached to stone, whether a natural rock or a stone building, may draw minerals from the stone to heal 1 hit point of damage per hour. The grist may not take any actions during that hour, or else it does not heal.\r

    Statue (Su):<\/b> A grist can assume statue form, as the statue<\/i> spell, at will. \r

    Skills:<\/b> Grists have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a grist is concealed against a background of stone. Grists have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened\r

    Construction<\/b>\r
    A grist's body is chiseled from a single block of hard stone, such as granite, weighing at least 3,000 pounds. The stone must be of exceptional quality, and costs 500 gp. Assembling the body requires a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check.\r

    CL 8th; Craft Construct, fear, fly, geas\/quest, stone shape<\/i>, caster must be at least 8th level; Price 20,000 gp; Cost 10,500 gp + 780 XP.\r

    Variant: Four-Armed Grists<\/b>\r

    A grist is occasionally crafted with an extra pair of arms. This grants the grist two additional claw attacks, as well as the following special ability:\r

    Rend (Ex):<\/b> If a four-armed grist hits with two or more claw attacks, it latches onto the opponent\u00c2\u0092s body and tears the flesh. This attack automatically deals an additional 2d8+9 points of damage.\r

    Four-armed grists are CR 7.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in WG12 - Vale of the Mage<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Griveling","type":"Elemental","ch":4,"challenge_rating":" 4 \u00a0","id":5848,"reference":"Usergen","full_text":"

    Griveling <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Elemental \t\t\t(Earth, Extraplanar)\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), burrow 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+8 natural), touch 10, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+7<\/td> <\/tr>
    Attack: <\/strong>Slam +7 melee (1d8+4)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +7 melee (1d8+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/magic, darkvision 60 ft., earthsight, earth glide, elemental traits, heat tolerance, immunity to cold\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +1, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 10, Con 17, Int 14, Wis 13, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +14, Knowledge (geography) +10, Sense Motive +12, Spot +9, Survival +1 (+3 to avoid getting lost or to avoid natural hazards)\r
    <\/td> <\/tr>
    Feats: <\/strong>Iron Will, Negotiator<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any hills or mountains and underground (Elemental Plane of Earth)<\/td> <\/tr>
    Organization: <\/strong>Pair or clan (3-24)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard (communal, see text)<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral good<\/td> <\/tr>
    Advancement: <\/strong>6-15 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature is humanoid in form, but lacks a distinctive musculature and any obvious sensory organs. Its skin is the color of stone.<\/i>\r

    Grivelings are native to the Elemental Plane of Earth, but most are currently trapped on the Material Plane on the world of Oerth. In that realm, they reside nearly exclusively in the Barrier Peaks and the Valley of the Mage. How they first arrived on Oerth is long-forgotten, and they lack any means of planar travel to return to the plane of their genesis.\r

    Grivelings are good-natured, friendly, and curious. They spend much of their time observing other creatures, and have learned to shape their bodies to more closely resemble other creatures while communicating. These assumed likenesses are far from perfect, often resulting in comical appearances. \r

    Most grivelings make their lairs within the stone walls of caves and mountains. Since they are unaffected by extreme temperatures, they can survive nearly anywhere, although they prefer to be surrounded by earth or stone. They form small clans of up to a dozen individuals, sharing their accumulated wealth and food stores. Grivelings put the priorities of the clan first and rarely act without consulting other clan members. Grivelings subsist on a mineral diet, and need very little to survive due to their slow metabolisms.\r

    The reproduction cycle of grivelings, like their metabolism, is slower than normal. A mated pair of grivelings can produce an offspring every six to twelve years. Parents decide the sex of their children, usually choosing the gender that most benifits the clan. For example, if two male grivelings are killed, the next two offspring might be male, to make up the deficit.\r

    Grivelings are 4 to 6 feet tall and weigh 1,000 to 3,500 pounds. Skin coloration resembles the colors of dirt and stone, ranging from dirty brown to the dark black of rich soil. Males and females are indentical in appearance. Most live over 1,500 years. \r

    Grivelings speak Common, Dwarven, and Terran in slow, gravely tones.\r

    COMBAT\r

    Given the choice, grivelings will avoid combat by any means, attempting a peaceful resolution to differences or simply leaving the scene. If forced into battle, grivelings prefer to fight partially embedded in the rock, gaining the benefits of cover.\r

    Earthsight (Su):<\/b> Grivelings can see through earth and stone as if it were air. As a result, barriers constructed of these materials never break line of sight for a griveling.\r

    Earth Glide (Ex):<\/b> A griveling 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 griveling flings the griveling back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.\r

    Heat Tolerance (Ex):<\/b> A griveling never needs to make Fortitude saves to avoid nonlethal damage in regions of extreme heat.\r

    Spell-Like Abilities:<\/b> 1\/day\u00c2\u0097move earth, stoneskin, transmute mud to rock<\/i> (DC 17), transmute rock to mud<\/i> (DC 17). Caster level 8th. The save DCs are Charisma-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in WG12 - Vale of the Mage<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Elemental","alignment":"Usually neutral good","environment":"Any hills or mountains and underground (Elemental Plane of Earth)"},{"name":"Gronk","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":5849,"reference":"Usergen","full_text":"

    Gronk <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Magical Beast \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d10+20\u00a0(42 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+14<\/td> <\/tr>
    Attack: <\/strong>Headspikes +9 melee (2d6+9)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Headspikes +9 melee (2d6+9)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Hopping charge, illuminated rage<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/slashing or piercing, darkvision 60 ft., low-light vision, nearly deaf, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +6, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 23, Dex 15, Con 20, Int 2, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Spot +8<\/td> <\/tr>
    Feats: <\/strong>Improved Bull Rush, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Concordant Domain of the Outlands<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair or herd (3-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Large), 9-16 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large, squat beast seems to bear features of both an ape and a toad.<\/i>\r

    Gronk (singular and plural), also knows as \"hopping rocks\" or \"stone frogs\", are extremely ill-tempered beasts native to the Outlands. They can be found in nearly any terrain, but actively avoid large bodies of water.\r

    Gronk are intolerant of all other creatures, even those of their own species, which conflicts with their innate herd mentality. Gronk herds hold together precariously based upon the \"hate cycle\" of the members, usually giving in to irritation and conflict after a mere week. The intolerant fury of the gronk actually aids in propogating the species, as the ridged spikes on their headplates are reproductive organs. When knocked loose during battle, a ridge submerges a few inches into dirt, sand, earth, or rock. A few months later, a tiny gronk surfaces.\r

    The diet of gronk is unknown, as none have ever been sighted eating (at least not in the traditional sense). All gronk are nearly deaf, and sudden fright light drives them into a frenzy.\r

    Bariaur nomads consider gronk a great threat, and mount periodic hunting parties to think gronk herds. In fact, many bariaur tribes have incorporated such hunts into their rites of passage.\r

    Gronk are 6 to 8 feet tall and weigh between 600 and 800 pounds. Lifespan ranges from 3 to 5 years. Most gronk die as a result of violence, either directly or long-term as their brainplates crack and flake off, resulting in eventual brain failure.\r

    COMBAT\r

    Gronk are unsubtle combatants, emitting a thunderous croak when other creatures come into view, followed by a hopping-charge that culminates in a butt with thier spike-covered headplates.\r

    Hopping Charge (Ex):<\/b> A gronk may make a leaping charge attack to deal double damage with its headspikes. A gronk may move any direction, including vertically, as part of this action without making a Jump check.\r

    Illuminated Rage (Ex):<\/b> Gronk are angered by sudden flashes of light. Any spell or effect with the light descriptor that originates within 60 feet of a gronk sends the creature into a berserk rage on its next turn, fighting madly until either it or all all visible creatures are dead. It gains +4 to Strength, +4 to Constitution, and \u00c2\u00962 to Armor Class. The creature cannot end its rage voluntarily. Existing light sources brought into an area containing gronk does not trigger the rage.\r

    Nearly Deaf (Ex):<\/b> A gronk is almost completely incapable of perceiving sound, and is nearly immune to language-dependent effects and sonic effects dependent on hearing. As a result, a gronk gains a +6 racial bonus on all saving throws against such effects, and if the effect deals damage, suffers no damage on a successful save and only half damage on a failed save. The creature has adapted to this limitation and thus suffers no penalty on initiative checks because of its deafness.\r

    New Armor<\/b>\r

    Gronk Shields:<\/i> Gronk headplates can be used as extremely sturdy but very heavy shielding. A single gronk headplate can be crafted into a large shield, which has +3 armor bonus, -3 armor check penalty, and 25% arcane spell failure chance. It weighs 30 lb. It has been rumored that multiple gronk headplates can be used to fortify seige towers and the like.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #262<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Concordant Domain of the Outlands"},{"name":"Grouper, Giant","type":"Animal","ch":5,"challenge_rating":" 5 \u00a0","id":5850,"reference":"Usergen","full_text":"

    Grouper, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 9d8+45\u00a0(85 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> Swim 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+21<\/td> <\/tr>
    Attack: <\/strong>Bite +11 melee (2d6+10)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +11 melee (2d6+10)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, swallow whole, vortex maw<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +8, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 24, Dex 15, Con 21, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Hide +8, Spot +10, Swim +15<\/td> <\/tr>
    Feats: <\/strong>Combat Reflexes, Improved Initiative, Iron Will, Skill Focus (Spot)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm aquatic<\/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>10-17 (Huge); 18-27 (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive fish has a stout body and an enormous maw.<\/i>\r

    Giant groupers, like their smaller kin, are predatory saltwater fish found in tropical waters.\r

    A giant grouper is at least 16 feet long and weighs at least half a ton.\r

    COMBAT\r

    A giant grouper lurks near coral reefs and the wrecks of sunken ships. Its huge jaws act as a giant suction pump, drawing smaller fish into its gaping maw. This giant fish sometimes stalks solitary divers like a great cat.\r

    Improved Grab (Ex):<\/b> To use this ability, a giant grouper 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 grouper can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d10+7 points of bludgeoning damage and 4 points of acid damage per round from the grouper'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 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.\r

    A Huge giant grouper's gizzard can hold 2 Medium, 8 Small, 16 Tiny, or 32 Diminutive or smaller opponents.\r

    Vortex Maw (Ex):<\/b> A giant grouper can open its mouth so quickly that it creates a powerful suction. All creatures within a 15-foot cone must make Strength checks opposed by the giant grouper's Strength check (+15 for a standard giant grouper), with the same modifiers as a bull rush. If the giant grouper 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 giant grouper pulls the victim an additional 5 feet closer. The victim provokes attacks of opportunity if it is moved. \r

    When the giant grouper uses its vortex maw, any previously swallowed creatures may make a Swim check as an immediate action opposed by the grouper's Strength check result to escape to an adjacent space.\r

    Skills:<\/b> A giant grouper has a +8 racial bonus on Hide checks. A giant grouper 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 Dragon Magazine #116<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm aquatic"},{"name":"Grung","type":"Humanoid","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5851,"reference":"Usergen","full_text":"

    Grung <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Humanoid \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+1\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft, swim 30 ft<\/td> <\/tr>
    AC:<\/strong> 13 (+1 size, +1 Dex, +1 natural)<\/td> <\/tr>
    Attacks:<\/strong>Bite +1 melee, halfspear -3 melee; or shortbow +2 ranged<\/td> <\/tr>
    Damage: <\/strong>Bite 1d3 and poison, halfspear 1d6 and poison; or shortbow 1d6 and poison<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft \/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Poison<\/td> <\/tr>
    Special Qualities: <\/strong>Moisture (vulnerability)<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +3, Will -1 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 13, Con 13, Int 8, Wis 8, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Listen +0, Spot +1<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse (halfspear)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Warm marsh<\/td> <\/tr>
    Organization: <\/strong>War band (4-48) or tribe (50-100 plus 25% young plus 1 3rd-level cleric)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Grung are toad-like humanoids that live in hot, steaming marshlands. These creatures stand about three feet tall, and their lower bodies strongly resemble that of a toad or frog, with powerful legs for jumping and webbed feet for swimming. The upper body is developed and muscular, with opposable thumbs and heads that look more humanoid. Grung stand upright and move around in rapid short hops, but don\u00c2\u0092t possess the extraordinary leaping ability of typical amphibians. They also lack a frog\u00c2\u0092s prehensile tongue, but possess a mouth full of tiny, sharp teeth. They have moist, slick skin like other amphibians, usually dappled green and brown on their backs, shading to white or yellow on their bellies. Their small eyes are red with black pupils, and are protected by a bony ridge. Though most males are slightly larger than females, both sexes are equally aggressive and dangerous.\r

    Grung speak their own language and have no interest in learning the languages of other beings. They are also able to communicate with frogs, toads, and other swamp-dwelling amphibians. They believe that other humanoids are for eating, not for talking to.\r

    COMBAT<\/b>\r
    The grung\u00c2\u0092s size leads them to prefer ambush tactics to frontal assaults. They lie in wait in concealment until unwary travelers or a group of rival grung wanders into their killing zone, and then attack them with shortbows. They also hunt rats and other swamp-dwelling mammals when not searching for larger prey.\r

    Grung secrete a highly deadly poison from their skin and saliva, which they also use to coat the tips of their weapons by wiping them on their skin. Grung are immune to this poison. Their poisoned skin insures that they have few natural predators, though certain giant snakes are immune to grung poison. The poison breaks down quickly in contact with air, becoming inert in ten minutes, as does the poison in the skin of a dead grung. These poisonous secretions taint the water that surrounds grung settlements, and causes 2d4 rounds of nausea instead of the regular effects.\r

    Poison<\/b>: Bite or weapons, Fortitude save (DC 11), initial and secondary damage 2d4 temporary Dexterity.\r

    Moisture (Ex)<\/b>: Grung breathe through their skin, and if a grung\u00c2\u0092s skin dries out completely, it will die. A grung must immerse itself in water for at least one full round every three hours, or it will suffocate.\r


    GRUNG SOCIETY<\/b>\r
    Grung are highly territorial, and very warlike. Their territory typically extends for a mile outside of their tribal settlement, and anyone unwise enough to trespass in this area becomes an immediate target, including grung from other territories. A grung community is a muddled assembly of crude, concealed shelters, sometimes underwater or inside dead trees. Grung occasionally take live prisoners, other grung in particular. These prisoners and the bodies of slain enemies serve as the main course at tribal feasts.\r

    Grung are egg-layers, and offspring go through a tadpole stage (AC 10, Swim 30 feet (only), HD \u00c2\u00bdd8, bite 1d2-1). After three months of this, the tadpoles mature, absorbing their tails and growing limbs, ultimately climbing out of the water and joining the tribe. Six months later, they are considered fully mature members of the tribe.\r

    Grung tribes are matriarchal and are led by a female war chief, which is the strongest fighter among the war chiefs. Challenges to her leadership are common, and these struggles are to the death. Each tribe also has a single female adept of up to third level. War chiefs, adepts, and the chieftain herself wear ornaments made from the bones of enemies, which identify their positions within the tribe. Males are subservient and have no say in any decisions.\r


    GRUNG CHARACTERS<\/b>\r
    A grung's favored class is rogue. Grung leaders tend to be rogue\/barbarians. Grung clerics have access to two of the following domains: Destruction, Evil, Law, and War.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Greyhawk Adventures (1988), Monstrous Compendium Greyhawk Appendix, MC5 (1990).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually lawful evil","environment":">Warm marsh"},{"name":"Grythok","type":"Magical Beast","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5852,"reference":"Usergen","full_text":"

    Grythok <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d10+1\u00a0(6 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 squares), climb 5 ft., fly 20 ft. (poor)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+4 size, +1 Dex), touch 15, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+9<\/td> <\/tr>
    Attack: <\/strong>Touch +6 melee (attach)<\/td> <\/tr>
    Full Attack: <\/strong>Touch +6 melee (attach)<\/td> <\/tr>
    Space\/Reach: <\/strong>1 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Attach, chew, disease<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., detect alignment, immunity to disease, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +3, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 12, Con 11, Int 1, Wis 10, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Climb +9, Hide +17<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or swarm (10-80)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2-4 HD (Diminutive)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A small, oval-shaped creature clings to the wall. A dozen short, barbed legs and a diamond-shaped tail protrude from beneath a leathery shell. Its face is somewhat crocodilian, with sunken eyes, while its mouth is flat and circular, like that of lamprey, and ringed with sharp teeth.<\/i>\r

    Grythoks are subterranean scavengers found in dark, dirty, musty places such as sewers, cesspools, and latrines. They nest in filth, so often carry disease while being immune to its effects. Grythoks will eat anything, but prefer the taste of flesh. They most often prey on rodents, insects, worms, and small reptiles, but aren't afraid to attack larger creatures with their superior numbers.\r

    Grythoks lay a clutch of eggs biannually, but their growth is kept in check due to their voracious appetites accidentally leading them to devour their own eggs.\r

    A grythok is 2 to 6 inches long and weighs less than a pound. \r

    COMBAT\r

    Grythoks cling to cavern walls and ceilings awaiting the approach of prey. When nonevil creatures are detected, the grythoks immediately take flight, emitting high-pitched shrieks that alert others of their kind to the presence of prey. They attack en masse, attempting to attach themselves to exposed flesh with their barbed legs, then tearing out chunks of flesh with their circular mouths.\r

    Attach (Ex):<\/b> If a grythok hits with a touch attack, it uses its twelve barbed legs to latch onto the opponent\u00c2\u0092s body. An attached grythok is effectively grappling its prey. The grythok loses its Dexterity bonus to AC and has an AC of 14, but holds on with great tenacity. Grythoks have a +20 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

    An attached grythok can be struck with a weapon or grappled itself. To remove an attached grythok through grappling, the opponent must achieve a pin against the grythok.\r

    If an attached grythok is forcibly removed, its barbed legs deal 1d4 points of piercing damage to the victim.\r

    Chew (Ex):<\/b> Each round on its turn, an attached grythok deals 1d6 points of damage to the creature to which it is attached. When the grythok has dealt 30 points of damage, it becomes full and flies off to digest its meal. If its victim dies before the grythok is satiated, it flies off to find another victim to complete its feeding.\r

    Disease (Ex):<\/b> Filth fever\u00c2\u0097chew, Fortitude DC 10, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.\r

    Detect Alignment (Su):<\/b> A grythok 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). Grythoks grow agitated by creatures of non-evil alignments and attack them furiously, shrieking loudly all the while, which usually alerts any nearby grythoks.\r

    Skills:<\/b> Grythoks have a +8 racial bonus on Climb checks and and can always choose to take 10 on Climb checks even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks. <\/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 neutral","environment":"Underground"},{"name":"Guardian Daemon","type":"Outsider","ch":1,"challenge_rating":" 01 \u00a0","id":5853,"reference":"Usergen","full_text":"

    GUARDIAN DAEMON<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Outsider<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 8d8+24 (60 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> 19 (-1 size, +1 Dex, +11 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +11 melee, 2 claws +9 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 4d4+4, claw 1d6+2<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/10 ft<\/span><\/p> <\/td> <\/tr>

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

    Special Qualities:<\/span><\/b> Damage reduction 20\/+2, telepathy, immunities<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +9, Ref +7, Will +8<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 18, Dex 12, Con 16, Int 12, Wis 14, Cha 14<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Bluff +7, Hide +5, Listen +12, Move Silently +9, Search +10, Sense Motive +8, Spot +12<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Blind-Fight, Multiattack, 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 or troupe (2-4)
    Challenge Rating:<\/b> 7<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> None (see text)<\/span><\/p> <\/td> <\/tr>

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

    Advancement:<\/span><\/b> 9-15 HD (Large); 16-24 HD (Huge)<\/span><\/p> <\/td> <\/tr>

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

    Though called daemon, scholars believe it is not related to the daemons of the lower planes (the ones called yugoloth). A guardian daemon is summoned to the Material Plane by a spellcaster with the task of guarding an area or treasure.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 These daemons vary in size and appearance\u0097those encountered on the Material Plane have resembled type II demons (hezrou), type IV demons (nalfeshnee), large bears, and wild cats. Despite their variation and form, the guardian daemon is not a creature to be trifled with.<\/span><\/p> <\/td> <\/tr>

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

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

    A guardian daemon only initiates combat the area it is guarding is entered or the treasure it is guarding is tampered with. When engaged in combat a guardian daemon may move freely, but never more than 5 feet from the area or treasure it guards.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 A guardian daemon attacks using its breath weapon, bite, and claws. It defends the area it is tied to until either it or its opponents are dead.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Breath Weapon (Su):<\/b> Once every 1d4 rounds, cone of fire, 30 feet; 5d6 points of damage, Reflex save DC 16 halves the damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Telepathy (Sp):<\/b> The guardian daemon can communicate with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Immunities (Ex):<\/b> Guardian daemons are immune to mind-influencing effects and spells, sleep, hold, and polymorph. (There is a 50% chance that any particular guardian daemon is immune to fire. Guardian daemons with this immunity gain the fire subtype.)<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land and underground"},{"name":"Gu\u0092Armoru","type":"Construct","ch":8,"challenge_rating":" 8 \u00a0","id":5854,"reference":"Usergen","full_text":"

    Gu\u00c2\u0092Armoru <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 12d10+20\u00a0(86 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 24 (+2 Dex, +12 natural), touch 12, flat-footed 22<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+12\/+17<\/td> <\/tr>
    Attack: <\/strong>+1 ghost touch greatsword<\/i> +18 melee (2d6+10\/19-20) or slam +17 melee (1d10+5)<\/td> <\/tr>
    Full Attack: <\/strong>+1 ghost touch greatsword<\/i> +18\/+13\/+8 melee (2d6+10\/19-20) or 2 slams +17 melee (1d10+6)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Explosive instability, magic weapon, martial memories<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 10\/adamantine, darkvision 60 ft., low-light vision, shrug off magic, spell resistance 9, tomb-tainted<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +6, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 15, Con \u00c2\u0097, Int \u00c2\u0097, Wis 16, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or armory (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>13-24 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A fine suit of black-accented plate armor stands as if worn by an invisible person.<\/i>\r

    Gu\u00c2\u0092armori are animated suits of plate armor, to which has been bound the spirit of a high-level fighter.\r

    Gu\u00c2\u0092armori are almost always employed as guards for treasure vaults. Ancient gu\u00c2\u0092armori have been encountered guarding nothing but empty vaults, their creators long-dead and the objects of their protection long-since turned to dust.\r

    A gu'armoru stands 6 feet tall and weighs 125 pounds.\r

    COMBAT\r

    Because of the animating spirit of a high-level fighter, gu\u00c2\u0092armori are skilled melee combatants of great prowess. A gu\u00c2\u0092armori enchants any weapon it wields (most often a greatsword), and can strike even incorporeal intruders with its weapon.\r

    Explosive Instability (Ex):<\/b> Whenever a gu'armoru takes damage or fails a saving throw against a spell, spell-like ability or supernatural attack it must make a Fortitude save (DC equals 10 plus the damage taken or the DC of the spell or power, whichever is higher). If triggered by a successful turning attempt (see tomb-tainted, below), the save DC equals the turning damage. If the gu'armoru fails its save, it explodes, destroying the gu'armoru and dealing 12d6 points of damage (half slashing and half force) to everything with a 40-ft.-radius burst (DC 21 Reflex save for half damage). The save DC is Strength-based.\r

    Magic Weapon (Su):<\/b> Any manufactured weapon wielded by a gu'armoru is treated as a +1 ghost touch weapon<\/i>. If the weapon already has a magical enhancement bonus, use that bonus instead. Additionally, the gu'armoru gains Weapon Specialization as a bonus feat for any weapon it wields.\r

    Martial Memories (Ex):<\/b> The fighter spirit that animates a gu'armoru bestows upon it the base attack bonus and iterative attacks of a 12th-level fighter.\r

    Shrug Off Magic (Su):<\/b> A gu'armoru can attempt a saving throw whenever it is affected by a spell, spell-like ability or supernatural power, even if the effect normally does not allow a saving throw. The gu'armoru uses its Will save if the effect does not specify a saving throw type. If the gu'armoru successfully saves it is completely unaffected by the effect, taking no damage. \r

    Tomb-Tainted (Ex):<\/b> Although a construct, a gu'armoru is treated as undead for purposes of spells and effects that treat undead differently (such as searing light<\/i> or holy water). A gu'armoru may be turned as if it were an undead creature with +4 turn resistance. A successful turning check triggers the gu'armoru's explosive instability (see above) with a Fortitude save DC equal to the turning damage.\r

    Construction<\/b>\r
    A gu'armoru's body is created from a suit of masterwork full plate armor costing 1,650 gp. The enchantment process requires powdered adamantine and special inks which are used to draw magical runes upon the armor, these materials cost an additional 750 gp. Etching these runes requires a DC 20 Craft (calligraphy) check.\r

    CL 16th; Craft Construct, animate dead, animate object, geas\/quest, raise dead<\/i>, caster must be at least 16th level; Price 25,000 gp; Cost 13,700 gp + 904 XP.<\/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":"Outsider","alignment":"Always neutral","environment":"Any"},{"name":"Gyerian","type":"Monstrous Humanoid","ch":2,"challenge_rating":" 02 \u00a0","id":5855,"reference":"Usergen","full_text":"

    Gyerian <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d8-3\u00a0(10 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 40 ft (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+1 size, +4 Dex, +2 natural), touch 15, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/-3<\/td> <\/tr>
    Attack: <\/strong>Claw +2 melee (1d6-2)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +2 melee (1d6-2) and beak +0 melee (2d4-2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Sneeze<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +7, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 7, Dex 18, Con 9, Int 8, Wis 13, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide +11, Jump +2, Listen +4, Move Silently +7, Spot +4, Survival +3<\/td> <\/tr>
    Feats: <\/strong>Alertness, Multiattack b<\/sup>, Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate plains and forest<\/td> <\/tr>
    Organization: <\/strong>Foraging party (1-4), wing (5-8), flock (10-40 plus 100% noncombatants plus 1 cockrobin per 10 gyerians, plus 1 rooster per flock)<\/td> <\/tr>
    Challenge Rating: <\/strong>02<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic good<\/td> <\/tr>
    Advancement: <\/strong>4 HD (Small); 5-9 HD (Medium), or by character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+1<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This short, bird-like humanoid creature has bulging eyes, a sharp, hooked beak, and three-toed clawed feet. Its body is covered with fine, pale feathers and its arms have longer feathers that make them resemble wings. As the birdman's arms move, its thin, graceful four-fingered hands under the feathers become visible.<\/i>\r

    The gyerian is an excitable creature that makes its home in grasslands and forests. These flightless avians are migratory beings that travel in flocks, moving east to west every spring and returning in the fall. A gyerian's feathers range from light tan to deep brown. \r

    Gyerians are very social with each other, but are extremely shy, nervous, and impatient among other humanoid races. Gyerians prefer to avoid contact with other humanoids, particularly humans. Gyerians have developed an affinity with elves, however, and will be put at ease if a mixed humanoid party contains an elf. Gyerians treasure gems and other shiny objects for their pretty appearance, and this fascination will always lead a gyerian to become more friendly to someone possessing gems and baubles.\r

    The gyerians' villages, always called Gyer, are integral to the race's society as a whole. These simple settlements are composed of nesting huts woven from straw and branches and daubed with mud. Plains gyerians hide their dwellings among tall grasses, while those in the woods secret them within tall bushes. They build these homes quickly each year, meaning them to last only until migration. Each flock has its own migratory pattern and settlement areas; a gyerian separated from its flock always can find its way back to one of its flock's nesting grounds.\r

    Most gyerians are 3-4 feet tall, but cockrobins and roosters are taller. A normal gyerian weighs 35-40 pounds.\r

    Gyerians can speak Auran and Elven.\r

    COMBAT<\/b>\r
    Gyerians are such an excitable people that they get nervous at the drop of a hat. Just dealing with other humanoids (except for elves) can make a gyerian nervous. Combat makes them extremely nervous, and a gyerian will flee rather than fight whenever possible, though a gyerian will squeal and squawk to call allies if it cannot escape. When a gyerian gets particularly nervous it exhales a sneeze so powerful that it can bowl over creatures standing in front of the gyerian. Failing a Will save or Concentration check, becoming flanked, or coming under any magical fear effect will almost certainly make a gyerian nervous enough to sneeze.\r

    A normally cowardly gyerian will only attack when it cannot retreat or when its young are threatened. A gyerian can rip into a foe with its powerful taloned kick and its hooked, beaklike nose.\r

    Sneeze (Ex)<\/b>: When a gyerian becomes nervous (see above) it must succeed on a DC 15 Will save or let out a powerful sneeze (the gyerian can fail the Will save if it wishes) that affects a single adjacent creature. This creature must succeed on a DC 10 Reflex save or be affected by the forceful sneeze: Small or smaller creatures are blown away, Medium creatures are knocked down and prone, and Large or larger creatures are checked for one round. The save DC is Constitution-based.\r

    Gyerian, Cockrobin\r
    Medium Monstrous Humanoid\r
    Hit Dice<\/b>: 5d8 (22 hp) \r
    Initiative<\/b>: +3\r
    Speed<\/b>: 40 ft (8 squares)\r
    Armor Class<\/b>: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15\r
    Base Attack\/Grapple<\/b>: +5\/+5\r
    Attack<\/b>: Claw +5 melee (1d6)\r
    Full Attack<\/b>: 2 claws +5 melee (1d6) and beak +3 melee (2d6)\r
    Space\/Reach<\/b>: 5 ft\/5 ft\r
    Special Attacks<\/b>: Sneeze\r
    Special Qualities<\/b>: Darkvision 60 ft\r
    Saves<\/b>: Fort +1, Ref +7, Will +5\r
    Abilities<\/b>: Str 11, Dex 16, Con 11, Int 8, Wis 13, Cha 12\r
    Skills<\/b>: Hide +6, Jump +4, Listen +5, Move Silently +6, Spot +5, Survival +3\r
    Feats<\/b>: Alertness, Multiattack (b), Stealthy\r
    Challenge Rating<\/b>: 2\r

    A cockrobin is a larger specimen of gyerian, usually at least 5 feet tall and weighing 120-150 pounds. A cockrobin is a more formidable foe than a typical gyerian, and often serves as a flock's defender.\r

    Sneeze (Ex)<\/b>: The save DC for a cockrobin's sneeze is 12.\r

    Gyerian, Rooster\r
    Medium Monstrous Humanoid\r
    Hit Dice<\/b>: 7d8+14 (45 hp) \r
    Initiative<\/b>: +3\r
    Speed<\/b>: 40 ft (8 squares)\r
    Armor Class<\/b>: 19 (+3 Dex, +6 natural), touch 13, flat-footed 16\r
    Base Attack\/Grapple<\/b>: +7\/+9\r
    Attack<\/b>: Claw +10 melee (1d6+2)\r
    Full Attack<\/b>: 2 claws +10 melee (1d6+2) and beak +8 melee (2d8+1)\r
    Space\/Reach<\/b>: 5 ft\/5 ft\r
    Special Attacks<\/b>: Sneeze\r
    Special Qualities<\/b>: Darkvision 60 ft, inspire courage\r
    Saves<\/b>: Fort +3, Ref +8, Will +6\r
    Abilities<\/b>: Str 14, Dex 16, Con 12, Int 8, Wis 13, Cha 14\r
    Skills<\/b>: Hide +7, Jump +6, Listen +5, Move Silently +7, Spot +5, Survival +3\r
    Feats<\/b>: Alertness, Multiattack (b), Stealthy, Weapon Finesse\r
    Challenge Rating<\/b>: 3\r

    A rooster is the leader of a gyerian flock. A rooster is very strong and tall for a gyerian, being about 6 feet in height and weighing 150-175 pounds. A rooster is much less likely to flee from combat, and in fact inspires courage in other gyerians.\r

    Sneeze (Ex)<\/b>: The save DC for a rooster's sneeze is 14.\r

    Inspire Courage (Su)<\/b>: The mere presence of a rooster inspires courage in gyerians (including the rooster himself), bolstering them against fear. To be affected, a gyerian must be within 30 feet and able to see or hear the rooster. The effect lasts for as long as the gyerian remains within 30 feet of the rooster and for 5 rounds thereafter. An affected gyerian receives a +2 morale bonus on saving throws against charm and fear effects. This is a mind-affecting ability.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in module CM5 - Mystery of the Snow Pearls (1985, Anne Gray McCready), and AC9 - Creature Catalogue (1986), DMR2 - Creature Catalog (1993), and Mystara Monstrous Compendium Appendix (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually chaotic good","environment":"Temperate plains and forest"},{"name":"Hag, Mountain","type":"Monstrous Humanoid","ch":4,"challenge_rating":" 4 \u00a0","id":5856,"reference":"Usergen","full_text":"

    Hag, Mountain <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d8+5\u00a0(22 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+1 Dex, +7 natural), touch 11, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+9<\/td> <\/tr>
    Attack: <\/strong>Claw +9 melee (1d4+4) or rusty dagger +9 melee (1d4+4\/19-20 plus disease)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +9 melee (1d4+4) or rusty dagger +9 melee (1d4+4\/19-20 plus disease)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Hag's curse, horrific appearance, rusty dagger, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 90 ft., immunity to disease and poison, +2 racial bonus on saving throws against mind-influencing spells and abilities, spell resistance 16<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +5, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 12, Con 12, Int 12, Wis 13, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Climb +12, Concentration +5, Craft (any one) +5, Hide +5, Knowledge (any one) +5, Listen +7, Spot +7<\/td> <\/tr>
    Feats: <\/strong>Alertness, Great Fortitude<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary or covey (3 hags of any kind plus 1\u00c2\u00968 ogres and 1\u00c2\u00964 evil giants) <\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic 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 old female human, with sickly brown flesh that is cracked and haggard. Its long, dirty hair resembles diseased roots.<\/i>\r

    Mountain hags are found in rocky wastes and forbidding mountains, lairing in caves where they hatch evil plots. They are as likely to be found in a hag covey as others of their kind.\r

    A mountain hag is about the same height and weight as a female human.\r

    Mountain hags speak Giant and Common.\r

    COMBAT\r

    Mountain hags usually remain in hiding until they can affect as many foes as possible with their horrific appearance, then lash out with their rusty daggers. They do not hesitate to use their spell-like abilities or potent curse if outclassed by adversaries.\r

    Hag's Curse (Su):<\/b> A mountain hag can bestow a terrible curse by touch. The victim must succeed on a DC 14 Fortitude save or take 1d4 points of Constitution damage and suffer a -2 penalty on saving throws vs. disease or poison. Additionally, the victim's natural healing rate is halved, and any time it takes damage it must succeed on a DC 14 Fortitude save or contract a random disease. The curse lasts for 30 days unless removed with a remove curse<\/i> spell or similar magic. A mountain hag may only curse one individual at a given time. If it chooses to curse a second victim, the curse is immediately lifted from the first victim. The save DCs are Charisma-based.\r

    Horrific Appearance (Su):<\/b> The sight of a mountain hag is so revolting that anyone (other than another hag) who sets eyes upon one must succeed on a DC 14 Fortitude save or instantly be weakened, taking 2d6 points of Strength damage. This damage cannot reduce a victim\u00c2\u0092s Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag\u00c2\u0092s horrific appearance for 24 hours. The save DC is Charisma-based.\r

    Rusty Dagger (Ex):<\/b> Every mountain hag wields a rusty dagger that transmits slimy doom (as an injury, rather than contact, disease) on a successful hit. If taken from the mountain hag or upon the hag's death, the rusty dagger quickly crumbles to dust.\r

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097darkness, ghoul touch<\/i> (DC 14); 1\/day\u00c2\u0097fly<\/i>. Caster level 5th. The save DC is Charisma-based.\r

    Skills:<\/b> Mountain hags have a +4 racial bonus on Use Magic Device checks and a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Imagine Magazine #5<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually chaotic evil","environment":"Any mountains"},{"name":"Hagertral","type":"Monstrous Humanoid","ch":2,"challenge_rating":" 2 \u00a0","id":5857,"reference":"Usergen","full_text":"

    Hagertral <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d8+3\u00a0(16 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 50 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+0<\/td> <\/tr>
    Attack: <\/strong>Claw +5 melee (1d4+1)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +5 melee (1d4+1) and bite +3 melee (1d6)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., scent<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +6, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 17, Con 12, Int 10, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Climb +9, Hide +12, Listen +7, Move Silently +10, Spot +7\r
    <\/td> <\/tr>
    Feats: <\/strong>Multiattack, Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary, family (mated pair plus 2 noncombatant young), or nest (3-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>Standard coins, standard goods, double items (mostly weapons)<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>+3<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This small, bipedal humanoid is covered in greenish-brown fur. Yellow and pink feathered wings sprout from its back, and its hands and feet end in paws. It has one great eye in the center of its face, no nose, and a rather large mouth with two rows of sharp teeth. A forked tongue flicks out occasionally, sampling the air.<\/i>\r

    Hagertrals are race of reclusive winged humanoids found high in the mountains. They are carnivorous, preferring the flesh of mountain fowl, monkeys, rabbits, fish and halflings. The latter has given them a poor reputation among other humanoid races.\r

    Hagertrals hide their treasure in the wilderness or on high isolated mountains, for fear of inviting thieves into their lair. Hargertrals worship the sky as supreme goddess of all, and clerics of the race always choose the Air domain, and most select Weather as a secondary domain.\r

    A hagertral is 3 feet tall, with a wingspan of 8 feet. An average member of the species weighs 30 to 35 pounds.\r

    Hagertrals speak Common and their own language, which consists of a series of whistles, grunts, moans and clicks.\r

    COMBAT\r

    Hagertrals generally adopt an \"attack first, ask questions later\" approach to other creatures. In battle, hagertral fight with tooth and nail. Occasionally, hagertrals wield magical weapons taken from previous adversaries.\r

    Skills:<\/b> Hagertrals have +2 racial bonus on Hide, Listen, Move Silently, and Spot checks and a +8 racial bonus on Climb checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in Polyhedron #2<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually neutral","environment":"Any mountains"},{"name":"Hai Riyo","type":"Dragon","ch":14,"challenge_rating":" 14 \u00a0","id":5858,"reference":"Usergen","full_text":"

    Hai Riyo <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Gargantuan\u00a0Dragon \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 20d12+140\u00a0(270)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), fly 80 ft. (poor)<\/td> <\/tr>
    Armor Class: <\/strong> 24 (-4 size, +2 Dex, +16 natural), touch 8, flat-footed 22<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+20\/+44<\/td> <\/tr>
    Attack: <\/strong>Claw +28 melee (2d8+12)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +28 melee (2d8+12) and bite +26 melee (4d6+6)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, improved grab, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Spell resistance 18<\/td> <\/tr>
    Saves: <\/strong>Fort +19, Ref +14, Will +13 <\/td> <\/tr>
    Abilities: <\/strong>Str 34, Dex 15, Con 24, Int 8, Wis 13, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Hide +13, Listen +24, Move Silently +25*, Sense Motive +24, Spot +24<\/td> <\/tr>
    Feats: <\/strong>Flyby Attack, Hover, Improved Initiative, Mulitattack, Power Attack, Snatch, Wingover<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or family (1-2 and 2-5 offspring)<\/td> <\/tr>
    Challenge Rating: <\/strong>14<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>20-32 HD (Gargantuan); 33-60 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a massive bird of prey with feathers resembling polished copper. Its head, hover, resembles the whiskered head of a lung dragon.<\/i>\r

    Also known as \"dragon birds\", hai riyo frequent lands populated by lung dragons.\r

    The territory of a hai riyo covers about 50 square miles. They rarely encroach upon the territories of others of their kind, except to mate in early spring. A mated pair will fight to the death to protect their clutch of 1-4 eggs. Once the young reach maturity in about 6 months, the male generally returns to its own territory. Hai riyo create massive nests, often lining it with valuable tapestries, rugs, and the like.\r

    Hai riyo are a threat to most landbound creatures. Because of their size, they require large amounts of food, often picking entire regions clean of livestock and turning on the humanoids when the animals become scarce.\r

    Feathers harvested from a hai riyo can be used in the creation of Quaal's feather tokens<\/i> and magic items related to flight (such as wings of flying<\/i>). Using such a feather reduces the material component cost by half.\r

    These enormous creatures measure over 30 feet long from the tip of the snout to the base of the tail, with wingspans as wide as 80 feet. A hai riyo weighs over 8,000 pounds.\r

    Hai riyo speak Draconic, but rarely communicate with smaller creatures.\r

    Combat\r

    Hai riyo hunt like birds of prey. They soar above the ground, often at heights of up to 5,000 feet, using their keen eyesight to spot prey, then diving quickly and snatching it up in their massive mouth and claws.\r

    Breath Weapon (Su):<\/b> 60-foot cone of scalding steam, once every 1d4 rounds, damage 10d10 fire, Reflex DC 27 half. The save DC is Constitution-based.\r

    Improved Grab (Ex):<\/b> To use this ability, a hai riyo must hit with its bite 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 attempt to swallow the foe the following round.\r

    Immunity to Air Effects (Ex):<\/b> A hai riyo is immune to all air-based effects, both natural (such as effects of high winds) and magical (such as a gust of wind<\/i> spell).\r

    Snatch (Ex):<\/b> Against Medium or smaller creatures, bite for 4d6+6\/round or claw for 2d8+12\/round.\r

    Swallow Whole (Ex):<\/b> A hai riyo can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 1d6 points of acid damage per round from the hai riyo'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). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan hai riyo's interior can hold 1 Huge, 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.\r

    Skills:<\/b> A hai riyo has a +4 racial bonus on Spot checks.\r

    *When in flight, hai riyo gain a +8 bonus on Move Silently checks.\r

    Hai Riyo in Faer\u00c3\u00bbn<\/b>\r

    In Faer\u00c3\u00bbn, hai riyo are native to the eastern lands of Kara-Tur, most notably Kozakura and Wa.\r

    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #248, \"Dragon's Bestiary: Dragon-Kin\", Gregory W. Detwiler.<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Usually neutral","environment":"Temperate mountains"},{"name":"Half-Wight","type":"Undead","ch":2,"challenge_rating":" 2 \u00a0","id":5859,"reference":"Usergen","full_text":"

    Half-Wight <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d12\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+1 Dex, +2 natural), touch 11, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+1<\/td> <\/tr>
    Attack: <\/strong>Slam +1 melee (1d3 plus energy drain)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Slam +1 melee (1d3 plus energy drain)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Energy drain<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +2, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 12, Con \u00c2\u0097, Int 11, Wis 13, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Hide +6, Listen +8, Move Silently +14, Spot +8<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, gang (3-5 plus 0-2 wights), or pack (6-20 plus 3-5 wights)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>3 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This feral creature resembles a human corpse. Its facial expressions flicker between rage and sorrow. Its flesh is leathery and dessicated, and its needlelike teeth and clawlike nails are yellowed.<\/i>\r

    Occasionally, a creature drained of all energy by a wight doesn't arise as a full wight. These unfortunate victims are known as half-wights. Until they drain enough energy from the living, the half-wight remains in this lesser state.\r

    A half-wight is about the height and weight of a human.\r

    Half-wights speak Common.\r

    COMBAT\r

    Half-wights follow the orders of the wight that created them. Like wights, half-wights pummel foes with their fists.\r

    Energy Drain (Su):<\/b> Living creatures hit by a half-wight\u00c2\u0092s slam attack gain one negative level. The DC is 13 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the half-wight gains 1 hit dice. When the half-wight reaches 4 HD it transforms into a wight.\r

    Skills:<\/b> Half-wights have a +8 racial bonus on Move Silently checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in REF5 \u00c2\u0096 Lords of Darkness<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always lawful evil","environment":"Any"},{"name":"Halfling, Wild","type":"Humanoid","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5860,"reference":"Usergen","full_text":"

    Halfling, Wild <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Humanoid \t\t\t(Halfling)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8\u00a0(4 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 30 ft<\/td> <\/tr>
    AC:<\/strong> 13 (+1 size, +2 Dex)<\/td> <\/tr>
    Attacks:<\/strong>Halfspear +3 melee; or shortbow +4 ranged<\/td> <\/tr>
    Damage: <\/strong>Halfspear 1d6; or shortbow 1d6<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Halfling traits<\/td> <\/tr>
    Special Qualities: <\/strong>Halfling traits, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +3, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 15, Con 11, Int 10, Wis 10, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Climb +2, Craft (trapmaking) +1, Hide +3, Move Silently +3, Pick Pocket +3<\/td> <\/tr>
    Feats: <\/strong>Track, Weapon Focus (halfspear) <\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Temperate forest and hills<\/td> <\/tr>
    Organization: <\/strong>Company (3-6), squad (7-30, plus 1 3rd-level fighter per 12 halflings), tribe (25-50 plus 75% noncombatant young, plus 1-2 3rd-level druids, plus 1 6th-level druidess)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>No coins, 50% goods, 100% items<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral good<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Wild halflings, also known as Bramblings, are primitive humanoids that lack a civilized lifestyle. These shy, isolated halflings live secluded lives in deep woods, often in bramble-covered mounds. They fear all \"Big Peoples\" and are shy of all non-forest dwellers. Likewise, these so-called \"forest children\" exist only as fireside tales as far as most other humanoids are concerned. Travelers sometimes believe them to be spirits of dead children who were lost in the woods, thus the popular nickname for these small folk. These halflings are playful hunter-gatherers, living off the bounty of the wild woods rather than practicing agriculture. They have no metalworking skill, but are exceptional weavers.

    Wild halflings are short even by halfling standards, but have developed senses much sharper than their civilized cousins. They are almost undetectable in natural surroundings, where they hunt for food by utilizing snares and traps. Forest children are as capable at tracking in the woods as rangers or elves. As such, wild halflings are nearly impossible to track if they are aware of being followed.

    Brambling clothing is typically buckskin, some furs, and some woven fabric. They gather many fibers, including wild sheep's wool, vegetable matter for dyes, spider silk, and sometimes even their own hair.

    Bramblings speak a dialect of Halfling that is ancient and somewhat crude with no written form, and is largely unintelligible to other halflings. Forest children live about 120 years on average.

    Most wild halflings encountered outside their home are warriors; the information in the statistics block is for one of 1st level. Tribal leaders are female druids of 4th-6th level, who usually have one or two druid assistants of 1st-3rd level.

    COMBAT<\/b>
    Wild halflings usually run away when threatened, but are fierce combatants if cornered. They will cast stones, wield stout sticks, or do whatever they can to protect themselves. Wild halflings typically may also carry a short bow, sling, dagger, club, net, or spear.

    Skills:<\/b> Wild halflings receive a +4 racial bonus to Hide checks in woodland settings. Their acute senses provide them with a +2 bonus to Search, Spot, and Listen checks. Like all halflings, they are agile and receive a +2 racial bonus to Climb, Jump, and Move Silently checks.

    Feats:<\/b> Wild halflings receive Track as a bonus feat.

    WILD HALFLING SOCIETY<\/b>
    Wild halflings, like their more civilized relatives, are a nomadic people. They settle down in winter, but rarely stay in the same lair more than one winter in a row, if they can help it. In summer, the whole tribe migrates from one place to another. They adopt a leader for traveling, who may be of either sex. In the winter they find a hidden communal lair, usually in a copse of trees with a pool or stream nearby. They make their homes in briar-covered mounds in the sides of hills, though some groups prefer to live in the trees. Such wild halflings construct wooden tree houses, disguised with branches and leaves. Those wild halflings that choose not to migrate with the rest of the tribe often live permanently in these wooden constructs. They remain active even in winter, loving to play in the snow. They are usually knowledgeable of every plant or living creature nearby to their lairs.

    The head of a Brambling tribe will always be a druidic wise-woman with a variety of special powers. She and her assistants are expert weavers, and weave all of the tribe's clothing, nets, bowstrings, and ropes for snares. A cloak made by the wise woman is usually given to one of the leaders, and has all the powers of a cloak of protection +1<\/i>. The wise women are also master herbalists, teaching all wild halfling druids to make alchemical potions. The potions discovered by Brambling wise-women includes: a tonic that relieves exhaustion, a purgative that reduces the effects of deadly poisons, an antidote that neutralizes poison, a restorative that cures all magical confusion and mental handicaps, a sedative that causes the imbiber to sleep and regain health, and a nectar that sends the imbiber into a deep trance which supposedly grants insight.

    The Bramblings have no domesticated hunting animals, but befriend songbirds, squirrels, and other such forest creatures living nearby, who in turn act as guards for the halflings, sounding an alarm if trouble threatens. Wild halflings are naturally very good at imitating birdcalls and other animal sounds, and use this ability for secret communication. They can call any friendly bird, squirrel, or other small animal within the vicinity to convey simple messages to another Brambling. Despite their intelligence, wild halflings are unable to grasp much knowledge other humanoids take for granted and often appear a trifle backward and simple, though beautiful and innocent in their pastoral setting.

    Bramblings are curious folk and borrow items to see what they are, later returning them to their original locations, having mysteriously reappeared. They are friendly and have been known to aid injured travelers and hunters in very small groups.

    Wild halflings are quite fond of song and poetry, keeping small skin drums and reed pipes, and an occasional primitive harp or ram's horn handy. They also enjoy playing practical jokes. Wild halflings are very adept at crafts such as woodcarving and basket weaving, although their sense of art and craftsmanship is rather crude.

    WILD HALFLING CHARACTERS<\/b>
    A wild halfling's favored class is druid. Halfling leaders are usually multiclass druids serving Sheela Peryroyl. Wild halflings are also commonly rogues or rangers.
    <\/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\", Arthur Collins)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually neutral good","environment":">Temperate forest and hills"},{"name":"Halfling, Wild","type":"Humanoid","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5861,"reference":"Usergen","full_text":"

    Halfling, Wild <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Humanoid \t\t\t(Halfling)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8\u00a0(4 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 12 (+1 size, +1 Dex), touch 12, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-4<\/td> <\/tr>
    Attack: <\/strong>Shortspear +2 melee (1d6) or shortbow +3 ranged (1d6\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Shortspear +2 melee (1d6) or shortbow +3 ranged (1d6\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Wild halfling traits<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent, wild halfling traits<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 13, Con 11, Int 10, Wis 10, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Craft (trapmaking) +2, Hide +7*, Listen +3, Move Silently +5, Search +2, Sleight of Hand +5, Spot +3, Survival +2<\/td> <\/tr>
    Feats: <\/strong>Weapon Focus (shortspear)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forest and hills<\/td> <\/tr>
    Organization: <\/strong>Company (3-6), squad (7-30, plus 1 3rd-level warrior per 12 halflings), tribe (25-50 plus 75% noncombatant young, plus 1-2 1st-3rd-level druids, plus 1 4th-6th-level druid)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>No coins, 50% goods, standard items (potions and cloaks of protection only)<\/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 humanoid stands about half as high as a human. It has an athletic build, ruddy skin, straight black hair, and dark eyes.<\/i>\r

    Wild halflings, also known as \"Bramblings,\" are a primitive halfling subrace that lacks a civilized lifestyle. These shy, isolated halflings live in deep secluded woods, often in bramble-covered mounds. They fear all \"Big Peoples\" and are shy of all non-forest dwellers. Likewise, these so-called \"forest children\" exist only as fireside tales as far as most other humanoids are concerned. Travelers sometimes believe them to be spirits of dead children who were lost in the woods, thus the popular nickname for these small folk. These halflings are playful hunter-gatherers, living off the bounty of the wild woods rather than practicing agriculture. They have no metalworking skill, but are exceptional weavers.\r

    Brambling clothing is typically buckskin, some furs, and some woven fabric. They gather many fibers, including wild sheep's wool, vegetable matter for dyes, spider silk, and sometimes even their own hair for the druids to weave nets and cloaks, twist bowstrings, and make rope for snares.\r

    Bramblings speak a dialect of Halfling that is ancient and somewhat crude with no written form, and is almost unintelligible to other halflings. Forest children live about 120 years on average.\r

    The largest of wild halflings is 3 feet tall and weighs 30 pounds, making them even smaller than the average lightfoot halfling.\r

    Most wild halflings encountered outside their home are warriors; the information in the statistics block is for one of 1st level.\r

    COMBAT<\/b>\r
    Wild halflings usually run away when threatened, but are fierce combatants if cornered. They will cast stones, wield stout sticks, or do whatever they can to protect themselves. Wild halflings typically may also carry a short bow, sling, dagger, club, net, or spear. Bramblings are experts in setting snares and traps, their preferred method of hunting.\r

    Wild halfling leaders are usually multiclass druids serving Sheela Peryroyl. Wild halflings are also commonly rogues.\r

    Wild Halfling Traits (Ex)<\/b>: These traits are in addition to the lightfoot halfling traits (see Player's Handbook p. 149), except where noted.\r

    - Pass Without Trace (Ex): A wild halfling can move through any type of terrain - mud, snow, dust, and the like - and leave neither footprints nor scent. Tracking a wild halfling is impossible by nonmagical means.\r
    - Scent special quality.\r
    - Illiteracy: Wild halflings do not automatically know how to read and write. A wild halfling must spend 2 skill points to gain the ability to read and write all languages he is able to speak. He does not automatically gain this skill when taking a nonbarbarian character class, with the exception of the wizard class.\r
    - +1 racial bonus on attack rolls with bows and slings.\r
    - +2 racial bonus on Craft (trapmaking), Search, Sleight of Hand, Spot, and Survival checks. *A wild halfling has a +4 bonus on Hide checks made in natural terrain.\r
    - Wild halflings are less athletic than lightfoot halflings and do not have a racial bonus on Climb and Jump checks.\r
    - Automatic Languages: Halfling. Bonus Languages: Elven, Sylvan. In addition, a wild halfling can speak with small animals (a bird, squirrel, or the like). This ability is innate to wild halflings. See the speak with animals spell description.\r
    - Favored Class: Ranger\r

    The wild halfling warrior presented here had the following ability scores before racial adjustments: Str 12, Dex 11, Con 11, Int 10, Wis 10, Cha 9.\r

    WILD HALFLING SOCIETY<\/b>\r
    Wild halflings, like their more civilized relatives, are a nomadic people. They settle down in winter, but rarely stay in the same lair more than one winter in a row, if they can help it. In summer, the whole tribe migrates from one place to another. They adopt a leader for traveling, who may be of either sex. In the winter they find a hidden communal lair, usually in a copse of trees with a pool or stream nearby. They make their homes in briar-covered mounds in the sides of hills, though some groups prefer to live in the trees. Such wild halflings construct wooden tree houses, disguised with branches and leaves. Those wild halflings that choose not to migrate with the rest of the tribe often live permanently in these wooden constructs. They remain active even in winter, loving to play in the snow. They are usually knowledgeable of every plant or living creature nearby to their lairs.\r

    The Bramblings have no domesticated hunting animals, but befriend songbirds, squirrels, and other such forest creatures living nearby, who in turn act as guards for the halflings, sounding an alarm if trouble threatens. Wild halflings are naturally very good at imitating birdcalls and other animal sounds, and use this ability for secret communication. They can call any friendly bird, squirrel, or other small animal within the vicinity to convey simple messages to another Brambling. Despite their intelligence, wild halflings are unable to grasp much knowledge other humanoids take for granted and often appear a trifle backward and simple, though beautiful and innocent in their pastoral setting.\r

    Bramblings are curious folk and borrow items to see what they are, later returning them to their original locations, having mysteriously reappeared. They are friendly and have been known to aid injured travelers and hunters in very small groups. \r

    Wild halflings are quite fond of song and poetry, keeping small skin drums and reed pipes, and an occasional primitive harp or ram's horn handy. They also enjoy playing practical jokes. Wild halflings are very adept at crafts such as woodcarving and basket weaving, although their sense of art and craftsmanship is rather crude. \r

    WILD HALFLING WISEWOMEN<\/b>\r
    The head of a Brambling tribe will always be a female druid with a variety of abilities. She and her druid assistants are expert weavers, and weave all of the tribe's clothing, nets, bowstrings, and ropes for snares. They always take the Brew Potion and Craft Wondrous Item feats, though the only permanent items they are known to make are cloaks of resistance<\/i>. The wise women are master herbalists, teaching all wild halfling druids how to make alchemical brews, especially potions of delay poison<\/i>, neutralize poison<\/i>, and lesser restoration<\/i>. Brambling wise-women have also discovered a tonic that relieves exhaustion, a sedative that causes the imbiber to sleep and regain health, and a nectar that sends the imbiber into a deep trance which supposedly grants insight.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #119 (\"The Dragon's Bestiary,\" March 1987, Arthur Collins).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually neutral good","environment":"Temperate forest and hills"},{"name":"Hallucigenia","type":"Vermin","ch":6,"challenge_rating":" 06 \u00a0","id":5862,"reference":"Usergen","full_text":"

    Hallucigenia <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Vermin \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d8+18\u00a0(58 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 20 ft (4 squares), swim 10 ft<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-2 size, +1 Dex, +6 natural), touch 9, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+19<\/td> <\/tr>
    Attack: <\/strong>Tail slap +9 melee (1d10+5)<\/td> <\/tr>
    Full Attack: <\/strong>Tail slap +9 melee (1d10+5) and 6 tentacles +7 melee (1) and 7 pincer-tentacles +7 melee (1d4+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 1d10+5, improved grab, piercing trample<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, water dependent<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +4, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 13, Con 14, Int ---, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Swim +13<\/td> <\/tr>
    Feats: <\/strong>Multiattack b<\/sup><\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or cluster (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>06<\/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 bizarre creature almost defies description. Its spindly form consists of a very long body, with several sets of legs that consist of little more than straight spikes with no joints. On one end of the body is a bulbous, rounded thing that could be its head. On the other end is a tail with an opening that could be a mouth. Protruding from its back are a number of pincer-tipped tentacles, and a cluster of six smaller tentacles.<\/i>\r

    The hallucigenia, perhaps aptly named because some explorers swear that it must be a hallucination, is a creature with an anatomy so strange that nothing about it can be assumed. In fact, carcasses of this creature were assumed to be gigantic complicated organs of larger creatures when first discovered. Since the \u00c2\u0093head\u00c2\u0094 end appears to have no opening, it is assumed that the \u00c2\u0093tail\u00c2\u0094 end is where the mouth and throat are located. It does not bite living creatures, so this is hard to determine for certain.\r

    The hallucigenia is often encountered walking along the shallow sea floor, scavenging for food. It is sometimes spotted on dry land, wreaking havoc on the local flora and fauna.\r

    A hallucigenia is 25 feet long and 18 feet high at the shoulder, and weighs about 2,500 pounds.\r

    COMBAT<\/b>\r
    The hallucigenia is a scavenger, but will take on weaker prey when it finds some. It can attack with its numerous natural weapons, or it may simply walk over its opponents, impaling them with its sharp, pointed legs.\r

    Constrict (Ex)<\/b>: A hallucigenia deals automatic tail damage with a successful grapple check.\r

    Improved Grab (Ex)<\/b>: To use this ability, a hallucigenia must hit with its 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

    Piercing Trample (Ex)<\/b>: As a full-round action, a hallucigenia can move into a Large or smaller creature's space within its threat range. It may also make a full attack action in the same round against a helpless opponent, but may only target creatures other than the one it is trampling. A hallucigenia's fourteen legs are very sharp, and deal 14d8 points of piercing damage to any creature it walks on. The opponent can make an attack of opportunity against the hallucigenia, but if it does so it is not entitled to a saving throw. If the opponent does not attempt an attack of opportunity it can make a DC 19 Reflex save to take half damage. The save DC is Strength-based. A trampling hallucigenia can only deal trampling damage once per round to a single target, no matter how many times its movement takes it over a target creature.\r

    Water Dependent (Ex)<\/b>: A hallucigenia 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).\r

    Skills<\/b>: A hallucigenia 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 (\u00c2\u0093Creatures That Time Forgot,\u00c2\u0094 April 1994, Gregory W. Detwiler).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Hallucigenia, Acidic","type":"Vermin","ch":4,"challenge_rating":" 04 \u00a0","id":5863,"reference":"Usergen","full_text":"

    Hallucigenia, Acidic <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Vermin \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+10\u00a0(46 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 10 ft (2 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+10<\/td> <\/tr>
    Attack: <\/strong>Spine +5 melee (1d4+3)<\/td> <\/tr>
    Full Attack: <\/strong>6 spines +5 melee (1d4+3) and 7 tentacles +0 melee (1d4+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Acid jet<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, immunity to acid<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +3, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 14, Con 15, Int ---, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>---<\/td> <\/tr>
    Feats: <\/strong>---<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>04<\/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>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This bizarre creature almost defies description. Its spindly form rests on four pairs of spiny rear legs and three pairs of front legs, and a set of seven pincer-tipped tentacles. Its tail is a hollow tube that drips a caustic fluid.<\/i>\r

    The hallucigenia, perhaps aptly named because some explorers swear that it must be a hallucination, is a creature with an anatomy so strange that nothing about it can be assumed. This subspecies of hallucigenia has adapted to live on land, actively hunting its prey.\r

    An acidic hallucigenia is 8 feet long and weighs about 500 pounds.\r

    COMBAT<\/b>\r
    When an acidic hallucigenia corners its prey, or is attacked, it rears up on its rear legs and lunges forward. It usually squirts digestive acid on slain prey, so that its tentacle pincers (the true mouths) can tear the prey to pieces, but the hallucigenia can use this acid on live prey if pressed.\r

    Acid Jet (Ex)<\/b>: 30-ft. line, once every 1d4 rounds; damage 2d8 acid, Reflex DC 14 half. An acidic hallucigenia uses this acid to digest its prey, but can use it as an offensive weapon if pressed. A hallucigenia may use this acid jet up to three times per day. The save DC is Constitution-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #204 (\u00c2\u0093Creatures That Time Forgot,\u00c2\u0094 April 1994, Gregory W. Detwiler).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Any land and underground"},{"name":"Hallucigenia, Cave","type":"Vermin","ch":2,"challenge_rating":" 02 \u00a0","id":5864,"reference":"Usergen","full_text":"

    Hallucigenia, Cave <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Vermin \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+4\u00a0(22 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 5 ft (1 square), climb 5 ft<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+1 size, +3 Dex), touch 14, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+0 (+4 when attached)<\/td> <\/tr>
    Attack: <\/strong>Spine slam +5 melee (2d6+2)<\/td> <\/tr>
    Full Attack: <\/strong>Spine slam +5 melee (2d6+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Attach, blood drain, yank upward<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 17, Con 13, Int ---, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Climb +10, Hide +7*, Move Silently +3*<\/td> <\/tr>
    Feats: <\/strong>---<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or colony (1-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>02<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Small); 9-12 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This bizarre creature almost defies description. Its spindly form has a tentacled tail-like organ at one end, and a set of over a dozen sharp, flexible, spiny legs that prop it upright.<\/i>\r

    The hallucigenia, perhaps aptly named because some explorers swear that it must be a hallucination, is a creature with an anatomy so strange that nothing about it can be assumed. This subspecies of hallucigenia is a pure carnivore, subsisting on blood alone. It has evolved somewhat to live in caverns on dry land.\r

    A cave hallucigenia is 3 feet long and weighs about 50 pounds.\r

    COMBAT<\/b>\r
    A cave hallucigenia hunts by wrapping its tail-tentacles around a stalactite, hanging over a passage or intersection and waiting for prey. When it spots a suitable target its tail stretches to several times its length, allowing the hallucigenia to strike from above. It draws the prey back upwards by retracting its tail, where it may drain the victim\u00c2\u0092s blood at leisure. Drained victims are dropped on the floor, possibly providing a warning of danger to other travelers.\r

    Attach (Ex)<\/b>: If a cave hallucigenia hits with a spine slam attack, it uses its spines to latch onto the opponent\u00c2\u0092s body. An attached hallucigenia is effectively grappling its prey. The hallucigenia loses its Dexterity bonus to AC and has an AC of 11, but holds on with great tenacity. Cave hallucigenia have a +4 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above). \r

    An attached hallucigenia can be struck with a weapon or grappled itself. To remove an attached hallucigenia through grappling, the opponent must achieve a pin against the hallucigenia.\r

    Blood Drain (Ex)<\/b>: A cave hallucigenia can drain blood from a living victim by making a successful grapple check. It if pins the foe, it drains blood, dealing 1d4 points of Constitution damage each round the pin is maintained.\r

    Yank Upward (Ex)<\/b>: On the round after a cave hallucigenia attaches to a Medium or smaller foe, it can automatically yank the held creature 20 feet up into the air if it is still successfully grappling. The hallucigenia must currently be climbing along the ceiling or wall to use this ability. Opponents who escape the grapple take falling damage as they fall to the ground.\r

    Skills<\/b>: Cave hallucigenia have a +8 racial bonus on Climb checks. A cave hallucigenia can always choose to take 10 on Climb checks, even if rushed or threatened.\r

    *A cave hallucigenia has a +4 bonus on Hide and Move Silently checks in caverns.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #204 (\u00c2\u0093Creatures That Time Forgot,\u00c2\u0094 April 1994, Gregory W. Detwiler).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Underground"},{"name":"Hama","type":"Outsider","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5865,"reference":"Usergen","full_text":"

    Hama <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Outsider \t\t\t(Native)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d10\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 squares), fly 80 ft. (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+2 size, +2 Dex, +3 deflection), touch 17, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-7<\/td> <\/tr>
    Attack: <\/strong>Claws +5 melee (1d3) or bite +5 melee (1d3)<\/td> <\/tr>
    Full Attack: <\/strong>Claws +5 melee (1d3) and bite +0 melee (1d3)<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Demoralizing appearance<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., ethereal shift, rejuvenation, semi-ethereal<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +4, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 15, Con 11, Int 9, Wis 10, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Bluff +6, Intimidate +6, Knowledge (local) +3, Listen +4, Perform (song) +6, Sense Motive +4, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Flyby Attack, Weapon Finesse [B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Any<\/td> <\/tr>
    Advancement: <\/strong>2-3 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A semi-transparent bird the size of an eagle or snowy owl. Its body glows faintly and its eyes are full of bright fire.<\/i>\r

    Hama are spirits of the dead that remain tied to our world by their desire to fulfill some unfinished task. During the day hama look like ordinary birds, although they might be of unusual size, but at night they take on a glowing ghostly appearance. The bird form of a hama invariably reflects the personality of the soul it formed from. Eagle or owl are the most common forms of hama, followed by sparrow, nightingale, parrot, falcon, peacock, and vulture.\r

    A hama is always driven to accomplish a specific task; in most cases this task centers around a particular person or location. Hamas are solitary creatures who rarely stray far from their territory (or the subject of their obsession). If a hama's task is fulfilled the spirit bird departs for the afterlife, although good-aligned hama may delay their departure to reward creatures who helped release them from their mortal ties.\r

    Hama can not speak but understand all languages. They can sing or squawk like the bird they resemble, which sometimes offer clues to their intentions or desires.\r

    COMBAT<\/b>\r
    A hama will fight if it would further whatever purpose ties them to the Material Plane. If it wishes to avoid combat, a hama will fly away or try to scare its opponents into leaving. A fighting hama prefers to use its Flyby Attack feat to make hit-and-run attacks; it usually only makes full attacks when attacking a particularly hated opponent or it the hama is unable to maneuver. A cornered hama can use its Ethereal Shift ability as a safe escape route.\r

    Demoralizing Appearance (Su):<\/b> Any living creature with 1 Hit Die or less that sees a hama must succeed at a DC 12 Will save or be frightened for 1d3 rounds, fleeing in the most expeditious manner available. This is a mind-affecting fear effect, the save DC is Charisma-based.\r

    Ethereal Shift (Sp):<\/b> Three times a day, a hama can shift from the Material Plane to the Ethereal Plane as a standard action. It can remain on the Ethereal Plane for as long as it can concentrate, or shift back to the Material Plane as a free action. A hama that is injured or distracted while using Ethereal Shift must succeed at a Concentration check or return to the Material Plane. The ability is otherwise identical with the ethereal jaunt spell (caster level 13th).\r

    Semi-Ethereal (Ex):<\/b> A hama exists simultaneously on both the Ethereal and Material planes. Hamas gain a deflection bonus to AC equal to 1-1\/2 their Charisma modifier.\r

    A hama's attacks can always affect targets on the Ethereal Plane, and ethereal opponents can always attack a hama. Furthermore, ethereal attackers ignore the hama's deflection bonus (giving the hama AC 14 against ethereal attacks). The hama's attacks affect targets on the Material Plane, and material attacks can affect the hama, unless the hama uses its Ethereal Shift ability (see above) to fully manifest on the ethereal plane.\r

    A hama has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.\r

    Rejuvenation (Su):<\/b> In most cases, it\u00c2\u0092s difficult to destroy a hama through simple combat: The \"destroyed\" spirit will often restore itself in 1 year. Even the most powerful spells are usually only temporary solutions. A hama that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + hama\u00c2\u0092s HD) against DC 16. As a rule, the only way to get rid of a hama for sure is to determine its incomplete task and help it to accomplish its goal. The exact means varies with each spirit and may require a good deal of research. Even when its task is complete, a hama may linger in order to provide a reward for its helpers, although it can no longer rejuvenate if destroyed.<\/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":"Outsider","alignment":"Any","environment":"Underground"},{"name":"Hamadryad","type":"Fey","ch":3,"challenge_rating":" 03 \u00a0","id":5866,"reference":"Usergen","full_text":"

    Hamadryad <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Fey \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d6+4\u00a0(18 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7 (Dex, Improved Initiative)<\/td> <\/tr>
    Speed:<\/strong> 40 ft<\/td> <\/tr>
    AC:<\/strong> 13 (+3 Dex)<\/td> <\/tr>
    Attacks:<\/strong>Slam +2 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>Spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Nature mastery, SR 26<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +7, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 17, Con 13, Int 14, Wis 15, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Animal Empathy +7, Craft (any one) +6, Knowledge (any one) +6, Escape Artist +7, Hide +7, Listen +8, Move Silently +7, Search +6, Sense Motive +6, Spot +8, Wilderness Lore +6<\/td> <\/tr>
    Feats: <\/strong>Alertness, Dodge, Improved Initiative, Iron Will<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Temperate and warm forest<\/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>5-8 HD (Medium-Size)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The hamadryad is a woodland spirit that is linked to an individual oak tree. They appear as beautiful naked elven or human women, but with deep sparkling green eyes and long green hair. They are peaceful and shy by nature, but quick-witted and polite to those they deal with. Hamadryads are attracted to comely males, on whom they will often cast a charm spell and compel them to perform a special service.

    Hamadryads live only in ancient vast forests far from civilized peoples. Though they can leave the vicinity of their tree without harm, they never willingly leave the woodlands. A hamadryad lives by absorbing sunlight through her hair, and will eventually die of starvation if forced to stay inside for too long, or if her head is kept shaved. Hamadryads speak Common, Elven, Sylvan, and the language of druids.

    COMBAT<\/b>
    Though hamadryads carry knives and such, they shun physical combat in favor of using their magical abilities. Anyone attacking her tree will be subject to a mad attack from the hamadryad.

    Spell-Like Abilities<\/b>: At will - animal friendship, dimension door<\/i> (tree to tree only, maximum range 660 yards), entangle, pass without trace, quench, speak with plants<\/i>; 3\/day - charm person<\/i>; 1\/day - hold monster<\/i> (plant creatures only). These abilites are as the spells cast by an 11th-level sorcerer (save DC 12 + spell level).

