[[],[],[],[],[],[],[],[],[],[{"name":"Labrynthodont, Paracyclotosaurus","type":"Animal","ch":3,"challenge_rating":" 3 \u00a0","id":6000,"reference":"Usergen","full_text":"

Labrynthodont, Paracyclotosaurus <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 3d8+15\u00a0(28 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 5 ft. (1 square), swim 70 ft.<\/td> <\/tr>
Armor Class: <\/strong> 13 (+3 natural), touch 10, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+2\/+6<\/td> <\/tr>
Attack: <\/strong>Bite +6 melee (1d10+6)<\/td> <\/tr>
Full Attack: <\/strong>Bite +6 melee (1d10+6)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Improved grab, swallow whole, vortex maw<\/td> <\/tr>
Special Qualities: <\/strong>Amphibious, low-light vision<\/td> <\/tr>
Saves: <\/strong>Fort +8, Ref +3, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 19, Dex 10, Con 21, Int 1, Wis 11, Cha 5 <\/td> <\/tr>
Skills: <\/strong>Hide +10*, Listen +3, Move Silently +2, Spot +3, Swim +11\r
<\/td> <\/tr>
Feats: <\/strong>Alertness, Stealthy<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Warm marshes<\/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>4-5 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. Its body is long and flat.<\/i>\r

Paracyclotosaurus is a larger relative of eryops. Spending more of its time in the water, it is a faster swimmer, but extremely slow on land. \r

A paracyclotosaurus is 6 to 8 feet long, weighing around 300 pounds.\r

COMBAT\r

Like a crocodile, a paracyclotosaurus 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 paracyclotosaurus 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 paracyclotosaurus 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 paracyclotosaurus's gizzard can hold 2 Tiny, 8 Diminutive, or 16 Fine opponents.\r

Vortex Maw (Ex):<\/b> A paracyclotosaurus can open its mouth so quickly that it creates a powerful suction. All creatures within a 10-foot cone must make Strength checks opposed by the paracyclotosaurus's Strength check (+4 for a standard paracyclotosaurus), with the same modifiers as a bull rush. If the paracyclotosaurus 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 paracyclotosaurus pulls the victim an additional 5 feet closer. The victim provokes attacks of opportunity if it is moved. \r

Skills:<\/b> A paracyclotosaurus 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 paracyclotosaurus gains a +4 racial bonus on Hide checks when in the water. Further, a paracyclotosaurus 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, Platyhystrix","type":"Animal","ch":1,"challenge_rating":" 1 \u00a0","id":6001,"reference":"Usergen","full_text":"

Labrynthodont, Platyhystrix <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 1d8+2\u00a0(6 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 10 ft. (2 squares), swim 10 ft.<\/td> <\/tr>
Armor Class: <\/strong> 15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+0\/-3<\/td> <\/tr>
Attack: <\/strong>Bite +2 melee (1d8+1)\r
<\/td> <\/tr>
Full Attack: <\/strong>Bite +2 melee (1d8+1)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
Special Qualities: <\/strong>Hold breath, low-light vision, thermal regulation<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +3, Will +0 <\/td> <\/tr>
Abilities: <\/strong>Str 13, Dex 12, Con 15, Int 1, Wis 11, Cha 5 <\/td> <\/tr>
Skills: <\/strong>Hide +7*, Listen +3, Spot +3, Swim +9<\/td> <\/tr>
Feats: <\/strong>Alertness<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Warm marshes<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>1<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>2-3 HD (Small); 4-6 HD (Medium); 7-10 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A green salamander-like creature, nearly three feet long, climbs from the water on short, sturdy legs. Its most remarkable feature, however, is the skin-covered sail arising from its back.<\/i>\r

A platyhystrix (\"plah-tee-hiss-stricks\") is a sail-backed amphibian related to eryops. Adventurers sometimes call them \"salamanders with a sail\" or \"flat porcupines\". \r

A platyhystrix is 2 to 3 feet long, weighing around 75 pounds.\r

COMBAT\r

A platyhystrix preys on creatures smaller than itself, such as large insects and smaller amphibians.\r

Hold Breath (Ex):<\/b> A platyhystrix can hold its breath for a number of rounds equal to 10 times its Constitution score before it risks drowning. For a typical platyhystrix, this is 150 rounds, or 15 minutes.\r

Thermal Regulation (Ex):<\/b> A platyhystrix has a +2 racial bonus on saving throws made to avoid taking nonlethal damage in areas of extreme heat or cold.\r

Skills:<\/b> A platyhystrix 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>
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":"Lamia Noble","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6002,"reference":"Usergen","full_text":"

LAMIA NOBLE<\/h1> <\/div> <\/td> <\/tr>

The lamia nobles rule over the lamias and the wild, lonely areas they inhabit. They differ from the normal lamias in that the lamia nobles' lower bodies are those of giant serpents and their upper bodies can be either male or female. It is rumored that the normal female lamia is born from the union of two nobles. Lamia nobles are given to outbursts of senseless violence.<\/span><\/p> <\/td> <\/tr>

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

Creating a Lamia Noble<\/span><\/h2> <\/td> <\/tr>

\u0093Noble\u0094 is a template that can be added to any lamia, hereafter referred to as the \u0093base creature.\u0094 It uses all the base creature\u0092s statistics and special abilities except as noted here.<\/span><\/p> <\/td> <\/tr>

Hit Dice:<\/span><\/b> HD increases by +1.<\/span><\/p> <\/td> <\/tr>

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

Attacks:<\/span><\/b> Same as the base creature, adjusted for increased HD. Males favor short swords, while female nobles prefer to attack unarmed and only with magic.<\/span><\/p> <\/td> <\/tr>

Special Attacks:<\/span><\/b> A lamia noble retains all the special attacks of the base creature, and gains those listed below. Saves have a DC of 10 + 1\/2 lamia noble\u0092s HD + lamia noble\u0092s Charisma modifier unless noted otherwise.<\/span><\/p> <\/td> <\/tr>

Spells:<\/span><\/i> Male nobles can replicate arcane spells as a sorcerer of level 1-6 (roll 1d6 to determine caster level). Females replicate spells as a sorcerer of level 2-8 (roll 2d4 to determine caster level).<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> A lamia noble retains all the special qualities of the base creature, and also gains those listed below. Saves have a DC of + 1\/2 lamia noble\u0092s HD + lamia noble\u0092s Charisma modifier unless noted otherwise.<\/span><\/p> <\/td> <\/tr>

Alternate Form (Su):<\/span><\/i> All lamia nobles are able to assume human form. In this guise they attempt to penetrate human society and wreak evil. When in human form, they are recognizable as lamias only with a successful Sense Motive check (DC 30). Clerics and paladins receive a +2 insight modifier to this check.<\/span><\/p> <\/td> <\/tr>

Spells Resistance:<\/span><\/i> SR 17<\/span><\/p> <\/td> <\/tr>

Saves:<\/span><\/b> Same as the base creature, adjusted for increased HD.<\/span><\/p> <\/td> <\/tr>

Skills:<\/span><\/b> Same as the base creature, adjusted for increased HD.<\/span><\/p> <\/td> <\/tr>

CR:<\/span><\/b> Same as the base creature +2<\/span><\/p> <\/td> <\/tr>

Advancement:<\/span><\/b> 11-14 HD (Large), 15-30 HD (Huge)<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/b><\/p><\/div>","family":"Template","alignment":"Any","environment":"Any"},{"name":"Lammasu (Celestial)","type":"Outsider","ch":19,"challenge_rating":" 19 \u00a0","id":6003,"reference":"Usergen","full_text":"

CELESTIAL LAMMASU<\/h4> <\/div> <\/td> <\/tr>

Large Outsider (Good)<\/span><\/b><\/p> <\/td> <\/tr>

Hit Dice: <\/span><\/b>20d8+100 (190 hp)<\/span><\/p> <\/td> <\/tr>

Initiative: <\/span><\/b>+6 (Dex, Improved Initiative)<\/span><\/p> <\/td> <\/tr>

Speed: <\/span><\/b>40 ft, fly 70 ft (average)<\/span><\/p> <\/td> <\/tr>

AC: <\/span><\/b>\u00a025 (-1 size, +2 Dex, +14 natural)<\/span><\/p> <\/td> <\/tr>

Attacks: <\/span><\/b>2 claws +29 melee<\/span><\/p> <\/td> <\/tr>

Damage: <\/span><\/b>Claw 2d6+9<\/span><\/p> <\/td> <\/tr>

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

Special Attacks: <\/span><\/b>Spells, dive, spell-like abilities<\/span><\/p> <\/td> <\/tr>

Special Qualities: <\/span><\/b>Fast healing 4, damage reduction 30\/+3, SR 15, tongues<\/span><\/p> <\/td> <\/tr>

Saves: <\/span><\/b>Fort +17, Ref +16, Will +19<\/span><\/p> <\/td> <\/tr>

Abilities: <\/span><\/b>Str 29, Dex 14, Con 20, Int 20, Wis 21, Cha 21<\/span><\/p> <\/td> <\/tr>

Skills:<\/span><\/b> Concentration +20, Diplomacy +25, Hide +22, Intimidate +25, Knowledge (arcana) +22, Knowledge (the Planes) +22, Knowledge (any three) or Craft (any three) +22, Listen +24, Move Silently +22, Sense Motive +22, Spot +25<\/span><\/p> <\/td> <\/tr>

Feats:\u00a0 <\/span><\/b>Blind-Fight, Combat Casting, Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

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

Challenge Rating: <\/span><\/b>19<\/span><\/p> <\/td> <\/tr>

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

Alignment: <\/span><\/b>Always good (any)<\/span><\/p> <\/td> <\/tr>

Advancement: <\/span><\/b>21-30 HD (Large); 31-40 HD (Huge)<\/span><\/p> <\/td> <\/tr>

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

Celestial lammasu are powerful relatives kin to the common lammasu found on the Material Plane. Celestial lammasu make their home in the outer planes of Arborea.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 They resemble their Material Plane cousins, though they have a majestic, unearthly quality about their person. There are only 36 known to exist.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Celestial lammasu fight a constant battle with evil throughout the planes, assisting good beings threatened by evil, and even neutral beings who take up the cause against evil. They also take a special interest in assisting lammasu on the Material Plane, providing them guidance and occasional support.<\/span><\/p> <\/td> <\/tr>

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

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

Celestial lammasu are a real terror in battle, though only evil beings truly have anything to fear from them. Non-evil beings that threaten them will be chastised and subdued if they continue to harass the celestial lammasu. They will almost always enter combat when an evil being is threatening a non-evil being, and they will also do battle with such creatures if provoked.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Spells:\u00a0 <\/b>A celestial lammasu casts divine spells as a 15th-level cleric, choosing from any two of the following domains: Good, Healing, Knowledge, and Law.\u00a0 A celestial lammasu also casts arcane spells as a 12th-level sorcerer, from any school except Necromancy.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Dive (Ex): <\/b>A celestial lammasu can make a flying dive attack at a land-bound opponent, gaining a +2 to its attack roll, and inflicting double base damage (4d6+9 per claw).<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Spell-Like Abilities: <\/b>At will\u0097cure light wounds, cure serious wounds, dispel evil, magic circle against evil <\/i>(30-foot radius), plane shift, teleport without error<\/i>; 7\/day\u0097dispel magic<\/i>; 3\/day\u0097holy word<\/i>; 1\/day\u0097wish<\/i>.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Tongues (Su): <\/b>Celestial lammasu can speak with any creature that has a language, as though using a tongues<\/i> spell cast by a 14-th level sorcerer.<\/span><\/p> <\/td> <\/tr>

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

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

The Celestial Lammasu first appeared in MC8.<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Always good (any)","environment":"Any warm land and underground"},{"name":"Lammasu, Greater","type":"Magical Beast","ch":13,"challenge_rating":" 13 \u00a0","id":6004,"reference":"Usergen","full_text":"

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


<\/td> <\/tr>

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

Hit Dice: <\/strong> 12d10+36\u00a0(102 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares), fly 80 ft.(good)<\/td> <\/tr>
Armor Class: <\/strong> 23 (\u00c2\u00961 size, +1 Dex, +13 natural), touch 10, flat-footed 22<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+12\/+24<\/td> <\/tr>
Attack: <\/strong>Claw +19 melee (1d8+8)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +19 melee (1d8+8)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Pounce, rake 1d8+4, spell-like abilities, spells<\/td> <\/tr>
Special Qualities: <\/strong>Blessed healer, darkvision 60 ft., depart, ethereal jaunt, low-light vision, magic circle against evil, spell resistance 22, telepathy 100 ft.<\/td> <\/tr>
Saves: <\/strong>Fort +11, Ref +11, Will +11 <\/td> <\/tr>
Abilities: <\/strong>Str 27, Dex 12, Con 17, Int 20, Wis 21, Cha 18 <\/td> <\/tr>
Skills: <\/strong>Concentration +18, Diplomacy +21, Knowledge (arcana) +20, Knowledge (religion) +20, Listen +20, Sense Motive +20, Spot +22<\/td> <\/tr>
Feats: <\/strong>Blind-Fight, Iron Will, Lightning Reflexes, Spell Focus (abjuration), Spell Focus (evocation)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate deserts<\/td> <\/tr>
Organization: <\/strong>Solitary or pride (1-2 plus 1-6 lammasu) or whitemoon (2-8 plus 6-36 lammasu)<\/td> <\/tr>
Challenge Rating: <\/strong>13<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Always lawful good<\/td> <\/tr>
Advancement: <\/strong>13-18 HD (Large); 19-36 (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>+6<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This creature has the golden brown body of a lion, the wings of a giant eagle, and the face of a human.<\/i>\r

Like their lesser brethren, greater lammasus are noble creatures that are concerned with the welfare and safety of all good beings. They are stronger, smarter, and greater spellcasters, and are often found leading prides of lammasus.\r

A greater lammasu is about 10 feet long, stands 5 foot at the shoulder, and weighs about 1,400 pounds.\r

Greater lammasus speak Abyssal, Celestial, Common, Draconic, and Infernal, and can communicate telepathically.\r

COMBAT\r

Like other lammasu, greater lammasus blend spells with ferocious claws to bring the battle to the forces of evil.\r

Blessed Healer (Su):<\/b> Any healing spell or spell-like ability a greater lammasu casts has all variable, numeric effects increased by one-half. This increase stacks with that from Empower Spell or Empower Spell-Like Ability, so if a greater lammasu casts an empowered cure light wounds<\/i>, it heals +100% points.\r

Depart (Su):<\/b> Once per week, a greater lammasu may cast astral projection<\/i> (caster level 18th). The ability affects only the lammasu.\r

Ethereal Jaunt (Su):<\/b> A greater lammasu can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action. This ability is otherwise identical with ethereal jaunt<\/i> (caster level 15th).\r

Magic Circle against Evil (Su):<\/b> A greater lammasu radiates a continuous magic circle against evil<\/i> that affects a 20-foot radius.\r

Pounce (Ex):<\/b> If a greater lammasu charges a foe, it can make a full attack, including two rake attacks.\r

Rake (Ex):<\/b> Attack bonus +19 melee, damage 1d8+4.\r

Spell-Like Abilities:<\/b> At will\u00c2\u0097dimension door<\/i>, greater teleport<\/i> (self only), invisibility<\/i> (self only); 2\/day\u00c2\u0097greater invisibility<\/i> (self only); 1\/day\u00c2\u0097holy word<\/i> (DC 21). Caster level 12th.\r

Spells:<\/b> A greater lammasu casts spells as a 12th-level cleric, and can choose spells from the cleric spell list, plus any two of the following domains: Good, Healing, Knowledge, or Law.\r

Typical Cleric Spells Prepared<\/i> (6\/7+1\/5+1\/5+1\/4+1\/4+1\/2+1; save DC 15 + spell level; abjuration and evocation spells save DC 16 + spell level):\r
0\u00c2\u0097detect magic, guidance (2), light, read magic, resistance;<\/i>\r
1st\u00c2\u0097bless (2), detect evil, divine favor, entropic shield, protection from evil*, remove fear;<\/i>\r
2nd\u00c2\u0097aid*, bear's endurance, bull's strength, lesser restoration, owl's wisdom, resist energy;<\/i>\r
3rd\u00c2\u0097daylight, dispel magic, magic circle against evil*, prayer, remove curse, searing light;<\/i>\r
4th\u00c2\u0097death ward, dimensional anchor, divine power, holy smite*, neutralize poison;<\/i>\r
5th\u00c2\u0097break enchantment, dispel evil*, mark of justice, righteous might, symbol of sleep;<\/i>\r
6th\u00c2\u0097banishment, blade barrier*, find the path.<\/i>\r
*Domain spell. Domains: Good and Healing.\r

Skills:<\/b> Greater lammasus have a +2 racial bonus on Spot checks.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1983 Wizards of the Coast, Inc.
Originally found in Monster Manual II<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always lawful good","environment":"Temperate deserts"},{"name":"Lamprey, Dire","type":"Animal","ch":3,"challenge_rating":" 3 \u00a0","id":6005,"reference":"Usergen","full_text":"

Lamprey, Dire <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 5d8+15\u00a0(37 hp)<\/td> <\/tr>
Initiative: <\/strong> +5<\/td> <\/tr>
Speed:<\/strong> Swim 30 ft. (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 14 (+1 Dex, +3 natural), touch 11, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/+10<\/td> <\/tr>
Attack: <\/strong>Bite +6 melee (1d6+4 plus attach)<\/td> <\/tr>
Full Attack: <\/strong>Bite +6 melee (1d6+4 plus attach)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Attach, blood drain\r
<\/td> <\/tr>
Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
Saves: <\/strong>Fort +7, Ref +5, Will +5 <\/td> <\/tr>
Abilities: <\/strong>Str 17, Dex 13, Con 16, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
Skills: <\/strong>Hide +12, Swim +11<\/td> <\/tr>
Feats: <\/strong>Improved Initiative, Skill Focus (Hide)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate or warm aquatic<\/td> <\/tr>
Organization: <\/strong>Solitary or tangle (2-5) <\/td> <\/tr>
Challenge Rating: <\/strong>3<\/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>
A large eel-like creature darts into view, its head ending not in jaws, but in a circular toothy sucker.<\/i>\r

Like their smaller cousins, dire lampreys are parasitic marine animals with toothed, funnel-like sucking mouths. They are often viewed as a plague by lake-dwelling races, for the are an invasive species that feeds on the local fish population.\r

Dire lampreys return to fresh water to reproduce. They then build a nest, spawn, and invariably die. \r

Dire lampreys are a prized delicacy among some humanoid races, for their taste is much meatier than that of most true fish. The danger of catching one surely adds to their appeal.\r

COMBAT\r

A dire lamprey simply latches onto a warm-blooded creature with its toothy maw, then drains blood until it is sated.\r

Attach (Ex):<\/b> A dire lamprey that hits with its bite attack latches onto the opponent\u00c2\u0092s body with its powerful jaws. An attached dire lamprey loses its Dexterity bonus to AC and thus has an AC of 13. Dire lampreys have a +4 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

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

Blood Drain (Ex):<\/b> A dire lamprey drains blood for 1d4 points of Constitution damage each round it remains attached.\r

Skills:<\/b> A dire lamprey has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.\r

Note:<\/i> Originally appeared in Monster Manual (1977) as \"giant lamprey\".<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1977 Wizards of the Coast, Inc.
Originally found in Monster Manual<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate or warm aquatic"},{"name":"Land Lamprey","type":"Vermin","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6006,"reference":"Usergen","full_text":"

Land Lamprey <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 1d8+2\u00a0(6 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+0\/+6<\/td> <\/tr>
Attack: <\/strong>Touch +1 melee (1d3 plus attach)\r
<\/td> <\/tr>
Full Attack: <\/strong>Touch +1 melee (1d3 plus attach)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Attach, blood drain\r
<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., scent, vermin traits<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +1, Will +0 <\/td> <\/tr>
Abilities: <\/strong>Str 7, Dex 12, Con 15, Int -, Wis 10, Cha 2 <\/td> <\/tr>
Skills: <\/strong>-<\/td> <\/tr>
Feats: <\/strong>Weapon Finesse [B]<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate and warm marshes and underground<\/td> <\/tr>
Organization: <\/strong>Solitary or swarm (2\u00c2\u009612)<\/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 (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The creature looks like a blackish green worm with a suckered mouth. Concentric rings of sharp teeth line this maw. It slithers along like a snake.<\/i>\r

The land lamprey is a mutated version of the sea lamprey. It breathes air and moves in snake-like fashion. They prefer dark and damp environments. Coloration ranges from light green to blackish green.\r

A land lamprey is only about 3-feet long but fairly thick and heavy, weighing 15 pounds.\r

Land lampreys do not speak.\r

Combat\r

Like their aquatic cousins, land lampreys feed by biting their victims, fastening themselves to the victims with their sphincter-like mouths, and draining blood. \r

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

Each land lamprey attached to an individual counts as 12 pounds of gear for purposes of carrying capacity and encumbrance.\r

An attached land lamprey can be struck with a weapon or grappled itself. To remove an attached land lamprey through grappling, the opponent must achieve a pin against the land lamprey. If an attached land lamprey takes even one point of fire damage, it will immediately release its victim.\r

Blood Drain (Ex):<\/b> A land lamprey drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 3 points of Constitution damage, it detaches and slithers off to digest the meal. If its victim dies before the land lamprey's appetite has been sated, the land lamprey detaches and seeks a new target.\r

SEA LAMPREYS\r

These cousins of the land lamprey have the aquatic subtype. They dwell in any body of water in any climate. They have a base land speed of 5 feet and a swim speed of 30 feet and are found only in aquatic environments.\r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1983 Wizards of the Coast, Inc.
Originally found in Monster Manual II<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Temperate and warm marshes and underground"},{"name":"Larva","type":"Outsider","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6007,"reference":"Usergen","full_text":"

Not Found<\/h1>

The requested URL \/cc\/converted\/crypt\/larva.htm was not found on this server.<\/p>

Additionally, a 404 Not Founderror was encountered while trying to use an ErrorDocument to handle the request.<\/p>","family":"Outsider","alignment":"Any","environment":"Any"},{"name":"Lava Children","type":"Humanoid","ch":3,"challenge_rating":" 03 \u00a0","id":6008,"reference":"Usergen","full_text":"

LAVA CHILDREN<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

Medium-Size Humanoid (Fire, Lava Children)<\/span><\/b><\/p> <\/td> <\/tr>

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

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

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

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

Attacks:<\/span><\/b> 2 claws +4 melee, bite -1 melee<\/span><\/p> <\/td> <\/tr>

Damage:<\/span><\/b> Claw 1d6+1, bite 1d8<\/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, tear<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> Immune to metal, fire subtype, immune to earth magic, vulnerabilities, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

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

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

Skills: <\/span><\/b>Listen +3, Spot +3<\/span><\/p> <\/td> <\/tr>

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

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

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

Organization:<\/span><\/b> Gang (3-6), band (7-15 plus 50% noncombatants plus 1 5th-level fighter, 1 5th-level wizard, and 1 5th-level cleric)
Challenge Rating:<\/b> 3<\/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>

Lava children dwell underground or in volcanic regions of the world. They appear as broad-built humanoids about 5 feet tall with black, sooty hair, and green eyes. Their faces have a curious, child-like appearance, with a permanent smile. Their skin is pinkish-white and rough to the touch.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Lava children speak their own gibberish-like tongue and Common.<\/span><\/p> <\/td> <\/tr>

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

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

A lava child attacks using its clawed hands and vicious bite. They will direct their attacks against the most heavily armored foe (as their attacks can pass through armor) in an attempt to weaken the attacking party.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, a lava child must hit a Medium-size or smaller creature with a claw attack.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Tear (Ex):<\/b> A lava child automatically hits a held opponent with all its melee attacks each round it maintains the hold.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Immune to Metal (Ex):<\/b> Lava children are completely immune to any metal object and its effects (e.g., swords, armor, doors, walls). Metal simply passes through the lava children as though they did not exist.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 All attacks made against metal-armored foes are considered touch attacks as the lava child\u0092s attacks simply pass through the metal armor.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Fire Subtype (Ex):<\/b> Fire immunity, double damage from cold, except on a successful save.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Immune to Earth Magic (Ex):<\/b> Lava children are immune to all spells of the Earth subtype.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Vulnerabilities (Ex):<\/b> Lava children take one extra point of damage per caster level from spells of the Air or Water subtype.<\/span><\/p> <\/td> <\/tr>

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

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

The Lava Children first appeared in the Fiend Folio<\/i> (1981).<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Humanoid","alignment":"Any","environment":"Any warm underground"},{"name":"Le Grand Zombi","type":"Undead","ch":22,"challenge_rating":" 22 \u00a0","id":6009,"reference":"Usergen","full_text":"

Le Grand Zombi <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 20d12+220\u00a0(350 hp)<\/td> <\/tr>
Initiative: <\/strong> +4<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 27 (+4 Dex, +13 natural), touch 14, flat-footed 23<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+10\/+16<\/td> <\/tr>
Attack: <\/strong>Slam +18 melee (2d6+8\/19-20)\r
<\/td> <\/tr>
Full Attack: <\/strong>2 slams +18 melee (2d6+8\/19-20)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Aura of desecrated animation, command undead, consume brain, spells, summon zombies<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 20\/silver and slashing, darkvision 60 ft., fast healing 5, immunity to electricty and force effects, spell resistance 28, undead traits, unholy toughness<\/td> <\/tr>
Saves: <\/strong>Fort +17, Ref +21, Will +27 <\/td> <\/tr>
Abilities: <\/strong>Str 23, Dex 19, Con -, Int 27, Wis 18, Cha 28 <\/td> <\/tr>
Skills: <\/strong>Bluff +32, Climb +29, Concentration +23, Diplomacy +13, Disguise +9 (+11 acting), Intimidate +34, Jump +29, Knowledge (arcana) +31, Knowledge (religion) +31, Listen +27, Sense Motive +27, Spellcraft +33 (+35 scrolls), Spot +27, Use Magic Device +34 (+36 scrolls)<\/td> <\/tr>
Feats: <\/strong>Greater Spell Focus (necromancy), Greater Spell Penetration, Improved Critical (slam), Maximize Spell, Reach Spell, Spell Focus (necromancy), Spell Penetration<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any<\/td> <\/tr>
Organization: <\/strong>Solitary or crowd (Le Grand Zombi plus 10-100 zombies)<\/td> <\/tr>
Challenge Rating: <\/strong>22<\/td> <\/tr>
Treasure: <\/strong>Triple standard<\/td> <\/tr>
Alignment: <\/strong>Neutral evil<\/td> <\/tr>
Advancement: <\/strong>None<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This walking, moldering corpse appears to be in a greatly advanced state of decay. It appears to be far more than a normal zombie, though, as it moves with unnatural grace and is preceded by an aura of thick, palpable dread.<\/i>\r

Le Grand Zombi is considered King of the Zombies. Its name means \"the great zombie\". It is rumored that Le Grand Zombi was once a powerful necromancer who may have tinkered with the process of lichdom to more closely resemble its favored undead. Regardless of its origins, Le Grand Zombi possesses far greater powers than a typical zombie, and uses its superior intellect to spread the zombie menace throughout the world.\r

Le Grand Zombi stands 6 feet tall and weighs 145 pounds. \r

Le Grand Zombi speaks Common, Abyssal, Aquan, Auran, Draconic, Ignan, Infernal, Terran, and Undercommon.\r

COMBAT\r

Le Grand Zombi is a brilliant tactician and powerful spellcaster. It is nearly always accompanied by a horde of zombies, and possesses the means to continually replenish this army. It uses its spells to harass powerful enemies while its minions overwhelm lesser foes with sheer numbers. If damaged below half its total hit points, Le Grand Zombi will begin eating brains, if possible, or will use harm for a quick repair.\r

Ancient Knowledge (Ex):<\/b> Over its centuries of unlife, Le Grand Zombi has acquire a wealth of arcane knowledge. As a result, Le Grand Zombi has one additional spell known per level than normal for a sorcerer of its level.\r

Aura of Desecrated Animation (Su):<\/b> Le Grand Zombi is continuously surrounded by an aura of negative energy to a range of 40 feet. This functions as a desecrate<\/i> spell centered on Le Grand Zombi, who is considered to be a permanent fixture dedicated to a deity (thus granting a \u00c2\u00966 profane penalty on turning checks, +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD for undead in the area). Additionally, all corpses within the area arise as zombies or skeletons (depending on the freshness of the corpse), under the command of Le Grand Zombi. These benefits are already included in the statistics above.\r

Command Undead (Su):<\/b> Le Grand Zombi commands and rebukes undead as a 22nd-level cleric.\r

Consume Brain (Ex):<\/b> Le Grande Zombi can consume a pinned opponent\u00c2\u0092s brain as a standard action. The pinned foe must make a DC 26 Fortitude save or have its brain removed and devoured; on a successful save, the victim still takes 1d4 points of Intelligence drain from the trauma. A creature whose brain is removed is effectively dead, unless it does not require a brain (such as an undead) or has multiple heads. Le Grande Zombi gains 5 temporary hit points for each point of Intelligence it drains, and 25 temporary hit points for each brain it consumes. After successfully consuming a brain, Le Grande Zombi gains a +10 ft. enhancement bonus to speed for 1 minute. The save DC is Strength based.\r

Spells:<\/b> Le Grand Zombi casts spells as a 22nd-level sorcerer and can also cast cleric spells and those from the Darkness, Death, Destruction, Evil, and Madness domains as arcane spells. \r

Typical Sorcerer Spells known<\/i> (9\/8\/8\/8\/8\/8\/7\/7\/7\/7, save DC 19 + spell level; 21 + spell level for necromancy spells)\r
0th - daze, detect magic, ghost sound, inflict minor wounds, mage hand, message, open\/close, ray of frost, read magic, tough of fatigue<\/i>\r
1st - chill touch, deathwatch, doom, inflict light wounds, mage armor, ray of enfeeblement<\/i>\r
2nd - blindness\/deafness, desecrate, darkness, ghoul touch, scare, spectral hand<\/i>\r
3rd - animate dead, contagion, haste, ray of exhaustion, vampiric touch<\/i>\r
4th - armor of darkness, crushing despair, enervation, inflict critical wounds, unholy blight<\/i>\r
5th - bolts of bedevilment, magic jar, mass inflict light wounds, unhallow, waves of fatigue<\/i>\r
6th - create undead, greater dispel magic, harm, true seeing<\/i>\r
7th - control undead, destruction, mass inflict serious wounds, mass invisibility<\/i>\r
8th - create greater undead, horrid wilting, maddening scream, unholy aura<\/i>\r
9th - energy drain, implosion, time stop, wail of the banshee<\/i>\r

Summon Zombies (Sp):<\/b> Three times per day, Le Grande Zombi can automatically summon up to 20 Hit Dice of undead. These must be zombies or a variant zombie (such as juju zombies, hungry dead, etc.) This ability is the equivalent of a 9th-level spell (CL 20th).\r

Unholy Grace (Su):<\/b> Le Grand Zombi adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its Armor Class.\r

Unholy Toughness (Ex):<\/b> Le Grand Zombi gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.\r

Psionic Variant<\/b>\r

If you are using psionics in your campaign, Le Grand Zombi should be treated as a 22nd-level psion which can draw powers from the psion and psychic warrior lists. It has 442 power points. This replaces sorcerous spellcasting. This creature is sometimes known as The Zombie Overmind.\r

If you are using Complete Psionic<\/i> in your campaign, consider granting the Zombie Overmind some of the Stygian powers in that book.\r
<\/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":"Neutral evil","environment":"Any"},{"name":"Leanchoilia","type":"Vermin","ch":2,"challenge_rating":" 2 \u00a0","id":6010,"reference":"Usergen","full_text":"

Leanchoilia <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Vermin \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 5d8+10\u00a0(32 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 10 ft. (2 squares), swim 10 ft.<\/td> <\/tr>
Armor Class: <\/strong> 18 (-1 size, +9 natural), touch 9, flat-footed 18<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/+11<\/td> <\/tr>
Attack: <\/strong>Whip +6 melee (1d6+4)<\/td> <\/tr>
Full Attack: <\/strong>2 whips +6 melee (1d6+4) and bite +1 melee (1d4+2)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft. (10 ft. with whip)<\/td> <\/tr>
Special Attacks: <\/strong>Gnaw, improved grab<\/td> <\/tr>
Special Qualities: <\/strong>Blindsight 30 ft., myopic, vermin traits, water dependent<\/td> <\/tr>
Saves: <\/strong>Fort +6, Ref +1, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 19, Dex 10, Con 15, Int \u00c2\u0097, Wis 10, Cha 2 <\/td> <\/tr>
Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any aquatic<\/td> <\/tr>
Organization: <\/strong>Solitary or cluster (2-4)<\/td> <\/tr>
Challenge Rating: <\/strong>2<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>6-10 HD (Large); 11-15 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This creature sports a pair of antennaelike frontal appendages, each ending with three whips. Four eyes peer out of its armored shell, which terminates in a saw-edged tail spine.<\/i>\r

Leanchoilia is a prehistoric marine arthropod. It spends most of its time crawling across the muddy ocean floor looking for food. Leanchoilia are primarily scavengers, but capture prey if given the chance. They can spend several hours at a time on dry land, and often leave the water to comb beaches for food or travel from one body of water to another.\r

A leanchoilia is 8 feet long and weighs 1,200 pounds.\r

COMBAT<\/b>\r
Should a creature smaller than a leanchoilia wander too close (within 30 feet or so), the leanchoilia will charge and try to seize that creature in its whips. If it takes hold of its prey, it will whip and gnaw away until either the leanchoilia or its victim dies. Leanchoilia instinctively avoid any creature their own size or larger.\r

Gnaw (Ex):<\/b> A leanchoilia that hits with two or more whip attacks may make an immediate free bite attack. Additionally, it deals automatic bite damage every round it maintains a grapple.\r

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

Myopic (Ex):<\/b> A leanchoilia is nearsighted, resulting in a -8 racial penalty on Spot checks made beyond 30 feet.\r

Water Dependent (Ex):<\/b> Leanchoilia can survive out of the water for 1 hour per 4 points of Constitution (after that, refer to the drowning rules).\r

Skills:<\/b> A leanchoilia has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1994 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #204<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Leech, Magical (and Swarm)","type":"Magical Beast","ch":13,"challenge_rating":" 1\/3 \u00a0","id":6011,"reference":"Usergen","full_text":"

Leech, Magical (and Swarm) <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 1\/4d10\u00a0(1 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> Swim 10 ft. (2 squares)<\/td> <\/tr>
Armor Class: <\/strong> 15 (+4 size, +1 Dex), touch 15, flat-footed 14<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+1\/-4<\/td> <\/tr>
Attack: <\/strong>Touch +5 melee (attach)<\/td> <\/tr>
Full Attack: <\/strong>Touch +5 melee (attach)<\/td> <\/tr>
Space\/Reach: <\/strong>1 ft.\/0 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Absorb magic, attach, dampen magic, shocking touch<\/td> <\/tr>
Special Qualities: <\/strong>Amphibious, blindsight 10 ft., detect magic, scent, spawn, spell resistance 18<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +1, Will -1 <\/td> <\/tr>
Abilities: <\/strong>Str 1, Dex 12, Con 11, Int 1, Wis 8, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Hide +21, Swim +9<\/td> <\/tr>
Feats: <\/strong>Great Fortitude, Weapon Finesse [B]<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Warm marsh<\/td> <\/tr>
Organization: <\/strong>Colony (2-5) or swarm (6-30)<\/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>—<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This creature looks like an ordinary leech, except its black, slimy body occasionally produces a purplish spark.<\/i>\r

A magical leech feeds off magic, it does not eat blood like a normal leech. These disgusting creatures are a bane to spellcasting creatures, for the magic in spells is their favorite meal. Magical leeches live in warm wetlands just like mundane leeches. The purplish sparks a magical leech occasionally gives off are too dim to illuminate their surroundings or give away their hiding place. A leech that's bloated by feeding on magic produces sparks much more frequently.\r

Magical leeches have tiny hooks along the edges of their flat bodies that catch on clothing or fur. This allows them to cling to their host tenaciously, dropping off only when the magical energies of the victim have been exhausted or a better source of food comes along.\r

A magical leech is 6 to 12 inches long and weighs less than a pound.\r

COMBAT<\/b>\r
Magical leeches hide in water or undergrowth until they sense a magic-using or spellcasting creature passing nearby. They then try to attach themselves to the creature and drain its magic until their victim has no magical powers left or the leech can absorb no more. The leech then drops off and processes its meal.\r

If a magical leech is attacked, it defends itself with its shocking touch power.\r

Absorb Magic (Su):<\/b> A magical leech can absorb spells from nearby spellcasters. For each minute that a spellcaster spends within 3 ft of a magical leech, the caster must make a DC 10 Will save. On a failed save, the caster loses one prepared spell or spell slot of the highest level remaining, and the leech absorbs a corresponding number of spell levels.\r

A magical leech can also absorb magic from spells (or spell-like abilities) cast in its vicinity (see Dampen Spell, below).\r

In addition, a magical leech can absorb charges from charged magical items, absorbing one charge per minute of contact. A charge grants the leech 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

Magical leeches may also absorb the magic from a permanent magical item (or one with daily charges), eventually rendering it a mundane item. This ability requires continuous contact. Each day of contact with the leech, the magic item must succeed at a Will save or be completely drained of magic. The Will save is initially DC 10, but increases by +1 DC for each day beyond the first that the leech maintains continual contact. The leech gains 10 spell levels per level of each of the magic item's spell effects (or 1\/2 the caster level of the effect, rounded up). A magical leech's ability to absorb magic has no effect on artifacts.\r

The save DCs are Charisma-based.\r

Attach (Ex):<\/b> If a magical leech hits with its touch attack, it uses the tiny hooks along its body to latch onto the opponent\u00c2\u0092s body. It deals no additional damage when it is attached. An attached leech loses its Dexterity bonus to AC and has an AC of 12. Magical leeches have a +12 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

The touch of a magical leech is very subtle and carries a mild numbness. A victim must succeed on a DC 20 Spot or Autohypnosis check to notice the leech attaching itself.\r

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

Dampen Spell (Su):<\/b> Any spell or spell-like ability cast within 3 feet of a magical leech is affected by the leech's spell resistance, even if spell resistance does not normally apply to that spell. If multiple leeches are within 3 ft., only the highest spell resistance applies. If a spell does not overcome the leech's spell resistance, the spell or spell-like ability has no effect and that leech gains spell levels as per its Absorb Magic ability.\r

Detect Magic (Su):<\/b> Detect magic is always active upon a magical leech. This functions as the spell of the same name. It can be dispelled, but the magical leech can reactivate it as a free action. Caster level 10th.\r

Shocking Touch (Su):<\/b> As an immediate action, a magical leech can release a burst of energy that automatically hits any creature touching the leech, doing 1d3 points of electrical damage plus 1 point per spell level the leech has stored (maximum damage 1d3+10 for 10 spell levels). This costs the leech 1 spell level. A magical leech without stored spell levels cannot use shocking touch.\r

Spawn (Ex):<\/b> If a magical leech absorbs 10 or more spell levels, the leech crawls away to the nearest wet, sheltered spot and gives birth to 1d6 more magical leeches. This process takes 3d4 days and empties the leech's spell level pool.\r

Skills:<\/b> Magical leeches have a +4 racial bonus on Hide checks. A magical leech 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. Magical leeches use either their Strength modifier or Dexterity modifier for Swim checks, whichever is higher. \r

Magical Leech Swarm<\/b>\r
Diminutive Magical Beast (Aquatic, Swarm)<\/b>\r
Hit Dice:<\/b> 6d10 (33 hp) \r
Initiative:<\/b> +1\r
Speed:<\/b> Swim 10 ft. (2 squares)\r
Armor Class:<\/b> 15 (+4 size, +1 Dex), touch 15, flat-footed 14\r
Base Attack\/Grapple:<\/b> +1\/\u00c2\u0096 \r
Attack:<\/b> Swarm (1d6 plus infestation) \r
Full Attack:<\/b> Swarm (1d6 plus infestation)\r
Space\/Reach:<\/b> 10 ft.\/0 ft. \r
Special Attacks:<\/b> Absorb magic, dampen magic, distraction, infestation, shocking touch \r
Special Qualities:<\/b> Amphibious, blindsight 10 ft., detect magic, immune to weapon damage, scent, SR 21, swarm traits\r
Saves:<\/b> Fort +5, Ref +6, Will +3\r
Abilities:<\/b> Str 1, Dex 12, Con 11, Int 1, Wis 8, Cha 10\r
Skills:<\/b> Hide +21, Spot +4, Swim +9\r
Feats:<\/b> Ability Focus (distraction), Great Fortitude, Iron Will\r
Environment:<\/b> Warm marsh\r
Organization:<\/b> Solitary or plague (2-4 swarms)\r
Challenge Rating:<\/b> 4\r
Treasure:<\/b> None\r
Alignment:<\/b> Always neutral\r
Advancement:<\/b> \u00c2\u0097\r
Level Adjustment:<\/b> \u00c2\u0097\r

COMBAT<\/b>\r

Absorb Magic (Su):<\/b> A magical leech swarm can absorb spells from nearby spellcasters. For each minute that a spellcaster spends within 3 ft of a magical leech, the caster must make a DC 13 Will save. On a failed save, the caster loses one prepared spell or spell slot of the highest level remaining, and the leech swarm absorbs a corresponding number of spell levels.\r

A magical leech swarm can also absorb magic from spells (or spell-like abilities) cast in its vicinity (see Dampen Spell, below).\r

In addition, a magical leech swarm can absorb charges from charged magical items, absorbing one charge per minute of contact. A charge grants the leech swarm 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

Magical leech swarms may also absorb the magic from a permanent magical item (or one with daily charges), eventually rendering it a mundane item. This ability requires continuous contact. Each day of contact with the leech, the magic item must succeed at a Will save or be completely drained of magic. The Will save is initially DC 13, but increases by +1 DC for each day beyond the first that the leech swarm maintains continual contact. The leeches gains 10 spell levels per level of each of the magic item's spell effects (or 1\/2 the caster level of the effect, rounded up). A magical leech swarms ability to absorb magic has no effect on artifacts.\r

The save DCs are Charisma-based.\r

Dampen Spell (Su):<\/b> Any spell or spell-like ability cast within 3 feet of a magical leech swarm is affected by the swarm's spell resistance, even if spell resistance does not normally apply to that spell. If multiple magical leeches or magical leech swarms are within 3 ft, only the highest spell resistance applies. If a spell does not overcome the leech's spell resistance, the spell or spell-like ability has no effect and that leech gains spell levels as per its Absorb Magic ability.\r

Detect Magic (Su):<\/b> Detect magic is always active upon a magical leech. This functions as the spell of the same name. It can be dispelled, but the magical leech can reactivate it as a free action. Caster level 10th.\r

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

Infestation (Ex):<\/b> Any living creature that takes damage from a magical leech swarm risks being infested by the leeches. Every round, the creature must make a DC 16 Reflex save or have 1d12 magical leeches attach themselves to the creature's body and start draining magical energy. These individual leeches will still be attached if the creature leaves a square occupied by the leech swarm, and are not affected by the magical leech swarm's swarm attack, distraction, power drain, or shocking touch attacks. If the Reflex save succeeds, the creature negates that round's infestation by dodging the swarming leeches or brushing them off before they attach themselves. The save DC is Dexterity-based and includes a +2 racial bonus.\r

Shocking Touch (Su):<\/b> As an immediate action, a magical leech swarm can release a burst of energy against any creature in its space (the swarm can target any or all creatures in its space, and can elect not to target some creatures). The shocking touch automatically hits all targeted creatures, doing 1d3 points of electrical damage plus 1 point per spell level the leech swarm has stored (maximum damage 1d3+10 for 10 spell levels). This costs the leech swarm 1 spell level for every creature it targets. A magical leech swarm without stored spell levels cannot use shocking touch.\r

Skills:<\/b> Magical leeches have a +4 racial bonus on Hide checks. A magical leech 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. Magical leeches use either their Strength modifier or Dexterity modifier for Swim checks, whichever is higher.\r
<\/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":" Always neutral\r","environment":" Warm marsh\r"},{"name":"Leech, Psionic (and Swarm)","type":"Magical Beast","ch":13,"challenge_rating":" 1\/3 \u00a0","id":6012,"reference":"Usergen","full_text":"

Leech, Psionic (and Swarm) <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Diminutive\u00a0Magical Beast \t\t\t(Aquatic, Psionic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 1\/4d10\u00a0(1 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> Swim 10 ft. (2 squares)<\/td> <\/tr>
Armor Class: <\/strong> 15 (+4 size, +1 Dex), touch 15, flat-footed 14<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+1\/-4<\/td> <\/tr>
Attack: <\/strong>Touch +5 melee (attach)<\/td> <\/tr>
Full Attack: <\/strong>Touch +5 melee (attach)<\/td> <\/tr>
Space\/Reach: <\/strong>1 ft.\/0 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Attach, concussion blast, power drain<\/td> <\/tr>
Special Qualities: <\/strong>Amphibious, blindsight 10 ft., detect psionics, scent, spawn<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +1, Will -1 <\/td> <\/tr>
Abilities: <\/strong>Str 1, Dex 12, Con 11, Int 1, Wis 8, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Hide +21, Swim +9<\/td> <\/tr>
Feats: <\/strong>Great Fortitude, Weapon Finesse [B]<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Warm marsh<\/td> <\/tr>
Organization: <\/strong>Colony (2-5) or swarm (6-30)<\/td> <\/tr>
Challenge Rating: <\/strong>1\/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 leech has a distinctive bluish tinge to its rubbery black hide.<\/i>\r

Psionic leeches drain mental energy in much the same way that magical leeches drain magical energy. They prefer wetlands like swamps and marshes, but can also be found in open ponds, wet grasses, or slow-moving streams.\r

Psionic leeches have tiny hooks along the edges of their flat bodies that catch on clothing or fur. This allows them to cling to their host tenaciously, dropping off only when the psionic powers of the victim have been exhausted or a better source of food comes along.\r

A psionic leech is 6 to 12 inches long and weighs less than a pound. A faint aura of crimson light surrounds it in darkness.\r

COMBAT<\/b>\r
Psionic leeches hide in water or undergrowth until a psionic creature passes nearby, they then try to attach themselves to the psionic creature and drain psionic power points until their victim has no psionic power points left or the leech can absorb no more. The leech then drops off and processes its meal.\r

If a psionic leech is attacked it defends itself with its concussive blast power.\r

Attach (Ex):<\/b> If a psionic leech hits with its touch attack, it uses the tiny hooks along its body to latch onto the opponent\u00c2\u0092s body. It deals no additional damage when it is attached. An attached leech loses its Dexterity bonus to AC and has an AC of 12. Psionic leeches have a +12 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

The touch of a psionic leech is very subtle and carries a mild numbness. A victim must succeed on a DC 20 Spot or Autohypnosis check to notice the leech attaching itself.\r

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

Concussion Blast (Ps):<\/b> A psionic leech with a pool of power points can use concussion blast as the psionic power as long as it has 3 power points available, and it may augment the power if it has additional power points. Manifester level 10th.\r

Detect Psionics (Ps):<\/b> Detect psionics is always active upon a psionic leech. This functions as the power of the same name, except it only detects psionic creatures. It can be dispelled, but the psionic leech can reactivate it as a free action. Manifester level 10th.\r

Power Drain (Ps):<\/b> As a free action, a psionic leech can drain psionic energy at a range of 1 foot. The leech can drain 1 power point per minute from a single character with a psionic power point reserve. A psionic leech gains a pool of power points equal to the points drained from other characters; power points remain in the leech's pool for 8 hours (see Concussion Blast, above). A psionic leech can hold up to 10 power points in its pool; if it exceeds this limit the leech reproduces (see Spawn, below). The victim is normally unaware of the power point drain, but can make a DC 14 Will save each minute to negate the drain and become aware of the drain attempt. This ability is the equivalent of a 4th-level power. The save DC is Charisma-based.\r

Spawn (Ex):<\/b> If a psionic leech gains a pool of more than 10 power points the leech crawls away to the nearest wet, sheltered spot and gives birth to 1d6 more psionic leeches. This process takes 3d4 days and empties the leech's power point pool.\r

Skills:<\/b> Psionic leeches have a +4 racial bonus on Hide checks. A psionic leech 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. Psionic leeches use either their Strength modifier or Dexterity modifier for Swim checks, whichever is higher.\r

Psionic Leech Swarm<\/b>\r
Diminutive Magical Beast (Aquatic, Psionic, Swarm)<\/b>\r
Hit Dice:<\/b> 6d10 (33 hp) \r
Initiative:<\/b> +1\r
Speed:<\/b> Swim 10 ft. (2 squares)\r
Armor Class:<\/b> 15 (+4 size, +1 Dex), touch 15, flat-footed 14\r
Base Attack\/Grapple:<\/b> +1\/– \r
Attack:<\/b> Swarm (1d6 plus infestation) \r
Full Attack:<\/b> Swarm (1d6 plus infestation)\r
Space\/Reach:<\/b> 10 ft.\/0 ft. \r
Special Attacks:<\/b> Concussion blast, distraction, infestation, power drain \r
Special Qualities:<\/b> Amphibious, blindsight 10 ft., detect psionics, immune to weapon damage, scent, swarm traits\r
Saves:<\/b> Fort +5, Ref +6, Will +3\r
Abilities:<\/b> Str 1, Dex 12, Con 11, Int 1, Wis 8, Cha 10\r
Skills:<\/b> Hide +21, Spot +4, Swim +9\r
Feats:<\/b> Ability Focus (distraction), Great Fortitude, Iron Will\r
Environment:<\/b> Warm marsh\r
Organization:<\/b> Solitary or plague (2-4 swarms)\r
Challenge Rating:<\/b> 4\r
Treasure:<\/b> None\r
Alignment:<\/b> Always neutral\r
Advancement:<\/b> —\r
Level Adjustment:<\/b> —\r

COMBAT<\/b>\r

Concussion Blast (Ps):<\/b> A psionic leech swarm with a pool of power points can use concussion blast as the psionic power as long as it has 3 power points available, and it may augment the power if it has additional power points. Manifester level 10th.\r

Detect Psionics (Ps):<\/b> Detect psionics is always active upon a psionic leech swarm. This functions as the power of the same name, except it only detects psionic creatures. It can be dispelled, but the psionic leech swarm can reactivate it as a free action. Manifester level 10th.\r

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

Infestation (Ex):<\/b> Any living creature that takes damage from a psionic leech swarm risks being infested by the leeches. Every round, the creature must make a DC 16 Reflex save or have 1d12 psionic leeches attach themselves to the creature's body and start draining psionic power points. These individual leeches will still be attached if the creature leaves a square occupied by the leech swarm, and are not affected by the psionic leech swarm's swarm attack, distraction, power drain, or concussion blast attacks. If the Reflex save succeeds, the creature negates that round's infestation by dodging the swarming leeches or brushing them off before they attach themselves. The save DC is Dexterity-based and includes a +2 racial bonus.\r

Power Drain (Ps):<\/b> A psionic leech swarm can drain psionic energy. As a free action, the swarm can drain 1d3 power points per round from all characters with a psionic power point reserve in its space. A psionic leech swarm gains a pool of power points equal to the points drained from other characters; power points remain in the swarm's pool for 8 hours (see Concussion Blast, above). A psionic leech swarm can hold an infinite number of power points in its pool. The victim is normally unaware of the power point drain, but can make a DC 14 Will save each round to negate the drain and become aware of the drain attempt. This ability is the equivalent of a 4th-level power. The save DC is Charisma-based.\r

Skills:<\/b> Psionic leeches have a +4 racial bonus on Hide checks. A psionic leech 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. Psionic leeches use either their Strength modifier or Dexterity modifier for Swim checks, whichever is higher.<\/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":" Always neutral\r","environment":" Warm marsh\r"},{"name":"Leomarh","type":"Outsider","ch":6,"challenge_rating":" 06 \u00a0","id":6013,"reference":"Usergen","full_text":"

Leomarh <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium-size\u00a0Outsider \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 6d8+18\u00a0(45 hp)<\/td> <\/tr>
Initiative: <\/strong> +4 (Dex)<\/td> <\/tr>
Speed:<\/strong> 40 ft<\/td> <\/tr>
AC:<\/strong> 20 (+4 Dex, +6 natural)<\/td> <\/tr>
Attacks:<\/strong>2 claws +12 melee, bite +7 melee<\/td> <\/tr>
Damage: <\/strong>Claw 1d6+6, bite 1d10+3<\/td> <\/tr>
Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
Special Attacks: <\/strong>Pounce, improved grab, rake 1d4+3<\/td> <\/tr>
Special Qualities: <\/strong>Camouflage, immune to magic missiles<\/i>, scent
<\/td> <\/tr>
Saves: <\/strong>Fort +8, Ref +9, Will +6 <\/td> <\/tr>
Abilities: <\/strong>Str 23, Dex 19, Con 17, Int 5, Wis 12, Cha 9 <\/td> <\/tr>
Skills: <\/strong>Balance +9, Hide +9, Jump +11, Listen +6, Move Silently +9, Spot +6 <\/td> <\/tr>
Feats: <\/strong>Alertness, Track<\/td> <\/tr>

<\/td> <\/tr>
Climate: <\/strong>Any plains and forest<\/td> <\/tr>
Organization: <\/strong>Pride (2-12, plus 40% young)<\/td> <\/tr>
Challenge Rating: <\/strong>06<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>7-12 HD (Medium-Size); 13-18 HD (Large)<\/td> <\/tr>
\u00a0<\/td> <\/tr>
Leomarhs are a race of planar animals apparently descended from lions or one of the other great cats. They can and do live well in uninhabited areas of other planes, although they are easily most common to the Outlands. Leomarhs are smarter than normal animals, showing an almost fiendish cunning, and are known to use ambush and hit-and-run tactics in their hunting. Leomarhs cannot be tamed, but are rarely the companions of rangers, druids, or those who have a strong affinity with animals.

Leomarhs have a hyenalike slope to their bodies, resulting from having larger forequarters than hindquarters. Their bodies are covered in small scales instead of fur, and their tails are long and snakelike and have a spade-shaped blade at the end. Their manes consist of dense golden-brown fur, and they have small patches of this fur along their legs and feet.

COMBAT<\/b>
Leomarhs strike with their large front claws and bite. They like to use tactics to hide some of their numbers with their camouflage ability, while drawing opponents to the hidden beasts who pounce when the victims are within range.

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

Rake (Ex)<\/b>: A leomarh that gets a hold can make two rake attacks (+12 melee) with its hind legs for 1d4+3 damage each. If the leomarh pounces on an opponent, it can also rake.

Camouflage (Ex)<\/b>: Leomarhs have a natural ability to change their coloration to match their surroundings, becoming effectively invisible. Characters must succeed at a Spot check (DC 17) to notice the beast. Leomarhs can only use this ability when standing still.

Immune To Magic Missiles (Su)<\/b>: Leomarhs are immune to the effects of magic missile<\/i> spells and effects.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1995 Wizards of the Coast, Inc.
Originally found in Planescape Monstrous Compendium appendix 2 (1995).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral","environment":">Any plains and forest"},{"name":"Leomarh","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":6014,"reference":"Usergen","full_text":"

Leomarh <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 6d10+12\u00a0(45 hp)<\/td> <\/tr>
Initiative: <\/strong> +7<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
Armor Class: <\/strong> 20 (\u00c2\u00961 size, +3 Dex, +4 natural, +4 shield), touch 12, flat-footed 17<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+6\/+15<\/td> <\/tr>
Attack: <\/strong>Claw +10 melee (1d4+5)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +10 melee (1d4+5) and bite +5 melee (1d8+2)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Improved grab, pounce, rake 1d4+2, takedown<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, scent, shield<\/td> <\/tr>
Saves: <\/strong>Fort +7, Ref +8, Will +3 <\/td> <\/tr>
Abilities: <\/strong>Str 21, Dex 17, Con 15, Int 6, Wis 12, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Balance +7, Hide +5*, Listen +9, Move Silently +9, Spot +9<\/td> <\/tr>
Feats: <\/strong>Alertness, Improved Initiative, Run<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Concordant Domain of the Outlands<\/td> <\/tr>
Organization: <\/strong>Solitary or pride (2\u00c2\u009612)<\/td> <\/tr>
Challenge Rating: <\/strong>4<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>7-12 (Medium); 13-18 (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>—<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This leonine creature has larger forequarters than hindquarters, giving its back a hyenalike slope. Its body is covered in fine scales rather than fur, although it still sports a mane of dense, golden-brown fur. Tassels of the same color line its legs and feet, which also match its small beard. Its snakelike tail terminates in a spade-shaped blade.<\/i>\r

Leomarhs are a predatory planar animals apparently descended from lions or one of the other great cats. They are most common to the Outlands, but can and do live well in uninhabited areas of other planes. Leomarhs are smarter than normal animals, showing an almost fiendish cunning, and use ambush and hit-and-run tactics in their hunting. Leomarhs cannot be tamed, but are occasionally the companions of rangers, druids, or those who have a strong affinity with animals.\r

A typical leomarh is 6 to 7 feet long and weighs 300 to 450 pounds.\r

Although intelligent, leomarhs do not speak or understand any language. \r

COMBAT<\/b>\r
Leomarhs, like lions, usually hunt in prides, showing cunning beyond that of most animals. They will start an attack by pouncing, either grappling or tripping their foe if they succeed on the appropriate attacks.\r

These cats are used to encountering powerful extraplanar creatures, so prefer to trail their prey and launch overwhelming ambushes against isolated stragglers. They are swift to retreat if outmatched by their opponents, but desperately fight to the death if unable to escape.\r

Improved Grab (Ex):<\/b> To use this ability, a leomarh 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 leomarh charges a foe, it can make a full attack, including two rake attacks.\r

Rake (Ex):<\/b> Attack bonus +10 melee, damage 1d4+2.\r

Shield (Su):<\/b> A leomarh is continually protected by a shield effect (as the spell). This shield cannot be dispelled, although the leomarh can suspend or restore it as a free action.\r

Takedown (Ex):<\/b> A leomarh that hits with both claw attacks 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 leomarh.\r

Skills:<\/b> Leomarhs have a +4 racial bonus on Balance, Hide, Listen, Move Silently, and Spot checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12. When immobile in any environment, this Hide bonus improves by an additional +4.<\/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","environment":"Concordant Domain of the Outlands"},{"name":"Leprechaun","type":"Fey","ch":4,"challenge_rating":" 04 \u00a0","id":6015,"reference":"Usergen","full_text":"

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

Small Fey<\/h2> <\/td> <\/tr>

Hit Dice:<\/span><\/b> 1d6 (3 hp)<\/span><\/p> <\/td> <\/tr>

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

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

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

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

Damage:<\/span><\/b> Dagger 1d4-2<\/span><\/p> <\/td> <\/tr>

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

Special Attacks: <\/span><\/b>Spell-like abilities<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> SR 27, low-light vision<\/span><\/p> <\/td> <\/tr>

Saves:<\/span><\/b> Fort +0, Ref +5, Will +4<\/span><\/p> <\/td> <\/tr>

Abilities:<\/span><\/b> Str 7, Dex 16, Con 11, Int 16, Wis 15, Cha 16<\/span><\/p> <\/td> <\/tr>

Skills:<\/span><\/b> Bluff +7, Concentration +4, Craft (any one) +5, Escape Artist +7, Hide +11, Listen +14, Move Silently +7, Open Lock +7, Perform (comedy, dance, limericks, melody) +7, Pick Pocket +7, Search +5, Sense Motive +6, Spot +6<\/span><\/p> <\/td> <\/tr>

Feats:<\/span><\/b> Dodge, Improved Initiative, Mobility, Weapon Finesse (dagger)<\/span><\/p> <\/div> <\/td> <\/tr>

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

Climate\/Terrain:<\/span><\/b> Temperate forest<\/span><\/p> <\/td> <\/tr>

Organization:<\/span><\/b> Gang (2-4), band (6-11), or family (12-20)
Challenge Rating:<\/b> 4<\/span><\/p> <\/td> <\/tr>

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

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

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

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

Rumors persist that the leprechaun is a cross between a pixie and a halfling. Whether this is true or not, no one knows.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Leprechauns are about two feet tall and have pointed ears. Their noses also come to a tapered point. Leprechauns are fond of wearing brightly colored clothes (green or gray coats, brown or green breeches) and flamboyant attire as well (pointed shoes and wide-brimmed hats or stocking caps). Many leprechauns also enjoy smoking a pipe, usually a long-stemmed one.<\/span><\/p> <\/td> <\/tr>

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

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

Leprechauns shun combat and will usually turn invisible and flee if threatened. However, a leprechaun will not sit idly by while a helpless creature is attacked. When combating a foe, they take full advantage of their spell-like abilities to drive an opponent away.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Spell-Like Abilities:<\/span><\/b> At will\u0097dancing lights, invisibility <\/i>(self only), permanent image<\/i> (visual and auditory elements only), polymorph any object, ventriloquism<\/i>. These are as the spells cast by a 7th-level sorcerer (save DC 13 + spell level).<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Skills:<\/b> Leprechauns receive a +8 racial bonus to Listen checks.<\/span><\/p> <\/td> <\/tr>

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

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

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

\u00a0<\/span><\/p><\/div>","family":"Fey","alignment":"Any","environment":"Temperate forest"},{"name":"Leprechaun","type":"Fey","ch":4,"challenge_rating":" 04 \u00a0","id":6016,"reference":"Usergen","full_text":"

Leprechaun <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 1d6\u00a0(3 hp)<\/td> <\/tr>
Initiative: <\/strong> +7<\/td> <\/tr>
Speed:<\/strong> 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\/-6<\/td> <\/tr>
Attack: <\/strong>Club -1 melee (1d4-2)<\/td> <\/tr>
Full Attack: <\/strong>Club -1 melee (1d4-2)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
Special Attacks: <\/strong>Spell-like abilities<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 5\/cold iron, low-light vision, spell resistance 27<\/td> <\/tr>
Saves: <\/strong>Fort +0, Ref +5, Will +4 <\/td> <\/tr>
Abilities: <\/strong>Str 7, Dex 16, Con 11, Int 16, Wis 15, Cha 16 <\/td> <\/tr>
Skills: <\/strong>Bluff +11, Concentration +4, Craft (any one) +4, Escape Artist +7, Hide +11, Jump +2, Listen +13, Move Silently +7, Perform (comedy) +5, Perform (dance) +5, Perform (sing) +5, Search +5, Sense Motive +6, Sleight of Hand +11, Spot +6<\/td> <\/tr>
Feats: <\/strong>Alertness b<\/sup>, Improved Initiative<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate forest and plains<\/td> <\/tr>
Organization: <\/strong>Solitary, gang (2-4), family (6-11), or clan (12-20)<\/td> <\/tr>
Challenge Rating: <\/strong>04<\/td> <\/tr>
Treasure: <\/strong>Double coins; 50% goods; 50% items<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>2-3 HD (Small)<\/td> <\/tr>
Level Adjustment: <\/strong>+4<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This wee being resembles a small elf, with a nose that comes to a tapered point. It wears brightly colored clothes, pointed shoes, and a wide-brimmed hat. In its teeth is clenched a long-stemmed smoking pipe. <\/i>\r

Leprechauns are a faerie folk that frolic in fair, green lands with lush hills and dales, working magic and causing harmless mischief. Rumors persist that the leprechaun is a cross between a pixie and a halfling. Whether this is true or not, no one knows. Leprechauns are fond of flamboyant clothes, and dress in green or gray coats, brown or green breeches and sometimes wear stocking caps. Some males have beards, but most have smooth, child-like faces.\r

Leprechauns are perhaps best known for their great fondness for gold, which they hoard. They tend to distrust humans and dwarves, who have greedy tendencies, but get along well with elves, gnomes, and halflings. Regardless, a leprechaun will not trust any humanoids enough to bring them to its lair for any reason. Leprechauns enjoy the same sorts of foods that other humanoids eat, and have a great fondness for wine \u00c2\u0096 a weakness that is often used to outwit them.\r

A leprechaun is about two feet tall, and weighs 30-35 pounds.\r

Leprechauns speak Sylvan, Common, Elven, Gnome, and Halfling.\r

COMBAT<\/b>\r
Other creatures most commonly encounter leprechauns when one of the mischievous little folk snatches a valuable object from someone, turns invisible, and dashes away. If pursued closely for a long enough time, the leprechaun may eventually drop the stolen goods and flee. When pursued, a leprechaun will not return to its lair.\r

If a leprechaun is somehow caught or discovered in its lair, it will try to fool the intruder into thinking he is getting the leprechaun\u00c2\u0092s treasure hoard, so that the intruder will leave empty-handed. If an intruder is able to secure the treasure, the leprechaun will bargain and beg to get it back, and use whatever tricks it can think of to get its treasure. \r

Leprechauns shun combat and will usually turn invisible and flee if threatened. However, leprechauns have a soft spot for weaker creatures, and will not sit idly by while a helpless creature is attacked. When combating a foe, leprechauns take full advantage of their spell-like abilities to drive an opponent away. \r

Spell-Like Abilities<\/b>: At will - dancing lights<\/i>, invisibility<\/i> (self only), major image<\/i> (DC 16), polymorph any object<\/i> (only polymorphs one object into another object; DC 21), ventriloquism<\/i> (DC 14). Caster level 7th. The save DCs are Charisma-based.\r

Skills<\/b>: A leprechaun has a +8 racial bonus on Listen checks, a +4 bonus on Bluff and Sleight of Hand checks, and a +2 racial bonus on Search and Spot checks.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1977 Wizards of the Coast, Inc.
Originally found in the first edition Monster Manual (1977, Gary Gygax), Monstrous Compendium MC2 (1989), and the Monstrous Manual (1993).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always neutral","environment":"Temperate forest and plains"},{"name":"Leprechaun","type":"Fey","ch":4,"challenge_rating":" 4 \u00a0","id":6017,"reference":"Usergen","full_text":"

Leprechaun <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 1d6\u00a0(3 hp)<\/td> <\/tr>
Initiative: <\/strong> +7<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
Armor Class: <\/strong> 14, touch 14, flat-footed 11<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+0\/-6<\/td> <\/tr>
Attack: <\/strong>Club -1 melee (1d4-2)<\/td> <\/tr>
Full Attack: <\/strong>Club -1 melee (1d4-2)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Spell-like abilities<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 5\/cold iron, low-light vision, spell resistance 27<\/td> <\/tr>
Saves: <\/strong>Fort +0, Ref +5, Will +4 <\/td> <\/tr>
Abilities: <\/strong>Str 7, Dex 16, Con 11, Int 16, Wis 15, Cha 16 <\/td> <\/tr>
Skills: <\/strong>Bluff +11, Concentration +4, Craft (any one) +4, Escape Artist +7, Hide +11, Jump +2, Listen +13, Move Silently +7, Perform (comedy) +5, Perform (dance) +5, Perform (sing) +5, Search +5, Sense Motive +6, Sleight of Hand +11, Spot +6<\/td> <\/tr>
Feats: <\/strong>Alertness (B), Improved Initiative <\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate hills, forests, or plains<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>4<\/td> <\/tr>
Treasure: <\/strong>Double coins, half goods, half items<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>2-3 HD (Small) or by character class<\/td> <\/tr>
Level Adjustment: <\/strong>+4<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This wee being resembles a small elf, with a nose that comes to a tapered point. It wears brightly colored clothes, pointed shoes, and a wide-brimmed hat. In its teeth is clenched a long-stemmed smoking pipe.<\/i>\r

Leprechauns are a faerie folk that frolic in fair, green lands with lush hills and dales, working magic and causing harmless mischief. \r

Rumors persist that the leprechaun is a cross between a pixie and a halfling. Whether this is true or not, no one knows. Leprechauns are fond of flamboyant clothes, and dress in green or gray coats, brown or green breeches and sometimes wear stocking caps. Some males have beards, but most have smooth, child-like faces.\r

Leprechauns are renown craftsman of the fey realms, making clothing, shoes, weapons, barrels, and even magic items to trade with other fey.\r

Leprechauns are perhaps best known for their great fondness for gold, which they hoard. They tend to distrust humans and dwarves, who have greedy tendencies, but get along well with elves, gnomes, and halflings. Regardless, a leprechaun will not trust any humanoids enough to bring them to its lair for any reason. Leprechauns enjoy the same sorts of foods that other humanoids eat, and have a great fondness for wine \u00c2\u0096 a weakness that is often used to outwit them. \r

Most leprechauns are found alone, but they sometimes form small gangs or families, and more rarely, larger clans. The largest known congregation of leprechauns is found in the faerie kingdom of Faylinn, led by King Iubadan (male leprechaun fighter 4\/illusionist 20), who possesses a vast hoard of magic.\r

A leprechaun is about two feet tall, and weighs 30-35 pounds.\r

Leprechauns speak Sylvan, Common, Elven, Gnome, and Halfling.\r

COMBAT\r

Leprechauns shun combat and will usually turn invisible and flee if threatened. However, leprechauns have a soft spot for weaker creatures, and will not sit idly by while a helpless creature is attacked. When combating a foe, leprechauns take full advantage of their spell-like abilities to drive an opponent away.\r

If is somehow caught or discovered in its lair, a leprechaun will try to fool intruders into leaving empty-handed. If intruders see through its trickery and claim the treasure, the leprechaun will bargain and beg to get it back, and use any tricks in its arsenal. \r

Spell-Like Abilities:<\/b> At will\u00c2\u0097dancing lights, invisibility<\/i> (self only), major image<\/i> (DC 16), polymorph any object<\/i> (only polymorphs one object into another object, DC 21), ventriloquism<\/i> (DC 14). Caster level 7th. The save DCs are Charisma-based.\r

Skills:<\/b> A leprechaun has a +8 racial bonus on Listen checks, a +4 bonus on Bluff and Sleight of Hand checks, and a +2 racial bonus on Search and Spot checks.\r

LEPRECHAUN CHARACTERS\r
Most leprechauns with class levels are illusionists, which is their favored class. Leprechauns worship Squelaiche, a deity of trickery and illusions. Leprechaun clerics can choose from the Luck, Travel, and Trickery domains.\r

CLURICHAUN\r
Clurichauns are cousins of leprechauns that love fine wine more than anything. As such, they often inhabit wine cellars of inns and rich merchants. They look like tiny elves dressed in the garb of innkeepers. They often become inebriated, and can be nasty when drunk. Clurichauns are usually nocturnal and often ride sheep or dogs when traveling. Clurichauns collect no treasure other than wine, although finer vintages might fetch decent prices to the right buyers.\r

Clurichauns share the same statistics as leprechauns, with the following changes:\r

Alignment: Always chaotic\r

Geyser (Su):<\/b> A clurichaun can cause a single container of liquid with 30 feet to produce a 20-foot-line of liquid for one round targeted as the clurichaun desires. The geyser effect causes considerable back pressure, requiring the holder (if any) to make a DC 13 Strength check to avoid being knocked down. The force of the geyser deals 1d4 points of damage but can only affect one target per round. The save DC is Charisma-based.\r

Spell-Like Abilities:<\/b> Replace the spell-like abilities above with this:\r
2\/day\u00c2\u0097 create water<\/i> (can create wine in equal amounts). \r

FAR DARRIG\r
The far darrig is a close cousin to the leprechaun. Known as the \u00c2\u0093Red Man\u00c2\u0094 for its entirely red garb, the far darrig is a malicious practical joker. It is not evil; in fact, a far darrig is good-natured and is said to bring good luck to those who survive its jests. An evil offshoot of far darrig known as geanncanacs are always chaotic evil and their jests are usually deadly.\r

Far darrig share the same statistics as leprechauns, with the following changes:\r

Skills: Bluff +11, Concentration +4, Craft (any one) +4, Escape Artist +7, Hide +11, Jump +2, Listen +13, Move Silently +7, Search +5, Sense Motive +6, Sleight of Hand +11, Spellcraft +7, Spot +6, Use Magic Device +10\r

Spell-Like Abilities: <\/b> Far darrig can select one additional cantrip as a spell-like ability usable at will.\r

Skills:<\/b> A far darrig has a +4 racial bonus on Spellcraft and Use Magic device checks.\r

WICKED LEPRECHAUN\r
Wicked leprechauns are vile, deadly cousins of leprechauns, rumored to have been created in the same manner as quicklings arose from brownies. Wicked leprechauns look just like their standard cousins, but always wear black and gray clothing and fight with daggers rather than clubs. They often employ poisons, and are rumored to drink the blood of their victims. They often associate with spriggans and their even more vile cousins, the redcaps.\r

Wicked leprechauns share the same statistics as leprechauns, with the following changes:\r

Attack: Dagger -1 melee (1d3-2\/19-20)\r
Full Attack: Dagger -1 melee (1d3-2\/19-20)\r
Alignment: Always neutral evil\r
Challenge Rating: 5\r

Spell-Like Abilities:<\/b> Add the following spell-like abilities to those listed above:\r
At will\u00c2\u0097 speak with vermin<\/i> (as speak with animals<\/i>, but only with vermin); \r
5\/day\u00c2\u0097 scare<\/i> (DC 15); \r
1\/day\u00c2\u0097 summon swarm, Tasha\u00c2\u0092s hideous laughter<\/i> (DC 15). <\/td> <\/tr>
\u00a0<\/td> <\/tr>
1977 Wizards of the Coast, Inc.
Originally found in the first edition Monster Manual (1977), Monstrous Compendium MC2 (1989), and the Monstrous Manual (1993). Clurichaun and wicked leprechaun appear in Dragon Magazine #239.<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Usually neutral","environment":"Temperate hills, forests, or plains"},{"name":"Leshy","type":"Fey","ch":1,"challenge_rating":" 01 \u00a0","id":6018,"reference":"Usergen","full_text":"

Leshy <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium-size\u00a0Fey \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 3d6+3\u00a0(13 hp)<\/td> <\/tr>
Initiative: <\/strong> +3 (+3 Dex)<\/td> <\/tr>
Speed:<\/strong> 40 ft, swim 90 ft<\/td> <\/tr>
AC:<\/strong> 16 (+3 Dex, +3 natural)<\/td> <\/tr>
Attacks:<\/strong>2 claws +2 melee<\/td> <\/tr>
Damage: <\/strong>Claw 1d6+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>Low-light vision, immunities, SR 12<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +6, Will +5 <\/td> <\/tr>
Abilities: <\/strong>Str 12, Dex 17, Con 12, Int 16, Wis 15, Cha 14 <\/td> <\/tr>
Skills: <\/strong>Animal Empathy +7, Bluff +7, Concentration +6, Escape Artist +7, Hide +14, Listen +6, Move Silently +8, Sense Motive +6, Spot +7, Swim +13, Wilderness Lore +7<\/td> <\/tr>
Feats: <\/strong>Alertness, Dodge, Mobility, Lightning Reflexes<\/td> <\/tr>

<\/td> <\/tr>
Climate: <\/strong>Temperate and warm forest and hills<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>01<\/td> <\/tr>
Treasure: <\/strong>No coins, 50% goods, 50% items<\/td> <\/tr>
Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
Advancement: <\/strong>4-6 HD (Medium-size)<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The leshy is a mischievous spirit of the woods that takes delight in bothering and misleading the unwary. They appear as old, wizened humanoids with long noses, with skin of a light blue complexion. They have dirty brown hair all over their body to match their dirty, matted hair and beard. These forest people stand about 5 feet tall, and are somewhat thin and frail looking.

These nomadic creatures have no fixed lairs, and have only those possessions they can carry. They can be more than a little irritating to most, but are on good terms with many forest creatures, including most elves (particularly grugach and wood elves), faerie dragons, grigs, buckawn, and centaurs.

Leshies have a longstanding enmity against the kech. A leshy will go out of its way to trouble these monsters, even going so far as to ally with adventurers to foil the schemes of the kech. The kech return this hatred, but are frustrated by the difficulty in capturing one of these wily tricksters.

COMBAT<\/b>
A leshy delights in tormenting hapless random victims. They seek to bedevil unsuspecting travelers with their magic powers, and only attack with their claws when attacked directly. They have their own twisted sense of fair play and will let up on the victims eventually. If the unfortunate souls can manage to retain their sense of humor throughout the ordeal, manage to evade the tricks somehow, or even outwit the leshy, he will let them go with a blessing.

Spell-Like Abilities:<\/b> At will - ghost sound, pass without trace<\/i>, and ventriloquism<\/i>. They can also use the following powers, one at a time and once per round: 3\/day - dancing lights, entangle, tree stride<\/i>; 2\/day - heat metal, insect plague, warp wood<\/i>; 1\/day - confusion, woodmaze<\/i>. Woodmaze<\/i> is a special variation of the maze<\/i> spell, resembling that spell in every way except that the barriers are of impenetrable vegetation rather than planes of force. These abilities are as the spells cast by a 9th-level sorcerer.

Immunities (Ex):<\/b> Leshies are immune to the effects of illusion spells, and spells such as maze<\/i> or woodmaze<\/i>.

Skills:<\/b> Leshies receive a +6 racial bonus to Hide checks when the leshy is among foliage.
<\/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\", Douglas Lent).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always chaotic neutral","environment":">Temperate and warm forest and hills"},{"name":"Leshy","type":"Fey","ch":13,"challenge_rating":" 13 \u00a0","id":6019,"reference":"Usergen","full_text":"

Leshy <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 12d6+60\u00a0(102 hp)<\/td> <\/tr>
Initiative: <\/strong> +5 (+9 in forests)<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 24 (+5 Dex, +2 deflection, +7 natural), touch 17, flat-footed 19<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+6\/+11<\/td> <\/tr>
Attack: <\/strong>Club +11 melee (1d6+5)<\/td> <\/tr>
Full Attack: <\/strong>Club +11 melee (1d6+5)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Size change, spells, rock throwing, tree club<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 10\/cold iron, forest dependent, forest mastery, low-light vision, spell resistance 22, unearthly grace, wild empathy<\/td> <\/tr>
Saves: <\/strong>Fort +13, Ref +15, Will +14 <\/td> <\/tr>
Abilities: <\/strong>Str 21, Dex 20, Con 20, Int 18, Wis 19, Cha 14 <\/td> <\/tr>
Skills: <\/strong>Concentration +20, Diplomacy +17, Hide +20 (+28 in forests), Intimidate +17, Knowledge (nature) +19, Listen +19 (+27 in forests), Move Silently +20, Spellcraft +19, Spot +19 (+27 in forests), Survival +19 (+21 in aboveground natural environments)\r
<\/td> <\/tr>
Feats: <\/strong>Augment Summoning (B), Combat Reflexes, Extend Spell, Great Fortitude, Power Attack, Spell Penetration <\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate forests<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>13<\/td> <\/tr>
Treasure: <\/strong>Half coins; no goods; no items<\/td> <\/tr>
Alignment: <\/strong>Usually neutral good<\/td> <\/tr>
Advancement: <\/strong>13-24 HD (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This creature resembles a young elf garbed in green and red clothes. Its appearance is comical, with its coat buttoned incorrectly, and its shoes on the wrong feet.<\/i>\r

Leshies are sylvan guardians of old and ancient forests. There is always a single leshy tied to a given forest. A leshy will die if his forest is destroyed, although this rarely happens due to the size of old-growth forests. Should the leshy perish, a new one supernaturally appears to take its place within a few days.\r

Leshies spend their time maintaining and patrolling their bonded woods, aiding good creatures and driving away evil ones. Leshies know every detail of the forest they inhabit and make excellent guides if they can be persuaded. Money has no inherent value to leshies, but they often keep small amounts of wealth to use for bartering purposes.\r

Leshies are herbivorous, subsisting primarily on berries, fruit, roots, and tubers.\r

A leshy is 5 to 6 feet tall in its natural form and weighs 100 to 200 pounds. Leshies can live to 1,000 years of age, retaining a youthful appearance throughout their lives. \r

Leshies speak Sylvan and Common.\r

COMBAT\r

Leshies never carry manufactured weapons, but may wield fallen trees as clubs. Although they can hurl rocks when assuming their larger forms, they consider the act barbaric and rarely employ the tactic. Leshy are accomplished spellcasters, and often spontaneously swap prepared spells for summon nature's ally<\/i> spells.\r

Forest Dependent (Su):<\/b> Each leshy is mystically bound to a single forest and must never stray more than 300 yards from its borders. Any who do become ill and die within 4d6 hours. A leshy's forest does not radiate magic. \r

Forest Mastery (Ex):<\/b> A leshy can use the Hide skill in any sort of forest terrain, even if the terrain doesn\u00c2\u0092t grant cover or concealment, and can use the Hide skill in forests even while being observed. While in forest terrain, a leshy gains a +8 racial bonus on Hide, Listen, and Spot checks, and a +4 racial bonus on initiative.\r

Rock Throwing (Ex):<\/b> When assuming Large or Huge size, a leshy may hurl rocks. Leshies are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A leshy that assumes Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments, dealing 2d6+5 points of damage. A leshy that assumes Huge size can hurl rocks of 60 to 80 pounds (Medium objects), dealing 2d8+7 points of damage. The range increment is 120 feet for a leshy's thrown rocks, regardless of size.\r

Size Change (Su):<\/b> At will, leshies can change their size by one category. A leshy cannot increase its size larger than Huge, and may not decrease its size smaller than Tiny. With each size increase, make the following adjustments: +4 Strength, -2 Dexterity, +2 natural armor, -1 attack bonus, and -1 size adjustment to Armor Class. With each size decrease, make the following adjustments: -4 Strength, +2 Dexterity, -2 natural armor, +1 attack bonus, and +1 size adjustment to Armor Class. In Large or Huge size, a leshy may use its rock throwing ability.\r

Spells:<\/b> A leshy casts spells as a 12th-level druid. \r

Typical Druid Spells Prepared<\/i> (6\/6\/5\/5\/4\/3\/2; save DC 14 + spell level): \r
0\u00c2\u0097create water, cure minor wounds, detect poison, guidance, purify food and drink, resistance; <\/i>\r
1st\u00c2\u0097calm animals, entangle, faerie fire, longstrider, shillelagh, speak with animals;<\/i> \r
2nd\u00c2\u0097animal messenger, barkskin, lesser restoration, resist energy, tree shape;<\/i> \r
3rd\u00c2\u0097cure moderate wounds, daylight<\/i>, extended owl's wisdom, plant growth, spike growth; <\/i>\r
4th\u00c2\u0097air walk, freedom of movement, rusting grasp, scrying;<\/i>\r
5th\u00c2\u0097extended command plants, tree stride, wall of thorns<\/i>;\r
6th\u00c2\u0097greater dispel magic, live oak.<\/i>\r

Tree Club (Ex):<\/b> As a move action a leshy can tear off a branch or uproot a small tree and wield it as an improvised club or greatclub at no penalty. A Large leshy deals 1d8 points of damage with a club, and 2d8 points of damage with a greatclub, while a Huge leshy deals 2d6 with a club and 3d8 with a greatclub. A Small leshy deals 1d4 points of damage with a club, and 1d8 points of damage with a greatclub, while a Tiny leshy deals 1d3 with a club and 1d6 with a greatclub.\r

Unearthly Grace (Su):<\/b> A leshy adds its Charisma modifier as a bonus on saving throws, and as a deflection bonus to Armor Class. Included above.\r

Wild Empathy (Ex):<\/b> This power works like the druid\u00c2\u0092s wild empathy class feature, except that a leshy has a +8 racial bonus on the check.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1997 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #239<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Usually neutral good","environment":"Temperate forests"},{"name":"Lich's Blood","type":"Ooze","ch":4,"challenge_rating":" 4 \u00a0","id":6020,"reference":"Usergen","full_text":"

Lich's Blood <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 4d10+12\u00a0(34 hp)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> 10 ft. (2 squares), climb 10 ft.<\/td> <\/tr>
Armor Class: <\/strong> 12 (+2 Dex), touch 12, flat-footed 10<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/+4<\/td> <\/tr>
Attack: <\/strong>Slam +4 melee (1d4+1)\r
<\/td> <\/tr>
Full Attack: <\/strong>Slam +4 melee (1d4+1)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Improved grab, spell-stealing suffocation<\/td> <\/tr>
Special Qualities: <\/strong>Arcane sight, blindsight 60 ft., damage reduction 10\/-, immunity to magic, magic dependency, ooze traits, regeneration 5 <\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +3, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 12, Dex 15, Con 17, Int 16, Wis 11, Cha 14 <\/td> <\/tr>
Skills: <\/strong>Climb +9, Hide +9, Knowledge (arcana) +10, Move Silently +9, Spellcraft +10, Spot +8, Survival +7<\/td> <\/tr>
Feats: <\/strong>Stealthy, Track<\/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 neutral evil<\/td> <\/tr>
Advancement: <\/strong>5-8 HD (Medium), 9-12 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
What appears to be a pool of blood slowly moves of its own accord along the ceiling, defying gravity with its movement.<\/i>\r

Lich's blood is not, as its name implies, the blood of a lich. Rather, it is an ooze that was created by a necromancer in a vile experiment. The ooze killed its master and escaped, seeking vengeance on other practitioners of the arcane arts and their creations. It soon discovered that it could create more of its kind by consuming arcane energy, splitting asexually like an amoeba, and since then the numbers of lich's blood have multiplied greatly.\r

Lich's blood crave magic like most creatures crave food and water. A single permanent magic item can provide a lifetime of sustenance to a lich's blood, but its innate thirst for vengeance leads lich's blood to attack any arcane spellcaster it encounters, and hunt for them when none are present.\r

Sunlight is mildly painful to a lich's blood, though it causes it no real harm, but as a result, it prefers dark, subterranean areas.\r

Lich's blood is 5 feet in diameter and weighs 20 pounds.\r

Although intelligent, lich's blood cannot speak.\r

COMBAT\r

Lich's blood ignore all creatures other than arcane spellcasters. Although it can strike out with slam attacks if a non-spellcaster stands in its way, it always takes the first opportunity to envelop and suffocate an arcane spellcaster, draining away magic in the process.\r

Arcane Sight (Su):<\/b> A lich's blood continuously sees magic as if under the effects of an arcane sight<\/i> spell.\r

Immunity to Magic (Ex):<\/b> A lich's blood 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. Dispel magic<\/i> or greater dispel magic<\/i> cast on a lich's blood does 1d6 hp of normal damage per caster level, and antimagic field<\/i> destroys a lich's blood (on a failed Fort save).\r

Improved Grab (Ex):<\/b> To use this ability, a lich's blood 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 use its spell-stealing suffocation ability.\r

Magic Dependency (Su):<\/b> A lich's blood survives by eating magic. It can gain constant nutrition by coating a permanent magic item and feeding off the constant magic emanations, but lich's bloods prefer arcane spellcasters to all other forms of food. A lich's blood that does not feed on magic for 6 days dies.\r

Regeneration (Ex):<\/b> Fire and acid deal normal damage to a lich's blood.\r

Spell-stealing Suffocation (Su):<\/b> On a successful grapple check against an arcane spellcaster, a lich's blood streams into its victims orifices, coating its nostrils and lungs and making it impossible to breathe (see the DMG for suffocation rules). Each round, the victim must make a DC 15 Will save or lose its highest level prepared spell or spell slot. When the victim has no remaining spells or spell slots, the lich's blood remains for five more rounds, dealing a negative level each round on a failed save (if the victim is still alive). The save DC is Constitution-based.\r

Once a lich's blood has coated a spellcaster, the victim may escape by making two successful grapple or Escape Artist checks (as if to escape a pin). A dispel evil<\/i> or freedom of movement<\/i> spell cast on the victim also immediately causes the lich's blood to retract. Any weapon attacks directed at the lich's blood while it is coating a victim deal half of their damage to the victim instead.\r

Skills:<\/b> Lich's blood has 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>
1997 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #238<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Usually neutral evil","environment":"Any"},{"name":"Lich, Master","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6021,"reference":"Usergen","full_text":"

Lich, Master (Template)<\/h1>
A master lich is a variation of the standard lich developed from a combination of incantations, potions, and promises made to dark, extradimensional powers. An undead creature becomes a master lich until such time as it must pay the price of the promises given to the dark powers.\r

A master lich possesses great power over lesser undead, and can quickly create an army of undead skeletons and zombies from any corpses it finds.\r

A master lich fears nothing more than the dark powers that helped create it, for they are the ones who will prove to be its undoing. A master lich seeks safety in numbers and protection from those who might seek to take the master lich to its final death.\r

The body of a master lich is dessicated, with the skin pulled back like leather over the skull and bones. Its deep-set, black eye sockets burn with white pinpoints of light.\r

A master lich speaks any languages it knew in life.

Creating a Lich, Master<\/h2> \"Master lich\" is a template that can be added to any humanoid creature (referred to hereafter as the base creature). Master liches of other kinds of creatures, such as dragons, might exist but use different templates. A master lich has all the base creature\u00c2\u0092s statistics and special abilities except as noted here.\r

Size and Type:<\/b> The creature\u00c2\u0092s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.\r

Hit Dice:<\/b> Increase all current and future Hit Dice to d12s.\r

Speed:<\/b> A master lich gains a supernatural flight speed of 30 feet with good maneuverability (see Flight, below). \r

Armor Class:<\/b> A master lich has a +5 natural armor bonus or the base creature\u00c2\u0092s natural armor bonus, whichever is better.\r

Attack:<\/b> A master lich has a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A lich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A lich armed with a weapon uses its touch or a weapon, as it desires.\r

Full Attack:<\/b> A master lich fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).\r

Damage:<\/b> A master lich without natural weapons has a touch attack that uses negative energy to deal 3d6+5 points of damage to living creatures; a Will save (DC 10 + 1\/2 lich\u00c2\u0092s HD + lich\u00c2\u0092s Cha modifier) halves the damage. A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 3d6+5 points of extra damage on one natural weapon attack.\r

Special Attacks:<\/b> A master lich retains all the base creature\u00c2\u0092s special attacks and gains those described below. Save DCs are equal to 10 + 1\/2 lich\u00c2\u0092s HD + lich\u00c2\u0092s Cha modifier unless otherwise noted.\r

Paralyzing Touch (Su):<\/i> Any living creature a master lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis<\/i> or any spell that can remove a curse can free the victim (see the bestow curse<\/i> spell description).\r

The effect cannot be dispelled. Anyone paralyzed by a master lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.\r

Rebuke\/Command Undead (Su):<\/i> A master lich rebukes and commands undead as a cleric of a level equal to its Hit Dice.\r

Spells:<\/i> A master lich can cast any spells it could cast while alive.\r

Undead Army (Su):<\/i> A master lich can transform any corpse touched as a skeleton or zombie as if using animate dead<\/i>. A master lich has no limit to the number of skeletons and zombies it can control in this manner. As a free action, a master lich may use the senses of any one of its minions on the same plane, as if the master lich were in the minion's space.\r

Furthermore, a master lich can turn the corpses of a swarm of creatures into an undead swarm with the zombie or skeleton template. All the dead bodies of the swarm must be piled together, and the master lich then spends a full round action to animate them. \r

Special Qualities:<\/b> A master lich retains all the base creature\u00c2\u0092s special qualities and gains those described below.\r

Damage Reduction (Ex):<\/i> A master lich\u00c2\u0092s undead body is tough, giving the creature damage reduction 15\/bludgeoning.\r

Fast Healing (Ex):<\/i> A master lich heals 5 points of damage each round so long as it has at least 1 hit point. \r

Flight (Su):<\/i> A master lich can fly at a speed of 30 feet with good maneuverability. This supernatural flight also grants it a permanent feather fall<\/i> effect (as the spell) with personal range.\r

Immunities (Ex):<\/i> Master liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.\r

Rejuvenation (Su):<\/i> If a master lich is destroyed, it automatically reforms at its locus point (see below) 1d10 days later at full strength.\r

If a master lich's body is destroyed in the Abyss, the lich is permanently destroyed. Similarly, a master lich is permanently destroyed if its soul is trapped (by a trap the soul<\/i> spell for example) and then released in the Abyss.\r

Spell Resistance (Ex):<\/i> A master lich has spell resistance equal to the base creature\u00c2\u0092s HD + 5. \r

Turn Resistance (Ex):<\/i> A master lich has +4 turn resistance. It cannot be turned if it is within 3,000 feet of its locus point.\r

Abilities:<\/b> Increase from the base creature as follows: Str +4, Int +2, Wis +2, Cha +4. Being undead, a lich has no Constitution score.\r

Skills:<\/b> Master liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.\r

Environment:<\/b> Any.\r
Organization:<\/b> Solitary or army (master lich plus 3-8 corporeal undead such as bodaks, devourers, wights or vampires and 2-5 undead swarms and 50-300 HD of zombies and skeletons).\r
Challenge Rating:<\/b> Same as the base creature + 2.\r
Treasure:<\/b> Standard coins; double goods; double items.\r
Alignment:<\/b> Any evil.\r
Advancement:<\/b> By character class.\r
Level Adjustment:<\/b> Same as the base creature +4.\r

Locus Point<\/b>\r
A master lich has achieved immortality through a dark bargain with the powers of the Infinite Layers of the Abyss. The spot where this bargain was sealed becomes the lich's locus point. Should the lich be destroyed, it will automatically reform at its locus point 1d10 days later at its full strength. This locus point is a 5 ft. square that radiates faint evil to a detect evil spell. A locus point cannot be destroyed by any means. If the floor is destroyed by a disintegrate<\/i> or similar effect, it leaves the locus point hovering in mid air.\r

If a master lich is destroyed in the Abyss, the dark power that granted its immortality will claim the lich's spirit, consigning it to a final death. Of course, the master lich will do everything in its power to prevent its body or soul being transported to the Abyss. A master lich fears the dark powers of the Abyss more than anything else in the multiverse and is obsessive about keeping the terms of its bargain, for if a dark power should show up to collect the lich's immortal spirit in payment there is no mortal power that can prevent it.\r

A master lich can move its locus point at the lich's fly speed. The lich must stand on the locus point and concentrate while the locus point is moving.
Challenge Rating: <\/strong>+2

Sample Lich, Master<\/h2> The following spellcasters have acquired the master lich template.\r

The Fool<\/b>\r
Master Lich Human 13th-level Wizard\/1st-level Fighter\r
Medium Undead\r
Hit Dice: 14d12 (91 hp)\r
Initiative: +3\r
Speed: 30 ft. (6 squares), fly 30 ft. (good)\r
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15\r
Base Attack\/Grapple: +7\/+8\r
Attack: Touch +8 melee touch (3d6+5) or Death-Stealer<\/i> +11 melee (1d8+3\/19-20) \r
Full Attack: Death-Stealer<\/i> +11\/+6 melee (1d8+3\/19-20) and touch +3 melee touch (3d6+5) \r
Space\/Reach: 5 ft.\/5 ft.\r
Special Attacks: Paralyzing touch, rebuke\/command undead, spells, undead army\r
Special Qualities: Damage reduction 15\/bludgeoning, darkvision 60 ft., fast healing 5, flight, immunity to cold, electricity, polymorph, and mind-affecting attacks, rejuvenation, spell resistance 18, summon familiar, +4 turn resistance, undead traits\r
Saves: Fort +6, Ref +7, Will +12\r
Abilities: Str 12, Dex 16, Con \u00c2\u0097, Int 18, Wis 14, Cha 17\r
Skills: Bluff +8, Concentration +16, Diplomacy +5, Disguise +3 (+5 acting), Hide +11, Intimidate +12, Knowledge (arcana) +20, Knowledge (the planes) +20, Listen +10, Move Silently +11, Profession (pilot) +18, Search +12, Sense Motive +10, Spellcraft +22, Spot +10, Survival +2 (+4 on other planes)\r
Feats: Craft Staff, Empower Spell, Greater Spell Focus (conjuration), Greater Spell Focus (enchantment), Heighten Spell, Iron Will, Scribe Scroll (B), Spell Focus (conjuration), Spell Focus (enchantment), Weapon Focus (longsword)\r
Environment: Any\r
Organization: Solitary or army (The Fool plus 3-8 corporeal undead such as bodaks, devourers, wights or vampires and 2-5 undead swarms and 50-300 HD of zombies and skeletons)\r
Challenge Rating: 16\r
Treasure: Standard coins; double goods; double items (including possessions listed below)\r
Alignment: Neutral evil\r
Advancement: By character class\r
Level Adjustment: +4\r

Beginning ability scores: Str 8, Dex 14, Con 10, Int 15, Wis 12, Cha 13\r
Int boosted at 4th level\r
Dex boosted at 8th level\r
Dex boosted at 12th level\r

Combat\r

Death-Stealer:<\/b> This +2 longsword<\/i> is favored by undead and constructs, who do not suffer its drawback. A death-stealer<\/i> bestows one negative levels on its target whenever it deals damage, just as if its target had been struck by an undead creature. If the sword deals a critical hit it bestows two negative levels. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level.\r

Each time the sword bestows negative levels to a foe, it also bestows one negative level on the wielder. These negative levels last until the wielder stops bearing the sword for 1 hour.\r

Finally, whenever a death-stealer<\/i> slays a living, corporeal creature the corpse is turned into a zombie under the control of the wielder, as per the spell animate dead<\/i> (caster level 13th).\r

Strong necromancy; CL 13th; Craft Magic Arms and Armor, animate dead, enervation<\/i>; Price 30,315 gp; Cost 15,315 gp + 1,200 XP.\r

Wizard Spells Prepared<\/i> (4\/5\/5\/5\/4\/3\/2\/1; save DC 14 + spell level, conjuration and enchantment spells 16 + spell level). \r
0\u00c2\u0097acid splash, daze, detect magic, read magic; <\/i>\r
1st\u00c2\u0097mage armor, magic missile, shield, sleep, true strike;<\/i> \r
2nd\u00c2\u0097detect thoughts, glitterdust, heightened hypnotism, misdirection, web; <\/i>\r
3rd\u00c2\u0097displacement, empowered acid arrow, empowered ray of enfeeblement, empowered touch of idiocy, ray of exhaustion; <\/i>\r
4th\u00c2\u0097black tentacles, charm monster, heightened hideous laughter, heightened stinking cloud;<\/i>\r
5th\u00c2\u0097hold monster, mind fog, teleport; <\/i>\r
6th\u00c2\u0097acid fog, planar binding;<\/i>\r
7th\u00c2\u0097mass hold person. <\/i>\r

Possessions:<\/b> Death-stealer, staff of conjuration<\/i> (30 charges).\r


Master Lich Human 16th-level Wizard\/5th-level Archmage<\/b>\r
Medium Undead\r
Hit Dice: 21d12 (136 hp)\r
Initiative: +6\r
Speed: 60 ft. (12 squares)*, fly 30 ft. (good)\r
Armor Class: 35 (+6 Dex, +5 natural, +8 bracers of armor, +5 deflection*, +1 insight*), touch 22, flat-footed 29\r
Base Attack\/Grapple: +10\/+11\r
Attack: Touch +11 melee touch (3d6+5) or staff of fiery power<\/i> +16 melee (1d6+6 plus 1d6 fire) \r
Full Attack: Touch +11\/+6 melee touch (3d6+5) or staff of fiery power<\/i> +16\/+11 melee (1d6+6 plus 1d6 fire)\r
Space\/Reach: 5 ft.\/5 ft.\r
Special Attacks: High arcana (arcane fire, arcane reach, mastery of elements, spell power, spell-like ability), paralyzing touch, rebuke\/command undead, spells, undead army\r
Special Qualities: Damage reduction 15\/bludgeoning, darkvision 60 ft., evasion*, fast healing 5, flight, immunity to cold, electricity, polymorph, and mind-affecting attacks, rejuvenation, resistance to fire 30*, spell resistance 26, summon familiar, +4 turn resistance, undead traits\r
Saves: Fort +10*, Ref +16*, Will +23*\r
Abilities: Str 12, Dex 22*, Con \u00c2\u0097, Int 30*, Wis 20*, Cha 17\r
Skills: Balance +26*, Climb +21*, Concentration +27, Jump +32*, Knowledge (arcana) +34, Knowledge (the planes) +34, Spellcraft +39 (+41 scrolls), Spot +10*, Tumble +26*, Use Magic Device +12 (+14 scrolls)\r
Feats: Craft Rod, Empower Spell, Extend Spell, Greater Spell Focus (evocation), Heighten Spell, Improved Spell Capacity, Persistent Spell, Quicken Spell-Like Ability (chain lightning<\/i>), Quicken Spell, Scribe Scroll (B), Skill Focus (Spellcraft), Spell Focus (conjuration), Spell Focus (evocation)\r
Environment: Any\r
Organization: Solitary or army (master lich plus 3-8 corporeal undead such as bodaks, devourers, wights or vampires and 2-5 undead swarms and 50-300 HD of zombies and skeletons)\r
Challenge Rating: 23\r
Treasure: Standard coins; double goods; double items (including possessions listed below)\r
Alignment: Neutral evil\r
Advancement: By character class\r
Level Adjustment: +4\r
*Modified by magic items.\r

Beginning ability scores: Str 8, Dex 14, Con 10, Int 15, Wis 12, Cha 13\r
Int boosted at 4th level\r
Dex boosted at 8th level\r
Dex boosted at 12th level\r
Int boosted at 16th level\r
Int boosted at 20th level\r

Combat\r

Arcane Fire (Su):<\/b> The archmage gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet\/level of archmage) that deals 1d6 points of damage per class level of the archmage plus 1d6 points of damage per level of the spell used to create the effect. This ability costs one 9th-level spell slot.\r

Arcane Reach (Su):<\/b> The archmage can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet. This ability costs one 7th-level spell slot.\r

Mastery of Elements:<\/b> The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell\u00c2\u0092s casting time is unaffected. The caster decides whether to alter the spell\u00c2\u0092s energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level spell slot.\r

Spell Power:<\/b> This ability increases the archmage\u00c2\u0092s effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). This ability costs one 5th-level spell slot.\r

Wizard Spells Prepared<\/i><\/b> (4\/7\/7\/6\/6\/6\/6\/5\/10*\/5\/2; save DC 20 + spell level, evocation spells DC 22 + spell level). \r
0\u00c2\u0097acid splash, daze, detect magic, read magic;<\/i> \r
1st\u00c2\u0097burning hands, magic missile<\/i> (x2), shocking grasp, sleep, true strike, unseen servant;<\/i> \r
2nd\u00c2\u0097detect thoughts, glitterdust, gust of wind, scorching ray, see invisibility, shatter, web;<\/i> \r
3rd\u00c2\u0097blacklight, displacement<\/i>, empowered acid arrow<\/i>, empowered ray of enfeeblement<\/i>, empowered scorching ray, ray of exhaustion; <\/i>\r
4th\u00c2\u0097bestow curse, black tentacles, charm monster,<\/i> empowered fireball<\/i>, heightened hideous laughter<\/i>, heightened stinking cloud;<\/i>\r
5th\u00c2\u00971 sacrificed for spell power, 1 sacrificed for spell-like ability, feeblemind, hold monster, mind fog<\/i>, quickened true strike; <\/i>\r
6th\u00c2\u00971 sacrificed for spell-like ability (chain lightning<\/i>), acid fog, disintegrate<\/i>, empowered extended ice storm<\/i>, empowered quickened magic missile, globe of invulnerability<\/i>;\r
7th\u00c2\u00971 sacrificed for arcane reach, empowered freezing sphere, greater teleport<\/i>, persistent mage armor<\/i>, persistent shield;<\/i>\r
8th\u00c2\u00971 sacrificed for mastery of elements, empowered spell turning<\/i>, extended forcecage<\/i>, extended mage's sword<\/i>, heightened prismatic spray, irresistible dance, polar ray, polymorph any object,<\/i> quickened wall of fire;<\/i>\r
9th\u00c2\u00971 sacrificed for arcane fire, dominate monster,<\/i> empowered polar ray, meteor swarm<\/i>, quickened cone of cold;<\/i>\r
10th\u00c2\u0097empowered energy drain<\/i>, persistent fire shield.<\/i>\r

Possessions: Staff of fiery power, bracers of armor +8, ring of epic wizardry VIII, ring of protection +5, headband of intellect +6, periapt of wisdom +6, robe of the archmagi (black), boots of swiftness, rod of greater metamagic (quicken), tome of clear thought +4<\/i> (read at 20th level), darkskull, crystal ball with true seeing, glove of storing, dusty rose ioun stone, eyes of the eagle<\/i>, 2 doses of unguent of timelessness<\/i>, 2 doses of universal solvent, potion of barkskin +3.<\/i>
\u00a0
Legend of Spelljammer<\/em>
<\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Any evil.\r","environment":" Any.\r"},{"name":"Life-Bane Duplicate","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6022,"reference":"Usergen","full_text":"

Life-Bane Duplicate (Template)<\/h1>
Life-bane duplicates are parasitic entities first created by the sorceress Nuala. The spells she used to create them have been lost to the ages, but may still exist in some undiscovered ruins. They occasionally arise as the result of a failed incantation, or as a side effect of using time-altering magic.\r

When slain, a life-bane duplicate and all of its duplicated equipment vanish in a brilliant flash of light, leaving behind not a single trace.\r

Life-bane duplicates speak any languages known by the base creature.\r

Creating a Life-Bane Duplicate<\/h2> \"Life-bane duplicate\" is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the \"base creature\"). A life-bane duplicate uses all the base creature\u00c2\u0092s statistics and special abilities except as noted here.\r

Special Attacks:<\/b> A life-bane duplicate retains all special attacks of the base creature and gains the special attacks described below. \r

Life Drain (Su):<\/i> A life-bane duplicate deals 1d4 points of Constitution damage to its host each day.\r

Haste (Su):<\/i> A life-bane duplicate is continuously hasted<\/i> (as the spell).\r

Special Qualities:<\/b> A life-bane duplicate retains all special qualities of the base creature and gains the special qualities described below.\r

Fast Healing (Su):<\/i> A life-bane duplicate gains fast healing 2.\r

Immunities (Ex):<\/i> Life-bane duplicate have immunity to mind-affecting spells and abilities.\r

Perfect Disguise (Ex):<\/i> A life-bane duplicate's Disguise checks always defeats mundane opposed Spot checks to recognize the duplicate as an impostor. However, life-bane duplicates always detect as magic to the detect magic<\/i> spell (as a magic item of caster level equal to HD, Transmutation magic) or similar spells. In addition, true seeing<\/i> and similar magic reveals the life-bane duplicate's true form, that of a featureless humanoid.\r

Feats:<\/b> A life-bane duplicate gains Improved Initiative as a bonus feat.\r

Environment:<\/b> Any, usually same as base creature.\r
Organization:<\/b> Solitary or party (3-6).\r
Challenge Rating:<\/b> Same as the base creature +2.\r
Treasure:<\/b> Same as the base creature.\r
Alignment:<\/b> Always evil.\r
Advancement:<\/b> Same as the base creature.\r
Level Adjustment:<\/b> -.\r

Duplicated Powers<\/b>\r

With the exception of additional powers (see below), all of the attributes of a duplicate (including ability scores and bonuses, hit points, combat abilities, special abilities and so on) are identical to those of its victim before he or she was affected by Nuala's magic.\r

When the link is first established with a victim that prepares spells, the duplicate gains \"copies\" of the spells which the victim has memorised at the time and can cast them in the same manner. Although a duplicate's spells are used up in the normal way when it casts them, it cannot relearn spells of its own accord. Instead, the spells it has available are determined by which ones the victim memorises. Each time that its victim relearns spells or memorises new ones, the duplicate's list of available spells becomes the same as the victim's.\r

When the link is first established with a victim that casts spells spontaneously or manifests psionic powers, the duplicate gains \"copies\" of the spell slots or power points that the victim possesses at that time. Although the duplicate's spell slots or power points are used up in the usual way as it casts spells or manifests powers, the duplicate cannot regenerate spell slots or power points on its own. Instead, the duplicate regenerates spell slots or power points precisely when the victim does. The duplicate's list of spells or powers known is always identical to the victim's.\r

If the victim normally prepares spells but can cast some spontaneously (such as a cleric can cast cure or inflict spells spontaneously), the duplicate can do so as well. This uses one of the duplicate's spell slots as normal, which is then only restored when the victim prepares spells again.\r

Although the duplicate has the same list of spells and powers as its victim, the casting of a given spell or use of a spell slot or power point by the duplicate does not affect the character's ability to use it. Similarly, if the character casts a spell or uses a spell slot or power point, this does not deprive the duplicate of it.\r

Duplicated equipment disappears if separated from the life-bane duplicate, but it can recreate such equipment as a free action.
Challenge Rating: <\/strong>+2

Sample Life-Bane Duplicate<\/h2> Life-bane Duplicate, 10th-Level Gnome Ranger<\/b>\r
Small Humanoid (Gnome)\r
Hit Dice: 10d8+30 (75 hp)\r
Initiative: +7\r
Speed: 40 ft. (8 squares)\r
Armor Class: 19 (+1 size, +3 Dex, +1 dodge, +4 mithral chain shirt), touch 15, flat-footed 15\r
Base Attack\/Grapple: +10\/+6\r
Attack: +1\/+1 gnome hooked hammer<\/i> +17 melee (1d6+1\/x3) \r
Full Attack: +1\/+1 gnome hooked hammer<\/i> +15\/+15\/+10 melee (1d6+1\/x3) and +1\/+1 gnome hooked hammer<\/i> +15\/+10 melee (1d4+1\/x4) \r
Space\/Reach: 5 ft.\/5 ft.\r
Special Attacks: Life drain, spells, spell-like abilities\r
Special Qualities: Animal companion, evasion, fast healing 2, favored enemy, gnome traits, haste, immunity to mind-affecting spells and abilities, low-light vision, perfect disguise, swift tracker, wild empathy, woodland stride\r
Saves: Fort +10, Ref +11, Will +7\r
Abilities: Str 10, Dex 16, Con 16, Int 10, Wis 14, Cha 8\r
Skills: Concentration +11, Craft (alchemy) +2, Hide +18, Jump +21, Listen +17, Move Silently +18, Spot +15, Survival +15\r
Feats: Endurance (B), Improved Initiative (B), Improved Two-Weapon Fighting (B), Iron Will, Stealthy, Track (B), -Weapon Defense, Two-Weapon Fighting (B), Weapon Focus (gnome hooked hammer)\r
Environment: Any\r
Organization: Solitary or party (3-6)\r
Challenge Rating: 12\r
Treasure: Standard\r
Alignment: Any evil\r
Advancement: By character class\r
Level Adjustment: +0\r

Favored Enemy (Ex):<\/b> This life-bane duplicate has mirrored the gnome ranger's favored enemies, gaining bonuses as follows: humanoid (reptilian) +6, humanoid (goblinoid) +4, magical beast +2.\r

Haste (Su):<\/b> A life-bane duplicate is continuously hasted<\/i> (as the spell). These modifications are already included in the statistics above.\r

Life Drain (Su):<\/b> A life-bane duplicate deals 1d4 points of Constitution damage to its host each day.\r

Perfect Disguise (Ex):<\/b> A life-bane duplicate's Disguise checks always defeats mundane opposed Spot checks to recognize the duplicate as an impostor. However, life-bane duplicates always detect as magic to the detect magic<\/i> spell (as a magic item of caster level equal to HD, Transmutation magic) or similar spells. In addition, true seeing<\/i> and similar magic reveals the life-bane duplicate's true form, that of a featureless humanoid.\r

Spell-Like Abilities:<\/b> 1\/day\u00c2\u0097speak with animals<\/i> (burrowing mammal only, duration 1 minute). \r

Spells:<\/b> Caster level 5th.\r
1st\u00c2\u0097longstrider, resist energy;<\/i>\r
2nd\u00c2\u0097bear's endurance, spike stones.<\/i>\r

This gnome ranger had the following ability score before applying the template: Str 10, Dex 15, Con 16, Int 10, Wis 13, Cha 8.
\u00a0
I8 \u00c2\u0096 Ravager of Time<\/em>
<\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Always evil.\r","environment":" Any, usually same as base creature.\r"},{"name":"Light Worm","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6023,"reference":"Usergen","full_text":"

Light Worm <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 4d10+8\u00a0(30 hp)<\/td> <\/tr>
Initiative: <\/strong> +3<\/td> <\/tr>
Speed:<\/strong> 20 ft. (4 squares), climb 20 ft.<\/td> <\/tr>
Armor Class: <\/strong> 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+4\/+8<\/td> <\/tr>
Attack: <\/strong>Bite +3 melee (1d6 plus poison)\r
<\/td> <\/tr>
Full Attack: <\/strong>Bite +3 melee (1d6 plus poison)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Poison, scintillating sphere<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., immunity to mind-affecting spells and abilities, low-light vision, vulnerability to cold and fire\r
<\/td> <\/tr>
Saves: <\/strong>Fort +6, Ref +7, Will +2 <\/td> <\/tr>
Abilities: <\/strong>Str 10, Dex 17, Con 15, Int 4, Wis 12, Cha 15 <\/td> <\/tr>
Skills: <\/strong>+11, Climb +11, Concentration +9, Hide +5, Listen +5, Move Silently +5, Spot +5<\/td> <\/tr>
Feats: <\/strong>Ability Focus (scintillating sphere), Stealthy<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Underground<\/td> <\/tr>
Organization: <\/strong>Solitary or knot (2-3)<\/td> <\/tr>
Challenge Rating: <\/strong>3<\/td> <\/tr>
Treasure: <\/strong>Double coins, double goods; standard items<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>5-10 HD (Large), 11-20 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The scales of this giant snake appear in alternating bands of violet and light blue, while its underbelly is black. Two small bumps appear above its eyes, hinting at vestigial horns, while two rows of small stubs along its underbelly suggest remnants of legs.<\/i>\r

Light worms are subterranean vipers with potent venom and an unusual ability to generate a sphere of colored lights.\r

A light worm is 10 feet long and weighs 10-15 pounds. \r

COMBAT\r

A light worm hunts much like a viper, except when it decides to employ its scintillating lights. Once it employs this attack, it generally maintains it until either all its opponents are subdued or it has been slain.\r

Poison (Ex):<\/b> Injury, Fortitude DC 14, initial and secondary damage 1d6 Con. The save DC is Constitution-based.\r

Scintillating Sphere (Su):<\/b> Twice per day, a light worm can generate a twisting pattern of discordant, coruscating colors. This creates a 10-foot-radius burst with a maximum range of 120 feet. All creatures within the area are dazzled for 1d4 rounds. Additionally, creatures must succeed on a DC 16Will save or be dazed for 1d4 rounds following the dazzled duration. A second save is required to avoid unconsciousness for 2d10+2 minutes after that. The save DC is Charisma-based. Sightless creatures are not affected by this ability.\r

The light worm must maintain concentration each round to maintain this effect. If it does not, all current conditions affecting creatures are dismissed.\r

Skills:<\/b> A light worm has a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A light worm can always choose to take 10 on a Climb check, even if rushed or threatened. Light worms use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. <\/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":"Magical Beast","alignment":"Always neutral","environment":"Underground"},{"name":"Lindworm, False","type":"Dragon","ch":5,"challenge_rating":" 5 \u00a0","id":6024,"reference":"Usergen","full_text":"

Lindworm, False <\/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)<\/td> <\/tr>
Armor Class: <\/strong> 17 (-1 size, +8 natural), touch 9, flat-footed 17<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+5\/+14<\/td> <\/tr>
Attack: <\/strong>Bite +9 melee (2d6+5)<\/td> <\/tr>
Full Attack: <\/strong>Bite +9 melee (2d6+5) and claw +7 melee (1d8+2) and tail slap +7 melee (1d8+7)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft. (10 ft. with bite)<\/td> <\/tr>
Special Attacks: <\/strong>Breath weapon<\/td> <\/tr>
Special Qualities: <\/strong>Blindsense 30 ft., immunity to energy, immunity to magic sleep effects and paralysis, keen senses, low-light vision<\/td> <\/tr>
Saves: <\/strong>Fort +7, Ref +14, Will +5 <\/td> <\/tr>
Abilities: <\/strong>Str 21, Dex 10, Con 17, Int 6, Wis 12, Cha 9 <\/td> <\/tr>
Skills: <\/strong>Hide +6, Listen +9, Move Silently +10, Spot +9\r
<\/td> <\/tr>
Feats: <\/strong>Multiattack, Stealthy<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any<\/td> <\/tr>
Organization: <\/strong>Solitary or pair<\/td> <\/tr>
Challenge Rating: <\/strong>5<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Always evil<\/td> <\/tr>
Advancement: <\/strong>6-8 HD (Large); 9-15 (Huge); 16-25 HD (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This creature is clearly draconic, but its body is birdlike and it bears only two legs.<\/i>\r

A false lindworm bears little relation to the mighty linnorms. In fact, it is a deficient form of chromatic dragon. What results in such a birth is unknown, although some speculate it is curse of the gods, while others postulate it is an innate way of controlling the dragon population. Regardless of reason, lindworms are rare, only appearing once in about every 100 births. On extremely rare situations, twin lindworms hatch from the same egg.\r

Chromatic dragon parents want nothing to do with these deficient hatchlings, generally abandoning or banishing them from the clutch. As a result, false lindworms grow up bitter, selfish, and extremely vicious. They feel robbed of their full draconic heritage, and seek revenge on the world. Their anger and self-loathing is so great, they despise even others of their kind. Twins are the sole exception, sticking together and remaining fiercely loyal to one another until their deaths.\r

False lindworms make their homes in enviroments similar to their parents. They eat anything they can catch, and are nearly always hungry. False lindworms don't covet treasure like the true dragons, but do keep some on hand to use as bait for intelligent prey.\r

False lindworms have breath weapons and immunities similar to their chromatic parents. They never gain frightful presence or any form of magical abilities.\r

An adult false lindworm is 20 feet long and weighs 2,000 pounds. Scale coloration is similar to their parents.\r

False lindworms speak Draconic.\r

COMBAT\r

Lindworms learn to hunt through trial and error, generally relying on ambush tactics that emulate their parentage. White lindworms bury themselves in snow, black lindworms lie submerged in murky water, blue lindworms cover themselves in sand, and so forth.\r

Breath Weapon (Su):<\/b> 40-foot line or 20-foot cone (based on color), once every 1d4 rounds (up to a total of 3\/day), damage 5d8 energy (based on color), Reflex DC 15 half. The save DC is Constitution-based.\r

Color \/ Breath Weapon\r
Black = line of acid \r
Blue = line of electricity\r
Green = cone of corrosive (acid) gas \r
Red = cone of fire \r
White = cone of cold \r

Immunity to Energy (Ex):<\/b> A false lindworm gains immunity to a specific form of energy based on its color.\r

Color \/ Immunity \r
Black = Acid \r
Blue = Electricity \r
Green = Acid \r
Red = Fire \r
White = Cold \r

Keen Senses (Ex):<\/b> A false lindworm sees three times as well as a human in shadowy illumination. It also has darkvision out to 90 feet.\r

Advanced False Lindworms<\/b>\r
As false lindworms increase in size, they gain crush and tail sweep attacks as true dragons. A false lindworm's natural armor bonus improves to +13 at Huge and +20 at Gargantuan.\r

A false lindworm's breath weapon damage increases by 1d8 for each additional 2 Hit Dice. Its breath weapon dimensions improve as its size increases, as follows: Huge = 50-foot line or 25-foot cone, Gargantuan = 60-foot line or 30-foot cone.\r

False Lindworms Based on Other Chromatic Dragons<\/b>\r
If you are using additional chromatic dragons in your campaign, such as the brown dragon in Monsters of Faerun<\/i>, simply match the breath weapon damage type and immunity to that of the parent dragon. Scale coloration matches that of the parent dragon as well.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1992 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #182<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Always evil","environment":"Any"},{"name":"Linnorm, Fafnir","type":"Dragon","ch":21,"challenge_rating":" 21 \u00a0","id":6025,"reference":"Usergen","full_text":"

Linnorm, Fafnir <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 26d12+234\u00a0(403 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 60 ft. (12 squares), burrow 50 ft., swim 50 ft.<\/td> <\/tr>
Armor Class: <\/strong> 32 (-4 size, +36 natural), touch 6, flat-footed 32<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+26\/+52<\/td> <\/tr>
Attack: <\/strong>Bite +37 melee (4d6+14 plus poison\/19-20 plus 1d6 on a critical hit and DC 37 Fort save or die)\r
<\/td> <\/tr>
Full Attack: <\/strong>Bite +37 melee (4d6+14 plus poison\/19-20 plus 1d6 on a critical hit and DC 37 Fort save or die) and 2 slams +34 (2d8+7) and tail slap +34 (2d8+21)<\/td> <\/tr>
Space\/Reach: <\/strong>20 ft.\/15 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Breath weapon, crush 4d6+21, frightful presence, poison, tail sweep 2d6+21\r
<\/td> <\/tr>
Special Qualities: <\/strong>Blindsense 60 ft., damage reduction 10\/epic, dwarven traits, immunities (disease, paralysis, sleep), keen senses, spell resistance 36\r
<\/td> <\/tr>
Saves: <\/strong>Fort +24, Ref +15, Will +20 <\/td> <\/tr>
Abilities: <\/strong>Str 38, Dex 10, Con 29, Int 14, Wis 20, Cha 18 <\/td> <\/tr>
Skills: <\/strong>Appraise +31, Bluff +29, Diplomacy +12, Disguise +4 (+8 acting), Intimidate +37, Jump +26, Listen +34, Search +31, Sense Motive +34, Spot +34, Swim +43<\/td> <\/tr>
Feats: <\/strong>Cleave, Devasting Critical (bite), Great Cleave, Improved Critical (bite), Multiattack, Overwhelming Critical (bite), Power Attack, Snatch, Weapon Focus (bite)\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any land<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>21<\/td> <\/tr>
Treasure: <\/strong>Double standard<\/td> <\/tr>
Alignment: <\/strong>Neutral evil<\/td> <\/tr>
Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The creature resembles a monstrously huge draconic snake, with two powerful forearms ending in leonine paws. Although clearly draconic, it lacks wings and hind legs. Short spines run the length of its body to the tip of its long, flat tail. The creature's head resembles that of a massive feral crocodile with powerful jaws filled with ivory fangs. Its scales are greenish-brown, and its eyes glitter like gold.<\/i>\r

Fafnir began life as a dwarven prince, son of king Hreidmar and brother of Regin and \u00c3\u0093tr. He was said to be gifted with a powerful arm and fearless soul, and was the strongest and most aggressive of the three brothers. After his brother \u00c3\u0093tr was slain by Loki, Hreidmar received a large amount of gold as repayment for the loss of his son. Unfortunately, the gold was cursed. Fafnir and Regin slayed their father to get the gold, and decided to not share it with Regin. Fafnir was transformed into a dragon as a symbol of his greed.\r

Fafnir retains many dwarven traits, including the love of gold and gems. It is said that Fafnir's treasure hoard contains several legendary swords.\r

Fafnir speaks Draconic, Dwarven, and Abyssal.\r

COMBAT\r

Fafnir is a fairly straightforward melee combatant. He uses his breath weapon whenever possible, then wades in with typical dwarven courage and love of battle.\r

Breath Weapon (Su):<\/b> 60-foot cone, damage 16d10 fire (Reflex DC 33 half). A creature damaged by Fafnir's breath weapon is also exposed to his poison (see below). The save DC is Constitution-based.\r

Crush (Ex):<\/b> When flying or jumping, Fafnir can land on opponents as a standard action, using his whole body to crush them. Fafnir's crush attack is effective only against opponents of Medium or smaller size (though he can attempt normal overrun or grapple attacks against larger opponents).\r

A crush attack affects as many creatures as can fit under Fafnir's body. Creatures in the affected area must succeed on a DC 32 Reflex save or be pinned, automatically taking 4d6+21 points of bludgeoning damage during the next round unless Fafnir moves off them. If Fafnir 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

Dwarf Traits (Ex):<\/b> Fafnir has a +1 racial bonus on attack rolls against orcs and goblinoids, a +2 racial bonus on saves against spells and spell-like abilities, a +2 racial bonus on Fortitude saves against all poisons, and a +4 dodge bonus against giants. He also has stonecunning (see below), and a +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal.\r

Frightful Presence (Ex):<\/b> All creatures with 26 or fewer Hit Dice within 240 feet of Fafnir when he charges, attacks, or flies overhead must make a DC 27 Will save or be shaken for 4d6 rounds. Creatures with fewer than 5 HD are panicked instead of shaken if they fail this save. A creature that succeeds on this save is immune to Fafnir's frightful presence for 24 hours. Fafnir is immune to the frightful presence of other dragons.\r

Keen Senses (Ex):<\/b> Fafnir sees four times as well as a human in low light conditions and twice as well in normal light.\r

Poison (Ex):<\/b> Fafnir's poison causes searing pain as the victim's internal organs burn. Bite or breath weapon, Fort DC 33 negates, initial and secondary damage 2d6 Con. In addition, any creature that takes the initial damage is sickened for 2d4 minutes. The save DC is Constitution-based.\r

Stonecunning (Ex):<\/b> This ability grants Fafnir a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn\u00c2\u0092t stone but that is disguised as stone also counts as unusual stonework. If Fafnir merely comes within 10 feet of unusual stonework, he can make a Search check as if he were actively searching, and Fafnir can use the Search skill to find stonework traps as a rogue can. Fafnir can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. \r

Tail Sweep (Ex):<\/b> This special attack allows Fafnir to sweep with his 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 the linnorm's space in any direction. Small or smaller creatures within the swept area automatically take 2d6+21 points of damage. Affected creatures can attempt DC 32 Reflex saves to take half damage. The save DC is Constitution-based.\r

Skills:<\/b> Fafnir 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>
1976 Wizards of the Coast, Inc.
Originally found in Supplement IV: Gods, Demigods, Heroes<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Neutral evil","environment":"Any land"},{"name":"Linnorm, Flame Linnorm","type":"Dragon","ch":23,"challenge_rating":" 23 \u00a0","id":6026,"reference":"Usergen","full_text":"

Linnorm, Flame Linnorm <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 20d12+140\u00a0(270 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 60 ft (12 squares), fly 100 ft (good)<\/td> <\/tr>
Armor Class: <\/strong> 25 (-4 size, +19 natural), touch 6, flat-footed 25<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+20\/+44<\/td> <\/tr>
Attack: <\/strong>Bite +28 melee (4d6+12)<\/td> <\/tr>
Full Attack: <\/strong>Bite +28 melee (4d6+12) and 2 claws +26 melee (2d8+6) and tail slap +26 melee (2d8+6)<\/td> <\/tr>
Space\/Reach: <\/strong>20 ft\/15 ft (20 ft with bite)<\/td> <\/tr>
Special Attacks: <\/strong>Breath weapons, crush 4d6+18, spell-like abilities, spells, tail sweep<\/td> <\/tr>
Special Qualities: <\/strong>Blindsense 60 ft, damage reduction 10\/magic and cold iron, keen senses, spell resistance 34<\/td> <\/tr>
Saves: <\/strong>Fort +19, Ref +12, Will +17 <\/td> <\/tr>
Abilities: <\/strong>Str 35, Dex 10, Con 25, Int 17, Wis 20, Cha 20 <\/td> <\/tr>
Skills: <\/strong>Bluff +28, Concentration +30, Diplomacy +9, Disguise +5 (+7 in character), Intimidate +30, Knowledge (arcana) +26, Listen +28, Search +26, Sense Motive +28, Spellcraft +28, Spot +28, Survival +5 (+7 following tracks), Swim +35<\/td> <\/tr>
Feats: <\/strong>Ability Focus (breath weapon), Cleave, Flyby Attack, Multiattack, Power Attack, Quicken Spell-Like Ability (fireball), Snatch<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any land<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>23<\/td> <\/tr>
Treasure: <\/strong>Double standard<\/td> <\/tr>
Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
Advancement: <\/strong>21-60 HD (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>---<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This wingless dragon has ashy, dull gray scales with just the barest hint of an orange shade. Several scaly flaps protrude from the tip of its head, casting a slight scarlet glow that causes them to resemble a plume of flame.<\/i>\r

Flame linnorms are often considered the most beautiful and rare of linnorms. These malicious creatures take great joy in bending others to their will, and amassing treasure. Flame linnorms are loners, and lair in caverns deep within the earth, patrolling their territory zealously. They do not hate other linnorms, but isolate themselves to minimize the risk of theft. Flames keep a constant inventory of their wealth, and especially prize their beloved magic items. They have been known to charm or enslave other creatures just to help them acquire more treasure.\r

A flame linnorm can eat just about anything, from animals, to trees, or even the very earth they walk on. The most palatable food to a flame linnorm is anything on fire, and this creature has been known to set forest fires just to have a quick snack. A flame linnorm only attacks non-intelligent creatures for food.\r

A flame linnorm can speak Draconic and Abyssal.\r

COMBAT<\/b>\r
A flame linnorm will prefer to attack from above, providing it with a good vantage point and an excellent chance to escape. A flame linnorm will usually attack with spells first, with a focus on defeating its foes without damaging their valuables. It only uses its breath weapons if this tactic fails. The vain flame linnorm prefers not to fight in close combat, as it has no wish to damage its beautiful scales. A flame linnorm\u00c2\u0092s favorite targets are ships, castles, and bands of adventures as these normally provide it with the best treasure.\r

Breath Weapon (Su)<\/b>: A flame linnorm has two breath weapons, a 120-foot line of flame and a 60-foot cone of hot ashes. It may use either breath weapon once every 1d4 rounds. Both attacks deal 8d8 points of fire damage, half on a successful Reflex save (DC 29). The save DC is Constitution-based. \r

Crush (Ex)<\/b>: A flying flame linnorm 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 flame linnorm's body. Each creature in the affected area must succeed at a Reflex save (DC 27) or be pinned, automatically taking 4d6+18 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if the flame linnorm chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round. \r

Spell-Like Abilities<\/b>: At will \u00c2\u0096 fly<\/i>; 3\/day \u00c2\u0096 fire trap<\/i> (DC 19), fireball<\/i> (DC 18), heat metal<\/i> (DC 17), pyrotechnics<\/i> (DC 17), produce flame<\/i>; 2\/day \u00c2\u0096 flame strike<\/i> (DC 20), wall of fire<\/i>; 1\/day \u00c2\u0096 fire seeds<\/i> (DC 21), fire storm<\/i> (DC 23). Caster level 18th. The save DCs are Charisma-based.\r

Spells<\/b>: A flame linnorm can cast arcane spells as an 18th-level sorcerer (6\/8\/7\/7\/7\/7\/6\/6\/5\/3; save DC 15 + spell level). A flame linnorm typically has access to the following spells: 0 \u00c2\u0096 arcane mark<\/i>, dancing lights<\/i>, daze<\/i>, detect magic<\/i>, flare<\/i>, ghost sound<\/i>, light<\/i>, read magic<\/i>, touch of fatigue<\/i>; 1st \u00c2\u0096 burning hands<\/i>, charm person<\/i>, expeditious retreat<\/i>, magic missle<\/i>, shield<\/i>; 2nd \u00c2\u0096 hypnotic pattern<\/i>, pyrotechnics<\/i>, resist energy<\/i>, scorching ray<\/i>, shatter<\/i>; 3rd \u00c2\u0096 dispel magic<\/i>, displacement<\/i>, fireball<\/i>, protection from energy<\/i>; 4th \u00c2\u0096 charm person<\/i>, confusion<\/i>, fire shield<\/i>, wall of fire<\/i>; 5th \u00c2\u0096 dominate person<\/i>, feeblemind<\/i>, hold monster<\/i>, prying eyes<\/i>; 6th \u00c2\u0096 disintegrate<\/i>, eyebite<\/i>, true seeing<\/i>; 7th \u00c2\u0096 delayed blast fireball<\/i>, greater teleport<\/i>, prismatic spray<\/i>; 8th \u00c2\u0096 incendiary cloud<\/i>, sunburst<\/i>; 9th \u00c2\u0096 meteor swarm<\/i>. The save DCs are Charisma-based.\r

Tail Sweep (Ex)<\/b>: A flame linnorm can sweep with its tail as a standard action. The sweep affects creatures four or more size categories smaller than the linnorm within a 20-foot-radius half-circle centered on the linnorm's rear. Each affected creature that fails a Reflex save (DC 27 half) takes 2d6+18 points of damage. The save DC is Constitution-based. \r

Keen Senses (Ex)<\/b>: A flame linnorm sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 120 feet.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1992 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #183 (\u00c2\u0093The Vikings\u00c2\u0092 Dragons,\u00c2\u0094 July 1992, Jean Rabe), and Monstrous Compendium Annual One (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Always neutral evil","environment":"Any land"},{"name":"Linnorm, Forest","type":"Dragon","ch":13,"challenge_rating":" 13 \u00a0","id":6027,"reference":"Usergen","full_text":"

Linnorm, Forest <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 11d12+66\u00a0(137 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 60 ft. (12 squares), fly 60 ft. (good), swim 30 ft.<\/td> <\/tr>
Armor Class: <\/strong> 25 (-2 size, +17 natural), touch 8, flat-footed 25<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+11\/+28<\/td> <\/tr>
Attack: <\/strong>Bite +18 melee (2d6+13)\r
<\/td> <\/tr>
Full Attack: <\/strong>Bite +18 melee (2d6+13)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Breath weapon, crush 2d8+13, ferocity, sound imitation, spell-like abilities, spells, sticks to snakes\r
<\/td> <\/tr>
Special Qualities: <\/strong>Blindsense 60 ft., damage reduction 10\/magic, immunity to disease, paralysis, and sleep, keen senses, spell resistance 24, water breathing<\/td> <\/tr>
Saves: <\/strong>Fort +13, Ref +7, Will +11 <\/td> <\/tr>
Abilities: <\/strong>Str 28, Dex 10, Con 23, Int 10, Wis 18, Cha 18 <\/td> <\/tr>
Skills: <\/strong>Bluff +18, Concentration +20, Diplomacy +8, Disguise +4 (+6 acting), Hide -8*, Intimidate +20, Listen +18, Sense Motive +18, Spot +18\r
<\/td> <\/tr>
Feats: <\/strong>Cleave, Flyby Attack, Power Attack, Snatch<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate or warm forests<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>13<\/td> <\/tr>
Treasure: <\/strong>Double coins, 50% goods, 50% items<\/td> <\/tr>
Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
Advancement: <\/strong>12-22 HD (Huge); 23-33 HD (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This great serpent's scales is mottled green and brown. Its wide head is clearly draconic, and caustic liquid drips from its maw.<\/i>\r

More bestial than most linnorms, the forest linnorm is nevertheless as egotistic and cruel as its more intelligent brethren. Forest linnorms are cunning tricksters, using illusions and their ability to mimic animal's voices to lure prey to their ambushes.\r

Forest linnorms are highly territorial, claiming an overgrown area of forest of 100 square miles as its own, only allowing another forest linnorm within it to mate. A male always enters a female's territory, leaving as soon as mating is complete. A forest linnorm hatchling resembles a large green lizard, bearing four weak legs which atrophy as it ages until they are gone. The female allows the hatchlings to remain only until their legs begin to disappear.\r

Although they prefer temperate climes, forest linnorms can survive in extremely warm or cold forests as well. They spend their time wrapped around the bases of trees and undergrowth, their camouflaged bodies nearly indistiguishable from roots and trunks. Their greatest natural enemies are forest-dwelling giants who hunt them for their hides.\r

Forest linnorms hate beauty and enjoy destroying it. Their hoards consist of the broken remains of jewelery, art objects, and fine items strewn about large piles of coins. Although ominvorous, linnorms prefer to hunt creatures they view as beautiful, such as great stags and giant eagles. Humans are the favored prey of forest linnorms, as the linnorms view them as the epitome of beauty, and therefore things that must be defiled and destroyed.\r

Forest linnorms speak Draconic and Abyssal.\r

COMBAT\r

A forest linnorm uses its illusions and natural stealth to set ambushes and draw prey near. It opens with its breath weapon, attempting to weaken powerful opponents, then enters melee. Forest linnorms fight witha primal ferocity, considering no adversary dangerous enough to force its retreat.\r

Breath Weapon (Su):<\/b> 90-foot line of caustic liquid, once every 1d4 rounds; damage 12d4 acid, Reflex DC 21 half. Additionally, a creature damaged by the breath weapon must succeed on a DC 21 Fortitude save or a random limb is withered. 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. A withered limb can be restored to normal by a successful dispel magic<\/i> or similar effect, with a dispel check DC equal to the linnorm's breath weapon DC. The save DC is Constitution-based.\r

Crush (Ex):<\/b> A flying linnorm 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 linnorm's body. Each creature in the affected area must succeed on a DC 24 Reflex save or be pinned, automatically taking 2d8+13 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if the linnorm 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

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

Sound Imitation (Ex):<\/b> A forest linnorm can mimic the sound of injured animals, anytime it likes. Listeners must succeed on a DC 19 Will save to detect the ruse. The save DC is Charisma-based.\r

Spells:<\/b> A forest linnorm can cast arcane spells as a 12th-level sorcerer, preferring spells of the illusion school.\r

Typical Sorcerer Spells Known:<\/i>\r
0 (6\/day) -- acid splash<\/i> (+9 ranged touch), detect magic, dancing lights, flare<\/i> (DC 14), ghost sound<\/i> (DC 14), open\/close, read magic, tough of fatigue<\/i> (+18 melee touch, DC 14), ventriloquism<\/i> \r
1st (7\/day) -- animate rope, color spray<\/i> (DC 15), disguise self, silent image<\/i> (DC 15), ventriloquism<\/i> (DC 15)\r
2nd (7\/day) -- blur, invisibility, mirror image, misdirection<\/i> (DC 16), see invisibility<\/i>\r
3rd (7\/day) -- deep slumber<\/i> (DC 17), displacement, major image<\/i> (DC 17), wind wall<\/i>\r
4th (7\/day) -- greater invisibility, phantasmal killer<\/i> (DC 18), rainbow pattern<\/i> (DC 18) \r
5th (5\/day) -- mirage arcana<\/i> (DC 19), persistent image<\/i> (DC 19)\r
6th (3\/day) -- permanent image<\/i> (DC 20)\r

Spell-Like Abilities:<\/b> At will -- fly, hide from animals<\/i> (DC 15); 3\/day -- plant growth, spike growth<\/i> (DC 17), tree stride, warp wood<\/i> (DC 16). Caster level 12th. The save DCs are Charisma-based.\r

Sticks to Snakes (Sp):<\/b> A forest linnorm can turn up to two dead branches or other long slender pieces of wood (arrow shafts, sticks, staffs, and so on) into Huge vipers. The object is entitled to a DC 17 Will save to avoid transformation. Any snakes created by this spell do not attempt to harm the linnorm, and the linnorm can control their actions telepathically as a free action. Left to their own devices, the snakes attack whomever or whatever is near them, but while the linnorm controls them they can perform any stunt or action they are physically capable of doing. When reduced to 0 hit points or less, the snakes revert to their original, undamaged form.\r

Water Breathing (Ex):<\/b> A forest linnorm can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.\r

Skills:<\/b> A forest linnorm 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. *They have a +4 racial bonus on Hide checks when in forest environments. This bonus on Hide checks increases to +8 when the linnorm is immobile.\r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1992 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #182<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Usually chaotic evil","environment":"Temperate or warm forests"},{"name":"Linnorm, Frost Linnorm","type":"Dragon","ch":21,"challenge_rating":" 21 \u00a0","id":6028,"reference":"Usergen","full_text":"

Linnorm, Frost Linnorm <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Gargantuan\u00a0Dragon \t\t\t(Cold)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 15d12+120\u00a0(217 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 30 ft (6 squares), swim 50 ft<\/td> <\/tr>
Armor Class: <\/strong> 24 (-4 size, +18 natural), touch 6, flat-footed 24<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+15\/+38<\/td> <\/tr>
Attack: <\/strong>Bite +22 melee (4d6+11)<\/td> <\/tr>
Full Attack: <\/strong>Bite +22 melee (4d6+11) and tail slap +20 melee (2d8+5)<\/td> <\/tr>
Space\/Reach: <\/strong>20 ft\/15 ft (20 with bite)<\/td> <\/tr>
Special Attacks: <\/strong>Breath weapon, crush 4d6+16, spell-like abilities, spells, tail sweep<\/td> <\/tr>
Special Qualities: <\/strong>Blindsense 60 ft, damage reduction 10\/magic and cold iron, icewalking, keen senses, spell resistance 32<\/td> <\/tr>
Saves: <\/strong>Fort +17, Ref +9, Will +14 <\/td> <\/tr>
Abilities: <\/strong>Str 32, Dex 10, Con 26, Int 18, Wis 20, Cha 19 <\/td> <\/tr>
Skills: <\/strong>Bluff +22, Concentration +28, Diplomacy +8, Disguise +4 (+6 in character), Hide +0*, Intimidate +22, Knowledge (arcana) +22, Listen +26, Search +24, Sense Motive +25, Spellcraft +24, Spot +26, Survival +5 (+7 following tracks), Swim +19<\/td> <\/tr>
Feats: <\/strong>Ability Focus (breath weapon) Alertness, Flyby Attack, Multiattack, Power Attack, Snatch<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any cold land<\/td> <\/tr>
Organization: <\/strong>Solitary or family (2-8)<\/td> <\/tr>
Challenge Rating: <\/strong>21<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
Advancement: <\/strong>16-45 HD (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>---<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This wingless dragon has thick, pearly scales that are sharp like jagged ice and shift in hue from white to pale blue to transparent as the dragon moves. Its forelegs are small and weak, but the claws do seem to allow the dragon to manipulate objects. <\/i>\r

Frost linnorms are the more territorial linnorms. These paranoid monsters never feel safe until all other sentient creatures within their domains are destroyed. Frost linnorms are some of the most intelligent of the linnorms, and spend much of their time plotting out strategies against settlements of other creatures. A frost linnorm will most commonly attack in the winter, to play upon its victim\u00c2\u0092s weaknesses and its own strengths.\r

A frost linnorm prefers to lair in frigid climes, though it will relocate south for the winter to plunder smaller humanoid settlements. A frost linnorm will shape its lair out of ice, making a strikingly beautiful home. Many of the surfaces are mirrorlike, allowing the dragon to spend time admiring itself. A frosts will bury its treasure under the ice to keep it safe from looters, though the linnorm will leave some of the more beautiful art in the open to admire it.\r

A frost linnorm is a gluttonous creature that considers all life forms that are not of its kind to be beneath it. The frost linnorm is surprisingly familial, valuing it\u00c2\u0092s the company and input of offspring. A frost linnorm does not eat the creatures it kills, and it is suspected that this dragon gains its nourishment from inhaling frigid winds.\r

A frost linnorm can speak Draconic and Abyssal.\r

COMBAT<\/b>\r
A frost linnorm prefers to take an intelligent approach to combat, and will not hesitate to spend great amounts of time working out strategies before attacking. Frost linnorms do not like to fight without making such plans first, and will avoid doing so unless attacked first. Frost linnorms are not brawlers, and will use their breath weapons, magical abilities, and magic items before entering physical combat.\r

A frost linnorm is an opportunist, and will attack from any location that puts its foes at a disadvantage. If possible, a frost linnorm will waylay its foes on ice to keep them off balance.\r

Breath Weapon (Su)<\/b>: A frost linnorm may use its breath weapon once every 1d4 rounds. This weapon manifests as a 60-foot cone of ice particles. This attack deals 7d6 points of cold damage, half on a successful Reflex save (DC 27). The save DC is Constitution-based. \r

Crush (Ex)<\/b>: A flying frost linnorm 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 frost linnorm's body. Each creature in the affected area must succeed at a Reflex save (DC 25) or be pinned, automatically taking 4d6+16 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if the frost linnorm chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round. \r

Spell-Like Abilities<\/b>: At will - meld into stone<\/i>*, minor image<\/i> (DC 16), silent image<\/i> (DC 15), stone shape<\/i>*; 3\/day - heal<\/i> (DC 20), major image<\/i> (DC 17), persistent image<\/i> (DC 19), programmed image<\/i> (DC 20), transmute metal to wood<\/i>*, transmute rock to mud<\/i>* (DC 19), transport via plants<\/i>*. Caster level 17th. The save DCs are Charisma-based.\r

*A frost linnorm is able to replace the element commonly used as the focus for these spells with ice. As such, these spells effectively become meld into ice<\/i>, ice shape<\/i>, transmute metal to ice<\/i>, transmute rock to ice<\/i>, and transport via ice<\/i> when used by a frost linnorm.\r

Tail Sweep (Ex)<\/b>: A frost linnorm can sweep with its tail as a standard action. The sweep affects creatures four or more size categories smaller than the linnorm within a 30-foot-radius half-circle centered on the linnorm's rear. Each affected creature that fails a Reflex save (DC 25 half) takes 2d6+16 points of damage. The save DC is Constitution-based. \r

Icewalking (Ex)<\/b>: This ability works like the spider climb<\/i> spell, but the surfaces the linnorm climbs must be icy. It is always in effect.\r

Keen Senses (Ex)<\/b>: A frost linnorm sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 120 feet.\r

Skills<\/b>: *Frost linnorms have a +4 racial bonus on Hide checks when in cold environments. This bonus on Hide checks increases to +8 when the linnorm is immobile.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1992 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #182 (\u00c2\u0093The Vikings\u00c2\u0092 Dragons,\u00c2\u0094 June 1992, Jean Rabe), and Monstrous Compendium Annual One (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Always neutral evil","environment":"Any cold land"},{"name":"Linnorm, Land","type":"Dragon","ch":19,"challenge_rating":" 19 \u00a0","id":6029,"reference":"Usergen","full_text":"

Linnorm, Land <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 13d12+117\u00a0(201 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 50 ft. (10 squares), burrow 30 ft., fly 60 ft. (good), swim 30 ft.<\/td> <\/tr>
Armor Class: <\/strong> 30 (-4 size, +24 natural), touch 6, flat-footed 30<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+13\/+37<\/td> <\/tr>
Attack: <\/strong>Bite +21 melee (4d6+12)\r
<\/td> <\/tr>
Full Attack: <\/strong>Bite +21 melee (4d6+12) and 2 claws +19 melee (2d8+6) and tail slap +19 melee (2d8+18)<\/td> <\/tr>
Space\/Reach: <\/strong>20 ft.\/15 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Breath weapon, crush 4d6+18, runes, spell-like abilities, tail sweep 2d6+18\r
<\/td> <\/tr>
Special Qualities: <\/strong>Blindsense 60 ft., damage reduction 10\/magic, immunity to disease, paralysis, and sleep, keen senses, spell resistance 30<\/td> <\/tr>
Saves: <\/strong>Fort +17, Ref +8, Will +13 <\/td> <\/tr>
Abilities: <\/strong>Str 34, Dex 10, Con 28, Int 16, Wis 20, Cha 19 <\/td> <\/tr>
Skills: <\/strong>Bluff +20, Concentration +25, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +22, Knowledge (arcana) +19, Listen +21, Search +19, Sense Motive +21, Spellcraft +21, Spot +21, Survival +5 (+7 following tracks), Swim +20\r
<\/td> <\/tr>
Feats: <\/strong>Cleave, Flyby Attack, Multiattack, Power Attack, Snatch<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate or warm land<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>19<\/td> <\/tr>
Treasure: <\/strong>Double coins, 50% goods, 50% items<\/td> <\/tr>
Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
Advancement: <\/strong>14-39 HD (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The lusterless scales of this large, wingless dragon alternate from green to brown to gray.<\/i>\r

Land linnorms are greedy to a fault. Although they can be found in any non-arctic land, they prefer to lair in hilltop caves near human settlements. Land linnorms despise humans, coveting the ease with which they acquire wealth. While they generally destroy or enslave humans, land linnorms have been known to form alliances with humans, providing protection and mercy in exchange for magical lore and wealth.\r

Although they are usually solitary, land linnorms will occasionally ally with others of their ilk against powerful humanoid settlements or parties. Once victory is achieved, they split the spoils and go their separate ways. Mated pairs can also be ecountered, but they only stay together long enough for the hatchlings to fend for themselves.\r

Although they can substist on nearly anything, even rocks, land linnorms relish the taste of dwarf flesh.\r

Land linnorms speak Draconic and Abyssal.\r

COMBAT\r

A land linnorm is extremely cautious, often studying its targets for days to ascertain any advantages it may attain before making its assault. It opens battle with its breath weapon and magical powers, and only closes to melee with opponents it is confident it can defeat. If adversaries prove too dangerous, a land linnorm flees without hesitation.\r

Breath Weapon (Su):<\/b> 60-foot line of searing heat, once every 1d4 rounds; damage 6d12 fire, Reflex DC 25 half. Additionally, a creature damaged by the breath weapon is fatigued. The save DC is Constitution-based.\r

Crush (Ex):<\/b> A flying linnorm 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 linnorm's body. Each creature in the affected area must succeed on a DC 28 Reflex save or be pinned, automatically taking 4d6+18 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if the linnorm 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

Runes (Su):<\/b> A land linnorm does not gain spells like most other linnorms. Instead, it may select up to 12 spells per day to inscribe as runes. These spells must be selected from the cleric spell list and the Destruction and Evil domains. Inscribing a rune is a full-round action. Once inscribed, a rune is activated by touch. The save DCs for runes are equal to 10 + spell level + land linnorm's Wisdom modifier (15 + spell level for a typical land linnorm). Caster level 17th.\r

An erase<\/i> spell (DC 15 + linnorm's caster level) or a targeted dispel magic<\/i> spell can disable a rune. A rogue with Disable Device can attempt to disarm a rune as if it were a magic trap (DC 25 + spell level).\r

In all other respects, runes function as divine spells.\r

Spell-Like Abilities:<\/b> At will--fly<\/i>; 3\/day--earthquake, invisibility, move earth, stone shape, summon monster IX<\/i> (earth elementals only); 1\/day--transmute mud to rock<\/i> (DC 19), transmute rock to mud<\/i> (DC 19). Caster level 15th.\r

Tail Sweep (Ex):<\/b> A linnorm can sweep with its tail as a standard action. The sweep affects creatures four or more size categories smaller than the linnorm within a 20-foot-radius half-circle centered on the linnorm's rear. Each affected creature that fails a Reflex save (DC 25 half) takes 2d6+18 points of damage. The save DC is Constitution-based. \r

Skills:<\/b> A land linnorm 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>
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":"Dragon","alignment":"Usually chaotic evil","environment":"Temperate or warm land"},{"name":"Linnorm, Midgard Linnorm","type":"Dragon","ch":37,"challenge_rating":" 37 \u00a0","id":6030,"reference":"Usergen","full_text":"

Linnorm, Midgard Linnorm <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 50d12+400\u00a0(725 hp)<\/td> <\/tr>
Initiative: <\/strong> +4<\/td> <\/tr>
Speed:<\/strong> 50 ft (10 squares), swim 100 ft<\/td> <\/tr>
Armor Class: <\/strong> 51 (-8 size, +49 natural), touch 2, flat-footed 51<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+50\/+79<\/td> <\/tr>
Attack: <\/strong>Bite +56 melee (8d6+13\/19-20) or tail slap +55 melee (4d8+19)<\/td> <\/tr>
Full Attack: <\/strong>Bite +56 melee (8d6+13\/19-20) and 2 claws +53 melee (4d8+6) and tail slap +53 melee (4d8+19)<\/td> <\/tr>
Space\/Reach: <\/strong>30 ft\/20 ft (30 ft with bite)<\/td> <\/tr>
Special Attacks: <\/strong>Breath weapon, constrict 4d8+19, improved grab, spell-like abilities, spells<\/td> <\/tr>
Special Qualities: <\/strong>Blindsense 60 ft, damage reduction 15\/epic and cold iron, immune to disease, paralysis, and sleep effects, immunity to cold, keen senses, spell resistance 51, telepathy 120 ft<\/td> <\/tr>
Saves: <\/strong>Fort +35, Ref +29, Will +35 <\/td> <\/tr>
Abilities: <\/strong>Str 36, Dex 10, Con 26, Int 23, Wis 26, Cha 28 <\/td> <\/tr>
Skills: <\/strong>Balance +2, Bluff +62, Concentration +61, Diplomacy +66, Disguise +9 (+11 acting), Intimidate +64, Jump +23, Knowledge (arcana) +59, Knowledge (geography) +59, Knowledge (history) +59, Knowledge (nature) +61, Knowledge (religion) +59, Listen +61, Search +59, Sense Motive +61, Spellcraft +61 (+63 scrolls), Spot +61, Survival +61 (+63 following tracks, +63 avoid getting lost, +63 aboveground), Swim +74, Tumble +53, Use Magic Device +62 (+64 scrolls)<\/td> <\/tr>
Feats: <\/strong>Ability Focus (breath weapon), Awesome Blow, Blind-Fight, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Overrun, Lightning Reflexes, Multiattack, Power Attack, Snatch, Weapon Focus (bite)\r
Epic Feats<\/b>: Devastating Critical (bite), Overwhelming Critical (bite), Superior Initiative\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any aquatic<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>37<\/td> <\/tr>
Treasure: <\/strong>10% coins; double goods; triple items<\/td> <\/tr>
Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
Advancement: <\/strong>---<\/td> <\/tr>
Level Adjustment: <\/strong>---<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This immense, wingless dragon has massive blue, green and silver scales that glisten like opals, the shifting colors mimicking a stream of running water when the dragon moves. Its mouth is filled with a double row of pale-blue teeth, and its jaw seems to stretch wide enough to swallow a small whale. Its perfectly round, emerald-green eyes appear to have no lids or pupil and reflect light like mirrors. Its hornless head is topped with a ridge of coarse midnight blue hair that looks like a horse's mane, which extends partway down its massive neck where it becomes a lighter blue spinal ruff that runs to the tip of its barbed tail. The rear legs are short and stumpy, and look too weak to support the dragon's bulk, while its front legs are longer and end in razor-sharp claws.<\/i>\r

The Midgard linnorm may be the only offspring of Jormungandr, the Midgard Serpent. This most magnificent of the linnorms rivals the strongest of dragons in power, and may be as immortal as its sire. Those that have seen the Midgard linnorm and lived to tell the tale said that it was so long they could not see the end of it.\r

The Midgard linnorm lives alone in the deepest parts of the bottom of the ocean, spending most of its time there. This serpent is solitary, considering the company of others inconsequential, though it does employ other creatures as guards to do its dirty work. The linnorm considers all of the sea floor to be its domain, and will dispatch any creature that tries to claim territory there. All other linnorms bow to the Midgard linnorm, and would never dare to challenge it.\r

The Midgard linnorm's lair is an underwater sea cave, so deep beneath the water's surface that no light filters down. This lair is guarded by four powerful, venerable sea linnorms. The dragon's wealth is stored in the deepest chambers. The linnorm does not favor coins and gems, but keeps and makes use of magical treasure. The linnorm also likes artistic items purloined from the surface world such as decorative prows of ships, statues from villages, large shields, and other trinkets.\r

The Midgard linnorm can speak Draconic and Abyssal, and can communicate with other creatures telepathically.\r

The Midgard linnorm is 500 feet in length, and weighs 10,000 tons.\r

COMBAT<\/b>\r
The Midgard linnorm may be malicious, but it considers itself above physical confrontation. It much prefers to meddle in the affairs of other linnorms and sentient creatures through its magic, maintain its control secretly. When combat is necessary, the dragon relies on its minions to fight for it, but if a confrontation is unavoidable the Midgard linnorm will bring the full might of its breath weapons and spell-like abilities to bear on the targets before using its melee weapons.\r

Breath Weapon (Su)<\/b>: The Midgard linnorm has three types of breath weapon: a line of boiling water, a cone of dust, and a cone of wind. It may use any breath weapon once every 1d4 rounds. All three breath weapons function normally underwater. The save DCs are Constitution-based.\r

The spray of boiling water is a 200-foot line that deals 20d20 points of fire damage (Reflex DC 45 half). Additionally, the creature must succeed on a DC 45 Strength check or be pushed back 100 feet (as if bull rushed). Air breathing creatures with less than 7 Hit Dice must succeed on a DC 45 Constitution check, or their lungs fill with water and they begin drowning immediately, and are treated as if beneath water in terms of being able to breathe. Creatures that fail the Constitution check may attempt a new check every round to cough the water out. \r

The cloud of dust is a 200-foot cone that deals 16d20 points of damage (Reflex DC 45 half) and causes living creatures to fall into fits of sneezing and coughing. Additionally, living creatures in the area must succeed on a DC 45 Fortitude save or take 2d6 points of Constitution damage immediately. In addition, those failing a second DC 45 Fortitude save 1 minute later are dealt 1d6 points of Constitution damage. Those who succeed on either saving throw are nonetheless disabled by choking (treat as stunned) for 5d4 rounds. \r

The third breath weapon is a 200-foot cone of wind that deals 12d20 points of damage (Reflex DC 45 half). Additionally, the creature must succeed on a DC 45 Strength check or succumb to the tornado-force wind, causing Large or smaller creatures to be blown 200 feet away, Huge creatures to be knocked down, and Gargantuan or Colossal creatures to be checked\r

Constrict (Ex)<\/b>: The Midgard linnorm deals automatic tail slap damage with a successful grapple check.\r

Crush (Ex)<\/b>: When jumping, the Midgard linnorm 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 Midgard linnorm's body. Each creature in the affected area must succeed on a DC 43 Reflex save or be pinned, automatically taking 8d6+13 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if the Midgard linnorm chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.\r

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

Spell-Like Abilities<\/b>: At will - create water<\/i>, detect thoughts<\/i> (DC 21), protection from energy<\/i>, water breathing<\/i>; 1\/day - acid fog<\/i>, arcane eye<\/i>, charm person<\/i> (DC 20), charm monster<\/i> (DC 23), control water<\/i>, fog cloud<\/i>, greater invisibility<\/i>, greater teleport<\/i> (DC 26), hypnotic pattern<\/i> (DC 21), power word blind<\/i>, power word stun<\/i>, see invisibility<\/i>, shapechange<\/i>, solid fog<\/i>, telekinesis<\/i> (DC 24), veil<\/i> (DC 25), wall of ice<\/i> (DC 23), whispering wind<\/i>. Caster level 14th. The save DCs are Charisma-based.\r

Tail Sweep (Ex)<\/b>: The Midgard linnorm can sweep with its tail as a standard action. The sweep affects creatures four or more size categories smaller than the linnorm within a 20-foot-radius half-circle centered on the linnorm's rear. Each affected creature that fails a Reflex save (DC 43 half) takes 4d6+19 points of damage. The save DC is Constitution-based.\r

Keen Senses (Ex)<\/b>: The Midgard linnorm sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 120 feet.\r

Skills<\/b>: The Midgard linnorm 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>
1992 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #183 (\"The Vikings' Dragons,\" July 1992, Jean Rabe), and Monstrous Compendium Annual One (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Always lawful evil","environment":"Any aquatic"},{"name":"Linnorm, Nidhogg","type":"Dragon","ch":27,"challenge_rating":" 27 \u00a0","id":6031,"reference":"Usergen","full_text":"

Linnorm, Nidhogg <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Gargantuan\u00a0Dragon \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 44d12+528\u00a0(814 hp)<\/td> <\/tr>
Initiative: <\/strong> +3<\/td> <\/tr>
Speed:<\/strong> 60 ft. (12 squares), burrow 50 ft., swim 50 ft.<\/td> <\/tr>
Armor Class: <\/strong> 55 (-4 size, -1 Dex, +50 natural), touch 5, flat-footed 55<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+44\/+74<\/td> <\/tr>
Attack: <\/strong>Bite +59 melee (4d6+18\/19-20 plus 1d6 on a crit and DC 50 Fort save or die)<\/td> <\/tr>
Full Attack: <\/strong>Bite +59 melee (4d6+18\/19-20 plus 1d6 on a crit and DC 50 Fort save or die) and 2 claws +56 melee (2d8+9 plus poison) and tail slap +56 melee (4d6+27)<\/td> <\/tr>
Space\/Reach: <\/strong>20 ft.\/15 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Breath weapon, crush 4d6+27, frightful presence, poison, spell-like abilities, spells, tail sweep 2d6+27<\/td> <\/tr>
Special Qualities: <\/strong>Blindsense 120 ft., damage reduction 20\/epic and good, immunity to disease, paralysis, poison and sleep effects, keen senses, spell resistance 38<\/td> <\/tr>
Saves: <\/strong>Fort +36, Ref +23, Will +33 <\/td> <\/tr>
Abilities: <\/strong>Str 46, Dex 8, Con 34, Int 22, Wis 28, Cha 28 <\/td> <\/tr>
Skills: <\/strong>Bluff +56, Climb +65, Concentration +59, Diplomacy +64, Disguise +9 (+13 acting), Intimidate +60, Knowledge (arcana) +53, Listen +56, Search +53, Sense Motive +56, Spellcraft +57, Spot +56, Survival +9 (+13 following tracks), Swim +73<\/td> <\/tr>
Feats: <\/strong>Awesome Blow, Cleave, Devastating Critical (bite), Empower Spell, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Spell Capacity, Maximize Spell, Multiattack, Overwhelming Critical (bite), Power Attack, Power Critical, Weapon Focus (bite)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Heroic Domains of Ysgard<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>27<\/td> <\/tr>
Treasure: <\/strong>Double standard<\/td> <\/tr>
Alignment: <\/strong>Neutral evil<\/td> <\/tr>
Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This massive, wingless dragon is wrapped within the roots of a great tree. Its scales and horns are chipped and jagged, suggesting great age and many battles. Smoke trickles from its nostrils, and hissing drops of acid fall from its maw.<\/i>\r

Nidhogg, whose name means \"Malice Striker\", is a powerful linnorm that resides at the roots of Yggdrasil. Nidhogg gnaws upon the roots of the World Ash, which are rumored to serve as a prison to keep the mighty wyrm locked away from the rest of the multiverse.\r

Nidhogg shares insults with the ratatosks that inhabit Yggdrasil. These little creatures also carrie messages between the linnorm and the eagles of Yggdrasil high in its branches.\r

Legends claim tha the release of Nidhogg will herald Ragnar\u00c3\u00b6k, the final battle.\r

Nidhogg speaks Draconic, Abyssal, and Sylvan.\r

COMBAT\r

Like most linnorms, Nidhogg blends formidable melee prowess with potent spellcasting and a deadly breath weapon.\r

Breath Weapon (Su):<\/b> 60-foot cone of acid or fire, once every 1d4 rounds, damage 20d6 acid or 20d6 fire, Reflex DC 44 half. The save DC is Constitution-based.\r

Crush (Ex):<\/b> When flying or jumping, Nidhogg can land on opponents as a standard action, using his whole body to crush them. Nidhogg's crush attack is effective only against opponents of Medium or smaller size (though he can attempt normal overrun or grapple attacks against larger opponents).\r

A crush attack affects as many creatures as can fit under Nidhogg's body. Creatures in the affected area must succeed on a DC 44 Reflex save or be pinned, automatically taking 4d6+27 points of bludgeoning damage during the next round unless Nidhogg moves off them. If Nidhogg 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

Frightful Presence (Ex):<\/b> All creatures with 44 or fewer Hit Dice within 240 feet of Nidhogg when he charges, attacks, or flies overhead must make a DC 41 Will save or be shaken for 4d6 rounds. Creatures with fewer than 5 HD are panicked instead of shaken if they fail this save. A creature that succeeds on this save is immune to Nidhogg's frightful presence for 24 hours. Nidhogg is immune to the frightful presence of other dragons. The save DC is Charisma-based.\r

Keen Senses (Ex):<\/b> Nidhogg sees four times as well as a human in low light conditions and twice as well in normal light.\r

Poison (Ex):<\/b> Nidhogg's poison causes searing pain as the victim's internal organs burn. Claws, Fort DC 44 negates, initial and secondary damage 2d6 Con. In addition, any creature that takes the initial damage is sickened for 2d4 minutes. The save DC is Constitution-based.\r

Spells:<\/b> Nidhogg casts spells as a 25th-level sorcerer. He can also cast cleric spells and those from the Darkness, Death, Destruction and Evil domains as arcane spells.\r

Typical spells known<\/i> (6\/9\/8\/8\/8\/8\/8\/8\/8\/8\/1\/1\/1; save DC 19 + spell level); \r
0 \u00c2\u0096 dancing lights, detect magic, detect poison, ghost sound, guidance, light, mage hand, prestidigitation, read magic;<\/i>\r
1st \u00c2\u0096 bane, entropic shield, expeditious retreat, protection from good, ray of enfeeblement;<\/i>\r
2nd \u00c2\u0096 death knell, desecrate, ghoul touch, hideous laughter, web; <\/i>\r
3rd \u00c2\u0096 bestow curse, contagion, ray of exhaustion, slow;<\/i> \r
4th \u00c2\u0096 death ward, dimension door, enervation, freedom of movement; <\/i>\r
5th \u00c2\u0096 cloudkill, flame strike, insect plague, true seeing;<\/i> \r
6th \u00c2\u0096 disintegrate, greater dispel magic, heal;<\/i> \r
7th \u00c2\u0096 destruction, mass hold person, repulsion;<\/i> \r
8th \u00c2\u0096 greater spell immunity, polymorph any object, unholy aura;<\/i>\r
9th \u00c2\u0096 energy drain, implosion, wail of the banshee.<\/i>\r

Spell-like Abilities:<\/b> At will\u00c2\u0097animate dead, overland flight, water breathing<\/i>; 3\/day\u00c2\u0097darkness, speak with dead<\/i> (DC 21), vampiric touch<\/i>; 1\/day\u00c2\u0097control undead, create greater undead, create undead, etherealness<\/i>. Caster level 25th. The save DCs are Charisma based.\r

Tail Sweep (Ex):<\/b> This special attack allows Nidhogg to sweep with his 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 the linnorm's space in any direction. Small or smaller creatures within the swept area automatically take 2d6+27 points of damage. Affected creatures can attempt DC 44 Reflex saves to take half damage. The save DC is Constitution-based.\r

Skills:<\/b> Nidhogg 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>
1976 Wizards of the Coast, Inc.
Originally found in Supplement IV: Gods, Demigods, Heroes<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Neutral evil","environment":"Heroic Domains of Ysgard"},{"name":"Linnorm, Rain","type":"Dragon","ch":14,"challenge_rating":" 14 \u00a0","id":6032,"reference":"Usergen","full_text":"

Linnorm, Rain <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 10d12+60\u00a0(125)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 50 ft. (10 squares), fly 100 ft. (good), swim 30 ft.<\/td> <\/tr>
Armor Class: <\/strong> 24 (-2 size, +26 natural), touch 8, flat-footed 24<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+10\/+27<\/td> <\/tr>
Attack: <\/strong>Bite +17 melee (2d6+9)\r
<\/td> <\/tr>
Full Attack: <\/strong>Bite +17 melee (2d6+9) and 2 claws +15 melee (2d8+4) and tail slap +15 melee (2d6+13)<\/td> <\/tr>
Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Breath weapon, crush 2d8+13, spell-like abilities, spells\r
<\/td> <\/tr>
Special Qualities: <\/strong>Blindsense 60 ft., damage reduction 10\/magic, immunity to disease, electricity, paralysis, and sleep, keen senses, regeneration 10, spell resistance 25, water breathing<\/td> <\/tr>
Saves: <\/strong>Fort +13, Ref +7, Will +12 <\/td> <\/tr>
Abilities: <\/strong>Str 28, Dex 10, Con 23, Int 14, Wis 20, Cha 17 <\/td> <\/tr>
Skills: <\/strong>Bluff +16, Concentration +19, Diplomacy +7, Disguise +3 (+5 acting), Intimidate +10, Knowledge (arcana) +15, Listen +18, Search +12, Sense Motive +18, Spellcraft +9, Spot +18, Survival +5 (+7 following tracks), Swim +27<\/td> <\/tr>
Feats: <\/strong>Flyby Attack, Multiattack, Quicken Spell-Like Ability (lightning bolt), Snatch<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any non-arid land<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>14<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
Advancement: <\/strong>11-20 HD (Huge); 21-30 HD (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
Although it lacks wings and hind feet, this creature is clearly draconic. Its shiny, teardrop-shaped scales shift from blue to gray to green to white. The smell of a fresh lightning strike accompanies the creature.<\/i>\r

Rain linnorms are among the most vain and haughty of the linnorms. They consider all other creatures to be beneath them, and each considers itself the better of others of its own kind. Rain linnorms determine social status based on comitting the most heinous atrocities and accumulating the greatest wealth. \r

The lairs or rain linnorms are hidden deep within hills frequently buffetted by rain and wind. They are incredibly secretive, and will quickly move to a new hoard if any other creature finds their lair and survives.\r

Rain linnorms speak Draconic and Abyssal.\r

COMBAT\r

Rain linnorms prefer to open combat with their powerful weather-related spells and spell-like abilities, demonstrating their power over nature. They quickly follow with their breath weapons and more magic. Rain linnorms dislike sullying their claws in melee.\r

Breath Weapon (Su):<\/b> 90-foot line of caustic boiling water, once every 1d4 rounds; damage 9d6, half of which is acid and the other fire, Reflex DC 21 half. The save DC is Constitution-based.\r

Crush (Ex):<\/b> A flying linnorm 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 linnorm's body. Each creature in the affected area must succeed on a DC 21 Reflex save or be pinned, automatically taking 2d8+13 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if the linnorm 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

Spells:<\/b> A rain linnorm can cast divine spells as a 14th-level druid. They cannot swap out prepared spells to cast summon nature's ally spells.\r

Typical Druid Spells Prepared<\/i> (6\/6\/6\/5\/4\/3\/3\/2; save DC 13 + spell level):\r
0--create water, detect magic, flare, know direction, purify food and drink, resistance;<\/i>\r
1st--endure elements, entangle, faerie fire, longstrider, obscuring mist, pass without trace;<\/i>\r
2nd--barkskin, bull's strength, chill metal, flaming sphere, fog cloud, lesser restoration;<\/i>\r
3rd--call lightning, greater magic fang, poison, protection from energy, sleet storm;<\/i>\r
4th--blight, control water, flame strike, ice storm;<\/i>\r
5th--death ward, insect plague, stoneskin;<\/i>\r
6th--find the path, greater dispel magic, summon nature's ally VI;<\/i>\r
7th--creeping doom, heal.<\/i>\r

Spell-Like Abilities:<\/b> At will -- control winds<\/i> (DC 23); 3\/day -- entangle<\/i> (DC 19), plant growth, quench<\/i> (DC 21), quickened lightning bolt<\/i> (DC 21); 2\/day -- call lightning<\/i> (DC 21), create food and water, summon monster V<\/i> (water elementals only); 1\/day -- control weather, wind walk<\/i>. Caster level 15th. The save DCs are Charisma-based.\r

Water Breathing (Ex):<\/b> A rain linnorm can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.\r

Skills:<\/b> A rain linnorm 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>
1992 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #183<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Usually chaotic evil","environment":"Any non-arid land"},{"name":"Lion, Spotted (Cave Lion)","type":"Animal","ch":4,"challenge_rating":" 4 \u00a0","id":6033,"reference":"Usergen","full_text":"

Lion, Spotted (Cave Lion) <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 7d8+14\u00a0(45 hp)<\/td> <\/tr>
Initiative: <\/strong> +3<\/td> <\/tr>
Speed:<\/strong> 40 ft (8 squares)<\/td> <\/tr>
Armor Class: <\/strong> 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+5\/+15<\/td> <\/tr>
Attack: <\/strong>Claw +10 melee (1d4+6)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +10 melee (1d4+6) and bite +8 melee (2d6+6)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Improved grab, pounce, powerful bite, rake 1d4+3<\/td> <\/tr>
Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
Saves: <\/strong>Fort +7, Ref +8, Will +3 <\/td> <\/tr>
Abilities: <\/strong>Str 23, Dex 16, Con 15, Int 2, Wis 13, Cha 6 <\/td> <\/tr>
Skills: <\/strong>Balance +7, Hide +3*, Jump +10, Listen +6, Move Silently +11, Spot +6<\/td> <\/tr>
Feats: <\/strong>Alertness, Multiattack, Run<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate and warm plains<\/td> <\/tr>
Organization: <\/strong>Solitary, pair or pride (3-8)<\/td> <\/tr>
Challenge Rating: <\/strong>4<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Neutral<\/td> <\/tr>
Advancement: <\/strong>8-12 HD (Large); 13-21 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A massively built lion, its fur is dappled with spots.<\/i>\r

Also known as cave lions, spotted lions are a prehistoric race of lion. They are bigger and more muscular than modern lions to cope with the more powerful prey of prehistoric times, but are otherwise similar in their habits to ordinary lions.\r

A spotted lion is 7 or 8 feet long, stands around 4 feet tall at the shoulder, and weighs 400 to 800 pounds.\r

COMBAT<\/b>\r
A spotted lion charges prey, pouncing upon them once in range. It then claws and bites as it rakes with its rear claws. They often attack larger opponents.\r

Improved Grab (Ex):<\/b> To use this ability, a spotted 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

Powerful Bite (Ex):<\/b> A spotted lion applies its full strength bonus to its bite damage.\r

Pounce (Ex):<\/b> If a spotted lion charges a foe, it can make a full attack, including two rake attacks.\r

Rake (Ex):<\/b> Attack bonus +10 melee, damage 1d4+3.\r

Skills<\/b>: Spotted lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. \r
<\/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":"Temperate and warm plains"},{"name":"Living Ash","type":"Ooze","ch":1,"challenge_rating":" 1 \u00a0","id":6034,"reference":"Usergen","full_text":"

Living Ash <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Small\u00a0Ooze \t\t\t(Earth, Extraplanar)\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)<\/td> <\/tr>
Armor Class: <\/strong> 17 (+1 size, -1 Dex, +7 natural), touch 10, flat-footed 17<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+1\/+0<\/td> <\/tr>
Attack: <\/strong>Slam +5 melee (1d6+4)<\/td> <\/tr>
Full Attack: <\/strong>2 slams +5 melee (1d6+4)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Death throes (DC 12), earth mastery, push<\/td> <\/tr>
Special Qualities: <\/strong>Blind, blindsight 60 ft., earth glide, ooze traits, positive energy genesis, sense positive energy, tomb-tainted<\/td> <\/tr>
Saves: <\/strong>Fort +1, Ref -1, Will +0 <\/td> <\/tr>
Abilities: <\/strong>Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11 <\/td> <\/tr>
Skills: <\/strong>Listen +3, Spot +2<\/td> <\/tr>
Feats: <\/strong>Power Attack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Negative Energy Plane<\/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>
<\/th>Living Ash, Medium<\/th>Living Ash, Large<\/th><\/tr>
Size\/Type:<\/b><\/td>Medium Ooze (Earth, Extraplanar)<\/td>Large Ooze (Earth, Extraplanar)<\/td><\/tr>
Hit Dice:<\/b><\/td>4d10+12 (34 hp)<\/td>8d10+32 (76 hp)<\/td><\/tr>
Initiative:<\/b><\/td>-1<\/td>-1<\/td><\/tr>
Speed:<\/b><\/td>20 ft. (4 squares)<\/td>20 ft. (4 squares)<\/td><\/tr>
Armor Class:<\/b><\/td>18 (-1 Dex, +9 natural),
touch 9, flat-footed 18<\/td>
18 (\u00c2\u00961 size, \u00c2\u00961 Dex, +10 natural),
touch 8, flat-footed 18<\/td><\/tr>
Base Attack\/
Grapple:<\/b><\/td>
+3\/+8<\/td>+6\/+17<\/td><\/tr>
Attack:<\/b><\/td>Slam +8 melee (1d8+7)<\/td>Slam +12 melee (2d8+7)<\/td><\/tr>
Full Attack:<\/b><\/td>2 slams +8 melee (1d8+7)<\/td>2 slams +12 melee (2d8+7)<\/td><\/tr>
Space\/Reach:<\/b><\/td>5 ft.\/5 ft.<\/td>10 ft.\/10 ft.<\/td><\/tr>
Special Attacks:<\/b><\/td>Death throes (DC 15), earth mastery, push<\/td>Death throes (DC 18), earth mastery, push<\/td><\/tr>
Special Qualities:<\/b><\/td>Blind, blindsight 60 ft., earth glide, ooze traits, positive energy genesis, sense positive energy, tomb-tainted<\/td>Blind, blindsight 60 ft., damage reduction 5\/-, earth glide, ooze traits, positive energy genesis, sense positive energy, tomb-tainted<\/td><\/tr>
Saves:<\/b><\/td>Fort +4, Ref +0, Will +1<\/td>Fort +6, Ref +1, Will +2<\/td><\/tr>
Abilities:<\/b><\/td>Str 21, Dex 8, Con 17,
Int 4, Wis 11, Cha 11<\/td>
Str 25, Dex 8, Con 19,
Int 6, Wis 11, Cha 11<\/td><\/tr>
Skills:<\/b><\/td>Listen +4, Spot +3<\/td>Listen +6, Spot +5<\/td><\/tr>
Feats:<\/b><\/td>Cleave, Power Attack<\/td>Cleave, Great Cleave, Power Attack<\/td><\/tr>
Environment:<\/b><\/td>Negative Energy Plane<\/td>Negative Energy Plane<\/td><\/tr>
Organization:<\/b><\/td>Solitary<\/td>Solitary<\/td><\/tr>
Challenge Rating:<\/b><\/td>3<\/td>5<\/td><\/tr>
Treasure:<\/b><\/td>None<\/td>None<\/td><\/tr>
Alignment:<\/b><\/td>Usually neutral<\/td>Usually neutral<\/td><\/tr>
Advancement:<\/b><\/td>5\u00c2\u00967 HD (Medium)<\/td>5\u00c2\u00967 HD (Medium)<\/td><\/tr>
Level Adjustment:<\/b><\/td>\u00c2\u0097<\/td>\u00c2\u0097<\/td><\/tr>

<\/b><\/td>
<\/td><\/td><\/tr>
<\/td>Living Ash, Huge<\/b><\/td>Living Ash, Greater<\/b><\/td><\/tr>
Size\/Type:<\/b><\/td>Huge Ooze (Earth, Extraplanar)<\/td>Huge Ooze (Earth, Extraplanar)<\/td><\/tr>
Hit Dice:<\/b><\/td>16d10+80 (168 hp)<\/td>21d10+105 (220 hp)<\/td><\/tr>
Initiative:<\/b><\/td>-1<\/td>-1<\/td><\/tr>
Speed:<\/b><\/td>30 ft. (6 squares)<\/td>30 ft. (6 squares)<\/td><\/tr>
Armor Class:<\/b><\/td>18 (\u00c2\u00962 size, \u00c2\u00961 Dex, +11 natural),
touch 7, flat-footed 18<\/td>
20 (\u00c2\u00962 size, \u00c2\u00961 Dex, +13 natural),
touch 7, flat-footed 20<\/td><\/tr>
Base Attack\/
Grapple:<\/b><\/td>
+12\/+29<\/td>+15\/+33<\/td><\/tr>
Attack:<\/b><\/td>Slam +19 melee (2d10+9)<\/td>Slam +23 melee (2d10+10)<\/td><\/tr>
Full Attack:<\/b><\/td>2 slams +19 melee (2d10+9)<\/td>2 slams +23 melee (2d10+10)<\/td><\/tr>
Space\/Reach:<\/b><\/td>15 ft.\/15 ft.<\/td>15 ft.\/15 ft.<\/td><\/tr>
Special Attacks:<\/b><\/td>Death throes (DC 23), earth mastery, push<\/td>Death throes (DC 25), earth mastery, push<\/td><\/tr>
Special Qualities:<\/b><\/td>Blind, blindsight 60 ft., damage reduction 5\/-, earth glide, ooze traits, positive energy genesis, sense positive energy, tomb-tainted<\/td>Blind, blindsight 60 ft., damage reduction 10\/-, earth glide, ooze traits, positive energy genesis, sense positive energy, tomb-tainted<\/td><\/tr>
Saves:<\/b><\/td>Fort +15, Ref +4, Will +7<\/td>Fort +17, Ref +6, Will +9<\/td><\/tr>
Abilities:<\/b><\/td>Str 29, Dex 8, Con 21,
Int 6, Wis 11, Cha 11<\/td>
Str 31, Dex 8, Con 21,
Int 8, Wis 11, Cha 11<\/td><\/tr>
Skills:<\/b><\/td>Listen +10, Spot +9<\/td>Listen +14, Spot +14<\/td><\/tr>
Feats:<\/b><\/td>Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack<\/td>Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack<\/td><\/tr>
Environment:<\/b><\/td>Negative Energy Plane<\/td>Negative Energy Plane<\/td><\/tr>
Organization:<\/b><\/td>Solitary<\/td>Solitary<\/td><\/tr>
Challenge Rating:<\/b><\/td>7<\/td>9<\/td><\/tr>
Treasure:<\/b><\/td>None<\/td>None<\/td><\/tr>
Alignment:<\/b><\/td>Usually neutral<\/td>Usually neutral<\/td><\/tr>
Advancement:<\/b><\/td>17\u00c2\u009620 HD (Huge)<\/td>22\u00c2\u009623 HD (Huge)<\/td><\/tr>
Level Adjustment:<\/b><\/td>\u00c2\u0097<\/td>\u00c2\u0097<\/td><\/tr>

<\/b><\/td>
<\/td><\/td><\/tr>
<\/td>Living Ash, Elder<\/b><\/td>Living Ash, Monolith<\/b><\/td><\/tr>
Size\/Type:<\/b><\/td>Huge Ooze (Earth, Extraplanar)<\/td>Gargantuan Ooze (Earth, Extraplanar)<\/td><\/tr>
Hit Dice:<\/b><\/td>24d10+120 (252 hp)<\/td>36d10+255 (453 hp)<\/td><\/tr>
Initiative:<\/b><\/td>-1<\/td>-2<\/td><\/tr>
Speed:<\/b><\/td>30 ft. (6 squares)<\/td>30 ft. (6 squares)<\/td><\/tr>
Armor Class:<\/b><\/td>22 (\u00c2\u00962 size, \u00c2\u00961 Dex, +15 natural),
touch 7, flat-footed 22<\/td>
25 (-4 size, -2 Dex, +21 natural),
touch 4, flat-footed 25<\/td><\/tr>
Base Attack\/
Grapple:<\/b><\/td>
+18\/+37<\/td>+27\/+55<\/td><\/tr>
Attack:<\/b><\/td>Slam +27 melee (2d10+11\/19-20)<\/td>Slam +40 melee (6d8+16\/19-20)<\/td><\/tr>
Full Attack:<\/b><\/td>2 slams +27 melee (2d10+11\/19-20)<\/td>2 slams +40 melee (6d8+16\/19-20)<\/td><\/tr>
Space\/Reach:<\/b><\/td>15 ft.\/15 ft.<\/td>20 ft.\/20 ft.<\/td><\/tr>
Special Attacks:<\/b><\/td>Death throes (DC 27), earth mastery, push<\/td>Death throes (DC 35), earth mastery, push<\/td><\/tr>
Special Qualities:<\/b><\/td>Blind, blindsight 60 ft., damage reduction 10\/\u00c2\u0097, earth glide, ooze traits, positive energy genesis, sense positive energy, tomb-tainted<\/td>Blind, blindsight 60 ft., damage reduction 15\/\u00c2\u0097, earth glide, ooze traits, positive energy genesis, sense positive energy, tomb-tainted<\/td><\/tr>
Saves:<\/b><\/td>Fort +19, Ref +7, Will +10<\/td>Fort +27, Ref +10, Will +16<\/td><\/tr>
Abilities:<\/b><\/td>Str 33, Dex 8, Con 21,
Int 10, Wis 11, Cha 11<\/td>
Str 43, Dex 6, Con 24,
Int 12, Wis 15, Cha 17<\/td><\/tr>
Skills:<\/b><\/td>Listen +29, Spot +29<\/td>Diplomacy +5, Intimidate +16, Jump +29, Listen +43, Sense Motive +15, Spot +43<\/td><\/tr>
Feats:<\/b><\/td>Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack<\/td>Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Natural Attack (slam), Improved Overrun, Improved Sunder, Iron Will, Power Attack, Toughness, Weapon Focus (slam)<\/td><\/tr>
Environment:<\/b><\/td>Negative Energy Plane<\/td>Negative Energy Plane<\/td><\/tr>
Organization:<\/b><\/td>Solitary<\/td>Solitary<\/td><\/tr>
Challenge Rating:<\/b><\/td>11<\/td>17<\/td><\/tr>
Treasure:<\/b><\/td>None<\/td>None<\/td><\/tr>
Alignment:<\/b><\/td>Usually neutral<\/td>Usually neutral<\/td><\/tr>
Advancement:<\/b><\/td>25\u00c2\u009648 HD (Huge)<\/td>37-54 HD (Gargantuan)<\/td><\/tr>
Level Adjustment:<\/b><\/td>\u00c2\u0097<\/td>\u00c2\u0097<\/td><\/tr>
<\/td><\/tr><\/table>

A flowing, amoebaelike mass of powdery residue rises up from the ground.<\/i>\r

Areas exist upon the Elemental Plane of Earth where negative energy leaks through rifts from the Negative Energy Plane. Sometimes, the substance of the Elemental Plane of Earth absorbs this energy, creating a field of a black, powdery soil called death ash which is imbued with a weird pseudo-life (or, to be technical, pseudo-unlife). A death ash field is normally passive, but should it be exposed to a burst of positive energy, such as a healing spell, some of the ash field animates into an amorphous, elemental-like entity known as a living ash. Living ashes are driven to destroy the positive energy source that triggered their creation, much as a living organism creates antibodies to combat a disease. Normally, a living ash only exists briefly before dissolving back into the ash field of its genesis, but in rare circumstances (usually involving a sudden influx of negative energy) a living ash can achieve a permanent existence independent of the ash field that spawned it.\r

A Small living ash is 4 feet tall and weighs 80 pounds; a Medium living ash is 8 feet tall and weighs 750 pounds; a Large living ash is 16 feet tall and weighs 6,000 lb; a Huge living ash is 32 feet tall and weighs 48,000 pounds.\r

Living ashes are intelligent but cannot speak. Their minds are so alien they do not understand any language comprehensible to mortals, but intelligent creatures native to the Negative Energy Plane are able to communicate with them (usually via telepathy). \r

COMBAT<\/b>\r

A living ash seeks to destroy whatever positive energy source triggered its creation. If it cannot sense this source, it moves to attack the strongest positive energy source it can sense. Living ashes seek to pound their opponents into oblivion, then consume their remains. They do not fear death and fight until they are destroyed (and explode in their death throes) or all sources of positive energy have been eliminated.\r

Death Throes (Ex):<\/b> If a living ash is destroyed its body explodes in a cloud of deadly cinders and lethal radiation. This explosion has a radius equal to twice the living ash's Space (20 ft. for a Large living ash, 30 ft. for Huge living ash, et cetera). All creatures within this area take 1d6 points of damage for every 2 hit dice the ash possesses. The damage is halved if an opponent succeeds on a Reflex save. Half the damage is fire and half is negative energy. The save DC is Constitution-based.\r

Earth Glide (Ex):<\/b> A living ash 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 spell cast on an area containing a burrowing living ash flings the ooze back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.\r

Earth Mastery (Ex):<\/b> A living ash 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 ooze takes a \u00c2\u00964 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)\r

Positive Energy Genesis (Su):<\/b> Any healing spell cast within a region of death ash results in the formation of one or more living ashes. The size and number are based upon the level of the spell as follows:\r

Spell Level<\/b><\/td>Living Ash Generation<\/b><\/td><\/tr>
2nd<\/center><\/td>
Small<\/td><\/tr>
3rd<\/center><\/td>
Medium<\/td><\/tr>
4th<\/center><\/td>
Large<\/td><\/tr>
5th<\/center><\/td>
Huge<\/td><\/tr>
6th<\/center><\/td>
Greater<\/td><\/tr>
7th<\/center><\/td>
Greater plus 1d4 Large<\/td><\/tr>
8th<\/center><\/td>
Greater plus 1d4 Huge<\/td><\/tr>
9th<\/center><\/td>
Elder plus 1d4 Huge <\/td><\/tr>
Epic<\/center><\/td>
Monolith plus 1d4 Huge<\/td><\/tr>
<\/td><\/tr><\/table>

The living ashes appear immediately upon the casting of the healing spell, arriving in a random space adjacent to the caster. The living ashes persist for a number of rounds equal to the spell level that triggered their appearance. After that time, the living ashes collapse into incendiary cinders, triggering their death throes (see above).\r

Push (Ex):<\/b> A living ash can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the ooze's opposed Strength checks.\r

Sense Positive Energy (Ex):<\/b> A living ash can continuously sense positive energy sources, including the casting of healing spells and creatures from the Positive Energy Plane. This sense works in a similar fashion to the detect evil spell, including being blocked by certain materials. The range depends on the strength of the source - 30 ft. for a faint source, 60 ft. for moderate, 120 ft. for strong and 300 ft. for overwhelming.\r

Tomb-Tainted (Ex):<\/b> Although an ooze, a living ash is harmed by positive energy and healed by negative energy. It is treated as undead for purposes of spells and effects that treat undead differently (such as searing light or holy water). A living ash may be turned as if it were an undead creature with +2 turn resistance.\r

Originally appeared as \"Ash Elemental.\" Renamed to avoid confusion with another creature.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1999 Wizards of the Coast, Inc.
Originally found in Sylvan Veil<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Any","environment":"<\/td>"},{"name":"Living Hair","type":"Construct","ch":4,"challenge_rating":" 4 \u00a0","id":6035,"reference":"Usergen","full_text":"

Living Hair <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Construct \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 5d10+20\u00a0(47 hp)<\/td> <\/tr>
Initiative: <\/strong> +7<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), climb 20 ft.<\/td> <\/tr>
Armor Class: <\/strong> 16 (+3 Dex, +3 natural), touch 13, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/+9<\/td> <\/tr>
Attack: <\/strong>Slam +5 melee (1d6+2) \r
<\/td> <\/tr>
Full Attack: <\/strong>2 slams +5 melee (1d6+2) \r
<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Constrict 2d6+3, improved grab<\/td> <\/tr>
Special Qualities: <\/strong>Construct traits, damage reduction 10\/slashing, darkvision 60 ft., fast healing 2, low-light vision, rejuvenation, vulnerability to fire <\/td> <\/tr>
Saves: <\/strong>Fort +1, Ref +6, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 15, Dex 16, Con \u00c2\u0097, Int 9, Wis 11, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Climb +10, Hide +11, Listen +8, Move Silently +11, Spot +4\r
<\/td> <\/tr>
Feats: <\/strong>Improved Initiative, Lightning Reflexes<\/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>Always neutral evil<\/td> <\/tr>
Advancement: <\/strong>6-10 HD (Medium); 11-15 (HD)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A man-sized, man-shaped mass of hair shambles forth. Each individual strand appears to move of its own volition, but together they form an ambulatory mass.<\/i>\r

Living hair is a sentient construct with an inherent desire to kill attractive humanoids.\r

Living hair arises in one of two manners. An extremely vain person can craft a construct using strands of its own hair to weave a rug or tapestry, then animating the mass with the application of magic in a manner similar to the construction of a golem. Hirsute races, such as gnolls and bugbears, are fond of living hair, and are more likely to create these constructs than other lesser golems. Living hair also has been known to arise simultaneously from a buried corpse, growing until it fills the coffine, then trickling out through the merest cracks to reach the surface. These spontaneous creations of living hair have giving credence to the old folk tales about corpses growing hair after death.\r

Living hair is generally solitary, in part due to its rarity, but also from a carried residue of vanity from the humanoids who contributed to its creation. This vanity has soured into a general hatred of all humanoid races, and living hair actively tries to destroy humanoids with higher than average Charisma. Living hair can be found anywhere that humanoids are generally found.\r

Living hair stands 5 to 6 feet tall and weighs around 100 pounds. It can compress its body to fit into cracks as small as 1 inch wide.\r

Living hair cannot speak, but understands Common (or the primary language of the race of its creator).\r

COMBAT\r

In battle, living hair strikes with two shapeless fists, attempting to grasp and strangle its opponent.\r

Constrict (Ex):<\/b> Living hair deals 2d6+3 points of damage with a successful grapple check against a Large or smaller creature. Because it flows into and over the victim's nostrils and mouth, a creature in the living hair's grasp cannot speak or cast spells with verbal components.\r

Improved Grab (Ex):<\/b> To use this ability, living hair must hit a Large or smaller opponent with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Living hair receives a +4 racial bonus on grapple checks, which is already included in the statistics block.\r

Rejuvenation (Su):<\/b> In most cases, it\u00c2\u0092s difficult to destroy living hair through simple combat: the living hair grows back to its full mass in 2d10 days. As a rule, the only way to permanently destroy living hair is to burn it. Landing the killing blow with fire damage is sufficient.\r

Skills:<\/b> Living hair has a +4 racial bonus on Listen checks and +8 racial bonus on Climb, Hide, and Move Silently checks. It can always choose to take 10 on Climb checks, even if rushed or threatened.\r

Construction<\/b>\r
A living hair's body can be crafted from any sort of hair (human hair, horsehair, wool, etc.) interwoven with strands of hair from the creator. Creating the body is a complex task that requires a DC 15 Craft (weaving) check. Five or more ranks in the Use Rope skill grants a +2 bonus on the Craft check.\r

CL 7th; Craft Construct, animate dead, animate rope, arcane mark, entangle<\/i>, caster must be at least 7th level; Price 7,500 gp; Cost 3,750 gp + 300 XP.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1999 Wizards of the Coast, Inc.
Originally found in Dungeon Magazine #76<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral evil","environment":"Any"},{"name":"Living Muck","type":"Ooze","ch":8,"challenge_rating":" 8 \u00a0","id":6036,"reference":"Usergen","full_text":"

Living Muck <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 11d10+88\u00a0(148 hp)<\/td> <\/tr>
Initiative: <\/strong> -5<\/td> <\/tr>
Speed:<\/strong> 20 ft. (4 squares), climb 20 ft.<\/td> <\/tr>
Armor Class: <\/strong> 4 (\u00c2\u00961 size, \u00c2\u00965 Dex), touch 4, flat-footed 4<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+9\/+23<\/td> <\/tr>
Attack: <\/strong>Slam +18 melee (2d4+15 plus 3d8 acid plus paralysis)<\/td> <\/tr>
Full Attack: <\/strong>Slam +18 melee (2d4+15 plus 3d8 acid plus paralysis)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Acid, constrict 2d6+4 plus 3d8 acid, improved grab, paralysis <\/td> <\/tr>
Special Qualities: <\/strong>Immunity to acid, electricity, and poison, lifesense 60 ft., resistance to fire 10, split, ooze traits<\/td> <\/tr>
Saves: <\/strong>Fort +11, Ref -2, Will -2 <\/td> <\/tr>
Abilities: <\/strong>Str 30, Dex 1, Con 26, Int -, Wis 1, Cha 1 <\/td> <\/tr>
Skills: <\/strong>Climb +18<\/td> <\/tr>
Feats: <\/strong>-<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Underground<\/td> <\/tr>
Organization: <\/strong>Solitary or mess (2-4)<\/td> <\/tr>
Challenge Rating: <\/strong>8<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>12\u00c2\u009615 HD (Huge); 16\u00c2\u009630 HD (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The pile of muck in the corner begins to slide towards you.<\/i>\r

Living mucks are voracious, predatory oozes found mostly in subterranean locales. They are rumored to have been creatd by the same Dark God that created the ogre slugs.\r

Although they prefer to eat live flesh or plant matter, living mucks will scavenge between hunts, devouring carrion, compost, and offal. Living mucks reproduce through fission. They can be found in nearly any climate.\r

The typical living muck measures 8 feet across and 2 feet thick. It weighs about 1,500 pounds.\r

COMBAT\r

A living muck attacks any living creature or plant it senses.\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\u00c2\u0092s armor and clothing dissolve and become useless immediately unless they succeed on DC 23 Reflex saves. A metal or wooden weapon that strikes a living muck also dissolves immediately unless it succeeds on a DC 23 Reflex save. The save DCs are Constitution-based.\r

The living muck's acidic touch deals 23 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.\r

Constrict (Ex):<\/b> A living muck deals automatic slam and acid damage with a successful grapple check. The opponent\u00c2\u0092s clothing and armor take a \u00c2\u00964 penalty on Reflex saves against the acid.\r

Improved Grab (Ex):<\/b> To use this ability, a living muck 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

Lifesense (Su):<\/b> Unlike most oozes, a living muck lacks blindsight. Instead, a living muck notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch<\/i>.\r

Paralysis (Ex):<\/b> A living muck secretes an anesthetizing slime. A target hit by a living muck's slam attack must succeed on a DC 23 Fortitude save or be paralyzed for 3d6 rounds. The save DC is Constitution-based.\r

Split (Ex):<\/b> Slashing and piercing weapons deal no damage to a living muck. Instead the creature splits into two identical living mucks, each with half of the original\u00c2\u0092s Hit Dice and half of the original\u00c2\u0092s current hit points (round down). A living muck with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.\r

Skills:<\/b> A living muck 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>
1993 Wizards of the Coast, Inc.
Originally found in Eye of the Beholder III: Assault on Myth Drannor PC game rule book<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral","environment":"Underground"},{"name":"Living Pool","type":"Ooze","ch":6,"challenge_rating":" 6 \u00a0","id":6037,"reference":"Usergen","full_text":"

Living Pool <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 13d10+91\u00a0(162 hp)<\/td> <\/tr>
Initiative: <\/strong> -2<\/td> <\/tr>
Speed:<\/strong> 10 ft. (2 squares), swim 10 ft.<\/td> <\/tr>
Armor Class: <\/strong> 6 (-2 size, -2 Dex), touch 6, flat-footed 6<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+9\/+24<\/td> <\/tr>
Attack: <\/strong>Slam +14 melee (2d6+10 plus 1d8 acid)\r
<\/td> <\/tr>
Full Attack: <\/strong>Slam +14 melee (2d6+10 plus 1d8 acid)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Acid, engulf, improved grab, thickening<\/td> <\/tr>
Special Qualities: <\/strong>Blindsight 60 ft., damage reduction 5\/bludgeoning, ooze traits, transparent camouflage<\/td> <\/tr>
Saves: <\/strong>Fort +11, Ref +2, Will +3 <\/td> <\/tr>
Abilities: <\/strong>Str 24, Dex 6, Con 24, Int \u00c2\u0097, Wis 9, Cha 6 <\/td> <\/tr>
Skills: <\/strong>Swim +15<\/td> <\/tr>
Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Warm and temperate land and underground<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>6<\/td> <\/tr>
Treasure: <\/strong>1\/10th coins, 50% goods (no nonmetal or nonstone), 50% items (no nonmetal or nonstone)<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>14-26 HD (Huge); 27\u00c2\u009652 HD (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The pool appears very still. No fish or insects swim through it. Amidst the algae, weeds, and mud that line its bottom is the glint of metal.<\/i>\r

A living pool is a predatory ooze, most closely related to the gelatinous cube. It pretends to be a pool of water, lying in wait for prey. Its consistency is close to that of water, but it quickly thickens when prey enters its \"water\" or is pulled in with a psedudopod. Because its acid is harmless to metal and stone, it often absorbs silt and polished stones from the surface of actual ponds to improve its disguise, as well as carrying around the inorganic treasures of its past meals as lures for its next meal.\r

A typical living pool is about ten feet thick and twenty feet in diameter, weighing some 50,000 pounds.\r

COMBAT\r

A typical living pool typically lies in ambush, awaiting the approach of prey. When prey comes close enough to drink, the pool lashes out with a pseudopod and attempts to draw it into its body, where it will quickly drown while its digestive fluids do their work.\r

Acid (Ex):<\/b> A living pool\u00c2\u0092s acid does not harm metal or stone.\r

Engulf (Ex):<\/b> A living pool may attempt to draw a grappled victim into its fluid body with another successful grapple check. Engulfed creatures must succeed at Constitution checks each round or begin to drown (see drowning rules in the DMG), are subject to the pool's acid, and are considered to be grappled and trapped within the pool's body. Because the living pool is composed of acid, not water, spells such as water breathing<\/i> offer no help in surviving the effect of drowning in their fluids. \r

A trapped victim can attack the living pool 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. \r

While holding a victim, the living pool can continue to make slam attacks at no penalty.\r

Improved Grab (Ex):<\/b> To use this ability, a living pool 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 attempt to drown the victim.\r

Thickening (Ex):<\/b> Once a living ooze begins to drown a victim, it instinctively thickens its consistency. The living pool's speed is reduced by 5 feet, and its damage reduction changes to 5\/slashing. Additionally, any trapped victims suffer a -2 penalty on attack rolls, -4 penalty on Dexterity, and -4 penalty on grapple checks.\r

Transparent Camouflage (Ex):<\/b> Living pools are almost indistinguishable from water, it takes a DC 20 Spot check to notice a stationary living pool is not an ordinary body of water before it attacks. A moving Living Pool is hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a moving living pool, or choose to take a \"refreshing dip\" into a stationary one, are automatically engulfed.\r

Anyone with ranks in Survival or Knowledge (nature) can substitute one of those skills instead of Spot to notice that a stationary living pool is not a mundane pond.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1987 Wizards of the Coast, Inc.
Originally found in Adventure Pack I<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral","environment":"Warm and temperate land and underground"},{"name":"Living Steel","type":"Shapechanger","ch":7,"challenge_rating":" 07 \u00a0","id":6038,"reference":"Usergen","full_text":"

Living Steel <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium-size\u00a0Shapechanger \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 10d8+30\u00a0(75 hp)<\/td> <\/tr>
Initiative: <\/strong> +4 (Dex)<\/td> <\/tr>
Speed:<\/strong> 30 ft<\/td> <\/tr>
AC:<\/strong> 22 (+4 Dex, +8 natural)<\/td> <\/tr>
Attacks:<\/strong>2 slams +10 melee\r
<\/td> <\/tr>
Damage: <\/strong>Slam 1d10+3<\/td> <\/tr>
Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
Special Attacks: <\/strong><\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 20\/+2, alter self, liquid steel form, vulnerability to cold<\/td> <\/tr>
Saves: <\/strong>Fort +10, Ref +11, Will +8 <\/td> <\/tr>
Abilities: <\/strong>Str 17, Dex 19, Con 16, Int 10, Wis 13, Cha 11 <\/td> <\/tr>
Skills: <\/strong>Climb +8, Intimidate +6, Listen +7, Move Silently +10, Spot +7<\/td> <\/tr>
Feats: <\/strong>Combat Reflexes, Dodge, Improved Critical (slam)<\/td> <\/tr>

<\/td> <\/tr>
Climate: <\/strong>Any underground<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>07<\/td> <\/tr>
Treasure: <\/strong>None (\"eggs\" are pure iron ore)<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>11-20 HD (Medium-Size); 21-30 HD (Large)<\/td> <\/tr>
\u00a0<\/td> <\/tr>
Living steel is an ooze-like creature with the ability to change its form at will. Its natural form is roughly like a humanoid composed of silvery steel. The creature's skin reflects bright light and absorbs heat, and moves with a liquid smoothness.\r

When living steel encounters another of its kind, both will fight to the death, the winner absorbing the loser. Living steel lairs in small nooks in its underground home, where they are able to relax into shapeless blobs of steel. These creatures eat iron, and live in areas where the ore is abundant. These creatures lay small portions of refined iron ore, which contain embryonic living steel that is fully-grown after one year.\r


COMBAT<\/b>\r
Liquid steel is not normally hostile, but when provoked it becomes a ruthless foe that does not stop until its enemy is dead. The living steel usually stays in one form during combat, as it loses its natural armor while its liquid form changes. The creature reforms when struck; weapons slide right through it, only infuriating the living steel.\r

Alter Self (Su)<\/b>: Living steel can assume the shape of any creature of the same size and mass as itself. It cannot change its color, though its choice of forms may be unlimited. The living steel cannot fly, but it does gain the speed of the form it takes. This ability otherwise works like alter self<\/i>, but the living steel can remain in the chosen form indefinitely. It can assume a new form or return to its own as a standard action. As it changes, the living steel temporarily loses its natural armor bonus.\r

Amorphous (Ex)<\/b>: Living steel is not subject to critical hits. It has no clear front or back, so it cannot be flanked. Living steel can fit through the smallest of cracks and holes by reshaping its body. The living steel also has the ability to swim in molten or liquid metal, at a rate of 90 feet.\r

Liquid Steel Form (Ex)<\/b>: The living steel's unique form provides it with certain natural defenses. First of all, it has Fire and Electricity Resistance 50. Electricity normally flows harmlessly through the living steel, and may affect other creatures near it. Fire temporarily liquefies the living steel, allowing it to reform into the form of its choice and attack in the same round. If either of these attack forms do harm a living steel, it will burst in a wide radius, into small pieces of liquid metal. The living steel must spend two rounds reforming to act again.\r

Vulnerability to Cold (Ex)<\/b>: Cold attacks affect living steel as a slow<\/i> spell for two rounds following the attack. In this state, the living steel can only move at half speed, can only make one attack per round, and its alter self ability takes two rounds to complete. Also, the living steel suffers double damage from all attacks and loses its Damage Reduction ability.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1993 Wizards of the Coast, Inc.
Originally found in the Dragon Mountain boxed set (1993) and later appeared in Monstrous Compendium Annual One (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Shapechanger","alignment":"Always neutral","environment":">Any underground"},{"name":"Living Wall","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6039,"reference":"Usergen","full_text":"

LIVING WALL<\/h1> <\/div> <\/td> <\/tr>

Huge Undead<\/b><\/p> <\/td> <\/tr>

Hit Dice:<\/b> 8d12 (52 hp)<\/p> <\/td> <\/tr>

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

Speed:<\/b> 0 ft<\/p> <\/td> <\/tr>

AC:<\/b> 12 (-2 size, +4 natural)<\/p> <\/td> <\/tr>

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

Damage:<\/b> Grapple absorb<\/p> <\/td> <\/tr>

Face\/Reach:<\/b> 15 ft by 15 ft\/5 ft<\/p> <\/td> <\/tr>

Special Attacks:<\/b> Absorb<\/p> <\/td> <\/tr>

Special Qualities:<\/b> Impassible, immunities, SR 15, undead<\/p> <\/td> <\/tr>

Saves:<\/b> Fort +2, Ref +2, Will +6<\/p> <\/td> <\/tr>

Abilities:<\/b> Str 20, Dex 10, Con \u0097, Int 4, Wis 8, Cha 16.<\/p> <\/td> <\/tr>

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

Feats:<\/b> Alertness, Iron Will<\/p> <\/td> <\/tr>

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

Organization:<\/b> Solitary<\/p> <\/td> <\/tr>

Challenge Rating:<\/b> As per highest CR of creatures absorbed +4<\/p> <\/td> <\/tr>

Treasure:<\/b> Triple standard<\/p> <\/td> <\/tr>

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

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

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

Living walls appear to be normal walls of stone or brick, although they radiate both evil and magic if detected.\u00a0 However, a character who casts a true seeing<\/i> spell or who peers through a gem of seeing<\/i> will see past the illusion: the wall actually consists of graying and sinewy flesh\u0097of faces, hands, broken bones, feet, and toes jutting from the surface. \u00a0Characters within 5 yards of the wall can hear low moans of horror, pain, and sorrow issuing from it.\u00a0 Even if a silence<\/i> spell is cast, the moans still rise.\u00a0 Though a living wall will not initiate and attack, characters that come within 2 feet of the wall may be weakly grabbed by its many beseeching hands, tugging at them and imploring them for deliverance.<\/span><\/p> <\/td> <\/tr>

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

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

A living wall will never initiate combat.\u00a0 If attacked however, it will return attacks using the abilities of every victim it has absorbed.\u00a0 The stat block above is for any living wall that has not yet absorbed any victims, and for characters that directly attack the mass of the wall itself rather than its absorbed victims.<\/span><\/p> <\/td> <\/tr>

Absorb (Su):<\/b> Any creature that dies within 100 yards of a living wall are animated as per the animate dead<\/i> spell cast by an 8th<\/sup> level sorcerer.\u00a0 Such undead are incapable of combat, and head directly for the wall to be absorbed by it.<\/span><\/p> <\/td> <\/tr>

Creatures absorbed by a living wall actually strengthen it.\u00a0 Victims captured by the wall retain all the abilities they had in life, although if spell-using characters absorbed into the wall the only spells that can be used are those that the character had prepared (and had material components for) at the time of absorption.\u00a0 Each of these spells are renewed every day and are part of the collective memory of the living wall itself; the lack of intelligence of the living wall has no bearing on its ability to cast these spells.\u00a0 They are always cast at the level and strength at which they were prepared by the victim before absorption.\u00a0 The material components of the spells are not consumed.<\/span><\/p> <\/td> <\/tr>

If the wall assimilates a paladin or cleric, all his special powers are reversed (e.g., detect good<\/i> rather than detect evil<\/i>, harm by laying of hands rather than heal, etc.).\u00a0 The turning abilities of a cleric can be used to command any undead in range.<\/span><\/p> <\/td> <\/tr>

As part of the wall, victims become chaotic evil and fight any creature that approaches it to the best of their abilities.<\/span><\/p> <\/td> <\/tr>

\u00a0If a character willingly grabs the hand of a creature within a living wall, he must make a Will save (DC 17) or become absorbed into it while still alive.\u00a0 If he makes the save, he is able to break free.\u00a0 A character that views the absorption of any living creature into the wall must make a Will save (DC 17) or be shaken.\u00a0 Once absorbed, characters are lost forever.\u00a0 A wish<\/i> spell, worded carefully, can remove one or more trapped characters.<\/span><\/p> <\/td> <\/tr>

The hit points of an absorbed victim, minus any Constitution bonus, are added to the living wall\u0092s base hit point value.\u00a0 These are bonus hit points, and do not increase the base 8HD of the wall.<\/span><\/p> <\/td> <\/tr>

Impassable (Su):<\/span><\/b> Passwall<\/i> spells do not allow individuals to go through a living wall.\u00a0 Characters must either cut or blast through using magic.\u00a0 This, however, allows the wall to return attacks.\u00a0 When cutting or blasting through a living wall, the stench that arises from the exposed under-flesh is nauseating and horrifying.\u00a0 A Fortitude save (DC 14) is required to avoid passing out from the smell.\u00a0 A successful save indicates the character is only nauseated.\u00a0 Unconscious characters become subject to absorption.<\/span><\/p> <\/td> <\/tr>

Immunities:<\/span><\/b>Living walls are immune to all temporal and planer spells.\u00a0 Speak with dead<\/i>, detect thoughts<\/i>, and similar spells reveal a cacophony of tortured minds and voices.\u00a0 The caster learns nothing and must make a Will save (DC 14) or be shaken.<\/span><\/p> <\/td> <\/tr>

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

LIVING WALL VICTIM (Template)<\/h1> <\/div> <\/td> <\/tr>

Living wall victims are the unfortunate individuals that have been absorbed by a living wall.\u00a0 They are pitiable creatures, fully aware and conscious of their torture, watching helplessly as their abilities are used to further the goals of evil.<\/span><\/p> <\/td> <\/tr>

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

Creating a living wall Victim<\/h2> <\/td> <\/tr>

\u0093Living wall victim\u0094 is a template that can be applied to any creature that has been absorbed by a living wall (hereafter referred to as the \u0093base creature\u0094).\u00a0 Its type changes to \u0093undead.\u0094\u00a0 It otherwise uses all the base creature\u0092s statistics and special abilities except as noted here.<\/p> <\/td> <\/tr>

Size:<\/b> The base creature\u0092s size doesn\u0092t change when absorbed into a living wall, however it becomes part of a creature that is Huge on the whole.<\/p> <\/td> <\/tr>

Hit Dice:<\/b> The base creature\u0092s maximum hit point value, minus any Constitution bonus, is added to the living wall\u0092s main hit point pool; hit dice are not increased to d12 before being added to the hit point pool.\u00a0 <\/p> <\/td> <\/tr>

Speed:<\/b> Decrease to 0 ft.; creatures absorbed into a living wall are incapable of movement.<\/p> <\/td> <\/tr>

AC:<\/b> Add +4 natural and -2 for being part of a Huge creature, and assume a Dexterity bonus of +0.<\/p> <\/td> <\/tr>

Special Attacks:<\/b> The living wall retains all the special attacks of the base creature.\u00a0 Saves have a DC of 10 + \u00bd the absorbed creature\u0092s original HD + living wall\u0092s Charisma modifier (+3) unless noted otherwise.<\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b>The living wall retains all the special qualities of the base creature.\u00a0 Saves have a DC of 10 + \u00bd the absorbed creature\u0092s original HD + living wall\u0092s Charisma modifier (+3) unless noted otherwise.<\/p> <\/td> <\/tr>

Saves:<\/b> As per living wall.<\/p> <\/td> <\/tr>

Abilities:<\/b> Dexterity, Wisdom, and Charisma change to 10. Being undead, the living wall victim has no Constitution score.<\/p> <\/td> <\/tr>

Skills:<\/b> As base creature, although many may be rendered useless by being part of an immobile wall.<\/p> <\/td> <\/tr>

Feats:<\/b> As base creature, although many may be rendered useless by being part of an immobile wall.<\/p> <\/td> <\/tr>

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

Organization:<\/b> Solitary<\/p> <\/td> <\/tr>

Challenge Rating:<\/b> As base creature +2.<\/p> <\/td> <\/tr>

Treasure:<\/b> As per living wall<\/p> <\/td> <\/tr>

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

Advancement Range:<\/b> \u0097<\/p> <\/td> <\/tr><\/table>

\u00a0<\/p><\/div>","family":"Template","alignment":" Always chaotic evil","environment":" Any land and underground"},{"name":"Living Web (Duleep)","type":"Ooze","ch":1,"challenge_rating":" 01 \u00a0","id":6040,"reference":"Usergen","full_text":"

Living Web (Duleep) <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 1d10\u00a0(5 hp)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> 15 ft (3 squares), climb 15 ft<\/td> <\/tr>
Armor Class: <\/strong> 14 (+2 size, +2 Dex), touch 14, flat-footed 12<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+0\/---<\/td> <\/tr>
Attack: <\/strong>Electricity ray +4 ranged touch (3d4 electricity) or touch +4 (1d4 electricity)<\/td> <\/tr>
Full Attack: <\/strong>Electricity ray +4 ranged touch (3d4 electricity) or touch +4 (1d4 electricity)<\/td> <\/tr>
Space\/Reach: <\/strong>2 \u00c2\u00bd ft\/0 ft<\/td> <\/tr>
Special Attacks: <\/strong>Electricity ray, shock 1d4<\/td> <\/tr>
Special Qualities: <\/strong>Absorb electricity, blindsight 90 ft, damage reduction 5\/slashing or piercing, fuse, immunity to cold and fire, ooze traits, split<\/td> <\/tr>
Saves: <\/strong>Fort +0, Ref +2, Will +2 <\/td> <\/tr>
Abilities: <\/strong>Str 1, Dex 14, Con 11, Int ---, Wis 14, Cha 1 <\/td> <\/tr>
Skills: <\/strong>---<\/td> <\/tr>
Feats: <\/strong>Weapon Finesse (B)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Underground<\/td> <\/tr>
Organization: <\/strong>Solitary or pack (1-8)<\/td> <\/tr>
Challenge Rating: <\/strong>01<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>2-3 (Tiny)<\/td> <\/tr>
Level Adjustment: <\/strong>---<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This creature appeared to be a spider web at first. As you get nearer, you see that it moves on its own, and its wispy little form crackles with energy.<\/i>\r

The living web, also knows as the duleep or carnivorous web, is tiny creature that creeps through underground caverns and ruins looking for food. This amorphous little creature resembles a combination of thick gray sheets, wisps, and strands of dusty cobwebs. Living webs appear to consist of colonies of identical microscopic cells, and lack visible sensory organs and specialized body parts, though they do possess highly developed locomotive and sensory faculties. They seem to flow over surfaces like caterpillars, moving on millions of minuscule filaments. Living webs are able to move along floors, walls, and ceilings of any material or texture with equal ease.\r

The nomadic duleeps prefer subterranean and wilderness areas with stony surroundings, especially with normal spider webs that they can hide among. Duleeps move and act independently, though they can fuse together to form larger creatures. Duleeps spend most of their time in search of plants, carrion, and live prey to eat. Such ingested organic matter is converted into the electrical energy that powers their movement and attacks. These creatures are valued for their role in ridding areas of vermin, and are sometimes caught and used as guards in unused areas of habitats.\r

COMBAT<\/b>\r
Living webs usually are content to devour smaller prey, but can use their electric abilities to hunt larger creatures. Living webs attack instinctively and fearlessly. A web\u00c2\u0092s usual tactic is to wait motionless hanging from a ceiling or doorway to drop onto or be blundered into by creatures it senses nearby. It never slips, and clings so tightly to a surface that it cannot be removed forcibly while still alive.\r

Duleeps can increase their Hit Dice by fusing together. If a duleep senses the presence of a weaker duleep, it will seek out that web to join with it. Blows from an edged weapon will split such a duleep into two smaller wisps, each of which will continue to advance upon its prey. Duleep do not possess the ability to separate deliberately, as this occurs only from attack or accident.\r

Electricity Ray (Ex)<\/b>: A living web can create a ray that looks like a miniature bolt of lightning and deals 3d4 points of electricity damage (Reflex save half DC 12). Once a web uses this ray, it can\u00c2\u0092t use it again until 1d4 rounds later. This attack has a range of 60 feet, with no range increment. The save DC is Dexterity-based, and increases proportionately as the web\u00c2\u0092s Hit Dice increase.\r

Absorb Electricity (Ex)<\/b>: Living webs take no damage from electrical attacks and effects. Any attack that would have dealt 8 or more points of electrical damage to a living web instead increases its total Hit Dice by 1, and its maximum hit points by 4. A single living web has a maximum of 6 Hit Dice.\r

Shock (Ex)<\/b>: A living web is suffused with static electricity. Any creature touching or touched by the living web suffers 1d4 points of electricity damage. The damage dealt by this ability scales up as the living web grows in size as though it was a natural attack.\r

Blindsight (Ex)<\/b>: A duleep\u00c2\u0092s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 90 feet. A duleep can also sense the direction and size of other duleeps within this range.\r

Fuse (Ex)<\/b>: By moving into the same square, two or more willing living webs can join together to create a larger, stronger creature. One web adds its Hit Dice and hit points to another, increasing the creature\u00c2\u0092s overall base attack bonus and saving throws. A single fused living web can have no more than 6 Hit Dice.\r

For example, if a living web with 3 Hit Dice and 17 hit points encounters a web with 1 Hit Die and 4 hit points and decides to fuse with it. The newly fused web would have 4 Hit Dice and 21 hit points, a base attack of +3. If this same living web is later hit with a slashing weapon for 3 points of damage, it would split into 2 webs with 2 Hit Dice and 9 hit points each.\r

Split (Ex)<\/b>: When struck by a slashing or piercing weapon, a living web splits into two identical webs, each with half of the original\u00c2\u0092s Hit Dice (round down) and half of the original\u00c2\u0092s current hit points (round down). A web with only 1 Hit Die or hit point cannot be further split; it is destroyed.\r

Wallcrawling (Ex)<\/b>: The duleep 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>: A living web receives a +10 circumstance bonus to Hide checks when hiding among normal spider webs.\r

A living web has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. It uses its Dexterity modifier instead of its Strength modifier for Climb checks.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1984 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #89 (\u00c2\u0093Creature Catalog\u00c2\u0094, September 1984, Ed Greenwood), and Monstrous Compendium MC3 \u00c2\u0096 Forgotten Realms (1989).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral","environment":"Underground"},{"name":"Lizardfolk, Agrutha","type":"Humanoid","ch":2,"challenge_rating":" 2 \u00a0","id":6041,"reference":"Usergen","full_text":"

Lizardfolk, Agrutha <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 4d8+8\u00a0(26 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 20 ft. (4 squares), swim 30 ft.<\/td> <\/tr>
Armor Class: <\/strong> 15 (+5 natural), touch 10, flat-footed 15<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/+5 (+9 opposed)<\/td> <\/tr>
Attack: <\/strong>Claw +5 melee (1d4+2) or spear +5 melee (1d6+1) or spear +3 ranged (2d6+3\/x3)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +5 melee (1d4+2) and bite +3 melee (1d6+1) and tail slap +3 melee (1d10+3); or spear +5 melee (2d6+3\/x3) and bite +3 melee (1d6+1) and tail slap +3 melee (1d10+3); or spear +3 ranged (2d6+3\/x3)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Pounce, sprint<\/td> <\/tr>
Special Qualities: <\/strong>Hold breath, powerful build<\/td> <\/tr>
Saves: <\/strong>Fort +3, Ref +4, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 15, Dex 10, Con 15, Int 7, Wis 10, Cha 6 <\/td> <\/tr>
Skills: <\/strong>Balance +5, Hide +2, Jump +1, Survival +2, Swim +11<\/td> <\/tr>
Feats: <\/strong>Multiattack, Power Attack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate swamps<\/td> <\/tr>
Organization: <\/strong>Solitary, pair, gang (2\u00c2\u00967), tribe (8\u00c2\u009620 plus 50% noncombatants plus 1 alpha leader of 3rd\u00c2\u00966th level and 1 shaman of 1st-2nd level), or mixed tribe (1-8 agrutha plus 30\u00c2\u009660 lizardfolk plus 2 lizardfolk lieutenants of 3rd\u00c2\u00966th level and 1 lizardfolk leader of 4th\u00c2\u009610th level)<\/td> <\/tr>
Challenge Rating: <\/strong>2<\/td> <\/tr>
Treasure: <\/strong>50% coins; 50% goods; 50% items<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>By character class<\/td> <\/tr>
Level Adjustment: <\/strong>+3<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This hulking humanoid looks like a cross between a brutish human and a lizard. It has thick scales, apelike arms, stubby legs, a lashing tail, and a tooth-filled snout.<\/i>\r

Agrutha are bigger and more brutish than typical lizardfold. They wear no clothing or armor, and only carry what they need. They lair in the deepest marshes and swamps, hunting any creatures in the area. These fierce carnivores will even eat humanoids, but avoid attacking settlements unless goaded by their allies.\r

Agrutha females lay a clutch of 2-3 eggs annually and hide them in a muddy hole lined with reeds and branches. The females guard the nests while the males hunt for them, and fiercely defend the nests.\r

Agrutha often share territory with common lizardfolk, and sometimes the tribes mingle, with the agrutha serving as hunters, protectors, or even berserker shock troops.\r

An agrutha is usually 7 to 8 feet tall with a 3 to 4 foot long tail. An agrutha can weigh from 300 to 400 pounds.\r

Agruthas speak Draconic.\r

Combat\r

Agrutha hunt like alligators, submerging themselves in muddy water with only their eyes above the surface. When prey approaches, they strike swiftly. When enraged, they bellow loudly in battle.\r

Hold Breath:<\/b> An agrutha can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.\r

Pounce (Ex):<\/b> If an agrutha charges a foe, it can make a full attack.\r

Powerful Build (Ex):<\/b> The physical stature of agruthas lets them function in many ways as if they were one size category larger. Whenever an agrutha is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the agrutha is treated as one size larger if doing so is advantageous to him. An agrutha is also considered to be one size larger when determining whether a creature\u00c2\u0092s special attacks based on size (such as improved grab or swallow whole) can affect him. An agrutha can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject\u00c2\u0092s size category. \r

Sprint (Ex):<\/b> Once per hour, an agrutha can move three times its normal speed (60 feet) when it makes a charge.\r

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

Agruthas As Characters<\/b>\r
Most agrutha leaders are barbarians. The alpha leader is always the highest-level barbarian in the tribe. Agrutha clerics (shamans) worship Semuanya. A lizardfolk cleric has access to two of the following domains: Animal, Plant, Scalykind, or Water.\r

Agrutha characters possess the following racial traits.\r

  • +4 Strength, +4 Constitution, -4 Intelligence, -4 Charisma.\r
    <\/li>
  • Medium size.\r
    <\/li>
  • An agrutha's base land speed is 20 feet. It also possesses a swim speed of 30 feet.\r
    <\/li>
  • Racial Hit Dice: An agrutha begins with four levels of humanoid, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +4, and Will +1.\r
    <\/li>
  • Racial Skills: An agrutha's humanoid levels give it skill points equal to 7 x ?(2 + Int modifier, minimum 1). Its class skills are Balance, Hide, Jump, Survival, and Swim. Agruthas have a +4 racial bonus on Balance and Jump checks, and a +8 racial bonus on Swim checks due to their swim speed.\r
    <\/li>
  • Racial Feats: An agrutha's humanoid levels give it two feats.\r
    <\/li>
  • Weapon and Armor Proficiency: An agrutha is automatically proficient with simple weapons and shields.\r
    <\/li>
  • +5 natural armor bonus.\r
    <\/li>
  • Natural Weapons: 2 claws (1d4), bite (1d6), and tail slap (1d10 + 1-1\/2 Str modifier).\r
    <\/li>
  • Special Attacks (see above): Pounce, sprint.\r
    <\/li>
  • Special Qualities (see above): Hold breath, powerful build.\r
    <\/li>
  • Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.\r
    <\/li>
  • Favored Class: Barbarian.\r
    <\/li>
  • Level adjustment +3. \r
    <\/li><\/ul><\/td> <\/tr>
\u00a0<\/td> <\/tr>
2000 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #268<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually neutral","environment":"Temperate swamps"},{"name":"Lizardfolk, Cayman","type":"Humanoid","ch":13,"challenge_rating":" 1\/3 \u00a0","id":6042,"reference":"Usergen","full_text":"

Lizardfolk, Cayman <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 1d8+2\u00a0(6 hp)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 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\/-8<\/td> <\/tr>
Attack: <\/strong>Bite +2 melee (1d3) or short sword +2 melee (1d4\/19-20) or spear +2 melee (1d4\/x3) or spear +4 ranged (1d4\/x3)<\/td> <\/tr>
Full Attack: <\/strong>Bite +2 melee (1d3); or short sword +2 melee (1d4\/19-20) and bite -3 melee (1d3); or spear +2 melee (1d4\/x3) and bite -3 melee (1d3); or spear +4 ranged (1d4\/x3)<\/td> <\/tr>
Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 90 ft., hold breath, low-light vision<\/td> <\/tr>
Saves: <\/strong>Fort +5, Ref +3, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 10, Dex 15, Con 15, Int 10, Wis 9, Cha 8 <\/td> <\/tr>
Skills: <\/strong>Balance +6, Handle Animal +3, Hide +10, Jump +4, Move Silently +6, Ride +4, Survival +3, Swim +4<\/td> <\/tr>
Feats: <\/strong>Animal Affinity<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate or warm forests and marshes<\/td> <\/tr>
Organization: <\/strong>Gang (2\u00c2\u00963), band (6\u00c2\u009610 plus 1 leader of 3rd\u00c2\u00966th level plus 2-12 riding lizards), or village (30\u00c2\u009660 plus 50% noncombatants and 2 lieutenants of 3rd\u00c2\u00966th level and 1 leader of 4th\u00c2\u009610th level plus 10-60 riding lizards plus 1-4 aurochs)<\/td> <\/tr>
Challenge Rating: <\/strong>1\/3<\/td> <\/tr>
Treasure: <\/strong>50% coins; 25% goods; 25% items<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>By character class<\/td> <\/tr>
Level Adjustment: <\/strong>+1<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This foot-tall reptilian humanoid has rough brown skin and pupil-less black eyes.<\/i>\r

Caymen are smaller offshoots of the lizardfolk race. They dwell in underground villages of tunnels and chambers 1 to 2 feet high. They protect these lairs with palisades of packed dirt and woven reeds. Caymen tribes are led by a shaman, usually the eldest member of the tribe. Caymen warriors wear bone and feather headdresses, with more elaborate headdresses indicating greater prowess. Caymen warriors avoid wearing such adornments in battle, not wishing to alert the enemy to their superior abilities.\r

Cayman are skilled riders, and often use mounts in battle. Most cayman use cayman riding lizards<\/b><\/u><\/a> for mounts, but wealthy or high ranking cayman ride aurochs<\/b><\/u><\/a>. Cayman sometimes domesticate smaller species of dinosaurs or other ancient reptiles, such as euparkeria or protoceratops, if the tribe dwells in a region with such creatures.\r

Caymen get along well with gnomes and tolerate other lizardfolk. They are often enslaved by evil subterranean races such as kuo-toa and drow.\r

Caymen enjoy eating giant-sized reptiles and amphibians but sometimes fall prey themselves to large predators. They make reliable guides in swamps.\r

A cayman stands 1 to 2 feet tall with green or brown scales. A cayman can weigh from 8 to 15 pounds. Caymen have a lifespan of around 40 years, with the eldest shamans exceeding 60 years.\r

Caymen speak Draconic and Common.\r

The cayman warrior presented here had the following ability scores before racial adjustments: Str 12, Dex 13, Con 11, Int 10, Wis 9, Cha 8.\r

COMBAT<\/b>\r
Caymen usually avoid conflict, except in self-defense or when protecting their villages, territory, or food sources. When pressed, they use bone weapons, usually grooka (shortswords) and boks (spears). In general, caymen prefer ambush and hit-and-run attacks rather than direct assaults.\r

Skills:<\/b> Caymen have a +4 racial bonus on Move Silently and Survival checks. Because of their tails, shazak have a +4 racial bonus on Balance, Jump, and Swim checks. \r

Caymen As Characters<\/b>\r
Most caymen leaders are rogues. A cayman cleric has access to two of the following domains: Animal, Luck, Scalykind, Strength or Travel.\r

Cayman characters possess the following racial traits.\r
  • -2 Strength, +2 Dexterity, +4 Constitution\r
    <\/li>
  • Tiny size. +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Hide checks, -8 penalty on grapple checks, lifting and carrying limits 1\/2 those of Medium characters. Tiny characters have a reach of 0 ft., and must move into an opponent's space to make a melee attack (and take an attack of opportunity when doing so).\r
    <\/li>
  • A cayman's base land speed is 30 feet.\r
    <\/li>
  • Weapon and Armor Proficiency: A cayman is automatically proficient with simple weapons and shields.\r
    <\/li>
  • Darkvision 90 ft., low-light vision.\r
    <\/li>
  • Special Qualities (see above): Hold breath.\r
    <\/li>
  • Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Gnoll, Orc, Undercommon.\r
    <\/li>
  • Favored Class: Rogue.\r
    <\/li>
  • Level adjustment +1.<\/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":"Humanoid","alignment":"Usually neutral","environment":"Temperate or warm forests and marshes"},{"name":"Lizardfolk, Chameleon Man (Wallara)","type":"Humanoid","ch":1,"challenge_rating":" 1 \u00a0","id":6043,"reference":"Usergen","full_text":"

Lizardfolk, Chameleon Man (Wallara) <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 2d8\u00a0(9 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 11 (+1 Dex), touch 11, flat-footed 10<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+1\/+0<\/td> <\/tr>
Attack: <\/strong>Club +0 melee (1d6-1) or dagger +0 melee (1d4-1\/19-20) or dagger +2 ranged (1d3-1\/19-20) or club +2 ranged (1d6-1) <\/td> <\/tr>
Full Attack: <\/strong>Club +0 melee (1d6-1) or dagger +0 melee (1d4-1\/19-20) or dagger +2 ranged (1d3-1\/19-20) or club +2 ranged (1d6-1) <\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Dimension door, tookoo defender<\/td> <\/tr>
Special Qualities: <\/strong>Chameleon, low-light vision<\/td> <\/tr>
Saves: <\/strong>Fort +0, Ref +4, Will +0 <\/td> <\/tr>
Abilities: <\/strong>Str 9, Dex 12, Con 11, Int 10, Wis 11, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Hide +1*, Knowledge (nature) +2, Listen +3, Move Silently +3, Spot +3, Survival +2<\/td> <\/tr>
Feats: <\/strong>Alertness<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate or warm forests, plains, and underground<\/td> <\/tr>
Organization: <\/strong>Solitary, hunting party (2-8), or clan (5-20)<\/td> <\/tr>
Challenge Rating: <\/strong>1<\/td> <\/tr>
Treasure: <\/strong>Standard coins, double good (gems & jewelery only), standard items<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>By character class<\/td> <\/tr>
Level Adjustment: <\/strong>+3<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The multicolored stripes covering the skin of this tailless reptilian humanoid seem to shift and swirl as it moves. Its thin body and spindly arms and legs give it a gangly appearance and awkward gait.<\/i>\r

Chameleon men, or wallara, are an offshoot of the lizardfolk race. They are mostly peaceful, spending their time maintaining the harmony of nature, particularly watching over old woods and caverns. Wallara subsist on farming and fishing.\r

Chameleon man clans make settlements in caves or forests. All chameleon man settlements feature a magical site called a tookoo. The tookoo of a cave-dwelling clan might be a special grotto that glistens with arcane crystals, while forest dwellers might revere an ancient tree of strong magic. Clan leaders are known as \"Lords of Shade and Hue.\"\r

Once a year chameleon men shed their skin, which they save for reproduction. Wallara have no females, instead reproducing by placing their old skins in their clan\u00c2\u0092s tookoo. The offering has a 60% chance of magically transforming into a young chameleon man, which grows to maturity in just eight weeks.\r

A chameleon man is usually 7 feet tall. A chameleon man can weigh from 200 to 250 pounds. Chameleon men have multicolored, somewhat scaly skin with stripes of many colors: red, blue, green, yellow, brown, orange, black, and white (though few chameleon men have every possible hue). Wallara can live as long as 250 years.\r

Chameleon men speak Draconic. \r


COMBAT<\/b>\r
Although generally peaceful, wallara are sometimes hunted by other lizardfolk, who fear their ability to vanish. Chameleon men generally carry clubs (called \"nulla-nulla\"), daggers, or spears. They never wear armor, as it interferes with their ability to blend in with the scenery.\r

Chameleon (Ex):<\/b> With a move action, a chameleon man can have his skin take on the color and texture of nearby objects, including floors and walls. So long as the chameleon man remains quiet and motionless, he then gains a circumstance bonus on Hide checks equal to 5 + character level. A chameleon man can not use his chameleon ability if more than 5% of his skin is covered (by clothing, armor, mud or the like).\r

Dimension Door (Su):<\/b> A chameleon man can teleport up to 120 ft. as a standard action, as the dimension door spell (caster level 8th). The ability affects only the chameleon man plus any objects and willing creatures it can carry. The chameleon man never appears within a solid object and can move immediately after teleporting. A chameleon man can only dimension door if it has light encumbrance, is free to move, and is wearing no armor or light armor.\r

Tookoo Defender (Su):<\/b> When fighting within one mile of their tookoos, wallara receive a +2 morale bonus on attack rolls and damage rolls, and a +4 morale bonus on saves against fear effects.\r

Skills:<\/b> Chameleon men have a +4 racial bonus on Balance, Jump, and Swim checks. *Chameleon men gain a circumstance bonus to Hide checks when using their Chameleon ability.\r

Chameleon Men As Characters<\/b>\r
Most chameleon man leaders are druids. A wallara cleric has access to two of the following domains: Animal, Plant, or Water.\r

Chameleon men characters possess the following racial traits.\r
  • -2 Strength, +2 Dexterity.\r
    <\/li>
  • Medium size.\r
    <\/li>
  • A wallara's base land speed is 30 feet.\r
    <\/li>
  • Racial Hit Dice: A chameleon man begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.\r
    <\/li>
  • Racial Skills: A wallara's humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Knowledge (nature), Listen, Move Silently, Spot, and Survival. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks.\r
    <\/li>
  • Racial Feats: A wallara's humanoid levels give it one feat.\r
    <\/li>
  • Weapon and Armor Proficiency: A chameleon man is automatically proficient with simple weapons and shields.\r
    <\/li>
  • Low-light vision.\r
    <\/li>
  • Special Attacks (see above): Dimension door, tookoo defender.\r
    <\/li>
  • Special Qualities (see above): Chameleon.\r
    <\/li>
  • Automatic Languages: Draconic. Bonus Languages: Aquan, Common, Goblin, Gnoll, Orc.\r
    <\/li>
  • Favored Class: Druid.\r
    <\/li>
  • Level adjustment +3.<\/li><\/ul><\/td> <\/tr>
\u00a0<\/td> <\/tr>
1984 Wizards of the Coast, Inc.
Originally found in B8 - Journey to the Rock<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually neutral","environment":"Temperate or warm forests, plains, and underground"},{"name":"Lizardfolk, Crocodilian, Brute","type":"Humanoid","ch":3,"challenge_rating":" 3 \u00a0","id":6044,"reference":"Usergen","full_text":"

Lizardfolk, Crocodilian, Brute <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 5d8+20\u00a0(42 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), swim 30 ft.<\/td> <\/tr>
Armor Class: <\/strong> 16 (-1 size, +7 natural), touch 9, flat-footed 16<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/+13<\/td> <\/tr>
Attack: <\/strong>Claw +8 melee (1d6+6) or halberd +8 melee (2d8+9\/x3)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +8 melee (1d6+6) and bite +6 melee (1d8+3) and tail slap +6 melee (1d12+9); or halberd +8 melee (2d8+9\/x3) and bite +6 melee (1d8+3) and tail slap +6 melee (1d12+9)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
Special Attacks: <\/strong>-<\/td> <\/tr>
Special Qualities: <\/strong>Hold breath<\/td> <\/tr>
Saves: <\/strong>Fort +5, Ref +4, Will +0 <\/td> <\/tr>
Abilities: <\/strong>Str 22, Dex 10, Con 19, Int 7, Wis 8, Cha 6 <\/td> <\/tr>
Skills: <\/strong>Balance +5, Jump +13, Swim +17<\/td> <\/tr>
Feats: <\/strong>Multiattack, Power Attack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate swamps<\/td> <\/tr>
Organization: <\/strong>Solitary or tribe (2-7 plus 1-4 giant crocodiles)<\/td> <\/tr>
Challenge Rating: <\/strong>3<\/td> <\/tr>
Treasure: <\/strong>50% coins; 50% goods; 50% items<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>By character class<\/td> <\/tr>
Level Adjustment: <\/strong>+2<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This crocodilian humanoid is feral and muscular, towering over 8 feet tall. It wields a savage halberd in its beefy arms, and its thick tail strikes the ground as it eyes you.<\/i>\r

Crocodilians are an offshoot of the lizardfolk race, more closely resembling crocodiles than lizards. Two types of crocodilians exist: brutes and masters. Brute crocodilians are big and ferocious, while master crocodilians are smaller and craftier.\r

Brute crocodilians can be found in any habitats where crocodiles reside, and often share territory with them. They build huts from mud and straw, or simply live in the water like their crocodile brethren. Strict carnivores, they are skilled and merciless hunters and vigilantly guard their hunting grounds.\r

Despite forming villages and sharing hunting grounds, brute crocodilians are not close to one another, and fights for dominance erupt frequently. Females lay a single clutch of eggs annually during the wet season.\r

Although strong and savage, brute crocodilians are just as likely to strike up a conversation with other humanoids as they are to attack. They see themselves as equal to other humanoid races, not superior, and enjoy trading goods and information.\r

A brute crocodilian stands 8 feet tall on average and can measure up to 15 feet from its snout to the tip of its tail. A brute crocodilian can weigh up to 400 pounds.\r

Brute crocodilians speak Draconic.\r

Combat\r

Brute crocodilians are savage, ferocious combatants, preferring two-handed weapons to take advantage of their great strength.\r

Hold Breath:<\/b> A brute crocodilian can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.\r

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

Brute Crocodilians As Characters<\/b>\r
Most brute crocodilian leaders are barbarians. Brute crocodilian clerics (shamans) worship Semuanya. A brute crocodilian cleric has access to two of the following domains: Animal, Plant, Scalykind, or Water.\r

Brute crocodilian characters possess the following racial traits.\r

  • +12 Strength, +8 Constitution, -4 Intelligence, -2 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 brute crocodilian's land speed is 20 feet. It also possesses a swim speed of 30 feet.\r
    <\/li>
  • Racial Hit Dice: A brute crocodilian begins with five levels of humanoid, which provide 5d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +4, and Will +1.\r
    <\/li>
  • Racial Skills: A brute crocodilian's humanoid levels give it skill points equal to 8 x ?(2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Brute crocodilians have a +4 racial bonus on Balance and Jump checks, and a +8 racial bonus on Swim checks due to their swim speed.\r
    <\/li>
  • Racial Feats: A brute crocodilian's humanoid levels give it two feats.\r
    <\/li>
  • Weapon and Armor Proficiency: A brute crocodilian is automatically proficient with simple weapons and shields.\r
    <\/li>
  • +7 natural armor bonus.\r
    <\/li>
  • Natural Weapons: 2 claws (1d6), bite (1d8), and tail slap (1d12 + 1-1\/2 Str modifier).\r
    <\/li>
  • Special Qualities (see above): Hold breath.\r
    <\/li>
  • Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.\r
    <\/li>
  • Favored Class: Barbarian.\r
    <\/li>
  • Level adjustment +2. \r
    <\/li><\/ul><\/td> <\/tr>
\u00a0<\/td> <\/tr>
2000 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #268<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually neutral","environment":"Temperate swamps"},{"name":"Lizardfolk, Crocodilian, Master","type":"Humanoid","ch":5,"challenge_rating":" 5 \u00a0","id":6045,"reference":"Usergen","full_text":"

Lizardfolk, Crocodilian, Master <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 3d8+3\u00a0(16 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), swim 30 ft.<\/td> <\/tr>
Armor Class: <\/strong> 15 (+5 natural), touch 10, flat-footed 15<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+2\/+3<\/td> <\/tr>
Attack: <\/strong>Claw +3 melee (1d4+1) or shortspear +3 melee (1d6+1) or shortspear +2 ranged(1d6+1) \r
<\/td> <\/tr>
Full Attack: <\/strong>2 claws +3 melee (1d4+1) and bite -2 melee (1d8); or shortspear +3 melee (1d6+1) and bite -2 melee (1d8) or shortspear +2 ranged(1d6+1)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Spells<\/td> <\/tr>
Special Qualities: <\/strong>Hold breath<\/td> <\/tr>
Saves: <\/strong>Fort +2, Ref +3, Will +4 <\/td> <\/tr>
Abilities: <\/strong>Str 13, Dex 10, Con 13, Int 13, Wis 13, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Balance +5, Bluff +2, Intimidate +2, Jump +6, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (religion) +8, Swim +10\r
<\/td> <\/tr>
Feats: <\/strong>Iron Will, Persuasive<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate swamps or urban<\/td> <\/tr>
Organization: <\/strong>Solitary, sect (2-7), or tribe (2-7 master crocodilians plus 7-21 brute crocodilians)<\/td> <\/tr>
Challenge Rating: <\/strong>5<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
Advancement: <\/strong>4-9 HD (Medium) or by character class<\/td> <\/tr>
Level Adjustment: <\/strong>+3<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This crocodilian humanoid stands over 6 feet tall.<\/i>\r

Crocodilians are an offshoot of the lizardfolk race, more closely resembling crocodiles than lizards. Two types of crocodilians exist: brutes and masters. Brute crocodilians are big and ferocious, while master crocodilians are smaller and craftier.\r

Master crocodilians are smaller and far more cruel than their brute cousins. They maliciously kill and eat other humanoids, taking great pleasure in the suffering.\r

Master crocodilians often make their lairs in secluded areas within cities of other humanoid races, such as in hidden temples or sewers. They are also found within tribes of brute crocodilians, whom they find easy to manipulate with their greater intellect and spellcasting affinity. Due to their worship of Anubis and Set, they sometimes ally with mummies, jackalweres, and spirit nagas. Master crocodilians maintain a sacrificial pit filled with normal or giant crocodiles in the depths of their lairs.\r

A master crocodilian is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is shorter than most lizardfolk, only 2 to 3 feet long. A master crocodilian can weigh from 200 to 250 pounds.\r

Master crocodilians speak Draconic. Although they are intelligent enough to learn other languages, they never learn those of other humanoid races, whose speech they consider nothing more than the bleating of sheep. They will most likely learn Abyssal or Infernal should they study another language.\r

Combat\r

In combat, master crocodilians rely on spellcasting, manipulation, and the protection of their minions.\r

Hold Breath:<\/b> A master crocodilian can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.\r

Spells:<\/b> A master crocodilian can cast divine spells as a 5th-level cleric (5\/4+1\/2+1\/1+1; save DC 11 + spell level), from the cleric list and from two of the following domains: Air, Darkness, Evil, Hatred, Magic, Repose, Scalykind. A typical spell list: 0--create water, detect magic, detect poison, read magic, resistance<\/i>; 1st--bane, divine favor, magic fang*, obscuring mist, sanctuary<\/i>; 2nd--animal trance*, death knell, hold person<\/i>; 3rd--bestow curse, blacklight<\/i>*. \r
*Domain spell. Domains: Darkness (Free Blind-Fight feat), Scalykind (rebuke or command reptilian creatures and snakes 3\/day).\r

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

Master Crocodilians As Characters<\/b>\r
Most master crocodilians are clerics, worshiping Set or Anubis. Levels of cleric stack with a master crocodilian's innate ability to cast spells, so a 2nd-level cleric master crocodilian casts spells as a 7th-level cleric. Most high priests have at least two leves of cleric and are often advanced a few HD as well. A master crocodilian cleric has access to two of the following domains: Air, Darkness, Evil, Hatred, Magic, Repose, Scalykind.\r

Master crocodilian characters possess the following racial traits.\r

  • +2 Strength, +2 Constitution, +2 Intelligence, +2 Wisdom.\r
    <\/li>
  • Medium size.\r
    <\/li>
  • A master crocodilian's land speed is 30 feet. It also possesses a swim speed of 30 feet.\r
    <\/li>
  • Racial Hit Dice: A master crocodilian begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.\r
    <\/li>
  • Racial Skills: A master crocodilian's humanoid levels give it skill points equal to 6 x ?(2 + Int modifier, minimum 1). Its class skills are Balance, Jump, Knowledge (arcana), Knowledge (history), Knowledge (religion), and Swim. Master crocodilians have a +4 racial bonus on Balance and Jump checks, and a +8 racial bonus on Swim checks due to their swim speed. Master crocodilians also have a +2 racial bonus on Knowledge (arcana), (history), and (religion) checks.\r
    <\/li>
  • Racial Feats: A master crocodilian's humanoid levels give it two feats.\r
    <\/li>
  • Weapon and Armor Proficiency: A master crocodilian is automatically proficient with simple weapons and shields.\r
    <\/li>
  • +5 natural armor bonus.\r
    <\/li>
  • Natural Weapons: 2 claws (1d4) and bite (1d8).\r
    <\/li>
  • Special Attacks (see above): Spells.\r
    <\/li>
  • Special Qualities (see above): Hold breath.\r
    <\/li>
  • Automatic Languages: Draconic. Bonus Languages: Abyssal, Aquan, Infernal.\r
    <\/li>
  • Favored Class: Cleric.\r
    <\/li>
  • Level adjustment +3. \r
    <\/li><\/ul><\/td> <\/tr>
\u00a0<\/td> <\/tr>
2000 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #268<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually chaotic evil","environment":"Temperate swamps or urban"},{"name":"Lizardfolk, Geckonid","type":"Humanoid","ch":1,"challenge_rating":" 1 \u00a0","id":6046,"reference":"Usergen","full_text":"

Lizardfolk, Geckonid <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 1d6\u00a0(3 hp)<\/td> <\/tr>
Initiative: <\/strong> +4<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), climb 30 ft.<\/td> <\/tr>
Armor Class: <\/strong> 14 (+4 Dex), touch 14, flat-footed 10<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+0\/-1<\/td> <\/tr>
Attack: <\/strong>Short sword +4 melee (1d6-1\/19-20) or shortbow +4 ranged (1d6\/x3)\r
<\/td> <\/tr>
Full Attack: <\/strong>Short sword +4 melee (1d6-1\/19-20) or shortbow +4 ranged (1d6\/x3)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Sneak attack +1d6, wallcrawling, wall fighter<\/td> <\/tr>
Special Qualities: <\/strong>Hold breath, low-light vision, trapfinding<\/td> <\/tr>
Saves: <\/strong>Fort +0, Ref +7, Will -2 <\/td> <\/tr>
Abilities: <\/strong>Str 9, Dex 19, Con 10, Int 10, Wis 7, Cha 8 <\/td> <\/tr>
Skills: <\/strong>Climb +11, Hide +8*, Jump +13, Move Silently +12<\/td> <\/tr>
Feats: <\/strong>Weapon Finesse<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Warm forests or urban<\/td> <\/tr>
Organization: <\/strong>Solitary, gang (2-8), or tribe (2-20 plus 2 rogues of 3rd\u00c2\u00966th level and 1 rogue or wizard leader of 4th\u00c2\u009610th level)<\/td> <\/tr>
Challenge Rating: <\/strong>1<\/td> <\/tr>
Treasure: <\/strong>50% coins; 50% goods; 50% items<\/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 reptilian humanoid resembles a gecko, with soft scales of varying hues. Its large, bulbous eyes bulge from either sides of its face. Its short, slender limbs end in suction-cupped fingers and toes, and its tail is short and stubby.<\/i>\r

Geckonids are among the friendliest of the lizardfolk. Driven by insatiable curiosity, they often wander into urban areas. Most are thieves, stealing not out of greed but out of curiosity and for their own amusement.\r

Although generally friendly, cheerful, and polite, geckonids have odd mannerisms and look at things differently than most humanoids. They enjoy harmless pranks and bizarre jokes.\r

Geckonids form small villages in steaming jungles and forests, where they form communal tribes. They hunt birds, small animals, and insects, avoiding larger predators with their great speed and ability to climb. Geckonids avoid wide, open spaces where they cannot easily flee. \r

A geckonid is usually 5 to 7 feet tall with soft scales of green, blue, red, and brown. Its tail is short and stubby. A lizardfolk can weigh from 200 to 250 pounds.\r

Geckonids speak Draconic.\r

The geckonid rogue presented here had the following ability scores before racial adjustments: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8.\r

Combat\r

Geckonids prefer to avoid combat, but if drawn into it, they try to stay close to walls to take advantage of their wall fighter ability.\r

Keen Sight (Ex):<\/b> Geckonids have excellent vision thanks to their two independently focusing eyes. Their eyesight is so keen that they can spot a moving object or creature, even if it is invisible or ethereal. Only by remaining perfectly still can such objects or creatures avoid their notice.\r

Wallcrawling (Ex):<\/b> A geckonid 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

Wall Fighter (Ex):<\/b> As long as a geckonid is adjacent to a square that contains terrain features the geckonid could climb, such as a wall or a tree, it gains a +3 dodge bonus to AC.\r

Skills:<\/b> Geckonids have a +4 racial bonus on Move Silently checks and a +10 racial bonus on Jump checks. It also has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. If it is wearing no armor, or other cloth that cover most of his body, it gains a +5 racial bonus on Hide checks thanks to its chameleon skin.\r

Geckonids As Characters<\/b>\r
Most geckonids are rogues, although some urban geckonids become wizards. Geckonid clerics worship Semuanya. A geckonid cleric has access to two of the following domains: Animal, Plant, Water, and Scalykind.\r

Geckonid characters possess the following racial traits.\r

  • -2 Strength, +6 Dexterity, -2 Constitution, -2 Wisdom.\r
    <\/li>
  • Medium size.\r
    <\/li>
  • A geckonid's base land speed is 30 feet. It also has a climb speed of 30 feet.\r
    <\/li>
  • Weapon and Armor Proficiency: A geckonid is automatically proficient with simple weapons and shields.\r
    <\/li>
  • Low-light vision.\r
    <\/li>
  • Special Attacks (see above): Wallcrawling, wall fighter.\r
    <\/li>
  • Special Qualities (see above): Keen sight.\r
    <\/li>
  • Automatic Languages: Common, Draconic. Bonus Languages: Goblin, Gnoll, Orc.\r
    <\/li>
  • Favored Class: Rogue.\r
    <\/li>
  • Level adjustment +1. \r
    <\/li><\/ul>

    Tokays<\/b>\r
    Tokays are ruder, crueler, taller cousins of geckonids. The loud croak of a tokay sounds like a dog's bark. A tokay stands almost 6 feet tall, with gray-dotted pink scales.\r

    Tokays use the geckonid statiscs with the following changes:\r

    Attack:<\/b> Short sword +4 melee (1d6-1\/19-20) or bite +4 melee (1d4-1) or shortbow +4 ranged (1d6\/x3)\r
    Full Attack:<\/b> Short sword +4 melee (1d6-1\/19-20) and bite -1 melee (1d4-1) or shortbow +4 ranged (1d6\/x3)\r
    Alignment:<\/b> Usually neutral, often evil\r

    Tokay as Characters\r

    • Natural attacks: Bite (1d4)\r
      <\/li><\/ul>
      <\/td> <\/tr>
\u00a0<\/td> <\/tr>
2000 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #268<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":" Usually neutral, often evil\r","environment":"Warm forests or urban"},{"name":"Lizardfolk, Gurrash","type":"Humanoid","ch":2,"challenge_rating":" 2 \u00a0","id":6047,"reference":"Usergen","full_text":"

Lizardfolk, Gurrash <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 3d8+6\u00a0(19)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), swim 30 ft.<\/td> <\/tr>
Armor Class: <\/strong> 7 (+5 natural, +2 heavy wooden shield), touch 10, flat-footed 17<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+2\/+5<\/td> <\/tr>
Attack: <\/strong>Claw +5 melee (1d4+3) or trident +6 melee (1d8+3) or trident +3 ranged (1d8+3)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +4 melee (1d4+2) and bite +2 melee (1d6+1) and tail slap +2 melee (2d4+3); or trident +5 melee (1d8+3) and bite +2 melee (1d6+1) and tail slap +2 melee (2d4+3); or trident +3 ranged (1d8+2)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Improved grab, rage<\/td> <\/tr>
Special Qualities: <\/strong>Hold breath, low-light vision, marsh move<\/td> <\/tr>
Saves: <\/strong>Fort +3, Ref +3, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 17, Dex 10, Con 14, Int 6, Wis 11, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Balance +4, Intimidate +4, Jump +7, Survival +6, Swim +11<\/td> <\/tr>
Feats: <\/strong>Multiattack, Weapon Focus (trident)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate or warm marshes<\/td> <\/tr>
Organization: <\/strong>Solitary, gang (2-6), band (6-10 plus 50% noncombatants plus 1 leader of 3rd-6th level), or tribe (30-60 plus 2 lieutenants of 3rd-6th level and 1 leader of 4th-10th level)<\/td> <\/tr>
Challenge Rating: <\/strong>2<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
Advancement: <\/strong>By character class<\/td> <\/tr>
Level Adjustment: <\/strong>+3<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This reptilian humanoid has dark green scales and an alligator-like head, with prominent sharp teeth and slitted red eyes.<\/i>\r

The gurrash are a violent, warlike offshoot of the lizardfolk race. Gurrash spend their time hunting and making war within the unforgiving bayous they call home.\r

Gurrash refuse to negotiate with strangers, preferring acts of aggression. These lizardfolk consider themselves the mortal enemies of shazaks<\/b><\/u><\/a>, usually attacking them on sight. Gurrash will try to exterminate or drive away any shazaks who live near their homeland. They frequently war with other neighboring tribes, including other tribes of gurrash, but put their hatred of shazak above mere territorial rivalry.\r

Most gurrash worship demon lords, who sometimes grant gurrash tribes a lizard king leader. Gurrash tribes who share the same demonic patron usually have extremely good or bad relations - either cooperating very closely, or seizing any chance to murder their \"heretical\" neighbors.\r

Gurrash subsist on lizards, alligators, fish, and the occasional shazak. Raiding parties of gurrash occasionally raid isolated humanoid settlements for fresh meat to supplement their diet.\r

A gurrash is usually 7 to 8 feet tall with dark green or brown scales. Its tail is used for balance and is 3 to 4 feet long. A gurrash weighs upward of 800 pounds.\r

Gurrash speak Abyssal and Draconic.\r

COMBAT<\/b>\r
Gurrash prefer direct combat, charging in to melee as soon as possible. They normally rage at the first opportunity.\r

Hold Breath (Ex):<\/b> A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.\r

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

Marsh Move (Ex)<\/b>: Gurrash suffer no movement penalties for moving in marshes or mud.\r

Rage (Ex)<\/b>: Once per day, a gurrash can enter a rage that functions exactly as the barbarian class feature. This ability stacks with rage abilities from other sources (such as barbarian class levels).\r

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

Gurrash As Characters<\/b>\r
Most gurrash leaders are barbarians. Gurrash worship Goron, an alter ego of Demogorgon. A gurrash cleric has access to two of the following domains: Chaos, Destruction, Evil, Scalykind, Water.\r

Gurrash characters possess the following racial traits.\r
  • +6 Strength, +4 Constitution, -4 Intelligence.\r
    <\/li>
  • Medium size.\r
    <\/li>
  • A gurrash's base land speed is 30 feet and it has a swim speed of 30 feet.\r
    <\/li>
  • Racial Hit Dice: A gurrash begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.\r
    <\/li>
  • Racial Skills: A gurrash's humanoid levels give it skill points equal to 6 x (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, Listen, Spot, Survival, and Swim. Gurrash have a +4 racial bonus on Balance, Jump, Survival, and Swim checks.\r
    <\/li>
  • Racial Feats: A gurrash's humanoid levels give it two feats.\r
    <\/li>
  • Weapon and Armor Proficiency: A gurrash is automatically proficient with simple weapons and shields.\r
    <\/li>
  • Low-light vision.\r
    <\/li>
  • Special Attacks (see above): Improved grab, rage.\r
    <\/li>
  • Special Qualities (see above): Hold breath, marsh move.\r
    <\/li>
  • Automatic Languages: Draconic. Bonus Languages: Abyssal, Aquan, Common, Goblin, Gnoll, Orc.\r
    <\/li>
  • Favored Class: Barbarian.\r
    <\/li>
  • Level adjustment: +3.<\/li><\/ul>
    In Mystara<\/b>\r
    The gurrash of Mystara live in the Orc's Head Peninsula of the Savage Coast. They were created by the Herathians about about 700 BC. After being set free by the Herathians, they lived in the bayou, and immediately attacked and eventually drove out their cousins the shazak.\r

    Most Mystaran gurrash worship the Immortal Goron, the embodiment of gurrash evil and destruction (and a female alter ego of Demogorgon). As the reptilian queen of evil and water, she made the gurrash brutal and bloodthirsty, causing them to revolt against the Herathians. To the gurrash, Goron is the patroness of victory.<\/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":"Humanoid","alignment":"Usually chaotic evil","environment":"Temperate or warm marshes"},{"name":"Lizardfolk, Iguanid","type":"Humanoid","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6048,"reference":"Usergen","full_text":"

Lizardfolk, Iguanid <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 1d8+1\u00a0(5)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), climb 20 ft., swim 30 ft.<\/td> <\/tr>
Armor Class: <\/strong> 13 (+2 Dex, +1 natural), touch 12, flat-footed 11<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+1\/+1<\/td> <\/tr>
Attack: <\/strong>Claw +1 melee (1d4) or spear +1 melee (1d8\/x3) or javelin +3 ranged (1d6)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +1 melee (1d4) and tail -1 melee (1d4); or spear +1 melee (1d8\/x3) and tail -1 melee (1d4); or javelin +3 ranged (1d6)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>-<\/td> <\/tr>
Special Qualities: <\/strong>Detachable tail, hold breath, iguanid traits, low-light vision<\/td> <\/tr>
Saves: <\/strong>Fort +1, Ref +5, Will +0 <\/td> <\/tr>
Abilities: <\/strong>Str 11, Dex 15, Con 12, Int 7, Wis 10, Cha 8 <\/td> <\/tr>
Skills: <\/strong>Balance +6, Climb +8, Handle Animal +1, Jump +8, Swim +8<\/td> <\/tr>
Feats: <\/strong>Multiattack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any warm land<\/td> <\/tr>
Organization: <\/strong>Solitary, band (14-32 plus one third-level druid shaman per 10 individuals plus 1d6 giant lizards), or tribe (30-60 plus one 3rd-level druid shaman per 10 individuals plus one 5th-level druid shaman per 30 individuals and one 7th-level druid shaman plus 1d6 giant lizards)<\/td> <\/tr>
Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
Treasure: <\/strong>50% coins; 50% goods; 50% items<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>By character class<\/td> <\/tr>
Level Adjustment: <\/strong>+1<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This reptilian humanoid resembles an iguana. Tall and thin, its hands and feet end in long talons. Its scales are bright green, and large frills adorn its head and throat.<\/i>\r

Iguanids are a prolific, adaptable breed of lizardfolk. Generally peaceful, iguanids prefer to spend their time sunning themselves or sitting with others of their kind in quiet contemplation. \r

Iguanids fall into several tribes. The tree-dwellers are the most common, with long tails and bright green scales. They make their homes in treetop villages in hot jungles. Since they excel at climbing, they need not use bridges or ladders to connect the buildings. The rock tribes live in cliffs, crags, and deserts, building simple hut communities or dwelling in a network of caves. They have dull gray or born scales, and sport stronger limbs and shorter tails. Island iguanids (see below) live in huts along rocky shores or in air-filled underwater caverns.\r

Iguanid society is based upon their veneration of nature. They reflect their worship in their body decoration as well as taboos, holidays, and other religious observances. Druids, called shamans, lead the loose theocracy that governs a tribe.\r

Iguanids do not get along with most other lizardfolk, but tolerate the geckonids. Different tribes of iguanids coexist peacefully. During mating season, however, the males become aggressive, although they rarely hurt or kill each other. Most contests for a female's attention incorporate wrestling, head-bobbing, and loud croaking.\r

Iguanids are hunter-gatherers, eating mostly fruits and vegetables, supplementing this diet with eggs, small animals, and insects. \r

An iguanid is usually 6 to 7 feet tall with scales varying with their environment. Its tail is used for balance and is 3 to 4 feet long. An iguanid can weigh from 200 to 250 pounds. Although they wear little clothing, iguanids decorate their bodies with paint, tattoos, jewelery, and other adornments. The face paint of an iguanid indicates its social status.\r

Iguanids speak Draconic.\r

The iguanid warrior presented here had the following ability scores before racial adjustments: Str 11, Dex 13, Con 12, Int 9, Wis 10, Cha 8.\r

Combat\r

Iguanids avoid combat unless their homes or young are endangered, at which point they simply swarm their foes and hope to succeed with sheer numbers.\r

Detachable Tail (Ex):<\/b> An iguanid may choose to lose its tail to gain a +5 bonus on a single Escape Artist or Grapple check to escape a grapple. The tail regrows in 10 days, and during this time the iguanid loses its racial bonuses to Balance and Jump checks and cannot use the detachable tail ability.\r

Hold Breath:<\/b> An iguanid can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.\r

Skills:<\/b> Iguanids have a +2 racial bonus on Handle Animal checks. Because of their tails, iguanids have a +4 racial bonus on Jump and Balance checks. Iguanids have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. An iguanid 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

Iguanids As Characters<\/b>\r
Most iguanids are warriors, and most leaders are druids. Iguanid clerics worship Semuanya. An iguanid cleric has access to two of the following domains: Animal, Plant, Water, and Scalykind.\r

Iguanid characters possess the following racial traits.\r

  • +2 Dexterity, -2 Intelligence.\r
    <\/li>
  • Medium size.\r
    <\/li>
  • An iguanid's base land speed is 30 feet. It also has a climb speed of 20 feet and a swim speed of 30 feet.\r
    <\/li>
  • Weapon and Armor Proficiency: An iguanid is automatically proficient with simple weapons and shields.\r
    <\/li>
  • Low-light vision.\r
    <\/li>
  • Natural Weapons: 2 claws (1d3) and bite (1d4).\r
    <\/li>
  • Special Qualities (see above): Detachable tail, hold breath.\r
    <\/li>
  • +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.\r
    <\/li>
  • +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.\r
    <\/li>
  • Automatic Languages: Common, Draconic. Bonus Languages: Goblin, Gnoll, Orc.\r
    <\/li>
  • Favored Class: Druid.\r
    <\/li>
  • Level adjustment +1. \r
    <\/li><\/ul>
    Island Iguanids<\/b>\r
    Island iguanids make their homes on rocky shores. Their heavy, lumpy bodies and heads are covered in hard, brownish-green scales. They have the Aquatic subtype and the amphibious special quality. They are otherwise identical to standard iguanids.\r
    <\/td> <\/tr>
\u00a0<\/td> <\/tr>
2000 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #268<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually neutral","environment":"Any warm land"},{"name":"Lizardfolk, Malpheggi","type":"Humanoid","ch":1,"challenge_rating":" 1 \u00a0","id":6049,"reference":"Usergen","full_text":"

Lizardfolk, Malpheggi <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 1d8+1\u00a0(5 hp)<\/td> <\/tr>
Initiative: <\/strong> -1<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), swim 30 ft.<\/td> <\/tr>
Armor Class: <\/strong> 14 (-1 Dex, +5 natural) or 16 (-1 Dex, +5 natural, +2 heavy shield), touch 9, flat-footed 14 or 16<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+1\/+3<\/td> <\/tr>
Attack: <\/strong>Claw +3 melee (1d3+2) or battleaxe +3 melee (1d8+2\/x3) or light crossbow +0 ranged (1d8\/19-20)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +3 melee (1d3+2) or battleaxe +3 melee (1d8+2\/x3) or light crossbow +0 ranged (1d8\/19-20)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>-<\/td> <\/tr>
Special Qualities: <\/strong>Water breathing<\/td> <\/tr>
Saves: <\/strong>Fort +1, Ref -1, Will +0 <\/td> <\/tr>
Abilities: <\/strong>Str 15, Dex 9, Con 12, Int 9, Wis 10, Cha 8 <\/td> <\/tr>
Skills: <\/strong>Balance +3, Jump +6, Survival +2, Swim +14<\/td> <\/tr>
Feats: <\/strong>Power Attack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate marshes<\/td> <\/tr>
Organization: <\/strong>Gang (2\u00c2\u00963), band (6\u00c2\u009610 plus 50% noncombatants plus 1 leader of 3rd\u00c2\u00966th level), or tribe (30\u00c2\u009660 plus 2 lieutenants of 3rd\u00c2\u00966th level and 1 leader of 4th\u00c2\u009610th level)<\/td> <\/tr>
Challenge Rating: <\/strong>1<\/td> <\/tr>
Treasure: <\/strong>50% coins; 50% goods; 50% items<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>By character class<\/td> <\/tr>
Level Adjustment: <\/strong>+1<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This fine-scaled reptilian humanoid as webbed feet and foreclaws. It wears a harness bristling with weapons, and carries a battleaxe and shield.<\/i>\r

Malpheggi lizardfolk are survivors and mercenaries, selling their skills as scouts and aquatic commandos to the highest bidder. They are fiercely territorial, and know their swamps extremely well, able to take advantage of every natural obstacle. Cunning and suspicious, Malpheggi lizardfolk generally trust only their own kind, requiring years for members of other races to earn their trust.\r

The Malpheggi lizardfolk are always ruled by a Queen. In all other respects, genders are treated equally.\r

Although Malpheggi lizardfolk eschew clothing, they do wear baldrics, belts, and harnesses to hold sheathes and pouches for their weapons and possessions. They also carry shields. Malpheggi lizardfolk prefer axes, swords, hammers, spears, javelins, tridents, nets and crossbows. \r

A Malpheggi lizardfolk stands 6 to 7 feet tall with yellow, black, or any shade of green scales, and rarely, albino. Its tail is used for balance and is 3 to 4 feet long. A Malpheggi lizardfolk can weigh from 125 to 200 pounds. \r

Malpheggi lizardfolk speak Draconic and Common. Their names are short and sibilant, able to easily be hissed.\r

The Malpheggi lizardfolk warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 9, Wis 10, Cha 8.\r

Combat\r

Malpheggi lizardfolk prefer guerrilla tactics, using their terrain to great advantage. Since they can breathe water as freely as air, they can lie in wait beneath the surface of the swamp, striking at opportune times to cull the numbers of their opposition.\r

Water Breathing (Ex):<\/b> A Malpheggi lizardfolk can breathe underwater indefinitely and can freely use its spells and other abilities while submerged.\r

Skills:<\/b> Malpheggi lizardfolk have a +2 racial bonus on Survival checks. Because of their tails, Malpheggi lizardfolk have a +4 racial bonus on Jump and Balance checks. A Malpheggi lizardfolk 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

Malpheggi Lizardfolk As Characters<\/b>\r
Most Malpheggi lizardfolk are warriors, and most leaders are rangers. Malpheggi lizardfolk clerics worship Ka. A Malpheggi lizardfolk cleric has access to two of the following domains: Animal, Knowledge, Protection, Scalykind.\r

Malpheggi lizardfolk characters possess the following racial traits.\r

  • +2 Strength, -2 Dexterity.\r
    <\/li>
  • Medium size.\r
    <\/li>
  • A Malpheggi lizardfolk\\'s base land speed is 30 feet. It also has a swim speed of 30 feet.\r
    <\/li>
  • Weapon and Armor Proficiency: A Malpheggi lizardfolk is automatically proficient with simple weapons and shields.\r
    <\/li>
  • Low-light vision.\r
    <\/li>
  • +5 natural armor bonus.\r
    <\/li>
  • Natural Weapons: 2 claws (1d3).\r
    <\/li>
  • Special Qualities (see above): Water breathing.\r
    <\/li>
  • +2 racial bonus on Survival checks.\r
    <\/li>
  • Because of their tails, Malpheggi lizardfolk have a +4 racial bonus on Jump and Balance checks.\r
    <\/li>
  • Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.\r
    <\/li>
  • Favored Class: Ranger.\r
    <\/li>
  • Level adjustment +1. \r
    <\/li><\/ul><\/td> <\/tr>
\u00a0<\/td> <\/tr>
1990 Wizards of the Coast, Inc.
Originally found in Hollow World Boxed Set<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually neutral","environment":"Temperate marshes"},{"name":"Lizardfolk, Shazak","type":"Humanoid","ch":2,"challenge_rating":" 2 \u00a0","id":6050,"reference":"Usergen","full_text":"

Lizardfolk, Shazak <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 3d8+6\u00a0(19)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 15 (+5 natural), touch 10, flat-footed 15<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+2\/+4<\/td> <\/tr>
Attack: <\/strong>Claw +4 melee (1d4+2) or spear +4 melee (1d8+3\/x3) or spear +2 ranged (1d8+2\/x3)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +4 melee (1d4+2) and bite +2 melee (1d4+1); or spear +4 melee (1d8+3\/x3) and bite +2 melee (1d4+1); or spear +2 ranged (1d8+2\/x3)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
Special Qualities: <\/strong>Hold breath, low-light vision<\/td> <\/tr>
Saves: <\/strong>Fort +3, Ref +3, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 15, Dex 10, Con 14, Int 9, Wis 11, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Balance +5, Heal +2, Jump +7, Listen +3, Spot +3, Survival +7, Swim +7<\/td> <\/tr>
Feats: <\/strong>Multiattack, Self-Sufficient<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate or warm forests and marshes<\/td> <\/tr>
Organization: <\/strong>Gang (2-3), band (6-10 plus 50% noncombatants plus 1 leader of 3rd-6th level and 0-2 mobats), or tribe (30-60 plus 2 lieutenants of 3rd-6th level and 1 leader of 4th-10th level and 2-8 mobats)<\/td> <\/tr>
Challenge Rating: <\/strong>2<\/td> <\/tr>
Treasure: <\/strong>Double coins, double goods, standard items<\/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 reptilian humanoid has dark green skin and slitted gold eyes.<\/i>\r

Shazaks are a primitive breed of lizardfolk noted for their survival skills. Shazak have their own written language and art. Their culture emphasizes adapting to live in harmony with nature. Shazaks have domesticated dire bats and mobats, which are ridden by tribal leaders and beast-riders. Shazaks prefer peaceful callings like fishing and pottery, but must know how to fight to defend their homes. Some shazaks hire themselves as mercenaries to nobles of neighboring communities, usually as part of a trade and defense pact.\r

A shazak is usually 5 to 6 feet tall with dark green or brown scales. Its tail is used for balance and is 3 to 4 feet long. A shazak can weigh from 125 to 160 pounds.\r

Shazak speak Draconic.\r

COMBAT<\/b>\r
These normally peaceful people are strong, hardy combatants when defending their lives and homes. Shazaks are also dependable, seldom abandoning their kin or allies to an enemy if there is hope of aiding them.\r

Shazaks fight with weapons as well as their own claws and teeth. Most tribes can only manufacture clubs, javelins and spears, but they may acquire many different weapons from mercenary work and trade deals, with swords being a favorite.\r

Hold Breath (Ex):<\/b> A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.\r

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

Shazak As Characters<\/b>\r
Most shazak leaders are rangers. A shazak cleric has access to two of the following domains: Good, Knowledge, Law, or Scalykind.\r

Shazak characters possess the following racial traits.\r
\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":"Humanoid","alignment":"Usually neutral good","environment":"Temperate or warm forests and marshes"},{"name":"Lizardfolk, Sis'thik","type":"Humanoid","ch":2,"challenge_rating":" 2 \u00a0","id":6051,"reference":"Usergen","full_text":"

Lizardfolk, Sis'thik <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 3d8+9\u00a0(22)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 15 (+5 natural), touch 10, flat-footed 15<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+2\/+4<\/td> <\/tr>
Attack: <\/strong>Claw +4 melee (1d4+2) or scimitar +5 melee (1d6+3\/18-20) or composite shortbow [+2 Str bonus] +2 ranged (1d6+2)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +4 melee (1d4+2) and bite +2 melee (1d3+1); or scimitar +5 melee (1d6+2\/18-20) and claw +2 melee (1d4+1) and bite +2 melee (1d3+1); or composite shortbow [+2 Str bonus] +2 ranged (1d6+2)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
Special Qualities: <\/strong>Desert adaptations, fire resistance 5, low-light vision, sandwalking<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +3, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 15, Dex 11, Con 16, Int 8, Wis 11, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Hide +1*, Move Silently +2, Ride +1, Spot +2, Survival +0*<\/td> <\/tr>
Feats: <\/strong>Multiattack, Weapon Focus (scimitar)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Warm deserts<\/td> <\/tr>
Organization: <\/strong>Gang (2\u00c2\u00963), band (6\u00c2\u009610 plus 50% noncombatants plus 1 leader of 3rd\u00c2\u00966th level), or tribe (30\u00c2\u009660 plus 100% noncombatants, 2d4 bodyguards of 3rd\u00c2\u00966th level, 1d4 shamans (adepts, clerics, or sorcerers of 1st to 6th level) and 1 queen of 8th\u00c2\u009610th level)<\/td> <\/tr>
Challenge Rating: <\/strong>2<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
Advancement: <\/strong>By character class<\/td> <\/tr>
Level Adjustment: <\/strong>+3<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A humanoid like a tailless lizard covered in leathery, light tan hide. <\/i>\r

Sis'thik, or desert scourges, are a proud race of warrior lizardfolk superbly adapted to dwell in hot and arid terrain. Sis'thik are strictly matriarchal, living in tribes ruled by a queen. Females control the tribe and do all the fighting, the noncombatant males are only allowed to contribute with mating and drudgery. These lizardfolk reproduce relatively slowly, most desert scourge females lay 2 to 8 eggs every other year.\r

Sis'thik tribes are nomadic and claim vast territories. The sis'thik maintain mudbrick shelters throughout their territory, usually near oases, and do not appreciate intruders using these structures. All who live in or cross their \"property\" do so only by the sis'thiks' goodwill. Parties seeking permission to enter desert scourge territory must abase themselves before the sis'thik queen and shower the tribe with gifts \u00c2\u0096 sis'thiks favor metal goods, gems and fine wine.\r

Sis'thik breed various animals as mounts, particularly the xytar<\/b><\/u><\/a>, and often ride them into battle. They also get meat from herds of livestock watched by the tribes' males. Sis'thik hunt many desert creatures for food, including lions, camels, jackals, and wyverns, but most savor the flesh of copper dragons. These lizardfolk also enjoy eating figs, dates, and cacti.\r

Desert scourge tribes occasionally form short-term alliances with blue dragons to attack humanoid settlements just outside the tribes' territory.\r

A sis'thik lizardfolk is usually 6 feet tall and can weigh from 200 to 250 pounds. \r

Sis'thik speak Draconic. \r

COMBAT<\/b>\r
Desert scourges are cunning and ferocious warriors who have no scruples about using dirty tactics if it will bring them victory. They favor ambushes or surprise attacks that overwhelm their opponents like a raging sandstorm. If surprise is not possible they use archery to whittle down their enemy, concentrating fire upon the most effective target (most likely the water-carrying camels or the opponent's spellcasters).\r

Most sis'thiks favor scimitars and composite shortbows in battle, they may also wield falchions or spears. Sis'thiks sometimes employ heavy shields (giving them AC 17) or tower shields (AC 19), especially against opponents who have strong ranged attacks. They often drop their shields once they've entered melee, so they can use their off-hand claw attack.\r

Tribes that maintain xytar cavalry have two sis'thik warriors attached to each battle-trained xytar. Usually, one rider controls the xytar and wields a longspear, the other rider fires a bow or uses another longspear.\r

Desert Adaptations (Ex):<\/b> A sis'thik can cover its eyes with nictating membranes and has natural dust-filters in its throat and nostrils, giving it immunity to blinding or chocking caused by windblown particles. Thus, a sis'thik caught in a sandstorm suffers no reduction in vision and will not choke, and it is immune to dazzling attacks and dust of sneezing and choking<\/i>.\r

Sis'thik suffer no harm from being in temperatures up to 140 degrees Fahrenheit, and their fire resistance gives them formidable resistance to environments of a more extreme temperature.\r

A sis'thik requires one-fourth the water intake of a normal humanoid of its size. If it has no water, it suffers from thirst at one-quarter the rate of a normal humanoid (e.g. 4 days without water is equivalent to 1 day without water for a normal humanoid).\r

Sis'thiks have a +4 bonus on Fortitude checks against dehydration and heat-based effects.\r

Sandwalking (Ex):<\/b> A sis'thik can move across sand as if it were firm ground. It can even cross shifting dunes or quicksand without penalty.\r

Skills:<\/b> Sis'thik have a +4 racial bonus on Balance and Jump checks.\r

* When in desert terrain, sis'thik have a +4 racial bonus on Hide checks and Survival checks.\r