    Nature Mastery (Su)<\/b>: Hamadryads are in tune with their surroundings and their forest, and are safe from its dangers. Hamadryads always successfully use detect snares and pits<\/i>, at will. They cannot be entangled<\/i>. They can automatically identify magically created vegetation for what it is, including spells such as hallucinatory terrain<\/i> or tree shape<\/i>, and recognize treants and treant-controlled trees on sight. They can enter any living tree and remain there as long as they wish, even if a spellcaster is already in the tree. They are immune to any sort of summoning spell, but are aware of the attempted summons.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #101 (1985), Forgotten Realms , MC11 (1991), MC Annual Three (1996).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always neutral","environment":">Temperate and warm forest"},{"name":"Hamadryad","type":"Fey","ch":5,"challenge_rating":" 05 \u00a0","id":5867,"reference":"Usergen","full_text":"

    Hamadryad <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 6d6+6\u00a0(27 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 40 ft (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+5 Dex, +3 natural), touch 15, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+4<\/td> <\/tr>
    Attack: <\/strong>Slam +8 melee (1d3+1)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +8 melee (1d3+1), or dagger +8 melee (1d4+1\/19-20\/x2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft \/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities, strider\u00c2\u0092s charm<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/cold iron, detect snares and pits, greater woodland stride, low-light vision, photosynthesis, plant sight, spell resistance 20, trackless step, tree dependant, wild empathy, woodland mastery<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +10, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 21, Con 13, Int 14, Wis 15, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Craft (any one) +7, Diplomacy +6, Escape Artist +13, Handle Animal +9, Hide +13, Knowledge (nature) +12, Listen +9, Move Silently +13, Ride +7, Search +7, Sense Motive +10, Spot +9, Survival +10 (+12 aboveground, +12 when following tracks), Swim +6, Use Rope +5 (+7 with bindings)<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (strider\u00c2\u0092s charm) (B), Alertness, Iron Will, Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm forest<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>05<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>+3<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A beautiful woman with ears like an elf\u00c2\u0092s, and long green hair emerges from behind a tree. She is naked, except for a long knife strapped to one knee. Her deep green eyes sparkle like the finest of emeralds. <\/i>\r

    The hamadryad is a woodland spirit that is linked to an individual oak tree. They appear as beautiful elven or human women, with startlingly deep green eyes and long green hair. They are peaceful and shy by nature, but quick-witted and polite to those they deal with. These noble creatures are friendly to all of the forest\u00c2\u0092s inhabitants, and often cooperate with rangers, druids, and beings that call upon them, in the pursuit of protecting their homes. They are quite fond of dryads and treants especially, and give them any treasure they find. Hamadryads are attracted to comely males, on whom they will often cast a charm spell and compel them to perform a special service. \r

    Hamadryads live only in vast ancient forests far from civilized peoples, where they serve as guardians of the woodlands. Though they can leave the vicinity of their tree without harm, they are uncomfortable away from trees and never willingly leave the woodlands. They derive all of their sustenance by absorbing sunlight, and drinking mineral water or well water.\r

    Hamadryads speak Elven and Sylvan, and can speak with plants. Nearly all hamadryads also know Druidic and the language of treants, and they usually learn Common from individuals they have charmed, if they get the opportunity.\r

    COMBAT<\/b>\r
    Though hamadryads carry knives, daggers and such, they tend to shun physical combat in favor of using their magical abilities. Hamadryads have a tremendous advantage in the forest and make use of this at every opportunity. A hamadryad will use her charm person ability to take a creature out of a fight, compelling this creature to come away with her and perform some service for her, such as protecting trees from woodcutters. Once this service is completed, she will usually release the victim in the depths of a dryad grove, where he may be at the dryads\u00c2\u0092 mercy.\r

    A favorite tactic against dangerous foes is to gather a cadre of charmed victims, animals, and other allies to beset the enemy. Meanwhile, the hamadryad will tree stride<\/i> from tree to tree, using her entangle<\/i> and charm person<\/i> abilities to confuse and dishearten the attackers. Anyone attacking a hamadryad\u00c2\u0092s tree will be subject to her mad attack.\r

    The touch of a hamadryad is said to cure nilbogism (see the Tome of Horrors<\/i> from Necromancer Games), but truth of this rumor is as much a mystery as the condition itself.\r

    Spell-Like Abilities<\/b>: At will \u00c2\u0096 entangle<\/i> (DC 13), quench<\/i>, speak with animals<\/i>, speak with plants<\/i>, tree stride<\/i>; 3-day \u00c2\u0096 charm person<\/i> (DC 13); 1\/day \u00c2\u0096 command plants<\/i> (DC 16), commune with nature<\/i>. Caster level 11th. The save DCs are Wisdom-based.\r

    Strider's Charm (Su)<\/b>: If a hamadryad enters a tree containing a spellcaster that is using tree stride<\/i> or a similar spell, there always is room in the tree for the hamadryad. She has the ability to converse with the spellcaster normally, or she can attempt to charm the spellcaster (DC 19), as the charm person<\/i> spell. These special charms can be used at will and do not count against the hamadryad's daily usage of her charm person<\/i> spell-like ability. The save DC is Charisma-based.\r

    Detect Snares and Pits (Su)<\/b>: Hamadryads have a continuous detect snares and pits<\/i> ability, as the spell (caster level 20th).\r

    Greater Woodland Stride (Ex)<\/b>: A hamadryad may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. In addition, thorns, briars, and overgrown areas that have been magically manipulated to impede motion do not affect her.\r

    Photosynthesis (Ex)<\/b>: A hamadryad does not need to eat food, but gains all of her nutrients by absorbing sunlight through the chlorophyll in her hair. If a hamadryad\u00c2\u0092s head is shaved and kept shorn, or if she is imprisoned indoors without at least one hour\u00c2\u0092s worth of exposure to the sun per day, she will begin to starve. The hamadryad will die of starvation in 10d2 days if kept this way.\r

    Plant Sight (Sp)<\/b>: Hamadryads can see a plant in its true form, as if under a continuous true seeing<\/i> effect. They can also automatically identify magically created vegetation, including spells such as hallucinatory terrain<\/i> or tree shape<\/i>. They recognize treants and treant-controlled trees for what they are on sight.\r

    Trackless Step (Ex)<\/b>: A hamadryad leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.\r

    Tree Dependent (Su)<\/b>: Each hamadryad is mystically bound to a single, enormous oak tree. Unlike a dryad, a hamadryad can leave the vicinity of the oak and travel any distance away from the tree. However, she will quickly die if the tree is destroyed. A hamadryad\u00c2\u0092s oak does not radiate magic or show other signs of its true nature, though careful questioning with a speak with plants<\/i> spell probably will reveal the tree for what it is.\r

    Wild Empathy (Ex)<\/b>: This power works like the druid\u00c2\u0092s wild empathy class feature, except that the hamadryad has a +6 racial bonus on the check (as well as a +2 synergy bonus for Handle Animal).\r

    Woodland Mastery (Su)<\/b>: Hamadryads are in tune with their forest and the environment they live in, and have a significant advantage while in the woodlands. They have exact knowledge of their forest home, providing them with +20 to Knowledge (nature) and Survival checks. Hamadryads in the forest are immune to any sort of summoning spell, but are aware of the attempted summons and from where it originated. They can consume and process any type of water, even water fouled by human or animal wastes.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #101 (\"Creature Catalog III,\" September 1985, Ed Greenwood), Monstrous Compendium MC11 - Forgotten Realms Appendix II (1991), and Monstrous Compendium Annual Three (1996).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always neutral","environment":"Temperate and warm forest"},{"name":"Hamster (Giant Space)","type":"Animal","ch":2,"challenge_rating":" 02 \u00a0","id":5868,"reference":"Usergen","full_text":"

    SPACE HAMSTER, Giant<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Animal<\/h3> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 4d8+12 (30 hp)<\/span><\/p> <\/td> <\/tr>

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

    Speed:<\/span><\/b> 20 ft, burrow 10 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 12 (-1 size, +1 Dex, +2 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +6 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 1d8+6<\/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, cheek pouch<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Immune to disease, low-light vision<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +7, Ref +2, Will +1<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 19, Dex 13, Con 16, Int 1, Wis 10, Cha 10<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Climb +14, Listen +4, Spot +4<\/span><\/p> <\/td> <\/tr>

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

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

    Climate\/Terrain:<\/span><\/b> Temperate hills and plains<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Small pack (1d4 adults, encounters of 2 or less will both be female, encounters of 3 will be two females one male, while encounters of 4 will be two males and two females, 20% per adult female that 1d4 young are present, and 20% per adult female that 1d4 juveniles are present)<\/span><\/p> <\/td> <\/tr>

    Challenge Rating:<\/span><\/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 (Large); 9-12 HD (Huge)<\/span><\/p> <\/td> <\/tr>

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

    Giant space hamsters are found in a variety of colors, but are usually golden brown with white underbellies, bands, and spots. They are well muscled though they appear to be fat. A giant space hamster can hold 200 pounds of food in its cheeks.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Like their tiny ancestors, giant space hamsters enjoy all sorts of green vegetables, fruits, nuts, grains, and water. They sometimes eat raw or cooked meat; wild giant space hamsters especially enjoy giant insects. One giant hamster can easily put away 30 pounds of food and 10 gallons of water per day. These creatures are very clean; their gnome handlers often dump wood shavings in their lairs.<\/span><\/p> <\/td> <\/tr>

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

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

    Giant space hamsters normally only have one type of attack\u0096a nasty bite. They avoid even this on most occasions, as domestic breeds are quite cowardly.\u00a0 <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 However, wild breeds are more aggressive, and they briefly charge at anyone who approaches a burrow. Domesticated females protecting their litter may also attack.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, a giant space hamster must hit with its bite attack. If successful, it may stuff a foe in its cheek pouch.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Cheek Pouch (Ex):<\/span><\/b> By making a successful grapple check against an opponent of Small or smaller size, the giant space hamster can stuff a foe in its cheek pouch. A trapped foe can escape by making a successful Strength check (DC 16) or by dealing 5 points of damage to the hamster\u0092s cheek. A trapped foe can only attack with a Tiny slashing or piercing weapon, and then only if it was in hand when the foe was stuffed in the cheek pouch.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Immune to Disease (Ex): <\/span><\/b>Giant space hamsters are immune to all magical and nonmagical diseases.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Endurance: <\/span><\/b>Giant space hamsters receive the Endurance Feat for free.<\/span><\/p> <\/td> <\/tr>

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

    Giant Space Hamster Ranches and Gnomes<\/span><\/h2> <\/td> <\/tr>

    Giant space hamsters are usually kept on huge hamster ranches run by gnome colonists on various worlds. These giant hamsters travel in small packs, browsing on the local landscape and living in special hamster hutches constructed by their gnomish keepers. The hamster hutches often include artificial burrows and gnomes have constructed enormous and colorful pipe systems (some of them transparent) through which these creatures may crawl aboveground.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Wild packs of these creatures exist on worlds long settled by gnomes, though they make easy prey for many carnivores and are thus quite rare in the wilderness. Wild giant space hamsters are the same size as domestic ones, but they dig their own burrows (6 feet wide and 120 to 180 feet long) in hillsides.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Gnomes are unable to figure out how to reduce their breeding rates, aside from separating the sexes (this conclusion was suggested after a 22 year long research program that included five gnome fatalities). Giant space hamsters can easily have several litters in one year, and grow to breeding adulthood in about two years. These creatures live 18 years at most, and remain fertile all their adult lives.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 These creatures did not evolve naturally, as one might guess. They were created by a gnome research committee attempting to develop a relatively passive creature large enough to wind up the giant rubber bands attached to the huge running wheels inside gnomish spelljammer craft. These devices produce internal power from torque. The giant space hamsters produced by the committee ran for hours inside their big wheels, and were eventually spread through space.<\/span><\/p> <\/td> <\/tr>

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

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

    The Giant Space Hamster first appeared in the Spelljammer Monstrous Compendium Supplement<\/i>.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Animal","alignment":"Any","environment":" and plains"},{"name":"Hangman Tree","type":"Plant","ch":5,"challenge_rating":" 05 \u00a0","id":5869,"reference":"Usergen","full_text":"

    HANGMAN TREE<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Huge Plant<\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/b> 6d8+30 (57 hp)<\/p> <\/td> <\/tr>

    Initiative: <\/b>\u00962 (Dex)<\/p> <\/td> <\/tr>

    Speed:<\/b> 0 ft (see text)<\/p> <\/td> <\/tr>

    AC:<\/b> 17 (\u00962 size, \u00962 Dex, +11 natural)<\/p> <\/td> <\/tr>

    Attacks:<\/b> 3 vines +10 melee<\/p> <\/td> <\/tr>

    Damage:<\/b> Vine constrict 1d6+8<\/p> <\/td> <\/tr>

    Face\/Reach:<\/b> 10 ft by 10 ft\/0 ft (15 ft with vine)<\/p> <\/td> <\/tr>

    Special Attacks:<\/b> Improved grab, constrict, swallow whole<\/p> <\/td> <\/tr>

    Special Qualities:<\/b> Hallucinatory spores, SR 12, plant, fire vulnerability, vulnerabilities, blindsight<\/p> <\/td> <\/tr>

    Saves:<\/b> Fort +10, Ref +0, Will +1<\/p> <\/td> <\/tr>

    Abilities:<\/b> Str 27, Dex 6, Con 20, Int 8, Wis 10, Cha 10<\/p> <\/td> <\/tr>

    Skills:<\/b> Hide +0*<\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/b> Solitary
    Challenge Rating:<\/b> 7<\/p> <\/td> <\/tr>

    Treasure:<\/b> 50% standard<\/p> <\/td> <\/tr>

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

    Advancement:<\/b> 7-12 HD (Huge); 12-18 HD (Gargantuan)<\/p> <\/td> <\/tr>

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

    The hangman tree is named for its ropy appendages. These sinewy vines are noose-like at their ends and when dropped down appear much as if they were hanging ropes. Hangman trees are deciduous and are found in temperate to sub-tropical climes. All are solitary. Their shallow root systems and small leaf areas require them to supplement their nutrition by direct ingestion of protein. Thus, each tree can move very slowly; once it is fully\u0096grown, its effective movement is only a few feet per day. Saplings move about 6 feet per hour, mature trees about one-third that rate. During freezing weather, a taproot is put down and the tree is dormant.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 A tree of this sort speaks haltingly in Common as learned over the years.<\/p> <\/td> <\/tr>

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

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

    The tree attacks by dropping its noose-like appendages around prey.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, the hangman tree must hit a Large or smaller opponent with its vine attack. If it gets a hold, it can constrict. Constricted foes are swallowed.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 A single attack with a slashing weapon that deals at least 10 points of damage severs a vine (AC 15).<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Constrict (Ex):<\/b> A hangman tree deals 1d6+8 damage with a successful grapple check against Large or smaller opponents. Because it seizes its victims by the neck, a creature in the hangman tree\u0092s grasp cannot speak or cast spells with verbal components.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Swallow Whole (Ex):<\/b> A hangman tree can try to swallow a Large size or smaller opponent by making a successful grapple check. The swallowed creature takes 1d6+4 points of crushing damage per round plus 2d6 points of acid damage from the hangman tree\u0092s interior. A swallowed creature can cut its way out by using claws or a Small or Tiny weapon to deal 25 points of damage to the interior (AC 20). Once the creature exits, contraction closes the hole; another swallowed opponent must again cut its own way out.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 The hangman tree\u0092s interior can hold one Large, two Medium-size, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine or smaller opponents.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Hallucinatory Spores (Ex):<\/b> A hangman tree can release a cloud of hallucinatory spores that causes all creatures within 50 feet to make a Will save (DC 18) or believe the tree to be of some ordinary sort. A creature affected has no interest in attacking the hangman tree for 3d6 minutes, unless the hangman tree attacks first.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Vulnerabilities (Ex):<\/b> Electrical attacks deal double damage to the hangman tree; cold-based attacks paralyze the tree for 1 round per caster level; darkness causes it to act as if affected by the slow<\/i> spell.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fire Vulnerability (Ex):<\/b> A hangman tree takes double damage from fire attacks unless the attack allows a save, in which case it takes double damage on a failure and no damage on a successful save.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Blindsight (Ex):<\/b> Hangman trees have no visual organs but an ascertain all foes within 30 feet using sound, scent, and vibration.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Plant:<\/b> Immune to poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits or mind\u0096influencing spells or effects.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> A hangman tree receives a +16 racial bonus to Hide checks made in forested areas.<\/p> <\/td> <\/tr>

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

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

    The Hangman Tree first appeared in the 1e MM II (Gary Gygax, 1983).<\/p> <\/td> <\/tr><\/table>

    \u00a0<\/p><\/div>","family":"Plant","alignment":" Usually neutral evil","environment":" Any forest"},{"name":"Harrier (and Larva)","type":"Monstrous Humanoid","ch":4,"challenge_rating":" 4 (larva \u00bc) \u00a0","id":5870,"reference":"Usergen","full_text":"

    Harrier (and Larva) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 7d8+28\u00a0(59 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), climb 10 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+2 Dex, +2 natural), touch 12, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+10<\/td> <\/tr>
    Attack: <\/strong>Claw +10 melee (1d4+3)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +10 melee (1d4+3) and bite +8 melee (2d6+1 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, poison, rake 1d4+1<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 120 ft., gliding, immunity to fire, superior low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +7, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 14, Con 18, Int 6, Wis 11, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Hide +4*, Listen +3, Move Silently +4*, Spot +3<\/td> <\/tr>
    Feats: <\/strong>Multiattack, Power Attack, Reckless Offense<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary, pack (4-16), or colony (4-16 plus 4-40 larvae)<\/td> <\/tr>
    Challenge Rating: <\/strong>4 (larva \u00c2\u00bc)<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>8-12 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>+3<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This hairless humanoid is covered in mottled green, leathery skin. A thin membrane stretches between its arms and body, ending at the knees. It has somewhat pointed ears, glowing red eyes, and a vicious beak with needle-like teeth spaced around the edges.<\/i>\r

    Harriers are arboreal predators found only in the hottest jungles. Harriers attack any living prey they encounter, even those much larger and deadlier (such as dragons). When live prey is scarce, they scavenge for food, eating any type of carrion, including their own dead. They have no natural predators, but count most humanoids as enemies.\r

    Harriers have no formal society, meeting only for short periods for courtship rituals and mating. A female harrier lays 2-8 eggs about three weeks after mating. She digs shallow pits for nests, dividing the eggs into two or three groups located several feet apart. Predators, including adult harriers, prevent most of the eggs from hatching into larvae. A month after the eggs are laid, 2-5 larvae hatch and begin to forage on their own. Only 1-2 live to mature into harriers.\r

    A harrier is slightly over 4 feet tall and weighs 120 pounds.\r

    Harriers speak their own rudimentary language.\r

    COMBAT<\/b>\r
    Harriers lie in ambush on high branches and treetops. When prey approaches, they attack by swooping quickly toward opponents and using their claws and beak, while injecting painful toxin.\r

    Gliding (Ex):<\/b> A harrier can use its wings to glide, negating any damage from a fall of any height and allowing travel 20 feet horizontally for every 5 feet of descent. A harrier glides at a speed of 40 feet (poor maneuverability).\r

    Improved Grab (Ex):<\/b> To use this ability, a harrier 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

    Poison (Ex):<\/b> Injury (bite), Fortitude DC 17; initial damage 1d3 Con damage plus 1d6 minutes of distracting pain (-1 penalty on attacks, armor class, skill and ability checks); secondary damage 1d3 Con damage plus severe pain (as distracting pain but -2 penalty) for 5d4 minutes. Penalties from multiple harrier poison attacks stack, to a maximum of -4. The save DC is Constitution-based.\r

    Rake (Ex):<\/b> Attack bonus +10 melee, damage 1d4+1.\r

    Superior Low-Light Vision (Ex):<\/b> A harrier can see five times as far as a human can in dim light.\r

    Skills:<\/b> Harriers have a +8 racial bonus on Climb checks, and can always choose to take 10 on Climb checks, even if rushed or threatened. *Harriers have a +4 racial bonus on Hide checks when in warm forest (or jungle) environments. This bonus on Hide checks increases to +8 when the harrier is immobile.\r

    Harrier Larva<\/b>\r
    Tiny Monstrous Humanoid\r
    Hit Dice:<\/b> 1d8+2 (6 hp)\r
    Initiative:<\/b> -1\r
    Speed:<\/b> 5 ft. (1 square)\r
    Armor Class:<\/b> 11 (+2 size, -1 Dex), touch 11, flat-footed 11\r
    Base Attack\/Grapple:<\/b> +1\/-7\r
    Attack:<\/b> Bite +3 melee (1d6)\r
    Full Attack:<\/b> Bite +3 melee (1d6)\r
    Space\/Reach:<\/b> 2-1\/2 ft.\/0 ft.\r
    Special Attacks:<\/b> \u00c2\u0097\r
    Special Qualities:<\/b> Darkvision 60 ft., immunity to fire, low-light vision\r
    Saves:<\/b> Fort +2, Ref +1, Will +2\r
    Abilities:<\/b> Str 10, Dex 8, Con 14, Int \u00c2\u0097, Wis 11, Cha 3\r
    Skills:<\/b> \u00c2\u0097\r
    Feats:<\/b> \u00c2\u0097\r
    Environment:<\/b> Warm forests\r
    Organization:<\/b> Nest (2-5 plus 1 harrier) or colony (4-40 plus 4-16 harriers)\r
    Challenge Rating:<\/b> 1\/4\r
    Treasure:<\/b> None\r
    Alignment:<\/b> Usually neutral\r
    Advancement:<\/b> \u00c2\u0097\r
    Level Adjustment:<\/b> \u00c2\u0097\r

    This small, wormlike creature has mottled brown skin and a toothless beak.<\/i>\r

    Harrier larvae are voracious monsters which devour any food they can find (usually carrion). If enough food is available, the larva matures rapidly, shedding its skin after two months. A nearly-mature larva has limbs and other organs visible just under its skin.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in MC11 - Monstrous Compendium Forgotten Realms Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":" Usually neutral\r","environment":" Warm forests\r"},{"name":"Harrow","type":"Outsider","ch":7,"challenge_rating":" 7 \u00a0","id":5871,"reference":"Usergen","full_text":"

    Harrow <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 9d8+27\u00a0(67 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 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>+9\/+18<\/td> <\/tr>
    Attack: <\/strong>Razor-disc +14 melee (3d4+7\/18-20\/x3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Razor-disc +14 melee (3d4+7\/18-20\/x3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical, cut through metal, metallophage, trample 4d4+7, whirling razors<\/td> <\/tr>
    Special Qualities: <\/strong>Blind, blindsight 60 ft., darkvision 60 ft., immunity to paralysis and mind-influencing spells and ability, metalsense, resistance to cold 10, spell resistance 18<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +6, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 10, Con 17, Int 6, Wis 11, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Autohypnosis +12, Balance +12, Intimidate +12, Listen +12, Search +10, Spot +12, Survival +0 (+2 following tracks)\r
    <\/td> <\/tr>
    Feats: <\/strong>Cleave, Great Cleave, Power Attack, Weapon Focus (razor-disc)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Earth<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>10-17 HD (Large), 18-25 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a metallic statue. An octet of razor-sharp discs mounted across a long rod extend from its large central body. A large cylinder forms its rear. Two metallic feelers twitch constantly atop it.<\/i>\r

    Harrowes are beings composed entirely of ferrous metal. Strong magnetic fields aid them in locomotion and defense.\r

    Harrowes wander the Elemental Plane of Earth, using their metallic feelers to sense the presence of any metal nearby. Once located, harrows consume metal, and can even extract metals from a dying creature's bloodstream.\r

    A typical harrow is 8 feet tall, 15 feet long, and weighs 4,000 pounds. \r

    Harrowes do no appear to speak, and have no visible form of society.\r

    COMBAT\r

    A harrow makes a sweeping strike with its whirling razors, then simply rolls over anything left standing with its large rear cylinder.\r

    Attract Metal (Ex):<\/b> As a standard action, a harrow can generate a magnetic force to pull at a single metal object within 60 ft. This ability functions like a bull rush (check modifier +9), except that it does not provoke attacks of opportunity, and targets that lose the opposed check move towards the harrow instead of away from it. The harrow does not move if it loses the opposed Strength check.\r

    Augmented Critical (Ex):<\/b> A harrow's razor-disc threatens a critical hit on a natural attack roll of 18\u00c2\u009620, dealing triple damage on a successful critical hit.\r

    Blind (Ex):<\/b> Harrowes are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. \r

    Cut through Metal (Ex):<\/b> A harrow's razor-disc attack ignores the hardness of any metal object with a hardness less than 15.\r

    Metallophage (Su):<\/b> A harrow can extract and feed upon the metals within a dying creature's body. The target must succeed on a DC 17 Will save or die. This functions as a death knell<\/i> spell, except rather than gaining temporary hit points, the harrow gains a +2 bonus to Constitution (in addition to the usual +2 bonus to Strength). The save DC is Constitution-based.\r

    Metalsense (Ex):<\/b> A harrow's blindsight can precisely sense the weight, type and location of any metal within its 60 ft. range. It can even detect the traces of iron or copper in a living creature's blood. This metalsense 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

    Trample (Ex):<\/b> Reflex half DC 19. The save DC is Strength-based.\r

    Whirling Razors (Ex):<\/b> As a full-round action a harrow can spin its razor-discs in a circle, making a single melee attack against all opponents within 10 feet. This functions like the Whirlwind Attack feat. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #34<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Usually neutral","environment":"Elemental Plane of Earth"},{"name":"Haudhla","type":"Fey","ch":1,"challenge_rating":" 1 \u00a0","id":5872,"reference":"Usergen","full_text":"

    Haudhla <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> \u00c2\u00bdd6+1\u00a0(2 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 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>Longsword +5 melee (1d4\u00c2\u00963\/19\u00c2\u009620) or shortbow +5 ranged (1d3\u00c2\u00963\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Longsword +5 melee (1d4\u00c2\u00963\/19\u00c2\u009620) or shortbow +5 ranged (1d3\u00c2\u00963\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Body equilibrium, camouflage, damage reduction 5\/cold iron, low-light vision, spell resistance 17<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +5, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 5, Dex 16, Con 13, Int 12, Wis 13, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Appraise +4, Concentration +4, Craft (trapmaking) +4, Escape Artist +6, Hide +16*, Listen +6, Move Silently +8, Search +4, Spot +6, Survival +9, Tumble +6<\/td> <\/tr>
    Feats: <\/strong>Dodge (B), Stealthy, Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary, family (2\u00c2\u00965), or community (40\u00c2\u0096100)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>No coins; 50% goods; 50% items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>1\u00c2\u00963 HD (Tiny)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097 (Improved Familiar)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This miniscule humanoid has dark brown skin and silvery-blue hair. Its features are sharp and somewhat unattractive. Its clothing blends hues of green, brown, and gray.<\/i>\r

    Haudhli are a race of sprites that occasionally serve as familiars. They live communities of around 20 families, each of which consists of 2-5 members. Haudhli families make their homes in burrows dug in small hills or mounds. These burrows have concealed entrances.\r

    Haudhli are generally unfriendly toward larger races. They value their secrecy, and will bluntly demand an apology if someone intrudes upon their homes. Haudhli prize precious metals and gems, and can be bribed with such trinkets. A community often has a large treasure trove centrally located between the families' burrows.\r

    In addition to simple tools, haudhli craft weapons and traps to defend themselves and their homes. Because of their innate abilities, haudhli can be found nearly anywhere, even in heavily populated regions where they go largely unnoticed.\r

    A haudhla stands 1-1\/4 feet tall and weighs about 1 pound. Skin coloration ranges from brown to dark brown. They wear clothes of green, brown, or gray hues.\r

    Haudhli speak Sylvan. Some also speak Common, Gnome, or Halfling.\r

    A haudhla can be acquired as a familiar with the Improved Familiar feat, beginning at 7th level if the character is of neutral or neutral good alignment. \r

    COMBAT\r

    Haudhli fashion their own weapons, and also craft traps in the vicinity of their lairs to prevent intrusion. Although not warlike, they defend their communities with great tenacity.\r

    Body Equilibrium (Su):<\/b> A haudhla can adjust its body\u00c2\u0092s equilibrium to correspond with any solid or liquid that it stands on. Thus, it can walk on water, quicksand, or even a spider\u00c2\u0092s web without sinking or breaking through (this effect does not confer any resistance to particularly sticky webs). The haudhli can move at its normal speed, but it cannot run (x4 speed) on an unfirm surface without sinking or breaking through. If a haudhli falls from any height, damage from the impact is halved.\r

    Camouflage (Ex):<\/b> A haudhla can use the Hide skill in any sort of natural terrain, even if the terrain doesn\u00c2\u0092t grant cover or concealment.\r

    Spell-Like Abilities:<\/b> Always active\u00c2\u0097endure elements<\/i>; 1\/hour\u00c2\u0097speak with plants<\/i>; 1\/day\u00c2\u0097detect snares and pits, ghost sound<\/i> (DC 12), obscuring mist, purify food and water<\/i> (water only), snare<\/i>. Caster level 8th. The save DCs are Charisma-based.\r

    Skills:<\/b> A haudhla has a +2 racial bonus on Search, Spot, and Listen checks and a +8 racial bonus on Survival checks. *A haudhla has a +4 racial bonus on Hide checks in aboveground natural environments. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #86<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always neutral","environment":"Any land"},{"name":"Haun","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":5873,"reference":"Usergen","full_text":"

    Haun <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Magical Beast \t\t\t(Psionic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d10+1\u00a0(6 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), burrow 10 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 12 (+1 size, +1 Dex), touch 12, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-5<\/td> <\/tr>
    Attack: <\/strong>Bite +3 melee (1d4-2)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +3 melee (1d4-2)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Burrow into flesh, psi-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., leap, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +2, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 7, Dex 13, Con 13, Int 16, Wis 14, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Autohypnosis +6, Concentration +5, Hide +9, Listen +6, Spot +6\r
    <\/td> <\/tr>
    Feats: <\/strong>Rapid Metabolism, Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold deserts<\/td> <\/tr>
    Organization: <\/strong>Solitary or brood (2-5)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>Standard (lair only)<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic, often evil<\/td> <\/tr>
    Advancement: <\/strong>By character class (favored class: psion)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A four-foot-long, furry gray maggot undulates forth. Its furry gray flesh is dotted with purple and black warts. Its small, hairless face is slimy, with two tiny black eyes. Its mouth is filled with serrated teeth.<\/i>\r

    Hauns are parasitic ice worms, most frequenlty found on a haundar host. They use these huge ice slugs as moving fortresses, living within a hollowed-out chamber in the fat under the thickest part of the haundar's carapace. When a huandar is encountered, the haun leaps upon its tail, then crawls to the beginning of its armored back and burrows within, cutting small slits in the carapace perodically to further form a fortress.\r

    When not infesting a haundar, hauns are found in networks of tunnels dug through the ice. Several broods often occupy the same network of tunnels. All hauns are fiercely independent and are prone to in-fighting.\r

    Hauns feed primarily on lichen and rotten flesh, the latter of which they obtain from the remains of other creatures' kills. Hauns particularly covet sha'az eggs, which reduce a creature's tolerance to psionic control. Hauns may pass along the contents of these eggs to a haundar host through injection, helping to keep the larger beast subservient. Hauns maintain control over their hosts through threats of pain passed along through the mindlink. Over several years, the haundar generally becomes fully submissive to the tiny parasite within. A haundar host is considered a status symbol among hauns.\r

    Hauns naturally produce silk, which they use to seal openings, store food, or fashion a comfortable cocoon.\r

    A haun is around 4 feet long and weighs 10 to 15 pounds. \r

    Hauns speak their own language, a series of slight hums, clicks, chatters, snaps, pops, clicks, and growls. They may communicate telepathically through their mindlink power.\r

    COMBAT\r

    Hauns prefer to avoid melee, staying within a haundar fortress if possible. If without a haundar host, hauns generally team up on victims, using telekinetic manuevers to trip an opponent, allowing their allies to bite the downed foe.\r

    Burrow into Flesh (Ex):<\/b> A haun may burrow under the skin of any Large or larger creature by chewing. This process does 1d4 hp damage per round for 1d6 rounds (until the haun has dug out a shelter for itself). Haundar and similarly blubbery creatures do not take damage because the haun prefers to dig into the fatty tissue.\r

    Leap (Ex):<\/b> As a move actions, a haun can jump 20 feet horizontally or 10 feet vertically, without making a Jump check. \r

    Psi-Like Abilities:<\/b> At will\u00c2\u0097mindlink<\/i>; 3\/day\u00c2\u0097aversion<\/i> (6 hours, DC 16*), concealing amorpha, control object, inflict pain<\/i> (2 targets, DC 16*); 1\/day\u00c2\u0097inertial barrier, telekinetic manuever<\/i> (+8 bonus). Manifester level 5th. The save DCs are Charisma-based.\r

    *Includes augmentation for the haun's manifester level.\r

    Non-Psionic Hauns<\/b>\r

    If you are not using psionics in your campaign, remove the Psionic subtype and replace the psi-like abilities with the following spell-like abilities:\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097telepathic bond<\/i>; 1\/day\u00c2\u0097invisibility, scare<\/i> (DC 15), shield, suggestion<\/i> (DC 16), telekinesis<\/i> (DC 18). Caster level 5th. The save DCs are Charisma-based.<\/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":"Magical Beast","alignment":"Usually chaotic, often evil","environment":"Cold deserts"},{"name":"Haundar","type":"Magical Beast","ch":12,"challenge_rating":" 12 \u00a0","id":5874,"reference":"Usergen","full_text":"

    Haundar <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 20d10+140\u00a0(250 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 15 ft. (3 squares), fly 30 ft. (poor)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (-4 size, -1 Dex, +13 natural), touch 15, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+20\/+44<\/td> <\/tr>
    Attack: <\/strong>Bite +28 melee (2d8+18 plus 1d6 acid)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +28 melee (2d8+18 plus 1d6 acid)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/20 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Acid bite, spit acid burst\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Cold tolerance, darkvision 60 ft., flight, low-light vision, weak spot<\/td> <\/tr>
    Saves: <\/strong>Fort +19, Ref +13, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 34, Dex 8, Con 25, Int 3, Wis 10, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Spot +26<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (spit acid burst), Flyby Attack, Hover, Lightning Reflexes, Power Attack, Skill Focus (Spot), Snatch<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any cold land<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>21-40 HD (Gargantuan); 41-60 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A gigantic slug, easily the length of five men, floats through the air. A thick, flat, articulated shell covers most of its head and back. A pair of eyestalks sprout from its head, while two lower psuedopods surround a mouth lined with sharklike teeth. Its entire body is white, but shimmers a faint green.<\/i>\r

    Haundars are massive ice-slugs found in even the most vicious of polar climes. They migrate icy wastes, following the migration patterns of other creatures, such as bears, seals, moose, and even the occasional humanoid. Haundars rest in large rocky caves, icy crevasses, or if they cannot find a suitable locale, dig caverns in the ice with their acid.\r

    Haundar are dangerous predators, eating anything they can catch. When food grows scares, the haundar makes a lair and mates. Haundar are hermaphroditic, and reproduce only once in their lifetimes. A haundar lays a clutch of 4d4 eggs before falling dormant for several weeks. As the hatchlings emerge, they eat their dormant parent. Hatchlings grow slowly (gaining 1 HD and 1 and 1\/2 feet of length annually). Few survive to adulthood.\r

    Haundar are prone to wormlike parasites known as haun broods. Haundars are often hunted by the sha'az. A single haundar can feed an entire sha'az hive for weeks. They are also hunted for their blubber (used in oils), their eyestalks and pseduopods (power components for low-light vision and levitation magic, respectively), and their shells (which can be fashioned into armor, see below).\r

    A haundar is 30 feet long and weighs 25,000 pounds. Haundars live up to 60 years.\r

    COMBAT\r

    A haundar attempts to bite anything it can reach, spraying acid on prey beyond its reach.\r

    A haundar can be blinded by severing its eyestalks. To sever an eyestalk, 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 a haundar\u00c2\u0092s eyestalks from any position in which he could strike at the haundar itself. An opponent can ready an action to attempt to sunder a haundar\u00c2\u0092s eyestalk when the creature bites at him. Each of a haundar's eyestalks has 10 hit points. Losing an eyestalk deals 5 hp of damage to the body. A blinded haundar will retreat from melee and attack only to defend itself.\r

    The haundar's sensory pseudopods can be severed in the same manner as the eyestalks. Pseudopods have 10 hp, and losing a pseudopod deals 5 hp damage to the body. A haundar without pseudopods will not fly due to lack of sensory information.\r

    A severed eyestalk or pseudopod will regrow in 1 month. If a haundar's eyestalks or pseudopods are attacked, it will retract them into its body, so they are not vulnerable to sundering.\r

    Acid Bite (Ex):<\/b> A haundar's bite deals 1d6 points of acid damage in addition to any other damage it deals. The damage is not doubled on a critical hit.\r

    Cold Tolerance (Ex):<\/b> A haundar never needs to make Fortitude saves to avoid nonlethal damage in regions of extreme cold.\r

    Flight (Ex):<\/b> A haundar's body is naturally buoyant. This buoyancy allows it to fly at a speed of 30 feet. This buoyancy also grants it a permanent feather fall<\/i> effect (as the spell) with personal range. Because its flight is dependent upon sensors within its psuedopods, a haundar that has lost both pseudopods may not fly until at least one has been regrown.\r

    Spit Acid Burst (Ex):<\/b> Haundars can spit a ball of caustic saliva with a range of 20 feet that bursts in a 10-foot radius, dealing 4d8 points of acid damage on a successful hit (Reflex DC 27 half). Clothing and armor worn by creatures in the area dissolves and becomes useless immediately unless the item succeeds on a DC 29 Reflex save. The save DC is Constitution-based.\r

    Weak Spot (Ex):<\/b> A haundar has several weak spots in its armored shell. As a result, a successful critical hit with a slashing or piercing weapon is treated as if its multiplier were one higher. (Thus, a longsword would deal triple damage, and a greataxe quadruple).\r

    Skills:<\/b> A haundar has a +8 racial bonus on Move Silently checks. *In areas of snow, ice, or tundra, a haundar gains a +8? racial bonus on Hide checks.\r

    Haundar Armor<\/b>\r
    Armorsmiths can work with the armor plates of a haundar to produce armor or shields of masterwork quality. One Gargantuan haundar provides enough armor to produce a suit of masterwork armor for a Huge creature. By selecting only choice scales and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a Large creature, or one suit of masterwork half-plate for a Medium creature, or one masterwork breastplate or suit of full plate for a Small creature. (Multiple haundars can be used to create armor for larger creatures.) In each case, enough hide is available to produce a small or large masterwork shield in addition to the armor.\r

    Because haundar armor isn\u00c2\u0092t made of metal, druids can wear it without penalty.\r

    Haundar armor costs double what masterwork armor of that type ordinarily costs, but it takes no longer to make than ordinary armor of that type. It weighs half as much as the corresponding type of metal armor.\r

    Haundar armor has 10 hit points per inch of thickness and hardness 7.<\/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":"Magical Beast","alignment":"Always neutral","environment":"Any cold land"},{"name":"Haunt","type":"Undead","ch":4,"challenge_rating":" 04 \u00a0","id":5875,"reference":"Usergen","full_text":"

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

    Medium-Size Undead (Incorporeal)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 5d12 (32 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+4 (+2 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 20 ft, fly 30 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 14 (+2 Dex, +2 deflection)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Incorporeal touch +4 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Incorporeal touch 1d3 temporary Dexterity damage<\/span><\/p> <\/td> <\/tr>

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

    Special Attacks: <\/span><\/b>Dexterity damage, malevolence, strangle<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> alternate form, undead, incorporeal, vulnerability, immunity to turning, reform body<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +1, Ref +3, Will +6<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str \u0097, Dex 15, Con \u0097, Int \u0097, Wis 14, Cha 14<\/span><\/p> <\/td> <\/tr>

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

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

    Alignment:<\/span><\/b> Any<\/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 haunt is the spirit of a person that died before completing some vital task. A haunt inhabits an area within 60 feet of where its body died. It never leaves this area. It desires but one thing\u0097its final rest. To accomplish this it must possess a living creature and finish the task that prevents it from finding eternal rest.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A haunt only attacks humanoid creatures.<\/span><\/p> <\/td> <\/tr>

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

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

    A haunt attacks using its incorporeal touch. It concentrates on a single foe, attempting to render it helpless by draining its Dexterity. Once that victim reaches Dexterity 0, the haunt uses its malevolence ability to possess the body and attempts to finish its task. If the haunt is attacked while possessing a body, it uses all the abilities of the host to defend itself.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Dexterity Damage (Su):<\/span><\/b> The touch of a haunt deals 1d3 points of temporary Dexterity damage to a living foe. A creature reduced to Dexterity 0 by a haunt is attacked by the haunt\u0092s malevolence ability.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Malevolence (Su):<\/b> The haunt can use this ability once per round, and only does so against a foe whose Dexterity has been reduced to 0. This ability is similar to magic jar <\/i>as cast by a 10th-level sorcerer except that it does not require a receptacle. The victim receives a Will save (DC 17) to avoid. If the attack succeeds the haunt vanishes into the opponent\u0092s body and the host\u0092s Dexterity returns to normal.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The haunt uses the host\u0092s body to complete the task that binds it to the Material Plane. Once the task is completed, the haunt leaves the host and fades away forever. When the haunt leaves the host, the victim\u0092s Dexterity is 3. Lost Dexterity points are regained at the rate of 1 point per hour. If the material body is slain while the haunt is contained in it, the creature haunts the area where its host was slain.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Strangle (Su):<\/b> If an opponent possessed by the haunt (i.e., one the haunt has successfully used its malevolence against) has an alignment opposite to that of the haunt, the creature attempts to strangle the victim using the victim\u0092s own hands. Unless precautions are taken to restrain the possessed victim\u0092s hands, they immediately reach for the throat and begin strangling the haunt-possessed body. An opponent takes 1d4 points of damage each round until his hands are forcibly restrained (Strength check at a DC equal to the victim\u0092s Strength), the haunt is ejected from the body, or the victim dies. The victim cannot hold his breath while being strangled in this manner.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Alternate Form (Su):<\/b> A haunt\u0092s natural form is that of a translucent image appearing much as the person did in life. As a standard action, it can assume one other form. A haunt can alter its form so as to appear as a luminescent ball of light (possibly being mistaken for a will-o-wisp in this form). It cannot use its Dexterity damage attack or its malevolence attack in this form and loses its incorporeality. The haunt gains a +1 size bonus to its AC while in this form.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A haunt remains in one form until it chooses to assume a new one. A change in form cannot be dispelled.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Vulnerability (Ex):<\/span><\/b> A haunt can be forcibly ejected from a host if hold person<\/i> is cast on the victim and the haunt fails its Will save. A dispel evil<\/i> instantly ejects the haunt and slays it forever.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Immunity to Turning (Ex):<\/span><\/b> A haunt cannot be turned or rebuked.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Reform Body (Su):<\/span><\/b> A haunt that is slain reforms at full strength in one week. A haunt slain by dispel evil<\/i> does not reform.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/p><\/div>","family":"Undead","alignment":"Any","environment":"Any land and underground"},{"name":"Hawkdragon","type":"Dragon","ch":1,"challenge_rating":" 1 \u00a0","id":5876,"reference":"Usergen","full_text":"

    Hawkdragon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Dragon \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d12+1\u00a0(7 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 100 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-9<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d4-2)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d4-2) and 2 claws +3 melee (1d2-2) and tail +3 melee (1d2-2)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, eye gouge, swoop<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to paralysis and sleep, low-light vision, protection from arrows, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +3, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 6, Dex 15, Con 13, Int 7, Wis 14, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Listen +6, Search +2, Spot +14, Tumble +6\r
    <\/td> <\/tr>
    Feats: <\/strong>Multiattack, Weapon Finesse (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests and hills<\/td> <\/tr>
    Organization: <\/strong>Solitary, mated pair, or family (3-5)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/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 dragon is about the size of a hawk, and its beak and facial features are similar to a raptor.<\/i>\r

    Hawkdragons are so-named because of their similarity in size and appearance to a hawk. Most hawkdragons are found in the wild, but occasionally they are domesticated from and raised as pets or hunting companions.\r

    Hawkdragons are attracted to brightly colored objects. As a result, their nests may contain coins, gems, and other bright object. Domesticated hawkdragons often wear a metallic or gem-studded collar bestowed upon them by their masters.\r

    A hawkdragon ranges from 1-1\/2 to 3 feet long and weighs up to 5 pounds. Hawkdragons range in color from dark green at birth, gradually growing more brown in hue as they age.\r

    COMBAT\r

    Hawkdragons make swooping attacks, attempting to gouge out an adversary's eyes. If severely threatened, a hawkdragon unleashes the toxic vapors of its breath weapon.\r

    Breath Weapon (Su):<\/b> 10-foot cone of toxic vapors, once every 1d4+1 rounds. All creatures within the area must succeed on a DC 11 Fort save or be nauseated for 1d4+1 rounds. Hawkdragons and creatures with immunity to poison are not affected. The save DC is Constitution-based.\r

    Eye Gouge (Ex):<\/b> If a hawkdragon scores a critical hit with a claw while making a swoop attack (see below), the target must succeed on a DC 16 Reflex save or lose the sight in one eye, becoming permanently dazzled (or blinded if they lose the use of all its eyes). A remove blindness\/deafness<\/i> can heal the injury. The save DC is Dexterity based and includes a +4 racial bonus.\r

    Protection From Arrows (Su):<\/b> A hawkdragon has damage reduction 10\/magic versus ranged weapons.\r

    Swoop (Ex):<\/b> If a flying hawkdragon charges or dives at a foe, it can make a full attack with both claws and its tail, dealing double damage with any attacks that hit. If either of its claw attacks hit it can attempt an eye gouge (see above). \r

    Skills:<\/b> Hawkdragons have a +8 racial bonus on Spot checks. \r

    Advanced Hawkdragons<\/b>\r
    A Small hawkdragon retains the Dexterity score of a Tiny hawkdragon.<\/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":"Dragon","alignment":"Always neutral","environment":"Temperate forests and hills"},{"name":"Headless Horseman","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5877,"reference":"Usergen","full_text":"

    Headless Horseman (Template)<\/h1>
    The sound of hooves heralds the arrival of a mounted warrior shrouded in mist. As it comes closer, it becomes evident that the horse in no longer living, and the rider is missing its head.<\/i>\r

    A headless horseman arises from the remains of cavalrymen, cavaliers, and other mounted warriors who died as a result of violence. Most often they arise from death from decapitation. Headless horseman often retain a sense of purpose in undeath, completing quests, guarding locations or objects, or patrolling roadways.

    Creating a Headless Horseman<\/h2> \"Headless horseman\" is a template that can be added to any humanoid or monstrous humanoid creature with the Mounted Combat feat (referred to hereafter as the \"base creature\").\r

    A headless horseman 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.
    Hit Dice: <\/strong>Increase all current and future Hit Dice to d12s.\r
    Special Attacks: <\/strong>A headless horseman retains all the special attacks of the base creature and gains the following attack.\r

    Fear Aura (Su):<\/i> The appearance of headless horseman is terrifying. Creatures within 60 feet of a headless horseman that look at it must succeed on a Will save or be affected as though by a fear<\/i> spell from a sorcerer of the headless horseman's level. A creature that successfully saves cannot be affected again by the same headless horseman's aura for 24 hours. The save DC is Charisma-based.\r

    Special Qualities: <\/strong>A headless horseman retains all the special qualities of the base creature and gains immunity to cold and the special qualities described below.\r

    Damage Reduction (Su):<\/i> A headless horseman's body is tough, giving the creature damage reduction 10\/magic and silver. A headless horseman's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. \r

    Mount:<\/i> Upon arising as an undead, the headless horseman is granted a special mount (see below). Should the mount be destroyed, 24 hours later the headless horseman can create another mount through a special ceremony that requires one minute and the skeletal remains of a heavy warhorse. \r

    Turn Resistance (Ex):<\/i> A headless horseman has +2 turn resistance.\r

    Abilities: <\/strong>Adjust from the base creature as follows: Str +4, Dex +2, Wis +2, Cha +4. As undead creatures, headless horsemen have no Constitution score.\r
    Skills: <\/strong>Headless horsemen gain a +8 racial bonus on Ride checks.
    Feats: <\/strong>Headless horsemen gain Ride-by Attack, Spirited Charge, and Trample as bonus feats, assuming the base creature meets the prerequisites and doesn\u00c2\u0092t already have these feats.

    Alignment: <\/strong>Usually lawful evil.
    Advancement: <\/strong>By character class.
    Challenge Rating: <\/strong>+2
    Level Adjustment: <\/strong>Same as the base creature +4.

    Sample Headless Horseman<\/h2> Horseman's Mount<\/b>\r
    Large Undead\r
    Hit Dice: 4d12 (26 hp)\r
    Initiative: +6\r
    Speed: 50 ft. (10 squares)\r
    Armor Class: 13 (\u00c2\u00961 size, +2 Dex, +2 natural), touch 11, flat-footed 11\r
    Base Attack\/Grapple: +2\/+10\r
    Attack: Hoof +5 melee (1d6+4)\r
    Full Attack: 2 hooves +5 melee (1d6+4) and bite +0 melee (1d4+2)\r
    Space\/Reach: 10 ft.\/5 ft.\r
    Special Attacks: -\r
    Special Qualities: Damage reduction 5\/magic and silver, darkvision 60 ft., immunity to cold, unnatural aura\r
    Saves: Fort +1, Ref +3, Will +4\r
    Abilities: Str 18, Dex 15, Con -, Int -, Wis 10, Cha 1\r
    Skills: -\r
    Feats: Improved Initiative (B)\r
    Alignment: Always neutral\r

    Unnatural Aura (Su):<\/b> Animals, whether wild or domesticated, can sense the unnatural presence of a headless horseman's mount 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.\r

    Headless Horseman, 5th-Level Human Fighter<\/b>\r
    Medium Undead (Augmented Humanoid)\r
    Hit Dice: 5d12 (32 hp)\r
    Initiative: +4\r
    Speed: 30 ft. (6 squares)\r
    AC: 19 (+1 Dex, +8 masterwork full plate), touch 11, flat-footed 18\r
    Base Attack\/Grapple: +5\/+11\r
    Attack: +1 greatsword +11 melee (2d6+8\/19-20) or masterwork heavy lance +10 melee (1d8+6\/x3)\r
    Full Attack: +1 greatsword +11 melee (2d6+8\/19-20) or masterwork heavy lance +10 melee (1d8+6\/x3)\r
    Space\/Reach: 5 ft.\/5 ft. \r
    Special Attacks: Fear aura (DC 15)\r
    Special Qualities: Damage reduction 10\/magic and silver, darkvision 60 ft., mount, +2 turn resistance, undead traits\r
    Saves: Fort +4, Ref +5, Will +1\r
    Abilities: Str 18, Dex 18, Con -, Int 10, Wis 10, Cha 17\r
    Skills: Handle Animal +8, Intimidate +6, Ride +17\r
    Feats: Cleave, Mounted Combat [B], Power Attack, Ride-by Attack [B], Spirited Charge [B], Trample [B], Weapon Focus (greatsword), Weapon Specialization (greatsword) \r
    Environment: Any land\r
    Organization: Solitary\r
    Challenge Rating: 7\r
    Treasure: Standard\r
    Alignment: Usually lawful evil\r
    Advancement: By character class\r
    Level Adjustment: +4\r

    \u00a0
    Imagine Magazine #23<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Usually lawful evil.","environment":"Any"},{"name":"Hek","type":"Humanoid","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5878,"reference":"Usergen","full_text":"

    Hek <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Humanoid \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8\u00a0(4 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 11 (+1 size), touch 11, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-3<\/td> <\/tr>
    Attack: <\/strong>Longsword +2 melee (1d6\/19-20) or spear +2 melee (1d6\/x3) or spear +2 ranged (1d6\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Longsword +2 melee (1d6\/19-20) or spear +2 melee (1d6\/x3) or spear +2 ranged (1d6\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>—<\/td> <\/tr>
    Special Qualities: <\/strong>Tolerate thirst, water sense<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +0, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 11, Con 10, Int 10, Wis 11, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Handle Animal +6, Ride +6<\/td> <\/tr>
    Feats: <\/strong>Animal Affinity<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm deserts<\/td> <\/tr>
    Organization: <\/strong>Solitary, patrol (2-5 on giant striders), band (5-20 plus 1-2 leaders of 4th or 5th level and 3-15 giant striders), tribe (20-40 plus 40-45 noncombatants plus 1-3 leaders of 4th or 5th level, 1 7th level chief and 5-30 giant striders)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+1<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This short, stocky humanoid has waxy skin and an unpleasant aroma.<\/i>\r

    Hek are small humanoids who have adapted to the harsh conditions of the arid regions they call home. Most hail from a region known as the Ash Mire.\r

    Hek culture is based around water, which symbolizes life, wealth and power. Most hek carry 2 days' water in beautifully fashioned bone and hide water bottle. Hek body temperature runs higher than most other humanoids, and they coat their bodies with a waxy substance derived from the roots of the epycott plant (see below). This odiferous concoction helps prevent water loss from perspiration. Hek can sense water from over a mile away\r

    Most hek encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.\r

    A typical hek stands 4 feet tall and weighs 45 to 50 pounds.\r

    Hek speak an archaic form of Common and their own language.\r

    COMBAT<\/b>\r
    Hek prefer to attack in groups, launching a volley of spears before charging with swords drawn. Hek cavalry brandish lances astride giant striders.\r

    Tolerate Thirst (Ex):<\/b> Hek are toughened to the rigors of waste life. They need to drink only one-quarter the amount of water per day that humanoids of their size normally require and have a +4 racial bonus on Constitution checks or Fortitude saves to resist harmful effects from dehydration.\r

    Water Sense (Su):<\/b> Hek have an innate ability to sense water, allowing them to locate sources of water and spells with the Water descriptor. Doing this requires a DC 15 Survival check. They can detect water sources up to a range of 1 mile and Water spells up to a range of 5 miles. This sense can penetrate barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, 3 feet of wood, or 10 feet of dirt or sand.\r

    Hek As Characters<\/b>\r
    Hek leaders tend to be fighters or fighter\/clerics. A hek cleric has access to two of the following domains: Community, Sun and Water. Most hek spellcasters are adepts.\r

    Hek characters possess the following racial traits.\r

    • Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, \u00c2\u00964 penalty on grapple checks, lifting and carrying limits 3\/4 those of Medium characters.\r
      <\/li>
    • A hek's base land speed is 20 feet.\r
      <\/li>
    • Automatic Languages: Common, Hek. Bonus Languages: Aquan, Ignan, and Terran.\r
      <\/li>
    • Favored Class: Fighter.\r
      <\/li>
    • Special Qualities: Tolerate thirst, watere sense (see above).<\/li><\/ul>

      The hek warrior presented here had the following ability scores before racial adjustments: Str 10, Dex 11, Con 10, Int 10, Wis 11, Cha 10.\r

      Epycott Plant<\/b>\r
      This hardy plant has a vigorous root system that can covers several square miles. The plant sporadically sprouts bushes, which survive only a few days under the harsh sun.\r

      Hek survive in the Ash Mire by collecting epycott roots. The harvested roots are pounded to separate fibres from the tough outer skin, leaving mushy flesh and a waxy juice. The fibres are woven into clothing, footwear and tents. The flesh feeds the hek's giant striders and their underground fungus gardens.\r

      The juice of the epycott plant can be processed into a body wax. A single application of epycott wax grants a +2 circumstance bonus on Constitution checks made to avoid nonlethal damage (and becoming fatigued) due to thirst. The pungent odor of the wax, however, grants a +2 circumstance bonus to anyone attempting to track the wearer by scent. An application of epycott wax lasts for 1d4+8 hours.\r

      Epycott body wax is waterproof, so it cannot be washed off with water. It can be removed with oil or strong alcohol, usually by scraping it off the skin with a strigil.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in UK6 \u00c2\u0096 All That Glitters<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually lawful neutral","environment":"Warm deserts"},{"name":"Helborn","type":"Plant","ch":6,"challenge_rating":" 6 \u00a0","id":5879,"reference":"Usergen","full_text":"

    Helborn <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Plant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8+32\u00a0(68 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+15<\/td> <\/tr>
    Attack: <\/strong>Tendril +11 melee (1d6+5)<\/td> <\/tr>
    Full Attack: <\/strong>4 tendrils +11 melee (1d6+5)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 1d4+5, improved grab, spell-like abilities, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, plant traits, spell resistance 13, telepathy 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +3, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 13, Con 18, Int 7, Wis 13, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Bluff +10, Hide +1*, Listen +5, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Iron Will, Power Attack, Weapon Focus (tendril) \r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm swamps<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>9-11 HD (Large), 12-17 HD (Huge), 18-24 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This plant has a long trunk from which sprout four long tendrils. Two lobes that open like a clamshell form something resembling a mouth. It creeps along the surface on its motive roots.<\/i>\r

    A helborn is a sentient, carnivorous plant with magial powers. Found only in swamps, helborns prey on all living creatures except other plants, tolerating no rivals near them. \r

    Helborns are very cunning, often using treasure as a bribe or as a lure to trick prey into coming within reach of its tendrils. Helborns also try to telepathically convince potential prey that it wants to assist them in return for \u00c2\u0093food.\u00c2\u0094 Of course, those it communicates with are the actual food.\r

    Although generally stationary, a helborn can travel short distances by using its roots to grasp objects and pull itself along. \r

    A typical helborn grows to 10 to 12 feet in height.\r

    A helborn does not speak, but can communicate telepathically with any creature within 60 feet.\r

    COMBAT\r

    Helborns are cunning predators, relying on trickery as often as their spell-like abilities to lure prey into reach of their tendrils.\r

    An opponent can attack a helborn's tendrils with a sunder attempt as if they were weapons. A helborn's tendrils have 10 hit points each. If a helborn is currently grappling a target with the tendril 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 a helborn's tendrils deals 5 points of damage to the creature. A helborn usually withdraws from combat if it loses two tendrils. The creature regrows severed limbs in 1d10+10 days. \r

    Constrict (Ex):<\/b> A helborn deals 1d4+5 points of damage with a successful grapple check.\r

    Improved Grab (Ex):<\/b> To use this ability, a helborn 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 and swallow whole.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097detect thoughts<\/i>; 3\/day\u00c2\u0097hypnotism<\/i> (DC 14), suggestion<\/i> (DC 16); 1\/day\u00c2\u0097dominate person<\/i> (DC 18), mass suggestion<\/i> (DC 19). Caster level 12th. The save DCs are Charisma-based.\r

    Swallow Whole (Ex):<\/b> A helborn can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 1d6+5 points of crushing damage per round plus 1d6 points of acid damage. A swallowed creature can cut its way out by dealing 20 points of damage to the plant's interior (AC 13). Once the creature exits, muscular action close the hole; another swallowed opponent must cut its own way out. A Large helborn's interior can hold 2 Medium, 8 Small, 32 Tiny or 128 Diminutive smaller creatures. \r

    Skills:<\/b> A helborn has a +4 racial bonus on Bluff checks. *A helborn gains a +8 racial bonus on Hide checks made in areas of light undergrowth. This bonus improves to +12 in areas of heavy undergrowth.\r

    Advanced Helborns<\/b>\r
    A helborn gains an additional tendril attack for each 2 Hit Dice added.\r

    A helborn can use only four tendrils at once against a Small or Medium opponent. Against a larger foe, it can use four additional tendrils for each extra 5 feet of face the opponent has, provided that it has the reach. Against a Tiny or smaller opponent, the creature can use only one tendril. It can use a maximum of four tendrils against all foes in any single 5-foot by 5-foot area.<\/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 evil","environment":"Warm swamps"},{"name":"Hendar","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":5880,"reference":"Usergen","full_text":"

    Hendar <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 6d10+8\u00a0(30 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), fly 40 ft. (average), swim 50 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+14<\/td> <\/tr>
    Attack: <\/strong>Tail slap +9 melee (1d8+4)<\/td> <\/tr>
    Full Attack: <\/strong>Tail slap +9 melee (1d8+4) and 2 wing buffets +7 melee (1d4+2) and bite +7 melee (1d3+2)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft. (10 ft. w\/tail)<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 120 ft., low-light vision, moisture dependent, nearly fearless, repulsed by silver, scent, water breathing\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +6, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 12, Con 15, Int 10, Wis 12, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Hide -3*, Listen +8, Move Silently +5, Spot +8, Swim +12<\/td> <\/tr>
    Feats: <\/strong>Flyby Attack, Multiattack, Power Attack\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate aquatic, swamps, plains or ruins<\/td> <\/tr>
    Organization: <\/strong>Solitary or flight (2-3)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard (no silver coins, goods, or items)<\/td> <\/tr>
    Alignment: <\/strong>Always neutral, often evil<\/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 heavily-bodied creature resembles a vast worm with batlike wings and an equine head. Its skin is black, with blue and purple iridescence where wet. Its eyes glow fiery red, and it snorts vapor from its nostrils before emitting a deep, rumbling roar.<\/i>\r

    Hendar (or \\\"horse-bats\\\") are solitary hunters found in ruins, sea-caves, swamps, or atop moorland crags. Although they prefer to hunt in shallow waters, hendar can survive at great depths. They occasionally venture into populated areas to find food, especially when prey grows scared in their territory. Hendar prefer humanoid prey.\r

    Hendar prefer to live in damp areas, for this keeps their skin strong and supple. Extreme cold and arid climes weaken their skin. \r

    Hendar usually cannot tolerate the presence of other hendar, except during mating periods, which occur about every thirty years. Even during this period, they are snappy and skittish near one another, and even go out of their way to attack other creatures. The parents cohabit for a year or so until the young achieve full strength and flight ability. Hendar and perytons generally tolerate each other, but the hendar attempts to slay or drive out any other large predators, aerial or aquatic, living within a mile of their lairs.\r

    Hendar hibernate in winter, awakening extremely ravenous in the spring. For the first month of spring, hendar go on a feeding frenzy, often feeding twice each night. \r

    Most hendar are 18 to 25 feet from snout to tail and weighs 800 to 1500 pounds, with a wingspan of 14 to 22 feet. Hendar have a lifespan of several centuries. The manes of older individuals turn gray and then white with age. Hendar are thought to have a life span of hundreds of years. \r

    Hendar cannot speak, but they understand Common.\r

    COMBAT\r

    Hendar prefer to grab prey with their tails or maws, then submerge to drown air-breathing opponents. When snatching aquatic creatures, they fly high into the sky to deny such prey life-giving water. Hendar fear almost nothing, and only flee when clearly outnumbered. Hendar never back down from creatures smaller than themselves, no matter how powerful a counterattack is offered.\r

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

    Moisture Dependent (Ex):<\/b> If a hendar spends more than 24 hours without entering water its skin grows dry and brittle, reducing its natural armor by 2. A hendar with dried-out skin must must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d4 points of damage. The hendar can cure its dried-out skin by soaking in water for a minute, which restores its AC to normal.\r

    Nearly Fearless (Ex):<\/b> A hendar has a +2 racial bonus on saving throws made against fear effects. Even if it fails its save, the fear effect is treated as being one stage weaker than normal (e.g. a fear<\/i> spell will cause a hendar to be shaken if it fails its Will save and has no effect if it makes its save, instead of the spell\\'s normal effect of frightened on a failure and shaken on a success).\r

    Repulsed by Silver (Ex):<\/b> Hendar loathe silver and cannot tolerate its presence. A hendar must make a DC 15 Will save to enter an area laced with silver, and can not rest or sleep within 30 feet of silver. A hendar has a -2 morale penalty on melee attacks against a creature wearing or wielding a silver object. \r

    Water Breathing (Ex):<\/b> A hendar can breathe underwater indefinitely and can freely use its other abilities while submerged.\r

    Skills:<\/b> A hendar 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 hendar\\'s black skin gives it a +8 racial bonus on Hide checks in areas of darkness or shadowy illumination.\r

    In the Realms<\/b>\r
    Hendar are only found in the middle reaches of the Sword Coast, usually never farther south than Amn or farther north than Luskan, and on the northern coast of the Sea of Fallen Stars.<\/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":"Magical Beast","alignment":"Always neutral, often evil","environment":"Temperate aquatic, swamps, plains or ruins"},{"name":"Hetfish","type":"Magical Beast","ch":9,"challenge_rating":" 09 \u00a0","id":5881,"reference":"Usergen","full_text":"

    Hetfish <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Magical Beast \t\t\t(Aquatic, Swarm)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 12d10+24\u00a0(90 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> Swim 30 ft (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+2 size, +4 Dex), touch 16, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+12\/---<\/td> <\/tr>
    Attack: <\/strong>Swarm (1d6 plus heat)<\/td> <\/tr>
    Full Attack: <\/strong>Swam (1d6 plus heat)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Distraction, heat<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, immune to weapon damage, low-light vision, swarm traits<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +14, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 2, Dex 19, Con 14, Int 5, Wis 14, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Listen +7, Spot +8, Swim +12<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (heat), Alertness, Endurance, Improved Initiative, Lightning Reflexes<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or den (2-3 swarms)<\/td> <\/tr>
    Challenge Rating: <\/strong>09<\/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>
    A large school of silver and orange fish spins towards you. As they approach, the water around you gets noticeably hotter.<\/i>\r

    The hetfish is also called the \u00c2\u0093hotfish\u00c2\u0094 by some sailors, for its ability to generate intense heat from its body. Each hetfish is between one to three feet long, and is silver and orange in color. Its skin is covered in ugly bumps and boils. It resembles a piranha, but lacks any sort of teeth.\r

    The hetfish is found in both fresh and salt water, from arctic climes to boiling hot springs. Hetfish live in communal dens, and form a territory that is roughly 50 feet in radius per fish in the den. Any other creatures in this area are considered fair prey by the hetfish. The super-heated body of a hetfish exceeds 350 degrees Fahrenheit, turning the water around it into steam and burning anything that touches the fish. Most creatures cannot survive being near hetfish, and thus avoid them. Tritons, and other undersea races, consider hetfish an environmental hazard and hunt them ruthlessly. Surface-dwellers also hunt hetfish when they\u00c2\u0092ve lost enough ships to the fiery fish.\r

    Hetfish are attracted to bright, shiny things such as gems. They have been known to store gems in the coral they live among, and hetfish are smart enough that some have even learned to attack ships because they often carry such pretty things. Sages, alchemists, and some spellcasters will pay from 10-100 gp for a live hetfish to study.\r

    COMBAT<\/b>\r
    When a hetfish den is disturbed or detects motion in the water, the fish will instinctively swarm around intruders en masse, trying to bump or ram the intruders and any smaller vessels they may be traveling in. Hetfish have been known to continue these attacks without letting up, even long after the targets have been boiled down to their bones.\r

    Distraction (Ex)<\/b>: Any living creature that begins its turn with a swarm in its square must succeed on a DC 18 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.\r

    Heat (Ex)<\/b>: A hetfish generates heat so intense that anything within a swarm takes 5d6 points of fire damage. Creatures striking a hetfish swarm with natural attacks or unarmed attacks are subject to this damage, as well as any creature trying to touch a hetfish. This heat can melt or char weapons; any weapon that strikes a hetfish swarm is allowed a DC 20 Fortitude save to avoid destruction. The save DC is Constitution-based. \r

    Likewise, the heat generated by a hetfish swarm is so intense that it causes the water nearby to boil and scald creatures. Anything within 20 feet of a hetfish swarm suffers 2d6 points of fire damage per round. This effect is not cumulative if the victim is within range of more than one swarm of hetfish.\r

    Skills<\/b>: A hetfish 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>
    1984 Wizards of the Coast, Inc.
    Originally found in module WG5 - Mordenkainen's Fantastic Adventure (1984, Robert J. Kuntz and Gary Gygax), and Monstrous Compendium Annual Two (1995).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Hgaun","type":"Magical Beast","ch":1,"challenge_rating":" 1 \u00a0","id":5882,"reference":"Usergen","full_text":"

    Hgaun <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Magical Beast \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d10+4\u00a0(15 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 40 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/-1<\/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>Trip<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immune to visual effects, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +6, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Spot +10<\/td> <\/tr>
    Feats: <\/strong>Fleet Of Foot (B), Improved Initiative, Run (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Air<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2-16)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3 HD (Small), 4-6 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature blends the body of a dog with a birdlike head and wings. Multifaceted eyes peer above its hooked beak.<\/i>\r

    Hgaun, or \"dog-griffons\" as they are occasionally dubbed, are domesticated creatures used for hunting on the Elemental Plane of Air. Hgaun were first created through magical experimentation, but they now breed true and can be found in wild packs. \r

    A hgaun is 4 feet long, stands 2-1\/2 feet tall at the shoulder, and weighs 100 pounds.\r

    Hgaun cannot speak, but can \"bark\" high-pitched squawks.\r

    COMBAT\r

    Domesticated hgaun are not usually aggressive, unless their masters command them to attack. Wild hgaun are a bit more territorial, but generally only attack creatures smaller than themselves.\r

    Trip (Ex):<\/b> A hgaun that hits with a bite attack can attempt to trip its 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 hgaun.\r

    Skills:<\/b> A hgaun has a +4 racial bonus on Spot checks.\r

    Training A Hgaun<\/b>\r
    A hgaun requires training before it will fight or hunt on command. Training a hgaun requires six weeks of work and a DC 25 Handle Animal check.\r

    Hgaun eggs are worth 500 gp apiece on the open market, while young are worth 1,000 gp each. Professional trainers charge 500 gp to rear or train a hgaun.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Tales from the Infinite Staircase<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Elemental Plane of Air"},{"name":"Hippocampus","type":"Beast","ch":2,"challenge_rating":" 02 \u00a0","id":5883,"reference":"Usergen","full_text":"

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

    Large Beast
    Hit Dice:<\/span><\/b> 4d10+12 (34 hp)
    Initiative:<\/b> +2 (Dex)
    Speed:<\/b> Swim 60 ft
    AC:<\/b> 15 (\u00961 size, +2 Dex, +4 natural)
    Attacks:<\/b> Tail slap +6 melee; or bite +6 melee
    Damage:<\/b> Tail slap 1d6+4; or bite 1d4+4
    Face\/Reach:<\/b> 5 ft by 10 ft\/5 ft
    Saves:<\/b> Fort +7, Ref +6, Will +2
    Abilities:<\/b> Str 18, Dex 15, Con 16, Int 8, Wis 12, Cha 8
    Skills:<\/b> Hide +0*, Listen +8, Spot +8<\/span><\/p> <\/div><\/td> <\/tr>

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

    Climate\/Terrain:<\/span><\/b> Any aquatic
    Organization:<\/b> Solitary, pair, or herd (3-8)
    Challenge Rating:<\/b> 2
    Treasure:<\/b> None
    Alignment:<\/b> Always chaotic good
    Advancement Range: <\/b>5-12 HD (Large)

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

    A hippocampus is also called a merhorse or sea horse. Like the
    merfolk, they are half\u0096fish. The front half of a hippocampus resembles a
    horse, complete with a flowing mane and long, strong legs. The legs, however, end in wide fins rather than hooves. The hindquarters of the animal are that of a great fish. Their bodies are covered in fine scales in the fore parts, large scales elsewhere. <\/span>Typical colors include ivory, pale green, pale blue, aqua, deep blue, and deep green.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Aquatic races often tame these animals, and they make fine steeds for they are strong, swift, and very intelligent. <\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Although they cannot speak, they understand Aquan, and can learn another language if properly trained.

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

    Hippocampi are not aggressive creatures and will only attack if cornered or if another hippocampi or ally is threatened.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 In combat a hippocampus will slap at an opponent with its tail. They rarely rely on their bite attack.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> *Due to their coloration, hippocampi receive a +8 bonus to Hide checks when underwater.

    <\/span>Training a Hippocampus<\/span><\/b><\/p><\/td> <\/tr>

    Training a hippocampus as an aquatic mount requires a successful Handle Animal check (DC21 for a young creature, or DC28 for an adult) and that the creature be willing. Hippocampi mature at the same rate as horses.<\/p><\/td> <\/tr>

    \u00a0\u00a0 Trainers can reduce the DC by 5 and the rearing time by one-half by using a magical bridle enchanted for this purpose.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Hippocampi eggs are worth 1,500 gp apiece on the open market, while young are worth 2,500 gp each. Professional trainers (usually tritons) charge 1,000 gp to rear or train a hippocampus. Riding a trained hippocampus requires an exotic saddle. A hippocampus can fight while carrying a rider, but the rider cannot attack in the same round unless he or she succeeds at a Ride check (see Ride, page 72 in the Player\u0092s Handbook<\/i>).<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Carrying Capacity: <\/b>A light load for a Hippocampus is up to 233lbs; a
    medium load 234-466lbs; and a heavy load, 467-700lbs.<\/span><\/p><\/td> <\/tr>

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

    The Hippocampus first appeared in the 1e MM (Gary Gygax, 1977).<\/span><\/p><\/td> <\/tr><\/table><\/div>","family":"Beast","alignment":" Always chaotic good","environment":"> Any aquatic "},{"name":"Hoar Fox","type":"Magical Beast","ch":2,"challenge_rating":" 02 \u00a0","id":5884,"reference":"Usergen","full_text":"

    HOAR FOX<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Small Magical Beast (Cold)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 2d10 (11 hp)<\/span><\/p> <\/td> <\/tr>

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

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

    AC:<\/span><\/b> 19 (+1 size, +4 Dex, +4 natural)<\/span><\/p> <\/td> <\/tr>

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

    Damage:<\/span><\/b> 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>Breath weapon<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Scent, cold subtype<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +3, Ref +7, Will +2<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 6, Dex 18, Con 10, Int 2, Wis 14, Cha 6<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +10, Listen +4, Spot +4<\/span><\/p> <\/td> <\/tr>

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

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

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

    Organization:<\/span><\/b> Pack (1-6)
    Challenge Rating:<\/b> 2<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> None (the pelt of a hoar fox brings 100 gp on the market)<\/span><\/p> <\/td> <\/tr>

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

    Advancement:<\/span><\/b> 3-6 HD (Small)<\/span><\/p> <\/td> <\/tr>

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

    Hoar foxes resemble typical foxes, except for their beautiful silvery-gray fur. They live in cold regions and hunt in small packs. Their pelt is quite valuable, and they are often hunted for it.<\/span><\/p> <\/td> <\/tr>

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

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

    Hoar foxes are timid creatures and rarely aggressive unless threatened. It bites an attacker to try to scare it away, but if that tactic fails the fox uses its breath weapon.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Breath Weapon (Su):<\/span><\/b> Line of cold 5 feet wide, 5 feet high, 30 feet long, once per 1d4 rounds; damage 2d6, Reflex DC 11 halves.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Cold Subtype:<\/span><\/b> Cold immunity; double damage from fire except on a successful save.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/p><\/div>","family":"Magical Beast","alignment":"Any","environment":"an>"},{"name":"Hook Spider","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":5885,"reference":"Usergen","full_text":"

    Hook Spider <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Magical Beast \t\t\t(Extraplanar, Psionic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+8\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+3 Dex, +2 natural), touch 13, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+5<\/td> <\/tr>
    Attack: <\/strong>Claw +7 melee (1d4+1)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +7 melee (1d4+1) and bite +5 melee (1d6+1 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, maul, poison, powerful bite, psi-like abilities, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>All-around vision, darkvision 60 ft., low-light vision, telepathy 100 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +7, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 17, Con 14, Int 7, Wis 13, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Craft (trapmaking) +7, Hide +7, Jump +11, Listen +4, Move Silently +6, Spot +9<\/td> <\/tr>
    Feats: <\/strong>Multiattack, Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Infernal Battlefield of Acheron, Nine Hells of Baator, and Bleak Eternity of Gehenna<\/td> <\/tr>
    Organization: <\/strong>Solitary or nest (2\u00c2\u00968 plus 10-30 spiderlings)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Always lawful 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>
    The body of this giant spider is about the size of a large dog. Its chitin is dull yellow with red markings. Each of its eight legs are over five feet long, and the foremost pair ends in hooklike inward-curving claws. Its octet of eyes are arranged high on the creature\u00c2\u0092s head.<\/i>\r

    Hook spiders are large arachnids found primarily in the Lower Planes, where they live in small groups called nests. They take over a small grove, a rocky outcropping, or a spring or pond, then dig burrows beneath and around the area, providing a number of bolt-holes and ambush sites. Additionally, the hook spiders use their strong silk to create traps around the area.\r

    Unlike most spiders, hook spiders lay only 3 to 6 eggs at a time and invest a moderate amount of time and care in feeding and protecting their young. Spiderlings are physically equal to adults, but are less intelligent (Int 3). Spiderlings avoid large prey such as humans or fiends, preferring to let the adults deal with these meals and feeding on the leftovers.\r

    Hook spiders avoid powerful fiends, but weaker fiends such as abishai, lemures, and rutterkin are fair game. They occasionally make deals with greater fiends to lure prey into their traps in exchange for eliminating the fiend's rivals.\r

    A typical hook spider\u00c2\u0092s body is 4 feet long. It weighs about 100 pounds.\r

    Hook spiders cannot speak, but can communicate telepathically.\r

    COMBAT<\/b>\r

    Hook spiders are deviously cunning, and demonstrate a diabolical patience and skill in hunting. They make every effort possible to attack only from ambush or while the potential meal is helpless. When the time comes to strike, the hook spider leaps and strikes with its two hooked claws and a bite of its venomous mandibles.\r

    Hook spiders frequently use their chameleon <\/i>power or invisibility<\/i> to prevent their intended meal from noticing their presence, or use shadow form or reduction to creep within striking distance undetected.\r

    All-Around Vision (Ex):<\/b> A hook spider's many eyes give it a +4 racial bonus on Spot and Search checks, and it can't be flanked.\r

    Improved Grab (Ex):<\/b> To use this ability, a hook spider must hit an opponent of any size 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 maul.\r

    Maul (Ex):<\/b> If a hook spider hits with both claw attacks, it automatically succeeds on a bite attack and exposes the victim to its poison. Grappled creatures are automatically pinned when the hook spider mauls.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 14, initial damage 1d6 Con, secondary damage 1d6 Con. The save DC is Constitution-based.\r

    Powerful Bite (Ex):<\/b> A hook spider's mandibles are extraordinarily powerful. It applies 1-1\/2 times its Strength modifier to damage done with its bite.\r

    Psi-Like Abilities:<\/b> At-will\u00c2\u0097body equilibrium<\/i>, chameleon<\/i>; 3\/day\u00c2\u0097adapt body<\/i>, attraction<\/i> (+8 bonus, DC 17)*, compression<\/i> (2 size categories, 10 minutes)*, mental barrier<\/i> (6 rounds, +5 deflection bonus)*; 1\/day\u00c2\u0097personal mind blank<\/i>, shadow body<\/i>. Manifester level 10th. The save DCs are Charisma-based.\r
    *Includes augmentation for the hook spider's manifester level.\r

    Spell-Like Abilities:<\/b> At-will\u00c2\u0097invisibility<\/i>. Caster level 4th. The save DCs are Charisma-based.\r

    Skills:<\/b> Hook spiders have a +4 racial bonus on Hide checks, a +8 racial bonus on Climb, Craft (trapmaking), and Spot checks, and a +10 racial bonus on Jump checks. A hook spider can always choose to take 10 on Climb checks, even if rushed or threatened. Hook spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.<\/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 evil","environment":"Infernal Battlefield of Acheron, Nine Hells of Baator, and Bleak Eternity of Gehenna"},{"name":"Horag","type":"Giant","ch":5,"challenge_rating":" 5 \u00a0","id":5886,"reference":"Usergen","full_text":"

    Horag <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Giant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8+24\u00a0(60 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. in hide armor (6 squares); base speed 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 18 (\u00c2\u00961 size, -1 Dex, +7 natural, +3 hide armor), touch 8, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+16<\/td> <\/tr>
    Attack: <\/strong>Greataxe +12 melee (3d6+9\/x3) or slam +11 melee (1d4+6)<\/td> <\/tr>
    Full Attack: <\/strong>Greataxe +12\/+7 melee (3d6+9\/x3) or 2 slams +11 melee (1d4+6)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +1, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 23, Dex 8, Con 17, Int 8, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Climb +7, Jump +6, Listen +5, Spot +5 (includes armor check penalty)\r
    <\/td> <\/tr>
    Feats: <\/strong>Power Attack, Improved Sunder, Weapon Focus (greatsword)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate hills<\/td> <\/tr>
    Organization: <\/strong>Solitary, mated pair (horag and ogre or hill giant mate), gang (horag plus 3\u00c2\u00964 ogres or 2-5 hill giants), band (horag plus 5\u00c2\u00968 ogres or 6\u00c2\u00969 hill giants plus 35% noncombatants), hunting\/raiding party (horag plus 6\u00c2\u00969 hill giants plus 2\u00c2\u00964 dire wolves), or tribe (horag plus 21\u00c2\u009630 hill giants plus 35% noncombatants plus 12\u00c2\u009630 dire wolves, 2\u00c2\u00964 ogres, and 12\u00c2\u009622 orcs)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Often chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+3<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This hulking humanoid is larger than an ogre, with a stooped posture and long arms.<\/i>\r

    Horags are the result of a rare union between a large ogre and small hill giant. Almost all are born male. Although they breed true, they are so rare that they generally mate with ogres or hill giants, with the child always being an odd-looking member of the other parent's race.\r

    Horags tend to dwell among the tribes of their parents. A few strike off on their own, lairing in a cave partially blocked by loose rubble and large stones, carefully concealed from outsiders. Although omnivorous, they prefer meat.\r

    Horags occasionally serve as mercenaries alongside ogres or half-ogres, providing added muscle and slightly better tactical sense.\r

    Adult horags stand 10 feet tall and weigh around 900 pounds. Their skin color ranges from dull yellow to deep ruddy brown, with brown or black eyes and hair. Horags can live to be 100 years old.\r

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

    Combat\r

    Horags prefer melee combat, pummeling foes with their meaty fists or with greatclubs or greataxes. Among hill giants, horags serve as tacticians, but take a more prominent role as damage-soakers among their smaller ogre cousins.\r

    Horags As Characters<\/b>\r
    Horag characters possess the following racial traits.\r

    • +12 Strength, \u00c2\u00962 Dexterity, +6 Constitution, \u00c2\u00962 Intelligence, +2 Wisdom, \u00c2\u00964 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\/10 feet. \r
      <\/li>
    • A horag's base land speed is 40 feet. \r
      <\/li>
    • Darkvision out to 60 feet. \r
      <\/li>
    • Racial Hit Dice: A horag begins with eight levels of giant, which provide 8d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +4, Ref +1, and Will +1. \r
      <\/li>
    • Racial Skills: A horag's giant levels give it skill points equal to 11 x (2 + Int modifier, minimum 1). Its class skills are Climb, Jump, Listen, and Spot. \r
      <\/li>
    • Racial Feats: A horag's giant levels give it three feats. \r
      <\/li>
    • Weapon and Armor Proficiency: A horag is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields. \r
      <\/li>
    • +7 natural armor bonus. \r
      <\/li>
    • Automatic Languages: Common, Giant. Bonus Languages: Draconic, Dwarven, Goblin, Orc. \r
      <\/li>
    • Favored Class: Barbarian. \r
      <\/li>
    • Level adjustment +3. \r
      <\/li><\/ul><\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Against the Giants: The Liberation of Geoff<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Giant","alignment":"Often chaotic evil","environment":"Temperate hills"},{"name":"Horast (Whipper Beast)","type":"Beast","ch":4,"challenge_rating":" 04 \u00a0","id":5887,"reference":"Usergen","full_text":"

    Horast (Whipper Beast) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d10+10\u00a0(37 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft<\/td> <\/tr>
    AC:<\/strong> 14 (+4 natural)<\/td> <\/tr>
    Attacks:<\/strong>4 claws +6 melee, bite +1 melee; or tail slash +6 melee, bite +1 melee<\/td> <\/tr>
    Damage: <\/strong>Claw 1d4+3, bite 1d6+1; tail slash 2d6+3<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft (10 ft with tail)<\/td> <\/tr>
    Special Attacks: <\/strong>None<\/td> <\/tr>
    Special Qualities: <\/strong>Scent, darkvision 60 ft, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +4, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 11, Con 14, Int 6, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide+4*, Listen +9, Spot +9<\/td> <\/tr>
    Feats: <\/strong>None<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>04<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Any neutral or chaotic<\/td> <\/tr>
    Advancement: <\/strong>6-9 HD (Medium-size); 10-15 HD (Large)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The horast or whipper beast makes its home in subterranean dungeons, caves, or caverns and rarely ventures forth. It prefers the dampness and darkness of its underdark realm to the light of the surface world (though it has no specific vulnerability to sunlight).

    The horast ranges in length from 6-9 feet long with a 5-11 foot long tail. Silvery-gray, coarse, thick fur covers its body, save the tail which appears as a long, thin, segmented length of bone that ends in three dagger-like barbs. The horast's body is round, flat, and thick as is its head. It has six-legs upon which it moves (it raises to two legs when attacking).

    COMBAT<\/b>
    The horast attacks by raising itself on two legs and slashing with four claws. If it chooses not to attack with its claws, it uses its barbed tail to stab and slash an opponent. Though horasts hate sunlight they will venture forth into it if pursuing their prey.

    Skills:<\/b> Horasts receive a +4 racial bonus on Listen and Spot checks. *Due to their coloration, they receive a +8 racial bonus to Hide checks in stony and rock-covered areas.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1979 Wizards of the Coast, Inc.
    Originally found in Dragon #27 (Mary Lynn Skirvin)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Beast","alignment":"Any neutral or chaotic","environment":">Any land and underground"},{"name":"Horde","type":"Outsider","ch":3,"challenge_rating":" 3 \u00a0","id":5888,"reference":"Usergen","full_text":"

    Horde <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Outsider \t\t\t(Earth, Evil, Extraplanar, Lawful)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+3\u00a0(16 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+1 size, +1 Dex, +5 natural), touch 12, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+2<\/td> <\/tr>
    Attack: <\/strong>Bite +8 melee (1d6+4\/19-20)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +8 melee (1d6+4\/19-20)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Collective mind, communal reliance, darkvision 60 ft., immunity to mind-affecting spells and abilities, telepathy 100 ft.\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +4, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 13, Con 13, Int 13, Wis 13, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Balance +3, Concentration +25, Diplomacy +29, Jump +33, Listen +25, Knowledge (the planes) +25, Search +25, Sense Motive +25, Spot +25, Survival +1 (+3 following tracks, +3 on other planes), Tumble +27\r
    <\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Power Attack, Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Earth<\/td> <\/tr>
    Organization: <\/strong>Solitary, patrol (2-8), or collective (10-1,000)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>4 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Horde, Medium<\/b>\r
    Medium Outsider (Earth, Evil, Extraplanar, Lawful)\r
    Hit Dice: 5d8+15 (37 hp)\r
    Initiative: +5\r
    Speed: 40 ft. (8 squares)\r
    Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18\r
    Base Attack\/Grapple: +5\/+10\r
    Attack: Bite +11 melee (1d8+7\/19-20)\r
    Full Attack: Bite +11 melee (1d8+7\/19-20)\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Spell-like abilities\r
    Special Qualities: Collective mind, darkvision 60 ft., immunity to mind-affecting spells and abilities, telepathy 100 ft.\r
    Saves: Fort +7, Ref +5, Will +5\r
    Abilities: Str 21, Dex 13, Con 17, Int 13, Wis 13, Cha 17\r
    Skills: Balance +3, Concentration +27, Diplomacy +29, Jump +35, Listen +25, Knowledge (the planes) +25, Search +25, Sense Motive +25, Spot +25, Survival +1 (+3 following tracks, +3 on other planes), Tumble +27\r
    Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Power Attack, Weapon Focus (bite)\r
    Environment: Elemental Plane of Earth\r
    Organization: Solitary, patrol (2-8), or collective (10-1,000)\r
    Challenge Rating: 4\r
    Treasure: None\r
    Alignment: Always lawful evil\r
    Advancement: 6-8 HD (Medium)\r
    Level Adjustment: \u00c2\u0097\r

    Horde, Large<\/b>\r
    Large Outsider (Earth, Evil, Extraplanar, Lawful)\r
    Hit Dice: 8d8+32 (68 hp)\r
    Initiative: +5\r
    Speed: 40 ft. (8 squares)\r
    Armor Class: 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19\r
    Base Attack\/Grapple: +8\/+19\r
    Attack: Bite +15 melee (2d6+10\/19-20)\r
    Full Attack: Bite +15 melee (2d6+10\/19-20)\r
    Space\/Reach: 10 ft.\/10 ft.\r
    Special Attacks: Spell-like abilities\r
    Special Qualities: Collective mind, darkvision 60 ft., immunity to mind-affecting spells and abilities, telepathy 100 ft.\r
    Saves: Fort +10, Ref +7, Will +7\r
    Abilities: Str 25, Dex 13, Con 19, Int 13, Wis 13, Cha 17\r
    Skills: Balance +3, Concentration +28, Diplomacy +29, Jump +37, Listen +25, Knowledge (the planes) +25, Search +25, Sense Motive +25, Spot +25, Survival +1 (+3 following tracks, +3 on other planes), Tumble +27\r
    Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Power Attack, Weapon Focus (bite)\r
    Environment: Elemental Plane of Earth\r
    Organization: Solitary, patrol (2-8), or collective (10-1,000)\r
    Challenge Rating: 7\r
    Treasure: None\r
    Alignment: Always lawful evil\r
    Advancement: 9-12 HD (Large)\r
    Level Adjustment: \u00c2\u0097\r

    Horde, Huge<\/b>\r
    Huge Outsider (Earth, Evil, Extraplanar, Lawful)\r
    Hit Dice: 13d8+65 (123 hp)\r
    Initiative: +5\r
    Speed: 40 ft. (8 squares)\r
    Armor Class: 22 (-2 size, +1 Dex, +13 natural), touch 9, flat-footed 21\r
    Base Attack\/Grapple: +13\/+30\r
    Attack: Bite +21 melee (3d6+13\/19-20)\r
    Full Attack: Bite +21 melee (3d6+13\/19-20)\r
    Space\/Reach: 15 ft.\/15 ft.\r
    Special Attacks: Spell-like abilities\r
    Special Qualities: Collective mind, darkvision 60 ft., immunity to mind-affecting spells and abilities, telepathy 100 ft.\r
    Saves: Fort +13, Ref +9, Will +9\r
    Abilities: Str 29, Dex 13, Con 21, Int 13, Wis 13, Cha 17\r
    Skills: Balance +3, Concentration +29, Diplomacy +29, Jump +39, Listen +25, Knowledge (the planes) +25, Search +25, Sense Motive +25, Spot +25, Survival +1 (+3 following tracks, +3 on other planes), Tumble +27\r
    Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Power Attack, Weapon Focus (bite)\r
    Environment: Elemental Plane of Earth\r
    Organization: Solitary, patrol (2-8), or collective (10-1,000)\r
    Challenge Rating: 10\r
    Treasure: None\r
    Alignment: Always lawful evil\r
    Advancement: 14-21 HD (Huge)\r
    Level Adjustment: \u00c2\u0097\r

    Horde, Alpha<\/b>\r
    Huge Outsider (Earth, Evil, Extraplanar, Lawful)\r
    Hit Dice: 21d8+86 (220 hp)\r
    Initiative: +5\r
    Speed: 40 ft. (8 squares)\r
    Armor Class: 22 (-2 size, +1 Dex, +13 natural), touch 9, flat-footed 21\r
    Base Attack\/Grapple: +21\/+39\r
    Attack: Bite +30 melee (3d6+15\/19-20)\r
    Full Attack: Bite +30 melee (3d6+15\/19-20)\r
    Space\/Reach: 15 ft.\/15 ft.\r
    Special Attacks: Spell-like abilities\r
    Special Qualities: Collective mind, communal immortality, communal reliance, darkvision 60 ft., immunity to mind-affecting spells and abilities, telepathy 100 ft.\r
    Saves: Fort +18, Ref +13, Will +13\r
    Abilities: Str 30, Dex 13, Con 22, Int 13, Wis 13, Cha 17\r
    Skills: Balance +3, Concentration +30, Diplomacy +29, Jump +40, Listen +25, Knowledge (the planes) +25, Search +25, Sense Motive +25, Spot +25, Survival +1 (+3 following tracks, +3 on other planes), Tumble +27\r
    Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Power Attack, Weapon Focus (bite)\r
    Environment: Elemental Plane of Earth\r
    Organization: Solitary, patrol (2-8), or collective (10-1,000)\r
    Challenge Rating: 14\r
    Treasure: None\r
    Alignment: Always lawful evil\r
    Advancement: \u00c2\u0097\r
    Level Adjustment: \u00c2\u0097\r

    This creature resembles a golden praying mantis of unusual size. Its body language implies sentience.<\/i>\r

    Hordes are collective entities consisting of up to a thousand individual members or more. Although native to the Elemental Plane of Earth, hordes gladly spread to other planes when the opportunity arises. \r

    Hordes act only in their own best interest, and consider all other life forms competition for territory and resources. In fact, hordes consider no other life forms to be intelligent, and are perfectly content to eradicate other beings if it is to the horde\\'s benefit.\r

    Most hordes consist of about 1,000 members, with an \\\"alpha\\\" (the highest-Hit Dice member) of 21 Hit Dice. However, scholars believe that hordes could theoretically have limitless growth. Although the alpha is theoretically the most powerful individual in the horde, it is not the leader; the horde\\'s mind and life force occupy all component bodies evenly.\r

    Each horde has its own name, and all component entities respond to that name. This can cause much confusion for other creatures interacting with a horde. Of course, most intelligent creatures fear and loathe hordes, for these creatures can easily overrun a region and strip it free of all plant and animal life in a short period of time. Hordes have even been known to keep \\\"herds\\\" of sentient creatures for future food.\r

    A horde body is 1 foot long and weighs 10 pounds per Hit Die. Each horde is unique in appearance, but all members of a given horde are identical. Sample appearances include golden praying mantises or black beetles with glowing red antennae.\r

    Horde entities communicate telepathically.\r

    COMBAT\r

    A horde willingly sacrifices individual members to achieve its goal, even going so far as to willingly fail saving throws to achieve strategic victories. If a horde loses 10% of its members in a single battle or other endeavor, it will attempt a peaceful resolution to the conflict. Should diplomacy break down, it will flee. If flight is not an option, a horde does not hesitate to call upon another horde for assistance.\r

    Collective Mind (Ex):<\/b> A horde is a collective being sharing a communal consciousness. As a result, all horde entities within 100 miles of each other are in constant contact, able to communicate telepathically with each other within this range. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. No horde entity in the group is considered flanked unless all are.\r

    All horde entities share the same mental ability scores and use the feats and skills of the highest-HD member. Each horde entity must still meet the prereqs to use a given skill, although it uses the base attack bonus and skill ranks of the highest-HD member for such purposes. Thus, a Medium horde entity in a group led by a 21 HD horde entity can use Improved Critical (despite its base attack bonus of +7, since it uses the +21 bonus of the highest-HD member), but cannot use Awesome Blow (it does not meet the size prerequisite).\r

    The statistics for the various horde entities above assume a horde led by a 21 HD entity. For horde collectives with a highest-HD member different than 21 HD, add or remove 1 skill rank per Hit Die added or removed from greatest member. Thus, a collective led by a 16 HD entity would remove 5 ranks from each skill. Feats should also be adjusted upward or downward based on the highest-HD member. Remove feats as follows: Awesome Blow (less than 21 HD), Improved Crit (less than 18 HD), Improved Bull Rush (less than 15 HD), Great Cleave (less than 12 HD), Weapon Focus (less than 9 HD), Cleave (less than 6 HD). For collectives with greater than 21 HD leaders, add one additional feat per 3 Hit Dice thereafter (24, 27, 30, and so on).\r

    Communal Immortality (Su):<\/b> In order to destroy the horde, all its members must be slain, or it can rejuvenate. So long as a single horde entity remains alive, it can create new bodies or increase its own power at a rate of 1 HD per hour until the size of the previous horde is reached.\r

    Communal Reliance (Su):<\/b> Great distances may sever a member\\'s ties to the communal consciousness of the horde. A horde entity that strays more than 100 miles from the farthest other member of its horde is stricken as per a feeblemind<\/i> spell. Should the straying entity return within range, the feeblemind<\/i> effect is immediately removed. An entity that remains out of contact for more than 24 hours will perish 1d10 days thereafter (no save). Since all horde entities are in constant communication with each other and are aware of this weakness, this will generally only occur if a horde entity is forcibly moved.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097detect thoughts, telekinesis<\/i> (DC 18). Caster level equals Hit Dice. The save DCs are Charisma-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in D&D Rules Cyclopedia<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always lawful evil","environment":"Elemental Plane of Earth"},{"name":"Horg","type":"Magical Beast","ch":5,"challenge_rating":" 5 \u00a0","id":5889,"reference":"Usergen","full_text":"

    Horg <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Magical Beast \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d10+16\u00a0(38 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), fly 50 ft. (good)<\/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 +7 melee (1d12+4\/18-20 plus lingering acid)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +7 melee (1d12+4\/18-20 plus lingering acid) and bite +5 melee (1d8+2 plus lingering acid)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Lingering acid<\/td> <\/tr>
    Special Qualities: <\/strong>All-around vision, breathless, darkvision 60 ft., ethereal jaunt, flight, immunity to mind-affecting spells and abilities, inalienable, low-light vision, resistance to cold 10 and electricity 10, spell resistance 10<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +6, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 15, Con 18, Int 10, Wis 17, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Hide +6*, Move Silently +11, Search +7, Spot +11\r
    <\/td> <\/tr>
    Feats: <\/strong>Flyby Attack, Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Space or Ethereal Plane<\/td> <\/tr>
    Organization: <\/strong>Solitary or warband (3-18)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>Standard (in lair only)<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>5-12 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This black-skinned creature is vaguely humanoid, standing roughly seven feet tall. Its long, membranous wings each end in a single foot-long, scimitar-like claw. Its short, muscular legs end in three-taloned feet. Its chest, back, and groin are covered with thick calluses, and it has no overt genitalia. Its long torso is topped with an asymmetrical bulbous head. Seven pus-white yellow eyes ring its head, each with no discernible pupil. A circular, tooth-filled maw is positioned atop its head.<\/i>\r

    Horgs are an enigmatic race of magical beasts found mostly in space, usually near asteroid belts. Their original home plane or world is unknown, but they are clearly extraplanar, for they can make brief jaunts into the Ethereal Plane like ethereal filchers and marauders, and upon their deaths, horg bodies vanish to presumably return to their unknown point of origin.\r

    Little is known of horgs, for they resist all attempts to communicate with them. If captured, a horg simply wills itself to die, and the swiftly vanishing body makes it impossible to learn much of their anatomy. What can be observed of the horg is that they are pack hunters, born for battle, and apparently view retreat as unacceptable.\r

    The horg reproductive process is also a mystery. Horgs do not appear to be sexually differentiated, and no immature horg has ever been seen.\r

    Although intelligent, horgs have never been observed using tools or manufactured weapons. They do seem to collect treasure from intelligent prey, which they carry off to their lairs after raids. An individual can rarely be found with more than a few coins on its person, however.\r

    A horg stands about 7 feet tall with a 12-foot wingspan and weighs 250 to 300 pounds. Its hairless body is covered with dry, dusty, flexible skin, hardened into calluses in vital areas. \r

    Horg do not speak, and appear to lack any vocal organs. They are never seen to communicate with one another, but seem to be aware of each others' position in battle and are able to coordinate small-unit tactics through unknown means.\r

    COMBAT\r

    Horgs prefer to feed while in flight. They utilize their ethereal jaunt ability to get the jump on opponents, and use pack tactics to great effect. Horgs never retreat, even when outnumbered or outclassed, but generally observe prey before attacking to determine the likelihood of success before launching the attack.\r

    All-Around Vision (Ex):<\/b> Horgs are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks, and they can't be flanked.\r

    Breathless (Ex):<\/b> Horgs do not breathe, so they are immune to drowning, suffocation, and attacks that require inhalation (such as some types of poisons). \r

    Ethereal Jaunt (Su):<\/b> A horg 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). \r

    Flight (Ex):<\/b> Although a horg possesses wings and flaps them while flying, its flight is actually supernatural in nature. This allows it to fly at a speed of 50 feet with good maneuverability, even in the vacuum of space. This also grants it a permanent feather fall<\/i> effect (as the spell) with personal range.\r

    Inalienable (Su):<\/b> Horgs are immune to all effects that would banish or dismiss them from any plane, including spells such as holy word, dismissal<\/i>, and banishment<\/i>, among others. This ability does not prevent them from using ethereal jaunt, however.\r

    Lingering Acid (Ex):<\/b> Horgs emit a corrosive fluid from their teeth and claws. A successful hit deals an additional 2d4 points of acid each round for five rounds, unless somehow neutralized. Consecutive attacks stack.\r

    Skills:<\/b> Horgs have a +4 racial bonus on Move Silently checks. *A horg's dead-black skin grants it a +8 circumstance bonus on Hide checks made in shadowy areas and the blackness of space.\r

    In Greyspace<\/b>\r
    In the Spelljammer setting, horgs are found mostly in the asteroid belt known as The Grinder, where they harass ships and settlements.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Greyspace<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral evil","environment":"Space or Ethereal Plane"},{"name":"Horgar (Stone-Eater)","type":"Aberration","ch":20,"challenge_rating":" 20 \u00a0","id":5890,"reference":"Usergen","full_text":"

    Horgar (Stone-Eater) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Gargantuan\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 30d8+330\u00a0(465 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 10 ft (2 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 30 (-4 size, +24 natural), touch 6, flat-footed 30<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+22\/+46<\/td> <\/tr>
    Attack: <\/strong>Acid squirt +19 ranged touch (20d4 acid plus 5d4 acid splash)<\/td> <\/tr>
    Full Attack: <\/strong>Acid squirt +19 ranged touch (20d4 acid plus 5d4 acid splash)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft\/15 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Acid squirt, corrosive slime, heat, noxious stench, reflexive sunder<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 60 ft, damage reduction 20\/bludgeoning, immunity to acid, electricity, and fire, tremorsense 120 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +19, Ref +10, Will +21 <\/td> <\/tr>
    Abilities: <\/strong>Str 35, Dex 11, Con 25, Int 6, Wis 14, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Climb +16, Listen +11, Search +10, Survival +11 (+13 following tracks)<\/td> <\/tr>
    Feats: <\/strong>Diehard, Endurance, Great Fortitude, Iron Will, Point Blank Shot, Track, Weapon Focus (acid spray)\r
    Epic Feats<\/b>: Epic Toughness (x4)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>20<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>31-60 HD (Gargantuan); 61-90 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This appears to be a cooled-down, oblong lava formation at first. It begins to move, giving it the appearance of a slug made from black granite. Even at a distance, the heat generated by this creature is intense, and its acidic odor of ammonia is powerful. <\/i>\r

    The horgar is an immense, powerful creature that eats its way through solid rock to create subterranean tunnels, passageways, and caverns. It lives deep within the earth, spending all of its time tunneling through and eating rock and earth. \r

    Some races call this creature a stone-eater, though it is commonly known by its dwarven name of horgar, and its less commonly known gnomish name of storgin (both of which mean \u00c2\u0093stone-eater\u00c2\u0094). These mysterious creatures are sometimes worshipped as gods by primitive lesser races. Some races try to tame horgar, to use the creatures to make passageways as they want and to attack enemies. Such captive horgar are kept in glass-lined pits, and their keepers (called horgarin in the Dwarf tongue) slip long, thin spears through the cracks in their skin to prod the sensitive flesh below. Thus, a horgarin may control which direction a horgar moves, though a careless handler is likely to lose his life to his charge.\r

    A horgar\u00c2\u0092s chitinous skin is made from five-foot thick stone, with great cracks that divide it into large plates. These plates shift and slide while the creature moves, creating small fissures from which the horgar secretes its super-heated slime. This acidic slime smells like ammonia, and the gases it produces cause creatures to gag. A horgar also constantly generates searing heat from its body, reaching between 400 and 500 degrees. As a horgar moves, it grinds against the tunnel walls it makes, as its slime and heat melt the rock and fuse it into new formations. The only exposed part of a horgar is its round head, located at one end, which just seems to be a lump of softer-looking stone.\r

    It is easy to detect a fresh stone-eater tunnel, as it remains hot for many hours. Tunnels and other new formations cut through hard rocks such as granite remain permanent, while passages made in softer stone such as sandstone collapse as the horgar moves through them.\r

    A horgar is at least 30 feet long and can grow up to 100 feet in length, and weighs 12,000 pounds.\r

    COMBAT<\/b>\r
    A horgar is not an aggressive creature, by any stretch of the imagination. A horgar does not recognize most organic things as living creatures, and tends to continue moving whether or not something is in the way. If provoked or attacked, a horgar will usually try to leave. If it cannot run away, a horgar will turn to fight. It can squirt acid from its head up to 20 feet away. It will try to flee again at the first available opportunity. A horgar is both so dangerous and hard to kill that most creatures will simply leave it be.\r

    Acid Squirt (Ex)<\/b>: A horgar can spit a stream of acid from its head at an opponent or area. Treat this as a splash weapon. Thus, the horgar makes a ranged touch attack with a range increment of 10 feet and a maximum range of 20 feet. A direct hit deals 20d4 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 5d4 points of acid damage from the splash.\r

    Corrosive Slime (Ex)<\/b>: A horgar produces a mucuslike slime that contains a highly corrosive substance. The slime is particularly effective against stone.\r

    A horgar\u00c2\u0092s mere touch deals 20d4 points of acid damage to organic creatures or objects. Against metallic creatures or objects, a horgar\u00c2\u0092s slime deals 20d8 points of damage, and against stony creatures (including earth elementals) or objects it deals 40d8 points of damage. The passage of a horgar through earth leaves pools of pure acid that form at the bottom of the tunnel. Any creatures touching these pools with bare flesh take 10d4 points of acid damage. The pools of acid evaporate in 1d3 days.\r

    A creature\u00c2\u0092s armor and clothing dissolve and become useless immediately unless the wearer succeeds on a DC 32 Reflex save. Weapons that strike a horgar or touch one of the pools of acid it leaves behind also dissolve immediately unless the wielder succeeds on a DC 32 Reflex save.\r

    A creature attacking a horgar with natural weapons takes damage from its slime each time an attack hits unless the creature succeeds on a DC 32 Reflex save. These save DCs are Constitution-based.\r

    Heat (Ex)<\/b>: A horgar\u00c2\u0092s body generates heat so intense that anything touching its body takes 10d4 points of fire damage. Creatures striking a horgar with natural attacks or unarmed attacks are subject to this damage, but creatures striking with melee weapons do not take damage from the horgar\u00c2\u0092s heat. This heat can melt or char weapons; any weapon that strikes a horgar is allowed a DC 32 Fortitude save to avoid destruction. The save DC is Constitution-based.\r

    The tunnels created by a horgar\u00c2\u0092s slime and body heat remain dangerously hot for three hours. Any creature or object touching the walls of such a tunnel (including the floor) takes 2d10 points of fire damage per round. Metal in contact with such a surface is affected as if by a heat metal<\/i> spell, though once searing hot it will remain that way until the round after being removed from the wall. Such an item must succeed on a DC 32 Will save to avoid this effect, but must make a new save every round it remains in contact with the surface. The save DC is Constitution-based. After the first three hours, the walls remain hot for a full 24 hours after the horgar has passed, though not hot enough to burn anything.\r

    Noxious Stench (Ex)<\/b>: The fumes from a horgar\u00c2\u0092s acid are inhaled poisons. Any creature that is adjacent to a horgar or one of the pools of acid it leaves behind must succeed on a DC 32 Fortitude save or take 1 point of Constitution damage. All such creatures must make a second save 1 minute later or take another 1d4 points of Constitution damage. The save DC is Constitution-based.\r

    Reflexive Sunder (Ex)<\/b>: Striking a horgar's body is like hitting a granite boulder, and may destroy manufactured weapons. Any character that strikes a horgar with a slashing or piercing melee weapon must succeed on a DC 32 Reflex save or the weapon takes 3d8+12 points of damage. Weapons made of adamantine are not subject to this attack. The save DC is Constitution-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in module H2 \u00c2\u0096 The Mines of Bloodstone (1986, Michael Dobson and Douglas Niles), and Monstrous Compendium MC5 - Greyhawk Appendix (1990).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":"Underground"},{"name":"Hound of Ill Omen","type":"Hazard","ch":"10","challenge_rating":" None \u00a0","id":5891,"reference":"Usergen","full_text":"

    HOUND OF ILL OMEN<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    CR \u0096<\/span><\/b><\/p> <\/td> <\/tr>

    One of the legendary beasts whose appearance usually portents death, this beast appears in the form of a dark, shadowy wolf-hound, five feet tall at the shoulder.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 When it appears it is only visible to one member of a group of creatures, and it is only visible for a few seconds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The creature sighting the hound will hear it emit a booming howl before it vanishes. This howl cannot be heard by anyone save the single creature viewing the hound.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The howl, in effect, curses the opponent in that the next 1d10 wounds taken will deal quadruple damage. Also, until the requisite number of wounds is taken (i.e., 1d10) no healing (magical or otherwise) is possible.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 If remove curse <\/i>is cast on the opponent within 10 minutes of viewing the hound, the curse is halved (i.e., only the next 1d5 wounds taken will be quadrupled in damage).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The hound cannot be harmed or driven away by any means, and legends say it only appears if a creature has seriously offended his deity. It is rumored that only one hound exists.<\/span><\/p> <\/td> <\/tr>

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

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

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

    \u00a0<\/span><\/p><\/div>","family":"Hazard","alignment":"Any","environment":"Any"},{"name":"Hound of Law","type":"Aberration","ch":8,"challenge_rating":" 8 \u00a0","id":5892,"reference":"Usergen","full_text":"

    Hound of Law <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Aberration \t\t\t(Air, Lawful)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8+8\u00a0(44 hp)<\/td> <\/tr>
    Initiative: <\/strong> +9<\/td> <\/tr>
    Speed:<\/strong> Fly 50 ft. (perfect) (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 21 (+2 size, +9 Dex), touch 21, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/\u00c2\u00967<\/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>Air mastery, alternate form\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Astral tracking, blindsense 60 ft., darkvision 60 ft., ethereal jaunt, immunity to magic, natural invisibility, plane shift, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +11, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 29, Con 12, Int 9, Wis 16, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +3, Hide +19, Move Silently +11, Search +4, Sense Motive +5, Survival +12 (+15 following tracks)*<\/td> <\/tr>
    Feats: <\/strong>Negotiator, Skill Focus (Survival), Stealthy, Track (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2\u00c2\u00967)<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always lawful, never evil<\/td> <\/tr>
    Advancement: <\/strong>9\u00c2\u009616 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature seems to be nothing more than a faintly luminous sphere that sheds no more light than a firefly.<\/i>\r

    A hound of law is a relative of the will-o\u00c2\u0092-wisp bred by the vaati, the wind dukes of Aaqa. The vaati use hounds of law as trackers, guards, and messengers. Hounds of law are found only in the company of vaati. They might be encountered anywhere that the vaati have interests. Lone hounds are nearly always performing some mission for their masters, at least one of whom will be nearby. The few hounds of law bred by vaati \u00c2\u0093wanderers\u00c2\u0094 (the wendeam) are lawful good like their masters.\r

    Hounds of law can assume the forms of mundane animals, allowing them to go about their missions unobtrusively. Hounds in animal form seem trim and muscular, but they can appear well-groomed, filthy, or anything in between. Preferred forms include common animals like dogs, hawks, horses, rats, and snakes, as well as more exotic animals such as elephants, panthers, and sharks.\r

    Hounds of law are exemplary trackers, capable of tracking by both sight and sound, and able to even track teleporting creatures across the trackless wastes of the Astral Plane.\r

    A hound of law's body is a globe of spongy material about 1 foot across and weighing about 1 pound, and its glowing body sheds as much light as a firefly.\r

    Hounds of law speak Vaati, Auran, and Common. They have no vocal apparatus but can vibrate to create a buzzing voice.\r

    COMBAT\r

    Hounds of law possess no attacks in their natural form. Thus, they always assume an animal form best suited to the current battle. Hounds of law use their ethereal jaunt ability to gain the jump on opponents.\r

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

    Alternate Form (Su):<\/b> A hound of law can assume the form of any animal of Huge size or smaller as a standard action. A hound of law can remain in its alternate form until it chooses to assume a new one or return to its natural form.\r

    Astral Tracking (Su):<\/b> A hound of law can attempt to track normally even through the featureless wastes of the Astral Plane (base DC 25). A hound of law 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 Atral Plane, and returning to the plane of departure at its quarry's destination.\r

    Ethereal Jaunt (Su):<\/b> A hound of law 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 the ethereal jaunt<\/i> spell (caster level 15th).\r

    Immunity to Magic (Ex):<\/b> A hound of law is immune to most spells or spell-like abilities that allow spell resistance, except magic missile, maze<\/i>, and those with the chaotic descriptor. \r

    Natural Invisibility (Ex):<\/b> A hound of law can extinguish its glow, effectively becoming invisible (as the spell).\r

    Plane Shift (Sp):<\/b> A hound of law can travel from the Astral Plane to any plane that borders the Astral Plane and back again. This ability is similar to a plane shift<\/i> spell, except that the hound of law can transport itself only and it chooses its destination with pinpoint accuracy. \r

    Skills:<\/b> *Hounds of law have a +4 racial bonus on Survival checks when tracking by scent.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1996 Wizards of the Coast, Inc.
    Originally found in Rod of Seven Parts<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always lawful, never evil","environment":"Any land"},{"name":"Hound, Bog","type":"Construct","ch":2,"challenge_rating":" 2 \u00a0","id":5893,"reference":"Usergen","full_text":"

    Hound, Bog <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d10+20\u00a0(31 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>+1\/+4<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d4+3)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d4+3) and 2 claws -1 melee (1d4+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Pack tactics<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, darkvision 60 ft., low-light vision, rejuvenation, vulnerability to sunlight<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +1, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 13, Con \u00c2\u0097, Int 3, Wis 12, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Spot +6<\/td> <\/tr>
    Feats: <\/strong>Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any marsh<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2\u00c2\u009620 plus 1 moor hound pack leader)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>3-7 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large war dog appears to be composed of mud and straw. Its hide is muddy brown with yellow splotches. Empty black sockets stare from above its fierce maw.<\/i>\r

    Bog hounds are vile constructs that spontaneously arise from cursed bogs. They may also be crafted by evil spellcasters.\r

    Bog hounds are generally created in packs, which are always led by a moor hound. They follow the moor hound unswervingly, for should it be destroyed, the bog hounds share its demise.\r

    A bog hound is about 6 feet long and weighs 75 pounds.\r

    Bog hounds cannot speak, but understand the commands of their creator.\r

    COMBAT\r

    Bog hounds follow the lead of the moor hound, which guides them to maximize the benefits of their pack tactics. \r

    Pack Tactics (Ex):<\/b> When two or more bog hounds flank an opponent, they receive double the normal bonus on attack rolls (+4). Additionally, a bog hound flanking an opponent deals an additonal +1 point of damage for each bog hound within 30 feet. A moor hound counts as 2 bog hounds for determining the damage bonus.\r

    Rejuvenation (Su):<\/b> As long as the moor hound leading a pack exists, the bog hounds within its pack cannot be destroyed through simple combat. If reduced to 0 hit points or fewer in combat, a bog hound dissolves into scattered straw and mud as a gasp of vapor escapes from its body. The supernatural essence restores its physical body in 1d4 days. A bog hound cannot rejuvenate while petrified by sunlight. Even the most powerful spells are usually only temporary solutions. When the moor hound leading a pack is destroyed, it releases a ghostly howl, immediately answered by all remaining bog hounds of its pack, before they crumble forever into mud and straw.\r

    Vulnerability to Sunlight (Ex):<\/b> If exposed to natural sunlight (but not a daylight<\/i> spell or other artificial light), a bog hound instantly transforms into an inanimate statue of straw and mud, trapped in its current pose. The bog hound is treated as petrified, except it has 0 hardness and only 2 hit points per inch of thickness.\r

    Construction<\/b>\r
    A bog hound's body must be sculpted from straw and mud weighing at least 75 pounds, treated with corpse fats and the ashes of a hound who died protecting its master. Creating the body requires a DC 20 Craft (sculpting) check or a DC 20 Craft (weaving) check.\r

    CL 7th; Craft Construct, animate dead, false life, lesser geas\/quest, misdirection<\/i>, caster must be at least 7th level; Price 3,000 gp; Cost 1,500 + 120 XP.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Howls in the Night<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral evil","environment":"Any marsh"},{"name":"Hound, Moor","type":"Construct","ch":6,"challenge_rating":" 6 \u00a0","id":5894,"reference":"Usergen","full_text":"

    Hound, Moor <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d10+30\u00a0(74 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 19 (-1 size, +1 Dex, +9 natural), touch 10, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+16<\/td> <\/tr>
    Attack: <\/strong>Bite +12 melee (1d6+6)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +12 melee (1d6+6) and 2 claws +6 melee (1d8+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Pack tactics<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 10\/magic, darkvision 60 ft., gaseous, low-light vision, nocturnal return, vulnerability to sunlight<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +3, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 13, Con \u00c2\u0097, Int 12, Wis 15, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Jump +14, Listen +13, Spot +13, Survival +13<\/td> <\/tr>
    Feats: <\/strong>Power Attack, Track, Weapon Focus (bite)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any marsh<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (1 plus 2\u00c2\u009620 bog hounds)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>9-16 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A coal-black hound with flaming red eyes appears to form from the vapors of the bog. Its massive jaws could easily swallow a man's head.<\/i>\r

    Moor hounds are vile constructs that spontaneously arise from cursed bogs. They may also be crafted by evil spellcasters.\r

    A moor hound is created singly, generally alongside a pack of bog hounds which it will lead.\r

    A moor hound is about 10 feet long and weighs 50 pounds.\r

    Moor hounds cannot speak, but understand the commands of their creator.\r

    COMBAT\r

    A moor hound leads is pack of bog hounds in battle, seeking to maximize the benefits of their pack tactics.\r

    Gaseous (Ex):<\/b> A moor hound's insubstantial form grants it several benefits. A moor hound doesn't actually fly, but floats just above the ground. As a result, it is not subject to ground terrain effects, such as ice or a grease<\/i> spell, but it is subject to winds as if it were a flying creature. 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

    Nocturnal Return (Su):<\/b> When a moor hound is reduced to 0 hit points, it flees, trailing ghostly blood to the nearest swamp or bog, where it disappears into the ground. The next night, it re-emerges, completely healed. This ability is negated in natural sunlight (see Vulnerability to Sunlight).\r

    The patch of swamp or bog containing a regenerating moor hound emits a strange mist at all times, which requires a DC 15 Spot check to notice. The regenerating moor hound can be exhumed from the ground by digging up a cube of earth 10 feet on a side (or by use of a move earth<\/i> spell or similar magic). The regenerating moor hound is helpless until sunset, and, if exposed to sunlight, can be killed.\r

    Pack Tactics (Ex):<\/b> Moor hounds always work in concert with a pack of bog hounds. When two or more bog hounds flank an opponent, they receive double the normal bonus on attack rolls (+4). Additionally, a bog hound flanking an opponent deals an additonal +1 point of damage for each bog hound within 30 feet. A moor hound counts as 2 bog hounds for determining the damage bonus.\r

    Vulnerability to Sunlight (Ex):<\/b> If exposed to natural sunlight (but not a daylight<\/i> spell or other artificial light) to the slightest degree, a moor hound loses its nocturnal return ability until the following sundown and can therefore be destroyed. \r

    Construction<\/b>\r
    A moor hound's body must be sculpted from peat filled with swamp gas weighing at least 50 pounds, treated with corpse fats and the ashes of a hound who died protecting its master. Creating the body requires a DC 20 Craft (sculpting) check or a DC 20 Craft (weaving) check.\r

    CL 9th; Craft Construct, animate dead, false life, gaseous form, lesser geas\/quest, misdirection<\/i>, caster must be at least 9th level; Price 10,000 gp; Cost 5,000 + 400 XP.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Howls in the Night<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral evil","environment":"Any marsh"},{"name":"House Hunter Mimic, Adult","type":"Aberration","ch":8,"challenge_rating":" 08 \u00a0","id":5895,"reference":"Usergen","full_text":"

    House Hunter Mimic, Adult <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 15d8+105\u00a0(172 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 10 ft (2 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (-2 size, +12 natural), touch 8, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+11\/+29<\/td> <\/tr>
    Attack: <\/strong>Tentacle +14 melee (3d6+5)<\/td> <\/tr>
    Full Attack: <\/strong>Tongue +20 melee (3d6+10) and 2 tentacles +14 melee (3d6+5)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft\/15 ft (30 ft with tongue)<\/td> <\/tr>
    Special Attacks: <\/strong>Adhesive, crush, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Bioluminescence, darkvision 60 ft, light sensitivity, mimic shape, resistance to cold 5 and fire 5, sound imitation, tremorsense 360 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +5, Will +11 <\/td> <\/tr>
    Abilities: <\/strong>Str 31, Dex 10, Con 25, Int 7, Wis 15, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Climb +12, Disguise +17, Listen +12, Spot +8, Survival +6<\/td> <\/tr>
    Feats: <\/strong>Alertness, Blind-Fight, Improved Initiative, Power Attack, Skill Focus (Disguise), Weapon Focus (tongue)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Pack (1-4 young, 1-6 adult, and 1-4 ancient house hunters)<\/td> <\/tr>
    Challenge Rating: <\/strong>08<\/td> <\/tr>
    Treasure: <\/strong>Standard coins; standard goods; 50% items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>16-19 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This looks like a nice wooden and stone cottage. Dim, flickering candlelight radiates out from a nearby window, and you can hear muffled voices and laughter coming from within. <\/i>\r

    The house hunter is a larger relative of the more common mimic. This creature lacks the versatility of form of its lesser cousin, but makes up for this with a greater array of powers. These creatures live aboveground, unlike mimics, and have learned to take the form of man-made buildings and structures.\r

    A house hunter forms a shell around it that looks like stone, wood, thatch, and other commonly used building materials to heighten its disguise. House hunters form their shells to resemble particular buildings that they have seen while traveling, and the shell can grow and change in size and shape as the house hunter grows. Young house hunters often choose forms such as sheds or outhouses, while adults tend to take the forms of houses, and ancient ones have the ability to resemble much larger and more elaborate structures such as inns, temples, and ruined towers. If the house hunter\u00c2\u0092s shell is cleaned out thoroughly, it can be converted into a crude dwelling. The creature\u00c2\u0092s treasure is usually found inside its stomach, or imbedded in the shell wall, and consists of the indigestible remains of victims.\r

    Doors and shutters are created to cover openings in the shell, to protect and hide the mouth, long eyestalks, and huge tentacles. These apertures are opened and shut by strong muscles like those of clams. The mouth, eyes, and tentacles can be on any location on the body, and on any side. This monster is able to produce a bioluminescence at any body opening, to give the illusion of candles or lanterns inside the structure. The unarmored underside of a house hunter has a large, slippery foot-like organ like that of a snail, which allows the creature to move around. \r

    House hunters form packs made up of several creatures of varying ages. Thus, a pack of house hunters can look very much like an odd little village (with no people). House hunters dislike sunlight greatly, and lock up their openings tightly during the day to keep their eyes from exposure. A house hunter will likewise close up and try to flee if opponents bring it close to death. A successful Strength check can force open any of the protective bony plates. A house hunter usually only moves around and attacks at night, unless fleeing from attackers.\r

    An adult house hunter is 15-20 feet tall, and weighs about 17 tons.\r

    Adult and ancient house hunters speak a crude form of Common. House hunters are able to communicate telepathically amongst themselves, up to a range of 10 miles. A house hunter will not negotiate for food, and will use unintelligible speech, animal noises, and domestic sounds like bells and chimes to lure prey in.\r

    COMBAT<\/b>\r
    House hunters cooperate as a pack to capture prey. Their powerful senses and keen intelligence allows them to anticipate the right time to strike to reap maximum reward. The adults usually strike first, with the others following their lead.\r

    A house hunter will attack by extruding its pseudopod appendages and wrapping each one around a nearby victim. The long tongues and even longer tentacles are coated with a musty-smelling slime that adds a strong adhesive to the grip. If a grabbed opponent does not resist for five full rounds, the house hunter assumes it to be dead and drops it. Once all opponents have stopped moving, the house hunter will begin picking them up on at a time with a tongue attack, to swallow them. If any swallowed creature successfully attacks a house hunter, the house hunter will extract the creature with its tongue, and crush the creature until it ceases to resist for five more rounds.\r

    An opponent can make sunder attempts against a house hunter\u00c2\u0092s tentacles or tongue as if they were weapons. An adult house hunter\u00c2\u0092s tentacles have 10 hit points, and its tongue has 20 hit points. If a house hunter is currently grappling a target with one tentacle or its tongue, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a house hunter\u00c2\u0092s tentacle or tongue deals damage to the creature equal to half the limb\u00c2\u0092s full normal hit points. A house hunter regrows severed limbs in 1d4 rounds.\r

    Adhesive (Ex)<\/b>: A house hunter exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered house hunter automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the house hunter is alive without removing the adhesive first.\r

    Strong alcohol dissolves the adhesive, but the house hunter still can grapple normally. A house hunter can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.\r

    Crush (Ex)<\/b>: An adult house hunter deals 3d6+10 points of damage with a successful grapple check when using its tongue, and 3d6+5 points of damage when using a tentacle.\r

    Swallow Whole (Ex)<\/b>: A house hunter can try to swallow a grabbed opponent at least one size category smaller than itself by making a successful grapple check. The swallowed creature takes 2d8+10 points of crushing damage plus 2d6 points of acid damage per round from the house hunter\u00c2\u0092s 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 house hunter\u00c2\u0092s gut (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.\r

    Bioluminescence (Su)<\/b>: A house hunter can produce light equivalent to a candle at any body opening.\r

    Light Sensitivity (Ex)<\/b>: House hunters are dazzled in bright sunlight or within the radius of a daylight<\/i> spell.\r

    Mimic Shape (Ex)<\/b>: An adult house hunter mimic can assume the general shape of a construction that fills roughly 1,100 cubic feet. The house hunter can only change its form once every 48 hours, and it takes a full 24 hours to settle into a new form. The creature cannot substantially alter its size, though. A house hunter\u00c2\u0092s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the house hunter can detect the ruse with a successful Spot check opposed by the house hunter\u00c2\u0092s opposed Disguise check. Of course, by this time it is generally far too late. \r

    Sound Imitation (Ex)<\/b>: A house hunter can mimic any voice or sound it has heard, as a free action. Listeners must succeed on a DC 19 Will save to detect the ruse. The save DC is Charisma-based.\r

    Skills<\/b>: A house hunter has a +8 racial bonus on Disguise checks and a +4 racial bonus on Listen checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #19 (\"The Vanishing Village,\" September\/October 1989, Marcus L. Rowland) and Monstrous Compendium Annual One (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":"Any land"},{"name":"House Hunter Mimic, Ancient","type":"Aberration","ch":11,"challenge_rating":" 11 \u00a0","id":5896,"reference":"Usergen","full_text":"

    House Hunter Mimic, Ancient <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 20d8+180\u00a0(270 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 10 ft (2 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (-4 size, +14 natural), touch 6, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+15\/+41<\/td> <\/tr>
    Attack: <\/strong>Tentacle +20 melee (4d6+7)<\/td> <\/tr>
    Full Attack: <\/strong>Tongue +26 melee (4d6+14) and 2-4 tentacles +20 melee (4d6+7)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft\/20 ft (40 ft with tongue)<\/td> <\/tr>
    Special Attacks: <\/strong>Adhesive, crush, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Bioluminescence, darkvision 60 ft, light sensitivity, mimic shape, resistance to cold 5 and fire 5, sound imitation, tremorsense 360 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +15, Ref +8, Will +15 <\/td> <\/tr>
    Abilities: <\/strong>Str 39, Dex 10, Con 29, Int 10, Wis 17, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Climb +18, Disguise +21, Intimidate +10, Listen +11, Move Silently +6, Search +6, Spot +11, Survival +9 (+11 following tracks)<\/td> <\/tr>
    Feats: <\/strong>Alertness, Blind-Fight, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Disguise), Weapon Focus (tongue)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Pack (1-4 young, 1-6 adult, and 1-4 ancient house hunters)<\/td> <\/tr>
    Challenge Rating: <\/strong>11<\/td> <\/tr>
    Treasure: <\/strong>Double coins; double goods; 50% items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>21-40 HD (Gargantuan); 41-60 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This looks like a tall stone tower. Dim, flickering candlelight radiates out from a nearby window, and you can hear muffled voices and laughter coming from within. <\/i>\r

    The house hunter is a larger relative of the more common mimic. This creature lacks the versatility of form of its lesser cousin, but makes up for this with a greater array of powers. These creatures live aboveground, unlike mimics, and have learned to take the form of man-made buildings and structures.\r

    A house hunter forms a shell around it that looks like stone, wood, thatch, and other commonly used building materials to heighten its disguise. House hunters form their shells to resemble particular buildings that they have seen while traveling, and the shell can grow and change in size and shape as the house hunter grows. Young house hunters often choose forms such as sheds or outhouses, while adults tend to take the forms of houses, and ancient ones have the ability to resemble much larger and more elaborate structures such as inns, temples, and ruined towers. If the house hunter\u00c2\u0092s shell is cleaned out thoroughly, it can be converted into a crude dwelling. The creature\u00c2\u0092s treasure is usually found inside its stomach, or imbedded in the shell wall, and consists of the indigestible remains of victims.\r

    Doors and shutters are created to cover openings in the shell, to protect and hide the mouth, long eyestalks, and huge tentacles. These apertures are opened and shut by strong muscles like those of clams. The mouth, eyes, and tentacles can be on any location on the body, and on any side. This monster is able to produce a bioluminescence at any body opening, to give the illusion of candles or lanterns inside the structure. The unarmored underside of a house hunter has a large, slippery foot-like organ like that of a snail, which allows the creature to move around. \r

    House hunters form packs made up of several creatures of varying ages. Thus, a pack of house hunters can look very much like an odd little village (with no people). House hunters dislike sunlight greatly, and lock up their openings tightly during the day to keep their eyes from exposure. A house hunter will likewise close up and try to flee if opponents bring it close to death. A successful Strength check can force open any of the protective bony plates. A house hunter usually only moves around and attacks at night, unless fleeing from attackers.\r

    An ancient house hunter is 30-40 feet tall, and weighs about 55 tons.\r

    Adult and ancient house hunters speak a crude form of Common. House hunters are able to communicate telepathically amongst themselves, up to a range of 10 miles. A house hunter will not negotiate for food, and will use unintelligible speech, animal noises, and domestic sounds like bells and chimes to lure prey in.\r

    COMBAT<\/b>\r
    House hunters cooperate as a pack to capture prey. Their powerful senses and keen intelligence allows them to anticipate the right time to strike to reap maximum reward. The adults usually strike first, with the others following their lead.\r

    A house hunter will attack by extruding its pseudopod appendages and wrapping each one around a nearby victim. The long tongues and even longer tentacles are coated with a musty-smelling slime that adds a strong adhesive to the grip. If a grabbed opponent does not resist for five full rounds, the house hunter assumes it to be dead and drops it. Once all opponents have stopped moving, the house hunter will begin picking them up on at a time with a tongue attack, to swallow them. If any swallowed creature successfully attacks a house hunter, the house hunter will extract the creature with its tongue, and crush the creature until it ceases to resist for five more rounds.\r

    An opponent can make sunder attempts against a house hunter\u00c2\u0092s tentacles or tongue as if they were weapons. An ancient house hunter\u00c2\u0092s tentacles have 15 hit points, and its tongue has 30 hit points. If a house hunter is currently grappling a target with one tentacle or its tongue, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a house hunter\u00c2\u0092s tentacle or tongue deals damage to the creature equal to half the limb\u00c2\u0092s full normal hit points. A house hunter regrows severed limbs in 1d4 rounds.\r

    Adhesive (Ex)<\/b>: A house hunter exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered house hunter automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the house hunter is alive without removing the adhesive first.\r

    Strong alcohol dissolves the adhesive, but the house hunter still can grapple normally. A house hunter can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.\r

    Crush (Ex)<\/b>: A house hunter deals 4d6+14 points of damage with a successful grapple check when using its tongue, and 4d6+7 points of damage when using a tentacle.\r

    Swallow Whole (Ex)<\/b>: A house hunter can try to swallow a grabbed opponent at least one size category smaller than itself by making a successful grapple check. The swallowed creature takes 2d8+14 points of crushing damage plus 2d8 points of acid damage per round from the house hunter\u00c2\u0092s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 35 points of damage to the house hunter\u00c2\u0092s gut (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.\r

    Bioluminescence (Su)<\/b>: A house hunter can produce light equivalent to a candle at any body opening.\r

    Light Sensitivity (Ex)<\/b>: House hunters are dazzled in bright sunlight or within the radius of a daylight<\/i> spell.\r

    Mimic Shape (Ex)<\/b>: An ancient house hunter mimic can assume the general shape of a construction that fills roughly 3,600 cubic feet. The house hunter can only change its form once every 48 hours, and it takes a full 24 hours to settle into a new form. The creature cannot substantially alter its size, though. A house hunter\u00c2\u0092s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the house hunter can detect the ruse with a successful Spot check opposed by the house hunter\u00c2\u0092s opposed Disguise check. Of course, by this time it is generally far too late. \r

    Sound Imitation (Ex)<\/b>: A house hunter can mimic any voice or sound it has heard, as a free action. Listeners must succeed on a DC 24 Will save to detect the ruse. The save DC is Charisma-based.\r

    Skills<\/b>: A house hunter has a +8 racial bonus on Disguise checks and a +4 racial bonus on Listen checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #19 (\"The Vanishing Village,\" September\/October 1989, Marcus L. Rowland) and Monstrous Compendium Annual One (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":"Any land"},{"name":"House Hunter Mimic, Young","type":"Aberration","ch":5,"challenge_rating":" 05 \u00a0","id":5897,"reference":"Usergen","full_text":"

    House Hunter Mimic, Young <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Aberration \t\t\t(Shapechanger)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+50\u00a0(95 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 10 ft (2 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (-1 size, +11 natural), touch 9, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+17<\/td> <\/tr>
    Attack: <\/strong>Tentacle +7 melee (2d6+3)<\/td> <\/tr>
    Full Attack: <\/strong>Tongue +13 melee (2d6+6) and 2 tentacles +7 melee (2d6+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft\/10 ft (20 ft with tongue)<\/td> <\/tr>
    Special Attacks: <\/strong>Adhesive, crush, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Bioluminescence, darkvision 60 ft, light sensitivity, mimic shape, resistance to cold 5 and fire 5, sound imitation, tremorsense 360 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +3, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 23, Dex 10, Con 21, Int 3, Wis 13, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Climb +8, Disguise +14, Listen +10, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Alertness, Power Attack, Skill Focus (Disguise), Weapon Focus (tongue)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Pack (1-4 young, 1-6 adult, and 1-4 ancient house hunters)<\/td> <\/tr>
    Challenge Rating: <\/strong>05<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>11-14 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This looks like a small wooden shed. Dim, flickering candlelight radiates out from a nearby window, and you can hear muffled voices and laughter coming from within. <\/i>\r

    The house hunter is a larger relative of the more common mimic. This creature lacks the versatility of form of its lesser cousin, but makes up for this with a greater array of powers. These creatures live aboveground, unlike mimics, and have learned to take the form of man-made buildings and structures.\r

    A house hunter forms a shell around it that looks like stone, wood, thatch, and other commonly used building materials to heighten its disguise. House hunters form their shells to resemble particular buildings that they have seen while traveling, and the shell can grow and change in size and shape as the house hunter grows. Young house hunters often choose forms such as sheds or outhouses, while adults tend to take the forms of houses, and ancient ones have the ability to resemble much larger and more elaborate structures such as inns, temples, and ruined towers. If the house hunter\u00c2\u0092s shell is cleaned out thoroughly, it can be converted into a crude dwelling. The creature\u00c2\u0092s treasure is usually found inside its stomach, or imbedded in the shell wall, and consists of the indigestible remains of victims.\r

    Doors and shutters are created to cover openings in the shell, to protect and hide the mouth, long eyestalks, and huge tentacles. These apertures are opened and shut by strong muscles like those of clams. The mouth, eyes, and tentacles can be on any location on the body, and on any side. This monster is able to produce a bioluminescence at any body opening, to give the illusion of candles or lanterns inside the structure. The unarmored underside of a house hunter has a large, slippery foot-like organ like that of a snail, which allows the creature to move around. \r

    House hunters form packs made up of several creatures of varying ages. Thus, a pack of house hunters can look very much like an odd little village (with no people). House hunters dislike sunlight greatly, and lock up their openings tightly during the day to keep their eyes from exposure. A house hunter will likewise close up and try to flee if opponents bring it close to death. A successful Strength check can force open any of the protective bony plates. A house hunter usually only moves around and attacks at night, unless fleeing from attackers.\r

    A young house hunter is usually 10 feet tall, and weighs about 4,500 pounds.\r

    A young house hunter does not speak. Adult and ancient house hunters speak a crude form of Common. House hunters are able to communicate telepathically amongst themselves, up to a range of 10 miles. A house hunter will not negotiate for food, and will use unintelligible speech, animal noises, and domestic sounds like bells and chimes to lure prey in.\r

    COMBAT<\/b>\r
    House hunters cooperate as a pack to capture prey. Their powerful senses and keen intelligence allows them to anticipate the right time to strike to reap maximum reward. The adults usually strike first, with the others following their lead.\r

    A house hunter will attack by extruding its pseudopod appendages and wrapping each one around a nearby victim. The long tongues and even longer tentacles are coated with a musty-smelling slime that adds a strong adhesive to the grip. If a grabbed opponent does not resist for five full rounds, the house hunter assumes it to be dead and drops it. Once all opponents have stopped moving, the house hunter will begin picking them up on at a time with a tongue attack, to swallow them. If any swallowed creature successfully attacks a house hunter, the house hunter will extract the creature with its tongue, and crush the creature until it ceases to resist for five more rounds.\r

    An opponent can make sunder attempts against a house hunter\u00c2\u0092s tentacles or tongue as if they were weapons. A young house hunter\u00c2\u0092s tentacles have 5 hit points, and its tongue has 10 hit points. If a house hunter is currently grappling a target with one tentacle or its tongue, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a house hunter\u00c2\u0092s tentacle or tongue deals damage to the creature equal to half the limb\u00c2\u0092s full normal hit points. A house hunter regrows severed limbs in 1d4 rounds.\r

    Adhesive (Ex)<\/b>: A house hunter exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered house hunter automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the house hunter is alive without removing the adhesive first.\r

    Strong alcohol dissolves the adhesive, but the house hunter still can grapple normally. A house hunter can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.\r

    Crush (Ex)<\/b>: A young house hunter deals 2d6+6 points of damage with a successful grapple check when using its tongue, and 2d6+3 points of damage when using a tentacle.\r

    Swallow Whole (Ex)<\/b>: A house hunter can try to swallow a grabbed opponent at least one size category smaller than itself by making a successful grapple check. The swallowed creature takes 2d6+6 points of crushing damage plus 1d8 points of acid damage per round from the house hunter\u00c2\u0092s 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 house hunter\u00c2\u0092s gut (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.\r

    Bioluminescence (Su)<\/b>: A house hunter can produce light equivalent to a candle at any body opening.\r

    Light Sensitivity (Ex)<\/b>: House hunters are dazzled in bright sunlight or within the radius of a daylight<\/i> spell.\r

    Mimic Shape (Ex)<\/b>: A young house hunter mimic can assume the general shape of a construction that fills roughly 150 cubic feet. The house hunter can only change its form once every 48 hours, and it takes a full 24 hours to settle into a new form. The creature cannot substantially alter its size, though. A house hunter\u00c2\u0092s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the house hunter can detect the ruse with a successful Spot check opposed by the house hunter\u00c2\u0092s opposed Disguise check. Of course, by this time it is generally far too late. \r

    Sound Imitation (Ex)<\/b>: A house hunter can mimic any voice or sound it has heard, as a free action. Listeners must succeed on a DC 15 Will save to detect the ruse. The save DC is Charisma-based.\r

    Skills<\/b>: A house hunter has a +8 racial bonus on Disguise checks and a +4 racial bonus on Listen checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #19 (\"The Vanishing Village,\" September\/October 1989, Marcus L. Rowland) and Monstrous Compendium Annual One (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":"Any land"},{"name":"Houyhnhnm","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":5898,"reference":"Usergen","full_text":"

    Houyhnhnm <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d10+9\u00a0(24 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+10<\/td> <\/tr>
    Attack: <\/strong>Hoof +5 melee (1d4+3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 hooves +5 melee (1d4+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Brave, low-light vision, scent, unusual physique<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +4, Will +3 (+5 vs. fear) <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 13, Con 17, Int 13, Wis 14, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Autohypnosis +5, Jump +18, Listen +5, Spot +5, Survival +5, Swim +6<\/td> <\/tr>
    Feats: <\/strong>Endurance, Run<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, team (2-20) or herd (10-100)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>No coins, standard goods, standard items<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+2<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This horse is very well-groomed. Its mane and tail are long and natural, yet not wild or tangled.<\/i>\r

    Houyhnhnms are a race of magical horses of great wisdom and keen intellect. On their island home, the native humans (called yahoos) are wild beasts suitable for little more than physical labor.\r

    Houyhnhnms are innately benevolent, and are ignorant of cruelty, warfare, and deception. They never quarrel among themselves, and are universally friendly in their first reactions to other creatures. Houyhnhnms are utterly rational, and seem to lack all of the negative passions that most other sentient beings possess.\r

    Despite their benevolence, Houyhnhnms consider themselves nature\u00c2\u0092s perfect form. As such, they view only other intelligent quadrupeds, such as pegasi and unicorns, to be their equal. A bipedal creature with the ability to assume an equine form is quite impressive to the houyhnhnms, while centaurs and other equine hybrids confound them.\r

    Houyhnhnms are quite agile, able to raise their front hooves up to their mouths or above their eye level without bending their backs. They have learned to use their pasterns, the area between their fetlock and hoof, to milk cows, construct buildings or even thread a needle. \r

    Houyhnhnms eat grass, hay, and a mash made of oats and milk. Typical Houyhnmnms farms have asses, cats, cows, and other domesticated animals.\r

    Houyhnhnms average 8 feet in length and weigh 1,000 to 1,200 pounds. Houyhnhnms appear in all the same colors and patterns as normal horses. They are always well-groomed and wear their manes and tails long. Houyhnmnms see no need for clothing, although on occasion they wear aprons, capes or shawls. They never put on bridles, saddles or other riding equipment, and will allow no creature to ride them. The average lifespan of a houyhnmnm is 70 to 80 years.\r

    Houyhnhnms speak Draconic and Sylvan with a voice that sounds like soft and mild neighing.\r

    COMBAT\r

    With their peaceful outlook and general lack of threats, Houyhnhnms have had little need to master the use of weapons. However, they do possess potent natural weapons, and have crafted specialized horseshoes for utilitarian purposes (such as spikes to aid in traction and sickles for cutting grain) which could easily be converted to battle. Additionally, hHouyhhhnms could wear any form of barding that would fit a horse.\r

    Should their beloved island home come under attack, the houyhnhnms could easily become fierce warriors, for they are nearly oblivious to fear and possess a strong sense of unanimity with their kin.\r

    Brave (Ex):<\/b> Houyhnhnms have a +2 racial bonus on saves against fear effects.\r

    Unusual Physique (Ex):<\/b> Although they can use weapons, houyhnhnms are non-proficient with all weapons other than crossbows, gauntlets, spiked gauntlets, and armor spikes, due to their hooflike hands. Houyhnhnms may treat gauntlets, spiked gauntlets, and armor spikes as special monk weapons.\r

    Houyhnmnm Society\r
    On the magical isle the Houyhnmnms call home, no creatures can suffer from disease or illness. In fact, a creature with a pre-existing condition that visits this isle is immediately the recipient of a remove disease spell. \r

    Houyhnmnms have formed a utopian commonwealth completely free of crime. Their stratified society is ruled by philosophers, who in turn elect a representative council that meets on the vernal equinox of every fourth year. Representatives from every part of their island assemble upon a large plain or grassland to discuss the state of the nation. These meetings are also used to regulate the number of children born during the upcoming years.\r

    Houyhnhnms utilize primitive tools, constructing their homes and other buildings from wattle and daub. They are fond of crafting pottery, poems in the praise of virtue or songs of praise.\r

    Houyhnhnms use arranged marriages based upon the strength of one partner and the comeliness of the other. Positive human desires of romantic pleasures, such as courtship, presents, and love, as well as negative emotions such as jealousy, quarreling and discontent are unknown in their thoughts and language. They have a gestation period of ten months and produce one child per birth. Youths of both sexes get the same education in temperance, industry, and cleanliness. Exercise races are held many times each year to increase agility, endurance, speed and strength in their children. Winners of such races are rewarded with a song of praise.\r

    Houyhnhnms as Characters\r
    Houyhnhnm leaders are usually monks. Houyhnhnm clerics can choose any two of the following domains: Animal, Law, and Knowledge.\r

    Houyhnhnm characters possess the following racial traits: \r

  • +6 Strength, +2 Dexterity, +6 Constitution, +2 Intelligence, +4 Wisdom, +2 Charisma. \r
    <\/li>
  • Large size. \r
    <\/li>
  • A houyhnhnm's base land speed is 60 feet. \r
    <\/li>
  • Low-light vision and scent. \r
    <\/li>
  • Racial Hit Dice: A houyhnhnm begins with three levels of magical beast, which provide 3d10 Hit Dice, a base attack bonus of +3 and base saving throw bonuses of Fort +3, Ref +3, and Will +1. \r
    <\/li>
  • Racial Skills: A houyhnhnm's magical beast levels give it skill points equal to 6 \u00c3\u0097 (2 + Int modifier). Its class skills are Autohypnosis, Jump, Listen, Spot, Swim, and Survival. \r
    <\/li>
  • Racial Feats: A houyhnhnm's magical beast levels give it two feats. \r
    <\/li>
  • +3 natural armor bonus. \r
    <\/li>
  • Special Qualities (see above): Brave, unusual physique. \r
    <\/li>
  • Automatic Languages: Draconic, Sylvan. Bonus Languages: Common, Dwarven, Elven, Giant, Gnome, Halfling. \r
    <\/li>
  • Favored Class: Monk. \r
    <\/li>
  • Level Adjustment +2. \r
    <\/li><\/list><\/td> <\/tr>
  • \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Polyhedron Magazine #106<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually lawful neutral","environment":"Temperate plains"},{"name":"Hsing-Sing","type":"Humanoid","ch":1,"challenge_rating":" 1 \u00a0","id":5899,"reference":"Usergen","full_text":"

    Hsing-Sing <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Humanoid \t\t\t(Hsing-Sing)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), climb 20 ft., swim 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+2 Dex, +2 natural, +1 light wooden shield), touch 12, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+3<\/td> <\/tr>
    Attack: <\/strong>Bite +3 melee (1d6+2) or longsword +3 melee (1d8+3\/19-20) or spear +3 melee (1d8+3\/\u00c3\u00973) or spear +3 ranged (1d8+2\/\u00c3\u00973) or blowpipe +3 ranged (1 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +3 melee (1d6+2) or longsword +3 melee (1d8+3\/19-20) or spear +3 melee (1d8+3\/\u00c3\u00973) or spear +3 ranged (1d8+2\/\u00c3\u00973) or blowpipe +3 ranged (1 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison use<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +2, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 14, Con 12, Int 9, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Climb +10, Move Silently +3, Listen +5, Spot +5, Swim +10<\/td> <\/tr>
    Feats: <\/strong>Alertness, Reckless Offense (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests and mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, hunting party (2-5), raiding band (5-20) or tribe (5-20 plus 50% noncombatants)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/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 apelike humanoid has a bulky body covered in thick fur. Its long arms extend nearly to the ground. Its hairless, smooth-skinned face has a small nose and a mouthful of fangs.<\/i>\r

    The hsing-sing are a race of reclusive ape-like humanoids. Many scholars consider the hsing-sing to personify the principles of pacifism and harmony with nature.\r

    However, once a year, usually at the onset of spring, adult males instinctively complete a \u00c2\u0093war season\u00c2\u0094. This season lasts for 6-16 days. During that time, male hsing-sing become extremely savage and aggressive. They organize raiding bands and attack humanoid settlements on the edge of their territories. To maximize the advantage of surprise, the hsing-sing seldom attack the same settlements two years in a row.\r

    Hsing-sing do not wear clothing. However, tribal leaders sometimes wear armbands made of intricately woven vines as a symbol of authority. Females sometimes weave wild flowers into the fur of their arms and legs.\r

    Hsing-sing lead a simple existence. Each hsing-sing family constructs a simple sleeping platform with a thatched roof in the highest branches of a tall tree. They spend most waking hours hunting for food, frolicking in the trees, and telling stories. Aside from making wicker shields, weapons, and simple tools, they practice no crafts. Hsing-sing often keep rabbits, parrots, and other small creatures as pets.\r

    Hsing-sing eat fruits and grains indigenous to the areas they inhabit, supplemented with small amounts of fish, deer, and other wild game. Because of their weakness for strong drink, they occasionally come to human villages to trade. On these trips, they bring rare treasure from the hidden enclaves of the forest, such as parrots, rare bird feathers, scented roots, and exotic fruits. In exchange, they take forged metal, pottery, rice, and wine.\r

    Hsing-sing have thick white fur, which darkens to rich, golden tones when they grow old. Eye coloration is bright blue or brown. An adult male hsing-sing is about 5 feet tall and 200 pounds in weight. Females are considerably smaller, typically 4 to 4\u00c2\u00bd feet tall and 120 pounds. \r

    Hsing-sings speak Common and their own dialect of Sylvan.\r

    COMBAT\r

    Hsing-sing are normally passive, friendly creatures, preferring flight to confrontation. During war season, males become quite aggressive. During this time, they make use of their Reckless Offense bonus feat. A raiding band of hsing-sing are armed with parangs (longswords), blowpipes, and spears. Some carry wicker shields. They often apply poison to their weapons.\r

    Poison Use (Ex):<\/b> Hsing-hsing are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon. A typical hsing-hsing carries 2d4 doses of the following poisons. Hsing-hsing typically coat blowpipe darts with this poison, but it can also be applied to a melee weapon. \r

    Hsing-sing Deathvenom:<\/i> Injury, Fortitude DC 13, initial damage 1d6 Con, secondary damage 1d6 Con.\r

    Hsing-sing Paralytic:<\/i> Injury, Fortitude DC 15, initial damage slowed<\/i> (as the spell) for 1d6 rounds, secondary damage paralyzed for 2d6 rounds.\r

    Skills:<\/b> A hsing-sing 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 hsing-sing 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

    New Weapon<\/b>\r

    Blowpipe:<\/b> This simple ranged weapon fires small darts that deal only a single point of piercing damage. However, blowpipe users often apply poison to these darts. A blowpipe has a range increment of 10 ft. and weighs 1 pound.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Oriental Adventures<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually neutral","environment":"Warm forests and mountains"},{"name":"Hu Hsien","type":"Outsider","ch":5,"challenge_rating":" 5 \u00a0","id":5900,"reference":"Usergen","full_text":"

    Hu Hsien <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 6d8+12\u00a0(39 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+2 Dex, +4 deflection, +1 natural), touch 16, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+7<\/td> <\/tr>
    Attack: <\/strong>Rapier +8 melee (1d6+1\/18-20) or bite +7 melee (1d6+1) or shortbow +8 ranged (1d6\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Rapier +8\/+3 melee (1d6+1\/18-20) and bite +2 melee (1d6) or shortbow +8\/+3 ranged (1d6\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Drain life, fascinate, spell-like abilities, touch of the hu hsien<\/td> <\/tr>
    Special Qualities: <\/strong>Alternate form, damage reduction 5\/magic and cold iron, darkvision 60 ft., fast healing 1, immunity to fire, low-light vision, resistance to cold 10, scent, spell resistance 16, vulnerability to electricity<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +9, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 15, Con 14, Int 17, Wis 17, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Balance +11, Bluff +17, Concentration +9, Diplomacy +21, Disguise +11 (+13 acting), Hide +15, Intimidate +6, Jump +14, Knowledge (nature) +10, Listen +14, Move Silently +15, Sense Motive +12, Spot +14, Survival +3 (+5 in aboveground natural environments), Tumble +11<\/td> <\/tr>
    Feats: <\/strong>Lightning Reflexes, Negotiator, Weapon Finesse <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate plains, forests, hills, and mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>7-18 HD (Medium) or by character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+7<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This maiden has exceptional beauty and grace. Her long, flowing hair is rust-colored, and she wears long, silken robes.<\/i>\r

    The hu hsien are a race of shapeshifting supernatural foxes. Cunning and clever, hu hsien delight in their ability to manipulate and torment hapless humans. Their preferred victims are those who doubt their existence.\r

    Hu hsien feed on the life force of other creatures. To do so, the hu hsien generally assumes human form and uses its fascinate ability to cause the victim to fall hopelessly in love with it. The victim, totally blinded by love, is not aware that its life is slowly being drained away. Once the process starts, the victim can only be saved if the hu hsien is driven away or destroyed.\r

    Hu hsien are not totally cruel and ungrateful. They have been known to reward or aid people who have helped them or shown them kindness and generosity. Such rewards usually take the form of success at examinations, good fortune, or rescue in a moment of great danger. They are particularly attracted to scholars, both for good and ill. \r

    Hu hsien are particularly fond of wine, unable to resist its temptation. However, once intoxicated they unwillingly revert to their true forms. \r

    Hu hsien lairs are normally on the edges of human villages. Sometimes they occupy an abandoned house, using their magical powers to create the illusion of great wealth and luxury. Other times their lair is a fox den similarly enchanted to appear as a great mansion on the inside. Many times the unfortunate traveler has dined and slept in a grand hall only to awaken in the tight cramped space under the floors of an old house.\r

    A hu hsien stands 5-1\/2 feet tall and weighs around 100 pounds.\r

    Hu hsien speak Common and Sylvan, and can continuously speak with animals<\/i> (as the spell).\r

    COMBAT\r

    A hu hsien prefers to fascinate suitable prey upon which to feed. If faced with multiple opponents, a hu hsien uses its spell-like abilities to hamper and confuse them, then summons allies to fight for it. It generally uses its weapons only as a last resort.\r

    Alternate Form (Su):<\/b> A hu hsien can shift between its humanoid and fox forms as a standard action. In humanoid form, it cannot use its bite attack, but it can use its spell-like abilities, supernatural abilties, and its weapons. In fox form, it can make bite attacks and use its spell-like abilities and supernatural abilities, but cannot use manufactured weapons. A hu hsien in either form has the same land speed.\r

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

    Drain Life (Su):<\/b> Once a day, a hu hsien can feed on the life force of a human victim it has enchanted with its fascinate power. The hu hsien must remain in close, friendly contact with its victim for an hour, at the end of which it bestows one negative level on its victim. The victim is totally blinded by love and does not realize what has befallen them and will allow the hu hsien to slowly drain them to death, one negative level per day. The victim can only be saved if the fascination effect is broken (e.g. by break enchantment<\/i>) or the hu hsien is driven away or destroyed by others. The DC is 17 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the hu hsien gains 5 temporary hit points.\r

    Fascinate (Su):<\/b> A hu hsien may fascinate a single humanoid within 30 ft. This functions as a charm person<\/i> spell with a duration of 2d6 days, except that the subject becomes helpful rather than friendly. Also, the hu hsien receives a +4 racial bonus to Charisma checks if necessary to convince the subject to remain in her company. A DC 17 Will save negates this effect. The save DC is Charisma-based.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097comprehend languages, detect thoughts, disguise self, hypnotic pattern, hypnotism, invisibility<\/i> (self only), read magic, scare, ventriloquism<\/i>; 1\/day\u00c2\u0097legend lore, magic jar, major creation, mirage arcana, summon nature's ally IV<\/i>. Caster level 6th. The save DCs are Charisma-based.\r

    Touch of the Hu Hsien (Su):<\/b> Three times per week, a hu hsien may attempt to touch a creature (requiring a touch attack if the recipient is unwilling) and bestow a permanent blessing or curse. The blessing takes the form of a permanent bless<\/i> spell (caster level 6th), while the curse is identical to the bestow curse<\/i> spell (DC 17, caster level 6th). The save DC is Charisma-based.\r

    Skills:<\/b> A hu hsien has a +4 racial bonus on Bluff, Diplomacy, Hide, Listen, Move Silently, and Spot checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Oriental Adventures<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Usually chaotic evil","environment":"Temperate plains, forests, hills, and mountains"},{"name":"Huecuva","type":"Undead","ch":3,"challenge_rating":" 03 \u00a0","id":5901,"reference":"Usergen","full_text":"

    HUECUVA<\/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>+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 +2 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Claw 1d4+1 and disease<\/span><\/p> <\/td> <\/tr>

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

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

    Special Qualities:<\/span><\/b> Undead, change self, damage reduction 10\/+1, turn resistance +2<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +1, Ref +2, Will +4<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 12, Dex 14, Con \u0096, Int 4, Wis 12, Cha 10<\/span><\/p> <\/td> <\/tr>

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

    Feats:<\/span><\/b> 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, gang (2-4), or pack (5-10)
    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> 3-6 HD (Medium-size)<\/span><\/p> <\/td> <\/tr>

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

    Huecuva are the undead spirits of clerics who were unfaithful to their faith and turned to evil before death. As punishment, their god condemned them to roam the earth as an undead creature.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Huecuva resemble robed skeletons and are often mistaken for such creatures.<\/span><\/p> <\/td> <\/tr>

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

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

    A huecuva attacks with its claws, raking and slashing at its opponents. It will attack relentlessly until either it or its opponent is dead.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 If confronted by a cleric (or a cleric attempts to turn or rebuke a huecuva and fails) a huecuva will direct all attacks at the cleric (and those defending him) until either the cleric or huecuva is slain. The huecuva will ignore all other opponents around it if it encounters a cleric.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Disease (Su):<\/b> Filth Fever\u0097claw, Fortitude save (DC 12), incubation period 1d3 days; damage 1d3 temporary Dexterity, 1d3 temporary Constitution (see Disease, page 74 in the Dungeon Master\u0092s Guide<\/i>).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Change Self (Sp):<\/b> 3\/day\u0097as the spell cast by a 10th-level sorcerer.<\/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. Huecuva have darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

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

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

    The Huecuva 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":"Hungry Dead","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5902,"reference":"Usergen","full_text":"

    Hungry Dead (Template)<\/h1>
    In most respects the hungry dead appear to be otherwise normal zombies, however they have a spark of savage intelligence and are capable of limited speech. Adventurers who mistake the hungry dead for mere zombies are in for a horrifying surprise: the hungry dead are undead creatures that crave the flesh of the living. They rise from the grave hunt the night, ever seeking victims to sate their eternal hunger. Such is their unnatural hunger that once a victim is slain 2-5 hungry undead will stop attacking to feed on the dead victim. Hungry dead will not eat other undead, only fresh slain corpses.

    The animating force of the hungry dead is concentrated in a particular part of the body (such as the head); one of these creatures cannot be destroyed by physical attacks except by the destruction of that body part.

    Creating a Hungry Dead<\/h2> \u00c2\u0093Hungry dead\u00c2\u0094 is a template that can be added to any corporeal creature other than an undead (referred to hereafter as the \u00c2\u0093base creature\u00c2\u0094). The creature\u00c2\u0092s type changes to Undead. It retains most type modifiers (such as Fire or Aquatic), but loses alignment type modifiers (such as Good) and type modifiers that indicate kind (such as Goblinoid or Reptilian). Hungry dead keep Air, Aquatic, Cold, Earth, Electricity, Fire, Water subtypes. They lose Chaotic, Evil, Good, Lawful, Reptilian, and Humanoid (e.g., Elf) subtypes. It uses all the base creature\u00c2\u0092s statistics and special abilities except as noted here.
    Hit Dice: <\/strong>Same as base creature +1, increase to d12
    Speed: <\/strong>Same as base creature -10 ft. (minimum 10 ft.)
    AC:<\/strong> The base creature\u00c2\u0092s nature armor improves by +2. Although a hungry dead may carry a shield it used in life, it is incapable of using it defensively, and gains no AC benefit from it
    Special Attacks: <\/strong>The hungry dead retains only the natural attacks of the base creature and also gains 2 slams and a bite attacks if it didn\u00c2\u0092t already have them. Recalculate the hungry dead\u00c2\u0092s melee attack bonuses based on its new type (undead) and ability scores. The slams are the primary attack, and the bite is the secondary attack.

    Damage: Hungry dead have 2 slams and a bite attacks. If the base creature does not have this attack form, use the damage value in the table below.

    Size: Bite Damage
    Diminutive: 1
    Fine: 1d2
    Tiny: 1d3
    Small: 1d4
    Medium-size: 1d6
    Large: 1d8
    Huge: 2d6
    Gargantuan: 2d8
    Colossal: 4d6

    Special Attacks: The hungry dead looses all special attacks, and gains Improved Grab if it didn\u00c2\u0092t already have it.

    Improved Grab (Ex): If a hungry dead hits an opponent of its size or smaller with both slam attacks in a single round, it attempts a grapple with its opponent. Upon a successful grapple check, the hungry dead latches on and delivers a bite attack. The bite attack automatically hits.
    Special Qualities: <\/strong>Special Qualities: The hungry dead loses all special qualities except any subtypes it retains (such as the Fire subtype). The hungry dead gains the Undead type.