Sis'thik As Characters<\/b>\r
Sis\u00c2\u0092thik lizardfolk characters possess the following racial traits.\r
  • +4 Strength, +6 Constitution, -2 Intelligence.\r
    <\/li>
  • Medium size.\r
    <\/li>
  • A sis'thik lizardfolk's base land speed is 30 feet.\r
    <\/li>
  • Racial Hit Dice: A sis'thik begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.\r
    <\/li>
  • Racial Skills: A sis'thik's humanoid levels give it skill points equal to 6 \u00c3\u0097 (2 + Int modifier, minimum 1). Its class skills are Hide, Move Silently, Ride, Spot and Survival. Sis'thik lizardfolk have a +4 racial bonus on Balance and Jump checks. When in desert terrain, sis'thik have a +4 racial bonus on Hide and Survival checks.\r
    <\/li>
  • Racial Feats: A sis'thik lizardfolk's humanoid levels give it two feats.\r
    <\/li>
  • Weapon and Armor Proficiency: A sis'thik is automatically proficient with simple weapons and shields.\r
    <\/li>
  • +5 natural armor bonus.\r
    <\/li>
  • Natural Weapons: 2 claws (1d4) and bite (1d3).\r
    <\/li>
  • Special Qualities (see above): Desert adaptations, fire resistance 5, low-light vision, sandwalking.\r
    <\/li>
  • Automatic Languages: Common, Draconic. Bonus Languages: Goblin, Gnoll, Ignan, Orc.\r
    <\/li>
  • Favored Class: Fighter.\r
    <\/li>
  • Level adjustment +3.<\/li><\/ul><\/td> <\/tr>
\u00a0<\/td> <\/tr>
1986 Wizards of the Coast, Inc.
Originally found in AC9 - Creature Catalogue<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually neutral evil","environment":"Warm deserts"},{"name":"Lizardfolk, Varanid","type":"Humanoid","ch":1,"challenge_rating":" 1 \u00a0","id":6052,"reference":"Usergen","full_text":"

Lizardfolk, Varanid <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 2d8\u00a0(9 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
Armor Class: <\/strong> 14 (+1 Dex, +3 natural), touch 11, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+1\/+2<\/td> <\/tr>
Attack: <\/strong>Claw +2 melee (1d3+1) or two-bladed sword +2 melee (1d8+1\/19-20) or javelin +1 ranged (1d6+1)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +2 melee (1d3+1) and bite -3 melee (1d4) and tail -3 melee (1d4+1); or two-bladed sword +0 melee (1d8+1\/19-20) and two-bladed sword +0 melee (1d8\/19-20) and bite -3 melee (1d4) and tail -3 melee (1d4+1); or javelin +1 ranged (1d6+1)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>-<\/td> <\/tr>
Special Qualities: <\/strong>Ambidextrous<\/td> <\/tr>
Saves: <\/strong>Fort +0, Ref +4, Will +0 <\/td> <\/tr>
Abilities: <\/strong>Str 13, Dex 12, Con 11, Int 11, Wis 10, Cha 6 <\/td> <\/tr>
Skills: <\/strong>Balance +6, Craft (trapmaking) +1, Hide +4, Jump +10, Move Silently +4, Swim +6<\/td> <\/tr>
Feats: <\/strong>Exotic Weapon Proficiency (two-bladed sword)[B], Two-Weapon Fighting<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any temperate or tropical<\/td> <\/tr>
Organization: <\/strong>Solitary, hunting party (1-6), war party (8-15 plus one 3rd-level lasher [fighter]) or tribe (100-150 adults plus 20% noncombatant young plus one 3rd-level lasher per 10 adults plus one 5th-level commander per 30 adults plus 1-4 3rd-level acolytes [clerics] plus one 5th-level shaman [cleric] plus one 7th-level sshistak [fighter])<\/td> <\/tr>
Challenge Rating: <\/strong>1<\/td> <\/tr>
Treasure: <\/strong>50% coins; 50% goods; 50% items<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>By character class<\/td> <\/tr>
Level Adjustment: <\/strong>+1<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The reptilian humanoid resembles an upright komodo dragon.<\/i>\r

Varanids are warlike, harsh, and emotionless lizardfolk. They make their homes on tropical islands, deep jungles, or wide savannas. Tribes construct villages of huts around easy-to-defend natural locations.\r

Varanid culture values strength, skill, and proving oneself in battle. The best warriors rise to positions of leadership, with the greatest warrior becoming the sshistak (warrior-king). They do not tolerate failure, and consider all other creatures to be their prey. Although they will occasionally work as assassins or mercenaries for other races, they never serve as bodyguards or defenders. \r

Although they live for war, when not in battle they are generally peaceful and rarely fight among their own kind. They spend their time outside of combat swimming, spear fishing, working on the huts, or simply sunning themselves on rocks.\r

Varanids love weaponry, and quickly learn to use even the most exotic of weaponry. They rarely don armor, and never use shields, which they consider tools for the weak.\r

Varanids will eat anything that bleeds, but prefer fish, birds, and eggs.\r

A varanid is usually 6 to 7 feet tall with a 3 to 4 foot long tail. A varanid can weigh from 200 to 250 pounds.\r

Varanids speak Draconic.\r

Combat\r

Wily and cunning, varanids prefer to use guerrila tactics. They often lie in ambush or set snares and traps, then use hit-and-run and terror tactics to decimate the opposition.\r

Ambidextrous (Ex):<\/b> A varanid treats all off-hand weapons as light weapons for the purposes of determining penalties when fighting with two weapons.\r

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

Varanids As Characters<\/b>\r
Most varanids are warriors, and most leaders are fighters. Varanid clerics are known as acolytes, and the greatest among them are called shamans. They worship a pantheon of reptilian gods. A varanid cleric has access to two of the following domains: Scalykind, Strength, Trickery, War.\r

Varanid characters possess the following racial traits.\r


  • +2 Strength, +2 Dexterity, -4 Charisma.\r
    <\/li>
  • Medium size.\r
    <\/li>
  • A varanid\\'s base land speed is 40 feet.\r
    <\/li>
  • Racial Hit Dice: A varanid begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.\r
    <\/li>
  • Racial Skills: A varanid\\'s humanoid levels give it skill points equal to 5 x ?(2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Varanids have a +4 racial bonus on Balance, Jump, and Swim checks.\r
    <\/li>
  • Racial Feats: A varanid\\'s humanoid levels give it one feat. A varanid also gains one Exotic Weapon Proficiency feat as a bonus feat.\r
    <\/li>
  • Weapon and Armor Proficiency: A varanid is automatically proficient with simple weapons and shields.\r
    <\/li>
  • +3 natural armor bonus.\r
    <\/li>
  • Natural Weapons: 2 claws (1d3), bite (1d4), and tail (1d4 + 1-1\/2 Str modifier).\r
    <\/li>
  • Special Qualities (see above): Ambidextrous.\r
    <\/li>
  • Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.\r
    <\/li>
  • Favored Class: Fighter.\r
    <\/li>
  • Level adjustment +1. \r
    <\/li><\/ul><\/td> <\/tr>
\u00a0<\/td> <\/tr>
2000 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #268<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually neutral","environment":"Any temperate or tropical"},{"name":"Lizardfolk, Varkha","type":"Humanoid","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6053,"reference":"Usergen","full_text":"

Lizardfolk, Varkha <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 1d8+1\u00a0(5 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), swim 20 ft.<\/td> <\/tr>
Armor Class: <\/strong> 14 (+4 natural), touch 10, flat-footed 14<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+1\/+2<\/td> <\/tr>
Attack: <\/strong>Claw +3 melee (1d6+1) or spear +2 melee (1d8+1) or spear +1 ranged (1d8+1)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +3 melee (1d6+1) or spear +2 melee (1d8+1) or spear +1 ranged (1d8+1)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>—<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., hold breath, light sensitivity<\/td> <\/tr>
Saves: <\/strong>Fort +3, Ref +0, Will +0 <\/td> <\/tr>
Abilities: <\/strong>Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Balance +4, Clim +3, Jump +8, Swim +9<\/td> <\/tr>
Feats: <\/strong>Weapon Focus (claw)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Subterranean<\/td> <\/tr>
Organization: <\/strong>Gang (5-15), hunting party (15-30 plus 1-3 warriors of 2nd-4th level (sllith or gsssrat) and 1 adept of 2nd-4th level), or war band (30-50 plus 3-6 warriors of 2nd-4th level and 2-3 adepts of 2nd-4th level and 1 sub-chief of 4th-7th level (gaakth) and 1 shaman of 3rd-6th level), tribe (75-150 plus 50% noncombatants and 5-10 warriors of 2nd-4th and 5-10 adepts of 2nd-4th level and 1 shaman of 3rd-6th level and 1 chief of 5th-9th level (tssri) and 1-3 giant subterranean lizards)<\/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>
Level Adjustment: <\/strong>+1<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This short, reptilian humanoid has large, froglike eyes on the sides of its head. A span of webbing connects the creature's arms to its torso. It wears a leather harness holding a sparse collection of crude items.<\/i>\r

Varkhas are subterranean relatives of lizardfolk. These brutal, aquatic hunters prowl underground lakes and rivers for prey.\r

Varkhas have a close-knit tribal society, led by a chief called a tssri. Most hunting parties are led by a sllith (hunt leader), while larger groups follow a gsssrat (master of the hunt). The largest hunting parties or war bands, which can number 50 varkhas or more, are led by a gaakth (sub-chief) and always include a shaman.\r

Varkhas females make up about one-fourth of a tribe. When not brooding over eggs, females often join a hunting party. Larger varkha tribes keep subterranean lizards as guardians.\r

Varkhas have many natural enemies, including troglodytes and drow. Varkhas have a deep (and mutual) hatred for gibberlings and seize every opportunity to attack them.\r

A varkha lizardfolk is usually 4 to 5 feet tall with dark gray or deep green scales. Its tail is used for balance and is 2 to 3 feet long. A varkha can weigh from 60 to 125 pounds.\r

Varkhas speak Draconic with a heavy gurgling accent.\r

The varkha warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 9, Con 12, Int 10, Wis 11, Cha 8\r

COMBAT<\/b>\r
Varkhas mostly fight with their vicious claws. Some varkhas fashion crude weapons from bones and sharpened rocks, usually missile weapons they hurl at opponents before charging in to melee with their claws.\r

Varkha hunting parties and war bands fight in well-coordinated groups that make maximum use of their numbers to overwhelm their opponents, concentrating their efforts on their most dangerous foes. Varkhas often try to herd opponents into water, where their swimming ability helps them outmaneuver terrestrial creatures.\r

Hold Breath (Ex):<\/b> A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.\r

Light Sensitivity (Ex):<\/b> Varkha are dazzled in bright sunlight or within the radius of a daylight spell.\r

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

Varkhas As Characters<\/b>\r
Most varkha leaders are fighters. A varkha cleric has access to two of the following domains: Darkness, Evil, Scalykind, Strength, and Water.\r

Varkha characters possess the following racial traits.\r
  • +2 Dexterity.\r
    <\/li>
  • Medium size.\r
    <\/li>
  • A varkha's base land speed is 30 feet and its base swim speed is 20 feet.\r
    <\/li>
  • +4 natural armor bonus.\r
    <\/li>
  • Natural Weapons: 2 claws (1d6).\r
    <\/li>
  • Special Qualities (see above): Darkvision 60 ft., hold breath, light sensitivity.\r
    <\/li>
  • Automatic Languages: Draconic. Bonus Languages: Aquan, Giant, Goblin, Orc and Undercommon.\r
    <\/li>
  • Favored Class: Fighter.\r
    <\/li>
  • Level adjustment +1.<\/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":"Humanoid","alignment":"Usually lawful evil","environment":"Subterranean"},{"name":"Lizardfolk, Venusian","type":"Humanoid","ch":1,"challenge_rating":" 1 \u00a0","id":6054,"reference":"Usergen","full_text":"

Lizardfolk, Venusian <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), swim 30 ft.<\/td> <\/tr>
Armor Class: <\/strong> 13 (+3 natural) or 17 (+3 natural, +4 reed armor), touch 10, flat-footed 13 or 17<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+1\/+2<\/td> <\/tr>
Attack: <\/strong>Bite +2 melee (1d6+1) or club +2 melee (1d6+1) or javelin +1 ranged (1d6+1)<\/td> <\/tr>
Full Attack: <\/strong>Bite +2 melee (1d6+1); or club +2 melee (1d6+1) and bite -3 melee (1d6); or javelin +1 ranged (1d6+1)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>-<\/td> <\/tr>
Special Qualities: <\/strong>Absorb air, increased speed<\/td> <\/tr>
Saves: <\/strong>Fort +1, Ref +3, Will +0 <\/td> <\/tr>
Abilities: <\/strong>Str 13, Dex 10, Con 13, Int 7, Wis 10, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Balance +5, Jump +6 (+14 with increased speed), Survival +2, Swim +10<\/td> <\/tr>
Feats: <\/strong>Track<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate marshes or aquatic<\/td> <\/tr>
Organization: <\/strong>Gang (2\u00c2\u00963), family (2\u00c2\u009612 plus 50% noncombatants plus 1 leader of 3rd\u00c2\u00966th level), or clan (30\u00c2\u009660 plus 2 lieutenants of 3rd\u00c2\u00966th level and 1 leader of 4th\u00c2\u009610th level)<\/td> <\/tr>
Challenge Rating: <\/strong>1<\/td> <\/tr>
Treasure: <\/strong>No coins; no goods; standard items<\/td> <\/tr>
Alignment: <\/strong>Often neutral<\/td> <\/tr>
Advancement: <\/strong>By character class<\/td> <\/tr>
Level Adjustment: <\/strong>+1<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This reptilian humanoid has webbed, three-toed feet. Its hands end in three fingers and an opposable thumb. It wears armor and bears weaponry seemingly fashioned from reeds.<\/i>\r

Venusian lizardfolk inhabitat vast swamps upon the planet Venus. Most are hunter-gatherers who wander the swamps in small family units or larger clans, but some have begun to adopt primitive agriculture and build villages. The latter are far more rare.\r

Venusian lizardfolk craft weapons and armor from a reed-like plant called the oma jolima, found only on their homeworld. They eagerly trade these items, as well as stonework, for metal items (particularly tools) and even firearms from colonists and explorers from other worlds.\r

A Venusian lizardfolk stands 5 to 6 feet tall with dark green or gray-brown scales, and a lighter underbelly. Its tail is used for balance and is 3 to 4 feet long. A Venusian lizardfolk can weigh from 125 to 200 pounds.\r

Venusian lizardfolk speak Draconic.\r

Combat\r

Venusian lizardfolk prefer to fight in water, as their ability to absorb large quantities of oxygen through the skin of their underbellies allows them to lie submerged in ambush for long intervals. Venusian lizardfolk generally arm themselves with various spears, clubs, maces, and axes formed from the oma jolima plant.\r

Absorb Air (Ex):<\/b> A Venusian lizardfolk can hold its breath for a number of minutes equal to four times its Constitution score before it risks drowning.\r

Increased Speed (Ex):<\/b> A Venusian lizardfolk can increase its base movement speed to 50 ft. by dropping to all fours. It can maintain this increased speed for a number of rounds equal to its Constitution score. After that, it must succeed at a Constitution check (DC 10) each round to maintain its pace. The DC increases by 1 for each check made. When the check fails, the Venusian lizardfolk cannot use this ability for 10 rounds and cannot move any faster than its base speed (30 feet). It may run in either mode using the normal rules for running.\r

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

Venusian Lizardfolk As Characters<\/b>\r
Most Venusian lizardfolk leaders are rangers. Venusian lizardfolk clerics (shamans) worship Semuanya. A Venusian lizardfolk cleric has access to two of the following domains: Animal, Plant, Scalykind, or Water.\r

Venusian lizardfolk characters possess the following racial traits.\r


  • +2 Strength, +2 Constitution, \u00c2\u00962 Intelligence.\r
    <\/li>
  • Medium size.\r
    <\/li>
  • A Venusian lizardfolk\u00c2\u0092s base land speed is 30 feet. It also possesses a swim speed of 30 feet.\r
    <\/li>
  • Racial Hit Dice: A Venusian lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.\r
    <\/li>
  • Racial Skills: A Venusian lizardfolk\u00c2\u0092s humanoid levels give it skill points equal to 5 x ?(2 + Int modifier, minimum 1). Its class skills are Balance, Jump, Survival, and Swim. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks.\r
    <\/li>
  • Racial Feats: A Venusian lizardfolk\u00c2\u0092s humanoid levels give it one feat.\r
    <\/li>
  • Weapon and Armor Proficiency: A Venusian lizardfolk is automatically proficient with simple weapons and shields.\r
    <\/li>
  • +3 natural armor bonus.\r
    <\/li>
  • Natural Weapons: Bite (1d6).\r
    <\/li>
  • Special Qualities (see above): Absorb air, increased speed.\r
    <\/li>
  • Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.\r
    <\/li>
  • Favored Class: Ranger.\r
    <\/li>
  • Level adjustment +1. \r
    <\/li><\/ul>

    Reed Armor:<\/b> Venusian lizard men form armor from a reedlike plant native to their homeworld. This light armor grants a +4 armor bonus, +4 Max Dex bonus, no check penalty, and a 10% chance of arcane spell failure.\r

    <\/td> <\/tr>
\u00a0<\/td> <\/tr>
1992 Wizards of the Coast, Inc.
Originally found in Polyhedron Magazine #74<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Often neutral","environment":"Temperate marshes or aquatic"},{"name":"Lock Lurker","type":"Aberration","ch":1,"challenge_rating":" 01 \u00a0","id":6055,"reference":"Usergen","full_text":"

Lock Lurker <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Diminutive\u00a0Aberration \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 1d8+3\u00a0(7 hp)<\/td> <\/tr>
Initiative: <\/strong> +1 (Dex)<\/td> <\/tr>
Speed:<\/strong> 20 ft<\/td> <\/tr>
AC:<\/strong> 17 (+4 size, +1 Dex, +2 natural)<\/td> <\/tr>
Attacks:<\/strong>Bite +5 melee; or sting +5 melee<\/td> <\/tr>
Damage: <\/strong>Bite 1d2-4; sting 2d4-4 and venom<\/td> <\/tr>
Face\/Reach: <\/strong>1 ft by 1 ft\/0 ft<\/td> <\/tr>
Special Attacks: <\/strong>Venom<\/td> <\/tr>
Special Qualities: <\/strong>Partial etherealness, darkvision 60 ft, fire and cold resistance 10<\/td> <\/tr>
Saves: <\/strong>Fort +5, Ref +1, Will +0 <\/td> <\/tr>
Abilities: <\/strong>Str 2, Dex 12, Con 16, Int 6, Wis 10, Cha 8 <\/td> <\/tr>
Skills: <\/strong>Hide* +7, Spot +6<\/td> <\/tr>
Feats: <\/strong>Weapon Finesse (bite, sting)<\/td> <\/tr>

<\/td> <\/tr>
Climate: <\/strong>Any land and underground<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>01<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>---<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The tiny lock lurker serves as a constant bane to thieves and tomb-robbers. This little creature appears as a coin-sized disc, with two rows of tiny, retractable legs with suction cups on the ends, on its underside. On one edge of the coin-body is a foot-long stinger that strikes with lightning speed. This stinger is invisible when the creature is at rest, as the stinger exists mainly on the Ethereal plane, and only exists on the Material plane when striking. When visible, this tail looks like a scorpion\u00c2\u0092s tail, and though this large tail looks too heavy to be supported by the body, the weight of the creature actually counterbalances it. The lock lurker eats with a tiny mouth on its underside, which is composed of an iris of razor-sharp teeth, surrounded by the creature\u00c2\u0092s legs.\r

Lock lurkers receive their name from the frequency at which they are places as guardians of treasures, set to strike unwary thieves. Assassins also make use of them, placing them under inkwells or pillows, in boots and gloves, or behind doors, where they can strike through large keyholes at someone trying to open a lock. \r

These creatures are usually copper or bronze colored, but on occasion may be gold or silver. \r

COMBAT<\/b>\r
Lock lurkers attack with their stinger and bite, which are both totally silent attacks. This attack is surprisingly powerful for a creature of this size, and can even pierce armor. Creatures of Small or smaller size hit by the stinger are stunned for 1-2 rounds. The bite is much less powerful, and cannot chew through anything tougher than leather armor. If the lock lurker loses its stinger, it will regenerate over a period of two weeks.\r

Venom (Su)<\/b>: The venom of a lock lurker\u00c2\u0092s stinger can paralyze opponents. In the round after a creature suffers a sting attack, the victim must succeed at a Fortitude save (DC 13) or be slowed<\/i>, as the spell. In the next round, if the victim failed its initial saving throw, it must succeed at another Fortitude save or be paralyzed for 1d6 hours. Success on this second saving throw means the victim continues to be affected by the slow<\/i> effect for one more round, then recovers fully. Successfully saving against this venom does not grant the victim immunity to subsequent stings. A lock lurker can strike up to 40 times per day before its venom is exhausted.\r

Partial Etherealness (Su)<\/b>: The stinger of the lock lurker exists wholly on the Ethereal plane. It can be materialized on the Material plane as a free action once per round, and returns to the Ethereal at the end of that round. Only creatures on the Material plane can attack the stinger, and only after the lock lurker has used a sting attack in a particular round. If the lock lurker is encountered on the Ethereal Plane, the entire creature will be visible and can be attacked. The stinger can always attack creatures on the Ethereal plane no matter where the lock lurker is.\r

Venom and food eaten are held in expandable body sacs on the Ethereal plane and brought to the Material plane as needed, in the same manner as the stinger.\r

Skills<\/b>: A lock lurker receives a +6 racial bonus to Hide checks if it is in or near a pile of coins.\r

Feats<\/b>: A lock lurker receives Weapon Finesse for its bite and sting attacks as a bonus feat.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1988 Wizards of the Coast, Inc.
Originally found in DRAGON Magazine #139 (November 1988, Ed Greenwood), FRQ1 Haunted Halls of Eveningstar (1992), Ruins of Myth Drannor (1993), Forgotten Realms Campaign Set 2nd Edition (1993), Monstrous Compendium Annua<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":">Any land and underground"},{"name":"Lock Lurker","type":"Aberration","ch":1,"challenge_rating":" 01 \u00a0","id":6056,"reference":"Usergen","full_text":"

Lock Lurker <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Diminutive\u00a0Aberration \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 1d8+3\u00a0(7 hp)<\/td> <\/tr>
Initiative: <\/strong> +3<\/td> <\/tr>
Speed:<\/strong> 20 ft (4 squares)<\/td> <\/tr>
Armor Class: <\/strong> 17 (+4 size, +3 Dex), touch 17, flat-footed 14<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+0\/---<\/td> <\/tr>
Attack: <\/strong>Bite +7 melee (1d2-4)<\/td> <\/tr>
Full Attack: <\/strong>Bite +7 melee (1d2-4) or sting +7 melee (2d4-4 and venom)<\/td> <\/tr>
Space\/Reach: <\/strong>1 ft\/0 ft<\/td> <\/tr>
Special Attacks: <\/strong>Venom<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft, partial etherealness, resistance to cold 10 and fire 10, tremorsense 30 ft<\/td> <\/tr>
Saves: <\/strong>Fort +5, Ref +3, Will +0 <\/td> <\/tr>
Abilities: <\/strong>Str 2, Dex 17, Con 16, Int 6, Wis 10, Cha 8 <\/td> <\/tr>
Skills: <\/strong>Climb +7, Hide* +19, Listen +2, Move Silently +5, Spot +6<\/td> <\/tr>
Feats: <\/strong>Weapon Finesse<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any land and underground<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>01<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>2-3 HD (Diminutive)<\/td> <\/tr>
Level Adjustment: <\/strong>+4<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This initially appeared to be a coin of some sort, but is really a little disc-shaped creature. On each side edge of its body, it has a row of tiny, retractable legs with suction cups on the ends, stretching out from its underside.<\/i>\r

The tiny lock lurker serves as a constant bane to thieves and tomb-robbers. On one edge of the coin-body is a foot-long stinger that strikes with lightning speed. This stinger is invisible when the creature is at rest, as the stinger exists mainly on the Ethereal plane, and only exists on the Material plane when striking. When visible, this tail looks like a scorpion\u00c2\u0092s tail, and though this large tail looks too heavy to be supported by the body, the weight of the creature actually counterbalances it. The lock lurker eats with a tiny mouth on its underside, which is composed of an iris of razor-sharp teeth, surrounded by the creature\u00c2\u0092s legs. \r

Lock lurkers receive their name from the frequency at which they are placed as guardians of treasures, set to strike unwary thieves. Assassins also make use of them, placing them under inkwells or pillows, in boots and gloves, or behind doors, where they can strike through large keyholes at someone trying to open a lock. \r

These creatures are usually copper or bronze colored, but on occasion may be gold or silver. \r

COMBAT<\/b>\r
Lock lurkers attack with their silent stinger and bite attacks. These attacks are surprisingly powerful for a creature of this size, and can even pierce armor. Creatures of Small or smaller size hit by the stinger are stunned for 1-2 rounds. The bite is much less powerful, and cannot chew through anything tougher than leather armor. If the lock lurker loses its stinger, it will regenerate over a period of two weeks. \r

Venom (Su)<\/b>: The venom of a lock lurker\u00c2\u0092s stinger can paralyze opponents. In the round after a creature suffers a sting attack, the victim must succeed at a Fortitude save (DC 13) or be affected as if by the slow<\/i> spell. In the next round, if the victim failed its initial saving throw, it must succeed at another Fortitude save or be paralyzed for 1d6 hours. Success on this second saving throw means the victim continues to be affected by the slow<\/i> effect for one more round, then recovers fully. Successfully saving against this venom does not grant the victim immunity to subsequent stings. A lock lurker can strike up to 40 times per day before its venom is exhausted. The save DC is Constitution-based.\r

Partial Etherealness (Su)<\/b>: The stinger of the lock lurker exists wholly on the Ethereal plane. It can be materialized on the Material plane as a free action once per round, and returns to the Ethereal at the end of that round. Only creatures on the Material plane can attack the stinger, and only after the lock lurker has used a sting attack in a particular round. If the lock lurker is encountered on the Ethereal Plane, the entire creature will be visible and can be attacked. The stinger can always attack creatures on the Ethereal plane no matter where the lock lurker is. \r

Venom and food eaten are held in expandable body sacs on the Ethereal plane and brought to the Material plane as needed, in the same manner as the stinger. \r

Skills<\/b>: A lock lurker receives a +4 racial bonus to Climb, Hide, Move Silently, and Spot checks. It also uses its Dexterity modifier for Climb checks. *A lock lurker receives a +6 circumstance bonus to Hide checks if it is in or near a pile of coins.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1988 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #139 (\u00c2\u0093The Dragon\u00c2\u0092s Bestiary,\u00c2\u0094 November 1988, Ed Greenwood), FRQ1 \u00c2\u0096 The Haunted Halls of Eveningstar (1992), the second edition Forgotten Realms Campaign Setting (1993) and Monstrous C<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":"Any land and underground"},{"name":"Lomendur, Orrek","type":"Outsider","ch":2,"challenge_rating":" 2 \u00a0","id":6057,"reference":"Usergen","full_text":"

Lomendur, Orrek <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Tiny\u00a0Outsider \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 3d8\u00a0(13 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 20 ft. (4 squares), burrow 20 ft.<\/td> <\/tr>
Armor Class: <\/strong> 17 (+2 size, +1 Dex, +4 natural), touch 13, flat-footed 16<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/-4<\/td> <\/tr>
Attack: <\/strong>Claw +7 melee (1d4+1)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +7 melee (1d4+1)<\/td> <\/tr>
Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Spell-like abilities, telekinetic trip<\/td> <\/tr>
Special Qualities: <\/strong>Alternate form, damage reduction 5\/magic, darkvision 60 ft., fast healing 2, immunity to petrification and poison, low-light vision, resistance to acid 5 and fire 5<\/td> <\/tr>
Saves: <\/strong>Fort +5, Ref +4, Will +4 <\/td> <\/tr>
Abilities: <\/strong>Str 13, Dex 13, Con 10, Int 12, Wis 12, Cha 13 <\/td> <\/tr>
Skills: <\/strong>Diplomacy +12, Hide +18, Knowledge (any one) +10, Listen +10, Move Silently +10, Search +10, Sense Motive +10, Spellcraft +10, Survival +1 (+3 following tracks)<\/td> <\/tr>
Feats: <\/strong>Great Fortitude, Weapon Focus (claw)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Concordant Domain of the Outlands<\/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>4-6 HD (Tiny)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097 (Improved Familiar)<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This creature resembles a squat, muscular humanoid with rounded shoulders. Its long arms end in large, clawed hands. Short, soft gray fur covers its body. Its glittering black eyes, short necks, broad teeth, and rather narrow head are reminiscent of a rodent.<\/i>\r

Lomendur are lesser beings of neutrality that often serve as familiars to spellcasters of similar alignment.\r

Orrekin hail from the Concordant Domain of the Outlands. They are wholly devoted to balance, and are tolerant of other alignments as long as none gain the upper hand. Orrekin believe chaos is foolish, law is pretentious, and good or evil is just a waste of time. \r

An orrek stands 2 feet tall and weighs 6 pounds. Fur coloration is usually gray but may also be brown or black. Its iron-hard claws are retractable. \r

Lomendur speak Common, Celestial, and Infernal.\r

An orrek 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

Orrekin prefer to remain as inconspicuous as possible.\r

Alternate Form (Su):<\/b> An orrek can assume another form at will as a standard action. Each orrek can assume all of the following forms: fox (use small dog statistics), owl, squirrel (use rat statistics without disease), or salmon (see below).\r

Salmon Form: <\/i>\r
Initiative: +5\r
Speed: Swim 40 ft. (8 squares)\r
Armor Class: 17 (+2 size, +5 Dex), touch 17, flat-footed 12\r
Base Attack\/Grapple: +3\/-9\r
Attack: \u00c2\u0097\r
Full Attack: \u00c2\u0097\r
Special Attacks: \u00c2\u0097\r
Special Qualities: Low-light vision, scent\r
Space\/Reach: 2-1\/2 ft.\/0 ft.\r
Abilities: Str 3, Dex 21, Con 10\r
Skills: In its salmon form, an orrek 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

Spell-Like Abilities:<\/b> At will\u00c2\u0097detect chaos, detect evil, detect good, detect law, speak with animals<\/i>; 1\/day\u00c2\u0097gaseous form, produce flame, summon swarm<\/i>. Caster level 6th. The save DCs are Charisma-based.\r

Once per week an orrek can use commune<\/i> to ask six questions. The ability otherwise works as the spell (caster level 12th).\r

Telekinetic Trip (Sp):<\/b> Once per day, an orrek may attempt to trip an opponent telekinetically. This function as the telekinesis<\/i> spell, but the orrek may only use the combat maneuver function, and only for a trip attack. Caster level 6th. This is the equivalent of a 3rd-level spell.<\/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","environment":"Concordant Domain of the Outlands"},{"name":"Lomendur, Quark","type":"Outsider","ch":2,"challenge_rating":" 2 \u00a0","id":6058,"reference":"Usergen","full_text":"

Lomendur, Quark <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 3d8\u00a0(13 hp)<\/td> <\/tr>
Initiative: <\/strong> +3<\/td> <\/tr>
Speed:<\/strong> 20 ft. (4 squares), fly 50 ft. (perfect)<\/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>Light pick +8 melee (1d2\/x4)<\/td> <\/tr>
Full Attack: <\/strong>Light pick +8 melee (1d2\/x4)<\/td> <\/tr>
Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Spell-like abilities<\/td> <\/tr>
Special Qualities: <\/strong>Alternate form, damage reduction 5\/magic, darkvision 60 ft., fast healing 2, immunity to petrification and poison, low-light vision, resistance to acid 5 and fire 5<\/td> <\/tr>
Saves: <\/strong>Fort +3, Ref +6, Will +4 <\/td> <\/tr>
Abilities: <\/strong>Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 13 <\/td> <\/tr>
Skills: <\/strong>Bluff +7, Diplomacy +3, Disguise +3 (+5 acting), Hide +17, Intimidate +3, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)<\/td> <\/tr>
Feats: <\/strong>Flyby Attack, Weapon Finesse<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Ever-Changing Chaos of Limbo<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>2<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always chaotic neutral<\/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 tiny, silver-skinned humanoid with unearthly beauty. Its glittering wings resemble those of a butterfly, although their coloration and pattern changes periodically. Its tangled, fuzzy harir resembles a dandelion gone to seed.<\/i>\r

Lomendur are lesser beings of neutrality that often serve as familiars to spellcasters of similar alignment.\r

Quarks hail from the Ever-Changing Chaos of Limbo. Quarks despise restraint and order, acknowledge no rules or conventions, and they keep promises only if it pleases them to do so. \r

A quark stands a little over 2 feet tall and weighs 7 pounds. Its wings change pattern and color daily or even hourly.\r

Lomendur speak Common, Celestial, and Infernal.\r

A quark 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

In combat, quarks use their alternate forms to the best advantage, particularly in aerial forms where it they can benefit from Flyby Attack.\r

Alternate Form (Su):<\/b> A quark can assume the form of any Small or smaller animal.\r

Spell-Like Abilities:<\/b> At will\u00c2\u0097detect chaos, detect evil, detect good, detect law, speak with animals, tree shape<\/i>; 1\/day\u00c2\u0097confusion<\/i> (DC 15). Caster level 6th. The save DCs are Charisma-based.\r

Once per week a quark can use commune<\/i> to ask six questions. The ability otherwise works as the spell (caster level 12th).<\/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 neutral","environment":"Ever-Changing Chaos of Limbo"},{"name":"Lomendur, Tabur","type":"Outsider","ch":2,"challenge_rating":" 2 \u00a0","id":6059,"reference":"Usergen","full_text":"

Lomendur, Tabur <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 3d8\u00a0(13 hp)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares), fly 40 ft. (perfect), swim 40 ft.<\/td> <\/tr>
Armor Class: <\/strong> 18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/-5<\/td> <\/tr>
Attack: <\/strong>Unarmed strike +5 melee (1d3)<\/td> <\/tr>
Full Attack: <\/strong>Unarmed strike +5 melee (1d3) or flurry of blows +3\/+3 melee (1d3)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Martial artist, spell-like abilities<\/td> <\/tr>
Special Qualities: <\/strong>Alternate form, damage reduction 5\/magic, darkvision 60 ft., fast healing 2, immunity to petrification and poison, low-light vision, resistance to acid 5 and fire 5<\/td> <\/tr>
Saves: <\/strong>Fort +3, Ref +5, Will +5 <\/td> <\/tr>
Abilities: <\/strong>Str 10, Dex 15, Con 10, Int 10, Wis 14, Cha 13 <\/td> <\/tr>
Skills: <\/strong>Diplomacy +7, Disguise +7, Hide +16, Knowledge (any one) +6, Listen +8, Move Silently +8, Spellcraft +6, Spot +8<\/td> <\/tr>
Feats: <\/strong>Deflect Arrows, Improved Unarmed Strike (B), Stunning Fist\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Clockwork Nirvana of Mechanus<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>2<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always lawful neutral<\/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, white marble statue of a humanoid. It has perfect, symmetrical proportions, and pure white hair that matches its skin. Its eyes look like silvery pools.<\/i>\r

Lomendur are lesser beings of neutrality that often serve as familiars to spellcasters of similar alignment.\r

Tabi hail from the Clockwork Nirvana of Mechanus. They are wholly devoted to order and discipline untainted by cruelty or kindness; good and evil are irrelevant to them. They never let other considerations get in the way of true harmony and order.\r

A tabur stands 2 feet tall and weighs 6 pounds.\r

Lomendur speak Common, Celestial, and Infernal.\r

A tabur 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

A tabur only battles when necessary to preserve or restore order. It fights much like a monk, using martial arts to great effect. A tabur often uses its feign death ability before a fight, to surprise foes with a sudden strike.\r

A tabur's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.\r

Alternate Form (Su):<\/b> A tabur can assume another form at will as a standard action. Each tabur can assume one or two forms from the following list: badger, dog, hawk, or Tiny hare (see below).\r

Tiny Hare Form: <\/i>\r
Initiative: +2\r
Speed: 50 ft. (10 squares)\r
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12\r
Base Attack\/Grapple: +3\/-5\r
Attack: Bite +5 melee (1d3)\r
Full Attack: Bite +5 melee (1d3)\r
Special Attacks: \u00c2\u0097\r
Special Qualities: Low-light vision, scent\r
Space\/Reach: 2-1\/2 ft.\/0 ft.\r
Abilities: Str 10, Dex 15, Con 10\r
Skills: In its Tiny hare form, a lomendur gains a +4 racial bonus on Listen checks and an additional +4 speed bonus on Jump checks.\r
Feats: In its Tiny hare form, a lomendur gains Run as a bonus feat.\r

Feign Death (Su):<\/b> A tabur can place itself in a cataleptic state that is nearly impossible to distinguish from death. Although able to smell, hear, and know what is going on, the tabur is blind and has no sense of touch or pain. Its breathing is slowed to the point of being undetectable.\r

A creature examining the tabur may attempt a Heal check opposed by the tabur's Disguise check to detect the ruse. The tabur gains a +10 circumstance bonus on Disguise checks to feign death. \r

Martial Artist (Ex):<\/b> A tabur has the unarmed strike damage and flurry of blows ability of a monk of its size and Hit Dice.\r

Spell-Like Abilities:<\/b> At will\u00c2\u0097detect evil, detect good, speak with animals<\/i>; 1\/day\u00c2\u0097hold person<\/i> (DC 14). Caster level 6th. The save DCs are Charisma-based.\r

Once per week a tabur can use commune<\/i> to ask six questions. The ability otherwise works as the spell (caster level 12th).\r

Skills:<\/b> A tabur has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1984 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #86<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always lawful neutral","environment":"Clockwork Nirvana of Mechanus"},{"name":"Lost Soul","type":"Undead","ch":3,"challenge_rating":" 3 \u00a0","id":6060,"reference":"Usergen","full_text":"

Lost Soul <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Undead \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 4d12+4\u00a0(30 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
Armor Class: <\/strong> 13 (+3 natural), touch 10, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+2\/+4<\/td> <\/tr>
Attack: <\/strong>Claw +7 melee (1d4+2)\r
<\/td> <\/tr>
Full Attack: <\/strong>2 claws +7 melee (1d4+2)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Frightful groans (DC 13), gnaw, improved grab<\/td> <\/tr>
Special Qualities: <\/strong>Absorb corpse, all-around vision, damage reduction 5\/slashing, darkvision 60 ft., fast healing 2, unholy toughness, undead traits<\/td> <\/tr>
Saves: <\/strong>Fort +1, Ref +1, Will +4 <\/td> <\/tr>
Abilities: <\/strong>Str 15, Dex 10, Con \u00c2\u0097, Int 5, Wis 10, Cha 12 <\/td> <\/tr>
Skills: <\/strong>Listen +3, Search +1, Spot +8<\/td> <\/tr>
Feats: <\/strong>Reckless Offense, Weapon Focus (claw)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Negative Energy Plane<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>3<\/td> <\/tr>
Treasure: <\/strong>25% coins; no goods; no items<\/td> <\/tr>
Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
Advancement: <\/strong>5-7 HD (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
Lost Soul, Large<\/b>\r
Large Undead (Extraplanar)\r
Hit Dice: 8d12+8 (60 hp)\r
Initiative: +0\r
Speed: 20 ft. (4 squares)\r
Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 14\r
Base Attack\/Grapple: +4\/+14\r
Attack: Claw +10 melee (1d6+6)\r
Full Attack: 4 claws +10 melee (1d6+6)\r
Space\/Reach: 10 ft.\/10 ft. \r
Special Attacks: Frightful groans (DC 15), gnaw, improved grab\r
Special Qualities: Absorb corpse, all-around vision, damage reduction 5\/slashing, darkvision 60 ft., fast healing 4, unholy toughness, undead traits\r
Saves: Fort +2, Ref +2, Will +6\r
Abilities: Str 23, Dex 10, Con \u00c2\u0097, Int 5, Wis 10, Cha 12\r
Skills: Listen +5, Search +1, Spot +10\r
Feats: Power Attack, Reckless Offense, Weapon Focus (claw)\r
Environment: Negative Energy Plane\r
Organization: Solitary\r
Challenge Rating: 5\r
Treasure: 25% coins; no goods; no items\r
Alignment: Always chaotic evil\r
Advancement: 9-15 HD (Large)\r
Level Adjustment: \u00c2\u0097\r

Lost Soul, Huge<\/b>\r
Huge Undead (Extraplanar)\r
Hit Dice: 16d12+16 (120 hp)\r
Initiative: +0\r
Speed: 20 ft. (4 squares)\r
Armor Class: 16 (-2 size, +8 natural), touch 8, flat-footed 16\r
Base Attack\/Grapple: +8\/+26\r
Attack: Claw +17 melee (1d8+10\/19-20)\r
Full Attack: 8 claws +17 melee (1d8+10\/19-20)\r
Space\/Reach: 15 ft.\/15 ft. \r
Special Attacks: Frightful groans (DC 19), gnaw, improved grab\r
Special Qualities: Absorb corpse, all-around vision, damage reduction 5\/slashing, darkvision 60 ft., fast healing 8, unholy toughness, undead traits\r
Saves: Fort +5, Ref +5, Will +10\r
Abilities: Str 31, Dex 10, Con \u00c2\u0097, Int 5, Wis 10, Cha 12\r
Skills: Listen +9, Search +1, Spot +14\r
Feats: Awesome Blow, Improved Bull Rush, Improved Critical (claw), Power Attack, Reckless Offense, Weapon Focus (claw)\r
Environment: Negative Energy Plane\r
Organization: Solitary\r
Challenge Rating: 9\r
Treasure: 25% coins; no goods; no items\r
Alignment: Always chaotic evil\r
Advancement: 17-31 HD (Huge)\r
Level Adjustment: \u00c2\u0097\r

Lost Soul, Gargantuan<\/b>\r
Gargantuan Undead (Extraplanar)\r
Hit Dice: 32d12+62 (270 hp)\r
Initiative: +4\r
Speed: 20 ft. (4 squares)\r
Armor Class: 18 (-4 size, +12 natural), touch 6, flat-footed 18\r
Base Attack\/Grapple: +16\/+42\r
Attack: Claw +27 melee (2d6+14\/19-20)\r
Full Attack: 16 claws +27 melee (2d6+14\/19-20)\r
Space\/Reach: 20 ft.\/20 ft. \r
Special Attacks: Frightful groans (DC 27), gnaw, improved grab\r
Special Qualities: Absorb corpse, all-around vision, damage reduction 5\/slashing, darkvision 60 ft., fast healing 12, unholy toughness, undead traits\r
Saves: Fort +10, Ref +10, Will +18\r
Abilities: Str 39, Dex 10, Con \u00c2\u0097, Int 5, Wis 10, Cha 12\r
Skills: Listen +17, Search +1, Spot +22\r
Feats: Awesome Blow, Cleave, Dire Charge, Epic Toughness, Improved Bull Rush, Improved Critical (claw), Improved Initiative, Power Attack, Reckless Offense, Snatch, Weapon Focus (claw)\r
Environment: Negative Energy Plane\r
Organization: Solitary\r
Challenge Rating: 14\r
Treasure: 25% coins; no goods; no items\r
Alignment: Always chaotic evil\r
Advancement: 33-63 HD (Gargantuan)\r
Level Adjustment: \u00c2\u0097\r

Lost Soul, Colossal<\/b>\r
Colossal Undead (Extraplanar)\r
Hit Dice: 64d12+184 (600 hp)\r
Initiative: +4\r
Speed: 20 ft. (4 squares)\r
Armor Class: 19 (-8 size, +17 natural), touch 2, flat-footed 19\r
Base Attack\/Grapple: +32\/+66\r
Attack: Claw +47 melee (3d6+18\/19-20)\r
Full Attack: 32 claws +47 melee (3d6+18\/19-20)\r
Space\/Reach: 30 ft.\/30 ft. \r
Special Attacks: Frightful groans (DC 43), gnaw, improved grab\r
Special Qualities: Absorb corpse, all-around vision, damage reduction 5\/slashing, darkvision 60 ft., fast healing 16, unholy toughness, undead traits\r
Saves: Fort +21, Ref +21, Will +34\r
Abilities: Str 47, Dex 10, Con \u00c2\u0097, Int 5, Wis 10, Cha 12\r
Skills: Listen +33, Search +1, Spot +38\r
Feats: Awesome Blow, Cleave, Dire Charge, Epic Prowess (x4), Epic Toughness (x4), Great Cleave, Improved Bull Rush, Improved Critical (claw), Improved Initiative, Improved Overrun, Improved Sunder, Power Attack, Reckless Offense, Snatch, Stand Still, Weapon Focus (claw) \r
Environment: Negative Energy Plane\r
Organization: Solitary\r
Challenge Rating: 21\r
Treasure: 25% coins; no goods; no items\r
Alignment: Always chaotic evil\r
Advancement: 64+ HD (Colossal)\r
Level Adjustment: \u00c2\u0097\r

A tangled mass of rotting bodies shambles forth. The faces of the dead peer out from the central mass, looking as wretched and as pained as the moans they emit.<\/i>\r

A lost soul is an amalgamation of zombie-like beings in a single entity. Once a lost soul is created, it immediately searches for others of its kind with which to merge, growing ever larger and more dangerous. \r

Lost souls roam the lands, seeking living wanderers to add to their tangled masses. While each tortured member of a lost soul has a fleeting memory of its previous existence, the entity has but a single mind full of chaotic images and hatred of the living.\r

A Medium lost soul is 5 to 6 feet tall and weighs around 300 pounds, the typical weight of two Medium humanoid corpses. Big lost souls are far heavier than the total weight of their component corpses, for they conjure additional flesh created from soil and shadow-stuff, using processes similar to the create food and drink and shadow evocation spells. For example, a Huge lost soul weighs between 4,000 and 32,000 pounds and contains from 26 to 56 corpses. That many corpses would typically weigh between 4,000 and 8,500 pounds--any extra weight is conjured flesh, which evaporates or crumbles to dust if the lost soul is destroyed.\r

Lost souls do not speak, but emit an eerie groan that consists of many voices merged into one.\r

COMBAT\r

Lost souls go into a frenzy when they see living beings, seeking to reclaim the warm spark of life that they have lost. \r

A lost soul can use only four claw attacks at once against a Small or Medium opponent. Against a larger foe, it can use four additional claws 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 claw. It can use a maximum of four claws against all foes in any single 5-foot by 5-foot area.\r

Absorb Corpse (Su):<\/b> If a lost soul kills a humanoid or monstrous humanoid it can merge the body with its own flesh as a move action. For every victim it absorbs in this fashion, the lost soul gains 1 HD; for every 2 HD it advances, it gains an additional claw attack. A lost soul gains no additional benefits (such as skills or feats) until it reaches the next size category. \r

Absorbed victims cannot be returned to life with a raise dead<\/i> or resurrection<\/i> spell without first destroying the lost soul it has become part of, although it can be brought back to life with a wish<\/i> or true resurrection<\/i> (this removes the HD, attack and fast healing advancement the absorbed victim gave the lost soul).\r

Two or more lost souls can absorb each other, merging together into a single lost soul as a full-round action. The Hit Dice of the resulting monster equals the sum of the individual lost souls' HD.\r

All-Around Vision (Ex):<\/b> A lost soul's many eyes give it a +4 racial bonus on Spot and Search checks, and it can't be flanked.\r

Frightful Groans (Su):<\/b> Lost souls constantly emit terrifying moans and shrieks, all living creatures within a 300-foot spread must succeed on a Will save or be affected for 2d4 rounds. Affected creatures are shaken if they have at least as many HD as the lost soul, frightened if they have fewer HD than the lost soul, but at least half the lost soul's HD; or panicked if the lost soul has more than twice their HD. (For example, when facing a 6 HD lost soul, creatures of 1-2 HD become panicked, 3-5 HD creatures become frightened, and 6+ HD creatures become shaken). This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same lost soul's frightful groans for 24 hours. The save DC is Charisma-based\r

Gnaw (Ex):<\/b> When a lost soul makes a full attack it can make an additional bite attack against any opponent it is grappling (+6 melee, 1d6+1 damage), in addition to its normal claw attacks. It can bite as many opponents as it can grapple. It can also bite a single grappled foe with a standard attack.\r

Improved Grab (Ex):<\/b> To use this ability, a lost soul 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 gnaw. A lost soul can grapple as many opponents as it has claw attacks at the same time.\r

Unholy Toughness (Ex):<\/b> A lost soul gains bonus hit points equal to its Charisma modifier times its Hit Dice.\r

In Ravenloft<\/b>\r
Lost souls are the animated mortal remains of wanderers who die in the Nightmare Lands. Different types of lost souls can be encountered in both the Terrain Between and in the dreamscapes. Corporeal lost souls are hunted by arcane heads, which feed upon their undead flesh. Physical lost souls cannot enter dreamscapes.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1995 Wizards of the Coast, Inc.
Originally found in Nightmare Lands<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always chaotic evil","environment":"Negative Energy Plane"},{"name":"Lost Soul, Incorporeal","type":"Undead","ch":4,"challenge_rating":" 4 \u00a0","id":6061,"reference":"Usergen","full_text":"

Lost Soul, Incorporeal <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Undead \t\t\t(Extraplanar, Incorporeal)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 4d12+4\u00a0(30 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> Fly 20 ft. (4 squares)(perfect)<\/td> <\/tr>
Armor Class: <\/strong> 14 (+1 Dex, +1 deflection, +2 profane), touch 14, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+2\/\u00c2\u0097<\/td> <\/tr>
Attack: <\/strong>Incorporeal touch +4 melee (1d4)\r
<\/td> <\/tr>
Full Attack: <\/strong>2 incorporeal touches +4 melee (1d4)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Frightful groans (DC 13), gnawing terror, immobilizing terror (DC 13)\r
<\/td> <\/tr>
Special Qualities: <\/strong>Absorb soul, all-around vision, damage reduction 5\/slashing, darkvision 60 ft., fast healing 2, incorporeal traits, unholy toughness, undead traits\r
<\/td> <\/tr>
Saves: <\/strong>Fort +1, Ref +2, Will +4 <\/td> <\/tr>
Abilities: <\/strong>Str \u00c2\u0097, Dex 13, Con \u00c2\u0097, Int 5, Wis 10, Cha 12 <\/td> <\/tr>
Skills: <\/strong>Listen +3, Search +1, Spot +8\r
<\/td> <\/tr>
Feats: <\/strong>Reckless Offense, Weapon Focus (incorporeal touch)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Negative Energy Plane<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>4<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
Advancement: <\/strong>5-7 HD (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
Lost Soul, Incorporeal, Large<\/b>\r
Large Undead (Extraplanar, Incorporeal)\r
Hit Dice: 8d12+8 (60 hp)\r
Initiative: +1\r
Speed: Fly 20 ft. (4 squares)(perfect)\r
Armor Class: 15 (-1 size, +1 Dex, +1 deflection, +4 profane), touch 15, flat-footed 14\r
Base Attack\/Grapple: +4\/\u00c2\u0097\r
Attack: Incorporeal touch +5 melee (1d6)\r
Full Attack: 4 incorporeal touches +5 melee (1d6)\r
Space\/Reach: 10 ft.\/10 ft. \r
Special Attacks: Frightful groans (DC 15), gnawing terror, immobilizing terror (DC 15)\r
Special Qualities: Absorb soul, all-around vision, damage reduction 5\/slashing, darkvision 60 ft., fast healing 4, incorporeal traits, unholy toughness, undead traits\r
Saves: Fort +2, Ref +3, Will +6\r
Abilities: Str \u00c2\u0097, Dex 13, Con \u00c2\u0097, Int 5, Wis 10, Cha 12\r
Skills: Listen +5, Search +1, Spot +10\r
Feats: Flyby Attack, Reckless Offense, Weapon Focus (incorporeal touch)\r
Environment: Negative Energy Plane\r
Organization: Solitary\r
Challenge Rating: 6\r
Treasure: None\r
Alignment: Always chaotic evil\r
Advancement: 9-15 HD (Large)\r
Level Adjustment: \u00c2\u0097\r

Lost Soul, Incorporeal, Huge<\/b>\r
Huge Undead (Extraplanar, Incorporeal)\r
Hit Dice: 16d12+16 (120 hp)\r
Initiative: +1\r
Speed: Fly 20 ft. (4 squares)(perfect)\r
Armor Class: 18 (-2 size, +1 Dex, +1 deflection, +8 profane), touch 18, flat-footed 17\r
Base Attack\/Grapple: +8\/\u00c2\u0097\r
Attack: Incorporeal touch +8 melee (1d8\/19-20)\r
Full Attack: 8 incorporeal touches +8 melee (1d8\/19-20)\r
Space\/Reach: 15 ft.\/15 ft. \r
Special Attacks: Frightful groans (DC 19), gnawing terror, immobilizing terror (DC 19)\r
Special Qualities: Absorb soul, all-around vision, damage reduction 5\/slashing, darkvision 60 ft., fast healing 8, incorporeal traits, unholy toughness, undead traits\r
Saves: Fort +5, Ref +6, Will +10\r
Abilities: Str \u00c2\u0097, Dex 13, Con \u00c2\u0097, Int 5, Wis 10, Cha 12\r
Skills: Listen +9, Search +1, Spot +14\r
Feats: Dodge, Flyby Attack, Improved Critical (incorporeal touch), Mobility, Reckless Offense, Weapon Focus (incorporeal touch)\r
Environment: Negative Energy Plane\r
Organization: Solitary\r
Challenge Rating: 10\r
Treasure: None\r
Alignment: Always chaotic evil\r
Advancement: 17-31 HD (Huge)\r
Level Adjustment: \u00c2\u0097\r

Lost Soul, Incorporeal, Gargantuan<\/b>\r
Gargantuan Undead (Extraplanar, Incorporeal)\r
Hit Dice: 32d12+62 (270 hp)\r
Initiative: +5\r
Speed: 20 ft. (4 squares)(perfect)\r
Armor Class: 20 (-4 size, +1 Dex, +1 deflection, +12 profane), touch 20, flat-footed 19\r
Base Attack\/Grapple: +16\/\u00c2\u0097\r
Attack: Incorporeal touch +14 melee (2d6\/19-20)\r
Full Attack: 16 incorporeal touches +14 melee (2d6\/19-20)\r
Space\/Reach: 20 ft.\/20 ft. \r
Special Attacks: Frightful groans (DC 27), gnawing terror, immobilizing terror (DC 27)\r
Special Qualities: Absorb soul, all-around vision, damage reduction 5\/slashing, darkvision 60 ft., fast healing 12, incorporeal traits, unholy toughness, undead traits\r
Saves: Fort +10, Ref +13, Will +18\r
Abilities: Str \u00c2\u0097, Dex 13, Con \u00c2\u0097, Int 5, Wis 10, Cha 12\r
Skills: Listen +17, Search +1, Spot +22\r
Feats: Dodge, Dire Charge, Epic Toughness, Flyby Attack, Improved Critical (incorporeal touch), Improved Flyby Attack, Improved Initiative, Lightning Reflexes, Mobility, Reckless Offense, Weapon Focus (incorporeal touch)\r
Environment: Negative Energy Plane\r
Organization: Solitary\r
Challenge Rating: 14\r
Treasure: None\r
Alignment: Always chaotic evil\r
Advancement: 33-63 HD (Gargantuan)\r
Level Adjustment: \u00c2\u0097\r

Lost Soul, Incorporeal, Colossal<\/b>\r
Colossal Undead (Extraplanar, Incorporeal)\r
Hit Dice: 64d12+184 (600 hp)\r
Initiative: +5\r
Speed: 20 ft. (4 squares)(perfect)\r
Armor Class: 20 (-8 size, +1 Dex, +1 deflection, +16 profane), touch 20, flat-footed 19\r
Base Attack\/Grapple: +32\/\u00c2\u0097\r
Attack: Incorporeal touch +30 melee (3d6\/19-20)\r
Full Attack: 32 incorporeal touches +30 melee (3d6\/19-20)\r
Space\/Reach: 30 ft.\/30 ft. \r
Special Attacks: Frightful groans (DC 43), gnawing terror, immobilizing terror (DC 43)\r
Special Qualities: Absorb soul, all-around vision, damage reduction 5\/slashing, darkvision 60 ft., fast healing 16, incorporeal traits, unholy toughness, undead traits\r
Saves: Fort +21, Ref +28, Will +40\r
Abilities: Str \u00c2\u0097, Dex 13, Con \u00c2\u0097, Int 5, Wis 10, Cha 12\r
Skills: Listen +33, Search +1, Spot +38\r
Feats: Combat Reflexes, Dire Charge, Dodge, Epic Prowess (x4), Epic Reflexes, Epic Toughness (x4), Epic Will, Flyby Attack, Improved Critical (incorporeal touch), Improved Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Reckless Offense, Weapon Focus (incorporeal touch) \r
Environment: Negative Energy Plane\r
Organization: Solitary\r
Challenge Rating: 21\r
Treasure: None\r
Alignment: Always chaotic evil\r
Advancement: 64+ HD (Colossal)\r
Level Adjustment: \u00c2\u0097\r

A tangled mass of spectral bodies floats in the air. The faces of the dead peer out from the central mass, looking as wretched and as pained as the moans they emit.<\/i>\r

An incorporeal lost soul is an amalgamation of spectral beings in a single entity. Once a lost soul is created, it immediately searches for others of its kind with which to merge, growing ever larger and more dangerous. \r

Lost souls roam the lands, seeking living wanderers to add to their tangled masses. While each tortured member of a lost soul has a fleeting memory of its previous existence, the entity has but a single mind full of chaotic images and hatred of the living.\r

Lost souls do not speak, but emit an eerie groan that consists of many voices merged into one.\r

COMBAT\r

Lost souls go into a frenzy when they see living beings, seeking to reclaim the warm spark of life that they have lost. \r

Incorporeal lost souls have a profane bonus to their Armor Class equal to their fast healing.\r

An incorporeal lost soul can use only four incorporeal touch attacks at once against a Small or Medium opponent. Against a larger foe, it can use four additional incorporeal touches 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 incorporeal touch. It can use a maximum of four incorporeal touch attacks against all foes in any single 5-foot by 5-foot area. \r

Absorb Soul (Su):<\/b> If an incorporeal lost soul kills a humanoid or monstrous humanoid it can add the spirit of the slain creature to its own soul-amalgam as a move action. For every victim it absorbs in this fashion, the lost soul gains 1 HD; for every 2 HD it advances, it gains an additional incorporeal touch attack. A lost soul gains no additional benefits (such as skills or feats) until it reaches the next size category. \r

Absorbed victims cannot be returned to life with a raise dead<\/i> or resurrection<\/i> spell without first destroying the lost soul it has become part of, although they can be brought back to life with a wish<\/i> or true resurrection<\/i> (this removes the HD, attack and fast healing advancement the absorbed victim gave the lost soul).\r

Two or more incorporeal lost souls can absorb each other, merging together into a single lost soul as a full-round action. The Hit Dice of the resulting monster equals the sum of the individual lost souls' HD.\r

All-Around Vision (Ex):<\/b> A lost soul's many eyes give it a +4 racial bonus on Spot and Search checks, and it can't be flanked.\r

Frightful Groans (Su):<\/b> Lost souls constantly emit terrifying moans and shrieks, all living creatures within a 300-foot spread must succeed on a Will save or be affected for 2d4 rounds. Affected creatures are shaken if they have at least as many HD as the lost soul, frightened if they have fewer HD than the lost soul, but at least half the lost soul's HD; or panicked if the lost soul has more than twice their HD. (For example, when facing a 6 HD lost soul, creatures of 1-2 HD become panicked, 3-5 HD creatures become frightened, and 6+ HD creatures become shaken). This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same lost soul's frightful groans for 24 hours. The save DC is Charisma-based\r

Gnawing Terror (Ex):<\/b> When a lost soul makes a full attack, it can make additional incorporeal touch attack against opponents affected by its immobilizing terror special attack (see below) that are within its reach. It can make one attack against each immobilized opponent, with the same attack bonus and damage as its other incorporeal touch attacks. Lost souls can use gnawing terror against as many opponents as they have incorporeal touch attacks.\r

Immobilizing Terror (Su):<\/b> If an incorporeal lost soul hits with its incorporeal touch attack its opponent must succeed on a Will save or be immobilized with fear for 1d4 rounds. A creature suffering from immobilizing terror cannot leave its square under its own power and is vulnerable to the lost soul's gnawing terror special attack (see above). The immobile opponent can still fight, but has the frightened condition for the duration of the terror. This is a mind-affecting fear effect. The save DC is Charisma-based.\r

Unholy Toughness (Ex):<\/b> A lost soul gains bonus hit points equal to its Charisma modifier times its Hit Dice.\r

In Ravenloft<\/b>\r
Lost souls are the animated mortal remains of wanderers who die in the Nightmare Lands. Different types of lost souls can be encountered in both the Terrain Between and in the dreamscapes. Corporeal lost souls are hunted by arcane heads, which feed upon their undead flesh. Physical lost souls cannot enter dreamscapes.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1995 Wizards of the Coast, Inc.
Originally found in Nightmare Lands<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always chaotic evil","environment":"Negative Energy Plane"},{"name":"Luck Eater","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":6062,"reference":"Usergen","full_text":"

Luck Eater <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 4d10+4\u00a0(26 hp)<\/td> <\/tr>
Initiative: <\/strong> +1 (Dex)<\/td> <\/tr>
Speed:<\/strong> 40 ft.<\/td> <\/tr>
AC:<\/strong> 13 (+2 size, +1 Dex)<\/td> <\/tr>
Attacks:<\/strong>2 claws +7 melee<\/td> <\/tr>
Damage: <\/strong>Claw 1d3-4<\/td> <\/tr>
Face\/Reach: <\/strong>2 1\/2 ft. by 2 1\/2 ft.\/0 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Purr, bad luck<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft.<\/td> <\/tr>
Saves: <\/strong>Fort +5, Ref +5, Will +2 <\/td> <\/tr>
Abilities: <\/strong>Str 3, Dex 13, Con 12, Int 4, Wis 12, Cha 18 <\/td> <\/tr>
Skills: <\/strong>Hide +14, Move Silently +7<\/td> <\/tr>
Feats: <\/strong>Weapon Finesse (claw)<\/td> <\/tr>

<\/td> <\/tr>
Climate: <\/strong>Any land and underground<\/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>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A luck eater is indistinguishable from a normal tabby cat; it is a feline creature with golden, striped fur and big green eyes. These fluffy menaces can be found in nearly any environment. As its name implies, a luck eater actually feeds on the bad luck it generates. It is the creature\u00c2\u0092s only sustenance.\r

Combat\r
A luck eater detests combat, and avoids it at all costs. If engaged in melee, its first desire is to escape. If hard pressed, however, a luck eater fights in a manner similar to a typical cat.\r

Purr (Su): The purr of a luck eater acts as a dominate monster spell as cast by an 8th level sorcerer. All living creatures within 30 feet of a purring luck eater must make a Will save (DC 16) or be charmed by the creature. Those affected by the purr instantly become enamored of the luck eater, and see to take it with them everywhere as a pet. The luck eater remains with them for 1d4+2 hours, purring constantly. Once it has at least one creature under its control, the luck eater can alter the pitch of its purr to achieve various mental affects on its victims.\r

Hostility: If a luck eater goes without food for 30 minutes (i.e. no rolls are made within 30 minutes), it will alter the pitch of its purr to help ensure that it gets fed. All those affected by the hostility purr of a luck eater attack the next creature encountered. The victims will not attack other party members or people they know. There is no save for this second form of the purr, since the victims have already been brought under the luck eater\u00c2\u0092s control.\r

Infighting: Should another 30 minutes go by without food, the luck eater will alter its purr once again. All affected victims must make another Will save (DC 16) or attack each other for 1d10 rounds or until one of them dies, whichever comes first. If a luck eater is forced to use this drastic measure, its charm affect is negated and it tries to slink away unnoticed.\r

Bad Luck (Su): All living creatures affected by a luck eater\u00c2\u0092s purr have a -2 luck bonus applied to all saves, attack bonuses, and damage for as long as the luck eater remains within range.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1983 Wizards of the Coast, Inc.
Originally found in 1e Monster Manual II<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":">Any land and underground"},{"name":"Lukhorn","type":"Magical Beast","ch":18,"challenge_rating":" 18 \u00a0","id":6063,"reference":"Usergen","full_text":"

Lukhorn <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 32d10+256\u00a0(432 hp)<\/td> <\/tr>
Initiative: <\/strong> +6<\/td> <\/tr>
Speed:<\/strong> 20 ft. (4 squares), burrow 20 ft.<\/td> <\/tr>
Armor Class: <\/strong> 28 (\u00c2\u00964 size, \u00c2\u00962 Dex, +22 natural), touch 4, flat-footed 28<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+32\/+58<\/td> <\/tr>
Attack: <\/strong>Bite +42 melee (2d8+21\/19-20)\r
<\/td> <\/tr>
Full Attack: <\/strong>Bite +42 melee (2d8+21\/19-20)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>20 ft.\/15 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Improved grab, sonic screech, swallow whole<\/td> <\/tr>
Special Qualities: <\/strong>Camouflage, darkhidden, tremorsense 60 ft.<\/td> <\/tr>
Saves: <\/strong>Fort +26, Ref +16, Will +14 <\/td> <\/tr>
Abilities: <\/strong>Str 38, Dex 7, Con 27, Int 3, Wis 10, Cha 8 <\/td> <\/tr>
Skills: <\/strong>Listen +12, Move Silently +9, Spot +12\r
<\/td> <\/tr>
Feats: <\/strong>Ability Focus (sonic screech), Awesome Blow, Epic Will, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Power Attack, Reckless Offense, Snatch, Stand Still, Superior Initiative<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Underground<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>18<\/td> <\/tr>
Treasure: <\/strong>No coins, 50% goods (stone only), no items<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>33\u00c2\u009664 HD (Colossal)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The cavern opening begins to close, revealing that the stalagmites and stalactites are actually teeth in a gigantic maw. Suddenly, the whole tunnel begins to move, revealing a gray-skinned worm of enormous proportions.<\/i>\r

Lukhorns are massive subterranean worms, among the most powerful predators of the Underdark. A single lukhorn has been known to consume an entire patrol of drow warriors. \r

A lukhorn's body is highly malleable, allowing the creature to mold its dimensions to match the tunnels it travels. A lukhorn secretes a viscous liquid through tiny, pore-like openings in its skin, which helps keep its skin supple and masks the worm from darkvision.\r

Lukhorns are solitary wanderers, constantly driven by their nearly endless hunger. It is unknown how these annelids reproduce, but some sages speculate that they meet in secluded breeding caverns deep beneath the earth.\r

The body of a mature lukhorn is 15 feet in diameter and 200 feet long, weighing about 450 tons. \r

COMBAT\r

A lukhorn generally moves to the mouth of a dark, subterranean tunnel, then shapes its malleable body to the same dimensions. It then opens its great maw, waiting for prey to unwittingly walk into inside. If its ruse has been detected, or if its hunger becomes too overpowering, a lukhorn will simply lunge at prey and attempt to swallow it. If the lukhorn is attacked while digesting prey, it emits a powerful sonic screech that causes severe agony and may summon other predators from nearby caverns.\r

Camouflage (Su):<\/b> Since a lukhorn looks like a part of a natural cavern when at rest, it takes a successful DC 30 Spot check to notice it before it attacks. Anyone with ranks in Knowledge (dungeoneering) can use that skillinstead of Spot to notice the worm. Dwarves can use stonecunning to notice the lukhorn.\r

Darkhidden (Ex):<\/b> A lukhorn skin is coated with a sheath of viscous liquid, which it secretes through tiny, pore-like openings. This liquid renders the worm invisible to darkvision, although it is fully visible in normal light.\r

Engulf (Ex):<\/b> A lukhorn can engulf one creature smaller than itself that has stepped into its body by making a successful grapple attempt against its foe. This move does not provoke an attack of opportunity. Engulfed victims are immediately swallowed whole.\r

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

Sonic Screech (Ex):<\/b> Once every 1d4 rounds, a lukhorn may emit a horrific screech. All creatures within a 60-foot-radius of the lukhorn must succeed on a DC 36 Fortitude save or fall prone and writhe in agony. Victims can take no actions while writhing, but are not considered helpless. This is a sonic effect. The save DC is Constitution-based.\r

Additionally, the screech carries for miles, and may attract nearby creatures that are disposed to investigate it.\r

Swallow Whole (Ex):<\/b> A lukhorn 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+14 points of crushing damage plus 4d6 points of acid damage per round from the worm\u00c2\u0092s digestive juices. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 40 points of damage to the gizzard (AC 21); however, the lukhorn's interior has damage reduction 2\/-. Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan lukhorn's interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller opponents.\r

Lukhorn Liquid<\/b>\r
The secretions of a lukhorn can reduce the cost to create invisibility-related magic items by 25%. However, the liquid dries rapidly, making it difficult to secure more than a vial or two from a recently killed lukhorn.<\/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":"Magical Beast","alignment":"Always neutral","environment":"Underground"},{"name":"Lung Jua (Dragon Claw)","type":"Outsider","ch":22,"challenge_rating":" 22 \u00a0","id":6064,"reference":"Usergen","full_text":"

Lung Jua (Dragon Claw) <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 26d8+182\u00a0(229 hp)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> 60 ft. (12 squares)<\/td> <\/tr>
Armor Class: <\/strong> 42 (+10 Dex, +10 Wis, +4 AC bonus, +8 natural), touch 34, flat-footed 32<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+26\/+33<\/td> <\/tr>
Attack: <\/strong>Claw +34 melee (1d6+7) or Dragon Claw<\/i> +38 melee (1d10+7\/19-20)<\/td> <\/tr>
Full Attack: <\/strong>4 claws +34 melee (1d6+7) or Dragon Claw<\/i> +38\/+33\/+28\/+23 melee (1d10+7\/17-20) and Dragon Claw<\/i> +38\/+35\/+28 melee (1d10+3\/17-20)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Fouler of weapons, quivering palm, rend armor, spell-like abilities<\/td> <\/tr>
Special Qualities: <\/strong>AC bonus, darkvision 60 ft., evasion, immunity to mind-influencing abilities, spell resistance 37<\/td> <\/tr>
Saves: <\/strong>Fort +22, Ref +25, Will +25 <\/td> <\/tr>
Abilities: <\/strong>Str 25, Dex 31, Con 26, Int 20, Wis 30, Cha 27 <\/td> <\/tr>
Skills: <\/strong>Balance +43, Bluff +37, Concentration +36, Diplomacy +16, Disguise +8 (+12 acting), Escape Artist +39, Intimidate +41, Jump +52, Knowledge (religion) +34, Knowledge (the planes) +34, Listen +39, Move Silently +39, Sense Motive +39, Spot +39, Survival +10 (+14 on other planes), Tumble +43, Use Rope +10 (+14 bindings)\r
<\/td> <\/tr>
Feats: <\/strong>Combat Expertise, Epic Prowess, Epic Sunder, Exotic Weapon Proficiency (katana)b<\/sup>, Greater Two-Weapon Fighting, Improved Sunder, Improved Trip, Improved Two-Weapon Fighting, Power Attack, Two-Weapon Fighting<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Spirit World<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>22<\/td> <\/tr>
Treasure: <\/strong>Dragon Claws<\/i><\/td> <\/tr>
Alignment: <\/strong>Chaotic evil<\/td> <\/tr>
Advancement: <\/strong>-<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The fat, squat body of this repulsive humanoid is covered in scales. His head is that of a dragon. He wields a pair of exquisite black katanas in his two sets of arms.<\/i>\r

Lung Jua is a petty member of the Celestial Bureacracy, working within its framework while constantly seeking loopholes in their rulings to exploit for his personal gain. His greed is matched only by his laziness, and he enjoys bullying others whenever the opportunity presents itself. Lung Jua's top priority is Lung Jua.\r

Lung Jua is 5 and 1\/4 feet tall and weighs 200 pounds.\r

Lung Jua speaks Infernal, Abyssal, Celestial, Draconic and Common.\r

COMBAT\r

Despite his appearance and laziness, Lung Jua is actually a gifted martial artist, and can wield his legendary katanas with superior grace and skill. He is a master at destroying the weapons of adversaries, and rarely passes up the opportunity to do so, as such weapons nearly always pale in comparison to his Dragon Claws<\/i>.\r

AC Bonus (Ex):<\/b> Lung Jua is highly trained at dodging blows, and he has a sixth sense that lets him avoid even unanticipated attacks. When unarmored and unencumbered, Lung Jua adds his Wisdom bonus to his AC. In addition, he gains a +4 bonus to AC as if he were a 20th-level monk. These bonuses to AC apply even against touch attacks or when Lung Jua is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.\r

Change Size (Sp):<\/b> Three times per day, Lung Jua can magically change his size. This works just like an enlarge person<\/i> spell, except that the ability can work on Lung Jua. This is the equivalent of a 2nd-level spell.\r

Dragon Claws:<\/i><\/b> Lung Jua wields a pair of artifacts known as the Dragon Claws<\/i>. These function as +4 keen adamantine katanas<\/i>. The wielder of the Dragon Claws<\/i> may command the artifacts to create lesser versions of themselves. This lesser pair is smaller and deals less damage (treat as +4 keen adamantine longswords<\/i>). The wielder of the Dragon Claws<\/i> can see through the eyes of the bearer of any lesser blades they have spawned. Additionally, the wielder may attempt to direct the actions of the bearer of the lesser weapons as if using a dominate monster<\/i> spell (Will DC 23 negates). Finally, the wielder of the originals may leech hit points from any bearer of lesser blades it spawns. The bearer can drain up to 10 hit points per bearer per day, and cannot drain more than the victim's current hit point total.\r

Evasion (Ex):<\/b> Lung Jua can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. \r

Fouler of Weapons (Su):<\/b> Lung Jua gains a +4 bonus on any opposed attack roll made to sunder an item. Any weapon that Lung Jua deals damage to but is not destroyed becomes warped and corrupted, imposing a -3 penalty on all attack rolls made with that weapon until repaired by a successful Craft check or make whole.\r

Quivering Palm (Su):<\/b> Lung Jua can set up vibrations within the body of another creature that can thereafter be fatal if he so desires. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if Lung Jua strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter Lung Jua can try to slay the victim at any later time, as long as the attempt is made within 18 days. To make such an attempt, Lung Jua merely wills the target to die (a free action), and unless the target makes a DC 33 Fortitude saving throw, it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. The save DC is Wisdom-based.\r

Rend Armor (Ex):<\/b> If Lung Jua hits with both Dragon Claw<\/i> attacks, he pulls apart any armor worn by his foe. This attack deals 2d10+14 points of damage to the opponent\u00c2\u0092s armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.\r

Spell-Like Abilities:<\/b> 4\/day--greater teleport, mind blank<\/i> (DC 26), rusting grasp<\/i> (+34 melee touch), true seeing, wind walk<\/i>; 3\/day--heal, shapechange<\/i>; 1\/day--gate, power word blind<\/i>. Caster level 18th. The save DCs are Charisma-based.\r

Feats:<\/b> Lung Jua can fight without penalty with two weapons of any size, as long as he uses two arms to stabilize them.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1988 Wizards of the Coast, Inc.
Originally found in OA5: Mad Monkey vs the Dragon Claw<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Chaotic evil","environment":"Spirit World"},{"name":"Luposphinx","type":"Magical Beast","ch":5,"challenge_rating":" 05 \u00a0","id":6065,"reference":"Usergen","full_text":"

Luposphinx <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 6d10+12\u00a0(45 hp)<\/td> <\/tr>
Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
Speed:<\/strong> 50 ft, fly 80 ft (poor)<\/td> <\/tr>
AC:<\/strong> 19 (-1 size, +2 Dex, +8 natural)<\/td> <\/tr>
Attacks:<\/strong>Bite +10 melee, 2 claws +5 melee<\/td> <\/tr>
Damage: <\/strong>Bite 3d4+5, claws 1d6+2<\/td> <\/tr>
Face\/Reach: <\/strong>5 ft by 10 ft\/5 ft<\/td> <\/tr>
Special Attacks: <\/strong>Pounce, rake 1d6+2, howl<\/td> <\/tr>
Special Qualities: <\/strong><\/td> <\/tr>
Saves: <\/strong>Fort +7, Ref +7, Will +5 <\/td> <\/tr>
Abilities: <\/strong>Str 20, Dex 14, Con 15, Int 14, Wis 16, Cha 12 <\/td> <\/tr>
Skills: <\/strong>Intimidate +9, Listen +11, Spot +11, Wilderness Lore +11<\/td> <\/tr>
Feats: <\/strong>Alertness, Cleave, Flyby Attack, Power Attack<\/td> <\/tr>

<\/td> <\/tr>
Climate: <\/strong>Temperate and warm forest<\/td> <\/tr>
Organization: <\/strong>Solitary, pack (2-4), or troupe (1 luposphinx plus 5-20 gnolls or 5-20 xvarts)<\/td> <\/tr>
Challenge Rating: <\/strong>05<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
Advancement: <\/strong>7-9 HD (Large), 10-18 HD (Huge)<\/td> <\/tr>
\u00a0<\/td> <\/tr>
Luposhinxes are sphinxes with the heads of wolves, found in wooded areas. The luposphinx's body is about 7 feet in length, closest in size to the hieracosphinx. Luposphinxes have canine heads, but like all sphinxes they have feline bodies. The hair on its body ranges from dark gray to light brown in color. Luposphinxes are carnivores and have a taste for elves and halflings over other humanoid prey. Luposphinxes sometimes like to travel with humanoid servants.

Luposphinxes speak Common and Sphinx.

COMBAT<\/b>
The luposphinx usually howls once before a battle to disorient its foes, then begins with melee attacks, using all of them each round.

Howl (Su)<\/b>: Twice per day, the luposphinx can emit a deafening howl. All creatures within 60 feet must succeed at a Fortitude save (DC 15) or be deafened for 2d4 rounds. Additionally, all creatures under 6 HD must succeed at a Will save (DC 14). Creatures under 3 HD who fail the save will flee in panic, and creatures with 3-5 HD who fail the save fight with a -1 penalty to attack and damage rolls (creatures under 3 hit dice suffer this penalty even if they succeed at their Will saving throws). This second effect also lasts for 2d4 rounds.

Pounce (Ex)<\/b>: If a luposphinx 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.

Rake (Ex)<\/b>: A luposphinx that pounces onto a creature can make two rake attacks (+10 melee) with its hind legs for 1d6+2 damage each.
<\/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\", Lance Hankins).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always chaotic evil","environment":">Temperate and warm forest"},{"name":"Lurker Above","type":"Aberration","ch":7,"challenge_rating":" 07 \u00a0","id":6066,"reference":"Usergen","full_text":"

LURKER ABOVE<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

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

Hit Dice:<\/span><\/b> 10d8+40 (85 hp)<\/span><\/p> <\/td> <\/tr>

Initiative: <\/span><\/b>+6 (+2 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

Speed:<\/span><\/b> 10 ft, fly 40 ft (average)<\/span><\/p> <\/td> <\/tr>

AC:<\/span><\/b> 14 (-2 size, +2 Dex, +4 natural)<\/span><\/p> <\/td> <\/tr>

Attacks:<\/span><\/b> Buffet +15 melee<\/span><\/p> <\/td> <\/tr>

Damage:<\/span><\/b> Buffet 2d4+15<\/span><\/p> <\/td> <\/tr>

Face\/Reach:<\/span><\/b> 15 ft by 15 ft\/10 ft<\/span><\/p> <\/td> <\/tr>

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

Special Qualities:<\/span><\/b> Darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

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

Abilities:<\/span><\/b> Str 30, Dex 12, Con 19, Int 2, Wis 11, Cha 10<\/span><\/p> <\/td> <\/tr>

Skills:<\/span><\/b> Hide +0*, Listen +6, Spot +6<\/span><\/p> <\/td> <\/tr>

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

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

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

Organization:<\/span><\/b> Solitary
Challenge Rating:<\/b> 7<\/span><\/p> <\/td> <\/tr>

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

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

Advancement:<\/span><\/b> 11-20 HD (Huge); 21-30 HD (Gargantuan)<\/span><\/p> <\/td> <\/tr>

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

A carnivorous creature found only in dark, underground places, the lurker above (also called lurkers) resembles an enormous manta ray. Its grayish belly is about 20 feet in diameter and appears as textured stone. <\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 The lurker above usually attaches itself to a ceiling where it is nearly invisible.<\/span><\/p> <\/td> <\/tr>

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

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

Lurkers attack by dropping on an unsuspecting victim and suffocating it by wrapping it in its body.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Smother (Ex): <\/b>A successful attack indicates the lurker deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (Grapple, page 137 in the Player\u0092s Handbook<\/i>). If the lurker succeeds at the grapple, it has wrapped itself around its prey. The following round, the victim must either hold her breath or begin taking suffocation damage. (A creature can hold its breath for 2 rounds per point of Constitution. After this time, the creature must succeed at a Constitution check (DC 10) in order to continue holding its breath. The check must be repeated each round, and the DC increases by +1 for each previous success.) If the victim runs out of breath, it falls unconscious (0 hp). In the following round, it drops to \u00961 hit points and is dying. In the third round, the creature suffocates.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 A victim can escape the lurker\u0092s hold by making an opposed grapple roll or an Escape Artist roll against the lurker\u0092s grapple roll. While engulfed, a creature can only use a Tiny weapon, and then only if it was in hand when the creature was first enveloped.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Damage inflicted on a lurker while it encompasses a victim causes an equal amount of damage to the victim. Blunt weapons inflict full damage upon the victim but do not harm the lurker above.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Skills:<\/b> *Lurkers receive a +8 racial bonus to Hide checks when next to a stone surface.<\/span><\/p> <\/td> <\/tr>

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

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

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

\u00a0<\/span><\/p><\/div>","family":"Aberration","alignment":"Any","environment":"Any underground"},{"name":"Lussina, the Dark Queen","type":"Fey","ch":21,"challenge_rating":" 21 \u00a0","id":6067,"reference":"Usergen","full_text":"

Lussina, the Dark Queen <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 27d6+81\u00a0(175 hp)<\/td> <\/tr>
Initiative: <\/strong> +3<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares) in elven chain (base speed 40 ft.), fly 40 ft. (good)<\/td> <\/tr>
Armor Class: <\/strong> 32 (+3 Dex, +10 deflection, +9 +4 greater shadow elven chain<\/i>), touch 23, flat-footed 19<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+13\/+13<\/td> <\/tr>
Attack: <\/strong>+3 keen spell-storing cold iron kukri<\/i> +19 melee (1d4+3\/15-20) or +2 composite shortbow<\/i> +18 ranged (1d6+2\/x3 plus bane arrows)<\/td> <\/tr>
Full Attack: <\/strong>+3 keen spell-storing cold iron kukri<\/i> +19\/+14\/+9 melee (1d4+3\/15-20) or +2 composite shortbow<\/i> +18\/+13\/+8 ranged (1d6+2\/x3 plus bane arrows)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Bane arrows, seelie spell of forgetting, spell-like abilities, spells<\/td> <\/tr>
Special Qualities: <\/strong>Armored mage, damage reduction 15\/cold iron and epic, immunity to illusions and mind-affecting spells and abilities, low-light vision, spell resistance 32, wild empathy<\/td> <\/tr>
Saves: <\/strong>Fort +22, Ref +28, Will +29 <\/td> <\/tr>
Abilities: <\/strong>Str 11, Dex 17, Con 17, Int 24, Wis 18, Cha 30 <\/td> <\/tr>
Skills: <\/strong>Balance +5*, Bluff +40, Concentration +33, Craft (sculpting) +32, Craft (weaponsmithing) +32, Diplomacy +38, Disguise +10 (+14 acting), Intimidate +44, Jump +6*, Knowledge (arcana) +37, Knowledge (nature) +37, Listen +34, Sense Motive +34, Spellcraft +41 (+45 scrolls), Spot +34, Survival +4 (+8 in aboveground natural environments), Tumble +26*, Use Magic Device +35 (+39 scrolls) *Includes -2 armor check penalty<\/td> <\/tr>
Feats: <\/strong>Craft Arms and Armor, Craft Construct, Craft Wondrous Item, Efficient Item Creation (Craft Construct), Permanent Emanation (blasphemy<\/i>), Spell Focus (necromancy), Spell Knowledge, Spell Penetration, Spell Stowaway (heal<\/i>), Weapon Finesse<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>The Unseelie Court<\/td> <\/tr>
Organization: <\/strong>Solitary or Court (the Dark Queen plus 4-32 unseelie faeries of various sizes)<\/td> <\/tr>
Challenge Rating: <\/strong>21<\/td> <\/tr>
Treasure: <\/strong>Double standard (excludes weapons and armor listed above)<\/td> <\/tr>
Alignment: <\/strong>Neutral evil<\/td> <\/tr>
Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A shadowy, elflike female stands before you. Although not beautiful, her allure is almost overpowering. She wields a wickedly sharp curved blade, and wears form-fitting black chainmail of exceptional quality.<\/i>\r

Lussina, The Dark Queen, holds the Unseelie Court in the vise of her will. The daughter of the Faerie Queen, her unimaginable outer beauty did not match her envy and ambition. Jealous of her mother's power, she attempted to usurp the Seelie Court; the Faerie Queen could bear only to exile her own daughter, rather than execute her for her betrayal. Lussina gathered her followers and founded the Unseelie Court to feed her rage.\r

Lussina has a heart of ice, serving only herself and weighing all decisions only against her own ambition. Despite the loss of her beauty to the corruption of evil, she remains adept at seducing new allies in her war against the Seelie Court, though she favors seduction by appealing to ambition rather than lust. Recently, she has begun to craft an army of constructs to aid her struggle.\r

The Dark Queen has no mercy, thinking her mother a fool for sparing her life. Indeed, she brooks no dissent, rewarding disloyalty and incompetence alike with instant death. Still, the Unseelie Court continues to grow with exiles from the Seelie Court, undead faeries created in the war, and her own constructs.\r

Lussina stands 4 feet 4 inches tall and weighs 50 pounds. \r

The Dark Queen speaks Celestial, Common, Draconic, Elven, Gnome, and Sylvan. \r

COMBAT\r

The Dark Queen is a cunning adversary, utilizing all of her magic to her utmost advantage. She is never encountered without followers, and they defend their queen to the death with utmost zeal.\r

The Dark Queen's +3 keen spell-storing cold iron kukri<\/i> generally carries a touch of idiocy<\/i> spell.\r

Armored Mage (Ex):<\/b> The Dark Queen does not have an arcane spell failure chance when wearing light armor.\r

Bane Arrows (Su):<\/b> Every arrow the Dark Queen fires from her +2 bane composite shortbow<\/i> becomes the bane of whatever it last struck.\r

Seelie Spell of Forgetting (Sp):<\/b> At will, the Dark Queen may create up to a 50-foot cube of showering pixie dust. This effect must originate within 150 feet of the Dark Queen. All creatures within the pixie dust must succeed on a DC 23 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 Dark Queen so desires. For example, the Dark 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 27th.\r

Spells:<\/b> The Dark Queen casts spells as a 20th-level sorcerer. The Dark Queen can also cast cleric spells and those from the Charm, Darkness, Death, and Trickery domains as arcane spells.\r

Sorcerer Spells Known<\/i> (6\/9\/9\/8\/8\/8\/8\/7\/7\/7, save DC 20 + spell level, necromancy spells DC 21 + spell level):\r
0\u00c2\u0097arcane mark, dancing lights, detect poison, detect magic, ghost sound, mage hand, message, prestidigitation, touch of fatigue;<\/i>\r
1st\u00c2\u0097disguise self, divine favor, protection from good, shield, true strike;<\/i>\r
2nd\u00c2\u0097knock, hideous laughter, mirror image, see invisibility, touch of idiocy;<\/i>\r
3rd\u00c2\u0097arcane sight, clairaudience\/clairvoyance, haste, rage;<\/i>\r
4th\u00c2\u0097confusion, crushing despair, cure critical wounds, death ward;<\/i>\r
5th\u00c2\u0097feeblemind, mind fog, prying eyes, seeming;<\/i>\r
6th\u00c2\u0097greater dispel magic, heal, mislead;<\/i>\r
7th\u00c2\u0097blasphemy, greater scrying, project image;<\/i>\r
8th\u00c2\u0097demand, greater shadow evocation, polymorph any object;<\/i>\r
9th\u00c2\u0097dominate monster, time stop, wail of the banshee.<\/i>\r

Unearthly Charms (Su):<\/b> Any male creature that looks directly at the Dark Queen must succeed on a DC 33 Will save or be charmed permanently as though by the charm monster<\/i> spell. Lussina can suppress or resume this ability as a free action. The save DC is Charisma-based.\r

Unearthly Grace (Su):<\/b> The Dark 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 Dark Queen is struck by salt (usually thrown as a splash weapon), she immediately becomes visible and cannot use her invisibilty<\/i> 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 Dark 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 Unseelie Court resides in the Shadow World. <\/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":"Neutral evil","environment":"The Unseelie Court"},{"name":"Lybbarde","type":"Magical Beast","ch":6,"challenge_rating":" 06 \u00a0","id":6068,"reference":"Usergen","full_text":"

Lybbarde <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 5d10+20\u00a0(47 hp)<\/td> <\/tr>
Initiative: <\/strong> +3 (Dex)<\/td> <\/tr>
Speed:<\/strong> 35 ft<\/td> <\/tr>
AC:<\/strong> 15 (-1 size, +3 Dex, +3 natural)<\/td> <\/tr>
Attacks:<\/strong>2 claws +10 melee, bite +5 melee, touch +5 melee<\/td> <\/tr>
Damage: <\/strong>Claw 1d4+6, bite 2d4+3, touch 0 and slow<\/td> <\/tr>
Face\/Reach: <\/strong>5 ft by 10 ft\/5 ft<\/td> <\/tr>
Special Attacks: <\/strong>Pounce, improved grab, rake 2d4+3, slow<\/td> <\/tr>
Special Qualities: <\/strong>Immunities, scent<\/td> <\/tr>
Saves: <\/strong>Fort +8, Ref +7, Will +4 <\/td> <\/tr>
Abilities: <\/strong>Str 22, Dex 17, Con 18, Int 8, Wis 16, Cha 13 <\/td> <\/tr>
Skills: <\/strong>Balance +11, Hide +10, Jump +9, Listen +8, Move Silently +11, Spot +8<\/td> <\/tr>
Feats: <\/strong>Alertness<\/td> <\/tr>

<\/td> <\/tr>
Climate: <\/strong>Any plains and desert<\/td> <\/tr>
Organization: <\/strong>Solitary, mated pair, or pack (3-6 plus 1-4 young)<\/td> <\/tr>
Challenge Rating: <\/strong>06<\/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>
\u00a0<\/td> <\/tr>
The lybbarde is a great predatory cat of the wastelands, celebrated in story and song for its legendary courage. This huge, sleek beast appears as a cross between a panther and a lioness, with a body length of up to 7 feet. Their long tails, which end in a tuft of hair and can be up to 6 feet in length, are prehensile and attack like whips and can slow opponents. The coat is black to dark brown on the head, back, and flanks, but mottled tan and brown on the belly and legs. The tail is always a dark color, with the furry tuft on the end being a light tan. Their eyes are large and glow green. Their mouth is filled with many long, razor-sharp teeth that hunters often wear as jewelry. The lifespan of a lybbarde is about 60 years.\r

COMBAT<\/b>\r
Lybbardes are truly fearless combatants, stalking their prey in total silence. Its high wisdom grants it the cunning to make the best use of its powers, and exercise excellent judgment. The lybbarde\u00c2\u0092s constant mental state allows it to function normally regardless of pain, and it is never enraged or maddened by circumstance. A lybbarde will fight to defend itself, its family, and its lair, but breaks off to form a new strategy when it appears to be losing.\r

A lybbarde can jump up to 30 feet away, and up to 20 feet in the air. This beast has amazing stamina, and it can fight for hours without tiring and seems to recover from wounds in no time. A lybbarde that loses its tail usually grows it back in about a year, but the tail loses all magical properties if severed or the beast dies.\r

Pounce (Ex)<\/b>: If a lybbarde 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.\r

Improved Grab (Ex)<\/b>: To use this ability, the lybbarde must hit with a claw or bite attack. If it gets a hold, it can rake.\r

Rake (Ex)<\/b>: A lybbarde that gets a hold can make two rake attacks (+10 melee) with its hind legs for 2d4+3 damage each. If the lybbarde pounces on an opponent, it can also rake.\r

Slow (Su)<\/b>: A lybbarde that hits a creature with its touch attack can slow<\/i> an opponent if the victim fails a Will save (DC 16). This ability functions as the spell, but lasts for one round. During this round, the lybbarde can make twice the normal number of normal melee attacks per round against the slowed<\/i> victim.\r

Immunities (Ex)<\/b>: A lybbarde\u00c2\u0092s calmed mind grants it immunity to all forms of mind-affecting magic. Lybbardes are also immune to haste and slow spells, including the effects of another lybbarde\u00c2\u0092s tail attack.\r

Skills<\/b>: Lybbardes receive a +4 racial bonus to Balance, Hide, and Move Silently checks.\r


TRAINING A LYBBARDE<\/b>\r
Adult lybbardes cannot be tamed, but young cubs can be made into obedient guardians. Training one of these creatures requires a successful Handle Animal check (DC 26). Lybbarde young have 2 Hit Dice and their natural attacks do half the damage of the adults. At the age of one year, they gain the slow<\/i> ability.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1988 Wizards of the Coast, Inc.
Originally found in DRAGON Magazine #139 (November 1988, Ed Greenwood).\r<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":">Any plains and desert"},{"name":"Lycanthrope (Werebadger)","type":"Shapechanger","ch":4,"challenge_rating":" 04 \u00a0","id":6069,"reference":"Usergen","full_text":"

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

Medium-Size Shapechanger<\/h2> <\/td> <\/tr>

Hit Dice:<\/span><\/b> 5d8+5 (27 hp)<\/span><\/p> <\/td> <\/tr>

Initiative: <\/span><\/b>+0; +3 (+3 Dex) as badger or hybrid<\/span><\/p> <\/td> <\/tr>

Speed:<\/span><\/b> 30 ft; 30 ft, burrow 10 ft as badger or hybrid<\/span><\/p> <\/td> <\/tr>

AC:<\/span><\/b> 18 (+3 Dex, +5 natural) as badger or hybrid<\/span><\/p> <\/td> <\/tr>

Attacks:<\/span><\/b> Unarmed strike +0 melee; 2 claws +3 melee, bite +2 melee as badger or hybrid<\/span><\/p> <\/td> <\/tr>

Damage:<\/span><\/b> Unarmed strike 1d3 subdual; claw 1d4+2, bite 1d6+1<\/span><\/p> <\/td> <\/tr>

Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft; 5 ft. by 5 ft\/5 ft as badger or hybrid<\/span><\/p> <\/td> <\/tr>

Special Attacks: <\/span><\/b>Rage, curse of lycanthropy as badger or hybrid<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> Badger empathy; plus scent, damage reduction 15\/silver as wolf or hybrid<\/span><\/p> <\/td> <\/tr>

Saves:<\/span><\/b> Fort +8, Ref +7, Will +4<\/span><\/p> <\/td> <\/tr>

Abilities:<\/span><\/b> Str 14, Dex 17, Con 19, Int 10, Wis 10, Cha 10 as badger or hybrid*<\/span><\/p> <\/td> <\/tr>

Skills: <\/span><\/b>Listen +8, Move Silently +7, Search +4, Spot +8**<\/span><\/p> <\/td> <\/tr>

24<\/span><\/p> <\/td> <\/tr>

Feats: <\/span><\/b>Multiattack,Weapon Finesse (bite) as badger or hybrid<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

Organization:<\/span><\/b> Solitary or family (2-5)
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>

* <\/span><\/b>In human form, the werebadger has the following ability scores: Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10.<\/span><\/p> <\/td> <\/tr>

** In human form, the werebadger has the Craft or Profession (any one) +6, Knowledge (any one) +4.<\/span><\/p> <\/td> <\/tr>

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

Werebadgers in humanoid form have one distinguishing (although not unheard of) trait; a streak of silver hair in either their hair or beard (if possessed).<\/span><\/p> <\/td> <\/tr>

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

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

Werebadgers can assume a hybrid form as well as an animal form. In hybrid or badger form, they can rage just as normal dire badgers do.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Alternate Form (Su):<\/b> A werebadger can assume a bipedal hybrid form or the form of a dire badger. The bipedal form is Medium-size with claws, thick fur, and the head of a badger.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 The animal form is that of a dire badger.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Rage (Ex):<\/b> A werebadger that takes damage in combat flies into a beserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and \u00962 AC. The creature cannot end its rage voluntarily.<\/span><\/p> <\/td> <\/tr>

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

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

The Werebadger first appeared in Van Richten\u0092s Guide to Werebeasts<\/i> (Nigel Findley, 1993).<\/span><\/p> <\/td> <\/tr>

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

See the Monster Manual <\/i>(for Third Edition) page 217 for more information on the Lycanthrope template.<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Shapechanger","alignment":"Any","environment":"Temperate forest, hill, plains, and underground"},{"name":"Lycanthrope, Dire","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6070,"reference":"Usergen","full_text":"

Lycanthrope, Dire (Template)<\/h1>
Like standard lycanthropes, dire lycanthropes are humanoids or giants who can transform themselves into animals. However, they can shift into more powerful dire animals. In its natural form, a dire lycanthrope looks like any other members of its kind, though natural dire lycanthropes and those who have been afflicted for a long time tend to have or acquire features reminiscent of their animal forms such as thick, shaggy hair, pointed teeth, or long, strong fingers. In animal form, a lycanthrope resembles a powerful version of the dire animal, but on close inspection, its eyes (which often glow red in the dark) show a faint spark of unnatural intelligence.\r

Like their lesser kin, dire lycanthropes can spread lycanthropy. Sometimes a lycanthrope begins life as a normal humanoid or giant who subsequently contracts lycanthropy after being wounded by a lycanthrope. Such a creature is called an afflicted lycanthrope. Other lycanthropes are born as lycanthropes, and are known as natural lycanthropes.\r

Dire lycanthropes are far more rare than their standard brethren, and like many of the creatures they become, are nearly extinct.

Creating a Lycanthrope, Dire<\/h2> \u00c2\u0093Dire lycanthrope\u00c2\u0094 is a template that can be added to any humanoid or giant (referred to hereafter as the base creature). The dire lycanthrope template can be inherited (for natural lycanthropes) or acquired (for afflicted lycanthropes). Becoming a dire lycanthrope 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 dire lycanthrope takes on the characteristics of some type of carnivorous or omnivorous creature of the animal type (referred to hereafter as the base animal).\r

This animal can be any predator, scavenger, or omnivore with good Will saves (ie, is a dire animal, has the Dire SQ, or otherwise has good Will saves) whose size is from one size category smaller to two size categories larger than the base creature\u00c2\u0092s size (e.g. Small, Medium, Large or Huge for a Medium base creature). Dire lycanthropes can also adopt a hybrid shape that combines features of the base creature and the base animal. A dire lycanthrope\u00c2\u0092s hybrid form is the same size as the base animal or the base creature, whichever is larger.\r

A dire lycanthrope uses either the base creature\u00c2\u0092s or the base animal\u00c2\u0092s statistics and special abilities in addition to those described here.\r

Hit Dice and Hit Points:<\/b> Same as the base creature plus those of the base animal. To calculate total hit points, apply Constitution modifiers according to the score the dire lycanthrope has in each form.\r

Speed:<\/b> Same as the base creature or base animal, depending on which form the dire lycanthrope is using. Hybrids use the base creature\u00c2\u0092s speed.\r

Armor Class:<\/b> The base creature\u00c2\u0092s natural armor bonus increases by +2 in all forms. In hybrid form, the dire lycanthrope\u00c2\u0092s natural armor bonus is equal to the natural armor bonus of the base animal or the base creature, whichever is better.\r

Base Attack\/Grapple:<\/b> Add the base attack bonus for the base animal to the base attack bonus for the base creature. The dire lycanthrope\u00c2\u0092s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the lycanthrope\u00c2\u0092s form.\r

Attacks:<\/b> Same as the base creature or base animal, depending on which form the dire lycanthrope is using. A lycanthrope in hybrid form gains two claw attacks and a bite attack as natural weapons. These weapons deal damage based on the hybrid form\u00c2\u0092s size. A hybrid may attack with a weapon and a bite, or may attack with its natural weapons. The bite attack of a hybrid is a secondary attack.\r

Hybrid Size<\/b><\/td><\/b>
Claw<\/center><\/td>
<\/b>
Bite<\/center><\/td><\/tr>
Small<\/td>
1d3<\/center><\/td>
1d4<\/center><\/td><\/tr>
Medium<\/td>
1d4<\/center><\/td>
1d6<\/center><\/td><\/tr>
Large<\/td>
1d6<\/center><\/td>
1d8<\/center><\/td><\/tr>
Huge<\/td>
2d4<\/center><\/td>
2d6<\/center><\/td><\/tr>
<\/td><\/tr><\/table>
Damage:<\/b> Same as the base creature or base animal, depending on which form the dire lycanthrope is in.\r

Special Attacks:<\/b> A dire lycanthrope 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 dire lycanthrope's hybrid form can use the special attacks of the base animal and the base creature. A dire lycanthrope spellcaster cannot cast spells with verbal, somatic, or material components while in animal form, or spells with verbal components while in hybrid form.\r

Curse of Lycanthropy (Su):<\/i> Any humanoid or giant hit by a natural dire lycanthrope\u00c2\u0092s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim\u00c2\u0092s size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the curse of lycanthropy.\r

Special Qualities: <\/b>A dire lycanthrope 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 dire lycanthrope can assume the form of a specific dire animal (as indicated in its entry). 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. A lycanthrope also can assume a bipedal hybrid form with prehensile hands and animalistic features.\r

Changing to or from animal or hybrid form is a standard action. A slain dire lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however. Afflicted lycanthropes find this ability difficult to control, but natural lycanthropes have full control over this power.\r

Damage Reduction (Ex):<\/i> An afflicted dire lycanthrope in animal or hybrid form has damage reduction 5\/silver. A natural dire lycanthrope in animal or hybrid form has damage reduction 10\/silver.\r

Lycanthropic Empathy (Ex):<\/i> In any form, dire lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal\u00c2\u0092s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as \"friend,\" \"foe,\" \"flee,\" and \"attack.\"\r

Low-Light Vision (Ex):<\/i> A dire lycanthrope has low-light vision in any form.\r

Scent (Ex):<\/i> A dire lycanthrope has the scent ability in any form.\r

Base Save Bonuses:<\/b> Add the base save bonuses of the base animal to the base save bonuses of the base creature.\r

Abilities:<\/b> All dire lycanthropes gain +2 to Wisdom. In addition, when in animal form, a lycanthrope\u00c2\u0092s physical ability scores improve according to its kind, as set out in the table below. These adjustments are equal to the animal\u00c2\u0092s normal ability scores \u00c2\u009610 or \u00c2\u009611. A lycanthrope in hybrid form modifies its physical ability scores by the same amount.\r

In addition, a dire lycanthrope may also gain an additional ability score increase by virtue of its extra Hit Dice.\r

Skills:<\/b> A dire lycanthrope gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die 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 is a class skill for the lycanthrope\u00c2\u0092s animal levels. In any form, a lycanthrope also has any racial skill bonuses of the base creature and of the base animal, although conditional skill bonuses only apply in the associated form.\r

Feats:<\/b> Add the base animal\u00c2\u0092s feats to the base creature\u00c2\u0092s. If this results in a dire lycanthrope having the same feat twice, the lycanthrope 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 lycanthrope 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

It\u00c2\u0092s possible that a dire lycanthrope cannot meet the prerequisites for all its feats when in humanoid form. If this occurs, the lycanthrope still has the feats, but cannot use them when in humanoid form. A dire lycanthrope receives Iron Will and Multiattack as bonus feats.\r

Environment:<\/b> Same as either the base creature or base animal.\r
Organization:<\/b> Solitary or pair, sometimes family (3\u00c2\u00964), pack (6\u00c2\u009610), or troupe (family plus related animals)\r
Challenge Rating:<\/b> By class level or base creature, modified according to the HD of the base animal: 1 HD or 2 HD, +2; 3 HD to 5 HD, +3; 6 HD to 10 HD, +4; 11 HD to 20 HD, +5; 21 or more HD, +6.\r
Treasure:<\/b> Standard.\r
Alignment:<\/b> Any. Noble creatures such as bears, eagles, and lions tend to produce good-aligned lycanthropes. Sinister creatures such as rats, snakes, and wolves tend to produce evil-aligned lycanthropes. This is a reflection of how these animals are perceived, not any innate quality of the animal itself, so the alignment of the animal form can be arbitrarily assigned.\r
Advancement:<\/b> By character class.\r
Level Adjustment:<\/b> Same as the base creature +2 (afflicted) or +3 (natural). In addition, a dire lycanthrope\u00c2\u0092s character level is increased by the number of racial Hit Dice the base animal has.\r

Challenge Rating: <\/strong>Varies

Sample Lycanthrope, Dire<\/h2> The following creatures have acquired the dire lycanthrope template.\r

<\/a>Dire Werewolf<\/b>\r
<\/td>Dire Werewolf,
Half-Orc Form<\/b><\/td>
Dire Werewolf,
Dire Wolf Form<\/b><\/td>
Dire Werewolf,
Hybrid Form<\/b><\/td><\/tr>
Size\/Type:<\/b><\/td>Medium Humanoid
(Half-Orc, Shapechanger)<\/font><\/td>
Large Humanoid
(Half-Orc, Shapechanger)<\/font><\/td>
Large Humanoid
(Half-Orc, Shapechanger)<\/font><\/td><\/tr>
Hit Dice:<\/b><\/td>1d8+1 plus 6d8+24 (56 hp)<\/font><\/td>1d8+1 plus 6d8+24 (56 hp)<\/font><\/td>1d8+1 plus 6d8+24 (56 hp)<\/font><\/td><\/tr>
Initiative:<\/b><\/td>+0<\/font><\/td>+2<\/font><\/td>+2<\/font><\/td><\/tr>
Speed:<\/b><\/td>30 ft. (6 squares)<\/font><\/td>50 ft. (10 squares)<\/font><\/td>30 ft. (6 squares)<\/font><\/td><\/tr>
Armor Class:<\/b><\/td>16 (+2 natural, +4 chain shirt),
touch 10, flat-footed 16<\/font><\/td>
16 (-1 size, +2 Dex, +5 natural),
touch 11, flat-footed 14<\/font><\/td>
16 (-1 size, +2 Dex, +5 natural),
touch 11, flat-footed 14<\/font><\/td><\/tr>
Base Attack\/
Grapple:<\/b><\/td>
+5\/+7<\/font><\/td>+5\/+18<\/font><\/td>+5\/+18<\/font><\/td><\/tr>
Attack:<\/b><\/td>Greataxe +8 melee (1d12+3
\/\u00c3\u00973); or heavy crossbow
+5 ranged (1d10\/19-20)<\/font><\/td>
Bite +14 melee (1d8+13)<\/font><\/td>Greataxe +14 melee (3d6+13
\/\u00c3\u00973); or bite +14 melee (1d8+9);
or claw +13 melee (1d6+9)<\/font><\/td><\/tr>
Full Attack:<\/b><\/td>Greataxe +8 melee (1d12+3
\/\u00c3\u00973); or heavy crossbow
+5 ranged (1d10\/19-20)<\/font><\/td>
Bite +14 melee (1d8+13)<\/font><\/td>Greataxe +14 melee (3d6+13
\/\u00c3\u00973) and bite +12 melee
(1d8+4); or 2 claws +13 melee
(1d6+9) and bite +12 melee
(1d8+4)<\/font><\/td><\/tr>
Space\/Reach:<\/b><\/td>5 ft.\/5 ft.<\/font><\/td>10 ft.\/5 ft.<\/font><\/td>10 ft.\/10 ft.<\/font><\/td><\/tr>
Special Attacks:<\/b><\/td>\u00c2\u0097<\/font><\/td>Curse of lycanthropy, trip<\/font><\/td>Curse of lycanthropy, trip<\/font><\/td><\/tr>
Special Qualities:<\/b><\/td>Alternate form, darkvision 60 ft.,
low-light vision, dire wolf
empathy, scent<\/font><\/td>
Alternate form, DR 10\/silver,
darkvision 60 ft., low-light
vision, dire wolf empathy,
scent<\/font><\/td>
Alternate form, DR 10\/silver,
darkvision 60 ft., low-light
vision, dire wolf empathy,
scent<\/font><\/td><\/tr>
Saves:<\/b><\/td>Fort +8, Ref +5, Will +7<\/font><\/td>Fort +11, Ref +7, Will +7<\/font><\/td>Fort +11, Ref +7, Will +7<\/font><\/td><\/tr>
Abilities:<\/b><\/td>Str 15, Dex 11, Con 12,
Int 8, Wis 11, Cha 6<\/font><\/td>
Str 29, Dex 15, Con 18,
Int 8, Wis 11, Cha 6<\/font><\/td>
Str 29, Dex 15, Con 18,
Int 8, Wis 11, Cha 6<\/font><\/td><\/tr>
Skills:<\/b><\/td>Handle Animal +0*, Hide +1**,
Intimidate +0*, Listen +6,
Move Silently +2**, Spot +6,
Survival +1
** includes -2 armor check
penalty from chain shirt <\/font><\/td>
Handle Animal +0*, Hide -1,
Intimidate +0*, Listen +6,
Move Silently +4, Spot +6,
Survival +1*<\/font><\/td>
Handle Animal +0*, Hide -1,
Intimidate +0*, Listen +6,
Move Silently +4, Spot +6,
Survival +1*<\/font><\/td><\/tr>
Feats:<\/b><\/td>AlertnessB<\/sup><\/small><\/b><\/small>, Iron WillB<\/sup><\/small><\/b><\/small>,
Run, TrackB<\/sup><\/small><\/b><\/small>, MultiattackB<\/sup><\/small><\/b><\/small>,
Weapon Focus (bite),
Weapon Focus (greataxe)<\/font><\/td>
AlertnessB<\/sup><\/small><\/b><\/small>, Iron WillB<\/sup><\/small><\/b><\/small>,
Run, TrackB<\/sup><\/small><\/b><\/small>, MultiattackB<\/sup><\/small><\/b><\/small>,
Weapon Focus (bite),
Weapon Focus (greataxe)<\/font><\/td>
AlertnessB<\/sup><\/small><\/b><\/small>, Iron WillB<\/sup><\/small><\/b><\/small>,
Run, TrackB<\/sup><\/small><\/b><\/small>, MultiattackB<\/sup><\/small><\/b><\/small>,
Weapon Focus (bite),
Weapon Focus (greataxe)<\/font><\/td><\/tr>
Environment:<\/b><\/td>Temperate forests<\/font><\/td>Temperate forests<\/font><\/td>Temperate forests<\/font><\/td><\/tr>
Organization:<\/b><\/td>Solitary, pair, family (3-4),
or troupe (2-4 plus 3-12
dire wolves)<\/font><\/td>
Solitary, pair, family (3-4),
or troupe (2-4 plus 3-12
dire wolves)<\/font><\/td>
Solitary, pair, family (3-4),
or troupe (2-4 plus 3-12
dire wolves)<\/font><\/td><\/tr>
Challenge Rating:<\/b><\/td>7<\/font><\/td>7<\/font><\/td>7<\/font><\/td><\/tr>
Treasure:<\/b><\/td>Standard<\/font><\/td>Standard<\/font><\/td>Standard<\/font><\/td><\/tr>
Alignment:<\/b><\/td>Always neutral<\/font><\/td>Always neutral<\/font><\/td>Always neutral<\/font><\/td><\/tr>
Advancement:<\/b><\/td>By character class<\/font><\/td>By character class<\/font><\/td>By character class<\/font><\/td><\/tr>
Level Adjustment:<\/b><\/td>+3<\/font><\/td>+3<\/font><\/td>+3<\/font><\/td><\/tr>
<\/td><\/tr><\/table>
A wolf-headed monstrosity that stands like a man, but it's half again as tall as a human. Ravenous jaws and flesh-ripping claws betray the beast's predatory nature. Its lean, wiry body is coated in grizzled fur.<\/i>\r

Dire werewolves in humanoid form are powerfully built, with a savage cast to their features. They often have mottled hair, usually grey with dark grey and black spots and patches, but a few have black hair with pale patches or white with darker patches.\r

The dire werewolf presented here is based on a 1st-level half-orc warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.\r

COMBAT<\/b>\r

In dire wolf or hybrid form, a dire werewolf can trip just as a normal dire wolf does. A dire werewolf in hybrid form often dispenses with weapon attacks, though it can wield a weapon and use its bite as a secondary natural attack.\r

Alternate Form (Su):<\/b> A dire werewolf can assume a bipedal hybrid form or the form of a dire wolf.\r

Curse of Lycanthropy (Su):<\/b> Any humanoid or giant hit by a dire werewolf\u00c2\u0092s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.\r

Trip (Ex):<\/b> A dire werewolf in animal or hybrid form that hits with a bite attack can attempt to trip the opponent (+13 check modifier) as a free action without making a touch attack or provoking an attack of opportunity.\r

If the attempt fails, the opponent cannot react to trip the werewolf.\r

Wolf Empathy (Ex):<\/b> Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.\r

Skills:<\/b> A dire werewolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.\r

*A dire werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.\r

Note:<\/b> The dire werewolf originally appeared as the \"weredire\" in \u00c2\u0093The Other Were? Right here!\u00c2\u0094 by Roger E Moore from Dragon Magazine #40<\/i>. The Werewolf Lord in the D&D System Reference Document also has a Dire Wolf as the base creature, but uses the standard lycanthrope template.\r

Other examples of creatures with the dire lycanthrope template include the dire werebadger<\/b><\/u><\/a>, dire werelion<\/b><\/u><\/a>, dire wereweasel<\/b><\/u><\/a> and weresmilodon<\/b><\/u><\/a>.
\u00a0
Dragon Magazine #40 (\"The Other Were? Right Here!\" by Roger E Moore)<\/em>
<\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Any. Noble creatures such as bears, eagles, and lions tend to produce good-aligned lycanthropes. Sinister creatures such as rats, snakes, and wolves tend to produce evil-aligned lycanthropes. This is a reflection of how these animals are perceived, not any innate quality of the animal itself, so the alignment of the animal form can be arbitrarily assigned.\r","environment":" Same as either the base creature or base animal.\r"},{"name":"Lycanthrope, Werebadger","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6071,"reference":"Usergen","full_text":"

Lycanthrope, Werebadger (Template)<\/h1>
A stocky, furry humanoid with the striped head of a badger.<\/i>

Creating a Lycanthrope, Werebadger<\/h2> \"Werebadger\u00c2\u0094 is an application of the lycanthrope template, using a badger as the base animal; \u00c2\u0093dire werebadger\u00c2\u0094 is an application of the Dire Lycanthrope<\/b><\/u><\/a> template, using a dire badger as the base animal.\r

Werebadgers have the following Animal or Hybrid Form Ability Modifiers: Str -2, Dex +6, Con +4.\r

Dire werebadgers have the following Animal or Hybrid Form Ability Modifiers: Str +4, Dex +6, Con +8.\r

A werebadger's preferred alignment is neutral good.\r

A dire werebadger's preferred alignment is chaotic evil.\r

Challenge Rating: <\/strong>By class level or base creature +2 (standard) or +

Sample Lycanthrope, Werebadger<\/h2> Werebadger<\/b>\r
<\/td>Werebadger, Gnome Form<\/b> <\/td>Werebadger, Badger Form<\/b><\/td>Werebadger, Hybrid Form<\/b><\/td><\/tr>
Size\/Type:<\/b><\/td>Small Humanoid (Gnome,
Shapechanger) <\/font><\/td>
Small Humanoid (Gnome,
Shapechanger) <\/font><\/td>
Small Humanoid (Gnome,
Shapechanger)<\/font><\/td><\/tr>
Hit Dice:<\/b><\/td>1d8+2 plus 1d8+4 (15 hp)<\/font><\/td>1d8+2 plus 1d8+4 (15 hp)<\/font><\/td>1d8+2 plus 1d8+4 (15 hp)<\/font><\/td><\/tr>
Initiative:<\/b><\/td>+0<\/font><\/td>+3<\/font><\/td>+3<\/font><\/td><\/tr>
Speed:<\/b><\/td>20 ft. (4 squares) <\/font><\/td>30 ft. (6 squares), burrow 10 ft.<\/font><\/td>20 ft. (4 squares) <\/font><\/td><\/tr>
Armor Class:<\/b><\/td>18 (+1 size, +4 chain shirt,
+1 light shield, +2 natural),
touch 11, flat-footed 18<\/font><\/td>
17 (+1 size, +3 Dex, +3 natural),
touch 14, flat-footed 14<\/font><\/td>
17 (+1 size, +3 Dex, +3 natural),
touch 14, flat-footed 14<\/font><\/td><\/tr>
Base Attack\/
Grapple:<\/b><\/td>
+1\/-3<\/font><\/td>+1\/-4<\/font><\/td>+1\/-4<\/font><\/td><\/tr>
Attack:<\/b><\/td>Longsword +2 melee (1d6
\/19-20) or light crossbow
+3 ranged (1d6\/19-20)<\/font><\/td>
Claw +5 melee (1d2-1)<\/font><\/td>Claw +5 melee (1d3-1) or
longsword +2 melee (1d6-1
\/19-20) or light crossbow
+6 ranged (1d6\/19-20)<\/font><\/td><\/tr>
Full Attack:<\/b><\/td>Longsword +2 melee (1d6
\/19-20) or light crossbow
+3 ranged (1d6\/19-20)<\/font><\/td>
2 claws +5 melee (1d2-1)
and bite +0 melee (1d3-1)<\/font><\/td>
2 claws +5 melee (1d3-1)
and bite +0 melee (1d4-1);
or longsword +2 melee and
claw +0 melee (1d3-1) and
bite +0 melee (1d4-1); or
light crossbow +6 ranged
(1d6\/19-20)<\/font><\/td><\/tr>
Space\/Reach:<\/b><\/td>5 ft.\/5 ft.<\/font><\/td>5 ft.\/5 ft.<\/font><\/td>5 ft.\/5 ft.<\/font><\/td><\/tr>
Special Attacks:<\/b><\/td>\u00c2\u0097<\/font><\/td>Curse of lycanthropy, rage<\/font><\/td>Curse of lycanthropy<\/font><\/td><\/tr>
Special Qualities:<\/b><\/td>Alternate form, badger
empathy, gnome traits,
low-light vision, scent<\/font><\/td>
Alternate form, badger
empathy, DR 10\/silver,
gnome traits, low-light
vision, scent<\/font><\/td>
Alternate form, badger
empathy, DR 10\/silver,
gnome traits, low-light
vision, scent<\/font><\/td><\/tr>
Saves:<\/b><\/td>Fort +6, Ref +2, Will +2<\/font><\/td>Fort +8, Ref +5, Will +2<\/font><\/td> Fort +8, Ref +5, Will +2<\/font><\/td><\/tr>
Abilities:<\/b><\/td>Str 11, Dex 11, Con 14,
Int 10, Wis 11, Cha 8<\/font><\/td>
Str 9, Dex 17, Con 18,
Int 10, Wis 11, Cha 8<\/font><\/td>
Str 9, Dex 17, Con 18,
Int 10, Wis 11, Cha 8<\/font><\/td><\/tr>
Skills:<\/b><\/td>Balance +2, Escape Artist +2,
Hide +3**, Listen +4, Spot +3
**includes -3 armor check
penalty from mail & shield<\/font><\/td>
Balance +5, Escape Artist +12,
Hide +9, Listen +4, Spot +3<\/font><\/td>
Balance +5, Escape Artist +12,
Hide +9, Listen +4, Spot +3<\/font><\/td><\/tr>
Feats:<\/b><\/td>AgileB<\/sup><\/small><\/b><\/small>, Iron WillB<\/sup><\/small><\/b><\/small>, TrackB<\/sup><\/small><\/b><\/small>,
Weapon FinesseB<\/sup><\/small><\/b><\/small>, Weapon
Focus (light crossbow)<\/font><\/td>
AgileB<\/sup><\/small><\/b><\/small>, Iron WillB<\/sup><\/small><\/b><\/small>, TrackB<\/sup><\/small><\/b><\/small>,
Weapon FinesseB<\/sup><\/small><\/b><\/small>, Weapon
Focus (light crossbow)<\/font><\/td>
AgileB<\/sup><\/small><\/b><\/small>, Iron WillB<\/sup><\/small><\/b><\/small>, TrackB<\/sup><\/small><\/b><\/small>,
Weapon FinesseB<\/sup><\/small><\/b><\/small>, Weapon
Focus (light crossbow)<\/font><\/td><\/tr>
Environment:<\/b><\/td>Temperate forests<\/font><\/td>Temperate forests<\/font><\/td>Temperate forests<\/font><\/td><\/tr>
Organization:<\/b><\/td>Solitary, pair, family (3-4), or
troupe (2-4 plus 3-5 badgers)<\/font><\/td>
Solitary, pair, family (3-4), or
troupe (2-4 plus 3-5 badgers)<\/font><\/td>
Solitary, pair, family (3-4), or
troupe (2-4 plus 3-5 badgers)<\/font><\/td><\/tr>
Challenge Rating:<\/b><\/td>2<\/font><\/td>2<\/font><\/td>2<\/font><\/td><\/tr>
Treasure:<\/b><\/td>Standard<\/font><\/td>Standard<\/font><\/td>Standard<\/font><\/td><\/tr>
Alignment:<\/b><\/td>Usually neutral good<\/font><\/td>Usually neutral good<\/font><\/td>Usually neutral good<\/font><\/td><\/tr>
Advancement:<\/b><\/td>By character class <\/font><\/td>By character class <\/font><\/td>By character class <\/font><\/td><\/tr>
Level Adjustment:<\/b><\/td>+3<\/font><\/td>+3<\/font><\/td>+3<\/font><\/td><\/tr>
<\/td><\/tr><\/table>
Werebadgers in humanoid form tend to have a stocky build and large hands. Their hair is usually grey or black, often with a streak of the other color.\r

The werebadger presented here is a 1st-level gnome warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.\r

COMBAT<\/b>\r

Werebadgers prefer to hide or flee from threats, but if pushed they fight with furious tenacity. Werebadgers usually fight in hybrid form, since they dislike raging in animal form and being forced to fight to the death.\r

Alternate Form (Su):<\/b> A werebadger can assume the form of a badger or a badger-humanoid hybrid.\r

Badger Empathy (Ex):<\/b> Communicate with badger and dire badger, and +4 racial bonus on Charisma-based checks against badger and dire badger.\r

Curse of Lycanthropy (Su):<\/b> Any humanoid or giant hit by a werebadger's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.\r
\r
Gnome Traits:<\/b> Gnomes possess the following racial traits:\r
A gnome has +2 Constitution, -2 Strength, Small size, low-light vision and a base land speed of 20 feet.\r
Gnomes have a +1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears) and a +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).\r
Gnomes treat gnome hooked hammers as martial weapons rather than exotic weapons. \r
Gnomes have a +2 racial bonus on saving throws against illusions. A gnome adds +1 to the Difficulty Class to all illusion spells it casts, this bonus stacks with those from similar effects, such as the Spell Focus feat.\r
Spell-Like Abilities:<\/i> 1\/day\u00c2\u0097speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1\/day\u00c2\u0097dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome\u00c2\u0092s Cha modifier + spell level.\r
A gnome has a +2 racial bonus on Listen and Craft (alchemy) checks.\r
Automatic Languages: Common, Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc.\r
Favored Class: Bard\r

Rage (Ex):<\/b> A werebadger that takes damage in combat while in animal form flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.\r
\r
Skills:<\/b> A werebadger in animal or hybrid form has a +4 racial bonus on Escape Artist checks.\r

Gnomes have a +2 racial bonus on Craft (alchemy) and Listen checks.\r
<\/a>Dire Werebadger<\/b>\r
<\/td>Dire Werebadger,
Dwarf Form<\/b><\/td>
Dire Werebadger,
Dire Badger Form<\/b><\/td>
Dire Werebadger,
Hybrid Form<\/b><\/td><\/tr>
Size\/Type:<\/b><\/td>Medium Humanoid
(Dwarf, Shapechanger)<\/font><\/td>
Medium Humanoid
(Dwarf, Shapechanger)<\/font><\/td>
Medium Humanoid
(Dwarf, Shapechanger)<\/font><\/td><\/tr>
Hit Dice:<\/b><\/td>1d8+5 plus 3d8+18 (41 hp)<\/font><\/td>1d8+5 plus 3d8+18 (41 hp)<\/font><\/td>1d8+5 plus 3d8+18 (41 hp)<\/font><\/td><\/tr>
Initiative:<\/b><\/td>+0<\/font><\/td>+3<\/font><\/td>+3<\/font><\/td><\/tr>
Speed:<\/b><\/td>20 ft. in scale mail (4 squares);
base speed 20 ft.<\/font><\/td>
30 ft. (6 squares), burrow 10 ft.<\/font><\/td>20 ft. (4 squares)<\/font><\/td><\/tr>
Armor Class:<\/b><\/td>18 (+4 scale mail, +2 heavy
shield, +2 natural), touch 10,
flat-footed 18<\/font><\/td>
18 (+3 Dex, +5 natural),
touch 13, flat-footed 15<\/font><\/td>
18 (+3 Dex, +5 natural),
touch 13, flat-footed 15<\/font><\/td><\/tr>
Base Attack\/
Grapple:<\/b><\/td>
+3\/+4<\/font><\/td>+3\/+6<\/font><\/td>+3\/+6<\/font><\/td><\/tr>
Attack:<\/b><\/td>Dwarven waraxe +5 melee
(1d10+1\/\u00c3\u00973) or shortbow
+3 ranged (1d6\/\u00c3\u00973)<\/font><\/td>
Claw +6 melee (1d4+3)<\/font><\/td>Dwarven waraxe +7 melee
(1d10+3\/\u00c3\u00973); or claw
+6 melee (1d6+3)<\/font><\/td><\/tr>
Full Attack:<\/b><\/td>Dwarven waraxe +5 melee
(1d10+1\/\u00c3\u00973) or shortbow
+3 ranged (1d6\/\u00c3\u00973)<\/font><\/td>
2 claws +6 melee (1d4+3)
and bite +4 melee (1d6+1)<\/font><\/td>
Dwarven waraxe +7 melee
(1d10+3\/\u00c3\u00973) and claw
+4 melee (1d4+1) and
bite +4 melee (1d6+1); or
2 claws +6 melee (1d4+3)
and bite +4 melee (1d6+1);
or shortbow +6 ranged
(1d6\/\u00c3\u00973)<\/font><\/td><\/tr>
Space\/Reach:<\/b><\/td>5 ft.\/5 ft.<\/font><\/td>5 ft.\/5 ft.<\/font><\/td>5 ft.\/5 ft.<\/font><\/td><\/tr>
Special Attacks:<\/b><\/td>\u00c2\u0097<\/font><\/td>Curse of lycanthropy, rage<\/font><\/td>Curse of lycanthropy, rage<\/font><\/td><\/tr>
Special Qualities:<\/b><\/td>Alternate form, badger empathy,
darkvision 60 ft., dwarf traits,
low-light vision, scent<\/font><\/td>
Alternate form, badger
empathy, damage reduction
10\/silver, darkvision 60 ft.,
dwarf traits, low-light vision,
scent<\/font><\/td>
Alternate form, badger
empathy, damage reduction
10\/silver, darkvision 60 ft.,
dwarf traits, low-light vision,
scent<\/font><\/td><\/tr>
Saves:<\/b><\/td>Fort +7, Ref +3, Will +5<\/font><\/td>Fort +11, Ref +6, Will +5<\/font><\/td>Fort +11, Ref +6, Will +5<\/font><\/td><\/tr>
Abilities:<\/b><\/td>Str 13, Dex 11, Con 14,
Int 10, Wis 11, Cha 6<\/font><\/td>
Str 17, Dex 17, Con 22,
Int 10, Wis 11, Cha 6<\/font><\/td>
Str 17, Dex 17, Con 22,
Int 10, Wis 11, Cha 6<\/font><\/td><\/tr>
Skills:<\/b><\/td>Appraise +2, Craft
(blacksmithing) +2,
Craft (stonemasonry) +2,
Handle Animal +2*,
Listen +6, Spot +6<\/font><\/td>
Appraise +2, Craft
(blacksmithing) +2,
Craft (stonemasonry) +2,
Handle Animal +2*,
Listen +6, Spot +6<\/font><\/td>
Appraise +2, Craft
(blacksmithing) +2,
Craft (stonemasonry) +2,
Handle Animal +2*,
Listen +6, Spot +6<\/font><\/td><\/tr>
Feats:<\/b><\/td>Alertness, Iron WillB<\/sup><\/small><\/b><\/small>,
ToughnessB<\/sup><\/small><\/b><\/small>, TrackB<\/sup><\/small><\/b><\/small>,
MultiattackB<\/sup><\/small><\/b><\/small>, Weapon
Focus (waraxe)<\/font><\/td>
Alertness, Iron WillB<\/sup><\/small><\/b><\/small>,
ToughnessB<\/sup><\/small><\/b><\/small>, TrackB<\/sup><\/small><\/b><\/small>,
MultiattackB<\/sup><\/small><\/b><\/small>, Weapon
Focus (waraxe)<\/font><\/td>
Alertness, Iron WillB<\/sup><\/small><\/b><\/small>,
ToughnessB<\/sup><\/small><\/b><\/small>, TrackB<\/sup><\/small><\/b><\/small>,
MultiattackB<\/sup><\/small><\/b><\/small>, Weapon
Focus (waraxe)<\/font><\/td><\/tr>
Environment:<\/b><\/td>Temperate forests<\/font><\/td>Temperate forests<\/font><\/td>Temperate forests<\/font><\/td><\/tr>
Organization:<\/b><\/td>Solitary, pair, family (3-4),
or troupe (3-4 plus 2-5
dire badgers)<\/font><\/td>
Solitary, pair, family (3-4),
or troupe (3-4 plus 2-5
dire badgers)<\/font><\/td>
Solitary, pair, family (3-4),
or troupe (3-4 plus 2-5
dire badgers)<\/font><\/td><\/tr>
Challenge Rating:<\/b><\/td>5<\/font><\/td>5<\/font><\/td>5<\/font><\/td><\/tr>
Treasure:<\/b><\/td>Standard<\/font><\/td>Standard<\/font><\/td>Standard<\/font><\/td><\/tr>
Alignment:<\/b><\/td>Always chaotic evil<\/font><\/td>Always chaotic evil<\/font><\/td>Always chaotic evil<\/font><\/td><\/tr>
Advancement:<\/b><\/td>By character class<\/font><\/td>By character class<\/font><\/td>By character class<\/font><\/td><\/tr>
Level Adjustment:<\/b><\/td>+3<\/font><\/td>+3<\/font><\/td>+3<\/font><\/td><\/tr>
<\/td><\/tr><\/table>
Dire werebadgers in humanoid form are powerfully built, with a savage cast to their features. Their hair is generally dark grey, often with white streaks, black stripes, or both.\r

The dire werebadger presented here is based on a 1st-level dwarf warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.\r

COMBAT<\/b>\r

In dire badger or hybrid form, a dire werebadger can rage just as a normal dire badger does. A dire werebadger in hybrid form often dispenses with weapon attacks, though it can wield a weapon and use its bite and a claw as secondary natural attacks.\r

Alternate Form (Su):<\/b> A dire werebadger can assume a bipedal hybrid form or the form of a dire badger.\r

Curse of Lycanthropy (Su):<\/b> Any humanoid or giant hit by a dire werebadger\u00c2\u0092s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.\r

Badger Empathy (Ex):<\/b> Communicate with badgers and dire badgers, and +4 racial bonus on Charisma-based checks against badgers and dire badgers.\r

Rage (Ex):<\/b> A dire badger that takes damage in combat when in animal or hybrid form flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.\r

Dwarf Traits (Ex)<\/b>: Dwarves possess the following racial traits. \r

● +2 Constitution, -2 Charisma.\r
● Medium size.\r
● A dwarf\u00c2\u0092s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.\r
● Darkvision out to to 60 feet.\r
● Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn\u00c2\u0092t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.\r
● Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.\r
● Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).\r
● +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.\r
● +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.\r
● +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).\r
● +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).\r
● +2 racial bonus on Appraise checks that are related to stone or metal items.\r
● +2 racial bonus on Craft checks that are related to stone or metal.\r
● Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon.\r
● Favored Class: Fighter.
\u00a0
Dragon Magazine #40 (\"The Other Were? Right Here!\" by Roger E Moore)<\/em>
<\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Any","environment":"<\/td>"},{"name":"Lycanthrope, Werebison","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6072,"reference":"Usergen","full_text":"

Lycanthrope, Werebison (Template)<\/h1>
A hairy creature with a bison-like head atop a sturdy humanoid body.<\/i>

Creating a Lycanthrope, Werebison<\/h2> A hairy creature with a bison-like head atop a sturdy humanoid body.<\/i> \r

Creating a Lycanthrope, Werebison\r
<\/b>\"Werebison\u00c2\u0094 is an application of the lycanthrope template, using a bison as the base animal.\r

Werebisons have the following Animal or Hybrid Form Ability Modifiers: Str +12, Dex +0, Con +6.\r

A werebison's preferred alignment is neutral.\r

Challenge Rating: <\/strong>By class level or base creature +3.

Sample Lycanthrope, Werebison<\/h2> Werebison<\/b>\r
<\/td>Werebison, Orc Form<\/b><\/td>Werebison, Bison Form<\/b><\/td>Werebison, Hybrid Form<\/b><\/td><\/tr>
Size\/Type:<\/b><\/td>Medium Humanoid (Orc,
Shapechanger)<\/font><\/td>
Large Humanoid (Orc,
Shapechanger)<\/font><\/td>
Large Humanoid (Orc,
Shapechanger)<\/font><\/td><\/tr>
Hit Dice:<\/b><\/td>1d8+1 plus 5d8+20 (48 hp)<\/font><\/td>1d8+1 plus 5d8+20 (48 hp)<\/font><\/td>1d8+1 plus 5d8+20 (48 hp)<\/font><\/td><\/tr>
Initiative:<\/b><\/td>+0<\/font><\/td>+0<\/font><\/td>+0<\/font><\/td><\/tr>
Speed:<\/b><\/td>30 ft. (6 squares)<\/font><\/td>40 ft. (8 squares)<\/font><\/td>30 ft. (6 squares)<\/font><\/td><\/tr>
Armor Class:<\/b><\/td>15 (+3 studded leather armour,
+2 natural), touch 10,
flat-footed 15<\/font><\/td>
15 (-1 size, +6 natural),
touch 9, flat-footed 15<\/font><\/td>
15 (-1 size, +6 natural),
touch 9, flat-footed 15<\/font><\/td><\/tr>
Base Attack\/
Grapple:<\/b><\/td>
+4\/+7<\/font><\/td>+4\/+17<\/font><\/td>+4\/+17<\/font><\/td><\/tr>
Attack:<\/b><\/td>Falchion +7 melee (2d4+4
\/18-20) or javelin +4 ranged
(1d6+3)<\/font><\/td>
Gore +12 melee (1d8+9)<\/font><\/td>Slam +12 melee (1d6+9) or
falchion +12 (2d6+13\/18-20)<\/font><\/td><\/tr>
Full Attack:<\/b><\/td>Falchion +7 melee (2d4+4
\/18-20) or javelin +4 ranged
(1d6+3)<\/font><\/td>
Gore +12 melee (1d8+9)<\/font><\/td>2 slams +12 melee (1d6+9)
and gore +7 melee (1d8+4);
or falchion +12 (2d6+13\/18-20)
and gore +7 melee (1d8+4)<\/font><\/td><\/tr>
Space\/Reach:<\/b><\/td>5 ft.\/5 ft.<\/font><\/td>10 ft.\/5 ft.<\/font><\/td>10 ft.\/10 ft.<\/font><\/td><\/tr>
Special Attacks:<\/b><\/td>\u00c2\u0097<\/font><\/td>Curse of lycanthropy
stampede<\/font><\/td>
Curse of lycanthropy<\/font><\/td><\/tr>
Special Qualities:<\/b><\/td>Alternate form, bison empathy,
darkvision 60 ft., light
sensitivity, low-light vision,
scent<\/font><\/td>
Alternate form, bison empathy,
damage reduction 10\/silver,
darkvision 60 ft., light
sensitivity, low-light vision,
scent<\/font><\/td>
Alternate form, bison empathy,
damage reduction 10\/silver,
darkvision 60 ft., light
sensitivity, low-light vision,
scent<\/font><\/td><\/tr>
Saves:<\/b><\/td>Fort +7, Ref +4, Will +2<\/font><\/td>Fort +10, Ref +4, Will +2<\/font><\/td>Fort +10, Ref +4, Will +2<\/font><\/td><\/tr>
Abilities:<\/b><\/td>Str 17, Dex 11, Con 12,
Int 8, Wis 9, Cha 6<\/font><\/td>
Str 29, Dex 11, Con 18,
Int 8, Wis 9, Cha 6<\/font><\/td>
Str 29, Dex 11, Con 18,
Int 8, Wis 9, Cha 6<\/font><\/td><\/tr>
Skills:<\/b><\/td>Listen +4, Spot +3<\/font><\/td>Listen +4, Spot +3<\/font><\/td>Listen +4, Spot +3<\/font><\/td><\/tr>
Feats:<\/b><\/td>Alertness, Endurance,
Iron WillB<\/sup><\/small><\/b><\/small>, Power Attack<\/font><\/td>
Alertness, Endurance,
Iron WillB<\/sup><\/small><\/b><\/small>, Power Attack<\/font><\/td>
Alertness, Endurance,
Iron WillB<\/sup><\/small><\/b><\/small>, Power Attack<\/font><\/td><\/tr>
Environment:<\/b><\/td>Temperate hills or plains<\/font><\/td>Temperate hills or plains<\/font><\/td>Temperate hills or plains<\/font><\/td><\/tr>
Organization:<\/b><\/td>Solitary, pair, or pack (6-10)<\/font><\/td>Solitary, pair, or pack (6-10)<\/font><\/td>Solitary, pair, or pack (6-10)<\/font><\/td><\/tr>
Challenge Rating:<\/b><\/td>5<\/font><\/td>5<\/font><\/td>5<\/font><\/td><\/tr>
Treasure:<\/b><\/td>Standard<\/font><\/td>Standard<\/font><\/td>Standard<\/font><\/td><\/tr>
Alignment:<\/b><\/td>Always neutral<\/font><\/td>Always neutral<\/font><\/td>Always neutral<\/font><\/td><\/tr>
Advancement:<\/b><\/td>By character class<\/font><\/td>By character class<\/font><\/td>By character class<\/font><\/td><\/tr>
Level Adjustment:<\/b><\/td>+3<\/font><\/td>+3<\/font><\/td>+3<\/font><\/td><\/tr>
<\/td><\/tr><\/table>
Werebison in humanoid forms tend to have powerful, stocky bodies and more abundant body hair than is usual. They often have large heads on a short, thick neck. Werebisons normally appear stoical, placid creatures but have ferocious tempers if provoked.\r

The werebison presented here is a 1st-level orc warrior and natural lycanthrope, using the following base ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.\r

COMBAT<\/b>\r

Werebisons are unpredictable creatures who often have bad tempers. They usually appear peaceful, even lackadaisical, but sometimes attack without warning or apparent reason. A werebison will fight to the death to defend itself or its herd. They prefer to charge into melee, usually in hybrid form, or the bulk of the herd gathers and stampedes to freedom. \r

Alternate Form (Su):<\/b> A werebison can assume the form of a bison or a bison-humanoid hybrid.\r

Curse of Lycanthropy (Su):<\/b> Any humanoid or giant hit by a werebison's gore attack in hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.\r

Bison Empathy (Ex):<\/b> Communicate with bison, and +4 racial bonus on Charisma-based checks against werebison.\r

Stampede (Ex):<\/b> A herd of werebison in animal form can literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five werebison in the herd (Reflex DC 22 half). The save DC is Strength-based. All the werebison in the stampede must make a charge action. The stampede is resolved on the charge action of the werebison with the lowest initiative.
\u00a0
Dragon Magazine #40 (\"The Other Were? Right Here!\" by Roger E Moore)<\/em>
<\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Any","environment":"<\/td>"},{"name":"Lycanthrope, Werecamel","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6073,"reference":"Usergen","full_text":"

Lycanthrope, Werecamel (Template)<\/h1>
Short, tawny fur covers this gangly humanoid. Its broad snout is filled with large molars.<\/i>

Creating a Lycanthrope, Werecamel<\/h2> \"Werecamel\u00c2\u0094 is an application of the lycanthrope template, using a camel as the base animal.\r

Werecamels have the following Animal or Hybrid Form Ability Modifiers: Str +8, Dex +6, Con +4.\r

A werecamel's preferred alignment is neutral.\r

Challenge Rating: <\/strong>By class level or base creature +3.

Sample Lycanthrope, Werecamel<\/h2> Werecamel<\/b>\r
<\/td>Werecamel, Human Form<\/b><\/td>Werecamel, Camel Form<\/b><\/td>Werecamel, Hybrid Form<\/b><\/td><\/tr>
Size\/Type:<\/b><\/td>Medium Humanoid
(Human, Shapechanger)<\/font><\/td>
Large Humanoid
(Human, Shapechanger)<\/font><\/td>
Large Humanoid
(Human, Shapechanger)<\/font><\/td><\/tr>
Hit Dice:<\/b><\/td>1d8+1 plus 3d8+9 (28 hp)<\/font><\/td>1d8+1 plus 3d8+9 (28 hp)<\/font><\/td>1d8+1 plus 3d8+9 (28 hp)<\/font><\/td><\/tr>
Initiative:<\/b><\/td>+0<\/font><\/td>+3<\/font><\/td>+3<\/font><\/td><\/tr>
Speed:<\/b><\/td>30 ft. (6 squares)<\/font><\/td>50 ft. (10 squares)<\/font><\/td>30 ft. (6 squares)<\/font><\/td><\/tr>
Armor Class:<\/b><\/td>15 (+2 natural, +3
studded leather armor),
touch 10, flat-footed 15<\/font><\/td>
15 (-1 size, +3 Dex, +3 natural),
touch 12, flat-footed 12<\/font><\/td>
15 (-1 size, +3 Dex, +3 natural),
touch 12, flat-footed 12<\/font><\/td><\/tr>
Base Attack\/
Grapple:<\/b><\/td>
+3\/+4<\/font><\/td>+3\/+12<\/font><\/td>+3\/+12<\/font><\/td><\/tr>
Attack:<\/b><\/td>Glaive +4 melee (1d10+1\/\u00c3\u00973)
or javelin +3 ranged (1d6+1)<\/font><\/td>
Bite +7 melee (1d8+7)<\/font><\/td>Bite +7 melee (1d8+5); or
claw +7 melee (1d6+5); or
glaive +5 melee (1d10+7\/\u00c3\u00973)<\/font><\/td><\/tr>
Full Attack:<\/b><\/td>Glaive +4 melee (1d10+1\/\u00c3\u00973)
or javelin +3 ranged (1d6+1)<\/font><\/td>
Bite +7 melee (1d8+7)<\/font><\/td>Claw +7 melee (1d6+5) and
glaive +3 melee (1d10+2\/\u00c3\u00973)
and bite +2 melee (1d8+2)
or 2 claws +7 melee (1d6+5)
and bite +2 melee (1d8+2)<\/font><\/td><\/tr>
Space\/Reach:<\/b><\/td>5 ft.\/5 ft.<\/font><\/td>10 ft.\/5 ft.<\/font><\/td>10 ft.\/10 ft.<\/font><\/td><\/tr>
Special Attacks:<\/b><\/td>\u00c2\u0097<\/font><\/td>Curse of lycanthropy, spit<\/font><\/td>Curse of lycanthropy<\/font><\/td><\/tr>
Special Qualities:<\/b><\/td>Alternate form, camel empathy,
low-light vision, scent<\/font><\/td>
Alternate form, camel empathy,
damage reduction 10\/silver,
low-light vision, scent<\/font><\/td>
Alternate form, camel empathy,
damage reduction 10\/silver,
low-light vision, scent<\/font><\/td><\/tr>
Saves:<\/b><\/td>Fort +6, Ref +3, Will +3<\/font><\/td>Fort +8, Ref +6, Will +3<\/font><\/td>Fort +8, Ref +6, Will +3<\/font><\/td><\/tr>
Abilities:<\/b><\/td>Str 13, Dex 11, Con 12,
Int 10, Wis 11, Cha 8<\/font><\/td>
Str 21, Dex 17, Con 16,
Int 10, Wis 11, Cha 8<\/font><\/td>
Str 21, Dex 17, Con 16,
Int 10, Wis 11, Cha 8<\/font><\/td><\/tr>
Skills:<\/b><\/td>Handle Animal +1*,
Intimidate +3*, Listen +3,
Ride +2, Spot +3<\/font><\/td>
Handle Animal +1*,
Intimidate +3*, Listen +3,
Ride +5, Spot +3, Swim +9<\/font><\/td>
Handle Animal +1*,
Intimidate +3*, Listen +3,
Ride +5, Spot +3<\/font><\/td><\/tr>
Feats:<\/b><\/td>Alertness, Endurance,
Iron WillB<\/sup><\/small><\/b><\/small><\/font><\/td>
Alertness, Endurance,
Iron WillB<\/sup><\/small><\/b><\/small><\/font><\/td>
Alertness, Endurance,
Iron WillB<\/sup><\/small><\/b><\/small><\/font><\/td><\/tr>
Environment:<\/b><\/td>Warm deserts<\/font><\/td>Warm deserts<\/font><\/td>Warm deserts<\/font><\/td><\/tr>
Organization:<\/b><\/td>Solitary, pair, family (3-4), or
troupe (2-4 plus 6-30 camels)<\/font><\/td>
Solitary, pair, family (3-4), or
troupe (2-4 plus 6-30 camels)<\/font><\/td>
Solitary, pair, family (3-4), or
troupe (2-4 plus 6-30 camels)<\/font><\/td><\/tr>
Challenge Rating:<\/b><\/td>4<\/font><\/td>4<\/font><\/td>4<\/font><\/td><\/tr>
Treasure:<\/b><\/td>Standard<\/font><\/td>Standard<\/font><\/td>Standard<\/font><\/td><\/tr>
Alignment:<\/b><\/td>Always neutral<\/font><\/td>Always neutral<\/font><\/td>Always neutral<\/font><\/td><\/tr>
Advancement:<\/b><\/td>By character class<\/font><\/td>By character class<\/font><\/td>By character class<\/font><\/td><\/tr>
Level Adjustment:<\/b><\/td>+3<\/font><\/td>+3<\/font><\/td>+3<\/font><\/td><\/tr>
<\/td><\/tr><\/table>
Werecamels in humanoid form tend to be gangly and hunch-backed. Their features are usually coarse, with large, broad noses. They dress in simple cloth and leather garments that are easy to remove, repair, or replace.\r

COMBAT<\/b>\r

Werecamels fight just as camels do in animal form. In humanoid or hybrid form, they favour javelins and 2-handed slashing polearms such as glaives. The werecamel\u00c2\u0092s glaive is a Medium weapon, so it can wield the weapon in one hand in hybrid form.\r

Alternate Form (Su):<\/b> A werecamel can assume the form of a camel or a camel-humanoid hybrid.\r

Camel Empathy (Ex):<\/b> Communicate with camels and dire camels, and +4 racial bonus on Charisma-based checks against camels and dire camels.\r

Curse of Lycanthropy (Su):<\/b> Any humanoid or giant hit by a werecamel\u00c2\u0092s bite or spit attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.\r

Spit (Ex):<\/b> A werecamel in animal or hybrid form can spit in an enemy's face as a standard attack. This is a ranged touch attack with a 20 ft. range. If it hits, the opponent must succeed on a DC 15 Reflex save or be blinded for 1d3 rounds. If the spit blinds a humanoid or giant they must also save versus the werecamel's curse of lycanthropy. An opponent can remove the blindness by spending a standard action to shake or rub the spittle out of their eyes. The save DC is Dexterity-based.\r

Skills:<\/b> Werecamels have a +4 racial bonus on Swim checks in any camel form.\r

The werecamel presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.\r

Werecamels and Sandstorm<\/i><\/b>\r
If you are using Sandstorm<\/i> in your campaign, werecamels have the following additional Special Quality.\r

Sure Feet (Ex):<\/b> Werecamels in animal or hybrid form have broad feet that help them travel easily over sand and similar loose surfaces. They treat shallow sand as normal terrain and deep sand as shallow sand. See Sandstorm, page 18, for descriptions of shallow and deep sand.
\u00a0
Originally appeared in Polyhedron #29 (1986).<\/em>
<\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Any","environment":"<\/td>"},{"name":"Lycanthrope, Werejaguar","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6074,"reference":"Usergen","full_text":"

Lycanthrope, Werejaguar (Template)<\/h1>
An athletic, muscular humanoid with the head, claws and tail of a great cat. The creature\u00c2\u0092s skin is hidden by lush fur, creamy white on its belly, golden with black spots elsewhere.<\/i>

Creating a Lycanthrope, Werejaguar<\/h2> \"Werejaguar\" is an application of the lycanthrope template, using a Jaguar<\/b><\/u><\/a> as the base animal.\r

Werejaguars have the following Animal or Hybrid Form Ability Modifiers: Str +8, Dex +8, Con +4.\r

A werejaguar's preferred alignment is neutral.\r

Alternative Werejaguars<\/b>\r
As well as the standard werejaguar described above, there are a number of rare variations.\r

Jaguar Priest<\/b>\r
Some priests of Tezcatlipoca are afflicted with lycanthropy as a gift from their god. They become afflicted werejaguars with the following changes to the werejaguar template: jaguar priests are always Chaotic Evil, and their shapechanging ability goes through a 28 day cycle. They spend one week in humanoid form, one week as a hybrid, one week in jaguar form, and one week again as a hybrid before repeating the cycle. Jaguar priests never learn the Control Shape skill, as it is forbidden in their religion, and, as afflicted lycanthropes, they cannot spread the curse of lycanthropy.\r

This variant is based on the werejaguar in the adventure \"Mechica\" by Gali Sanchez from Dragon Magazine #70 <\/i>(1983).\r

Obsidian Werejaguar<\/b>\r
Some werejaguars have damage reduction that is penetrated by obsidian instead of silver. Mercury is a deadly poison to an obsidian werejaguar (Ingested DC 18, Initial Damage 2d6 Con, Secondary Damage 2d6 Con). Despite their name, \"black panthers\" are just as rare among obsidian werejaguars as they are among standard werejaguars.\r

This variant is based on the werejaguar from Monstrous Compendium Volume One<\/i> (1994).\r

Mystaran Hollow World Werejaguar<\/b>\r
Standard werejaguars live in the tropical jungles on the surface of Mystara, but in the hollow interior of that world live another kind of werejaguar. A Hollow World werejaguar is not affected by the phase of the moon \u00c2\u0097 indeed, there are no moons inside Mystara's Hollow World \u00c2\u0097 but has shapeshifting problems based on hunger. A Mystaran Hollow World werejaguar gains the Hollow Hunger ability:
Hollow Hunger (Ex):<\/b> The lycanthropes of Mystara's Hollow World are not tied to the cycle of the moon, their shapeshifting is driven by hunger instead.

A Hollow World lycanthrope (both true and afflicted lycanthropes) can only derive nourishment by eating fresh meat while in animal or hybrid form. It may not satisfy its hunger with any other food. If a Hollow World lycanthrope goes for 24 hours without satisfying its hunger for flesh, it must succeed at a DC20 Control Shape check or involuntarily assume animal form and hunt for prey. If it succeeds, the lycanthrope must make additional Control Shape checks every 24 hours (DC 20 plus 5 per additional day), or whenever it is presented with fresh meat or prey. Once a hungry Hollow World lycanthrope makes an involuntarily change, it cannot change back to humanoid form until it has fed.

A true lycanthrope with hollow hunger has Control Shape as a class skill for all its classes and its levels of animal. It also has a +5 racial bonus on Control Shape checks.<\/td><\/tr><\/table>This variant is based on the werejaguar from HWR1 - Hollow World: Sons of Azcan <\/i>(1991).\r

Ravenloft Werejaguar (\"Jagwere\")<\/b>\r
In Ravenloft there exists a variety of werejaguar that cannot shapeshift, but always takes the form of a jaguar-humanoid hybrid. Jagweres are vulnerable to darkwood instead of silver, and have an irrational terror of fire.\r

This monster was renamed the Jagwere<\/b><\/u><\/a> to avoid confusion with the standard werejaguar. It originally appeared as a \"werejaguar\" in the Ravenloft Monstrous Compendium Appendix III: Creatures of Darkness (1994)<\/i>.\r

Challenge Rating: <\/strong>By class level or base creature +3

Sample Lycanthrope, Werejaguar<\/h2> Werejaguar<\/b>\r
<\/td>Werejaguar, Human Form<\/b><\/td>Werejaguar, Jaguar Form<\/b><\/td>Werejaguar, Hybrid Form<\/b><\/td><\/tr>
Size\/Type:<\/b><\/td>Medium Humanoid
(Human, Shapechanger)<\/td>
Medium Humanoid
(Human, Shapechanger)<\/td>
Medium Humanoid
(Human, Shapechanger)<\/td><\/tr>
Hit Dice:<\/b><\/td>1d8+1 plus 4d8+12 (35 hp)<\/td>1d8+1 plus 4d8+12 (35 hp)<\/td>1d8+1 plus 4d8+12 (35 hp)<\/td><\/tr>
Initiative:<\/b><\/td>+4<\/td>+4<\/td>+4<\/td><\/tr>
Speed:<\/b><\/td>30 ft. (6 squares)<\/td>40 ft. (8 squares), climb 20 ft.<\/td>30 ft. (6 squares)<\/td><\/tr>
Armor Class:<\/b><\/td>15 (+3 studded leather armor, +2 natural), touch 10, flat-footed 15<\/td>17 (+4 Dex, +3 natural),
touch 14, flat-footed 13<\/td>
17 (+4 Dex, +3 natural),
touch 14, flat-footed 13<\/td><\/tr>
Base Attack\/
Grapple:<\/b><\/td>
+4\/+5<\/td>+4\/+9<\/td>+4\/+9<\/td><\/tr>
Attack:<\/b><\/td>Spear +5 melee (1d8+1\/\u00c3\u00973)
or spear +4 ranged (1d8+1\/\u00c3\u00973)<\/td>
Bite +9 melee (1d8+5)<\/td>Spear +9 melee (1d8+7\/\u00c3\u00973);
or claw +9 melee (1d4+5); or spear +8 ranged (1d8+5\/\u00c3\u00973)<\/td><\/tr>
Full Attack:<\/b><\/td>Spear +5 melee (1d8+1\/\u00c3\u00973)
or spear +4 ranged (1d8+1\/\u00c3\u00973)<\/td>
Bite +9 melee (1d8+5) and
2 claws +7 melee (1d3+2)<\/td>
Spear +9 melee (1d8+7\/\u00c3\u00973)
and bite +7 melee (1d8+2);
or 2 claws +9 melee (1d4+5)
and bite +7 melee (1d8+2); or
spear +8 ranged (1d8+5\/\u00c3\u00973)<\/td><\/tr>
Space\/Reach:<\/b><\/td>5 ft.\/5 ft.<\/td>5 ft.\/5 ft.<\/td>5 ft.\/5 ft.<\/td><\/tr>
Special Attacks:<\/b><\/td>\u00c2\u0097<\/td>Curse of lycanthropy, improved grab, pounce,
rake 1d3+2<\/td>
Curse of lycanthropy<\/td><\/tr>
Special Qualities:<\/b><\/td>Alternate form, jaguar empathy, low-light vision, scent<\/td>Alternate form, DR 10\/silver, jaguar empathy, low-light vision, scent<\/td>Alternate form, DR 10\/silver, jaguar empathy, low-light vision, scent<\/td><\/tr>
Saves:<\/b><\/td>Fort +7, Ref +4, Will +3<\/td>Fort +9, Ref +8, Will +3<\/td>Fort +9, Ref +8, Will +3<\/td><\/tr>
Abilities:<\/b><\/td>Str 13, Dex 11, Con 12,
Int 10, Wis 11, Cha 8<\/td>
Str 21, Dex 19, Con 16,
Int 10, Wis 11, Cha 8<\/td>
Str 21, Dex 19, Con 16,
Int 10, Wis 11, Cha 8<\/td><\/tr>
Skills:<\/b><\/td>Balance +1, Climb +1, Handle Animal +3, Hide +1, Jump +2, Listen +6, Move Silently +1, Spot +6, Swim +2<\/td>Balance +11, Climb +13, Handle Animal +3, Hide +9*, Jump +16, Listen +6, Move Silently +9, Spot +6, Swim +12<\/td>Balance +11, Climb +13, Handle Animal +3, Hide +9*, Jump +12, Listen +6, Move Silently +9, Spot +6, Swim +12<\/td><\/tr>
Feats:<\/b><\/td>Alertness, Combat Reflexes, Iron WillB<\/sup><\/small><\/b><\/small>, MultiattackB<\/sup><\/small><\/b><\/small>, Weapon FinesseB<\/sup><\/small><\/b><\/small><\/td>Alertness, Combat Reflexes, Iron WillB<\/sup><\/small><\/b><\/small>, MultiattackB<\/sup><\/small><\/b><\/small>, Weapon FinesseB<\/sup><\/small><\/b><\/small><\/td>Alertness, Combat Reflexes, Iron WillB<\/sup><\/small><\/b><\/small>, MultiattackB<\/sup><\/small><\/b><\/small>, Weapon FinesseB<\/sup><\/small><\/b><\/small><\/td><\/tr>
Environment:<\/b><\/td>Warm forests<\/td>Warm forests<\/td>Warm forests<\/td><\/tr>
Organization:<\/b><\/td>Solitary or family (2-4)<\/td>Solitary or family (2-4)<\/td>Solitary or family (2-4)<\/td><\/tr>
Challenge Rating:<\/b><\/td>6<\/td>6<\/td>6<\/td><\/tr>
Treasure:<\/b><\/td>Standard<\/td>Standard<\/td>Standard<\/td><\/tr>
Alignment:<\/b><\/td>Always neutral<\/td>Always neutral<\/td>Always neutral<\/td><\/tr>
Advancement:<\/b><\/td>By character class<\/td>By character class<\/td>By character class<\/td><\/tr>
Level Adjustment:<\/b><\/td>+3<\/td>+3<\/td>+3<\/td><\/tr>
<\/td><\/tr><\/table>
The werejaguar presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.\r

COMBAT<\/b>\r

A werejaguar will try to ambush opponents, ideally from behind. They mostly use their spears to make ranged attacks, favoring their claws and fangs for melee. Werejaguars are secretive and prefer to kill in jaguar form, since witnesses often mistake them for mundane animals. This allows the lycanthrope to hide in human guise when hunters search for the \u00c2\u0093man-eating jaguar\u00c2\u0094. Werejaguars normally only fight in hybrid form when they are confident about leaving no survivors or if their true nature has already been exposed.\r

Alternate Form (Su):<\/b> A werejaguar can assume the form of a jaguar or a jaguar-humanoid hybrid.\r

Curse of Lycanthropy (Su):<\/b> Any humanoid or giant hit by a werejaguar\u00c2\u0092s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.\r

Jaguar Empathy (Ex):<\/b> Communicate with jaguars, and +4 racial bonus on Charisma-based checks against jaguars.\r

Improved Grab (Ex):<\/b> To use this ability, a werejaguar in jaguar form 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 werejaguar in jaguar form charges a foe, it can make a full attack, including two rake attacks.\r

Rake (Ex):<\/b> Attack bonus +9 melee, damage 1d3+2.\r

Skills:<\/b> In jaguar or hybrid form, werejaguars have a +6 racial bonus on Balance, Jump and Swim checks plus a +4 racial bonus on Hide and Move Silently checks. A werejaguar in jaguar or hybrid form has a +8 racial bonus to Climb checks and it 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 werejaguar in jaguar or hybrid form improves to +8.\r

Werejaguar Witchdoctor<\/b>\r
<\/td>Werejaguar Witchdoctor,
Human Form<\/b><\/td>
Werejaguar Witchdoctor,
Jaguar Form<\/b><\/td>
Werejaguar Witchdoctor,
Hybrid Form<\/b><\/td><\/tr>
Size\/Type:<\/b><\/td>Medium Humanoid
(Human, Shapechanger)<\/td>
Medium Humanoid
(Human, Shapechanger)<\/td>
Medium Humanoid
(Human, Shapechanger)<\/td><\/tr>
Hit Dice:<\/b><\/td>5d8+5 plus 4d8+12 (57 hp)<\/td>5d8+5 plus 4d8+12 (57 hp)<\/td>5d8+5 plus 4d8+12 (57 hp)<\/td><\/tr>
Initiative:<\/b><\/td>+0<\/td>+4<\/td>+4<\/td><\/tr>
Speed:<\/b><\/td>30 ft. (6 squares)<\/td>40 ft. (8 squares), climb 20 ft.<\/td>30 ft. (6 squares)<\/td><\/tr>
Armor Class:<\/b><\/td>15 (+3 studded leather armor, +2 natural), touch 10,
flat-footed 15<\/td>
17 (+4 Dex, +3 natural)
touch 14, flat-footed 13<\/td>
17 (+4 Dex, +3 natural),
touch 14, flat-footed 13<\/td><\/tr>
Base Attack\/
Grapple:<\/b><\/td>
+6\/+7<\/td>+6\/+11<\/td>+6\/+11<\/td><\/tr>
Attack:<\/b><\/td>Spear +7 melee (1d8+1\/\u00c3\u00973)
or spear +6 ranged
(1d8+1\/\u00c3\u00973)<\/td>
Bite +11 melee (1d8+5)<\/td>Spear +11 melee (1d8+7\/\u00c3\u00973);
or claw +11 melee (1d4+5); or
spear +11 ranged (1d8+5\/\u00c3\u00973)<\/td><\/tr>
Full Attack:<\/b><\/td>Spear +7\/+2 melee (1d8+1\/\u00c3\u00973) or spear +6 ranged (1d8+1\/\u00c3\u00973)<\/td>Bite +11 melee (1d8+5) and
2 claws +9 melee (1d3+2)<\/td>
Spear +11\/+6 melee (1d8+7\/\u00c3\u00973) and bite +9 melee (1d8+2); or 2 claws +11 melee (1d4+5) and bite +9 melee (1d8+2); or spear +10 ranged (1d8+5\/\u00c3\u00973)<\/td><\/tr>
Space\/Reach:<\/b><\/td>5 ft.\/5 ft.<\/td>5 ft.\/5 ft.<\/td>5 ft.\/5 ft.<\/td><\/tr>
Special Attacks:<\/b><\/td>Rebuke undead, spells<\/td>Improved grab, pounce,
rake 1d3+2<\/td>
Spells, rebuke undead<\/td><\/tr>
Special Qualities:<\/b><\/td>Alternate form, jaguar empathy, low-light vision, scent<\/td>Alternate form, DR 5\/silver, jaguar empathy, low-light vision, scent<\/td>Alternate form, DR 5\/silver, jaguar empathy, low-light vision, scent<\/td><\/tr>
Saves:<\/b><\/td>Fort +9, Ref +5, Will +11<\/td>Fort +11, Ref +9, Will +11<\/td>Fort +11, Ref +9, Will +11<\/td><\/tr>
Abilities:<\/b><\/td>Str 12, Dex 10, Con 13,
Int 14, Wis 18, Cha 8<\/td>
Str 20, Dex 18, Con 17,
Int 14, Wis 18, Cha 8<\/td>
Str 20, Dex 18, Con 17,
Int 14, Wis 18, Cha 8<\/td><\/tr>
Skills:<\/b><\/td>Balance +0, Climb +1, Concentration +8, Diplomacy +9, Hide +4, Jump +2, Knowledge (religion) +10, Listen +9, Move Silently +4, Spellcraft +10, Spot +9,
Swim +2<\/td>
Balance +10, Climb +13, Concentration +10, Diplomacy +9, Hide +12*, Jump +16, Knowledge (religion) +10, Listen +9, Move Silently +12, Spellcraft +10, Spot +9,
Swim +8<\/td>
Balance +10, Climb +13, Concentration +10, Diplomacy +9, Hide +12*, Jump +12, Knowledge (religion) +10, Listen +9, Move Silently +12, Spellcraft +10, Spot +9,
Swim +8<\/td><\/tr>
Feats:<\/b><\/td>Alertness, Combat Reflexes,
Iron WillB<\/sup><\/small><\/b><\/small>, MultiattackB<\/sup><\/small><\/b><\/small>,
Spell Focus (Enchantment),
Spell Focus (Necromancy),
Weapon FinesseB<\/sup><\/small><\/b><\/small><\/td>
Alertness, Combat Reflexes,
Iron WillB<\/sup><\/small><\/b><\/small>, MultiattackB<\/sup><\/small><\/b><\/small>,
Spell Focus (Enchantment),
Spell Focus (Necromancy),
Weapon FinesseB<\/sup><\/small><\/b><\/small><\/td>
Alertness, Combat Reflexes,
Iron WillB<\/sup><\/small><\/b><\/small>, MultiattackB<\/sup><\/small><\/b><\/small>,
Spell Focus (Enchantment),
Spell Focus (Necromancy),
Weapon FinesseB<\/sup><\/small><\/b><\/small><\/td><\/tr>
Environment:<\/b><\/td>Warm forests<\/td>Warm forests<\/td>Warm forests<\/td><\/tr>
Organization:<\/b><\/td>Solitary or family (2-4)<\/td>Solitary or family (2-4)<\/td>Solitary or family (2-4)<\/td><\/tr>
Challenge Rating:<\/b><\/td>8<\/td>8<\/td>8<\/td><\/tr>
Treasure:<\/b><\/td>Standard<\/td>Standard<\/td>Standard<\/td><\/tr>
Alignment:<\/b><\/td>Chaotic evil<\/td>Chaotic evil<\/td>Chaotic evil<\/td><\/tr>
Advancement:<\/b><\/td>By character class<\/td>By character class<\/td>By character class<\/td><\/tr>
Level Adjustment:<\/b><\/td>+2<\/td>+2<\/td>+2<\/td><\/tr>
<\/td><\/tr><\/table>
The werejaguar witchdoctor presented here is a 5th-level human cleric and afflicted lycanthrope, using the following base ability scores: Str 12, Dex 10, Con 13, Int 14, Wis 16, Cha 8.\r

A werejaguar witchdoctor can be a Jaguar Priest (see Alternative Werejaguars, above) without requiring any alteration to its stats.\r

COMBAT<\/b>\r

Rake (Ex):<\/b> Attack bonus +11 melee, damage 1d3+2.\r

Spells:<\/b> The werejaguar witchdoctor casts spells as a 5th level cleric with the Chaos and Charm domains.\r

Typical Spells Prepared<\/b><\/i> (5\/4+1\/3+1\/2+1; save DC 14 + spell level, 15 + spell level for Enchantment or Necromancy spells), The save DCs are Wisdom-based;\r

0<\/b><\/i> \u00c2\u0096 detect magic<\/i>, detect poison<\/i>, guidance<\/i>, read magic<\/i>, resistance<\/i>;\r
1st<\/b><\/i> \u00c2\u0096 cure light wounds<\/i>, divine favor<\/i>, doom <\/i>(DC16\u00c2\u0086<\/sup><\/small><\/b><\/small>), charm person<\/i>* (DC16\u00c2\u0086<\/sup><\/small><\/b><\/small>), protection from law<\/i>;\r
2nd<\/b><\/i> \u00c2\u0096 shatter<\/i>* (DC16), enthrall<\/i> (DC17\u00c2\u0086<\/sup><\/small><\/b><\/small>), resist energy<\/i>, spiritual weapon<\/i>;\r
3rd<\/b><\/i> \u00c2\u0096 bestow curse<\/i> (DC18\u00c2\u0086<\/sup><\/small><\/b><\/small>), dispel magic<\/i>, suggestion<\/i>* (DC18\u00c2\u0086<\/sup><\/small><\/b><\/small>);\r
* Domain spell.\r
\u00c2\u0086<\/sup><\/small><\/b><\/small> Enchantment or Necromancy spell.\r

\u00a0
Dragon Magazine #40 (\"The Other Were? Right here!\" by Roger E Moore)<\/em>
<\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Any","environment":"<\/td>"},{"name":"Lycanthrope, Werelion","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6075,"reference":"Usergen","full_text":"

Lycanthrope, Werelion (Template)<\/h1>
A powerfully built creature with the fur, claws and magnificent head of a lion, but the limbs and figure of a humanoid. Its wiry build and sinewy muscles suggest a whiplash speed and athleticism. The being's eyes are like a lion, but far brighter.<\/i>

Creating a Lycanthrope, Werelion<\/h2> \"Werelion\u00c2\u0094 is an application of the lycanthrope template, using a lion as the base animal; \u00c2\u0093dire werelion\u00c2\u0094 is an application of the Dire Lycanthrope<\/b><\/u><\/a> template, using a dire lion as the base animal.\r

Werelions have the following Animal or Hybrid Form Ability Modifiers: Str +10, Dex +6, Con +4.\r

Dire werelions have the following Animal or Hybrid Form Ability Modifiers: Str +14, Dex +4, Con +6.\r

A werelion's preferred alignment is lawful neutral.\r

A dire werelion's preferred alignment is lawful evil.\r

Challenge Rating: <\/strong>By class level or base creature +3 (standard) or +

Sample Lycanthrope, Werelion<\/h2> Werelion<\/b>\r
<\/td>Werelion, Human Form<\/b><\/td>Werelion, Lion Form<\/b><\/td>Werelion, Hybrid Form<\/b><\/td><\/tr>
Size\/Type:<\/b><\/td>Medium Humanoid (Human,
Shapechanger)<\/font><\/td>
Large Humanoid (Human,
Shapechanger)<\/font><\/td>
Large Humanoid (Human,
Shapechanger)<\/font><\/td><\/tr>
Hit Dice:<\/b><\/td>1d8+1 plus 5d8+15 (43 hp)<\/font><\/td>1d8+1 plus 5d8+15 (43 hp)<\/font><\/td>1d8+1 plus 5d8+15 (43 hp)<\/font><\/td><\/tr>
Initiative:<\/b><\/td>+4<\/font><\/td>+7<\/font><\/td>+7<\/font><\/td><\/tr>
Speed:<\/b><\/td>30 ft. (6 squares)<\/font><\/td>40 ft. (8 squares)<\/font><\/td>30 ft. (6 squares)<\/font><\/td><\/tr>
Armor Class:<\/b><\/td>15 (+2 natural, +3 studded
leather armor), touch 10,
flat-footed 15<\/font><\/td>
17 (-1 size, +3 Dex, +5 natural),
touch 12, flat-footed 14<\/font><\/td>
17 (-1 size, +3 Dex, +5 natural),
touch 12, flat-footed 14<\/font><\/td><\/tr>
Base Attack\/
Grapple:<\/b><\/td>
+4\/+5<\/font><\/td>+4\/+14<\/font><\/td>+4\/+14<\/font><\/td><\/tr>
Attack:<\/b><\/td>Spear +5 melee (1d8+1\/\u00c3\u00973);
or shortsword +5 melee
(1d6+1\/19-20); or spear
+4 ranged (1d8+1\/\u00c3\u00973)<\/font><\/td>
Claw +9 melee (1d4+6)<\/font><\/td>Spear +9 melee (2d6+9\/\u00c3\u00973);
or shortsword +9 melee
(1d8+6\/19-20); or claw
+9 melee (1d4+6); or spear
+6 ranged (2d6+6\/\u00c3\u00973)<\/font><\/td><\/tr>
Full Attack:<\/b><\/td>Spear +5 melee (1d8+1\/\u00c3\u00973);
or shortsword +5 melee
(1d6+1\/19-20); or spear
+4 ranged (1d8+1\/\u00c3\u00973)<\/font><\/td>
2 claws +9 melee (1d4+6)
and bite +4 melee (1d8+3)<\/font><\/td>
Spear +9 melee (2d6+9\/\u00c3\u00973)
and bite +4 melee (1d8+3);
or shortssword +9 melee
(1d8+6\/19-20) and claw
+4 melee (1d6+3) and bite
+4 melee (1d8+3); or 2 claws
+9 melee (1d6+6) and bite
+4 melee (1d8+3); or spear
+6 ranged (2d6+6\/\u00c3\u00973)<\/font><\/td><\/tr>
Space\/Reach:<\/b><\/td>5 ft.\/5 ft.<\/font><\/td>10 ft.\/5 ft.<\/font><\/td>10 ft.\/10 ft.<\/font><\/td><\/tr>
Special Attacks:<\/b><\/td>\u00c2\u0097<\/font><\/td>Curse of lycanthropy,
improved grab, pounce,
rake 1d4+3<\/font><\/td>
Curse of lycanthropy<\/font><\/td><\/tr>
Special Qualities:<\/b><\/td>Alternate form, lion empathy,
low-light vision, scent<\/font><\/td>
Alternate form, lion empathy,
damage reduction 10\/silver,
low-light vision, scent<\/font><\/td>
Alternate form, lion empathy,
damage reduction 10\/silver,
low-light vision, scent<\/font><\/td><\/tr>
Saves:<\/b><\/td>Fort +7, Ref +4, Will +3<\/font><\/td>Fort +9, Ref +7, Will +3<\/font><\/td>Fort +9, Ref +7, Will +3<\/font><\/td><\/tr>
Abilities:<\/b><\/td>Str 13, Dex 11, Con 12,
Int 10, Wis 11, Cha 8<\/font><\/td>
Str 23, Dex 16, Con 16,
Int 10, Wis 11, Cha 8<\/font><\/td>
Str 23, Dex 16, Con 16,
Int 10, Wis 11, Cha 8<\/font><\/td><\/tr>
Skills:<\/b><\/td>Balance -1, Handle Animal +2*,
Hide +0**, Intimidate +2*,
Jump +2**, Listen +4, Move
Silently +2**, Spot +4
** includes -1 armor check
penalty for studded leather<\/font><\/td>
Balance +7, Handle Animal +2*,
Hide +4*, Intimidate +2*,
Jump +12, Listen +4, Move Silently +10, Spot +4<\/font><\/td>
Balance +7, Handle Animal +2*,
Hide +4*, Intimidate +2*,
Jump +8, Listen +4, Move
Silently +10, Spot +4<\/font><\/td><\/tr>
Feats:<\/b><\/td>Alertness, Improved Initiative,
Iron WillB<\/sup><\/small><\/b><\/small>, Run<\/font><\/td>
Alertness, Improved Initiative,
Iron WillB<\/sup><\/small><\/b><\/small>, Run<\/font><\/td>
Alertness, Improved Initiative,
Iron WillB<\/sup><\/small><\/b><\/small>, Run<\/font><\/td><\/tr>
Environment:<\/b><\/td>Warm plains<\/font><\/td>Warm plains<\/font><\/td>Warm plains<\/font><\/td><\/tr>
Organization:<\/b><\/td>Solitary, pair, pride (6-10), or troupe (2-4 plus 6-10 lions)<\/font><\/td>Solitary, pair, pride (6-10), or troupe (2-4 plus 6-10 lions)<\/font><\/td>Solitary, pair, pride (6-10), or troupe (2-4 plus 6-10 lions)<\/font><\/td><\/tr>
Challenge Rating:<\/b><\/td>6<\/font><\/td>6<\/font><\/td>6<\/font><\/td><\/tr>
Treasure:<\/b><\/td>Standard<\/font><\/td>Standard<\/font><\/td>Standard<\/font><\/td><\/tr>
Alignment:<\/b><\/td>Always lawful, usually neutral<\/font><\/td>Always lawful, usually neutral<\/font><\/td>Always lawful, usually neutral<\/font><\/td><\/tr>
Advancement:<\/b><\/td>By character class<\/font><\/td>By character class<\/font><\/td>By character class<\/font><\/td><\/tr>
Level Adjustment:<\/b><\/td>+3<\/font><\/td>+3<\/font><\/td>+3<\/font><\/td><\/tr>
<\/td><\/tr><\/table>
Werelions in humanoid form possess wiry but muscular builds and are heavily tanned. Werelions have thick, tawny or yellow hair, although a few werelions have black hair. Male werelions traditionally grow their hair long, like a lion's mane, which some werelions tie back or cover with a turban. Females, or werelionesses, traditionally keep their hair short when in human form, sometimes appearing almost shaved. Both sexes usually dress like hunters in simple garments of skin and fur that are easy to remove, repair, or replace.\r

Werelions speak with deep and melodious voices; in lion form, they have a deeper roar than mundane lions.\r

The werelion presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores:<\/b> Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8.\r

COMBAT<\/b>\r

A werelion usually fights in lion form so it can use its pounce, improved grab and rake special attacks. When fighting in hybrid form, they favour their claws and fangs over weapons. Werelions try to ambush opponents from behind, and will run away from a losing fight. If asked, a werelion would probably insist such strategies are a matter of sophisticated strategy rather than cowardice, since they are often proud creatures with an exaggerated sense of their own dignity.\r

Alternate Form (Su): <\/b>A werelion can assume the form of a lion or a lion-humanoid hybrid.\r

Curse of Lycanthropy (Su): <\/b>Any humanoid or giant hit by a werelion\u00c2\u0092s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.\r

Pounce (Ex):<\/b> If a werelion in animal form charges a foe, it can make a full attack, including two rake attacks.\r
\r
Improved Grab (Ex):<\/b> To use this ability, a werelion in animal form 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
\r
Rake (Ex):<\/b> Attack bonus +9 melee, damage 1d4+3.\r

Lion Empathy (Ex): <\/b>Communicate with lions and dire lions, and +4 racial bonus on Charisma-based checks against lions and dire lions.\r

Skills:<\/b> A werelion in animal or hybrid form has a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, this Hide bonus improves to +12.\r

<\/a>Dire Werelion<\/b>\r
<\/td>Dire Werelion,
Human Form<\/b><\/td>
Dire Werelion,
Dire Lion Form<\/b><\/td>
Dire Werelion,
Hybrid Form<\/b><\/td><\/tr>
Size\/Type:<\/b><\/td>Medium Humanoid
(Human, Shapechanger)<\/font><\/td>
Large Humanoid
(Human, Shapechanger)<\/font><\/td>
Large Humanoid
(Human, Shapechanger)<\/font><\/td><\/tr>
Hit Dice:<\/b><\/td>1d8+1 plus 8d8+32 (73 hp)<\/font><\/td>1d8+1 plus 8d8+32 (73 hp)<\/font><\/td>1d8+1 plus 8d8+32 (73 hp)<\/font><\/td><\/tr>
Initiative:<\/b><\/td>+4<\/font><\/td>+6<\/font><\/td>+6<\/font><\/td><\/tr>
Speed:<\/b><\/td>30 ft. (6 squares)<\/font><\/td>40 ft. (8 squares)<\/font><\/td>40 ft. (8 squares)<\/font><\/td><\/tr>
Armor Class:<\/b><\/td>15 (+2 natural, +3 studded
leather armor), touch 10,
flat-footed 15<\/font><\/td>
17 (-1 size, +2 Dex, +6 natural),
touch 11, flat-footed 15<\/font><\/td>
17 (-1 size, +2 Dex, +6 natural),
touch 11, flat-footed 15<\/font><\/td><\/tr>
Base Attack\/
Grapple:<\/b><\/td>
+7\/+8<\/font><\/td>+7\/+19<\/font><\/td>+7\/+19<\/font><\/td><\/tr>
Attack:<\/b><\/td>Spear +8 melee (1d8+1\/\u00c3\u00973); or
shortsword +8 melee (1d6+1
\/19-20); or spear +7 ranged
(1d8+1\/\u00c3\u00973)<\/font><\/td>
Claw +15 melee (1d6+8)<\/font><\/td>Spear +14 melee (2d6+12
\/\u00c3\u00973); or shortsword +14
melee (1d8+8\/19-20); or claw
+15 melee (1d6+8); or spear
+8 ranged (2d6+8\/\u00c3\u00973)<\/font><\/td><\/tr>
Full Attack:<\/b><\/td>Spear +8\/+3 melee (1d8+1\/\u00c3\u00973);
or shortsword +8\/+3 melee
(1d6+1\/19-20); or spear
+7 ranged (1d8+1\/\u00c3\u00973)<\/font><\/td>
2 claws +15 melee (1d6+8)
and bite +12 melee (1d8+4)<\/font><\/td>
Spear +14\/+9 melee (2d6+12
\/\u00c3\u00973) and bite +12 melee
(1d8+4); or shortsword
+14\/+9 melee (1d8+8\/19-20)
and claw +13 melee (1d6+4)
and bite +12 melee (1d8+4);
or 2 claws +15 melee (1d6+8)
and bite +12 melee (1d8+4);
or spear +8 ranged (2d6+8\/\u00c3\u00973)<\/font><\/td><\/tr>
Space\/Reach:<\/b><\/td>5 ft.\/5 ft.<\/font><\/td>10 ft.\/5 ft.<\/font><\/td>10 ft.\/10 ft.<\/font><\/td><\/tr>
Special Attacks:<\/b><\/td>\u00c2\u0097<\/font><\/td>Curse of lycanthropy,
improved grab, pounce,
rake 1d6+4<\/font><\/td>
Curse of lycanthropy,
improved grab, pounce,
rake 1d6+4<\/font><\/td><\/tr>
Special Qualities:<\/b><\/td>Alternate form, lion empathy,
low-light vision, scent<\/font><\/td>
Alternate form, DR 10\/silver,
lion empathy, low-light
vision, scent<\/font><\/td>
Alternate form, DR 10\/silver,
lion empathy, low-light
vision, scent<\/font><\/td><\/tr>
Saves:<\/b><\/td>Fort +9, Ref +6, Will +8<\/font><\/td>Fort +12, Ref +8, Will +8<\/font><\/td>Fort +12, Ref +8, Will +8<\/font><\/td><\/tr>
Abilities:<\/b><\/td>Str 13, Dex 11, Con 12,
Int 10, Wis 11, Cha 8<\/font><\/td>
Str 27, Dex 14, Con 18,
Int 10, Wis 11, Cha 8<\/font><\/td>
Str 27, Dex 14, Con 18,
Int 10, Wis 11, Cha 8<\/font><\/td><\/tr>
Skills:<\/b><\/td>Handle Animal +3*, Hide +1**,
Intimidate +3*, Jump +0**,
Listen +7, Move Silently +3**,
Spot +7
**includes -1 armor check
penalty for studded leather<\/font><\/td>
Handle Animal +3*, Hide +4*,
Intimidate +3*, Jump +12,
Listen +7, Move Silently +10,
Spot +7<\/font><\/td>
Handle Animal +3*, Hide +4*,
Intimidate +3*, Jump +8,
Listen +7, Move Silently +10,
Spot +7<\/font><\/td><\/tr>
Feats:<\/b><\/td>Alertness, Improved Initiative,
Iron WillB<\/sup><\/small><\/b><\/small>, MultiattackB<\/sup><\/small><\/b><\/small>,
Run, Weapon Focus (claw)<\/font><\/td>
Alertness, Improved Initiative,
Iron WillB<\/sup><\/small><\/b><\/small>, MultiattackB<\/sup><\/small><\/b><\/small>,
Run, Weapon Focus (claw)<\/font><\/td>
Alertness, Improved Initiative,
Iron WillB<\/sup><\/small><\/b><\/small>, MultiattackB<\/sup><\/small><\/b><\/small>,
Run, Weapon Focus (claw)<\/font><\/td><\/tr>
Environment:<\/b><\/td>Warm plains<\/font><\/td>Warm plains<\/font><\/td>Warm plains<\/font><\/td><\/tr>
Organization:<\/b><\/td>Solitary, pair, pride (6-10),
or troupe (2-4 plus 6-10
dire lions)<\/font><\/td>
Solitary, pair, pride (6-10),
or troupe (2-4 plus 6-10
dire lions)<\/font><\/td>
Solitary, pair, pride (6-10),
or troupe (2-4 plus 6-10
dire lions)<\/font><\/td><\/tr>
Challenge Rating:<\/b><\/td>9<\/font><\/td>9<\/font><\/td>6<\/font><\/td><\/tr>
Treasure:<\/b><\/td>Standard<\/font><\/td>Standard<\/font><\/td>Standard<\/font><\/td><\/tr>
Alignment:<\/b><\/td>Always lawful, usually evil<\/font><\/td>Always lawful, usually evil<\/font><\/td>Always lawful, usually evil<\/font><\/td><\/tr>
Advancement:<\/b><\/td>By character class<\/font><\/td>By character class<\/font><\/td>By character class<\/font><\/td><\/tr>
Level Adjustment:<\/b><\/td>+3<\/font><\/td>+3<\/font><\/td>+3<\/font><\/td><\/tr>
<\/td><\/tr><\/table>
Dire werelions in humanoid form possess wiry but muscular builds and are heavily tanned. Werelions have thick, tawny or yellow hair, although a few werelions have black hair. Male werelions traditionally grow their hair long, like a lion's mane, which some werelions tie back or cover with a turban. Females, or werelionesses, traditionally keep their hair short when in human form, sometimes appearing almost shaved. Both sexes usually dress like hunters in simple garments of skin and fur that are easy to remove, repair, or replace.\r

In lion form, dire werelions appear as preternaturally large lions with unusually bright eyes. They speak with deep and melodious voices, and have a deeper roar than a normal lion.\r

Dire werelions prefer humanoid company to that of animals. They sometimes strike bargains to serve humanoids as wilderness scouts or caravan guards in return for various rewards, which usually include hunting rights. Their sociability should not be relied on, for dire werelions attack humanoids far more readily than normal lions do, and many of them are man-eaters. However, dire werelions rarely attack people they've struck bargains with. They are creatures of their word who almost always honor a deal, unless they believe the other party has broken the terms.\r

The dire werelion presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores:<\/b> Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8.\r

COMBAT<\/b>\r

A dire werelion prefers to fight in hybrid form. They favour their claws and fangs over weapons, since they allow it to use its pounce, improved grab and rake special attacks. Dire werelions generally drive or lure their prey into ambushes, as they are masters at stealth and deception. They will run away from a losing fight. If asked, a werelion would insist such strategies are a matter of sophisticated tactics rather than cowardice, since they are proud creatures with an exaggerated sense of their own dignity.\r

Alternate Form (Su): <\/b>A dire werelion can assume the form of a dire lion or a lion-humanoid hybrid.\r

Curse of Lycanthropy (Su): <\/b>Any humanoid or giant hit by a dire werelion\u00c2\u0092s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.\r

Pounce (Ex):<\/b> If a dire werelion in animal or hybrid form charges a foe, it can make a full attack, including two rake attacks.\r

Improved Grab (Ex):<\/b> To use this ability, a dire werelion in animal or hybrid form 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

Lion Empathy (Ex): <\/b>Communicate with lions and dire lions, and +4 racial bonus on Charisma-based checks against lions and dire lions.\r

Rake (Ex):<\/b> Attack bonus +15 melee, damage 1d6+4.\r

Skills:<\/b> A dire werelion in animal or hybrid form has a +4 racial bonus on Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, this Hide bonus improves to +12.\r

In Zakhara<\/b>\r
Almost all werelions in Zakhara are dire werelions. Their society is matriarchal, with each pride ruled by a werelioness whose authority is unquestioned. The male werelions may brag or be lackadaisical in their duties, but they never disobey their matriarch. Large prides of Zakharan dire werelions are usually split into two groups, one led by the matriarch and the other by her chief consort.\r

Note:<\/b> The dire werelion originally appeared in MC13 Al-Qadim Monstrous Compendium Appendix (1992)<\/i> as \"werelion\".
\u00a0
Dragon Magazine #40 (\"The Other Were? Right Here!\" by Roger E Moore)<\/em>
<\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Any","environment":"<\/td>"},{"name":"Lycanthrope, Weremouse","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6076,"reference":"Usergen","full_text":"

Lycanthrope, Weremouse (Template)<\/h1>
Covered in thin white fur, this humanoid has a murine face and a short, hairless tail.<\/i>\r

A weremouse in humanoid form tends to be thin, short, shy, and skittish. It often dresses in rather plain clothing and may have an overbite.

Creating a Lycanthrope, Weremouse<\/h2> Creating A Weremouse\r

\"Weremouse\" is an application of the lycanthrope template, using a dire mouse (see below) as the base animal.\r

Weremice have the following Animal or Hybrid Form Ability Modifiers: Str -4, Dex +6.\r

A weremouse's preferred alignment is neutral.\r

Dire Mouse<\/b>\r
Small Animal\r
Hit Dice: 1d8 (4 hp)\r
Initiative: +3\r
Speed: 40 ft. (8 squares), climb 20 ft.\r
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12\r
Base Attack\/Grapple: +0\/\u00c2\u00966\r
Attack: Bite +4 melee (1d3-2)\r
Full Attack: Bite +4 melee (1d3-2)\r
Space\/Reach: 5 ft.\/5 ft.\r
Special Attacks: -\r
Special Qualities: Low-light vision, scent\r
Saves: Fort +2, Ref +5, Will +3\r
Abilities: Str 6, Dex 17, Con 10, Int 1, Wis 12, Cha 2\r
Skills: Balance +11, Climb +11, Hide +17, Jump +15, Move Silently +13, Swim +11\r
Feats: Stealthy, Weapon Finesse (B)\r
Environment: Any\r
Organization: Solitary or family (5\u00c2\u009620)\r
Challenge Rating: 1\/4\r
Treasure: None\r
Alignment: Always neutral\r
Advancement: 2\u00c2\u00963 HD (Small)\r
Level Adjustment: -\r

Skills:<\/b> Dire mice have a +4 racial bonus on Hide checks and a +8 racial bonus on Balance, Climb, Jump, Move Silently, and Swim checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. Dire mice use their Dexterity modifier for Climb, Jump, and Swim checks.
Challenge Rating: <\/strong>By class level or base creature +2

Sample Lycanthrope, Weremouse<\/h2> Weremouse, Halfling Form<\/b>\r
Small Humanoid (Halfling, Shapechanger)\r
Hit Dice: 1d8+1 plus 1d8 (9 hp)\r
Initiative: +1\r
Speed: 20 ft. (4 squares)\r
Armor Class: 18 (+1 size, +1 Dex, +2 natural, +3 studded leather, +1 light shield), touch 12, flat-footed 17\r
Base Attack\/Grapple: +1\/\u00c2\u00963\r
Attack: Shortsword +4 melee (1d4\/19\u00c2\u009620) or light crossbow +3 ranged (1d6\/19\u00c2\u009620)\r
Full Attack: Shortsword +4 melee (1d4\/19\u00c2\u009620) or light crossbow +3 ranged (1d6\/19\u00c2\u009620)\r
Space\/Reach: 5 ft.\/5 ft.\r
Special Attacks: Halfling traits\r
Special Qualities: Alternate form, halfling traits, mouse empathy, low-light vision, scent\r
Saves: Fort +6, Ref +4, Will +3\r
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 8\r
Skills: Balance +9, Climb +2, Hide +10, Jump +4, Listen +3, Move Silently +13, Swim +8\r
Feats: Stealthy, Weapon Finesse (B), Weapon Focus (shortsword)\r
Environment: Any\r
Organization: Solitary, pair, family (6\u00c2\u009610), or troupe (2\u00c2\u00965 plus 5\u00c2\u00968 dire mice)\r
Challenge Rating: 2\r
Treasure: Standard\r
Alignment: Usually neutral\r
Advancement: By character class\r
Level Adjustment: +3\r

Weremouse, Mouse Form<\/b>\r
Small Humanoid (Halfling, Shapechanger)\r
Hit Dice: 1d8+1 plus 1d8 (9 hp)\r
Initiative: +4\r
Speed: 40 ft. (8 squares), climb 20 ft.\r
Armor Class: 18 (+1 size, +4 Dex, +3 natural), touch 15, flat-footed 14\r
Base Attack\/Grapple: +1\/\u00c2\u00965\r
Attack: Bite +4 melee (1d3-2)\r
Full Attack: Bite +4 melee (1d3-2)\r
Space\/Reach: 5 ft.\/5 ft.\r
Special Attacks: Curse of lycanthropy\r
Special Qualities: Alternate form, damage reduction 10\/silver, mouse empathy, low-light vision, scent\r
Saves: Fort +6, Ref +7, Will +3\r
Abilities: Str 7, Dex 19, Con 12, Int 10, Wis 11, Cha 8\r
Skills: Balance +12, Climb +14, Hide +13, Jump +18, Listen +3, Move Silently +16, Swim +12\r
Feats: Stealthy, Weapon Finesse (B), Weapon Focus (shortsword)\r
Environment: Any\r
Organization: Solitary, pair, family (6\u00c2\u009610), or troupe (2\u00c2\u00965 plus 5\u00c2\u00968 dire mice)\r
Challenge Rating: 2\r
Treasure: Standard\r
Alignment: Usually neutral\r
Advancement: By character class\r
Level Adjustment: +3\r

Weremouse, Hybrid Form<\/b>\r
Small Humanoid (Halfling, Shapechanger)\r
Hit Dice: 1d8+1 plus 1d8 (9 hp)\r
Initiative: +4\r
Speed: 20 ft. (4 squares)\r
Armor Class: 18 (+1 size, +4 Dex, +3 natural), touch 15, flat-footed 14\r
Base Attack\/Grapple: +1\/\u00c2\u00967\r
Attack: Shortsword +7 melee (1d4-2\/19\u00c2\u009620) or claw +6 melee (1d3-2) or light crossbow +6 ranged (1d6\/19\u00c2\u009620)\r
Full Attack: Shortsword +7 melee (1d4-2\/19\u00c2\u009620) and bite +1 melee (1d4-2); or two claws +6 melee (1d3-2) and bite +1 melee (1d4-2); or light crossbow +6 ranged (1d6\/19\u00c2\u009620)\r
Space\/Reach: 5 ft.\/5 ft.\r
Special Attacks: Curse of lycanthropy\r
Special Qualities: Alternate form, damage reduction 10\/silver, mouse empathy, low-light vision, scent\r
Saves: Fort +6, Ref +7, Will +3\r
Abilities: Str 7, Dex 19, Con 12, Int 10, Wis 11, Cha 8\r
Skills: Balance +12, Climb +6, Hide +13, Jump +8, Listen +3, Move Silently +16, Swim +12\r
Feats: Stealthy, Weapon Finesse (B), Weapon Focus (shortsword)\r
Environment: Any\r
Organization: Solitary, pair, family (6\u00c2\u009610), or troupe (2\u00c2\u00965 plus 5\u00c2\u00968 dire mice)\r
Challenge Rating: 2\r
Treasure: Standard\r
Alignment: Usually neutral\r
Advancement: By character class\r
Level Adjustment: +3\r

Alternate Form (Su):<\/b> A weremouse can assume a bipedal hybrid form or the form of a dire mouse.\r

Curse of Lycanthropy (Su):<\/b> Any humanoid or giant hit by a weremouse's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. \r

Mouse Empathy (Ex):<\/b> Communicate with mice and dire mice, and +4 racial bonus on Charisma-based checks against mice and dire mice.\r

Skills:<\/b> A weremouse in any form has a +4 racial bonus on Hide checks and a +8 racial bonus on Balance, Jump, Move Silently, and Swim checks. A weremouse in rat or hybrid form uses its Dexterity modifier for Climb, Jump, and Swim checks. In mouse form, it 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

Feats:<\/b> Weremice gain Weapon Finesse as a bonus feat.\r

The weremouse presented here is based on a 1st-level halfling warrior who is a natural lycanthrope, using the following base ability scores: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8.
\u00a0
Imagine Magazine #17<\/em>
<\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Any","environment":"Any"},{"name":"Lycanthrope, Weresheep","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6077,"reference":"Usergen","full_text":"

Lycanthrope, Weresheep (Template)<\/h1>
Short, curly white fur covers this stocky, ogre-sized humanoid. Curly horns protrude from either side of its head.<\/i>

Creating a Lycanthrope, Weresheep<\/h2> \"Weresheep\u00c2\u0094 is an application of the lycanthrope template, using a Giant Sheep<\/b><\/u><\/a> as the base animal.\r

Weresheep have the following Animal or Hybrid Form Ability Modifiers: Str +10, Dex +0, Con +8.\r

A weresheep's preferred alignment is neutral.\r

Challenge Rating: <\/strong>By class level or base creature +3.

Sample Lycanthrope, Weresheep<\/h2> Weresheep<\/b>\r
<\/td>Weresheep, Human Form<\/b><\/td>Weresheep, Sheep Form<\/b><\/td>Weresheep, Hybrid Form<\/b><\/td><\/tr>
Size\/Type:<\/b><\/td>Medium Humanoid
(Human, Shapechanger)<\/font><\/td>
Large Humanoid
(Human, Shapechanger)<\/font><\/td>
Large Humanoid
(Human, Shapechanger)<\/font><\/td><\/tr>
Hit Dice:<\/b><\/td>1d8+1 plus 4d8+20 (43 hp)<\/font><\/td>1d8+1 plus 4d8+20 (43 hp)<\/font><\/td>1d8+1 plus 4d8+20 (43 hp)<\/font><\/td><\/tr>
Initiative:<\/b><\/td>+0<\/font><\/td>+0<\/font><\/td>+0<\/font><\/td><\/tr>
Speed:<\/b><\/td>30 ft. (6 squares)<\/font><\/td>30 ft. (6 squares)<\/font><\/td>30 ft. (6 squares)<\/font><\/td><\/tr>
Armor Class:<\/b><\/td>15 (+2 natural, +3 studded
leather armor), touch 10,
flat-footed 15<\/font><\/td>
15 (-1 size, +6 natural),
touch 9, flat-footed 15<\/font><\/td>
15 (-1 size, +6 natural),
touch 9, flat-footed 15<\/font><\/td><\/tr>
Base Attack\/
Grapple:<\/b><\/td>
+4\/+5<\/font><\/td>+4\/+14<\/font><\/td>+4\/+14<\/font><\/td><\/tr>
Attack:<\/b><\/td>Quarterstaff +5 melee (1d6+1);
or sling +4 ranged (1d4+1)<\/font><\/td>
Gore +10 melee (1d8+9);
or bite +9 melee (1d8+9)<\/font><\/td>
Gore +10 melee (1d8+6); or
bite +9 melee (1d8+6); or
claw +9 melee (1d6+5); or
quarterstaff +9 melee (1d6+9)<\/font><\/td><\/tr>
Full Attack:<\/b><\/td>Quarterstaff +5 melee (1d6+1);
or sling +4 ranged (1d4+1)<\/font><\/td>
Gore +10 melee (1d8+9);
or bite +9 melee (1d8+9)<\/font><\/td>
Claw +9 melee (1d6+6) and
quarterstaff +4 melee (1d6+3)
and gore +5 melee (1d8+3)
and bite +4 melee (1d8+3); or
2 claws +9 melee (1d6+6) and
gore +5 melee (1d8+3) and
bite +4 melee (1d8+3); or
sling +3 ranged (1d6+6)<\/font><\/td><\/tr>
Space\/Reach:<\/b><\/td>5 ft.\/5 ft.<\/font><\/td>10 ft.\/5 ft.<\/font><\/td>10 ft.\/10 ft.<\/font><\/td><\/tr>
Special Attacks:<\/b><\/td>\u00c2\u0097<\/font><\/td>Curse of lycanthropy,
powerful charge, stampede<\/font><\/td>
Curse of lycanthropy,
powerful charge, stampede<\/font><\/td><\/tr>
Special Qualities:<\/b><\/td>Alternate form, low-light vision,
scent, sheep empathy<\/font><\/td>
Alternate form, DR 10\/silver,
low-light vision, scent,
sheep empathy<\/font><\/td>
Alternate form, DR 10\/silver,
low-light vision, scent,
sheep empathy<\/font><\/td><\/tr>
Saves:<\/b><\/td>Fort +7, Ref +4, Will +3<\/font><\/td>Fort +10, Ref +4, Will +3<\/font><\/td>Fort +10, Ref +6, Will +3<\/font><\/td><\/tr>
Abilities:<\/b><\/td>Str 13, Dex 11, Con 12,
Int 10, Wis 11, Cha 8<\/font><\/td>
Str 23, Dex 11, Con 20,
Int 10, Wis 11, Cha 8<\/font><\/td>
Str 23, Dex 11, Con 20,
Int 10, Wis 11, Cha 8<\/font><\/td><\/tr>
Skills:<\/b><\/td>Handle Animal +1*, Jump +2**,
Listen +6, Ride +2*, Spot +6,
Swim +1**
** includes -1 armor check
penalty from studded leather<\/font><\/td>
Handle Animal +1*, Jump +8,
Listen +6, Ride +2*, Spot +6,
Swim +3<\/font><\/td>
Handle Animal +1*, Jump +8,
Listen +6, Ride +2*, Spot +6,
Swim +3<\/font><\/td><\/tr>
Feats:<\/b><\/td>Alertness, Iron WillB<\/sup><\/small><\/b><\/small>,
Weapon Focus (gore)<\/font><\/td>
Alertness, Iron WillB<\/sup><\/small><\/b><\/small>,
Weapon Focus (gore)<\/font><\/td>
Alertness, Iron WillB<\/sup><\/small><\/b><\/small>,
Weapon Focus (gore)<\/font><\/td><\/tr>
Environment:<\/b><\/td>Temperate mountains, hills,
and plains<\/font><\/td>
Temperate mountains, hills,
and plains<\/font><\/td>
Temperate mountains, hills,
and plains<\/font><\/td><\/tr>
Organization:<\/b><\/td>Solitary, pair, family (3-4), or
troupe (2-4 plus 10-100 sheep
or 5-30 dire sheep)<\/font><\/td>
Solitary, pair, family (3-4), or
troupe (2-4 plus 10-100 sheep
or 5-30 dire sheep)<\/font><\/td>
Solitary, pair, family (3-4), or
troupe (2-4 plus 10-100 sheep
or 5-30 dire sheep)<\/font><\/td><\/tr>
Challenge Rating:<\/b><\/td>5<\/font><\/td>5<\/font><\/td>5<\/font><\/td><\/tr>
Treasure:<\/b><\/td>Standard<\/font><\/td>Standard<\/font><\/td>Standard<\/font><\/td><\/tr>
Alignment:<\/b><\/td>Always neutral<\/font><\/td>Always neutral<\/font><\/td>Always neutral<\/font><\/td><\/tr>
Advancement:<\/b><\/td>By character class<\/font><\/td>By character class<\/font><\/td>By character class<\/font><\/td><\/tr>
Level Adjustment:<\/b><\/td>+3<\/font><\/td>+3<\/font><\/td>+3<\/font><\/td><\/tr>
<\/td><\/tr><\/table>
Weresheep in humanoid form tend to be stocky with curly, pale hair. They usually dress like shepherds in simple garments of cloth and wool that are easy to remove, repair, or replace.\r

Male weresheep are called wererams and have spectacular spiral horns. Female weresheep, or wereewes, have the same statistics as wererams but are slighter in built and have smaller horns.\r

COMBAT<\/b>\r

Weresheep fight just as dire sheep do in animal form, they usually start combat with a powerful charge. In humanoid or hybrid form, they favour weapons commonly used by shepherds, such as spears, quarterstaves, slings and shortbows. The weresheep\u00c2\u0092s quarterstaff is sized for a Medium creature, so it can wield the weapon in one hand in hybrid form. A weresheep carries two slings, one sized for a Medium creature and one for a Large creature, to use in human and hybrid form.\r

Alternate Form (Su):<\/b> A weresheep can assume the form of a dire sheep or a sheep-humanoid hybrid.\r

Curse of Lycanthropy (Su):<\/b> Any humanoid or giant hit by a weresheep\u00c2\u0092s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.\r

Powerful Charge (Ex):<\/b> When a weresheep charges, its gore attack deals 2d8+12 points of damage.\r

Sheep Empathy (Ex):<\/b> Communicate with sheep and dire sheep, and +4 racial bonus on Charisma-based checks against sheep and dire sheep.\r

Stampede (Ex):<\/b> A flock of weresheep and dire sheep can literally run over anything of Large size or smaller size that gets in their way, dealing 1d12 points of damage for each five weresheep or dire sheep in the flock (Reflex DC 18 half). The weresheep must be in animal or hybrid form to contribute to the stampede damage, weresheep in human form can only start and guide a stampede. Weresheep can direct a flock of dire sheep to stampede in a particular direction with a DC 20 Handle Animal check, but once the dire sheep stampede over any creature that injures them, the sheep will flee in a random direction, traveling away from perceived sources of danger. A flock entirely composed of weresheep can stampede in any direction it desires. The save DC is Strength-based.\r

The weresheep presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.\r

Note:<\/b> Originally appeared in Dragon Magazine #40 (1980)<\/i> as \"Wereram\".
\u00a0
Dragon Magazine #40 (\"The Other Were? Right Here!\" by Roger E Moore)<\/em>
<\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Any","environment":"<\/td>"},{"name":"Lycanthrope, Weresloth, Ground (Weremylodon)","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6078,"reference":"Usergen","full_text":"

Lycanthrope, Weresloth, Ground (Weremylodon) (Template)<\/h1>
A heavyset creature, half man and half beast, covered in long shaggy hair. Its burly arms are armed with long, curved claws. Its head is somewhat sheep-like, with dull eyes and small blunt teeth.<\/i>

Creating a Lycanthrope, Weresloth, Ground (Weremylodon)<\/h2> Ground weresloth\u00c2\u0094 is an application of the lycanthrope template, using a Lesser Ground Sloth (Mylodon)<\/b><\/u><\/a> as the base animal. \u00c2\u0093Giant weresloth\u00c2\u0094 is an application of the lycanthrope template using a Mylodon<\/b><\/u><\/a> as the base animal.\r

Ground weresloths have the following Animal or Hybrid Form Ability Modifiers: Str +4, Dex +2, Con +8.\r

Giant weresloths have the following Animal or Hybrid Form Ability Modifiers: Str +8, Dex +2, Con +10.\r

A weremylodon\u00c2\u0092s preferred alignment is neutral.\r

Challenge Rating: <\/strong>By class level or base creature +3 (ground) or +4

Sample Lycanthrope, Weresloth, Ground (Weremylodon)<\/h2> <\/a>Ground Weresloth<\/b>\r
<\/td>Ground Weresloth,
Half-Orc Form<\/b><\/td>
Ground Weresloth,
Sloth Form<\/b><\/td>
Ground Weresloth,
Hybrid Form<\/b><\/td><\/tr>
Size\/Type:<\/b><\/td>Medium Humanoid (Orc,
Shapechanger)<\/font><\/td>
Medium Humanoid (Orc,
Shapechanger)<\/font><\/td>
Medium Humanoid (Orc,
Shapechanger)<\/font><\/td><\/tr>
Hit Dice:<\/b><\/td>1d8+1 plus 4d8+20 (43 hp)<\/font><\/td>1d8+1 plus 4d8+20 (43 hp)<\/font><\/td>1d8+1 plus 4d8+20 (43 hp)<\/font><\/td><\/tr>
Initiative:<\/b><\/td>+0<\/font><\/td>+1<\/font><\/td>+1<\/font><\/td><\/tr>
Speed:<\/b><\/td>30 ft. (6 squares)<\/font><\/td>30 ft. (6 squares)<\/font><\/td>30 ft. (6 squares)<\/font><\/td><\/tr>
Armor Class:<\/b><\/td>15 (+3 studded leather armor,
+2 natural), touch 10, flat-
footed 15<\/font><\/td>
20 (+1 Dex, +9 natural),
touch 11, flat-footed 19<\/font><\/td>
20 (+1 Dex, +9 natural),
touch 11, flat-footed 19<\/font><\/td><\/tr>
Base Attack\/
Grapple:<\/b><\/td>
+4\/+6<\/font><\/td>+4\/+8<\/font><\/td>+4\/+8<\/font><\/td><\/tr>
Attack:<\/b><\/td>Falchion +6 melee (2d4+3\/18-20)
or javelin +4 ranged (1d6+2)<\/font><\/td>
Claw +8 melee (1d4+4)<\/font><\/td>Falchion +8 melee (2d4+6
\/18-20) or claw +8 melee
(1d4+4) or javelin +5 ranged
(1d6+4)<\/font><\/td><\/tr>
Full Attack:<\/b><\/td>Falchion +6 melee (2d4+3\/18-20)
or javelin +4 ranged (1d6+2)<\/font><\/td>
2 claws +8 melee (1d4+4) and
bite +3 melee (1d6+2)<\/font><\/td>
Falchion +8 melee (2d4+6
\/18-20); or 2 claws +8 melee
(1d4+4) and bite +3 melee
(1d6+2); or javelin +5 ranged
(1d6+4)<\/font><\/td><\/tr>
Space\/Reach:<\/b><\/td>5 ft.\/5 ft.<\/font><\/td>5 ft.\/5 ft.<\/font><\/td>5 ft.\/5 ft.<\/font><\/td><\/tr>
Special Attacks:<\/b><\/td>\u00c2\u0097<\/font><\/td>Curse of lycanthropy,
improved grab, pin down<\/font><\/td>
Curse of lycanthropy<\/font><\/td><\/tr>
Special Qualities:<\/b><\/td>Alternate form, darkvision 60 ft.
low-light vision, scent, sloth
empathy<\/font><\/td>
Alternate form, DR 10\/silver,
darkvision 60 ft., low-light
vision, scent, sloth empathy<\/font><\/td>
Alternate form, DR 10\/silver,
darkvision 60 ft., low-light
vision, scent, sloth empathy<\/font><\/td><\/tr>
Saves:<\/b><\/td>Fort +9, Ref +4, Will +3<\/font><\/td>Fort +13, Ref +5, Will +3<\/font><\/td>Fort +13, Ref +5, Will +3<\/font><\/td><\/tr>
Abilities:<\/b><\/td>Str 15, Dex 11, Con 12,
Int 6, Wis 11, Cha 8<\/font><\/td>
Str 19, Dex 13, Con 20,
Int 6, Wis 11, Cha 8<\/font><\/td>
Str 19, Dex 13, Con 20,
Int 6, Wis 11, Cha 8<\/font><\/td><\/tr>
Skills:<\/b><\/td>Listen +6, Spot +5, Swim +1**
** includes -1 armor check
penalty from leather armor<\/font><\/td>
Listen +6, Spot +5, Swim +5<\/font><\/td>Listen +6, Spot +5, Swim +5<\/font><\/td><\/tr>
Feats:<\/b><\/td>Alertness, Great Fortitude,
Iron WillB<\/sup><\/small><\/b><\/small><\/font><\/td>
Alertness, Great Fortitude,
Iron WillB<\/sup><\/small><\/b><\/small><\/font><\/td>
Alertness, Great Fortitude,
Iron WillB<\/sup><\/small><\/b><\/small><\/font><\/td><\/tr>
Environment:<\/b><\/td>Any forest, hill, or plains<\/font><\/td>Any forest, hill, or plains<\/font><\/td>Any forest, hill, or plains<\/font><\/td><\/tr>
Organization:<\/b><\/td>Solitary, pair, family (3-4),
or pack (6-10)<\/font><\/td>
Solitary, pair, family (3-4),
or pack (6-10)<\/font><\/td>
Solitary, pair, family (3-4),
or pack (6-10)<\/font><\/td><\/tr>
Challenge Rating:<\/b><\/td>5<\/font><\/td>5<\/font><\/td>5<\/font><\/td><\/tr>
Treasure:<\/b><\/td>Standard<\/font><\/td>Standard<\/font><\/td>Standard<\/font><\/td><\/tr>
Alignment:<\/b><\/td>Always neutral<\/font><\/td>Always neutral<\/font><\/td>Always neutral<\/font><\/td><\/tr>
Advancement:<\/b><\/td>By character class<\/font><\/td>By character class<\/font><\/td>By character class<\/font><\/td><\/tr>
Level Adjustment:<\/b><\/td>+3<\/font><\/td>+3<\/font><\/td>+3<\/font><\/td><\/tr>
<\/td><\/tr><\/table>
A burly creature, half humanoid and half beast, covered in a pelt of foot-long hair. Its head is somewhat sheep-like, with dull eyes and small blunt teeth. The creature's arms are far more formidable, powerfully muscled and ending in long, curved claws.\r
<\/i>\r
Ground weresloths in humanoid form tend to have pot-bellies and robust arms. Their hair is usually long, unkempt hair and is often tangled with twigs, leaves and other debris. Ground weresloths typically live as forest aborigines, dressing themselves in very basic garments such as breechcloths or skirts, usually woven from the fibers of local plants.\r

The weresloth presented here is a 1st-level half-orc warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 8, Wis 9, Cha 10.\r

COMBAT<\/b>\r

Ground weresloths are not typically aggressive, but they are violent when roused. Unimaginative combatants, they prefer to rush into melee, usually remembering to change into animal or hybrid for the fight. In humanoid form, they fight with weapons as available, while their strong instinct in sloth form is to pin down their opponent.\r

Alternate Form (Su):<\/b> A weresloth can assume the form of a lesser ground sloth or a sloth-humanoid hybrid.\r

Curse of Lycanthropy (Su):<\/b> Any humanoid or giant hit by a weresloth\u00c2\u0092s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.\r

Improved Grab (Ex):<\/b> If a ground weresloth in animal form hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can pin down the opponent on its next successful grapple check.\r

Pin Down (Ex):<\/b> A ground weresloth in animal form can make a grapple check against an already grappled opponent in an attempt to pin it down. If successful, the opponent is pinned down beneath the weresloth's claw. Pinned opponents take claw damage each round they are pinned, including the round in which the pin is established.\r

Sloth Empathy (Ex):<\/b> Communicate with tree sloth, ground sloth and dire sloth, and +4 racial bonus on Charisma-based checks against tree sloth, ground sloth and dire sloth.\r

<\/a>Giant Weresloth<\/b>\r
<\/td>Hill Giant Weremylodon,
Hill Giant Form<\/b><\/td>
Hill Giant Weremylodon,
Mylodon Form<\/b><\/td>
Hill Giant Weremylodon,
Hybrid Form<\/b><\/td><\/tr>
Size\/Type:<\/b><\/td>Large Giant (Shapechanger)<\/font><\/td>Large Giant (Shapechanger)<\/font><\/td>Large Giant (Shapechanger)<\/font><\/td><\/tr>
Hit Dice:<\/b><\/td>12d8+48 plus 8d8+72 (210 hp)<\/font><\/td>12d8+48 plus 8d8+72 (210 hp)<\/font><\/td>12d8+48 plus 8d8+72 (210 hp)<\/font><\/td><\/tr>
Initiative:<\/b><\/td>-1<\/font><\/td>+0<\/font><\/td>+0<\/font><\/td><\/tr>
Speed:<\/b><\/td>30 ft. in hide armor (6 squares);
base speed 40 ft.<\/font><\/td>
30 ft. (6 squares)<\/font><\/td>30 ft. (6 squares)<\/font><\/td><\/tr>
Armor Class:<\/b><\/td>22 (-1 size, -1 Dex, +11 natural,
+3 hide armor), touch 8, flat-
footed 22<\/font><\/td>
21 (-1 size, +12 natural),
touch 9, flat-footed 21<\/font><\/td>
21 (-1 size, +12 natural),
touch 9, flat-footed 21<\/font><\/td><\/tr>
Base Attack\/
Grapple:<\/b><\/td>
+15\/+26<\/font><\/td>+15\/+30<\/font><\/td>+15\/+30<\/font><\/td><\/tr>
Attack:<\/b><\/td>Greatclub +22 melee (2d8+10)
or slam +21 melee (1d4+7) or
rock +14 ranged (2d6+7)<\/font><\/td>
Claw +26 melee (1d6+11)<\/font><\/td>Greatclub +26 melee (2d8+16)
or claw +26 melee (1d6+11)
or rock + 20 ranged (2d6+11)<\/font><\/td><\/tr>
Full Attack:<\/b><\/td>Greatclub +22\/+17\/+12 melee
(2d8+10) or 2 slams +21 melee
(1d4+7) or rock +14 ranged
(2d6+7)<\/font><\/td>
2 claws +26 melee (1d4+11)
and bite +20 melee (1d8+5)<\/font><\/td>
Greatclub +26\/+21\/+16 melee
(2d8+10); or 2 claws +26
melee (1d6+11) and bite
+20 melee (1d8+5); or rock
+20 ranged (2d6+11)<\/font><\/td><\/tr>
Space\/Reach:<\/b><\/td>10 ft.\/10 ft.<\/font><\/td>10 ft.\/5 ft.<\/font><\/td>10 ft.\/10 ft.<\/font><\/td><\/tr>
Special Attacks:<\/b><\/td>Rock throwing<\/font><\/td>Curse of lycanthropy,
improved grab, pin down,
trample 1d10+16<\/font><\/td>
Curse of lycanthropy,
rock throwing<\/font><\/td><\/tr>
Special Qualities:<\/b><\/td>Alternate form, darkvision 60 ft.,
low-light vision, rock catching,
scent, sloth empathy<\/font><\/td>
Alternate form, DR 10\/silver,
darkvision 60 ft., low-light
vision, scent, sloth empathy<\/font><\/td>
Alternate form, DR 10\/silver,
darkvision 60 ft., low-light
vision, rock catching, scent,
sloth empathy<\/font><\/td><\/tr>
Saves:<\/b><\/td>Fort +20, Ref +9, Will +9<\/font><\/td>Fort +25, Ref +10, Will +9<\/font><\/td>Fort +20, Ref +10, Will +9<\/font><\/td><\/tr>
Abilities:<\/b><\/td>Str 25, Dex 8, Con 19,
Int 6, Wis 12, Cha 7<\/font><\/td>
Str 33, Dex 10, Con 29,
Int 6, Wis 12, Cha 7<\/font><\/td>
Str 33, Dex 10, Con 29,
Int 6, Wis 12, Cha 7<\/font><\/td><\/tr>
Skills:<\/b><\/td>Climb +9**, Jump +7**,
Listen +9, Spot +12
** includes -3 armor check
penalty from hide armor<\/font><\/td>
Climb +16, Jump +14,
Listen +9, Spot +12<\/font><\/td>
Climb +16, Jump +14,
Listen +9, Spot +12<\/font><\/td><\/tr>
Feats:<\/b><\/td>AlertnessB<\/sup><\/small><\/b><\/small>, Great Fortitude,
Cleave, Improved Bull Rush,
Improved Sunder, Iron WillB<\/sup><\/small><\/b><\/small>,
Power Attack, Weapon Focus
(claw), Weapon Focus
(greatclub) <\/font><\/td>
AlertnessB<\/sup><\/small><\/b><\/small>, Great Fortitude,
Cleave, Improved Bull Rush,
Improved Sunder, Iron WillB<\/sup><\/small><\/b><\/small>,
Power Attack, Weapon Focus
(claw), Weapon Focus
(greatclub) <\/font><\/td>
AlertnessB<\/sup><\/small><\/b><\/small>, Great Fortitude,
Cleave, Improved Bull Rush,
Improved Sunder, Iron WillB<\/sup><\/small><\/b><\/small>,
Power Attack, Weapon Focus
(claw), Weapon Focus
(greatclub) <\/font><\/td><\/tr>
Environment:<\/b><\/td>Temperate hills<\/font><\/td>Temperate hills<\/font><\/td>Temperate hills<\/font><\/td><\/tr>
Organization:<\/b><\/td>Solitary, pair, family (3-4),
or troupe (family plus
2-4 ground sloths)<\/font><\/td>
Solitary, pair, family (3-4),
or troupe (family plus
2-4 ground sloths)<\/font><\/td>
Solitary, pair, family (3-4),
or troupe (family plus
2-4 ground sloths)<\/font><\/td><\/tr>
Challenge Rating:<\/b><\/td>11<\/font><\/td>11<\/font><\/td>11<\/font><\/td><\/tr>
Treasure:<\/b><\/td>Standard<\/font><\/td>Standard<\/font><\/td>Standard<\/font><\/td><\/tr>
Alignment:<\/b><\/td>Always neutral<\/font><\/td>Always neutral<\/font><\/td>Always neutral<\/font><\/td><\/tr>
Advancement:<\/b><\/td>By character class<\/font><\/td>By character class<\/font><\/td>By character class<\/font><\/td><\/tr>
Level Adjustment:<\/b><\/td>+7<\/font><\/td>+7<\/font><\/td>+7<\/font><\/td><\/tr>
<\/td><\/tr><\/table>
A giant beastman at least twice as tall as a human. A thick pelt of hair almost buries its hulking body and huge forearms. The creature has a long, sheep-like head, with dull eyes peering out through its hair. Its jaws are unimpressive, with small and blunt teeth, but its hands are armed with enormous, curved claws.\r
<\/i>\r
In giant form, these weresloths usually look like ordinary hill giants with exceptionally long hair, tangled with branches, filth and other detritus. They prefer to live in wooded hills, using caves for shelter. Their culture is primitive even for a hill giant. Giant weresloths normally dress in skins and crudely woven kilts or ponchos.\r

COMBAT<\/b>\r

Giant weresloths are not typically aggressive, but they are violent when roused. Unimaginative combatants, they prefer to rush into melee, usually remembering to change into animal or hybrid for the fight. In giant form, they fight with weapons and thrown rocks, while their strong instinct in sloth form is to pin down and trample their opponent.\r

Alternate Form (Su):<\/b> A weresloth can assume the form of a ground sloth or a sloth-humanoid hybrid.\r

Curse of Lycanthropy (Su):<\/b> Any humanoid or giant hit by a weresloth\u00c2\u0092s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.\r

Improved Grab (Ex):<\/b> If a giant weresloth in animal form hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can pin down the opponent on its next successful grapple check.\r

Pin Down (Ex):<\/b> A giant weresloth in animal form can make a grapple check against an already grappled opponent in an attempt to pin it down. If successful, the opponent is pinned down beneath the weresloth's claw. Pinned opponents take trample damage each round they are pinned, including the round in which the pin is established.\r

Sloth Empathy (Ex):<\/b> Communicate with tree sloth, ground sloth and dire sloth, and +4 racial bonus on Charisma-based checks against tree sloth, ground sloth and dire sloth. \r

Trample (Ex):<\/b> Reflex half DC 31. The save DC is Strength-based.
\u00a0
Dragon Magazine #40 (\"The Other Were? Right Here!\" by Roger E Moore)<\/em>
<\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Any","environment":"<\/td>"},{"name":"Lycanthrope, Weresloth, Tree","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6079,"reference":"Usergen","full_text":"

Lycanthrope, Weresloth, Tree (Template)<\/h1>
A little humanoid creature entirely covered with long, grey-brown hair streaked with green tints. It has the head of some sort of animal, with a short muzzle and beady black eyes peering from amidst its hair. The creatures hands and feet end in long, curved claws.<\/i>

Creating a Lycanthrope, Weresloth, Tree<\/h2> \"Tree weresloth\u00c2\u0094 is an application of the lycanthrope template, using a Tree Sloth<\/b><\/u><\/a> as the base animal.\r

Tree weresloths have the following Ability Modifiers in their alternate forms. Animal Form: Str -6, Dex -4, Con +2; Hybrid Form: Str -2, Dex -4, Con +2.\r

A tree weresloth's preferred alignment is neutral.\r

Challenge Rating: <\/strong>By class level or base creature +2.

Sample Lycanthrope, Weresloth, Tree<\/h2> Tree Weresloth<\/b>\r
<\/td>Tree Weresloth,
Goblin Form<\/b><\/td>
Tree Weresloth,
Sloth Form<\/b><\/td>
Tree Weresloth,
Hybrid Form<\/b><\/td><\/tr>
Size\/Type:<\/b><\/td>Small Humanoid (Goblin,
Shapechanger)<\/font><\/td>
Tiny Humanoid (Goblin,
Shapechanger)<\/font><\/td>
Small Humanoid (Goblin,
Shapechanger)<\/font><\/td><\/tr>
Hit Dice:<\/b><\/td>1d8+1 plus 1d8+2 (12 hp)<\/font><\/td>1d8+1 plus 1d8+2 (12 hp)<\/font><\/td>1d8+1 plus 1d8+2 (12 hp)<\/font><\/td><\/tr>
Initiative:<\/b><\/td>+1<\/font><\/td>-1<\/font><\/td>-1<\/font><\/td><\/tr>
Speed:<\/b><\/td>30 ft. (6 squares)<\/font><\/td>15 ft. (3 squares), climb 20 ft.<\/font><\/td>30 ft. (6 squares), climb 20 ft.<\/font><\/td><\/tr>
Armor Class:<\/b><\/td>17 (+1 size, +1 Dex, +2 leather
armor, +2 natural, +1 light
shield), touch 12, flat-footed 16<\/font><\/td>
13 (+2 size, -1 Dex, +2 natural),
touch 11, flat-footed 11<\/font><\/td>
12 (+1 size, -1 Dex, +2 natural),
touch 10, flat-footed 11<\/font><\/td><\/tr>
Base Attack\/
Grapple:<\/b><\/td>
+1\/-3<\/font><\/td>+1\/-7<\/font><\/td>+1\/-4<\/font><\/td><\/tr>
Attack:<\/b><\/td>Morningstar +2 melee (1d6)
or javelin +3 ranged (1d4)<\/font><\/td>
Claw -4 melee (1d2-3)<\/font><\/td>Bite +1 melee (1d4-1); or
claw +1 melee (1d3-1); or
morningstar +1 melee (1d6-1)
or javelin +1 ranged (1d4-1)<\/font><\/td><\/tr>
Full Attack:<\/b><\/td>Morningstar +2 melee (1d6)
or javelin +3 ranged (1d4)<\/font><\/td>
Claw -4 melee (1d2-3)<\/font><\/td>Bite +1 melee (1d4-1); or
claw +1 melee (1d3-1); or
morningstar +1 melee (1d6-1)
or javelin +1 ranged (1d4-1)<\/font><\/td><\/tr>
Space\/Reach:<\/b><\/td>5 ft.\/5 ft.<\/font><\/td>2\u00c2\u00bd ft.\/0 ft.<\/font><\/td>5 ft.\/5 ft.<\/font><\/td><\/tr>
Special Attacks:<\/b><\/td>\u00c2\u0097<\/font><\/td>Curse of lycanthropy<\/font><\/td>Curse of lycanthropy<\/font><\/td><\/tr>
Special Qualities:<\/b><\/td>Alternate form, low-light vision,
scent, sloth empathy<\/font><\/td>
Alternate form, DR 10\/silver,
low-light vision, scent, single
actions only, sloth empathy<\/font><\/td>
Alternate form, DR 10\/silver,
low-light vision, scent, single
actions only, sloth empathy<\/font><\/td><\/tr>
Saves:<\/b><\/td>Fort +5, Ref +3, Will +2<\/font><\/td>Fort +6, Ref +1, Will +2<\/font><\/td>Fort +6, Ref +1, Will +2<\/font><\/td><\/tr>
Abilities:<\/b><\/td>Str 11, Dex 13, Con 12,
Int 8, Wis 11, Cha 8<\/font><\/td>
Str 5, Dex 9, Con 14,
Int 8, Wis 11, Cha 8<\/font><\/td>
Str 9, Dex 9, Con 14,
Int 8, Wis 11, Cha 8<\/font><\/td><\/tr>
Skills:<\/b><\/td>Hide +6, Listen +3, Move
Silently +5, Ride +4, Spot +3<\/font><\/td>
Climb +7*, Hide +8*, Listen +3,
Move Silently +3, Ride +2,
Spot +3, Swim +5<\/font><\/td>
Climb +7*, Hide +4*, Listen +3,
Move Silently +3, Ride +2,
Spot +3, Swim +5<\/font><\/td><\/tr>
Feats:<\/b><\/td>Alertness, Iron WillB<\/sup><\/small><\/b><\/small>,
StealthyB<\/sup><\/small><\/b><\/small><\/font><\/td>
Alertness, Iron WillB<\/sup><\/small><\/b><\/small>,
StealthyB<\/sup><\/small><\/b><\/small><\/font><\/td>
Alertness, Iron WillB<\/sup><\/small><\/b><\/small>,
StealthyB<\/sup><\/small><\/b><\/small><\/font><\/td><\/tr>
Environment:<\/b><\/td>Warm forests<\/font><\/td>Warm forests<\/font><\/td>Warm forests<\/font><\/td><\/tr>
Organization:<\/b><\/td>Solitary, pair, family (3-4),
or pack (6-10)<\/font><\/td>
Solitary, pair, family (3-4),
or pack (6-10)<\/font><\/td>
Solitary, pair, family (3-4),
or pack (6-10)<\/font><\/td><\/tr>
Challenge Rating:<\/b><\/td>2<\/font><\/td>2<\/font><\/td>2<\/font><\/td><\/tr>
Treasure:<\/b><\/td>Standard<\/font><\/td>Standard<\/font><\/td>Standard<\/font><\/td><\/tr>
Alignment:<\/b><\/td>Always neutral<\/font><\/td>Always neutral<\/font><\/td>Always neutral<\/font><\/td><\/tr>
Advancement:<\/b><\/td>By character class<\/font><\/td>By character class<\/font><\/td>By character class<\/font><\/td><\/tr>
Level Adjustment:<\/b><\/td>+3<\/font><\/td>+3<\/font><\/td>+3<\/font><\/td><\/tr>
<\/td><\/tr><\/table>
Tree weresloths in humanoid form tend to be pot-bellied and gangly-limbed, with long, unkempt hair. They often have twigs, leaves and other detritus tangled in their hair. Tree weresloths usually live as forest aborigines, dressing themselves in very basic garments such as breechcloths or skirts made from local, natural materials like bark or animal skin.\r

The tree weresloth presented here is a 1st-level goblin warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 8, Wis 9, Cha 10.\r

COMBAT<\/b>\r

Tree weresloths try to hide in the treetops and snipe at their enemies with missile weapons. They usually fight in hybrid form.\r

In animal form, a tree weresloth\u00c2\u0092s claws are so blunt and slow they are treated as a secondary attack and add only half the weresloth's Strength bonus to damage.\r

Alternate Form (Su):<\/b> A tree weresloth can assume the form of a tree sloth or a sloth-humanoid hybrid.\r

Curse of Lycanthropy (Su):<\/b> Any humanoid or giant hit by a weresloth\u00c2\u0092s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.\r

Single Actions Only (Ex):<\/b> A tree weresloth in animal or hybrid form can perform only a single move action or attack action each round. A tree weresloth can move up to its speed and attack in the same round, but only if it attempts a charge.\r

Sloth Empathy (Ex):<\/b> Communicate with tree sloth, ground sloth and dire sloth, and +4 racial bonus on Charisma-based checks against tree sloth, ground sloth and dire sloth.\r

Skills:<\/b> Goblins have a +4 racial bonus on Move Silently and Ride checks.\r

In animal or hybrid form, a tree weresloth has a +4 racial bonus on Move Silently checks a +8 racial bonus on Climb checks and Swim checks. A tree weresloth can always choose to take 10 on Climb checks, even if rushed or threatened. Weresloths use either their Strength or Dexterity modifier for Climb or Swim checks, whichever is higher.\r

* A tree weresloth's claws in animal or hybrid form are specially shaped to grip branches, its racial bonus to Climb checks increases to +12 when it is in a tree, and it can always take 10 on Climb checks, even when the weresloth is unconscious, dying or dead!\r

* A tree weresloth in animal or hybrid form has a +8 racial bonus on Hide checks when among leaves or similar vegetation, due to its long, algae-tinted hair.
\u00a0
Dragon Magazine #40 (\"The Other Were? Right Here!\" by Roger E Moore)<\/em>
<\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Any","environment":"<\/td>"},{"name":"Lycanthrope, Weresmilodon","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6080,"reference":"Usergen","full_text":"

Lycanthrope, Weresmilodon (Template)<\/h1>
This giant creature has the head of a great cat, with a pair of huge fangs resembling ivory shortswords jutting down from its upper jaw. It stands erect, twice as tall as a human, with a body that is part-manlike, part-feline. Herculean muscles ripple beneath its pelt of tawny fur, but the creature moves with catlike grace for all its massive size.<\/i>

Creating a Lycanthrope, Weresmilodon<\/h2> \"Weresmilodon\u00c2\u0094 is an application of the Dire Lycanthrope<\/b><\/u><\/a> template, using a smilodon as the base animal.\r

Weresmilodons have the following Animal or Hybrid Form Ability Modifiers: Str +14, Dex +4, Con +6.\r

A weresmilodon's preferred alignment is neutral.\r

In Mystara<\/b>\r
Weresmilodon are not known to exist on on the surface of Mystara, but can be encountered in the hollow interior of that world, where they are known as weresabretooths. A Mystaran weresmilodon, like other lycanthropes that live in the Hollow World, is not affected by the full moon \u00c2\u0097 for there are no moons inside Mystara's Hollow World. A weresabretooth gains the Hollow Hunger ability described below, giving it shapeshifting problems based on hunger instead.\r
Hollow Hunger (Ex):<\/b> The lycanthropes of Mystara's Hollow World are not tied to the cycle of the moon, their shapeshifting is driven by hunger instead.\r

A Hollow World lycanthrope (both true and afflicted lycanthropes) can only derive nourishment by eating fresh meat while in animal or hybrid form. It may not satisfy its hunger with any other food. If a Hollow World lycanthrope goes for 24 hours without satisfying its hunger for flesh, it must succeed at a DC20 Control Shape check or involuntarily assume animal form and hunt for prey. If it succeeds, the lycanthrope must make additional Control Shape checks every 24 hours (DC 20 plus 5 per additional day), or whenever it is presented with fresh meat or prey. Once a hungry Hollow World lycanthrope makes an involuntarily change, it cannot change back to humanoid form until it has fed.\r

A true lycanthrope with hollow hunger has Control Shape as a class skill for all its classes and its levels of animal. It also has a +5 racial bonus on Control Shape checks. <\/td><\/tr><\/table>
This variant is based on the \"Were-Sabretooth\" from the Hollow Earth Campaign Set<\/i> (1990) by Aaron Allston.\r

Challenge Rating: <\/strong>By class level or base creature +4.

Sample Lycanthrope, Weresmilodon<\/h2> <\/a>Weresmilodon<\/b>\r
<\/td>Weresmilodon,
Human Form<\/b><\/td>
Weresmilodon,
Smilodon Form<\/b><\/td>
Weresmilodon,
Hybrid Form<\/b><\/td><\/tr>
Size\/Type:<\/b><\/td>Medium Humanoid (Human,
Shapechanger)<\/font><\/td>
Large Humanoid (Human,
Shapechanger)<\/font><\/td>
Large Humanoid (Human,
Shapechanger)<\/font><\/td><\/tr>
Hit Dice:<\/b><\/td>1d8+1 plus 9d8+36 (82 hp)<\/font><\/td>1d8+1 plus 9d8+36 (82 hp)<\/font><\/td>1d8+1 plus 9d8+36 (82 hp)<\/font><\/td><\/tr>
Initiative:<\/b><\/td>+0<\/font><\/td>+2<\/font><\/td>+2<\/font><\/td><\/tr>
Speed:<\/b><\/td>30 ft. (6 squares)<\/font><\/td>40 ft. (8 squares)<\/font><\/td>30 ft. (6 squares)<\/font><\/td><\/tr>
Armor Class:<\/b><\/td>15 (+2 natural, +3 studded
leather armor), touch 10,
flat-footed 15<\/font><\/td>
17 (-1 size, +2 Dex, +6 natural),
touch 11, flat-footed 15<\/font><\/td>
17 (-1 size, +2 Dex, +6 natural),
touch 11, flat-footed 15<\/font><\/td><\/tr>
Base Attack\/
Grapple:<\/b><\/td>
+7\/+8<\/font><\/td>+7\/+19<\/font><\/td>+7\/+19<\/font><\/td><\/tr>
Attack:<\/b><\/td>Greataxe +8 melee (1d12+1
\/\u00c3\u00973); or longbow +7 ranged
(1d8\/\u00c3\u00973)<\/font><\/td>
Bite +14 melee (2d6+8\/\u00c3\u00973)<\/font><\/td>Bite +14 melee (2d6+8\/\u00c3\u00973); or
claw +14 melee (1d6+8); or
greataxe +14 melee (3d6+12)<\/font><\/td><\/tr>
Full Attack:<\/b><\/td>Greataxe +8\/+3 melee
(1d12+1 \/\u00c3\u00973); or longbow
+7\/+2 ranged (1d8\/\u00c3\u00973)<\/font><\/td>
Bite +14 melee (2d6+8\/\u00c3\u00973) and
2 claws +12 melee (1d6+4)<\/font><\/td>
Greataxe +14\/+9 melee (3d6+12)
and bite +12 melee (2d6+4\/\u00c3\u00973);
or 2 claws +14 melee (1d6+8)
and bite +12 melee (2d6+4\/\u00c3\u00973)<\/font><\/td><\/tr>
Space\/Reach:<\/b><\/td>5 ft.\/5 ft.<\/font><\/td>10 ft.\/5 ft.<\/font><\/td>10 ft.\/10 ft.<\/font><\/td><\/tr>
Special Attacks:<\/b><\/td>\u00c2\u0097<\/font><\/td>Augmented critical, curse of
lycanthropy, improved grab,
pounce, rake 1d6+4<\/font><\/td>
Augmented critical, curse of
lycanthropy, improved grab,
pounce, rake 1d6+4<\/font><\/td><\/tr>
Special Qualities:<\/b><\/td>Alternate form, low-light
vision, sabre-tooth tiger
empathy, scent<\/font><\/td>
Alternate form, DR 10\/silver,
low-light vision, sabre-tooth
tiger empathy, scent<\/font><\/td>
Alternate form, DR 10\/silver,
low-light vision, sabre-tooth
tiger empathy, scent<\/font><\/td><\/tr>
Saves:<\/b><\/td>Fort +9, Ref +6, Will +8<\/font><\/td>Fort +12, Ref +8, Will +8<\/font><\/td>Fort +12, Ref +8, Will +8<\/font><\/td><\/tr>
Abilities:<\/b><\/td>Str 13, Dex 11, Con 12,
Int 8, Wis 11, Cha 10<\/font><\/td>
Str 27, Dex 15, Con 18,
Int 8, Wis 11, Cha 10<\/font><\/td>
Str 27, Dex 15, Con 18,
Int 8, Wis 11, Cha 10<\/font><\/td><\/tr>
Skills:<\/b><\/td>Balance +3, Climb +2,
Handle Animal +2, Hide +6**,
Intimidate +2, Jump +4**,
Listen +7, Move Silently +6**,
Spot +7
**includes -1 armor check
penalty from chain shirt<\/font><\/td>
Balance +6, Climb +10,
Handle Animal +2, Hide +5*,
Intimidate +2, Jump +16,
Listen +7, Move Silently +9,
Spot +7<\/font><\/td>
Balance +6, Climb +10,
Handle Animal +2, Hide +5*,
Intimidate +2, Jump +12,
Listen +7, Move Silently +9,
Spot +7<\/font><\/td><\/tr>
Feats:<\/b><\/td>AlertnessB<\/sup><\/small><\/b><\/small>, Dodge, Mobility,
Spring Attack, Iron WillB<\/sup><\/small><\/b><\/small>,
MultiattackB<\/sup><\/small><\/b><\/small>, Power Attack<\/font><\/td>
AlertnessB<\/sup><\/small><\/b><\/small>, Dodge, Mobility,
Spring Attack, Iron WillB<\/sup><\/small><\/b><\/small>,
MultiattackB<\/sup><\/small><\/b><\/small>, Power Attack<\/font><\/td>
AlertnessB<\/sup><\/small><\/b><\/small>, Dodge, Mobility,
Spring Attack, Iron WillB<\/sup><\/small><\/b><\/small>,
MultiattackB<\/sup><\/small><\/b><\/small>, Power Attack<\/font><\/td><\/tr>
Environment:<\/b><\/td>Cold forests<\/font><\/td>Cold forests<\/font><\/td>Cold forests<\/font><\/td><\/tr>
Organization:<\/b><\/td>Solitary, pair, family (3-4),
or troupe (2-4 plus
3-12 smilodons)<\/font><\/td>
Solitary, pair, family (3-4),
or troupe (2-4 plus
3-12 smilodons)<\/font><\/td>
Solitary, pair, family (3-4),
or troupe (2-4 plus
3-12 smilodons)<\/font><\/td><\/tr>
Challenge Rating:<\/b><\/td>9<\/font><\/td>9<\/font><\/td>9<\/font><\/td><\/tr>
Treasure:<\/b><\/td>Standard<\/font><\/td>Standard<\/font><\/td>Standard<\/font><\/td><\/tr>
Alignment:<\/b><\/td>Always neutral<\/font><\/td>Always neutral<\/font><\/td>Always neutral<\/font><\/td><\/tr>
Advancement:<\/b><\/td>By character class<\/font><\/td>By character class<\/font><\/td>By character class<\/font><\/td><\/tr>
Level Adjustment:<\/b><\/td>+3<\/font><\/td>+3<\/font><\/td>+3<\/font><\/td><\/tr>
<\/td><\/tr><\/table>
Weresmilodons in humanoid form tend to be large and formidably muscled, with slightly pronounced upper canines. They prefer to dress in simple garments of leather or fur that are easy to remove, repair, or replace.\r

The weresmilodon presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.\r

COMBAT<\/b>\r

Weresmilodon are canny fighters who prefer to wait for opponents to come to them before attacking, then leap or charge from ambush. Weresmilodon typically fight in hybrid form. They like to use their claws and fangs when charging opponents, since this allows them to use their pounce special attack, but usually rely on artificial weapons in regular melee.\r

Alternate Form (Su):<\/b> A weresmilodon can assume the form of a smilodon or a smilodon-humanoid hybrid.\r

Augmented Critical (Ex):<\/b> A weresmilodon deals triple damage if it scores a critical hit with its bite attack.\r

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

Pounce (Ex):<\/b> If a weresmilodon in animal or hybrid form charges a foe, it can make a full attack with both its claws, a bite, and two rake attacks.\r

Rake (Ex):<\/b> A weresmilodon in animal or hybrid form gains two additional claw attacks against grappled foes or foes it pounces on (attack bonus +12, damage 1d6+4). Rake attacks are not subject to the normal -4 penalty for attacking with a natural weapon in a grapple.\r

Scent (Ex):<\/b> A weresmilodon can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.\r

Sabre-Tooth Tiger Empathy (Ex):<\/b> Communicate with tigers, smilodons, and dire tigers, and +4 racial bonus on Charisma-based checks against tigers, smilodons, and dire tigers.\r

Curse of Lycanthropy (Su):<\/b> Any humanoid or giant hit by a weresmilodon\u00c2\u0092s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.\r

The weresmilodon presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.\r

Skills:<\/b> Weresmilodons gain a +4 racial bonus on Balance, Hide, and Move Silently checks.\r

*In forest terrain, their Hide bonus improves to +8.\r

<\/a>Weresmilodon Sabrelord<\/b>\r
Elite Weresmilodon Wood Elf 12th-level ranger<\/b>\r
<\/td>Weresmilodon Sabrelord,
Elf Form<\/b><\/td>
Weresmilodon Sabrelord,
Smilodon Form<\/b><\/td>
Weresmilodon Sabrelord,
Hybrid Form<\/b><\/td><\/tr>
Size\/Type:<\/b><\/td>Medium Humanoid (Elf,
Shapechanger)<\/font><\/td>
Large Humanoid (Elf,
Shapechanger)<\/font><\/td>
Large Humanoid (Elf,
Shapechanger)<\/font><\/td><\/tr>
Hit Dice:<\/b><\/td>12d8+24 plus 9d8+45 (163 hp)<\/font><\/td>12d8+24 plus 9d8+45 (163 hp)<\/font><\/td>12d8+24 plus 9d8+45 (163 hp)<\/font><\/td><\/tr>
Initiative:<\/b><\/td>+3<\/font><\/td>+5<\/font><\/td>+5<\/font><\/td><\/tr>
Speed:<\/b><\/td>30 ft. (6 squares)<\/font><\/td>40 ft. (8 squares)<\/font><\/td>40 ft. (8 squares)<\/font><\/td><\/tr>
Armor Class:<\/b><\/td>18 (+2 natural, +3 Dex,
+3 masterwork studded
leather armor), touch 13,
flat-footed 15<\/font><\/td>
20 (-1 size, +5 Dex, +6 natural),
touch 14, flat-footed 15<\/font><\/td>
20 (-1 size, +5 Dex, +6 natural),
touch 14, flat-footed 15<\/font><\/td><\/tr>
Base Attack\/
Grapple:<\/b><\/td>
+18\/+21<\/font><\/td>+18\/+32<\/font><\/td>+18\/+32<\/font><\/td><\/tr>
Attack:<\/b><\/td>Battleaxe +21 melee (1d8+4
\/19-20\/\u00c3\u00973); or shortsword
+21 melee (1d6+4\/17-20);
or mighty [+3] composite
longbow +21 ranged
(1d8+3\/\u00c3\u00973)<\/font><\/td>
Bite +27 melee (2d6+10\/\u00c3\u00973)<\/font><\/td>Bite +27 melee (2d6+10\/\u00c3\u00973); or
claw +27 melee (1d6+10); or
battleaxe +27 melee (2d6+15
\/\u00c3\u00973); or shortsword +27 melee
(1d8+15\/19-20)<\/font><\/td><\/tr>
Full Attack:<\/b><\/td>Battleaxe +21\/+16\/+11\/+6
melee (1d8+4\/19-20\/\u00c3\u00973); or
battleaxe +19\/+14\/+9\/+4
melee (1d8+3\/19-20\/\u00c3\u00973) and
shortsword +19\/+14\/+9
melee (1d6+1\/17-20); or
mighty [+3] composite
longbow +21\/+16\/+11\/+6
ranged (1d8+3\/\u00c3\u00973)<\/font><\/td>
Bite +27 melee (2d6+10\/\u00c3\u00973)
and 2 claws +25 melee (1d6+5)<\/font><\/td>
Battleaxe +25\/+20\/+15\/+10
melee (2d6+10) and short-
sword +25\/+20\/+15 melee
(1d8+5\/19-20) and bite
+25 melee (2d6+5\/\u00c3\u00973); or
battleaxe +25\/+20\/+15\/+10
melee (2d6+10) and claw
+25 melee (1d6+5) and bite
+25 melee (2d6+5\/\u00c3\u00973); or
2 claws +27 melee (1d6+10)
and bite +25 melee
(2d6+5\/\u00c3\u00973)<\/font><\/td><\/tr>
Space\/Reach:<\/b><\/td>5 ft.\/5 ft.<\/font><\/td>10 ft.\/5 ft.<\/font><\/td>10 ft.\/10 ft.<\/font><\/td><\/tr>
Special Attacks:<\/b><\/td>Combat style, combat style
mastery, favored enemy,
improved combat style<\/font><\/td>
Augmented critical, curse of
lycanthropy, improved grab,
pounce, rake 1d6+4<\/font><\/td>
Augmented critical, combat
style, combat style mastery,
curse of lycanthropy,
favoured enemy, improved
grab, improved combat style,
pounce, rake 1d6+4<\/font><\/td><\/tr>
Special Qualities:<\/b><\/td>Alternate form, animal
companion, evasion, low-light
vision, sabre-tooth tiger
empathy, scent, swift tracker
wild empathy, woodland stride<\/font><\/td>
Alternate form, animal
companion, damage reduction
10\/silver, evasion, low-light
vision, sabre-tooth tiger
empathy, scent, swift tracker,
wild empathy, woodland stride<\/font><\/td>
Alternate form, animal
companion, damage reduction
10\/silver, evasion, low-light
vision, sabre-tooth tiger
empathy, scent, swift tracker,
wild empathy, woodland stride<\/font><\/td><\/tr>
Saves:<\/b><\/td>Fort +16, Ref +17, Will +11<\/font><\/td>Fort +19, Ref +19, Will +11<\/font><\/td>Fort +19, Ref +19, Will +11<\/font><\/td><\/tr>
Abilities:<\/b><\/td>Str 16, Dex 16, Con 15,
Int 10, Wis 10, Cha 10<\/font><\/td>
Str 30, Dex 20, Con 21,
Int 10, Wis 10, Cha 10<\/font><\/td>
Str 30, Dex 20, Con 21,
Int 10, Wis 10, Cha 10<\/font><\/td><\/tr>
Skills:<\/b><\/td>Balance +7, Handle Animal +9,
Hide +25*, Intimidate +12,
Jump +5, Listen +19,
Move Silently +25, Ride +5,
Spot +19, Survival +15<\/font><\/td>
Balance +9, Handle Animal +9,
Hide +23*, Intimidate +12,
Jump +16, Listen +19,
Move Silently +27, Ride +7,
Spot +19, Survival +15<\/font><\/td>
Balance +9, Handle Animal +9,
Hide +23*, Intimidate +12,
Jump +12, Listen +19,
Move Silently +27, Ride +7,
Spot +19, Survival +15<\/font><\/td><\/tr>
Feats:<\/b><\/td>AlertnessB<\/sup><\/small><\/b><\/small>, Cleave, Dodge,
EnduranceB<\/sup><\/small><\/b><\/small>, Greater Two-
Weapon FightingB<\/sup><\/small><\/b><\/small>,
Improved Critical (battleaxe),
Improved Critical (short
sword), Improved Two-
Weapon FightingB<\/sup><\/small><\/b><\/small>, Iron WillB<\/sup><\/small><\/b><\/small>,
Mobility, MultiattackB<\/sup><\/small><\/b><\/small>,
Power Attack, Spring Attack,
Two-Weapon FightingB<\/sup><\/small><\/b><\/small>,
Two-Weapon Rend, TrackB<\/sup><\/small><\/b><\/small><\/font><\/td>
AlertnessB<\/sup><\/small><\/b><\/small>, Cleave, Dodge,
EnduranceB<\/sup><\/small><\/b><\/small>, Greater Two-
Weapon FightingB<\/sup><\/small><\/b><\/small>,
Improved Critical (battleaxe),
Improved Critical (short
sword), Improved Two-
Weapon FightingB<\/sup><\/small><\/b><\/small>, Iron WillB<\/sup><\/small><\/b><\/small>,
Mobility, MultiattackB<\/sup><\/small><\/b><\/small>,
Power Attack, Spring Attack,
Two-Weapon FightingB<\/sup><\/small><\/b><\/small>,
Two-Weapon Rend, TrackB<\/sup><\/small><\/b><\/small><\/font><\/td>
AlertnessB<\/sup><\/small><\/b><\/small>, Cleave, Dodge,
EnduranceB<\/sup><\/small><\/b><\/small>, Greater Two-
Weapon FightingB<\/sup><\/small><\/b><\/small>,
Improved Critical (battleaxe),
Improved Critical (short
sword), Improved Two-
Weapon FightingB<\/sup><\/small><\/b><\/small>, Iron WillB<\/sup><\/small><\/b><\/small>,
Mobility, MultiattackB<\/sup><\/small><\/b><\/small>,
Power Attack, Spring Attack,
Two-Weapon FightingB<\/sup><\/small><\/b><\/small>,
Two-Weapon Rend, TrackB<\/sup><\/small><\/b><\/small><\/font><\/td><\/tr>
Environment:<\/b><\/td>Cold forests<\/font><\/td>Cold forests<\/font><\/td>Cold forests<\/font><\/td><\/tr>
Organization:<\/b><\/td>Solitary, pair, family (3-4),
or troupe (2-4 plus
3-12 smilodons)<\/font><\/td>
Solitary, pair, family (3-4),
or troupe (2-4 plus
3-12 smilodons)<\/font><\/td>
Solitary, pair, family (3-4),
or troupe (2-4 plus
3-12 smilodons)<\/font><\/td><\/tr>
Challenge Rating:<\/b><\/td>17<\/font><\/td>17<\/font><\/td>17<\/font><\/td><\/tr>
Treasure:<\/b><\/td>Standard<\/font><\/td>Standard<\/font><\/td>Standard<\/font><\/td><\/tr>
Alignment:<\/b><\/td>Always neutral<\/font><\/td>Always neutral<\/font><\/td>Always neutral<\/font><\/td><\/tr>
Advancement:<\/b><\/td>By character class<\/font><\/td>By character class<\/font><\/td>By character class<\/font><\/td><\/tr>
Level Adjustment:<\/b><\/td>+3<\/font><\/td>+3<\/font><\/td>+3<\/font><\/td><\/tr>
<\/td><\/tr><\/table>
The sabrelord presented here is a 12th-level wood elf ranger and natural lycanthrope, using the following base ability scores: Str 16, Dex 16, Con 15, Int 10, Wis 8, Cha 10. \r

COMBAT<\/b>\r

Weresmilodon are canny fighters who prefer to wait for opponents to come to them before attacking, then leap or charge from ambush. Weresmilodon typically fight in hybrid form. They like to use their claws and fangs when charging opponents, since this allows them to use their pounce special attack, but usually rely on artificial weapons in regular melee.\r

Alternate Form (Su):<\/b> A weresmilodon can assume the form of a smilodon or a smilodon-humanoid hybrid.\r

Augmented Critical (Ex):<\/b> A weresmilodon deals triple damage if it scores a critical hit with its bite attack.\r

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

Pounce (Ex):<\/b> If a weresmilodon in animal or hybrid form charges a foe, it can make a full attack with both its claws, a bite, and two rake attacks.\r

Rake (Ex):<\/b> A weresmilodon in animal or hybrid form gains two additional claw attacks against grappled foes or foes it pounces on (attack bonus +12, damage 1d6+4). Rake attacks are not subject to the normal -4 penalty for attacking with a natural weapon in a grapple.\r

Scent (Ex):<\/b> A weresmilodon can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.\r

Sabre-Tooth Tiger Empathy (Ex):<\/b> Communicate with tigers, smilodons, and dire tigers, and +4 racial bonus on Charisma-based checks against tigers, smilodons, and dire tigers.\r

Curse of Lycanthropy (Su):<\/b> Any humanoid or giant hit by a weresmilodon\u00c2\u0092s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.\r

The weresmilodon presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.\r

Skills:<\/b> Weresmilodons gain a +4 racial bonus on Balance, Hide, and Move Silently checks.\r

*In forest terrain, their Hide bonus improves to +8.
\u00a0
Dragon Magazine #40 (\"The Other Were? Right Here!\" by Roger E Moore)<\/em>
<\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Any","environment":"<\/td>"},{"name":"Lycanthrope, Wereweasel","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6081,"reference":"Usergen","full_text":"

Lycanthrope, Wereweasel (Template)<\/h1>
A lithe man-shaped creature with the head of a weasel. It is covered in short fur that's red in color apart from its creamy-white belly.<\/i>

Creating a Lycanthrope, Wereweasel<\/h2> \"Wereweasel\u00c2\u0094 is an application of the lycanthrope template, using a weasel as the base animal; \u00c2\u0093dire wereweasel\u00c2\u0094 is an application of the Dire Lycanthrope<\/b><\/u><\/a> template, using a dire weasel as the base animal.\r

Wereweasels have the following have the following Ability Modifiers in their alternate forms. Animal Form: Str -8, Dex +4, Con +0; Hybrid Form: Str +0, Dex +4, Con +0.\r

Dire wereweasels have the following Animal or Hybrid Form Ability Modifiers: Str +4, Dex +8, Con +0.\r

A wereweasel's preferred alignment is neutral.\r

A wereweasel's preferred alignment is lawful evil.\r

Challenge Rating: <\/strong>By class level or base creature +2 (standard) or +

Sample Lycanthrope, Wereweasel<\/h2> Wereweasel<\/b>\r
<\/td>Wereweasel, Gnome Form<\/b><\/td>Wereweasel, Weasel Form<\/b><\/td>Wereweasel, Hybrid Form<\/b><\/td><\/tr>
Size\/Type:<\/b><\/td>Small Humanoid (Gnome,
Shapechanger)<\/font><\/td>
Tiny Humanoid (Gnome,
Shapechanger)<\/font><\/td>
Small Humanoid (Gnome,
Shapechanger)<\/font><\/td><\/tr>
Hit Dice:<\/b><\/td>1d8+2 plus 1\/2d8+2 (10 hp)<\/font><\/td>1d8+2 plus 1\/2d8+2 (10 hp)<\/font><\/td>1d8+2 plus 1\/2d8+2 (10 hp)<\/font><\/td><\/tr>
Initiative:<\/b><\/td>+0<\/font><\/td>+2<\/font><\/td>+2<\/font><\/td><\/tr>
Speed:<\/b><\/td>20 ft. (4 squares)<\/font><\/td>20 ft. (4 squares), climb 20 ft.<\/font><\/td>20 ft. (4 squares), climb 20 ft.<\/font><\/td><\/tr>
Armor Class:<\/b><\/td>18 (+1 size, +4 chain shirt,
+2 natural, +1 light shield),
touch 11, flat-footed 18<\/font><\/td>
16 (+2 size, +2 Dex, +2 natural),
touch 14, flat-footed 14<\/font><\/td>
15 (+1 size, +2 Dex, +2 natural),
touch 13, flat-footed 13<\/font><\/td><\/tr>
Base Attack\/
Grapple:<\/b><\/td>
+1\/-3<\/font><\/td>+1\/-7<\/font><\/td>+1\/-3<\/font><\/td><\/tr>
Attack:<\/b><\/td>Longsword +2 melee (1d6
\/19-20) or light crossbow
+3 ranged (1d6\/19-20)<\/font><\/td>
Bite +5 melee (1d2-4)<\/font><\/td>Bite +4 melee (1d4); or claw
+4 melee (1d3); or longsword
+4 melee (1d6\/19-20) or
light crossbow +5 ranged
(1d6\/19-20)<\/font><\/td><\/tr>
Full Attack:<\/b><\/td>Longsword +2 melee (1d6
\/19-20) or light crossbow
+3 ranged (1d6\/19-20)<\/font><\/td>
Bite +5 melee (1d2-4)<\/font><\/td>Bite +4 melee (1d4) and
2 claws -1 melee (1d3); or
longsword +4 melee (1d6
\/19-20) and bite -1 melee (1d4);
or light crossbow +5 ranged
(1d6\/19-20)<\/font><\/td><\/tr>
Space\/Reach:<\/b><\/td>5 ft.\/5 ft.<\/font><\/td>2\u00c2\u00bd ft.\/0 ft.<\/font><\/td>5 ft.\/5 ft.<\/font><\/td><\/tr>
Special Attacks:<\/b><\/td>Spell-like abilities<\/font><\/td>Curse of lycanthropy, attach<\/font><\/td>Curse of lycanthropy,
spell-like abilities<\/font><\/td><\/tr>
Special Qualities:<\/b><\/td>Alternate form, gnome traits,
low-light vision, scent,
weasel empathy<\/font><\/td>
Alternate form, DR 10\/silver,
gnome traits, low-light vision,
scent, weasel empathy<\/font><\/td>
Alternate form, DR 10\/silver,
gnome traits, low-light vision,
scent, weasel empathy<\/font><\/td><\/tr>
Saves:<\/b><\/td>Fort +6, Ref +2, Will +2<\/font><\/td>Fort +6, Ref +4, Will +2<\/font><\/td>Fort +6, Ref +6, Will +2<\/font><\/td><\/tr>
Abilities:<\/b><\/td>Str 11, Dex 11, Con 14,
Int 10, Wis 11, Cha 8<\/font><\/td>
Str 3, Dex 15, Con 14,
Int 8, Wis 11, Cha 8<\/font><\/td>
Str 11, Dex 15, Con 14,
Int 8, Wis 11, Cha 8<\/font><\/td><\/tr>
Skills:<\/b><\/td>Balance +2, Climb +2, Craft
(alchemy) +4, Escape Artist +2,
Handle Animal +1*, Hide +5,
Listen +4, Move Silently +0,
Ride +2, Spot +1, Swim +2<\/font><\/td>
Balance +12, Climb +12, Craft
(alchemy) +4, Escape Artist +4,
Handle Animal +1*, Hide +11,
Listen +4, Move Silently +6,
Ride +4, Spot +1, Swim \u00c2\u00962<\/font><\/td>
Balance +12, Climb +12, Craft
(alchemy) +4, Escape Artist +4,
Handle Animal +1*, Hide +11,
Listen +4, Move Silently +6,
Ride +4, Spot +1, Swim +2<\/font><\/td><\/tr>
Feats:<\/b><\/td>AgileB<\/sup><\/small><\/b><\/small>, Iron WillB<\/sup><\/small><\/b><\/small>, Weapon
FinesseB<\/sup><\/small><\/b><\/small>, Weapon Focus
(light crossbow)<\/font><\/td>
AgileB<\/sup><\/small><\/b><\/small>, Iron WillB<\/sup><\/small><\/b><\/small>, Weapon
FinesseB<\/sup><\/small><\/b><\/small>, Weapon Focus
(light crossbow)<\/font><\/td>
AgileB<\/sup><\/small><\/b><\/small>, Iron WillB<\/sup><\/small><\/b><\/small>, Weapon
FinesseB<\/sup><\/small><\/b><\/small>, Weapon Focus
(light crossbow)<\/font><\/td><\/tr>
Environment:<\/b><\/td>Temperate hills<\/font><\/td>Temperate hills<\/font><\/td>Temperate hills<\/font><\/td><\/tr>
Organization:<\/b><\/td>Solitary, pair, family (3-4), or
troupe (3-4 plus 2-5 weasels
and 0-2 dire weasels)<\/font><\/td>
Solitary, pair, family (3-4), or
troupe (3-4 plus 2-5 weasels
and 0-2 dire weasels)<\/font><\/td>
Solitary, pair, family (3-4), or
troupe (3-4 plus 2-5 weasels
and 0-2 dire weasels)<\/font><\/td><\/tr>
Challenge Rating:<\/b><\/td>2<\/font><\/td>2<\/font><\/td>2<\/font><\/td><\/tr>
Treasure:<\/b><\/td>Standard<\/font><\/td>Standard<\/font><\/td>Standard<\/font><\/td><\/tr>
Alignment:<\/b><\/td>Always neutral<\/font><\/td>Always neutral<\/font><\/td>Always neutral<\/font><\/td><\/tr>
Advancement:<\/b><\/td>By character class<\/font><\/td>By character class<\/font><\/td>By character class<\/font><\/td><\/tr>
Level Adjustment:<\/b><\/td>+3<\/font><\/td>+3<\/font><\/td>+3<\/font><\/td><\/tr>
<\/td><\/tr><\/table>
A slim little humanoid covered in fine fur, creamy white on its belly and red over the rest of its body. It has the head of a stoat or weasel - pointed of feature, with small round ears and beady eyes.<\/i>\r

A wereweasel in humanoid form tends to be slim and lissom, with a long body and shorter than average limbs. They tend to have sharp features with a pointed nose, and usually were their hair short. Wereweasels have a reputation for cleverness and guile.\r

The wereweasel presented here is a 1st-level gnome warrior and natural lycanthrope, using the following base ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.\r

COMBAT<\/b>\r

Wereweasels are sneaky fighters who prefer to fight in hybrid form. They often turn into weasels to flee from enemies or sneak into an advantageous position to attack from. Wereweasels with dire weasels in their troupe often ride the animals into battle. \r

Alternate Form (Su):<\/b> A wereweasel can assume the form of a weasel or a weasel-humanoid hybrid.\r

Attach (Ex):<\/b> If a wereweasel in animal form hits with a bite attack, it uses its powerful jaws to latch onto the opponent's body and automatically deals bite damage each round it remains attached. An attached wereweasel loses its Dexterity bonus to Armor Class and has an AC of 14. An attached wereweasel can be struck with a weapon or grappled itself. To remove an attached wereweasel through grappling, the opponent must achieve a pin against the creature. \r

Curse of Lycanthropy (Su):<\/b> Any humanoid or giant hit by a wereweasel's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.\r

Weasel Empathy (Ex):<\/b> Communicate with weasel and dire weasel, and +4 racial bonus on Charisma-based checks against weasel and dire weasel.\r

Skills:<\/b> Gnomes have a +4 racial bonus on Craft (alchemy) and Listen checks.\r

In animal or hybrid form, wereweasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A wereweasel in animal or hybrid form can always choose to take 10 on a Climb check, even if rushed or threatened.\r

<\/a>Dire Wereweasel<\/b>\r
<\/td>Dire Wereweasel,
Hobgoblin Form<\/b><\/td>
Dire Wereweasel,
Weasel Form<\/b><\/td>
Dire Wereweasel,
Hybrid Form<\/b><\/td><\/tr>
Size\/Type:<\/b><\/td>Medium Humanoid
(Goblinoid, Shapechanger)<\/font><\/td>
Medium Humanoid
(Goblinoid, Shapechanger)<\/font><\/td>
Medium Humanoid
(Goblinoid, Shapechanger)<\/font><\/td><\/tr>
Hit Dice:<\/b><\/td>1d8+2 plus 3d8+6 (26 hp)<\/font><\/td>1d8+2 plus 3d8+6 (26 hp)<\/font><\/td>1d8+2 plus 3d8+6 (26 hp)<\/font><\/td><\/tr>
Initiative:<\/b><\/td>+1<\/font><\/td>+5<\/font><\/td>+5<\/font><\/td><\/tr>
Speed:<\/b><\/td>30 ft. (6 squares)<\/font><\/td>40 ft. (8 squares)<\/font><\/td>30 ft. (6 squares)<\/font><\/td><\/tr>
Armor Class:<\/b><\/td>17 (+1 Dex, +3 studded leather
+2 natural, +1 light shield),
touch 11, flat-footed 16<\/font><\/td>
19 (+5 Dex, +4 natural),
touch 15, flat-footed 14<\/font><\/td>
19 (+5 Dex, +4 natural),
touch 15, flat-footed 14<\/font><\/td><\/tr>
Base Attack\/
Grapple:<\/b><\/td>
+3\/+4<\/font><\/td>+3\/+6<\/font><\/td>+3\/+6<\/font><\/td><\/tr>
Attack:<\/b><\/td>Longsword +4 melee (1d8+1
\/19-20) or javelin +4 ranged
(1d6+1)<\/font><\/td>
Bite +11 melee (1d6+4)<\/font><\/td>Longsword +6 melee
(1d8+4 \/19-20) or bite +8 melee
(1d6+3) or claw +8 melee
(1d4+3) or javelin +8 ranged
(1d6+3)<\/font><\/td><\/tr>
Full Attack:<\/b><\/td>Longsword +4 melee (1d8+1
\/19-20) or javelin +4 ranged
(1d6+1)<\/font><\/td>
Bite +11 melee (1d6+4)<\/font><\/td>Longsword +6 melee (1d8+3
\/19-20) and claw +6 melee
(1d4+1) and bite +6 melee
(1d6+1); or 2 claws +8 melee
(1d4+3) and bite +6 melee
(1d6+1); or javelin +8 ranged
(1d6+3)<\/font><\/td><\/tr>
Space\/Reach:<\/b><\/td>5 ft.\/5 ft.<\/font><\/td>5 ft.\/5 ft.<\/font><\/td>5 ft.\/5 ft.<\/font><\/td><\/tr>
Special Attacks:<\/b><\/td>\u00c2\u0097<\/font><\/td>Attach, blood drain,
curse of lycanthropy<\/font><\/td>
Attach, blood drain,
curse of lycanthropy<\/font><\/td><\/tr>
Special Qualities:<\/b><\/td>Alternate form, darkvision
60 ft., low-light vision, scent,
weasel empathy<\/font><\/td>
Alternate form, darkvision
60 ft., damage reduction
10\/silver, low-light vision,
scent, weasel empathy<\/font><\/td>
Alternate form, darkvision
60 ft., damage reduction
10\/silver, low-light vision,
scent, weasel empathy<\/font><\/td><\/tr>
Saves:<\/b><\/td>Fort +6, Ref +4, Will +5<\/font><\/td>Fort +6, Ref +8, Will +5<\/font><\/td>Fort +6, Ref +8, Will +5<\/font><\/td><\/tr>
Abilities:<\/b><\/td>Str 13, Dex 13, Con 14,
Int 10, Wis 11, Cha 8<\/font><\/td>
Str 17, Dex 21, Con 14,
Int 10, Wis 11, Cha 8<\/font><\/td>
Str 17, Dex 21, Con 14,
Int 10, Wis 11, Cha 8<\/font><\/td><\/tr>
Skills:<\/b><\/td>Hide +6**, Listen +5,
Move Silently +9**, Spot +5
** includes -2 armor check
penalty from studded leather
and light shield<\/font><\/td>
Hide +11, Listen +5,
Move Silently +14, Spot +5<\/font><\/td>
Hide +11, Listen +5,
Move Silently +14, Spot +5<\/font><\/td><\/tr>
Feats:<\/b><\/td>Alertness, Iron WillB<\/sup><\/small><\/b><\/small>,
MultiattackB<\/sup><\/small><\/b><\/small>, Stealthy,
Weapon FinesseB<\/sup><\/small><\/b><\/small><\/font><\/td>
Alertness, Iron WillB<\/sup><\/small><\/b><\/small>,
MultiattackB<\/sup><\/small><\/b><\/small>, Stealthy,
Weapon FinesseB<\/sup><\/small><\/b><\/small><\/font><\/td>
Alertness, Iron WillB<\/sup><\/small><\/b><\/small>,
MultiattackB<\/sup><\/small><\/b><\/small>, Stealthy,
Weapon FinesseB<\/sup><\/small><\/b><\/small><\/font><\/td><\/tr>
Environment:<\/b><\/td>Temperate or warm hills<\/font><\/td>Temperate or warm hills<\/font><\/td>Temperate or warm hills<\/font><\/td><\/tr>
Organization:<\/b><\/td>Solitary, pair, or pack (6-10)<\/font><\/td>Solitary, pair, or pack (6-10)<\/font><\/td>Solitary, pair, or pack (6-10)<\/font><\/td><\/tr>
Challenge Rating:<\/b><\/td>5<\/font><\/td>5<\/font><\/td>5<\/font><\/td><\/tr>
Treasure:<\/b><\/td>Standard<\/font><\/td>Standard<\/font><\/td>Standard<\/font><\/td><\/tr>
Alignment:<\/b><\/td>Always lawful evil<\/font><\/td>Always lawful evil<\/font><\/td>Always lawful evil<\/font><\/td><\/tr>
Advancement:<\/b><\/td>By character class<\/font><\/td>By character class<\/font><\/td>By character class<\/font><\/td><\/tr>
Level Adjustment:<\/b><\/td>+3<\/font><\/td>+3<\/font><\/td>+3<\/font><\/td><\/tr>
<\/td><\/tr><\/table>
A tall, lithe humanoid covered in short, dense fur. Its fur is red apart from a creamy-white underside. The creature has the pointed face of a stoat or weasel, with small round ears and beady eyes.<\/i>\r

There is often something feral and menacing about a dire wereweasel even when they're humanoid. Dire wereweasels in humanoid form tend to have a long, wiry torsos and shorter than average limbs. Their facial features are often pointed and vicious, and they usually wear their hair short. Dire wereweasels have a reputation for cunning and bloodthirstiness.\r

The dire wereweasel presented here is a 1st-level hobgoblin warrior and natural lycanthrope, using the following base ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.\r

COMBAT<\/b>\r

Dire wereweasels prefer to fight in hybrid form, turning into dire weasels when they need speed. They try to sneak close to ambush opponents. A dire wereweasel is a bloodthirsty foe who often refuses to retreat once it sets its jaws in an opponent, frequently fighting to the death. \r

Alternate Form (Su):<\/b> A dire wereweasel can assume the form of a dire weasel or a weasel-humanoid hybrid.\r

Attach (Ex):<\/b> A dire wereweasel in animal or hybrid form that hits with its bite attack latches onto the opponent\u00c2\u0092s body with its powerful jaws. An attached dire wereweasel loses its Dexterity bonus to AC and thus has an AC of 14. An attached dire wereweasel can be struck with a weapon or grappled itself. To remove an attached dire wereweasel through grappling, the opponent must achieve a pin against the creature.\r

Blood Drain (Ex):<\/b> A dire wereweasel drains blood for 1d4 points of Constitution damage each round it remains attached.\r

Curse of Lycanthropy (Su):<\/b> Any humanoid or giant hit by a wereweasel's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.\r

Weasel Empathy (Ex):<\/b> Communicate with weasel and dire weasel, and +4 racial bonus on Charisma-based checks against weasel and dire weasel.\r

Skills:<\/b> Hobgoblins have a +4 racial bonus on Move Silently checks.
\u00a0
Dragon Magazine #40 (\"The Other Were? Right Here!\" by Roger E Moore)<\/em>
<\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Any","environment":"<\/td>"},{"name":"Lynx (Giant)","type":"Magical Beast","ch":1,"challenge_rating":" 01 \u00a0","id":6082,"reference":"Usergen","full_text":"

Lynx (Giant) <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 2d10+4\u00a0(15 hp)<\/td> <\/tr>
Initiative: <\/strong> +3 (Dex)<\/td> <\/tr>
Speed:<\/strong> 30 ft, climb 20 ft, swim 20 ft<\/td> <\/tr>
AC:<\/strong> 14 (+3 Dex, +1 natural)<\/td> <\/tr>
Attacks:<\/strong>2 claws +6 melee, bite +1 melee<\/td> <\/tr>
Damage: <\/strong>Claw 1d3+3, bite 1d6+1<\/td> <\/tr>
Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
Special Attacks: <\/strong>Pounce, improved grab, rake 1d3+1<\/td> <\/tr>
Special Qualities: <\/strong>Scent<\/td> <\/tr>
Saves: <\/strong>Fort +5, Ref +6, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 16, Dex 17, Con 14, Int 12, Wis 12, Cha 6 <\/td> <\/tr>
Skills: <\/strong>Balance +13, Climb +13, Hide +9, Listen +7, Move Silently +7, Search +7, Spot +7, Swim +11<\/td> <\/tr>
Feats: <\/strong>Weapon Focus (claw, bite)<\/td> <\/tr>

<\/td> <\/tr>
Climate: <\/strong>Cold forest and plains<\/td> <\/tr>
Organization: <\/strong>Solitary or pack (2-4)<\/td> <\/tr>
Challenge Rating: <\/strong>01<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>3-4 HD (Medium-size); 5-6 HD (Large)<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The giant lynx appears as a 6 or 7-foot long version of a normal lynx. It is a highly aggressive animal (due to its cunning and intelligence) and is a formiddable predator.

Giant lynx speak their own language and some (35%) speak Common as well.

COMBAT<\/b>
A giant lynx is an aggressive predator and does not hesitate to attack creatures smaller than itself. If hungry or angered it is known to attack creatures much larger than itself.

Pounce (Ex):<\/b> If a giant lynx 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):<\/b> To use this ability, the giant lynx must hit with its bite attack. If it gets a hold, it can rake. The giant lynx has a grapple bonus of +5.

Rake (Ex):<\/b> A giant lynx that gets a hold can make two rake attacks (+6 melee) with its hind legs for 1d3+1 damage each. If the giant lynx pounces on an opponent, it can also rake.