    Animating Force (Su): DR --\/animating force. Hungry dead only take hit point damage from attacks that strike the body part containing their animating force. Other successful strikes on a hungry dead will damage the body, but otherwise inflict no real harm. Although the hungry dead are technically immune to critical hits, a critical hit is required to strike the animating force. The first attack roll of a natural 19 or 20 against a hungry dead will strike the animating force. Once the location of the animating force is known, opponents can specifically target that location by accepting a -4 modifier to their attack roll.
    Saves: <\/strong>Recalculate saves based on new Hit Dice and ability scores
    Abilities: <\/strong>Str +2, Con \u00c2\u0097, Int 3, Wis 10, Cha 1
    Skills: <\/strong>The hungry dead looses all skills
    Feats: <\/strong>The hungry dead looses all feats except Improved Initiative. If the base creature did not have Improved Initiative, it gains this feat for free

    Environment: <\/strong>Same as base creature
    Organization: <\/strong>Mob (5-20)
    Treasure: <\/strong>None
    Alignment: <\/strong>Always neutral evil
    Advancement: <\/strong>Hit dice are based on Advanced Hit Dice, if applicable
    Challenge Rating: <\/strong>\u00c2\u00bd = \u00c2\u00bd; 1 = 1; 2, 3 = 2; 4, 5 = 3; 6, 7 = 4; 8-11 =

    Sample Hungry Dead<\/h2> This example Hungry Dead uses a Centaur as the base creature

    Hungry Dead Centaur
    Large Undead
    Hit Dice: 5d12 (32 hp)
    Initiative: +6 (Dex, Improved Initiative)
    Speed: 40 ft.
    AC: 15 (-1 size, +2 Dex, +4 natural)
    Attacks: 2 hooves +6 or 2 slams +6, bite +1
    Damage: Hoof 1d6+5, slam 1d6+5, bite 1d6+2
    Face\/Reach: 5 ft. by 10 ft.\/5 ft.
    Special Attacks: Improved Grab
    Special Qualities: Animating force, undead
    Saves: Fort +1, Ref +3, Will +4
    Abilities: Str 20, Dex 14, Con \u00c2\u0097, Int 3, Wis 10, Cha 1
    Feats: Improved Initiative
    Climate\/Terrain: Temperate forest
    Organization: Mob (5-20)
    Challenge Rating: 3
    Treasure: None
    Alignment: Neutral evil
    \u00a0
    Dragon #138<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Always neutral evil","environment":"Same as base creature"},{"name":"Hurgeon","type":"Fey","ch":1,"challenge_rating":" 1 \u00a0","id":5903,"reference":"Usergen","full_text":"

    Hurgeon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d6+1\u00a0(4 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-11<\/td> <\/tr>
    Attack: <\/strong>Dagger +4 melee (1d2\u00c2\u00963\/19\u00c2\u009620) or +1 sling of speed<\/i> +5 ranged (1d2\u00c2\u00962)<\/td> <\/tr>
    Full Attack: <\/strong>Dagger +4 melee (1d2\u00c2\u00963\/19\u00c2\u009620) or +1 sling of speed<\/i> +5\/+5 ranged (1d2\u00c2\u00962)<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Hurgeon sling, spell-like abilities\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/cold iron, low-light vision, spell resistance 12, wild empathy<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +4, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 5, Dex 14, Con 13, Int 12, Wis 15, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Handle Animal +6, Hide +16, Knowledge (nature) +5, Listen +6, Move Silently +6, Spot +6, Survival +6<\/td> <\/tr>
    Feats: <\/strong>Great Fortitude, Weapon Finesse (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests<\/td> <\/tr>
    Organization: <\/strong>Gang (2\u00c2\u00964), band (6\u00c2\u009611), or array (8\u00c2\u009632 plus 2-10 noncombatant young)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>50% coins, no goods, standard items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral good<\/td> <\/tr>
    Advancement: <\/strong>2-3 HD (Tiny)<\/td> <\/tr>
    Level Adjustment: <\/strong>+3<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This tiny creature resembles a hedgehog, but it is bipedal, and its forearms end in humanoid hands. Its fur is dark brown, while its eyes are a brighter brown.<\/i>\r

    Hurgeons are friendly, herbivorous fey found in deep woodlands. They make their burrows in the soil beneath the largest trees, crafting elaborate underground dwellings with numerous rooms branching off from the main tunnel. The burrow entrances are so skillfully camouflaged with flowers and leaves, and are often glamered with hallucinatory terrain. \r

    Hurgeons gather local nuts, fruits, and berries, and several types of edible roots for their meals. Hurgeons befriend local woodland creatures and make arrangements for mutual assistance with them in times of need. Hurgeons also associate with sylvan elves and druids, who love and respect the \u00c2\u0093hedgehog folk\u00c2\u0094. \r

    Hurgeons occasionally assist travelers who have become lost in the woods. Some travelers have witnessed hurgeons performing a springtime dancing ritual in woodland clearings, forming circular paths that are called \u00c2\u0093fairie rings\u00c2\u0094.\r

    A hurgeon stands 1 foot tall and weighs 5 to 7 pounds. Males and females are nearly identical in appearance. Hurgeons often fashion work aprons and belts from leaves or softened bark.\r

    Hurgeons speak Sylvan, Elven, and Common.\r

    COMBAT\r

    Hurgeons avoid conflict, but if forced to defend themselves, the hedgehog folk employ daggers and magical slings, as well as their spell-like abilities. They may also call upon befriended animals for assistance.\r

    Hurgeon Sling:<\/b> Hurgeons usually carry special enchanted slings. A hurgeon sling functions as a +1 sling of speed<\/i> in the hands of a hurgeon, but has no special properties when wielded by a non-hurgeon.\r

    Locate Animals and Plants (Sp):<\/b> Three times per day, a hurgeon can locate a creature of a specific kind (e.g. a wolf) or an individual creature known to it. This works like the locate creature<\/i> spell, except it can only locate creatures of the animal and plant types. This spell-like ability can also locate mundane plants as per the locate object<\/i> spell. This is the equivalent of a 4th-level spell (caster level 6th).\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097faerie fire, hide from animals<\/i> (DC 13), pass without trace, speak with animals<\/i>; 1\/day\u00c2\u0097entangle<\/i> (DC 13), hallucinatory terrain<\/i> (caster level 12th). Caster level 6th. The save DCs are Charisma-based.\r

    Wild Empathy (Ex):<\/b> This power works like the druid\u00c2\u0092s wild empathy class feature, except that the hurgeon has a +6 racial bonus on the check.<\/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":"Fey","alignment":"Always neutral good","environment":"Temperate forests"},{"name":"Hutaakan","type":"Humanoid","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5904,"reference":"Usergen","full_text":"

    Hutaakan <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d8+2\u00a0(4 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+1 natural, +2 leather armor, +1 light steel shield), touch 10, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+0<\/td> <\/tr>
    Attack: <\/strong>Short sword +0 melee (1d6-1\/19-20) or sling +1 ranged (1d4)<\/td> <\/tr>
    Full Attack: <\/strong>Short sword +0 melee (1d6-1\/19-20) or sling +1 ranged (1d4)<\/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 +0, Ref +2, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 9, Dex 11, Con 10, Int 10, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Craft (any) +2, Hide +7, Knowledge (religion) +2, Move Silently +7<\/td> <\/tr>
    Feats: <\/strong>Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, patrol (5-8), sect (11-20 plus 2-5 2nd-level clerics), or congregation (20-200 plus 50% noncombatants, plus 1 1st-level warrior per 10 adults, and 1 4th-level cleric per 50 adults and 1 8th-level cleric leader)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+0<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This tall, slender being has a humanoid body, topped with a head like that of a jackal. Its hands and feet are narrow, with nails like claws. It wears long, somber-colored robes and simple jewelry.<\/i>\r

    Hutaakans (also called \"jackal-men\" by humans) are often haughty and callous, though they consider themselves a sensitive, civilized and intellectual people. Hutaakans also feel that they suffer much abuse from other races as a result of their cultured, pacifistic nature. Hutaakans are very serious in demeanor, and consider themselves above most other humanoid races. They pride themselves on their good taste and lack of involvement in the rest of the world. Hutaakans do bear a superficial resemblance to gnolls, but are actually a much older, more sophisticated race.\r

    Hutaakan life centers around their ancient cultural mysticism dedicated to the worship of an amoral deity of crafts. The many hutaakan clerics are needed to carry out the numerous daily rites and rituals associated with the religion. The priests prefer to rigidly control hutaakan communities and the destinies of their inhabitants. Hutaakans usually live in isolated locales, such as mountains, ruins, or \"lost world\" type lands.\r

    Hutaakans as a race have never adapted well to the arts of war, and have few warriors. Most hutaakans are craftsmen and artisans with little or no martial skills, and fight only in self-defense. Hutaakan society is egalitarian, and one's role is determined by temperament and talent rather than gender.\r

    A hutaakan is 6 feet tall and weighs about 150-180 pounds.\r

    Hutaakans speak Gnoll and Orc. Hutaakans also speak their own haunting, complex musical language in fluting, honeyed tones. Some humans, however, have described this language as sounding like coughs and barking.\r

    COMBAT<\/b>\r
    Hutaakans are not boldly aggressive, but fight without mercy when forced. They prefer to ambush enemies and attack with ranged weapons when possible. Clerics do not like to sully themselves with combat, and will use spells and direct others into combat from a safe distance.\r

    Hutaakan warriors often carry spears as secondary weapons, and priests are usually armed with elaborately carved maces instead of swords. Clubs and daggers are also common weapons for hutaakans.\r

    Skills: A hutaakan has a +4 racial bonus on Hide and Move Silently checks. The skill modifiers given in the statistics block include a -1 armor check penalty.\r


    HUTAAKANS AS CHARACTERS<\/b>\r
    Hutaakan characters possess the following racial traits.\r

    -2 Strength, +2 Wisdom . \r
    Medium size. \r
    A hutaakan's base land speed is 30 feet. \r
    Darkvision out to 60 feet. \r
    +1 natural armor bonus.\r
    Racial Skills: Hutaakans have a +4 racial bonus on Hide and Move Silently checks. \r
    Automatic Languages: Hutaakan, Gnoll, Orc. Bonus Languages: Common, Draconic, Elf, Goblin. \r
    Favored Class: Cleric. \r
    Level adjustment +0.\r


    HUTAAKANS IN MYSTARA<\/b>\r
    In the ancient times of the Known World, the Hutaakan Empire covered most of what is now Karameikos. In modern times, they live in small, isolated communities in the mountains north of that land. The hutaakans speak sometimes of a great catastrophe that decimated and scattered their race. \r

    The patron deity of the hutaakans is the Immortal being named Pflarr, who created them. As a race, they have long served him, and individual hutaakans encountered are often his messengers. Hutaakans exist to do the will of Pflarr - not as mindless slaves, but are merely a very devout people. Plarr's domains are Knowledge, Magic, and Protection.\r

    Hutaakans are still prevalent in the Hollow World. The Nithians know of them, but leave them alone because of their status as the beloved of Pflarr. The Brute-Men and Tanagoro likewise keep well away from them. The hutaakans, therefore, really have no specific allies or enemies. Hutaakans in the Hollow World often speak Nithian and Neathar, and some speak Lupin as well.<\/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 (1986), DMR2 - Creature Catalog (1993), and Mystara Monstrous Compendium Appendix (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually lawful neutral","environment":"Temperate mountains"},{"name":"Hyaenodon","type":"Animal","ch":4,"challenge_rating":" 04 \u00a0","id":5905,"reference":"Usergen","full_text":"

    Hyaenodon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d8+20\u00a0(42 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 50 ft (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+13<\/td> <\/tr>
    Attack: <\/strong>Bite +8 melee (1d8+6)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +8 melee (1d8+6)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Trip<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +7, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 17, Con 18, Int 2, Wis 13, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Hide +4*, Listen +5, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Alertness, Run, Track (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm plains and deserts<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>04<\/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>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This immense canine resembles a giant hyena, but its fur is golden like a lion's. Its piercing gaze and drooling leer add to its feral appearance.<\/i>\r

    The hyaenodon is a large hunter and scavenger of the Pleistocene era that resembles the modern hyena. The name is a misnomer though, as the two beasts are not actually related at all. This carnivore has markings similar to hyenas, but the dominant coloration is more tawny. Its shaggy coat usually has brown and black stripes or spots. Though they probably have more in common with cats than canines, their behavior and temperament are very similar to that of hyenas.\r

    Gnolls often use a pack of hyaenodons as guard animals for their lair.\r

    A hyaenodon is about 8 feet long and weighs around 750 pounds.\r

    COMBAT<\/b>\r
    Hyaenodons fight in a similar manner to hyenas, attacking foes with their savage bites. Packs of hyaenodons are satisfied to devour one Medium sized prey every day. Their size allows them to take on larger prey such as buffalo, oxen, and even elephants. Hyaenodons fear fire, and if struck with open flame they will retreat to tend to their wounds.\r

    Trip (Ex)<\/b>: A hyaenodon that hits with its bite attack can attempt to trip the 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 hyaenodon\r

    Skills<\/b>: * Hyaenodons have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1977 Wizards of the Coast, Inc.
    Originally found in the first edition Monster Manual (1977, Gary Gygax), Monstrous Compendium MC1 (1989), and Monstrous Compendium Annual Two (1995).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm plains and deserts"},{"name":"Hyena, Cave","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":5906,"reference":"Usergen","full_text":"

    Hyena, Cave <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d8+8\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 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>+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>Trip<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +6, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 15, Con 15, Int 2, Wis 13, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Hide +3*, Listen +7, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold or temperate plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or pack (7-16)<\/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)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This hyena is nearly twice as heavy as the common variety. It has unusually long legs and a thick coat of fur.<\/i>\r

    Cave hyenas get their name from their preferred choice of lairs. If caves are unavailable, they dig out deep dens.\r

    Cave hyenas are opportunistic predators and scavengers. They mainly prey on herd animals such as horses, ibex, and deer, but occasionally eat creatures as big as wooly rhinoceroses. They are willing to steal kills from neanderthals and other predators, and in lean times may turn to cannibalism. Cave hyenas often drag prey back to their caves, accumulating bones and horns for later consumption or for their young to play with.\r

    A cave hyena is about 4 to 5 feet long, stands up to 3 feet tall, and weighs around 225 pounds.\r

    COMBAT\r

    Cave hyenas favor flank attacks. A couple of hyenas distract the foe from the front, while the rest of the pack attack from the sides and back. They focus their attacks on a chosen victim, trying to bring them to the ground with trip attacks.\r

    Cave hyenas are as courageous as most other carnivores. They will withdraw from a losing fight to save themselves injury or wasted effort, but are certainly not cowards.\r

    Trip (Ex):<\/b> A cave hyena that hits with its bite attack can attempt to trip the 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 hyena.\r

    Skills:<\/b> *Cave hyenas have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.<\/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":"Cold or temperate plains"},{"name":"Hyena, Short-Faced","type":"Animal","ch":3,"challenge_rating":" 3 \u00a0","id":5907,"reference":"Usergen","full_text":"

    Hyena, Short-Faced <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d8+10\u00a0(32 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 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>+3\/+12<\/td> <\/tr>
    Attack: <\/strong>Bite +7 melee (2d6+7)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +7 melee (2d6+7)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Trip<\/td> <\/tr>
    Special Qualities: <\/strong>Keen scent, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +6, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 15, Con 15, Int 2, Wis 13, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Hide +7*, Listen +7, Move Silently +4, Spot +3\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or pack (3-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>6-8 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This hyena is the size of a small lion. It has a heavyset body with stocky legs. The head has a short muzzle with powerful jaws.<\/i>\r

    Short-faced hyenas are a giant, prehistoric variety of hyena. These tough, adaptable carnivores can be found in many climates and environments. They lair in earthen dens or caves. Short-faced hyenas are too slow to chase down most healthy prey animals, so get most of their meat by ambushes (usually at night), scavenging, or stealing kills from swifter but less powerful predators. They have a particular fondness for the taste of brains.\r

    Short-faced hyenas have a well deserved reputation as maneaters. In the ages before civilization, short-faced hyenas preyed upon the ancestors of many humanoid races. They have little fear of humanoids, and still view them as prey.\r

    A short-faced hyena is 5 to 6 feet long, stands about three feet at the shoulder and weighs 250 to 400 pounds.\r

    COMBAT\r

    A short faced hyena prefers to sneak up to an unattentive victim and bite them. A pack of these creatures usually attacks from many different directions to make it more difficult for their opponents to escape.\r

    Keen Scent (Ex):<\/b> A short-faced hyena can notice creatures by scent at double the normal range (typically a 60-foot radius), and detect the scent of blood or a carcass at ranges of up to a mile.\r

    Trip (Ex):<\/b> A short-faced hyena that hits with its bite attack can attempt to trip the opponent (+9 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 hyena.\r

    Skills:<\/b> *Short-faced hyenas have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.<\/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 plains"},{"name":"Hyena, Spotted","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":5908,"reference":"Usergen","full_text":"

    Hyena, Spotted <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d8+6\u00a0(19 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>+2\/+4<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d8+3)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d8+3)<\/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 +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Hide +3*, Listen +6, Move Silently +3, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Alertness, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or pack (7-16)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-5 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Dark spots cover the short fur of this hyena. Its neck and forequarters are large and powerful, with a sparse mane. Its back slopes down to its hindquarters, which are smaller in comparison.<\/i>\r

    Spotted hyenas are the largest modern hyena. Their pack hierarchy is dominated by the females, who are larger and more aggressive than the males. A spotted hyena's jaws and stomach acids are so powerful they can devour bones. They have a reputation as scavengers, and will eat carrion and scavenge rubbish, but mostly live by hunting big herbivores and pirating kills from other carnivores. Spotted hyenas can live on the outskirts of humanoid habitations if not actively persecuted.\r

    Spotted hyenas are very vocal, frequently calling to their packmates. They are also called \"laughing hyenas\" because some of their calls resemble laughter or giggles from a maniac.\r

    A spotted hyena is 3 to 5\u00c2\u00bd feet long (plus about a foot of tail), stands 2 to 3 feet at the shoulder, and weighs 90 to 180 pounds.\r

    COMBAT\r

    Spotted hyenas tend to hunt alone or in small groups, but the whole pack may join together to attack difficult prey such as zebras or to drive a powerful carnivore from its kill. They may prey upon humanoids, but this is rare. A spotted hyena is much more likely to steal an adventurer's dinner than try to rip out their throat.\r

    A spotted hyena will try to trip its opponent and then rip them apart with bite attacks, often boosted with its Power Attack feat. A pack of spotted hyenas usually seeks to outflank their opponents, and as soon as one hyena succeeds in tripping an opponent other hyenas will rush in to savage the fallen target.\r

    Trip (Ex):<\/b> A spotted hyena that hits with its bite attack can attempt to trip the opponent (+2 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 hyena.\r

    Skills:<\/b> *Hyenas have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.<\/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":"Hylem, Gem","type":"Construct","ch":6,"challenge_rating":" 6 \u00a0","id":5909,"reference":"Usergen","full_text":"

    Hylem, Gem <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Diminutive\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d10\u00a0(44)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> Fly 50 ft. (10 squares)(perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 22 (+4 size, +5 Dex, +3 natural), touch 19, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/-<\/td> <\/tr>
    Attack: <\/strong>Electricity ray +16 ranged touch (3d6 electricity)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Electricity ray +16 ranged touch (3d6 electricity)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>1 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Electricity ray, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 10\/magic and bludgeoning, darkvision 60 ft., immunity to electricity, low-light vision, spell resistance 18<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +7, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 20, Con -, Int 4, Wis 11, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Concentration +11, Hide +17<\/td> <\/tr>
    Feats: <\/strong>Dodge, Mobility, Weapon Focus (ray)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>A single gemstone worth 5,000 gp<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>9-12 HD (Diminuitive)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A flawless gemstone spins furiously in the air.<\/i>\r

    Hylems are constructs, similar to golems, but rather than being crafted to resemble living things, they simply retain their original forms. A gem hylem resembles a perfect example of a gem of their kind.\r

    A gem hylem is 2-6 inches long and weighs less than a pound.\r

    COMBAT\r

    A gem hylem follows its creator's orders as faithfully as possible. Since they have a modicum of intelligence, gem hylems can use a degree of tactics. Left to its own devices, a gem hylem peppers foes with electricity rays, flying out of reach of opposition. It employs confusion<\/i> or fear<\/i> on opponents that seem resistant to electricity or that can harm it.\r

    Electricity Ray (Su):<\/b> Once per round as a standard action, a gem hylem make fire an electricity ray to a range of 60 feet with no range increment. \r

    Spell-Like Abilities:<\/b> At will--confusion<\/i> (DC 16), fear<\/i> (DC 16), light, mirage arcana<\/i> (DC 17). Caster level 10th. The save DCs are Charisma-based.\r

    CONSTRUCTION\r

    A gem hylem is crafted from a single gem of exceptional quality, and costs 5,000 gp. Assembling the body requires a DC 15 Craft (gemcutting) check.\r

    CL 14th; Craft Construct, cause fear, confusion, fabricate, light, mirage arcana<\/i>, caster must be at least 14th level; Price 40,000 gp; Cost 25,000 gp + 1,600 XP.\r

    VARIANT GEM HYLEMS\r

    If you are using the gem dragons from Monster Manual II<\/i> in your campaign, the following variant powers are available to gem hylems based on the same gemstones as these dragons. Replace the mirage arcana<\/i> spell-like ability with the following spell-like ability based on type:\r

    Amethyst: telekinesis<\/i> (DC 17)\r
    Crystal: charm monster<\/i> (DC 16)\r
    Emerald: greater invisibility<\/i>\r
    Sapphire: wall of stone<\/i> (DC 17)\r
    Topaz: control winds<\/i> (DC 17)\r

    Construction: Variant gem hylems replace mirage arcana<\/i> with their granted spell-like ability as a pprerequisite spell.\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"},{"name":"Hypnosnake","type":"Magical Beast","ch":5,"challenge_rating":" 05 \u00a0","id":5910,"reference":"Usergen","full_text":"

    Hypnosnake <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 8d10\u00a0(44 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft, climb 20 ft, swim 20 ft<\/td> <\/tr>
    AC:<\/strong> 16 (-1 size, +3 Dex, +4 natural)<\/td> <\/tr>
    Attacks:<\/strong>Bite +8 melee, tail barb +2 melee<\/td> <\/tr>
    Damage: <\/strong>Bite 1d8, tail barb 1d6<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft (coiled)\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Sleep gaze<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +9, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Balance +11, Hide +3, Listen +8, Spot +8<\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon Focus (bite)<\/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>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>9-12 HD (Large), 13-24 HD (Huge)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The hypnosnake appears as a large 10-20 foot long constrictor or viper with red, glowing eyes. Its scales are red and green striped, darkening as they near the tail.

    COMBAT<\/b>
    The hypnosnake attacks by using its sleep gaze to incapacitate its opponents. It then attacks with its bite and tail barb attacks. If outmatched, the hypnosnake usually flees combat.

    Sleep Gaze (Su):<\/b> Sleep as the spell cast by an 8th-level sorcerer, 30 feet. Will save (DC 15) negates. Note that the hypnosnake is not limited to the number of creatures or HD of creatures it can affect with its gaze (and creatures with 5 or more HD can be affected).

    Skills:<\/b> Hypnosnakes 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.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1982 Wizards of the Coast, Inc.
    Originally found in Module X2: Curse of Xanathon<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually chaotic evil","environment":">Any land and underground"},{"name":"H\u0092Calos","type":"Magical Beast","ch":20,"challenge_rating":" 20 \u00a0","id":5911,"reference":"Usergen","full_text":"

    H\u00c2\u0092Calos <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 20d10+160\u00a0(270 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 25 ft (5 squares), burrow 20 ft<\/td> <\/tr>
    Armor Class: <\/strong> 25 (-8 size, -2 Dex, +25 natural), touch 0, flat-footed 25<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+20\/+52<\/td> <\/tr>
    Attack: <\/strong>Bite +36 melee (2d10+16\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +36 melee (2d10+16\/19-20) or 4 claws +34 melee (1d6+16\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>30 ft\/20 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Crush, frightful presence, improved grab, rend, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/epic, darkvision 60 ft, immunity to fire and poison, low-light vision, spell resistance 32, tremorsense 120 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +20, Ref +10, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 43, Dex 7, Con 27, Int 4, Wis 12, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Listen +7, Move Silently +9, Spot +7<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Improved Bull Rush, Improved Critical (bite), Improved Critical (claw), Improved Initiative, Multiattack, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any warm land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>20<\/td> <\/tr>
    Treasure: <\/strong>Triple standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>---<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature appears to be an insect of immense proportions. It resembles a centipede with an ebony, chitinous shell. It has two glowing, green eyes, and a massive jaw with four mandibles. Its four front legs are shaped like those of a preying mantis\u00c2\u0092 forelimbs. <\/i>\r

    H\u00c2\u0092Calos the Star Worm is, as far as anyone knows, a unique creature. It spends most of its time burrowing through the earth, aided in movement by its rending claws. H\u00c2\u0092Calos appears to have no purpose other than to eat. It can spend centuries slumbering, but when it awakens it will eat until destroyed, or subdued and returned to hibernation. It can eat anything, but prefers animals and creatures whose movements can be tracked through vibrations underground.\r

    It is unknown how H\u00c2\u0092Calos came to be, or if there are others like it. H\u00c2\u0092Calos was said to have fallen to the ground a millennium ago, encased in a meteorite. This rock may have been its lair, or its prison.\r

    H\u00c2\u0092Calos is 100 feet long and weighs 55,000 pounds.\r

    COMBAT<\/b>\r
    H\u00c2\u0092Calos likes to attack from below the ground, by rising up and attacking unsuspecting surface creatures. It selects its prey by the noise they make, which vibrates through the earth. It will typically emerge from below at high velocity, taking a single target with it and trying to swallow it. Failing that, H\u00c2\u0092Calos will drop its prey (which can try to hold on to the falling beast), and plunge back down the next round.\r

    As it reaches ground level, H\u00c2\u0092Calos will attempt another swallow attack on the ground. If the original target is still alive and holding on to H\u00c2\u0092Calos, it will attempt to rend the creature while crashing to the ground. Anything underneath H\u00c2\u0092Calos at that time is subject to a crush attack. H\u00c2\u0092Calos takes no damage from this maneuver, though it is quite vulnerable to attacks the whole time. If H\u00c2\u0092Calos grapples or rends an opponent while on the ground, it will usually drag the creature underground.\r

    H'Calos's natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.\r

    H\u00c2\u0092Calos\u00c2\u0092s tunnels through normal soil last about 3-18 rounds before caving in. Tunnels carved through stone are permanent, but softer soils (such as swamp) fill in almost immediately.\r

    Crush (Ex)<\/b>: H\u00c2\u0092Calos can land on opponents three or more size categories smaller than itself as a full-round action, using its whole body to crush them. A crush attack affects as many creatures as can fit under H\u00c2\u0092Calos's body. Each creature in the affected area must succeed at a Reflex save (DC 28) or be pinned, automatically taking 4d8+24 points of bludgeoning damage. Thereafter, if H\u00c2\u0092Calos chooses to maintain the pin, treat it as a normal grapple attack (grapple bonus +40). While pinned, the opponent takes crush damage each round. The save DC is Constitution-based.\r

    Frightful Presence (Ex)<\/b>: Whenever H\u00c2\u0092Calos attacks or charges, each creature in a 100-foot radius that has fewer HD than it does must make a DC 21 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). The save DC is Charisma-based.\r

    Improved Grab (Ex)<\/b>: To use this ability, H\u00c2\u0092Calos 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 H\u00c2\u0092Calos wins the grapple check, it establishes a hold and can rake with its claws and can attempt to swallow the foe the following round.\r

    Rend (Ex)<\/b>: If H\u00c2\u0092Calos hits with two or more claw attacks, it latches onto the opponent\u00c2\u0092s body and tears the flesh. This attack automatically deals an additional 2d6+24 points of damage.\r

    Swallow Whole (Ex)<\/b>: H\u00c2\u0092Calos can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8 points of acid damage per round from H\u00c2\u0092Calos'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 22. Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. H\u00c2\u0092Calos's interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in module FMA2 \u00c2\u0096 Endless Armies (1991, Jeff Grubb).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always chaotic neutral","environment":"Any warm land and underground"},{"name":"Ice Hound","type":"Outsider","ch":3,"challenge_rating":" 3 \u00a0","id":5912,"reference":"Usergen","full_text":"

    Ice Hound <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d8+4\u00a0(22 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+1 Dex, +5 natural), touch 11, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+5<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d8+1 plus 1d6 cold)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d8+1 plus 1d6 cold)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, frosty bite\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to cold, scent, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +5, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7*\r
    <\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Run, Track [B]\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Nine Hells of Baator<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or pack (5\u00c2\u009612)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>5\u00c2\u00968 HD (Medium); 9\u00c2\u009612 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+3 (cohort)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The creature resembles a big, powerfully built dog with short, snow-white fur. Its markings, teeth, and tongue are sooty black. It has blue, glowing eyes.<\/i>\r

    Ice hounds are relatives of the hell hound and are not originally from the Material Plane. The creatures are summoned to serve as guards in cold weather regions.\r

    A typical ice hound stands 4-1\/2 feet high at the shoulder and weighs 120 pounds.\r

    Ice hounds do not speak but understand Infernal.\r

    Combat\r

    Ice hounds are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with one or two hounds, driving it toward the rest with their frosty breath. If the prey doesn\u00c2\u0092t run, the pack closes in. Ice hounds track fleeing prey relentlessly.\r

    An ice hound'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

    Breath Weapon (Su):<\/b> 10-foot cone, once every 2d4 rounds, damage 2d6 cold, Reflex DC 13 half. The save DC is Constitution-based.\r

    Frosty Bite (Su):<\/b> An ice hound deals an extra 1d6 points of cold damage every time it bites an opponent, as if its bite were a frost weapon.\r

    Skills:<\/b> Ice hounds have a +5 racial bonus on Hide and Move Silently checks.\r

    *They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Treasures of the Savage Frontier (D&D official videogame)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always lawful evil","environment":"Nine Hells of Baator"},{"name":"Ice Serpent","type":"Magical Beast","ch":9,"challenge_rating":" 9 \u00a0","id":5913,"reference":"Usergen","full_text":"

    Ice Serpent <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 17d10+51\u00a0(144 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares), climb 20 ft., swim 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 19 (-4 size, +3 Dex, +10 natural), touch 9, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+17\/+40<\/td> <\/tr>
    Attack: <\/strong>Bite +24 melee (2d6+11)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +24 melee (2d6+11) and tail lash +22 melee (3d4+16)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 2d6+16, fling, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +13, Ref +13, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 33, Dex 17, Con 17, Int 3, Wis 12, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Balance +11, Climb +19, Hide +20*, Listen +7, Move Silently +5, Spot +7, Swim +19<\/td> <\/tr>
    Feats: <\/strong>Alertness, Cleave, Endurance, Multiattack (B), Power Attack, Skill Focus (Hide), Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any cold land<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral, often evil<\/td> <\/tr>
    Advancement: <\/strong>18-33 HD (Gargantuan); 34-41 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive serpent is almost fifty feet long. It is covered in white fur, and its eyes are a cool blue.<\/i>\r

    Ice serpents are immense constrictor snakes found in arctic climes. They hunt anything smaller than themselves.\r

    Ice serpent fur is highly valued for its warmth and waterproof qualities, and is often fashioned into cold-weather clothing. Such fur can fetch up to 40 gp per square yard.\r

    An ice serpent is 45 feet long and 1 foot in diameter. It weighs 20,000 pounds. \r

    COMBAT\r

    Ice serpents use their natural camouflage to great effect, lying motionless in the snow until the best opportunity to strike.\r

    Constrict (Ex):<\/b> On a successful grapple check, an ice serpent deals 2d6+16 points of damage.\r

    Fling (Ex):<\/b> As a standard action, an ice serpent may make a single powerful blow with its tail. If it hits a corporeal opponent smaller than itself with its tail lash, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying in a direction of the serpent's choice and fall prone. The opponent is moved 10 feet plus an additional 5 feet for each 5 points by which it fails the save. The serpent can only push the opponent in a straight line, and the opponent can\u00c2\u0092t move closer to the serpent than the square it started in. If an obstacle prevents the completion of the opponent\u00c2\u0092s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle. \r

    Improved Grab (Ex):<\/b> To use this ability, an ice serpent 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

    Skills:<\/b> Ice serpents have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. An ice serpent can always choose to take 10 on a Climb check, even if rushed or threatened. An ice serpent 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

    *An ice serpent's Hide bonus improves to +12 in snowy environments.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #27<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral, often evil","environment":"Any cold land"},{"name":"Ichthyodrake","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":5914,"reference":"Usergen","full_text":"

    Ichthyodrake <\/h1><\/td> <\/tr>


    <\/td> <\/tr>
    Dragon (Water)<\/strong><\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/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>See text<\/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>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr><\/table><\/td><\/tr>

    Ichthyodrakes 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>4d12+8\u00a0(34)<\/font><\/td>17<\/font><\/td>10<\/font><\/td>15<\/font><\/td>2<\/font><\/td>11<\/font><\/td>10<\/font><\/td>+4\/+7<\/font><\/td>+7<\/font><\/td>+6<\/font><\/td>+4<\/font><\/td>+4<\/font><\/td>2d6\u00a0(14)<\/font><\/td>-<\/font><\/td><\/tr>
    Very Young<\/font><\/td>L<\/font><\/td>7d12+21\u00a0(66)<\/font><\/td>21<\/font><\/td>10<\/font><\/td>17<\/font><\/td>2<\/font><\/td>11<\/font><\/td>10<\/font><\/td>+7\/+16<\/font><\/td>+11<\/font><\/td>+8<\/font><\/td>+5<\/font><\/td>+5<\/font><\/td>4d6\u00a0(16)<\/font><\/td>-<\/font><\/td><\/tr>
    Young<\/font><\/td>L<\/font><\/td>10d12+30\u00a0(95)<\/font><\/td>25<\/font><\/td>10<\/font><\/td>17<\/font><\/td>2<\/font><\/td>10<\/font><\/td>10<\/font><\/td>+10\/+21<\/font><\/td>+16<\/font><\/td>+10<\/font><\/td>+7<\/font><\/td>+8<\/font><\/td>6d6\u00a0(18)<\/font><\/td>-<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>L<\/font><\/td>13d12+52\u00a0(136)<\/font><\/td>29<\/font><\/td>10<\/font><\/td>19<\/font><\/td>2<\/font><\/td>13<\/font><\/td>10<\/font><\/td>+13\/+26<\/font><\/td>+21<\/font><\/td>+12<\/font><\/td>+8<\/font><\/td>+9<\/font><\/td>8d6\u00a0(20)<\/font><\/td>-<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>H<\/font><\/td>16d12+80\u00a0(184)<\/font><\/td>31<\/font><\/td>10<\/font><\/td>21<\/font><\/td>2<\/font><\/td>15<\/font><\/td>10<\/font><\/td>+16\/+34<\/font><\/td>+24<\/font><\/td>+15<\/font><\/td>+10<\/font><\/td>+12<\/font><\/td>10d6\u00a0(23)<\/font><\/td>22<\/font><\/td><\/tr>
    Adult<\/font><\/td>H<\/font><\/td>19d12+95\u00a0(218)<\/font><\/td>33<\/font><\/td>10<\/font><\/td>21<\/font><\/td>2<\/font><\/td>15<\/font><\/td>10<\/font><\/td>+19\/+38<\/font><\/td>+28<\/font><\/td>+16<\/font><\/td>+11<\/font><\/td>+13<\/font><\/td>12d6\u00a0(24)<\/font><\/td>23<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>H<\/font><\/td>22d12+132\u00a0(275)<\/font><\/td>35<\/font><\/td>10<\/font><\/td>23<\/font><\/td>2<\/font><\/td>17<\/font><\/td>10<\/font><\/td>+22\/+42<\/font><\/td>+32<\/font><\/td>+19<\/font><\/td>+13<\/font><\/td>+16<\/font><\/td>14d6\u00a0(27)<\/font><\/td>25<\/font><\/td><\/tr>
    Old<\/font><\/td>G<\/font><\/td>25d12+175\u00a0(337)<\/font><\/td>39<\/font><\/td>10<\/font><\/td>25<\/font><\/td>2<\/font><\/td>17<\/font><\/td>10<\/font><\/td>+25\/+51<\/font><\/td>+35<\/font><\/td>+21<\/font><\/td>+14<\/font><\/td>+17<\/font><\/td>16d6\u00a0(29)<\/font><\/td>26<\/font><\/td><\/tr>
    Very Old<\/font><\/td>G<\/font><\/td>28d12+224\u00a0(406)<\/font><\/td>41<\/font><\/td>10<\/font><\/td>27<\/font><\/td>2<\/font><\/td>19<\/font><\/td>10<\/font><\/td>+28\/+55<\/font><\/td>+38<\/font><\/td>+24<\/font><\/td>+16<\/font><\/td>+20<\/font><\/td>18d6\u00a0(32)<\/font><\/td>28<\/font><\/td><\/tr>
    Ancient<\/font><\/td>G<\/font><\/td>31d12+279\u00a0(480)<\/font><\/td>43<\/font><\/td>10<\/font><\/td>29<\/font><\/td>2<\/font><\/td>19<\/font><\/td>10<\/font><\/td>+31\/+59<\/font><\/td>+43<\/font><\/td>+26<\/font><\/td>+17<\/font><\/td>+21<\/font><\/td>20d6\u00a0(34)<\/font><\/td>29<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>C<\/font><\/td>34d12+340\u00a0(561)<\/font><\/td>45<\/font><\/td>10<\/font><\/td>31<\/font><\/td>2<\/font><\/td>19<\/font><\/td>10<\/font><\/td>+34\/+67<\/font><\/td>+47<\/font><\/td>+29<\/font><\/td>+19<\/font><\/td>+24<\/font><\/td>22d6\u00a0(37)<\/font><\/td>31<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>C<\/font><\/td>37d12+407\u00a0(647)<\/font><\/td>47<\/font><\/td>10<\/font><\/td>33<\/font><\/td>2<\/font><\/td>21<\/font><\/td>10<\/font><\/td>+37\/+71<\/font><\/td>+51<\/font><\/td>+31<\/font><\/td>+20<\/font><\/td>+25<\/font><\/td>24d6\u00a0(39)<\/font><\/td>32<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Ichthyodrake 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 100 ft.<\/font><\/td>+0<\/font><\/td>13 (+3 natural), touch 10, flat-footed 13<\/font><\/td>Devastating bite, improved grab, swallow whole<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
    Very Young<\/font><\/td>Swim 100 ft.<\/font><\/td>+0<\/font><\/td>15 (-1 size, +6 natural), touch 9, flat-footed 15<\/font><\/td>-<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
    Young<\/font><\/td>Swim 100 ft.<\/font><\/td>+0<\/font><\/td>18 (-1 size, +9 natural), touch 9, flat-footed 18<\/font><\/td>-<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>Swim 100 ft.<\/font><\/td>+0<\/font><\/td>21 (-1 size, +12 natural), touch 9, flat-footed 21<\/font><\/td>-<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>Swim 100 ft.<\/font><\/td>+0<\/font><\/td>23 (\u00c2\u00962 size, +15 natural), touch 8, flat-footed 23<\/font><\/td>Capsize, DR 5\/magic<\/font><\/td>-<\/font><\/td>18<\/font><\/td><\/tr>
    Adult<\/font><\/td>Swim 100 ft.<\/font><\/td>+0<\/font><\/td>26 (\u00c2\u00962 size, +18 natural), touch 8, flat-footed 26<\/font><\/td>-<\/font><\/td>-<\/font><\/td>20<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>Swim 100 ft.<\/font><\/td>+0<\/font><\/td>29 (\u00c2\u00962 size, +21 natural), touch 8, flat-footed 29<\/font><\/td>DR 10\/magic<\/font><\/td>-<\/font><\/td>22<\/font><\/td><\/tr>
    Old<\/font><\/td>Swim 100 ft.<\/font><\/td>+0<\/font><\/td>30 (\u00c2\u00964 size, +24 natural), touch 6, flat-footed 30<\/font><\/td>-<\/font><\/td>-<\/font><\/td>24<\/font><\/td><\/tr>
    Very Old<\/font><\/td>Swim 100 ft.<\/font><\/td>+0<\/font><\/td>33 (\u00c2\u00964 size, +27 natural), touch 6, flat-footed 33<\/font><\/td>DR 15\/magic<\/font><\/td>-<\/font><\/td>25<\/font><\/td><\/tr>
    Ancient<\/font><\/td>Swim 100 ft.<\/font><\/td>+0<\/font><\/td>36 (\u00c2\u00964 size, +30 natural), touch 6, flat-footed 36<\/font><\/td>-<\/font><\/td>-<\/font><\/td>27<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>Swim 120 ft.<\/font><\/td>+0<\/font><\/td>35 (\u00c2\u00968 size, +33 natural), touch 2, flat-footed 35<\/font><\/td>DR 20\/magic<\/font><\/td>-<\/font><\/td>28<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>Swim 120 ft.<\/font><\/td>+0<\/font><\/td>38 (\u00c2\u00968 size, +36 natural), touch 2, flat-footed 38<\/font><\/td>-<\/font><\/td>-<\/font><\/td>30<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>
    Combining the traits of a dragon and a titanic fish, this creature has a sleek body that ends in a forked tail. Its head is long and flat, with powerful jaws like those of a barracuda. A single set of v-shaped gills lies behind its eyes, and a short fin trails from its neck to about halfway down its back. Its scales are a rich, deep green.<\/i>\r

    Ichthyodrakes are true dragons, but have little in common with their metallic and chromatic cousins other than their bites and breath weapons. With only animal intellect, these massive aquatic predators lack the typical draconic spellcasting and spell-like abilities. Of course, their primal natures means that they cannot be bribed or reasoned with, meaning that most encounters with one result in violence.\r

    Unlike most dragons, ichthyodrakes do not make lairs. Consummate predators who never seem to sleep, they are always following prey and consider the entire ocean their territories.\r

    By rapidly quivering its fins, an ichthyodrake can emit vibrations in a 10-mile radius which attract the attention of oceanic predators, luring them to the ichthyodrake\\'s waiting ambush.\r

    While ichthyodrakes can subsist on large quantities of smaller fish, their preferred prey are large predatory fishes, sharks, and even sea serpents. If particularly hungry, and sufficient aquatic prey isn\\'t available, an ichthyodrake will capsize ships and devour all those on board.\r

    Ichthyodrakes do not hoard treasure like other true dragons, but occasionally magical or metallic gear from past victims that survived its stomach acid can be found in its stomach. \r

    Combat\r

    Because an ichthyodrake has no claws or wings, its full attack action functions differently than most dragons. It never gains claw or wing attacks. \r

    Breath Weapon (Su):<\/b> An ichthyodrake has one type of breath weapon, a cone of sonic damage.\r

    Capsize (Ex):<\/b> A submerged ichthyodrake of young adult age or older that surfaces under a boat or ship less than 20 feet long can capsize the vessel 95% of the time. It has a 50% chance to capsize a vessal from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long. Very old and older ichthyodrakes have a 100% chance to capsize boats under 20 feet long, a 75% chance to capsize a vessel from 20 to 60 feet long, and a 50% chance to capsize one over 60 feet long.\r

    Devastating Bite (Ex):<\/b> An ichthyodrake\\'s primary attack is a bite with its massive, powerful jaws. The damage it inflicts with its bite attack is increased by two steps as if it were two size categories larger than the damage indicated for a dragon\\'s bite on page 69 of the Monster Manual. Ichthyodrakes always apply 1.5 times their Strength bonus to damage done with their bite, even when they make a full attack action.\r

    Improved Grab (Ex):<\/b> To use this ability, the ichthyodrake 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 winds a grapple check, it establishes a hold and can attempt to swallow the foe the following round.\r

    Swallow Whole (Ex):<\/b> An ichthyodrake 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 ichthyodrake\\'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 ichthyodrake to it digestive tract (AC 15). Once the creature exits, muscular action closes the hole; other swallowed opponents must cut their own way out.\r

    An ichthyodrake\\'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 ichthyodrake\\'s digestive tract can hold 1 Medium, 4 Small, 16 Tiny, or 64 Diminutive or smaller opponents.\r

    Skills:<\/b> Hide, Survival, and Swim are considered class skills for ichthyodrakes. \r

    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Originally appeared in Dragon Magazine #134.<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Iguana, Giant","type":"Animal","ch":4,"challenge_rating":" 4 \u00a0","id":5915,"reference":"Usergen","full_text":"

    Iguana, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 6d8+30\u00a0(57 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 30 ft., swim 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+12<\/td> <\/tr>
    Attack: <\/strong>Bite +7 melee (2d4+4 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +7 melee (2d4+4 plus poison) and 2 claws +5 melee (1d4+2) and tail slap +5 melee (1d6+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, poison, swallow whole, tail sweep<\/td> <\/tr>
    Special Qualities: <\/strong>Scent<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +7, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 15, Con 21, Int 2, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Climb +12, Hide +0*, Listen +3, Move Silently +4, Spot +14, Swim +12<\/td> <\/tr>
    Feats: <\/strong>Alertness, Multiattack, Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary, mated pair, or pack (2-6)<\/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), 13-24 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This lizard is bigger than a man. Black spots and bands are scattered over its green scales. A high, serrated crest runs from its neck down its back. A large sac descends from its chin. Its long-toed feet end in sharp claws.<\/i>\r

    Giant iguanas are omnivorous lizards found in forests and jungles. Although solitary hunters, they occasionally gather in groups when sunning themselves or seeking a mate.\r

    Giant iguanas need little sustenance, only eating once every other day. They prefer the taste of insects, but will hunt any creature smaller than themselves if hungry. They supplement this meat with grasses and other vegetation.\r

    Because their flesh is tender and flavorful, some humanoids keep small herds of giant iguanas. However, they are difficult to contain, and are far deadlier than most livestock. Although they are difficult to domesticate, and their rough skins and spines a deterrent to most riders, some reptilian races (particularly ingundi) use them as steeds. \r

    Although it is of the animal type, a giant iguana lacks low-light vision.\r

    A giant iguana is 8 to 10 feet long and weighs around 500 pounds. Its long, thin tail is 15 feet in length.\r

    COMBAT\r

    Giant iguanas, like their smaller kin, usually attack only if cornered or hungry. A giant iguana often stands completely still, camouflaged by nearby foliage, waiting for prey to come near. It then lashes out with its tooth, nails, and tail.\r

    Improved Grab (Ex):<\/b> To use this ability, a giant iguana 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

    Poison (Ex):<\/b> Bite, Fortitude DC 18, initial damage 1 Con, secondary damage 1d4 Con. The save DC is Constitution-based.\r

    Swallow Whole (Ex):<\/b> A giant iguana can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d4+4 points of bludgeoning damage and 1d4 points of acid damage per round from the iguana'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 interior (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.\r

    A Large giant iguana's gizzard can hold 2 Small, 8 Tiny, or 16 Diminutive or smaller opponents.\r

    Tail Sweep (Ex):<\/b> A giant iguana 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 giant iguana's space in any direction. Creatures within the swept area are affected if they are one or more size categories smaller than the giant iguana. A tail sweep automatically deals tail slap damage and affected creatures must make DC 17 Reflex saves or be knocked prone. The save DC is Strength-based.\r

    Skills:<\/b> Giant iguanas have a +4 racial bonus on Spot checks and a +8 racial bonus on Climb checks. A giant iguana can always choose to take 10 on a Climb check, even if rushed or threatened. A giant iguana 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

    * Giant iguanas gain a +8 Hide bonus in forest terrain. They also gain a +8 Hide bonus when immobile in any terrain (and thus, a +16 Hide bonus when immobile in forest terrain).\r

    Giant Horned Iguana<\/b>\r

    The giant horned iguana is quite similar to the giant iguana described above, with the exception of three horns, each two feet in length, protruding from its head. It never uses these horns to make gore attacks, but can use them to intercept a charge from a foe.\r

    Chargebreaker (Ex):<\/b> Giant Horned Iguanas do not make standard melee attacks with their horns. However, if a giant horned iguana is charged, it may make a single attack with its horns against the charger as an immediate action (as if it had readied against the charge). This attack is made at the iguana's full attack bonus and deals 1d10+4 hp of piercing damage on a successful attack.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Greyhawk Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate and warm forests"},{"name":"Illithidae","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5916,"reference":"Usergen","full_text":"

    Illithidae (Template)<\/h1>
    The illithidae are a bizarre form of alien life related to mind flayers and other illithid-kin. These creatures come in a variety of forms, and all live in and around the same areas as the mind flayers. It is not entirely clear how these creatures came to be. Perhaps they were created by ceremorphosis, the same process that creates mind flayers, but with a different type of tadpole. They may have evolved naturally from mind flayers, or alongside them. Regardless, they do spend time in a larval tadpole form, living in another creature's body, which eventually transforms into that type of illithidae.\r

    Within the world of the illithids, illthidae typically fill the roles of mammals, reptiles, and others. These creatures all survive at least partially by preying on the brain matter of living creatures, particularly sentients, but they are often omnivorous. They all have feeding tentacles in multiples of four (4, 8, 12, 16...), though not all have the capacity to draw out the brain in the manner of mind flayers, but may have a different power to incapacitate or kill their foes before feeding.\r

    Landbound illithidae typically have four limbs with four digits on each, though all are amphibious. The feeding tentacles surround a beaked mouth that allows the creature to break through skulls when the tentacles are not strong enough. All illithidae have the same sort of tough, slimy skin as illithids, but come in a variety of purple, red, black, gray, or even white in cold lands.\r

    Creating a Illithidae<\/h2> \"Illithidae\" is a template that can be added to any animal, beast, plant, or vermin (referred to hereafter as the \"base creature\"). The creature's type changes to \"aberration.\" It uses all the base creature's statistics and special abilities except as noted here.\r

    (NOTE: This template will NOT make a cessirid, embrac, kigrid, or saltor. It is to be used as a guideline only to create new types of illithidae.)\r

    Hit Dice: <\/strong>Increase total Hit Dice by 6. If the base creature has 2 Hit Dice or less, multiply total Hit Dice b
    Speed: <\/strong>Same as the base creature. The creature may gain a swim speed and\/or climb speed.
    AC:<\/strong> Natural Armor improves by +4.
    Special Attacks: <\/strong>Illithidae may gain a tentacle attack in addition to other attacks. In addition to other effects (see Special Attacks), the tentacles cause damage as this table below.\r

    Size Tentacle Damage\r
    Fine ---\r
    Diminutive 1\r
    Tiny 1d2\r
    Small 1d3\r
    Medium-Size 1d4\r
    Large 1d6\r
    Huge 1d8\r
    Gargantuan 2d6\r
    Colossal 2d8\r

    Special Attacks<\/b>: An illithidae retains all the special attacks of the base creature and those listed below.\r

    Psionics (Sp)<\/i>: All illithidae with an Intelligence score of at least 7 have psionic powers. Illithidae generally have three or four psionic powers appropriate to their body form.\r

    Tentacles (Ex)<\/i>: All illithidae have tentacles that function as formidable attack forms and allow them to feed on brain matter. Some cause poison damage or paralysis, some constrict like snakes, and some allow the illithidae to extract brains in the same manner as illithid tentacles.\r

    Special Qualities: <\/strong>An illithidae retains all the special qualities of the base creature and those listed below.\r

    Spell Resistance (Su)<\/i>: The Spell Resistance of an illithidae is 10 + 1\/2 creature's Hit Dice + Intelligence modifier.\r

    Amphibious (Ex)<\/i>: Illithidae possess both lungs and gills, and can survive indefinitely on land and in water.\r

    Slime (Ex)<\/i>: The slimy coating that covers the skin of illithidae is proof against adhesion. Illithidae are completely protected against the nonmagical glues of creatures such as the mimic and the roper. Additionally, their slimy skin imposes a -4 penalty on all grapple checks against them.\r

    Light Vulnerability (Ex)<\/i>: The eyes and bodies of illithidae are vulnerable to normal sunlight and anything above a dim light source. Illumination equal to the light spell or brighter imposes a -1 penalty to the illithidae's attack rolls. Additionally, exposure to full sunlight causes 1 hit point of damage per minute to any unprotected illithidae.\r

    Saves: <\/strong>Same as the base creature
    Abilities: <\/strong>Increase from the base creature as follows: Str +2, Dex +2, Con +2, Int +4, Wis +2, Cha +4
    Skills: <\/strong>Same as the base creature
    Feats: <\/strong>Same as the base creature

    Environment: <\/strong>Any underground
    Organization: <\/strong>Same as the base creature
    Treasure: <\/strong>Same as the base creature
    Alignment: <\/strong>Any non-good
    Advancement: <\/strong>Same as the base creature
    Challenge Rating: <\/strong>varies
    Level Adjustment: <\/strong>CR: Same as the base creature +2

    \u00a0
    Dragon Magazine #150 (Dragon's Bestiary, Stephen Inniss, 1989).<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Any non-good","environment":"Any underground"},{"name":"Illithidae, Cessirid","type":"Aberration","ch":7,"challenge_rating":" 07 \u00a0","id":5917,"reference":"Usergen","full_text":"

    Illithidae, Cessirid <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8+16\u00a0(52 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 50 ft, swim 40 ft<\/td> <\/tr>
    AC:<\/strong> 19 (+3 Dex, +6 natural)<\/td> <\/tr>
    Attacks:<\/strong>Bite +8 melee<\/td> <\/tr>
    Damage: <\/strong>Bite 2d8+3 and poison<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Psionics, poison, trip<\/td> <\/tr>
    Special Qualities: <\/strong>Telepathy, SR 12, amphibious, slime, light vulnerability<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +5, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 16, Con 15, Int 10, Wis 14, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide +9, Jump +7, Listen +8, Move Silently +9, Spot +8, Swim +7<\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon Finesse (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (1-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>07<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful neutral (with evil tendencies)<\/td> <\/tr>
    Advancement: <\/strong>9-16 HD (Medium-Size); 17-24 HD (Large)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The cessirid is a small pack hunter, similar to canines. This monster has a large head and oversized eyes, and a fearsome jaw with a spiked beak at the end. This creature's horrible mouth has four feeding tentacles surrounding it, two on each side of the face. Its canine body is 2 feet high at the shoulder, and has smooth, slimy skin of a pale gray color. Its webbed feet help it to swim as well as run. Jutting out from its back are a series of short spines. These creatures live and work together in silent, tightly-knit, efficient packs. They are often used as hounds by illithids.\r

    COMBAT<\/b>\r
    Cessirids like to leap at their opponents and bite with their beaks. The tentacles around the mouth hit automatically on every successful bite attack, and sting with poison that disorients foes. They use their psionic powers to locate and pursue prey, or to escape if outmatched.\r

    Psionics (Sp)<\/b>: At will - body equilibrium, detect thoughts<\/i>, and dimension door<\/i>. These abilities are as the powers manifested by a 6th-level psion.\r
    Attack\/Defense Modes (Sp)<\/i>: At will - mind thrust, psychic crush<\/i>\/empty mind, thought shield<\/i>\r

    Poison (Ex)<\/b>: Contact, Fortitude save (DC 16); initial damage 1d6 temporary Dexterity; secondary damage 1d4 temporary Dexterity.\r

    Trip (Ex)<\/b>: A cessirid that hits with a bite attack can attempt to trip the opponent as a free action (see page 139 in the Player's Handbook) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cessirid.\r

    Telepathy (Su)<\/b>: Cessirids can communicate telepathically with any illithid-kin within 24 feet.\r

    Amphibious (Ex)<\/b>: Illithidae possess both lungs and gills, and can survive indefinitely on land and in water.\r

    Slime (Ex)<\/b>: The slimy coating that covers the skin of illithidae is proof against adhesion. Illithidae are completely protected against the nonmagical glues of creatures such as the mimic and the roper. Additionally, their slimy skin imposes a -4 penalty on all grapple checks against them.\r

    Light Vulnerability (Ex)<\/b>: The eyes and bodies of illithidae are vulnerable to normal sunlight and anything above a dim light source. Illumination equal to the light spell or brighter imposes a -1 penalty to the illithidae's attack rolls. Additionally, exposure to full sunlight causes 1 hit point of damage per minute to any unprotected illithidae.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #150 (Dragon's Bestiary, Stephen Inniss, 1989).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Usually lawful neutral (with evil tendencies)","environment":">Any underground"},{"name":"Imorph","type":"Aberration","ch":3,"challenge_rating":" 3 \u00a0","id":5918,"reference":"Usergen","full_text":"

    Imorph <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Aberration \t\t\t(Shapechanger)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8\u00a0(22 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), climb 10 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+5 natural), touch 10, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+3<\/td> <\/tr>
    Attack: <\/strong>Tentacle +3 melee (1d4)<\/td> <\/tr>
    Full Attack: <\/strong>Two tentacles +3 melee (1d4)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Imorphism<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., imorphism<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +1, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 10, Con 11, Int 2, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Climb +8, Disguise -4*, Listen +3, Spot +11<\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Initiative\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm forests, hills or badlands and underground<\/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 (Medium); 11-15 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A grey-green, cylindrical creature ambles forth on a series of suction cups along its underbelly and at the end of its snail-like tail. A pair of tentacles, each nearly five feet long, flail about from its top. The entirety of the creature is rubbery and lumby, the color of bilious human flesh. As you watch, its mass begins to change its form, its arms slightly resembling your own weaponry.<\/i>\r

    An imorph is a bizarre aberration found in the wilderness and underground. Unless bothered, it is generally harmless, spending its time foraging for leaves, stems, soft bark, fruit, algae, and small insects. Although no smarter than most animals, its ability to emulate other creatures can afford it instinctual advantages when fighting for its survival.\r

    An imorph has a strange form of locomotion, ambling along via a series of suction cups that line its underbelly and the tip of its tail.\r

    A typical imorph is 4 feet tall and 2 feet in diameter. It weighs around 200 pounds. \r

    Combat\r

    An imorph normally only attacks in retaliation, lashing out with its tentacles as its imorphism slowly changes its shape to that of its attacker.\r

    Imorphism (Su):<\/b> When engaged in melee an imorph begins to emulate its opponent, altering both its appearance and some of its combat abilities. If faced with more than one attacker, the imorph will select one at random to emulate. An imorph can emulate any living creature that is within one size category of its own. An imorph cannot emulate constructs, elementals, undead, or creatures with the swarm subtype.\r

    At the end of each round, the imorph gains a +3 racial bonus (or a -3 racial penalty) on attack rolls, grapple checks, and armor class, and a +1 racial bonus (or a -1 racial penalty) on saving throws, not to exceed the emulated creature's scores. At the same time, the imorph gradually changes its appearance to match its opponent. Once the imorphs AC, primary attack modifier, grapple modifier, and saving throws equal those of the emulated creature, the imorph completes the transformation. It gains the emulated creature's size, reach, and speed (and all non-magical forms of movement). The hit points and other attributes of the imorph remain unchanged.\r

    An imorph retains its own natural attacks; they simply appear as the weapons of its emulated opponent. It deals standard damage for its two tentacles, even though one tentacle may look like an arm wielding a sword and the other an arm holding a shield. The imorph can gain reach with its tentacle attacks if it completely emulates a creature of sufficient size, or one wielding a reach weapon.\r

    If the emulated foe dies during melee, or retreats, the imorph immediately begins to emulate another opponent. When the melee is over, or when the imorph is reduced to one-third or less of its maximum normal hit point total, it begins to revert to its original form. This reverses the process, removing 3 points of racial bonus or penalty to AC, attack rolls, and grapple checks, and 1 point of racial bonus or penalty to saving throws each round until all scores have returned to normal.\r

    Note that an imorph may receive both bonuses and penalties in a given round. For example, if its attack modifier is already greater than the creature it is emulating, but its AC is lower, it would receive a racial bonus on AC and a penalty on attack rolls until both equal its emulated opponent.\r

    If the opponent has its attributes changed by any means, such as shapechanging or an enhancement spell, the imorph will begin to emulate the modified attributes instead of the opponent's previous attributes. If the imorph has already achieved complete emulation, it retains any current changes to size, reach and movement forms until it completely matches its opponent's new form.\r

    Skills:<\/b> An imorph 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

    *When using imorphism to completely emulate an opponent, an imorph gains a +10 circumstance bonus on Disguise checks.<\/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":"Temperate and warm forests, hills or badlands and underground"},{"name":"Infernite","type":"Outsider","ch":3,"challenge_rating":" 3 \u00a0","id":5919,"reference":"Usergen","full_text":"

    Infernite <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Outsider \t\t\t(Earth, Fire, Native)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+8\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+1 Dex, +6 natural), touch 11, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+6<\/td> <\/tr>
    Attack: <\/strong>Longsword +7 melee (1d8+3 plus 2d6 fire\/19-20) or slam +6 melee (1d4+2 plus 2d6 fire) or magma missile +5 ranged (2d4+2 plus 2d6 fire)<\/td> <\/tr>
    Full Attack: <\/strong>Longsword +7 melee (1d8+3 plus 2d6 fire\/19-20) or 2 slams +6 melee (1d4+2 plus 2d6 fire) or magma missile +5 ranged (2d4+2 plus 2d6 fire)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Fireteam tactics, fluidity, heat, improved grab, magma missile<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., fast healing 2, immunity to critical hits, fire, poison, paralysis, and stunning, vulnerability to cold, vulnerability to water<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +5, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 13, Con 14, Int 11, Wis 10, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Balance +3, Craft (weaponsmithing) +7, Diplomacy +2, Intimidate +9, Jump +11, Knowledge (the planes) +7, Listen +7, Sense Motive +7, Spot +7, Survival +0 (+2 on other planes), Tumble +10<\/td> <\/tr>
    Feats: <\/strong>Power Attack, Weapon Focus (longsword)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any warm land<\/td> <\/tr>
    Organization: <\/strong>Solitary, kiln (5 - see entry<\/u><\/a>), or pyre (8-80 plus 1-20 infernite magicians<\/u><\/a> and 1 infernite leader<\/u><\/a>)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>Standard (non-combustible)<\/td> <\/tr>
    Alignment: <\/strong>Always lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This roughly humanoid-shaped being seems to be composed entirely of molten metal and rock.<\/i>\r

    Infernites are beings of molten metal and rock that inhabit many fiery worlds. Their bodies are rather fluid but maintain a humanoid appearance virtually all the time.\r

    Infernites are rigid, structured, and single-minded of purpose. An individual infernite has very little freedom of choice, nor does it expect any. The offspring of each parent take on that parent\u00c2\u0092s role in society, be it soldier, leader, administrator, or worker. Infernite leaders<\/b><\/u><\/a> enjoy the absolute confidence of those under them. An infernite is bound to a single leader for life, and when that leader dies, its subjects cease taking on nourishment and quickly perish as well. Infernite leaders nearly always disagree on some point of policy, leading to ferocious battles that limit their otherwise fast-growing population.\r

    All infernites are the same sex, with reproduction accomplished through a long process of fission. Each infernite divides itself in a week-long ritual once every four months. However, reproduction can be highly accelerated when the community is either threatened or is preparing for war. In such an instance, the community consciousness naturally takes over, forcing individuals to seek out lava, magma, or similar sources of body material and begin reproducing daily. Since leaders divide their power when they divide, they will try to avoid reproduction indefinitely. In a short time, infernites can create whole armies to perpetuate their race and their ambitions.\r

    Infernites rarely do business with creatures from earth-based worlds. Infernite pirates often raid earth-based worlds for metals or magic items that can withstand the heat of their homes.\r

    Infernites eat anything that normally burns.\r

    An infernite stands 6 feet tall and weighs 450 pounds.\r

    Infernites speak Ignan and Terran.\r

    COMBAT<\/b>\r
    Infernites tenaciously defend their community and possessions. Infernites fight in small units called kilns (see below), maximizing their fireteam tactics. Individual tactics vary based on role in the kiln.\r

    Fast Healing (Ex):<\/b> An infernite heals only if it is touching magma, lava, or a flame at least as large as a torch.\r

    Fireteam Tactics (Ex):<\/b> Whenever four or more infernites belonging to the same kiln are within 30 ft. of each other, they all gain a +1 competence bonus to attack rolls and armor class.\r

    Fluidity (Ex):<\/b> Because an infernite's body is essentially living molten lava, it can flow through gaps of Diminutive size or larger without slowing.\r

    Heat (Ex):<\/b> An infernite generates so much heat that its mere touch (including grapples) deals additional fire damage. Infernites' metallic weapons also conduct this heat.\r

    Improved Grab (Ex):<\/b> To use this ability, an infernite must hit a creature of up to one size larger than itself with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.\r

    Magma Missile (Ex):<\/b> An infernite can spit a ball of molten rock into its hand as a free action. An infernite takes 1 point of damage whenever it produces a magma rock. It can throw these magma rocks with a 30 ft. range increment (maximum range 150 feet). Ranged weapon feats such as Rapid Shot or Point Blank Shot apply to thrown magma missiles.\r

    Vulnerability to Water (Ex):<\/b> Infernites are particularly vulnerable to water, and contact with it (such as wading into a pool or being splashed with a vial or bucket of water) inflicts 2d6 points of damage per strike. Complete immersion (including being caught in the rain or being subjected to a high volume of water, as from the geyser function of a decanter of endless water<\/i>) inflicts 6d6 points of damage per round.\r

    <\/a>Infernite Kilns<\/b>\r
    A group of infernites, whether on the ground or in wildspace, will be organized into kilns of five infernites each. Kilns are typically organized into one of the following configurations:\r
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #159<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always lawful neutral","environment":"Any warm land"},{"name":"Infernite Leader","type":"Outsider","ch":10,"challenge_rating":" 10 \u00a0","id":5920,"reference":"Usergen","full_text":"

    Infernite Leader <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Outsider \t\t\t(Earth, Fire, Native)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+20\u00a0(65 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+1 Dex, +6 natural, +1 bracers of armor<\/i>), touch 11, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+10<\/td> <\/tr>
    Attack: <\/strong>+1 frost longsword<\/i> +11 melee (1d8+1 plus 1d6 cold and 2d6 fire\/19-20) or slam +10 melee (1d4 plus 2d6 fire) or magma missile +11 ranged (2d4 plus 2d6 fire)<\/td> <\/tr>
    Full Attack: <\/strong>+1 frost longsword<\/i> +11\/+6 melee (1d8+1 plus 1d6 cold and 2d6 fire\/19-20) +7 melee (1d8 plus 2d6 fire\/19-20) or 2 slams +10 melee (1d4 plus 2d6 fire) or magma missile +11 ranged (2d4 plus 2d6 fire)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Fireteam tactics, fluidity, heat, improved grab, magma missile, spells<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., fast healing 2, immunity to critical hits, fire, poison, paralysis, and stunning, vulnerability to cold, vulnerability to water<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +8, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 13, Con 14, Int 11, Wis 10, Cha 17*
    *Includes bonus from magic item. <\/td> <\/tr>
    Skills: <\/strong>Concentration +15, Diplomacy +5, Intimidate +16, Knowledge (the planes) +13, Listen +13, Sense Motive +13, Spellcraft +13 (+15 scrolls), Spot +13, Survival +0 (+2 on other planes), Use Magic Device +16 (+18 scrolls)<\/td> <\/tr>
    Feats: <\/strong>Empower Spell, Energy Substitution, Maximize Spell, Spell Focus (evocation)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any warm land<\/td> <\/tr>
    Organization: <\/strong>Solitary, kiln (see entry<\/u><\/a>), or pyre (1 plus 1-20 infernite magicians<\/u><\/a> and 8-80 infernites<\/u><\/a>)<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>Standard (non-combustible)<\/td> <\/tr>
    Alignment: <\/strong>Always lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This roughly humanoid-shaped being seems to be composed entirely of molten metal and rock.<\/i>\r

    Infernites are beings of molten metal and rock that inhabit many fiery worlds. Their bodies are rather fluid but maintain a humanoid appearance virtually all the time.\r

    Infernite leaders are a specialised caste of infernite, born to rule their fellows. A community of infernites is called a pyre and can only have one leader. If a new leader is created, the community splits into two pyres. Infernite leaders nearly always disagree on some point of policy, leading to ferocious battles that limit their otherwise fast-growing population.\r

    See the infernite<\/b><\/u><\/a> entry for general background on infernites.\r

    An infernite stands 6 feet tall and weighs 450 pounds.\r

    Infernites speak Ignan and Terran.\r

    <\/a>COMBAT<\/b>\r
    Infernites tenaciously defend their community and possessions. Infernites fight in small units called kilns (see
    infernite entry<\/b><\/u><\/a>), maximizing their fireteam tactics.\r

    An infernite leader is usually accompanied by a bodyguard kiln comprised of 2
    infernite magicians<\/b><\/u><\/a> and 3 infernite soldiers<\/b><\/u><\/a> (usually a mix of swordsmen and pikemen). These bodyguards are often advanced characters with levels in sorcerer or fighter.\r

    Fast Healing (Ex):<\/b> An infernite heals only if it is touching magma, lava, or a flame at least as large as a torch.\r

    Fireteam Tactics (Ex):<\/b> Whenever four or more infernites belonging to the same kiln are within 30 ft. of each other, they all gain a +1 competence bonus to attack rolls and armor class.\r

    Fluidity (Ex):<\/b> Because an infernite's body is essentially living molten lava, it can flow through gaps of Diminutive size or larger without slowing.\r

    Heat (Ex):<\/b> An infernite generates so much heat that its mere touch (including grapples) deals additional fire damage. Infernites' metallic weapons also conduct this heat.\r

    Improved Grab (Ex):<\/b> To use this ability, an infernite must hit a creature of up to one size larger than itself with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.\r

    Magma Missile (Ex):<\/b> An infernite can spit a ball of molten rock into its hand as a free action. An infernite takes 1 point of damage whenever it produces a magma rock. It can throw these magma rocks with a 30 ft. range increment (maximum range 150 feet). Ranged weapon feats such as Rapid Shot or Point Blank Shot apply to thrown magma missiles.\r

    Spells:<\/b> An infernite leader casts spells as a 10th-level sorcerer.\r

    Typical Sorcerer Spells Known<\/b><\/i> (6\/7\/7\/7\/5\/3, save DC 13 + spell level, evocation spells DC 14 + spell level)\r
    0<\/b>\u00c2\u0097acid splash<\/i>, detect magic<\/i>, flare<\/i>, mage hand<\/i>, message<\/i>, prestidigitation<\/i>, ray of frost<\/i>, read magic<\/i>, resistance;<\/i>\r
    1st<\/b>\u00c2\u0097burning hands<\/i>, chill touch<\/i>, mage armor<\/i>, magic missile<\/i>, ray of enfeeblement;<\/i>\r
    2nd<\/b>\u00c2\u0097acid arrow<\/i>, bull's strength<\/i>, invisibility<\/i>, scorching ray;<\/i>\r
    3rd<\/b>\u00c2\u0097haste<\/i>, heroism<\/i>, major image;<\/i>\r
    4th<\/b>\u00c2\u0097ice storm<\/i>, wall of ice;<\/i>\r
    5th<\/b>\u00c2\u0097cone of cold<\/i>.\r

    Vulnerability to Water (Ex):<\/b> Infernites are particularly vulnerable to water, and contact with it (such as wading into a pool or being splashed with a vial or bucket of water) inflicts 2d6 points of damage per strike. Complete immersion (including being caught in the rain or being subjected to a high volume of water, as from the geyser function of a decanter of endless water<\/i>) inflicts 6d6 points of damage per round.\r

    Possessions:<\/b> +1 frost longsword<\/i>, wand of magic missiles<\/i> (CL 7), bracers of armor +1<\/i>, +2 cloak of charisma<\/i> (made from fire-resistant cloth).\r

    In Spelljammer<\/b>\r
    Infernite leaders and mages have spelljamming capabilities, and leaders sometimes order large metallic spelljamming vessels to be built. The metal of the hulls is forged to withstand the great temperatures generated both within and without. Infernite ships deal additional fire damage when ramming, and may set alight combustible materials (such as a ship's rigging). A ship has a single leader; if that leader is lost, the ship is left to cool in the icy cold of space.\r

    Infernites do not venture into the Phlogiston, as the heat from their ships is magnified and the infernites \"burn out.\" Infernites despise and hunt the q\u00c2\u0092nidar.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #159<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always lawful neutral","environment":"Any warm land"},{"name":"Infernite Magician","type":"Outsider","ch":4,"challenge_rating":" 4 \u00a0","id":5921,"reference":"Usergen","full_text":"

    Infernite Magician <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Outsider \t\t\t(Earth, Fire, Native)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+8\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+1 Dex, +6 natural), touch 11, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+4<\/td> <\/tr>
    Attack: <\/strong>Longsword +4 melee (1d8 plus 2d6 fire\/19-20) or slam +4 melee (1d4 plus 2d6 fire) or magma missile +5 ranged (2d4 plus 2d6 fire)<\/td> <\/tr>
    Full Attack: <\/strong>Longsword +4 melee (1d8 plus 2d6 fire\/19-20) or 2 slams +4 melee (1d4 plus 2d6 fire) or magma missile +5 ranged (2d4 plus 2d6 fire)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Fireteam tactics, fluidity, heat, improved grab, magma missile, spells<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., fast healing 2, immunity to critical hits, fire, poison, paralysis, and stunning, vulnerability to cold, vulnerability to water<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +5, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 13, Con 14, Int 11, Wis 10, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Concentration +9, Diplomacy +4, Intimidate +9, Knowledge (the planes) +7, Listen +7, Sense Motive +7, Spellcraft +7 (+9 scrolls), Spot +7, Survival +0 (+2 on other planes), Use Magic Device +9 (+11 scrolls)<\/td> <\/tr>
    Feats: <\/strong>Combat Casting, Energy Substitution<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any warm land<\/td> <\/tr>
    Organization: <\/strong>Solitary, kiln (see <\/a><\/td><\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard (non-combustible)<\/td> <\/tr>
    Alignment: <\/strong>Always lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This roughly humanoid-shaped being seems to be composed entirely of molten metal and rock.<\/i>\r

    Infernites are beings of molten metal and rock that inhabit many fiery worlds. Their bodies are rather fluid but maintain a humanoid appearance virtually all the time.\r

    Infernite magicians are a specialised caste of infernite, born with the ability to cast spells. They live and work with ordinary infernites and do not form cliques of their own kind.\r

    See the infernite<\/b><\/u><\/a> entry for general background on infernites.\r

    An infernite stands 6 feet tall and weighs 450 pounds.\r

    Infernites speak Ignan and Terran.\r

    <\/a>COMBAT<\/b>\r
    Infernites tenaciously defend their community and possessions. Infernites fight in small units called kilns (see
    infernite entry<\/b><\/u><\/a>), maximizing their fireteam tactics. Individual tactics vary based on role in the kiln.\r

    An infernite magician's kiln is normally organized into a close-combat team or magical team.\r

    Fast Healing (Ex):<\/b> An infernite heals only if it is touching magma, lava, or a flame at least as large as a torch.\r

    Fireteam Tactics (Ex):<\/b> Whenever four or more infernites belonging to the same kiln are within 30 ft. of each other, they all gain a +1 competence bonus to attack rolls and armor class.\r

    Fluidity (Ex):<\/b> Because an infernite's body is essentially living molten lava, it can flow through gaps of Diminutive size or larger without slowing.\r

    Heat (Ex):<\/b> An infernite generates so much heat that its mere touch (including grapples) deals additional fire damage. Infernites' metallic weapons also conduct this heat.\r

    Improved Grab (Ex):<\/b> To use this ability, an infernite must hit a creature of up to one size larger than itself with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.\r

    Magma Missile (Ex):<\/b> An infernite can spit a ball of molten rock into its hand as a free action. An infernite takes 1 point of damage whenever it produces a magma rock. It can throw these magma rocks with a 30 ft. range increment (maximum range 150 feet). Ranged weapon feats such as Rapid Shot or Point Blank Shot apply to thrown magma missiles.\r

    Spells:<\/b> An infernite magician casts spells as a 4th-level sorcerer.\r

    Typical Sorcerer Spells Known<\/b><\/i> (6\/7\/4, save DC 12 + spell level)\r
    0<\/b>\u00c2\u0097acid splash, detect magic, flare, ray of frost, read magic, resistance;<\/i>\r
    1st<\/b>\u00c2\u0097mage armor, magic missile, ray of enfeeblement;<\/i>\r
    2nd<\/b>\u00c2\u0097acid arrow<\/i>. \r

    Vulnerability to Water (Ex):<\/b> Infernites are particularly vulnerable to water, and contact with it (such as wading into a pool or being splashed with a vial or bucket of water) inflicts 2d6 points of damage per strike. Complete immersion (including being caught in the rain or being subjected to a high volume of water, as from the geyser function of a decanter of endless water<\/i>) inflicts 6d6 points of damage per round.\r

    In Spelljammer<\/b>\r
    Infernite leaders and mages have spelljamming capabilities, and leaders sometimes order large metallic spelljamming vessels to be built. The metal of the hulls is forged to withstand the great temperatures generated both within and without. Infernite ships deal additional fire damage when ramming, and may set alight combustible materials (such as a ship's rigging). A ship has a single leader; if that leader is lost, the ship is left to cool in the icy cold of space.\r

    Infernites do not venture into the Phlogiston, as the heat from their ships is magnified and the infernites \"burn out.\" Infernites despise and hunt the q\u00c2\u0092nidar.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #159<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always lawful neutral","environment":"Any warm land"},{"name":"Ingundi","type":"Monstrous Humanoid","ch":2,"challenge_rating":" 02 \u00a0","id":5922,"reference":"Usergen","full_text":"

    Ingundi <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Monstrous Humanoid \t\t\t(Reptilian)\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> 14 (+4 natural), touch 10, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+3<\/td> <\/tr>
    Attack: <\/strong>Claw +3 melee (1d6)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +3 melee (1d6) and bite -2 melee (1d12)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Charm monster<\/i><\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, detect thoughts, disguise self, lesser telepathy<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +3, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 10, Con 13, Int 6, Wis 10, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Bluff +4, Disguise +4, Listen +2, Spot +2<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (charm), Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forest<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>02<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+3<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature appears to be a lightly built, bipedal reptile standing about as tall as a human. A thick tail balances its upper body. Its mouth is wide, filled with sharp, rending teeth, and its slight forelimbs bear long, hideously sharp claws. Its skin color ranges from light green on the back to a pale yellow on its belly. Large black pupils dot its small yellow eyes. It wears no clothes or ornamentation of any kind.<\/i>\r

    The ingundi is a humanoid reptile that can disguise itself as other creatures to fool its prey. It rarely appears in its true form, which is similar to that of a smaller, weaker lizardfolk. Ingundi may possibly be related to lizardfolk, or even doppelgangers. An ingundi usually appears in a fairly harmless form to its prey, to better take advantage of its victims. \r

    When hunting humanoids, ingundi take on the appearance of an attractive member of the same race and opposite sex of its victim. It uses its detect thoughts<\/i> power to pick the details out of the mind of its prey, choosing a form that is greatly desired but generally unattainable by the victim. It will approach its chosen victim, trying to flirt and engage it in conversation. Unbeknownst to the victim, this conversation is completely telepathic, and anyone observing the two creatures will only hear the victim speaking. During this exchange, the ingundi will try to charm the victim and lead it away, when it can do so unobserved. If its chosen victim\u00c2\u0092s race is an animal or otherwise does not use verbal communication to initiate mating, the ingundi will perform whatever courtship rituals are appropriate.\r

    An ingundi\u00c2\u0092s lair is usually inside a dead tree, or among exposed tree roots. It will usually try to bring its victims there to kill and feed on, if possible. An ingundi will hunt only once or twice a week, as long as its food supply lasts. It most commonly hunts forest animals that it can easily imitate, such as deer. It does not fear humanoids, and will hunt them first if they are the most available prey. Ingundi have no culture or civilization, and only approach each other to mate yearly in the depths of winter. Some ingundi have been known to charm giant iguanas and use them as mounts.\r

    This highly efficient predator has no known natural enemies. Its detect thoughts power warns it of nearby creatures. This protects it from other predators, as it can easily change into something that a hunter would not want, or even use its normal tactic to turn the tables on the hunter.\r

    An ingundi is usually 5 to 6 feet tall with light green scales. Its tail is used for balance and is 3 to 4 feet long. An ingundi can weigh from 150 to 200 pounds.\r

    Ingundi can speak Draconic, but usually prefer to communicate telepathically.\r

    COMBAT<\/b>\r
    An ingundi entraps its prey using deception and its charm power. When it has successfully charmed a victim, the ingundi lures it away to a private spot, convincing it to remove any magic items, weapons, armor, and protective devices it may possess. It will then attack the surprised victim, who may fight back after the charm has worn off. A charmed opponent is considered flat-footed against the ingundi's first attack upon him, even if the victim cannot normally be caught flat-footed. If the charm is broken prematurely or unsuccessful, or if anyone else intervenes, the ingundi will flee, fighting only if cornered or trapped.\r

    Charm Monster (Sp)<\/i><\/b>: An ingundi can charm monster<\/i> 1\/day, caster level 6th, Will save DC 16. The ingundi cannot charm any creature on which it has not successfully used detect thoughts. The save DC is Charisma-based.\r

    Detect Thoughts (Su)<\/b>: An ingundi can continuously use detect thoughts<\/i> as the spell (caster level 3rd; Will DC 14 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.\r

    Disguise Self (Su)<\/b>: Twice per day, an ingundi can use a well-developed version of the disguise self<\/i> spell to assume the appearance of any Small, Medium, or Large creature, of any creature type.\r

    Lesser Telepathy (Su)<\/b>: An ingundi can communicate telepathically with a single creature within a range of 100 feet that has a language. The ingundi will move its mouth to appear to be speaking in a language that the creature knows, so that the victim will assume it is speaking aloud and therefore reply verbally to the ingundi. The victim may attempt a DC 14 Will save to discern that the communication is actually telepathic. The save DC is Charisma-based.\r

    Skills<\/b>: An ingundi has a +4 racial bonus on Bluff and Disguise checks.\r

    *When using its disguise self<\/i> ability, an ingundi has 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

    INGUNDI CHARACTERS<\/b>\r
    An ingundi\u00c2\u0092s favored class is rogue. An ingundi cleric has access to two of the following domains: Chaos, Evil, Trickery.<\/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":"Monstrous Humanoid","alignment":"Always chaotic evil","environment":"Temperate forest"},{"name":"Inquisitor","type":"Undead","ch":5,"challenge_rating":" 05 \u00a0","id":5923,"reference":"Usergen","full_text":"

    Inquisitor <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d12+3\u00a0(42 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4 (Improved Initiative)<\/td> <\/tr>
    Speed:<\/strong> 30 ft<\/td> <\/tr>
    AC:<\/strong> 16 (+6 natural)<\/td> <\/tr>
    Attacks:<\/strong>Whip +9 melee, claw +5 melee<\/td> <\/tr>
    Damage: <\/strong>Whip 1d4+6, claw 1d6+3 and disease<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Frightful presence, paralyzing gaze, disease, torture<\/td> <\/tr>
    Special Qualities: <\/strong>Undead<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +2, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 10, Con ---, Int 14, Wis 16, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Bluff +13, Hide +8, Intimidate +17, Move Silently +8, Search +10, Sense Motive +9<\/td> <\/tr>
    Feats: <\/strong>Great Fortitude, Improved Initiative, Toughness, Weapon focus (Whip)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>05<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>7-18 HD (Medium-Size)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Inquisitors are powerful undead creatures, created by evil wizards as the ultimate in sheer terror and torture. These shambling, rotting horrors are ancient experts in torture, perfecting their techniques on any available victim. Most inquisitors were created hundreds, if not thousands of years ago and are cursed to cause pain for eternity. Many of these creatures are imprisoned by more powerful beings, and forced to work their art to extract information from prisoners. Some have no master, and dwell in dark places where they work on prisoners of their own.

    These ghastly monsters lair in dungeons, caves, or even underneath towns where they keep their torture chambers in secret. This lair is filled with a variety of devices, such as torture racks, iron maidens, thumbscrews, vices, clamps, and even more exotic devices that the creature has devised of its own accord. Though no bribe can actually stay in inquisitor's hand, it often keeps items offered to it for its own personal hoard. It only really uses this treasure to buy new devices, or purchase captives.

    Inquisitors appear very similarly to zombies, or other types of undead, but are much more hideous. They often wear black hoods to hide their gruesomeness, but are just as likely to expose their mucous-ridden eyes and mouths. The hands of an inquisitor are charred from many years of using red-hot torture implements, and have thick yellow nails that are used like claws.

    An inquisitor speaks Common and may know several other languages, as per its region.

    COMBAT<\/b>
    Inquisitors live for torture, and when in need of more victims, it will seek them out and capture them. The creature attempts to paralyze as many humanoids with its gaze attack as it can, then it begins to attack in melee with its whip and nails. When it successfully manages to incapacitate a victim, it will return to its lair, chain and shackle the victim to a table, and begin its torture with glee.

    Frightful Presence (Ex)<\/b>: An inquisitor is so horrifying in appearance, and its reputation is so renowned that it can inspire terror in all who see it. Affected creatures must succeed at a Will save (DC 17) or become frightened. The creature is so terrifying that this effect lasts 1d6 rounds even after fleeing it.

    Paralyzing Gaze (Su)<\/b>: The inquisitor's gaze can paralyze a single victim per round, unless the victim succeeds at a Will save (DC 17). This paralysis lasts for 1d4 hours. This attack can be used in addition to any physical attacks made in that round. Any victim who makes a successful saving throw will never be affected by that particular inquisitor's gaze attack again.

    Disease (Su)<\/b>: The claw attack of an inquisitor carries a powerful wasting disease. Any victim hit by the claw attack must succeed at a Fortitude save (DC 17) or begin to lose one point of Strength and one point of Constitution temporarily per day. This condition continues and persists until a cure disease<\/i> spell is cast to cure the victim and restore lost ability points. If either the character's Strength or Constitution reaches zero, it dies.

    Torture (Ex)<\/b>: The inquisitor's torture techniques are designed to cause considerable pain and disfigurement, and eventually death. After every day the inquisitor spends torturing a victim, the victim must make a Will save (DC 17) to avoid going insane. Insane victims may still attempt to escape and defend themselves, but are unable to distinguish friends from foes, or interact with familiar situations. This insanity lasts for 1d4 weeks after the torture has ended.

    A character tortured by an inquisitor loses one point of Charisma permanently, though this point can be regained by a heal<\/i> or restoration<\/i> spell.

    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.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in MC11, FR Appendix II (1991, David \"Zeb\" Cook), Monstrous Compendium Annual Four (1998).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always lawful evil","environment":">Any underground"},{"name":"Inquisitor","type":"Undead","ch":5,"challenge_rating":" 05 \u00a0","id":5924,"reference":"Usergen","full_text":"

    Inquisitor <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d12\u00a0(39 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-1 Dex, +7 natural), touch 9, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+9<\/td> <\/tr>
    Attack: <\/strong>Whip +10 melee (1d4+6) or claw +9 melee (1d6+6 and disease)<\/td> <\/tr>
    Full Attack: <\/strong>Whip +10 melee (1d4+6) or claw +9 melee (1d6+6 and disease)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Frightful presence, lingering torment, paralyzing gaze, torture<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/slashing, darkvision 60 ft, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +1, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 8, Con ---, Int 14, Wis 16, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Bluff +13, Diplomacy +11, Heal +8, Hide +4, Intimidate +17, Move Silently +4, Search +10, Sense Motive +9<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Persuasive, Weapon focus (Whip)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>05<\/td> <\/tr>
    Treasure: <\/strong>50% coins, standard goods, 50% items<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>7-18 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature appears to be a shambling, animated corpse. Most of its flesh has rotted away, hideously exposing tendons and yellowing bones. Under its black hood, a foul smelling fluid drips from its eyes and mouth. It wears only ragged pants and shoes, and carries a whip in one hand. Its hands are charred black, and its crusty yellow nails poke menacingly from its fingers.<\/i>\r

    Inquisitors are powerful undead horrors, ancient experts in torture created by evil wizards as the ultimate in sheer terror. Most inquisitors were created hundreds, if not thousands of years ago and are cursed to exist on causing pain for eternity. Many of these creatures are imprisoned by more powerful beings, and forced to work their art to extract information from prisoners. Those that have no master simply practice their techniques on any available victim. An inquisitor denied the opportunity to torment a victim for too long starts to painfully waste away into nothingness. \r

    These ghastly monsters make lairs in dungeons, caves, or even dark places underneath towns or in the wilderness where they keep their torture chambers in secret. This lair is filled with a variety of devices, such as iron maidens, racks, thumbscrews, vices, clamps, and even more exotic devices that the creature has devised of its own accord. Though no bribe can keep an inquisitor from exacting its torture, the monster often keeps items offered to it for its own personal hoard. It uses this treasure to buy new torture devices, or purchase captives from creatures like orcs or kobolds. It only leaves its home to search for new victims, and a well-stocked inquisitor may not leave its torture chamber for years.\r

    An inquisitor speaks Common and may know several other languages, as per its region.\r

    COMBAT<\/b>\r
    An inquisitor lives for torture, and when in need of more victims, it will seek them out and capture them. In combat, the creature attempts to paralyze as many humanoids with its gaze attack as it can, then it begins to attack in melee with its whip and nails. When it successfully manages to incapacitate a victim, it will return to its lair, chain and shackle the victim to a table, and begin its torture with glee.\r

    Frightful Presence (Ex)<\/b>: An inquisitor is so horrifying in appearance, and its reputation is so renowned that it can inspire terror in all who see it. Affected creatures must succeed at a Will save (DC 17) or become frightened for 1d6 rounds. The save DC is Charisma-based.\r

    Lingering Torment (Su)<\/b>: Supernatural disease - claw, Fortitude DC 17, incubation period 1 day; damage 1 Con and 1 Str. The save DC is Charisma-based.\r

    Unlike normal diseases, lingering torment continues until the victim reaches Strength 0 or Constitution 0 (and dies) or is cured as described below. \r

    Lingering torment is an unnatural wasting disease. Only a cure disease<\/i> spell may remove it from the creature. Nothing, including natural healing, may restore ability damage until this spell is cast. At that point, the ability damage can be restored in the same way as temporary ability damage.\r

    An afflicted creature that dies of lingering torment wastes away into a shriveled husk, its expression forever locked in a grimace of unspeakable agony.\r

    Paralyzing Gaze (Su)<\/b>: Paralysis for 1d4 hours, 30 feet, Will DC 17 negates. This attack can be used as a free action, once per round. Once a victim makes a successful saving throw, it is thereafter immune to the gaze. The save DC is Charisma-based.\r

    Torture (Ex)<\/b>: The inquisitor's torture techniques are designed to cause considerable pain and disfigurement, and eventually death. After every day the inquisitor spends torturing a victim, the victim must make a Will save (DC 17) or suffer 1d3 points of Charisma damage. A creature reduced to Charisma 0 by an inquisitor dies. If a victim is freed from an inquisitor, the Charisma damage must be restored within 24 hours or half of the Charisma damage becomes permanent.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium MC11 - Forgotten Realms Appendix II (1991, David \u00c2\u0093Zeb\u00c2\u0094 Cook), and Monstrous Compendium Annual Four (1998).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always lawful evil","environment":"Any underground"},{"name":"Insect Swarm","type":"Hazard","ch":3,"challenge_rating":" 03 \u00a0","id":5925,"reference":"Usergen","full_text":"

    INSECT SWARM<\/h1> <\/div> <\/td> <\/tr>

    CR 3: <\/b>As individuals, velvet ants, grasshoppers, and locusts are relatively harmless. But in swarms, these insects can cause immense damage to fields and forests, as well as threatening the lives of all creatures in their path.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Insect swarms are migratory, sleeping at night wherever they happen to be. Females lay up to 100 eggs every year. These insects have no leaders or any specialized workers. They do not collect treasure.<\/p> <\/td> <\/tr>

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

    Velvet Ants<\/h2> <\/td> <\/tr>

    The velvet ant resembles a plump version of the common ant, except for the soft fuzz that covers its entire body. The fuzz is usually red or black, but it can also be yellow, brown, or orange. Velvet ants eat seeds, grasses, and meat, especially enjoying carrion. The poison of velvet ants renders them inedible to carnivores.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 A velvet ant swarm eats everything in its path, animal matter, as well as vegetation. To determine the size of a swarm, roll 1d100 and multiply the result by 1,000. There are about 100 ants per square foot; therefore, a swarm of 10,000 ants forms a block about 10 feet per side.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 If a swarm comes in contact with an obstacle, it turns 90\u00ba and continues. A victim in contact with a swarm is bitten for 1d4 points of damage.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 The victim must succeed at a Fortitude save (DC 14) or suffer intense pain for the next 2d4 minutes, making all attack and damage rolls with a -2 circumstance penalty during this time.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Each point of damage inflicted on an insect swarm kills 1d20 insects.\u00a0 They may be scattered with smoke or fire; immersion in water washes them off. If half of a swarm is killed, the survivors attempt to scatter and hide.<\/p> <\/td> <\/tr>

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

    Grasshoppers and Locusts<\/h2> <\/td> <\/tr>

    The grasshopper is about 2 inches in length and is usually green or brown in color. The grasshopper can make leaps of about four feet. Locusts are a type of grasshopper, with shorter antennae. They can rub their hind legs against their wings to produce a distinctive chirp.\u00a0 Grasshoppers and locusts prefer seeds and grains. Snakes, mice, birds, and spiders are among these insects' numerous natural enemies.\u00a0 Carnivores can eat grasshoppers and locusts.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Grasshopper and locust swarms fly from place to place in search of lush fields on which to settle and consume. These swarms move in straight lines and are easy to avoid.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 To determine the size of a grasshopper swarm, roll 1d100 and multiply the result by 10,000. Multiply this result by 2 when determining the size of a locust swarm. There are about 20 grasshoppers or locusts per square foot (for convenience, assume there are 20 insects per cubic foot when approximating the size of flying swarm).<\/p> <\/td> <\/tr>

    \u00a0\u00a0 A victim in contact with a grasshopper or locust swarm is bitten and takes 1 point of damage. Additionally, victims within a cloud of these insects have their vision reduced to 5 feet.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Each point of damage inflicted on an insect swarm kills 1d20 insects.\u00a0 They may be scattered with smoke or fire; immersion in water washes them off.\u00a0 If half of a swarm is killed, the survivors attempt to scatter.<\/p> <\/td> <\/tr><\/table>

    \u00a0<\/p><\/div>","family":"Hazard","alignment":"Any","environment":"Any"},{"name":"Insectoid, Antold","type":"Monstrous Humanoid","ch":1,"challenge_rating":" 01 \u00a0","id":5926,"reference":"Usergen","full_text":"

    Insectoid, Antold <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d8+1\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 30 ft<\/td> <\/tr>
    AC:<\/strong> 14 (+1 size, +3 natural)<\/td> <\/tr>
    Attacks:<\/strong>Bite +3 melee, short sword -1 melee<\/td> <\/tr>
    Damage: <\/strong>Bite 1d4+2 and poison, short sword 1d6+1<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/ 5ft<\/td> <\/tr>
    Special Attacks: <\/strong>Poison<\/td> <\/tr>
    Special Qualities: <\/strong>Detect thoughts<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +2, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 10, Con 13, Int 8, Wis 10, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Climb +6, Hide +4, Listen +4, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Weapon Focus (short sword)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or colony (3-18)<\/td> <\/tr>
    Challenge Rating: <\/strong>01<\/td> <\/tr>
    Treasure: <\/strong>50% standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Antolds are essentially giant ants combined with kobolds. This insectoid moves along the ground by the use of four leg appendages. Near the front, it has two arm-like appendages that allow it to grasp and use small weapons. The creature's head looks like a kobold's, but with a set of sharp mandibles.\r

    Antolds have a loose societal structure, more like kobolds than ants. They are independent thinkers, though all come to the defense of their lair. They dig their homes out of soft earth, making mounds much like that of ants. Females are common among the species, and they lay 2-8 eggs after mating.\r

    The insectoids owe their creation to a mad druid-turned-wizard who was obsessed with combining humanoids and insects. By mating giant vermin with evil races through magic, he was able to create five new species. These experiments only succeeded when merging kobolds, goblins, and orcs with giant ants, scorpions, and wasps; all other attempted crossbreeds either died soon after birth, or were infertile. These varied races do breed true now, but cannot interbreed.\r

    Antolds know Common, and the particularly intelligent ones know Draconic as well.\r


    COMBAT<\/b>\r
    Antolds like to bite their opponents with their paralytic poison, and then follow up with an attack from a melee weapon. All antolds have the ability to detect thoughts, and are thus nearly impossible to surprise. Antolds with a Wisdom of 12 or higher are usually tribal witch doctors, and cast spells as a cleric.\r

    Poison<\/b>: Bite, Fortitude save (DC 11); initial damage 1d6 temporary Dexterity, secondary damage 1d4 temporary Dexterity. These effects are cumulative with successive bites, and the damage caused is multiplied by the Hit Dice of the antold. \r

    Detect Thoughts (Ex)<\/b>: Antolds have a limited form of innate telepathy, always active, that resembles the detect thoughts<\/i> spell. The use of psionics near an antold increased the range of this ability to 40 feet.\r


    ANTOLD CHARACTERS<\/b>\r
    An antold's favored class is sorcerer, and antold leaders tend to be sorcerers or sorcerer\/rogues. Antold clerics can choose any two of the following domains: Evil, Law, Luck, and Trickery. Most antold spellcasters, however, are adepts.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1979 Wizards of the Coast, Inc.
    Originally found in Dragon 32 (\"Leomund's Tiny Hut\", Len Lakofka, December 1979).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually neutral evil","environment":">Any land and underground"},{"name":"Insectoid, Koasp","type":"Monstrous Humanoid","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5927,"reference":"Usergen","full_text":"

    Insectoid, Koasp <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d8\u00a0(4 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft, fly 40 ft (good)<\/td> <\/tr>
    AC:<\/strong> 14 (+1 size, +2 Dex, +1 natural)<\/td> <\/tr>
    Attacks:<\/strong>Short sword +1 melee; or light crossbow +3 ranged<\/td> <\/tr>
    Damage: <\/strong>Short sword 1d6; light crossbow 1d8<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/ 5ft<\/td> <\/tr>
    Special Attacks: <\/strong><\/td> <\/tr>
    Special Qualities: <\/strong><\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +4, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 14, Con 11, Int 9, Wis 12, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Hide +6, Intuit Direction +5, Listen +6, Move Silently +6, Spot +9<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or hive (2-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>50% standard<\/td> <\/tr>
    Alignment: <\/strong>Often lawful evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The koasp is a short humanoid creature that is the result of mixing kobolds with giant wasps. These insectoids range from 2 to 4 feet in height and are always very thin. They look a lot like ordinary kobolds and are often confused for them at a distance, though they wear no clothing of any sort and have a set of folding insect wings. These wings are not very strong, and kobolds cannot remain in the air for more than half an hour at a time. Their eyes are larger and segmented like an insect's.\r

    A koasp hive is a large structure of 2 to 4 levels, with a central passageway for vertical movement. They sometimes lair in caves, but do not like to be enclosed in these places and remain near the opening. Their society demands that koasps live in groups to help them cooperate and defend the females, which are very rare.\r

    The insectoids owe their creation to a mad druid-turned-wizard who was obsessed with combining humanoids and insects. By mating giant vermin with evil races through magic, he was able to create five new species. These experiments only succeeded when merging kobolds, goblins, and orcs with giant ants, scorpions, and wasps; all other attempted crossbreeds either died soon after birth, or were infertile. These varied races do breed true now, but cannot interbreed.\r

    Koasps can speak Common, and some have managed to learn Draconic.\r


    COMBAT<\/b>\r
    Koasps are stronger and more intelligent than kobolds, as their fighting techniques show. Though they cannot fly for long, they do try to keep to the air during combat with grounded creatures and attack with crossbows.\r

    Skills<\/b>: Due to their multifaceted eyes, koasps receive a +4 bonus to Search and Spot checks.\r


    KOASP CHARACTERS<\/b>\r
    A koasp's favored class is rogue, and koasp leaders tend to be rogues. Koasp clerics can choose any two of the following domains: Evil, Law, Luck, and Trickery. Most koasp spellcasters, however, are adepts.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1979 Wizards of the Coast, Inc.
    Originally found in Dragon 32 (\"Leomund's Tiny Hut\", Len Lakofka, December 1979).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Often lawful evil","environment":">Any land and underground"},{"name":"Insectoid, Scorpiorc","type":"Monstrous Humanoid","ch":1,"challenge_rating":" 01 \u00a0","id":5928,"reference":"Usergen","full_text":"

    Insectoid, Scorpiorc <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Monstrous Humanoid \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+4\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 40 ft<\/td> <\/tr>
    AC:<\/strong> 16 (+6 natural)<\/td> <\/tr>
    Attacks:<\/strong>2 claws +4 melee, longsword -1 melee<\/td> <\/tr>
    Damage: <\/strong>Claw 1d6+2, longsword 1d8+1<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/ 5ft<\/td> <\/tr>
    Special Attacks: <\/strong>Sneak attack<\/td> <\/tr>
    Special Qualities: <\/strong>All-around vision<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +3, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 10, Con 14, Int 7, Wis 6, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Climb +6, Listen +8, Move Silently +10, Spot +8<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or colony (2-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>01<\/td> <\/tr>
    Treasure: <\/strong>50% standard<\/td> <\/tr>
    Alignment: <\/strong>Often neutral evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A scorpiorc is a hideous crossbreed of orcs and giant scorpions. These insectoids have a scorpion-like lower body, and the upper body of an orc, and stand 5-6 feet in total height. The lower body has four legs, and two pincer claws. It has two middle appendages, similar to arms, which can be used for movement or for grasping objects or weapons. These claw-arms also allow the monster to climb and help it run faster.\r

    The scorpiorc's head looks like that of an orc, except that its eyes protrude from two eyestalks, and rotate independently. Scorpiorcs are afraid of flame, and never carry anything that produces fire. They typically make their lairs in caves, or simple structures that they build themselves. Scorpiorcs usually attack other insectoids on sight, except for skags whom they fear.\r

    The insectoids owe their creation to a mad druid-turned-wizard who was obsessed with combining humanoids and insects. By mating giant vermin with evil races through magic, he was able to create five new species. These experiments only succeeded when merging kobolds, goblins, and orcs with giant ants, scorpions, and wasps; all other attempted crossbreeds either died soon after birth, or were infertile. These varied races do breed true now, but cannot interbreed.\r

    Scorpiorcs speak Common and their own broken form of Orc.\r


    COMBAT<\/b>\r
    Scorpiorcs are capable of wielding only simple or martial melee weapons that can be wielded one-handed. The claw-arms are not dexterous enough to handle two-handed weapons or any sort of ranged weapon, though they do allow the scorpiorc to use a shield. They never wear armor, or any type of clothing, but may carry packs or other items strapped to them.\r

    Sneak Attack (Ex)<\/b>: Scorpiorcs share the rogue's ability to strike effectively when an opponent is unaware of their presence. Any time an opponent would be denied his Dexterity bonus to AC, or when the scorpiorc flanks its victim, the scorpiorc deals an additional 2d6 points of damage per attack. If the scorpiorc has levels in classes that grant the sneak attack ability, then it adds its regular class bonus to this base damage.\r

    All-Around Vision (Ex)<\/b>: The scorpiorcs' rotating eyes allow them to see in every direction. These eyes provide them with a +4 racial bonus to Spot and Search checks, and they can't be flanked.\r

    Skills<\/b>: Scorpiorcs receive a +6 racial bonus to Move Silently checks.\r


    SCORPIORC CHARACTERS<\/b>\r
    A scorpiorc's favored class is barbarian, and scorpiorc leaders tend to be barbarians. Scorpiorc clerics can choose any two of the following domains: Chaos, Evil, Strength, and War. Most scorpiorc spellcasters, however, are adepts (see page 37 in the Dungeon Master's Guide). Scorpiorc adepts favor spells that deal damage.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1979 Wizards of the Coast, Inc.
    Originally found in Dragon 32 (\"Leomund's Tiny Hut\", Len Lakofka, December 1979).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Often neutral evil","environment":">Any land and underground"},{"name":"Insectoid, Skag","type":"Monstrous Humanoid","ch":2,"challenge_rating":" 02 \u00a0","id":5929,"reference":"Usergen","full_text":"

    Insectoid, Skag <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Monstrous Humanoid \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+6\u00a0(15 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>Greatsword +7 melee; or mighty composite longbow +4 ranged<\/td> <\/tr>
    Damage: <\/strong>Greatsword 2d6+4; or mighty composite longbow 1d8+4<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/ 5ft<\/td> <\/tr>
    Special Attacks: <\/strong><\/td> <\/tr>
    Special Qualities: <\/strong>Scent, SR 12<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +3, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 14, Con 17, Int 16, Wis 13, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Climb +10, Hide +5, Intimidate +9, Listen +8, Move Silently +5, Search +7, Spot +8<\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Initiative, Weapon Focus (greatsword)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or gang (1-6) <\/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>
    \u00a0<\/td> <\/tr>
    The skag is the most powerful and most successfully created species among the insectoids. The name skag is actually an anagram for the various creatures it is created from: giant scorpions, kobolds, giant ants, and goblins. This monstrosity walks upright on two humanoid legs, and has two powerful humanoid arms. Its body is covered in a hard chitin that keeps it well protected. Its head is much like that of a grasshopper, with two large eyes that function independently of each other. It also has long antennae that are very receptive to air movement and smell. These imposing creatures stand from 6 to 8 feet tall. Each skag has a different appearance, usually a variation between the four composite creatures that make it up.\r

    Skags are terrors that command respect from the other insectoids. They are usually found among other populations of insectoids, guiding them and leading them. When not living among other races, the skags can build their own set of complex structures, or simply dwell in caves or subterranean lairs.\r

    The insectoids owe their creation to a mad druid-turned-wizard who was obsessed with combining humanoids and insects. By mating giant vermin with evil races through magic, he was able to create five new species. These experiments only succeeded when merging kobolds, goblins, and orcs with giant ants, scorpions, and wasps; all other attempted crossbreeds either died soon after birth, or were infertile. These varied races do breed true now, but cannot interbreed.\r

    Skags can speak Common, Draconic, and Goblin, and are able to communicate with all other insectoids and vermin of any type.\r


    COMBAT<\/b>\r
    Skags are powerful fighters, and usually have at least one spellcaster present in a group. They practice their combat tactics well, and are often found leading a group of one insectoid type or another, or a mixed group. Skags often use items to protect themselves, including mundane things like shields, as well as magic items like bracers of armor or a cloak of protection. They fear flame though, and never use an item related to fire.\r

    Skills:<\/b> The skag's size and appearance gives the creature a +4 racial bonus to Intimidate checks against humanoids and monstrous humanoids within 10 feet.\r


    SKAG CHARACTERS<\/b>\r
    A skag's favored class is fighter, and skag leaders tend to be fighters, fighter\/wizards or fighter\/clerics. Skag clerics can choose any two of the following domains: Destruction, Evil, Strength, and War.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1979 Wizards of the Coast, Inc.
    Originally found in Dragon 32 (\"Leomund's Tiny Hut\", Len Lakofka, December 1979).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually neutral evil","environment":">Any land and underground"},{"name":"Insectoid, Woblin","type":"Monstrous Humanoid","ch":1,"challenge_rating":" 01 \u00a0","id":5930,"reference":"Usergen","full_text":"

    Insectoid, Woblin <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Monstrous Humanoid \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+2\u00a0(6 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5 (+1 Dex, +4 Improved Initiative)<\/td> <\/tr>
    Speed:<\/strong> 20 ft, fly 30 ft (good)<\/td> <\/tr>
    AC:<\/strong> 15 (+1 Dex, +4 natural)<\/td> <\/tr>
    Attacks:<\/strong>Sting +4 melee, short sword +0 melee; or short bow +2 ranged<\/td> <\/tr>
    Damage: <\/strong>Sting 1d4+3 and poison, short sword 1d6+1; or short bow 1d6<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/ 5ft<\/td> <\/tr>
    Special Attacks: <\/strong>Poison<\/td> <\/tr>
    Special Qualities: <\/strong>Scent, light sensitivity<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +3, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 13, Con 14, Int 14, Wis 11, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Hide +7, Intuit Direction +6, Listen +9, Move Silently +7, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Initiative, Weapon Focus (short sword)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or nest (4-16)<\/td> <\/tr>
    Challenge Rating: <\/strong>01<\/td> <\/tr>
    Treasure: <\/strong>50% standard<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The woblin is more truly a synthesis of its giant wasp and goblin components than most of the other insectoid types. Its body is goblinoid in appearance, but is very gaunt and segmented like an insect's. It's head, also goblinoid, has segmented eyes and a wasp's mouth. A woblin has a pair of 2-foot long antennae that provide it with an extraordinary ability to detect air movement and smell, making its eyes mostly unnecessary. The woblin has four legs as well as two limbs that end in appendages similar to hands, with which it can grasp and use most weapons. Woblins are usually 4 to 6 feet in total length.\r

    A woblin's tiny wings do not allow it to fly for long. Most adults have wings that are either useless or do not allow them to do much more than hover and fly horizontally. They tend to live in caves or deep down in the Underdark. Their complex society is fully integrated and coordinated, allowing all members to function to their utmost.\r

    The insectoids owe their creation to a mad druid-turned-wizard who was obsessed with combining humanoids and insects. By mating giant vermin with evil races through magic, he was able to create five new species. These experiments only succeeded when merging kobolds, goblins, and orcs with giant ants, scorpions, and wasps; all other attempted crossbreeds either died soon after birth, or were infertile. These varied races do breed true now, but cannot interbreed.\r

    Woblins can speak Common and Goblin.\r


    COMBAT<\/b>\r
    Woblins like to get into melee with opponents, where they can sting and paralyze them. It can only use its stinger while in flight, on a motionless target, or against an opponent facing it from the back. Woblins with a Wisdom of 12 or higher are usually tribal clerics, functioning also as shamans to that community.\r

    Poison<\/b>: Sting, Fortitude save (DC 13); initial damage 1d6 temporary Dexterity, secondary damage paralysis for 1d6 hours.\r

    Light Sensitivity (Ex)<\/b>: Woblins suffer a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight<\/i> spell.\r


    WOBLIN CHARACTERS<\/b>\r
    A woblin's favored class is rogue, and woblin leaders tend to be rogues or fighter\/rogues. Woblin clerics can choose any two of the following domains: Destruction, Evil, Law, and Trickery. Most woblin spellcasters, however, are adepts.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1979 Wizards of the Coast, Inc.
    Originally found in Dragon 32 (\"Leomund's Tiny Hut\", Len Lakofka, December 1979).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually lawful evil","environment":">Any land and underground"},{"name":"Irish Deer","type":"Beast","ch":3,"challenge_rating":" 03 \u00a0","id":5931,"reference":"Usergen","full_text":"

    IRISH DEER<\/span><\/b><\/p><\/td> <\/tr>

    Large 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> 50 ft<\/span><\/p><\/td> <\/tr>

    AC:<\/span><\/b> 14 (-1 size, +2 Dex, +3 natural)<\/span><\/p><\/td> <\/tr>

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

    Damage:<\/span><\/b> Gore 2d6+7<\/span><\/p><\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 10 ft\/10 ft (with antlers)<\/span><\/p><\/td> <\/tr>

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

    Saves:<\/span><\/b> Fort +7, Ref +6, Will +2<\/span><\/p><\/td> <\/tr>

    Abilities:<\/span><\/b> Str 20, Dex 14, Con 16, Int 2, <\/span>Wis<\/span> 12, Cha 6<\/span><\/p><\/td> <\/tr>

    Skills:<\/span><\/b> <\/span>Hide +5*, Listen +3, Move Silently +9, Spot +3<\/span><\/p><\/td> <\/tr>

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

    Climate\/Terrain:<\/span><\/b> Temperate forest<\/span><\/p><\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or herd (1-8)<\/span><\/p><\/td> <\/tr>

    Challenge Rating:<\/span><\/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> 5-8 HD (Large); 9-10 HD (Huge)<\/span><\/p><\/td> <\/tr>

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

    The irish deer is a creature as big as a moose, and is from the Pleistocene era. This shy, peaceful beast dwells in temperate forests. In form, the irish deer resembles something like a cross between a moose and a deer, a large yet majestic herbivore. Its impressive antlers spread to a width of ten feet, and its hide is somewhat shaggy.<\/span><\/p><\/td> <\/tr>

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

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

    Irish deer are not aggressive creatures, but can be particularly dangerous during mating season. They are likely to attack anyone that disturbs them at this time, to drive off challengers. This beast attacks with its antlers, and can attack two targets if both are in range.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Skills: <\/span><\/b>Irish deer receive a +4 racial bonus to Hide and Move Silently checks. *In forested areas, the Hide bonus increases to +8<\/span>.<\/span><\/p><\/td> <\/tr>

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

    The Irish Deer first appeared in the 1E Monster Manual<\/i> (<\/span>Gary Gygax<\/span>, 1977).<\/span><\/p><\/td> <\/tr><\/table><\/div>","family":"Beast","alignment":"Any","environment":"Temperate forest"},{"name":"Iron Cobra","type":"Construct","ch":1,"challenge_rating":" 01 \u00a0","id":5932,"reference":"Usergen","full_text":"

    IRON COBRA<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Small Construct<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 1d10 (5 hp)<\/span><\/p> <\/td> <\/tr>

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

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

    AC:<\/span><\/b> 20 (+1 size, +9 natural)<\/span><\/p> <\/td> <\/tr>

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

    Damage:<\/span><\/b> Bite 1d3 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>Poison, find target<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Construct, damage reduction 10\/+1, SR 16<\/span><\/p> <\/td> <\/tr>

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

    Abilities: Str 12, Dex 11, Con \u0097, Int \u0097, Wis 11, Cha 1<\/span><\/p> <\/td> <\/tr>

    Skills: Hide +8, Move Silently +4<\/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> 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 (Medium-size)<\/span><\/p> <\/td> <\/tr>

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

    The iron cobra is a construct that resembles a small cobra. It is most often used to guard a treasure or to act as a bodyguard to its creator, though on some occasions it can be ordered to track down and slay any creature whose name is known by the creator, and uttered to the iron cobra.<\/span><\/p> <\/td> <\/tr>

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

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

    The iron cobra attacks by biting its opponent with its razor-sharp teeth.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Poison (Ex):<\/b> The bite of an iron cobra is poisonous, but being a construct, it does not produce its poison the way normal snakes do. The creator must fill its poison sacs (located inside the cobra). The sacs can be filled with any poison found on pages 79-80 of the DMG.<\/b><\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The iron cobra can inject its poison three times per day before its sacs are emptied. It takes 5 rounds to refill the iron cobra\u0092s poison sacs.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Find Target (Sp):<\/b> When ordered to find a being that is within 1 mile of the iron cobra, it does so unerringly, as though guided by discern location<\/i>.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> The iron cobra receives a +8 racial bonus to Hide checks and a +4 racial bonus to Move Silently checks.<\/span><\/p> <\/td> <\/tr>

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

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

    The Iron Cobra 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":"Iron Man","type":"Construct","ch":4,"challenge_rating":" 04 \u00a0","id":5933,"reference":"Usergen","full_text":"

    Iron Man <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d10+10\u00a0(28 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 25 (+1 size, +4 Dex, +10 natural), touch 21, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+2<\/td> <\/tr>
    Attack: <\/strong>Slam +7 melee (1d10+3)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +7 melee (1d10+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon<\/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 +1, Ref +2, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 18, 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>04<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Small); 9-12 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    What at first appeared to be little more than a 3-foot tall statue of an armored figure begins to move, revealing it to be a little automaton.<\/i>\r

    The iron man is essentially little more than a miniature iron golem. It even looks like a replica of a normal golem, and could be confused easily as a statue or a fake golem. An iron man is only 3 feet tall, and weighs 1250 pounds.\r

    COMBAT<\/b>\r
    An iron man functions in combat in the same way as an iron golem, though it is less formidable. It is much faster however, and is able to fit into smaller spaces that a regular-sized golem would have trouble with.\r

    Breath Weapon (Su)<\/b>: 5-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d2 Con, secondary damage 1d6 Con, Fortitude DC 12 negates. The save DC is Constitution-based.\r

    Immunity to Magic (Ex)<\/b>: An iron man 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 electricity damage slows an iron man (as the slow<\/i> spell) for 3 rounds, with no saving throw.\r

    A magical attack that deals fire damage breaks any slow<\/i> effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an iron man hit by a fireball<\/i> gains back 6 hit points if the total damage is 18 points. An iron man gets no saving throw against fire effects.\r

    An iron man is affected normally by rust attacks, such as that of a rust monster or a rusting grasp<\/i> spell.\r

    CONSTRUCTION<\/b>\r
    An iron man\u00c2\u0092s body is sculpted from 1,250 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 2,500 gp. Assembling the body requires a DC 13 Craft (armorsmithing) check or a DC 13 Craft (weaponsmithing) check.\r

    CL 16th; Craft Construct (see page 303 in the 3.5 Monster Manual<\/i>), cloudkill<\/i>, geas\/quest<\/i>, limited wish<\/i>, polymorph any object<\/i>, caster must be at least 16th level; Price 25,000 gp; Cost 15,000 gp + 900 XP.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in module C3 - The Lost Island of Castanamir (1984, Ken Rolston).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Island Serpent","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":5934,"reference":"Usergen","full_text":"

    Island Serpent <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Magical Beast \t\t\t(Spirit)\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> 13 (+3 Dex), touch 13, flat-footed 10<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+10<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (1d6+4 plus poison)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (1d6+4 plus poison)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 1d6+3, poison<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to compulsion effects, low-light vision, spectral scales<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +6, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 17, Con 11, Int 12, Wis 14, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Balance +11, Climb +11, Hide +13, Listen +14, Spot +14, Swim +11<\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Initiative<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests (Akari Island)<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>Half standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral good<\/td> <\/tr>
    Advancement: <\/strong>4\u00c2\u00965 HD (Medium); 6\u00c2\u009610 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large snake combines the traits of a constrictor and viper. Its scales are ghostly, making it difficult to pinpoint its exact location. Large, saber-like fangs jut over its lower lip.<\/i>\r

    Island serpents are the part of Harooga's consciousness that has not been captured by the Opawang. Of all the spirits native to Akari Island, only the island serpents have manage to resist the Opawang's domination.\r

    Island serpents are generally friendly, if wary, to other creatures. If invited to converse, island serpents have an extensive knowledge of the Opawang, his ochimo servants, and his city of Opawangchicheng. They will warn against trusting the other spirits on the island, due to the domination of the Opawang.\r

    An island serpent is 6 to 10 feet long and weighs 40 to 60 pounds.\r

    Island serpents speak Celestial, Common, and Shou.\r

    COMBAT\r

    Island serpents hunt only nonsentient prey. If threatened by sentient creatures, they prefer to bite and poison their adversaries, then slither off while the foes slumber.\r

    Constrict (Ex):<\/b> On a successful grapple check, an island serpent deals 1d6+3 points of damage.\r

    Improved Grab (Ex):<\/b> To use this ability, an island serpent 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, Fortitude DC 11, initial damage sleep for 1d6 rounds, secondary damage sleep for 1d4 minutes. The save DC is Constitution-based.\r

    Spectral Scales (Su):<\/b> An island serpent's ghostly scales make it difficult to target an island serpent. Any melee or ranged attack directed at it has a 20% miss chance. \r

    Skills:<\/b> Island serpents have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. An island serpent can always choose to take 10 on a Climb check, even if rushed or threatened. Island serpents use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. An island serpent 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 OA3 - Ochimo the Spirit Warrior<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral good","environment":"Warm forests (Akari Island)"},{"name":"Jabberwock","type":"Aberration","ch":17,"challenge_rating":" 17 \u00a0","id":5935,"reference":"Usergen","full_text":"

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

    Huge Aberration<\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/b> 15d8+45 (112 hp)<\/p> <\/td> <\/tr>

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

    Speed:<\/b> 40 ft, fly 40 ft (average)<\/p> <\/td> <\/tr>

    AC:<\/b> 30 (\u00962 size, +22 natural)<\/p> <\/td> <\/tr>

    Attacks:<\/b> Bite +17 melee, 2 claws +17 melee<\/p> <\/td> <\/tr>

    Damage:<\/b> Bite 2d8+8, claw 2d4+4<\/p> <\/td> <\/tr>

    Face\/Reach:<\/b> 10 ft by 20 ft\/10 ft<\/p> <\/td> <\/tr>

    Special Attacks: <\/b>Burble, paralysis gaze, frightful presence, improved grab, flurry of blows<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/b> Damage reduction 35\/+3, SR 27<\/p> <\/td> <\/tr>

    Saves:<\/b> Fort +10, Ref +5, Will +10<\/p> <\/td> <\/tr>

    Abilities:<\/b> Str 26, Dex 11, Con 20, Int 4, Wis 12, Cha 17<\/p> <\/td> <\/tr>

    Skills: <\/b>Listen +12, Spot +12, Wilderness Lore +9<\/p> <\/div> <\/td> <\/tr>

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

    Organization:<\/b> Solitary
    Challenge Rating:<\/b> 17<\/p> <\/td> <\/tr>

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

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

    Advancement:<\/b> 16\u009630 HD (Huge); 31\u009645 HD (Gargantuan)<\/p> <\/td> <\/tr>

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

    The jabberwock is a curious creature found only in dense forests. In appearance it resembles a dragon in its general outlines but lacks a breath weapon or any treasure-hoarding instinct. It is, however, fiercely territorial and attempts to slay and devour any intruders it finds in the confines of its territory.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The jabberwock is a solitary creature that apparently treats all other beings it meets as prey. The only exceptions to this rule are druids, which the jabberwock ignores, and sylvan creatures such as dryads, treants, forest gnomes, and the like, who can sense its approach and discreetly withdraw in order to avoid a confrontation. It is believed that, like the tarrasque, only one jabberwock exists at any one time.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Despite its unwavering ferocity, the jabberwock serves a very important function for the forest it inhabits. In essence, it is the woods\u0092 protector, its very presence serving to keep away most of those who would exploit or destroy the woodlands.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The jabberwock has a stout draconian torso with sturdy hind legs, long forearms each ending in four feathery talons (each talon being some four feet long and fully prehensile), a long sinuous neck ending in an enormous head, a pair of elegant wings, and a long thin tail. The creature can rear up on its hind legs and actually take a few steps in biped fashion if the need arises.<\/span><\/p> <\/td> <\/tr>

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

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

    The jabberwock is a fearsome opponent. Once a jabberwock has chosen a target, it concentrates all its attacks on that creature until either that creature or the jabberwock is killed. The jabberwock\u0092s preferred method of attack is a bite.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Burble (Su):<\/span><\/b> A jabberwock constantly mutters or burbles to itself\u0097a low, rumbling bubbling sound that carries up to 200 feet. Anyone who hears this sound must make a Will save (DC 20) or be affected as by confusion <\/i>cast by a 15th-level sorcerer. Affected creatures will remain confused until removed from the area of effect. Creatures making a successful saving throw, must roll new saves each round they are in the area of effect.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The burble also acts as a sort of reversed tongues<\/i> spell; the victim\u0092s words slide, shift, and blend, producing odd hybrids that make communication very difficult. Any spellcaster trying to cast a spell with a verbal component while under the effects of the burbling must make a Concentration check (DC 20) or the spell will fail.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Paralysis Gaze (Su):<\/span><\/b> Paralyzed for 1d6+2 minutes, 50 feet, Fortitude save (DC 20).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Frightful Presence (Su):<\/span><\/b> This ability takes effect whenever the jabberwock charges, attacks, or flies overhead. Any creature within 200 feet with less than 15 HD must make a Will save (DC 20) to remain immune to that jabberwock\u0092s frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 5d6 rounds. Jabberwocks ignore the frightful presence of other jabberwocks.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/span><\/b> To use the ability, the jabberwock must hit an opponent of up to Medium-size with its claw attack. If it gets a hold, it deals automatic bite damage each round the hold is maintained.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Flurry of Blows (Ex):<\/span><\/b> When faced by overwhelming odds, a jabberwock may strike with a flurry of blows at the expense of accuracy. When doing so, the jabberwock may make one extra attack in a round at its highest attack bonus, but this attack and each other attack made that round suffer a \u00962 penalty apiece.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The jabberwock must use the full attack action to strike with a flurry of blows.<\/span><\/p> <\/td> <\/tr>

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

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

    The Jabberwock first appeared Dragon #54.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Aberration","alignment":" Always neutral","environment":" Any forest"},{"name":"Jabberwock","type":"Dragon","ch":17,"challenge_rating":" 17 \u00a0","id":5936,"reference":"Usergen","full_text":"

    Jabberwock <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Dragon \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 15d12+75\u00a0(172 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 40 ft (8 squares), fly 40 ft (average)<\/td> <\/tr>
    Armor Class: <\/strong> 30 (\u00c2\u00962 size, +22 natural), touch 8, flat-footed 30<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+15\/+31<\/td> <\/tr>
    Attack: <\/strong>Bite +21 melee (3d8+8\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +21 melee (3d8+8\/19-20), 2 claws +19 melee (1d6+4), 2 wings +19 melee (2d8+4), 2 stomps +19 melee (2d4+4), and tail slap +19 melee (2d6+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft\/10 ft (20 ft with bite)<\/td> <\/tr>
    Special Attacks: <\/strong>Burble, crush, frightful presence, paralysis gaze<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsense 60 ft, damage reduction 20\/magic and slashing, fast healing 3, keen senses, regeneration 1, spell resistance 27, vulnerability to vorpal weapons<\/td> <\/tr>
    Saves: <\/strong>Fort +14, Ref +9, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 26, Dex 11, Con 20, Int 4, Wis 12, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Knowledge (nature) +6, Listen +14, Search +4, Spot +14, Survival +19 (+21 aboveground, +21 following tracks)<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (burble), Alertness, Improved Critical (bite), Multiattack, Snatch, Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any forest<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>17<\/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>
    This creature has a stout draconic torso with sturdy hind legs, long forearms that end in four long feathery talons, and a long thin tail. It flies about on a pair of elegant wings. Its neck is long and sinuous and its head is enormous. Its malevolent yellow eyes have red pupils and appear to emit beams of light that cut through the shadows. Its scales are a tawny color of mixed gold and brown, and the tiny cracks between the scales are filled in with moss.<\/i>\r

    The jabberwock is a peculiar creature that prowls dense, virgin forests. Though it resembles true dragons somewhat, it has no breath weapon or treasure-hording instinct. The low, rumbling bubbling sound it creates makes it hard for creatures to remember what it looks like \u00c2\u0096 thus, accurate descriptions of a jabberwock are hard to come by.\r

    This solitary predator will hunt anything moving in its woods. It ignores druids altogether, and some creatures such as fey, treants, centaurs, and gnomes that live in the woods know what signs to look for to withdraw when a jabberwock approaches. A jabberwock is a protector of the woodlands themselves, existing to ensure that no creature exploits or destroys them. Each large, ancient primal forest is theorized to have its own jabberwock.\r

    A jabberwock is 30 feet long with a 20-foot tail, and weighs about 4,000 pounds.\r

    COMBAT<\/b>\r
    The jabberwock is fiercely territorial and will slay anything intruding in its woods. This fearsome opponent will choose a single target, concentrating on it and pursuing it relentlessly until the victim is killed and devoured. The jabberwock only chooses a new foe when its intended target is killed or leaves the forest.\r

    The jabberwock prefers to bite with its huge front teeth. Its long snaky neck enables the head to dart out a surprising distance to reach foes. A jabberwock can rear up on its hind legs and even walk as a biped for a short distance if it needs to. Though it can fly, the jabberwock prefers not to.\r

    Burble (Su)<\/b>: A jabberwock constantly mutters and burbles to itself, creating a confusing effect. All sane creatures within 200 feet of the jabberwock must succeed on a DC 22 Will save or be affected as though by a confusion<\/i> spell for as long as the victim is within range. Creatures in the area of effect must make a saving throw every round, even if they succeeded in previous rounds. This is a sonic mind-affecting compulsion effect. The save DC is Charisma-based. \r

    This sound also distorts an affected creature\u00c2\u0092s depth perception, causing a skewed judgment of distance. Creatures, objects, and parts of objects may appear to be much closer or further away than they actually are, causing an affected creature to suffer a \u00c2\u00963 circumstance penalty on attack rolls.\r

    This sound also distorts the way an affected creature speaks: words slide, shift, and blend, producing odd hybrids that make communication very difficult. Any affected creature trying to speak or cast a spell with a verbal component must succeed on a DC 20 Concentration check. The check DC is Charisma-based. This also cancels any tongues<\/i> or comprehend languages<\/i> effects while a creature is affected.\r

    Crush (Ex)<\/b>: A flying jabberwock 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 the jabberwock's body. Each creature in the affected area must succeed on a DC 22 Reflex save or be pinned, automatically taking 2d8+12 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if the jabberwock chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.\r

    Frightful Presence (Ex)<\/b>: A jabberwock can unsettle foes with its mere presence. This ability takes effect whenever the jabberwock attacks, charges, or flies overhead. Creatures within a 200-foot radius are subject to the effect if they have fewer than 15 HD. A potentially affected creature must succeed on a DC 20 Will save to remain immune to that jabberwock\u00c2\u0092s 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. Jabberwocks ignore the frightful presence of other jabberwocks.\r

    Paralysis Gaze (Su)<\/b>: Paralyzed for 1d6+2 minutes, range 50 feet; Fortitude DC 20 negates. The save DC is Charisma-based.\r

    Keen Senses (Ex)<\/b>: A jabberwock sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.\r

    Regeneration (Ex)<\/b>: Magic slashing weapons deal normal damage to a jabberwock. \r

    Vulnerability to Vorpal Weapons (Ex)<\/b>: A vorpal weapon threatens a critical hit on a range of 19-20 when wielded against a jabberwock.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1996 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Annual Three (1996). Different versions also found in Dragon Magazine #54 (\u00c2\u0093Beware the Jabberwock,\u00c2\u0094 October 1981, Mark Nuiver) and module EX2 \u00c2\u0096 Land Beyond the Magic Mirror (1983)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":"Any forest"},{"name":"Jacinth Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":5937,"reference":"Usergen","full_text":"

    Jacinth Dragon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>
    Dragon (Fire)<\/strong><\/td> <\/tr>
    Environment: <\/strong>Warm deserts<\/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>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Always 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 +4; juvenile +4; others \u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr><\/table><\/td><\/tr>

    Jacinth 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>13<\/font><\/td>10<\/font><\/td>13<\/font><\/td>14<\/font><\/td>12<\/font><\/td>14<\/font><\/td>+3\/-4<\/font><\/td>+6<\/font><\/td>+4<\/font><\/td>+2<\/font><\/td>+3<\/font><\/td>2d4\u00a0(12)<\/font><\/td>-<\/font><\/td><\/tr>
    Very Young<\/font><\/td>S<\/font><\/td>6d12+6\u00a0(45)<\/font><\/td>15<\/font><\/td>10<\/font><\/td>13<\/font><\/td>16<\/font><\/td>14<\/font><\/td>16<\/font><\/td>+6\/+4<\/font><\/td>+9<\/font><\/td>+6<\/font><\/td>+5<\/font><\/td>+7<\/font><\/td>3d4\u00a0(14)<\/font><\/td>-<\/font><\/td><\/tr>
    Young<\/font><\/td>S<\/font><\/td>9d12+18\u00a0(76)<\/font><\/td>17<\/font><\/td>10<\/font><\/td>15<\/font><\/td>16<\/font><\/td>14<\/font><\/td>16<\/font><\/td>+9\/+8<\/font><\/td>+13<\/font><\/td>+8<\/font><\/td>+6<\/font><\/td>+8<\/font><\/td>4d4\u00a0(16)<\/font><\/td>-<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>M<\/font><\/td>12d12+24\u00a0(102)<\/font><\/td>19<\/font><\/td>10<\/font><\/td>15<\/font><\/td>18<\/font><\/td>16<\/font><\/td>18<\/font><\/td>+12\/+16<\/font><\/td>+16<\/font><\/td>+10<\/font><\/td>+8<\/font><\/td>+8<\/font><\/td>5d4\u00a0(18)<\/font><\/td>-<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>M<\/font><\/td>15d12+45\u00a0(142)<\/font><\/td>23<\/font><\/td>10<\/font><\/td>17<\/font><\/td>18<\/font><\/td>16<\/font><\/td>18<\/font><\/td>+15\/+20<\/font><\/td>+20<\/font><\/td>+12<\/font><\/td>+9<\/font><\/td>+12<\/font><\/td>6d4\u00a0(20)<\/font><\/td>17<\/font><\/td><\/tr>
    Adult<\/font><\/td>L<\/font><\/td>18d12+72\u00a0(189)<\/font><\/td>27<\/font><\/td>10<\/font><\/td>19<\/font><\/td>20<\/font><\/td>18<\/font><\/td>20<\/font><\/td>+18\/+29<\/font><\/td>+24<\/font><\/td>+15<\/font><\/td>+11<\/font><\/td>+15<\/font><\/td>7d4\u00a0(23)<\/font><\/td>20<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>L<\/font><\/td>21d12+105\u00a0(241)<\/font><\/td>29<\/font><\/td>10<\/font><\/td>21<\/font><\/td>20<\/font><\/td>18<\/font><\/td>20<\/font><\/td>+21\/+34<\/font><\/td>+29<\/font><\/td>+17<\/font><\/td>+12<\/font><\/td>+16<\/font><\/td>8d4\u00a0(25)<\/font><\/td>21<\/font><\/td><\/tr>
    Old<\/font><\/td>H<\/font><\/td>24d12+120\u00a0(276)<\/font><\/td>31<\/font><\/td>10<\/font><\/td>21<\/font><\/td>24<\/font><\/td>22<\/font><\/td>24<\/font><\/td>+24\/+42<\/font><\/td>+32<\/font><\/td>+19<\/font><\/td>+14<\/font><\/td>+20<\/font><\/td>9d4\u00a0(27)<\/font><\/td>23<\/font><\/td><\/tr>
    Very Old<\/font><\/td>H<\/font><\/td>27d12+162\u00a0(337)<\/font><\/td>33<\/font><\/td>10<\/font><\/td>23<\/font><\/td>26<\/font><\/td>24<\/font><\/td>26<\/font><\/td>+27\/+46<\/font><\/td>+36<\/font><\/td>+21<\/font><\/td>+15<\/font><\/td>+22<\/font><\/td>10d4\u00a0(29)<\/font><\/td>25<\/font><\/td><\/tr>
    Ancient<\/font><\/td>H<\/font><\/td>30d12+180\u00a0(375)<\/font><\/td>35<\/font><\/td>10<\/font><\/td>23<\/font><\/td>28<\/font><\/td>26<\/font><\/td>28<\/font><\/td>+30\/+50<\/font><\/td>+40<\/font><\/td>+23<\/font><\/td>+17<\/font><\/td>+25<\/font><\/td>11d4\u00a0(31)<\/font><\/td>27<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>H<\/font><\/td>33d12+231\u00a0(445)<\/font><\/td>37<\/font><\/td>10<\/font><\/td>25<\/font><\/td>30<\/font><\/td>28<\/font><\/td>30<\/font><\/td>+33\/+54<\/font><\/td>+44<\/font><\/td>+25<\/font><\/td>+18<\/font><\/td>+27<\/font><\/td>12d4\u00a0(33)<\/font><\/td>29<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>G<\/font><\/td>36d12+228\u00a0(522)<\/font><\/td>39<\/font><\/td>10<\/font><\/td>27<\/font><\/td>32<\/font><\/td>30<\/font><\/td>32<\/font><\/td>+36\/+62<\/font><\/td>+46<\/font><\/td>+28<\/font><\/td>+20<\/font><\/td>+30<\/font><\/td>13d4\u00a0(36)<\/font><\/td>32<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Jacinth 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. (good)<\/font><\/td>+0<\/font><\/td>14 (+2 size, +2 natural), touch 12, flat-footed 14<\/font><\/td>Immunity to fire, telepathy, vulnerability to cold<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
    Very Young<\/font><\/td>40 ft., fly 100 ft. (good)<\/font><\/td>+0<\/font><\/td>16 (+1 size, +5 natural), touch 11, flat-footed 16<\/font><\/td>Blink<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
    Young<\/font><\/td>40 ft., fly 150 ft. (average)<\/font><\/td>+0<\/font><\/td>18 (+8 natural), touch 10, flat-footed 18<\/font><\/td>Blinding hide<\/font><\/td>1st<\/font><\/td>-<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>40 ft., fly 150 ft. (average)<\/font><\/td>+0<\/font><\/td>21 (+11 natural), touch 10, flat-footed 21<\/font><\/td>Charm animal<\/font><\/td>3rd<\/font><\/td>-<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>40 ft., fly 150 ft. (average)<\/font><\/td>+0<\/font><\/td>23 (\u00c2\u00961 size, +14 natural), touch 9, flat-footed 23<\/font><\/td>DR 5\/magic<\/font><\/td>5th<\/font><\/td>18<\/font><\/td><\/tr>
    Adult<\/font><\/td>40 ft., fly 150 ft. (average)<\/font><\/td>+0<\/font><\/td>26 (\u00c2\u00961 size, +17 natural), touch 9, flat-footed 26<\/font><\/td>Suggestion<\/font><\/td>7th<\/font><\/td>20<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>40 ft., fly 150 ft. (average)<\/font><\/td>+0<\/font><\/td>28 (\u00c2\u00962 size, +20 natural), touch 8, flat-footed 28<\/font><\/td>DR 10\/magic<\/font><\/td>9th<\/font><\/td>22<\/font><\/td><\/tr>
    Old<\/font><\/td>40 ft., fly 150 ft. (average)<\/font><\/td>+0<\/font><\/td>31 (\u00c2\u00962 size, +23 natural), touch 8, flat-footed 31<\/font><\/td>Dominate animal<\/font><\/td>11th<\/font><\/td>24<\/font><\/td><\/tr>
    Very Old<\/font><\/td>40 ft., fly 150 ft. (average)<\/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>25<\/font><\/td><\/tr>
    Ancient<\/font><\/td>40 ft., fly 150 ft. (average)<\/font><\/td>+0<\/font><\/td>37 (\u00c2\u00962 size, +29 natural), touch 8, flat-footed 37<\/font><\/td>Charm monster<\/font><\/td>15th<\/font><\/td>27<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>40 ft., fly 200 ft. (poor)<\/font><\/td>+0<\/font><\/td>38 (\u00c2\u00964 size, +32 natural), touch 6, flat-footed 38<\/font><\/td>DR 20\/magic<\/font><\/td>17th<\/font><\/td>28<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>40 ft., fly 200 ft. (poor)<\/font><\/td>+0<\/font><\/td>41 (\u00c2\u00964 size, +35 natural), touch 6, flat-footed 41<\/font><\/td>-<\/font><\/td>19th<\/font><\/td>30<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>
    Squatting in a manner similar to a frog, this dragon has thick hindlegs ending in froglike feet. Its forearms are leaner and almost humanoid, and its thin wings curve harshly over its shoulders. A small crest begins at the tip of its crocodilian snout, standing taller behind its eyes before growing smaller again down its neck and ending at its body. Its shifting hide sparkles with ever-moving fiery orange hues.<\/i>\r

    Jacinth dragons are among the rarest of dragons, living in solitude in the deepest wastes. Only a dozen are believed to exist. Although they are rarely seen, creatures that do venture into their remote homes may find them to be curious, and even charming conversationalists.\r

    Upon hatching, a jacinth dragon's scales begin shifting in a multitude of orange hues. At it ages, the spectrum of orange colors expands, and grows more fiery in coloration.\r

    Jacinth dragons make their lairs in hot, dry deserts. As denizens of the wastes, they have learned to survive for weeks without food or water. \r

    Jacinth dragons seek and hoard treasure like most dragons, and are particularly fond of their namesake gemstones.\r

    Combat\r

    A jacinth dragon prefers to rely upon its breath weapon and powerful spellcasting ability in battle. Since it is smaller than most other dragons, it prefers to avoid melee combat unless no other option is available.\r

    Blinding Hide (Ex):<\/b> In areas of natural sunlight or a daylight spell, a young or older jacinth dragon's hide reflects the sun so brightly that any creature within range (10 feet x dragon's age category) viewing the dragon must succeed on a Fortitude save (DC equals breath weapon DC) or be blinded for 5d6 rounds. A creature that successfully saves is instead dazzled for 1d4 rounds.\r

    Blink (Sp):<\/b> A very young or older jacinth dragon can use this ability as the spell once per day for each two age categories it is, thus an adult jacinth 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

    Breath Weapon (Su):<\/b> Jacinth dragons have one type of breath weapon, a cone of scalding air that deals fire damage and ignites any unattended combustible objects within the area.\r

    Telepathy (Su):<\/b> A jacinth dragon has telepathy to a range of 10 feet x age category.\r

    Other Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097charm animal<\/i> (juvenile or older), suggestion<\/i> (adult or older); 1\/day\u00c2\u0097charm monster<\/i> (ancient or older), dominate animal<\/i> (old or older).\r

    Skills:<\/b> Appraise, Bluff, and Hide are considered class skills for jacinth dragons.\r

    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Annual Volume One<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Always neutral","environment":"Warm deserts"},{"name":"Jackalwere","type":"Shapechanger","ch":4,"challenge_rating":" 04 \u00a0","id":5938,"reference":"Usergen","full_text":"

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

    Medium-Size Shapechanger<\/h2> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 4d8+12 (30 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+2 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 30 ft (50 ft in jackal form)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 16 (+2 Dex, +4 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +5 melee; or longsword +4 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 2d4+1; or longsword 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>Sleep gaze<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Alternate form, damage reduction 10\/+1, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +7, Ref +6, Will +5<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 13, Dex 15, Con 16, Int 12, Wis 14, Cha 12<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Bluff +5, Disguise +4, Hide +8, Listen +4, Move Silently +6, Spot +6, Wilderness Lore +3<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Scent, Track, Weapon Finesse (bite)<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/span><\/b> Solitary or pack (2-4)
    Challenge Rating:<\/b> 4<\/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>

    First and foremost, the jackalwere is not a lycanthrope. Therefore, they do not carry and infect their victims with lycanthropy.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The jackalwere is a shapechanger. It can assume the form of a jackal (its true form), any Medium-size humanoid, or a combination of the two. The jackalwere is the bane of humankind. They love the taste of human, elf, and halfling flesh.<\/span><\/p> <\/td> <\/tr>

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

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

    The jackalwere usually changes into its humanoid form when it detects the approach of living creatures. It will disguise itself as a merchant, peasant, or similar humanoid in order to lure its prey in.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 When ready to attack, the jackalwere changes shape into its hybrid form. It will almost always assume this shape when engaged in combat, as it gains the ability to use a weapon, as well as utilizing its bite.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 If attacked in its full humanoid form, the jackalwere will seek escape, long enough to assume its hybrid form.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Alternate Form (Su): <\/b>A jackalwere\u0092s natural form is that of a jackal. In jackal form it retains its damage reduction and can use its sleep gaze attack. It can also assume two other forms. The first is a Medium-size humanoid. The second from is that of a Medium-size, jackal-humanoid hybrid. Changing forms is a standard action.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 In humanoid form, the jackalwere gains all the abilities of the form (for example, a jackalwere in dwarf form has dwarven racial traits). The jackalwere keeps its ability scores and can use its sleep gaze. It retains it special qualities of damage reduction, but cannot use its bite attack.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 In hybrid form, a jackalwere looks like a bipedal jackal. In hybrid form, the jackalwere can use weapons and natural attacks, all of its special attacks, and it retains all special qualities.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A jackalwere remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the jackalwere revert to its natural form when killed. A true seeing<\/i> spell, however, reveals its natural form if it is in humanoid or hybrid form.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Sleep Gaze (Su): <\/b>30 feet, Will save negates DC 13; affected as sleep<\/i> spell cast by a 12th-level sorcerer. Note that creatures with more than 5 or more HD can be affected.<\/span><\/p> <\/td> <\/tr>

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

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

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

    \u00a0<\/span><\/p><\/div>","family":"Shapechanger","alignment":"Any","environment":"Temperate land"},{"name":"Jade Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":5939,"reference":"Usergen","full_text":"

    Jade Dragon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>
    Dragon (Air)<\/strong><\/td> <\/tr>
    Environment: <\/strong>Inner Planes, temperate 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 plus 2\u00c2\u00965 offspring)<\/td> <\/tr>
    Challenge Ratings: <\/strong>Wyrmling 3; very young 5; young 7; juvenile 9; young adult 12; adult 15; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>Wyrmling 7-8 HD (Tiny); very young 10-11 HD (Small); young 13-14 HD (Small); juvenile 16-17 HD (Medium); young adult 19-20 HD (Medium); adult 22-23 HD (Large); mature adult 25-26 HD (Large); old 28-29 HD (Large); very old 31-32 HD (Large); ancient 34-35 HD (Huge); wyrm 37-38 HD (Huge); great wyrm 40+ HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>Wyrmling +4; very young +4; young +6; others \u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr><\/table><\/td><\/tr>

    Jade 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>6d12+6\u00a0(45)<\/font><\/td>13<\/font><\/td>10<\/font><\/td>13<\/font><\/td>15<\/font><\/td>14<\/font><\/td>15<\/font><\/td>+6\/-1<\/font><\/td>+9<\/font><\/td>+6<\/font><\/td>+5<\/font><\/td>+7<\/font><\/td>2d6\u00a0(14)<\/font><\/td>-<\/font><\/td><\/tr>
    Very Young<\/font><\/td>S<\/font><\/td>9d12+18\u00a0(76)<\/font><\/td>15<\/font><\/td>10<\/font><\/td>15<\/font><\/td>15<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+9\/+7<\/font><\/td>+12<\/font><\/td>+8<\/font><\/td>+6<\/font><\/td>+8<\/font><\/td>4d6\u00a0(14)<\/font><\/td>-<\/font><\/td><\/tr>
    Young<\/font><\/td>S<\/font><\/td>12d12+24\u00a0(102)<\/font><\/td>17<\/font><\/td>10<\/font><\/td>15<\/font><\/td>17<\/font><\/td>17<\/font><\/td>16<\/font><\/td>+12\/+11<\/font><\/td>+16<\/font><\/td>+10<\/font><\/td>+8<\/font><\/td>+11<\/font><\/td>6d6\u00a0(18)<\/font><\/td>-<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>M<\/font><\/td>15d12+45\u00a0(142)<\/font><\/td>19<\/font><\/td>10<\/font><\/td>17<\/font><\/td>19<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+15\/+19<\/font><\/td>+19<\/font><\/td>+12<\/font><\/td>+9<\/font><\/td>+13<\/font><\/td>8d6\u00a0(20)<\/font><\/td>-<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>M<\/font><\/td>18d12+72\u00a0(189)<\/font><\/td>23<\/font><\/td>10<\/font><\/td>19<\/font><\/td>19<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+18\/+24<\/font><\/td>+24<\/font><\/td>+15<\/font><\/td>+11<\/font><\/td>+15<\/font><\/td>10d6\u00a0(23)<\/font><\/td>20<\/font><\/td><\/tr>
    Adult<\/font><\/td>L<\/font><\/td>21d12+105\u00a0(241)<\/font><\/td>27<\/font><\/td>10<\/font><\/td>21<\/font><\/td>21<\/font><\/td>21<\/font><\/td>10<\/font><\/td>+21\/+33<\/font><\/td>+28<\/font><\/td>+17<\/font><\/td>+12<\/font><\/td>+17<\/font><\/td>12d6\u00a0(25)<\/font><\/td>22<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>L<\/font><\/td>24d12+120\u00a0(276)<\/font><\/td>29<\/font><\/td>10<\/font><\/td>21<\/font><\/td>21<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+24\/+37<\/font><\/td>+32<\/font><\/td>+19<\/font><\/td>+14<\/font><\/td>+19<\/font><\/td>14d6\u00a0(27)<\/font><\/td>23<\/font><\/td><\/tr>
    Old<\/font><\/td>L<\/font><\/td>27d12+162\u00a0(337)<\/font><\/td>31<\/font><\/td>10<\/font><\/td>23<\/font><\/td>23<\/font><\/td>23<\/font><\/td>22<\/font><\/td>+27\/+41<\/font><\/td>+36<\/font><\/td>+21<\/font><\/td>+15<\/font><\/td>+21<\/font><\/td>16d6\u00a0(29)<\/font><\/td>25<\/font><\/td><\/tr>
    Very Old<\/font><\/td>L<\/font><\/td>30d12+180\u00a0(375)<\/font><\/td>31<\/font><\/td>10<\/font><\/td>23<\/font><\/td>23<\/font><\/td>23<\/font><\/td>22<\/font><\/td>+30\/+45<\/font><\/td>+40<\/font><\/td>+23<\/font><\/td>+17<\/font><\/td>+23<\/font><\/td>18d6\u00a0(31)<\/font><\/td>26<\/font><\/td><\/tr>
    Ancient<\/font><\/td>H<\/font><\/td>33d12+231\u00a0(445)<\/font><\/td>35<\/font><\/td>10<\/font><\/td>25<\/font><\/td>25<\/font><\/td>25<\/font><\/td>24<\/font><\/td>+33\/+53<\/font><\/td>+43<\/font><\/td>+25<\/font><\/td>+18<\/font><\/td>+25<\/font><\/td>20d6\u00a0(33)<\/font><\/td>28<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>H<\/font><\/td>36d12+288\u00a0(522)<\/font><\/td>37<\/font><\/td>10<\/font><\/td>27<\/font><\/td>27<\/font><\/td>27<\/font><\/td>26<\/font><\/td>+36\/+57<\/font><\/td>+47<\/font><\/td>+28<\/font><\/td>+20<\/font><\/td>+28<\/font><\/td>22d6\u00a0(36)<\/font><\/td>29<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>H<\/font><\/td>39d12+312\u00a0(565)<\/font><\/td>39<\/font><\/td>10<\/font><\/td>27<\/font><\/td>27<\/font><\/td>27<\/font><\/td>26<\/font><\/td>+39\/+62<\/font><\/td>+51<\/font><\/td>+29<\/font><\/td>+21<\/font><\/td>+29<\/font><\/td>24d6\u00a0(37)<\/font><\/td>31<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Jade 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 80 ft. (good)<\/font><\/td>+0<\/font><\/td>16 (+2 size, +4 natural), touch 12, flat-footed 16<\/font><\/td>Immunity to sonic, plane shift<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
    Very Young<\/font><\/td>40 ft., fly 100 ft. (average)<\/font><\/td>+0<\/font><\/td>18 (+1 size, +7 natural), touch 11, flat-footed 18<\/font><\/td>Blink<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
    Young<\/font><\/td>40 ft., fly 100 ft. (average)<\/font><\/td>+0<\/font><\/td>21 (+1 size, +10 natural), touch 11, flat-footed 21<\/font><\/td>-<\/font><\/td>1st<\/font><\/td>-<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>40 ft., fly 100 ft. (average)<\/font><\/td>+0<\/font><\/td>23 (+13 natural), touch 10, flat-footed 23<\/font><\/td>Detect thoughts<\/font><\/td>3rd<\/font><\/td>-<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>40 ft., fly 100 ft. (average)<\/font><\/td>+0<\/font><\/td>26 (+16 natural), touch 10, flat-footed 26<\/font><\/td>Beguile, DR 5\/magic<\/font><\/td>5th<\/font><\/td>18<\/font><\/td><\/tr>
    Adult<\/font><\/td>40 ft., fly 100 ft. (average)<\/font><\/td>+0<\/font><\/td>28 (\u00c2\u00961 size, +19 natural), touch 9, flat-footed 28<\/font><\/td>Shatter<\/font><\/td>7th<\/font><\/td>20<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>40 ft., fly 100 ft. (average)<\/font><\/td>+0<\/font><\/td>31 (\u00c2\u00961 size, +22 natural), touch 9, flat-footed 31<\/font><\/td>DR 10\/magic<\/font><\/td>9th<\/font><\/td>21<\/font><\/td><\/tr>
    Old<\/font><\/td>40 ft., fly 100 ft. (average)<\/font><\/td>+0<\/font><\/td>34 (\u00c2\u00961 size, +25 natural), touch 9, flat-footed 34<\/font><\/td>Sculpt sound<\/font><\/td>11th<\/font><\/td>23<\/font><\/td><\/tr>
    Very Old<\/font><\/td>40 ft., fly 100 ft. (average)<\/font><\/td>+0<\/font><\/td>37 (\u00c2\u00961 size, +28 natural), touch 9, flat-footed 37<\/font><\/td>DR 15\/magic<\/font><\/td>13th<\/font><\/td>24<\/font><\/td><\/tr>
    Ancient<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>39 (\u00c2\u00962 size, +31 natural), touch 8, flat-footed 39<\/font><\/td>Song of discord<\/font><\/td>15th<\/font><\/td>26<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+20<\/font><\/td>42 (\u00c2\u00962 size, +34 natural), touch 8, flat-footed 42<\/font><\/td>DR 20\/magic<\/font><\/td>17th<\/font><\/td>27<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>45 (\u00c2\u00962 size, +37 natural), touch 8, flat-footed 45<\/font><\/td>Demand<\/font><\/td>19th<\/font><\/td>29<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>
    *Can also cast cleric spells and those from the Plant and Trickery domains as arcane spells. \r

    This dragon is long and sinuous, with slender arms and legs. A pair of horns sweep back behind its eyes, almost laying flat on its back. Black hair surrounds its mouth and gives the appearance of a beard and mustache, while longer black hair flows from the base of its neck down to its shoulders. Its pearlescent eyes are topped by more black hair resembling eyebrows. The dragon smells of cinnamon and ginger, and its scales swirl with multiple shades of green.<\/i>\r

    The jade dragon resembles both gem dragons and lung dragons, but is wholly neither. It most closely resembles the emerald dragon.\r

    The scales of a wyrmling emerald dragon are a single shade of green. As it ages, its scales harden and take on additional shades of green, which are randomly swirled throughout its hide. Like an emerald dragon, a jade dragon's pupils fade as it ages, becoming featureless, glowing green orbs as great wyrms.\r

    Jade dragons are extremely reclusive, making their lairs in the most remote, dense forests. They prize rare woods and gems, especially jade, above other treasures, and will barter for these items with other bits of their hoards. \r

    Although jade dragons are inhospitable to interlopers within their lairs, they never eat humanoids, subsisting only on vegetation and animals.\r

    Combat\r

    Jade dragons prefer to rely on their breath weapons and magical abilities before resorting to melee combat. If possible, they avoid combat altogether with their beguiling riddlespeak.\r

    Beguile (Su):<\/b> A jade dragon often speaks in riddles. When it speaks for one full round, all creatures within 10 feet per age category must succeed on a Will save or become enthralled<\/i> (as the spell). Beguile is a sonic, mind-affecting, language-dependent charm effect. A creature that successfully saves cannot be affected again by the same jade dragon's beguile ability for 24 hours. The save DC is Charisma-based.\r

    Blink (Sp):<\/b> A very young or older jade dragon can use this ability as the spell once per day for each two age categories it is, thus an adult jade 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

    Breath Weapon (Su):<\/b> The jade dragon's breath weapon is a powerful cone of sonic energy. Anyone in the cone of the breath who does not make a successful Reflex save versus damage must also make a Fortitude save (at the same DC) or be deafened for 3 rounds per age category of the dragon and rendered unconscious for 1 round per age category of the dragon.\r

    Other Spell-Like Abilities:<\/b> At will--detect thoughts<\/i> (juvenile or older), plane shift<\/i> (wyrmling); 3\/day--sculpt sound<\/i> (old or older), shatter<\/i> (adult or older), song of discord<\/i> (ancient or older); 1\/day--demand<\/i> (great wyrm).\r

    Telepathy (Su):<\/b> A jade dragon has telepathy to a range of 10 feet x age category.\r

    Skills:<\/b> Appraise, Bluff, and Survival are considered class skills for jade dragons.\r

    Jade Dragons and Oriental Adventures<\/i><\/b>\r

    If you are using Oriental Adventures<\/i> in your campaign, jade dragons are considered lung dragons.\r

    They cast spells from the Wood shaman domain rather than the Plant domain.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Annual 1<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Always neutral","environment":"Inner Planes, temperate forests"},{"name":"Jade Fish","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":5940,"reference":"Usergen","full_text":"

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


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d10+3\u00a0(19 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> Swim 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+2 size, +2 Dex), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/-7<\/td> <\/tr>
    Attack: <\/strong>Bite +3 melee (1d4-2)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +3 melee (1d4-2)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Water stream<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, spell resistance 8, water symbiosis<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +5, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 6, Dex 15, Con 12, Int 14, Wis 13, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +10, Gather Information +10, Knowledge (local) +12, Sense Motive +3, Swim +12\r
    <\/td> <\/tr>
    Feats: <\/strong>Negotiator, Iron Will<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-6 HD (Tiny); 7-9 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This beautiful fish has a sleek body covered in deep green scales. Its wide, bright green eyes flicker with intelligence.<\/i>\r

    Jade fish possess the ability to magically create water. While this is a great boon for the jade fish, which can essentially create its own habitat, it also makes the creatures extremely coveted by other beings. Jade fish can be found nearly anywhere, even in the most arid deserts, where they are particularly prized by other residents.\r

    Jade fish willingly share their self-created domains with other creatures, and often patrol the pool to ensure that harmony is maintained among its residents. Although they do eat smaller creatures, they require little sustenance, and thus their predations are limited.\r

    Jade fish enjoy observing the world around them, and as such, are great sources of local information. Jade fish are predisposed to friendly conversation, often taking the time to learn local dialects. If asked politely and offered a gift, a jade fish will gladly answer questions pertaining to the area in which it resides. Although they do not covet valuables, they regard such gifts as tokens of honor, and thus do not part with them easily and often amass sizable treasure hoards in their pools.\r

    Legends claim that the jade fish were created by a rain goddess as a gift to her worshipers. Regardless of their origins, jade fish enjoy a position of admiration and awe among most other creatures.\r

    A jade fish is up to 2 feet long and weighs 5-10 pounds. Scale coloration darkens with age, ranging from brilliant emerald on hatchlings to amost black on the eldest fish. Jade fish can live for centuries, and some are rumored to be over 1,000 years old. \r

    Jade fish speak Common and one or more local languages.\r

    COMBAT\r

    Jade fish dislike combat, but if threatened defend themselves. Its preferred attack is to spit a powerful stream of water at adversaries, often trying to knock the target into a nearby pool in an attempt to drown it. Although they generally feed on smaller fish and animals, jade fish will devour any living creature that drowns in their pool.\r

    Water Stream (Su):<\/b> A jade fish can continually produce water. It can create up to 1 gallon per round. Alternatively, as a standard action, a jade fish can create a tremendously powerful 5-foot line of water. Any creature in the area of the line takes 1d10 points of damage (Reflex DC 12 negates). A creature failing the saving throw must succeed on a Strength check (DC 10 + damage dealt) or be knocked prone by the force of the blast. For each 5 points by which a target fails the check, it is pushed back 5 feet. The jade fish attempts to knock opponents into pools it creates with its water jet. The save DC is Constitution-based.\r

    Water Symbiosis (Su):<\/b> The water created by a jade fish is attuned to its creator. If a jade fish becomes injured, any water it has created turns cloudy. This grants any creatures within the jade fish's pool concealment. The cloudiness dissipates once the jade fish is fully healed.\r

    Skills:<\/b> Jade fish have a +4 racial bonus on Knowledge (local) checks. A jade 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.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in GR2 - Dungeons of Mystery<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Any"},{"name":"Jagre","type":"Giant","ch":8,"challenge_rating":" 08 \u00a0","id":5941,"reference":"Usergen","full_text":"

    Jagre <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Giant \t\t\t(Shapechanger)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 12d8+48\u00a0(102 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-2 size, -1 Dex, +5 natural, +3 masterwork hide armor), touch 7, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+26<\/td> <\/tr>
    Attack: <\/strong>Heavy mace +17 melee (2d6+9\/x2) or slam +16 melee (1d6+9)<\/td> <\/tr>
    Full Attack: <\/strong>Heavy mace +17 melee (2d6+9\/x2) or slam +16 melee (1d6+9)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft\/15 ft<\/td> <\/tr>
    Special Attacks: <\/strong>---<\/td> <\/tr>
    Special Qualities: <\/strong>Alternate form, displacement, low-light vision, resistance to ranged attacks<\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +3, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 29, Dex 8, Con 19, Int 9, Wis 12, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Bluff +1, Climb +9, Hide -9, Intimidate +7, Jump +9, Listen +4, Move Silently -1, Spot +4, Survival +4<\/td> <\/tr>
    Feats: <\/strong>Blind-Fight, Multiattack, Persuasive, Power Attack, Weapon Focus (heavy mace)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, band (2-4), or company (1-4 jagres plus 10-30 orcs, 5-15 ogres, or 2-5 trolls, or mixed group)<\/td> <\/tr>
    Challenge Rating: <\/strong>08<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always evil (any)<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    \r
    -------------------------------------------\r

    Jagre (Beast Form)\r
    Huge Giant (Shapechanger)\r
    Hit Dice:<\/b> 12d8+60 (114 hp)\r
    Initiative:<\/b> +1\r
    Speed:<\/b> 40 ft (8 squares)\r
    Armor Class:<\/b> 15 (-2 size, +1 Dex, +6 natural), touch 7, flat-footed 14\r
    Base Attack\/Grapple:<\/b> +9\/+26\r
    Attack:<\/b> Tentacle +15 melee (1d8+8)\r
    Full Attack:<\/b> 2 tentacles +15 melee (1d8+8) and bite +13 melee (2d6+4)\r
    Space\/Reach:<\/b> 15 ft\/10 ft (15 or 20 ft with tentacles)\r
    Special Attacks:<\/b> ---\r
    Special Qualities:<\/b> Alternate form, displacement, low-light vision, resistance to ranged attacks\r
    Saves:<\/b> Fort +13 Ref +5 Will +5\r
    Abilities:<\/b> Str 26, Dex 13, Con 20, Int 9, Wis 12, Cha 8\r
    Skills:<\/b> Bluff +1, Climb +8, Hide +7, Intimidate +7, Jump +12, Listen +4, Move Silently +7, Spot +4, Survival +4\r
    Feats:<\/b> Blind-Fight, Multiattack, Persuasive, Power Attack, Weapon Focus (heavy mace)\r

    This huge brutish humanoid exudes malice. It wears the hide of a large cat, reddish brown in color with dark spots. This being is almost three times as tall as a human. <\/i>\r

    The jagre is an ogre-like being that wears a special armor, which allows it to transform into a displacer beast. This alternate form has a displacer beast\u00c2\u0092s six legs and tentacles, but has coloration similar to a jaguar instead. They are carnivorous and prefer the taste of humanoid flesh.\r

    The jagres were spawned from especially large ogres though the influence of an evil god. A special ceremony allows the jagres to change more ogres into their kind, by imbuing an ogre and a displacer beast skin with magic. This transformation is always a reward for the service of an evil god. Female jagres are thus far unknown; it is assumed that all jagres have been created through magic. There is a further unholy ceremony, performed at the jagre\u00c2\u0092s option, which bonds the armor permanently to the jagre\u00c2\u0092s skin.\r

    The jagres were first found in the land of Maztica, serving as the leaders of the beasts of the Viperhand and serving the god Zaltec. It is as yet unknown if they may serve themselves or other masters.\r

    A jagre stands 16 feet tall, and weighs 3,000 pounds.\r

    Jagres speak Giant.\r

    COMBAT<\/b>\r
    A jagre may carry a weapon into combat, but is just as likely to fight unarmed. It may change into beast form at will, and often does so to intimidate opponents. A jagre must wear its armor to transform, and the jagre loses that ability if it should lose its armor. Other creatures wearing a jagre\u00c2\u0092s armor do not gain the ability to change form.\r

    Alternate Form (Su)<\/b>: A jagre\u00c2\u0092s special hide armor allows the jagre to shift between its giant and displacer beast forms as a standard action. In displacer beast form, it gains the natural attacks, physical ability scores, and special abilities of the beast.\r

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

    Displacement (Su):<\/b> A light-bending glamer continually surrounds a jagre in beast form, making it difficult to surmise the creature's true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the jagre by some means other than sight. A true seeing<\/i> effect allows the user to see the beast's position, but see invisibility<\/i> has no effect.\r