Skills:<\/b> Giant lynx receive a +4 racial bonus to Hide, Search, and Move Silently checks and a +8 racial bonus to Balance checks.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1977 Wizards of the Coast, Inc.
Originally found in Monster Manual (Gary Gygax)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":">Cold forest and plains"},{"name":"Lynx, Giant","type":"Magical Beast","ch":1,"challenge_rating":" 1 \u00a0","id":6083,"reference":"Usergen","full_text":"

Lynx, Giant <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 2d10+2\u00a0(13 hp)<\/td> <\/tr>
Initiative: <\/strong> +4<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 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>+2\/+3<\/td> <\/tr>
Attack: <\/strong>Claw +6 melee (1d2+1)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +6 melee (1d2+1) and bite +1 melee (1d4)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Improved grab, pounce, rake 1d3<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, scent, snaresensing<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +7, Will +2 <\/td> <\/tr>
Abilities: <\/strong>Str 12, Dex 19, Con 13, Int 12, Wis 15, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Balance +12, Climb +12, Hide +12* [+16 in undergrowth], Jump +5, Listen +10, Move Silently +12, Search +9, Spot +9, Survival +6, Swim +8<\/td> <\/tr>
Feats: <\/strong>Track, Weapon FinesseB<\/sup><\/small><\/b><\/small><\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Cold forest and plains<\/td> <\/tr>
Organization: <\/strong>Solitary or family (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)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A silvery-brown cat with small, dark brown spots. It has long legs with big paws, a short bobbed tail, and large ears that end in pointed tufts.<\/i>\r

The giant lynx is a larger, slightly magical relative of a normal lynx. They are nocturnal and prefer to live in boreal forests and cold scrublands. Giant lynx hunt most of the smaller animals that live in the taiga forests, stalking everything from lemmings to the smaller deer. They are fast and stealthy enough to catch birds. A giant lynx is as intelligent as most humanoids, but has little or no interest in \"civilization\". It uses its intelligence for survival, adapting its behavior to fit its habitat rather than trying to change the habitat to suit them like civilized humanoids might. These great cats are renowned for being extraordinarily perceptive, and can easily spot snares and tracks.\r

A giant lynx is about 4 feet long and weighs around 80 pounds. They typically stand 2\u00c2\u00bc feet tall at the shoulder, due to their long legs.\r

Giant lynx speak a dialect of Slyvan. They rarely know any other language.\r

Combat<\/b>\r
The giant lynx almost never attacks humanoids, except in self defense. Like other felines, a giant lynx prefers to pounce on prey and opponents from stealth, then quickly make use of its rake attacks. Their native intelligence also allows them to orchestrate elaborate ambushes, while their snaresensing ability allows them to avoid traps very well themselves.\r

Improved Grab (Ex):<\/b> To use this ability, a giant lynx 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 giant lynx charges a foe, it can make a full attack, including two rake attacks.\r

Rake (Ex):<\/b> Attack bonus +6 melee, damage 1d3.\r

Snaresensing (Ex):<\/b> A giant lynx can sense simple pits, deadfalls, and snares as well as mechanical traps concealed in natural objects, such as an arrow trap hidden in a tree. Snaresensing also detects natural hazards that exist in the lynx's wilderness environment, such as quicksand, a sinkhole, or unsafe walls of natural rock. Snaresensing cannot detect magical traps. It cannot sense mechanical traps that are part of a larger artificial object, such as a secret trapdoor in a building's floor, or a poison needle trap hidden in lock. \r

The giant lynx must make at a Search check to locate a snare. A giant lynx who merely passes within 5 feet of a snare is entitled to a Search check to notice it as if they were actively looking for it. Snaresensing can locate traps with a Search DC higher than 20.\r

Skills:<\/b> Giant lynx have a +6 racial bonus to Hide, Listen, Move Silently and Search checks and a +4 racial bonus on Jump, Spot and Swim checks. Giant lynx have a +8 racial bonus to Balance and Climb checks and can use their Dexterity or Strength for Climb and Swim checks. A giant lynx can always choose to take 10 on a Climb check, even if rushed or threatened.\r

*In areas of tall grass or heavy undergrowth, the Hide bonus improves to +10.<\/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":"Magical Beast","alignment":"Always neutral","environment":"Cold forest and plains"},{"name":"Lyrannikin (Black Treant)","type":"Plant","ch":8,"challenge_rating":" 8 \u00a0","id":6084,"reference":"Usergen","full_text":"

Lyrannikin (Black Treant) <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 7d8+21\u00a0(52 hp)<\/td> <\/tr>
Initiative: <\/strong> -1<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 20 (\u00c2\u00962 size, \u00c2\u00961 Dex, +13 natural), touch 7, flat-footed 20<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+5\/+21<\/td> <\/tr>
Attack: <\/strong>Slam +11 melee (2d6+8)<\/td> <\/tr>
Full Attack: <\/strong>2 slams +11 melee (2d6+8)<\/td> <\/tr>
Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Trample 2d6+12<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 10\/slashing, low-light vision, plant traits<\/td> <\/tr>
Saves: <\/strong>Fort +8, Ref +1, Will +7 <\/td> <\/tr>
Abilities: <\/strong>Str 27, Dex 8, Con 17, Int 12, Wis 16, Cha 12 <\/td> <\/tr>
Skills: <\/strong>Diplomacy +3, Hide \u00c2\u00969*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground)<\/td> <\/tr>
Feats: <\/strong>Improved Sunder, Iron Will, Power Attack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate forests<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>8<\/td> <\/tr>
Treasure: <\/strong>No coins; no goods; half items<\/td> <\/tr>
Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
Advancement: <\/strong>8\u00c2\u009616 HD (Huge); 17\u00c2\u009621 HD (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>+5<\/td> <\/tr>
\u00a0<\/td> <\/tr>
Resembling an animated tree rotted by blight, this being's skin resembles rotting bark. Its branchlike arms are decaying and hanging, and its legs look like the split trunk of a rotten tree. The few leaves that dot its body are withered and blighted.<\/i>\r

Lyrannikin were once treants that succumbed to blight, their rotten hearts turned to evil. Some particularly ancient treants succumb to the festering hatred of those who would harm their home forests, and blight from within.\r

Because lyrannikin have lost all ties to nature, they no longer can animate trees. The blight has weakened their bodies, but their sodden, rotted bark is no longer expecially vulnerable to flame. Lyrannikin still hate those who carry fire, as well as any who would carry an axe or saw into the woods.\r

A lyrannikin's photosynthesis ability is greatly reduced, forcing them to absorb extra nutrition through their roots. Many lyrannikin drench their roots in the blood of their kills.\r

Like a treant, a lyrannikin is about 30 feet tall, with a \u00c2\u0093trunk\u00c2\u0094 about 2 feet in diameter. It weighs over 4,000 pounds.\r

Lyrannikin speak their Treant, Common and Sylvan. Most also can speak at least words of warning in other humanoid languages.\r

COMBAT\r

Lyrannikin are cruel and spiteful, venting their frustration with their current condition upon other creatures. Lyrannikin inflict severe blows with their gnarled, branchlike arms.\r

Trample (Ex):<\/b> Reflex DC 21 half. The save DC is Strength-based.\r

Skills:<\/b> *Lyrannikin have a +16 racial bonus on Hide checks made in forested areas.\r

Unblighted Lyrannikin<\/b>\r

Occasionally, treants are turned to evil through means other than blight, such as through magical experimentation. These lyrannikin have the statistics of normal treants, but are chaotic evil and lose the animate trees ability.\r

In Oerth<\/b>\r

The Scarlet Brotherhood have transformed a number of captured treants into unblighted lyrannikin through magical experimentation and special breeding programs. A number of these lyrannikin were placed in the Menowood to repel spies from Sunndi. A number of young lyrannikin, a rare sight indeed, were spotted during the Greyhawk Wars.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1992 Wizards of the Coast, Inc.
Originally found in From the Ashes<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always chaotic evil","environment":"Temperate forests"},{"name":"Lythlyx","type":"Aberration","ch":7,"challenge_rating":" 07 \u00a0","id":6085,"reference":"Usergen","full_text":"

Lythlyx <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Aberration \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 5d8+20\u00a0(42 hp)<\/td> <\/tr>
Initiative: <\/strong> +8 (+4 Dex, +4 Improved Initiative)<\/td> <\/tr>
Speed:<\/strong> 15 ft, fly 30 ft (perfect), swim 20 ft<\/td> <\/tr>
AC:<\/strong> 19 (-1 size, +4 Dex, +6 natural)<\/td> <\/tr>
Attacks:<\/strong>Body whip +8 melee; or 20 bites +8 melee<\/td> <\/tr>
Damage: <\/strong>Body whip 2d6+-; or bite 0 and blood drain<\/td> <\/tr>
Face\/Reach: <\/strong>5 ft by 10 ft\/5 ft<\/td> <\/tr>
Special Attacks: <\/strong>Improved grab, constrict, blood drain, psionics<\/td> <\/tr>
Special Qualities: <\/strong>Immunities, darkvision 90 ft<\/td> <\/tr>
Saves: <\/strong>Fort +5, Ref +5, Will +5 <\/td> <\/tr>
Abilities: <\/strong>Str 23, Dex 19, Con 19, Int 10, Wis 13, Cha 13 <\/td> <\/tr>
Skills: <\/strong>Listen +11, Swim +22, Spot +11<\/td> <\/tr>
Feats: <\/strong>Improved Initiative<\/td> <\/tr>

<\/td> <\/tr>
Climate: <\/strong>Any aquatic and underground<\/td> <\/tr>
Organization: <\/strong>Solitary, patrol (2-5), or clan (6-11)<\/td> <\/tr>
Challenge Rating: <\/strong>07<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always lawful neutral<\/td> <\/tr>
Advancement: <\/strong>6-10 HD (Large); 11-15 HD (Huge)<\/td> <\/tr>
\u00a0<\/td> <\/tr>
Lythlyx are bizarre creatures of unknown origin, which seem to have no purpose in life but to continue their strange dance. These eel-like creatures, also known as \"spirals\", are always seen dancing in mid-air or underwater. This dance makes them look like spinning, rotating corkscrews or springs. This dance continues for years on end in one spot, almost always in a remote area.

Lythlyx have long, worm-like bodies, between 14 - 21 feet in length, and about as thick as a human thigh. Their rubbery skin is flexible, as it needs to flatten and twist to permit the creature's movement through air and water. This flesh is mottled green and black, and excretes an oil that is useful to make certain magical inks. They do not seem to have a distinct head or eyes, but are able to see with normal darkvision from numerous sensitive areas located all over their bodies.

Lythlyx do not speak, or attempt to communicate with other intelligent creatures. They seem to live for centuries, spending most of that time spinning in the same spot in an unending dance.

COMBAT<\/b>
These creatures are decidedly aggressive, but appear to attack at whim. When they choose an appropriate target, they attack by whipping with the length of their bodies. They can move with lightning speed, dropping their coils around one or more victims, either to constrict or drain blood. It can only use one or the other of these attacks per round on a grappled victim, but the same attack can be used on multiple victims. They will usually only use psionics if badly wounded, if facing considerably more powerful opponents, or if anything else is using psionics within 90 feet of them. They fight to the death if cornered.

Lythlyx are never grounded by choice, and will thrash about violently if forced to the ground. As they spin in the air, they can revolve a full 360 turn about 50 times in a normal round and can hover with no effort. They can dive at twice their normal flight speed, gaining momentum and steering with almost perfect accuracy. Lythlyx can only be stopped from spinning if paralyzed, which will cause them to fall to the ground, helpless. Air resistance will turn and thereby slow the creature, so that it takes only 1 hit point of damage for every 10 feet fallen when it hits the ground.

Improved Grab (Ex):<\/b> To use this ability, the lythlyx must hit with its body whip attack. If it gets a hold, it can either constrict or drain blood, but not both. The lythlyx may grab up to two Large, four Medium-Size, or eight Small or smaller creatures, once per round. The lythlyx has a grapple bonus of +13.

Constrict (Ex):<\/b> A lythlyx deals 2d6+9 points of damage with a successful grapple check against all creatures held in its body each round the hold is maintained.

Blood Drain (Ex):<\/b> A lythlyx may use any or all of its 20 mouths to try to drain blood from living creatures trapped in its coils. Up to six mouths may attack a single victim (four mouths for Small or smaller creatures), dealing 1d2 points of temporary Constitution damage each round a mouth remains attached. An attached lythyx has an AC of 15.

When a lythlyx has drained 10 points of Constitution, it becomes satiated and moves away from its victim. Within two rounds, this drained blood is converted into energy with which the lythlyx may heal itself. This energy allows the lythlyx to regain 1 hit point per 2 points of Constitution, though it does not permit bonus hit points. Once the blood has been converted into energy, the lythlyx may resume draining blood.

Psionics (Sp):<\/b> At will--body equilibrium, control flames, control object, control sound, create sound, major creation, matter agitation, suspend life, telempathic projection, teleport, and teleport trigger. These abilities are as the powers manifested by a 9th level psion.

Attack\/Defense Modes (Sp):<\/i> At will ? id insinuation, mind blast, mind thrust, psychic crush\/empty mind, intellect fortress, tower of iron will.

Immunities (Ex):<\/b> A lythlyx is immune to mind-influencing effects, sleep, and hold spells. They are also not subject to critical hits or subdual damage. Lythlyx are not affected by changes in pressure, such as those found in ocean depths, or at high altitudes.
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1980 Wizards of the Coast, Inc.
Originally found in Dragon #43<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always lawful neutral","environment":">Any aquatic and underground"},{"name":"Lythlyx","type":"Aberration","ch":7,"challenge_rating":" 07 \u00a0","id":6086,"reference":"Usergen","full_text":"

Lythlyx <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Aberration \t\t\t(Psionic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 5d8+20\u00a0(42 hp)<\/td> <\/tr>
Initiative: <\/strong> +8<\/td> <\/tr>
Speed:<\/strong> 15 ft (3 squares), fly 30 ft (perfect), swim 20 ft<\/td> <\/tr>
Armor Class: <\/strong> 19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/+15<\/td> <\/tr>
Attack: <\/strong>Body whip +9 melee (2d6+9)<\/td> <\/tr>
Full Attack: <\/strong>Body whip +9 melee (2d6+9)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft\/5 ft<\/td> <\/tr>
Special Attacks: <\/strong>Blood drain, constrict 2d6+9, improved grab, psi-like abilities<\/td> <\/tr>
Special Qualities: <\/strong>All-around vision, darkvision 90 ft, durable, immunity to mind-affecting effects and sleep effects, slow descent<\/td> <\/tr>
Saves: <\/strong>Fort +5, Ref +5, Will +5 <\/td> <\/tr>
Abilities: <\/strong>Str 23, Dex 19, Con 19, Int 10, Wis 13, Cha 13 <\/td> <\/tr>
Skills: <\/strong>Listen +9, Search +4, Spot +13, Swim +14<\/td> <\/tr>
Feats: <\/strong>Improved Initiative, Weapon Focus (body whip)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any land, underground, and aquatic<\/td> <\/tr>
Organization: <\/strong>Solitary or ensemble (3-18)<\/td> <\/tr>
Challenge Rating: <\/strong>07<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Usually lawful neutral<\/td> <\/tr>
Advancement: <\/strong>6-10 HD (Large); 11-15 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>---<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This eel-like creature is shaped like a corkscrew or spring, spinning and rotating around in place. Its long, worm-like body is about as thick as a human thigh. Its oily, mottled green and black skin is rubbery and flexible, flattening and twisting as the creature moves. The creature has no distinct head or eyes, but on the inner curve of its body are numerous sucker-like mouths.<\/i>\r

The lythlyx is a bizarre creature of unknown origin, which seems to have no purpose in life but to continue its strange, unending dance. These creatures, also known as \"spirals\", are always seen dancing in mid-air or underwater. This dance continues for years on end (even centuries) in one spot, almost always in a remote area. Lythlyx seem to favor hilltop cairns, rocky islets, and secluded forest or jungle pools.\r

Some sages theorize that the lythlyx is actually a stage in the life cycle of creatures such as ropers, gibbering mouthers, or tentamorts, or even related to couatls or dragons. Lythlyx flesh excretes an oily substance that is used to make certain magical inks, and are often hunted for this.\r

Lythlyx range from 14-21 feet in length, and weigh about 300 pounds.\r

Lythlyx do not speak or attempt to communicate with other intelligent creatures. \r

COMBAT<\/b>\r
These creatures are decidedly aggressive, but attack only at whim. When it chooses an appropriate target, a lythlyx attacks by whipping with the length of its body. A lythlyx can move with lightning speed and drop its coils around one or more victims, either to constrict or use any or all of its 20 mouths to drain blood from living creatures. It can only use one or the other of these attacks per round on a grappled victim, but the same attack can be used on multiple victims. A lythlyx will usually only use its psionics if badly wounded, or if anything uses psionics within 90 feet of it. A lythlyx will flee from more powerful opponents, but will fight to the death if cornered. \r

A lythlyx that is killed violently will probably explode, spraying blood on everything within 5 feet of it.\r

Lythlyx are never grounded by choice, and will thrash about violently if forced to the ground. Lythlyx can only be stopped from spinning if paralyzed, which will cause them to fall to the ground, helpless. \r

Blood Drain (Ex)<\/b>: A lythlyx 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. Once it has dealt 10 points of Constitution damage, it releases its hold and drops the victim. On each successful attack, the lythlyx heals 5 hit points of damage to itself.\r

Constrict (Ex)<\/b>: A lythlyx deals 2d6+9 points of damage with a successful grapple check.\r

Improved Grab (Ex)<\/b>: To use this ability, a lythlyx must hit a creature of Large or smaller size with its body whip 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 either constrict or drain blood.\r

A lythlyx may continue to use its body whip attack against creatures it is not currently grappling. The lythlyx can use its improved grab ability to grapple multiple creatures, and can hold 1 Large, 2 Medium, or 4 Small or smaller creatures. On a successful grapple check, the lythlyx either constricts all creatures it is grappling or drains blood from all creatures it is grappling.\r

Psi-Like Abilities<\/b>: At will - body equilibrium<\/i>, control flames<\/i> (increase or decrease by up to 4 size categories, maximum Medium*), control object<\/i>, control sound<\/i>, create sound<\/i>, id insinuation<\/i> (4 targets, DC 16), matter agitation<\/i>, psionic blast<\/i> (stunned for 3 rounds, DC 14), telempathic projection<\/i>; 3\/day - intellect fortress<\/i> (2 rounds duration*), mind thrust<\/i> (ML 5th, 5d10, DC 13*), psychic crush<\/i> (DC 12**), suspend life<\/i>, psionic teleport<\/i>. Manifester level 9th. The save DCs are Charisma-based.\r
* Includes augmentation for the lythlyx's manifester level.\r
** Includes the inherent +4 save adjustment described in the power.\r

A lythlyx always has the detect psionics<\/i> ability active on its person (manifester level 9th, range 90 feet). It can be dispelled, but the lythlyx can reactivate it as a free action.\r

All-Around Vision (Ex)<\/b>: A lythlyx has no distinct head or eyes, but can see through numerous sensitive areas along its body surface. This gives it a +4 racial bonus on Spot and Search checks, and it can't be flanked.\r

Durable (Ex)<\/b>: A lythlyx is not subject to nonlethal damage. A lythlyx is not affected by changes in pressure, such as those found in ocean depths, or at high altitudes.\r

Slow Descent (Ex)<\/b>: A lythlyx always takes minimum falling damage due to the way its body spins as it falls.\r

Skills<\/b>: A lythlyx 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 THE LYTHLYX WITHOUT PSIONICS:<\/b>\r
If you are not using the Expanded Psionics Handbook rules in your campaign, you may want to replace the psi-like abilities with these:\r

Psionics (Sp): At will - charm person<\/i> (DC 12), confusion<\/i> (DC 15), ghost sound<\/i> (DC 11), mage hand<\/i>, minor image<\/i> (DC 13), pyrotechnics<\/i> (DC 13), spider climb<\/i>, unseen servant<\/i>, water walk<\/i>; 3\/day - inflict critical wounds<\/i> (DC 15), lesser globe of invulnerability<\/i>, slay living<\/i> (DC 16), teleport<\/i> (DC 16), temporal stasis<\/i> (self only; dismissible). Effective caster level 9th. The save DCs are Charisma-based.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1980 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #43 (\"Dragon's Bestiary,\" November 1980, 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":"Aberration","alignment":"Usually lawful neutral","environment":"Any land, underground, and aquatic"},{"name":"Ma Yuan (\"killer of the gods\")","type":"Outsider","ch":27,"challenge_rating":" 27 \u00a0","id":6087,"reference":"Usergen","full_text":"

Ma Yuan (\"killer of the gods\") <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 50d8+750\u00a0(975 hp)<\/td> <\/tr>
Initiative: <\/strong> +12<\/td> <\/tr>
Speed:<\/strong> 60 ft (12 squares), fly 60 ft (good), swim 60 ft<\/td> <\/tr>
Armor Class: <\/strong> 50 (-8 size, +4 Dex, +44 natural), touch 6, flat-footed 46<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+50\/+83<\/td> <\/tr>
Attack: <\/strong>Claw +60 melee (4d6+17)<\/td> <\/tr>
Full Attack: <\/strong>4 claws +60 melee (4d6+17) and bite +58 melee (6d6+8) or by weapon<\/td> <\/tr>
Space\/Reach: <\/strong>30 ft\/30 ft<\/td> <\/tr>
Special Attacks: <\/strong>Smite divinity<\/td> <\/tr>
Special Qualities: <\/strong>Blindsight 500 ft, damage reduction 20\/epic, darkvision 60 ft, fast healing 10, immortal, immunity to fire, resistance to acid 20, cold 20, electricity 20, and sonic 20, spell resistance 39, telepathy 1000 ft, true seeing<\/td> <\/tr>
Saves: <\/strong>Fort +42, Ref +31, Will +32 <\/td> <\/tr>
Abilities: <\/strong>Str 45, Dex 18, Con 40, Int 20, Wis 20, Cha 25 <\/td> <\/tr>
Skills: <\/strong>Climb +47, Gather Information +58, Intimidate +60, Jump +40, Knowledge (history) +30, Knowledge (religion) +58, Knowledge (the planes) +58, Listen +58, Search +58, Sense Motive +58, Spot +58, Survival +58, Swim +55, Tumble +57, Use Magic Device +60<\/td> <\/tr>
Feats: <\/strong>Awesome Blow, Cleave, Combat Expertise, Combat Reflexes, Dodge, Epic Prowess, Great Cleave, Great Smiting, Improved Bull Rush, Improved Initiative, Mobility, Multiattack, Power Attack, Spring Attack, Superior Initiative, Track, Whirlwind Attack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any evil-aligned plane<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>27<\/td> <\/tr>
Treasure: <\/strong>Standard plus Stone Talisman of the God-Killer<\/td> <\/tr>
Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
Advancement: <\/strong>---<\/td> <\/tr>
Level Adjustment: <\/strong>---<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This monstrous reptilian humanoid horror stands as tall as a high tower. Its scaly head has a ridged crest running down to its back, and it has three equally spaced eyes set in its savage visage. Its four large arms end in menacing claws, and it wears only a malevolent stone charm hanging from around its neck.<\/i>\r

Ma Yuan is an ancient evil, growing in power, who seeks to destroy all deities. He has given himself the title, \"Killer of the Gods.\" He has met with some success so far, having killed at least 10 minor gods, but none of any significance as of yet. He learns more and more about his chosen foes with every victory. Ma Yuan may succeed in his goal, or his goal may be the death of him. The existence of Ma Yuan prevents complacency among the gods.\r

Ma Yuan is 70 feet tall, and weighs close to 400,000 pounds.\r

Ma Yuan speaks Abyssal, Celestial, and Infernal.\r

COMBAT<\/b>\r
Ma Yuan uses his powerful mind just as much as his physical might in a confrontation. His magical talisman allows him to form practically any weapon he desires, and he loves to change the stone charm into a deity's favored weapon to humiliate his opponent.\r

Ma Yuan's natural weapons, as well as any weapons he wields, are treated as chaotic-aligned, evil-aligned, and epic for the purpose of overcoming damage reduction.\r

Smite Divinity (Su)<\/b>: Three times per day, Ma Yuan can make a normal melee attack to deal an extra 100 points of damage against a foe with a divine rank of 0 or higher. (This includes 50 points for his Hit Dice, doubled by the Great Smiting epic feat.)\r

Immortal (Ex)<\/b>: Ma Yuan is naturally immortal and cannot die from natural causes. He does not age, and does not need to eat, sleep, or breathe. Ma Yuan is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), polymorphing, petrification, or any form-altering attack. Ma Yuan is not subject to death from massive damage, energy drain, ability drain, or ability damage.\r

True Seeing (Su)<\/b>: Ma Yuan continuously uses true seeing<\/i> as the spell (caster level 20th).\r

Skills<\/b>: Ma Yuan 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.\r

Stone Talisman of the God-Killer (Major Artifact)<\/b>: Ma Yuan possesses a small, triangular piece of stone that possesses great power. It is rumored to contain the essences of gods he has slain. Once per round, as a free action, Ma Yuan can change the stone into any form of weapon (simple, martial, or exotic), as a standard action. Ma Yuan may form the weapon of any special material (such as adamantine, cold iron, or silver) in order to defeat an opponent's damage reduction. Ma Yuan is always treated as proficient in the weapon type chosen, and the weapon is always sized for a Colossal creature. Ma Yuan may return the weapon to its talisman form as a free action.\r

Ma Yuan may assign an enhancement bonus and special abilities to the weapon as he wishes. Ma Yuan's weapon cannot have a modified bonus higher than +7 (see Dungeon Master's Guide p. 221-222). If Ma Yuan selects a ranged weapon that requires ammunition, the talisman creates whatever ammunition is appropriate for that weapon, which disappears in one round. Additionally, the weapon always performs as if it had the bane quality against any foe with a divine rank of 0 or higher.\r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1980 Wizards of the Coast, Inc.
Originally found in the first edition Deities and Demigods (1980, James M. Ward and Robert J. Kuntz).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic evil","environment":"Any evil-aligned plane"},{"name":"Macrauchenia","type":"Animal","ch":3,"challenge_rating":" 3 \u00a0","id":6088,"reference":"Usergen","full_text":"

Macrauchenia <\/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 (\u00c2\u00961 size, +2 Dex, +3 natural), touch 11, flat-footed 12<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/+12<\/td> <\/tr>
Attack: <\/strong>Hoof +7 melee (1d6+5)<\/td> <\/tr>
Full Attack: <\/strong>2 hooves +7 melee (1d6+5)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
Special Qualities: <\/strong>Dire, fleet of foot, low-light vision, scent<\/td> <\/tr>
Saves: <\/strong>Fort +7, Ref +6, Will +4 <\/td> <\/tr>
Abilities: <\/strong>Str 20, Dex 15, Con 16, Int 2, Wis 11, Cha 4 <\/td> <\/tr>
Skills: <\/strong>Listen +4, Spot +4<\/td> <\/tr>
Feats: <\/strong>Dodge, Run<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate and warm plains<\/td> <\/tr>
Organization: <\/strong>Solitary or herd (2\u00c2\u009612)<\/td> <\/tr>
Challenge Rating: <\/strong>3<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>6\u00c2\u009611 HD (Large), 12-22 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This large creature resembles a shaggy, humpless camel with a tapir-like trunk. It has a long neck and thick limbs. Its tawny coat resembles dry grass.<\/i>\r

This three-toed ungulate is herbivorous, feeding mostly on on leaves from trees and bushes. It is has great mobility for a creature of its size and shape.\r

A macrauchenia is about 9-1\/2 feet long and weighs around a ton.\r

COMBAT\r

Generally docile like an elephant, this creature prefers to run away from predators using its fleet of foot ability to distance itself from predators. When cornered or in defense of its young, the macrauchenia lashes out with its hooves, rising up and pummeling its foes.\r

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

Fleet of Foot (Ex):<\/b> When running or charging, a macrauchenia can make a single direction change of 90 degrees or less. If charging, the macrauchenia must move in a straight line for 10 feet (2 squares) after the turn to maintain the charge.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1988 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #137<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate and warm plains"},{"name":"Macrobe, Giant Amoeba","type":"Ooze","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6089,"reference":"Usergen","full_text":"

Macrobe, Giant Amoeba <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Small\u00a0Ooze \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 1d10+4\u00a0(9 hp)<\/td> <\/tr>
Initiative: <\/strong> -5<\/td> <\/tr>
Speed:<\/strong> 20 ft. (4 squares), climb 10 ft., swim 10 ft.<\/td> <\/tr>
Armor Class: <\/strong> 6 (+1 size, -5 Dex), touch 6, flat-footed 6<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+0\/+2<\/td> <\/tr>
Attack: <\/strong>Tentacle +0 melee (1d3-1 plus 1d3 acid)<\/td> <\/tr>
Full Attack: <\/strong>2 tentacles +0 melee (1d3-1 plus 1d3 acid)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Acid, improved grab<\/td> <\/tr>
Special Qualities: <\/strong>Amphibious, blind, blindsight 60 ft., ooze traits, translucent, vulnerability to fire<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref -5, Will -5 <\/td> <\/tr>
Abilities: <\/strong>Str 8, Dex 1, Con 18, Int -, Wis 1, Cha 1 <\/td> <\/tr>
Skills: <\/strong>Climb +7, Swim +7<\/td> <\/tr>
Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any aquatic, forest, swamp, and underground<\/td> <\/tr>
Organization: <\/strong>Solitary or mass (3\u00c2\u009630)<\/td> <\/tr>
Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>2 HD (Small); 3-4 HD (Medium); 5-8 HD (Large); 9-16 (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>—<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This colorless blob has a slightly darker area in its center. It flails about with pseudopods.<\/i>\r

Like its microscopic cousin, a giant amoeba is a single-celled organism that feeds through engulfing solid particles through its cell membrane. Most giant amoebas are found in ponds, lakes or swamps, but these oozes also live in humid forests and damp caves.\r

A giant amoeba has an amorphous body it can reshape at will, throwing out pseudopods to attack prey or to flow to another location. Most of the time, a typical giant amoeba's body is a flattened, irregular blob between 2 and 5 feet across, but it can compress itself into a globe as little as a foot across, or stretch into a ribbon of living slime as much as 8 feet long. A Small giant amoeba weighs around 50 pounds, but they can grow to weigh many tons.\r

Macrobe:<\/b> A macrobe is a microbe that has been magically transformed from a microscopic organism into a giant single-celled creature. Many macrobes have been created by the slime mold sorcerer Protiston, but they can also be produced by arcane experiments or exotic supernatural phenomena. Macrobes breed true, and can quickly spread more of their kind.\r

COMBAT<\/b>\r
A giant amoeba simply lashes out with pseuodpods and seeks to grab and dissolve prey into digestible chunks. Giant amoebas are highly sensitive to fire, and instinctively retreat from a naked flame.\r

Acid (Ex):<\/b> A giant amoeba's acid does not harm metal or stone.\r

Improved Grab (Ex):<\/b> To use this ability, a giant amoeba must hit with its 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 deals damage automatically every round. Giant amoebas have a +8 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

Translucent (Ex):<\/b> Amoebas are hard to see, even under ideal conditions, and it takes a DC 10 Spot check to notice one. Creatures who fail to notice a giant amoeba and walk into it automatically take acid damage.\r

Skills:<\/b> Giant amoebas have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Giant amoebas have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always take 10 on Swim checks, even if distracted or endangered.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1986 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #111<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral","environment":"Any aquatic, forest, swamp, and underground"},{"name":"Macrobe, Giant Ceratium","type":"Ooze","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6090,"reference":"Usergen","full_text":"

Macrobe, Giant Ceratium <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Small\u00a0Ooze \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 1d10+4\u00a0(9 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> Swim 40 ft. (8 squares)<\/td> <\/tr>
Armor Class: <\/strong> 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+0\/-3<\/td> <\/tr>
Attack: <\/strong>Gore +2 melee (1d4+1\/x3)<\/td> <\/tr>
Full Attack: <\/strong>Gore +2 melee (1d4+1\/x3)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Penetrating strike<\/td> <\/tr>
Special Qualities: <\/strong>Blind, blindsight 60 ft., ooze traits<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +1, Will -5 <\/td> <\/tr>
Abilities: <\/strong>Str 12, Dex 12, Con 19, Int -, Wis 1, Cha 1 <\/td> <\/tr>
Skills: <\/strong>Swim +9<\/td> <\/tr>
Feats: <\/strong>Weapon Finesse [B]<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any aquatic<\/td> <\/tr>
Organization: <\/strong>Solitary or pair<\/td> <\/tr>
Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>2 HD (Small); 3-4 HD (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>—<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This roughly spherical creature swims about with two long flagella. A long, extended point ornamented with sharp ridges protrudes from the center of the sphere.<\/i>\r

Giant ceratium are motile dinoflagellates. They can be found in both salt and fresh water.\r

A giant ceratium is 2 feet in diameter and weighs 100 pounds.\r

Macrobe:<\/b> A macrobe is a microbe that has been magically transformed from a microscopic organism into a giant single-celled creature. Many macrobes have been created by the slime mold sorcerer Protiston, but they can also be produced by arcane experiments or exotic supernatural phenomena. Macrobes breed true, and can quickly spread more of their kind.\r

COMBAT<\/b>\r
Giant ceratium are photosynthetic, but hunt smaller aquatic organisms to supplement this diet of sunlight. Ceratium rotate their bodies to twist their protruding spike into prey, creating a drill-like gore attack.\r

Penetrating Strike (Ex):<\/b> The twisting motion of a ceratium's gore attack allows it to penetrate light armors, striking with extra force. A ceratium that hits a creature with no or light armor deals double damage (2d4+2), or triple damage (3d4+3) on a confirmed critical hit. The attack cannot penetrate medium or heavy armor and is easily deflected by a shield, so opponents using shields or wearing medium or heavy armor do not take the extra damage when hit.\r

Skills:<\/b> Giant ceratium have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always take 10 on Swim checks, even if distracted or endangered.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1986 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #111<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Macrobe, Giant Elphidium","type":"Ooze","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6091,"reference":"Usergen","full_text":"

Macrobe, Giant Elphidium <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Small\u00a0Ooze \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 1d10+4\u00a0(9 hp)<\/td> <\/tr>
Initiative: <\/strong> -3<\/td> <\/tr>
Speed:<\/strong> 20 ft. (4 squares), climb 10 ft.<\/td> <\/tr>
Armor Class: <\/strong> 16 (+1 size, -3 Dex, +8 natural), touch 8, flat-footed 16<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+0\/-5<\/td> <\/tr>
Attack: <\/strong>Tentacle +0 melee (1d2-1)<\/td> <\/tr>
Full Attack: <\/strong>3 tentacles +0 melee (1d2-1)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Improved grab<\/td> <\/tr>
Special Qualities: <\/strong>Blind, blindsight 60 ft., ooze traits<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref -3, Will -5 <\/td> <\/tr>
Abilities: <\/strong>Str 8, Dex 5, Con 18, Int -, Wis 1, Cha 1 <\/td> <\/tr>
Skills: <\/strong>Climb +7<\/td> <\/tr>
Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any aquatic<\/td> <\/tr>
Organization: <\/strong>Solitary or mass (2\u00c2\u009620)<\/td> <\/tr>
Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>2 HD (Small); 3-4 HD (Medium); 5-8 HD (Large); 9-16 (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>—<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This bloblike creature is encased in a chambered shell. Long, stringy tentacles extend through pores dotting the surface of this shell.<\/i>\r

These marine relatives of amoebas are found in sandy patches on the shallow sea floor, in both warm and cold oceans. An elphidium mostly just lies on the sea floor and stretches out thin filament-like pseudopods. Any passing bit of food that gets stuck to these pseudo-tentacles is pulled in to their body to be ingested.\r

A typical giant elphidium is 2 feet in diameter and weighs about 100 pounds.\r

Macrobe:<\/b> A macrobe is a microbe that has been magically transformed from a microscopic organism into a giant single-celled creature. Many macrobes have been created by the slime mold sorcerer Protiston, but they can also be produced by arcane experiments or exotic supernatural phenomena. Macrobes breed true, and can quickly spread more of their kind.\r

COMBAT<\/b>\r
Elphidium attacks with its pseudopod tentacles, grabbing opponents and gradually crushing them. If it kills an opponent, it pulls the corpse close to its body and slowly ingests its new meal.\r

An opponent can attack an elphidium's tentacles with a sunder attempt as if they were weapons. A giant elphidium's tentacles have 1 hit points each. If an elphidium 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 an elphidium's tentacles does no damage to the creature. An elphidium can grow a replacement tentacle in 1d4 rounds.\r

Improved Grab (Ex):<\/b> To use this ability, a giant elphidium must hit with its 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 deals damage automatically every round.\r

Skills:<\/b> Giant elphidium 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>
1986 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #111<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Macrobe, Giant Euglena","type":"Ooze","ch":1,"challenge_rating":" 1 \u00a0","id":6092,"reference":"Usergen","full_text":"

Macrobe, Giant Euglena <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Small\u00a0Ooze \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 1d10+4\u00a0(9 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> Swim 30 ft. (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 11 (+1 size), touch 11, flat-footed 11<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+0\/-6<\/td> <\/tr>
Attack: <\/strong>Slam -1 melee (1d2 acid plus engulf)<\/td> <\/tr>
Full Attack: <\/strong>Slam -1 melee (1d2 acid plus engulf)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Acid, engulf<\/td> <\/tr>
Special Qualities: <\/strong>Blind, blindsight 60 ft., ooze traits<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +0, Will -5 <\/td> <\/tr>
Abilities: <\/strong>Str 6, Dex 10, Con 19, Int -, Wis 1, Cha 1 <\/td> <\/tr>
Skills: <\/strong>Swim +11<\/td> <\/tr>
Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any aquatic<\/td> <\/tr>
Organization: <\/strong>Solitary or swarm (10\u00c2\u009660)<\/td> <\/tr>
Challenge Rating: <\/strong>1<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>2 HD (Small); 3-4 HD (Medium); 5-8 HD (Large); 9-16 (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>—<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This oblong blob has a green tint to its mass. It flails about with its single long flagellum.<\/i>\r

Euglena are oversized single-celled organisms found in both fresh and salt water, and on damp ground.\r

Euglena survive primarily by photosynthesis, but supplement this diet by engulfing and digesting small creatures. Euglena are little threat to most humanoids, but halflings and gnomes are small enough to be engulfed by a hungry euglena.\r

Euglena is a favorite food source of larger water-dwelling creatures. Some monstrous aberrations, as well as the mysterious entity known as Protiston, raise euglena as \"food animals.\"\r

A typical giant euglena is 1 to 3 feet in diameter and weighs around 100 pounds.\r

Macrobe:<\/b> A macrobe is a microbe that has been magically transformed from a microscopic organism into a giant single-celled creature. Many macrobes have been created by the slime mold sorcerer Protiston, but they can also be produced by arcane experiments or exotic supernatural phenomena. Macrobes breed true, and can quickly spread more of their kind.\r

COMBAT<\/b>\r
Euglena are attracted to light and exposed food. They will engulf food material up to about the size of a fist. An occasional euglena will also ingest a coin or jewel.\r

Acid (Ex):<\/b> A euglena's acid does not harm metal or stone.\r

Blind (Ex):<\/b> Euglena are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.\r

Engulf (Ex):<\/b> Although it moves slowly, a euglena can simply mow down creatures up to its own size as a standard action. It also attempts to engulf an opponent it hits with its slam attack. The euglena merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the euglena, 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 10 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the euglena moves forward. Engulfed creatures are subject to the euglena's acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +2 racial bonus.\r

Skills:<\/b> Giant euglena have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always take 10 on Swim checks, even if distracted or endangered.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1986 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #111<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Macrobe, Giant Globigerina","type":"Ooze","ch":1,"challenge_rating":" 1 \u00a0","id":6093,"reference":"Usergen","full_text":"

Macrobe, Giant Globigerina <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium-size\u00a0Ooze \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 2d10+8\u00a0(19 hp)<\/td> <\/tr>
Initiative: <\/strong> -4<\/td> <\/tr>
Speed:<\/strong> Swim 5 ft. (1 squares)<\/td> <\/tr>
Armor Class: <\/strong> 15 (-4 Dex, +9 natural), touch 6, flat-footed 15<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+1\/+9<\/td> <\/tr>
Attack: <\/strong>Spine +1 melee (1d4)<\/td> <\/tr>
Full Attack: <\/strong>Spine +1 melee (1d4)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Spines, tendrils<\/td> <\/tr>
Special Qualities: <\/strong>Blind, blindsight 60 ft., ooze traits, transparent<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref -4, Will -5 <\/td> <\/tr>
Abilities: <\/strong>Str 10, Dex 2, Con 18, Int -, Wis 1, Cha 1 <\/td> <\/tr>
Skills: <\/strong>Swim +8<\/td> <\/tr>
Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any aquatic<\/td> <\/tr>
Organization: <\/strong>Solitary, group (2-12) or field (10\u00c2\u009660)<\/td> <\/tr>
Challenge Rating: <\/strong>1<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>3 HD (Medium); 4-6 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>—<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A nearly transparent globe of needle-sharp spines floats nearby, the shadow of its body giving away its location.<\/i>\r

A globigerina's spines are transparent as water and its body is the same color as the ocean, so it is difficult to spot except in daylight, when the shadow of its body on its lower half gives it away. Thus, a globigerina instinctively sinks into the depths during the day to keep hidden.\r

A globigerina is at least 15 feet across, with a 3-foot-wide coiled shell at its center which contains the creature's living protoplasm. Globigerina generally weigh 800 pounds or more.\r

Macrobe:<\/b> A macrobe is a microbe that has been magically transformed from a microscopic organism into a giant single-celled creature. Many macrobes have been created by the slime mold sorcerer Protiston, but they can also be produced by arcane experiments or exotic supernatural phenomena. Macrobes breed true, and can quickly spread more of their kind.\r

COMBAT<\/b>\r
Globigerina are a passive threat, only attacking creatures who blunder into their spines. Globigerina usually drift on the currents waiting for prey or edible flotsam to come to them. They will slowly float towards food if they sense it nearby.\r

Spines (Ex):<\/b> Any creature that comes within 5 feet of a globigerina, or strikes a globigerina with a handheld or natural weapon, must succeed on a DC 15 Reflex save or be hit by a spine. Creatures hit by a spine takes 1d4 points of piercing damage and are immediately attacked by a tendril (see below). Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way. A Large globigerina has spines that threaten a 10-foot radius. The save DC is Constitution-based.\r

A globigerina can also attack an opponent with its spines as a standard melee attack. Normally it attacks with a single spine, but if the globigerina is attached to the opponent by a tendril it can attack with 3 spines, with a +2 bonus to its attack rolls. A globigerina cannot make more than 4 attacks against any 5-ft. square within its reach.\r

Tendrils (Ex):<\/b> Whenever a globigerina hits an opponent with a spine, it can attack that opponent with a tendril of protoplasm. This is a melee touch attack (+1 attack check for a typical globigerina) that does 1d2 acid damage.\r

If a tendril hits, it attaches itself to the opponent's body with adhesive secretions. The attached tendril then continues to damage the opponent (as above) every round, until the opponent escapes or the globigerina is killed. An attached globigerina is effectively grappling its prey and can be struck with a weapon or grappled itself. To remove an attached globigerina through grappling, the opponent must achieve a pin against the globigerina. Globigerina have a +8 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

Transparent (Ex):<\/b> A globigerina is difficult to see when it is in the ocean, since it blends in to the color of deep water. It takes a DC 13 Spot check to notice one. Creatures who fail to notice a globigerina and move within 5 feet of it are automatically attacked.\r

Skills:<\/b> Giant globigerina have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always take 10 on Swim checks, even if distracted or endangered.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1986 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #111<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Macrobe, Giant Gonyaulax (With Swarm)","type":"Ooze","ch":16,"challenge_rating":" 1\/6 \u00a0","id":6094,"reference":"Usergen","full_text":"

Macrobe, Giant Gonyaulax (With Swarm) <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Tiny\u00a0Ooze \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 1\/2d10\u00a0(2 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> Swim 30 ft. (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 13 (+2 size, +1 natural), touch 12, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+0\/-8<\/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>Blinding flash, poison<\/td> <\/tr>
Special Qualities: <\/strong>Blind, blindsight 60 ft., ooze traits<\/td> <\/tr>
Saves: <\/strong>Fort +3, Ref +0, Will -5 <\/td> <\/tr>
Abilities: <\/strong>Str 2, Dex 10, Con 10, Int \u00c2\u0097, Wis 1, Cha 1 <\/td> <\/tr>
Skills: <\/strong>Swim +8<\/td> <\/tr>
Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any aquatic<\/td> <\/tr>
Organization: <\/strong>Solitary, cluster (2-20) or bloom (20-400)<\/td> <\/tr>
Challenge Rating: <\/strong>1\/6<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A swarm of roughly spherical creatures floats nearby. Each individual is covered with armored plates.<\/i>\r

Gonyaulax are motile dinoflagellates. Although they can be found in both salt and fresh water, gonyaulax are most common in relatively clear water in the tropics. They survive primarily by photosynthesis, and will eventually starve if kept in the dark. Their rapid multiplication makes the sea appear red.\r

An individual giant gonyaulax is up to 1-foot in diameter and weighs 10 to 30 pounds.\r

Macrobe:<\/b> A macrobe is a microbe that has been magically transformed from a microscopic organism into a giant single-celled creature. Many macrobes have been created by the slime mold sorcerer Protiston, but they can also be produced by arcane experiments or exotic supernatural phenomena. Macrobes breed true, and can quickly spread more of their kind.\r

COMBAT<\/b>\r
Giant gonyaulax subsist primarily through photosynthesis and do not seek out prey. However, they release a paralytic nerve toxin and are capable of generating a blinding flash.\r

Blinding Flash (Ex):<\/b> All creatures within 10 feet of a giant gonyaulax must succeed on a DC 10 Reflex save or be blinded for 1d6+1 rounds. Creatures that successfully save are dazzled for 1 round instead. Creatures beyond 10 feet but within 30 feet must succeed on a DC 10 Reflex save or be blinded for 1 round. Once a gonyaulax uses blinding flash, it can't flash again until 1d4 rounds later. The save DCs are Constitution-based.\r

Poison:<\/b> Gonyaulax produce a cloud of poison, any creature in the water that occupies the same 5 ft. square as a Gonyaulax is exposed to its poison.\r

Gonyaulax poison<\/i>\u00c2\u0097Contact\/inhaled poison, Fort DC 6, initial damage 1 Dex, secondary damage 1 Dex. A victim reduced to Dexterity 0 by the poison starts to die from slow suffocation, taking 1d6 points of nonlethal damage every minute. Characters who fall unconscious drop to -1 hit points and are dying, then suffocate to death the next round. The save DC is Constitution-based and includes a -4 racial penalty.\r

Giant Gonyaulax Swarm<\/b>\r
Tiny Ooze (Aquatic, Swarm)\r
Hit Dice:<\/b> 13d10 (71 hp)\r
Initiative:<\/b> +0\r
Speed:<\/b> Swim 30 ft. (6 squares)\r
Armor Class:<\/b> 13 (+2 size, +1 natural), touch 12, flat-footed 13\r
Base Attack\/Grapple:<\/b> +8\/\u00c2\u0097\r
Attack:<\/b> Swarm (1d6 plus poison)\r
Full Attack:<\/b> Swarm (1d6 plus poison)\r
Space\/Reach:<\/b> 10 ft.\/0 ft.\r
Special Attacks:<\/b> Blinding flash, distraction, poison\r
Special Qualities:<\/b> Blind, blindsight 60 ft., half damage from slashing and piercing, ooze traits, swarm traits\r
Saves:<\/b> Fort +3, Ref +0, Will -5\r
Abilities:<\/b> Str 10, Dex 10, Con 10, Int \u00c2\u0097, Wis 1, Cha 1\r
Skills:<\/b> Swim +8\r
Feats:<\/b> \u00c2\u0097\r
Environment:<\/b> Any aquatic\r
Organization:<\/b> Solitary or colony (3\u00c2\u009612 swarms)\r
Challenge Rating:<\/b> 6\r
Treasure:<\/b> None\r
Alignment:<\/b> Always neutral\r
Advancement:<\/b> \u00c2\u0097\r
Level Adjustment:<\/b> \u00c2\u0097\r

Blinding Flash (Ex):<\/b> All creatures within 10 feet of a giant gonyaulax swarm must succeed on a DC 16 Reflex save or be blinded for 1d6+1 rounds. Creatures that successfully save are dazzled for 1 round instead. Creatures beyond 10 feet but within 30 feet must succeed on a DC 16 Reflex save or be blinded for 1 round. Once a gonyaulax swarm uses blinding flash, it can't flash again until 1d4 rounds later. The save DCs are Constitution-based.\r

Distraction (Ex):<\/b> Any living creature that begins its turn with a gonyaulax swarm in its space must succeed on a DC 16 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.\r

Poison:<\/b> Gonyaulax swarms produce a cloud of poison, any creature in the water within 30 ft. of a gonyaulax swarm is exposed to its poison.\r

Gonyaulax swarm poison<\/i>\u00c2\u0097Contact\/inhaled poison, Fort DC 12, initial damage 1d6 Dex, secondary damage 1d6 Dex. A victim reduced to Dexterity 0 by the poison starts to die from slow suffocation, taking 1d6 points of nonlethal damage every minute. Characters who fall unconscious drop to -1 hit points and are dying, then suffocate to death the next round. The save DC is Constitution-based and includes a -4 racial penalty.\r

Skills:<\/b> Giant gonyaulax swarms have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always take 10 on Swim checks, even if distracted or endangered.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1986 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #111<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":" Always neutral\r","environment":" Any aquatic\r"},{"name":"Macrobe, Giant Noctiluca","type":"Ooze","ch":2,"challenge_rating":" 2 \u00a0","id":6095,"reference":"Usergen","full_text":"

Macrobe, Giant Noctiluca <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Ooze \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 2d10+12\u00a0(23 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 12 (+2 natural), touch 10, flat-footed 12<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+1\/+4<\/td> <\/tr>
Attack: <\/strong>Tentacle +4 melee (1d6+4)<\/td> <\/tr>
Full Attack: <\/strong>Tentacle +4 melee (1d6+4)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Blinding flash, constrict 1d6+4, improved grab, swallow whole<\/td> <\/tr>
Special Qualities: <\/strong>Blindsight 60 ft., myopic, ooze traits<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +1, Will -5 <\/td> <\/tr>
Abilities: <\/strong>Str 17, Dex 10, Con 22, Int \u00c2\u0097, Wis 1, Cha 1 <\/td> <\/tr>
Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any aquatic<\/td> <\/tr>
Organization: <\/strong>Solitary or cluster (2-10)<\/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)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This roughly spherical creature pulls itself along the ocean bottom with a long tentacle.<\/i>\r

Giant noctiluca are motile dinoflagellates. They can be found in both salt and fresh water.\r

A giant noctiluca is 3 feet in diameter and weighs 400 pounds.\r

Macrobe:<\/b> A macrobe is a microbe that has been magically transformed from a microscopic organism into a giant single-celled creature. Many macrobes have been created by the slime mold sorcerer Protiston, but they can also be produced by arcane experiments or exotic supernatural phenomena. Macrobes breed true, and can quickly spread more of their kind.\r

COMBAT<\/b>\r
Unlike other giant dinoflagellates, giant noctiluca are not photosynthetic and survive only by predation.\r

Blinding Flash (Ex):<\/b> All creatures within 20 feet or a giant noctiluca must succeed on a DC 19 Reflex save or be blinded for 1d6+1 rounds. Creatures that successfully save are dazzled for 1 round instead. Creatures beyond 10 fee. but within 60 feet must succeed on a DC 19 Reflex save or be blinded for 1 round. Once a noctiluca uses blinding flash, it can't flash again until 1d4 rounds later. The save DCs are Constitution-based and include a +2 racial bonus.\r

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

Improved Grab (Ex):<\/b> To use this ability, a giant noctiluca 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

Myopic (Ex):<\/b> A giant noctiluca is nearsighted, resulting in a -8 racial penalty on Spot checks made beyond 30 feet.\r

Swallow Whole (Ex):<\/b> A giant noctiluca can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 1d3+3 points of crushing damage plus 1d3 points of acid damage per round from the giant noctiluca's digestive fluids. 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 11). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Medium giant noctiluca's interior can hold 2 Small, 8 Tiny, or 16 Diminutive or smaller opponents.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1986 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #111<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Macrobe, Giant Paramecium","type":"Ooze","ch":1,"challenge_rating":" 1 \u00a0","id":6096,"reference":"Usergen","full_text":"

Macrobe, Giant Paramecium <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Small\u00a0Ooze \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 1d10+4\u00a0(9 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> Swim 20 ft. (4 squares)<\/td> <\/tr>
Armor Class: <\/strong> 11 (+1 size), touch 11, flat-footed 11<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+0\/+2<\/td> <\/tr>
Attack: <\/strong>Slam -1 melee (1d2 acid plus attach)<\/td> <\/tr>
Full Attack: <\/strong>Slam -1 melee (1d2 acid plus attach)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Acid, attach, sticky threads<\/td> <\/tr>
Special Qualities: <\/strong>Blind, blindsight 60 ft., ooze traits<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +0, Will -5 <\/td> <\/tr>
Abilities: <\/strong>Str 6, Dex 10, Con 19, Int \u00c2\u0097, Wis 1, Cha 1 <\/td> <\/tr>
Skills: <\/strong>Swim +11<\/td> <\/tr>
Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any aquatic<\/td> <\/tr>
Organization: <\/strong>Solitary or swarm (10\u00c2\u009660)<\/td> <\/tr>
Challenge Rating: <\/strong>1<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>2 HD (Small); 3-4 HD (Medium); 5-8 HD (Large); 9-16 (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This oblong blob is covered in tiny cilia.<\/i>\r

Giant paramecium are oversized single-celled organisms found in both fresh and salt water, most commonly in lakes and ponds. \r

A typical giant paramecium is 1 to 3 feet in diameter and weighs around 100 pounds. \r

Macrobe:<\/b> A macrobe is a microbe that has been magically transformed from a microscopic organism into a giant single-celled creature. Many macrobes have been created by the slime mold sorcerer Protiston, but they can also be produced by arcane experiments or exotic supernatural phenomena. Macrobes breed true, and can quickly spread more of their kind.\r

COMBAT<\/b>\r
A giant paramecium is attracted to food particles, attempting to attach itself to organic matter and dissolve it with its acid. \r

Acid (Ex):<\/b> A giant paramecium's acid does not harm metal or stone.\r

Attach (Ex):<\/b> If a giant paramecium hits with a touch attack, it uses its sticky threads to latch onto the opponent\u00c2\u0092s body. An attached paramecium is effectively grappling its prey. The giant paramecium loses its Dexterity bonus to AC and has an AC of 11, but holds on with great tenacity. \r

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

Blind (Ex):<\/b> Giant paramecium are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. \r

Sticky Threads (Ex):<\/b> The sticky threads covering a giant paramecium hold fast creatures or items that touch it. Giant paramecium have a +8 racial bonus on grapple checks (already figured into statistics above) and disarm checks due to their sticky threads. \r

A weapon that strikes a giant paramecium is stuck fast unless the wielder succeeds on a DC 14 Reflex save. Prying off a stuck weapon requires a DC 14 Strength check. The save DC is Constitution-based.\r

Oil, vinegar, wine, or other solvents dissolve the giant paramecium's sticky threads; the creature requires 10 minutes to renew its adhesive coating if doused with oil. The substance breaks down 1d4+1 hours after the creature dies. \r

Skills:<\/b> Giant paramecium have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always take 10 on Swim checks, even if distracted or endangered.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1986 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #111<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Macrobe, Giant Peridinium","type":"Ooze","ch":1,"challenge_rating":" 1 \u00a0","id":6097,"reference":"Usergen","full_text":"

Macrobe, Giant Peridinium <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Small\u00a0Ooze \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 1d10+4\u00a0(9 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> Swim 30 ft. (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 13 (+1 size, +2 natural), touch 11, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+0\/-4<\/td> <\/tr>
Attack: <\/strong>Trichocyst +0 ranged (1d4)<\/td> <\/tr>
Full Attack: <\/strong>2 trichocysts +0 ranged (1d4)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Blinding flash, trichocysts<\/td> <\/tr>
Special Qualities: <\/strong>Blind, blindsight 60 ft., ooze traits<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +0, Will -5 <\/td> <\/tr>
Abilities: <\/strong>Str 10, Dex 10, Con 19, Int \u00c2\u0097, Wis 1, Cha 1 <\/td> <\/tr>
Skills: <\/strong>Swim +11<\/td> <\/tr>
Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any aquatic<\/td> <\/tr>
Organization: <\/strong>Solitary or colony (2\u00c2\u009612)<\/td> <\/tr>
Challenge Rating: <\/strong>1<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>2 HD (Small); 3-4 HD (Medium); 5-8 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This roughly spherical creature is covered with armored plates.<\/i>\r

Peridinium are motile dinoflagellates. Although they can be found in both salt and fresh water, peridinium are most common in relatively clear water in the tropics. They survive primarily by photosynthesis, and will eventually starve if kept in the dark.\r

A typical giant peridinium is 2 feet in diameter and weighs about 100 pounds. These dinoflagellates can grow to over 6 feet across and 4,000 pounds or more in weight.\r

Macrobe:<\/b> A macrobe is a microbe that has been magically transformed from a microscopic organism into a giant single-celled creature. Many macrobes have been created by the slime mold sorcerer Protiston, but they can also be produced by arcane experiments or exotic supernatural phenomena. Macrobes breed true, and can quickly spread more of their kind.\r

COMBAT<\/b>\r
Giant peridinium subsist primarily through photosynthesis and do not seek out prey. However, they attack immediately any edible creature that enters the range of their primitive sensory organs' blindsight. In nutrient-poor habitats, \"edible prey\" may mean nearly anything organic.\r

Blinding Flash (Ex):<\/b> All creatures within 10 feet or a giant peridinium must succeed on a DC 14 Reflex save or be blinded for 1d6+1 rounds. Creatures that successfully save are dazzled for 1 round instead. Creatures beyond 10 fee. but within 30 feet must succeed on a DC 14 Reflex save or be blinded for 1 round. Once a peridinium uses blinding flash, it can't flash again until 1d4 rounds later. The save DCs are Constitution-based.\r

Trichocysts (Ex):<\/b> Giant peridinium attack by firing spike-like projectiles called trichocysts from pores in their hide. A peridinium can fire multiple trichocysts as a full attack. Each trichocyst has a range of 30 ft. (no range increments) and does 1d4 points of piercing damage.\r

Peridinium have a limited supply of trichocysts. A Small peridinium typically has 40 such missiles. It takes 2 hours for a peridinium to grow new trichocysts to replace any it has fired.\r

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

Advanced Giant Peridinium<\/b>\r
A Medium giant peridinium's trichocysts have a range of 50 feet and deal 1d6 points of piercing damage. A Medium giant peridinium has a supply of 60 trichocysts.\r

A Large giant peridinium's trichocysts have a range of 90 feet and deal 1d8 points of piercing damage. A Large giant peridinium has a supply of 100 trichocysts. A Large giant peridinium's swim speed increases to 40 feet.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1986 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #111<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Macrobe, Slime Mold (With Slug & Sporocarp)","type":"Ooze","ch":14451,"challenge_rating":" 1\/4 (swarm 4, slug 5, sporocarp 1) \u00a0","id":6098,"reference":"Usergen","full_text":"

Macrobe, Slime Mold (With Slug & Sporocarp) <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Tiny\u00a0Ooze \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 1\/2d10+3\u00a0(5 hp)<\/td> <\/tr>
Initiative: <\/strong> -4<\/td> <\/tr>
Speed:<\/strong> 20 ft. (4 squares), climb 10 ft., swim 10 ft.<\/td> <\/tr>
Armor Class: <\/strong> 8 (+2 size, -4 Dex), touch 8, flat-footed 8<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+0\/-3<\/td> <\/tr>
Attack: <\/strong>Slam -1 melee (1d2-3 plus 1d2 acid)<\/td> <\/tr>
Full Attack: <\/strong>Slam -1 melee (1d2-3 plus 1d2 acid)<\/td> <\/tr>
Space\/Reach: <\/strong>2 1\/2 ft.\/0 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Acid, improved grab<\/td> <\/tr>
Special Qualities: <\/strong>Amphibious, blind, blindsight 60 ft., ooze traits, vulnerability to fire<\/td> <\/tr>
Saves: <\/strong>Fort +3, Ref -4, Will -5 <\/td> <\/tr>
Abilities: <\/strong>Str 4, Dex 3, Con 16, Int \u00c2\u0097, Wis 1, Cha 1 <\/td> <\/tr>
Skills: <\/strong>Climb +5, Swim +5<\/td> <\/tr>
Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any aquatic, forest, swamp, and underground<\/td> <\/tr>
Organization: <\/strong>Solitary or coagulation (2\u00c2\u009660)<\/td> <\/tr>
Challenge Rating: <\/strong>1\/4 (swarm 4, slug 5, sporocarp 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>
Slime Mold, Amoeboid Swarm<\/b>\r
Tiny Ooze (Aquatic, Swarm)\r
Hit Dice:<\/b> 7d10+21 (59 hp)\r
Initiative:<\/b> -<\/b>4\r
Speed:<\/b> 20 ft. (4 squares), climb 10 ft., swim 10 ft.\r
Armor Class:<\/b> 8 (+2 size, -4 Dex), touch 8, flat-footed 8\r
Base Attack\/Grapple:<\/b> +5\/\u00c2\u0096\r
Attack:<\/b> Swarm (1d6 plus 2d6 acid)\r
Full Attack:<\/b> Swarm (1d6 plus 2d6 acid)\r
Space\/Reach:<\/b> 10 ft.\/0 ft.\r
Special Attacks:<\/b> Acid, clinging swarm, distraction\r
Special Qualities:<\/b> Amphibious, blind, blindsight 60 ft., half damage from slashing and piercing, ooze traits, swarm traits, vulnerability to fire\r
Saves:<\/b> Fort +5, Ref -2, Will -2\r
Abilities:<\/b> Str 4, Dex 3, Con 16, Int \u00c2\u0097, Wis 1, Cha 1\r
Skills:<\/b> Climb +5, Swim +5\r
Feats:<\/b> \u00c2\u0097\r
Environment:<\/b> Any aquatic, forest, swamp, and underground\r
Organization:<\/b> Solitary or mass (2-12 swarms)\r
Challenge Rating:<\/b> 4\r
Treasure:<\/b> None\r
Alignment:<\/b> Always neutral\r
Advancement:<\/b> \u00c2\u0097\r
Level Adjustment:<\/b> \u00c2\u0097\r

Slime Mold, Slug\r
<\/b>Large Ooze (Aquatic)\r
Hit Dice:<\/b> 7d10+49 (87 hp)\r
Initiative:<\/b> -<\/b>5\r
Speed:<\/b> 20 ft. (4 squares), climb 10 ft., swim 10 ft.\r
Armor Class:<\/b> 4 (-1 size, -5 Dex), touch 4, flat-footed 4\r
Base Attack\/Grapple:<\/b> +5\/+18\r
Attack:<\/b> Slam +9 melee (1d6+7 plus 2d6 acid)\r
Full Attack:<\/b> Slam +9 melee (1d6+7 plus 2d6 acid)\r
Space\/Reach:<\/b> 10 ft.\/5 ft.\r
Special Attacks:<\/b> Acid, engulf, improved grab\r
Special Qualities:<\/b> Amphibious, blind, blindsight 60 ft., half damage from slashing or piercing, ooze traits, splatter split, vulnerability to fire\r
Saves:<\/b> Fort +9, Ref -3, Will -2\r
Abilities:<\/b> Str 20, Dex 1, Con 24, Int \u00c2\u0097, Wis 1, Cha 1\r
Skills:<\/b> Climb +13, Swim +13\r
Feats:<\/b> \u00c2\u0097\r
Environment:<\/b> Any aquatic, forest, swamp, and underground\r
Organization:<\/b> Solitary\r
Challenge Rating:<\/b> 5\r
Treasure:<\/b> None\r
Alignment:<\/b> Always neutral\r
Advancement:<\/b> 8-13 HD (Large); 14-27 HD (Huge); 28-48 HD (Gargantuan); 49-77 HD (Colossal)\r
Level Adjustment:<\/b> \u00c2\u0097\r

A brightly colored blob of slime<\/i>\r

Slime molds are a kind of amoeba with a complicated lifecycle. Each organism is a single-celled blob of protoplasm hereafter called an \"amoeboid slime mold\". These amoeboids seek out organic material to digest and reproduce by splitting in two. Many slime molds are strikingly colored in yellow, white, or orange-brown. They may be a single uniform color, or a patchwork mass of different colors or shades.\r

Slime mold can grow very quickly, a single amoeboid will become an amoeboid slime mold swarm within a few days, assuming there is enough food. Once the slime molds start to exhaust their food supply, the swarm (or swarms) conglomerate into a single mass called a \"slug\", which is hardy enough to seek out more sources of nourishment. Eventually, the slug forms itself into a \"sporocarp\", a rigid structure full of spores that resembles a dried-out mushroom. When conditions are favorable, the sporocarp releases its spores, a single one of which can populate an entire new colony.\r

Amoeboid slime molds normally spread their amorphous bodies to a diameter of about 2 feet with a thickness less than an inch, but can compress themselves into a clump up to 3 inches thick. A typical specimen weighs 10 to 15 pounds.\r

Macrobe:<\/b> A macrobe is a microbe that has been magically transformed from a microscopic organism into a giant single-celled creature. Many macrobes have been created by the slime mold sorcerer Protiston, but they can also be produced by arcane experiments or exotic supernatural phenomena. Macrobes breed true, and can quickly spread more of their kind.\r

COMBAT<\/b>\r
Amoeboid slime molds attack instinctively, attempting to slam and grab onto opponents, then digesting them slowly with acid.\r

Acid (Ex):<\/b> An amoeboid slime mold's acid does not harm metal or stone.\r
\r
Improved Grab (Ex):<\/b> To use this ability, an amoeboid slime mold 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 deals damage automatically every round. Amoeboid slime molds have a +8 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

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

Slime Mold Amoeboid Swarm\r
<\/b>\r
COMBAT<\/b>\r
Swarms of amoeboid slime molds instinctively crawl over the most edible object they sense, usually the nearest living creature, and digest it with their acids.\r

Clinging Swarm (Ex):<\/b> Any living creature that takes damage from a amoeboid slime mold swarm's swarm attack must succeed at a DC 16 Reflex save or 1d4 amoeboid slime molds from the swarm automatically grapple the creature, dealing damage as usual. Treat these as individual amoeboid slime molds, which must be killed or grappled individually. The Reflex save DC is Constitution-based.\r

Distraction (Ex):<\/b> Any living creature that begins its turn with an amoeboid slime mold swarm in its space must succeed on a DC 16 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.\r

Slime Mold Slug\r
<\/b>\r
A slime mold slug is usually about 20 feet long, 5 to 10 feet wide and 1 or 2 feet thick. It can spread its slimy gestalt body into a 20 diameter disc up to a foot thick, or condense into a lump 10 feet across and up to 4 feet tall. A typical specimen weighs 5000 to 7500 pounds. \r

COMBAT<\/b>\r
A slime mold slug tries to slam, grab, and engulf as many opponents as it can accommodate. It may need to digest food it has already engulfed before it can engulf additional opponents it has grabbed.\r

Acid (Ex):<\/b> A slime mold slug's acid does not harm metal or stone.\r
\r
Improved Grab (Ex):<\/b> To use this ability, a slime mold slug 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 deals damage automatically every round. Slime mold slugs have a +4 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

Engulf (Ex):<\/b> A slime mold slug can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The slime mold slug merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the slug, 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 cube moves forward. Engulfed creatures are subject to the slug's acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based.\r

Splatter Split (Ex):<\/b> If a slime mold slug takes at least 10 points of damage from an attack, it must succeed at a Fortitude save (DC equals the damage inflicted by the attack) or take double damage as the force of the attack splatters fragments from its body. Many of these fragments will continue to live as amoeboid slime molds. If the attack inflicted between 20 and 60 hit points of damage (after doubling), the blow splatters off 1d4 individual amoeboid slime molds for every 10 points of damage taken by the slug. If the blow does more than 60 hit points of damage, the blow strikes off huge blobs of tissue that form one amoeboid slime mold swarm for every 60 points of damage inflicted (minimum one swarm). The amoeboid slime molds will behave independently according to their normal instincts, they are not under the control of the slug. \r

Slime Mold Sporocarp (CR 1)\r
<\/b>A mature sporocarp resembles a large, dried out mushroom about 10 feet tall. The head of the \"mushroom\" is hollow and filled with spores about an inch long. A dry sporocarp has vulnerability to fire. It is AC 1, hardness 5, and takes 120 hit points of damage to destroy, but any weapon damage which does not destroy the sporocarp causes it to split open and release its spores. The spores scatter in a cloud covering a 30 foot radius and attach themselves to any organic matter they touch (including living creatures), which they immediately start to digest, doing 2d4 points of acid damage per round (the acid damage only harms organic materials such as flesh or wood). On the first round of contact, the spores can be scraped off a creature (exposing the scraping device to the spores' acid damage), but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Anything that deals cold or fire damage, sunlight, or a remove disease<\/i> spell destroys a spore infestation.\r

Given enough time and food, even a single spore can grow and multiply into an entire slime mold colony. Partially developed sporocarps are soggy and covered with damp mucus, giving them fire resistance 5. Such a sporocarp poses no threat, since its spores are not ready to reproduce.\r

Note:<\/b> Originally appeared as \u00c2\u0093Dictyostelium\u00c2\u0094 in the Slime Molds entry of \u00c2\u0093Microscopic Monsters - When they get bigger, they get a lot tougher\u00c2\u0094 by Kent Colbath from Dragon #111<\/i> (July 1986).<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1986 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #111<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":" Always neutral\r","environment":" Any aquatic, forest, swamp, and underground\r"},{"name":"Maedar","type":"Monstrous Humanoid","ch":4,"challenge_rating":" 04 \u00a0","id":6099,"reference":"Usergen","full_text":"

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

Medium-size Monstrous Humanoid<\/h1> <\/td> <\/tr>

Hit Dice:<\/span><\/b>6d8+12 (39 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>15 (+1 Dex, +3 natural)<\/span><\/p> <\/td> <\/tr>

Attacks:<\/span><\/b>2 slams +9\/+4 melee<\/span><\/p> <\/td> <\/tr>

Damage:<\/span><\/b>Slam 1d3+4<\/span><\/p> <\/td> <\/tr>

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

Special Attacks:<\/span><\/b>Stone to flesh<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b>Stone walk, immunities, vulnerability, transfer to glyptar, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

Saves:<\/span><\/b>Fort +4, Ref +7, Will +6<\/span><\/p> <\/td> <\/tr>

Abilities:<\/span><\/b>Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 12<\/span><\/p> <\/td> <\/tr>

Skills:<\/span><\/b>Bluff +7, Disguise +5, Hide +7, Listen +7, Move Silently +7, Spot +7<\/span><\/p> <\/td> <\/tr>

Feats:<\/span><\/b>Expertise, Power Attack<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

Organization:<\/span><\/b>Solitary or mated pair (medusa)<\/span><\/p> <\/td> <\/tr>

Challenge Rating:<\/span><\/b>4<\/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\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\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>

Maedar are the little-known male version of the medusas. They are extremely rare, however, and few medusas ever find a maedar spouse. Maedar lack the petrifying gaze of the females. The typical maedar is a muscular, hairless humanoid male, usually dressed in a kilt or tunic. The typical maedar is a monogamist who mates for life; he is fiercely devoted to his mate and will go to any length to assist or avenge her. A widowed maedar will pursue his mate's killer for years.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Because of the maedar's rarity, most sages are unaware of their existence. Maedar are rarely seen; generally they remain in the lair they share with a medusa mate. A maedar's magical power provides food for him and his mate. He smashes her petrified victims with his fists and then transforms them into flesh, which they both consume.<\/span><\/p> <\/td> <\/tr>

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

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

A maedar will enter combat unarmed, slamming opponents with its powerful fists.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Stone to Flesh (Su):<\/span><\/b> Once every 30 minutes, by touch, stone to flesh as the spell cast by a 12th-level sorcerer (save DC 12 + spell level). The maedar can extent this touch ability into the Astral and Ethereal planes.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Stone Walk (Su):<\/b> A maedar can pass through stone and rock at its normal movement rate without hindrance. Any type of wood or metal stops the maedar.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Vulnerability (Ex):<\/b> A maedar that is the subject of a phase door<\/i> spell while using its stone walk ability is instantly and irrevocably slain.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Immunities (Su):<\/b> Maedar are immune to petrification and paralysis (including related spells, such as hold person<\/i> and slow<\/i>). They are immune to the poisonous bite of a medusa's serpentine hair.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Transfer to Glyptar (Su):<\/b> When a maedar reaches 0 hp it can transfer its life force into the rocks where its spirit melds with a rock crystal known as a glyptar.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 If the glyptar is removed intact from the ground, the maedar\u0092s spirit can animate the glyptar and any inorganic item or substance attached to it. Thus, if the glyptar is set in the eye of a stone statue, the maedar\u0092s life force animates it as a stone golem. Similarly, if the glyptar is set in the hilt or handle of a weapon, the weapon animates as a dancing weapon.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 The maedar retains all mental abilities while in glyptar form, including its ability to stone walk, which is granted to anything the glyptar is attached to (not held by).<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 A glyptar is immune to all mind-influencing, controlling, and contacting effects (such as telepathy<\/i> and detect thoughts<\/i>) and the phase door<\/i> spell.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 The glyptar can perform a stone to flesh attack (Fortitude save DC 15) once every 30 minutes against any target touched by the glyptar or it\u0092s setting.<\/p> <\/td> <\/tr>

\u00a0\u00a0 A glyptar as a hardness of 20 and 5 hit points. As an intelligent Item, the glyptar has the mental abilities of the maedar from which it was made. A glyptar's Ego score is 13.<\/span><\/p> <\/td> <\/tr>

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

MAEDAR CHARACTERS<\/span><\/h2> <\/td> <\/tr>

The favored class of the maedar is fighter.<\/span><\/p> <\/td> <\/tr>

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

MAEDAR SOCIETY<\/span><\/h2> <\/td> <\/tr>

Most medusas typically mate with human males. This cross produces two to six eggs that hatch into fledgling, human-like females, who mature into medusas. The cross insures the continuation of the medusa species.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 When a medusa finds and mates with the extremely rare maedar, the eggs hatch into human infants, 25% male and 75% female. Only 1% of the males born are actually maedar; the remaining males and all the females are normal human infants who die at the sight of their mother.<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Monstrous Humanoid","alignment":"Any","environment":"Any land and "},{"name":"Maedar","type":"Monstrous Humanoid","ch":4,"challenge_rating":" 04 \u00a0","id":6100,"reference":"Usergen","full_text":"

Maedar <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 6d8+12\u00a0(39 hp)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> 25 ft (5 squares)<\/td> <\/tr>
Armor Class: <\/strong> 15 (+2 Dex, +3 natural), touch 12, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+6\/+9<\/td> <\/tr>
Attack: <\/strong>Slam +9 melee (1d6+3)<\/td> <\/tr>
Full Attack: <\/strong>2 slams +9\/+4 melee (1d6+3)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
Special Attacks: <\/strong>Stone to flesh<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft, earth walk, immunities, transfer to glyptar<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +7, Will +6 <\/td> <\/tr>
Abilities: <\/strong>Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 12 <\/td> <\/tr>
Skills: <\/strong>Bluff +6, Disguise +5, Hide +7, Listen +5, Move Silently +7, Spot +5<\/td> <\/tr>
Feats: <\/strong>Combat Expertise, Power Attack, Track<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any land and underground<\/td> <\/tr>
Organization: <\/strong>Solitary or mated pair (maedar and medusa)<\/td> <\/tr>
Challenge Rating: <\/strong>04<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Usually lawful evil<\/td> <\/tr>
Advancement: <\/strong>By character class<\/td> <\/tr>
Level Adjustment: <\/strong>+4<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This being appears to be a human male, shorn completely bald and hairless on his whole body. He wears nothing over his muscular frame except for a pair of breeches.<\/i>\r

The maedar is the little-known male counterpart to the medusa. They are extremely rare, however, and few medusas ever find a maedar spouse. Maedar lack the petrifying gaze of the females. The typical maedar is a monogamist who mates for life; he is fiercely devoted to his mate and will go to any length to assist or avenge her. A widowed maedar will pursue his mate's killer for years. A maedar can easily restore a petrified medusa with his stone to flesh power.\r

Because of the maedar's rarity, most sages are unaware of their existence. Maedar are rarely seen; generally they remain in the lair they share with a medusa mate. A maedar's magical power provides food for him and his mate. He smashes her petrified victims with his fists and then transforms them into flesh, which they both consume. A maedar will wait in the lair, guarding the pair\u00c2\u0092s hoard of food and concealed treasure while his mate hunts.\r

Most medusas typically mate with human males, as a maedar can be difficult to find. This cross produces two to six eggs that hatch into fledgling females, who mature into medusas. When a medusa is able to find a mate with a maedar, the eggs will hatch into human infants instead (who turn to stone at the sight of their mother), though an infinitesimal percentage of males born from such a pairing will be maedar.\r

Maedar are generally antisocial, but will sometimes cooperate with evil creatures such as kobolds and orcs. A maedar will typically provide security for such creatures, or some other reward for their servitude. Maedar abhor being forced to serve another creature, and will always take revenge for such an affront.\r

A typical maedar is 5 to 7 feet tall and about the same weight as a human.\r

Maedar speak Common and Infernal.\r

COMBAT<\/b>\r
A maedar will enter combat unarmed, slamming opponents with its powerful fists. To terrify its opponents, a maedar will sometimes smash victims that a medusa has petrified, and transform the remains back into flesh to eat later. When a maedar is about to be killed, it may surrender its life as a last resort by becoming a glyptar. If confronted by a very powerful enemy, the maedar and his mate will usually try to flee.\r

Stone to Flesh (Su)<\/b>: Once every 3 minutes, with a successful melee touch attack, a maedar can use stone to flesh<\/i> as the spell cast by a 12th-level caster.\r

Earth Walk (Su)<\/b>: A maedar can move through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. The maedar requires a full round of concentration to activate this power, or to deactivate it. The maedar moves at its normal speed without hindrance, leaving behind no tunnel or hole, nor creating any ripple or other signs of its presence. A move earth<\/i> spell cast on an area containing a maedar in earth flings the maedar back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. A phase door<\/i> spell cast on an area containing a maedar in earth slays the maedar instantly and irrevocably.\r

Immunities (Su)<\/b>: A maedar is immune to petrification and paralysis, as well as any magic intended specifically to inhibit movement such as hold person<\/i> and slow<\/i>. A maedar is also immune to the poisonous bite of a medusa's serpentine hair.\r

Transfer to Glyptar (Su)<\/b>: If a maedar reaches 0 hit points and remains conscious, it can transfer its life force into the surrounding earth and rocks. This act kills the maedar\u00c2\u0092s body, but its spirit lives on. The maedar\u00c2\u0092s consciousness drifts through the ground until it encounters gemstones, such as feldspar or amethyst. The maedar\u00c2\u0092s spirit will permanently merge with such a rock crystal, becoming a glyptar (see below). The maedar\u00c2\u0092s mind eventually goes irrevocably mad from being trapped inside a tiny stone.\r

MAEDAR CHARACTERS<\/b>\r
The favored class of the maedar is fighter. Maedar clerics have access to two of the following domains: Earth, Healing, Knowledge, and Protection.\r

GLYPTAR<\/b>\r
A glyptar is a tiny crystal animated by the spirit of a maedar. When first formed, a glyptar is usually buried below the earth, and unable to free itself. If removed intact from the ground, the maedar\u00c2\u0092s spirit will be able to animate the crystal. A glyptar can fly at a speed of 25 feet per round, with perfect maneuverability. The glyptar retains the maedar\u00c2\u0092s mental abilities (Int, Wis, Cha).\r

A glyptar can animate objects<\/i>, as the spell, if firmly attached to an inorganic item (Caster level 20). Such objects have the glyptar\u00c2\u0092s mental stats, and are directly under control of the glyptar. If a glyptar is set in the hilt or handle of a melee weapon, the weapon will function as if it has the dancing<\/b> quality, allowing the glyptar to make attacks with the weapon using the maedar\u00c2\u0092s base attack bonus, and Strength bonus to damage. If a glyptar is set in the eye of a stone statue, the glyptar can animate the statue as if it were a stone golem. All of these effects end if the glyptar is removed or removes itself from the item.\r

A glyptar retains all of the maedar\u00c2\u0092s powers, except for the ability to transfer its spirit. A glyptar can use its stone to flesh<\/b> attack, and can use this power through any object it is animating. A glyptar can use earth walk, taking any object it is animating with it; the phase door<\/b> spell does not affect a glyptar moving this way. A glyptar also has the same immunities as a construct. It has both darkvision 90 feet and low-light vision.\r

A glyptar only cooperates with living beings when it chooses to do so, and cannot be forced to comply. A glyptar is immune to telepathy and cannot speak, but can use an appropriate animated object to write out messages in any language that the maedar understood.\r

The only way to destroy a glyptar is to shatter its stone, which will free the maedar\u00c2\u0092s spirit to take its place in the afterlife. A glyptar does not care whether or not it is destroyed: it will not aid a character in destroying it, but it will not stop a character from doing so. A glyptar has damage reduction 10\/magic and bludgeoning, and has 5 hit points.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1986 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #106 (\u00c2\u0093The Ecology of the Maedar,\u00c2\u0094 February 1986, Ed Greenwood), Monstrous Compendium MC3 - Forgotten Realms Appendix I (1989), and the Monstrous Manual (1993). The glyptar was origina<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually lawful evil","environment":"Any land and underground"},{"name":"Magebane","type":"Aberration","ch":1,"challenge_rating":" 01 \u00a0","id":6101,"reference":"Usergen","full_text":"

Magebane <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Small\u00a0Aberration \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 2d8+4\u00a0(13 hp)<\/td> <\/tr>
Initiative: <\/strong> +4 (Dex)<\/td> <\/tr>
Speed:<\/strong> 15 ft, fly 30 ft (perfect)<\/td> <\/tr>
AC:<\/strong> 15 (+1 size, +4 Dex)<\/td> <\/tr>
Attacks:<\/strong>Claw +1 melee, tail whip +1 melee<\/td> <\/tr>
Damage: <\/strong>Claw 1d4-1, tail whip 1d2-1 and sting<\/td> <\/tr>
Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
Special Attacks: <\/strong>Sting, drain spells, explode<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft, SR 26, detect magic, improved invisibility, parasite, immune to psionics<\/td> <\/tr>
Saves: <\/strong>Fort +2, Ref +4, Will +5 <\/td> <\/tr>
Abilities: <\/strong>Str 8, Dex 19, Con 15, Int 5, Wis 14, Cha 18 <\/td> <\/tr>
Skills: <\/strong>Hide +14, Move Silently +10, Spot +9<\/td> <\/tr>
Feats: <\/strong><\/td> <\/tr>

<\/td> <\/tr>
Climate: <\/strong>Any land and underground<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>01<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>3-4 HD (Small); 5-6 HD (Medium-Size)<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The magebane is a mysterious, bat-like parasite that feeds on the magical energy of arcane spellcasters. This creature usually inhabits dark places like tombs, ruins, wilderness caverns, and many subterranean places. It is also somewhat common on Pandemonium, and perhaps other planes. A magebane will usually lie in wait for a source of magic to present itself, seeking out a spellcaster to make into its chosen one.\r

The magebane has an amorphous shadowy black body that tapers into a needle-like barbed tail, and it has 10 or more long, spidery claws on its underside, and eyes that glow a cold blue. The magebane is always invisible however, but when actually seen it seems to blend in with shadows. These silent creatures will not unnecessarily reveal themselves to their chosen spellcaster, as that being can see and slay them more easily than most other beings. Normally, a caster will not even be aware of the magebane until a few of his spells have failed.\r

This creature's physiology is alien, and magical energy appears to be its main source of sustenance. They do not have a mouth, but they appear to absorb moisture, light, and heat through their bodies. The magic it drains gives it life and allows it to grow.\r

COMBAT<\/b>\r
When a magebane encounters an arcane spellcaster it will choose the most powerful one available, preferring wizards and sorcerers to other types, and make that character its chosen one. It never attacks this chosen spellcaster, and in fact even takes an interest in her safety, going so far as to attack anything menacing her. It will defend her against opponents using melee and ranged weapons, but does not seem to be able to anticipate or respond to spells and psionics.\r

To its chosen one, the magebane is never more than a detrimental nuisance. Against hostile opponents, the magebane will swoop down and attack with its claws or tail attack. When it attacks, it becomes visible for a brief moment before disappearing again. The magebane will only attack its chosen one in self-defense but will cease combat if the spellcaster stops attacking.\r

Sting (Sp)<\/b>: The sting of a magebane's tail delivers a shock that is similar to a magic missile, which deals 1d4 points of damage.\r

Drain Spells (Su)<\/b>: A magebane derives most of its sustenance from draining the energy from spells cast by its chosen spellcaster. Every time the character casts a spell, he must roll a Will save (DC = 15 +1 per level of the spell) or the magebane will be able to drain the spell. If the character fails the first Will save, he must roll another Will save (DC 15) or the magebane will absorb the spell entirely, causing the spell to have no effect at all. If the character succeeds at this second Will save, the magebane is only able to drain some of the spell energy and the spell takes effect with one or more of the following modifications (as applicable): the spell has minimum duration; the spell deals minimum damage; the spell's DC is decreased by 2; the spell's target, effect, or area is halved.\r

Explode (Su)<\/b>: When a magebane is killed it explodes, releasing its stored magical energy in a powerful blast. All creatures within melee range of the magebane suffer 2d6 points of damage, and all spellcasters in melee range must also make a successful Will save (DC 13) or be affected as if by the feeblemind<\/i> spell.\r

Detect Magic (Sp)<\/b>: A magebane can detect magic continuously, at a range of 160 feet.\r

Improved Invisibility (Su)<\/b>: A magebane is invisible at all times to all creatures, except for its chosen spellcaster.\r

Parasite (Su)<\/b>: When a magebane finds a suitable target to become its new chosen spellcaster, it will glom onto that being to use it as a food source. All spells cast by that being and only that being are subject to the magebane's drain spells ability. The magebane can and will switch to another being if it encounters a more powerful spellcaster, or to a lesser one if its current chosen one is killed. It shuns former chosen ones, and the only known way to get rid of a magebane is to kill it.\r

Despite its innate invisibility, the magebane is always visible to its chosen spellcaster, who can see a magebane on a regular Spot check if it is hiding. The magebane is immune to all spells cast by its chosen spellcaster.\r

Skills<\/b>: A magebane receives a +4 racial bonus to Hide, Move Silently, and Spot checks.\r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1988 Wizards of the Coast, Inc.
Originally found in DRAGON Magazine #140 (December 1988, Ed Greenwood), Ruins of Myth Drannor (1993), and Monstrous Compendium Annual One (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Usually neutral","environment":">Any land and underground"},{"name":"Magen, Caldron","type":"Construct","ch":3,"challenge_rating":" 3 \u00a0","id":6102,"reference":"Usergen","full_text":"

Magen, Caldron <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Construct \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> 15 (+2 Dex, +3 natural), touch 12, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/+9<\/td> <\/tr>
Attack: <\/strong>Slam +6 melee (1d2+2 plus 1d4 acid) or morningstar +5 melee (1d8+2)<\/td> <\/tr>
Full Attack: <\/strong>2 slams +6 melee (1d2+2 plus 1d4 acid); or slam +6 melee (1d2+2 plus 1d4 acid) and morningstar +5 melee (1d8+2)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft. (20 ft. with slams)<\/td> <\/tr>
Special Attacks: <\/strong>Acid, constrict, improved grab<\/td> <\/tr>
Special Qualities: <\/strong>Construct traits, damage reduction 10\/bludgeoning, darkvision 60 ft., low-light vision, resistance to acid 20, spell resistance 12\r
<\/td> <\/tr>
Saves: <\/strong>Fort +1, Ref +3, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 14, Dex 15, Con \u00c2\u0097, Int 9, Wis 11, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Listen +3, Spot +4<\/td> <\/tr>
Feats: <\/strong>Combat Reflexes, Weapon Focus (slam)\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any<\/td> <\/tr>
Organization: <\/strong>Solitary, elasticity (2-8), or concoction (2-12 magen of different types)<\/td> <\/tr>
Challenge Rating: <\/strong>3<\/td> <\/tr>
Treasure: <\/strong>No coins; double goods (gems only); double items<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>5-6 HD (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This humanoid is perfectly formed, but its skin is grayish white.<\/i>\r

Magens (MAY-jens), also called gens magica, or \u00c2\u0093magical people\u00c2\u0094, are alchemical constructs created from a magically charged gelatin using shaped molds. Most are created by spellcasters desiring a construct servant, but lacking the power or resources needed to create a golem. Certainly, magens are not as powerful as golems, and it takes less effort, money, and experience to create them. Some sages speculate that magens were developed merely as practice before attempting to create golems. Magens have greater intelligence than golems, however, and can sometimes pass for humans.\r

A magen follows its creator\u00c2\u0092s commands without question, even to the death; it makes an ideal guard. Unlike most other constructs, these creatures can follow detailed commands and learn complex procedures to the same extent as a human of average intelligence. Magens even can be instructed in making simple decisions, if given criteria by which to judge events. Should a magen\u00c2\u0092s creator die, the construct almost always goes mad, launching itself on a rampage of senseless destruction until it is destroyed.\r

One hardly ever sees caldrons used as messengers or domestic help, because of their slight acidic smell and their unsettling ability to strech their limbs.\r

A magen is 6 feet tall and weighs 175 to 200 pounds. Magens usually resemble perfectly formed humans, though some vain wizards fashion the magen faces to mirror their own. Although never given non-humanoid shapes, magens sometimes are given bestial features. The creatures typically look grayish white, unless they are painted or otherwise decorated. Their smooth bodies can gain texture or the semblance of hair through the work of a skilled artisan. Magens feel warm to touch, with a consistency similar to that of human flesh. \r

A magen speaks one language chosen by its creator. Some lonely wizards teach them to respond to conversation and to act in a polite manner. While the constructs have no emotions, they can be taught to emulate them in certain instances. \r

COMBAT\r

Magens are imbued with proficiency with one melee and one ranged weapon. \r

A caldron can stretch its arms up to 20 feet, and can grab opponents and pull them close to its acidic body.\r

Acid (Ex):<\/b> A caldron secretes an acid that quickly dissolves organic material and metal, but not stone. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 12 Reflex save. A metal or wooden weapon that strikes a caldron also dissolves immediately unless it succeeds on a DC 12 Reflex save. The save DCs are Constitution-based.\r

The caldron's acidic touch deals 12 points of damage per round to wooden or metal objects, but the magen must remain in contact with the object for 1 full round to deal this damage. \r

Constrict (Ex):<\/b> A caldron deals automatic slam damage plus 2d4 points of acid damage with a successful grapple check. The opponent\u00c2\u0092s clothing and armor take a \u00c2\u00964 penalty on Reflex saves against the acid.\r

Improved Grab (Ex):<\/b> To use this ability, a caldron 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. A caldron has a +4 racial bonus on grapple checks, already included in the statistics above.\r

Construction<\/b>\r
To create a magen requires a custom built laboratory equipped with an electrum-lined mold. This mold defines the shape of the magen (male or female; human, dwarf, half-elf or other humanoid race). The total cost of this laboratory is 15,000 gp, but it can be reused to make multiple magen of any type (demos, caldron, hypnos, etc.). Additional molds to create magen of other shapes cost 5,000 gp apiece.\r

Constructing a caldron magen requires exotic alchemical reagents and tinctures costing at least 1000 gp. Molding the body requires a DC 12 Craft (alchemy) check.\r

CL 5th; Craft Construct, acid arrow, animate dead, bull's strength, shocking grasp<\/i>, caster must be at least 5th level; Price 7,000 gp; Cost 4,000 gp + 240 XP.\r

In Mystara<\/b>\r
Some sages speculate that the Immortals of Mystara handed down the knowledge of creating magens to early wizards, but this theory cannot be confirmed.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1981 Wizards of the Coast, Inc.
Originally found in X2 - Castle Amber<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Magen, Demos","type":"Construct","ch":2,"challenge_rating":" 2 \u00a0","id":6103,"reference":"Usergen","full_text":"

Magen, Demos <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Construct \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 3d10+20\u00a0(36 hp)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 18 (+2 Dex, +3 natural, +3 masterwork studded leather), touch 12, flat-footed 16<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/+5<\/td> <\/tr>
Attack: <\/strong>Halberd +6 melee (1d10+3\/x3) or throwing axe +5 ranged (1d6+2)\r
<\/td> <\/tr>
Full Attack: <\/strong>Halberd +6 melee (1d10+3\/x3) or throwing axe +5 ranged (1d6+2)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Constructed warrior<\/td> <\/tr>
Special Qualities: <\/strong>Construct traits, damage reduction 10\/bludgeoning, darkvision 60 ft., low-light vision, spell resistance 7<\/td> <\/tr>
Saves: <\/strong>Fort +1, Ref +3, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 14, Dex 15, Con \u00c2\u0097, Int 9, Wis 11, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Listen +3, Spot +3<\/td> <\/tr>
Feats: <\/strong>Point Blank Shot, Power Attack, Precise Shot, Weapon Focus (halberd)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any<\/td> <\/tr>
Organization: <\/strong>Solitary, brew (2-8), or concoction (2-12 magen of different types)<\/td> <\/tr>
Challenge Rating: <\/strong>2<\/td> <\/tr>
Treasure: <\/strong>No coins; double goods (gems only); double items<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>4-6 HD (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This humanoid is perfectly formed, but its skin is grayish white.<\/i>\r

Magens (MAY-jens), also called gens magica, or \u00c2\u0093magical people\u00c2\u0094, are alchemical constructs created from a magically charged gelatin using shaped molds. Most are created by spellcasters desiring a construct servant, but lacking the power or resources needed to create a golem. Certainly, magens are not as powerful as golems, and it takes less effort, money, and experience to create them. Some sages speculate that magens were developed merely as practice before attempting to create golems. Magens have greater intelligence than golems, however, and can sometimes pass for humans.\r

A magen follows its creator\u00c2\u0092s commands without question, even to the death; it makes an ideal guard. Unlike most other constructs, these creatures can follow detailed commands and learn complex procedures to the same extent as a human of average intelligence. Magens even can be instructed in making simple decisions, if given criteria by which to judge events. Should a magen\u00c2\u0092s creator die, the construct almost always goes mad, launching itself on a rampage of senseless destruction until it is destroyed.\r

Demos are the most common type of magen. They are most often used as domestic servants and bodyguards.\r

A magen is 6 feet tall and weighs 175 to 200 pounds. Magens usually resemble perfectly formed humans, though some vain wizards fashion the magen faces to mirror their own. Although never given non-humanoid shapes, magens sometimes are given bestial features. The creatures typically look grayish white, unless they are painted or otherwise decorated. Their smooth bodies can gain texture or the semblance of hair through the work of a skilled artisan. Magens feel warm to touch, with a consistency similar to that of human flesh. \r

A magen speaks one language chosen by its creator. Some lonely wizards teach them to respond to conversation and to act in a polite manner. While the constructs have no emotions, they can be taught to emulate them in certain instances. \r

COMBAT\r

Magens are imbued with proficiency with one melee and one ranged weapon. \r

A demos fights with weapons as well as a trained warrior.\r

Constructed Warrior (Ex):<\/b> A demon has a base attack bonus and gains bonus feats as a fighter of a level equal to its Hit Dice.\r

Construction<\/b>\r
To create a magen requires a custom built laboratory equipped with an electrum-lined mold. This mold defines the shape of the magen (male or female; human, dwarf, half-elf or other humanoid race). The total cost of this laboratory is 15,000 gp, but it can be reused to make multiple magen of any type (demos, caldren, hypnos, etc.). Additional molds to create magen of other shapes cost 5,000 gp apiece.\r

Constructing a demos magen requires exotic alchemical reagents and tinctures costing at least 1000 gp. Molding the body requires a DC 12 Craft (alchemy) check.\r

CL 5th; Craft Construct, animate dead, bull's strength, shocking grasp<\/i>, caster must be at least 5th level; Price 5,000 gp; Cost 3,000 gp + 160 XP.\r

The listed cost does not include any equipment carried by the magen. The sample magen has a suit of masterwork studded leather, halberd, and two throwing axes, which would add 201 gp to its construction cost.\r

In Mystara<\/b>\r
Some sages speculate that the Immortals of Mystara handed down the knowledge of creating magens to early wizards, but this theory cannot be confirmed.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1981 Wizards of the Coast, Inc.
Originally found in X2 - Castle Amber<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Magen, Galvan","type":"Construct","ch":3,"challenge_rating":" 3 \u00a0","id":6104,"reference":"Usergen","full_text":"

Magen, Galvan <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Construct \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 5d10+20\u00a0(47 hp)<\/td> <\/tr>
Initiative: <\/strong> +4<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 17 (+4 Dex, +3 natural), touch 14, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/+8<\/td> <\/tr>
Attack: <\/strong>Longsword +4 melee (1d8+1\/19-20) or composite longbow (+1 Str bonus) +7 ranged (1d8+1\/\u00c3\u00973)<\/td> <\/tr>
Full Attack: <\/strong>Longsword +4 melee (1d8+1\/19-20) or composite longbow (+1 Str bonus) +7 ranged (1d8+1\/\u00c3\u00973)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Lightning<\/td> <\/tr>
Special Qualities: <\/strong>Construct traits, damage reduction 10\/bludgeoning, darkvision 60 ft., low-light vision, spell resistance 14<\/td> <\/tr>
Saves: <\/strong>Fort +1, Ref +5, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 12, Dex 18, Con \u00c2\u0097, Int 9, Wis 11, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Listen +4, Spot +4\r
<\/td> <\/tr>
Feats: <\/strong>Ability Focus (lightning), Point Blank Shot<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any<\/td> <\/tr>
Organization: <\/strong>Solitary, fulmination (2-8), or concoction (2-12 magen of different types)<\/td> <\/tr>
Challenge Rating: <\/strong>3<\/td> <\/tr>
Treasure: <\/strong>No coins; double goods (gems only); double items<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>6-7 HD (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This humanoid is perfectly formed, but its skin is grayish white.<\/i>\r

Magens (MAY-jens), also called gens magica, or \u00c2\u0093magical people\u00c2\u0094, are alchemical constructs created from a magically charged gelatin using shaped molds. Most are created by spellcasters desiring a construct servant, but lacking the power or resources needed to create a golem. Certainly, magens are not as powerful as golems, and it takes less effort, money, and experience to create them. Some sages speculate that magens were developed merely as practice before attempting to create golems. Magens have greater intelligence than golems, however, and can sometimes pass for humans.\r

A magen follows its creator\u00c2\u0092s commands without question, even to the death; it makes an ideal guard. Unlike most other constructs, these creatures can follow detailed commands and learn complex procedures to the same extent as a human of average intelligence. Magens even can be instructed in making simple decisions, if given criteria by which to judge events. Should a magen\u00c2\u0092s creator die, the construct almost always goes mad, launching itself on a rampage of senseless destruction until it is destroyed.\r

Galvan magen make excellent attendants and diplomatic functions and other events where weapons are not permitted, for they can unleash blasts of electricity at adversaries.\r

A magen is 6 feet tall and weighs 175 to 200 pounds. Magens usually resemble perfectly formed humans, though some vain wizards fashion the magen faces to mirror their own. Although never given non-humanoid shapes, magens sometimes are given bestial features. The creatures typically look grayish white, unless they are painted or otherwise decorated. Their smooth bodies can gain texture or the semblance of hair through the work of a skilled artisan. Magens feel warm to touch, with a consistency similar to that of human flesh. \r

A magen speaks one language chosen by its creator. Some lonely wizards teach them to respond to conversation and to act in a polite manner. While the constructs have no emotions, they can be taught to emulate them in certain instances. \r

COMBAT\r

Magens are imbued with proficiency with one melee and one ranged weapon. \r

A galvan can unleash stored static electricity as powerful blasts of lightning.\r

Lightning (Su):<\/b> Three times per day a galvan can discharge a 60-foot line of lightning dealing 1d6 points of electricity damage per Hit Die it possesses (5d6 for a standard galvan). A DC 16 Reflex save halves the damage. The save DC is Charisma-based.\r

Construction<\/b>\r
To create a magen requires a custom built laboratory equipped with an electrum-lined mold. This mold defines the shape of the magen (male or female; human, dwarf, half-elf or other humanoid race). The total cost of this laboratory is 15,000 gp, but it can be reused to make multiple magen of any type (demos, caldron, hypnos, etc.). Additional molds to create magen of other shapes cost 5,000 gp apiece.\r

Constructing a galven magen requires exotic alchemical reagents and tinctures costing at least 1,000 gp. Molding the body requires a DC 12 Craft (alchemy) check.\r

CL 5th; Craft Construct, animate dead, cat's strength, lightning bolt<\/i>, caster must be at least 5th level; Price 7,000 gp; Cost 4,000 gp + 240 XP.\r

In Mystara<\/b>\r
Some sages speculate that the Immortals of Mystara handed down the knowledge of creating magens to early wizards, but this theory cannot be confirmed.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1981 Wizards of the Coast, Inc.
Originally found in X2 - Castle Amber<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Magen, Hypnos","type":"Construct","ch":2,"challenge_rating":" 2 \u00a0","id":6105,"reference":"Usergen","full_text":"

Magen, Hypnos <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Construct \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 2d10+20\u00a0(31 hp)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 13 (+2 Dex, +1 natural), touch 12, flat-footed 11<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+1\/+1<\/td> <\/tr>
Attack: <\/strong>Short sword +1 melee (1d6+1\/19-20) or light crossbow +3 ranged (1d6\/19-20)<\/td> <\/tr>
Full Attack: <\/strong>Short sword +1 melee (1d6+1\/19-20) or light crossbow +3 ranged (1d6\/19-20)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Charm, suggestion<\/td> <\/tr>
Special Qualities: <\/strong>Construct traits, damage reduction 10\/bludgeoning, darkvision 60 ft., low-light vision, spell resistance 7<\/td> <\/tr>
Saves: <\/strong>Fort +0, Ref +2, Will +0 <\/td> <\/tr>
Abilities: <\/strong>Str 10, Dex 15, Con \u00c2\u0097, Int 9, Wis 11, Cha 14 <\/td> <\/tr>
Skills: <\/strong>Concentration +9<\/td> <\/tr>
Feats: <\/strong>Combat Casting<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any<\/td> <\/tr>
Organization: <\/strong>Solitary, brew (2-8), or concoction (2-12 magen of different types)<\/td> <\/tr>
Challenge Rating: <\/strong>2<\/td> <\/tr>
Treasure: <\/strong>No coins; double goods (gems only); double items<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>3-6 HD (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This humanoid is perfectly formed, but its skin is grayish white.<\/i>\r

Magens (MAY-jens), also called gens magica, or \u00c2\u0093magical people\u00c2\u0094, are alchemical constructs created from a magically charged gelatin using shaped molds. Most are created by spellcasters desiring a construct servant, but lacking the power or resources needed to create a golem. Certainly, magens are not as powerful as golems, and it takes less effort, money, and experience to create them. Some sages speculate that magens were developed merely as practice before attempting to create golems. Magens have greater intelligence than golems, however, and can sometimes pass for humans.\r

A magen follows its creator\u00c2\u0092s commands without question, even to the death; it makes an ideal guard. Unlike most other constructs, these creatures can follow detailed commands and learn complex procedures to the same extent as a human of average intelligence. Magens even can be instructed in making simple decisions, if given criteria by which to judge events. Should a magen\u00c2\u0092s creator die, the construct almost always goes mad, launching itself on a rampage of senseless destruction until it is destroyed.\r

Hypnos are the physically weakest magen, but they possess a subtle compulsive power that makes them very useful, especially considering how hard it is to tell magen types apart. The hypnos bases its suggestions only on instructions from its creator.\r

A magen is 6 feet tall and weighs 175 to 200 pounds. Magens usually resemble perfectly formed humans, though some vain wizards fashion the magen faces to mirror their own. Although never given non-humanoid shapes, magens sometimes are given bestial features. The creatures typically look grayish white, unless they are painted or otherwise decorated. Their smooth bodies can gain texture or the semblance of hair through the work of a skilled artisan. Magens feel warm to touch, with a consistency similar to that of human flesh. \r

A magen speaks one language chosen by its creator. Some lonely wizards teach them to respond to conversation and to act in a polite manner. While the constructs have no emotions, they can be taught to emulate them in certain instances. \r

COMBAT\r

Magens are imbued with proficiency with one melee and one ranged weapon. \r

A hypnos will fight with weapons like other magen, but its most useful attack is its charm person<\/i> and associated suggestion abilities.\r

Spell-Like Abilities:<\/b> At will\u00c2\u0097charm person<\/i> (DC 13). Caster level 6th. The save DCs are Charisma-based.\r

Suggestion (Su):<\/b> At will, a hypnos magen may telepathically contact any victim of its charm person<\/i> spell-like ability, as long as that creature is on the same plane as the magen. The hypnos magen may use this telepathic contact to impart a suggestion<\/i>, as the spell (caster level 6th). A DC 13 Will save negates the suggestion. The save DC is Charisma-based.\r

Construction<\/b>\r
To create a magen requires a custom built laboratory equipped with an electrum-lined mold. This mold defines the shape of the magen (male or female; human, dwarf, half-elf or other humanoid race). The total cost of this laboratory is 15,000 gp, but it can be reused to make multiple magen of any type (demos, caldren, hypnos, etc.). Additional molds to create magen of other shapes cost 5,000 gp apiece.\r

Constructing a hypnos magen requires exotic alchemical reagents and tinctures costing at least 1000 gp. Molding the body requires a DC 12 Craft (alchemy) check.\r

CL 5th; Craft Construct, animate dead, charm person, shocking grasp, suggestion<\/i>, caster must be at least 5th level; Price 5,000 gp; Cost 3,000 gp + 160 XP.\r

In Mystara<\/b>\r
Some sages speculate that the Immortals of Mystara handed down the knowledge of creating magens to early wizards, but this theory cannot be confirmed.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1981 Wizards of the Coast, Inc.
Originally found in X2 - Castle Amber<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Magen, Scalos","type":"Construct","ch":3,"challenge_rating":" 3 \u00a0","id":6106,"reference":"Usergen","full_text":"

Magen, Scalos <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Construct \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> 15 (+2 Dex, +3 natural), touch 12, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/+4<\/td> <\/tr>
Attack: <\/strong>Short sword +4 melee (1d6+1\/19-20) or shortbow +5 ranged (1d6\/x3)<\/td> <\/tr>
Full Attack: <\/strong>Short sword +4 melee (1d6+1\/19-20) or shortbow +5 ranged (1d6\/x3)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Baleful teleport<\/td> <\/tr>
Special Qualities: <\/strong>Construct traits, damage reduction 10\/bludgeoning, darkvision 60 ft., low-light vision<\/td> <\/tr>
Saves: <\/strong>Fort +1, Ref +3, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 12, Dex 15, Con \u00c2\u0097, Int 9, Wis 11, Cha 15 <\/td> <\/tr>
Skills: <\/strong>Listen +3, Spot +4<\/td> <\/tr>
Feats: <\/strong>Ability Focus (baleful teleport), Point Blank Shot<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any<\/td> <\/tr>
Organization: <\/strong>Solitary, exclusion (2-8), or concoction (2-12 magen of different types)<\/td> <\/tr>
Challenge Rating: <\/strong>3<\/td> <\/tr>
Treasure: <\/strong>No coins; double goods (gems only); double items<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>5-6 HD (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This humanoid is perfectly formed, but its skin is grayish white.<\/i>\r

Magens (MAY-jens), also called gens magica, or \u00c2\u0093magical people\u00c2\u0094, are alchemical constructs created from a magically charged gelatin using shaped molds. Most are created by spellcasters desiring a construct servant, but lacking the power or resources needed to create a golem. Certainly, magens are not as powerful as golems, and it takes less effort, money, and experience to create them. Some sages speculate that magens were developed merely as practice before attempting to create golems. Magens have greater intelligence than golems, however, and can sometimes pass for humans.\r

A magen follows its creator\u00c2\u0092s commands without question, even to the death; it makes an ideal guard. Unlike most other constructs, these creatures can follow detailed commands and learn complex procedures to the same extent as a human of average intelligence. Magens even can be instructed in making simple decisions, if given criteria by which to judge events. Should a magen\u00c2\u0092s creator die, the construct almost always goes mad, launching itself on a rampage of senseless destruction until it is destroyed.\r

Scalos magen are capable of teleporting threats away from their masters, making them excellent bodyguards.\r

A magen is 6 feet tall and weighs 175 to 200 pounds. Magens usually resemble perfectly formed humans, though some vain wizards fashion the magen faces to mirror their own. Although never given non-humanoid shapes, magens sometimes are given bestial features. The creatures typically look grayish white, unless they are painted or otherwise decorated. Their smooth bodies can gain texture or the semblance of hair through the work of a skilled artisan. Magens feel warm to touch, with a consistency similar to that of human flesh. \r

A magen speaks one language chosen by its creator. Some lonely wizards teach them to respond to conversation and to act in a polite manner. While the constructs have no emotions, they can be taught to emulate them in certain instances. \r

COMBAT\r

Magens are imbued with proficiency with one melee and one ranged weapon. \r

A scalos can teleport adversaries with a mere touch. If faced with a group of enemies, it will attempt to teleport the most powerful seeming opponent first.\r

Baleful Teleport (Su):<\/b> A scalos magen can make a touch attack which causes a single opponent to be teleported 1d20x300 feet in a random direction (Will DC 16 negates). Targets that fail their saves arrive safely in the closest open space to the destination (including shifting up or down if necessary) if a solid body occupies that location. A transported opponent takes no damage, but cannot take any actions until their next turn. The save DC is Charisma-based. \r

Construction<\/b>\r
To create a magen requires a custom built laboratory equipped with an electrum-lined mold. This mold defines the shape of the magen (male or female; human, dwarf, half-elf or other humanoid race). The total cost of this laboratory is 15,000 gp, but it can be reused to make multiple magen of any type (demos, caldron, hypnos, etc.). Additional molds to create magen of other shapes cost 5,000 gp apiece.\r

Constructing a scalos magen requires exotic alchemical reagents and tinctures costing at least 1,000 gp. Molding the body requires a DC 12 Craft (alchemy) check.\r

CL 5th; Craft Construct, animate dead, dimension door<\/i>, caster must be at least 5th level; Price 7,000 gp; Cost 4,000 gp + 240 XP.\r

In Mystara<\/b>\r
Some sages speculate that the Immortals of Mystara handed down the knowledge of creating magens to early wizards, but this theory cannot be confirmed.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1995 Wizards of the Coast, Inc.
Originally found in Dungeon Magazine #53<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Magenta's Cat","type":"Magical Beast","ch":1,"challenge_rating":" 1 \u00a0","id":6107,"reference":"Usergen","full_text":"

Magenta's Cat <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Tiny\u00a0Magical Beast \t\t\t(Psionic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 1d10\u00a0(5 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>+1\/-11<\/td> <\/tr>
Attack: <\/strong>Claw +5 melee (1d2\u00c2\u00964)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +5 melee (1d2\u00c2\u00964) and bite +0 melee (1d3\u00c2\u00964)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Psi-like abilities<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, power pool, scent, uncanny dodge\r
<\/td> <\/tr>
Saves: <\/strong>Fort +2, Ref +4, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 3, Dex 15, Con 10, Int 14, Wis 12, Cha 18 <\/td> <\/tr>
Skills: <\/strong>Balance +10, Climb +6, Concentration +4, Disguise +4*, Hide +14*, Jump +10, Knowledge (psionics) +6, Listen +5, Move Silently +10, Psicraft +6, Spot +5<\/td> <\/tr>
Feats: <\/strong>Improved Initiative, Weapon Finesse [B] \r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any urban<\/td> <\/tr>
Organization: <\/strong>Solitary, family (1 Magenta's cat plus another cat or Magenta's cat and 3-5 noncombatant young), or pack (3-6)<\/td> <\/tr>
Challenge Rating: <\/strong>1<\/td> <\/tr>
Treasure: <\/strong>None (standard goods in the form of a bejeweled collar if acting as a familiar)<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>-<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The fur of this housecat is midnight-black. Its gaze seems to hint at an intelligence far greater than that of a typical pet.<\/i>\r

Magenta's cats get their name from the wizard who led to their origin. Seeking to engender her familiar, a cat named Midnight, with psionic ability, Magenta inadvertently severed the bond between mistress and familiar. Midnight ran away, seeking other cats. She bred with standard cats, and passed along the psionic ability to a few. Several centuries later, the latent psionic power appears in one of every 1,000 kittens.\r

Today, Magenta's cats make their homes in urban environments, mimicking regular cats and attempting to conceal their psionic abilities and great intellect as long as possible. Aloof and conceited, Magenta's cats consider themselves superior to other sentient creatures.\r

Although they are usually solitary, groups of adult Magenta's cats occasionally gather to mate or exchange information. They may breed with other Magenta's cats or normal cats; regardless of the parents, litters are generally 3-5 kittens, each with a 10% chance of being a Magenta's cat.\r

A Magenta's cat can speak Common, Elven, and one other language.\r

A Magenta\u00c2\u0092s cat can be acquired as a familiar by a 7th-level arcane spellcaster with the Improved Familiar feat of any nonlawful or nonchaotic alignment. See page 200 of the DMG<\/i> for more information.\r

COMBAT\r

A Magenta\u00c2\u0092s cat will generally try to escape combat, using its psi-like abilities to assist its escape.\r

Power Pool (Su):<\/b> A Magenta's cat serving as a familiar can sacrfice a daily use of one of its per day psi-like abilities to grant its master a number of power points equivalent to the number of points normally needed to manifest this power. It may also sacrifice its at will body equilibrium ability, but doing so prevents it from using this ability for 24 hours. The cat's master can sacrifice some of his or her own power points to grant the Magenta's cat another use of one of its psi-like abilities. Doing so requires a number of power points equivalent to the number of power points normally needed to manifest the power.\r

For example, the Magenta's cat can sacrifice its daily use of cloud mind<\/i> (a 2nd-level power) to grant its master 3 power points. Alternatively, its master can sacrifice 3 power points to grant the Magenta's cat another daily use of cloud mind<\/i>, or 5 points to grant another use of body adjustment<\/i>.\r

Psi-Like Abilities:<\/b> At will - body equilibrium<\/i>; 1\/day - body adjustment, cloud mind, matter agitation<\/i>. Manifester level 7th. The save DCs are Charisma-based.\r

Speak with Felines (Su):<\/b> A Magenta's cat can communicate with any feline creature, as if using a speak with animals<\/i> spell. This ability cannot be dispelled.\r

Skills:<\/b> Magenta's cats have a +4 racial bonus on Climb, Hide, Listen, Move Silently, and Spot checks and a +8 racial bonus on Jump checks. They have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of darkness or shadowy illumination, the Hide bonus rises to +8. *A Magenta's cat has a +8 racial bonus on Disguise checks made to impersonate a typical housecat.\r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1982 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #58<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Any urban"},{"name":"Magistar","type":"Outsider","ch":15,"challenge_rating":" 15 \u00a0","id":6108,"reference":"Usergen","full_text":"

Magistar <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Gargantuan\u00a0Outsider \t\t\t(Native)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 14d8+70\u00a0(133 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 5 ft. (1 square)<\/td> <\/tr>
Armor Class: <\/strong> 21 (-4 size, +1 Dex, +14 deflection), touch 21, flat-footed 20<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+14\/+24<\/td> <\/tr>
Attack: <\/strong>Spell +8 melee or spell +11 ranged<\/td> <\/tr>
Full Attack: <\/strong>Spell +8 melee or spell +11 ranged<\/td> <\/tr>
Space\/Reach: <\/strong>20 ft.\/20 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Magic flare, spell school mastery<\/td> <\/tr>
Special Qualities: <\/strong>Immunity to weapon damage, living gate, rejuvenation, telepathy 1 mile, vulnerabilities<\/td> <\/tr>
Saves: <\/strong>Fort +14, Ref +10, Will +16 <\/td> <\/tr>
Abilities: <\/strong>Str 6, Dex 13, Con 20, Int 18, Wis 25, Cha 25 <\/td> <\/tr>
Skills: <\/strong>Concentration +22, Diplomacy +26, Intimidate +24, Knowledge (arcana) +21, Knowledge (history) +21, Knowledge (the planes) +21, Listen +24, Search +21, Sense Motive +24, Spellcraft +26 (+28 scrolls), Spot +24, Survival +7 (+9 following tracks, +9 on other planes), Use Magic Device +24 (+26 scrolls)<\/td> <\/tr>
Feats: <\/strong>Greater Spell Focus, Greater Spell Penetration, Skill Focus (Spellcraft), Spell Focus, Spell Penetration\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>15<\/td> <\/tr>
Treasure: <\/strong>No coins; no goods; triple items (all associated with magistar's school of magic)<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>15-28 HD (Gargantuan); 29-42 (Colossal); 43+ (Colossal+)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A massive, whirling vortex of magical energy flickers before you.<\/i>\r

Magistars are intelligent, living embodiments of various schools of magic. Their origins are unknown. To date, no one has ever encountered a magistar linked to the universal school, though all others are known to exist. It is believed that only one magistar of a given school resides on a particular plane at one time. \r

Magistars live a quite existence, quietly contemplating the effects of their school of magic on their current plane. Information of new spells, magic items, and events liked to their specific school is a source of pride to them. Despite all this, most magistars are relatively secretive of their given school, as it is a key to their personality.\r

Magistars also function as living gates to other planes. Each magistar links to but one plane, and passage is one-way for those who travel through them. They guard passage through their living gates jealously, often requiring information, spells, or items associated with their specific school of magic in exchange. \r

Abjuration magistars are sensible and cautious, sometimes appearing cowardly or even paranoid to other creatures. Their living gates often link to a chaotic good plane.\r

Conjuration magistars are short-tempered and overbearing. They appear insulting to other creatures, and expect would-be travelers of their living gates to grovel and flatter them. Their living gates often link to chaotic evil planes.\r

Divination magistars are introspective and inquisitive, and are careful negotiators. They nearly always request information in exchange for passage through their living gates (which often lead to lawful good planes), and they follow any agreement for passage to the letter.\r

Enchantment magistars are self-centered, vain, and often over-confident. They are fond of bards, and will exchange passage for a near-virtuoso performance or oration. They expect praise, so playing to their vanity is a successful tactic. Their living gates often link to chaotic neutral planes.\r

Evocation magistars are greedy, and occasionally resort to threats or extortion from would-be travelers. Their living gates often link to lawful evil planes.\r

Illusion magistars are highly secretive, and traffic in secret lore. They enjoy negotiating in cryptic references, often requiring would-be travelers to solve a puzzle or win a contest to secure passage. Their living gates often link to neutral good planes.\r

Necromantic magistars are interested in death, and take every opportunity to view it up close. They are most likely to slay would-be travelers rather than barter passage. Their living gates often link to neutral evil planes.\r

Transmutation magistars love conversation, and sometimes take this to the extreme, holding would-be passengers for up to days before granting passage. Their living gates often link to lawful neutral planes. \r

A magistar is 50 feet in diameter, but is virtually weightless.\r

Magistars communicate telepathically with any creature within 1 mile that has a language.\r

COMBAT\r

Magistars rarely attack to kill (although necromancy magistars are known to do so), but rather to prevent passage through their living gates unless proper compensation can be determined.\r

Living Gate (Su):<\/b> A magistar serves as a one-way portal to another plane. Each magistar is tied to a single plane, and cannot change the destination. Any creature or object of the magistar's size or smaller can pass through the portal, but only if the magistar allows it to do so. Magistars generally require payment of a magic item or a piece of arcane lore related to the magistar's school as payment for passage. A wizard specialized in the same school of magic as the magistar can often negotiate a reduced rate of passage.\r

If a magistar is reduced to 0 hit points, it continues to function as a portal, but can no longer prevent passage. Travelers may freely pass through the living gate until the magistar revives (see rejuvenation, below).\r

Magic Flare (Su):<\/b> As a standard action, a magistar may release a flare of magical energy. This functions as a gust of wind<\/i> spell (Fort DC 24 negates). Once per minute, the magistar can create a flare of greater intensity to create an effect identcal to a wind wall<\/i> spell. Both effects are caster level 10th. The save DC is Charisma-based.\r

Rejuvenation (Su):<\/b> There is no known way to destroy a magistar. When a magistar is reduced to 0 hit points or would be otherwise destroyed (such as by having its Constitution reduced to 0), it becomes completely dormant for 24 hours, after which it returns to activity and full hit points, which all ability drain or damage restored. If under the influence of an antimagic field<\/i> at the end of the 24 hour rejuvenation period, the magistar instead revives the instant the antimagic field<\/i> is removed.\r

Spell School Mastery (Su):<\/b> A magistar may use any arcane spell from its associated school of magic once per day as a spell-like ability at caster level 20th. In addition, a magistar is immune to arcane spells from its associated school of magic; rather than affecting the magistar, the magistar absorbs the spell and may use it as a spell-like ability an additional time that day. Because of their mastery over the schools of magic, a magistar may apply feats that normally only apply to spells to their spell-like abilities, such as Spell Focus and Greater Spell Focus.\r

Vulnerabilities (Ex):<\/b> A targeted dispel magic<\/i> or similar effect prevents the magistar from using any of its spell-like abilities for 1d4 rounds if the caster succeeds on a caster level check (DC 31). An antimagic field<\/i> or similar effect suppresses these abilities (no check needed) as well as all the magistar's other spell-like and supernatural abilties, as normal.\r

Magistars and Spelljammer<\/b>\r

Massive magistars are known to exist in crystal spheres. These entities are Colossal+ in size, and rather than serving as extraplanar gates, they serve as living gates between the crystal sphere and the Phlogiston.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1990 Wizards of the Coast, Inc.
Originally found in Polyhedron Magazine #55<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Usually neutral","environment":"Any"},{"name":"Magnesium Spirit","type":"Outsider","ch":5,"challenge_rating":" 05 \u00a0","id":6109,"reference":"Usergen","full_text":"

MAGNESIUM SPIRIT<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

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

Hit Dice:<\/span><\/b> 6d8+6 (33 hp)<\/span><\/p> <\/td> <\/tr>

Initiative: <\/span><\/b>+6 (+2 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

Speed:<\/span><\/b> 50 ft<\/span><\/p> <\/td> <\/tr>

AC:<\/span><\/b> 14 (+2 Dex, +2 deflection)<\/span><\/p> <\/td> <\/tr>

Attacks:<\/span><\/b> Incorporeal tail slap +8 melee<\/span><\/p> <\/td> <\/tr>

Damage:<\/span><\/b> Incorporeal tail slap 1d6 and 1d6 temporary Strength damage<\/span><\/p> <\/td> <\/tr>

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

Special Attacks: <\/span><\/b>Blinding flash, strength drain, possess body<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> Incorporeal, vulnerability<\/span><\/p> <\/td> <\/tr>

Saves:<\/span><\/b> Fort +6, Ref +7, Will +6<\/span><\/p> <\/td> <\/tr>

Abilities:<\/span><\/b> Str \u0096, Dex 15, Con 13, Int 12, Wis 13, Cha 15<\/span><\/p> <\/td> <\/tr>

Skills:<\/span><\/b> Hide +11, Listen +10, Search +10, Spot +10<\/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
Challenge Rating:<\/b> 5<\/span><\/p> <\/td> <\/tr>

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

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

Advancement:<\/span><\/b> 7-13 HD (Medium-size); 14-18 HD (Large)<\/span><\/p> <\/td> <\/tr>

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

The magnesium spirit is an outsider that has been summoned and trapped on the Material Plane. Its desires nothing more than to return home, requiring a material body to complete the ritual that will send it back to its home plane.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 A magnesium spirit appears as a man-sized column of white fire, 5 feet wide, with a wispy 5-foot tail.<\/span><\/p> <\/td> <\/tr>

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

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

A magnesium spirit attacks using its blinding flash ability. It then attacks with its tail slap, seeking to drain its opponent\u0092s Strength low enough so the magnesium spirit can take over the creature\u0092s body and return to its home plane.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Blinding Flash (Su):<\/b> Three times per day, the magnesium spirit can flare up its body in a blinding flash. All those within a 20-foot radius that view this are blinded (as the spell) for 1d3 hours (Fortitude save at DC 14 negates).<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Strength Drain (Su):<\/b> Tail slap, 1d6 temporary Strength damage.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Possess Body (Su):<\/b> Once per round, after a foe has suffered temporary Strength damage equal to at least half its Strength score, the magnesium spirit can merge its body with that of the victim. This is similar to magic jar<\/i> as cast by a 10th-level sorcerer, except that it does not require a receptacle. If the attack succeeds, the spirit\u0092s body vanishes into the opponent\u0092s body. The target can resist the attack with a successful Will save (DC 17).<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 On its next turn, the magnesium spirit and the victim\u0092s body vanish in a flash of light, returning to the spirit\u0092s home plane, never to be seen again.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 If hit with holy water while possessing a creature\u0092s body, and before it can return to its home plane, the magnesium spirit is ejected from the host\u0092s body. The victim\u0092s body collapses in a husk, and can only be returned to life by the casting of a miracle, true resurrection,<\/i> or wish<\/i>.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Incorporeal:<\/b> Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Vulnerability (Ex):<\/b> The magnesium spirit takes 2d4 points of damage from a vial of holy water.<\/span><\/p> <\/td> <\/tr>

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

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

The Magnesium Spirit 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":"Maladomini Tiger","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":6110,"reference":"Usergen","full_text":"

Maladomini Tiger <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 4d10+20\u00a0(42 hp)<\/td> <\/tr>
Initiative: <\/strong> +3<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares), climb 20 ft.<\/td> <\/tr>
Armor Class: <\/strong> 18 (+3 Dex, +5 natural), touch 13, flat-footed 15<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+4\/+9<\/td> <\/tr>
Attack: <\/strong>Bite +9 melee (1d10+5)<\/td> <\/tr>
Full Attack: <\/strong>Bite +9 melee (1d10+5) and 2 claws +4 melee (1d4+2)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Improved grab, pounce, rake 1d6+2<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., immunity to disease and poison, low-light vision, resistance to cold 5 and fire 5, scent<\/td> <\/tr>
Saves: <\/strong>Fort +9, Ref +7, Will +2 <\/td> <\/tr>
Abilities: <\/strong>Str 20, Dex 17, Con 21, Int 2, Wis 12, Cha 8 <\/td> <\/tr>
Skills: <\/strong>Balance +11, Climb +17, Hide +7*, Jump +13, Listen +6, Move Silently +9, Spot +6, Swim +13\r
<\/td> <\/tr>
Feats: <\/strong>Alertness, Multiattack <\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Nine Hells of Baator (Maladomini)<\/td> <\/tr>
Organization: <\/strong>Solitary, pair, or family (3\u00c2\u00965)<\/td> <\/tr>
Challenge Rating: <\/strong>4<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>5-6 HD (Medium), 7\u00c2\u009612 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This creature resembles a cheetah made of black granite.<\/i>\r

Maladomini tigers hail from the seventh layer of the Nine Hells, a plane filled with ruined, abandoned cities, mine pits, slag heaps, and brackish canals.\r

A Maladomini tiger is 3 to 5 feet long and weighs 110 to 130 pounds.\r

COMBAT\r

Maladomini tigers stealthily stalk prey among the rocky backdrops of their territory. When they feel it is time to strike, Maladomini tigers pounce upon prey, grabbing and raking with their bite and claws.\r

Improved Grab (Ex):<\/b> To use this ability, a Maladomini tiger must hit with a claw or 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 Maladomini tiger charges a foe, it can make a full attack, including two rake attacks.\r

Rake (Ex):<\/b> Attack bonus +9 melee, damage 1d6+2.\r

Skills:<\/b> Maladomini tigers have a +4 racial bonus on Hide and Move Silently checks and a +8 racial bonus on Balance, Climb, Jump, and Swim checks. A Maladomini tigers can always choose to take 10 on a Climb check, even if rushed or threatened.\r

*Maladomini tigers have an increased +4 racial bonus on Hide checks when in rocky terrain. This bonus on Hide checks increases to +8 when the Maladomini tiger is immobile.<\/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":"Nine Hells of Baator (Maladomini)"},{"name":"Mandragora","type":"Plant","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6111,"reference":"Usergen","full_text":"

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

Tiny Plant<\/h2> <\/td> <\/tr>

Hit Dice: <\/span><\/b>1d8+1 (5 hp)<\/span><\/p> <\/td> <\/tr>

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

Speed: <\/span><\/b>30 ft, burrow 20 ft<\/span><\/p> <\/td> <\/tr>

AC: <\/span><\/b>15 (+2 size, +3 natural)<\/span><\/p> <\/td> <\/tr>

Attacks: <\/span><\/b>2 tentacle slaps +2 melee<\/span><\/p> <\/td> <\/tr>

Damage: <\/span><\/b>Tentacle slap 1d4<\/span><\/p> <\/td> <\/tr>

Face\/Reach: <\/span><\/b>2 1\/2 ft by 2 1\/2 ft\/0 ft (5 ft with tentacles)<\/span><\/p> <\/td> <\/tr>

Special Attacks: <\/span><\/b>Improved grab, constrict 1d4<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> Plant, light sensitivity, fire resistance 20, tremorsense, SR 15<\/span><\/p> <\/td> <\/tr>

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

Abilities: <\/span><\/b>Str 11, Dex 11, Con 13, Int 8, Wis 10, Cha 9<\/span><\/p> <\/td> <\/tr>

Skills:<\/span><\/b> Hide +8<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

Organization: <\/span><\/b>Solitary or colony (3-18)<\/span><\/p> <\/td> <\/tr>

Challenge Rating: <\/span><\/b>1\/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>2-3 HD (Tiny)<\/span><\/p> <\/td> <\/tr>

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

The mandragora is a vegetable monster that lurks in dark woodlands hunting and hungering for human flesh. This creatures lair in groups in the heavy soil of the forest floor, usually near shrubs or small trees. The mandragoras construct a system of burrows under the ground which enables them to attach themselves to the roots of other plants when no humanoid victims are available.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Mandragoras are vaguely shaped like a humanoid, but no one would confuse them for anything even remotely human. From the bottom of their trunk sprouts a series of small, splayed, hair-like appendages with which it walks, burrows, and takes root. They have two long tentacle-like appendages with which they attack, and a pointed \"head\" with warty growths that make it seem to have a human-like face. The mandragora's covering is mottled brown and black, and constantly oozes a foul green fluid.<\/span><\/p> <\/td> <\/tr>

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

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

Mandragoras attack humanoid prey by whipping around their tentacles, which cause laceration damage and can strangle opponents.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Improved Grab (Ex):<\/span><\/b> To use this ability, the mandragora 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 <\/span>Constrict (Ex):<\/span><\/b> A mandragora deals 1d4 points of damage with a successful grapple check against Medium-size or smaller creatures. Because it seizes its opponent by the neck, a creature in the mandragora\u0092s grasp cannot speak or cast spells with verbal components.<\/span><\/p> <\/td> <\/tr>

\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 Light Sensitivity (Ex): <\/span><\/b>Abrupt exposure to bright light (such as sunlight or a daylight<\/i> spell) stuns the madragora 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 Tremorsense (Ex): <\/span><\/b>Mandragoras can automatically sense the location of anything within 120 feet that is in contact within the ground.<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Plant","alignment":"Always neutral evil","environment":"Temperate and warm forest and marsh"},{"name":"Manggus","type":"Fey","ch":6,"challenge_rating":" 6 \u00a0","id":6112,"reference":"Usergen","full_text":"

Manggus <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Fey \t\t\t(Cold, Shapechanger)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 8d6+24\u00a0(52)<\/td> <\/tr>
Initiative: <\/strong> -1<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
Armor Class: <\/strong> 21 (-1 size, -1 Dex, +11 natural, +2 deflection), touch 10, flat-footed 21<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+4\/+13<\/td> <\/tr>
Attack: <\/strong>Maul +8 melee (2d8+7\/x3) or bite +8 melee (2d6+7)<\/td> <\/tr>
Full Attack: <\/strong>Maul +8 melee (2d8+7\/x3) and bite +8 melee (2d6+7)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Change shape, detect thoughts, spell-like abilities<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 10\/cold iron, immunity to cold, low-light vison, unearthly grace, vulnerability to fire<\/td> <\/tr>
Saves: <\/strong>Fort +9, Ref +7, Will +8 <\/td> <\/tr>
Abilities: <\/strong>Str 21, Dex 8, Con 16, Int 15, Wis 10, Cha 15 <\/td> <\/tr>
Skills: <\/strong>Bluff +15*, Diplomacy +17, Disguise +13* (+15 acting), Hide +2, Intimidate +17, Move Silently +3, Sense Motive +11, Listen +11, Spot +11<\/td> <\/tr>
Feats: <\/strong>Improved Natural Attack (Bite), Great Fortitude, Persuasive\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Cold plains<\/td> <\/tr>
Organization: <\/strong>Solitary or pair<\/td> <\/tr>
Challenge Rating: <\/strong>6<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
Advancement: <\/strong>9-12 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>+6<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This hideous humanoid stands as tall as an ogre. Wrinkled folds of loose skin hang from its body. Two long fangs curve upward towards its eyes, while another pair juts down past its chin. Its bloodshot eyes weep drops of blood.<\/i>\r

A manggus is a malevolent fey shapeshifter that terrorizes human settlements and feeds upon the residents. It relies on deception and disguise to infiltrate these settlements, using its powers to take a leadership position. Once in power, it demands offerings and living sacrifices. If it cannot convince the humans to offer it tribute, a manggus instead stalks the fringe of the community, picking off travelers or assaulting outlying homes. A manggus will quickly move on to a new community if its ruse is exposed or if food becomes scarce.\r

When a manggus takes a mate, it mates for life. Other than this union, manggi typically avoid others of their kind, as greater numbers increase their chances of being revealed to their prey.\r

A manggus stands 8 to 10 feet tall and weighs 450 to 550 pounds.\r

COMBAT\r

In its natural form, a manggus typically wields a great maul and bites with its oversized fangs. However, a manggus prefers to fight in the shape of a more powerful creature. Regardless of its form, a manggus fights fiercely in the first few rounds of combat as long as it retains the upper hand, but if the fight turns against it, a manggus flees or surrenders if those options are available. Otherwise, it fights to the death.\r

Change Shape (Su):<\/b> A manggus can assume the shape of any Medium, Large, or Huge creature. The creature\u00c2\u0092s hit dice cannot exceed twice the manggus\u00c2\u0092 hit dice. The new form must be a creature that the manggus has personally seen. In a different form, the manggus loses its natural attacks, but gains all extraordinary and supernatural abilities of the new form. A manggus can remain in a form until it chooses to assume a new one. A change in form cannot be dispelled, but a manggus reverts to its natural form when killed. A true seeing<\/i> spell or ability reveals its natural form. If the manggus takes fire damage from any source, it is immediately forced back into its natural form. \r

Detect Thoughts (Su):<\/b> A manggus can continuously use detect thoughts<\/i> as the spell (caster level 8th; Will DC 16 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.\r

Spell-like Abilities:<\/b> At will--comprehend languages<\/i>; 3\/day--cause fear<\/i> (DC 13), contagion<\/i> (+8 melee touch, DC 16). Caster level 8th. The save DCs are Charisma-based.\r

Unearthly Grace (Su):<\/b> A manggus adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its Armor Class.\r

Skills:<\/b> *When using its change shape ability, a manggus gains a +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
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1990 Wizards of the Coast, Inc.
Originally found in The Horde Campaign Setting<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always chaotic evil","environment":"Cold plains"},{"name":"Manikin","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6113,"reference":"Usergen","full_text":"

Manikin (Template)<\/h1>
Manikins are humanoid-sheen hybrids created by a machine cyst in order to study biological life. Many of these attempts at merging biological and machine life fail horribly, but the occasional experiment yields a functional being. These manikins are allowed to return to their former lives, but all are hard-wired with a compulsion to return to the cyst of their creation at some time in the future.\r

Manikins are released to the location of their initial capture with no immediate memory of the previous four weeks. Besides the replacement of its lower torso with a sheen chassis, the manikin is assaulted by brief memories of horrible pain, banks of blinding lights, armies of sheens, and miles of subterranean metallic tunnels. The manikin also becomes aware of the dormant compulsion that, when activated, will force it to return to the cyst, where its accumulated experience will be dissected and downloaded by the merciless consciousness of the machine.\r

A manikin appears humanoid from the waist up but is all sheen below. Usually, the sheen chassis attached to the biological component is a simple two-or-three-footed walker. Sometimes the chassis of a small roller is used instead, and possibly even that of a ground-effect drifter. Manikins unable to hide their modification beneath voluminous robes or other camouflage are greeed with distrust in locales unfamiliar with sheens, and outright fear and murderous hate in locales previously visited with sheen pestilence.

Creating a Manikin<\/h2> \u00c2\u0093Manikin\u00c2\u0094 is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature.)\r

A manikin 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 construct (living). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.\r

Hit Dice:<\/b> Current and future Hit Dice are unchanged.\r

Speed:<\/b> The base speed of a manikin given a walker chassis is unchanged. A manikin with a roller chassis or ground-effect drifter chassis gain modifications to speed as detailed in special qualities.\r

Special Attacks:<\/b> A manikin retains all the base creature\u00c2\u0092s special attacks and gains those described below. \r

Countermand Sheen (Su):<\/i> Upon becoming fused with the machine mind, manikins gain insight on the workings of sheen control systems, allowing them to affect sheen in close proximity. This functions as the cleric's rebuke undead ability, except it only applies to sheens, and the affected sheens simply stand still rather than cower. Treat the manikin as a cleric of a level equal to the manikin's total Hit Dice. Any feats, abilities, or magic that affect rebuke undead also affect countermand sheen. Thus, the manikin may take the Extra Turning feat to gain additional daily uses of countermand sheen.\r

Special Qualities:<\/b> A manikin retains all the base creature\u00c2\u0092s special qualities and gains those described below.\r

All-Terrain Travel (Ex):<\/i> A manikin with a roller chassis ignores all movement penalties based upon terrain (such as ice, undergrowth, etc.). \r

Defensive Field (Su):<\/i> A manikin's sheen chassis automatically generates a physical protective field. This grants the manikin damage reduction 1\/- and resistance to acid 1, cold 1, electricity 1, fire 1, and sonic 1. The defensive field can prevent up to 16 points of damage per day.\r

Electrically Charged (Ex):<\/i> As part-sheen, manikins are parially powered by electricity. A manikin normally carries enough charges to function for up to one month (30 charges). After this time, the manikin becomes inert until recharged. \r

Within a cyst, a manikins may fully recharge after one hour of inactivity. However, returning to a machine cyst guarantees nearly certain doom for a manikin. Alternatively, a manikin can recharge if exposed to electricity damage. An attack that deals electricity damage restores 1 charge for every 5 points of damage the attack deals (or would otherwise deal, if stopped by the manikin's resistance to electricity). For example, a manikin hit by a lightning bolt<\/i> gains 3 charges if the attack deals 15 points of damage, even though the manikin takes only 10 points of damage after its resistance is applied. Regardless of the amount of electricity damage directed at a manikin, it cannot exceed its normal maximum of 30 charges.\r

A manikin can also recharge with solar energy. To do so, it must remain motionless and take no actions while exposed to natural sunlight. For every two hours it does so, it recharges 1 charge.\r

Ground-Effect Drifter Chassis (Ex):<\/i> A manikin with a ground-effect drifter chassis doesn't actually fly, but floats just above the ground at its land speed. 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.\r

Living Construct Traits:<\/i> As a living construct, a manikin has a Constitution score. A manikin does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. Unlike other constructs, a manikin does not automatically have low-light vision or darkvision. Unlike other constructs, a living construct can use the run action. \r

A manikin has immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. A manikin cannot heal damage naturally (but does have the rapid repair special quality). \r

Unlike other constructs, manikins are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, and ability drain. \r

Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds<\/i> spell or a repair light damage<\/i> spell, for example, and a living construct is vulnerable to a harm<\/i> spell. However, spells from the healing subschool provide only half effect to a living construct. \r

A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When its hit points are less than 0 and greater than -10, a living construct is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable. A manikin can be raised or resurrected.\r

A manikin does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast<\/i> and potions. A manikin does not need to sleep, but must rest for 8 hours before preparing spells. \r

Magic Susceptibility (Ex):<\/i> Manikins have vulnerability (+50% damage) to damaging magic.\r

Rapid Repair (Ex):<\/i> A manikin that rests for 1 full hour repairs 1 point of damage, so long as it has at least 1 hit point. Rapid repair does not allow a manikin to regrow or reattach lost body parts.\r

A character can assist a manikin's self-repair with a Craft (metalworking) check (DC 15). If the check is successful, the manikin repairs 2 hit points per hour of rest. Providing assistance to the manikin counts as light activity for the assisting character, and a character can assist only one manikin at a time. A manikin cannot assist its own repair.\r

Resistance is Futile (Ex):<\/i> Each month, a manikin sheen must succeed on a Will save or be compelled to return to the sheen cyst for dissection and disassembly. On a failed save, the manikin returns to the cyst by the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), the manikin may detour around the dangerous area. Other than movement, returning manikins can take no actions other than to defend themselves.\r

The save DC is 10 plus the number of previous successful saves (that is, DC 10 after 1 month, DC 11 after 2 months, DC 12 after 3 months, etc., assuming successful saves). At the DM's discretion, a successful save may trigger the cyst to dispatch sheens to return the manikin to the cyst by force.\r

Resistance to Energy (Ex):<\/i> A manikin gains resistance to electricity 5.\r

Organization:<\/b> Same as the base creature.\r
Challenge Rating:<\/b> Same as the base creature +1.\r
Treasure:<\/b> Same as the base creature.\r
Alignment:<\/b> Same as the base creature.\r
Advancement:<\/b> Same as the base creature.\r
Level Adjustment:<\/b> Same as the base creature +0 (roller and walker chassis); same as the base creature +1 (ground-effect drifter chassis).
Challenge Rating: <\/strong>+1

Sample Manikin<\/h2> The torso of this creature resembles a reptilian humanoid crowned with a frill that extends from the forehead to the base of the neck. Its eyes are black and beady, and its arms are spindly but muscular. The lower half of its body is a lumpy, metallic obloid supported by two slender metal legs which end in hooflike iron pads.<\/i>\r

Manikin Troglodyte<\/b>\r
Medium Construct (Living, Reptilian)\r
Hit Dice: 2d8+4 (13 hp)\r
Initiative: \u00c2\u00961\r
Speed: 30 ft. (6 squares)\r
Armor Class: 15 (\u00c2\u00961 Dex, +6 natural), touch 9, flat-footed 15\r
Base Attack\/Grapple: +1\/+1\r
Attack: Club +1 melee (1d6) or claw +1 melee (1d4) or javelin +1 ranged (1d6)\r
Full Attack: Club +1 melee (1d6) and claw \u00c2\u00961 melee (1d4) and bite \u00c2\u00961 melee (1d4); or 2 claws +1 melee (1d4) and bite \u00c2\u00961 melee (1d4); or javelin +1 ranged (1d6)\r
Space\/Reach: 5 ft.\/5 ft.\r
Special Attacks: Countermand sheen (3\/day, +0, 2d6+2, 2nd), stench\r
Special Qualities: Darkvision 90 ft., defensive field, electrically charged, living construct traits, magic susceptibility, rapid repair, resistance is futile, resistance to electricity 5\r
Saves: Fort +5, Ref \u00c2\u00961, Will +0\r
Abilities: Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10\r
Skills: Hide +5*, Listen +3\r
Feats: Multiattack (B), Weapon Focus (javelin)\r
Environment: Underground\r
Organization: Clutch (2\u00c2\u00965), squad (6\u00c2\u009611 plus 1\u00c2\u00962 monitor lizards), or band (20\u00c2\u009680 plus 20% noncombatants plus 3\u00c2\u009613 monitor lizards)\r
Challenge Rating: 2\r
Treasure: 50% coins; 50% goods; 50% items\r
Alignment: Usually chaotic evil\r
Advancement: By character class\r
Level Adjustment: +2\r

This manikin is created from a troglodyte fused with a standard walker chassis.\r

Combat\r

Countermand Sheen (Su):<\/b> Upon becoming fused with the machine mind, manikins gain insight on the workings of sheen control systems, allowing them to affect sheen in close proximity. This functions as the cleric's rebuke undead ability, except it only applies to sheens, and the affected sheens simply stand still rather than cower. Treat the manikin as a cleric of a level equal to the manikin's total Hit Dice. Any feats, abilities, or magic that affect rebuke undead also affect countermand sheen. Thus, the manikin may take the Extra Turning feat to gain additional daily uses of countermand sheen.\r

Defensive Field (Su):<\/b> A manikin's sheen chassis automatically generates a physical protective field. This grants the manikin damage reduction 1\/- and resistance to acid 1, cold 1, electricity 1, fire 1, and sonic 1. The defensive field can prevent up to 16 points of damage per day.\r

Electrically Charged (Ex):<\/b> As part-sheen, manikins are parially powered by electricity. A manikin normally carries enough charges to function for up to one month (30 charges). After this time, the manikin becomes inert until recharged. \r

Within a cyst, a manikins may fully recharge after one hour of inactivity. However, returning to a machine cyst guarantees nearly certain doom for a manikin. Alternatively, a manikin can recharge if exposed to electricity damage. An attack that deals electricity damage restores 1 charge for every 5 points of damage the attack deals (or would otherwise deal, if stopped by the manikin's resistance to electricity). For example, a manikin hit by a lightning bolt gains 3 charges if the attack deals 15 points of damage, even though the manikin takes only 10 points of damage after its resistance is applied. Regardless of the amount of electricity damage directed at a manikin, it cannot exceed its normal maximum of 30 charges.\r

A manikin can also recharge with solar energy. To do so, it must remain motionless and take no actions while exposed to natural sunlight. For every two hours it does so, it recharges 1 charge.\r

Magic Susceptibility (Ex):<\/b> Manikins have vulnerability (+50% damage) to damaging magic.\r

Rapid Repair (Ex):<\/b> A manikin that rests for 1 full hour repairs 1 point of damage, so long as it has at least 1 hit point. Rapid repair does not allow a manikin to regrow or reattach lost body parts.\r

A character can assist a manikin's self-repair with a Craft (metalworking) check (DC 15). If the check is successful, the manikin repairs 2 hit points per hour of rest. Providing assistance to the manikin counts as light activity for the assisting character, and a character can assist only one manikin at a time. A manikin cannot assist its own repair.\r

Resistance is Futile (Ex):<\/b> Each month, a manikin sheen must succeed on a Will save or be compelled to return to the sheen cyst for dissection and disassembly. On a failed save, the manikin returns to the cyst by the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), the manikin may detour around the dangerous area. Other than movement, returning manikins can take no actions other than to defend themselves.\r

The save DC is 10 plus the number of previous successful saves (that is, DC 10 after 1 month, DC 11 after 2 months, DC 12 after 3 months, etc., assuming successful saves). At the DM's discretion, a successful save may trigger the cyst to dispatch sheens to return the manikin to the cyst by force.\r

Stench (Ex):<\/b> When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 13 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte\u00c2\u0092s 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> The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings like a chameleon and providing a +4 racial bonus on Hide checks. *In rocky or underground settings, this bonus improves to +8.
\u00a0
Dragon Magazine #270<\/em>
<\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Same as the base creature.\r","environment":"Any"},{"name":"Manni","type":"Humanoid","ch":2,"challenge_rating":" 2 \u00a0","id":6114,"reference":"Usergen","full_text":"

Manni <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Humanoid \t\t\t(Manni)\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 50 ft. (average)<\/td> <\/tr>
Armor Class: <\/strong> 13 (+3 Dex), touch 13, flat-footed 10<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+2\/+2<\/td> <\/tr>
Attack: <\/strong>Bite +2 melee (1d6) or spear +5 ranged (1d8\/x3)\r
<\/td> <\/tr>
Full Attack: <\/strong>Bite +2 melee (1d6) and spear -3 melee (1d8\/x3) or spear +5 ranged (1d8\/x3)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Wing buffet<\/td> <\/tr>
Special Qualities: <\/strong>Low-light vision<\/td> <\/tr>
Saves: <\/strong>Fort +1, Ref +6, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 10, Dex 17, Con 11, Int 6, Wis 11, Cha 7 <\/td> <\/tr>
Skills: <\/strong>Hide +7, Listen +2, Move Silently +5, Spot +2<\/td> <\/tr>
Feats: <\/strong>Ability Focus (wing buffet), Stealthy<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate forests and plains<\/td> <\/tr>
Organization: <\/strong>Solitary, flight (2-6), or flock (10-30 plus 25% noncombatants)<\/td> <\/tr>
Challenge Rating: <\/strong>2<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
Advancement: <\/strong>By character class<\/td> <\/tr>
Level Adjustment: <\/strong>+2<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The creature looks like a vaguely humanoid raven. It is completely covered in black feathers. Its legs are birdlike, but its long wings end in three-fingered appendanges, within which it wields a spear.<\/i>\r

Manni are avian humanoids that haunt bleak and wasted steppes. Their fondness for death and decay leads them to lurk near gravesites and ruins. Manni are also called kara, which means \"black ones\", a moniker that applies both to their dark feathers and their dark souls.\r

Manni are scavengers, preferring to eat the kills of other creatures rather than risking their own well-being. If fresh kills are scarce, manni will dig up graves and burial sites or even eat their own dead. Manni are usually filthy and foul-smelling due to their dietary choices.\r

Manni congregate in flocks, making simple domes huts of woven grass and branches to serve as their nests, situating them in a sheltered stand of woods or a hollow. They camouflage these huts with branches, grass, dead leaves, and moss. Only one-fourth of a flock includes adult males, although females are regarded equally in manni society.\r

Manni fear other humanoids, and have nothing but contempt for \"wingless ones\". These cowardly creatures are hunted by other nomadic humanoids that share their lands, and manni feathers are often used as decorations by such tribes.\r

A manni stands 4 to 5 feet tall with a wingspan of 5 feet. A manni weighs from 60 to 75 pounds.\r

Manni speak their own language, a series of clacks and whistles. Manni can learn other languages, but their beaks are unable to form the words to speak them.\r

Combat\r

Cowardly by nature, manni prefer to avoid combat. If hungry enough, manni ambush at the most advantageous opportunity, attempting to overwhelm prey with their numbers. They also build snares and traps, and prefer to attack lone prey that has wandered away from its allies.\r

Wing Buffet (Ex):<\/b> As a standard action, a flying manni can buffet an opponent within melee reach with its wings. This attack deals 1d2 hp of damage, and the opponent must make a DC 13 Fortitude save or be dazed for one round. The save DC is Strength-based.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1990 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #163<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually chaotic evil","environment":"Temperate forests and plains"},{"name":"Manotaur","type":"Monstrous Humanoid","ch":8,"challenge_rating":" 8 \u00a0","id":6115,"reference":"Usergen","full_text":"

Manotaur <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 13d8+39\u00a0(97)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 60 ft. (12 squares)<\/td> <\/tr>
Armor Class: <\/strong> 16 (\u00c2\u00961 size, +1 Dex, +6 natural), touch 10, flat-footed 15<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+13\/+23<\/td> <\/tr>
Attack: <\/strong>Gore +18 melee (1d10+6) or greataxe +18 melee (3d6+9\/x3)<\/td> <\/tr>
Full Attack: <\/strong>Gore +18 melee (1d10+6) and 2 hooves +16 melee (1d8+3) or greataxe +18\/+13\/+8 melee (3d6+9\/x3) and 2 hooves +16 melee (1d8+3)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Devastating charge 3d10+9<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., forest maze, natural cunning, naturally mounted, scent\r
<\/td> <\/tr>
Saves: <\/strong>Fort +7, Ref +9, Will +9 <\/td> <\/tr>
Abilities: <\/strong>Str 22, Dex 12, Con 17, Int 10, Wis 13, Cha 12 <\/td> <\/tr>
Skills: <\/strong>Hide +4*, Intimidate +6, Listen +11, Move Silently +4*, Search +8, Spot +11, Survival +6*<\/td> <\/tr>
Feats: <\/strong>Alertness, Multiattack, Power Attack, Ride-By Attack, Track<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate forests<\/td> <\/tr>
Organization: <\/strong>Solitary, pair (manotaur and noncombatant colt), unicorn-hunting party (2), wickedness (manotaur plus 1-2 ogres, 1-4 Large monstrous spiders, and 2-12 orcs) <\/td> <\/tr>
Challenge Rating: <\/strong>8<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
Advancement: <\/strong>By character class (favored class: barbarian)<\/td> <\/tr>
Level Adjustment: <\/strong>+4<\/td> <\/tr>
\u00a0<\/td> <\/tr>
Breaking through the treeline charges a creature with a bull\\'s body and a torso akin to minotaur. From its head protrude a pair of sharp horns, while a thick mane falls over its shoulders. It clutches a wicked greataxe.<\/i>\r

Manotaurs are wicked, cruel cousins of the minotaur. They create natural labyrinths within their forest territories. While some are loners, others enlist orcs, ogres, and monstrous vermin to act as spies and guardians.\r

Sylvan creatures are the preferred prey of manotaurs, but they especially loathe unicorns. If a unicorn is sensed within its forest, a manotaur will abandon all other activities to hunt it down, even cooperating with other manotaurs.\r

Manotaurs delight in luring humanoids into its forest maze, scattering coins and gems to create a lure. A manotaur keeps a large tresure trove hidden in the heart of the forest, sometimes in hollow trees or beneath large stones.\r

Although their origins are unknown, some legends suggest that they are the offspring of a minotaur and a female human. Whether this is true or not, manotaurs now breed true. A manotaur colt is born with 2 Hit Dice. The father rears it, while the mother moves on. Once it reaches 5 HD, its father banishes forever from his woods, and will kill his offspring on sight should it return. \r

A typical manotaur is 7-8 feet tall and 10-12 feet long, and weighs approximately 2,500 pounds. It can live over 300 years.\r

Manotaurs speak Giant.\r

COMBAT\r

A manotaur prefers to make hit-and-run attacks, wearing down foes with its devastating charge. Against smaller or obviously weaker opponents, it will remain in melee, goring or slashing with its axe while pummeling with its hooves.\r

Devastating Charge (Ex):<\/b> A manotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns 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 +18 attack bonus that deals 3d10+9 points of damage.\r

Additionally, if the manotaur succeeds on its attack, it can initiate a special bull rush attempt against the target. The bull rush uses its total bonus on damage rolls in place of its Strength modifier. The manotaur does not provoke an attack of opportunity with this bull rush, and cannot move forward with its opponent.\r

If the manotaur succeeds in pushing an opponent back 10 feet or more, it can reduce the distance pushed by 10 feet. In return, the foe falls prone in the square when he ends his movement. Note that by reducing the distance it pushes its opponent, the manotaur can have him fall prone in his current space.\r

Forest Maze (Ex):<\/b> A manotaur can create a natural labyrinth in its home forest. To do so, the manotaur must spend at least a month pounding out these paths with their hooves. This maze may cover up to one square mile. Any creature entering this natural maze must succeed on a DC 25 Survival check or become lost (see Getting Lost in the Dungeon Master\\'s Guide<\/i>).\r

Natural Cunning (Ex):<\/b> Although manotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze<\/i> spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.\r

Naturally Mounted (Ex):<\/b> A manotaur is considered to be mounted when this is favorable to the manotaur, such as for the purposes of meeting feat prerequisites and determining the effects of feats and special abilities. It is considered to possess 10 ranks in the Ride skill and to have the Mounted Combat feat for the purposes of determining feat prerequisites.\r

Skills:<\/b> Manotaurs have a +4 racial bonus on Search, Spot, and Listen checks. They gain a +8 bonus on Hide and Move Silently checks in forest terrain. It also has a +4 racial bonus on Survival checks when tracking by scent.\r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1990 Wizards of the Coast, Inc.
Originally found in Greyhawk Ruins<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually chaotic evil","environment":"Temperate forests"},{"name":"Mansalauan","type":"Magical Beast","ch":1,"challenge_rating":" 1 \u00a0","id":6116,"reference":"Usergen","full_text":"

Mansalauan <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 1d10+1\u00a0(6 hp)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> 10 ft. (2 squares), fly 50 ft. (good)<\/td> <\/tr>
Armor Class: <\/strong> 14 (+1 size, +3 Dex), touch 14, flat-footed 11<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+1\/+9<\/td> <\/tr>
Attack: <\/strong>Tongue +4 melee (1d4) or talons +4 melee (1d4)\r
<\/td> <\/tr>
Full Attack: <\/strong>Tongue +4 melee (1d4); or talons +4 melee (1d4) and 2 slams -1 melee (1)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft. (10 ft. with tongue)<\/td> <\/tr>
Special Attacks: <\/strong>Attach, blood drain, disease<\/td> <\/tr>
Special Qualities: <\/strong>Bloodscent, darkvision 60 ft., low-light vision<\/td> <\/tr>
Saves: <\/strong>Fort +3, Ref +4, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 10, Dex 15, Con 12, Int 1, Wis 12, Cha 6 <\/td> <\/tr>
Skills: <\/strong>Hide +7, Listen +2, Move Silently +3, Spot +2\r
<\/td> <\/tr>
Feats: <\/strong>Weapon Finesse<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Warm forests<\/td> <\/tr>
Organization: <\/strong>Solitary or cloud (2-12)<\/td> <\/tr>
Challenge Rating: <\/strong>1<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>2 HD (Small), 3 HD (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The creature appears a jumble of hawk, bat, lizard, and monkey. Its body is roughly monkey-shaped, with a small pair of arms that end in hands. Its reptilian head sports glowing eyes that resemble gemstones, while its long tail is a cluster of fine, silky hair. A pair of hawklike wings sprout from its back, and its legs end in oversize talons. A long tongue flickers from its mouth.<\/i>\r

A mansalauan is an aerial predator found in warm forests and jungles, where it hunts anything of its size or smaller with reckless abandon. A mansalauan is not opposed to attacking larger creatures, for it feeds primarily on blood, and need only attach for a short while before it is sated.\r

A mansalauan is 2 feet long and weighs 5 pounds. \r

COMBAT\r

A mansalauan typically dives on the nearest opponent and attempts to latch on with its talons. It then pierces the victim's neck with a swift strike of its sharp tongue, then sucks blood while pummelling and grabbing with its apelike arms.\r

Attach (Ex):<\/b> If a mansalauan hits with its tongue attack, it pierces the victim's flesh and latches onto the opponent\u00c2\u0092s body. An attached mansalauan is effectively grappling its prey. The mansalauan loses its Dexterity bonus to AC and has an AC of 11, but holds on with great tenacity. Mansalauans have a +12 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

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

If a mansalauan begins its turn with its tongue attached, it can try to attach its talons with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the mansalauan gets a +2 circumstance bonus if both its tongue and talons were attached at the beginning of the opponent's turn.\r

Blood Drain (Ex):<\/b> A mansalauan drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Additionally, the victim is susceptible to the mansalauan's disease (see below). Once it has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the mansalauan's appetite has been sated, the mansalauan detaches and seeks a new target.\r

Bloodscent (Ex):<\/b> A mansalaun can detect fresh blood at ranges of up to a mile by sampling the air with its sensitive tongue. It can detect wounded, living creatures (except those that do not bleed, such as elementals) as if it possessed the scent ability.\r

Disease (Ex):<\/b> A mansalauan spreads blinding sickness when it successfully drains blood. Fortitude DC 11, incubation period 1d3 days, damage 1d4 Strength. Each time the victim takes 2 or more damage from the disease, he must make another Fortitude save or be permanently blinded. The save DC is Constitution-based.\r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1985 Wizards of the Coast, Inc.
Originally found in Imagine Magazine #25<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Warm forests"},{"name":"Mantabungal","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6117,"reference":"Usergen","full_text":"

Mantabungal <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 4d10+12\u00a0(34 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
Armor Class: <\/strong> 13 (-1 size, +4 natural), touch 9, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+4\/+13<\/td> <\/tr>
Attack: <\/strong>Gore +8 melee (1d10+5) <\/td> <\/tr>
Full Attack: <\/strong>Gore +8 melee (1d10+5) or two hooves +8 melee (1d4+5)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Alacrity<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, scent<\/td> <\/tr>
Saves: <\/strong>Fort +7, Ref +4, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 21, Dex 10, Con 16, Int 2, Wis 11, Cha 4 <\/td> <\/tr>
Skills: <\/strong>Listen +3, Spot +4\r
<\/td> <\/tr>
Feats: <\/strong>Cleave, Power Attack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any forests<\/td> <\/tr>
Organization: <\/strong>Solitary or herd (2-6)<\/td> <\/tr>
Challenge Rating: <\/strong>3<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>5-8 HD (Large); 9-12 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This large, bovine creature has a shaggy coat. It lacks horns, but two pairs of boarlike tusks jut from its jaws, one pointing upward and the other downward.<\/i>\r

Mantabungals are vicious arboreal carnivores. They are often mistaken for Filipino demons, such as the agta, due to their almost supernatural ferocity.\r

A mantabungal stands more than 6 feet tall at the shoulder and is 9 to 12 feet long. It weigh 1,800 to 2,400 pounds. \r

COMBAT\r

A mantabungal is extremely aggressive, attacking anything it spots. It fights ferociously and with alarming alacrity, able to gore multiple opponents with its wicked tusks.\r

Alacrity (Su):<\/b> When making a full attack action, a mantabungal may make one extra gore attack.\r

Ferocity (Ex):<\/b> A mantabungal is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.\r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1985 Wizards of the Coast, Inc.
Originally found in Imagine Magazine #25<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Any forests"},{"name":"Mantrap","type":"Plant","ch":4,"challenge_rating":" 04 \u00a0","id":6118,"reference":"Usergen","full_text":"

Mantrap <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 4d8+20\u00a0(38 hp)<\/td> <\/tr>
Initiative: <\/strong> -5 (Dex)<\/td> <\/tr>
Speed:<\/strong> 0 ft<\/td> <\/tr>
AC:<\/strong> 14 (-2 size, +6 natural)<\/td> <\/tr>
Attacks:<\/strong>Slam +10 melee<\/td> <\/tr>
Damage: <\/strong>Slam engulf<\/td> <\/tr>
Face\/Reach: <\/strong>15 ft by 15 ft\/0 ft<\/td> <\/tr>
Special Attacks: <\/strong>Pollen, improved grab, engulf, acid<\/td> <\/tr>
Special Qualities: <\/strong>Plant, blindsight<\/td> <\/tr>
Saves: <\/strong>Fort +9, Ref ---, Will -1 <\/td> <\/tr>
Abilities: <\/strong>Str 22, Dex ---, Con 20, Int ---, Wis 6, Cha 14 <\/td> <\/tr>
Skills: <\/strong><\/td> <\/tr>
Feats: <\/strong><\/td> <\/tr>

<\/td> <\/tr>
Climate: <\/strong>Warm hills and forest<\/td> <\/tr>
Organization: <\/strong>Solitary or pair<\/td> <\/tr>
Challenge Rating: <\/strong>04<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>4-8 HD (Huge); 9-12 HD (Gargantuan)<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The mantrap is a gigantic relative of the Venus flytrap, that usually appears in pairs. This insidious plant attracts live prey by scent, then traps its victims while dissolving them with acid. The mantrap is a huge bush with towering stalks of purple blossoms, and has 2-5 huge green leaves at ground level.

COMBAT<\/b>
A mantrap continuously releases its dangerous pollen during daylight hours. Any creature that steps on one of its leaf traps is subject to a slam attack from the plant. The plant can thus make up to 2-5 slams per round, one for every leaf that is stepped on by individual targets. This slam holds the creature securely, and the victim cannot be pulled free until the plant is destroyed.

Pollen (Ex)<\/b>: As a standard action, a mantrap can release an aura of pollen in a 60-foot radius. Creatures that smell this pollen must succeed at a Will save (DC 17) or become fascinated with the plant. Fascinated creatures move directly toward the mantrap and climb into one of its leaves (the mantrap automatically grapples fascinated creatures that do this).

This fascination lasts for 24 hours or until the mantrap is slain and its leaves burned.

Improved Grab (Ex)<\/b>: To use this ability, the mantrap must hit with its slam attack. If it gets a hold, it engulfs its foe.

Engulf (Ex):<\/b> A mantrap can try to wrap a Medium-size or smaller creature in a leaf as a standard action. The mantrap attempts a grapple that does not provoke an attack of opportunity. If it gets a hold, it automatically deals acid damage to the trapped foe.

Half of all attacks that hit a mantrap deal one-half their damage to the monster and half to the trapped victim.

Acid (Ex)<\/b>: Engulfed foes take 1d10 points of acid damage each round.

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

Blindsight (Ex):<\/b> Mantraps have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1983 Wizards of the Coast, Inc.
Originally found in Monster Manual II (1983), Monstrous Compendium MC2 (1989), Monstrous Manual (1993).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":">Warm hills and forest"},{"name":"Mapmaker","type":"Outsider","ch":7,"challenge_rating":" 7 \u00a0","id":6119,"reference":"Usergen","full_text":"

Mapmaker <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 7d8+21\u00a0(52 hp)<\/td> <\/tr>
Initiative: <\/strong> +9<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares), fly 70 ft. (average)<\/td> <\/tr>
Armor Class: <\/strong> 20 (+5 Dex, +5 natural), touch 15, flat-footed 15<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+7\/+9<\/td> <\/tr>
Attack: <\/strong>Tail +12 melee (1d6+2) or mapmaker\u00c2\u0092s stick<\/i> +13 melee touch (1d4)<\/td> <\/tr>
Full Attack: <\/strong>Tail +12 melee (1d6+2) and bite +10 melee (1d10+1); or mapmaker\u00c2\u0092s stick<\/i> +13\/+8 melee touch (1d4) and tail +10 melee (1d6+2) and bite +10 melee (1d10+1) <\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft. (10 ft. w\/tail)<\/td> <\/tr>
Special Attacks: <\/strong>Gnaw, improved grab, psionics, scintillating frill<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 5\/lawful, darkvision 60 ft., evade blow, immunity to confusion and insanity, spell resistance 12, telepathy 100 ft., weak spot<\/td> <\/tr>
Saves: <\/strong>Fort +8, Ref +12, Will +7 <\/td> <\/tr>
Abilities: <\/strong>Str 15, Dex 20, Con 17, Int 12, Wis 14, Cha 17 <\/td> <\/tr>
Skills: <\/strong>Bluff +10, Concentration +13, Craft (mapmaking) +15, Decipher Script +11, Diplomacy +5, Disguise +3 (+5 acting), Forgery +15, Hide +19, Intimidate +5, Knowledge (the planes) +11, Move Silently +19, Sleight of Hand +19, Survival +2 (+4 on other planes), Use Magic Device +8 (+10 scrolls)<\/td> <\/tr>
Feats: <\/strong>Improved Initiative (B), Lightning Reflexes, Multiattack, Weapon Finesse<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Windswept Depths of Pandemonium<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>7<\/td> <\/tr>
Treasure: <\/strong>No coins; double goods (gems and maps only); double items (mostly scrolls)<\/td> <\/tr>
Alignment: <\/strong>Always chaotic, often evil<\/td> <\/tr>
Advancement: <\/strong>8-14 HD (Medium); 15-21 HD (Large) or by character class<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This creature appears to be a combination of an overgrown bipedal weasel and a frilled lizard. Its body is scaled, its arms are long and rubbery, and its tail long and barbed. Its back is humped, with a webbed hollow behind it. A suckerlike mouth protrudes beneath multi-faceted flashing eyes. It carries a wandlike stick with a glowing point. It smells strongly of hay.<\/i>\r

Mapmakers are unusual inhabitants of the Windswept Depths of Pandemonium, where they are quite common there. Their name derives from their strong passion for maps, which they craft and collect. Like the maddening plane they call home, their maps are often inaccurate, describing non-existent places, despite being intricately detailed and beautifully drawn. \r

Mapmakers value maps more than they do gold. They enjoy nothing more than snatching a traveler's map, delighting in their new acquisition and the resulting chaos as the travelers wander aimlessly about their confusing realm.\r

A mapmaker is about 7 feet tall and weighs about 150 pounds.\r

Mapmakers speak and write their own language, but can telepathically communicate with any creature that has a language.\r

COMBAT\r

Mapmakers generally open a battle with their scintillating frill, then strike with their lashing tails and mapmaker's sticks between uses of psychic pandemonium.\r

A mapmaker's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction.\r

Evade Blow (Ex):<\/b> Once per round, a mapmaker may attempt to block an incoming blow with its deflective frill. To do so, the mapmaker makes a Reflex save (DC equals opponent's attack roll) against a successful attack to take half damage.\r

Gnaw (Ex):<\/b> A mapmaker deals automatic bite damage every round it maintains a grapple.\r

Improved Grab (Ex):<\/b> To use this ability, a mapmaker 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 and may gnaw.\r

Mapmaker\u00c2\u0092s Stick:<\/b> This magic rod has a glowing point. It can etch any substance, including flesh. A mapmaker's stick acts as a +1 light mace<\/i> that deals 1d4 points of damage to anything it touches, ignoring hardness and damage reduction of all kinds. If used as a weapon, it requires a melee touch attack and the wielder does not add its Strength bonus to the damage. Marks left behind by a mapmaker's stick may be removed with an erase<\/i> spell. Healing spells restore the damage, but do not remove the marks. A mapmaker's stick<\/i> only functions for creatures with the Chaotic subtype (or those who succeed on a Use Magic Device check to emulate the Chaotic subtype).\r

Moderate transmutation; CL 10th; Craft Rod, Craft Magic Arms and Armor, arcane mark, erase<\/i>, creator must have the Chaotic subtype; Price 5,000 gp.\r

Psychic Pandemonium (Sp):<\/b> At will, a mapmaker can unleash a psionic attack delivers a massive assault on the thought pathways of a single target within 60 feet. The victim takes 3d10 points of damage and is confused for 2d4+1 rounds. A DC 19 Will save halves the damage and negates the confusion effect. The save DC is Charisma-based, and includes a +3 racial bonus. This ability is the equivalent of a 3rd-level spell.\r

Scintillating Frill (Su):<\/b> Any creature within 60 feet viewing the darting, scintillating colors within a mapmaker's extended frill is paralyzed for 1d4 rounds unless it makes a successful DC 16 Will save. A creature that fails its save must make another DC 16 Will save after the paralysis duration expires. A creature failing this save is permanently confused (as the confusion<\/i> spell). Creatures can avoid viewing the frill as they would a gaze attack. The save DCs are Charisma-based. \r

Weak Spot (Ex):<\/b> A confirmed critical hit on a natural 20 with a slashing or piercing weapon allows a creature to take advantage of a mapmaker's weak spot upon its hump, increasing the weapon\u00c2\u0092s damage multiplier by one step (for example, a longsword which has a multiplier of x2 would have a multiplier of x3 against a mapmaker's weak spot).\r

Skills:<\/b> Mapmakers have a +4 racial bonus on Craft (mapmaking), Forgery, Hide, Move Silently, and Sleight of Hand checks.\r

Psionic Mapmakers<\/b>\r
Psionic mapmakers gain the following psi-like abilities, and psychic pandemonium becomes a psi-like ability.\r

Psi-Like Abilities:<\/b> At will\u00c2\u0097ego whip<\/i> (2d4 Cha, DC 17*), empty mind<\/i> (+5 bonus*), thought shield<\/i> (4 rounds, power resistance 17*); 3\/day\u00c2\u0097mental barrier<\/i> (3 rounds*). Manifester level 7th. The save DCs are Charisma-based.\r

*Includes augmentation for the mapmaker's manifester level.\r

Psychic Pandemonium (Ps):<\/b> At will, a mapmaker can unleash a psionic attack delivers a massive assault on the thought pathways of a single target within 60 feet. The victim takes 3d10 points of damage and is confused for 2d4+1 rounds. A DC 19 Will save halves the damage and negates the confusion effect. The save DC is Charisma-based, and includes a +3 racial bonus. This ability is the equivalent of a 3rd-level power.<\/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":"Outsider","alignment":"Always chaotic, often evil","environment":"Windswept Depths of Pandemonium"},{"name":"Mara","type":"Outsider","ch":9,"challenge_rating":" 9 \u00a0","id":6120,"reference":"Usergen","full_text":"

Mara <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 10d8+100\u00a0(145 hp)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
Armor Class: <\/strong> 15 (-2 size, -2 Dex, +9 natural), touch 6, flat-footed 15<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+10\/+34<\/td> <\/tr>
Attack: <\/strong>Claw +20 melee (2d6+12)\r
<\/td> <\/tr>
Full Attack: <\/strong>2 claws +20 melee (2d6+12) and bite +18 melee (2d8+6)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Double damage against objects, maul, trample 2d6+18\r
<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 10\/cold iron, darkvision 60 ft., demonsense, immunity to cold and mind-affecting spells and abilities, low-light vision, scent, spell resistance 17, sunlight vulnerability, unstoppable<\/td> <\/tr>
Saves: <\/strong>Fort +17, Ref +5, Will +9 <\/td> <\/tr>
Abilities: <\/strong>Str 34, Dex 7, Con 30, Int 3, Wis 15, Cha 13 <\/td> <\/tr>
Skills: <\/strong>Hide +3*, Listen +8, Move Silently +11, Spot +9, Survival +15*\r
<\/td> <\/tr>
Feats: <\/strong>Improved Initiative, Improved Sunder, Multiattack, Power Attack, Track (B)\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any cold<\/td> <\/tr>
Organization: <\/strong>Solitary, pair, or trio<\/td> <\/tr>
Challenge Rating: <\/strong>9<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
Advancement: <\/strong>11-20 HD (Huge), 21-30 HD (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A massive statue, easily 20 feet tall and sculpted from gray-green, weathered stone, crashes into view. Its two arms end in fierce claws, and its mouth is a snapping, hooked beak. Its eyes glow a hellish red. It leaves a great swath of decimated trees and smashed undergrowth in its wake.<\/i>\r

Mara are strange entities, formed when demonic entities from the Abyss find their way into monolithic statues on the Material Plane.\r

Also known as \"great walkers\", mara are cruel entities with unusual ties to both demons and fey. Their actual origins are unknown, but mara are subservient to demons and other chaotic evil outsiders, and can detect the presence of such fiends. They also have strange ties to the natural world.\r

When chaotic evil fiends are detected, a mara generally seeks them out and offers its services. The orders of the most powerful fiend are always followed first. Demons generally task mara to hunt down specific creatures and either subdue or slay them. They generally tranfer a mental picture of the quarry through telepathy to the mara, who then does everything in its power to complete its mission.\r

When struck by sunlight, a mara's spirit essentially is banished from its body, leaving behind the empty shell of the great stone statue until conditions are favorable for its return. As a result, mara are mostly nocturnal, although occasional rampages occur during overcast, foggy, or stormy days. Mara sense the coming of daylight, and quickly seek concealment in dark caves, abandoned ruins, or even deep ponds or other darkened bodies of water.\r

A mara stands 20 feet tall or more and weighs 15 tons.\r

Mara speak their own language, a series of bird-like cries, whistles, and calls. They also understand Abyssal. \r

COMBAT\r

Mara are fearless hunters, tracking by scent, crushing, ripping, and tearing apart obstacles until its quarry is found.\r

Demonsense (Su):<\/b> A mara continuously can detect the presence of chaotic evil outsiders within 1 mile. This otherwise functions as a detect evil<\/i> spell (caster level 20th).\r

Double Damage against Objects (Ex):<\/b> A mara that makes a full attack against an object or structure deals double damage.\r

Maul (Ex):<\/b> A mara that hits an opponent with both claw attacks immediately hits with its subsequent bite attack.\r

Sunlight Vulnerability (Su):<\/b> A mara exposed to natural sunlight is permanently paralyzed. Each week thereafter, during periods of darkness, the mara may attempt a DC 20 Will save could to end the paralysis.\r

Trample (Ex):<\/b> Reflex half DC 25. The save DC is Strength-based.\r

Unstoppable (Ex):<\/b> A mara's movement is never penalized by terrain features.\r

Skills:<\/b> *A mara has a +4 racial bonus on Survival checks when tracking by scent. A mara has a +8 racial bonus on Hide checks made in rocky terrain.<\/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":"Outsider","alignment":"Always chaotic evil","environment":"Any cold"},{"name":"Maramet, the Undead King","type":"Undead","ch":20,"challenge_rating":" 20 \u00a0","id":6121,"reference":"Usergen","full_text":"

Maramet, the Undead King <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 18d12+54\u00a0(171 hp)<\/td> <\/tr>
Initiative: <\/strong> +8<\/td> <\/tr>
Speed:<\/strong> 30 ft. (8 squares)<\/td> <\/tr>
Armor Class: <\/strong> 37 (+3 Dex, +6 natural, +2 deflection, +9 +5 improved electricity resistance breastplate<\/i>, +7 +5 bashing heavy steel shield<\/i>), touch 16, flat-footed 34<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+18\/+25<\/td> <\/tr>
Attack: <\/strong>+2 shocking burst longsword<\/i> +29 melee (1d8+13\/17-20 plus 1d6 electricity [and 1d10 on a critical hit] plus disease plus rustblade) or +5 bashing heavy steel shield<\/i> +26 melee (1d8+8 plus disease plus rustblade)<\/td> <\/tr>
Full Attack: <\/strong>+2 shocking burst longsword<\/i> +29\/+24\/+19\/+14 melee (1d8+13\/17-20 plus 1d6 electricity [and 1d10 on a critical hit] plus disease plus rustblade); or +2 shocking burst longsword<\/i> +27\/+22\/+17\/+12 melee (1d8+13\/17-20 plus 1d6 electricity [and 1d10 on a critical hit] plus disease plus rustblade) and +5 bashing heavy steel shield<\/i> +24\/+22 melee (1d8+8 plus disease plus rustblade)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Disease, martial training, rustblade<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 15\/bludgeoning and magic, darkvision 60 ft., resistance to electricity 30 (from breastplate), resistance to positive energy 15, spell resistance 31, +6 turn resistance, undead traits<\/td> <\/tr>
Saves: <\/strong>Fort +6, Ref +10, Will +12 <\/td> <\/tr>
Abilities: <\/strong>Str 24, Dex 18, Con \u00c2\u0097, Int 13, Wis 12, Cha 17 <\/td> <\/tr>
Skills: <\/strong>Climb +25, Diplomacy +5, Intimidate +24, Listen +22, Sense Motive +22, Spot +22 (includes -3 armor check penalty)<\/td> <\/tr>
Feats: <\/strong>Cleave, Combat Expertise, Dodge, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Improved Critical (longsword), Improved Initiative, Improved Shield Bash, Improved Sunder, Improved Two-Weapon Fighting, Knock Down (B), Mobility, Power Attack, Spring Attack, Stand Still (B), Two-Weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Underground<\/td> <\/tr>
Organization: <\/strong>Solitary or honor guard (Maramet plus 2d6 spectres and 1d4 dread wraiths)<\/td> <\/tr>
Challenge Rating: <\/strong>20<\/td> <\/tr>
Treasure: <\/strong>Double standard (includes +5 improved electricity resistance breastplate, +5 bashing heavy steel shield, +2 shocking burst longsword, amulet of natural armor +2, ring of protection +2<\/i>)<\/td> <\/tr>
Alignment: <\/strong>Chaotic neutral<\/td> <\/tr>
Advancement: <\/strong>By character class<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The being before you was clearly a member of royalty, for he wears regal finery and a golden crown upon his head. He is also clearly undead, for his body is decomposed, his clothes are rotten and tattered, his crown and armor dented, and his sword and shield are covered in rust.<\/i>\r

Maramet was once Vestland\u00c2\u0092s last High King, but he was turned into a unique undead creature by the high priest of Gyl Erid, Axemines, to serve as a guardian of the Eridian crypt.\r

Maramet is 6 feet tall and weighs 175 pounds. \r

Maramet speaks Common and Draconic.\r

COMBAT\r

Maramet supernaturally spread rust through any weapons he wields (including his shield). Besides the obvious effects upon metal weapons and armor he strikes, this rust also spreads a blood-poisoning disease. In battle, Maramet fights much like a high-level fighter, calling upon his honor guard of dread wraiths and spectres to fight by his side.\r

Disease (Ex):<\/b> Red ache<\/i>\u00c2\u0097injury, Fortitude DC 22, incubation period 1d3 days, damage 1d6 Str. The save DC is Charisma-based.\r

Martial Training (Ex):<\/b> Maramet was an 18th-level fighter in life. As a result, he retains the base attack bonus of a fighter of his level, and gains bonus feats and meets feat prerequisites as an 18th-level fighter. \r

Rustblade (Su):<\/b> Any weapon wielded by Maramet takes on a rusted appearance. If Maramet makes a successful touch attack with this weapon aganist a metal object, it causes the target metal to corrode, falling to pieces and becoming useless immediately. This can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 22 Reflex save or be dissolved. The save DC is Charisma-based and includes a +4 racial bonus.\r

Unholy Toughness (Ex):<\/b> Maramet has a bonus to his hit points equal to his Charisma modifier x its Hit Dice.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1987 Wizards of the Coast, Inc.
Originally found in X13 - Crown of Ancient Glory<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Chaotic neutral","environment":"Underground"},{"name":"Margoyle","type":"Magical Beast","ch":5,"challenge_rating":" 05 \u00a0","id":6122,"reference":"Usergen","full_text":"

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

Medium-Size Magical Beast<\/h2> <\/td> <\/tr>

Hit Dice:<\/span><\/b> 6d10+24 (51 hp)<\/span><\/p> <\/td> <\/tr>

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

Speed:<\/span><\/b> 45 ft., fly 80 ft. (average)<\/span><\/p> <\/td> <\/tr>

AC:<\/span><\/b> 18 (+2 Dex, +6 natural)<\/span><\/p> <\/td> <\/tr>

Attacks:<\/span><\/b> 2 claws +8 melee, bite +6 melee, gore +6 melee<\/span><\/p> <\/td> <\/tr>

Damage:<\/span><\/b> Claw 1d6+1 melee, bite 1d8, gore 1d8<\/span><\/p> <\/td> <\/tr>

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

Special Qualities:<\/span><\/b> Damage reduction 15\/+1, freeze, darkvision 60 ft., low-light vision<\/span><\/p> <\/td> <\/tr>

Saves:<\/span><\/b> Fort +9, Ref +7, Will +3<\/span><\/p> <\/td> <\/tr>

Abilities:<\/span><\/b> Str 13, Dex 15, Con 19, Int 8, Wis 12, Cha 8<\/span><\/p> <\/td> <\/tr>

Skills:<\/span><\/b> Hide +7*, Listen +6, Spot +8<\/span><\/p> <\/td> <\/tr>

Feats:<\/span><\/b> Multiattack, Weapon Finesse (claw, bite, gore)<\/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, pair, or wing (1-2 margoyles and 4-6 gargoyles)
Challenge Rating:<\/b> 5<\/span><\/p> <\/td> <\/tr>

Treasure:<\/span><\/b> Standard coins; standard goods; double items<\/span><\/p> <\/td> <\/tr>

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

Advancement:<\/span><\/b> 7-9 HD (Medium-size); 10-18 HD (Large)<\/span><\/p> <\/td> <\/tr>

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

Margoyles are stronger, bigger, and more horrid form of gargoyle. They are found mainly in caves and caverns.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Margoyles speak Common and Terran.<\/span><\/p> <\/td> <\/tr>

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

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

Margoyles either remain still, then suddenly attack, or dive into their prey.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Freeze (Ex):<\/b> A margoyle can hold itself so still it appears to be a statue. An observer must succeed at a Spot check (DC 20) to notice the margoyle is really alive.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Skills:<\/b> *Margoyles receive a +8 racial bonus to Hide checks when concealed against a background of unworked stone (such as is found in caverns and caves).<\/span><\/p> <\/td> <\/tr>

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

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

The Margoyle first appeared in module S4 (Gary Gygax, 1982). It was called the Marlgoyle in S4. Note the extra \u0093l\u0094.<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Magical Beast","alignment":"Any","environment":"Any land and underground"},{"name":"Marl","type":"Aberration","ch":7,"challenge_rating":" 7 \u00a0","id":6123,"reference":"Usergen","full_text":"

Marl <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Huge\u00a0Aberration \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 10d8+50\u00a0(95 hp)<\/td> <\/tr>
Initiative: <\/strong> +6<\/td> <\/tr>
Speed:<\/strong> 20 ft. (4 squares), swim 60 ft.<\/td> <\/tr>
Armor Class: <\/strong> 22 (-2 size, +2 Dex, +12 natural), touch 10, flat-footed 20<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+7\/+24<\/td> <\/tr>
Attack: <\/strong>Sickle +14 melee (2d6+9) or slam +14 melee (1d6+9) \r
<\/td> <\/tr>
Full Attack: <\/strong>Sickle +14\/+9 melee (2d6+9) and 7 sickles +14 melee (2d6+4) or 8 slams +14 melee (1d6+9) \r
<\/td> <\/tr>
Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Improved grab, constrict 2d8+9\r
<\/td> <\/tr>
Special Qualities: <\/strong>Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities\r
<\/td> <\/tr>
Saves: <\/strong>Fort +8, Ref +5, Will +8 <\/td> <\/tr>
Abilities: <\/strong>Str 28, Dex 15, Con 20, Int 11, Wis 13, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Hide +3*, Listen +7, Move Silently +11, Spot +7, Swim +17\r
<\/td> <\/tr>
Feats: <\/strong>Improved Initiative, Multiweapon Fighting (B), Power Attack, Reckless Offensive, Stealthy\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate and warm marshes<\/td> <\/tr>
Organization: <\/strong>Solitary or company (1 plus 3-20 humanoid fighters of 3rd to 5th level)<\/td> <\/tr>
Challenge Rating: <\/strong>7<\/td> <\/tr>
Treasure: <\/strong>Standard coins, no goods or items<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>11-20 HD (Huge); 21-30 HD (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This massive, serpentine creature has four sets of arms ending in humanoid hands. Its body is covered in fine brown scales, while its underbelly is white. Its snakelike head is hooded like that of a cobra.<\/i>\r

Marls, also called \"slime devils\", are reptilian creatures found in swamps, along rivers, and other wetlands. Marls often serve as guardians or mercenaries, especially for snake-like creatures such as yuan-ti or ophidians. These creatures are rumored to have been created through magical experimentation, possibly by yuan-ti.\r

Marls live only to hunt and to lie in the warmth of the sun. Marls are strict carnivores, feeding primarily on water fowl and mammals smaller than themselves. Though a few of them might be found in the same area, they have little commerce with one another, except during mating. Marls mate in the late winter, producing eggs about three months later. The eggs hatch after another five months, producing cobra-like snakes about two feet long. Over the next two years, these young grow rapidly; their arms begin to grow after about a year. \r

Marls adapt readily to other societies. When hired as mercenaries they are usually paid in food and shiny trinkets. They learn rapidly, sometimes even exhibiting strong talents for artistic endeavors. \r

A typical marl is 40 feet long and weighs between 4,000 and 5,000 pounds. These creatures are usually brown, with white underbellies, though those that live in especially verdant swamp often have green splotches. Their arms have the same colors as their bodies, and are covered in fine scales. Marls have a lifespan of up to 20 years.\r

Marls speak Common and Draconic.\r

COMBAT\r

Marls are very aggressive. They typically float in water until prey gets close, then strike from ambush. Marls become frenzied at the sight of any type of bird, attacking without tactics until all birds in sight are dead, or until slain themselves.\r

Constrict (Ex):<\/b> A marl deals 2d8+9 points of damage with a successful grapple check.\r

Improved Grab (Ex):<\/b> To use this ability, a marl 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

Skills:<\/b> A marl 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 marl gains a +4 racial bonus on Hide checks when in the water. Further, a marl can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.\r

Feats:<\/b> In combination with its natural abilities, a marl's Multiweapon Fighting feat allows it to attack with all its arms at no penalty.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1995 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Annual Volume Two<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Usually neutral","environment":"Temperate and warm marshes"},{"name":"Marmoset (Giant)","type":"Animal","ch":1,"challenge_rating":" 01 \u00a0","id":6124,"reference":"Usergen","full_text":"

MARMOSET, Giant<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

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

Hit Dice:<\/b> 3d8+3 (13 hp)<\/p> <\/td> <\/tr>

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

Speed:<\/b> 40 ft, climb 30 ft<\/p> <\/td> <\/tr>

AC:<\/b> 15 (+2 Dex, +3 natural)<\/p> <\/td> <\/tr>

Attacks:<\/b> 2 claws +2 melee; or bite +2 melee; or tail +2 melee<\/p> <\/td> <\/tr>

Damage:<\/b> Claw 1d6; or bite 1d8; or tail 1d4<\/p> <\/td> <\/tr>

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

Saves:<\/b> Fort +1, Ref +2, Will +0<\/p> <\/td> <\/tr>

Abilities:<\/b> Str 11, Dex 15, Con 13, Int 3, Wis 11, Cha 11<\/p> <\/td> <\/tr>

Skills: <\/b>Climb +11, Hide +5, Listen +3, Move Silently +5, Spot +3<\/p> <\/div> <\/td> <\/tr>

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

Climate\/Terrain:<\/b> Warm forest<\/p> <\/td> <\/tr>

Organization:<\/b> Pack (2\u00968)
Challenge Rating:<\/b> 1<\/p> <\/td> <\/tr>

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

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

Advancement:<\/b> 4\u00969 HD (Medium\u0096size)<\/p> <\/td> <\/tr>

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

These ferocious monkeys roam the jungles freely and unopposed, for they are fierce and cunning fighters.\u00a0 <\/p> <\/td> <\/tr>

\u00a0\u00a0 They travel in large family groups; the males outnumber the females and every female will have at least one young with her. If a young marmoset monkey can be caught and trained, it will make an excellent guard. Some marmosets grow large enough for a halfling to comfortably ride, and some halflings living in jungles have been seen riding them into battle.<\/p> <\/td> <\/tr>

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

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

Though their natural weapons cause a great deal of damage, they often prefer to throw large stones from the side of a cliff down onto their prey.\u00a0 If fighting on the ground, they will also use their furry tail spike in battle, but if in the trees, they will hang from their tails and use their bite and claws instead.<\/p> <\/td> <\/tr>

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

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

The Giant Marmoset first appeared in module B3 (Jean Wells, 1981).<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Animal","alignment":" Always neutral","environment":" Warm forest"},{"name":"Marrella","type":"Vermin","ch":4,"challenge_rating":" 4 \u00a0","id":6125,"reference":"Usergen","full_text":"

Marrella <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Vermin \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 8d8+24\u00a0(60 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 18 (-1 size, +9 natural), touch 9, flat-footed 18<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+6\/+16<\/td> <\/tr>
Attack: <\/strong>Whip +11 melee (1d6+6) or slam +6 melee (1d8+3)<\/td> <\/tr>
Full Attack: <\/strong>2 whips +11 melee (1d6+6) or slam +6 melee (1d8+3)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft. (10 ft. with whip)<\/td> <\/tr>
Special Attacks: <\/strong>Powerful charge<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., vermin traits, water dependency<\/td> <\/tr>
Saves: <\/strong>Fort +9, Ref +2, Will +2 <\/td> <\/tr>
Abilities: <\/strong>Str 23, Dex 10, Con 17, Int \u00c2\u0097, Wis 10, Cha 2 <\/td> <\/tr>
Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any aquatic<\/td> <\/tr>
Organization: <\/strong>Solitary, cluster (2-5) or mass (6-24)<\/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); 12-24 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This creature resembles a cross between a trilobite and a centipede. Its head is a large, armored shield sporting two pairs of long rearward spikes. Two pairs of antennae protrude from the underside of its head. One pair of antennae are long whiplike organs, the other pair are short and stout. Its colorful body has an iridescent sheen. Each body segment has a pair of branched appendages, with a leglike lower branch and an upper feathery gill.<\/i>\r

Marrella is a prehistoric marine arthropod. It spends most of its time crawling across the muddy ocean floor looking for food. Marrella are primarily scavengers, but capture prey if given the chance. They can spend several hours at a time on dry land, and often leave the water to comb beaches for food or travel from one body of water to another.\r

A marrella is 12 feet long and weighs 2,000 pounds.\r

COMBAT<\/b>\r
A marrella starts combat by charging an opponent with a smashingly powerful slam, then lashes with its two whiplike antennae. Marrella never retreat, since they are too brainless to realize when they're losing a fight.\r

Powerful Charge (Ex):<\/b> When a marrella charges, its slam attack deals 2d8+12 points of damage and is treated as a primary natural weapon (+11 melee).\r

Water Dependent (Ex):<\/b> Marrella can survive out of the water for 1 hour per 4 points of Constitution (after that, refer to the drowning rules).\r

Skills:<\/b> A marrella has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1994 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #204<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Marsh Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":6126,"reference":"Usergen","full_text":"

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


<\/td> <\/tr>
Dragon ()<\/strong><\/td> <\/tr>
Environment: <\/strong>Any swamp or underground<\/td> <\/tr>
Organization: <\/strong>Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2\u00c2\u00965); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, 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>Double standard<\/td> <\/tr>
Alignment: <\/strong>Always neutral evil<\/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>

Marsh 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>12<\/font><\/td>10<\/font><\/td>13<\/font><\/td>12<\/font><\/td>11<\/font><\/td>6<\/font><\/td>+3\/-4<\/font><\/td>+6<\/font><\/td>+4<\/font><\/td>+3<\/font><\/td>+3<\/font><\/td>1d6\u00a0(12)<\/font><\/td>-<\/font><\/td><\/tr>
Very Young<\/font><\/td>S<\/font><\/td>6d12+6\u00a0(45)<\/font><\/td>14<\/font><\/td>10<\/font><\/td>13<\/font><\/td>12<\/font><\/td>11<\/font><\/td>6<\/font><\/td>+6\/+4<\/font><\/td>+9<\/font><\/td>+6<\/font><\/td>+5<\/font><\/td>+5<\/font><\/td>2d6\u00a0(14)<\/font><\/td>-<\/font><\/td><\/tr>
Young<\/font><\/td>M<\/font><\/td>9d12+18\u00a0(76)<\/font><\/td>16<\/font><\/td>10<\/font><\/td>15<\/font><\/td>14<\/font><\/td>11<\/font><\/td>6<\/font><\/td>+9\/+12<\/font><\/td>+12<\/font><\/td>+8<\/font><\/td>+6<\/font><\/td>+6<\/font><\/td>3d6\u00a0(16)<\/font><\/td>-<\/font><\/td><\/tr>
Juvenile<\/font><\/td>M<\/font><\/td>12d12+24\u00a0(102)<\/font><\/td>18<\/font><\/td>10<\/font><\/td>15<\/font><\/td>14<\/font><\/td>11<\/font><\/td>8<\/font><\/td>+12\/+16<\/font><\/td>+16<\/font><\/td>+10<\/font><\/td>+8<\/font><\/td>+8<\/font><\/td>4d6\u00a0(18)<\/font><\/td>-<\/font><\/td><\/tr>
Young Adult<\/font><\/td>L<\/font><\/td>15d12+45\u00a0(142)<\/font><\/td>20<\/font><\/td>10<\/font><\/td>17<\/font><\/td>16<\/font><\/td>11<\/font><\/td>10<\/font><\/td>+15\/+24<\/font><\/td>+19<\/font><\/td>+12<\/font><\/td>+9<\/font><\/td>+9<\/font><\/td>5d6\u00a0(20)<\/font><\/td>17<\/font><\/td><\/tr>
Adult<\/font><\/td>L<\/font><\/td>18d12+72\u00a0(189)<\/font><\/td>24<\/font><\/td>10<\/font><\/td>19<\/font><\/td>16<\/font><\/td>11<\/font><\/td>12<\/font><\/td>+18\/+29<\/font><\/td>+24<\/font><\/td>+15<\/font><\/td>+11<\/font><\/td>+11<\/font><\/td>6d6\u00a0(23)<\/font><\/td>20<\/font><\/td><\/tr>
Mature Adult<\/font><\/td>H<\/font><\/td>21d12+105\u00a0(241)<\/font><\/td>28<\/font><\/td>10<\/font><\/td>21<\/font><\/td>18<\/font><\/td>13<\/font><\/td>12<\/font><\/td>+21\/+38<\/font><\/td>+28<\/font><\/td>+17<\/font><\/td>+12<\/font><\/td>+13<\/font><\/td>7d6\u00a0(25)<\/font><\/td>21<\/font><\/td><\/tr>
Old<\/font><\/td>H<\/font><\/td>24d12+120\u00a0(276)<\/font><\/td>30<\/font><\/td>10<\/font><\/td>21<\/font><\/td>18<\/font><\/td>13<\/font><\/td>12<\/font><\/td>+24\/+42<\/font><\/td>+32<\/font><\/td>+19<\/font><\/td>+14<\/font><\/td>+15<\/font><\/td>8d6\u00a0(27)<\/font><\/td>23<\/font><\/td><\/tr>
Very Old<\/font><\/td>H<\/font><\/td>27d12+162\u00a0(337)<\/font><\/td>32<\/font><\/td>10<\/font><\/td>23<\/font><\/td>20<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+27\/+46<\/font><\/td>+36<\/font><\/td>+21<\/font><\/td>+15<\/font><\/td>+17<\/font><\/td>9d6\u00a0(29)<\/font><\/td>25<\/font><\/td><\/tr>
Ancient<\/font><\/td>H<\/font><\/td>30d12+180\u00a0(375)<\/font><\/td>34<\/font><\/td>10<\/font><\/td>23<\/font><\/td>20<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+30\/+50<\/font><\/td>+40<\/font><\/td>+23<\/font><\/td>+17<\/font><\/td>+19<\/font><\/td>10d6\u00a0(31)<\/font><\/td>27<\/font><\/td><\/tr>
Wyrm<\/font><\/td>G<\/font><\/td>33d12+231\u00a0(445)<\/font><\/td>36<\/font><\/td>10<\/font><\/td>25<\/font><\/td>22<\/font><\/td>15<\/font><\/td>16<\/font><\/td>+33\/+58<\/font><\/td>+42<\/font><\/td>+25<\/font><\/td>+18<\/font><\/td>+20<\/font><\/td>11d6\u00a0(33)<\/font><\/td>29<\/font><\/td><\/tr>
Great Wyrm<\/font><\/td>G<\/font><\/td>36d12+288\u00a0(522)<\/font><\/td>38<\/font><\/td>10<\/font><\/td>27<\/font><\/td>22<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+36\/+62<\/font><\/td>+46<\/font><\/td>+28<\/font><\/td>+20<\/font><\/td>+24<\/font><\/td>12d6\u00a0(36)<\/font><\/td>32<\/font><\/td><\/tr><\/table><\/td><\/tr>
\u00a0<\/td> <\/tr>

Marsh 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), swim 60 ft.<\/font><\/td>+0<\/font><\/td>14 (+2 size, +2 natural), touch 12, flat-footed 14<\/font><\/td>Immunity to disease and poison, spit, water breathing<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
Very Young<\/font><\/td>40 ft., fly 100 ft. (average), swim 60 ft.<\/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), swim 60 ft.<\/font><\/td>+0<\/font><\/td>18 (+8 natural), touch 10, flat-footed 18<\/font><\/td>-<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
Juvenile<\/font><\/td>40 ft., fly 150 ft. (poor), swim 60 ft.<\/font><\/td>+0<\/font><\/td>21 (+11 natural), touch 10, flat-footed 21<\/font><\/td>Doom<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
Young Adult<\/font><\/td>40 ft., fly 150 ft. (poor), swim 60 ft.<\/font><\/td>+0<\/font><\/td>23 (\u00c2\u00961 size, +14 natural),, touch 9, flat-footed 23<\/font><\/td>DR 5\/magic<\/font><\/td>-<\/font><\/td>16<\/font><\/td><\/tr>
Adult<\/font><\/td>40 ft., fly 150 ft. (poor), swim 60 ft.<\/font><\/td>+0<\/font><\/td>26 (\u00c2\u00961 size, +17 natural), touch 9, flat-footed 26<\/font><\/td>Contagion<\/font><\/td>1st<\/font><\/td>18<\/font><\/td><\/tr>
Mature Adult<\/font><\/td>40 ft., fly 150 ft. (poor), swim 60 ft.<\/font><\/td>+0<\/font><\/td>28 (\u00c2\u00962 size, +20 natural),, touch 8, flat-footed 28<\/font><\/td>DR 10\/magic<\/font><\/td>3rd<\/font><\/td>20<\/font><\/td><\/tr>
Old<\/font><\/td>40 ft., fly 150 ft. (poor), swim 60 ft.<\/font><\/td>+0<\/font><\/td>31 (\u00c2\u00962 size, +23 natural), touch 8, flat-footed 31<\/font><\/td>Stinking cloud<\/font><\/td>5th<\/font><\/td>21<\/font><\/td><\/tr>
Very Old<\/font><\/td>40 ft., fly 150 ft. (poor), swim 60 ft.<\/font><\/td>+0<\/font><\/td>34 (\u00c2\u00962 size, +26 natural), touch 8, flat-footed 34<\/font><\/td>DR 15\/magic<\/font><\/td>7th<\/font><\/td>23<\/font><\/td><\/tr>
Ancient<\/font><\/td>40 ft., fly 150 ft. (poor), swim 60 ft.<\/font><\/td>+0<\/font><\/td>37 (\u00c2\u00962 size, +29 natural), touch 8, flat-footed 37<\/font><\/td>Blight<\/font><\/td>9th<\/font><\/td>24<\/font><\/td><\/tr>
Wyrm<\/font><\/td>40 ft., fly 200 ft. (clumsy), swim 60 ft.<\/font><\/td>+0<\/font><\/td>38 (\u00c2\u00964 size, +32 natural), touch 6, flat-footed 38<\/font><\/td>DR 20\/magic<\/font><\/td>11th<\/font><\/td>25<\/font><\/td><\/tr>
Great Wyrm<\/font><\/td>40 ft., fly 200 ft. (clumsy), swim 60 ft.<\/font><\/td>+0<\/font><\/td>41 (\u00c2\u00964 size, +35 natural), touch 6, flat-footed 41<\/font><\/td>Cloudkill<\/font><\/td>13th<\/font><\/td>27<\/font><\/td><\/tr><\/table><\/td><\/tr>
\u00a0<\/td> <\/tr>
This squat dragon has webbed claws, a thick tail, and stumpy wings. Its entire body is covered in greenish-yellow warts. A small pair of horns protrudes from its forehead, and two small backswept frills give it the appearance of doglike ears. The smell of mud and rot in its presence is nearly overpowering.<\/i>\r

Marsh dragons (Draco Fatalus Plagues) are reclusive, avaricious dragons rumored to be the result of a union between Tiamat and Anthraxus. They revel in spreading mayhem and pestilence.\r

The scales of a marsh dragon range from yellow to orange-yellow to greenish-yellow. Rather than change color as they age, their scales change hue gradually to match their current habitat.\r

Marsh dragons lair in fetid swamps or dank underground caverns.\r

Marsh dragons tend to get along with black dragons. Despite having similar territories, the two dragons often have similar motives and mindsets.\r

Combat\r

A marsh dragon prefers to open combat with its breath weapon, then follow it with spells and spell-like abilities until it can employ its breath again. It enters melee combat only when forced to do so.\r

Breath Weapon (Su):<\/b> The marsh dragon's breath weapon is a cone of infectious vapor. A creature caught in the area of the breath takes the hit point damage indicated due to sudden exposure to numerous pathogens (Ref save half). In addition, it must make a Fort save or contract marsh fever.\r

Marsh Fever:<\/i> This is a supernatural inhaled disease with a 1 day incubation period which always originates from a marsh dragon. Each day, the victim must make a Fort save (of the same DC as the dragon's breath weapon) or take 1d6 hit points of damage per age category of the originating dragon. This disease can be cured only by the spells remove disease, heal,<\/i> or mass heal<\/i>. The caster must succeed at a caster level check with DC equal to 10 + the originating dragon's age category.\r

Marsh Move (Ex):<\/b> Swamp dragons take no movement penalties for moving in marshes or mud.\r

Other Spell-Like Abilities: 3\/day\u00c2\u0097contagion<\/i> (adult or older), doom<\/i> (juvenile or older), stinking cloud<\/i> (old or older); 1\/day\u00c2\u0097blight<\/i> (ancient or older), cloudkill<\/i>* (great wyrm).\r

*If you are using Player's Handbook II<\/i> in your campaign, replace cloudkill<\/i> with plague<\/i>.\r

Spit (Ex):<\/b> Once per day, a marsh dragon can spit acid at one creature as a ranged touch attack. A successful spit attack deals acid damage equal to its breath weapon and infects the target with marsh fever (no save).\r

Water Breathing (Ex):<\/b> A swamp dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.\r

Skills:<\/b> Hide, Survival, and Swim are considered class skills for swamp dragons.\r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1984 Wizards of the Coast, Inc.
Originally found in Imagine Magazine #15<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Always neutral evil","environment":"Any swamp or underground"},{"name":"Martian, High","type":"Humanoid","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6127,"reference":"Usergen","full_text":"

Martian, High <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 1d8+1\u00a0(5 hp)<\/td> <\/tr>
Initiative: <\/strong> +0q<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), fly 50 ft. (good)<\/td> <\/tr>
Armor Class: <\/strong> 10, touch 10, flat-footed 10<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+1\/+1<\/td> <\/tr>
Attack: <\/strong>Scimitar +1 melee (1d6\/18-20) or longbow +2 ranged (1d8\/x3)\r
<\/td> <\/tr>
Full Attack: <\/strong>Scimitar +1 melee (1d6\/18-20) and scimitar +1 melee (1d6\/18-20) or longbow +2 ranged (1d8\/x3)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>-<\/td> <\/tr>
Special Qualities: <\/strong>Flight, high martian traits, multidextrous<\/td> <\/tr>
Saves: <\/strong>Fort +2, Ref +1, Will +0 <\/td> <\/tr>
Abilities: <\/strong>Str 10, Dex 13, Con 13, Int 12, Wis 9, Cha 8 <\/td> <\/tr>
Skills: <\/strong>Climb +4, Intimidate +3, Jump +4\r
<\/td> <\/tr>
Feats: <\/strong>Multiweapon Fighting<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any mountains<\/td> <\/tr>
Organization: <\/strong>Solitary, patrol (2-8), clan (30-50 plus 10 3rd level barbarians), or monarchy (5-10 clans plus 1 8th level barbarian king)<\/td> <\/tr>
Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
Advancement: <\/strong>By character class<\/td> <\/tr>
Level Adjustment: <\/strong>+2<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This creature is basically humanoid, with a winglike membrane extending from its back to both arms. Its hands and feet are identical, ending in three toelike digits each. Thick black hair covers its head, back, and shoulders. It wears only a loincloth.<\/i>\r

Savage, mountain-dwelling raiders, high martians are the original humanoid race of their world. Their society consists of a number of families forming larger clans, which in turn join with other clans to follow a single monarch. This monarch is usually a warrior-king who has bested all other warriors to rise to his position of leadership.\r

High martians fly via a special lifting gland within their bodies. Their winglike membranes are used only for balance and manueverability. When a high martian dies, its lifting gland loses is properties, and thus cannot be used by another creature.\r

Although they are raiders, high martians occasionally trade with other cultures on their homeworld. Monarchs generally employ inerpreters when dealing with other cultures.\r

A typical high martian stands around 6 feet tall and weighs 120 pounds. \r

High martians speak their own language and most are intelligent enough to pick up at least one additional language.\r

The high martian warrior presented here had the following ability scores before racial adjustments: Str 10, Dex 13, Con 11, Int 12, Wis 9, Cha 8.\r

Combat\r

High martians prefer to attack in flight, utilizing fly-by attacks and higher altitude to their advantage. They are a slave-taking race, so they rarely kill their victims.\r

Flight (Ex):<\/b> A high martian possesses a lifting gland that allows it to fly at a speed of 50 feet with good maneuverability. This buoyancy also grants it a permanent feather fall<\/i> effect (as the spell) with personal range.\r

Multidextrous (Ex):<\/b> A high martian's hands and feet are three-toed, and it can use them equally well. It may wield a weapon in each hand or foot, and can wield a two-handed weapon in either both hands or both feet (but not one hand and one foot). In combination with its natural abilities, a high martian's Multiweapon Fighting feat allows it to attack with all its limbs at no penalty.\r

High Martians As Characters<\/b>\r

Most high martians are warriors, and most leaders are barbarians. High martian clerics worship Ares. A high martian cleric has access to two of the following domains: Chaos, Evil, Strength, War.\r

High martian characters possess the following racial traits.\r

  • +2 Constitution.\r
    <\/li>
  • Medium size.\r
    <\/li>
  • A high martian's base land speed is 30 feet.\r
    <\/li>
  • Special Qualities (See Above): Flight, multidextrous.\r
    <\/li>
  • Automatic Languages: High Martian. Bonus Languages: Common, Draconic, Koline.\r
    <\/li>
  • Favored Class: Barbarian.\r
    <\/li>
  • Level adjustment +2. \r
    <\/li><\/ul>

    Canal Martians<\/b>\r

    Canal martians dwell in canal cities. Their once-great civilization is now in decline. Canal martians are taller than high martians (about 7 feet tall) and their skin is lighter in coloration. They lack the lifting gland and grasping feet of their high cousins. Canal martians dress in a manner similar to ancient Egyptian civilizations.\r

    Canal martian characters possess the following racial traits.\r

    • +2 Constitution.\r
      <\/li>
    • Medium size.\r
      <\/li>
    • A canal martian's base land speed is 30 feet.\r
      Automatic Languages: High Martian. Bonus Languages: Common, Draconic, High Oenotrian, Parhooni, Koline, Umbran.\r
      <\/li>
    • Favored Class: Fighter.\r
      <\/li>
    • Level adjustment +0. \r
      <\/li><\/ul>

      Hill Martians<\/b>\r

      Hill martians are similar to canal martians, but they live in the wilderness and frontiers, and dress in primitive clothing. Hill martians have darker skin and their bodies are covered in black, brown, or deep red hair.\r

      Hill martian characters possess the same racial traits as canal martians, except their favored class is ranger.\r
      <\/td> <\/tr>
\u00a0<\/td> <\/tr>
1992 Wizards of the Coast, Inc.
Originally found in Polyhedron Magazine #74<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually neutral evil","environment":"Any mountains"},{"name":"Maschin-I-Bozorg","type":"Construct","ch":3,"challenge_rating":" 03 \u00a0","id":6128,"reference":"Usergen","full_text":"

Maschin-I-Bozorg <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Small\u00a0Construct \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 4d10+10\u00a0(32 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 20 ft (4 squares)<\/td> <\/tr>
Armor Class: <\/strong> 19 (+1 size, +1 Dex, +7 natural), touch 12, flat-footed 18<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/-1<\/td> <\/tr>
Attack: <\/strong>Dart +5 ranged (1d3 plus gas)<\/td> <\/tr>
Full Attack: <\/strong>2 darts +5 ranged (1d3 plus gas)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
Special Attacks: <\/strong>Crush, power surge, stun darts, vapor jets<\/td> <\/tr>
Special Qualities: <\/strong>Construct traits, darkvision 60 ft, helplessness, immunity to cold, electricity, and fire, low-light vision<\/td> <\/tr>
Saves: <\/strong>Fort +1, Ref +2, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 10, Dex 12, Con ---, Int ---, Wis 11, Cha 1 <\/td> <\/tr>
Skills: <\/strong>---<\/td> <\/tr>
Feats: <\/strong>---<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Underground<\/td> <\/tr>
Organization: <\/strong>Assembly line (1-8 small bozorgs; 50% chance of 1-6 medium bozorgs; 50% chance of 1-6 large bozorgs)<\/td> <\/tr>
Challenge Rating: <\/strong>03<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>5-7 HD (Small)<\/td> <\/tr>
Level Adjustment: <\/strong>---<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This appears to be a low, metallic oval dome. Its surface is broken only by a series small slits, and two nozzles on opposite ends of the dome which puff out plumes of steam. A multitude of small wheels protrude from its underside, providing a means of propulsion.<\/i>\r

The maschin-i-bozorg is a diabolical machine created by the kagu-svirfnebli, a group of svirfneblin smiths that had turned to evil. These svirneblin discovered a prophecy which would lead to the creation of the greatest of all gems, and they secluded themselves from the rest of their kind. In their long years of isolation, the kagu-svirfnebli devoted themselves to the creation of machines such as the maschin-i-bozorg, the construction, animation, and control of which remain secrets. The kagu-svirfnebli mainly use the bozorgs as guardians.\r

A bozorg can easily move over any smooth surface at an angle of less than 45 degrees. A bozorg is completely immobilized by soft ground, which clogs up the wheels. A bozorg can pull in its wheels to appear as a stationary object.\r

A Small bozorg is 4 feet in diameter, and weighs 100 pounds\r

COMBAT<\/b>\r
Bozorgs have no appendages and can thus make no melee attacks, but are geared towards ranged combat. A bozorg will use its vapor jets at any opportunity that allows it to catch as many victims as possible. The svirfneblins that created the bozorgs fitted them with the same sort of stun darts that they use (see Races of Faerun), and must manually reload the darts for them when used up. The larger bozorgs carry bigger darts which contain more poison, making them more potent.\r

Crush (Ex)<\/b>: A bozorg can roll over a prone or helpless creature of up to one size larger than itself as a standard action, using its weight to crush the opponent. The victim must succeed on a DC 12 Reflex save or be pinned, automatically taking 1d4 points of bludgeoning damage. The save DC is Strength-based. Thereafter, if the bozorg chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round. A bozorg can use its other attack forms as normal while conducting a grapple.\r

Power Surge (Ex)<\/b>: When killed, a bozorg's power supply begins to overload, rapidly heating its outer shell and dealing 1d8 points of fire damage to anyone within 10 ft (Reflex DC 12 half). The following round, the power source harmlessly implodes and cools down, becoming completely useless. The save DC is Constitution-based.\r

Stun Darts (Ex)<\/b>: A bozorg may fire a number of hollow darts that release a small puff of poison gas upon hitting a target. The victim must succeed on a DC 12 Fortitude save or be stunned for one round. After one round, the target must succeed on a DC 12 Fortitude save or be stunned for an additional 1d4 rounds. A bozorg carries 20 darts before it must be reloaded. A bozorg can fire other varieties of darts appropriate for its size.\r

Vapor Jets (Ex)<\/b>: A bozorg can fire two jets of searing steam, simultaneously, from its front and rear. Select one corner of the bozorg's square as normal for a cone; the second cone originates from the opposite corner. The vapor jets are 10-foot cones, and deal 2d4 points of fire damage (Reflex DC 12 half). The save DC is Constitution-based.\r

Helplessness (Ex)<\/b>: A maschin-i-bozorg that is flipped over becomes helpless. While flipped over, a bozorg cannot move, and loses its natural armor bonus. The bozorg is stuck until an ally flips it back over. A bozorg can be flipped with a successful trip attack (a bozorg receives a +4 to resist a trip because it is more stable than a normal humanoid), or if successfully pinned.\r


MEDIUM BOZORG\r
Medium Construct\r
Hit Dice<\/b>: 8d10+20 (64 hp) \r
Initiative<\/b>: +1\r
Speed<\/b>: 20 ft (4 squares)\r
Armor Class<\/b>: 21 (+1 Dex, +10 natural), touch 11, flat-footed 20\r
Base Attack\/Grapple<\/b>: +6\/+7\r
Attack<\/b>: Dart +7 ranged (1d4 plus gas)\r
Full Attack<\/b>: 4 darts +7 ranged (1d4 plus gas)\r
Space\/Reach<\/b>: 5 ft\/5 ft\r
Special Attacks<\/b>: Crush, power surge, stun darts, vapor jets\r
Special Qualities<\/b>: Construct traits, darkvision 60 ft, helplessness, immunity to cold, electricity, and fire, low-light vision\r
Saves<\/b>: Fort +2, Ref +3, Will +2\r
Abilities<\/b>: Str 13, Dex 12, Con ---, Int ---, Wis 11, Cha 1\r
Skills<\/b>: ---\r
Feats<\/b>: ---\r

Environment<\/b>: Underground\r
Organization<\/b>: Assembly line (1-8 small bozorgs; 50% chance of 1-6 medium bozorgs; 50% chance of 1-6 large bozorgs)\r
Challenge Rating<\/b>: 5\r
Treasure<\/b>: None\r
Alignment<\/b>: Always neutral\r
Advancement<\/b>: 9-11 HD (Medium)\r
Level Adjustment<\/b>: ---\r

A Medium bozorg is 8 feet in diameter, and weighs 250 pounds\r

COMBAT<\/b>\r
Crush (Ex)<\/b>: The save DC for a Medium bozorg's crush attack is 15, and the crush deals 1d8+1 points of bludgeoning damage.\r

Power Surge (Ex)<\/b>: The save DC for a Medium bozorg's power surge is 14.\r

Stun Darts (Ex)<\/b>: The save DC for a Medium bozorg's stun darts is 14. A Medium bozorg carries 40 darts before it must be reloaded.\r

Vapor Jets (Ex)<\/b>: The save DC for a Medium bozorg's vapor jets is 14. Each jet is a 20-foot cone that deals 3d4 points of fire damage.\r


LARGE BOZORG\r
Large Construct\r
Hit Dice<\/b>: 12d10+30 (96 hp) \r
Initiative<\/b>: +0\r
Speed<\/b>: 20 ft (4 squares)\r
Armor Class<\/b>: 23 (-1 size, +14 natural), touch 9, flat-footed 23\r
Base Attack\/Grapple<\/b>: +9\/+16\r
Attack<\/b>: Dart +8 ranged (1d6 plus gas)\r
Full Attack<\/b>: 8 darts +8 ranged (1d6 plus gas)\r
Space\/Reach<\/b>: 5 ft\/5 ft\r
Special Attacks<\/b>: Crush, power surge, stun darts, vapor jets\r
Special Qualities<\/b>: Construct traits, darkvision 60 ft, helplessness, immunity to cold, electricity, and fire, low-light vision\r
Saves<\/b>: Fort +4, Ref +4, Will +4\r
Abilities<\/b>: Str 16, Dex 10, Con ---, Int ---, Wis 11, Cha 1\r
Skills<\/b>: ---\r
Feats<\/b>: ---\r

Environment<\/b>: Underground\r
Organization<\/b>: Assembly line (1-8 small bozorgs; 50% chance of 1-6 medium bozorgs; 50% chance of 1-6 large bozorgs)\r
Challenge Rating<\/b>: 8\r
Treasure<\/b>: None\r
Alignment<\/b>: Always neutral\r
Advancement<\/b>: 13-15 HD (Large)\r
Level Adjustment<\/b>: ---\r

A Large bozorg is 12 feet in diameter, and weighs 500 pounds.\r

COMBAT<\/b>\r
Crush (Ex): The save DC for a Large bozorg's crush attack is 19, and the crush deals 2d6+3 points of bludgeoning damage.\r

Power Surge (Ex)<\/b>: The save DC for a Large bozorg's power surge is 16.\r

Stun Darts (Ex)<\/b>: The save DC for a Large bozorg's stun darts is 16. A Large bozorg carries 80 darts before it must be reloaded.\r

Vapor Jets (Ex)<\/b>: The save DC for a Large bozorg's vapor jets is 16. Each jet is a 30-foot cone that deals 4d4 points of fire damage.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1984 Wizards of the Coast, Inc.
Originally found in module UK4 \u00c2\u0096 When a Star Falls (1984, Graeme Morris).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Underground"},{"name":"Maskhi","type":"Monstrous Humanoid","ch":3,"challenge_rating":" 3 \u00a0","id":6129,"reference":"Usergen","full_text":"

Maskhi <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Monstrous Humanoid \t\t\t(Shapechanger)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 4d8+4\u00a0(22 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>+4\/+4<\/td> <\/tr>
Attack: <\/strong>Claw +4 melee (1d3) or shortspear +4 melee (1d6) or short bow +7 ranged (1d6\/x3)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +4 melee (1d3) or shortspear +4 melee (1d6) or short bow +7 ranged (1d6\/x3)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
Special Qualities: <\/strong>Alternate form, arboreal defense, boulder defense, darkvision 60 ft.<\/td> <\/tr>
Saves: <\/strong>Fort +5, Ref +7, Will +2 <\/td> <\/tr>
Abilities: <\/strong>Str 10, Dex 17, Con 13, Int 13, Wis 12, Cha 4 <\/td> <\/tr>
Skills: <\/strong>Disguise +14, Hide +8, Listen +5, Move Silently +8, Spot +5, Survial +5<\/td> <\/tr>
Feats: <\/strong>Improved Initiative, Stealthy, Track<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any<\/td> <\/tr>
Organization: <\/strong>Solitary, pair, hunting party (3-10), or tribe (20\u00c2\u009640 plus 1 lore mistress [5th-8th level druid] per 20 adults and 1 witch doctor [6th-9th level wizard] per 20 adults)<\/td> <\/tr>
Challenge Rating: <\/strong>3<\/td> <\/tr>
Treasure: <\/strong>No coins, standard goods, standard items<\/td> <\/tr>
Alignment: <\/strong>Usually chaotic neutral<\/td> <\/tr>
Advancement: <\/strong>By character class<\/td> <\/tr>
Level Adjustment: <\/strong>+4<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This lean, wiry humanoids has tan skin covered in a peachlike fuzz. Its humanlike face has elongated features, with wide, eyes. Blond, sun-bleached hair is tied back in a long flowing manes. Its six-fingered hands and six-toed feet end in talons.<\/i>\r

Maskhi are a race of shapeshifting humanoids found in tropical wilderness regions. These nomadic hunters have a great reverence for nature, and hunt only out of necessity, never for sport. For the most part, maskhi are xenophobic and fearful of civilization. They are generally peaceful, though, and occasionally trade with other races for metal weapons. If necessary, maskhi will tenaciously defend their domains against encroachment or defilement.\r

Maskhi dwell in loose tribes of up to forty members. Larger tribes are led by a lore mistress (druid) and a witch doctor (wizard). Maskhi hold no long-term commitment to others of their kind, and even mated pairs stay together only until the youngling masters its shapeshifting abilities. Afterwards, they seek new mates.\r

Maskhi form crude temporary shelters from animal skins streched over wooden frames. Their weapons are often primitive, made from wood and bone, and thus are prone to breaking in battle. Bone weapons have a -2 penalty on attacks and damage (minimum damage 1), have hardness 6 and 10 hit points per inch of thickness.\r

A maskhi is 5 to 6 feet tall and weighs 100 to 130 pounds. Skin coloration is generally a rich tan, and hair is universally sun-bleached blonde, generally braided or tied in flowing manes. Eye coloration varies from cerulean to green.\r

Maskhi speak their own language, although some have learned Common.\r

COMBAT\r

Maskhi generally set ambushes, assuming one of their other forms to catch prey unaware. Maskhi prefer to fight with manufactured weaopns, mainly spears, jambiyas, and shortbows, but can use their claws if unarmed. If forced to flee, maskhi generally assume animal form for greater mobility.\r

Alternate Form (Su):<\/b> A maskhi can assume an animal form at will. Each maskhi can assume only a single animal form of Diminutive to Small size; once chosen, it always assumes this same form. Assuming this form takes a standard action, while returning to its monstrous humanoid form is a free action. \r

Arboreal Defense (Ex):<\/b> A maskhi can change its shape to that of a single small tropical tree common to the region in which its tribe dwells. In this form, it gains damage reduction 10\/slashing and spell resistance equal to 5 + its Hit Dice, but it cannot move or make attacks. Assuming this form takes a standard action, while returning to its monstrous humanoid form is a free action. In this form, a maskhi mimics the smell and texture of an actual tree. Anyone who examines the maskhi can detect the ruse with a successful Spot check opposed by the maskhi's Disguise check. \r

Boulder Defense (Ex):<\/b> A maskhi can change its shape to a rocklike form of a single type (such as basalt, obsidian, quartz, or marble). In this form, it gains damage reduction 5\/- and spell resistance equal to 10 + its Hit Dice, but it cannot move or make attacks. Assuming this form takes a standard action, while returning to its monstrous humanoid form is a free action. In this form, a maskhi mimics the smell and texture of true stone. Anyone who examines the maskhi can detect the ruse with a successful Spot check opposed by the maskhi's Disguise check.\r

Skills:<\/b> A maskhi has a +8 racial bonus on Disguise 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":"Monstrous Humanoid","alignment":"Usually chaotic neutral","environment":"Any"},{"name":"Mason-Wasp, Giant","type":"Magical Beast","ch":6,"challenge_rating":" 6 \u00a0","id":6130,"reference":"Usergen","full_text":"

Mason-Wasp, Giant <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 6d10+30\u00a0(63 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, +4 natural), touch 13, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+6\/+13<\/td> <\/tr>
Attack: <\/strong>Bite +8 melee (1d8+3 plus 2d8 fire)<\/td> <\/tr>
Full Attack: <\/strong>Bite +8 melee (1d8+3 plus 2d8 fire) and sting +3 melee (1d4+1 plus poison)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Breath weapon, poison<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., immunity to fire, low-light vision<\/td> <\/tr>
Saves: <\/strong>Fort +10, Ref +9, Will +3 <\/td> <\/tr>
Abilities: <\/strong>Str 17, Dex 18, Con 21, Int 5, Wis 12, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Listen +11, Spot +16, Survival +1*\r
<\/td> <\/tr>
Feats: <\/strong>Alertness, Dodge, Flyby Attack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Warm plains and deserts<\/td> <\/tr>
Organization: <\/strong>Solitary or pair<\/td> <\/tr>
Challenge Rating: <\/strong>6<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Usually neutral good<\/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 exoskeleton of this man-sized wasp is a lustrous, jet black. Its front mandibles and mouth glow cherry red.<\/i>\r

Giant mason-wasps are massive wasps that are generally friendly to humanoids. They often serve as protectors of good-aligned creatures and adversaries of evil. They get their name from the female\u00c2\u0092s tendency to create large above-ground structures out of a mixture of dirt sand, and saliva called dhilva, which hardens into a rocklike substance.\r

Giant mason-wasps are often viewed as messengers of the gods and bringers of good fortune. It is considered very bad luck to kill a giant mason wasp. They rarely attack humanoids, preying mostly on the animals and evil monsters that roam the plains and deserts. Their arch-nemesis is the vishap, who break into their dens and consider the wasps' eggs a sugared delicacy. \r

Once a month, the female will seek a male and mate. The pair then hunt for a large animal or evil monster, paralyze it with their poison, and carry it back to the female\u00c2\u0092s den, where the victim is immobilized with more dhilva. The female then lays 1-3 eggs on the victim and seals the entrance to the den with dhilva. Upon hatching, the larvae consume the host, dissolve the dhilva with their own saliva, and fly away to establish their own hunting grounds and dens. Although giant mason-asps do not hoard treasure, some incidental treasure might be found in one's den.\r

Giant mason-wasps are 6 feet long with a wingspan of up to 12 feet. They weigh around 850 pounds on average. \r

COMBAT\r

If faced with a single opponent, a giant mason-wasp swoops down and grabs the victim with its legs. The wasp will then bite with its red-hot mandibles and attempt to impale the victim with its stinger. Against multiple opponents, a giant mason-wasp strafes with its fiery breath weapon.\r

Breath Weapon (Su):<\/b> 20-foot cone, once every 2d4 rounds, damage 5d6 fire, Reflex DC 18 half. The save DC is Constitution-based.\r

Poison (Ex):<\/b> Injury, Fortitude DC 18, initial damage 1d6 Dex, secondary damage paralysis for 1d3 days. The save DC is Constitution-based.\r

Skills:<\/b> Giant mason-wasps have a +4 racial bonus on Listen checks and a +8 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.<\/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":"Usually neutral good","environment":"Warm plains and deserts"},{"name":"Maztican Dragon (Tlalocoatl, Rain Dragon)","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":6131,"reference":"Usergen","full_text":"

Maztican Dragon (Tlalocoatl, Rain Dragon) <\/h1><\/td> <\/tr>


<\/td> <\/tr>
Dragon (Air)<\/strong><\/td> <\/tr>
Environment: <\/strong>Any tropical and 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<\/td> <\/tr>
Challenge Ratings: <\/strong>Wyrmling 3; very young 4; young 6; juvenile 8; young adult 10; adult 12; mature adult 15; old 17; very old 19; ancient 20; wyrm 21; great wyrm 23<\/td> <\/tr>
Treasure: <\/strong>Triple standard<\/td> <\/tr>
Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
Advancement: <\/strong>Wyrmling 5\u00c2\u00966 HD; very young 8\u00c2\u00969 HD; young 11\u00c2\u009612 HD; juvenile 14\u00c2\u009615 HD; young adult 17\u00c2\u009618 HD; adult 20\u00c2\u009621 HD; mature adult 23\u00c2\u009624 HD; old 26\u00c2\u009627 HD; very old 29\u00c2\u009630 HD; ancient 32\u00c2\u009633 HD; wyrm 35\u00c2\u009636 HD; great wyrm 38+ HD<\/td> <\/tr>
Level Adjustment: <\/strong>Wyrmling +2; very young +3; young +4; juvenile +4; others \u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr><\/table><\/td><\/tr>

Maztican Dragon (Tlalocoatl, Rain Dragon)s by Age<\/b><\/p>
Age<\/b><\/font><\/td>Size<\/b><\/font><\/td>Hit Dice (hp)<\/b><\/font><\/td>Str<\/b><\/font><\/td>Dex<\/b><\/font><\/td>Con<\/b><\/font><\/td>Int<\/b><\/font><\/td>Wis<\/b><\/font><\/td>Cha<\/b><\/font><\/td>Base Attack\/
Grapple<\/b><\/font><\/td>
Attack<\/b><\/font><\/td>Fort
Save<\/b><\/font><\/td>
Ref
Save<\/b><\/font><\/td>
Will
Save<\/b><\/font><\/td>
Breath
Weapon
(DC)<\/b><\/font><\/td>
Frightful
Presence
DC<\/b><\/font><\/td><\/tr>
Wyrmling<\/font><\/td>T<\/font><\/td>4d12+4\u00a0(30)<\/font><\/td>11<\/font><\/td>10<\/font><\/td>13<\/font><\/td>10<\/font><\/td>11<\/font><\/td>10<\/font><\/td>+4\/-4<\/font><\/td>+6<\/font><\/td>+5<\/font><\/td>+4<\/font><\/td>+4<\/font><\/td>2d6\u00a0(13)<\/font><\/td>-<\/font><\/td><\/tr>
Very Young<\/font><\/td>S<\/font><\/td>7d12+7\u00a0(52)<\/font><\/td>13<\/font><\/td>10<\/font><\/td>13<\/font><\/td>10<\/font><\/td>11<\/font><\/td>10<\/font><\/td>+7\/+4<\/font><\/td>+9<\/font><\/td>+6<\/font><\/td>+5<\/font><\/td>+5<\/font><\/td>4d6\u00a0(14)<\/font><\/td>-<\/font><\/td><\/tr>
Young<\/font><\/td>M<\/font><\/td>10d12+20\u00a0(80)<\/font><\/td>15<\/font><\/td>10<\/font><\/td>15<\/font><\/td>12<\/font><\/td>13<\/font><\/td>12<\/font><\/td>+10\/+12<\/font><\/td>+12<\/font><\/td>+9<\/font><\/td>+7<\/font><\/td>+8<\/font><\/td>6d6\u00a0(17)<\/font><\/td>-<\/font><\/td><\/tr>
Juvenile<\/font><\/td>M<\/font><\/td>13d12+26\u00a0(110)<\/font><\/td>17<\/font><\/td>10<\/font><\/td>15<\/font><\/td>12<\/font><\/td>13<\/font><\/td>12<\/font><\/td>+13\/+16<\/font><\/td>+16<\/font><\/td>+10<\/font><\/td>+8<\/font><\/td>+9<\/font><\/td>8d6\u00a0(18)<\/font><\/td>-<\/font><\/td><\/tr>
Young Adult<\/font><\/td>L<\/font><\/td>16d12+48\u00a0(152)<\/font><\/td>19<\/font><\/td>10<\/font><\/td>17<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+16\/+24<\/font><\/td>+19<\/font><\/td>+13<\/font><\/td>+10<\/font><\/td>+12<\/font><\/td>10d6\u00a0(21)<\/font><\/td>20<\/font><\/td><\/tr>
Adult<\/font><\/td>L<\/font><\/td>19d12+76\u00a0(199)<\/font><\/td>23<\/font><\/td>10<\/font><\/td>19<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+19\/+29<\/font><\/td>+24<\/font><\/td>+15<\/font><\/td>+11<\/font><\/td>+13<\/font><\/td>12d6\u00a0(23)<\/font><\/td>21<\/font><\/td><\/tr>
Mature Adult<\/font><\/td>H<\/font><\/td>22d12+110\u00a0(253)<\/font><\/td>27<\/font><\/td>10<\/font><\/td>21<\/font><\/td>16<\/font><\/td>17<\/font><\/td>16<\/font><\/td>+22\/+38<\/font><\/td>+28<\/font><\/td>+18<\/font><\/td>+13<\/font><\/td>+16<\/font><\/td>14d6\u00a0(26)<\/font><\/td>24<\/font><\/td><\/tr>
Old<\/font><\/td>H<\/font><\/td>25d12+125\u00a0(287)<\/font><\/td>29<\/font><\/td>10<\/font><\/td>21<\/font><\/td>16<\/font><\/td>17<\/font><\/td>16<\/font><\/td>+25\/+42<\/font><\/td>+32<\/font><\/td>+19<\/font><\/td>+14<\/font><\/td>+17<\/font><\/td>16d6\u00a0(27)<\/font><\/td>25<\/font><\/td><\/tr>
Very Old<\/font><\/td>H<\/font><\/td>28d12+168\u00a0(350)<\/font><\/td>31<\/font><\/td>10<\/font><\/td>23<\/font><\/td>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+28\/+46<\/font><\/td>+36<\/font><\/td>+22<\/font><\/td>+16<\/font><\/td>+20<\/font><\/td>18d6\u00a0(30)<\/font><\/td>28<\/font><\/td><\/tr>
Ancient<\/font><\/td>H<\/font><\/td>31d12+186\u00a0(387)<\/font><\/td>33<\/font><\/td>10<\/font><\/td>23<\/font><\/td>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+31\/+50<\/font><\/td>+40<\/font><\/td>+23<\/font><\/td>+17<\/font><\/td>+21<\/font><\/td>20d6\u00a0(31)<\/font><\/td>29<\/font><\/td><\/tr>
Wyrm<\/font><\/td>G<\/font><\/td>34d12+238\u00a0(459)<\/font><\/td>35<\/font><\/td>10<\/font><\/td>25<\/font><\/td>20<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+35\/+58<\/font><\/td>+42<\/font><\/td>+26<\/font><\/td>+19<\/font><\/td>+24<\/font><\/td>22d6\u00a0(34)<\/font><\/td>32<\/font><\/td><\/tr>
Great Wyrm<\/font><\/td>G<\/font><\/td>37d12+296\u00a0(536)<\/font><\/td>37<\/font><\/td>10<\/font><\/td>27<\/font><\/td>20<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+37\/+62<\/font><\/td>+46<\/font><\/td>+28<\/font><\/td>+20<\/font><\/td>+25<\/font><\/td>24d6\u00a0(36)<\/font><\/td>33<\/font><\/td><\/tr><\/table><\/td><\/tr>
\u00a0<\/td> <\/tr>

Maztican Dragon (Tlalocoatl, Rain 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>15 (+2 size, +3 natural), touch 12, flat-footed 15<\/font><\/td>Fly, immunity to acid and cold, multiple heads, poison<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
Very Young<\/font><\/td>40 ft., fly 100 ft. (good)<\/font><\/td>+0<\/font><\/td>17 (+1 size, +6 natural), touch 11, flat-footed 17<\/font><\/td>Water breathing<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
Young<\/font><\/td>40 ft., fly 150 ft. (average)<\/font><\/td>+0<\/font><\/td>19 (+9 natural), touch 10, flat-footed 19<\/font><\/td>Constrict, obscuring mist<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
Juvenile<\/font><\/td>40 ft., fly 150 ft. (average)<\/font><\/td>+0<\/font><\/td>22 (+12 natural), touch 10, flat-footed 22<\/font><\/td>Solid fog<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
Young Adult<\/font><\/td>40 ft., fly 150 ft. (average)<\/font><\/td>+0<\/font><\/td>24 (\u00c2\u00961 size, +15 natural), touch 9, flat-footed 24<\/font><\/td>DR 5\/magic<\/font><\/td>1st<\/font><\/td>18<\/font><\/td><\/tr>
Adult<\/font><\/td>40 ft., fly 150 ft. (average)<\/font><\/td>+0<\/font><\/td>27 (\u00c2\u00961 size, +18 natural), touch 9, flat-footed 27<\/font><\/td>Call lightning<\/font><\/td>3rd<\/font><\/td>20<\/font><\/td><\/tr>
Mature Adult<\/font><\/td>40 ft., fly 150 ft. (average)<\/font><\/td>+0<\/font><\/td>29 (\u00c2\u00962 size, +21 natural), touch 8, flat-footed 29<\/font><\/td>DR 10\/magic<\/font><\/td>5th<\/font><\/td>22<\/font><\/td><\/tr>
Old<\/font><\/td>40 ft., fly 150 ft. (average)<\/font><\/td>+0<\/font><\/td>32 (\u00c2\u00962 size, +24 natural), touch 8, flat-footed 32<\/font><\/td>Transmute rock to mud<\/font><\/td>7th<\/font><\/td>24<\/font><\/td><\/tr>
Very Old<\/font><\/td>40 ft., fly 150 ft. (average)<\/font><\/td>+0<\/font><\/td>35 (\u00c2\u00962 size, +27 natural), touch 8, flat-footed 35<\/font><\/td>DR 15\/magic<\/font><\/td>9th<\/font><\/td>25<\/font><\/td><\/tr>
Ancient<\/font><\/td>40 ft., fly 150 ft. (average)<\/font><\/td>+0<\/font><\/td>38 (\u00c2\u00962 size, +30 natural), touch 8, flat-footed 38<\/font><\/td>Control weather<\/font><\/td>11th<\/font><\/td>27<\/font><\/td><\/tr>
Wyrm<\/font><\/td>40 ft., fly 200 ft. (poor)<\/font><\/td>+0<\/font><\/td>39 (\u00c2\u00964 size, +33 natural), touch 6, flat-footed 39<\/font><\/td>DR 20\/magic<\/font><\/td>13th<\/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, +36 natural), touch 6, flat-footed 42<\/font><\/td>-<\/font><\/td>15th<\/font><\/td>30<\/font><\/td><\/tr><\/table><\/td><\/tr>
\u00a0<\/td> <\/tr>
*Can only cast cleric spells and those from the Air, Protection, and Water domains as arcane spells.\r

This serpentine creature is limbless, each end capped by head. One head resembles a that of a jaguar, but with reptilian features, while the other is like that of a great snake. The creature\\'s scales are turquoise, fading to sky blue on its underbelly.<\/i>\r

Tlalocoatls, also known as rain dragons or rain serpents, help dispense rain in Maztica. While the can be beneficent, particularly when appeased with offerings of food or valuables, they can also unleash floods or create droughts if they desire.\r

Rain dragons usually lair in caves in cloud-shrouded mountains. They are occasionally served by chacs.\r

Tlalocoatls possess both genders, and reproduce supernaturally when the Maztican god Azul grants permission to do so. Rain serpents mature slowly at first, then age rapidly in their twilight years, before passing away naturally at a maximum age of 676 years.\r

Rain dragons can subsits on anything, but consider cocoa beans, turquoise, and jade particular delicacies. They also enjoy the flesh of young animals or human children. Because they consume mass quantites of water, droughts often occur in areas they inhabit (unless they choose to remedy that situation). \r

Although not as greedy as most true dragons, rain dragons collect cocoa beans, copper blades, coral buds, jade, turquoise, and quills of gold dust. \r

Combat\r

Because a tlalocoatl has no claws, wings, or tail, its full attack action functions differently than most dragons. It never gains claw, wing, or tail slap attacks, and cannot make a tail sweep. Instead, it has multiple bite attacks and can make constrict attacks (see below).\r

Breath Weapon (Su):<\/b> A tlalocoatl\\'s serpent head has one type of breath weapon, a cone of ice crystals that deals half cold damage and half slashing damage. A tlalocoatl\\'s jaguar head has two types of breath weapons, a cone of scalding steam and a cone of cool fog. The scalding steam deals fire damage, while the cool fog does no damage. Both breath weapons function as a fog cloud spell for 1d4+4 rounds thereafter.\r

Each head may use its breath weapon only once every 1d4 rounds, but both heads may deliver their breath weapons in the same round. If used together in the same round, the breath weapons create rain in addition to their normal effects. This rain lasts for 1 round per age category and extends to a two-mile radius centered on the dragon.\r

Constrict (Ex):<\/b> A tlalocoatl of Medium size or larger deals damage with a successful grapple check. The amount of damage dealt depends upon the creature\\'s size, as indicated on the following chart. The tlalocoatl adds 1-1\/2 times its Strength bonus on damage rolls made to constrict.\r

Size \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Constrict Damage \r
Medium \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 1d8 \r
Large \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 2d8 \r
Huge \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 3d8 \r
Gargantuan \u00a0\u00a0\u00a0\u00a0\u00a0 4d8 \r
Colossal \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00c2\u00a06d8 \r

Fly (Su):<\/b> Though wingless, tlalocoatls can fly magically. The dragon can cease or resume flight as a free action.\r

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

Multiple Heads (Ex):<\/b> Each of a rain dragon\\'s two heads can take a standard action each round. Thus, each round it can take 2 standard actions and one move action or one full round action and one standard action. It adds its Strength modifier to damage for its snake head, and 1-1\/2 times its Strength modifier to damage with its jaguar head. Tlalocoatls can attack with both their heads at no penalty, even if they move or charge during the round. A tlalocoatl cannot use its extra standard action to perform a move-equivalent action.\r

Poison (Ex):<\/b> The bite attack from a rain dragon\\'s serpent head delivers a deadly poison. Initial damage and secondary damage are the same. Wyrmling to juvenile rain dragons\\' poison deals 1d4 points of Constitution damage, young adult to old deal 2d4 points of Constitution damage, and ancient or older deal 3d4 points of Constitution damage. Save DC equals breath weapon save DC.\r

Spell-Like Abilities:<\/b> 3\/day--water breathing<\/i> (very young and older); 2\/day--call lightning<\/i> (adult and older), obscuring mist<\/i> (young and older), solid fog<\/i> (juvenile and older); 1\/day--control weather<\/i> (ancient or older), transmute rock to mud<\/i> (old or older).\r

Spells:<\/b> A tlalocoatl casts spells as a sorcerer of the indicated level, but can only choose spells from the Cleric spell list, and from the Air, Protection, and Water domains.\r

Skills:<\/b> Spellcraft, Survival, and Swim are considered class skills for rain dragons. \r

Tlalocoatls and Tome of Magic<\/i><\/b>\r

If you use Tome of Magic<\/i> in your campaign, a tlalocoatl has Truespeak as a class skill instead of Spellcraft.\r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1991 Wizards of the Coast, Inc.
Originally found in Originally appeared in FMA-1, Fires of Zatal.\r<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Always lawful evil","environment":"Any tropical and mountains"},{"name":"Medrinia","type":"Dragon","ch":25,"challenge_rating":" 25 \u00a0","id":6132,"reference":"Usergen","full_text":"

Medrinia <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 39d12+450\u00a0(703)<\/td> <\/tr>
Initiative: <\/strong> +4<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares), swim 90 ft.<\/td> <\/tr>
Armor Class: <\/strong> 45 (\u00c2\u00968 size, +0 Dex, +43 natural), touch 2, flat-footed 45<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+39\/+71<\/td> <\/tr>
Attack: <\/strong>Bite +47 melee (4d8+16\/19-20)<\/td> <\/tr>
Full Attack: <\/strong>Bite +47 melee (4d8+16\/19-20) and 2 claws +45 melee (4d6+8) and 2 wings +45 melee (2d8+8) and tail slap +45 melee (4d6+24\/19-20 plus stun)<\/td> <\/tr>
Space\/Reach: <\/strong>30 ft.\/20 ft. (30 ft. with bite)<\/td> <\/tr>
Special Attacks: <\/strong>Breach, breath weapon, crush 4d8+24, frightful presence, rapture of the deep<\/i>, spell-like abilities, stun, summon aquatic creatures<\/i>, tail sweep 2d8+24<\/td> <\/tr>
Special Qualities: <\/strong>Blindsense 60 ft., damage reduction 20\/evil and magic, enhance water creature<\/i>, immunity to paralysis and sleep<\/i>, keen senses, sea sphere<\/i>, speak with aquatic animals, spell resistance 34, telepathy 100 ft.<\/td> <\/tr>
Saves: <\/strong>Fort +31, Ref +27, Will +29 <\/td> <\/tr>
Abilities: <\/strong>Str 43, Dex 10, Con 31, Int 25, Wis 26, Cha 25 <\/td> <\/tr>
Skills: <\/strong>Concentration +53, Diplomacy +54, Hide -16, Knowledge (arcana) +50, Knowledge (nature) +50, Knowledge (religion) +50, Knowledge (the planes) +50, Listen +51, Search +50, Sense Motive +53, Spellcraft +52, Spot +51, Survival +51 (+53 following tracks, +53 on other planes, +53 in aboveground natural environments), Swim +67<\/td> <\/tr>
Feats: <\/strong>Blind-Fight, Epic Reflexes, Epic Toughness (x2), Improved Critical (bite), Improved Critical (tail slap), Improved Initiative, Legendary Tracker, Lightning Reflexes, Multitattack, Negotiator, Power Attack, Snatch, Track<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Aquatic (Sea Reach)<\/td> <\/tr>
Organization: <\/strong>Solitary or troupe (1d4 sea drakes* and 1d2 dragon turtles)<\/td> <\/tr>
Challenge Rating: <\/strong>25<\/td> <\/tr>
Treasure: <\/strong>Triple standard<\/td> <\/tr>
Alignment: <\/strong>Always lawful good<\/td> <\/tr>
Advancement: <\/strong>-<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This colossal, sleek dragon has deep blue-green scales and sturdy wings. The membrane stretching between the cartilage in its wings is thick, allowing it to use them as powerful fins. Its wide tail ends in a crescent-shaped fluke.<\/i>\r

Medrinia is the representative of Bahamut to all aquatic dragons. She rules from her undersea palace - a magnificent structure made from coral, shells, and pearl - and protects good-aligned aquatic creatures. Medrinia is a sleek dragon with deep blue-green scales and sturdy wings. The membrane stretching between the cartilage in her wings is thick, allowing her to use them as powerful fins. Her wide tail also ends in a crescent-shaped fluke.\r

According to legend, Medrinia formed from a tear shed by Bahamut after the platinum dragon witnessed the carnage of the first battle between the draconic forces of good and those of the Chromatic Dragon. When Medrinia acts as Bahamut's representative, there is a 20% chance that she is accompanied by another emissary of Bahamut or even one of Bahamut's avatars.\r

Medrinia patrols the breadth and depth of the oceans in search of evil. She oversees a vast network of allied creatures - from dolphins and sea-horses to other aquatic dragons - that provides aid to its members in times of need.\r

Medrinia demonstrates compassion for good-aligned surface dwellers who find themselves threatened by the sea. Some even say that Medrinia sends out patrols of dolphins to rescue drowning sailors.\r

Medrinia's palace, Sea Reach, serves as haven for all good-aligned sea creatures in time of war.\r

Medrinia feeds upon vast amounts of fish and other simple aquatic creatures. Although she often fights other evil and powerful aquatic creatures - such as deepspawn, weresharks, morkoth, and especially sahuagin - Medrinia refuses to consume these evil creatures.\r

Medrinia is 120 feet long and weighs over 220 tons.\r

Medrinia speaks Draconic, Aquan and Celestial, and can communicate telepathically with any creature within 100 ft. that has a language and can speak with aquatic animals.\r

Combat\r

Though generally peaceful, Medrinia is quick to use her powers when one of her subjects is threatened.\r

Medrinia's natural weapons are treated as good-aligned magic weapons for the purpose of overcoming damage reduction.\r

Blindsense (Ex):<\/b> Medrinia can pinpoint creatures within a distance of 60 feet. Opponents Medrinia can't actually see still have total concealment against her.\r

Breach (Ex):<\/b> As a full-round action, Medrinia can use a powerful breach attack against sailing vessels. Sinking as deep as necessary, she arrows toward the surface at top speed, breaking the surface and launching herself completely out of the water. Once airborne, Medrinia tucks in her wings, rolls on her side, and smashes the offending vessel. This attack automatically capsizes ships under 60 feet long, and has a 35% chance to capsize one over 60 feet long.\r

Breath Weapon (Su):<\/b> Medrinia has one breath weapon, a 70-foot cone of force that deals 22d10 points of force damage, and like all force effects, her breath weapon affects ethereal creatures when Medrinia is on the Material Plane. A successful Reflex save (DC 39) halves the damage. The save DC is Constitution-based. Once Medrinia breathes, she must wait 1d4 rounds before using her breath weapon again.\r

Crush (Ex):<\/b> When flying or jumping, Medrinia 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+24 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if Medrinia chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.\r

Enhance Water Creature (Sp):<\/b> At will, Medrinia can enhance the abilities of a creature with the aquatic or water subtype by touching it. A creature with the aquatic subtype gains a +1 enhancement bonus to attack rolls, damage rolls, and saving throws for 1d4 rounds. Creatures with the water subtype gain all of these benefits, and additionally gain temporary hit points equal to their Hit Dice. Thus, an adult tojanida would gain a +1 enhancement bonus to attack rolls, damage rolls, and saving throws for 1d4 rounds and 7 temporary hit points. This ability is the equivalent of a 4th-level spell. Caster level 15th.\r

Frightful Presence (Ex):<\/b> Whenever Medrinia attacks, charges, or flies overhead, each creature in a 360-foot radius that has fewer HD than she does must make a DC 37 Will save. Failure indicates that the creature is panicked for 4d6 rounds (if it has 4 or fewer HD) or shaken for 4d6 rounds (if it has 5 or more HD). A creature that succeeds on its Will save remains immune to Medrinia's frightful presence for 24 hours. The save DC is Charisma-based.\r

Keen Senses (Ex):<\/b> Medrinia sees four times as well as a human in shadowy illumination and twice as well in normal light.\r

Rapture of the Deep (Sp):<\/b> At will, Medrinia can create an effect that mesmerizes those who can see her. Medrinia must maintain concentration on the ability, or the effect ends. If she continues to concentrate, the ability generates additional effects in each following round, as noted below. Each effect occurs during Medrinia's turn. All saving throws have a DC of 23.\r

1st-2nd Rounds:<\/i> Those who fail their Will saves experience euphoria, and may not engage in combat in any capacity, but can otherwise act normally.\r

3rd-4th Rounds:<\/i> Those who fail their Will saves are fascinated by Medrinia.\r

5th-6th Rounds:<\/i> Those who fail their Will saves take 1d8 points of nonlethal damage.\r

7th-8th Rounds:<\/i> Those who fail their Will saves take 3d8 points of nonlethal damage.\r

9th-10th Rounds:<\/i> Those who fail their Will saves take 4d8 points of nonlethal damage.\r

After 10 rounds, the effect ends. Caster level 15th. This is the equivalent of a 6th-level spell. The save DCs are Charisma-based.\r

Sea Sphere (Sp):<\/b> At will, Medrinia can touch a creature and bestow upon it a sea sphere. This confers the following benefits upon all creatures within 10 feet of the recipient. The center of the effect is mobile with the recipient.\r

Those within the sea sphere can see underwater, allowing them to see five times farther than water and light conditions would allow for normal human vision. (Weeds, obstructions, and the like block vision in the usual manner.) The sea sphere also contains fresh air, enabling those within to breathe freely. Finally, effected creatures gain the benefits of a freedom of movement<\/i> spell. The sea sphere lasts for 15 minutes, and is the equivalent of a 4th-level spell. Caster level 15th.\r

Speak with Aquatic Animals (Su):<\/b> Medrinia can continuosly use speak with animals<\/i> (caster level 15th), except she can only communicate with aquatic animals.\r

Spell-Like Abilities:<\/b> At will\u00c2\u0097baleful polymorph<\/i> (DC 22), control water<\/i> (DC 23), polymorph, see invisibility, shellskin<\/i> (as barkskin<\/i>), summon monster VIII<\/i> (Huge water elemental only), and water breathing<\/i>. Caster level 15th. The save DCs are Charisma-based.\r

Stun (Ex):<\/b> A creature struck by Medrinia's tail must succeed at a Fortitude save (DC 45) or be stunned for 1d4 rounds. The save DC is Strength-based.\r

Summon Aquatic Creatures (Sp):<\/b> Three times per day, Medrinia can automatically summon 1d4 sea drakes* and 1d2 dragon turtles. This ability is the equivalent of a 9th-level spell.\r

*The sea drake appears in the Fiend Folio<\/i>. If you are not using this book, replace the sea drakes with young bronze dragons.\r

Skills:<\/b> Medrinia has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.\r

Medrinia and the Draconomicon<\/i><\/b>\r

If you are using the Draconomicon<\/i>, the following changes are recommended.\r

Feats:<\/b> Replace Blind-Fight, Epic Reflexes, and Lightning Reflexes with Shock Wave, Tail Sweep Knockdown, and Whirlwind Tail Sweep.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1999 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #260, \"Spawn of Tiamat, Children of Bahamut\", Keith Francis Strohm<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Always lawful good","environment":"Aquatic (Sea Reach)"},{"name":"Medusa (Greater)","type":"Monstrous Humanoid","ch":8,"challenge_rating":" 08 \u00a0","id":6133,"reference":"Usergen","full_text":"

MEDUSA, Greater<\/span><\/p> <\/div> <\/td> <\/tr>

The greater medusa appears as the standard medusa but has a serpentine lower body. The snake torso is 5-10 feet long.<\/span><\/p> <\/td> <\/tr>

Use the stats for the standard medusa (Medusa, page 131 in the MM<\/i>) with the following additions.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Large Monstrous Humanoid<\/h3> <\/td> <\/tr>

\u00a0\u00a0 Hit Dice:<\/span><\/b> 8d8+8 (44 hp)<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 AC:<\/span><\/b> 17 (-1 size, +2 Dex, +6 natural)<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Special Attacks: <\/span><\/b>Poisonous blood<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Special Qualities:<\/span><\/b> SR 12<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Challenge Rating:<\/span><\/b> 8<\/span><\/p> <\/td> <\/tr>

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

\u00a0\u00a0 Poisonous Blood (Ex):<\/i> The blood of a greater medusa is highly toxic, even after it is dead. Fortitude save (DC 15) or initial 1d6 temporary Strength damage and secondary 2d6 temporary Strength damage.<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Monstrous Humanoid","alignment":"Any","environment":"Any"},{"name":"Megalania (Giant Plains Lizard)","type":"Animal","ch":8,"challenge_rating":" 8 \u00a0","id":6134,"reference":"Usergen","full_text":"

Megalania (Giant Plains Lizard) <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 12d8+84\u00a0(138 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares), swim 30 ft.<\/td> <\/tr>
Armor Class: <\/strong> 16 (-2 size, +8 natural), touch 12, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+9\/+28<\/td> <\/tr>
Attack: <\/strong>Bite +18 melee (3d6+11\/18-20\/x3 plus disease) or tail slap +18 melee (2d6+16)<\/td> <\/tr>
Full Attack: <\/strong>Bite +18 melee (3d6+11\/18-20\/x3 plus disease) or tail slap +18 melee (2d6+16)<\/td> <\/tr>
Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Augmented critical, disease, tail sweep<\/td> <\/tr>
Special Qualities: <\/strong>Low-light vision, scent\r
<\/td> <\/tr>
Saves: <\/strong>Fort +17, Ref +8, Will +5 <\/td> <\/tr>
Abilities: <\/strong>Str 33, Dex 11, Con 25, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
Skills: <\/strong>Climb +14, Hide +5*, Listen +4, Move Silently +4, Spot +4, Swim +19<\/td> <\/tr>
Feats: <\/strong>Alertness, Awesome Blow, Great Fortitude, Improved Bull Rush, Improved Trip [B], Power Attack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Warm plains<\/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>13-24 HD (Huge); 25-36 HD (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This massive lizard has a heavy build. A small crest arises between its eyes, and its massive maw is lined with serrated, swordlike teeth. A powerful tail lashes back and forth.<\/i>\r

The megalania, or giant goanna, is a giant monitor lizard. This fearsome predator hunts birds, mammals, and reptiles smaller than itself, as well as scavenging to supplement its diet. Its name means \"great roamer\", although in some dialects it is known as \"Ancient Giant Butcher\".\r

A megalania hunts during the day, although it rests during the hottest hours. \r

A megalania is 24 to 26 feet long and weighs nearly a ton. \r

COMBAT\r

Despite its size and strength, a megalania is an ambush hunter, lying in wait within grass and shrubs. It shreds foes with its mouth full of serrated teeth, which also spreads a painful disease. If bothered by multiple smaller foes, it sweeps with its tail to knock them down.\r

Augmented Critical (Ex):<\/b> A megalania's bite threatens a critical hit on a natural attack roll of 18\u00c2\u009620, dealing triple damage on a successful critical hit.\r

Disease (Ex):<\/b> Red ache\u00c2\u0097bite, Fortitude DC 23, incubation period 1d3 days, damage 1d6 Str. The save DC is Constitution-based.\r

Tail Sweep (Ex):<\/b> A megalania 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 megalania's space in any direction. Creatures within the swept area are affected if they are one or more size categories smaller than the megalania. A tail sweep automatically deals tail slap damage and affected creatures must make DC 27 Reflex saves to or be knocked prone. The save DC is Strength-based.\r

Skills:<\/b> A megalania 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. Megalania 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>
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":"Megalofolk","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6135,"reference":"Usergen","full_text":"

Megalofolk (Template)<\/h1>
A grotesquely muscular humanoid. It resembles an oversized human who's body has been swollen with extra flesh and bone.<\/i>\r

Megalofolk are giant humanoids created via yuan-ti cloning experiments. They are magically indoctrinated to infallibly obey their yuan-ti masters during the creation process. Yuan-ti use megalofolk slaves as brute labour and disposable warriors, particularly in areas unsuited for cold-blooded reptiles.\r

Each generation of megalofolk is slightly larger than its clone predecessors. Originally, the cloning process only worked on humans, but yuan-ti have figured out how to create megalofolk out of histachii, and rumors persist that at least one pureblood found a way to clone himself.

Creating a Megalofolk<\/h2> \"First Generation Megalofolk\", \"Second Generation Megalofolk\" and \"Third Generation Megalofolk\" are templates that can be added to any human (referred to hereafter as the \"base creature\"). The templates use all the base creature's statistics and special abilities except as noted here.\r

Size and Type:<\/b> Type changes to Monstrous humanoid. Do not recalculate the base creature's Hit Dice, Base Attack Bonus, or Base Saves. A first generation megalofolk has the same size category as the base creature. A second or third generation megalofolk is one size category larger than the base creature.\r

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

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

Armor Class:<\/b> A megalman's gains a natural armor bonus equal to its generation (e.g. second generation megalofolk gain +2 natural armor). If the base creature lacks natural armor, it gains natural armor equal to its generation.\r

Attack:<\/b> A megalofolk retains all the attacks of the base creature and also gains a slam attack if it didn't already have one. If the base creature has proficiency in any weapons, the megalofolk retains this ability. A creature with natural weapons retains those natural weapons. A megalofolk fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A megalofolk armed with a weapon uses its slam or a weapon, as it desires. \r

Full Attack:<\/b> A megalofolk fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it can use the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.\r

Damage:<\/b> A second or third generation megalofolk has natural weapons that do damage one step higher than the base creature, a first generation megalofolk has natural weapons that retain the damage values of the base creature. Megalofolk usually use Large-sized weapons which do damage according to their size.\r

Megalofolk have slam attacks. This does 1d4 damage for Medium-sized megalofolk or 1d6 damage for Large-sized megalofolk. If the base creature has a slam attack that does better damage, use that value instead.\r

Space\/Reach:<\/b> First and second generation megalofolk have the standard reach of a tall creature of their size category. Third generation megalofolk have the reach of a tall creature of their size category plus an additional 5 feet of reach.\r

Special Attacks:<\/b> A Megalofolk retains all the special attacks of the base creature.\r

Special Qualities:<\/b> A Megalofolk retains all the special attacks of the base creature and gains those described below.\r

Powerful Build (Ex):<\/b><\/i> The physical stature of first generation megalofolk lets them function in many ways as if they were one size category larger. Whenever a first generation megalofolk is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the megalofolk is treated as one size larger if doing so is advantageous to him. The megalofolk is also considered to be one size larger when determining whether a creature\u00c2\u0092s special attacks based on size (such as improved grab or swallow whole) can affect him. A first-generation megalofolk can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject\u00c2\u0092s size category.\r

Yuan-ti Conditioning (Ex):<\/b><\/i> A yuan-ti using a Charisma-based skill against a megalofolk always succeeds. A megalofolk automatically fails all saving throws againts the mind-affecting spells and abilities of yuan-ti.\r

Abilities:<\/b> Modify the base creature's ability scores as follows:\r

First generation megalofolk - Str +4, Dex -2, Con -2, Int -4, Cha -4.\r
Second generation megalofolk - Str +6, Dex -2, Con +0, Int -4, Cha -4.\r
Third generation megalofolk - Str +8, Dex -4, Con +2, Int -4, Cha -4.\r

Skills:<\/b> As base creature. The Megalofolk will lose skill ranks because of its reduced intelligence.\r

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

Environment:<\/b> Any land\r
Organization:<\/b> Solitary, gang (2-5) or warband (6-24).\r
Challenge Rating:<\/b> Same as the base creature +1 for 1st or 2nd generation, +2 for 3rd generation.\r
Treasure:<\/b> Same as the base creature.\r
Alignment:<\/b> Usually lawful evil.\r
Advancement:<\/b> By character class.\r
Level Adjustment:<\/b> Same as the base creature +1 for 1st generation, +2 for 2nd or 3rd generation.\r

Challenge Rating: <\/strong>Base creature +1 (+2 for 3rd generation)

Sample Megalofolk<\/h2> The following sample creatures have gained the Megalofolk template.\r

First Generation Megalofolk\r
<\/b>2nd level non-elite megalofolk warrior<\/b>\r
Medium Monstrous Humanoid\r
Hit Dice:<\/b> 2d8 (9 hp)\r
Initiative:<\/b> -1\r
Speed:<\/b> 20 ft. (4 squares, base speed 30 ft.)\r
Armor Class:<\/b> 14 (-1 Dex, +4 scale mail, +1 natural), touch 9, flat-footed 14\r
Base Attack\/Grapple:<\/b> +2\/+5\r
Attack:<\/b> Longspear +5 melee (2d6+4) or trident +5 melee (2d6+4) or slam +5 melee (1d4+3) or trident +1 ranged (1d8+3)\r
Full Attack:<\/b> Longspear +5 melee (2d6+4); or trident +5 melee (2d6+3) and slam +0 melee (1d4+1); or slam +5 melee (1d4+3); or trident +1 ranged (1d8+3)\r
Space\/Reach:<\/b> 5 ft.\/5 ft. (15 ft. with longspear)\r
Special Attacks:<\/b> \u00c2\u0097\r
Special Qualities:<\/b> Powerful build, yuan-ti conditioning\r
Saves:<\/b> Fort +3, Ref -1, Will -1\r
Abilities:<\/b> Str 17, Dex 9, Con 10, Int 6, Wis 9, Cha 4\r
Skills:<\/b> Climb +0, Jump -5, Swim -3\r
*Skills would be Climb +4, Jump +5, Swim +5 if the megalofolk didn't have penalties from its scale armor\r
Feats:<\/b> Power Attack\r
Environment:<\/b> Any land\r
Organization:<\/b> Solitary, gang (2-5) or warband (6-24)\r
Challenge Rating:<\/b> 2\r
Treasure:<\/b> Standard\r
Alignment:<\/b> Usually lawful evil\r
Advancement:<\/b> By character class\r
Level Adjustment:<\/b> +1\r

The first generation megalofolk presented here is based on a 2nd-level human warrior, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.\r

Second Generation Megalofolk\r
<\/b>3rd level non-elite megalofolk warrior<\/b>\r
Large Monstrous Humanoid\r
Hit Dice:<\/b> 3d8+3 (19 hp)\r
Initiative:<\/b> -1\r
Speed:<\/b> 20 ft. (4 squares, base speed 30 ft.)\r
Armor Class:<\/b> 15 (-1 size, -1 Dex, +5 chainmail, +2 natural), touch 8, flat-footed 15\r
Base Attack\/Grapple:<\/b> +3\/+11\r
Attack:<\/b> Falchion +7 melee (2d6+6\/18-20) or slam +6 melee (1d6+4) or shortbow +2 ranged (1d8\/\u00c3\u00973)\r
Full Attack:<\/b> Falchion +7 melee (2d6+6\/18-20) or slam +6 melee (1d6+4) or shortbow +2 ranged (1d8\/\u00c3\u00973)\r
Space\/Reach:<\/b> 10 ft.\/10 ft.\r
Special Attacks:<\/b> \u00c2\u0097\r
Special Qualities:<\/b> Yuan-ti conditioning\r
Saves:<\/b> Fort +4, Ref +0, Will +0\r
Abilities:<\/b> Str 19, Dex 9, Con 12, Int 6, Wis 9, Cha 4\r
Skills:<\/b> Climb +1, Jump -5, Swim -3\r
*Skills would be Climb +6, Jump +6, Swim +6 if the megalofolk didn't have penalties from its chainmail armor\r
Feats:<\/b> Power Attack, Weapon Focus (falchion)\r
Environment:<\/b> Any land\r
Organization:<\/b> Solitary, gang (2-5) or warband (6-24)\r
Challenge Rating:<\/b> 3\r
Treasure:<\/b> Standard\r
Alignment:<\/b> Usually lawful evil\r
Advancement:<\/b> By character class\r
Level Adjustment:<\/b> +2\r

The second generation megalofolk presented here is based on a 3rd-level human warrior, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.\r

Third Generation Megalofolk\r
<\/b>4th level elite megalofolk fighter\r
<\/b>Large Monstrous Humanoid\r
Hit Dice:<\/b> 4d10+12 (34 hp)\r
Initiative:<\/b> -1\r
Speed:<\/b> 20 ft. (4 squares, base speed 30 ft.)\r
Armor Class:<\/b> 18 (-1 size, -1 Dex, +5 breastplate, +2 heavy wooden shield, +3 natural), touch 8, flat-footed 18\r
Base Attack\/Grapple:<\/b> +4\/+15\r
Attack:<\/b> Warhammer +11 melee (2d6+9\/\u00c3\u00973) or trident +10 melee (2d6+7) or slam +10 melee (1d6+7) or trident +3 ranged (1d8+7)\r
Full Attack:<\/b> Warhammer +11 melee (2d6+9\/\u00c3\u00973) or trident +10 melee (2d6+7) or slam +10 melee (1d6+7) or trident +3 ranged (1d8+7)\r
Space\/Reach:<\/b> 10 ft.\/15 ft.\r
Special Attacks:<\/b> \u00c2\u0097\r
Special Qualities:<\/b> Yuan-ti conditioning\r
Saves:<\/b> Fort +3, Ref -1, Will -3\r
Abilities:<\/b> Str 24, Dex 9, Con 16, Int 6, Wis 12, Cha 4\r
Skills:<\/b> Climb +5, Jump +0, Swim +1\r
*Skills would be Climb +9, Jump +10, Swim +9 if the megalofolk didn't have penalties from its chainmail armor\r
Feats:<\/b> Cleave, Improved Sunder, Power Attack, Weapon Focus (warhammer), Weapon Specialization (warhammer)\r
Environment:<\/b> Any land\r
Organization:<\/b> Solitary, gang (2-5) or warband (6-24)\r
Challenge Rating:<\/b> 6\r
Treasure:<\/b> Standard\r
Alignment:<\/b> Usually lawful evil\r
Advancement:<\/b> By character class\r
Level Adjustment:<\/b> +2\r

The third generation megalofolk presented here is based on a 4th-level human fighter, using the following base ability scores: Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. The ability advancement it acquired from gaining 4 HD was assigned to Strength.
\u00a0
Dungeon Magazine #69<\/em>
<\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Usually lawful evil.\r","environment":" Any land\r"},{"name":"Mek","type":"Construct","ch":10,"challenge_rating":" 10 \u00a0","id":6136,"reference":"Usergen","full_text":"

Mek <\/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> 30 ft. (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 24 (-1 size, +1 Dex, +14 natural), touch 10, flat-footed 23<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+8\/+22<\/td> <\/tr>
Attack: <\/strong>Slam +17 melee (5d6+10)\r
<\/td> <\/tr>
Full Attack: <\/strong>2 slams +17 melee (5d6+10)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Breath weapon, heavy blows\r
<\/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 +3, Will +3 <\/td> <\/tr>
Abilities: <\/strong>Str 30, Dex 12, 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>10<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>12-14 HD (Large), 15-16 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A metallic, insectlike creature raises a pair of double-jointed arms ending in barbs. Its barrel chest sits atop a pair of double-jointed legs.<\/i>\r

Mek are metallic constructs believed to have been crafted by an extinct race of insectile spellcasters to guard their undergroud strongholds. When nature uncovers one of these buried fortresses, a masterless mek sometimes breaks free and wanders the countryside, destroying all in its path.\r

Some sages believe that the origin of the meks is somehow tied to apparatuses of Kwalish<\/i>.\r

A standard mek is 15 feet tall and weighs 3,000 pounds.\r

Meks do not communicate, but follow their creators' orders to the best of their ability.\r

COMBAT\r

Meks assigned a sentinel role will attack any creature that enters the area they guard. Wild meks are relentless marauders, attacking any creature they encounter.\r

Breath Weapon (Su):<\/b> 10-foot cube, cloud of paralyzing gas lasting 2d4 rounds, free action once every 1d4+1 rounds; Creatures within a cone of paralyzing gas must succeed on a Fortitude save (DC 15) or be paralyzed for 1d6 rounds. The save DC is Constitution-based. \r

Heavy Blows (Ex):<\/b> If a creature is struck by both of the mek's slam attacks in the same round it must succeed on a DC 25 Fortitude save or be stunned for 1d4-1 rounds and fall prone in its space. Even with a successful save, the victim must succeed on a DC 25 Balance check or fall prone in its space. The save and check DCs are Strength-based.\r

Immunity to Magic (Ex):<\/b> A mek is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.\r

A magical attack that deals cold damage slows a mek (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 mek 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 mek to exceed its full normal hit points, it gains any excess as temporary hit points. A mek gets no saving throw against fire effects.\r

A mek is affected normally by rust attacks, such as that of a rust monster or a rusting grasp<\/i> spell.\r

CONSTRUCTION\r

In order to construct a mek, a successful DC 30 Decipher Script check is needed to translate the ancient instructions of the ancient insectile race that first created them. A mek's body is sculpted from 3,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 10,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.\r

CL 14th; Craft Construct, geas\/quest, ghoul touch, limited wish, sound burst<\/i>, caster must be at least 14th level; Price 40,000 gp; Cost 25,000 gp + 1,600 XP.\r
<\/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":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Memento Mori","type":"Undead","ch":3,"challenge_rating":" 3 \u00a0","id":6137,"reference":"Usergen","full_text":"

Memento Mori <\/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 50 ft. (10 squares)(perfect)<\/td> <\/tr>
Armor Class: <\/strong> 17 (+3 Dex, +4 deflection), touch 14, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+2\/-<\/td> <\/tr>
Attack: <\/strong>Shocking touch +5 melee (shocking touch)<\/td> <\/tr>
Full Attack: <\/strong>Shocking touch +5 melee (shocking touch)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Electric charge, shocking touch <\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., devoted guardian, incorporeal traits, undead traits<\/td> <\/tr>
Saves: <\/strong>Fort +1, Ref +4, Will +4 <\/td> <\/tr>
Abilities: <\/strong>Str -, Dex 16, Con -, Int 9, Wis 4, Cha 18 <\/td> <\/tr>
Skills: <\/strong>Bluff +11, Diplomacy +6, Intimidate +15, Knowledge (history) +4, Listen +6, Sense Motive +4, Spot +6<\/td> <\/tr>
Feats: <\/strong>Alertness, Persuasive<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>3<\/td> <\/tr>
Treasure: <\/strong>Double standard<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>5-12 HD (Medium) or by character class<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A translucent humanoid appears over a nearby coffin.<\/i>\r

A memento mori is created to serve as an everlasting remembrance of a dead person, and as an ever-vigilant guardian over its body. It appears as a translucent image of the deceased at the time of its creation, which can range from nearly as it appeared in life to horribly mangled and rotted. It retains the memories of its life, but has a very short-term memory of events thereafter. It will converse with anyone who does not seek to disturb the remains it guards, and often can recite family history to its descendants and other knowledge seekers. Because of its short-term memory, it treats each visit as the first time. It lacks personality and has no interest in learning from others. Multiple memento mori within a similar location ignore each other, each interested only in protecting its own body and treasures.\r

Memento mori are generally found near places of interment, such as tombs or shrines. The body is usually dressed in fine funerary garb, and treasures can vary from modest, sentimental possessions to royal caches.\r

A memento mori eternally guards both its body and its treasures, valuing both equally. The memento mori always guards the greatest portion of its treasure remaining. If the majority is destroyed or stolen, it unerringly hunts down the largest remaining portion of its treasure and resumes its vigilance at the treasure's current location.\r

A memento mori speaks whatever languages it spoke in life, usually at least Common.\r

A memento mori based off a larger or smaller creature retains the size of the original creature, but this does not affect the Hit Dice.\r

COMBAT\r

A memento mori uses intimidation to warn off would-be grave robbers, relying on its electric charge and shocking touch if other methods of intimidation fail. It generally opens with its electric charge, followed by a mild jolt of shocking touch if its enemies are not deterred.\r

Devoted Guardian (Su):<\/b> A memento mori is immune to turning when it is guarding its body or designated possessions. However, on the rare occasions that it leaves its guardianship, the memento mori is turned as an undead of its hit dice.\r

Discern Location (Su):<\/b> A memento mori always knows the location of any portion of its body or treasure. This functions as a discern location<\/i> spell, but is always active and only applies to the memento mori's body and treasure.\r

Electric Charge (Su):<\/b> A memento mori can release a static electric charge in a 20-foot radius that deals 1 point of electricity damage. When it uses this ability, a memento mori crackles with a blue nimbus of electricity (treat as faerie fire<\/i>) for 1 round, and the memento mori gains a +4 bonus on Intimidate checks for 24 hours against any creature that it damages with this ability. The memento mori can choose to center this effect on the body it guards instead of itself.\r

Shocking Touch (Su):<\/b> The touch attack of a memento mori normally deals 1d6 points of electricity damage (as the shocking grasp<\/i> spell). However, as a swift action, the memento mori can sacrifice one or more hit points to add that many dice of damage to its touch. For example, a memento mori could sacrifice 3 hp to deal 4d6 dice of electricity damage on its next successful touch attack.\r

New Spell<\/b>\r

Create Memento Mori (Necromancy)<\/b>\r
Cleric 6\r
Components: V, S, DF, M\r
Casting Time: 2 hours\r
Range: Touch\r
Targets: One corpse touched\r
Duration: Instantaneous\r
Saving Throw: None\r
Spell Resistance: No\r

Casting this spell on a dead body causes a sliver of the soul that once inhabited the body to become a memento mori, standing guard over its body. Only one memento mori can be made from each person\u00c2\u0092s soul. A memento mori cannot be created if the body of the deceased is not present or if the body or soul of the deceased has already been turned into some other form of undead. \r

Material Component:<\/i> A collection of herbs, spices, oils, and precious substances worth 500 gp that are placed in or about the body during casting. These oils and such are all incorporated into the body and are not recoverable.\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":"Undead","alignment":"Always neutral","environment":"Any"},{"name":"Memory Web","type":"Aberration","ch":4,"challenge_rating":" 04 \u00a0","id":6138,"reference":"Usergen","full_text":"

Memory Web <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Huge\u00a0Aberration \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 6d8\u00a0(27 hp)<\/td> <\/tr>
Initiative: <\/strong> +7<\/td> <\/tr>
Speed:<\/strong> 10 ft (2 squares)<\/td> <\/tr>
Armor Class: <\/strong> 18 (-2 size, +4 Dex, +6 natural), touch 12, flat-footed 14<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+4\/+19<\/td> <\/tr>
Attack: <\/strong>Touch +9 melee touch<\/td> <\/tr>
Full Attack: <\/strong>Touch +9 melee touch<\/td> <\/tr>
Space\/Reach: <\/strong>15 ft\/15 ft<\/td> <\/tr>
Special Attacks: <\/strong>Constrict 1d6+7, death throes, entangle, improved grab<\/td> <\/tr>
Special Qualities: <\/strong>Amorphous, blindsight 60 ft, compress, damage reduction 10\/slashing or magic, powerful leap, resistance to fire 10<\/td> <\/tr>
Saves: <\/strong>Fort +2, Ref +6, Will +6 <\/td> <\/tr>
Abilities: <\/strong>Str 24, Dex 18, Con 11, Int 12, Wis 14, Cha 15 <\/td> <\/tr>
Skills: <\/strong>Hide +4, Jump +30, Move Silently +6, Spot +9, Tumble +13<\/td> <\/tr>
Feats: <\/strong>Ability Focus (entangle), Acrobatic, Stealthy<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Underground<\/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>7-12 HD (Huge), 13-18 HD (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>---<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This appears to be a balled-up mass of spider webs, about one foot in diameter. <\/i>\r

The memory web is an animated mass of web-like fibers that feeds off the mental energies of the creatures it kills. It seeks to slake its hunger by absorbing the memories of sentient creatures, which will pacify it as it relives them in its own mind.\r

A memory web spends most of its time compressed into a tight ball, but can expand to a 20-foot circle to ensnare prey. When compressed, a memory web is the size of a 1-foot diameter sphere, and weighs no more than 5 pounds total.\r

A memory web possesses no vocal capabilities, but can understand Undercommon.\r

COMBAT<\/b>\r
A memory web usually hides from prey in its compressed form, and then leaps out at great distances to enmesh its unwary victims. The memory web stretches out to its full size while in the air, and makes an entangle attack as it lands. It constricts those it has caught until they are dead, but if met with dangerous foes that it cannot deal with, the creature will flee.\r

Constrict (Ex)<\/b>: A memory web deals 1d6+7 points of damage with a successful grapple check.\r

Death Throes (Su)<\/b>: When a memory web dies, it sends out a mental shockwave that affects all creatures within a 200-foot radius. Those within the radius must succeed at a Will save (DC 15) or be affected as by the lesser confusion<\/i> spell. Creatures entangled by the memory web receive no saving throw. This is a mind-affecting effect. The save DC is Charisma-based. All creatures affected will experience a series of dream-like recollections over the next 1d3 days, based on the memories that the web had drained during the 24 hours before it died.\r

Entangle (Ex)<\/b>: A memory web expanded to its full size is able to entrap foes as a standard action. This attack functions as a web<\/i> spell, except that the memory web requires no anchor points to stick to. Creatures in the area can make a Reflex save (DC 19) to avoid the web. Those that fail the save will remain entangled until the memory web is destroyed, or until they are able to escape. Creatures that are entangled within the memory web may be subjected to its touch attack the following round. The save DC is Dexterity-based. This attack does not provoke an attack of opportunity.\r

Improved Grab (Ex)<\/b>: To use this ability, a memory web must hit with its touch 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

Amorphous (Ex)<\/b>: A memory web is not subject to critical hits. It cannot be flanked.\r

Compress (Ex)<\/b>: A memory web can compress its form as a standard action so that it becomes a Diminutive sphere. It can remain in this spherical form indefinitely, and can expand to normal size as a free action. A memory web moves by rolling on the ground, and cannot move or jump while not compressed. A memory web cannot entangle or use its touch attack while compressed. A memory web has a +12 bonus on Hide checks in its smaller form, instead of its normal \u00c2\u00968 penalty to Hide checks.\r

Powerful Leap (Ex)<\/b>: A memory web treats all Jump checks as if it had taken a 20-foot running start. Thus, the DCs of long jumps and high jumps made without a running start are not doubled. A memory web gains a +10 competence bonus on all Jump checks, and it suffers no penalty to Jump checks for its slow speed.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1984 Wizards of the Coast, Inc.
Originally found in module UK4 \u00c2\u0096 When a Star Falls (1984, Graeme Morris), and Monstrous Compendium MC3 \u00c2\u0096 Forgotten Realms (1989).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":"Underground"},{"name":"Men-shen","type":"Outsider","ch":9,"challenge_rating":" 9 \u00a0","id":6139,"reference":"Usergen","full_text":"

Men-shen <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 10d8+30\u00a0(75 hp)<\/td> <\/tr>
Initiative: <\/strong> +3<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), fly 30 ft. (perfect)<\/td> <\/tr>
Armor Class: <\/strong> 26 (\u00c2\u00961 size, +4 Cha, +3 Dex, +10 natural), touch 16, flat-footed 23<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+10\/+21<\/td> <\/tr>
Attack: <\/strong>+4 axiomatic longsword<\/i> +21 melee (2d6+14\/17-20)<\/td> <\/tr>
Full Attack: <\/strong>+4 axiomatic longsword<\/i> +21\/+16 melee (2d6+14\/17-20)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Astral jaunt, detect thoughts, frightful presence, spell-like abilities, summon sword<\/td> <\/tr>
Special Qualities: <\/strong>Blindsight 30 ft., damage reduction 10\/chaotic, darkvision 60 ft., evasion, immunity to mind-affecting spells and abilities, improved improved uncanny dodge, spell resistance 19, unearthly grace<\/td> <\/tr>
Saves: <\/strong>Fort +10, Ref +10, Will +9 <\/td> <\/tr>
Abilities: <\/strong>Str 25, Dex 17, Con 16, Int 12, Wis 14, Cha 19 <\/td> <\/tr>
Skills: <\/strong>Autohypnosis +15, Balance +5, Diplomacy +6, Escape Artist +3 (+5 bindings), Intimidate +21, Jump +9, Knowledge (the planes) +14, Knowledge (religion) +14, Listen +23, Sense Motive +23, Spot +23, Survival +2 (+4 on other planes), Tumble +16, Use Rope +16<\/td> <\/tr>
Feats: <\/strong>Combat Reflexes, Improved Critical (longsword), Power Attack, Weapon Focus (longsword)\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Spirit World<\/td> <\/tr>
Organization: <\/strong>Solitary or pair<\/td> <\/tr>
Challenge Rating: <\/strong>9<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Always lawful neutral<\/td> <\/tr>
Advancement: <\/strong>11-30 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This oversized, golden-skinned human has a grim countenance. Its topknot is braided with flowers and hangs to the middle of its back. The creature is resplendent in the regalia of an army general, its uniform pressed and spotless, and the medals and buttons upon it polished and sparkling. It carries a large red sword.<\/i>\r

Men-shen are greater spirits who serve as guardians or protectors against intruders, evil spirits, or similar threats. \r

The original men-shen were famous generals of a good emperor. When the emperor fell ill due to the nightly visits of an evil dragon, these generals volunteered to stand watch at his door. For several nights, nothing happened; still, the generals never deserted their posts, remaining alert at all times and shunning sleep. Concerned for the well-being of the generals, the emperor ordered that paintings of the two men be rendered on the door posts. So effective had been their vigilance that even the paintings kept the dragon at bay. To this day, mortals paint the images of men-shen on the door posts of their homes, hoping to frighten evil spirits. \r

The Celestial Emperor sometimes assigns tasks to men-shen, but more often these spirits are invoked or summoned by mortals. The men-shen generals consider each request for assistance; if the generals deem such requests to be worthy, a men-shen (or men-shen couple) is dispatched. Such requests usually involve guarding tombs, shrines, or treasure vaults. Requests for men-shen to intervene directly in mortal affairs (such as an attack upon one's enemies) usually are ignored by the generals. When assigned as a guardian, a men-shen\u00c2\u0092s duties normally extend from dusk to dawn, allowing him to spend the rest of the day in the Celestial Court.\r

A men-shen stands 8 feet tall and weighs 400 to 450 pounds. Eye coloration may be black, blue, or red. Men-shen hair coloration matches those of humans, and they wear it either long and flowing, in a single topknot braided with flowers, or shaved completely bald.\r

Men-shen speak Common, Celestial, and Draconic.\r

COMBAT\r

If a men-shen has been assigned to protect a place or person, or if he has agreed to perform any other service, he will faithfully discharge his duties to the death.\r

A men-shen is rarely surprised, due to its keen senses and continuous ability to detect thoughts. A men-shen normally tries to frighten off intruders with its frightful presence ability, and if the interlopers are too foolish to flee, it attacks mastefully with its sword.\r

A men-shen's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.\r

Astral Jaunt (Su):<\/b> A men-shen can shift from the Astral Plane to the Material Plane as a free action, and shift back again as a move action. A men-shen can also shift from the Astral Plane to any Outer Plane (or vice versa) as a standard action. This ability is otherwise identical with the ethereal jaunt<\/i> spell (caster level 15th). \r

Detect Thoughts (Su):<\/b> A men-shen can continuously use detect thoughts<\/i> as the spell (caster level 18th; Will DC 19 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.\r

Frightful Presence (Ex):<\/b> When a men-shen charges, attacks, or flies overhead, it inspires terror in all creatures within 120 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must attempt a DC 19 Will save. On a failure, a creature with 4 or fewer HD becomes panicked for 4d6 rounds, and one with 5 or more HD becomes shaken for 4d6 rounds. A successful save leaves that opponent immune to that men-shen's frightful presence for 24 hours. Men-shen ignore the frightful presence of other men-shen.\r

Spell-Like Abilities:<\/b> At will\u00c2\u0097greater invisibility<\/i> (self only); 2\/day\u00c2\u0097polymorph<\/i>. Caster level 10th. The save DCs are Charisma-based.\r

Summon Sword (Su):<\/b> A men-shen can summon its +4 axiomatic longsword<\/i> to its hand as a swift action, even if the sword is on another plane or being held by an enemy. The sword can only be wielded by the men-shen, if any other creature tries to attack with it the weapon will vanish. If the men-shen dies, its sword crumbles into dust. A dimensional anchor<\/i> effect prevents the sword from being summoned.\r

Unearthly Grace (Su):<\/b> A men-shen adds its Charisma modifier as a deflection bonus to its Armor Class.\r

Skills:<\/b> Men-shen have a +4 racial bonus on Intimidate checks and a +8 racial bonus on Listen, Sense Motive, and Spot checks.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1987 Wizards of the Coast, Inc.
Originally found in OA4 - Blood of the Yakuza<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always lawful neutral","environment":"Spirit World"},{"name":"Mephit, Ash","type":"Outsider","ch":3,"challenge_rating":" 3 \u00a0","id":6140,"reference":"Usergen","full_text":"

Mephit, Ash <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Small\u00a0Outsider \t\t\t(Fire, Extraplanar)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 3d8\u00a0(13)<\/td> <\/tr>
Initiative: <\/strong> +6<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 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\/+0<\/td> <\/tr>
Attack: <\/strong>Claw +3 melee (1d3)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +3 melee (1d3)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Breath weapon, harangue, summon mephit<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 5\/bludgeoning or magic, darkvision 60 ft., fast healing 2, immunity to cold, fire, and poison, vulnerability to water and wind<\/td> <\/tr>
Saves: <\/strong>Fort +3, Ref +5, Will +3 <\/td> <\/tr>
Abilities: <\/strong>Str 10, Dex 15, Con 10, Int 6, Wis 11, Cha 15 <\/td> <\/tr>
Skills: <\/strong>Bluff +8, Escape Artist +8, Hide +12, Diplomacy +2, Disguise +2 (+4 acting), Intimidate +2, Listen +6, Move Silently +8, Spot +6, Use Rope +2 (+4 with bindings)<\/td> <\/tr>
Feats: <\/strong>Dodge, Improved Initiative<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Elemental Plane of Fire<\/td> <\/tr>
Organization: <\/strong>Solitary, gang (2\u00c2\u00964 mephits of mixed types), or mob (5\u00c2\u009612 mephits of mixed types)<\/td> <\/tr>
Challenge Rating: <\/strong>3<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>4\u00c2\u00966 HD (Small); 7\u00c2\u00969 HD (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>+3 (cohort)<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This winged creature looks like a short humanoid with ashen gray skin. It lacks any ears.<\/i>\r

Ash mephits come from the Elemental Plane of Fire where it borders the Negative Energy Plane. They are constantly bored, frustrated, and depressed.\r

An ash mephit is about 4 feet tall and weighs about 2 pounds.\r

Ash mephits speak Common and Ignan in a whining, nasally voice.\r

COMBAT\r

Ash mephits rarely fight with their claws, usually only if left with no other options. They prefer to harangue opponents or rely on their breath weapon.\r

Breath Weapon (Su):<\/b> 10-foot cone of ash, damage 1d6, Reflex DC 12 half, once every 1d4 rounds. Living creatures that fail their saves must succeed on a DC 12 Fortitude save or spend the next round choking and coughing. The save DCs are Constitution-based and include a +1 racial bonus.\r

Fast Healing (Ex):<\/b> An ash mephit heals only if in contact with ashes.\r

Harangue (Sp):<\/b> An ash mephit can harangue good and neutral creatures with a lengthy recitation of its woes once per day (this effect does not work on evil-aligned creatures, because they do not care about the mephit's troubles). The subjects must make a DC 13 Will save or become engrossed in conversation with the mephit and each other as if fascinated. On the 7th round, if the mephit is still speaking, each subject must make an additional DC 13 Will save or fall into a rage, attacking all the other conversationalists (except the mephit) for 4 rounds. This effect lasts for 2 rounds after the mephit stops speaking (a standard action each round) or for 10 rounds, whichever is less. This is a language-dependent, mind-affecting compulsion effect. The save DCs are Charisma based.\r

Immunity to Cold (Ex):<\/b> Despite possessing the fire subtype, ash mephits are immune to cold thanks to their close proximity to the Negative Energy Plane.\r

Summon Mephit (Sp):<\/b> Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster<\/i> spell, but with only a 25% chance of succes. Roll d%. On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.\r

Vulnerability to Water and Wind (Ex):<\/b> Ash mephits are particularly vulnerable to air effects and strong winds. An ash mephit takes half again as much (+50%) damage from spells or effects with the air descriptor, and are treated as if in gaseous form for purposes of wind effects. Additionally, ash mephits are particularly vulnerable to water, and contact with it (such as reaching 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>
1994 Wizards of the Coast, Inc.
Originally found in Planescape Monstrous Compendium One<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Usually neutral","environment":"Elemental Plane of Fire"},{"name":"Mephit, Lightning","type":"Outsider","ch":3,"challenge_rating":" 3 \u00a0","id":6141,"reference":"Usergen","full_text":"

Mephit, Lightning <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 3d8\u00a0(13)<\/td> <\/tr>
Initiative: <\/strong> +6<\/td> <\/tr>
Speed:<\/strong> 30 ft (6 squares), fly 90 ft (average)<\/td> <\/tr>
Armor Class: <\/strong> 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/-1<\/td> <\/tr>
Attack: <\/strong>Claw +4 melee (1d3)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +4 melee (1d3)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Lightning bolt, summon mephit<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 5\/magic, darkvision 60 ft, electrical healing, light aura<\/td> <\/tr>
Saves: <\/strong>Fort +3, Ref +6, Will +3 <\/td> <\/tr>
Abilities: <\/strong>Str 10, Dex 16, Con 11, Int 6, Wis 11, Cha 15 <\/td> <\/tr>
Skills: <\/strong>Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)<\/td> <\/tr>
Feats: <\/strong>Improved Initiative, Weapon Finesse<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Elemental Plane of Air and Positive Energy Plane<\/td> <\/tr>
Organization: <\/strong>Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)<\/td> <\/tr>
Challenge Rating: <\/strong>3<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>4-6 HD (Small); 7-9 HD (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>+3 (cohort)<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This winged creature looks like a miniature human with jagged bolts of black electricity forming its limbs and torso. Bulbous white hands and feet seem to large for its body, and its earless head sheds light. The smell of ozone follows the creature.<\/i>\r

Lightning mephits are swift, energetic, and inquisitive beings. Their speech mimics their movement--very fast and erratic.\r

A lightning mephit is about 4 feet tall and weighs about 1 pound.\r

Lightning mephits speak Common and Auran.\r

COMBAT\r

Lightning mephits would rather befriend a stranger that battle them. If drawn into combat, a lightning mephit uses its lightning bolts as often as possible.\r

Electrical Healing (Su):<\/b> Whenever a lightning mephit would take damage from electricity (if it were not immune to electricity damage), it instead heals that amout of damage. It can be healed by electrical effects from other lightning mephits; however, it cannot gain hit points beyond its usual maximum.\r

Light Aura (Su):<\/b> A lightning mephit constantly sheds light as a torch. This light is extinguished when the mephit dies. The lightning mephit cannot suppress this ability, nor can it be dispelled. However, any darkness that can counter the 0th level spell light<\/i> also suppresses this aura, as long as the mephit remains in the area of darkness.\r

Lightning Bolt (Su):<\/b> Three times per day, a lightning mephit can throw a small bolt of lightning that deals 3d6 electricity damage with a successful ranged touch attack. After its initial three bolts have been exhausted, the mephit can cast hurl additional bolts by taking 2 hp of damage each time. \r

Summon Mephit (Sp):<\/b> Once per day, a lightning mephit can attempt to summon another lightning mephit, much as though casting a summon monster<\/i> spell, but with only a 25% chance of success. Roll d%. On a failure, no creature answers the summons that day. A lightning mephit that has just been summoned cannot use its own summon<\/i> ability for 1 hour. This ability is the equivalent of a 2nd-level spell.\r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1994 Wizards of the Coast, Inc.
Originally found in Planescape Monstrous Compendium One<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Usually neutral","environment":"Elemental Plane of Air and Positive Energy Plane"},{"name":"Mephit, Mineral","type":"Outsider","ch":3,"challenge_rating":" 3 \u00a0","id":6142,"reference":"Usergen","full_text":"

Mephit, Mineral <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Small\u00a0Outsider \t\t\t((Earth, Extraplanar))\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 3d8+6\u00a0(19)<\/td> <\/tr>
Initiative: <\/strong> -2<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), fly 40 ft. (average)<\/td> <\/tr>
Armor Class: <\/strong> 15 (+1 size, \u00c2\u00962 Dex, +6 natural), touch 9, flat-footed 15<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/+3<\/td> <\/tr>
Attack: <\/strong>Claw +8 melee (1d3+4)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +8 melee (1d3+4)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Breath weapon, spell-like abilities, summon mephit<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 5\/slashing or bludgeoning, darkvision 60 ft., fast healing 1, gas immunity, passwall<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +1, Will +3 <\/td> <\/tr>
Abilities: <\/strong>Str 18, Dex 7, Con 13, Int 6, Wis 11, Cha 15 <\/td> <\/tr>
Skills: <\/strong>Bluff +8, Escape Artist +4, Hide +8, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +4, Spot +6, Use Rope \u00c2\u00962 (+0 with bindings)<\/td> <\/tr>
Feats: <\/strong>Power Attack, Toughness<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Elemental Plane of Earth and Positive Energy Plane<\/td> <\/tr>
Organization: <\/strong>Solitary (1), gang (2\u00c2\u00964 mephits of mixed types), or mob (5\u00c2\u009612 mephits of mixed types)<\/td> <\/tr>
Challenge Rating: <\/strong>3<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>4\u00c2\u00966 HD (Small); 7\u00c2\u00969 HD (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>+3 (cohort)<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This thickly-built winged creature glitters with flecks of mica. It is completely odorless.<\/i>\r

Mineral mephits are avaricious, considering themselves the guardians of all treasures, even that belonging to other creatures. They are as suspicious as they are greedy, and are self-righteous in their dealings with other creatures.\r

A mineral mephit is about 5 feet tall and weighs about 120 pounds.\r

Mineral mephits speak Common and Terran.\r

COMBAT\r

Like most mephits, mineral mephits use their claws, implementing their breath weapon when it is available.\r

Breath Weapon (Su):<\/b> Once every 1d4 rounds, 10-foot cone of glitterdust<\/i> (as the spell, Caster Level 3rd, Reflex DC 13 half). The save DC is Constitution-based and includes a +1 racial bonus.\r

Fast Healing (Ex):<\/b> A mineral mephit heals 1 hp per round while it is in contact with stone or gems. Gems used in this way are slowly consumed, permanently losing 10 gp of their base value per round until the mephit is at full health or the gem is destroyed.\r

Gas Immunity (Ex):<\/b> A mineral mephit is immune to any gas or cloud effect that deals damage. Stinking cloud, cloudkill<\/i>, and related effects have no effect on the mephit. Obscuring mist, fog cloud<\/i>, and similar effects that deal no damage but limit range of sight and spotting distance have a normal effect on mineral mephits.\r

Passwall (Su):<\/b> A mineral mephit can move through stone walls with ease. The use of this ability is limited to walls 1 ft thick or less. A mineral mephit cannot end its round inside a wall.\r

Summon Mephit (Sp):<\/b> Once per day, a mineral mephit can attempt to summon an earth mephit or another mineral mephit, much as though casting a summon monster<\/i> spell, but with only a 25% chance of success. Roll d%. On a failure, no creature answers the summons that day. A mineral mephit that has just been summoned cannot use its own summon<\/i> ability for 1 hour. This ability is the equivalent of a 2nd-level spell.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1994 Wizards of the Coast, Inc.
Originally found in Planescape Monstrous Compendium One<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Usually neutral","environment":"Elemental Plane of Earth and Positive Energy Plane"},{"name":"Mephit, Mist","type":"Outsider","ch":3,"challenge_rating":" 03 \u00a0","id":6143,"reference":"Usergen","full_text":"

Mephit, Mist <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Small\u00a0Outsider \t\t\t(Extraplanar, Water)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 3d8\u00a0(13 hp)<\/td> <\/tr>
Initiative: <\/strong> +6<\/td> <\/tr>
Speed:<\/strong> 30 ft (6 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 (1d3)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +4 melee (1d3)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
Special Attacks: <\/strong>Breath weapon, spell-like abilities, summon mephit<\/i><\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 5\/magic, darkvision 60 ft, fast healing 2<\/td> <\/tr>
Saves: <\/strong>Fort +3, Ref +5, Will +3 <\/td> <\/tr>
Abilities: <\/strong>Str 10, Dex 15, Con 10, Int 6, Wis 11, Cha 15 <\/td> <\/tr>
Skills: <\/strong>Bluff +8, Escape Artist +8, Hide +12, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +8, Spot +6, Use Rope +2 (+4 with bindings)<\/td> <\/tr>
Feats: <\/strong>Dodge, Improved Initiative<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Elemental Plane of Water<\/td> <\/tr>
Organization: <\/strong>Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)<\/td> <\/tr>
Challenge Rating: <\/strong>03<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>4-6 HD (Small); 7-9 HD (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>+3 (cohort)<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This winged creature looks like a miniature human with pale green skin.<\/i>\r

Mist mephits fancy themselves as spies of the highest caliber and practice this ability on other mephits. They are quick to report other mephits who show mercy or other treasonous behavior, and they seldom engage in idle banter with other mephits.\r

Something about the origins of mist and steam mephits has caused the two varieties to develop an intense rivalry bordering on hatred. They insult one another constantly and fight inconclusive skirmishes.\r

Each mist mephit is about 4 feet tall and weighs about 2 pounds.\r

Mist mephits speak Common and Aquan.\r

COMBAT<\/b>\r
Mist mephits never engage in melee unless they become trapped. They typically use their gaseous form<\/i> to spy on others, or escape combat. Powerful winds, such as those created by a gust of wind<\/i> spell, will cause a mist mephit to flee in confusion.\r

Breath Weapon (Su)<\/b>: 10-foot cone of sickly, green mist, damage 1d4+1 acid, Reflex DC 12 half. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they have immunity to acid or are otherwise protected. This effect imposes a \u00c2\u00964 penalty to AC and a \u00c2\u00962 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.\r

Spell-Like Abilities<\/b>: Once per hour a mist mephit can surround itself with a bank of fog, duplicating the effect of an obscuring mist<\/i> spell (caster level 3rd). Once per day it can assume gaseous form<\/i> (caster level 5th). \r

Summon Mephit (Sp)<\/i><\/b>: Once per day, a mist mephit can attempt to summon another mist mephit, much as though casting a summon monster<\/i> spell, but with only a 25% chance of success. Roll d%. On a failure, no creature answers the summons that day. A mist mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.\r

Fast Healing (Ex)<\/b>: A mist mephit heals only if it is in a misty or foggy environment.<\/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), Monstrous Manual (1993), and Planescape Monstrous Compendium Appendix (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Usually neutral","environment":"Elemental Plane of Water"},{"name":"Mephit, Radiance","type":"Outsider","ch":3,"challenge_rating":" 3 \u00a0","id":6144,"reference":"Usergen","full_text":"

Mephit, Radiance <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Small\u00a0Outsider \t\t\t(Fire, Extraplanar)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 3d8\u00a0(13)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 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 +5 melee (1d3)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +5 melee (1d3)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Spell-like abilities, summon mephit\r
<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 5\/magic, darkvision 60 ft., fast healing 2\r
<\/td> <\/tr>
Saves: <\/strong>Fort +3, Ref +5, Will +3 <\/td> <\/tr>
Abilities: <\/strong>Str 10, Dex 15, Con 10, Int 6, Wis 11, Cha 15 <\/td> <\/tr>
Skills: <\/strong>Bluff +8, Escape Artist +8, Hide +12, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +8, Spot +6, Use Rope +2 (+4 with bindings)\r
<\/td> <\/tr>
Feats: <\/strong>Dodge, Weapon Finesse\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Elemental Plane of Fire and Positive Energy Plane<\/td> <\/tr>
Organization: <\/strong>Solitary, gang (2\u00c2\u00964 mephits of mixed types), or mob (5\u00c2\u009612 mephits of mixed types)<\/td> <\/tr>
Challenge Rating: <\/strong>3<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>4\u00c2\u00966 HD (Small); 7\u00c2\u00969 HD (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>+3 (cohort)<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This winged creature has a reflective, silvery skin and thin prismatic wings. Its face bears large black eyes and a wide mouth.<\/i>\r

Radiance mephits come from the Elemental Plane of Fire and the Positive Energy Plane. They are constantly distracted and forgetful, and are prone to non sequitors.\r

A radiance mephit is about 4 feet tall and weighs about 1 pound.\r

Radiance mephits speak Common and Ignan.\r

COMBAT\r

Radiance mephits fight by biting and clawing or by using their color spray ability. If not directly attacked, they often lose interest in combat and wander off after some distraction.\r

Fast Healing (Ex):<\/b> A radiance mephit heals only if in contact with areas of strong light (greater than shadowy illumination).\r

Spell-Like Abilities:<\/b> 1\/hour\u00c2\u0097color spray<\/i> (DC 13). Caster level 6th. The save DC is Charisma-based.\r

Summon Mephit (Sp):<\/b> Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of succes. Roll d%. On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.\r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1994 Wizards of the Coast, Inc.
Originally found in Planescape Monstrous Compendium One<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Usually neutral","environment":"Elemental Plane of Fire and Positive Energy Plane"},{"name":"Mephit, Smoke","type":"Outsider","ch":3,"challenge_rating":" 3 \u00a0","id":6145,"reference":"Usergen","full_text":"

Mephit, Smoke <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 3d8\u00a0(13)<\/td> <\/tr>
Initiative: <\/strong> +6<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 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\/+0<\/td> <\/tr>
Attack: <\/strong>Claw +6 melee (1d3)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +6 melee (1d3)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Breath weapon, spell-like abilities, summon mephit<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 5\/magic, darkvision 60 ft., fast healing 2<\/td> <\/tr>
Saves: <\/strong>Fort +3, Ref +5, Will +3 <\/td> <\/tr>
Abilities: <\/strong>Str 10, Dex 15, Con 10, Int 6, Wis 11, Cha 15 <\/td> <\/tr>
Skills: <\/strong>Bluff +8, Escape Artist +8, Hide +12, Diplomacy +2, Disguise +2 (+4 acting), Intimidate +2, Listen +8, Move Silently +8, Spot +8, Use Rope +2 (+4 with bindings)<\/td> <\/tr>
Feats: <\/strong>Improved Initiative, Weapon Finesse<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Elemental Plane of Air and Elemental Plane of Fire<\/td> <\/tr>
Organization: <\/strong>Solitary, gang (2\u00c2\u00964 mephits of mixed types), or mob (5\u00c2\u009612 mephits of mixed types)<\/td> <\/tr>
Challenge Rating: <\/strong>3<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>4\u00c2\u00966 HD (Small); 7\u00c2\u00969 HD (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>+3 (cohort)<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This winged creature looks like a sooty, miniature gargoyle.<\/i>\r

Smoke mephits come from the Elemental Planes of Air and Fire. They are crude and lazy, and make poor servants. They are fond of bad jokes.\r

A smoke mephit is about 4 feet tall and weighs about 1 pound.\r

Smoke mephits speak Common and Ignan.\r

COMBAT\r

Smoke mephits fight by biting and clawing or by using their breath weapon.\r

Breath Weapon (Su):<\/b> 10-foot cone of soot, damage 1d4, Reflex DC 11 half, once every 1d4 rounds. Living creatures that fail their saves are blinded for 1d2 rounds. The save DC is Constitution-based and includes a +1 racial bonus.\r

Fast Healing (Ex):<\/b> A smoke mephit heals only if in contact with smoke.\r

Spell-Like Abilities:<\/b> 1\/day--dancing lights<\/i> (DC 12), invisibility<\/i>. Caster level 6th.\r

Summon Mephit (Sp):<\/b> Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster<\/i> spell, but with only a 25% chance of succes. Roll d%. On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1994 Wizards of the Coast, Inc.
Originally found in Planescape Monstrous Compendium One<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Usually neutral","environment":"Elemental Plane of Air and Elemental Plane of Fire"},{"name":"Mercykiller Wyrm","type":"Dragon","ch":7,"challenge_rating":" 7 \u00a0","id":6146,"reference":"Usergen","full_text":"

Mercykiller Wyrm <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Huge\u00a0Dragon \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 9d12+36\u00a0(94 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), fly 50 ft. (clumsy)<\/td> <\/tr>
Armor Class: <\/strong> 20 (\u00c2\u00962 size, +1 Dex, +11 natural), touch 9, flat-footed 19<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+9\/+25<\/td> <\/tr>
Attack: <\/strong>Sting +15 melee (1d8+8 plus poison) or talon +15 melee (3d6+8) or bite +15 melee (3d8+8\/19-20)<\/td> <\/tr>
Full Attack: <\/strong>Sting +15 melee (1d8+8 plus poison) and bite +15 melee (3d8+8\/19-20) and 2 wings +15 melee (2d8+4) and 2 talons +15 melee (3d6+8) \r
<\/td> <\/tr>
Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Poison, improved grab<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., feeble flier, immunity to sleep and paralysis, low-light vision, scent<\/td> <\/tr>
Saves: <\/strong>Fort +10, Ref +7, Will +7 <\/td> <\/tr>
Abilities: <\/strong>Str 27, Dex 12, Con 19, Int 6, Wis 12, Cha 9 <\/td> <\/tr>
Skills: <\/strong>Hide +9, Listen +13, Move Silently +13, Spot +16<\/td> <\/tr>
Feats: <\/strong>Ability Focus (poison), Flyby Attack, Improved Critical (bite), Improved Multiattack, Multiattack (B)\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Concordant Domain of the Outlands (Sigil)<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>7<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
Advancement: <\/strong>10-13 HD (Huge); 14-21 HD (Gargantuan); 22-27 (Colossal)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This massive, two-legged lizard has a long stinger-tipped tail. Its greenish scales are old and worn, and its leathery bat wings are nigh-vestigial stubs. Its huge jaws are filled with long, sharp teeth.<\/i>\r

The Great Green Wyrm of the Mercykillers, more commonly called simply the Mercykiller Wyrm, was originally bred from wyvern stock. Over countless generations, it has been bred for ferocity and for the exquisite functionality of its venom, not for intelligence or hunting skills.\r

The Mercykillers have found a way to distill the Mercykiller wyrm's venom into elixirs of truth. They jealously guard this secret.\r

A Mercykiller wyrm's body is 20 feet long with a wingspan of 30 feet, and weighs about 2 tons. A Mercykiller wyrm's scales are always green.\r

Mercykiller wyrms speak Draconic, but usually don\u00c2\u0092t bother with anything more elaborate than a loud hiss or a deep-throated growl much like that of a bull alligator.\r

COMBAT\r

Like their forebears, Mercykiller wyrms are rather stupid but always aggressive. A Mercykiller wyrm can slash with its talons only when making a flyby attack.\r

Feeble Flyer (Ex):<\/b> A Mercikiller Wyrm has very weak wing muscles. After every minute of flight it must succeed on a Constitution check (DC10, +1 per additional minute of flying) or become fatigued and be forced to land. The wyrm must rest for 10 minutes for every minute it spends flying. A wyrm that is already fatigued cannot fly, although it can perform controlled glides which prevent it taking falling damage. \r

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

Poison (Ex):<\/b> Injury, Fortitude DC 20, initial and secondary damage 2d6 Con and 2d6 Wis. The save DC is Constitution-based.\r

Skills:<\/b> Mercykiller wyrms have a +3 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":"Dragon","alignment":"Always neutral evil","environment":"Concordant Domain of the Outlands (Sigil)"},{"name":"Mihstu","type":"Elemental","ch":6,"challenge_rating":" 06 \u00a0","id":6147,"reference":"Usergen","full_text":"

MIHSTU<\/h2> <\/td> <\/tr>

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

Hit Dice: <\/span><\/b>8d8+16 (52 hp)<\/span><\/p> <\/td> <\/tr>

Initiative: <\/span><\/b>+10 (Dex, Improved Initiative)<\/span><\/p> <\/td> <\/tr>

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

AC: <\/span><\/b>22 (+6 Dex, +6 natural)<\/span><\/p> <\/td> <\/tr>

Attacks: <\/span><\/b>4 tentacles +12 melee<\/span><\/p> <\/td> <\/tr>

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

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

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

Special Qualities: <\/span><\/b>Damage reduction 20\/+2, immunities, elemental qualities, SR 13<\/span><\/p> <\/td> <\/tr>

Saves: <\/span><\/b>Fort +4, Ref +12, Will +4<\/span><\/p> <\/td> <\/tr>

Abilities: <\/span><\/b>Str 12, Dex 22, Con 14, Int 14, Wis 14, Cha 13<\/span><\/p> <\/td> <\/tr>

Skills: <\/span><\/b>Hide +10, Listen +12, Move Silently +15, Search +11, Spot +12<\/span><\/p> <\/td> <\/tr>

Feats: <\/span><\/b>Dodge, Improved Initiative, Mobility, Weapon Finesse (tentacles)<\/span><\/p> <\/td> <\/tr>

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

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

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

Challenge Rating: <\/span><\/b>6<\/span><\/p> <\/td> <\/tr>

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

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

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

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

Mihstu are free-willed mist creatures of a malign nature from the Elemental Plane of Air. They like cool, damp places that are well hidden from sunlight. Mihtsu are not entirely solid and can shape their bodies at will, but they usually appear as clouds of swirling mists and vapors. They can seep through small cracks and openings, and can spread themselves out over larger areas.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Mihstu are strictly solitary and only abide the company of those who can give them things, such as wizards who can reward them with powerful magic items for performing a task. If intruders don\u0092t appear to be beneficial to the mihstu, it will assume a ghostly shape in an attempt to scare them away.<\/span><\/p> <\/td> <\/tr>

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

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

Mihstu form four razor-tipped tentacles from their bodies when they enter combat. It engages another creature in melee in an attempt to get closer, so that it may employ its enveloping attack.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Envelop (Su):<\/b> A mihstu can try to wrap a Small or smaller creature in its body as a standard action. The mihstu attempts a grapple that does not provoke an attack of opportunity. If it gets a hold, the enveloped victim takes 1 point of temporary Constitution damage each round the hold is maintained.<\/span><\/p> <\/td> <\/tr>

Attacks that hit an enveloping mihstu deal half their damage to the monster and half to the trapped victim. Note that a mihstu can still use its tentacles to strike at other targets while it is enveloping a creature.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Immunities (Ex): <\/b>Mihstu are immune to all electrical attacks, as well as any sort of direct missile attack (including magic missile<\/i> spells).<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Cold Susceptibility (Ex):<\/b> Any cold-based effects deal normal damage to the mihstu and stun it for 2d6 rounds.<\/span><\/p> <\/td> <\/tr>

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

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

The Mihstu first appeared in the MM II (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Elemental","alignment":"Always neutral evil","environment":"Any land"},{"name":"Mimic, Greater","type":"Aberration","ch":9,"challenge_rating":" 9 \u00a0","id":6148,"reference":"Usergen","full_text":"

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


<\/td> <\/tr>

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

Hit Dice: <\/strong> 15d8+90\u00a0(157 hp)<\/td> <\/tr>
Initiative: <\/strong> +4<\/td> <\/tr>
Speed:<\/strong> 5 ft. (1 square, cannot run)<\/td> <\/tr>
Armor Class: <\/strong> 20 (\u00c2\u00962 size, +12 natural), touch 8, flat-footed 20<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+11\/+29<\/td> <\/tr>
Attack: <\/strong>Slam +20 melee (2d6+10)\r
<\/td> <\/tr>
Full Attack: <\/strong>2 slams +20 melee (2d6+10)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Adhesive, crush, engulf, illusions\r
<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., immunity to acid, mimic shape, spell resistance 13\r
<\/td> <\/tr>
Saves: <\/strong>Fort +11, Ref +7, Will +11 <\/td> <\/tr>
Abilities: <\/strong>Str 31, Dex 10, Con 23, Int 12, Wis 15, Cha 14 <\/td> <\/tr>
Skills: <\/strong>Climb +18, Disguise +28, Listen +20, Spot +20\r
<\/td> <\/tr>
Feats: <\/strong>Combat Expertise, Improved Initiative, Lightning Reflexes, Power Attack, Stand Still, Weapon Focus (slam) \r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Underground<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>9<\/td> <\/tr>
Treasure: <\/strong>1\/10th coins; 50% goods; 50% items<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>16-22 HD (Huge); 23\u00c2\u009644 HD (Gargantuan); 45-60 HD (Colossal)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
What originally appeared to be an object now shows signs of organic life as the creature sprouts a lashing pseudopod.<\/i>\r

Greater mimics are a larger, more intelligent version of the common mimic with limited magical powers. Most sages agree that they are not a separate species, but are ordinary mimics of exceptional size and cunning that have been mutated by subterranean magical forces.\r

A greater mimic has the same personality as its smaller kin, being interested solely in its own security, food, and wealth - in that order. They may form alliances with other creatures, but will dispassionately devour their allies the instant the relationship ceases being useful.\r

Greater mimics speak Common and Undercommon. They usually \"speak\" by creating an illusion of a humanoid, but can talk with their actual mouths.\r

Combat\r

A greater mimic imitates a room or small cavern and tries to lure prey into stepping inside this chamber, often using illusions or treasure as bait. Once victims enter this chamber, the mimic snaps the entrance close and fastens onto its prey with adhesive, then collapses its body and attempts to crush its victims to death. Should opponents refuse to enter its chamber, a greater mimic can exude adhesive-coated pseudopods and try to drag them into its crushing interior.\r

A greater mimic will fight to the death if it has no alternative, but prefers to negotiate surrender or withdrawal when a foe threatens its life. It may offer treasure (or demand tribute!) as additional inducement. \r

Adhesive (Ex):<\/b> A greater mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam or engulf attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first.\r

A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 23 Reflex save. A successful DC 23 Strength check is needed to pry it off. The save DCs are Constitution-based.\r

Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.\r

Crush (Ex):<\/b> A greater mimic can deal 2d6+10 points of damage with a successful grapple check. It can deal 4d6+20 points of damage without needing a grapple check against opponents it has engulfed (see below).\r

Engulf (Ex):<\/b> A greater mimic can use its mimic shape power to form a cavity within its body that imitates a room, natural cavern or other chamber. A Huge greater mimic can form a chamber up to a 10-foot cube in size, a Gargantuan greater mimic can form up to a 20-foot cube chamber and a Colossal greater mimic can form a 30-foot cube chamber. Greater mimics can open multiple chambers within their body, but usually choose to form themselves into a single room or cave.\r

A greater mimic can snap open and close the entrances to its chamber(s) as a free action, trapping any creatures within. It can also trap creatures by simply moving over them, affecting as many as it can cover. Opponents can escape this engulf attack if they succeed at a DC 27 Reflex save, thereby leaping out of the \"door\" before it seals or avoiding the mimic's advance. They can also make opportunity attacks against the greater mimic, but if they do so they are not entitled to a saving throw against the engulf. An opponent who fails this reflex save will become stuck inside the mimic by its adhesive (see above). \r

In addition, a greater mimic can use its pseudopods to pull a grappled opponent into its chamber with a successful grapple check. The opponent is not entitled to a Reflex save or an attack of opportunity in this circumstance, but any creatures within the chamber who are not adhered to the mimic may attempt a DC 27 Reflex save to escape. \r

A greater mimic can use its crush attack against all opponents it has engulfed without needing to succeed at a grapple check, simply by slamming its walls, floor and ceiling together. This does twice the damage of its normal crush attack (4d6+20 for a typical greater mimic). \r

A Huge greater mimic can engulf 2 Large creatures, 8 Medium creatures, 32 Small creatures, 128 Tiny creatures and 512 Fine or smaller creatures. \r

The save DCs are Strength-based.\r

Illusions (Sp):<\/b> A greater mimic can create illusions with visual, auditory, olfactory and thermal components equivalent to a major image<\/i> spell (caster level 15th), except it can only create illusions within 10 ft. of its body or inside a chamber formed with its body.\r

Mimic Shape (Ex):<\/b> A greater mimic can assume the shape of any solid object that fills roughly 1000 cubic feet (10 feet by 10 feet by 10 feet), such as a massive statue, a buttress, or a small gatehouse. The creature can double its volume by opening chambers within its body, which it uses to trap prey (see Engulf, above). A greater mimic's body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the greater mimic can detect the ruse with a successful Spot check opposed by the mimic's Disguise check. Of course, by this time it is generally far too late.\r

Skills:<\/b> A greater mimic has a +8 racial bonus on Disguise checks.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1994 Wizards of the Coast, Inc.
Originally found in Ruins of Undermountain II: The Deep Levels<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Usually neutral","environment":"Underground"},{"name":"Mimic, Juggernaut","type":"Aberration","ch":10,"challenge_rating":" 10 \u00a0","id":6149,"reference":"Usergen","full_text":"

Mimic, Juggernaut <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 18d8+108\u00a0(189 hp)<\/td> <\/tr>
Initiative: <\/strong> +4<\/td> <\/tr>
Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
Armor Class: <\/strong> 29 (-2 size, +21 natural), touch 8, flat-footed 29<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+13\/+31<\/td> <\/tr>
Attack: <\/strong>Slam +22 melee (2d6+10\/19-20)\r
<\/td> <\/tr>
Full Attack: <\/strong>6 slams +22 melee (2d6+10\/19-20)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Adhesive, crush, trample 10d10+20\r
<\/td> <\/tr>
Special Qualities: <\/strong>All-around vision, damage reduction 10\/magic and bludgeoning, fast healing 15, immunity to acid, mimic shape, spell resistance 36\r
<\/td> <\/tr>
Saves: <\/strong>Fort +12, Ref +8, Will +13 <\/td> <\/tr>
Abilities: <\/strong>Str 31, Dex 10, Con 23, Int 10, Wis 15, Cha 14 <\/td> <\/tr>
Skills: <\/strong>Disguise +24, Listen +16, Spot +16\r
<\/td> <\/tr>
Feats: <\/strong>Fleet of Foot (B), Improved Critical (slam), Improved Initiative, Lightning Reflexes, Power Attack, Run, Stand Still, Weapon Focus (slam) \r
<\/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>19-32 HD (Huge); 33-54 HD (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A house-sized block of stone thunders forward on solid granite rollers, a half dozen boneless limbs writhing from its sides.<\/i>\r

Juggernaut mimics are bizarre carnivores of uncertain provenance, although they are clearly related to mimics. Most sages believe they are a relative of the greater mimic that has developed rollers to become more mobile, or possibly a \"final stage\" in the life cycle of the house hunter mimic. Another explanation, given little account by scholars, is that they are half-golem, half-mimic creatures created by wizards, who combine a huge living mimic with parts of a stone juggernaut into an unnatural hybrid. Regardless of their origins, juggernaut mimics are living creatures, not constructs. The secret of their origin and reproduction are unknown, no juggernaut mimic young have ever been recorded.\r

These monsters prefer living in firm, flat terrain, since they risk being bogged down by soft ground or tipped over by slopes. They can go for years without eating so long as they remain inactive, so can survive in wastelands with little prey.\r

Juggernaut mimics sometimes serve other creatures in return for treasure and abundant food. They are most commonly employed by armies as living engines of destruction, but can also be used to carry or drag massive loads. A few tyrants have used them as weapons of terror to (literally) crush rebellious villages and perform gory mass executions. The most curious example is a juggernaut mimic who worked as a trumpet musician and a foghorn.\r

A typical juggernaut mimic can change its shape to occupy a volume between 1,000 and 2,000 cubic feet (e.g. a 10 ft. cube or a block 14 ft. by 12 ft. by 12 ft.). It weighs about 50,000 pounds regardless of its shape.\r

Juggernaut mimics can speak Common and can form their pseudopods into trumpets that produce roars, whistles and musical notes. These trumpets can be heard over great distances.\r

Combat\r
juggernaut mimics pretend to be a nondescript piece of scenery, such as a stone hut or huge boulder, then wait for victims to wander nearby. They then rise up on their rollers and tries to trample them. If its opponents prove too maneuverable to easily trample, the juggernaut tries to grab them with its pseudopods and then stick them to its crushing rollers using its natural adhesive. \r

Adhesive (Ex):<\/b> A juggernaut mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first.\r

A juggernaut mimic can attempt to transfer a grappled opponent from its slam attack to its trample attack. The opponent must succeed at a DC 29 Fortitude check or become stuck to the juggernaut mimic's rollers instead of a pseudopod. See the juggernaut mimic's trample attack for more details.\r

A weapon that strikes an adhesive-coated juggernaut mimic is stuck fast unless the wielder succeeds on a DC 25 Reflex save. A successful DC 25 Strength check is needed to pry it off. These DCs are Constitution-based.\r

Strong alcohol dissolves the adhesive, but the juggernaut mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.\r

Crush (Ex):<\/b> A juggernaut mimic can deal 2d6+10 points of damage with a successful grapple check against any opponent it is grappling with a slam attack.\r

Mimic Shape (Ex):<\/b> A Huge juggernaut mimic can assume the shape of any solid object that fills roughly 1000 cubic feet (10 feet by 10 feet by 10 feet), such as a massive statue, a buttress, or a small gatehouse. The creature can double its volume by opening chambers within its body, which it uses to store prey, cargo or allies. While a juggernaut mimic can form pseudopod appendages fast enough to use in combat, it takes a full minute to change the shape of its body. It can conceal its rollers simply by lowering its body over them. A juggernaut mimic's body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the juggernaut mimic can detect the ruse with a successful Spot check opposed by the mimic's Disguise check. Of course, by this time it is generally far too late.\r

Trample (Ex):<\/b> A juggernaut mimic can trample creatures of up to Large size for 10d10+20 damage. Opponents may make an attack of opportunity or attempt to leap out of the way (DC 29 Reflex save for half damage). If they do not successfully leap out of the way, they must also succeed at a DC 29 Fortitude save or become stuck to the juggernaut's rollers by its adhesive special attack (see above).\r

Opponents that are stuck to a juggernaut mimic's rollers automatically take trampling damage on any round the juggernaut takes a move action. The juggernaut does not need to make a full-round trample attack to trample opponents stuck to its rollers.\r

Skills:<\/b> A juggernaut mimic has a +8 racial bonus on Disguise checks.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1985 Wizards of the Coast, Inc.
Originally found in The Temple of Elemental Evil<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":"Any"},{"name":"Mimic, Killer","type":"Aberration","ch":5,"challenge_rating":" 5 \u00a0","id":6150,"reference":"Usergen","full_text":"

Mimic, Killer <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Aberration \t\t\t(Shapechanger)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 9d8+36\u00a0(76 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 10 ft. (2 squares)<\/td> <\/tr>
Armor Class: <\/strong> 15 (\u00c2\u00961 size, +1 Dex, +5 natural), touch 10, flat-footed 15<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+6\/+16<\/td> <\/tr>
Attack: <\/strong>Slam +12 melee (1d8+6)\r
<\/td> <\/tr>
Full Attack: <\/strong>2 slams +12 melee (1d8+6)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Adhesive, crush\r
<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., immunity to acid, mimic shape\r
<\/td> <\/tr>
Saves: <\/strong>Fort +7, Ref +6, Will +7 <\/td> <\/tr>
Abilities: <\/strong>Str 23, Dex 12, Con 19, Int 4, Wis 13, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Climb +9, Disguise +12, Listen +7, Spot +7\r
<\/td> <\/tr>
Feats: <\/strong>Alertness, Lightning Reflexes, Skill Focus (Disguise), Weapon Focus (slam)\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Underground<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>5<\/td> <\/tr>
Treasure: <\/strong>1\/10th coins; 50% goods; 50% items<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>10 HD (Large); 11\u00c2\u009620 HD (Huge); 21-30 (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The object before you suddenly becomes amorphous, forming a pseudopod.<\/i>\r

Killer mimics are a larger, more savage variety of the common mimic. \r

A killer mimic can have almost any dimensions, but usually is not more than 12 feet long. A typical killer mimic has a volume of 100 cubic feet (about 4 feet by 4 feet by 6 feet) and weighs about 4,500 pounds.\r

Killer mimics cannot speak.\r

COMBAT\r

A mimic often surprises an unsuspecting adventurer, lashing out with a heavy pseudopod.\r

Killer mimics are almost as adept at mimicry as their intelligent cousins. They are little more than savage beasts, incapable of negotiating or surrender, and mostly fight to the death.\r

Adhesive (Ex):<\/b> A killer mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first.\r

A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 18 Reflex save. A successful DC 18 Strength check is needed to pry it off. These DCs are Constitution-based.\r

Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.\r

Crush (Ex):<\/b> A killer mimic deals 1d8+6 points of damage with a successful grapple check.\r

Mimic Shape (Ex):<\/b> A killer mimic can assume the general shape of any object that fills roughly 100 cubic feet (about 4 feet by 4 feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic\u00c2\u0092s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic\u00c2\u0092s Disguise check. Of course, by this time it is generally far too late.\r

Skills:<\/b> A killer mimic has a +8 racial bonus on Disguise 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":"Aberration","alignment":"Usually neutral","environment":"Underground"},{"name":"Mimic, Killer Metal","type":"Aberration","ch":5,"challenge_rating":" 5 \u00a0","id":6151,"reference":"Usergen","full_text":"

Mimic, Killer Metal <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Aberration \t\t\t(Shapechanger)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 8d8+24\u00a0(60 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 10 ft. (2 squares)<\/td> <\/tr>
Armor Class: <\/strong> 15 (\u00c2\u00961 size, +1 Dex, +5 natural), touch 10, flat-footed 15<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+6\/+16<\/td> <\/tr>
Attack: <\/strong>Slam +12 melee (2d6+6)\r
<\/td> <\/tr>
Full Attack: <\/strong>2 slams +12 melee (2d6+6)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Adhesive, crush\r
<\/td> <\/tr>
Special Qualities: <\/strong>Create light, darkvision 60 ft., false magic aura, immunity to acid, mimic shape\r
<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +5, Will +7 <\/td> <\/tr>
Abilities: <\/strong>Str 23, Dex 12, Con 17, Int 4, Wis 13, Cha 12 <\/td> <\/tr>
Skills: <\/strong>Climb +11, Disguise +12, Listen +8, Spot +8\r
<\/td> <\/tr>
Feats: <\/strong>Alertness, Combat Reflexes (B), Hold the Line, Lightning Reflexes, Weapon Focus (slam)\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Underground<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>5<\/td> <\/tr>
Treasure: <\/strong>1\/10th coins; 50% goods; 50% items<\/td> <\/tr>
Alignment: <\/strong>Usually 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>
The object before you suddenly becomes amorphous, forming a pseudopod.<\/i>\r

These powerful cousins of the common mimic are called metal mimics due to their fondness for mimicking objects made out of metal, such as iron doors or steel treasure-chests. As well as being stronger than a regular mimic they have minor magical abilities that help them lure prey within reach. Killer metal mimics are a smaller and less intelligent version of the standard metal mimic. \r

A killer metal mimic can have almost any dimensions, but usually is not more than 10 feet long. A typical killer metal mimic has a volume of 150 cubic feet (about 5 feet by 5 feet by 6 feet) and weighs about 4,500 pounds.\r

Killer metal mimics cannot speak.\r

COMBAT\r

Killer metal mimics often create a magical light to lure adventurers or monsters to approach them. This light usually appears to be the glow of a magical item, but the mimic will imitate other light-sources such as torches, lanterns or campfires if it thinks these are more likely to interest a victim. A favorite ploy is to shape part of its body into a glowing sword or shield and place a false magic aura upon it, since avaricious creatures find such a treasure hard to resist.\r

A metal mimic often surprises an unsuspecting opponent, lashing out with a heavy pseudopod. Killer metal mimics are instinctively aggressive and usually fight to the death. They may occasionally flee a fight, but never negotiate like their intelligent cousins.\r

Adhesive (Ex):<\/b> A killer metal mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first.\r

A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 17 Reflex save. A successful DC 17 Strength check is needed to pry it off. These DCs are Constitution-based.\r

Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.\r

Create Light (Sp):<\/b> Four times per day, a killer metal mimic can create light. This functions as the light<\/i> spell (caster level 5th), except the mimic can place the source of this light anywhere upon its body or upon any object it can touch.\r

Crush (Ex):<\/b> A killer metal mimic deals 2d6+6 points of damage with a successful grapple check.\r

False Magic Aura (Su):<\/b> Once per day, a killer metal mimic can give itself or a part of itself a false magical aura, as per the magic aura<\/i> spell (Will save DC 15). The aura lasts for 24 hours, or the metal mimic can cancel its magic aura as a free action. The save DC is Charisma-based.\r

Mimic Shape (Ex):<\/b> A killer metal mimic can assume the general shape of any object that fills roughly 200 cubic feet (5 feet by 5 feet by 8 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic\u00c2\u0092s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic\u00c2\u0092s Disguise check. Of course, by this time it is generally far too late.\r

Skills:<\/b> A killer metal mimic has a +8 racial bonus on Disguise checks and a +4 racial bonus on Listen 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":"Aberration","alignment":"Usually neutral","environment":"Underground"},{"name":"Mimic, Metal","type":"Aberration","ch":6,"challenge_rating":" 6 \u00a0","id":6152,"reference":"Usergen","full_text":"

Mimic, Metal <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Aberration \t\t\t(Shapechanger)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 10d8+30\u00a0(75 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 10 ft. (2 squares)<\/td> <\/tr>
Armor Class: <\/strong> 15 (\u00c2\u00961 size, +1 Dex, +5 natural, touch 10, flat-footed 15<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+7\/+17<\/td> <\/tr>
Attack: <\/strong>Slam +13 melee (2d6+6)\r
<\/td> <\/tr>
Full Attack: <\/strong>2 slams +13 melee (2d6+6)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Adhesive, crush\r
<\/td> <\/tr>
Special Qualities: <\/strong>Create light, darkvision 60 ft., false magic aura, immunity to acid, mimic shape\r
<\/td> <\/tr>
Saves: <\/strong>Fort +6, Ref +6, Will +8 <\/td> <\/tr>
Abilities: <\/strong>Str 23, Dex 12, Con 17, Int 10, Wis 13, Cha 12 <\/td> <\/tr>
Skills: <\/strong>Climb +11, Disguise +15, Listen +10, Spot +10\r
<\/td> <\/tr>
Feats: <\/strong>Alertness, Combat Reflexes (B), Hold the Line, Lightning Reflexes, Weapon Focus (slam)\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Underground<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>6<\/td> <\/tr>
Treasure: <\/strong>Half standard<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>11-15 HD (Large); 16-23 HD (Huge); 24-35 HD (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The object before you suddenly becomes amorphous, forming a pseudopod.<\/i>\r

These powerful cousins of the common mimic are called metal mimics due to their fondness for mimicking objects made out of metal, such as iron doors or steel treasure-chests. As well as being stronger than a regular mimic they have minor magical abilities that help them lure prey within reach.\r

A metal mimic can have almost any dimensions, but usually is not more than 12 feet long. A typical metal mimic has a volume of 200 cubic feet (about 5 feet by 5 feet by 8 feet) and weighs about 7,000 pounds.\r

Metal mimics speak Common.\r

COMBAT\r

Metal mimics often create a magical light to lure adventurers or monsters to approach them. This light usually appears to be the glow of a magical item, but the mimic will imitate other light-sources such as torches, lanterns or campfires if it thinks these are more likely to interest a victim. A favorite ploy is to shape part of its body into a glowing sword or shield and place a false magic aura upon it, since avaricious creatures find such a treasure hard to resist.\r

A metal mimic often surprises an unsuspecting opponent, lashing out with a heavy pseudopod. The creature does not necessarily fight to the death if it can succeed in extorting treasure or food from a party.\r

Adhesive (Ex):<\/b> A metal mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first.\r

A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 18 Reflex save. A successful DC 18 Strength check is needed to pry it off. These DCs are Constitution-based.\r

Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.\r

Create Light (Sp):<\/b> Four times per day, a metal mimic can create light. This functions as the light<\/i> spell (caster level 5th), except the mimic can place the source of this light anywhere upon its body or upon any object it can touch.\r

Crush (Ex):<\/b> A metal mimic deals 2d6+6 points of damage with a successful grapple check.\r

False Magic Aura (Su):<\/b> Once per day, a metal mimic can give itself or a part of itself a false magical aura, as per the magic aura<\/i> spell (Will save DC 16). The aura lasts for 24 hours, or the metal mimic can cancel its magic aura as a free action. The save DC is Charisma-based.\r

Mimic Shape (Ex):<\/b> A metal mimic can assume the general shape of any object that fills roughly 200 cubic feet (5 feet by 5 feet by 8 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic\u00c2\u0092s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic\u00c2\u0092s Disguise check. Of course, by this time it is generally far too late.\r

Skills:<\/b> A metal mimic has a +8 racial bonus on Disguise 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":"Aberration","alignment":"Usually neutral","environment":"Underground"},{"name":"Mimic, Space","type":"Aberration","ch":7,"challenge_rating":" 7 \u00a0","id":6153,"reference":"Usergen","full_text":"

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


<\/td> <\/tr>

Large\u00a0Aberration \t\t\t(Shapechanger)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 12d8+36\u00a0(90 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 10 ft. (2 squares), fly 50 ft. (good)<\/td> <\/tr>
Armor Class: <\/strong> 15 (\u00c2\u00961 size, +1 Dex, +5 natural), touch 10, flat-footed 15<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+8\/+16<\/td> <\/tr>
Attack: <\/strong>Slam +12 melee (1d8+4)\r
<\/td> <\/tr>
Full Attack: <\/strong>2 slams +12 melee (1d8+4)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Adhesive, crush, spells\r
<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., flight, hide in space, immunity to acid, mimic shape, spells\r
<\/td> <\/tr>
Saves: <\/strong>Fort +7, Ref +7, Will +9 <\/td> <\/tr>
Abilities: <\/strong>Str 19, Dex 12, Con 17, Int 14, Wis 13, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Climb +4, Concentration +13, Decipher Script +7, Disguise +18, Knowledge (arcana) +7, Listen +11, Spellcraft +14, Spot +11\r
<\/td> <\/tr>
Feats: <\/strong>Alertness, Combat Casting, Eschew Materials (B), Lightning Reflexes, Spell Focus (Illusion), Weapon Focus (slam)\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Wildspace<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>7<\/td> <\/tr>
Treasure: <\/strong>No coins, double goods (gems and jewelery), double items<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>13\u00c2\u009615 HD (Large); 16\u00c2\u009624 HD (Huge) or by character class (wizard)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The object before you suddenly becomes amorphous, forming a pseudopod.<\/i>\r

Space mimics are a highly intelligent spellcasting relative of the common mimic, usually encountered floating the depth of wildspace or hiding aboard spelljamming vessels. Unlike common mimics, space mimics have a culture of sorts based on the study of arcane lore. They are keen readers, preferring tomes on magic and astronomy. On the rare occasions a space mimic meets another of its kind they will debate arcane lore and exchange books or scrolls they've already read for new ones. Space mimics need spell books to cast their spells just like a wizard.\r

These monsters are just as amoral as common mimics, seeing most creatures as potential meals and sources of treasure. They will negotiate with powerful creatures, exchanging their services for food or arcane volumes, but weaker beings are there to be eaten.\r

A space mimic can have almost any dimensions, but usually is not more than 10 feet long. A typical space mimic has a volume of 150 cubic feet (5 feet by 5 feet by 6 feet) and weighs about 4,500 pounds.\r

Space mimics can speak and read common and at least two other languages, usually Draconic and Elven.\r

COMBAT\r

A space mimic disguises itself, often as a large chest or massive desk, and waits for victims to arrive. It then observes its potential prey and tries to lure a single victim away with an enchantment or illusion spell such as charm person or ghost sound, hoping to devour them without anyone noticing.\r

Space Mimics fight with spells as well as adhesive pseudopods as powerful as a common mimic's. They are crafty creatures who know how to use their spells to their best advantage - charming opponents and turning them on their companions, casting web to stymie their enemies' movements and so forth. If a battle turns against them a space mimic seeks to negotiate or fly away, but they fight to the death if cornered. \r

Adhesive (Ex):<\/b> A space mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first.\r

A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 19 Reflex save. A successful DC 19 Strength check is needed to pry it off.\r

Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.\r

Crush (Ex):<\/b> A space mimic deals 1d8+4 points of damage with a successful grapple check.\r

Flight (Su):<\/b> A space mimic can turn its body buoyant at will. This allows it to fly<\/i> (as the spell), as a free action, at a speed of 50 feet. This buoyancy also grants it permanent feather fall<\/i> and levitate effects with personal range.\r

Hide in Space (Ex):<\/b> A space mimic's skin is naturally pitch black with motes of twinkling light. This allows a space mimic to make Hide checks when it is flying in wildspace without needing any cover or concealment. It can also Hide against similar starry backgrounds, such as a a clear night sky. Space mimics have a +12 racial bonus on Hide checks when in space or a clear night sky.\r

Mimic Shape (Ex):<\/b> A space mimic can assume the general shape of any object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic\u00c2\u0092s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic\u00c2\u0092s Disguise check. Of course, by this time it is generally far too late.\r

Spells:<\/b> A space mimic can cast spells as a 4th-level wizard with specialization in the Illusion school and Abjuration and Evocation as its prohibited schools. The save DCs are Intelligence-based.\r

Typical wizard spells prepared<\/i> (4\/4+1\/3+1):\r
0\u00c2\u0097dancing lights, ghost sound<\/i>* (DC 14), prestidigitation, resistance<\/i>;\r
1st\u00c2\u0097charm person<\/i> (DC 13), cause fear<\/i> (DC 13), color spray<\/i>* (DC 15), magic aura<\/i>** (DC 15), unseen servant<\/i>;\r
2nd\u00c2\u0097hypnotic pattern<\/i>** (DC 16), invisibility*, minor image<\/i>* (DC 16), web<\/i> (DC 14).\r
*Illusion spell. **Bonus spell.\r

Skills:<\/b> A space mimic has a +8 racial bonus on Disguise checks. *A space mimic has a +12 racial bonus to Hide checks when in space or a clear night sky and can make Hide checks in space or a night sky without needing cover or concealment.<\/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":"Aberration","alignment":"Usually neutral","environment":"Wildspace"},{"name":"Miner","type":"Aberration","ch":6,"challenge_rating":" 6 \u00a0","id":6154,"reference":"Usergen","full_text":"

Miner <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Aberration \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 10d8+30\u00a0(75 hp)<\/td> <\/tr>
Initiative: <\/strong> +6 (Dex, Improved Initiative)<\/td> <\/tr>
Speed:<\/strong> 10 ft.\/burrow 20 ft.<\/td> <\/tr>
AC:<\/strong> 16 (-1 size, +2 Dex, +5 natural)<\/td> <\/tr>
Attacks:<\/strong>Buffet +11 melee<\/td> <\/tr>
Damage: <\/strong>Buffet 1d6+7<\/td> <\/tr>
Face\/Reach: <\/strong>10 ft. by 10 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Poison, smother<\/td> <\/tr>
Special Qualities: <\/strong>Tremorsense, darkvision 60 ft.<\/td> <\/tr>
Saves: <\/strong>Fort +6, Ref +5, Will +5 <\/td> <\/tr>
Abilities: <\/strong>Str 20, Dex 15, Con 16, Int 13, Wis 15, Cha 13 <\/td> <\/tr>
Skills: <\/strong>Listen +14, Move Silently +12, Spot +14<\/td> <\/tr>
Feats: <\/strong>Alertness, Blind-Fight, Improved Initiative<\/td> <\/tr>

<\/td> <\/tr>
Climate: <\/strong>Any temperate land<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>6<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>11-20HD (Large), 21-30HD (Huge)<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The miner is the forest-dwelling cousin of the lurker above and the trapper. It is in many ways a more primitive creature than its cousins, however, being unable to change its color or texture to match its surroundings. A miner resembles a manta ray with brown coloring and green blotches. It has a hard, bony ridge on its head that helps it burrow through the soft earth of its forest home. This ridge travels the length of the animal, and contains a crest of several hard spikes.

Combat<\/b>
A miner lies in wait on the forest floor, burrowed just inches below the surface. The spikes on the dorsal crest of the miner protrude above the surface, resembling twigs or roots. A miner will only attack after it has paralyzed its prey or if it has been removed from its burrow. Since miners tend to lair on well-traveled paths, any creature passing over a miner must make a Spot or Wilderness Lore check (DC 20) or step on a spike. A successful check reveals that the \"twigs\" are too regularly spaced to be natural. A Wilderness Lore check (DC 20) is required to recognize the spikes of a miner for what they are. A miner has 100% cover as long as it remains burrowed in.

Poison (Ex):<\/b> The barbs of a miner are poisonous; any creature stepping on one must make a Fortitude save (DC 1 or be paralyzed for 1d4+2 hours.

Smother (Ex):<\/b> A successful attack indicates the miner deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (Grapple, page 137 in the Player\u00c2\u0092s Handbook). If the miner succeeds at the grapple, it has wrapped itself around its prey. The following round, the victim must either hold her breath or begin taking suffocation damage. (A creature can hold its breath for 2 rounds per point of Constitution. After this time, the creature must succeed at a Constitution check (DC 10) in order to continue holding its breath. The check must be repeated each round, and the DC increases by +1 for each previous success.) If the victim runs out of breath, it falls unconscious (0 hp). In the following round, it drops to \u00c2\u00961 hit points and is dying. In the third round, the creature suffocates.

A victim can escape the miner\u00c2\u0092s hold by making an opposed grapple roll or an Escape Artist roll against the miner\u00c2\u0092s grapple roll. While engulfed, a creature can only use a Tiny weapon, and then only if it was in hand when the creature was first enveloped.

Damage inflicted on a miner while it encompasses a victim causes an equal amount of damage to the victim. Blunt weapons deal full damage to the victim but do not harm the miner.

Tremorsense (Ex):<\/b> A miner can automatically sense the location of anything within 60 feet that is in contact with the ground.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1983 Wizards of the Coast, Inc.
Originally found in Monster Manual II, Gary Gygax<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":">Any temperate land"},{"name":"Minidragon","type":"Dragon","ch":2,"challenge_rating":" 2 \u00a0","id":6155,"reference":"Usergen","full_text":"

Minidragon <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 3d12+3\u00a0(22 hp)<\/td> <\/tr>
Initiative: <\/strong> +3<\/td> <\/tr>
Speed:<\/strong> 20 ft. (4 squares), fly 70 ft. (perfect)<\/td> <\/tr>
Armor Class: <\/strong> 18 (+2 size, +3 Dex, +3 natural), touch 15, flat-footed 15<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/-6<\/td> <\/tr>
Attack: <\/strong>Bite +8 melee (1d4-1)\r
<\/td> <\/tr>
Full Attack: <\/strong>Bite +8 melee (1d4-1)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Spit acid<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., empathy, immunity to charm, paralysis, and sleep, low-light vision, resistance to acid 5, spell resistance 10<\/td> <\/tr>
Saves: <\/strong>Fort +4 (+8 vs. poison), Ref +6, Will +4 <\/td> <\/tr>
Abilities: <\/strong>Str 8, Dex 17, Con 13, Int 4, Wis 12, Cha 5 <\/td> <\/tr>
Skills: <\/strong>de +21*, Intimidate +7, Listen +7, Move Silently +9, Spot +7, Swim +5\r
<\/td> <\/tr>
Feats: <\/strong>Flyby Attack, Point Blank Shot, Weapon Finesse (B)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate or warm marshes<\/td> <\/tr>
Organization: <\/strong>Solitary or mated pair<\/td> <\/tr>
Challenge Rating: <\/strong>2<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>4 HD (Tiny); 5-6 HD (Small)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This tiny dragon resembles a winged serpent. Its scales are dull green, while its underbelly is scarlet. Their wings are patterned in alternating stripes of green and scarlet.<\/i>\r

Minidragons are distant cousins to faerie dragons. They make their lairs in the trunks of giant trees in or near wilderness swamps. They freely associate with black dragons, who accept minidragons outside their lairs. \r

Minidragons prize shiny objects such as pieces of glass, coins, or jewels. Their diet primarily consists of insects, rodents, berries, tubers, and nuts, although they are capable of downing larger prey. Minidragons are fond of salt, reacting to it in a manner of a cat to catnip.\r

A minidragon ranges from 1-1\/2 to 3 feet long and weighs up to 5 pounds. Most minidragons have green scales with underbellies of orange or scarlet, with wings alternating in stripes of similar colors. Rarer minidragons have bluish or yellowish tinges. Males and females are nearly identical.\r

Minidragons speak a rudimentary form of Draconic.\r

A minidragon can be acquired with the Improved Familiar feat, beginning at 9th level. \r

COMBAT\r

Minidragons are fairly even-tempered and will not generally attack unless provoked. If an intruder wanders into its lair, a minidragon can sense the intent of the intrusion with its empathy ability. If it senses an accidental intrusion, the minidragon tries to warn off the intruder with a loud, piercing hiss or by spitting a glob of harmless spittle. If the minidragon senses hostile intent, it attempts to evade capture. A minidragon\u00c2\u0092s swift, darting aerial movements, combined with its ability to blend into its surroundings, make it difficult to catch.\r

Empathy (Su):<\/b> Minidragons continuously sense the emotional state of creatures within 20 feet. They gain a +2 insight bonus on saving throws against effects originated by creatures within this area. Furthermore, they gain a +4 insight bonus on Listen, Sense Motive, and Spot checks made against creatures within 20 feet. \r

Spit Acid (Su):<\/b> Once every 1d4 rounds a minidragon can spit corrosive fluid as a 60-foot ranged touch attack. Any creature struck by this spittle suffers 4d4 points of acid damage and must make a DC 12 Fort save or suffer excruciating agony for 1d4+2 rounds. This agony manifests as a -4 penalty on attack rolls, skill checks and ability checks. Furthermore, this acid dissolves wood, stone and metal as easily as it does flesh, ignoring the first 10 points of hardness of any object it strikes. The save DC is Constitution-based.\r

Skills:<\/b> Minidragons have a +4 racial bonus on Intimidate checks, and have a chameleonlike ability that grants them a +4 racial bonus on Hide checks. *In marshes or overgrown areas, the Hide bonus improves to +8.\r

Advanced Minidragons<\/b>\r
A Small minidragon retains the Dexterity score of a Tiny minidragon.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1989 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #146<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Usually neutral","environment":"Temperate or warm marshes"},{"name":"Minimal","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6156,"reference":"Usergen","full_text":"

Minimal (Template)<\/h1>
Minimals are half-sized breeds of normal animals, created as a result of deliberate tampering with nature. Minimals (a contraction of \"miniature animals\") are all smaller versions of mammals, and possess the same physical and behavioral traits. Minimals are considerably less dangerous than normal animals, but they are just as aggressive with pronounced chaotic tendencies, and carnivores are even more aggressive than their normal-sized kin.\r
Minimals are created by magical means, in much the same way that giant-sized versions of animals were created. They have the same basic characteristics and needs as normal-sized animals. These diminutive animals actually have increased usefulness and better survivability, as they do not eat as much nor require as much territory, unlike giant animals. Minimal skins and hides are worth 2\/3 that of the normal-sized species.\r
Minimals are sometimes found with smaller humanoids or fey, especially if the locale is isolated. The are often found in large numbers in isolated regions, to avoid larger mammalian carnivores that would quickly wipe them out. Minimals that can be domesticated are valued by halflings and other short humanoids as pets that are easier to control. Minimals will live as pets, but cannot and will not be familiars under any circumstances.

Creating a Minimal<\/h2> \"Minimal\" is a template that can be added to any normal mammalian animal which is medium-sized or larger (referred to hereafter as the \"base creature\"). The creature type remains unchanged. The creature's size decreases by one size category, and the animal's height is 1\/2 and weight 1\/8 of the base creature. Minimals are usually only created from land animals. A minimal uses all the base creature's statistics and special abilities except as noted here. All listed changes that require consulting the Monster Manual should be performed in *reverse* (for example, a creature going from Huge to Large loses 8 Str and 4 Con, gains +2 Dex, loses -3 from natural armor, and gains +1 to its AC and attack bonus).
Hit Dice: <\/strong>The number of hit dice is 1\/4 of the base creature, rounded down. If the base creature had 2-3 HD,
Speed: <\/strong>The speed is 2\/3 of the base creature\u00c2\u0092s speed, rounded up to the nearest increment of 10.
AC:<\/strong> The creature's armor class modifier for size increases according to the chart on page 12 of the Monster Manual, although its natural armor may decrease.
Special Attacks: <\/strong>Attacks: The creature's number of attacks and type of attacks remain unchanged, but its attack modifier for size increases according to the chart on page 12 of the Monster Manual, but its attack bonus may also decrease according to its new Hit Dice and Strength.\r
Damage: The damage that the creature's natural attacks cause changes according to the chart on page 14 of the Monster Manual.
Special Qualities: <\/strong>Face\/Reach: The creature's face and reach may decrease, depending on how small its dimensions become.\r
Special Attacks: Same as the base creature; damage from special attacks may be decreased.\r
Special Qualities: Same as the base creature; also Save bonuses
Saves: <\/strong>The creature's saving throws decrease as its ability scores and Hit Dice change. (see below)
Abilities: <\/strong>The creature's Strength, Dexterity, and Constitution may change according to the chart on page 12 of the Monster Manual.
Skills: <\/strong>Same as the base creature
Feats: <\/strong>Same as the base creature

Environment: <\/strong>Same as the base creature
Organization: <\/strong>Same as the base creature, though groups larger than pairs may contain twice as many minimals.
Treasure: <\/strong>None
Alignment: <\/strong>Same as the base creature (chaotic tendencies)
Advancement: <\/strong>---
Challenge Rating: <\/strong>1\/2 of the base creature
Level Adjustment: <\/strong>0

Sample Minimal<\/h2> COMBAT<\/b>\r
Minimals fight in the same manner as their ordinary counterparts, but will respect larger opponents. Carnivorous minimals are more aggressive than the normal versions, but will usually attack only when prey is smaller or they have superior numbers. Naturally, they will always fight if cornered, or if they are wounded or protecting young.\r
Save Bonuses (Ex): Minimals are not magical beasts, but the magical process that created them from normal animals has made them hardier than normal. They receive a +2 bonus to all saving throws. Additionally, they receive a +2 to save against poison to help them against poisonous predators, and they receive a +4 to saves against any sort of enchantment spell, including those spells meant to charm animals.\r


Minimal Tiger\r
Medium-Sized Animal\r
Hit Dice: 1d8+1 (5 hp)\r
Initiative: +3 (Dex)\r
Speed: 30 ft\r
AC: 14 (+3 Dex, +1 natural)\r
Attacks: 2 claws +3 melee, bite -2 melee\r
Damage: Claw 1d6+2, bite 1d8+1\r
Face\/Reach: 5 ft by 5 ft\/5 ft\r
Special Attacks: Pounce, improved grab, rake 1d6+1\r
Special Qualities: Save bonuses\r
Saves: Fort +3, Ref +3, Will +1\r
Abilities: Str 15, Dex 17, Con 13, Int 2, Wis 12, Cha 6\r
Skills: Balance +7, Hide +6*, Listen +3, Move Silently +10, Spot +3, Swim +7\r
Feats: Weapon Finesse (claw, bite)\r

Climate\/Terrain: Any forest, hill, mountains, and plains\r
Organization: Solitary\r
Challenge Rating: 2\r
Treasure: None\r
Alignment: Always neutral (chaotic tendencies)\r
Advancement: ---\r

Minimal tigers are miniature versions of great cats, about 4 - 5 feet in length, weighing only between 50 to 75 pounds. They are otherwise completely identical to normal tigers.\r

Feats: The minimal tiger has Weapon Finesse (claw, bite) as a bonus feat.
\u00a0
Dragon #66 (Lenard Lekofka, 1982), Monster Manual II (1983), Monstrous Compendium 2 (1989)<\/em>
<\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Same as the base creature (chaotic tendencies)","environment":"Same as the base creature"},{"name":"Misi","type":"Outsider","ch":3,"challenge_rating":" 3 \u00a0","id":6157,"reference":"Usergen","full_text":"

Misi <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Small\u00a0Outsider \t\t\t(Chaotic, Extraplanar, Incorporeal)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 5d8\u00a0(22 hp)<\/td> <\/tr>
Initiative: <\/strong> +6<\/td> <\/tr>
Speed:<\/strong> Fly 30 ft. (6 squares) (perfect)<\/td> <\/tr>
Armor Class: <\/strong> 19 (+1 size, +6 Dex, +3 deflection), touch 20, flat-footed 14<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+5\/—<\/td> <\/tr>
Attack: <\/strong>—<\/td> <\/tr>
Full Attack: <\/strong>—<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Warp magic<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., dimensional concealment, incorporeal traits, immunity to physcial attacks, spell resistance 13<\/td> <\/tr>
Saves: <\/strong>Fort +6, Ref +10, Will +6 <\/td> <\/tr>
Abilities: <\/strong>Str –, Dex 23, Con 10, Int 12, Wis 15, Cha 16 <\/td> <\/tr>
Skills: <\/strong>Autohypnosis +10, Heal +10, Hide +14, Knowledge (arcana) +9, Knowledge (the planes) +9, Listen +10, Spellcraft +11, Spot +10, Survival +10 (+12 on other planes)<\/td> <\/tr>
Feats: <\/strong>Ability Focus (warp magic), Great Fortitude<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Fourth, Fifth, and Sixth Dimensions<\/td> <\/tr>
Organization: <\/strong>Solitary or pack (2-6)<\/td> <\/tr>
Challenge Rating: <\/strong>3<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
Advancement: <\/strong>6-15 HD (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>—<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A rainbow-colored scintillation of indistinct shape briefly appears in the air nearby, then vanishes as quickly as it appeared.<\/i>\r

Misi exist solely in the fourth, fifth, and sixth dimensions. They cannot see or interact with the first three dimensions any better than natives of those dimension can experience the fourth, fifth, and sixth. They are aware of normal dimensional creatures only as vague shadows, but are innately drawn to the use of magic, upon which they feed.\r

Because misi do not exist in the typical three dimensions, it is difficult to describe them in terms of length, width, or height. The closest approixmation is 3 feet tall and weightless.\r

Misi speak their own language that is too incomprehensible for other races to learn.\r

COMBAT<\/b>\r
Misi have no \"attacks\" in the traditional sense. Rather, a misi (or group of misi) will warp any magic used in their vicinity, often resulting in detriment or death to the spellcaster.\r

Dimensional Concealment (Ex):<\/b> Any attempt to notice or target a misi requires a DC 25 Spot check.\r

Immunity to Physical Attacks (Ex):<\/b> Misi's have no physical presence on the material world, and cannot be harmed by physical weapons (natural or manufactured). Magical weapons, even weapons with the ghost touch property or another special ability against incorporeal creatures cannot harm a misi. A misi cannot attack other creatures, except through its ability to warp magic.\r

Warp Magic (Su):<\/b> As an immediate action, one or more misi can attempt to alter the effects of any spell. Either the spell's caster or a target of the spell must be within 60 ft. of any of the misi in a group. To determine the effects, roll 1d4 and add +1 for each additional misi present:\r

  • 2 or less - Spell Failure: Spell has no effect and is wasted.\r
    <\/li>
  • 3 - Spell Misdirection: Spell affects random target within range, or within range 60 ft. for spells without a range.\r
    <\/li>
  • 4 - Spell Backfire: Spell affects caster. If the spell is beneficial its effects are reversed - e.g. inflicts damage or penalties instead of healing or giving bonuses. In addition, the caster must succeed on a DC 17 Fort save or be stunned for 1d3 rounds.\r
    <\/li>
  • 5 - Spell Loss: Caster loses 1d4 memorized spells\/daily spell slots starting with the highest spell levels.\r
    <\/li>
  • 6-7 - Spell Reversal: Caster is harmed by a spell backfire (see #3) plus the spell has the reverse of the intended effect (e.g. a targeted enemy is healed or given bonuses instead of being harmed or penalized).\r
    <\/li>
  • 8-9 - Casting Loss: Caster must succeed on a DC 17 Will save or lose ability to cast spells for 1d6 hours.\r
    <\/li>
  • 10-11 - Harmful Magic: Caster suffers 10 points of damage per misi, or 1d4 points of damage per misi with a successful DC 17 Fort save.\r
    <\/li>
  • 12+ - Devastation: Caster is affected by both the Casting Loss and Harmful Magic effects. The caster may make separate DC 17 saving throws against each effect.)<\/li><\/ul>

    The save DCs are Charisma-based. If a group of misi are affected, use the highest Charisma score in the group to determine the base save DC, and add +1 for each additional misi in the group.\r

    In Spelljammer<\/b>\r
    Misi can occur anyplace \u00c2\u0096 on the surface of a planet, in the depths of wildspace, or even out on the phlogiston ocean. However, mist are almost always seen near spelljammer ships, for they are attracted to the magical emanations associated with the spacefaring craft.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1990 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Spelljammer Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic neutral","environment":"Fourth, Fifth, and Sixth Dimensions"},{"name":"Mist, Scarlet Dancer","type":"Undead","ch":9,"challenge_rating":" 9 \u00a0","id":6158,"reference":"Usergen","full_text":"

Mist, Scarlet Dancer <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Fine\u00a0Undead \t\t\t(Incorporeal, Swarm)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 10d12\u00a0(65 hp)<\/td> <\/tr>
Initiative: <\/strong> +11<\/td> <\/tr>
Speed:<\/strong> Fly 60 ft. (perfect) (12 squares)<\/td> <\/tr>
Armor Class: <\/strong> 25 (+8 size, +7 Dex), touch 25, flat-footed 18<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+5\/\u00c2\u0097<\/td> <\/tr>
Attack: <\/strong>Swarm (1d6 plus blood drain)\r
<\/td> <\/tr>
Full Attack: <\/strong>Swarm (1d6 plus blood drain)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Blood drain, cling, distraction<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., immune to weapon damage, incorporeal traits, lifesense 100 ft., swarm traits, undead traits<\/td> <\/tr>
Saves: <\/strong>Fort +5, Ref +10, Will +7 <\/td> <\/tr>
Abilities: <\/strong>Str \u00c2\u0097, Dex 25, Con \u00c2\u0097, Int 4, Wis 10, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Hide +27, Listen +6, Spot +6\r
<\/td> <\/tr>
Feats: <\/strong>Ability Focus (distraction), Alertness, Great Fortitude, Improved Initiative <\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any marsh or underground<\/td> <\/tr>
Organization: <\/strong>Solitary or cluster (2-5 swarms)<\/td> <\/tr>
Challenge Rating: <\/strong>9<\/td> <\/tr>
Treasure: <\/strong>Always neutral<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
As the knot of mist flows forward, it becomes apparent that it is composed of hundreds of tiny mistlings of vaguely humanoid shape. Their bodies consist of arms and a torso which trail off into indistinct vapor.<\/i>\r

Scarlet dancers are vaporous undead believed to be miniature versions of the deadly crimson death. Found mostly in sewers and other subterranean areas teeming with vermin, these tiny undead gather in clusters of over a hundred of their kind. Scarlet dancers instinctively flee from sunlight, despite it causing them no real harm.\r

Scarlet dancers have an innate hunger for the blood of the living, and, as such, spend all their time seeking out warm-blooded creatures upon which to feed. Once sated, the swarm falls into a torpor for a few hours, before its eternal cravings resume. Although they are opportunity predators, feeding mostly on the vermin found in the sewers where they cluster, scarlet dancers prefer the blood of humanoids.\r

A single scarlet dancer is about 2 inches in diameter and weightless. Its coloration is grayish-white, but as it feeds, the mist turns blood-red.\r

Scarlet dancers do not speak.\r

COMBAT\r

Each individual scarlet dancer within the swarm attacks by extending a vaporous tendril and wrapping it around its opponent. They cling tenaciously to their prey until enough blood has been drained to temporarily sate their supernatural hunger.\r

Blood Drain (Ex):<\/b> A scarlet dancer swarm drains blood and deals 1d6 points of damage and 1d6 points of Constitution damage to any creature whose space it occupies at the end of its move. Once it has dealt 20 points of Constitution damage, it detaches and flies off to \"digest\" the meal for 1d4 hours. While sated, the scarlet dancer moves at only half speed and its maneuverability is reduced to good. It also loses its Dexterity bonus to AC. If its victim dies before the swarm's appetite has been sated, the swarm seeks a new target.\r

Cling (Ex):<\/b> Once a swarm of scarlet dancers surrounds a creature, they cling to the victim with incorporeal tendrils. The victim is free to move and is not considered grappled, but the scarlet dancer swarm moves with the victim; thus, the victim will begin its next turn with the swarm in its space, and will be vulnerable to the swarm's distraction ability. The victim may escape with a successful DC 22 Escape Artist or Tumble check, a freedom of movement<\/i> effect, or by slaying the swarm. The save DC is Dexterity-based.\r

Distraction (Ex):<\/b> Any living creature vulnerable to a scarlet dancer swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 15 Fortitude save negates the effect. Even after a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a DC 22 Concentration check. The save DC is Charisma-based.\r

Lifesense (Su):<\/b> A scarlet dancer swarm notices and locates living creatures within 100 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch<\/i>.\r

In the Realms\r

Scarlet dancers first appeared in the bowels of Zhentil Keep, and most still reside in the sewer tunnels beneath that dreadful locale. Rumors suggest that scarlet dancers were the result of a failed Zhentarim experiment, but no hard evidence exists to support this claim. Regardless, the lords of Zhentil Keep keep a close eye on the scarlet dancer population, fearful of an outbreak reaching the surface.<\/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":"Undead","alignment":"Always neutral","environment":"Any marsh or underground"},{"name":"Mist, Vampiric","type":"Aberration","ch":3,"challenge_rating":" 03 \u00a0","id":6159,"reference":"Usergen","full_text":"

Mist, Vampiric <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium-size\u00a0Aberration \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 3d8+3\u00a0(16 hp)<\/td> <\/tr>
Initiative: <\/strong> +8<\/td> <\/tr>
Speed:<\/strong> Fly 30 ft (perfect) (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 16 (+4 Dex, +2 natural), touch 14, flat-footed 12<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+2\/+3<\/td> <\/tr>
Attack: <\/strong>Tendril +3 melee touch (blood drain)<\/td> <\/tr>
Full Attack: <\/strong>Tendril +3 melee touch (blood drain)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
Special Attacks: <\/strong>Blood drain, envelop<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 10\/magic, darkvision 60 ft, gaseous form, hunger, immunities, satiation, sense blood, telepathy 50 ft<\/td> <\/tr>
Saves: <\/strong>Fort +2, Ref +5, Will +3 <\/td> <\/tr>
Abilities: <\/strong>Str 12, Dex 19, Con 12, Int 10, Wis 10, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Hide +6*, Listen +4, Move Silently +8, Spot +6<\/td> <\/tr>
Feats: <\/strong>Improved Initiative, Stealthy<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate and warm marsh and underground<\/td> <\/tr>
Organization: <\/strong>Solitary or pack (2-3)<\/td> <\/tr>
Challenge Rating: <\/strong>03<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
Advancement: <\/strong>4-6 HD (Medium); 7-9 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>---<\/td> <\/tr>
\u00a0<\/td> <\/tr>
An odd mist floats above the ground, seeming to move along regardless of the wind. This thick, billowing cloud of pale pink vapors is several feet in diameter. The air is thick with the reek of old blood. <\/i>\r

The vampiric mist, or vampire mist, is a gaseous monster that feeds on the blood of living creatures. The vampiric mist was originally believed to be a lesser form of the crimson death, but is now thought to have been deliberately created by a powerful vampire wizard. The vampire mist\u00c2\u0092s shape and density varies from moment to moment. When sated, the mist\u00c2\u0092s coloration changes to crimson red and the monster becomes slower and more substantial.\r

A vampiric mist has no set lair, but is usually found in chilly, damp places such as bogs, swamps, and dank subterranean areas. This dread monster creeps along the ground in search of warm bodies, mixing in with fog, or stalks its prey in the absolute darkness of the underground. A vampiric mist prefers a lone victim, which is easier to defeat, but if hungry enough it will even raid a town, slaying livestock and killing the people while they sleep.\r

No natural creatures hunt vampiric mists. Bloodsuckers such as leeches or stirges are sometimes drawn by the smell of a vampiric mist, but the superior predator turns them into prey. A vampiric mist will live until it starves to death, is slain, or reproduces. This monster occasionally reproduces by spontaneously dividing into two whole, very hungry mists, immediately after reaching satiation. \r

A vampiric mist varies from about 5-8 feet in diameter, its misty form constantly shifting in weight and density. \r

A vampiric mist does not speak, but communicates via telepathy.\r

COMBAT<\/b>\r
A vampiric mist attacks by wrapping its gaseous tendrils around any living creature, draining its blood. It can also use this attack form to defend itself when fully sated, dumping all excess blood on the ground. A hungry mist will take the shortest route to its victim, navigating by touch, and is intelligent enough to find any reasonable path through or around obstacles if one exists. After feeding, a mist will usually try to get away from any attackers for a time, returning to them when it becomes hungry again.\r

Blood Drain (Ex)<\/b>: A vampiric mist drains blood, dealing 1d3 points of Constitution damage on a successful tendril attack. The vampire mist craves blood, so it usually presses its attack until it can deal at least 8 points of Constitution damage.\r

On each successful attack, the vampiric mist gains 1d4 temporary hit points, which remain until lost from either hunger or taking damage. A vampire mist will reach satiation when it has its maximum hit points (usually 9 hit points per hit die, or 27 hit points for a standard, undamaged mist) and will disengage its attack. A vampiric mist\u00c2\u0092s maximum number of hit points is lowered by the number of hit points it has suffered from physical damage; such hit points can only be regained through normal healing and a vampire mist cannot regain them from draining blood.\r

Envelop (Ex)<\/b>: A vampire mist can engulf opponents by moving on top of them, as a standard action. It fills the air around one Medium or smaller opponent without provoking an attack of opportunity. The two creatures are not considered grappled, but the opponent can break free and leave the vampire mist\u00c2\u0092s space with a successful Escape Artist or grapple check. So long as an opponent remains enveloped in a vampire mist, the mist can automatically hit with its tendril attack each round.\r

While engulfing a victim, the vampire mist cannot attack other creatures with its tendrils or envelop another character. An engulfed victim can attack the vampire mist normally with physical attacks. If other characters use edged weapons to attack the vampire mist while it is holding a victim, those attacks have a 25% chance of hitting the trapped character, and they do no harm to the vampire mist. \r

Gaseous Form (Ex)<\/b>: A vampire mist\u00c2\u0092s insubstantial form grants it immunity to critical hits and flanking. A vampire mist cannot run, but it can fly, and it is subject to winds. It cannot ever wear armor, manipulate solid objects, or enter water or other liquids. It can pass through small holes or narrow openings \u00c2\u0096 even mere cracks. It also can occupy squares occupied by enemies.\r

Hunger (Ex)<\/b>: A vampiric mist begins to starve not long after feeding. For every 12 hours since it has last drained blood, a vampire mist will lose one hit point. When the vampire mist reaches its normal hit point total, it becomes ravenously hungry, and must search for a victim to drain. A vampire mist that reaches 0 hit points due to starvation dies immediately.\r

Immunities (Ex)<\/b>: A vampire mist is immune to physical damage from all spells and magical effects, except for force effects, electricity, and any spells intended to effect air.\r

Satiation (Ex)<\/b>: When a vampire mist has drained enough blood to become sated, it becomes more substantial and its weight makes it slower. The vampire mist\u00c2\u0092s flight speed drops to 20 feet, its Dexterity score drops to 10, and it loses its damage reduction. These limitations persist for 1d6 minutes, at which point the creature returns to normal.\r

Sense Blood (Ex)<\/b>: A vampiric mist can sense the presence of warm-blooded creatures in a 50-foot radius and can detect spilt blood at ranges of up to a mile.\r

Skills<\/b>: *A vampire mist\u00c2\u0092s misty form makes it difficult to spot in fog. Before feeding, the creature receives a +8 bonus on Hide checks in smoky or foggy areas. When sated, the bonus drops to +4 because of its red coloration.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1985 Wizards of the Coast, Inc.
Originally found in module I7 \u00c2\u0096 Baltron\u00c2\u0092s Beacon (1985, Philip Meyers) and Monstrous Compendium MC5 - Greyhawk Appendix (1990).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral evil","environment":"Temperate and warm marsh and underground"},{"name":"Mithral Guardian, Greater","type":"Construct","ch":26,"challenge_rating":" 26 \u00a0","id":6160,"reference":"Usergen","full_text":"

Mithral Guardian, Greater <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Gargantuan\u00a0Construct \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 48d10+60\u00a0(324 hp)<\/td> <\/tr>
Initiative: <\/strong> +6<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 38 (-4 size, -2 Dex, +34 natural), touch 4, flat-footed 38<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+36\/+69<\/td> <\/tr>
Attack: <\/strong>Slam +53 melee (3d12+21) or magma mattock +54 melee (6d6+31\/19-20\/x3 plus 1d6 fire plus 2d6 and 2d10 fire on a successful critical hit and DC 55 Fort save or die)<\/td> <\/tr>
Full Attack: <\/strong>2 slams +53 melee (3d12+21) or magma mattock +54\/+49\/+44\/+39 melee (6d6+31\/19-20\/x3 plus 1d6 fire plus 2d6 and 2d10 fire on a successful critical hit and DC 55 Fort save or die)<\/td> <\/tr>
Space\/Reach: <\/strong>20 ft.\/20 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Dispel darkness, magma mattock, prismatic spray, silent aura, spell-like abilities<\/td> <\/tr>
Special Qualities: <\/strong>Construct traits, damage reduction 20\/adamantine, darkvision 60 ft., immunity to magic, low-light vision<\/td> <\/tr>
Saves: <\/strong>Fort +16, Ref +18, Will +23 <\/td> <\/tr>
Abilities: <\/strong>Str 53, Dex 7, Con \u00c2\u0097, Int 10, Wis 17, Cha 23 <\/td> <\/tr>
Skills: <\/strong>Climb +22, Diplomacy +8, Intimidate +21, Knowledge (dungeoneering) +10, Knowledge (religion) +10, Listen +36, Sense Motive +23, Spot +36. Survival +3 (+5 underground)<\/td> <\/tr>
Feats: <\/strong>Awesome Blow, Cleave, Devastating Critical (warhammer), Dire Charge, Epic Reflexes, Epic Will, Great Cleave, Improved Bull Rush, Improved Critical (warhammer), Improved Initiative, Improved Sunder, Overwhelming Critical (warhammer), Power Attack, Power Critical, Reckless Offense, Superior Initiative, Weapon Focus (warhammer)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any land and underground<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>26<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral good<\/td> <\/tr>
Advancement: <\/strong>49-72 HD (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This massive moving statue resembles a resplendent armored dwarf. A multifaceted jewel is centered upon its chest, and it wields a massive, fiery mattock that seems forged from cooling magma.<\/i>\r

Greater mithral guardians are specialized golems created through divine intervention of the deity Dumathoin. All are carved in the god's image. While lesser mithral guardians glorfiy Dumathoin's aspects of mining and underground exploration, the greater guardians exemplify all his dwarven aspects.\r

Greater mithral guardians, unlike their lesser namesakes, are formed of pure mithral. However, upon their destruction, the mithral becomes worthless lodestone (a final act of retribution from the deity against those who would plunder the richness of the underground realm).\r

A greater mithral guardian stands 54 feet tall and weighs 120 tons.\r

A greater mithral guardian speaks Dwarven and Terran in a booming voice. 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

Mithral guardians are mighty combatants. They strike with deadly accuraccy and incredible force.\r

Dispel Darkness (Su):<\/b> When a mithral guardian encounters a magical darkness effect, it may dispel the darkness as a free action. If the mithral guardian's caster level check (effective CL 40th) exceeds a DC of 11 plus the darkness effect's caster level, the darkness is completly dispelled and negated. This otherwise functions as a targeted use of dispel magic<\/i>.\r

Immunity to Magic (Ex):<\/b> A mithral guardian 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 or force damage heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the mithral guardian to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a mithral guardian hit by a lightning bolt<\/i> gains back 6 hit points if the damage total is 18 points. A mithral guardian gets no saving throw against electricity or force effects.\r

Magma Mattock (Su):<\/b> A greater mithral guardian wields a great, two-handed warhammer (big enough for Colossal creatures) without penalty. Additionally, this mattock is treated as a flaming burst<\/i> weapon, dealing an extra 1d6 points of fire damage on a successful hit, and an extra 2d10 points of fire damage on a successful critical hit. The weapon crumbles into chunks of cooled magma if its wielder is destroyed.\r

Prismatic Spray (Su):<\/b> Three times per day, a greater mithral guardian can release a prismatic spray<\/i> from the gem in its chest. This functions exactly as the prismatic spray<\/i> spell, with save DCs of 40. The save DCs are Charisma-based.\r

Silent Aura (Su):<\/b> A greater mithral guardian is continuously shrouded in silence to a radius of 15 feet. This functions as a silence<\/i> spell (DC 40). The golem may suppress or resume this ability as a free action. The save DC is Charisma-based.\r

Spell-Like Abilities:<\/b> 1\/day\u00c2\u0097earthquake, guards and wards<\/i> (DC 22). Caster level 40th. The save DCs are Charisma-based.\r

Skills:<\/b> A greater mithral guardian has a +8 racial bonus on Listen and Spot checks.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1996 Wizards of the Coast, Inc.
Originally found in Undermountain: The Lost Level<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral good","environment":"Any land and underground"},{"name":"Mithral Guardian, Lesser","type":"Construct","ch":15,"challenge_rating":" 15 \u00a0","id":6161,"reference":"Usergen","full_text":"

Mithral Guardian, Lesser <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Huge\u00a0Construct \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 24d10+40\u00a0(172 hp)<\/td> <\/tr>
Initiative: <\/strong> -2<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 36 (-2 size, -2 Dex, +30 natural), touch 6, flat-footed 36<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+18\/+41<\/td> <\/tr>
Attack: <\/strong>Slam +31 melee (3d12+15)<\/td> <\/tr>
Full Attack: <\/strong>2 slams +31 melee (3d12+15)<\/td> <\/tr>
Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Dispel darkness, silent aura<\/td> <\/tr>
Special Qualities: <\/strong>Construct traits, damage reduction 20\/adamantine, darkvision 60 ft., immunity to magic, low-light vision<\/td> <\/tr>
Saves: <\/strong>Fort +8, Ref +6, Will +8 <\/td> <\/tr>
Abilities: <\/strong>Str 41, Dex 7, Con \u00c2\u0097, Int \u00c2\u0097, Wis 11, Cha 1 <\/td> <\/tr>
Skills: <\/strong>\u00c2\u0097\r
<\/td> <\/tr>
Feats: <\/strong>\u00c2\u0097\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any land and underground<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>15<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral good<\/td> <\/tr>
Advancement: <\/strong>25-36 HD (Huge); 37-72 HD (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This massive moving statue resembles a resplendent dwarven miner.<\/i>\r

Mithral guardians are specialized golems created by the dwarven followers of the deity Dumathoin. All are carved in the god's image. Lesser mithral guardians glorfiy Dumathoin's aspects of mining and underground exploration.\r

Although many believe these constructs to be formed of pure mithral, and therefore a treasure trove of the metal, only a small portion of mithral is actually used in their construction (see below).\r

A lesser mithral guardian stands 18 feet tall and weighs 8,500 pounds.\r

A lesser mithral guardian 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

Mithral guardians are mighty combatants. They strike with deadly accuraccy and incredible force.\r

Dispel Darkness (Su):<\/b> When a mithral guardian encounters a magical darkness effect, it may dispel the darkness as a free action. If the mithral guardian's caster level check (effective CL 20th) exceeds a DC of 11 plus the darkness effect's caster level, the darkness is completly dispelled and negated. This otherwise functions as a targeted use of dispel magic<\/i>.\r

Immunity to Magic (Ex):<\/b> A mithral guardian 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 or force damage heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the mithral guardian to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a mithral guardian hit by a lightning bolt<\/i> gains back 6 hit points if the damage total is 18 points. A mithral guardian gets no saving throw against electricity or force effects.\r

Silent Aura (Su):<\/b> A mithral guardian is continuously shrouded in silence to a radius of 15 feet. This functions as a silence<\/i> spell (DC 22). The save DC is Constitution-based.\r

Construction<\/b>\r
A mithral guardian's body is sculpted from 8,000 pounds of pure iron veined and plated with 500 pounds of pure silver, then inset with runes formed from 10 pounds of mithral. A wish spell is used to transform the entire body into mithral during the enchantment process. The total cost of the materials is 20,000 gp, including rare tinctures and admixtures smelted into the metals. Assembling the body requires a DC 23 Craft (armorsmithing) check or a DC 23 Craft (weaponsmithing) check.\r

CL 20th; Craft Construct, geas\/quest, permanency, sunburst, wish<\/i> or miracle<\/i>, caster must be at least 20th level; Price 200,000 gp; Cost 110,000 gp + 7,200 XP.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1996 Wizards of the Coast, Inc.
Originally found in Undermountain: The Lost Level<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral good","environment":"Any land and underground"},{"name":"Mithril Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":6162,"reference":"Usergen","full_text":"

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


<\/td> <\/tr>
Dragon (Air)<\/strong><\/td> <\/tr>
Environment: <\/strong>Warm hills and mountains<\/td> <\/tr>
Organization: <\/strong>Solitary, pair, or flight (3-8)<\/td> <\/tr>
Challenge Ratings: <\/strong>Wyrmling 3; very young 4; young 6; juvenile 8; young adult 10; adult 12; mature adult 15; old 17; very old 19; ancient 20; wyrm 21; great wyrm 23<\/td> <\/tr>
Treasure: <\/strong>Triple standard<\/td> <\/tr>
Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
Advancement: <\/strong>Wyrmling 5\u00c2\u00966 HD; very young 8\u00c2\u00969 HD; young 11\u00c2\u009612 HD; juvenile 14\u00c2\u009615 HD; young adult 17\u00c2\u009618 HD; adult 20\u00c2\u009621 HD; mature adult 23\u00c2\u009624 HD; old 26\u00c2\u009627 HD; very old 29\u00c2\u009630 HD; ancient 32\u00c2\u009633 HD; wyrm 35\u00c2\u009636 HD; great wyrm 38+ HD<\/td> <\/tr>
Level Adjustment: <\/strong>Wyrmling +2; very young +3; young +4; juvenile +4; others \u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr><\/table><\/td><\/tr>

Mithril Dragons by Age<\/b><\/p>
Age<\/b><\/font><\/td>Size<\/b><\/font><\/td>Hit Dice (hp)<\/b><\/font><\/td>Str<\/b><\/font><\/td>Dex<\/b><\/font><\/td>Con<\/b><\/font><\/td>Int<\/b><\/font><\/td>Wis<\/b><\/font><\/td>Cha<\/b><\/font><\/td>Base Attack\/
Grapple<\/b><\/font><\/td>
Attack<\/b><\/font><\/td>Fort
Save<\/b><\/font><\/td>
Ref
Save<\/b><\/font><\/td>
Will
Save<\/b><\/font><\/td>
Breath
Weapon
(DC)<\/b><\/font><\/td>
Frightful
Presence
DC<\/b><\/font><\/td><\/tr>
Wyrmling<\/font><\/td>T<\/font><\/td>4d12+4\u00a0(30)<\/font><\/td>11<\/font><\/td>10<\/font><\/td>13<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+4\/-4<\/font><\/td>+6<\/font><\/td>+5<\/font><\/td>+4<\/font><\/td>+6<\/font><\/td>2d6\u00a0(13)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
Very Young<\/font><\/td>S<\/font><\/td>7d12+7\u00a0(52)<\/font><\/td>13<\/font><\/td>10<\/font><\/td>13<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+7\/+4<\/font><\/td>+9<\/font><\/td>+6<\/font><\/td>+5<\/font><\/td>+7<\/font><\/td>4d6\u00a0(14)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
Young<\/font><\/td>M<\/font><\/td>10d12+20\u00a0(85)<\/font><\/td>15<\/font><\/td>10<\/font><\/td>15<\/font><\/td>16<\/font><\/td>17<\/font><\/td>16<\/font><\/td>+10\/+12<\/font><\/td>+12<\/font><\/td>+9<\/font><\/td>+7<\/font><\/td>+10<\/font><\/td>6d6\u00a0(17)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
Juvenile<\/font><\/td>M<\/font><\/td>13d12+26\u00a0(110)<\/font><\/td>17<\/font><\/td>10<\/font><\/td>15<\/font><\/td>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+13\/+16<\/font><\/td>+16<\/font><\/td>+10<\/font><\/td>+8<\/font><\/td>+12<\/font><\/td>8d6\u00a0(18)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
Young Adult<\/font><\/td>L<\/font><\/td>16d12+48\u00a0(152)<\/font><\/td>19<\/font><\/td>10<\/font><\/td>17<\/font><\/td>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+16\/+24<\/font><\/td>+19<\/font><\/td>+13<\/font><\/td>+10<\/font><\/td>+14<\/font><\/td>10d6\u00a0(21)<\/font><\/td>22<\/font><\/td><\/tr>
Adult<\/font><\/td>L<\/font><\/td>19d12+76\u00a0(199)<\/font><\/td>23<\/font><\/td>10<\/font><\/td>19<\/font><\/td>20<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+19\/+29<\/font><\/td>+24<\/font><\/td>+15<\/font><\/td>+11<\/font><\/td>+16<\/font><\/td>12d6\u00a0(23)<\/font><\/td>24<\/font><\/td><\/tr>
Mature Adult<\/font><\/td>H<\/font><\/td>22d10+253\u00a0(253)<\/font><\/td>27<\/font><\/td>10<\/font><\/td>21<\/font><\/td>20<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+22\/+38<\/font><\/td>+28<\/font><\/td>+18<\/font><\/td>+13<\/font><\/td>+18<\/font><\/td>14d6\u00a0(26)<\/font><\/td>26<\/font><\/td><\/tr>
Old<\/font><\/td>H<\/font><\/td>25d12+125\u00a0(287)<\/font><\/td>29<\/font><\/td>10<\/font><\/td>21<\/font><\/td>22<\/font><\/td>23<\/font><\/td>22<\/font><\/td>+25\/+42<\/font><\/td>+32<\/font><\/td>+19<\/font><\/td>+14<\/font><\/td>+20<\/font><\/td>16d6\u00a0(27)<\/font><\/td>28<\/font><\/td><\/tr>
Very Old<\/font><\/td>H<\/font><\/td>28d12+168\u00a0(350)<\/font><\/td>31<\/font><\/td>10<\/font><\/td>23<\/font><\/td>22<\/font><\/td>23<\/font><\/td>22<\/font><\/td>+28\/+46<\/font><\/td>+36<\/font><\/td>+22<\/font><\/td>+16<\/font><\/td>+22<\/font><\/td>18d6\u00a0(30)<\/font><\/td>30<\/font><\/td><\/tr>
Ancient<\/font><\/td>H<\/font><\/td>31d12+186\u00a0(387)<\/font><\/td>33<\/font><\/td>10<\/font><\/td>23<\/font><\/td>24<\/font><\/td>25<\/font><\/td>24<\/font><\/td>+31\/+50<\/font><\/td>+40<\/font><\/td>+23<\/font><\/td>+17<\/font><\/td>+24<\/font><\/td>20d6\u00a0(31)<\/font><\/td>32<\/font><\/td><\/tr>
Wyrm<\/font><\/td>G<\/font><\/td>34d12+238\u00a0(459)<\/font><\/td>35<\/font><\/td>10<\/font><\/td>25<\/font><\/td>26<\/font><\/td>27<\/font><\/td>26<\/font><\/td>+34\/+58<\/font><\/td>+42<\/font><\/td>+26<\/font><\/td>+19<\/font><\/td>+27<\/font><\/td>22d6\u00a0(34)<\/font><\/td>35<\/font><\/td><\/tr>
Great Wyrm<\/font><\/td>G<\/font><\/td>37d12+296\u00a0(536)<\/font><\/td>37<\/font><\/td>10<\/font><\/td>27<\/font><\/td>26<\/font><\/td>27<\/font><\/td>26<\/font><\/td>+37\/+62<\/font><\/td>+46<\/font><\/td>+28<\/font><\/td>+20<\/font><\/td>+28<\/font><\/td>24d6\u00a0(36)<\/font><\/td>36<\/font><\/td><\/tr><\/table><\/td><\/tr>
\u00a0<\/td> <\/tr>

Mithril 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 200 ft. (perfect)<\/font><\/td>+0<\/font><\/td>16 (+2 size, +4 natural), touch 12, flat-footed 16<\/font><\/td>Immunity to fire<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
Very Young<\/font><\/td>40 ft., fly 200 ft. (perfect)<\/font><\/td>+0<\/font><\/td>18 (+1 size, +7 natural), touch 11, flat-footed 18<\/font><\/td>Tongues<\/i><\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
Young<\/font><\/td>40 ft., fly 250 ft. (good)<\/font><\/td>+0<\/font><\/td>20 (+10 natural), touch 10, flat-footed 20<\/font><\/td>Forget<\/i><\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
Juvenile<\/font><\/td>40 ft., fly 250 ft. (good)<\/font><\/td>+0<\/font><\/td>23 (+13 natural), touch 10, flat-footed 23<\/font><\/td>Blink<\/i><\/font><\/td>1st<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
Young Adult<\/font><\/td>40 ft., fly 250 ft. (good)<\/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>18<\/font><\/td><\/tr>
Adult<\/font><\/td>40 ft., fly 250 ft. (good)<\/font><\/td>+0<\/font><\/td>28 (\u00c2\u00961 size, +19 natural), touch 9, flat-footed 28<\/font><\/td>Summon Large fire elemental<\/i><\/font><\/td>5th<\/font><\/td>20<\/font><\/td><\/tr>
Mature Adult<\/font><\/td>40 ft., fly 250 ft. (good)<\/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>23<\/font><\/td><\/tr>
Old<\/font><\/td>40 ft., fly 250 ft. (good)<\/font><\/td>+0<\/font><\/td>33 (\u00c2\u00962 size, +25 natural), touch 8, flat-footed 33<\/font><\/td>Telekinesis<\/i><\/font><\/td>9th<\/font><\/td>25<\/font><\/td><\/tr>
Very Old<\/font><\/td>40 ft., fly 250 ft. (good)<\/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>27<\/font><\/td><\/tr>
Ancient<\/font><\/td>40 ft., fly 300 ft. (average)<\/font><\/td>+0<\/font><\/td>39 (\u00c2\u00962 size, +31 natural), touch 8, flat-footed 39<\/font><\/td>Disintegrate<\/i><\/font><\/td>13th<\/font><\/td>29<\/font><\/td><\/tr>
Wyrm<\/font><\/td>40 ft., fly 300 ft. (average)<\/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>31<\/font><\/td><\/tr>
Great Wyrm<\/font><\/td>40 ft., fly 300 ft. (average)<\/font><\/td>+0<\/font><\/td>42 (\u00c2\u00964 size, +37 natural), touch 6, flat-footed 42<\/font><\/td>Power Word Stun<\/i><\/font><\/td>17th<\/font><\/td>33<\/font><\/td><\/tr><\/table><\/td><\/tr>
\u00a0<\/td> <\/tr>
*Can also cast cleric spells and those from the Air, Sun, and Travel domains as arcane spells.\r

This dragon is slender and graceful. Its long neck accounts for much of its body. Its scales resemble fine, burnished silver and reflect the light. Its undersized head bears tiny eyes.<\/i>\r

Mithril dragons spend their days soaring great thermals, racing and performing aerobatics. The personality of mithril dragons most closely resembles that of faerie dragons, with a great sense of humor and playfulness. Mithril dragons love hearing new jokes. Unlike most dragons, mithrils have little interest in collecting treasure. \r

Although generally solitary, they occasionally gather in small groups to play aerial games, race, and exchange jokes and puns. Mithril dragons prefer semi-arid and coastal regions where thermals and updrafts are more prevalent. They make their lairs on mesas or tall seaside cliffs. Because their lairs are so well-hidden, some sages believe that the creatures spend their entire lives in the air, even mating on the wing. In fact, a controversial theory suggests that the male carries the single resulting egg on his back until it hatches. \r

Unlike many dragons, scale coloration and lustre does not change as the dragon ages. All mithril dragons have scales like burnished silver which easily reflect light.\r

Mithril dragons feed primarily on giant beetles, particularly the steelback beetle. They eat little actual meat, gaining most of their sustenance from absorbing solar energy.\r

Combat\r

Mithril dragons avoid combat, fighting only if their mates or young are threatened. The use their great speed and manueverability to maximum advantage, and make use of their potent breath weapons and magic. A favorite tactic of mithril dragons is a swooping dive with the sun at their backs. Mithril dragons fear the loss of flight, and will quickly flee if adversaries demonstrate the ability to strip them of their flight.\r

Breath Weapon (Su):<\/b> A mithril dragon has one type of breath weapon, a line of searing silver light that deals half-fire and half-untyped damage. Additionally, creatures in the area must make an additional Fortitude save or be blinded for 1d6 hours. With a successful save, a creature is still dazzled for 1 round.\r

Forget (Sp):<\/b> Three times per day, a young or older mithril dragon may permanently remove a specific memory from a single creature. This functions as the modify memory<\/i> spell, but can only be used to eliminate all memory of an event the subject actually experienced. This is the equivalent of a 2nd-level spell.\r

Spell-Like Abilities:<\/b> Always active\u00c2\u0097tongues<\/i> (very young and older); 3\/day\u00c2\u0097telekinesis<\/i> (old and older); 2\/day\u00c2\u0097blink<\/i> (juvenile and older), power word stun<\/i> (great wyrm); 1\/day\u00c2\u0097disintegrate<\/i> (very old or older).\r

Summon Large Fire Elemental (Sp):<\/b> Once per day, an adult mithril dragon can use summon nature's ally V<\/i> to summon one Large fire elemental, 1d3 Medium fire elementals, or 1d4+1 air elementals of smaller size. \r

Skills:<\/b> Hide, Survival, and Tumble are considered class skills for mithril dragons. \r

Mithril Dragons in Spelljammer<\/b>\r
In the Spelljammer setting, mithril dragons are found on the semi-molten surface of Radole. Some mithril dragons entertain curiosity about the inhabitants of the Ribbon, occasionally observing the travels of spelljamming vessels there. Mithril dragons avoid Darkside.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1991 Wizards of the Coast, Inc.
Originally found in Practical Planetology<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Always chaotic neutral","environment":"Warm hills and mountains"},{"name":"Moat Cat","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":6163,"reference":"Usergen","full_text":"

Moat Cat <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 3d10+6\u00a0(22 hp)<\/td> <\/tr>
Initiative: <\/strong> +7<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares), climb 20 ft., swim 30 ft.<\/td> <\/tr>
Armor Class: <\/strong> 19 (+3 Dex, +2 natural), touch 13, flat-footed 12<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/+6<\/td> <\/tr>
Attack: <\/strong>Claw +6 melee (1d3+3)\r
<\/td> <\/tr>
Full Attack: <\/strong>2 claws +6 melee (1d3+3) and bite +4 melee (1d6+1)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Improved grab, pounce, rake 1d4+1<\/td> <\/tr>
Special Qualities: <\/strong>Amphibious, darkvision 60 ft., low-light vision, saltwater sensitivity, scent, sprint, water dependent<\/td> <\/tr>
Saves: <\/strong>Fort +5, Ref +6, Will +2 <\/td> <\/tr>
Abilities: <\/strong>Str 16, Dex 17, Con 15, Int 2, Wis 12, Cha 4 <\/td> <\/tr>
Skills: <\/strong>Balance +11, Climb +11, Hide +7, Jump +15, Listen +6, Move Silently +7, Spot +6, Swim +11<\/td> <\/tr>
Feats: <\/strong>Alertness, Improved Initiative (B), Multiattack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Freshwater aquatic<\/td> <\/tr>
Organization: <\/strong>Solitary, pair, or family (3-4)<\/td> <\/tr>
Challenge Rating: <\/strong>2<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>4-5 HD (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This creature resembles a large cat, except its tail is thick and lizardlike. Its spotted skin is sleek and smooth, and a set of gills can be seen behind its jaws.<\/i>\r

Moat cats are magical crossbreeds of newts and large cats (such as cheetahs or leopards). Amphibious, they must keep their skin wet, and thus make perfect guardians for a castle moat.\r

Since moat cats must remain near water, they are unlikely to travel far from the moats where they are placed. They usually stray only a mile or so, and then only to hunt, returning to the moat to feed and sleep. This inadvertent loyalty keeps the creatures near thier master's moat. Wild moat cats occasionally make their homes in rivers, lakes or ponds. \r

Perhaps because of their amphibious nature, moat cats do not need to feed as often as would a great cat of a comparable size. Each adult moat cat requires a sheep or similarly sized creature every other week or so. They are gluttonous during feasting but then become somewhat lethargic during the next day while they digest. Attempting to bypass a moat cat by offering it food is rarely successful, for they prefer to hunt their own food.\r

Moat cats lay jellylike eggs in the water. These eggs will hatch into 20-50 cubs, over half of which will end up being devoured by the adults. Usually only 1-4 of a given litter survive to full adulthood. The \u00c2\u0093cub\u00c2\u0094 stage of a moat cat\u00c2\u0092s development is similar to that of the \u00c2\u0093tadpole\u00c2\u0094 stage of most frogs and toads. As a cub, the moat cat has no limbs, but swims by means of its powerful tail. After a year, they grow legs and begin to move about on land. At this point, they will be taught how to hunt by the parents, and by two years of age they will have achieved full adult status. \r

A moat cat is 4 to 5 feet long and weighs 100 to 150 pounds. Coloration varies from black to red to brown, with a series of spots of contrasting colors (white mottling on black, black mottling on a red, and so forth). Eye coloration is nearly always green. Moat cats have a life span of about 12 to 15 years.\r

COMBAT\r

Moat cats generally lie in wait completely submerged, then spring up to attack intruders. They savage foes much like a leopard, pouncing and raking with its hind claws.\r

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

Pounce (Ex):<\/b> If a moat cat charges a foe, it can make a full attack, including two rake attacks.\r

Rake (Ex):<\/b> Attack bonus +4 melee, damage 1d4+1. A moat cat also gains two rake attacks when it attacks while swimming.\r

Saltwater Sensitivity (Ex):<\/b> A moat cat fully immersed in saltwater must succeed on a DC 15 Fortitude save or become fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.\r

Sprint (Ex):<\/b> Once per hour, a moat cat can move 6 times its normal speed (240 feet) when it makes a charge.\r

Water Dependent (Ex):<\/b> Moat cats can survive out of the water for 2 hours. After that, the moat cat suffers 1d6 points of nonlethal damage per hour until it reenters water.\r

Skills:<\/b> Moat cats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Jump checks. A moat cat has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. A moat cat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1998 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #243<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Freshwater aquatic"},{"name":"Mobat","type":"Magical Beast","ch":3,"challenge_rating":" 03 \u00a0","id":6164,"reference":"Usergen","full_text":"

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

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

Hit Dice:<\/span><\/b> 4d10+12 (34 hp)<\/span><\/p> <\/td> <\/tr>

Initiative: <\/span><\/b>+6 (Dex)<\/span><\/p> <\/td> <\/tr>

Speed:<\/span><\/b> 20 ft, fly 40 ft (good)<\/span><\/p> <\/td> <\/tr>

AC:<\/span><\/b> 18 (-1 size, +6 Dex, +3 natural)<\/span><\/p> <\/td> <\/tr>

Attacks:<\/span><\/b> Bite +9 melee<\/span><\/p> <\/td> <\/tr>

Damage:<\/span><\/b> Bite 1d8+4<\/span><\/p> <\/td> <\/tr>

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

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

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

Saves:<\/span><\/b> Fort +7, Ref +10, Will +3<\/span><\/p> <\/td> <\/tr>

Abilities:<\/span><\/b> Str 17, Dex 22, Con 17, Int 6, Wis 14, Cha 6<\/span><\/p> <\/td> <\/tr>

Skills: <\/span><\/b>Listen +8*, Move Silently +6, Spot +8*<\/span><\/p> <\/td> <\/tr>

Feats: <\/span><\/b>Flyby Attack, Weapon Finesse (bite)<\/span><\/p> <\/div> <\/td> <\/tr>

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

Climate\/Terrain:<\/span><\/b> Warm desert, forest, hill, plains, and underground<\/span><\/p> <\/td> <\/tr>

Organization:<\/span><\/b> Solitary or colony (2-8)
Challenge Rating:<\/b> 3<\/span><\/p> <\/td> <\/tr>

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

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

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

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

A mobat appears as a very large bat with a twelve to sixteen foot wingspan. It is omnivorous, but includes warm-blooded prey in its diet. If it encounters prey weaker than itself it does not hesitate to attack.<\/span><\/p> <\/td> <\/tr>

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

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

A mobat attacks by biting its opponent to death using its razor sharp fangs. Prey that survives and resists will be assaulted with the mobat\u0092s sonic attack.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Sonic Screech (Su):<\/b> The mobat can screech once per round affecting all those within a 20-foot spread that fail a Will save (DC 15). On a failed save, the victim is stunned 1d3 rounds. This is a sonic, mind-affecting attack and whether the save is successful or not, an affected creature is immune to the screech of that mobat for one day.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Blindsight (Ex):<\/b> Mobats can \u0093see\u0094 by emitting high-frequency sounds, inaudible to most creatures, that allow them to locate objects and creature within 120 feet. A silence <\/i>spell negates this ability and forces the mobat to rely on its own weak vision, which has a maximum range of 10 feet.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Skills:<\/b> Mobats receive a +4 racial bonus to Listen and Spot checks. These bonuses are lost if blindsight is negated.<\/span><\/p> <\/td> <\/tr>

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

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

The Mobat first appeared in the 1e MM II (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Magical Beast","alignment":"Any","environment":"Warm desert, forest, hill, plains, and underground"},{"name":"Modron (Primus)","type":"Outsider","ch":31,"challenge_rating":" 31 \u00a0","id":6165,"reference":"Usergen","full_text":"

PRIMUS (The One and the Prime)<\/span>

<\/p><\/h1> <\/td> <\/tr>

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

Huge Outsider<\/span><\/b>

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

Hit Dice:<\/span><\/b> 73d8+730 (1,314 hp)<\/span>

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

Initiative: \u00a0\u00a0<\/span><\/b>+14 (+10 Dex<\/span>, +4 Improved Initiative)<\/span>

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

Speed:<\/span><\/b> 60 ft, fly 90 ft (perfect)<\/span>

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

AC:<\/span><\/b> 48 (-2 size, +10 Dex<\/span>, +30 natural)<\/span>

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

Attacks:<\/span><\/b> Slam +85\/+80\/+75\/+70 melee<\/span>

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

Damage:<\/span><\/b> Slam 6d6+21 and teleportation<\/span>

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

Face\/Reach:<\/span><\/b> 10 ft by 10 ft\/15 ft<\/span>

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

Special Attacks: <\/span><\/b>Psionics<\/span><\/span>, spell-like abilities, spells, teleportation slam<\/span>

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

Special Qualities:<\/span><\/b> Damage reduction 45\/+7, darkvision 60 ft, modron<\/span> qualities, resistances, SR 41<\/span>

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

Saves:<\/span><\/b> Fort +48, Ref +48, Will +50<\/span>

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

Abilities:<\/span><\/b> Str<\/span> 38, Dex<\/span> 30, Con 31, Int<\/span> 35, <\/span>Wis<\/span><\/span><\/place><\/state> 34, Cha 35<\/span>

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

Skills:<\/span><\/b> Concentration +85, Craft (any three) +60, Diplomacy +86, Gather Information +81, Heal +71, Intuit Direction +71, Knowledge (Nirvana) +86, Knowledge (planes) +80, Knowledge (arcana) +70, Knowledge (any five) +60, Listen +76, Search +71, Sense Motive +71, Scry +80, Spellcraft +86, Spot +81<\/span>

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

Feats:<\/span><\/b> Alertness, Blind-Fight, Cleave, Combat Casting, Dodge, Empower Spell, Enlarge Spell, Expertise, Extend Spell, Heighten Spell, Improved Initiative, Maximize Spell, Mobility, Power Attack, Quicken Spell, Silent Spell, Still Spell, Stunning Fist, Sunder, Spell Penetration<\/span>

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

\u00a0<\/span>

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

Climate\/Terrain:<\/span><\/b> Any land<\/span>

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

Organization: <\/span><\/b>Solitary (unique)
Challenge Rating:<\/b> 31<\/span>

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

Treasure:<\/span><\/b> None<\/span>

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

Alignment:<\/span><\/b> Always lawful neutral<\/span>

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

Advancement:<\/span><\/b> By character class

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

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

Primus is the ruler of all the planes of Nirvana. He sets the order, writes the laws, and establishes the rules and regulations. All who serve him carry out these orders, with failure meaning a return to the energy pool at best as a monodrone<\/span><\/span>.<\/span><\/span>

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

Primus appears as a 20-foot tall humanoid with a baldhead. His hands are unseen, the right bathed in rainbow bright lights, the left clouded in inky darkness.<\/span>

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

Primus speaks Modron<\/span>, Abyssal, Aquan<\/span>, Auran<\/span>, Common, Celestial, Draconic, Ignan<\/span>, Infernal, Sylvan, and Terran<\/span>.

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

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

COMBAT<\/span>

<\/p><\/h2> <\/td> <\/tr>

Primus attacks with his psionics<\/span>, spells, or slam attacks in combat.<\/span>

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

Spell-Like Abilities: <\/span><\/b>At will\u0097clairaudience\/clairvoyance, command, continual flame, detect chaos, detect evil, detect good, detect law, detect magic, detect thoughts, dimensional anchor, dimension door, dispel magic, domination, earthquake, greater dispelling, imprisonment, improved invisibility (self only), resurrection, restoration, shapechange<\/span>, suggestion, teleport without error <\/i>(self plus 50 pounds of objects only), <\/i>and wall of force<\/i>; 3\/day\u0097greater restoration,<\/i> mass charm, power word blind, power word kill, power word stun, prismatic spray, symbol <\/i>(any), wish.<\/i> These are as the spells cast by a 30th-level sorcerer (save DC 22 + spell level).<\/span>

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

Spells: <\/span><\/b>Primus can cast spells as a 30th-level sorcerer (DC 22 + spell level) and cleric spells as a 30th-level caster (DC 22 + spell level). Primus has access to the domains of Law, Protection, and War.<\/span>

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

Psionics<\/span><\/b><\/span> (Sp): <\/span><\/b>At will\u0097astral projection, fly, levitate, plane shift,<\/i> and polymorph self<\/i>. These are as the spells cast by a 30th-level sorcerer (save DC 22 + spell level).<\/span>

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

Teleportation Slam (Ex):<\/span><\/b> Left hand, Fortitude save (DC 60) or be teleported to the plane of Acheron, right hand, Fortitude save (DC 60) or be teleported to the plane of <\/span>Arcadia<\/span><\/place><\/city>.<\/span>

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

Modron<\/span><\/b><\/span> Qualities (Ex):<\/span><\/b> Immune to mind-influencing effects; not subject to subdual<\/span> damage, ability damage, ability drain, or energy drain; not subject to critical hits.<\/span>

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

Telepathy (Su):<\/span><\/b> Primus can communicate telepathically with any creature on the Plane of Nirvana that has a language.

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

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

Primus first appeared in the Monster Manual II (Gary Gygax<\/span>, 1983).<\/span><\/i>

<\/p><\/span><\/i><\/p> <\/td> <\/tr><\/table>

\u00a0<\/p><\/span><\/i><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land"},{"name":"Moilian Heart","type":"Undead","ch":4,"challenge_rating":" 4 \u00a0","id":6166,"reference":"Usergen","full_text":"

Moilian Heart <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 3d12\u00a0(19 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 0 ft. (immobile; see flight)<\/td> <\/tr>
Armor Class: <\/strong> 23 (+4 size, +6 natural, +3 deflection), touch 17, flat-footed 23<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+1\/-16<\/td> <\/tr>
Attack: <\/strong>-<\/td> <\/tr>
Full Attack: <\/strong>-<\/td> <\/tr>
Space\/Reach: <\/strong>1 ft.\/0 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Create spawn, heat-draining aura (30 ft., DC 16), wave of cold <\/td> <\/tr>
Special Qualities: <\/strong>Blind, contingent healing 5, flight, immunity to gaze attacks, illusions, and visual effects, lifesense 60 ft., telepathy 60 ft., +4 turn resistance, undead traits, unholy grace<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +4, Will +8 <\/td> <\/tr>
Abilities: <\/strong>Str 1, Dex 10, Con -, Int 17, Wis 14, Cha 17 <\/td> <\/tr>
Skills: <\/strong>Disguise +9, Hide +21, Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (religion) +9, Knowledge (the planes) +9, Search +9, Survival +2 (+4 on other planes or following tracks) <\/td> <\/tr>
Feats: <\/strong>Ability Focus (heat-draining aura), Skill Focus (Hide) <\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Cold underground or urban<\/td> <\/tr>
Organization: <\/strong>Solitary or bleakness (Moilian heart plus 1-4 bleakborn)<\/td> <\/tr>
Challenge Rating: <\/strong>4<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
Advancement: <\/strong>4-6 HD (Diminutive); 7-9 HD (Tiny)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The small, glistening red object appears to be a humanoid heart caked in rime, veins and arteries trailing it in a macabre web. As you draw near, it begins to beat, and an unnatural cold fills the area.<\/i>\r

A necromantic relic of a dead city, a Moilian heart is an undead human heart that feeds off the living. \r

The first Moilian hearts were created by Academician Drake, a powerful necromancer of the legendary Black Academy. His forays into Moil, the City That Waits led to groundbreaking discoveries in the field of necromancy. This city, cursed by Orcus, ripped from its homeworld, and deposited in a demiplane bordering the Negative Energy Plane, gave rise to a number of unique undead. Known examples include the \u00c2\u0093Moilian zombies,\u00c2\u0094 or bleakborn, boneyard, dream vestige, and the winter wight. \r

The early Moilian hearts were little more than non-sentient unliving body parts that fed off the energy of living beings. That all changed when the demilich Acererak was destroyed. Acererak, now a vestige, imparted a bit of his essence into the remaining Moilian undead. Moilian hearts gained sentience, power, and a desire to further the ends of Acererak. They still maintain a small footprint of their original human memories, which translates into hatred of Orcus and his followers. \r

Because they require living creatures to function, Moilian hearts often keep captives in a hidden lair, draining just enough life force to keep them from dying. A Moilian heart keeps a healthy stable of bleakborn as servants to carry it around. If it loses bleakborn attendants, it may fully drain a few prisoners to create replacements, then send them out to bring back fresh victims. A cunning necromancer may attempt to use a Moilian heart to breed more bleakborn, while cautiously avoiding its heat-draining ability. \r

Since Moilian hearts lack the ability to create others of their kind, they constantly seek ancient tomes holding the lost lore of Moil. Within these librams they hope to find the spells needed to increase their numbers. A Moilian heart often waits hidden from view in a chest in a school or library while its servants search for this knowledge, noticeable only by a sudden cold feeling accompanied by a faint heartbeat sound.\r

Moilian hearts favor cold environments. Most are found in cities or ruins. \r

While a Moilian heart cannot benefit from treasure itself, the imprint of Acererak desires knowledge, and thus it often hoards magical tomes, spellbooks, scrolls, and the like. \r

A Moilian heart is about the size of a clenched human fist, and weighs about 2 pounds, mostly attributed to its coating of rime. Although originally created from the hearts of Moil\u00c2\u0092s human inhabitants, it is likely possible to create larger versions from the hearts of giants. Moilian hearts cannot speak, but understand Moilian and can communicate telepathically.\r

Moilian hearts can be created only by a lost spell known as animate Moilian<\/i>, rumored to be an 8th-level arcane necromancy spell that creates undead which leech the life energy of living creatures.\r

Blood squeezed from a Moilian heart can be used in place of the special inks and powders required for the Black Lore of Moil feat (see Complete Arcane<\/i>). \r

COMBAT\r

Moilian hearts require the presence of living beings in order to function. As such, they attempt to get as close to living creatures as possible without giving away their location, leeching off life force without having to exert their own energy. Their bleakborn servants (see Libris Mortis<\/i>) are tasked with protecting them and capturing living creatures to keep them active. \r

Contingent Healing (Su):<\/b> A moilian heart only heals when in range of a living creature that it can affect with its heat-draining aura. Even if brought to 0 hit points or less, a moilian heart eventually heals if a living creature at some future date wanders within 30 feet of the moilian heart's remains, automatically triggering its heat-draining aura. As long as affected creatures are within its heat-draining aura, a moilian heart's contingent healing remains active. A moilian heart cannot heal fire or acid damage with this ability. \r

A moilian heart does not have immunity to cold. While a moilian heart doesn't take cold damage from its own abilities, it can take cold damage from another of its kind. \r

Create Spawn (Su):<\/b> Any humanoid slain by a moilian heart becomes a bleakborn* in 24 hours. These spawn are under the command of the moilian heart that created them and remain enslaved until its destruction. They do not possess any of the abilities they had in life. \r

*If you don't have access to Libris Mortis<\/i>, replace with a bodak, dropping the extraplanar subtype, death gaze, vulnerability to sunlight, and immunities and resistances, and adding the contingent healing and heat-draining auras of the Moilian heart. \r

Flight (Su):<\/b> A moilian heart can fly at a speed of 20 feet, but only while its heat-draining aura is in effect. This supernatural flight also grants it a permanent feather fall<\/i> effect (as the spell) with personal range. \r

Lifesense (Su):<\/b> A moilian heart notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch<\/i>. \r

Heat-Draining Aura (Su):<\/b> All living creatures (except those immune to cold damage) that approach within 30 feet of a moilian heart are subject to its heat-draining aura. \r

Victims must make a DC 16 Fortitude save. If they fail, they take 2d6 hit points of cold damage per round as their living heat is sucked away, but if they succeed, they lose only 1d6 hit points per round that they remain in the radius. Should a moilian heart kill a humanoid creature with its heat-draining aura, the victim rises again as a bleakborn. The save DC is Charisma-based and includes the bonus from its Ability Focus feat.\r

Unholy Grace (Su):<\/b> A moilian heart adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its Armor Class. \r

Wave of Cold (Su):<\/b> A moilian heart can project frost in a 30-foot-radius burst that deals 2d6 points of cold damage (Fortitude DC 14 negates). It may only use this ability while its contingent healing is in effect. The save DC is Charisma-based. \r

MOILIAN HEARTS IN EBERRON \r
Moilian Hearts, known to a few scholars in Eberron as Farlnen Hearts, were created by the Blood of Vol in necromantic laboratories deep within the frozen catacombs of Illmarrow Castle. Some whisper that the secret of their creation was found in Xen'drik, where artifacts told of a lost city called Moil and its unholy inhabitants. \r

MOILIAN HEARTS IN FAERUN \r
In Faer\u00c3\u00bbn, Moilian hearts are created by Myrkul, the former god of the dead whose essence now resides in a powerful artifact known as the Crown of Horns. Through the Crown's current wearer, Myrkul commands the hearts to undermine the churches of Cyric and Mystra. \r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1998 Wizards of the Coast, Inc.
Originally found in Return to the Tomb of Horrors<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":"Cold underground or urban"},{"name":"Mold Wyrm","type":"Plant","ch":9,"challenge_rating":" 9 \u00a0","id":6167,"reference":"Usergen","full_text":"

Mold Wyrm <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 12d8+96\u00a0(150 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 20 ft. (4 squares), burrow 20 ft.<\/td> <\/tr>
Armor Class: <\/strong> 14 (\u00c2\u00962 size, +6 natural), touch 8, flat-footed 14<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+9\/+28<\/td> <\/tr>
Attack: <\/strong>Bite +18 melee (4d4+16)<\/td> <\/tr>
Full Attack: <\/strong>Bite +18 melee (4d4+16)<\/td> <\/tr>
Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Improved grab, spore cough, swallow whole<\/td> <\/tr>
Special Qualities: <\/strong>Camouflage, immunity to mind-affecting spells and abilities, insubstantial anatomy, low-light vision, passive state, plant traits, spell resistance 20<\/td> <\/tr>
Saves: <\/strong>Fort +16, Ref +6, Will +6 <\/td> <\/tr>
Abilities: <\/strong>Str 32, Dex 11, Con 26, Int 4, Wis 11, Cha 11 <\/td> <\/tr>
Skills: <\/strong>Spot +15<\/td> <\/tr>
Feats: <\/strong>Awesome Blow, Improved Bull Rush, Improved Initiative (B), Iron Will, Lightning Reflexes, Power Attack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Underground<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>9<\/td> <\/tr>
Treasure: <\/strong>Half standard<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>13\u00c2\u009616 HD (Huge); 17\u00c2\u009624 HD (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The thick layer of fungus suddenly liquefies, flowing into a huge mold-covered, gray-scaled worm. The cairn stones arrange into a circular, toothy maw. No eyes or other sensory organs are visible.<\/i>\r

A mold wyrm is a fungal behemoth created by magical leakage from the Basin of Boundless Life. This formerly harmless fungi has transformed into a dangerous predator.\r

In its passive state, a mold wyrm appears as a continuous layer of grayish, scaly mold on the floor, walls, and ceiling of a tunnel or cavern. It covers any nonambulatory natural molds and fungi already growing in the area, and always keeps a cairn of jagged stones (usually obsidian) somewhere on its body to serve as teeth in its active form.\r

A mold wyrm is about 25 feet long and 10 feet in diameter. It weighs over 8,000 pounds.\r

Mold wyrms cannot speak but understand Undercommon.\r

COMBAT\r

A mold wyrm lies in its passive state until it senses movement within its vicinity. It then flows into its active form, incorporating the cairn stones into a maw of jagged \\\"teeth\\\".\r

Camouflage (Ex):<\/b> Since a mold wyrm looks like a normal patch of fungus when in its passive state, 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 plant. \r

Improved Grab (Ex):<\/b> To use this ability, a mold wyrm must hit a creature at least one size smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the opponent in the following round.\r

Insubstantial Anatomy (Ex):<\/b> Since a mold wyrm is essentially a mass of separated plant matter held together by positive energy, it is difficult to know where to attack the creature. Any melee or ranged attack directed at a mold wyrm has a 50% miss chance. The blow or missle may pass through the creature\\'s body without harming it. Even a true seeing effect is useless for determining where and how to strike the creature.\r

Passive State (Su):<\/b> When resting, mold wyrms spread into a 60-foot-diameter film of mold and fungus that covers floor, walls, and ceiling of its habitat. This fungal carpet always covers a cairn of obsidian rocks. Converting between its passive form and natural worm form (which uses the rocks as teeth) takes a full round.\r

Due to the trace of positive energy that holds the mold wyrm together, it heals at a rapid rate when resting. After four consecutive hours of rest, a mold wyrm heals any hit point or temporary ability damage that it had taken and returns to full health.\r

A mold wyrm must spend at least 8 out of every 24 hours in passive state. If it does not, it takes 3d8 points of damage each hour that it remains in worm form. If attacked, a mold wyrm always takes worm form, regardless of whether it has rested enough.\r

Spore Cough (Su):<\/b> Once every 1d4 rounds a mold wyrm can release a cloud of greenish-gray spores. This spore cough is treated as a 30-foot-cone breath weapon. Creatures in the area must make a Fortitude save each round for 4 rounds (DC 24, +1 per previous check) or spend that round choking and coughing (they can take no actions, though they defend themselves normall). A character who chokes for 2 or more consecutive rounds takes 1d6 points of nonlethal damage each round. In addition, any creature within the area must make a single DC 24 Fortitude save or contract spore blight (see below). The save DCs are Constitution-based.\r

Spore Blight:<\/i> Inhaled DC 24, incubation 1 minute, 1d6 Con. Victims that die from spore blight transform into mold wyrms upon their death. This is a supernatural disease; successful saves do not allow the character to recover. Only magical healing can save the character.\r

Swallow Whole (Ex):<\/b> A mold wyrm can try to swallow a grabbed opponent by making a successful grapple check. Once inside the plant\u00c2\u0092s mass, the opponent takes 4d4 points of bludgeoning damage and must succeed on a DC 24 Fortitude save or be exposed to the mold wyrm\\'s spores. A new save is required each round inside the plant. The save DC is Constitution-based.\r

A swallowed creature can climb out of the mass with a successful grapple check. This returns it to the plant\u00c2\u0092s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the mold wyrm\\'s interior (AC 13). Once the creature exits, the plant\u00c2\u0092s regenerative capacity closes the hole; another swallowed opponent must cut its own way out.\r

A Huge mold wyrm\\'s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents. <\/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":"Plant","alignment":"Always neutral","environment":"Underground"},{"name":"Mongrelman","type":"Monstrous Humanoid","ch":1,"challenge_rating":" 01 \u00a0","id":6168,"reference":"Usergen","full_text":"

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

Medium-Sized Monstrous Humanoid<\/span><\/b><\/p> <\/td> <\/tr>

Hit Dice:<\/span><\/b> 2d8+2 (11 hp)
Initiative:<\/b> +1 (Dex)
Speed:<\/b> 30 ft
Armor Class:<\/b> 15 (+1 Dex, +4 natural)
Attacks:<\/b> Slam +4 melee; or club +4 melee
Damage:<\/b> Slam 1d4+2; or club 1d6+2
<\/span>Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

Special Attacks: <\/span><\/b>Sound imitation, expert camouflage<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> Darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

Saves:<\/span><\/b> Fort +1, Ref +4, Will +3<\/span><\/p> <\/td> <\/tr>

Abilities:<\/span><\/b> Str 14, Dex 13, Con 12, Int 10, Wis 10, Cha 6<\/span><\/p> <\/td> <\/tr>

Skills:<\/span><\/b> Climb +4, Hide +10, Listen +3, Move Silently +5, Pick Pocket +14, Wilderness Lore +3
<\/span>Feats: <\/span><\/b>Ability Focus (sound imitation)<\/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, mob (3-8), or tribe (20-80)
Challenge Rating: <\/b>1
Treasure: <\/b>Standard
Alignment: <\/b>Usually lawful neutral
Advancement Range: <\/b>By character class
\u00a0
Mongrelmen appear as 6-foot tall hideous humanoids. They appear to be a collection of body parts of all other races (bugbears, bullywugs, orcs, humans, elves, hobgoblins, ogres, and so on).<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 They are clad in dirty rags and try to conceal their appearance from all onlookers.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Mongrelmen speak their own language of grunts, growls, and whistles. Very few speak any other language.<\/span><\/p> <\/td> <\/tr>


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

A mongrelman enters combat only in self-defense or on the orders of its leader. They prefer to avoid contact with other creatures except in times of great need.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Sound Imitation (Ex):<\/b> Mongrelmen can imitate the sounds made by any monster or creature they have encountered. They can imitate the soundsof monsters with special vocal attacks, but they cannot in any way duplicate the special powers or damage done by those attacks. Detecting the ruse requires a successful Will save (DC 14).<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Expert Camouflage (Ex):<\/b> Mongrelmen are masters of camouflage and can hide themselves or their possessions with great skill. If a mongrelman uses a full round action to camouflage itself, another creature, or an item, the DC to spot such camouflage is 20.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Each additional minute spent on the camouflage increases the DC by +1 to a maximum of +20 (after 20 minutes spent camouflaging itself, another creature, or an item).<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Skills:<\/b> Mongrelmen receive a +4 racial bonus to Hide checks and a +8 racial bonus to Pick Pocket checks.

<\/span>MONGRELMAN CHARACTERS<\/span><\/b><\/p> <\/td> <\/tr>

The favored class for mongrelmen is rogue; mongrelman leaders tend to be fighters or fighter\/rogues.\u00a0They also hold rangers in high regard, as they are able to survive and hunt better than most others of their tribe.

<\/span>MONGRELMAN SOCIETY<\/span><\/b><\/p> <\/td> <\/tr>

Because of their appearance, mongrelmen are seldom welcome in any lawful or good society, and are usually enslaved or abused by evil or chaotic groups. Thus mongrelmen are found as either slaves or serfs, working long hours for evil humans or humanoids in a dismal community, or as refugees living in abandoned ruins. Enslaved mongrelmen are not willing to rebel, but wait patiently for their masters to be destroyed by outside forces. They prefer to live an orderly day-to-day existence.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Mongrelmen are omnivorous, but their teeth are most efficient at eating meat. The life span of a free mongrelman is between 25 and 35 years; the average slave lives only 15 to 20 years. Their infant mortality rate is very high.\u00a0 Their major enemies are tribes of wandering humanoids that hunt them for sport.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 A mongrelman prides itself in the ability to survive; they consider the title \u0093The Survivor\u0094 to be more esteemed than \u0093The Great.\u0094 For them, patience is a greater virtue than being good at the arts of war.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Free mongrelmen raise domestic game and grow fruits and vegetables.\u00a0They have a long tradition of art, music, and literature. Their songs are a bizarre cacophony of animal songs mixed with mournful dirges and wails; a few sages consider them to be beautiful, but most disagree.<\/span><\/p> <\/td> <\/tr>

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

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

The Mongrelman first appeared in the 1e MM II (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Monstrous Humanoid","alignment":"Any","environment":"Any land and underground"},{"name":"Monkey (Greater Spirit)","type":"Outsider","ch":21,"challenge_rating":" 21 \u00a0","id":6169,"reference":"Usergen","full_text":"

Monkey (Greater Spirit) <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 20d8+100\u00a0(190 hp)<\/td> <\/tr>
Initiative: <\/strong> +13<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares), fly 60 ft. (perfect)<\/td> <\/tr>
Armor Class: <\/strong> 42 (+9 Dex, +9 Int, +7 deflection, +7 natural), touch 35, flat-footed 28<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+20\/+25<\/td> <\/tr>
Attack: <\/strong>+3 keen merciful katana<\/i> +29 melee (1d10+10\/17-20)\r
<\/td> <\/tr>
Full Attack: <\/strong>+3 keen merciful katana<\/i> +29\/+29\/+29\/+24\/+19\/+14 \/melee (1d10+10\/17-20)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Change shape, flurry of blades, master of magic\r
<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 20\/epic, darkvision 60 ft., fast healing 5, intellectual defense, omniscient, spell resistance 28\r
<\/td> <\/tr>
Saves: <\/strong>Fort +19, Ref +21, Will +18 <\/td> <\/tr>
Abilities: <\/strong>Str 20, Dex 28, Con 20, Int 29, Wis 19, Cha 25 <\/td> <\/tr>
Skills: <\/strong>Appraise +26, Balance +32, Bluff +30, Climb +28, Concentration +28, Diplomacy +34, Disguise +30 (+32 acting)*, Gather Information +30, Intimidate +32, Jump +34, Knowledge (Religion) +32, Listen +19, Perform (dance, song, wind instruments) +30, Sense Motive +27, Spellcraft +32, Spot +22, Tumble +22<\/td> <\/tr>
Feats: <\/strong>Dodge, Great Fortitude, Improved Initiative, Iron Will, Mobility, Quicken Spell-Like Ability (shadow conjuration<\/i>), Spring Attack\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>21<\/td> <\/tr>
Treasure: <\/strong>Triple standard<\/td> <\/tr>
Alignment: <\/strong>Chaotic good<\/td> <\/tr>
Advancement: <\/strong>-<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The being before you stands five and a half feet tall. He appears to be a human, dressed in extraordinary finery. However, his face is that of a monkey, and he regards you with a confident smirk.<\/i>\r

Monkey was originally an official of the Celestial Beureaucracy, but he was banished to the Material Plane for his relentless mischief and tricks. Ever the trickster, Monkey has no remorse for his actions, and would willingly commit them again if given the opportunity.\r

Monkey views his new home as a tiny island in the greater sea of the Multiverse. He treats the other inhabitants of the Material Plane as his children, taking a fatherly interest in their affairs. He has become a folk hero of many societies, standing up for peasants and other \"little folk\" against corrupt governments and tyrannical leaders.\r

Although powerful and extremely knowledgable, Monkey lacks common sense, and can be boastful and taunting. He is also an outrageous liar.\r

Monkey carries little treasure, but his near-omniscient knowledge of the Multiverse is his greatest gift. For those who aid him, Monkey may answer one to three questions on any subject other than the activities of deific beings.\r

Although Monkey has no need to eat or drink, he enjoys fine food and wine in large quantities.\r

Monkey stands 5 foot 6 inches tall and weighs 150 pounds.\r

COMBAT\r

Monkey cannot be forced into battle--his mastery of magic allows him to always find an escape. However, he often accepts or initiates combat with evil opponents, using his flurry of blades and mastery of magic to slay them. Against nonevil opponents, he fights only to embarrass or humiliate.\r

Change Shape (Su):<\/b> Monkey can assume the shape of any Small or Medium humanoid. In humanoid form, Monkey loses his natural attacks. Monkey can remain in his humanoid form until he chooses to assume a new one. A change in form cannot be dispelled, but Monkey reverts to his natural form when killed. A true seeing<\/i> spell or ability reveals its natural form.\r

Flurry of Blades (Ex):<\/b> Monkey has mastered a fighting style combining various martial arts. Monkey may make a greater flurry of blows as an 11th-level monk, granting him two extra attacks at his full base attack bonus when making a full attack. He may treat a katana or wakizashi as a special monk weapon, allowing him to perform a flurry of blows with it. When using weapons as part of a flurry of blades, Monkey applies his Strength bonus (not Str bonus x 1-1\/2 or x 1\/2) to his damage rolls for all successful attacks, whether he wields a weapon in one or both hands.\r

Holy Grace (Ex):<\/b> Due to his celestial origins, Monkey gains a deflection bonus to his Armor Class equal to his Charisma modifier.\r

Intellectual Defense (Ex):<\/b> Due to his incredible knowledge of fighting styles, Monkey applies his Intelligence modifier as an additional bonus to his Armor Class. He loses the benefits of this ability when flat-footed.\r

Master of Magic (Sp):<\/b> At will, Monkey may use any arcane or divine spell from any spell list as a spell-like ability, with the following exceptions: limited wish, miracle, wish,<\/i> spells that allow planar travel, and conjuration spells with the calling or summoning descriptors. The saving throw DC for such abilities is 17 + spell level (10 + spell level + Monkey's Charisma bonus).\r

Omniscient (Su):<\/b> Monkey automatically succeeds on any Knowledge check except those involving the direct intervention of beings of divine rank 0 or higher.\r

Rejuvenation (Su):<\/b> Monkey cannot truly be killed. If his physical form is destroyed (for example, he is reduced to 0 hp or less), he reforms with maximum hp at the following dawn.\r

Skills:<\/b> *When using his change shape ability, Monkey gains a +10 circumstance bonus on Disguise checks.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1990 Wizards of the Coast, Inc.
Originally found in The Horde Campaign Setting<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Chaotic good","environment":"Any"},{"name":"Monkey Spider","type":"Beast","ch":110,"challenge_rating":" 1\/10 \u00a0","id":6170,"reference":"Usergen","full_text":"

Monkey Spider <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Fine\u00a0Beast \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 1\/4 d10\u00a0(1 hp)<\/td> <\/tr>
Initiative: <\/strong> +6 (Dex)<\/td> <\/tr>
Speed:<\/strong> 1 ft, climb 50 ft<\/td> <\/tr>
AC:<\/strong> 28 (+8 size, +6 Dex, +4 natural)<\/td> <\/tr>
Attacks:<\/strong>Bite +3 melee<\/td> <\/tr>
Damage: <\/strong>Bite 1<\/td> <\/tr>
Face\/Reach: <\/strong>2 1\/2 ft by 2 1\/2 ft\/0 ft<\/td> <\/tr>
Special Attacks: <\/strong>Eyebite<\/td> <\/tr>
Special Qualities: <\/strong>Leap<\/td> <\/tr>
Saves: <\/strong>Fort +2, Ref +8, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 1, Dex 22, Con 10, Int 10, Wis 12, Cha 13 <\/td> <\/tr>
Skills: <\/strong>Balance +6, Climb +10*, Jump +10*, Listen +6, Spot +6<\/td> <\/tr>
Feats: <\/strong><\/td> <\/tr>

<\/td> <\/tr>
Climate: <\/strong>Warm forest<\/td> <\/tr>
Organization: <\/strong>Band (1-4), family (5-10), tribe (20-60)<\/td> <\/tr>
Challenge Rating: <\/strong>1\/10<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral good<\/td> <\/tr>
Advancement: <\/strong>---<\/td> <\/tr>
\u00a0<\/td> <\/tr>
Monkey spiders are 1-inch long simians that are often mistaken for spiders from any distance greater than two feet due to their size. They are slim and furry, have gangly limbs and a prehensile tail, and humanlike hands and faces. Monkey spiders make excellent familiars, or animal companions for rangers and druids, but they make poor pets. They are intelligent and loyal and can be taught to understand Common.

They communicate with each other through a complex series of hoots, chirps, sibilants, and gestures in a language that is said to be as sophisticated as Common.

COMBAT<\/b>
Monkey spiders may be fierce combatants against bees, wasps and other insects, but they tend to avoid fighting anything larger than they are. If forced into battle with anything larger than a Diminutive sized creature, they try to bite the eyes of their aggressor and then escape. If it cannot bite the eyes, it uses its bite attack on whatever is within reach.

Eyebite (Ex)<\/b>: Monkey spiders attempt to bite the eyes of any attacker of Tiny or larger size. This attack causes no damage, but the monkey spider's saliva is caustic and stings fiercely. Affected characters must spend a whole round rubbing their eyes, or the saliva will continue to produce a burning sensation, leaving the character temporarily blinded.

Leap (Ex)<\/b>: Monkey spiders can jump up to 5 feet upward or 10 feet down. *Their powerful leg muscles give them a +10 to Climb and 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":"Beast","alignment":"Always neutral good","environment":">Warm forest"},{"name":"Monoceros","type":"Magical Beast","ch":5,"challenge_rating":" 5 \u00a0","id":6171,"reference":"Usergen","full_text":"

Monoceros <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 6d10+30\u00a0(63 hp)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
Armor Class: <\/strong> 18 (\u00c2\u00961 size, +2 Dex, +7 natural), touch 11, flat-footed 16<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+6\/+16<\/td> <\/tr>
Attack: <\/strong>Horn +14 melee (1d10+9) <\/td> <\/tr>
Full Attack: <\/strong>Horn +14 melee (1d10+9) and 2 hooves +6 melee (1d8+3)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Frighten beasts, powerful charge, trample 2d8+9<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., escalating gallop, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent<\/td> <\/tr>
Saves: <\/strong>Fort +10, Ref +7, Will +3 <\/td> <\/tr>
Abilities: <\/strong>Str 23, Dex 14, Con 21, Int 6, Wis 13, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Jump +14, Listen +6, Sense Motive +4, Spot +6\r
<\/td> <\/tr>
Feats: <\/strong>Alertness, Improved Bull Rush, Power Attack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate and warm plains<\/td> <\/tr>
Organization: <\/strong>Solitary, pair, or family (3-6)<\/td> <\/tr>
Challenge Rating: <\/strong>5<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
Advancement: <\/strong>7\u00c2\u009612 HD (Large); 13-18 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This creature has a horselike body, the feet of an elephant, and the tail of a stag. A straight and spiraled horn, nearly four feet long, protrudes from the middle of its head.<\/i>\r

A monoceros is a distant relative of the unicorn. Although herbivorous, a monoceros can be a fierce opponent. They dislike elephants and often attack them even when unprovoked. If captured, a monoceros never breaks, attacking all who approach it and refusing to eat, eventually dying of starvation.\r

A typical adult monoceros grows 7 to 12 feet in length and stands between 4 and 6 feet high at the shoulder. Most weigh about 2,000 pounds, but they can weigh up to 6,000 pounds. Females are slightly smaller and slimmer than males. \r

Monoceri speak Sylvan and Common.\r

COMBAT\r

Monoceri would rather flee threats using their extraordinary galloping ability, normally attacking only to defend themselves or their family. They either charge, impaling foes with their horns like lances, or strike with their hooves. A monoceros will fight to the death rather than let itself or a family member be captured. The horn is a +3 magic weapon, though its power fades if removed from the monoceros.\r

Escalating Gallop (Ex):<\/b> A monoceros can travel at incredible speed by taking consecutive Run actions - it can move 300 feet in the first round, 400 feet in the second round and 500 feet on the third and subsequent rounds it takes a Run action. The monoceros must gallop in a straight line.\r

Frighten Beasts (Ex):<\/b> A monoceros can unleash a horrifying howl as a free action. Any animal within 120 feet that has 4 HD or fewer Hit Dice must make a DC 13 Will save or become frightened for 2d6 rounds. This is a sonic, fear-based mind-affecting effect. The save DC is Charisma-based. \r

Powerful Charge (Ex):<\/b> A monoceros deals 2d10+15 points of damage when it makes a charge. \r

Spell-Like Abilities (Ex):<\/b> A monoceros can use detect poison<\/i> at will as a free action. Three times per day, a monoceros can use remove disease<\/i> (DC 13) and neutralize poison<\/i> (DC 14) with a touch of its horn. Caster level 12th. The save DC is Charisma-based.\r

Trample (Ex):<\/b> DC 19 Reflex for half damage. The save DC is Strength-based.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1993 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #199<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always chaotic neutral","environment":"Temperate and warm plains"},{"name":"Moon Dog","type":"Outsider","ch":9,"challenge_rating":" 09 \u00a0","id":6172,"reference":"Usergen","full_text":"

MOON DOG<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

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

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

Initiative: <\/span><\/b>+6 (+2 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

Speed:<\/span><\/b> 40 ft (or 30 ft if on two legs)<\/span><\/p> <\/td> <\/tr>

AC:<\/span><\/b> 24 (+2 Dex, +12 natural)<\/span><\/p> <\/td> <\/tr>

Attacks:<\/span><\/b> Bite +13 melee<\/span><\/p> <\/td> <\/tr>

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

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

Special Attacks: <\/span><\/b>Spell-like abilities, bay, shadow weave, trip<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> Damage reduction 20\/+2, SR 16, lick, plane shift, dispel magic, immune to fear, scent, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

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

Abilities:<\/span><\/b> Str 18, Dex 15, Con 15, Int 15, Wis 16, Cha 14<\/span><\/p> <\/td> <\/tr>

Skills: <\/span><\/b>Animal Empathy +9, Concentration +12, Hide +11, Knowledge (arcana) +12, Knowledge (any one) +11, Listen +12, Move Silently +11, Sense Motive +11, Spot +12, Wilderness Lore +11*<\/span><\/p> <\/td> <\/tr>

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

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

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

Organization:<\/span><\/b> Solitary, pair, or pack (6-11)
Challenge Rating:<\/b> 9<\/span><\/p> <\/td> <\/tr>

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

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

Advancement:<\/span><\/b> 10-17 HD (Medium-size); 18=27 HD (Large)<\/span><\/p> <\/td> <\/tr>

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

The moon dog, also known as the night prowler or black hound, is often mistaken for a creature of baneful origin, when, in fact, it protects mankind and seeks out evil predators to slay in the night. The moon dog has its origins on the plane of Elysium.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 <\/span>Moon dogs resemble large wolfhounds. Their heads are slightly human in appearance and the creature\u0092s forepaws are prehensile; the creature is quite capable of bipedal locomotion. Coloration is mottled dark gray with deep black predominating. Eye color is amber.<\/span><\/p> <\/td> <\/tr>

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

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

A moon dog\u0092s normal attack is with its bite. It will however, when faced with evil opponents, use its bay and spell-like abilities.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Spell-Like Abilities:<\/b> 3\/day\u0097change self<\/i> and mirror image<\/i>; 1\/day\u0097dancing lights, darkness, improved invisibility, light, nondetection, shades,<\/i> and wall of fog<\/i>. These abilities are as the spells cast by a 12th-level sorcerer (save DC 12 + spell level).<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 The following abilities are always active on the moon dog, as the spells cast by a 12th-level sorcerer: detect evil, detect magic<\/i>, and see invisible<\/i>. They can be dispelled, but the moon dog can reactivate them as a free action.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Bay (Su):<\/b> The moon dog may use its bay once per round to produce one of the following effects. Each effect resembles a spell cast by a 12th-level sorcerer. All have a save DC of 14.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Fear:<\/span><\/i> All creatures, except other good outsiders within a 300-foot spread, must succeed at a Will save or be affected as though by fear<\/i>. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to that dog\u0092s bay for one day.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Dispel Evil:<\/i> This works like the spell, except it targets one creature within 100 feet (see dispel evil<\/i> in the Player\u0092s Handbook<\/i>, page 196).<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Dismissal:<\/span><\/i> This works as the spell, except it targets one creature with 9 HD or less (see dismissal<\/i> in the Player\u0092s Handbook<\/i>, page 196).<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Shadow Weave (Su):<\/b> When in shadows, a moon dog can move in such as way as to affect evil creatures within 60 feet as though by hypnotic pattern<\/i> cast by a 12th-level sorcerer (Will save DC 16).<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Any good aligned creature in the area of the shadow weave will be affected as though by protection from evil<\/i> as cast by a 12th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 The shadow weave is a full round action and the moon dog may take no other action while using it.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Trip (Ex):<\/b> A moon dog that hits with its bite attack can attempt to trip the opponent as a free action (see page 139 in the Player\u0092s Handbook<\/i>) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the moon dog.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Lick (Su):<\/b> By licking a target, the moon dog may use one of the following abilities. Each is usable 1 time per day per individual and resembles a spell cast by a 12th-level sorcerer.<\/p> <\/td> <\/tr>

\u00a0\u00a0 Cure Light Wounds:<\/i> This works like the spell.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Delay Poison:<\/i> This works as the spell.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Remove Disease:<\/i> This works like the spell.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Plane Shift (Sp):<\/b> A moon dog can enter the Ethereal Plane, Astral Plane, or Material Plane. This ability resembles the spell of the same name.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Dispel Magic (Su):<\/b> Once per day, a moon dog can dispel magic as the spell cast by a 12th-level sorcerer. Doing so forces the moon dog back to its own plane of existence.<\/p> <\/td> <\/tr>

\u00a0\u00a0 Immune to Fear (Ex):<\/b> Moon dogs are immune to all fear effects, magical or otherwise.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Skills:<\/span><\/b> *Moon dogs receive a +4 racial bonus to Wilderness Lore checks when tracking by scent.<\/span><\/p> <\/td> <\/tr>

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

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

The Moon Dog 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":"Moon Man","type":"Humanoid","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6173,"reference":"Usergen","full_text":"

Moon Man <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Humanoid \t\t\t(Moon Man)\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> 11 (+1 Dex), touch 11, flat-footed 10<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+1\/+0<\/td> <\/tr>
Attack: <\/strong>Dagger +0 melee (1d4-1\/19-20) or electric rifle +3 ranged (1d8 electricity)<\/td> <\/tr>
Full Attack: <\/strong>Dagger +0 melee (1d4-1\/19-20) or electric rifle +3 ranged (1d8 electricity)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>-<\/td> <\/tr>
Special Qualities: <\/strong>Moon man traits<\/td> <\/tr>
Saves: <\/strong>Fort +0, Ref +4, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 9, Dex 13, Con 10, Int 16, Wis 13, Cha 8 <\/td> <\/tr>
Skills: <\/strong>Appraise +5 (+7 electrical items), Climb +3, Craft (weaponsmithing) +5 (+7 electrical items), Intimidate +1, Jump +3, Knowledge (arcana) +5 (+7 electrical items), Swim +3\r
<\/td> <\/tr>
Feats: <\/strong>Weapon Focus (electric rifle)\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Lunar underground<\/td> <\/tr>
Organization: <\/strong>Solitary, cluster (2-12), or theocracy (30-50 plus three 3rd-level clerics)<\/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>
The man before you has pale blue skin, its muscles and blood vessels clearly visible beneath the surface. Its long arms end in three-fingered hands, and its small legs feature two-toed feet.<\/i>\r

Survivors of an advanced civilization from a planet that is no more, moon men now reside in caverns on the moon's surface. \r

Moon men are ruled by councilors known as \"science priests\", who preach from and protect the ancient tomes of their race. Within these tomes lies a wealth of technological information regarding the use of electricity.\r

A typical moon man stands around 6 feet tall and weighs 150 pounds. Clothing varies based on a moon man's role in society.\r

Moon men speak their own language and most are intelligent enough to pick up at least one additional language.\r

The moon man warrior presented here had the following ability scores before racial adjustments: Str 9, Dex 13, Con 10, Int 12, Wis 11, Cha 8.\r

Combat\r

Moon men prefer to utilize their electrical rifles rather than engage in hand-to-hand combat.\r

Moon Men As Characters\r

Most moon men are warriors, and most leaders are clerics. Moon man clerics are know as \"science priests\". They do not worship a specific deity, instead simply worshiping technology. A moon man cleric has access to two of the following domains: Artifice, Creation, Knowledge, and Weather.\r

Moon man characters possess the following racial traits.\r


  • +4 Intelligence, +2 Wisdom.<\/li>\r
  • Medium size.<\/li>\r
  • A moon man's base land speed is 30 feet.<\/li>\r
  • Weapon Familiarity: Moon men treat electric rifles as martial weapons, rather than exotic weapons.<\/li>\r
  • Skills: A moon man has a +2 racial bonus on Appraise, Craft, Disable Device, Knowledge, and Use Magic Device checks related to devices that utilize electricity.<\/li>\r
  • Automatic Languages: Moon Man. Bonus Languages: Common, Draconic, Koline.<\/li>\r
  • Favored Class: Cleric.<\/li>\r
  • Level adjustment +0. <\/li>\r
    <\/list>

    Moon Men Equipment<\/b>\r

    Electric Rifle:<\/b> This exotic ranged weapon has a range increment of 150 feet and a maximum range of 450 feet. It deals 1d8 points of electricity damage. Electric rifles fire 100 times before they need to be reloaded and have a rate of fire equal to the attacker's number of attacks. Reloading is a standard action.\r

    Electricity Pack:<\/b> This small pack fits snugly into the butt of an electric rifle. It powers the rifle for one hundred shots. <\/td> <\/tr>
  • \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Polyhedron Magazine #74<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually lawful neutral","environment":"Lunar underground"},{"name":"Moon-horse","type":"Magical Beast","ch":2,"challenge_rating":" 02 \u00a0","id":6174,"reference":"Usergen","full_text":"

    MOON-HORSE<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

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

    Hit Dice:<\/span><\/b> 4d10+8 (30 hp)<\/span><\/p> <\/td> <\/tr>

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

    Speed:<\/span><\/b> 50 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 13 (-1 size, +1 Dexterity, +3 natural)<\/span><\/p> <\/td> <\/tr>

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

    Damage:<\/span><\/b> Hoof 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>Spell-like abilities<\/span><\/p> <\/td> <\/tr>

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

    Saves:<\/span><\/b> Fort +6, Ref +5, Will +4<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 15, Dex 13, Con 15, Int 11, Wis 12, Cha 11<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Listen +7, Spot +7, Sense Motive +7, Wilderness Lore +7<\/span><\/p> <\/td> <\/tr>

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

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

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

    Organization:<\/span><\/b> Herd (5-20)
    Challenge Rating:<\/b> 2<\/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> 5-12 HD (Large)<\/span><\/p> <\/td> <\/tr>

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

    Moon-horses are a race of intelligent horses thought by some to be domesticated by elves.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A moon-horse appears as a large horse with a silvery-gray or white coat. Its mane is black or white and its eyes are sapphire in color.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Moon-horses speak Elven and Common.<\/span><\/p> <\/td> <\/tr>

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

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

    A moon-horse attacks using its hooves.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/b> A moon-horse can use one of the following spells, once per day. Each is as the spell cast by a 6th-level sorcerer (save DC 10 + spell level). Roll 1d10 and consult the table below.<\/span><\/p> <\/td> <\/tr>

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

    1d10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Spell<\/span><\/b><\/p> <\/td> <\/tr>

    1\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Color spray<\/span><\/p> <\/td> <\/tr>

    2\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Magic missile<\/span><\/p> <\/td> <\/tr>

    3\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Shield<\/span><\/p> <\/td> <\/tr>

    4\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Sleep<\/span><\/p> <\/td> <\/tr>

    5\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Fog cloud<\/span><\/p> <\/td> <\/tr>

    6\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Knock<\/span><\/p> <\/td> <\/tr>

    7\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Ray of enfeeblement<\/span><\/p> <\/td> <\/tr>

    8\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Stinking cloud<\/span><\/p> <\/td> <\/tr>

    9\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Summon swarm<\/span><\/p> <\/td> <\/tr>

    10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Web<\/span><\/p> <\/td> <\/tr>

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

    \u00a0\u00a0 Immunities (Ex):<\/b> Moon-horses are immune to the special attacks of undead creatures. They take normal damage, but do not suffer any additional effects (paralysis, level drain, for instance).<\/span><\/p> <\/td> <\/tr>

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

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

    The Moon-Horse first appeared Elves of Evermeet (Anthony Pryor, 1994).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Magical Beast","alignment":"Any","environment":"Any land"},{"name":"Moon-Horse (Teu'kelytha)","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6175,"reference":"Usergen","full_text":"

    Moon-Horse (Teu'kelytha) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d10+12\u00a0(34)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (\u00c2\u00961 size, +1 Dex, +4 natural), touch 10, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+11<\/td> <\/tr>
    Attack: <\/strong>Hoof +6 melee (1d8+4)<\/td> <\/tr>
    Full Attack: <\/strong>2 hooves +6 melee (1d8+4) and bite +1 melee (1d4+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like ability<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunities, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 13, Con 17, Int 11, Wis 13, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Concentration +8, Listen +4, Spot +4, Survival +4<\/td> <\/tr>
    Feats: <\/strong>Endurance, Run<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate plains and forests<\/td> <\/tr>
    Organization: <\/strong>Domesticated or herd (5-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic good<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This magnificent, silvery gray horse sports a black mane. Its deep blue eyes and facial expression hint at an intelligence far greater than a mere animal.<\/i>\r

    Moon-horses, whom the elves call teu'kelytha, are intelligent, free-willed equines with a strong affinity for elves. Coloration varies from white to silvery-gray, with manes ranging from white to black. \r

    Moon-horses sometimes voluntarily serve as elven cavalry mounts when there is great need.\r

    Moon-horses understand Elven, but cannot speak any languages.\r

    COMBAT\r

    A moon-horse fights with its hooves and spell-like ability.\r

    Immunities (Ex):<\/b> Moon-horses are immune to ability damage, ability drain, enchantment effects, energy drain, fear effects, paralysis, and poison.\r

    Spell-Like Ability:<\/b> A moon-horse possesses one of the following spell-like abilities which is usable once per day. Regardless of the ability possessed, the caster level is 4th and the save DCs are Charisma-based (DC 13 for a typical moon-horse).\r

    d10 Spell-like ability\r
    1 Color spray<\/i>\r
    2 Magic missile<\/i>\r
    3 Shield<\/i>\r
    4 Sleep<\/i>\r
    5 Fog cloud<\/i>\r
    6 Knock<\/i>\r
    7 Ray of enfeeblement<\/i>\r
    8 Stinking cloud<\/i>\r
    9 Summon swarm<\/i>\r
    10 Web<\/i>\r

    Carrying Capacity:<\/b> A light load for a moon-horse is up to 300 pounds; a medium load, 301\u00c2\u0096600 pounds; and a heavy load, 601\u00c2\u0096900 pounds. A heavy warhorse can drag 4,500 pounds.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Annual 2<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually chaotic good","environment":"Temperate plains and forests"},{"name":"Moonstone Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":6176,"reference":"Usergen","full_text":"

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


    <\/td> <\/tr>
    Dragon (Extraplanar)<\/strong><\/td> <\/tr>
    Environment: <\/strong>Ethereal Plane, Plane of Faerie, or Region of Dreams<\/td> <\/tr>
    Organization: <\/strong>Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2\u00c2\u00965); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary<\/td> <\/tr>
    Challenge Ratings: <\/strong>Wyrmling 2; very young 3; young 5; juvenile 8; young adult 10; adult 11; mature adult 12; old 14; very old 16; ancient 18; wyrm 19; great wyrm 20<\/td> <\/tr>
    Treasure: <\/strong>Triple standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>Wyrmling 4-5 HD (Tiny); very young 7-8 HD (Small); young 10-11 HD (Medium); juvenile 13-14 HD (Large); young adult 16-17 HD (Large); adult 19-20 HD (Large); mature adult 22-23 (Huge); old 25-26 HD (Huge); very old 28-29 HD (Huge); ancient 31-32 HD (Huge); wyrm 34-35 HD (Gargantuan); great wyrm 37+ HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>Wyrmling +2; very young +4; young +4; juvenile +5<\/td> <\/tr>
    \u00a0<\/td> <\/tr><\/table><\/td><\/tr>

    Moonstone Dragons by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Size<\/b><\/font><\/td>Hit Dice (hp)<\/b><\/font><\/td>Str<\/b><\/font><\/td>Dex<\/b><\/font><\/td>Con<\/b><\/font><\/td>Int<\/b><\/font><\/td>Wis<\/b><\/font><\/td>Cha<\/b><\/font><\/td>Base Attack\/
    Grapple<\/b><\/font><\/td>
    Attack<\/b><\/font><\/td>Fort
    Save<\/b><\/font><\/td>
    Ref
    Save<\/b><\/font><\/td>
    Will
    Save<\/b><\/font><\/td>
    Breath
    Weapon
    (DC)<\/b><\/font><\/td>
    Frightful
    Presence
    DC<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>T<\/font><\/td>3d12+3\u00a0(22)<\/font><\/td>11<\/font><\/td>10<\/font><\/td>13<\/font><\/td>10<\/font><\/td>9<\/font><\/td>12<\/font><\/td>+3\/-5<\/font><\/td>+5<\/font><\/td>+4<\/font><\/td>+3<\/font><\/td>+2<\/font><\/td>1d8\u00a0(12)<\/font><\/td>-<\/font><\/td><\/tr>
    Very Young<\/font><\/td>S<\/font><\/td>6d12+6\u00a0(45)<\/font><\/td>13<\/font><\/td>10<\/font><\/td>13<\/font><\/td>12<\/font><\/td>11<\/font><\/td>14<\/font><\/td>+6\/+3<\/font><\/td>+8<\/font><\/td>+6<\/font><\/td>+5<\/font><\/td>+5<\/font><\/td>2d8\u00a0(14)<\/font><\/td>-<\/font><\/td><\/tr>
    Young<\/font><\/td>M<\/font><\/td>9d12+18\u00a0(76)<\/font><\/td>15<\/font><\/td>10<\/font><\/td>15<\/font><\/td>12<\/font><\/td>11<\/font><\/td>14<\/font><\/td>+9\/+11<\/font><\/td>+11<\/font><\/td>+8<\/font><\/td>+6<\/font><\/td>+6<\/font><\/td>3d8\u00a0(16)<\/font><\/td>-<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>L<\/font><\/td>12d12+36\u00a0(114)<\/font><\/td>19<\/font><\/td>10<\/font><\/td>17<\/font><\/td>14<\/font><\/td>13<\/font><\/td>16<\/font><\/td>+12\/+20<\/font><\/td>+15<\/font><\/td>+11<\/font><\/td>+7<\/font><\/td>+10<\/font><\/td>4d8\u00a0(19)<\/font><\/td>-<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>L<\/font><\/td>15d12+60\u00a0(157)<\/font><\/td>21<\/font><\/td>10<\/font><\/td>19<\/font><\/td>14<\/font><\/td>13<\/font><\/td>16<\/font><\/td>+15\/+24<\/font><\/td>+19<\/font><\/td>+13<\/font><\/td>+8<\/font><\/td>+11<\/font><\/td>5d8\u00a0(21)<\/font><\/td>20<\/font><\/td><\/tr>
    Adult<\/font><\/td>L<\/font><\/td>18d12+72\u00a0(189)<\/font><\/td>23<\/font><\/td>10<\/font><\/td>19<\/font><\/td>16<\/font><\/td>15<\/font><\/td>18<\/font><\/td>+18\/+28<\/font><\/td>+23<\/font><\/td>+15<\/font><\/td>+10<\/font><\/td>+14<\/font><\/td>6d8\u00a0(23)<\/font><\/td>23<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>H<\/font><\/td>21d12+105\u00a0(241)<\/font><\/td>27<\/font><\/td>10<\/font><\/td>21<\/font><\/td>16<\/font><\/td>15<\/font><\/td>18<\/font><\/td>+21\/+37<\/font><\/td>+27<\/font><\/td>+17<\/font><\/td>+11<\/font><\/td>+15<\/font><\/td>7d8\u00a0(25)<\/font><\/td>24<\/font><\/td><\/tr>
    Old<\/font><\/td>H<\/font><\/td>24d12+120\u00a0(276)<\/font><\/td>29<\/font><\/td>10<\/font><\/td>21<\/font><\/td>18<\/font><\/td>17<\/font><\/td>20<\/font><\/td>+24\/+41<\/font><\/td>+31<\/font><\/td>+19<\/font><\/td>+14<\/font><\/td>+17<\/font><\/td>8d8\u00a0(27)<\/font><\/td>27<\/font><\/td><\/tr>
    Very Old<\/font><\/td>H<\/font><\/td>27d12+162\u00a0(337)<\/font><\/td>31<\/font><\/td>10<\/font><\/td>23<\/font><\/td>18<\/font><\/td>17<\/font><\/td>20<\/font><\/td>+27\/+45<\/font><\/td>+35<\/font><\/td>+21<\/font><\/td>+15<\/font><\/td>+18<\/font><\/td>9d8\u00a0(29)<\/font><\/td>28<\/font><\/td><\/tr>
    Ancient<\/font><\/td>H<\/font><\/td>30d12+180\u00a0(375)<\/font><\/td>33<\/font><\/td>10<\/font><\/td>23<\/font><\/td>20<\/font><\/td>19<\/font><\/td>22<\/font><\/td>+30\/+49<\/font><\/td>+39<\/font><\/td>+23<\/font><\/td>+17<\/font><\/td>+21<\/font><\/td>10d8\u00a0(31)<\/font><\/td>31<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>G<\/font><\/td>33d12+231\u00a0(445)<\/font><\/td>35<\/font><\/td>10<\/font><\/td>25<\/font><\/td>20<\/font><\/td>19<\/font><\/td>22<\/font><\/td>+33\/+57<\/font><\/td>+41<\/font><\/td>+25<\/font><\/td>+18<\/font><\/td>+22<\/font><\/td>11d8\u00a0(33)<\/font><\/td>32<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>G<\/font><\/td>36d12+288\u00a0(522)<\/font><\/td>37<\/font><\/td>10<\/font><\/td>27<\/font><\/td>22<\/font><\/td>21<\/font><\/td>24<\/font><\/td>+36\/+61<\/font><\/td>+45<\/font><\/td>+28<\/font><\/td>+20<\/font><\/td>+22<\/font><\/td>12d8\u00a0(36)<\/font><\/td>35<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Moonstone 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>16 (+2 size, +4 natural), touch 12, flat-footed 16<\/font><\/td>Elemental weakness, light vulnerability, planar travel<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
    Very Young<\/font><\/td>40 ft., fly 100 ft. (average)<\/font><\/td>+0<\/font><\/td>17 (+1 size, +7 natural), touch 11, flat-footed 17<\/font><\/td>-<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
    Young<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>20 (+10 natural), touch 10, flat-footed 20<\/font><\/td>-<\/font><\/td>1st<\/font><\/td>-<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>23 (+13 natural), touch 10, flat-footed 23<\/font><\/td>Tasha's hideous laughter<\/font><\/td>3rd<\/font><\/td>-<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>25 (\u00c2\u00961 size, +16 natural), touch 9, flat-footed 25<\/font><\/td>Awesome presence, DR 5\/magic<\/font><\/td>5th<\/font><\/td>18<\/font><\/td><\/tr>
    Adult<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>28 (\u00c2\u00961 size, +19 natural), touch 9, flat-footed 28<\/font><\/td>Deep slumber, dream<\/font><\/td>7th<\/font><\/td>20<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>30 (\u00c2\u00962 size, +22 natural), touch 8, flat-footed 30<\/font><\/td>DR 10\/magic<\/font><\/td>9th<\/font><\/td>22<\/font><\/td><\/tr>
    Old<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>33 (\u00c2\u00962 size, +25 natural), touch 8, flat-footed 33<\/font><\/td>False vision<\/font><\/td>11th<\/font><\/td>24<\/font><\/td><\/tr>
    Very Old<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>36 (\u00c2\u00962 size, +28 natural), touch 8, flat-footed 36<\/font><\/td>DR 15\/magic<\/font><\/td>13th<\/font><\/td>25<\/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>Otto's irresistable dance<\/font><\/td>15th<\/font><\/td>27<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>40 ft., fly 200 ft. (clumsy)<\/font><\/td>+0<\/font><\/td>40 (\u00c2\u00964 size, +34 natural), touch 6, flat-footed 40<\/font><\/td>DR 20\/magic<\/font><\/td>17th<\/font><\/td>28<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>40 ft., fly 200 ft. (clumsy)<\/font><\/td>+0<\/font><\/td>43 (\u00c2\u00964 size, +37 natural), touch 6, flat-footed 43<\/font><\/td>Temporal stasis<\/font><\/td>19th<\/font><\/td>30<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>
    *Can also cast cleric spells and those from the Healing and Knowledge domains as arcane spells.\r

    The dragon's pale silver scales shimmer with faint blue hue in the moonlight. Its pupil-less eyes are completely white. Its sleek body tapers off into a long tail ending in a finlike appendage. Its snout is long and thin, and fanlike crests sweep back from behind its eyes and from its forearms. Tiny motes of moonlight dance about it, and the faint smell of morning dew on ancient trees accompanies its presence.<\/i>\r

    A wyrmling moonstone dragon's scales are bright silver with a strong bluish tint visible in the light of the moon. As the dragon ages, its scales grow paler and the bluish tint becomes less visible. Upon becoming a great wyrm, the scales of a moonstone dragon are pale silver, and only a hint of blue can be seen in moonlight.\r

    Moonstone dragons care little for the affairs of humanoids, lairing in the most remote forests when on the Material Plane. They spend most of their time on the Ethereal Plane, the Region of Dreams, or the Plane of Faerie.\r

    Combat\r

    If forced into battle, a moonstone dragon relies on its breath weapon and enchantment and illusion spells to deter would-be adversaries.\r

    Awesome Presence (Su):<\/b> Moonstone dragons do not have a fear aura as do most other dragons. Instead, creatures with HD less than the dragon caught in the aura that fail their Will saves are fascinated while the dragon is present. After the dragon departs, they lose all memory of the encounter.\r

    Breath Weapon (Su):<\/b> The breath weapon of a moonstone dragon is a cone of billowing motes of light. All magical effects within the cone are dispelled or suppressed as by greater dispel magic<\/i> at the dragon's caster level, except for magic effects needed for the immediate survival of the targeted creature (for example, water breathing<\/i> for an air-breathing creature underwater). In addition, all creatures within the cone must succeed on a Fortitude save or sleep for 1 hour.\r

    Dream (Su):<\/b> As the spell, except that a moonstone dragon can only send itself to the recipient's dream at will as a standard action. \r

    Elemental Weakness (Ex):<\/b> Moonstone dragons suffer a -1 penalty to saving throws against elemental effects (such as spells with the air, earth, fire, or water descriptor).\r

    Light Vulnerability (Ex):<\/b> A moonstone dragon suffers 1d6 points of damage per round of exposure to daylight, whether natural or caused by spells such as daylight<\/i>. It is treated as an undead for the purpose of the sunburst<\/i> spell. A moonstone dragon reduced to 0 HP is automatically banished to the Ethereal Plane (as the dismissal<\/i> spell).\r

    Planar Travel (Su):<\/b> A moonstone dragon can plane shift between the Ethereal Plane and the Material Plane or the Plane of Faerie (if it exists in your cosmology) as a standard action, though it takes care to avoid places exposed to direct sunlight.\r

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097deep slumber<\/i> (adult or older), Tasha's hideous laughter<\/i> (juvenile or older), false vision<\/i> (old or older); 1\/day\u00c2\u0097Otto's irresistable dance<\/i> (ancient or older), temporal stasis<\/i> (great wyrm).\r

    Skills:<\/b> Appraise, Bluff, and Spellcraft are considered class skills for moonstone dragons.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Annual 4<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Always neutral","environment":"Ethereal Plane, Plane of Faerie, or Region of Dreams"},{"name":"Moose","type":"Animal","ch":2,"challenge_rating":" 02 \u00a0","id":6177,"reference":"Usergen","full_text":"

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

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

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

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

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

    AC:<\/span><\/b> 14 (-1 size, +1 Dex, +4 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Butt +6 melee; or 2 hooves +6 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Butt 1d8+6; or hoof 1d6+4<\/span><\/p> <\/td> <\/tr>

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

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

    Saves:<\/span><\/b> Fort +7, Ref +2, Will +1<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 18, Dex 12, Con 16, Int 2, Wis 11, Cha 6<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +1*, Listen +3, Move Silently +2, Spot +3<\/span><\/p> <\/div> <\/td> <\/tr>

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

    Climate\/Terrain:<\/span><\/b> Cold and temperate forest, plains, and hills<\/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> 6-7 HD (Large)<\/span><\/p> <\/td> <\/tr>

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

    Moose are the largest members of the deer family. Generally inoffensive if left alone, they can become aggressive if approached. They have thick hides and powerful hooves and antlers with which they defend themselves.

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

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

    \u00a0\u00a0 Skills:<\/b> Moose receive a +2 racial bonus to Hide and Move Silently checks. *In forest area, the Hide bonus increases to +4.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Animal","alignment":"Any","environment":"Cold and temperate forest, plains, and hills"},{"name":"Mordukhavar the Reaver","type":"Dragon","ch":28,"challenge_rating":" 28 \u00a0","id":6178,"reference":"Usergen","full_text":"

    Mordukhavar the Reaver <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 42d12+420\u00a0(693)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), fly 200 ft. (clumsy)<\/td> <\/tr>
    Armor Class: <\/strong> 45 (\u00c2\u00968 size, +0 Dex, +43 natural), touch 2, flat-footed 45<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+42\/+75<\/td> <\/tr>
    Attack: <\/strong>Bite +52 melee (4d8+17\/19-20 plus paralysis)<\/td> <\/tr>
    Full Attack: <\/strong>2 bites +52 melee (4d8+17\/19-20 plus paralysis) and 2 claws +49 melee (4d6+8 plus paralysis) and 2 wings +49 melee (2d8+8 plus paralysis) and tail slap +49 melee (4d6+25 plus paralysis)<\/td> <\/tr>
    Space\/Reach: <\/strong>30 ft.\/20 ft. (30 ft. with bite)<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, crush 4d8+25, frightful presence, paralysis, spell-like abilities, spells, summon baatezu<\/i>, tail sweep 2d8+25<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsense 60 ft., damage reduction 20\/good and silver, fiendish form, immunity to acid, fire, paralysis, poison, and sleep<\/i>, keen senses, regeneration 10, resistance to cold 20, spell resistance 38<\/td> <\/tr>
    Saves: <\/strong>Fort +33, Ref +23, Will +31 <\/td> <\/tr>
    Abilities: <\/strong>Str 45, Dex 10, Con 31, Int 26, Wis 27, Cha 26 <\/td> <\/tr>
    Skills: <\/strong>Bluff +53, Concentration +55, Diplomacy +57, Disguise +53 (+55 acting), Hide -16, Intimidate +55, Jump +66, Knowledge (arcana) +53, Knowledge (religion) +53, Knowledge (the planes) +53, Listen +53, Search +53, Sense Motive +53, Spellcraft +55, Spot +53, Survival +8 (+10 on other planes)<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Cleave, Dire Charge, Flyby Attack, Great Cleave, Hover, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Multiattack, Power Attack, Quicken Spell-Like Ability (greater teleport), Snatch, Weapon Focus (bite), Wingover<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Nine Hells of Baator<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>28<\/td> <\/tr>
    Treasure: <\/strong>Triple standard<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>43+ HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive, two-headed dragon has fiery-red scales and reeks of brimstone. Its wings are powerful, batlike appendages with wicked claws, and its thick tail ends in a cruel barb.<\/i>\r

    Sages speak of Mordukhavar in whispers. Reputed to be the offspring of Tiamat and one of the Dark Eight, the two-headed Mordukhavar is one of the most powerful abominations ever to climb from the pits of Baator. The creature's wings are powerful, batlike appendages with wicked claws, and its thick tail ends in a cruel barb.\r

    Seemingly ignored by the Lords of the Nine and distrusted by almost all of the Dark Eight, Mordukhavar moves between the Nine Layers of Baator, gathering information and making deals on behalf of Tiamat. Recently, Mordukhavar received command of a large detachment of baatezu with orders to fight in the Blood War. If this is true, then Tiamat has certainly entered the conflict between Law and Chaos - but for what purpose?\r

    Mordukhavar's recent commission is sure to unsettle members of the Dark Eight. A few successes on the battlefield, and it could find itself the newest member of the ruling Pit Fiends of Baator - an incident sure to raise Tiamat's influence in Hell.\r

    Mordukhavar clearly holds some close connection with Tiamat. If the creature is really the offspring of the Chromatic Dragon and one of the Eight, then the baatezu now possess one of the most powerful weapons in the Blood War.\r

    Occasionally, Mordukhavar answers the summons of an evil wyrm or great wyrm as a representative of Tiamat. Such visitations to the Material Plane are rare, but they usually involve the long-term plans of the Chromatic Dragon.\r

    Mordukhavar is 170 feet long and weighs over 350 tons.\r

    Mordukhavar speaks Draconic and Infernal.\r

    Combat\r

    Mordukhavar prefers close combat, as it enjoys rending flesh and shattering bone.\r

    Mordukhavar's natural weapons are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.\r

    Blindsense (Ex):<\/b> Mordukhavar can pinpoint creatures within a distance of 60 feet. Opponents Mordukhavar can't actually see still have total concealment against it.\r

    Breath Weapon (Su):<\/b> As a standard action, Mordukhavar can breathe either with one head or with both heads simultaneously. It can produce two different breath weapons, a 70-foot cone of acid or a 140-foot line of hellfire. The acid breath from its left head deals 20d8 points of acid damage, while the right head's hellfire breath deals 22d10 points of damage. Half the damage is fire damage, but the other half results directly from infernal power and is therefore not subject to being reduced by resistance to fire-based attacks. A successful Reflex save (DC 41) halves the damage from either attack. A creature caught in both breath weapons is affected by both and must save against each one separately. Once Mordukhavar breathes, it must wait 1d4 rounds before using its breath weapon again.\r

    Crush (Ex):<\/b> When flying or jumping, Mordukhavar can land on opponents three or more sizes smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under it's body. Each creature in the affected area must succeed at a Reflex save (DC 41) or be pinned, automatically taking 4d8+25 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if Mordukhavar chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.\r

    Fiendish Form (Su):<\/b> Once per day, Mordukhavar can produce an effect like that of a shapechange<\/i> spell, except that only the form of a 30-foot-tall Huge pit fiend may be assumed.\r

    Frightful Presence (Ex):<\/b> Whenever Mordukhavar attacks, charges, or flies overhead, each creature in a 360-foot radius that has fewer HD than it does must make a DC 39 Will save. Failure indicates that the creature is panicked for 4d6 rounds (if it has 4 or fewer HD) or shaken for 4d6 rounds (if it has 5 or more HD). A creature that succeeds on its Will save remains immune to that Mordukhavar's frightful presence for 24 hours. The save DC is Charisma-based.\r

    Keen Senses (Ex):<\/b> Mordukhavar sees four times as well as a human in shadowy illumination and twice as well in normal light.\r

    Paralysis (Ex):<\/b> Those hit by Mordukhavar's physical attacks must succeed on a DC 41 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Constitution-based.\r

    Regeneration (Ex):<\/b> Mordukhavar takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097animate dead, charm person<\/i> (DC 19), detect chaos\/evil\/good\/law, detect magic, fireball<\/i> (DC 21), greater invisibility, greater teleport<\/i> (self plus 50 pounds of objects only), hold person<\/i> (DC 21), persistent image<\/i> (DC 23), polymorph, produce flame, pyrotechnics, suggestion<\/i> (DC 21), see invisibility, symbol of pain<\/i> (DC 23), and wall of fire<\/i> (DC 22). Caster level 20th. The save DCs are Charisma-based.\r

    Spells:<\/b> Mordukhavar casts arcane spells as a 14th-level sorcerer, and can also cast cleric spells and those from the Destruction, Evil, Law, and Trickery domains as arcane spells.\r

    Typical Sorcerer Spells Known<\/i> (spells known 9\/5\/5\/4\/4\/3\/2\/1\/-\/-; spells per day 6\/8\/8\/8\/8\/7\/6\/4\/-\/-; save DC 18 + spell level): 0\u00c2\u0097dancing lights, detect magic, flare, guidance, mage hand, message, prestidigitation, read magic, resistance<\/i>; 1st\u00c2\u0097expeditious retreat, mage armor, magic missle, shield, ray of enfeeblement<\/i>; 2nd\u00c2\u0097bear's endurance, cat's grace, detect thoughts, resist energy, touch of idiocy<\/i>; 3rd\u00c2\u0097clairaudience\/clairvoyance, displacement, haste, nondetection<\/i>; 4th\u00c2\u0097detect scrying, dimensional anchor, order's wrath, unholy blight<\/i>; 5th\u00c2\u0097dispel good, mass inflict light wounds, plane shift<\/i>; 6th\u00c2\u0097disintegrate, heal<\/i>; 7th\u00c2\u0097blasphemy<\/i>.\r

    Summon Baatezu (Sp):<\/b> Twice per day, Mordukhavar can automatically summon 6 lemures, bone devils, or bearded devils, or 3 barbed devils, erinyes, horned devils, or ice devils. This ability is the equivalent of a 9th-level spell.\r

    Additionally, Mordukhavar may attempt to summon an avatar of Tiamat (see Deities and Demigods) with a 65% chance of success. However, it only uses this ability as a last resort.\r

    Mordukhavar and the Draconomicon<\/i><\/b>\r

    If you are using the Draconomicon<\/i>, the following changes are recommended.\r

    Feats:<\/b> Replace Dire Charge, Improved Initiative, and Quicken Spell-Like Ability with Clinging Breath, Maximize Breath, and Quicken Breath.\r

    Spells:<\/b> Replace touch of idiocy<\/i> with scintillating scales, detect scrying<\/i> with sharptooth<\/i>, and mass inflict light wounds<\/i> with superior magic fang<\/i>.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #260, \"Spawn of Tiamat, Children of Bahamut\", Keith Francis Strohm<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Always lawful evil","environment":"Nine Hells of Baator"},{"name":"Morena","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":6179,"reference":"Usergen","full_text":"

    Morena <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d8+6\u00a0(19 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> Swim 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+8<\/td> <\/tr>
    Attack: <\/strong>Bite +7 melee (1d4+1\/19-20)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +7 melee (1d4+1\/19-20)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, lock jaws<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., fast healing 1, low-light vision, undulating displacement<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +6, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 17, Con 14, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Hide +8*, Spot +6, Swim +9<\/td> <\/tr>
    Feats: <\/strong>Fleet of Foot, Iron Will, Run (B), Weapon Finesse (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or seething (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4 HD (Small); 5-8 HD (Medium); 9-12 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This gray-green fish resembles a moray eel. It writhes so furiously that it is nearly impossible to pinpoint its exact location.<\/i>\r

    A morena is similar to a moray eel, but it is far more aggressive. A morena is so aggressive, in fact, that most aquatic predators, even sharks, avoid it. \r

    Like moray eels, morenas reside in coral reef niches or caves. \r

    A morena is 3 to 5 feet long and weighs up to 100 pounds.\r

    COMBAT\r

    Morena prefer to lie in wait in their lairs, then strike swiftly from ambush.\r

    Improved Grab (Ex):<\/b> To use this ability, a morena 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 lock jaws. A morena has a +8 racial bonus on grapple checks (already included in the statistics above).\r

    Lock Jaws (Ex):<\/b> A morena can lock its jaws onto a creature it is grappling as a standard action, automatically dealing 2d4+2 points of damage each round. A jaw-locked morena can be struck with a weapon or grappled itself. To remove a jaw-locked morena through grappling, the opponent must achieve a pin against the morena.\r

    Undulating Displacement (Su):<\/b> A swimming morena distorts light around itself, making its apparent position undulate from side to side of its true location when viewed from more than 5 feet away. Any ranged or reach attack against a moving morena has a 50% miss chance, as if the morena had total concealment, although this displacement does not prevent enemies from targeting the morena normally. A true seeing<\/i> spell reveals its true location.\r

    A morena only gains this miss chance on rounds it spends a move action to swim. Undulating displacement does not function if the morena is grappled or heavily encumbered. \r

    Skills:<\/b> A morena 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 morena gains a +8 racial bonus on Hide checks when in reefs or caves.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Annual Volume Four<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Warm aquatic"},{"name":"Moropus","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":6180,"reference":"Usergen","full_text":"

    Moropus <\/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> 40 ft. (8 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>Claw +5 melee (1d8+3)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +5 melee (1d8+3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Rend<\/td> <\/tr>
    Special Qualities: <\/strong>Dire, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +5, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Listen +7, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or herd (3-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Large), 9-12 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature looks like a cross between a horse and a bear. Its body plan is horselike, but it has huge bear claws on its hands and feet. However, it appears to be using those claws to pull down tree branches, not unlike a ground sloth. It still looks like it could defend itself if need be.<\/i>\r

    Moropus (meaning 'slow foot') was a chalicothere (a relative of the horse) and a contemporary of Dinohyus, a likely predator. Much like the giant ground sloths, chalicotheres were probably browsers that used their claws to grasp branches and forage for food.\r

    A moropus stands 8 feet tall at the shoulder, is 12 feet long and weighs 1 to 2 tons. \r

    COMBAT\r

    Moropus do not like to fight, but will use their claws if their life is on the line.\r

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

    Rend (Ex):<\/b> If a moropus hits with both claw attacks, it latches onto the opponent\u00c2\u0092s body and tears the flesh. This attack automatically deals an additional 2d8+4 points of damage.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #137<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate and warm plains"},{"name":"Mortai","type":"Outsider","ch":28,"challenge_rating":" 28 \u00a0","id":6181,"reference":"Usergen","full_text":"

    Mortai <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 30d8+210\u00a0(345 hp)<\/td> <\/tr>
    Initiative: <\/strong> +11<\/td> <\/tr>
    Speed:<\/strong> Fly 120 ft (perfect) (24 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 25 (-8 size, +7 Dex, +9 natural, +7 deflection), touch 16, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+30\/---<\/td> <\/tr>
    Attack: <\/strong>---<\/td> <\/tr>
    Full Attack: <\/strong>---<\/td> <\/tr>
    Space\/Reach: <\/strong>30 ft\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Legendary lightning, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Air mastery, cloud form, extended senses, gaseous form, immune to weapon damage, legend lore, power core, spell resistance 39<\/td> <\/tr>
    Saves: <\/strong>Fort +24, Ref +24, Will +26 <\/td> <\/tr>
    Abilities: <\/strong>Str ---, Dex 24, Con 24, Int 23, Wis 25, Cha 25 <\/td> <\/tr>
    Skills: <\/strong>Appraise +16, Bluff +21, Concentration +40, Diplomacy +43, Disguise +17* (+19 acting), Escape Artist +17, Gather Information +33, Hide +19*, Intimidate +13, Knowledge (any five) +39, Listen +27, Move Silently +27, Search +28, Sense Motive +42, Spellcraft +39, Spot +27, Survival +27 (+29 following tracks), Use Rope +7 (+9 bindings)<\/td> <\/tr>
    Feats: <\/strong>Extend Spell (wind wall<\/i>), Improved Initiative, Investigator, Iron Will, Negotiator, Quicken Spell-Like Ability (control winds<\/i>), Quicken Spell-Like Ability (gust of wind<\/i>)\r
    Epic Feats<\/b>: Epic Reputation, Epic Skill Focus (Knowledge [any]) (x3)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Wilderness of the Beastlands<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>28<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral good<\/td> <\/tr>
    Advancement: <\/strong>31-90 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This appears to be a cloud of immense dimensions, so great that it spans the horizon, towering thousands of feet into the air. Along the surface of this cloud are great faces of various humanoid and other creatures; faces of wisdom and beauty. The center of the cloud pulses with a golden light, and seems to crackle with intense power. <\/i>\r

    Mortai are immensely powerful enigmatic creatures that roam the skies of the Upper Planes. Mortai are believed to be native to the Beastlands, but are sometimes found on other planes, particularly Arcadia. When seen in Arcadia, mortai are said to glow with a pulsing golden light. They are also known as the \u00c2\u0093faces in the clouds\u00c2\u0094 and even the \u00c2\u0093eyes of the gods,\u00c2\u0094 though they have no known connection to such higher powers. The purpose and origin of the mortai is unknown, and they are seemingly godlike in their position. Some believe them to be collections of slightly chaotic good wind spirits, or demipowers of the sky and storms. Another theory suggests that they are manifestations of the life-force of the Beastlands.\r

    Mortai are very able creatures of the air, and are the masters of their environment. The weather around them seems to be independent of the mortai, so their role regarding the meteorologic conditions of the Beastlands is uncertain. They can, however, command the atmosphere around them with perfect control and precision when they so desire.\r

    Mortai are usually ignored by most creatures, who either don\u00c2\u0092t realize they are there or those who know what they are and choose not to bother them. Likewise, mortai tend to ignore most activities on the ground. They are surprisingly friendly though, and do sometimes choose to interact with inquisitive creatures. They love to hold philosophical discussions and impart knowledge, often making use of their legend lore ability. Some who have spoken with a mortai have reported hearing faint voices and laughter among the clouds, as if unseen presences were listening in. Some creatures have had less friendly encounters with a mortai \u00c2\u0096 they are infamous pranksters. Though the mortai mean to cause no harm, they may pester a being all day for the fun of it with wind and rain.\r

    A mortai knows all languages, and speaks with a booming voice of wind and thunder, when it bothers to speak at all.\r

    COMBAT<\/b>\r
    Mortai are so mighty and arrogant that they believe themselves above petty battles and common squabbles. They are pacifistic and refuse to be goaded into combat by threats, taunts, insults and the like, nor will they attack most creatures due to their actions or alignment. Because it is so high in the air, it is a serious challenge to reach a mortai to gain the position or advantage enough just to simply attack it, and then the mortai is immune to most sorts of attack. A mortai will always prefer to flee, even from obviously weaker foes, using its impressive speed.\r

    A persistent enemy, usually an evil creature that needs to be taught a lesson, will occasionally be able to force a mortai into combat. A mortai\u00c2\u0092s main physical attack is its deadly bolt of lightning; this has no limit to number of uses per day, and the mortai can use it both to attack creatures on the ground and those who fly up to meet it. If that is not enough, the mortai has an array of potent wind-related spell-like abilities at its disposal. However, a mortai has a hidden, vulnerable core of power in its center \u00c2\u0096 if a creature comes looking for this it will have to face the mortai\u00c2\u0092s lethal lightning! \r

    Legendary Lightning (Ex)<\/b>: Once per round, a mortai is able to unleash an awesome lightning bolt that is 10-feet square in diameter, and affects everything in its path. This bolt always strikes the ground where the mortai directs it, and can be miles in length. All creatures and objects in the path of this bolt suffer 10d6 points of electricity damage (Reflex DC 32 half). Any creature standing on the ground when struck by this bolt must also succeed on a DC 32 Fortitude save or be stunned for 2d10 rounds. The save DCs are Constitution-based.\r

    Spell-Like Abilities<\/b>: At will \u00c2\u0096 acid fog<\/i>, air walk<\/i> (targets another creature), call lightning<\/i> (bestowed upon another creature) (DC 20), chain lightning<\/i> (DC 23), control winds<\/i> (DC 22), fog cloud<\/i>, gust of wind<\/i> (DC 19), ice storm<\/i>, rainbow pattern<\/i> (DC 21), summon monster IX<\/i> (air elementals and outsiders only), whispering wind<\/i>, wind walk<\/i>, wind wall<\/i>; 7\/day \u00c2\u0096 cloudkill<\/i> (DC 22); 3\/day \u00c2\u0096 control weather<\/i>, whirlwind<\/i> (DC 25); 1\/day \u00c2\u0096 elemental swarm<\/i> (cast as an air spell only). Caster level 20th. The save DCs are Charisma-based.\r

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

    Cloud Form (Ex)<\/b>: A mortai is able to shift its cloudy shape to nearly any size and shape (Colossal only), and can even appear as a dark storm cloud. As such, a mortai has a +10 racial bonus on Disguise checks and a +16 racial bonus on Hide checks when among clouds.\r

    Extended Senses (Ex)<\/b>: A mortai sees and hears up to 5 miles away. It also has darkvision out to the same distance.\r

    Gaseous Form (Ex)<\/b>: A mortai\u00c2\u0092s insubstantial form grants it immunity to critical hits and flanking. A mortai cannot run, but it can fly, and it is subject to winds. It cannot ever wear armor, manipulate solid objects, or enter water or other liquids. It can pass through small holes or narrow openings \u00c2\u0096 even mere cracks. It also can occupy squares occupied by enemies.\r

    Legend Lore (Su)<\/b>: A mortai can duplicate the effects of a legend lore<\/i> spell, as a free action. A mortai receives this information instantly, and the information is always accurate as if the mortai had the person or thing at hand or was in the place in question.\r

    Power Core (Ex)<\/b>: A mortai has a secret core where its power is collected in one spot. This is a glowing nimbus of light no more than 10 feet across in the heart of the cloud. A creature can make a DC 25 Knowledge (the planes) check to realize that the mortai has this vulnerable place. A successful DC 30 Search check is needed to actually locate the core.\r

    This core can be attacked with and damaged by physical weapons, and has AC 25 and damage reduction 20\/magic. Damage dealt to the core of a mortai deals damage to the mortai\u00c2\u0092s normal hit point total. The core is still subject to the mortai\u00c2\u0092s gaseous form ability.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in the first edition Manual of the Planes (1987, Jeff Grubb), Monstrous Compendium MC8 - Outer Planes Appendix (1991), and Planescape Monstrous Compendium Appendix II (1995).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Usually neutral good","environment":"Wilderness of the Beastlands"},{"name":"Mosquito, Giant, Female, Anopheles","type":"Vermin","ch":5,"challenge_rating":" 5 \u00a0","id":6182,"reference":"Usergen","full_text":"

    Mosquito, Giant, Female, Anopheles <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 8d8+8\u00a0(44 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), fly 50 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (-1 size, +4 Dex, +4 natural), touch 13, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+12<\/td> <\/tr>
    Attack: <\/strong>Bite +7 melee (1d8+3 plus attach)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +7 melee (1d8+3 plus attach)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Attach, blood drain, disease<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +6, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 19, Con 13, Int \u00c2\u0097, Wis 11, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary or swarm (2-20 plus 2-24 males)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>Solitary or swarm (2-20 plus 2-24 males)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A massive mosquito with heavy black wings and long legs soars into view. Its thorax is brown, while its abdomen is banded black.<\/i>\r

    Giant mosquitos, like their normal-sized kin, are a plague to all warm-blooded creatures. They can survive in nearly any environment, as long as some water is nearby. \r

    Culex giant mosquitoes dwell near urban areas, preferring the blood of humanoids, while the anopheles species prefer to prey on animals, thus preferring wilderness locales. Giant mosquitoes travel is swarms of the same species, but mixed genders. They make lairs in hollow trees, caves, or ruined or abandoned buildings. Although temperatures below freezing often kill giant mosquitoes or send them into hibernation, some species have been reported in even polar areas.\r

    A female anopheles giant mosquito is 12 feet long and weighs 35 to 50 pounds. It lives two to three months.\r

    Combat\r

    Female giant mosquitoes crave blood for both nourishment and to stimulate egg production. They stab victims with their proboscises, latching on with their stylets and draining the blood of their prey.\r

    Attach (Ex):<\/b> If a female giant mosquito hits with its bite attack, it uses its stylets to latch onto the opponent\u00c2\u0092s body and automatically deals bite damage each round it remains attached. An attached mosquito loses its Dexterity bonus to AC and has an AC of 13.\r

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

    Blood Drain (Ex):<\/b> A female giant mosquito that begins its turn attached to an opponent begins to drain blood. It deals 1d4 points of Constitution damage each round it remains attached. Once it has dealt 8 points of Constitution damage, it detaches and flies off to lay eggs. If its victim dies before the mosquito's appetite has been sated, the mosquito detaches and seeks a new target.\r

    Disease (Ex):<\/b> Red Ache\u00c2\u0097bite, Fortitude DC 15, incubation period 1d3 days, damage 1d6 Str. The save DC is Constitution-based.\r

    Although the sample creature carries red ache, giant mosquitoes may carry nearly any form of injury disease. Giant mosquitoes found in cold climates usually do not carry disease.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Polyhedron Magazine #67<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Any land"},{"name":"Mosquito, Giant, Female, Culex","type":"Vermin","ch":4,"challenge_rating":" 4 \u00a0","id":6183,"reference":"Usergen","full_text":"

    Mosquito, Giant, Female, Culex <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 7d8+7\u00a0(38 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), fly 60 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (-1 size, +4 Dex, +4 natural), touch 13, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+10<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d8+1 plus attach)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d8+1 plus attach)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Attach, blood drain, disease<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +6, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 19, Con 13, Int \u00c2\u0097, Wis 11, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary or swarm (2-20 plus 2-24 males)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>8-14 HD (Large); 15-21 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A massive mosquito with clear, scaleless wings soars into view. Its thorax is mottled gray, while its abdomen is banded black and gold.<\/i>\r

    Giant mosquitos, like their normal-sized kin, are a plague to all warm-blooded creatures. They can survive in nearly any environment, as long as some water is nearby. \r

    Culex giant mosquitoes dwell near urban areas, preferring the blood of humanoids, while the anopheles species prefer to prey on animals, thus preferring wilderness locales. Giant mosquitoes travel is swarms of the same species, but mixed genders. They make lairs in hollow trees, caves, or ruined or abandoned buildings. Although temperatures below freezing often kill giant mosquitoes or send them into hibernation, some species have been reported in even polar areas.\r

    A female culex giant mosquito is 9 feet long and weighs 20 to 25 pounds. It lives two to three months.\r

    Combat\r

    Female giant mosquitoes crave blood for both nourishment and to stimulate egg production. They stab victims with their proboscises, latching on with their stylets and draining the blood of their prey.\r

    Attach (Ex):<\/b> If a female giant mosquito hits with its bite attack, it uses its stylets to latch onto the opponent\u00c2\u0092s body and automatically deals bite damage each round it remains attached. An attached mosquito loses its Dexterity bonus to AC and has an AC of 13.\r

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

    Blood Drain (Ex):<\/b> A female giant mosquito that begins its turn attached to an opponent begins to drain blood. It deals 1d4 points of Constitution damage each round it remains attached. Once it has dealt 8 points of Constitution damage, it detaches and flies off to lay eggs. If its victim dies before the mosquito's appetite has been sated, the mosquito detaches and seeks a new target.\r

    Disease (Ex):<\/b> Filth fever\u00c2\u0097bite, Fortitude DC 14, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.\r

    Although the sample creature carries filth fever, giant mosquitoes may carry nearly any form of injury disease. Giant mosquitoes found in cold climates usually do not carry disease.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Polyhedron Magazine #67<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Any land"},{"name":"Mosquito, Giant, Male","type":"Vermin","ch":3,"challenge_rating":" 3 \u00a0","id":6184,"reference":"Usergen","full_text":"

    Mosquito, Giant, Male <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 6d8\u00a0(27 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), fly 40 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+2 Dex, +3 natural), touch 12, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+4<\/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>\u00c2\u0097\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., vermin traits\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +4, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 15, Con 11, Int \u00c2\u0097, Wis 11, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>\u00c2\u0097\r
    <\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary or swarm (2-24 plus 2-20 females)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-10 HD (Medium), 11-15 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A mosquito larger than a man soars into view.<\/i>\r

    Giant mosquitos, like their normal-sized kin, are a plague to all warm-blooded creatures. They can survive in nearly any environment, as long as some water is nearby. \r

    Males of both the culex and anopheles species are nearly identical, save for slight coloration and body shape changes. The proboscises of male giant mosquitos lack stylets, and thus are unable to drain blood like the females of the species. However, their forelegs are sharply clawed, capable of drawing plenty of blood for their sustenance.\r

    Culex giant mosquitoes dwell near urban areas, preferring the blood of humanoids, while the anopheles species prefer to prey on animals, thus preferring wilderness locales. Giant mosquitoes travel is swarms of the same species, but mixed genders. They make lairs in hollow trees, caves, or ruined or abandoned buildings. Although temperatures below freezing often kill giant mosquitoes or send them into hibernation, some species have been reported in even polar areas.\r

    A male giant mosquito is 7 feet long and weighs 10 to 15 pounds. It lives about one month on average.\r

    Combat\r

    Male giant mosquitos simply attack with two sharp claws, vigorously defending females of their swarm. Male giant mosquitos fight to the death in defense of their swarm.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Polyhedron Magazine #67<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Any land"},{"name":"Mosquito, Giant, Wriggler","type":"Vermin","ch":2,"challenge_rating":" 2 \u00a0","id":6185,"reference":"Usergen","full_text":"

    Mosquito, Giant, Wriggler <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Vermin \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8\u00a0(18 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> Swim 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+1 Dex, +2 natural), touch 11, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+3<\/td> <\/tr>
    Attack: <\/strong>Bite +3 melee (1d6)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +3 melee (1d6)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +2, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 13, Con 11, Int \u00c2\u0097, Wis 11, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Swim +8<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or swarm (3-30)<\/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>
    Nearly five feet long, this caterpillar has a broad head with compound eyes and long, hairy mandibles. A pair of antennae twitch before it.<\/i>\r

    Wrigglers are the larvae of giant mosquitos. They spend their time hunting fish, aquatic insects, and anything else they can catch underwater.\r

    Wriggler meat is considered a delicacy in some cultures.\r

    A wriggler is 5 feet long and weighs 100 pounds.\r

    Combat\r

    A wriggler simply grabs prey with its mandibles and attempt to swallow it whole. Although they will attack anything, they seldom eat anything they cannot swallow in a single gulp.\r

    Improved Grab (Ex):<\/b> To use this ability, a wriggler 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 wriggler can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d4 points of bludgeoning damage and 1d6 points of acid damage per round from the interior. 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 11). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.\r

    A wriggler's interior can hold 2 Tiny, 8 Diminutive, or 16 Fine opponents.\r

    Skills:<\/b> A wriggler 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>
    1992 Wizards of the Coast, Inc.
    Originally found in Polyhedron Magazine #67<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Mossmutter","type":"Plant","ch":14,"challenge_rating":" 14 \u00a0","id":6186,"reference":"Usergen","full_text":"

    Mossmutter <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 17d8+212\u00a0(288 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 0 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (\u00c2\u00964 size, +10 natural, -2 Dex), touch 4, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+12\/+40<\/td> <\/tr>
    Attack: <\/strong>Bite +29 melee (4d6+24)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +29 melee (4d6+24)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/15 ft. (30 ft. with bite)<\/td> <\/tr>
    Special Attacks: <\/strong>Hierarchical mind, improved grab, partial imprint, spell-like abilities, spore cough, swallow whole\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Immunity to mind-affecting spells and abilities, insubstantial anatomy, low-light vision, plant traits, telepathy 100 ft, fast healing 5, spell resistance 27<\/td> <\/tr>
    Saves: <\/strong>Fort +26, Ref +10, Will +12 <\/td> <\/tr>
    Abilities: <\/strong>Str 43, Dex 6, Con 32, Int 17, Wis 10, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Concentration +36, Knowledge (arcana) +28, Knowledge (dungeoneering) +28, Knowledge (the planes) +28, Spellcraft +28<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Improved Bull Rush, Improved Initiative (B), Iron Will, Lightning Reflexes, Power Attack, Quicken Spell-like Ability (magic missile<\/i>)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>White Plume Mountain, Basin of Boundless Life<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>14<\/td> <\/tr>
    Treasure: <\/strong>Standard coins; double goods; standard 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>
    Before you is a huge mold-covered, gray-scaled worm. Its circular, toothy maw is formed of stones, but no eyes or other sensory organs are visible. Somehow, though, it conveys a sense of intelligence and danger.<\/i>\r

    Like other mold wyrms, Mossmutter began life due to magical leakage from the Basin of Boundless Life; however, Mossmutter actually entered the basin and gained greater power and intelligence than other mold wyrms (effectively gaining the elite ability score array and advancing to 17 HD). Due to his strong attachment to the Basin of Boundless Life, Mossmutter is rooted to the ground nearby. Mossmutter does not need to assume passive form, but the positive energy from the Basin has granted it fast healing.\r

    One day, Mossmutter managed to devour a gnome wizard false Keraptis, who managed to reseat his hierarchical mind within the mold wyrm itself! In the process, some of the wizard's prepared spells became spell-like abilities for Mossmutter, who therefore has more spell-like abilities than the usual false Keraptis. Mossmutter has also retained some of the wizard's knowledge, but its hierarchical mind has become tied to its mold wyrm form.\r

    Mossmutter's memories of life as Keraptis are jumbled, chaotic, and vague. Obviously, though, its current form is the result of some brilliant magical experiment.\r

    Mossmutter understands Common, Undercommon, Draconic, Abyssal, and Gnome but cannot speak except through telepathy.\r

    Mossmutter is an advanced elite mold wyrm with the false Keraptis template. Mossmutter's abilities were Str 13, Dex 8, Con 12, Int 15, Wis 10, Cha 14 before racial, size, HD, and template modifiers.\r

    COMBAT\r

    Due to limited mobility, Mossmutter is forced to rely heavily on skin puppet minions, as well as his gnome servant Saprophis, in battle. Mossmutter has at least 6 skin puppets nearby at any time, with more present if Mossmutter knows of foes. During battle, Mossmutter alternately channels spell-like-abilities through skin puppets, breathes spores, and bites opponents who get too close.\r

    Hierarchical Mind (Su):<\/b> Mossmutter's consciousness spreads throughout its subsumed minds. Mossmutter has access to all the perceptions of all of its subsumed minds on the same plane of existence, and it cannot be flanked unless all its subsumed minds within line of sight are flanked. Mossmutter 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, Mossmutter may channel its spell-like abilities through the subsumed minds; these take effect as if the subsumed mind had used them using the Mossmutter's statistics. Mossmutter 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, Mossmutter gains a positive level and a +1 bonus to Intelligence. In addition, for each 10 subsumed minds, Mossmutter gains one additional daily use of a single spell-like ability granted by the template and the caster level for all spell-like abilities increases by 1. Mossmutter has 51 subsumed minds. The resulting bonus to Intelligence and positive levels are reflected in the above statistics. Any ability checks or unlisted skill checks also receive a +5 bonus from positive levels.\r

    Mossmutter's hierarchical mind is now inherently tied to the mold wyrm body. Therefore, when Mossmutter dies, the hierarchical mind is destroyed. In that case, all Mossmutter's skin puppets also die, becoming normal mold wyrms.\r

    Improved Grab (Ex):<\/b> To use this ability, a Mossmutter must hit a creature at least one size smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the opponent in the following round.\r

    Insubstantial Anatomy (Ex):<\/b> Since Mossmutter is essentially a mass of separated plant matter held together by positive energy, it is difficult to know where to attack the creature. Any melee or ranged attack directed at Mossmutter has a 50% miss chance. The blow or missile may pass through the creature's body without harming it. Even a true seeing<\/i> effect is useless for determining where and how to strike the creature.\r

    Partial Imprint (Su):<\/b> Mossmutter's partial imprint ability is tied to its spores. Unlike other mold wyrms, creatures that die from Mossmutter's spore blight become subsumed minds, acquiring the skin puppet template (see spore cough below).\r

    Spell-like Abilities:<\/b> 1\/day\u00c2\u0097black tentacles, charm person<\/i> (DC 15), dimension door, fireball<\/i> (DC 17), knock, mage hand, mirror image, polymorph, read magic, slow<\/i> (DC 17), stoneskin, wall of force, wind wall<\/i>; 2\/day\u00c2\u0097acid arrow*, circle of death*<\/i> (DC 20), cone of cold<\/i>* (DC 19), lightning bolt<\/i>* (DC 17); 3\/day\u00c2\u0097magic missile<\/i>*. Caster level 17th. The save DCs are Charisma-based. \r
    *Mossmutter has one extra use per day of these due to his subsumed minds. As he loses subsumed minds, he loses one use per day of each of these SLAs.\r

    Spore Cough (Su):<\/b> Once every 1d4 rounds, Mossmutter can release a cloud of greenish-gray spores. This spore cough is treated as a 30-foot-cone breath weapon. Creatures in the area must make a Fortitude save each round for 4 rounds (DC 27, +1 per previous check) or spend that round choking and coughing (they can take no actions, though they defend themselves normall). A character who chokes for 2 or more consecutive rounds takes 1d6 points of nonlethal damage each round. In addition, any creature within the area must make a single DC 27 Fortitude save or contract Keraptis spore blight (see below). The save DCs are Constitution-based.\r

    Keraptis Spore Blight:<\/i> Inhaled DC 27, incubation 1 minute, 1d6 Con. Victims that die from Keraptis spore blight transform into Mossmutter's subsumed minds and acquire the skin puppet template upon their death. This is a supernatural disease; successful saves do not allow the character to recover. Only magical healing can save the character.\r

    Swallow Whole (Ex):<\/b> A mold wyrm can try to swallow a grabbed opponent by making a successful grapple check. Once inside the plant\u00c2\u0092s mass, the opponent takes 4d4 points of bludgeoning damage and must succeed on a DC 27 Fortitude save or be exposed to Mossmutter's spores. A new save is required each round inside the plant. The save DC is Constitution-based.\r

    A swallowed creature can climb out of the mass with a successful grapple check. This returns it to the plant\u00c2\u0092s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the mold wyrm's interior (AC 13). Once the creature exits, the plant\u00c2\u0092s regenerative capacity closes the hole; another swallowed opponent must cut its own way out.\r

    Mossmutter's interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller opponents.<\/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":"Plant","alignment":"Chaotic evil","environment":"White Plume Mountain, Basin of Boundless Life"},{"name":"Mouse, Giant","type":"Animal","ch":6,"challenge_rating":" 6 \u00a0","id":6187,"reference":"Usergen","full_text":"

    Mouse, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 12d8+60\u00a0(114 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), burrow 5 ft., climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-2 size, +1 Dex, +6 natural), touch 9, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+25<\/td> <\/tr>
    Attack: <\/strong>Bite +15 melee (2d6+12)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +15 melee (2d6+12)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Gnaw, improved grab, trample 2d10+8<\/td> <\/tr>
    Special Qualities: <\/strong>Dire, low-light vision, scent\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +13, Ref +11, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 26, Dex 13, Con 20, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Balance +9, Climb +16, Hide +7, Jump +20, Listen +6, Move Silently +10, Spot +6, Swim +16<\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Initiative, Lightning Reflexes, Skill Focus (Hide), Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or family (5-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>13-18 HD (Huge); 19-36 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive mouse is more than thrice as long as a man is tall.<\/i>\r

    Mice, whether through evolution or magical experimentation, occasionally grow to massive size. These giant mice are not dire creatures, and resemble normal mice in every way except for their great size.\r

    A giant mouse is 20 feet long and weighs over 12,000 pounds.\r

    COMBAT\r

    A giant mouse attempts to grab and gnaw any creature smaller than itself.\r

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

    Gnaw (Ex):<\/b> A giant mouse deals automatic bite damage every round it maintains a grapple. \r

    Improved Grab (Ex):<\/b> To use this ability, a giant mouse 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

    Trample (Ex):<\/b> Reflex half DC 24. The save DC is Strength-based.\r

    Skills:<\/b> Giant mice have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance, Climb, Hide, Jump, and Swim checks. They can always choose to take 10 on Climb checks, even if rushed or threatened.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in Adventure Pack I<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Any"},{"name":"Mudman","type":"Elemental","ch":1,"challenge_rating":" 01 \u00a0","id":6188,"reference":"Usergen","full_text":"

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

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

    Hit Dice:<\/span><\/b> 2d8 (9 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> 12 (-1 Dex, +3 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Slam +3 melee; or mud glob +0 ranged touch<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Slam 1d4+3; or mud glob 0 (see text)<\/span><\/p> <\/td> <\/tr>

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

    Special Attacks: <\/span><\/b>Mud throwing, engulf<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Elemental, damage reduction 10\/+1, dormant state, immunities, susceptibility, tremorsense<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +3, Ref -1, Will +0<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 14, Dex 9, Con 11, Int 1, Wis 10, Cha 10<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Spot +2<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/span><\/b> Solitary, gang (3-6), or pack (7-12)
    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> 4-6 HD (Small)<\/span><\/p> <\/td> <\/tr>

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

    Mudmen are formed in pools of mud where enchanted waters collect and evaporate.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Mudmen resemble short, stocky humanoids, formed of mud. They have a barrel shaped body, and long, thick arms that end in huge, roughly formed hands. Their heads are featureless, though on occasion eyes or a mouth will be formed in the mud.<\/span><\/p> <\/td> <\/tr>

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

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

    Mudmen cannot detect living creatures outside their mud pool, but once a creature enters a pool, the mudman senses it and assumes its humanoid form. If a creature leaves the pool, the mudmen will not follow, but will sink back down into the pool and assume their dormant state.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A mudman attacks using its fists or hurling mud at its foes (its preferred form of attack).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Dormant State (Ex):<\/b> A mudman will lie below the surface of the pool with the substance of their body spread throughout the pool. This is its natural form. In this form it is immune to all weapon attacks, but is still susceptible to attacks from spells. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 When the presence of a living creature is detected in the pool, the mudman assumes its humanoid form. This is a standard action. It may alternate between forms, but does not heal damage by shifting forms.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Mud Throwing (Ex):<\/b> A mudman attacks by hurling globs of mud at its opponent. These globs deal no damage and have a range increment of 10 feet. A successful ranged touch attack means the mud glob hits the target and solidifies in the same round.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A creature hit suffers a \u00962 penalty to its attack rolls and a \u00964 penalty to effective Dexterity. The creature must make a Reflex save (DC 15) or be stuck to the ground. Even with a successful save, the creature can only move at half speed.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A creature stuck to the ground can break free with a successful Strength check (DC 22) or by dealing 10 points of damage to the hardened mud with a bludgeoning weapon. Breaking the mud off, or another creature assisting, does not require an attack roll; hitting the mud is automatic, after which the creature that hit makes a damage roll to see how much of the mud happened to be broken off. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Breaking the mud off is a standard action that does provoke an attack of opportunity.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A character capable of spellcasting that is bound by the mud must make a Concentration check (DC 15) to cast a spell.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Additional hits by the globs increase the Reflex save DC, Strength check DC, and Concentration check DC by +1 per hit. The penalties to attack rolls and Dexterity do not stack.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Engulf (Ex):<\/b> A mudman may hurl itself at any creature within 10 feet by making a ranged touch attack. A successful attack roll destroys the mudman and covers a Medium-size or smaller creature with mud that instantly solidifies around its head.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A creature caught in this manner takes suffocation damage (see Suffocation, page 88 in the DMG<\/i>).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The hardened mud can be hit automatically and is destroyed when it takes 10 hit points of damage from a bludgeoning weapon. The victim receives an equal amount of damage from each successful attack on the hardened mud. It can also be pried off (Strength check DC 25).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 If the mudman misses its attack, it may reform, taking a full round action to do so.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Tremorsense (Ex): <\/b>A mudman can automatically sense the location of anything within 120 feet that enters its mud pool.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Elemental: <\/b>Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Mudmen have darkvision 60 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Immunities (Ex): <\/b>Immune to all mind-influencing effects.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Susceptibility (Ex): <\/b>Dispel magic<\/i> acts as a fireball<\/i> spell (1d6 per caster level to a maximum of 10d6) against mudmen. Transmute mud to rock<\/i> deals 1d8 points of damage per caster level (maximum 15d8) to a mudman.<\/span><\/p> <\/td> <\/tr>

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

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

    The Mudman first appeared in the 1e MM II (Gary Gygaz, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Elemental","alignment":"Any","environment":"Temperate and warm water and underground"},{"name":"Mullonga","type":"Outsider","ch":15,"challenge_rating":" 15 \u00a0","id":6189,"reference":"Usergen","full_text":"

    Mullonga <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 13d8+52\u00a0(110 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>+13\/+17<\/td> <\/tr>
    Attack: <\/strong>Claw +17 melee (2d6+4)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +17 melee (2d6+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Dream haunting, frightful casting, spells, terrify<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/good and magic, darkvision 60 ft., mistress of creation, spell resistance 24<\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +9, Will +12 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 12, Con 18, Int 17, Wis 19, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Bluff +20, Concentration +20, Diplomacy +6, Disguise +20 (+22 acting), Hide +9, Intimidate +22, Knowledge (arcana) +19, Knowledge (the planes) +19, Listen +20, Move Silently +9, Spellcraft +21 (+23 scrolls), Spot +20, Survival +4 (+6 on other planes), Use Magic Device +20 (+22 scrolls)<\/td> <\/tr>
    Feats: <\/strong>Greater Spell Focus (enchantment), Greater Spell Focus (necromancy), Heighten Spell, Spell Focus (enchantment), Spell Focus (necromancy)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>The Nightmare Lands<\/td> <\/tr>
    Organization: <\/strong>Solitary or circlet (Mullonga plus 13 arcane heads)<\/td> <\/tr>
    Challenge Rating: <\/strong>15<\/td> <\/tr>
    Treasure: <\/strong>Triple standard<\/td> <\/tr>
    Alignment: <\/strong>Lawful evil<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This hunched, old woman is dressed in animal skins and carrying a gnarled staff. Her leathery brown flesh looks as if it has been parched in the hottest desert, beneath a blazing, unforgiving sun.<\/i>\r

    The aboriginal witch Mullonga may look like an old woman who is so small as to be harmless, but she is powerful, evil and malicious.\r

    Mullonga rules over a nightmare land which she can reshape to her will into various \"dreamscapes\". Her dreamscapes are sinister, terror-filled places, including many ghettoes populated by imprisoned souls and monsters. Hidden somewhere among these ghettoes is an artifact, the Dream Web, which grants Mullonga her spellcasting and dreamscape shaping powers.\r

    She constantly searches for wanderers to fuel her arcane experiments. Mullonga has a number of workshops where she conducts these experiments, which have resulted in the creation of the arcane heads and other terrors that now serve the witch. Mullonga is often accompanied by night hags, nightmares, ennui, and golems of various varieties. Her ghettoes are also haunted by things that did not turn out the way the witch had planned.\r

    Mullonga is 5 feet tall and weighs 90 pounds.\r

    Mullonga speaks Abyssal, Celestial, Common, and Infernal in a voice as dry and brittle as a mummy\u00c2\u0092s wrappings.\r

    COMBAT\r

    Mullonga often attempts to insinuate herself into a company of wanderers, using illusions to cast herself as a mage lost in the mists. If she is accepted into a company, she begins to sow false information. She does this in an effort to create fear in the wanderers\u00c2\u0097fear she can later use in dreams. \r

    Mullonga prefers to rely upon her magic, but if forced into melee, her gnarled hands become grotesquely extended claws. \r

    Dream Haunting (Su):<\/b> Mullonga can visit the dreams of sleeping individuals currently shaken, frightened, or panicked by her terrify ability. To invade someone\u00c2\u0092s dreams, Mullonga can become incorporeal and enter the victim's body. The sleeper suffers from tormenting dreams and takes 1d3 points of Constitution drain upon awakening. After ending the dream haunting Mullonga gains a +1 bonus to her caster level for one hour for each full hour she spent haunting her victim's dreams. Furthermore, for the duration of this CL bonus the dream haunting victim always meets the requirements of Mullonga's frightful casting ability (as if the victim was a creature with a fear condition within 60 ft. of Mullonga). If the victim awakens while being dream haunted, Mullonga is automatically expelled, becomes corporeal, loses her CL bonus, and becomes shaken for 1d6 rounds. Mullonga does not have the inherent ability to become incorporeal except to haunt a victim's dreams.\r

    Frightful Casting (Su):<\/b> Mullonga uses fear to strengthen her spells. Whenever a creature with any fear condition (shaken, frightened, or panicked) is within 60 ft. of Mullonga, the DCs of all her spells increase by +1. This bonus stacks with the bonus from Spell Focus and similar feats.\r

    Furthermore, if a creature with a fear condition is targeted by Mullonga, or caught within the area of one of Mullonga's spells, the DC of that spell increases by an additional +1. If the creature is frightened, the spell is also automatically empowered (as per the Empower Spell feat). If the creature is panicked, the spell is automatically maximized (as per the Maximize Spell feat). If more than one creature within the spell's area of effect possesses a fear condition, use the most debilitating condition to determine the effect on Mullonga's spell. \r

    Mistress of Creation (Su):<\/b> Mullonga can use any magic item, even spell completion items such as wands or scrolls. She can also create any item or construct as though she had the necessary feats and prerequisite spells or other requirements. Mullonga can also create undead as if using any spell capable of undead creation, such as animate dead<\/i> or create greater undead<\/i>, provided she has the necessary corpses. \r

    Spells:<\/b> Mullonga casts spells as a 13th-level wizard. All spells Mullonga casts are automatically quickened and do not require somatic, material or verbal components. Since Mullonga draws her spellcasting power from an artifact called the dream web, Mullonga need only rest for 1 hour and make physical contact with this artifact to regain her entire spell selection.\r

    Typical Wizard Spells Prepared<\/i> (4\/5\/5\/5\/4\/3\/2\/1; save DC 13 + spell level, enchantment and necromancy spells DC 15 + spell level): \r
    0\u00c2\u0097dancing lights, detect magic, detect poison, read magic;<\/i> \r
    1st\u00c2\u0097burning hands, chill touch, disguise self, hypnotism, magic missile; <\/i>\r
    2nd\u00c2\u0097alter self, blindness\/deafness, detect thoughts, scare, spectral hand;<\/i> \r
    3rd\u00c2\u0097displacement, fireball, hold person, magic circle against good, slow;<\/i> \r
    4th\u00c2\u0097black tentacles, confusion, fear, polymorph;<\/i>\r
    5th\u00c2\u0097faithful hound, mirage arcana, shadow evocation;<\/i>\r
    6th\u00c2\u0097flesh to stone, permanent image;<\/i>\r
    7th\u00c2\u0097mass hold person.<\/i>\r

    Terrify (Su):<\/b> Mullonga can spook creatures that understand her speech with a lengthy recitation of ghost stories or other frightening tales, often about missing travelers. The subjects must make a DC 20 Will save or become engrossed in conversation with Mullonga as if fascinated. After 10 minutes, if Mullonga still speaks, each subject must make an additional DC 20 Will save or become shaken (already shaken characters become frightened and already frightened characters become panicked). Frightened or panicked subjects of Mullonga's terrify ability do not flee from her, not seeing her as the cause of their fear; they do however flee or fight any attackers. This fear decreases by one step each hour after Mullonga ceases using this ability. This is a language-dependent, mind-affecting fear effect. The save DCs are Charisma-based. \r

    In Ravenloft<\/b>\r
    Mullonga is one of the most active members of the Nightmare Court. She controls the Ghettoes in the City of Nod, a demiplane with the divinely morphic trait. The shifting streets of this roving neighborhood are an extension of the witch. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Nightmare Lands<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Lawful evil","environment":"The Nightmare Lands"},{"name":"Mummy, Ice","type":"Undead","ch":8,"challenge_rating":" 8 \u00a0","id":6190,"reference":"Usergen","full_text":"

    Mummy, Ice <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Cold)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d12+36\u00a0(92 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 24 (+4 Dex, +10 natural), touch 14, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+9<\/td> <\/tr>
    Attack: <\/strong>Slam +9 melee (1d6+5 plus withering fists) or weapon +9 melee (1d6+5) or frost longbow<\/i> +8 ranged (1d8\/x3 plus 1d6 cold)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Slam +9 melee (1d6+5 plus withering fists) or weapon +9 melee (1d6+5) or frost longbow<\/i> +8 ranged (1d8\/x3 plus 1d6 cold)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, call blizzard, cold aura, create avalanche, despair, frostbrittle, frost bow, spells, withering fists<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/\u00c2\u0096, darkvision 60 ft., icewalking, immunity to cold, undead traits, unholy toughness, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +7, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 18, Con \u00c2\u0097, Int 14, Wis 14, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Concentration +16, Craft (trapmaking) +11, Hide +14, Listen +14, Move Silently +14, Spot +14, Survival +11<\/td> <\/tr>
    Feats: <\/strong>Improved Sunder, Point Blank Shot, Power Attack, Precise Shot\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any cold<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>Standard coins standard goods, double items<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>10\u00c2\u009616 HD (Medium); 17\u00c2\u009624 HD (Large) or by character class<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A palpable chill surrounds a humanoid figure, its dessicated skin drawn tight over its bones. Its clothing appears centuries-old, as do the ornate weapons it carries. Sunken, opaque eyes stare with a blank hatred as harsh as the unforgiving winter, while its mouth is agape in an eternal scream.<\/i>\r

    Ice mummies arise from the remains of lost travelers who succumbed to the harsh cold of icy wastes. Left to die bitter and alone, the hatred they felt for the rescuers who never came has fueled their unlife, and they now seek to punish the living who travel the same desolate terrain that brought about their ruin.\r

    Due to their fondness for magic, ice mummies tend to carry numerous magic items. They have a special fondness for amulets.\r

    Ice mummies are 5 to 6 feet tall and weigh about 120 pounds. \r

    Ice mummies speak the languages they spoke in life (usually Common).\r

    COMBAT\r

    Ice mummies are cunning and creatively cruel. They create false trails into deadly traps, then feign distress in hopes that would-be rescuers fall into an ambush. Ice mummies often utilize barbed arrows to deal grievous wounds to those who survive initial attacks.\r

    Breath Weapon (Su):<\/b> 3\/day, 20-ft. cone, 4d6 cold damage, Reflex DC 18 half. The save DC is Charisma-based.\r

    Call Blizzard (Sp):<\/b> Once per week, an ice mummy can create a blizzard. This works exactly like the control weather<\/i> spell (CL 9th), except that it may only be used to create a blizzard. This is the equivalent of a 3rd-level spell.\r

    Cold Aura (Ex):<\/b> Anyone within 20 feet of an ice mummy takes 1d4 points of cold damage per round from the extreme cold of its presence.\r

    Create Avalanche (Su):<\/b> Once per day, an ice mummy can crack nearby snow and ice to create an avalanche. This avalanche originates within 120 feet of the ice mummy and must take place on terrain that has both snow or ice cover and a significant slope (DM's discretion). The avalanche moves down a 45-degree slope at a speed of 30 feet per round (slower on a gentler slope, faster on a steeper one). It spreads outward in a cone, dealing 2d6 points of damage to anyone caught in its path (DC 18 Reflex half). Those who fail their saves are buried. Buried characters take 1d6 points of nonlethal damage per minute. If a buried character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead. The save DC is Charisma-based.\r

    Despair (Su):<\/b> At the mere sight of an ice mummy, the viewer must succeed on a DC 18 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 ice mummy\u00c2\u0092s despair ability for 24 hours. The save DC is Charisma-based.\r

    Frostbrittle (Su):<\/b> Any weapon that strikes an ice mummy 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

    Frost Bow (Su):<\/b> Any bow or crossbow carried by an ice mummy functions as a frost<\/i> weapon, so projectiles fired by it deal an extra 1d6 cold damage on a successful hit. This is a supernatural ability of the ice mummy, not the bow.\r

    Icewalking (Ex):<\/b> This ability works like the spider climb<\/i> spell, but the surfaces the ice mummy climbs must be icy. It is always in effect.\r

    Spells:<\/b> An ice mummy casts spells as a 6th-level sorcerer.\r

    Sorcerer Spells Known<\/i> (6\/7\/6\/4, save DC 14 + spell level): \r
    0\u00c2\u0097dancing lights, daze, detect magic, ghost sound, ray of frost, resistance, touch of fatigue<\/i>; \r
    1st\u00c2\u0097alarm, feather fall, mage armor, ray of enfeeblement<\/i>; \r
    2nd\u00c2\u0097minor image, pyrotechnics<\/i>; \r
    3rd\u00c2\u0097slippery slope<\/i>.\r

    Unholy Toughness (Ex):<\/b> An ice mummy gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.\r

    Withering Fists (Su):<\/b> Any creature hit by an ice mummy's slam attacks must make a DC 18 Fortitude save or take 1d4 points of Strength and Constitution damage. On a critical hit, this damage is instead ability drain. The save DC is Charisma-based.\r

    New Spell<\/b>\r

    Slippery Slope\r
    Conjuration (Creation) [Cold]\r
    Level: Sor\/Wiz 3\r
    Components: S, M\r
    Casting Time: 1 standard action\r
    Range: Close (25 ft. + 5 ft.\/2 levels)\r
    Effect: One 10-foot square\/level\r
    Duration: 1 day\r
    Saving Throw: None\r
    Spell Resistance: No\r

    Slippery slope<\/i> covers terrain with a slick layer of glare ice. Characters walking on ice must spend 2 squares of movement to enter a square covered by ice, and the DC for Balance and Tumble checks increases by +5.\r

    A DC 10 Balance check is required to run or charge across an ice sheet. A character standing in the area of the ice when it is created must immediately make a Balance check or fall prone. The DC of the check is equal to the spell's DC.\r

    Material Component:<\/i> A drop of white dragon blood.\r

    New Weapon<\/b>\r

    Barbed Arrows:<\/i> Barbed arrows function as normal arrows, but they remain stuck in the wound. A creature can pull a barbed arrow from a wound with two hands. This takes a full-round action to do so, but it deals damage to the victim equal to the initial piercing damage the arrow dealt. A character who succeeds on a DC 15 Heal check can remove a barbed arrow without further damage. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1997 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #238<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Usually chaotic evil","environment":"Any cold"},{"name":"Murdakus","type":"Dragon","ch":18,"challenge_rating":" 18 \u00a0","id":6191,"reference":"Usergen","full_text":"

    Murdakus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 18d12+198\u00a0(315 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), fly 50 ft. (poor)<\/td> <\/tr>
    Armor Class: <\/strong> 27 (\u00c2\u00968 size, +25 natural), touch 2, flat-footed 27<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+18\/+52<\/td> <\/tr>
    Attack: <\/strong>Bite +28 melee (3d10+18 plus 2d8 fire)<\/td> <\/tr>
    Full Attack: <\/strong>2 bites +28 melee (3d10+18 plus 2d8 fire) and 2 claws +26 melee (2d6+9 plus 2d8 fire) and tail-blade +26 melee (4d6+27 plus 2d8 fire\/18\u00c2\u009620x3 plus sever limb)<\/td> <\/tr>
    Space\/Reach: <\/strong>40 ft.\/40 ft. (45 ft. with tail)<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical, breath weapon, death frenzy, sever limb<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 120 ft., healed by fire, immunity to mind-affecting spells and abilities, paralysis, poison, and sleep, inefficient metabolism, limited regeneration 15, low-light vision, +4 racial bonus on saves vs. cold, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +22, Ref +11, Will +12 <\/td> <\/tr>
    Abilities: <\/strong>Str 47, Dex 10, Con 33, Int 4, Wis 12, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Jump +22, Listen +22, Spot +22, Survival +22<\/td> <\/tr>
    Feats: <\/strong>Cleave, Great Cleave, Hover, Improved Initiative, Multiattack, Power Attack, Snatch<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land or underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>18<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>19+ HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This abominable behemoth vaguely resembles a dragon. A triple row of spines sprout from the base of its thick neck, proceed down its back between its pair of leathery wings, and down its long prehensile tail, culminating in a scythelike stinger. Its six powerful legs end in thick claws, but its most fearsome feature is its double face. Each side of its horned head sports its own pair of eyes and a set of saurian jaws filled with razor-sharp teeth.<\/i>\r

    The first murdaki were created by the Bonehart during the Greyhawk wars. After the first specimens succumbed to fatal comas, the Bonehart improved upon their creations, infusing an ability to metabolize heat. As a side effect, the murdaki developed immunity to mind-affecting controls, and rebelled against their creators, then disappeared into the wilderness.\r

    Iuz demanded that the creation process for the murdaki be destroyed, so no new murdaki have been created. It is doubtful that the creatures can breed true, so the remaining members are likely doomed to extinction.\r

    A murdakus is 50 feet long with a 45-foot tail and weighs 70 tons.\r

    Murdaki speak rudimentary Draconic.\r

    Combat\r

    A murdakus is an engine of destruction, wreaking great havoc in melee against multiple opponents. If foes are not within melee range, a murdakus unleashes deadly breath weapons from each of its jaws.\r

    Augmented Critical (Ex):<\/b> A murdakus's tail-blade threatens a critical hit on a natural attack roll of 18\u00c2\u009620, dealing triple damage on a successful critical hit and possibly severing a limb or head (see sever limb, below).\r

    Breath Weapon (Su):<\/b> Once every 1d4 rounds, as a standard action, a murdakus can breathe either with one head or with both heads simultaneously. The breath weapon is a 120-foot line of intense heat that deals 12d8 points of fire damage (Reflex DC 30 half). Each beam must be directed in a different trajectory, no greater than 90 degrees apart due to the structure of the heads. The save DC is Constitution-based.\r

    Death Frenzy (Ex):<\/b> If an attack reduces a murdakus to less than 1 hit point, the murdakus flies into a frenzy on its next action before falling unconscious (or dying). The murdakus doubles its natural attacks for the round. At the end of its round, it takes an additional 3d8 points of damage.\r

    Healed by Fire (Ex):<\/b> An attack that deals fire 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 murdakus to exceed its full normal hit points, it gains any excess as temporary hit points. \r

    Heat (Su):<\/b> During any round that the murdakus may regenerate (that is, any round in which it may use its breath weapon), any creature that touches the murdakus, including with a touch or natural weapon attack, must make a DC 30 Reflex save or take 2d8 points of fire damage. The natural attacks of a murdakus also deal this fire damage. Any creature grappled by the murdakus automatically takes 2d8 points of damage per round with no save. The save DC is Constitution-based.\r

    Inefficient Metabolism (Ex):<\/b> The inefficient metabolism of a murdakus limits its activity. After 1d3 days of activity, the murdakus is exhausted until it can rest for 2d4 weeks. Any fire based attack dealing more than 20 points of damage negates the exhausted condition for 1d3 days. \r

    Limited Regeneration (Ex):<\/b> Acid and negative energy deal normal damage to a murdakus. If a murdakus loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. During any round in which its breath weapon is unavailable, a murdakus may not regenerate damage.\r

    Sever Limb (Ex):<\/b> The tail blade of a murdakus is extremely sharp, capable of severing limbs or heads on a successful critical hit. The victim must succeed on a Fortitude save (DC equal to 10 + damage dealt) or lose an extremity. Randomly determine which extremity is severed based on the creature's number of limbs and heads (for example, a d6 for a typical humanoid, with a 1 and 2 severing an arm, a 3 and 4 severing a leg, a 5 beheading the opponent, and reroll a 6). A severed leg imposes a -4 penalty on Reflex saves, Dexterity checks, and Dexterity-based skill checks, and reduces the victim's land speed by 10 feet. A victim who loses all its legs falls prone and its land speed is reduced to 5 feet. A severed arm imposes a -4 penalty on attack rolls, Strength checks, Climb checks, and Swim checks, and makes it impossible for the subject to use objects or cast spells with somatic components unless it has a remaining hand free. The victim also loses the ability to wield a weapon two-handed (unless it has at least two arms left). A severed head kills most creatures instantly. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    2000 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #270<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Always neutral evil","environment":"Any land or underground"},{"name":"Murska","type":"Vermin","ch":6,"challenge_rating":" 06 \u00a0","id":6192,"reference":"Usergen","full_text":"

    Murska <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Vermin \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8+21\u00a0(52 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 30 ft<\/td> <\/tr>
    AC:<\/strong> 18 (-1 size, +1 Dex, +8 natural)<\/td> <\/tr>
    Attacks:<\/strong>Bite +8 melee <\/td> <\/tr>
    Damage: <\/strong>Bite 2d12+6<\/td> <\/tr>
    Face\/Reach: <\/strong>10 ft \/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, gnaw 2d6+4, thrash<\/td> <\/tr>
    Special Qualities: <\/strong>Molt, absorb mind, immune to gases, fire resistance 20, cold vulnerability, vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +3, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 13, Con 17, Int ---, Wis 10, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Disguise +1, Hide +5, Listen +4, Spot +4<\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground (Pandemonium)<\/td> <\/tr>
    Organization: <\/strong>Colony (2-5)<\/td> <\/tr>
    Challenge Rating: <\/strong>06<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>8-14 HD (Large); 15-28 HD (Huge)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The murska is a ravenous hunter of the windswept plains of Pandemonium that wears the husked off skins of its victims. Normally it appears as a large greenish-gold beetle beast, but it is rarely seen that way by living creatures. The murska is able to absorb some of the physical properties of its latest meal, though the result is always distorted and artificial-looking. The murska only likes to hunt at night or in darkness to better hide the misshapen parody of its victim.\r

    The murska has no set nest or territory, and will follow its prey for miles. It will attack anything human-sized or larger, though it ignores howlers due to their painful quills. Starving murska will even turn on each other.\r


    COMBAT<\/b>\r
    Murskas hunt constantly in small cooperative groups, and are hardly ever encountered alone. They attack in a coordinated fashion, circling and surrounding their prey. They rarely fight to the death, but attempt to grab a victim and drag it away. Murskas attack by biting with their eating mandibles, then gnawing on prey with the series of small razor-sharp teeth of their grinding mandibles. A victim can break free on its own, but it requires all of its effort to do so; the victim can take no other actions that require movement. \r

    A murska does not need to feed constantly, though it will often gorge itself and hide until it gets hungry again. If it absorbs an intelligent creature, the murska becomes intelligent for a time. Rumors persist of murska who have gained self-awareness after becoming accustomed to intelligent victims, and seek out sentient prey.\r

    Improved Grab (Ex)<\/b>: If a murska hits an opponent with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +8). If it gets a hold, it begins to gnaw on the opponent. Thereafter, the murska has the option to conduct the grapple normally, or it can simply use its bite to hold the opponent (-20 penalty on grapple check, but the murska is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals gnawing damage.\r

    Gnaw (Ex)<\/b>: If a murska holds a victim in place at the beginning of the round, it deals 2d6+4 points of damage to the victim. If the murska kills a victim this way, it can molt its carapace.\r

    Thrash (Ex)<\/b>: If a victim\u00c2\u0092s companions attempt to aid in his escape, the murska will thrash the victim\u00c2\u0092s body about, causing 1d6 points of bludgeoning damage to all who are within melee range (Reflex save DC 17 to avoid), and an additional 2d6 points of damage to the victim automatically.\r

    Molt (Ex)<\/b>: Murskas assume the form of their latest meal, if that creature was Medium-Size or larger. The beetle beast constantly grows and sheds its old skin, and the victim\u00c2\u0092s skin comes through as the murska\u00c2\u0092s carapace molts away. This new skin is stretched grotesquely over the monster\u00c2\u0092s shell, and appears misshapen and blobby. In this form, the murska\u00c2\u0092s carapace lacks some firmness and the creature suffers a \u00c2\u00962 penalty to AC, but gains a +2 bonus to Disguise checks.\r
    This form persists for one day per Hit Die of the victim.\r

    Absorb Mind (Su)<\/b>: The murska is normally mindless, but it temporarily gains some of the mental aspects of its most recent victim. It gains some of the victim\u00c2\u0092s personality and memories, at least enough to fool unsuspecting associates of sentient victims. Though it is still essentially mindless, it holds onto the victim\u00c2\u0092s nature and knowledge and behaves like a mixture of both the beetle and the other creature. It gains no spells, skills, psionics, or class abilities from intelligent creatures. This stolen mentality lasts until the victim\u00c2\u0092s skin molts completely away.\r

    Vulnerable to Cold (Ex)<\/b>: Murskas are especially vulnerable to cold, and suffer a \u00c2\u00962 penalty to saving throws against all cold-based attacks.\r

    Vermin Traits<\/b>: A murska is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It also has darkvision (60-foot range).<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Planes of Chaos (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always chaotic evil","environment":">Any land and underground (Pandemonium)"},{"name":"Musical Spirit","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6193,"reference":"Usergen","full_text":"

    Musical Spirit (Template)<\/h1>
    Musical spirits are a rare, unusual form of undead that inhabit remote woodlands, particularly those settings frequented by fey creatures. Legends of them spread fame of their unearthly beautiful songs, leading bards and musicians of all types to seek them out and tap their secret knowledge. Musical spirits lack any knowledge of their previous life, as well as their purpose for existence and their exact origin. Some say these sprits were either sent to the Material plane by the gods or simply remained there after death, to protect their forest and the creatures therein.

    At a distance, a musical spirit will appear to be a fey creature or even a humanoid, most commonly elf, human, and half-elf. At close range though, its true nature is all too apparent. Despite its wrinkled and leathery skin, this spirit is not horrifying in appearance like most undead creatures, seeming wizened rather than fiendish. These beings dress in simple tunics or clothing common to the natives of its forests, and carry only a single musical instrument with them wherever they go.

    Musical spirits have discovered the secret of twelve songs, which are as lovely as the songs of angels. They may be willing to teach these songs to willing and musically proficient students, for a price of 5,000 gold or a few choice magic items. They know a thirteenth song that is equally beautiful, but quite hostile. Only those who have learned the twelve benevolent songs can learn this thirteenth song, and then only by provoking the musical spirit into playing it against them.

    Musical spirits speak Common, Elven, Sylvan, and usually one or two other languages.

    Creating a Musical Spirit<\/h2> \"Musical Spirit\" is a template which can be added to any humanoid with at least one level of Bard or one level of Druid (referred to hereafter as the \"character\"). The character must have at least one rank in any music-related Perform skill (including ballad, chant, drums, flute, harp, lute, mandolin, pan pipes, recorder, and trumpet). The character's type changes to \"undead\". It uses all of the character's statistics and special abilities except as noted here.
    Hit Dice: <\/strong>Increase to d12.
    Speed: <\/strong>Musical spirits have the ability to fly, with Good maneuverability, at a rate equal to their ground
    AC:<\/strong> The musical spirit has a +4 natural or the character's natural armor, whichever is better.
    Special Attacks: <\/strong>A musical spirit has the special attacks of the base creature, plus the following:
    Song (Su)<\/i>: The thirteenth song of a musical spirit requires all living creatures within a 60 foot radius that hear it to make a Will save (DC 10 + 1\/2 HD + Charisma Mod) each round that they remain near the spirit. Those who fail their saving throw start to dance and continue dancing as long as the song is sung. All creatures dancing temporarily lose one points of Constitution for every ten minutes they dance. When a creature reaches a Constitution score of 3, he falls unconscious from exhaustion.

    Any non-fatal damage to the spirit does not interfere with the song, and plugging one's ears does not prevent a creature from hearing this supernatural music. Musical spirits do not suffer any sort of fatigue from singing these songs, and can sing for hours.

    Special Qualities: <\/strong>Musical spirits have the special qualities of the base character, plus the following:
    Spell-like abilities<\/i>: Musical spirits have the following spell-like abilities which are useable at will: speak with animals, speak with plants<\/i>, and animal friendship<\/i>. They can also use stone tell<\/i> 4 times a day.
    Damage Resistance<\/i>: Musical spirits gain damage resistance of 10\/+1.
    Spell Resistance<\/i>: Musical spirits gain Spell Resistance equal to 12 plus their Hit Dice.
    Turn resistance<\/i>: Musical spirits are undead beings and can be turned by clerics, even though they are neutral rather than evil. Their will is strong, however, and they have a strong sense of purpose and thus have a +4 bonus against turning attempts.
    Immunities (Ex)<\/i>: Musical spirits are immune to charms, holds, and all cold-based spells.

    Saves: <\/strong>Same as the character
    Abilities: <\/strong>Same as the character
    Skills: <\/strong>Same as the character
    Feats: <\/strong>Same as the character

    Environment: <\/strong>Temperate and warm forest
    Organization: <\/strong>Solitary
    Treasure: <\/strong>None
    Alignment: <\/strong>Always neutral
    Advancement: <\/strong>By character class
    Challenge Rating: <\/strong>+2

    Sample Musical Spirit<\/h2> This example uses a 4th level elven bard as the character.

    MUSICAL SPIRIT
    Medium-Size Undead
    Hit Dice<\/b>: 4d12 (26hp)
    Initiative<\/b>: +3 (Dex)
    Speed<\/b>: 30 ft, fly 40 ft (good)
    AC<\/b>: 16 (+2 Dex, +4 natural)
    Attacks<\/b>: Longsword +6 melee
    Damage<\/b>: Longsword 1d8 melee
    Face\/Reach<\/b>: 5 ft by 5 ft\/5 ft
    Special Attacks<\/b>: Song
    Special Qualities<\/b>: Damage resistance 10\/+1, bardic music, bardic knowledge, spells, turn resistance +4, SR 16, spell-like abilities, immunities, undead
    Saves<\/b>: Fort +1, Ref +7, Will +3
    Abilities<\/b>: Str 10, Dex 15, Con ---, Int 14, Wis 8, Cha 16
    Skills<\/b>: Bluff +11, Diplomacy +11, Perform (any one) +11, Sense Motive +6, Spellcraft +9, Tumble +8
    Feats<\/b>: Dodge, Weapon Focus (longsword)

    Climate\/Terrain<\/b>: Temperate and warm forest
    Organization<\/b>: Solitary
    Challenge Rating<\/b>: 5
    Treasure<\/b>: None
    Alignment<\/b>: Always neutral
    Advancement<\/b>: by character class

    The DC for this musical spirit's Song attack is 15.

    \u00a0
    Dragon Magazine #119 (1987, \"The Dragon's Bestiary: A Walk Through the Woods\", Mark DeForest)<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Always neutral","environment":"Temperate and warm forest"},{"name":"Musk-Ox","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":6194,"reference":"Usergen","full_text":"

    Musk-Ox <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d8+12\u00a0(30 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (\u00c2\u00961 size, +4 natural), touch 9, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+13<\/td> <\/tr>
    Attack: <\/strong>Gore +8 melee (1d8+6)<\/td> <\/tr>
    Full Attack: <\/strong>Gore +8 melee (1d8+6) and 2 hooves +3 melee (1d4+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Trample 1d8+9\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Arctic adaptation, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 10, Con 16, Int 2, Wis 11, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Listen +6, Spot +5\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold desert and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, non-breeding male herd (3-10) or mixed herd (10\u00c2\u009670)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5\u00c2\u00967 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large mammal is covered in long, shaggy fur that nearly touches the ground. Long, curved horns sweep out from both sides of its head.<\/i>\r

    Musk-oxen are actually more akin to sheep and goats than true oxen, but get their name from their appearance. These large herbivores wander the arctic tundra, grazing on grasses, reeds, and other ground plants. In the winter, they dig through snow to find their dietary needs.\r

    Herds of musk-oxen generally consist of mixed genders and young. However, in late summer the mating season begins, and bulls fight for dominance. Once an alpha male is established, it drives the other bulls from the herd, which may form smaller all-male herds which are extremely aggressive. The gestation period for musk-oxen is eight or nine months, generally yielding a single calf which reaches maturity in 2 to 5 years (with females reaching maturity earlier than males). \r

    Musk-oxen wool (called qiviut), is extremely soft and insulative when woven into garments, and thus fetches high prices in many markets.\r

    Musk-oxen ranged from 6 to 7 feet long and stand 3-1\/2 to 5 feet tall at the shoulder, weighing from 400 to 1,500 pounds. Coloration varies from mixes of black, gray, and brown, to all white. Musk-oxen can live more than 20 years.\r

    COMBAT\r

    Musk-oxen gore with their large horns or stamp with their hooves. If a herd is threatened, the adults form a stationary ring around the calves, with their horns pointing out.\r

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

    Trample (Ex):<\/b> Reflex half DC 18. The save DC is Strength-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #137<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Cold desert and plains"},{"name":"Muskrat","type":"Animal","ch":18,"challenge_rating":" 1\/8 \u00a0","id":6195,"reference":"Usergen","full_text":"

    Muskrat <\/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), swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 12 (+2 size), touch 12, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+3<\/td> <\/tr>
    Attack: <\/strong>Bite +2 melee (1d3-2)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +2 melee (1d3-2)<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Cold tolerant, hold breath, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +2, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 7, Dex 10, Con 11, Int 2, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Listen +7, Spot +3, Swim +8\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate swamps<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, family (2-12) or lodge (10\u00c2\u009640)<\/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 brown-furred rodent is the size of a large rat, but much stockier. It has a flattened scaly tail and half-webbed hind feet.<\/i>\r

    Muskrats are aquatic rodents that live in temperate or subarctic wetlands (swamps, lakes, rivers, et cetera). They can survive in saltwater marshes, but prefer freshwater. \r

    A muskrat looks much like a miniature beaver and has similar habits to that animal. Muskrats don't fell trees like beavers, but can build lodges out of twigs, reeds and mud. They don't always build lodges--if there's a convenient riverbank or lake's edge they will dig out a burrow instead. They occasionally live in the lodges of beavers instead of building their own. \r

    Muskrats are social animals, and a big lodge may contain up to 40 animals. Muskrats are often hunted for their meat and skins, and their thick fur is prized for its warmth.\r

    A typical muskrat has a body 9 inches to a foot long, with a tail of similar length, and weighs 1 to 4 pounds.\r

    COMBAT\r

    A muskrat in danger will run to the nearest water, dive in and swim away underwater, heading for its lodge. Muskrats may bite if held or cornered, but their first instinct is to flee.\r

    Cold Tolerant (Ex):<\/b> A muskrat's insulating fat grants it a +2 racial bonus on saving throws made against cold attacks and environmental conditions.\r

    Hold Breath (Ex):<\/b> A muskrat can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.\r

    Skills:<\/b> A muskrat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Volume Two<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate swamps"},{"name":"Mustard Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":6196,"reference":"Usergen","full_text":"

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


    <\/td> <\/tr>
    Dragon ()<\/strong><\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2\u00c2\u00965); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1\u00c2\u00962 and 2\u00c2\u00965 offspring)<\/td> <\/tr>
    Challenge Ratings: <\/strong>Wyrmling 4; very young 6; young 7; juvenile 9; young adult 12; adult 14; mature adult 16; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25<\/td> <\/tr>
    Treasure: <\/strong>Triple standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>Wyrmling 8\u00c2\u00969 HD; very young 11\u00c2\u009612 HD; young 14\u00c2\u009615 HD; juvenile 17\u00c2\u009618 HD; young adult 20\u00c2\u009621 HD; adult 23\u00c2\u009624 HD; mature adult 26\u00c2\u009627 HD; old 29\u00c2\u009630 HD; very old 32\u00c2\u009633 HD; ancient 35\u00c2\u009636 HD; wyrm 38\u00c2\u009639 HD; great wyrm 41+ HD<\/td> <\/tr>
    Level Adjustment: <\/strong>Wyrmling +4; very young +4; young +5; others \u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr><\/table><\/td><\/tr>

    Mustard Dragons by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Size<\/b><\/font><\/td>Hit Dice (hp)<\/b><\/font><\/td>Str<\/b><\/font><\/td>Dex<\/b><\/font><\/td>Con<\/b><\/font><\/td>Int<\/b><\/font><\/td>Wis<\/b><\/font><\/td>Cha<\/b><\/font><\/td>Base Attack\/
    Grapple<\/b><\/font><\/td>
    Attack<\/b><\/font><\/td>Fort
    Save<\/b><\/font><\/td>
    Ref
    Save<\/b><\/font><\/td>
    Will
    Save<\/b><\/font><\/td>
    Breath
    Weapon
    (DC)<\/b><\/font><\/td>
    Frightful
    Presence
    DC<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>M<\/font><\/td>7d12+7\u00a0(52)<\/font><\/td>13<\/font><\/td>10<\/font><\/td>13<\/font><\/td>14<\/font><\/td>11<\/font><\/td>14<\/font><\/td>+7\/+8<\/font><\/td>+8<\/font><\/td>+6<\/font><\/td>+5<\/font><\/td>+5<\/font><\/td>2d10\u00a0(14)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>L<\/font><\/td>10d12+20\u00a0(55)<\/font><\/td>15<\/font><\/td>10<\/font><\/td>15<\/font><\/td>14<\/font><\/td>11<\/font><\/td>14<\/font><\/td>+10\/+16<\/font><\/td>+11<\/font><\/td>+9<\/font><\/td>+7<\/font><\/td>+7<\/font><\/td>4d10\u00a0(17)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>L<\/font><\/td>13d12+26\u00a0(110)<\/font><\/td>17<\/font><\/td>10<\/font><\/td>15<\/font><\/td>16<\/font><\/td>11<\/font><\/td>16<\/font><\/td>+13\/+20<\/font><\/td>+15<\/font><\/td>+10<\/font><\/td>+8<\/font><\/td>+8<\/font><\/td>6d10\u00a0(18)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>L<\/font><\/td>16d12+48\u00a0(152)<\/font><\/td>19<\/font><\/td>10<\/font><\/td>17<\/font><\/td>18<\/font><\/td>11<\/font><\/td>18<\/font><\/td>+16\/+24<\/font><\/td>+20<\/font><\/td>+13<\/font><\/td>+10<\/font><\/td>+10<\/font><\/td>8d10\u00a0(21)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>H<\/font><\/td>19d12+76\u00a0(199)<\/font><\/td>25<\/font><\/td>10<\/font><\/td>19<\/font><\/td>18<\/font><\/td>11<\/font><\/td>18<\/font><\/td>+19\/+33<\/font><\/td>+23<\/font><\/td>+15<\/font><\/td>+11<\/font><\/td>+11<\/font><\/td>10d10\u00a0(23)<\/font><\/td>23<\/font><\/td><\/tr>
    Adult<\/font><\/td>H<\/font><\/td>22d12+110\u00a0(253)<\/font><\/td>27<\/font><\/td>10<\/font><\/td>21<\/font><\/td>20<\/font><\/td>11<\/font><\/td>20<\/font><\/td>+22\/+38<\/font><\/td>+28<\/font><\/td>+18<\/font><\/td>+13<\/font><\/td>+13<\/font><\/td>12d10\u00a0(26)<\/font><\/td>26<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>H<\/font><\/td>25d12+125\u00a0(287)<\/font><\/td>29<\/font><\/td>10<\/font><\/td>21<\/font><\/td>20<\/font><\/td>13<\/font><\/td>20<\/font><\/td>+25\/+40<\/font><\/td>+30<\/font><\/td>+19<\/font><\/td>+14<\/font><\/td>+15<\/font><\/td>14d10\u00a0(27)<\/font><\/td>27<\/font><\/td><\/tr>
    Old<\/font><\/td>G<\/font><\/td>28d12+162\u00a0(350)<\/font><\/td>31<\/font><\/td>10<\/font><\/td>23<\/font><\/td>22<\/font><\/td>13<\/font><\/td>22<\/font><\/td>+28\/+48<\/font><\/td>+32<\/font><\/td>+22<\/font><\/td>+16<\/font><\/td>+17<\/font><\/td>16d10\u00a0(30)<\/font><\/td>30<\/font><\/td><\/tr>
    Very Old<\/font><\/td>G<\/font><\/td>31d12+186\u00a0(387)<\/font><\/td>33<\/font><\/td>10<\/font><\/td>23<\/font><\/td>24<\/font><\/td>15<\/font><\/td>24<\/font><\/td>+31\/+52<\/font><\/td>+36<\/font><\/td>+23<\/font><\/td>+17<\/font><\/td>+19<\/font><\/td>18d10\u00a0(31)<\/font><\/td>32<\/font><\/td><\/tr>
    Ancient<\/font><\/td>G<\/font><\/td>34d12+238\u00a0(459)<\/font><\/td>35<\/font><\/td>10<\/font><\/td>25<\/font><\/td>26<\/font><\/td>15<\/font><\/td>26<\/font><\/td>+34\/+56<\/font><\/td>+40<\/font><\/td>+26<\/font><\/td>+19<\/font><\/td>+21<\/font><\/td>20d10\u00a0(34)<\/font><\/td>35<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>G<\/font><\/td>37d12+296\u00a0(536)<\/font><\/td>37<\/font><\/td>10<\/font><\/td>27<\/font><\/td>28<\/font><\/td>15<\/font><\/td>28<\/font><\/td>+37\/+60<\/font><\/td>+44<\/font><\/td>+28<\/font><\/td>+20<\/font><\/td>+22<\/font><\/td>22d10\u00a0(36)<\/font><\/td>37<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>C<\/font><\/td>40d12+320\u00a0(580)<\/font><\/td>39<\/font><\/td>10<\/font><\/td>27<\/font><\/td>30<\/font><\/td>19<\/font><\/td>30<\/font><\/td>+40\/+70<\/font><\/td>+46<\/font><\/td>+31<\/font><\/td>+22<\/font><\/td>+26<\/font><\/td>24d10\u00a0(38)<\/font><\/td>40<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Mustard 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 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>15 (+5 natural), touch 10, flat-footed 15<\/font><\/td>Alternate form<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>17 (-1 size, +8 natural), touch 9, 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)<\/font><\/td>+0<\/font><\/td>20 (-1 size, +11 natural), touch 9, flat-footed 20<\/font><\/td>\u00c2\u0097<\/font><\/td>1st<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/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>\u00c2\u0097<\/font><\/td>3rd<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>25 (\u00c2\u00962 size, +17 natural), touch 8, flat-footed 25<\/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>28 (\u00c2\u00962 size, +20 natural), touch 8, flat-footed 28<\/font><\/td>\u00c2\u0097<\/font><\/td>7th<\/font><\/td>23<\/font><\/td><\/tr>
    Mature Adult<\/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>DR 10\/magic<\/font><\/td>9th<\/font><\/td>25<\/font><\/td><\/tr>
    Old<\/font><\/td>40 ft., fly 200 ft. (clumsy)<\/font><\/td>+0<\/font><\/td>32 (\u00c2\u00964 size, +26 natural), touch 6, flat-footed 32<\/font><\/td>\u00c2\u0097<\/font><\/td>11th<\/font><\/td>27<\/font><\/td><\/tr>
    Very Old<\/font><\/td>40 ft., fly 200 ft. (clumsy)<\/font><\/td>+0<\/font><\/td>35 (\u00c2\u00964 size, +29 natural), touch 6, flat-footed 35<\/font><\/td>DR 15\/magic<\/font><\/td>13th<\/font><\/td>28<\/font><\/td><\/tr>
    Ancient<\/font><\/td>40 ft., fly 200 ft. (clumsy)<\/font><\/td>+0<\/font><\/td>38 (\u00c2\u00964 size, +32 natural), touch 6, flat-footed 38<\/font><\/td>\u00c2\u0097<\/font><\/td>15th<\/font><\/td>30<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>40 ft., fly 200 ft. (clumsy)<\/font><\/td>+0<\/font><\/td>41 (-4 size, +35 natural), touch 6, flat-footed 41<\/font><\/td>DR 20\/magic<\/font><\/td>17th<\/font><\/td>31<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>40 ft., fly 200 ft. (clumsy)<\/font><\/td>+0<\/font><\/td>40 (\u00c2\u00968 size, +38 natural), touch 2, flat-footed 40<\/font><\/td>\u00c2\u0097<\/font><\/td>19th<\/font><\/td>33<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>
    *Can also cast cleric spells and those from the Destruction, Healing, and Trickery domains as arcane spells.\r

    This dragon's scales are irregularly-shaped, appearing a bit like flattened paste. The skin on its neck is long and loose, giving an appearance similar to a rooster's waddle. Its snout is short and narrow, and its maw is smaller than most dragons of its size. Its scent subtly mixes sulfur, cabbage, and rotten eggs.<\/i>\r

    Mustard dragons are quite fond of humans, freely mixing with them while assuming a human form of its own. Oddly, mustard dragons dislike most other humanoids, generally being outright rude and almost hateful to them. In fact, a mustard dragon is just as likely to attack a group of humanoids outright as it is to ignore or insult them, unless a human accompanies them.\r

    Mustard dragons make their lairs near human settlements, usually at a point overlooking an oft-traveled road or near a village or small town.\r

    Although quite deceptive and capable of perfectly mimicking humans, mustard dragons are quite gullible.\r

    A wyrmling mustard dragon's scales are buff in color, gradually becoming flaxen, and eventually a true mustard color.\r

    Combat\r

    Mustard dragons are usually peaceful towards humans but frequently attack other humanoid races on sight. They tend to open combat with their blinding breath weapon, then resort to spells, fangs and claw. If it doesn't master its opponents quickly, a mustard dragon may use its disease breath weapon and withdraw, planning to return later when its foes have been weakened by its second breath weapon's mustard rot curse.\r

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

    Breath Weapon (Su):<\/b> A mustard dragon has two types of breath weapon, a cone of disease gas and a cone of blinding gas. Creatures within a cone of disease gas suffer Strength and Dexterity damage equal to half the age category of the dragon and contracts mustard rot (see below). A successful Fortitude save halves the damage and avoids contracting mustard rot. A creature reduced to Strength 0 and Dexterity 0 dies. Creatures within a cone of blinding gas must succeed on a Fortitude save or be permanently blinded, or dazzled for 1d6 rounds plus 1 round per age category of the dragon on a successful save.\r

    Mustard Rot (Su):<\/b> Supernatural disease\u00c2\u0097breath weapon, Fortitude DC equals breath weapon DC, incubation period 1 day; damage 1 Str and 1 Dex drain. The save DC is Charisma-based.\r

    Unlike normal diseases, mustard rot continues until the victim reaches Strength 0 and Dexterity 0 (and dies) or is cured as described below. \r

    Mustard rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mustard rot must succeed on a caster level check (DC equals 15 + age category), or the spell has no effect on the afflicted character.\r

    To eliminate mustard rot, the curse must first be broken with break enchantment<\/i> or remove curse<\/i> (requiring a DC 15 + age category 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 mustard rot can be magically cured as any normal disease.\r

    Skills:<\/b> Mustard dragons have a -8 racial penalty on Sense Motive checks. Bluff, Disguise, and Hide are considered class skills for mustard dragons.\r

    Note:<\/b> Originally appeared in Dragon Magazine #38 (1980) as \"yellow dragon\". Renamed to avoid confusion with the existing creature of the same name.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #38<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Always chaotic neutral","environment":"Any land"},{"name":"Mylodon","type":"Animal","ch":6,"challenge_rating":" 6 \u00a0","id":6197,"reference":"Usergen","full_text":"

    Mylodon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 8d8+40\u00a0(76 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+14<\/td> <\/tr>
    Attack: <\/strong>Claw +10 melee (1d6+4)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +10 melee (1d6+4) and bite +4 melee (1d8+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, pin down, trample 1d10+6<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +13, Ref +7, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 13, Con 20, Int 2, Wis 13, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Listen +9, Spot +8<\/td> <\/tr>
    Feats: <\/strong>Alertness, Great Fortitude, Weapon Focus (claw)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any forests, hills, or plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or family (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 (Large); 13-24 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large, red-haired sloth has powerful forelegs with huge, curved claws.<\/i>\r

    Mylodons are giant ground sloths related to the larger Megatherium. Their diets consist of trees and shrubs, and they graze mostly in open areas. Some mylodons use their powerful claws to dig out burrows up to 7 feet wide, 5 feet high, and up to 100 feet long.\r

    This entry describes the larger varieties of mylodon. These bison-sized animals weigh around 2,500 pounds and stand about 10 feet tall when walking on their hind legs, or about 4 feet tall and 13 feet long when on all fours. See Lesser Ground Sloths, below, for details of the smaller species.\r

    COMBAT\r

    When pressed into combat, a mylodon charges into battle, trampling as many opponents as possible. Once surrounded, it will pin down its nearest foe while clawing at other enemies. \r

    Improved Grab (Ex):<\/b> If a mylodon hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can pin down the opponent on its next successful grapple check. \r

    Pin Down (Ex):<\/b> A mylodon can make a grapple check against an already grappled opponent in an attempt to pin it down. If successful, the opponent is pinned down beneath the mylodon's claw. Pinned opponents take trample damage each round they are pinned, including the round in which the pin is established.\r

    Trample (Ex):<\/b> Reflex half DC 18. The save DC is Strength-based. \r

    Ground Sloth, Lesser<\/b>\r
    Medium Animal\r
    Hit Dice: 4d8+16 (26 hp)\r
    Initiative: +1\r
    Speed: 30 ft. (6 squares)\r
    Armor Class: 18 (+1 Dex, +7 natural), touch 11, flat-footed 17\r
    Base Attack\/Grapple: +3\/+5\r
    Attack: Claw +5 melee (1d4+2)\r
    Full Attack: 2 claws +5 melee (1d4+2) and bite +0 melee (1d6+1)\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Improved grab, pin down\r
    Special Qualities: Darkvision 60 ft., low-light vision, scent\r
    Saves: Fort +10, Ref +5, Will +2\r
    Abilities: Str 15, Dex 13, Con 18, Int 2, Wis 13, Cha 8\r
    Skills: Listen +7, Spot +6\r
    Feats: Alertness, Great Fortitude\r
    Environment: Any forest, hill, or plains\r
    Organization: Solitary or family (2-4)\r
    Challenge Rating: 2\r
    Treasure: None\r
    Alignment: Always neutral\r
    Advancement: 5-6 HD (Medium)\r
    Level Adjustment: \u00c2\u0097\r

    About the size of a black bear, lesser ground sloths are the smallest cousins of the giant ground sloth Megatherium. About 8 feet long and 2\u00c2\u00bd feet tall when walking on all fours, or 6 feet tall when walking upright, a lesser ground sloth usually weighs 400 to 500 pounds.\r

    Pin Down (Ex):<\/b> A lesser ground sloth can make a grapple check against an already grappled opponent in an attempt to pin it down. If successful, the opponent is pinned down beneath the sloth's claw. Pinned opponents take claw damage each round they are pinned, including the round in which the pin is established.\r

    Giant Marine Sloth<\/b>\r
    Thalassocnus was a variety of giant sloth that had taken to see sea to graze on seaweed. A giant marine sloths' limbs are adapted for the water, this makes them good swimmers but prevents Thalassocnus from making trample attacks. They have the same stats as a normal mylodon, except for the following changes:\r

    Speed: 30 ft. (6 squares), swim 30 ft.\r
    Special Attacks: Improved grab, pin down\r
    Special Qualities: Darkvision 60 ft., hold breath, low-light vision, scent\r
    Skills: Listen +9, Spot +8, Swim +12\r
    Environment: Warm aquatic\r
    Challenge Rating: 5\r

    Hold Breath (Ex):<\/b> A giant marine sloth can hold its breath for a number of rounds equal to 6 \u00c3\u0097 its Constitution score before it risks drowning. \r

    Skills:<\/b> A giant marine sloth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #137<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Any forests, hills, or plains"},{"name":"Mystaran Crystalline Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":6198,"reference":"Usergen","full_text":"

    Mystaran Crystalline Dragon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>
    Dragon (Cold)<\/strong><\/td> <\/tr>
    Environment: <\/strong>Cold 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 plus 2\u00c2\u00965 offspring)<\/td> <\/tr>
    Challenge Ratings: <\/strong>Wyrmling 4; very young 5; young 7; juvenile 9; young adult 12; adult 15; mature adult 17; old 19; very old 20; ancient 22; wyrm 24; great wyrm 26<\/td> <\/tr>
    Treasure: <\/strong>Triple standard<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>Wyrmling 7\u00c2\u00968 HD (Small); very young 10\u00c2\u009611 HD (Medium); young 13\u00c2\u009614 HD (Medium); juvenile 16\u00c2\u009617 HD (Large); young adult 19\u00c2\u009620 HD (Large); adult 22\u00c2\u009623 HD (Huge); mature adult 25\u00c2\u009626 HD (Huge); old 28\u00c2\u009629 HD (Huge); very old 31\u00c2\u009632 HD (Huge); ancient 34\u00c2\u009635 HD (Gargantuan); wyrm 37\u00c2\u009638 HD (Gargantuan); great wyrm 40+ HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>Wyrmling: +4, very young: +4, young: +5<\/td> <\/tr>
    \u00a0<\/td> <\/tr><\/table><\/td><\/tr>

    Mystaran Crystalline 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>7d12+7\u00a0(52)<\/font><\/td>13<\/font><\/td>10<\/font><\/td>13<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+7\/-4<\/font><\/td>+9<\/font><\/td>+6<\/font><\/td>+5<\/font><\/td>+7<\/font><\/td>2d4\u00a0(14)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>M<\/font><\/td>10d12+20\u00a0(85)<\/font><\/td>15<\/font><\/td>10<\/font><\/td>15<\/font><\/td>16<\/font><\/td>17<\/font><\/td>16<\/font><\/td>+10\/+12<\/font><\/td>+12<\/font><\/td>+9<\/font><\/td>+7<\/font><\/td>+10<\/font><\/td>4d4\u00a0(17)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>M<\/font><\/td>13d12+26\u00a0(110)<\/font><\/td>17<\/font><\/td>10<\/font><\/td>15<\/font><\/td>16<\/font><\/td>17<\/font><\/td>16<\/font><\/td>+13\/+16<\/font><\/td>+16<\/font><\/td>+10<\/font><\/td>+8<\/font><\/td>+11<\/font><\/td>6d4\u00a0(18)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>L<\/font><\/td>16d12+48\u00a0(152)<\/font><\/td>19<\/font><\/td>10<\/font><\/td>16<\/font><\/td>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+16\/+24<\/font><\/td>+19<\/font><\/td>+13<\/font><\/td>+10<\/font><\/td>+14<\/font><\/td>8d4\u00a0(21)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>L<\/font><\/td>19d12+76\u00a0(199)<\/font><\/td>23<\/font><\/td>10<\/font><\/td>19<\/font><\/td>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+19\/+29<\/font><\/td>+24<\/font><\/td>+15<\/font><\/td>+11<\/font><\/td>+15<\/font><\/td>10d4\u00a0(23)<\/font><\/td>23<\/font><\/td><\/tr>
    Adult<\/font><\/td>H<\/font><\/td>22d12+110\u00a0(253)<\/font><\/td>27<\/font><\/td>10<\/font><\/td>21<\/font><\/td>20<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+22\/+38<\/font><\/td>+28<\/font><\/td>+18<\/font><\/td>+13<\/font><\/td>+18<\/font><\/td>12d4\u00a0(26)<\/font><\/td>27<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>H<\/font><\/td>25d12+125\u00a0(287)<\/font><\/td>29<\/font><\/td>10<\/font><\/td>21<\/font><\/td>20<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+25\/+42<\/font><\/td>+32<\/font><\/td>+19<\/font><\/td>+14<\/font><\/td>+19<\/font><\/td>14d4\u00a0(27)<\/font><\/td>27<\/font><\/td><\/tr>
    Old<\/font><\/td>H<\/font><\/td>28d12+168\u00a0(350)<\/font><\/td>31<\/font><\/td>10<\/font><\/td>23<\/font><\/td>24<\/font><\/td>25<\/font><\/td>24<\/font><\/td>+28\/+46<\/font><\/td>+36<\/font><\/td>+23<\/font><\/td>+16<\/font><\/td>+23<\/font><\/td>16d4\u00a0(30)<\/font><\/td>32<\/font><\/td><\/tr>
    Very Old<\/font><\/td>H<\/font><\/td>31d12+186\u00a0(387)<\/font><\/td>33<\/font><\/td>10<\/font><\/td>23<\/font><\/td>26<\/font><\/td>27<\/font><\/td>26<\/font><\/td>+31\/+50<\/font><\/td>+40<\/font><\/td>+23<\/font><\/td>+17<\/font><\/td>+25<\/font><\/td>18d4\u00a0(31)<\/font><\/td>33<\/font><\/td><\/tr>
    Ancient<\/font><\/td>G<\/font><\/td>34d12+238\u00a0(459)<\/font><\/td>35<\/font><\/td>10<\/font><\/td>25<\/font><\/td>28<\/font><\/td>29<\/font><\/td>28<\/font><\/td>+34\/+58<\/font><\/td>+42<\/font><\/td>+26<\/font><\/td>+19<\/font><\/td>+28<\/font><\/td>20d4\u00a0(34)<\/font><\/td>36<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>G<\/font><\/td>37d12+333\u00a0(573)<\/font><\/td>39<\/font><\/td>10<\/font><\/td>29<\/font><\/td>30<\/font><\/td>31<\/font><\/td>30<\/font><\/td>+37\/+63<\/font><\/td>+47<\/font><\/td>+29<\/font><\/td>+20<\/font><\/td>+30<\/font><\/td>22d4\u00a0(37)<\/font><\/td>38<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>G<\/font><\/td>40d12+400\u00a0(660)<\/font><\/td>43<\/font><\/td>10<\/font><\/td>31<\/font><\/td>32<\/font><\/td>33<\/font><\/td>32<\/font><\/td>+40\/+72<\/font><\/td>+48<\/font><\/td>+32<\/font><\/td>+22<\/font><\/td>+33<\/font><\/td>24d4\u00a0(40)<\/font><\/td>41<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Mystaran Crystalline 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., burrow 20 ft., fly 100 ft. (average)<\/font><\/td>+0<\/font><\/td>16 (+6 natural), touch 10, flat-footed 16<\/font><\/td>Immunity to cold, vulnerability to and fire\t<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>40 ft., burrow 20 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>18 (-1 size, +9 natural), touch 9, flat-footed 18<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>40 ft., burrow 20 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>21 (-1 size, +12 natural), touch 9, flat-footed 21<\/font><\/td>\u00c2\u0097<\/font><\/td>1st<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>40 ft., burrow 20 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>24 (-1 size, +15 natural), touch 9, flat-footed 24<\/font><\/td>Ice shape<\/i><\/font><\/td>3rd<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>40 ft., burrow 20 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>26 (\u00c2\u00962 size, +18 natural), touch 8, flat-footed 26<\/font><\/td>DR 5\/magic<\/font><\/td>5th<\/font><\/td>18<\/font><\/td><\/tr>
    Adult<\/font><\/td>40 ft., burrow 20 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>29 (\u00c2\u00962 size, +21 natural), touch 8, flat-footed 29<\/font><\/td>Freezing fog<\/i><\/font><\/td>7th<\/font><\/td>20<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>40 ft., burrow 20 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>32(\u00c2\u00962 size, +24 natural), touch 8, flat-footed 32<\/font><\/td>DR 10\/magic<\/font><\/td>9th<\/font><\/td>22<\/font><\/td><\/tr>
    Old<\/font><\/td>40 ft., burrow 20 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>33 (\u00c2\u00964 size, +27 natural), touch 6, flat-footed 33<\/font><\/td>Wall of ice<\/i><\/font><\/td>11th<\/font><\/td>24<\/font><\/td><\/tr>
    Very Old<\/font><\/td>40 ft., burrow 20 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>36 (\u00c2\u00964 size, +30 natural), touch 6, flat-footed 36<\/font><\/td>DR 15\/magic<\/font><\/td>13th<\/font><\/td>25<\/font><\/td><\/tr>
    Ancient<\/font><\/td>40 ft., burrow 20 ft., fly 200 ft. (clumsy)<\/font><\/td>+0<\/font><\/td>39 (\u00c2\u00964 size, +33 natural), touch 6, flat-footed 39<\/font><\/td>Searing light<\/i><\/font><\/td>15th<\/font><\/td>27<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>40 ft., burrow 20 ft., fly 200 ft. (clumsy)<\/font><\/td>+0<\/font><\/td>42 (\u00c2\u00964 size, +36 natural), touch 6, flat-footed 42<\/font><\/td>DR 20\/magic<\/font><\/td>17th<\/font><\/td>28<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>40 ft., burrow 20 ft., fly 200 ft. (clumsy)<\/font><\/td>+0<\/font><\/td>45 (\u00c2\u00964 size, +39 natural), touch 6, flat-footed 45<\/font><\/td>Prismatic spray<\/i><\/font><\/td>19th<\/font><\/td>30<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>
    *Can also cast cleric spells and those from the Law, Sun, and Weather domains as arcane spells.\r

    The scales of this dragon appear to be made of ice crystals, reflecting the sunlight in brilliant patterns. The dragon carries the odor of frozen earth.<\/i>\r

    Mystaran gem dragons are a mostly neutral family of dragonkind. Unlike other gem dragons, Mystaran gem dragons are non-psionic. \r

    Crystalline dragons are serious and orderly dragons found in cold climates.\r

    Crystalline dragons subsist on a diet of ore and gems. They are also particularly fond of the crystallized remnants of metallic items destroyed by their breath weapons, considering them a delicacy. Glaciers are an ideal home, because as they slowly crawl across continents they scrape up tons of rock and soil. The crystalline dragon uses its massive, sharp claws to burrow through the hard-packed ice in search of veins of mineral-rich strata scraped centuries before from the earth\u00c2\u0092s skin.\r

    At birth, crystalline dragons have white scales that are glossy and opaque, like packed snow. As they age, the scales acquire greater translucence, as if the once-snowy scales were transformed into gleaming glacial ice. Under faint light, the scales of a mature dragon luminesce softly. In bright light, ancient and older crystalline dragons shine so brilliantly that it pains others to look upon them.\r

    Combat\r

    Crystalline dragons prefer to employ their breath weapons as soon as possible, in hopes of reducing the effectiveness of opponents' weapons and armor.\r

    Breath Weapon (Su):<\/b> A crystalline dragon has one type of breath weapon, a cone of ice shards. In addition to taking cold damage, living creatures that fail their saves are tormented by frostbitten skin and frozen eyes unless they have immunity to cold or are otherwise protected. This effect imposes a \u00c2\u00964 penalty to AC and a \u00c2\u00962 penalty on attack rolls fora number of rounds equal to the dragon's age category. Additionally, any object within the area has its hardness reduced by 5 for a number of rounds equal to the dragon's age category, thereby increasing the effectiveness of sunder attempts against the weapon. In addition, rolling a 1 on an attack roll with an affected weapon causes it to take damage equivalent to the amount it would have dealt on a successful hit.\r

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097freezing fog<\/i> (adult or older), wall of ice<\/i> (old or older); 2\/day\u00c2\u0097ice shape<\/i> (as stone shape<\/i>, but applies to ice instead of stone; juvenile or older); 1\/day\u00c2\u0097prismatic spray<\/i> (great wyrm), searing light<\/i> (ancient or older).\r

    Skills:<\/b> Appraise, Hide, and Move Silently are considered class skills for crystalline dragons.\r

    Crystalline Dragons and Frostburn<\/i> or Spell Compendium<\/i><\/b>\r
    If you are using Frostburn<\/i> or Spell Compendium<\/i> in your campaign, replace the Weather domain with the Cold domain.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Mystara Monstrous Compendium Appendix<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Usually lawful neutral","environment":"Cold mountains"},{"name":"Mystaran Gargantua","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6199,"reference":"Usergen","full_text":"

    Mystaran Gargantua (Template)<\/h1>
    Mystaran gargantuas are living creatures that have been increased to enormous size by magical experimentation.