    Resistance to Ranged Attacks (Su):<\/b> A jagre in beast form has a +2 resistance bonus on saves against any ranged magical attack that specifically targets it (except for ranged touch attacks).\r

    Skills<\/b>: A jagre in beast form has a +8 racial bonus on Hide checks, thanks to its displacement ability. A jagre in beast form has an additional +6 bonus on Hide and Move Silently checks.<\/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":"Giant","alignment":"Always evil (any)","environment":"Any land and underground"},{"name":"Jaguar","type":"Animal","ch":3,"challenge_rating":" 3 \u00a0","id":5942,"reference":"Usergen","full_text":"

    Jaguar <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d8+8\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+4 Dex, +1 natural), touch 14, flat-footed 11<\/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 (1d3+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, pounce, rake 1d3+2<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +8, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 18, Con 15, Int 2, Wis 12, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Balance +10, Climb +12, Hide +8*, Jump +11, Listen +6, Move Silently +8, Spot +6, Swim +10<\/td> <\/tr>
    Feats: <\/strong>Alertness, Multiattack [B], Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Neutral<\/td> <\/tr>
    Advancement: <\/strong>5-6 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    These jungle cats resemble leopards, but are somewhat larger and more heavily built. A jaguar's fur has fewer and larger spots than a leopard. They prefer to hunt at dawn or dusk. A jaguar has very powerful jaws for tackling large or tough animals such as tapir, deer, turtles, or constrictor snakes, but will catch prey as tiny as mice if nothing better is available.\r

    Jaguars are about 5 feet long and weigh about 180 pounds.\r

    Combat<\/b>\r

    Jaguars prefer to pounce upon their prey from hiding.\r

    Improved Grab (Ex):<\/b> To use this ability, a jaguar 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 jaguar charges a foe, it can make a full attack, including two rake attacks.\r

    Rake (Ex):<\/b> Attack bonus +7 melee, damage 1d3+2.\r

    Skills<\/b>\r
    Jaguars have a +6 racial bonus on Balance, Jump and Swim checks. Jaguars also have a +4 racial bonus on Hide and Move Silently checks. Jaguars have a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.<\/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":"Neutral","environment":"Warm forests"},{"name":"Jagwere","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":5943,"reference":"Usergen","full_text":"

    Jagwere <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d10+15\u00a0(42 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+4 Dex, +3 natural), touch 14, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+10<\/td> <\/tr>
    Attack: <\/strong>Claw +10 melee (1d4+5)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +10 melee (1d4+5) and bite +8 melee (1d8+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Curse of the jagwere, improved grab, pounce<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/darkwood, fear of flames, low-light vision, scent, jaguar empathy, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +8, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 18, Con 17, Int 11, Wis 12, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Balance +11, Climb +13, Hide +12*, Jump +16, Listen +10, Move Silently +12, Spot +10, Swim +11<\/td> <\/tr>
    Feats: <\/strong>Alertness, Combat Reflexes, Improved Initiative, Iron Will [B], Multiattack [B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary, pride (2-8) or tribe (8-18)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>6-9 HD (Medium) or by character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This athletic, muscular humanoid possesses the head, claws and tail of a great cat. Its skin is entirely covered by a thick spotted coat of fur.<\/i>\r

    A jagwere is a magical beast that takes the form of a humanoid-jaguar hybrid. Jagweres live in tightly knit groups that consider themselves the custodians of their jungle homes. They lurk in the dark hearts of jungles, usually near ancient forgotten ruins. These creatures are highly territorial. Should other creatures intrude into their lands, the jagweres often stalk them for sport. They may toy with intruders for days, until the unwanted visitors either leave, or the jagweres grow bored or angry and move in for the kill. Should a creature threaten their carefully hidden community, a jagwere will kill without mercy.\r

    A jagwere has the same diet as a jaguar, eating various jungle animals. Most of these jaguar-folk do not hunt sentient races, claiming their flesh taste bitter and unhealthy. However, evil jagweres have a tendency to devour intelligent creatures, often leaving their territories to hunt them.\r

    Jagweres use tools made from local materials, including incredibly sharp obsidian blades, but spurn the use of artificial weapons. They weave their own clothing, preferring brightly colored loincloths and wraps that drape over one shoulder.\r

    A jagwere is 5 to 6 feet tall and weighs 125 to 200 pounds.\r

    Jagweres speak Common and their own language.\r

    COMBAT\r

    Jagweres prefer their teeth and claws in combat. They attack most effectively from surprise, moving silently through the jungle before springing on their victims. They will sometimes play with their prey, darting in and out of the undergrowth to build up their victims' fear, then striking quickly and without mercy.\r

    Curse of the Jagwere (Su):<\/b> Any humanoid hit by a jagwere's bite attack must succeed on a DC 15 Fortitude save or become a jagwere the next time there is a full moon. The victim loses all abilities it possessed prior to transformation, becoming an ordinary jagwere in all respects except for the following: The \"cursed jagwere\" does not have a Curse of the Jagwere special attack. A \"cursed jagwere\" retains no memory or interest in its former existence, but does retain any equipment it carried. Cursed jagweres can be cured of their condition by a remove curse or break enchantment cast on the jagwere if the jagwere succeeds on a DC 20 Will save.\r

    Fear of Flames (Ex):<\/b> A jagwere that suffers fire damage from an attack must succeed on a Will save (DC = 10 for nonmagical fire, DC of spell or supernatural attack for magical fire) or become panicked for 1d6 rounds.\r

    Improved Grab (Ex):<\/b> To use this ability, a jagwere 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 jagwere charges a foe, it can make a full attack.\r

    Jaguar Empathy (Ex):<\/b> Communicate with jaguars and dire jaguars, and +4 racial bonus on Charisma-based checks against jaguars and dire jaguars.\r

    Skills:<\/b> A jagwere has a +6 racial bonus on Balance, Jump and Swim checks. Jagweres also have a +4 racial bonus on Hide, Listen, Move Silently and Spot checks. Jagweres 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

    *In areas of tall grass or heavy undergrowth, the Hide bonus of a jagwere improves to +8.\r

    Note:<\/b> Originally appeared as the \"werejaguar.\" Renamed to avoid confusion with the standard werejaguar<\/u><\/font><\/a>.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Ravenloft Monstrous Compendium Appendix III: Creatures of Darkness<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually lawful neutral","environment":"Warm forests"},{"name":"Jakar","type":"Humanoid","ch":19,"challenge_rating":" 19 \u00a0","id":5944,"reference":"Usergen","full_text":"

    Jakar <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 18d8+54\u00a0(135 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 25 (+1 Dex, +5 natural, +9 +4 dragonhide breastplate<\/i>), touch 11, flat-footed 24<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+13\/+15<\/td> <\/tr>
    Attack: <\/strong>+3 quarterstaff<\/i> +18 melee (1d6+6)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>+3 quarterstaff<\/i> +18\/+13\/+8 melee (1d6+6)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Enhanced alternate form <\/td> <\/tr>
    Special Qualities: <\/strong>Immunity to poison, nature sense, resist nature's lure, resistance to electricty 10 and fire 10, speak with animals, spell-like abilities, timeless body, trackless step, wild empathy, woodland stride<\/td> <\/tr>
    Saves: <\/strong>Fort +14, Ref +7, Will +15 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 16, Con 13, Int 18, Wis 18, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +18, Handle Animal +22, Heal +22, Knowledge (nature) +24, Listen +22, Ride +0, Spot +22, Survival +22 (+24 in aboveground natural environments)<\/td> <\/tr>
    Feats: <\/strong>Animal Affinity, Blind-Fight, Combat Expertise, Dodge, Mobility, Multiattack (B), Track, Whirlwind Attack <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>19<\/td> <\/tr>
    Treasure: <\/strong>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>
    A bird alights on the ground nearby. Suddenly, it takes the form of a dark-haired human man. A collar of chain mail rings his next. Just as quickly as he took the form of a man, he shifts again into the form of a tiger.<\/i>\r

    The jakar (ye-kare), whose name translates to \"changer\", was once a human druid of great power named Jakar Whitewing. Jakar preferred animals to humans, often remaining in wildshape for as long as possible. When the archmage Jason Krimeah came to the druid's home in the Valley of the Mage, they initially fought but later became friends. In exchange for Jakar's promise to defend the valley from intruders, Krimeah fashioned a magical chainmail collar which allowed Jakar to remain in animal form far longer than he could ever achieve through wild shape.\r

    For the past three decades, the jakar has defended the Valley of the Mage, living among the animals as his whims lead him. In a given form, he tends to live like a typical animal of that form, eating the same diet and making similar lairs. Thus the jakar's treasure is spread out among various locales, such as a bird's nest high on a mountain peak or within a deep bear-infested cavern.\r

    Although the jakar is currently unique, rumors persist that Krimeah created more than one collar, and may gift others with these powers in the future. \r

    In its natural form, the jakar is 6 feet tall and weighs 200 pounds. His age is unknown.\r

    The jakar speaks Aquan, Auran, Common, Druidic, Sylvan, and Terran.\r

    COMBAT\r

    The jakar generally takes a form that seems best-suited to a given battle, switching to other forms to adapt to its opponents tactics. The jakar enjoys emulating the mannerisms of the form it takes, thus toying with its prey if in the form of great cat, or drowning its prey in crocodile form.\r

    Enhanced Alternate Form (Su):<\/b> The jakar can assume the form of any animal, elemental, humanoid, or plant of Tiny to Huge size. In addition to the usual alternate form special ability, the jakar gains a +5 enhancement bonus to natural armor compared to its new form; all gear that the jakar is wearing also changes shape to match the jakar's new form and remains functional; and all the jakar's natural weapons have a +1 enhancement bonus, as if affected by a permanent greater magic fang<\/i> spell. The jakar can remain in a form until it chooses to assume a new one. A change in form cannot be dispelled, but the jakar reverts to its natural form when killed. A true seeing<\/i> spell or ability reveals its natural form.\r

    Nature Sense (Ex):<\/b> The jakar has a +2 bonus on Knowledge (nature) and Survival checks.\r

    Resist Nature\u00c2\u0092s Lure (Ex):<\/b> The jakar gains a +4 bonus on saving throws against the spell-like abilities of fey.\r

    Speak with Animals (Su):<\/b> The jakar can continuously speak with animals<\/i> (as the spell).\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097detect animals or plants, purify food and drink<\/i>. Caster level 18th.\r

    Timeless Body (Ex):<\/b> The jakar no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, and the jakar still dies of old age when his time is up.\r

    Trackless Step (Ex):<\/b> The jakar leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.\r

    Wild Empathy (Ex):<\/b> This power works like the druid\u00c2\u0092s wild empathy class feature.\r

    Woodland Stride (Ex):<\/b> The jakar 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 have been magically manipulated to impede motion still affect him.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in WG12 - Vale of the Mage<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Always neutral","environment":"Any"},{"name":"Jaleeda Bird","type":"Magical Beast","ch":6,"challenge_rating":" 6 \u00a0","id":5945,"reference":"Usergen","full_text":"

    Jaleeda Bird <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 8d10+16\u00a0(43 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), fly 60 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (\u00c2\u00961 size, +3 Dex, +6 natural), touch 12, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+18<\/td> <\/tr>
    Attack: <\/strong>Claw +13 melee (1d8+6)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +13 melee (1d8+6) and bite +11 melee (1d12+3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, terror cry<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, madness<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +9, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 17, Con 15, Int 5, Wis 8, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Jump +10, Listen +6, Spot +7\r
    <\/td> <\/tr>
    Feats: <\/strong>Flyby Attack, Multiattack, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any temperate or warm land<\/td> <\/tr>
    Organization: <\/strong>Solitary or terror (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>9-16 HD (Large); 17-24 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This hideous monstrosity combines the features of an ape and an eagle with nightmarish results. It towers over 8 feet tall, and its great wings span to nearly 30 feet. Its jagged yellow beak is filled with apelike teeth, and its feat end in large talons. Its entire body is covered in thick black fur and brown and white feathers. It stares with deep-set red eyes that flicker with madness.<\/i>\r

    Developed by a mad spellcaster using a process similar to that which resulted in the owlbear, jaleeda birds are ravenous, cruel, and all completely insane.\r

    Jaleeda birds make their nests atop lowly crags or high in the branches of tall trees. They covet treasure, particularly shiny objects, and line their nests with such prizes.\r

    Jaleeda birds mate for life, with the females laying up to a half dozen eggs every six months. The first hatchling devours all the remaining eggs, then lives with its parents until the next clutch hatches, then departs to make its own nest.\r

    Jaleeda birds are omnivores, preferring the flesh of monkeys and large birds. They often dine upon the softened remains of those they've snatched and tossed from great heights.\r

    A jaleeda bird is 8 to 9 feet tall with a 30-foot wingspan. It weighs 650 pounds. Jaleeda birds have a lifespan of 50 years.\r

    Jaleeda birds speak their own language, which combines caws and wing gestures.\r

    COMBAT\r

    Jaleeda birds terrorize any creature that enters their territory, releasing a shrill shriek that sounds like a wounded ape to scatter foes. They then wildly plunge on the opponents, preferring to target those who are panicked by their cries. Jaleeda birds often snatch foes in their talons and drag them through treetops and along the sides of mountains before tossing the victims to their deaths.\r

    Improved Grab (Ex):<\/b> To use this ability, a jaleeda bird must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. A jaleeda bird can carry 346 pounds as a light load (and thus still fly).\r

    Madness (Ex):<\/b> Jaleeda birds use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to all mind-affecting effects. A jaleeda bird cannot be made sane by any means short of a wish<\/i> or miracle<\/i> spell.\r

    Terror Cry (Ex):<\/b> At will as a standard action, a jaleeda bird can screech horribly, causing all creatures with 5 or less HD within a 120 ft radius to make a DC 16 Will save or be panicked for 1d6 rounds. Creatures with more than 5 HD are shaken instead for the duration. Any creature that successfully saves is immune to the terror cry of that jaleeda bird for the next 24 hours. The save DC is Charisma-based.\r

    Skills:<\/b> A jaleeda bird has a +2 racial bonus on Listen and Spot checks.\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":"Usually neutral evil","environment":"Any temperate or warm land"},{"name":"Jarbo","type":"Magical Beast","ch":16,"challenge_rating":" 1\/6 \u00a0","id":5946,"reference":"Usergen","full_text":"

    Jarbo <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Magical Beast \t\t\t(Psionic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1\/2d10+1\u00a0(3 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+2 size, +4 Dex), touch 16, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/\u00c2\u009610<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (1d3-2)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (1d3-2)<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Dowse water, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +6, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 6, Dex 19, Con 12, Int 1, Wis 12, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Hide +16, Jump +20, Listen +5, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon Finesse [B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any desert<\/td> <\/tr>
    Organization: <\/strong>Solitary or flock (11\u00c2\u009620)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/6<\/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 oversized rat has a round, furry body, stubby forelegs, very long hind legs, and a long tail.<\/i>\r

    Jarbos are desert-dwelling nocturnal rodents that travel in migratory flocks in search of water. They have a clairvoyant sense that allows them to \"smell\" water from many miles away, even if it is buried in a dry stream bed or the foot of a cliff. Upon arriving at a water source, a jarbo flock sets up a colony by digging two dozen or more burrows. Each burrow is a long, winding tunnel a foot wide, easily enough for the flexible jarbo to squeeze through, which ends in a nest 3 feet in diameter. After a few nights or weeks, predators usually locate the colony, forcing the jarbos to move on with the next moonrise. Thus they keep ahead of those who would eat them.\r

    Jarbos feed on seeds, grass, and insects. They can survive on very little water (just a few tablespoons of per day), and their ability to sense water helps them locate concentrations of edible vegetation and insects clustered around water sources.\r

    Jarbo pelts are sometimes used as decorations on ceremonial garb or furniture, fetching up to 1 gp in the right markets.\r

    A typical jarbo is 2 feet long (including 9 inches of tail) and weighs 2 to 4 pounds. Jarbo subspecies differ in ear size, number of toes, and the presence or absence of fur on the tail.\r

    COMBAT<\/b>\r

    Jarbos are unassuming, gentle creatures whose first instinct is to run and hide rather than fight. Sadly for them, this makes jarbos common meals for desert predators.\r

    Dowse Water (Ps):<\/b> A jarbo can locate any water in a 300-foot radius, even as little as a teaspoonful. It can sense the direction of larger quantities of water at longer ranges - up to a mile for a barrel of water, 50 miles for an oasis.\r

    Skills:<\/b> Jarbos have a +8 racial bonus on Jump checks. Jarbos use their Dexterity modifier for Climb and Jump checks. *Jarbos have a +4 racial bonus on Hide checks when in desert environments. This bonus on Hide checks increases to +8 when the jarbo is immobile.\r

    Frothing Jarbo<\/b>\r

    Jarbos are not prone to disease, but in rare cases a \u00c2\u0093foaming sickness\u00c2\u0094 like rabies strikes one and drives it mad. The insane jarbo attacks any creature in sight, fighting to the death.\r

    Attack:<\/b> Bite +6 melee (1d3-2 plus disease)\r
    Full Attack:<\/b> Bite +6 melee (1d3-2 plus disease)\r
    Special Attacks:<\/b> Disease, frothing frenzy\r

    Disease (Ex):<\/b> Any creature bitten by a frothing jarbo is exposed to frothing fever. A jarbo that take Wisdom damage from frothing fever become a frothing jarbos until it dies or recovers from the disease.\r

    Frothing fever<\/i>\u00c2\u0097bite, Fortitude DC 13, incubation period 1d3 days, damage 1d3 Wis. The save DC is Constitution-based and includes a +2 racial bonus.\r

    Frothing Frenzy (Ex):<\/b> A frothing jarbo that enters combat will fly into a frenzy in the following round, biting madly until either it or its opponent is dead. It gains a +2 bonus to its Armor Class and Strength, plus a +10 foot bonus to its speed. if it makes a full attack action it gains an additional bite attack. The frenzy persists for 1 minute, after which the jarbo becomes fatigued for 1 hour. A jarbo cannot end its frothing frenzy voluntarily or enter a frothing frenzy while it is fatigued. While frenzied, a frothing jarbo has the following stat changes:\r

    Speed:<\/b> 60 ft. (12 squares)\r
    Armor Class:<\/b> 18 (+2 size, +4 Dex, +2 frothing frenzy), touch 18, flat-footed 14\r
    Base Attack\/Grapple:<\/b> +0\/\u00c2\u00969\r
    Attack:<\/b> Bite +6 melee (1d3-1 plus disease)\r
    Full Attack:<\/b> 2 bites +6 melee (1d3-1 plus disease)\r
    Special Attacks:<\/b> Disease, frothing frenzy\r
    Abilities:<\/b> Str 8, Dex 19, Con 12, Int 1, Wis 12, Cha 4\r
    Skills:<\/b> Hide +16, Jump +24, Listen +5, Spot +5\r
    Challenge Rating:<\/b> 1\/3<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Dungeon #35<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Any desert"},{"name":"Jelly (Mustard)","type":"Ooze","ch":7,"challenge_rating":" 07 \u00a0","id":5947,"reference":"Usergen","full_text":"

    MUSTARD JELLY<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Ooze<\/h2> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 7d10+29 (67 hp)<\/span><\/p> <\/td> <\/tr>

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

    Speed:<\/span><\/b> 10 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 4 (-1 size, -5 Dex)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Slam +6 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Slam 2d4+3 and 1d4 acid<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 10 ft\/10 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Improved grab, acid, poisonous aura, constrict 2d4+3 and 1d4 acid<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 10\/+1, blindsight, SR 13, cold immunity, split, ooze<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +4, Ref -3, Will -3<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 15, Dex 1, Con 15, Int \u0096, Wis 1, Cha 1<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/span><\/b> Solitary
    Challenge Rating:<\/b> 7<\/span><\/p> <\/td> <\/tr>

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

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

    Advancement:<\/span><\/b> 8-10 HD (Large); 11-21 HD (Huge)<\/span><\/p> <\/td> <\/tr>

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

    The mustard jelly, thought to be related to the ochre jelly, however it is far more dangerous, is a large, amorphous ooze. The only clue to its presence is a faint odor (that can be detected at 20 feet) not unlike that of blooming mustard plants. That and its translucent yellowish-brown color give it its name.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Unlike other oozes, the mustard jelly cannot climb walls or stick to ceilings.<\/span><\/p> <\/td> <\/tr>

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

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

    A mustard jelly attacks by forming a pseudopod of its acidic substance and striking with it.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, the mustard jelly must hit with its slam attack. If it gets a hold, it can constrict.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Constrict (Ex):<\/span><\/b> A mustard jelly deals automatic slam and acid damage with a successful grapple check.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Acid (Ex):<\/span><\/b> A mustard jelly secretes a digestive acid that dissolves only flesh and wood. Any melee hit deals acid damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Poisonous Aura (Ex):<\/span><\/b> 10-foot radius, affected as by slow <\/i>spell as cast by a 12th-level sorcerer, Fortitude negates DC 15. The save must be made each round a creature is within range.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Split (Ex):<\/span><\/b> Weapon and electricity attacks deal no damage to a mustard jelly. Instead the creature splits into two identical jellies, each with half the original\u0092s hit points (round down). A jelly with only 1 hit point cannot be further split.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Ooze:<\/span><\/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 Mustard Jelly first appeared in the 1e MM (Gary Gygax, 1977).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Ooze","alignment":"Any","environment":"Any marsh and underground"},{"name":"Jishin Mushi","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":5948,"reference":"Usergen","full_text":"

    Jishin Mushi <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d10+20\u00a0(47 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), fly 10 ft. (poor), burrow 10 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 17 (-1 size, +8 natural), touch 9, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+17<\/td> <\/tr>
    Attack: <\/strong>Bite +12 melee (1d8+12)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +12 melee (1d8+12)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Shake the earth<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., keen scent, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 26, Dex 10, Con 19, Int 1, Wis 10, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Spot +5, Survival +3*\r
    <\/td> <\/tr>
    Feats: <\/strong>Power Attack, Track\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or rumble (2-3)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>6-9 (Large); 10-15 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive, plump-bodied beetle has a scintillating blue-green carapace. Thick gray plates protect its underside. Its six legs are covered with black bristles and end in flat, bony hooks. Two antlerlike feelers covered with tiny hairs extend from the top of the creature\u00c2\u0092s head, above its bulbous black eyes. A pair of large mandibles curl out from its mouth.<\/i>\r

    The jishin mushi, or earthquake beetle, is a carnivorous giant beetle. It gains its nickname from its ability to generate tremors of extraordinary magnitude.\r

    The earthquake beetle\u00c2\u0092s carapace conceals a pair of wing sheaths. When it takes flight, the beetle raises the sheathes to expose four wings. The two smaller wings near the head help the creature maneuver. The two larger wings behind propel the insect through the air, beating so rapidly they nearly become invisible. When the beetle lands, it withdraws all four wings beneath the sheaths to keep them protected. \r

    Jishin mushi establish lairs in the deep woods, beneath piles of decaying vegetation, in crevasses or the trunks of rotting fallen trees. Occasionally, the beetles will burrow tunnels if the earth is soft enough. In any case, a jishin mushi\u00c2\u0092s lair is only temporary. The creature spends all waking hours prowling the forests in search of food. After a strenuous night of hunting, it rests in the nearest suitable lair. A jishin mushi's sense of smell is incredibly keen. It is particularly attracted to the scent of oxen.\r

    The ichor of the jishin mushi is greatly prized by incense makers, while some primitive humanoid tribes consider larval jishin mushi a delicacy.\r

    A jishin mushi is 8 to 10 feet long, weighing 1,000 to 2,500 pounds.\r

    COMBAT\r

    The jishin mushi is not aggressive by nature, attacking only to defend itself and to kill edible prey. Although it possesses powerful mandibles, it is not particularly suited to grasping prey, so it rarely succeeds in dragging a victim off to its lair. As a result, a jishin mushi often utilizes its shake the earth ability after its bite and grapple attempts fail.\r

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

    Shake the Earth (Ex):<\/b> A jishin mushi can create a localized earthquake by rhythmically striking the ground with its abdomen as a standard action. This process takes up to three rounds. Buildings take double damage from shake the earth unless they are specially designed to resist earth tremors.\r

    On the first round a jishin mushi uses shake the earth, any creature standing within 10 feet of the jishin mushi (except for another jishin mushi) must make a DC 20 Reflex save or fall prone as the ground lurches and buckles beneath it.\r

    On the second round, the jishin mushi creates destructive vibrations that deal 2d6 points of sonic damage to all creatures and objects within range (except other jishin mushi), with a DC 20 Fortitude save for half damage. Furthermore, standing creatures must make Reflex saves or fall prone (as per the first round's effects).\r

    On the third round, the jishin mushi cracks the earth open, inflicting 2d12 points of sonic damage to all creatures within range that are on the ground (DC 20 Reflex save for half damage). Those that fail their Reflex saves are also knocked prone (as per the first round's effects). The jishin mushi is not immune to this damage, so it will fly away before the mini-quake strikes. It will only take damage if unable to flee.\r

    If multiple jishin mushi use their shake the earth ability in the same round, the radius and intensity of the effect expands as the resonance in the ground combines. For every jishin mushi within 5 feet using shake the earth, the radius of the effect expands by another 5 feet. In addition, for every two additional beetles the damage increases by one die (maximum damage 10d6\/10d12, which requires 19+ jishin mushi). Thus, three jishin mushi within 5 feet using the ability would generate an effect that affects all creatures within 20 feet of any one of the jishin mushi and inflicts 3d6 sonic damage on the second round and 3d12 damage on the third.\r

    Creatures with stability or that are considered stable against trip attempts receive a bonus on their Reflex saves as if they were being tripped (so a dwarf would receive the +4 bonus on the save to resist being knocked prone). The save DCs are Strength-based.\r

    Skills:<\/b> *A jishin mushi has 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 Oriental Adventures<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Temperate forests"},{"name":"Jogah, Ga-hon-ga","type":"Fey","ch":6,"challenge_rating":" 6 \u00a0","id":5949,"reference":"Usergen","full_text":"

    Jogah, Ga-hon-ga <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 8d6+32\u00a0(60 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+8<\/td> <\/tr>
    Attack: <\/strong>Dagger +13 melee (1d3+8\/19-20) or spear +13 melee (1d6+12\/x3) or unarmed strike +13 melee (1d8+8) or rock +7 ranged (2d8+12)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Dagger +13 melee (1d3+8\/19-20) or spear +13 melee (1d6+12\/x3) or unarmed strike +13 melee (1d8+8) or rock +7 ranged (2d8+12)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Pugilist, rock throwing, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/cold iron, fish command, flying canoe, low-light vision, potion master, rock catching, spell resistance 25, uncanny dodge, wild empathy<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +8, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 27, Dex 15, Con 19, Int 12, Wis 12, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Climb +19, Diplomacy +13, Handle Animal +11, Jump +2, Knowledge (nature) +12, Listen +5, Ride +4, Sense Motive +12, Spot +5, Survival +12 (+14 in aboveground natural environments), Swim +19\r
    <\/td> <\/tr>
    Feats: <\/strong>Improved Grapple, Improved Unarmed Strike (B), Point Blank Shot, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate hills or forests (near water)<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or tribe (3-18)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>No coins, half goods, triple items (mostly potions)<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic good<\/td> <\/tr>
    Advancement: <\/strong>9-16 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This small, elven man has pale yellow skin. he wears is bedecked in leather leggings, breechclout and a cape.<\/i>\r

    Jogah are small spirit-folk representing aspects of nature. They are split into various groups based on their relation to the world. The ga-hon-ga are the guardians of the stream, living in rock caves near rivers.\r

    Ga-hon-ga are strong and playful, able to easily uproot trees or toss massive rocks into rivers, lifting waters when floods threaten. Ga-hon-ga occasionally visit humanoids in their dreams, inviting them to the ga-hon-ga caves for games and feats of strength. One such activity, a form of ball game played with rocks, has resulted in the ga-hon-ga's nickname of \u00c2\u0093stone throwers.\u00c2\u0094\r

    Ga-hon-ga are also guardians of fish, guiding them to food and safety, providing shelter in their deep-water caves, or rescuing them from fisherman who hunt for sport rather than sustenance. Gahon-ga occasionally free fish caught in traps for similar reasons. With their ability to control weather, ga-hon-ga punish abuse or negligence of nature with famine.\r

    In times of drought, locals often seek out signs of the ga-hon-ga, little cup-shaped hollows in the mud at the edges of streams. If carefully scooped up and dried on a fragment of bark in the sun and placed in longhouses, these \u00c2\u0093dew cup charms\u00c2\u0094 may attract another variety of jogah, the gan-da-yah. \r

    Most ga-hon-ga encountered are males. Females and young rarely venture out of their homes in the rock-caves. Females wear knee-length skirts, adding a large skin cloak in bad weather.\r

    A ga-hon-ga stands 3 feet tall and weighs 50 pounds. \r

    Ga-hon-ga speak Sylvan and Common.\r

    COMBAT\r

    Ga-hon-ga enjoy battle, viewing it as a great test of strength. They prefer to hurl rocks until foes come within range, then dive into melee with great relish, showcasing their formidable strength and wrestling proficiency.\r

    Fish Command (Su):<\/b> Three times per day, a ga-hon-ga may charm up to 14 HD of aquatic animals (Will DC 14 negates, animals get a +5 bonus if currently under attack by the ga-hon-ga or its allies), no two of which can be more than 30 feet apart. The ga-hon-ga can communicate with the animals as if using a speak with animals<\/i> spell. Animals making their saving throw are free of control, but they will not approach within 10 feet of the ga-hon-ga. The save DC is Charisma-based.\r

    Flying Canoe (Sp):<\/b> Once per day, a ga-hon-ga can magically enhance a canoe with the ability to fly. Such a canoe has a fly speed of 40 ft. (average) and a carrying capacity of up to 800 pounds. It may carry up to double this capacity, but doing so reduces its speed to 30 feet. Although it has average maneuverability, the canoe can still hover. When using this ability for long-distance movement, the ga-hon-ga can cover 64 miles in an eight-hour period of flight (or 48 miles at a speed of 30 feet). This flight is a function of the ga-hon-ga, not the canoe, and requires a paddle as a focus. Should the ga-hon-ga exit the canoe, or lose its paddle, it immediately loses its magical flight. This is the equivalent of a 5th-level spell (caster level 8th), and has a duration of 8 hours.\r

    Potion Master (Ex):<\/b> A ga-hon-ga can create any potion as though it had the Brew Potion feat and prerequisite spells or other requirements. \r

    Pugilist (Ex):<\/b> A ga-hon-ga is treated as a monk of a level equal to its Hit Dice (8th-level for a typical ga-hon-ga) for purposes of unarmed strike damage and meeting the prerequisites for feats and magic items (such as a monk's belt<\/i>).\r

    Rock Catching (Ex):<\/b> A ga-hon-ga can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a ga-hon-ga that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The ga-hon-ga must be ready for and aware of the attack in order to make a rock catching attempt. A ga-hon-ga gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock.\r

    Rock Throwing (Ex):<\/b> The range increment is 180 feet for a ga-hon-ga's thrown rocks. It uses both hands when throwing a rock.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097speak with animals<\/i> (aquatic only); 1\/day\u00c2\u0097control weather, dream, plant growth<\/i>. Caster level 12th. The save DCs are Charisma-based.\r

    Uncanny Dodge (Ex):<\/b> A jogah can react to danger before its senses would normally allow it to do so. It retains its Dexterity bonus to AC even when caught flat-footed.\r

    Wild Empathy (Ex):<\/b> This power works like the druid\u00c2\u0092s wild empathy class feature, except that the ga-hon-ga has a +6 racial bonus on the check.\r

    Skills:<\/b> Jogah have a +4 racial bonus on Listen and Spot checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1982 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #61<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always chaotic good","environment":"Temperate hills or forests (near water)"},{"name":"Jogah, Gan-da-yah","type":"Fey","ch":6,"challenge_rating":" 6 \u00a0","id":5950,"reference":"Usergen","full_text":"

    Jogah, Gan-da-yah <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d6+5\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 leather armor), touch 14, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/-3<\/td> <\/tr>
    Attack: <\/strong>Dagger +6 melee (1d3-1\/19-20) or spear +2 melee (1d6-1\/x3) or longbow +7 ranged (1d6+1\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Dagger +6 melee (1d3-1\/19-20) or spear +2 melee (1d6-1\/x3) or longbow +7 ranged (1d6+1\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Change shape, enhance arrows, spells<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/cold iron, low-light vision, spell resistance 17, sylvan archer, uncanny dodge, wild empathy<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +7, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 8, Dex 16, Con 13, Int 13, Wis 17, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Balance +5, Concentration +9, Handle Animal +11, Heal +11, Hide +7, Jump +1, Knowledge (nature) +13, Listen +15, Move Silently +11, Ride +5, Spot +15, Survival +11 (+13 in aboveground natural environments), Tumble +8<\/td> <\/tr>
    Feats: <\/strong>Extend Spell, Natural Spell (B), Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate hills and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or tribe (3-10)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>Double coins, double goods, standard items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral good<\/td> <\/tr>
    Advancement: <\/strong>By character class (favored class: druid)<\/td> <\/tr>
    Level Adjustment: <\/strong>+8<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This small, elven man has pale yellow skin. He is bedecked in leather leggings, breechclout and a cape, and carries a bow.<\/i>\r

    Gan-da-yah are the jogah tasked with guarding and assisting fruit and grains. As a result, they are among the most beloved of the jogah. The so-called \"elves of sunshine\" live in dark, sheltered places where they can be in contact with the earth, communicating with and nurturing the growing seeds. \r

    As soon as the chill of winter passes, the gan-da-yah begin telling all growing plants to seek the sun and aid them in the endeavor. Gan-da-yah are ever-vigilant over the fields and gardens, waging an endless battle against blight, insects, and other threats.\r

    The strawberry plant is a favorite among the gan-da-yah, and they consider it their special gift to mankind. \r

    Gan-da-yah may take the form of various small animals, often assuming these shapes to offer guidance and warning. For example, a gan-da-yah that appears as a bat warns of impending battle, while one that appears as a robin brings good tidings. \r

    During the winter, gan-da-yah hibernate within the earth until the following spring.\r

    A gan-da-yah stands 3 feet tall and weighs 50 pounds. \r

    Gan-da-yah speak Sylvan and Common.\r

    COMBAT\r

    Gan-da-yah prefer to avoid combat, seeking a peaceful life among their favored plants and animals. However, when pressed, they will use their spells to summon animals to fight for them and to escape to a safe distance. Then they pepper their enemies with magic arrows and annoying spells.\r

    Change Shape (Su):<\/b> A gan-da-yah can assume the form of any Tiny or smaller animal.\r

    Enhance Arrow (Su):<\/b> Every nonmagical arrow a gan-da-yah nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the gan-da-yah need not spend experience points or gold pieces to accomplish this task. However, an gan-da-yah\u00c2\u0092s magic arrows only function for that gan-da-yah. This ability stacks with the arcane archer's class feature of the same name (thus the enhancement bonus is +2 at 1st level, +3 at 3rd level, +4 at 5th level, +5 at 7th level, and +6 at 9th level).\r

    Spells:<\/b> A gan-da-yah can cast spells as an 8th-level druid. \r

    Typical Druid Spells Prepared<\/i> (6\/5\/4\/4\/2; save DC 13 + spell level): \r
    0\u00c2\u0097create water<\/i> (2), cure minor wounds, know direction, purify food and drink, resistance<\/i>; \r
    1st\u00c2\u0097calm animals, entangle, goodberry, pass without trace, speak with animals<\/i>; \r
    2nd\u00c2\u0097animal messenger, soften earth and stone, tree shape, warp wood<\/i>; \r
    3rd\u00c2\u0097daylight, plant growth, quench, speak with plants<\/i>; \r
    4th\u00c2\u0097freedom of movement, spike stones<\/i>.\r

    Sylvan Archer (Ex):<\/b> A gan-da-yah is treated as an elf for purposes of meeting the prerequisites of feats, prestige classes (such as arcane archer), and magic items related to archery.\r

    Uncanny Dodge (Ex):<\/b> A jogah can react to danger before its senses would normally allow it to do so. It retains its Dexterity bonus to AC even when caught flat-footed.\r

    Wild Empathy (Ex):<\/b> This power works like the druid\u00c2\u0092s wild empathy class feature, except that the gan-da-yah has a +6 racial bonus on the check.\r

    Feats:<\/b> A gan-da-yah gains Natural Spell as a bonus feat, and can use it to cast while in animal form.\r

    Skills:<\/b> Jogah have a +4 racial bonus on Listen and Spot checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1982 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #61<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always neutral good","environment":"Temperate hills and plains"},{"name":"Jogah, Oh-do-wa","type":"Fey","ch":1,"challenge_rating":" 1 \u00a0","id":5951,"reference":"Usergen","full_text":"

    Jogah, Oh-do-wa <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d6\u00a0(3 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+1 size, +4 Dex), touch 15, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-4<\/td> <\/tr>
    Attack: <\/strong>Dagger +0 melee (1d3\/19-20) or spear +0 melee (1d6\/x3) or longbow +5 ranged (1d6+1\/x3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Dagger +0 melee (1d3\/19-20) or spear +0 melee (1d6\/x3) or longbow +5 ranged (1d6+1\/x3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Enhance arrow<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/cold iron, darkvision 90 ft., light blindness, low-light vision, spell resistance 7, superior wild empathy, sylvan archer<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +6, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 18, Con 11, Int 18, Wis 13, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Climb +4, Hide +12, Knowledge (dungeoneering) +8, Knowledge (nature) +8, Listen +5, Move Silently +8, Search +8, Sense Motive +5, Spot +5, Survival +5<\/td> <\/tr>
    Feats: <\/strong>Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or tribe (5-30 plus one 4th- to 6th-level wizard per 5 adults and one 8th- to 12th-level wizard leader)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>2-3 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>+3<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This small, elven man has pale yellow skin. He is bedecked in leather leggings, breechclout and a cape.<\/i>\r

    Jogah are small spirit-folk representing aspects of nature. They are split into various groups based on their relation to the world. The oh-do-was, or \"under-earth dwellers\" are the jogah of the sunless domain beneath the earth.\r

    The wise and elusive oh-do-was hold jurisdiction over the sunless domain beneath the earth, imprisoning creatures too dangerous to roam free on the surface. The oh-do-was make their homes in huge subterranean caverns that house dark facimiles of forests and broad plains, abounding with the types of animals usually found in those environments. \r

    Oh-do-was occasionally venture to the surface to meet with other jogah, holding nocturnal festivals in the forests. They hold their dances in circles under great trees where grass refuses to grow. They bask in moonlight, but are blinded by the sun. During such revelries, offensive surface creatures are occasionally captured and taken to their underground prisons.\r

    Most oh-do-was are rangers, but leaders typically pursue the path of wizards. \r

    An oh-do-wa stands 3 feet tall and weighs 50 pounds. \r

    Oh-do-was speak Sylvan and Common.\r

    COMBAT\r

    Oh-do-was are gifted archers, preferring ranged combat to melee.\r

    Enhance Arrow (Su):<\/b> Every nonmagical arrow an oh-do-wa nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the oh-do-wa need not spend experience points or gold pieces to accomplish this task. However, an oh-do-wa's magic arrows only function for that oh-do-wa. This ability stacks with the arcane archer's class feature of the same name (thus the enhancement bonus is +2 at 1st level, +3 at 3rd level, +4 at 5th level, +5 at 7th level, and +6 at 9th level).\r

    Light Blindness (Ex):<\/b> Abrupt exposure to bright light (such as sunlight or a daylight<\/i> spell) blinds oh-do-was for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. \r

    Sylvan Archer (Ex):<\/b> An oh-do-wa is treated as an elf for purposes of meeting the prerequisites of feats, prestige classes (such as arcane archer), and magic items related to archery.\r

    Wild Empathy (Ex):<\/b> This power works like the druid\u00c2\u0092s wild empathy class feature, except that the oh-do-wa has a +6 racial bonus on the check. Additionally, an oh-do-wa can use this ability to influence a magical beast with an Intelligence score of 1 or 2 without penalty.\r

    Oh-do-was as Characters<\/b>\r
    An oh-do-wa character exchanges its 1 HD of fey for its first class level, so a 1st-level oh-do-wa wizard has a d4 Hit Die, a +0 base attack bonus, the base save bonuses of a wizard, and the wizard's skill points and class skills.\r

    Oh-do-wa characters possess the following racial traits.\r

  • +8 Dexterity, +8 Intelligence, +2 Wisdom, +2 Charisma. \r
    <\/li>
  • Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, \u00c2\u00964 penalty on grapple checks, lifting and carrying limits 3\/4 those of Medium characters. \r
    <\/li>
  • An oh-do-wa's base land speed is 20 feet. \r
    <\/li>
  • Darkvision 90 ft. and low-light vision. \r
    <\/li>
  • Special Attacks (see above): Enhance arrow. \r
    <\/li>
  • Special Qualities (see above): Damage reduction 5\/cold iron, light blindness, spell resistance equal to 7 + class levels, superior wild empathy, sylvan archer. \r
    <\/li>
  • Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling. \r
    <\/li>
  • Favored Class: Ranger. \r
    <\/li>
  • Level adjustment +3. \r
    <\/li><\/list><\/td> <\/tr>
  • \u00a0<\/td> <\/tr>
    1982 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #61<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Usually lawful neutral","environment":"Underground"},{"name":"Jor","type":"Humanoid","ch":2,"challenge_rating":" 02 \u00a0","id":5952,"reference":"Usergen","full_text":"

    Jor <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Humanoid \t\t\t(Orc)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+4\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft (scale mail); base 30 ft<\/td> <\/tr>
    AC:<\/strong> 15 (+4 scale mail, +1 small shield)<\/td> <\/tr>
    Attacks:<\/strong>Scimitar +4 melee; or crossbow +1 ranged<\/td> <\/tr>
    Damage: <\/strong>Scimitar 1d6+3 and sleep; or crossbow 1d8 and sleep<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Sleep, assassin abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, light sensitivity<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +0, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 10, Con 14, Int 10, Wis 11, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Hide +2, Listen +5, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any marsh<\/td> <\/tr>
    Organization: <\/strong>Gang (3-12), squad (11-20 plus 2 3rd-level sergeants and 1 3rd-level leader), band (30-60 plus 1d4 3rd-level bodyguards plus 1 3rd-level subcheif plus 1 4th-level master jor), or tribe (20-200 plus 100% females and 150% noncombatant young plus 4d4 3rd-level bodyguards and 12-15 3rd-level leaders and 2 3rd-level subcheifs and 1d6 4th-level master jors and 1 4th-level chief)<\/td> <\/tr>
    Challenge Rating: <\/strong>02<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The jors are a powerful and cunning breed of orcs that live in swamps. From childhood, they are trained for assassination, and share some of the abilities of assassins. Their mindset and society of these humanoids, also known as swamp orcs, is very similar to that of the more common type of orc. Jors look very similar to orcs, but have a greenish blue tinge to their skin. Rumors suggest that jors have formed their own assassins' guild, meant to destroy the more numerous humanoid races over time. Jors and lizardfolk are great rivals for the territory of the swamp, with a mutual hatred that often causes them to attack each other on sight.

    COMBAT<\/b>
    Jors are capable of fighting as well as any orc, but use their assassin skills whenever possible. Their preferred weapons are the scimitar and crossbow coated in a special sleep poison, but they also commonly carry bastard swords, battleaxes, spears, and flails. Like orcs, jors have sunlight and only come out of their lairs after sunset.

    Sleep<\/b>: Jors coat their weapons in a poison that causes the victim to fall asleep for 2d6 rounds if they fail a Fortitude save (DC 14). This poison only works once per application, and must be applied to the weapon again to be reused.

    Assassin Abilities (Ex)<\/b>: Jors are trained as assassins (see DMG), and have the abilities of sneak attack, death attack, poison use, and saving throw bonus vs. poison (though not uncanny dodge) as if they were 2nd-level assassins. Jor sergeants, leaders, and subcheifs have these abilities as if they were 4th-level assassins, and master jors and chiefs have these abilities as 6th-level assassins.

    Light Sensitivity (Ex)<\/b>: Jors suffer a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight<\/i> spell.

    Skills<\/b>: Jors receive a +2 racial bonus to Hide, Listen, and Spot checks. *In any marsh, a jor's Hide bonus increases to +6. Master jors and chiefs also receive an additional +4 to Hide in any natural terrain.
    <\/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":"Humanoid","alignment":"Usually chaotic evil","environment":">Any marsh"},{"name":"Jor","type":"Humanoid","ch":2,"challenge_rating":" 02 \u00a0","id":5953,"reference":"Usergen","full_text":"

    Jor <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d8+4\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 20 ft in scale mail (4 squares); base speed 30 ft<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+4 scale mail, +1 light shield), touch 10, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+4<\/td> <\/tr>
    Attack: <\/strong>Scimitar +4 melee (1d6+3\/18-20) or light crossbow +1 ranged (1d8\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>Scimitar +4 melee (1d6+3\/18-20) or light crossbow +1 ranged (1d8\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, poison use, sneak attack +1d6<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, light sensitivity <\/td> <\/tr>
    Saves: <\/strong>Fort +5 (+9 against poison), Ref +0, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 10, Con 14, Int 8, Wis 11, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Disguise +1, Hide -4*, Listen +0*, Move Silently -3*, Spot +0*<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any marsh<\/td> <\/tr>
    Organization: <\/strong>Gang (3-12), squad (11-20 plus 2 3rd-level sergeants and 1 3rd-level leader), band (30-60 plus 1-4 3rd-level bodyguards plus 1 3rd-level subcheif plus 1 4th-level master jor), or tribe (20-200 plus 100% females and 150% noncombatant young plus 4-16 3rd-level bodyguards and 12-15 3rd-level leaders and 2 3rd-level subcheifs and 1-6 4th-level master jors and 1 4th-level chief)<\/td> <\/tr>
    Challenge Rating: <\/strong>02<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+2<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This primitive humanoid has a stooped posture, low forehead, and a swinelike face with prominent lower canines. It has a greenish blue tinge to its skin.<\/i>\r

    The jors are a powerful and cunning breed of orcs that live in swamps. From childhood, they are trained to kill, and many become assassins. Their mindset and society of these humanoids, also known as swamp orcs, is very similar to that of the more common type of orc. Rumors suggest that jors have formed their own assassins' guild, meant to destroy the more numerous humanoid races over time. Jors and lizardfolk are great rivals for swamp territory, with a mutual hatred that often causes them to attack each other on sight.\r

    Jors speak Orc and Common.\r

    COMBAT<\/b>\r
    Jors are capable of fighting as well as any orc, but make sneak attacks whenever possible. Jors prefer lighter weapons like the scimitar and crossbow, but many commonly carry bastard swords, battleaxes, spears, and flails. Like orcs, jors hate sunlight and only come out of their lairs after sunset.\r

    Jors usually coat their arrows with a potent toxin made from swamp plants and waters.\r

    Poison (Ex)<\/b>: An opponent hit by a jor\u00c2\u0092s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d6 rounds. A typical jor carries 1d4-1 doses of this poison. Jors typically coat both crossbow bolts and melee weapons with this poison. This poison only works once per application, and must be applied to the weapon again to be reused.\r

    Poison Use (Ex)<\/b>: Jor are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.\r

    Sneak Attack (Ex)<\/b>: Any time a jor\u00c2\u0092s opponent is denied its Dexterity bonus to AC, or if a jor flanks its opponent, it deals an extra 1d6 points of damage. This ability is just like the rogue\u00c2\u0092s sneak attack and subject to the same limitations. If a jor gets a sneak attack bonus from another source (such as rogue or assassin levels), the bonuses on damage stack.\r

    Light Sensitivity (Ex)<\/b>: Jors are dazzled in bright sunlight or within the radius of a daylight<\/i> spell.\r

    Skills<\/b>: The skill modifiers given in the statistics block include a \u00c2\u00965 armor check penalty for wearing scale mail and carrying a light shield. \r

    *A jor has a +6 racial bonus on Hide, Listen, Move Silently, and Spot checks in any marsh terrain.\r

    JORS AS CHARACTERS<\/b>\r
    A jor\u00c2\u0092s favored class is rogue, and jor leaders tend to be rogue\/assassins. \r

    Jor characters possess the following racial traits. \r

    - +6 Strength, +4 Constitution, -2 Intelligence, -2 Charisma.\r
    - Medium size.\r
    - A jor's base land speed is 30 feet.\r
    - Darkvision out to 60 feet.\r
    - Racial Hit Dice: A jor 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. A jor has a +4 racial bonus on saves against poison. \r
    - Racial Skills: A jor's humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Disguise, Hide, and Move Silently. *A jor has a +6 racial bonus on Hide, Listen, Move Silently, and Spot checks in any marsh terrain.\r
    - Racial Feats: A jor's humanoid levels give it one feat.\r
    - Special Attacks (see above): Poison Use, Sneak Attack.\r
    - Special Qualities (see above): Light Sensitivity.\r
    - Weapon and Armor Proficiency: A jor is proficient with all simple weapons and scimitars. It is proficient with light and medium armor and with shields (but not tower shields).\r
    - Automatic Languages: Common, Orc. Bonus Languages: Draconic, Giant, Undercommon.\r
    - Favored Class: Rogue.\r
    - Level Adjustment +2.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #141 (\"The Dragon's Bestiary,\" January 1989, Michael J. Szarmach).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually chaotic evil","environment":"Any marsh"},{"name":"Jormungandr, the Midgard Serpent","type":"Dragon","ch":45,"challenge_rating":" 45 \u00a0","id":5954,"reference":"Usergen","full_text":"

    Jormungandr, the Midgard Serpent <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Colossal\u00a0Dragon \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 66d12+1,782\u00a0(2,211 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> 60 ft (12 squares), swim 60 ft<\/td> <\/tr>
    Armor Class: <\/strong> 90 (-8 size, +75 natural, +13 deflection), touch 15, flat-footed 90<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+66\/+114<\/td> <\/tr>
    Attack: <\/strong>Bite +92 melee (8d6+32\/19-20 plus poison) or slam +91 melee (4d8+32)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +92 melee (8d6+32\/19-20 plus poison) and slam +86 melee (4d8+16)<\/td> <\/tr>
    Space\/Reach: <\/strong>30 ft\/30 ft (60 ft with slam)<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 4d8+32, death throes, frightful presence, improved grab, poison <\/td> <\/tr>
    Special Qualities: <\/strong>Amphibious, blindsense 60 ft, cataclysmic motion, damage reduction 25\/epic, darkvision 120 ft., fast healing 200, immunities, keen senses, regeneration 200, resistance to acid 20, electricity 20, fire 20, and sonic 20, spell resistance 66<\/td> <\/tr>
    Saves: <\/strong>Fort +62, Ref +37, Will +44 <\/td> <\/tr>
    Abilities: <\/strong>Str 75, Dex 10, Con 65, Int 27, Wis 29, Cha 36 <\/td> <\/tr>
    Skills: <\/strong>Balance +2, Bluff +82, Diplomacy +17, Gather Information +15, Intimidate +84, Knowledge (geography) +77, Knowledge (history) +77, Knowledge (local) +77, Knowledge (nature) +79, Knowledge (religion) +77, Listen +78, Search +77, Sense Motive +78, Spot +78, Survival +78 (+80 following tracks, +80 avoiding hazards, +80 aboveground), Swim +109, Tumble +69<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (poison), Awesome Blow, Blind-Fight, Cleave, Combat Expertise, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Feint, Improved Initiative, Improved Overrun, Improved Sunder, Lightning Reflexes, Power Attack, Snatch, Track, Weapon Focus (bite)\r
    Epic Feats<\/b>: Epic Prowess, Epic Sunder, Devastating Critical (bite), Legendary Tracker, Overwhelming Critical (bite), Superior Initiative<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>45<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>None<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This serpent is so massively immense that it seems to go on for miles. Its thick body lies in huge coils as it stretches out across the expansive wilderness. Its massive serpentine head is somewhat draconic, though it dwarfs the entire bodies of even the largest of mortal great wyrms.<\/i>\r

    Jormungandr is the offspring of the mischievous god Loki and the giantess Angurboda, along with its siblings Hel and Fenris. He is also called the Midgard Serpent, or the World Serpent.\r

    When Odin saw the monstrous progeny, he threw the snake into the sea when he was still young to keep him from causing trouble. Unfortunately, Jormungandr\u00c2\u0092s isolation allowed him to grow unchecked, until he eventually was long enough to circle the entire earth and bite his own tail.\r

    Thor is the mortal enemy of the Midgard Serpent and has tried unsuccessfully to slay him many times. According to a prophecy by the Norns, Thor will not succeed in his task until the time of Ragnarok \u00c2\u0096 although Jormungandr\u00c2\u0092s poison would slay Thor in the battle as well.\r

    Jormungandr is easily tens of thousands of miles long, and his weight is incalculable to any but a god.\r

    Jormungandr speaks Abyssal, Aquan, Common, Draconic, Giant, Undercommon, and likely a handful of other languages that he has learned over his long life.\r

    COMBAT<\/b>\r
    Jormungandr prefers to be left alone. He hunts when he is hungry, but ignores most combatants, as most other beings cannot truly harm him. He only defends himself against more powerful opponents like Thor or very persistent foes. By coiling up his mass, Jormungandr can make slam attacks against any creature within 60 feet of his body, at any point, and can grapple more than one target at a time. \r

    Jormungandr rarely moves his entire body, but when he feels the need to his movements cause destruction on a grand scale. Jormungandr\u00c2\u0092s impossible length allows his to lift his head to any height, and thus never needs to make a Climb or Jump check to reach higher or lower altitudes. He can move over hills, crevasses, ravines, and other natural features in a similar manner, and since it is impossible for him to fall, he never suffers falling damage.\r

    Jormungandr\u00c2\u0092s natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.\r

    An opponent can attack Jormungandr\u00c2\u0092s head with a sunder attempt as if it was a weapon. Jormungandr\u00c2\u0092s head has 400 hit points. If Jormungandr\u00c2\u0092s head is dealt enough lethal damage to destroy it in a single attack, he dies.\r

    Constrict (Ex)<\/b>: Jormungandr deals automatic slam damage with a successful grapple check.\r

    Death Throes (Ex)<\/b>: If Jormungandr dies from having his head sundered, his venom will seep out from his rapidly from his body, filling a 50-foot radius area around his head that remains for 1d4 days. All creatures in this area are subject to Jormungandr\u00c2\u0092s poison.\r

    Frightful Presence (Ex)<\/b>: Jormungandr can unsettle foes with his mere presence. This ability takes effect automatically whenever Jormungandr attacks. Creatures within 360 feet of Jormungandr are subject to the effect if they have fewer HD than him.\r

    A potentially affected creature that succeeds on a DC 56 Will save remains immune to Jormungandr\u00c2\u0092s frightful presence for 24 hours. On a failure, creatures become shaken for 4d6 rounds.\r

    Improved Grab (Ex)<\/b>: To use this ability, Jormungandr 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.\r

    Poison (Ex)<\/b>: Contact or injury, Fortitude DC 72, initial and secondary damage 3d6 Con. The save DC is Constitution-based.\r

    Jormungandr\u00c2\u0092s poison is so deadly that all living creatures, even deities and creatures with an immunity to poison, must succeed on the saving throw or take the listed damage. Magical immunities against poison of non-epic status are also ineffective against Jormungandr\u00c2\u0092s poison, although any bonuses to saving throws against poison still applies.\r

    Amphibious (Ex)<\/b>: Although Jormungandr is aquatic, he can survive indefinitely on land.\r

    Blindsense (Ex)<\/b>: Jormungandr can pinpoint creatures within a distance of 60 feet from his body. Opponents he can\u00c2\u0092t actually see still have total concealment against Jormungandr.\r

    Cataclysmic Motion (Ex)<\/b>: Jormungandr can move from one place on surface of the planet to any other as a full-round action. To accomplish this, he steers his head in the proper direction, and simply plows through or over anything in his path, moving at incredible speed to reposition himself. His head will end in whatever area on the world\u00c2\u0092s surface he desires. He cannot circle the world more than once this way in a single round.\r

    Due to Jormungandr\u00c2\u0092s incredible size, this movement leaves natural disasters in his wake, out to a mile away from his body. In cold land environments, his movements cause avalanches (see Mountain Terrain in the DMG). In warm or temperate lands, his movements create an earthquake<\/i> (as the spell). When moving through aquatic environments, he creates massive waves (treat as the raise water function of the control water<\/i> spell, with an area using a caster level equal to Jormungandr's Hit Dice). Jormungandr does not take any action to consciously cause these effects, nor can he prevent them from happening.\r

    Immunities (Ex)<\/b>: Jormungandr is immune to ability damage, ability drain, cold, death effects, disease, disintegration, energy drain, imprisonment<\/i>, mind-affecting effects, paralysis, poison, polymorph, and sleep effects.\r

    Keen Senses (Ex)<\/b>: Jormungandr sees four times as well as a human in shadowy illumination and twice as well in normal light. He also has darkvision out to 120 feet.\r

    Regeneration (Ex)<\/b>: Good bludgeoning weapons deal normal damage to Jormungandr.\r
    If any part of Jormungandr is severed from the rest of his body, it reattaches instantly if not completely separated from the body.\r

    Skills<\/b>: Jormungandr has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line.<\/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).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Always chaotic evil","environment":"Any land and aquatic"},{"name":"Jupiter Bloodsucker","type":"Plant","ch":3,"challenge_rating":" 03 \u00a0","id":5955,"reference":"Usergen","full_text":"

    JUPITER BLOODSUCKER<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium\u0096Size Plant<\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/b> 3d8+6 (19 hp)<\/p> <\/td> <\/tr>

    Initiative: <\/b>\u00963 (Dex)<\/p> <\/td> <\/tr>

    Speed:<\/b> 5 ft<\/p> <\/td> <\/tr>

    AC:<\/b> 15 (\u00963 Dex, +8 natural)<\/p> <\/td> <\/tr>

    Attacks:<\/b> Leaf +3 melee<\/p> <\/td> <\/tr>

    Damage:<\/b> Leaf 1d6+1 and blood drain<\/p> <\/td> <\/tr>

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

    Special Attacks: <\/b>Improved grab, blood drain, smother<\/p> <\/td> <\/tr>

    Special Qualities:<\/b> Fire vulnerability, plant, blindsight<\/p> <\/td> <\/tr>

    Saves:<\/b> Fort +5, Ref \u00962, Will +1<\/p> <\/td> <\/tr>

    Abilities:<\/b> Str 12, Dex 5, Con 15, Int \u0096, Wis 10, Cha 10<\/p> <\/div> <\/td> <\/tr>

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

    Organization:<\/b> Bed (1\u009610)
    Challenge Rating:<\/b> 3<\/p> <\/td> <\/tr>

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

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

    Advancement:<\/b> 4\u00966 HD (Medium\u0096size); 7\u00969 HD (Large)<\/p> <\/td> <\/tr>

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

    This horrible plant is sometimes referred to as a vampire plant. It has small hollow thorns on the underside of its giant leaves that it uses to drain unwary victims of their blood. The blood\u0096sensing leaves will move towards their prey silently and stealthily, sometimes to the point of uprooting the plant. The leaves of this plant are dark green with red veins, the stems are transparent, and the blood drained from a feeding can be seen flowing down the stem.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 The jupiter bloodsucker fears fire, and will move away from it if possible. The only way to permanently destroy this horrid plant is to bum it completely to the ground and then pull or dig up the roots and burn them also.<\/p> <\/td> <\/tr>

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

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

    A jupiter bloodsucker prefers to place one leaf over a victim\u0092s face smothering it to death while consuming its blood. The jupiter bloodsucker uses 1d3 other leaves to encircle a victim and hold it in place.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, the jupiter bloodsucker must hit an opponent of up to Medium-size with its slam attack. If it gets a hold, it wraps its opponent in its leaves and drains blood.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 After a successful grab, the jupiter bloodsucker can try to attach its remaining leaves with a single grapple check. The opponent can escape with a single Escape Artist check, but the jupiter bloodsucker gets a +2 circumstance bonus for every leaf that was attached at the beginning of the opponent\u0092s turn.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Blood Drain (Ex):<\/b> A jupiter bloodsucker deals 1 point of temporary Constitution per round per leaf attached. If reduced to Constitution 0, the victim has been completely drained of blood and dies.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 A creature that escapes heals Constitution damage at the rate of 1 point per hour.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Smother (Ex):<\/b>\u00a0 A jupiter bloodsucker can, on a successful grapple check, cover the mouth and nose of its opponent. This deals suffocation damage (see the rules for suffocation on page 88 of the DMG).<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fire Vulnerability (Ex):<\/b> Jupiter bloodsuckers take double damage from fire attacks.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Plant:<\/b> Immune to poison, sleep<\/i>, stunning, paralysis, and polymorphing<\/i>.\u00a0 Not subject to critical hits or mind\u0096influencing spells and effects.<\/p> <\/td> <\/tr>

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

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

    The Jupiter Bloodsucker first appeared in module B3 (Jean Wells, 1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Plant","alignment":" Always neutral","environment":" Any land"},{"name":"Ka","type":"Undead","ch":15,"challenge_rating":" 15 \u00a0","id":5956,"reference":"Usergen","full_text":"

    Ka <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 17d10\u00a0(110 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 23 (+2 Dex, +11 natural), touch 12, flat-footed 21<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+17<\/td> <\/tr>
    Attack: <\/strong>Slam +17 melee (1d6+13\/19-20 plus mummy rot)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Slam +17 melee (1d6+13\/19-20 plus mummy rot)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Despair, ka's curse<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/\u00c2\u0096, darkvision 60 ft., immunity to electricity, resistance to fire 10, +4 turn resistance, undead traits, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +7, Will +12 <\/td> <\/tr>
    Abilities: <\/strong>Str 28, Dex 14, Con -, Int 16, Wis 15, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Concentration +20, Diplomacy +8, Knowledge (history) +23, Knowledge (nobility and royalty) +23, Listen +22, Search +23, Sense Motive +22, Spot +22, Survival +2 (+4 following tracks)\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (ka's curse), Cleave, Combat Expertise, Improved Critical (slam), Improved Trip, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or court (2\u00c2\u009612)<\/td> <\/tr>
    Challenge Rating: <\/strong>15<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>17\u00c2\u009634 HD (Medium); 35\u00c2\u009651 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The garments worn by this mummified creature are of the finest quality. The pungent aroma of spices masks the smell of decay it surely bears.<\/i>\r

    A ka is akin to a mummy, although it always arises from the remains of a noble, king, or pharoah. It perseveres in undeath to guard its tomb, attacking only when the treasures it guards are threatened.\r

    Kas are not necessarily evil, and those who were kind or just rulers retain an affinity for members of their own race, nation, or culture. Visitors who make no attempt to pilfer a ka's treasures may be rewarded with the ka's great knowledge, although an offering to show reverence increases the likelihood of the ka's reward. Such an offering can range from something as simple as food to more elaborate treasures. The ka will generally answer only yes-or-no questions that draw upon its extensive knowledge of history and its realm.\r

    Since nobles are most often buried alone, kas are generally a solitary encounter. Occasionally, a group of nobles may be buried together to discourage tomb raiders, and kas found in such circumstances generally cooperate with one another.\r

    Most kas are 5 to 6 feet tall and weigh about 120 pounds. They are indistinguishable from normal mummies, except they often are garbed in the fineries of nobility.\r

    Kas speak speak Common, Infernal, Draconic and regional tongues.\r

    COMBAT\r

    Ka's are confident in battle, pummeling foes with their curse-imposing slams. If the battle begins to turn against it, a ka may use its phase door ability to make hit-and-run attacks, or may fragment its spirit to attack with multiple stone golems.\r

    Carve Symbol (Sp):<\/b> As a full-round action, a ka may carve a special symbol on a surface. This functions as a symbol of fear, symbol of pain<\/i>, or symbol of persuasion<\/i> spell (ka's choice at time of carving). Caster level 17th. Save DCs are 14 + spell level.\r

    Despair (Su):<\/b> At the mere sight of a ka, the viewer must succeed on a DC 22 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 ka's despair ability for 24 hours. The save DC is Charisma-based.\r

    Fragment Spirit (Su):<\/b> A ka may fragment its spirit to inhabit stone statues within its tomb. These statues function as stone golems. While inhabiting a statue, the ka loses all its special attacks and special qualities but gains all the special abilities of the stone golems. If a ka is reduced to 0 hit points in its normal form, it can live on in these statues eternally unless they too are destroyed. \r

    A ka may inhabit two stone golems. For each 2 additional Hit Dice, it may inhabit an additional stone golem. Thus, a 21 HD ka can fragment its spirit to inhabit 4 stone golems.\r

    Ka's Curse (Su):<\/b> With a successful slam attack, a ka imparts a powerful curse. The victim must succeed on a DC 24 Will save or suffer a random effect. The save DC is Charisma-based.\r

    To eliminate a ka's curse, the curse must be broken with break enchantment<\/i> or remove curse<\/i> (requiring a DC 20 caster level check for either spell).\r

    Curse Effects (1d8)\r
    1. Ill Luck:<\/i> The victim takes a -2 luck penalty to all ability checks, skill checks, saving throws, and attack rolls.\r
    2. Withering Touch:<\/i> The ka chooses to wither either the arms or the legs of the victim. Withered legs force a subject to fall prone while at the same time reducing the subject's land speed to 5 feet. Withered arms make it impossible for the subject to use objects or cast spells with somatic components. \r
    3. Disfigurement:<\/i> The victim is horribly scarred and suffers a -4 competence penalty on all Charisma-based skill checks.\r
    4. Mutation:<\/i> The victim's limbs take on characteristics of a different type of limb (for example, an elbow transforms into a knee, an so forth), imposing a -4 competence penalty on all Dexterity-based skill checks.\r
    5. Death Wish:<\/i> The victim inexplicably moves into attacks, suffering a -2 profane penalty to AC.\r
    6. Dimwittedness:<\/i> The victim's mind becomes incredibly slow and foggy, so the victim sufers a -4 insight penalty on all Intelligence checks and Intelligence-based skill checks.\r
    7. Plagued by Vermin:<\/i> The victim is constantly assaulted by tiny, biting and stinging insects. Spellcasting or concentrating on spells requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check. Additionally, creatures of the vermin type gain a +2 bonus on skill checks against the victim, and always attempt to attack the victim before any others in an encounter.\r
    8. Shrinking:<\/i> The victim is instantly reduced (as the reduce person<\/i> spell).\r

    Spell-Like Abilities:<\/b> At will--phase door<\/i>; 3\/day--greater command<\/i> (DC 19). Caster level 17th. The save DC is Charisma-based.\r
    <\/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":"Usually lawful neutral","environment":"Any"},{"name":"Kada","type":"Undead","ch":2,"challenge_rating":" 2 \u00a0","id":5957,"reference":"Usergen","full_text":"

    Kada <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Incorporeal)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d12\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> Fly 30 ft. (perfect) (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+3 Dex, +3 deflection), touch 16, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/\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>Telekinesis<\/td> <\/tr>
    Special Qualities: <\/strong>Bound to object, darkvision 60 ft., enchant item, incorporeal traits, natural invisibility, rejuvenation, resistance to cold 10 and fire 10, turn immunity, undead traits, vulnerable to antimagic<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +4, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str \u00c2\u0097, Dex 17, Con \u00c2\u0097, Int 8, Wis 13, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Craft (any one) +4, Listen +8, Search +4, Spot +8\r
    <\/td> <\/tr>
    Feats: <\/strong>Iron Will, Skill Focus (Craft)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Any<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A strange feeling that you are not alone nags at you. Suddenly, a nearby object moves of its own accord.<\/i>\r

    Kada are emotional shadows left behind when a person dies, lingering as undead until they complete their unfinished business. Formed when emotions evoked by death are insufficient to form a full ghost, the deceased's soul actually moves on, leaving only this remnant behind. Kada always have a purpose related to what caused the emotion which created them. The goal is always something that was important to the person who formed the kada, but the nature of the goal can vary widely. \r

    Kada are not tied to negative energy, but rather to the currents of magic that flow through the world. As a result, they are highly vulnerable to antimagic effects, but are unaffected by turning.\r

    Kada are 5 to 7 feet tall and weightless. \r

    Kada cannot speak, but understand any languages they knew in life (usually Common). They struggle to communicate with the living, attempting to scratch out symbols or short words using telekinesis.\r

    COMBAT\r

    Kada have limited ability to interact with the physical world. If one wishes to attack, it uses telekinesis to manipulate objects it can affect. A kada normally only attacks to try to draw attention to itself, or to prevent someone from increasing the difficulty of it achieving its goal.\r

    Bound to Object (Su):<\/b> A kada is mystically bound to a specific object relevant to the unfinished business that led to its creation. Until it completes its task, it may not move more than 300 ft from its bonded object. If the kada is forced outside that range, it is instantly teleported back to a designated area adjacent to the object, as if by a word of recall<\/i> spell.\r

    Enchant Item (Su):<\/b> Upon its final destruction, there is a 20% chance that the departing kada's essence permantly adds a minor magical enhancement to a random item within 60 feet. Roll for a single minor item on the Random Magic Item Generation Table, rerolling until an appropriate item is rolled. For example, if the roll determines a potion, but no nearby nonmagical water is available, roll again. If a weapon is rolled, and further rolls indicate a dagger, and a character within 60 feet carries a dagger, then determine the enhancement. The dagger may permanently become a +1 dagger<\/i>, for example. Temporarily destroying the kada (and allowing it to rejuvenate) does not trigger this ability. Failing the saving throw to rejuvenate will, however, trigger this power.\r

    Natural Invisibility (Su):<\/b> This ability is constant, allowing a kada to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge<\/i> spell. A detect magic<\/i> or similar effect reveals the kada as a colored cloud appropriate to the emotion which created it (blue for sadness, red for anger, and so forth).\r

    Rejuvenation (Su):<\/b> In most cases, it\u00c2\u0092s difficult to destroy a kada through simple combat: The \u00c2\u0093destroyed\u00c2\u0094 spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A kada that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + kada's HD) against DC 16. As a rule, the only way to get rid of a kada for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research. If a kada is unable to fulfill its goal in 100 years, it dissipates forever. \r

    Telekinesis (Su):<\/b> A kada can use telekinesis<\/i> as a standard action (caster level 2nd). When a kada uses this power, it must wait 1d4 rounds before using it again. A kada can typically use its telekinesis only to affect a certain type of item (usually the same type as its bonded object). For example, a departed warrior might affect swords, while a farmer might affect scythes and an alchemist might have power over glass containers.\r

    Vulnerable to Antimagic (Su):<\/b> A kada cannot enter an antimagic field<\/i> or similar area of dead magic. A spellcaster who succeeds on a target dispel effect against a kada destroys it instantly. The DC for this dispel check is 11 + the kada's Hit Dice. An antimagic attack targeting the kada destroys it instantly (no check required). The destroyed kada is not permanently defeated, and will reform per its rejuvenation ability (see above).<\/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":"Any","environment":"Any"},{"name":"Kala, Cave","type":"Monstrous Humanoid","ch":5,"challenge_rating":" 5 \u00a0","id":5958,"reference":"Usergen","full_text":"

    Kala, Cave <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 8d8+16\u00a0(52 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 21 (+11 natural), touch 10, flat-footed 21<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+12<\/td> <\/tr>
    Attack: <\/strong>Battleaxe +13 melee (1d8+4\/x3) or claw +12 melee (1d6+4) <\/td> <\/tr>
    Full Attack: <\/strong>Battleaxe +9\/+4 melee (1d8+4\/x3) and battleaxe +9 melee (1d8+2\/x3) and bite +7 melee (pain); or 2 claws +12 melee (1d6+4) and bite +7 melee (pain)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Pain<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to cold<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +6, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 11, Con 14, Int 6, Wis 11, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Heal +2, Listen +5, Spot +5, Survival +7<\/td> <\/tr>
    Feats: <\/strong>Self-Sufficient, Track [B], Two-Weapon Fighting, Weapon Focus (battleaxe)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold hills, mountains, and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (4-16 plus 25% noncombatant young)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>Standard coins<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class (barbarian)<\/td> <\/tr>
    Level Adjustment: <\/strong>+3<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The elongated head of this humanoid narrows to a point. Its skin is pale yellow and cold to the touch. Dull black eyes peer between big ears, while its long snout dangles over its upper lips. Its hands end in razor-sharp talons, while its feet are broad and flat. It wears only a fur loincloth and carries a pair of stone battleaxes.<\/i>\r

    The kala are a primitive spirit race of ferocious flesh-eaters and cannibals found in icy wastelands.\r

    Cave kala make their lairs in mountain caves in the most desolate reaches of frigid wastelands. They form family groups of an equal number of males and females. The largest male serves as the group\u00c2\u0092s leader. During the yearly mating season, males often engage in fierce battles for the most desirable females. The losing males are banished from the group. Bitter and humiliated, these solitary kala are especially dangerous.\r

    Kala eat all types of meat, consuming carrion and occasionally each other in times of scarce game. Villages near kala territory sometimes offer sizeable bounties for the creatures\u00c2\u0092 heads (or similar evidence of their destruction).\r

    A cave kala stands 6 feet tall and weighs 250 pounds. Cave kala are usually bald.\r

    Kala speak Common.\r

    COMBAT<\/b>\r
    Kala are always hungry, and all warm-blooded creatures are potential meals. The kala attack victims on sight, pursuing relentlessly. On occasion, a ravenous band of kala will raid human camps and villages for food.\r

    Pain (Su):<\/b> Any creature bitten by a cave kala must succeed on a DC 14 Fort save or suffer wracking pains that impose a \u00c2\u00964 penalty on attack rolls, skill checks, and ability checks for 1d3 minutes. The save DC is Charisma-based.\r

    Skills:<\/b> Cave kala have a +4 racial bonus on Survival checks.\r

    In Kara-Tur<\/b>\r
    If you are using Oriental Adventures in your campaign, kala have the Spirit subtype.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Oriental Adventures<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually neutral","environment":"Cold hills, mountains, and plains"},{"name":"Kala, Earth","type":"Monstrous Humanoid","ch":4,"challenge_rating":" 4 \u00a0","id":5959,"reference":"Usergen","full_text":"

    Kala, Earth <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 6d8+2\u00a0(29 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+8 natural), touch 10, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+9<\/td> <\/tr>
    Attack: <\/strong>Hand-axe +10 melee (1d6+3) or claw +9 melee (1d6+3) <\/td> <\/tr>
    Full Attack: <\/strong>Hand-axe +8\/+3 melee (1d6+3) and hand-axe +8 melee (1d6+1); or 2 claws +9 melee (1d6+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, kala wasting<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to cold<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +5, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 11, Con 14, Int 6, Wis 11, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Heal +2, Listen +4, Spot +4, Survival +7<\/td> <\/tr>
    Feats: <\/strong>Self-Sufficient, Track [B], Two-Weapon Fighting, Weapon Focus (hand axe)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold hills, mountains, and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (4-16 plus 25% noncombatant young)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard coins<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class (barbarian)<\/td> <\/tr>
    Level Adjustment: <\/strong>+3<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The elongated head of this humanoid narrows to a point. Its skin is rosy pink and cold to the touch. Dull black eyes peer between big ears, while its long snout dangles over its upper lips. Its hands end in razor-sharp talons, while its feet are broad and flat. It wears only a fur loincloth and carries a pair of stone hatchets.<\/i>\r

    The kala are a primitive spirit race of ferocious flesh-eaters and cannibals found in icy wastelands.\r

    Earth kala are nomadic, moving their camps according to the season and the supply of game. They form family groups of an equal number of males and females. The largest male serves as the group\u00c2\u0092s leader. During the yearly mating season, males often engage in fierce battles for the most desirable females. The losing males are banished from the group. Bitter and humiliated, these solitary kala are especially dangerous.\r

    Kala eat all types of meat, consuming carrion and occasionally each other in times of scarce game. Villages near kala territory sometimes offer sizeable bounties for the creatures\u00c2\u0092 heads (or similar evidence of their destruction).\r

    A kala stands 6 feet tall and weighs 200 pounds. Earth kala hair coloration is usually dark brown or blonde.\r

    Kala speak Common.\r

    COMBAT<\/b>\r
    Kala are always hungry, and all warm-blooded creatures are potential meals. The kala attack victims on sight, pursuing relentlessly. On occasion, a ravenous band of kala will raid human camps and villages for food.\r

    Breath Weapon (Su):<\/b> Three times per day, an earth kala can breathe a 5-foot cone of infectious vapor. Any creature within the cone is exposed to kala wasting (see below).\r

    Kala Wasting (Su):<\/b> Supernatural disease - inhaled, Fortitude DC 15, incubation period 1 day; damage 1d3 Con. The save DC is Constitution-based.\r

    Unlike normal diseases, kala wasting continues until the victim reaches Constitution 0 (and dies) or is cured as described below.\r

    Kala wasting is a powerful curse, not a natural disease. Conjuration (healing) spells other than remove disease have no effect on the afflicted character. Only a remove disease, break enchantment, or remove curse spell can cure kala wasting (the casting character must succeed at a DC 15 caster level check or the spell has no effect).\r

    Skills:<\/b> Earth kala have a +4 racial bonus on Survival checks.\r

    In Kara-Tur<\/b>\r
    If you are using Oriental Adventures<\/i> in your campaign, kala have the Spirit subtype.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Oriental Adventures<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually neutral","environment":"Cold hills, mountains, and plains"},{"name":"Kaluk","type":"Outsider","ch":10,"challenge_rating":" 10 \u00a0","id":5960,"reference":"Usergen","full_text":"

    Kaluk <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 11d8+33\u00a0(82 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 23 (-1 size, +14 natural), touch 9, flat-footed 23<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+11\/+22<\/td> <\/tr>
    Attack: <\/strong>Gore +17 melee (2d6+7)<\/td> <\/tr>
    Full Attack: <\/strong>Gore +17 melee (2d6+7) and 2 slams +15 melee (1d6+3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, nauseating aura, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to mind-influencing abilities, monetary healing, speak with animals<\/td> <\/tr>
    Saves: <\/strong>Fort +13, Ref +10, Will +12 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 10, Con 16, Int 10, Wis 15, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Appraise +14, Bluff +18, Concentration +17, Diplomacy +6, Disguise +4 (+6 acting), Intimidate +20, Jump +25, Listen +16, Spot +16, Survival +16\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (breath weapon), Multiattack, Power Attack, Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate hills and forests<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>Standard coins; Standard goods; no items (except cloak of resistance +3<\/i>)<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>12-22 HD (Large); 23-33 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The creature resembles a thin, bipedal elephant, nearly 9 feet tall. Its belly is huge and distended. A pair of crimson tusks curve outward five feet from its mouth. Its arms are those of a muscular human, although its fingers are blunt and stubby. A pair of bulging violet eyes with black pupils peer out above its trunk, and its ears resemble those of a hare. It wears a sparkling cape of golden scales that reaches the ground.<\/i>\r

    A kaluk is a greater spirit, a manifestation of avarice. Motivated by an insatiable lust for wealth, it spends its time hunting humans for their possessions. When a victim is located, a kaluk demands that it surrender all wealth or suffer its wrath. Kaluks are only interested in coins, gems, jewelery, and precious metals. Magic items do not interest them, unless they are made of valuable materials or encrusted with gems. Kaluks eat all treasure they acquire, which is digested immediately, except for a small reserve they keep for their monetary healing ability. A slain kaluk's interior holds no treasure.\r

    Kaluks do not establish lairs, constantly on the move in search of wealth. They tend to prowl near human settlements, threatening lone travelers or small groups who are outside the protection of the settlement, but do not venture within, for fear of retaliation by large numbers.\r