    Creating a Mystaran Gargantua<\/h2> \"Mystaran gargantua\" is a template that can be added to any creature of less than Colossal size with at least one racial Hit Die (referred to hereafter as the base creature). A Mystaran gargantua 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 increases per the following table. Type is unchanged.\r

    Mystaran Gargantua Size Table<\/b>
    Base Size<\/b><\/td> New Size<\/b><\/td> Space\/Reach (tall)<\/b><\/td> Space\/Reach (tall)<\/b><\/td> <\/tr>
    Fine to Small<\/td> Huge<\/td> 15 ft.\/15 ft.<\/td> 15 ft.\/10 ft.<\/td> <\/tr>
    Medium<\/td> Gargantuan<\/td> 20 ft.\/20 ft.<\/td> 20 ft.\/15 ft.<\/td> <\/tr>
    Large<\/td> Colossal<\/td> 30 ft.\/30 ft.<\/td> 30 ft.\/20 ft.<\/td> <\/tr>
    Huge<\/td> Colossal<\/td> 40 ft.\/40 ft.<\/td> 40 ft.\/30 ft.<\/td> <\/tr>
    Gargantuan<\/td> Colossal<\/td> 50 ft.\/50 ft.<\/td> 50 ft.\/40 ft.<\/td> <\/tr>
    Colossal<\/td> Colossal<\/td> +30 ft.\/+30 ft.*<\/td> +30 ft.\/+20 ft.*<\/td> <\/tr><\/table>*If the base creature is Colossal, increase its Space by 30 ft. and increase its Reach by 30 ft. (for tall) or 20 ft. (for long).\r

    Hit Dice:<\/b> If the base creature has 2 or more HD, multiply the base creature's Hit Dice by 8. For Mystaran gargantua with fewer than 2 HD, the gargantua will have 12 HD if the base creature has 1 HD and 8 HD if the base creature has less than 1 HD. This template only applies to a creature's racial Hit Dice.\r

    Speed:<\/b> Double the base creature's speed in all its movement modes. If the base creature can fly, its maneuverability rating drops to clumsy. Maneuverability remains unchanged for creatures that fly through supernatural or spell-like abilities, including incorporeal creatures.\r

    Armor Class:<\/b> Increase the base creature's natural armor according to the Mystaran Gargantua Modifiers Table (below). This includes the improvement for the creature's size increase.\r

    Base Attack\/Grapple:<\/b> A Mystaran gargantua's Base Attack Bonus and Grapple checks are recalculated according to its increased hit dice, size and ability scores.\r

    Attack:<\/b> As base creature.\r

    Full Attack:<\/b> As base creature.\r

    Damage:<\/b> A Mystaran gargantua retains all the natural weapons, manufactured weapons and weapon proficiencies of the base creature. The damage values of these attacks increase according to the following table (this includes improvement for increased size).\r

    Mystaran Gargantua Damage Table<\/b>\r
    Old Damage\u00c2\u0097New Damage by Base Creature's Size<\/b>
    (Each) <\/b><\/td>Fine<\/b><\/td>Diminutive<\/b><\/td>Tiny or larger<\/b><\/td><\/tr>
    0<\/td>1d8*<\/td>1d6*<\/td>1d4*<\/td><\/tr>
    1<\/td>1d10<\/td>1d8<\/td>1d6<\/td><\/tr>
    1d2<\/td>1d12<\/td>1d10<\/td>1d8<\/td><\/tr>
    1d3<\/td>3d6<\/td>2d8<\/td>2d6<\/td><\/tr>
    1d4<\/td>3d8<\/td>3d6<\/td>3d6<\/td><\/tr>
    1d6<\/td>4d8<\/td>4d6<\/td>4d6<\/td><\/tr>
    1d8<\/td>4d8<\/td>4d8<\/td>4d8<\/td><\/tr>
    1d10<\/td>4d10<\/td>4d10<\/td>4d10<\/td><\/tr>
    1d12<\/td>4d12<\/td>4d12<\/td>4d12<\/td><\/tr>
    2d6<\/td>8d6<\/td>8d6<\/td>8d6<\/td><\/tr>
    2d8<\/td>8d8<\/td>8d8<\/td>8d8<\/td><\/tr><\/table> *If the base creature has an attack that deals no damage (such as a roper's strands), the attack does damage according to the \"0\" old damage row plus half the Mystaran gargantua's damage Str bonus.\r

    If the base creature has no attacks listed (such as a bat), it gains a single attack with the damage given in the \"0\" old damage row plus 1\u00c2\u00bd the Mystaran gargantua's damage Str bonus. Use whichever type of natural attack seems most appropriate; it is usually a bite, slam or kick.\r

    Special Attacks:<\/b> A Mystaran gargantua retains all of the base creature's special attacks, and may gain additional special attacks as follows. The DCs of its special attacks are recalculated according to its new Hit Dice and ability scores.\r

    Area Attacks (Ex):<\/i> A Mystaran gargantua creature's area attacks (such as a spider's ability to generate webs) increase in size to gigantic proportions. Multiply the height, width, and length of the base creature's area attack by the area modifier given on the Mystaran Gargantua Modifiers table.\r

    Increased Damage (Ex):<\/i> If the base creature has a special attack that deals hit point damage, increase this damage according to the Mystaran Gargantua Damage table, or multiply by 4 if the attack does a set amount of damage (e.g. if the base creature has a special attack dealing 4 points of acid damage, the Mystaran gargantua's version would deal 16 points of acid damage.)\r

    If the base creature has a special attack that causes ability damage or ability drain, such as a poison bite, increase this ability damage by the amount given in the Mystaran Gargantua Modifiers table.\r

    Swallow Whole (Ex):<\/i> A Mystaran gargantua gains a swallow whole attack if it has a bite attack and is Gargantuan size or larger. The creature can swallow opponents up to three size smaller than itself by making a successful grapple check. Once inside, an opponent takes crushing damage equal to the creature's bite attack plus 8 points of acid damage from the creature's gizzard. A Colossal Mystaran gargantua inflicts 12 points of acid damage. 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 10 plus half the creature's natural armour). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Mystaran gargantua's interior can hold 2 opponents of the base creature's size, 8 opponents 1 size smaller than the base creature, and 32 opponents 2 or more sizes smaller. \r

    If the base creature already has a swallow whole attack, use that attack's damage values or sizes (adjusted by the gargantua's greater size and Increased Damage special ability), if the result would be better than those given above.\r

    Trample (Ex):<\/i> A corporeal Mystaran gargantua gains a trample attack. It can trample opponents smaller than itself, dealing the damage given in the Mystaran Gargantua Modifiers table plus 1\u00c2\u00bd times the gargantua's Strength bonus. A trampled opponent can attempt either an attack of opportunity at a \u00c2\u00964 penalty or a Reflex save (DC 10 + \u00c2\u00bd Mystaran gargantua's Hit Dice + the Mystaran gargantua's Str bonus) for half damage.\r

    If the base creature already has a trample attack, use that attack's damage value adjusted by the Increased Damage special ability if the result is better than the damage of the Mystaran Gargantua Modifiers table. \r

    Special Qualities:<\/b> A Mystaran gargantua retains all the base creature's special qualities. Any fast healing or regeneration it possesses is doubled in value.\r

    Abilities:<\/b> A Mystaran gargantua's ability scores are increased according to the Mystaran Gargantua Modifiers Table. If the base creature has the incorporeal subtype, it uses the Incorporeal Mystaran Gargantua Modifiers Table instead (see below). These tables include the improvement for the creature's size increase.\r

    Skills:<\/b> A Mystaran gargantua retains the class skills of the base creature. Recalculate its skills according to its increased hit dice.\r

    Feats:<\/b> A Mystaran gargantua retains the feats of the base creature and gains additional feats according to its increased hit dice. If it gains epic feats, it can substitute epic equivalents of the base creature's feats instead of retaining the base creature's feats, provided it meets the prerequisites. For example, the Mystaran gargantua constrictor snake below may replace its Toughness feat with Epic Toughness, but cannot replace Alertness with Epic Skill Focus (Listen) and Epic Skill Focus (Spot), because it lacks the 20 rank prerequisite in those skills.\r

    In addition, it gains Snatch as a bonus feat. If the Mystaran gargantua has a fly speed it also gains Hover as a bonus feat. \r

    Mystaran Gargantua Modifiers Table<\/b>\r
    Size of<\/b><\/td>Natural<\/b><\/td><\/td><\/td><\/td><\/td>Ability<\/b><\/td>Trample<\/b><\/td><\/tr>
    Base Creature<\/b><\/td>Armour<\/b><\/td>Str<\/b><\/td>Dex<\/b><\/td>Con<\/b><\/td>Area<\/b><\/td>Damage<\/b><\/td>Damage<\/b><\/td><\/tr>
    Fine<\/td>Same<\/td>+30<\/td>-2<\/td>+12<\/td>\u00c3\u00976<\/td>+1d10<\/td>2d8<\/td><\/tr>
    Diminutive<\/td>Same<\/td>+28<\/td>-2<\/td>+12<\/td>\u00c3\u00975<\/td>+2d4<\/td>2d8<\/td><\/tr>
    Tiny<\/td>+2NA<\/td>+24<\/td>-2<\/td>+10<\/td>\u00c3\u00975<\/td>+1d8<\/td>2d8<\/td><\/tr>
    Small<\/td>+5NA<\/td>+20<\/td>-2<\/td>+10<\/td>\u00c3\u00974<\/td>+1d6<\/td>2d8<\/td><\/tr>
    Medium<\/td>+9NA<\/td>+24<\/td>-2<\/td>+12<\/td>\u00c3\u00974<\/td>+1d8<\/td>3d8<\/td><\/tr>
    Large<\/td>+12NA<\/td>+24<\/td>--<\/td>+12<\/td>\u00c3\u00973<\/td>+1d10<\/td>4d8<\/td><\/tr>
    Huge<\/td>+16NA<\/td>+24<\/td>--<\/td>+12<\/td>\u00c3\u00973<\/td>+1d12<\/td>6d8<\/td><\/tr>
    Gargantuan<\/td>+20NA<\/td>+24<\/td>--<\/td>+12<\/td>\u00c3\u00972<\/td>+2d6<\/td>8d8<\/td><\/tr>
    Colossal<\/td>+25NA<\/td>+24<\/td>--<\/td>+12<\/td>\u00c3\u00972<\/td>+2d6<\/td>12d8<\/td><\/tr><\/table>

    Organization:<\/b> Solitary.\r

    Challenge Rating:<\/b> Update the base creature's challenge rating according to the following table:\r

    Mystaran Gargantua Challenge Rating Table<\/b>
    Old CR<\/b><\/td>New CR<\/b><\/td><\/tr>
    up to 1\/4<\/td>CR 5<\/td><\/tr>
    1\/3 or 1\/2<\/td>CR 7<\/td><\/tr>
    1<\/td>CR 10<\/td><\/tr>
    2<\/td>CR 12<\/td><\/tr>
    3<\/td>CR 15<\/td><\/tr>
    4<\/td>CR 18<\/td><\/tr>
    5<\/td>CR 20<\/td><\/tr>
    6<\/td>CR 22<\/td><\/tr>
    7<\/td>CR 24<\/td><\/tr>
    each +1<\/td>CR +3<\/td><\/tr><\/table>

    Treasure:<\/b> Same as the base creature.\r
    Alignment:<\/b> Same as the base creature.\r
    Advancement:<\/b> As base creature, but multiply the Hit Dice by eight and increase the sizes by three size categories for Hit Dice advancement ranges.\r
    Level Adjustment:<\/b> Same as the base creature.\r


    Incorporeal Mystaran Gargantua<\/big><\/big><\/b>\r
    Incorporeal creatures can also gain this template. Incorporeal gargantua do not gain a trample attack and their ability score increase according to the following table:\r

    Incorporeal Mystaran Gargantua Modifiers Table<\/b>
    Size of<\/b><\/td><\/td><\/td><\/td>Ability<\/b><\/td><\/tr>
    Base Creature<\/b><\/td>Dex<\/b><\/td>Cha<\/b><\/td>Area<\/b><\/td>Damage<\/b><\/td><\/tr>
    Fine<\/td>+12<\/td>+10<\/td>\u00c3\u00976<\/td>+1d10<\/td><\/tr>
    Diminutive<\/td>+14<\/td>+10<\/td>\u00c3\u00975<\/td>+2d4<\/td><\/tr>
    Tiny<\/td>+16<\/td>+10<\/td>\u00c3\u00975<\/td>+1d8<\/td><\/tr>
    Small<\/td>+16<\/td>+10<\/td>\u00c3\u00974<\/td>+1d6<\/td><\/tr>
    Medium<\/td>+18<\/td>+12<\/td>\u00c3\u00974<\/td>+1d8<\/td><\/tr>
    Large<\/td>+18<\/td>+12<\/td>\u00c3\u00973<\/td>+1d10<\/td><\/tr>
    Huge<\/td>+18<\/td>+12<\/td>\u00c3\u00973<\/td>+1d12<\/td><\/tr>
    Gargantuan<\/td>+18<\/td>+12<\/td>\u00c3\u00972<\/td>+2d6<\/td><\/tr>
    Colossal<\/td>+18<\/td>+12<\/td>\u00c3\u00972<\/td>+2d6<\/td><\/tr><\/table>

    Additional Mystaran Gargantua Abilities<\/b><\/big><\/big>\r
    The following variant abilities may be added for increased variety of gargantuas. Each variant ability includes a CR adjustment.\r

    Waterblast (Ex):<\/b> A Mystaran gargantua with a swim speed can create a powerful blast of water as a standard action. The gargantua must be in water at least 20 feet deep to use this special attack. A waterblast can affect a line 20 times longer than the gargantua's space or a cone 10 times larger than the gargantua's space (e.g. a gargantua with a 20 ft. space could create a 400 ft. line or a 200 ft. cylinder). All flames in the area of the waterblast are extinguished. Creatures within the area of the waterblast are affected as follows:\r

    Any creature smaller than the gargantua's base creature (max Large) must succeed on a Fort save (DC 10 + 1\/2 HD + Str modifier) or be knocked prone and washed 1d10\u00c3\u009710 feet away from the gargantua, if this forced movement causes them to strike something solid, they take 1d6 points of damage per 10 feet traveled (nonlethal for landing in mud or earth, lethal damage for rocks). Creatures the same size as the gargantua's base creature (max Huge) must succeed on the same saving throw or be knocked prone and swept back 1d6\u00c3\u009710 feet, taking damage as above. Creatures larger than the gargantua's base creature are affected as by a bull rush maneuver (the gargantua uses its Strength modifier plus 4 points per size larger than Huge), these larger water-blasted victims take damage as above but are not knocked prone. \r
    CR Adjustment: +1<\/i>\r

    Windstorm (Ex):<\/b> A Gargantuan or larger Mystaran gargantua that has a fly speed can create tornado-force windstorms. A flying gargantua can create a storm by hovering in place and taking a full-round action. Once started, it can maintain the windstorm with a move action each round. The windstorm can affect a cone 12 times longer than the gargantua's space or a cylinder with a radius and height 4 times larger than the gargantua's space (e.g. a gargantua with a 30 ft. space could create a 360 ft. cone or a 120 ft. cylinder). It can choose a different area each round.\r

    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 on the ground that are smaller than the gargantua's base creature (max Large) must succeed on a Fort save (DC 10 + 1\/2 HD + Str modifier) or be knocked prone and roll 1d10\u00c3\u009710 feet, sustaining 1d6 points of nonlethal damage per 10 feet. Creatures on the ground that are the same size as the gargantua's base creature (max Huge) must succeed on the same saving throw or be knocked prone, while creatures on the ground a size larger than the gargantua's base creature (max Gargantuan) are checked if they fail this save. Bigger creatures are not damaged or impaired by the windstorm. The save DC is Strength-based.\r

    Flying creatures smaller than the gargantua's base creature (max Large) are blown back 2d10\u00c3\u009710 feet and sustain 3d6 points of nonlethal damage if they fail the same saving throw. Flying creatures the same size as the gargantua's base creature (max Huge) are blown back 1d6\u00c3\u009710 feet and flying creatures a size larger than the gargantua's base creature (max Gargantuan) are blown back 1d6\u00c3\u00975 feet, but neither take any damage.\r
    CR Adjustment: +1<\/i>\r

    Challenge Rating: <\/strong>Varies

    Sample Mystaran Gargantua<\/h2> The following creatures have been modified with this template.\r

    <\/a>Mystaran Gargantua Carrion Crawler<\/b>\r
    Colossal Aberration\r
    Hit Dice:<\/b> 24d8+192 (300 hp)\r
    Initiative:<\/b> +6\r
    Speed:<\/b> 60 ft. (12 squares), climb 30 ft.\r
    Armor Class:<\/b> 22 (-8 size, +2 Dex, +18 natural), touch 4, flat-footed 20\r
    Base Attack\/Grapple:<\/b> +18\/+48\r
    Attack:<\/b> Tentacle +41 melee (1d4+14 plus paralysis)\r
    Full Attack:<\/b> 8 tentacles +41 melee (1d4+14 plus paralysis) and bite +41 melee (3d6+7)\r
    Space\/Reach:<\/b> 30 ft.\/20 ft.\r
    Special Attacks:<\/b> Paralysis, swallow whole, trample 4d8+21\r
    Special Qualities:<\/b> Darkvision 60 ft., scent\r
    Saves:<\/b> Fort +16, Ref +14, Will +16\r
    Abilities:<\/b> Str 38, Dex 15, Con 26, Int 1, Wis 15, Cha 6\r
    Skills:<\/b> Climb +46, Listen +28, Spot +28\r
    Feats:<\/b> AlertnessB<\/sup><\/small><\/b><\/small>, Combat Reflexes, Epic Prowess, Epic Reflexes, Improved Initiative, Improved Multiattack, Knock Down, Multiattack, SnatchB<\/sup><\/small><\/b><\/small>, Stand Still, Track\r
    Environment:<\/b> Underground\r
    Organization:<\/b> Solitary\r
    Challenge Rating:<\/b> 15\r
    Treasure:<\/b> None\r
    Alignment:<\/b> Always neutral\r
    Advancement:<\/b> 25-48 HD (Gargantuan); 49-72 HD (Colossal)\r
    Level Adjustment:<\/b> \u00c2\u0097\r

    Paralysis (Ex):<\/b> Those hit by a carrion crawler's tentacle attack must succeed on a DC 30 Fortitude save or be paralyzed for 2d4 rounds. The save DC is Constitution-based.\r

    Swallow Whole (Ex):<\/b> A Mystaran gargantua carrion crawler can swallow opponents up to three size smaller than itself by making a successful grapple check. Once inside, an opponent takes crushing damage equal to the creature's bite attack plus 8 points of acid damage from the creature'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 19). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Mystaran gargantua carrion crawler's interior can hold 2 Large opponents, 8 Medium opponents, and 32 Small or smaller opponents.\r

    Trample (Ex):<\/b> Reflex half DC 46. The save DC is Strength-based.\r

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

    <\/a>Mystaran Gargantua Giant Carp<\/b>\r
    <\/b>Colossal Animal (Aquatic)\r
    Hit Dice:<\/b> 64d8+832 (1120 hp)\r
    Initiative:<\/b> +0\r
    Speed:<\/b> Swim 100 ft. (20 squares)\r
    Armor Class:<\/b> 26 (-8 size, +24 natural), touch 2, flat-footed 26\r
    Base Attack\/Grapple:<\/b> +48\/+87\r
    Attack:<\/b> Bite +13 melee (12d6+34\/19-20)\r
    Full Attack:<\/b> Bite +13 melee (12d6+34\/19-20)\r
    Space\/Reach:<\/b> 40 ft.\/30 ft.\r
    Special Attacks:<\/b> Improved grab, swallow whole, waterblast\r
    Special Qualities:<\/b> Damage reduction 12\/\u00c2\u0097, fast healing 12, low-light vision\r
    Saves:<\/b> Fort +47, Ref +34, Will +21\r
    Abilities:<\/b> Str 56, Dex 10, Con 36, Int 1, Wis 10, Cha 1\r
    Skills:<\/b> Listen +34, Spot +33, Swim +31\r
    Feats:<\/b> Cleave, Damage Reduction (\u00c3\u00974), Diehard, Endurance, Epic Endurance, Fast Healing (\u00c3\u00974), Great Constitution (\u00c3\u00973), Great Cleave, Great Strength (\u00c3\u00973), Improved Critical (bite), Improved Natural Attack (bite), Power Attack, SnatchB<\/sup><\/small><\/b><\/small>\r
    Environment:<\/b> Temperate and warm aquatic\r
    Organization:<\/b> Solitary\r
    Challenge Rating:<\/b> 19\r
    Treasure:<\/b> None\r
    Alignment:<\/b> Always neutral\r
    Advancement:<\/b> 65-216 HD (Colossal)\r
    Level Adjustment:<\/b> \u00c2\u0097\r

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

    Swallow Whole (Ex):<\/b> A Mystaran gargantua giant carp can try to swallow a grabbed opponent up to Gargantuan size by making a successful grapple check. Once inside, the opponent takes 12d6+34 points of crushing damage plus 12 points of acid damage per round from the carp's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 22). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge carp's interior can hold 2 Gargantuan, 8 Huge, 32 Large, or 128 Medium or smaller opponents.\r

    Waterblast (Ex):<\/b> A Mystaran gargantua giant carp can create a powerful blast of water as a standard action. The gargantua must be in water at least 20 feet deep to use this special attack. A waterblast can affect an 800 ft. line or a 400 ft. cone (1000 ft line or 500 ft. cone for a carp with 128+ HD). All flames in the area of the waterblast are extinguished. Creatures within the area of the waterblast are affected as follows:\r

    Any creature smaller than Huge sized must succeed on a DC 65 Fort save or be knocked prone and washed 1d10\u00c3\u009710 feet away from the gargantua, if this forced movement causes them to strike something solid, they take 1d6 points of damage per 10 feet traveled (nonlethal for landing in mud or earth, lethal damage for rocks). Huge-sized creatures must succeed on the same saving throw or be knocked prone and swept back 1d6\u00c3\u009710 feet, taking damage as above. Creatures larger than Huge sized are affected as by a bull rush maneuver (the gargantua uses its Strength modifier plus 4 points per size larger than Huge, or +31 for a typical Mystaran gargantua giant carp), these larger water-blasted victims take damage as above but are not knocked prone.\r

    Skills:<\/b> A giant carp has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.\r

    <\/a>Mystaran Gargantua Gargoyle<\/b>\r
    Gargantuan Monstrous Humanoid (Earth)\r
    Hit Dice:<\/b> 32d8+350 (496 hp)\r
    Initiative:<\/b> +5\r
    Speed:<\/b> 80 ft. (16 squares), fly 120 ft. (clumsy)\r
    Armor Class:<\/b> 20 (-4 size, +1 Dex, +13 natural), touch 7, flat-footed 19\r
    Base Attack\/Grapple:<\/b> +32\/+58\r
    Attack:<\/b> Claw +42 melee (4d6+14)\r
    Full Attack:<\/b> 2 claws +42 melee (4d6+14) and bite +40 melee (6d6+7) and gore +40 melee (6d6+7)\r
    Space\/Reach:<\/b> 20 ft.\/20 ft.\r
    Special Attacks:<\/b> Swallow whole, trample 3d8+21\r
    Special Qualities:<\/b> Damage reduction 10\/magic, darkvision 60 ft., freeze\r
    Saves:<\/b> Fort +28, Ref +19, Will +14\r
    Abilities:<\/b> Str 39, Dex 12, Con 30, Int 6, Wis 11, Cha 7\r
    Skills:<\/b> Hide +22* [+28 against stone], Listen +11, Spot +11\r
    Feats:<\/b> Alertness, Dire Charge, Epic Skill Focus (Hide), Epic Toughness, Epic Will, HoverB<\/sup><\/small><\/b><\/small>, Improved Initiative, Improved Natural Attack (bite), Improved Natural Attack (claw), Improved Natural Attack (gore), Multiattack, Power Attack, SnatchB<\/sup><\/small><\/b><\/small>\r
    Environment:<\/b> Any\r
    Organization:<\/b> Solitary\r
    Challenge Rating:<\/b> 18\r
    Treasure:<\/b> Standard\r
    Alignment:<\/b> Usually chaotic evil\r
    Advancement:<\/b> 33-48 HD (Gargantuan); 49-96 HD (Colossal)\r
    Level Adjustment:<\/b> +5\r

    Freeze (Ex):<\/b> A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.\r

    Swallow Whole (Ex):<\/b> A Mystaran gargantua gargoyle can swallow opponents up to three size smaller than itself by making a successful grapple check. Once inside, an opponent takes crushing damage equal to the creature's bite attack plus 8 points of acid damage from the creature'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 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Mystaran gargantua gargoyle's interior can hold 2 Medium opponents, 8 Small opponents, and 32 Tiny or smaller opponents.\r

    Trample (Ex):<\/b> Reflex half DC 40. The save DC is Strength-based.\r

    Skills:<\/b> Gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks.\r

    *The Hide bonus increases by +8 when a gargoyle is concealed against a background of stone.\r

    <\/a>Mystaran Gargantua Monitor Lizard<\/b>\r
    Gargantua Animal\r
    Hit Dice:<\/b> 24d8+216 (324 hp)\r
    Initiative:<\/b> +1\r
    Speed:<\/b> 60 ft. (12 squares), swim 60 ft.\r
    Armor Class:<\/b> 21 (-4 size, +1 Dex, +12 natural), touch 7, flat-footed 20\r
    Base Attack\/Grapple:<\/b> +18\/+45\r
    Attack:<\/b> Bite +30 melee (4d8+22\/19-20)\r
    Full Attack:<\/b> Bite +30 melee (4d8+22\/19-20)\r
    Space\/Reach:<\/b> 20 ft.\/15 ft.\r
    Special Attacks:<\/b> Trample 3d8+22, swallow whole\r
    Special Qualities:<\/b> Fast healing 3, low-light vision\r
    Saves:<\/b> Fort +27, Ref +16, Will +9\r
    Abilities:<\/b> Str 41, Dex 13, Con 29, Int 1, Wis 12, Cha 2\r
    Skills:<\/b> Climb +19, Hide +6*, Listen +9, Move Silently +10, Spot +9, Swim +23\r
    Feats:<\/b> Alertness, Cleave, Epic Fortitude, Fast Healing, Improved Critical (bite), Power Attack, Skill Focus (Hide), SnatchB<\/sup><\/small><\/b><\/small>, Stealthy, Weapon Focus (bite)\r
    Environment:<\/b> Warm forests\r
    Organization:<\/b> Solitary\r
    Challenge Rating:<\/b> 12\r
    Advancement:<\/b> 25-40 HD (Gargantuan)\r
    Level Adjustment:<\/b> \u00c2\u0097\r

    Swallow Whole (Ex):<\/b> A Mystaran gargantua monitor lizard can swallow opponents up to three size smaller than itself by making a successful grapple check. Once inside, an opponent takes crushing damage equal to the creature's bite attack plus 8 points of acid damage from the creature'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 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Mystaran gargantua monitor lizard's interior can hold 2 Medium opponents, 8 Small opponents, and 32 Tiny or smaller opponents.\r

    Trample (Ex):<\/b> Reflex half DC 37. The save DC is Strength-based.\r

    Skills:<\/b> A monitor lizard 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. Monitor lizards have a +4 racial bonus on Hide and Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +8.\r

    <\/a>Mystaran Gargantua Constrictor Snake<\/b>\r
    Gargantuan Animal\r
    Hit Dice:<\/b> 24d8+228 (336 hp)\r
    Initiative:<\/b> +6\r
    Speed:<\/b> 40 ft. (8 squares), climb 40 ft., swim 40 ft.\r
    Armor Class:<\/b> 19 (-4 size, +2 Dex, +11 natural), touch 8, flat-footed 17\r
    Base Attack\/Grapple:<\/b> +18\/+45\r
    Attack:<\/b> Bite +5 melee (3d6+22)\r
    Full Attack:<\/b> Bite +5 melee (3d6+22)\r
    Space\/Reach:<\/b> 20 ft.\/15 ft.\r
    Special Attacks:<\/b> Constrict 2d6+22, improved grab, trample 3d8+22, swallow whole\r
    Special Qualities:<\/b> Scent\r
    Saves:<\/b> Fort +21, Ref +16, Will +11\r
    Abilities:<\/b> Str 41, Dex 15, Con 25, Int 1, Wis 12, Cha 2\r
    Skills:<\/b> Balance +10, Climb +26, Hide +18, Listen +10, Move Silently +4, Spot +10, Swim +23\r
    Feats:<\/b> Alertness, Endurance, Improved Initiative, Improved Natural Attack (bite), Epic Toughness (\u00c3\u00972), Skill Focus (Hide), SnatchB<\/sup><\/small><\/b><\/small>, Stealthy, Weapon Focus (bite)\r
    Environment:<\/b> Warm forests\r
    Organization:<\/b> Solitary\r
    Challenge Rating:<\/b> 12\r
    Advancement:<\/b> 4-5 HD (Medium); 6-10 HD (Large)\r
    Level Adjustment:<\/b> \u00c2\u0097\r

    Constrict (Ex):<\/b> On a successful grapple check, a Mystaran gargantua constrictor snake deals 2d6+22 points of damage.\r

    Improved Grab (Ex):<\/b> To use this ability, a Mystaran gargantua constrictor snake 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

    Swallow Whole (Ex):<\/b> A Mystaran gargantua constrictor snake can swallow opponents up to three size smaller than itself by making a successful grapple check. Once inside, an opponent takes crushing damage equal to the creature's bite attack plus 8 points of acid damage from the creature'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 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Mystaran gargantua constrictor snake's interior can hold 2 Medium opponents, 8 Small opponents, and 32 Tiny or smaller opponents.\r

    Trample (Ex):<\/b> Reflex half DC 37. The save DC is Strength-based.\r

    Skills:<\/b> Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.\r

    <\/a>Mystaran Gargantua Viper Snake<\/b>\r
    Huge Animal\r
    Hit Dice:<\/b> 12d8+60 (114 hp)\r
    Initiative:<\/b> +6\r
    Speed:<\/b> 40 ft. (8 squares), climb 40 ft., swim 40 ft.\r
    Armor Class:<\/b> 18 (-2 size, +2 Dex, +8 natural), touch 10, flat-footed 16\r
    Base Attack\/Grapple:<\/b> +9\/+25\r
    Attack:<\/b> Bite +16 melee (1d8+12 plus poison)\r
    Full Attack:<\/b> Bite +16 melee (1d8+12 plus poison)\r
    Space\/Reach:<\/b> 5 ft.\/5 ft.\r
    Special Attacks:<\/b> Poison, trample 2d8+12\r
    Special Qualities:<\/b> Scent\r
    Saves:<\/b> Fort +13, Ref +10, Will +5\r
    Abilities:<\/b> Str 26, Dex 15, Con 21, Int 1, Wis 12, Cha 2\r
    Skills:<\/b> Balance +10, Climb +21, Hide +13, Listen +8, Move Silently +7, Spot +8, Swim +16\r
    Feats:<\/b> Improved Initiative, Skill Focus (Hide), Run, SnatchB<\/sup><\/small><\/b><\/small>, Stealthy, Weapon Focus (bite)\r
    Environment:<\/b> Temperate marshes\r
    Organization:<\/b> Solitary\r
    Challenge Rating:<\/b> 7\r
    Advancement:<\/b> \u00c2\u0097\r
    Level Adjustment:<\/b> \u00c2\u0097\r

    Poison (Ex):<\/b> A Mystaran gargantua viper snake has a poisonous bite that deals initial and secondary damage of 2d6 Con with a DC21 Fortitude save. The save DC is Constitution-based.\r

    Trample (Ex):<\/b> Reflex half DC 24. The save DC is Strength-based.\r

    Note:<\/b> Based on a Small viper.\r

    <\/a>Mystaran Gargantua Spectre<\/b>\r
    Gargantuan Undead (Incorporeal)\r
    Hit Dice:<\/b> 56d12+180 (544 hp)\r
    Initiative:<\/b> +20\r
    Speed:<\/b> 80 ft. (16 squares), fly 160 ft. (perfect)\r
    Armor Class:<\/b> 26 (+12 Dex, +8 Deflection, -4 size), touch 26, flat-footed 14\r
    Base Attack\/Grapple:<\/b> +28\/\u00c2\u0096\r
    Attack:<\/b> Incorporeal touch +41 melee (4d8 plus energy drain\/19-20)\r
    Full Attack:<\/b> Incorporeal touch +41 melee (4d8 plus energy drain\/19-20)\r
    Space\/Reach:<\/b> 20 ft.\/20 ft.\r
    Special Attacks:<\/b> Energy drain, create spawn\r
    Special Qualities:<\/b> Darkvision 60 ft., incorporeal traits, +4 turn resistance, sunlight powerlessness, undead traits, unnatural aura\r
    Saves:<\/b> Fort +18, Ref +30, Will +30\r
    Abilities:<\/b> Str \u00c2\u0097, Dex 34, Con \u00c2\u0097, Int 14, Wis 14, Cha 27\r
    Skills:<\/b> Hide +59, Intimidate +67, Knowledge (religion) +61, Listen +71, Search +61, Spot +71, Survival +2 (+4 following tracks)\r
    Feats:<\/b> Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Epic Skill Focus (Listen), Epic Skill Focus (Spot), Epic Toughness (\u00c3\u00976), Flyby Attack, Improved Critical (touch), Improved Flyby Attack, Improved Initiative, Mobility, SnatchB<\/sup><\/small><\/b><\/small>, Superior Initiative, Weapon Focus (touch)\r
    Environment:<\/b> Any land or underground\r
    Organisation: Solitary or gang (1 plus 1-10 spectres)\r
    Challenge Rating:<\/b> 24\r
    Treasure:<\/b> None\r
    Alignment:<\/b> Always lawful evil\r
    Advancement:<\/b> 57-84 HD (Gargantuan), 85-112 HD (Colossal)\r
    Level Adjustment:<\/b> \u00c2\u0097\r

    Create Spawn (Su):<\/b> Any humanoid slain by a gargantua spectre becomes a (normal) spectre in 1d4 rounds. Spawn are under the command of the gargantua spectre that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.\r

    Energy Drain (Su):<\/b> Living creatures hit by a gargantua spectre's incorporeal touch attack gain 2 negative levels. The DC is 46 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the gargantua spectre gains 5 temporary hit points.\r

    Sunlight Powerlessness (Ex):<\/b> Spectres are powerless in natural sunlight (not merely a daylight<\/i> spell) and flee from it. A spectre caught in sunlight cannot attack and can only take a single move or attack action in a round.\r

    Unnatural Aura (Su):<\/b> Animals, whether wild or domesticated, can sense the unnatural presence of a gargantua spectre at a distance of 120 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

    <\/a>Mystaran Gargantua Treant<\/b>\r
    Colossal Plant\r
    Hit Dice:<\/b> 56d8+896 (1148 hp)\r
    Initiative:<\/b> \u00c2\u00961\r
    Speed:<\/b> 60 ft. (12 squares)\r
    Armor Class:<\/b> 30 (\u00c2\u00968 size, \u00c2\u00961 Dex, +29 natural), touch 1, flat-footed 30\r
    Base Attack\/Grapple:<\/b> +42\/+79\r
    Attack:<\/b> Slam +12 melee (12d6+21\/19-20 25d6+42 plus DC 59 Fort save or instant death)\r
    Full Attack:<\/b> 2 slams +12 melee (12d6+21\/19-20 25d6+42 plus DC 59 Fort save or instant death)\r
    Space\/Reach:<\/b> 40 ft.\/40 ft.\r
    Special Attacks:<\/b> Animate trees, double damage against objects, trample 6d8+31\r
    Special Qualities:<\/b> Damage reduction 10\/slashing, low-light vision, plant traits, vulnerability to fire\r
    Saves:<\/b> Fort +46, Ref +23, Will +27\r
    Abilities:<\/b> Str 53, Dex 8, Con 43, Int 12, Wis 16, Cha 12\r
    Skills:<\/b> Diplomacy +26, Hide +23*, Intimidate +38, Knowledge (nature) +26, Listen +40, Sense Motive +30, Spot +40, Survival +22 (+24 aboveground)\r
    Feats:<\/b> Cleave, Devastating Critical (slam), Dire Charge, Epic Reflexes, Epic Skill Focus (Hide), Epic Skill Focus (Intimidate), Epic Skill Focus (Listen), Epic Skill Focus (Spot), Epic Will, Great Cleave, Improved Critical (slam), Improved Natural Attack (slam), Improved Sunder, Iron Will, Lightning Reflexes, Overwhelming Critical (slam), Power Attack, SnatchB<\/sup><\/small><\/b><\/small>, Track, Weapon Focus (slam)\r
    Environment:<\/b> Temperate forests\r
    Organization:<\/b> Solitary\r
    Challenge Rating:<\/b> 27\r
    Treasure:<\/b> Standard\r
    Alignment:<\/b> Usually neutral good\r
    Advancement:<\/b> 57\u00c2\u0096168 HD (Colossal)\r
    Level Adjustment:<\/b> +5\r

    Animate Trees (Sp):<\/b> A mystaran gargantua treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a gargantua treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak<\/i> (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.\r

    Double Damage against Objects (Ex):<\/b> A treant or animated tree that makes a full attack against an object or structure deals double damage.\r

    Trample (Ex):<\/b> Reflex DC 59 half. The save DC is Strength-based.\r

    Skills:<\/b> *Treants have a +16 racial bonus on Hide checks made in forested areas.\r

    <\/a>Mystaran Gargantua Troll<\/b>\r
    Colossal Giant\r
    Hit Dice:<\/b> 48d8+576 (792 hp)\r
    Initiative:<\/b> +2\r
    Speed:<\/b> 60 ft. (12 squares)\r
    Armor Class:<\/b> 21 (-8 size, +2 Dex, +17 natural), touch 4, flat-footed 19\r
    Base Attack\/Grapple:<\/b> +36\/+66\r
    Attack:<\/b> Claw +47 melee (6d6+18\/19-20 13d8+36 plus DC 52 Fort save or die)\r
    Full Attack:<\/b> 2 claws +47 melee (6d6+18\/19-20 13d8+36 plus DC 52 Fort save or die) and bite +45 melee (6d6+18\/19-20 13d8+36 plus DC 52 Fort save or die)\r
    Space\/Reach:<\/b> 30 ft.\/30 ft.\r
    Special Attacks:<\/b> Rend 8d6+27, swallow whole, trample 4d8+27\r
    Special Qualities:<\/b> Darkvision 90 ft., low-light vision, regeneration 10, scent\r
    Saves:<\/b> Fort +39, Ref +18, Will +19\r
    Abilities:<\/b> Str 47, Dex 14, Con 35, Int 6, Wis 9, Cha 6\r
    Skills:<\/b> Listen +34, Spot +35\r
    Feats:<\/b> Cleave, Devastating Critical (bite), Devastating Critical (claw), Dire Charge, Epic Skill Focus (Listen), Epic Skill Focus (Spot), Epic Will, Great Cleave, Improved Critical (bite), Improved Critical (claw), Multiattack, Overwhelming Critical (bite), Overwhelming Critical (claw), Power Attack, SnatchB<\/sup><\/small><\/b><\/small>, Track, Weapon Focus (bite), Weapon Focus (claw)\r
    Environment:<\/b> Cold mountains\r
    Organization:<\/b> Solitary\r
    Challenge Rating:<\/b> 20\r
    Treasure:<\/b> Standard\r
    Alignment:<\/b> Usually chaotic evil\r
    Advancement:<\/b> By character class\r
    Level Adjustment:<\/b> +5\r

    Regeneration (Ex):<\/b> Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.\r

    Rend (Ex):<\/b> If a Mystaran gargantua troll hits with both claw attacks, it latches onto the opponent\u00c2\u0092s body and tears the flesh. This attack automatically deals an additional 8d6+27 points of damage.\r

    Swallow Whole (Ex):<\/b> A Mystaran gargantua troll can swallow opponents up to three size smaller than itself by making a successful grapple check. Once inside, an opponent takes crushing damage equal to the creature's bite attack plus 12 points of acid damage from the creature'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 Mystaran gargantua troll's interior can hold 2 Large opponents, 8 Medium opponents, and 32 Small or smaller opponents.\r

    Trample (Ex):<\/b> Reflex half DC 52. The save DC is Strength-based.\r

    <\/a>Mystaran Gargantua Wight<\/b>\r
    Gargantuan Undead\r
    Hit Dice:<\/b> 32d12+30 (238 hp)\r
    Initiative:<\/b> +4\r
    Speed:<\/b> 60 ft. (12 squares)\r
    Armor Class:<\/b> 19 (-4 size, +13 natural), touch 6, flat-footed 19\r
    Base Attack\/Grapple:<\/b> +16\/+41\r
    Attack:<\/b> Slam +26 melee (4d6+19 plus energy drain)\r
    Full Attack:<\/b> Slam +26 melee (4d6+19 plus energy drain)\r
    Space\/Reach:<\/b> 20 ft.\/20 ft.\r
    Special Attacks:<\/b> Create spawn, energy drain, trample 3d8+19\r
    Special Qualities:<\/b> Darkvision 60 ft., undead traits\r
    Saves:<\/b> Fort +10, Ref +10, Will +19\r
    Abilities:<\/b> Str 36, Dex 10, Con \u00c2\u0096, Int 11, Wis 13, Cha 15\r
    Skills:<\/b> Hide +35, Listen +46, Move Silently +45, Spot +46\r
    Feats:<\/b> Blind-Fight, Epic Skill Focus (Hide), Epic Skill Focus (Listen), Epic Skill Focus (Spot), Epic Toughness, Improved Natural Attack (slam), Improved Critical (slam), Improved Initiative, Lightning Reflexes, SnatchB<\/sup><\/small><\/b><\/small>, Stealthy, Weapon Focus (Slam)\r
    Environment:<\/b> Any\r
    Organization:<\/b> Solitary\r
    Challenge Rating:<\/b> 15\r
    Treasure:<\/b> None\r
    Alignment:<\/b> Always lawful evil\r
    Advancement:<\/b> 33-64 HD (Gargantuan)\r
    Level Adjustment:<\/b> \u00c2\u0097\r

    Create Spawn (Su):<\/b> Any humanoid slain by a Mystaran gargantua wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.\r

    Energy Drain (Su):<\/b> Living creatures hit by a Mystaran gargantua wight\u00c2\u0092s 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 wight gains 5 temporary hit points.\r

    Trample (Ex):<\/b> Reflex DC 39 half. The save DC is Strength-based.\r

    Skills:<\/b> Wights have a +8 racial bonus on Move Silently checks.\r

    Note:<\/b> Mystaran gargantua were originally just called \"gargantua\". They were renamed to avoid confusion with the
    Humanoid<\/b><\/u><\/a>, Insectoid<\/b><\/u><\/a>, and Reptilian<\/b><\/u><\/a> Gargantuas that first appear in Oriental Adventures<\/i> (1985).
    \u00a0
    D&D Companion Rules<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Same as the base creature.\r","environment":" Underground\r"},{"name":"Mystaran Jade Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":6200,"reference":"Usergen","full_text":"

    Mystaran Jade Dragon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>
    Dragon (Air)<\/strong><\/td> <\/tr>
    Environment: <\/strong>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<\/td> <\/tr>
    Challenge Ratings: <\/strong>Wyrmling 4; very young 5; young 6; juvenile 9; young adult 12; adult 14; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25<\/td> <\/tr>
    Treasure: <\/strong>Triple standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>Wyrmling 6-7 HD (Small); very young 9-10 HD (Medium); young 12-13 HD (Medium-size); juvenile 15-16 HD (Large); young adult 18-19 HD (Large); adult 21\u00c2\u009622 HD (Huge); mature adult 24\u00c2\u009625 HD (Huge); old 27-28 HD (Huge); very old 30-31 HD (Huge); ancient 33-34 HD (Gargantuan); wyrm 36-37 HD (Gargantuan); great wyrm 39+ HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>Wyrmling +5; very young +5; young +5; juvenile +6; others \u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr><\/table><\/td><\/tr>

    Mystaran 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>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>2d6\u00a0(13)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>M<\/font><\/td>8d12+8\u00a0(60)<\/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>4d6\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>6d6\u00a0(17)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>L<\/font><\/td>14d12+28\u00a0(119)<\/font><\/td>19<\/font><\/td>10<\/font><\/td>17<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+14\/+22<\/font><\/td>+17<\/font><\/td>+12<\/font><\/td>+9<\/font><\/td>+11<\/font><\/td>8d6\u00a0(20)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>L<\/font><\/td>17d12+51\u00a0(161)<\/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>10d6\u00a0(22)<\/font><\/td>20<\/font><\/td><\/tr>
    Adult<\/font><\/td>L<\/font><\/td>20d12+80\u00a0(210)<\/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>12d6\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>14d6\u00a0(26)<\/font><\/td>24<\/font><\/td><\/tr>
    Old<\/font><\/td>H<\/font><\/td>26d12+130\u00a0(299)<\/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>16d6\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>18d6\u00a0(30)<\/font><\/td>28<\/font><\/td><\/tr>
    Ancient<\/font><\/td>G<\/font><\/td>32d12+192\u00a0(400)<\/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>20d6\u00a0(33)<\/font><\/td>31<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>G<\/font><\/td>35d12+245\u00a0(472)<\/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>22d6\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>24d6\u00a0(37)<\/font><\/td>35<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Mystaran 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 100 ft. (average), swim 40 ft.<\/font><\/td>+0<\/font><\/td>16 (+1 size, +5 natural), touch 11, flat-footed 16<\/font><\/td>Immunity to acid, water breathing<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>40 ft., fly 150 ft. (poor), swim 40 ft.<\/font><\/td>+0<\/font><\/td>18 (+8 natural), touch 10, flat-footed 18<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>40 ft., fly 150 ft. (poor), swim 40 ft.<\/font><\/td>+0<\/font><\/td>21 (+11 natural), touch 10, flat-footed 21<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>40 ft., fly 150 ft. (poor), swim 40 ft.<\/font><\/td>+0<\/font><\/td>23 (\u00c2\u00961 size, +14 natural), touch 9, flat-footed 23<\/font><\/td>\u00c2\u0097<\/font><\/td>3rd<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>40 ft., fly 150 ft. (poor), swim 40 ft.<\/font><\/td>+0<\/font><\/td>26 (\u00c2\u00961 size, +17 natural), touch 8, flat-footed 26<\/font><\/td>DR 5\/magic<\/font><\/td>5th<\/font><\/td>19<\/font><\/td><\/tr>
    Adult<\/font><\/td>40 ft., fly 150 ft. (poor), swim 40 ft.<\/font><\/td>+0<\/font><\/td>28 (\u00c2\u00962 size, +20 natural), touch 8, flat-footed 28<\/font><\/td>Entangle<\/i><\/font><\/td>7th<\/font><\/td>21<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>40 ft., fly 150 ft. (poor), swim 40 ft.<\/font><\/td>+0<\/font><\/td>31 (\u00c2\u00962 size, +23 natural), touch 8, flat-footed 31<\/font><\/td>DR 10\/magic<\/font><\/td>9th<\/font><\/td>23<\/font><\/td><\/tr>
    Old<\/font><\/td>40 ft., fly 150 ft. (poor), swim 40 ft.<\/font><\/td>+0<\/font><\/td>34 (\u00c2\u00962 size, +26 natural), touch 8, flat-footed 34<\/font><\/td>Commune with nature<\/i><\/font><\/td>11th<\/font><\/td>24<\/font><\/td><\/tr>
    Very Old<\/font><\/td>40 ft., fly 150 ft. (poor), swim 40 ft.<\/font><\/td>+0<\/font><\/td>37 (\u00c2\u00962 size, +29 natural), touch 8, flat-footed 37<\/font><\/td>DR 15\/magic<\/font><\/td>13th<\/font><\/td>26<\/font><\/td><\/tr>
    Ancient<\/font><\/td>40 ft., fly 200 ft. (clumsy), swim 40 ft.<\/font><\/td>+0<\/font><\/td>38 (\u00c2\u00964 size, +32 natural), touch 6, flat-footed 38<\/font><\/td>Greater command<\/i><\/font><\/td>15th<\/font><\/td>28<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>40 ft., fly 200 ft. (clumsy), swim 40 ft.<\/font><\/td>+0<\/font><\/td>41 (\u00c2\u00964 size, +35 natural), touch 6, flat-footed 41<\/font><\/td>DR 20\/magic<\/font><\/td>17th<\/font><\/td>30<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>40 ft., fly 200 ft. (clumsy), swim 40 ft.<\/font><\/td>+0<\/font><\/td>44 (\u00c2\u00964 size, +38 natural), touch 6, flat-footed 44<\/font><\/td>Hold monster<\/i><\/font><\/td>19th<\/font><\/td>32<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>
    *Can also cast cleric spells and those from the Charm, Knowledge, and Plant domains as arcane spells.\r

    The dragon has a toothy, curving jaw line and rows of hornlets over its eyes. There is a cluster of hornlets at the chin. A crest begins just behind the ears and runs the length of the body, rising to full height just behind the skull. The odor of rotting vegetation clings to the dragon, whose scales radiate with a glowing emerald shine.<\/i>\r

    Mystaran gem dragons are a mostly neutral family of dragonkind. Unlike other gem dragons, Mystaran gem dragons are non-psionic. \r

    Jade dragons pride themselves on being cultured, almost urbane creatures. They love to converse philosophically with creatures of all alignments, displaying their prodigious wisdom (at least in their own minds).\r

    Jade dragons prize art objects. They may look favorably upon characters who offer them new artwork, or interesting pieces of information related to pieces that the dragons already possess. Even a hungry jade dragon will be tempted by these prizes.\r

    Like green dragons, jades make their lairs in forests, preferring large, old-growth woodlands. Jade dragons are omnivorous, eating forest creatures and plants. Young saplings and bamboo shoots are its favorite vegetables.\r

    Combat\r

    Jade dragons prefer discussions to combat, but if provoked, they generally utilize their breath weapons as soon as possible, taking care not to damage any art objects in the area.\r

    Breath Weapon (Su):<\/b> A jade dragon has two breath weapons, a cone of corrosive (acid) gas or a cone of putrid swirling brown and yellow and green gas that rots the flesh of living creatures and instantly rots and destroys any nonorganic matter it touches. Attended and magical organic items receive Reflex saves to avoid this effect. Living creatures suffer ability damage as per the following table.\r

    Wyrmling = 1 Con and 1 Cha \r
    Very Young = 1d2 Con and 1d2 Cha \r
    Young = 1d3 Con and 1d3 Cha \r
    Juvenile = 1d4 Con and 1d4 Cha \r
    Young Adult = 1d6 Con and 1d6 Cha \r
    Adult = 1d8 Con and 1d8 Cha \r
    Mature Adult = 1d8 Con and 1d8 Cha \r
    Old Dragon = 1d10 Con and 1d10 Cha \r
    Very Old = 1d10 Con and 1d10 Cha \r
    Ancient = 2d6 Con and 2d6 Cha \r
    Wyrm = 2d8 Con and 2d8 Cha \r
    Great Wyrm = 3d6 Con and 3d6 Cha \r

    Camouflage (Ex):<\/b> Since a jade dragon looks like a green dragon in areas of shadowy illumination or darkness, it takes a DC 20 Spot check to notice its true nature. Anyone with ranks in Knowledge (arcana) can use that skill instead of Spot to notice the difference. Because the resemblence is only visual, creatures with the scent ability automatically notice the difference.\r

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097entangle<\/i> (adult or older), greater command<\/i> (ancient or older); 1\/day\u00c2\u0097 commune with nature<\/i> (old or older), hold monster<\/i> (great wyrm).\r

    Water Breathing (Ex):<\/b> A jade dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.\r

    Skills:<\/b> Appraise, Bluff, and Gather Information are considered class skills for jade dragons.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Mystara Monstrous Compendium Appendix<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Always neutral","environment":"Temperate forests"},{"name":"Mystaran Onyx Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":6201,"reference":"Usergen","full_text":"

    Mystaran Onyx Dragon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>
    Dragon (Water)<\/strong><\/td> <\/tr>
    Environment: <\/strong>Any marsh<\/td> <\/tr>
    Organization: <\/strong>Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2\u00c2\u00965); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1\u00c2\u00962 and 2\u00c2\u00965 offspring)<\/td> <\/tr>
    Challenge Ratings: <\/strong>Wyrmling 3; very young 4; young 5; juvenile 7; young adult 9; adult 11; mature adult 14; old 16; very old 18; ancient 19; wyrm 20; great wyrm 22<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>Wyrmling 5\u00c2\u00966 HD; very young 8\u00c2\u00969 HD; young 11\u00c2\u009612 HD; juvenile 14\u00c2\u009615 HD; young adult 17\u00c2\u009618 HD; adult 20\u00c2\u009621 HD; mature adult 23\u00c2\u009624 HD; old 26\u00c2\u009627 HD; very old 29\u00c2\u009630 HD; ancient 32\u00c2\u009633 HD; wyrm 35\u00c2\u009636 HD; great wyrm 38+ HD<\/td> <\/tr>
    Level Adjustment: <\/strong>Wyrmling +3; very young +3; young +3; juvenile +4; others \u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr><\/table><\/td><\/tr>

    Mystaran Onyx Dragons by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Size<\/b><\/font><\/td>Hit Dice (hp)<\/b><\/font><\/td>Str<\/b><\/font><\/td>Dex<\/b><\/font><\/td>Con<\/b><\/font><\/td>Int<\/b><\/font><\/td>Wis<\/b><\/font><\/td>Cha<\/b><\/font><\/td>Base Attack\/
    Grapple<\/b><\/font><\/td>
    Attack<\/b><\/font><\/td>Fort
    Save<\/b><\/font><\/td>
    Ref
    Save<\/b><\/font><\/td>
    Will
    Save<\/b><\/font><\/td>
    Breath
    Weapon
    (DC)<\/b><\/font><\/td>
    Frightful
    Presence
    DC<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>T<\/font><\/td>4d12+4\u00a0(30)<\/font><\/td>11<\/font><\/td>10<\/font><\/td>13<\/font><\/td>6<\/font><\/td>11<\/font><\/td>8<\/font><\/td>+4\/-4<\/font><\/td>+6<\/font><\/td>+5<\/font><\/td>+4<\/font><\/td>+4<\/font><\/td>2d4\u00a0(13)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>S<\/font><\/td>7d12+7\u00a0(52)<\/font><\/td>13<\/font><\/td>10<\/font><\/td>13<\/font><\/td>6<\/font><\/td>11<\/font><\/td>8<\/font><\/td>+7\/+4<\/font><\/td>+9<\/font><\/td>+6<\/font><\/td>+5<\/font><\/td>+5<\/font><\/td>4d4\u00a0(14)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>M<\/font><\/td>10d12+20\u00a0(85)<\/font><\/td>15<\/font><\/td>10<\/font><\/td>15<\/font><\/td>6<\/font><\/td>11<\/font><\/td>10<\/font><\/td>+10\/+12<\/font><\/td>+12<\/font><\/td>+9<\/font><\/td>+7<\/font><\/td>+7<\/font><\/td>6d4\u00a0(17)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>M<\/font><\/td>13d12+26\u00a0(110)<\/font><\/td>17<\/font><\/td>10<\/font><\/td>15<\/font><\/td>8<\/font><\/td>11<\/font><\/td>10<\/font><\/td>+13\/+16<\/font><\/td>+16<\/font><\/td>+10<\/font><\/td>+8<\/font><\/td>+8<\/font><\/td>8d4\u00a0(18)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>L<\/font><\/td>16d12+48\u00a0(152)<\/font><\/td>19<\/font><\/td>10<\/font><\/td>17<\/font><\/td>8<\/font><\/td>13<\/font><\/td>8<\/font><\/td>+16\/+24<\/font><\/td>+19<\/font><\/td>+13<\/font><\/td>+10<\/font><\/td>+11<\/font><\/td>10d4\u00a0(21)<\/font><\/td>18<\/font><\/td><\/tr>
    Adult<\/font><\/td>L<\/font><\/td>19d12+76\u00a0(199)<\/font><\/td>23<\/font><\/td>10<\/font><\/td>13<\/font><\/td>10<\/font><\/td>13<\/font><\/td>13<\/font><\/td>+19\/+29<\/font><\/td>+24<\/font><\/td>+15<\/font><\/td>+11<\/font><\/td>+12<\/font><\/td>12d4\u00a0(23)<\/font><\/td>20<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>H<\/font><\/td>22d12+110\u00a0(253)<\/font><\/td>27<\/font><\/td>10<\/font><\/td>21<\/font><\/td>12<\/font><\/td>15<\/font><\/td>15<\/font><\/td>+22\/+38<\/font><\/td>+28<\/font><\/td>+18<\/font><\/td>+13<\/font><\/td>+15<\/font><\/td>14d4\u00a0(26)<\/font><\/td>22<\/font><\/td><\/tr>
    Old<\/font><\/td>H<\/font><\/td>25d12+125\u00a0(287)<\/font><\/td>29<\/font><\/td>10<\/font><\/td>21<\/font><\/td>12<\/font><\/td>15<\/font><\/td>15<\/font><\/td>+25\/+42<\/font><\/td>+32<\/font><\/td>+19<\/font><\/td>+14<\/font><\/td>+16<\/font><\/td>16d4\u00a0(27)<\/font><\/td>23<\/font><\/td><\/tr>
    Very Old<\/font><\/td>H<\/font><\/td>28d12+168\u00a0(350)<\/font><\/td>31<\/font><\/td>10<\/font><\/td>23<\/font><\/td>14<\/font><\/td>17<\/font><\/td>17<\/font><\/td>+28\/+46<\/font><\/td>+36<\/font><\/td>+22<\/font><\/td>+16<\/font><\/td>+19<\/font><\/td>18d4\u00a0(30)<\/font><\/td>26<\/font><\/td><\/tr>
    Ancient<\/font><\/td>H<\/font><\/td>31d12+186\u00a0(387)<\/font><\/td>33<\/font><\/td>10<\/font><\/td>23<\/font><\/td>14<\/font><\/td>17<\/font><\/td>17<\/font><\/td>+31\/+50<\/font><\/td>+40<\/font><\/td>+23<\/font><\/td>+17<\/font><\/td>+20<\/font><\/td>20d4\u00a0(31)<\/font><\/td>27<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>G<\/font><\/td>34d12+238\u00a0(459)<\/font><\/td>35<\/font><\/td>10<\/font><\/td>25<\/font><\/td>14<\/font><\/td>19<\/font><\/td>19<\/font><\/td>+34\/+58<\/font><\/td>+42<\/font><\/td>+26<\/font><\/td>+19<\/font><\/td>+23<\/font><\/td>22d4\u00a0(34)<\/font><\/td>30<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>G<\/font><\/td>37d12+296\u00a0(536)<\/font><\/td>37<\/font><\/td>10<\/font><\/td>27<\/font><\/td>18<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+37\/+62<\/font><\/td>+46<\/font><\/td>+28<\/font><\/td>+20<\/font><\/td>+25<\/font><\/td>24d4\u00a0(36)<\/font><\/td>32<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Mystaran Onyx Dragon Abilities by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Speed<\/b><\/font><\/td>Initiative<\/b><\/font><\/td>AC<\/b><\/font><\/td>Special Abilities<\/b><\/font><\/td>Caster
    Level*<\/b><\/font><\/td>
    SR<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>60 ft., fly 100 ft. (average), swim 60 ft.<\/font><\/td>+0<\/font><\/td>16 (+2 size, +4 natural), touch 12, flat-footed 16<\/font><\/td>Blindsight, immunity to acid, water breathing<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>60 ft., fly 100 ft. (average), swim 60 ft.<\/font><\/td>+0<\/font><\/td>18 (+1 size, +7 natural), touch 11, flat-footed 18<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>60 ft., fly 150 ft. (poor), swim 60 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>60 ft., fly 150 ft. (poor), swim 60 ft.<\/font><\/td>+0<\/font><\/td>23 (+13 natural), touch 10, flat-footed 23<\/font><\/td>Hold animal<\/i><\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>60 ft., fly 150 ft. (poor), swim 60 ft.<\/font><\/td>+0<\/font><\/td>25 (\u00c2\u00961 size, +16 natural), touch 9, flat-footed 25<\/font><\/td>DR 5\/magic<\/font><\/td>1st<\/font><\/td>16<\/font><\/td><\/tr>
    Adult<\/font><\/td>60 ft., fly 150 ft. (poor), swim 60 ft.<\/font><\/td>+0<\/font><\/td>28 (-1 size, +19 natural), touch 9, flat-footed 28<\/font><\/td>Corrupt water<\/i><\/font><\/td>3rd<\/font><\/td>18<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>60 ft., fly 150 ft. (poor), swim 60 ft.<\/font><\/td>+0<\/font><\/td>30 (-2 size, +22 natural), touch 8, flat-footed 30<\/font><\/td>DR 10\/magic<\/font><\/td>5th<\/font><\/td>20<\/font><\/td><\/tr>
    Old<\/font><\/td>60 ft., fly 150 ft. (poor), swim 60 ft.<\/font><\/td>+0<\/font><\/td>31 (-2 size, +25 natural), touch 8, flat-footed 31<\/font><\/td>Blight<\/i><\/font><\/td>7th<\/font><\/td>21<\/font><\/td><\/tr>
    Very Old<\/font><\/td>60 ft., fly 150 ft. (poor), swim 60 ft.<\/font><\/td>+0<\/font><\/td>36 (-2 size, +28 natural), touch 8, flat-footed 36<\/font><\/td>DR 15\/magic<\/font><\/td>9th<\/font><\/td>23<\/font><\/td><\/tr>
    Ancient<\/font><\/td>60 ft., fly 150 ft. (poor), swim 60 ft.<\/font><\/td>+0<\/font><\/td>39 (\u00c2\u00962 size, +31 natural), touch 8, flat-footed 39<\/font><\/td>Black tentacles<\/i><\/font><\/td>11th<\/font><\/td>24<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>60 ft., fly 200 ft. (clumsy), swim 60 ft.<\/font><\/td>+0<\/font><\/td>40 (\u00c2\u00964 size, +34 natural), touch 6, flat-footed 40<\/font><\/td>Dr 20\/magic<\/font><\/td>13th<\/font><\/td>25<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>60 ft., fly 200 ft. (clumsy), swim 60 ft.<\/font><\/td>+0<\/font><\/td>42 (\u00c2\u00964 size, +37 natural), touch 6, flat-footed 42<\/font><\/td>Contagion<\/i><\/font><\/td>15th<\/font><\/td>27<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>
    *Can also cast cleric spells and those from the Animal, Darkness, and Water domains as arcane spells.\r

    This dragon's skull-like head has deep-socketed eyes and a wide, flat nasal opening. Its horns curve forward, and crest runs down its spine. Its scales lustrous, deep black scales shine as brightly as a thousand mirrors in the sunlight.<\/i>\r

    Mystaran gem dragons are a mostly neutral family of dragonkind. Unlike other gem dragons, Mystaran gem dragons are non-psionic. \r

    Onyx dragons are cunning, stealthy hunters that inhabit dismal swamps and dark fens. Unless exposed to bright light, their appearance is very similar to the black dragons that share their domain. Once exposed to bright light, their lustrous, jeweled scales shimmer and sparkle, in sharp contrast to the dull scales of a black dragon.\r

    Onyx dragons lair in wetlands of nearly any climate, favoring dark, well-shaded areas such as tree-filled bogs, where their scintillating scales are less likely to give away their location to prey. Onyx dragons are highly carnivorous, predating upon the largest animals the can find, such as alligators, herons, manatees, and moose. \r

    Onyx dragons are especially fond of dark and lustrous gems, although they generally possess smaller hoards than other dragons.\r

    Combat\r

    Onyx dragons prefer to hunt from ambush, using the cover of darkness to great advantage.\r

    Blindsight (Ex):<\/b> Onyx dragons possess blindsight rather than blindsense, to the same range as normal for a dragon's blindsense of the same age category.\r

    Breath Weapon (Su):<\/b> An onyx dragon has one type of breath weapon, a cone of inky, black acid. Targets caught in the cone are also shrouded in darkness<\/i> (as per the spell). The darkness<\/i> lingers for one additional round per age category of the dragon. The darkness<\/i> clings to any targets that fail their Reflex save against the breath weapon. Otherwise, they can escape the darkness<\/i> which remains as a cone.\r

    Camouflage (Ex):<\/b> Since an onyx dragon looks like a black dragon in areas of shadowy illumination or darkness, it takes a DC 20 Spot check to notice its true nature. Anyone with ranks in Knowledge (arcana) can use that skill instead of Spot to notice the difference. Because the resemblence is only visual, creatures with the scent ability automatically notice the difference.\r

    Corrupt Water (Sp):<\/b> Once per day an adult or older onyx dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature\u00c2\u0092s possession must succeed on a Will save (DC equal to that of the dragon\u00c2\u0092s frightful presence) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon\u00c2\u0092s frightful presence.\r

    Other Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097black tentacles<\/i> (ancient or older), hold animal<\/i> (juvenile or older); 1\/day\u00c2\u0097blight<\/i> (old or older), contagion<\/i> (great wyrm).\r

    Skills:<\/b> Hide, Move Silently, and Swim are considered class skills for onyx dragons.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Mystara Monstrous Compendium Appendix<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Usually neutral","environment":"Any marsh"},{"name":"Mystaran Ruby Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":6202,"reference":"Usergen","full_text":"

    Mystaran Ruby Dragon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>
    Dragon (Earth)<\/strong><\/td> <\/tr>
    Environment: <\/strong>Any mountains and underground<\/td> <\/tr>
    Organization: <\/strong>Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2\u00c2\u00965); adult, mature adult, old, very old,ancient, wyrm, or great wyrm: solitary, pair, or family (1\u00c2\u00962 plus 2\u00c2\u00965 offspring)<\/td> <\/tr>
    Challenge Ratings: <\/strong>Wyrmling 4; very young 5; young 7; juvenile 9; young adult 12; adult 15; mature adult 17; old 19; very old 20; ancient 22; wyrm 24; great wyrm 26<\/td> <\/tr>
    Treasure: <\/strong>Triple standard<\/td> <\/tr>
    Alignment: <\/strong>Always lawful, often neutral<\/td> <\/tr>
    Advancement: <\/strong>Wyrmling 7\u00c2\u00968 HD (Small); very young 10\u00c2\u009611 HD (Medium); young 13\u00c2\u009614 HD (Medium); juvenile 16\u00c2\u009617 HD (Large); young adult 19\u00c2\u009620 HD (Large); adult 22\u00c2\u009623 HD (Huge); mature adult 25\u00c2\u009626 HD (Huge); old 28\u00c2\u009629 HD (Huge); very old 31\u00c2\u009632 HD (Huge); ancient 34\u00c2\u009635 HD (Gargantuan); wyrm 37\u00c2\u009638 HD (Gargantuan); great wyrm 40+ HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>Wyrmling: +4, very young: +4, young: +5<\/td> <\/tr>
    \u00a0<\/td> <\/tr><\/table><\/td><\/tr>

    Mystaran Ruby Dragons by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Size<\/b><\/font><\/td>Hit Dice (hp)<\/b><\/font><\/td>Str<\/b><\/font><\/td>Dex<\/b><\/font><\/td>Con<\/b><\/font><\/td>Int<\/b><\/font><\/td>Wis<\/b><\/font><\/td>Cha<\/b><\/font><\/td>Base Attack\/
    Grapple<\/b><\/font><\/td>
    Attack<\/b><\/font><\/td>Fort
    Save<\/b><\/font><\/td>
    Ref
    Save<\/b><\/font><\/td>
    Will
    Save<\/b><\/font><\/td>
    Breath
    Weapon
    (DC)<\/b><\/font><\/td>
    Frightful
    Presence
    DC<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>S<\/font><\/td>6d12+6\u00a0(45)<\/font><\/td>13<\/font><\/td>10<\/font><\/td>13<\/font><\/td>10<\/font><\/td>11<\/font><\/td>10<\/font><\/td>+6\/+3<\/font><\/td>+8<\/font><\/td>+6<\/font><\/td>+5<\/font><\/td>+5<\/font><\/td>2d8\u00a0(14)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>M<\/font><\/td>9d12+18\u00a0(76)<\/font><\/td>15<\/font><\/td>10<\/font><\/td>15<\/font><\/td>10<\/font><\/td>11<\/font><\/td>10<\/font><\/td>+9\/+11<\/font><\/td>+11<\/font><\/td>+8<\/font><\/td>+6<\/font><\/td>+6<\/font><\/td>4d8\u00a0(16)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>M<\/font><\/td>12d12+24\u00a0(102)<\/font><\/td>17<\/font><\/td>10<\/font><\/td>15<\/font><\/td>12<\/font><\/td>13<\/font><\/td>12<\/font><\/td>+12\/+15<\/font><\/td>+15<\/font><\/td>+10<\/font><\/td>+8<\/font><\/td>+9<\/font><\/td>6d8\u00a0(18)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>L<\/font><\/td>15d12+45\u00a0(142)<\/font><\/td>19<\/font><\/td>10<\/font><\/td>17<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+15\/+23<\/font><\/td>+18<\/font><\/td>+12<\/font><\/td>+9<\/font><\/td>+11<\/font><\/td>8d8\u00a0(20)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>L<\/font><\/td>18d12+72\u00a0(189)<\/font><\/td>23<\/font><\/td>10<\/font><\/td>19<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+18\/+28<\/font><\/td>+23<\/font><\/td>+15<\/font><\/td>+11<\/font><\/td>+13<\/font><\/td>10d8\u00a0(23)<\/font><\/td>20<\/font><\/td><\/tr>
    Adult<\/font><\/td>H<\/font><\/td>21d12+105\u00a0(241)<\/font><\/td>27<\/font><\/td>10<\/font><\/td>21<\/font><\/td>16<\/font><\/td>17<\/font><\/td>16<\/font><\/td>+21\/+37<\/font><\/td>+27<\/font><\/td>+17<\/font><\/td>+12<\/font><\/td>+15<\/font><\/td>12d8\u00a0(25)<\/font><\/td>22<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>H<\/font><\/td>24d12+120\u00a0(276)<\/font><\/td>29<\/font><\/td>10<\/font><\/td>21<\/font><\/td>16<\/font><\/td>17<\/font><\/td>16<\/font><\/td>+24\/+40<\/font><\/td>+31<\/font><\/td>+19<\/font><\/td>+14<\/font><\/td>+17<\/font><\/td>14d8\u00a0(27)<\/font><\/td>24<\/font><\/td><\/tr>
    Old<\/font><\/td>H<\/font><\/td>27d12+162\u00a0(337)<\/font><\/td>31<\/font><\/td>10<\/font><\/td>23<\/font><\/td>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+27\/+45<\/font><\/td>+35<\/font><\/td>+21<\/font><\/td>+15<\/font><\/td>+19<\/font><\/td>16d8\u00a0(29)<\/font><\/td>26<\/font><\/td><\/tr>
    Very Old<\/font><\/td>H<\/font><\/td>30d12+180\u00a0(375)<\/font><\/td>33<\/font><\/td>10<\/font><\/td>23<\/font><\/td>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+30\/+49<\/font><\/td>+39<\/font><\/td>+23<\/font><\/td>+17<\/font><\/td>+21<\/font><\/td>18d8\u00a0(31)<\/font><\/td>27<\/font><\/td><\/tr>
    Ancient<\/font><\/td>G<\/font><\/td>33d12+231\u00a0(445)<\/font><\/td>35<\/font><\/td>10<\/font><\/td>25<\/font><\/td>20<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+33\/+57<\/font><\/td>+41<\/font><\/td>+25<\/font><\/td>+18<\/font><\/td>+23<\/font><\/td>20d8\u00a0(33)<\/font><\/td>29<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>G<\/font><\/td>36d12+280\u00a0(507)<\/font><\/td>37<\/font><\/td>10<\/font><\/td>27<\/font><\/td>20<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+36\/+61<\/font><\/td>+44<\/font><\/td>+27<\/font><\/td>+20<\/font><\/td>+24<\/font><\/td>22d8\u00a0(35)<\/font><\/td>30<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>G<\/font><\/td>39d12+312\u00a0(565)<\/font><\/td>39<\/font><\/td>10<\/font><\/td>27<\/font><\/td>22<\/font><\/td>23<\/font><\/td>22<\/font><\/td>+39\/+65<\/font><\/td>+49<\/font><\/td>+29<\/font><\/td>+22<\/font><\/td>+27<\/font><\/td>24d8\u00a0(37)<\/font><\/td>32<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Mystaran Ruby 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>16 (+1 size, +5 natural), touch 11, flat-footed 16<\/font><\/td>Immunity to fire, resistance to cold 5<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>18 (+8 natural), touch 10, flat-footed 18<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>21 (+11 natural), touch 10, flat-footed 21<\/font><\/td>\u00c2\u0097<\/font><\/td>1st<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/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>Locate object<\/i>, resistance to cold 10<\/font><\/td>3rd<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>26 (-1 size, +17 natural), touch 9, flat-footed 26<\/font><\/td>DR 5\/magic<\/font><\/td>5th<\/font><\/td>19<\/font><\/td><\/tr>
    Adult<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>28 (\u00c2\u00962 size, +20 natural), touch 8, flat-footed 28<\/font><\/td>\u00c2\u0097<\/font><\/td>7th<\/font><\/td>21<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>31 (\u00c2\u00962 size, +23 natural), touch 8, flat-footed 31<\/font><\/td>DR 10\/magic, resistance to cold 15<\/font><\/td>9th<\/font><\/td>22<\/font><\/td><\/tr>
    Old<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>34 (\u00c2\u00962 size, +26 natural), touch 8, flat-footed 34<\/font><\/td>Blur<\/i><\/font><\/td>11th<\/font><\/td>24<\/font><\/td><\/tr>
    Very Old<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>37 (\u00c2\u00962 size, +29 natural), touch 8, flat-footed 37<\/font><\/td>DR 15\/magic<\/font><\/td>13th<\/font><\/td>25<\/font><\/td><\/tr>
    Ancient<\/font><\/td>40 ft., fly 200 ft. (clumsy)<\/font><\/td>+0<\/font><\/td>38 (\u00c2\u00964 size, +32 natural), touch 7, flat-footed 38<\/font><\/td>Resistance to cold 20, wall of magma<\/i><\/font><\/td>15th<\/font><\/td>27<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>40 ft., fly 200 ft. (clumsy)<\/font><\/td>+0<\/font><\/td>41 (\u00c2\u00964 size, +35 natural), touch 7, flat-footed 41<\/font><\/td>DR 20\/magic<\/font><\/td>17th<\/font><\/td>29<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>40 ft., fly 200 ft. (clumsy)<\/font><\/td>+0<\/font><\/td>44 (\u00c2\u00964 size, +38 natural), touch 7, flat-footed 44<\/font><\/td>Transmute rock to lava<\/i><\/font><\/td>19th<\/font><\/td>31<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>
    *Can also cast cleric spells and those from the Earth, Fire, and Law domains as arcane spells.\r

    The dragon has horns extending back over the neck, frilled ears, and smaller horns at the cheeks and chin, with rows of horns over the brows. The nose is beaklike and sports a small horn. A frill begins behind the head and runs to the tip of the tail. The dragon smells of burn rock, and its scales glitter like rubies.<\/i>\r

    Mystaran gem dragons are a mostly neutral family of dragonkind. Unlike other gem dragons, Mystaran gem dragons are non-psionic. \r

    Ruby dragons share the habitat of red dragons, but their tolerance for cold allows them to venture into higher altitude, colder climes, and deep underground.\r

    Ruby dragons are ravenous carnivores. They also have a great fondness for the most precious of gems, fused in the mightiest of the earth\u00c2\u0092s furnaces, which they consider a delicacy. Ruby dragons gleefully attack dwarves, knowing the knack for the small humanoids to hoard gems. Ruby dragons can be bribed with gems or information leading to a cache of gems.\r

    Combat\r

    Ruby dragons prefer to use their breath weapons, for they favor their meat cooked.\r

    Blur (Sp):<\/b> An old or older ruby dragon can use this ability as the spell of the same name, once per day per age category.\r

    Breath Weapon (Su):<\/b> A ruby dragon has one type of breath weapon, a cone of fire. Additionally, anyone who takes damage from the breath weapon must succeed on a second Reflex save or take an extra 1d8 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d4+2 rounds.\r

    Camouflage (Ex):<\/b> Since a ruby dragon looks like a red dragon in areas of shadowy illumination or darkness, it takes a DC 20 Spot check to notice its true nature. Anyone with ranks in Knowledge (arcana) can use that skill instead of Spot to notice the difference. Because the resemblence is only visual, creatures with the scent ability automatically notice the difference.\r

    Locate Object (Sp):<\/b> A juvenile or older ruby dragon can use this ability as the spell of the same name, once per day per age category.\r

    Other Spell-Like Abilities:<\/b> 1\/day\u00c2\u0097transmute rock to lava<\/i> (great wyrm).\r

    Wall of Magma (Sp):<\/b> Once per day, an ancient or older ruby dragon can create a wall of cooling magma. This functions as a wall of stone<\/i> spell, except one side of the wall (selected by the dragon) sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on the dragon's turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures. This is the equivalent of a 6th-level spell. \r

    Skills:<\/b> Appraise, Jump, and Spellcraft are considered class skills for ruby dragons.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Mystara Monstrous Compendium Appendix<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Always lawful, often neutral","environment":"Any mountains and underground"},{"name":"Naga, Master","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6203,"reference":"Usergen","full_text":"

    Naga, Master (Template)<\/h1>
    This creature has a long, snakelike scaled body. Its seven heads have more or less human faces, each shrouded in a gem-encrusted cowl.<\/i>\r

    A master naga is an exemplar of its species. At least one master naga exists for each type of naga, and each has a unique ability.\r

    Master nagas carry large gems in their cowls, both as treasure and as a sign of prestige. \r

    Creating a Naga, Master<\/h2> \u00c2\u0093Master naga\u00c2\u0094 is an acquired template that can be added to any naga (referred to hereafter as the base creature.)\r

    A master naga 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 is unchanged. Size increases to Huge.\r

    Hit Dice:<\/b> Increase the creature's Hit Dice by 10.\r

    Armor Class:<\/b> If the master naga increases in size, adjust its natural armor according to the Changes to Statistics by Size Table as detailed in the Monster Manual. \r

    Base Attack\/Grapple:<\/b> Increase the creature's base attack bonus and grapple as normal for a Huge aberration of its Hit Dice.\r

    Attacks:<\/b> A master naga gains six additional heads, and as a result, gains six additional bite attacks.\r

    Damage:<\/b> A master naga's damage increases according to the Increased Damage By Size Table as detailed in the Monster Manual. \r

    Space\/Reach:<\/b> A master naga's space\/reach is 15 ft.\/10 ft.\r

    Special Attacks:<\/b> A master naga retains all the base creature\u00c2\u0092s special attacks and gains those described below. \r

    Improved Venom (Ex):<\/i> A master naga gains a +2 racial bonus on the save DC of its poison ability (if any). Remember to adjust the naga's DC for its additional Hit Dice and improved Constitution score.\r

    Multiheaded Casting (Ex):<\/i> A master naga can cast one spell per round per head, but all spells come from the common pool of spells available.\r

    Spells:<\/i> A master naga's innate spellcating ability is five levels higher than the base naga, and its caster level is 5 higher than the base naga for all spells and spell-like abilities.\r

    Unique Attacks:<\/i> A master naga gains additional special attacks, base on its type.\r

    Breath Weapon (Su): A master guardian naga can breathe a 60 foot line of light once every 1d4 rounds. This deals 10d6 points of damage, and is treated as having the light descriptor. A successful saving throw halves the damage. The save DC is Constitution-based.\r

    Carrion Breath (Su): A spirit master naga can, once every 1d4 rounds, breathe a 30 foot cone of toxic gas. All creatures caught within the cone must make a successful Fortitude save or take 1d4 points of Constitution damage and be sickened for 1 minute. The save DC is Constitution based. \r

    Implant Thoughts (Su): Once every 1d4 rounds, a master dark naga may attempt to implant a thought into a single creature's mind within 60 feet. This functions as the modify memory<\/i> spell, except only a new memory may be implanted. A successful Will save negates this effect. This is a mind-affecting, compulsion effect. The save DC is Charisma-based. \r

    Spines (Ex): A master water naga's fiery red and orange spines lengthen and harden. While biting, the creature thrashes about, striking with 1d4 of them. Treat these spines as a secondary melee attack that deals 1d6 points of damage plus 1\/2 the naga's Strength modifier. An opponent hit by a master water naga's spines attack must succeed on a Reflex save or have the quill break off in his or her flesh. Lodged spines impose a \u00c2\u00961 penalty on attacks, saves, and checks per spine. The save DC is Dexterity-based. A spine can be removed safely with a DC 20 Heal check; otherwise, removing a spine deals an extra 1d6 points of damage.\r

    Special Qualities:<\/b> A master naga retains all the base creature\u00c2\u0092s special qualities and gains those described below.\r

    Damage Reduction (Ex):<\/i> A master naga gains damage reduction 5\/opposing alignment (DM's choice). For example, a chaotic evil master naga could have damage reduction 5\/good or damage reduction 5\/lawful. If the base naga already possesses damage reduction of a similar type, this damage reduction stacks. (Thus, damage reduction 5\/good would become 10\/good). If the base naga already possesses damage reduction of a different type, this damage reduction becomes an additional component of its existing damage reduction, using the better numeric value (Thus, damage reduction 2\/magic would become 5\/good and magic, while damage reduction 10\/silver would become 10\/good and silver). \r

    Fast Healing (Ex):<\/i> A master naga gains fast healing 5. If it already possesses fast healing, add 5 to its existing fast healing.\r

    Unique Defenses:<\/i> A master naga gains additional special qualities, base on its type.\r

    Invisible in Water (Su): A master water naga is effectively invisibile (as if under the effects of a greater invisibility<\/i> spell) as long as it remains completely submerged.\r

    Retaliatory Mind (Su): While a master dark naga is not immune to mental attacks, anyone targeting it with a mind-affecting or telepathic effect must succeed on a Will save or take 1d4+1 points of Wisdom damage. An attacker is subject to Wisdom damage on every attempt, whether the attack is successful or not. The save DC is Charisma-based.\r

    Tomb-Tainted (Ex): Although an aberration, a master spirit naga is harmed by positive energy and healed by negative energy. It is treated as undead for purposes of spells and effects that treat undead differently (such as searing light<\/i> or holy water). A master spirit naga may be turned as if it were an undead creature.\r

    Vilesight (Su): A master guardian naga gains vilesight to a range of 60 feet. This functions as blindsight, but it only senses evil creatures and objects with at least a faint evil aura (see the detect evil<\/i> spell description).\r

    Saves:<\/b> Increase the creature's base saving throw bonuses as normal for an aberration of its Hit Dice. Additionally, adjust its saving throw modifiers by its increased ability score modifiers (see Abilities).\r

    Abilities:<\/b> A master naga's Strength, Dexterity, and Constitution are all adjusted according to the Changes to Statistics by Size Table as detailed in the Monster Manual. (+8 Str, -2 Dex, +4 Con for a Large base naga, and +16 Str, -4 Dex, +8 Con for a Medium base naga). A master naga's Intelligence, Wisdom, and Charisma each increase by +6. Note that a master naga gains ability score increases as usual for its increased Hit Dice. Master nagas often put these ability score increases into Dexterity, to offset the size penalty.\r

    Skills:<\/b> A master naga gains additional skill points equal to (2 + Int mod) x 10. Master nagas have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.\r

    Feats:<\/b> A master naga gains additional feats as normal for a creature of its improved Hit Dice. Master nagas gain Eschew Materials as a bonus feat.\r

    Organization:<\/b> Same as the base creature plus super nest (master naga plus 7 nagas of the same type).\r
    Challenge Rating:<\/b> Same as the base creature +7.\r
    Treasure:<\/b> Double standard.\r
    Alignment:<\/b> Same as the base creature.\r
    Advancement:<\/b> Same as the base creature.\r
    Level Adjustment:<\/b> \u00c2\u0097.\r

    Master Nagas from Other Sources<\/b>\r
    The master naga template lists unique attacks and defenses for the core nagas found in the SRD. If you are using nagas from other sources, simply create a single unique attack and unique defense thematically approrpriate for your naga.\r

    For example, a master iridescent naga (Serpent Kingdoms<\/i>) might gain a unique attack that functions similar to a prismatic spray<\/i> spell, and a unique defense that reflects spells back at their enemies. A mighty ha-naga (Epic Level Handbook<\/i>) might gain a dominating gaze as a unique attack, and perhaps a displacement unique defense similar to a displacer beast.\r

    Although it is a bit of a stretch, a truly enterprising (or sadistic) DM might apply the template to a nagahydra (Serpent Kingdoms<\/i>). In this case, the nagahydra would gain an additional 7 heads, and might gain the breath weapon of a pyrohydra or cryhoydra as its unique attack, and the associated Cold or Fire subtype as its unique defense.
    Challenge Rating: <\/strong>+7

    Sample Naga, Master<\/h2> Master Dark Naga<\/b>\r
    Huge Aberration\r
    Hit Dice: 19d8+76 (161 hp)\r
    Initiative: +6\r
    Speed: 40 ft. (8 squares)\r
    Armor Class: 16 (\u00c2\u00962 size, +2 Dex, +6 natural), touch 10, flat-footed 14\r
    Base Attack\/Grapple: +14\/+28\r
    Attack: Sting +18 melee (2d6+6 plus poison)\r
    Full Attack: Sting +18 melee (2d6+6 plus poison) and 7 bites +13 melee (1d6+3)\r
    Space\/Reach: 15 ft.\/10 ft.\r
    Special Attacks: Implant thoughts, multiheaded casting, poison, spells\r
    Special Qualities: Damage reduction 5\/good, darkvision 60 ft., detect thoughts, fast healing 5, guarded thoughts, immunity to poison, resistance to charm, retaliatory mind\r
    Saves: Fort +10, Ref +10, Will +16\r
    Abilities: Str 22, Dex 15, Con 18, Int 22, Wis 21, Cha 23\r
    Skills: Bluff +22, Concentration +25, Diplomacy +20, Disguise +8 (+10 acting), Intimidate +8, Knowledge (arcana) +16, Listen +26, Sense Motive +21, Spellcraft +27, Spot +26\r
    Feats: Alertness, Combat Casting, Dodge, Eschew Materials (B), Improved Initiative, Lightning Reflexes, Mobility, Spring Attack\r
    Environment: Temperate hills\r
    Organization: Solitary or nest (2\u00c2\u00964)\r
    Challenge Rating: 15\r
    Treasure: Standard\r
    Alignment: Usually lawful evil\r
    Advancement: 20\u00c2\u009627 HD (Huge)\r
    Level Adjustment: \u00c2\u0097\r

    This creature has a long, snakelike scaled body. Its seven heads have more or less human faces, each shrouded in a gem-encrusted cowl.<\/i>\r

    Master dark nagas speak Common and Infernal.\r

    Combat\r
    Dark nagas prefer to fight from an elevated position where they get a good view of the battlefield while also staying out of reach.\r

    Detect Thoughts (Su):<\/b> A dark naga can continuously use detect thoughts<\/i> as the spell (caster level 14th; Will DC 25 negates). This ability is always active. The save DC is Charisma-based.\r

    Guarded Thoughts (Ex):<\/b> Dark nagas are immune to any form of mind reading.\r

    Implant Thoughts (Su):<\/b> Once every 1d4 rounds, a master dark naga may attempt to implant a thought into a single creature's mind within 60 feet. This functions as the modify memory<\/i> spell, except only a new memory may be implanted. A successful DC 25 Will save negates this effect. This is a mind-affecting, compulsion effect. The save DC is Charisma-based. \r

    Improved Venom (Ex):<\/b> A master naga gains a +2 racial bonus on the save DC of its poison ability (if any).\r

    Multiheaded Casting (Ex):<\/b> A master naga can cast one spell per round per head, but all spells come from the common pool of spells available.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 25 or lapse into a nightmare-haunted sleep for 2d4 minutes. The save DC is Constitution-based.\r

    Resistance to Charm:<\/b> Dark nagas have a +2 racial bonus on saving throws against all charm effects (not included in the statistics block).\r

    Retaliatory Mind (Su):<\/b> While a master dark naga is not immune to mental attacks, anyone targeting it with a mind-affecting or telepathic effect must succeed on a DC 25 Will save or take 1d4+1 points of Wisdom damage. An attacker is subject to Wisdom damage on every attempt, whether the attack is successful or not. The save DC is Charisma-based.\r

    Spells:<\/b> Dark nagas cast spells as 12th-level sorcerers.\r

    Typical Sorcerer Spells Known<\/i> (6\/8\/8\/7\/7\/6\/4; save DC 16 + spell level): \r
    0\u00c2\u0097acid splash, daze, detect magic, light, mage hand, open\/close, ray of frost, read magic, touch of fatigue;<\/i> \r
    1st\u00c2\u0097expeditious retreat, magic missile, ray of enfeeblement, shield, silent image;<\/i> \r
    2nd\u00c2\u0097cat\u00c2\u0092s grace, invisibility, scorching ray, summon swarm, web; <\/i>\r
    3rd\u00c2\u0097displacement, lightning bolt, protection from energy, vampiric touch;<\/i>\r
    4th\u00c2\u0097confusion, enervation, stoneskin;<\/i>\r
    5th\u00c2\u0097cone of cold, magic jar;<\/i>\r
    6th\u00c2\u0097mislead.<\/i>\r

    Skills:<\/b> Master nagas have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.
    \u00a0
    Supplement IV: Gods, Demigods, Heroes<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Same as the base creature.\r","environment":"Any"},{"name":"Naga, Zin","type":"Aberration","ch":5,"challenge_rating":" 5 \u00a0","id":6204,"reference":"Usergen","full_text":"

    Naga, Zin <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Aberration \t\t\t(Aquatic, Shapechanger)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+15\u00a0(37 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+3 Dex, +2 natural), touch 13, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+4<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (1d6+1 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (1d6+1 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Change shape, choral casting, poison, spells<\/td> <\/tr>
    Special Qualities: <\/strong>Amphibious, darkvision 60 ft., spell resitance 12<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +4, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 16, Con 17, Int 16, Wis 15, Cha 20 <\/td> <\/tr>
    Skills: <\/strong>Bluff +10, Concentration +10, Diplomacy +7, Disguise +9 (+11 acting), Hide +3*, Intimidate +7, Perform (comedy) +13, Perform (song) +13, Spellcraft +6 (+8 scrolls), Swim +9, Use Magic Device +13<\/td> <\/tr>
    Feats: <\/strong>Skill Focus (Concentration), Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or choir (2\u00c2\u00966)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>6-7 HD (Medium), 8-15 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This man-sized, pale blue snake has a mottled blue and green mosaic pattern along its back.<\/i>\r

    Zin are a breed of naga found in the bottom of freshwater rivers and lakes, where they dwell in air-filled caverns in small groups called choirs. These pranksters delight in spreading merriment, mischief, and song among travelers near their homes. \r

    Bored zin are particularly dangerous, for at these times they often visit the campsite of travelers and request protection and hospitality. If invited, they push the limits of their host's hospitality with pranks and jokes. If the hosts put up with this behavior, the zin will eventually reward them with a small concert and an entertaining performance of their entire repertoire of choral casting. Gracious hosts will be entertained throughout the night, after which the zin will depart and trouble them no more. Should hosts become annoyed with the zin and attack one of the group, the zin will depart, only to return and torment their one-time hosts for the remainder of their travels. On the final visit, the zin wil curse the hosts with their evil eye ability.\r

    Zin are akin to bards, and often keep bardic accoutrements and magic items on their persons or nearby. They live only for a good time spent making music and dancing. Zin are carnivorous, feeding mostly on fish.\r

    Zin hide can be used to halve the xp cost of making boots of elvenkind or slippers of spider climbing; however, any zin viewing the wearer of such footgear will immediately have their attitude adjusted to hostile. Zin have been known to reward such behavior in kind, making sandals from the skin of the wearer.\r

    A typical zin is 6 feet long and weighs around 120 pounds. The mosaic pattern on each zin's back is unique.\r

    Zin speak Common and Aquan.\r

    COMBAT\r

    If angered, a zin will attempt to bite and render the victim asleep and, if successful, will often liberate the creature of its clothing and equipment and deposit it in a precarious locale. Zin are natural bards, and together can perform powerful spell-like abilities.\r

    Change Shape (Su):<\/b> A zin can assume the form of any Small or Medium humanoid.\r

    Choral Casting (Sp):<\/b> A choir of 2 to 6 zin gain a number of spell-like abilities, which they can cast at will. Each of the participating zin must be within 10 feet of another participating zin. The spell-like abilities depend on the number of zin, and the repertoire is cumulative (for example, a quartet can use the spell-like abilities of a duet and trio as well). The repertoires are as follows:\r

    Duo: hold person, suggestion<\/i>\r
    Trio: charm monster, rage<\/i>\r
    Quartet: crushing despair, confusion<\/i>\r
    Quintet: mass suggestion, dominate person<\/i>\r
    Sextet: demand, irresistible dance<\/i>\r

    The save DCs are based on the highest individual Charisma modifier among the participating zin. In addition, one zin of the choir may make a Perform check to increase the DC (the other zin in the choir may use Aid Another actions to assist this check). If the Perform check exceeds DC 20, the save DC of the ability increases by +1. The save DC also increases by an additional +1 for each 10 that the Perform check exceeds DC 20 (a total of +2 at 30, +3 at 40, and so on). The caster level equals half the total HD of the zin choir.\r

    Evil Eye (Su):<\/b> Once per day, a zin may curse on a single individual within 30 feet. The target must succeed on a DC 17 Will save or suffer a permanent -2 penalty to all saving throws, skill checks, and ability checks, and an additional -3 penalty on Diplomacy checks (for a total -5 penalty). The evil eye may be eliminated with a remove curse<\/i> spell or similar magic. The save DC is Charisma-based.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 16, initial damage 1 Con, secondary damage sleep for 1 minute. The save DC is Constitution-based.\r

    Spells:<\/b> A zin casts spells as a 5th-level bard.\r

    Bard Spells Known<\/i> (3\/5\/2, save DC 15 + spell level): \r
    0\u00c2\u0097dancing lights, detect magic, ghost sound, lullaby, mage hand, prestidigitation<\/i>; \r
    1st\u00c2\u0097charm person, grease, hideous laughter, hypnotism<\/i>; \r
    2nd\u00c2\u0097glitterdust, mirror image, sound burst<\/i>.\r

    Skills:<\/b> A zin 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 zin has a +8 racial bonus on Hide checks while swimming through water.<\/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":"Aberration","alignment":"Usually chaotic neutral","environment":"Temperate and warm aquatic"},{"name":"Nameless Limbo Thing","type":"Outsider","ch":9,"challenge_rating":" 9 \u00a0","id":6205,"reference":"Usergen","full_text":"

    Nameless Limbo Thing <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 12d8+36\u00a0(90 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 30 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (-1 size, +5 natural), touch 9, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+12\/+22<\/td> <\/tr>
    Attack: <\/strong>Pseudopod +17 touch (1d4+6 plus dissolution)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>4 pseudopods +17 touch (1d4+6 plus dissolution)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Dissolution<\/td> <\/tr>
    Special Qualities: <\/strong>Alien mind, blindsense 20 ft., darkvision 60 ft., immunity to transformation, regeneration 3<\/td> <\/tr>
    Saves: <\/strong>Fort +14, Ref +14, Will +22 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 11, Con 17, Int 9, Wis 10, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Balance +2, Escape Artist +15, Hide +11, Jump +8, Knowledge (the planes) +14, Listen +15, Move Silently +15, Spot +15, Survival +0 (+2 on other planes), Tumble +15, Use Rope +0 (+2 bindings)<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (dissolution), Flyby Attack, Great Fortitude, Improved Initiative, Lightning Reflexes<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Ever-Changing Chaos of Limbo<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>13-15 HD (Large); 16-29 HD (Huge); 30-47 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature is green in color with purplish, pulsing veins running through its flat, malleable body. A pseudopod extends from each corner of its somewhat squarish body, each ending in a single bony claw.<\/i>\r

    The nameless Limbo thing is one of the many chaotic horrors floating through limbo. It seems to exist only to disrupt matter or energy and convert it into the random stuff of Limbo. \r

    A nameless Limbo thing is a flat, roughly square shape 10 feet on a side, with 6-foot long pseudopods. It weighs around 250 pounds.\r

    A nameless Limbo thing never speaks, and does not seem to understand any languages.\r

    COMBAT\r

    A nameless Limbo thing attacks any foreign creatures or objects it encounters with its dissolution touch, then moves on to seek more.\r

    A nameless Limbo thing's natural weapons, as well as any weapon it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction.\r

    Alien Mind (Su):<\/b> While a nameless Limbo thing is not immune to mental attacks, anyone targeting it with a mind-affecting or telepathic effect makes direct contact with its utterly alien mind. The attacker must make a DC 16 Will save or take 1d4+1 points of Wisdom damage. An attacker is subject to Wisdom damage on every attempt, whether the attack is successful or not. The save DC is Charisma-based.\r

    Dissolution (Ex):<\/b> The touch of a nameless Limbo thing can convert any sort of matter into the random stuff of Limbo. Any time the thing hits with a pseudopod or grapples an opponent (regardless of whether the grapple succeeds), it deals an additional 3d12 damage by partially dissolving its target (Fortitude DC 21 half). Creatures with the Chaos subtype take half damage, or no damage if they succeed at the Fortitude save. This special attack does full damage to objects and ignores hardness. If a creature is killed by a dissolution attack, its body dissolves into chaos, and the remains are insufficient for a raise dead<\/i> spell to bring back to life. A nameless Limbo thing can suppress or resume its dissolution power as a free action. The save DC is Constitution-based.\r

    Immunity to Transformation (Ex):<\/b> No mortal magic can permanently affect or fix a nameless Limbo thing's form. Effects such as polymorphing or petrification force the creature into a new shape, but at the start of its next turn it immediately returns to its mutable form as a free action.\r

    Regeneration (Ex):<\/b> A nameless Limbo thing takes damage from lawful-aligned weapons and from spells and effects with the lawful descriptor.<\/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":"Outsider","alignment":"Always chaotic neutral","environment":"Ever-Changing Chaos of Limbo"},{"name":"Narek (The Thing in the Shaft)","type":"Aberration","ch":14,"challenge_rating":" 14 \u00a0","id":6206,"reference":"Usergen","full_text":"

    Narek (The Thing in the Shaft) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Gargantuan\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 20d8+140\u00a0(230 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), swim 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 21 (-4 size, +1 Dex, +14 natural), touch 7, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+15\/+39<\/td> <\/tr>
    Attack: <\/strong>Tentacle +24 melee (1d8+12)<\/td> <\/tr>
    Full Attack: <\/strong>12 tentacles +24 melee (1d8+12)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/20 ft. (40 ft. with tentacles)<\/td> <\/tr>
    Special Attacks: <\/strong>Crush, drag<\/td> <\/tr>
    Special Qualities: <\/strong>60 ft., immunity to fire, mind-affecting spells or abilities, and polymorph, tremorsense 60 ft.\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +13, Ref +7, Will +13 <\/td> <\/tr>
    Abilities: <\/strong>Str 35, Dex 13, Con 25, Int 14, Wis 12, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Hide +16, Listen +24, Move Silently +24, Spot +24<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Combat Reflexes, Improved Bull Rush, Improved Initiative, Power Attack, Stealthy, Weapon Focus (tentacle)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>The Library of Kas (Tovag)<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>14<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Neutral evil<\/td> <\/tr>
    Advancement: <\/strong>-<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A gigantic mass of hundreds of dark, slimy tendrils spills forth from the shaft, lashing wildly in alien fury.<\/i>\r

    Narek was once a human, bastard son of none other than Kas the Destroyer. Narek had a natural talent for the arcane arts, and learned quickly from his father. Too quickly, unfortunately, for Kas did not appreciate being outdone. Kas imprisoned Narek in an eternal tomb, with only his magical tomes to occupy his time. Overconfident in his own abilities, Narek attempted a powerful spell to gain his freedom. The spell went awry, transforming him into a hideous abomination. He is now known only as the Thing in the Shaft, his sole joy derived from inflicting pain and suffering on others.\r

    Should the Thing in the Shaft ever be freed from its eternal prison, it would unleash a reign of terror and madness. After years of dwelling in dark confines, the Thing would seek out wells, cellars, dark alleyways, and other such locales from which to prey on the living.\r

    The Thing in the Shaft need not eat or drink. Its hatred and chagrin fuel its continued existence.\r

    Narek is 25 feet in diameter and weighs 15 tons. \r

    Narek cannot speak, but understands Common, Draconic, Abyssal, and Infernal.\r

    Combat\r

    Narek can use only three tentacles at once against a Small or Medium opponent. Against a larger foe, it can use three additional tentacles 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 tentacle. It can use a maximum of three tentacles against all foes in any single 5-foot by 5-foot area.\r

    Crush (Ex):<\/b> Narek can use its whole body to crush any adjacent opponents three or more sizes smaller than itself as a standard action. A crush attack affects as many creatures as can fit under Narek's body. Each creature in the affected area must succeed on a DC 32 Reflex save or be pinned, automatically taking 4d6+18 points of bludgeoning damage. The save DC is Strength-based. Thereafter, if Narek chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round. \r

    Drag (Ex):<\/b> If Narek hits with a tentacle attack, the tentacle deals normal damage and latches onto the opponent\u00c2\u0092s body. Once Narek has latched onto a victim with at least four tentacles, it attempts to drag the victim closer on its turn. This activity resembles the bull rush maneuver, except that Narek drags its victim 10 feet closer +1 foot for each point by which its Strength check exceeds the victim's. If Narek draws a creature to within 10 feet of itself, it can make a crush attack in the same round.\r

    A tentacle has 20 hit points and can be attacked by making a successful sunder attempt. However, attacking one of Narek's tentacles does not provoke an attack of opportunity. If the tentacle is currently attached to a target, Narek takes a \u00c2\u00964 penalty on its opposed attack roll to resist the sunder attempt. Severing Narek's tentacles deals damage to the creature equal to half the limb's hit points. Narek regrows severed limbs within a day.\r

    If Narek begins its turn with at least one tentacle attached, it gains a +2 circumstance bonus on attack rolls to attach additional tentacles for every tentacle that was attached at the beginning of the opponent's turn.\r

    Skills:<\/b> Narek has a +4 racial bonus on Hide checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Vecna Reborn<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Neutral evil","environment":"The Library of Kas (Tovag)"},{"name":"Narra","type":"Magical Beast","ch":9,"challenge_rating":" 9 \u00a0","id":6207,"reference":"Usergen","full_text":"

    Narra <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Magical Beast \t\t\t(Psionic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d10+18\u00a0(51 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (\u00c2\u00961 size, +7 natural), touch 9, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+16<\/td> <\/tr>
    Attack: <\/strong>Hoof +11 melee (1d6+5)<\/td> <\/tr>
    Full Attack: <\/strong>2 hooves +11 melee (1d6+5)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Psi-like abilities, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., depart, ethereal jaunt, feel alignment, low-light vision, spell resistance 14, telepathy 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +6, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 11, Con 16, Int 15, Wis 17, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Concentration +12, Diplomacy +9, Jump +14, Knowledge (nobility and royalty) +5, Listen +8, Sense Motive +12, Spot +8<\/td> <\/tr>
    Feats: <\/strong>Empower Spell-Like Ability (ego whip<\/i>), Iron Will, Quicken Spell-Like Ability (mind thrust<\/i>)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any plains and urban<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always lawful good<\/td> <\/tr>
    Advancement: <\/strong>7-9 HD (Large); 10\u00c2\u009618 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>+6<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature has the body of a small bull and the head of a human with small, bull-like horns.<\/i>\r

    Narra are distant relatives of lammasu and shedu. They are fervent exemplars of law and good, providing succor to all creatures of similar alignment. Narra spend their time helping others further the causes of law and good, and often act as guards or minions for nobles, when no other mission demands their attention.\r

    A typical narra is 8 feet long and weighs between 800 and 1,000 pounds. Its body is white, cream, or tan in color.\r

    Narra speak Common, Draconic, and Celestial, and can communicate telepathically.\r

    COMBAT<\/b>\r
    Narra use detect evil<\/i> or their feel alignment ability on any creature they encounter. They will not fight good opponents unless defending some greater good. If they cannot persuade opposing good creatures to stop attacking, the narra fly away or shift to the Astral or Ethereal Planes. Narra are willing to use force against neutral opponents, but generally only sow confusion amongst them with their id insinuation<\/i> power.\r

    If a detected creature is evil, the narra seeks to destroy them with implacable fury. They usually attack with a quickened mind thrust<\/i> every round, together with another magical, psionic, or physical attack, until the evil creature is obliterated or the narra faces defeat. A narra only spares using its quickened mind thrust<\/i> if an evil opponent is so feeble it would be a wasted effort.\r

    Narra are wise enough to use ethereal jaunt<\/i> to escape a losing fight, recover their strength, and return \u00c2\u0096 usually with reinforcements.\r

    Depart (Su):<\/b> Once per week, a narra may cast astral projection<\/i> (caster level 18th). The ability affects only the narra.\r

    Ethereal Jaunt (Su):<\/b> A narra can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action. This ability is otherwise identical with ethereal jaunt<\/i> (caster level 15th).\r

    Feel Alignment (Su):<\/b> As a standard action, a narra can sense the alignment of a single creature or object it is touching (chaos, evil, good or law) as well as the power of this aura (faint, moderate, strong, or overwhelming - see the detect evil<\/i> spell for details). This ability requires a successful touch attack if the target is being uncooperative. The narra does not risk being stunned if it senses an overwhelming aura with an alignment opposite to its own. This ability can be fooled by any spell, spell-like ability, or supernatural ability that masks a creature's alignment.\r

    Psi-Like Abilities:<\/b> At will\u00c2\u0096empathy<\/i> (10 hours, 75 ft.)*, empty mind<\/i> (+6 bonus)*; 3\/day\u00c2\u0096body equilibrium, empowered ego whip<\/i> (DC 16, 2d4 Cha)*, id insinuation<\/i> (DC 17, 4 targets)*, intellect fortress<\/i> (4 rounds)*, mental barrier<\/i> (+5 deflection bonus, 6 rounds)*, quickened mind thrust<\/i> (DC 17, 10d10 damage)*, sensitivity to psychic impressions, thought shield<\/i> (power resistance 20, 8 rounds)*; 1\/day\u00c2\u0096personal mind blank, tower of iron will<\/i> (power resistance 20, 2 rounds)*. Manifester level 10th. The save DCs are Charisma-based.\r
    *Includes augmentation for the narra's manifester level.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0096detect evil, detect magic<\/i>; 3\/day\u00c2\u0096bless, cure light wounds, dispel magic, prayer<\/i>; 1\/day\u00c2\u0096create food and water, daylight, delay poison, light, purify food and drink, remove blindness, remove disease.<\/i> Caster level 7th.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #53<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always lawful good","environment":"Any plains and urban"},{"name":"Narwhale","type":"Beast","ch":4,"challenge_rating":" 04 \u00a0","id":6208,"reference":"Usergen","full_text":"

    Narwhale <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d10+24\u00a0(46 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> Swim 50 ft<\/td> <\/tr>
    AC:<\/strong> 14 (-2 size, +2 Dex, +4 natural)<\/td> <\/tr>
    Attacks:<\/strong>Horn +11 melee<\/td> <\/tr>
    Damage: <\/strong>Horn 2d12+15<\/td> <\/tr>
    Face\/Reach: <\/strong>10 ft by 20 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong><\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +6, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 31, Dex 14, Con 23, Int 2, Wis 14, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Listen +5, Spot +6, Swim +18<\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Cold aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or pod (1-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>04<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Huge); 9-12 HD (Gargantuan)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The narwhale is also called the \"unicorn of the ocean,\" for the long spiral horn that protrudes centrally from the skull of males. This whale lives in frigid arctic waters, and grows to a considerable size of 20-40 feet. The horn, which is used for digging through the sea floor for shellfish more than combat, is 6-12 feet in length.\r
    These peaceful creatures are sometimes seen as pets or guards in communities of dolphins and aquatic elves.\r

    COMBAT<\/b>\r
    Narwhales are not aggressive creatures, but will defend themselves in times of emergency. Females attack by ramming targets (2d4 damage), then fleeing.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Monster Manual II (1983), Monstrous Compendium Two (1989) under \"whale\", Monstrous Manual (1993).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Beast","alignment":"Always neutral","environment":">Cold aquatic"},{"name":"Nasnas","type":"Aberration","ch":2,"challenge_rating":" 2 \u00a0","id":6209,"reference":"Usergen","full_text":"

    Nasnas <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+4\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+1 natural, +3 studded leather), touch 10, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+7<\/td> <\/tr>
    Attack: <\/strong>Scimitar +7 melee (1d6+7\/18-20)<\/td> <\/tr>
    Full Attack: <\/strong>Scimitar +7 melee (1d6+7\/18-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Monodextrous, terrifying scream<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/cold iron, darkvision 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +0, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 11, Con 15, Int 7, Wis 10, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Balance +4, Jump +17, Listen +7, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Endurance (B), Power Attack\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, squad (3-10), or tribe (11-30)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful evil<\/td> <\/tr>
    Advancement: <\/strong>3-6 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature appears to be a human fighter, but half its body is missing. It has only one arm, one leg, and half a face and torso. Its skin has a greenish-gray cast, and its single eye glints with malevolence.<\/i>\r

    Nasnas are artificial beings created by evil spellcasters to serve as guardians. The twisted magic used in their creation renders them quite insane, although obedient, servants. Their birthing process is quite horrific, drawing the attention and ire of paladins and other champions of goodness.\r

    Should their creator die, nasnas lose their reason for existence. The majority attempt suicide, throwing themselves off the nearest cliff or drowning themselves in the closest ocean, while the remainder wander aimlessly through the wilderness, hunting and scavenging for the remainder of their short, tragic lives.\r

    A nasnas stands 6 feet tall and weighs around 150 pounds. A nasnas' lifespan is around 30 years, but most find a way to kill themselves far earlier.\r

    Nasnas understand Common, but since they are missing half their vocal cords, they cannot speak. Nasnas are only capable of uttering a strange, high-pitched, hooting noise. The nasnas\u00c2\u0092s current emotipnal state can be discerned from the volume and tone of the hooting.\r

    COMBAT\r

    Nasnas are aggressive fighters. They rush in close to their foes to use their terrifying scream power, then lay about them with their weapons. Showing no fear of death, they fight with fanatical dedication, only retreating from combat if ordered to by their master.\r

    A nasnas is proficient with all simple and martial weapons, with light and medium armor, but not with shields. Due to their bizarre physionomy, armor created for nasnas costs twice the normal price.\r

    Martial Training (Ex):<\/b> Nasnas possess the base attack bonus of a fighter of their level, and qualify for feats as if they were fighters of a level equal to their Hit Dice. \r

    Monodextrous (Ex):<\/b> A nasnas 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 nasnas treats it as if wielded two-handed, allowing it to apply the additional half of its Strength bonus. A nasnas wielding a double weapon always treats the weapon as if it were wielded one-handed.\r

    Terrifying Scream (Su):<\/b> When a nasnas hoots and screams, all creatures except its creator and other nasnas within a 10-foot spread must succeed on a DC 12 Will save or become panicked for 1d4+1 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same nasnas's hoot for 24 hours. The save DC is Charisma-based.\r

    Skills:<\/b> Nasnas have a +4 racial bonus on Balance, Listen, and Spot checks and a +12 racial bonus on Jump checks.\r

    Greater Nasnas<\/b>\r
    A nasnas of 6 HD paralyzes its victims with fear when it uses its terrifying scream ability, rather than panicking them.\r

    Creating Nasnas<\/b>\r
    Creating nasnas is a complicated and vile process. A spellcaster must first create a magical fruit, called a nasnas fruit<\/i>. The fruit must then be cut in equal halves. The spellcaster must then convince a humanoid woman to eat one of the halves (methods range from conventional trickery to magical coercion). The nasnas will gestate for nine months, acting in all manner like a typical pregnancy. The woman will conceive and in nine months give birth to an infant nasnas. The nasnas quickly reach maturity six months thereafter.\r

    One nasna can thus be created from each half of a nasnas fruit<\/i>. However, a woman can only bear one nasna at a time. Greater nasnas can be created using more powerful spells in the creation (and at greater costs).\r

    Nasnas Fruit (2 HD nasnas):<\/b> Faint necromancy; CL 7th; Craft Wondrous Item, bestow curse, fear<\/i>; Price 4,000 gp.\r

    Nasnas Fruit (4 HD nasnas):<\/b> Moderate necromancy; CL 9th; Craft Wondrous Item, bestow curse, fear<\/i>; Price 8,000 gp.\r

    Nasnas Fruit (6 HD nasnas):<\/b> Strong necromancy; CL 12th; Craft Wondrous Item, bestow curse, fear<\/i>; Price 12,000 gp.\r

    In Zakhara<\/b> \r
    In the Al-Qadim campaign setting, many stone maidens speak Midani rather than Common.<\/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":"Aberration","alignment":"Usually lawful evil","environment":"Any land and underground"},{"name":"Nawidnehr","type":"Magical Beast","ch":13,"challenge_rating":" 13 \u00a0","id":6210,"reference":"Usergen","full_text":"

    Nawidnehr <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 12d10+36\u00a0(102 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares), swim 60 ft<\/td> <\/tr>
    Armor Class: <\/strong> 22 (+2 Dex, +10 natural), touch 12, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+12\/+26<\/td> <\/tr>
    Attack: <\/strong>Bite +17 melee (5d4+9\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +17 melee (5d4+9\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Bleeding wounds, improved grab, roar, song, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Amphibious, blindsense 30 ft, change shape, damage reduction 10\/cold iron or magic, darkvision 60 ft, keen scent, low-light vision, shark empathy<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +10, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 23, Dex 15, Con 17, Int 15, Wis 14, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Bluff +16, Disguise +18 (+20 acting)*, Hide +9, Intimidate +5, Listen +9, Move Silently +9, Spot +9, Swim +14<\/td> <\/tr>
    Feats: <\/strong>Blind-Fight, Improved Critical (bite), Improved Initiative, Stealthy, Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or school (1 nawidnehr plus 3-5 sharks)<\/td> <\/tr>
    Challenge Rating: <\/strong>13<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>13-24 HD (Huge); 25-36 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This shark is of enormous size, and its coloration is unusual due to the stripes and speckles of complex color. Its eyes seem to flash with menace.<\/i>\r

    The nawidnehr (NAH-widd-near), also called a sharkwere or roaring shark, is a great oceanic predator that can assume humanoid forms. This monster has an insatiable desire to kill and destroy, and uses its shapeshifting ability to pursue prey on land, and insinuate itself into an unsuspecting group of humanoids for a surprise attack. A nawidnehr will pose as a fisherman, marooned sailor, or friendly native to attract victims.\r

    In its natural form, a nawidnehr resembles a great white shark, though its coloration varies depending on its environment. Sharkweres in cooler waters tend towards dark blue with dots or bands of grey or muddy yellow, though some are brown overall with red and tan speckles. Warm water sharkweres tend towards brighter colors such as blue-green or yellow, with yellow or white spots or stripes. Regardless, all nawidnehrs have pale underbellies that are a lighter shade of their body color.\r

    A nawidnehr speaks Common. Most know two or more other languages, generally Dwarven, Elven, or Halfling, depending on which races are prevalent in the coastal regions near their feeding grounds.\r

    A nawidnehr is 30 feet long in shark form and weighs 14 tons.\r

    COMBAT<\/b>\r
    Nawidnehrs live to fight, kill, and eat, and are on the hunt every waking moment. In shark form, a nawidnehr usually begins combat by issuing a roar. Sometimes, it instead lunges at swimmers from below to surprise them. Its jagged teeth and powerful jaws tear away huge chunks of flesh, leaving wounds that often cause victims to bleed to death.\r

    A nawidnehr can assume the form of any humanoid creature they have seen, either gender. A nawidnehr in humanoid form usually begins a fight with its haunting song. A nawidnehr then leaps into the see, dragging cowering victims with it, where the sharkwere has the distinct advantage.\r

    Nawidnehrs and weresharks hate each other with a passion, and each will attack the other on sight.\r

    Bleeding Wounds (Ex)<\/b>: A wound from a nawidnehr's bite attack continues to bleed after the injury was inflicted. Each wound bleeds for 1 point of damage per round thereafter. Multiple bite wounds result in cumulative bleeding loss (two wounds deal 2 points of damage per round, and so on). The bleeding can be stopped only by a successful DC 15 Heal check or the application of any cure spell or other healing spell (heal, mass heal, and so on).\r

    Improved Grab (Ex)<\/b>: To use this ability, a nawidnehr 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 on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom or can try to swallow the foe the following round.\r

    Roar (Su)<\/b>: A nawidnehr in its natural form can loose a thunderous roar every 1d4 rounds. All creatures except nawidnehrs within a 50-foot cone must succeed on a DC 19 Fortitude save or be stunned for 2d4 rounds. This is a sonic effect. The save DC is Constitution-based. \r

    Song (Su)<\/b>: A nawidnehr in humanoid form can sing a haunting song. All creatures except nawidnehrs within 50 feet must succeed on a DC 19 Will save or be cowering for 1d4+4 rounds. This is a sonic, mind-affecting effect. The save DC is Charisma-based.\r

    Swallow Whole (Ex)<\/b>: A nawidnehr can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of bludgeoning damage plus 1d8+4 points of acid damage per round from the nawidnehr's digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 20 points of damage to the nawidnehr's digestive tract (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.\r

    A Huge nawidnehr's gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.\r

    Amphibious (Ex)<\/b>: Although nawidnehrs breathe by means of gills, they can survive indefinitely on land.\r

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

    Change Shape (Su)<\/b>: A nawidnehr can assume the shape of any humanoid, monstrous humanoid, or giant of Huge or smaller size. In shark form, a nawidnehr cannot use its song ability. In humanoid form, a nawidnehr cannot use its bite attack, roar, or swallow whole ability.\r

    A nawidnehr remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but a nawidnehr revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in human form.\r

    *When using its change shape ability, a nawidnehr gains a +10 circumstance bonus on Disguise checks. \r

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

    Shark Empathy (Ex)<\/b>: In any form, a nawidnehr can communicate and empathize with normal or dire sharks. This gives them a +4 racial bonus on checks when influencing the animal's attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as \"friend,\" \"foe,\" \"flee,\" and \"attack.\"\r

    Skills<\/b>: A nawidnehr 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>
    1997 Wizards of the Coast, Inc.
    Originally found in Monstrous Arcana: The Sea Devils (1997, Skip Williams).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always chaotic evil","environment":"Temperate and warm aquatic"},{"name":"Nay-Churr","type":"Magical Beast","ch":15,"challenge_rating":" 15 \u00a0","id":6211,"reference":"Usergen","full_text":"

    Nay-Churr <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 30d10+360\u00a0(525 hp)<\/td> <\/tr>
    Initiative: <\/strong> -2<\/td> <\/tr>
    Speed:<\/strong> Fly 10 ft. (2 squares) (clumsy)<\/td> <\/tr>
    Armor Class: <\/strong> 22 (-8 size, -2 Dex, +22 natural), touch 0, flat-footed 22<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+30\/+59<\/td> <\/tr>
    Attack: <\/strong>—<\/td> <\/tr>
    Full Attack: <\/strong>—<\/td> <\/tr>
    Space\/Reach: <\/strong>120 ft.\/30 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Death throes, disgorge, engulfing maw, reflexive thrashing, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, regeneration 20<\/td> <\/tr>
    Saves: <\/strong>Fort +33, Ref +21, Will +16 <\/td> <\/tr>
    Abilities: <\/strong>Str 36, Dex 7, Con 35, Int 1, Wis 11, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Listen +17, Spot +20<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (Engulfing Maw), Alertness, Blind-Fight, Diehard, Endurance, Epic Fortitude, Epic Reflexes, Epic Will, Iron Will, Lightning Reflexes, Perfect Health<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Space<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>15<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>31-100 HD<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A tremendous cylinder of rocky material hangs in space. What appears to be the \"front\" end narrows to a rectangular opening, the other end tapers to a blunt tip. The gigantic opening is almost as wide as the central thickness of the cylinder.<\/i>\r

    Nay-churr are a rare and ancient breed of spelljamming creatures that can be encountered throughout the phlogiston. Once in a while, a nay-churr wanders through a portal into a crystal sphere and becomes trapped, and as a result some crystal spheres have their own population of these creatures. Crystal sphere nay-churr develop into separate breeds from the phlogiston variety, usually one breed per sphere, and are often characterised by a different color and\/or body shape.\r

    The most noteworthy habit of nay-churr is they'll try to swallow anything they encounter. Why they should do so is obscure, for nay-churr do not eat material objects, instead subsisting off ether they collect with their maws as they fly through space. A nay-churr's treasure is made up of whatever objects it has swallowed that have material value. Swallowed objects usually accumulate inside a nay-churr until it wanders into the air envelope of a large body, whereupon it disgorges its entire gizzard contents into the body's gravity field.\r

    A typical nay-churr is roughly 200 feet long when its maw it at rest, and can expand its maw into a cone 150 feet wide and long. It weighs at least ten thousand tons. The largest varieties of nay-churr can reach a length of 500 feet.\r

    COMBAT<\/b>\r
    Nay-churr fly through space, attempting to swallow anything that gets in their path that seems like it will fit in their maw. If it encounters an object too big to swallow, such as a planetoid, it will disgorge the entire contents of its gizzard towards the obstacle, then change course and continue flying on its way. Nay-churr do not retreat from fights, as they are too simple-minded to even understand that they are being attacked.\r

    Death Throes (Ex):<\/b> When it dies, a nay-churr explodes, dealing 12d12 points of fire damage to creatures that it has swallowed whole and 6d12 points of damage to any creature within 200 ft. Creatures outside the nay-churr's stomach may make a DC 37 Reflex save for half damage. The save DC is Constitution-based.\r

    Disgorge (Ex):<\/b> A nay-churr can regurgitate the contents of its gizzard at any time. If the debris enters a gravity field, the objects do falling damage as usual. The nay-churr will always disgorge if it attempts to swallow an object too large to be encompassed by its Engulfing Maw (see below).\r

    Engulfing Maw (Ex):<\/b> As a standard action, a nay-churr can stretch its vast maw to cover an area 120 feet in diameter which is adjacent to its Space. All creatures and objects within the affected area must make a DC 23 Reflex save to avoid being scooped into the creature's maw and swallowed. See Swallow Whole, below, for the consequences of being swallowed by a nay-churr. The save DC is Dexterity-based.\r

    Reflexive Thrashing (Ex):<\/b> Whenever a nay-churr takes at least 1 point of damage to its gizzard, the creature immediately flies into a state of panic and convulsion. This reflexive thrashing lasts for 1 full round. During this time, the nay-churr moves at quadruple speed (normally 40 ft.) and any creature within its reach must succeed on a DC 38 Reflex save or take 2d12+13 points of bludgeoning damage. Creatures inside the nay-churr's gizzard suffer 2d12+26 points of bludgeoning damage, and must succeed on a DC 38 Reflex save to take any action (such as attacking the nay-churr's gizzard or making a grapple check to escape). The save DC is Strength-based.\r

    Regeneration (Ex):<\/b> No form of attack deals lethal damage to a nay-churr except attacks made to its gizzard by a swallowed opponent. A nay-churr regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If a nay-churr fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature\u00c2\u0092s full normal hit points +10. A nay-churr is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem's cursed wound ability. A nay-churr can be slain only by dealing enough hp damage to its gizzard to reduce its hp total to zero.\r

    If a nay-churr loses a body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). Any severed body part that touches the nay-churr instantly reattaches, restored to its proper place.\r

    Swallow Whole (Ex):<\/b> A nay-churr can try to swallow a grabbed opponent by making a successful grapple check, provided the opponent is small enough to be encompassed by the nay-churr's Engulfing Maw special attack. Swallowed objects and creatures take no damage except as an effect of Reflexive Thrashing (see above). A swallowed creature can cut its way out by dealing enough damage to the gizzard (AC 21) to kill the nay-churr. A nay-churr's interior can hold twice as many opponents (or other objects) as will fit within its Engulfing Maw special attack.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in MC9 - Monstrous Compendium Spelljammer Appendix II<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Space"},{"name":"Necromantic Battering Ram","type":"Undead","ch":10,"challenge_rating":" 10 \u00a0","id":6212,"reference":"Usergen","full_text":"

    Necromantic Battering Ram <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 16d12+16\u00a0(120 hp)<\/td> <\/tr>
    Initiative: <\/strong> -2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (-4 size, -2 Dex, +14 natural), touch 4, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+37<\/td> <\/tr>
    Attack: <\/strong>Slam +21 melee (2d20+25\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +21 melee (2d20+25\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Crushing critical, trample 3d10+25<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/-, darkvision 60 ft., +4 turn resistance, undead traits, unholy toughness<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +3, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 45, Dex 7, Con \u00c2\u0097, Int 3, Wis 11, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Climb +25, Spot +11<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Power Attack<\/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>17-32 HD (Gargantuan); 33-48 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A massive battering ram sculped entirely of writhing, rotting flesh writhes forth on twenty pairs of legs.<\/i>\r

    Necromantic battering rams are the creations of true ghouls, used as the vanguard of their armies.\r

    A necromantic battering ram is 30 feet long and 9 feet tall, weighing 12 to 15 tons.\r

    COMBAT\r

    A necromantic battering ram simply tramples all in its path en route to ramming its designated target. \r

    Crushing Critical (Ex):<\/b> On a successful critical hit, a necromantic battering ram immediately destroys one object carried by its target unless it succeeds on a DC 25 Fortitude save. Refer to Table: Items Affected by Magical Attacks to determine the order in which objects carried or worn by the creature are affected. The save DC is Strength-based.\r

    Trample (Ex):<\/b> Reflex half DC 25. The save DC is Strength-based. Because it is designed primarily for ramming, the necromantic battering ram's trample damage is less than its mighty slam attack.\r

    Unholy Toughness (Ex):<\/b> A necromantic battering ram 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 Dungeon Magazine #70<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral","environment":"Any"},{"name":"Necromantic Sludge","type":"Ooze","ch":4,"challenge_rating":" 4 \u00a0","id":6213,"reference":"Usergen","full_text":"

    Necromantic Sludge <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d10+16\u00a0(38 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square)<\/td> <\/tr>
    Armor Class: <\/strong> 5 (-5 Dex), touch 5, flat-footed 5<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+5<\/td> <\/tr>
    Attack: <\/strong>Slam +6 melee (1d4+2 plus necromantic touch)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +6 melee (1d4+2 plus necromantic touch)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Necromantic touch, zombify<\/td> <\/tr>
    Special Qualities: <\/strong>Lifesense 300 ft., ooze traits, quell enhancement, spell reflection, spell resistance 18<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref -4, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 1, Con 18, Int 7, Wis 13, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Spot +8<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Weapon Focus (slam)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>5-6 HD (Medium), 7-12 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A puddle of vile, black goo begins to flow forth.<\/i>\r

    The first necromantic sludge was an accidental byproduct of a failed attempt at lichdom. Attempting to achieve eternal unlife through the use of alchemy, rather than more traditional methods of achieving lichdom, the necromancer instead found himself with a foul mess. He discarded the goo into the sewers beneath his keep, and thought no more of it. The necromantic sludge hungered for the life force of humanoids, and began to slay those who ventured too near to sewer entrances. Growing in size and strength, it eventually budded another of its kind, and since then, the population increased significantly and ventured forth to all corners of the world.\r

    Necromantic sludge desires only the life force of humanoids, although its necromantic touch is deadly to all living things. It is left alone by other sewer-dwelling predators, even other oozes, for its substance is to vile to consume.\r

    It is unknown whether necromantic sludge seeks out humanoids based on a necromantic urge to eradicate the living, or because of some inherent need to fulfill their creator's orginal quest to achieve undeath.\r

    Necromantic sludge 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

    Necromantic sludge constantly detects the life force of creatures, and insinctively seeks out humanoids to slay. Once a humanoid corpse is available, the sludge flows into the body and animates it as a form of zombie. Groups of necromantic sludges sometimes employ simple tactics, such as lying still in an inhabited zombie, pretending to be a corpse, then attacking en masse when someone comes to investigate the cadaver. \r

    Necromantic Touch (Su):<\/b> Any creature that touches a necromantic sludge (or makes a successful natural or unarmed attack against a necromantic sludge), including taking damage from the sludge's slam attack, takes 1 point of negative energy damage and an additional 1 point of negative energy damage each round afterward. This continuing damage can be stopped by a cure<\/i> spell, heal<\/i> spell, or a DC 16 Heal check. The check DC is Constitution-based.\r

    The ooze feeds in this manner, healing 1 hit point for every point of damage dealt through initial contact. If the necromantic sludge is already at its maximum hit points, it gains any additional as temporary hit points. Continuing damage does not heal the ooze, but additional contact will.\r

    Lifesense (Su):<\/b> Unlike most oozes, a necromantic sludge lacks blindsight. Instead, a necromantic sludge notices and locates living creatures within 300 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch<\/i>.\r

    Quell Enhancement (Su):<\/b> A necromantic sludge ignores any enhancement bonus on weapons used against it, including natural weapons. Thus, a +3 longsword<\/i> is effectively just a masterwork longsword when attacking the creature, and the magic fang<\/i> spell provides no enhancement bonus to a natural weapon's attack or damage rolls against the sludge. This protection extends to corpses the sludge is animating with its zombify ability. \r

    Spell Reflection (Su):<\/b> Any spell or effect that targets the necromantic sludge and does not overcome its spell resistance is reflected directly back at the caster or the user of the item that generated it. This new target is entitled to a saving throw if the effect permits one. \r

    Zombify (Su):<\/b> As a full-round action, a necromantic sludge can flow into the skin of a slain humanoid opponent. The victim gains the zombie template for as long as the necromantic sludge inhabits it. The necromantic sludge may discard the body at any time (another full-round action), at which point it becomes an inanimate corpse again. A zombie reduced to 0 hp is unsuitable for additional zombification.\r

    While controlling a zombie, all damage directed at the creature is absorbed by the zombie first. Targeted spells may not be directed at the sludge, but can be directed at the zombie. If the zombie sustains enough damage in a single attack to destroy it, any remaining damage is transferred to the sludge. \r

    The necromantic sludge uses its own mental ability scores while controlling the zombie. It may wield weapons with the zombie body, and is considered proficient in all simple weapons.\r

    When riding a zombie commoner, a necromantic sludge has the following statistical changes:\r

    Speed: 30 ft. (6 squares; can't run)\r
    Armor Class: 7 (-5 Dex, +2 natural), touch 5, flat-footed 7\r
    Hit Dice: 4d10+32 (54 hp)\r
    Attacks: Slam +6 melee (1d6+2 plus necromantic touch) or club +5 melee (1d6+2)\r
    Special Attacks: Necromantic touch\r
    Special Qualities: Lifesense 300 ft., quell enhancement, spell reflection, spell resistance 18<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1997 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #238<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral evil","environment":"Underground"},{"name":"Necroton","type":"Construct","ch":9,"challenge_rating":" 09 \u00a0","id":6214,"reference":"Usergen","full_text":"

    Necroton <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d10+20\u00a0(64 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 29 (+4 Dex, +15 natural), touch 14, flat-footed 25<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+12<\/td> <\/tr>
    Attack: <\/strong>Pincer +12 melee (2d6+6)<\/td> <\/tr>
    Full Attack: <\/strong>2 pincers +12 melee (2d6+6) and eye ray +11 ranged touch<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Death throes, eye rays<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 5\/adamantine, darkvision 60 ft, detect magic, immunity to magic, low-light vision, remote control<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +6, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 23, Dex 19, Con ---, Int 3, Wis 11, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Search +8, Sleight of Hand +8, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Skill Focus (Search), Skill Focus (Sleight of Hand), Weapon Focus (eye ray)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land, underground, and aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>09<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>9-16 HD (Medium); 17-24 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This metallic monstrosity is shaped like a giant crab. Its oval body has multiple sets of legs and a pair of snapping forepincers. In the center is a luminous, glowing eye.<\/i>\r

    The necroton is a construct usually created by wizards seeking to amass treasure. Its sole purpose is to gather treasure for its creator, though it can be ordered to do other things if so desired. If its creator has a specific target in mind, he can direct the necroton by verbal command or spells, though he must accompany the necroton unless he is able to scry and issue commands that way. If the creator has more important things on which to focus his attention, he can send the necroton out on its own with a simple set of instructions that the necroton obeys unquestioningly, until the creator issues a new set of orders. Sometimes, a wizard will use other minions to soften up a party for the necroton's attack, and sometimes a wizard will set a necroton in one place until creatures with magic items come along.\r

    A necroton will not rust from exposure to water or oxygen, and has no difficulty traveling underwater on the sea floor.\r

    A necroton is 4-6 feet in diameter and weighs about 2,000 pounds.\r

    COMBAT<\/b>\r
    A necroton prefers to attack with its powerful central eye to paralyze foes. When it paralyzes one or more members of a party, a necroton will try to drive the others off so that it may begin looting the bodies with its pincers. It takes magic items first, naturally, then gold and platinum as well as gems and jewelry and other obviously valuable items. A necroton has a 3-foot square compartment (1 foot deep) in its back where it stores treasure, and it returns to its master when this compartment is full. A necroton will only kill its helpless victims if so instructed.\r

    A necroton is usually instructed not to use its fireball ray, to prevent damage to any valuables. If a necroton does use its fireball ray, a translucent ridge on its pack begins to pulsate with a white light that grows more intense until the fireball is released.\r

    An opponent can attack a necroton's central eye with a sunder attempt as if it were a weapon. A necroton's central eye has 15 hit points each. Putting out a necroton's central eye deals no damage to the creature, but blinds it and negates its detect magic and eye ray abilities. A blinded necroton immediately retreats unless ordered to do otherwise by its creator.\r

    Death Throes (Ex)<\/b>: When killed, a necroton explodes in a ball of fire that deals 8d6 points of fire damage to anything within a 20-foot-radius spread centered on the creature (Reflex DC 12 half ). Additionally, its creator may command the necroton to self-destruct, instantly activating this ability. The intentional use of this ability counts towards the necroton's daily use of the fireball<\/i> ray when used. The save DC is Charisma-based.\r

    Eye Rays (Su)<\/b>: A necroton's central eye can produce two different magical rays with a range of 100 feet. The first ray is usable every other round, and the target must succeed on a Fortitude save or be paralyzed for (1d3 minutes). The second ray is usable once per day, and acts as a fireball<\/i> spell centered whatever the ray strikes (caster level 8th; Reflex half). Each round, a necroton can fire one ray as a free action, though it cannot use the paralysis ray for three rounds after using the fireball ray, as the eye must rebuild its power. A necroton can fire an eye ray in the same round that it makes physical attacks. The save DCs for all rays is 18. The save DCs are Dexterity-based.\r

    Detect Magic (Su)<\/b>: A necroton is always aware of any magical auras within 60 feet using its central eye, and it can instantly determine the number, strength, and location of each aura. This ability is otherwise similar to the detect magic<\/i> spell.\r

    Immunity to Magic (Ex)<\/b>: A necroton 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 a necroton (as the slow<\/i> spell) for 3 rounds, with no saving throw.\r

    A necroton is affected normally by rust attacks, such as that of a rust monster or a rusting grasp<\/i> spell.\r

    Remote Control (Su)<\/b>: A necroton can be given commands like a normal golem. Additionally, it can respond to remote commands from its creator by means of a sending<\/i>, whispering wind<\/i>, or similar spell. Additionally, the creator may issue commands via a crystal ball<\/i> with telepathy<\/i> or a similar magic item.\r


    CONSTRUCTION<\/b>\r
    A necroton's body is sculpted from 2,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 7,500 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.\r

    CL 16th; Craft Construct, detect magic<\/i>, fireball<\/i>, geas\/quest<\/i>, limited wish<\/i>, polymorph any object<\/i>, caster must be at least 16th level; Price 70,000 gp; Cost 38,750 gp + 2,800 XP.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #42 (\"Dragon's Bestiary,\" October 1980, Phil Meyers).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Usually neutral","environment":"Any land, underground, and aquatic"},{"name":"Neglected Ancestral Spirit","type":"Undead","ch":5,"challenge_rating":" 5 \u00a0","id":6215,"reference":"Usergen","full_text":"

    Neglected Ancestral Spirit <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 8d12+32\u00a0(84 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 22 (+4 Dex, +8 natural), touch 14, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+8<\/td> <\/tr>
    Attack: <\/strong>Claw +8 melee (1d8+4 plus 1d6 Con)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +8 melee (1d8+4 plus 1d6 Con) and bite +6 melee (1d12+2 plus energy drain)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Constitution damage, create spawn, energy drain\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/magic, darkvision 60 ft., spell resistance 14, +2 turn resistance, undead traits, unholy toughness, wraithform\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +6, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 19, Con \u00c2\u0097, Int 13, Wis 14, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Hide +15, Knowledge (history) +12, Listen +13, Move Silently +15, Spot +13\r
    <\/td> <\/tr>
    Feats: <\/strong>Multiattack, Power Attack, Reckless Offensive\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>50% coins, 50% goods, standard items<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>9-24 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A walking, shriveled corpse shambles forth. Its hands end in long yellow claws, while its mouth sports long yellow fangs. Its eyes resemble burning red coals.<\/i>\r

    As long as one\u00c2\u0092s descendants make the proper sacrifices, ancestral spirits are at worst neutral, and often beneficent beings. But if an ancestral spirit is ignored, it eventually goes mad and begins preying on the living. \r

    A neglected ancestral spirit stands 6 feet tall and weighs 120 pounds.\r

    A neglected ancestral spirit speaks any languages it knew in life (usually Common).\r

    COMBAT\r

    A neglected ancestral spirit always targets its descendants first, if present. After that, it channels its wrath toward any living creature unfortunate enough to encounter it. It uses wraithform to leave its sealed tomb and attack unexpectedly through walls or floors, and flees in wraithform if outmatched.\r

    Constitution Damage (Su):<\/b> Living creatures hit by a neglected ancestral spirit's claw attack must succeed on a DC 18 Fortitude save or take 1d6 points of Constitution damage. The save DC is Charisma-based. On each such successful attack, the neglected ancestral spirit gains 5 temporary hit points. \r

    Create Spawn (Su):<\/b> Any humanoid slain by a neglected ancestral spirit becomes a free-willed wight in 1d4 rounds. Spawn are not under the command of the neglected ancestral spirit that created them. They do not possess any of the abilities they had in life.\r

    Energy Drain (Su):<\/b> Living creatures hit by a neglected ancestral spirit's bite attack gain one negative level. The DC is 18 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the neglected ancestral spirit gains 5 temporary hit points.\r

    Unholy Toughness (Ex):<\/b> A neglected ancestral spirit gains a bonus to its hit points equal to its Charisma modifier x his Hit Dice.\r

    Wraithform (Su):<\/b> A neglected ancestral spirit may become incorporeal at will as a swift action. Returning to corporeal form is also a swift action. It may not use its natural attacks or special attacks while incorporeal, and lacks any incorporeal attacks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in Legends and Lore<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Usually chaotic evil","environment":"Any"},{"name":"Nereid","type":"Fey","ch":6,"challenge_rating":" 06 \u00a0","id":6216,"reference":"Usergen","full_text":"

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

    Medium-Size Fey (Water)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 4d6+8 (22 hp)<\/span><\/p> <\/td> <\/tr>

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

    Speed:<\/span><\/b> 30 ft, swim 40 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 12 (+2 Dex)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Spit +5 ranged<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Spit 0 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, beguilement, kiss, shape water, control water, water mastery<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> SR 21, immunity to attacks, low-light vision, vulnerability<\/span><\/p> <\/td> <\/tr>

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

    Abilities:<\/span><\/b> Str 11, Dex 14, Con 14, Int 12, <\/span>Wis<\/span> 12, Cha 18<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Bluff +8, Craft (any one) or Knowledge (any one) +8, Escape Artist +6, Hide +8, Listen +7, Move Silently +7, Sense Motive +5, Spot +7<\/span><\/p> <\/td> <\/tr>

    Feats:<\/span><\/b> Dodge, Great Fortitude<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/span><\/b> Solitary, gang (2-4) or troupe (1 giant squid, giant octopus, or Large viper snake for each nereid)
    Challenge Rating:<\/b> 6<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> No coins; no goods; standard items<\/span><\/p> <\/td> <\/tr>

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

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

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

    Many a male has thrown his life away for the fleeting embrace of the \"honeyed ones,\" the beautiful nereids from the Elemental Plane of Water. Playful and flighty, and as unpredictable as their watery homes, the nereids tempt and trick sailors to their dooms. They assume human form on contact with the air.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Gorgeous and voluptuous, these forms are almost always females, young and slim with long, golden hair, pearly white skin, and sparkling green eyes. Their voices are heavenly and their songs are engaging to those that listen. While they always carry a white shawl, either in their hands or draped over their shoulders, they are otherwise lightly clad in white and gold.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 If confronted by only females, the nereid appears in a male guise, but its powers are not as effective on women and there is a chance (<\/span>Spot check<\/span> <\/span>DC<\/span> 10) that the women see the beguiling nereid\u0092s true form.<\/span><\/p> <\/td> <\/tr>

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

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

    Nereids have few physical attacks, but if forced into combat, they will attack using their poison spittle and shape water attacks.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Beguilement (Su):<\/b> A creature of the opposite sex seeing a nereid must make a Will save (DC 17) or be instantly smitten and beguiled<\/i>. A beguiled creature will seek to kiss the nereid, seemingly at all costs.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Poison (Ex):<\/b> Spit, 20 feet, no range increments. Fortitude save (DC 14) or blinded for 2d6 rounds as per the blindness<\/i> spell.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Kiss (Su):<\/b> Any creature meeting the lips of a nereid must succeed at a Fortitude save (DC 14) or die instantly as the creature\u0092s lungs fill with water.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Immunity to Attacks (Ex):<\/b> A nereid that is attacked by any weapon (including grappling attacks) can, by making a successful Reflex save (DC 15), instantly transform her body into water and flow away.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Shape Water (Su):<\/b> A nereid can form a volume of water into the shape of an arm ending in a clenched fist (AC 15, hp 15). The fist attacks using the nereid\u0092s attack roll and deals 1d4 points of damage. The nereid does not need to concentrate to maintain the arm, and is free to act. The fist loses shape upon the death of the nereid or at her will.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Control Water (Su):<\/b> A nereid can control water as the spell cast by a 15th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Water Mastery (Ex): <\/b>A nereid gains a +1 attack and damage bonus if both it and its opponent touch water. If the opponent or elemental is land bound, the nereid suffers a \u00964 penalty to attack and damage. (These modifiers are not included in the statistics block).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Transparency (Ex): <\/b>A nereid is effectively invisible in water until it attacks.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Vulnerability (Ex): <\/b>The nereid protects her shawl at all costs, for it contains her essence; if it is destroyed, the nereid dissolves into formless water. Possession of a nereid's shawl gives a character control over the creature, which will accept commands to avoid damage to the shawl.<\/span><\/p> <\/td> <\/tr>

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

    The Nereid first appeared in the 1e MM II (<\/span>Gary Gygax<\/span>, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Fey","alignment":"Any","environment":"Any aquatic"},{"name":"Netherbird","type":"Magical Beast","ch":1,"challenge_rating":" 01 \u00a0","id":6217,"reference":"Usergen","full_text":"

    Netherbird <\/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> +1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 10 ft, fly 40 ft (poor)<\/td> <\/tr>
    AC:<\/strong> 12 (+1 size, +1 Dex)<\/td> <\/tr>
    Attacks:<\/strong>2 claws +2 melee, bite -1 melee<\/td> <\/tr>
    Damage: <\/strong>Claw 1d6-1, bite 1d4-1<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/ 5ft<\/td> <\/tr>
    Special Attacks: <\/strong>Scent<\/td> <\/tr>
    Special Qualities: <\/strong><\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +4, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 8, Dex 13, Con 14, Int 7, Wis 17, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Hide +7, Listen +8, Spot +8<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any mountains and marsh (Baator)<\/td> <\/tr>
    Organization: <\/strong>Flock (3-30)<\/td> <\/tr>
    Challenge Rating: <\/strong>01<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Small); 5-6 HD (Medium-Size)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Netherbirds are big, black birds that serve evil gods as messengers. These scavengers stink of blood and foulness, as they are known to eat even dead flesh. Their feathers always appear dusty, and their talons are monstrously large. They live together in flocks in desolate crags or high, rolling moors. They can be easily trained as messengers or carrier birds by evil beings, but not at all by good ones. They originally come from Avernus, the first of the Nine Hells.\r

    COMBAT<\/b>\r
    Netherbirds prefer not to fight anything larger than Small size. They scream and hiss to frighten off larger prey, attacking with talons and beak when all else fails.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in FRE1 Shadowdale (Ed Greenwood, 1989).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always lawful evil","environment":">Any mountains and marsh (Baator)"},{"name":"Netherbird","type":"Magical Beast","ch":1,"challenge_rating":" 1 \u00a0","id":6218,"reference":"Usergen","full_text":"

    Netherbird <\/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> +1<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), fly 40 ft. (poor)<\/td> <\/tr>
    Armor Class: <\/strong> 12 (+1 size, +1 Dex), touch 12, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/-3<\/td> <\/tr>
    Attack: <\/strong>Claw +4 melee (1d6-1)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +4 melee (1d6-1) and bite -1 melee (1d4-1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to fire, low-light vision, scent\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +4, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 8, Dex 13, Con 14, Int 7, Wis 17, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Listen +9, Spot +10<\/td> <\/tr>
    Feats: <\/strong>Flyby Attack, Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Nine Hells of Baator (Avernus)<\/td> <\/tr>
    Organization: <\/strong>Solitary or flock (3-30)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Small); 5-6 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This black, dusty-feathered bird has grotesquely large talons and a razor-sharp beak.<\/i>\r

    Netherbirds serve powerful devils and lawful evil gods as messengers. These scavengers stink of blood and foulness, as they are known to eat even dead flesh. \r

    Whether on their home plane or on the Material Plane, netherbirds live together in flocks in desolate crags or high, rolling moors. Netherbird eggs are black and leathery, and they hatch untended.\r

    A nether bird is 3 feet long, including its foot-long tail feathers, and has a 6 to 7 foot wingspan. It weighs about 10 pounds.\r

    Netherbirds speak Infernal.\r

    COMBAT\r

    Netherbirds prefer not to fight anything larger than themselves. They scream and hiss to frighten off larger prey, attacking with talons and beak when all else fails.\r

    Skills:<\/b> Netherbirds have a +4 racial bonus on Listen and Spot checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in FRE1 \u00c2\u0096 Shadowdale<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always lawful evil","environment":"Nine Hells of Baator (Avernus)"},{"name":"Ni'iath","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6219,"reference":"Usergen","full_text":"

    Ni'iath <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d10+5\u00a0(32 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> Fly 50 ft. (10 squares)(perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+3 Dex, +4 natural), touch 13, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+8<\/td> <\/tr>
    Attack: <\/strong>Tail sting +8 melee (1d6+3\/18-20)<\/td> <\/tr>
    Full Attack: <\/strong>Tail sting +8 melee (1d6+3\/18-20) and 2 claws +6 melee (1d3+1) and bite +6 melee (1d4+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical, gravity fling<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to gravity effects, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +7, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 17, Con 13, Int 6, Wis 12, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Spot +9<\/td> <\/tr>
    Feats: <\/strong>Flyby Attack, Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Twin Paradises of Bytopia<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2-9)<\/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 wormlike creature swims through the air using two fan-shaped fins on either side of its head. The viciously jawed head has four narrow eyes equidistantly spaced around it. Its body has a pair of arms with four-clawed fingers jutting from its sides, and tapers into a whiplike tail with a sharp barbed tip.<\/i>\r

    Ni'iath are flying predators native to the outer plane of Brytopia. These creatures are apparently immune to gravity, and float in the air as if weightless - indeed, sages have determined they have no concept of \"up\" or \"down\". They are able to impose gravity on opponents they strike with their tail-barb, hurling them through the air as though by a catapult.\r

    A ni'iath's mind is akin to a wolf's. They live in packs and constantly vie with each other for dominance. The pack keeps a lair in some inaccessible spot, such as a mountain cave, cliff ledge, or deep crevice. Ni'iaths take good care of their young, keeping them well-guarded in their lair.\r

    A typical niath is about 5 feet long (not including the tail, which is another 5 feet). Their gravity manipulation powers mean they are effectively weightless, although they have a mass equivalent to about 100 pounds.\r

    COMBAT<\/b>\r
    Ni'iaths usually hunt in packs like wolves, hounding their chosen prey until it is too tired to resist. A ni'iath prefers to hunt sizable animals such as deer and cattle (or humanoids), but will prey on small game like birds and rabbits. They occasionally carry live food back to their lair to devour later, possibly after their young practice their hunting- and killing-techniques on it.\r

    Ni'iaths start combat by trying to catapult an opponent into a nearby object (boulder, tree, et cetera) with their tail-sting attack. A ni'ath's immunity to gravity means it cannot perform a dive attack, but they often use charge attacks. Ni'iaths never catapult prey anywhere they might lose it, such as over a cliff. The ni'iath pack then closes in on their chosen prey, either finishing it off with their claws and teeth, or carrying their victim off to their lair.\r

    Augmented Critical (Ex):<\/b> ni'iath's tail sting threatens a critical hit on a natural attack roll of 18\u00c2\u009620.\r

    Gravity Catapult (Su):<\/b> A ni'iath's tail sting can create a gravity-manipulation field similar to the reverse gravity<\/i> spell. If a ni'iath scores a critical hit on an object or creature of up to Huge size, the target is catapulted 100 ft. away. The ni'iath can gravity catapult a target in whatever direction it chooses; if no strategically desirable direction exists the ni'iath catapults the target in a random direction. During its flight, the gravity catapulted object or creature feels no effects of gravity. At the end of its flight, the target again becomes sensitive to gravity and may take falling damage. The effect ends if the target hits an obstacle before travelling for 100 ft, but both the catapulted victim and the obstacle take 2d4 points of bludgeoning damage.\r

    Immunity to Gravity Effects (Ex):<\/b> A ni'iath is immune to any gravity-based effect (such as a reverse gravity<\/i> spell or falling damage). It can perform all actions (including flying with perfect maneuverability) without penalty whether it is in light, heavy or normal gravity. Flying ni'iaths are unable to dive or make dive attacks, since they cannot use the pull of gravity to speed their descent. An inactive ni'iath simply hovers in the air, drifting with the wind until it rots away or is eaten.<\/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":"Nic'Epona","type":"Outsider","ch":7,"challenge_rating":" 07 \u00a0","id":6220,"reference":"Usergen","full_text":"

    Nic'Epona <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 7d8+21\u00a0(52 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5 (Dex, Improved Initiative)<\/td> <\/tr>
    Speed:<\/strong> 60 ft<\/td> <\/tr>
    AC:<\/strong> 18 (+1 Dex, +7 natural)<\/td> <\/tr>
    Attacks:<\/strong>2 hooves +10 melee, bite +5 melee; or rear kick +10 melee<\/td> <\/tr>
    Damage: <\/strong>Hoof 1d8+4, bite 1d4+2; rear kick 3d8+6<\/td> <\/tr>
    Face\/Reach: <\/strong>10 ft by 10 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Stampede<\/td> <\/tr>
    Special Qualities: <\/strong>SR 17, plane shift, color change, DR 10\/+2, immune to charms, detect charm, sure footing<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +6, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 13, Con 17, Int 16, Wis 17, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Hide +11, Knowledge (the planes) +17, Listen +12, Move Silently +16, Search +13, Sense Motive +15, Spot +12<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land (Outlands)<\/td> <\/tr>
    Organization: <\/strong>Solitary or herd (5-50)<\/td> <\/tr>
    Challenge Rating: <\/strong>07<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>8-14 HD (Large); 15-28 HD (Huge)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Nic\u00c2\u0092Epona are the wild horses of the Outlands that roam the planes far and wide. They are also called Epona\u00c2\u0092s daughters, named after the goddess herself whom they are supposedly descended from. They defend the realm of Tir na Og, riding out in massive herds to overwhelm any who would threaten it. They do not harass those who are welcome in the realm, and pay mortals little heed while at home, except to friends or those to whom they owe a debt of honor.\r

    Nic\u00c2\u0092Epona are identical to normal horses, except for the glint of intelligence in their eyes. They can appear as any color of the rainbow, and can change color at will, though each one has its favorite hue and pattern. All nic\u00c2\u0092Epona are female, and are produced by the union of one of their kind with a mortal male equine creature (be it a horse, pegasus, or unicorn). Nic\u00c2\u0092Epona are very protective of their foals.\r

    Nic\u00c2\u0092Epona away from home are very friendly, and enjoy the companionship of travelers and others. Nic\u00c2\u0092Epona delight in conversation and stories, and will offer a ride to another plane to someone who treats one well and keeps her entertained. Giving gifts to the nic\u00c2\u0092Epona certainly helps her disposition, as well as flattery and earning her trust. If a nic\u00c2\u0092Epona is properly befriended, she will come to a person\u00c2\u0092s rescue when called for - but if she is poorly treated, she is likely to leave someone in a very hostile place.\r


    COMBAT<\/b>\r
    Nic\u00c2\u0092Epona are surprisingly fierce in combat, biting and kicking their foes with sharp hooves that hit like a battleaxe. They will bite anyone foolish enough to approach them without permission, or kick an opponent foolish enough to stand behind them. They are immune to charm spells, but prefer to allow a caster to think they are under his control, if only to abandon him on some unfriendly plane. If she is not doing well in combat, a nic\u00c2\u0092Epona will step back, charge at her foe, and plane shift right before hitting, leaving a temporary rainbow silhouette in her place.\r

    Stampede (Ex)<\/b>: If a nic\u00c2\u0092Epona herd numbers 20 or greater, they are able to create a mighty stampede. The herd must be at least 150 feet away from their target to build up speed. This stampede is 60 feet wide (plus 60 feet for every 10 additional nic\u00c2\u0092Epona present), and any creature caught in it is subject to being trampled by the nic\u00c2\u0092Epona. All targets in the area suffer 10d6 points of crushing damage (Reflex save DC X for half). Stampeding nic\u00c2\u0092Epona are essentially fearless, and are immune to all fear attacks.\r

    Plane Shift (Su)<\/b>: Nic\u00c2\u0092Epona can plane shift<\/i>, as the spell, at will. They can travel to any place in the Outer Planes that they have seen, except for certain realms of unfriendly powers (without an invitation at least). The nic\u00c2\u0092Epona\u00c2\u0092s hooves glow with a faint purple fire when this power is activated, and she must be able to take a few steps for the magic to work.\r

    Color Change (Sp)<\/b>: At will, a nic\u00c2\u0092Epona may change her coloration to any color of the rainbow, including colors that can only be seen by infrared or ultraviolet light. They can appear to have any sort of pattern, and can have multiple colors at once.\r

    Immune to Charms (Ex)<\/b>: Nic\u00c2\u0092Epona are completely immune to all sorts of magical charm spells and effects, as well as any sort of magic designed to coerce them or gain their trust.\r

    Detect Charms (Sp)<\/b>: Nic\u00c2\u0092Epona are able to automatically detect any sort of charm magic being cast or in place.\r

    Sure Footing (Su)<\/b>: Nic\u00c2\u0092Epona can walk on any surface, or lack thereof, including quicksand, water, or even air. So long as the nic\u00c2\u0092Epona is walking or running and remains moving, a momentary invisible walkway appears below her feet, allowing her to perform what appears to be an impossible feat. They can even use this effect to run up vertical surfaces. This effect can last up to one hour at a time (at which point it ceases to exist), during which time their hooves flare a bright blue flame. No other creature can stand on or use the causeway, and only creatures riding the nic\u00c2\u0092Epona can benefit from it.\r

    Outsider Traits<\/b>: A nic\u00c2\u0092Epona has darkvision (60-foot range). It cannot be raised or resurrected.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in the Planescape Campaign Setting (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral","environment":">Any land (Outlands)"},{"name":"Nic'Epona","type":"Outsider","ch":7,"challenge_rating":" 07 \u00a0","id":6221,"reference":"Usergen","full_text":"

    Nic'Epona <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 7d8+21\u00a0(52 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 60 ft (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+15<\/td> <\/tr>
    Attack: <\/strong>Hoof +10 melee (1d8+4) or bite +10 melee (1d4+4)<\/td> <\/tr>
    Full Attack: <\/strong>2 hooves +10 melee (1d8+4) and bite +5 melee (1d4+2) or rear kick +10 melee (3d8+6)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Stampede<\/td> <\/tr>
    Special Qualities: <\/strong>Color change, damage reduction 10\/silver or magic, darkvision 60 ft, enchantment awareness, immunity to charms, plane shift, spell resistance 17, sure footing<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +6, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 13, Con 17, Int 16, Wis 17, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +6, Hide +11, Jump +14, Knowledge (the planes) +18, Listen +14, Move Silently +16, Search +15, Sense Motive +17, Spot +14, Survival +15 (+17 on other planes, +17 following tracks)<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Power Attack, Run<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Concordant Domain of the Outlands<\/td> <\/tr>
    Organization: <\/strong>Solitary or herd (5-50)<\/td> <\/tr>
    Challenge Rating: <\/strong>07<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>8-14 HD (Large); 15-28 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This equine creature really is a horse of a different color; its shade and tone seem to shift from red, to yellow, to green, to brown at a moment\u00c2\u0092s notice. That, and the sparkle of intelligence behind its eyes mark this as no common animal.<\/i>\r

    Nic\u00c2\u0092Epona are the wild horses of the Outlands that freely roam the planes far and wide. These graceful herbivores are also called Epona\u00c2\u0092s daughters, named after the goddess herself whom they are supposedly descended from. Nevertheless, they derive their power from Epona, and defend her realm of Tir na Og, riding out in massive herds to overwhelm any who would threaten it. They do not harass those who are welcome in the realm, and pay mortals little heed while at home, except to friends or those to whom they owe a debt of honor. \r

    Nic\u00c2\u0092Epona are physically identical to normal horses. They can change their coloration to any color of the rainbow at will, though each one has her favorite hue and pattern. All nic\u00c2\u0092Epona are female, and are produced by the union of one of their kind with a mortal male equine creature (be it a horse, pegasus, or unicorn). Nic\u00c2\u0092Epona are very protective of their foals, and will follow a thief throughout the planes to retrieve a stolen one. \r

    Nic\u00c2\u0092Epona away from home are very friendly, and enjoy the companionship of travelers and others. Nic\u00c2\u0092Epona delight in conversation and stories, and will offer a ride to another plane to someone who treats one well and keeps her entertained. Giving gifts to the nic\u00c2\u0092Epona certainly helps her disposition, as well as flattery and earning her trust. If a nic\u00c2\u0092Epona is properly befriended, she will come to a person\u00c2\u0092s rescue when called for - but if she is poorly treated, she is likely to leave someone in a very hostile locale. \r

    COMBAT<\/b>\r
    Nic\u00c2\u0092Epona are surprisingly fierce in combat, biting and kicking their foes with sharp hooves that hit like a battleaxe. They will bite anyone foolish enough to approach them without permission, or kick an opponent foolish enough to stand behind them. Though a nic\u00c2\u0092Epona is immune to charms, she will prefer to let a caster believe she is under his control, if only to abandon him on some unfriendly plane.\r

    If a nic\u00c2\u0092Epona is not doing well in combat, she will step back, charge at her foe, and plane shift right before hitting, leaving a temporary rainbow silhouette in her place.\r

    A nic\u00c2\u0092Epona\u00c2\u0092s natural weapons are treated as magic weapons and silvered weapons for the purpose of overcoming damage reduction.\r

    Stampede (Ex)<\/b>: If 20 or more nic\u00c2\u0092Epona gather together in tight ranks, they can move as one creature, much like a swarm, at 60 feet per round. A stampede fills a 60-foot space, and this space increases by 20 feet for every 10 additional nic\u00c2\u0092Epona over the minimum 20.\r

    The stampede must maintain a forward movement of at least 30 feet per round, or break up into individual nic\u00c2\u0092Eponas at the end of its turn. It can make a maximum turn of 90 degrees, and can use 5 ft. of its movement to turn 45 degrees. The stampede cannot move backwards.\r

    The herd must be at least 150 feet away from their nearest target to build up enough speed to form a stampede. The stampede can move through any area containing a creature of Large size or smaller. Opponents can make opportunity attacks against individual nic\u00c2\u0092Epona within the stampede, but if they do so they are not entitled to a saving throw. All targets in the area suffer 10d6 points of bludgeoning damage for every 20 nic\u00c2\u0092Epona present in the stampede (Reflex save DC 17 for half). The save DC is Strength-based.\r

    Stampeding nic\u00c2\u0092Epona are immune to fear (magical or otherwise).\r

    Color Change (Sp)<\/i><\/b>: At will, a nic\u00c2\u0092Epona may change her coloration to any color in the light spectrum. They can appear to have any sort of pattern, and can have multiple colors at once. If the nic\u00c2\u0092Epona uses this ability to create a camouflage, she gains a +6 bonus to her Hide checks.\r

    Enchantment Awareness (Su)<\/b>: Nic\u00c2\u0092Epona are automatically aware of Enchantment effects affecting creatures within 20 feet, and can detect such magic being cast. \r

    Immunity to Charms (Ex)<\/b>: Nic\u00c2\u0092Epona are completely immune to all sorts of magical charm spells and effects, as well as any sort of magic designed to gain their trust or coerce them into doing something. \r

    Plane Shift (Su)<\/b>: A nic\u00c2\u0092Epona can plane shift<\/i>, as the spell, at will. She can travel to any place in the Outer Planes that she has seen, except for realms of unfriendly deities (unless invited). The nic\u00c2\u0092Epona\u00c2\u0092s hooves glow with a faint purple fire when this power is activated, and she must be able to take a few steps for the magic to work. \r

    Sure Footing (Su)<\/b>: A nic\u00c2\u0092Epona can walk on any surface, or lack thereof, including quicksand, water, or even air. So long as the nic\u00c2\u0092Epona is walking or running and remains moving, a momentary invisible walkway appears below her feet, allowing her to perform what appears to be impossible feats. A nic\u00c2\u0092Epona can even use this effect to run up vertical surfaces. So long as this power is active, a nic\u00c2\u0092Epona always succeeds at Balance and Climb checks. This effect can last up to one hour at a time (at which point it ceases to exist), during which time her hooves flare a bright blue flame. No other creature can stand on or use the causeway, and only creatures riding the nic\u00c2\u0092Epona can benefit from it. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in the Planescape Campaign Setting boxed set (1994, David \u00c2\u0093Zeb\u00c2\u0094 Cook).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral","environment":"Concordant Domain of the Outlands"},{"name":"Night Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":6222,"reference":"Usergen","full_text":"

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


    <\/td> <\/tr>
    Dragon ()<\/strong><\/td> <\/tr>
    Environment: <\/strong>Any underground or ruins<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or family (1\u00c2\u00964 and 1\u00c2\u00964 offspring)<\/td> <\/tr>
    Challenge Ratings: <\/strong>Wyrmling 3; very young 4; young 5; 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>Triple standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral 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>

    Night Dragons by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Size<\/b><\/font><\/td>Hit Dice (hp)<\/b><\/font><\/td>Str<\/b><\/font><\/td>Dex<\/b><\/font><\/td>Con<\/b><\/font><\/td>Int<\/b><\/font><\/td>Wis<\/b><\/font><\/td>Cha<\/b><\/font><\/td>Base Attack\/
    Grapple<\/b><\/font><\/td>
    Attack<\/b><\/font><\/td>Fort
    Save<\/b><\/font><\/td>
    Ref
    Save<\/b><\/font><\/td>
    Will
    Save<\/b><\/font><\/td>
    Breath
    Weapon
    (DC)<\/b><\/font><\/td>
    Frightful
    Presence
    DC<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>T<\/font><\/td>5d12+5\u00a0(37)<\/font><\/td>11<\/font><\/td>10<\/font><\/td>13<\/font><\/td>10<\/font><\/td>11<\/font><\/td>10<\/font><\/td>+5\/-1<\/font><\/td>+8<\/font><\/td>+7<\/font><\/td>+5<\/font><\/td>+4<\/font><\/td>1d8\u00a0(13)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>S<\/font><\/td>8d12+8\u00a0(60)<\/font><\/td>13<\/font><\/td>10<\/font><\/td>13<\/font><\/td>10<\/font><\/td>11<\/font><\/td>10<\/font><\/td>+8\/+5<\/font><\/td>+10<\/font><\/td>+7<\/font><\/td>+6<\/font><\/td>+6<\/font><\/td>2d8\u00a0(15)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>M<\/font><\/td>11d12+22\u00a0(93)<\/font><\/td>15<\/font><\/td>10<\/font><\/td>15<\/font><\/td>12<\/font><\/td>13<\/font><\/td>12<\/font><\/td>+11\/+13<\/font><\/td>+13<\/font><\/td>+9<\/font><\/td>+7<\/font><\/td>+8<\/font><\/td>3d8\u00a0(17)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>M<\/font><\/td>14d12+28\u00a0(119)<\/font><\/td>17<\/font><\/td>10<\/font><\/td>15<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+14\/+17<\/font><\/td>+17<\/font><\/td>+11<\/font><\/td>+9<\/font><\/td>+11<\/font><\/td>4d8\u00a0(19)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>L<\/font><\/td>17d12+51\u00a0(161)<\/font><\/td>19<\/font><\/td>10<\/font><\/td>17<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+17\/+25<\/font><\/td>+20<\/font><\/td>+13<\/font><\/td>+10<\/font><\/td>+12<\/font><\/td>5d8\u00a0(21)<\/font><\/td>20<\/font><\/td><\/tr>
    Adult<\/font><\/td>L<\/font><\/td>20d12+80\u00a0(210)<\/font><\/td>23<\/font><\/td>10<\/font><\/td>19<\/font><\/td>16<\/font><\/td>17<\/font><\/td>16<\/font><\/td>+20\/+30<\/font><\/td>+25<\/font><\/td>+16<\/font><\/td>+12<\/font><\/td>+15<\/font><\/td>6d8\u00a0(24)<\/font><\/td>23<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>H<\/font><\/td>23d12+115\u00a0(264)<\/font><\/td>27<\/font><\/td>10<\/font><\/td>21<\/font><\/td>16<\/font><\/td>17<\/font><\/td>16<\/font><\/td>+23\/+39<\/font><\/td>+29<\/font><\/td>+18<\/font><\/td>+13<\/font><\/td>+16<\/font><\/td>7d8\u00a0(26)<\/font><\/td>24<\/font><\/td><\/tr>
    Old<\/font><\/td>H<\/font><\/td>26d12+130\u00a0(299)<\/font><\/td>29<\/font><\/td>10<\/font><\/td>21<\/font><\/td>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+26\/+43<\/font><\/td>+33<\/font><\/td>+20<\/font><\/td>+15<\/font><\/td>+19<\/font><\/td>8d8\u00a0(28)<\/font><\/td>27<\/font><\/td><\/tr>
    Very Old<\/font><\/td>H<\/font><\/td>29d12+174\u00a0(362)<\/font><\/td>31<\/font><\/td>10<\/font><\/td>23<\/font><\/td>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+29\/+47<\/font><\/td>+37<\/font><\/td>+22<\/font><\/td>+16<\/font><\/td>+20<\/font><\/td>9d8\u00a0(30)<\/font><\/td>28<\/font><\/td><\/tr>
    Ancient<\/font><\/td>H<\/font><\/td>32d12+192\u00a0(400)<\/font><\/td>33<\/font><\/td>10<\/font><\/td>23<\/font><\/td>20<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+32\/+51<\/font><\/td>+41<\/font><\/td>+24<\/font><\/td>+28<\/font><\/td>+23<\/font><\/td>10d8\u00a0(32)<\/font><\/td>31<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>G<\/font><\/td>35d12+245\u00a0(472)<\/font><\/td>35<\/font><\/td>10<\/font><\/td>25<\/font><\/td>20<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+35\/+59<\/font><\/td>+43<\/font><\/td>+26<\/font><\/td>+19<\/font><\/td>+24<\/font><\/td>11d8\u00a0(34)<\/font><\/td>32<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>G<\/font><\/td>38d12+304\u00a0(551)<\/font><\/td>37<\/font><\/td>10<\/font><\/td>27<\/font><\/td>22<\/font><\/td>23<\/font><\/td>22<\/font><\/td>+38\/+63<\/font><\/td>+47<\/font><\/td>+29<\/font><\/td>+21<\/font><\/td>+27<\/font><\/td>12d8\u00a0(37)<\/font><\/td>35<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Night 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>70 ft.<\/font><\/td>+0<\/font><\/td>16 (+2 size, +4 natural), touch 12, flat-footed 16<\/font><\/td>Cooperative breath weapon, greater darkvision, light sensitivity, pack tactics<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>70 ft.<\/font><\/td>+0<\/font><\/td>18 (+1 size, +7 natural), touch 11, flat-footed 17<\/font><\/td>Shadow blend<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>70 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>70 ft.<\/font><\/td>+0<\/font><\/td>23 (+13 natural), touch 10, flat-footed 23<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>70 ft.<\/font><\/td>+0<\/font><\/td>25 (\u00c2\u00961 size, +16 natural), touch 9, flat-footed 25<\/font><\/td>DR 5\/magic<\/font><\/td>\u00c2\u0097<\/font><\/td>19<\/font><\/td><\/tr>
    Adult<\/font><\/td>70 ft.<\/font><\/td>+0<\/font><\/td>28 (\u00c2\u00961 size, +19 natural), touch 9, flat-footed 28<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>21<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>70 ft.<\/font><\/td>+0<\/font><\/td>30 (\u00c2\u00962 size, +22 natural), touch 8, flat-footed 30<\/font><\/td>DR 10\/magic<\/font><\/td>\u00c2\u0097<\/font><\/td>23<\/font><\/td><\/tr>
    Old<\/font><\/td>70 ft.<\/font><\/td>+0<\/font><\/td>33 (\u00c2\u00962 size, +25 natural), touch 8, flat-footed 33<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>25<\/font><\/td><\/tr>
    Very Old<\/font><\/td>70 ft.<\/font><\/td>+0<\/font><\/td>36 (\u00c2\u00962 size, +28 natural), touch 8, flat-footed 36<\/font><\/td>DR 15\/magic<\/font><\/td>\u00c2\u0097<\/font><\/td>26<\/font><\/td><\/tr>
    Ancient<\/font><\/td>70 ft.<\/font><\/td>+0<\/font><\/td>39 (\u00c2\u00962 size, +31 natural), touch 8, flat-footed 39<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>28<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>70 ft.<\/font><\/td>+0<\/font><\/td>40 (\u00c2\u00964 size, +34 natural), touch 6, flat-footed 40<\/font><\/td>DR 20\/magic<\/font><\/td>\u00c2\u0097<\/font><\/td>29<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>70 ft.<\/font><\/td>+0<\/font><\/td>43 (\u00c2\u00964 size, +37 natural), touch 6, flat-footed 43<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>31<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>
    The night-black scales of this dragon are streaked with gray. Its face is rounded, with an oversized maw filled with fangs. A single crest arises between its pupilless eyes. Its stunted wings and bulky body suggest that the beast is not suited for flight.<\/i>\r

    Night dragons belong to a breed of creatures known as landragons. Of some relation to true dragons, landragons also separate into distinct breeds and gain great power and size as they age. They use the same age categories as true dragons. Landragons are bulkier than true dragons, with shorter, thicker tails. They lack the ability to fly and are generally less intelligent than most true dragons. Landragons do not cast spells.\r

    Night dragons are nocturnal. They make their lairs underground or within dark ruins, where they sleep during daylight. At dusk, they emerge to hunt, preying on anything they can catch.\r

    The scales of a wyrmling night dragon are jet-black. As it ages, grey streaks begin to appear and grow more prominent over time.\r

    Combat\r

    Unlike most dragons, night dragons prefer to hunt in packs, and have become quite efficient in coordinated tactics. Even the youngest members of the pack can combine their breath weapons with others of their kind to greater effect.\r

    Breath Weapon (Su):<\/b> A night dragon has one breath weapon, a line of extremely bright light. In addition to hit point damage, any creature damaged by the breath weapon is blinded for two days. At the end of two days, the victim may make a Fortitude save (DC equal to that of the breath weapon) to regain sight; the blindness is permanent on a failure. Magic may restore the victim's sight at any time.\r

    Cooperative Breath Weapon (Su):<\/b> If three or more night dragons use their breath weapons simultaneously in such a way that their breath weapon lines intersect at a single point, the breath weapons instead form a spherical region centered at the point of intersection with radius equal to half the length of the breath weapon of the eldest night dragon participating. Creatures within this area take damage as from the sum of the dragons' breath weapons (Ref save for half at the DC of the eldest night dragon's DC). The group breath weapon does not cause blindness.\r

    Greater Darkvision (Ex):<\/b> A night dragon has darkvision to a range of 240 feet.\r

    Light Sensitivity (Ex):<\/b> Night dragons are dazzled in bright sunlight or within the radius of a daylight<\/i> spell. Night dragons are immune to the effects of their own breath weapon, though.\r

    Pack Tactics (Ex):<\/b> When two or more night dragons flank an opponent, they receive double the normal bonus on attack rolls (+4), and can flank creatures that cannot normally be flanked (due to greater uncanny dodge, all-around vision, etc.) Additionally, a night dragon flanking an opponent deals an additonal +1d6 points of damage for each night dragon within 30 feet.\r

    Shadow Blend (Su):<\/b> In any condition of illumination other than full daylight, a very young or older night dragon 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, does.\r

    Skills:<\/b> Bluff, Hide, and Move Silently are considered class skills for night dragons.<\/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 evil","environment":"Any underground or ruins"},{"name":"Nightshade","type":"Fey","ch":2,"challenge_rating":" 02 \u00a0","id":6223,"reference":"Usergen","full_text":"

    Nightshade <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Fey \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d6+2\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 30 ft<\/td> <\/tr>
    AC:<\/strong> 15 (+2 Dex, +3 natural)<\/td> <\/tr>
    Attacks:<\/strong>Short sword +2 melee; or halfspear +0 melee<\/td> <\/tr>
    Damage: <\/strong>Short sword 1d6 and poison; or halfspear 1d6 and poison<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities, poison, summon shambling mound<\/td> <\/tr>
    Special Qualities: <\/strong>Immune to wood, vulnerabiliy to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +4, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 15, Con 14, Int 10, Wis 11, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Bluff +4, Concentration +5, Craft (any one) +3, Hide +4, Listen +4, Move Silently +6, Spot +4, Wilderness Lore +4<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse (short sword)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any forest and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, pack (1-4), or tribe (3-30 plus 1 5th-level druid per six nightshades)<\/td> <\/tr>
    Challenge Rating: <\/strong>02<\/td> <\/tr>
    Treasure: <\/strong>No coins; no goods; standard items; double potions<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>1-3 HD (Medium-Size)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Nightshades are fey spirits of poisonous plants. These beings, also known as wood woses<\/i> dwell in dark, unhallowed places, where poisonous plants like mistletoe, hemlock, foxglove, and belladonna grow.

    Nightshades appear similar to dwarves in some ways, but are much more like sylvan creatures in other ways. Nightshades average 4 feet tall, and have stocky bodies. They have dark brown skin, and thick beards and hair that are covered in vines and leaves. They wear nothing but woven kilts and vests, and carry weapons of beaten copper or bronze. Nightshades speak Sylvan, and can speak with plants.

    Wood woses live in dark groves, and are the weeds of the fey world. They are cold and uncaring creatures, and serve their high queen Ainecotte with a healthy fear. They are on good terms with quicklings, but are despised by treants.

    COMBAT<\/b>
    Nightshades use either bronze short swords or spears, and coat their blades with a poison derived from their sap (blood).

    Spell-Like Abilities<\/b>: At will - pass without trace, speak with plants<\/i>; 1\/day - entangle, transport via plants<\/i>.

    Poison (Su)<\/b>: Poisoned weapons, Fortitude save (DC 15); initial and secondary damage 1d6 temporary Dexterity damage. When a victim's Dexterity drops below 3, he becomes immobile. When it reaches 0, he dies, and becomes a nightshade on the next full moon.

    Summon Shambling Mound (Su)<\/b>: Once per month, a group of seven or more nightshades can summon a shambling mound. This requires a blood-drinking ritual that takes one hour to perform, and the shambling mound is under the control of the nightshades for a whole night.

    Immune To Wood (Ex)<\/b>: Nightshades take no damage from wooden weapons of any sort, including magical weapons of that sort.

    Vulnerability To Fire (Ex)<\/b>: Nightshades take double damage from all fire attacks.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in FRQ3 Doom of Daggerdale (1993), Monstrous Compendium Annual One (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always neutral evil","environment":">Any forest and underground"},{"name":"Nikt'oo","type":"Animal","ch":3,"challenge_rating":" 3 \u00a0","id":6224,"reference":"Usergen","full_text":"

    Nikt'oo <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d8+12\u00a0(25)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), swim 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-1 size, -1 Dex, +7 natural), touch 8, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+11<\/td> <\/tr>
    Attack: <\/strong>Bite +7 melee (1d10+7)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +7 melee (1d10+7)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Sever limb<\/td> <\/tr>
    Special Qualities: <\/strong>Amphibious, indefatigable march, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +2, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 9, Con 19, Int 1, Wis 12, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Spot +7, Swim +13<\/td> <\/tr>
    Feats: <\/strong>EnduranceB<\/sup><\/small><\/b><\/small>, Great Fortitude, Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic or forest<\/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>4-6 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A large turtle-like creature with a viciously sharp beak.<\/i>\r

    A nikt'oo is not a turtle, although it looks very much like one. These reptilian creatures can breathe both water and air. Their shells are mostly thick hide, with inserts of bony plates. Female nikt'oo live in the sea and in coastal forests. Male nikt'oo live in the sea, emerging onto the shore only to fight for mates and breed. Nikt'oo can be tamed and trained as mounts and beasts of burden. Usually only female nikt'oo are trained, as the flipper-footed males are far more aggressive and can not move easily on land. Nikt'oo are mostly domesticated by tortles, snappers<\/b><\/u><\/a>, and other reptilian humanoids.\r

    An adult niktoo is typically 10 to 12 feet long and stands about 3 feet high. Adult female nikt'oo usually weigh about 2,500 pounds, but they can weigh more than twice as much. Male nikt'oo can grow much bigger than females, reaching lengths of up to 20 feet.\r

    COMBAT<\/b>\r
    Nikt'oo are normally passive creatures who only become aggressive during their mating season. They usually only fight when their lives are threatened or if they've been specially trained for war. Male nikt'oos will viciously defend a female if it is interfered with during egg-laying.\r

    Sever Limb (Su):<\/b> If the nikt'oo scores a critical hit with its bite attack, the victim must succeed on a DC 16 Fortitude save or lose a hand or foot (determine randomly). A victim who loses a foot falls prone and has its land speed reduced to 5 feet. A severed hand makes it impossible for the subject to use objects in that hand or cast spells with somatic components. The save DC is Strength-based.\r

    Indefatigable March (Ex):<\/b> In a day of normal walking, a nikt'oo can walk for 16 hours instead of the 8 hours of a normal creature. The remaining time is usually spent resting and eating. Thus, a nikt'oo can move twice as many miles in a day as its 20 ft. land speed would indicate. If a nikt'oo walks for longer than 16 hours per day it can become worn out (see the Forced March subsection of the Overland Movement rules). A nikt'oo can use its Indefatigable March ability while swimming, but it swims at half speed (20 ft.) while doing so. A nikt'oo can not use Indefatigable March while under the effect of any spell or special ability that increases its speed.\r

    A nikt'oo can eat and sleep during a Indefatigable March and continue walking (or swimming at half-speed). If it encounters a threat or unexpected obstacle while \"sleep marching\" it can attempt a Listen or Spot checks to notice it, at a -5 penalty. If it succeeds the nikt'oo immediately wakes up.\r

    Skills:<\/b> A nikt'oo has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A nikt'oo can use its Dexterity modifier or its Strength modifier on Swim checks. 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<\/b>\r
    A light load for a nikt'oo is up to 400 pounds; a medium load, 401-800 pounds; and a heavy load, 801-1200 pounds. A nikt'oo can drag 6,000 pounds.\r

    Nikt'oo, Male<\/b>\r
    The above entry describes a female nikt'oo. Male nikt'oo are bulkier than females and spend their lives at sea. They are clumsy on land, and usually only emerge from the water to attack creatures they think are threatening a female nikt'oo. An average male nikt'oo is 10 to 12 feet long and weighs 2500 to 4000 pounds. Male nikt'oo can grow much bigger than females, reaching lengths up to 20 feet and weights of 10 tons or more.\r

    A male nikt'oos has the following changes to its statistics block. Any statistic that is not listed is the same as a female nikt'oo.\r

    Speed:<\/b> 5 ft. (1 square), swim 40 ft.\r
    Environment:<\/b> Any aquatic\r
    Advancement:<\/b> 4-6 HD (Large); 7-9 HD (Huge)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1996 Wizards of the Coast, Inc.
    Originally found in Savage Coast Monstrous Compendium Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":" Any aquatic\r"},{"name":"Nilbog","type":"Humanoid","ch":3,"challenge_rating":" 03 \u00a0","id":6225,"reference":"Usergen","full_text":"

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

    Small Humanoid (Goblinoid)<\/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> 30 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> (+1 size, +1 Dex, +2 studded leather)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Morningstar +1 melee; or javelin +3 ranged<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Morningstar 1d8-1; or javelin 1d6-1<\/span><\/p> <\/td> <\/tr>

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

    Special Attacks: <\/span><\/b>Spatio-temporal reversal<\/span><\/p> <\/td> <\/tr>

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

    Saves:<\/span><\/b> Fort +2, Ref +1, Will +0<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +6, Listen +3, Move Silently +4, Spot +3<\/span><\/p> <\/td> <\/tr>

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

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

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

    Organization:<\/span><\/b> Gang (4-9), band (10-20 plus 100% noncombatants plus 1 3rd level sergeant and 1 leader of 4th-6th level), warband (10-24 with worg mounts), or tribe (20-60 plus 1 3rd level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 10-24 worgs, and 2-4 dire wolves)
    Challenge Rating:<\/b> 3<\/span><\/p> <\/td> <\/tr>

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

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

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

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

    The nilbog is a goblin afflicted with a strange space-time reversal disease known as Nilbogism. The disease appears to occur when overly heavy use of magic strains the fabric of the space-time continuum, and leads to some very strange localized events. The disease only affects goblins and is not transmitted by them.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Most nilbogs encountered outside their lair are warriors; the information in the statistics block is for one of 1st level (See page 39 in the DMG<\/i> for more about the warrior class.)<\/span><\/p> <\/td> <\/tr>

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

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

    The nilbog, like all goblins, favors ambushes, dirty tricks, and overwhelming odds to a fair fight. It will move within range of a foe so as to affect the creature with its spatio-temporal reversal ability.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spatio-Temporal Reversal (Ex):<\/b> Creatures within 20 feet of a nilbog will generally pursue a course of action contrary to their normal intent; for example, a creature may feel an overwhelming urge to load all its treasure into an empty treasure chest and leave empty-handed.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The DM must adjudge the exact circumstances and how it affects those within range. Note that creatures affected can make a Will save (DC 10) to avoid the effects of this ability. A new save must be made each time the creature comes within 20 feet of the nilbog.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Damage Reversal (Ex):<\/span><\/b> When struck by any attack that would deal it damage, the nilbog actually gains hit points equal to the damage dealt. It can gain more than its maximum hit points, but never more than 2x its normal hit points.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The nilbog can only be damaged through the use of curative magic (cure light wounds<\/i>, healing potions, for instance). Curative magic deals damage equal to the amount it would normally heal.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> Nilbogs gain a +4 racial bonus to Move Silently checks.<\/span><\/p> <\/td> <\/tr>

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

    NILBOG CHARACTERS<\/span><\/h2> <\/td> <\/tr>

    A nilbog\u0092s favored class is rogue; nilbog leaders tend to be rogues or fighter\/rogues. Nilbogs worship Maglubiyet and can choose two of the following domains: Chaos, Evil and Trickery. Most nilbog spellcasters, however, are adepts (see page 37 in the Dungeon Master\u0092s Guide<\/i>). Nilbog adepts favor spells that fool or confuse enemies.<\/span><\/p> <\/td> <\/tr>

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

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

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

    \u00a0<\/span><\/p><\/div>","family":"Humanoid","alignment":"Any","environment":"Temperate and warm land and underground"},{"name":"Nimbus","type":"Outsider","ch":7,"challenge_rating":" 07 \u00a0","id":6226,"reference":"Usergen","full_text":"

    Nimbus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Outsider \t\t\t(Extraplanar, Electricity)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8+8\u00a0(44 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> Fly 120 ft (perfect)<\/td> <\/tr>
    AC:<\/strong> 18 (+1 size, +2 Dex, +5 natural)<\/td> <\/tr>
    Attacks:<\/strong>Shock +11 melee touch<\/td> <\/tr>
    Damage: <\/strong>Shock 5d6<\/td> <\/tr>
    Face\/Reach: <\/strong>5ft \/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Engulf, lightning bolts<\/td> <\/tr>
    Special Qualities: <\/strong>Erratic form, shocking current, absorb electricity, immunities, vulnerabilities, static charge, DR 10\/+1, outsider traits<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +6, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 15, Con 12, Int 1, Wis 11, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Intuit Direction +3, Listen +4, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Blind-Fight, Flyby Attack, Weapon Finesse (touch)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any mountains (Elemental Plane of Air, Positive Energy Plane)<\/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>9-16 HD (Small); 17-24 HD (Medium-Size)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The nimbus is believed to come from a place where the Elemental Plane of Air touches the Positive Energy plane, giving the spark of life to all manner of electrical beings. It is known to visit the Material Plane occasionally, being attracted to storms in high mountain ranges. The nimbus is an energy creature with no fixed form, and changes its shape frequently. In all its forms, the nimbus gives off a brilliant white or blue-white light.\r

    Though a nimbus appears to be a sort of elemental, it is not a true elemental. The nimbus usually enters the Material plane through gates or rifts that sometimes open at the core of powerful lightning storms. It will spend its time on the playing among the mountain peeks for sheer enjoyment. On its own plane, the nimbus is known to travel in groups, though they only appear singly on the Material plane.\r

    This creature does not understand life, as we know it. It does not consider animals, plants, and other sentient creatures to be alive and makes no attempt to communicate with them in any fashion (even magic and psionics are completely ineffective). It may consider energy phenomena such as fires and lightning bolts to be alive, though. \r

    COMBAT<\/b>\r
    A nimbus on the Material plane is never aggressive unless attacked. Its preferred method of attack is to electrocute opponents. If the target is wearing armor made of ferrous metal (such as iron or steel, but not mithril or adamantine), or is carrying more than 25 pounds worth of ferrous metal equipment, the nimbus receives a +2 circumstance bonus to its attack roll.\r

    Engulf (Ex)<\/b>: A nimbus in the form of St. Elmo\u00c2\u0092s fire can attempt to surround an opponent and electrocute it. It cannot make a touch attack during a round in which it electrocutes. As a standard action, the nimbus moves into the space of another creature, filling that space up with its energy form. Opponents can make attacks of opportunity against the nimbus, but if they do so they are not entitled to a saving throw. A victim who does not attempt an attack of opportunity must succeed at a Reflex save (DC 16) or be engulfed by the nimbus; on a success, they are pushed back or aside (opponent\u00c2\u0092s choice) as the nimbus moves forward. Engulfed creatures are subject to the nimbus\u00c2\u0092 shock touch, and are considered to be grappled and trapped within its body. The nimbus can only use this attack up to four times per day, as further attacks will drain its energy.\r

    Lightning Bolts (Su)<\/b>: A nimbus can discharge a small lightning bolt<\/i> each round, as the spell. These bolts only reach up to a range of 60 feet, and deal 2d6 points of electrical damage (Reflex save DC 16 for half).\r

    Erratic Form (Ex)<\/b>: A nimbus changes form frequently, and has four shapes that it typically appears in: ball lightning (a slowly drifting ball of light similar to a will-o-wisp); sheet lightning (a veil similar to a small aurora); bolt lightning (bolts of light arcing from object to object); or St. Elmo's fire (a diffuse, flickering glow that surrounds an object). The nimbus can change from one form to another at will as a free action. The nimbus can reach its maximum speed of 120 feet only in bolt form; in other forms, it's limited to a speed of 50 feet. \r

    Shocking Current (Ex)<\/b>: If a weapon used against a nimbus is made of ferrous metal, its wielder suffers 1d4 points of electrical damage for each successful attack on the nimbus, and may drop the weapon (Fortitude save DC 14 to avoid).\r

    Absorb Electricity (Ex)<\/b>: Electrical attacks do no damage to a nimbus, and instead restore 3d4 hit points to it.\r

    Immunities (Ex)<\/b>: The nimbus is immune to all mind-affecting effects, poison, and acid.\r

    Vulnerabilities (Ex)<\/b>: Magical attacks that include water (such as ice storm<\/i> spells) do double damage to a nimbus, however non-magical water does not harm the creature.\r

    Static Charge (Ex)<\/b>: When the nimbus is provoked, it generates a static charge powerful enough to give creatures within thirty feet a mild electrical charge. This causes an uncomfortable feeling to creatures within ten feet of the nimbus, and causes any ferrous metal objects to glow with their own St. Elmo's fire. This induced charge does no damage, though it may appear hostile and dangerous.\r

    Outsider Traits<\/b>: A nimbus has darkvision (60-foot range). It cannot be raised or resurrected.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Greyhawk Adventures (1988).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral","environment":">Any mountains (Elemental Plane of Air, Positive Energy Plane)"},{"name":"Nimbus","type":"Outsider","ch":7,"challenge_rating":" 07 \u00a0","id":6227,"reference":"Usergen","full_text":"

    Nimbus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 8d8+8\u00a0(44 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> Fly 50 ft (perfect) (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 22 (+1 size, +5 Dex, +6 deflection), touch 22, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+2<\/td> <\/tr>
    Attack: <\/strong>Shock +14 melee touch (3d6 electricity)<\/td> <\/tr>
    Full Attack: <\/strong>Shock +14 melee touch (3d6 electricity)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Electrocute, lightning bolt, shock<\/td> <\/tr>
    Special Qualities: <\/strong>Absorb electricity, alien mind, alternate form, amorphous, brilliance, damage reduction 5\/magic, darkvision 60 ft, immunity to acid, mind-affecting effects, and sneak attacks, static charge, vulnerability to cold, vulnerability to water<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +9, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 6, Dex 21, Con 12, Int 1, Wis 11, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Listen +11, Spot +11, Survival +5, Tumble +11<\/td> <\/tr>
    Feats: <\/strong>Blind-Fight, Flyby Attack, Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Air or Positive Energy Plane<\/td> <\/tr>
    Organization: <\/strong>Solitary or storm (2-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>07<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>9-16 HD (Small); 17-24 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature seems to be composed of brilliant electrical energy. It appears to have no fixed form, its shape changing frequently and erratically as it drifts through the air.<\/i>\r

    The nimbus is believed to come from a place where the Elemental Plane of Air touches the Positive Energy plane, giving the spark of life to all manner of electrical beings. Though a nimbus appears to be a sort of elemental, it is not a true elemental. A nimbus occasionally enters the Material plane through gates or rifts that sometimes open at the core of powerful lightning storms in high mountain ranges. A nimbus will spend its time playing among the mountain peaks for sheer enjoyment. On its own plane, the nimbus is known to travel in groups, though they only appear singly on the Material plane. \r

    A nimbus does not understand life, as we know it. This creature does not consider animals, plants, and sentient creatures to be alive and makes no attempt to communicate with them in any fashion. It may consider energy phenomena such as fires and lightning bolts to be life-forms like itself, though. \r

    A nimbus is a globe of energy about 1 foot across and weighing about 3 pounds, and its glowing body sheds as much light as a torch.\r

    COMBAT<\/b>\r
    A nimbus on the Material plane is never aggressive unless attacked. Its preferred method of attack is to engulf and electrocute opponents. If a target is wearing armor made of ferrous metal (such as iron or steel, but not mithril or adamantine), or is carrying more than 25 pounds worth of ferrous metal objects, a nimbus receives a +2 circumstance bonus to its attack roll when using its shock ability.\r

    Electrocute (Ex)<\/b>: Four times per day, a nimbus in its St. Elmo\u00c2\u0092s fire form can attempt to surround an opponent and electrocute it. As a standard action, a nimbus can move into another creature's space, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it fills the entire square with its energy form. When using this attack, a nimbus deals automatic shock damage to any creature whose space it occupies at the end of its move, with no attack roll needed. This attack is not subject to a miss chance for concealment or cover.\r

    Any electrocuted creature composed of metal or wearing metal armor cannot move without dragging the nimbus with it, unless the nimbus chooses to move on its own.\r

    Lightning Bolt (Su)<\/b>: As a standard action, a nimbus can discharge a 60-foot line of lightning that deals 2d6 points of electricity damage (Reflex DC 15 half). The save DC is Constitution-based.\r

    Shock (Ex)<\/b>: A nimbus's touch attack deals 3d6 points of electricity damage. Creatures hitting a nimbus with natural weapons or unarmed attacks take 2d6 points of electricity damage. A creature that hits a nimbus with a metallic weapon takes an additional 1d4 points of electricity damage and must succeed on a DC 15 Fortitude save or be stunned for 1 round. The save DC is Constitution-based. \r

    Absorb Electricity (Su)<\/b>: A magical attack that deals electricity damage heals a nimbus for 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause a nimbus to exceed its full normal hit points, any excess hit points are lost. A nimbus gets no saving throws against electricity effects.\r

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

    Alternate Form (Su)<\/b>: A nimbus can assume one of four forms as a swift action. A nimbus remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does a nimbus revert to any particular form when killed. A true seeing<\/i> spell reveals all forms simultaneously.\r

    In its ball lightning form, a nimbus looks like a slowly drifting ball of light similar to a will-o-wisp. In this form, a nimbus' shock attack deals an extra 2d6 points of electricity damage.\r

    In its sheet lightning form, a nimbus becomes like a veil similar to a small aurora. In this form, a nimbus gains concealment within a natural or magical cloud.\r

    In its bolt lightning form, a nimbus acts like bolts of light arcing from one object to another. In this form, a nimbus' fly speed improves to 120 feet (perfect).\r

    In its form of St. Elmo's fire, a nimbus resembles a diffuse, flickering glow that surrounds an object. Only in this form can a nimbus use its electrocute ability.\r

    Amorphous (Ex)<\/b>: A nimbus is not subject to flanking or critical hits. It is immune to poison, sleep, paralysis, stunning, and polymorphing.\r

    Brilliance (Ex)<\/b>: In all its forms, a nimbus gives off a brilliant white or blue-white light equivalent in brightness to a light<\/i> spell.\r

    Static Charge (Ex)<\/b>: When a nimbus is provoked, it generates static powerful enough to give creatures within 30 feet a mild electrical charge, which does no damage. This causes an uncomfortable feeling in creatures within 10 feet of the nimbus, and causes any ferrous metal objects to glow as if by the faerie fire<\/i> spell. This induced charge does no damage, though it may appear hostile and dangerous.\r

    Vulnerability to Water (Ex)<\/b>: A nimbus takes half again as much (+50%) damage as normal from any magical effect that involves water, regardless of whether a saving throw is allowed, or if the save is a success or failure.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Greyhawk Adventures (1988, James M. Ward).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral","environment":"Elemental Plane of Air or Positive Energy Plane"},{"name":"Noctral","type":"Outsider","ch":4,"challenge_rating":" 04 \u00a0","id":6228,"reference":"Usergen","full_text":"

    Noctral <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d8+10\u00a0(32 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 5 ft (1 square), fly 90 ft (average)<\/td> <\/tr>
    Armor Class: <\/strong> 19 (+5 Dex, +4 natural), touch 15, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+9<\/td> <\/tr>
    Attack: <\/strong>Claw +9 melee (2d4+4)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +9 melee (2d4+4) and bite +4 melee (1d4+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Swoop<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, legend lore, lore keeper, spell-like abilities, spell resistance 17, superior low-light vision, telepathy, uncanny alertness, unlimited knowledge<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +9, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 20, Con 14, Int 20, Wis 20, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Concentration +6, Decipher Script +8, Diplomacy +7, Gather Information +8, Hide +11*, Knowledge (history) +16*, Knowledge (the planes) +15*, Knowledge (any three) +17*, Listen +18, Move Silently +11*, Search +8, Sense Motive +8, Spellcraft +8, Spot +14, Survival +7 (+9 on other planes)<\/td> <\/tr>
    Feats: <\/strong>Flyby Attack, Stealthy b<\/sup>, Wingover<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Seven Mounting Heavens of Celestia<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>04<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always lawful good<\/td> <\/tr>
    Advancement: <\/strong>6-10 HD (Medium); 11-15 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+7<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This great owl is about the same height as a tall human, with a tremendous wingspan, making the creature an impressive sight to behold. It has a heart-shaped face, with huge golden eyes. Its glossy feathers are a deep shade of red.<\/i>\r

    The noctral is a benevolent advisor and sage to the inhabitants of Celestia. Noctrals delight in every opportunity to show off their intelligence and knowledge, but have a tendency to be a bit arrogant toward lesser creatures. Noctrals are active at dusk, and at night, and are often found lecturing near places of knowledge or power. They spend most of their time providing advice to their companions, and are right more often than not. It should be noted that, despite their wisdom and stately manner, noctrals are still predators and need to hunt for food - even if it needs to kill and eat an animal while lecturing on one topic or another.\r

    In their capacity as \"the keepers of lore and the knowers of history,\" any given noctral is likely to know just about anything. This is their true power, and the reason why anyone in Celestia will seek out a noctral for information. All noctrals have a vast store of general knowledge, but each one has one or more fields of expertise, much like a sage. Even if a noctral is not intimately familiar with a fact, they know much lore and can magically discern a bit of information they did not know already. A noctral will always help a good being in need, but will never share information if it believes the individual may use it for evil.\r

    Noctrals befriend the inhabitants of their home plane, be they archons, angels, or petitioners of note. They also serve as advisors to the gods of the upper planes, allowing noctrals to exist under the protection of the gods. Should a noctral ever be harmed or killed, it is likely that one or more gods will take notice and send a powerful celestial to aid or avenge the noctral, or even intervene directly themselves.\r

    This avian race appears much like a giant owl. Noctral plumage ranges from a deep russet, to a dove gray, and even to black. In twilight, their feathers provide them with a cloak of soft shadow.\r

    A noctral makes a hooting call much like owls, but does not speak aloud, except through magic. Noctrals use their telepathy to communicate with intelligent creatures.\r

    A noctral is about as tall as a human, with a 20-foot wingspan, and weighs about 100 pounds, due to its hollow bones.\r

    COMBAT<\/b>\r
    Though normally peaceful, noctrals are powerful, dangerous predators, capable of swift, deadly attacks. They attack with their large, razor-sharp talons and hooked beaks, making their diving swoop attack when possible.\r

    These kind, peaceful creatures prefer to find a non-violent way to resolve conflict. They typically hide from foes invisibly, hiding in total darkness and listening. When they must fight, noctrals prefer to attack from a position of surprise. When accosted by a powerful fiend, groups of skilled adversaries, or other dangerous foes, a noctral will retreat to muster help from its celestial friends.\r

    Swoop (Ex)<\/b>: A noctral can execute a swoop attack that is similar to a charge action in all respects, except as noted here. The noctral must fly toward its target for a minimum of 50 feet in a straight line. If the swoop attack succeeds, the noctral can attempt to grapple the target without provoking an attack of opportunity or deal double claw damage (4d4+8 points) instead.\r

    Discern Lies (Su)<\/b>: When a noctral uses its telepathy to communicate with a creature, the noctral can discern lies<\/i>, as the spell (caster level 5th) as a free action. The creature can resist with a DC 14 Will save. The save DC is Charisma-based.\r

    Legend Lore (Sp)<\/b>: Three times per day, a noctral can use legend lore<\/i>, as the spell (caster level 15th).\r

    Lore Keeper (Ex)<\/b>: A noctral has the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The noctral adds its Hit Dice and its Intelligence modifier to the lore check, which otherwise functions exactly like a bardic knowledge check. The synergy bonus from a noctral's Knowledge (history) skill applies to this lore check.\r

    Spell-Like Abilities<\/b>: At will - invisibility<\/i>, speak with animals<\/i>, tongues<\/i>. Caster level 8th.\r

    Superior Low-Light Vision (Ex)<\/b>: A noctral can see five times as far as a human can in dim light.\r

    Telepathy (Su)<\/b>: A noctral can communicate telepathically with any creature within 1 mile that has a language.\r

    Uncanny Alertness (Ex)<\/b>: During the time from sunset to sunrise, noctrals are never caught flat-footed and cannot be flanked. When sleeping, a noctral may make Listen and Spot checks just as it would when awake.\r

    Unlimited Knowledge (Ex)<\/b>: A noctral is not limited by its HD when assigning ranks to Knowledge skills.\r

    Skills<\/b>: A noctral has a +8 racial bonus on Listen checks and a +4 racial bonus on Spot checks.\r

    *When in flight, a noctral gains a +8 bonus on Move Silently checks.\r

    *A noctral has a +8 racial bonus on any Knowledge check involving its home plane.\r

    *In twilight, a noctral's feathers grant it a +4 racial bonus on Hide checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium MC8 - Outer Planes Appendix (1991, J. Paul LaFountain), and Planescape Monstrous Compendium Appendix II (1995).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always lawful good","environment":"Seven Mounting Heavens of Celestia"},{"name":"Nogra","type":"Magical Beast","ch":2,"challenge_rating":" 02 \u00a0","id":6229,"reference":"Usergen","full_text":"

    Nogra <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d10+2\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 20 ft (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/-4<\/td> <\/tr>
    Attack: <\/strong>Claw +6 melee (1d4-2 and poison)<\/td> <\/tr>
    Full Attack: <\/strong>Claw +6 melee (1d4-2 and poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Poison<\/td> <\/tr>
    Special Qualities: <\/strong>Aura of darkness, blindsight, light sensitivity, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +6, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 7, Dex 17, Con 12, Int 6, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Balance +11, Climb +11, Hide +13*, Jump +5, Listen +4, Move Silently +9<\/td> <\/tr>
    Feats: <\/strong>Stealthy, Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, gang (2-3), or pack (4-24)<\/td> <\/tr>
    Challenge Rating: <\/strong>02<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/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>
    This appears to be a moving sphere of darkness, about 40 feet in diameter. From inside this shadowy illumination, you hear the growls of what could be a small cat-like creature.<\/i>\r

    The nogra is a small feline predator that is always surrounded in magical darkness. Though constantly obscured in deep shadow, its form is like that of a hairless lynx with long, sharp claws. The nogra\u00c2\u0092s true appearance can only be viewed upon its death. Its hide is deep ebony like a panther\u00c2\u0092s, although its skin\u00c2\u0092s texture resembles a shark\u00c2\u0092s.\r

    COMBAT<\/b>\r
    Nogras are not generally aggressive, but always attack when an intruder disturbs their lair. A pack of nogra out hunting will usually conceal themselves in a secluded position for an ambush, and can even use their claws to climb along walls and ceilings. They attack at the first opportunity, and use surprise to their advantage whenever possible.\r

    A nogra\u00c2\u0092s body continually secretes a substance that absorbs all spectrums of light in the immediate area, making the creature appear as a moving darkness spell. This effect persists until the creature dies, and fades as the light-absorbing secretion stops being produced. This substance is poisonous to all other species, and affects anything touching a nogra with its bare skin or anything struck by a nogra\u00c2\u0092s claw. The poison is rendered harmless when the nogra dies, though blinded creatures remain blind until cured.\r

    Nogras are essentially blind, but are extremely sensitive to light because they exist in a world of darkness. Light is suppressed within the nogra\u00c2\u0092s area of darkness, but the nogra can sense light at a range of 60 feet. When brought into contact with bright light or a magical light source, a nogra may feel the urge to flee from the light source by the best and fastest means available. If the nogras are exposed to bright light while in their lair, they will always stand their ground and attack.\r

    Poison (Ex)<\/b>: Contact or Injury, Fortitude DC 12, initial damage dazzled for 2d4 rounds, secondary damage blindness. The save DC is Constitution-based.\r

    Aura of Darkness (Ex)<\/b>: A live nogra is continually surrounded by a darkness effect (as the deeper darkness<\/i> spell). Any light<\/i> effect or similar effect brought into the area of the nogra is suppressed until brought outside of the aura of darkness. Once brought outside the aura of darkness, the light<\/i> effect resumes. While this darkness will suppress a daylight<\/i> spell, a daylight<\/i> spell does not affect the nogra\u00c2\u0092s aura. When a nogra dies, the aura of darkness fades away in 1d3 rounds.\r

    Light Sensitivity (Ex)<\/b>: Nogras suffer a -4 penalty to attack rolls in bright sunlight or within the radius of a daylight<\/i> spell. Within the radius of a light<\/i> spell or equivalent light, this penalty is only -2. \r

    Contact with magical light sources also causes physical harm to a nogra. If a nogra is targeted by a spell with the [Light] descriptor, or struck by an object or creature that is the subject of such a spell, the magical energy of the spell deals 1d4 damage plus 1d4 damage per level of the spell to the nogra if it fails a Fort Save (DC 15).\r

    Additionally, the searing light<\/i>, sunbeam<\/i>, and sunburst<\/i> spells deal double damage to a nogra.\r

    Skills<\/b>: Nogras have a +4 racial bonus on Hide and Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb and Jump checks.\r
    *In areas of shadow or darkness, the Hide bonus rises to +8.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #49 (\"Dragon\u00c2\u0092s Bestiary,\" May 1981, Loren Kruse).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Underground"},{"name":"Nonafel (Cat-O'-Nine-Tails)","type":"Magical Beast","ch":5,"challenge_rating":" 5 \u00a0","id":6230,"reference":"Usergen","full_text":"

    Nonafel (Cat-O'-Nine-Tails) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 9d10+18\u00a0(67 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft.<\/td> <\/tr>
    AC:<\/strong> 15 (-1 size, +3 Dex, +4 natural)<\/td> <\/tr>
    Attacks:<\/strong>Tail slam +11 melee, bite +8 melee<\/td> <\/tr>
    Damage: <\/strong>Tail slam 2d8+2, bite 1d8+1<\/td> <\/tr>
    Face\/Reach: <\/strong>10 ft. by 10 ft.\/5 ft. (10 ft. with tail slam)<\/td> <\/tr>
    Special Attacks: <\/strong><\/td> <\/tr>
    Special Qualities: <\/strong>Dissociation, darkvision 60 ft., low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +9, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 16, Con 14, Int 4, Wis 11, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Jump +5, Listen +5, Move Silently +7, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Multiattack, Weapon Focus (tail)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any warm land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>9-18HD (Large); 19-27HD (Huge)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A nonafel, also called a cat-o\u00c2\u0092-nine-tails, is a feline predator with a most unusual ability. This large cat, which closely resembles a sleek black panther with yellow eyes and an extraordinarily long tail, can separate itself into 9 individual creatures. Nonafels are wholly magical creatures, and do not reproduce through traditional means; one of the 9 child nonafels will simply wander off from the rest one day and \u00c2\u0093mature\u00c2\u0094 into a parent nonafel. The 8 remaining sibling nonafels will then regenerate a 9th member through unknown means.\r

    The fur of a nonafel is extremely luxuriant and sleek, and the hide of one of these creatures can be sold for as much as 1,500 gold pieces. Only the hide of the parent creature is valuable, and in order go acquire this treasure a would-be fur trapper must kill the beast while it is not dissociated.\r

    Combat\r
    A nonafel attacks primarily by flailing its tail over its head in a manner similar to a scorpion or wyvern. Opponents that get too close are made the target of its powerful bite.\r

    Dissociation (Su): At will, a nonafel can split into 9 individual creatures one size level smaller than the parent creature. Each individual has 1\/9th the Hit Dice and hit points of the parent creature. The 9 individual \u00c2\u0093child\u00c2\u0094 creatures created when the \u00c2\u0093parent\u00c2\u0094 dissociates itself are not illusions or shadows\u00c2\u0097they are real beings, each capable of taking actions in combat.\r

    The split is a free action for the nonafel, and requires no concentration. All of the 9 component children of a nonafel act as if in telepathic communication with each other, able to coordinate their attacks and be instinctively aware of the condition of its brethren. All of the children remain within 50 feet of each other, returning to within that range as quickly as possible if it is exceeded.\r

    When any of the children are injured in any way, there is a 25% chance that all 9 individual cats vanish in a blink and re-form into a single creature. Re-associating in this manner is a partial action for each child, and can only take place if all children are within 50 feet of each other. Once re-associated, the parent nonafel gains 1 hit point per living child that returns to it. The following round, the nonafel can split again, having re-distributed its remaining hit points evenly among its children. Even the bodies of slain nonafel children are re-associated into the whole, but they cannot benefit from the healing. When the parent nonafel dissociates again, the slain child will not reappear.\r

    Skills: *A nonafel receives a +4 racial bonus to Listen and Spot checks.\r

    Use the stat block below for each child nonafel:\r

    Child Nonafel\r
    Medium-size Magical Beast\r
    Hit Dice: 1d10+2 (7 hp)\r
    Initiative: +3 (Dex)\r
    Speed: 30 ft.\r
    AC: 14 (+3 Dex, +1 natural)\r
    Attacks: Tail slam +4 melee, bite +1 melee\r
    Damage: Tail slam 1d6+2, bite 1d8+1\r
    Face\/Reach: 5 ft. by 5 ft.\/5 ft.\r
    Special Qualities: Darkvision 60 ft., low-light vision\r
    Saves: Fort +4, Ref +5, Will +0\r
    Abilities: Str 15, Dex 16, Con 14, Int 4, Wis 11, Cha 6\r
    Skills: Jump +5, Listen +5, Move Silently +7, Spot +5\r
    Feats: Multiattack, Weapon Focus (tail)\r
    Climate\/Terrain: Any warm land and underground\r
    Organization: Solitary\r
    Challenge Rating: 1\/2\r
    Treasure: None\r
    Alignment: Always chaotic evil\r
    Advancement: Always 1\/9 the Hit Dice and hit points of the parent nonafel<\/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 chaotic evil","environment":">Any warm land and underground"},{"name":"Noran","type":"Plant","ch":7,"challenge_rating":" 7 \u00a0","id":6231,"reference":"Usergen","full_text":"

    Noran <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 9d8+54\u00a0(94 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (\u00c2\u00961 size, +3 Dex, +6 natural), touch 12, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+15<\/td> <\/tr>
    Attack: <\/strong>Slam +10 melee (1d8+5) or stone +8 ranged (2d8)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +10 melee (1d8+5) and stone +8 ranged (2d8)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spit stones\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/bludgeoning, low-light vision, plant traits, spell resistance 14<\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +6, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 16, Con 23, Int 13, Wis 15, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Hide +6*, Knowledge (dungeoneering) +7, Listen +10, Move Silently +10, Spot +10, Survival +2 (+4 underground)<\/td> <\/tr>
    Feats: <\/strong>Combat Expertise, Improved Disarm, Point Blank Shot, Precise Shot<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>Standard (left in its wake)<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>10\u00c2\u009616 HD (Large); 17-23 HD (Huge); 24\u00c2\u009627 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Resembling a blighted, petrified animate tree, this creature ambles along on a thick stump and roots. Two long, whiplike branches end in smaller, prehensile branchlike hands. Knots and holes cover its entire surfeace, while its face is sunk within its trunk. A large cavity opens atop its head, while a knothole opens just beneath its mouth.<\/i>\r

    A noran is a subterranean, predatory, carnivorous plant, believed to be a distant relative of the treant. Its slow speed and deadly reputation force it to lead a nomadic lifestyle, for other creatures quickly hide or flee once its presence is felt in an area.\r

    Norans prefer their kills \"tenderized\", making it easier to digest. A noran feeds only on the flesh and fluids, leaving the bones and anything the kill carried in its wake. Brave (or foolhardy) creatures sometimes follow a noran, scavenging off its kills. Doing so risks catching the noran's attention, or just the bad luck of the noran deciding to retrace its steps.\r

    Norans will attack any living creature they encounter, except for others of their own kind. When a noran encounters one of its kin, the two reproduce through an unknown manner, yielding a single acorn each. The acorn occupies its parent's cavity, preventing rock spitting while it gestates for one year. After that time, a full-grown noran crawls out of the cavity and parts ways with its parent.\r

    A noran is about 11 feet tall, with a \u00c2\u0093trunk\u00c2\u0094 about 2 feet in diameter. It weighs about 1,000 pounds.\r

    Noran speak Common and Treant.\r

    COMBAT\r

    A noran is capable of firing stones stored within their cavities through the small knothole beneath their mouth. It can make such attacks while lashing out with its prehensile branches, allowing it to combine melee and ranged attacks into a single deadly flurry.\r

    Spit Stones (Ex):<\/b> A noran may fire fist-sized rocks from the knothole below its mouth. A noran can spew these rocks with great velocity at opponents up to 180 feet as a standard action. This is a ranged attack with a range increment of 60 feet. A noran's cavity may hold up to 10 stones, which are dropped into the cavity on the noran's top with its prehensile arms. A noran that runs out of stones during combat may reload a single stone as a move action. A noran can make a spit stones attack in addition to melee attacks as part of a full attack action.\r

    Skills:<\/b> *Norans have a +16 racial bonus on Hide checks made in subterranean areas.<\/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":"Plant","alignment":"Usually neutral evil","environment":"Underground"},{"name":"Nymph, Grain","type":"Fey","ch":4,"challenge_rating":" 04 \u00a0","id":6232,"reference":"Usergen","full_text":"

    Nymph, Grain <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Fey \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d6+3\u00a0(16 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 40 ft<\/td> <\/tr>
    AC:<\/strong> 15 (+2 Dex, +3 natural)<\/td> <\/tr>
    Attacks:<\/strong>None<\/td> <\/tr>
    Damage: <\/strong>None<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities, intoxication, marking<\/td> <\/tr>
    Special Qualities: <\/strong>Animal friendship, SR 21<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +5, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 14, Con 13, Int 16, Wis 16, Cha 20 <\/td> <\/tr>
    Skills: <\/strong>Animal Empathy +10, Escape Artist +6, Heal +8, Hide +15, Knowledge (nature) +7, Listen +9, Move Silently +8, Profession (farmer) +7, Sense Motive +8, Spot +9<\/td> <\/tr>
    Feats: <\/strong>Alertness, Dodge, Iron Will, Toughness<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Temperate and warm plains<\/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>4-6 HD (Medium-Size)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Grain nymphs make their homes among the cultivated fields of farmers. They appear similarly to their woodland sisters, females possessing extraordinarily intoxicating beauty. These nymphs all have blond, literally cornsilk hair that resembles the grains of their field.

    Grain nymphs are a rare type of fey, in that they have adapted to humankind, and have formed a symbolic relationship with them. These nymphs only live in fields of farmers who treat their crops with the utmost love and care. In return, the nymph causes the grain to spring full and strong, and at double the usual harvest. Protected fields do not suffer from droughts or flooding. Grain nymphs speak Sylvan, Common, and Elf.

    COMBAT<\/b>
    Grain nymphs do not fight for themselves, but try to draw attackers into her field to use her powers against them. Grain nymphs die if their field is burned or razed and made unfit for cultivation.

    Spell-Like Abilities<\/b>: At will - insect plague, repel vermin, speak with animals.<\/i>

    Intoxication (Su)<\/b>: When an opponent enters the grain nymph's field, this pursuer must make a Will save (DC 16) or fall under the nymph's influence. When under her influence, the creature weaves around and speaks incoherently as if intoxicated. For the next 2d8 rounds, the creature suffers a -4 penalty to initiative, AC, to hit rolls, and Reflex checks. When this time expires, the creature must make a Constitution check or fall unconscious in a drunken stupor for 1d6 hours. Upon awakening, he will have a hangover, and the above penalties will still be in effect at -2 for another 1d6 hours.

    Marking (Su)<\/b>: The grain nymph can mark a particularly offensive creature with a curse that will summon any large farm beasts within a 1-mile radius to attack a single target within her field. The animals arrive within 10 minutes, and begin to bite, kick, and trample the opponent. If the target is sleeping or intoxicated, he will wake after sustaining 8 hit points of damage, or half of his current total, whichever is smaller. The animals will chase the target until he leaves the field, and no farm animal (except horses) will ever be friendly to that target again. No magic short of a full wish<\/i> can remove the grain nymph's marking.

    Animal Friendship (Ex)<\/b>: All herd and farm animals are friendly to grain nymphs, and will even sacrifice their lives for her. If the nymph is threatened, they will rush to defend her.

    Skills<\/b>: When in a field of grain, a grain nymph receives a +6 racial bonus to Hide and Move Silently checks.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Taladas: The Minotaurs (1991), Monstrous Compendium Annual Four (1998).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always neutral","environment":">Temperate and warm plains"},{"name":"Obliviax","type":"Hazard","ch":5,"challenge_rating":" 05 \u00a0","id":6233,"reference":"Usergen","full_text":"

    OBLIVIAX (Memory Moss)<\/span><\/h1> <\/div> <\/td> <\/tr>

    CR 5<\/span><\/h1> <\/td> <\/tr>

    Obliviax is a black moss with the magical ability to steal memories from intelligent creatures. It is called \"memory moss\" and is a bane to wizards everywhere. Pitch colored and thick, like a luxuriant black carpet, obliviax grows in small patches and spreads through spores. Its leaves and flowers are all glossy black. When it lacks stolen memories it quivers, as if in anticipation. It smells like damp, loamy dirt, a very unappetizing odor. Although it requires no sunlight to grow, it does require daylight to trigger spore production and so it does not naturally occur in subterranean realms. It can be inadvertently or purposefully carried into a cavern, where it will grow but is unable to reproduce. Fire and cold will kill a patch of obliviax.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Memory moss can sense the approach of sentient beings. Once a creature is within 60 feet, the moss attempts to steal its memories. It is selective, first attempting to steal wizards\u0092 and sorcerers\u0092 memories, then clerics\u0092 and druids\u0092, then any other spellcasters\u0092, then any other characters\u0092. A targeted creature is allowed a Will save (DC 16) to avoid losing all memories from the last 24 hours, including all memorized spells. The memory moss attempts to steal from one creature per round. Once a creature fails its save, the memory moss is sated, and will not attack again for one day.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A creature whose memories are stolen acts as if affected by a confusion<\/i> spell for 1d4 hours. Lost memories can be recovered only by eating the living obliviax. Doing so requires a Fortitude save (DC 13). Success indicates the creature eating the moss has gained the stolen memories it contained (those taken by the obliviax within the last 24 hours). Anyone who gains spells by eating the obliviax can cast them, but the memories fade after 24 hours, unless the creature who lost its memory and spells is the one that actually eats the memory moss.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 If the save fails, the eater becomes very ill (initial and secondary damage 1d3 temporary Constitution and \u00962 to all rolls for 1d6 minutes).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 If an obliviax with stolen memories is attacked it forms a part of itself into a tiny moss imitation of the creature whose memories it stole. This mossling remains attached to the parent moss and defends the plant by casting any stolen spells.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 When first encountered, there is a 25% chance that the memory moss has eaten within the last day, and will not attack. In such a case, the moss and mossling will contain 2d4 spells determined randomly using the Random Scrolls Tables (pp. 199-204 of the Dungeon Master\u0092s Guide<\/i>). The mossling casts these spells at a level equal to the average party level +\/- 1d4.<\/span><\/p> <\/td> <\/tr>

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

    Obliviax Ecology<\/span><\/h2> <\/td> <\/tr>

    \u00a0\u00a0 Obliviax grows in tropical to temperate climates, but cannot abide too much water or cold. It does not grow in desert terrain. It is not uncommon to find patches on tree trunks, fallen logs, or sprouting on rotting leaves. While it does have intelligence, and is aware of other mosses nearby, it does not act in concert with those of its kind, preferring to grab for the best memories possible. Small colonies of this moss are sometimes found in tunnels or caverns, either grown from sprigs of moss tracked in by some unaware creature, or sprouted from spores blown in by the wind.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Evil creatures sometimes transplant obliviax near their lairs so it acts as a guardian. Obliviax powers cannot penetrate lead, so the moss can be carried to a new location in a lead box. Spies use this lead box trick to snare secrets from unsuspecting victims.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A potion of forgetfulness<\/i> can be distilled from obliviax, and its spores can be distilled into an elixir to restore the memories of the forgetful or senile.<\/span><\/p> <\/td> <\/tr>

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

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

    The Obliviax first appeared in the 1e MM II (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Hazard","alignment":"Any","environment":"Any"},{"name":"Obsidian Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":6234,"reference":"Usergen","full_text":"

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


    <\/td> <\/tr>
    Dragon (Cold)<\/strong><\/td> <\/tr>
    Environment: <\/strong>Cold 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 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26<\/td> <\/tr>
    Treasure: <\/strong>Triple standard<\/td> <\/tr>
    Alignment: <\/strong>Always lawful, often good<\/td> <\/tr>
    Advancement: <\/strong>Wyrmling 8\u00c2\u00969 HD; very young 11\u00c2\u009612 HD; young 14\u00c2\u009615 HD; juvenile 17\u00c2\u009618 HD; young adult 20\u00c2\u009621 HD; adult 23\u00c2\u009624 HD; mature adult 26\u00c2\u009627 HD; old 29\u00c2\u009630 HD; very old 32\u00c2\u009633 HD; ancient 35\u00c2\u009636 HD; wyrm 38\u00c2\u009639 HD; great wyrm 41+ HD<\/td> <\/tr>
    Level Adjustment: <\/strong>Wyrmling +4; very young +4; young +5; others \u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr><\/table><\/td><\/tr>

    Obsidian Dragons by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Size<\/b><\/font><\/td>Hit Dice (hp)<\/b><\/font><\/td>Str<\/b><\/font><\/td>Dex<\/b><\/font><\/td>Con<\/b><\/font><\/td>Int<\/b><\/font><\/td>Wis<\/b><\/font><\/td>Cha<\/b><\/font><\/td>Base Attack\/
    Grapple<\/b><\/font><\/td>
    Attack<\/b><\/font><\/td>Fort
    Save<\/b><\/font><\/td>
    Ref
    Save<\/b><\/font><\/td>
    Will
    Save<\/b><\/font><\/td>
    Breath
    Weapon
    (DC)<\/b><\/font><\/td>
    Frightful
    Presence
    DC<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>M<\/font><\/td>7d12+14\u00a0(59)<\/font><\/td>17<\/font><\/td>10<\/font><\/td>15<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+7\/+10<\/font><\/td>+10<\/font><\/td>+7<\/font><\/td>+5<\/font><\/td>+7<\/font><\/td>2d10\u00a0(15)<\/font><\/td>-<\/font><\/td><\/tr>
    Very Young<\/font><\/td>L<\/font><\/td>10d12+30\u00a0(65)<\/font><\/td>21<\/font><\/td>10<\/font><\/td>17<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+10\/+19<\/font><\/td>+14<\/font><\/td>+10<\/font><\/td>+7<\/font><\/td>+9<\/font><\/td>4d10\u00a0(18)<\/font><\/td>-<\/font><\/td><\/tr>
    Young<\/font><\/td>L<\/font><\/td>13d12+39\u00a0(123)<\/font><\/td>25<\/font><\/td>10<\/font><\/td>17<\/font><\/td>16<\/font><\/td>17<\/font><\/td>16<\/font><\/td>+13\/+24<\/font><\/td>+19<\/font><\/td>+11<\/font><\/td>+8<\/font><\/td>+11<\/font><\/td>6d10\u00a0(19)<\/font><\/td>-<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>L<\/font><\/td>16d12+64\u00a0(168)<\/font><\/td>29<\/font><\/td>10<\/font><\/td>19<\/font><\/td>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+16\/+29<\/font><\/td>+24<\/font><\/td>+14<\/font><\/td>+10<\/font><\/td>+14<\/font><\/td>8d10\u00a0(22)<\/font><\/td>-<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>H<\/font><\/td>19d12+95\u00a0(218)<\/font><\/td>31<\/font><\/td>10<\/font><\/td>21<\/font><\/td>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+19\/+37<\/font><\/td>+27<\/font><\/td>+16<\/font><\/td>+11<\/font><\/td>+15<\/font><\/td>10d10\u00a0(24)<\/font><\/td>23<\/font><\/td><\/tr>
    Adult<\/font><\/td>H<\/font><\/td>22d12+110\u00a0(253)<\/font><\/td>33<\/font><\/td>10<\/font><\/td>21<\/font><\/td>20<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+22\/+41<\/font><\/td>+31<\/font><\/td>+18<\/font><\/td>+13<\/font><\/td>+18<\/font><\/td>12d10\u00a0(26)<\/font><\/td>26<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>H<\/font><\/td>25d12+150\u00a0(312)<\/font><\/td>33<\/font><\/td>10<\/font><\/td>23<\/font><\/td>20<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+25\/+44<\/font><\/td>+34<\/font><\/td>+20<\/font><\/td>+14<\/font><\/td>+19<\/font><\/td>14d10\u00a0(28)<\/font><\/td>27<\/font><\/td><\/tr>
    Old<\/font><\/td>G<\/font><\/td>28d12+196\u00a0(378)<\/font><\/td>35<\/font><\/td>10<\/font><\/td>25<\/font><\/td>22<\/font><\/td>23<\/font><\/td>22<\/font><\/td>+28\/+52<\/font><\/td>+36<\/font><\/td>+23<\/font><\/td>+16<\/font><\/td>+22<\/font><\/td>16d10\u00a0(31)<\/font><\/td>30<\/font><\/td><\/tr>
    Very Old<\/font><\/td>G<\/font><\/td>31d12+248\u00a0(449)<\/font><\/td>37<\/font><\/td>10<\/font><\/td>27<\/font><\/td>24<\/font><\/td>25<\/font><\/td>24<\/font><\/td>+31\/+56<\/font><\/td>+40<\/font><\/td>+25<\/font><\/td>+17<\/font><\/td>+24<\/font><\/td>18d10\u00a0(33)<\/font><\/td>32<\/font><\/td><\/tr>
    Ancient<\/font><\/td>G<\/font><\/td>34d12+306\u00a0(527)<\/font><\/td>39<\/font><\/td>10<\/font><\/td>29<\/font><\/td>26<\/font><\/td>27<\/font><\/td>26<\/font><\/td>+34\/+60<\/font><\/td>+44<\/font><\/td>+28<\/font><\/td>+19<\/font><\/td>+27<\/font><\/td>20d10\u00a0(36)<\/font><\/td>35<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>G<\/font><\/td>37d12+370\u00a0(610)<\/font><\/td>41<\/font><\/td>10<\/font><\/td>31<\/font><\/td>28<\/font><\/td>29<\/font><\/td>28<\/font><\/td>+37\/+64<\/font><\/td>+48<\/font><\/td>+30<\/font><\/td>+20<\/font><\/td>+29<\/font><\/td>22d10\u00a0(38)<\/font><\/td>37<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>C<\/font><\/td>40d12+400\u00a0(660)<\/font><\/td>45<\/font><\/td>10<\/font><\/td>31<\/font><\/td>30<\/font><\/td>31<\/font><\/td>30<\/font><\/td>+40\/+73<\/font><\/td>+49<\/font><\/td>+33<\/font><\/td>+22<\/font><\/td>+32<\/font><\/td>24d10\u00a0(40)<\/font><\/td>40<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Obsidian 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 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>16 (+6 natural), touch 10, flat-footed 16<\/font><\/td>Alternate form, immunity to cold, powerful bite, vulnerability to electricity and fire<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
    Very Young<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>18 (-1 size, +9 natural), touch 9, flat-footed 18<\/font><\/td>-<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
    Young<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>21 (-1 size, +12 natural), touch 9, flat-footed 21<\/font><\/td>-<\/font><\/td>1st<\/font><\/td>-<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>24 (-1 size, +15 natural), touch 9, flat-footed 24<\/font><\/td>-<\/font><\/td>3rd<\/font><\/td>-<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>26 (-2 size, +18 natural), touch 8, flat-footed 26<\/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>29 (\u00c2\u00962 size, +21 natural), touch 8, flat-footed 29<\/font><\/td>-<\/font><\/td>7th<\/font><\/td>23<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>32 (\u00c2\u00962 size, +24 natural), touch 8, flat-footed 32<\/font><\/td>DR 10\/magic<\/font><\/td>9th<\/font><\/td>25<\/font><\/td><\/tr>
    Old<\/font><\/td>40 ft., fly 200 ft. (clumsy)<\/font><\/td>+0<\/font><\/td>33 (\u00c2\u00964 size, +27 natural),, touch 6, flat-footed 33<\/font><\/td>-<\/font><\/td>11th<\/font><\/td>27<\/font><\/td><\/tr>
    Very Old<\/font><\/td>40 ft., fly 200 ft. (clumsy)<\/font><\/td>+0<\/font><\/td>36 (\u00c2\u00964 size, +30 natural), touch 6, flat-footed 36<\/font><\/td>DR 15\/magic<\/font><\/td>13th<\/font><\/td>28<\/font><\/td><\/tr>
    Ancient<\/font><\/td>40 ft., fly 200 ft. (clumsy)<\/font><\/td>+0<\/font><\/td>39 (\u00c2\u00964 size, +33 natural), touch 6, flat-footed 39<\/font><\/td>-<\/font><\/td>15th<\/font><\/td>30<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>40 ft., fly 200 ft. (clumsy)<\/font><\/td>+0<\/font><\/td>42 (\u00c2\u00964 size, +36 natural), touch 6, flat-footed 42<\/font><\/td>DR 20\/magic<\/font><\/td>17th<\/font><\/td>31<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>40 ft., fly 200 ft. (clumsy)<\/font><\/td>+0<\/font><\/td>41 (\u00c2\u00968 size, +39 natural), touch 2, flat-footed 41<\/font><\/td>-<\/font><\/td>19th<\/font><\/td>33<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>
    The scales of this regal and statuesque dragon black with silver highlights. A smooth, shiny plate forms the dragon's face. It has a frill that rises high over its head and continues down the neck and back to the tip of the tail. Long spines with dark tips support the frill. It has two smooth, shiny horns, and wings that are wide and sleek. The dragon has the scent of fresh snow.<\/i>\r

    Obsidian dragons, also known as black ice dragons (for they are rumored to have originated in the Land of the Black Ice on Oerth), are similar to silver dragons in appearance and power. Not to be confused with the obsidian gem dragons or those native to Mystara, these lawful dragons are not affiliated with any of the common groupings of dragons.\r

    An obsidian wyrmling\u00c2\u0092s scales are black with silver highlights. As the dragon approaches adulthood, its scales darken until the individual scales are scarcely visible.\r

    From a distance, these dragons look as if they had been sculpted from black metal. As an obsidian dragon ages, its pupils fade until in the oldest the eyes resemble orbs of mercury.\r

    To date, obsidian dragons have only been found in the northern reaches of the continent of Oerik. They make their lairs in cold mountaintops.\r

    All silver dragons are lawful, with most tending toward good, but a small number are evil. Using their alternate forms, obsidian dragons often walk among humanoid settlements and may even form friendships and alliances with humanoids. Like silver dragons, obsidian dragons have a taste for human food and can live on such fare indefinitely.\r

    Combat\r

    Obsidian dragons prefer swift aerial assaults, opening with their breath weapons. They try to catch as many opponents in webs of black ice, then focus attacks on those who avoid entrapment.\r

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

    Breath Weapon (Su):<\/b> An obsidian dragon has two types of breath weapon. The first is a cone of acidic frost that deals half cold and half acid damage. The other is a web of black ice 10 feet in diameter that may be shot up to 60 ft away. Creatures in the target space of the web that fail a Reflex save against the breath weapon are entangled for 1d4 rounds per age category of the dragon. An entangled victim must then make a second Reflex save against the breath weapon DC to keep their face free; on a failure, the victim begins to suffocate.\r

    An entangled creature can make an opposed strength check against the breath weapons DC to break free as a standard action. In addition, the web of black ice is destroyed (AC 16, 3 hp\/age category, hardness equal to half the dragon's age category [minimum 1]), but 1\/4 of the damage done in an attack against the black ice web instead is spread evenly among the entangled creatures. Creatures that are immune to cold must still make a save against the breath weapon to avoid getting entangled.\r

    Powerful Bite (Ex):<\/b> All obsidian dragons gain Improved Natural Attack (bite) as a bonus feat. \r

    Skills:<\/b> Bluff, Disguise, and Jump are considered class skills for obsidian dragons.\r
    <\/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 lawful, often good","environment":"Cold mountains"},{"name":"Ochimo, Air","type":"Outsider","ch":9,"challenge_rating":" 9 \u00a0","id":6235,"reference":"Usergen","full_text":"

    Ochimo, Air <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 10d8+50\u00a0(95 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 60 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 22 (+1 Dex, +5 natural, +6 masterwork banded mail), touch 11, flat-footed 21<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+13<\/td> <\/tr>
    Attack: <\/strong>+2 katana of excellent damage<\/i> +16 melee (1d10+5\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>+2 katana of excellent damage<\/i> +14\/+9 melee (1d10+5\/19-20) and +2 wakizashi of excellent damage<\/i> +14\/+9 melee (1d6+3\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spirit capture gaze<\/td> <\/tr>
    Special Qualities: <\/strong>Air bond, darkvision 60 ft., Opawang bond, spell resistance 12<\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +13, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 23, Con 21, Int 12, Wis 14, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Balance +3*, Diplomacy +17, Gather Information +15, Hide +14*, Intimidate +15, Jump +3*, Listen +15, Move Silently +14*, Sense Motive +15, Spot +15, Tumble +14* (*includes -5 armor check penalty)\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (spirit capture gaze), Improved Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Fighting<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or clan (2-4 ochimo of mixed types)<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>None (except arms and armor listed above)<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A masked samurai warrior in full regalia stands before you. It carries a katana and wakizashi of superior quality. A blue disk rests on the forehead of its mask.<\/i>\r

    The ochimo are the quasi-spirit creations of the Opawang, the Dead Spirit King, and act as his messengers, servants, and warriors. Each possesses a gaze attack that can drain the spirit of the living. An ochimo carries stolen spirits to Opawangchicheng, where it turns the spirit over to the Opawang. \r

    When slain, the arms and armor of the ochimo fall to the ground, while a fleeting image of a black tiger-shaped form can be seen as the ochimo's spirit departs. All captured spirits not yet presented to the Opawang are immediately released and restored to their original state. \r

    When using its spirit capture gaze, the air ochimo seems to blow a blast of air from the mouth of its mask, which reduces the target to fine dust. It then inhales this dust. \r

    An ochimo is 6 feet tall and weighs 230 pounds.\r

    Ochimo speak Common and Shou.\r

    COMBAT\r

    An ochimo fights fearlessly until it has captured tis capacity of spirits. It slays all that it cannot capture that get in its way.\r

    The air ochimo carries the blades of excellent damage<\/i>, indestructible, evil katana and wakizashi. \r

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

    Air Bond (Ex):<\/b> An air ochimo has a +2 racial bonus on saving throws against spells with the Earth, Fire, or Water descriptor, but suffers a -2 racial penalty against spells with the Air descriptor. Additionally, an air ochimo has vulnerability (+50% damage) to damage-dealing spells with the Air descriptor. An air ochimo can be turned or destroyed by an effect that normally turns creatures of the Air subtype (such as the Earth domain granted power), but is immune to effects that normally turn outsiders (such as the Planar Turning epic feat).\r

    Blades of Excellent Damage:<\/b> The air ochimo carries a +2 katana<\/i> and +2 wakizashi<\/i>. The air ochimo may elect to deal maximum damage with either weapon on any strike. Both blades are indestructible by normal means and radiate an aura of strong evil. Legends state that these blades were wielded by greatest champion of the Black Leopard in battle against the Shou Lung, but their origin predates even that legendary event. \r

    Opawang Bond (Su):<\/b> The first 15 hp of damage that an ochimo suffers each day are instantly transferred to the Opawang and have no effect on the Ochimo.\r

    Spirit Capture Gaze (Su):<\/b> Spirit captured, 30 ft, Fortitude save DC 19 negates. The save DC is Charisma-based.\r

    A captured spirit is instantly transformed into its incorporeal essence, which is absorbed by the ochimo. An ochimo may hold up to 10 HD of spirits; its spirit capture attack automatically fails against creatures that would exceed that limit. The Opawang may remove spirits from an ochimo. Otherwise, the captured spirit cannot be raised or resurrected, but a break enchantment<\/i> cast on the ochimo (and which penetrates the ochimo's SR), limited wish, miracle<\/i>, or wish<\/i> spell frees it, as does destroying the ochimo. A freed spirit is instantly returned to life in the precise condition it had when captured.<\/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":"Outsider","alignment":"Always chaotic evil","environment":"Any"},{"name":"Ochimo, Earth","type":"Outsider","ch":9,"challenge_rating":" 9 \u00a0","id":6236,"reference":"Usergen","full_text":"

    Ochimo, Earth <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 10d8+60\u00a0(105 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 60 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 22 (+1 Dex, +5 natural, +6 masterwork banded mail), touch 11, flat-footed 21<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+15<\/td> <\/tr>
    Attack: <\/strong>Masterwork katana +16 melee (1d10+5\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>Masterwork katana +14\/+9 melee (1d10+5\/19-20) and masterwork wakizashi +14\/+9 melee (1d6+2\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spirit capture gaze\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., earth bond, ebon hunt, Opawang bond, spell resistance 12<\/td> <\/tr>
    Saves: <\/strong>Fort +13, Ref +10, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 17, Con 23, Int 12, Wis 14, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +17, Gather Information +15, Hide +11*, Intimidate +15, Listen +15, Move Silently +11*, Ride +16, Sense Motive +15, Spot +15(*includes -5 armor check penalty)<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (spirit capture gaze), Improved Two-Weapon Fighting, Mounted Combat, Two-Weapon Fighting<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or clan (2-4 ochimo of mixed types)<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>None (except arms and armor listed above)<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A masked samurai warrior in full regalia stands before you. It carries a katana and wakizashi of superior quality. A red disk rests on the forehead of its mask.<\/i>\r

    The ochimo are the quasi-spirit creations of the Opawang, the Dead Spirit King, and act as his messengers, servants, and warriors. Each possesses a gaze attack that can drain the spirit of the living. An ochimo carries stolen spirits to Opawangchicheng, where it turns the spirit over to the Opawang. \r

    When slain, the arms and armor of the ochimo fall to the ground, while a fleeting image of a black tiger-shaped form can be seen as the ochimo's spirit departs. All captured spirits not yet presented to the Opawang are immediately released and restored to their original state. \r

    When using its spirit capture gaze, the earth ochimo seems to convert its target into fine sand, which is then drained into the ochimo's eyes.\r

    An ochimo is 6 feet tall and weighs 230 pounds.\r

    Ochimo speak Common and Shou.\r

    COMBAT\r

    An ochimo fights fearlessly until it has captured tis capacity of spirits. It slays all that it cannot capture that get in its way.\r

    The earth ochimo carries the ebon hunt<\/i>, a set of six figurines of wondrous power<\/i> that it may employ once per night to chase down spirits for its master. \r

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

    Earth Bond (Ex):<\/b> An earth ochimo has a +2 racial bonus on saving throws against spells with the Air, Fire, or Water descriptor, but suffers a -2 racial penalty against spells with the Earth descriptor. Additionally, an earth ochimo has vulnerability (+50% damage) to damage-dealing spells with the Earth descriptor. An earth ochimo can be turned or destroyed by an effect that normally turns creatures of the Earth subtype (such as the Air domain granted power), but is immune to effects that normally turn outsiders (such as the Planar Turning epic feat).\r

    Ebon Hunt:<\/b> The Earth Ochimo possesses the ebon hunt<\/i>, a unique set of figurines of wondrous power<\/i>. These figurines include a jet-black stallion (light war horse) and five black leopards. The leopards are unusually fast, capable of moving the same speed as the stallion (60 feet). All six creatures have the maximum hit points per hit die (33 hp for the horse, 30 hp for the leopards). The ebon hunt<\/i> can be used once per day.\r

    Opawang Bond (Su):<\/b> The first 15 hp of damage that an ochimo suffers each day are instantly transferred to the Opawang and have no effect on the Ochimo.\r

    Spirit Capture Gaze (Su):<\/b> Spirit captured, 30 ft, Fortitude save DC 19 negates. The save DC is Charisma-based.\r

    A captured spirit is instantly transformed into its incorporeal essence, which is absorbed by the ochimo. An ochimo may hold up to 10 HD of spirits; its spirit capture attack automatically fails against creatures that would exceed that limit. The Opawang may remove spirits from an ochimo. Otherwise, the captured spirit cannot be raised or resurrected, but a break enchantment<\/i> cast on the ochimo (and which penetrates the ochimo's SR), limited wish, miracle<\/i>, or wish<\/i> spell frees it, as does destroying the ochimo. A freed spirit is instantly returned to life in the precise condition it had when captured.<\/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":"Outsider","alignment":"Always chaotic evil","environment":"Any"},{"name":"Ochimo, Fire","type":"Outsider","ch":9,"challenge_rating":" 9 \u00a0","id":6237,"reference":"Usergen","full_text":"

    Ochimo, Fire <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 10d8+50\u00a0(95 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 60 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 22 (+1 Dex, +5 natural, +6 masterwork banded mail), touch 11, flat-footed 21<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+13<\/td> <\/tr>
    Attack: <\/strong>Masterwork katana +14 melee (1d10+3\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>Masterwork katana +12\/+7 melee (1d10+3\/19-20) and masterwork wakizashi +12\/+7 melee (1d6+1\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spirit capture gaze\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., fire bond, Opawang bond, ring of spells, spell resistance 12<\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +12, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 21, Con 21, Int 12, Wis 14, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +17, Gather Information +15, Hide +13*, Intimidate +15, Knowledge (arcana) +14, Listen +15, Move Silently +13*, Sense Motive +15, Spot +15 (*includes -5 armor check penalty)<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (spirit capture gaze), Improved Two-Weapon Fighting, Reckless Offense, Two-Weapon Fighting<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or clan (2-4 ochimo of mixed types)<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>None (except arms and armor listed above)<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A masked samurai warrior in full regalia stands before you. It carries a katana and wakizashi of superior quality. A yellow disk rests on the forehead of its mask.<\/i>\r

    The ochimo are the quasi-spirit creations of the Opawang, the Dead Spirit King, and act as his messengers, servants, and warriors. Each possesses a gaze attack that can drain the spirit of the living. An ochimo carries stolen spirits to Opawangchicheng, where it turns the spirit over to the Opawang. \r

    When slain, the arms and armor of the ochimo fall to the ground, while a fleeting image of a black tiger-shaped form can be seen as the ochimo's spirit departs. All captured spirits not yet presented to the Opawang are immediately released and restored to their original state. \r

    When using its spirit capture gaze, the fire ochimo seems to fires beams of flame from the eyehole of its mask, reducing its victim to a fine ash that drifts away.\r

    An ochimo is 6 feet tall and weighs 230 pounds.\r

    Ochimo speak Common and Shou.\r

    COMBAT\r

    An ochimo fights fearlessly until it has captured tis capacity of spirits. It slays all that it cannot capture that get in its way.\r

    The fire ochimo carries the ring of spells<\/i>, a ring of spell storing<\/i> with the ability to wither a victim once per day. \r

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

    Fire Bond (Ex):<\/b> A fire ochimo has a +2 racial bonus on saving throws against spells with the Air, Earth, or Water descriptor, but suffers a -2 racial penalty against spells with the Fire descriptor. Additionally, a fire ochimo has vulnerability (+50% damage) to damage-dealing spells with the Fire descriptor. A fire ochimo can be turned or destroyed by an effect that normally turns creatures of the Fire subtype (such as the Water domain granted power), but is immune to effects that normally turn outsiders (such as the Planar Turning epic feat).\r

    Opawang Bond (Su):<\/b> The first 15 hp of damage that an ochimo suffers each day are instantly transferred to the Opawang and have no effect on the Ochimo.\r

    Ring of Spells:<\/b> The Fire Ochimo possesses the ring of spells<\/i>, a unique minor ring of spell storing<\/i> that can also be used once per day to make a deadly withering touch attack. With a successful touch attack, this deals 1d4 Str and 1d4 Con damage. On a critical hit, the damage is not doubled, but is instead treated as ability drain. The ring of spells usually contains two magic missiles<\/i> and shield<\/i>.\r

    Spirit Capture Gaze (Su):<\/b> Spirit captured, 30 ft, Fortitude save DC 19 negates. The save DC is Charisma-based.\r

    A captured spirit is instantly transformed into its incorporeal essence, which is absorbed by the ochimo. An ochimo may hold up to 10 HD of spirits; its spirit capture attack automatically fails against creatures that would exceed that limit. The Opawang may remove spirits from an ochimo. Otherwise, the captured spirit cannot be raised or resurrected, but a break enchantment<\/i> cast on the ochimo (and which penetrates the ochimo's SR), limited wish, miracle<\/i>, or wish<\/i> spell frees it, as does destroying the ochimo. A freed spirit is instantly returned to life in the precise condition it had when captured.<\/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":"Outsider","alignment":"Always chaotic evil","environment":"Any"},{"name":"Ochimo, Water","type":"Outsider","ch":9,"challenge_rating":" 9 \u00a0","id":6238,"reference":"Usergen","full_text":"

    Ochimo, Water <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 10d8+60\u00a0(105 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 60 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 22 (+1 Dex, +5 natural, +6 masterwork banded mail), touch 11, flat-footed 21<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+14<\/td> <\/tr>
    Attack: <\/strong>Masterwork katana +15 melee (1d10+4\/19-20)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Masterwork katana +13\/+8 melee (1d10+4\/19-20) and masterwork wakizashi +13\/+8 melee (1d6+1\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spirit capture gaze, talisman of the restless dead<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., Opawang bond, spell resistance 12, water bond<\/td> <\/tr>
    Saves: <\/strong>Fort +13, Ref +10, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 19, Con 23, Int 12, Wis 14, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +17, Gather Information +15, Hide +10*, Intimidate +15, Knowledge (religion) +14, Listen +15, Move Silently +11*, Sense Motive +15, Spot +15 (*includes -5 armor check penalty)\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (spirit capture gaze), Improved Two-Weapon Fighting, Stand Still, Two-Weapon Fighting\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or clan (2-4 ochimo of mixed types)<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>None (except arms and armor listed above)<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A masked samurai warrior in full regalia stands before you. It carries a katana and wakizashi of superior quality. A green disk rests on the forehead of its mask.<\/i>\r

    The ochimo are the quasi-spirit creations of the Opawang, the Dead Spirit King, and act as his messengers, servants, and warriors. Each possesses a gaze attack that can drain the spirit of the living. An ochimo carries stolen spirits to Opawangchicheng, where it turns the spirit over to the Opawang. \r

    When slain, the arms and armor of the ochimo fall to the ground, while a fleeting image of a black tiger-shaped form can be seen as the ochimo's spirit departs. All captured spirits not yet presented to the Opawang are immediately released and restored to their original state. \r

    When using its spirit capture gaze, the water ochimo seems to convert its target into a human-shaped vessel of water, which is then sucked through the eyeholes of its mask. \r

    An ochimo is 6 feet tall and weighs 230 pounds.\r

    Ochimo speak Common and Shou.\r

    COMBAT\r

    An ochimo fights fearlessly until it has captured its capacity of spirits. It slays all that it cannot capture that get in its way.\r

    The water ochimo carries the talisman of the restless dead<\/i>, a small birds-foot charm on a leather thong that allows it to animate skeletons. \r

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

    Opawang Bond (Su):<\/b> The first 15 hp of damage that an ochimo suffers each day are instantly transferred to the Opawang and have no effect on the Ochimo.\r

    Spirit Capture Gaze (Su):<\/b> Spirit captured, 30 ft, Fortitude save DC 19 negates. The save DC is Charisma-based.\r

    A captured spirit is instantly transformed into its incorporeal essence, which is absorbed by the ochimo. An ochimo may hold up to 10 HD of spirits; its spirit capture attack automatically fails against creatures that would exceed that limit. The Opawang may remove spirits from an ochimo. Otherwise, the captured spirit cannot be raised or resurrected, but a break enchantment<\/i> cast on the ochimo (and which penetrates the ochimo's SR), limited wish, miracle<\/i>, or wish<\/i> spell frees it, as does destroying the ochimo. A freed spirit is instantly returned to life in the precise condition it had when captured.\r

    Talisman of the Restless Dead:<\/b> The water ochimo carries the talisman of the restless dead<\/i>, a wondrous item that allows it to use animate dead<\/i> (CL 5th, skeletons only) 3\/day. Additionally, the possessor of the talisman can automatically command all the skeletons it has animated in the past 24 hours.\r

    Water Bond (Ex):<\/b> A water ochimo has a +2 racial bonus on saving throws against spells with the Air, Earth, or Fire descriptor, but suffers a -2 racial penalty against spells with the Water descriptor. Additionally, a water ochimo has vulnerability (+50% damage) to damage-dealing spells with the Water descriptor. A water ochimo can be turned or destroyed by an effect that normally turns creatures of the Water subtype (such as the Fire domain granted power), but is immune to effects that normally turn outsiders (such as the Planar Turning epic feat).<\/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":"Outsider","alignment":"Always chaotic evil","environment":"Any"},{"name":"Octopus, Giant, Blue Ring","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6239,"reference":"Usergen","full_text":"

    Octopus, Giant, Blue Ring <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d10+3\u00a0(19 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), climb 20 ft., swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+3 Dex, +4 natural), touch 13, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+4<\/td> <\/tr>
    Attack: <\/strong>Tentacle +4 melee (1d2+2 plus poison)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>6 tentacles +4 melee (1d2+2 plus poison) and bite -1 melee (1d4+1 plus poison)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft. (10 ft. with tentacles)<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 1d6+1, improved grab, poison<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., ink cloud, jet, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +6, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 16, Con 12, Int 12, Wis 12, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Climb +9, Escape Artist +13, Hide +12, Listen +8, Move Silently +9, Spot +9, Swim +9<\/td> <\/tr>
    Feats: <\/strong>Alertness, Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral good<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The body of this octopus is covered with hundreds of blue circles. It has large golden eyes, a greenish-brown beak, and its skin color wavers from dark grayish-brown to dirty white.<\/i>\r

    Blue-ring octopi are nomadic, shy creatures that live in the cracks and crevices of Underdark\u00c2\u0092s oceans, constantly struggling to escape the notice of the more powerful aquatic races. They live everywhere from the shallows to the deepest trenches; they have found underwater connections to the oceans of the surface world and have sometimes been found living in the colder waters of the surface world, where they are allies of the tool-using tako and the locathah.\r

    When captured by aboleth or kuo-toa, blue-ringed octopi are well-treated and bred for use as a servitor race. However, their brethren always somehow learn of this captivity and seek to free their comrades. This has led to some wild speculation that the blue-rings are telepathic or mages of some kind, though no evidence has ever confirmed this.\r

    Although nearly all are good beings, legends tell of a rogue group of \"black ring octopi\", led by the secretive Master of The Black Circle.\r

    A giant blue ring octopus is 4 to 6 feet long. The tentacles of a typical specimen are 4 to 10 feet in length. \r

    COMBAT\r

    Though they almost always strive to avoid combat, when forced to stand and fight they are remarkably skilled fighters. Initially, most blue-rings depend on evasive tactics, releasing their poisonous, milky-white ink before jetting away to protective cover. If escape is thwarted, blue-rings hold nothing back, attacking with envenomed tentacles and beak. \r

    An opponent can attack a giant blue ring octopus\u00c2\u0092s tentacles with a sunder attempt as if they were weapons. A giant blue ring octopus\u00c2\u0092s tentacles have 10 hit points each. If a giant octopus 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 blue ring octopus\u00c2\u0092s tentacles deals 5 points of damage to the creature. A giant blue ring octopus usually withdraws from combat if it loses four tentacles. The creature regrows severed limbs in 1d10+10 days.\r

    Constrict (Ex):<\/b> A giant blue ring octopus deals 1d6+1 points of damage with a successful grapple check.\r

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

    Ink Cloud (Ex):<\/b> A giant blue ring octopus can emit a cloud of jet-black ink in a 60 foot spread once per minute as a free action. The cloud provides total concealment, which the giant blue ring octopus normally uses to escape a losing fight. All vision within the cloud is obscured.\r

    Jet (Ex):<\/b> A giant blue ring octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.\r

    Poison (Ex):<\/b> A blue-ringed octopus's poison affects any opponent it hits with a tentacle or its ink cloud.\r

    Blue-Ring Octopus Venom:<\/i> Inhaled or injury, Fortitude DC 12, initial damage 1d2 Con plus 1d4 rounds blindness, secondary damage 1d2 Con. The save DC is Constitution-based. \r

    Skills:<\/b> A blue-ringed giant octopus can change colors, giving it a +4 racial bonus on Hide checks. A giant blue ring octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A giant blue ring octopus 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 blue-ringed giant octopus also has a +8 racial bonus on Climb checks, and can always choose to take 10 on Climb checks, even if rushed or threatened.\r

    Red Shamans<\/b>\r
    A few octopi from every spawning have rings of ox-blood red. These \"red shamans\" are sheltered and jealously guarded because of their innate spellcasting ability. The chromatophores of red shamans are incredibly weak, preventing them from camouflaging themselves. As a result, they often spend their entire lives deep within narrow cleft of rock, where other members of their tribe bring them food and seek their help and advice. \r

    Octopus, Giant, Red Shaman<\/b>\r
    Large Magical Beast (Aquatic)\r
    Hit Dice: 8d10+16 (60 hp)\r
    Initiative: +2\r
    Speed: 20 ft. (4 squares), climb 20 ft., swim 30 ft.\r
    Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15\r
    Base Attack\/Grapple: +8\/+15\r
    Attack: Tentacle +10 melee (1d3+3 plus poison)\r
    Full Attack: 6 tentacles +10 melee (1d3+3 plus poison) and bite +5 melee (1d6+1 plus poison)\r
    Space\/Reach: 10 ft.\/5 ft. (20 ft. with tentacles)\r
    Special Attacks: Constrict 1d8+4, improved grab, poison, spells\r
    Special Qualities: Darkvision 60 ft., ink cloud, jet, low-light vision\r
    Saves: Fort +8, Ref +8, Will +5\r
    Abilities: Str 16, Dex 14, Con 14, Int 12, Wis 16, Cha 15\r
    Skills: Climb +11, Escape Artist +12, Hide +3, Listen +7, Heal +10, Knowledge (nature) +8, Knowledge (religion) +8, Spot +7, Swim +11\r
    Feats: Craft Wand, Eschew Materials, Negotiator \r
    Environment: Underground aquatic\r
    Organization: Solitary\r
    Challenge Rating: 9\r
    Treasure: None\r
    Alignment: Usually neutral good\r
    Advancement: By character class\r
    Level Adjustment: \u00c2\u0097\r

    Poison (Ex):<\/b> A red shaman's poison affects any opponent it hits with a tentacle or its ink cloud.\r

    Red Shaman Venom:<\/i> Inhaled or injury, Fortitude DC 16, initial damage 1d4 Con plus 1d4 rounds blindness, secondary damage 1d4 Con. The save DC is Constitution-based. \r

    Spells:<\/b> Red shamans can cast divine spells as 8th-level clerics. A red shaman has access to two of the following domains: Community, Liberation, or Weather. The save DCs are Wisdom-based. \r

    Typical Cleric Spells Prepared<\/i> (6\/5+1\/4+1\/3+1\/2+1; save DC 12 + spell level): \r
    0\u00c2\u0097detect magic, guidance, light, read magic, resistance, virtue;<\/i> \r
    1st\u00c2\u0097bless water, divine favor, entropic shield, obscuring mist, remove fear*, sanctuary;<\/i> \r
    2nd\u00c2\u0097aid, fog cloud*, owl's wisdom, resist energy, silence;<\/i> \r
    3rd\u00c2\u0097call lightning*, dispel magic, prayer, wind wall;<\/i> \r
    4th\u00c2\u0097control water, divine power, freedom of movement*;<\/i> \r
    *Domain spell. Domains: Liberation and Weather.\r

    Skills:<\/b> A red shaman can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A red shaman 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 red shaman also has a +8 racial bonus on Climb checks, and can always choose to take 10 on Climb checks, even if rushed or threatened.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1996 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #227<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually neutral good","environment":"Underground aquatic"},{"name":"Octopus, Octo-Hide","type":"Magical Beast","ch":7,"challenge_rating":" 7 \u00a0","id":6240,"reference":"Usergen","full_text":"

    Octopus, Octo-Hide <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 10d10+40\u00a0(95 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 12 (\u00c2\u00962 size, +1 Dex, +3 natural), touch 9, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+30*<\/td> <\/tr>
    Attack: <\/strong>Bite +16 melee (2d6+12\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +16 melee (2d6+12\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, constrict 1d8+8, improved grab\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Blind, immunity to cold, ink cloud, low-light vision, tremorsense 60 ft., vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +13, Ref +8, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 26, Dex 13, Con 18, Int 1, Wis 12, Cha 3 <\/td> <\/tr>
    Skills: <\/strong>Escape Artist +11, Hide +13, Listen +9, Move Silently +11, Swim +16<\/td> <\/tr>
    Feats: <\/strong>Great Fortitude, Improved Critical (bite), Skill Focus (Hide), Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>11\u00c2\u009624 HD (Huge); 25-30 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This bell-shaped octopus has a pair of swimming fins protruding from its body. Its short tentacles are connected by webbing for nearly their entire length, creating a fleshy bag. The water around it is unnaturally cool.<\/i>\r

    An octo-hide, like its lesser cousin the octo-jelly, is a deepwater octopus whose tentacles have evolved into a fleshy bag in which to capture prey. This solitary hunter eats any animal it can catch and kill, and in return, it is eaten by anything that can catch and kill it. \r

    Because of the difficulty of finding a stable food source for even a small gathering in the ocean depths, and the brief mating period, it is rare to encounter more than one octo-hide. Eggs are abandoned as soon as they are laid. Only a major undersea disturbance or cataclysm will drive octo-hides to the surface.\r

    Although its soft skin is useless for commercial purposes, the octo-hide's flesh is edible and considered a delicacy by some cultures. \r

    An octo-hide is 20 feet across.\r

    COMBAT\r

    Moving in the manner of a jellyfish or sculling slowly along the ocean floor, the octo-hide's hunting method is to position itself directly above its intended prey and then drop down, enfolding the prey completely in its webbed tentacles. It often utilizes its breath weapon to disable prey before striking.\r

    Blind (Ex):<\/b> Immune to visual effects, gaze attacks and illusions.\r

    Breath Weapon (Su):<\/b> 30-foot cone, once every 1d4 rounds, damage 3d6 cold, Reflex DC 19 half. The save DC is Constitution-based\r

    Constrict (Ex):<\/b> An octo-hide deals 1d8+8 points of damage with a successful grapple check.\r

    Improved Grab (Ex):<\/b> To use this ability, an octo-hide must hit an opponent of any size with a 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. *An octo-hide has a +4 racial bonus on grapple checks (already figured into the statistics above).\r

    Ink Cloud (Ex):<\/b> An octo-hide can emit a cloud of luminous ink 40 feet high by 60 feet wide by 60 feet long once per minute as a free action. The cloud provides total concealment, which the octo-hide normally uses to escape a losing fight. All vision within the cloud is obscured.\r

    Skills:<\/b> An octo-hide can change colors, giving it a +10 racial bonus on Hide checks. It also has a +6 racial bonus on Listen and Move Silently checks. An octo-hide also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. An octo-hide 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>
    1996 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #235<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Warm aquatic"},{"name":"Octopus, Octo-Jelly","type":"Animal","ch":5,"challenge_rating":" 5 \u00a0","id":6241,"reference":"Usergen","full_text":"

    Octopus, Octo-Jelly <\/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> 20 ft. (4 squares), swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 11 (\u00c2\u00961 size, +2 Dex), touch 11, flat-footed 9<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+18*<\/td> <\/tr>
    Attack: <\/strong>Bite +9 melee (1d10+6)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +9 melee (1d10+6)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 1d6+4, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Blind, ink cloud, low-light vision, tremorsense 60 ft.\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +8, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 15, Con 14, Int 1, Wis 12, Cha 3 <\/td> <\/tr>
    Skills: <\/strong>Escape Artist +12, Hide +12, Listen +9, Move Silently +12, Swim +12\r
    <\/td> <\/tr>
    Feats: <\/strong>Great Fortitude, Skill Focus (Hide), Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>9\u00c2\u009612 HD (Large); 13\u00c2\u009624 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This bell-shaped octopus has a pair of swimming fins protruding from its body. Its short tentacles are connected by webbing for nearly their entire length, creating a fleshy bag.<\/i>\r

    An octo-jelly is a deepwater octopus whose tentacles have evolved into a fleshy bag in which to capture prey. This solitary hunter eats any animal it can catch and kill, and in return, it is eaten by anything that can catch and kill it. \r

    Because of the difficulty of finding a stable food source for even a small gathering in the ocean depths, no more than two (a mated pair) will be found together. When the eggs hatch, the young live for a short time within the mother\u00c2\u0092s protecteive tentacle bell, but they soon disperse in search of food. Only a major undersea disturbance or cataclysm will drive octo-jellies to the surface.\r

    Although its soft skin is useless for commercial purposes, the octo-jelly's flesh is edible and considered a delicacy by some cultures. \r

    An octo-jelly is 9 feet long and 5 feet across.\r

    COMBAT\r

    Moving in the manner of a jellyfish or sculling slowly along the ocean floor, the octo-jelly\u00c2\u0092s hunting method is to position itself directly above its intended prey and then drop down, enfolding the prey completely in its webbed tentacles. \r

    Blind (Ex):<\/b> Immune to visual effects, gaze attacks and illusions.\r

    Constrict (Ex):<\/b> An octo-jelly deals 1d6+4 points of damage with a successful grapple check.\r

    Improved Grab (Ex):<\/b> To use this ability, an octo-jelly must hit an opponent of any size with a 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. *An octo-jelly has a +4 racial bonus on grapple checks (already figured into the statistics above).\r

    Ink Cloud (Ex):<\/b> An octo-jelly can emit a cloud of luminous ink 20 feet high by 30 feet wide by 30 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.\r

    Skills:<\/b> An octo-jelly can change colors, giving it a +6 racial bonus on Hide checks. It also has a +6 racial bonus on Listen and Move Silently checks. An octo-jelly also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. An octo-jelly 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>
    1996 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #235<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm aquatic"},{"name":"Octopus, Sea Demon","type":"Magical Beast","ch":9,"challenge_rating":" 9 \u00a0","id":6242,"reference":"Usergen","full_text":"

    Octopus, Sea Demon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 12d10+48\u00a0(114 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 10 ft., swim 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 20 (-2 size, +2 Dex, +10 natural), touch 6, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+12\/+28<\/td> <\/tr>
    Attack: <\/strong>Tentacle +18 melee (1d8+8\/19-20)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>8 tentacles +18 melee (1d8+8\/19-20) and bite +13 melee (3d6+4)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft. (30 ft. with tentacles)<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 1d8+8, improved grab, vortex <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., ink cloud, jet, low-light vision, spell resistance 15, water dependent<\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +10, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 26, Dex 14, Con 19, Int 11, Wis 16, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Climb +16, Escape Artist +12, Hide +8, Listen +15, Spot +15, Swim +16<\/td> <\/tr>
    Feats: <\/strong>Alertness, Combat Reflexes, Improved Critical (tentacle), Improved Initiative, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>Triple standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>13-15 HD (Huge); 16-36 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive octopoid has ten tentacles, all lined with wicked barbs and suckers.<\/i>\r

    Sea demons are massive octopoids capable of hunting on land or sea. Because they are still dependent upon water, they are only found in coastal areas when on land. Sea demons generally make their lairs underwater, but on occasion will take up residence in a half-flooded coastal cave or a deep lagoon. \r

    Sea demons hate all other creatures, especially others of their own kind. As a result, they live a fairly solitary existence. Sea demons eat whatever they can catch, preying mainly on giant marine life, such as small whales and giant fish. It may come ashore to hunt, especially if the food in the surrounding seas has been depleted. Sea demons have also been known to attack ships and dine upon their crews, especially if the vessels venture too close to their lairs.\r

    These creatures are aggressive and territorial hunters with bodies at least 10 feet in diameter. Their tentacles are studded with barbs and sharp-edged suckers and reach 30 feet or more in length. \r

    COMBAT\r

    An opponent can attack a sea demon's tentacles with a sunder attempt as if they were weapons. A sea demon has 10 tentacles with 10 hit points each (Gargantuan sea demons have 12 tentacles with 20 hit points each and can make 10 tentacle attacks as part of a full attack). If a sea demon 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 sea demon's tentacles deals 5 points of damage to the creature. A sea demon usually withdraws from combat if it loses four tentacles. The creature regrows severed limbs in 1d10+10 days. \r

    Constrict (Ex):<\/b> A sea demon deals 1d8+8 points of damage with a successful grapple check.\r

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

    Ink Cloud (Ex):<\/b> A sea demon can emit a cloud of jet-black ink in a 60 foot spread (80 feet for a Gargantuan sea demon) once per minute as a free action. The cloud provides total concealment, which the sea demon normally uses to escape a losing fight. All vision within the cloud is obscured.\r

    Jet (Ex):<\/b> A sea demon can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.\r

    Vortex (Su):<\/b> Once every 10 minutes, a sea demon can use its tentacles to stir the sea into a whirlpool. The sea demon must be underwater to create a vortex. It can sustain a vortex for up to 1 round for every 2 HD it has. The sea demon can move through the water or along the bottom at its swim speed while creating a vortex. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall (60 feet for a Gargantuan sea demon). The sea demon controls the exact height, but it must be at least 10 feet.\r

    The sea demon's movement while it uses its vortex attack does not provoke attacks of opportunity. Another creature might be caught in the vortex if it touches or enters the vortex, or if the sea demon moves into or through the creature's space.\r

    Creatures one or more size categories smaller than the sea demon might take damage when caught in the vortex, and may be swept up by it. An affected creature must succeed on a DC 24 Reflex save when it comes into contact with the vortex or take 2d8 bludgeoning damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The save DC is Strength-based.\r

    Creatures trapped in the vortex cannot move except to go where the sea demon carries them or to escape the whirlpool. Creatures caught in the whirlpool can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the vortex take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The sea demon can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume.\r

    The sea demon can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be.\r

    If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the sea demon and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.\r

    Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.\r

    A sea demon cannot use any other attack while it is creating a vortex and does not threaten the area around it.\r

    Water Dependent (Ex):<\/b> Sea demons can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules).\r

    Skills:<\/b> A sea demon can change colors, giving it a +4 racial bonus on Hide checks. A sea demon also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A sea demon 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 sea demon also has a +8 racial bonus on Climb checks, and can always choose to take 10 on Climb checks, even if rushed or threatened.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Annual Volume Four<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always chaotic evil","environment":"Warm aquatic"},{"name":"Oculon","type":"Construct","ch":5,"challenge_rating":" 05 \u00a0","id":6243,"reference":"Usergen","full_text":"

    OCULON<\/h3> <\/td> <\/tr>

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

    Hit Dice:<\/span><\/b> 7d10 (38 hp)<\/span><\/p> <\/td> <\/tr>

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

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

    AC:<\/span><\/b> 16 (+2 Dex, +4 natural)<\/span><\/p> <\/td> <\/tr>

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

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

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

    Special Attacks: <\/span><\/b>Magic missiles, sneak attack +1d6<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Construct, damage reduction 10\/+1, resistant to blunt weapons, malleable form<\/span><\/p> <\/td> <\/tr>

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

    Abilities:<\/span><\/b> Str 12, Dex 14, Con \u0097, Int 10, Wis 14, Cha 10<\/span><\/p> <\/td> <\/tr>

    *Skills: <\/span><\/b>Hide +10, Move Silently +10<\/span><\/p> <\/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> None<\/span><\/p> <\/td> <\/tr>

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

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

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

    The oculon is a monster created by a high level arcane caster to act as a guardian. It moves rather quickly, but its movements are somewhat rubbery in appearance, as the monster has no internal skeletal structure.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 An oculon appears as a roughly humanoid-shaped creature standing 4 feet tall at the shoulders. Instead of a head, the oculon has a 3-foot long flexible neck that ends in a single large eye.<\/span><\/p> <\/td> <\/tr>

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

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

    The oculon attacks with its longsword and magic missiles<\/i>.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Magic Missiles (Sp): <\/span><\/b>Once per round, up to seven times per day, the oculon can fire a magic missile <\/i>from its eye to a maximum range of 180 feet with no range increment. A missile deals 1d6 points of damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Sneak Attack (Ex):<\/span><\/b> An oculon deals +1d6 points of damage to an opponent when it flanks its foe or any time its opponent is denied its Dex bonus to AC.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Construct: <\/span><\/b>Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Oculons have darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Resistant to Blunt Weapons (Ex):<\/b> The oculon\u0092s body contains no skeletal structure. Therefore it suffers only half damage from blunt attacks.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Malleable Form (Ex):<\/b> The oculon can flatten its body to a height of 9 inches (covering roughly 6 square feet). In this form, the oculon moves at 10 ft per round and cannot attack, but can squeeze through openings it normally could not in its natural humanoid form.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 *Skills:<\/span><\/b> Though constructs generally have no skills, the oculon gains a +8 racial bonus to Hide and Move Silently checks.<\/span><\/p> <\/td> <\/tr>

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

    \u00a0Construction

    <\/p><\/span><\/b><\/p>

    An oculon costs 30,000 gp to create, including 1,000 gp for the body. This cost includes all the material spell components that are consumed or become a permanent part of the creation.

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

    \u00a0\u00a0 <\/span>The first task is shaping the body from a mixture of water, a gland from a purple worm, the central eye of a beholder, one pint of the creator\u0092s blood, and the brain of a rogue of at least 7th-level. Creating the body requires a Craft (sculpture) check (DC of 13).

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

    \u00a0\u00a0 <\/span>The creator must be 18th-level and able to cast arcane spells. Completing the ritual drains 1,000 XP from the creator and requires unseen servant, magic missile, protection from normal missiles, geas, mind blank,<\/i> and wish.<\/i>

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

    \u00a0

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

    The Oculon first appeared in Dragon (1980, Roger E. Moore).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Construct","alignment":"Any","environment":"Any land and underground"},{"name":"Oculon","type":"Construct","ch":5,"challenge_rating":" 5 \u00a0","id":6244,"reference":"Usergen","full_text":"

    Oculon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d10+20\u00a0(58 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+2 Dex, +4 natural), touch 12, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+6<\/td> <\/tr>
    Attack: <\/strong>Longsword +6 melee (1d8+1\/19-20) or arcane arrow +7 ranged touch (1d6+1 force)<\/td> <\/tr>
    Full Attack: <\/strong>Longsword +6 melee (1d8+1\/19-20) or 3 arcane arrows +7 ranged touch (1d6+1 force)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Arcane arrows, sneak attack +1d6<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 10\/magic and 5\/slashing or piercing, darkvision 60 ft., flatten body, low-light vision, poor depth perception, rubbery form, slipperiness<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +4, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 14, Con -, Int 10, Wis 14, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide +10, Jump +5, Listen +7, Move Silently +15, Search +4, Spot +11<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Point Blank Shot, Precise Shot<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any 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>8-21 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This roughly humanoid creature stands about four feet tall. Its skin is light gray and glossy. A long, flexible neck ends in a single large eye with a dark gray cornea and black pupil.<\/i>\r

    An oculon is constructed by an arcane spellcaster to serve as a guardian. It moves rather quickly, but its movements are somewhat rubbery in appearance, as the monster has no internal skeletal structure.\r

    An oculon stands 4 feet tall at the shoulder, with a 3-foot long flexible neck. It weighs about 150 pounds.\r

    COMBAT<\/b>\r

    An oculon fires arcane arrows at its opponents until it has exhausted its daily uses or is forced into melee.\r

    Arcane Arrows (Sp):<\/b> An oculon can fire missiles of pure force from its eye. It can fire 1 missile as a standard action or 3 missiles as a full attack action. Multiple missiles can be fired at separate targets. An oculon can fire as many arcane arrows in a day as it has racial HD (7\/day for a typical oculon). Each arcane arrow is a +5 ranged touch attack with a 180 foot range (no range increment). On a successful hit, a missile does 1d6+1 points of force damage. In all other aspects, an arcane arrow is treated as a magic missile (as the spell), and thus are blocked by a brooch of shielding or the shield spell. This ability is equivalent of a 1st-level spell (caster level 7th).\r

    Flatten Body (Ex):<\/b> An oculon can flatten its malleable body into a blob of matter about three feet in diameter and a few inches tall. In this form an oculon can not attack and its speed is reduced to 15 ft. An oculon can flatten itself as a move action and unflatten itself as a swift action.\r

    Poor Depth Perception (Ex):<\/b> An oculon's single eye makes it very bad at judging distances. The range penalties of any thrown or missile weapon it uses are doubled.\r

    Rubbery Form (Ex):<\/b> The body of an oculon is very rubbery, allowing it to squeeze through spaces normally too small for its bulk. An oculon can move through tight spaces as if it were a creature one size smaller than its actual size. Additionally, an oculon takes only half damage from falling damage.\r

    Slipperiness (Ex):<\/b> An oculon can coat itself in a slick oil with the same effects as salve of slipperiness (+20 competence bonus to Escape Artist checks and immunity to obstructions such as webs and magic ropes or snares). An oculon can produce or absorb this oil as a free action over any part of its body. The oil loses its properties the instant it leaves the oculon's skin.\r

    Skills:<\/b> An oculon has a +4 racial bonus on Spot checks and a +8 racial bonus on Hide and Move Silently checks.\r

    Feats:<\/b> An oculon can apply any ranged weapon feat to its arcane arrows.\r

    CONSTRUCTION<\/b>\r
    The oculon's body is shaped from a mixture of water, a gland from a purple worm, the central eye of a beholder, one pint of the creator\u00c2\u0092s blood, and the brain of a rogue. Acquiring these materials costs a total of 1,000 gp. Assembling the body requires a DC 13 Craft (sculpting) check.\r

    CL 9th; Craft Construct, geas\/quest, magic missile, unseen servant<\/i>, caster must be at least 9th level; Price 13,000 gp; Cost 7,000 gp + 480 XP.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #53<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any land"},{"name":"Odontogriphus","type":"Vermin","ch":2,"challenge_rating":" 2 \u00a0","id":6245,"reference":"Usergen","full_text":"

    Odontogriphus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Vermin \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+4\u00a0(22 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> 10 (-1 size, +1 Dex), touch 10, flat-footed 9<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+11<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (1d6+6)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (1d6+6)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Blood drain, constrict 1d6+6, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., scent, vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +2, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 13, Con 13, Int –, Wis 8, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Climb +12, Hide +1, Listen +5, Swim +12<\/td> <\/tr>
    Feats: <\/strong>—<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or swarm (2-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5-6 HD (Large); 7-12 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This flat, oval creature blends the features of a tapeworm and a leech. It possesses a single muscular foot, a shell-like covering on its back, and a chitinous tongue-like appendage that bears multiple rows of rasping teeth.<\/i>\r

    Odontogriphus is a prehistoric marine bilaterian. It spends most of its time swimming across the sea floor, hunting for prey from which to obtain nourishing blood.\r

    A typical odontogriphus is about 18 feet long and weighs up to 5,000 pounds. Most of its 6-foot-wide body is less than a foot thick.\r

    COMBAT<\/b>\r
    An odontogriphus hunts by dropping on prey from above, grabbing hold with its mouth, and then sucking its victim's blood while squeezing with its powerful body. Odontogriphus only attack creatures smaller than themselves.\r

    Blood Drain (Ex):<\/b> An odontogriphus drains blood for 1d4 points of Constitution damage each round it maintains a hold on an opponent. It does not need to make a grapple check, but continues automatically draining blood until its victim escapes its grip (see Escape from Grapple) or dies and is drained of all their blood.\r

    Constrict (Ex):<\/b> On a successful grapple check, an odontogriphus deals 1d6+6 points of damage.\r

    Improved Grab (Ex):<\/b> To use this ability, an odontogriphus 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 blood drain and constrict.\r

    Skills:<\/b> Odontogriphus have a +4 racial bonus on Hide and Listen checks. An odontogriphus has a +8 racial bonus on Climb and can always choose to take 10 on a Climb check, even if rushed or threatened. Odontogriphus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #204<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Ogre (Half-)","type":"Humanoid","ch":1,"challenge_rating":" 01 \u00a0","id":6246,"reference":"Usergen","full_text":"

    OGRE, Half<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Humanoid (Ogre)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 2d8+4 (13 hp)<\/span><\/p> <\/td> <\/tr>

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

    Speed:<\/span><\/b> 30 ft (20 ft with hide armor)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 15 (+2 natural, +3 hide)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Greatsword +5 melee; or longspear +4 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Greatsword 2d6+3; or longspear 1d8+3 melee<\/span><\/p> <\/td> <\/tr>

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

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

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

    Abilities:<\/span><\/b> Str 17, Dex 10, Con 14, Int 9, Wis 10, Cha 9<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Climb +5, Listen +2, Spot +2<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Weapon Focus (greatsword)<\/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, pair, gang (2-4), or band (5-8)
    Challenge Rating:<\/b> 1<\/span><\/p> <\/td> <\/tr>

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

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

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

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

    Half-ogres are the offspring of a human and ogre. They are smaller than their ogre parent, but smarter, and have a better understanding of their opponent\u0092s in combat.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Half-ogres stand 7-8 feet tall and weigh from 315 to 425 pounds. Skin and hair color are variable, but tend toward brown, gray, black, dull yellow (skin only), or any of the above with a slight gray-green tint. Their odor is noticeable, but it is not as overpowering as that of a full-blooded ogre. The half-ogre traditionally wears heavy skins and furs, but rare individuals have the ability to make a shirt of chainmail. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Half-ogres speak Common and Giant. They live about 110 years. Their sense of smell is better than the average ogre, but it falls short of that of a human.<\/span><\/p> <\/td> <\/tr>

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

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

    Half-ogres are often found with full-blooded ogres. If so, the half-ogre will most likely be leading the ogre party. The ogres fight more wisely when led by a half-ogre that concentrates assaults on characters it recognizes as spellcasters, and teaming up against skilled fighters. Ambushes are better planned and more carefully baited.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 To earn command privileges, particularly when ogre leaders are present, a half-ogre must show quickness in battle and ferocity in combat. Half-ogres' usual weapon of choice is a greatsword, or a longspear. They sometimes employ longswords and large wooden shields.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Ogre Blood (Ex):<\/b> <\/span>For all special abilities and effects, a half-ogre is considered an ogre.<\/span><\/p> <\/td> <\/tr>

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

    HALF-OGRE CHARACTERS<\/span><\/h2> <\/td> <\/tr>

    A half-ogres favored class is barbarian. Half-ogre leaders tend to be barbarians. Half-ogre clerics worship Vaprak \u0093the Destroyer\u0094 (choose any two of the following domains: Chaos, Destruction, and Evil) or a human deity. Most half-ogre spellcasters are adepts.<\/span><\/p> <\/td> <\/tr>

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

    Names:<\/span><\/b> Half-ogres choose either a human name or an ogre name. This choice usually depends on which side of their lineage is predominant, and also where they choose to live (amongst humans or amongst ogres).
    Half-Ogre Male Names:<\/b> Antog, Gromlok, Morg, Mulk, Scurlug
    Half-Ogre Female Names:<\/b> Sushnak, Nugdish, Eroshnak<\/span><\/p> <\/td> <\/tr>

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

    TABLE A-1: RANDOM STARTING AGES<\/span><\/b><\/p> <\/td> <\/tr>

    Adulthood\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Bar\/Rog\/\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Brd\/Fgr\/\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Clr\/Drd\/<\/span><\/b><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Sor\u00a0\u00a0 \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Pal\/Rgr \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Mnk\/Wiz<\/span><\/b><\/p> <\/td> <\/tr>

    25\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +1d4\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +1d6\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +2d6<\/span><\/p> <\/td> <\/tr>

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

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

    TABLE A-2: AGING EFFECTS<\/span><\/b><\/p> <\/td> <\/tr>

    Middle Age\u00a0\u00a0\u00a0\u00a0\u00a0 Old\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Venerable\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Max. Age<\/span><\/b><\/p> <\/td> <\/tr>

    55 years\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 73 years\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 90 years\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +2d20 years<\/span><\/p> <\/td> <\/tr>

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

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

    TABLE A-3: RANDOM HEIGHT AND WEIGHT<\/span><\/b><\/p> <\/td> <\/tr>

    Base Height\u00a0\u00a0\u00a0\u00a0 Height Mod.\u00a0\u00a0\u00a0\u00a0 Base Weight\u00a0\u00a0\u00a0 Weight Mod.<\/span><\/b><\/p> <\/td> <\/tr>

    7'\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +2d10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 240 lb.\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 x (2d4) lb.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Humanoid","alignment":"Any","environment":"Any land and underground"},{"name":"Ogre Slug","type":"Aberration","ch":5,"challenge_rating":" 5 \u00a0","id":6247,"reference":"Usergen","full_text":"

    Ogre Slug <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8+32\u00a0(68 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (\u00c2\u00961 size, -1 Dex, +7 natural), touch 8, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+16<\/td> <\/tr>
    Attack: <\/strong>Longspear +13 melee (2d6+7\/x3) or slam +12 melee (1d4+7) or spit +4 ranged touch (3d8 acid)<\/td> <\/tr>
    Full Attack: <\/strong>Longspear +13\/+8 melee (2d6+7\/x3) or 2 slams +12 melee (1d4+7) or spit +4 ranged touch (3d8 acid)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft. (10 ft. with longspear)<\/td> <\/tr>
    Special Attacks: <\/strong>Acid spit<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/slashing or piercing, darkvision 60 ft., resistance to acid 15, slime climb<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +1, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 24, Dex 8, Con 19, Int 8, Wis 10, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Climb +12, Listen +3, Move Silently +7, Spot +3\r
    <\/td> <\/tr>
    Feats: <\/strong>Point Blank Shot, Power Attack, Weapon Focus (longspear) <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, raiding party (2-8 plus one 2nd-level leader) or tribe (8-16 males, 2-16 females, 2-8 young plus 3-4 5th-level shamans and 4-8 giant slugs)<\/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>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This disgusting abomination appears to be an ogre from the waist up, but its lower half is that of a giant slug. Its skin is grayish-green on the ogre portion, fading to a deep, blackish green on its slug half.<\/i>\r

    Ogre slugs are to ogres as driders are to drow. The genesis of these foul aberrations is believed to have arised from some perceived slight to a vengeful dark deity.\r

    Adult ogre slugs stand 8 feet tall and are nearly 15 feet in length, weighing around 6,000 pounds. \r

    Ogre slugs speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Undercommon.\r

    Combat\r

    Ogre slugs relish battle, pounding adversaries with weapons or their beefy fists. They liberally use their corrosive spittle to burn the armor off their opponents.\r

    Acid Spit (Ex):<\/b> Ogre slugs can spit a ball of caustic saliva with a range of 20 feet, as a ranged touch attack. This attack deals 3d8 points of acid damage on a successful hit. Clothing and armor worn by the target of this spit dissolves and becomes useless immediately unless the item succeeds on a DC 18 Reflex save. The save DC is Constitution-based.\r

    Slime Climb (Ex):<\/b> This ability works like the spider climb<\/i> spell, but only works on vertical surfaces. It is always in effect.\r

    Skills:<\/b> An ogre slug has a +8 racial bonus on Move Silently checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Eye of the Beholder III: Assault on Myth Drannor PC game rule book<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Often chaotic evil","environment":"Any land and underground"},{"name":"Ogre, Stonecrown","type":"Giant","ch":4,"challenge_rating":" 4 \u00a0","id":6248,"reference":"Usergen","full_text":"

    Ogre, Stonecrown <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Giant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+12\u00a0(30 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. in hide armor (6 squares); base speed 40 ft., climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (\u00c2\u00961 size, \u00c2\u00961 Dex, +5 natural, +3 hide armor), touch 8, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+14<\/td> <\/tr>
    Attack: <\/strong>Greataxe +10 melee (3d6+10\/x3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Greataxe +10 melee (3d6+10\/x3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Blood frenzy<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +0, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 8, Con 17, Int 9, Wis 10, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Climb +6, Listen +3, Spot +3 (includes armor check penalty)<\/td> <\/tr>
    Feats: <\/strong>Power Attack, Weapon Focus (greataxe)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate hills and mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, gang (3\u00c2\u00964), band (5\u00c2\u00968), tribe (2-20 plus 1 leader of 1st level), or company (2-20 plus 1 leader of 1st level per 5 ogres and 1 captain of 2nd level)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/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 fat, oversized humanoid stands over nine feet tall. Its greasy, filth-covered skin is covered in piercings, and it wears filthy animal hides. A rank odor, like a large volume of sour milk, surrounds the being.<\/i>\r

    Stonecrown ogres are a stronger, larger, and meaner variant of their more common cousins. When injured, they fly into a deadly blood frenzy, landing more frequent blows on foes and friends alike.\r

    In the wild, stonecrown ogres form tribes, with leaders tending to possess superior armor such as chain shirts or breastplates. Others form mercenary companies, led by captains wearing superior armor and wielding stonecrown arbalests (see below).\r

    Adult stonecrown ogres stand 9 to 10 feet tall and weigh 650 to 700 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.\r

    Stonecrown ogres speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common, Goblin, or Orc.\r

    Combat\r

    Stonecrown ogres are voracious hunters with little discipline and no great cunning, although those that train and fight together long enough can learn to control their battle frenzy to attack as a unit.\r

    Blood Frenzy (Ex):<\/b> If a stonecrown ogre takes damage from an attack, spell, trap, or any other source, it must make a successful Will save (DC 10 + points of damage suffered since its last action) at the start of its next action or enter a blood frenzy. While in a blood frenzy, the ogre \r
    must attempt to attack the most recent creature or object to damage it; if that is not possible, it must attempt to attack the nearest creature instead. In addition, it gains a single extra attack each round at its highest bonus when making a full attack. The blood frenzy lasts until either the ogre or its opponent is dead, after which the stonecrown ogre is fatigued.\r

    To end the frenzy before its duration expires, the stonecrown ogre may attempt a DC 20 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues.\r

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

    Stonecrown Arbalests<\/b>\r
    Stonecrown ogres craft special rock-hurling heavy crossbows. The 10-pound stones hurled from these arbalests are able to damage equipment as well as dealing damage.\r

    Stonecrown Arbalest:<\/i> Exotic ranged weapon, damage 2d8 bludgeoning, range increment 30 feet. A stonecrown arbalest threatens a critical hit on a roll of 20 and deals triple damage on a successful critical hit. A stonecrown arbalest may also be used to make ranged sunder attempts.\r

    Stonecrown Ogres As Characters<\/b>\r
    Stonecrown ogres characters possess the following racial traits.\r

    • +14 Strength, \u00c2\u00962 Dexterity, +6 Constitution, \u00c2\u00962 Intelligence, \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 stonecrown ogre's base land speed is 40 feet. It also has a climb speed of 20 feet. \r
      <\/li>
    • Darkvision out to 60 feet. \r
      <\/li>
    • Racial Hit Dice: A stonecrown ogre begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1. \r
      <\/li>
    • Racial Skills: A stonecrown ogre\u00c2\u0092s giant levels give it skill points equal to 7 x (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, and Spot. \r
      <\/li>
    • Racial Feats: A stonecrown ogre\u00c2\u0092s giant levels give it two feats. \r
      <\/li>
    • Weapon and Armor Proficiency: A stonecrown ogre is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields. \r
      <\/li>
    • Weapon Familiarity: Stonecrown ogres may treat stonecrown arbalests as martial weapons rather than exotic weapons. \r
      <\/li>
    • +5 natural armor bonus. \r
      <\/li>
    • Special Attacks: Blood frenzy (see above). \r
      <\/li>
    • Automatic Languages: Giant. Bonus Languages: Common, Goblin, Orc. \r
      <\/li>
    • Favored Class: Barbarian. \r
      <\/li>
    • Level adjustment +4. \r
      <\/li><\/ul>
      New Feat: Controlled Frenzy [General, Fighter]<\/b>\r
      Prerequisite: Blood frenzy special attack.\r
      Benefits: You may enter a blood frenzy without first taking damage.\r
      Normal: Without this feat, you can only enter a blood frenzy after taking damage.<\/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":"Temperate hills and mountains"},{"name":"Ogrillon","type":"Humanoid","ch":1,"challenge_rating":" 01 \u00a0","id":6249,"reference":"Usergen","full_text":"

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

    Medium-Size Humanoid (Ogrillon)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 2d8+4 (13 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> 14 (+4 natural)<\/span><\/p> <\/td> <\/tr>

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

    Damage:<\/span><\/b> Slam 1d4+4<\/span><\/p> <\/td> <\/tr>

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

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

    Special Qualities:<\/span><\/b> Darkvision 60 ft, orc\/ogre blood<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +5, Ref +0, Will -1<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 19, Dex 10, Con 14, Int 7, Wis 8, Cha 8<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Climb +5, Listen +3, Spot +3<\/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), tribe (5-30 plus 1 4th-level sergeant per 10 adults and 1 leader of 5th-7th level), or warband (3-8 plus 10-24 orcs)
    Challenge Rating:<\/b> 1<\/span><\/p> <\/td> <\/tr>

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

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

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

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

    Ogrillons are the result of the union of a female orc and male ogre (thankfully, ogrillons are sterile and cannot reproduce). The union of a male orc and female ogre yields an orog (q.v.). Ogrillons are fierce combatants and are brutish and violent by nature.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 An ogrillon stands about 6 feet tall and resembles an orc, though 10% of ogrillons resemble their ogre parent. Its skin is covered with tiny horned plates of bone.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Ogrillons speak Giant and those specimens that boast Intelligence scores of at least 10 speak Common.<\/span><\/p> <\/td> <\/tr>

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

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

    Ogrillons disdain the use of armor relying solely on their natural armor to protect them. They also disdain the use of weapons, preferring to leap headlong into a fray with fists swinging madly.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Reinforced Fists (Ex):<\/b> Due to their horn-reinforced fists, an ogrillon deals normal, rather than subdual damage with its punches.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Orc\/Ogre Blood (Ex):<\/b> For all special abilities and effects, an ogrillon is considered an orc or ogre. Ogrillons, for example, can use special ogre (or orc) weapons or magic items with racially specific ogre (or orc) powers as if they were ogres (or orcs).<\/span><\/p> <\/td> <\/tr>

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

    OGRILLON CHARACTERS<\/h3> <\/td> <\/tr>

    An ogrillon's favored class is barbarian; most ogrillon leaders are barbarians. Ogrillon clerics worship the ogre deity Vaprak the Destroyer, and they can choose two of the following domains: Chaos, Evil, Strength, and War. Most ogrillon spellcasters are adepts, however.<\/span><\/p> <\/td> <\/tr>

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

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

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

    \u00a0<\/span><\/p><\/div>","family":"Humanoid","alignment":"Any","environment":"Any land and underground"},{"name":"Oil Beetle","type":"Vermin","ch":1,"challenge_rating":" 01 \u00a0","id":6250,"reference":"Usergen","full_text":"

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


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d8+4\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 40 ft<\/td> <\/tr>
    AC:<\/strong> 16 (+1 size, +5 natural)<\/td> <\/tr>
    Attacks:<\/strong>Bite +3 melee<\/td> <\/tr>
    Damage: <\/strong>Bite 1d6+1<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Oil<\/td> <\/tr>
    Special Qualities: <\/strong>Vermin<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +0, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 10, Con 14, Int -, Wis 10, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Listen +5, Spot +5<\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any warm land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or swarm (2-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>01<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Small); 5-6 HD (Medium-size)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Oil beetles are large brown beetles with slick carapaces. They feed on offal and refuse, and are able to consume nearly any organic material.

    Combat<\/b>
    When attacked, an oil beetle releases a foul stream of oily liquid that irritates the skin of any living creature it hits.

    Oil (Ex):<\/b> Line of acid 5 ft. long and 1 ft. wide; Fortitude save (DC 12) or suffer from painful blisters. Those affected receive a -2 circumstance modifier to attack rolls for 1 day. Curative magic heals the blisters and removes the penalty.

    Vermin:<\/b> Immune to mind-influencing effects.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1977 Wizards of the Coast, Inc.
    Originally found in D&D Basic Rules<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":">Any warm land and underground"},{"name":"Oil Beetle, Giant","type":"Vermin","ch":1,"challenge_rating":" 01 \u00a0","id":6251,"reference":"Usergen","full_text":"

    Oil Beetle, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d8+4\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 40 ft (8 squares), burrow 10 ft<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+1 size, +5 natural), touch 11, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-2<\/td> <\/tr>
    Attack: <\/strong>Bite +3 melee (1d6+1)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +3 melee (1d6+1) or oil +2 ranged touch<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Oil<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +0, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 10, Con 14, Int ---, Wis 10, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Jump +5<\/td> <\/tr>
    Feats: <\/strong>---<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any warm land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, (1-8) or (2-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>01<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Small); 5-6 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This oversized brown beetle has a slick carapace. A thick, oily fluid seems to drip from its horned mandibles.<\/i>\r

    The giant oil beetle is a fairly simple insect. It feeds on offal and refuse, and is able to consume nearly any organic material.\r

    An oil beetle is 3 feet long and weighs 30 pounds.\r

    COMBAT<\/b>\r
    When attacked, an oil beetle releases a foul stream of hot, oily liquid that irritates the skin of any living creature it hits. \r

    Oil (Ex)<\/b>: An oil beetle can spray oil as a ranged touch attack, at a creature within 15 feet. Living creatures hit by an oil beetle's oil attack suffer from painful blisters for 24 hours; affected creatures suffer a -2 penalty on attack rolls, skill checks, and ability checks. Application of any curative magic, or a DC 15 Heal check will remove the blisters and the penalties.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in Dungeons & Dragons Basic Rules (Gary Gygax and Dave Arneson, 1981), Dungeons & Dragons Basic Set (1983), and Dungeons & Dragons Rules Cyclopedia (1991).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Any warm land and underground"},{"name":"Okapi","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":6252,"reference":"Usergen","full_text":"

    Okapi <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d8+12\u00a0(30 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 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+5)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 hooves +7 melee (1d8+5)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Sprint<\/td> <\/tr>
    Special Qualities: <\/strong>Forest movement, 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 -3*, Jump +13, Listen +6, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Endurance, Run<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/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>5-8 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a short-necked giraffe, but with a reddish-brown body and black-and-white striped legs like those of a zebra. Its white face ends in a black muzzle, from which a long blue tongue protrudes.<\/i>\r

    Okapi are large, herbivorous ungulates related to giraffes. that inhabit savannas and grasslands. Okapi feed on leaves, buds, shoots, grass, ferns, fruit, and fungi.\r

    After mating, an okapi gives birth to a single calf after a gestation period of 14-15 months. The young okapi reaches maturity in 4 to 5 years.\r

    An okapi is about 8 feet long and stands 6-1\/2 feet tall at the shoulder. It weighs 465 to 565 pounds. An okapi lives up to 30 years.\r

    COMBAT\r

    Okapi generally flee if threatened, but are males are protective of their territory, battling other males that trespass.\r

    Forest Movement (Ex):<\/b> An okapi's skill at moving through heavy foliage is such that it suffers no movement penalties from light undergrowth and treats heavy undergrowth as light undergrowth. An okapi is still affected by magically enhanced plants that slow movement, such as an entangle<\/i> spell.\r

    Sprint (Ex):<\/b> Once per hour, an okapi can move five times its normal speed (250 feet) when it makes a charge.\r

    Skills:<\/b> Okapi have a +2 racial bonus on Listen checks. *Okapi 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 okapi 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":"Warm forests"},{"name":"Oliphant","type":"Animal","ch":6,"challenge_rating":" 06 \u00a0","id":6253,"reference":"Usergen","full_text":"

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

    Huge Animal<\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/b> 8d8+40 (76 hp)<\/p> <\/td> <\/tr>

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

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

    AC:<\/b> 16 (\u00962 size, +8 natural)<\/p> <\/td> <\/tr>

    Attacks:<\/b> Slam +13 melee, 2 stamps +8 melee; or gore +13 melee<\/p> <\/td> <\/tr>

    Damage:<\/b> Slam 2d6+9, stamp 2d6+5; or gore 2d8+13<\/p> <\/td> <\/tr>

    Face\/Reach:<\/b> 10 ft by 20 ft\/10 ft<\/p> <\/td> <\/tr>

    Special Attacks: <\/b>Trample 2d8+13<\/p> <\/td> <\/tr>

    Special Qualities:<\/b> Scent<\/p> <\/td> <\/tr>

    Saves:<\/b> Fort +11, Ref +6, Will +5<\/p> <\/td> <\/tr>

    Abilities:<\/b> Str 28, Dex 11, Con 21, Int 4, Wis 15, Cha 11<\/p> <\/td> <\/tr>

    Skills: <\/b>Listen +7, Spot +7<\/p> <\/div> <\/td> <\/tr>

    Climate\/Terrain:<\/b> Any cold or temperate plain<\/p> <\/td> <\/tr>

    Organization:<\/b> Solitary (male), family unit (1\u00968, 25% chance to be accompanied by a calf if 3 or more are encountered, 75% by a half\u0096grown animal)<\/span>
    Challenge Rating:<\/b> 6<\/p> <\/td> <\/tr>

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

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

    Advancement:<\/b> 9\u009624 HD (Huge)<\/p> <\/td> <\/tr>

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

    The <\/span>oliphant<\/span>is probably a modern\u0096day relative to the mastodon. Its hairy hide enables it to survive in cooler temperate or sub\u0096arctic climates. The solitary oliphant avoids inhabited areas, although it can be captured and trained if young enough.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The intelligence of an oliphant is such that when properly trained they become engines of destruction, especially large males. When fed and cared for, these creatures can grow to 10 feet or greater size and great bulk, far larger than their wild fellows. Trained oliphants are used in war and other military duties, armored with feather or scale and plate reinforcements, spikes projecting from head and forelegs, and bearing castle\u0096like houdas that house archers and pikemen. (Elephants are likewise armed in warm climes, but these less intelligent creatures lack the ferocity of trained oliphants.)<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Oliphants do not fear fire unless it directly threatens them. They are aggressive and tend to try to eliminate threats rather than flee from them. Oliphant tusks range in value from 100 to 400 gp each; the ivory is worth about four gold pieces per pound.<\/span><\/p> <\/td> <\/tr>

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

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

    An oliphant attacks with its down\u0096curving tusks and heavy forelegs; its trunk is too short to be used as an effective weapon.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Trample (Ex):<\/b> An oliphant can trample Medium\u0096size or smaller creatures for 2d8+13 point of damage. Opponents who do not make attacks of opportunity against the oliphant can attempt a Reflex save (DC 23) to halve the damage.<\/span><\/p> <\/td> <\/tr>

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

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

    The Oliphant first appeared in the 1e MM II (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Animal","alignment":" Always neutral","environment":" Any cold or temperate plain"},{"name":"Olive Slime","type":"Ooze","ch":5,"challenge_rating":" 05 \u00a0","id":6254,"reference":"Usergen","full_text":"

    OLIVE SLIME (CR 5)<\/span><\/b><\/p> <\/td> <\/tr>

    Olive slime is a more dangerous relative of green slime that transforms living creatures into vegetable zombies.\u00a0 This slime is a plantlike growth that clings to walls and ceilings of underground caverns, waiting for something to drop on and eat.\u00a0 Olive slime blends in with other slime and moss on cave walls, and is difficult to see on a Spot check (DC 18).\u00a0 The slime's tremorsense allows it to detect its favorite foods - that is, anything animal, vegetable, or metallic.\u00a0 Contact with this slime causes a numbing poison to ooze out from it, while the slime spreads itself over the body of its victim and begins to feed on the victim's bodily fluids.\u00a0 Affected creatures have a chance to notice the slime before it begins feeding:\u00a0 they must make a Fortitude save (DC 16) in the first round of contact to avoid the effects of the poison, and brush the stuff off before its parasitic tendrils begin feeding.\u00a0 Nearby creatures can notice the slime on a companion with a casual glance before it's too late on a successful Spot check (DC 12), and a thorough search reveals it without difficulty.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Affected victims soon have their brains and bodies altered by the slimes they are serving host to.\u00a0 Within 2d4 hours, the host creature's main concern will become finding ways to feed, protect, and sustain the olive slime's growth, which also includes keeping the slime secret if undetected.\u00a0 After this initial transformation, the victim will attempt to escape if the character's companions become suspicious or try to destroy or remove the slime.\u00a0 The host's daily food intake doubles for the next 3d4 days, at which point the host undergoes the sudden and painful metemorphosis into an olive slime creature.\u00a0 The slime creature's skin and muscle tissue are slowly replaced with slimy green plant mass, and its brain forms a symbotic link with the olive slime.\u00a0 This new slime creature has no interest in things of its former life, and now exists only as a plantlike lifeform.\u00a0 When slain, this slime creature dissolves into a new patch of olive slime.\u00a0 There is very little, short of a limited wish<\/i> spell, that will restore a slime creature to normal.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Olive slime has the usual immunities of all slimes, including mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing, nor are they subject to critical hits.\u00a0 In addition, olive slime is only harmed by acid, cold, and fire attacks, or by a cure disease<\/i> spell.\u00a0 Spells which affect plants also work on olive slime for the most part, although some (such as entangle<\/i>) have no practical effect.\u00a0 Green slime and olive slime neutralize each others' effects, and are never found growing near one another.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Ooze","alignment":"Any","environment":"Any"},{"name":"Olive Slime Creature","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6255,"reference":"Usergen","full_text":"

    SLIME CREATURE<\/h1> <\/td> <\/tr>

    Olive slime creatures, also known as \"slime zombies,\" are created when olive slime completely metamorphoses a host creature into a vegetable creature. This new being has a symbiotic link with the patch of olive slime that originally created it, and the slime creatures from the same colony gather together with the slime for mutual survival. These creatures seek out animal life for their slime master, and attack anything their size or smaller on sight. They seek to infest as many hosts as possible with new olive slime growth, to increase the slime's power.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Slime creatures look like formless blobs of drab green muck, and are often covered with olive slime. The former identities of these creatures can only be discovered on close examination of the slime creature. These things live in subterranean lairs where the olive slime grows, but venture out into damp forests, swamps, and fens, and are equally at home on land or in shallow water. When a slime creature loses all of its hit points, its skeleton collapses, and the creature becomes a puddle of olive slime, which must then also be killed to be truly destroyed.<\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Slime creatures possess a sort of animal intelligence, but are able to learn from experience. Older olive slime creatures can use traps and tricks to catch new hosts for the slime. Slime creatures do not speak, and only communicate with each other through telepathy.<\/span><\/p> <\/td> <\/tr>

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

    CREATING A SLIME CREATURE<\/span><\/b><\/p> <\/td> <\/tr>

    \"Slime Creature\" is a template that can be added to any corporeal creature except undead, constructs, and elementals (referred to hereafter as the \"base creature\"). The base creature's type changes to \"plant\". A slime creature only vaguely resembles the being it once was, and the many changes are noted below. The base creature loses all of its skills and feats.<\/span><\/p> <\/td> <\/tr>

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

    Hit Dice:<\/span><\/b> The base creature's Hit Dice changes based on its size as shown on the following table:<\/span><\/p> <\/td> <\/tr>

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

    Size\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Hit Dice<\/h2> <\/td> <\/tr>

    Tiny or smaller\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 1d8<\/span><\/p> <\/td> <\/tr>

    Small\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 3d8<\/span><\/p> <\/td> <\/tr>

    Medium-size\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 5d8<\/span><\/p> <\/td> <\/tr>

    Large\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 8d8<\/span><\/p> <\/td> <\/tr>

    Huge\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 12d8<\/span><\/p> <\/td> <\/tr>

    Gargantuan\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 16d8<\/span><\/p> <\/td> <\/tr>

    Colossal\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20d8<\/span><\/p> <\/td> <\/tr>

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

    Speed: <\/span><\/b>The base creature's land speed decreases by half, rounding up to the nearest increment of 10 ft.\u00a0 If the creature had a swim speed, it remains the same, but all other types of movement are lost.<\/span><\/p> <\/td> <\/tr>

    AC: <\/span><\/b>The base creature's natural armor class improves by +1.<\/span><\/p> <\/td> <\/tr>

    Attacks: <\/span><\/b>The base creature loses all of its attack forms, but gains a single slam attack.<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> The slime creature's slam attack damage varies by size:\u00a0 Tiny or smaller, 1d3; Small, 1d4; Medium-size, 1d6; Large, 1d8; Huge, 2d6; Gargantuan, 2d8; Colossal, 4d6.\u00a0 The slam attack can also infest the victim with olive slime.<\/span><\/p> <\/td> <\/tr>

    Special Attacks:<\/span><\/b> The base creature loses all of its special attacks, but gains the following: <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Infestation (Ex)<\/i>: Any creature hit by the olive slime creature's slam attack must succeed at a Fortitude save (DC = 10 + 1\/2 the slime creature's HD + slime creature's Constitution modifier) or be infested with olive slime. This infestation works in the same way as described in the olive slime entry.<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> The base creature loses all of its special qualities, but gains the following:<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Symbiotic Link (Ex)<\/i>: A slime creature is linked symbiotically with the patch of olive slime that created it, extending up to 200 miles away from the slime. The slime can call its slime creatures to defend itself, and perform simple necessary tasks for it, and the creatures mindlessly obey.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathic Bond (Ex):<\/i> Olive slime creatures from the same colony all have a telepathic bond with each other, effective up to a range of 100 feet.<\/span><\/p> <\/td> <\/tr>

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

    \u00a0\u00a0 Immunities (Ex):<\/i> Due to their bodily structure and makeup, slime creatures take no damage from weapons (normal or magical), spells (other than the effects listed below), or similar attacks and effects. Slime creatures are immune to lightning effects.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Vulnerabilities (Ex)<\/i>: Olive slime creatures are affected normally by acid, cold, fire, and magic missile<\/i> spells. Slime creatures are also harmed by contact with green slime, and suffer 2d4 points of damage per round of contact.<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> The base creature's Intelligence, Wisdom, and Charisma all become 1. The slime creature's maximum Dexterity is 10, and its Strength and Constitution remain the same.<\/span><\/p> <\/td> <\/tr>

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

    Organization:<\/span><\/b> Solitary, patch (2-5), or colony (6-20)<\/span><\/p> <\/td> <\/tr>

    Challenge Rating:<\/span><\/b> Tiny or smaller, 1\/2; Small, 1; Medium-size, 3; Large, 4; Huge, 6; Gargantuan, 8; Colossal, 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> None<\/span><\/p> <\/td> <\/tr>

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

    Olive slime and the slime creature first appeared in Monster Manual II (1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Template","alignment":"Any","environment":" Any forest, marsh, underground and aquatic"},{"name":"Onco","type":"Animal","ch":3,"challenge_rating":" 3 \u00a0","id":6256,"reference":"Usergen","full_text":"

    Onco <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d8+12\u00a0(30 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+1 Dex, +3 natural), touch 11, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+7<\/td> <\/tr>
    Attack: <\/strong>Gore +7 melee (1d8+4) or slam +7 melee (1d6+4)<\/td> <\/tr>
    Full Attack: <\/strong>Gore +7 melee (1d8+4) and slam +5 melee (1d6+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, pin down, powerful charge<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +5, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 13, Con 16, Int 2, Wis 13, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Listen +8, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Iron Will, MultiattackB<\/sup><\/small><\/b><\/small>, Power Attack, Reckless OffenseB<\/sup><\/small><\/b><\/small><\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or family (2\u00c2\u00965)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5-6 HD (Medium), 7-12 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This bear-sized elephant sports foot-long tusks as straight and sharp as spearheads.<\/i>\r

    An onco is a small, aggressive relative of the elephant. Oncos wander the jungles in small family units, normally made up of a single male, 1-4 females, and possibly young. Solitary onco are generally lone males in search of mates. Oncos are herbivorous, grazing on the jungle floor, which clears paths for other big animals.\r

    A typical onco is around 6 feet long, stands 3 to 4 feet at the shoulder and weighs 300 to 500 pounds. A big male can be up to 6 feet tall.\r

    COMBAT<\/b>\r

    Oncos are highly territorial. They usually try to scare away intruders, but may charge anything they think threatens them. An onco fights by striking with its trunk and tusks. If it hits with its trunk, it often tries to pin its opponent to the ground and run them through with a tusk.\r

    Improved Grab (Ex):<\/b> If an onco hits an opponent with a slam attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +7). If it gets a hold, it can pin down the opponent on its next successful grapple check.\r

    Pin Down (Ex):<\/b> An onco can make a grapple check against an already grappled opponent in an attempt to pin it down. If successful, the opponent is pinned down beneath the onco's tusks. Pinned opponents take 2d6+6 gore damage each round they are pinned, including the round in which the pin is established.\r

    Powerful Charge (Ex):<\/b> When an onco charges, its gore attack deals 2d6+6 points of damage.\r

    Skills:<\/b> Onco have a +4 racial bonus to Listen checks.\r

    Training An Onco<\/b>\r
    Oncos are so aggressive it is difficult to use them as a mounts or beasts of burden. An onco requires training before it can bear a rider in combat.\r

    Training an onco requires six weeks of work and a DC 25 Handle Animal check.\r

    A newborn onco is worth 500 gp on the open market, while young are worth 800 gp apiece. Professional trainers charge 500 gp to rear or train an onco.\r

    Carrying Capacity:<\/b> A light load for an onco is up to 150 pounds; a medium load, 151-300 pounds; and a heavy load, 301-450 pounds.<\/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":"Animal","alignment":"Always neutral","environment":"Warm forests"},{"name":"Ondine","type":"Outsider","ch":4,"challenge_rating":" 4 \u00a0","id":6257,"reference":"Usergen","full_text":"

    Ondine <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Outsider \t\t\t(Extraplanar, Water)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+15\u00a0(37 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> Swim 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+1 size, +3 Dex, +3 Cha), touch 17, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/-1<\/td> <\/tr>
    Attack: <\/strong>Touch +9 melee (paralysis)<\/td> <\/tr>
    Full Attack: <\/strong>Touch +9 melee (paralysis)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Paralysis, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., outsider traits, water transparency, watery grace<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +7, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 7, Dex 17, Con 10, Int 5, Wis 12, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Hide +15*, Listen +9, Move Silently +11, Spot +9, Swim +14<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (charm monster), Ability Focus (steal breath), Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Water<\/td> <\/tr>
    Organization: <\/strong>Solitary or maelstrom (2-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>6-15 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The creature resembles a tiny mermaid, with a humanoid upper body ending in a scaled, lateral tail.<\/i>\r

    Ondines are cruel beings native to the Elemental Plane of Water who take great delight in drowning planar travelers. In fact, ondines draw sustenance from the dying breaths of their victims. \r

    Ondines can be found on a number of planes, but always near bodies of water. They often claim a territory near a populated coastline, a well-traveled sailing route, or other areas rich with prey. Riverbeds and ocean bottoms near an ondine\\'s domain are usually littered with corpses of past victims.\r

    An ondine is 3 feet long and weighs 25 pounds.\r

    Ondines speak Aquan.\r

    COMBAT\r

    Ondines prefer to charm larger sea creatures to destroy ships or otherwise knock prey overboard. Because the ondine feeds on the dying breaths of the drowning, they rarely order their charmed allies to kill enemies. Once prey falls into the water, the near-invisible ondine attempts to get close enough to utilize its paralyzing touch, then steals the breath from the helpless victim. If unable to flee through mundane means, an ondine may plane shift<\/i> back to the Elemental Plane of Water, but is reluctant to do so, for she may ony use this ability once each year.\r

    Paralysis (Ex):<\/b> Those hit by an ondine\\'s touch attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. The save DC is Charisma-based.\r

    Spell-Like Abilities:<\/b> 1\/day\u00c2\u0097charm monster<\/i> (DC 19); 1\/year\u00c2\u0097plane shift<\/i>. Caster level 5th. The save DCs are Charisma-based.\r

    Steal Breath (Su):<\/b> As a full-round action, an ondine can attempt to suck the air from the lungs of any helpless creature within reach. The target must make a successful DC 17 Fortitude save or take 1d6 points of Constitution damage. The target dies when his or her Constitution score reaches 0. The ondine heals 5 points of damage for each point of Constitution the target loses, gaining any excess as temporary hit points. So long as the target remains helpless, the ondine continues to use this attack against that creature every round until it dies. A victim holding its breath to avoid drowning that fails its Fortitude save against steal breath must make another Fortitude save or cease holding its breath. The save DC is Charisma-based.\r

    Water Transparency (Ex):<\/b> An ondine\\'s transparent body grants it total concealment underwater.\r

    Watery Grace (Su):<\/b> An ondine adds its Charisma modifier as a deflection bonus to Armor Class.\r

    Skills:<\/b> An ondine 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 ondine has a +12 racial bonus on Hide checks made while underwater.\r

    Note:<\/i> Originally appeared as \\\"undine\\\" in Dragon Magazine #116.<\/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":"Outsider","alignment":"Usually neutral evil","environment":"Elemental Plane of Water"},{"name":"Ondonti","type":"Humanoid","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6258,"reference":"Usergen","full_text":"

    Ondonti <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d8+2\u00a0(6 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>+0\/+4<\/td> <\/tr>
    Attack: <\/strong>Scythe +4 melee (2d4+6\/x4)<\/td> <\/tr>
    Full Attack: <\/strong>Scythe +4 melee (2d4+6\/x4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>---<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, spell-like abilities<\/td> <\/tr>
    Saves: <\/strong>Fort +2*, Ref +2, Will +0* <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 11, Con 14, Int 8, Wis 11, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Concentration +3, Diplomacy +0, Escape Artist +1, Hide +1, Knowledge (religion) +0, Profession (farmer) +2, Sense Motive +1<\/td> <\/tr>
    Feats: <\/strong>Iron Will<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, family (3-12), clan (13-36 plus 2 3rd-level clerics and 1 5th-7th level cleric), or tribe (10-60) plus 200% noncombatants plus 4 3rd-levels clerics, 2 5th-level clerics, and 1 9th-level cleric)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>Standard coins; no goods; no items<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful good<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+2<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature looks like a primitive human with gray skin and coarse hair. Despite its bestial features, it bears a peaceful, contemplative countenance.<\/i>\r

    The ondonti is a race of humanoids closely related to orcs. Though they do resemble their savage cousins outwardly, ondontis live as peaceful farmers and gatherers, taking only what they need from the land to survive.\r

    Ondontis are nearly the opposite of orcs. They live in peace and harmony with their environment, and value a full family life. Ondontis are kind and dependable, and revere the guidance of the priest caste and the majestic wisdom of their deity. Harmful spells for clerics are taboo, and such spellcasters generally only prepare curative and defensive spells.\r

    Ondontis are as fecund as orcs and reproduce at about the same rate, but the internal cultural harmony of the race and use of healing magic have allowed ondontis to attain an average lifespan double that of orcs. The infant mortality rate is nearly perfect, due to caring parents and the watchful protection of the priesthood.\r

    An ondonti is 6 feet tall and weighs about 225 pounds.\r

    Ondonti speak Common. The orcish language is only rarely known among ondontis.\r

    COMBAT<\/b>\r
    Given the quiet nature of ondonti culture, most ondontis are ill-equipped to fight. Most would rather die than kill a sentient creature, and only kill animals as needed for food. An ondonti forced to defend itself will use whatever tools are nearby at hand, usually a farm implement such as a scythe. An ondonti removed from its culture during early childhood can be trained to fight as any warrior.\r

    Spell-Like Abilities<\/b>: 3\/day - purify food and drink<\/i>, sanctuary<\/i> (self only, DC 10); 1\/day - barkskin<\/i>; 1\/week - tree shape<\/i>. Caster level equals the ondonti's class levels. The save DCs are Charisma-based.\r


    ONDONTI AS CHARACTERS<\/b>\r
    Ondonti leaders tend to be clerics. An ondonti cleric has access to two of the following domains: Family, Good, Plant, Protection, and Water (favored weapon: net). \r

    Ondonti possess the following racial traits.\r
    - +6 Strength, +2 Constitution, -2 Intelligence, +2 Wisdom. \r
    - An ondonti's base land speed is 30 feet. \r
    - Low-light vision. \r
    - Special Qualities (see above): spell-like abilities\r
    - Immunity to charm spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (*Not reflected in the saving throw modifiers given here.)\r
    - +2 racial bonus on saving throws against disease and poison. (*Not reflected in the saving throw modifiers given here.) \r
    - Automatic Languages: Common. Bonus Languages: Celestial, Dwarf, Halfling, Orc, Sylvan. \r
    - Favored Class: Cleric.\r
    - Level Adjustment: +2\r

    The ondonti warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.\r


    ONDONTIS IN FAERUN<\/b>\r
    Ondontis were probably brought to the Tortured Lands (north of the region known as The Ride) long ago by a reclusive group of priests of Eldath. This initial group of 30 infant orc orphans, the sage theorizes, were secreted away in a secluded area and taught the ways of peace sacred to the Goddess of Peace and Quiet Places. After several generations of ondontis came and went, almost all traces of orcish ways had been bred out, and an entirely new race was born. Ondonti clerics, naturally, worship Eldath.\r

    Scattered tribes of ondontis remained in the Tortured Lands, living peaceful lives until the year 1340 DR. A scouting party from Zhentil Keep stumbled across an ondonti village, and reported them to the wicked masters of Zhentil Keep. Shortly after the initial meeting between the two races the Zhents betrayed the unsuspecting, naive ondontis. The majority of the ondonti population was kidnapped and bound into slavery, used mainly for manual labor and breeding stock at the Citadel of the Raven. Only one of the 15 tribes has escaped unnoticed, living in extreme seclusion. This last bastion of ondonti culture hides itself magically from the Zhents, and the remaining ondontis are rumored to be aided by special servants of Eldath.\r

    The Zhentarim, meanwhile, have been raising young captured ondontis as orcs, training them to be skilled killers. Their racial differences have kept these corrupted ondontis from being as violent or abusive as true orcs, but if the Zhents have their way, a few generations of indoctrination could one day yield a very deadly race of humanoid warriors. Zhentilar-trained ondontis wield bastard swords or greatswords, often taking the Exotic Weapon Proficiency feat in order to wield bastard swords in one hand and benefit from a shield in the other. When not relying on their barkskin spell-like ability, these ondontis don mostly non-metal armors such as leather or studded leather.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Ruins of Zhentil Keep (1995, Kevin Melka and John Terra) and Monstrous Compendium Annual Three (1996).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually lawful good","environment":"Any land"},{"name":"Oonga","type":"Beast","ch":18,"challenge_rating":" 18 \u00a0","id":6259,"reference":"Usergen","full_text":"

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

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

    Hit Dice:<\/span><\/b> 36d10+180 (378 hp)<\/span><\/p> <\/td> <\/tr>

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

    Speed:<\/span><\/b> 50 ft, climb 20 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 19 (-2 size, +1 Dex, +10 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 2 slams +37 melee, bite +32 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Slam 1d8+12, bite 2d6+6<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 10 ft by 10 ft\/15 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Rend 2d8+18, trample <\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Fast healing 1, resistances, immunities<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +25, Ref +21, Will +13<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 34, Dex 13, Con 20, Int 8, Wis 12, Cha 10<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Climb +44, Spot +25<\/span><\/p> <\/div> <\/td> <\/tr>

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

    Climate\/Terrain:<\/span><\/b> Warm forest<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or troupe (Oonga plus 2-4 enhanced dire apes)
    Challenge Rating:<\/b> 18<\/span><\/p> <\/td> <\/tr>

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

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

    Advancement:<\/span><\/b> \u0097<\/span><\/p> <\/td> <\/tr>

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

    Oonga is the monarch of the Isle of the Ape. He dwells alone. Those creatures too stupid to stay away from his lair are torn to pieces and devoured. The savage Kawibusa tribe that dwells on the island offers him sacrifices and worship him as a god.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Oonga appears as a 30-foot tall ape with brownish-black fur and yellow eyes.<\/span><\/p> <\/td> <\/tr>

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

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

    Oonga begins combat by charging and attempting to overrun his foes. In melee, he attacks with his fists and bite. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Rend (Ex):<\/b> If Oonga hits an opponent with both slam attacks, he latches onto its body and tears the flesh. This attack automatically deals an additional 2d8+18 points of damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Trample (Ex): <\/b>Oonga can trample Medium-size or smaller creatures for 2d6+18 points of damage. Opponents that do not make attacks of opportunity against Oonga can attempt a Reflex save (DC 36) to halve the damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Resistances (Ex):<\/b> Oonga has a minor resistance to fire-, electricity-, and cold-based effects. All damage dealt from such an attack is lessened by \u00961 point per die of damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Immunities (Ex):<\/b> Oonga is immune to all mind-influencing effects.<\/span><\/p> <\/td> <\/tr>

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

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

    Oonga first appeared in module WG6 (Gary Gygax, 1985).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Beast","alignment":"Any","environment":"Warm forest"},{"name":"Ooze (Crystal)","type":"Ooze","ch":4,"challenge_rating":" 04 \u00a0","id":6260,"reference":"Usergen","full_text":"

    CRYSTAL OOZE<\/span><\/h1> <\/div> <\/td> <\/tr>

    Medium-Size Ooze (Aquatic)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 4d10+10 (32 hp)<\/span><\/p> <\/td> <\/tr>

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

    Speed:<\/span><\/b> 5 ft, swim 10 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 5 (-5 Dex)<\/span><\/p> <\/td> <\/tr>

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

    Damage:<\/span><\/b> Slam 2d4 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> Acid, constrict<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Blindsight, weapon resistance, transparent, ooze<\/span><\/p> <\/td> <\/tr>

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

    Abilities:<\/span><\/b> Str 12, Dex 1, Con 11, Int \u0097, Wis 1, Cha 1<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/span><\/b> Solitary or pair<\/span><\/p> <\/td> <\/tr>

    Challenge Rating:<\/span><\/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 (Medium-Size); 9-12 HD (Large)<\/span><\/p> <\/td> <\/tr>

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

    The crystal ooze is an aquatic variety of gray ooze. It is translucent and clear like glass, and nearly invisible in the water. They live in dimly lit bodies of water, but can live survive on land for several hours.<\/span><\/p> <\/td> <\/tr>

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

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

    A crystal ooze attacks with sudden speed, flailing with its pseudopod to attempt to paralyze its victims.\u00a0 The ooze flows over paralyzed victims to envelop and devour them.\u00a0 <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Acid (Ex):<\/span><\/b> The crystal ooze secretes a digestive acid that quickly dissolves organic material (wood, cloth, and flesh). A crystal ooze\u0092s acid does not harm metal. Any melee hit deals acid damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 The ooze\u0092s acid touch deals 40 points of damage per round to wood, cloth, or flesh. Clothing dissolves and becomes useless immediately unless it succeeds at a Reflex save (DC 19). The acid cannot harm stone or metal. A wooden weapon that strikes a crystal ooze deals no damage and dissolves immediately unless it succeeds at a Reflex save (DC 19).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Constrict (Ex):<\/span><\/b> A crystal ooze deals automatic slam damage and acid damage with a successful grapple check. The opponent\u0092s clothing suffers a \u00964 penalty to Reflex saves against the acid.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Transparent (Ex):<\/span><\/b> When submerged a crystal ooze is nearly undetectable (Spot check at DC 20).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Immunities (Ex):<\/span><\/b> Crystal oozes are immune to acid, cold, and fire. <\/span><\/p> <\/td> <\/tr>

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

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

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

    The crystal ooze first appeared in the MM II (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Ooze","alignment":"Any","environment":" Any aquatic"},{"name":"Ooze, Deadly Pudding","type":"Ooze","ch":4,"challenge_rating":" 4 \u00a0","id":6261,"reference":"Usergen","full_text":"

    Ooze, Deadly Pudding <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 6d10+30\u00a0(63 hp)<\/td> <\/tr>
    Initiative: <\/strong> -5<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 5 (-5 Dex), touch 5, flat-footed 5<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+5<\/td> <\/tr>
    Attack: <\/strong>Slam +5 melee (2d4+1 plus 1d4 acid)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +5 melee (2d4+1 plus 1d4 acid)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Acid, constrict 2d4+1 plus 1d4 acid, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 60 ft., camouflage, immunity to cold, ooze traits, split, wallcrawling<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref -3, Will -3 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 1, Con 21, Int \u00c2\u0097, Wis 1, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Climb +9<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any temperate or arctic land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-9 HD (Medium); 10-18 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A large mass of goo flows along the ceiling, seemingly defying gravity.<\/i>\r

    Deadly puddings are smaller cousins of the black pudding. They can be found in nearly any environment.\r

    A deadly pudding is typically about 6 feet long and 4 feet wide, with a thickness of about 3 inches, but can compress its body to flow through cracks as small as half an inch across. A typical specimen weighs about 250 pounds.\r

    COMBAT\r

    A deadly pudding attempts to envelop and squeeze its prey, they often use their wallclimbing ability to drop upon their victims from above. \r

    Acid (Ex):<\/b> A deadly pudding secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals acid damage.\r

    Camouflage (Ex):<\/b> The coloration and texture of deadly puddings match the terrain of their native environment, so an arctic-dwelling pudding looks like a snowdrift, a swamp-dwelling one resembles a mudslick, a desert-dwelling pudding appears as a khaki pile of dried earth, and so on. It takes a DC 15 Spot check to notice a deadly pudding which matches the terrain. If a deadly pudding moves from one terrain type to the other it can change its appearance to match its new habitat; this process takes about a week.\r

    A character can substitute a Knowledge (nature) or Survival check to notice a camouflaged deadly pudding.\r

    Constrict (Ex):<\/b> A deadly pudding deals automatic slam and acid damage with a successful grapple check.\r

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

    Split (Ex):<\/b> Blows from weapons and electricity attacks cause a deadly pudding to divide into two identical oozes, each with half of the original\u00c2\u0092s current hit points, rounded down, after subtracting the damage of the attack which caused the split.\r

    Wallcrawling (Ex):<\/b> A deadly pudding 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> A deadly pudding 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>
    1999 Wizards of the Coast, Inc.
    Originally found in Dungeons and Dragons Adventure Game<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral","environment":"Any temperate or arctic land and underground"},{"name":"Ooze, Gello Monster","type":"Ooze","ch":2,"challenge_rating":" 2 \u00a0","id":6262,"reference":"Usergen","full_text":"

    Ooze, Gello Monster <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d10+6\u00a0(17 hp)<\/td> <\/tr>
    Initiative: <\/strong> -2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 9 (+1 size, \u00c2\u00962 Dex), touch 9, flat-footed 9<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+9<\/td> <\/tr>
    Attack: <\/strong>Slam +2 melee (1d6)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +2 melee (1d6)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, suffocate<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 60 ft., immunity to electricity and magic, ooze traits, split, strong scent, vulnerable to snarfing<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref -2, Will -5 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 6, Con 16, Int \u00c2\u0097, Wis 1, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Climb +8, Hide +2*, Move Silently +6\r
    <\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>1\/10th coins, 50% goods (no nonmetal or nonstone), 50% items (no nonmetal or nonstone)<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-6 HD (Small), 7-12 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature looks like a colorful blob of quivering, transparent protoplasm.<\/i>\r

    Gello monsters are offshoots of the gelatinous cube. It is believed that they first arose when a a gathering of gelatin merchants was beset upon by gelatinous cubes. After the cubes finished devouring all present, the gelatin mixes blended with their bodies. The odd reactions between the gelatin and the cubes' digestive systems radically altered their physiology. The resultant gello monsters have since bred true.\r

    Gello monsters are smaller than their forebears. They are extremely colorful, and quite flavorful. A gello monster bears a strong aroma that matches its flavor. While this makes them easily noticed by creatures with a strong sense of smell, the overpowering approach of strawberry or lime doesn't necessarily hint at danger.\r

    A typical gello monster is 3 feet on a side and weighs about 120 pounds, though much larger specimens are not unknown.\r

    COMBAT\r

    Gello monsters attack by stretching over their prey, then suffocating it. They are immune to most forms of attacks, but are highly-susceptible to \"snarfing\", a series of quick bites and swallows. Because of their delectable flavors, most would-be victims gladly consume these tasty predators.\r

    Immunity to Magic (Ex):<\/b> A gello monster is immune to any spell or spell-like ability that allows spell resistance.\r

    Improved Grab (Ex):<\/b> To use this ability, a gello monster 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 suffocate its victim. Gello monsters receive a +12 racial bonus on grapple checks, which is already included in the statistics block.\r

    Split (Ex):<\/b> Slashing and piercing weapons deal no damage to a gello monster. Instead the creature splits into two identical oozes, each with half of the original\u00c2\u0092s current hit points (round down). A gello monster with 5 hit points or less cannot be further split and dies if reduced to 0 hit points.\r

    Strong Scent (Ex):<\/b> A creature with scent may locate a gello monster at twice the normal range.\r

    Suffocate (Ex):<\/b> A gello monster can asphyxiate a grappled creature by drawing the air from its lungs. With a successful grapple check, this attack deals 1d4 points of damage per round.\r

    Vulnerable to Snarfing (Ex):<\/b> The best way to destroy a gello monster is to eat it. Bite attacks deal normal damage to a gello monster, and do not cause it to split. Creatures without bite attacks may attempt to bite a gello monster. Treat this attack as if the creature had a natural bite attack. Damage is based on the creature's size: Fine = 1, Diminutive = 1d2, Tiny = 1d3, Small = 1d4, Medium = 1d6, Large = 1d8, Huge = 2d6, Gargantuan = 2d8, Colossal = 4d6.\r

    A creature must swallow the bitten off bit or risk facing another smaller gello monster. Each bite that deals 3 or more points of damage that is not swallowed becomes an independent gello monsters (as per the creature's split ability). Smaller chunks simply perish.\r

    Gello monster bits are very filling. A creature snarfing a gello monster must succeed on a Fortitude save after each bite (DC 10 + 1 per bite) to continue snarfing. A creature that fails its save and attempts to continue snarfing is sickened for 1d6 rounds.\r

    A creature with the swallow whole special attack that successfully swallows a gello monster kills it instantly.\r

    Skills:<\/b> A gello monster has a +8 racial bonus on Climb and Move Silently checks. It can always choose to take 10 on a Climb check, even if rushed or threatened. *A gello monster gains a +4 racial bonus on Hide checks made in areas of similar coloration.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #156<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral","environment":"Underground"},{"name":"Ooze, Marble Pudding","type":"Ooze","ch":6,"challenge_rating":" 6 \u00a0","id":6263,"reference":"Usergen","full_text":"

    Ooze, Marble Pudding <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 8d10+40\u00a0(84 hp)<\/td> <\/tr>
    Initiative: <\/strong> -5<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 5 (-5 Dex), touch 5, flat-footed 5<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+9<\/td> <\/tr>
    Attack: <\/strong>Slam +10 melee (1d6+4 plus 1d6 acid)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Slam +10 melee (1d6+4 plus 1d6 acid)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Acid, adhesive, constrict 1d6+4 plus 1d6 acid<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 90 ft., immunity to acid, immunity to cold, mimic stone, ooze traits, split, wallcrawling<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref -1, Will -1 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 1, Con 20, Int 1, Wis 1, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Disguise +6* (+14 mimicking stone)<\/td> <\/tr>
    Feats: <\/strong>Iron Will, Lightning Reflexes, Weapon Focus (slam)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>9-15 HD (Medium); 16-24 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The slab of rock exudes slimy tentacles, revealing a pliant body streaked with white and black, giving it the appearance of marble.<\/i>\r

    Marble puddings are believed by many sages to be a \"missing link\" between oozes and mimics. As if this theory hadn't caused enough debate among academic circles, a few radical scholars have postulated they may also be related to ropers and storopers. Regardless of their classifications and ties to other entities, marble puddings are deadly enough in their own right.\r

    Marble puddings feed on anything that wanders near, showing no preference for a specific type of prey. They can go weeks between meals.\r

    A typical marble pudding is roughly 5 feet across and a foot thick, weighing some 1200 pounds. Their flesh is denser than most other oozes. They are naturally gray, with streaks of white or black over their surfaces, giving them their distinct \u00c2\u0093marble\u00c2\u0094 look, but can change their colour and texture to match any kind of background stone.\r

    COMBAT\r

    Marble puddings are not active hunters, preferring to lie in ambush mimicking slabs of rock until prey wanders by, whereupon they attempt to grapple them with an adhesive pseudopod and crush and dissolve their prospective meal. They seldom use their wallclimbing ability to set up an ambush, unless their territory has a lot of flying animals inhabiting it, such as a bats' roost.\r

    Acid (Ex):<\/b> A marble pudding secretes a powerful acid that can dissolve flesh. Any melee hit or constrict attack deals acid damage.\r

    Adhesive (Ex):<\/b> A marble pudding's pseudopods can exude a thick slime that acts as a powerful adhesive, holding fast any creatures or items that it touches. An adhesive-covered marble pudding automatically grapples any creature it hits with its slam attack. An opponent can break this adhesive's hold with a DC 18 Strength check, although they must still succeed at a grapple or Escape Artist check to escape the grapple, and if they fail at this the pudding can re-adhere itself as a free action. The check DCs are Constitution-based.\r

    Strong alcohol dissolves the adhesive, but the marble pudding still can grapple normally. A marble pudding can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.\r

    Constrict (Ex):<\/b> A marble pudding deals automatic slam and acid damage with a successful grapple check.\r

    Mimic Stone (Ex):<\/b> A marble pudding can harden the surface of their normally pliant bodies to a rock-like hardness, while changing its color and texture to appear like any stone it is in contact with. In this condition a marble pudding is very hard to distinguish from a chunk of rock, characters who examines the marble pudding can detect the ruse with a successful Spot check opposed by the pudding\u00c2\u0092s Disguise check. Of course, by this time it is generally far too late.\r

    While mimicking stone a marble pudding cannot move, but gains hardness 8 and is fully aware of its surroundings. A marble pudding can revert to its pliant state as a free action in order to move or attack.\r

    A character with stonecunning can apply that bonus to their Spot checks to notice a camouflaged marble pudding. If they possess skill ranks in Knowledge (geology) or Knowledge (mining) they can substitute that bonus for Spot in the check to notice the monster.\r

    Split (Ex):<\/b> Blows from weapons and electricity attacks cause a marble pudding to divide into two identical oozes, each with half of the original\u00c2\u0092s current hit points, rounded down, after subtracting the damage of the attack which caused the split. A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.\r

    Wallcrawling (Ex):<\/b> A marble pudding 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> A marble pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. A marble pudding has a +8 racial bonus on Disguise checks when masquerading as a stone.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #251<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral","environment":"Underground"},{"name":"Opawang","type":"Outsider","ch":21,"challenge_rating":" 21 \u00a0","id":6264,"reference":"Usergen","full_text":"

    Opawang <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 22d8+88\u00a0(187 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 19 (+1 Dex, +8 armor), touch 11, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+22\/+21<\/td> <\/tr>
    Attack: <\/strong>Rod of withering<\/i> +22 melee touch (1d4 Str and 1d4 Con; DC 17 negates)<\/td> <\/tr>
    Full Attack: <\/strong>Rod of withering<\/i> +22\/+17\/+12\/+7 melee touch (1d4 Str and 1d4 Con; DC 17 negates)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Consume spirit, enslave spirits, fiery eyes, spells<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., dual healing, elemental mastery, ochimo bond, spell secret (6 spells), spell resistance 26, watchful spirit<\/td> <\/tr>
    Saves: <\/strong>Fort +17, Ref +14, Will +16 <\/td> <\/tr>
    Abilities: <\/strong>Str 8, Dex 12, Con 18, Int 18, Wis 17, Cha 29 <\/td> <\/tr>
    Skills: <\/strong>Concentration +29, Craft (alchemy) +29, Decipher Script +29, Gather Information +38, Knowledge (arcana) +29, Knowledge (history) +29, Knowledge (local) +29, Knowledge (religion) +29, Knowledge (the planes) +29, Spellcraft +33 (+37 scrolls), Survival +3 (+7 on other planes), Use Magic Device +34 (+42 scrolls)\r
    <\/td> <\/tr>
    Feats: <\/strong>Craft Wondrous Item, Empower Spell, Heighten Spell, Jack of All Trades, Maximize Spell (B), Reach Spell, Repeat Spell, Spell Knowledge (greater planar binding<\/i> and unholy aura<\/i>), Spell Penetration<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or clan (Opawang plus 1-4 ochimo)<\/td> <\/tr>
    Challenge Rating: <\/strong>21<\/td> <\/tr>
    Treasure: <\/strong>Triple standard (includes bracers of armor +8, cloak of Charisma +6, periapt of Wisdom +4, ring of elemental command [air], rod of withering<\/i>)<\/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 middle-aged human has a waxy, almost translucent complexion. Muscles and bones can be seen beneath his skin, and his eyes glow with an unearthly radiance.<\/i>\r

    The Opawang, known as \"the Dead Spirit King\", is neither dead nor a spirit. He is, however, 2,000 years old. Once a high priest of the Black Leopard, he was deafeated while lead his cult's followers against the expansion of the Shou Lung empire. Although his empire was crushed and his temples burned, the Opawang escaped to Akari Island with a large number of his followers, where he founded the great city of Opawangchicheng.\r

    The Opawang has enslaved nearly all of the inhabitants of the isle of Akari, and they obey only the commands of the Opawang and his ochimo servants. He holds the spirit of the island itself, Harooga, prisoner in the Dead Lands.\r

    The Dead Lands are a demiplane now ruled by the Opawang. They are coterminus with the Material Plane at a particular portal in the dungeons beneath the Opawang's temple. While the Dead Lands resemble the Material Plane in physical, alignment, and magical traits, they are minor negative energy dominant, so all living creatures in the Dead Lands take 1d6 negative energy damage per round, unless they are protected from negative energy. Due to the Opawang's dual healing ability, negative dominant planes act upon him like positive dominant planes on all living creatures, and he therefore gains fast healing 2 in the Dead Lands.\r

    Over the course of his long life, the Opawang has read numerous magical tomes. His ability scores include inherent bonuses from reading tomes of leadership and influence<\/i> (+5), clear thought<\/i> (+4), understanding<\/i> (+3) and a manual of bodily health<\/i> (+3).\r

    The Opawang is 5-1\/2 feet tall and weighs 150 pounds.\r

    The Opawang speaks Abyssal, Celestial, Common, Draconic, Infernal, and Shou.\r

    COMBAT\r

    The Opawang is a powerful spellcaster, and uses everything in his arsenal to preserve his long life. He will generally have dominated spirits fight on his behalf, and will call back his ochimo servants if any are close enough to aid him in a given battle. If forced into close combat, he lashes out with his rod of withering until he can disengage.\r

    The Opawang's natural weapons, as well as any weapons he wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.\r

    Consume Spirit (Su):<\/b> The Opawang may consume the captured spirits brought to him by the Ochimo spirit warriors. As a full round action, the Opawang may remove all the spirits from a single Ochimo, devouring the spirit completely. For every 100 HD of spirits consumed, the Opawang's life is extended by one year. After a spirit is consumed, the victim is dead and can only be returned to life by a wish<\/i> or miracle<\/i> spell or direct divine intervention. If the consumed spirit is returned to life, it no longer extends the Opawang's lifespan.\r

    Dual Healing (Su):<\/b> Due to unique magical rituals he has performed, the Opawang is healed by both positive energy (for example, cure<\/i> spells) and negative energy (for example, inflict<\/i> spells). In addition, he is immune to energy drain attacks.\r

    Elemental Mastery (Ex):<\/b> The Opawang has studied magic for countless years, and as a result has learned to master all five elemental groups (earth, fire, metal, water, and wood). As a result, whenever the Opawang casts a spell of one of those elements, his effective caster level (for purposes of determining level-dependent spell variables and for caster level checks) is increased by two. In addition, the Opawang gets a +2 competence bonus on saving throws against spells of those elements. This bonus also pertains to spells on the wu jen spell list designated \"All\".\r

    Enslave Spirits (Su):<\/b> At will, the Opawang can attempt to enslave any one living creature with the spirit subtype within 60 feet. The target must succeed on a DC 30 Will save or be affected as though by a dominate monster<\/i> spell (caster level 20th). An enslaved creature obeys the Opawang's telepathic commands until freed by remove curse<\/i>, and can attempt a new Will save every 24 hours to break free. The control is also broken if the Opawang dies or travels more than 5 miles from its slave. This is a mind-affecting, compulsion effect. The save DC is Charisma-based.\r

    Fiery Eyes (Su):<\/b> The Opawang's eyes glow brightly, illuminating a 5-foot-radius around him in bright light. The Opawang can choose to extinguish this glow or reinstate it at will as a swift action. While his eyes are lit, the Opawang may cause any combustible material, not including creatures, within 60 feet to catch fire as a standard action. However, if a creature is carrying or wearing weapons that catch fire, that creature immediately takes 1d6 points of fire damage and must succeed on a DC 30 Reflex save or catch fire. The save DC is Charisma-based.\r

    Spells:<\/b> The Opawang casts spells as a 20th-level sorcerer, and can also select cleric spells as arcane spells known. \r

    Typical Sorcerer Spells Known<\/i> (6\/9\/8\/8\/8\/8\/7\/7\/7\/7, save DC 19 + spell level):\r
    0\u00c2\u0097arcane mark, cure minor wounds, dancing lights, detect magic, detect poison, flare, mage hand, purify food and drink, read magic<\/i>;\r
    1st\u00c2\u0097burning hands, endure elements, magic missile, shield of faith, shocking grasp<\/i>;\r
    2nd\u00c2\u0097acid arrow, augury, blindness\/deafness, scorching ray, spiritual weapon<\/i>;\r
    3rd\u00c2\u0097dispel magic, magic circle against good, nondetection, prayer<\/i>;\r
    4th\u00c2\u0097air walk, dismissal, poison, wall of fire<\/i>;\r
    5th\u00c2\u0097 nightmare, righteous might, slay living, waves of fatigue<\/i>; \r
    6th\u00c2\u0097harm, programmed image, wind walk<\/i>; \r
    7th\u00c2\u0097banishment, blasphemy, destruction<\/i>;\r
    8th\u00c2\u0097discern location, greater planar binding, mass heal, unholy aura<\/i>;\r
    9th\u00c2\u0097dominate monster, time stop, wish<\/i>.\r

    Spell Secret:<\/b> During his studies as a wu jen, the Opawang learned to permanently modifiy the following spells as though affected by one or more metamagic feats: extended shield of faith<\/i>; extended righteous might<\/i>; extended air walk<\/i>; stilled, silent dispel magic<\/i>; and silent slay living<\/i>. The level of the affected spells does not change.\r

    Watchful Spirit (Ex):<\/b> Once per day, the Opawang can reroll an initiative roll he has just made before he knows his place in the initiative order. He takes the better of the two rolls.\r

    The Opawang and Oriental Adventures<\/b>\r
    If you are using Oriental Adventures<\/i>, make the following changes:\r

    Feats:<\/b> Craft Wondrous Item, Empower Spell, Heighten Spell, Jack of All Trades, Maximize Spell (B), Reach Spell, Repeat Spell, Spell Knowledge (greater spirit ally<\/i> and unholy aura<\/i>), Spell Penetration\r

    Spells:<\/b> The Opawang casts spells as a 20th-level sorcerer, but draws his spells known from the shaman and wu jen spell lists. All spells, regardless of source, are cast as arcane spells.\r

    Typical Sorcerer Spells Known<\/i> (6\/9\/8\/8\/8\/8\/7\/7\/7\/7, save DC 19 + spell level):\r
    0\u00c2\u0097arcane mark (w), cure minor wounds (s), dancing lights (w), detect disease (s), detect magic (w), flare (w), mage hand (w), purify food and drink (s), read magic (w);<\/i>\r
    1st\u00c2\u0097elemental burst (w), endure elements (w), magic missile (w), shield of faith (s), trance (s);<\/i> \r
    2nd\u00c2\u0097 ancestral vengeance (s), commune with lesser spirit (s), ice knife (w), protection from spirits (s), warning (s);<\/i> \r
    3rd\u00c2\u0097castigate (s), dispel magic (s), mental strength (s), mental weakness (s); Alternates: blindness\/deafness (s), invisibility to enemies (s), levitate (s), magic circle against good (s);<\/i>\r
    4th\u00c2\u0097elemental ward (w), fatigue (s), snake barrier (s), wall of bones (s);<\/i> \r
    5th\u00c2\u0097 commune with greater spirit (s), fire breath (w), possess (s), slay living (s);<\/i> \r
    6th\u00c2\u0097harm (s), programmed image (w), wind walk (s);<\/i> \r
    7th\u00c2\u0097 giant size (w), unholy word (s), withering palm (w);<\/i>\r
    8th\u00c2\u0097discern location (s), greater spirit ally (s), greater spirit binding (w), surelife (w), unholy aura (s);<\/i>\r
    9th\u00c2\u0097dominate monster (w), time stop (w), wish (w).<\/i>\r
    (w) denotes wu jen spell; (s) denotes shaman spell.\r

    Spell Secret:<\/b> Replace extended righteous might<\/i> with extended giant size<\/i>, and extended air walk<\/i> with extended elemental ward<\/i>.<\/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":"Outsider","alignment":"Chaotic evil","environment":"Any"},{"name":"Opinicus","type":"Magical Beast","ch":10,"challenge_rating":" 10 \u00a0","id":6265,"reference":"Usergen","full_text":"

    Opinicus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 7d10+21\u00a0(59 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6 (Dex, Improved Initiative)<\/td> <\/tr>
    Speed:<\/strong> 50 ft, fly 70 ft (good)<\/td> <\/tr>
    AC:<\/strong> 22 (+2 Dex, +10 natural)<\/td> <\/tr>
    Attacks:<\/strong>2 claws +9 melee<\/td> <\/tr>
    Damage: <\/strong>Claw 1d3+1<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft bt 5ft\/5ft<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, rake 1d6+1, spells, turn undead, spell-like abilities, sun sparkles gaze, psionics<\/td> <\/tr>
    Special Qualities: <\/strong>SR 18, astral projection, etherealness<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +7, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 14, Con 16, Int 14, Wis 18, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Concentration +9, *Hide +12, Listen +15, Move Silently +10, Search +9, Spot +15<\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Initiative, Iron Will, Weapon Focus (claws)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any desert<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic good<\/td> <\/tr>
    Advancement: <\/strong>8-14 HD (Medium-Size); 15-21 HD (Large)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    An opinicus is a powerful magical creature of the desert that spreads goodwill wherever it travels. Though it appears to be a magical creation of a mixture of several types of creatures, the opinicus is a valid creature that breeds true on its own. This odd-looking creature blends the characteristics of a camel with an eagle\u00c2\u0092s wings, simian faces and prehensile forepaws, and a lion\u00c2\u0092s mane and tail. An opinicus ranges from light buff to golden brown in color, with wings of a slightly darker color.\r

    Opinicus will usually lair in deserted old ruins swallowed up by the desert. They do venture forth on missions of well being, seeking to bring prosperity to those in need. Though well known in this friendly capacity, their penchant for being pranksters have somewhat tarnished their reputation as beneficent protectors. Still, good creatures will usually accept the help of an opinicus.\r


    COMBAT<\/b>\r
    Evil creatures and undead dread the rage of an opinicus, as they always attack an opponent of evil nature. Opinicus are pacifists otherwise, though they may feel the need to fight to aid a good cause.\r

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

    Rake (Ex)<\/b>: An opinicus that gets a hold can make two rake attacks (+8 melee) with its hind legs for 1d6+1 damage each.\r

    Spells<\/b>: Opinicus can cast divine spells from the cleric list and from the Chaos, Good, and Trickery domains as 7th-level clerics (save DC 14 + spell level).\r

    Turn Undead (Su)<\/b>: An opinicus can turn undead as a 7th-level cleric.\r

    Spell-Like Abilities<\/b>: 3\/day \u00c2\u0096 heal<\/i>; 2\/day \u00c2\u0096 dimension door<\/i>; 1\/day \u00c2\u0096 holy word<\/i>. These abilities are as the spells cast by a 7th-level sorcerer (save DC 14 + spell level).\r

    Sun Sparkles (Su)<\/b>: Opinicus have a gaze attack that glows with the brightness of the upper planes. This gaze, called sun sparkles<\/i>, affects all undead and evil outsiders in melee range and can be used once ever 10 rounds. Affected creatures suffer 2d8 points of damage (Will save DC 15 for half damage).\r

    Psionics (Sp)<\/b>: At will \u00c2\u0096 *animate object*, control air, dimension door, *dimension walk*, dream travel, inertial barrier, levitate, probability travel, teleport, telekinesis, teleport trigger, *time\/space anchor \u00c2\u0096 dimensional anchor?*<\/i>. Opinicus usually have between 4-7 of the above abilities, which they use to play their harmless pranks. These abilities are as the powers manifested by a 5th-level psion.\r
    Attack\/Defense Modes (Sp)<\/i>: At will \u00c2\u0096 all\/all<\/i>\r

    Astral Projection and Etheralness (Su)<\/b>: These function just like the spells of the same names as cast by a 7th-level caster.\r

    Skills<\/b>: Opinicus receive a +6 racial bonus to Listen and Spot checks, due to their keen senses. Opinicus receive a +4 racial bonus to Hide checks. * In the desert, this bonus increases to +10.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Monster Manual II (1983), Monstrous Compendium Annual One (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always chaotic good","environment":">Any desert"},{"name":"Opinicus","type":"Magical Beast","ch":9,"challenge_rating":" 9 \u00a0","id":6266,"reference":"Usergen","full_text":"

    Opinicus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Magical Beast \t\t\t(Psionic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d10+21\u00a0(59 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares), fly 70 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 22 (+2 Dex, +10 natural), touch 12, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+8<\/td> <\/tr>
    Attack: <\/strong>Claw +8 melee (1d4+1)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +8 melee (1d4+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, psi-like abilities, rake 1d4, spells, spell-like abilities, sun sparkles, turn undead (+2, 2d6+9, 7th)<\/td> <\/tr>
    Special Qualities: <\/strong>Astral projection, darkvision 60 ft., etherealness, low-light vision, power resistance 17<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +7, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 14, Con 16, Int 14, Wis 18, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Bluff +12, Concentration +11, Diplomacy +4, Disguise +2 (+4 acting), Hide +6*, Intimidate +4, Jump +9, Listen +16, Sleight of Hand +14, Spot +16\r
    <\/td> <\/tr>
    Feats: <\/strong>Divine Might, Iron Will, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any desert<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic good<\/td> <\/tr>
    Advancement: <\/strong>8-12 HD (Medium); 13-21 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a camel with eagle wings, a simian face and hands, and a lionlike mane and tail. Its forepaws end in opposable thumbs.<\/i>\r

    An opinicus is a powerful magical creature of the desert that spreads goodwill wherever it travels. Though it appears to be a magical hybrid of several types of creatures, the opinicus is a natural creature that breeds true on its own. \r

    Opinicus will usually lair in deserted old ruins swallowed up by the desert. They do venture forth on missions of well being, seeking to bring prosperity to those in need. Though well known in this friendly capacity, their penchant for being pranksters have somewhat tarnished their reputation as beneficent protectors. Still, good creatures will usually accept the help of an opinicus. \r

    An opinicus stands 3 feet high at the shoulder, weighs 300 pounds, and has a wingspan of 12 feet. Most opinicus are colored a light buff to a golden brown with slightly darker faces and wings. Opinicus have a lifespan of several centuries.\r

    Opinicus speak Celestial, Common, and Sylvan.\r

    COMBAT\r

    Evil creatures and undead dread the rage of an opinicus, as they always attack an opponent of evil nature. Opinicus are pacifists otherwise, though they may feel the need to fight to aid a good cause. \r

    Astral Projection (Su):<\/b> This functions just like the spell of the same name (caster level 7th).\r

    Etherealness (Su):<\/b> This functions just like the spell of the same name (caster level 7th).\r

    Improved Grab (Ex):<\/b> To use this ability, an opinicus 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 rake.\r

    Psi-Like Abilities:<\/b> At will\u00c2\u0097control air<\/i> (up to 50 miles per hour change)*, control object, empty mind<\/i> (+5 bonus)*; 3\/day\u00c2\u0097id insinuation<\/i> (DC 16, 3 targets)*, intellect fortress, mental barrier<\/i> (+4 deflection bonus, 3 rounds)*, mind thrust<\/i> (DC 16, 7d10 damage)*, telekinetic force<\/i> (DC 15, 300 lbs.)*, thought shield<\/i> (power resistance 17, 5 rounds)*; 1\/day\u00c2\u0097psionic dimensional anchor<\/i>. Manifester level 7th. The save DCs are Charisma-based.\r
    *Includes augmentation for the opinicus's manifester level.\r

    Rake (Ex):<\/b> Attack bonus +8 melee, damage 1d4.\r

    Spell-Like Abilities:<\/b> 2\/day\u00c2\u0097dimension door<\/i>; 1\/day\u00c2\u0097heal, holy smite<\/i> (DC 16). Caster level 7th. The save DCs are Charisma-based.\r

    Spells:<\/b> Opinicus can cast divine spells as 7th-level clerics. An opinicus has access to two of the following domains: Good, Protection, or Trickery. The save DCs are Wisdom-based. \r

    Typical Cleric Spells Prepared<\/i> (6\/5+1\/4+1\/3+1\/2+1; save DC 14 + spell level); \r
    0\u00c2\u0097create water, detect magic, mending, purify food and drink, read magic, resistance;<\/i> \r
    1st\u00c2\u0097bless, bless water, endure elements, entropic shield, sanctuary*, shield of faith;<\/i> \r
    2nd\u00c2\u0097delay poison, invisibility*, shatter, sound burst, status;<\/i> \r
    3rd\u00c2\u0097create food and water, nondetection*, searing light, wind wall;<\/i> \r
    4th\u00c2\u0097confusion*, divine power, freedom of movement.<\/i>\r
    *Domain spell, Domains: Protection and Trickery.\r

    Sun Sparkles (Su):<\/b> The gaze of an opinicus glows with the brightness of the upper planes. As a swift action, an opinicus can utilize sun sparkles as a gaze attack. All evil creatures within 30 feet that meet its gaze take 2d8 points of damage (4d6 for an evil outsider) and become blinded for 1 round. A successful DC 17 Will saving throw reduces damage to half and negates the blinded effect. An opinicus must wait 1d4+1 rounds before using sun sparkles again. The save DC is Charisma-based and includes a +2 racial bonus.\r

    Turn Undead (Su):<\/b> An opinicus can turn and destroy undead as a 7th-level cleric. An opinicus can make up to 5 turn attempts per day.\r

    Skills:<\/b> Opinicus have a +4 racial bonus on Hide checks and a +6 racial bonus on Listen and Spot checks. * In desert areas, the Hide bonus increases to +10.\r

    Non-Psionic Opinicus<\/b>\r
    If you do not use psionics in your campaign, make the following changes:\r

    Medium Magical Beast\r
    Special Attacks: Improved grab, rake 1d4, spells, spell-like abilities, sun sparkles, turn undead (+2, 2d6+9, 7th)\r
    Special Qualities: Astral projection, darkvision 60 ft., etherealness, low-light vision, spell resistance 17\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097animate object<\/i> (only one object up to Medium size), gust of wind<\/i> (DC 14), protection from evil<\/i>; 3\/day\u00c2\u0097confusion<\/i> (DC 16), death ward, mirror image, nondetection<\/i> (DC 15), scorching ray<\/i> (+9 ranged touch), telekinesis<\/i> (DC 17, sustained force only); 2\/day\u00c2\u0097dimension door<\/i>; 1\/day\u00c2\u0097dimensional anchor, heal, holy smite<\/i> (DC 16). Caster level 7th. The save DCs are Charisma-based.\r

    In Zakhara<\/b>\r
    Since opinicus are so ancient, and because they are found in the Haunted Lands and the Ruined Kingdoms, they are assumed to be an ancient beneficial race. Some wise folk say they were summoned from the outer planes to battle al-Jahar and vargouilles.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Monster Manual II<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always chaotic good","environment":"Any desert"},{"name":"Opinicus, Greater","type":"Magical Beast","ch":14,"challenge_rating":" 14 \u00a0","id":6267,"reference":"Usergen","full_text":"

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


    <\/td> <\/tr>

    Large\u00a0Magical Beast \t\t\t(Psionic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 13d10+39\u00a0(110 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares), fly 70 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 25 (-1 size, +4 Dex, +12 natural), touch 13, flat-footed 21<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+13\/+20<\/td> <\/tr>
    Attack: <\/strong>Claw +15 melee (1d6+3)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +15 melee (1d6+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, psi-like abilities, rake 1d6+1, spells, spell-like abilities, sun sparkles, turn undead (+4, 2d6+17, 13th)<\/td> <\/tr>
    Special Qualities: <\/strong>Astral projection, darkvision 60 ft., etherealness, low-light vision, plane shift, power resistance 22<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +12, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 19, Con 16, Int 19, Wis 20, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Bluff +20, Concentration +19, Diplomacy +24, Disguise +4 (+6 acting), Hide +20*, Intimidate +22, Jump +27, Knowledge (nature) +12, Knowledge (religion) +12, Listen +27, Move Silently +20, Sense Motive +21, Sleight of Hand +22, Spot +27, Survival +5 (+7 in aboveground natural environments)<\/td> <\/tr>
    Feats: <\/strong>Divine Might, Divine Vengeance, Extra Turning, Iron Will, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any desert<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>14<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic good<\/td> <\/tr>
    Advancement: <\/strong>14-21 HD (Large), 22-39 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a camel with eagle wings, a simian face and hands, and a lionlike mane and tail. Its forepaws end in opposable thumbs.<\/i>\r

    An opinicus is a powerful magical creature of the desert that spreads goodwill wherever it travels. Though it appears to be a magical hybrid of several types of creatures, the opinicus is a natural creature that breeds true on its own. \r

    Opinicus will usually lair in deserted old ruins swallowed up by the desert. They do venture forth on missions of well being, seeking to bring prosperity to those in need. Though well known in this friendly capacity, their penchant for being pranksters have somewhat tarnished their reputation as beneficent protectors. Still, good creatures will usually accept the help of an opinicus. \r

    A greater opinicus stands 4 to 5 feet high at the shoulder, weighs over 1,000 pounds, and has a wingspan of 18 feet. Most opinicus are colored a light buff to a golden brown with slightly darker faces and wings. Opinicus have a lifespan of several centuries.\r

    Greater opinicus speak Celestial, Common, Sylvan, and Terran.\r

    COMBAT\r

    Evil creatures and undead dread the rage of an opinicus, as they always attack an opponent of evil nature. Opinicus are pacifists otherwise, though they may feel the need to fight to aid a good cause. \r

    Astral Projection (Su):<\/b> This functions just like the spell of the same name (caster level 13th).\r

    Etherealness (Su):<\/b> This functions just like the spell of the same name (caster level 13th).\r

    Improved Grab (Ex):<\/b> To use this ability, a greater opinicus 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 rake.\r

    Plane Shift (Sp):<\/b> A greater opinicus can enter any good-aligned plane, the Astral Plane, or the Material Plane. This ability transports the opinicus and up to eight other creatures, provided they all link hands with the opinicus. It is otherwise similar to the spell of the same name (caster level 13th). \r

    Psi-Like Abilities:<\/b> At will\u00c2\u0097control air<\/i> (up to 60 miles per hour change)*, control object, empty mind<\/i> (+8 bonus)*; 3\/day\u00c2\u0097id insinuation<\/i> (DC 21, 6 targets)*, intellect fortress, mental barrier<\/i> (+5 deflection bonus, 9 rounds)*, mind thrust<\/i> (DC 21, 13d10 damage)*, psionic teleport, telekinetic force<\/i> (DC 17, 450 lbs.)*, thought shield<\/i> (power resistance 23, 11 rounds)*; 1\/day\u00c2\u0097dream travel<\/i> (DC 21), psionic dimensional anchor, teleport trigger<\/i>. Manifester level 13th. The save DCs are Charisma-based.\r
    *Includes augmentation for the greater opinicus's manifester level.\r

    Rake (Ex):<\/b> Attack bonus +15 melee, damage 1d6+1.\r

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097heal<\/i>; 2\/day\u00c2\u0097dimension door<\/i>; 1\/day\u00c2\u0097holy smite<\/i> (DC 18), holy word<\/i> (DC 21). Caster level 13th. The save DCs are Charisma-based.\r

    Spells:<\/b> Greater opinicus can cast divine spells as 13th-level clerics. An opinicus has access to two of the following domains: Good, Protection, or Trickery. The save DCs are Wisdom-based. \r

    Typical Cleric Spells Prepared<\/i> (6\/7+1\/6+1\/5+1\/5+1\/4+1\/2+1\/1+1; save DC 15 + spell level); \r
    0\u00c2\u0097create water, detect magic, mending, purify food and drink, read magic, resistance;<\/i> \r
    1st\u00c2\u0097bless, bless water, endure elements, entropic shield, remove fear, sanctuary*, shield of faith;<\/i> \r
    2nd\u00c2\u0097delay poison, invisibility*, shatter, silence, sound burst, status;<\/i> \r
    3rd\u00c2\u0097create food and water, daylight, invisibility purge, nondetection*, searing light, wind wall;<\/i> \r
    4th\u00c2\u0097confusion*, death ward, divine power, freedom of movement, giant vermin, restoration;<\/i>\r
    5th\u00c2\u0097break enchantment, dispel evil, false vision*, true seeing, wall of stone; <\/i>\r
    6th\u00c2\u0097antimagic field*, banishment, heroes' feast; <\/i>\r
    7th\u00c2\u0097screen*, summon monster VII;<\/i>\r
    *Domain spell, Domains: Protection and Trickery.\r

    Sun Sparkles (Su):<\/b> The gaze of a greater opinicus glows with the brightness of the upper planes. As a swift action, a greater opinicus can utilize sun sparkles as a gaze attack. All evil creatures within 30 feet that meet its gaze take 4d8 points of damage (6d6 for an evil outsider) and become blinded for 1d2 rounds. A successful DC 22 Will saving throw reduces damage to half and negates the blinded effect. An opinicus must wait 1d4+1 rounds before using sun sparkles again. The save DC is Charisma-based and includes a +2 racial bonus.\r

    Turn Undead (Su):<\/b> A greater opinicus can turn and destroy undead as a 13th-level cleric. An opinicus can make up to nine turn attempts per day.\r

    Skills:<\/b> Opinicus have a +4 racial bonus on Hide checks and a +6 racial bonus on Listen and Spot checks. * In desert areas, the Hide bonus increases to +10.\r

    Non-Psionic Greater Opinicus<\/b>\r
    If you do not use psionics in your campaign, make the following changes:\r

    Large Magical Beast\r
    Special Attacks: Improved grab, rake 1d6+3, spells, spell-like abilities, sun sparkles, turn undead (+4, 2d6+17, 13th)\r
    Special Qualities: Astral projection, darkvision 60 ft., etherealness, low-light vision, plane shift, spell resistance 22\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097animate object<\/i> (only one object up to Medium size), gust of wind<\/i> (DC 14), protection from evil<\/i>; 3\/day\u00c2\u0097confusion<\/i> (DC 16), death ward, greater teleport, nondetection<\/i> (DC 15), sanctuary<\/i> (DC 13), scorching ray<\/i> (+9 ranged touch), telekinesis<\/i> (DC 17, sustained force only); 2\/day\u00c2\u0097dimension door<\/i>; 1\/day\u00c2\u0097contingent greater teleport<\/i> (as if affected by the contingency<\/i> spell), dimensional anchor, heal, holy smite<\/i> (DC 16), wind walk<\/i>. Caster level 7th. The save DCs are Charisma-based.\r

    In Zakhara<\/b>\r
    Since opinicus are so ancient, and because they are found in the Haunted Lands and the Ruined Kingdoms, they are assumed to be an ancient beneficial race. Some wise folk say they were summoned from the outer planes to battle al-Jahar and vargouilles.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Monster Manual II<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always chaotic good","environment":"Any desert"},{"name":"Opossum","type":"Animal","ch":14,"challenge_rating":" 1\/4 \u00a0","id":6268,"reference":"Usergen","full_text":"

    Opossum <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1\/2d8\u00a0(2 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (4 squares), climb 15 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+2 size, +2 Dex), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-12<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d3-4)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d3-4)<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Feign death, low-light vision, scent, venom resistant \r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 3, Dex 15, Con 10, Int 1, Wis 12, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Balance +6, Climb +10, Disguise +2*, Jump +6, Hide +10, Listen +3, Move Silently +2, Spot +3, Swim +6<\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or family (2-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This small creature has thick gray fur on its body, and white fur on its head. A long, prehensile tail trails behind it.<\/i>\r

    Opossums are omnivorous marsupials that can live nearly anywhere they can find food and dry, secure places to den in. An opossum will use a number of dens within its home range, usually making dens in hollow trees and logs, brushpiles or the abandoned lairs of other animals. A nest of leaves and grass is usually made at the den site.\r

    Opossums feed on insects, earthworms, small mammals, fruits, grains, plants, and carrion.\r

    This entry represents the larger species of opossum, about the size of a cat. Such opossums are typically 2 to 3 feet long (up to half of which is tail) and weigh between 2 and 12 pounds.\r

    An opossum familiar grants its master a +2 bonus on saving throws against poison.\r

    COMBAT\r

    If threatened, an opossum will try to escape up a nearby tree or feign death. If cornered, it exhibits a threatening posture, hissing and making low growls. A desperate opossum may bite.\r

    Feign Death (Ex): An opossum can play dead with great accuracy. It lies stiffly on its side and secretes a foul odor, so it looks and s\/mells like a dead animal. Although able to smell, hear, and know what is going on, the opossum is effectively blind while feigning death.\r

    A creature examining the opossum may attempt a Heal or Spot check opposed by the opossum's Disguise check to detect the ruse. The opossum gains a +8 circumstance bonus on Disguise checks to feign death. \r

    Venom Resistant (Ex): Opossums have a +2 racial bonus on saves against poison.\r

    Skills: Opossums have a +4 racial bonus on Balance and Swim checks. Opossums have a +8 racial bonus on Climb checks. They can use their Dexterity modifier instead of their Strength modifier for Climb, Jump and Swim checks. <\/b><\/b><\/b><\/b><\/b><\/b><\/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 land"},{"name":"Orangutan","type":"Animal","ch":1,"challenge_rating":" 1 \u00a0","id":6269,"reference":"Usergen","full_text":"

    Orangutan <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d8+4\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+2 Dex, +2 natural), touch 12, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+5<\/td> <\/tr>
    Attack: <\/strong>Claw +5 melee (1d4+4)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +5 melee (1d4+4) and bite +0 melee (1d6+2)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Rend 2d4+6<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 15, Con 15, Int 2, Wis 12, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Listen +6, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or family (3)<\/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 large ape has long arms and reddish-orange hair.<\/i>\r

    Oragutans are arboreal apes that spend almost all of their time in trees. They fashion nests from branches and foliage in which to sleep.\r

    Male orangutans develop as either flanged or unflanged. Flanged orangutan males are so named due to their prominent cheek pads (called \"flanges\"). They also have longer fur than unflanged males. Only flanged males are territorial. \r

    Male and female orangutans generally pair up only to mate. The female raises the young until they reach 6 or 7 years of age.\r

    Oragutans are among the smartest animals in existence. Their name means \"\"person of the forest\".\r

    Oragutans eat mostly fruit, supplementing this diet with other vegetation, eggs, and insects.\r

    An orangutan is 4-1\/2 to 5-1\/2 feet tall and weighs 200-260 pounds.\r

    COMBAT\r

    Though most orangutans are generally peaceful, flanged males are territorial and will fight to defend it.\r

    Rend (Ex):<\/b> If an orangutan hits with both claw attacks, it latches onto the opponent\u00c2\u0092s body and tears the flesh. This attack automatically deals an additional 2d4+6 points of damage.\r

    Skills:<\/b> Orangutans 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>
    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":"Orog","type":"Humanoid","ch":1,"challenge_rating":" 01 \u00a0","id":6270,"reference":"Usergen","full_text":"

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

    Medium-Size Humanoid (Orog)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 3d8+6 (20 hp)<\/span><\/p> <\/td> <\/tr>

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

    Speed:<\/span><\/b> 20 ft (half plate armor); base 30 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 17 (+7 half plate armor)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Greataxe +5 melee; or javelin +2 ranged<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Greataxe 1d12+3; or javelin 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, orc\/ogre blood<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +5, Ref +1, Will +0<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 16, Dex 10, Con 14, Int 10, Wis 8, Cha 8<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Listen +4, Spot +5<\/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, pair, gang (2-4), squad (11-20 plus 2 3rd<\/sup> level sergeants and 1 leader of 3rd-6th level) or band (20-80 plus 100% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
    Challenge Rating:<\/b> 1<\/span><\/p> <\/td> <\/tr>

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

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

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

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

    Orogs are the result of the union of a male orc and female ogre. They are highly disciplined warriors and it is easy to distinguish an orog from a common orc on the battlefield.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Orogs stand about 6 feet tall and resemble orcs. Orogs speak Orc and Common.<\/span><\/p> <\/td> <\/tr>

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

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

    Orogs prefer weapons that deal massive amounts of damage. They prefer a direct fight to subterfuge, but will employ such tactics if the need arises.<\/span><\/p> <\/td> <\/tr>

    Orc\/Ogre Blood (Ex):<\/span><\/b> For all special abilities and effects, an orog is considered an orc or ogre. Orogs, for example, can use special ogre (or orc) weapons or magic items with racially specific ogre (or orc) powers as if they were ogres (or orcs).<\/span><\/p> <\/td> <\/tr>

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

    OROG CHARACTERS<\/h3> <\/td> <\/tr>

    An orog's favored class is fighter, and orog leaders tend to be fighters. Orog clerics worship Gruumsh (favored weapon: any spear) and can choose two of the following domains: Chaos, Evil, Strength, and War. Most orog spellcasters, however, are adepts (see page 37 in the DMG<\/i>). Orog adepts favor spells that cause damage.<\/span><\/p> <\/td> <\/tr>

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

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

    The Orog first appeared in MC 1 (TSR, 1989).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Humanoid","alignment":"Any","environment":"Any land and underground"},{"name":"Orpsu","type":"Aberration","ch":2,"challenge_rating":" 02 \u00a0","id":6271,"reference":"Usergen","full_text":"

    Orpsu <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+5\u00a0(9 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 5 ft (1 square), fly 40 ft (poor)<\/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>Horn +1 melee (1d6)<\/td> <\/tr>
    Full Attack: <\/strong>Horn +1 melee (1d6) and fang slash -4 melee (1d3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Bleeding wound, blood drain, paralysis<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 150 ft, flight, immune to mind-affecting effects, low-light vision, telepathy 20 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +2, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 15, Con 14, Int 6, Wis 12, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Listen +3, Spot +3<\/td> <\/tr>
    Feats: <\/strong>Flyby Attack, Toughness [B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate desert and plains and underground<\/td> <\/tr>
    Organization: <\/strong>Pair, family (2 orpsu plus 1-4 young), hunting pack (6-7), or colony (4-12 plus 1-4 young)<\/td> <\/tr>
    Challenge Rating: <\/strong>02<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>2-3 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This hairless beast has a small body, with four bony protrusions that project out from its body like a pair of back-to-back crescents. The front crescent curls around the creature's raking fangs, while the rear crescent wraps around its rat-like tail, and a leathery-skinned membrane stretches out like a sheet between the four tips.<\/i>\r

    The orpsu is a decidedly nocturnal hunter that is also called a \"night stirge.\" While it has no relation to stirges, it is a flying predator that feeds on fresh blood. They are commonly found in temperate wastelands, and inhabit rocky places like caverns and ruins, and tall trees. They hunt in open, rolling scrubland and plains, and feast on sheep, cattle, woodland animals (particularly badgers, foxes, and otters), large birds, and even humanoids.\r

    Orpsu live in mated pairs, and produce litters of live, instantly active and hungry young, every three summers. Such offspring remain in a family group which will eventually grow to over a dozen, and which point the oldest orpsu split off in pairs to mate and make new families in new hunting territories.\r

    Orpsu have mottled skin of crimson, purple, mauve, or cinnamon-brown hue, which is veined and leathery. This weird creature has a prehensile tail that is too weak to hold struggling prey or wield any sort of weapon, but allows the orpsu to drag small objects or coil around a tree limb when at rest. Its razor-sharp, blade-like bony \"horns\" are used like wings, and an orpsu steers by angling the membranes attached to its horns and tilting its body. The orpsu has a row of 4 or more stout, downward pointing fangs; but with no lower jaw, it cannot attack by biting in the normal fashion, and thus slashes or rakes with its fangs instead. Orpsu have no legs or feet, and can only move on the ground by clumsily undulating their bodies. \r

    An orpsu is 3 feet long, with its horns spanning over 2 feet in width, and weighs about 20 pounds.\r

    Orpsu make no calls or noises, and only communicate with each other telepathically. This telepathic communication is incomprehensible and confusing to any other creature that is able to listen to it using magic, psionics, or other abilities.\r

    COMBAT<\/b>\r
    Orpsu hunt only in darkness, to avoid attacks from larger predators when flying in the open. An orpsu will try to paralyze its prey before attacking, and catch and overcome most of its prey this way. If an orpsu paralyzes a victim, or comes across a sleeping or otherwise helpless creature, it will glide down and land belly-down on the prey, wrapping its tail around the body. A cluster of soft, white, flexible tentacles emerge from slits in the abdomen, which penetrate the victim's body and begin to drain blood. It is unable to maintain a firm grip with either the tail or tentacles, and any mobile victim or assisting friend will cause the orpsu to bound into the air and fly away.\r

    If an orpsu is unable to find suitable prey to drain blood from, it will swoop down on prey to use its natural attacks. An orpsu is relatively clumsy in flight, and instinctively attacks at an angle as it passes, leaving it able to use only one horn to attack at a time. An orpsu is at a disadvantage if knocked out of the air, so it will be careful to attack only slowed or otherwise vulnerable targets if it can help it.\r

    Bleeding Wound (Ex)<\/b>: The damage an orpsu deals with its natural attacks causes a persistent wound. An injured creature loses 1 additional hit point each round. Multiple wounds result in cumulative hit point loss from bleeding. The continuing hit point loss can be stopped by a successful DC 15 Heal check (per wound), a cure<\/i> spell, or a heal<\/i> spell. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points.\r

    Blood Drain (Ex)<\/b>: An orpsu can drain blood from a living victim by making a successful touch attack on a helpless victim. On each following round, the orpsu drains blood, dealing 1 point of Constitution damage each round it remains in contact with the victim. If the victim regains movement or if the orpsu is attacked, the orpsu detaches from the victim.\r

    Paralysis (Su)<\/b>: Once per day, an orpsu can cause a single living being within 60 feet to become paralyzed. The creature must succeed on a DC 11 Will save or be paralyzed for 1d4+1 rounds. If the creature succeeds on the save, it is instead affected as by the slow<\/i> spell for 1d4+1 rounds. The save DC is Charisma-based.\r

    Flight (Ex)<\/b>: An orpsu's body is able to levitate naturally, practically floating on the air and using the flailing of its tail for propulsion. This allows the orpsu to fly at a speed of 40 feet, and grants the orpsu a permanent feather fall<\/i> effect (as the spell) with personal range.\r

    Telepathy (Su)<\/b>: An orpsu can communicate telepathically with other orpsu, provided they are within 20 feet.\r

    Orpsu Young<\/b>: Tiny aberration; CR 1\/2; HD 1\/2d8 (2 hp); AC 15 (touch 15, flat-footed 12); Base Atk\/Grp +0\/-8; Atk +1 melee (1d4-1, horn); Full Atk +1 melee (1d4, horn) and -4 melee (1d2-1, fang slash); Space\/Reach 2-1\/2 ft.\/0 ft.; Sv Fort +0, Ref +3, Will +3; Str 8, Dex 17, Con 10; Int 6; Wis 12; Cha 12; \r
    Skills and Feats; Listen +3, Spot +3, Flyby Attack.\r

    IN THE REALMS<\/b>\r
    Orpsu are common in Kara-Tur and the steppes, plains, and deserts that lie west of the Eastern Realms.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #101 (\"Creature Catalog III,\" September 1985, Ed Greenwood), FR13 - Anauroch (1991), and Monstrous Compendium MC11 - Forgotten Realms Appendix II (1991).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Usually neutral evil","environment":"Temperate desert and plains and underground"},{"name":"Otter, Dire (Giant Potamotherium)","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":6272,"reference":"Usergen","full_text":"

    Otter, Dire (Giant Potamotherium) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Animal \t\t\t(Dire)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+12\u00a0(30 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), swim 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+3 Dex, +3 natural), touch 13, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+6<\/td> <\/tr>
    Attack: <\/strong>Bite +7 melee (2d6+4)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +7 melee (2d6+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Agile swimmer, hold breath, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +7, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 17, Con 16, Int 2, Wis 12, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Balance +5, Climb +5, Escape Artist +6, Listen +6, Spot +6, Swim +11<\/td> <\/tr>
    Feats: <\/strong>Alertness, Spring Attack [B], Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair or family (3-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Medium); 9-12 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Dire otters can grow to over 10 feet in length, including their tails, and weigh 300 pounds or more.\r

    While dire otters are as playful as normal otters, they can be far more ferocious, fighting with great tenacity if they feel threatened. They prefer to circle around opponents and use their Spring Attack feat to dart in, bite, and leap away before their foe can respond.\r

    Agile Swimmer (Ex):<\/b> Unlike most creatures with a Swim speed, a dire otter does not have to move in a straight line when it makes a Run action while swimming. It can turn by 90 degrees for every 5 feet it travels.\r

    Hold Breath (Ex):<\/b> A dire otter can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning. For a typical dire otter, this is 48 rounds, or 5 minutes.\r

    Skills:<\/b> A dire otter has a +2 racial bonus on Balance, Climb and Escape Artist checks.\r

    Dire otters have a +8 racial bonus on Swim checks and can always choose to take 10 on Climb checks, even if rushed or threatened. A dire otter can use either its Strength or its Dexterity bonus for Climb or Swim checks and can take the Run action while swimming (see Agile Swimmer).\r

    Note:<\/b> Originally appeared as the \"Giant Otter\".<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1975 Wizards of the Coast, Inc.
    Originally found in Supplement II: Blackmoor<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate aquatic"},{"name":"Ottoia","type":"Vermin","ch":4,"challenge_rating":" 4 \u00a0","id":6273,"reference":"Usergen","full_text":"

    Ottoia <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Vermin \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+30\u00a0(57 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square), swim 20 ft., burrow 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>+4\/+21<\/td> <\/tr>
    Attack: <\/strong>Bite +11 melee (2d6+13)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +11 melee (2d6+13)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Armored head, darkvision 60 ft., tremorsense 60 ft., vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +3, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 29, Dex 12, Con 20, Int \u00c2\u0096, Wis 11, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>Swim +17<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or cluster (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 (Huge); 13-24 HD (Gargantuan); 25-48 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A long proboscis erupts from the concealed burrow of a massive worm as thick as a barrel. The worm's blank, roughly spherical head is covered with short spines. Its reversible proboscis quests about in search of prey.<\/i>\r

    An ottoia is a primitive carnivorous worm that lives in burrows in the sea floor. They are mostly found in sandy reef bottoms.\r

    The body of an ottoia is 2 to 3 feet in diameter and 30 to 50 feet in length, weighing about 5,000 pounds.\r

    COMBAT<\/b>\r
    A giant ottoia lies in ambush, waiting to detect approaching prey via tremorsense. It attacks as soon as a creature small enough to swallow whole comes within its reach. An ottoia generally fights with only its head exposed, gaining both cover and the benefit of its armored head.\r

    Armored Head (Ex):<\/b> An ottoia gains a +3 circumstance bonus to its Armor Class when fighting in tunnels no larger than its Space.\r

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

    Swallow Whole (Ex):<\/b> An ottoia can try to swallow a grabbed opponent two size categories smaller than itself by making a successful grapple check. Once inside, the opponent takes 1d8+9 points of bludgeoning damage and 4 points of acid damage per round from the ottoia's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge ottoia's interior can hold 2 Medium, 8 Small, or 32 Tiny or smaller opponents.\r

    Skills:<\/b> An ottoia has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #204<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Otyugh, Neo-","type":"Aberration","ch":5,"challenge_rating":" 5 \u00a0","id":6274,"reference":"Usergen","full_text":"

    Otyugh, Neo- <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d8+18\u00a0(58 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft.<\/td> <\/tr>
    AC:<\/strong> 20 (-1 size, -1 Dex, +12 natural)<\/td> <\/tr>
    Attacks:<\/strong>2 tentacle rakes +6 melee, bite +1 melee<\/td> <\/tr>
    Damage: <\/strong>Tentacle rake 1d6+1, bite 1d4<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft. by 5 ft.\/10 ft. (15 ft. with tentacle)<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, constrict 1d6, disease<\/td> <\/tr>
    Special Qualities: <\/strong>Scent<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +2, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 9, Con 15, Int 10, Wis 12, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Hide +4*, Listen +11, Move Silently +11, Spot +12<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>10-11HD (Large), 12-17HD (Huge)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A neo-otyugh is a larger, more intelligent version of a normal otyugh. The hide of a neo-otyugh is even tougher than that of an otyugh, although the appearance is similar.

    Combat<\/b>
    Neo-otyughs are very aggressive, much more so than otyughs. Unlike their lesser kin, neo-otyughs often leave their lairs and actively search for prey. They attack in a manner identical to other otyughs.

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

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

    Disease (Ex): Filth fever\u00c2\u0097bite, Fortitude save (DC 12), incubation period 1d3 days; damage 1d3 temporary Dexterity and 1d3 temporary Constitution.

    Skills: *A neo-otyugh receives a +8 racial bonus to Hide checks while in its lair, due to its natural coloration.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1977 Wizards of the Coast, Inc.
    Originally found in 1e Monster Manual<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":">Underground"},{"name":"Otyugh, Neo-Otyugh","type":"Aberration","ch":5,"challenge_rating":" 05 \u00a0","id":6275,"reference":"Usergen","full_text":"

    Otyugh, Neo-Otyugh <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d8+21\u00a0(61 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 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+11<\/td> <\/tr>
    Attack: <\/strong>Tentacle +7 melee (2d4+1)<\/td> <\/tr>
    Full Attack: <\/strong>2 tentacles +7 melee (2d4+1) and bite +1 melee (1d3+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft\/10 ft (15 ft with tentacle)<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 2d4+1, disease, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/slashing, darkvision 60 ft, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +2, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 9, Con 15, Int 10, Wis 12, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Hide +2*, Listen +9, Move Silently +8, Spot +9<\/td> <\/tr>
    Feats: <\/strong>Alertness, Blind-Fight, Toughness, Weapon Focus (tentacle)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>05<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>10-11HD (Large), 12-17HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A neo-otyugh is a larger, more intelligent species of otyugh. A neo-otyugh has a much tougher hide than that of an otyugh, though it looks just about the same.\r

    A neo-otyugh has a body 10 feet in diameter and weighs about 700 pounds.\r

    Neo-otyughs speak Common.\r

    COMBAT<\/b>\r
    Neo-otyughs are very aggressive, much more so than otyughs. Unlike their lesser kin, neo-otyughs often leave their lairs and actively search for prey. They are more vicious and hardly ever trust other creatures, and prone to attack intruders on sight. They attack in a manner identical to other otyughs.\r

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

    Disease (Ex)<\/b>: Filth fever \u00c2\u0096 bite, Fortitude DC 12, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.\r

    Improved Grab (Ex)<\/b>: To use this ability, a neo-otyugh must hit a Medium or smaller opponent 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

    Skills<\/b>: *A neo-otyugh has a +8 racial bonus on Hide checks when in its lair, due to its natural coloration. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1977 Wizards of the Coast, Inc.
    Originally found in the first edition Monster Manual (1977, Gary Gygax), Monstrous Compendium MC2 (1989), and the Monstrous Manual (1993).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":"Underground"},{"name":"Owlbear, Arctic","type":"Magical Beast","ch":5,"challenge_rating":" 5 \u00a0","id":6276,"reference":"Usergen","full_text":"

    Owlbear, Arctic <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 8d10+48\u00a0(92 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (\u00c2\u00961 size, +1 Dex, +5 natural), touch 10, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+19<\/td> <\/tr>
    Attack: <\/strong>Claw +14 melee (1d8+7) <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +14 melee (1d8+7) and bite +9 melee (1d8+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to cold, low-light vision, scent, surefooted<\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +7, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 12, Con 23, Int 2, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide -2*, Listen +5, Move Silently +2, Spot +5, Swim +15<\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance, Track\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any cold land<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or pack (3\u00c2\u00968)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>9-15 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature blends the features of a polar bear and a snowy owl. Its thick, shaggy coat of feathers and fur is snowy white, while its claws and hooked beak are black. Its large round eyes are gleaming yellow.<\/i>\r

    Arctic owlbears are the polar cousins of the normal owlbear. Whether created by a demented wizard by crossing a giant snowy owl with a polar bear or a more natural form of evolution, it is clear that the arctic owlbear blends traits from both creatures. \r

    Arctic owlbears live in the coldest areas of the arctic, often making their lairs in pre-existing caves or carving dens in snow banks. However, they tend to he wanderers and do not settle in any one place for long. \r

    Arctic owlbears prefer meat, but will prey on anything they can catch. Unlike normal owlbears, the arctic variety hunt primarily by day and, being good swimmers, will aggressively pursue the prey into frigid waters without hesitation. They are well adapted for their environment--rough, leathery pads on the bottom of their paws help them maintain stability on icy surfaces, while their thick coat of fur and feathers provides immunity to extreme cold. \r

    A typical arctic owlbear is about 10 feet long and weighs 1200 pounds, when rearing on its hind paws it can stand up to 8 feet tall. Arctic owlbears live for about 20 years. \r

    COMBAT\r

    Like their cousins, arctic owlbears attack any creature bigger than a mouse on sight, always fighting to the death. They slash with claws and beak, trying to grab their prey and rip it apart.\r

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

    Surefooted (Ex):<\/b> Arctic owlbears ignore all movement penalties associated with snow on the ground. They also receive a +4 racial bonus on Balance checks when walking on ice or snow.\r

    Skills:<\/b> An arctic owlbear has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *An arctic owlbear's white coat bestows a +12 racial bonus on Hide checks in snowy areas.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1996 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Annual Volume Three<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Any cold land"},{"name":"Owlbear, Winged","type":"Magical Beast","ch":5,"challenge_rating":" 5 \u00a0","id":6277,"reference":"Usergen","full_text":"

    Owlbear, Winged <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d10+25\u00a0(52 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 50 ft. (clumsy)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (\u00c2\u00961 size, +1 Dex, +5 natural), touch 10, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+14<\/td> <\/tr>
    Attack: <\/strong>Claw +9 melee (1d8+5) <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +9 melee (1d8+5) and bite +4 melee (1d8+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., scent, superior low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 12, Con 21, Int 6, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Listen +12, Move Silently +3*, Spot +8\r
    <\/td> <\/tr>
    Feats: <\/strong>Flyby Attack, Wingover<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or pack (3\u00c2\u00968)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>6\u00c2\u00968 HD (Large); 9\u00c2\u009615 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature blends the features of a brown bear and a giant owl. Its thick, shaggy coat of feathers and fur is brown-black, while its claws and hooked beak are dull ivory. Its large round eyes are gleaming yellow.<\/i>\r

    Winged owlbears are rumored to have first arisen as the result of magical crossbreeding between giant owls and brown bears. As a result, they are more intelligent than their landbound kin, and possess some of the superior senses of their giant owl progenitors.\r

    Although they can be found nearly anywhere, winged owlbears prefer wooded forests or mountainous terrain. Their flying capabilities allow them to claim large areas as their territory--usually ten to twenty square miles. \r

    A full-grown male can stand as tall as 8 feet and weigh up to 1,500 pounds. A winged owlbear's lifespan is around 25 years.\r

    COMBAT\r

    Every bit as ferocious as their more common cousins, winged owlbears also possess the silent flight of a giant owl, making them especially deadly hunters. Once prey is approached, they slash with claws and beak, trying to grab their prey and rip it apart. Occasionally winged owlbears grab prey and drop it from great heights to soften it up.\r

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

    Superior Low-Light Vision (Ex):<\/b> A winged owlbear can see five times as far as a human can in dim light.\r

    Skills:<\/b> Winged owlbears have a +8 racial bonus on Listen checks and a +4 racial bonus on Spot checks. *When in flight, winged owlbears gain a +8 bonus on Move Silently checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #214<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually neutral","environment":"Temperate forests"},{"name":"P'oh","type":"Fey","ch":3,"challenge_rating":" 3 \u00a0","id":6278,"reference":"Usergen","full_text":"

    P'oh <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d6\u00a0(17 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+1 size, +5 Dex), touch 16, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/-2<\/td> <\/tr>
    Attack: <\/strong>Club +3 melee (1d4 plus dessication)<\/td> <\/tr>
    Full Attack: <\/strong>Club +3 melee (1d4 plus dessication)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Dessication, drought, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/cold iron, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +9, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 20, Con 11, Int 14, Wis 14, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Balance +7, Bluff +11, Diplomacy +7, Disguise +3 (+5 acting), Escape Artist +13, Intimidate +19, Jump -4, Knowledge (nature) +10, Knowledge (the planes) +10, Move Silently +13, Sense Motive +10, Survival +2 (+4 in aboveground natural environments, +4 on other planes), Tumble +13\r
    <\/td> <\/tr>
    Feats: <\/strong>Combat Expertise, Improved Feint<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate plains and hills<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>6-15 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This tiny humanoid has ruddy bronze skin and wears fine silk gowns woven with silver and gold. Its long red hair is tied back with dried vines, emphasizing its oversized ears. Narrow green eyes glare above a pug nose and a thin mouth twisted in a condescending grin. It wobbles as it walks on its stubby legs.<\/i>\r

    Arrogant and obnoxious, p'oh are wandering fey that set up residence in agricultural lands well away from populous areas. The p'oh announces its presence to local peasants and demands tribute from them, threatening to cause great drought if not appeased. Should the peasants comply, the p'oh wreaks no havoc. If the offerings are insufficient, the angered p'oh creates a drought over the area. The p'oh will not lift the drought until it is either appeased or destroyed.\r

    A p'oh's most frequent demands are large quantities of water or other potables, fruits, and vegetables. On occasion, a p'oh makes more difficult demands, either to test the peasants' resolve or simply to harass them. Such demands might include a basket of corn containing exactly 10,001 kernels, 100 gallons of water from a distant ocean, or an unmelted snowflake. P'oh also expect small shrines to be erected in their honor along roadways.\r

    P\u00c2\u0092oh can eat nearly anything, and have an exceptional capacity for liquid, capable of guzzling gallons of water, milk, or wine in a single sitting.\r

    A p'oh stands 2 to 3 feet tall and weighs 30 to 40 pounds. \r

    P'oh speak Sylvan and Common.\r

    COMBAT\r

    P'oh avoid melee whenever possible, preferring to pester, insult, threaten, or otherwise intimidate the opposition. If the p'oh feels superior to its opposition, it attacks fearlessly and mercilessly. Against more formidable foes, a p'oh generally turns invisible and retreats. In battle, a p'oh usually wields a club cut from a dead tree or an iron rod, but occasionally wields more extravagant weapons, such as a katana or wakizashi.\r

    Dessication (Su):<\/b> Any creature damaged by a p'oh's melee attack (from a natural or manufactured weapon) must make a DC 15 Fortitude save or take 1 point of Constitution damage. The save DC is Charisma-based.\r

    Drought (Sp):<\/b> Once per week, a p'oh may use control weather<\/i>, but may only select the hot weather or heat wave options. A p'oh is treated as a druid for purposes of this ability (thus doubling the duration and affecting a circle with a 3-mile radius). Caster level 5th.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097invisibility<\/i> (self only). Caster level 5th. The save DCs are Charisma-based.\r

    Skills:<\/b> P'oh have a +6 racial bonus on Intimidate checks.\r

    P'oh In Oriental Adventures Settings<\/b>\r

    On rare occasions, the Celestial Emperor sends a p\u00c2\u0092oh to an area to punish the inhabitants for some transgression or crime. In such instances, the p\u00c2\u0092oh forgoes his normal requests for offerings, and leaves after he has caused a drought according to the Emperor\u00c2\u0092s wishes.\r

    In these settings, p'oh 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":"Fey","alignment":"Always lawful evil","environment":"Temperate plains and hills"},{"name":"Panda","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":6279,"reference":"Usergen","full_text":"

    Panda <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d10+6\u00a0(21 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 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>+2\/+5<\/td> <\/tr>
    Attack: <\/strong>Claw +6 melee (1d4+3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +6 melee (1d4+3) and bite +1 melee (1d6+1)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 15, Con 15, Int 2, Wis 12, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Hide +2*, Listen +4, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Endurance, Run<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and cold forests and mountains<\/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>4-5 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This thick, white-furred bear has black fur on its ears, eye patches, muzzle, legs, and shoulders.<\/i>\r

    Pandas feed mostly on bamboo shoots, eating up to 30 pounds per day. It supplements this diet with fish, meat, and eggs. Pandas lead a relatively sedentary lifestyle.\r

    Pandas are generally solitary, with each adult claiming a defined territory. Pandas communicate through vocalization and scent marking. Pandas are adept climbers, occasionally taking shelter in hollow trees or rock crevices. Pandas do not establish permanent dens.\r

    A panda is 4 to 6 feet long and 2-1\/2 feet tall at the shoulder, weighing 200 to 250 pounds. Pandas live over 25 years.\r

    COMBAT\r

    Pandas defend themselves with powerful teeth and claws.\r

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

    *In areas of snow and shade, a panda gains a +8 racial bonus on Hide checks. \r

    Notes: Based off the black bear in the 1e Monster Manual<\/i>.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1977 Wizards of the Coast, Inc.
    Originally found in Monster Manual<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate and cold forests and mountains"},{"name":"Panda of Ill Omen","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6280,"reference":"Usergen","full_text":"

    Panda of Ill Omen <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d10+6\u00a0(21 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 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>+3\/+6<\/td> <\/tr>
    Attack: <\/strong>Claw +7 melee (1d4+3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +7 melee (1d4+3) and bite +5 melee (1d6+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Death curse, gaze of ill fate, huggable, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 15, Con 15, Int 2, Wis 12, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Hide +2*, Listen +4, Spot +4\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (huggable), Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and cold forests and mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>4\u00c2\u00965 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This thick, white-furred bear has black fur on its ears, eye patches, muzzle, legs, and shoulders.<\/i>\r

    Legends tell of a select group of pandas chosen by nature deities to punish those who would drive species to the brink of extinction. These special pandas are granted supernatural traits that impose bad luck on those who would do them harm. Because these pandas of ill omen look no different from regular pandas, poachers and encroachers often find themselves cursed or even slain by these harbingers of misfortune.\r

    A panda of ill omen is 4 to 6 feet long and 2-1\/2 feet tall at the shoulder, weighing 200 to 250 pounds. \r

    COMBAT\r

    A panda of ill omen attempts to grab and hug any creature that isn't shaken by its gaze of ill fate. It then makes grapple checks to inflict claw damage until its opponent expires.\r

    Death Curse (Su):<\/b> Whoever strikes the killing blow against a panda of ill omen must make a DC 14 Will save or be affected as if by a bestow curse<\/i> spell (-4 penalty to attack rolls, skill and ability checks, and saves) for one year. This curse can be removed by a remove curse, break enchantment<\/i>, or similar magics. The save DC is Charisma-based.\r

    Gaze of Ill Fate (Su):<\/b> Shaken 1d6 rounds, 30 feet, Will DC 14 negates. The save DC is Charisma-based.\r

    Huggable (Ex):<\/b> A creature making an opposed grapple check with a panda of ill omen must succeed on a DC 16 Will save or automatically fail the check, choosing instead to welcome the embrace of the fluffy, cuddly creature. This is a mind-affecting, compulsion effect. The save DC is Charisma-based.\r

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

    Skills:<\/b> Pandas of ill omen have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.\r

    *In areas of snow and shade, a panda of ill omen gains a +8 racial bonus on Hide checks.\r

    Note:<\/b> Loosely based on the hound of ill omen that originally appeared in Fiend Folio (1981).<\/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":"Magical Beast","alignment":"Usually neutral","environment":"Temperate and cold forests and mountains"},{"name":"Paper Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":6281,"reference":"Usergen","full_text":"

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


    <\/td> <\/tr>
    Dragon ()<\/strong><\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2\u00c2\u00965); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1\u00c2\u00962 and 2\u00c2\u00965 offspring)<\/td> <\/tr>
    Challenge Ratings: <\/strong>Wyrmling 1; very young 2; young 3; juvenile 5; young adult 8; adult 10; mature adult 12; old 14; very old 16; ancient 18; wyrm 19; great wyrm 20<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>Wyrmling 2\u00c2\u00963 HD; very young 5\u00c2\u00966 HD; young 8\u00c2\u00969 HD; juvenile 11\u00c2\u009612 HD; young adult 14\u00c2\u009615 HD; adult 17\u00c2\u009618 HD; mature adult 20\u00c2\u009621 HD; old 23\u00c2\u009624 HD; very old 26\u00c2\u009627 HD; ancient 29\u00c2\u009630 HD; wyrm 32\u00c2\u009633 HD; great wyrm 35+ HD<\/td> <\/tr>
    Level Adjustment: <\/strong>Wyrmling +2; very young +3; young +3; juvenile +4; others \u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr><\/table><\/td><\/tr>

    Paper 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>1d12+1\u00a0(7)<\/font><\/td>11<\/font><\/td>14<\/font><\/td>13<\/font><\/td>10<\/font><\/td>10<\/font><\/td>14<\/font><\/td>+1\/-7<\/font><\/td>+1<\/font><\/td>+4<\/font><\/td>+3<\/font><\/td>+3<\/font><\/td>1d4\u00a0(11)<\/font><\/td>-<\/font><\/td><\/tr>
    Very Young<\/font><\/td>S<\/font><\/td>4d12+4\u00a0(30)<\/font><\/td>13<\/font><\/td>16<\/font><\/td>13<\/font><\/td>10<\/font><\/td>10<\/font><\/td>14<\/font><\/td>+4\/+1<\/font><\/td>+5<\/font><\/td>+5<\/font><\/td>+7<\/font><\/td>+4<\/font><\/td>2d4\u00a0(13)<\/font><\/td>-<\/font><\/td><\/tr>
    Young<\/font><\/td>S<\/font><\/td>7d12+14\u00a0(59)<\/font><\/td>15<\/font><\/td>18<\/font><\/td>15<\/font><\/td>12<\/font><\/td>12<\/font><\/td>16<\/font><\/td>+7\/+5<\/font><\/td>+9<\/font><\/td>+7<\/font><\/td>+9<\/font><\/td>+6<\/font><\/td>3d4\u00a0(15)<\/font><\/td>-<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>M<\/font><\/td>10d12+20\u00a0(85)<\/font><\/td>17<\/font><\/td>18<\/font><\/td>15<\/font><\/td>12<\/font><\/td>12<\/font><\/td>18<\/font><\/td>+10\/+13<\/font><\/td>+13<\/font><\/td>+9<\/font><\/td>+11<\/font><\/td>+8<\/font><\/td>4d4\u00a0(17)<\/font><\/td>-<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>M<\/font><\/td>13d12+39\u00a0(123)<\/font><\/td>19<\/font><\/td>20<\/font><\/td>17<\/font><\/td>14<\/font><\/td>14<\/font><\/td>18<\/font><\/td>+13\/+14<\/font><\/td>+17<\/font><\/td>+11<\/font><\/td>+13<\/font><\/td>+10<\/font><\/td>5d4\u00a0(19)<\/font><\/td>19<\/font><\/td><\/tr>
    Adult<\/font><\/td>L<\/font><\/td>16d12+48\u00a0(152)<\/font><\/td>23<\/font><\/td>22<\/font><\/td>17<\/font><\/td>14<\/font><\/td>14<\/font><\/td>20<\/font><\/td>+16\/+25<\/font><\/td>+22<\/font><\/td>+13<\/font><\/td>+16<\/font><\/td>+12<\/font><\/td>6d4\u00a0(21)<\/font><\/td>23<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>L<\/font><\/td>19d12+76\u00a0(199)<\/font><\/td>27<\/font><\/td>24<\/font><\/td>19<\/font><\/td>16<\/font><\/td>16<\/font><\/td>20<\/font><\/td>+19\/+31<\/font><\/td>+27<\/font><\/td>+15<\/font><\/td>+18<\/font><\/td>+14<\/font><\/td>7d4\u00a0(23)<\/font><\/td>24<\/font><\/td><\/tr>
    Old<\/font><\/td>L<\/font><\/td>22d12+110\u00a0(253)<\/font><\/td>29<\/font><\/td>26<\/font><\/td>21<\/font><\/td>16<\/font><\/td>16<\/font><\/td>22<\/font><\/td>+22\/+35<\/font><\/td>+31<\/font><\/td>+18<\/font><\/td>+21<\/font><\/td>+17<\/font><\/td>8d4\u00a0(26)<\/font><\/td>27<\/font><\/td><\/tr>
    Very Old<\/font><\/td>H<\/font><\/td>25d12+125\u00a0(287)<\/font><\/td>31<\/font><\/td>28<\/font><\/td>21<\/font><\/td>18<\/font><\/td>18<\/font><\/td>24<\/font><\/td>+25\/+43<\/font><\/td>+35<\/font><\/td>+19<\/font><\/td>+23<\/font><\/td>+18<\/font><\/td>9d4\u00a0(27)<\/font><\/td>29<\/font><\/td><\/tr>
    Ancient<\/font><\/td>H<\/font><\/td>28d12+168\u00a0(350)<\/font><\/td>33<\/font><\/td>10<\/font><\/td>23<\/font><\/td>18<\/font><\/td>18<\/font><\/td>26<\/font><\/td>+28\/+47<\/font><\/td>+39<\/font><\/td>+22<\/font><\/td>+26<\/font><\/td>+20<\/font><\/td>10d4\u00a0(30)<\/font><\/td>32<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>H<\/font><\/td>31d12+186\u00a0(387)<\/font><\/td>35<\/font><\/td>32<\/font><\/td>23<\/font><\/td>20<\/font><\/td>20<\/font><\/td>28<\/font><\/td>+31\/+51<\/font><\/td>+43<\/font><\/td>+23<\/font><\/td>+28<\/font><\/td>+22<\/font><\/td>11d4\u00a0(32)<\/font><\/td>35<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>G<\/font><\/td>34d12+238\u00a0(459)<\/font><\/td>37<\/font><\/td>34<\/font><\/td>25<\/font><\/td>20<\/font><\/td>20<\/font><\/td>30<\/font><\/td>+34\/+59<\/font><\/td>+47<\/font><\/td>+26<\/font><\/td>+31<\/font><\/td>+24<\/font><\/td>12d4\u00a0(34)<\/font><\/td>37<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Paper 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 90 ft. (good)<\/font><\/td>+2<\/font><\/td>17 (+2 size, +2 Dex, +3 deflection), touch 17, flat-footed 15<\/font><\/td>Arcane deflection, augmented critical, flatten, spell consumption, spell regurgitation, vulnerability to fire<\/font><\/td>1st<\/font><\/td>-<\/font><\/td><\/tr>
    Very Young<\/font><\/td>40 ft., fly 90 ft. (good)<\/font><\/td>+3<\/font><\/td>18 (+1 size, +3 Dex, +4 deflection), touch 18, flat-footed 15<\/font><\/td>-<\/font><\/td>2nd<\/font><\/td>-<\/font><\/td><\/tr>
    Young<\/font><\/td>40 ft., fly 90 ft. (good)<\/font><\/td>+4<\/font><\/td>21 (+1 size, +4 Dex, +6 deflection), touch 21, flat-footed 17<\/font><\/td>-<\/font><\/td>3rd<\/font><\/td>-<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>40 ft., fly 100 ft. (average)<\/font><\/td>+4<\/font><\/td>22 (+4 Dex, +8 deflection), touch 22, flat-footed 18<\/font><\/td>-<\/font><\/td>4th<\/font><\/td>-<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>40 ft., fly 100 ft. (average)<\/font><\/td>+5<\/font><\/td>24 (+5 Dex, +9 deflection), touch 24, flat-footed 19<\/font><\/td>DR 5\/slashing<\/font><\/td>5th<\/font><\/td>18<\/font><\/td><\/tr>
    Adult<\/font><\/td>40 ft., fly 100 ft. (average)<\/font><\/td>+6<\/font><\/td>26 (\u00c2\u00961 size, +6 Dex, +11 deflection), touch 26, flat-footed 20<\/font><\/td>-<\/font><\/td>6th<\/font><\/td>20<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>40 ft., fly 100 ft. (average)<\/font><\/td>+7<\/font><\/td>28 (\u00c2\u00961 size, +7 Dex, +12 deflection), touch 28, flat-footed 21<\/font><\/td>DR 10\/slashing<\/font><\/td>7th<\/font><\/td>22<\/font><\/td><\/tr>
    Old<\/font><\/td>40 ft., fly 100 ft. (average)<\/font><\/td>+8<\/font><\/td>31 (\u00c2\u00961 size, +8 Dex, +14 deflection), touch 31, flat-footed 23<\/font><\/td>-<\/font><\/td>8th<\/font><\/td>24<\/font><\/td><\/tr>
    Very Old<\/font><\/td>40 ft., fly 100 ft. (average)<\/font><\/td>+9<\/font><\/td>33 (\u00c2\u00962 size, +9 Dex, +16 deflection), touch 33, flat-footed 24<\/font><\/td>DR 15\/slashing<\/font><\/td>9th<\/font><\/td>25<\/font><\/td><\/tr>
    Ancient<\/font><\/td>40 ft., fly 100 ft. (average)<\/font><\/td>+10<\/font><\/td>36 (\u00c2\u00962 size, +10 Dex, +18 deflection), touch 36, flat-footed 26<\/font><\/td>-<\/font><\/td>10th<\/font><\/td>27<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>40 ft., fly 100 ft. (average)<\/font><\/td>+11<\/font><\/td>39 (\u00c2\u00962 size, +11 Dex, +20 deflection), touch 39, flat-footed 28<\/font><\/td>DR 20\/slashing<\/font><\/td>11th<\/font><\/td>28<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>40 ft., fly 120 ft. (poor)<\/font><\/td>+12<\/font><\/td>40 (\u00c2\u00964 size, +12 Dex, +22 deflection), touch 40, flat-footed 28<\/font><\/td>-<\/font><\/td>12th<\/font><\/td>30<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>
    An image of a dragon has been drawn on the parchment before you. The attention to detail is incredible, so incredible that it almost seems alive. As it begins to grow and fold and unfold in on itself, it is indisputably living.<\/i>\r

    Sages theorize that the first paper dragons were created by an eccentric wizard who desired a guardian for his spellbooks and scrolls. He supposedly created a dragon construct out of the same paper and parchment used for his arcane library, but as he channeled ever-increasing amounts of magical energy into these creations, theyeventually became living, sentient dragons. As a side effect of this transformation, the dragons no longer sought to guard magical writings, instead hungering to consume them.\r

    Unlike most dragons, whose hides can be made into armor, the bodies of paper dragons are useful for spellcasters of all types. Assuming that the paper dragon has not been damaged by a slashing weapon, the paper can be unfolded (as if from an origami construction) to reveal the contents of the last scroll eaten by the paper dragon. Unfolding the paper dragon without damaging it requires a successful Craft (paperfolding or origami) check or Sleight of Hand check. The DC equals 10 + the dragon's age category. The salvaged scroll can be used normally thereafter.\r

    Combat\r

    Although good-natured and friendly, paper dragons can also be destructive and deadly. Its claw attacks are incredibly sharp, dealing grievous lacerations. Its greatest threat, however, is to spellcasters, as it hungers for spells and can regurgitate the magic within as a breath weapon.\r

    Arcane Deflection (Su):<\/b> As a result of its magic-rich origins, a paper dragon gains a deflection bonus to Armor Class equal to its age category + Charisma modifer.\r

    Augmented Critical (Ex):<\/b> A paper dragon's claw attacks threaten a critical hit on a natural attack roll of 18\u00c2\u009620, dealing triple damage on a successful critical hit.\r

    Flatten (Su):<\/b> At will, a paper dragon can assume a two-dimensional form as a free action. In this form, the paper dragon gains a +20 racial bonus to Disguise checks to appear as a sketch of a dragon. Also, in two dimensional form, the dragon may not make claw, bite, or tail sting attacks. The dragon may remain in two-dimensional form until it chooses to revert to its natural three-dimensional form.\r

    Spell Consumption (Su):<\/b> The paper dragon can consume a spell scroll as a standard action. If the spell on the scroll was one that could be cast by a sorcerer of the dragon's caster level, it may use that spell as a spell-like ability once at a range of personal.\r

    Spell Regurgitation (Su):<\/b> The paper dragon can consume a spell scroll as a standard action. If the spell on the scroll was one that could be cast by a sorcerer of the dragon's caster level, it may use that spell as a breath weapon. Regardless of the original spell's range and target description, the breath weapon is always a cone. Saving throws against the spell's effect are determined by the spell's level and the paper dragon's caster level.\r

    Skills:<\/b> Disguise, Hide, and Spellcraft are considered class skills for paper dragons.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in Dragon #156, \"Not Necessarily the Monstrous Compendium\".<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Always chaotic neutral","environment":"Any land and underground"},{"name":"Paraelemental (Frigidarch)","type":"Elemental","ch":14,"challenge_rating":" 14 \u00a0","id":6282,"reference":"Usergen","full_text":"

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

    Large Elemental (Air, Cold)
    Hit Dice: <\/span><\/b>12d8+60 (114 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+11 (Dex, Improved Initiative)<\/span><\/p> <\/td> <\/tr>

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

    AC: <\/span><\/b>25 (-1 size, +7 Dex, +9 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks: <\/span><\/b>6 tentacles +15 melee<\/span><\/p> <\/td> <\/tr>

    Damage: <\/span><\/b>Tentacle 1d6+4 and 1d6 cold<\/span><\/p> <\/td> <\/tr>

    Face\/Reach: <\/span><\/b>5 ft by 10 ft\/15 ft (with tentacles)<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, cold, summon elemental, freeze water, fracture ice<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Elemental, cold subtype, cold absorption, fast healing 5, all-around vision, burrow, damage reduction 20\/+1, SR 23<\/span><\/p> <\/td> <\/tr>

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

    Abilities: <\/span><\/b>Str 18, Dex 25, Con 21, Int 16, Wis 20, Cha 20<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Climb +11, Hide +14, Knowledge (the planes) +9, Listen +12, Move Silently +14, Search +10, Spot +12, Wilderness Lore +11<\/span><\/p> <\/td> <\/tr>

    Feats:<\/span><\/b> Combat Reflexes, Dodge, Improved Initiative, Mobility, Power Attack, Spring Attack, Weapon Finesse (tentacle)<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

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

    Challenge Rating: <\/span><\/b>14<\/span><\/p> <\/td> <\/tr>

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

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

    Advancement: <\/span><\/b>13-24 HD (Large); 23-36 HD (Huge)<\/span><\/p> <\/td> <\/tr>

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

    The frigidarch is a very powerful form of paraelemental, also known as a \"Frost King\". There are only six of them known to exist, and they serve as generals in the armies of Cryonax. <\/p> <\/td> <\/tr>

    \u00a0\u00a0 This creature has a short but wide, pyramid-shaped, six-sided body which is about four feet high and eight feet in diameter. They scuttle about on their twelve short spike-legs set on the underside of their bodies. They have six long, slender, flexible jointed tentacles set around the rim of their body that end in a jagged icicle tip. The creature's head rests at the top of its body, at the apex of its geometric form. The only features of this head are six gleaming eyes spaced equally around the head, which allows it to see in all directions at once.<\/p> <\/td> <\/tr>

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

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

    These icy arch elementals attack with all six of their tentacles each round, and can attack the same opponent with all of them, or attack multiple targets.\u00a0 A frigidarch can use up to three of its tentacles to cast its spell-like abilities, and can still make melee attacks with the other three.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/b> 3\/day\u0097cone of cold<\/i> and ice storm<\/i>; 1\/week\u0097control weather<\/i> (only used to make temperature colder). <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Once every 4 rounds, the frigidarch can use the following: chill metal, control winds, snow cloud<\/i> (as an iceling with a duration of 12 rounds), and wall of ice<\/i>.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 These abilities are as the spells cast by a 12th-level sorcerer (save DC 13 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Cold (Ex):<\/b> Frigidarchs\u0092 bodies generate intense cold, dealing 1d6 points of damage with their touch and to those within 10 feet of its body. Creatures attacking a frigidarch unarmed or with natural weapons take cold damage each time their attacks hit.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Elemental (Su): <\/b>Three times per day, a frigidarch can attempt to summon 3d4 shiverbugs, 1d6 icelings, 1d4 snowfuries, or 1d2 ice paraelementals (MotP) with an 80% chance of success.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Cold Absorption (Su):<\/span><\/b> A cold-base attack cures 1 point of damage for each die it would otherwise deal.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fast Healing (Ex):<\/b> A snowfury heals only if it is touching a piece of ice of at least Medium-size or if the ambient temperature is freezing or below.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 All-Around Vision (Ex):<\/b> The frigidarchs' symmetrically placed eyes allow them to look in any direction, bestowing a +4 racial bonus to Spot and Search checks. Frigidarchs can't be flanked.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Burrow (Ex):<\/b> A frigidarch can glide through ice or snow 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 control water<\/i> spell cast on an area containing a burrowing frigidarch flings the frigidarch back 30 feet, stunning the creature for 1 round unless it succeeds at a Fortitude save.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Freeze Water (Su):<\/b> A frigidarch can freeze water by touch, affecting up to 100 square feet per round. The ice will be one inch thick for every round the frigidarch spends creating it, to a maximum of six inches thick.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fracture Ice (Ex):<\/b> Frigidarchs have the uncanny ability to fracture ice by slashing it with their tentacles. Such fractures are never more than 10 feet long or one foot deep, but this is usually more than enough to fracture the patch of ice a character may be standing on.<\/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 Cold Subtype (Ex):<\/b> Cold immunity, double damage from fire except on a successful save.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Elemental","alignment":"Always neutral","environment":"Any cold land, aquatic and underground"},{"name":"Paraelemental (Iceling)","type":"Elemental","ch":3,"challenge_rating":" 03 \u00a0","id":6283,"reference":"Usergen","full_text":"

    ICELING<\/h2> <\/div> <\/td> <\/tr>

    Medium-Size Elemental (Air, Cold)
    Hit Dice: <\/span><\/b>4d8+8 (26 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 (+2 Dex, +3 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks: <\/span><\/b>3 spears +7 melee<\/span><\/p> <\/td> <\/tr>

    Damage: <\/span><\/b>Spear 1d4+1 and 1d2 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, snow cloud, ice storm<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Elemental, all-around vision, cold subtype<\/span><\/p> <\/td> <\/tr>

    Saves: <\/span><\/b>Fort +3, Ref +6, Will +2<\/span><\/p> <\/td> <\/tr>

    Abilities: <\/span><\/b>Str 12, Dex 15, Con 15, Int 8, Wis 13, Cha 12<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Hide +8*, Listen +6, Move Silently +8, Search +4, Spot +10<\/span><\/p> <\/td> <\/tr>

    Feats:<\/span><\/b> Combat Reflexes, Weapon Finesse (spear)<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

    Organization: <\/span><\/b>Pack (1-6) or tribe (4-24)<\/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 (Medium-size); 9-12 HD (Large)<\/span><\/p> <\/td> <\/tr>

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

    Icelings are paraelementals from the Plane of Ice. An iceling appears as a humanoid with three arms, three legs, and a long, slender, hexagonal body made of ice. The iceling has a six-sided head that rises to a blunt point. There is a single bright, ruby-like eye on each side of the iceling\u0092s head.<\/span><\/p> <\/td> <\/tr>

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

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

    Icelings are not offensive creatures, and usually leave other creatures alone if not disturbed.\u00a0 Icelings stab with their three spear-like arms and attack with their ice storm and snow cloud abilities. On occasion, a mischievous iceling, hides in a snow bank, throwing snow clouds at passing travelers.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Chill (Su): <\/span><\/b>Icelings radiate cold from their bodies, dealing 1d2 points of cold damage on a successful hit.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Snow Cloud (Sp): <\/span><\/b>Twice per hour, an iceling can create a snow cloud, 20-feet high with a 30-foot radius. Creatures caught in the cloud must succeed at a Fortitude save (DC 14) or be blinded (as the spell) for 1d4+1 rounds from the swirling, biting snow. A successful save negates the temporary blindness, but still requires the creature to spend one round clearing the snow from its eyes.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Ice Storm (Sp): <\/span><\/b>Once per day, three icelings can combine their magical energies to create an ice storm<\/i>. This effect is as the spell cast by a 6th-level sorcerer.<\/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 All-Around Viison (Ex): The iceling\u0092s six eyes allow them to look in any direction, bestowing a +4 racial bonus to Spot and Search checks. Icelings can\u0092t be flanked.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Cold Subtype (Ex):<\/b> Cold immunity, double damage from fire except on a successful save.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> *Icelings receive a +4 racial bonus to Hide checks made in snowy terrain.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Elemental","alignment":"Always neutral","environment":"Any cold land, aquatic and underground"},{"name":"Paraelemental (Shiverbug)","type":"Elemental","ch":1,"challenge_rating":" 01 \u00a0","id":6284,"reference":"Usergen","full_text":"

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

    Small Elemental (Air, Cold)
    Hit Dice: <\/span><\/b>2d8 (9 hp)<\/span><\/p> <\/td> <\/tr>

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

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

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

    Attacks: <\/span><\/b>3 claws +4 melee, bite -1 melee<\/span><\/p> <\/td> <\/tr>

    Damage: <\/span><\/b>Claw 1d4, bite 1d4 and shiver venom<\/span><\/p> <\/td> <\/tr>

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

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

    Special Qualities:<\/span><\/b> Elemental, cold subtype<\/span><\/p> <\/td> <\/tr>

    Saves: <\/span><\/b>Fort +0, Ref +5, Will +1<\/span><\/p> <\/td> <\/tr>

    Abilities: <\/span><\/b>Str 10, Dex 14, Con 10, Int 6, Wis 12, Cha 11<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b>\u00a0 Hide +10*, Listen +6, Spot +6<\/span><\/p> <\/td> <\/tr>

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

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

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

    Organization: <\/span><\/b>Pack (3-18)<\/span><\/p> <\/td> <\/tr>

    Challenge Rating: <\/span><\/b>1<\/span><\/p> <\/td> <\/tr>

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

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

    Advancement: <\/span><\/b>3-4 HD (Small); 5-6 HD (Medium-Size)<\/span><\/p> <\/td> <\/tr>

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

    Shiverbugs are minor elemental beings that appear to be made of ice. Their bodies are flat, roughly hexagonal in shape, with alternating short and long sides, and with six short legs protruding from its body (one at each vertex). Between each pair of legs on the upper side of the beast\u0092s short sides is a 2-foot long arm that ends in a three-fingered claw. In the middle of each of its three long sides is a face composed of a three-pronged beak set between a pair of glittering, white eyes.<\/span><\/p> <\/td> <\/tr>

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

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

    Shiverbugs don't look for trouble with larger beings, but are easily annoyed. Stepping on a shiverbug hidden in the snow will rile the whole pack into action.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Shiver Venom (Ex): <\/span><\/b>Bite, 1d2 points of temporary Dexterity damage and \u00961 to all rolls; Fortitude save (DC 11) negates. Both effects last 2d4 rounds. Damage from multiple bites does stack.<\/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 Cold Subtype (Ex):<\/span><\/b> Cold immunity, double damage from fire except on a successful save.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills<\/b>: *Shiverbugs receive a +4 bonus to Hide checks in snowy or ice-covered areas.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Elemental","alignment":"Always neutral","environment":"Any cold land, aquatic and underground"},{"name":"Paraelemental (Snowfury)","type":"Elemental","ch":7,"challenge_rating":" 07 \u00a0","id":6285,"reference":"Usergen","full_text":"

    SNOWFURY<\/span><\/h1> <\/div> <\/td> <\/tr>

    Large Elemental (Air, Cold)
    Hit Dice: <\/span><\/b>6d8+24 (51 hp)<\/span><\/p> <\/td> <\/tr>

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

    Speed: <\/span><\/b>5 ft, fly 50 ft (average)<\/span><\/p> <\/td> <\/tr>

    AC: <\/span><\/b>19 (-1 size, +3 Dex, +5 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks: <\/span><\/b>3 tentacles +7 melee<\/span><\/p> <\/td> <\/tr>

    Damage: <\/span><\/b>Tentacle 1d6+2 and 1d4 cold<\/span><\/p> <\/td> <\/tr>

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

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

    Special Qualities:<\/span><\/b> Elemental, damage reduction 10\/+1, cold subtype, cold absorption, fast healing 2<\/span><\/p> <\/td> <\/tr>

    Saves: <\/span><\/b>Fort +6, Ref +8, Will +3<\/span><\/p> <\/td> <\/tr>

    Abilities: <\/span><\/b>Str 14, Dex 16, Con 18, Int 8, Wis 12, Cha 11<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Listen +8, Move Silently +9, Spot +8<\/span><\/p> <\/td> <\/tr>

    Feats:<\/span><\/b> Combat Reflexes, Weapon Finesse (tentacle)<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

    Organization: <\/span><\/b>Solitary or pack (1-4)<\/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>7-12 HD (Large); 13-18 HD (Huge)<\/span><\/p> <\/td> <\/tr>

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

    Snowfuries are powerful paraelementals seemingly formed more of air, than ice. These creatures travel through the air and seem to be nothing more than snowy gusts of wind. In this form, they are harmless and practically invisible. When agitated into combat, a snowfury gathers itself into a denser form, and forms tentacles made of snow and ice pellets.<\/span><\/p> <\/td> <\/tr>

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

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

    A snowfury is a peaceful creature and only initiates combat if it senses a fire. It becomes immediately enraged as it rushes to put out the fire and attack any nearby creatures it assumes is connected to the fire. On many occasions, a snowfury gives up combat once the fire has been extinguished. High winds have been known to infuriate a snowfury, causing it to attack nearby creatures at random.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Chill (Ex): <\/span><\/b>Snowfuries radiate cold from their bodies, dealing 1d4 points of cold damage on a successful hit.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Engulf (Ex):<\/b> An snowfury can try to envelope a Medium-size or smaller creature in its body as a standard action. The snowfury attempts a grapple check that does not provoke an attack of opportunity. If it gets a hold, it envelops the victim and deals 1d6 points of damage each round it maintains the hold.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Attacks that hit an engulfing snowfury deal half their damage to the monster and half to the trapped victim.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Cold Absorption (Su):<\/span><\/b> A cold-base attack cures 1 point of damage for each die it would otherwise deal.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fast Healing (Ex):<\/b> A snowfury heals only if it is touching a piece of ice of at least Medium-size or if the ambient temperature is freezing or below.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Elemental: <\/span><\/b>Immune to poison, sleep, paralysis, and stunning.\u00a0 Not subject to critical hits.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Cold Subtype (Ex):<\/b> Cold immunity, double damage from fire except on a successful save.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Elemental","alignment":"Always neutral","environment":"Any cold land, aquatic and underground"},{"name":"Parrot, Undead","type":"Undead","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6286,"reference":"Usergen","full_text":"

    Parrot, Undead <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d12\u00a0(6 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+2 size, +2 Dex), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-1<\/td> <\/tr>
    Attack: <\/strong>Claws +4 melee (1d2\u00c2\u00965)<\/td> <\/tr>
    Full Attack: <\/strong>Claws +4 melee (1d2\u00c2\u00965)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Attach<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 2\/magic or silver, darkvision 60 ft., immunity to electricity and turning<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +2, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 15, Con 10, Int -, Wis 14, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Jump +22<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse [B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/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>None<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The rotting remains of a parrot sits on the man's shoulder, its colorful feathers turned to gray and black.<\/i>\r

    Undead parrots often accompany undead pirates. Occasionally tropical necromancers craft them as servants as well.\r

    An undead parrot is 2 to 3 feet tall and weighs around 2 to 2-1\/2 pounds. \r

    COMBAT\r

    Unable to fly on its rotted wings, and an undead parrot simply leaps at victims, attempting to latch on with its claws. Should it miss, it slowly reorients itself, then repeats the attack incessantly.\r

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

    Each round that an undead parrot remains attached, it automatically succeeds on a bite attack, dealing 1d2 points of damage.\r

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

    Skills:<\/b> An undead parrot has a +20 racial bonus on Jump checks. It uses its Dexterity modifier instead of its Strength modifier on Jump checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Imagine Magazine #26<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral","environment":"Any land and underground"},{"name":"Partridge, Giant","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":6287,"reference":"Usergen","full_text":"

    Partridge, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d10+4\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), fly 60 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (-1 size, +3 Dex, +1 natural), touch 12, flat-footed 10<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+10<\/td> <\/tr>
    Attack: <\/strong>Wing +5 melee (1d3+2)<\/td> <\/tr>
    Full Attack: <\/strong>2 wings +5 melee (1d3+2) and bite +3 melee (1d8+1)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +7, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 16, Con 12, Int 10, Wis 11, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Listen +9, Spot +9<\/td> <\/tr>
    Feats: <\/strong>Alertness, Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, 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>5-6 HD (Large), 7-9 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large avian resembles a partridge grown to incredible proportions.<\/i>\r

    Like giant eagles and giant owls, giant partridges are much larger and more intelligent versions of their lesser kin. Legends tell of certain island societies which create alabaster statues of partridges that are a form of figurine of wondrous power<\/i>, releasing a giant partridge when the temples they guard are intruded upon.\r

    A typical giant partridge stands about 7 feet tall, has a wingspan of up to 15 feet, and resembles its smaller cousins in nearly every way, except size.\r

    Giant partridges speak Common or Sylvan.\r

    COMBAT\r

    Giant partridges found in the wild typically flee rather than fight. However, if cornered or magically compelled to fight, the partridge will attack in wild flurry of beak and feathers.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in Imagine Magazine #17<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Any"},{"name":"Pasari-Niml, Calipha","type":"Aberration","ch":2,"challenge_rating":" 2 \u00a0","id":6288,"reference":"Usergen","full_text":"

    Pasari-Niml, Calipha <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square)<\/td> <\/tr>
    Armor Class: <\/strong> 12 (+2 size), touch 12, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/-9<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d3-3) <\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d3-3) <\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Frightful presence (DC 13), puncture armor <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., hive mind, immunity to enchantments, spell resistance 8, tremorsense 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +1, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 5, Dex 11, Con 10, Int 12, Wis 13, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +10, Listen +5, Sense Motive +9, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Iron Will, Negotiator, Weapon Finesse [B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Nest (60-240 warriors plus 11-30 nobles plus 1 calipha)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>4-5 HD (Tiny); 6-9 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This tiny creature bears a beautiful female humanoid head with long tresses and large, feathery antennae. Her body is ugly, mottled and wormlike.<\/i>\r

    Pasari-nimal (sometimes called mants) are horrid, tool-using, insectoid predators. They form large colonies, often under human cities, from which they launch nocturnal raids. In the wild, warriors and nobles dig a burrow for their calipha and then construct an ever more elaborate palace above it. At any time, 1-4 squads patrol the outer reaches of the colony.\r

    A pasari-nimal colony is led by a single calipha, who exists simply to eat, receive worship, and reproduce. Pasari-nimal worship their calipha, performing rituals and carving her face into burrow and castle walls. The calipha keeps a selama of nobles and reproduces rapidly, each day laying as many eggs as she has Hit Dice. Eggs hatch in three weeks; and approximately one in eight produces a noble. Once a year, a 6-HD calipha can produce a calipha egg. The egg hatches in three weeks, and a squad carries the new calipha several miles away and starts a new colony.\r

    Warriors and nobles bring food to the calipha, who digests and regurgitates some of it to feed them. If the calipha dies, the lesser pasari-nimal die in 1-2 days. If all the warriors and nobles die, the calipha can last three days per Hit Die, during which time new warriors or nobles may hatch.\r

    A calipha is 1 to 4 feet in length and weighs from 1 pound up to 50 pounds.\r

    Pasari-niml can speak Common and Undercommon, but usually only communicate with their own kind via hive telepathy.\r

    COMBAT<\/b>\r
    A pasari-niml calipha rarely engages in combat, rather directing her nobles and warriors from a distance. The calipha is always surrounded by an escort of pasari-nimal nobles, who will fight to the death to protect her.\r

    Frightful Presence (Ex):<\/b> A pasari-niml can unsettle foes with its mere presence. Any time a creature within 30 ft sees a pasari-niml, it must make a Will save. Creatures with more HD than the pasari-niml become frightened for 1d2 rounds on a failed save, while creatures with the same or fewer HD than the pasari-niml are panicked for 1d3 rounds on a successful save and cower for 1d4 rounds (or until attacked) on a failed save. Regardless of the result of the save, the victim is immune to the frightful presence of all pasari-niml for 24 hours. The save DC is Charisma-based.\r

    Hive Mind (Ex):<\/b> All pasari-niml within 1 mile of their calipha are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No pasari-niml in a group is considered flanked unless all of them are.\r

    Immunity To Enchantments (Su):<\/b> A pasari-niml is immune to all spells of the Enchantment school that allow spell resistance. It is also immune to all charm effects, such as a harpy's captivating song.\r

    Puncture Armor (Su):<\/b> As a standard action, a pasari-niml can tear holes in an opponent's armor. The opponent must succeed on a DC 12 Reflex save or the pasari-niml deals 1d6 points of damage to the opponent' s armor and tears a hole in it. A single pasari-niml can then attack the vulnerable area at the hole, ignoring the opponent's armor bonus.\r

    The opponent must be unable to move freely (e.g. trapped in a pasari-niml's pitfall or entangled). Creatures not wearing armor are unaffected by this special attack. Armors with hardness 15 or higher (e.g. mithral, adamantine) are immune to this ability.\r

    Multiple uses of puncture armor open separate holes, each of which can be exploited by a pasari-niml. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check. The save DC is Strength-based and include a +4 racial bonus.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in City of Delights<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always lawful evil","environment":"Any land"},{"name":"Pasari-Niml, Noble","type":"Aberration","ch":1,"challenge_rating":" 1 \u00a0","id":6289,"reference":"Usergen","full_text":"

    Pasari-Niml, Noble <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Diminutive\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8\u00a0(9 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), burrow 10 ft., climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+4 size, +3 Dex, +1 natural), touch 17, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-14<\/td> <\/tr>
    Attack: <\/strong>Greatsword +9 melee (1d6-3) or light crossbow +8 ranged (1d3\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Greatsword +9 melee (1d6-3) or light crossbow +8 ranged (1d3\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>1 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Frightful presence (DC 12), pitfall, puncture armor<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., hive mind, immunity to enchantments, tremorsense 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +3, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 5, Dex 16, Con 11, Int 12, Wis 13, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Climb +5, Knowledge (architecture and engineering) +4, Knowledge (religion) +3, Listen +6, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse [B], Weapon Focus (greatsword)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Squad (3-12 pasari-niml warriors plus 1-2 pasari-niml nobles) or nest (60-240 warriors plus 11-30 nobles plus 1 calipha)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Tiny)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles an oversized black ant with a humanoid head. Its long face appears malevolent, with bulging eyes, pointed ears, and wrinkled brown skin. It walks on four of its six legs, while the other pair seem to function as arms.<\/i>\r

    Pasari-nimal (sometimes called mants) are horrid, tool-using, insectoid predators. They form large colonies, often under human cities, from which they launch nocturnal raids. In the wild, warriors and nobles dig a burrow for their calipha and then construct an ever more elaborate palace above it. At any time, 1-4 squads patrol the outer reaches of the colony.\r

    A pasari-niml colony is led by a single calipha, who exists simply to eat, receive worship, and reproduce. Pasari-nimal worship their calipha, performing rituals and carving her face into burrow and castle walls. The calipha keeps a selama of nobles and reproduces rapidly, each day laying as many eggs as she has Hit Dice. Eggs hatch in three weeks; and approximately one in eight produces a noble. Once a year, a 6-HD calipha can produce a calipha egg. The egg hatches in three weeks, and a squad carries the new calipha several miles away and starts a new colony.\r

    Warriors and nobles bring food to the calipha, who digests and regurgitates some of it to feed them. If the calipha dies, the lesser pasari-nimal die in 1-2 days. If all the warriors and nobles die, the calipha can last three days per Hit Die, during which time new warriors or nobles may hatch.\r

    A pasari-niml noble is between 6 and 8 inches long and weighs less than a pound. \r

    Pasari-nimal can speak Common and Undercommon, but usually only communicate with their own kind via hive telepathy.\r

    COMBAT<\/b>\r
    Pasari-nimal always travel in mixed squads of warriors and nobles. They attack in an organized manner, directed by the nobles, who are in constant mental contact with the colony\u00c2\u0092s calipha. When a squad sights potential prey, the nobles send a few warriors to test the opponents, analyzing their attacks and defenses. The entire squad then attacks in concert. The pasari-nimal burrow rapidly under and around well-armored individuals, creating a pitfall. A trapped enemy is attacked by several burrowing pasari-nimal.\r

    If a squad faces dangerous or numerous opponents, they call for reinforcements; 1d4 additional squads arrive in 1d4+1 rounds. If necessary, the mants pull back and wait.\r

    Frightful Presence (Ex):<\/b> A pasari-niml can unsettle foes with its mere presence. Any time a creature within 30 ft sees a pasari-niml, it must make a Will save. Creatures with more HD than the pasari-niml become frightened for 1d2 rounds on a failed save, while creatures with the same or fewer HD than the pasari-niml are panicked for 1d3 rounds on a successful save and cower for 1d4 rounds (or until attacked) on a failed save. Regardless of the result of the save, the victim is immune to the frightful presence of all pasari-niml for 24 hours. The save DC is Charisma-based.\r

    Hive Mind (Ex):<\/b> All pasari-niml within 1 mile of their calipha are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No pasari-niml in a group is considered flanked unless all of them are.\r

    Immunity To Enchantments (Su):<\/b> A pasari-niml is immune to all spells of the Enchantment school that allow spell resistance. It is also immune to all charm effects, such as a harpy's captivating song.\r

    Pitfall (Ex):<\/b> Pasari-niml can bury an opponent by opening a pitfall beneath them. This requires a standard action by the pasari-niml, who must be free to move by burrowing. The target must succeed on a DC 12 Reflex save or fall into the pitfall. A single pasari-niml can create a pitfall big enough for an opponent of Tiny size or smaller; it takes 2 pasari-niml to create a pitfall for a Small opponent, 4 for a Medium opponent and 16 for a Large opponent. If the pasari-niml create an oversized pitfall, the Reflex save DC increases by +4 for every size the pitfall is bigger than the opponent. Pasari-niml are too small to create a pitfall for Huge or larger opponents with this ability, although they can still excavate standard pit traps for such big creatures.\r

    A pasari-niml's pitfall collapses as soon as it is created, leaving the victim trapped and partially buried in the ground. The pitfall is deep enough that the pasari-niml has total cover and total concealment against any other opponents on the surface. The pasari-niml have cover and concealment against a buried victim, giving the pasari-niml +4 AC and the victim a 20% miss chance. Due to the confined quarters of the pit, the victim can only wield light slashing or piercing weapons. The pasari-niml fight without penalty due to their burrow speed. If the victim has a burrow speed, they can move and fight normally by burrowing.\r

    The buried victim, or its allies, can attempt to drag the victim from the ground with a DC 12 Strength check, or the buried victim can wiggle free with a DC 12 Escape Artist check (+4 on these DCs for every size the pitfall is bigger than the opponent). The pasari-niml can try to prevent the victim leaving the pit by grappling or other means. The DCs are Strength-based and include a +4 racial bonus.\r

    Puncture Armor (Su):<\/b> As a standard action, a pasari-niml can tear holes in an opponent's armor. The opponent must succeed on a DC 12 Reflex save or the pasari-niml deals 1d6 points of damage to the opponent' s armor and tears a hole in it. A single pasari-niml can then attack the vulnerable area at the hole, ignoring the opponent's armor bonus.\r

    The opponent must be unable to move freely (e.g. trapped in a pasari-niml's pitfall or entangled). Creatures not wearing armor are unaffected by this special attack. Armors with hardness 15 or higher (e.g. mithral, adamantine) are immune to this ability.\r

    Multiple uses of puncture armor open separate holes, each of which can be exploited by a pasari-niml. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check. The save DC is Strength-based and include a +4 racial bonus.\r

    Skills:<\/b> Pasari-niml warriors and nobles have a +8 racial bonus on Climb checks. A pasari-niml warriors or noble can always choose to take 10 on Climb checks, even if rushed or threatened.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in City of Delights<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always lawful evil","environment":"Any land"},{"name":"Pasari-Niml, Warrior","type":"Aberration","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6290,"reference":"Usergen","full_text":"

    Pasari-Niml, Warrior <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Diminutive\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8\u00a0(4 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), burrow 10 ft., climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+4 size, +3 Dex, +1 natural), touch 17, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-14<\/td> <\/tr>
    Attack: <\/strong>Greatsword +8 melee (1d6-2) or light crossbow +7 ranged (1d3\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Greatsword +8 melee (1d6-2) or light crossbow +7 ranged (1d3\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>1 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Frightful presence (DC 10), pitfall, puncture armor <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., hive mind, immunity to enchantments, tremorsense 60 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +3, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 6, Dex 16, Con 11, Int 10, Wis 13, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Climb +6, Listen +5, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse [B], Weapon Focus (greatsword)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Squad (3-12 pasari-niml warriors plus 1-2 pasari-niml nobles) or nest (60-240 warriors plus 11-30 nobles plus 1 calipha)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>2 HD (Diminutive); 3 HD (Tiny)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles an oversized black ant with a humanoid head. Its long face appears malevolent, with bulging eyes, pointed ears, and wrinkled brown skin. It walks on four of its six legs, while the other pair seem to function as arms.\r
    <\/i>\r

    Pasari-nimal (sometimes called mants) are horrid, tool-using, insectoid predators. They form large colonies, often under human cities, from which they launch nocturnal raids. In the wild, warriors and nobles dig a burrow for their calipha and then construct an ever more elaborate palace above it. At any time, 1-4 squads patrol the outer reaches of the colony.\r

    A pasari-niml colony is led by a single calipha, who exists simply to eat, receive worship, and reproduce. Pasari-nimal worship their calipha, performing rituals and carving her face into burrow and castle walls. The calipha keeps a selama of nobles and reproduces rapidly, each day laying as many eggs as she has Hit Dice. Eggs hatch in three weeks; and approximately one in eight produces a noble. Once a year, a 6-HD calipha can produce a calipha egg. The egg hatches in three weeks, and a squad carries the new calipha several miles away and starts a new colony.\r

    Warriors and nobles bring food to the calipha, who digests and regurgitates some of it to feed them. If the calipha dies, the lesser pasari-nimal die in 1-2 days. If all the warriors and nobles die, the calipha can last three days per Hit Die, during which time new warriors or nobles may hatch.\r

    A pasari-niml warrior is between 4 and 6 inches long and weighs less than a pound. \r

    Pasari-niml can speak Common and Undercommon, but usually only communicate with their own kind via hive telepathy.\r


    COMBAT<\/b>\r
    Pasari-nimal always travel in mixed squads of warriors and nobles. They attack in an organized manner, directed by the nobles, who are in constant mental contact with the colony\u00c2\u0092s calipha. When a squad sights potential prey, the nobles send a few warriors to test the opponents, analyzing their attacks and defenses. The entire squad then attacks in concert. The pasari-nimal burrow rapidly under and around well-armored individuals, creating a pitfall. A trapped enemy is attacked by several burrowing pasari-nimal.\r

    If a squad faces dangerous or numerous opponents, they call for reinforcements; 1d4 additional squads arrive in 1d4+1 rounds. If necessary, the mants pull back and wait.\r

    Frightful Presence (Ex):<\/b> A pasari-niml can unsettle foes with its mere presence. Any time a creature within 30 ft sees a pasari-niml, it must make a Will save. Creatures with more HD than the pasari-niml become frightened for 1d2 rounds on a failed save, while creatures with the same or fewer HD than the pasari-niml are panicked for 1d3 rounds on a successful save and cower for 1d4 rounds (or until attacked) on a failed save. Regardless of the result of the save, the victim is immune to the frightful presence of all pasari-niml for 24 hours. The save DC is Charisma-based.\r

    Hive Mind (Ex):<\/b> All pasari-niml within 1 mile of their calipha are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No pasari-niml in a group is considered flanked unless all of them are.\r

    Immunity To Enchantments (Su):<\/b> A pasari-niml is immune to all spells of the Enchantment school that allow spell resistance. It is also immune to all charm effects, such as a harpy's captivating song.\r

    Pitfall (Ex):<\/b> Pasari-niml can bury an opponent by opening a pitfall beneath them. This requires a standard action by the pasari-niml, who must be free to move by burrowing. The target must succeed on a DC 12 Reflex save or fall into the pitfall. A single pasari-niml can create a pitfall big enough for an opponent of Tiny size or smaller; it takes 2 pasari-niml to create a pitfall for a Small opponent, 4 for a Medium opponent and 16 for a Large opponent. If the pasari-niml create an oversized pitfall, the Reflex save DC increases by +4 for every size the pitfall is bigger than the opponent. Pasari-niml are too small to create a pitfall for Huge or larger opponents with this ability, although they can still excavate standard pit traps for such big creatures.\r

    A pasari-niml's pitfall collapses as soon as it is created, leaving the victim trapped and partially buried in the ground. The pitfall is deep enough that the pasari-niml has total cover and total concealment against any other opponents on the surface. The pasari-niml have cover and concealment against a buried victim, giving the pasari-niml +4 AC and the victim a 20% miss chance. Due to the confined quarters of the pit, the victim can only wield light slashing or piercing weapons. The pasari-niml fight without penalty due to their burrow speed. If the victim has a burrow speed, they can move and fight normally by burrowing.\r

    The buried victim, or its allies, can attempt to drag the victim from the ground with a DC 12 Strength check, or the buried victim can wiggle free with a DC 12 Escape Artist check (+4 on these DCs for every size the pitfall is bigger than the opponent). The pasari-niml can try to prevent the victim leaving the pit by grappling or other means. The DCs are Strength-based and include a +4 racial bonus.\r

    Puncture Armor (Su):<\/b> As a standard action, a pasari-niml can tear holes in an opponent's armor. The opponent must succeed on a DC 12 Reflex save or the pasari-niml deals 1d6 points of damage to the opponent' s armor and tears a hole in it. A single pasari-niml can then attack the vulnerable area at the hole, ignoring the opponent's armor bonus.\r

    The opponent must be unable to move freely (e.g. trapped in a pasari-niml's pitfall or entangled). Creatures not wearing armor are unaffected by this special attack. Armors with hardness 15 or higher (e.g. mithral, adamantine) are immune to this ability.\r

    Multiple uses of puncture armor open separate holes, each of which can be exploited by a pasari-niml. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check. The save DC is Strength-based and include a +4 racial bonus.\r

    Skills:<\/b> Pasari-niml warriors and nobles have a +8 racial bonus on Climb checks. A pasari-niml warriors or noble can always choose to take 10 on Climb checks, even if rushed or threatened.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in City of Delights<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always lawful evil","environment":"Any land"},{"name":"Pasha of the Efreet","type":"Outsider","ch":22,"challenge_rating":" 22 \u00a0","id":6291,"reference":"Usergen","full_text":"

    Pasha of the Efreet <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 30d8+240\u00a0(375 hp)<\/td> <\/tr>
    Initiative: <\/strong> +13<\/td> <\/tr>
    Speed:<\/strong> 60 ft (12 squares), fly 60 ft (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 42 (-1 size, +9 Dex, +17 natural, +7 insight), touch 25, flat-footed 33<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+30\/+47<\/td> <\/tr>
    Attack: <\/strong>Slam +42 melee (2d6+13 plus 3d8 fire) or +3 flaming burst unholy falchion +42 melee (2d6+21 plus 1d6 fire\/18-20 plus 1d10 fire)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +42 melee (2d6+13 plus 3d8 fire) or +3 flaming burst unholy falchion +42\/+37\/+32\/+27 melee (2d6+21 plus 1d6 fire\/18-20 plus 1d10 fire)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Change size, heat, spell-like abilities, summon efreet<\/i><\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., fast healing 5, immunity to fire, plane shift<\/i>, spell resistance 31, telepathy 100 ft., vulnerability to cold <\/td> <\/tr>
    Saves: <\/strong>Fort +25, Ref +26, Will +24 <\/td> <\/tr>
    Abilities: <\/strong>Str 36, Dex 29, Con 26, Int 22, Wis 25, Cha 25 <\/td> <\/tr>
    Skills: <\/strong>Bluff +40, Craft (any one) +39, Concentration +41, Diplomacy +11, Disguise +7 (+9 acting), Intimidate +42, Jump +25, Knowledge (any 3) +39, Knowledge (the planes) +42, Listen +40, Move Silently +42, Sense Motive +40, Spellcraft +39 (+41 scrolls), Spot +40, Survival +7 (+9 on other planes), Use Magic Device +40 (+42 scrolls)<\/td> <\/tr>
    Feats: <\/strong>Combat Expertise, Combat Reflexes, Dodge, Empower Spell-Like Ability (fireball), Empower Spell-Like Ability (flame strike), Improved Initiative b<\/sup>, Improved Natural Attack (slam), Mobility, Quicken Spell-Like Ability (fireball), Quicken Spell-Like Ability (scorching ray), Skill Focus (Knowledge [the planes]), Spring Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Fire<\/td> <\/tr>
    Organization: <\/strong>Solitary or retinue (Pasha plus 2-8 efreet)<\/td> <\/tr>
    Challenge Rating: <\/strong>22<\/td> <\/tr>
    Treasure: <\/strong>Double coins; triple goods; double items<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>---<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This being looks like a mighty giant with brick-red skin, fiery eyes, small horns, and jutting tusks. It wields a jet-black falchion wreathed in flame. All manner of brass jewelry decorates its powerful frame, and a harness bristling with wands and other magical devices crosses its chest.<\/i>\r

    The Sultan of the Efreet has appointed six Pashas of considerable power to serve him as Viziers in the City of Brass. Each one has his own dominion and wealth, and spends his time on the Elemental Plane of fire unless ordered elsewhere by the Sultan. The Sultan has granted them a great deal of freedom of action, and they occasionally take advantage of that to rampage through other planes.\r

    A Pasha of the Efreet stands about 12 feet tall and weighs about 2,000 pounds.\r

    Efreet speak Auran, Common, Ignan, and Infernal.\r

    COMBAT<\/b>\r
    Like other efreet, Pashas love to mislead, befuddle, and confuse their foes, for their own amusement as well as a tactical advantage. Although incredibly confident, a Pasha generally uses its ability to summon efreet to open a battle, then relies on its magic while its allies shield it from immediate danger. If drawn into melee, however, a Pasha fights with great gusto. If at any point it believes it is in danger of being defeated, it uses its plane shift ability to escape, returning at a more favorable time to complete its mission or exact revenge.\r

    Note that while a Pasha can fulfill another's wish<\/i>, it is loath to do so.\r

    Change Size (Sp)<\/i><\/b>: 5\/times per day, a pasha can magically change a creature's size. This works just like a enlarge person<\/i> or reduce person<\/i> spell (the pasha chooses when using the ability), except that the ability can work on the pasha and other efreeti. A DC 32 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.\r

    Heat (Ex)<\/b>: A pasha's red-hot body deals 3d8 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.\r

    Spell-Like Abilities<\/b>: At will - detect magic<\/i>, fireball<\/i> (DC 20), flame strike<\/i> (DC 22), gaseous form<\/i>, invisibility<\/i>, permanent image<\/i> (DC 23), polymorph<\/i> (self only), produce flame<\/i>, pyrotechnics<\/i> (DC 19), scorching ray<\/i> (3 rays, +36 ranged touch), wall of fire<\/i> (DC 21); 1\/day - grant up to three wishes<\/i> (to nongenies only). Caster level 20th. The save DCs are Charisma-based.\r

    Summon Efreet (Sp)<\/i><\/b>: Once per day a Pasha can attempt to summon 1d3 efreet with a 75% chance of success. This ability is the equivalent of a 9th-level spell.\r

    Plane Shift (Sp)<\/i><\/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). <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in module I4 - Oasis of the White Palm (1983, Philip Meyers and Tracy Hickman).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always lawful evil","environment":"Elemental Plane of Fire"},{"name":"Pearl Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":6292,"reference":"Usergen","full_text":"

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


    <\/td> <\/tr>
    Dragon ()<\/strong><\/td> <\/tr>
    Environment: <\/strong>Any coastal land and aquatic<\/td> <\/tr>
    Organization: <\/strong>Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2\u00c2\u00965); adult, mature adult, old, very old,ancient, wyrm, or great wyrm: solitary, pair, or family (1\u00c2\u00962 plus 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 21; wyrm 23; great wyrm 25<\/td> <\/tr>
    Treasure: <\/strong>Triple standard (all gems are pearls)<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>Wyrmling 6-7 HD (Tiny); very young 9-10 HD (Small); young 12-13 HD (Small); juvenile 15-16 HD (Medium); young adult 18-19 HD (Medium); adult 21-22 HD (Large); mature adult 24-25 HD (Large); old 27-28 HD (Large); very old 30-31 HD (Large); ancient 33-34 HD (Huge); wyrm 36-37 HD (Huge); great wyrm 39+ HD (Huge)<\/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>

    Pearl Dragons by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Size<\/b><\/font><\/td>Hit Dice (hp)<\/b><\/font><\/td>Str<\/b><\/font><\/td>Dex<\/b><\/font><\/td>Con<\/b><\/font><\/td>Int<\/b><\/font><\/td>Wis<\/b><\/font><\/td>Cha<\/b><\/font><\/td>Base Attack\/
    Grapple<\/b><\/font><\/td>
    Attack<\/b><\/font><\/td>Fort
    Save<\/b><\/font><\/td>
    Ref
    Save<\/b><\/font><\/td>
    Will
    Save<\/b><\/font><\/td>
    Breath
    Weapon
    (DC)<\/b><\/font><\/td>
    Frightful
    Presence
    DC<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>T<\/font><\/td>5d12+6\u00a0(37)<\/font><\/td>11<\/font><\/td>10<\/font><\/td>12<\/font><\/td>13<\/font><\/td>12<\/font><\/td>16<\/font><\/td>+5\/-3<\/font><\/td>+7<\/font><\/td>+5<\/font><\/td>+4<\/font><\/td>+5<\/font><\/td>1d6\u00a0(13)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>S<\/font><\/td>8d12+8\u00a0(60)<\/font><\/td>13<\/font><\/td>10<\/font><\/td>13<\/font><\/td>13<\/font><\/td>13<\/font><\/td>17<\/font><\/td>+8\/+5<\/font><\/td>+10<\/font><\/td>+7<\/font><\/td>+6<\/font><\/td>+7<\/font><\/td>2d6\u00a0(15)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>S<\/font><\/td>11d12+11\u00a0(82)<\/font><\/td>15<\/font><\/td>10<\/font><\/td>13<\/font><\/td>15<\/font><\/td>15<\/font><\/td>18<\/font><\/td>+11\/+13<\/font><\/td>+14<\/font><\/td>+8<\/font><\/td>+7<\/font><\/td>+9<\/font><\/td>3d6\u00a0(16)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>M<\/font><\/td>14d12+28\u00a0(119)<\/font><\/td>17<\/font><\/td>10<\/font><\/td>15<\/font><\/td>17<\/font><\/td>17<\/font><\/td>20<\/font><\/td>+14\/+17<\/font><\/td>+17<\/font><\/td>+11<\/font><\/td>+9<\/font><\/td>+12<\/font><\/td>4d6\u00a0(19)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>M<\/font><\/td>17d12+51\u00a0(161)<\/font><\/td>21<\/font><\/td>10<\/font><\/td>17<\/font><\/td>17<\/font><\/td>17<\/font><\/td>20<\/font><\/td>+17\/+22<\/font><\/td>+22<\/font><\/td>+13<\/font><\/td>+10<\/font><\/td>+13<\/font><\/td>5d6\u00a0(21)<\/font><\/td>23<\/font><\/td><\/tr>
    Adult<\/font><\/td>L<\/font><\/td>20d12+80\u00a0(210)<\/font><\/td>25<\/font><\/td>10<\/font><\/td>19<\/font><\/td>19<\/font><\/td>19<\/font><\/td>22<\/font><\/td>+20\/+31<\/font><\/td>+26<\/font><\/td>+16<\/font><\/td>+12<\/font><\/td>+16<\/font><\/td>6d6\u00a0(24)<\/font><\/td>26<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>L<\/font><\/td>23d12+92\u00a0(241)<\/font><\/td>27<\/font><\/td>10<\/font><\/td>19<\/font><\/td>19<\/font><\/td>19<\/font><\/td>22<\/font><\/td>+23\/+35<\/font><\/td>+29<\/font><\/td>+17<\/font><\/td>+13<\/font><\/td>+17<\/font><\/td>7d6\u00a0(25)<\/font><\/td>27<\/font><\/td><\/tr>
    Old<\/font><\/td>L<\/font><\/td>26d12+130\u00a0(299)<\/font><\/td>29<\/font><\/td>10<\/font><\/td>21<\/font><\/td>21<\/font><\/td>21<\/font><\/td>24<\/font><\/td>+26\/+39<\/font><\/td>+34<\/font><\/td>+20<\/font><\/td>+15<\/font><\/td>+20<\/font><\/td>8d6\u00a0(28)<\/font><\/td>30<\/font><\/td><\/tr>
    Very Old<\/font><\/td>L<\/font><\/td>29d12+145\u00a0(333)<\/font><\/td>31<\/font><\/td>10<\/font><\/td>21<\/font><\/td>21<\/font><\/td>21<\/font><\/td>24<\/font><\/td>+29\/+43<\/font><\/td>+38<\/font><\/td>+21<\/font><\/td>+16<\/font><\/td>+21<\/font><\/td>9d6\u00a0(29)<\/font><\/td>31<\/font><\/td><\/tr>
    Ancient<\/font><\/td>H<\/font><\/td>32d12+192\u00a0(400)<\/font><\/td>33<\/font><\/td>10<\/font><\/td>23<\/font><\/td>23<\/font><\/td>23<\/font><\/td>26<\/font><\/td>+32\/+51<\/font><\/td>+41<\/font><\/td>+24<\/font><\/td>+18<\/font><\/td>+24<\/font><\/td>10d6\u00a0(32)<\/font><\/td>30<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>H<\/font><\/td>35d12+245\u00a0(472)<\/font><\/td>35<\/font><\/td>10<\/font><\/td>25<\/font><\/td>25<\/font><\/td>25<\/font><\/td>28<\/font><\/td>+35\/+55<\/font><\/td>+45<\/font><\/td>+26<\/font><\/td>+19<\/font><\/td>+26<\/font><\/td>11d6\u00a0(34)<\/font><\/td>36<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>H<\/font><\/td>38d12+266\u00a0(513)<\/font><\/td>37<\/font><\/td>10<\/font><\/td>25<\/font><\/td>25<\/font><\/td>25<\/font><\/td>28<\/font><\/td>+38\/+59<\/font><\/td>+49<\/font><\/td>+28<\/font><\/td>+21<\/font><\/td>+28<\/font><\/td>12d6\u00a0(36)<\/font><\/td>38<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Pearl 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 40 ft. (good), swim 30 ft.<\/font><\/td>+0<\/font><\/td>14 (+2 size, +2 natural), touch 12, flat-footed 14<\/font><\/td>Telepathy<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>40 ft., fly 50 ft. (average), swim 30 ft.<\/font><\/td>+0<\/font><\/td>16 (+1 size, +5 natural), touch 11, flat-footed 16<\/font><\/td>Blink<\/i><\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>40 ft., fly 50 ft. (average), swim 30 ft.<\/font><\/td>+0<\/font><\/td>19 (+1 size, +8 natural), touch 11, flat-footed 19<\/font><\/td>\u00c2\u0097<\/font><\/td>1st<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>40 ft., fly 50 ft. (average), swim 30 ft.<\/font><\/td>+0<\/font><\/td>21 (+11 natural), touch 10, flat-footed 21<\/font><\/td>Control water<\/i><\/font><\/td>3rd<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>40 ft., fly 50 ft. (average), swim 30 ft.<\/font><\/td>+0<\/font><\/td>24 (+14 natural), touch 10, flat-footed 24<\/font><\/td>Beguile, DR 5\/magic<\/font><\/td>5th<\/font><\/td>18<\/font><\/td><\/tr>
    Adult<\/font><\/td>40 ft., fly 50 ft. (average), swim 30 ft.<\/font><\/td>+0<\/font><\/td>26 (\u00c2\u00961 size, +17 natural), touch 9, flat-footed 26<\/font><\/td>Hallucinatory terrain<\/i><\/font><\/td>7th<\/font><\/td>20<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>40 ft., fly 50 ft. (average), swim 30 ft.<\/font><\/td>+0<\/font><\/td>29 (\u00c2\u00961 size, +20 natural), touch 9, flat-footed 29<\/font><\/td>DR 10\/magic<\/font><\/td>9th<\/font><\/td>21<\/font><\/td><\/tr>
    Old<\/font><\/td>40 ft., fly 50 ft. (average), swim 30 ft.<\/font><\/td>+0<\/font><\/td>32 (\u00c2\u00961 size, +23 natural), touch 9, flat-footed 32<\/font><\/td>Solid fog<\/i><\/font><\/td>11th<\/font><\/td>23<\/font><\/td><\/tr>
    Very Old<\/font><\/td>40 ft., fly 50 ft. (average), swim 30 ft.<\/font><\/td>+0<\/font><\/td>35 (\u00c2\u00961 size, +26 natural), touch 9, flat-footed 35<\/font><\/td>DR 15\/magic<\/font><\/td>13th<\/font><\/td>24<\/font><\/td><\/tr>
    Ancient<\/font><\/td>40 ft., fly 60 ft. (poor), swim 30 ft.<\/font><\/td>+0<\/font><\/td>37 (\u00c2\u00962 size, +29 natural), touch 8, flat-footed 37<\/font><\/td>Roar of freedom<\/font><\/td>15th<\/font><\/td>26<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>40 ft., fly 60 ft. (poor), swim 30 ft.<\/font><\/td>+0<\/font><\/td>40 (\u00c2\u00962 size, +32 natural), touch 8, flat-footed 40<\/font><\/td>DR 20\/magic<\/font><\/td>17th<\/font><\/td>27<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>40 ft., fly 60 ft. (poor), swim 30 ft.<\/font><\/td>+0<\/font><\/td>43 (\u00c2\u00962 size, +35 natural), touch 8, flat-footed 43<\/font><\/td>Control weather<\/i><\/font><\/td>19th<\/font><\/td>29<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>
    *Can also cast cleric spells and those from the Luck and Weather domains as arcane spells. \r

    This lustrous scales of this sleek dragon resemble pearls. Its long snout is somewhat crocodilian, with the lower portion of its mouth deep like a pelican's bill. Small ridges begin at the base of its skull and run down its long neck, body and tail. It is accompanied by the odor of sea salt.<\/i>\r

    Pearl dragons make their lairs on steep, rocky coastlines or along sandy beaches, as long as they are near the water. They love the salty air and the open expanse of the sea. \r

    Upon birth, a pearl dragon's scales resemble their namesake gems. As they age, their scales grow more and more lustrous.\r

    Pearl dragons spend most of the day pearl hunting. They are somewhat nomadic, leaving an area once food or pearls grow scarce. The moving process is very slow, for the dragon refuses to leave a single item of its hoard behind.\r

    Like all neutral dragons, pearl dragons remain at a safe distance from human civilization. They rarely attack sailing vessels, though they have been known to attack bothersome pirate ships and take whatever treasure they can find.\r

    Pearl dragons are natural enemies of dragon turtles. Their diet consists mainly of sharks and fish, with an occasional hundred lobsters or a small whale as a treat. \r

    Combat\r

    Pearl 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 pearl 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 pearl dragon's beguile ability for 24 hours. The save DC is Charisma-based.\r

    Blink (Sp):<\/b> A very young or older pearl dragon can use this ability as the spell once per day for each two age categories it is, thus an adult pearl 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> A pearl dragon has one type of breath weapon, a cone of scalding steam (fire damage). Creatures caught in this cloud can make a Reflex save for half damage.\r

    Hold Breath (Ex):<\/b> A pearl dragon can hold its breath for a number of rounds equal to 24 x its Constitution score before it risks drowning.\r

    Other Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097control water<\/i> (juvenile or older), solid fog<\/i> (old or older); 1\/day\u00c2\u0097control weather<\/i> (great wyrm), hallucinatory terrain<\/i> (adult or older).\r

    Roar of Freedom (Su):<\/b> Three times per day, an ancient pearl dragon can utter a thrilling roar that functions as a break enchantment<\/i> spell on the dragon or a single willing ally within 30 feet. The caster level equals the dragon's caster level.\r

    Telepathy (Su):<\/b> A pearl dragon has telepathy to a range of 10 feet x age category.\r

    Skills:<\/b> Appraise, Spellcraft, and Swim are considered class skills for pearl dragons.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #158<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Always neutral","environment":"Any coastal land and aquatic"},{"name":"Pech","type":"Fey","ch":3,"challenge_rating":" 03 \u00a0","id":6293,"reference":"Usergen","full_text":"

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

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

    Hit Dice:<\/span><\/b> 4d6+4 (18 hp)<\/span><\/p> <\/td> <\/tr>

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

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

    AC:<\/span><\/b> 17 (+1 size, +1 Dex, +5 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Heavy pick +8 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Heavy pick 1d6+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, earth mastery<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Immunity to petrification, light blindness<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +2, Ref +5, Will +4<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 19, Dex 13, Con 13, Int 11, <\/span>Wis<\/span> 10, Cha 10<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Climb +10, Craft (stonemasonry) +6, Hide +10, Listen +6, Move Silently +5, Profession (miner) +6, Spot +6<\/span><\/p> <\/td> <\/tr>

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

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

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

    Organization:<\/span><\/b> Gang (2-4), pack (5-20), or tribe (21-40 plus 100% noncombatants)
    Challenge Rating:<\/b> 3<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> No coins; standard goods (gems only); no items<\/span><\/p> <\/td> <\/tr>

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

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

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

    The pech are creatures of the plane of elemental Earth, though some have extensive mines in the deepest regions of the Material plane. They dwell in dark places and work stone.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Pech are thin with long arms and legs. Their broad hands and feet are excellent for bracing and employing tools to work stone. They have pale, yellowish skin and red or red-brown hair. Their eyes are large and pupilless.<\/span><\/p> <\/td> <\/tr>

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

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

    The pech relies on its pick in combat.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/b> 4\/day\u0097stone shape<\/i> and stone tell<\/i>. These abilities are as the spells cast by a 10th-level sorcerer (save DC 10 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Four pech together can, once per day, cast wall of stone<\/i>. Eight pechs together can cast stone to flesh <\/i>once per day. These abilities are as the spells cast by a 16th-level sorcerer (save DC 10 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Earth Mastery (Ex):<\/b> A pech gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or waterborne, the pech suffers a \u00964 penalty to attack and damage. (These modifiers are not included in the statistics block).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Immunity to Petrification (Ex):<\/b> Pech are immune to all petrifying effects (such as a gorgon\u0092s breath or medusa\u0092s gaze).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Light Blindness (Ex):<\/b> Abrupt exposure to bright light (such as sunlight or a daylight <\/i>spell) blinds pech 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 Skills:<\/b> Pech receive a +4 racial bonus to Craft (stonemasonry) checks.<\/span><\/p> <\/td> <\/tr>

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

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

    The Pech first appeared in the 1e MM II (<\/span>Gary Gygax<\/span>, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Fey","alignment":"Any","environment":"Any underground"},{"name":"Pegataur","type":"Monstrous Humanoid","ch":4,"challenge_rating":" 04 \u00a0","id":6294,"reference":"Usergen","full_text":"

    Pegataur <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d8+10\u00a0(32 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 50 ft, fly 90 ft (average)<\/td> <\/tr>
    AC:<\/strong> 13 (-1 size, +3 Dex, +1 natural)<\/td> <\/tr>
    Attacks:<\/strong>Greatsword +8 melee (or light lance +8 melee), 2 hooves +4 melee; or mighty longbow (+4) +6 ranged<\/td> <\/tr>
    Damage: <\/strong>Greatsword 2d6+4 (or light lance 1d6+4), hoof 1d6+2; or mighty longbow 1d8+4<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 10 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong><\/td> <\/tr>
    Special Qualities: <\/strong>Pegataur traits<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +7, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 17, Con 14, Int 10, Wis 13, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Hide +7, Listen +6, Move Silently +7, Search +4 Sense Motive +5, Spot +6, Wilderness Lore +5<\/td> <\/tr>
    Feats: <\/strong>Power Attack, Weapon Focus (hoof)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Temperate mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary, company (2-20 plus 1-5 6th level lieutenants, plus 1-2 7th-level captains, plus 1 8th-level leader, plus 40% chance of 1d10 pegasi), or tribe (12-30 plus 6-15 non-combatant foals and 18th-level leader, plus 3-18 pegasi)<\/td> <\/tr>
    Challenge Rating: <\/strong>04<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral good<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Pegataurs are distant relatives of centaurs, having large wings and the upper bodies of muscular elves. The lower body of a pegataur is that of a large horse, usually white, gray, brown, or black in color. The wings are white like a bird's, and the feathers are downy but strong. The pegataur's torso and head are that of a high elf, most having long silver or blond hair. \r

    Pegataurs have a special kinship with pegasi. Most pegataur tribes will have more than one pegasus present, as a friend and guardian. They sometimes train these pegasi as mounts for land dwellers. Pegataurs are on also on good terms with druids, and help to maintain balance in local areas.\r

    Pegataurs speak Common, Elven, and Sylvan, and are also able to communicate with pegasi.\r


    COMBAT<\/b>\r
    Pegataurs are always armed and ready to defend themselves and their homes. A pegataur will perform a flying charge attack with its lance if it is able to catch an opponent flat-footed, to soften up the opposition. After that, they are able to either fire their bows, or attack with both hooves and a melee weapon. Pegataurs do not usually weapon armor for the sake of mobility, but on occasion a group of pegataur will be wearing chain mail or some other armor and carrying shields.\r

    A humanoid of Medium-Size or smaller can ride a pegataur as a mount. If the character has either the Mounted Archery or Mounted Combat feats, it can attack while the pegataur is flying. Carrying a humanoid reduces the pegataur's maneuverability to poor.\r

    Pegataur Traits (Ex)<\/b>: Pegataurs benefit from a number or racial traits.\r
    Proficient with longbow, light lance, greatsword, and heavy mace, regardless of character class.\r
    Immunity to magic sleep<\/i> spells and effects.\r
    +2 racial bonus to Will saves against enchantment spells or effects.\r
    Low-Light Vision<\/i>: Pegataurs can see twice as far as a human in starlight, moonlight, torchlight, etc.\r
    +2 racial bonus to Search, Spot, and Listen checks.\r


    PEGATAUR SOCIETY<\/b>\r
    Pegataurs are aloof, especially to beings that cannot fly, but friendly. If shown respect, they can be hired as mercenaries. They will serve as solders or bodyguards, but never for evil beings.\r

    Pegataurs live in the sides of high mountain ranges in caves they carve themselves. These caves, called \"tehir\" by the pegataurs, are large, beautiful places with domed ceilings and walls decorated with elaborate carvings. Light shines at night from veins of rare crystals in the rock.\r


    PEGATAUR CHARACTERS<\/b>\r
    A pegataur's favored class is fighter; pegataur leaders are usually fighters or fighter\/wizards. Wizards can be specialists, but are never necromancers. Rangers and druids are also common among pegataurs. Pegataur clerics can choose any two of the following domains: Animal, Good, Protection.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in M2: Vengeance of Alphaks (Skip Williams, 1986), AC9: Creature Catalogue (1986), Mystara Monstrous Compendium Appendix (1994), and Monstrous Compendium Annual Three (1996).\r<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually neutral good","environment":">Temperate mountains"},{"name":"Pelorovis (Long-Horned Buffalo)","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":6295,"reference":"Usergen","full_text":"

    Pelorovis (Long-Horned Buffalo) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d8+15\u00a0(37 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (\u00c2\u00961 size, +4 natural), touch 9, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+15<\/td> <\/tr>
    Attack: <\/strong>Gore +10 melee (2d6+8)<\/td> <\/tr>
    Full Attack: <\/strong>Gore +10 melee (2d6+8) and 2 hooves +5 melee (1d6+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft. (10 ft. w\/gore)<\/td> <\/tr>
    Special Attacks: <\/strong>Long horns, powerful charge, stampede\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 26, Dex 10, Con 16, Int 2, Wis 11, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Listen +7, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance, Knockdown (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or herd (4\u00c2\u009640)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>6\u00c2\u00967 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a lean buffalo, except that its massive horns stretch downwards and widely.<\/i>\r

    Pelorovis is a relative of the buffalo, although it is more restricted in habitat to flat, dry areas. Like other buffalo, they live in large herds and migrate great distances in search of food, and like other buffalo, they are agressive in defending themselves. Their mighty horns are used both to fend off predators and in interspecific combat. Combat between pelorovis is generally a ritualized affair, with the two parties briefly tapping, rather than locking, horns, and the more intimidating individual with the wider spread tends to victory.\r

    Pelorovis, despite their impressive defensive array, is preyed upon by great cats, agriotherium, and humanoids (although these tend to scavenge dead pelorovis, rather than risk fighting a live one). Both primitive humans and orcs use pelorovis horn and bones as tools. For the statistics of a polearm fashioned from a pelorovis horn, use a guisarme.\r

    A pelorovis is about 11 feet long, stands 6 feet tall at the shoulders, and weighs 1,000 to 2,000 pounds.\r

    COMBAT\r

    Pelorovis open with a powerful charge if the herd is threatened, then stampede if things turn against them.\r

    Long Horns (Ex):<\/b> The long horns of a pelorovis give it reach, but prevent it from attacking a creature in an adjacent square.\r

    Powerful Charge (Ex):<\/b> A pelorovis deals 4d6+24 points of damage when it makes a charge.\r

    Stampede (Ex):<\/b> A frightened herd of pelorovis flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five pelorovis in the herd (Reflex DC 20 half ). The save DC is Strength-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #167<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate plains"},{"name":"Peltast","type":"Aberration","ch":1,"challenge_rating":" 1 (singly) or host +1 (when worn) \u00a0","id":6296,"reference":"Usergen","full_text":"

    Peltast <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Aberration \t\t\t(Symbiont)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+1\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), climb 10 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+2 size, +3 Dex, +1 natural), touch 15, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/+2<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d3-3)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d3-3)<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Anesthetize, attach <\/td> <\/tr>
    Special Qualities: <\/strong>Blindsense 60 ft., damage reduction 3\/slashing or piercing, darkvision 60 ft., immunity to poison, mimic shape, neutralize poison, resistance to electricity fire 5, share spell resistance, spell resistance 7, symbiont traits, wallcrawling<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +3, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 6, Dex 16, Con 13, Int 10, Wis 10, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Disguise +15, Hide +17, Move Silently +5<\/td> <\/tr>
    Feats: <\/strong>Stealthy, Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any urban or underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>1 (singly) or host +1 (when worn)<\/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>
    A peltast has an Ego score of 9.\r

    A well-worn, but seemingly sturdy leather glove lies on the ground.<\/i>\r

    A peltast is a parasitic creature that mimics leather items in order to get near its prey and remain undetected. In its natural form, it is an amorphous, mottled brown blob about the size of three fists. Its skin texture feels like worn, but sturdy leather.\r

    Peltasts are fairly intelligent and opportunistic. They often follow humanoids, seeking to replace gloves or belts left laying about while their prey sleeps or bathes. Other times, they prowl around fresh kills of other monsters, taking advantage of many humanoids' predilections to loot the bodies of the dead.\r

    Peltasts do not breathe, make nearly no sound, and have no natural odor. Their tiny eyes are easily concealed, and their strong sense of smell and sensistivity to air disturbances and other vibrations allows them to effectively \"see\" with their eyes closed.\r

    Once a peltast finds its way onto a host's body (usually by being mistakenly donned as an article of clothing), it bites, releasing a powerful anasthetic while it feeds. A peltast requires little sustenance, needing to deal only 1 hp of damage to its host each day to sustain itself. Should its host become poisoned, it can neutralize the venom, keeping its host healthy. A peltast is sucsceptible to disease, and possesses no means to counter disease in its host, so it will quickly disengage and seek a more suitable host should such a situation arise. \r

    When immersed in water, peltast release waste byproducts, which stains and fouls the water. Peltasts never share hosts, and are not competitive for hosts. If a peltast senses the presence of another peltast already on a host, it seeks to find a different host for itself.\r

    For reasons unknown, peltasts prefer to feed on humans and goblinoids, and tend to avoid elves, dwarves, and other humanoids if given the choice of prey.\r

    A peltast is about 2 feet long (when stretched) and weighs less than a pound.\r

    Peltasts cannot speak, but understand Common and Undercommon.\r

    COMBAT\r

    Peltasts prefer to become attached to a host through mimicking a leather object, then becoming unwittingly donned by the host. If hungry enough, a peltast may seek to climb onto a sleeping victim and hope that the prey won't forget that it didn't remove its belt, glove, or other item.\r

    Anesthetize (Ex):<\/b> A creature bitten by a peltast must succeed on a Spot check (opposed by the peltast's Hide check) to notice the attack. \r

    Attach (Ex):<\/b> If a peltast hits with a bite attack, it latches onto the opponent\u00c2\u0092s body. An attached peltast is effectively grappling its prey. The peltast loses its Dexterity bonus to AC and has an AC of 13, but holds on with great tenacity. Peltasts have a +12 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above). An attached peltast can be struck with a weapon or grappled itself. To remove an attached peltast through grappling, the opponent must achieve a pin against the peltast.\r

    Foul Water (Ex):<\/b> A peltast placed in water exudes waste materials; this fouls a 5 ft cube of water. A creature that drinks or bathes in fouled water must succeed at a DC 11 Fortitude save or be nauseated for 1d4 rounds. If the 5 ft cube is part of a larger body of water, the foulness dissipates in 1d6 rounds. The save DC is Constitution-based. \r

    Mimic Shape (Ex):<\/b> A peltast can assume the general shape of any leather object of Diminutive size, such as a glove, a boot, or belt. The creature cannot substantially alter its size, though. A peltast's body feels just like leather, but gives off no noticeable odor. Anyone who examines the peltast can detect the ruse with a successful Spot check opposed by the peltast's Disguise check. Of course, by this time it is generally far too late. \r

    Neutralize Poison (Su):<\/b> At will, a peltast can negate any poison introduced into its host's body (not just ingested poisons), protecting its host from any ill effects.\r

    Share Spell Resistance (Su):<\/b> A peltast grants its host its spell resistance, which stacks with any SR the host already possesses.\r

    Symbiont Traits:<\/b> While attached to a host, a symbiont acts on its host's turn each round, regardless of its own initiative modifier. It is not flat-footed unless its host is, and it is aware of any danger its host is aware of. If clearly visible, opponents can attack the symbiont instead of the host creature. This works the same way as attacking an object. The symbiont gains the benefit of the host's Dexterity modifier to AC instead of its own, and gains any deflection bonus to AC the host has as well. Its own size modifier and natural armor bonus apply. Attacking a symbiont instead of its host provokes an attack of opportunity from the host.\r

    A symbiont never takes damage from attacks directed at the host. Like a worn magic item, a symbiont is usually unaffected by spells that damage the host, but if the host rolls a 1 on its saving throw, the symbiont is one of the \"items\" that can be affected by the spell. A symbiont uses its host's base saving throw bonuses if they are better than its own.\r

    Any spell the host creature casts on itself automatically also affects the symbiont. Additionally, the host may cast a spell with a target of \"You\" on the symbiont instead of on itself. The symbiont may do likewise with any spell or spell-like ability it uses. The host and symbiont can share spells even if the spells normally do not affect creatures of the host's or the symbiont's type. Spells targeted on the host by another spellcaster do not affect the symbiont, and vice versa.\r

    Wallcrawling (Ex):<\/b> A peltast 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> A peltast has a +10 racial bonus on Disguise checks. A peltast has a +8 racial bonus on Climb checks 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>
    1984 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #89<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":"Any urban or underground"},{"name":"Peltast, Greater","type":"Aberration","ch":2,"challenge_rating":" 2 (singly) or host +1 (when carried) \u00a0","id":6297,"reference":"Usergen","full_text":"

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


    <\/td> <\/tr>

    Tiny\u00a0Aberration \t\t\t(Symbiont)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), climb 10 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+2 size, +3 Dex, +1 natural), touch 15, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/+2<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d3-3 plus blood feeding)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d3-3 plus blood feeding)<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Anesthetize, blood feeding\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Blindsense 60 ft., damage reduction 5\/slashing or piercing, darkvision 60 ft., immunity to poison, mimic shape, neutralize poison, resistance to electricity fire 5, share spell resistance, spell resistance 9, symbiont traits, wallcrawling<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +3, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 6, Dex 16, Con 13, Int 16, Wis 15, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Climb +16, Disguise +18, Escape Artist +8, Hide +18, Move Silently +10<\/td> <\/tr>
    Feats: <\/strong>Stealthy, Weapon Finesse (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>2 (singly) or host +1 (when carried)<\/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>
    A greater peltast has an Ego score of 17.\r

    A translucent, multifacted, fist-sized gem lies on the ground nearby.<\/i>\r

    A greater peltast is a parasitic creature that mimics gems in order to get near its prey and remain undetected. In its natural form, it is an amorphous, translucent blob about the size of three fists. Its skin texture feels as hard as a true gem.\r

    Greater peltasts are exceptionally intelligent and opportunistic, and have innate magical abilities. They know the value large gems hold to many sentient creatures, and use that fact to their advantage.\r

    Greater peltasts do not breathe, make nearly no sound, and have no natural odor. Their have no visible organs, and their strong sense of smell and sensistivity to air disturbances and other vibrations allows them to effectively \"see\" with their eyes closed.\r

    When immersed in water, peltast release waste byproducts, which stains and fouls the water. Peltasts never share hosts, and are not competitive for hosts. If a peltast senses the presence of another peltast already on a host, it seeks to find a different host for itself.\r

    For reasons unknown, peltasts prefer to feed on humans and goblinoids, and tend to avoid elves, dwarves, and other humanoids if given the choice of prey.\r

    A greater peltast is about 2 feet long (when stretched) and weighs less than a pound.\r

    Greater peltasts cannot speak, but understand Common and Undercommon.\r

    COMBAT\r

    Greater peltasts prefer to feed on sleeping or otherwise helpless creatures. They utilize their spell-like abilities to help acquire meals.\r

    Anesthetize (Ex):<\/b> A creature bitten by a greater peltast must succeed on a Spot check (opposed by the peltast's Hide check) to notice the attack. \r

    Blood Feeding (Ex):<\/b> A greater peltast must feed on blood each day; it may do so by biting a living creature, in which case it must deal 3 points of damage per day to sustain itself. A greater peltast may also gain sustenance from the blood of dead creatures, and it can lap up the equivalent of 1 point of damage from each creature of at least 1 HD. If a greater peltast is able to feed on more than the equivalent of 3 points of damage per day, it gains the remainder as temporary hp (maximum 10), which last for 24 hours.\r

    If a greater peltast does not feed sufficiently for a day, it becomes fatigued. Starting on the third consecutive day that it does not feed sufficiently, a greater peltast takes 1 point of Con damage per day, which cannot heal naturally until the greater peltast has fed sufficiently at least one day.\r

    Foul Water (Ex):<\/b> A greater peltast placed in water exudes waste materials; this fouls a 5 ft cube of water. A creature that drinks or bathes in fouled water must succeed at a DC 12 Fortitude save or be nauseated for 1d4 rounds. If the 5 ft cube is part of a larger body of water, the foulness dissipates in 1d6 rounds. The save DC is Constitution-based. \r

    Mimic Shape (Ex):<\/b> A greater peltast can assume the general shape of any gemstone of Diminutive size. The creature cannot substantially alter its size, though. A greater peltast's body feels just like a real gem, and gives off no noticeable odor. Anyone who examines the greater peltast can detect the ruse with a successful Spot check opposed by the greater peltast's Disguise check. Of course, by this time it is generally far too late. \r

    Neutralize Poison (Su):<\/b> At will, a greater peltast can negate any poison introduced into its host's body (not just ingested poisons), protecting its host from any ill effects.\r

    Share Spell Resistance (Su):<\/b> A greater peltast grants its host its spell resistance, which stacks with any SR the host already possesses.\r

    Symbiont Traits:<\/b> While attached to a host, a symbiont acts on its host's turn each round, regardless of its own initiative modifier. It is not flat-footed unless its host is, and it is aware of any danger its host is aware of. If clearly visible, opponents can attack the symbiont instead of the host creature. This works the same way as attacking an object. The symbiont gains the benefit of the host's Dexterity modifier to AC instead of its own, and gains any deflection bonus to AC the host has as well. Its own size modifier and natural armor bonus apply. Attacking a symbiont instead of its host provokes an attack of opportunity from the host.\r

    A symbiont never takes damage from attacks directed at the host. Like a worn magic item, a symbiont is usually unaffected by spells that damage the host, but if the host rolls a 1 on its saving throw, the symbiont is one of the \"items\" that can be affected by the spell. A symbiont uses its host's base saving throw bonuses if they are better than its own.\r

    Any spell the host creature casts on itself automatically also affects the symbiont. Additionally, the host may cast a spell with a target of \"You\" on the symbiont instead of on itself. The symbiont may do likewise with any spell or spell-like ability it uses. The host and symbiont can share spells even if the spells normally do not affect creatures of the host's or the symbiont's type. Spells targeted on the host by another spellcaster do not affect the symbiont, and vice versa.\r

    Wallcrawling (Ex):<\/b> A greater peltast 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> A greater peltast has a +10 racial bonus on Disguise checks. A greater peltast has a +8 racial bonus on Climb checks 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 Halls of the High King<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":"Underground"},{"name":"Peluda","type":"Dragon","ch":12,"challenge_rating":" 12 \u00a0","id":6298,"reference":"Usergen","full_text":"

    Peluda <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 18d12+126\u00a0(243)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 30 (-4 size, +24 natural), touch 6, flat-footed 30<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+18\/+42<\/td> <\/tr>
    Attack: <\/strong>Bite +26 melee (4d6+12) or tail slap +26 melee (2d8+18) or quill volley +15 ranged (3d6+12 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +26 melee (4d6+12) and tail slap +24 melee (2d8+18) or quill volley +15 ranged (3d6+12 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/15 ft. (20 ft. with bite)<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, poison, quills, tail sweep<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/adamantine, darkvision 60 ft., fire tolerance, immune to paralysis and sleep<\/i>, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +18, Ref +11, Will +12 <\/td> <\/tr>
    Abilities: <\/strong>Str 35, Dex 10, Con 25, Int 7, Wis 13, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Hide +14*, Listen +22, Move Silently +23, Spot +22<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (quills), Improved Initiative, Mulitattack, Power Attack, Skill Focus (Hide), Stealthy, Weapon Focus (quill volley)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate swamps and forests<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>18-32 HD (Gargantuan); 33-54 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This gigantic creature's appearance would be almost humorous were it not so imposing. Its body is turtle-shaped, but rather than a shell, its back is covered with bright orange quills, each over 10 feet in length. The base of the quills is pine green, giving way to coarse fur of a similar hue. Its four feet resemble those of a snapping turtle, while its long neck gives way to a head like that of a dragon, and its long tail is also undeniably draconic.<\/i>\r

    Also called the \"shaggy beast\", the peluda is a relative of true dragons that is near the top of the food chain in the swamps and forests it calls home.\r

    Peludas are extremely solitary and territorial. They only come together briefly in the spring to mate, and quickly part ways. The female buries the eggs along a riverbank, then moves on to a new hunting ground, leaving the young to fend for themselves when they hatch one month later.\r

    Peludas can alter the color of their spines to match the forest canopy, granting them a natural camouflage.\r

    The fur of a peluda can be used to craft a robe of blending<\/i>, reducing the cost of materials by half. Peluda venom is also highly-prized, and retains its toxicity long after being harvested. A dose of peluda poison fetches 500 gp or more from interested buyers. Peluda quills are treated as masterwork javelins when used to create magic weapons.\r

    Peluda measure 90 feet from snout to tail, and weigh nearly 5 tons.\r

    Peludas speak Draconic.\r

    Combat\r

    Despite their great size, peludas are ambush hunters, using their natural camouflage to blend into the trees and catch prey by surprise. They usually begin an attack with a quill volley, hoping to envenom prey before closing to melee. Peludas generally reserve their breath weapons for opponents that appear to resist their venom, or against large groups of adversaries.\r

    Breath Weapon (Su):<\/b> 60-foot cone of fire, once every 1d4 rounds, damage 8d6 fire, Reflex DC 26 half. The save DC is Constitution-based.\r

    Fire Tolerance (Ex):<\/b> If a peluda 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

    Poison (Ex):<\/b> Quill, Fortitude DC 26; initial and secondary damage 2d6 Con.\r

    Quills (Ex):<\/b> A peluda's back bristles with long quills. Any creature striking a peluda with handheld weapons or natural weapons is struck by 1d4 quills, taking 2d6+6 points of piercing and slashing damage plus poison from each quill. Note that weapons with at least 10-foot reach do not endanger their users in this way. An opponent hit by a peluda's quill must succeed on a DC 21 Reflex save or have the quill break off in his or her flesh. Lodged quills impose a \u00c2\u00961 penalty on attacks, saves, and checks per quill. The save DC is Dexterity-based. A quill can be removed safely with a DC 20 Heal check; otherwise, removing a quill deals an extra 1d6 points of damage.\r

    Quill Volley (Ex):<\/b> A peluda can send forth a volley of 3 quills as a standard action. This attack has a range of 300 feet with no range increment. These quills are treated as thrown weapons and all need not be directed at the same target.\r

    Tail Sweep (Ex):<\/b> As a standard action, a peluda can sweep its tail in a half-circle with a radius of 30 feet (or 40 feet for a Colossal peluda), extending from an intersection on the edge of the peluda's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the peluda. A tail sweep automatically deals 2d6+18 points of damage (Reflex DC 26 half). The save DC is Constitution-based.\r

    Skills:<\/b> *Peludas have a +4 racial bonus on Hide checks when in forest or swamp environments. This bonus on Hide checks increases to +8 when the peluda is immobile.<\/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":"Always neutral evil","environment":"Temperate swamps and forests"},{"name":"Penguin, Dire","type":"Animal","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6299,"reference":"Usergen","full_text":"

    Penguin, Dire <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), swim 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 11 (-1 Dex, +2 natural), touch 9, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+1<\/td> <\/tr>
    Attack: <\/strong>Bite +1 melee (1d4)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +1 melee (1d4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Hold breath, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +2, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 9, Con 12, Int 2, Wis 11, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Listen +2, Spot +3, Swim +8<\/td> <\/tr>
    Feats: <\/strong>Endurance<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Aquatic<\/td> <\/tr>
    Organization: <\/strong>Flock (11-30)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Medium); 5-6 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This flightless bird is as tall as a short human. Its gray body has a rust-red underside outlined by a white strip. The bird is built for swimming, with webbed feet and short, thick wings. Its stubby legs look ill-suited for walking. It has a long, sharp beak like a heron's.<\/i>\r

    Dire penguins represent penguins of unusual size and pugnacity, such as the prehistoric genus Inkayacu. Some species of dire penguin come in the familiar black-and-white of common penguins, but Inkayacu has the gray-and-red coloration described above.\r

    A typical dire penguin is 4 to 5 feet tall and weighs around 80 to 120 pounds.\r

    COMBAT\r

    Dire penguins prefer to swim away from threats, but are not adverse to pecking in self defense or to protect their eggs and hatchlings.\r

    Hold Breath (Ex):<\/b> A dire penguin can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.\r

    Skills:<\/b> A dire penguin has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can 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

    NOTE:<\/b> Original creation.<\/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":"Animal","alignment":"Always neutral","environment":"Aquatic"},{"name":"Per","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6300,"reference":"Usergen","full_text":"

    PER<\/h3> <\/div> <\/td> <\/tr>

    Pers are the guardians of the portals of the upper planes.\u00a0 They are tireless warriors and guardians of those gates.<\/span><\/p> <\/td> <\/tr>

    Pers, look like well-muscled humans of great fighting prowess.\u00a0 They are dressed in bronze or steel armor of elaborate decoration.\u00a0 They wear huge helmets, often adorned with large plumes or various other ornaments.\u00a0 They carry great, frost-covered swords of intelligence and magical power.\u00a0 Although these guardians are not evil in any way, their countenance and appearance is grim and foreboding.<\/span><\/p> <\/td> <\/tr>

    Pers have one purpose: to guard the portals between the upper planes.\u00a0 They are absolutely dedicated to this cause and cannot be swayed from it.\u00a0 They will guard the portals against unauthorized intruders, including both evil intruders and those who mean to do harm.<\/span><\/p> <\/td> <\/tr>

    Pers are essentially humans in all respect.\u00a0 They are the spirits of those humans who were dedicated to their cause in life.\u00a0 It is a great honor for a fallen human to become a per.\u00a0 New pers are created by the will of greater good beings, either when their numbers are low or when there are new portals created that need guardians. They are absolutely fanatical warriors and will never leave their post.\u00a0 If challenged, pers will battle to the death.<\/span><\/p> <\/td> <\/tr>

    Although a per is powerful, he is aware of his limitations.\u00a0 Per have an innate ability to size up an opponent and know it\u0092s fighting prowess.\u00a0 This ability does not, however, extend to spell-use.\u00a0 Pers are intelligent, and if one feels he is outmatched by a group of adventurers, he will make challenge to the obvious leader or most powerful warrior of the opposing group.<\/span><\/p> <\/td> <\/tr>

    Pers have a form of limited symbiotic mental link with the various powers of their plane.\u00a0 If a per is under duress or even killed, those powers will become aware of it.\u00a0 There will always be reinforcements sent if a portal is breached, usually in the form of additional pers.\u00a0\u00a0 <\/span><\/p> <\/td> <\/tr>

    Pers speak the languages they knew in life and the common tongue.\u00a0 <\/span><\/p> <\/td> <\/tr>

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

    Creating a Per<\/h2> <\/td> <\/tr>

    \"Per\" is a template that can be added to any dead lawful-neutral Human of at least 10th level (hereafter referred to as the \"character.\") Its type changes to \"Outsider.\" It uses all of the character\u0092s statistics and special abilities, except as noted below.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Hit Dice:<\/b> Same as the character.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Initiative:<\/b> Same as the character.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Speed:<\/b> Same as the character.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 AC:<\/b> A per wears full plate +2<\/i> that does not affect its movement rate and has no armor check penalty. The max Dexterity still applies. Pers also have a constant aura similar to a shield<\/i> spell cast at a level equal to its HD.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Attacks:<\/b> Same as the character. Each per wields a +3 frost greatsword<\/i> and will always prefer to attack with it.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Damage:<\/b> Same as the character. The sword is a +3 frost greatsword<\/i> which deals 2d6 damage plus 1d6 cold damage in addition to the per\u0092s Strength bonus x 1.5 (as a two-handed weapon).<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Face\/Reach:<\/b> Same as the character.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Special Attacks:<\/b> A per retains all the character\u0092s special attacks and also gains those listed below. Saves have a DC of 10 + 1\/2 per\u0092s HD + per\u0092s Charisma modifier.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities (Sp):<\/i> At will\u0097blade barrier, detect thoughts, light, mirror image, and read magic; 7\/day\u0097charm monster; 3\/day\u0097cure serious wounds. These abilities are as the spells cast by a sorcerer with a level equal to the per\u0092s Hit Dice.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Special Qualities:<\/b> A per retains all the character\u0092s special qualities and those listed below, and also gains the Outsider type.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 True Seeing (Sp):<\/i> Continuous, at will, as per the spell cast by cleric with a level equal to the per\u0092s hit dice.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Damage Reduction: <\/i>Pers gain damage reduction 10\/+1.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fast Healing (Su):<\/i> A per heals 3 hp per round.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Shield (Su):<\/i> A per continuously makes use of a shield <\/i>spell cast by a sorcerer whose level equals the per\u0092s Hit Dice. This ability can be negated, but the per can resume it the following round as a free action.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell Resistance: <\/i>A per has SR 21.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Saves:<\/b> Same as the character, except for Fortitude, adjusted to reflect the change in Constitution.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Abilities:<\/b> Con +4, Cha +4<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> Same as the character.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Feats:<\/b> Same as the character. A per also gains the Martial Weapons Proficiency (greatsword) feat if the character didn\u0092t already have it.<\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/b> Solitary<\/p> <\/td> <\/tr>

    Challenge Rating:<\/b> Same as the character +2<\/p> <\/td> <\/tr>

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

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

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

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

    The Frost-Sword<\/span><\/h2> <\/td> <\/tr>

    Pers carry greatswords. The swords are intelligent, magical weapons.\u00a0 Each is a frost weapon +3<\/i>. These intelligent frost brands are imbued with the essence of a servitor of an upper power. The purpose of these weapons is to guard the portals between the planes from unauthorized intruders. They speak the common language. Pers are in total agreement with their weapons so there is no conflict with its ego. However, if another being tries to use the weapon, there will be conflict.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Abilities: <\/span><\/b>Int 15, Wis, 14, Cha 14<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Communication:<\/span><\/b> Speech<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Capabilities:<\/span><\/b> Three primary abilities: detect evil\/good, see invisible<\/i>, detect magic<\/i>.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Alignment:<\/span><\/b> Lawful neutral<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Special Purpose:<\/span><\/b> To guard the portals between planes from unauthorized intruders. Special purpose power: confusion<\/i> (DC 14) for 2d6 rounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Ego:<\/span><\/b> 17<\/span><\/p> <\/td> <\/tr>

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

    Sample Per<\/span><\/h2> <\/td> <\/tr>

    This example uses a 10th-level human fighter as the character.<\/span><\/p> <\/td> <\/tr>

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

    PER<\/span><\/h2> <\/div> <\/td> <\/tr>

    Medium-size Outsider<\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/b> 10d10+40 (95 hp)<\/p> <\/td> <\/tr>

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

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

    AC:<\/b> 21 [28] (+1 Dex, +10 full plate +2<\/i>, [shield<\/i> spell +7])<\/p> <\/td> <\/tr>

    Attacks:<\/b> Greatsword +17\/+12<\/p> <\/td> <\/tr>

    Damage:<\/b> Greatsword 2d6+1d6 cold+2+4<\/p> <\/td> <\/tr>

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

    Special Attacks:<\/b> Spell-like abilities (DC 17)<\/p> <\/td> <\/tr>

    Special Qualities:<\/b> True seeing, damage reduction 10\/+1, fast healing 3, shield<\/i>, SR 21<\/p> <\/td> <\/tr>

    Saves:<\/b> Fort +11, Ref +4, Will +4<\/p> <\/td> <\/tr>

    Abilities:<\/b> Str 17, Dex 13, Con 18, Int 10, Wis 12, Cha 14<\/p> <\/td> <\/tr>

    Skills:<\/b> Climb +10, Jump +10<\/p> <\/td> <\/tr>

    Feats:<\/b> Cleave, Dodge, Great Cleave, Improved Critical (greatsword), Improved Initiative, Martial Weapon Proficiency (greatsword), Point-Blank Shot, Power Attack, Sunder, Weapon Focus (greatsword), Weapon Specialization (greatsword)<\/p> <\/div> <\/td> <\/tr>

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

    Climate\/Terrain:<\/b> Upper planes<\/p> <\/td> <\/tr>

    Organization:<\/b> Solitary<\/p> <\/td> <\/tr>

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

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

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

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

    \u00a0<\/p><\/div>","family":"Template","alignment":" Always lawful neutral","environment":" Any land"},{"name":"Pernicon","type":"Beast","ch":15,"challenge_rating":" 1\/5 \u00a0","id":6301,"reference":"Usergen","full_text":"

    Pernicon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Fine\u00a0Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1\/2d10\u00a0((5 hp))<\/td> <\/tr>
    Initiative: <\/strong> +3 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 30 ft., fly 10 ft. (poor)<\/td> <\/tr>
    AC:<\/strong> 21 (+8 size, +3 Dex)<\/td> <\/tr>
    Attacks:<\/strong>Touch +11 melee\r
    <\/td> <\/tr>
    Damage: <\/strong>Touch 1d3-5<\/td> <\/tr>
    Face\/Reach: <\/strong>0 ft. by 0 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Attach, constitution drain, death grip\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Detect water<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 16, Con 11, Int 3, Wis 11, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Listen +5, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse (touch)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Warm desert<\/td> <\/tr>
    Organization: <\/strong>Hive (4-40) or swarm (30-300)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/5<\/td> <\/tr>
    Treasure: <\/strong>One-quarter standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Adventurers wandering the vast reaches of desert lands might happen upon a brightly-colored insect resembling a large grasshopper. These rainbow-swathed locusts are actually pernicons, insects that are well known in desert lands not only for their powerful abdominal pincher but also for their uncanny ability to detect moisture.\r

    If a pernicon is within 120 feet of at least one gallon of water, the segmented antennae on its head vibrate rapidly. The droning hum of a swarm of pernicons is somewhat unnerving to anyone unaccustomed to hearing it, but those who know the desert know that where that sound is heard water is not too far away. Any characters traveling in the desert that hears the hum of a pernicon swarm may make a Wilderness Lore check (DC 15) or Knowledge (nature) check (DC 20) to locate the water supply.\r

    Perhaps one of the most unusual aspects of the pernicons is that they are not unintelligent vermin. Pernicons possess a rudimentary intelligence that goes beyond other animals.\r

    Combat\r
    When a pernicon attacks it buries its large, strong abdominal pinchers into the flesh of its victim. The pernicon receives Weapon Finesse (pincher) as a bonus feat.\r

    Attach (Ex): If a pernicon hits with a touch attack, it uses its abdominal pincher to latch onto the opponent\u00c2\u0092s body. An attached pernicon has an AC of 18.\r

    Constitution Drain (Ex): A pernicon drains bodily fluids, dealing 1 point of temporary Constitution damage each round it remains attached. Once it has drained 2 points of Constitution damage, it detaches and flies away to digest the meal.\r

    Death Grip (Ex): If a pernicon is killed while attached to the victim\u00c2\u0092s body, its pinchers remain buried deep in the flesh. Forcefully removing the pinchers of a pernicon deals 1d4 points of damage to the victim. A Heal check (DC 15) or cure minor wounds spell can remove them without further injury.\r

    Detect Water (Ex): A pernicon can automatically detect the presence of at least a gallon of water at a range of 120 feet.<\/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":"Beast","alignment":"Usually neutral","environment":">Warm desert"},{"name":"Pet of Kalistes","type":"Outsider","ch":10,"challenge_rating":" 10 \u00a0","id":6302,"reference":"Usergen","full_text":"

    Pet of Kalistes <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 13d8+104\u00a0(162)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 21 (\u00c2\u00962 size, +1 Dex, +12 natural), touch 9, flat-footed 21<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+13\/+24<\/td> <\/tr>
    Attack: <\/strong>Bite +19 melee (2d8+7 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +19 melee (2d8+7 plus poison) and 2 claws +14 melee (2d6+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Blink, damage reduction 10\/good, darkvision 60 ft., immunity to charms, death effects, and poison, spell resistance 28, telepathy 100 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +16, Ref +9, Will +12 <\/td> <\/tr>
    Abilities: <\/strong>Str 24, Dex 12, Con 26, Int 14, Wis 14, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Bluff +20, Climb +15, Concentration +18, Diplomacy +20, Hide +17, Intimidate +20, Knowledge (the planes) +18, Listen +18, Move Silently +17, Sense Motive +18, Spellcraft +18, Spot +18<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (poison), Improved Initiative, Improved Grapple, Iron Will, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Infinite Layers of the Abyss<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>14\u00c2\u009622 HD (Huge); 23\u00c2\u009639 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This huge, purple spider's eyes gleam with a fiendish intellect.<\/i>\r

    These are highly intelligent spiders created by the marilith Kalistes. She uses them as guards and messengers.\r

    A Pet of Kalistes has a legspan of more than 14 feet and weighs over 2,000 pounds.\r

    A Pet of Kalistes speaks Abyssal.\r

    COMBAT\r

    A Pet of Kalistes usually activates its fire shield before entering combat, then relies on its formidable combat prowess to poison as many foes as possible. It saves its spell-like abilities for difficult opponents, targeting spellcasters with feeblemind.\r

    A Pet of Kalistes\u00c2\u0092 natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.\r

    Blink (Su):<\/b> A Pet of Kalistes can use blink as the spell (caster level 13th), and can evoke or end the effect as a free action.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 26, initial damage 1d6 Con, secondary damage 2d6 Con. The save DC is Constitution-based.\r

    See Invisibility (Su):<\/b> A Pet of Kalistes continuously uses this ability, as the spell (caster level 13th).\r

    Spell-Like Abilities:<\/b> 1\/day\u00c2\u0097charm monster<\/i> (DC 18), disintegrate<\/i> (DC 20), feeblemind<\/i> (DC 19), fire shield, scorching ray<\/i>. Caster level 13th. The save DCs are Charisma-based.\r

    Skills:<\/b> A Pet of Kalistes has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. They also have a +8 racial bonus on Hide checks.\r

    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Pools of Darkness (SSI computer game)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic evil","environment":"Infinite Layers of the Abyss"},{"name":"Phanaton","type":"Monstrous Humanoid","ch":"10","challenge_rating":" \u00bd \u00a0","id":6303,"reference":"Usergen","full_text":"

    Phanaton <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d8-1\u00a0(3 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 25 ft (5 squares), climb 25 ft, fly 40 ft (clumsy)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+1 size, +1 Dex, +1 natural), touch 11, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-1<\/td> <\/tr>
    Attack: <\/strong>Bite +2 melee (1d4) or club +2 melee (1d4\/x2)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +2 melee (1d4) or club +2 melee (1d4\/x2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>---<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, forest empathy, prehensile tail<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +5, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 13, Con 9, Int 10, Wis 12, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Balance +2, Climb +10, Hide +7, Knowledge (nature) +2, Listen +3, Move Silently +11, Spot +3, Survival +2, Tumble +3<\/td> <\/tr>
    Feats: <\/strong>Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forest<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, band (10-20 plus one 2nd-level n'chala), clan (30-300 plus 50% noncombatants, one warchief of 3rd level and 2-12 bodyguards of 2nd level), or tribe (300-900 plus 50% noncombatants, one 2nd-level n'chala per 10 adults, one 3rd-level warchief and 2-12 2nd-level bodyguards per 30 adults, one king of 8th level, and four bodyguards of 6th level; villages may also have 1-3 dryads or 1-3 treants)<\/td> <\/tr>
    Challenge Rating: <\/strong>\u00c2\u00bd<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic good<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+0<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature looks like a cross between a raccoon and a monkey, about the same size as a halfling. Its coloration is that of a raccoon, including the dark \u00c2\u0093mask\u00c2\u0094 over the eyes, gray-brown fur, and a ringed tail. It has grasping primate hands, with opposable thumbs. The creature\u00c2\u0092s face is almost as expressive as a human\u00c2\u0092s, and its eyes shine brightly through the shadows. <\/i>\r

    The phanaton is a small, intelligent forest dweller with a very strong tie to nature. A phanaton spends most of its time living in trees, making it easy to hide from travelers. Its bright green, fiery red, or shiny yellow eyes might be the first thing one sees in the dark. A phanaton has a membrane of skin stretching from arm to leg that, when spread, allows the phanaton to glide from branch to branch. This membrane allows a phanaton to glide in freefall, but it cannot gain altitude this way.\r

    Phanaton clans build their villages on platforms of wood and woven vines in the trees, connected by a network of rope bridges. They associate well with treants, druids, and wood elves, but are very friendly to most beings. Phanatons consider themselves protectors of the forest, and enjoy tending and maintaining the plant life in their home. They often run afoul of humanoids seeking to cut down trees, and will sabotage equipment and play annoying pranks to chase away woodcutters.\r

    Phanatons consider aranea to be their traditional enemies, and usually attack them on sight. Though phanatons are mostly vegetarian, they eat spiders \u00c2\u0096 probably an unconscious act against their hated enemy.\r

    A phanaton is 3 feet tall, with a 4-foot-long prehensile tail and weighs 30-35 pounds.\r

    A phanaton speaks Elven, Sylvan, and a language that consists largely of hoots, chatters, and clicks.\r

    COMBAT<\/b>\r
    A phanaton is a gentle creature, and will usually only attack creatures that wish to destroy parts of the forest. A phanaton will fanatically attack such foes to save the natural beauty of their home. Phanatons can attack with their teeth, or with simple weapons made from materials at hand, such as clubs, staves, and nets. Against larger foes, a phanaton will use the stealth that the forest setting allows it.\r

    Forest Empathy (Ex)<\/b>: A phanaton has an empathic link with its forest surroundings, alerting it to danger before it arrives. This grants a phanaton a +2 racial bonus on all saving throws while in a forest.\r

    Prehensile Tail (Ex)<\/b>: A phanaton\u00c2\u0092s tail allows it to use its tail to manipulate objects. The tail can be used as an extra hand for Multiweapon Fighting and grants a phanaton a +2 competence bonus on grapple checks and Climb checks.\r

    Skills<\/b>: A phanaton has a +8 racial bonus on Move Silently checks. A phanaton 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

    PHANATONS AS CHARACTERS<\/b>\r
    Most phanaton leaders are rangers or druids. A phanaton cleric has access to two of the following domains: Chaos, Good, Luck, or Nature.\r

    Phanatons possess the following racial traits. \r
    \u00c2\u0095 \u00c2\u00962 Strength, +4 Dexterity, \u00c2\u00962 Constitution. \r
    \u00c2\u0095 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
    \u00c2\u0095 A phanaton's base land speed is 25 feet. A phanaton also has a climb speed of 25 feet and a fly speed of 40 feet (clumsy). \r
    \u00c2\u0095 +1 natural armor bonus. \r
    \u00c2\u0095 Darkvision out to 60 feet. \r
    \u00c2\u0095 A phanaton has a +8 racial bonus on Move Silently checks. A phanaton 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
    \u00c2\u0095 Forest Empathy (Ex): A phanaton has an empathic link with its forest surroundings, alerting it to danger before it arrives. This grants a phanaton a +2 racial bonus on all saving throws while in a forest. \r
    \u00c2\u0095 Prehensile Tail (Ex): A phanaton\u00c2\u0092s tail allows it to use its tail to manipulate objects. The tail can be used as an extra hand for Multiweapon Fighting and grants a phanaton a +2 competence bonus on grapple checks and Climb checks. \r
    \u00c2\u0095 Automatic Languages: Phanaton. Bonus Languages: Elven, Sylvan. \r
    \u00c2\u0095 Favored Class: Ranger. \r
    \u00c2\u0095 Level Adjustment: +0.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in module X1 \u00c2\u0096 The Isle of Dread (1981, David Cook and Tom Moldvay), 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":"Warm forest"},{"name":"Phantasm","type":"Outsider","ch":4,"challenge_rating":" 4 \u00a0","id":6304,"reference":"Usergen","full_text":"

    Phantasm <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d8+8\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares), fly 60 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+12<\/td> <\/tr>
    Attack: <\/strong>Hoof +7 melee (1d6+4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 hooves +7 melee (1d6+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Cursed wound, mark of the phantasm, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, planar journey, spell resistance 20<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +7, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 16, Con 15, Int 14, Wis 13, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Appraise +9, Diplomacy +13, Heal +8, Knowledge (arcana) +9, Knowledge (the planes) +9, Listen +8, Move Silently +10, Sense Motive +8, Spot +8, Survival +1 (+3 on other planes), Use Magic Device +11\r
    <\/td> <\/tr>
    Feats: <\/strong>Flyby Attack, Iron Will\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Ethereal Plane<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>No coins; triple goods (gems and jewelry only); triple items (no potions or scrolls)<\/td> <\/tr>
    Alignment: <\/strong>Always neutral good<\/td> <\/tr>
    Advancement: <\/strong>5-9 HD (Large) and 10-16 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large, majestic white deer flies on rainbow-colored wings.<\/i>\r

    Phantasms are deerlike creatures native to the Ethereal Plane. About once a century, a phantasm visits the Material Plane, observing the many things that go on in the world and collecting various magical items to take back to its lair. Phantasms draw nourishment from magical energies. Doing so has no adverse effect upon the magic item. Each magic item has a unique \"flavor\", so phantasms generally seek out a wide variety of magic items upon which to feed. \r

    Phantasms may spend only a single year at a time upon the Material Plane. Each day thereafter, the phantasm permanently loses 1 hit point each day. \r

    Good-aligned creatures may form friendships with phantasms, but relationships with non-ethereal creatures are always brief due to the phantasm's limited time on the Material Plane. A phantasm rarely tells any non-phantasm the location of its lair, out of fear for the safety of its kin. On rare occasions, a phantasm might reward those who aid it with a gift from its treasure store, most often to spellcasters who remove its wounds.\r

    A typical phantasm stands 8 feet high at the shoulder, weighs 2,000 pounds, and has a wingspan of 25 feet. \r

    Phantasms speak Common.\r

    COMBAT\r

    Phantasms never initiate hostilities, fighting only if they cannot escape pursuit. \r

    A phantasm's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.\r

    Cursed Wound (Ex):<\/b> The damage a phantasm deals doesn\u00c2\u0092t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a phantasm must succeed on a DC 18 caster level check, or the spell has no effect on the injured character. Likewise, wounds dealt upon the phantasm do not heal naturally and resist healing magic in a similar manner. The save DC is Charisma-based and includes a +2 racial bonus.\r

    Mark of the Phantasm (Su):<\/b> Once per day, a phantasm may attempt target a single creature within 30 feet that has attacked it with a special curse. The target must succeed on a DC 20 Will save or become a pariah among all humanoids and phantams. An affected creature is indeliby marked as a foe of phantasms, and all phantasms can detect the creature's presence if within one mile. All humanoids within 30 feet of the creature must succeed on a DC 20 Will save or gain an aversion to the victim for 10 minutes. Affected humanoids must stay at least 20 feet from the victim, alive or dead; if already within 20 feet, they move away. A humanoid unable to move away, or one attacked by the victim, is overcome with revulsion. This revulsion causes the humanoid to become hostile to the victim and lasts until the humanoid is no longer within 20 feet of the curse's victim. The aversion is a compulsion effect. A remove curse<\/i> or similar magic removes this effect. This ability is otherwise similar to antipathy<\/i> as the spell (caster level 16th). The save DC is Charisma-based and includes a +4 racial bonus.\r

    Planar Journey (Sp):<\/b> Once every 111 years, a phantasm may enter the Material Plane. This ability transports the phantasm and any treasure it carries, but cannot transport others. It is otherwise similar to the plane shift<\/i> spell (caster level 13th).\r

    At any point within the next year, the phantasm may use plane shift<\/i> to return to the Ethereal Plane in a similar manner.\r

    Spell-Like Abilities:<\/b> Always active\u00c2\u0097detect magic, read magic<\/i>; 1\/day\u00c2\u0097haste<\/i>. Caster level 4th. The save DCs are Charisma-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #5<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral good","environment":"Ethereal Plane"},{"name":"Phantom Spider","type":"Undead","ch":1,"challenge_rating":" 1 \u00a0","id":6305,"reference":"Usergen","full_text":"

    Phantom Spider <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d12\u00a0(13 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>+1\/+1<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d6 plus poison) \r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d6 plus poison) \r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, web \r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., tremorsense 60 ft., +2 turn resistance, vermin traits <\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +3, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 17, Con \u00c2\u0097, Int \u00c2\u0097, Wis 10, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Hide +7*, Jump +0*, Spot +4*<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse [B] <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or colony (2\u00c2\u00965) <\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>1\/10 coins; 50% goods; 50% items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3 HD (Medium); 4-9 HD (Large); 10-23 HD (Huge); 24-47 HD (Gargantuan); 48-64 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A man-sized spider sits atop a glowing foul-green web. Its body is suffused with cold witchlight, while its eight eyes gleam with hellish malice.<\/i>\r

    Phantom spiders are undead arachnids first created by the drow from the essence of deadlier wraith-spiders.\r

    A phantom spider is about 5 feet in diameter and weighs 175 to 200 pounds.\r

    COMBAT\r

    Phantom spiders behave like ordinary web-spinning monstrous spiders.\r

    Create Spawn (Su):<\/b> Any creature slain by a phantom spider becomes a free-willed phantom spider within 1d4 rounds. A creature who becomes a phantom spider in this way retains none of the abilities it possessed in life.\r

    Phantom Web (Ex):<\/b> A phantom spider can throw a foul green-glowing web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet and a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. The web anchors the target in place, allowing no movement. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free.\r

    An entangled creature takes 1d4 points of cold damage each round. It can escape with a DC 11 Escape Artist check or burst the web with a DC 15 Strength check. Both are standard actions. The check DCs are Charisma-based, and the Strength check DC includes a +4 racial bonus. \r

    A phantom spider can create sheets of sticky webbing from 5 to 20 feet across. The spider usually positions these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 10 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Each 5-foot section of webbing has 8 hit points and damage reduction 5\/magic or silver.\r

    A phantom spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 11, initial and secondary damage 1d6 Con. The save DC is Charisma-based.\r

    Tremorsense (Ex):<\/b> A phantom spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with its webs.\r

    Skills:<\/b> Phantom spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A phantom spider can always choose to take 10 on Climb checks, even if rushed or threatened. Phantom spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Phantom spiders have a +8 racial bonus on Move Silently checks when using their webs. *Phantom spiders have a +8 racial bonus on Hide checks in areas of shadowy illumination or darkness.\r

    Advanced Phantom Spiders\r

    When improving phantom spiders by Hit Dice, follow the standard advancement rules with the following exceptions.\r

    First, Dexterity does not decrease with size.\r

    Poison damage increases as follows: Large: 1d8, Huge 2d6, Gargantuan 2d8, Colossal 3d6.\r

    Web hit points increase as follows: Large: 14, Huge 16, Gargantuan 18, Colossal 20.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Wizards of the Coast web site \u00c2\u0093The Shattered Circle\u00c2\u0094<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral","environment":"Temperate forests"},{"name":"Phantom Stalker","type":"Elemental","ch":4,"challenge_rating":" 04 \u00a0","id":6306,"reference":"Usergen","full_text":"

    PHANTOM STALKER<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Elemental (Fire)<\/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> 30 ft, fly 60 ft (average)<\/span><\/p> <\/td> <\/tr>

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

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

    Damage:<\/span><\/b> 1d4+4 and 1d6 fire<\/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, burn, find target, death throes<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Polymorph self, flames of healing, fire subtype<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +4, Ref +7, Will +2<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 18, Dex 15, Con 14, Int 4, Wis 11, Cha 11<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Listen +8, Spot +8<\/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 or pair
    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>\u00a0 7-18 HD (Large)<\/span><\/p> <\/td> <\/tr>

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

    Phantom stalkers are creatures from the Elemental Plane of Fire. In its true form it appears as a pillar of elemental fire with vague outlines of arms, legs, and a head. On the Material Plane, it appears as a muscular, reddish humanoid, 8 feet tall, with fiery eyes. Its face is an elongated version of a human face, with a pointed chin and high forehead.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 When encountered on the Material Plane it is usually in the service of a high level spellcaster, serving as a bodyguard. Spellcaster beware, for summoning a phantom stalker is risky indeed. They will follow their orders to the letter, attempting to pervert the intent of the agreement, so as to gain release back to their home plane.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 <\/span><\/b>Phantom stalkers speak Common and Ignan.<\/span><\/p> <\/td> <\/tr>

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

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

    A phantom stalker attacks with its claws, attempting to grab its opponent and pull it into its body.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, the phantom stalker must hit a creature of up to Large size with both claw attacks. If it gets a hold, it pulls the creature into its body and burns it.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Burn (Ex):<\/b> Those hit by a phantom stalker\u0092s claw attacks must succeed at a Reflex save (DC 15) or catch fire. The flame burns for 1d4 rounds (see Catching Fire, page 86 in the DMG<\/i>). A burning creature can take a move-equivalent action to put out the flame.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Creatures hitting a phantom stalker with natural weapons or unarmed attacks take fire damage as though hit by the stalker\u0092s attack, and also catch fire unless they succeed at a Reflex save (same DC).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Find Target (Sp):<\/b> If the one who summoned the phantom stalker is slain while the stalker is on the Material Plane, the stalker can unerringly find the slayer as though guided by discern location<\/i>. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Once the slayer has been tracked and dealt with, the phantom stalker returns to its home plane.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Polymorph Self (Su):<\/b> 1\/day\u0097as the spell cast by an 8th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Flames of Healing (Ex):<\/b> Magical fire that contacts a phantom stalker heals 1 hit point for each die of damage it would have dealt to the stalker.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Death Throes (Ex):<\/b> When a phantom stalker is reduced to 0 hit points or less, it can expel a fiery blast equivalent to a fireball<\/i> as cast by a 6th-level sorcerer (save DC 13). In some cases (as long as it does not harm the one who summoned the stalker) the stalker will explode the fireball on itself in order to damage all those around it.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fire Subtype (Ex):<\/b> Fire immunity, double damage from cold, except on a successful save.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Elemental: <\/b>Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Phantom stalkers have darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

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

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

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

    \u00a0<\/span><\/p><\/div>","family":"Elemental","alignment":"Any","environment":"Any land and underground"},{"name":"Phase Jelly","type":"Ooze","ch":3,"challenge_rating":" 3 \u00a0","id":6307,"reference":"Usergen","full_text":"

    Phase Jelly <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d10+20\u00a0(42 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), burrow 5 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 12 (+2 natural), touch 10, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+5<\/td> <\/tr>
    Attack: <\/strong>Tentacle +4 melee (1d2+2 plus paralysis)<\/td> <\/tr>
    Full Attack: <\/strong>10 tentacles +4 melee (1d2+2 plus paralysis)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft. (15 ft. with tentacles)<\/td> <\/tr>
    Special Attacks: <\/strong>Envelop into earth, paralysis<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 60 ft., damage reduction 5\/piercing or slashing, earth glide, immunity to acid, ooze traits, stunned by electricity<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +1, Will -4 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 10, Con 20, Int 1, Wis 1, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Hide +9, Move Silently +6\r
    <\/td> <\/tr>
    Feats: <\/strong>Stealthy, Weapon Focus (tentacle)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>Standard coins; standard goods (gems and metal goods only); standard items (metal only)<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5\u00c2\u00968 HD (Medium); 9\u00c2\u009612 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A dark blob of foul-smelling slime oozes forth seemingly from within the stone floor. Tentacles begin to form in its mass, lashing out.<\/i>\r

    Like many oozes, phase jellies are found in dark subterranean environs, predating upon living things and other organic matter in its territory. Although phase jellies will indiscriminately consume any organic matter, they are particularly fond of the taste of drow.\r

    A phase jelly can grow to a diameter of about 7 feet and a thickness of about 3 inches, but can compress its body to fit into cracks as small as 1 inch wide. A typical specimen weighs about 2,800 pounds.\r

    COMBAT\r

    A phase jelly prefers to stealthily approach potential prey via earth glide, then use its envelop into earth ability to trap its victim.\r

    Earth Glide (Ex):<\/b> A phase jelly 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, earthquake, stone to flesh<\/i>, or transmute rock to mud<\/i> spell cast on an area containing a burrowing phase jelly forces the jelly to surface, stunning the creature for 1 round unless it succeeds on a Fortitude save. A passwall<\/i> or phase door<\/i> spell cast on an area containing a burrowing phase jelly kills the jelly instantly unless it succeeds on a Fortitude save.\r

    Envelop into Earth (Su):<\/b> A phase jelly using its earth glide ability may attempt to phase the feet of a single creature into the stone. If the jelly ends its turn in the same square as the same Medium or smaller creature for three consecutive rounds, that creature's feet become phased into the stone (a DC 17 Reflex save negates; the save DC is Constitution-based). The victim is checked (unable to move) and takes a -4 penalty to AC (as if pinned). In addition, the victim takes 8 points of damage per round from the phase jelly's acid. The victim remains phased until the jelly decides to release it, is killed, or is forced out of the stone (see Earth Glide, above).\r

    Paralysis (Ex):<\/b> Those hit by a phase jelly's tentacle attack must succeed on a DC 17 Fortitude save or be paralyzed for 2d4 rounds. The save DC is Constitution-based.\r

    Stunned by Electricity (Ex):<\/b> An electrical attack stuns a phase jelly for 1d10 rounds (no saving throw).\r

    Skills:<\/b> A phase jelly has a +4 racial bonus on Hide checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Polyhedron Magazine #67<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral","environment":"Any underground"},{"name":"Phoenix Spider","type":"Outsider","ch":9,"challenge_rating":" 9 \u00a0","id":6308,"reference":"Usergen","full_text":"

    Phoenix Spider <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d8+6\u00a0(15 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 60 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+1 size, +3 Dex), touch 14, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/-1<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d4 plus poison)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d4 plus poison)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, web\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., rise from the ashes, telepathy 100 ft., tremorsense 60 ft.\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +5, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 17, Con 14, Int 11, Wis 13, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Balance +11, Climb +11, Hide +17*, Jump +8, Listen +7, Move Silently +9*, Search +6, Spot +11, Survival +1 (+3 following tracks), Tumble +11<\/td> <\/tr>
    Feats: <\/strong>Iron Will, Weapon Focus (bite)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Infinite Layers of the Abyss and Elemental Plane of Fire<\/td> <\/tr>
    Organization: <\/strong>Solitary or nest (2\u00c2\u009610)<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>See text<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Phoenix Spider, Medium<\/b>\r
    Medium Outsider (Chaotic, Evil)\r
    Hit Dice: 5d8+15 (37 hp)\r
    Initiative: +3\r
    Speed: 30 ft. (6 squares), climb 60 ft.\r
    Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13\r
    Base Attack\/Grapple: +5\/+7\r
    Attack: Bite +8 melee (1d6+3 plus poison)\r
    Full Attack: Bite +8 melee (1d6+3 plus poison)\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Poison, web\r
    Special Qualities: Darkvision 60 ft., rise from the ashes, telepathy 100 ft., tremorsense 60 ft.\r
    Saves: Fort +6, Ref +7, Will +7\r
    Abilities: Str 14, Dex 17, Con 16, Int 11, Wis 13, Cha 11\r
    Skills: Balance +11, Climb +11, Hide +13*, Jump +10, Listen +7, Move Silently +9*, Search +6, Spot +11, Survival +1 (+3 following tracks), Tumble +11\r
    Feats: Iron Will, Weapon Focus (bite)\r

    Phoenix Spider, Large<\/b>\r
    Large Outsider (Chaotic, Evil)\r
    Hit Dice: 7d8+21 (52 hp)\r
    Initiative: +3\r
    Speed: 30 ft. (6 squares), climb 60 ft.\r
    Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15\r
    Base Attack\/Grapple: +7\/+15\r
    Attack: Bite +11 melee (1d8+6 plus poison)\r
    Full Attack: Bite +11 melee (1d8+6 plus poison)\r
    Space\/Reach: 10 ft.\/5 ft.\r
    Special Attacks: Poison, web\r
    Special Qualities: Darkvision 60 ft., rise from the ashes, telepathy 100 ft., tremorsense 60 ft.\r
    Saves: Fort +8, Ref +8, Will +8\r
    Abilities: Str 18, Dex 17, Con 16, Int 11, Wis 13, Cha 11\r
    Skills: Balance +11, Climb +12, Hide +9*, Jump +12, Listen +7, Move Silently +9*, Search +6, Spot +11, Survival +1 (+3 following tracks), Tumble +11\r
    Feats: Iron Will, Weapon Focus (bite)\r

    Phoenix Spider, Huge<\/b>\r
    Huge Outsider (Chaotic, Evil)\r
    Hit Dice: 10d8+40 (85 hp)\r
    Initiative: +3\r
    Speed: 30 ft. (6 squares), climb 60 ft.\r
    Armor Class: 20 (-2 size, +3 Dex, +9 natural), touch 11, flat-footed 17\r
    Base Attack\/Grapple: +10\/+24\r
    Attack: Bite +15 melee (2d6+9 plus poison)\r
    Full Attack: Bite +15 melee (2d6+9 plus poison)\r
    Space\/Reach: 15 ft.\/10 ft.\r
    Special Attacks: Poison, web\r
    Special Qualities: Darkvision 60 ft., rise from the ashes, telepathy 100 ft., tremorsense 60 ft.\r
    Saves: Fort +11, Ref +10, Will +10\r
    Abilities: Str 22, Dex 17, Con 18, Int 11, Wis 13, Cha 11\r
    Skills: Balance +11, Climb +14, Hide +5*, Jump +14, Listen +7, Move Silently +9*, Search +6, Spot +11, Survival +1 (+3 following tracks), Tumble +11\r
    Feats: Iron Will, Weapon Focus (bite)\r

    This crimson spider is marked with a black hourglass pattern atop its abdomen.<\/i>\r

    The first phoenix spiders were created through a mutual effort by the demon queen Lolth and an unknown powerful being from the Elemental Plane of Fire (some speculate that it was Imix, the Elemental Prince of Fire). Today, the foul arachnids breed true, and are found on both the Elemental Plane of FIre and various layers of the Abyss.\r

    Phoenix spiders are occasionally summoned to the Material Plane through special rituals by evil drow and human cults. Because they like hot temperatures, these monsters are extremely rare and almost never found away from the place where they were summoned (which is usually kept warm).\r

    Phoenix spiders speak Abyssal and Ignan.\r

    COMBAT\r

    Phoenix spiders fight much like monstrous web-spinning spiders, utililizing their webs to trap prey before biting with their venomous fangs.\r

    A phoenix spider's natural weapons are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.\r

    Poison (Ex):<\/b> A phoenix spider has a poisonous bite. The details vary by the spider\u00c2\u0092s size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.\r

    Size Fort DC Damage \r
    Small 13 1d3 Con\r
    Medium 15 1d4 Con\r
    Large 16 1d6 Con\r
    Huge 19 1d8 Con\r

    Rise From the Ashes (Su):<\/b> When a phoenix spider is reduced to 0 hit points or below, its body is immolated, leaving nothing but ash. 2d4+1 rounds later, the phoenix spider reforms from the ashes, larger and stronger. If the \"killing blow\" contains fire damage, the phoenix spider instead reforms 1d3 rounds later in the same location where it perished.\r

    When the phoenix spider reforms, use the stat block for the next larger size. Thus, a Small phoenix spider rises as a Medium phoenix spider, a Medium as a Large, and a Large as a Huge. A Huge phoenix spider reduced to 0 hit points begins the procees in reverse, arising as a Large phoenix spider. This reformation continues until the spider is slain in Small size. At this point, it is permanently destroyed.\r

    With each rebirth, the phoenix spider is fully healed of any lingering hit point damage, ability score damage, and ability drain. Any negative levels it has gained are removed. At all sizes and HD, a phoenix spider retains the skills ranks and feats of its base form (Small and 3 HD for a typical specimen).\r

    At any point in the process, should an attack that deals cold damage reduce the phoenix spider to less than 0 hit points, the spider is permanently destroyed. \r

    Tremorsense (Ex):<\/b> A phoenix spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider\u00c2\u0092s webs.\r

    Web (Ex):<\/b> Phoenix spiders can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.\r

    Phoenix spiders often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5\/\u00c2\u0097. A phoenix spider's web has immunity to fire. This immunity only applies to the spider's silk, it does not protect the spider itself or anything wrapped in its web.\r

    A phoenix spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.\r

    Size \/ Escape Artist DC \/ Break DC \/ Hit Points \r
    Small \/ 13 \/ 17 \/ 4 \r
    Medium \/ 15 \/ 19 \/ 6 \r
    Large \/ 16 \/ 20 \/ 12 \r
    Huge \/ 19 \/ 23 \/ 14 \r

    Skills:<\/b> Phoenix spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A phoenix spider can always choose to take 10 on Climb checks, even if rushed or threatened. Phoenix spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Phoenix spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #118<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic evil","environment":"Infinite Layers of the Abyss and Elemental Plane of Fire"},{"name":"Phororhacos","type":"Beast","ch":5,"challenge_rating":" 05 \u00a0","id":6309,"reference":"Usergen","full_text":"

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

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

    Hit Dice: <\/span><\/b>7d10+28 (66 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> 16 (-1 size, +3 Dex, +4 natural)<\/span><\/p><\/td> <\/tr>

    Attacks:<\/span><\/b> 2 claws +9 melee, bite +4 melee<\/span><\/p><\/td> <\/tr>

    Damage:<\/span><\/b> Claw 1d4+5, bite 2d6+2<\/span><\/p><\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 10 ft by 5 ft\/15 ft<\/span><\/p><\/td> <\/tr>

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

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

    Saves:<\/span><\/b> Fort +9, Ref +8, Will +3<\/span><\/p><\/td> <\/tr>

    Abilities:<\/span><\/b> Str 20, Dex 17, Con 19, Int 2, <\/span>Wis<\/span> 12, Cha 10<\/span><\/p><\/td> <\/tr>

    Skills:<\/span><\/b> Jump +11, Listen +6, Spot +6<\/span><\/p><\/td> <\/tr>

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

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

    Organization:<\/span><\/b> Solitary or flock (2-12)<\/span><\/p><\/td> <\/tr>

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

    Treasure:<\/span><\/b> None (eggs are worth 70-100 gp each)<\/span><\/p><\/td> <\/tr>

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

    Advancement:<\/span><\/b> 8-14 HD (Large); 15-21 HD (Huge)<\/span><\/p><\/td> <\/tr>

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

    The phororhacos is a large, flightless bird of the Pleistocene-era with a huge head and a powerful beak.\u00a0 It is six feet tall at the shoulder, and ten feet overall. Adult males have a red crest and a tuft of orange feathers on the back of its head. This bird is covered in dark gray and brown feathers, and its legs are light gray with black claws. The phororhacos emits a fierce, deep, braying battle cry when fighting or challenging another of its kind for territory.<\/span><\/p><\/td> <\/tr>

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

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

    The phororhacos is a fearless killer and attack even if outnumbered. It initiates combat by jumping on a victim, its two claw attacks inflicting double damage as it jumps. After the first round, it attacks with claw kicks and its beak.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Improved Grab (Ex):<\/span><\/b> To use this ability, the phororhacos must hit a Small size or smaller opponent with its bite attack. If it gets a hold, it can shake its victim. The phororhacos has a grapple bonus of +14.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Shake (Ex):<\/span><\/b> The phororhacos can pick up an opponent in its mouth and shake it around. The beast then throws the victim to the ground, dealing 1d6 points of falling damage. Such victims must succeed at a Fortitude save (DC 10 + damage taken) or become stunned for one round.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Skills:<\/b> Phororhacos receive a +6 racial bonus to Jump checks.\u00a0 <\/span><\/p><\/td> <\/tr>

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

    The Phororhacos first appeared in the FR MC3 (1989).<\/span><\/p><\/td> <\/tr><\/table><\/div>","family":"Beast","alignment":"Any","environment":"Temperate and warm plains"},{"name":"Phouka","type":"Fey","ch":9,"challenge_rating":" 9 \u00a0","id":6310,"reference":"Usergen","full_text":"

    Phouka <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 15d6+30\u00a0(82 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/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>+7\/+8<\/td> <\/tr>
    Attack: <\/strong>Slam +12 melee (1d3+1)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Slam +12 melee (1d3+1)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Alternate form, amorphous, damage reduction 10\/cold iron, resilient, scent, telepathy 100 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +13, Will +11 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 15, Con 15, Int 10, Wis 15, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Bluff +20, Diplomacy +4, Disguise +20 (+22 acting), Hide +17, Intimidate +22, Listen +16, Move Silently +17, Spot +16<\/td> <\/tr>
    Feats: <\/strong>Combat Reflexes, Great Fortitude, Improved Initiative, Lightning Reflexes, Stealthy, Quicken Spell-Like Ability (invisibility<\/i>)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any temperate<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>15-30 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    An exceptionally fine horse stands nearby, its rider nowhere to be found.<\/i>\r

    Phoukas are shapeshifting fey that delight in playing tricks on humanoids. A phouka does not intentionally harm others or cause trouble, but collateral damage sometimes arises from their mischief.\r

    Phouka jokes may include assuming the form of a gold ring or gemstone, then once picked up, abruptly changing into a huge rock or a mule. A favored trick of phoukas is to take the shape of fine horse and wait for someone to mount it. It then takes off at breakneck speed, carrying its unfortunate rider into all sorts of perilous and frightening situations, before finally dumping the rider in a hedge, pool, or dungheap and cantering off, whinnying with laughter. The rider will suffer no injury except to his pride on these wild rides, as long as he can stay on his wild mount.\r

    Phoukas tend to pester wild areas, but never stray far from humanoid settlements. They particularly like waiting for victims by the roadside. \r

    Little is known of phoukas' ecology. Their reproduction process has never been observed, and it is rare to find more than one phouka in a region. They seem to be omnivorous, often assuming the form of a goat to eat (since goats can eat almost anything). They scavenge and steal rather than hunt.\r

    A phouka in its natural form is about 5 feet in diameter and 2 feet high at the center. Swirls of color indicate sensory organs. In this form, a phouka slithers about like an ooze and can attack with a pseudopod. It weighs about 400 pounds.\r

    Phoukas can speak Sylvan but prefer telepathic communication.\r

    COMBAT\r

    Phoukas prefer to avoid combat, assuming a swift form to flee or a small, stealthy form to hide. If cornered, though, a phouka may assume a more powerful, dangerous form. If its foes do not flee, it will attempt to do so itself at the first opportunity. A phouka also uses its Intimidation skill to frighten off opponents.\r

    Alternate Form (Su):<\/b> A phouka can assume any form of Large size or smaller as a standard action. A phouka can remain in its alternate form until it chooses to assume a new one or return to its natural form.\r

    Amorphous (Ex):<\/b> A phouka in its natural form has immunity to poison, sleep, paralysis, polymorph, and stunning effects. It is not subject to critical hits and, having no clear front or back, cannot be flanked.\r

    Resilient (Ex):<\/b> A phouka has a +4 racial bonus on Fortitude and Reflex saves (included in the statistics block).\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097ghost sound<\/i> (DC 12), expeditious retreat, invisibility<\/i> (self only), minor image<\/i> (DC 13); 3\/day\u00c2\u0097quickened invisibility<\/i> (self only). Caster level equals Hit Dice. The save DCs are Charisma-based.\r

    Skills:<\/b> *When assuming an alternate form, a phouka gains a +10 circumstance bonus on Disguise checks.\r

    Lach P\u00c3\u00baca<\/b>\r
    Some phoukas are more social creatures, preferring to take a more direct interaction with mortals. Known as lach p\u00c3\u00baca (or \"friendly phouka\"), these phoukas often appear as oddly sized animals, such as man-sized rabbits.\r

    \"Friendly\" phoukas have the following changes:\r

    Saves: Fort +7, Ref +11, Will +12\r
    Abilities: Str 12, Dex 15, Con 15, Int 14, Wis 17, Cha 16\r
    Skills: Bluff +21, Diplomacy +19, Disguise +21 (+23 acting), Hide +15, Intimidate +23, Listen +17, Move Silently +15, Search +15, Sense Motive +15, Spot +17\r
    Feats: Combat Reflexes, Great Fortitude, Improved Initiative, Lightning Reflexes, Stealthy, Quicken Spell-Like Ability (greater invisibility<\/i>)\r
    Challenge Rating: 9\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097ghost sound<\/i> (DC 13), expeditious retreat, greater invisibility<\/i> (self only), minor image<\/i> (DC 14); 3\/day\u00c2\u0097quickened greater invisibility<\/i> (self only). Caster level equals 18th. The save DCs are Charisma-based.<\/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":"Fey","alignment":"Usually chaotic neutral","environment":"Any temperate"},{"name":"Phycomid","type":"Plant","ch":4,"challenge_rating":" 04 \u00a0","id":6311,"reference":"Usergen","full_text":"

    PHYCOMID<\/span><\/h1> <\/div> <\/td> <\/tr>

    Small Plant<\/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> 15 (+1 size, +4 natural)<\/span><\/p> <\/td> <\/tr>

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

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

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/0 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Acid stream, spore infection<\/span><\/p> <\/td> <\/tr>

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

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

    Abilities:<\/span><\/b> Str 8, Dex 10, Con 13, Int 1, Wis 11 Cha 1<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

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

    Treasure:<\/span><\/b> 1\/10 coins; 50% goods; 50% items<\/span><\/p> <\/td> <\/tr>

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

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

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

    The phycomid resembles a blob of decomposing, milk-colored matter with mushroom-like fungus growing from it. The mushroom caps vary in color.<\/span><\/p> <\/td> <\/tr>

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

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

    The phycomid attacks by extruding a small tube from its body and firing a glob of acid at its foe.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Acid Stream (Ex):<\/span><\/b> Line of acid, 10 feet, 1d6 points of damage plus spore infection (see below); Reflex save (13) for half.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spore Infection (Ex):<\/b> A creature hit by the phycomid\u0092s acid stream must make a Fortitude save (DC 13) or sprout tiny mushroom-like growths that cause death in 30 minutes unless the victim receives a remove disease, heal, miracle,<\/i> or wish<\/i>. The victim\u0092s body is consumed by the mushroom sprouts and changes into a phycomid.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Tremorsense (Ex):<\/b> A phycomid can automatically sense the location of anything within 30 feet that is in contact with the ground.<\/span><\/p> <\/td> <\/tr>

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

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

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

    The Phycomid first appeared in the 1e MM II (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Plant","alignment":"Any","environment":"Any underground"},{"name":"Piercer","type":"Vermin","ch":14,"challenge_rating":" 1\/4 \u00a0","id":6312,"reference":"Usergen","full_text":"

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

    Tiny Vermin<\/h2> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 1d8 (4 hp)<\/span><\/p> <\/td> <\/tr>

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

    Speed:<\/span><\/b> 5 ft, climb 5 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 16 (+2 size, -3 Dex, +7 natural)<\/span><\/p> <\/td> <\/tr>

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

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

    Face\/Reach:<\/span><\/b> 2 1\/2 ft by 2 1\/2 ft\/0 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Improved critical, acid<\/span><\/p> <\/td> <\/tr>

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

    Saves:<\/span><\/b> Fort +2, Ref -3, Will +0<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 10, Dex 4, Con 11, Int \u0097, Wis 10, Cha 9<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +4*, Listen +13, Spot +3<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/span><\/b> Cluster (5-10) or colony (11-20)
    Challenge Rating:<\/b> 1\/4<\/span><\/p> <\/td> <\/tr>

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

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

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

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

    The piercer appears as a stalactite about 1-foot long (though they can grow to a length of 6 feet). This is its outer shell. Inside, the piercer appears as a slug-like creature with a long tail. Two tiny eyestalks protrude from its sides.<\/span><\/p> <\/td> <\/tr>

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

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

    The piercer attacks by dropping on unsuspecting individuals and impaling them with its shell. Once its attack is expended, the piercer must climb the walls of its lair and resume its position to drop again. On the ground a piercer is easily slain. If flipped over, and its insides are exposed, a piercer is AC 9.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Critical (Ex.):<\/b> A piercer threatens a critical on an attack roll of 19-20.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Acid (Ex.):<\/b> The piercer\u0092s soft underbelly is coated with a corrosive acid that deals 1d6 points of damage if it contacts exposed flesh.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Vermin: <\/b>The piercer is immune to all mind-influencing attacks. Piercers have darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills: <\/b>The piercer receives a +8 racial bonus to Listen checks. *The piercer receives a +15 racial bonus to Hide checks when against a background of natural stone.<\/span><\/p> <\/td> <\/tr>

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

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

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

    \u00a0<\/span><\/p><\/div>","family":"Vermin","alignment":"Any","environment":"Any underground"},{"name":"Pigalope","type":"Magical Beast","ch":14,"challenge_rating":" 1\/4 \u00a0","id":6313,"reference":"Usergen","full_text":"

    Pigalope <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d10-1\u00a0(4 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+1 size, +3 natural), touch 11, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-2<\/td> <\/tr>
    Attack: <\/strong>Slam +3 melee (1+1)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Slam +3 melee (1+1)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +2, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 11, Con 8, Int 2, Wis 11, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Jump +15, Listen +3, Spot +3<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Revular's Island<\/td> <\/tr>
    Organization: <\/strong>Solitary or herd (8-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2-3 HD (Small); 4 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This small creature resembles a furry kangaroo with a porcine face.<\/i>\r

    Pigalopes are strange creatures native to Revular's Island, which is actually a huge spelljamming asteroid that belongs to an evil race called the syllix. \r

    Pigalopes feed primarily on underbrush, but when hungry, they dig for tree roots. Unchecked pigalope populations are threats to trees, for they eat the roots and especially like the taste of young saplings.\r

    Pigalope meat is edible, although it tastes like gamey turkey. Pigalope hides are tough and can be fashioned into hide armor.\r

    A pigalope stands 2-1\/2 to 4 feet tall and weighs 30 to 100 pounds. Particularly large specimens have been known to reach 6-1\/2 feet in height and 200 lbs.\r

    COMBAT\r

    Pigalopes flee when contronted, squealing noisily.\r

    Skills:<\/b> Pigalopes have a +8 racial bonus on Jump checks.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #71<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Revular's Island"},{"name":"Pigeontoad","type":"Magical Beast","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6314,"reference":"Usergen","full_text":"

    Pigeontoad <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d10\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 15 ft. (3 squares), fly 30 ft. (poor)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+4 size, +2 Dex), touch 16, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+0<\/td> <\/tr>
    Attack: <\/strong>Talons +7 melee (1-5) <\/td> <\/tr>
    Full Attack: <\/strong>Talons +7 melee (1-5) and bite +2 melee (1d4-5 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>1 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Attach, poison<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +4, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 15, Con 10, Int 1, Wis 14, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Hide +18<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (poison), Weapon Finesse [B]\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests and marshes<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or flock (3-12)<\/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>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This awkward creature blends features of a toad and a bird. Its lumpy hide is olive-green fading to pale yellow on its underbelly. Its leathery wings are gray with a greenish tint, while its beak and talons are black.<\/i>\r

    Of unknown origins, pigeontoads are bizarre creatures that inhabit marshes and dark forests. They lair in hollow trees, bushes, or stumps, always near water. Although adult pigeontoads rarely venture into water, they begin their lives underwater and return to the water to mate and lay their eggs.\r

    Every spring, a pigeontoad lays a clutch of 10 to 100 eggs in the water. Only about a quarter of those eggs last long enough to hatch, releasing 3\" tadpoles with vestigial wings. The tadpoles use these wings to help swim. By the end of summer, a hatchling can make short flights, and by the end of autumn it is fully grown. At this time, the new pigeontoad joins a flock or starts one of its own. \r

    Pigeontoad flocks attack en masse, often overpowering much larger creatures. Although the feed mostly on snakes, lizards, and other swamp creatures, they have been known to attack pets, livestock, and even humanoids if these creatures encroach upon their territories.\r

    Lizardfolk consider the jellylike mass of pigeontoad eggs to be a delicacy. They occasionally domesticate flocks of pigeontoads for use as guards and an endless supply of eggs.\r

    The croak of a pigeontoad is indistinguishable from that of a normal toad. It most often croaks when alarmed.\r

    A pigeontoad is 2 feet long and weighs 15 pounds. It has a lifespan of 3 to 5 years.\r

    COMBAT\r

    A pigeontoad flies to a single opponent and attempts to latch on with its talons, allowing it to more easily strike with its beak thereafter.\r

    Attach (Ex):<\/b> If a pigeontoad hits with its talons attack, it latches onto the opponent\u00c2\u0092s body. An attached pigeontoad is effectively grappling its prey. The pigeontoad loses its Dexterity bonus to AC and has an AC of 14, but holds on with great tenacity. Pigeontoads have a +12 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

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

    An attached pigeontoad deals automatic talons damage each round, and gains a +2 bonus on attack rolls with its bite.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 12, initial damage 1 Str and Con, secondary damage 1d4 1 Str and Con. The save DC is Constitution-based.\r

    Skills:<\/b> A pigeontoad\u00c2\u0092s coloration gives it a +4 racial bonus on Hide checks.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #156<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Temperate forests and marshes"},{"name":"Pilfer Vine","type":"Plant","ch":1,"challenge_rating":" 1 \u00a0","id":6315,"reference":"Usergen","full_text":"

    Pilfer Vine <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d8\u00a0( 9 hp)<\/td> <\/tr>
    Initiative: <\/strong> +9<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+1 size, +5 Dex), touch 16, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+3<\/td> <\/tr>
    Attack: <\/strong>Vine +7 melee (1d4-3)<\/td> <\/tr>
    Full Attack: <\/strong>2 vines +7 melee (1d4-3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft. (10 ft. with vine)<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 1d8-3, improved grab, vines<\/td> <\/tr>
    Special Qualities: <\/strong>Camouflage, damage reduction 5\/piercing or slashing, low-light vision, plant traits, resistance to cold 10, slowed by cold<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 4, Dex 20, Con 10, Int 3, Wis 13, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Sleight of Hand +18<\/td> <\/tr>
    Feats: <\/strong>Improved Disarm (B), Improved Initiative, Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or warm forests and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or patch (2\u00c2\u00964)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>1\/10th coins; double goods (shiny objects only); standard items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Medium); 5-8 HD (Large); 9\u00c2\u009614 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large mass of tangled and twisted vines is dull green with green-brown broad leaves. Tiny, dark splotches are visible upon the leaves.<\/i>\r

    Pilfer vines are sentient plants with an unusual affinity for bright, shiny items. Visual organs dot its broad leaves, transmitting images to its vegetable brain, which is surrounded by a tough mass of twisted vines. The plant is color-blind. \r

    A pilfer vine\u00c2\u0092s treasure is hidden in or around the plant. In addition to actual valuables, this cache includes shiny items such as bits of broken glass, bits of metal, small mirrors, and the like.\r

    Pilfer vines can occasionally be tended by humanoids and serve as guardians. In exchange for a supply of shiny items, the pilfer vine will recognize its benefactors and not steal from them or their friends, if so instructed via a speak with plants spell or similar magic.\r

    A mature plant consists of a main vine about 20 feet long, with smaller vines up to 5 feet long that branch off the main vine every 6 inches or so. \r

    COMBAT\r

    Pilfer vines are non-aggressive, attacking only in retaliation and self-defense. They are vulnerable to fire, and as a result never attempt to steal from or attack anyone carrying a torch or other heat source. \r

    Camouflage (Ex):<\/b> Since a pilfer vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.\r