    Kaluks are asexual, and cannot reproduce through normal means. Instead, when a kaluk nears the end of its life (at about 500 years), it seeks out a particularly greedy human, places it in temporal stasis, and takes it to a secluded wooded area. The kaluk then performs a day-long ritual of chanting and dancing, after which it removes its tusks and attaches them to the victim's head. The human then transforms into a new kaluk, while the original kaluk's aged flesh crumbles from its body, leaving only a pile of blackened bones. The new kaluk then buries the bones in a deep grave dug with its tusks.\r

    The arm or leg bone of a kaluk can be transformed into a +2 club<\/i> by bathing the bone in the heart's blood of the beast. Only one such club can be created per kaluk in this manner.\r

    A kaluk is 9 feet tall and weighs 800 pounds.\r

    A kaluk speaks Common and often knows regional languages of its territory.\r

    COMBAT\r

    Kaluks desire wealth, and do whatever it takes to get it. If combat is the best approach, then a kaluk will fight with unbridled fury.\r

    A kaluk'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. Additionally, a kaluk's tusks are treated as magical weapons for the purpose of overcoming damage reduction. \r

    Breath Weapon (Su):<\/b> A kaluk may use a breath weapon three times per day as a standard action, and it must wait 1d4 rounds between uses. A kaluk's breath weapon is a 30-foot cone of scalding mist. Creatures within the cone take 10d6 points of fire damage (Reflex DC 18 half). The save DC is Constitution-based.\r

    Monetary Healing (Su):<\/b> Kaluks heal damage by consuming valuables, such as coins, gems or art objects. Consuming one item, three gems or ten coins is a full round action that provokes attacks of oppurtunity, and the kaluk heals 1 point of damage for every 10 gp the consumed items are worth. If already at its normal full hit point total, the kaluk can gain up to 10 temporary hit points from its monetary healing ability.\r

    Nauseating Aura (Su):<\/b> Three times per day as a standard action, a kaluk can exude a noxious cloud of gas in a 10-foot radius centered on itself, which moves with the kaluk and disperses in 5 rounds. Any creature within the cloud (except for a kaluk), must make a DC 18 Fortitude save or become nauseated for as long as it remains in the cloud and 1d6 rounds afterwards. A successful save means that the creature is immune to the nauseating aura of that kaluk for 24 hours. The save DC is Constitution-based. \r

    Speak with Animals (Su):<\/b> A kaluk continually speaks with animals<\/i> (as the spell).\r

    Spell-Like Abilities:<\/b> At will--detect thoughts<\/i> (DC 16), see invisibility<\/i>; 3\/day--suggestion<\/i> (DC 17); 1\/month--temporal stasis<\/i> (DC 22). Caster level 11th. The save DCs are Charisma-based.<\/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":"Outsider","alignment":"Always chaotic evil","environment":"Temperate hills and forests"},{"name":"Kamadan","type":"Magical Beast","ch":4,"challenge_rating":" 04 \u00a0","id":5961,"reference":"Usergen","full_text":"

    KAMADAN<\/span><\/b><\/p><\/div>

    Large Magical Beast<\/span><\/b><\/p>

    Hit Dice:<\/span><\/b> 4d10+8 (30 hp)<\/span><\/p>

    Initiative: <\/span><\/b>+2 (Dex)<\/span><\/p>

    Speed:<\/span><\/b> 40 ft<\/span><\/p>

    AC:<\/span><\/b> 16 (-1 size, +2 Dex, +5 natural)<\/span><\/p>

    Attacks:<\/span><\/b> 2 claws +8 melee, bite +3 melee, 6 snakes +3 melee<\/span><\/p>

    Damage:<\/span><\/b> Claw 1d6+4, bite 1d8+2, snakes 1d4<\/span><\/p>

    Face\/Reach:<\/span><\/b> 5 ft by 10 ft\/5 ft (10 ft withsnakes)<\/span><\/p>

    Special Attacks: <\/span><\/b>Breath weapon<\/span><\/p>

    Special Qualities:<\/span><\/b> Darkvision 60 ft, lowlight vision<\/span><\/p>

    Saves:<\/span><\/b> Fort +6, Ref +6, Will +2<\/span><\/p>

    Abilities:<\/span><\/b> Str 18, Dex 15, Con 15, Int 5,Wis 12, Cha 9<\/span><\/p>

    Skills: <\/span><\/b>Balance +8, Hide +5*, Listen +6, Move Silently +9, Spot+6<\/span><\/p>

    Feats: <\/span><\/b>Alertness,Dodge<\/span><\/p><\/div>

    \u00a0<\/span><\/b><\/p>

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

    Organization:<\/span><\/b> Solitary
    Challenge Rating:<\/b> 4<\/span><\/p>

    Treasure:<\/span><\/b> Standard<\/span><\/p>

    Alignment:<\/span><\/b> Always neutral (evil tendencies)<\/span><\/p>

    Advancement:<\/span><\/b> 5-9 HD (Large); 10-12 HD (Huge)<\/span><\/p>

    \u00a0<\/span><\/b><\/p>

    The kamadan is a greatly feared hunter that resembles a large leopard with 6 snakes sprouting from its shoulders. Sages believe it is a distant relative of the displacer beast, though how it came to be is still a matter for speculation.<\/span><\/p> <\/td> <\/tr>

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

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

    The kamadan opens combat by using its breath weapon. Those that resist the effects are then attacked by the kamadan. It attacks using its claws and bite. Each snake also bites an opponent.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Breath Weapon (Su):<\/b> Cone of sleep, 30 feet, every 1d4 rounds (but not more than 5 times per day); Fortitude negates. Creatures with 4 HD or less do not receive a save to avoid the effects; they are automatically affected. Otherwise as the sleep<\/i> spell cast by an 8th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> Kamadans receive a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance checks. *In areas of tall grass or undergrowth, the Hide bonus improves to +8.<\/span><\/p> <\/td> <\/tr>

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

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

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

    \u00a0<\/span><\/p>

    \u00a0<\/span><\/p>

    \u00a0<\/span><\/p><\/div>","family":"Magical Beast","alignment":"Any","environment":"Any"},{"name":"Kamatlan","type":"Magical Beast","ch":5,"challenge_rating":" 5 \u00a0","id":5962,"reference":"Usergen","full_text":"

    Kamatlan <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d10+10\u00a0(37 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+13<\/td> <\/tr>
    Attack: <\/strong>Claw +7 melee (1d6+4) or snakes +7 melee (1d4 plus poison) or bite +7 melee (1d8+2)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +7 melee (1d6+4) and 6 snakes +2 melee (1d4 plus poison) and bite +2 melee (1d8+2)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft. (10 ft. with snakes)<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, poison, pounce, rake 1d3+2<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, scent\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +3, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 15, Con 15, Int 5, Wis 12, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Balance +10, Climb +12, Hide +4*, Listen +5, Move Silently +8, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Alertness, Dodge<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests, deserts, or mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>6-10 HD (Large); 11-15 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A large, yellow-furred jaguar leaps from the treetops. A pair of snakes, sandy hued with a darker diamond pattern, extend about three feet from each of its shoulders. Its tail ends in a rattlesnake's rattle.<\/i>\r

    Believed to be related to kamadans and, more distantly, displacer beasts, kamatlans stalk tropical jungles, mountains, and deserts. Fiercely territorial, these solitary hunters come together only to mate. The female lays a clutch of 1-4 leathery eggs in a shallow hole, which hatch in two months. Kamatlan cubs mature in about six months.\r

    Rumors suggest that kamatlans were created by the Maztican deity Zaltec.\r

    A kamatalan is 6 to 7 feet long and weighs 350 to 400 pounds. Its fur is a medium shade of yellow, with dark spots.\r

    COMBAT\r

    Kamatlans prefer to stalk their prey from treetops, sometimes for hours, waiting for an opportune moment to strike.\r

    Improved Grab (Ex):<\/b> To use this ability, a kamatlan 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

    Poison (Ex):<\/b> Snakes, Fortitude save DC 14; initial and secondary damage 1d6 Constitution. The save DC is Constitution-based.\r

    Pounce (Ex):<\/b> If a kamatlan charges a foe, it can make a full attack, including two rake attacks.\r

    Rake (Ex):<\/b> Attack bonus +7 melee, damage 1d3+2.\r

    Snakes (Ex):<\/b> Each snake attacks independently each round at the listed attack bonus. The snakes do not gain the kamatlan\u00c2\u0092s Strength bonus to damage.\r

    Skills:<\/b> Kamatlans have a +4 racial bonus on Hide and Move Silently checks and a +8 racial bonus on Balance and Climb checks. A kamatlan can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or undergrowth, the Hide bonus improves to +8.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Maztica Campaign Setting<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always chaotic evil","environment":"Warm forests, deserts, or mountains"},{"name":"Kangaroo","type":"Animal","ch":1,"challenge_rating":" 1 \u00a0","id":5963,"reference":"Usergen","full_text":"

    Kangaroo <\/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)<\/td> <\/tr>
    Armor Class: <\/strong> 12 (+2 Dex), touch 12, flat-footed 10<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+6<\/td> <\/tr>
    Attack: <\/strong>Slam +2 melee (1d8+1)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +2 melee (1d8+1) or 2 claws +2 melee (1d4+1) and bite -3 melee (1d6)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Rake<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, sprint<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 14, Con 13, Int 2, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Jump +9, Listen +9, Swim +9<\/td> <\/tr>
    Feats: <\/strong>Endurance [B], Skill Focus (Listen)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate plains and hills<\/td> <\/tr>
    Organization: <\/strong>Solitary or court (3-60)<\/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 mammal hops on two powerful rear legs balanced by a long, muscular tail. Its large ears twitch attentively.<\/i>\r

    These statistics can represent any of the larger breeds of kangaroo (eastern grey, western, grey, or red). \r

    Kangaroos are large marsupials that hop about on their hind legs as a method of locomotion. \r

    Kangaroo bodies are designed to be extremely energy efficient, allowing them to travel long distances at decent speed in search of food.\r

    Kangaroos subsist predominantly on grasses and shrubs, although some species also eat fungi.\r

    Kangaroos range from 4 to 6 feet tall and weigh up to 190 pounds. Kangaroos live 4-6 years on average.\r

    COMBAT\r

    Kangaroos attempt to flee if given the option. Adept swimmers, they often flee into waterways, using their forepaws to hold predators underwater and drown them. If cornered, a kangaroo will kick or grab its opponent with its forelimbs (including a +4 racial bonus on grapple checks included in the statistics above), raking with its hind legs.\r

    Rake (Ex):<\/b> Attack bonus +2 melee, damage 1d3.\r

    Sprint (Ex):<\/b> Once per hour, a kangaroo can move ten times its normal speed (300 feet) when it makes a charge.\r

    Skills:<\/b> Kangaroos have a +8 racial bonus on Jump and Swim checks.\r
    <\/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":"Animal","alignment":"Always neutral","environment":"Temperate plains and hills"},{"name":"Kappa, Vampiric","type":"Monstrous Humanoid","ch":7,"challenge_rating":" 7 \u00a0","id":5964,"reference":"Usergen","full_text":"

    Kappa, Vampiric <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Monstrous Humanoid \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8+35\u00a0(66 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), swim 60 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+1 size, +5 Dex, +4 natural), touch 16, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+7<\/td> <\/tr>
    Attack: <\/strong>Claw +13 melee (1d6+4)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +13 melee (1d6+4) and bite +10 melee (1d6+2 plus disease)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Blood drain, disease, dying curse, improved grab, spells<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/magic, darkvision 60 ft., fast healing 5, head bowl, water dependent, water immunity<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +10, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 21, Con 21, Int 10, Wis 14, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Escape Artist +7, Hide +14, Intimidate +7, Listen +6, Move Silently +10, Swim +12<\/td> <\/tr>
    Feats: <\/strong>Multiattack, Weapon Focus (claw), Spell Focus (enchantment)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/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>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A scaly, hunchbacked creature, small as a halfling, with eyes that glow with red fire. Its scaly body has a sinewy ape-like build and a shell on its back like a turtle. The head is wide and smooth like a river-polished stone, with a shallow, bowl-like depression on top that seems to be full of water. Its face is dominated by a long nose and a wide mouth full of hooked fangs. The being's three-toed feet are webbed, while its hands are more manlike apart from the long, razor-sharp talons.<\/i>\r

    Vampiric kappa are similar in habits to common kappa, except they are far more predatory. They feed off the blood of any living creature weak enough to overpower, including their common kappa cousins. Loners by nature, vampiric kappas dwell alone or with a mate, seldom forming families with their brood.\r

    A vampiric kappa stands 3 feet tall and weighs about 40 pounds.\r

    Kappas speak Common and their own language.\r

    COMBAT<\/b>\r
    A vampiric kappa is a cunning combatant. It uses its spells to bewilder and weaken opponents, then delights in grappling and draining blood from its opponents. Vampiric kappa try to take opponents by surprise. This may be as simple as leaping from the water, but they may use disguise self<\/i> to appear as a harmless fisherman, or conceal their approach with an obscuring mist<\/i> spell.\r

    Vampiric kappa are not cowardly, but spurn needless risk to their own lives. They prefer to ambush lone travelers, and rarely attack groups without trying to split them up first. A vampiric kappa will readily retreat if it meets effective resistance, but may return to attack again once its fast healing heals its wounds, thereby wearing down tough foes. It is wise enough to give up and seek easier prey if an opponent proves too powerful for it. \r

    Blood Drain (Ex):<\/b> A vampiric kappa drains blood from a grabbed opponent, dealing 1d4 point of Constitution damage each round it maintains the hold as well as exposing the opponent to the kappa's disease attack.\r

    Disease (Ex):<\/b> Any creature injured by a vampiric kappa's bite or blood drain attacks is exposed to red ache.\r
    \r
    Red ache<\/i>\u00c2\u0097bite or blood drain, Fortitude DC 18, incubation period 1d3 days, damage 1d4 Str. The save DC is Constitution-based.\r

    Dying Curse (Su):<\/b> If a vampiric kappa is killed, it inflicts a powerful curse on the creatures that slew it. This curse can affect up to 4 creatures, who must be within 800 feet of the kappa when it dies. If more than 4 creatures helped kill a vampiric kappa, the curse targets the 4 who the kappa holds most responsible for its death or, if all are equally culpable, the 4 closest. The targets must succeed at a DC 20 Will save or be cursed with a -4 luck penalty on attack rolls, saves, ability checks, and skill checks. Furthermore, all creatures within 30 ft. of the cursed victim (except for creatures with a hostile attitude to the victim) will take a -1 luck penalty on attack rolls, weapon damage rolls, saves, and skill checks until they get beyond 30 feet. A vampiric kappa's death curse cannot be dispelled, but it can be removed with a remove curse<\/i> or similar spell if the caster succeeds at a DC 20 level check. The save DC is Charisma-based and includes a +4 racial bonus.\r

    Head Bowl (Su):<\/b> The indentation on the top of a kappa's head is filled with water from the lake or stream where the kappa lives. Movement and ordinary actions (even combat) do not cause the water to spill; however, a character grappling a kappa can empty the bowl by winning an opposed grapple check. This reduces the kappa's Strength and Constitution scores to 8, negates its fast healing ability, and prevents it from using its innate spellcasting ability (it can still cast any spells it gains from other sources, such as character levels).\r
    \r
    Improved Grab (Ex):<\/b> To use this ability, a vampiric kappa must hit an opponent of any size with both its claw 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 drains blood.\r

    Spells:<\/b> A vampiric kappa casts spells as an 7th level sorcerer. It can choose its spells from the sorcerer list and can also choose any cleric or druid spell with the Water descriptor, plus any shugenja or wu jen spells from the water element. Divine spells with the Water descriptor are considered arcane spells for a vampiric kappa, meaning that the creature does not need a divine focus to cast them.\r

    Typical Spells Known<\/b> (6\/7\/7\/5; save DC 13 + spell level, DC 14 + spell level for Enchantments)<\/i>\r
    0\u00c2\u0097acid splash, daze*, detect magic, ghost sound, read magic, resistance, touch of fatigue<\/i>;\r
    1st\u00c2\u0097color spray, disguise self, mage armor, obscuring mist, true strike<\/i>;\r
    2nd\u00c2\u0097blur, bull's strength, hideous laughter*<\/i>;\r
    3rd\u00c2\u0097slow, suggestion*<\/i>.\r
    *Enchantment spell.\r

    Water Dependent (Ex):<\/b> Vampiric kappa can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules).\r

    Water Immunity (Su):<\/b> Kappas are immune to water-based spells, including any spell with the word \"water\" in its name and shugenja or wu jen spells from the water element.\r

    Skills:<\/b> A kappa 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>
    1985 Wizards of the Coast, Inc.
    Originally found in Oriental Adventures<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Always chaotic, usually evil","environment":"Any aquatic"},{"name":"Kappa-Ti","type":"Monstrous Humanoid","ch":9,"challenge_rating":" 9 \u00a0","id":5965,"reference":"Usergen","full_text":"

    Kappa-Ti <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Monstrous Humanoid \t\t\t(Aquatic)\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), swim 60 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+3 Dex, +4 natural), touch 13, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+16<\/td> <\/tr>
    Attack: <\/strong>Claw +17 melee (1d8+8\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +17 melee (1d8+8\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Dying curse, improved grab, spells<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/magic, darkvision 60 ft., fast healing 5, head bowl, water immunity<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +9, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 26, Dex 17, Con 16, Int 9, Wis 14, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Escape Artist +5, Hide +12, Intimidate +6, Listen +6, Swim +16<\/td> <\/tr>
    Feats: <\/strong>Improved Critical (claw), Weapon Focus (claw), Spell Focus (enchantment)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/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>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A scaly, hunchbacked creature about the size of a dwarf, with a powerful ape-like build. Its head is flat and plump, like a squashed toad's, with large round eyes, a long nose, and a broad mouth crammed with hooked teeth. The crown of its head has a shallow, bowl-like depression that seems to be full of water. The being's three-toed feet are webbed, while its hands are more manlike apart from the long, razor-sharp talons.<\/i>\r

    Kappa-ti are more larger, stronger and faster versions of the common kappa. Normal kappa find their more powerful relatives repulsive, possibly because kappa-ti lack the shells of common kappa. Kappa-ti are unsocial creatures who live alone or in mated pairs. In other respects their behavior is the same as normal kappa, including their taste for cucumbers and humanoid entrails.\r

    A kappa-ti stands from 4 to 5 feet tall and weighs about 180 pounds.\r

    Kappas speak Common and their own language.\r

    COMBAT<\/b>\r
    A kappa-ti is a cunning combatant. It uses its spells to bewilder and weaken opponents, then attacks with their terrible claws. Kappa-ti try to take opponents by surprise. This may be as simple as leaping from the water, but they may use disguise self<\/i> to appear as a harmless fisherman, or conceal their approach with an obscuring mist<\/i> or invisibility<\/i> spell.\r

    Kappa-ti are not cowardly, but spurn needless risk to their own lives. They prefer to ambush lone travelers, and rarely attack groups without trying to split them up first. A kappa-ti will readily retreat if it meets effective resistance, but may return to attack again once its fast healing heals its wounds, thereby wearing down tough foes. It is wise enough to give up and seek easier prey if an opponent proves too powerful for it. \r

    Dying Curse (Su):<\/b> If a kappa-ti is killed, it inflicts a powerful curse on the creatures that slew it. This curse can affect up to 4 creatures, who must be within 800 feet of the kappa when it dies. If more than 4 creatures helped kill a kappa-ti, the curse targets the 4 who the kappa holds most responsible for its death or, if all are equally culpable, the 4 closest. The targets must succeed at a DC 20 Will save or be cursed with a -4 luck penalty on attack rolls, saves, ability checks, and skill checks. Furthermore, all creatures within 30 ft. of the cursed victim (except for creatures with a hostile attitude to the victim) will take a -1 luck penalty on attack rolls, weapon damage rolls, saves, and skill checks until they get beyond 30 feet. A kappa-ti's death curse cannot be dispelled, but it can be removed with a remove curse<\/i> or similar spell if the caster succeeds at a DC 20 level check. The save DC is Charisma-based and includes a +4 racial bonus.\r

    Head Bowl (Su):<\/b> The indentation on the top of a kappa's head is filled with water from the lake or stream where the kappa lives. Movement and ordinary actions (even combat) do not cause the water to spill; however, a character grappling a kappa can empty the bowl by winning an opposed grapple check. This reduces the kappa's Strength and Constitution scores to 8, negates its fast healing ability, and prevents it from using its innate spellcasting ability (it can still cast any spells it gains from other sources, such as character levels).\r
    \r
    Improved Grab (Ex):<\/b> To use this ability, the kappa must hit with both claw attacks.\r

    Spells:<\/b> A kappa-ti casts spells as an 8th level sorcerer. It can choose its spells from the sorcerer list and can also choose any cleric or druid spell with the Water descriptor, plus any shugenja or wu jen spells from the water element. Divine spells with the Water descriptor are considered arcane spells for a kappa-ti, meaning that the creature does not need a divine focus to cast them.\r

    Typical Spells Known<\/b> (6\/7\/7\/5\/3; save DC 12 + spell level, DC 13 + spell level for Enchantments)<\/i>\r
    0\u00c2\u0097acid splash<\/i>, create water<\/i>, daze*<\/i>, detect magic<\/i>, ghost sound<\/i>, read magic<\/i>, resistance<\/i>, touch of fatigue<\/i>;\r
    1st\u00c2\u0097disguise self, mage armor, obscuring mist, ray of enfeeblement, true strike<\/i>;\r
    2nd\u00c2\u0097bull's strength, hideous laughter*, invisibility;<\/i>\r
    3rd\u00c2\u0097dispel magic, slow;<\/i>\r
    4th\u00c2\u0097charm monster*.<\/i>\r
    *Enchantment spell.\r

    Water Immunity (Su):<\/b> Kappas are immune to water-based spells, including any spell with the word \"water\" in its name and shugenja or wu jen spells from the water element.\r

    Skills:<\/b> A kappa 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>
    1990 Wizards of the Coast, Inc.
    Originally found in MC6 Monstrous Compendium Kara-Tur Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Always chaotic, usually evil","environment":"Any aquatic"},{"name":"Kartang","type":"Magical Beast","ch":7,"challenge_rating":" 7 \u00a0","id":5966,"reference":"Usergen","full_text":"

    Kartang <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 14d10+14\u00a0(91 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> 26 (\u00c2\u00962 size, +3 Dex, +15 natural), touch 11, flat-footed 23<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+14\/+29<\/td> <\/tr>
    Attack: <\/strong>Bite +19 melee (2d8+10)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +19 melee (2d8+10)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 1d8+10, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., dual-sentient nature, low-light vision, resistance to cold 10, electricity 10, and fire 10, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +12, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 17, Con 13, Int 11, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Balance +11, Bluff +14, Climb +15, Diplomacy +2, Disguise +12 (+14 acting)*, Heal +3, Hide -1, Intimidate +4, Listen +5, Spot +5, Survival +13, Swim +15<\/td> <\/tr>
    Feats: <\/strong>Persuasive, Improved Initiative, Power Attack, Self-Sufficient, Track <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests or underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or tribe (4-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>15\u00c2\u009616 HD (Huge); 17\u00c2\u009642 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The eyes of this giant constrictor snake glint with a greater sentience than a normal serpent.<\/i>\r

    The first kartang arose with the magical disaster that shattered Athas. Although they look identical to giant constrictor snakes, kartang have far greater intellect. Their prime directive is to increase their numbers, and as a result they are extremely protective of their eggs and young. Kartang eggs do not always yield kartang, but more often produce normal giant constrictor snakes. Occasionally, a young serpent shows signs of sentience, and is then singled out for greater protection. Kartang believe that feeding their young sentient prey increases the likelihood of the hatchlings becoming sentient as well.\r

    Kartang prefer the taste of birds and humanoids. Kartang do not desire treasure, but horde it to lure prey. Larger groups have been known to herd and raise livestock, particularly flightless birds. A lone kartang in a group of normal snakes may converse with sentient prey to alleviate its boredom, but will most likely end up slaying them eventually.\r

    A kartang grows to the same length and weight as typical giant constrictor snakes. \r

    COMBAT\r

    Kartang prefer to hide among normal giant constrictor snakes, hiding within the masses to avoid being singled out as leaders.\r

    Constrict (Ex):<\/b> On a successful grapple check, a kartang deals 1d8+10 points of damage.\r

    Dual-Sentient Nature (Ex):<\/b> The dual sentient-animal nature of the kartang grants it a +4 racial bonus to saves vs charms and compulsions.\r

    Improved Grab (Ex):<\/b> To use this ability, a kartang 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

    Skills:<\/b> Kartangs have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A kartang can always choose to take 10 on a Climb check, even if rushed or threatened. Kartangs use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A kartang 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

    *Kartangs have a +12 racial bonus on Disguise checks when trying to appear as ordinary constrictor snakes.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Dark Sun: Wake of the Ravager PC game rule book<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually chaotic evil","environment":"Warm forests or underground"},{"name":"Kazgaroth","type":"Outsider","ch":25,"challenge_rating":" 25 \u00a0","id":5967,"reference":"Usergen","full_text":"

    Kazgaroth <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Gargantuan\u00a0Outsider \t\t\t(Native, Shapechanger)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 26d8+222\u00a0(329 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 35 (-4 size, +4 Dex, +25 natural), touch 10, flat-footed 31<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+26\/+51<\/td> <\/tr>
    Attack: <\/strong>Claw +36 melee (1d12+13\/19-20)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +36 melee (1d12+13\/19-20) and bite +33 melee (3d10+6) and tail slap +33 melee (1d8+6)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/20 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Change shape, curse of lycanthropy, improved grab, permanent charm, spell-like abilities, swallow whole, tripping tail sweep, troop transformation<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 15\/epic, darkvision 60 ft., detect magic and see invisibility, lycanthropic empathy, rejuvenation, scent, spell resistance 38<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +6, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 36, Dex 18, Con 25, Int 14, Wis 17, Cha 22 <\/td> <\/tr>
    Skills: <\/strong>Bluff +35, Concentration +36, Diplomacy +43, Disguise +35 (+39 acting), Gather Information +10, Intimidate +39, Jump +21, Knowledge (local [Moonshaes]) +31, Knowledge (religion) +31, Listen +34, Sense Motive +32, Spot +34<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Dire Charge, Epic Toughness, Improved Bull Rush, Improved Critical (claw), Improved Initiative, Multiattack, Power Attack, Weapon Focus (claw) <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any (Moonshae Isles)<\/td> <\/tr>
    Organization: <\/strong>Solitary or army (Kazgaroth plus 50-500 blood warriors, 20-40 lycanthropes of various types, and 10-20 firbolgs)<\/td> <\/tr>
    Challenge Rating: <\/strong>25<\/td> <\/tr>
    Treasure: <\/strong>Triple 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>
    The body of this massive creature resembles a tyrannosaur, although its forelimbs are similar in size to its hindlegs. Its beady eyes glow a fierce red, while its gigantic maw drips a steady stream of saliva that sizzles as it strikes the ground. Its thick, powerful tail lashes and bats the ground furiously, as it balances on its heavy, clawed hindlegs.<\/i>\r

    Kazgaroth the Beast is a powerful minion of Bhaal that has long haunted the Moonshae Isles. His origin is lost to the mists of time, but he is at least 5 centuries old. \r

    A potent shapeshifter, Kazgaroth moves unnoticed among the Moonshaes, doing his dark deity\\'s bidding or furthering his own foul schemes. His favorite schemes generally involve slaying a powerful leader and assuming his or her place. Kazgaroth\\'s ability to create lycanthropes provides him with an ever-growing army of shapechangers. He is also venerated by a tribe of ugly, misshapen firbolgs native to the Mooshae Isles, who provide added muscle to his infantry. He rounds out his troops with his powerful ability to change an entire batallion of warriors into undead servants known as blood warriors.\r

    Kazgaroth draws power from the death, decay, and corruption he causes. He has long battled the Earthmother and her minions, and is considered one of the greatest threats to the natural order in Faerun by druids, rangers, and other champions of nature.\r

    Although Kazgaroth can be slain, he always rises again a few years later to once again terrorize the Moonshaes. It is said that only the legendary sword of Cymrych Hugh can permanently destroy the Beast. Even then, his essence may live on within the heart of Kazgaroth, a black, stonelike artifact of great power.\r

    Kazgaroth is 30 feet long, stands 18 feet tall, and weighs 3 tons. \r

    Kazgaroth speaks Abyssal, Common, Giant, and Illuskan.\r

    COMBAT\r

    Kazgaroth prefers to operate through trickery, deceit, and his minions, but if dragged into melee, he revels in the bloodlust of battle.\r

    Change Shape (Su):<\/b> Kazgaroth can assume the shape of any creature up to Gargantuan size. The creature\u00c2\u0092s hit dice cannot exceed twice Kazgaroth\\'s hit dice. This new form is usually that of a bull, snake, or gargoyle. In addition, Kazgaroth can assume the exact form of any specific creature he has eaten; he gains a +10 bonus on Disguise checks to appear as that creature, and Kazgaroth takes no penalties on the Disguise check against characters familiar with the creature he emulates. In a different form, Kazgaroth loses its natural attacks, but gains all extraordinary and supernatural abilities of the new form. Kazgaroth can remain in a form until it chooses to assume a new one. A change in form cannot be dispelled, but Kazgaroth reverts to its natural form when killed. A true seeing<\/i> spell or ability reveals its natural form.\r

    Curse of Lycanthropy (Su):<\/b> Any humanoid or giant hit by a Kazgaroth\\'s bite attack must succeed on a DC 30 Fortitude save or contract lycanthropy. Kazgaroth chooses which lycanthrope template to bestow upon the victim. The save DC is Constitution-based.\r

    Detect Magic and See Invisibility (Su):<\/b> Kazgaroth continuously uses detect magic<\/i> and see invisibility<\/i> as the spells (caster level 20th) to a range of 300 feet.\r

    Improved Grab (Ex):<\/b> To use this ability, Kazgaroth must hit an opponent of up to one size smaller with his bite 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 try to swallow the foe the following round.\r

    Lycanthropic Empathy (Ex):<\/b> Kazgaroth can communicate and empathize with lycanthropes, much in the way lycanthropes communicate with animals of their type. This gives him a +4 racial bonus on all Bluff, Diplomacy and Intimidate checks made to influence lycanthropes.\r

    Permanent Charm (Su):<\/b> At will, Kazgaroth may attempt to place a powerful charm upon a single creature. This functions as charm monster<\/i> (CL 20th, Will DC 29), except the range is 60 feet and the effect is permanent. Additionally, once per week the victim must succeed on a DC 29 Fortitude save or suffer 1 point of Charisma drain. The save DC is Charisma-based.\r

    Kazgaroth may only permanently charm one creature at a time. Should he target another creature, the first victim is immediately freed from the charm, regardless of success or failure of the new target\\'s saving throw.\r

    Rejuvenation (Su):<\/b> Although Kazgaroth can be slain in battle, he always returns in full health in 3d6 years. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy Kazgaroth is to land the killing blow with the sword of Cymrych Hugh<\/i>. (DMs not playing in the Forgotten Realms should substitute other items or methods for Kazgaroth\\'s final destruction.)\r

    Spell-Like Abilities:<\/b> 1\/week\u00c2\u0097wail of the banshee<\/i> (DC 18). Caster level 20th. The save DCs are Charisma-based.\r

    Swallow Whole (Ex):<\/b> Kazgaroth can try to swallow a grabbed opponent of up to Large size by making a successful grapple check. The swallowed creature takes 3d10+6 points of bludgeoning damage and 2d6 points of acid damage per round from Kazgaroth\\'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 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.\r

    Kazgaroth\\'s gizzard can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller opponents.\r

    Tail Sweep (Ex):<\/b> Kazgaroth can sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of Kazgaroth\\'s space in any direction. Creatures within the swept area are affected if they are one or more size categories smaller than Kazgaroth. A tail sweep automatically deals tail slap damage and affected creatures must make DC 30 Reflex saves to or be knocked prone. The save DC is Strength-based. \r

    Troop Transformation (Su):<\/b> Once per year, Kazgaroth may transform up to 500 humanoids into blood warriors<\/a>. Each creature must succeed on a DC 29 Will save or immediately become a typical blood warrior (regardless of its original size or type). Blood warriors are fanatically loyal to Kazgaroth, and may only be restored to their original form by a wish<\/i> or miracle<\/i> spell. This is a polymorph and death effect. The save DC is Charisma-based.\r

    Skills:<\/b> Kazgaroth has a +2 racial bonus on Listen and Spot checks.<\/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":"Outsider","alignment":"Chaotic evil","environment":"Any (Moonshae Isles)"},{"name":"Kech","type":"Beast","ch":3,"challenge_rating":" 03 \u00a0","id":5968,"reference":"Usergen","full_text":"

    KECH<\/h3> <\/div> <\/td> <\/tr>

    Medium-Size Beast<\/h2> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 5d10+5 (32 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> 14 (+2 Dex, +2 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 2 claws +4 melee, bite -1 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Claw 1d4+1, 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>Rend<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Pass without trace, 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 13, Dex 15, Con 12, Int 9, Wis 13, Cha 12<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Climb +14, Hide +6*, Listen +7, Move Silently +7, Spot +7<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/span><\/b> Pack (2-5) or band (2-8 plus 50% noncombatants)
    Challenge Rating:<\/b> 3<\/span><\/p> <\/td> <\/tr>

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

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

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

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

    A kech is a monkey-like creature about 6 feet tall. It has a fanged filled mouth, fiery blue eyes, and tough, leathery leaf-like skin; green in color. Kech are excellent climbers and are equally at home on the ground or in trees.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 They speak their own language and Common.<\/span><\/p> <\/td> <\/tr>

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

    COMBAT<\/h4> <\/td> <\/tr>

    Kech prefer indirect combat, utilizing pits, traps, snares, and so forth to weaken parties and travelers. They will not hesitate to face a lone target however. Opponents that are considerably superior will be attacked at night while resting. The kech will concentrate their attacks on one or two members of the party (those on watch usually). If successful, they will drag their prey off into the forest.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Rend (Ex.):<\/b> If a kech hits with both claw attacks, it latches onto the opponent\u0092s body and tears the flesh. This attack automatically deals 2d4+1 points of damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Pass Without Trace (Ex.):<\/b> The kech can move across any ground\u0097ice, snow, mud, without leaving any footprints. Tracking by nonmagical means is impossible.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> Kech receive a +2 racial bonus to Listen and Spot checks. *Due to their coloration and leaf-like skin, kech receive a +12 racial bonus to Hide checks when in a forested area.<\/span><\/p> <\/td> <\/tr>

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

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

    The Kech first appeared in Monster Manual II<\/i> (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Beast","alignment":"Any","environment":"Any forest"},{"name":"Kelp Devil","type":"Plant","ch":8,"challenge_rating":" 08 \u00a0","id":5969,"reference":"Usergen","full_text":"

    KELP DEVIL<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Huge Plant<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 8d8+32 (68 hp)<\/span><\/p> <\/td> <\/tr>

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

    Speed:<\/span><\/b> 30 ft, swim 50 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 20 (-2 size, +12 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 6 fronds +12 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Frond 1d6+8<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 10 ft by 20 ft\/10 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Charm, improved grab<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Plant, electricity immunity, fire resistance 20, weapon immunity, blindsight<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +10, Ref +2, Will +3<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 26, Dex 10, Con 19, Int 5, Wis 12, Cha 10<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +0*<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/span><\/b> Solitary
    Challenge Rating:<\/b> 8<\/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> 9-15 HD (Huge); 17-24 HD (Gargantuan)<\/span><\/p> <\/td> <\/tr>

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

    Kelp devils are the weird mutation of kelpies and contaminants left by Keraptis in the waters under White Plume Mountain.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A kelp devil appears as a mass of floating seaweed about 20 feet in diameter. Six 10-foot long fronds (pseudopodia) extend from the kelp devil\u0092s body.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A kelp devil can regrow severed fronds over a period of 10 days.<\/span><\/p> <\/td> <\/tr>

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

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

    Kelp devils lie in wait, floating amongst seaweed, until their prey draws near. Once its opponent is in range, a kelp devil lashes out with its fronds attempting to grapple a foe. The main body of the devil remains underwater when attacking, thereby granting the kelp devil three-quarters concealment against all attacks (30% miss chance). <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A creature tangled up in the kelp devil\u0092s fronds will be dragged into the water and drowned. Drowned victims are taken back to the kelp devil\u0092s lair to be devoured.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Charm (Su): <\/b>Twice per day, with a successful hit the kelp devil can affect any creature as by charm monster<\/i> cast by a 12th-level sorcerer (save DC 14).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, the kelp devil must hit an opponent of up to Large size with two fronds. If it gets a hold, it will drag its opponent in the water and attempt to drown it.<\/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\u00a0 Electricity Immunity (Ex):<\/b> Kelp devils are immune to all electrical effects.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Weapon Immunity (Ex):<\/b> Kelp devils take no damage from bludgeoning weapons.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Blindsight (Ex):<\/b> Kelp devils have no visual organs but an ascertain all foes within 30 feet using sound, scent, and vibration.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> Kelp devils receive a +12 bonus to Hide checks when amidst natural seaweed.<\/span><\/p> <\/td> <\/tr>

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

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

    The Kelp Devil first appeared in the Return to White Plume Mountain<\/i> (Bruce Cordell, 1999).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Plant","alignment":"Any","environment":"Temperate and warm aquatic and underground"},{"name":"Kelpie","type":"Plant","ch":4,"challenge_rating":" 04 \u00a0","id":5970,"reference":"Usergen","full_text":"

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

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

    Hit Dice:<\/span><\/b> \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 5d8+5 (27 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative:<\/span><\/b> \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +2 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20 ft, swim 30 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 17 (+2 Dex, +5 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Slam +5 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Slam grapple<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks:<\/span><\/b> \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Charm, improved grab<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Plant, reshape form, amphibious, telepathy, fire resistance 20<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Fort +5, Ref +3, Will +2<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\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 15, Dex 14, Con 13, Int 8, <\/span>Wis<\/span> 13, Cha 17<\/span><\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Any aquatic and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Solitary or bed (1-4)<\/span><\/p> <\/td> <\/tr>

    Challenge Rating:<\/span><\/b> \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 4<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Always neutral evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 6-10 HD (Medium-size); 11-15 HD (Large)<\/span><\/p> <\/td> <\/tr>

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

    Kelpies in their true form are indistinguishable from normal seaweed. However, when prey is detected (males only as a kelpie\u0092s charm<\/i> doesn\u0092t affect females), the kelpie alters her shape and attempts to lure her prey in.<\/span><\/p> <\/td> <\/tr>

    They are found in saltwater and freshwater, swamps, fens, and stagnated underground pools and lakes. Sages and scholars believe the kelpies to have been created by Olhydra, the Princess of Evil Water Creatures.<\/span><\/p> <\/td> <\/tr>

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

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

    Kelpies lie in wait for their foes (most often males) and when a target moves within range, the kelpie reshapes her form to appear human (in most cases she takes the form of a drowning woman) so as to lure the target closer. If the ruse is not detected and the opponent moves within 5 feet of the kelpie, she attacks, attempting to drown her victim. Drowned foes are taken back to the kelpie\u0092s lair and devoured.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Charm (Su):<\/span><\/b> Once per day, as charm monster<\/i> cast by a 9th-level sorcerer (Will save DC 15). If the save fails, the victim believes the kelpie to be a very beautiful and attractive creature. The kelpie can automatically grapple a charmed foe (no grapple check is required). Charmed victims are drowned. Female creatures are immune to the kelpie\u0092s charm<\/i> ability; only males can be affected.<\/span><\/p> <\/td> <\/tr>

    The charm<\/i> is negated if the victim dies, the kelpie dies, or dispel magic, greater dispelling, miracle, <\/i>or wish <\/i>is cast on the victim.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Improved Grab (Ex):<\/span><\/b> To use this ability, the kelpie must hit with both slam attacks. If it gets a hold, it drags the foe underwater and attempts to drown him. If the victim is charmed<\/i>, the kelpie automatically grapples the victim. The kelpie has a grapple bonus of +5.<\/span><\/p> <\/td> <\/tr>

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

    \u00a0\u00a0\u00a0\u00a0\u00a0 Reshape Form (Su):<\/span><\/b> A kelpie\u0092s natural form is that of a mass of dark green seaweed. It can assume three other forms. The first is a Small or Medium-size female humanoid. The second form is a hippocampus (q.v.). The third form is a Large, green horse. In each form, the kelpie retains all of her special abilities. She doesn\u0092t truly alter her form (like shapechangers do), she simply reshapes her body. In all of her forms, the kelpie\u0092s skin\/fur is dark green and her features are grotesque and slightly distorted. The kelpie\u0092s ruse can be detected if an opponent succeeds at a Spot check (DC 5).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Amphibious (Ex):<\/span><\/b> Kelpies can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 85 in the DMG<\/i><\/b>).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Telepathy (Su):<\/span><\/b> Kelpies can communicate telepathically with any creature she has touched.<\/span><\/p> <\/td> <\/tr>

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

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

    \u00a0<\/span><\/p><\/div>","family":"Plant","alignment":"Any","environment":""},{"name":"Ker","type":"Undead","ch":6,"challenge_rating":" 6 \u00a0","id":5971,"reference":"Usergen","full_text":"

    Ker <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d12\u00a0(58 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 50 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 19 (+4 Dex, +5 natural), touch 14, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+7<\/td> <\/tr>
    Attack: <\/strong>Scourge of keres<\/i> +8 melee (1d8+4)<\/td> <\/tr>
    Full Attack: <\/strong>Scourge of keres<\/i> +8\/+8\/+8 melee (1d8+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft. (15 ft. with scourge of keres<\/i>)<\/td> <\/tr>
    Special Attacks: <\/strong>Scourge of keres<\/td> <\/tr>
    Special Qualities: <\/strong>Alternate form, damage reduction 10\/magic, darkvision 60 ft., resistance to elecricity 20, +4 turn resistance<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +7, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 18, Con -, Int 13, Wis 14, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Hide +16, Knowledge (religion) +5, Listen +7, Move Silently +16, Search +11, Spot +7, Survival +14 (+16 following tracks)\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (scourge of keres), Combat Expertise, Improved Disarm, Improved Trip, Track [B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or trio<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always evil<\/td> <\/tr>
    Advancement: <\/strong>10-18 HD (Medium); 19-27 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a black-winged humanoid dressed in a blood-stained robe. Its mouth is full of fangs and its hands bear long, pointed nails. It carries a barbed whip.<\/i>\r

    Malignant undead who seek vengeance upon the living, keres are often sent as retribution by the gods. They travel the mortal world spreading misfortune, disease, old age, and death. An element of fate exists in most keres attacks. In Greek mythology, their name means \"bane, evil, death\", and they are rumored to have been released from Pandora's Box.\r

    Although keres are not harmed by sunlight, they prefer to avoid it, hiding in gnat form until dusk.\r

    A ker is 5 to 6 feet tall and weighs 100 to 150 pounds.\r

    Keres usually retain memories, superstitions, culture, and languages from their previous lives.\r

    COMBAT\r

    Keres stalk their prey nocturnally in gnat form, awaiting an opportune moment to strike. They then assume their humanoid form and lash out with their deadly scourges.\r

    Alternate Form (Su):<\/b> A ker can assume the shape of a gnat as a standard action. While in its alternate form, the ker loses its attacks, but it gains a fly speed of 50 feet (perfect). A ker remains in one form until it chooses to take the other form. A change in form cannot be dispelled, nor does a ker revert to any particular form when killed. A true seeing<\/i> spell reveals both forms simultaneously.\r

    Scourge of Keres (Su):<\/b> Each ker wields a barbed whip, through which it can utilize several supernatural powers. This weapon functions in all ways as a whip, except it deals 1d8 points of lethal damage and is can damage creatures with any amount of natural armor. In the hands of a non-ker, the scourge functions only as a masterwork weapon. In the hands of a ker, it is treated as a +1 weapon and allows the ker to utilize additional powers.\r

    First, the ker may make three attacks with the ker as a full attack action. It may make no other attacks in a round, regardless of the number of attacks it would normally be granted due to base attack bonus, feats, or spells (such as haste<\/i>).\r

    The first successful hit against a single target requires the victim to succeed on a DC 18 Will save or suffer bad luck for 3d10 minutes. This bad luck imparts a -1d4 luck penalty on attack rolls, saving throws, skill checks, and ability checks. \r

    The second successful hit against a single target prematurely ages the victim unless it succeeds on a DC 18 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 lasts for 1 year our until the victim receives a remove curse<\/i> spell. \r

    A third successful hit against a single target inflicts a supernatural disease upon the victim known as ker blight (Fortitude DC 18, incubation period 1 minute; damage 1d6 Con and 1d6 Cha). Unlike normal diseases, ker blight continues until the victim reaches Constitution 0 (and dies) or is cured as described below. \r

    Ker blight is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with ker blight must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate ker blight, 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 ker blight can be magically cured as any normal disease.\r

    An afflicted creature who dies of ker blight shrivels away into dust that blows away into nothing at the first wind.\r

    The save DCs for all effects are Charisma-based.\r
    <\/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":"Undead","alignment":"Always evil","environment":"Any"},{"name":"Kercpa","type":"Monstrous Humanoid","ch":1,"challenge_rating":" 01 \u00a0","id":5972,"reference":"Usergen","full_text":"

    Kercpa <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d8+2\u00a0(6 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 20 ft (4 squares), climb 40 ft<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+2 size, +4 Dex), touch 16, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-9<\/td> <\/tr>
    Attack: <\/strong>Longsword +1 melee (1d4-2\/19-20) or spear +1 melee (1d4-2\/x3) or longbow +7 ranged (1d4\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Longsword +1 melee (1d4-2\/19-20) or spear +1 melee (1d4-2\/x3) or longbow +7 ranged (1d4\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>2 1\/2 ft\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Arrow swarm<\/td> <\/tr>
    Special Qualities: <\/strong>Camouflage, darkvision 60 ft, sylvan bond<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +8, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 6, Dex 19, Con 14, Int 11, Wis 12, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Climb +12, Hide +14*, Listen +6, Move Silently +6*, Spot +6, Survival +3<\/td> <\/tr>
    Feats: <\/strong>Deflect Arrowsb<\/sup>, Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forest<\/td> <\/tr>
    Organization: <\/strong>Band (3-12) or tribe (100-300 plus 20% young, plus 1 2nd-level warrior per 20 kercpas, 1 3rd-level ranger per 100 kercpas, 1 2nd-level adept per 50 kercpas, and 1 4th-level adept)<\/td> <\/tr>
    Challenge Rating: <\/strong>01<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Often chaotic good<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+3<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large red squirrel is bipedal, and wears clothing of colors that seem to blend in with the creature's surroundings. It otherwise looks like a normal squirrel, complete with a bushy tail.<\/i>\r

    The kercpa are a reclusive race that inhabits dense forests far from human civilization. They are shy of most other races, except for elves, and these small archers spend most of their time hidden even when near home. Elves are the most common allies of the kercpa, each race often living a symbiotic existence with the other. On rare occasions, rangers and druids have built a strong relationship with the kercpa, and even rarer is the bold kercpa that travels with a party of adventurers.\r

    A kercpa resembles a squirrel in most regards. Their eyes are brightly intelligent and green or hazel, though blue is not unknown. Their cloths are similar to that of their wood elf neighbors, and come in shades of green, russet, tan, and dark brown. They do not cover their hands and feet, and with their tails they are as nimble and acrobatic as normal squirrels among the trees.\r

    Kercpas are strictly vegetarian, and strike out in dozens of small bands daily to forage. Kercpa villages are found hidden among high branches, and consist of many small buildings spread out among several trees, connected by an elaborate system of vine ladders and bridges. A character can notice such a village by looking up and succeeding on a DC 20 Spot check (which can be higher or lower based upon weather and other conditions). Strangers traveling in kercpa lands will be observed carefully by scouts, and an intruder is unlikely to get within a mile of a village without the kercpas knowing. Such beings, even evil creatures such as orcs and goblins, will be allowed to pass unhindered through the forest if they do no harm to anything in it.\r

    The two most vital contributors to kercpa society are the defender and shaman. The tribal defender is usually a ranger of at least 3rd level, and is one of the most skilled warriors in the tribe. These defenders organize patrols, maintain village defenses, and lead the tribe in attack, retreat, and evacuation when necessary. Defenders take their duties very seriously, and will sacrifice themselves for the tribe if need be. Defenders are always well equipped and will trade for useful equipment; pixie arrows are a prized item among them. The shamans are the leaders of the tribe, and are adepts of 4th level or higher. Kercpa shamans are skilled herbalists, and are quick to dispense curative spells and potions to those in need. Shamans are responsible for governing internal matters of the tribe, as well as providing advice and spiritual guidance. \r

    A kercpa is 1 - 1 \u00c2\u00bd feet tall, and weighs only 1 pound.\r

    Kercpa can speak Sylvan, Elf, and Treant, and their own chattering language. About one in ten kercpas can also speak some Common. Kercpas can signal each other with a system of whistles and birdcalls at a range of 300 feet.\r

    COMBAT<\/b>\r
    Kercpas are peaceful creatures, but are more than capable of defending themselves, their homes, and their allies. Kercpas spend most of their time hidden in the trees, motionless, watching and listening. Kercpas usually try to surround their enemies, and rain down a relentless barrage of arrows from all sides while darting in and out of concealment, making their numbers appear far greater than they really are. They avoid melee combat if possible. They use their signal system to coordinate their tactics to maintain cunning, stealth, subterfuge, and deception.\r

    If these tactics fail, the kercpas will try to lead the intruders out of their territory, using taunts and jeers to fragment larger bands and get them hopelessly separated and lost in the woods. This way, the kercpas can deal with the smaller groups, or lead them into areas of the woods that the kercpas have set up with pits, snares, deadfalls, and other traps. If even this tactic fails, some of the kercpas will break off and run for help from their elven allies.\r

    All adult kercpas are intimately familiar with the territory they live in and never get lost there. They keep caches of arrows and other supplies throughout the area in hollow branches and other locales to keep from having to return to the village often to restock. Adult male and female kercpa are equally skilled fighters.\r

    Arrow Swarm (Ex)<\/b>: By taking a -5 penalty to all attack rolls for a round, a kercpa may make two additional ranged attacks at its highest attack bonus, as part of a full attack.\r

    Camouflage (Ex)<\/b>: A kercpa can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.\r

    Sylvan Bond (Ex)<\/b>: Kercpas have long fought alongside elves, and train in special tactics with them from a young age. A kercpa gains a +1 morale bonus on attack rolls when adjacent to an allied elf.\r

    Skills<\/b>: Kercpas have a +8 racial bonus on Climb checks. A kercpa can always choose to take 10 on Climb checks, even if rushed or threatened. A kercpa uses its Dexterity modifier instead of its Strength modifier for Climb checks. \r

    A kercpa has a +4 bonus on Listen and Spot checks.\r

    *A kercpa has a +4 racial bonus on Hide and Move Silently checks when in forested areas.\r

    Feats<\/b>: A kercpa can use its Deflect Arrows feat twice per round.\r


    KERCPA AS CHARACTERS<\/b>\r
    A kercpa character exchanges its 1 HD of monstrous humanoid for its first class level, so a 1st-level kercpa rogue has a d6 Hit Die, a +0 base attack bonus, the base save bonuses of a rogue, and the rogue's skill points and class skills.\r

    Kercpa have the following racial traits.\r
    \u00c2\u00b7 -4 Strength, +8 Dexterity, +4 Constitution, +2 Wisdom, -2 Charisma. \r
    \u00c2\u00b7 Tiny size. +2 size bonus to Armor Class, +2 size bonus on attack rolls, +8 size bonus on Hide checks, -8 penalty on grapple checks, lifting and carrying limits are 1\/2 those of Medium characters. \r
    \u00c2\u00b7 Monstrous Humanoid: As monstrous humanoids, kercpas are proficient with all simple weapons, but they have no proficiency with any armor or shield. \r
    \u00c2\u00b7 A kercpa's base land speed is 20 feet. A kercpa has a climb speed of 40 feet. \r
    \u00c2\u00b7 Darkvision out to 60 feet. \r
    \u00c2\u00b7 Special Attacks (see above): Arrow swarm. \r
    \u00c2\u00b7 Special Qualities (see above): Camouflage, sylvan bond. \r
    \u00c2\u00b7 +2 racial bonus on all saving throws \r
    \u00c2\u00b7 Racial Skills: Kercpas have a +8 racial bonus on Climb checks. A kercpa can always choose to take 10 on Climb checks, even if rushed or threatened. A kercpa uses its Dexterity modifier instead of its Strength modifier for Climb checks. A kercpa has a +4 bonus on Listen and Spot checks. *A kercpa has a +4 racial bonus on Hide and Move Silently checks when in forested areas. \r
    \u00c2\u00b7 Racial Feats: A kercpa receives Deflect Arrows as a bonus feat and can use its Deflect Arrows feat twice per round. \r
    \u00c2\u00b7 Automatic Languages: Elven, Kercpa, Sylvan, and Treant. Bonus Languages: Common, Gnoll, Gnome, Goblin, Orc. \r
    \u00c2\u00b7 Favored Class: Ranger. \r
    \u00c2\u00b7 Level Adjustment: +3.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #214 (\"The Dragon's Bestiary,\" February 1995, Norman Abrahamsen), and Monstrous Compendium Annual Four (1998).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Often chaotic good","environment":"Temperate forest"},{"name":"Khargra","type":"Outsider","ch":4,"challenge_rating":" 04 \u00a0","id":5973,"reference":"Usergen","full_text":"

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

    Small Outsider (Earth)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 6d8+12 (39 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+6 (+2 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 10 ft, burrow 30 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 23 (+1 size, +2 Dex, +10 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +9 melee, 3 claws +7 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 2d8+2, claw 0<\/span><\/p> <\/td> <\/tr>

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

    Special Attacks: <\/span><\/b>Improve grab, digest metal, break weapon<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Burrow, tremorsense, immunities, vulnerabilities, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +7, Ref +7, Will +5<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 15, Dex 15, Con 15, Int 5, Wis 11, Cha 10<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +10, Intuit Direction +6, Move Silently +5, Search +6, Spot +6<\/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, pack (2-5)
    Challenge Rating:<\/b> 4<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Standard coins (in digestive tract); no goods; no items<\/span><\/p> <\/td> <\/tr>

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

    Advancement:<\/span><\/b> 7-10 HD (Small); 11-18 HD (Medium-size)<\/span><\/p> <\/td> <\/tr>

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

    Khargra are creatures from the Elemental Plane of Earth. They are rarely encountered on the Material plane, though when they are, they are usually searching for a vein of high-grade ore, which they digest as food.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A khargra moves through layers of rock as a fish swimming through water. When it locates a vein of ore, it settles to feed and ingest the material.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A khargra appears as a 4-foot tall cylindrical creature weighing about 300 pounds. Its body is covered in large metallic scales. Three large flexible metal fins are spaced evenly around its body. Between the fins, equally spaced, are three conical sheaths from which emerge its extendible claws. Two small eyes protrude from either side of the topmost fin. Its circular mouth is about 1-foot in diameter and lined with curved metal teeth that open and close as an iris does.<\/span><\/p> <\/td> <\/tr>

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

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

    A khargra can detect a significant amount of precious metals and ore within 20 feet. Its preferred method of attack is to wait just inside a layer of rock, and when its prey passes nearby, emerge suddenly, thus gaining surprise.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 It will attempt to fasten its arms onto metal objects and devour it with its mouth. Nonmetallic creatures or objects are bitten, but not digested.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A khargra on the ground crawls by using its arms to pull it along.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, the khargra must hit an opponent of up to Medium-size with a claw attack. If it gets a hold, it will use its digest metal ability to devour any metal objects worn or carried by the opponent.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Digest Metal (Ex):<\/b> If a khargra succeeds at a grapple check against an opponent, it will begin eating any metal objects worn or carried by that opponent. The khargra and defender make opposed attack rolls. The khargra gains a +4 circumstance bonus to its opposed roll and does not provoke an attack of opportunity. If the khargra wins, it deals bite damage to a metal object held or worn by the opponent (see Strike a Weapon, page 136 in the Player\u0092s Handbook<\/i>).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Break Weapon (Ex):<\/b> If attacked with a metal weapon of up to Medium-size, a khargra can attempt to bite the end off the weapon and swallow it. It does this by making a successful attack roll against the weapon (see Strike a Weapon, page 136 in the Player\u0092s Handbook<\/i>). The khargra does not provoke an attack of opportunity when using this ability. If the attack hits, the khargra must succeed at a Strength check against the item\u0092s DC in order to break it.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Typical DCs to break weapons are listed below.<\/span><\/p> <\/td> <\/tr>

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

    Weapon\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 DC*\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Example<\/h2> <\/td> <\/tr>

    Tiny blade\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 16\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Dagger<\/span><\/p> <\/td> <\/tr>

    Small blade\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 18\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Short sword<\/span><\/p> <\/td> <\/tr>

    Medium-size blade\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Longsword<\/span><\/p> <\/td> <\/tr>

    Small metal-hafted weapon\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 16\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Light mace<\/span><\/p> <\/td> <\/tr>

    Medium-size metal-hafted weapon\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 18\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Heavy mace<\/span><\/p> <\/td> <\/tr>

    Small hafted weapon\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 14\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Handaxe<\/span><\/p> <\/td> <\/tr>

    Medium-size hafted weapon\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 16\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Battleaxe<\/span><\/p> <\/td> <\/tr>

    *Magical weapons add +1 to the break DC of the weapon for each +1 enhancement bonus.<\/span><\/p> <\/td> <\/tr>

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

    \u00a0\u00a0 Immunities (Ex):<\/b> Khargra are immune to all fire and cold-based attacks and effects.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Vulnerabilities (Ex):<\/b> A khargra takes maximum damage from a heat metal<\/i> spell. A transmute metal to wood <\/i>instantly slays a khargra. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 When first emerging from rock, it requires a full round for the khargra to reassemble its molecular structure. At this time it can be killed instantly if a phase door<\/i> spell is cast on it.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Burrow (Ex):<\/b> A khargra can glide through stone, dirt, or almost any other sort of earth including 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 khargra flings the khargra back 30 feet, stunning the creature for 1 round unless it succeeds at a Fortitude save.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Tremorsense (Ex):<\/b> Khargra can automatically sense the location of anything within 60 feet that is in contact with the ground.<\/span><\/p> <\/td> <\/tr>

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

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

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

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land and underground"},{"name":"Killmoulis","type":"Fey","ch":16,"challenge_rating":" 1\/6 \u00a0","id":5974,"reference":"Usergen","full_text":"

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

    Diminutive 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> 20 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 17 (+4 size, +3 Dex)<\/span><\/p> <\/td> <\/tr>

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

    Damage:<\/span><\/b> Needle 1d3-3<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 1 ft by 1 ft\/0 ft<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Telepathy, SR 15, low-light vision<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +1, Ref +5, Will +4<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 5, Dex 16, Con 11, Int 10, Wis 14, Cha 6<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Craft (any two) +3, Escape Artist +7, Hide +19, Profession (farmer or miller) +3, Listen +8, Move Silently +7, Spot +8<\/span><\/p> <\/td> <\/tr>

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

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

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

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

    Challenge Rating:<\/span><\/b> 1\/6<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> 1\/10 standard<\/span><\/p> <\/td> <\/tr>

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

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

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

    Killmoulis are diminutive beings that like to provide useful services but also commit mischief. <\/span>Killmoulis always dwell in places where humans are involved in some form of industry, preferably in places where foodstuffs are handled. They make their homes under the floors, within the walls, or atop the dark rafters. They come out only when the workers are gone. Like their distant relatives the brownies, the killmoulis are torn between the benevolent performance of useful duties and a mischievous streak to perform harmless tricks. Killmoulis are tireless workers adept at performing simple tasks.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A killmoulis is about one foot in height. Although the overall shape is that of a thin humanoid, the head is immense in proportion. Killmoulis have no mouths or chins. They inhale food through their prodigious noses. Killmoulis do not speak but are apparently telepathic. They appear to be sexless.<\/span><\/p> <\/td> <\/tr>

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

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

    Killmoulis are basically inoffensive beings. They lack any real ability or inclination to attack humans or other creatures. They sometimes use needles to stab dogs, cats, or rats, as these creatures eat killmoulis.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/b> Killmoulis can communicate telepathically with any creature within 100 feet that has a language. They rarely use this ability, but occasionally send barely noticeable telepathic messages of thanks and friendliness; the recipients generally perceive these as \u0093warm feelings.\u0094<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/span><\/b> Killmoulis receive a +2 racial bonus to Listen and Spot checks.<\/span><\/p> <\/td> <\/tr>

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

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

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

    \u00a0<\/span><\/p><\/div>","family":"Fey","alignment":"Any","environment":"Any land or underground"},{"name":"King-Wight","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5975,"reference":"Usergen","full_text":"

    King-Wight (Template)<\/h1>
    A human garbed in resplendent chainmail and expensive jewelry approaches. As he draws nearer, the stench of an open grave follows, and it becomes clear that he is a walking corpse. He draws a finely-wrought blade.<\/i>\r

    A king-wight is the undead remains of a powerful evil monarch who has voluntarily entered undeath to eternally rule his kingdom.\r

    As undead monarchs, king-wights amass vast treasure hoards, which they enjoy flaunting and using to tempt the living into its barrow. King-wights always have a retinue of wight slaves, and maintain these numbers through such lures.\r

    A king-wight speaks any languages it knew in life.

    Creating a King-Wight<\/h2> \"King-wight\" is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the \"base creature\"). A king-wight 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> The base creature\u00c2\u0092s natural armor bonus improves by +6.\r

    Attack:<\/b> A king-wight retains all the attacks of the base creature and also gains a slam attack if it didn\u00c2\u0092t already have one. If the base creature can use weapons, the king-wight retains this ability. A creature with natural weapons retains those natural weapons. A king-wight fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A king-wight armed with a weapon uses its slam or a weapon, as it desires.\r

    Full Attack:<\/b> A king-wight fighting without weapons uses either its slam 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 slam or other natural weapon as a natural secondary attack.\r

    Damage:<\/b> King-wights have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the king-wight'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 \/ Damage \r
    Fine \/ 1 \r
    Diminutive \/ 1d2 \r
    Tiny \/ 1d3 \r
    Small \/ 1d4 \r
    Medium \/ 1d6 \r
    Large \/ 1d8 \r
    Huge \/ 2d6 \r
    Gargantuan \/ 2d8 \r
    Colossal \/ 4d6 \r

    Special Attacks:<\/b> A king-wight 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 king-wight's HD + king-wight's Cha modifier.\r

    Contingent Earthquake (Sp):<\/i> 4d4 rounds after a king-wight is destroyed, a contingent earthquake<\/i> spell (caster level 14th) is triggered. The effect is centered upon the king-wight's corpse.\r

    Create Spawn (Su):<\/i> Any humanoid slain by a king-wight becomes a wight in 1d4 rounds. Spawn are under the command of the king-wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.\r

    At any given time a king-wight may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed wights. A wight that is enslaved may create and enslave spawn of its own, so a king-wight can control a number of lesser wights in this fashion. A king-wight may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a spawn cannot be enslaved again.\r

    Energy Drain (Su):<\/i> Living creatures hit by a king-wight's slam attack (or any other natural weapon the king-wight might possess) gain two negative levels. For each negative level bestowed, the king-wight gains 5 temporary hit points. A king-wight can use its energy drain ability once per round.\r

    Fear Aura (Su):<\/i> King-wights are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the king-wight must succeed on a Will save or be affected as though by a fear<\/i> spell from a sorcerer of the king-wight's level. A creature that successfully saves cannot be affected again by the same king-wight's aura for 24 hours.\r

    Spell-Like Abilities:<\/i> At will--confusion, spectral force<\/i>; 1\/day--greater teleport, word of recall<\/i>. Caster level is equal to the king-wight's Hit Dice. The save DCs are Charisma-based.\r

    Special Qualities:<\/b> A king-wight retains all special qualities of the base creature and gains the special qualities described below.\r

    Damage Reduction (Su):<\/i> A king-wight has damage reduction 10\/silver and magic. A king-wight's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.\r

    Immunities (Ex):<\/i> King-wights have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.\r

    Turn Resistance (Ex):<\/i> A king-wight has +4 turn resistance.\r

    Abilities:<\/b> Increase from the base creature as follows: Str +4, Dex +4, Int +6, Wis +4, Cha +4. As an undead creature, a king-wight has no Constitution score.\r

    Skills:<\/b> King-wights have a +8 racial bonus on Move Silently checks. Otherwise same as the base creature.\r

    Environment:<\/b> Any, usually same as base creature.\r
    Organization:<\/b> Solitary, court (king-wight plus 2-12 wights), or barrow (king-wight plus 4-32 wights).\r
    Challenge Rating:<\/b> Same as the base creature +2.\r
    Treasure:<\/b> Double standard.\r
    Alignment:<\/b> Always lawful evil.\r
    Advancement:<\/b> By character class.\r
    Level Adjustment:<\/b> Same as the base creature +6.
    Challenge Rating: <\/strong>+2

    Sample King-Wight<\/h2> King-Wight, 10th-Level Human Fighter<\/b>\r
    Medium Undead (Augmented Humanoid)\r
    Hit Dice: 10d12 (65 hp)\r
    Initiative: +5\r
    Speed: 20 ft. in chainmail (4 squares); base speed 30 ft.\r
    Armor Class: 25 (+1 Dex, +8 chainmail, +6 natural), touch 11, flat-footed 24\r
    Base Attack\/Grapple: +10\/+13\r
    Attack: +2 longsword<\/i> +19 melee (1d8+7\/19-20) or slam +15 melee (1d6+3 plus energy drain)\r
    Full Attack: +2 longsword<\/i> +19\/+14 melee (1d8+7\/19-20) and slam +10 melee (1d6+3 plus energy drain)\r
    Space\/Reach: 5 ft.\/5 ft. \r
    Special Attacks: Contingent earthquake, create spawn, energy drain (DC 16), fear aura (DC 16), spell-like abilities (CL 10th, DC 11 + spell level) \r
    Special Qualities: Damage reduction 10\/silver and magic, darkvision 60 ft., immunity to cold, electricity, polymorph, and mind-affecting attacks, +4 turn resistance, undead traits\r
    Saves: Fort +7, Ref +4, Will +3\r
    Abilities: Str 20, Dex 17, Con 14, Int 18, Wis 14, Cha 12\r
    Skills: Climb +14, Intimidate +14, Jump +14, Move Silently +7, Ride +12 (includes -4 armor check penalty)\r
    Feats: Cleave, Great Cleave, Greater Weapon Focus (longsword), Improved Bull Rush, Improved Initiative, Improved Sunder, Mounted Combat, Power Attack, Ride-by Attack, Weapon Focus (longsword), Weapon Specialization (longsword)\r
    Environment: Any\r
    Organization: Solitary, court (king-wight plus 2-12 wights), or barrow (king-wight plus 4-32 wights)\r
    Challenge Rating: 12\r
    Treasure: Double standard (includes +3 chainmail<\/i> and +2 longsword<\/i>)\r
    Alignment: Always lawful evil\r
    Advancement: By character class\r
    Level Adjustment: +6\r

    \u00a0
    Dragon Magazine #198<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Always lawful evil.\r","environment":" Any, usually same as base creature.\r"},{"name":"Kirre","type":"Magical Beast","ch":5,"challenge_rating":" 05 \u00a0","id":5976,"reference":"Usergen","full_text":"

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

    Large Magical Beast<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 6d10+18 (51 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> 13 (-1 size, +2 Dex, +2 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 4 claws +10 melee, bite +5 melee, gore +5 melee, tail +5 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Claw 1d6+5, bite 1d8+2, gore 1d8+2, tail 1d6+2<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 10 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

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

    Special Qualities:<\/span><\/b> Scent, darkvision 60 ft, low-light vision<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +8, Ref +7, Will +5<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 21, Dex 15, Con 17, Int 7, Wis 12, Cha 12<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Balance +7, Hide +7*, Listen +7, Move Silently +9, Spot +7<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Improved Initiative, Iron Will<\/span><\/p> <\/div> <\/td> <\/tr>

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

    Climate\/Terrain:<\/span><\/b> Any forest, hill, mountains, and plains<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary
    Challenge Rating:<\/b> 5<\/span><\/p> <\/td> <\/tr>

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

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

    Advancement:<\/span><\/b> 7-12 HD (Large); 13-18 HD (Huge)<\/span><\/p> <\/td> <\/tr>

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

    Kirres resemble large tigers at first glance, but are far more aggressive and deadlier in combat, than their look-a-like. A kirre appears as an 8-foot long, 8-legged feline with light gray fur. Its legs end in paws typical of any large feline. Two large horns curve back from its head toward its body. Its tail ends in a sharp barb. Its body is striped brown and gray, except for its face. Its eyes are yellow.<\/span><\/p> <\/td> <\/tr>

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

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

    The kirre is an aggressive animal and will not hesitate to attack. In combat, it attacks using its natural weapons.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Psionics (Su):<\/span><\/b> At will\u0097detect thoughts, levitation, soften earth and stone,<\/i> and wind wall<\/i>. These abilities are as the spells cast by a 6th-level sorcerer (save DC 11 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/span><\/b> Kirre receive a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus increases to +8.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Magical Beast","alignment":"Any","environment":"Any forest, hill, mountains, and plains"},{"name":"Kitsune Kasumi","type":"Fey","ch":2,"challenge_rating":" 2 \u00a0","id":5977,"reference":"Usergen","full_text":"

    Kitsune Kasumi <\/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> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+1 size, +3 Dex), touch 14, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+2<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (1d4+2)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (1d4+2) and claws +4 melee (1d4+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>—<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/cold iron or magic, grove dependent, low-light vision, mist form, scent, spell resistance 15<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +3, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 18, Con 10, Int 11, Wis 13, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Balance +6, Bluff +7, Diplomacy +4, Disguise +2 (+4 acting), Hide +13, Intimidate +4, Jump +10, Knowledge (nature) +5, Listen +7, Spot +7, Survival +1 (+3 in aboveground natural environments), Tumble +5<\/td> <\/tr>
    Feats: <\/strong>Alertness, Multiattack [B], Weapon Finesse [B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or haze (2\u00c2\u009624)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>3-6 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This beautiful, pure-white fox has a slim, delicate body. It seems to glide above the forest floor as it walks.<\/i>\r

    The kitsune kasumi, or \u00c2\u0093mist foxes,\u00c2\u0094 are minor fey associated with misty places. They nocturnally congregate around dead trees in remote groves and abandoned fields, hiding among the trunks and logs in mist form during the day. If their grove of trees is destroyed, the associated kitsune kasumi will likewise be destroyed, leaving only a faint wisp of mist.\r

    A kitsune kasumi is 3 feet long and weighs 10 to 20 pounds.\r

    COMBAT<\/b>\r
    Kitsune kasumi are highly territorial, defending their groves with relentless fury. Kitsune kasumi use their ability to slip in and out of mist form to tactical advantage.\r

    A kitsune kasumi's bite and claws are +2 magic weapons, but their power fades if removed or if the kitsune kasumi is killed.\r

    Grove Dependent (Su):<\/b> A kitsune kasumi is mystically bound to a grove of trees. The grove always has at least one dead tree (standing or fallen) as well as living trees. Kitsune kasumi sicken and die if all of the trees in the grove are destroyed. Multiple kitsune kasumi can be dependent on a single grove, forming a family group called a haze. A kitsune's grove does not radiate magic.\r

    Mist Form (Ex):<\/b> A kitsuni kasumi can turn its body into mist, at will, as a swift action. It can return to solid form as an immediate action. A kitsuni kasumi's mist form is almost indistinguishable to its solid form, it requires a DC 25 Spot check to determine whether a kitsuni kasumi is solid or vapour.\r

    A kitsuni kasumi in mist form gains the same benefits as a creature in gaseous form (as the spell), except it can make run actions and cannot fly, but floats just above the ground. As a result, it is not subject to ground terrain effects, such as ice or a grease spell, but it is subject to winds as if it were a flying creature.\r

    In mist form, a kitsuni kasumi moves silently and cannot be heard with Listen checks if it doesn't wish to be.\r

    Skills:<\/b> A kitsuni kasumi has a +2 racial bonus on Listen and Spot checks, and a +4 racial bonus on Hide checks.<\/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":"Fey","alignment":"Usually neutral","environment":"Any forests"},{"name":"Kna","type":"Monstrous Humanoid","ch":4,"challenge_rating":" 4 \u00a0","id":5978,"reference":"Usergen","full_text":"

    Kna <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Monstrous Humanoid \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8+28\u00a0(59 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), swim 50 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-1 size, +6 natural), touch 9, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+19<\/td> <\/tr>
    Attack: <\/strong>Spear +15 melee (2d6+12\/x3) or claw +14 melee (1d6+8) or kna crossbow +7 ranged (2d6\/19-20)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Spear +15\/+10 melee (2d6+12\/x3) or 2 claws +14 melee (1d6+8) and bite +9 melee (1d8+4) or kna crossbow +7\/+2 ranged (2d6\/19-20)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/slashing or piercing, darkvision 60 ft., low-light vision, resistance to fire 5<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +5, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 27, Dex 11, Con 19, Int 11, Wis 13, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Bluff +6, Diplomacy +4, Listen +5, Sense Motive +7, Spot +5, Swim +20<\/td> <\/tr>
    Feats: <\/strong>Negotiator, Point Blank Shot, Weapon Focus (spear)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Pirate band (2-20 plus 2 mashers), trading caravan (2-20 plus 50% noncombatants plus 4 mashers), family (4-16 plus 50% noncombatants plus 1 masher), or tribe (10-100 plus 50% noncombatants plus 2-8 mashers plus 2-12 domesticated sea creatures)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral good<\/td> <\/tr>
    Advancement: <\/strong>8-14 HD (Large), 15-21 (Huge) or by character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This fishlike humanoid towers over ten feet tall. Its skin is orange and scaly, and its hands are clawed. The creature's head sports a large fin on the backside and bulging eyes. It has a fishlike tail in place of legs.<\/i>\r

    Knas (NAHs) are aquatic humanoids that live only in saltwater oceans. Although many are peaceful traders, other tribes are vicious pirates.\r

    Knas reproduce similar to fish, laying an annual clutch of 3d6 eggs, usually in the autumn. Kna children reach maturity in six months, learning everything they need to know for survival from a pair of appointed guardians.\r

    Knas construct large barge-like platforms from the light internal shells of giant squid that float 20 to 30 feet above the sea bed. They decorate them with bright shells and colored stones, with each tribe using its own distinctive decorative pattern.\r

    Many knas live as peaceful traders, dealing with other sea races and surface races living near the ocean shore. They sometimes use sea elves or other aquatic races that can survive out of water as intermediates when trading with land dwellers.\r

    Some tribes, called the uyagh in their own tongue, have turned to piracy as a result of land-dweller intrusion into their territory. The victims of raids from privateers and unscrupulous alchemists (who consider kna blood a useful magical ingredient for water-themed spells and items), these kna launch retaliatory attacks against surface vessels. The uyagh might spare a ship's crew, but always slaughter them if any kna were killed during the attack. Knas take no prisoners, turning spared survivors loose to fend for themselves. Although the other kna tribes disapprove of the uyagh's piracy, they do not raise arms against them. \r

    Knas tame sea creatures, such as hippocampi, narwhals, sea lions, whales, and dolphins, for use as watch animals and beasts of burden. Uyagh use larger sea creatures to help tow surface vessels onto reefs, particularly mashers (see Dungeon Magazine #141).\r

    Knas hunt aquatic predators such sharks and rays. Knas are bitter foes of the kopru, competing for the same food supply and habitat. \r

    A kna stands 10 to 12 feet tall and weighs from 1,200 to 1,500 pounds.\r

    Knas speak Common and their own spoken language. They have also developed a silent language using hand gestures and body motion to convey simple messages, known as Kna Silentspeak.\r

    COMBAT\r

    Knas usually fight with bone spears and crossbows specially-designed for underwater combat.\r

    As aquatic creatures, kna are subject to the normal rules for drowning when out of the water.\r

    Kna Crossbow:<\/b> A kna uses a specially designed crossbow that is not subject to the normal -2 penalty on ranged attack rolls for every five feet of distance underwater. Additionally, its range increment is unaffected in aquatic environs. Kna crossbows are always masterwork quality and are often sumptuously decorated.\r

    Skills:<\/b> A kna has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action when swimming, provided it swims in a straight line.\r

    Feats:<\/b> Uyagh tribe members usually take Persuasive rather than Negotiator.\r

    Kna as Characters<\/b>\r

    Kna characters possess the following racial traits.\r


    • A kna has the aquatic subtype.<\/li>\r
    • +16 Strength, +8 Constitution, +2 Wisdom, +4 Charisma.<\/li>\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.<\/li>\r
    • Space\/Reach: 10 feet\/10 feet.<\/li>\r
    • A kna's base land speed is 10 feet. It also has a swim speed of 50 feet.<\/li>\r
    • Darkvision 60 ft. and low-light vision.<\/li>\r
    • Racial Hit Dice: A kna begins with seven levels of monstrous humanoid, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.<\/li>\r
    • Racial Skills: A kna's monstrous humanoid levels give it skill points equal to 10 x (2 + Int modifier). Its class skills are Bluff, Diplomacy, Listen, Sense Motive , Spot, and Swim.<\/li>\r
    • Racial Feats: A kna's monstrous humanoid levels give it three feats.<\/li>\r
    • +6 natural armor bonus.<\/li>\r
    • Special Qualities (see above): Damage reduction 10\/slashing or piercing, resistance to fire 5<\/li>\r
    • Weapon and Armor Proficiency: A kna is automatically proficient with simple weapons, light and medium armor, and shields.<\/li>\r
    • Automatic Languages: Common, Kna, Kna Silentspeak. Bonus Languages: Aquan, Elven, Giant, Sahuagin<\/li>\r
    • Favored Class: Rogue.<\/li>\r
    • Level adjustment +4. <\/li>\r
      <\/ul>
      <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in DMR2: Creature Catalog<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually neutral good","environment":"Any aquatic"},{"name":"Knight Terror","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5979,"reference":"Usergen","full_text":"

    Knight Terror (Template)<\/h1>
    This flesh visible through this knight's helmet appears withered and pale.<\/i>\r

    Knight terrors are formed from evil humanoids. Their origins are mysterious: some believe they are transformed by dark powers, while others believe magic to be the cause. Regardless, all knight terrors live among their former companions, feeding on their wills and emotions. \r

    A knight terror appears as it did prior to its transformation, as long as it remains sated. When starving for mental energy, it becomes withered and pale, and increasingly fearful and paranoid, jumping at shadows and suspicious of everyone. When fully fed, a knight terror is a bastion of courage.\r

    Knight terrors remain a part of the hierarchy to which they belonged before their transformation. They are generally leaders in their orders, as they are driven by ambition, and they gradually corrupt their followers while deriving strength from their mental fortitude. In this way, entire branches of knightly orders have been distracted from their original purposes and led down paths of evil. \r

    A knight terror speaks Abyssal and Infernal in addition to any languages it knew prior to acquiring the template.