    Constrict (Ex):<\/b> A pilfer vine deals 1d4 points of damage with a successful grapple check against a creature of its size or smaller. Because it seizes its victim by the neck, a creature in the pilfer vine\\'s grasp cannot speak or cast spells with verbal components. \r

    Improved Grab (Ex):<\/b> To use this ability, a pilfer vine must hit with a vine 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. Pilfer vines receive a +8 racial bonus on grapple checks, which is already included in the statistics block.\r

    If a pilfer vine begins its turn with at least one vine attached, it can try to attach its remaining vines with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the pilfer vine gets a +2 circumstance bonus for every vine that was attached at the beginning of the opponent\\'s turn.\r

    Slowed by Cold (Ex):<\/b> An attack that deals cold damage slows a pilfer vine (as the slow<\/i> spell) for 1d4+1 rounds, with no saving throw.\r

    Vines (Ex):<\/b> A pilfer vine uses a pair of vines to attack opponents and to attempt to steal valuables. These attacks deal bludgeoning damage. A pilfer vine gains a bonus on grapple checks if using more than one vine against a single victim (see improved grab, above).\r

    A pilfer vine gains a +2 circumstance bonus on Sleight of Hand checks when grappling an opponent.\r

    An opponent can make sunder attempts against these vines as if they were weapons. A vine has 4 hit points. If a pilfer vine is currently grappling a target with one vine, it usually uses another to make its attack of opportunity against the sunder attempt. Severing a vine deals damage to the pilfer vine equal to half the limb\u00c2\u0092s full normal hit points. A pilfer vine usually withdraws from combat if it loses both vines. A pilfer vine regrows severed vines in 1d10+10 days.\r

    Skills:<\/b> Pilfer vines have a +8 racial bonus on Sleight of Hand checks. \r

    Advanced Pilfer Vines<\/b>\r
    A pilfer vine gains one additional vine attack for every 2 Hit Dice gained (to a maximum of 8 vines at 14 HD). Vines have hit points based upon the pilfer vine\\'s size: Small = 4 hp; Medium = 8 hp; Large = 12 hp; Huge = 16 hp.<\/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":"Plant","alignment":"Always neutral","environment":"Temperate or warm forests and underground"},{"name":"Pink Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":6316,"reference":"Usergen","full_text":"

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


    <\/td> <\/tr>
    Dragon ()<\/strong><\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2\u00c2\u00965); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1\u00c2\u00962 and 2\u00c2\u00965 offspring)<\/td> <\/tr>
    Challenge Ratings: <\/strong>Wyrmling 1; very young 2; young 3; juvenile 5; young adult 8; adult 10; mature adult 12; old 14; very old 16; ancient 18; wyrm 19; great wyrm 20<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>Wyrmling 2\u00c2\u00963 HD; very young 5\u00c2\u00966 HD; young 8\u00c2\u00969 HD; juvenile 11\u00c2\u009612 HD; young adult 14\u00c2\u009615 HD; adult 17\u00c2\u009618 HD; mature adult 20\u00c2\u009621 HD; old 23\u00c2\u009624 HD; very old 26\u00c2\u009627 HD; ancient 29\u00c2\u009630 HD; wyrm 32\u00c2\u009633 HD; great wyrm 35+ HD<\/td> <\/tr>
    Level Adjustment: <\/strong>Wyrmling +2; very young +3; young +3; juvenile +4; others \u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr><\/table><\/td><\/tr>

    Pink 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>1d12+1\u00a0(7)<\/font><\/td>11<\/font><\/td>10<\/font><\/td>13<\/font><\/td>10<\/font><\/td>10<\/font><\/td>11<\/font><\/td>+1\/-7<\/font><\/td>+1<\/font><\/td>+4<\/font><\/td>+3<\/font><\/td>+3<\/font><\/td>1d4\u00a0(11)<\/font><\/td>-<\/font><\/td><\/tr>
    Very Young<\/font><\/td>S<\/font><\/td>4d12+4\u00a0(30)<\/font><\/td>13<\/font><\/td>10<\/font><\/td>13<\/font><\/td>10<\/font><\/td>10<\/font><\/td>11<\/font><\/td>+4\/+1<\/font><\/td>+5<\/font><\/td>+5<\/font><\/td>+4<\/font><\/td>+4<\/font><\/td>2d4\u00a0(13)<\/font><\/td>-<\/font><\/td><\/tr>
    Young<\/font><\/td>S<\/font><\/td>7d12+14\u00a0(59)<\/font><\/td>15<\/font><\/td>10<\/font><\/td>15<\/font><\/td>12<\/font><\/td>12<\/font><\/td>13<\/font><\/td>+7\/+5<\/font><\/td>+9<\/font><\/td>+7<\/font><\/td>+5<\/font><\/td>+6<\/font><\/td>3d4\u00a0(15)<\/font><\/td>-<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>M<\/font><\/td>10d12+20\u00a0(85)<\/font><\/td>17<\/font><\/td>10<\/font><\/td>15<\/font><\/td>12<\/font><\/td>12<\/font><\/td>13<\/font><\/td>+10\/+13<\/font><\/td>+13<\/font><\/td>+7<\/font><\/td>+9<\/font><\/td>+8<\/font><\/td>4d4\u00a0(17)<\/font><\/td>-<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>M<\/font><\/td>13d12+39\u00a0(123)<\/font><\/td>19<\/font><\/td>10<\/font><\/td>17<\/font><\/td>14<\/font><\/td>14<\/font><\/td>15<\/font><\/td>+13\/+14<\/font><\/td>+17<\/font><\/td>+11<\/font><\/td>+8<\/font><\/td>+10<\/font><\/td>5d4\u00a0(19)<\/font><\/td>18<\/font><\/td><\/tr>
    Adult<\/font><\/td>L<\/font><\/td>16d12+48\u00a0(152)<\/font><\/td>23<\/font><\/td>10<\/font><\/td>17<\/font><\/td>14<\/font><\/td>14<\/font><\/td>15<\/font><\/td>+16\/+25<\/font><\/td>+22<\/font><\/td>+13<\/font><\/td>+10<\/font><\/td>+12<\/font><\/td>6d4\u00a0(21)<\/font><\/td>20<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>L<\/font><\/td>19d12+76\u00a0(199)<\/font><\/td>27<\/font><\/td>10<\/font><\/td>19<\/font><\/td>16<\/font><\/td>16<\/font><\/td>17<\/font><\/td>+19\/+31<\/font><\/td>+27<\/font><\/td>+15<\/font><\/td>+11<\/font><\/td>+14<\/font><\/td>7d4\u00a0(23)<\/font><\/td>22<\/font><\/td><\/tr>
    Old<\/font><\/td>L<\/font><\/td>22d12+110\u00a0(253)<\/font><\/td>29<\/font><\/td>10<\/font><\/td>21<\/font><\/td>16<\/font><\/td>16<\/font><\/td>17<\/font><\/td>+22\/+35<\/font><\/td>+31<\/font><\/td>+18<\/font><\/td>+13<\/font><\/td>+17<\/font><\/td>8d4\u00a0(26)<\/font><\/td>24<\/font><\/td><\/tr>
    Very Old<\/font><\/td>H<\/font><\/td>25d12+125\u00a0(287)<\/font><\/td>31<\/font><\/td>10<\/font><\/td>21<\/font><\/td>18<\/font><\/td>18<\/font><\/td>19<\/font><\/td>+25\/+43<\/font><\/td>+35<\/font><\/td>+19<\/font><\/td>+14<\/font><\/td>+18<\/font><\/td>9d4\u00a0(27)<\/font><\/td>26<\/font><\/td><\/tr>
    Ancient<\/font><\/td>H<\/font><\/td>28d12+168\u00a0(350)<\/font><\/td>33<\/font><\/td>10<\/font><\/td>23<\/font><\/td>18<\/font><\/td>18<\/font><\/td>19<\/font><\/td>+28\/+47<\/font><\/td>+39<\/font><\/td>+22<\/font><\/td>+16<\/font><\/td>+20<\/font><\/td>10d4\u00a0(30)<\/font><\/td>28<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>H<\/font><\/td>31d12+186\u00a0(387)<\/font><\/td>35<\/font><\/td>10<\/font><\/td>23<\/font><\/td>20<\/font><\/td>20<\/font><\/td>21<\/font><\/td>+31\/+51<\/font><\/td>+43<\/font><\/td>+23<\/font><\/td>+17<\/font><\/td>+22<\/font><\/td>11d4\u00a0(32)<\/font><\/td>31<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>G<\/font><\/td>34d12+238\u00a0(459)<\/font><\/td>37<\/font><\/td>10<\/font><\/td>25<\/font><\/td>20<\/font><\/td>20<\/font><\/td>21<\/font><\/td>+34\/+59<\/font><\/td>+47<\/font><\/td>+26<\/font><\/td>+19<\/font><\/td>+24<\/font><\/td>12d4\u00a0(34)<\/font><\/td>32<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Pink 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 90 ft. (good)<\/font><\/td>+0<\/font><\/td>14 (+2 size, +1 natural), touch 12, flat-footed 14<\/font><\/td>-<\/font><\/td>1st<\/font><\/td>-<\/font><\/td><\/tr>
    Very Young<\/font><\/td>40 ft., fly 90 ft. (good)<\/font><\/td>+0<\/font><\/td>16 (+1 size, +4 natural), touch 11, flat-footed 16<\/font><\/td>-<\/font><\/td>2nd<\/font><\/td>-<\/font><\/td><\/tr>
    Young<\/font><\/td>40 ft., fly 90 ft. (good)<\/font><\/td>+0<\/font><\/td>18 (+1 size, +7 natural), touch 10, flat-footed 18<\/font><\/td>-<\/font><\/td>3rd<\/font><\/td>-<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>40 ft., fly 100 ft. (average)<\/font><\/td>+0<\/font><\/td>21 (+10 natural), touch 10, flat-footed 21<\/font><\/td>Buzzing bee<\/font><\/td>4th<\/font><\/td>-<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>40 ft., fly 100 ft. (average)<\/font><\/td>+0<\/font><\/td>23 (+13 natural), touch 10, flat-footed 23<\/font><\/td>DR 5\/magic, pathetic presence<\/font><\/td>5th<\/font><\/td>18<\/font><\/td><\/tr>
    Adult<\/font><\/td>40 ft., fly 100 ft. (average)<\/font><\/td>+0<\/font><\/td>26 (\u00c2\u00961 size, +16 natural), touch 9, flat-footed 26<\/font><\/td>Tongues<\/font><\/td>6th<\/font><\/td>20<\/font><\/td><\/tr>
    Mature 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>DR 10\/magic<\/font><\/td>7th<\/font><\/td>22<\/font><\/td><\/tr>
    Old<\/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>Tasha's hideous laughter<\/font><\/td>8th<\/font><\/td>24<\/font><\/td><\/tr>
    Very Old<\/font><\/td>40 ft., fly 100 ft. (average)<\/font><\/td>+0<\/font><\/td>34 (\u00c2\u00962 size, +25 natural), touch 8, flat-footed 34<\/font><\/td>DR 15\/magic<\/font><\/td>9th<\/font><\/td>25<\/font><\/td><\/tr>
    Ancient<\/font><\/td>40 ft., fly 100 ft. (average)<\/font><\/td>+0<\/font><\/td>37 (\u00c2\u00962 size, +28 natural), touch 8, flat-footed 37<\/font><\/td>Feeblemind<\/font><\/td>10th<\/font><\/td>27<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>40 ft., fly 100 ft. (average)<\/font><\/td>+0<\/font><\/td>38 (\u00c2\u00962 size, +31 natural), touch 8, flat-footed 38<\/font><\/td>DR 20\/magic<\/font><\/td>11th<\/font><\/td>28<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>40 ft., fly 120 ft. (poor)<\/font><\/td>+0<\/font><\/td>41 (\u00c2\u00964 size, +34 natural), touch 6, flat-footed 41<\/font><\/td>Otto's irrisistible dance<\/font><\/td>12th<\/font><\/td>30<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>
    This dragon has an awkward appearance. Two short horns sweep backwards from its misproporioned head, while its wings seem undersized for its body. Its draconic maw is formed in a lopsided grin, and its claws look as if they've been painted and polished. Its scales are the colors of cherry blossoms. Despite its obvious draconic nature, the creature seems to inspire pity rather than awe.<\/i>\r

    Pink dragons are often mistaken for chromatic dragons. Some sages speculate that they are born from the union of a red and white dragon. These assumptions are false. Although pink dragons can become violent, they are not inherently evil. In fact, most chromatic dragons will bully them or worse, attempt to kill them on sight, considering them parodies or mockeries of their own kind. Red dragons particularly despise them, fully aware of the myth of their heritage.\r

    The small scales of a wyrmling pink dragon are a pale, delicate pink, gradually darkening to the coloration of cherry blossoms at around juvenile age, before finally reaching hot pink at great wyrm. Its nails, teeth, and horn are always a darker shade of pink, while its eyes are almost fuschia. A pink dragon smells like a combination of fragrant flowers and soap.\r

    Pink dragons tend to lair in subterranean areas located on the outskirts of humanoid society. They love to converse with humanoids and enjoy telling and hearing jokes. They have a quick temper, though, and will often turn those who don't find them humorous into their next meal.\r

    Although pink dragons can subsist on nearly anything, they prefer to eat things of pink coloration, such as many humanoids, pigs, and pink fungi.\r

    Combat\r

    Pink dragons usually try to converse with intelligent creatures before resorting to violence. If drawn into battle, they try to downplay their draconic might, allowing their pathetic aura and comical appearance to give adversaries a false sense of security.\r

    Breath Weapon (Su):<\/b> A pink dragon has one breath weapon, a cone of pink bubbles composed of irritants. Any living creature with eyes caught in the cone, must make a Reflex save or be blinded and sickened for 1d4 rounds\/age category. Due to the nature of the bubbles, even those that make their saves still have their vision hampered by the bubbles. Unlike most breath weapons, the pink dragon's bubbles remain in the area for 1 round\/age category, hampering vision like a fog cloud spell. Each round, anyone who enters, moves through, or remains in the bubbles must make a save or be affected as above. Pink dragons are immune to the effects of their own breath weapons, and those of other pink dragons. In addition, a pink dragon's vision is never hampered by the bubbles.\r

    Buzzing Bee (Sp):<\/b> A juvenile or older pink dragon can conjure a small but extremely loud bee to buzz around the head of a single target within 20 feet +10 feet per age category. This creates an unnerving noise that disrupts the subject's concentration. The subject is distracted and takes a -10 penalty on Move Silently checks. Creatures that can't hear are not distracted. The DC of Concentration checks to cast spells or maintain concentration while distracted is equal to this spell's DC + the level of the spell being cast. The bee has a fly speed of 180 feet (perfect). It remains near the subject in spite of darkness, invisibility, polymorph, cover, concealment, or any other attempt at disguising or hiding. The bee remains until the spell's duration expires or the subject moves out of range. The bee can't be attacked, but it can be dispelled.\r

    Other Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097tongues (adult or older); 1\/day\u00c2\u0097feeblemind (ancient or older), Tasha's hideous laughter (old or older), Otto's irrisistible dance (great wyrm).\r

    Pathetic Presence (Su):<\/b> Pink dragons do not possess the frightful presence ability of other true dragons. Instead, a young adult or older dragon projects an aura of pity when it attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon\u00c2\u0092s age category are subject to the effect if they have more HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1\/2 dragon\u00c2\u0092s HD + dragon\u00c2\u0092s Cha modifier) remains immune to that dragon\u00c2\u0092s pathetic presence for 24 hours. On a failure, creatures take a -2 penalty on attacks against the dragon, seeing it as weak, pathetic, and barely worth the effort of slaying. Dragons ignore the pathetic presence of pink dragons.\r

    Spells:<\/b> A pink dragon does not gain spells known like other true dragons. Instead, it may select one 0- or 1st-level spell from the sorcerer\/wizard spell list at each age category. It may cast a number of spells per day equal to its age category plus its Charisma modifier, in any combination. Thus, a juvenile pink dragon could select ghost sound, mage armor, magic missle, and prestidigitation, and can cast four of these spells per day in any combination. Caster level is indicated on the table above.\r

    Skills:<\/b> Bluff, Move Silently, and Perform (comedy) are considered class skills for pink dragons.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in Dragon #156, \"Not Necessarily the Monstrous Compendium\"<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Always chaotic neutral","environment":"Any land and underground"},{"name":"Pitcher Plant, Giant","type":"Plant","ch":3,"challenge_rating":" 3 \u00a0","id":6317,"reference":"Usergen","full_text":"

    Pitcher Plant, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d8+25\u00a0(47 hp)<\/td> <\/tr>
    Initiative: <\/strong> -2<\/td> <\/tr>
    Speed:<\/strong> 0 ft. (immobile)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (-1 size, -2 Dex, +7 natural), touch 7, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+12<\/td> <\/tr>
    Attack: <\/strong>Tendril +10 melee (1d4+7)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Tendril +10 melee (1d4+7)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/0 ft. (20 ft. with tendril)<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Blind, damage reduction 5\/slashing, plant traits, tremorsense 20 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref -1, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 6, Con 18, Int \u00c2\u0097, Wis 11, Cha 3 <\/td> <\/tr>
    Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Feats: <\/strong>Blind-Fight (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any temperate or warm land<\/td> <\/tr>
    Organization: <\/strong>Solitary or cluster (2-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>1\/10th coins; 1\/10th goods (metallic and stone only); standard items (metallic and stone only)<\/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>
    This plant resembles a giant green vase made up of toughened base leaves tightly woven together with small vines.<\/i>\r

    Pitcher plants are carnivorous plants whose prey-trapping mechanism features a deep cavity filled with rainwater. Although the garden variety pticher plants are among the most passive of all known carnivorous plants, the giant version has evolved into a much larger and more aggressive creature.\r

    A typical giant pitcher plant grows to 8 feet in height.\r

    COMBAT\r

    A giant pitcher plant is immobile, lying in wait until potential prey approaches. It then lashes out with a tendril, attempting to draw a victim into its fluid-filled opening and drown it within.\r

    Blind (Ex):<\/b> Giant pitcher plants are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.\r

    Improved Grab (Ex):<\/b> To use this ability, a giant pitcher plant must hit a creature at least one size smaller than itself with its tendril 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 opponent in the following round.\r

    Swallow Whole (Ex):<\/b> A giant pitcher plant can try to swallow a grabbed opponent by making a successful grapple check. The interior of the plant is a vase filled with digestive fluids, each round the opponent takes 1d4 points of acid damage and must succeed on a DC 15 Swim check or sink under the fluid and risk drowning. A swallowed creature can climb out of the vase with a successful grapple check. This returns it to the plant\u00c2\u0092s maw, where another successful grapple check is needed to get free. The inside of the vase is lined with needle-sharp spines that inflict 2d4 points of piercing damage to the opponent for every grapple attempt they make to escape. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the giant pitcher plant's interior (same AC and DR as the plant's exterior). Once the creature exits, elastic action closes the hole; another swallowed opponent must cut its own way out. A Large giant pitcher plant's interior can hold 2 Medium, 8 Small, 32 Tiny, 128 Diminutive or 512 Fine opponents.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #89<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":"Any temperate or warm land"},{"name":"Placodont","type":"Animal","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6318,"reference":"Usergen","full_text":"

    Placodont <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d8+2\u00a0(6 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+1 size, -1 Dex, +5 natural), touch 10, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-3<\/td> <\/tr>
    Attack: <\/strong>Bite +2 melee (1d4+1)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +2 melee (1d4+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Hold breath, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +1, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 8, Con 15, Int 1, Wis 12, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Hide +6, Spot +2, Swim +9<\/td> <\/tr>
    Feats: <\/strong>Endurance<\/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 (Small); 3-4 HD (Medium); 5-8 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This broad-bodied reptile resembles a cross between a turtle and a marine iguana. It has no shell, but its heavy body is armoured with small bony plates. A long, flattened tail and short legs with webbed feet suggest it's faster in the water than on land.<\/i>\r

    Placodonts are primitive marine reptiles that specialize in eating shellfish, which they crush with the broad, flat teeth in their mouths. They are slow-moving creatures with poor natural armaments, so rely on size, armor or stealth to protect them from predators. Placodonts live in shallow tropical waters, where they do not have to dive deep to find food and big predators are unlikely to venture due to the risk of them being beached on a shoal.\r

    The various species of placodont range between 3 feet and 10 feet in size (nose to tail). The typical example detailed above is about 3 or 4 feet long and weighs from 10 to 50 pounds. Placodonts tend to be small, and few species grow larger than a human. A placodont's shape and weight varies a lot - some species have lizard-like bodies, others are as broad as turtles, but most are somewhere in-between.\r

    COMBAT\r

    If a placodont can't hide or flee from a threat it will bite in self-defense.\r

    Hold Breath (Ex):<\/b> A placodont can hold its breath for a number of rounds equal to 10 times its Constitution score before it risks drowning.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #112<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm aquatic"},{"name":"Plainsjan","type":"Fey","ch":3,"challenge_rating":" 3 \u00a0","id":6319,"reference":"Usergen","full_text":"

    Plainsjan <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d6\u00a0(17 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+1 size, +3 Dex), touch 14, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/-2<\/td> <\/tr>
    Attack: <\/strong>Claw +6 melee (1d2 plus bleeding wound)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +6 melee (1d2 plus bleeding wound) and bite +4 melee (1d4 plus intoxicating venom)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Bleeding wound, intoxicating venom, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/cold iron, immunity to poison, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +7, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Balance +13, Jump +10, Listen +9, Spot +9, Survival +9, Tumble +13<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (intoxicating venom), Multiattack, Weapon Finesse (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any arid land<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or clan (3-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>6-10 HD (Small); 11-15 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>+3<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This impish little creature vaguely resembles an elf, but its mouth is lined with sharp teeth, its hands bear oversized claws, and a small, stout tail lashes behind it.<\/i>\r

    Plainsjan are malevolent, carnivorous fey. Although they will feed on the flesh of any creature, plainsjan consider umber hulks a particular delicacy.\r

    Plainsjan prefer arid areas, and live in tight clans formed of family and close friends, hunting and feeding together. They are extremely territorial, and will aggressively drive off other plainsjan clans or predators of other species that encroach upon their domain.\r

    Young plainsjan are always born in sets of identical twins (including multiple sets of twins from the same parent). Plainsjan twins stay together their entire lives, sharing mates and kills.\r

    A plainsjan stands 3 feet tall and weighs 30 to 40 pounds. \r

    Plainsjan speak Sylvan.\r

    COMBAT\r

    Plainsjan are pack hunters, using flanking and other tactics to maximum effect. Plainsjan prefer to make full attacks in order to combine the deadly bleeding wounds of their claws with the intoxicating venom of their bites.\r

    Bleeding Wounds (Ex):<\/b> A wound from a plainsjan's claw attack continues to bleed after the injury was inflicted. Each wound bleeds for 1 point of damage per round thereafter. Multiple claw wounds result in cumulative bleeding loss (two wounds deal 2 points of damage per round, and so on). The bleeding can be stopped only by a successful DC 15 Heal check or the application of any cure<\/i> spell or other healing spell.\r

    Intoxicating Venom (Ex):<\/b> A creature bitten by a plainsjan must succeed on a DC 14 Fortitude save or be sickened for 2d4 rounds. A second bite worsens the condition to nauseated for 2d4 rounds, while a third bite dazes the victim for 1 round. 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

    Plainsjan in Spelljammer<\/b>\r

    Most plainsjan are found near the Anadian equator, but a few have been spotted in the deserts of Toril, perhaps due to the carelessness of spelljamming adventurers.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in SJR2 - Realmspace<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always neutral evil","environment":"Any arid land"},{"name":"Plantfolk (Malatran Mold Folk)","type":"Plant","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6320,"reference":"Usergen","full_text":"

    Plantfolk (Malatran Mold Folk) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d8\u00a0(4 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>+1\/+2<\/td> <\/tr>
    Attack: <\/strong>Claw +2 melee (1d4+1) or spear +3 melee (1d8+1\/x3) or spear +4 ranged (1d8+1\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +2 melee (1d4+1) or spear +3 melee (1d8+1\/x3) or spear +4 ranged (1d8+1\/x3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Dampness dependent, fear of flames, immunity to electricity, low-light vision, plant traits, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +2, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 14, Con 11, Int 9, Wis 14, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Hide +6*, Move Silently +3, Swim +3<\/td> <\/tr>
    Feats: <\/strong>Weapon Focus (spear)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests and marshes and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, hunting party (6-24), or tribe (30-300 plus 1 chief and 2-8 6 HD bodyguards and one 7th-8th level subchief per 50 adults plus 0-5 shriekers)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>2-7 HD (Medium); 8-12 HD (Large) or by character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+2<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This bipedal plant is roughly humanoid in size and shape. Its coloration is mostly brown, with green leaf-like tendrils forming a fringe on its shoulders, abdomen, and limbs. A topknot of these brown tendrils crowns its head. Its arms end in thorny claws.<\/i>\r

    Plantfolk are bipedal, sentient plants found in most places where mold grows. Like vegepygmies, plantfolk arise from the victims of russet mold. Plantfolk also reproduce through budding and the powerful spore attacks of their chiefs. \r

    Plantfolk form primitive tribes, making their lairs beneath underbrush or underground. They coexist with other fungal life, and often employ shriekers (which they know how to pass without disturbance) and other deadly fungi to help protect their homes. Patches of russet mold often grow near plantfolk lairs. They get along well with myconids, who consider the plantfolk to be rustic cousins. Plantfolk are extremely territorial. \r

    Meat, whether fresh or rotting, is their preferred diet. In times of extreme famine, they will feed on vegetation, even the flesh of others of their kind.\r

    Plantfolk range from 4 to 9 feet in height, weighing from 100 to 800 pounds.\r

    Plantfolk speak their own language, a series of vocalized cries, and also use a unique sign language.\r

    Most plantfolk encountered outside their homes are warriors; the information in the statistics block is for one of 1st level. The plantfolk warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 10, Con 11, Int 9, Wis 12, Cha 8.\r

    COMBAT\r

    Plantfolk prefer to use ambush tactics, attacking any form of animal life for meat. Many carry spears or clubs, while others prefer to rely on their thorny claws to defend themselves.\r

    Dampness Dependent (Ex):<\/b> Plantfolk must keep their bodies wet or become easily dehydrated. Plantfolk can survive in dry environments for 1 hour per 2 points of Constitution. After that, it must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d8 points of lethal damage. An application of 1 gallon of water is sufficient to re-wet the plantfolk's body.\r

    Fear of Flames (Ex):<\/b> A plantfolk 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

    Skills:<\/b> Plantfolk have a +4 racial bonus on Hide checks. *This bonus increases to +12 in forest and marsh terrain.\r

    Plantfolk Characters<\/b>\r
    A plantfolk's favored class is ranger. Plantfolk clerics tend to worship gods that do not favor domains focused on cold or fire.\r

    Plantfolk have the following abilities and characteristics.\r

  • +4 Dexterity, +2 Wisdom. \r
    <\/li>
  • Medium size. \r
    <\/li>
  • A plantfolk's base land speed is 30 feet. \r
    <\/li>
  • Low-Light Vision: Plantfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. \r
    <\/li>
  • Plant traits. \r
    <\/li>
  • +4 natural armor bonus. \r
    <\/li>
  • +4 racial bonus on Hide checks. *This bonus increases to +12 in forest and marsh terrain. \r
    <\/li>
  • Special Qualities (see above): Dampness dependent, fear of flames, immunity to electricity, vulnerability to fire. \r
    <\/li>
  • Automatic Languages: Plantfolk. Bonus Languages: Common, Draconic, Elven, Sylvan. \r
    <\/li>
  • Favored Class: Ranger. \r
    <\/li>
  • Level adjustment +2. \r
    <\/li><\/list><\/td> <\/tr>
  • \u00a0<\/td> <\/tr>
    1996 Wizards of the Coast, Inc.
    Originally found in Polyhedron #121<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Usually neutral","environment":"Warm forests and marshes and underground"},{"name":"Plantfolk Chief","type":"Plant","ch":7,"challenge_rating":" 7 \u00a0","id":6321,"reference":"Usergen","full_text":"

    Plantfolk Chief <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 10d8+20\u00a0(65 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+16<\/td> <\/tr>
    Attack: <\/strong>Claw +11 melee (1d6+5) or spear +12 melee (2d6+7\/x3) or spear +9 ranged (2d6+5\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +11 melee (1d6+5) or spear +12\/+7 melee (2d6+7\/x3) or spear +9\/+4 ranged (2d6+5\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Moldering, spores<\/td> <\/tr>
    Special Qualities: <\/strong>Dampness dependent, fear of flames, immunity to electricity, low-light vision, plant traits, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +5, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 14, Con 15, Int 11, Wis 14, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Hide +2*, Listen +11, Spot +11, Survival +10<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (moldering), Power Attack, Track, Weapon Focus (spear)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests and marshes and underground<\/td> <\/tr>
    Organization: <\/strong>Tribe (1 chief plus 30-300 plantfolk and 2-8 6 HD bodyguards and one 7th-8th level subchief per 50 adults plus 0-5 shriekers)<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>11-12 HD (Large) or by character class (favored class: ranger)<\/td> <\/tr>
    Level Adjustment: <\/strong>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This bipedal plant is roughly humanoid in shape, but is as big as an ogre. Its coloration is mostly brown, with green leaf-like tendrils forming a fringe on its shoulders, abdomen, and limbs. A topknot of these brown tendrils crowns its head. Its arms end in thorny claws.<\/i>\r

    Plantfolk are bipedal, sentient plants found in most places where mold grows. Like vegepygmies, plantfolk arise from the victims of russet mold. Plantfolk also reproduce through budding and the powerful spore attacks of their chiefs. \r

    Plantfolk form primitive tribes, making their lairs beneath underbrush or underground. They coexist with other fungal life, and often employ shriekers (which they know how to pass without disturbance) and other deadly fungi to help protect their homes. Patches of russet mold often grow near plantfolk lairs. They get along well with myconids, who consider the plantfolk to be rustic cousins. Plantfolk are extremely territorial. \r

    Meat, whether fresh or rotting, is their preferred diet. In times of extreme famine, they will feed on vegetation, even the flesh of others of their kind.\r

    Plantfolk chiefs arise from the ranks of plantfolk that advance by HD. Upon reaching the maximum racial Hit Dice (10 HD), a plantfolk is strong enough to stake its claim as a prospective chief. However, each tribe has but a single chief, so a prospective chief either has to find a new tribe or wait until the previous chief dies.\r

    Plantfolk chiefs are generally 9 feet in height, weighing around 800 pounds.\r

    Plantfolk speak their own language, a series of vocalized cries, and also use a unique sign language.\r

    COMBAT\r

    Plantfolk prefer to use ambush tactics, attacking any form of animal life for meat. Many carry spears or clubs, while others prefer to rely on their thorny claws to defend themselves.\r

    Dampness Dependent (Ex):<\/b> Plantfolk must keep their bodies wet or become easily dehydrated. Plantfolk can survive in dry environments for 1 hour per 2 points of Constitution. After that, it must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d8 points of lethal damage. An application of 1 gallon of water is sufficient to re-wet the plantfolk's body.\r

    Fear of Flames (Ex):<\/b> A plantfolk 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

    Moldering (Ex):<\/b> Disease\u00c2\u0097spores, Fortitude DC 19, incubation period 1 minute; damage 1dx Con and paralysis. The save DC is Constitution-based.\r

    Unlike normal diseases, moldering continues until the victim reaches Constitution 0 (and dies) or is cured. \r

    An afflicted humanoid who dies of moldering rises as a 6 HD plantfolk 24 hours later. A humanoid who becomes a plantfolk in this way retains none of the abilities it possessed in life. It is under the control of the plantfolk chief that created it, and serves as the chief's bodyguard until its death.\r

    Spores (Ex):<\/b> A plantfolk chief can release masses of spores from its body once every 3 rounds as a free action. The spores expose all creatures adjacent to the chief to its moldering. \r

    Skills:<\/b> Plantfolk have a +4 racial bonus on Hide checks. *This bonus increases to +12 in forest and marsh terrain.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1996 Wizards of the Coast, Inc.
    Originally found in Polyhedron #121<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Usually neutral","environment":"Warm forests and marshes and underground"},{"name":"Pliosaur","type":"Animal","ch":4,"challenge_rating":" 4 \u00a0","id":6322,"reference":"Usergen","full_text":"

    Pliosaur <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d8+20\u00a0(42 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), swim 50 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+12<\/td> <\/tr>
    Attack: <\/strong>Bite +8 melee (1d10+9)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +8 melee (1d10+9)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, swallow whole, worry 2d8+12<\/td> <\/tr>
    Special Qualities: <\/strong>Hold breath, keen scent, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +6, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 14, Con 18, Int 2, Wis 13, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Listen +5, Spot +5, Swim +14<\/td> <\/tr>
    Feats: <\/strong>Great Fortitude, Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>6-9 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Pliosaur, Huge<\/b>\r
    Huge Animal\r
    Hit Dice:<\/b> 10d8+60 (105 hp)\r
    Initiative:<\/b> +1\r
    Speed:<\/b> 10 ft. (2 squares), swim 50 ft.\r
    Armor Class:<\/b> 17 (-2 size, +1 Dex, +8 natural), touch 9, flat-footed 16\r
    Base Attack\/Grapple:<\/b> +7\/+25\r
    Attack:<\/b> Bite +16 melee (2d8+15\/19-20)\r
    Full Attack:<\/b> Bite +16 melee (2d8+15\/19-20)\r
    Space\/Reach:<\/b> 15 ft.\/10 ft.\r
    Special Attacks:<\/b> Improved grab, swallow whole, worry 3d8+20\r
    Special Qualities:<\/b> Hold breath, keen scent, low-light vision\r
    Saves:<\/b> Fort +15, Ref +8, Will +4\r
    Abilities:<\/b> Str 30, Dex 12, Con 22, Int 2, Wis 13, Cha 9\r
    Skills:<\/b> Listen +6, Spot +9, Swim +18\r
    Feats:<\/b> Great Fortitude, Improved Critical (bite), Power Attack, Weapon Focus (bite)\r
    Environment:<\/b> Warm aquatic\r
    Organization:<\/b> Solitary\r
    Challenge Rating:<\/b> 7\r
    Treasure:<\/b> None\r
    Alignment:<\/b> Always neutral\r
    Advancement:<\/b> 11-20 HD (Huge)\r
    Level Adjustment:<\/b> \u00c2\u0097\r

    Pliosaur, Gargantuan<\/b>\r
    Gargantuan Animal\r
    Hit Dice:<\/b> 21d8+219 (313 hp)\r
    Initiative:<\/b> +0\r
    Speed:<\/b> Swim 60 ft.\r
    Armor Class:<\/b> 19 (-4 size, +13 natural), touch 6, flat-footed 19\r
    Base Attack\/Grapple:<\/b> +15\/+41\r
    Attack:<\/b> Bite +24 melee (4d8+21\/19-20)\r
    Full Attack:<\/b> Bite +24 melee (4d8+21\/19-20)\r
    Space\/Reach:<\/b> 20 ft.\/15 ft.\r
    Special Attacks:<\/b> Improved grab, swallow whole, worry 6d8+28\r
    Special Qualities:<\/b> Hold breath, keen scent, low-light vision\r
    Saves:<\/b> Fort +23, Ref +12, Will +8\r
    Abilities:<\/b> Str 38, Dex 10, Con 28, Int 2, Wis 13, Cha 9\r
    Skills<\/b>:<\/b> Listen +8, Spot +18, Swim +22\r
    Feats:<\/b> Awesome Blow, Epic Toughness, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Natural Attack (bite), Power Attack, Weapon Focus (bite)\r
    Environment:<\/b> Warm aquatic\r
    Organization:<\/b> Solitary\r
    Challenge Rating:<\/b> 11\r
    Treasure:<\/b> None\r
    Alignment:<\/b> Always neutral\r
    Advancement:<\/b> 22-37 HD (Gargantuan)\r
    Level Adjustment:<\/b> \u00c2\u0097\r

    Pliosaur, Colossal<\/b>\r
    Colossal Animal\r
    Hit Dice:<\/b> 38d8+546 (717 hp)\r
    Initiative:<\/b> +4\r
    Speed:<\/b> Swim 60 ft.\r
    Armor Class:<\/b> 22 (-8 size, +20 natural), touch 2, flat-footed 22\r
    Base Attack\/Grapple:<\/b> +28\/+62\r
    Attack:<\/b> Bite +39 melee (6d8+27\/19-20)\r
    Full Attack:<\/b> Bite +39 melee (6d8+27\/19-20)\r
    Space\/Reach:<\/b> 30 ft.\/20 ft.\r
    Special Attacks:<\/b> Improved grab, swallow whole, worry 8d8+36\r
    Special Qualities:<\/b> Hold breath, keen scent, low-light vision\r
    Saves:<\/b> Fort +35, Ref +25, Will +17\r
    Abilities:<\/b> Str 46, Dex 10, Con 34, Int 2, Wis 13, Cha 9\r
    Skills:<\/b> Listen +13, Spot +30, Swim +26\r
    Feats:<\/b> Awesome Blow, Epic Reflexes, Epic Toughness \u00c3\u0097 3, Epic Will, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Natural Attack (bite), Power Attack, Weapon Focus (bite)\r
    Environment:<\/b> Warm aquatic\r
    Organization:<\/b> Solitary\r
    Challenge Rating<\/b>:<\/b> 11\r
    Treasure:<\/b> None\r
    Alignment:<\/b> Always neutral\r
    Advancement:<\/b> 39-75 HD (Colossal) \r
    Level Adjustment:<\/b> \u00c2\u0097\r

    This swimming reptile has a sleek body propelled by four powerful flippers and a comparatively short tail and neck. Its large head is dominated by long jaws filled with huge, conical teeth.<\/i>\r

    Pliosaurs are aquatic reptiles related to the long-necked plesiosaurs such as Elasmosaurus. While ordinary plesiosaurs had small heads and ate prey much smaller than themselves, pliosaurs used their mighty jaws to tackle bigger prey, including large fish, ammonites and other marine reptiles.\r

    Known species of pliosaur ranged in size from as little as 5 feet long from nose to tail to at least 50 feet in length. A typical Large pliosaur is between 10 and 12 feet long.\r

    COMBAT<\/b>\r

    A pliosaur may try to eat creatures up to its own size, but prefers prey smaller than itself. The reptile usually charges an opponent and attempts to seize it in their jaws. Small and weak prey are normally swallowed whole once a pliosaur has them in its grip. It uses its worry special attack against more formidable prey, literally trying to shake its opponent into pieces.\r

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

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

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

    Swallow Whole (Ex):<\/b> A pliosaur can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check.\r

    The swallowed creature takes 1d10+5 points of bludgeoning damage and 6 points of acid damage per round from the pliosaur\u00c2\u0092s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 45 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.\r

    A Large pliosaur gizzard can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine opponents.\r

    Worry (Ex):<\/b> Each round a pliosaur maintains a grapple, it shakes its prey violently, dealing it 2d8+12 damage.\r

    Skills:<\/b> A pliosaur 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 #112<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":" Always neutral\r","environment":" Warm aquatic\r"},{"name":"Plumazotl, Greater","type":"Magical Beast","ch":8,"challenge_rating":" 8 \u00a0","id":6323,"reference":"Usergen","full_text":"

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


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 6d10\u00a0(33 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 25 ft. (5 squares), fly 120 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+3 Dex, +4 deflection), touch 17, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+6<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (1d6)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (1d6) and 2 claws +1 melee (1d6)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Pluma magic<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/magic, darkvision 60 ft., low-light vision, spell resistance 11, vulnerability to fire\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +8, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 17, Con 10, Int 14, Wis 16, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Concentration +9, Knowledge (arcana) +7, Listen +15, Spellcraft +8, Spot +15<\/td> <\/tr>
    Feats: <\/strong>Alertness, Spell Focus (abjuration), Spell Penetration<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or mated pair<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>See text<\/td> <\/tr>
    Alignment: <\/strong>Always good<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Medium); 13-18 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    What appeared to be a man-sized bird is actually just a patchwork cluster of brightly-colored feathers in the shape of a bird.<\/i>\r

    Plumazotls are living creations of pluma magic, a type of magic native to Maztica. Created by a powerful plumaweaver who was destroyed by the gods for his audacity, these creatures still inhabit remote parts of Maztica.\r

    Plumazotls prefer to live solitary existences, far from civilization. However, they are unafraid of most humanoids, and enjoy short conversations with them. If given feathers or other tokens of pluma magic, a plumazotl happily offers any information to the best of its ability. Plumazotl lairs are safe, peaceful places filled with color and music through the power of pluma magic.\r

    Mating between greater plumazotl involves a dazzling ritual in which they pluck feathers from each other, then form these into small images of birds or humanoids, and finally infuse them with pluma magic. The resulting creature is a lesser plumazotl. A pair usually produces only one or two offspring before parting ways.\r

    Plumazotl feed solely by adding feathers and other items of pluma magic to their bodies, growing larger and eventually metamorphosisizing into greater plumazotl.\r

    A greater plumazotl is 5 to 10 feet long and weighs 4 to 8 pounds. Although they most commonly take the shape of birds, some plumazotls have been known to take on humanoid forms (this has no effect on game statistics).\r

    Plumazotls speak Payit and other languages native to their regions. Their voices are musical.\r

    COMBAT\r

    Plumazotl prefer to avoid combat, but will defend themselves with bites, claws, and pluma magic.\r

    Consume Magic (Su):<\/b> A greater plumazotl advances in hit dice by absorbing magic items into its body. The magic item to be consumed must have feathers or be associated with feathers, such as a feather token<\/i> or a magic arrow. For every 200 gp of magic items that the greater plumazotl consumes, it gains one hit die (to a maximum of 18 Hit Dice).\r

    Additionally, a greater plumazotl can consume the feathers from magical beasts and outsiders. The greater plumazotl gains 1 Hit Die for every 5 HD the original creature possessed. A greater plumazotl may only gain this benefit from a specific creature once, even if additional feathers are consumed.\r

    Once a greater plumazotl reaches 18 Hit Dice, it can continue to consume feathers, but gains no additional benefits.\r

    Pluma Magic:<\/b> A greater plumazotl casts spells as a sorcerer of a level equal to its Hit Dice +2. It may cast spells from the Air, Animal, Magic, and Water domains as arcane spells. Pluma magic can only reproduce spells of up to 6th-level. For spells with material components, the plumazotl instead substitutes a feather of equal value (price based on rarity).\r

    Spell Resistance (Ex):<\/b> A greater plumazotl has spell resistance equal to 5 + Hit Dice.<\/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 good","environment":"Any"},{"name":"Plumazotl, Lesser","type":"Magical Beast","ch":1,"challenge_rating":" 1 \u00a0","id":6324,"reference":"Usergen","full_text":"

    Plumazotl, Lesser <\/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> 5 ft. (1 square), fly 30 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+2 size, +5 Dex), touch 17, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-9<\/td> <\/tr>
    Attack: <\/strong>Bite +1 melee (1d4-2)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +1 melee (1d4-2) and 2 claws -4 melee (1d4-2)<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Pluma magic<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/magic, darkvision 60 ft., low-light vision, spell resistance 6, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +7, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 7, Dex 21, Con 10, Int 12, Wis 14, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Concentration +4, Listen +6, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>See text<\/td> <\/tr>
    Alignment: <\/strong>Always good<\/td> <\/tr>
    Advancement: <\/strong>2-3 HD (Tiny), 4-5 HD (Small); see text<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    What appeared to be a bird is actually just a patchwork cluster of brightly-colored feathers in the shape of a bird.<\/i>\r

    Plumazotls are living creations of pluma magic, a type of magic native to Maztica. Created by a powerful plumaweaver who was destroyed by the gods for his audacity, these creatures still inhabit remote parts of Maztica.\r

    Plumazotls prefer to live solitary existences, far from civilization. However, they are unafraid of most humanoids, and enjoy short conversations with them. If given feathers or other tokens of pluma magic, a plumazotl happily offers any information to the best of its ability. Plumazotl lairs are safe, peaceful places filled with color and music through the power of pluma magic.\r

    Mating between greater plumazotl involves a dazzling ritual in which they pluck feathers from each other, then form these into small images of birds or humanoids, and finally infuse them with pluma magic. The resulting creature is a lesser plumazotl. A pair usually produces only one or two offspring before parting ways.\r

    Plumazotl feed solely by adding feathers and other items of pluma magic to their bodies, growing larger and eventually metamorphosisizing into greater plumazotl.\r

    A lesser plumazotl is 3 to 4 feet long and weighs 2 pounds. Although they most commonly take the shape of birds, some plumazotls have been known to take on humanoid forms (this has no effect on game statistics).\r

    Plumazotls speak Payit and other languages native to their regions. Their voices are musical.\r

    COMBAT\r

    Plumazotl prefer to avoid combat, but will defend themselves with bites, claws, and pluma magic.\r

    Consume Magic (Su):<\/b> A lesser plumazotl advances in hit dice by absorbing magic items into its body. The magic item to be consumed must have feathers or be associated with feathers, such as a feather token<\/i> or a magic arrow. For every 200 gp of magic items that the lesser plumazotl consumes, it gains one hit die; when it reaches 6 hit dice, it metamorphoses into a greater plumazotl.\r

    Additionally, a lesser plumazotl can consume the feathers from magical beasts and outsiders. The lesser plumazotl gains 1 Hit Die for every 5 HD the original creature possessed. A lesser plumazotl may only gain this benefit from a specific creature once, even if additional feathers are consumed.\r

    Pluma Magic:<\/b> A lesser plumazotl casts spells as a sorcerer of a level equal to its Hit Dice. It may cast spells from the Air, Animal, Magic, and Water domains as arcane spells. Pluma magic can only reproduce spells of up to 6th-level. For spells with material components, the plumazotl instead substitutes a feather of equal value (price based on rarity).\r

    Spell Resistance (Ex):<\/b> A lesser plumazotl has spell resistance equal to 5 + Hit Dice.<\/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 good","environment":"Any"},{"name":"Polarwere","type":"Magical Beast","ch":14,"challenge_rating":" 14 \u00a0","id":6325,"reference":"Usergen","full_text":"

    Polarwere <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Magical Beast \t\t\t(Cold, Shapechanger)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 18d8+108\u00a0(189 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares), swim 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 21 (-2 size, +13 natural), touch 8, flat-footed 21<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+13\/+35<\/td> <\/tr>
    Attack: <\/strong>Claw +25 melee (2d6+14)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +25 melee (2d6+14) and bite +20 melee (3d8+7)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Alternate form, battle frenzy, curse of the polarwere, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/cold iron, darkvision 60 ft., faster healing, immunity to cold, low-light vision, polar bear empathy, scent, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +17, Ref +11, Will +12 <\/td> <\/tr>
    Abilities: <\/strong>Str 39, Dex 11, Con 23, Int 10, Wis 14, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Climb +20, Hide -2*, Intimidate +6, Jump +28, Listen +11, Spot +11, Swim +26<\/td> <\/tr>
    Feats: <\/strong>Alertness, Cleave, Great Cleave, Endurance, Power Attack, Run, Track (B), Weapon Focus (claw)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>14<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Often neutral evil<\/td> <\/tr>
    Advancement: <\/strong>19-36 HD (Huge); 37-45 HD (Gargantuan) or by character class<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The above form is the Dire Polar Bear Form.\r

    Polarwere, Hybrid Form<\/b>\r
    Huge Magical Beast (Cold, Shapechanger)\r
    Hit Dice: 18d8+108 (189 hp)\r
    Initiative: +0\r
    Speed: 40 ft. (8 squares), swim 20 ft.\r
    Armor Class: 21 (-2 size, +13 natural), touch 8, flat-footed 21\r
    Base Attack\/Grapple: +13\/+35\r
    Attack: Claw +25 melee (2d6+14)\r
    Full Attack: 2 claws +25 melee (2d6+14) and bite +20 melee (3d8+7)\r
    Space\/Reach: 15 ft.\/10 ft.\r
    Special Attacks: Alternate form, battle frenzy, curse of the polarwere, improved grab, rend 4d6+14\r
    Special Qualities: Damage reduction 10\/cold iron, darkvision 60 ft., faster healing, immunity to cold, low-light vision, polar bear empathy, scent, vulnerability to fire\r
    Saves: Fort +17, Ref +11, Will +12\r
    Abilities: Str 39, Dex 11, Con 23, Int 10, Wis 14, Cha 11\r
    Skills: Climb +20, Hide -2*, Intimidate +6, Jump +24, Listen +11, Spot +11, Swim +26\r
    Feats: Alertness, Cleave, Great Cleave, Endurance, Power Attack, Run, Track (B), Weapon Focus (claw)\r
    Environment: Cold plains\r
    Organization: Solitary or pair\r
    Challenge Rating: 14\r
    Treasure: Standard\r
    Alignment: Often neutral evil\r
    Advancement: 19-36 HD (Huge); 37-45 HD (Gargantuan) or by character class\r
    Level Adjustment: \u00c2\u0097\r

    Polarwere, Frost Giant Form<\/b>\r
    Large Magical Beast (Cold, Shapechanger)\r
    Hit Dice: 18d8+108 (189 hp)\r
    Initiative: +1\r
    Speed: 40 ft. (8 squares), swim 20 ft.\r
    Armor Class: 21 (-1 size, +1 Dex, +11 natural), touch 10, flat-footed 20\r
    Base Attack\/Grapple: +13\/+35\r
    Attack: Huge greataxe +22 melee (3d6+15\/x3) or slam +22 melee (1d4+10) or rock +13 ranged (2d6+10)\r
    Full Attack: Huge greataxe +22\/+17 melee (3d6+15\/x3) or 2 slams +22 melee (1d4+10) or rock +13 ranged (2d6+10)\r
    Space\/Reach: 10 ft.\/10 ft.\r
    Special Attacks: Alternate form, rock throwing\r
    Special Qualities: Darkvision 60 ft., faster healing, immunity to cold, low-light vision, polar bear empathy, rock catching, scent, vulnerability to fire\r
    Saves: Fort +17, Ref +12, Will +12\r
    Abilities: Str 31, Dex 13, Con 23, Int 10, Wis 14, Cha 11\r
    Skills: Climb +16, Hide -1, Intimidate +6, Jump +20, Listen +11, Spot +11, Swim +22\r
    Feats: Alertness, Cleave, Great Cleave, Endurance, Power Attack, Run, Track (B), Weapon Focus (claw)\r
    Environment: Cold plains\r
    Organization: Solitary or pair\r
    Challenge Rating: 14\r
    Treasure: Standard\r
    Alignment: Often neutral evil\r
    Advancement: 19-36 HD (Huge); 37-45 HD (Gargantuan) or by character class\r
    Level Adjustment: \u00c2\u0097\r

    This massive white bear is over twenty feet long, with vicious black claws. Its form begins to shift, taking on a more bipedal form.<\/i>\r

    Polarweres are a unique form of shapechanger somewhat akin to therianthropes and wereseals. These massive, magical bears each have a specific frost giant form, and may also take a hybrid shape of their other two forms.\r

    Polarweres are bitter and selfish, preferring to live a solitary existence in huge caverns of remote arctic mountain ranges. They occasionally mingle with frost giant tribes, usually only for short times, although a small number choose to live their whole lives among the giants. \r

    The territory of a single polarwere often covers many miles, since it takes a large amount of food to feed them. They are almost always at the top of the food chain in these regions, although white dragons and other large arctic creatures occasionally expand into their territories. Frost giants actually pose the greatest threat to polarweres, for they covet the polarwere's pelts and fear the curse spread by polarweres to their kind.\r

    Polarweres mate hapharzardly, and their unions always produce exactly one cub. The mother cares for the young cub only until it can fend for itself. Although polarweres can create others of their kind by passing along their \"curse\" to frost giants, this usually only occurs accidentally, as polarweres see little benefit in having more of their kind roaming about similar territory.\r

    In bear form, polarweres are over 20 feet in length and weigh over 15,000 pounds. In frost giant form, polarweres are about 15 feet tall and weigh about 2,800 pounds. In hybrid form, polarweres are about 17 feet tall and weigh about 8,900 pounds. \r

    A polarwere speaks Giant.\r

    COMBAT\r

    Polarweres dislike combat, attacking only when hungry or provoked, or to drive intruders far from their lairs. In bear or hybrid form, a polarwere rips opponents apart with its claws and fangs. In giant form, it usually wields a massive greataxe or throws boulders.\r

    Alternate Form (Su):<\/b> A polarwere's natural form is that of a dire polar bear. It can assume the form of a specific frost giant (as indicated in its entry). It does not assume the ability scores of the giant (but does apply a size penalty to Str and size bonus to Dex to account for its smaller size in this form). A polarwere also can assume a bipedal hybrid form with prehensile hands and animalistic features.\r

    Equipment carried by the polarwere in giant or hybrid form shifts with it and is absorbed into its polar bear form. Magic items do not function while in this form. When a polarwere shifts back into giant or hybrid form, equipment (including magic items) returns to normal and function normally.\r

    In frost giant form, a polarwere cannot use its natural weapons or any extraordinary special attacks. It can wield weapons and wear armor however.\r

    In hybrid form, the polarwere retains its natural attacks and extraordinary special attacks and can also wield weapons or wear armor.\r

    Changing to or from animal or hybrid form is a standard action. A slain polarwere reverts to its polar bear form, although it remains dead. Separated body parts retain their animal form, however. \r

    Battle Frenzy (Ex):<\/b> This special attack functions only when the polarwere is in bear or hybrid form. It does not stack with any other rage or frenzy ability. Once per day, the polarwere can work itself into a battle frenzy similar to the barbarian\u00c2\u0092s rage (+4 Str, +4 Con, +2 morale bonus on Will saves, -2 AC penalty). The frenzy lasts for a number of rounds equal to the polarwere's HD, and the polarwere suffers no ill effects afterwards.\r

    Curse of the Polarwere (Su):<\/b> Any frost giant hit by a polarwere's bite attack must succeed on a DC 25 Fortitude save or become a polarwere. The frost giant loses all abilities it possessed prior to transformation except for those due to levels in character classes, but does retain any equipment it carried. The save DC is Constitution-based.\r

    Faster Healing (Ex):<\/b> A polarwere recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 2 hit points per HD for a full 8 hours of rest in a day, or 4 hit points per HD for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.\r

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

    Polar Bear Empathy (Ex):<\/b> In any form, polarweres can communicate and empathize with normal or dire polar bears. This gives them a +4 racial bonus on checks when influencing the animal\u00c2\u0092s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as \"friend,\" \"foe,\" \"flee,\" and \"attack.\"\r

    Rend (Ex):<\/b> If a polarwere in hybrid form hits with both claw attacks, it latches onto the opponent\u00c2\u0092s body and tears the flesh. This attack automatically deals an additional 4d6+14 points of damage.\r

    Rock Catching (Ex):<\/b> A polarwere in giant form can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a polarwere 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 polarwere must be ready for and aware of the attack in order to make a rock catching attempt.\r

    Rock Throwing (Ex):<\/b> In giant form, polarweres are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A polarwere can hurl rocks weighing 60 to 80 pounds each (Medium objects) up to five range increments. The range increment is 120 feet for a polarwere's thrown rocks.\r

    Skills:<\/b> A polarwere has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can 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

    *In bear or hybrid form, a polarwere's white coat bestows a +12 racial bonus on Hide checks in snowy areas.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #266<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Often neutral evil","environment":"Cold plains"},{"name":"Polymar","type":"Shapechanger","ch":5,"challenge_rating":" 05 \u00a0","id":6326,"reference":"Usergen","full_text":"

    Polymar <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Shapechanger \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+20\u00a0(65 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3 (Dex, Improved Initiative)<\/td> <\/tr>
    Speed:<\/strong> 60 ft.<\/td> <\/tr>
    AC:<\/strong> 11 (-1 size, +2 natural)<\/td> <\/tr>
    Attacks:<\/strong>3 slams +9 melee<\/td> <\/tr>
    Damage: <\/strong>Slam 1d6+3<\/td> <\/tr>
    Face\/Reach: <\/strong>10 ft. by 10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>None<\/td> <\/tr>
    Special Qualities: <\/strong>Mimic shape<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +6, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 8, Con 14, Int 3, Wis 11, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Disguise +10<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>05<\/td> <\/tr>
    Treasure: <\/strong>Half standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>11-15HD (Large); 16-30 (Huge)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A polymar is a species of shape-changer closely related to mimics. A polymar is larger than a mimic, however, lacks the intelligence, natural adhesive, and acid immunity of its smaller kin. The polymar relies more on brute force that subterfuge to catch a meal.

    A polymar can flatten itself, covering a wide area such as a wall or floor. Polymars are certainly related to mimics, and their ability to spread themselves over an area also suggests that they are perhaps also share a common ancestry with trappers and lurkers above.

    Combat<\/b>
    A polymar will lie in wait until a victim is within its range. With blinding speed, the polymar will lash out with three club-like pseudopods in an attempt to bring down its prey with brute force. Once it manages to subdue its prey, the polymar wraps itself around it and digests the meal over a period of several days.

    Mimic Shape (Ex):<\/b> A polymar can assume the general shape of any creature of 10HD or less, or any object that fills roughly 100 cubic feet (10 ft. \u00c3\u0097 10 ft. \u00c3\u0097 1 ft., for example). The creature cannot substantially alter its size, though. A polymar\u00c2\u0092s body is soft and spongy, no matter what appearance it might present. Anyone who examines the polymar can detect the ruse with a successful Spot check opposed by the polymar\u00c2\u0092s Disguise check.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1982 Wizards of the Coast, Inc.
    Originally found in Module B4, The Lost City<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Shapechanger","alignment":"Usually chaotic evil","environment":">Underground"},{"name":"Polyp, Giant","type":"Aberration","ch":6,"challenge_rating":" 6 \u00a0","id":6327,"reference":"Usergen","full_text":"

    Polyp, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 7d8+21\u00a0(52 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square), swim 5 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (-1 size, +5 natural), touch 9, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+12<\/td> <\/tr>
    Attack: <\/strong>Tentacle +8 melee (1d3+3 plus paralysis)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>24 tentacles +8 melee (1d3+3 plus paralysis)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft. (30 ft. with tentacle)<\/td> <\/tr>
    Special Attacks: <\/strong>Paralysis, spined defense<\/td> <\/tr>
    Special Qualities: <\/strong>Amphibious, darkvision 60 ft., vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +4, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 11, Con 16, Int 7, Wis 12, Cha 3 <\/td> <\/tr>
    Skills: <\/strong>Hide +6<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (paralysis), Lightning Reflexes, Weapon Focus (tentacle)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>8-14 HD (Large); 15-21 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This entity vaguely resembles a tree, but it has fleshy tentacles instead of branches.<\/i>\r

    Giant polyps grow in dark, subterranean chambers filled with pools of dark, stagnant water. They lie in wait for living prey to approach, then lash out with their paralytic tentacles. Giant polyps are believed to be distant relatives of kampfults.\r

    Some sages believe the polyp is the sessile stage of another subterranean monster, based on reports of flying and crawling aberrations which have the same spiny paralyzing tentacles.\r

    An average giant polyp is about 10 feet tall. \r

    Giant polyps do not speak. \r

    COMBAT\r

    Although it possesses 24 tentacles, a giant polyp can only use only three tentacles at once against a Small or Medium opponent. Against larger foes, it can use three additional tentacles for each size category larger than Medium. Against a Tiny or smaller opponent, the creature can use only one tentacle. It can use a maximum of three tentacles against all foes in any single 5-foot square. \r

    An opponent can attack a giant polyp's tentacles with a sunder attempt as if they were weapons. A giant polyp's tentacles have 4 hit points each. If a giant polyp 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 polyp's tentacles deals 2 points of damage to the creature. A giant polyp usually withdraws from combat if it loses 25% of its tentacles (usually 6). The creature regrows severed limbs in 1d3 days. \r

    Improved Grab (Ex):<\/b> To use this ability, a giant polyp 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 attaches the tentacle to the opponent's body. \r

    If a giant polyp begins its turn with at least one tentacle attached, it can try to attach two additional tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the giant polyp gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn. \r

    Once the giant polyp has wrapped three tentacles around the character, the creature attempts to swallow the victim whole. \r

    Paralysis (Ex):<\/b> Those hit by a giant polyp's tentacle attack must succeed on a DC 18 Fortitude save or be paralyzed for 3d6 rounds. The save DC is Constitution-based.\r

    Spined Defense (Ex):<\/b> Any creature striking a giant polyp with handheld weapons or natural weapons takes 2d6+3 points of piercing and slashing damage from the polyp's spines. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.\r

    Swallow Whole (Ex):<\/b> A giant polyp that begins its turn with three tentacles attached can try to swallow an opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d6 points of crushing damage plus 2d6 points of acid damage per round from the polyp's digestive tract. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the digestive tract (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Large giant polyp's digestive tract can hold 1 Medium, 4 Small, 16 Tiny, 32 Diminutive, or 128 Fine or smaller opponents.\r

    Skills:<\/b> A giant polyp 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 Monstrous Compendium Greyhawk Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Usually neutral evil","environment":"Any underground"},{"name":"Porcelain Doll","type":"Construct","ch":2,"challenge_rating":" 2 \u00a0","id":6328,"reference":"Usergen","full_text":"

    Porcelain Doll <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d10\u00a0(16 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 15 ft. (3 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+2 size, +4 Dex), touch 16, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/-6<\/td> <\/tr>
    Attack: <\/strong>Claw +4 melee (1d4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +4 melee (1d4) and bite -1 melee (1d3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Explosive destruction<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 5\/bludgeoning, darkvision 60 ft., light-activated, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 18, 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 package (2-12)<\/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>
    A pretty, dark-eyed porcelain doll sits against the wall. As light falls upon it, it springs to life, revealing a mouth filled with knifelike teeth.<\/i>\r

    Porcelain dolls are constructs most often created for their relatively harmless appearance. They can be shipped as gifts to potential rivals on missions of assassination, or can be found within a child's play area while secretly programmed to serve as a guardian.\r

    A porcelain doll is 3 feet tall and weighs 5 to 10 pounds. \r

    COMBAT\r

    Porcelain dolls attack with vicious teeth and knife-like nails.\r

    Explosive Destruction (Ex):<\/b> When reduced to 0 hit points, a porcelain doll explodes in a burst of broken porcelain, dealing 2d4 points of piercing damage in a 5-foot radius (Ref DC 11 half). The save DC is Constitution-based. \r

    Light-Activated (Su):<\/b> A porcelain doll is activated by light. In areas of even shadowy illumination, a china doll functions normally. If exposed to complete darkness, a porcelain doll reverts to an inanimate state, and is treated as an object with hardness 2 and its normal hit points.\r

    CONSTRUCTION\r

    A porcelain doll's body is crafted with fine porcelain and painted with fine tints costing at least 200 gp. Assembling the body requires a DC 18 Craft (pottery) or DC 18 Craft (toymaking) check.\r

    CL 5th; Craft Construct, light, mending, shatter<\/i>, caster must be at least 5th level; Price 3,200 gp; Cost 1,500 gp + 120 XP.<\/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":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Porcupine","type":"Animal","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6329,"reference":"Usergen","full_text":"

    Porcupine <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1\/2d8+2\u00a0(4 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), climb 5 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-5<\/td> <\/tr>
    Attack: <\/strong>Bite +0 melee (1d4-1)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +0 melee (1d4-1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Quills<\/td> <\/tr>
    Special Qualities: <\/strong>Hunker down, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +3, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 8, Dex 12, Con 15, Int 2, Wis 12, Cha 3 <\/td> <\/tr>
    Skills: <\/strong>Climb +7, Listen +7, Spot +3\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any woods<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/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>
    This sturdily-built animal is covered with long spines. It has a squarish head, beady eyes and a short but broad tail.<\/i>\r

    Porcupines are large rodents known for their coat of quills Porcupines are herbivorous, eating mostly leaves, herbs, twigs and green plants. Although mostly nocturnal, porcupines will occasionally forage for food in the day. \r

    A porcupine is 2 to 3 feet long (sans tail) and weighs 12 to 30 pounds.\r

    COMBAT\r

    Porcupines are generally nonaggressive, preferring to flee if danger approaches. If it cannot retreat, a porcupine will hunker down into a defensive ball of quills.\r

    Hunker Down (Ex):<\/b> If a porcupine is threatened in melee and cannot retreat to a safe distance from its opponent(s), it curls its head and legs under its torso while on the ground and flares its quills in all directions. In this defensive position, the Reflex save DC of its quills special attack gains a +2 bonus (increasing it to DC 14 for a typical porcupine), but the porcupine's speed is reduced to 10 ft. and it cannot charge or run. \r

    Quills (Ex):<\/b> Melee combat with a porcupine is dangerous. An opponent who attacks a porcupine with a melee weapon that does not have reach must succeed on a DC 12 Reflex save or be struck by 1d4 quills. Each quill does 1 point of piercing damage and lodges in the opponent's flesh, imposing a -1 circumstance penalty to attacks, saves, and checks per quill (maximum -4 penalty). Removing a quill inflicts 1 point of additional damage to the victim unless a DC 15 Heal check is made. The save DC is Constitution-based.\r

    Skills:<\/b> Porcupines 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>
    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 woods"},{"name":"Porcupine Fish, Giant","type":"Animal","ch":1,"challenge_rating":" 1 \u00a0","id":6330,"reference":"Usergen","full_text":"

    Porcupine Fish, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d8+2\u00a0(6 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> Swim 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+1 size, +3 natural), touch 11, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-5<\/td> <\/tr>
    Attack: <\/strong>Bite +0 melee (1d3-1) or spines +0 melee (1d6-1 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +0 melee (1d3-1) or spines +0 melee (1d6-1 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, spines<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +2, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 9, Dex 10, Con 14, Int 1, Wis 11, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Spot +4, Swim +7<\/td> <\/tr>
    Feats: <\/strong>Endurance<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2 HD (Small); 3-4 HD (Medium); 5-6 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This fish has a thick, sturdy body entirely covered with long spines. Its wide head has a large eye on each side, with a slit-like mouth set between.<\/i>\r

    Giant porcupine fish are found near rocky coasts and coral reefs, where they lair in caves or crevices. They are highly territorial, never straying far from their feeding grounds.\r

    A giant porcupine fish feeds primarily on coral, clams, and small crustaceans. \r

    A giant porcupine fish is 2 to 3 feet long and weighs 10 to 30 pounds.\r

    COMBAT\r

    A giant porcupine fish is not aggressive, but may bite when provoked. If it sees danger, the fish flees to its lair at the earliest opportunity. When attacked or threatened, the giant porcupine fish immediately inflates its body, erecting its knife-long poisonous spines. These spines not only deter attacks, but the fish can use them to make impaling attacks.\r

    Inflation (Ex):<\/b> A giant porcupine fish can inflate itself by swallowing water. Inflation is an immediate action, while deflation is a move action. An inflated porcupine fish is considered one size larger for purposes of defending against size-based special attacks such as bull rush, overrun and swallow whole attacks. Furthermore, inflation causes the fish's spines to stand erect, allowing it to utilize its spines special attack (see below).\r

    An inflated porcupine fish is heavily encumbered by the weight of the swallowed water, which slows its swim speed to 20 ft.\r

    Poison (Ex):<\/b> A porcupine fish's spines and many of its internal organs are poisonous. The save DCs are Constitution-based.\r

    Spine poison:<\/i> Injury (spines), Fortitude DC 12, initial and secondary damage 1d6 Con.\r

    Organ poison:<\/i> Ingestion, Fortitude DC 12, initial and secondary damage 2d6 Con.\r

    Spines (Ex):<\/b> Any creature striking an inflated giant porcupine fish with handheld weapons or natural weapons takes 1d6-1 points of piercing and slashing damage from the fish's spines, and expose them to the fish's poison. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way. A giant porcupine fish may also use its spines offensively.\r

    Skills:<\/b> A giant porcupine 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>
    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":"Porcupine, Dire","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":6331,"reference":"Usergen","full_text":"

    Porcupine, Dire <\/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> 20 ft. (4 squares)<\/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>Bite +3 melee (1d6+1) or quills +3 melee (special) or 4 quills +3 ranged (1d3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +3 melee (1d6+1) or quills +3 melee (special) or 4 quills +3 ranged (1d3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Quills, shoot quills<\/td> <\/tr>
    Special Qualities: <\/strong>Hunker down, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +4, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 12, Con 15, Int 2, Wis 12, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>Climb +6, Listen +7, Spot +3<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (defensive quills), Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any woods<\/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>4-5 HD (Medium); 6-9 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This sturdily-built animal is covered with long spines. It has a squarish head, beady eyes and a short but broad tail.<\/i>\r

    Dire porcupines, like their smaller cousins, are rodents known for their coat of quills. Dire porcupines are herbivorous, eating mostly leaves, herbs, twigs and green plants. Although mostly nocturnal, dire porcupines will occasionally forage for food in the day. \r

    A typical dire porcupine is 4 to 6 feet long (sans tail) and weighs 200 to 300 pounds.\r

    COMBAT\r

    Dire porcupines are more aggressive than their smaller cousins. They normally hiss a warning should any creature approach within 30 feet or so, and if the creature does not immediately retreat the dire porcupine starts launching volleys of quills. If these missiles prove ineffective, a dire porcupine either flees into the woods, or hunkers down into a ball of quills and bites any opponent that approaches it.\r

    Hunker Down (Ex):<\/b> If a dire porcupine is threatened in melee and cannot retreat to a safe distance from its opponent(s), it curls its head and legs under its torso while on the ground and flares its quills in all directions. In this defensive position, the Reflex save DC of its defensive quills special attack gains a +2 bonus (increasing it to DC 17 for a typical dire porcupine), but the porcupine's speed is reduced to 10 ft. and it cannot charge or run.\r

    Quills (Ex):<\/b> Melee combat with a dire porcupine is dangerous. An opponent who attacks a porcupine with a melee weapon that does not have reach must succeed on a DC 15 Reflex save or be struck by 1d4 quills. Each quill does 1d3 point of piercing damage (plus half the porcupine's Strength bonus, if any) and lodges in the opponent's flesh, imposing a -1 circumstance penalty to attacks, saves, and checks per quill (maximum -4 penalty). Removing a quill inflicts 1d3 point of additional damage to the victim unless a DC 15 Heal check is made.\r

    A dire porcupine can also attack an opponent with its quills as a single melee attack, with damage as above. If the opponent succeeds on the DC 15 Reflex save it takes half damage and the quills do not lodge in its flesh. The save DCs are Constitution-based.\r

    Shoot Quills (Ex):<\/b> With a snap of its tail, a dire porcupine can loose a volley of four quills as a standard action (make an attack roll for each quill). This attack has a range of 30 feet with no range increment. All targets must be within 30 feet of each other. Any opponent hit by a shot quill must succeed on a DC 15 Reflex save or the quill will lodge in their flesh (see Defensive Quills, above, for the effects). A dire porcupine has 80 quills it can shoot from its tail, and regrows lost tail quills at a rate of 20 quills per 24-hour period.\r

    Skills:<\/b> Dire porcupines have a +4 racial bonus on Climb checks.\r

    Note:<\/b> Originally appeared in Monster Manual (1977) as \"Giant Porcupine\".<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1977 Wizards of the Coast, Inc.
    Originally found in Monster Manual<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Any woods"},{"name":"Potamotherium","type":"Animal","ch":1,"challenge_rating":" 1 \u00a0","id":6332,"reference":"Usergen","full_text":"

    Potamotherium <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), swim 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/\u00c2\u00961<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (1d6+1)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (1d6+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/ 5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Agile swimmer, hold breath, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +6, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 17, Con 12, Int 2, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Balance +5, Climb +5, Escape Artist +6, Listen +5, Spot +5, Swim +11<\/td> <\/tr>
    Feats: <\/strong>Alertness, Spring AttackB<\/sup><\/small><\/b><\/small>, Weapon FinesseB<\/sup><\/small><\/b><\/small><\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair or family (3-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    These slim fish-eating mammals may be a primitive ancestor of the modern otter, which they strongly resemble in shape and habits.\r

    A typical potamotherium is up to 5 feet long, including its tail, and weighs around 30 pounds.\r

    Combat<\/b>\r
    These animals usually avoid combat, but when forced to fight they will circle around their opponent and use their Spring Attack feat to dart in, bite, and escape to a safe distance before their foe can respond.\r

    Agile Swimmer (Ex):<\/b> Unlike most creatures with a Swim speed, a potamotherium does not have to move in a straight line when it makes a Run action while swimming. It can turn by 90 degrees for every 5 feet it travels.\r

    Hold Breath (Ex):<\/b> A potamotherium can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning. For a typical potamotherium, this is 48 rounds, or 5 minutes.\r

    Skills:<\/b> A potamotherium has a +2 racial bonus on Balance, Climb and Escape Artist checks.\r

    Potamotheriums have a +8 racial bonus on Swim checks and can always choose to take 10 on Climb checks, even if rushed or threatened. A potamotherium can use either its Strength or its Dexterity bonus for Climb or Swim checks and can take the Run action while swimming (see Agile Swimmer).\r

    Note:<\/b> The Potamotherium<\/i> is an extinct animal, but its stats can be used for the living South American giant otter (Pteronura brasiliensis<\/i>). It also represents a \"normal version\" of the dire otter<\/b><\/u><\/a>.<\/td><\/tr><\/table><\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    2009 n\/a
    Originally found in D&D Supplement II: Blackmoor (1975) \u00c2\u0097 for the Giant Otter<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate aquatic"},{"name":"Presence","type":"Aberration","ch":8,"challenge_rating":" 08 \u00a0","id":6333,"reference":"Usergen","full_text":"

    Presence <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Aberration \t\t\t(Incorporeal)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 11d8+11\u00a0(60 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> Fly 5 ft (1 square) (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+1 size, +3 deflection), touch 14, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/---<\/td> <\/tr>
    Attack: <\/strong>---<\/td> <\/tr>
    Full Attack: <\/strong>---<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Whisps<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/good or silver, darkform, immune to mind-affecting effects, incorporeal traits, lifesense, unnatural senses<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +3, Will +13 <\/td> <\/tr>
    Abilities: <\/strong>Str ---, Dex 10, Con 13, Int 18, Wis 19, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Hide +10*, Knowledge (any three) +16, Listen +15, Search +14, Sense Motive +14, Spellcraft +10, Spot +15<\/td> <\/tr>
    Feats: <\/strong>Alertness, Great Fortitude, Iron Will, Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>08<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>12-22 (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    \r
    Whisp\r
    Tiny Aberration (Incorporeal)\r
    Hit Dice<\/b>: 1d8 (4 hp)\r
    Initiative<\/b>: +3\r
    Speed<\/b>: Fly 50 ft (10 squares) (perfect)\r
    Armor Class<\/b>: 18 (+2 size, +3 Dex, +3 deflection), touch 18, flat-footed 15\r
    Base Attack\/Grapple<\/b>: +8\/---\r
    Attack<\/b>: Incorporeal touch +13 melee (1d6)\r
    Full Attack<\/b>: Incorporeal touch 13 melee (1d6)\r
    Space\/Reach<\/b>: 2 \u00c2\u00bd ft\/0 ft\r
    Special Attacks<\/b>: ---\r
    Special Qualities<\/b>: Damage reduction 5\/good or silver, darkvision 60 ft, incorporeal traits, mindless\r
    Saves<\/b>: Fort +0 Ref +3 Will +6\r
    Abilities<\/b>: Str ---, Dex 16, Con 10, Int ---, Wis 19, Cha 17\r
    Skills<\/b>: ---\r
    Feats<\/b>: ---\r

    This appears to be a small, swirling cloud of malevolent, unnatural darkness.<\/i>\r

    The presence is a true aberration that seems to have no real place in the world. It is highly intelligent, and spends most of its time in long-abandoned and little-frequented places, engaging in deep, introverted speculations on evil philosophy. Presences hate all creatures that are not of evil alignment. A presence has no physical senses, but is able to mentally detect nearby living creatures.\r

    A presence is about 2 to 3 feet in diameter.\r

    COMBAT<\/b>\r
    A presence seldom moves, and will destroy anything that disturbs its philosophical deliberations. A presence is essentially helpless, but can create \"whisps\": tiny snake-like, writhing, green smoky clouds that are extensions of its life force. A presence will not create more whisps than it has hit points to spare, and will retain about half of its own hit points to defend itself in case of absolute need.\r

    Whisps (Su)<\/b>: A presence can create whisps at will, using its own life force, which enable it to attack enemies. To create a whisp, a presence sacrifices four of its hit points, which are used to give the whisp life. A presence can create as many whisps as it has Hit Dice as a standard action, and it cannot have more whisps than it has Hit Dice. A presence cannot convert all of its hit points into whisps. If the presence re-absorbs a whisp (as a free action), it regains all the hit points that the whisp had remaining.\r

    A presence has total control over its whisps, and its control over them cannot be blocked by any means. A whisp is fast-moving and mobile, and each one moves independently, and can move up to 50 feet away from the presence. A whisp can move and attack in the same round in which it is created.\r

    A whisp has no independent will of its own, though each one is treated as a separate creature for combat purposes. Whisps use the presence's base attack bonus, but use their own Dexterity modifier to determine their melee attack bonus with natural weapons.\r

    Darkform (Ex)<\/b>: A presence's physical form seems to consist of a shadowy illumination that grants it concealment (20% miss chance). This effect is otherwise like the darkness<\/i> spell.\r

    Lifesense (Su)<\/b>: A presence continually detects the presence of living creatures and their alignments within 60 feet. This functions similarly to a detect undead<\/i> spell, except that it detects living creatures instead of undead, and the presence is never stunned if a living creature has more than twice its Hit Dice. Additionally, this ability allows the presence to use detect evil<\/i> as a free action on any living creatures it detects. Lifesense is always active.\r

    Unnatural Senses (Su)<\/b>: A presence has no sense of sight, hearing, touch, smell, or taste. However, it can see and hear exactly what its whisps see and hear if it created has any. A presence can likewise make checks for any skill with Intelligence, Wisdom, or Charisma as its key ability, through what a whisp observes.\r

    Skills<\/b>: *A presence has a +8 racial bonus on Hide checks when hiding in shadows or areas of darkness.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in module UK2 ? The Sentinel (1983, Graeme Morris).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral evil","environment":"Any land and underground"},{"name":"Prikolic","type":"Undead","ch":3,"challenge_rating":" 3 \u00a0","id":6334,"reference":"Usergen","full_text":"

    Prikolic <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Shapechanger)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d12+3\u00a0(29 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (-1 Dex, +4 natural), touch 9, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+4<\/td> <\/tr>
    Attack: <\/strong>Slam +4 melee (1d8+2)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +4 melee (1d8+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Alternate form, damage reduction 5\/slashing, darkvision 60 ft., scent, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +0, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 9, Con \u00c2\u0097, Int \u00c2\u0097, Wis 10, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Survival +0*<\/td> <\/tr>
    Feats: <\/strong>Iron Will (B). Toughness (B), Track (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, pack (3\u00c2\u00966), or troupe (3\u00c2\u00966 plus 1\u00c2\u00964 werewolves)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Medium); 9-16 HD (Large); 17-24 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Prikolic, Hybrid Form<\/b>\r
    Medium Undead\r
    Hit Dice: 4d12+3 (29 hp)\r
    Initiative: +1\r
    Speed: 30 ft. (6 squares) \r
    Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14\r
    Base Attack\/Grapple: +2\/+5\r
    Attack: Claw +5 melee (1d4+3)\r
    Full Attack: 2 claws +5 melee (1d4+3) and bite +3 melee (1d6+1)\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Create spawn, curse of lycanthropy\r
    Special Qualities: Alternate form, damage reduction 5\/slashing and silver, darkvision 60 ft., scent, undead traits\r
    Saves: Fort +1, Ref +1, Will +4\r
    Abilities: Str 17, Dex 13, Con \u00c2\u0097, Int \u00c2\u0097, Wis 10, Cha 1\r
    Skills: Survival +0*\r
    Feats: Iron Will (B). Multiattack (B), Toughness (B), Track (B)\r
    Environment: Temperate forests\r
    Organization: Solitary, pair, pack (3\u00c2\u00966), or troupe (3\u00c2\u00966 plus 1\u00c2\u00964 werewolves)\r
    Challenge Rating: 3\r
    Treasure: None\r
    Alignment: Always neutral evil\r
    Advancement: 5-8 HD (Medium); 9-16 HD (Large); 17-24 HD (Huge)\r
    Level Adjustment: \u00c2\u0097\r

    This shambling humanoid corpse begains to shudder, its face elongating into a wolf's snout, its nails lengthening and hardening into claws, and patches of fur sprouting upon its rotting frame.<\/i>\r

    Prikolics are dead werewolves that have re-animated as zombies. They create others of their kind by killing humanoids and giants in combat; survivors often find themselves transformed into werewolves at the next full moon.\r

    COMBAT\r

    Prikolics fight much like zombies, although as soon as they take damage, they shift into their hybrid forms.\r

    Alternate Form (Su):<\/b> A prikolic can assume a bipedal hybrid form.\r

    Create Spawn (Su):<\/b> The corpse of any humanoid of giant slain by a prikolic in hybrid form becomes a prikolic in 1d4 rounds. Such spawn are not under the control of their killer, but will instinctively join other prikolic in hunting the living. They do not possess any of the abilities they had in life.\r

    Curse of Lycanthropy (Su):<\/b> Any humanoid or giant hit by a prikolic's bite attack in hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy (always becoming a living werewolf).\r

    Skills:<\/b> *A prikolic in hybrid form gains a +4 racial bonus on Survival checks when tracking by scent.<\/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":"Undead","alignment":"Always neutral evil","environment":"Temperate forests"},{"name":"Protector","type":"Outsider","ch":4,"challenge_rating":" 04 \u00a0","id":6335,"reference":"Usergen","full_text":"

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

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

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

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

    Speed:<\/b> 50 ft<\/p> <\/td> <\/tr>

    AC:<\/b> 18 (+2 Dex, +6 natural)<\/p> <\/td> <\/tr>

    Attacks:<\/b> Longsword +9\/+4 melee<\/p> <\/td> <\/tr>

    Damage:<\/b> Longsword 1d8+2<\/p> <\/td> <\/tr>

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

    Special Attacks: <\/b>Airwalking, spells<\/p> <\/td> <\/tr>

    Special Qualities:<\/b> Telepathy, know alignment<\/p> <\/td> <\/tr>

    Saves:<\/b> Fort +7, Ref +7, Will +12<\/p> <\/td> <\/tr>

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

    Skills: <\/b>Concentration +15, Diplomacy +15, Heal +11, Knowledge (the planes) +15, Innuendo +15, Listen +15, Scry +15, Sense Motive +15, Spellcraft +15, Spot +15<\/p> <\/td> <\/tr>

    Feats: <\/b>Expertise, Iron Will<\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/b> Solitary or group (1\u009610)<\/p> <\/td> <\/tr>

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

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

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

    Advancement:<\/b> 8\u009621HD (Large)<\/p> <\/td> <\/tr>

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

    These translucent green beings are a gentle folk, protecting all lawful creatures that may enter the place they are guarding. They wear long flowing robes that appear to move in the breeze even though there may be no air movements at all. Most protectors are bald men, though some may appear as women with long flowing hair.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Their bodies are slender, giving them the appearance of being much taller than they are, and they float 6 to 10 inches above the ground.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 They do not speak aloud, as their race is capable of telepathy, and they know instantly the alignment of the being or creature entering their protected area.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 As superior beings, they overlook the mistakes of other lawful beings and try to help them gain a better understanding of how to live properly.\u00a0 To them this means protecting lawful things and eliminating the chaotic things to make a better world.<\/p> <\/td> <\/tr>

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

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

    Anything or anyone who is not lawful (except for normal animals) will be immediately attacked.\u00a0 They will never attack a lawful creature even if it is attacking them; in this situation they try to make the best use of their Expertise feat.\u00a0 The protectors know that lawful beings would not attack them if they understood the protectors\u0092 purpose.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Know Alignment (Su):<\/b> Protectors automatically know the alignment of any creature that comes within 50 feet of it.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Airwalking (Su):<\/b> Protectors can constantly make use of the airwalking<\/i> spell as if cast by a cleric with a caster level equal to the protector\u0092s Hit Dice. This ability may be negated, but the protector can activate it again the next round as a free action.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su): <\/b>Protectors communicate telepathically on a very basic level.\u00a0 They can freely communicate with any intelligent creature within 50 feet regardless of languages known.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spells:<\/b> All protectors can cast divine spells as a cleric equal to their Hit Dice. They must choose Law as one of their domains, and may choose from either Knowledge or Protection for their other domain. The save DC to resist a spell cast by a protector is 15 + the spell level.<\/p> <\/td> <\/tr>

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

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

    The Protector first appeared in module B3(Jean Wells, 1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":" Always lawful neutral","environment":" Any land and underground"},{"name":"Protein Polymorph","type":"Aberration","ch":5,"challenge_rating":" 05 \u00a0","id":6336,"reference":"Usergen","full_text":"

    Protein Polymorph <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Aberration \t\t\t(Shapechanger)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+6\u00a0(33 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft (4 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\/+13<\/td> <\/tr>
    Attack: <\/strong>Slam +8 melee (3d6+7)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +8 melee (3d6+7)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 3d6+7, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Amorphous, blindsight 60 ft, true polymorph<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +4, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 14, Con 13, Int 11, Wis 16, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Disguise +13, Listen +8, Spot +8, Survival +6<\/td> <\/tr>
    Feats: <\/strong>Alertness, Skill Focus (Disguise), Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any temperate land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>05<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Large); 13-18 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large, amorphous blob forms itself into something like a column of glistening, protoplasmic gray matter.<\/i>\r

    In its natural state, a protein polymorph is an ooze-like ball of protoplasm. Rather than being a single creature, a protein polymorph is actually a vast colony of single-celled organisms amassed into an intelligent, malleable blob. The protein polymorph is true shapechanger, and is able to assume nearly any form it can conceive. A single protein polymorph can appear to be just about anything\u00c2\u0097one protein polymorph can even appear to be several different creatures when in fact each \u00c2\u0093individual\u00c2\u0094 is connected to the others. The creature's cells can specialize or despecialize as it wishes, taking on different textures and colors instantly.\r

    Protein polymorphs are voracious hunters, feeding on humanoids, animals, and other living creatures with little regard for type and size. They require a great deal of nutrients on a regular basis, and if one cannot find food in its current hunting grounds, it will forage elsewhere. A protein polymorph brooks no competition and will eliminate other predators with extreme prejudice.\r

    A protein polymorph can recognize another of its kind instantly, regardless of the form it currently wears. They never attack one another, and while an intruder will usually leave a hunting ground to the one who found it first, sometimes more than one protein polymorph will share the same territory and divide the spoils evenly. They do not socialize with each other, and reproduce asexually by fission.\r

    A protein polymorph can have almost any dimensions, but is roughly 12 feet in diameter in its natural form. In this form, a protein polymorph slithers about like an ooze and can attack with a pseudopod. A typical protein polymorph weighs about 6,000 pounds.\r

    Protein polymorphs have no spoken language, and do not usually converse or interact with other intelligent creatures, whom they consider prey. A protein polymorph can learn any language, however, and can speak if it takes the form of a creature with speech capabilities.\r

    COMBAT<\/b>\r
    A protein polymorph generally takes any form that it thinks is likely to draw prey. It can imitate a small-sized room, to fall in and crush any creatures that enter. It can look like a pile of treasure, and can mix actual inanimate objects with its structure to add authenticity; thus a room or corridor may be part stone and part protein polymorph. It can appear as a living creature or a group of creatures, and can use any items it acquired from previous victims, including armor, weapons, and magic items, to improve its effectiveness. In its natural form, a protein polymorph attacks by simply slamming its opponents with a pseudopod and crushing them.\r

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

    Improved Grab (Ex)<\/b>: To use this ability, a protein polymorph 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

    Amorphous (Ex)<\/b>: A protein polymorph in its natural form has immunity to poison, sleep, paralysis, and stunning effects. It is not subject to critical hits and, having no clear front or back, cannot be flanked.\r

    Blindsight (Ex)<\/b>: As an oozelike creature, a protein polymorph has no eyes, but its whole body acts as a sensory organ, allowing it to perceive its environment out to a range of 60 feet.\r

    True Polymorph (Ex)<\/b>: A protein polymorph can assume the form of any nonunique creature from Fine to Colossal size. The new form may be of any creature type, though the protein polymorph retains the type and subtype of its original form. The assumed form cannot have more Hit Dice than the protein polymorph's Hit Dice.\r

    It loses the natural weapons, natural armor, movement modes, and extraordinary special attacks of its original form, and gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form. It retains the special qualities of its original form and does not gain any spell-like abilities, supernatural attacks, or special qualities of its new form. It gains the physical ability scores (Str, Dex, Con) of its new form and retains the mental ability scores (Int, Wis, Cha) of its original form. It retains its hit points, base attack bonus, and base save bonuses, although its save modifiers may change due to a change in ability scores. It cannot assume an incorporeal or gaseous form.\r

    It can become just about anything it is familiar with. It can change form once each round as a swift action. The change takes place either immediately before its regular action or immediately after it, but not during the action. The protein polymorph acquires the physical qualities of the new form, including extremities such as wings or extra limbs. It can freely designate the new form\u00c2\u0092s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form\u00c2\u0092s significant physical qualities (such as height, weight, and gender) are also under the protein polymorph's control, but they must fall within the norms for the new form\u00c2\u0092s kind. It is effectively disguised as an average member of the new form\u00c2\u0092s race. However, a protein polymorph cannot accurately copy facial expressions nor effectively duplicate the sounds of speech, and gains no special bonus on Disguise checks to imitate a certain type of creature.\r

    A protein polymorph can assume the form of an animated object, of any type. It cannot be made into a magic item with this ability. It also cannot reproduce the special properties of cold iron, silver, or adamantine in order to overcome the damage reduction of certain creatures. It can assume the form of many Tiny or smaller objects as if the objects had the swarm subtype. A protein polymorph can pretend to be an inanimate object by remaining motionless; however, touching the protein polymorph reveals its fleshy texture immediately. Anyone who examines the protein polymorph can detect the ruse with a successful Spot check opposed by the protein polymorph's Disguise check.\r

    A protein polymorph may also assume more than one form at the same time, from Fine to Colossal size. It can take on any number of forms, though the assumed forms cannot have more total Hit Dice than the protein polymorph's Hit Dice. The forms are connected by a cord or film of protoplasm that another creature can detect on a successful DC 25 Spot check. Each form must remain within 30 feet of another. Each form has its own natural weapons, natural armor, movement modes, extraordinary special attacks, and Strength and Dexterity scores, as described above. All creatures are part of the protein polymorph, and a protein polymorph moves and attacks with each form on the same initiative. Each form uses the protein polymorph's Constitution score or any Constitution score of any of its forms, whichever is highest. Each form also uses the protein polymorph's hit points, base attack bonus, and base save bonuses. Because any part of the cellular mass that makes up a protein polymorph can act independently, a protein polymorph\u00c2\u0092s multiple forms can each use their primary attack forms with the full attack bonus. A protein polymorph loses hit points when any of its forms is hit, and all its forms die when the protein polymorph is killed.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in the first edition Fiend Folio (1981, Tom Moldvay), and Dungeons of Despair (1999).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Usually chaotic neutral","environment":"Any temperate land and underground"},{"name":"Proterosuchian","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":6337,"reference":"Usergen","full_text":"

    Proterosuchian <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d8+9\u00a0(22 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+1 Dex, +4 natural), touch 11, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+6<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Burst of speed, improved grab, worry<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +4, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Hide +8*, Listen +4, Move Silently +6, Spot +4, Swim +8<\/td> <\/tr>
    Feats: <\/strong>Alertness, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any warm land<\/td> <\/tr>
    Organization: <\/strong>Solitary or group (2-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-5 HD (Medium), 6-9 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a short-tailed crocodile with a robust body that stands on four stocky legs. Its head is large and deep, with powerful spike-toothed jaws.<\/i>\r

    Proterosuchians are extinct relatives of modern crocodiles and alligators. They came in many forms and included both aquatic and terrestrial species. This entry describes an erythrosuchid, the apex predator among the proterosuchians. Erythrosuchians are fierce predators whose large heads resemble those of predatory dinosaurs. Their legs do not sprawl like a lizard, but are held under the body, allowing the animal to stand almost erect. The other proterosuchians had long tails, slimmer bodies, a sprawling gait and more modest sized heads. The other proterosuchians use the Monster Manual entries for crocodiles or monitor lizards, depending on whether they dwell on land or in water.\r

    These apex predator proterosuchians ranged in size from 5 feet long to over 15 feet. This entry describes an average sized proterosuchian such as Shansisuchus. It is roughly 7 feet long, stands about 2 feet tall, and weighs 200 pounds or more.\r

    COMBAT\r

    A proterosuchian prefers to ambush its prey, but will stalk its victims if it needs to. They move with a sudden burst of speed to reach their intended victim, then try to grab their opponent in their jaws and worry them to death.\r

    Burst of Speed (Ex):<\/b> Up to three times per hour, a proterosuchian can increase its land speed to 60 ft. for 1 round as a free action. During this round, it gains a +2 dodge bonus to its Armor Class.\r

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

    Worry (Ex):<\/b> Each round a proterosuchian maintains a grapple, it shakes its prey violently, dealing its bite damage.\r

    Skills:<\/b> Proterosuchians have a +4 racial bonus on Hide, Move Silently and Swim checks. *In forested or overgrown areas, the Hide bonus improves to +8.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #112<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Any warm land"},{"name":"Prowler","type":"Magical Beast","ch":9,"challenge_rating":" 9 \u00a0","id":6338,"reference":"Usergen","full_text":"

    Prowler <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 14d10+28\u00a0(105)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+14\/+20<\/td> <\/tr>
    Attack: <\/strong>Tail slap +16 melee (1d8+3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Tail slap +16 melee (1d8+3) and bite +10 melee (1d8+1)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 1d8+3, implant, improved grab, mindwiping domination gaze<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, spell resistance 20<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +11, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 15, Con 14, Int 14, Wis 15, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Climb +17, Hide +11, Listen +19, Move Silently +11, Spot +19<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (gaze), Improved Initiative, Iron Will, Stealthy, Weapon Focus (tail slap)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or hatchery (2-12 dominated creatures)<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>15-28 HD (Large); 29-42 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large, serpentine creature is over 9 feet long. A dozen brown tentacles wriggle from its mouth, like a cluster of worms bursting through a hole. Eerie red eyes the size of saucers turn your way.<\/i>\r

    Prowlers are evil, underground denizens that seek to dominate other creatures to serve as hosts for their progeny. The most intelligent among them form hatcheries in large caverns consisting of large numbers of dominated creatures. These dominated beings are utilized as both hosts and guardians for the prowler\\'s eggs.\r

    A prowler ranges from 9 to 16 feet in length, and weighs about 1,500 pounds.\r

    A prowler understands Undercommon, but cannot speak due to its mouth structure. Prowlers communicate with one another via a form of sign language using their mouth tentacles.\r

    COMBAT\r

    A prowler seeks to dominate as many foes as possible with its gaze. It usually only makes melee attacks against those who prove resistant to its gaze. It quickly seeks to grab such opponents in its coils and crush the life out of them.\r

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

    Implant (Ex):<\/b> A prowler that succeeds in making a melee touch attack with the brown tentacles that line her mouth against an immobilized foe can inject 1d8 eggs into the opponent\\'s body. This process deals 1 point of damage per egg to the host. The eggs gestate in 2d4 days before hatching into larval prowlers that begin eating their host at an alarming rate, inflicting 1 point of damage per larvae each round until they are removed or the host dies. One minute after a host is killed in this fashion, the larvae emerge. A remove disease<\/i> spell rids the victims of the eggs and larvae, as does cutting them out with a DC 20 Heal check. Each attempt at this Heal check deals 1d4 points of damage to the patient, regardless of whether it succeeds or not. \r

    Prowlers may only make bite attacks against dominated, incapacitated, pinned, or otherwise helpless foes. In the round they make the attack they are considered to be grappling their victim and lose their Dexterity bonus to AC.\r

    Improved Grab (Ex):<\/b> To use this ability, a prowler must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.\r

    Mindwiping Domination Gaze (Su):<\/b> As the feeblemind<\/i> and dominate monster<\/i> spells; at will; DC 22; caster level 15th. The save DC is Charisma-based.\r

    Mindwiping domination gaze has a range of 30 feet. Those targeted by the prowler\\'s gaze must succeed on two saving throws, one for feeblemind<\/i> and the other for dominate monster<\/i>.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1977 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #7<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually neutral evil","environment":"Underground"},{"name":"Pseudo-Undead","type":"Humanoid","ch":"10","challenge_rating":" varies \u00a0","id":6339,"reference":"Usergen","full_text":"

    PSEUDO-UNDEAD(template)<\/span><\/b> <\/span><\/p>

    Pseudo-undeadare humanoids that have evolved to appear physically similar to undeadcreatures. To all of the normal five senses, these beings appear to be theundead creature they resemble. They behave in the same manner as undead, andare moderately dangerous to those unprepared. These beings are not actuallyundead, do not have the powers of undead, and do not associate with trueundead. They are never met in the day, as despite the fact that sunlight doesnot harm them, they find it intolerable all the same. <\/span><\/p>

    Thesehumanoids benefit from a deception that makes other beings frightened of them,for powers that they do not have. They are also safe from clerical turning, aswell as any magic designed to work against undead, and they have no connectionto the Negative Energy plane. They are often found working among evil humansand humanoids, where they interbreed and add to the general menace of groups ofevil characters such as bandits.

    CREATING A PSEUDO-UNDEAD <\/b><\/span><\/p>

    \"Pseudo-undead\"is a template that can be added to any undead creature with an Intelligencescore of 4 or more (referred to hereafter as the \"base creature\").The creature's type changes to \"humanoid.\" It uses all the basecreature's statistics except as noted here. All supernatural powers are lost,and some extraordinary powers are lost as well.<\/span><\/p>

    The most common types of pseudo-undead are pseudo-ghouls, ghasts,wights, wraiths, specters, and vampires. Note that due to body construction,some types of undead are not well suited to be used as pseudo-undead. Undeadtypes with a greatly decomposed or rotten appearance (lich, mohrg) or a veryalien form (allip, bodak, devourer, nightshade) may not be very suitable aspseudo-undead creatures. <\/span><\/p>

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

    Hit Dice:<\/span><\/b> Decrease to d8. The creature gains bonus hit points fromits Constitution score.
    Speed:<\/b> Same as the base creature. If the base creature could fly, itsflight speed is lost, and the creature appears to be flying when it walks.
    AC:<\/b> Same as the base creature. If the base creature was incorporeal, itsdeflection bonus is doubled and transferred to natural armor.
    Attacks:<\/b> Same as the base creature. If the base creature had anincorporeal touch, this becomes a slam attack that causes the same amount ofdamage. Pseudo-undead may use weapons, but usually do not, to maintain theirdeception of being undead.
    Damage:<\/b> Same as the base creature.
    Special Attacks:<\/b> All supernatural attacks and some extraordinary attacksare lost (including paralysis, create spawn, energy drain or ability drain).
    Pseudovampires have the blood drain ability, but the Constitution damage istemporary instead of permanent. Psuedoghasts retain their stench attack.
    Special Qualities:<\/b> All supernatural qualities and some extraordinaryqualities are lost (including spell resistance, damage reduction, turnresistance, unnatural aura, and the undead and incorporeal type modifiers). Thecreature retains darkvision at 60 feet.
    Abilities:<\/b> Same as the base creature. The creature gains a Constitutionscore, which is 10 + the base creature\u0092s HD. If the base creature wasincorporeal, it gains a Strength score, which is 10 + 1\/2 the base creature\u0092sHD.
    Skills:<\/b> A pseudo-undead has 6 skill points, plus its Intelligencemodifier, plus 1 skill point per extra Hit Die. Treat skills from the basecreature's list as class skills and other skills as cross-class. If thecreature has a class, it gains skills for class levels normally. The creatureretains any racial bonus to skills that the base creature had.
    Feats:<\/b> Pseudo-undead have one feat for every four levels or the basecreature's total of feats, whichever is greater. The creature retains any bonusfeats that the base creature had. <\/span><\/p>

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

    Organization:<\/span><\/b> Same as the base creature. <\/span><\/p>

    Challenge Rating:<\/span><\/b> 1\/2 of the base creature, rounding down. <\/span><\/p>

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

    Alignment:<\/span><\/b> Always neutral evil <\/span><\/p>

    Advancement:<\/span><\/b> Same as the base creature, or by character class.

    SAMPLE PSEUDO-UNDEAD
    <\/b>This example uses a standard wight as the base creature.

    PSEUDO-UNDEAD WIGHT
    Medium-Size Humanoid
    Hit Dice:<\/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 4d8+8 (26 hp)
    Initiative:<\/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 +1 (Dex)
    Speed:<\/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 30 ft
    AC:<\/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 15 (+1 Dex, +4 natural)
    Attacks:<\/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 Slam +4 melee
    Damage:<\/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 Slam 1d4+1
    Face\/Reach:<\/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 5 ft by 5 ft\/5 ft
    Special Qualities:<\/b> \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Darkvision 60 ft
    Saves:<\/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 Fort +3, Ref +5, Will +2
    Abilities:<\/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 Str 12, Dex 12, Con 14, Int11, Wis 13, Cha 15
    Skills:<\/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 Hide +4, Listen +4, MoveSilently +9, Spot +4
    Feats:<\/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 Alertness, Blind-Fight

    Climate\/Terrain:<\/b> \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Any land and underground
    Organization:<\/b> \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Solitary, gang (2-5), or pack(6-11)<\/span><\/p>

    Activity Cycle:<\/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 Any
    Challenge Rating:<\/b> \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 1
    Treasure:<\/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 Standard
    Alignment:<\/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 Always neutral evil
    Advancement:<\/b> \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 5-8 HD (Medium-size) or by characterclass

    Pseudo-undead wights appear identical to actual wights, having the same sort oftwisted, wild appearance.

    COMBAT
    <\/b>Pseudo-undead wights hammer with their fists, using their appearance tofrighten opponents into backing down, for fear of energy drain.
    \u00a0\u00a0\u00a0\u00a0\u00a0 Skills:<\/b> Pseudo-undead wights receive a +8 racial bonus to MoveSilently checks.

    Pseudo-undead first appeared in Monster Manual II<\/i> (1983).<\/span><\/p><\/div>","family":"Humanoid","alignment":" \u00a0\u00a0\u00a0\u00a0\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 ","environment":"Any"},{"name":"Pseudo-undead","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6340,"reference":"Usergen","full_text":"

    Pseudo-undead (Template)<\/h1>
    Pseudo-undead are humanoids who resemble specific types of undead creatures.

    Creating a Pseudo-undead<\/h2> \"Pseudo-undead\" is an inherited template that can be added to any living, corporeal humanoid creature with an Intelligence score of 4 or higher (referred to hereafter as the base creature). Each pseudo-undead has similar qualities to a particular type of undead creature (referred to hereafter as the base undead).\r

    A pseudo-undead uses all the base creature's statistics and special abilities except as noted here.\r

    Attacks:<\/b> A pseudo-undead gains additional natural attacks depending on its type. If it already possesses a similar natural attack, use whichever damage is better. A pseudo-undead which gains claw or slam attacks gains a number of claw or slam attacks equal to its number of hands. These deal 1d4 points of damage for a Medium creature. A pseudo-undead which gains a bite attack deals 1d6 points of damage for a Medium creature. Larger and smaller creatures deal greater or lesser damage, as normal for their size and type of attack.\r

    Special Qualities:<\/b> A pseudo-undead gains darkvision to a range of 60 feet.
    Challenge Rating: <\/strong>Varies

    Sample Pseudo-undead<\/h2> Pseudoghoul<\/b>\r

    This foul creature appears more or less humanoid, but has mottled flesh drawn tight across clearly visible bones. It is mostly hairless and has a carnivore's sharp teeth. Its eyes burn like hot coals in their sunken sockets.<\/i>\r

    Pseudoghouls do not hunger for flesh the way actual ghouls do, but they do savor the taste of humanoid flesh and most are cannibals.\r

    Pseudoghouls gain bite and claw attacks.\r

    Paralysis (Ex):<\/b> Those hit by a pseudoghoul\u00c2\u0092s bite or claw attack must succeed on a Fortitude save or be paralyzed for 1d3 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.\r

    Environment:<\/b> Same as the base creature.\r
    Organization:<\/b> Solitary, gang (2\u00c2\u00964), or pack (7\u00c2\u009612) or same as the base creature.\r
    Challenge Rating:<\/b> Same as the base creature +1.\r
    Treasure:<\/b> Same as the base creature.\r
    Alignment:<\/b> Same as the base creature (often chaotic evil).\r
    Advancement:<\/b> By character class.\r
    Level Adjustment:<\/b> Same as the base creature +2.\r


    Pseudoghast<\/b>\r

    A pseudoghast has the same characteristics as a pseudoghoul, plus the following special attack:\r

    Stench (Ex):<\/b> 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 rounds. A creature that successfully saves cannot be affected again by the same pseudoghast\u00c2\u0092s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Pseudoghouls and pseudoghasts, and creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.\r

    Environment:<\/b> Same as the base creature.\r
    Organization:<\/b> Solitary, gang (2\u00c2\u00964), or pack (7\u00c2\u009612) or same as the base creature.\r
    Challenge Rating:<\/b> Same as the base creature +2.\r
    Treasure:<\/b> Same as the base creature.\r
    Alignment:<\/b> Same as the base creature (often chaotic evil).\r
    Advancement:<\/b> By character class.\r
    Level Adjustment:<\/b> Same as the base creature +3.\r

    Pseudowight<\/b>\r

    This creature resembles a humanoid corpse. Its wild, frantic eyes burn with malevolence. The leathery, desiccated flesh is drawn tight across its bones, and the teeth have grown into sharp, jagged needles.<\/i>\r

    Pseudowights lurk in barrow-mounds, catacombs, and other places just as undead wights do. They often hate other living creatures, but not usually to the degree that wights do. Though they cannot drain the life out of creatures, they carry a disease borne of their natural filth.\r

    Pseudowights gain slam attacks.\r

    Disease (Ex):<\/b> Filth fever\u00c2\u0097any natural attack, Fortitude negates, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.\r

    Skills:<\/b> Pseudowights gain a +8 racial bonus on Move Silently checks.\r

    Environment:<\/b> Same as the base creature.\r
    Organization:<\/b> Solitary, pair, gang (3\u00c2\u00965), or pack (6\u00c2\u009611) or same as the base creature.\r
    Challenge Rating:<\/b> Same as the base creature +1.\r
    Treasure:<\/b> Same as the base creature.\r
    Alignment:<\/b> Same as the base creature (often lawful evil).\r
    Advancement:<\/b> By character class.\r
    Level Adjustment:<\/b> Same as the base creature +2.\r

    Pseudowraith<\/b>\r

    This creature appears as a sinister, spectral figure robed in darkness. It seems to have no visible features or appendages, except for the glowing red pinpoints of its eyes.<\/i>\r

    Pseudowraiths hate light and living creatures, just as actual wraiths do. Though normally covered in wispy shrouds or robes, pseudowraiths do have actual physical forms underneath, and are not incorporeal. Pseudowraiths do not fly, but walk so lightly as to leave no trace, and observers are easily fooled into thinking these creatures are floating above the surface.\r

    Pseudowraiths do not affect animals the way their undead counterparts do, though animals are often uncomfortable around them. Though they do not drain a creature\u00c2\u0092s Constitution, they carry a weak poison that can be deadly enough.\r

    Pseudowraiths gain claw attacks.\r

    Light Sensitivity (Ex):<\/b> Pseudowraiths are dazzled in bright sunlight or within the radius of a daylight<\/i> spell.\r

    Poison (Ex):<\/b> (Contact, Injury), Fortitude negates, initial damage 1 Con, secondary damage 1d2 Con. The save DC is Constitution-based.\r

    Environment:<\/b> Same as the base creature.\r
    Organization:<\/b> Solitary, gang (2\u00c2\u00965), or pack (6\u00c2\u009611) or same as the base creature.\r
    Challenge Rating:<\/b> Same as the base creature +1.\r
    Treasure:<\/b> Same as the base creature.\r
    Alignment:<\/b> Same as the base creature (often lawful evil).\r
    Advancement:<\/b> By character class.\r
    Level Adjustment:<\/b> Same as the base creature +3.\r

    Pseudospectre<\/b>\r

    This creature looks like a humanoid, but with a colorless, faintly luminous body.<\/i>\r

    Pseudospectres hate other living creatures just like most other pseudo-undead do. The chill of death seems to linger around the places a pseudospectre inhabits. Like pseudowraiths, they have solid forms and do not fly, but seem to float above the ground as they walk. \r

    Pseudospectres gain claw attacks.\r

    Light Sensitivity (Ex):<\/b> Pseudospectres are dazzled in bright sunlight or within the radius of a daylight<\/i> spell.\r

    Poison (Ex):<\/b> (Contact, Injury), Fortitude negates, initial and secondary damage 1d4 Str. The save DC is Constitution-based.\r

    Environment:<\/b> Same as the base creature.\r
    Organization:<\/b> Solitary, gang (2\u00c2\u00964), or swarm (6\u00c2\u009611) or same as the base creature.\r
    Challenge Rating:<\/b> Same as the base creature +1.\r
    Treasure:<\/b> Same as the base creature.\r
    Alignment:<\/b> Same as the base creature (often lawful evil).\r
    Advancement:<\/b> By character class.\r
    Level Adjustment:<\/b> Same as the base creature +2.\r

    Pseudovampire<\/b>\r

    This sinister-looking humanoid has pale skin, haunting red eyes, and a feral cast to its features. It wears well-crafted armor and wields a weapon in its clawed hands.<\/i>\r

    Pseudovampires, like actual vampires, scheme constantly to strengthen themselves and their position in life. They have hardened, menacing features with the predatory look of wolves, though they often embrace finery and decadence and may assume the guise of nobility. They are probably the most dangerous among the pseudo-undead, but far less dangerous than actual vampires. Pseudovampires look the most like ordinary living creatures, and have been known to interbreed the most with other humanoid species. It is therefore not uncommon to find clans of bandits comprised entirely of pseudovampires.\r

    Pseudovampires gain claw and bite attacks.\r

    Bleeding Wound (Ex):<\/b> The damage a pseudovampire deals with its bite attack causes a persistent wound. An injured creature loses 1 additional hit point each round. Multiple wounds result in cumulative hit point loss from bleeding. The continuing hit point loss can be stopped by a successful DC 15 Heal check (per wound), a cure spell, or a heal spell. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points.\r

    Disease (Ex):<\/b> Red ache<\/i>\u00c2\u0097any natural attack, Fortitude negates, incubation period 1d3 days, damage 1d6 Str. The save DC is Constitution-based.\r

    Skills:<\/b> A pseudovampire gains a +2 racial bonus on Bluff, Intimidate, and Diplomacy checks.\r

    Environment:<\/b> Same as the base creature.\r
    Organization:<\/b> Solitary, pair, gang (3\u00c2\u00965), or troupe (3\u00c2\u00967) or same as the base creature.\r
    Challenge Rating:<\/b> Same as the base creature +2.\r
    Treasure:<\/b> Same as the base creature.\r
    Alignment:<\/b> Same as the base creature (often evil).\r
    Advancement:<\/b> By character class.\r
    Level Adjustment:<\/b> Same as the base creature +3.
    \u00a0
    Monster Manual II<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Same as the base creature (often chaotic evil).\r","environment":" Same as the base creature.\r"},{"name":"Pudding","type":"Ooze","ch":"10","challenge_rating":" varies \u00a0","id":6341,"reference":"Usergen","full_text":"

    BROWN PUDDING<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Use the stats for the black pudding with the following changes below.<\/span><\/p> <\/td> <\/tr>

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

    Hit Dice:<\/span><\/b> 11d10+64 (124 hp)<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Slam 1d8+4 and 2d6 acid<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 12-16 HD (Huge); 17-33 HD (Gargantuan)<\/span><\/p> <\/td> <\/tr>

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

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

    \u00a0\u00a0 Acid (Ex):<\/span><\/b> As black pudding, except the acid does not affect metals. The pudding\u0092s acidic touch deals 50 points of damage to wood or organic materials (including leather).<\/span><\/p> <\/td> <\/tr>

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

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

    DUN PUDDING<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Use the stats for the black pudding with the following changes below.<\/span><\/p> <\/td> <\/tr>

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

    Hit Dice:<\/span><\/b> 8d10+52 (96 hp)<\/span><\/p> <\/td> <\/tr>

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

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

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

    Advancement:<\/span><\/b> 9-14 HD (Huge); 14-24 HD (Gargantuan)<\/span><\/p> <\/td> <\/tr>

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

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

    \u00a0\u00a0 Acid (Ex):<\/span><\/b> As black pudding, except the acid only deals 25 points of damage per round to wood or metal objects, and 10 points of damage per round to stone.<\/span><\/p> <\/td> <\/tr>

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

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

    WHITE PUDDING<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Use the stats for the black pudding with the following changes below.<\/span><\/p> <\/td> <\/tr>

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

    Hit Dice:<\/span><\/b> 9d10+56 (105 hp)<\/span><\/p> <\/td> <\/tr>

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

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

    Challenge Rating:<\/span><\/b> 6<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 10-14 HD (Huge); 15-27 HD (Gargantuan)<\/span><\/p> <\/td> <\/tr>

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

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

    \u00a0\u00a0 Acid (Ex):<\/span><\/b> As black pudding, except the acid does not affect metals. The pudding\u0092s acidic touch deals 50 points of damage to wood or organic materials (including leather).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/span><\/b> *Due to its coloration, a white pudding receives a +12 racial bonus to Hide checks when in snow-covered surroundings.<\/span><\/p> <\/td> <\/tr>

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

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

    The \u0093Deadly\u0094 Puddings first appeared in module S4 (Gary Gygax, 1982).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Ooze","alignment":"Any","environment":"Warm desert and underground"},{"name":"Puppet, Conjurer","type":"Construct","ch":3,"challenge_rating":" 3 \u00a0","id":6342,"reference":"Usergen","full_text":"

    Puppet, Conjurer <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d10+10\u00a0(48 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 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/-1<\/td> <\/tr>
    Attack: <\/strong>Hat +8 ranged (special) and\/or wand +8 ranged touch (2d6 electricity)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Hat +8 ranged (special) and\/or wand +8 ranged touch (2d6 electricity)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Hats<\/td> <\/tr>
    Special Qualities: <\/strong>Berserk, construct traits, darkvision 60 ft., immunity to electricity, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +4, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 6, Dex 14, Con -, Int 6, Wis 11, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Disguise +5, Hide +6, Spot +4, Listen +3<\/td> <\/tr>
    Feats: <\/strong>Dodge, Mobility [B], Point Blank Shot, Shot on the Run<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or gang (3-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>8-14 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This appears to be an intricate ventriloquist's dummy, about two feet tall, made of wood, brass, and steel, dressed in a cloth costume. Its hand holds a short wand, and it wears a very notable oversized, floppy hat. It begins to move on its own.<\/i>\r

    A conjurer puppet is a deadly construct created from dark lore found in the Libram of Constructs<\/i>, an infernal tome.\r

    A conjurer puppet stands just over 2 feet tall and weighs 20 pounds.\r

    COMBAT\r

    Unless it goes berserk, a conjurer puppet will obey its creator's orders to the best of its ability. Left to its own devices, it will attempt to land hats on as many opponents as possible, striking those that resist with blasts from its wand.\r

    Berserk (Ex):<\/b> When a conjurer puppet enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the puppet goes berserk. The uncontrolled puppet goes on a rampage, attacking the nearest living creature or blasting some object smaller than itself with its wandstrike if no creature is within reach, then moving on to spread more destruction. The puppet's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the puppet, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the puppet to reset the puppet's berserk chance to 0%.\r

    Hats (Su):<\/b> A conjurer puppet can throw its hat as a ranged attack with a maximum range of 30 feet and a range increment of 10 feet. A conjurer puppet can create another hat as a free action, but cannot create more than six hats per day.\r

    A creature struck by a conjurer puppet's hat must succeed on a DC 15 Will save or suffer one of the following effects, determined randomly by rolling 1d4. \r

    1: Victim is blinded.\r
    2: Victim is fascinated by the conjurer puppet.\r
    3: Victim collapses into gales of manic laughter, falling prone. The victim can take no actions while laughing, but is not considered helpless. After the effect ends, it can act normally. A creature with an Intelligence score of 2 or lower is not affected. \r
    4: Victim attacks nearest creature (for this purpose, a familiar counts as part of the subject's self).\r

    All effects last 1d4+1 rounds. The save DC is Charisma-based. A hat disappears after the effect expires, or if the target successfully saves against the effect. Otherwise, another creature can spend a full-round action that draws attacks of opportunity to remove the hat from an affected victim. This immediately frees the victim from the hat's effect, and the hat dissappears instantly.\r

    A creature can only be affected by one hat at a time. A second attempt automatically misses. Conjurer puppets will not attempt to target a victim with a second hat while the other is still present.\r

    Wandstrike (Ex):<\/b> A conjurer puppet can strike with its wand as a swift action. The wandstrike deals 2d6 points of electricity (no save) with a successful range touch attack. Its maximum range is 30 feet with no range increment.\r

    Construction<\/b>\r

    The secrets to creating a conjurer puppet are found in the Libram of Constructs<\/i>, 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

    The materials involved in the construction of a conjurer puppet's body are inexpensive (500 gp), but the actual crafting of the body is more difficult. To craft the body requires a DC 25 Craft (Woodworking) or a DC 25 Profession (Puppeteer) check. A dark ritual is performed that transforms the lifeless doll into a construct. \r

    CL 12th; Craft Construct, animate objects, blindness\/deafness, confusion, hideous laughter, lightning bolt<\/i>, caster must be at least 12th level; Price 5,000 gp; Cost 1,000 gp + 180 XP.\r

    *Note: Casting limited wish<\/i> as an additional prerequisite eliminates the berserk ability from the conjurer puppet.\r
    <\/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 land and underground"},{"name":"Puppet, Stun","type":"Construct","ch":3,"challenge_rating":" 3 \u00a0","id":6343,"reference":"Usergen","full_text":"

    Puppet, Stun <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d10+10\u00a0(43 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+1 size, +1 Dex, +6 natural), touch 13, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+1<\/td> <\/tr>
    Attack: <\/strong>Slam +6 melee (1d10+1 plus stunning fists)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 slams +6 melee (1d10+1 plus stunning fists)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Stunning fists<\/td> <\/tr>
    Special Qualities: <\/strong>Berserk, construct traits, darkvision 60 ft., immunity to electricity, low-light vision\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +3, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 11, Con -, Int 6, Wis 11, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Listen +3, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (stunning fists), Improved Sunder, Power Attack\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or gang (3-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This appears to be an intricate ventriloquist's dummy, about two feet tall, made of wood, brass, and steel, dressed in a cloth costume. Its bronze fists are oversized for its body. It begins to move on its own.<\/i>\r

    A stun puppet is a deadly construct created from dark lore found in the Libram of Constructs<\/i>, an infernal tome.\r

    A stun puppet stands just over 2 feet tall and weighs 20 pounds.\r

    COMBAT\r

    Unless it goes berserk, a stun puppet will obey its creator's orders to the best of its ability. Left to its own devices, it will bash foes with its bronze fists.\r

    Berserk (Ex):<\/b> When a stun puppet enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled puppet goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The puppet's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the puppet, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the puppet to reset the puppet's berserk chance to 0%\r

    Stunning Fists (Ex):<\/b> A stun puppet's slam attacks threaten a critical hit on a 19-20. Additionally, anyone struck by a stun puppet's slam attack must succeed on a DC 16 Fortitude save or be stunned for 1d6+1 rounds. The save DC is Strength-based.\r

    Construction<\/b>\r

    The secrets to creating a stun puppet are found in the Libram of Constructs<\/i>, 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

    The materials involved in the construction of a stun puppet's body are inexpensive (500 gp), but the actual crafting of the body is more difficult. To craft the body requires a DC 25 Craft (Woodworking) or a DC 25 Profession (Puppeteer) check. A dark ritual is performed that transforms the lifeless doll into a construct. \r

    CL 12th; Craft Construct, animate objects, resist energy, sound burst<\/i>, caster must be at least 12th level; Price 5,000 gp; Cost 1,000 gp + 180 XP.\r

    *Note: Casting limited wish<\/i> as an additional prerequisite eliminates the berserk ability from the stun puppet.\r
    <\/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 land"},{"name":"Puppet, Ventriloquist","type":"Construct","ch":3,"challenge_rating":" 3 \u00a0","id":6344,"reference":"Usergen","full_text":"

    Puppet, Ventriloquist <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d10+10\u00a0(37 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/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\/-1<\/td> <\/tr>
    Attack: <\/strong>Slam +4 melee (1d6)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +4 melee (1d6)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Drumming, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Berserk, construct traits, darkvision 60 ft., immunity to mind-affecting spells and abilities, low-light vision, spell resistance 7\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +2, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 12, Con -, Int 16, Wis 13, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Concentration +12, Hide +5, Jump +4, Knowledge (arcana) +11, Listen +9, Perform (percussion) +11, Spellcraft +13\r
    <\/td> <\/tr>
    Feats: <\/strong>Combat Casting, Iron Will [B], Quicken Spell-Like Ability (ventriloquism<\/i>)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or gang (3-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>6-10 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This appears to be an intricate ventriloquist's dummy, about two feet tall, made of wood, brass, and steel, dressed in a cloth costume. It begins to move on its own, beating on a tiny drum with two metal-tipped wooden rods.<\/i>\r

    A ventriloquist puppet is a deadly construct created from dark lore found in the Libram of Constructs<\/i>, an infernal tome. Through dark arts it is granted possession of a spellcaster's mind and possesses his intelligence and some of his spells.\r

    A ventriloquist puppet stands just over 2 feet tall and weighs 20 pounds.\r

    COMBAT\r

    Unless it goes berserk, a ventriloquist puppet will obey its creator's orders to the best of its ability. Left to its own devices, it will battle its creator's adversaries, but is intelligent enough to flee in self-preservation.\r

    Berserk (Ex):<\/b> When a ventriloquist puppet enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled puppet goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The puppet's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the puppet, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the puppet to reset the puppet's berserk chance to 0%\r

    Drumming (Su):<\/b> As a full-round action, a ventriloquist puppet can beat a rhythm on any solid surface. After three consecutive rounds of drumming, any creature that can hear the drumming must succeed on a Will save or be confused<\/i> (as the spell) for as long as the puppet continues to drum and for 1d4+1 rounds thereafter. The save DC is equal to the puppet's Perform check.\r

    Spell-Like Abilities:<\/b> 6\/day--ventriloquism<\/i> (DC 14); 1\/day--command<\/i> (DC 14), greater invisibility, hypnotism<\/i> (DC 14), suggestion<\/i> (DC 16). Caster level 10th. The save DCs are Charisma-based.\r

    Construction\r

    The secrets to creating a ventriloquist puppet are found in the Libram of Constructs<\/i>, 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

    The materials involved in the construction of a ventriloquist puppet's body are inexpensive (500 gp), but the actual crafting of the body is more difficult. To craft the body requires a DC 25 Craft (Woodworking) or a DC 25 Profession (Puppeteer) check. Additionally, the brain of an arcane spellcaster must be aquired to provide sentience and magical ability to the puppet. A dark ritual is performed that transforms the lifeless doll into a construct. \r

    CL 14th; Craft Construct, animate objects, command, greater invisibility, hypnotism, suggestion, ventriloquism<\/i>, caster must be at least 14th level; Price 5,000 gp; Cost 1,000 gp + 180 XP.\r

    *Note: Casting limited wish<\/i> as an additional prerequisite eliminates the berserk ability from the ventriloquist puppet.\r

    <\/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 lawful evil","environment":"Any land"},{"name":"Puppet, Zombie","type":"Construct","ch":1,"challenge_rating":" 1 \u00a0","id":6345,"reference":"Usergen","full_text":"

    Puppet, Zombie <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d10+10\u00a0(15 hp)<\/td> <\/tr>
    Initiative: <\/strong> -3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+1 size, -3 Dex, +5 natural), touch 8, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-3<\/td> <\/tr>
    Attack: <\/strong>Slam +2 melee (1d6+1)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 slams +2 melee (1d6+1)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Berserk, construct traits, darkvision 60 ft., immunity to electricity, low-light vision, tomb tainted\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref -3, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 5, Con \u00c2\u0097, Int \u00c2\u0097, Wis 11, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or gang (3-4)<\/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 appears to be an intricate ventriloquist's dummy, although one in poor condition. It shambles forth jerkily upon its damaged legs.<\/i>\r

    A zombie puppet is a deadly construct created from dark lore found in the Libram of Constructs, an infernal tome. By incorporating animate dead during its creation, this puppet has taken on some undead characteristics.\r

    A zombie puppet stands just over 2 feet tall and weighs 20 pounds. \r

    COMBAT\r

    Unless it goes berserk, a zombie puppet will obey its creator's orders to the best of its ability. Left to its own devices, it simply lashes out at anything that moves. \r

    Berserk (Ex):<\/b> When a zombie puppet enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled puppet goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The puppet's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the puppet, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the puppet to reset the puppet's berserk chance to 0%\r

    Tomb-Tainted (Ex):<\/b> Although constructs, zombie puppets 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 zombie puppet may be turned as if it were an undead creature.<\/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 land"},{"name":"Purple Moss","type":"Hazard","ch":2,"challenge_rating":" 02 \u00a0","id":6346,"reference":"Usergen","full_text":"

    PURPLE MOSS<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    CR 2<\/b><\/p> <\/td> <\/tr>

    This plant is a distant cousin of yellow mold. It feeds on moisture, so any area in which it grows will be extremely dry.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 It emits a heavy sweet smell that has the same effect as a sleep<\/i>spell (Fortitude save DC 11). Once the victim has fallen asleep, the moss will quickly cover a Medium\u0096size body in 4 rounds. If the victim is smaller than Medium\u0096size, subtract 1 round per size category difference. Larger victims add 2 rounds to the time needed to cover per size category difference. Purple moss can detect the warmth and moisture of breath, and it will begin growing over the victim\u0092s mouth and nose first so that it will suffocate its victim (see the rules for suffocation on page 88 of the DMG<\/i>). Once this has been done, and the victim is dead, it will devour all soft material on the body (organs, skin, clothes, etc.) in less than 1 hour.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 A 5 ft x 5 ft section of purple moss has 5 hp, and it cannot be destroyed except by normal or magical fire, or by any spell or poison that affects plant life. Magical fire deals damage as per the spell or item that produced the fire.Torches deal 1d4 points of damage at the first touch. Normal fire has a 75% chance of igniting the moss. It burns quickly due to its dryness, so once alight, the purple moss will take 2 hp of damage per round until it is all gone.<\/p> <\/td> <\/tr>

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

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

    The Purple Moss first appeared in module B3 (Jean Wells, 1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Hazard","alignment":"Any","environment":"Any"},{"name":"Pythosaurus","type":"Magical Beast","ch":13,"challenge_rating":" 13 \u00a0","id":6347,"reference":"Usergen","full_text":"

    Pythosaurus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 18d10+180\u00a0(279 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> Swim 80 ft. (16 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-8 size, +2 Dex, +14 natural), touch 4, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+18\/+50<\/td> <\/tr>
    Attack: <\/strong>Bite +26 melee (5d6+24\/19-20)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +26 melee (5d6+24\/19-20)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>40 ft.\/40 ft. (70 ft. w\/bite)<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, paralysis glare, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +21, Ref +13, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 42, Dex 14, Con 30, Int 2, Wis 13, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Listen +11, Spot +11, Swim +30<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (paralysis glare), Awesome Blow, Improved Bull Rush, Improved Critical (bite), Iron Will, Power Attack, Snatch<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or cold aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or pod (2-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>13<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>19-50 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive reptile is longer than two boats. Its neck is long and serpentine, and its head is somewhat draconic. Four flippers, each the size of a small boat, propel it through the water. A ridge of plates runs down its neck and back, and its body terminates in a long tail.<\/i>\r

    A pythosaurus is a cold-loving aquatic reptile that resembles a dinosaur. Pythosaurs are gregarious towards others of their kind, and over a dozen such creatures have been known to take up residence within a single lake.\r

    A pythosaurus is 120 feet long with a 70-foot neck.\r

    COMBAT\r

    A pythosaurus generally attempts to simply bite and swallow smaller prey, particular those who have succumbed to its paralysis gaze.\r

    Improved Grab (Ex):<\/b> To use this ability, a pythosaurus 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

    Paralysis Glare (Su):<\/b> This is similar to a gaze attack, except that the pythosaurus must take a standard action, and those merely looking at it are not affected. Paralyzed for 2 minutes, range 60 feet; Fortitude DC 24 negates. The save DC is Charisma-based. \r

    Swallow Whole (Ex):<\/b> A pythosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check.\r

    The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the pythosaurus's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out.\r

    A pythosaurus's gizzard can hold 2 Huge, 8 Large, 32 Medium, or 128 Small or smaller opponents.\r

    Skills:<\/b> A pythosaurus 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

    Lake Esmel near Amn is famous for its resident monster, known as \"Esmelda\". Esmelda is actually a group of pythosaurs that live within the depths of the lake.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1997 Wizards of the Coast, Inc.
    Originally found in Lands of Intrigue<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Temperate or cold aquatic"},{"name":"Quagmire","type":"Ooze","ch":6,"challenge_rating":" 06 \u00a0","id":6348,"reference":"Usergen","full_text":"

    QUAGMIRE<\/h1> <\/div> <\/td> <\/tr>

    Huge Ooze<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 6d10+32 (65 hp)<\/span><\/p> <\/td> <\/tr>

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

    Speed:<\/span><\/b> 5 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 3 (-2 size, -5 Dex)<\/span><\/p> <\/td> <\/tr>

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

    Damage:<\/span><\/b> Slam 1d3+4<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 15 ft by 15 ft\/10 ft (with pseudopod)<\/span><\/p> <\/td> <\/tr>

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

    Special Qualities:<\/span><\/b> Blindsight, heat sense, camouflage, ooze<\/span><\/p> <\/td> <\/tr>

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

    Abilities:<\/span><\/b> Str 17, Dex 1, Con 15, Int \u0097, Wis 1, Cha 1<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

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

    Challenge Rating:<\/span><\/b> 6<\/span><\/p> <\/td> <\/tr>

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

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

    Advancement:<\/span><\/b> 7-12 HD (Huge); 13-18 HD (Gargantuan)<\/span><\/p> <\/td> <\/tr>

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

    Quagmires are known as living quicksand and appear as huge pools of colorless liquid about 30 feet in diameter. They blend with their surroundings and are nearly impossible to spot. Quagmires make no sound, but can attract prey by emitting a variety of attractive scents (detectable only by animals).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Quagmires can devour organic matter, including leather, bone, and paper, but cannot digest metal and gems. Quagmires are huge, averaging about 30 feet in diameter.<\/span><\/p> <\/td> <\/tr>

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

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

    When a creature comes within a 10-foot range of a quagmire, it lashes out with a pseudopod and draws a held opponent into its body where it smothers it.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Improved Grab (Ex):<\/span><\/b> To use this ability, the quagmire must hit an opponent of Large size or smaller with its slam attack.\u00a0 If it gets a hold, it can try to swallow the foe. The quagmire\u0092s grapple bonus is +19.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Swallow Whole (Ex):<\/span><\/b> The quagmire can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check (grapple bonus is +19). Once inside, the opponent takes 1d4 points of acid damage from the quagmire\u0092s digestive juices and also takes suffocation damage (page 88 in the DMG<\/b>). A suffocating creature can only hold its breath for a number of rounds equal to its Constitution score rather than twice its score (because a creature doesn\u0092t have time to take a deep breath before being swallowed).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 A swallowed creature can climb out of the quagmire with a successful grapple check. This returns it to the quagmire\u0092s maw, where another successful grapple check is needed to get free.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 The quagmire\u0092s interior can hold two Medium-size, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine or smaller opponents.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Sense Living (Ex):<\/span><\/b> A quagmire can sense the heat given off by living creatures within 1,000 feet of it.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Camouflage (Ex):<\/span><\/b> Quagmires blend in nearly perfectly with their surroundings, and are very hard to see. It takes a Spot check (DC 17) to recognize a motionless quagmire for what it really is.<\/span><\/p> <\/td> <\/tr>

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

    The quagmire first appeared in Dragon Magazine #127 (Dragon's Bestiary, 1987, Scott Bennie).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Ooze","alignment":"Any","environment":" Any marsh"},{"name":"Questing Beast","type":"Dragon","ch":13,"challenge_rating":" 13 \u00a0","id":6349,"reference":"Usergen","full_text":"

    Questing Beast <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 10d12+80\u00a0(145 hp)<\/td> <\/tr>
    Initiative: <\/strong> +10<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 25 (\u00c2\u00961 size, +10 Dex, +6 natural), touch 19, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+24<\/td> <\/tr>
    Attack: <\/strong>Bite +19 melee (1d12+10)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +19 melee (1d12+10) and 2 claws +19 melee (1d8+5) and tail slap +19 melee (1d10+15)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft. (10 ft. with bite)<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, improved grab, rake, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, regeneration 15, spell resistance 20<\/td> <\/tr>
    Saves: <\/strong>Fort +15, Ref +17, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 31, Dex 30, Con 26, Int 13, Wis 14, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Balance +27, Hide +23, Intimidate +12, Jump +27, Listen +15, Move Silently +27, Spot +15\r
    <\/td> <\/tr>
    Feats: <\/strong>Cleave, Improved Multiattack, Multiattack, Power <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/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>11-20 HD (Large), 21-30 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This bizarre creature is over ten feet long. Its body resembles that of a leopard, its haunches those of a lion, its feet are those of a deer, and its neck and head those of a serpent. Its long serpentine tail ends in a spiked ball.<\/i>\r

    The original questing beast was created by a powerful sorceress to avenge the death of her lover, a giant slain by Sir Pellinore, one of the Knights of the Round Table. Its name comes from its unusual roar, which sounds like \"thirty couple hounds questing.\" \r

    While the original questing beast could only be slain by those of Pellinore's bloodline, the means to destroy other questing beasts include specific weapons or powerful magic.\r

    A questing beast is 10 feet long and weighs 2 tons.\r

    A questing beast cannot speak, but understands Common and Draconic.\r

    COMBAT\r

    A questing beast simply wanders the countryside, spreading death and destruction. Their preferred prey are canines, which they always attempt to swallow whole.\r

    Breath Weapon (Su):<\/b> 40-ft. cone, once every 1d4 rounds, 5d8 acid damage, Reflex DC 23 half. The save DC is Constitution-based.\r

    Improved Grab (Ex):<\/b> To use this ability, a questing beast 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

    Rake (Ex):<\/b> Attack bonus +14 melee, damage 1d8+5.\r

    Regeneration (Ex):<\/b> No form of attack deals lethal damage to the questing beast. The questing beast regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the questing beast fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature\u00c2\u0092s full normal hit points +10 (or 145 hp). The questing beast is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding<\/i> special ability, or a clay golem\u00c2\u0092s cursed wound ability.\r

    The questing beast can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 145 hit points) and using a limited wish, wish<\/i> or miracle<\/i> spell to keep it dead. Legends claim that specific bloodlines and weapons can also deal lethal damage to the beast. If the questing beast loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.\r

    Swallow Whole (Ex):<\/b> The questing beast can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d12+10 points of bludgeoning damage and 8 points of acid damage per round from the questing beast's stomach. 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 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.\r

    The questing beast's gizzard can hold 2 Small, 8 Tiny, or 32 Diminutive or smaller opponents.\r

    Skills:<\/b> The questing beast has a +4 racial bonus on Balance, Hide, Jump, and Move Silently checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in Legends and Lore<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Always neutral","environment":"Any land"},{"name":"Quezzer","type":"Magical Beast","ch":1,"challenge_rating":" 01 \u00a0","id":6350,"reference":"Usergen","full_text":"

    Quezzer <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d10+1\u00a0(6 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5 (Dex)<\/td> <\/tr>
    Speed:<\/strong> Fly 80 ft (perfect), swim 20 ft<\/td> <\/tr>
    AC:<\/strong> 18 (+1 size, +5 Dex, +2 natural)<\/td> <\/tr>
    Attacks:<\/strong>4 claws +7 melee<\/td> <\/tr>
    Damage: <\/strong>Claw 1d4+1 and push<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Acid spit, push<\/td> <\/tr>
    Special Qualities: <\/strong>Levitation, darkvision 60 ft, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +7, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 20, Con 13, Int 6, Wis 10, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Hide +7, Listen +5, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse (claws)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Swarm (1-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>01<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2-3 HD (Small)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The quezzer is a speedy little beast that hunts larger creatures. This creature hunts in swarms, wandering from place to place in search of prey. This creature is also called the \"lightning beast\" for its ability to flit about and strike with lightning swiftness. The quezzer's body naturally generates a strong levitation field, allowing it to fly continually.\r

    A quezzer looks like the insect known as the walking stick, and is slate-gray in color. They are 2-4 feet in length, and have yellow-green eyes that allow them to see in all varieties of the visible spectrum. Quezzers and stirges are mortal enemies and attack each other on sight.\r

    COMBAT<\/b>\r
    Quezzers attack their opponents in swarms, slashing with their four razor-sharp body spines and pushing their opponents around. They are not afraid to attack large prey, slashing them into immobility with sudden swiftness, or goading them into fatal falls.\r

    When it kills its prey, the quezzer will fasten on to it with its sucker-like mouth and exude an acid that dissolves the prey's tissues and blood, thereby taking in the nutrients from it. If a target is hard to kill in melee combat, the quezzer may spit a glob of this acid once per round, in place of a claw attack.\r

    Acid Spit (Ex)<\/b>: A quezzer can spit a glob of tissue-dissolving acid at a range of 5 feet, up to 12 times per day. Creatures may attempt a Reflex save (DC 16) to avoid being hit. This acid does 1-3 points of damage in the first round, and 1-2 points of damage for the next three rounds if it remains on a creature's flesh. The acid can easily be shaken or wiped off of a creature that remains mobile.\r

    Push (Sp)<\/b>: The field generated by a quezzer's body can deliver a telekinetic push to creatures in contact with it. Any creature hit by a quezzer's claw attack must roll a Reflex save (DC 16) or lose its balance for that round and be unable to attack (quadrupeds add a +4 to their roll). This may also allow other creatures to have attacks of opportunity against the victim. If a pushed creature is standing near a ledge, body of water, pit trap, or other dangerous situation, it will need to roll a Balance check (DC 12) or fall in.\r

    Levitation (Su)<\/b>: Quezzers continually generate a field of invisible force around their body that pushes them in whatever direction they wish to go. Quezzers have near-perfect mobility in the air, and this field protects them from crashing into anything. This creature is capable of complex acrobatics and awesome speed, and never loses its equilibrium. It can change direction at will, regardless of speed.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in DRAGON Magazine #140 (December 1988, Ed Greenwood).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":">Any land"},{"name":"Quickbiter","type":"Magical Beast","ch":7,"challenge_rating":" 7 \u00a0","id":6351,"reference":"Usergen","full_text":"

    Quickbiter <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 10d10+40\u00a0(95 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (\u00c2\u00961 size, +2 Dex, +7 natural), touch 11, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+20<\/td> <\/tr>
    Attack: <\/strong>Bite +15 melee (2d6+9\/18-20\/\u00c3\u00973)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +15 melee (2d6+9\/18-20\/\u00c3\u00973)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical, penetrating bite, sever limb<\/td> <\/tr>
    Special Qualities: <\/strong>All-around vision, damage reduction 10\/magic, darkvision 60 ft., immunity to fear, low-light vision \r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +9, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 15, Con 18, Int 2, Wis 13, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Hide +10, Listen +3, Move Silently +7, Search +5, Spot +7\r
    <\/td> <\/tr>
    Feats: <\/strong>Cleave, Combat Reflexes, Improved Initiative (B), Improved Sunder, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Ethereal Plane<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair or family (3-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>11\u00c2\u009617 HD (Large); 18\u00c2\u009630 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A strange creature built like an upright lizard; at the end of its tail is a cluster of inhuman eyes and where its head should be is a large mouth with numerous rows of sharp metal teeth.<\/i>\r

    Quickbiters are swift, savage extraplanar predators. Little is known about these creatures, but they are believed to be relatives of the ethereal marauder. Adventurers are known to tell fireside tales of quickbiters with the ethereal jaunt ability, appearing out of nowhere and severing an arm or leg of a hapless treasure hunter. The existence of these \"ethereal amputators\" is probably just a tall tale, though. Although many quickbiters hail from the Ethereal Plane, it is highly possible that they are native to other planes as well.\r

    A typical quickbiter stands 8 feet tall and is 14 feet long from nose to tail, it weighs about 700 pounds.\r

    COMBAT\r

    Quickbiters prefer to attack from ambush, leaping out to bite as many opponents as it can reach. They are bloodthirsty combatants, often fighting to the death. \r

    All-Around Vision (Ex):<\/b> Quickbiters 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

    Augmented Critical (Ex):<\/b> A quickbiter's bite threatens a critical hit on a natural attack roll of 18\u00c2\u009620, dealing triple damage on a successful critical hit.\r

    Penetrating Bite (Ex):<\/b> A Large quickbiter's bite attack ignores the first 10 points of hardness. A Huge quickbiter's bite attack ignores the first 15 points of hardness. \r

    Sever Limb (Su):<\/b> If the quickbiter scores a critical hit with its bite attack, the victim must succeed on a DC 21 Fortitude save or lose a hand or foot (determine randomly) A victim who loses a foot falls prone and has its land speed reduced to 5 feet. A severed hand makes it impossible for the subject to use objects in that hand or cast spells with somatic components. The save DC is Strength-based. \r

    Skills:<\/b> A quickbiter has a +8 racial bonus on Hide checks.\r

    On Oerth\r
    Quickbiters have been sighted in regions near Blackmoor, and it is known that Lyzandred possesses at least one such creature within his crypt.<\/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":"Magical Beast","alignment":"Usually neutral evil","environment":"Ethereal Plane"},{"name":"Quickling","type":"Fey","ch":3,"challenge_rating":" 03 \u00a0","id":6352,"reference":"Usergen","full_text":"

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

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

    Hit Dice:<\/span><\/b> 1d6 (3 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+8 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 240 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 23 (+1 size, +8 Dex, +4 haste<\/i>)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Dagger +9 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Dagger 1d4-1<\/span><\/p> <\/td> <\/tr>

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

    Special Attacks: <\/span><\/b>Spell-like abilities, haste, special daggers<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Natural invisibility, low-light vision<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +0, Ref +10, Will +4<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 8, Dex 27, Con 11, Int 15, Wis 15, Cha 14<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Animal Empathy +5, Bluff +6, Concentration +4, Craft (any one) +3, Escape Artist +12, Hide +16, Jump +12, Listen +6, Move Silently +12, Sense Motive +5, Spot +6, Wilderness Lore +6<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Dodge, Mobility, Spring Attack, Weapon Finesse (dagger)<\/span><\/p> <\/div> <\/td> <\/tr>

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

    Climate\/Terrain:<\/span><\/b> Temperate forest<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Gang (2-4) or band (6-11)
    Challenge Rating:<\/b> 3<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> No coins; 50% goods; 50% items<\/span><\/p> <\/td> <\/tr>

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

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

    \u00a0<\/span><\/b><\/p> <\/td> <\/tr>

    Quicklings are relatives of the brownie (q.v.) that dabbled in dark and sinister faerie magic many ages ago. Legend relates that they were transformed into creatures of evil as punishment. Quicklings have an intense hatred of all races (especially the other fey creatures) except their own kind.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Quicklings are small and slender, resembling miniature elves with very sharp, feral features. Their ears are unusually large and rise to points above their heads. Their skin ranges from pale to blue-white. Their hair is silver or white. Quicklings dress in fine clothes of bright colors. They are fond of silver and black, and often wear or adorn their clothes with these colors. Quicklings never wear any form of armor or cumbersome clothes.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 They speak Common and Sylvan.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/p> <\/td> <\/tr>

    COMBAT<\/span><\/b><\/p> <\/td> <\/tr>

    A quickling will attack by rushing in, stabbing a foe with its daggers, and then moving out of melee range before the opponent can react.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/b> 1\/day\u0097dancing lights, daze, levitate, shatter<\/i>, and ventriloquism<\/i>. These abilities are as the spells cast by a 6th-level sorcerer (save DC 12 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Haste (Su):<\/b> A quickling is affected by a permanent haste<\/i> spell. This grants the quickling one extra partial action, either before or after its regular action. It also grants the quickling a +4 bonus to its AC (already included in the statistics block). The quickling loses the +4 AC bonus anytime it would lose a dodge bonus. The quickling can jump one and one half times as far as normal.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 This is an inherent bonus and cannot be dispelled or negated.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Natural Invisibility (Ex):<\/b> A quickling is effectively invisible when in its natural climate or when not moving. It loses this invisibility when it attacks.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Special Daggers (Ex):<\/b> Quicklings sometimes employ special daggers that, in addition to dealing normal weapon damage, cause a creature struck to fall asleep.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Sleep:<\/i> Any opponent struck by the dagger, regardless of Hit Dice, must succeed at a Fortitude save (DC 15) or be affected as though by a sleep<\/i> spell cast by a 6th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/span><\/b> Quicklings receive a +8 racial bonus to Jump checks.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Feats:<\/b> Quicklings gain the Spring Attack feat as a bonus feat.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/p> <\/td> <\/tr>

    The Quickling 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":"Quickling","type":"Fey","ch":5,"challenge_rating":" 5 \u00a0","id":6353,"reference":"Usergen","full_text":"

    Quickling <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Fey \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d6+1\u00a0(4 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 240 ft. (48 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 24 (+2 size, +7 Dex, +5 haste), touch 24, flat-footed 24<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-10<\/td> <\/tr>
    Attack: <\/strong>Masterwork rapier +10 melee (1d3-2\/18-20)<\/td> <\/tr>
    Full Attack: <\/strong>Masterwork rapier +10\/+10\/+10 melee (1d3-2\/18-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Greater alacrity, sleep toxin (DC 14), spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Blur, damage reduction 5\/cold iron, greater alacrity, hide in plain sight, improved evasion, improved uncanny dodge, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +9, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 7, Dex 25, Con 12, Int 15, Wis 12, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Bluff +4, Climb +7, Concentration +4, Escape Artist +11, Hide +19, Jump +82, Listen +7, Sense Motive +4, Sleight of Hand +9, Spot +7, Survival +3, Tumble +11<\/td> <\/tr>
    Feats: <\/strong>Dodge, Spring Attack (B), Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forest<\/td> <\/tr>
    Organization: <\/strong>Solitary, gang (4-10 plus 1 3rd-level rogue) or clan (11-16 plus 2 3rd-level rogues and 1 4th-level rogue)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>50% coins, 50% goods, standard items, plus masterwork rapier<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>2-3 HD (Tiny); or by character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+7<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This being resembles a tiny, slender elf with unusually large ears that rise to points above its head. Its sharp yet twisted features are feral and very cruel, and its cold eyes seem to radiate tiny yellow sparks. The creature\\'s skin is pale blue and its hair stark white, and it dresses in brightly colored finery.<\/i>\r

    Once kindly faerie folk related to brownies, quicklings long ago sought out dark powers that forever corrupted their goodness. The ancient quicklings apparently experimented with these mysterious arcane forces in a misguided attempt to do good, but the sinister magic was strong enough to overcome their gentle natures. Quicklings are now savage killers that come out at night to maliciously hunt other sentient creatures for fun. \r

    Quicklings live in extended family units led by the clan elders. By the age of 2, a quickling becomes an adult member of its family. When a quickling reaches the venerable age of 10, the younger members of the clan consider it an elder. Quicklings usually die of old age before they reach age 12 due to their accelerated metabolism. Some quicklings pledge their loyalty to the evil faerie goddess, The Queen of Air and Darkness, in exchange for even greater power and longevity. \r

    Quicklings dwell in wild, dark woodland places saturated with evil and chaos. Groves of twisted trees and cursed springs of fouled water make ideal quickling lairs. Quicklings avoid contact with other intelligent beings unless they can use other creatures to their own wicked ends. Quicklings sometimes deal with evil outsiders such as imps and quasits, and occasionally other powerful evil or chaotic spellcasters.\r

    Quicklings always seem to be in extremely fast motion, and never wear any armor or clothes that would hinder their movement. They prefer silver and black on the fabrics they do wear, interspersed with various vibrant colors. \r

    A quickling is 2 feet tall and weighs 4 pounds. \r

    Quicklings speak Common, Halfling, and Sylvan. They speak so quickly in such a high pitch that most other creatures hear nothing but a stream of meaningless noise, unless the quickling intentionally speaks slowly.\r

    Combat\r

    An opponent could easily underestimate the minute quickling as an easily beaten foe. This mistake proves deadly more often than not, as the quicklings\\' powers make them far more dangerous than most larger foes care to know. Quicklings prefer hit-and-run tactics, and their amazing speed allows them to dart out from cover to attack and then hide again afterwards before their opponents have a chance to react. \r

    Quicklings sometimes coat their needle-like rapiers with the drug that causes creatures to slumber. One quickling in each group, usually the leader, will have its weapons coated with sleep toxin.\r

    Blur (Su):<\/b> A quickling\\'s constant motion leaves its form distorted and blurred, as if under the effects of a blur<\/i> spell, providing a quickling with concealment (20% miss chance).\r

    Greater Alacrity (Su):<\/b> A quickling moves and attacks with supernatural swiftness. It has a +5 haste bonus to its Armor Class and a +120 ft. enhancement bonus to its land speed (already factored into the statistics above). Additionally, a quickling may make an additional standard action each round. Thus, a quickling can move, attack, and then move again in the same round.\r

    When making a full attack action, a quickling may make two extra attacks with any manufactured weapon it is holding. The attack is made using the creature\\'s highest attack bonus with that weapon.\r

    A slow<\/i> spell counters and suppresses a quickling\\'s greater alacrity for the spell\\'s duration but imposes no further penalty on the quickling. The benefits from a haste<\/i> spell do not stack with greater alacrity.\r

    Hide in Plain Sight (Ex):<\/b> In areas of dim light, tall grass, or heavy undergrowth, a quickling can make itself practically invisible. Under these conditions, a quickling can use its Hide skill even while being observed and without having anything to actually hide behind.\r

    Improved Evasion (Ex):<\/b> If a quickling makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage, and takes only half damage on a failed save. If helpless, a quickling does not gain the benefit of improved evasion.\r

    Improved Uncanny Dodge (Ex):<\/b> A quickling retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 5th level. It can flank characters with the uncanny dodge ability as if it were a 5th-level rogue.\r

    Sleep Toxin (Ex):<\/b> Quicklings sometimes employ a special toxin on their weapons that can put a creature to sleep. Any opponent struck by this weapon, regardless of Hit Dice, must succeed on a DC 14 Fortitude save or be affected as though by a sleep spell. The save DC is Charisma-based and includes a +2 racial bonus.\r

    Spell-Like Abilities:<\/b> 1\/day - hypnotic pattern (DC 14), lesser confusion (DC 13), levitate, modify memory (DC 16), shatter (DC 14), ventriloquism (DC 13). Caster Level 7th. Melee touch +9, range touch +9. The save DCs are Charisma-based.\r

    Skills:<\/b> Quicklings have keen senses and receive a +2 racial bonus on Listen and Spot checks. Quicklings use their Dexterity scores for Climb checks.\r

    Advanced Quicklings\r
    Quicklings pursue classes that take advantage of their speed and ability to make hit-and-run attacks. As such, most quicklings are rogues or scouts (see Complete Adventurer<\/i>, 10), and both are favored classes for quicklings. Quicklings often enter the dervish prestige class (see Complete Warrior<\/i>, 25), a frightful sight for anyone who faces them. Quickling clerics of the Queen of Air and Darkness have access to two of the following domains: Air, Darkness, Death, and Magic.\r
    <\/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":"Fey","alignment":"Usually chaotic evil","environment":"Temperate forest"},{"name":"Quill","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6354,"reference":"Usergen","full_text":"

    Quill <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Magical Beast \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d10+9\u00a0(25 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+2 size, +4 natural), touch 12, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+5<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d6+2) or tail +5 melee (1d6+3 plus quills) or 1d4 quills +6 melee (1d3) or 4 quills* +6 ranged (1d3+1)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d6+2) and tail +3 melee (1d6+3 plus quills) and 1d4 quills +3 melee (1d3) or 4 quills +6* ranged (1d3+1)
    *Adjusted for Point Blank Shot feat.<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Inexorable gnawing, quills, shoot quills<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., dire, hunker down, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 14, Con 17, Int 3, Wis 12, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Climb +7, Listen +7, Spot +3<\/td> <\/tr>
    Feats: <\/strong>Multiattack, Point Blank Shot<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Concordant Domain of the Outlands, Infernal Battlefield of Acheron, Nine Hells of Baator (Avernus), or Windswept Depths of Pandemonium<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-5 HD (Medium); 6-9 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This sturdily-built animal is covered with long spines, interspersed with bands of tough, thick, leathery skin. It has a squarish head, beady eyes and a short but broad tail.<\/i>\r

    Quills resemble large porcupines, but are native to some of the most inhospitable reaches of the Great Wheel, even in places where it doesn't seem possible for a herbivore to exist. Although they favor scrubs and grasslands, quills have been spotted as far as Pandemonium, Acheron, Avernus, and the Plain of Infinite Portals.\r

    Quills are voracious foragers and grazers, able to chew their way through anything given enough time. Quills have been known to eat razorvine, bloodthorn, and ironmaw roots. Quills are naturally reclusive and usually forage only by night.\r

    Quills usually gather in small family groups comprising a mated pair and several offspring of various ages. They nest in labyrinthine burrows of 1-1\/2 to 2-1\/2 feet in diameter.\r

    Quill spines can be modified for use as blowgun darts or other light weapons, or as armor spikes. In some quarters of the Lower Planes, quill flesh is considered a delicacy.\r

    A typical quill is 4 to 6 feet long (sans tail) and weighs 200 to 300 pounds.\r

    COMBAT<\/b>\r
    Quills are not particularly aggressive or territorial, and quickly withdraw from a confrontation with a predator. If a creature gets too close, the quill's first lines of defense are its throwing spines. If that doesn't deter an aggressor, the quill defends itself with its bite and its tail lash.\r

    Hunker Down (Ex):<\/b> If a quill is threatened in melee and cannot retreat to a safe distance from its opponent(s), it curls its head and legs under its torso while on the ground and flares its quills in all directions. In this defensive position, the Reflex save DC of its quills special attack gains a +2 bonus (increasing it to DC 16 for a typical quill), but the quill's speed is reduced to 10 ft. and it cannot charge or run.\r

    Inexorable Gnawing (Ex):<\/b> A quill can chew its way through almost anything with its powerful jaws and teeth. As a standard action, the quill can deal 2d6+3 damage to any immobile object, including victims opponents it has grappled and pinned. Inexorable gnawing ignores damage reduction and hardness of less than 10.\r

    Quills (Ex):<\/b> Melee combat with a quill is dangerous. An opponent who attacks a quill with a melee weapon that does not have reach must succeed on a DC 14 Reflex save or be struck by 1d4 quills. Any opponent a quill hits with its tail attack must also succeed on a DC 14 Reflex save or be struck by 1d4 quills.\r

    Each quill does 1d3 point of piercing damage (plus half the quill's Strength bonus, if any) and lodges in the opponent's flesh, imposing a -1 circumstance penalty to attacks, saves, and checks per quill (maximum -4 penalty). Removing a quill inflicts 1d3 point of additional damage to the victim unless a DC 15 Heal check is made.\r

    Furthermore, a quill can also attack an opponent with 1d4 quills as a standard or secondary attack inflicting damage and additional effects as above, with no Reflex save to avoid the attack.\r

    The save DCs are Constitution-based.\r

    Shoot Quills (Ex):<\/b> With a snap of its tail, a quill can loose a volley of four quills as a standard action (make an attack roll for each quill). This attack has a range of 30 feet with no range increment. All targets must be within 30 feet of each other. Any opponent hit by a shot quill must succeed on a DC 14 Reflex save or the quill will lodge in their flesh (see Quills, above, for the effects). A quill has 80 quills it can shoot from its tail, and regrows lost tail quills at a rate of 20 quills per 24-hour period.\r

    Skills:<\/b> Quills have a +4 racial bonus on Climb checks.<\/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 neutral","environment":"Concordant Domain of the Outlands, Infernal Battlefield of Acheron, Nine Hells of Baator (Avernus), or Windswept Depths of Pandemonium"},{"name":"Quipper","type":"Animal","ch":14,"challenge_rating":" 1\/4 \u00a0","id":6355,"reference":"Usergen","full_text":"

    QUIPPER<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Fine Animal<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 1\/2d8 (1 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> 20 (+8 size, +2 Dex)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +10 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 1d2-2<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 1\/2 ft by 1\/2 ft\/0 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Frenzy<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Keen scent, low-light vision<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +0, Ref +2, Will +1<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 6, Dex 15, Con 10, Int 1, Wis 12, Cha 2 <\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Listen +6, Spot +6<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Weapon Finesse (bite)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Temperate and cold aquatic<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Shoal (5-50) or school (50-100)
    Challenge Rating:<\/b> 1\/4<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> \u0097<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The quipper is a rare form of cold-water piranha. They are dark green in color and are found in freshwater lakes and stream.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    Quippers attack by swarming an opponent and biting with their razor-sharp teeth. Once blood is drawn, the entire pack goes into a frenzy attacking twice each round.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Frenzy (Ex):<\/b> If a quipper detects blood in the water, it and all quippers within a 90-foot radius will go into a frenzy as if affected by a haste<\/i> spell. The frenzied quippers receive an extra partial action per round for 10 rounds, but do not gain the +4 bonus to AC.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Keen Scent (Ex):<\/b> A quipper can notice creatures by scent in a 90-foot radius and detect blood in the water at ranges of up to 500 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Quipper first appeared in the 1e FF(1981).<\/span><\/p> <\/td> <\/tr><\/table>

    <\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Animal","alignment":"Any","environment":"Temperate and cold aquatic"},{"name":"Raccoon, Giant","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":6356,"reference":"Usergen","full_text":"

    Raccoon, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+8\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+12<\/td> <\/tr>
    Attack: <\/strong>Bite +7 melee (1d6+5)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +7 melee (1d6+5) and 2 claws +2 melee (1d6+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +7, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 17, Con 14, Int 2, Wis 12, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Climb +13, Hide +3, Jump +9, Listen +7, Move Silently +11, Sleight of Hand +14, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Alertness, Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any forest, plains, or urban<\/td> <\/tr>
    Organization: <\/strong>Solitary or family (1 plus 1-7 young)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Large); 9-16 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive raccoon is larger than a horse.<\/i>\r

    Like their smaller cousins, giant raccoons are nocturnal omnivores, foraging for fruit, berries, and smaller creatures. \r

    Giant raccoons mate in mid-winter. Males are polygamous, while females are monogamous. The female gives birth to a litter of one to seven young in the summer. Males are solitary, while mothers accompany their young until they can fend for themselves, usually by their first winter.\r

    A giant raccoon is 9 feet long and weighs 50 to 90 pounds. Giant raccoons live 300 years.\r

    COMBAT\r

    A giant raccoon is an opportunist, and generally avoids direct combat unless cornered. Because they often forage through refuse, giant raccoons occasionally carry disease.\r

    Skills:<\/b> A giant raccoon has +2 racial bonus on Hide, Move Silently, and Spot checks, a +4 racial bonus on Listen checks, and a +8 racial bonus on Climb and Sleight of Hand checks. It can always choose to take 10 on Climb checks, even if rushed or threatened.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #66<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Any forest, plains, or urban"},{"name":"Rahab, the Grey Dragon","type":"Dragon","ch":22,"challenge_rating":" 22 \u00a0","id":6357,"reference":"Usergen","full_text":"

    Rahab, the Grey Dragon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Colossal\u00a0Dragon \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 35d12+245\u00a0(472 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), fly 50 ft. (poor)<\/td> <\/tr>
    Armor Class: <\/strong> 40 (\u00c2\u00968 size, +3 profane, +35 natural), touch 5, flat-footed 40<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+35\/+63<\/td> <\/tr>
    Attack: <\/strong>Bite +40 melee (4d8+12\/19-20 plus 1d6 on a critical hit)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +40 melee (4d8+12\/19-20 plus 1d6 on a critical hit) and 2 claws +37 melee (4d6+6) and 2 claws +35 melee (4d6+6) and 2 wings +37 melee (2d8+6) and tail slap +37 melee (4d6+16)<\/td> <\/tr>
    Space\/Reach: <\/strong>30 ft.\/20 ft. (30 ft. with bite)<\/td> <\/tr>
    Special Attacks: <\/strong>Alacritous claws, aura of profane darkness, breath weapon, crush 4d8+18, frightful presence, pounce, spell-like abilities, tail sweep 2d8+18<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsense 60 ft., darkvision 120 ft., fast healing 3 (from epic feat), immunity to paralysis, poison, and sleep, keen senses, see in darkness<\/td> <\/tr>
    Saves: <\/strong>Fort +30, Ref +23, Will +25 <\/td> <\/tr>
    Abilities: <\/strong>Str 35, Dex 10, Con 25, Int 14, Wis 15, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Concentration +45, Intimidate +21, Knowledge (the planes) +40, Listen +40, Move Silently +38, Search +40, Spellcraft +40 (+42 scrolls), Spot +40, Survival +2 (+4 following tracks, +4 on other planes), Use Magic Device +23 (+25 scrolls) \r
    <\/td> <\/tr>
    Feats: <\/strong>Cleave, Devastating Critical (bite, DC 39), Fast Healing, Great Cleave, Hover, Improved Critical (bite), Improved Initiative, Multiattack, Overwhelming Critical (bite), Power Attack, Snatch, Weapon Focus (bite)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>22<\/td> <\/tr>
    Treasure: <\/strong>Triple standard<\/td> <\/tr>
    Alignment: <\/strong>Chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>-<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Thick, palpable darkness approaches, swallowing all light. Within can be heard the deep breathing of something incredibly large, accompanied by the scraping of scales and claws on the cavern floor.<\/i>\r

    Rahab, the Grey Dragon (Draco Nox Diabolus), is among the most hated members of dragonkind. His origins are concealed as well as his true form within the ever-present darkness that surrounds him. Some legends suggest that he's a unique half-black\/half-brass dragon, filled with anger toward both factions that gave him life. Other tales suggest he is a failed experiment of Tiamat, or perhaps a former chosen consort that was cast aside for an unknown transgression and forever cloaked in darkness so she need never see him. Still others claim he is a metallic dragon that turned to evil and darkness, or possibly a radiant dragon corrupted by demons.\r

    Rahab makes his lair in the deepest cavern of a remote mountain range. He never ventures forth from this lair, but has a network of charmed minions to bring him anything he desires.\r

    The grey dragon is 48 feet long weighs 50 tons. Rahab is continually cloaked in darkness, so few see his true appearance. The Grey Dragon is long, flat, and sleek, akin to a crouching panther. His long, thin tail ends in an arrowlike point. His face is crocodilian, with large, yellow eyes and a pair of twisted horns. His scales are all a dull gray color.\r

    Rahab speaks Draconic, Abyssal, and Undercommon.\r

    Combat\r

    Rahab uses the permanent darkness that surrounds him (and his ability to see through it) to great advantage. In melee, he fights like a panther, stalking prey until an optimal moment, then leaping forth and unleashing a swift barrage of attacks. However, Rahab is just as likely to use his magical abilities to toy with prey.\r

    Alacritous Claws (Su):<\/b> When making a full attack, Rahab may make two additional claw attacks with a -2 penalty.\r

    Aura of Profane Darkness (Ex):<\/b> Rahab is continually surrounded by a darkness effect (as the deeper darkness<\/i> spell) to a radius of 30 feet. \r

    Nonevil creatures within the aura also take unholy damage. Creatures of good alignment take 2d6 points of damage per round in the darkness, and creatures of neither good nor evil take 1d6 points of damage. \r

    While the aura is active, Rahab receives a +4 profane bonus to Armor Class and a +4 resistance bonus on saving throws. These bonuses are already included in the statistics above.\r

    Any light effect or similar effect brought into the area of the profane darkness is suppressed until brought outside of the aura of darkness. Once brought outside the aura of darkness, the light effect resumes. While this darkness will suppress a daylight<\/i> spell, a daylight<\/i> spell does not affect Rahab's aura. A sunburst<\/i> effect suppresses the aura for 5 rounds. When Rahab dies, the aura of profane darkness fades away in 1d3 rounds.\r

    Breath Weapon (Su):<\/b> Once every 1d4 rounds, Rahab can breath a 60-foot cone of magic gas. Any creature in the cone that fails a DC 34 Reflex save is instantaneously charmed by Rahab (as the charm monster<\/i> spell). This condition can only be removed by break enchantment<\/i> or similar magic if the caster succeeds at a DC 32 caster level check. The save DC is Constitution-based.\r

    Crush (Ex):<\/b> When flying, Rahab can land on opponents three or more sizes smaller than himself as a standard action, using his whole body to crush them. A crush attack affects as many creatures as can fit under Rahab's body. Each creature in the affected area must succeed on a DC 34 Reflex save or be pinned, automatically taking 4d8+18 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if Rahab 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> Rahab can unsettle foes with his mere presence. The power takes effect automatically whenever Rahab attacks, charges, or flies overhead. Creatures within a radius of 360 feet are subject to the effect if they have 35 or fewer Hit Dice. An affected creature can resist the effects by making a Will save (DC 30). A successful saving throw makes a creature immune to Rahab'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. Dragons ignore the effects of Rahab's frightful presence.\r

    Keen Senses (Ex):<\/b> Rahab 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

    Pounce (Ex):<\/b> If Rahab charges a foe, he can make a full attack.\r

    See in Darkness (Su):<\/b> Rahab can see perfectly in darkness of any kind, even that created by a deeper darkness<\/i> spell.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097greater dispel magic<\/i>; 5\/day\u00c2\u0097shadow conjuration, shadow evocation<\/i>; 3\/day\u00c2\u0097greater shadow conjuration, greater shadow evocation, suggestion<\/i> (DC 16); 1\/day\u00c2\u0097power word stun, shades<\/i>. Caster level 20th. The save DCs are Charisma-based.\r

    Tail Sweep (Ex):<\/b> Rahab can sweep with his tail as a standard action. The sweep affects creatures four or more size categories smaller than Rahab within a 40-foot-radius half-circle centered on Rahab's rear. Each affected creature that fails a Reflex save (DC 34 half) takes 2d8+18 points of damage. The save DC is Constitution-based. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1982 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #62<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Chaotic evil","environment":"Underground"},{"name":"Rainbow Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":6358,"reference":"Usergen","full_text":"

    Rainbow Dragon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>
    Dragon (Light)<\/strong><\/td> <\/tr>
    Environment: <\/strong>Any desert and plains and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Ratings: <\/strong>Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 24; wyrm 25; great wyrm 27<\/td> <\/tr>
    Treasure: <\/strong>Triple standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>Wyrmling 9\u00c2\u009610 HD; very young 12\u00c2\u009613 HD; young 15\u00c2\u009616 HD; juvenile 18\u00c2\u009619 HD; young adult 21\u00c2\u009622 HD; adult 24\u00c2\u009625 HD; mature adult 27\u00c2\u009628 HD; old 30\u00c2\u009631 HD; very old 33\u00c2\u009634 HD; ancient 36\u00c2\u009637 HD; wyrm 39\u00c2\u009640 HD; great wyrm 42+ HD<\/td> <\/tr>
    Level Adjustment: <\/strong>Wyrmling +4; very young +5; young +6; others \u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr><\/table><\/td><\/tr>

    Rainbow Dragons by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Size<\/b><\/font><\/td>Hit Dice (hp)<\/b><\/font><\/td>Str<\/b><\/font><\/td>Dex<\/b><\/font><\/td>Con<\/b><\/font><\/td>Int<\/b><\/font><\/td>Wis<\/b><\/font><\/td>Cha<\/b><\/font><\/td>Base Attack\/
    Grapple<\/b><\/font><\/td>
    Attack<\/b><\/font><\/td>Fort
    Save<\/b><\/font><\/td>
    Ref
    Save<\/b><\/font><\/td>
    Will
    Save<\/b><\/font><\/td>
    Breath
    Weapon
    (DC)<\/b><\/font><\/td>
    Frightful
    Presence
    DC<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>M<\/font><\/td>8d12+16\u00a0(68)<\/font><\/td>17<\/font><\/td>10<\/font><\/td>15<\/font><\/td>10<\/font><\/td>11<\/font><\/td>10<\/font><\/td>+8\/+11<\/font><\/td>+11<\/font><\/td>+8<\/font><\/td>+6<\/font><\/td>+6<\/font><\/td>2d8\u00a0(16)<\/font><\/td>-<\/font><\/td><\/tr>
    Very Young<\/font><\/td>L<\/font><\/td>11d12+33\u00a0(104)<\/font><\/td>21<\/font><\/td>10<\/font><\/td>17<\/font><\/td>12<\/font><\/td>13<\/font><\/td>12<\/font><\/td>+11\/+20<\/font><\/td>+16<\/font><\/td>+10<\/font><\/td>+7<\/font><\/td>+11<\/font><\/td>4d8\u00a0(18)<\/font><\/td>-<\/font><\/td><\/tr>
    Young<\/font><\/td>L<\/font><\/td>14d12+42\u00a0(133)<\/font><\/td>25<\/font><\/td>10<\/font><\/td>17<\/font><\/td>12<\/font><\/td>13<\/font><\/td>12<\/font><\/td>+14\/+25<\/font><\/td>+21<\/font><\/td>+12<\/font><\/td>+9<\/font><\/td>+11<\/font><\/td>6d8\u00a0(20)<\/font><\/td>-<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>L<\/font><\/td>17d12+68\u00a0(178)<\/font><\/td>29<\/font><\/td>10<\/font><\/td>19<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+17\/+30<\/font><\/td>+26<\/font><\/td>+14<\/font><\/td>+10<\/font><\/td>+12<\/font><\/td>8d8\u00a0(22)<\/font><\/td>-<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>H<\/font><\/td>20d12+100\u00a0(230)<\/font><\/td>31<\/font><\/td>10<\/font><\/td>21<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+20\/+38<\/font><\/td>+30<\/font><\/td>+17<\/font><\/td>+12<\/font><\/td>+14<\/font><\/td>10d8\u00a0(25)<\/font><\/td>22<\/font><\/td><\/tr>
    Adult<\/font><\/td>H<\/font><\/td>23d12+115\u00a0(264)<\/font><\/td>33<\/font><\/td>10<\/font><\/td>21<\/font><\/td>16<\/font><\/td>19<\/font><\/td>16<\/font><\/td>+23\/+42<\/font><\/td>+34<\/font><\/td>+18<\/font><\/td>+13<\/font><\/td>+17<\/font><\/td>12d8\u00a0(26)<\/font><\/td>24<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>H<\/font><\/td>26d12+156\u00a0(325)<\/font><\/td>33<\/font><\/td>10<\/font><\/td>23<\/font><\/td>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+26\/+45<\/font><\/td>+37<\/font><\/td>+21<\/font><\/td>+15<\/font><\/td>+19<\/font><\/td>14d8\u00a0(29)<\/font><\/td>27<\/font><\/td><\/tr>
    Old<\/font><\/td>G<\/font><\/td>29d12+203\u00a0(391)<\/font><\/td>35<\/font><\/td>10<\/font><\/td>25<\/font><\/td>20<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+29\/+53<\/font><\/td>+41<\/font><\/td>+23<\/font><\/td>+16<\/font><\/td>+21<\/font><\/td>16d8\u00a0(31)<\/font><\/td>29<\/font><\/td><\/tr>
    Very Old<\/font><\/td>G<\/font><\/td>32d12+256\u00a0(464)<\/font><\/td>37<\/font><\/td>10<\/font><\/td>27<\/font><\/td>22<\/font><\/td>23<\/font><\/td>22<\/font><\/td>+32\/+57<\/font><\/td>+45<\/font><\/td>+26<\/font><\/td>+18<\/font><\/td>+24<\/font><\/td>18d8\u00a0(34)<\/font><\/td>32<\/font><\/td><\/tr>
    Ancient<\/font><\/td>G<\/font><\/td>35d12+315\u00a0(542)<\/font><\/td>39<\/font><\/td>10<\/font><\/td>29<\/font><\/td>24<\/font><\/td>25<\/font><\/td>24<\/font><\/td>+35\/+61<\/font><\/td>+49<\/font><\/td>+28<\/font><\/td>+19<\/font><\/td>+26<\/font><\/td>20d8\u00a0(36)<\/font><\/td>34<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>G<\/font><\/td>38d12+380\u00a0(627)<\/font><\/td>41<\/font><\/td>10<\/font><\/td>31<\/font><\/td>24<\/font><\/td>25<\/font><\/td>24<\/font><\/td>+38\/+65<\/font><\/td>+53<\/font><\/td>+31<\/font><\/td>+21<\/font><\/td>+28<\/font><\/td>22d8\u00a0(39)<\/font><\/td>36<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>C<\/font><\/td>41d12+410\u00a0(676)<\/font><\/td>45<\/font><\/td>10<\/font><\/td>31<\/font><\/td>26<\/font><\/td>27<\/font><\/td>26<\/font><\/td>+41\/+74<\/font><\/td>+58<\/font><\/td>+33<\/font><\/td>+22<\/font><\/td>+30<\/font><\/td>24d8\u00a0(40)<\/font><\/td>38<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Rainbow 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 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>17 (+7 natural), touch 10, flat-footed 17<\/font><\/td>Light-reflecting scales, vulnerability to sonic<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
    Very Young<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>19 (-1 size, +10 natural), touch 9, flat-footed 19<\/font><\/td>-<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
    Young<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>22 (-1 size, +13 natural), touch 9, flat-footed 22<\/font><\/td>-<\/font><\/td>1st<\/font><\/td>-<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>25 (-1 size, +16 natural), touch 9, flat-footed 25<\/font><\/td>Color spray<\/font><\/td>3rd<\/font><\/td>-<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>27 (\u00c2\u00962 size, +19 natural), touch 8, flat-footed 27<\/font><\/td>DR 5\/magic, resistance to energy 5<\/font><\/td>5th<\/font><\/td>21<\/font><\/td><\/tr>
    Adult<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>30 (\u00c2\u00962 size, +22 natural), touch 8, flat-footed 30<\/font><\/td>Energy ray<\/font><\/td>7th<\/font><\/td>23<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>33 (\u00c2\u00962 size, +25 natural), touch 8, flat-footed 33<\/font><\/td>DR 10\/magic, resistance to energy 10<\/font><\/td>9th<\/font><\/td>25<\/font><\/td><\/tr>
    Old<\/font><\/td>40 ft., fly 200 ft. (clumsy)<\/font><\/td>+0<\/font><\/td>34 (\u00c2\u00964 size, +28 natural), touch 6, flat-footed 34<\/font><\/td>Rainbow pattern<\/font><\/td>11th<\/font><\/td>27<\/font><\/td><\/tr>
    Very Old<\/font><\/td>40 ft., fly 200 ft. (clumsy)<\/font><\/td>+0<\/font><\/td>37 (\u00c2\u00964 size, +31 natural), touch 6, flat-footed 37<\/font><\/td>DR 15\/magic, resistance to energy 15<\/font><\/td>13th<\/font><\/td>28<\/font><\/td><\/tr>
    Ancient<\/font><\/td>40 ft., fly 200 ft. (clumsy)<\/font><\/td>+0<\/font><\/td>40 (\u00c2\u00964 size, +34 natural), touch 6, flat-footed 40<\/font><\/td>Sunbeam<\/font><\/td>15th<\/font><\/td>30<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>40 ft., fly 200 ft. (clumsy)<\/font><\/td>+0<\/font><\/td>43 (\u00c2\u00964 size, +37 natural), touch 6, flat-footed 43<\/font><\/td>DR 20\/magic, resistance to energy 20<\/font><\/td>17th<\/font><\/td>31<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>40 ft., fly 200 ft. (clumsy)<\/font><\/td>+0<\/font><\/td>42 (\u00c2\u00968 size, +40 natural), touch 2, flat-footed 42<\/font><\/td>Immunity to energy, prismatic spray<\/font><\/td>19th<\/font><\/td>33<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>
    *Can also cast cleric spells and those from the Evil, Protection, and Sun domains as arcane spells. (If you are using Spell Compendium<\/i>, replace the Protection domain with the Radiance domain).\r

    This dragon's scales shine with all the colors of a rainbow. A large ruffled frill runs down both the top and bottom of its neck, giving way to a pair of sail-like wings that it holds together above its back, almost like the sail of a dimetrodon. A bony ridge that resembles a crown rises behind its nostrils, and two smaller frills give the appearance of finlike ears.<\/i>\r

    Rainbow dragons are among the most powerful of chromatic dragons. It is rumored that Tiamat created them to act as liasions between her other children. Their resistance to the various energy types employed by chromatic dragons lends credence to this theory.\r

    The small, iridescent scales of a wyrmling rainbow dragon range in hue across the full spectrum. As it ages, its scales grow larger and the colors more brilliant. A rainbow dragon smells like hot metal.\r

    Rainbow dragons tend to lair in ruins and caverns in flat, brightly-lit regions, such as plains and deserts. Rainbow dragons are extremely territorial, and frequently patrol areas they've claimed to eliminate intruders. They enjoy demanding tribute from nearby humanoid settlements, sometimes offering protection against other chromatic dragons which they would have driven off anyway.\r

    Although rainbow dragons can subsist on nearly anything, they prefer to eat vibrantly colorful things or things displaying a wide range of colors.\r

    The blood of a rainbow dragon can be used as ink to create scrolls containing spells of the light descriptor. Any such spell cast from a scroll written with such ink is cast at +1 caster level. A bit of bone from a rainbow dragon can be used to create a ring of universal energy resistance<\/i> (or its epic counterpart). This reduces the creation cost by 1,000 gp.\r

    Combat\r

    A rainbow dragon prefers to fight in daylight in order to maximize the effects of its light-reflecting scales. When underground or in areas of darkness, a rainbow dragon liberally utilizes its line of light breath weapon to blind as many foes as possible.\r

    Breath Weapon (Su):<\/b> A rainbow dragon has two types of breath weapon, a line of rainbow-hued light and a cone of multiple energy types. The line deals the damage indicated on the table. Additionally, if used in an area of total darkness, all creatures within 10 feet x the dragon's age category must succeed on a Fortitude save or be blinded for 1d4 rounds.\r

    The cone deals equal parts acid, cold, electricity, and fire damage. Divide the damage by four and drop any excess.\r

    Energy Ray (Sp):<\/b> As scorching ray<\/i>, except the rainbow dragon may choose to fire rays of any of the following energy types: acid, cold, electricity, or fire. When its caster level allows more than one ray, the rainbow dragon may choose to fire rays of different energy types. This ability can be used 3\/day and is the equivalent of a 2nd-level spell.\r

    Light-Reflecting Scales (Ex):<\/b> A rainbow dragon's shiny scales reflect light around it. In areas of shadowy illumination, any creature within 5 feet + 10 feet per age category of the dragon must make a Reflex on their turn of be dazzled for 1 round. In areas of total darkness, creatures who fail their saves are blinded for 1 round, and are dazzled even on a successful save. Creatures with light sensitivity are blinded instead of dazzled in shadowy illumination, and a successful save makes them dazzled. In total darkness, these creatures are blinded for 1d4 rounds on a failed save and 1 round on a success.\r

    Resistance to Energy (Ex):<\/b> A rainbow dragon is resistant to acid, cold, electricity and fire. This resistance improves as it ages, as indicated on the table above. Upon reaching great wyrm, the dragon gains immunity to acid, cold, electricity and fire.\r

    Other Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097color spray<\/i> (juvenile or older), rainbow pattern<\/i> (old or older); 1\/day\u00c2\u0097sunbeam<\/i> (ancient or older), prismatic spray<\/i> (great wyrm).\r

    Vulnerability to Sonic (Ex):<\/b> A rainbow dragon takes half again as much (+50%) damage as normal from sonic effects, regardless of whether a saving throw is allowed, or if the save is a success or failure. Additionally, a rainbow dragon suffers a -2 penalty vs. spells or effects with the sonic descriptor that do not deal hit point damage.\r

    Skills:<\/b> Appraise, Bluff, and Spellcraft are considered class skills for rainbow dragons.\r

    <\/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 evil","environment":"Any desert and plains and underground"},{"name":"Rainbow Plant, Giant","type":"Plant","ch":4,"challenge_rating":" 4 \u00a0","id":6359,"reference":"Usergen","full_text":"

    Rainbow Plant, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Plant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+18\u00a0(45 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 0 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 13 (\u00c2\u00961 size, +4 natural), touch 9, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+21<\/td> <\/tr>
    Attack: <\/strong>Slam +8 melee (1d4+5)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>4 slams +8 melee (1d4+5)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Adhesive leaves, dazzling appearance, improved grab, suffocate<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 60 ft., camouflage, damage reduction 5\/slashing, low-light vision, plant traits, resistance to fire 10<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +2, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 10, Con 17, Int 2, Wis 13, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Listen +10<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (adhesive leaves), Ability Focus (dazzling appearance), Improved Initiative<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm forests and marshes<\/td> <\/tr>
    Organization: <\/strong>Solitary or stand (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Half standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-16 HD (Large); 17-24 HD (Huge); 25-32 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large plant has a number of branchlike leaves, each half as long as the woody, trunklike stem from which they sprout. These leaves taper to a knobby tip. The leaves shimmer in the sunlight, creating an almost prismatic radiance.<\/i>\r

    Giant rainbow plants, also called giant byblis, are carnivorous plants that hunt in a manner similar to giant sundews. They get their name from the mucilage that covers the leaves, which shimmers in light in a spectrum of color.\r

    Giant rainbow plants prefer sandy soils and moist conditions. During periods of drought, the plant lies dormant until moisture returns. During periods of bloom, the giant rainbow plant is covered in five-petaled flowers, usually purple to pale violet in color.\r

    The main stem of a giant rainbow plant is 10 feet long, with leaves about half this length. \r

    COMBAT\r

    A giant rainbow plant awaits the approach of prey, lying still to resemble a mundane plant. When prey comes within reach, it lashes out with four of its sticky leaves, attempting to grasp its intended victims.\r

    Adhesive Leaves (Ex):<\/b> Giant rainbow plants have a +8 racial bonus on grapple checks and disarm checks due to their adhesive coating. \r

    A weapon that strikes a giant rainbow plant is stuck fast unless the wielder succeeds on a DC 18 Reflex save. Prying off a stuck weapon requires a DC 18 check. The check and save DCs are Constitution-based.\r

    Alcohol or vinegar dissolves the adhesive; the creature requires 10 minutes to renew its adhesive coating if doused with either of these substances. A giant rainbow plant can dissolve its adhesive at will, and the substance breaks down 1 minute after the creature dies. \r

    Camouflage (Ex):<\/b> Since a giant rainbow plant looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks.\r

    Dazzling Appearance (Ex):<\/b> A giant rainbow plant is coated in a thick mucilage which reflects light. In areas of bright light, this functions as a gaze attack with a 30-foot range. Exposed creatures must succeed on a DC 18 Will save or be dazzled for 1d4 rounds. The save DC is Constitution-based.\r

    Improved Grab (Ex):<\/b> To use this ability, a giant rainbow plant must hit with a slam attack. It can attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and may attempt to suffocate.\r

    Due to the adhesive nature of its leaves, a giant rainbow plant gets a +2 circumstance bonus for every leaf that was attached at the beginning of the opponent's turn.\r

    Suffocate (Ex):<\/b> A giant rainbow plant can asphyxiate a wrapped creature by drawing the air from its lungs. This attack automatically deals 1d4 points of damage per round.\r

    Advanced Giant Rainbow Plants<\/b>\r
    A giant rainbow plant gains an additional slam attack for each 3 additional Hit Dice.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #167<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":"Temperate and warm forests and marshes"},{"name":"Rakasta","type":"Humanoid","ch":2,"challenge_rating":" 02 \u00a0","id":6360,"reference":"Usergen","full_text":"

    Rakasta <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Humanoid \t\t\t(Rakasta)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8\u00a0(9 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 25 ft (5 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+2 Dex, +2 natural), touch 12, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+2<\/td> <\/tr>
    Attack: <\/strong>Kasa +2 melee (1d4+1) or claw +2 melee (1d2+1)<\/td> <\/tr>
    Full Attack: <\/strong>2 kasas +2 melee (1d4+1) and bite -3 melee (1d4+1) or 2 claws +2 melee (1d2+1) and bite -3 melee (1d4+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, mounted leap, rake 1d3+1<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +6, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 15, Con 11, Int 12, Wis 12, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Balance +6, Climb +2, Craft (any one) +2, Hide +6, Jump +4, Listen +5, Move Silently +6, Ride +6, Spot +5, Tumble +6<\/td> <\/tr>
    Feats: <\/strong>Acrobatic<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm plains and deserts<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or pride (3-30 plus 25% noncombatant young, 1-8 smilodons, 4-HD cleric, and 5-HD chief)<\/td> <\/tr>
    Challenge Rating: <\/strong>02<\/td> <\/tr>
    Treasure: <\/strong>50% coins, standard goods, standard items<\/td> <\/tr>
    Alignment: <\/strong>Often neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+3<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This humanoid has a feline head, and is covered with soft, tawny fur. It stands upright, and moves with an agile grace. Its cat-like eyes are a brilliant green.<\/i>\r

    The rakasta are a race of intelligent feline humanoids. They are a proud warrior race that lives as nomadic barbarians. They are not prone towards hostility to other races, but respond quickly when threatened or provoked.\r

    Rakasta are also skilled artisans. They make bright rugs and silk tapestries, artfully crafted bowls and cups, and other valued items, rather than keeping precious gems and jewels. Rakasta can be reliable trading partners, if their attention can be turned away from martial society for long enough. \r

    Rakasta are organized into prides that roam far and wide. Prides sometimes build temporary settlements, known for their distinctively colorful tents and pavilions. Rakasta are excellent hunters, and keep the local game herds from overpopulating. Each rakasta has a chief, whose word is law and obeyed unquestioningly.\r

    Rakasta have a caste of mounted knights, known as hatra. These warriors are also called tiger riders, as they have tamed saber-toothed tigers that they ride into battle (these beasts will not allow non-rakasta to ride them). Hatra are considered the bravest and strongest warriors in a pride, and also serve as the personal guards to the chief. As a pride\u00c2\u0092s finest warriors, they enjoy a special place in rakasta society, and are held in the highest honor. Hatra have their own code of conduct to dictate a warrior\u00c2\u0092s behavior \u00c2\u0096 some examples include: never refuse a challenge to fight, never leave wounded behind, give or expect no mercy from your enemy, never surrender.\r

    Rakasta are 5-7 feet tall, with a 4-6 foot long tail and weigh around 150 pounds.\r

    Rakasta speak Rakasta and Common, with a purring voice with rolled R\u00c2\u0092s and hissed S\u00c2\u0092s.\r

    COMBAT<\/b>\r
    A rakasta fights fiercely, expecting its opponent to do the same. Though rakasta can use normal weapons, they disdain such equipment and prefer to rely on their own natural weapons. Rakasta are often armed with a special set of metal war claws that they call kasas, which are worn on the paw like a glove.\r

    Rakasta that ride saber-toothed tigers use special saddles that enable them to fight unhindered while mounted. These saddles allow a rakasta to maintain control of its mount by controlling the tiger with knee pressure, and do not hinder the mount\u00c2\u0092s combat capabilities. These saddles also allow a rakasta to leap and attack in the same round.\r

    Improved Grab (Ex)<\/b>: To use this ability, a rakasta must hit either with both claw attacks or both kasa attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can make two rake attacks with its rear claws.\r

    Mounted Leap (Ex)<\/b>: A rakasta can leap up to 20 feet from its mount and still make its full attack in the same round.\r

    Rake (Ex)<\/b>: Attack bonus +2 melee, damage 1d3+1.\r

    Skills<\/b>: Rakasta have a +4 racial bonus on Balance, Hide, and Move Silently checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.\r

    RAKASTA ITEMS<\/b>\r
    Kasa: Rakasta are often armed with a special set of metal war claws that they call kasas, which are worn on the paw like a glove. A kasa is a light exotic weapon that deals 1d4 (Medium) of slashing damage on a hit with a critical range of 18-20x2. A character using a kasa cannot be disarmed with the disarm action. Cost: 30 gp (price is for one kasa). Weight: 2 lb.\r

    RAKASTA AS CHARACTERS<\/b>\r
    Most rakasta leaders are rangers, barbarians, or even some fighters. A rakasta cleric has access to two of the following domains: Animal, Luck, Travel, War.\r
    Rakasta characters possess the following racial traits.\r
    \u00c2\u0095 Strength +2, Dexterity +4, Intelligence +2, Wisdom +2, Charisma \u00c2\u00962. \r
    \u00c2\u0095 Size Medium. \r
    \u00c2\u0095 A rakasta's base land speed is 25 feet. \r
    \u00c2\u0095 Darkvision out to 60 feet. \r
    \u00c2\u0095 Racial Hit Dice: A rakasta begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0. \r
    \u00c2\u0095 Racial Skills: A rakasta's humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Craft, Listen, Ride, Tumble. Rakasta have a +4 racial bonus on Balance, Hide, and Move Silently checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. \r
    \u00c2\u0095 Racial Feats: A rakasta's humanoid levels give it one feat. \r
    \u00c2\u0095 +2 natural armor bonus.\r
    \u00c2\u0095 Weapon Familiarity: Rakastas treat kasas as martial weapons, rather than exotic weapons. \r
    \u00c2\u0095 Natural Weapons: Claw (1d2) and bite (1d4). \r
    \u00c2\u0095 Special Attacks (see above): Improved grab, mounted leap, rake. \r
    \u00c2\u0095 Special Qualities: Scent. \r
    \u00c2\u0095 Automatic Languages: Common, Rakasta. Bonus Languages: Draconic, Gnoll, Goblin, Halfling. \r
    \u00c2\u0095 Favored Class: Ranger. \r
    \u00c2\u0095 Level adjustment +3.\r

    SAVAGE COAST RAKASTA<\/b>\r
    The Savage Coast region of Mystara is home to a hardier breed of rakasta. These rakasta have developed a feudal style of government mixed with their nomadic ways of old, and their warrior traditions and mystical tendencies. These rakasta are known to carry and use other melee weapons besides the kasa, and their technology level is comparable to other nearby humanoid cultures. Hatra are not common among these town-dwelling rakasta. Their favored class is Fighter, instead of Ranger.\r

    This breed of rakasta has developed additional abilities that their nomadic cousins do not possess. These rakasta have excellent balance and reflexes, and take only half damage from any fall. They have unusually keen senses, and receive a +4 racial bonus to Listen checks. Because of this keen hearing, these rakasta suffer a \u00c2\u00962 penalty on all saving throws against sonic attacks. Rakasta sight is also very keen, providing them with Blind-Fight as a bonus feat. These rakasta intuitively sense the presence of invisible or ethereal creatures within 10 feet, and receive a +4 bonus on Spot and Listen checks to find such creatures.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in module X1 \u00c2\u0096 The Isle of Dread (1981, David Cook and Tom Moldvay), module X2 \u00c2\u0096 Castle Amber (1981), AC9 - Creature Catalogue (1986), DMR2 - Creature Catalog (1993), and Mystara Monstrous Compendium App<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Often neutral","environment":"Temperate and warm plains and deserts"},{"name":"Rapper","type":"Undead","ch":4,"challenge_rating":" 04 \u00a0","id":6361,"reference":"Usergen","full_text":"

    Rapper <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Dwarf)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d12\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 25 ft (5 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+2 Dex, +6 natural), touch 12, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+5<\/td> <\/tr>
    Attack: <\/strong>Heavy pick +5 melee (1d6+3\/20\/x4 plus disorient) or slam +5 melee (1d6+3 plus disorient)<\/td> <\/tr>
    Full Attack: <\/strong>Heavy pick +5 melee (1d6+3\/20\/x4 plus disorient) or slam +5 melee (1d6+3 plus disorient)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Disorient, rapping<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/silver, dwarf traits, immunity to cold, invisibility, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +3, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 15, Con ---, Int 10, Wis 10, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Appraise +4, Climb +6, Escape Artist +5, Hide +7, Jump +6, Listen +3, Profession (miner) +4, Spot +3<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (rapping), Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or gang (1-4) <\/td> <\/tr>
    Challenge Rating: <\/strong>04<\/td> <\/tr>
    Treasure: <\/strong>Standard coins, double items, standard goods<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>5-12 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The source of the tapping appears to be a dwarf, with pale skin that you can almost see through and soulless eyes. It wears filthy, dust-covered rags and carries a well-worn heavy pick.<\/i>\r

    A rapper is an undead dwarf, believed to be a cursed thief or assassin who died in the act of attempting to steal something. Rappers appear to be pale-skinned dwarves with semi-translucent skin, dressed in rags. They usually carry weapons or tools of the mining trade. These beings typically inhabit old mines and caverns, preferably underground. They guard their victims\u00c2\u0092 remains, hiding the bodies and magic items under rubble or elsewhere in the lair. \r

    COMBAT<\/b>\r
    When a rapper is aware of a victim in his tunnels, he will hide invisibly in a small corner and rap against the tunnel walls with his tools or weapons. They wait patiently there, driving their victims insane and luring them to their doom.\r

    If the rapper is discovered and attacked, it responds in a wild, demented manner. It howls and shrieks loudly as it attacks, trying to draw other monsters to fight the characters so that it can make its escape.\r

    Disorient (Su)<\/b>: A creature struck by any of the rapper\u00c2\u0092s melee attacks (slam or manufactured weapons) must make a Will saving throw (DC 13) or become totally lost and unable to find its way for 24 hours. During this time the character will be unable to tell directions and must be led by hand or by force. It is considered to automatically fail all Survival checks to determine direction or to track a creature, and it cannot find its way out of a maze or similar spell. The save DC is Charisma-based.\r

    Rapping (Su)<\/b>: Rappers can make a constant, rhythmic tapping sound with their tools or weapons. This sound carries in a 120-foot radius throughout underground corridors and rooms. The noise is never very loud, but is annoying to listen to and will increase the DC of Listen checks by +5. Use of this ability is a standard action, and rappers can keep up their tapping for an infinitely long duration.\r

    After listening to this tapping sound for an hour, a humanoid victim must make a Will saving throw (DC 15), or develop monomania. Characters that have not yet contracted monomania must roll another Will save after every consecutive hour of hearing the rapping. This is a sonic mind-affecting effect. The save DC is Charisma-based.\r

    A character with monomania will seem absolutely normal until presented with an interesting idea, goal, or similar purpose. The character must roll another Will save (DC 15) or become obsessed with the accomplishment of this purpose, thinking of nothing else until he accomplishes this fixed end, even becoming hostile to anyone not fully cooperating with this goal. Once this goal is accomplished, the character becomes uninterested in any sort of undertaking, becoming lethargic and bored with everything. Whenever a character with monomania does not have a purpose to fixate on (either because he has not had one yet, or has accomplished the one he had), he will need to roll a Will save every time he encounters a new possible goal or become obsessed with this new goal.\r

    Characters suffering from monomania may also develop kleptomania if they fail an additional Will save (DC 13). Such a character feels an uncontrollable urge to steal any small objects available. An afflicted creature will secretly attempt to pocket small items, regardless of the item\u00c2\u0092s worth, at every available opportunity. The character must make a Sleight of Hand check (or a simple Dex check, if he does not have that skill) at a \u00c2\u00964 penalty, due to the overpowering compulsion to steal immediately. The victim cannot control this impulse and will lie to gain an opportunity to steal or to avoid being caught.\r

    Monomania and kleptomania can be cured with a single remove curse<\/i> spell.\r

    Dwarf Traits (Ex)<\/b>: Rappers possess the following racial traits.\r
    \u00c2\u0095 A rapper\u00c2\u0092s land speed is 25 feet. However, rappers can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.\r
    \u00c2\u0095 Stonecunning: This ability grants a rapper a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn\u00c2\u0092t stone but that is disguised as stone also counts as unusual stonework. A rapper who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a rapper can use the Search skill to find stonework traps as a rogue can.. A rapper can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Rappers have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.\r
    \u00c2\u0095 Weapon Familiarity: Rappers treat dwarven waraxes and dwarven urgoshes (see Chapter 7 of the Player\u00c2\u0092s Handbook<\/i>) as martial weapons, rather than exotic weapons.\r
    \u00c2\u0095 Stability: Rappers are exceptionally stable on their feet. A rapper has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).\r
    \u00c2\u0095 +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.\r
    \u00c2\u0095 +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).\r
    \u00c2\u0095 +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).\r
    \u00c2\u0095 +2 racial bonus on Appraise checks that are related to stone or metal items.\r
    \u00c2\u0095 +2 racial bonus on Craft checks that are related to stone or metal. \r

    Invisibility (Sp)<\/i><\/b>: Rappers can become invisible, as the invisibility<\/i> spell, twice per day for a total of 6 minutes each time.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1982 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #58 (\u00c2\u0093The Gods of the Dwarves,\u00c2\u0094 February 1982, Roger Moore).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":"Underground"},{"name":"Rat, Giant Zakharan","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":6362,"reference":"Usergen","full_text":"

    Rat, Giant Zakharan <\/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), climb 20 ft.<\/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>Bite +5 melee (1d6+3 plus disease)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d6+3 plus disease)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Disease<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +5, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 15, Con 14, Int 1, Wis 12, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Climb +10, Hide +3, Listen +5, Move Silently +4, Spot +5, Swim +10<\/td> <\/tr>
    Feats: <\/strong>Alertness, Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2\u00c2\u009612)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5\u00c2\u009612 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The rat before you is over four feet long. Its brown fur is filthy and its deep red eyes peer menacingly toward you.<\/i>\r

    Although they are larger than most dire rats, giant Zakharan rats more closely resemble normal rats. Like their lesser cousins, Zakharan rats are fast, filthy, and ferocious. \r

    Giant Zakharan rats prefer subterranean areas, forming small groups and finding caverns with tight openings in which to make their lairs. These rats will feed on living or dead flesh with equal tenacity.\r

    Unlike many rats, giant Zakharan rats do not fear fire, and readily approach those who try to keep them at bay with torches or campfires.\r

    A giant Zakharan rat is 4-7 feet long and weighs over 50 pounds.\r

    Combat\r

    Disease (Ex):<\/b> Filth fever\u00c2\u0097bite, Fortitude DC 14, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.\r

    Skills:<\/b> Giant Zakharan rats have a +8 racial bonus on Swim checks. Giant Zakharan rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.\r

    Giant Zakharan rats use their Dexterity modifier for Climb and Swim checks.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Al-Qadim: The Genie's Curse (official D&D videogame)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Any underground"},{"name":"Rat, Gigantic","type":"Animal","ch":7,"challenge_rating":" 7 \u00a0","id":6363,"reference":"Usergen","full_text":"

    Rat, Gigantic <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 16d8+96\u00a0(168 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), climb 20 ft., swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+12\/+30<\/td> <\/tr>
    Attack: <\/strong>Bite +21 melee (3d6+15\/19-20 plus disease)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +21 melee (3d6+15\/19-20 plus disease)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Disease, gnaw, improved grab, stench, trample 2d8+10<\/td> <\/tr>
    Special Qualities: <\/strong>Dire, low-light vision, resistant to disease, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +16, Ref +12, Will +13 <\/td> <\/tr>
    Abilities: <\/strong>Str 30, Dex 15, Con 22, Int 2, Wis 12, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Climb +18, Hide +4, Listen +6, Move Silently +5, Spot +6, Swim +18<\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Critical (bite), Power Attack, Stealthy, Weapon Focus (bite)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (5-10)<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always 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>
    This gigantic rat is five times longer than a man is tall. Its fur is matted with reeking filth that could make even a half-orc retch.<\/i>\r

    Gigantic rats are omnivorous scavengers, but will attack to defend their nests and territories.\r

    A typical gigantic rat is 30 feet long and weighs about 30,000 pounds.\r

    COMBAT\r

    Gigantic rats attack fearlessly, biting and chewing with their sharp incisors.\r

    Disease (Ex):<\/b> Filth fever\u00c2\u0097bite, Fortitude DC 24, incubation period 1d3 days, damage 2d4 Dex and 2d4 Con. The save DC is Constitution-based.\r

    Dire (Ex):<\/b> A gigantic rat is considered to be a dire animal for the purposes of saving throws.\r

    Gnaw (Ex):<\/b> A gigantic rat deals automatic bite damage every round it maintains a grapple.\r

    Improved Grab (Ex):<\/b> To use this ability, a gigantic rat 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

    Resistant to Disease (Ex):<\/b> A gigantic rat 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

    Stench (Ex):<\/b> Bits of offal, carrion, and refuse cling to a gigantic rat's fur. A creature within 20 feet of a gigantic rat must succeed on a DC 24 Fortitude save or be sickened for 1d6 rounds. A creature that successfully saves can't be affected by that gigantic rat's stench ability for 24 hours. The save DC is Constitution-based.\r

    Trample (Ex):<\/b> As a standard action during its turn each round, a gigantic rat can trample a Large or smaller opponent. This attack deals 2d8+10 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a \u00c2\u00964 penalty or a Reflex save (DC 28) for half damage. The save DC is Strength-based.\r

    Skills:<\/b> Gigantic rats have a +8 racial bonus on Swim checks. Gigantic rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in Adventure Pack I<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Any"},{"name":"Rat, Vapor","type":"Magical Beast","ch":"10","challenge_rating":" \u00bd \u00a0","id":6364,"reference":"Usergen","full_text":"

    Rat, Vapor <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Magical Beast \t\t\t(Air)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d10\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares), swim 20 ft, burrow 5 ft<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+2 size, +3 Dex), touch 15, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/-10<\/td> <\/tr>
    Attack: <\/strong>Bite +7 melee (1d2-4)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +7 melee (1d2-4)<\/td> <\/tr>
    Space\/Reach: <\/strong>2 \u00c2\u00bd ft\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Death throes<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, low-light vision, vapor form<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +6, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 2, Dex 17, Con 10, Int 6, Wis 13, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Balance +3, Climb +11, Hide +15, Listen +4, Move Silently +11, Spot +4, Swim +19<\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon Finesse b<\/sup><\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2-16)<\/td> <\/tr>
    Challenge Rating: <\/strong>\u00c2\u00bd<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Tiny); 5-6 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This is a large, gray rat. Mist seems to flow around this giant rodent inexplicably.<\/i>\r

    The vapor rat is a rodent with the ability to transform itself into harmless vapors. In that form, a vapor rat appears to be a wisp of cloudy mist that can direct its movement the same way a ship steers before the wind. \r

    Vapor rats are quick little scavengers that can swim and burrow through loose soil to get at food. They will eat most anything, and will gladly consume garbage and carrion. Vapor rats have no concept of treasure, but may occasionally drag treasure incidentally into their lairs.\r

    The mythical cloud islands of the cloud giants are said to contain swarms of contented vapor rats, which use their misty forms to float from cloud to cloud.\r

    A vapor rat is about a foot long and weighs the same as a normal rat.\r

    COMBAT<\/b>\r
    Vapor rats normally run from attackers, but if angry, cornered, or hungry enough they will scurry in to deliver their sharp bites. If wounded or seriously threatened, a vapor rat will assume its vapor form to escape. When killed, a vapor rat gives off a puff of noxious fumes, so the best tactic is to slay these beasts from a distance.\r

    Death Throes (Ex)<\/b>: When a vapor rat is killed, its body creates a gaseous release of noxious fumes that affects a single 5-foot cube in any square within 10 feet of the vapor rat for one round. This affect is always aimed towards the creature that killed the rat. Any creature in that square or who enters that square while the effect is active becomes nauseated for 1d4+1 rounds (Fort DC 11 to negate). The save DC is Constitution-based.\r

    Vapor Form (Su)<\/b>: Most of the time a vapor rat is solid, but at will it can assume a vapor form. It can switch forms once per round as a free action. A vapor rat in vapor form can fly at a speed of 10 feet (perfect). The ability is otherwise similar to a gaseous form<\/i> spell.\r

    Skills<\/b>: Vapor rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A vapor rat can always choose to take 10 on Climb checks, even if rushed or threatened.\r

    A vapor rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks.\r

    A vapor rat 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>
    1983 Wizards of the Coast, Inc.
    Originally found in the first edition Monster Manual II (1983, Gary Gygax) and Monstrous Compendium MC5 - Greyhawk Appendix (1990).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always chaotic neutral","environment":"Any land and underground"},{"name":"Rautym","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6365,"reference":"Usergen","full_text":"

    Rautym <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Magical Beast \t\t\t(Psionic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d10+4\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+2<\/td> <\/tr>
    Attack: <\/strong>Claw +7 melee (1d6+2)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +7 melee (1d6+2) and bite +5 melee (1d8+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Dance magic, psi-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Blind, deaf<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +7, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 16, Con 12, Int 9, Wis 13, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Concentration +6, Listen +5*, Perform (dance) +5, Search +5*, Spot +5*\r
    *Includes +4 circumstance bonus from its always active synesthete<\/i> psi-like ability.<\/td> <\/tr>
    Feats: <\/strong>Combat Manifestation, Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (4-40)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Often neutral evil<\/td> <\/tr>
    Advancement: <\/strong>4-9 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a small, hairless, freckle-backed monkey. Its eyeless face.<\/i>\r

    Rautym are subterranean creatures that are relatively harmless individually. However, a rautym is never found far from its companions, because they gain power simply by being together. The \"dance magic\" of the rautym is legendary, and it is unique to their species.\r

    Rautym lack the traditional senses of vision and hearing, but psionically \"feel\" sound and \"hear\" light, allowing them to move about in the subterranean dark freely. They maintain small quantities of faintly phosphorescent rocks all about their lairs, or on their persons if travelling, which allow them to function easily.\r

    Rautym have a traditional focus, usually their elder, who leads them through the darkness of the underground. There is at least one elder per group of four. If the previous elder is killed, a new one is created to take its place. The rautym are never without a focus.\r

    A rautym is 4 feet tall and weighs 40 to 50 pounds.\r

    Rautym speak Undercommon.\r

    COMBAT<\/b>\r
    When a rautym senses danger, it uses psychofeedback<\/i> to improve its Strength, then uses shadow body<\/i> to sneak behind its enemies. The rautym then use cause decay or simply join melee.\r

    Rautym rely on their synesthete<\/i> power to sense their surroundings. If plunged into magical darkness and silence, rautym panic and attempt to flee.\r

    Blind (Ex):<\/b> Rautym are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.\r

    Dance Magic (Sp):<\/b> Rautym possess a unique ability to work magic by dancing. At least two rautym are needed to work dance magic. One rautym acts as the focus of the magic, and the other rautym dance around the focus rautym to generate the magic.\r

    Dance magic can create any arcane or divine spell the focal rautym has seen being cast. Dance magic spells are treated as sorcerer\/wizard spells with a DC based on the Charisma of the focal rautym. Dance magic spells always have a somatic component even if the original spell does not. The focal rautym can apply any metamagic feats it possesses to the dance magic spell, except for Still Spell or Quicken Spell. The spell's caster level normally equals the number of rautym participating (maximum caster level 20 plus the Hit Dice of the focus rautym), but rautym can lower the casting level to reduce the casting time (see below). The caster level must be high enough for a sorcerer of that level to cast the chosen spell, including metamagic effects.\r

    Dance magic is slow. Completing the dance and casting the spell takes a number of minutes equal to the minimum caster level of the spell (see above); if the number of rautym in the group exceeds the minimum caster level the casting time is reduced by 1 minute per additional rautym (minimum of 1 minute or the spell's normal casting time). The rautym can cast the dance magic spell faster by lowering the caster level (down to the minimum caster level for the spell). For every level the caster level is lowered the casting time is reduced by 1 minute (minimum of 1 minute or the spell's normal casting time). For example, if a dance group normally casts spells at CL 20th it could cast a spell at CL 10th to reduce the casting time by 10 minutes or CL 1st to reduce it by 19 minutes.\r

    Dance magic spells do not require material or XP components, but spells with these components take longer to dance; for every 10 XP or 250 gp worth of components the spell normally requires, the dance magic takes 1 minute longer to complete.\r

    If the focal rautym's concentration on the dance magic is broken (same procedure as interrupting a spell) the dance magic is ruined. If a dancer is interrupted, they are unable to contribute to the dance magic. Interrupted dancers reduce the effective caster level of the group, thereby increases the casting time and possibly ruining the dance magic if the caster level is reduced to less than the spell's minimum.\r

    Example:<\/i> a 7th level sorcerer spell has a minimum CL of 14th. 18 rautym have a caster level of 18th, 4 higher than the spell minimum, so can cast a 7th level spell in 10 minutes (14-4) at CL 18th. If they lower the caster level by 4 levels to a 7th level spell's minimum CL of 14th they cut 4 minutes off the time, for a 6 minute casting time.\r

    Deaf (Ex):<\/b> A rautym is completely incapable of perceiving sound, and is thus immune to language-dependent effects and sonic effects dependent on hearing. The creature has adapted to this limitation and thus suffers no penalty on initiative checks because of its deafness.\r

    Psi-Like Abilities:<\/b> Always active\u00c2\u0097synesthete<\/i> (may feel both sound and light simultaneously); 3\/day\u00c2\u0097cause decay<\/i> (3d10 damage, DC 16)*, chameleon<\/i>; 1\/day\u00c2\u0097danger sense<\/i>, psychofeedback<\/i>, shadow body<\/i>. Manifester level 5th. The save DCs are Charisma-based.\r
    *Includes augmentation for the rautym's manifester level.\r

    New Powers<\/b>\r

    Cause Decay<\/b><\/i>\r
    Psychometabolism\r
    Level:<\/b> Psion\/wilder 2\r
    Display:<\/b> Olfactory\r
    Manifesting<\/b> Time:<\/b> 1 standard action\r
    Range:<\/b> Touch\r
    Target:<\/b> One object\r
    Duration:<\/b> Instantaneous\r
    Saving<\/b> Throw:<\/b> Fort negates\r
    Power<\/b> Resistance:<\/b> Yes\r
    Power<\/b> Points:<\/b> 3\r

    An object you touch rapidly decays, taking 1d10 points of acid damage. The object takes no damage if it succeeds on a Fortitude save. Cause decay<\/i> has no effect on living creatures. This power can decay as much as one 10-foot cube of nonliving matter. Thus, cause decay<\/i> may only damage part of a very large object or structure.\r

    Augment<\/b>\r
    For every additional power point you spend, this power's damage increases by 1d10 points. For each extra 2d10 points of damage, this power\u00c2\u0092s save DC increases by 1.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Dragon Mountain<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Often neutral evil","environment":"Underground"},{"name":"Raven, Dire","type":"Animal","ch":1,"challenge_rating":" 1 \u00a0","id":6366,"reference":"Usergen","full_text":"

    Raven, Dire <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+2\u00a0(12 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), fly 70 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+4 Dex, +2 natural), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+0<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d6-1)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d6-1) and 2 claws +0 melee (1d3-1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Eye gouge<\/td> <\/tr>
    Special Qualities: <\/strong>Evasion, low-light vision, resistant to disease<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +7, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 8, Dex 19, Con 13, Int 2, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Spot +8, Tumble +6<\/td> <\/tr>
    Feats: <\/strong>Flyby Attack, Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or flock (3-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-6 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This raven is the size of a small human.<\/i>\r

    Dire ravens have the same habits and diet as normal-sized carrion crows and ravens. Like their smaller cousins, these scavenger birds are remarkably intelligent animals. A young dire raven can be tamed and taught tricks. In the wild, dire ravens sometimes learn cunning stratagems to find food or deceive predators.\r

    Dire ravens show little fear of humanoids. They normally only fight if they feel their lives or nests are endangered. However, a hungry enough flock might try to kill and eat man-sized creatures.\r

    Dire ravens are about 5 feet long and have wingspans of about 10 feet.\r

    COMBAT\r

    Dire ravens tend to strike at their opponents' eyes, attempting to blind them. They usually fly away as soon as a battle turns against them.\r

    Eye Gouge (Ex):<\/b> If a dire 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> A dire 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> A dire raven has a +4 racial bonus on Spot checks.\r

    Note:<\/b> Originally appeared as \"Raven (Crow), Huge)\" in Monstrous Compendium Greyhawk Appendix (1990).<\/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 forests"},{"name":"Ray, Electric","type":"Animal","ch":1,"challenge_rating":" 1 \u00a0","id":6367,"reference":"Usergen","full_text":"

    Ray, Electric <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Animal \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> Swim 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+2 Dex, +1 natural), touch 12, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+2<\/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>Lethal shock, stunning shock<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 15, Con 13, Int 1, Wis 12, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Hide +6*, Move Silently +4, Spot +5\r
    <\/td> <\/tr>
    Feats: <\/strong>Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or school (5-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large, flat ray is as long as a human. Its body is disc-shaped, projecting caudal fins of varying lengths.<\/i>\r

    Electric rays, also known as torpedo rays, have a special organ that generates electricity. This energy is stored in its tissues, and can be released in a stunning jolt.\r

    Females electric rays are ovoviviparous, meaning they form eggs but do not lay them. The young emerge from the eggs within the body of the female, and she gives live birth.\r

    An electric ray is 6 feet long and weighs roughly 200 pounds.\r

    COMBAT\r

    An electric ray emits a stunning shock to capture prey or to deter predators. If greatly threatened, it unleashes its lethal shock, then flees.\r

    Lethal Shock (Su):<\/b> Once every 5d4 rounds, an electric ray may release a burst of electricity. This effect has a radius of 15 feet, and deals 2d6 points of electricity damage and stuns victims for 2d4 rounds. A DC 12 Reflex save negates the stunning effect and reduces the damage by half. The save DC is Constitution-based.\r

    Stunning Shock (Su):<\/b> Once per round, an electric ray can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of nonlethal damage to living opponents (Reflex DC 12 half ). The save DC is Constitution-based.\r

    Skills:<\/b> An electric ray 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

    *When it is lying still along the seafloor, an electric ray has a +4 racial bonus on Hide checks. <\/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":"Red Cap","type":"Fey","ch":4,"challenge_rating":" 04 \u00a0","id":6368,"reference":"Usergen","full_text":"

    Red Cap <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Fey \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d6+15\u00a0(32 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6 (Dex, Improved Initiative)<\/td> <\/tr>
    Speed:<\/strong> 40 ft<\/td> <\/tr>
    AC:<\/strong> 18 (+1 size, +2 Dex, +5 natural)<\/td> <\/tr>
    Attacks:<\/strong>2 claws +7 melee, bite +2 melee; or quarterstaff +7 melee; or rock +5 ranged<\/td> <\/tr>
    Damage: <\/strong>Claw 1d6+4, bite 1d4+2; or quarterstaff +4; or rock 1d4+6 and special<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Rocks<\/td> <\/tr>
    Special Qualities: <\/strong>Weapons immunity, susceptible to turning (vulernability)<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +6, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 14, Con 17, Int 16, Wis 17, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Bluff +7, Escape Artist +8, Hide +11, Intimidate +9, Jump +9, Listen +10, Move Silently +9, Search +6, Sense Motive +6, Spot +10<\/td> <\/tr>
    Feats: <\/strong>Alertness, Dodge, Great Fortitude, Improved Initiative, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Temperate forest and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>04<\/td> <\/tr>
    Treasure: <\/strong>No coins; 50% goods; 50% items<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>6-10 HD (Small); 11-15 HD (Medium-Size)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Red caps are mischievously murderous relatives of leprechauns, and the most physically powerful of fey. Red caps do resemble leprechauns, though they are large and muscular and stand four feet tall. These fey are irredeemably evil, and live in abandoned castles and towers, from which they drop rocks onto unsuspecting passersby. They wear similar hats and clothing to leprechauns, and dye their hair and caps red with their victims' blood, hence their name. Red caps speak Sylvan.

    COMBAT<\/b>
    A red cap's usual strategy for combat is to lie in wait from its hiding spot, then drop rocks on people when they pass by. If the victims survive the attack and spot the red cap, the wicked fey will jump down and engage them in melee, striking with its long claws and sharp teeth. They also carry a staff into battle, and very rarely this will be a magical staff.

    Rocks (Ex)<\/b>: Red caps can drop one rock per round, using height and strength to maximum effectiveness. Each rock causes 1d4 damage for every 10 feet it falls.

    Weapons Immunity (Su)<\/b>: Red caps are immune to damage from all weapons made by mortal hands (including magical ones), except for swords of any type.

    Susceptible to Turning (Ex)<\/b>: Although red caps are not undead or outsiders, they have an innate terror of priests. Red caps can be turned or rebuked as if they were undead, by clerics and paladins, but the more serious effects of turning will not affect them.


    FAR DARRIG<\/b>
    Far darrig are three-foot tall cousins of leprechauns that travel in small groups (1-4). They dress in red, but unlike their evil cousins, the red caps, their clothes are not dyed with blood. These fey do possess a mildly dangerous sense of humor, however, and love to play practical jokes on beings of lawful alignment. In addition to the powers that lepechauns have, a far darrig has can cast one arcane cantrop per round as a spell-like ability. Far darrig can also use arcane spell scrolls, and if they can acess a spellbook, they can memorize one 1st-level spell from it per day.


    GEANNCANAC<\/b>
    Geanncanac are closely related to the far darrig. The only significant difference between them is that the geanncanac are more malicious, and are chaotic evil in alignment. They play cruel and often deadly tricks on all who are unlucky enough to meet them.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine issue #158 (1990).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always chaotic evil","environment":">Temperate forest and underground"},{"name":"Rekeihs","type":"Plant","ch":3,"challenge_rating":" 3 \u00a0","id":6369,"reference":"Usergen","full_text":"

    Rekeihs <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Plant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+12\u00a0(30 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (\u00c2\u00961 Dex, +6 natural), touch 9, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+15<\/td> <\/tr>
    Attack: <\/strong>Tentacle +12 melee (1d10+3)<\/td> <\/tr>
    Full Attack: <\/strong>4 tentacles +12 melee (1d10+3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 1d10+3, explosive spawning, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>All-around vision, darkvision 60 ft., low-light vision, myopic, plant traits, resistance to cold 10, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +2, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 9, Con 16, Int 3, Wis 12, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Jump -9, Listen +8, Search +0, Spot +5*\r
    <\/td> <\/tr>
    Feats: <\/strong>Improved Disarm (B), Power Attack, Weapon Focus (tentacle)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm marshes and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or patch (2-5)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>1\/10th coins; 50% goods; 50% items<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>5-6 HD (Medium); 7-12 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature has a bulbous shape with four stout legs and four tentacles evenly-spaced around its body. Above each tentacle is a single unblinking eye. A wavy growth of filaments extend from the top of its head. The eyes are dull black with green pupils.<\/i>\r

    The rekeihs (pronounced ree-KAYZ; the name is the same in singular or plural forms) is a carnivorous plant found in tropical swamps and other warm, damp areas. It preys largely upon live animals, including adventurers who wander into its territory.\r

    A rekeihs has four powerful legs that form its major root systems; these are used to draw nourishment from slain animal victims and, when necessary, from muddy soil. The four upper tentacles of the rekeihs are secondary roots that anchor themselves in mud when the creature is stationary. Although nearsighted, a rekeihs possesses keen vibratory and auditory sensors. Rekeihs are drawn toward moving light sources and will often attack illuminated beings at night. \r

    An adult rekeihs stands between 5 and 6 feet tall and weighs from 250 to 300 pounds. The main body of a rekeihs is a dull, mottled green; the legs and tentacles are darker, turning to purple or even blue in older specimens. \r

    COMBAT\r

    A rekeihs lashes out with its tentacles when prey approaches within its sensory range.\r

    All-Around Vision (Ex):<\/b> A rekeihs's many eyes gives it a +4 racial bonus on Search and Spot checks, and it can't be flanked.\r

    Constrict (Ex):<\/b> A rekeihs deals 1d10+3 points of damage with a successful grapple check.\r

    Explosive Spawning (Ex):<\/b> If a rekeihs kills a creature of its own size or greater it can use the body to reproduce. The rekeihs attaches its four legs to the corpse, so the attached rekeihs can not move away from the corpse but may fight normally. The rekeihs sends rootlets throughout the body. After 1d6 minutes the rekeihs explodes, dying and causing 6d4 damage to everything within a 30-foot burst. The corpse is so mutilated by this process that it cannot be returned to life by a raise dead<\/i> spell. 1d4+2 baby rekeihs (see below) emerge from the remains of the rekeihs and corpse.\r

    Improved Grab (Ex):<\/b> To use this ability, a rekeihs 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

    Myopic (Ex):<\/b> A rekeihs is nearsighted, resulting in a -8 racial penalty on Spot checks made beyond 30 feet.\r

    Skills:<\/b> A rekeihs has a +2 racial bonus on Listen checks. \r

    Baby Rekeihs<\/b>\r
    Small Plant\r
    Hit Dice: 1d8+2 (6 hp)\r
    Initiative: +0\r
    Speed: 10 ft. (2 squares)\r
    Armor Class: 15 (+1 size, +4 natural), touch 11, flat-footed 15\r
    Base Attack\/Grapple: +0\/-3\r
    Attack: Tentacle +3 melee (1d4+1)\r
    Full Attack: 2 tentacles +3 melee (1d4+1)\r
    Space\/Reach: 5 ft.\/5 ft\r
    Special Attacks: \u00c2\u0097\r
    Special Qualities: All-around vision, darkvision 60 ft., low-light vision, myopic, plant traits, resistance to cold 10, vulnerability to fire\r
    Saves: Fort +4, Ref +0, Will +1\r
    Abilities: Str 12, Dex 11, Con 14, Int 3, Wis 12, Cha 9\r
    Skills: Listen +5, Search +5, Spot +5* (-3 beyond 30 feet)\r
    Feats: Improved Disarm (B), Weapon Focus (tentacle)\r
    Challenge Rating: 1\/2<\/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":"Plant","alignment":"Usually neutral","environment":"Warm marshes and underground"},{"name":"Render","type":"Magical Beast","ch":15,"challenge_rating":" 15 \u00a0","id":6370,"reference":"Usergen","full_text":"

    RENDER<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Magical Beast<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 13d10+52 (123 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+2 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 40 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 23 (-1 size, +2 Dex, +12 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 2 claws +19 melee, bite +14 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Claw 1d6+7, bite 2d6+3<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/10 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Paralyzing gaze, improved grab, rend, rage<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 10\/+1, SR 17, regeneration 5, immunities<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +12, Ref +10, Will +6<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 24, Dex 15, Con 18, Int 13, Wis 14, Cha 13<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +3, Listen +20, Spot +20<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Alertness, Cleave, Power Attack, Weapon Focus (claw)<\/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> 15<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 14-19 HD (Large); 20-39 HD (Huge)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Created deep within the labs of Darkhold, the render is without a doubt one of the most savage creatures to ever walk the land. The render was created completely by accident, and efforts to duplicate the experiment that brought life to the creature have since met with failure.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The fearless render is 9 feet tall and composed entirely of muscles, sinews, claws, and teeth. The creature has deep black, short fur that covers its entire body and is matted down with a slimy, sweat-like secretion. The teeth of the render are between 5 and 9 inches long, and razor sharp. The beast's claws are equally as long, and are often caked with the remains of its last victim. The most unnerving thing about the render is the glowing amber eyes. They seem to strike fear in its victim only moments before they die. The creature has a deep hatred of all life, and kills without mercy or remorse.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 It is unknown whether a render can speak as most attempts have been met with death.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    A render is relentless in combat, attacking only to kill its opponent. They are known to hide and wait for prey to pass by before attacking.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Paralyzing Gaze (Su):<\/b> Paralyzed for 1 minute, 30 feet, Will save (DC 17).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, the render must hit with both claw attacks.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Rend (Ex):<\/b> A render that gets a hold latches onto the opponent\u0092s body and tears the flesh. This attack automatically deals 3d6+10 points of damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Rage (Ex):<\/b> A render that loses more than 50% of its hit points 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 Regeneration (Ex):<\/b> Electricity deals normal damage to a render.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The render cannot regenerate lost limbs.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Immunities (Ex):<\/b> The render is immune to mind-influencing effects and poison.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Render first appeared in the Ruins of Zhentil Keep (TSR).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Magical Beast","alignment":"Any","environment":"Any land"},{"name":"Resident","type":"Undead","ch":5,"challenge_rating":" 5 \u00a0","id":6371,"reference":"Usergen","full_text":"

    Resident <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Incorporeal)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d12\u00a0(39 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> Fly 50 ft. (perfect) (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+3 Dex, +4 deflection), touch 17, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/\u00c2\u0097<\/td> <\/tr>
    Attack: <\/strong>Incorporeal touch +6 melee (1d6 cold)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Incorporeal touch +6 melee (1d6 cold)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, incorporeal grasp, keen of despair, telekinesis <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., incorporeal traits, natural invisibility, rejuvenation, spell resistance 11, +2 turn resistance, undead traits, vulnerability to remove curse<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +5, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str \u00c2\u0097, Dex 16, Con \u00c2\u0097, Int 10, Wis 14, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Hide +12, Listen +13, Search +12, Spot +13\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability focus (keen of despair), Alertness, Skill Focus (Search)<\/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>Usually lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>7-14 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A soundless, vaporous apparition of roughly humanoid shape briefly flickers nearby.<\/i>\r

    A resident is a tormented soul, doomed to exist among the living until it can find self-forgiveness. In life, a resident was a person who was offered true love, but lacked the courage or conviction to accept the blessing and thus lost it, becoming embittered.\r

    A resident haunts a fixed location, usually a place where its love once lived or where the two met in life. However, should it discover someone who strongly resembles its lost love, the resident often abandons its vigil and proceeds to follow this surrogate love, who will never be harmed. It seeks not to impose its own will on the world, but instead seeks a focus for its existence. \r

    A resident allows its love to lead his or her own life and defeat ordinary challenges without interference. Although an unattached resident usually remains close to home, it also walks among the living to remind itself of what could have been. Thus, its faith in its curse is renewed. It is a driven creature, clinging to self-hatred and anger, quick to offer love and devotion, and quick to defend its beloved surrogate.\r

    A resident's presence is evident by its deeds, such as completing chores on its surrogate's behalf, recovering lost or desired objects and leaving them where its surrogate can find them, and the like. \r

    A resident is also a protector of its love, and it seeks vengeance on anyone who troubles the surrogate, particularly if the offender is beyond the surrogate's reach. To annoy a surrogate is to risk punishment; to gain its hatred by harming its beloved is to court death.\r

    Residents are 5 to 7 feet tall and weightless. \r

    Residents speak any languages they knew in life (usually Common).\r

    COMBAT\r

    A resident usually remains invisible, even when it attacks, but it can choose to appear as a soundless, vaporous apparition of manlike shape. In melee, a resident only attacks if its surrogate is in trouble. A resident usually just attempts to grab an opponent in its incorporeal grasp until it is dead or incapacitated.\r

    Keen of Despair (Su):<\/b> A resident can unleash its keen as either a 60-foot cone or 30-foot spread centered on itself. Creatures in the area must succeed on a DC 17 Fortitude save or become paralyzed with fear for 1d6 rounds. Once a resident keens, it must wait 1d4 rounds before it can do so again, and it can keen no more than three times per day. This is a sonic, fear effect. The save DC is Charisma-based.\r

    Improved Grab (Ex):<\/b> To use this ability, a resident must hit a Large or smaller opponent with a incorporeal touch attack. Despite being incorporeal, 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 with its incorporeal grasp (see below).\r

    Incorporeal Grasp (Su):<\/b> Unlike most incorporeal creatures, a resident may make grapple attacks against corporeal creatures. Both the resident and its opponents use their Charisma modifiers for performing grapple checks. \r

    Each round, the attached resident deals 1d8 points of cold damage and 1 point of each of Str, Dex, and Cha damage.\r

    Natural Invisibility (Su):<\/b> This ability is constant, allowing a resident to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge<\/i> spell.\r

    Rejuvenation (Su):<\/b> In most cases, it\u00c2\u0092s difficult to destroy a resident through simple combat: The \u00c2\u0093destroyed\u00c2\u0094 spirit will often restore itself in 2d6 days. Even the most powerful spells are usually only temporary solutions. A resident that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + resident's HD) against DC 16. As a rule, the only way to get rid of a resident for sure is to confront it with evidence that its surrogate does not wish it around, and then cast an atonement<\/i> spell upon it. \r

    Telekinesis (Su):<\/b> A resident can use telekinesis<\/i> as a standard action (caster level 6th). When a resident uses this power, it must wait 1d4 rounds before using it again.\r

    Vulnerability to Remove Curse (Su):<\/b> A remove curse<\/i> or break enchantement<\/i> spell cast upon a resident destroys it immediately unless it succeeds on a Will save. The resident will rejuvenate as normal if destroyed in this manner. Regardless of whether the save is successful, casting one of these spells upon a resident triggers its keen of despair ability as an immediate action (even if the resident hasn't waited 1d4 rounds since its last use).<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Van Richten's Monster Hunter's Compendium, Volume Two<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Usually lawful neutral","environment":"Any"},{"name":"Retch Plant (Globe Palm)","type":"Plant","ch":3,"challenge_rating":" 03 \u00a0","id":6372,"reference":"Usergen","full_text":"

    Retch Plant (Globe Palm) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Plant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+25\u00a0(47 hp)<\/td> <\/tr>
    Initiative: <\/strong> -5 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 0 ft<\/td> <\/tr>
    AC:<\/strong> 12 (-2 size, -5 Dex, +9 natural)<\/td> <\/tr>
    Attacks:<\/strong>None<\/td> <\/tr>
    Damage: <\/strong>None<\/td> <\/tr>
    Face\/Reach: <\/strong>15 ft by 15 ft\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Globes<\/td> <\/tr>
    Special Qualities: <\/strong>Plant<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref -4, Will -3 <\/td> <\/tr>
    Abilities: <\/strong>Str ---, Dex ---, Con 20, Int ---, Wis 2, Cha 1 <\/td> <\/tr>
    Skills: <\/strong><\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any warm land<\/td> <\/tr>
    Organization: <\/strong>Solitary or cluster (2-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>03<\/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 retch plant is a relative of the palm tree with noxious fruit. The retch plant, also known as the globe palm, looks mostly like a typical palm tree. At its top the tree always has several globe-like, coconut-sized fruit. These membranous globes are taut, and can be colored blue, violet, or lilac.

    COMBAT<\/b>
    Retch plants are unintelligent and do not fight. The only real danger from this plant is its nauseating fruit, and the creatures it may attract. At the start of an encounter, the globe palm will have 1d4+4 fruits.

    Globes (Ex)<\/b>: Globe palm fruit is filled with a noxious fluid that causes creatures to retch. For every creature walking under a retch plant, there is a 20% chance that one of the globes will fall. If something makes solid contact with the trunk or otherwise shakes it (including running into it, attacking it, or trying to climb it), 1d4+1 of these fruit will automatically fall. When the globes strike the ground they burst, splashing their nauseating fluid over everything in a five foot radius. Those beings within five to nine feet of the fallen fruit can easily make a Reflex save (DC 10) to avoid being hit.

    Any creatures splashed by this sticky, foul fluid will vomit and retch uncontrollably for the next three rounds, and will spend the next hour at 50% of their normal Strength. No saving throw is allowed for either of these effects, but constructs, undead, elementals, and plants are immune to these effects.

    Also, the stench of this fluid can attract other creatures. Splashed victims and their possessions must be bathed in alcohol to remove this smell. This odor is discernable by all within a 50-foot radius, and this range is doubled for creatures with the Scent special quality. This odor persists for 1-4 hours unless removed as described above.

    Plant<\/b>: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Monster Manual II (1983), Forgotten Realms MC11 (1991), Monstrous Manual (1993).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":">Any warm land"},{"name":"Revenant-Magna","type":"Undead","ch":7,"challenge_rating":" 7 \u00a0","id":6373,"reference":"Usergen","full_text":"

    Revenant-Magna <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d12\u00a0(65 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+10 natural), touch 10, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+10<\/td> <\/tr>
    Attack: <\/strong>Slam +11 melee (2d6+5 plus cowering strike)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 slams +11 melee (2d6+5 plus cowering strike)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Cowering strike, maddening glare<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/magic, darkvision 60 ft., fast healing 3, find the guilty, immune to acid, cold, electricity, and polymorph, turn immunity<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +3, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 11, Con -, Int 15, Wis 14, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +4, Hide +13, Jump +13, Listen +15, Move Silently +13, Search +15, Sense Motive +15, Spot +15, Survival +2 (+4 following tracks)\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (maddening glare), Iron Will, Power Attack, Weapon Focus (slam)<\/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>Usually lawful evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The creature resembles a decaying, ravaged humanoid, with lifeless eyes. Its body is stretched and emaciated, as if it were pulled by unnatural force into its current shape.<\/i>\r

    Revenant-magnas arise from innocent victims too weak to defend themselves against a violent demise. They most often arise from children and elderly. Like typical revenants, they exist only for revenge against their killers. However, their thirst for vengeance is so strong that should their killer die at the hands of another, the cannot rest until their killer's killer is slain by their own hands. This can lead to a chain of events resulting in the revenant-magna attacking someone they never met in life with unholy fury.\r

    A revenant-magna is 5 to 6 feet tall and weighs 100 to 150 pounds. Like typical revenants, its lifeless eyes blaze with unnatural light when it faces the target of its vengeance.\r

    Once a revenant-magna slays the target of its vengeance, it crumbles into a pile of dust.\r

    Revenant-magnas speak any languages they knew in life (usually Common).\r

    COMBAT\r

    Revenant-magnas ignore any creature other than the target of their vengeance, unless someone gets in their way. Their vengeance-fueled madness is so strong that anyone who sees them risks going slightly mad.\r

    Cowering Strike (Su):<\/b> If a revenant-magna hits with a slam attack, the victim must succeed on a DC 17 Will saving throw or cower for 1d4 rounds. The save DC is Charisma-based.\r

    Find the Guilty (Ex):<\/b> So long as the revenant-magna and its killer are on the same plane of existence, the revenant-magna knows in which direction its killer can be found and how far away he or she is. Depending on the magical abilities of the base creature, this extraordinary sense may even be made to work across planar boundaries. The revenant-magna's thirst for revenge is so strong that should its killer be slain, its find the guilty ability extends to its killer's killer (and so on, should that creature be slain, until this chain of vengeance can be completed).\r

    Maddening Glare (Su):<\/b> The first time a revenant-magna confronts the target of its vengeance, the latter must make a DC 19 Will save or take 1d4 points of Wisdom damage and be confused<\/i> as the spell for 2d4 rounds. The save DC is 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":"Usually lawful evil","environment":"Any"},{"name":"Reviler","type":"Undead","ch":4,"challenge_rating":" 4 \u00a0","id":6374,"reference":"Usergen","full_text":"

    Reviler <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Incorporeal)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d12\u00a0(26)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> Fly 60 ft. (12 squares) (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+3 Dex, +3 natural, +1 deflection), touch 14, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+4<\/td> <\/tr>
    Attack: <\/strong>Claw +5 melee (1d6+2 plus bleeding wounds) or touch of evil +5 melee touch<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +5 melee (1d6+2 plus bleeding wounds) or touch of evil +5 melee touch<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Bleeding wounds, corrupt fluid, spell-like abilities, touch of evil<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., incorporeal traits, semicorporeal, +2 turn resistance, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +4, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 16, Con -, Int 12, Wis 12, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Hide +10, Knowledge (nobility & royalty) +8, Knowledge (religion) +8, Listen +8, Spot +8<\/td> <\/tr>
    Feats: <\/strong>Blind-Fight, Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or haunt (2-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always evil<\/td> <\/tr>
    Advancement: <\/strong>5-12 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A soft, eerie whispering is heard nearby. Suddenly, a translucent shapes materializes, swooping forth with grasping claws. Its skull-like face leers menacingly.<\/i>\r

    Revilers are undead created from evil beings by dark deities of discord and destruction to spread terror, strife, and woe. Like most undead, they despise the living, and hold a special hatred for the good and pure. Revilers enjoy nothing more than turning benevolent creatures to evil ends with their corrupting touches. Revilers seek relief from their eternal torment, and believe that by satisfying their dark deities' whims, they make finally enter the afterlife.\r

    Revilers speak any languages they knew in life (usually Common) in soft whispers.\r

    COMBAT\r

    Revilers generally remain invisible until the moment they strike. A reviler usually attempts a touch of evil against any good-aligned foes. Should an opponent fail to succumb to its touch, it will attempt to rip it to shreds with its claws, leaving horrific bleeding wounds to take their toll.\r

    Bleeding Wounds (Ex):<\/b> A wound from a reviler's claw attack continues to bleed after the injury was inflicted. Each wound bleeds for 1 point of damage per round thereafter. Multiple claw wounds result in cumulative bleeding loss (two wounds deal 2 points of damage per round, and so on). The bleeding can be stopped only by a successful DC 15 Heal check or the application of any cure<\/i> spell or other healing spell (heal, mass heal<\/i>, and so on).\r

    Corrupt Fluid (Su):<\/b> Twice per day, a reviler can transform 1 cubic foot of water into a deadly ingested poison (Fort DC 14, initial damage 1d6 Con, secondary damage 1d4 Con). Corrupted liquids revert to normal after 2d6 hours, and a neutralize poison, purify food and drink<\/i>, or remove disease<\/i> immediately removes the corruption. Multiple revilers often work together to corrupt larger bodies of water. The save DC is Charisma-based.\r

    Semicorporeal (Ex):<\/b> Although the reviler has the incorporeal subtype, it is slightly corporeal at times. As a result, the chance to avoid damage from a corporeal source is only 25% (rather than the usual 50%), and it can be hit by nonmagical weapons, but has a 50% chance to ignore such attacks. When attacking a corporeal target with a magical weapon, the reviler suffers only a 25% miss chance, and can strike with nonmagical weapons with a 50% miss chance. As a semicorporeal creature, a reviler may possess a natural armor bonus, but its deflection bonus is only equal to half its Charisma bonus. A reviler possesses a Strength score, and applies its Strength modifier to melee attack rolls. A reviler can pass through solid objects as incorporeal creatures do, but counts each square as if it were 2 squares, and while passing through a solid object takes a \u00c2\u00964 penalty on attack rolls and a \u00c2\u00964 penalty to AC. A semicorporeal creature does not always move completely silently, but does gain a +8 racial bonus on Move Silently checks.\r

    Spell-Like Abilities:<\/b> At will--invisibility<\/i>; 3\/day--arcane lock, detect good, detect magic, telekinesis<\/i> (DC 17), 1\/day--animate object, major image<\/i> (DC 15), suggestion<\/i> (DC 15), stone shape<\/i>. Caster level 10th.\r

    Touch of Evil (Su):<\/b> As a standard action, a reviler may make a melee touch attack to corrupt a nonevil creature. The target must succeed on a DC 14 Will save. Failure indicates that the creature's alignment switches to evil. The chaotic\/neutral\/lawful ocmponent of the subject's alignment remains unchanged. The subject retains whatever outlook, allegiances, and relationships it had before, as long as they do not conflict with its new alignment. Otherwise, it acts with its new selfish, bloodthirsty, and cruel outlook in all matters. The save DC is Charisma-based.\r

    An atonement<\/i> spell restores the subject's original alignment, but a remove curse<\/i> spell has no effect.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Dungeon #71<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always evil","environment":"Any land and underground"},{"name":"Rhaumbusun","type":"Magical Beast","ch":1,"challenge_rating":" 01 \u00a0","id":6375,"reference":"Usergen","full_text":"

    Rhaumbusun <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Magical Beast \t\t\t(Reptilian)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d10+2\u00a0(7 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft<\/td> <\/tr>
    AC:<\/strong> 14 (+1 size, -1 Dex, +4 natural)<\/td> <\/tr>
    Attacks:<\/strong>Bite +1 melee<\/td> <\/tr>
    Damage: <\/strong>Bite 1d4<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Gaze<\/td> <\/tr>
    Special Qualities: <\/strong><\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +2, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 8, Con 15, Int 3, Wis 10, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Hide +3, Listen +3, Spot +3<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Warm desert and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or family (1-3)<\/td> <\/tr>
    Challenge Rating: <\/strong>01<\/td> <\/tr>
    Treasure: <\/strong>50% Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2-3 HD (Small)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The rhaumbusun is a small reptile that is distantly related to the basilisk. This creature is a timid herbivore with a gaze that paralyzes those unfortunate enough to be caught by it. They are usually found in mated pairs and mate for life, fighting to the death to protect them, and are even known to simply waste away into death if their mate dies. These monsters lair in small, dark caves in dry areas where they rear their young. Wizards and clerics often keep rhaumbusun as pets or guards.

    Rhaumbusun resemble basilisks, but have eight legs and small dorsal spikes. Their thick hide is covered with glittering scales, purple for males and orange for females, while young are a dusty red in color. Their large, bulbous eyes resemble clear, multifaceted gems. Rhaumbusun scuttle along loudly, and are poor at covering the sound of their approach.

    COMBAT<\/b>
    Rhaumbusun rely on their magical gaze for defense, but will bite if desperate or surprised. They are cowardly little beasts, and avoid a fight if possible.

    Gaze (Su)<\/b>: The rhambusun's gaze can paralyze a single victim per round, unless the victim succeeds at a Fortitude save (DC 11). This paralysis lasts for 3d4 rounds, and can affect a creature within 20 yards of the rhaumbusun. Mirrors do not reflect this gaze, nor does it extend into the Astral or Ethereal planes. This gaze attack does not affect other rhaumbusun.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in DRAGON #52 (August 1981, \"Dragon's Bestiary\", Victor Selby and Ed Greenwood), FR MC3 (1989).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":">Warm desert and underground"},{"name":"Rhynchosaur","type":"Animal","ch":"10","challenge_rating":" \u00bc \u00a0","id":6376,"reference":"Usergen","full_text":"

    Rhynchosaur <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> \u00c2\u00bdd8\u00a0(2 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-6<\/td> <\/tr>
    Attack: <\/strong>Bite +2 melee (1d3-2)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +2 melee (1d3-2)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +3, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 7, Dex 13, Con 10, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Hide +6, Listen +2, Spot +2, Survival +2<\/td> <\/tr>
    Feats: <\/strong>Great Fortitude, Weapon Finesse (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forest and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or herd (5-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>\u00c2\u00bc<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>1 HD (Small); 2 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This pudgy lizard-like creature has a short, triangular head and a bird-like beak.<\/i>\r

    Rhynchosaurs are small, abundant archosauromorph reptiles. These stocky creatures are herbivores, using their beaks to make quick work of tough plants.\r

    These statistics describe a small rhynchosaur of about three feet in length; the largest known rhynchosaurs grow to lengths of about six feet.\r

    COMBAT\r

    Rhynchosaurs will bite if significantly disturbed.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #112<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm forest and plains"},{"name":"Rilmani (Abiorach)","type":"Outsider","ch":5,"challenge_rating":" 05 \u00a0","id":6377,"reference":"Usergen","full_text":"

    Rilmani (Abiorach) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Outsider \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+5\u00a0(27 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 30 ft, fly 50 ft (average)<\/td> <\/tr>
    AC:<\/strong> 18 (+1 Dex, +7 natural)<\/td> <\/tr>
    Attacks:<\/strong>Trident + 10 melee<\/td> <\/tr>
    Damage: <\/strong>Trident 1d8+6<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities, summon elemental<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/+1, SR 16, know alignment, plane shift, attune to elemental plane, Rilmani qualities<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +5, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 13, Con 13, Int 14, Wis 14, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Bluff +6, Concentration +9, Diplomacy +6, Knowledge (the planes) +10, Listen +10, Spellcraft +10, Spot +10<\/td> <\/tr>
    Feats: <\/strong>Combat Casting, Weapon Focus (trident)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or band (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>05<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>6-15 HD (Medium-size)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The abiorach are given the task of watching over the various elemental planes. Should the denizens of one plane become too powerful, it is the abiorach\u00c2\u0092s job to report this swing in the Balance to their master, who immediately dispatches more powerful agents to maintain the Balance.

    Abiorachs bear a passing resemblance to adolescent humans with slight builds and youthful features. However, their bodies gleam with a liquid, silver shine that flows and shifts with every movement. Their eyes are crystalline and tend to catch a rainbow of colors. Abiorachs are a little more open and care-free than most of their kind, but they can be temperamental and capricious creatures; they\u00c2\u0092re used to looking at things from an elemental, not human, viewpoint.

    COMBAT<\/b>
    Abiorachs are among the weakest of the rilmani and prefer to solve their conflicts through trickery, deception, or manipulation. If forced into combat, the abiorach attacks with its trident and spell-like abilities.

    Spell-Like Abilities:<\/b> At will\u00c2\u0097charm monster, darkness, daylight, dismissal, glitterdust, hold monster, mirror image, polymorph self, shocking grasp, <\/i>and teleport without error<\/i> (self plus 50 pounds of objects only). These abilities are as the spells cast by a 10th-level sorcerer (save DC 11 + spell level).

    Depending on which elemental plane an abiorach is attuned to, it gains the following spell-like abilities: 3\/day\u00c2\u0097control water (water), flaming sphere (fire), gust of wind (air), or move earth (earth); 1\/day\u00c2\u0097horrid wilting (water), wall of fire (fire), wall of force (air), or wall of stone (earth). Each is as the spell cast by a 10th-level sorcerer (save DC 13 + spell level).

    Summon Elemental (Sp):<\/b> When attuned to a particular elemental plane (see below), the abiorach can, once per day, summon an 8 HD elemental with a 35% chance of success.

    Know Alignment (Su):<\/b> Rilmani always know the alignment of any creature within 30 feet. This ability can be dispelled but the rilmani can restart it as a free action on its next turn.

    Plane Shift (Sp):<\/b> A rilmani can enter any of the elemental planes or outer planes, or the Astral Plane. This ability transports the rilmani and up to six other creatures, provided they all link hands with the rilmani. It is otherwise similar to the spell of the same name.

    Attune to Elemental Plane (Ex):<\/b> When an abiorach attunes with an elemental plane it functions (more or less) as a native of that plane. The abiorach must be on the plane it attunes with and must remain on that plane. If it leaves the plane (either on its own or against its will) it immediately loses any benefits gained from attuning.

    The abiorach gains immunity to all damage-dealing effects of the plane (for example, a rilmani attuned to the Plane of Fire suffers no fire damage while on that plane), it can see normally in the attuned plane, it can move normally in the attuned plane and suffers no other ill effects from that particular plane. In addition, the abiorach gains the ability to use its spell-like abilities associated with this plane (see above) and can summon an elemental native to this plane once per day (again, see above).

    Rilmani Qualities (Ex):<\/b> Immune to poison and electricity; acid resistance 20; darkvision to a range of 60 feet.

    Telepathy (Su):<\/b> Rilmani can communicate telepathically with any creature within 100 feet that has a language.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Planescape Appendix II<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral","environment":">Any land and underground"},{"name":"Rilmani, Abiorach","type":"Outsider","ch":7,"challenge_rating":" 07 \u00a0","id":6378,"reference":"Usergen","full_text":"

    Rilmani, Abiorach <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Extraplanar, Rilmani)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+6\u00a0(33 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares), fly 50 ft (average)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+1 Dex, +7 natural), touch 11, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+10<\/td> <\/tr>
    Attack: <\/strong>+1 trident<\/i> +12 melee (1d8+5)<\/td> <\/tr>
    Full Attack: <\/strong>+1 trident<\/i> +12\/+7 melee (1d8+5)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities, summon elemental<\/i><\/td> <\/tr>
    Special Qualities: <\/strong>Attune to elemental plane, damage reduction 10\/good or evil or lawful or chaotic, darkvision 60 ft, immunity to electricity and poison, plane shift<\/i>, resistance to acid 10 and sonic 10, spell resistance 16, telepathy 100 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +6, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 13, Con 13, Int 14, Wis 14, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Bluff +14, Concentration +9, Diplomacy +17, Disguise +11 (+13 in character), Intimidate +12, Knowledge (the planes) +12, Listen +10, Search +8, Sense Motive +11, Spellcraft +11, Spot +10, Survival +2 (+4 following tracks, +4 on other planes)<\/td> <\/tr>
    Feats: <\/strong>Combat Casting, Improved Initiative, Weapon Focus (trident)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Concordant Domain of the Outlands<\/td> <\/tr>
    Organization: <\/strong>Solitary or band (2-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>07<\/td> <\/tr>
    Treasure: <\/strong>No coins, double goods, standard items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Medium); 13-18 (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+7<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This humanoid resembles an adolescent human with a slim build and childlike features. Its body gleams with a silvery sheen that seems to flow and shift with the creature\u00c2\u0092s movements. Its eyes are like crystal, catching a rainbow of colors in their reflection.<\/i>\r

    The abiorach are the rilmani agents given the task of watching over the various elemental planes. Should the denizens of one plane become too powerful, it is the abiorach\u00c2\u0092s job to report this swing in the Balance to their master, who immediately dispatches more powerful agents to maintain the Balance. Abiorachs travel the Elemental planes in small bands, frequently shifting from one to the other with ease. The most experienced and intelligent abiorach acts as an informal captain for such a group.\r

    Abiorachs are a little more open and care-free than most of their kind, but they can be unpredictable and fickle creatures; they tend to look at things from an elemental viewpoint, rather than that of a humanoid. They are significantly more subdued on the Outlands, as being watched by their superiors brings out their serious side.\r

    An abiorach is 5 feet tall and weighs 110 pounds.\r

    An abiorach can speak Rilmani, Common, Undercommon, Aquan, Auran, Ignan, and Terran.\r

    COMBAT<\/b>\r
    Abiorachs are among the weakest of the rilmani and prefer to solve their conflicts through trickery, deception, or manipulation. If forced into combat, the abiorach attacks with its trident and spell-like abilities.\r

    An abiorach can be summoned using a summon monster VIII<\/i> spell.\r

    Spell-Like Abilities<\/b>: At will \u00c2\u0096 charm monster<\/i> (DC 18), comprehend languages<\/i>, darkness<\/i>, daylight<\/i>, detect chaos<\/i>, detect evil<\/i>, detect good<\/i>, detect law<\/i>, detect magic<\/i>, detect thoughts<\/i>, dismissal<\/i> (DC 19), feather fall<\/i>, glitterdust<\/i>, greater teleport<\/i> (self plus 50 pounds of object only), hold monster<\/i> (DC 19), invisibility<\/i>, mirror image<\/i>, sanctuary<\/i>, shocking grasp<\/i> (DC 15), tongues<\/i>; 3\/day \u00c2\u0096 polymorph<\/i>. Caster level 6th. The save DCs are Charisma-based.\r

    An abiorach gains the use of additional spell-like abilities while attuned to the appropriate elemental plane, as follows. Air: 3\/day - gust of wind<\/i> (DC 16); 1\/day - wall of force<\/i>. Earth: 3\/day - move earth<\/i> (DC 20); 1\/day - wall of stone<\/i> (DC 19). Fire: 3\/day - flaming sphere<\/i> (DC 16); 1\/day - wall of fire<\/i>. Water: 3\/day - control water<\/i> (DC 20); 1\/day - horrid wilting<\/i> (DC 22). Caster level 6th. The save DCs are Charisma-based.\r

    Summon Elemental (Sp)<\/i><\/b>: When attuned to an elemental plane, the abiorach can, once per day, summon an Large elemental of the appropriate type with a 25% chance of success. This ability is the equivalent of a 5th-level spell.\r

    Attune to Elemental Plane (Ex)<\/b>: When an abiorach enters an elemental plane, it will spend a full round attuning itself to that plane. So long as the abiorach remains on that plane, it will remain attuned to it. If it leaves the plane (either on its own or against its will) it immediately loses any benefits gained from attuning.\r

    When an abiorach is attuned with an elemental plane, it temporarily gains the subtype associated with that particular element and all of the benefits and drawbacks associated with it. The abiorach also gains the speed and movement types of a Large elemental of the appropriate type (while attuned to Earth, the abiorach also gains the earth glide ability), and is accepted by elementals of that type as one of their own kind. The abiorach can see normally in the attuned plane, and suffers no ill effects from the nature of that particular plane. While attuned, the abiorach can use its summon elemental<\/i> ability as well as the ability to use its additional spell-like abilities associated with the plane.\r

    Plane Shift (Sp)<\/i><\/b>: A rilmani can enter any of the elemental planes or outer planes, or the Astral Plane. This ability transports the rilmani and up to six other creatures, provided they all link hands with the rilmani. It is otherwise similar to the spell of the same name.<\/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 neutral","environment":"Concordant Domain of the Outlands"},{"name":"Rilmani, Argenach","type":"Outsider","ch":14,"challenge_rating":" 14 \u00a0","id":6379,"reference":"Usergen","full_text":"

    Rilmani, Argenach <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Extraplanar, Rilmani)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 14d8+84\u00a0(147 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 40 ft (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 21 (+3 Dex, +8 natural), touch 13, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+14\/+21<\/td> <\/tr>
    Attack: <\/strong>+3 greatsword<\/i> +21 melee (2d6+10\/19-20\/x2)<\/td> <\/tr>
    Full Attack: <\/strong>Energy rays +18\/+13 ranged touch (1d20 energy) or +3 greatsword<\/i> +21\/+16\/+11 melee (2d6+10\/19-20\/x2) or slam +16 melee (1d8+7)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Energy rays, spell-like abilities, summon rilmani<\/i><\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 15\/good or evil or lawful or chaotic, darkvision 60 ft, immunity to electricity and poison, lay on hands, resistance to acid 10 and sonic 10, spell resistance 22, telepathy 100 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +15, Ref +12, Will +12 <\/td> <\/tr>
    Abilities: <\/strong>Str 24, Dex 17, Con 22, Int 16, Wis 16, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Bluff +23, Concentration +20, Diplomacy +26, Disguise +16 (+18 acting), Gather Information +18, Intimidate +22, Knowledge (any two) +15, Knowledge (the planes) +19, Listen +15, Search +13, Sense Motive +17, Spellcraft +15, Spot +15, Survival +3 (+5 following tracks, +5 on other planes)<\/td> <\/tr>
    Feats: <\/strong>Negotiator, Persuasive, Point Blank Shot, Precise Shot, Weapon Focus (energy ray)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Concordant Domain of the Outlands<\/td> <\/tr>
    Organization: <\/strong>Solitary or band (1-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>14<\/td> <\/tr>
    Treasure: <\/strong>No coins, double goods, standard items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>15-28 HD (Medium); 29-42 (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This tall, slender humanoid has a silvery sheen to its skin. It is smooth-skinned and hairless, and wears white, flowing robes and wields a greatsword. <\/i>\r

    Argenach are agents of the Rilmani that maintain the Balance, particularly on the Material plane. They become advisors or agitators, as the case may be, to ensure that no one force gains the upper hand for too long, in any part of the multiverse. They are entrusted with the careful adjustment of the Balance when it becomes threatened and cannot fix itself.\r

    Argenachs take great interest in the affairs of Material planar worlds, believing that they play an important role in the constant conflict between good, evil, law, and chaos. Their methods are subtle, but simple; they try to even things out by giving advice and knowledge to whatever side is weakest. They never reveal their true nature, preferring to appear as some sort of being familiar to those they are working with. If they can keep from being involved, or once their work is done, they take a neutral stance and just watch to see how things turn out.\r

    Argenachs don\u00c2\u0092t involve themselves much in rilmani society, and spend most of their time away from the Outlands. They are second-in-command to the aurumachs, and are usually given only broad guidelines to accomplish their tasks. Being extremely intelligent and resourceful, that is all an argenach usually needs to meet its goals.\r

    An argenach is 7 feet tall and weighs 225 pounds.\r

    An argenach can speak Rilmani, Common, Undercommon.\r

    COMBAT<\/b>\r
    Argenachs prefer not to involve themselves in physical combat. They prefer to use their charm, illusion, or suggestion<\/i> powers to avoid a confrontation, but can fight with ruthless efficiency if need be. When an argenach must defend itself, its primary defense is its silvery rays. If forced into melee, argenachs are quire capable fighters and usually carry great, wide-bladed broad swords or long-handled axes. They are also far stronger than they appear, and do an impressive amount of damage fighting bare-handed.\r

    Energy Rays (Su)<\/b>: Twice per round, an argenach may fire a ray of silvery light projected from its hands. These rays inflict 1d20 points of damage, and always strike as an energy form that exploits an enemy's vulnerabilities: acid, cold, electricity, fire, sonic, positive energy or negative energy. For example, baatezu are immune to fire and resistant to acid and cold, so the argenach's rays might strike a baatezu as electricity or sonic energy. If a creature has vulnerability to a certain energy type, such as vulnerability to cold for creatures with the fire subtype, the argenach's rays will exploit this vulnerability over other energy types. These rays have a range of 180 feet. \r

    Spell-Like Abilities<\/b>: At will \u00c2\u0096 comprehend languages<\/i>, detect chaos<\/i>, detect evil<\/i>, detect good<\/i>, detect law<\/i>, detect magic<\/i>, detect thoughts<\/i> (DC 16), feather fall<\/i>, fly<\/i>, hallucinatory terrain<\/i> (DC 18), invisibility<\/i>, mass charm monster<\/i> (DC 22), mirror image<\/i>, persistent image<\/i> (DC 19), sanctuary<\/i> (DC 15), see invisibility<\/i>, slow<\/i> (DC 17), solid fog<\/i>, suggestion<\/i> (DC 17), tongues<\/i>, wall of fire<\/i>; 3\/day \u00c2\u0096 cone of cold<\/i> (DC 19), polymorph<\/i>; 1\/day \u00c2\u0096 legend lore<\/i>, prismatic spray<\/i> (DC 21); 1\/week \u00c2\u0096 geas\/quest<\/i> (1\/week). Caster level 14th. The save DCs are Charisma-based.\r

    Summon Rilmani (Sp)<\/i><\/b>: Once per day, an argenach can summon 1d4 ferrumachs with a 60% chance of success or another argenach with a 40% chance of success. This ability is the equivalent of a 9th-level spell.\r

    Lay on Hands (Su)<\/b>: This works just like the paladin's ability, but the argenach can heal as much damage per day as its own undamaged hit point total.<\/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 neutral","environment":"Concordant Domain of the Outlands"},{"name":"Rilmani, Plumach","type":"Outsider","ch":5,"challenge_rating":" 05 \u00a0","id":6380,"reference":"Usergen","full_text":"

    Rilmani, Plumach <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Extraplanar, Rilmani)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+12\u00a0(30 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+0 Dex, +6 natural), touch 10, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+7<\/td> <\/tr>
    Attack: <\/strong>Heavy mace +7 melee (1d8+3\/x2) or slam +7 melee (1d4+3)<\/td> <\/tr>
    Full Attack: <\/strong>Heavy mace +7 melee (1d8+3\/x2) or slam +7 melee (1d4+3)<\/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\/good or evil or lawful or chaotic, darkvision 60 ft, immunity to electricity and poison, resistance to acid 10 and sonic 10, spell resistance 13, telepathy 100 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +4, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 11, Con 16, Int 12, Wis 11, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Appraise +9, Concentration +9, Craft (any one) +15, Diplomacy +5, Intimidate +7, Knowledge (the planes) +7, Listen +5, Profession (any one) +14, Sense Motive +7, Spot +5, Survival +0 (+2 on other planes)<\/td> <\/tr>
    Feats: <\/strong>Skill Focus (craft), Skill Focus (profession)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Concordant Domain of the Outlands<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or band (4-24)<\/td> <\/tr>
    Challenge Rating: <\/strong>05<\/td> <\/tr>
    Treasure: <\/strong>No coins, double goods, standard items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Medium), 9-12 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+6<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This humanoid is short and stocky, and has a dull gray metallic sheen to its skin. It has broad shoulders and a thick waist, with short meaty hands and solid legs. <\/i>\r

    The plumach is the common citizen of the Outlands, and the least powerful of the rilmani. They do not involve themselves much in the rilmani struggle to keep the Balance, and take a more apathetic approach to neutrality. Plumachs keep an eye on the day to day happenings in the Outlands as their own little part of watching the Balance.\r

    Plumachs are a craft-oriented people, and are hard workers. Traders and emissaries are common throughout the Outlands. They have much in the way of practical wisdom and common sense, and give respect where respect is due. A plumachs is usually a craftsman, teamster, merchant, or another simple occupation, and is the equal of the finest human at its chosen trade. Plumachs need little, so they devote their time to creating devices of comfort and convenience, or works of art for all to appreciate.\r

    A plumach stands about 5 \u00c2\u00bd feet tall, and weighs about 200 pounds.\r

    A plumach can speak Rilmani and Common.\r

    COMBAT<\/b>\r
    A plumach will tend to avoid combat unless its life or interests are threatened. Those who assume a plumach is incompetent or stupid will soon learn how much a stubborn and determined opponent one can be despite their lack of grace or strength. Plumachs cooperate well in a fight, and don\u00c2\u0092t give up until they are victorious.\r

    Plumach legions can be mustered to defend the Balance, in times of great need. Under the authority of an aurumach, a plumach will fight for any cause.\r

    A plumach can be summoned using a summon monster IV<\/i> spell.\r

    A plumach does not possess the ability to summon other rilmani.\r

    Spell-Like Abilities<\/b>: At will \u00c2\u0096 chill touch<\/i> (DC 14), comprehend languages<\/i>, detect chaos<\/i>, detect evil<\/i>, detect good<\/i>, detect law<\/i>, detect magic<\/i>, detect thoughts<\/i> (DC 15), feather fall<\/i>, heat metal<\/i> (DC 15), hold person<\/i> (DC 16), sanctuary<\/i> (DC 14), tongues<\/i>; 3\/day \u00c2\u0096 polymorph<\/i>; 1\/day \u00c2\u0096 solid fog<\/i>. Caster level 4th. The save DCs are Charisma-based.<\/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 neutral","environment":"Concordant Domain of the Outlands"},{"name":"Roc, Moon","type":"Magical Beast","ch":10,"challenge_rating":" 10 \u00a0","id":6381,"reference":"Usergen","full_text":"

    Roc, Moon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Gargantuan\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 18d10+126\u00a0(225 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), fly 60 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (\u00c2\u00964 size, +2 Dex, +9 natural), touch 8, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+18\/+42<\/td> <\/tr>
    Attack: <\/strong>Talon +26 melee (2d6+12)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 talons +26 melee (2d6+12) and bite +24 melee (2d8+6)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Breathless, darkvision 60 ft., fast healing 3, flight, immunity to fire and damaging light effects, low-light vision\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +18, Ref +13, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 34, Dex 15, Con 24, Int 2, Wis 13, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Hide \u00c2\u00963, Listen +10, Spot +14\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover \r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm mountains<\/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>19\u00c2\u009632 HD (Gargantuan); 33\u00c2\u009654 (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive brown bird glides through the lunar skies without flapping its wings.<\/i>\r

    Almost too big to be believed, rocs are huge birds of prey that dwell in warm mountainous regions and are known for carrying off large animals (cattle, horses, even elephants).\r

    Moon rocs are similar in size and plumage to the earthly variety, usually 30 feet long with 80-foot wingspans and weighing 8,000 pounds.\r

    Combat\r

    Moon rocs fight like their terrestrial cousins, swooping in to snatch Medium or larger prey.\r

    Breathless (Ex):<\/b> Moon rocs do not breathe, so they are immune to drowning, suffocation, and attacks that require inhalation (such as some types of poisons).\r

    Fast Healing (Ex):<\/b> A moon roc heals only if it is within an area with greater than shadowy illumination or with a temperature greater than 50 degrees. Additionally, any effect with the light descriptor that deals damage (such as searing light<\/i>), or any effect that deals fire damage, also triggers the moon roc\\'s fast healing for that round.\r

    Flight (Su):<\/b> Although a moon roc possesses wings, it can fly by means of magic. This effect cannot be dispelled. \r

    Immunity to Damaging Light Effects (Ex):<\/b> A moon roc is immune to any effect with the light descriptor that deals damage (such as searing light<\/i>), and such an effect triggers its fast healing ability for that round.\r

    Skills:<\/b> Rocs have a +4 racial bonus on Spot checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in I11: Needle<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Warm mountains"},{"name":"Roc, Zakharan, Common","type":"Magical Beast","ch":10,"challenge_rating":" 10 \u00a0","id":6382,"reference":"Usergen","full_text":"

    Roc, Zakharan, Common <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Gargantuan\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 18d10+126\u00a0(225 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), fly 80 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (-4 size, +2 Dex, +9 natural), touch 8, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+18\/+44<\/td> <\/tr>
    Attack: <\/strong>Talon +28 melee (3d6+14)<\/td> <\/tr>
    Full Attack: <\/strong>2 talons +28 melee (3d6+14) and bite +26 melee (3d8+7)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +18, Ref +13, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 38, Dex 15, Con 24, Int 2, Wis 13, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Hide -3, Listen +10, Spot +14<\/td> <\/tr>
    Feats: <\/strong>Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm mountains and island forests<\/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>19-32 HD (Gargantuan); 33-54 (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This enormous bird displays brilliant, multicolored plumage.<\/i>\r

    Zakharan rocs have brilliant, multicolored plumage. Their wings and backs are typically a shade of green or gold, and females have snowy breasts. Their heavy, powerful beaks range from pale ivory to a rich shade of brass. The wing tips of a common Zakharan roc are crimson. Males sport crests of a color matching their wing tips. On extremely rare occasions, pure white, black, or red rocs have been sighted.\r

    These enormous creatures are 60 feet long from their beak to the end of their 20-foot long tail feathers, with wingspans as wide as 120 feet. A typical Zakharan roc weighs between 25,000 and 30,000 pounds. \r

    COMBAT\r

    A roc attacks from the air, swooping earthward to snatch prey in its powerful talons and carry it off for itself and its young to devour. A solitary roc is typically hunting and will attack any Medium or larger creature that appears edible. A mated pair of rocs attack in concert, fighting to the death to defend their nests or hatchlings.\r

    Skills:<\/b> Zakharan rocs have a +4 racial bonus on Spot checks.\r

    In Zakhara<\/b>\r
    Zakharan rocs frequent regions in which they can readily find large prey, such as the mountains bounding the Ruined Kingdoms and the island of Afyal. A few, for whom pickings are slim, have been seen soaring over desert wastes and open expanses of ocean.<\/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":"Magical Beast","alignment":"Always neutral","environment":"Warm mountains and island forests"},{"name":"Roc, Zakharan, Great","type":"Magical Beast","ch":13,"challenge_rating":" 13 \u00a0","id":6383,"reference":"Usergen","full_text":"

    Roc, Zakharan, Great <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Colossal\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 24d10+216\u00a0(348 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), fly 60 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (-8 size, +2 Dex, +16 natural), touch 4, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+24\/+58<\/td> <\/tr>
    Attack: <\/strong>Talon +34 melee (4d6+18) or boulder +18 ranged<\/td> <\/tr>
    Full Attack: <\/strong> 2 talons +34 melee (4d6+18) and bite +32 melee (4d8+9) or boulder +18 ranged<\/td> <\/tr>
    Space\/Reach: <\/strong>30 ft.\/20 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Drop boulder\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +22, Ref +16, Will +12 <\/td> <\/tr>
    Abilities: <\/strong>Str 46, Dex 15, Con 28, Int 6, Wis 15, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Hide -7, Listen +13, Spot +17<\/td> <\/tr>
    Feats: <\/strong>Alertness, Dire Charge, Flyby Attack, Hover, Improved Initiative, Iron Will, Multiattack, Power Attack, Snatch<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm mountains and island forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>13<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>25-72 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This enormous bird displays brilliant, multicolored plumage.<\/i>\r

    Zakharan rocs have brilliant, multicolored plumage. Their wings and backs are typically a shade of green or gold, and females have snowy breasts. Their heavy, powerful beaks range from pale ivory to a rich shade of brass. The wing tips of a common Zakharan roc are azure. Males sport crests of a color matching their wing tips. On extremely rare occasions, pure white, black, or red rocs have been sighted.\r

    These enormous creatures are 120 feet long from their beak to the end of their 40-foot long tail feathers, with wingspans as wide as 270 feet. A typical Zakharan great roc weighs between 200,000 and 250,000 pounds. \r

    Zakharan great rocs speak Auran and Common and can speak with any avian creature (as if using a speak with animals<\/i> spell).\r

    COMBAT\r

    A roc attacks from the air, swooping earthward to snatch prey in its powerful talons and carry it off for itself and its young to devour. A solitary roc is typically hunting and will attack any Medium or larger creature that appears edible. A mated pair of rocs attack in concert, fighting to the death to defend their nests or hatchlings.\r

    Zakharan great rocs like to crack tough opponents, ships or fortifications by dropping boulders from the sky.\r

    Drop Boulder (Ex):<\/b> A great roc may drop a boulder as a ranged attack with five range increments of 40 feet. A dropped boulder deals 1d6 points of damage plus 1d6 points of damage for every 10-foot increment it falls beyond the first (to a maximum of 20d6 points of damage).\r

    Skills:<\/b> Zakharan rocs have a +4 racial bonus on Spot checks.\r

    In Zakhara<\/b>\r
    Zakharan rocs frequent regions in which they can readily find large prey, such as the mountains bounding the Ruined Kingdoms and the island of Afyal. A few, for whom pickings are slim, have been seen soaring over desert wastes and open expanses of ocean.<\/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":"Magical Beast","alignment":"Always neutral","environment":"Warm mountains and island forests"},{"name":"Roc, Zakharan, Two-Headed","type":"Magical Beast","ch":12,"challenge_rating":" 12 \u00a0","id":6384,"reference":"Usergen","full_text":"

    Roc, Zakharan, Two-Headed <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Gargantuan\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 20d10+140\u00a0(250 HP)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), fly 60 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (-4 size, +2 Dex, +9 natural), touch 8, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+20\/+46<\/td> <\/tr>
    Attack: <\/strong>Talon +30 melee (3d6+14) or boulder +18 ranged<\/td> <\/tr>
    Full Attack: <\/strong>2 talons +30 melee (3d6+14) and 2 bites +28 melee (3d8+7) or boulder +18 ranged\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Drop boulder<\/td> <\/tr>
    Special Qualities: <\/strong>All-around vision, darkvision 60 ft., low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +19, Ref +14, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 38, Dex 15, Con 24, Int 6, Wis 15, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Hide -3, Listen +14, Search +2, Spot +20\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Combat Reflexes (B), Flyby Attack, Hover, Improved Initiative (B), Iron Will, Multiattack, Power Attack, Snatch\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm mountains and island forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/td> <\/tr>
    Treasure: <\/strong>25% coins, 50% goods (gems and jewelery only), no items<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>21-32 HD (Gargantuan); 33-54 (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This enormous, two-headed bird displays brilliant, multicolored plumage.<\/i>\r

    Zakharan rocs have brilliant, multicolored plumage. Their wings and backs are typically a shade of green or gold, and females have snowy breasts. Their heavy, powerful beaks range from pale ivory to a rich shade of brass. The wing tips of a two-headed Zakharan roc are jet. Males sport crests of a color matching their wing tips. On extremely rare occasions, pure white, black, or red rocs have been sighted.\r

    Two-headed rocs are noted for their sly intelligence and evil disposition. They extort food and fealty from small settlements, and kill and destroy out of sheer malice. A two-headed roc may be persuaded to aid in some villainy if the result will be a lot of dead herd animals.\r

    Male two-headed rocs also collect shiny baubles to line their nests in hopes of attracting mates. The monetary value of such treasures is not important to these monsters; they would slaughter a wedding party to steal the cheap but highly-polished pewter-gilt dishes, but ignore a pile of dull but priceless uncut diamonds.\r

    These enormous creatures are 60 feet long from their beak to the end of their 20-foot long tail feathers, with wingspans as wide as 120 feet. A typical Zakharan roc weighs between 25,000 and 30,000 pounds. \r

    Two-headed Zakharan rocs speak Auran and Common and can speak with any avian creature (as if using a speak with animals<\/i> spell).\r

    COMBAT\r

    A roc attacks from the air, swooping earthward to snatch prey in its powerful talons and carry it off for itself and its young to devour. A solitary roc is typically hunting and will attack any Medium or larger creature that appears edible. A mated pair of rocs attack in concert, fighting to the death to defend their nests or hatchlings.\r

    Two-headed Zakharan rocs like to crack tough opponents, ships or fortifications by dropping boulders from the sky.\r

    Having a redundant head makes a two-headed roc more able to survive otherwise lethal attacks. Thus a vorpal blade<\/i> would have to remove both heads to have its usual effect. \r

    All-Around Vision (Ex):<\/b> A two-headed roc's multiple heads prevent it from being flanked.\r

    Drop Boulder (Ex):<\/b> A two-headed roc may drop a boulder as a ranged attack with five range increments of 40 feet. A dropped boulder deals 1d6 points of damage plus 1d6 points of damage for every 10-foot increment it falls beyond the first (to a maximum of 20d6 points of damage).\r

    Skills:<\/b> Two-headed Zakharan rocs have a +4 racial bonus on Listen and Search checks, and a +8 racial bonus on Spot checks.\r

    In Zakhara<\/b>\r
    Zakharan rocs frequent regions in which they can readily find large prey, such as the mountains bounding the Ruined Kingdoms and the island of Afyal. A few, for whom pickings are slim, have been seen soaring over desert wastes and open expanses of ocean.<\/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":"Magical Beast","alignment":"Usually chaotic evil","environment":"Warm mountains and island forests"},{"name":"Rock Reptile","type":"Beast","ch":4,"challenge_rating":" 04 \u00a0","id":6385,"reference":"Usergen","full_text":"

    ROCK REPTILE<\/h1> <\/div> <\/td> <\/tr>

    Medium-Size Beast<\/h2> <\/td> <\/tr>

    Hit Dice: <\/span><\/b>5d10+20 (45 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>17 (+2 Dex, +5 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks: <\/span><\/b>Bite +7 melee<\/span><\/p> <\/td> <\/tr>

    Damage: <\/span><\/b>Bite 1d4+6<\/span><\/p> <\/td> <\/tr>

    Face\/Reach: <\/span><\/b>5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Ambush<\/span><\/p> <\/td> <\/tr>

    Saves: <\/span><\/b>Fort +8, Ref +6, Will +1<\/span><\/p> <\/td> <\/tr>

    Abilities: <\/span><\/b>Str 18, Dex 14, Con 18, Int 2, Wis 10, Cha 6<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Hide +8, Listen +2, Move Silently +4, Spot +2<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain: <\/span><\/b>Any mountains, hills, plains, desert, and underground<\/span><\/p> <\/td> <\/tr>

    Organization: <\/span><\/b>Solitary or pair<\/span><\/p> <\/td> <\/tr>

    Challenge Rating: <\/span><\/b>3<\/span><\/p> <\/td> <\/tr>

    Treasure: <\/span><\/b>25% coins; 25% goods; no items<\/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 rock reptile is a weird lizard with a lumpy, warty hide that resembles rock. This allows the creature to blend seamlessly with its surroundings and attack by surprise. The lizard usually only comes out at night when its hiding works the best, but it might be encountered in daylight if it is sufficiently hungry.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/h3> <\/td> <\/tr>

    Rock reptiles hide until prey approaches, then spring out with its initial rush and attack.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Ambush (Ex):<\/span><\/b> A rock reptile darts out of its hiding place with blinding speed. On the first round after it emerges, it gains a +4 conditional bonus to its attack roll.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/span><\/b> Rock reptiles receive a +4 racial bonus to Hide and Move Silently checks. *In rocky or mountainous areas, the Hide bonus improves to +8.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Beast","alignment":"Always neutral","environment":"Any mountains, hills, plains, desert, and underground"},{"name":"Rock Totem","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6386,"reference":"Usergen","full_text":"

    Rock Totem (Template)<\/h1>
    A rock totem is a construct created by druids to resemble an animal. Rock totems appears as animals of their kind, except they appear to be chiseled from hard stone and have gemstones for eyes.\r

    Construction\r
    A rock totem\u00c2\u0092s body is chiseled from a single block of hard stone, such as granite, with a minimum weight based on the base creature's size (see below). The stone may be of any quality, and thus costs are negligible. However, two gems (worth 50 gp each for Fine or Diminutive rock totems, 1,000 gp each for Tiny or Small rock totems, or 5,000 gp each for Medium or larger rock totems) are needed for the creature's eyes. Assembling the body requires a DC 20 Craft (sculpting) check or a DC 20 Craft (stonemasonry) check.\r

    CL 9th; Craft Construct, awaken, commune with nature, detect poison, reincarnate, stone shape, caster must be at least 9th level; Price 40,000 gp; Cost 25,000 gp + 1,600 XP.\r

    Creature Size\/Weight of Stone Block Needed\/Price\/Cost\r
    Fine: 1 lb. Price 1,562 gp; Cost 731 gp + 62 XP.\r
    Diminutive: 10 lbs. Price 3,125 gp; Cost 1,512 gp + 125 XP.\r
    Tiny: 100 lbs. Price 6,250 gp; Cost 2,125 gp + 250 XP.\r
    Small: 500 lbs. Price 12,500 gp; Cost 5,250 gp + 500 XP.\r
    Medium: 1,000 lbs. Price 25,000 gp; Cost 7,500 gp + 1,000 XP.\r
    Large: 3,000 lbs. Price 50,000 gp; Cost 20,000 gp + 2,000 XP.\r
    Huge: 10,000 lbs. Price 100,000 gp; Cost 45,000 gp + 5,000 XP.\r
    Gargantuan: 50,000 lbs. Price 200,000 gp; Cost 95,000 gp + 8,000 XP.\r
    Colossal: 100,000 lbs. Price 400,000 gp; Cost 195,000 gp + 16,000 XP.\r

    Creating a Rock Totem<\/h2> \"Rock totem\" is an inherited template that can be applied to any animal (referred to hereafter as the \"base creature\"). A rock totem uses all the base creature's statistics and special abilities except as noted here\r

    Size and Type:<\/b> The creature's type changes to construct. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. \r

    Languages:<\/b> Rock totems gain the ability to speak Common and Druidic.\r

    Hit Dice: <\/strong>Change all current and future Hit Dice to d10s. As a construct, the rock totem may gain bonus hit po
    AC:<\/strong> The base creature\u00c2\u0092s natural armor bonus improves by +4.\r
    Special Qualities: <\/strong>A rock totem retains the special qualities of the base creature, and also gains the following qualities.\r

    Damage reduction 10\/magic.\r

    Detect Poison (Su):<\/i> A rock totem continually detects poison<\/i> (as the spell), to a range of 60 feet.\r

    Immunity to Magic (Su):<\/i> A rock totem 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

    Passwall<\/i> and transmute rock to mud<\/i> destroy rock totems. The rock totem is allowed a save against the spell's level (DC = 10 + spell level + caster's relative ability score modifier).\r

    Stone to flesh<\/i> reduces the natural armor bonus of the rock totem to that of the base creature (on a failed save). This reduction to natural armor is permanent unless reversed by a flesh to stone<\/i> effect.\r

    Spell-Like Abilities:<\/i> 1\/week - neutralize poison<\/i> (DC 14 + rock totem's Cha modifier). Caster level equals rock totem's Hit Dice. The save DC is Charisma-based.\r

    Telepathic Link (Su):<\/i> By concentrating as a standard action, the druid creator can see through the eyes of his or her rock totems if they are within 20 ft.\r

    Abilities: <\/strong>Increase the creature's Intelligence and Wisdom scores to 9 (unless already better). As a construct, a rock totem has no Constitution score.
    Skills: <\/strong>A rock totem loses any bonuses to Hide checks due to natural coloration of the base creature, unless the bonus applied to areas of rock or stone.
    Feats: <\/strong>A rock totem gains Improved Natural Attack as a bonus feat for all its natural attacks.\r

    Challenge Rating: <\/strong>+3

    Sample Rock Totem<\/h2> Rock Totem Polar Bear<\/b>\r
    Large Construct\r
    Hit Dice: 8d10+30 (74 hp)\r
    Initiative: +1\r
    Speed: 40 ft. (8 squares), swim 30 ft.\r
    Armor Class: 19 (\u00c2\u00961 size, +1 Dex, +9 natural), touch 10, flat-footed 18\r
    Base Attack\/Grapple: +6\/+18\r
    Attack: Claw +13 (2d6+8)\r
    Full Attack: 2 claws +13 melee (2d6+8) and bite +8 melee (3d6+4)\r
    Space\/Reach: 10 ft.\/5 ft.\r
    Special Attacks: Improved grab\r
    Special Qualities: Damage reduction 10\/magic, darkvision 60 ft., detect poison, immunity to magic, low-light vision, scent, spell-like abilities, telepathic link\r
    Saves: Fort +10, Ref +7, Will +3\r
    Abilities: Str 27, Dex 13, Con -, Int 9, Wis 12, Cha 6\r
    Skills: Hide \u00c2\u00962, Listen +5, Spot +7, Swim +16\r
    Feats: Endurance, Improved Natural Attack (bite, claw)(B), Run, Track\r
    Environment: Cold plains\r
    Organization: Solitary or pair\r
    Challenge Rating: 7\r
    Treasure: None\r
    Alignment: Always neutral\r
    Advancement: 9\u00c2\u009612 HD (Large)\r
    Level Adjustment: -\r

    This sample rock totem uses a polar bear as the base creature.\r

    Rock totem polar bears speak Common and Druidic.\r

    Combat\r

    A rock totem polar bear attacks mainly by tearing at opponents with its claws.\r

    Detect Poison (Su):<\/b> A rock totem continually detects poison<\/i> (as the spell), to a range of 60 feet.\r

    Immunity to Magic (Su):<\/b> A rock totem 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

    Passwall<\/i> and transmute rock to mud<\/i> destroy rock totems. The rock totem is allowed a save against the spell's level (DC = 10 + spell level + caster's relative ability score modifier).\r

    Stone to flesh<\/i> reduces the natural armor bonus of the rock totem to that of the base creature (on a failed save). This reduction to natural armor is permanent unless reversed by a flesh to stone<\/i> effect.\r

    Improved Grab (Ex):<\/b> To use this ability, a rock totem polar bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.\r

    Spell-Like Abilities:<\/b> 1\/week - neutralize poison<\/i> (DC 12). Caster level 8th.\r

    Telepathic Link (Su):<\/b> By concentrating as a standard action, the druid creator can see through the eyes of his or her rock totems if they are within 20 ft.\r

    Skills:<\/b> A rock totem polar bear 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

    \u00a0
    Imagine Magazine #19<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Any","environment":"Any"},{"name":"Rock Troll","type":"Outsider","ch":9,"challenge_rating":" 09 \u00a0","id":6387,"reference":"Usergen","full_text":"

    Rock Troll <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Earth, Chaotic, Evil)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d8+54\u00a0(94 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft<\/td> <\/tr>
    AC:<\/strong> 18 (-1 size, +1 Dex, +8 natural)<\/td> <\/tr>
    Attacks:<\/strong>2 claws +14 melee, bite +9 melee<\/td> <\/tr>
    Damage: <\/strong>Claw 1d8+7, bite 3d4+3<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Regeneration 5, missile deflection, camouflage, scent darkvision 50 ft, earth magic vulnerability<\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +9, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 24, Dex 13, Con 23, Int 6, Wis 9, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Climb +16, Hide +9, Jump +16, Listen +10, Search +8, Spot +10<\/td> <\/tr>
    Feats: <\/strong>Alertness, Iron Will, Great Fortitude<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any mountains and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or gang (1-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>09<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>10-18 HD (Large); 19-27 HD (Huge)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Rock trolls are natives of the elemental plane of Earth that sometimes find their way to the Material plane. These trolls usually build their filthy lairs in dungeons, caves, and remote mountains. Rock trolls are similar in appearance to normal trolls, though slightly larger at 11 feet tall. Their skin is able to change in coloration to match with nearby rock types.