    Creating a Knight Terror<\/h2> \"Knight terror\" is a template that can be added to any evil humanoid with a base Will save bonus of +4 or higher and a base attack bonus of +8 or higher (referred to hereafter as the base creature). A knight terror 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 outsider. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged. Knight terrors are normally native outsiders.\r

    Special Attacks:<\/b> A knight terror retains all the base creature\u00c2\u0092s special attacks and gains those described below.\r

    Spell-Like Abilities:<\/i> 3\/day\u00c2\u0097cause fear, charm person<\/i>; 2\/day\u00c2\u0097suggestion<\/i>; 1\/day\u00c2\u0097crushing despair, phantasmal killer<\/i>. Caster level equals Hit Dice. The save DCs are Charisma-based and are further modified by the knight terror's will-draining abilities (see Will-Sapping Bolt and Wisdom Dependent).\r

    Will-Sapping Bolt (Su):<\/i> At will, a knight terror may make a ranged touch attack against any creature within 30 ft. If the attack succeeds, the victim suffers 1d4 points of Wisdom damage, and the knight terror temporarily gains 1 point of Wisdom and Strength (up to its base ability score +10). Will-sapping also augments a knight terror's spell-like abilities, giving it a +1 save DC for every 2 points of increased Wisdom. The knight terror loses these temporary Str and Wis bonuses at a rate of 1 point every 12 hours; see Wisdom Dependent (below).\r

    Special Qualities:<\/b> A knight terror retains all the base creature\u00c2\u0092s special qualities and gains darkvision 60 ft. and those described below.\r

    Wisdom Dependent (Su):<\/i> Every 12 hours, a knight terror loses one point each of Wisdom and Strength. This is not ability damage or drain and cannot be recovered via spells such as restoration<\/i>. The knight-terror can only regain this lost Wisdom and Strength by using its will-sapping bolt. When the knight terror's Wisdom drops below its base ability score, it suffers a -1 morale penalty on attack rolls and saving throws against fear effects. Furthermore, for every 2 points of Wisdom it loses, the knight terror suffers a -1 penalty to the save DCs of its spell-like abilities.\r

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

    Environment:<\/b> Any.\r
    Organization:<\/b> Solitary or hierarchy (2-3).\r
    Challenge Rating:<\/b> Same as the base creature + 2.\r
    Treasure:<\/b> Standard.\r
    Alignment:<\/b> Always evil, usually lawful.\r
    Advancement:<\/b> By character class.\r
    Level Adjustment:<\/b> Same as the base creature +4.
    Challenge Rating: <\/strong>+2

    Sample Knight Terror<\/h2> The following characters have acquired the knight terror template.\r

    Knight Terror, Human 1st-Level Cleric\/8th-Level Fighter<\/b>\r
    Medium Outsider (Native) \r
    Hit Dice: 8d10+16 plus 1d8+2 (66 hp) \r
    Initiative: +4\r
    Speed: 30 ft. (6 squares) \r
    Armor Class: 21 (+9 +1 full plate<\/i>, +2 heavy steel shield), touch 10, flat-footed 21\r
    Base Attack\/Grapple: +8\/+11\r
    Attack: +1 keen longsword<\/i> +14 melee (1d8+6\/17-20) or masterwork lance +12 melee (1d8+3\/x3) or masterwork composite longbow (+3 Str bonus) +9 ranged (1d8+3\/x3)\r
    Full Attack: +1 keen longsword<\/i> +14\/+9 melee (1d8+6\/17-20) or masterwork lance +12\/+7 melee (1d8+3\/x3) or masterwork composite longbow (+3 Str bonus) +9\/+4 ranged (1d8+3\/x3)\r
    Space\/Reach: 5 ft.\/5 ft. \r
    Special Attacks: Rebuke undead (9\/day, +3, 2d6+4, 1st), spells, spell-like abilities, will-sapping bolt\r
    Special Qualities: Darkvision 60 ft., Wisdom dependent \r
    Saves: Fort +10, Ref +2, Will +6\r
    Abilities: Str 16, Dex 10, Con 14, Int 10, Wis 14, Cha 16 \r
    Skills: Concentration +10, Intimidate +11, Knowledge (the planes) +4, Ride +2*, Spellcraft +4 (*includes -6 armor check penalty)\r
    Feats: Combat Casting, Divine Might, Extra Turning, Greater Weapon Focus (longsword), Improved Initiative, Mounted Combat, Point Blank Shot, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Environment: Any \r
    Organization: Solitary or hierarchy (2-3)\r
    Challenge Rating: 11\r
    Treasure: Standard \r
    Alignment: Always evil, usually lawful\r
    Advancement: By character class \r
    Level Adjustment: +4\r

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097cause fear<\/i> (DC 14), charm person<\/i> (DC 14); 2\/day\u00c2\u0097suggestion<\/i> (DC 17); 1\/day\u00c2\u0097crushing despair<\/i> (DC 18), phantasmal killer<\/i> (DC 18). Caster level equals Hit Dice. The save DCs are Charisma-based and are further modified by the knight terror's will-draining abilities (see Will-Sapping Bolt and Wisdom Dependent).\r

    Spells:<\/b> This knight terror is a 1st-level cleric.\r

    Typical Cleric Spells Prepared<\/i> (3\/2+1; save DC 12 + spell level): \r
    0th\u00c2\u0097inflict minor wounds, read magic, resistance; <\/i>\r
    1st\u00c2\u0097deathwatch, doom, obscuring mist*;<\/i> \r
    *Domain spell. Domains: Darkness, Evil. \r

    Starting scores before racial and level adjustments: \r
    Str 15, Dex 10, Con 13, Int 8, Wis 14, Cha 12
    \u00a0
    Dragon Magazine #249<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Always evil, usually lawful.\r","environment":" Any.\r"},{"name":"Koala","type":"Animal","ch":13,"challenge_rating":" 1\/3 \u00a0","id":5980,"reference":"Usergen","full_text":"

    Koala <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1\/2d8\u00a0(2 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), climb 10 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 12 (+2 size), touch 12, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-10<\/td> <\/tr>
    Attack: <\/strong>Claw +2 melee (1d4-2)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +2 melee (1d4-2) and bite -3 melee (1d4-2)\r
    <\/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, scent, +2 racial bonus on saves vs. poison<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +2, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 7, Dex 11, Con 10, Int 2, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Climb +8, Hide +10*, Listen +9, Move Silently +6\r
    <\/td> <\/tr>
    Feats: <\/strong>Stealthy, Weapon Finesse [B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or colony (3-18)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>1-3 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Somewhat resembling a tiny bear, this creature has large tufted ears, long limbs, and thick, light grey fur speckled with white flecks. Patches of white fur line the inside of its ears, its chin, chest, neck, inside the front limbs. Its five-fingered paws include opposable thumbs and sharp claws.<\/i>\r

    Koalas are arboreal herbivores found nearly exclusively in the eucalypt trees upon which they feed. Sometimes referred to as \"koala bears\", \"monkey bears\", and \"tree-bears\" due to their appearance, koalas are actually marsupials more closely related to wombats. Koalas are generally nocturnal. \r

    Although they have keen senses of hearing and smell, koalas do not have excellent vision, and as a result do not possess low-light vision.\r

    A koala is 2 to 3 feet long and weighs 11-31 pounds. Fur coloration varies from light grey to brown. White patches are sometimes also found on the inside of the hind legs and on the rump. Koalas have been known to live to 18 years or more.\r

    A koala familiar grants its master a +2 bonus on saves vs. poison.\r

    COMBAT\r

    Koalas tend to ignore other creatures, but can become aggressive if disturbed, lashing out with their sharp claws and and a painful bite.\r

    Skills:<\/b> Koalas have a +4 racial bonus on Listen and Move Silently checks and a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. Koalas use their Dexterity modifier instead of their Strength modifier for Climb checks. \r

    *Koalas have a +4 racial bonus on Hide checks when in trees.<\/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":"Animal","alignment":"Always neutral","environment":"Temperate and warm forests"},{"name":"Kobalt","type":"Monstrous Humanoid","ch":2,"challenge_rating":" 2 \u00a0","id":5981,"reference":"Usergen","full_text":"

    Kobalt <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Monstrous Humanoid \t\t\t(Reptilian)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+1 size, +1 Dex, +2 natural, +2 leather), touch 12, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+0<\/td> <\/tr>
    Attack: <\/strong>Spear +5 melee (1d6+1\/x3) or sling +5 ranged (1d3+1)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Spear +5 melee (1d6+1\/x3) or sling +5 ranged (1d3+1)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Mutations<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., light blindness, mutations, resist mutation and poison, stonecunning<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +4, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 13, Con 10, Int 15, Wis 14, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Craft (trapmaking) +6, Hide +9, Listen +6, Move Silently +5, Profession (miner) +6, Search +6, Spot +6, Use Magic Device +3<\/td> <\/tr>
    Feats: <\/strong>Great Fortitude, Point Blank Shot\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests<\/td> <\/tr>
    Organization: <\/strong>Gang (4\u00c2\u00969), clan (20\u00c2\u009680 plus 60% noncombatants plus 1 kobalt with mass planar travel mutation per 20 adults and 1 3rd-level guard per 20 adults and 1 leader of 4th\u00c2\u00966th level), or colony (40\u00c2\u0096200 plus 1 kobalt with mass planar travel mutation per 20 adults and 1 3rd-level guard per 20 adults, 1 or 2 lieutenants of 4th or 5th level, and 1 leader of 6th\u00c2\u00968th level)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+2 (+3 w\/mutation)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This small humanoid has a scaly hide, deep cobalt-blue in color. Its doglike head sprouts two small horns, and a ratlike tail flicks about behind it.<\/i>\r

    Kobalts are mutant kobolds that survived a cataclysmic battle on another world. Tougher and smarter than their more common brethren, these creatures have managed to not only survive, but prosper, in a barren wasteland.\r

    Kobalts often possess technologically superior items brought from this other world. About 20% of kobalts have an additional mutation, ranging from superior senses to supernatural powers.\r

    Most kobalts adopt the roles of bandits or merchants. When assuming the former path, kobalts launch raids on other worlds, via a kobalt possessing the mass planar travel mutation. Merchant kobalts trade their advanced technology and stolen magic items, using their financial resources to purchase more magical and technological equipment for their clan and to fortify their lairs. Kobalts have little desire to gain territory, preferring to remain virtually unknown and keep a low profile.\r

    A kobalt is 2 to 2-1\/2 feet tall and weighs 35 to 45 pounds. \r

    Kobalts speak Draconic with a voice that sounds like that of a yapping dog.\r

    COMBAT\r

    Kobalts are cautious tacticians, carefully planning annual raids into other worlds. When confronting relatively weak adversaries, kobalts demand all magical and technological items (as well as some money) in tribute. Stronger foes are likely to be ambushed, and kobalts are intelligent enough to avoid encounters with very tough adversaries. Kobalts are incredibly brave under the most trying circumstances, a positive result of their long battle to survive in their hostile homeworld, and as a result, rarely surrender.\r

    Light Blindness (Ex):<\/b> Abrupt exposure to bright light (such as sunlight or a daylight<\/i> spell) blinds kobalts for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.\r

    Mutation (Ex):<\/b> A small percentage of kobalts have developed additional mutations. Roll d100 and consult the following table:\r

    1-5 - Mass Planar Travel (Su): This functions like plane shift<\/i>, except the kobalt can shift itself and up to 40 other kobalts between two Material planes. The kobalt may use this ability once per week. A kobalt with this ability gains a +2 racial bonus on all Cha-based skill checks involving other kobalts.\r
    6 - Carapace: The kobalt's natural armor bonus improves by +2.\r
    7 - Vomit Acid: 1\/day, the kobalt can vomit forth a 20-foot line that deals 2d4 points of acid damage (Reflex save for half). The save DC is Constitution-based.\r
    8 - Extra Arm: Gives an additional off-hand attack.\r
    9 - Claws: Each hand can do 1d3 claw damage. \r
    10 - Long Legs: Increase base land speed by 5 feet.\r
    11 - Whiplike Tail: Secondary tail slap attack for 1d6 damage with 1.5 times Strength bonus.\r
    12 - Redundant Organs: The kobalt's extra organs grant it light fortification (25% chance to negate critical hit).\r
    13 - Acidic Blood: The kobalt's acidic blood deals 1d4 points of damage to any creature attacking it with a slashing or piercing weapon who fails to succeed at a Reflex save. The save DC is Constitution-based.\r
    14 - Grotesque Muscles: +2 racial bonus to Strength and +2 racial bonus to Intimidate checks.\r
    15 - Twitchy: +2 racial bonus to Dexterity and +2 racial bonus to Tumbling checks.\r
    16 - Elastic Flesh: +2 racial bonus to Constitution and +2 racial bonus to Escape Artist checks.\r
    17 - Bulging Forehead: +2 racial bonus to Intelligence and +2 racial bonus to Use Magic Devices checks.\r
    18 - Gimlet Eyes: +2 racial bonus to Wisdom and +2 racial bonus to Spot checks.\r
    19 - Soothing Voice: +2 racial bonus to Charisma and +2 racial bonus to Diplomacy checks.\r
    20 - Enormous Nose: The kobalt gains the scent special quality, with a +4 bonus on Survival checks to track by scent.\r
    21-100 - No mutation.\r

    Resist Mutation and Poison (Ex):<\/b> A kobalt has a +4 bonus on its saving throws against all transmutation spells and polymorph effects, including body-warping powers such as a chaos beast's corporeal instability power. It also has a +4 bonus on its saving throws against poison, including radiation poisoning.\r

    Stonecunning (Ex):<\/b> A kobalt has 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't stone but that is disguised as stone also counts as unusual stonework. A kobalt who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a kobalt can use the Search skill to find stonework traps as a rogue can. A kobalt can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.\r

    Skills:<\/b> Kobalts have a +2 racial bonus on Craft (trapmaking), Profession (miner), Search, and Use Magic Device checks.\r

    Kobalts as Characters<\/b>\r
    Most kobalt leaders are fighters or fighter\/rogues. \r

    Kobalt characters possess the following racial traits:\r

    • Str +2, Dex +2, Int +4, Wis +4, Cha -2. \r
      <\/li>
    • Size Small. \r
      <\/li>
    • A kobalt\u00c2\u0092s base land speed is 30 feet. \r
      <\/li>
    • Darkvision out to 60 feet. \r
      <\/li>
    • Racial Hit Dice: A kobalt begins with two levels of monstrous humanoid (reptilian), 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 kobalt\u00c2\u0092s humanoid levels give it skill points equal to 6 \u00c3\u0097 (2 + Int modifier). Its class skills are Craft (trapmaking), Hide, Listen, Move Silently, Profession (miner), Search, Spot and Use Magic Device. Kobalts have a +2 racial bonus on Craft (trapmaking), Profession (miner), Search, and Use Magic Device checks. \r
      <\/li>
    • Racial Feats: A kobalt\u00c2\u0092s monstrous humanoid levels give it two feats. \r
      <\/li>
    • +2 natural armor bonus. \r
      <\/li>
    • Special Qualities (see above): Light blindness, mutations, resist mutation and poison, stonecunning \r
      <\/li>
    • Automatic Languages: Draconic. Bonus Languages: Common, Elven, Goblin, Gnoll, Orc. \r
      <\/li>
    • Favored Class: Rogue. \r
      <\/li>
    • Level Adjustment: +2 (A kobalt with a mutation has +3 Level Adjustment). \r
      <\/li><\/ul>
      Psionic Kobalts<\/b>\r
      Psionic kobalts have a +2 racial bonus on Use Psionic Device checks instead of Use Magic Device checks.\r

      Technological Kobalts<\/b>\r
      Some variant kobalts focus on technology, rather than magic or psionics. These kobalts 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. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in Polyhedron #18<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually lawful neutral","environment":"Temperate forests"},{"name":"Kobold, Crypt","type":"Humanoid","ch":13,"challenge_rating":" 1\/3 \u00a0","id":5982,"reference":"Usergen","full_text":"

    Kobold, Crypt <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Humanoid \t\t\t(Extraplanar, Reptilian)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8\u00a0(4 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+1 size, +1 Dex, +1 natural, +2 leather), touch 12, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-4<\/td> <\/tr>
    Attack: <\/strong>Warhammer +1 melee (1d6\u00c2\u00961\/x3) or handaxe +4 melee (1d4-1\/x3) or handaxe +4 ranged (1d4-1\/x3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Warhammer +1 melee (1d6\u00c2\u00961\/x3) or handaxe +4 melee (1d4-1\/x3) or handaxe +4 ranged (1d4-1\/x3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Bravery in numbers<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., fast healing 1, heightened light sensitivity<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +1, Will -1 <\/td> <\/tr>
    Abilities: <\/strong>Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Craft (trapmaking) +2, Hide +6, Listen +0, Move Silently +2, Profession (miner) +2, Search +2, Spot +0<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Crypt of Lyzandred the Mad<\/td> <\/tr>
    Organization: <\/strong>Gang (4\u00c2\u00969), band (10\u00c2\u0096100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th\u00c2\u00966th level), warband (10\u00c2\u009624 plus 2\u00c2\u00964 gricks), tribe (40\u00c2\u0096400 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th\u00c2\u00968th level, and 5\u00c2\u00968 gricks)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/3<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+1<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This short, reptilian humanoid has short horns on its head and a tail. It has scaly skin of a rusty black color and glowing red eyes. The creature is dressed in ragged red clothes and blackened armor, and carries a warhammer and a handaxe.<\/i>\r

    Crypt kobolds were magically bred from ordinary kobolds by an unknown and perhaps unbalanced wizard, who experimented on the hapless humanoids. While some have escaped his service, they are most comfortable frequenting underground crypts and tombs, such as the one they were created to guard. Those still loyal to their creator may receive aid against invaders in the form of summoned fiends. \r

    A kobold is 2 to 2-1\/2 feet tall and weighs 35 to 45 pounds. Kobolds speak Draconic with a voice that sounds like that of a yapping dog.\r

    COMBAT\r

    Like most kobolds, crypt kobolds prefer to attack with overwhelming odds, and grow braver as their numbers exceed those of their adversaries.\r

    Bravery in Numbers (Ex):<\/b> Crypt kobolds are courageous and unflinching when they outnumber their opponents. They have a +4 bonus on opposed Intimidate checks and saves against all fear effects while they outnumber Medium or smaller adversaries. Large adversaries count as 4 Medium adversaries, and crypt kobolds cannot gain this bonus against Huge or larger foes.\r

    Heightened Light Sensitivity (Ex):<\/b> Crypt kobolds are dazzled by bright light such as a bullseye lantern or light<\/i> spell. \r

    Skills:<\/b> Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.\r

    The kobold warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.\r

    Crypt Kobold Characters<\/b>\r
    Crypt kobold characters possess the following racial traits.\r

    • \u00c2\u00964 Strength, +2 Dexterity, \u00c2\u00962 Constitution. \r
      <\/li>
    • Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, \u00c2\u00964 penalty on grapple checks, lifting and carrying limits 3\/4 those of Medium characters. \r
      <\/li>
    • A kobold\u00c2\u0092s base land speed is 30 feet. \r
      <\/li>
    • Darkvision out to 60 feet. \r
      <\/li>
    • Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks. \r
      <\/li>
    • Racial Feats: A kobold character gains feats according to its character class. \r
      <\/li>
    • +1 natural armor bonus. \r
      <\/li>
    • Special Attacks (see above): Bravery in numbers. \r
      <\/li>
    • Special Qualities (see above): Fast healing 1, heightened light sensitivity. \r
      <\/li>
    • Automatic Languages: Draconic. Bonus Languages: Common, Undercommon. \r
      <\/li>
    • Favored Class: Fighter. \r
      <\/li>
    • Level adjustment +1. \r
      <\/li><\/ul><\/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":"Humanoid","alignment":"Usually lawful evil","environment":"Crypt of Lyzandred the Mad"},{"name":"Komazar","type":"Humanoid","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5983,"reference":"Usergen","full_text":"

    Komazar <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d8+5\u00a0(9 hps)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 11 (+1 natural), touch 10, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/+1<\/td> <\/tr>
    Attack: <\/strong>Light pick +1 melee (1d4+1\/x4)<\/td> <\/tr>
    Full Attack: <\/strong>Light pick +1 melee (1d4+1\/x4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Suel failsafe<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +0, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 11, Con 14, Int 8, Wis 10, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Profession (miner) +2, Spot +2\r
    <\/td> <\/tr>
    Feats: <\/strong>Toughness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, work crew (4-24), clan (30-100 plus 30% juveniles)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+0<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    One of my minions who finally managed to penetrate the obsessive secrecy that the Scarlet Sign draw around their homeland found many of the mines of Spine Ridge manned by these creatures. They are delightfully malleable to the commands of their Suel masters. I am very interested in examining the brains of these creatures to discover the basis of their obedience. Replicating this at will in certain of your subjects would be most desirable, I'm sure you would agree. \r

    Suel Failsafe (Ex):<\/b> Komazar are bred to be unable to attack humans of purely Suel origin and colouration, unless attacked first, in which case they will defend themselves as normal.\r

    Komazar characters possess the following racial traits.\r


    • +2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma.<\/li>\r
    • Medium size.<\/li>\r
    • A komazar's base land speed is 20 feet.<\/li>\r
    • Special Qualities (see above): Suel failsafe<\/li>\r
    • Automatic languages: Ancient Suloise, Common, Dwarven. Bonus Languages: Goblin, Orc, Terran. <\/li>\r
    • +1 natural armour bonus.<\/li>\r
    • Favoured Class: Fighter.<\/li>\r
    • Level Adjustment: +0.<\/li>\r
      <\/ul>

      NOTE:<\/b> Originally intended for the Living Greyhawk Journal<\/i>, This conversion was contributed by Michael McKeown and Paul Looby, and used with their permission.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Scarlet Brotherhood<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Always lawful neutral","environment":"Underground"},{"name":"Koodjanuk","type":"Magical Beast","ch":12,"challenge_rating":" 12 \u00a0","id":5984,"reference":"Usergen","full_text":"

    Koodjanuk <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Magical Beast \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d10+27\u00a0(76 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares), fly 110 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 22 (\u00c2\u00961 size, +3 Dex, +10 natural), touch 12, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+17<\/td> <\/tr>
    Attack: <\/strong>Claw +12 melee (2d8+4) or bite +12 melee (2d6+4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +12 melee (2d8+4) or bite +7 melee (2d6+2)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spells<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/magic, darkvision 60 ft., discern alignment, lay on hands, low-light vision, spell resistance 28\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +9, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 16, Con 17, Int 18, Wis 19, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Concentration +12, Diplomacy +15, Heal +13, Knowledge (the planes) +13, Knowledge (religion) +13, Listen +13, Sense Motive +13, Spot +13, Survival +4 (+6 on other planes)<\/td> <\/tr>
    Feats: <\/strong>Flyby Attack, Greater Spell Penetration, Hover, Spell Penetration<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Blessed Fields of Elysium<\/td> <\/tr>
    Organization: <\/strong>Solitary or blessed union (1 koodjanuk plus 1 titan, ki-rin, or lammasu)<\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/td> <\/tr>
    Treasure: <\/strong>Double coins; double goods; standard items<\/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 large raptor is covered in white feathers, except for the black feathers on its head. It sports a great hooked beak and wicked talons, but its gaze seems both benevolent and thoughtful.<\/i>\r

    Native to the Blessed Fields of Elysium, koodjanuks occasionally make lairs on cold mountain peaks on the Material Plane. \r

    Koodjanuks can sense the alignment of most creatures with a mere gaze. They offer aid to good-aligned creatures, healing wounds and occasionally offering gifts to aid them in noble endeavors. They ignore neutral creatures for the most part, but may provide assistance if it is requested. Against evil creatures, koodjanuks will usually attack or drive them off with magic.\r

    Koodjanuks occasionally ally with other good-aligned outsiders and magical beasts, such as titans, lammasu, shedu, and ki-rin. They sometimes serve as intermediaries between good-aligned deities and their worshipers. Primitive humanoids occasionally venerate koodjanuks as deities themselves.\r

    A koodjanuk has a wingspan of 30 feet.\r

    Koodjanuks speak Auran, Celestial, Common, and Sylvan.\r

    COMBAT\r

    When battling evil beings, koodjanuks tend to open with their most potent offensive spells before relying on physical attacks. If aiding other good-aligned creatures in a battle, they will alternate between offensive spells and offering aid to their allies.\r

    Discern Alignment (Su):<\/b> A koodjanuk can continually detect the alignment of any creatures as if under the effects of detect chaos, detect evil, detect good<\/i>, and detect law<\/i> spells.\r

    Lay on Hands (Su):<\/b> As the paladin class feature, except that each day, a koodjanuk can heal 32 points of damage.\r

    Spells:<\/b> Koodjanuks cast spells as 12th level clerics (which stack with any actual cleric levels) and have access to the Good and Healing domains. Like good-aligned clerics, they may not cast spells with the evil descriptor.\r

    Typical Cleric Spells Prepared:<\/i>\r
    6th--banishment, heal<\/i> (D), wind walk<\/i>; \r
    5th--dispel evil<\/i> (D), flame strike, insect plague, raise dead<\/i>;\r
    4th--control water, death ward, holy smite<\/i> (D), neutralize poison, sending<\/i>;\r
    3rd--create food and water, daylight, dispel magic, remove disease, magic circle against evil<\/i> (D), magic vestment<\/i>; \r
    2nd--aid<\/i> (D), align weapon (good), calm emotions, lesser restoration, shield other, status<\/i>;\r
    1st--bless, comprehend languages, divine favor, endure elements, protection from evil<\/i> (D), remove fear, shield of faith<\/i>; \r
    0--detect poison<\/i> (x2), detect magic, purify food and drink, read magic, resistance<\/i>;\r
    (D) = Domain spell.\r

    Psionic Koodjanuks<\/b>\r

    If you are using psionics in your campaign, make the following modifications.\r

    Large Magical Beast (Extraplanar, Psionic)\r
    Special Attacks:<\/b> Psi-like abilities, spells\r
    Challenge Rating:<\/b> 13\r

    Psi-Like Abilities:<\/b> At will--ego whip<\/i> (DC 16), empty mind, id insinuation<\/i> (DC 16), mind thrust<\/i> (DC 15), thought shield<\/i>; 3\/day--intellect fortress, mental barrier, psionic blast<\/i> (DC 17); 1\/day--psychic crush<\/i> (DC 19), tower of iron will<\/i>. The save DCs are Charisma-based.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #44<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral good","environment":"Blessed Fields of Elysium"},{"name":"Kookaburra","type":"Animal","ch":14,"challenge_rating":" 1\/4 \u00a0","id":5985,"reference":"Usergen","full_text":"

    Kookaburra <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1\/2d8\u00a0(2 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 5 ft, fly 120 ft. (24 squares)(good), swim 10 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+2 size, +4 Dex), touch 16, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-12<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (1d3-4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (1d3-4)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Laughter imitation, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +6, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 3, Dex 18, Con 10, Int 2, Wis 14, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Hide +12, Spot +6, Swim +4\r
    <\/td> <\/tr>
    Feats: <\/strong>Flyby Attack, Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests and marshes<\/td> <\/tr>
    Organization: <\/strong>Solitary or family (2-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/4<\/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>
    This squat bird has a large beak and small talons. Its call sounds like human laughter.<\/i>\r

    Kookaburras are carnivores, preying mostly on lizards, snakes, insects, mice and raw meat. They are territorial, with families singing as a chorus to mark their territory.\r

    Kookaburras live in loose family groups, with the young from a previous generation helping to raise the next generation.\r

    A kookaburra is 1-1\/2 feet long and weighs about 1 pound. Body coloration ranges from white to cream-colored, while wings range from blue to brown with similar coloration on the tail. Some specimens have dark stripes around their eyes, and some have spots on their wings.\r

    A kookaburra familiar grants its master a +3 bonus on Bluff checks.\r

    COMBAT\r

    A kookaburra perches on a branch and waits patiently for prey to come near, then swoops down upon it.\r

    Laughter Imitation (Ex):<\/b> A kookaburra's call sounds like humanoid laughter. Listeners must succeed on a DC 10 Wisdom check to detect the ruse. A kookaburra does not intentionally use this ability to confuse humanoids, unless it has been taken as a familiar. The check DC is Constitution-based.\r

    Skills:<\/b> A kookaburra 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 #186<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate forests and marshes"},{"name":"Korred","type":"Fey","ch":4,"challenge_rating":" 04 \u00a0","id":5986,"reference":"Usergen","full_text":"

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

    Small Fey<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 6d6+6 (27 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> 15 (+1 size, +2 Dex, +2 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Slam +8 melee; or shears +8 melee; or cudgel +8 melee; or rock +6 ranged<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Slam 1d2+4; or shears 1d4+4; or cudgel 1d6+4; or rock 2d6+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, laugh, animate rope, rock throwing<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> SR 16, low-light vision<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +3, Ref +7, Will +7<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 19, Dex 15, Con 12, Int 12, Wis 14, Cha 13<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Bluff +7, Hide +12, Listen +11, Move Silently +9, Perform +8, Search +7, Spot +11<\/span><\/p> <\/td> <\/tr>

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

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

    Climate\/Terrain:<\/span><\/b> Temperate forest<\/span><\/p> <\/td> <\/tr>

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

    Treasure:<\/span><\/b> Standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic neutral<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> By character class<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The korred are a fun loving race of fey creatures that inhabit the forests of the world. They always carry large cudgels and pouches with them. Their pouches contain their shears, hair, and other items considered valuable by that korred.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A korred stands roughly 3 feet tall, and resembles a satyr with long, unkempt hair and beard.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/b><\/p> <\/td> <\/tr>

    The korred attacks using its laugh, then its animate ability to animate its hair to entangle a foe. After that, a korred will use either its shears or cudgel. If unarmed, a korred attacks with its fists.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 \u00a0Animate Rope (Su): <\/b>A korred can weave its hair (contained in its pouch) into rope that it can animate to entangle creatures with, as the animate rope<\/i> spell cast by a 12th-level sorcerer. It takes the korred 1d4 rounds to weave enough hair to entangle one Large creature.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 \u00a0Laugh (Su): <\/b>3\/day\u009760-foot spread, Will save (DC 14) or stunned 1d4 rounds (DMG,<\/i> page 85). A bard\u0092s countersong ability can nullify the effects. Whether the save is successful or not, the creature is immune to the laugh from that korred for one day.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 \u00a0Rock Throwing (Ex): <\/b>A korred can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. A korred has a range increment of 20 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities: <\/b>At will\u0097shatter, stone shape, stone tell, transmute rock to mud.<\/i> These abilities are as the spells cast by an 8th-level sorcerer (save DC 11 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Cudgel:<\/b> Treat as a club.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Shears:<\/b> Small Martial weapon, 1d4 points of slashing damage, crit x3.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Korred 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":"Kraken, Zakharan","type":"Magical Beast","ch":14,"challenge_rating":" 14 \u00a0","id":5987,"reference":"Usergen","full_text":"

    Kraken, Zakharan <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Fine\u00a0Magical Beast \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 25d10+225\u00a0(362 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 10 ft., swim 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 24 (-8 size, +22 natural), touch 2, flat-footed 24<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+25\/+55<\/td> <\/tr>
    Attack: <\/strong>Tentacle +31 melee (2d8+14\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>2 tentacles +31 melee (2d8+14\/19-20) and 6 arms +26 melee (1d6+7) and bite +26 melee (4d6+7\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>30 ft.\/20 ft. (90 ft. with tentacle, 50 ft. with arm)<\/td> <\/tr>
    Special Attacks: <\/strong>Airy water, constrict 2d8+14 or 1d6+7, control temperature, fire of the deep, improved grab, spell-like abilities, venomous ink cloud<\/td> <\/tr>
    Special Qualities: <\/strong>Amphibious, darkvision 60 ft., jet, low-light vision, spell-like abilities<\/td> <\/tr>
    Saves: <\/strong>Fort +24, Ref +14, Will +17 <\/td> <\/tr>
    Abilities: <\/strong>Str 38, Dex 10, Con 29, Int 19, Wis 20, Cha 20 <\/td> <\/tr>
    Skills: <\/strong>Concentration +22, Diplomacy +7, Hide -3, Intimidate +17, Knowledge (geography) +17, Knowledge (nature) +16, Listen +35, Search +27, Sense Motive +18, Spot +35, Survival +5 (+7 following tracks), Swim +20, Use Magic Device +17<\/td> <\/tr>
    Feats: <\/strong>Alertness, Blind-Fight, Combat Expertise, Dire Charge, Epic Will, Improved Critical (bite), Improved Critical (tentacle), Improved Initiative, Improved Trip<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>14<\/td> <\/tr>
    Treasure: <\/strong>Triple standard<\/td> <\/tr>
    Alignment: <\/strong>Any evil<\/td> <\/tr>
    Advancement: <\/strong>26-75 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This vast, leprous white creature is bigger than some ships. Its body is encased in a thick shell, from which spout a squirming mass of octopus-like tentacles, a huge head, and a strangely humanoid pair of arms. Two of its tentacles are almost twice as long as the others, and are armed with flesh-ripping barbs. The creature's ghastly head combines the worst features of a deep-sea fish, an octopus, and an aquatic ogre. Two red eyes glimmer with malevolence above an enormous beak.<\/i>\r

    Ages ago, the Zakharan kraken ruled the coast lands, but some ancient event forced them to retreat the depths. They are now few in number, but have grown into albino giants who still brood and plot for the day the kraken shall rise and retake the surface lands.\r

    Zakharan kraken can breathe air and water. They find living out of water distasteful, but can survive on land for many months. Their two humanoid arms are mostly used for fine manipulation and to wield magic items. In theory, a Zakharan kraken could wield titan-sized weapons in its hands, but they prefer their natural weapons and rarely develop any skill in arms.\r

    Zakharan krakens are loners, congregating only during monsoons to mate. Females lay their eggs in the deepest trenches, then abandon them.\r

    Few undersea creatures pose much of a threat to Zakharan krakens; the marid hunt them for sport and young kraken basking on the surface may be taken by rocs. Zakharan krakens prey primarily upon enormous sea creatures such as giant cephalopods and whales.\r

    Some Zakharan krakens breed humanoid slaves in air-filled caverns, using them as both servants and livestock. The plight of these slaves is wretched and hopeless. Any that displease their master's whims are tortured and\/or devoured, and even should they rebel successfully it would ensure their quick death, for it is only the kraken's power that keeps at bay the crushing and icy cold waters of the oceanic abyss.\r

    Zakharan krakens particularly loathe the aboleths, whom they consider upstarts, despite the aboleth's ancient lineage. Other aquatic denizens may offer tribute and sacrifice to a Zakharan kraken in exchange for protection (mostly from the kraken itself). Some lesser evil beings of the deep \u00c2\u0096 usually sahuagin or ixitxachitl \u00c2\u0096 may willingly serve these monsters, and a kraken may occasionally lead armies of evil sea-dwellers against coastal cities and shipping lanes. Krakens frequently menace passing ships, extorting treasure and slaves from them, or simply attacking and taking what they desire.\r

    A Zakharan kraken is roughly 60 feet long from beak to tail-tip. Six of the beast's tentacles are shorter arms about 50 feet long; the remaining two are nearly 100 feet long and covered with barbs.\r

    Zakharan krakens speak Aquan, Common and Sahuagin.\r

    COMBAT<\/b>\r
    Krakens strike their opponents with their barbed tentacles, then grab and crush with their arms or drag victims into their huge jaws. An opponent can make sunder attempts against a kraken's tentacles or arms as if they were weapons. A kraken's tentacles have 30 hit points, and its arms have 15 hit points. If a kraken is currently grappling a target with one tentacle or arm, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a kraken's tentacle or arm deals damage to the kraken equal to half the limb's full normal hit points. A kraken usually withdraws from combat if it loses both tentacles or three of its arms. A kraken regrows severed limbs in 1d10+10 days.\r

    A Zakharan kraken has a genius intelligence which it makes full use of in combat. If given time, it will summon storms or aquatic animals to inconvenience its opponents. They place great value on their own lives and readily retreat from a tough fight. The lives of other creatures are of scant value to a kraken, and it will kill an army of slaves or followers to spare itself pain or mere inconvenience.\r

    If a Zakharan kraken is forced to retreat it will try to carry off any prospective slaves it has grappled in its tentacles. The kraken usually has to use its water breathing<\/i> and endure elements<\/i> spell-like abilities on its captives so they don't freeze and drown during their journey to submarine slavery.\r

    Airy Water (Su):<\/b> Once per day, a Zakharan kraken can create an underwater zone of \"airy water\", covering a sphere up to 120 feet in radius or a hemisphere up to 240 ft. radius. All creatures within the zone can breathe the airy water as if it were air or water (whichever suits their respiratory systems the best). The airy water has the physical and optical properties of air or water (the Kraken chooses one or the other when it uses this power). Creatures in the zone of airy water move and fight just as if it were ordinary water or air, as appropriate. Thus, creatures can use their swim speed in water-mode airy water, and can fly in air-mode airy water. An \"air-mode\" zone of airy water looks like an enormous underwater bubble of air, and nonintelligent Aquatic creatures will instinctively avoid entering it. The zone of airy water has a duration of 25 hours, but the Kraken can dismiss it as a standard action.\r

    Constrict (Ex):<\/b> A Zakharan kraken deals automatic arm or tentacle damage with a successful grapple check.\r

    Control Temperature (Su):<\/b> As a swift action, a Zakharan kraken can raise or lower the temperature by 10 degrees Fahrenheit in a 100-foot-radius centered on itself. Subsequent uses of this ability stack, up to a maximum change of 100 degrees, so it could, for example, raise the temperature by a total of 20 degrees after two rounds. Normally, the temperature change lasts for 10 minutes. If the kraken uses control temperature within the area of its airy water power, the temperature change lasts as long as the airy water effect does.\r

    Fire of the Deep (Sp):<\/b> As a standard action, a Zakharan Kraken can cause creatures and objects in an area up to an 80 ft. cube with an eldritch glow equal to faerie fire<\/i>. This glow lasts up to 8 hours, but the Kraken can extinguish it as a free action. This is the equivalent of a 4th-level spell (CL 20th).\r

    Improved Grab (Ex):<\/b> To use this ability, the Zakharan kraken must hit with an arm or 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

    Jet (Ex):<\/b> A Zakharan kraken can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.\r

    Spell-Like Abilities (Sp):<\/b> At-will\u00c2\u0097endure elements<\/i> (DC 16); 1\/day\u00c2\u0097animal summoning VI<\/i> (Aquatic only), water breathing<\/i> (DC 18); 1\/day\u00c2\u0097control weather<\/i>, control winds<\/i>, dominate animal<\/i> (DC 18), resist energy<\/i> (DC 17). Caster level 15th. The save DC is Charisma-based.\r

    Venomous Ink Cloud (Ex):<\/b> A Zakharan kraken can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the kraken normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.\r

    The ink cloud contains a deadly contact poison, and is equally effective on land and underwater. The cloud persists for 1d4+1 rounds in either case.\r

    Zakharan kraken venom:<\/i> Contact, Fortitude DC 30, initial and secondary damage 1d6 Con. The save DC is Constitution-based.\r

    Skills:<\/b> A Zakharan kraken 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>
    1999 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine 198<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Any evil","environment":"Any aquatic"},{"name":"Krakentua","type":"Aberration","ch":30,"challenge_rating":" 30 \u00a0","id":5988,"reference":"Usergen","full_text":"

    KRAKENTUA<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Colossal Aberration<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 50d8+450 (675 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative:<\/span><\/b> +4 (Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 50 ft, swim 30 ft<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Fly 30 ft (poor) (females only)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 16 (-8 size, +14 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 7 tentacle slaps +46 melee, 2 slams +43 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Tentacle slap 2d6+16, slam 2d6+8<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 40 ft by 40 ft\/25 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks:<\/span><\/b> Spell-like abilities (female), improved grab, constrict, trample, spit (male), mist (male)<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Dream imprint (female), darkvision 120 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +30, Ref +14, Will +32<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 43, Dex 11, Con 28, Int 17, Wis 20, Cha 18<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Listen +25, Spot +25, Wilderness Lore +35<\/span><\/p> <\/td> <\/tr>

    Feats:<\/span><\/b> Improved Initiative, Multiattack, Multidexterity, Multiweapon Fighting, Power Attack, Track, Weapon Focus (tentacle)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Temperate and warm aquatic<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary<\/span><\/p> <\/td> <\/tr>

    Challenge Rating:<\/span><\/b> 30<\/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> 50-150 HD (Colossal)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Out of nightmares and one of the most fearsome creatures known to exist, the krakentua is a very powerful creature with a voracious appetite rivaled only by that of the Tarrasque.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Krakentuas consider themselves far superior to all other creatures and seek to enslave any they encounter.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The krakentua has the body of a human and the head of a kraken. It stands about 90 feet tall, and is usually dressed in exquisite robes of bright colors. It has greenish-hued skin. Seven gray-green, 20-foot long tentacles extend from its head. Its eyes are bulbous and red, with black pupils. A light red mist continuously oozes from its body.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The krakentua speaks Common, Aquan, and Undercommon.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    A krakentua attacks with its tentacles, whipping and slashing its opponents, and its fists. A grabbed opponent will be held and crushed by the strength of its tentacles. On occasion, the krakentua wields Huge versions of normal weapons in each of its seven tentacles; favored weapons are the spear, trident, and longsword.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Females attack with their spell-like abilities in addition to the aforementioned attacks.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, a krankentua must hit an opponent of up to Huge size with a tentacle attack. If it gets hold, it can constrict.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Constrict (Ex):<\/span><\/b> A krakentua tentacle deals 2d6+8 points of damage with a successful grapple check against Huge or smaller opponents.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Trample (Ex):<\/span><\/b> Krakentua can trample Gargantuan or smaller opponents for 8d12+16 points of damage. Opponents that do not take an opportunity attack can attempt a Reflex save (DC 51) for half damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spit (Su):<\/span><\/b> Male krakentua only; line of cherry-milk acid, once every 1d4 rounds, 100 feet, blindness for 2d6 rounds; Reflex save (DC 44) to avoid.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Mist (Su):<\/span><\/b> Male krankentua only; cone of mist, once per round, 50 feet, 1d4 points of damage; Fortitude save (DC 44) negates.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/span><\/b> Female krankentua only; at will\u0097detect evil,<\/i> clairaudience\/clairvoyance, detect good, <\/i>and detect thoughts<\/i>. These abilities are as the spells cast by a 12th-level sorcerer (save DC 14 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Dream Imprint (Su):<\/span><\/b> A female can induce dreams in a sleeping opponent. The krankentua imprints the dreaming target\u0092s aura with a sign that allows the female to track the target at a later date.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The sleeping victim is allowed a Will save (DC 40) to reject the dream. If the save fails the krakentua can imprint the target\u0092s mind for up to 1 hour.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 For every 10 minutes spent imprinting a target, the krakentua gains a +2 to its Wilderness Lore roll to track the target. It can track a target anywhere on the same plane of existence as if using a discern location<\/i> spell. The krakentua can move at full speed while tracking a target in this manner.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The tracking bonus disappears after 1 week as the imprint fades from the target\u0092s aura.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Creating the dreams is extremely stressful for the krakentua. She cannot create dreams for more than an hour a month, and she can never create more than three dreams in immediate succession.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/h2> <\/td> <\/tr>

    KRAKENTUA SOCIETY<\/span><\/h2> <\/td> <\/tr>

    Krakentuas inhabit remote seas, uninhabited islands, or the depths of the ocean. On occasion, they will make their homes offshore near civilized communities.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Krakentua are obsessed with maintaining a congregation of slaves (most often of human origin), who must worship and honor them.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Krakentua first appeared in OA7 (Rick Swan, 1989).<\/p> <\/td> <\/tr><\/table>

    \u00a0<\/p><\/div>","family":"Aberration","alignment":"Any","environment":"m aquatic"},{"name":"Krakentua, Female","type":"Aberration","ch":30,"challenge_rating":" 30 \u00a0","id":5989,"reference":"Usergen","full_text":"

    Krakentua, Female <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Colossal\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 50d8+550\u00a0(775 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 50 ft (10 squares), fly 30 ft (poor), swim 30 ft<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-8 size, +14 natural), touch 2, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+37\/+69<\/td> <\/tr>
    Attack: <\/strong>Tentacle slap +46 melee (2d6+16)<\/td> <\/tr>
    Full Attack: <\/strong>7 tentacle slaps +46 melee (2d6+16) and 2 slams +43 melee (2d6+8) or wakizashi +44 melee (4d6+16\/19-20x2) and 6 wakizashis +44 melee (4d6+8\/19-20x2) and 2 slams +43 melee (2d6+8)<\/td> <\/tr>
    Space\/Reach: <\/strong>30 ft\/30 ft (40 ft with tentacles)<\/td> <\/tr>
    Special Attacks: <\/strong>Dream imprint, improved grab, constrict 1d8+16, mist, spit, trample 8d12+24, weapon use<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 20\/magic and good, darkvision 120 ft, flight, uncanny insight, water breathing<\/td> <\/tr>
    Saves: <\/strong>Fort +32, Ref +20, Will +34 <\/td> <\/tr>
    Abilities: <\/strong>Str 43, Dex 11, Con 32, Int 17, Wis 25, Cha 22 <\/td> <\/tr>
    Skills: <\/strong>Bluff +8, Intimidate +68, Knowledge (nature) +33, Listen +55, Sense Motive +37, Spot +55, Survival +58<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Overrun, Improved Sunder, Lightning Reflexes, Multiattack, Multiweapon Fighting, Persuasive, Power Attack, Track, Weapon Focus (tentacle)\r
    Epic Feats:<\/b> Epic Reflexes, Epic Skill Focus (Intimidate), Legendary Tracker<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>30<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>50-150 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This immensely tall humanoid monster has green-hued leathery skin, and the head of a kraken with huge, bulbous red eyes with black pupils. The creature\u00c2\u0092s head has seven tentacles, each nearly 20 feet in length, under which is hidden its chitinous beak. It is dressed in exquisite robes of vibrant colors, and a light red mist oozes continuously from its body, forming a crimson cloud around its feet. <\/i>\r

    The krakentua is a very powerful, malevolent spirit from out of nightmares, and one of the most fearsome creatures known to exist, with a voracious appetite for destruction rivaled only by that of the Tarrasque. This creature actually eats very little, and collects no treasure. A krakentua will eat any type of plant matter, but relishes cherries and cherry tree milk.\r

    Krakentua inhabit remote seas, uninhabited islands, or the depths of the ocean. On occasion, they will make their homes offshore near civilized communities. At night, krakentua venture out to destroy, and take weaker creatures as slaves.\r

    A krakentua considers itself far superior to all other creatures and seeks to enslave any it encounters. A krakentua is obsessed with maintaining a congregation of slaves (most often of human origin), who must worship and honor the monster unquestioningly.\r

    A krakentua stands from 80-100 feet tall and weighs from 170-200 tons.\r

    A krakentua speaks Common, Aquan, and Undercommon.\r

    COMBAT<\/b>\r
    A krakentua attacks with its tentacles, whipping and slashing its opponents, and also attacks with its fists. A grabbed opponent will be held and crushed by the strength of its tentacles. A krakentua\u00c2\u0092s tentacles are as agile as human hands, and can wield weapons and tools with ease.\r

    A female krakentua is significantly more powerful than her male counterpart, and has a greater capacity to inflict harm. In addition to the common physical attacks, a female krakentua will make use of her uncanny insight to gain an advantage against her foes. A female also has the ability to track a victim by imprinting it with her dreams.\r

    A female krakentua is able to fly, whereas the male cannot. As she flies, she leaves a trail of small, dead octopi that she seems to \u00c2\u0093shed\u00c2\u0094 from her body. Legends attempt to explain this odd byproduct by suggesting that the female is able to power her flight by summoning octopi from the ocean and draining their life force. There is no evidence to support that a krakentua has any of these powers, so this phenomenon is a total mystery.\r

    An opponent can attack a krakentua\u00c2\u0092s tentacles with a sunder attempt as if they were weapons. A krakentua\u00c2\u0092s tentacles have 15 hit points each. If a krakentua is currently grappling a target with the tentacle 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 a krakentua\u00c2\u0092s tentacles deals 7 points of damage to the creature. A krakentua usually withdraws from combat if it loses 3 tentacles. The creature regrows severed limbs in 1d10+10 days.\r

    A krakentua\u00c2\u0092s natural weapons, as well as any weapons it wields, are treated as good-aligned and as magic weapons for the purpose of overcoming damage reduction.\r

    Dream Imprint (Su)<\/b>: A female krakentua can induce lifelike dreams in a sleeping target, at a range of 10 miles. The krakentua imprints the dreaming target\u00c2\u0092s aura with a sign that allows the female to track the target at a later date. The sleeping victim is allowed a Will save (DC 41) to reject the dream. The save DC is Charisma-based.\r

    If the target fails its saving throw, the krakentua can spend up to one hour imprinting the target\u00c2\u0092s mind. For every 10 minutes spent imprinting a target, the krakentua gains a +2 circumstance bonus to its Survival check to track the target. It can track a target anywhere on the same plane of existence as if using a discern location<\/i> spell. The krakentua can move at full speed while tracking a target in this manner. The tracking bonus disappears after 1 week as the imprint fades from the target\u00c2\u0092s aura.\r

    Creating the dreams is extremely stressful for the krakentua. She cannot create dreams for more than an hour a month, and she can never create more than three dreams in immediate succession. \r

    Improved Grab (Ex)<\/b>: To use this ability, a krakentua must hit with a tentacle slap 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

    Constrict (Ex)<\/b>: A krakentua deals 1d8+16 points of damage with a successful grapple check.\r

    Mist (Su)<\/b>: 50-foot cone of cherry-red mist, once per round, 1d4 points of Constitution damage; Fortitude save (DC 46) negates. The save DC is Constitution-based.\r

    Spit (Su)<\/b>: Line of cherry milk, once every 1d4 rounds, 100 feet, blindness for 2d6 rounds; Reflex save (DC 46) to avoid. The save DC is Constitution-based. \r

    Trample (Ex)<\/b>: Reflex half DC 51. The save DC is Strength-based.\r

    Flight (Su)<\/b>: A female krakentua is able to move 30 feet per round in the air, as if using the air walk<\/i> spell. She can use this power for a maximum of 10 hours per day, at which point she must fully immerse herself in sea water for 24 hours to regain the ability.\r

    Uncanny Insight (Su)<\/b>: Female krakentua continuously use clairvoyance\/clairaudience<\/i>, detect evil<\/i>, detect good<\/i>, and discern lies<\/i> as the spells (caster level 12th).\r

    Water Breathing (Ex)<\/b>: A krakentua can breathe underwater indefinitely and can freely use its special abilities while submerged.\r

    Weapon Use (Ex)<\/b>: A krakentua can wield a melee weapon in each tentacle. It is proficient with all simple and martial melee weapons.\r

    Skills<\/b>: A krakentua 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

    USING KRAKENTUA WITH ORIENTAL ADVENTURES<\/b>\r
    If you are using Oriental Adventures rules in your campaign, consider adding the Spirit subtype. Also, consider changing the krakentua\u00c2\u0092s damage reduction to 15\/jade. A krakentua is likely to be wielding more than one weapon, preferring katana and wakizashi when available.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in module OA7 \u00c2\u0096 Test of the Samurai (1989, Rick Swan) and Monstrous Compendium MC6 \u00c2\u0096 Kara-Tur Appendix (1990).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always chaotic evil","environment":"Temperate and warm aquatic"},{"name":"Krakentua, Male","type":"Aberration","ch":30,"challenge_rating":" 30 \u00a0","id":5990,"reference":"Usergen","full_text":"

    Krakentua, Male <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Colossal\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 50d8+450\u00a0(675 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 50 ft (10 squares), swim 30 ft<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-8 size, +14 natural), touch 2, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+37\/+68<\/td> <\/tr>
    Attack: <\/strong>Tentacle slap +45 melee (2d6+15)<\/td> <\/tr>
    Full Attack: <\/strong>7 tentacle slaps +45 melee (2d6+15) and 2 slams +42 melee (2d6+7) or wakizashi +43 melee (4d6+15\/19-20x2) and 6 wakizashis +43 melee (4d6+7\/19-20x2) and 2 slams +42 melee (2d6+7)<\/td> <\/tr>
    Space\/Reach: <\/strong>30 ft\/30 ft (40 ft with tentacles)<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, constrict 1d8+15, mist, spit, trample 8d12+22, weapon use<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 20\/magic and good, darkvision 120 ft, water breathing<\/td> <\/tr>
    Saves: <\/strong>Fort +36, Ref +20, Will +35 <\/td> <\/tr>
    Abilities: <\/strong>Str 41, Dex 11, Con 28, Int 17, Wis 27, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Bluff +6, Intimidate +66, Knowledge (nature) +33, Listen +56, Sense Motive +38, Spot +56, Survival +59<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Overrun, Improved Sunder, Lightning Reflexes, Multiattack, Multiweapon Fighting, Persuasive, Power Attack, Weapon Focus (tentacle)\r
    Epic Feats:<\/b> Epic Fortitude, Epic Reflexes, Epic Skill Focus (Intimidate)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>30<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>50-150 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This immensely tall humanoid monster has green-hued leathery skin, and the head of a kraken with huge, bulbous red eyes with black pupils. The creature\u00c2\u0092s head has seven tentacles, each nearly 20 feet in length, under which is hidden its chitinous beak. It is dressed in exquisite robes of vibrant colors, and a light red mist oozes continuously from its body, forming a crimson cloud around its feet.<\/i>\r

    The krakentua is a very powerful, malevolent spirit from out of nightmares, and one of the most fearsome creatures known to exist, with a voracious appetite for destruction rivaled only by that of the Tarrasque. This creature actually eats very little, and collects no treasure. A krakentua will eat any type of plant matter, but relishes cherries and cherry tree milk.\r

    Krakentua inhabit remote seas, uninhabited islands, or the depths of the ocean. On occasion, they will make their homes offshore near civilized communities. At night, krakentua venture out to destroy, and take weaker creatures as slaves.\r

    A krakentua considers itself far superior to all other creatures and seeks to enslave any it encounters. A krakentua is obsessed with maintaining a congregation of slaves (most often of human origin), who must worship and honor the monster unquestioningly.\r

    A krakentua stands from 80-100 feet tall and weighs from 170-200 tons.\r

    A krakentua speaks Common, Aquan, and Undercommon.\r

    COMBAT<\/b>\r
    A krakentua attacks with its tentacles, whipping and slashing its opponents, and also attacks with its fists. A grabbed opponent will be held and crushed by the strength of its tentacles. A krakentua\u00c2\u0092s tentacles are as agile as human hands, and can wield weapons and tools with ease.\r

    An opponent can attack a krakentua\u00c2\u0092s tentacles with a sunder attempt as if they were weapons. A krakentua\u00c2\u0092s tentacles have 15 hit points each. If a krakentua is currently grappling a target with the tentacle 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 a krakentua\u00c2\u0092s tentacles deals 7 points of damage to the creature. A krakentua usually withdraws from combat if it loses 3 tentacles. The creature regrows severed limbs in 1d10+10 days.\r

    A krakentua\u00c2\u0092s natural weapons, as well as any weapons it wields, are treated as good-aligned and as magic weapons for the purpose of overcoming damage reduction.\r

    Improved Grab (Ex)<\/b>: To use this ability, a krakentua must hit with a tentacle slap 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

    Constrict (Ex)<\/b>: A krakentua deals 1d8+15 points of damage with a successful grapple check.\r

    Mist (Su)<\/b>: 50-foot cone of cherry-red mist, once per round, 1d4 points of Constitution damage; Fortitude save (DC 44) negates. The save DC is Constitution-based.\r

    Spit (Su)<\/b>: Line of cherry milk, once every 1d4 rounds, 100 feet, blindness for 2d6 rounds; Reflex save (DC 44) to avoid. The save DC is Constitution-based. \r

    Trample (Ex)<\/b>: Reflex half DC 50. The save DC is Strength-based.\r

    Water Breathing (Ex)<\/b>: A krakentua can breathe underwater indefinitely and can freely use its special abilities while submerged.\r

    Weapon Use (Ex)<\/b>: A krakentua can wield a melee weapon in each tentacle. It is proficient with all simple and martial melee weapons.\r

    Skills<\/b>: A krakentua 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

    USING KRAKENTUA WITH ORIENTAL ADVENTURES<\/b>\r
    If you are using Oriental Adventures rules in your campaign, consider adding the Spirit subtype. Also, consider changing the krakentua\u00c2\u0092s damage reduction to 15\/jade. A krakentua is likely to be wielding more than one weapon, preferring katana and wakizashi when available.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in module OA2 \u00c2\u0096 Night of the Seven Swords (1986, Jon Pickens, David \u00c2\u0093Zeb\u00c2\u0094 Cook, Harold Johnson, Rick Swan, Ed Carmien, David James Ritchie), OA7 \u00c2\u0096 Test of the Samurai (1989) and MC6 \u00c2\u0096 Kara-Tur Appendix.<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always chaotic evil","environment":"Temperate and warm aquatic"},{"name":"Krolli","type":"Monstrous Humanoid","ch":2,"challenge_rating":" 02 \u00a0","id":5991,"reference":"Usergen","full_text":"

    Krolli <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Monstrous Humanoid \t\t\t(Reptilian)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+4\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 25 ft (5 squares), fly 50 ft (average)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+6 Dex, +1 natural), touch 16, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+7<\/td> <\/tr>
    Attack: <\/strong>Slam +7 melee (1d8+5) or longspear +7 melee (1d8+5\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +7 melee (1d8+5) and bite +2 melee (1d6+2) or 2 slams +7 melee (1d8+5) and rear claw +2 melee (1d8+2) and bite +2 melee (1d6+2) or longspear +7\/+2 melee (1d8+5\/x3) and bite +2 melee (1d6+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>---<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsense 60 ft, darkvision 60 ft, spell resistance 16, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +9, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 23, Con 15, Int 11, Wis 10, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Appraise +3, Intimidate +3, Listen +4, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any temperate and warm land<\/td> <\/tr>
    Organization: <\/strong>1-20 or aerie (3-60 krolli, 25% females and young, plus 1-8 7-HD chieftains)<\/td> <\/tr>
    Challenge Rating: <\/strong>02<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Often neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This humanoid creature appears to be somewhat reptilian, and has a dragon-like head. It has a set of large, leathery, bat-like wings, and wears only simple clothing. <\/i>\r

    The krolli are a strong race of warm-blooded, flying reptilian humanoids. The krolli inhabit remote, less traveled parts of the world, far away from other humanoids. They form small communities where they live, which are very self-supported and self-sufficient. They are seldom met at home, however, as they appreciate the wealth they can gain from dealing with humans.\r

    Krolli take no joy in being among humanoids, but have much to gain from them. Krolli will work as mercenaries or slavers, or even bodyguards and military officers, depending on the price. Krolli clans that become slavers use their slaves to work fields and mine gems for profit. Krolli have no compunctions about making profit off of other races in any way they can, but still prefer to live as far away from them as possible.\r

    Krolli live to about 125 years of age.\r

    A krolli stands 7-8 feet tall, with a 17-20 foot wingspan, and weighs 300 pounds.\r

    Krolli speak Common and Draconic.\r

    COMBAT<\/b>\r
    Krolli endure rigorous training from youth to enhance their combat abilities. They often use weapons in melee while standing, but if fighting in the air they often just use their natural weapons. They do not usually wear armor, but sometimes carry shields. Krolli cannot fly for long periods of time, but are easily capable of overtaking a fast horse and rider. A krolli can slash with its rear claws only when airborne.\r

    Skills<\/b>: Krolli have a +2 racial bonus on Spot and Listen checks.\r

    KROLLI AS CHARACTERS<\/b>\r
    Most krolli are fighters, and fighter is their favored class. Krolli clerics are also common, and they have access to two of the following domains: Strength, War, and Protection. Krolli rarely become rogues.\r
    \u00c2\u0095 +10 Strength, +12 Dexterity, +4 Constitution. \r
    \u00c2\u0095 Medium size. \r
    \u00c2\u0095 A krolli's base land speed is 25 feet. It also has a fly speed of 50 feet (average). \r
    \u00c2\u0095 Darkvision: Krolli can see in the dark up to 60 feet. \r
    \u00c2\u0095 Racial Hit Dice: A krolli begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3. \r
    \u00c2\u0095 Racial Skills: A krolli's monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Appraise, Intimidate, Listen, and Spot. Krolli have a +2 racial bonus on Spot and Listen checks. \r
    \u00c2\u0095 Racial Feats: A krolli\u00c2\u0092s monstrous humanoid levels give it one feat. \r
    \u00c2\u0095 Weapon and Armor Proficiency: A krolli is automatically proficient with all simple weapons, longspear, and shields. \r
    \u00c2\u0095 +1 natural armor bonus. \r
    \u00c2\u0095 Natural Weapons: 2 slams (1d8), bite (1d6), and rear claws (1d8). \r
    \u00c2\u0095 Special Qualities: Blindsense 60 ft, scent, spell resistance 16. \r
    \u00c2\u0095 Automatic Languages: Common, Draconic. Bonus Languages: Auruan, Goblin, Gnoll, Orc. \r
    \u00c2\u0095 Favored Class: Fighter. \r
    \u00c2\u0095 Level adjustment +5.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #36 (\u00c2\u0093Dragon\u00c2\u0092s Bestiary,\u00c2\u0094 April 1980, Todd Lockwood).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Often neutral","environment":"Any temperate and warm land"},{"name":"Kruel (Danartha)","type":"Fey","ch":2,"challenge_rating":" 2 \u00a0","id":5992,"reference":"Usergen","full_text":"

    Kruel (Danartha) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Fey \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d6+3\u00a0(6 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+5 Dex, +1 natural), touch 15, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/+0<\/td> <\/tr>
    Attack: <\/strong>Flame blade<\/i> +4 melee touch (1d8 fire) or flaming pebble +4 ranged (1d4 plus 1d4 fire)<\/td> <\/tr>
    Full Attack: <\/strong>Flame blade<\/i> +2 melee touch (1d8 fire) and dagger +2 melee (1d4\/19-20) or flaming pebble +2\/+2 ranged (1d4 plus 1d4 fire)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Flaming pebble, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/cold iron, improved uncanny dodge, low-light vision, resistance to fire 10, spell resistance 5<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +6, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 18, Con 17, Int 12, Wis 15, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Bluff +9, Disguise +6, Hide +8, Jump +8, Listen +7, Move Silently +8, Sleight of Hand +9, Spot +7, Tumble +8<\/td> <\/tr>
    Feats: <\/strong>Quick Draw (B), Rapid Shot (B), Two-Weapon Fighting, Weapon Finesse (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests, hills, and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or gang (2\u00c2\u00965)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>No coins; 50% goods; 50% items<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic, never good<\/td> <\/tr>
    Advancement: <\/strong>2\u00c2\u00963 HD (Medium) or by character class (favored class: rogue)<\/td> <\/tr>
    Level Adjustment: <\/strong>+3<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature appears to be sharp-featured elf from the waist up, albeit one with large cow-like ears, long bony fingers, and blood-red eyes. Its lower half is avian, ending in green-scaled, taloned legs. It wears a tall hat offset with a red feather.<\/i>\r

    The danartha were once benevolent fey, but some event of great evil altered their race forever into the malevolent tricksters they are today. The residents of the farmland communities tormented by the danartha refer to them as \"kruel\" due to their demeanor.\r

    Danartha prowl the fringes of civilization, harassing farmers and travelers. Their idea of a night's entertainment include torching barns and crops, releasing or slaying livestock, and tormenting the weak and helpless. Thy often range far from their lairs, inexplicably ignoring closer targets to raid distant farms. Danartha never destroy a entire crops or villages, for the fun would be over much too quickly. They occasionally take captives for further entertainment, sometimes allowing them to escape with the emotional scars of their torture and frightful tales to scare the other locals. \r

    Danartha make their lairs in well-hidden woodland caves, living in small groups that split up or change members on a random basis. Treasure is hidden in individual caches. Thier infrequent mating results in a clutch of eggs that hatch within a few weeks. Danartha reach maturity within a year or two. Danartha occasionally keep pyrolisks as pets and guardians.\r

    Although evil, danartha still maintain traces of their original nature, sparing woodlands and sylvan creatures from their wanton acts of destruction. Danartha subsist on produce and livestock raided from farms and goods stolen from travelers. In leaner times, they hunt small animals and forage nuts and berries. Danartha are known to trade with evil fey and other unscrupulous creatures for the things they cannot plunder. They enjoy finery but produce nothing of worth themselves.\r

    A danartha stands 5 feet tall and weighs 100 to 120 pounds. Danartha prefer bright green, lilac, and scarlet garb, and always wear their trademark red-feathered hats.\r

    Danartha speak Sylvan and Common, and may know other languages as well.\r

    COMBAT\r

    Kruels only enter melee agains apparently weaker prey, preferring to harass more powerful opponents from a distance with their flaming pebbles.\r

    Flaming Pebble (Su):<\/b> As a free action, a kruel can can cause any pebble it throws to burst into magical flame. Thrown pebbles have a range increment of 20 feet with a maximum range of 30 feet. A flaming pebble deals 1d4 points of bludgeoning damage plus 1d4 points of fire damage. A flaming pebble can easily ignite a flammable object or structure, but it won\u00c2\u0092t ignite a creature it strikes.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097flame blade<\/i>; 2\/day\u00c2\u0097alter self, dancing lights, flare<\/i> (DC 13), ghost sound<\/i> (DC 13), mage hand, prestidigitation<\/i>. Caster level equals Hit Dice. The save DCs are Charisma-based.\r

    Skills:<\/b> Danartha have a +2 racial bonus on Bluff, Listen, Sleight of Hand, and Spot checks. They can use their Dexterity modifier instead of their Strength modifier for Jump checks. <\/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":"Fey","alignment":"Always chaotic, never good","environment":"Temperate forests, hills, and plains"},{"name":"Kupuk","type":"Beast","ch":3,"challenge_rating":" 03 \u00a0","id":5993,"reference":"Usergen","full_text":"

    Kupuk <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Beast \t\t\t(Cold)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d10+10\u00a0(37 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft, swim 40 ft<\/td> <\/tr>
    AC:<\/strong> 16 (+2 Dex, +2 natural)<\/td> <\/tr>
    Attacks:<\/strong>2 claws +6 melee and bite +1 melee; or tail +6 melee<\/td> <\/tr>
    Damage: <\/strong>Claw 1d4+3, bite 1d8+3; tail 1d12+4<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Frenzy<\/td> <\/tr>
    Special Qualities: <\/strong>Immune to cold<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +6, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 15, Con 15, Int 2, Wis 12, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Hide +6, Listen +7, Spot +7, Swim +10<\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any cold land<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (4-16)<\/td> <\/tr>
    Challenge Rating: <\/strong>03<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>6-10 HD (Medium-size); 11-15 HD (Large)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Kupuk are carnivorous creatures used pack animals by arctic peoples. These dog-like animals are apparently egg-laying mammals. These friendly creatures can be very trustworthy and dependable companions, and are easily domesticated.\r

    Kupuks have thick bodies covered in a hairless, leathery hide similar to a walrus, which is a dull yellow or light gray color. They have short but strong tails that end with a retractable spike at the tip.\r


    COMBAT<\/b>\r
    While kupuks are loving companions to their friends, then have an equal capacity for viciousness to their enemies. They usually attack with claws and bite, but attack with their tail if they can maneuver opponents to their rear. When a kupuk hits an opponent with its tail, it will raise its muzzle triumphantly in the air and let out a loud victory howl.\r

    Frenzy (Ex):<\/b> When a kupuk is engaged in defending its eggs or pups, it whips itself into a wild frenzy. In this state, the kupuk adds a +1 circumstance bonus to all attack and damage rolls until the opponents are killed or withdraw.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in FR 14 The Great Glacier (1992, Rick Swan).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Beast","alignment":"Always neutral","environment":">Any cold land"},{"name":"Kupuk","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":5994,"reference":"Usergen","full_text":"

    Kupuk <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d10+10\u00a0(37 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), swim 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+2 Dex, +4 natural), touch 12, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+8<\/td> <\/tr>
    Attack: <\/strong>Claw +8 melee (1d4+3)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +8 melee (1d4+3) and bite +6 melee (1d8+3) and tail +6 melee (1d12+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Frenzy<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to cold, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +6, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 15, Con 15, Int 2, Wis 12, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Listen +5, Spot +5, Survival +1*, Swim +11\r
    <\/td> <\/tr>
    Feats: <\/strong>Endurance, Multiattack, Track (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any cold land<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (4-16)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always 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's thick body is covered in a hairless, leathery hide similar to a walrus. Its short, thick tail ends in a vicious spike at the tip.<\/i>\r

    Kupuk are carnivorous creatures used as pack animals by arctic peoples. These dog-like animals are apparently egg-laying mammals. These friendly creatures can be very trustworthy and dependable companions, and are easily domesticated. \r

    A kupuk is 6 feet long, stands 3 feet tall at the shoulder, and weighs 400 pounds. Hide color varies from a dull yellow to light gray color.\r

    COMBAT\r

    While kupuks are loving companions to their friends, then have an equal capacity for viciousness to their enemies. They usually attack with claws and bite, but attack with their tail if they can maneuver opponents to their rear. When a kupuk hits an opponent with its tail, it will raise its muzzle triumphantly in the air and let out a loud victory howl. \r

    Frenzy (Ex):<\/b> When a kupuk is engaged in defending its eggs or pups, it whips itself into a wild frenzy. In this state, the kupuk adds a +1 circumstance bonus to all attack and damage rolls until the opponents are killed or withdraw. \r

    Skills:<\/b> A kupuk 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 kupuk has a +4 racial bonus on Survival checks when tracking by scent.\r

    Training A Kupuk<\/b>\r
    Kupuks are naturally easy to train. As a result, training a kupuk does not incur the additional DC of training a magical beast. Training a kupuk requires six weeks of work and a DC 20 Handle Animal check.\r

    Kupuk young are worth 1,000 gp each. Professional trainers charge 500 gp to rear or train a kupuk.\r

    Carrying Capacity:<\/i> A light load for a kupuk is up to 114 pounds; a medium load, 115\u00c2\u0096230 pounds; and a heavy load, 231\u00c2\u0096345 pounds.<\/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":"Beast","alignment":"Always neutral","environment":"Any cold land"},{"name":"Kurg","type":"Humanoid","ch":1,"challenge_rating":" 1 \u00a0","id":5995,"reference":"Usergen","full_text":"

    Kurg <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Humanoid \t\t\t(Kurg)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+4\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 12 (-1 Dex, +3 natural), touch 9, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+5<\/td> <\/tr>
    Attack: <\/strong>Fist +5 melee (1d4+4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 fists +5 melee (1d4+4)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Head butt 1d4+4<\/td> <\/tr>
    Special Qualities: <\/strong>Suel failsafe<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref -1, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 9, Con 14, Int 6, Wis 10, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Listen +3, Spot +2\r
    <\/td> <\/tr>
    Feats: <\/strong>Endurance<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, work crew (2-4), herd (10-100 plus 30% juveniles)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+1<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    While in form these beasts appear human, in temperament they are utterly bovine. Usefully, they can sustain themselves on grass and foliage, which along with their strength makes them most economical thralls indeed. This pedantic obsession with efficiency, while strangely touching, is why the Scarlet Brotherhood fail to grasp the true matters of importance in the struggle for the Oerth. Small minds will ever think small thoughts. \r

    Head Butt (Ex):<\/b> On a successful grapple check, a kurg may head butt the grappled foe for 1d4+4 points of damage. The victim must make a DC 15 Fortitude save or be stunned for 1 round. \r

    Suel Failsafe (Ex):<\/b> Kurgs are bred to be unable to attack humans of purely Suel origin and colouration, unless attacked first, in which case they will defend themselves as normal.\r

    Kurg characters possess the following racial traits.\r

    • +4 Strength, +2 Constitution, -4 Intelligence, -2 Charisma.<\/li>\r
    • Medium size.<\/li>\r
    • A kurg's base land speed is 30 feet.<\/li>\r
    • Racial Hit Dice: A kurg 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.<\/li>\r
    • Racial Skills: A kurg's humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Listen and Spot.<\/li>\r
    • Racial Feats: A kurg's humanoid levels give it one feat. <\/li>\r
    • Special Qualities (see above): Suel failsafe.<\/li>\r
    • +3 natural armour bonus.<\/li>\r
    • Special Attacks (see above): Head butt.<\/li>\r
    • Automatic language: Ancient Suloise. Bonus Language: Common. <\/li>\r
    • Favoured Class: Barbarian.<\/li>\r
    • Level Adjustment: +1.<\/li>\r
      <\/ul>

      NOTE:<\/b> Originally intended for the Living Greyhawk Journal<\/i>, This conversion was contributed by Michael McKeown and Paul Looby, and used with their permission.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Scarlet Brotherhood<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Always neutral","environment":"Warm plains"},{"name":"Labrynthodont, Cacops","type":"Animal","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5996,"reference":"Usergen","full_text":"

    Labrynthodont, Cacops <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Animal \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+2\u00a0(6 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), swim 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+2 size, +2 Dex, +3 natural), touch 14, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-9<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d4-1)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d4-1)<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Amphibious, light fortification, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +2, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 9, Dex 14, Con 15, Int 1, Wis 11, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>Hide +11*, Listen +3, Spot +3, Swim +8<\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon Finesse (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm marshes<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2 HD (Tiny), 3-4 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The back of this foot-and-a-half long amphibian is lined with a double row of bony plates.<\/i>\r

    A cacops is a nocturnal amphibian with a heavily built skull and armored plates on its back. Cacops often fall prey to their larger cousins, such as eryops.\r

    A cacops is 16 inches long, weighing 10 pounds.\r

    COMBAT\r

    Cacops hunt smaller creatures, biting with a mouth lined with sharp teeth.\r

    Light Fortification (Ex):<\/b> A cacops' bony plates protect its vital areas and makes it resistant to extra damage from critical hits and sneak attacks. Anytime a cacops is hit by a critical hit or a sneak attack, it has a 25% chance to resist the extra damage.\r

    Skills:<\/b> A cacops 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 cacops gains a +4 racial bonus on Hide checks when in the water. Further, a cacops 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 Dragon Magazine #112 as \"Labrynthodont\".<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm marshes"},{"name":"Labrynthodont, Diplocaulus","type":"Animal","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5997,"reference":"Usergen","full_text":"

    Labrynthodont, Diplocaulus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Animal \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+1\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square), swim 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+2 size, +2 Dex), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-9<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d4-1)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d4-1)<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Amphibious, hard to swallow, hydrofoil, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +2, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 9, Dex 14, Con 13, Int 1, Wis 11, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>Hide +12, Listen +3, Move Silently +7, Spot +3, Swim +8\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon Finesse (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2 HD (Tiny), 3-4 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This three-foot-long amphibian has a pancack-shaped body and a large, boomerang-shaped head. Its legs are short, and its tail is long and flat.<\/i>\r

    A diplocaulus is a prehistoric amphibian with an odd-shaped head. This oversized head makes it difficult to swallow by the many larger predators in its environment.\r

    A diplocaulus spends most of its time on the bottom of rivers and streams, waiting for small fish and insects on which to prey.\r

    A diplocaulus is about 3 feet long and weighs x pounds.\r

    COMBAT\r

    A diplocaulus generally attempts to escape if threatened by a larger creature.\r

    Hard to Swallow (Ex):<\/b> A diplocaulus counts as one size category larger for the purposes of being swallowed whole.\r

    Hydrofoil (Ex):<\/b> A diplocaulus gains a +4 bonus on any Swim check made to swim against a current.\r

    Skills:<\/b> A diplocaulus has a +4 racial bonus on all Hide and Move Silently checks. A diplocaulus has a +8 racial bonus on any Swim checks to perform some special action or avoid a hazard. It can always take 10 on Swim checks 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 Dragon Magazine #112 as \"Labrynthodont\".<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm aquatic"},{"name":"Labrynthodont, Eryops","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":5998,"reference":"Usergen","full_text":"

    Labrynthodont, Eryops <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Animal \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+6\u00a0(15 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), swim 60 ft.<\/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>Bite +4 melee (1d10+4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d10+4)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Amphibious, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +3, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 10, Con 17, Int 1, Wis 11, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>Hide +7*, Listen +3, Spot +3, Swim +11<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm marshes<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-5 HD (Medium), 6-9 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The enormous head of this man-sized amphibian is nearly all mouth. Two eyes sit atop its head, and its raised nostrils give it a somewhat crocodilian appearance.<\/i>\r

    An eryops is a large amphibian with an enormous head nearly a third of its length. Eryops often fall victim to dimetrodon attacks.\r

    An eryops is 5 to 6 feet long, weighing around 200 pounds.\r

    COMBAT\r

    Like a crocodile, an eryops often hides the bulk of its body underwater, with only its eyes and nostrils breaking the surface. It scoops up fish and other small prey with its huge mouth, swallowing them whole.\r

    Improved Grab (Ex):<\/b> To use this ability, an eryops 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> An eryops can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d10+4 points of bludgeoning damage and 1d4 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 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 Medium eryops's gizzard can hold 2 Tiny, 8 Diminutive, or 16 Fine opponents.\r

    Skills:<\/b> An eryops 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

    *An eryops gains a +4 racial bonus on Hide checks when in the water. Further, an eryops 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 Dragon Magazine #112 as \"Labrynthodont\".<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm marshes"},{"name":"Labrynthodont, Mastodonsaurus","type":"Animal","ch":5,"challenge_rating":" 5 \u00a0","id":5999,"reference":"Usergen","full_text":"

    Labrynthodont, Mastodonsaurus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+35\u00a0(57 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square), swim 70 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (-1 size, +5 natural), touch 9, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+15<\/td> <\/tr>
    Attack: <\/strong>Bite +10 melee (2d8+12)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +10 melee (2d8+12)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, swallow whole, vortex maw<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, water dependent<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +3, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 27, Dex 10, Con 25, Int 1, Wis 11, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>Hide +6*, Listen +3, Move Silently +4, Spot +3, Swim +15<\/td> <\/tr>
    Feats: <\/strong>Alertness, Stealthy\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm marshes<\/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>6-9 HD (Large), 11-15 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The enormous head of this massive amphibian is nearly all mouth. Two eyes sit atop its head, and its raised nostrils give it a somewhat crocodilian appearance. Its body is long and flat.<\/i>\r

    Mastodonsaurus is a larger relative of eryops. It spends all its time in the water, and is nearly helpless on land. \r

    A mastodonsaurus is 12 to 15 feet long, weighing 800 to 1,000 pounds.\r

    These statistics can be used to represent other large temnospondyls, such as cyclotosaurus, cherninia, and siderops.\r

    COMBAT\r

    Like a crocodile, a mastodonsaurus often hides the bulk of its body underwater, with only its eyes and nostrils breaking the surface. It sucks fish and other small prey into its huge mouth, swallowing them whole.\r

    Improved Grab (Ex):<\/b> To use this ability, a mastodonsaurus 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 mastodonsaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 1d6 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 15 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.\r

    A Large mastodonsaurus's gizzard can hold 2 Small, 8 Tiny, or 16 Diminutive or smaller opponents.\r

    Vortex Maw (Ex):<\/b> A mastodonsaurus can open its mouth so quickly that it creates a powerful suction. All creatures within a 15-foot cone must make Strength checks opposed by the mastodonsaurus's Strength check (+8 for a standard mastodonsaurus), with the same modifiers as a bull rush. If the mastodonsaurus 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 mastodonsaurus pulls the victim an additional 5 feet closer. The victim provokes attacks of opportunity if it is moved. \r

    Water Dependent (Ex):<\/b> A mastodonsaurus 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).\r

    Skills:<\/b> A mastodonsaurus 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 mastodonsaurus gains a +4 racial bonus on Hide checks when in the water. Further, a mastodonsaurus 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 Dragon Magazine #112 as \"Labrynthodont\".<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm marshes"}]]