    Rock trolls speak Giant and Terran.

    COMBAT<\/b>
    Rock trolls are as ferocious as normal trolls and even more deadly, attacking with claws and trying to grab and bite. Rock trolls are considered as giant-type monsters when attacked by dwarves, gnomes, and rangers.

    Improved Grab (Ex)<\/b>: To use this ability, the rock troll must hit an opponent of Medium-size or smaller with both claw attacks. If it gets a hold, its bite attack automatically hits. In the second round of a hold, the victim may attempt to break free, but if he is unsuccessful the troll will bite him twice in that round. The troll will drop its victim if hit by an attack that deals 8 or more hit points of damage.

    Regeneration (Ex)<\/b>: Fire and acid deal normal damage to a rock troll.

    Missile Deflection (Ex)<\/b>: By using one of its claw attacks, a rock troll can deflect ranged attacks made against it. Small missiles such as arrows, crossbow bolts, sling bullets, darts and the like are considered AC 30 for this attack; thrown weapons such as javelins, spears, throwing axes, daggers, clubs, hammers, and shuriken are considered AC 33. Boulders thrown by giants or falling from above must be caught with both hands and are considered AC 32. Missiles hurled by large machines, such as catapults or ballistae, cannot be deflected, and will automatically hit a rock troll that tries to deflect one.

    Camouflage (Ex)<\/b>: The skin of a rock troll can change its coloration to various shades of brown and gray, providing the troll with a +8 racial bonus to Hide checks in rocky terrain.

    Earth Magic Vulnerability (Ex)<\/b>: Rock trolls are destroyed instantly by a transmute rock to mud<\/i> or passwall<\/i> spell if they are in the area of effect, if they fail a Fortitude save (DC 20).
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #141 (1989, \"The Dragon's Bestiary\", Linda Hankins).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic evil","environment":">Any mountains and underground"},{"name":"Rot Grub","type":"Vermin","ch":110,"challenge_rating":" 1\/10 \u00a0","id":6388,"reference":"Usergen","full_text":"

    ROT GRUB<\/span><\/b><\/p> <\/td> <\/tr>

    Fine Vermin
    Hit Dice:<\/span><\/b> 1\/4d8 (1 hp)
    Initiative:<\/b> +1 (Dex)
    Speed:<\/b> 5 ft
    Armor Class:<\/b> 18 (+8 size)
    Attacks:<\/b> Slam +4 melee
    Damage:<\/b> Slam 0
    Face\/Reach:<\/b> 1\/2 ft by 1\/2 ft\/0 ft
    Special Attacks:<\/b> Burrow
    Special Qualities:<\/b> Vermin, tremorsense
    Saves:<\/b> Fort +2, Ref +0, Will +0
    Abilities:<\/b> Str 2, Dex 10, Con 10, Int \u0097, Wis 10, Cha 1
    Skills:<\/b> Jump +3, Hide +19<\/span><\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground
    Organization:<\/b> Swarm (5-20)
    Challenge Rating:<\/b> 1\/10
    Treasure:<\/b> None
    Alignment:<\/b> Always neutral<\/span><\/p> <\/td> <\/tr>

    Advancement<\/span><\/b> <\/span><\/b>Range<\/span><\/b>: <\/span><\/b>1 HD (Fine)

    Rot grubs are 1-inch long vermin found in carrion, dung, and other such garbage and organic material. Their skin color is white or brown.<\/span><\/p> <\/td> <\/tr>


    <\/span>COMBAT<\/span><\/b><\/p> <\/td> <\/tr>

    When a living creature contacts an area (dung heap, offal, etc) infested with rot grubs, a successful Spot check (DC 15) can be made to notice and completely avoid the grubs. If failed, the grubs contact the victim\u0092s skin and burrow into the flesh.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Burrow (Ex):<\/b> A rot grub secretes an anesthetic when it bites. A burrowing grub can be noticed if the victim succeeds at a Wisdom check (DC 15). If successful, the victim sees strange rippling beneath his skin. If failed, the creature does not notice the grubs.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A burrowing grub deals 2d6 points of temporary Constitution damage each round. At Constitution 0, the victim dies. The grubs then look for a new host. During the first two rounds, a burrowing rot grub can be killed by applying fire to the infested skin or by cutting open the infested skin with any slashing weapon. Either method deals 2d6 points of damage to the victim, but kills the grubs. After the second round, only a remove disease<\/i> can kill the grubs as they burrow to the victim\u0092s heart and devour it (still dealing 2d6 points of temporary Constitution damage each round).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Tremorsense (Ex):<\/b> Rot grubs can automatically sense the location of anything within 20 feet that is in contact with the ground.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Vermin:<\/b> <\/b>Immune to all mind-influencing effects.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/p> <\/td> <\/tr>

    The Rot Grub first appeared in the 1e MM <\/i>(<\/span>Gary Gygax<\/span>, 1977).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Vermin","alignment":" Always neutral","environment":"Any land and underground "},{"name":"Rullhow","type":"Humanoid","ch":13,"challenge_rating":" 1\/3 \u00a0","id":6389,"reference":"Usergen","full_text":"

    Rullhow <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Humanoid \t\t\t(Rullhow)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8\u00a0(4 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 12 (+2 Dex), touch 12, flat-footed 10<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-1<\/td> <\/tr>
    Attack: <\/strong>Claw -1 melee (1d4-1)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws -1 melee (1d4-1)\r
    <\/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 +0, Ref +4, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 8, Dex 14, Con 11, Int 6, Wis 10, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Balance +12, Climb +10, Escape Artist +4, Listen +2, Spot +2<\/td> <\/tr>
    Feats: <\/strong>Agile<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or troop (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+0<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The Scarlet Brothers have instilled a perverse obsession with cleanliness into these charmingly degenerate crossbreeds that infest the cities of the Tilva lands. Thus these creatures can only achieve what passes for contentment by working themselves nearly to death cleaning up after their creators. Even if they are an incessant irritation, one cannot fault the Scarlet schemers for their splendid sense of humour. \r

    Suel Failsafe (Ex):<\/b> Rullhow 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

    Skills:<\/b> Rullhow receive a +8 racial bonus to Balance and Climb checks.\r

    Rullhow characters possess the following racial traits.\r

    • -2 Strength, +2 Dexterity, -4 Intelligence, -2 Charisma.<\/li>\r
    • Medium size.<\/li>\r
    • A rullhow's base land speed is 30 feet and its climb speed is 30 feet.<\/li>\r
    • Special Qualities (see above): Suel failsafe. <\/li>\r
    • +8 racial bonus to Balance and Climb checks.<\/li>\r
    • Natural Weapons: 2 claws (1d4)<\/li>\r
    • Automatic language: Ancient Suloise. Bonus Language: Common. <\/li>\r
    • Favoured Class: Rogue.<\/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 neutral","environment":"Warm forests"},{"name":"Rummele","type":"Outsider","ch":5,"challenge_rating":" 5 \u00a0","id":6390,"reference":"Usergen","full_text":"

    Rummele <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Chaotic, Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+20\u00a0(42 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares), climb 40 ft., swim 40 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>Bite +9 melee (1d6+6)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +9 melee (1d6+6)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Change size, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Blink, canid empathy, change shape, darkvision 90 ft., detect hostile intent, dimension door, energy plane adaptation, fast healing 1, immunity to death effects, disease, poison, petrification, and polymorph, low-light vision, scent, shared fast healing, slow fall, telepathy 100 ft.\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +8, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 19, Con 18, Int 12, Wis 13, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Climb +20, Concentration +12, Diplomacy +11, Hide +12, Jump +12, Listen +13, Move Silently +12, Sense Motive +9, Spot +13, Survival +9, Swim +12<\/td> <\/tr>
    Feats: <\/strong>Combat Reflexes, Deflect Arrows (B), Improved Initiative, Track (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Heroic Domains of Ysgard, Olympian Glades of Arborea, and Ever-Changing Chaos of Limbo<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (4\u00c2\u009616)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic good or chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>6-10 HD (Medium), 11-15 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a long-limbed, shaggy dog with a woolly coat. Shiny black eyes peer above its long, slender muzzle. Its ears are long and low-hanging.<\/i>\r

    Rummeles are extraplanar canids found primarily on the planes of Chaos and Goodness. They are good-natured and are particularly friendly toward humanoids, and although somewhat unreliable, rummeles generally mean well. Rummeles occasionally adopt humanoid form to travel among them, although the forms they assume always bear a prominent nose and bright black eyes, \r

    A rummele stands 3 feet tall at the shoulder and weighs 180 pounds. Coat coloration varies wildly among individuals.\r

    A rummele understands Celestial, but cannot speak due to its lack of a voice. It can communicate telepathically with any creature within 100 feet that has a language. \r

    COMBAT\r

    Rummeles prefer to avoid combat, which is often the case due to their keen senses and ability to detect hostile intent. If unable to escape, or if aiding another creature, a rummele uses its dimension door ability to great tactical advantage.\r

    A rummele's natural weapons, as well as any weapon it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction.\r

    Blink (Su):<\/b> A rummele can use blink<\/i> as the spell (caster level 8th), and can evoke or end the effect as a free action.\r

    Canid Empathy (Ex):<\/b> In any form, rummeles can communicate and empathize with any canine or dog-like animal, dire animal or magical beast. This gives them a +4 racial bonus on checks when influencing the animal's attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as \"friend,\" \"foe,\" \"flee,\" and \"attack.\"\r

    Change Shape (Su):<\/b> A rummele can assume the form of any Small, Medium, or Large humanoid or giant.\r

    Change Size (Sp):<\/b> Twice per day, a rummele can magically reduce its size. This works just like a reduce person<\/i> spell, except that the ability can work on the rummele. This is the equivalent of a 2nd-level spell.\r

    Detect Hostile Intent (Su):<\/b> A rummele is constantly aware of the presence of any creatures with hostile intent within 30 feet, and their direction (but not their specific location). The power detects active aggression, as opposed to vigilance. The rummele cannot be surprised or caught flat-footed by creatures that are susceptible to mind-affecting powers. Additionally, a rummele can make Sense Motive checks as a free action against anyone within 30 feet. This power can penetrate barriers, but 3 feet of stone, 3 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt blocks it.\r

    Dimension Door (Su):<\/b> A rummele can teleport, as dimension door<\/i> (caster level 8th), once per round as a free action. The ability affects only the rummele, which never appears within a solid object and can act immediately after teleporting.\r

    Energy Plane Adaptation (Ex):<\/b> A rummele is immune to the effects of negative-dominant or positive-dominant planar energy traits.\r

    Shared Fast Healing (Su):<\/b> A rummele may transfer its fast healing ability to another creature. To do so, the rummele must remain in physical contact with the recipient for a full round. The recipient benefits from the rummele's fast healing ability as if it possessed that special quality. While another benefits from the shared fast healing, the rummele is considered to lack that special quality. The shared fast healing continues as long as the rummele and the recipient remain in contact, and takes no action on either's part.\r

    Slow Fall (Ex):<\/b> A rummele within paw's reach of a wall can use it to slow its descent, taking damage as if the fall were 30 feet shorter than it actually is. \r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097detect evil, detect good, find the path, invisibility<\/i>; 1\/day\u00c2\u0097baleful polymorph<\/i> (DC 16), create food and water, create wine<\/i> (as create water<\/i>, but wine instead), haste, major creation<\/i> (created vegetable matter is permanent). Caster level 6th. The save DCs are Charisma-based.\r

    Skills:<\/b> A rummele has a +4 racial bonus on Listen and Spot checks, and a +8 racial bonus on Climb checks. A rummele can always choose to take 10 on a Climb check, even if rushed or threatened. A rummele 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 Dragon Magazine #94<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic good or chaotic neutral","environment":"Heroic Domains of Ysgard, Olympian Glades of Arborea, and Ever-Changing Chaos of Limbo"},{"name":"Russet Mold","type":"Hazard","ch":6,"challenge_rating":" 06 \u00a0","id":6391,"reference":"Usergen","full_text":"

    RUSSET MOLD<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    CR 6<\/span><\/b><\/p> <\/td> <\/tr>

    Found in damp, dark areas, this mold resembles rust at distances of greater than 30 feet. It is immune to all attacks involving fire, weapons, and cold, but is vulnerable to applications of alcohol, acid, and other things harmful to plants (such as salt). Russet mold can be killed instantly if cure disease<\/i> or continual light<\/i> is cast on it.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Living creatures that disturb it or come within 5 feet of it cause the russet mold to release a cloud of spores in a 5-foot radius cloud. All those in the area must succeed at a Fortitude save (DC 15) or take 2d6 points of temporary Constitution damage. Another Fortitude save (DC 15) is required 1 minute later\u0097 even by those who succeeded at the first save\u0097 to avoid taking 3d6 points of temporary Constitution damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A creature killed by russet mold will rise as a vegepygmy (q.v.) 1d4+20 hours later, unless a hold plant<\/i> spell is cast within 1 hour. Hold <\/i>plant does not actually prevent the creature from becoming a vegepygmy, but it does delay the process for the duration of the spell. After that, only a wish<\/i> or miracle<\/i> can prevent the creature rising.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Russet mold is lumpy and has a texture similar to cold porridge. Small hair-like growths stand upright and constantly waver back and forth.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Russet Mold first appeared in module S3 (Gary Gygax, 1980).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Hazard","alignment":"Any","environment":"Any"},{"name":"Saber-Toothed Jaguar","type":"Animal","ch":3,"challenge_rating":" 3 \u00a0","id":6392,"reference":"Usergen","full_text":"

    Saber-Toothed Jaguar <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+12\u00a0(39 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>+4\/+9<\/td> <\/tr>
    Attack: <\/strong>Bite +8 melee (1d8+4\/x3) <\/td> <\/tr>
    Full Attack: <\/strong>Bite +8 melee (1d8+4\/x3) and 2 claws +6 melee (1d3+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical, improved grab, pounce, rake 1d3+2<\/td> <\/tr>
    Special Qualities: <\/strong>Dire, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +9, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 18, Con 14, Int 2, Wis 12, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Balance +12, Climb +12, Hide +13*, Jump +12, Listen +6, Move Silently +10, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Alertness, Multiattack, Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any plains or forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    great cat has long canines protruding from its upper jaw. Its body is heavy set and rippling with powerful muscles.<\/i>\r

    Saber-toothed cats are prehistoric carnivores who mostly hunt large herbivores. There are many species of saber-cat, some of which are only distant kin to each other. The above stats categorize saber-cats by their size - e.g. a saber-toothed lion is roughly the size of a modern lion, but is probably not closely related to a lion.\r

    A saber-toothed jaguar is about 5 feet long and 250 to 300 pounds.\r

    COMBAT\r

    Saber-toothed cats are ambush predators, like most cats. They stalk prey and pounce, then tear into their victim with claws and fang. A saber-cat will usually finish off a victim with a saber-fanged bite. \r

    Saber toothed cats can do terrible damage, but are no more courageous than other cats. They will usually retreat if a fight turns against them and seek easier prey.\r

    A few species of saber-cat may hunt in small prides. Such a pride can predate very big animals, such as mastodons or aurochs. They tend to concentrate their efforts on bringing down a single opponent.\r

    Augmented Critical (Ex):<\/b> A saber-toothed jaguar deals triple damage if it scores a critical hit with its bite attack.\r

    Dire (Ex):<\/b> A saber-toothed jaguar is considered to be a dire animal for the purposes of determining saving throws. \r

    Improved Grab (Ex):<\/b> To use this ability, a saber-toothed 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. Saber-toothed jaguars have a +2 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

    Pounce (Ex):<\/b> If a saber-toothed jaguar charges a foe, it can make a full attack, including two rake attacks.\r

    Rake (Ex):<\/b> Attack bonus +8 melee, damage 1d3+2.\r

    Skills:<\/b> Saber-toothed jaguars have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Saber-toothed jaguars have a +8 racial bonus on Balance and Climb checks. A saber-toothed jaguar can always choose to take 10 on a Climb check, even if rushed or threatened.<\/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 or forests"},{"name":"Saber-Toothed Leopard","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":6393,"reference":"Usergen","full_text":"

    Saber-Toothed Leopard <\/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\/+8<\/td> <\/tr>
    Attack: <\/strong>Bite +7 melee (1d6+3\/x3) <\/td> <\/tr>
    Full Attack: <\/strong>Bite +7 melee (1d6+3\/x3) and 2 claws +2 melee (1d3+1)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical, improved grab, pounce, rake 1d3+1<\/td> <\/tr>
    Special Qualities: <\/strong>Dire, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +8, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 18, Con 14, Int 2, Wis 12, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Balance +12, Climb +11, Hide +9*, Jump +11, Listen +6, Move Silently +8, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any plains or forests<\/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>5-8 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This great cat has long canines protruding from its upper jaw. Its body is heavy set and rippling with powerful muscles.<\/i>\r

    Saber-toothed cats are prehistoric carnivores who mostly hunt large herbivores. There are many species of saber-cat, some of which are only distant kin to each other. The above stats categorize saber-cats by their size - e.g. a saber-toothed lion is roughly the size of a modern lion, but is probably not closely related to a lion.\r

    A saber-toothed leopard is about 4 feet long and 150 pounds.\r

    COMBAT\r

    Saber-toothed cats are ambush predators, like most cats. They stalk prey and pounce, then tear into their victim with claws and fang. A saber-cat will usually finish off a victim with a saber-fanged bite. \r

    Saber toothed cats can do terrible damage, but are no more courageous than other cats. They will usually retreat if a fight turns against them and seek easier prey.\r

    A few species of saber-cat may hunt in small prides. Such a pride can predate very big animals, such as mastodons or aurochs. They tend to concentrate their efforts on bringing down a single opponent.\r

    Augmented Critical (Ex):<\/b> A saber-toothed leopard deals triple damage if it scores a critical hit with its bite attack.\r

    Dire (Ex):<\/b> A saber-toothed leopard is considered to be a dire animal for the purposes of determining saving throws. \r

    Improved Grab (Ex):<\/b> To use this ability, a saber-toothed leopard 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. Saber-toothed leopards have a +2 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

    Pounce (Ex):<\/b> If a saber-toothed leopard charges a foe, it can make a full attack, including two rake attacks.\r

    Rake (Ex):<\/b> Attack bonus +7 melee, damage 1d3+1.\r

    Skills:<\/b> Saber-toothed leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Saber-toothed leopards have a +8 racial bonus on Balance and Climb checks. A saber-toothed leopard can always choose to take 10 on a Climb check, even if rushed or threatened.<\/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 or forests"},{"name":"Saber-Toothed Lion","type":"Animal","ch":4,"challenge_rating":" 4 \u00a0","id":6394,"reference":"Usergen","full_text":"

    Saber-Toothed Lion <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8+14\u00a0(39 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+17<\/td> <\/tr>
    Attack: <\/strong>Bite +10 melee (1d8+6\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +10 melee (1d8+6\/x3) and 2 claws +5 melee (1d4+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical, improved grab, pounce, rake 1d4+3<\/td> <\/tr>
    Special Qualities: <\/strong>Dire, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +8, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 16, Con 14, Int 2, Wis 12, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Balance +7, Hide +5*, Listen +5, Move Silently +11, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Alertness, Power Attack, Run<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any plains or forests<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or pride (6-10)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>8-14 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This great cat has long canines protruding from its upper jaw. Its body is heavy set and rippling with powerful muscles.<\/i>\r

    Saber-toothed cats are prehistoric carnivores who mostly hunt large herbivores. There are many species of saber-cat, some of which are only distant kin to each other. The above stats categorize saber-cats by their size - e.g. a saber-toothed lion is roughly the size of a modern lion, but is probably not closely related to a lion.\r

    A saber-toothed lion is 6 to 8 feet long and 500 to 700 pounds.\r

    COMBAT\r

    Saber-toothed cats are ambush predators, like most cats. They stalk prey and pounce, then tear into their victim with claws and fang. A saber-cat will usually finish off a victim with a saber-fanged bite. \r

    Saber toothed cats can do terrible damage, but are no more courageous than other cats. They will usually retreat if a fight turns against them and seek easier prey.\r

    A few species of saber-cat may hunt in small prides. Such a pride can predate very big animals, such as mastodons or aurochs. They tend to concentrate their efforts on bringing down a single opponent.\r

    Augmented Critical (Ex):<\/b> A saber-toothed lion deals triple damage if it scores a critical hit with its bite attack.\r

    Dire (Ex):<\/b> A saber-toothed lion is considered to be a dire animal for the purposes of determining saving throws. \r

    Improved Grab (Ex):<\/b> To use this ability, a saber-toothed 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. Saber-toothed lions have a +2 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

    Pounce (Ex):<\/b> If a saber-toothed lion charges a foe, it can make a full attack, including two rake attacks.\r

    Rake (Ex):<\/b> Attack bonus +10 melee, damage 1d4+3.\r

    Skills:<\/b> Saber-toothed lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.<\/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 or forests"},{"name":"Sabu Lord","type":"Magical Beast","ch":8,"challenge_rating":" 8 \u00a0","id":6395,"reference":"Usergen","full_text":"

    Sabu Lord <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d10+32\u00a0(76 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (\u00c2\u00962 size, +2 Dex, +7 natural), touch 10, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+29<\/td> <\/tr>
    Attack: <\/strong>Claw +15 melee (1d8+9)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +15 melee (1d8+9) and bite +13 melee (2d6+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Call of the pride, improved grab, mighty roar, pounce, rake 1d8+4<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., dire, leap, low-light vision, scent\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +8, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 29, Dex 15, Con 19, Int 12, Wis 12, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Hide +7*, Intimidate +9, Jump +43, Listen +11, Move Silently +12, Spot +11<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Multiattack, Power Attack, Run (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or pride (1-2 plus 2\u00c2\u009612 lions or dire lions)<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/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>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive, muscular lion has bright golden fur and a flowing, golden-red mane.<\/i>\r

    Sabu lords, or lion lords, are proud, territorial giant cats that live on the arid plains and savannahs. \r

    Sabu lords are haughty and vain. A single sabu lord typically claims a 15-mile radius territory centered on its lair. All cats within this region are considered the sabu lord's loyal subjects, while all other creatures are considered to be either guests or potential meals. The sabu lord's subjects provide for their lord's sustenance, although they may all hunt together occasionally for entertainment. \r

    Sabu lords are so arrogant that no adult will ever enter another lord\u00c2\u0092s territory, and mating only occurs at the boundary between two domains. Usually, only a single cub results from each union, which is fostered at the mother\u00c2\u0092s \u00c2\u0093court\u00c2\u0094 until it reaches adulthood, after which it must leave and establish its own domain. \r

    Anyone traveling through a sabu lord\u00c2\u0092s domain is viewed as a trespasser unless he pays homage and begs permission for safe passage. Gifts of gold, gems, and food may purchase passage, although unabashed flattery may work just as well. Once trespassers are spotted, the sabu lord dispatches a small army of great cats to stalk and terrify the trespassers, who can expect sleepless nights and swift raids until the lord is appeased. \r

    Sabu lords are up to 16 feet long and weigh upwards of 4,000 pounds. Females lack the majestic mane of males.\r

    Sabu lords speak Common and can speak with any feline creature (as if using a speak with animals<\/i> spell).\r

    COMBAT\r

    In battle, sabu lords fight much like dire lions. However, they prefer to use their call of the pride to summon allies to fight on its behalf, and use their mighty roar liberally to wear down foes.\r

    Call of the Pride (Su):<\/b> Three times per day, a sabu lord can roar a summons to great cats in a 15-mile radius. One round later, 2d4 cheetahs or leopards arrive. Ten minutes later, 1d6 lions or 1d4 tigers arrive. Ten minutes after that, 1d2 dire lions arrive. Each animal has maximum hit points per HD. This small army of great cats will follow the commands of the summoning sabu lord to the death. The sabu lord can dismiss them singly or in groups at any time.\r

    Dire (Ex):<\/b> Sabu lords are considered to be dire animals for the purposes of saving throws. \r

    Improved Grab (Ex):<\/b> To use this ability, a sabu lord 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

    Leap (Ex):<\/b> A sabu lord is a natural jumper. It has a +30 racial bonus on Jump checks.\r

    Mighty Roar (Su):<\/b> Once every 1d4 rounds, a sabu lord can unleash a devastating roar in a 60-foot cone. This attack deals 5d6 points of sonic damage (or 10d6 points of sonic damage against exposed brittle or crystalline objects or crystalline creatures), and causes creatures to be stunned for 1 round and permanently deafened. A creature in the area of the cone can negate the stunning, halve the damage, and reduce the duration of the deafness to 4d6 rounds with a successful DC 18 Fortitude save. A creature holding vulnerable objects can attempt a DC 18 Reflex save to negate the damage to those objects. The save DCs are Constitution-based.\r

    Pounce (Ex):<\/b> If a sabu lord charges, it can make a full attack, including two rake attacks.\r

    Rake (Ex):<\/b> Attack bonus +15 melee, damage 1d8+4.\r

    Skills:<\/b> Sabu lords have a +4 racial bonus on Hide, Listen, Move Silently, and Spot checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.<\/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 plains"},{"name":"Sakina","type":"Fey","ch":5,"challenge_rating":" 5 \u00a0","id":6396,"reference":"Usergen","full_text":"

    Sakina <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Fey \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d6+7\u00a0(31 hp)<\/td> <\/tr>
    Initiative: <\/strong> +11<\/td> <\/tr>
    Speed:<\/strong> Fly 120 ft. (perfect)(24 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+7 Dex, +3 Cha), touch 20, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+4<\/td> <\/tr>
    Attack: <\/strong>Slam +10 melee (1d4+1)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Slam +10 melee (1d4+1)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Feather float, spell-like abilities, wind blast<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/cold iron, low-light vision, natural invisibility, scent, spell resistance 16, strong flier, unearthly grace<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +15, Will +11 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 25, Con 12, Int 13, Wis 16, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Balance +9, Concentration +8, Diplomacy +12, Knowledge (nature) +8, Listen +10, Move Silently +14, Search +8, Sense Motive +10, Spot +10, Survival +10 (+12 in aboveground natural environments, +12 following tracks*), Tumble +14\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (feather float), Flyby Attack, Improved Initiative (B), Track, Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic good<\/td> <\/tr>
    Advancement: <\/strong>8-21 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>+8<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A roughly humanoid-shaped patch of cloud forms out of thin air.<\/i>\r

    Sakina are friendly air sprites that spend their time roaming the skies in search of interesting scents to sample or amusing adventures.\r

    Sakina feed on smells, gaining nourishment from the aromatic particles. Sakina consider the scents of cinnamon, cloves, rose oil, myrrh, and saffron to be great delicacies.\r

    Sakina make no permanent lairs, for they are always wandering. Sakina have a reputation for their helpful, if mercurial, demeanor. They get along well with most nonevil aerial creatures, and count simurghs and djinn among their greatest friends. They are also staunch allies of buraq, and will immediately answer their summons and requests for assistance.\r

    A sakina is 5 to 6 feet tall and weighs 2 pounds. \r

    Sakina speak Sylvan. Many also learn Common.\r

    COMBAT\r

    Sakina are friendly creatures, rarely initiating combat. If drawn into battle, a sakina usually tries to feather float opponents, then blow them away with wind blasts or by controlling winds.\r

    Feather Float (Su):<\/b> Three times per day, a sakina may target up to 7 creatures (none weighing more than 700 pounds) to make them light as air. Targets must succeed on a DC 18 Will save or begin to float weightlessly for 7 minutes. This functions as the levitate<\/i> spell, except creatures need not be willing and the sakina may control up to seven creatures or objects at once. Floating creatures and objects are treated as Tiny for the purposes of wind conditions, so they are easily blown away by severe or greater winds. When the duration expires, floating creatures and objects plummet to the ground, suffering falling damage as normal. The save DC is Charisma-based. \r

    Natural Invisibility (Su):<\/b> This ability is constant, allowing a sakina to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge<\/i> spell. A sakina may become visible if it so chooses, appearing as a roughly humanoid-shaped patch of cloud or mist.\r

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097control winds<\/i>. Caster level 14th. The save DCs are Charisma-based.\r

    Strong Flier (Ex):<\/b> Sakina are exceedingly strong flyers and can cover vast distances quickly. Its overland flying speeds are 37.5 miles per hour at a normal pace, and 75 miles per hour as part of a hustle. It can travel 300 miles per 8-hour day when flying at a hustle. Sakina do not tire as quickly as other creatures. If a sakina attempts a hustle or a forced march, check for nonlethal damage once every 2 hours instead of every hour. Additionally, a sakina may carry a single creature of Medium size or smaller at no penalty to its flight speed or maneuverability.\r

    Unearthly Grace (Su):<\/b> A sakina adds its Charisma modifier as a bonus on saving throws, and as a deflection bonus to Armor Class. Included above.\r

    Wind Blast (Su):<\/b> As a standard action, a sakina may release a 30-foot line of compressed air. This functions as a gust of wind<\/i> spell (DC 16). In addition, the sakina may choose to deal 3d6 points of bludgeoning damage (no save). The save DC is Charisma-based.\r

    Skills:<\/b> *Sakina have a +4 racial bonus on Survival checks when tracking by scent.\r

    In Zakhara<\/b>\r
    In the Al-Qadim campaign setting, many sakina learn Midani rather than Common.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Al-Qadim Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Usually chaotic good","environment":"Any land"},{"name":"Saluqi","type":"Animal","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6397,"reference":"Usergen","full_text":"

    Saluqi <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+2\u00a0(6 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-3<\/td> <\/tr>
    Attack: <\/strong>Bite +2 melee (1d4+2)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +2 melee (1d4+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Pack overrun<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Jump +12, Listen +5, Spot +5, Survival +1\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Run (B), Track (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm deserts and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (3-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This sleek black dog has a thin whiplike body with gray markings, and a long narrow head.<\/i>\r

    Saluqi are the \"greyhounds of the desert\", known for their hunting skills. Their pedigrees are rigorously maintained, and they are almost always found in the care of a huntsman who has trained them from birth. \r

    Saluqi do not flourish if they spend too much time in the sun. Nomads keep them in tents during the hottest part of the day, while wild packs usually live near some cave or overhanging shelter, where they can retreat from the burning sun. Saluqi greyhounds hunt small game and are good at flushing antelope or other grazing animals from cover.\r

    A typical saluqi is 2 to 2-1\/2 feet tall at the shoulder and weighs 44 to 55 pounds.\r

    COMBAT\r

    Dogs generally hunt in packs, chasing and exhausting prey until they can drag it down. Saluqis are \"sight\" hounds, which means they hunt by sight, run the quarry down, catch it, and kill or retrieve it. \r

    Pack Overrun (Ex):<\/b> A pack of four or more saluqi may use the overrun attack. The pack overrun prevents a Medium 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. Furthermore, if the pack pins the opponent, any saluqi participating in the grapple can make a bite attack against the overrun opponent.\r

    For the overrun attempt and subsequent grapple checks, treat the saluqi pack as a single Medium creature with Strength equal to that of the strongest saluqi in the pack (thus the pack cannot overrun creatures larger than Large). The saluqis' overrun and grapple checks also receive a bonus equal to the number of saluqi 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). \r

    Skills:<\/b> Saluqis have a +4 racial bonus on Jump checks. <\/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":"Animal","alignment":"Always neutral","environment":"Warm deserts and plains"},{"name":"Saluqi, Jann","type":"Magical Beast","ch":1,"challenge_rating":" 1 \u00a0","id":6398,"reference":"Usergen","full_text":"

    Saluqi, Jann <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d10+4\u00a0(15 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+0<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d6+2)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d6+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Pack overrun<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 120 ft., infallible tracking, low-light vision, scent\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +7, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 16, Con 15, Int 3, Wis 12, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Jump +12, Listen +5, Spot +9, Survival +2*<\/td> <\/tr>
    Feats: <\/strong>Alertness, Run (B), Track (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm deserts and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (3\u00c2\u009612)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3 HD (Small); 4-6 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This sleek black dog has a thin whiplike body with gray markings, and a long narrow head.<\/i>\r

    Jann saluqi are magically bred from wild packs of saluqi. The jann often give them as gifts to other desert tribesmen.\r

    A typical jann saluqi is 2 to 2-1\/2 feet tall at the shoulder and weighs 44 to 55 pounds.\r

    COMBAT\r

    Dogs generally hunt in packs, chasing and exhausting prey until they can drag it down. Saluqis are \"sight\" hounds, which means they hunt by sight, run the quarry down, catch it, and kill or retrieve it. \r

    Infallible Tracking (Su):<\/b> A jann saluqi has supernatural eyesight that allows it to view recent trails as a glowing set of tracks. This allows the saluqi to infallibly follow any trail up to 30 minutes old, provided the surface the trail crosses is not fluid (i.e. the saluqi can not use infallible tracking if the creature flies away or enters water). If the trail is older than 30 minutes, the jann saluqi must make Survival checks as normal for tracking, except the DC to follow a cold trail increases at +1 per 48 hours instead of the normal +1 every 24 hours since the trail was made. Anti-divination spells such as nondetection<\/i> are effective against infallible tracking.\r

    Pack Overrun (Ex):<\/b> A pack of four or more saluqi may use the overrun attack. The pack overrun prevents a Medium 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. Furthermore, if the pack pins the opponent, any saluqi participating in the grapple can make a bite attack against the overrun opponent.\r

    For the overrun attempt and subsequent grapple checks, treat the saluqi pack as a single Medium creature with Strength equal to that of the strongest saluqi in the pack (thus the pack cannot overrun creatures larger than Large). The saluqis' overrun and grapple checks also receive a bonus equal to the number of saluqi 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). \r

    Skills:<\/b> Saluqis have a +4 racial bonus on Jump and Spot checks. *A jann saluqi has a +8 racial bonus on Survival checks when following tracks by sight. \r

    Jungle Hound<\/b>\r
    Jungle-dwelling jann have bred their own variation of saluqi. These \"jungle hounds\" are smaller, with orange and yellow patches of fur dappling their dark coats instead of gray. Jungle hounds use similar tactics, but are much better at tracking by smell than by sight. Jungle hounds use the statistics above with the following adjustments:\r

    Skills:<\/b> Jump +12, Listen +5, Spot +5, Survival +2*\r
    Environment:<\/b> Warm forests\r

    Infallible Tracking (Su):<\/b> A jungle hound has a supernatural sense of smell that allows it to infallibly follow a scent trail up to 30 minutes old, provided the surface the trail crosses is not fluid (i.e. the jungle hound can not use infallible tracking if the creature flies away or enters water). If the trail is older than 30 minutes, the jungle hound must make Wisdom checks to follow the trail as per the scent special ability, except the DC to follow a cold scent trail increases at +1 per hour instead of the normal +2 per hour. Anti-divination spells such as nondetection<\/i> are effective against infallible tracking.\r

    Skills:<\/b> Saluqis have a +4 racial bonus on Jump checks.\r

    *A jungle hound has a +8 racial bonus on Survival checks when tracking by scent. <\/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":"Magical Beast","alignment":"Always neutral","environment":" Warm forests\r"},{"name":"Sanctacaris","type":"Vermin","ch":4,"challenge_rating":" 4 \u00a0","id":6399,"reference":"Usergen","full_text":"

    Sanctacaris <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Vermin \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8+28\u00a0(59 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), swim 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+13<\/td> <\/tr>
    Attack: <\/strong>Bite +8 melee (1d12+6)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +8 melee (1d12+6)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Armored head<\/td> <\/tr>
    Special Qualities: <\/strong>Vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +3, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 13, Con 18, Int –, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Swim +12<\/td> <\/tr>
    Feats: <\/strong>—<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or cluster (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>8-11 HD (Large); 12-21 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a centipede covered with the chitinous armor of a lobster. Its legs more closely resemble fins. Its jaws sport branching sets of feeding appendages.<\/i>\r

    Sanctacaris is a primitive marine arthropod. It spends most of its time crawling across the muddy ocean floor looking for food. Sanctacaris are primarily scavengers, but capture prey if given the chance. They can spend several hours at a time on dry land, and often leave the water to comb beaches for food or travel from one body of water to another.\r

    A sanctacaris is 15 feet long and weighs 4,000 pounds or more.\r

    COMBAT<\/b>\r
    Sanctacaris is a simple predator, swimming or crawling toward prey and biting with its large jaws.\r

    Armored Head (Ex):<\/b> A sanctacaris gains a +3 circumstance bonus to its Armor Class when fighting in tunnels no larger than its Space.\r

    Skills:<\/b> A sanctacaris has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #204<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Sand Cow","type":"Animal","ch":1,"challenge_rating":" 1 \u00a0","id":6400,"reference":"Usergen","full_text":"

    Sand Cow <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+6\u00a0(19 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 12 (-1 size, +1 Dex, +2 natural), touch 10, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+11<\/td> <\/tr>
    Attack: <\/strong>Bite +1 melee (1d8+2)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +1 melee (1d8+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Bravery, low-light vision, sandwalking, scent, stability<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +6, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 13, Con 15, Int 2, Wis 11, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Listen+5, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Peacable Kingdoms of Arcadia<\/td> <\/tr>
    Organization: <\/strong>Domesticated or herd (6-30)<\/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 creature resembles a cross between a bull and a camel. It has six legs, and is covered in white fur.<\/i>\r

    A sand cow is a sturdy herbivore from the deserts of Arcadia. They are as resistant to thirst and hunger as a camel, and can be tamed for riding or carrying burdens.\r

    Sand cows have the curious habit of softly whistling while they walk. To date, no sage has determined why they whistle - whether it is just a quirk of their respiration, a signal to others of their kind, or a means of expressing happiness while annoying humanoids. Sand cows can opt not to whistle if they wish to move stealthily, but seldom do so.\r

    A typical sand cow is 4 feet tall at the shoulder and weighs 1,200 pounds. \r

    COMBAT\r

    Sand cows run away when threatened, but will bite in self defense if cornered. They are crafty enough to use their sandwalking ability to flee across treacherous dunes or quicksand to confound any pursuers.\r

    A sand cow's slam attack is always treated as a secondary attack.\r

    Bravery (Ex):<\/b> Sand cows are notoriously courageous but mule-headed creatures. They have a +4 bonus on saves against all fear effects.\r

    Sandwalking (Ex):<\/b> A sand cow can move across sand as if it were firm ground. It can even cross shifting dunes or quicksand without penalty.\r

    Stability (Ex):<\/b> Sand cows are exceptionally stable on their feet. A sand cow gains a +6 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). <\/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":"Animal","alignment":"Always neutral","environment":"Peacable Kingdoms of Arcadia"},{"name":"Sand Warrior","type":"Elemental","ch":1,"challenge_rating":" 1 \u00a0","id":6401,"reference":"Usergen","full_text":"

    Sand Warrior <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Elemental \t\t\t(Earth, Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+4\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+5 natural), touch 10, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+5<\/td> <\/tr>
    Attack: <\/strong>Sandsword +5 melee (1d10+6\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>Sandsword +5 melee (1d10+6\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Sandsword<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., elemental traits, sandwalking, vulnerability to water<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +0, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 10, Con 15, Int 6, Wis 11, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Listen +3, Spot +2<\/td> <\/tr>
    Feats: <\/strong>Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Earth<\/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>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Both this humanoid figure and the blade it wields are formed from fine, compressed sand.<\/i>\r

    Sand warriors are born on the endless beaches where the Elemental Plane of Earth borders with the Plane of Water. Countless numbers of sand warriors rise from the dunes of these beaches. Some are immediately pressed into combat to defend those beaches against encroaching water elementals, a battle they are ill-prepared to fight. The others are sent on epic marches to fight their masters' enemies: fire elementals on glassy plains and firey deserts; air elementals on mountaintops swept by perpetual lightning and duststorms; or rival earth creatures in the endless maze of caves and tunnels within the Elemental Plane of Earth.\r

    A sand warrior can be summoned using the spell summon sand warriors<\/i> (see below).\r

    Sand warriors speak Terran.\r

    A sand warrior is 6 feet tall and weighs about 300 pounds.\r

    COMBAT<\/b>\r
    Sand warriors are unsubtle fighters. They simply charge their foes and attack them with their sandswords, which they usually wield in both hands.\r

    Sandsword (Ex):<\/b> A sand warrior's sword is equivalent to a bastard sword. A sandsword is part of the sand warrior's body, it cannot be disarmed but may be sundered like an ordinary weapon. Damage to the sandsword does not harm the sand warrior. A sand warrior can absorb its sandsword as a free action and create a new one as a swift action. If a sand warrior is killed, its sandsword crumbles to loose sand, as does the rest of its body.\r

    Sandwalking (Ex):<\/b> A sand warrior can move across sand as if it were firm ground. It can even cross shifting dunes or quicksand without penalty.\r

    Vulnerability to Water (Ex):<\/b> Water breaks up the body of a sand warrior. Minor contact (such as light rain or being splashed with a vial or cup of water) inflicts 1d3 points of damage per strike, or 1d3 per round for an ongoing effect. Major contact (such as a heavy rain or being drenched in a bucket of water) inflicts 2d6 points of damage. Complete immersion (including being thrown into a volume of water or being hit by a large jet of water, as from the geyser function of a decanter of endless water<\/i>) inflicts 4d6 points of damage. Spells with the water descriptor do double damage against a sand warrior.\r

    Summon Sand Warriors<\/b>\r
    Conjuration [Earth, Summoning]<\/i>\r
    Level:<\/b> Brd 3, Clr 3, Drd 2, Rgr 2, Sor\/Wiz 3\r
    Components:<\/b> V, S, M\/DF\r
    Casting Time:<\/b> 1 round\r
    Range:<\/b> 30 ft.\r
    Effect:<\/b> 1d3+1 summoned creatures\r
    Duration:<\/b> 3 rounds\/level (D)\r
    Saving Throw:<\/b> None\r
    Spell Resistance:<\/b> No\r

    This spell summons 1d3+1 sand warriors. They rise from the ground where you designate and act immediately, on your turn. The sand warriors attack your opponents to the best of their ability. If you can communicate with a sand warrior (they speak Terran), you can direct it not to attack, to attack particular enemies, or to perform other actions. The warriors must always remain within 30 feet of the spellcaster; if any moves beyond this range the spell expires.\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:<\/i> A pint of water which must be poured onto sand<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Priest's Spell Compendium, Volume Two<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Elemental","alignment":"Usually neutral","environment":"Elemental Plane of Earth"},{"name":"Sandiraksiva, The Black Courser","type":"Magical Beast","ch":7,"challenge_rating":" 7 \u00a0","id":6402,"reference":"Usergen","full_text":"

    Sandiraksiva, The Black Courser <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d10+48\u00a0(92)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 70 ft (14 squares), fly 80 feet (good)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+19<\/td> <\/tr>
    Attack: <\/strong>Hoof +14 melee (1d8+7)<\/td> <\/tr>
    Full Attack: <\/strong>2 hooves +14 melee (1d8+7)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon<\/td> <\/tr>
    Special Qualities: <\/strong>Aerial sprint, damage reduction 10\/magic, darkvision 60 ft, low-light vision, moonlight dependency, spell resistance 22<\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +9, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 17, Con 22, Int 10, Wis 15, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Climb +19, Jump +23, Listen +12, Spot +12<\/td> <\/tr>
    Feats: <\/strong>Alertness, Iron Will, Run\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any mountains and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or herd (Sandiraksiva plus 6-30 horses)<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/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 magnificent black stallion seems exceptionally strong, while its eyes suggest an intelligence beyond that of a mere animal.<\/i>\r

    The reincarnated offspring of the legendary dragon Gaumahavi, Sandiraksiva's soul currently resides within the body of an exceptional black stallion.\r

    Sandiraksiva is 8 feet long and weighs 2,200 pounds. Unlike most horses, Sandiraksiva has split hooves to aid him in his mountainous homeland.\r

    Although intelligent, Sandiraksiva cannot speak any languages.\r

    COMBAT\r

    Although non-aggressive, Sandiraksiva fights tenaciously for his freedom. In battle, he strikes with his hooves, reverting to his breath weapon if his attackers do not withdraw.\r

    Aerial Sprint (Ex):<\/b> Once per hour, Sandiraksiva can move ten times its normal fly speed (800 feet) when it makes a charge.\r

    Breath Weapon (Su):<\/b> Once every 1d4 rounds, 60-foot cone, damage 5d6 fire, Reflex DC 17 half. The save DC is Constitution-based.\r

    Moonlight Dependency (Su):<\/b> If Sandiraksiva is not exposed to moonlight for at least 2 hours in a given day, he is fatigued until he next is exposed to the light of the moon. If not exposed to any moonlight in a given day (such as a moonless night), Sandiraksiva is instead exhausted. Spells and effects that remove fatigue or exhaustion cannot remove these conditions; however, spells or effects that create moonlight can do so.\r

    Skills:<\/b> Sandiraksiva has a +8 racial bonus on Climb checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in FRA1 \u00c2\u0096 Storm Riders, FRA2 \u00c2\u0096 Black Courser, and FRA3 \u00c2\u0096 Blood Charge.<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Any mountains and plains"},{"name":"Sandling","type":"Elemental","ch":2,"challenge_rating":" 02 \u00a0","id":6403,"reference":"Usergen","full_text":"

    SANDLING<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Elemental<\/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, burrow 20 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 16 (-1 size, +7 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Pseudopod +5 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Pseudopod 1d8+3<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 10 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Elemental, vulnerability to water<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +5, Ref +2, Will +1<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 17, Dex 13, Con 13, Int 4, Wis 11, Cha 11<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Listen +4, Spot +4<\/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
    Challenge Rating:<\/b> 2<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 5-9 HD (Large); 10-12 HD (Huge)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Sandlings are creatures from the Elemental Plane of Earth. A sandling in its natural form resembles a pile of sand. When threatened, it takes the form of a 10-foot tall snake-like creature.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    Sandlings are not aggressive, but will attack if provoked. A sandling attacks by slashing with a pseudopod it forms from its body. A favored tactic of the sandling is to lie dormant against the ground and lash out when an opponent passes over it.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Elemental:<\/b> Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Elementals have no clear front or back and therefore cannot be flanked. Elementals have darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Vulnerability to Water (Ex):<\/b> If a sandling is hit by at least 10 gallons of water it acts as if affected by a slow spell for 1d6+2 rounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Sandling first appeared in module A4 (Lawrence Schick, 1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Elemental","alignment":"Any","environment":"Any land and underground"},{"name":"Sandman","type":"Elemental","ch":3,"challenge_rating":" 03 \u00a0","id":6404,"reference":"Usergen","full_text":"

    SANDMAN<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Elemental (Earth)<\/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> 30 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 17 (+7 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Slam +3 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> 1d6 and sleep<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Sleep<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> SR 15, protection from arrows<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +5, Ref +1, Will +1<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 11, Dex 11, Con 12, Int 10, Wis 11, Cha 10<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Hide +5, 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 land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or gang (2-4)
    Challenge Rating:<\/b> 3<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Double coins<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Usually neutral evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 5-12 HD (Medium-size)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    A native of either the Elemental Plane of Earth or the Quasi-Elemental Plane of Dust (scholars are not sure which), the sandman appears as a human constructed entirely of sand. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 They hate all humans and attack them on sight because they believe humans purposefully slay sandmen to use their bodies in magical experiments.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 When a sandman is slain its body crumbles to dust.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/h2> <\/td> <\/tr>

    A sandman avoids combat if possible, preferring to attack at night, where it can slip away from combat if things are going against it.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A sandman attacks using its fists if pressed, but almost always relies on its sleep ability to affect those within range. Once a creature goes to sleep, the sandman will not attack it.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Sleep (Su):<\/b> 20-foot radius or by touch, Will save (DC 13) or sleep for 30 minutes. For the first 30 minutes of sleep, nothing short of dispel magic<\/i> (or more powerful magic) will awaken a sleeping creature.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Each 1 minute thereafter, the victim must succeed at a Will save (DC 13) to wake up. For each minute that passes, the DC decreases by 1. Violent shaking or attacking a sleeping creature will wake it at this time. Constructs, undead, and any other creature immune to sleep effects are immune to this ability.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Protection From Arrows (Ex):<\/b> A sandman is protected by a permanent protection from arrows<\/i> as cast by a 4th-level sorcerer. This ability is inherent and cannot be dispelled.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Elemental: <\/b>Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Sandmen have darkvision 60 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Sandman first appeared in the 1e FF (1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Elemental","alignment":"Any","environment":"Any land and underground"},{"name":"Santa Claus","type":"Outsider","ch":21,"challenge_rating":" 21 \u00a0","id":6405,"reference":"Usergen","full_text":"

    Santa Claus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Native)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 22d8+154\u00a0(253 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 33 (+1 Dex, +12 natural, +10 deflection), touch 21, flat-footed 32<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+22\/+24<\/td> <\/tr>
    Attack: <\/strong>Toy-filled sack +24 melee (1d10+3) or gift +23 ranged (1d6+2)<\/td> <\/tr>
    Full Attack: <\/strong>Toy-filled sack +24 melee (1d10+3) or gift +23 ranged (1d6+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Gift throwing, spell-like abilities, toy soldier<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., gonna find out who's naughty or nice, hopelessness, item master, jolly aura, Santa's bag, squeeze, unearthly grace\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +28, Ref +24, Will +27 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 12, Con 25, Int 20, Wis 19, Cha 30 <\/td> <\/tr>
    Skills: <\/strong>Appraise +30 (+34 for alchemical items, confectionary items, toys, or wooden items), Craft (alchemy) +30, Craft (confectionary) +30, Craft (toymaking) +44, Craft (woodworking) +30, Diplomacy +36, Escape Artist +20, Handle Animal +29, Hide +3, Knowledge (geography) +30, Knowledge (local) +30, Listen +29, Move Silently +28, Ride +5, Sense Motive +31, Sleight of Hand +20, Survival +4 (+8 to keep from getting lost or avoid natural hazards), Use Rope +1 (+3 bindings)\r
    <\/td> <\/tr>
    Feats: <\/strong>Animal Affinity, Epic Skill Focus (Craft [toymaking]), Improved Initiative, Negotiator, Quick Draw, Quicken Spell-Like Ability (knock<\/i>), Skill Focus (Craft [toymaking]), Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>The North Pole<\/td> <\/tr>
    Organization: <\/strong>Solitary, team (Santa and his 9 reindeer), or workshop (Santa plus 10-100 toymaker elves, plus 1 3rd level expert overseer per 10 adults)<\/td> <\/tr>
    Challenge Rating: <\/strong>21<\/td> <\/tr>
    Treasure: <\/strong>Standard coins (chocolate only); quintuple goods; quintuple items<\/td> <\/tr>
    Alignment: <\/strong>Neutral good<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Dressed in red and white fur from head to foot, this plump, chubby man is covered with ashes and soot. With rosy cheeks, cherry nose, and a beard as white as snow, his round face is jolly and his eyes seem to glow. A large velvet sack, bulging with contents of all shapes and sizes, is slung over his back.<\/i>\r

    Santa Claus is a legendary figure in many cultures, known to bring gifts to children of all ages on one special night. Santa is a jolly, good-natured fellow who delights in the merriment he brings to the children of the world.\r

    Santa makes his lair in a great workshop in the northernmost pole of the world. The size of a small city, this workshop bustles with the activity of numerous elves crafting toys year-round. \r

    Santa commands a team of nine flying reindeer which pull his magical sleigh through the skies at great speeds. He possesses a magical sack that can hold a world's worth of trinkets, producing just the right one with a mere command.\r

    Santa is 6 feet tall and weighs 300 pounds.\r

    Santa speaks Common.\r

    COMBAT\r

    Santa Claus prefers to avoid fights, instead reminding would-be aggressors of the consequences of their naughty behavior. If given no other option, Santa can wield his oversized toy-filled sack as a mighty bludgeon with surprising agility, or can toss presents at ranged foes.\r

    Gift Throwing (Ex):<\/b> Santa can hurl gifts weighing up to 20 pounds each (Tiny objects) up to five range increments. The range increment is 20 feet for Santa's thrown gifts.\r

    Gonna Find Out Who's Naughty or Nice (Su):<\/b> At all times, Santa knows when any sentient creature on the Material Plane is asleep or awake, and whether they've been naughty or nice. This functions as an augury<\/i> spell, with 100% success and with naughty replacing woe and nice replacing weal. This ability is always active, requires no action on Santa's part, and can be blocked by nothing short of divine intervention.\r

    Hopelessness (Su):<\/b> Any creature that successfully attacks Santa becomes catatonic for 1d6 rounds, taking no actions but defending itself normally. Thereafter, the creature takes a -2 morale penalty to all attack rolls, skill checks, and ability checks since it realizes it will never get a present from Santa again. Evil creatures are allowed a DC 31 Will save to negate the effect. This penalty may only be removed with an atonement, wish<\/i>, or miracle<\/i> spell. The save DC is Charisma-based.\r

    Item Master (Ex):<\/b> Santa Claus can use any magic item, even spell completion items such as wands or scrolls. He can also create any item or construct as though he had the necessary feats and prerequisite spells or other requirements.\r

    Jolly Aura (Su):<\/b> Santa Claus exudes a supernatural aura of peace and tranquility. Any creature within 120 feet must make a DC 31 Will save or be affected as though by a calm emotions<\/i> spell (CL 22nd). If Santa attacks, it ends this effect for the target of the attack only. This is a mind-affecting compulsion effect, and the save DC is Charisma-based. \r

    Santa's Bag:<\/b> This major artifact appears as a large, red velvet sack with a drawstring of golden braided rope. It functions as a bag of holding, except it has no volume limit nor can it be harmed by sharp objects. As more objects are added within, it appears to swell with the items, but never changes weight nor limits Santa's movement.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097knock, levitate, make whole, presidigitation<\/i>; 3\/day\u00c2\u0097fabricate<\/i>, quickened knock<\/i>. Caster level 20th. \r

    Squeeze (Su):<\/b> Santa can squeeze through seemingly impossible portals, such as tight chimneys. As a move action, Santa (and any gear he carries) can pass through an opening as if he were a Fine creature. Santa must end his movement in an region large enough to hold a Tiny creature, but he can take no actions other than movement unless he is in an area large enough that a Tiny creature could normally squeeze through. \r

    Toy Soldier (Ex):<\/b> Santa may wield his large sack of toys as a two-handed melee weapon, dealing 1d10 points of bludgeoning damage with a hit.\r

    Unearthly Grace (Su):<\/b> Santa adds his Charisma modifier as a bonus on all his saving throws and as a deflection bonus to his Armor Class.\r

    Skills:<\/b> Santa has a +4 racial bonus on all Charisma-based skill checks when dealing with elves or fey.\r

    Santa's Sleigh:<\/b> This major artifact is a Huge vehicle, capable of holding 1 driver and four passengers. If pulled by flying creatures, it glides through the air as if weightless. Santa's sleigh<\/i> has unlimited carrying capacity. It can be steered with a successful Handle Animal check, and moves at the speed of Santa's reindeer. As a major artifact, it is nearly indestructible. Santa's sleigh<\/i> provides cover to its driver and passengers.\r

    Sample \"Toys\"<\/b>\r

    Santa often creates magic items that appear as toys. Some examples follow.\r

    Elven Rollerskates:<\/b> These skates increase the wearer\u00c2\u0092s base land speed by 10 feet and grant a +5 competence bonus on Move Silently checks. Faint transmutation; CL 5th; Craft Wondrous Item, longstrider<\/i>, creator must be an elf; Price 5,500 gp; Weight 1 lb.\r

    Otto's Irresistible Teddy Bear:<\/b> Any creature within 30 feet that sees this item must succeed on DC 11 Will save or do nothing except hug the teddy bear for 1d10 rounds. Faint enchantment; CL 3rd; Craft Wondrous Item, enthrall<\/i>; Price 5,500 gp; Weight 1 lb.\r

    Tenser's Floating Jellybaby<\/b>: This is essentially a potion of levitate<\/i>, except, until consumed, it floats approximately 3 feet above the ground at all times and remains level, accompany the owner at a rate of no more than the owner's normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and its owner. \r

    Santa's Reindeer<\/b>\r
    Medium Magical Beast\r
    Hit Dice: 12d10+12 (78 hp)\r
    Initiative: +1\r
    Speed: 40 ft. (8 squares), fly 60 ft. (good)\r
    Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13\r
    Base Attack\/Grapple: +12\/+13\r
    Attack: Gore +13 melee (1d4+1)\r
    Full Attack: Gore +13 melee (1d4+1)\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: -\r
    Special Qualities: Low-light vision, scent, silent hooves, tireless travel\r
    Saves: Fort +9, Ref +9, Will +4\r
    Abilities: Str 13, Dex 13, Con 12, Int 10, Wis 11, Cha 10\r
    Skills: Listen +17, Spot +17\r
    Feats: Alertness, Dodge, Endurance, Flyby Attack, Mobility, Run\r
    Environment: Cold plains\r
    Organization: Team (9)\r
    Challenge Rating: 6\r
    Treasure: None\r
    Alignment: Always neutral good\r
    Advancement: -\r
    Level Adjustment: -\r

    Santa's sleigh is pulled by a team of flying reindeer. The current team consists of Dasher, Dancer, Comet, Cupid, Donner, Blitzen, Prancer, Vixen, and Rudolph.\r

    Santa's reindeer speak Common and Elven.\r

    Combat\r

    Silent Hooves (Ex):<\/b> Santa's reindeer always move silently and cannot be heard with Listen checks if they don't wish to be. \r

    Tireless Travel (Su):<\/b> Santa's reindeer can travel any distance in a single night without tiring. Afterwards, they are exhausted, and must rest for at least a week to remove this condition.\r

    Rudolph has the following additional ability...\r

    Nose that Glows (Su):<\/b> Rudolph's nose sheds reddish light of variable intensity. As a free action, Rudolph may change the intensity of this light from as dim as a candle to as bright as daylight. As a move action, he may cover his nose with dirt or soot to extinguish its light altogether.\r

    Toymaker Elf, 1st-Level Expert<\/b>\r
    Small Humanoid (Elf)\r
    Hit Dice: 1d6 (3 hp)\r
    Initiative: +1\r
    Speed: 20 ft. (4 squares)\r
    Armor Class: 13 (+1 size, +2 Dex), touch 12, flat-footed 11\r
    Base Attack\/Grapple: +0\/-5\r
    Attack: Short sword -1 melee (1d4-1\/19\u00c2\u009620) or shortbow +2 ranged (1d4\/x3)\r
    Full Attack: Short sword -1 melee (1d4-1\/19\u00c2\u009620) or shortbow +2 ranged (1d4\/x3)\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: None\r
    Special Qualities: Toymaker elf traits\r
    Saves: Fort -1, Ref +2, Will +1\r
    Abilities: Str 8, Dex 14, Con 9, Int 15, Wis 8, Cha 9\r
    Skills: Appraise +6, Craft (toymaking) +11, Disable Device +6, Hide +10, Listen +5, Move Silently +6, Search +4, Spot +5, Use Magic Device +3\r
    Feats: Skill Focus (Craft [toymaking])\r
    Environment: Santa's Workshop\r
    Organization: Solitary, pair, or assembly line (10-100)\r
    Challenge Rating: \u00c2\u00bd\r
    Treasure: Standard\r
    Alignment: Usually chaotic good\r
    Advancement: By character class\r
    Level Adjustment: +0\r

    Toymaker Elf Traits (Ex):<\/b> Toymaker elves possess the following racial traits.\r

  • -2 Strength, +2 Dexterity, \u00c2\u00962 Constitution, +2 Intelligence. \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 toymaker elf \u00c2\u0092s base land speed is 20 feet. \r
    <\/li>
  • Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.) \r
    <\/li>
  • Low-light vision. \r
    <\/li>
  • Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow. \r
    <\/li>
  • +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
    <\/li>
  • +2 racial bonus on Craft (toymaking) checks. \r
    <\/li>
  • Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnome, Sylvan. \r
    <\/li>
  • Favored Class: Expert. \r
    <\/li><\/list>
    The toymaker elf expert presented here had the following ability scores before racial adjustments: Str 10, Dex 12, Con 11, Int 13, Wis 8, Cha 9.<\/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":"Neutral good","environment":"The North Pole"},{"name":"Sarkastodon (Long-Tailed Bear)","type":"Animal","ch":8,"challenge_rating":" 8 \u00a0","id":6406,"reference":"Usergen","full_text":"

    Sarkastodon (Long-Tailed Bear) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 15d8+75\u00a0(142 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+11\/+26<\/td> <\/tr>
    Attack: <\/strong>Bite +22 melee (1d12+16\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +22 melee (1d12+16\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Bonecrushing bite, trip<\/td> <\/tr>
    Special Qualities: <\/strong>Dire, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +14, Ref +10, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 33, Dex 13, Con 21, Int 2, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide +7, Listen +6, Move Silently +11, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Critical (bite), Improved Initiative, Power Attack, Stealthy, Weapon Focus (bite)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>16-18 HD (Large); 19-30 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This brown-furred predatory beast is nearly the size of a rhinoceros. It resembles a melding of bear and cat, with a leonine face and a bear-like body terminating in a long, furry tail.<\/i>\r

    Although it superficially resembles a long-tailed bear or heavyset cat, Sarkastodon is a creodont, a separate lineage of carnivorous mammal. One of the largest carnivorous mammals ever to live, Sarkastodon specializes on hunting enormous prey, such as brontotheres and Indricotherium. Its bite can crush bone and its stomach is acidic enough to digest it, leaving little left for the scavengers.\r

    A sarkastodon is 10 feet long (excluding the tail, which is about one-half to two-thirds as long as the body) and 6 feet tall at the shoulder, weighing around 1-\u00c2\u00bd tons.\r

    COMBAT\r

    A sarkastodon begins combat from ambush, pulling prey to the ground with trip and beginning to eat while its prey still lives. \r

    Bonecrushing Bite (Ex):<\/b> Sarkastodon's jaws are immensely powerful, and can crush bone to pulp. On a successful critical hit, a Sarkastodon also deals 1d4 points of Strength damage.\r

    Dire (Ex):<\/b> Sarkastodon is considered to be a dire animal for the purposes of saving throws.\r

    Trip (Ex):<\/b> A sarkastodon that hits with a bite attack can attempt to trip its opponent (+16 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 sarkastodon.)\r

    Skills:<\/b> A sarkastodon has a +4 racial bonus on all Hide and Move Silently 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":"Temperate plains"},{"name":"Sartani","type":"Monstrous Humanoid","ch":8,"challenge_rating":" 8 \u00a0","id":6407,"reference":"Usergen","full_text":"

    Sartani <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Monstrous Humanoid \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8+56\u00a0(92 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 18 (\u00c2\u00962 size, +10 natural), touch 8, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+26<\/td> <\/tr>
    Attack: <\/strong>Claw +16 melee (3d6+10)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +16 melee (3d6+10)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 3d6+15, destructive claws, improved grab <\/td> <\/tr>
    Special Qualities: <\/strong>Amphibious, darkvision 60 ft., fortification, frost rigidity, resistance to fire 20, vulnerability to cold<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +6, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 31, Dex 11, Con 25, Int 6, Wis 10, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Jump +14, Spot +11, Swim +18\r
    <\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Improved Bull Rush, Improved Sunder (B), Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or warband (2-3)<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>9-24 HD (Huge) or by character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+6<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A gigantic being erupts from the water. Its body and legs are those of a muscular giant, while its head and claws are those of a monstrous crab. Its chest, back, and shoulders are covered by a partial carapace, with sodden strands of thick hair sprouting through cracks and gaps like wet seaweed.<\/i>\r

    Sartani are massive aquatic humanoids that seem to exist purely to destroy. They are so rare that many believe them to be a single unique being; those who live in coastal settlements attacked by a warband of sartani will vehemently refute this notion. Their origin is unknown, though legends claim that they are the children of the crab-headed god Kar'r'gra, and are sent to herald his arrival. Still other legends claim that Kar'r'gra is another manifestation of Blibdoolpoolp.\r

    Having voracious appetites, Sartani will feed on nearly anything they can catch, whether it be sharks, beached whales, or a ship full of sailors. They can easily crack the wooden hulls of most vessels with their massive claws. They lead extremely destructive raids on coastal settlements, wantonly destroying all in their path, leaving a trail of carnage and valuables scattered all over the shore. Sartani seek only prey, and have no use for treasure. Their claws are incapable of fine manipulation, so sartani have no use for goods or items.\r

    Sartani are considered coarse, crude, and boorish by other intelligent sea dwellers. They get along with pahari, but have little positive correspondence with other races of the sea.\r

    A sartani molts its head shell annually. These massive shells carapaces may be worked into shields or shell armor. Natives also use these to create roofs, large bowls, or even altars to Kar'r'gra.\r

    A sartani stands 14 to 20 feet tall and weighs 3,000 to 12,000 pounds. Skin coloration ranges from dull red to greasy blue, while the shell is mottled with a lighter shade of the same color.\r

    Sartani speak their own language, a staccato clacking of their mandibles.\r

    Combat\r

    Sartani are straightforward combatants, wading into the thick of a fight and attacking the nearest foes, ignoring most retaliation.\r

    Constrict (Ex):<\/b> On a successful grapple check, a sartani deals 3d6+15 points of damage.\r

    Destructive Claws (Ex):<\/b> When attacking an object, a sartani's claw attacks ignore the first five points of hardness.\r

    Fortification (Ex):<\/b> The chitinous shell of a sartani protects many of its vital areas. Any critical hit or sneak attack made against a sartani has a 25% chance of failing, dealing only normal damage.\r

    Frost Rigidity (Ex):<\/b> A magical attack that deals cold damage slows a sartani (as the slow<\/i> spell) for 2d4 rounds, with no saving throw. The sartani can end the effect early if it can immerse itself in warm water.\r

    Improved Grab (Ex):<\/b> To use this ability, a sartani must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.\r

    Skills:<\/b> A sartani 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

    Sartani in Zakhara<\/b>\r

    In Zakhara, Sartani are most frequently found around the islands of al-Sartan in the Crowded Sea, where Kar'r'gra has a large number of followers. It is quite possible that the worship of Kar'r'gra arose from the first sartani, and that no such deity actually exists.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in ALQ1 - Golden Voyages<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually chaotic neutral","environment":"Warm aquatic"},{"name":"Sashalus","type":"Plant","ch":1,"challenge_rating":" 01 \u00a0","id":6408,"reference":"Usergen","full_text":"

    Sashalus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Plant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 10 ft<\/td> <\/tr>
    AC:<\/strong> 14 (+1 size, +1 Dex, +2 natural)<\/td> <\/tr>
    Attacks:<\/strong>1-4 Spines +3 ranged<\/td> <\/tr>
    Damage: <\/strong>Spines 1d4+1 plus poison<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Poison spines, acid<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 20 ft, tremorsense, plant<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +1, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 8, Dex 12, Con 12, Int 7, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Balance +5, Climb +3, Hide +5, Spot +5<\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Temperate and warm forest, marsh, and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>01<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Small), 5-6 HD (Medium-size)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The sashalus is a sentient, mobile fungus that feeds on creatures of all sorts. These solitary carnivores wander widely for hunting, selecting the best ambush spots to wait in for prey. It will eat anything that moves, but it attacks only those creatures that it judges it can overcome. This crafty hunter knows to relocate away from corpses, and arrange treasure to lure prey.

    This curious-looking fungus is usually about 3-4 feet tall. Its mushroom or puffball \"head\" is pocked with many oval depressions, and is white in color with white or brown mottling on it. This \"head\" is actually a large gas-bladder that rises on a stalk from grassy roots that are actually many tan to gray rubbery-skinned tendrils projecting from a spine-ringed base. The spines at the base are nearly 6 foot-long thorns, and are produced in an interior organ at the base of a sashalus's stalk. The sashalus produces pressurized gases in the large bladder with which it fires its spines.

    A sashalus can detect prey with its weak darkvision and with vibratory sensations from its tendrils. It has 10-30 eyes studded all about its head, and a ring of 8-19 eyes around its base (each located between two of its rings of bristling spines). Although slow, this creature is surprisingly nimble and can even climb low walls and trees, right itself if overturned, squeeze through narrow cracks, and so on. If it needs to hide, it can shut its eyes at will, and curl or contort its body to blend in with stumps, tangled vegetation, shriekers, and other similar vegetation. A sashalus only communicates with other sashalus by a limited touch-based telepathy, by which they exchange feelings, directions, and mental images.

    Sashalus usually live for up to 30 years.

    COMBAT<\/b>
    The sashalus is not a combat-oriented creature, and prefers eating immobilized prey. It will attack faster-moving or formidable prey by shooting its spines at a range of 60 feet. A sashalus can fire 1-4 spines per round, at different targets if necessary, shooting as many as it feels necessary for self-defense or to bring about a successful kill. A sashalus may have 1d10+7 spines and can regenerate two every 24 hours.

    If its prey is small, disabled, helpless or sleeping, the sashalus will begin to dissolve it with its acid for food. This acid absorbs all organic nutrients, including spines stuck in a creature, leaving only bones and metal as remains of a victim. When it approaches suitable prey, it opens its sucker-like mouths on the underside of its tendrils. These tendrils then exude a highly corrosive acid that dissolves the creature into a thick fluid, which the sashalus then absorbs through its own skin; this feeding takes roughly 15 minutes for a medium-sized creature.

    Poison spines (Ex)<\/b>: The sashalus' spines contain an injected form of poisonous liquid that causes a variety of maladies when it reacts with the bloodstream of a living creature. Slow poison<\/i> and neutralize poison<\/i> spells have normal effect on sashalus spine-fluid. This liquid reacts with air to become useless within 1-2 days after the spine leaves the body of the sashalus. Alchemists have not yet synthesized this substance.

    Sashalus Poison: Inject, Fort Save DC 12. Initial damage: none; secondary damage: random effect, roll 1d20 on the table below:
    * 1-4\tUnconsciousness occurs at the end of the round, lasting for 1-6 minutes.
    * 5-13\tThe victim is confused (as the spell) for 1-3 minutes. With a successful Fort save, this effect lasts for 1-2 rounds instead.
    * 14-16\tThe victim is wracked with convulsions and nausea (-3 on dexterity checks, making spellcasting impossible without a Concentration check, and -2 on strength) for 1-2 minutes.
    * 17-20\tThe victim suffers chills, dizziness, and nausea (-1 on dexterity, temporary loss of 1-2 hp) for 4-9 rounds.

    Acid (Ex)<\/b>: A sashalus' tendrils exude a highly corrosive acid that causes 2d4 points of acid damage per round to all organic matter except for sashalus flesh. This acid dissolves all flesh and organ tissues, neutralizing natural or carried poisons.

    Plant<\/b>: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

    Skills<\/b>: A sashalus receives a +4 racial bonus to Spot, Balance, Hide, and Climb checks.
    <\/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\", Ed Greenwood).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":">Temperate and warm forest, marsh, and underground"},{"name":"Saugh, Dearg-Due","type":"Undead","ch":3,"challenge_rating":" 3 \u00a0","id":6409,"reference":"Usergen","full_text":"

    Saugh, Dearg-Due <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d12+10\u00a0(42 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>+2\/+6<\/td> <\/tr>
    Attack: <\/strong>Greataxe +7 melee (1d12+6\/x3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Greataxe +7 melee (1d12+6\/x3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Retributive cloud<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/cold iron, darkvision 60 ft., +2 turn resistance, undead traits, unholy toughness\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +3, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 15, Con \u00c2\u0097, Int 10, Wis 14, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Bluff +10, Diplomacy +4, Disguise +2 (+4 acting), Hide +10, Intimidate +4, Move Silently +10, Spot +10<\/td> <\/tr>
    Feats: <\/strong>Great Fortitude, Weapon Focus (greataxe)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or battalion (2\u00c2\u009612)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>6-10 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This being is clearly undead, for its flesh is drawn tight across its gaunt frame, and its eye sockets are dark, empty holes. It wields the broad-bladed axe of a headsman.<\/i>\r

    Dearg-due are part of the saugh, and army of the dead created by a dark fey prince. These ghoulish undead serve as the front ranks of this menacing army.\r

    Though they need not eat to survive, dearg-due delight in feeding on the flesh of corpses, ravenously consuming all casualties in the battles they join.\r

    Dearg-due are about the same height and weigh as humans. \r

    Dearg-due speak Sylvan in a slurred, slow manner.\r

    COMBAT\r

    Dearg-due are cunning, often striking from ambush or under the guise of parlay.\r

    Retributive Cloud (Su):<\/b> Whenever a dearg-due takes damage from an opponent's melee attack, a foul, acidic mist boils out from the wound in a 5-foot radius centered on the dearg-due. This cloud deals half the damage dealt to the dearg-due (a successful DC 14 Fortitude save halves this damage again to one-fourth the original damage). The save DC is Charisma-based.\r

    Unholy Toughness (Ex):<\/b> A cairn gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.\r

    In Ravenloft<\/b>\r
    The saugh are an army of the dead created by Loht, Prince of the Sith, to serve him when he moves against the lands of mankind. The dearg-due dwell in and around the mountain which holds the Obsidian Gate, guarding this structure for their dark master.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Shadow Rift<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":"Any"},{"name":"Saugh, Gossamer","type":"Undead","ch":4,"challenge_rating":" 4 \u00a0","id":6410,"reference":"Usergen","full_text":"

    Saugh, Gossamer <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Incorporeal)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d12\u00a0(18 hp)<\/td> <\/tr>
    Initiative: <\/strong> +9<\/td> <\/tr>
    Speed:<\/strong> Fly 30 ft. (perfect) (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+5 Dex, +2 deflection), touch 17, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/\u00c2\u0097<\/td> <\/tr>
    Attack: <\/strong>Incorporeal touch +6 melee (1d8 plus 1 Constitution drain)<\/td> <\/tr>
    Full Attack: <\/strong>Incorporeal touch +6 melee (1d8 plus 1 Constitution drain)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Constitution drain<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., incorporeal traits, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +6, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str \u00c2\u0097, Dex 20, Con \u00c2\u0097, Int 12, Wis 12, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +8, Hide +11, Intimidate +8, Listen +9, Spot +9<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (Constitution drain), Alertness, Flyby Attack, Improved Initiative<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or gang (2\u00c2\u009612)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>4\u00c2\u00969 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    An elongated, distorted image of an elf drifts about as if carried on the wind. Wisps of vapor and curls of light encircle its transparent, shimmering form.<\/i>\r

    Gossamers are part of the saugh, and army of the dead created by a dark fey prince. These spectral undead serve any roles their prince commands.\r

    Rumors claim that if a gossamer's corpse can be located, then cast into a fire of yew wood, then the gossamer will be destroyed. They claim that the gossamer feels great pain while its original body burns, and tries to do all the harm it can before its final demise. The truth of these rumors is questionable, though, as the saugh most likely travels many miles from an individual gossamer's resting place.\r

    Gossamers are 6 feet tall and weightless. \r

    Gossamers speak Sylvan in a hollow, haunting voice.\r

    COMBAT\r

    Gossamers prefer to lurk beneath the ground, waiting for victims to pass overhead, then soar upwards in ambush. \r

    Constitution Drain (Su):<\/b> Living creatures hit by a gossamer's incorporeal touch attack must succeed on a DC 15 Fortitude save or take 1 point of Constitution drain. The save DC is Charisma-based. On each such successful attack, the gossamer gains 5 temporary hit points.\r

    In Ravenloft<\/b>\r
    The saugh are an army of the dead created by Loht, Prince of the Sith, to serve him when he moves against the lands of mankind. The dearg-due dwell in and around the mountain which holds the Obsidian Gate, guarding this structure for their dark master.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Shadow Rift<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":"Any"},{"name":"Sawfish (Sawshark)","type":"Animal","ch":1,"challenge_rating":" 1 \u00a0","id":6411,"reference":"Usergen","full_text":"

    Sawfish (Sawshark) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+3\u00a0(16)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> Swim 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+6<\/td> <\/tr>
    Attack: <\/strong>Saw +3 melee (2d4+3\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>Saw +3 melee (2d4+3\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +6, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 13, Con 13, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Hide -1*, Listen +3, Search -3*, Spot +5, Swim +10<\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Critical [B], Lightning Reflexes<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic (sawfish) or warm aquatic (sawshark)<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or school (3\u00c2\u00968)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Large); 7-9 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large, raylike fish has a long, flat snout with a row of teeth on each side.<\/i>\r

    There is little to distinguish the sawfish from the sawshark except for the position of the gill slits on each fish. On the sawshark, the gill slits are on the sides of the neck; on the sawfish, the gills are on the underside of the body.\r

    The sawfish belongs to the family of rays, and is similar in some ways to the manta and stingray. The sawshark, however, is a true shark. Both the sawfish and sawshark are characterized by a long, flat snout with a row of teeth on each side. Both fish use a side-to-side slashing motion to attack their prey and to defend themselves. This sawlike snout makes up roughly half the total body length of each fish. On some individual fish, the snout itself may be 6' long.\r

    Sawfishes are very lethargic animals, spending much of their day nestled in the muddy sea\/river floor. At night, they scull slowly through the shallows, using their sensitive saw to find buried prey, which are then raked from the sediment to be consumed. It is useful to view the sawfishes' unique snout like a fish detector combined with a clam rake.\r

    An average sawfish is about 10-12 feet long and weighs around 120 pounds. \r

    Sawfish do not speak.\r

    Combat\r

    If small fishes swim past a hungry sawfish, this great shark-like ray will launch from the bottom, slashing its toothy weapon rapidly side to side. Gouged by the snout's awl-shaped teeth, injured fishes tumble to the sea floor, now immobilized and easy to catch. \r

    Apart from its use in finding and disabling prey, the toothy snout is also a weapon of defense. When threatened, sawfishes will smack this jagged sword against attackers, whether they be sharks or fishermen. Generally, though, sawfishes are very gentle animals, prefering to lie quietly, undisturbed.\r

    Skills:<\/b> A sawfish 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. *Sawfish have a +8 racial bonus to Search checks when probing sea or river floors with their snout for prey and a +8 racial bonus to Hide checks while hiding in the same environment.\r
    <\/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":"Any aquatic (sawfish) or warm aquatic (sawshark)"},{"name":"Scaladar","type":"Construct","ch":7,"challenge_rating":" 07 \u00a0","id":6412,"reference":"Usergen","full_text":"

    Scaladar <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d10\u00a0(38 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft<\/td> <\/tr>
    AC:<\/strong> 20 (-1 size, +3 Dex, +8 natural)<\/td> <\/tr>
    Attacks:<\/strong>2 claws +8 melee, tail +3 melee<\/td> <\/tr>
    Damage: <\/strong>Claw 1d12+3, tail 2d4+1 and sting<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 10 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, squeeze, sting, bludgeon<\/td> <\/tr>
    Special Qualities: <\/strong>Construct, SR 18, absorb electricity, absorb magic missiles, fire resistance 30, immunities, half damage from slashing and piercing, detect scaladar, rust vulnerability<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 16, Con ---, Int ---, Wis 11, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Climb +7<\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any warm land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or patrol (1-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>07<\/td> <\/tr>
    Treasure: <\/strong>Standard (magic items only)<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>8-14 HD (Large); 15-21 HD (Huge)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The scaladar are scorpion-like automatons created to guard and horde magical treasure. These metal monstrosities are usually found in deep subterranean ruins and dungeons, but have been known to surface on the command of their creator, or in search of magic items.

    Scaladar usually serve as guardians, programmed with a specific set of objectives, much like a golem. These cold, mindless killers are often programmed to kill every creature they encounter. They are also usually commanded to seize all magic items they can find, swallowing them into their body.

    The methods to create a scaladar are believed to be much more complex than a golem, and are completely unknown to anyone other than the archmage who originally created them.

    Scaladar are the crowning achievement of the wizard Trobriand, a former apprentice of Halaster, the mad wizard of Undermountain. Trobriand created several rings to command his scaladar servitors (see below), and there is no other known way to control them other than the wish<\/i> spell.

    COMBAT<\/b>
    Scaladar quickly intimidate foes with their swift movements and sudden attacks. They can attack three foes at a time, or attempt to grab an opponent with their pincers and lash out with their electrified tail.

    Improved Grab (Ex)<\/b>: To use this ability, the scaladar must hit with both of its claw attacks. If it gets a hold, it hangs on and stings.

    Squeeze (Ex)<\/b>: A scaladar that gets a hold on an opponent of Medium-size or smaller automatically deals damage with both claws, biting and stinging at its full attack value.

    Sting (Ex)<\/b>: Creatures hit by the scaladar's tail are subject to 1d12 points of electrical damage from the discharge of the stinger. The scaladar can only use this attack once per minute, and it must be recharged to do so (see text below). Underwater, the electrical tail sting discharges in a 30-foot radius when it strikes a victim, thereby affecting all within the area (except for the scaladar).

    Bludgeon (Ex)<\/b>: A scaladar can use any being trapped in its claws as a bludgeoning weapon. The scaladar makes a normal attack roll against an opponent or object. If the attack is successful, the opponent takes 1d4 points of damage, and the victim being held takes 1d6 points of damage from the attack.

    Construct<\/b>: 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.

    Absorb Electricity (Su)<\/b>: Any electrical attack directed at the scaladar (not area of effect spells or effects) are automatically absorbed.

    Each point of damage the attack would have otherwise dealt is absorbed and stored as electrical energy in the stinger. Once the scaladar stores at least 12 points, it can use its electrical stinger discharge again.

    Absorb Magic Missiles (Su)<\/b>: Any hit by a magic missile<\/i> immediately heals the scaladar as if throught curative magic. Each point of damage a missile would have otherwise dealt is healed.

    Half Damage From Piercing and Slashing (Ex)<\/b>: Piercing and slashing weapons deal only half damage to a scaladar, with a minimum of 1 point of damage.

    Immunities (Ex)<\/b>: Scaladar are immune to acid and cold, as well as disintegrate, maze,<\/i> and shatter<\/i> spells.

    Detect Scaladar (Ex)<\/b>: Scaladar are always aware of each other as well as anyone with a ring of Trobriand<\/i>, within a range of 100 feet. They are aware of danger to each other or a controller, and mentally able to receive commands in this range.

    Rust Vulnerability(Ex)<\/b>: Scaladar can function temporarily underwater. These metal monsters begin to rust after 1d20 days of submersion, reducing their speed by half during this time. If they remain another 1d20 days after this point, their inner workings will rust completely, leaving the scaladar totally immobile.

    The scaladar is also vulnerable to rust attacks such as that of a rust monster or a rusting grasp<\/i> spell.

    Skills<\/b>: Scaladar receive a +4 racial bonus to Climb checks.


    RINGS OF TROBRIAND<\/b>
    Rings of Trobriand<\/i> were created by the same archmage that created the scaladars. These rings allow the wearer the same ability to detect and communicate with scaladars that the constructs themselves have. The rings also give the wearer complete protection from attack by any scaladar, no matter what its orders may be. Any scaladar that touches a character wearing one of these rings will immediately shut down for 1-2 hours, or until the character reawakens it mentally. This ring allows a character to override a scaladar's orders, if the character controlling it is not in range, and give new orders to it.

    Trobriand has also created a Master Ring of the Scaladar<\/i>, which can override any scaladar's orders and issue new ones, within a range of 500 feet. There is only one such ring in existence, and Trobriand wears it at all times.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Ruins of Undermountain (1991), and Monstrous Compendium Annual Two (1995) as an \"automaton\".<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":">Any warm land and underground"},{"name":"Scaladar","type":"Construct","ch":7,"challenge_rating":" 07 \u00a0","id":6413,"reference":"Usergen","full_text":"

    Scaladar <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d10+30\u00a0(68 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 20 ft (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+12<\/td> <\/tr>
    Attack: <\/strong>Claw +7 melee (1d12+3)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +7 melee (1d12+3) and tail +2 melee (2d4+1 plus sting)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Bludgeon, improved grab, squeeze, sting<\/td> <\/tr>
    Special Qualities: <\/strong>Absorb electricity, absorb magic missiles, construct traits, corrosion (vulnerability) , damage reduction 10\/bludgeoning, detect magic, detect scaladar, immunities, resistance to fire 15, spell resistance 18<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 16, Con ---, Int ---, Wis 11, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Climb +7<\/td> <\/tr>
    Feats: <\/strong>---<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any warm land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or patrol (1-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>07<\/td> <\/tr>
    Treasure: <\/strong>Standard (magic items only)<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>8-14 HD (Large); 15-21 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This monstrous scorpion creature appears to be constructed from some strange metallic alloy. You notice that the monster\u00c2\u0092s stinger crackles with electrical energy. <\/i>\r

    The scaladar are scorpion-like automatons created to guard and horde magical treasure. These metal monstrosities are usually found in deep subterranean ruins and dungeons, but have been known to travel to the surface on the command of their creator, or in search of magic items.\r

    Scaladar usually serve as guardians, programmed with a specific set of objectives, much like a golem. These cold, mindless killers are sometimes programmed to kill every creature they encounter. They are also usually commanded to seize all magic items they can find, swallowing them into their body.\r

    The methods to create a scaladar are believed to be much more complex than a golem, and are completely unknown to anyone other than the archmage who originally created them.\r

    Scaladar are the crowning achievement of the wizard Trobriand, a former apprentice of Halaster, the mad wizard of Undermountain. Trobriand created several rings to command his scaladar servitors (see below), and there is no other known way to control them other than the wish<\/i> spell.\r

    A scaladar is twelve feet long and weighs about 5,000 pounds.\r

    COMBAT<\/b>\r
    Scaladar quickly intimidate foes with their swift, smooth movements and sudden attacks. They can engage three foes at a time, or attempt to grab an opponent with their pincers and lash out with their electrified tail. Once a scaladar has a victim held, it will usually hold the victim until it is dead, unless a more dangerous target presents itself. Scaladar are excellent climbers, but cannot swim or float in water.\r

    Bludgeon (Ex)<\/b>: A scaladar can use any being trapped in its claws as a bludgeoning weapon. The scaladar makes a normal attack roll against an opponent or object. If the attack is successful, the opponent takes 1d4 points of damage, and the victim being held takes 1d6 points of damage from the attack.\r

    Improved Grab (Ex)<\/b>: To use this ability, a scaladar must hit with both of 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 can squeeze.\r

    Squeeze (Ex)<\/b>: A scaladar deals automatic claw and sting damage on a successful grapple check.\r

    Sting (Ex)<\/b>: Creatures hit by the scaladar's tail are subject to 1d12 points of electrical damage from the discharge of the stinger. The scaladar can only use this attack once per minute, and the scaladar must recharge it by absorbing electricity to be use it again (see text below). Underwater, the electrical tail sting discharges in a 30-foot radius when it strikes a victim, thereby affecting all within the area (except for the scaladar).\r

    Absorb Electricity (Su)<\/b>: Any electrical attack directed at the scaladar (not area of effect spells or effects) is automatically absorbed. Each point of damage the attack would have otherwise dealt is absorbed and stored as electrical energy in the stinger. Once the scaladar stores at least 12 points, it can use its electrical stinger discharge again.\r

    Absorb Magic Missiles (Su)<\/b>: Any successful hit by a magic missile<\/i> immediately heals the scaladar as if through curative magic. Each point of damage a magic missile<\/i> would have otherwise dealt is healed. Any excess energy is dissipated at the end of the round.\r

    Corrosion (Ex)<\/b>: Scaladar can function temporarily underwater. These metal monsters begin to rust after 1d20 days of submersion, reducing their speed by half during this time. If they remain another 1d20 days after this point, their inner workings will rust completely, leaving the scaladar totally immobile. The scaladar is also vulnerable to rusting attacks such as that of a rust monster or a rusting grasp<\/i> spell.\r

    Detect Magic (Sp)<\/b>: A scaladar benefits from a continuous detect magic<\/i> effect, as the spell cast by a 10th-level sorcerer. The effect can be dispelled, but the scaladar can resume the ability as a free action on its turn.\r

    Detect Scaladar (Ex)<\/b>: Scaladar are always aware of each other as well as anyone with a ring of Trobriand<\/i>, within a range of 100 feet. They are aware of danger to each other or a controller, and mentally able to receive commands in this range.\r

    Immunities (Ex)<\/b>: Scaladar are immune to acid and cold, as well as disintegrate<\/i>, maze<\/i>, and shatter<\/i> spells.\r

    Skills<\/b>: Scaladar receive a +4 racial bonus to Climb checks.\r


    RINGS OF TROBRIAND<\/b>\r
    Rings of Trobriand<\/i> were created by the same archmage that created the scaladars. These rings allow the wearer the same ability to detect and communicate with scaladars that the constructs themselves have. The rings also give the wearer complete protection from attack by any scaladar, no matter what its orders may be. Any scaladar that touches a character wearing one of these rings will immediately shut down for 1-2 hours, or until the character reawakens it mentally. This ring allows a character to override a scaladar's orders, if the character controlling it is not in range, and give new orders to it.\r

    Trobriand has also created a Master Ring of the Scaladar<\/i>, which can override any scaladar's orders and issue new ones, within a range of 500 feet. There is only one such ring in existence, and Trobriand wears it at all times.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in the Ruins of Undermountain boxed set (1991, Ed Greenwood), and Monstrous Compendium Annual Two (1995) as an \"automaton\".<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any warm land and underground"},{"name":"Scarecrow","type":"Construct","ch":5,"challenge_rating":" 05 \u00a0","id":6414,"reference":"Usergen","full_text":"

    SCARECROW<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Construct<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 5d10 (27 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+0<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 20 ft (can\u0092t run)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 14 (+4 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 2 slams +5 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Slam 1d6+2 and fascination<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Fascination<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Construct, immunity to cold, fire vulnerability<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +1, Ref +1, Will +1<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 15, Dex 10, Con \u0096, Int \u0096, Wis 11, Cha 10<\/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> 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> 6-9 HD (Medium-size); 10-15 HD (Large)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    A scarecrow appears as a humanoid constructed of the same materials as a normal scarecrow. It stands about 6 feet tall. Though each is unique in appearance, all scarecrows share some things in common\u0097their bodies, arms, and legs are constructed of cut wood and bound together with rope.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Most scarecrows wear tattered rags for clothes and are stuffed with straw or grass. Its head is usually a gourd with a face carved into it. A fiery light burning in the creature\u0092s carved eye sockets. Its joints are hinged and bend both ways, and its head spins freely.<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    Scarecrows are very powerful and attack with their fists in combat. If a scarecrow successfully charms an opponent, it will attack that foe relentlessly until dead, charming other attackers with its gaze until it can deal with them.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fascination (Su):<\/span><\/b> Gaze or slam\u0097permanently paralyzed until the scarecrow is destroyed or moves more than 300 feet away, 30 feet range (gaze), Will save (DC 12). Each round a scarecrow attacks, a fascinated foe receives a new Will save to break free of the fascination effect. The DC increases by 1 for each round the creature fails to break free.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Immunity to Cold (Ex):<\/b> A scarecrow is immune to all cold-based effects.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fire Vulnerability (Ex):<\/span><\/b> The scarecrow takes double damage from fire unless a saving throw for half damage is allowed, in which case it takes half damage on a success and double damage on a failure.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Construct<\/span><\/b>: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, energy drain, or death from massive damage. Scarecrows have darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Construction<\/h3> <\/td> <\/tr>

    All scarecrows are different in appearance, but all share some common characteristics; their bodies, arms, and legs are made from cut wood and bound with rope. Most scarecrows are covered in tattered rags and stuffed with grass or straw. A hollow gourd with a carved face usually serves as the head.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 The golem costs 8,000 gp to create, which includes 250 gp for the construction of the body. Assembling the body requires a successful Craft (sculpting or woodworking) check (DC 12).<\/p> <\/td> <\/tr>

    \u00a0\u00a0 The creator must be 6th level and able to cast divine spells. Completing the ritual drains 160 XP from the creator and requires animate objects, command, hold person<\/i>, and prayer<\/i>.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Scarecrow first appeared in the 1e FF (1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Construct","alignment":"Any","environment":"Any land"},{"name":"Scathe (and Larva)","type":"Monstrous Humanoid","ch":3,"challenge_rating":" 3 (larva \u00bc) \u00a0","id":6415,"reference":"Usergen","full_text":"

    Scathe (and Larva) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Monstrous Humanoid \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+16\u00a0(34 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+2 Dex, +3 natural), touch 12, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+6<\/td> <\/tr>
    Attack: <\/strong>Claw +6 melee (1d4+2)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +6 melee (1d4+2) and bite +4 melee (2d6+1 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, windskating charge<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 120 ft., immunity to cold, superior low-light vision, windskating<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +6, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Hide +3*, Listen +3, Move Silently +2*, Spot +3<\/td> <\/tr>
    Feats: <\/strong>Multiattack, Reckless Offense<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pack (4-16), or colony (4-16 plus 4-40 larvae)<\/td> <\/tr>
    Challenge Rating: <\/strong>3 (larva \u00c2\u00bc)<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>+3<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This vaguely reptilian humanoid is covered in milky-white, leathery skin. A thin membrane stretches between its arms and body, ending at the knees. Long claws curve underneath its feet, upon which it skates across the snow.<\/i>\r

    Scathes are nocturnal scavengers found on icy plains. A pack of scathes generally claims a territory of several miles, making their lairs in hollows and ravines. Pack leaders are always male, and change with some regularity. The strongest young scathe challenges the pack leader, and the two fight mercilessly for supremacy, often until both are dead and another scathe steps in to lead the pack. The losers\u00c2\u0092 females divide themselves among the remaining male scathes.\r

    Mating season occurs once a year. About a month after mating, a female scathe lays 2-12 eggs in a crude nest in the lair. Only 2-5 of the eggs survive predators, accidents, and snacking. These hatch into larvae (see statistics below), voracious monsters which devour any food they can find. A very few larvae, 1-3, survive the two months needed to develop into small, but fully developed, scathes. When the change from larval stage occurs, they immediately become members of the pack.\r

    A scathe is 5 feet tall and weighs 120 pounds.\r

    Scathes speak their own rudimentary language, using howls and shrieks which are often mistaken for violent arctic winds.\r

    COMBAT<\/b>\r
    Scathes hunt in packs, skating stealthily towards their opponents before striking with their claws and beaks.\r

    Poison (Ex):<\/b> Injury (bite), Fortitude DC 16; 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 scathe poison attacks stack, to a maximum of -4. The save DC is Constitution-based.\r

    Superior Low-Light Vision (Ex):<\/b> A scathe can see five times as far as a human can in dim light.\r

    Windskating (Ex):<\/b> By balancing on its long foot-claws, a scathe can skate across smooth, level ice or snow at a speed of 30 ft. If the icy surface slopes downwards it can move 10 ft. faster (40 ft.) on slight grades (less than 30 degrees), 20 ft. faster (50 ft.) on moderate grades (30 to 45 degrees) and 30 ft. faster (60 ft.) on severe grades (45 to 60 degrees). It cannot skate safely on grades of 60 degrees or steeper. The scathe travels at its normal 10 ft.? land speed when moving up icy slopes.\r

    Furthermore, a scathe can spread its arm-membranes like sails to travel faster in the direction of the wind. It can move at a speed 10 ft. faster in a light wind, 20 ft. faster in a moderate wind, 30 ft. faster in a strong wind and 50 ft. faster in a severe or stronger wind. Scathes can sail in winds stronger than severe, but must make Fortitude saves to avoid being knocked down or blown away as per the Surroundings, Weather & Environment rules.\r

    The speed increases for slope and wind are cumulative, so a scathe can windskate down a slight grade at 60 ft. with a moderate wind (its base 30 ft. skating speed plus 10 ft. for the slope and 20 ft. for the wind).\r

    Windskating Charge (Ex):<\/b> When a windskating scathe makes a charge attack at a speed of 30 ft. or higher, its bite attack deals double damage (triple on a confirmed critical hit), in addition to the normal benefits and hazards of a charge. If it charges at a speed of 60 ft. or higher, its bite deals triple damage (quadruple on a critical hit).\r

    Skills:<\/b> *Scathes have a +4 racial bonus on Hide checks and a +6 racial bonus on Move Silently checks when in snowy or icy terrain. This bonus on Hide checks increases to +8 when the scathe is immobile.\r

    Scathe 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 cold, 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> Cold plains\r
    Organization:<\/b> Nest (2-5 plus 1 scathe) or colony (4-40 plus 4-16 scathes)\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 creatures has mottled brown skin and a toothless beak.<\/i>\r

    Scathe 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>
    1992 Wizards of the Coast, Inc.
    Originally found in MC14 - Monstrous Compendium Fiend Folio Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":" Usually neutral\r","environment":" Cold plains\r"},{"name":"Scavenger Spirit","type":"Undead","ch":4,"challenge_rating":" 4 \u00a0","id":6416,"reference":"Usergen","full_text":"

    Scavenger Spirit <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d12\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> Fly 40 ft. (perfect)(8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+4 Dex, +3 deflection), touch 17, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+3<\/td> <\/tr>
    Attack: <\/strong>Incorporeal touch +6 (1d6 plus paralysis)<\/td> <\/tr>
    Full Attack: <\/strong>Incorporeal touch +6 (1d6 plus paralysis)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Mutable manifestation, paralysis, sneak attack +1d6, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/silver, darkvision 60 ft., dig, evasion, immunity to cold, incorporeal pickpocket, incorporeal traits, +4 turn resistance, undead traits, unnatural aura\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +5, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 19, Con \u00c2\u0097, Int 5, Wis 10, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Sleight of Hand +22\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (paralysis), Skill Focus (Sleight of Hand)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or guild (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Always non-good<\/td> <\/tr>
    Advancement: <\/strong>5-7 HD (Medium), 8-12 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A ghostlike wolf pads forth, its body shimmering and insubstantial. Suddenly, it takes the form of a thin human in roguish garb, its body equally immaterial.<\/i>\r

    Scavenger spririts arise from the spirits of tomb-raiders, graverobbers, and other looters of the dead. They are cursed to eternally covet treasure, which they hoard on the Ethereal Plane (see the \"Ghostly Equipment\" section of the ghost monster entry in the MM or SRD; the only difference is that a scavenger spirit's equipment does not have a material counterpart).\r

    Although not bound to the site of their deaths, scavenger spririts generally remain in the area unless the opportunities for theft begin to dwindle.\r

    A scavenger spirit is 5 to 6 feet tall and weightless.\r

    Scavenger spririts speak a single language they knew in life (usually Common).\r

    COMBAT\r

    Scavenger spririts are concerned only with treasure. Unlike many undead, they do not hate the living and wish them no harm, but will attack without remorse if that presents the best option to acquire treasure. They generally use their suggestion ability<\/i> to compel passersby to pick up loot, at which point the scavenger spirits are free to steal from them. A group of scavenger spirits uses the dig<\/i> ability to unearth tombs and coffins to afford adventurers access to more treasure, and therefore, more loot for the scavenger spirits to steal.\r

    Dig (Su):<\/b> Three times per day, a group of two or more scavenger spirits can supernaturally unearth coffins or clear the way to buried tombs. This functions as a move earth<\/i> spell, with the following differences. Each round that the scavenger spirits maintain concentration, they can move a 10-foot cube of earth, and they may maintain concentration for as many rounds as their combined hit dice. Unlike the move earth spell, the scavenger spirits' dig<\/i> ability may form tunnels. Caster level 4th. This is the equivalent of an 3rd-level spell.\r

    Incorporeal Pickpocket (Su):<\/b> A manifested scavenger spirit may make Sleight of Hand checks to manipulate material objects in the possession of a living creature (for example, using Sleight of Hand to pick a character's pocket). This ability does not affect unattended, unclaimed objects, such as goods left in a tomb. If the scavenger spirit succeeds in taking control of the object, the object becomes incorporeal, like the scavenger spirit, and the scavenger spirit may carry it to the Ethereal Plane when its manifestation ends. A scavenger spirit performing a Sleight of Hand check manipulates objects as if it were a corporeal creature of its size and Strength (Medium and Str 12 for an average unadvanced scavenger spirit).\r

    Mutable Manifestation (Su):<\/b> A scavenger spirit dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a scavenger spirit manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested scavenger spirit 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 scavenger spirit can pass through solid objects at will, and its own attacks pass through armor. A manifested scavenger spirit always moves silently. A manifested scavenger spirit can strike with its touch attack or with a ghost touch<\/i> weapon. A manifested scavenger spirit remains partially on the Ethereal Plane, where is it not incorporeal. A manifested scavenger spirit can be attacked by opponents on either the Material Plane or the Ethereal Plane. Incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. A scavenger spirit has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes. \r

    In addition, a scavenger spirit may take on many appearances. Usually, they appear as they did in life, but a manifested scavenger spirit may choose to take the form of any Medium creature. This grants them a +10 bonus to Disguise checks to appear as (an incorporeal version of) any particular creature.\r

    Paralysis (Su):<\/b> A creature touched by a scavenger spirit must make a DC 17 Fortitude save or be paralyzed for 1d6 rounds. The save DC is Charisma-based.\r

    Spell-Like Abilities:<\/b> 1\/minute\u00c2\u0097suggestion<\/i> (DC 16). Caster level 4th. The save DC is Charisma-based.\r

    Unnatural Aura (Su):<\/b> Animals, whether wild or domesticated, can sense the unnatural presence of a scavenger spirit at a distance of 60 feet. They will not willingly approach nearer than that and become frightened if forced to do so; they remain frightened as long as they are within that range.\r

    Skills:<\/b> Scavenger spirits have a +8 racial bonus on Sleight of Hand checks.<\/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":"Undead","alignment":"Always non-good","environment":"Any"},{"name":"Scintillating Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":6417,"reference":"Usergen","full_text":"

    Scintillating Dragon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>
    Dragon (Light)<\/strong><\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary or family (2-6)<\/td> <\/tr>
    Challenge Ratings: <\/strong>Challenge Ratings: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 14; mature adult 16; old 18; very old 19; ancient 21; wyrm 23; great wyrm 25<\/td> <\/tr>
    Treasure: <\/strong>Triple standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>Wyrmling 9\u00c2\u009610 HD; very young 12\u00c2\u009613 HD; young 15\u00c2\u009616 HD; juvenile 18\u00c2\u009619 HD; young adult 21\u00c2\u009622 HD; adult 24\u00c2\u009625 HD; mature adult 27\u00c2\u009628 HD; old 30\u00c2\u009631 HD; very old 33\u00c2\u009634 HD; ancient 36\u00c2\u009637 HD; wyrm 39\u00c2\u009640 HD; great wyrm 42+ HD<\/td> <\/tr>
    Level Adjustment: <\/strong>Wyrmling +4; very young +4; young +5; others \u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr><\/table><\/td><\/tr>

    Scintillating Dragons by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Size<\/b><\/font><\/td>Hit Dice (hp)<\/b><\/font><\/td>Str<\/b><\/font><\/td>Dex<\/b><\/font><\/td>Con<\/b><\/font><\/td>Int<\/b><\/font><\/td>Wis<\/b><\/font><\/td>Cha<\/b><\/font><\/td>Base Attack\/
    Grapple<\/b><\/font><\/td>
    Attack<\/b><\/font><\/td>Fort
    Save<\/b><\/font><\/td>
    Ref
    Save<\/b><\/font><\/td>
    Will
    Save<\/b><\/font><\/td>
    Breath
    Weapon
    (DC)<\/b><\/font><\/td>
    Frightful
    Presence
    DC<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>M<\/font><\/td>8d12+16\u00a0(68)<\/font><\/td>17<\/font><\/td>10<\/font><\/td>15<\/font><\/td>6<\/font><\/td>11<\/font><\/td>6<\/font><\/td>+8\/+11<\/font><\/td>+11<\/font><\/td>+8<\/font><\/td>+6<\/font><\/td>+6<\/font><\/td>1d6\u00a0(16)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>L<\/font><\/td>11d12+33\u00a0(68)<\/font><\/td>21<\/font><\/td>10<\/font><\/td>17<\/font><\/td>6<\/font><\/td>11<\/font><\/td>6<\/font><\/td>+11\/+20<\/font><\/td>+16<\/font><\/td>+10<\/font><\/td>+7<\/font><\/td>+10<\/font><\/td>2d6\u00a0(18)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>L<\/font><\/td>14d12+42\u00a0(133)<\/font><\/td>25<\/font><\/td>10<\/font><\/td>17<\/font><\/td>6<\/font><\/td>11<\/font><\/td>6<\/font><\/td>+14\/+25<\/font><\/td>+21<\/font><\/td>+12<\/font><\/td>+9<\/font><\/td>+10<\/font><\/td>3d6\u00a0(20)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>L<\/font><\/td>17d12+68\u00a0(178)<\/font><\/td>29<\/font><\/td>10<\/font><\/td>19<\/font><\/td>8<\/font><\/td>11<\/font><\/td>8<\/font><\/td>+17\/+30<\/font><\/td>+26<\/font><\/td>+14<\/font><\/td>+10<\/font><\/td>+10<\/font><\/td>4d6\u00a0(22)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>H<\/font><\/td>20d12+100\u00a0(230)<\/font><\/td>31<\/font><\/td>10<\/font><\/td>21<\/font><\/td>8<\/font><\/td>11<\/font><\/td>10<\/font><\/td>+20\/+38<\/font><\/td>+30<\/font><\/td>+17<\/font><\/td>+12<\/font><\/td>+12<\/font><\/td>5d6\u00a0(25)<\/font><\/td>22<\/font><\/td><\/tr>
    Adult<\/font><\/td>H<\/font><\/td>23d12+115\u00a0(264)<\/font><\/td>33<\/font><\/td>10<\/font><\/td>21<\/font><\/td>10<\/font><\/td>11<\/font><\/td>12<\/font><\/td>+23\/+42<\/font><\/td>+34<\/font><\/td>+18<\/font><\/td>+13<\/font><\/td>+13<\/font><\/td>6d6\u00a0(26)<\/font><\/td>24<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>H<\/font><\/td>26d12+156\u00a0(325)<\/font><\/td>35<\/font><\/td>10<\/font><\/td>23<\/font><\/td>12<\/font><\/td>13<\/font><\/td>12<\/font><\/td>+26\/+46<\/font><\/td>+36<\/font><\/td>+21<\/font><\/td>+15<\/font><\/td>+16<\/font><\/td>7d6\u00a0(29)<\/font><\/td>27<\/font><\/td><\/tr>
    Old<\/font><\/td>G<\/font><\/td>29d12+203\u00a0(391)<\/font><\/td>39<\/font><\/td>10<\/font><\/td>25<\/font><\/td>12<\/font><\/td>13<\/font><\/td>12<\/font><\/td>+29\/+55<\/font><\/td>+39<\/font><\/td>+23<\/font><\/td>+16<\/font><\/td>+18<\/font><\/td>8d6\u00a0(31)<\/font><\/td>29<\/font><\/td><\/tr>
    Very Old<\/font><\/td>G<\/font><\/td>32d12+256\u00a0(464)<\/font><\/td>41<\/font><\/td>10<\/font><\/td>27<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+32\/+59<\/font><\/td>+43<\/font><\/td>+26<\/font><\/td>+18<\/font><\/td>+20<\/font><\/td>9d6\u00a0(34)<\/font><\/td>32<\/font><\/td><\/tr>
    Ancient<\/font><\/td>G<\/font><\/td>35d12+315\u00a0(542)<\/font><\/td>43<\/font><\/td>10<\/font><\/td>29<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+35\/+63<\/font><\/td>+47<\/font><\/td>+28<\/font><\/td>+19<\/font><\/td>+21<\/font><\/td>10d6\u00a0(36)<\/font><\/td>34<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>G<\/font><\/td>38d12+380\u00a0(627)<\/font><\/td>45<\/font><\/td>10<\/font><\/td>31<\/font><\/td>14<\/font><\/td>15<\/font><\/td>16<\/font><\/td>+38\/+71<\/font><\/td>+47<\/font><\/td>+31<\/font><\/td>+21<\/font><\/td>+23<\/font><\/td>11d6\u00a0(39)<\/font><\/td>36<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>C<\/font><\/td>41d12+451\u00a0(717)<\/font><\/td>47<\/font><\/td>10<\/font><\/td>33<\/font><\/td>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+41\/+75<\/font><\/td>+51<\/font><\/td>+33<\/font><\/td>+22<\/font><\/td>+26<\/font><\/td>12d6\u00a0(40)<\/font><\/td>38<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Scintillating Dragon Abilities by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Speed<\/b><\/font><\/td>Initiative<\/b><\/font><\/td>AC<\/b><\/font><\/td>Special Abilities<\/b><\/font><\/td>Caster
    Level*<\/b><\/font><\/td>
    SR<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>60 ft.<\/font><\/td>+0<\/font><\/td>14 (+4 natural), touch 10, flat-footed 14<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>60 ft.<\/font><\/td>+0<\/font><\/td>16 (-1 size, +7 natural), touch 9, flat-footed 16<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>60 ft.<\/font><\/td>+0<\/font><\/td>19 (-1 size, +10 natural), touch 9, flat-footed 19<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>60 ft.<\/font><\/td>+0<\/font><\/td>22 (-1 size, +13 natural), touch 9, flat-footed 22<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>60 ft.<\/font><\/td>+0<\/font><\/td>24 (\u00c2\u00962 size, +16 natural), touch 8, flat-footed 24<\/font><\/td>DR 5\/magic, scintillating scales<\/font><\/td>\u00c2\u0097<\/font><\/td>19<\/font><\/td><\/tr>
    Adult<\/font><\/td>60 ft.<\/font><\/td>+0<\/font><\/td>27 (\u00c2\u00962 size, +19 natural), touch 8, flat-footed 27<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>21<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>60 ft.<\/font><\/td>+0<\/font><\/td>30 (\u00c2\u00962 size, +22 natural), touch 8, flat-footed 30<\/font><\/td>DR 10\/magic<\/font><\/td>\u00c2\u0097<\/font><\/td>23<\/font><\/td><\/tr>
    Old<\/font><\/td>60 ft.<\/font><\/td>+0<\/font><\/td>31 (\u00c2\u00964 size, +25 natural), touch 6, flat-footed 31<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>25<\/font><\/td><\/tr>
    Very Old<\/font><\/td>60 ft.<\/font><\/td>+0<\/font><\/td>34 (\u00c2\u00964 size, +28 natural), touch 6, flat-footed 34<\/font><\/td>DR 15\/magic<\/font><\/td>\u00c2\u0097<\/font><\/td>26<\/font><\/td><\/tr>
    Ancient<\/font><\/td>60 ft.<\/font><\/td>+0<\/font><\/td>37 (\u00c2\u00964 size, +31 natural), touch 6, flat-footed 37<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>28<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>60 ft.<\/font><\/td>+0<\/font><\/td>40 (\u00c2\u00964 size, +34 natural), touch 6, flat-footed 40<\/font><\/td>DR 20\/magic<\/font><\/td>\u00c2\u0097<\/font><\/td>29<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>60 ft.<\/font><\/td>+0<\/font><\/td>39 (\u00c2\u00968 size, +37 natural), touch 2, flat-footed 39<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>31<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>
    This dragon has a muscular build, with a serpentine neck and a short, thick tail. Its body is covered in luminescent, iridescent scales. Rainbow-hued colors seem to ripple across the surface of the scales in an almost hypnotic manner.<\/i>\r

    Scintillating dragons (Drogas radiatas) belong to a breed of creatures known as landragons. Of some relation to true dragons, landragons also separate into distinct breeds and gain great power and size as they age. They use the same age categories as true dragons. Landragons are bulkier than true dragons, with shorter, thicker tails. They lack the ability to fly and are generally less intelligent than most true dragons. Landragons do not cast spells.\r

    Scintillating dragons are cruel, confident predators that can be found in nearly any land. Within their territories, these landragons view all other creatures as prey. They find humanoids to be a good source of protein, but also consider them a threat to their domains. They will attack humanoids without provocation, and if food grows scare, have been known to attack humanoid settlements. With nearly insatiable appetites, this happens more often than one might think.\r

    Wyrmling scintillating dragons usually remain with their mother for protection, and she will ferociously defend her young.\r

    Combat\r

    A scintillating dragon is a confident combatant, assuming that most adversaries will succumb to its frightful presence or scintillating scales. It is offended when creatures attempt to gang up on it, and will direct its breath weapon toward clustered opponents.\r

    Breath Weapon (Su):<\/b> A scintillating dragon has a single breath weapon, a line that does untyped damage. In addition, a victim that takes hit point damage from the breath weapon takes additional damage on the following two days. One and two days after being damaged by the scintillating dragon's breath weapon, the victim must make a Fortitude save or take 1d3 points of Str damage and 1 point of Con drain per age category of the dragon. Ability damage and drain caused by separate uses of the breath weapon stack.\r

    Scintillating Scales (Su):<\/b> The scales of a scintillating dragon glow softly on their own, which acts to fascinate all creatures. When any creature first comes within range of a scintillating dragon's frightful presence ability, it must also make a Will save or become fascinated by the dragon. If the creature fails the Will save by 5 or more, it becomes panicked by the dragon. A successful save indicates that the creature is immune to that scintillating dragon's scintillating scales for 1 minute. The save DC is Charisma-based.\r

    The fascination effect lasts until the creature has been unable to see the scintillating dragon for one full round. Otherwise, a potential threat allows a new Will save and an obvious threat automatically breaks the fascination. Another character may also break the fascination by using a standard action.\r

    Skills:<\/b> Appraise, Jump, and Survival are considered class skills for scintillating dragons.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #74<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Always neutral","environment":"Any land"},{"name":"Scorched One","type":"Undead","ch":4,"challenge_rating":" 4 \u00a0","id":6418,"reference":"Usergen","full_text":"

    Scorched One <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Fire)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d12\u00a0(45 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 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>Touch +8 melee (1d8 fire plus dehydrating touch)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Touch +8 melee (1d8 fire plus dehydrating touch)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Dehydrating touch, insatiable thirst<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/magic, darkvision 60 ft., immunity to fire and spells with the light descriptor, rejuvenation, spell resistance 7, +4 turn resistance, undead traits, vulnerability to acid and cold, vulnerability to water<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +7, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 21, Con \u00c2\u0097, Int 14, Wis 11, Cha 20 <\/td> <\/tr>
    Skills: <\/strong>Bluff +15, Diplomacy +7, Disguise +15 (+17 acting), Intimidate +7, Listen +10, Search +12, Spot +10, Survival +13 (+15 following tracks)\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (insatiable thirst), Skill Focus (Survival), Track, Weapon Finesse [B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm deserts<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>8-20 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A disheveled wanderer in tattered, weather-beaten garb stumbles through the sand beneath the hot desert sun. As it draws near, it appears extremely dehydrated and emaciated, its skin burnt and cracked.<\/i>\r

    Scorched ones arise from the remains of those who have succumbed to the perils of the desert. They now draw their power from the sun, wandering the deserts seeking out and tormenting the living. They often track caravans for many days, studying the strengths and weaknesses of their prey before the best opportunity arises to strike.\r

    Due to their link to the power of the sun, scorched ones have weaker ties to the Negative Energy Plane than other undead.\r

    A scorched one is 5 to 6 feet tall and weighs 100 to 200 pounds.\r

    Scorched ones speak Common, Ignan, and Infernal in a hoarse, cracked voice.\r

    A scorched one can be created with a create undead<\/i> spell cast by a 15th-level spellcaster.\r

    COMBAT\r

    A scorched one prefers to rely on its potent supernatural and spell-like abilities, wading into melee only as an afterthought.\r

    Dehydrating Touch (Su):<\/b> The scorched one's touch drains moisture from the body of living creatures, dealing 1d6 points of damage. This drain is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage. \r

    Insatiable Thirst (Su):<\/b> Twice per day as a standard action, a scorched one can create an insatiable thirst in one creature within 30 feet. The victim takes 2d6 points of nonlethal damage and becomes fatigued; the nonlethal damage and fatigue cannot be cured until the victim has drunk at least 2 quarts of liquid. In addition, the victim must succeed on a DC 20 Will save or be compelled to search for a liquid to drink. The victim will proceed to drink any liquid not known to be poisonous, including potions; this condition lasts for 10 minutes. This compulsion is a mind-affecting effect. The save DC is Charisma-based.\r

    Rejuvenation (Su):<\/b> In most cases, it\u00c2\u0092s difficult to destroy a scorched one through simple combat: The \u00c2\u0093destroyed\u00c2\u0094 scorched one will reform in 24 hours. Even the most powerful spells are usually only temporary solutions. A scorched one that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + scorched one's HD) against DC 16. The only way to completely destroy a scorched one is total immersion in water. Beheading a scorched one (either with a vorpal<\/i> weapon or decapitation once it has been reduced to 0 hit points) renders it helpless until the next sunrise.\r

    Spell-like Abilities (Sp):<\/b> 2\/day - light, scorching ray<\/i> (2 rays, +8 ranged touch); 1\/day - continual flame, fire seeds<\/i> (acorn grenades only, +8 ranged touch, DC 21), searing light<\/i> (+8 ranged touch). Caster level equals Hit Dice (7th for a typical scorched one). The save DCs are Charisma-based.\r

    Vulnerability to Water (Ex):<\/b> Scorched ones are particularly vulnerable to water, and contact with it (such as reaching 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

    Advanced Scorched Ones<\/b>\r

    A scorched one of 14 or more Hit Dice gains sunbeam<\/i> as an additional spell-like ability, usable once per day. Caster level equals Hit Dice.\r

    Upon reaching 14 Hit Dice, a scorched one's damage reduction improves to 10\/magic.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Polyhedron Magazine #136<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":"Warm deserts"},{"name":"Screaming Devilkin","type":"Magical Beast","ch":2,"challenge_rating":" 02 \u00a0","id":6419,"reference":"Usergen","full_text":"

    SCREAMING DEVILKIN<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Small Magical Beast<\/h2> <\/td> <\/tr>

    Hit Dice: <\/span><\/b>3d10 (16 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+3 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed: <\/span><\/b>5 ft, fly 30 ft (poor)<\/span><\/p> <\/td> <\/tr>

    AC: <\/span><\/b>18 (+1 size, +3 Dex, +4 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks: <\/span><\/b>Tail slap +3 melee<\/span><\/p> <\/td> <\/tr>

    Damage: <\/span><\/b>Tail slap 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>Scream<\/span><\/p> <\/td> <\/tr>

    Saves: <\/span><\/b>Fort +3, Ref +6, Will +1<\/span><\/p> <\/td> <\/tr>

    Abilities: <\/span><\/b>Str 8, Dex 17, Con 10, Int 5, Wis 10, Cha 8<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Hide +10, 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 cold and temperate land and underground<\/span><\/p> <\/td> <\/tr>

    Organization: <\/span><\/b>Solitary or pack (1-4)<\/span><\/p> <\/td> <\/tr>

    Challenge Rating: <\/span><\/b>2<\/span><\/p> <\/td> <\/tr>

    Treasure: <\/span><\/b>Standard<\/span><\/p> <\/td> <\/tr>

    Alignment: <\/span><\/b>Always lawful evil<\/span><\/p> <\/td> <\/tr>

    Advancement: <\/span><\/b>4-7 HD (Small); 8-9 HD (Medium-size)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The screaming devilkin is a small flying monster, akin to the mephit (though the devilkin, as far as sages know, has its origins on the Material Plane). This creature is three feet tall and has a 2 1\/2 foot long, muscular barbed tail. Small, leathery wings sprout from its back. The creature's limbs are disproportionately small and frail, and are virtually useless. It should be noted that despite its appearance and name, the screaming devilkin has no connection with outsiders of any type.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/h1> <\/td> <\/tr>

    A screaming devilkin always attacks and never willingly breaks off a fight, no matter how badly it is losing. Whenever it encounters another creature, it screams until it or the other creature is dead. It attacks in combat with its barbed tail.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Scream (Su):<\/b> The screaming devilkin has a painful howling scream that has debilitating effects on all creatures within 60 feet that hear it screaming. All creatures that do not have their ears well plugged must succeed at a Fortitude save (DC 11) each round or be unable to attack that round. Spellcasters must succeed at a Concentration check (DC 11) each round they attempt to cast a spell. Conversation, or even shouting, is rendered inaudible by this effect. A silence<\/i> spell can protect creatures from the devilkin\u0092s screaming.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Screaming Devilkin first appeared in the 1E FF (1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Magical Beast","alignment":"Always lawful evil","environment":" Any cold and temperate land and underground"},{"name":"Scryxull","type":"Undead","ch":3,"challenge_rating":" 3 \u00a0","id":6420,"reference":"Usergen","full_text":"

    Scryxull <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d12\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 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>+2\/+7<\/td> <\/tr>
    Attack: <\/strong>Bite +2 melee (1d8+1 plus 1d3 Str) or anesthetizing spittle +3 ranged touch<\/td> <\/tr>
    Full Attack: <\/strong>Bite +2 melee (1d8+1 plus 1d3 Str) or anesthetizing spittle +3 ranged touch<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Anesthetic spittle, frightful presence, Strength damage<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +3, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 15, Con -, Int -, Wis 10, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>-<\/td> <\/tr>
    Feats: <\/strong>-<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or slither (2-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Large), 9-12 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This 20-foot-long serpent appears to be covered in dust. As it moves closer, it becomes apparent that the dust is actually a crusty layer of dead skin. Its lifeless eyes are a solid, dull black.<\/i>\r

    A scryxull, or \"zombie snake\", are undead serpents created to guard evil temples, dungeons, or the labs of evil spellcasters.\r

    A scryxull is 15 to 20 feet long and weighs 20 to 30 pounds. All have solid black eyes, which maintain a sheen for up to six months, after which they dry out and become dull. Eventually. the eyes drop out, leaving only hollow sockets.\r

    A spellcaster of 12th or higher level can create a scryxull by casting create undead<\/i> on the corpse of a serpent of at least Large size.\r

    COMBAT\r

    A scryxull attacks anything it can sense, unless otherwise ordered by its master. It has no sense of self-preservation, fighting to its own destruction. A scryxull always attempts to bite first, striking swiftly like a cobra. If injured or otherwise prevented from biting its target, a scryxull spits an oily glob of dust.\r

    Anesthetic Spittle (Su):<\/b> A scryxull can fire a oily glob of paralyzing dust at an opponent as a ranged touch attack. A creature struck by the spittle must make a DC 12 Fortitude save or immediately suffer a -2 penalty to Dexterity and suffer a 20% chance to fail to cast spells with a verbal component, as if deafened. Every round thereafter for the next minute, the victim must make a DC 12 Fortitude save or take a cumulative -2 penalty to Dexterity and a -10ft penalty to move speed. A successful save prevents damage done that round, but does not end the effect. When a creature's Dexterity is reduced to 0, it is considered paralyzed. At the end of the duration of the effect, all penalties are removed. A remove paralysis<\/i> spell or washing the victim in holy water (as a standard action) removes the effect. The save DC is Charisma-based.\r

    Frightful Presence (Su):<\/b> When a scryxull attacks, it exudes an aura of fear to a radius of 30 feet. All creatures in this area must make a DC 12 Will save or be shaken for 4d6 rounds. Creatures with fewer than 2 HD are panicked instead of shaken if they fail this save. A creature that succeeds on this save is immune to that scryxull's frightful presence for 24 hours. The save DC is Charisma-based.<\/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":"Undead","alignment":"Always neutral","environment":"Any"},{"name":"Scum Creeper","type":"Vermin","ch":15,"challenge_rating":" 1\/5 \u00a0","id":6421,"reference":"Usergen","full_text":"

    Scum Creeper <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Vermin \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8\u00a0(4 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), climb 10 ft., swim 10 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 12 (+2 size), touch 12, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/+2<\/td> <\/tr>
    Attack: <\/strong>Bite +2 melee (1)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +2 melee (1)<\/td> <\/tr>
    Space\/Reach: <\/strong>2\u00c2\u00bd ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Attach, facehugging, gnaw<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 10 ft., blind, salt vulnerability, scent, wallcrawling<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +0, Will -1 <\/td> <\/tr>
    Abilities: <\/strong>Str 6, Dex 10, Con 11, Int \u00c2\u0097, Wis 8, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Climb +8, Hide +12, Swim +8<\/td> <\/tr>
    Feats: <\/strong>Weapon FinesseB<\/sup><\/small><\/b><\/small><\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm marsh or underground<\/td> <\/tr>
    Organization: <\/strong>Colony (2-4) or swarm (6-11)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2-3 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This small, sluglike creature has a fat, slimy gray body with a pale yellow head and sickly white underbelly. A cluster of cilia tops its head, with a small, horn-lined mouth on the lower portion of its head.<\/i>\r

    Scum creepers are small, slug-like things which inhabit subterranean places or dismal swamps where there is little light. They feed upon plant growth and anything else which their small mouths are able to devour. This includes rotting cloth, wood, or flesh. A scum creeper can move freely upon walls or ceilings due to its myriad tiny hooked legs and its suctioning underbelly segments. The scum creeper\u00c2\u0092s small, sucker-like mouth has very sharp shearing plates of hornlike substance.\r

    A typical scum creeper is about a foot long, 6 inches in diameter, and weighs between 1 and 2 pounds.\r

    COMBAT<\/b>\r

    Scum creepers prefer to drop upon unsuspecting prey, latching on and gnawing with the shearing plates within their maws. Scum creepers occasionally land on a victim's face, effectively blinding their prey until removed.\r

    Attach (Ex)<\/b>: If a scum creeper hits with a bite attack, it uses its myriad legs and suckers to latch onto the opponent's body and begins to use its gnaw attack (see below), if its bite attack scores a critical hit it also uses its facehugging attack (see below). An attached scum creeper is effectively grappling its prey and gets a +12 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

    An attached scum creeper can be struck with a weapon or grappled itself. To remove an attached scum creeper through grappling, the opponent must achieve a pin against the scum creeper.\r

    Blind (Ex)<\/b>: Scum creepers are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.\r

    Facehugging (Ex)<\/b>: Scum creepers instinctively aim for their victim's face. If it confirms a critical hit with its bite, it attaches itself over its opponent's face. The opponent is blinded as long as the scum creeper remains attached.\r

    Gnaw (Ex)<\/b>: A scum creeper automatically does 1 point of damage in any round when it begins its turn attached to a victim.\r

    Salt Vulnerability (Ex)<\/b>: A handful or more of salt deals 1d4+1 points of damage to a scum creeper on contact and causes it to detach itself from its victim.\r

    Wallcrawling (Ex)<\/b>: A scum creeper 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> A scum creeper has a +4 racial bonus on Hide checks and a +8 racial bonus on Climb and Swim checks. A scum creeper can always choose to take 10 on Climb and Swim checks, even if rushed or threatened. A scum creeper uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. It can use the run action while swimming, provided it swims in a straight line.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Monster Manual II<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Warm marsh or underground"},{"name":"Scythetail","type":"Magical Beast","ch":3,"challenge_rating":" 03 \u00a0","id":6422,"reference":"Usergen","full_text":"

    Scythetail <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d10+4\u00a0(15 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 30 ft<\/td> <\/tr>
    AC:<\/strong> 15 (+1 Dex, +4 natural)<\/td> <\/tr>
    Attacks:<\/strong>Tail slash +5 melee, bite +3 melee<\/td> <\/tr>
    Damage: <\/strong>Tail 2d4+3, bite 1d4+1<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Tail, Improved grab, rake 1d4+1, trip<\/td> <\/tr>
    Special Qualities: <\/strong>Barbs, poison resistance<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 13, Con 15, Int 6, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide +6, Listen +5, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Cold mountains, hills, and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or band (1-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>03<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Medium-Size); 5-6 HD (Large)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The scythetail is a mammalian predator with a lizard-like appearance. This solitary hunter can live on berries and lichens, but it is a carnivore by nature, and will sometimes hunt in bands to attack formidable prey. The scythetail will wander far in search of food, never keeping a set lair for long. They stalk prey carefully, learning its habits very quickly. Females raise the scythetail young in an insolated cavern, though most die in their early stages.\r

    The scythetail gains its name from its bony tail that looks and moves like a scythe. This tail has a barbed end to its shaft that can impale a victim. The jaws of a scythetail are as strong as a snapping turtle. Its hide is gray, and covered in studded horns, and a row of spikes run down its back. The scythetail is a quadruped, but it capable of walking on its hind legs.\r

    COMBAT<\/b>\r
    Scythetails are quick in combat, and prefer to dart about and slash with its tail rather than close ranks. If its prey is helpless or weakened, it will try to stab with its tail to finish them off with its rake attack.\r

    Scythetails are daring creatures, capable of great cunning, and will follow prey tirelessly for days while waiting for an advantage with which to strike. They like to use hit and run tactics, attacking repeatedly to disorient prey and prevent them from returning the attack.\r

    Tail (Ex)<\/b>: The sharp tail of the scythetail can be used to slash (as above) or to stab, for 1d4+1 points of piercing damage. This tail has an AC of 17, and takes 9 hit points of damage to sever. It will regrow at a rate of 1 hit point per day of rest, in addition to normal healing on the rest of its body. A severed tail can be used as a weapon, but not a farming implement.\r

    Improved Grab (Ex)<\/b>: To use this ability, the scythetail must hit with its tail stab attack. If it gets a hold, it can rake.\r

    Rake (Ex)<\/b>: A scythetail that gets a hold can make four rake attacks (+5 melee) with its claws for 1d4+1 damage each.\r

    Trip (Sp)<\/b>: When a scythetail touches a long object (such as a rope, vine, or tree branch), it imbues that object with the ability to trip opponents for that day. At will, the scythetail may cause this object to rise slightly off the ground to trip any creatures passing by once per round, up to three times per day. Any creatures moving past this object will be subject a normal trip attack. Running creatures are also subject to a trip attack, and suffer 1d6 points of damage in addition to being stunned for 1d4 rounds. Creatures of Huge size or larger are immune to this attack.\r

    Barbs (Ex)<\/b>: The razor-sharp barbs on a scythetail's back cause 1d4 points of damage per round to any creature grappling it or attacking it from behind.\r

    Poison Resistance (Ex)<\/b>: Scythetails receive a +2 bonus to all saving throws versus poison.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in DRAGON Magazine #140 (December 1988, Ed Greenwood).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":">Cold mountains, hills, and plains"},{"name":"Scythetail","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6423,"reference":"Usergen","full_text":"

    Scythetail <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d10+4\u00a0(15 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+1 Dex, +4 natural), touch 11, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+5<\/td> <\/tr>
    Attack: <\/strong>Tail slash +5 melee (2d4+3\/x4)<\/td> <\/tr>
    Full Attack: <\/strong>Tail slash +5 melee (2d4+3\/x4) and bite +2 melee (1d4+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, rake 1d4+1, tail scythe, trip <\/td> <\/tr>
    Special Qualities: <\/strong>Barbed defense, darkvision 60 ft., low-light vision, resistance to poison, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 13, Con 15, Int 6, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Listen +3, Spot +4, Survival +1*<\/td> <\/tr>
    Feats: <\/strong>Multiattack [B], Spring Attack [B], Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold mountains, hills, and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or band (2-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/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 large, lizardlike creature has turtlelike jaws and a bony tail ending in a scythelike blade. Its gray hide is covered with studded horns, and a row of spikes run down its back.<\/i>\r

    The scythetail is a mammalian predator with a lizard-like appearance. This solitary hunter can live on berries and lichens, but it is a carnivore by nature, and will sometimes hunt in bands to attack formidable prey. The scythetail will wander far in search of food, never keeping a set lair for long. They stalk prey carefully, learning its habits very quickly. Females raise the scythetail young in an isolated cavern, though most die in their early stages.\r

    A scythetail is about 7 feet long, 3 feet of which is tail. It weighs 200 pounds. Although quadrupedal, it is capable of walking on its hind legs.\r

    Scythetails cannot speak or understand any languages.\r

    COMBAT<\/b>\r
    A scythetail is quick in combat, preferring to dart about and slash with its tail rather than close ranks. If its prey is helpless or weakened, it will try to finish them off with bite and rake attacks.\r

    Scythetails are daring creatures, capable of great cunning, and will follow prey tirelessly for days while waiting for an advantage with which to strike. They like to use hit and run tactics, attacking repeatedly to disorient prey and prevent them from returning the attack.\r

    Barbed Defense (Su):<\/b> Any creature striking a scythetail with handheld weapons or natural weapons takes 1d4 points of piercing and slashing damage from the creature's razor-sharp barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.\r

    Improved Grab (Ex):<\/b> To use this ability, a scythetail 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

    Rake (Ex):<\/b> Attack bonus +5 melee, damage 1d4+1.\r

    Resistance to Poison (Ex):<\/b> Scythetails receive a +2 racial bonus on saving throws versus poison.\r

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097trip<\/i> (DC 11; new spell, see below). Caster level 2nd. The save DCs are Charisma-based.\r

    Tail Scythe (Ex):<\/b> A scythetail's tail ends in a razor sharp length of bone like the blade of a scythe. This tail scythe does 2d4 points of piercing and slashing damage with a \u00c3\u00974 critical multiplier. It can be used to make trip attacks without provoking an attack of opportunity, just like a normal scythe, except the scythetail cannot \"drop its weapon\" to avoid being tripped if it fails a trip attempt. An opponent can attack a scythetail's tail with a sunder attempt as if it were a weapon, the tail has AC 17 and 9 hit points (18 hit points for a Large scythetail). A scythetail can regrow a severed tail in 9 days. The severed tail can be used as a weapon, but not a farming implement.\r

    Skills:<\/b> Scythetails have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. *They also have a +4 racial bonus on Survival checks when tracking by scent.\r

    New Spell<\/b>\r
    Trip<\/b>\r
    Transmutation\r
    Level: Drd 2, Plant 2, Rgr 2\r
    Components: V, S, DF\r
    Casting Time: 1 standard action\r
    Range: Touch\r
    Target: Object touched\r
    Duration: 10 min.\/level (D)\r
    Saving Throw: Fortitude partial; see text\r
    Spell Resistance: Yes (harmless)\r

    The caster touches a long object (such as a rope, vine, or tree branch) and imbues it with the ability to trip opponents for that day. For the duration of the spell, any creatures moving past this object are subject a normal trip attack (trip modifier equals caster level). Running creatures are also subject to a trip attack, and suffer 1d6 points of damage in addition to being stunned for 1d4 rounds (Fortitude negates the stunning). Creatures of Huge size or larger are immune to this attack. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #140<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Cold mountains, hills, and plains"},{"name":"Sea Anemone, Giant","type":"Animal","ch":6,"challenge_rating":" 6 \u00a0","id":6424,"reference":"Usergen","full_text":"

    Sea Anemone, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8+14\u00a0(45 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> Swim 5 ft. (1 square)<\/td> <\/tr>
    Armor Class: <\/strong> 10 (-1 size, -1 Dex, +2 natural), touch 8, flat-footed 10<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+10<\/td> <\/tr>
    Attack: <\/strong>Tentacle +5 melee (1d3+1 plus poison)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>100 tentacles +5 melee (1d3+1 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft. (30 ft. with tentacle)<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, poison, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsense 30 ft., low-light vision\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +3, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 9, Con 15, Int 1, Wis 8, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Swim +9<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (poison)[B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or colony (50\u00c2\u0096200)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>8-14 HD (Large); 15-21 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This flowerlike creature has a vibrant purple cylindrical body, about 8 feet in diameter. Nearly a hundred brilliant red tentacles surround a slitlike mouth.<\/i>\r

    The giant sea anemone is essentially a larger and far more dangerous version of its smaller relative. The larger of the two creatures lives in a variety of ocean depths; At depths greater than 50 feet, however, the giant sea anemone is encountered singly. In tidal pools and secluded shorelines, smaller varieties live in colonies numbering from 50-200.\r

    The creature's mouth is nearly 6 feet across and is centered between its tentacles. Most creatures of this species have 100 tentacles, with a rare few having more or less than this amount.\r

    Tentacle color combinations include, but are not limited to purple and red, yellow and pink, blue and gray, green and brown. \r

    An average giant sea anemone is about 8 feet in diameter. \r

    Giant sea anemones do not speak.\r

    Combat\r

    Although it possesses 100 tentacles, a giant sea anenome can only use only three tentacles at once against a Small or Medium opponent. Against larger foes, it can use three additional tentacles for each size category larger than Medium. Against a Tiny or smaller opponent, the creature can use only one tentacle. It can use a maximum of three tentacles against all foes in any single 5-foot square.\r

    An opponent can attack a giant sea anemone's tentacles with a sunder attempt as if they were weapons. A giant sea anemone's tentacles have 4 hit points each. If a giant sea anemone 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 sea anemone's tentacles deals 2 points of damage to the creature. A giant sea anemone usually withdraws from combat if it loses 25% of its tentacles (usually 25). The creature regrows severed limbs in 1d3 days.\r

    Improved Grab (Ex):<\/b> To use this ability, a giant sea anemone 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 attaches the tentacle to the opponent's body.\r

    If a giant sea anemone begins its turn with at least one tentacle attached, it can try to attach two additional tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the giant sea anemone gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.\r

    Once the giant sea anemone has wrapped three tentacles around the character, the creature attempts to swallow the victim whole.\r

    Poison (Ex):<\/b> Injury (tentacle), Fortitude DC 17, initial damage 1d6 Strength and 1d6 Dexterity, secondary damage 1d6 Strength and 1d6 Dexterity. The save DC is Constitution-based.\r

    Swallow Whole (Ex):<\/b> A giant sea anemone that begins its turn with three tentacles attached can try to swallow an opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d6 points of crushing damage plus 1d3 points of acid damage per round from the anenome's digestive tract. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the digestive tract (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Large giant sea anemone's digestive tract can hold 1 Medium, 4 Small, 16 Tiny, 32 Diminutive, or 128 Fine or smaller opponents.\r

    Skills:<\/b> A giant sea anemone 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>
    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":"Any aquatic"},{"name":"Sea Bonze","type":"Undead","ch":6,"challenge_rating":" 6 \u00a0","id":6425,"reference":"Usergen","full_text":"

    Sea Bonze <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d12\u00a0(39 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+2 Dex, +2 Wis, +1 monk, +3 natural),, touch 15, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+6<\/td> <\/tr>
    Attack: <\/strong>Unarmed strike +7 melee (1d8+2)<\/td> <\/tr>
    Full Attack: <\/strong>Unarmed strike +7 melee (1d8+2) or flurry of blows +5\/+5 melee (1d8+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Beguiling breath, flurry of blows<\/td> <\/tr>
    Special Qualities: <\/strong>AC bonus, darkvision 60 ft., evasion, Ki strike (magic), monklike, +4 turn resistance, undead traits, wholeness of body (20 points)<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +7, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 14, Con \u00c2\u0097, Int 10, Wis 15, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Balance +4, Escape Artist +8, Hide +8, Jump +4, Listen +8, Move Silently +8, Spot +8, Swim +10, Tumble +8, Use Rope +2 (+4 bindings)\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (beguiling breath), Combat Reflexes, Improved Disarm, Improved Grapple, Improved Unarmed Strike (B), Stunning Fist, Weapon Focus (unarmed strike) <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary, cloister (2\u00c2\u00966), or abbey (4-12 plus one sea abbot)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>By character class (usually as monk)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This man is garbed in a simple robe and sash. His skin and shaven head appear healthy, but his lips and eye sockets are pallid white.<\/i>\r

    Sea bonze are the remains of monks that died of drowning. These creatures now lurk in undersea lairs, charming seafarers to their deaths with beguiling breath. They are anthropophagus, feeding on their charmed victims with unceasing hunger.\r

    Sea bonze are 5 to 6 feet tall and weigh 150 to 200 pounds. \r

    Sea bonze speak any languages they spoke in life (usually Common).\r

    COMBAT\r

    A sea bonze uses its beguiling breath to lure victims to its lair, then slaughters its prey with marial arts.\r

    Beguiling Breath (Su):<\/b> Three times a day, a sea bonze can breathe a 20-foot cone of hypnotic gas. All creatures within the area must succeed on a DC 17 Will save or become beguiled. This is a mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same sea bonze\u00c2\u0092s breath for 24 hours. The save DC is Charisma-based.\r

    A beguiled victim dives towards the sea bonze's lair, taking the most direct route available. The creature gets a second saving throw if the path leads into a danger (through a shark feeding frenzy, a bed of venomous corals and the like), which means the victim gets a second saving throw if (when) they run out of air. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) Once they reach the sea bonze's lair, the victim stands there and offers no resistance to the monster\u00c2\u0092s attacks. The effect normally lasts 10 minutes, but ends immediately if the sea bonze dies or releases its victim.\r

    Multiple applications of beguiling breath stack their durations rather than the most recent superceding the previous application. Thus, a victim who failed their saving throw against two beguiling breaths would be beguiled for 20 minutes.\r

    Monklike (Ex):<\/b> A sea bonze possesses the AC bonus, base attack bonus, base saving throw bonuses, flurry of blows, ki strike, and unarmed strike damage of a 6th-level monk. A sea bonze that later takes monk levels adds its inherent monklike abilities to those of a true monk. Thus, a 4th-level sea bonze monk possesses the AC bonus, base attack bonus, base saving throw bonuses, flurry of blows, ki strike, and unarmed strike damage of a 10th-level monk.\r

    Skills:<\/b> A sea bonze has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. \r

    Sea Abbots<\/b>\r
    Sea abbots were more powerful monks in life, and often seek to recreate monastic orders of sea bonze in undeath. Most sea abbots are monks of at least 10th-level.\r

    Sea Abbot<\/b>\r
    Medium Undead (Aquatic)\r
    Hit Dice: 16d12 (104 hp)\r
    Initiative: +3\r
    Speed: 60 ft. (12 squares), swim 60 ft.\r
    Armor Class: 21 (+3 Dex, +3 Wis, +2 monk, +3 natural), touch 18, flat-footed 18\r
    Base Attack\/Grapple: +12\/+14\r
    Attack: Unarmed strike +15 melee (3d6+2)\r
    Full Attack: Unarmed strike +15\/+10\/+5 melee (3d6+2) or flurry of blows +15\/+15\/+15\/+10\/+5 melee (3d6+2)\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Beguiling breath (DC 22), greater flurry of blows\r
    Special Qualities: AC bonus, darkvision 60 ft., fast movement +30 ft., improved evasion, Ki strike (adamantine, lawful, magic), monklike, slow fall 50 ft., +4 turn resistance, undead traits\r
    Saves: Fort +12, Ref +17, Will +16\r
    Abilities: Str 14, Dex 16, Con \u00c2\u0097, Int 10, Wis 16, Cha 15\r
    Skills: Balance +10, Escape Artist +9, Hide +16, Jump +16, Listen +16, Move Silently +16, Spot +16, Swim +10, Tumble +16, Use Rope +3 (+5 bindings)\r
    Feats: Ability Focus (beguiling breath), Combat Reflexes, Deflect Arrows, Improved Disarm, Improved Grapple, Improved Natural Attack (unarmed strike), Improved Unarmed Strike (B), Lightning Reflexes, Stunning Fist, Weapon Focus (unarmed strike)\r
    Environment: Any aquatic\r
    Organization: Abbey (1 plus 4-12 sea bonze)\r
    Challenge Rating: 16\r
    Treasure: Standard\r
    Alignment: Always lawful evil\r
    Advancement: By character class (usually as monk)\r
    Level Adjustment: \u00c2\u0097<\/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 lawful evil","environment":"Any aquatic"},{"name":"Sea Hermit","type":"Magical Beast","ch":12,"challenge_rating":" 12 \u00a0","id":6426,"reference":"Usergen","full_text":"

    Sea Hermit <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Gargantuan\u00a0Magical Beast \t\t\t(Aquatic, Shapechanger)\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), swim 30 ft<\/td> <\/tr>
    Armor Class: <\/strong> 20 (-4 size, -1 Dex, +15 natural), touch 5, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+33<\/td> <\/tr>
    Attack: <\/strong>Pincer +18 melee (2d8+11\/18-20\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>2 pincers +18 melee (2d8+11\/18-20\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft\/15 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented criticals, spells<\/td> <\/tr>
    Special Qualities: <\/strong>Acquire skills, alternate form, amphibious, blindsense 60 ft, darkvision 60 ft, low-light vision, spell resistance 23, tremorsense 60 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +6, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 32, Dex 9, Con 17, Int 18, Wis 19, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Bluff +17, Concentration +12, Craft (any one) +9, Diplomacy +15, Disguise +13 (+15 acting), Intimidate +6, Knowledge (arcana) +13, Listen +10, Sense Motive +9, Spellcraft +15, Spot +10, Swim +19<\/td> <\/tr>
    Feats: <\/strong>Empower Spell, Eschew Material Components, Maximize Spell, Weapon Focus (pincer)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>11-20 HD (Gargantuan); 21-30 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This gigantic hermit grab has a set of large arms ending in huge pincers. Its black eyes are on retractable stalks, and it has two pairs of large feelers. Its horny carapace is dark red, and it pulls itself along on six skinny legs.<\/i>\r

    The legendary sea hermit is a very dangerous creature of the ocean depths. A sea hermit has the ability to disguise itself as a land-dwelling creature to fool its unwary prey. Since humanoids are its usual prey, a sea hermit usually takes humanoid form, waiting on a deserted beach or other coastal area, leaving its magnificent shell in plain view. A sea hermit will pass itself off as a lonely, benevolent recluse that has made its home in the shell and happily offers traveling visitors shelter therein. In actuality, the large shell really is the creature's natural home, and will not wander far from it for fear of losing it.\r

    A sea hermit is a powerful being from a deep, undersea kingdom, on a mission to study the surface world. It is something of a sage, extracting the memories of surface creatures through arcane rituals. Not only does it gain information about surface dwellers, the sea hermit can take spells and skills from its victims as well. The evil sea hermit uses what methods are available to collect its samples; it has no qualms about deceiving creatures and killing them to learn what it needs.\r

    A sea hermit's feelers allow it to sense heat, motion, and sound.\r

    A sea hermit can speak Aquan and Common, and can learn to speak any language of land-based creatures using its ability to acquire skills.\r

    A sea hermit is 10 feet wide and almost 40 feet long without its shell, and weighs 30 tons.\r

    COMBAT<\/b>\r
    A sea hermit will rarely attack when not in crab form. Sometimes, it might attack sleeping victims that it has lured into its shell, if it feels they might be too hard to deal with. A sea hermit can only choose forms of intelligent creatures that it has had a chance to study.\r

    If attacked, a sea hermit will revert to its natural form and make use of its full compliment of spells that it has stolen from other creatures. A sea hermit prefers to take victims alive, though it can always extract what it needs from dead creatures. If a sea hermit is in crab form and has trapped hostile creatures within its shell, the sea hermit will dive in the water and break its seals long enough to fill the lower spiral of its shell and drown them as it swims and sinks to the bottom.\r

    Augmented Critical (Ex)<\/b>: A sea hermit's claws threaten a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.\r

    Spells<\/b>: A sea hermit casts spells as a 16th-level sorcerer. A sea hermit does not possess a typical list of spells known like most sorcerers, nor does it gain new known spells automatically. A sea hermit learns new spells by taking them from the minds of its victims. A victim must be alive, or dead for no more than 1 week for a sea hermit to be able to extract what it needs. For every 8 hours spent studying a victim, a sea hermit permanently gains a new spell from any spell list possessed by the victim (up to the maximum level it can cast) by making a successful Spellcraft check (DC equals 15 + spell level). Failure indicates that it cannot learn that spell. If successful, the sea hermit adds the spell to its list of spells known. All spells cast in this manner are treated as arcane spells.\r

    Typical Sorcerer Spells Known<\/i> (6\/7\/7\/7\/7\/6\/6\/5\/3; save DC 14 + spell level): 0 - daze<\/i>, detect magic<\/i>, inflict minor wounds<\/i>, lullaby<\/i>, mage hand<\/i>; 1st - bane<\/i>, entangle<\/i>, mage armor<\/i>, magic missile<\/i>, shield<\/i>; 2nd - bear's endurance<\/i>, eagle's splendor<\/i>, mirror image<\/i>, misdirection<\/i>, shatter<\/i>, undetectable alignment<\/i>; 3rd - cure serious wounds<\/i>, diminish plants<\/i>, fly<\/i>, glibness<\/i>, haste<\/i>, lightning bolt<\/i>, plant growth<\/i>; 4th - divine power<\/i>, greater invisibility<\/i>, scrying<\/i>; 5th - flame strike<\/i>, hold monster<\/i>, mirage arcana<\/i>, song of discord<\/i>, spell resistance<\/i>; 6th - blade barrier<\/i>, greater dispel magic<\/i>, true seeing<\/i>; 7th - animate plants<\/i>, control weather<\/i>, greater teleport<\/i>, prismatic spray<\/i>; 8th - control plants<\/i>, horrid wilting<\/i>, unholy aura<\/i>.\r

    Acquire Skills (Ex)<\/b>: A sea hermit can acquire skills known by a creature it has studied. A victim must be alive, or dead for no more than 1 week for a sea hermit to be able to extract what it needs. For every 8 hours spent studying a victim (or 24 hours for a dead victim), a sea hermit permanently gains all of the creature's ranks in a single skill (but not racial or ability score bonuses to the skill modifier) though it cannot exceed the maximum ranks that the sea hermit's Hit Dice would normally allow. This skill becomes a class skill for the sea hermit, 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. While acquiring a skill, the sea hermit must refrain from movement, combat, spellcasting, skill use, or any other fairly demanding physical or mental task during the rest period. If interrupted, each interruption adds 1 hour to the total amount of time needed to acquire a skill.\r

    Alternate Form (Su)<\/b>: A sea hermit can assume any form of Large size or smaller as a standard action. This ability functions as a polymorph<\/i> spell cast on itself (caster level 15th), except that the sea hermit does not regain hit points for changing form. A sea hermit can remain in its alternate form until it chooses to assume a new one or return to its natural form.\r

    Amphibious (Ex)<\/b>: Although sea hermits are aquatic, they can survive indefinitely on land.\r

    Skills<\/b>: A sea hermit has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.\r


    SEA HERMIT LAIR<\/b>\r
    A sea hermit's home is its gigantic, majestic shell. This squat, conical structure is roughly 20 feet in diameter at its base (60 feet in circumference), and rises up in a spiral 30 feet high. The exterior of the shell is usually white with deep blue and red markings. The shell is one foot thick, with a hardness of 6 and 12 hp per inch of thickness.\r

    The interior is no less impressive. The first 40 feet of the shell, as it wraps around the first curve, is where the sea hermit in its natural form fits. Past this, the shell has been reshaped to form archways, stairs, and rooms, including a laboratory and cells for prisoners. A few secret doors may be installed, perhaps some ending in traps for overcurious guests; those often involve spring-loaded tridents tipped with the poison of an exotic fish. In some areas, the overlapping spirals bend some of the ceilings, making the overall architecture lack the hard edges and corners to which most races are accustomed. In areas of sharp upward slope, the sea hermit has formed a polished stairway from the shell's glossy mother-of-pearl interior. The effect is quite beautiful.\r

    When posing as a humanoid, a sea hermit will decorate the lower portion of its shell to add to the camouflage. It clutters the area with driftwoods and minor implements, to suggest a craft workshop or junk storage area and avoid suspicion.\r

    If a sea hermit is killed, its shell can make an excellent shelter and even a small base of operations for an enterprising party. One persistent rumor even suggests that a wizard has transformed one of these great shells into something like a Daern's instant fortress<\/i>.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1996 Wizards of the Coast, Inc.
    Originally found in Red Steel Monstrous Compendium Online (1996, Loren L. Coleman and Ted James Thomas Zuvich) and Monstrous Compendium Annual Four (1998).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually neutral evil","environment":"Any aquatic"},{"name":"Sea Wyrm, Greater","type":"Dragon","ch":10,"challenge_rating":" 10 \u00a0","id":6427,"reference":"Usergen","full_text":"

    Sea Wyrm, Greater <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Dragon \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 14d12+98\u00a0(189 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), swim 50 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 19 (-2 size, +2 Dex, +9 natural), touch 10, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+14\/+29<\/td> <\/tr>
    Attack: <\/strong>Bite +19 melee (3d6+10)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +19 melee (3d6+10)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft. (15 ft. with bite)<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, constrict 3d8+7, constrict ship, improved grab, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Amphibious, darkvision 60 ft., immunity to magic sleep effects and paralysis, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +16, Ref +13, Will +12 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 14, Con 24, Int 7, Wis 16, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Climb +19, Listen +19, Spot +19, Survival +12, Swim +26<\/td> <\/tr>
    Feats: <\/strong>Cleave, Combat Reflexes, Improved Initiative, Lightning Reflexes, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary, mated pair, or family (mated pair plus hatchling)<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>15-28 HD (Huge); 29-42 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The serpentine creature racing through the water looks like a legless, wingless dragon. Its manner is serene and majestic.<\/i>\r

    Sea wyrms are lesser dragons found in tropical and subtropical seas. They are often mistaken for sea serpents. Lesser sea wyrms are the adolescent members of the species, eventually growing into greater sea wyrms upon reaching adulthood (at 11 HD).\r

    Sea wyrms make their lairs in caves beneath the surface or in remote areas of islands. Fully amphibious, they are just as likely to be found on land as they are underwater. They mate for life, and always produce a single egg which both parents fervently guard. Hatchlings remain with their parents until able to forage for themselves, then seek out a lair of their own.\r

    The diet of sea wyrms includes just about any edible food, but they prefer fish and fruit, even going so far as to slither around a fruit tree to reach the tasty morsels.\r

    Hatchling sea wyrms can be raised as loyal and affectionate pets by aquatic races, and will fight to the death to protect their companions. Traders also raise sea wyrms to accompany and protect their ships. Sea wyrm skins fetch 1,000 to 3,000 gp on the open market.\r

    A greater sea wyrm is 16 or more feet long and weighs at least 10,000 pounds. \r

    Sea wyrms speak Draconic.\r

    COMBAT\r

    Although generally non-agressive, sea wyrms are highly territorial, claiming a two-mile radius around their lairs, and will attack ships that venture within their domains.\r

    Breath Weapon (Su):<\/b> 50-foot cone of sleep gas, once every 1d4 rounds, Creatures within the cone must succeed on a DC 24 Will save or fall asleep, regardless of HD, for 1d6+8 rounds; effective both on the surface and underwater. The save DC is Constitution-based.\r

    Constrict (Ex):<\/b> On a successful grapple check, a greater sea wyrm deals 3d8+7 points of damage.\r

    Constrict Ship (Ex):<\/b> A greater sea wyrm can wrap its serpentine body around all but the largest ships and crush them or drag them below the waves automatically. This can be done to a rowboat (1 round), keelboats (5 rounds), or longship (10 rounds). Sailing ships, warships, and galleys are too large for a greater sea wyrm to affect in this way.\r

    Improved Grab (Ex):<\/b> To use this ability, a sea wyrm 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 the opponent or swallow the opponent in the following round.\r

    Swallow Whole (Ex):<\/b> A greater sea wyrm can try to swallow a grabbed opponent up to two sizes smaller than itself by making a successful grapple check. A swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the wyrm's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.\r

    A Huge sea wyrm's gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.\r

    Skills:<\/b> A sea wyrm 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

    Feats:<\/b> A greater sea wyrm that swallows an opponent can use its Cleave feat to bite and grab another opponent.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Annual Two<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Usually chaotic neutral","environment":"Temperate and warm aquatic"},{"name":"Sea Wyrm, Lesser","type":"Dragon","ch":7,"challenge_rating":" 7 \u00a0","id":6428,"reference":"Usergen","full_text":"

    Sea Wyrm, Lesser <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Dragon \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d12+50\u00a0(115 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), swim 50 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+19<\/td> <\/tr>
    Attack: <\/strong>Bite +14 melee (2d6+7)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +14 melee (2d6+7)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft. (10 ft. with bite)<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 2d8+5, constrict ship, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Amphibious, darkvision 60 ft., immunity to magic sleep effects and paralysis, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +13, Ref +11, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 14, Con 20, Int 7, Wis 16, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Climb +15, Listen +15, Spot +15, Survival +10, Swim +24\r
    <\/td> <\/tr>
    Feats: <\/strong>Combat Reflexes, Improved Initiative, Lightning Reflexes, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary, mated pair, or family (mated pair plus hatchling)<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>11-13 HD (Large) and see text<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The serpentine creature racing through the water looks like a legless, wingless dragon. Its manner is serene and majestic.<\/i>\r

    Sea wyrms are lesser dragons found in tropical and subtropical seas. They are often mistaken for sea serpents. Lesser sea wyrms are the adolescent members of the species, eventually growing into greater sea wyrms upon reaching adulthood (at 14 HD).\r

    Sea wyrms make their lairs in caves beneath the surface or in remote areas of islands. Fully amphibious, they are just as likely to be found on land as they are underwater. They mate for life, and always produce a single egg which both parents fervently guard. Hatchlings remain with their parents until able to forage for themselves, then seek out a lair of their own.\r

    The diet of sea wyrms includes just about any edible food, but they prefer fish and fruit, even going so far as to slither around a fruit tree to reach the tasty morsels.\r

    Hatchling sea wyrms can be raised as loyal and affectionate pets by aquatic races, and will fight to the death to protect their companions. Traders also raise sea wyrms to accompany and protect their ships. Sea wyrm skins fetch 1,000 to 3,000 gp on the open market.\r

    A lesser sea wyrm is 12 or more feet long and weighs at least 4,000 pounds. \r

    Sea wyrms speak Draconic.\r

    COMBAT\r

    Although generally non-agressive, sea wyrms are highly territorial, claiming a two-mile radius around their lairs, and will attack ships that venture within their domains.\r

    Constrict (Ex):<\/b> On a successful grapple check, a lesser sea wyrm deals 2d8+5 points of damage.\r

    Constrict Ship (Ex):<\/b> A lesser sea wyrm can wrap its serpentine body around smaller boats and crush them or drag them below the waves automatically. This can be done to a rowboat in 3 rounds. Other seafaring vessels are too large for a lesser sea wyrm to affect in this way. \r

    Improved Grab (Ex):<\/b> To use this ability, a sea wyrm 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> A sea wyrm 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 Monstrous Compendium Annual Two<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Usually chaotic neutral","environment":"Temperate and warm aquatic"},{"name":"Segarran, Lesser","type":"Monstrous Humanoid","ch":4,"challenge_rating":" 4 \u00a0","id":6429,"reference":"Usergen","full_text":"

    Segarran, Lesser <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Monstrous Humanoid \t\t\t(Reptilian)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+25\u00a0(27 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), swim 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 19 (+9 natural), touch 10, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+9<\/td> <\/tr>
    Attack: <\/strong>Glaive +9 melee (1d10+4\/x3) or bite +9 melee (2d8+4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Glaive +9 melee (1d10+4\/x3) and bite +4 melee (2d8+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft. (10 ft. w\/glaive)<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., hold breath, spell resistance 6<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +4, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 11, Con 21, Int 10, Wis 12, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Listen +7, Spot +7, Swim +16<\/td> <\/tr>
    Feats: <\/strong>Cleave, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or cadre (2-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/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 stocky, muscular humanoid possesses a head and tail of a crocodile. It wields a wicked glaive.<\/i>\r

    Segarrans are servants of the ancient, evil goddess Ragarra, queen of the jungle, typhoons, and revenge. They are formed from either humanoid followers who undergo a divine transformation, or from infant crocodiles by priestesses of Ragarra.\r

    At the height of Ragarra's power, lesser segarrans could assume human form and freely interlope among humanoids. As open worship of Ragarra is no longer commonplace, her power has waned, and the lesser segarans have lost their ability to take human form.\r

    Lesser segarrans are most often found as defenders of Ragarra's few remaining shrines. They occasionally mingle within humanoid society, but only outdoors at night, where they can disguise their monstrous features.\r

    Voracious carnivores, lesser segarrans hunt animals and devour the remains of their enemies.\r

    A lesser segarran stands 6 feet tall and weighs 200 pounds. \r

    Lesser segarrans speak Common and Midani.\r

    Combat\r

    Lesser segarrans take advantage of the reach of their halberds while biting at adjacent foes.\r

    Hold Breath (Ex):<\/b> A lesser segarran can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.\r

    Magic Form (Ex):<\/b> Lesser segarrans are magical creatures, created from humans or baby crocodiles by a ritual carried out by clerics of Ragarra of at least 7th level. A true seeing<\/i> spell reveals a lesser segarran's original form, and lesser segarrans return to their original form on death. In addition, a break enchantment<\/i> spell will return a lesser segarran to its original form if the caster succeeds on a DC 22 caster level check.\r

    Skills:<\/b> A lesser segarran 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 Segarrans<\/b>\r
    Ragarra's most favored priestesses may undergo a path that brings about a powerful transformation. By sacrficing some of her spellcasting and swearing an oath to perform some difficult and dangerous service for her deity, a priestess may gain increased physical prowess and a powerful reptilian form. After undergoing this transformation, the priestess is known as a greater segarran.\r

    The natural form of a greater segarran shows no outward signs of transformation. However, she does gain a strong craving for raw meat. Greater segarrans are expected to eat the flesh of vanquished foes in tribute to their goddess.\r

    A greater segarran who fails Ragarra faces a painful demise and an eternity of undeath.\r

    HIT DIE: d8.\r

    REQUIREMENTS:\r
    To qualify to become a greater segarran, a character must fulfill all the following criteria.\r
    Type:<\/b> Humanoid\r
    Gender:<\/b> Female\r
    Wisdom:<\/b> 17\r
    Patron Deity:<\/b> Ragarra\r
    Spells:<\/b> Able to cast 6th-level or higher divine spells.\r
    Special:<\/b> Must swear to undertake a difficult quest or perform a dangerous service for Ragarra.\r

    CLASS SKILLS:\r
    The greater segarran's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history)(Int), Knowledge (religion)(Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Swim (Str). \r

    Skill Points at Each Level: 2 + Int modifier.\r

    \r
    Lvl \tBAB \tFort Ref Will \tSpecial \t\t\t\t\tSpells per Day \r
    1st \t+0 \t+2 +0 +2 \t+4 Strength, reptilian form \t\t\t-\r
    2nd \t+1 \t+3 +0 +3 \tSpell resistance\t\t\t\t+1 level of existing divine spellcasting class \r
    3rd \t+2 \t+3 +1 +3 \t+4 Strength, trip\t\t\t\t-\r
    4th \t+3 \t+4 +1 +4 \t-- \t\t\t\t\t\t+1 level of existing divine spellcasting class \r
    5th \t+3 \t+4 +1 +4 \t+4 Strength, wings \t\t\t\t+1 level of existing divine spellcasting class\r
    <\/code>\r

    CLASS FEATURES:\r
    All of the following are class features of the greater segarran prestige class.\r

    Weapon and Armor Proficiency:<\/b> Greater segarrans are proficient with all simple weapons and Ragarra's favored weapon, the glaive. They are also proficient with all natural attacks of their reptilian form (see below). Greater segarrans are proficient with no form of armor or shield.\r

    A greater segarran who wears armor or carries a shield is unable to cast divine spells or use any of its supernatural or spell-like class abilities while doing so and for 24 hours thereafter.\r

    Spells per Day\/Spells Known:<\/b> A greater segarran continues training in divine spellcasting as well as learning. At each level gained in the greater segarran class except for 1st and 3rd, she gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one divine spellcasting class before becoming a greater segarran, she must decide to which class to add each level for the purpose of determining spells per day and spells known.\r

    Strength Bonus:<\/b> At 1st level, a greater segarran's Strength score increases by 4. At 3rd and 5th levels, it increases by an additional 4 points.\r

    Subtypes:<\/b> At 1st level, a greater segarran gains the reptilian and shapechanger subtypes.\r

    Reptilian Form (Su):<\/b> At 1st level, a greater segarran may assume the form of a humanoid\/reptilian hybrid. While in this form, the segarran increases by one size category, gains a +2 natural armor bonus, and gains a bite and tail slap attack. The bite attack is a primary natural weapon that deals 3d6 + segarran's Str modifier points of damage, and a tail slap attack that deals 2d10 + 1-1\/2 times the segarran's Str modifier points of damage.\r

    In reptilian form, the segarran gains a swim speed of 30 feet. It gains 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

    Spell Resistance (Ex):<\/b> Beginning at 2nd level, a greater segarran gains spell resistance equal to its total Hit Dice + 5.\r

    Trip (Ex):<\/b> At 3rd-level, when assuming reptilian form, a greater segarran that hits with a tail slap attack can attempt to trip its 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 greater segarran.\r

    Wings (Ex):<\/b> At 5th level, when assuming reptilian form, a greater segarran grows two batlike wings. This grants it a fly speed of 50 feet (poor maneuverability). Additionally, the segarran gains two wing buffet attacks as secondary natural weapons that deal 1d4 + 1\/2 Strength modifier points of damage.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Ruined Kingdoms<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Always chaotic evil","environment":"Any"},{"name":"Segben","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6430,"reference":"Usergen","full_text":"

    Segben <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d10+5\u00a0(32 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+0<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d4-1 plus death bite)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d4-1 plus death bite) and two hooves -1 melee (1d3-1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Charnel stench, death bite<\/td> <\/tr>
    Special Qualities: <\/strong>Corpse scent, darkvision 60 ft., low-light vision, vulnerability to daylight<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 8, Dex 13, Con 12, Int 4, Wis 11, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Hide +7, Move Silently +7, Survival +4\r
    <\/td> <\/tr>
    Feats: <\/strong>Stealthy, Track\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or lurk (2-3)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>6-10 HD (Small); 11-15 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This hornless goat has large ears and eerie, glowing eyes. A charnel stench surrounds it.<\/i>\r

    Segbens are creatures of the night that feed upon death. They prefer to feed on fresh corpses, and can smell them from up to a mile away. Since sunlight is harmful to segbens, these creatures hide in dark recesses in forests during the day, venturing forth at dusk to feed. Occasionally a segben will hide beneath the house of a terminally ill humanoid, waiting for death to claim it and provide the segben with the freshest possible corpse.\r

    A segben is 3 feet tall at the shoulder and weighs 150 to 300 pounds. \r

    COMBAT\r

    A segben generally choose flight over fight, but lashes out with is small forehooves and bites if cornered. It will bite the shadow of an opponent if possible, consuming the victim's life force while reducing the risk to itself.\r

    Charnel Stench (Ex):<\/b> Anyone within five feet of a segben must make a DC 13 Fortitude saving throw or be nauseated for 20-80 minutes. The save DC is Constitution-based.\r

    Corpse Scent (Ex):<\/b> A segben can notice undead creatures by scent in a 180-foot radius and detect fresh corpses (dead less than a week) up to a mile.\r

    Death Bite (Su):<\/b> Anyone bitten by a segben must make a DC 13 Fortitude saving throw or die. Alternately, a segben may bite the victim's shadow (resolve as a melee touch attack) to instead deal 1 point of Constitution damage on a failed save. The touch attack does not deal hit point damage. The save DC is Constitution-based.\r

    Vulnerability to Daylight (Ex):<\/b> Exposing a segben to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Imagine Magazine #25<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually chaotic evil","environment":"Any forests"},{"name":"Semilich","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6431,"reference":"Usergen","full_text":"

    Semilich (Template)<\/h1>
    A gem-encrusted skull lies amid a few scattered bones on a large pile of dust. Suddenly, the skull rises into the air, the dust forming a column beneath it.<\/i>\r

    A semilich arises when a lich fails to achieve the transformation into a demilich. Although it has gained some significant additional powers, and has cast off the unnecessary portions of its body, it doesn't come close to rivaling the powers of a full demilich.\r

    A semilich speaks any languages it knew as a lich.

    Creating a Semilich<\/h2> \u00c2\u0093Semilich\u00c2\u0094 is an acquired template that can be added to any lich (referred to hereafter as the base creature).\r

    A semilich uses all the lich's statistics and special abilities except as noted here.\r

    A semilich's form is concentrated into a single portion of its original body, usually its skull. \r

    Size:<\/b> Medium and Large liches become Diminutive semiliches, Huge liches become Small semiliches, Gargantuan liches become Medium semiliches, and Colossal liches become Large semiliches.\r

    Hit Dice:<\/b> As lich.\r

    Speed:<\/b> Replace with fly 90 ft. (perfect) or the lich's supernatural (not natural) fly speed, whichever is better.\r

    Armor Class:<\/b> The semilich retains the lich's +5 natural armor bonus and gains an insight bonus equal to half its Hit Dice, as well as probable size adjustment to AC (for example, +4 for its new Diminutive size for a previously Medium lich).\r

    Attacks:<\/b> The semilich gains an insight bonus equal to half its Hit Dice as a bonus on its touch attacks.\r

    Damage:<\/b> The semilich gains an enhanced touch attack over that of its previous lich form (it now uses its entire flying skull to make the touch attack), including paralyzing touch. The semilich's touch attack uses negative energy to deal 5d6 + 1.5 x semilich's Charisma modifier points of damage to living creatures (no saving throw). Liches with other natural attacks lose them.\r

    Special Attacks:<\/b> The semilich retains all the lich's special attacks and also gains those described below. Save DCs are equal to 10 + 1\/2 semilich\u00c2\u0092s HD + semilich\u00c2\u0092s Cha modifier unless otherwise noted.\r

    Fear Aura (Su):<\/i> Semiliches 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 semilich must succeed on a Will save or be affected as though by a fear<\/i> spell from a sorcerer of the semilich's level. A creature that successfully saves cannot be affected again by the same semilich's aura for 24 hours.\r

    Paralyzing Touch (Su):<\/i> Any living creature a semilich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse<\/i> spell description).\r

    The effect cannot be dispelled. Anyone paralyzed by a semilich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.\r

    Perfect Automatic Still Spell (Ex):<\/i> A semilich can cast all the spells it knows without gestures.\r

    Spells:<\/i> The semilich can cast any spells it could cast as a lich.\r

    Spell-Like Abilities:<\/i> 3\/day\u00c2\u0097create undead, death knell, enervation, greater dispel magic, telekinesis<\/i>; 1\/day\u00c2\u0097create greater undead, harm<\/i> (usually used to heal itself). Semiliches use these abilities as casters of a level equal to their spellcaster level, but the save DCs are equal to 10 + semilich's HD + semilich's Charisma modifier.\r

    Special Qualities:<\/b> The semilich retains all the lich's special qualities and also has those described below:\r

    Damage Reduction (Su):<\/i> A semilich retains the lich's damage reduction 15\/bludgeoning and magic. Vorpal weapons, no matter their enhancement bonus, ignore this damage reduction but do only half damage to a semilich (semiliches cannot be beheaded).\r

    Spell Immunity (Ex):<\/i> A semilich gains a permanent form of the spell immunity spell, rendering it immune to the effects of one chosen spell for every four Hit Dice it possesses. This otherwise functions exactly as the spell of the same name.\r

    Turn Resistance (Ex):<\/i> A semilich has +8 turn resistance.\r

    Abilities:<\/b> Increase from the base lich as follows: Int +4, Wis +4, Cha +4. \r

    Skills:<\/b> Semiliches have a +12 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise, same as the lich (this overlaps with the previous racial bonus gained by the lich; it does not stack).\r

    Environment:<\/b> Same as the lich.\r
    Organization:<\/b> Solitary or troupe (semilich plus assorted undead with total Hit Dice of up to twice the semilich's Hit Dice).\r
    Challenge Rating:<\/b> Same as the lich +3.\r
    Treasure:<\/b> Same as the lich.\r
    Alignment:<\/b> Any evil.\r
    Advancement:<\/b> Same as the lich.\r
    Level Adjustment:<\/b> Same as the lich +4.\r

    Semiliches that Become Demiliches<\/b>\r
    A semilich that completes the transformation to demilich follows these guidelines:\r

    • Bonus and special abilities granted by the semilich template overlap (do not stack with) those given by the demilich template. \r
      <\/li>
    • Drop the spell immunity ability, as the magic immunity ability of the demilich template supercedes it. \r
      <\/li><\/ul>
      Semilich Characters<\/b>\r
      The process of becoming a semilich can be undertaken only by a lich acting of its own free will. The semilich retains all class abilities it had as a lich.\r

      The Semilich's Phylactery<\/b>\r
      A semilich retains the phylactery it created when it became a lich. Although it is encrusted with gems, it does not yet possess the ability to use soul gems.
      Challenge Rating: <\/strong>+3

      Sample Semilich<\/h2> Semilich, 11th-Level Human Wizard<\/b>\r
      Diminutive Undead (Augmented Humanoid)\r
      Hit Dice: 11d12+3 (74 hp)\r
      Initiative: +3\r
      Speed: Fly 90 ft. (perfect)(18 squares)\r
      Armor Class: 27 (+4 size, +3 Dex, +5 natural, +5 insight), touch 22, flat-footed 24\r
      Base Attack\/Grapple: +5\/-7\r
      Attack: Touch +14 melee (5d6+6 negative energy plus paralysis)\r
      Full Attack: Touch +14 melee (5d6+6 negative energy plus paralysis)\r
      Space\/Reach: 1 ft.\/0 ft.\r
      Special Attacks: Damaging touch, fear aura (DC 19), paralyzing touch (DC 19), perfect automatic still spell, spells, spell-like abilities\r
      Special Qualities: Damage reduction 15\/bludgeoning and magic, darkvision 60 ft., immunity to cold, electricity, polymorph, and mind-affecting effects, spell immunity (2 spells), +8 turn resistance, undead traits\r
      Saves: Fort +3, Ref +6, Will +11\r
      Abilities: Str 10, Dex 16, Con \u00c2\u0097, Int 23, Wis 18, Cha 19\r
      Skills: Concentration +17, Decipher Script +16, Hide +31, Knowledge (arcana) +20, Listen +18, Move Silently +20, Search +22, Sense Motive +14, Spellcraft +22, Spot +18\r
      Feats: Combat Casting, Craft Wondrous Item, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (evocation), Still Spell, Toughness\r
      Environment: Temperate plains\r
      Organization: Solitary or troupe (semilich plus assorted undead with up to 22 total Hit Dice)\r
      Challenge Rating: 16\r
      Treasure: Standard coins; double goods; double items\r
      Alignment: Neutral evil\r
      Advancement: By character class\r
      Level Adjustment: +8\r

      Combat\r

      A semilich's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.\r

      The Will save against this lich's fear aura and damaging touch, and the Fortitude save against its paralyzing touch, have a DC of 19.\r

      Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097create undead, death knell<\/i> (DC 25), enervation, greater dispel magic, telekinesis<\/i> (DC 25); 1\/day\u00c2\u0097create greater undead, harm<\/i> (DC 25; usually used to heal itself). Caster level 11th. The save DCs are equal to 10 + semilich's HD + semilich's Charisma modifier.\r

      Wizard Spells Prepared (4\/5\/5\/5\/4\/2\/1; save DC 16 + spell level). 0\u00c2\u0097acid splash, detect magic, ray of frost*, touch of fatigue<\/i>; 1st\u00c2\u0097expeditious retreat, magic missle<\/i> (3), ray of enfeeblement<\/i>; 2nd\u00c2\u0097mirror image, protection from arrows, scorching ray*, spectral hand, web<\/i>; 3rd\u00c2\u0097dispel magic, fireball*, haste, lightning bolt*, vampiric touch<\/i>; 4th\u00c2\u0097enervation, fear, ice storm*, shout*<\/i>; 5th\u00c2\u0097cone of cold*, teleport<\/i>; 6th\u00c2\u0097disentegrate<\/i>.\r
      *Because of Spell Focus (evocation) the save DC for these spells is 18 + spell level.\r

      Possessions: Bracers of armor +4*, cloak of resistance +1*, potion of gaseous form, ring of protection +1*, scroll of summon monster IV<\/i> (8th level), wand of magic missle<\/i> (50 charges, 9th level).\r
      *Can no longer use; stat block modified accordingly.
      \u00a0
      Polyhedron Magazine #42<\/em>
      <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Any evil.\r","environment":" Same as the lich.\r"},{"name":"Sentinel Eidolon","type":"Construct","ch":14,"challenge_rating":" 14 \u00a0","id":6432,"reference":"Usergen","full_text":"

      Sentinel Eidolon <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Large\u00a0Construct \t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 18d10+30\u00a0(129 hp)<\/td> <\/tr>
      Initiative: <\/strong> +1<\/td> <\/tr>
      Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 36 (-1 size, +1 Dex, +26 natural), touch 35, flat-footed 10<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+13\/+28<\/td> <\/tr>
      Attack: <\/strong>Psiforged blade +27 melee (3d6+1d4+25\/19-20)<\/td> <\/tr>
      Full Attack: <\/strong>Psiforged blade +27\/+22\/+17 melee (3d6+1d4+25\/19-20)<\/td> <\/tr>
      Space\/Reach: <\/strong>10 ft.\/10 ft. (15 ft. with psiforged blade)<\/td> <\/tr>
      Special Attacks: <\/strong>Psiforged blade, psychic assault<\/td> <\/tr>
      Special Qualities: <\/strong>Construct traits, damage reduction 15\/adamantine, darkvision 60 ft., healed by acid & electricity, immunity to fire, low-light vision, rust vulnerability, spell resistance 24<\/td> <\/tr>
      Saves: <\/strong>Fort +6, Ref +7, Will +6 <\/td> <\/tr>
      Abilities: <\/strong>Str 33, Dex 13, Con \u00c2\u0097, Int \u00c2\u0097, Wis 11, Cha 15 <\/td> <\/tr>
      Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
      Feats: <\/strong>Whirlwind AttackB<\/sup><\/small><\/b><\/small><\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any<\/td> <\/tr>
      Organization: <\/strong>Solitary or vigil (2-4)<\/td> <\/tr>
      Challenge Rating: <\/strong>14<\/td> <\/tr>
      Treasure: <\/strong>None<\/td> <\/tr>
      Alignment: <\/strong>Always neutral<\/td> <\/tr>
      Advancement: <\/strong>19-24 HD (Large); 25-54 HD (Huge)<\/td> <\/tr>
      Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      An iron statue at least twice as tall as a human. It stands on two legs and is shaped something like a humanoid with a grotesquely alien head. Its 'face' has two bulbous eyes separated by a bony ridge and eight cilia-covered tentacles where its mouth should be. The statue holds a huge, oddly-shaped, sword in its two 3-fingered hands.<\/i>\r

      Sentinel eidolons are powerful constructs whose origins are lost to the ages. Sages speculate they were created by an elder race of aberrations---possibly illithids, due to the similarities in appearance between these constructs and the flayers. If this is the case, one wonders why all sentinel eidolons appear to be at least several centuries old.\r

      The glowing orbs of a destroyed sentinel eidolon function as if a continual flame<\/i> spell had been cast upon each of them. The effect cannot be dispelled. \r

      A sentinel eidolon stands 13 feet tall and weighs about 5,000 pounds.\r

      COMBAT<\/b>\r
      A sentinel eidolon follows whatever combat instructions its ancient masters programmed it with. It normally begins combat with a psychic assault, then close to melee with its psiforged blade. Most eidolons are programmed to quickly kill creatures stunned by its psychic assault, eliminating them before they can recover. \r

      Psiforged Blade:<\/b> A sentinel eidolon wields a huge, bizarrely-shaped blade in both hands. This psiforged blade functions as a +4 psychokinetic collision greatsword<\/i> with a 15-foot reach (20-foot for a Huge sentinel eidolon). The psiforged blade is an intrinsic part of the eidolon. A sentinel eidolon cannot be disarmed or sundered, and if it is destroyed its psiforged blade is also destroyed.\r

      Healed by Acid & Electricity (Ex):<\/b> If a sentinel eidolon is hit by an attack that deals acid or electricity damage (whether magical or mundane) it heals 1 point of damage for each point of acid or electricity damage the attack would normally deal. If the amount of healing would cause the eidolon to exceed its full normal hit points, it gains any excess as temporary hit points.\r

      Psychic Assault (Su):<\/b> Once per day, a sentinel eidolon can unleash a potent psionic blast in a cone 60 feet long. Anyone caught in this cone takes 7d8 damage and must succeed on a DC 21 Will save or be stunned for 4d4 rounds. Creatures with immunity to mind-affecting attacks take the damage but are immune to the stunning. The save DC is Charisma-based.\r

      Rust Vulnerability (Ex):<\/b> A sentinel eidolon is affected normally by rust attacks, such as that of a rust monster or a rusting grasp<\/i> spell.<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1981 Wizards of the Coast, Inc.
      Originally found in Dragon Magazine #46<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Serpent Lord","type":"Magical Beast","ch":16,"challenge_rating":" 16 \u00a0","id":6433,"reference":"Usergen","full_text":"

      Serpent Lord <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Gargantuan\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 16d10+112\u00a0(200 hp)<\/td> <\/tr>
      Initiative: <\/strong> +2<\/td> <\/tr>
      Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 22 (\u00c2\u00964 size, +2 Dex, +14 natural), touch 8, flat-footed 20<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+16\/+39<\/td> <\/tr>
      Attack: <\/strong>Bite +23 melee (2d8+11) or tail slap +23 melee (2d6+5)\r
      <\/td> <\/tr>
      Full Attack: <\/strong>Bite +23 melee (2d8+11) and tail slap +18 melee (2d6+5)\r
      <\/td> <\/tr>
      Space\/Reach: <\/strong>20 ft.\/15 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Constrict 2d8+19, improved grab, spells, summon serpents, turn undead (+5, 2d6+21, 16th)\r
      <\/td> <\/tr>
      Special Qualities: <\/strong>Darkvision 60 ft., dire, lore, low-light vision, scent<\/td> <\/tr>
      Saves: <\/strong>Fort +17, Ref +12, Will +10 <\/td> <\/tr>
      Abilities: <\/strong>Str 33, Dex 15, Con 25, Int 17, Wis 20, Cha 18 <\/td> <\/tr>
      Skills: <\/strong>Balance +10, Climb +19, Concentration +22, Craft (alchemy) +21, Diplomacy +21, Heal +31, Hide -6, Knowledge (any) +18, Listen +9, Sense Motive +20, Spot +9, Survival +15, Swim +19<\/td> <\/tr>
      Feats: <\/strong>Brew Potion, Combat Expertise, Eschew Materials, Improved Counterspell, Improved Disarm, Skill Focus (Heal)<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Warm hills and underground<\/td> <\/tr>
      Organization: <\/strong>Solitary or court (1 serpent lord plus 4-7 giant constrictor snakes plus 4-24 huge vipers)<\/td> <\/tr>
      Challenge Rating: <\/strong>16<\/td> <\/tr>
      Treasure: <\/strong>Double standard<\/td> <\/tr>
      Alignment: <\/strong>Always lawful good<\/td> <\/tr>
      Advancement: <\/strong>17-24 HD (Gargantuan); 25-48 HD (Colossal)<\/td> <\/tr>
      Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      The body of this massive serpent resembles that of a snow-white, hooded cobra. Its face is humanoid, with a warm, friendly smile.<\/i>\r

      Serpent lords are the champions and protectors of snakes in the wild. They are also renowned healers and sages, and have a kind and compassionate nature. They are specialized in the the lore of herbalism, magical potions, and divine magic. \r

      Serpent lords regard their serpentine subjects as friends and family as well as guardians. The biggest concern facing the serpent lord is the acquisition of food for itself and its subjects. Serpent lords are carnivorous, preferring lamb or beef and tolerating poultry. Serpent lords dislike fish. Serpent lords prefer their meat cooked whenever possible. Anyone bringing meat to a serpent lord will gain a +4 bonus on Diplomacy checks to improve its attitude, while offering roasted or cooked meat affords a +10 bonus.\r

      Over the years, serpent lords amass considerable hoards, consisting mainly of gifts left behind in gratitude by those who have sought out their healing talents. Serpent lords are not greedy or avaricious creatures, however, and will often bestow monetary gifts to a needy supplicant or a favored guest. Serpent lords do not require tribute in exchange for healing, and are just as likely to accept a roasted pig or similar food as payment. Serpent lords are sometimes the guardians of a powerful religious magical item (like a Book of Exalted Deeds<\/i> or a holy avenger<\/i>), yielding it up to whoever can perform a preordained quest.\r

      Serpent lords make their lairs in large, secluded caves far from civilized lands, often in barren, stony hills favored by snakes or in long-abandoned ruins.\r

      Serpent lords are up to 50 feet long and weigh upwards of 10,000 pounds. \r

      Serpent lords speak Common and can speak with any serpentine creature (as if using a speak with animals<\/i> spell).\r

      COMBAT\r

      Serpent lords regard themselves as healers and scholars, not fighters. When combat cannot be avoided, they prefer to use defensive tactics to discourage aggression. A serpent lord's subjects will passionately fight on its behalf, but their monarch will not allow them to be sacrificed foolishly or haphazardly. The serpent lord will personally protect its subjects against powerful adversaries and predators.\r

      A serpent lord can contstrict up to eight Medium creatures in its coils at a time.\r

      Constrict (Ex):<\/b> On a successful grapple check, a serpent lord deals 2d8+19 points of damage.\r

      Improved Grab (Ex):<\/b> To use this ability, a serpent lord 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

      Lore (Ex):<\/b> A serpent lord knows legends or information regarding various topics, just as a bard does with bardic knowledge. The serpent lord adds half its Hit Dice plus its Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.\r

      Tail Sweep (Ex):<\/b> A serpent lord 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 serpent lord's space in any direction. Creatures within the swept area are affected if they are one or more size categories smaller than the serpent lord. A tail sweep automatically deals tail slap damage and affected creatures must make DC 29 Reflex saves to or be knocked prone. The save DC is Strength-based. \r

      Spells:<\/b> A serpent lord casts spells as a 16th-level cleric. Serpent lords generally choose from the following domains: Charm, Healing, Protection, and Scalykind.\r

      Typical Cleric Spells Prepared <\/i>(6\/7+1\/6+1\/6+1\/5+1\/5+1\/3+1\/3+1\/2+1; save DC 15 + spell level): \r
      0\u00c2\u0097create water, detect magic, detect poison, guidance, read magic, resistance; <\/i>\r
      1st\u00c2\u0097bless, cure light wounds*, divine favor, endure elements, entropic shield, obscuring mist, sanctuary, shield of faith;<\/i> \r
      2nd\u00c2\u0097aid, animal trance*, delay poison, enthrall, owl's wisdom, shield other, status; <\/i>\r
      3rd\u00c2\u0097create food and water, dispel magic, greater magic fang*, helping hand, prayer, searing light, wind wall; <\/i>\r
      4th\u00c2\u0097air walk, death ward, freedom of movement, neutralize poison, poison*, tongues;<\/i>\r
      5th\u00c2\u0097animal growth*, break enchantment, flame strike, righteous might, spell resistance, true seeing;<\/i>\r
      6th\u00c2\u0097greater dispel magic, heal*, mass bear's endurance, wind walk;<\/i>\r
      7th\u00c2\u0097control weather, holy word, refuge, vipergout*;<\/i>\r
      8th\u00c2\u0097animal shapes*, earthquake, holy aura.<\/i>\r
      *Domain spell. Domains: Healing, Scalykind.\r

      Turn Undead (Su):<\/b> A serpent lord can turn and destroy undead as a 16th-level cleric. A serpent lord can make up to eight turn attempts per day.\r

      Skills:<\/b> Serpent lords have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance, Climb, Craft (alchemy), and Heal checks. A serpent lord can always choose to take 10 on a Climb check, even if rushed or threatened. Serpent lords use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A serpent lord 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

      Advanced Serpent Lords<\/b>\r
      A serpent lord's spellcasting ability improves as it gains Hit Dice. A serpent lord casts spells as a cleric of a level equal to its Hit Dice. A serpent lord's inherent spellcasting stacks with any cleric spellcasting levels gained by taking a class or prestige class.<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1992 Wizards of the Coast, Inc.
      Originally found in Al-Qadim Monstrous Compendium Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always lawful good","environment":"Warm hills and underground"},{"name":"Serpent, Winged","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6434,"reference":"Usergen","full_text":"

      Serpent, Winged <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Medium\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 4d10+12\u00a0(34 hp)<\/td> <\/tr>
      Initiative: <\/strong> +7<\/td> <\/tr>
      Speed:<\/strong> 30 ft. (6 squares), fly 40 ft. (good)<\/td> <\/tr>
      Armor Class: <\/strong> 15 (+3 Dex, +2 natural), touch 13, flat-footed 12<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+4\/+4<\/td> <\/tr>
      Attack: <\/strong>Bite +7 melee (1d4 plus lingering acid)<\/td> <\/tr>
      Full Attack: <\/strong>Bite +7 melee (1d4 plus lingering acid)<\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Breath weapon, lingering acid<\/td> <\/tr>
      Special Qualities: <\/strong>Darkvision 60 ft., immunity to electricity, low-light vision, vulnerability to fire, wallcrawling<\/td> <\/tr>
      Saves: <\/strong>Fort +7, Ref +7, Will +2 <\/td> <\/tr>
      Abilities: <\/strong>Str 10, Dex 17, Con 17, Int 3, Wis 12, Cha 6 <\/td> <\/tr>
      Skills: <\/strong>Balance +11, Climb +11, Hide +7, Listen +5, Spot +7, Survival +6\r
      <\/td> <\/tr>
      Feats: <\/strong>Flyby Attack, Improved Initiative (B), Weapon Finesse<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Warm forests<\/td> <\/tr>
      Organization: <\/strong>Solitary or flock (2-8)<\/td> <\/tr>
      Challenge Rating: <\/strong>3<\/td> <\/tr>
      Treasure: <\/strong>None<\/td> <\/tr>
      Alignment: <\/strong>Usually neutral<\/td> <\/tr>
      Advancement: <\/strong>5-8 HD (Medium), 9-11 HD (Large)<\/td> <\/tr>
      Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      This colorful serpent flits about on gossamer wings, suggesting a reptilian hummingbird.<\/i>\r

      Winged serpents, sometimes called spark snakes, are herbivorous aerial vipers that flit about the jungle in small flocks, searching for tropical fruits. Winged serpents produce a corrosive venom that they inject into fruit to reduce it to a soft, juicy mixture, allowing the serpent to partially digest the fruit while it stiil remains in its skin. The serpent will then suck out the fruity pulp through the incisions made by its fangs. A typical winged serpent will eat roughly 10 times its weight in fruit each day, just to stay alive.\r

      Winged serpents are naturally gifted climbers. When climbing, a winged serpent folds back its wings. \r

      Winged serpents play an important role in the jungle ecology, transporting pollen from fruit tree to fruit tree and aiding the distribution of seeds throughout the jungle. \r

      Winged serpents mate incessantly. Parents abandon their young, which are born live and wingless. However, they are not helpless, for their wallcrawling ability allows them to climb fruit trees and search for food. Young also possess dark green scales to help them blend in better with the foliage. During the first few months of life, winged serpents are extremely vulnerable to an entire host of predators that roam the jungle heights (including mundane snakes, monkeys, and giant insects). Vestigial wings appear after a month of life, and become fully functional after three months. At this time the serpent's scales assume their more colorful hues.\r

      A winged serpent is 8 to 10 feet in length and weighs 60 to 80 pounds. Coloration ranges from sky blue to emerald green to raspberry red.\r

      Winged serpents cannot speak or understand any languages.\r

      COMBAT\r

      Winged serpents move with liquid grace and devastating speed. Their wings beat so quickly that they build up a static charge from the ambient air (especially in the humid forest). This charge can be released as a breath weapon.\r

      When threatened, winged serpents bite with their fanged mouths, injecting a corrosive fluid into the victim's flesh. If hostilities persist, a winged serpent can discharge static electricity from its mouth in a spark shower. \r

      Breath Weapon (Su):<\/b> Cloud of dancing sparks 10 feet high, 10 feet wide, and 10 feet long, once every minute, damage 2d8 electricity, Reflex DC 15 half. The spark shower also sets fire to combustibles and damages objects in its path. The save DC is Constitution-based.\r

      Lingering Acid (Ex):<\/b> A winged serpent's bite deals an additional 2d8 points of acid damage. The acid lingers a second round unless somehow neutralized, dealing an additional 2d8 points of acid damage. A successful DC 17 Fortitude save halves the damage each round. The save DC is Constitution-based, and includes a +2 racial bonus. \r

      Wallcrawling (Ex):<\/b> A winged serpent 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> Winged serpents have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A winged serpent can always choose to take 10 on a Climb check, even if rushed or threatened. Winged serpents use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. \r

      Training A Winged Serpent<\/b>\r
      To be trained, a winged serpent must have a friendly attitude toward the trainer. A winged serpent usually has a friendly attitude toward trainers who supply the snake with fresh fruit for at least a few days and has not attacked or mistreated the creature. A winged serpent is indifferent (at best) toward most other creatures. Changing a winged serpent'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 serpent, such as access to a speak with animals<\/i> spell.\r

      Training a friendly winged serpent requires a Handle Animal check (with the normal +5 increase to DCs for training a magical beast). The time require depends on the tricks or task the winged serpent must learn, as noted in the Handle Animal skill description.\r

      Winged serpent eggs are worth 1,500 gp apiece on the open market, while young are worth 2,000 gp each. Professional trainers charge 1,300 gp to rear or train a winged serpent.<\/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":"Magical Beast","alignment":"Usually neutral","environment":"Warm forests"},{"name":"Serplar","type":"Vermin","ch":5,"challenge_rating":" 05 \u00a0","id":6435,"reference":"Usergen","full_text":"

      Serplar <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Large\u00a0Vermin \t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 4d8+8\u00a0(26 hp)<\/td> <\/tr>
      Initiative: <\/strong> -2 (Dex)<\/td> <\/tr>
      Speed:<\/strong> 20 ft, swim 35 ft<\/td> <\/tr>
      AC:<\/strong> 11 (-1 size, -2 Dex, +4 natural)<\/td> <\/tr>
      Attacks:<\/strong>Touch +6 melee<\/td> <\/tr>
      Damage: <\/strong>Touch 0 and 2d8 acid<\/td> <\/tr>
      Face\/Reach: <\/strong>5 ft by 5ft\/10 ft<\/td> <\/tr>
      Special Attacks: <\/strong>Improved grab, envelop, acid<\/td> <\/tr>
      Special Qualities: <\/strong>Scent, tremorsense, immune to cold and acid, amorphous, vermin, vulnerable to fire<\/td> <\/tr>
      Saves: <\/strong>Fort +6, Ref -1, Will -3 <\/td> <\/tr>
      Abilities: <\/strong>Str 18, Dex 7, Con 15, Int ---, Wis 2, Cha 2 <\/td> <\/tr>
      Skills: <\/strong>Climb +7, Hide +4, Swim +6<\/td> <\/tr>
      Feats: <\/strong><\/td> <\/tr>

      <\/td> <\/tr>
      Climate: <\/strong>Any land, underground, and warm aquatic<\/td> <\/tr>
      Organization: <\/strong>1-4 (cluster)<\/td> <\/tr>
      Challenge Rating: <\/strong>05<\/td> <\/tr>
      Treasure: <\/strong>None<\/td> <\/tr>
      Alignment: <\/strong>Always neutral<\/td> <\/tr>
      Advancement: <\/strong>5-8 HD (Large); 9-12 HD (Huge)<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      The serplar is a large spongy worm-like creature that envelops and absorbs its victims. It has no eyes or mouth, but sucks food and oxygen into its body through its countless tiny, hair-like tentacles. These tentacles exude a digestive acid that dissolves the creature's prey. \r

      The serplar is also called the sponge worm, and due to its long soft pink body, it is also known as the \"pink ghost\". It usually dwells in places such as chimneys, caverns, and abandoned buildings, where it dines upon soot and charcoal, carrion, mosses and fungi, and slimes. This blind creature hunts by scent and sensing vibrations.\r


      MARINE SERPLAR<\/b>\r
      The marine variety of serplar is found on the ocean floor, where it feeds upon polyps, undersea plants, and carrion. They live in fragile coral-like tubes up to 40 feet in length created by their own mineral wastes. It can leave this tube behind to hunt for food. It swims in the same manner as a ray, flapping its flattened edges like wings. Although normal serplar suffer no damage if submerged, marine serplar cannot survive out of water.\r


      COMBAT<\/b>\r
      A sponge worm attacks by flowing over a creature, and squeezing the oxygen out of it, which it sucks into itself. The serplar is not able to crush or constrict its victims, but does hold them in place.\r

      Improved Grab (Ex)<\/b>: To use this ability, the serplar must hit with its touch attack. If it gets a hold it can envelop.\r

      Envelop (Ex)<\/b>: The serplar's amorphous mass completely covers creatures, causing air-breathers to suffocate. Enveloped victims must succeed at a Fortitude save (DC 16) every round or suffer 2d4 points of damage from suffocation.\r

      Acid (Ex)<\/b>: A serplar's highly corrosive digestive acids can consume anything short of metal or stone. Any creatures enveloped by the serplar suffer 2d4 points of acid damage per round.\r

      Amorphous (Ex)<\/b>: A serplar is not subject to critical hits. It has no clear front or back, so it cannot be flanked.\r

      Vermin<\/b>: Immune to mind-influencing effects.\r

      Vulnerable To Fire (Ex)<\/b>: The serplar's acids are highly flammable, and as such the serplar suffers double damage from all fire attacks.\r
      <\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1988 Wizards of the Coast, Inc.
      Originally found in DRAGON Magazine #139 (November 1988, Ed Greenwood with Jenny Glicksohn).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":">Any land, underground, and warm aquatic"},{"name":"Sha'az Knight","type":"Monstrous Humanoid","ch":4,"challenge_rating":" 4 \u00a0","id":6436,"reference":"Usergen","full_text":"

      Sha'az Knight <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Medium\u00a0Monstrous Humanoid \t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 4d8+4\u00a0(22 hp)<\/td> <\/tr>
      Initiative: <\/strong> +3<\/td> <\/tr>
      Speed:<\/strong> 20 ft. (4 squares), fly 50 ft. (good)<\/td> <\/tr>
      Armor Class: <\/strong> 17 (+3 Dex, +3 natural, +1 light steel shield),, touch 13, flat-footed 14<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+3\/+5<\/td> <\/tr>
      Attack: <\/strong>Shortsword +6 melee (1d6+2\/19-20) or bite +6 melee (1d4+2) or longbow +6 ranged (1d8\/x3)<\/td> <\/tr>
      Full Attack: <\/strong>Shortsword +6 melee (1d6+2\/19-20) or bite +6 melee (1d4+2) or longbow +6 ranged (1d8\/x3)<\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Poison, psionic powers<\/td> <\/tr>
      Special Qualities: <\/strong>Darkvision 60 ft., hive telepathy, resistance to cold 2\r
      <\/td> <\/tr>
      Saves: <\/strong>Fort +5, Ref +4, Will +4 <\/td> <\/tr>
      Abilities: <\/strong>Str 15, Dex 17, Con 12, Int 10, Wis 17, Cha 6 <\/td> <\/tr>
      Skills: <\/strong>Autohypnosis +10, Concentration +8 <\/td> <\/tr>
      Feats: <\/strong>Psionic Meditation, Psionic Weapon, Speed of Thought, Weapon Finesse<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any cold land<\/td> <\/tr>
      Organization: <\/strong>Solitary, hunting party (1 plus 3-18 sha'az warriors), or feudal hive (1-6 plus 30-60 warriors and 1 queen)<\/td> <\/tr>
      Challenge Rating: <\/strong>4<\/td> <\/tr>
      Treasure: <\/strong>Standard<\/td> <\/tr>
      Alignment: <\/strong>Often lawful neutral<\/td> <\/tr>
      Advancement: <\/strong>By character class<\/td> <\/tr>
      Level Adjustment: <\/strong>+3<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      This creature's torso and head are humanoid, tapering to a thin muscular waist that gives way to an insect-like lower body. Its six legs are insectile, the hind four supporting its body while the forelegs end in smaller, prehensile hooks wielding weapons. Fluffy white down covers its entire body, and is thickest at the ends of the legs. Its face is nearly human, with a hooked nose and deep-set eyes, except for the pair of large, serrated mandibles jutting from its cheecks. A thick mane of white hair crowns its head.<\/i>\r

      Sha\u00c2\u0092az are insectile humanoids found in arctic environments, forming hives dug into glaciers. Half of the hive is composed of hunter-warriors, while the rest are drones. A single queen rules the hive, living several centuries.\r

      Sha\u00c2\u0092az are able hunters, counting deer, seals, polar bears, and even whales as their quarry. They also hunt the massive caterpillar-like haundar. They are sworn enemies of the parasitic haun, which covet the eggs of the sha'az for their psionic-altering qualities.\r

      Sha\u00c2\u0092az are generally friendly to other intelligent races, and will trade decorative shell pieces for weapons and other equipment.\r

      A sha\u00c2\u0092az is 6 feet tall and weighs 120 to 175 pounds.\r

      Sha\u00c2\u0092az speak their own language, a combination of words, movements, and scents.\r

      Sha'az knights are psychic warriors in constant telepathic communication with the queen. The information in the statistics block is for a psychic warrior of 4th-level. The sha\u00c2\u0092az knight presented here had the following ability scores before racial adjustments: Str 15, Dex 13, Con 12, Int 10, Wis 14, Cha 8.\r

      COMBAT\r

      Sha\u00c2\u0092az prefer to fight in groups, and will alert the hive if a threat seems great. Sha'az carry weapons and shields, but always choose to eschew armor. They are also capable of delivering painful bites with their mandibles, and can exude a freezing venom in limited amounts each day.\r

      Hive Telepathy (Su):<\/b> Each sha'az knight may communicate telepathically with its colony's queen to a range of five miles.\r

      Poison (Ex):<\/b> Injury (bite), Fortitude DC 11, initial and secondary damage 1d6 cold. A sha\u00c2\u0092az produces enough poison for one bite per day. The save DC is Constitution-based.\r

      Psionic Powers:<\/b> Manfester level 4th level. The save DCs are Wisdom-based.\r

      Typical Psychic Warrior Powers Known<\/i> (power points 11, save DC 13 + power level): 1st\u00c2\u0097expansion*, force screen*, offensive prescience*<\/i>; 2nd\u00c2\u0097body adjustment<\/i>*.\r
      *Power can be augmented.\r

      Sha\u00c2\u0092az As Characters<\/b>\r
      Sha\u00c2\u0092az characters possess the following racial traits.\r

    • +4 Dexterity, +2 Wisdom, -2 Charisma. \r
      <\/li>
    • Sha\u00c2\u0092az base land speed is 20 feet. A sha'az has a fly speed of 50 feet with good manueverability. \r
      <\/li>
    • +3 natural armor bonus. \r
      <\/li>
    • Special Attacks (see above): Poison. \r
      <\/li>
    • Special Qualities (see above): Resistance to cold 2. \r
      <\/li>
    • Automatic Languages: Sha\u00c2\u0092az. Bonus Languages: Common, Damaran, Giant, Illuskan, Orc, Uluik. \r
      <\/li>
    • Favored Class: Psychic warrior. (If you are not using psionics in your campaign, replace with fighter). \r
      <\/li>
    • Level adjustment +3. \r
      <\/li><\/list><\/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":"Monstrous Humanoid","alignment":"Often lawful neutral","environment":"Any cold land"},{"name":"Shadow Demon","type":"Outsider","ch":6,"challenge_rating":" 06 \u00a0","id":6437,"reference":"Usergen","full_text":"

      SHADOW DEMON<\/h2> <\/div> <\/td> <\/tr>

      Medium-Size Outsider (Chaotic, Evil) (Incorporeal)<\/span><\/b><\/p> <\/td> <\/tr>

      Hit Dice:<\/span><\/b> 7d8+21 (52 hp)<\/span><\/p> <\/td> <\/tr>

      Initiative: <\/span><\/b>+6 (+2 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

      Speed:<\/span><\/b> 30 ft, fly 40 ft (perfect)<\/span><\/p> <\/td> <\/tr>

      AC:<\/span><\/b> 15 (+2 Dex, +3 deflection)<\/span><\/p> <\/td> <\/tr>

      Attacks:<\/span><\/b> Incorporeal touch +9 melee, incorporeal bite +4 melee<\/span><\/p> <\/td> <\/tr>

      Damage:<\/span><\/b> Incorporeal touch 1d6, incorporeal bite 1d8<\/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, malevolence<\/span><\/p> <\/td> <\/tr>

      Special Qualities:<\/span><\/b> Shadow blend, incorporeal, darkvision 60 ft, immunities, resistances, sunlight powerlessness<\/span><\/p> <\/td> <\/tr>

      Saves:<\/span><\/b> Fort +8, Ref +7, Will +6<\/span><\/p> <\/td> <\/tr>

      Abilities:<\/span><\/b> Str \u0097, Dex 15, Con 17, Int 14, Wis 13, Cha 16<\/span><\/p> <\/td> <\/tr>

      Skills:<\/span><\/b> Hide +12, Intimidate +10, Intuit Direction +10, Listen +9, Search +9, Sense Motive +8, 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> 6<\/span><\/p> <\/td> <\/tr>

      Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

      Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p> <\/td> <\/tr>

      Advancement:<\/span><\/b> 8-11 HD (Medium-size); 12-21 HD (Large)<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      The shadow demon is the essence of a demon imprisoned in the form of a shadow. Sages and scholars contend that a shadow demon is formed from a manes demon (q.v.), though the high intelligence of the shadow demon seems to put this theory in doubt. A shadow demon is not undead and therefore cannot be turned.<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      COMBAT<\/h3> <\/td> <\/tr>

      A shadow demon physically attacks by leaping at its opponent and attacking with its incorporeal touch and bite. Otherwise it uses its spell-like abilities and malevolence.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Spell-like Abilities: <\/b>1\/day\u0097darkness <\/i>and fear. <\/i>These abilities are as the spells cast by a 12th-level sorcerer (save DC 13 + spell level).<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Malevolence (Su):<\/b> Once per day, a shadow demon can merge its body with a creature on the Material Plane. This ability is similar to magic jar<\/i> as cast by a 10th-level sorcerer, except that it does not require a receptacle. If the attack succeeds, the shadow demon\u0092s body vanishes into the opponent\u0092s body. The target can resist the attack with a successful Will save (DC 18). A creature that successfully saves is immune to that shadow demon\u0092s malevolence for one day.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Shadow Blend (Su):<\/b> During any conditions other than full daylight, a shadow demon can disappear into the shadows, giving it nine-tenths concealment. Artificial illumination, even a light<\/i> or continual flame<\/i> spell does not negate this ability. A daylight<\/i> spell, however, will.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Resistances (Ex): <\/b>Cold, fire and acid resistance 20.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Incorporeal: <\/b>Can only be harmed by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Immunities (Ex): <\/b>Immune to poison and electricity.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Sunlight Powerlessness (Su):<\/b> Shadow demons are utterly powerless in natural sunlight (not merely a daylight<\/i> spell) and flee from it. A shadow demon caught in sunlight cannot attack and can take only partial actions.<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      The Shadow Demon 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":"Shadow Drake","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":6438,"reference":"Usergen","full_text":"

      Shadow Drake <\/h1><\/td> <\/tr>


      <\/td> <\/tr>
      Dragon ()<\/strong><\/td> <\/tr>
      Environment: <\/strong>Temperate or warm forests and underground<\/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>Usually neutral, never lawful<\/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>

      Shadow 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>D<\/font><\/td>1d12+1\u00a0(7 hp)<\/font><\/td>9<\/font><\/td>16<\/font><\/td>13<\/font><\/td>10<\/font><\/td>11<\/font><\/td>11<\/font><\/td>+1\/-12<\/font><\/td>+4<\/font><\/td>+3<\/font><\/td>+5<\/font><\/td>+2<\/font><\/td>1d6\u00a0(11)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
      Very Young<\/font><\/td>D<\/font><\/td>2d12+2\u00a0(15 hp)<\/font><\/td>9<\/font><\/td>16<\/font><\/td>13<\/font><\/td>10<\/font><\/td>11<\/font><\/td>11<\/font><\/td>+2\/-11<\/font><\/td>+5<\/font><\/td>+4<\/font><\/td>+6<\/font><\/td>+3<\/font><\/td>2d6\u00a0(12)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
      Young<\/font><\/td>D<\/font><\/td>3d12+3\u00a0(22 hp)<\/font><\/td>9<\/font><\/td>18<\/font><\/td>13<\/font><\/td>12<\/font><\/td>13<\/font><\/td>13<\/font><\/td>+3\/-10<\/font><\/td>+6<\/font><\/td>+4<\/font><\/td>+7<\/font><\/td>+4<\/font><\/td>3d6\u00a0(12)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
      Juvenile<\/font><\/td>T<\/font><\/td>4d12+4\u00a0(30 hp)<\/font><\/td>11<\/font><\/td>18<\/font><\/td>13<\/font><\/td>12<\/font><\/td>13<\/font><\/td>13<\/font><\/td>+4\/-4<\/font><\/td>+6<\/font><\/td>+5<\/font><\/td>+8<\/font><\/td>+5<\/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>20<\/font><\/td>13<\/font><\/td>14<\/font><\/td>15<\/font><\/td>15<\/font><\/td>+5\/-3<\/font><\/td>+7<\/font><\/td>+5<\/font><\/td>+9<\/font><\/td>+6<\/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>20<\/font><\/td>13<\/font><\/td>14<\/font><\/td>15<\/font><\/td>15<\/font><\/td>+6\/-2<\/font><\/td>+8<\/font><\/td>+6<\/font><\/td>+10<\/font><\/td>+7<\/font><\/td>6d6\u00a0(14)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
      Mature Adult<\/font><\/td>S<\/font><\/td>7d12+7\u00a0(52 hp)<\/font><\/td>13<\/font><\/td>22<\/font><\/td>13<\/font><\/td>16<\/font><\/td>17<\/font><\/td>17<\/font><\/td>+7\/+4<\/font><\/td>+8<\/font><\/td>+6<\/font><\/td>+11<\/font><\/td>+8<\/font><\/td>7d6\u00a0(14)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
      Old<\/font><\/td>S<\/font><\/td>8d12+8\u00a0(60 hp)<\/font><\/td>13<\/font><\/td>22<\/font><\/td>13<\/font><\/td>16<\/font><\/td>17<\/font><\/td>17<\/font><\/td>+8\/+5<\/font><\/td>+9<\/font><\/td>+7<\/font><\/td>+12<\/font><\/td>+9<\/font><\/td>8d6\u00a0(15)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
      Very Old<\/font><\/td>S<\/font><\/td>9d12+9\u00a0(67 hp)<\/font><\/td>13<\/font><\/td>24<\/font><\/td>13<\/font><\/td>18<\/font><\/td>19<\/font><\/td>19<\/font><\/td>+9\/+6<\/font><\/td>+10<\/font><\/td>+7<\/font><\/td>+13<\/font><\/td>+10<\/font><\/td>9d6\u00a0(15)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
      Ancient<\/font><\/td>S<\/font><\/td>10d12+10\u00a0(75 hp)<\/font><\/td>13<\/font><\/td>24<\/font><\/td>13<\/font><\/td>18<\/font><\/td>19<\/font><\/td>19<\/font><\/td>+10\/+7<\/font><\/td>+11<\/font><\/td>+8<\/font><\/td>+14<\/font><\/td>+11<\/font><\/td>10d6\u00a0(16)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
      Wyrm<\/font><\/td>S<\/font><\/td>11d12+11\u00a0(82 hp)<\/font><\/td>13<\/font><\/td>26<\/font><\/td>13<\/font><\/td>20<\/font><\/td>21<\/font><\/td>21<\/font><\/td>+11\/+8<\/font><\/td>+12<\/font><\/td>+8<\/font><\/td>+15<\/font><\/td>+12<\/font><\/td>11d6\u00a0(16)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
      Great Wyrm<\/font><\/td>S<\/font><\/td>12d12+12\u00a0(90 hp)<\/font><\/td>13<\/font><\/td>26<\/font><\/td>13<\/font><\/td>20<\/font><\/td>21<\/font><\/td>21<\/font><\/td>+12\/+9<\/font><\/td>+13<\/font><\/td>+9<\/font><\/td>+16<\/font><\/td>+13<\/font><\/td>12d6\u00a0(17)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr><\/table><\/td><\/tr>
      \u00a0<\/td> <\/tr>

      Shadow Drake Abilities by Age<\/b><\/p>
      Age<\/b><\/font><\/td>Speed<\/b><\/font><\/td>Initiative<\/b><\/font><\/td>AC<\/b><\/font><\/td>Special Abilities<\/b><\/font><\/td>Caster
      Level*<\/b><\/font><\/td>
      SR<\/b><\/font><\/td><\/tr>
      Wyrmling<\/font><\/td>10 ft., fly 60 ft. (perfect)<\/font><\/td>+3<\/font><\/td>17 (+4 size, +3 Dex), touch 17, flat-footed 14<\/font><\/td>Shadow blend<\/font><\/td>1st<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
      Very Young<\/font><\/td>10 ft., fly 60 ft. (perfect)<\/font><\/td>+3<\/font><\/td>17 (+4 size, +3 Dex), touch 17, flat-footed 14<\/font><\/td>Deeper darkness<\/i><\/font><\/td>1st<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
      Young<\/font><\/td>10 ft., fly 60 ft. (perfect)<\/font><\/td>+4<\/font><\/td>18 (+4 size, +4 Dex), touch 18, flat-footed 14<\/font><\/td>\u00c2\u0097<\/font><\/td>2nd<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
      Juvenile<\/font><\/td>10 ft., fly 60 ft. (perfect)<\/font><\/td>+4<\/font><\/td>16 (+2 size, +4 Dex), touch 16, flat-footed 12<\/font><\/td>Rope trick<\/i><\/font><\/td>2nd<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
      Young Adult<\/font><\/td>20 ft., fly 60 ft. (perfect)<\/font><\/td>+5<\/font><\/td>17 (+2 size, +5 Dex), touch 17, flat-footed 12<\/font><\/td>\u00c2\u0097<\/font><\/td>3rd<\/font><\/td>18<\/font><\/td><\/tr>
      Adult<\/font><\/td>20 ft., fly 60 ft. (perfect)<\/font><\/td>+5<\/font><\/td>17 (+2 size, +5 Dex), touch 17, flat-footed 12<\/font><\/td>Shadow conjuration<\/i><\/font><\/td>3rd<\/font><\/td>19<\/font><\/td><\/tr>
      Mature Adult<\/font><\/td>20 ft., fly 60 ft. (perfect)<\/font><\/td>+6<\/font><\/td>17 (+1 size, +6 Dex), touch 17, flat-footed 11<\/font><\/td>\u00c2\u0097<\/font><\/td>4th<\/font><\/td>20<\/font><\/td><\/tr>
      Old<\/font><\/td>20 ft., fly 60 ft. (perfect)<\/font><\/td>+6<\/font><\/td>17 (+1 size, +6 Dex), touch 17, flat-footed 11<\/font><\/td>Shadow evocation<\/i><\/font><\/td>4th<\/font><\/td>21<\/font><\/td><\/tr>
      Very Old<\/font><\/td>20 ft., fly 60 ft. (perfect)<\/font><\/td>+7<\/font><\/td>18 (+1 size, +7 Dex), touch 18, flat-footed 11<\/font><\/td>Shadow jump<\/font><\/td>5th<\/font><\/td>22<\/font><\/td><\/tr>
      Ancient<\/font><\/td>20 ft., fly 60 ft. (perfect)<\/font><\/td>+7<\/font><\/td>18 (+1 size, +7 Dex),, touch 18, flat-footed 11<\/font><\/td>Planar travel, project image<\/i><\/font><\/td>5th<\/font><\/td>23<\/font><\/td><\/tr>
      Wyrm<\/font><\/td>20 ft., fly 60 ft. (perfect)<\/font><\/td>+8<\/font><\/td>19 (+1 size, +8 Dex), touch 19, flat-footed 11<\/font><\/td>\u00c2\u0097<\/font><\/td>6th<\/font><\/td>24<\/font><\/td><\/tr>
      Great Wyrm<\/font><\/td>20 ft., fly 60 ft. (perfect)<\/font><\/td>+8<\/font><\/td>19 (+1 size, +8 Dex), touch 19, flat-footed 11<\/font><\/td>\u00c2\u0097<\/font><\/td>6th<\/font><\/td>25<\/font><\/td><\/tr><\/table><\/td><\/tr>
      \u00a0<\/td> <\/tr>
      *Can also cast spells from the Artifice, Darkness, and Trickery domains as arcane spells.\r

      This tiny dragon's scales are ash-gray in color. Its elongated face is reminiscent of a pterodactyl. Six long, smooth horns sweep backward above the base of its neck. Its eyes are black and glassy like onyx.<\/i>\r

      Shadow drakes are distant cousins of faerie dragons. These shy, curious creatures share the love of mischief common among drakes. \r

      Shadow drakes make their lairs in dark caves and heavily shadowed, serene forests. They occasionally lair near pixies or brownies, whom they consider allies. Shadow drakes are also known to visit civilized areas, sometimes creeping into cities at night. \r

      Shadow drakes love beautiful jewels and go to any length to secure them. They eat fruits and honey but often supplement their diets with small rodents and insects. \r

      Shadow drakes often serve as familiars to gnome, elven, and human spell-casters. They are particularly fond of illusionists.\r

      Shadow 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 shadow drakes speak Sylvan in addition to Draconic.\r

      Combat\r

      Shadow drakes use their shadow powers to escape detection or cover their escape.\r

      Unlike most true dragons, shadow drakes do not gain the frightful presence ability.\r

      Breath Weapon (Su):<\/b> A shadow drake has one type of breath weapon, a cone of cold. However, its breath weapon is only quasi-real (see the shadow evocation<\/i> spell). Any creature in the area is still entitled to a Reflex save for half damage as normal for breath weapons. In addition, an affected creature is entitled to a Will save to detect it as semi-illusory. Each disbelieving creature takes only one-fifth (20%) damage; if the creature took only half damage due to making its Reflex save, it takes only 20% of that halved damage. Objects automatically succeed on their Will saves against the breath. \r

      Planar Travel (Su):<\/b> Ancient and older shadow drakes have the innate ability to pass instantly between the Material Plane and the Plane of Shadow, where they often make their homes.\r

      Shadow Blend (Su):<\/b> In any condition of illumination other than full daylight, a shadow drake 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, does.\r

      Shadow Jump (Su):<\/b> A very old or older shadow drake gains the ability to travel between shadows as if by means of a dimension door<\/i> spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadow drake can jump up to a total of 10 feet x its age category each day in this way. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.\r

      Spell-Like Abilities:<\/b> At will\u00c2\u0097deeper darkness<\/i> (very young or older); 2\/day\u00c2\u0097rope trick<\/i> (juvenile or older), shadow conjuration<\/i> (creatures only; adult or older); 1\/day\u00c2\u0097project image<\/i> (ancient or older); shadow evocation<\/i> (old or older).\r

      Skills:<\/b> Skills: Hide, Move Silently, and Tumble are considered class skills for shadow drakes. \r

      Shadow Drakes and Tome of Magic<\/i><\/b>\r
      If you are using Tome of Magic<\/i> in your campaign, shadow drakes can learn and cast mysteries as shadowcasters, except that they cast mysteries as if they are always arcane spells. They can take shadow magic feats, including metashadow.<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1989 Wizards of the Coast, Inc.
      Originally found in Dragon Magazine #146<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Usually neutral, never lawful","environment":"Temperate or warm forests and underground"},{"name":"Shadow Hound","type":"Magical Beast","ch":6,"challenge_rating":" 6 \u00a0","id":6439,"reference":"Usergen","full_text":"

      Shadow Hound <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Medium\u00a0Magical Beast \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 6d10+24\u00a0(57 hp)<\/td> <\/tr>
      Initiative: <\/strong> +2<\/td> <\/tr>
      Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 15 (+2 Dex, +3 natural), touch 12, flat-footed 13<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+6\/+10<\/td> <\/tr>
      Attack: <\/strong>Bite +10 melee (1d8+6)<\/td> <\/tr>
      Full Attack: <\/strong>Bite +10 melee (1d8+6)<\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Savage, trip<\/td> <\/tr>
      Special Qualities: <\/strong>Damage reduction 5\/magic, darkvision 60 ft., hide in plain sight, light vulnerability, low-light vision, scent, shadow jump<\/td> <\/tr>
      Saves: <\/strong>Fort +9, Ref +7, Will +3 <\/td> <\/tr>
      Abilities: <\/strong>Str 18, Dex 13, Con 19, Int 4, Wis 13, Cha 11 <\/td> <\/tr>
      Skills: <\/strong>Hide +10*, Jump +12, Move Silently +9, Survival +1*\r
      <\/td> <\/tr>
      Feats: <\/strong>Dodge, Mobility, Spring Attack, Track (B)<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Plane of Shadow<\/td> <\/tr>
      Organization: <\/strong>Solitary, pair or pack (4-16)<\/td> <\/tr>
      Challenge Rating: <\/strong>6<\/td> <\/tr>
      Treasure: <\/strong>None<\/td> <\/tr>
      Alignment: <\/strong>Often neutral evil<\/td> <\/tr>
      Advancement: <\/strong>7-9 HD (Medium), 10-18 HD (Large)<\/td> <\/tr>
      Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      This dark black shadow has a vaguely canine form. Its eyes glow with a chilling, fiery radiance. As it exposes its vicious teeth, the same fiery glow can be seen within its jaws.<\/i>\r

      Shadow hounds roam in packs on the Plane of Shadow, but are often found in the employ of powerful natives of that plane as guards. Shadowdancers are known to covet these beasts as companions.\r

      Pack structure is a strict monarchy ruled by the alpha shadow hound. A pack generally includes 2-7 noncombatant whelps.\r

      A typical shadow hound is 4 feet tall at the shoulder and weighs 200 pounds.\r

      Shadow hounds cannot speak, but understand Common.\r

      COMBAT\r

      Shadow hounds fight much like wolves, attacking in packs and attempting to pull prey down for the group to savage.\r

      Hide in Plain Sight (Su):<\/b> A shadow hound can use the Hide skill even while being observed. As long as it is within 10 feet of some sort of shadow, a shadow hound can hide itself from view in the open without anything to actually hide behind. It cannot, however, hide in its own shadow.\r

      Light Vulnerability (Ex):<\/b> When exposed to sunlight or to light equivalent to a daylight<\/i> spell, a shadow hound is slowed<\/i> (as the spell). This condition persists until the shadow hound leaves the area or the light is extinguished.\r

      Savage (Ex):<\/b> If a shadow hound successfully trips an opponent, it latches onto the opponent's body and tears the flesh. This automatically deals an additional xdx+x points of damage. If an opponent goes prone for any reason (perhaps as the subject of another shadow hound's trip attack) in an area the shadow hound threatens, the shadow hound can also savage the victim as an immediate action (this counts as an attack of opportunity for the next round), even though it had nothing to do with tripping the foe.\r

      Shadow Jump (Su):<\/b> A shadow hound can travel between shadows as if by means of a dimension door<\/i> spell. The magical transport must begin and end in an area with at least some shadow. A shadow hound can jump up to 40 feet each day in this manner; this can be a single jump or a combination of jumps whose distance totals 40 feet. This amount can be split among several jumps, but each one, no matter how small, counts as a 10-foot increment.\r

      Trip (Ex):<\/b> A shadow hound that hits with a bite attack can attempt to trip the opponent (+4 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 shadow hound. \r

      Skills:<\/b> A shadow hound has a +8 racial bonus on Move Silently checks. *A shadow hound has a +4 racial bonus on Survival checks when tracking by scent. *A shadow hound's Hide bonus improves to in +8 in areas of shadowy illumination.\r

      Training a Shadow Hound\r

      A shadow hound serves readily as a guard animal, but it requires training. Training a shadow hound 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

      Shadow hound pups are worth 4,000 gp on the open market. Professional trainers charge 250 gp to train a shadow hound.<\/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":"Magical Beast","alignment":"Often neutral evil","environment":"Plane of Shadow"},{"name":"Shadow Panther","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":6440,"reference":"Usergen","full_text":"

      Shadow Panther <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Large\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 6d10+18\u00a0(51 hp)<\/td> <\/tr>
      Initiative: <\/strong> +2<\/td> <\/tr>
      Speed:<\/strong> 40 ft. (8 squares), climb 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>+6\/+14<\/td> <\/tr>
      Attack: <\/strong>Claw +9 melee (1d3+4)\r
      <\/td> <\/tr>
      Full Attack: <\/strong>2 claws +9 melee (1d3+4) and 2 tentacles +7 melee (1d3+2) and bite +7 melee (1d8+2)\r
      <\/td> <\/tr>
      Space\/Reach: <\/strong>10 ft.\/5 ft. (10 ft. with tentacles)<\/td> <\/tr>
      Special Attacks: <\/strong>Improved grab, rake 1d3+2, pounce<\/td> <\/tr>
      Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, scent, shadow blend<\/td> <\/tr>
      Saves: <\/strong>Fort +8, Ref +7, Will +3 <\/td> <\/tr>
      Abilities: <\/strong>Str 19, Dex 15, Con 16, Int 6, Wis 12, Cha 9 <\/td> <\/tr>
      Skills: <\/strong>Balance +10, Climb +12, Hide +9, Jump +16, Listen +6, Move Silently +6, Spot +6<\/td> <\/tr>
      Feats: <\/strong>Alertness, Multiattack, Stealthy<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Temperate plains and mountains<\/td> <\/tr>
      Organization: <\/strong>Solitary, pair, or pride (6-10)<\/td> <\/tr>
      Challenge Rating: <\/strong>4<\/td> <\/tr>
      Treasure: <\/strong>1\/10 coins; 50% goods; 50% items<\/td> <\/tr>
      Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
      Advancement: <\/strong>7\u00c2\u00969 HD (Large); 10-18 HD (Huge)<\/td> <\/tr>
      Level Adjustment: <\/strong>+4<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      This creature looks like an emaciated panther, with fur of the deepest black. Its six legs are evenly-spaced along its torso. A pair of tentacles sprout from its shoulders and taper to single bony hooks. A leonine black mane of shaggy hair circles its head and neck.<\/i>\r

      Shadow panthers, also called \"mountain ghosts,\" are predatory great cats believed to be an evolutionary link between the displacer beast and the wemic. Like a wemic, a shadow panther has a second hip joint at its middle set of legs, allowing it to raise its upper torso and travel on its rear two sets of legs.\r

      Shadow panthers live in small packs, with a dominant male, his mate, their children, and his siblings. They are savage yet show an intelligence beyond that of their animal nature. So far, all attempts as domesticating shadow panther young have failed.\r

      Shadow panthers lair in hidden caves. They are exceptional climbers, using their hooked tentacles to find the narrowest of purchases. Their agility allows them to prey upon mountain goats and sheep, which make up their primary food source. They have no fear of humanoids, and have been known to attack farmers.\r

      Shadow panthers have an innate ability to telepathically contact others of their kind whenever they are seriously injured or imprisoned. Even newborn cubs possess this power, which is unconscious and automatic. Regardless of distance, any shadow panthers on the same plane may decide to come to the aid of their distressed kin. If the call comes from a cub the other shadow panthers always form a \"strike team\" to rescue the youngster and adopt it into their pack.\r

      A shadow panther is about 9 feet long and weighs about 500 pounds.\r

      Shadow panthers speak Common.\r

      COMBAT\r

      Shadow panthers use pack tactics incredibly well, using teamwork to corner and trap prey.\r

      Improved Grab (Ex):<\/b> To use this ability, a shadow panther 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 rake.\r

      Pounce (Ex):<\/b> If a shadow panther charges, it can make a full attack, including two rake attacks.\r

      Rake (Ex):<\/b> Attack bonus +9 melee, damage 1d3+2.\r

      Shadow Blend (Su):<\/b> In any condition of illumination other than full daylight, a shadow panther can disappear into the shadows, giving it total concealment. Artificial illumination, even a light<\/i> or continual flame<\/i> spell, does not negate this ability. A daylight<\/i> spell, however, will.\r

      Skills:<\/b> Shadow panthers have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Shadow panthers have a +8 racial bonus on Balance and Climb checks. A shadow panther can always choose to take 10 on a Climb check, even if rushed or threatened. <\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1998 Wizards of the Coast, Inc.
      Originally found in Dragon Magazine #2<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually neutral evil","environment":"Temperate plains and mountains"},{"name":"Shadow Wolf","type":"Outsider","ch":3,"challenge_rating":" 3 \u00a0","id":6441,"reference":"Usergen","full_text":"

      Shadow Wolf <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Medium\u00a0Outsider \t\t\t(Chaotic, Evil, Extraplanar, Incorporeal)\t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 4d8+8\u00a0(17 hp)<\/td> <\/tr>
      Initiative: <\/strong> +8<\/td> <\/tr>
      Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 17 (+4 Dex, +3 deflection), touch 17, flat-footed 13<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+4\/-<\/td> <\/tr>
      Attack: <\/strong>Incorporeal bite +9 melee touch (1d6 plus fading)<\/td> <\/tr>
      Full Attack: <\/strong>Incorporeal bite +9 melee touch (1d6 plus fading)<\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Fading<\/td> <\/tr>
      Special Qualities: <\/strong>Darkvision 60 ft., incorporeal traits, scent<\/td> <\/tr>
      Saves: <\/strong>Fort +6, Ref +8, Will +5 <\/td> <\/tr>
      Abilities: <\/strong>Str \u00c2\u0097, Dex 19, Con 15, Int 6, Wis 12, Cha 17 <\/td> <\/tr>
      Skills: <\/strong>Balance +6, Hide +11*, Jump +10, Intimidate +10, Listen +8, Spot +8, Survival +8*, Tumble +11<\/td> <\/tr>
      Feats: <\/strong>Improved Initiative, Track (B), Weapon Focus (bite)\r
      <\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Plane of Shadow<\/td> <\/tr>
      Organization: <\/strong>Solitary or pack (2-12)<\/td> <\/tr>
      Challenge Rating: <\/strong>3<\/td> <\/tr>
      Treasure: <\/strong>None<\/td> <\/tr>
      Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
      Advancement: <\/strong>5-8 HD (Medium); 9-12 HD (Large)<\/td> <\/tr>
      Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      This large, gray wolf is slightly translucent.<\/i>\r

      Shadow wolves are creatures of pure shadow. According to legend, they were called into being by powerful spellcasters, and have since roamed free and multiplied. While shadow wolves avoid highly illuminated areas when possible, they are not particularly vulnerable to bright light.\r

      A shadow wolf is between 2 and 3 feet tall at the shoulder.\r

      COMBAT\r

      Shadow wolves prefer to sneak up to a victim and bite them, then retreat and wait for their fading to take effect. \r

      A shadow wolf's natural weapons are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.\r

      Fading (Su):<\/b> Supernatural disease\u00c2\u0097bite, Fortitude DC 14, incubation period 1 minute; damage 1d6 Str. The save DC is Charisma-based.\r

      Unlike normal diseases, fading continues until the victim reaches Strength 0 (and dies) or is cured as described below. \r

      Fading is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with fading must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.\r

      To eliminate fading, 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 fading can be magically cured as any normal disease. A dimensional anchor, dimensional lock<\/i>, or similar effect stalls the progression of the disease for as long as the spell remains in effect (and the victim remains within the area of effect, in the case of dimensional lock<\/i>).\r

      As the victim fades from view on the Material Plane, it slowly gains substance on the Plane of Shadow. Once the victim reaches Strength 0 and dies, it has fully materialized on the Plane of Shadow, where the shadow wolf can eat its meal in peace.\r

      Skills:<\/b> *A shadow wolf 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. *It also has a +4 racial bonus on Survival checks when tracking by scent.\r

      Shadow Wolves in Mystara<\/b>\r
      Everything written above is true for Mystaran shadow wolves except for one point. A Mystaran shadow wolf is native to the Plane of Limbo. This has resulted in a very sinister practice. Unscrupulous people on the Plane of Limbo have domesticated shadow wolves and use them to capture victims from the Prime Plane. This is because life energy is the currency of the Plane of Limbo (see Dragon Magazine #180) and the hunters gather the victim's life force in specially prepared gems to be 'spent' at a later date.<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1986 Wizards of the Coast, Inc.
      Originally found in ST1 - Up the Garden Path<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic evil","environment":"Plane of Shadow"},{"name":"Shadow, Ether","type":"Undead","ch":9,"challenge_rating":" 9 \u00a0","id":6442,"reference":"Usergen","full_text":"

      Shadow, Ether <\/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> +3<\/td> <\/tr>
      Speed:<\/strong> Fly 40 ft. (good) (8 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 16 (+3 Dex, +3 deflection), touch 16, flat-footed 13<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+4\/-<\/td> <\/tr>
      Attack: <\/strong>Incorporeal touch +7 melee (1d6+3 negative energy damage plus 1d8 Str)<\/td> <\/tr>
      Full Attack: <\/strong>Incorporeal touch +7 melee (1d6+3 negative energy damage plus 1d8 Str)<\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Create spawn, spell-like abilities, strength damage<\/td> <\/tr>
      Special Qualities: <\/strong>Darkvision 60 ft., immunity to cold and mind-affecting spells and abilities, incorporeal traits, permanent manifestation, +2 turn resistance, undead traits, unholy toughness<\/td> <\/tr>
      Saves: <\/strong>Fort +3, Ref +6, Will +8 <\/td> <\/tr>
      Abilities: <\/strong>Str \u00c2\u0097, Dex 17, Con \u00c2\u0097, Int 12, Wis 14, Cha 16 <\/td> <\/tr>
      Skills: <\/strong>Hide +18*, Knowledge (the planes) +13, Listen +18, Search +17, Spot +18, Survival +2 (+4 following tracks, +4 on other planes)<\/td> <\/tr>
      Feats: <\/strong>Ability Focus (nightmare), Alertness, Flyby Attack, Skill Focus (Hide)\r
      <\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any land or Ethereal Plane<\/td> <\/tr>
      Organization: <\/strong>Solitary or umbra (ether shadow plus 1d6 shadows)<\/td> <\/tr>
      Challenge Rating: <\/strong>9<\/td> <\/tr>
      Treasure: <\/strong>None<\/td> <\/tr>
      Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
      Advancement: <\/strong>10-27 HD (Medium)<\/td> <\/tr>
      Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      A man-sized patch of shadow floats nearby.<\/i>\r

      Ether shadows are the progenitors of lesser and greater shadows. These gloomy undead coexist on both a Material Plane and the Ethereal Plane, making them difficult to kill.\r

      Ether shadows are created in a dark ritual, forever binding part of their essence to the Material Plane on which it is conducted, while the rest is tied to the Ethereal Plane, and both are tainted with negative energy.\r

      An ether shadow is 5 to 6 feet tall and is weightless. Ether shadows can form their bodies into any shapes they desire, and may even appear two-dimensional. Regardless of form, they are always featureless, and some shade of gray or black in coloration.\r

      An ether shadow cannot speak intelligibly.\r

      A spellcaster of 16th or higher level can create an ether shadow by casting create greater undead<\/i> as part of a dark ritual involving anointing the corpse with the blood of an ethereal creature.\r

      COMBAT\r

      Ether shadows use their stealth and cunning to great advantage, hiding in the shadows or making fly-by attacks beginning and ending in solid objects.\r

      Create Spawn (Su):<\/b> Any humanoid reduced to Strength 0 by an ether shadow dies and becomes a shadow under the control of its killer within 1d4 rounds.\r

      Permanent Manifestation (Su):<\/b> An ether shadow dwells on the Ethereal Plane, but it is permanently manifested on the plane where it was created (usually the Material Plane; substitute in the following as needed). An ether shadow is therefore partly in the Material Plane and visible but incorporeal on the Material Plane. A manifested ether shadow 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 ether shadow can pass through solid objects at will, and its own attacks pass through armor. A manifested ether shadow always moves silently. A manifested ether shadow can strike with its touch attack or with a ghost touch<\/i> weapon. A manifested ether shadow remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ether shadow can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ether shadow's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.\r

      Because an ether shadow is always manifested, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ether shadow\u00c2\u0092s touch spells don\u00c2\u0092t work on nonethereal targets.\r

      A manifested ether shadow may take any shape it desires, but it always remains black or gray and appears somewhat insubstantial.\r

      An ether shadow has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.\r

      Spell-Like Abilities:<\/b> 1\/day\u00c2\u0097dream<\/i>; 1\/week\u00c2\u0097nightmare<\/i> (DC 20). Caster level 9th. The save DCs are Charisma-based.\r

      Strength Damage (Su):<\/b> The touch of an ether shadow deals 1d8 points of Strength damage to a living foe.\r

      Unholy Toughness (Ex):<\/b> An ether shadow gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.\r

      Skills:<\/b> Ether shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *An ether shadow 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.<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1992 Wizards of the Coast, Inc.
      Originally found in Dungeon Magazine #35<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always chaotic evil","environment":"Any land or Ethereal Plane"},{"name":"Shadowcrawler","type":"Magical Beast","ch":5,"challenge_rating":" 5 \u00a0","id":6443,"reference":"Usergen","full_text":"

      Shadowcrawler <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Medium\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 7d10+14\u00a0(52 hp)<\/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 14, flat-footed 12<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+7\/+9<\/td> <\/tr>
      Attack: <\/strong>Claw +9 melee (1d4+2)\r
      <\/td> <\/tr>
      Full Attack: <\/strong>4 claws +9 melee (1d4+2) and bite +7 melee (1d6+1)\r
      <\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Blood drain, earth glide, improved grab<\/td> <\/tr>
      Special Qualities: <\/strong>Darkvision 60 ft., low-light vision<\/td> <\/tr>
      Saves: <\/strong>Fort +7, Ref +9, Will +3 <\/td> <\/tr>
      Abilities: <\/strong>Str 14, Dex 19, Con 14, Int 12, Wis 13, Cha 11 <\/td> <\/tr>
      Skills: <\/strong>Balance +15, Climb +12, Hide +15*, Jump +25, Move Silently +15, Spot +5, Tumble +18<\/td> <\/tr>
      Feats: <\/strong>Acrobatic, Multiattack, Stealthy <\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Underground<\/td> <\/tr>
      Organization: <\/strong>Solitary, mated pair, or shadowkitten clutch (2-12 noncombatant young)<\/td> <\/tr>
      Challenge Rating: <\/strong>5<\/td> <\/tr>
      Treasure: <\/strong>None<\/td> <\/tr>
      Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
      Advancement: <\/strong>8-14 HD (Medium), 15-22 HD (Large), 23-30 HD (Huge)<\/td> <\/tr>
      Level Adjustment: <\/strong>-<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      A pair of cat's eyes stare from the shadows, as an ebony-furred creature scuttles along the wall, seeming to combine the traits of a cat and spider. Its head is clearly feline, although its snout is a bit longer, and its tail is that of a black cat. Its eight legs are furry and end in clawed paws, but are segmented in an arachnoid fashion.<\/i>\r

      Shadowcrawlers are subterranean predators, gaining their name from their near-invisibility in shadows. Cunning and sly, shadowcrawlers are patient hunters, lying in ambush or tracking prey from the shadows for hours before selecting an opportune moment to strike.\r

      Shadowcrawlers hate all other living things, even others of their kind, and thus stake out a solitary existence in a dry subterranean cave. A shadowcrawler lines a small hollow with fur in which to sleep, and spends the rest of its time stalking a large territory around its lair, tolerating no weaker predators in its domain. Shadowcrawlers feed on nearly any creatures, but prefer the blood of mammals. Shadowcrawlers are intelligent enough to avoid stronger predators, and will abandon their territory if a stronger creature moves in.\r

      A male shadowcrawler seeks out a mate every four years, issuing a yowling cry to attract a female. The union is brief, and they quickly return to their own territories. In about three months, the female lays a large egg sac and secures it in a well-hidden place in the shadows. One month later, the eggs hatch, unleashing a clutch of 2-12 shadowkittens. The shadowkittens quickly scatter, and few survive the year it takes to reach maturity.\r

      A shadowcrawler is 5 feet long and 2 feet tall, weighing 100 pounds. \r

      Shadowcrawlers speak Common in a guttural voice. \r

      COMBAT\r

      A shadowcrawler attempts to grab a single opponent with its forelegs, then drag it through the earth on its hindlegs, all the while draining blood with its fangs.\r

      Blood Drain (Ex):<\/b> A shadowcrawler drains blood from a grabbed opponent, dealing 1d4 points of Constitution damage each round it maintains the hold.\r

      Earth Glide (Ex):<\/b> A shadowcrawler 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 shadowcrawler can also carry a grappled Medium or smaller creature through earth.\r

      A phase door<\/i> or move earth<\/i> spell cast on an area containing a burrowing shadowcrawler kills the shadowcrawler and any creature it carries instantly if they fails a Fortitude save (DC determined as usual by spell level and caster ability modifier).\r

      Improved Grab (Ex):<\/b> To use this ability, a shadowcrawler 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

      Wallcrawling (Ex):<\/b> A shadowcrawler 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> Shadowcrawlers have a +4 racial bonus on Balance, Hide, Move Silently, and Spot checks and a +8 racial bonus on Climb and Jump checks. Shadowcrawlers use either their Strength or Dexterity modifier for Climb and Jump checks, whichever is higher.\r

      *A shadowcrawler's racial bonus on Hide checks improves to +8 in areas of shadowy illumination.<\/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":"Usually neutral evil","environment":"Underground"},{"name":"Shadowrath, Greater (Abysskin)","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6444,"reference":"Usergen","full_text":"

      Shadowrath, Greater (Abysskin) (Template)<\/h1>
      Black fire dances in the eyesockets and mouth of this bony humanoid. Shrunken skin like cracked charcoal is stretched across its gaunt frame.<\/i>\r

      Greater shadowraths, also known as \"abysskin\", are created by powerful artifacts dedicated to a death deity. Most seek out destroy wizards and those who worship magic due to an eons-old vendetta.\r

      Greater shadowraths often don heavy, hooded cloaks to travel unnoticed through humanoid communities. However, they must take great care to keep their eyesockets and mouths hidde lest the bleeding negative energy give them away.\r

      Creating a Shadowrath, Greater (Abysskin)<\/h2> \u00c2\u0093Greater Shadowrath\u00c2\u0094 is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature) slain by an artifact dedicated to a death deity. \r

      An abysskin has all the base creature\u00c2\u0092s statistics and special abilities except as noted here.\r

      Size and Type:<\/b> The creature\u00c2\u0092s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.\r

      Hit Dice:<\/b> Increase all current and future Hit Dice to d12s.\r

      Armor Class:<\/b> A greater shadowrath has a +3 natural armor bonus or the base creature\u00c2\u0092s natural armor bonus, whichever is better.\r

      Attack:<\/b> A greater shadowrath a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A greater shadowrath fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A greater shadowrath armed with a weapon uses its touch or a weapon, as it desires.\r

      Full Attack:<\/b> A greater shadowrath fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).\r

      Damage:<\/b> A greater shadowrath without natural weapons has a touch attack that uses negative energy to deal 1d6 points of damage plus 1d4 points of Strength damage to living creatures. A greater shadowrath with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d6 points of extra damage plus 1d4 points of Strength damage on one natural weapon attack.\r

      Special Attacks:<\/b> A greater shadowrath retains the base creature's extraordinary special attacks and loses all the base creature's other special attacks and gains those described below. Save DCs are equal to 10 + 1\/2 abysskin's HD + abysskin's Cha modifier unless otherwise noted.\r

      Energy Drain (Su):<\/i> Living creatures hit by a greater shadowrath's touch attack (or any other natural weapon the greater shadowrath might possess) gain one negative levels. For each negative level bestowed, the shadowrath gains 5 temporary hit points. A greater shadowrath can use its energy drain ability once per round.\r

      If a greater shadowrath's energy drain slays a creature it destroys its victim's life force, which means the creature can not be restored to life by a raise dead<\/i> or resurrection<\/i> spell. A wish<\/i>, miracle<\/i>, or true resurrection<\/i> spell can restore the victim to life.\r

      Special Qualities:<\/b> A greater shadowrath retains all the base creature\u00c2\u0092s special qualities and gains those described below.\r

      Damage Reduction (Su<\/i>): A greater shadowrath has damage reduction 10\/good. Its natural weapons are treated as evil weapons for the purpose of overcoming damage reduction.\r

      Mute (Ex):<\/i> A shadowrath is as voiceless as the dead. It cannot speak, or cast spells (including spells from spell-completion items) that have a verbal component, or use magic items that require a command word.\r

      Spell Resistance (Ex):<\/i> A greater shadowrath has spell resistance equal to its CR + 8.\r

      Turn Resistance (Ex):<\/i> A greater shadowrath has +2 turn resistance.\r

      Unholy Toughness (Ex):<\/i> A greater shadowrath gains a bonus to its hit points equal to its Charisma modifier \u00c3\u0097 its Hit Dice.\r

      Abilities:<\/b> Increase from the base creature as follows: Str +2, Dex +6, Wis +4, Cha +4. Being undead, an abysskin has no Constitution score.\r

      Skills:<\/b> Shadowraths have a +2 racial bonus on Hide and Move Silently checks. *Shadowraths have a +6 circumstance bonus on Hide checks when in shadowy areas. Otherwise same as the base creature.\r

      Feats:<\/b> Greater shadowraths gain Improved Initiative as a bonus feat, assuming the base creature doesn\u00c2\u0092t already have it.\r

      Organization:<\/b> Solitary or team (1-4 plus 2-12 lesser shadowraths) or cornet (2-10).\r
      Challenge Rating:<\/b> +2 for associated classes (primarily rely on stealth or fighting ability), +0 for nonassociated (primarily rely on spellcasting).\r
      Treasure:<\/b> Same as base creature.\r
      Alignment:<\/b> Always neutral evil.\r
      Advancement:<\/b> \u00c2\u0097\r
      Level Adjustment:<\/b> \u00c2\u0097\r

      In The Realms<\/b><\/big><\/big>\r
      In the Forgotten Realms setting, shadowraths are created by the Crown of Horns<\/i>, a legendary artifact created by the god Myrkul.\r

      Challenge Rating: <\/strong>+2 for associated classes, +0 for nonassociated

      Sample Shadowrath, Greater (Abysskin)<\/h2> The following creature has gained the greater shadowrath template.\r

      Abysskin Troglodyte Champion<\/b><\/big><\/big>\r
      Elite troglodyte 8th level fighter\r
      Medium Undead (Reptilian)\r
      Hit Dice:<\/b> 10d12+40 (105 hp)\r
      Initiative:<\/b> +5\r
      Speed:<\/b> 30 ft. (6 squares)\r
      Armor Class:<\/b> 21 (+5 Dex, +6 natural), touch 15, flat-footed 16\r
      Base Attack\/Grapple:<\/b> +9\/+13\r
      Attack:<\/b> Battleaxe +15 melee (1d8+8\/\u00c3\u00973) or touch +14 touch (1d6 plus 1d4 Str plus energy drain) or claw +13 melee (1d4+4 plus energy drain) or javelin +14 ranged (1d6+4)\r
      Full Attack:<\/b> Battleaxe +15\/+10 melee (1d8+6\/\u00c3\u00973) and claw +13 melee (1d4+2 plus energy drain) and bite +13 melee (1d4+2 plus energy drain); or battleaxe +15\/+10 melee (1d8+6\/\u00c3\u00973) and touch +14 touch (1d6 plus 1d4 Str plus energy drain) and bite +13 melee (1d4+2 plus energy drain); or 2 claws +13 melee (1d4+4 plus energy drain) and bite +13 melee (1d4+2 plus energy drain); or javelin +14\/+9 ranged (1d6+4)\r
      Space\/Reach:<\/b> 5 ft.\/5 ft.\r
      Special Attacks:<\/b> Stench, energy drain\r
      Special Qualities:<\/b> Damage reduction10\/good, darkvision 90 ft., mute, spell resistance 19, +2 turn resistance, unholy toughness\r
      Saves:<\/b> Fort +5, Ref -1, Will +0\r
      Abilities:<\/b> Str 18, Dex 20, Con \u00c2\u0096, Int 10, Wis 12, Cha 18\r
      Skills:<\/b> Hide +14*, Intimidate +12, Listen +6, Move Silently +7\r
      Feats:<\/b> Combat Reflexes, Greater Weapon Focus (battleaxe), Improved Multiattack, MultiattackB<\/sup><\/small><\/b><\/small>, Improved Sunder, Power Attack, Stand Still, Weapon Focus (battleaxe), Weapon Specialization (battleaxe)\r
      Environment:<\/b> Underground\r
      Organization:<\/b> Solitary or team (1-4 plus 2-12 lesser shadowraths) or cornet (2-10)\r
      Challenge Rating:<\/b> 11\r
      Treasure:<\/b> 50% coins; 50% goods; 50% items\r
      Alignment:<\/b> Always neutral evil\r
      Advancement:<\/b> \u00c2\u0097\r
      Level Adjustment:<\/b> \u00c2\u0097\r

      The greater shadowrath presented here is based on an 8th-level troglodyte fighter, using the following base ability scores: Str 15, Dex 13, Con 10, Int 12, Wis 8, Cha 14.\r

      COMBAT<\/b>\r

      Stench (Ex):<\/b> When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 11 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte\u00c2\u0092s 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> Shadowraths have a +2 racial bonus on Hide and Move Silently checks. *Shadowraths have a +6 circumstance bonus on Hide checks when in shadowy areas\r

      The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings like a chameleon and providing a +4 racial bonus on Hide checks. *In rocky or underground settings, this bonus improves to +8.
      \u00a0
      Waterdeep - City of Splendors<\/em>
      <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Always neutral evil.\r","environment":" Underground\r"},{"name":"Shadowrath, Lesser","type":"Undead","ch":4,"challenge_rating":" 4 \u00a0","id":6445,"reference":"Usergen","full_text":"

      Shadowrath, Lesser <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Medium\u00a0Undead \t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 4d12+8\u00a0(34 hp)<\/td> <\/tr>
      Initiative: <\/strong> +8<\/td> <\/tr>
      Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 16 (+3 Dex, +3 natural), touch 13, flat-footed 13<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+2\/+2<\/td> <\/tr>
      Attack: <\/strong>Chilling touch +5 melee (1d6 negative energy plus 1d4 Str)<\/td> <\/tr>
      Full Attack: <\/strong>Chilling touch +5 melee (1d6 negative energy plus 1d4 Str)<\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Chilling touch<\/td> <\/tr>
      Special Qualities: <\/strong>Damage reduction 5\/good, darkvision 60 ft., mute, spell resistance 13, +2 turn resistance, unholy toughness<\/td> <\/tr>
      Saves: <\/strong>Fort +1, Ref +4, Will +4 <\/td> <\/tr>
      Abilities: <\/strong>Str 10, Dex 17, Con -, Int 11, Wis 12, Cha 14 <\/td> <\/tr>
      Skills: <\/strong>Hide +12*, Listen +10, Move Silently +12, Spot +10<\/td> <\/tr>
      Feats: <\/strong>Alertness, Improved Initiative [B], Weapon Finesse<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any land<\/td> <\/tr>
      Organization: <\/strong>Solitary or cornet (2-12)<\/td> <\/tr>
      Challenge Rating: <\/strong>4<\/td> <\/tr>
      Treasure: <\/strong>None<\/td> <\/tr>
      Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
      Advancement: <\/strong>-<\/td> <\/tr>
      Level Adjustment: <\/strong>-<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      This animated skeleton is composed of charred, black bones, with only its eyesockets alight with red energy.<\/i>\r

      Shadowraths are specialized undead first created by an artifact dedicated to a death deity. Lesser shadowraths, or \"blackbones\", are completely subservient to their creator or the possessor of the artifact that created them.\r

      A lesser shadowrath is as intelligent as most humanoids, and is able to follow complex instructions from their master. However, they have no motivation of their own apart from a compulsion to kill the living. Lesser shadowraths have no interest in equipment or treasure, although their master may instruct them to use equipment or collect treasure for them. Unless instructed otherwise, they will abandon any possessions they might have owned when alive.\r

      An uncontrolled lesser shadowrath will attack any living thing it sees, even plants or the tiniest insects. Being influenced by a death deity, they always seek to kill good-aligned clerics before any other target. Uncontrolled shadowraths remain in one spot, which they only leave long enough to kill. Eventually, a lesser shadowrath will kill all creatures in its vicinity and drain the life out of the soil, leaving nothing but barrenness.\r

      A create undead spell (minimum caster level 14th) can create a lesser shadowrath.\r

      A lesser shadowrath is 5 to 6 feet tall and weighs around 70 pounds.\r

      COMBAT\r

      Lesser shadowraths strike with a chilling touch. They use stealth and ambushes to maximize their chance of murdering their opponents.\r

      Chilling Touch (Su):<\/b> The touch of a lesser shadowrath deal 1d6 points of damage plus 1d4 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadowrath dies. This is a negative energy effect.\r

      Mute (Ex):<\/b> A shadowrath is as voiceless as the dead. It cannot speak, or cast spells (including spells from spell-completion items) that have a verbal component, or use magic items that require a command word.\r

      Unholy Toughness (Ex):<\/b> A lesser shadowrath gains a bonus to its hit points equal to its Charisma modifier \u00c3\u0097 its Hit Dice.\r

      Skills:<\/b> Shadowraths have a +2 racial bonus on Hide and Move Silently checks. *Shadowraths have a +6 circumstance bonus on Hide checks when in shadowy areas.\r

      In The Realms<\/b>\r
      In the Forgotten Realms setting, shadowraths are created by the Crown of Horns, a legendary artifact created by the god Myrkul.<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1994 Wizards of the Coast, Inc.
      Originally found in City of Splendors<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":"Any land"},{"name":"Shadowsponge (Air Stealer)","type":"Aberration","ch":5,"challenge_rating":" 5 \u00a0","id":6446,"reference":"Usergen","full_text":"

      Shadowsponge (Air Stealer) <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Huge\u00a0Aberration \t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 7d8+49\u00a0(80 hp)<\/td> <\/tr>
      Initiative: <\/strong> -2<\/td> <\/tr>
      Speed:<\/strong> Fly 30 ft. (6 squares)(average)<\/td> <\/tr>
      Armor Class: <\/strong> 11 (-2 Dex, -2 size, +5 natural), touch 6, flat-footed 11<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+5\/+17<\/td> <\/tr>
      Attack: <\/strong>Slam +8 melee (1d4+6)\r
      <\/td> <\/tr>
      Full Attack: <\/strong>Slam +8 melee (1d4+6)\r
      <\/td> <\/tr>
      Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Engulf, overrun, steal air, toxic fumes\r
      <\/td> <\/tr>
      Special Qualities: <\/strong>All-around vision, oozelike, sense air\r
      <\/td> <\/tr>
      Saves: <\/strong>Fort +12, Ref +0, Will +4 <\/td> <\/tr>
      Abilities: <\/strong>Str 18, Dex 6, Con 24, Int 3, Wis 11, Cha 3 <\/td> <\/tr>
      Skills: <\/strong>Search +0, Spot +14\r
      <\/td> <\/tr>
      Feats: <\/strong>Endurance, Iron Will, Weapon Focus (slam)\r
      <\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Space<\/td> <\/tr>
      Organization: <\/strong>Solitary or group (2-6)<\/td> <\/tr>
      Challenge Rating: <\/strong>5<\/td> <\/tr>
      Treasure: <\/strong>None<\/td> <\/tr>
      Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
      Advancement: <\/strong>8-14 HD (Huge); 15-21 HD (Gargantuan)<\/td> <\/tr>
      Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      A massive, greyish sponge floats through space. Hundreds of rubbery, many-branched air sacs protrude from a central mass, while many small eyes dot its surface.<\/i>\r

      Shadowsponges are semi-intelligent space creatures that feed on nutrients gleaned from gases, absorbed light, and low level electrical and heat energy. They are often called \"air stealers\" due to their propensity to absorb all breathable air rapidly from an area. Shadowsponges possess a rudimentary herd mentality, and move instinctively together toward atmospheres in space. They avoid the large, stable atmospheres of worlds. \r

      Sages speculate that shadowsponges are merely a stage in the lives of more advanced fungoid creatures. This stage, it is thought, ends when a sponge reaches a certain inner state by absorbing the nutrients it needs from absorbed gases. It then enters a world's atmosphere and falls to the surface, metamorphosing into spores to begin life anew in some other form. To date, this hypothesis cannot be definitively proven.\r

      Shadowsponges never collide with each other or fight among themselves. They seem capable of rejoining scattered portions of themselves, or even joining with another sponge to form a larger whole, and have no reproductive lives or family units.\r

      A shadowsponge's spongy body is mostly air, making it remarkably lightweight - a typical shadowsponge is a sphere roughly 18 feet in diameter, weighing around 6,000 pounds.\r

      COMBAT\r

      A shadowsponge drifts in space until it senses the approach of an atmosphere. It then attacks single-mindedly, absorbing precious air. A captive shadowsponge refuses to eat or drink, so perishes within a few days.\r

      All-Around Vision (Ex):<\/b> Shadowsponges are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks.\r

      Engulf (Ex):<\/b> A shadowsponge 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 shadowsponge merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the shadowsponge, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 17 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent\u00c2\u0092s choice) as the shadowsponge moves forward. Engulfed creatures are considered to be grappled and trapped within its body, every round they are engulfed they take 1d4+4 points of bludgeoning damage and are exposed to the shadowsponge's toxic fumes (see below). The save DC is Strength-based.\r

      Oozelike (Ex):<\/b> A shadowsponge is immune to poison, sleep effects, paralysis, polymorph, and stunning. It is not subject to critical hits or flanking. \r

      Overrun (Ex):<\/b> A shadowsponge that hits with a slam attack can attempt to overrun its opponent (+3 check modifier) as a free action without provoking an attack of opportunity. If the shadowsponge fails it has no risk of falling prone.\r

      Sense Air (Ex):<\/b> A shadowsponge can \"smell\" breathable air. It can sense the presence and approximate direction of any breathable atmosphere within a range of three miles.\r

      Steal Air (Ex):<\/b> A shadowsponge can rapidly absorb oxygen and other life-giving gases. Every minute a shadowsponge is in a breathable atmosphere, it absorbs one day's worth of air for every Hit Die it possesses (a \"day's worth\" being as much air as a single Medium creature normally breathes in 24 hours). A shadowsponge can quickly exhaust small volumes of air such as a spelljammer ship's air-envelope, asphyxiating all air-breathing creatures within. Shadowsponges can store up to 10 day's worth of air for every Hit Die they possess.\r

      Toxic Fumes (Ex):<\/b> A shadowsponge's interior is filled with corrosive and poisonous vapors. Any creature exposed to these toxic fumes must make a DC 20 Fortitude save each round, or be blinded for 1d4 rounds and take 2d6 acid damage plus 1d4 Str damage and 1d4 Con damage. Even with a successful save, a victim is still dazzled for 1d4 rounds and take 1d6 acid damage. The save DC is Constitution-based.\r

      If a shadowsponge is struck by a fire or electrical damage it will produce toxic fumes for 1 round, covering a radius equal to three times the shadowsponge's reach (30 feet radius for a typical shadowsponge).\r

      When slain, a shadowsponge produces toxic fumes for 1d3 rounds, covering a radius equal to six times the shadowsponge's reach (60 feet radius for a typical shadowsponge).\r

      A strong wind (21+ mph) disperses the toxic fumes in 1 round. \r

      Herd Clouds<\/b>\r
      Some small, dark shadowsponges have been observed to lead their fellows on long voyages in space and round them up into groups. \r

      Herd Cloud<\/b>\r
      Huge Aberration\r
      Hit Dice: 8d8+64 (100 hp)\r
      Initiative: -2\r
      Speed: Fly 30 ft. (6 squares)(average)\r
      Armor Class: 11 (-2 Dex, -2 size, +5 natural), touch 6, flat-footed 11\r
      Base Attack\/Grapple: +6\/+18\r
      Attack: Slam +9 melee (1d4+6)\r
      Full Attack: Slam +9 melee (1d4+6)\r
      Space\/Reach: 15 ft.\/10 ft.\r
      Special Attacks: Engulf, lightning, overrun, steal air, toxic fumes\r
      Special Qualities: All-around vision, oozelike, sense air\r
      Saves: Fort +14, Ref +0, Will +8\r
      Abilities: Str 18, Dex 6, Con 26, Int 11, Wis 15, Cha 7\r
      Skills: Diplomacy +9, Search +4, Spot +17\r
      Feats: Endurance, Iron Will, Weapon Focus (slam)\r
      Environment: Space\r
      Organization: Solitary, group (1 plus 2-6 shadowsponges) or herd (1-6 plus 5-40 shadowsponges)\r
      Challenge Rating: 6\r
      Treasure: None\r
      Alignment: Always chaotic neutral\r
      Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan)\r
      Level Adjustment: \u00c2\u0097\r

      Lightning (Su):<\/b> A herd cloud can generate bolts of lightning. Twice per day it can produce two 400-foot lines of lightning, each dealing 6d6 points of electricity damage. These \"twinned\" lightning bolts cannot overlap. Once per day a herd cloud can produce a lightning bolt that strikes a target within 400 feet for 9d6 points of electricity damage and then forks out to hit all targets within 30 feet of the initial target for 4d6 electricity damage, in a similar fashion to a chain lightning<\/i> spell. A DC 22 Reflex save halves the damage of any bolt. The save DCs are Constitution-based.\r

      In Spelljammer<\/b>\r
      Desperate spacefarers occasionally trap shadowsponges in a spacewreck or other large, sturdy spacegojng storage container. These shadowsponges are forcibly dragged through planetoid atmospheres or skim the atmospheres of worlds, thereby gaining a portable atmosphere for oversized crews and long space voyages. Trapped shadowsponges are also set adrift and used offensively against a hostile planetoid, base, ship, or elven armada craft.\r

      Shadowsponges imprisoned or brought into contact with planetary atmospheres will take on and store air usable in space voyages, but the shock of this treatment seems to ultimately kill them, poisoning the surrounding air.<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1990 Wizards of the Coast, Inc.
      Originally found in SJR1 - Lost Ships<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always chaotic neutral","environment":"Space"},{"name":"Shan Sao","type":"Humanoid","ch":1,"challenge_rating":" 1 \u00a0","id":6447,"reference":"Usergen","full_text":"

      Shan Sao <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Tiny\u00a0Humanoid \t\t\t(Gnome)\t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 2d8\u00a0(9 hp)<\/td> <\/tr>
      Initiative: <\/strong> +4<\/td> <\/tr>
      Speed:<\/strong> 20 ft. (4 squares)<\/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>Short sword +1 melee (1d3-2\/19\u00c2\u009620) or dart +7 ranged (1d2-2)\r
      <\/td> <\/tr>
      Full Attack: <\/strong>Short sword +1 melee (1d3-2\/19\u00c2\u009620) or dart +7 ranged (1d2-2)\r
      <\/td> <\/tr>
      Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Change shape, inflict disease, summon tigers<\/td> <\/tr>
      Special Qualities: <\/strong>Immunity to fear, low-light vision, shan sao traits<\/td> <\/tr>
      Saves: <\/strong>Fort +3, Ref +4, Will +0 <\/td> <\/tr>
      Abilities: <\/strong>Str 6, Dex 19, Con 11, Int 10, Wis 11, Cha 16 <\/td> <\/tr>
      Skills: <\/strong>Bluff +10, Diplomacy +5, Disguise +3 (+5 acting), Intimidate +7, Sense Motive +5<\/td> <\/tr>
      Feats: <\/strong>Persuasive<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Temperate and warm hills and forests<\/td> <\/tr>
      Organization: <\/strong>Solitary, pair, or tribe (3-30 males plus 1-15 females plus 25% noncombatants and 1-2 tigers)<\/td> <\/tr>
      Challenge Rating: <\/strong>1<\/td> <\/tr>
      Treasure: <\/strong>Standard<\/td> <\/tr>
      Alignment: <\/strong>Usually chaotic neutral<\/td> <\/tr>
      Advancement: <\/strong>By character class<\/td> <\/tr>
      Level Adjustment: <\/strong>+3<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      This squat, plump humanoid stands only a foot in height. Its deep orange skin is covered in a poorly-made, oversized cotton smock. Pointed ears poke out of an unruly mess of brown hair that cascades over its shoulders. Catlike eyes peer over its broad nose.<\/i>\r

      Shan sao are a race of gnomes found in woodland hills, dwelling in the hearts of thick bamboo groves. Shan sao live private lives removed from the rest of civilization.\r

      Shan sao dislike disturbances, and find loud noises particularly annoying. As a result, they have little tolerance for trespassers on their lands, drawing particular ire from the sound of breaking bamboo in the interloper's wake.\r

      Shan sao subsist on a diet of fruits, vegetables, and grains. Their favored meal is a special stew that brews continually in their communal cooking pot. This combination of e herbs, spices, fruits, and meats has a distinctive aroma, combining the strong odors of onions, cherries, and cinnamon. It is so nourishing that a single ladle is equivalent to a single portion of gruel from a sustaining spoon. A flask of this stew has been known to fetch up to 1,000 gp from connisseurs of exotic foods. \r

      A shan sao is 1 feet tall and weighs 10 to 13 pounds. Skin pigmentation is deep orange or dark brown, while hair is usually brown or blonde. Eye coloration ranges from green to blue to gold.\r

      Shan sao speak Common and Gnome.\r

      COMBAT\r

      Shan sao are quick to take offense and equally quick to return it. Despite their size, they are accomplished combatants, and can call in tigers to their aid. They are utterly fearless.\r

      Change Shape (Su):<\/b> A shan sao can assume the form of any Tiny or smaller bird. \r

      Inflict Disease (Sp):<\/b> Once per day, a shan sao can attempt to inflict a disease upon 1 creature within close range. This otherwise functions as the contagion<\/i> spell. \r

      Shan Sao Traits (Ex):<\/b> Shan Sao possess the following racial traits.\r

    • +2 racial bonus on saving throws against illusions. \r
      <\/li>
    • Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat. \r
      <\/li>
    • Spell-Like Abilities: 1\/day\u00c2\u0097speak with animals<\/i> (tigers only, duration 1 minute). Caster level 1st. \r
      <\/li><\/list>
      Summon Tiger (Sp):<\/b> Once per day, a shan sao may attempt to summon 1 tiger with a 50% chance of success, as long as the shan sao is within a warm or temperate forest. This is the equivalent of a 4th-level spell.\r

      Skills:<\/b> Shan sao have a +2 racial bonus on Craft (alchemy) and Listen checks. \r

      Society\r
      Shan sao swell tribes form settlements of simple, thatched houses around a central communal cooking pot. Settlements are primarily male, with about half as many females. The females rarely pursue PC classes, focusing more on commoner or expert if they advance. Children number about one-fourth of the total number of adults, and are noncombatants. Additionally, shan sao communites are occasionally guarded by one or more tigers.\r

      Each shan sao tribe is governed by a king, who has absolute authority over other members. The shan sao summon their tiger allies annually to review the king's accomplishments of the previous year. If the tigers approve of his leadership, he is granted another year as king. If they disapprove of his performance, the tigers nominate a replacement (whom the shan sao always accept), and the old king graciously steps aside.<\/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 chaotic neutral","environment":"Temperate and warm hills and forests"},{"name":"Shargugh","type":"Fey","ch":2,"challenge_rating":" 02 \u00a0","id":6448,"reference":"Usergen","full_text":"

      Shargugh <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Small\u00a0Fey \t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 3d6\u00a0(10 hp)<\/td> <\/tr>
      Initiative: <\/strong> +3<\/td> <\/tr>
      Speed:<\/strong> 40 ft (8 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+1\/-3<\/td> <\/tr>
      Attack: <\/strong>Bite +4 melee (1d4) or silver dagger +4 melee (1d3-1\/19-20)<\/td> <\/tr>
      Full Attack: <\/strong>Bite +4 melee (1d4) or silver dagger +4 melee (1d3-1\/19-20)<\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
      Special Attacks: <\/strong>---<\/td> <\/tr>
      Special Qualities: <\/strong>Curse of the shargugh, damage reduction 5\/cold iron, low-light vision, spell-like ability, wild empathy, woodland dependent, woodland mastery<\/td> <\/tr>
      Saves: <\/strong>Fort +1, Ref +5, Will +3 <\/td> <\/tr>
      Abilities: <\/strong>Str 11, Dex 16, Con 10, Int 10, Wis 12, Cha 9 <\/td> <\/tr>
      Skills: <\/strong>Climb +3, Hide +15*, Jump +4, Knowledge (nature) +3, Listen +4, Move Silently +15, Search +3, Sleight of Hand +13, Spot +4, Survival +4<\/td> <\/tr>
      Feats: <\/strong>Stealthy, Weapon Finesse<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Temperate forest<\/td> <\/tr>
      Organization: <\/strong>Solitary or grove (2-3)<\/td> <\/tr>
      Challenge Rating: <\/strong>02<\/td> <\/tr>
      Treasure: <\/strong>None<\/td> <\/tr>
      Alignment: <\/strong>Usually neutral<\/td> <\/tr>
      Advancement: <\/strong>4-6 HD (Small); 7-9 HD (Medium)<\/td> <\/tr>
      Level Adjustment: <\/strong>---<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      This short humanoid seems to be covered in wild, matted brown hair, and its long beard is tangled and twisted. Its ragged clothing is brown and green.<\/i>\r

      The shargugh is a small faerie creature tied to a whole woodland territory in a way similar to a dryad being tied to a single tree. The symbiosis between a shargugh, or a group of them, and the forest is strong and provides life to both and everything that lives within it.\r

      A shargugh is mischievous, like many other fey, and is likely to steal valuable objects from any creature it encounters. To dissuade this practice, folk of the woodlands often leave offerings of food and drink for the local shargugh. In return, a shargugh may elect to carry out small but useful tasks.\r

      A shargugh speaks Sylvan and Elven.\r

      A shargugh is 3 feet tall and weighs 50 pounds.\r

      COMBAT<\/b>\r
      A shargugh prefers thievery to combat, relying on its natural stealth and tree stride ability to pilfer valuable objects and escape. If its woodland territory is threatened, it will fight ferociously with bite or dagger to defend its home.\r

      Curse of the Shargugh (Su)<\/b>: Any woodland territory in which all shargughs bound to it have died becomes cursed and infertile for a period of 7 years. New plants and trees will not grow, whilst existing flora will grow normally but bear neither fruit nor flowers. A hallow<\/i> spell cast within the territory will restore the woodland's fertility, though it will not prevent the curse from happening if any of the shargughs are still alive..\r

      Spell-Like Ability<\/b>: 5\/day - tree stride<\/i>. Caster level 3rd.\r

      Wild Empathy (Ex)<\/b>: This power works like the druid's wild empathy class feature, except that the shargugh has a +6 racial bonus on the check.\r

      Woodland Dependent (Su)<\/b>: Each shargugh is mystically bound to its woodland territory, which is a section of woods no larger than a 24-mile radius. A shargugh's relationship with its territory is symbiotic, and both draw strength from each other, so a shargugh must never leave its boundaries. Any shargugh who does becomes ill and dies within 1d2 days unless it returns. A shargugh's woodland territory does not radiate magic.\r

      Woodland Mastery (Su)<\/b>: A shargugh is in tune with the woodlands of its territory. They have exact knowledge of their forest home, providing them with +20 to Knowledge (nature) and Survival checks. \r

      Skills<\/b>: A shargugh has a +4 racial bonus on Move Silently and Sleight of Hand checks. *In forested areas, a shargugh has a +4 racial bonus on Hide checks.<\/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":"Temperate forest"},{"name":"Shark-Kin","type":"Monstrous Humanoid","ch":2,"challenge_rating":" 2 \u00a0","id":6449,"reference":"Usergen","full_text":"

      Shark-Kin <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Medium\u00a0Monstrous Humanoid \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
      Initiative: <\/strong> +0<\/td> <\/tr>
      Speed:<\/strong> Swim 60 ft. (12 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 15 (+5 natural), touch 10, flat-footed 15<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+2\/+5<\/td> <\/tr>
      Attack: <\/strong>Trident +5 melee (1d8+3) or bite +5 melee (1d6+3) or javelin +2 ranged (1d6+3) or net +2 ranged (entangle)<\/td> <\/tr>
      Full Attack: <\/strong>Trident +5 melee (1d8+3) and bite +3 melee (1d6+1) or bite +5 melee (1d6+3) and 2 claws +3 melee (1d3+1) or javelin +2 ranged (1d6+3) or net +2 ranged (entangle)\r
      <\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
      Special Qualities: <\/strong>Darkvision 60 ft., murkvision, scent, speak with sharks\r
      <\/td> <\/tr>
      Saves: <\/strong>Fort +4, Ref +3, Will +0 <\/td> <\/tr>
      Abilities: <\/strong>Str 16, Dex 11, Con 12, Int 10, Wis 11, Cha 11 <\/td> <\/tr>
      Skills: <\/strong>Handle Animal +5, Spot +5\r
      <\/td> <\/tr>
      Feats: <\/strong>Multiattack<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any aquatic<\/td> <\/tr>
      Organization: <\/strong>Solitary or tribe (20-80 plus 1 elder plus 2d12 sharks or various sizes and 2d6 dire sharks)<\/td> <\/tr>
      Challenge Rating: <\/strong>2<\/td> <\/tr>
      Treasure: <\/strong>No coins; standard goods; standard items<\/td> <\/tr>
      Alignment: <\/strong>Usually neutral<\/td> <\/tr>
      Advancement: <\/strong>3-4 HD (Medium), 5-6 HD (Large) or by character class<\/td> <\/tr>
      Level Adjustment: <\/strong>+3<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      This sharklike humanoid has reddish-brown scales covered in yellow bands and white spots. Its head is crested with a fin, and its eyes are large and unblinking. Its vestigial legs end in webbed toes, and its tail is thick and strong, like that of an alligator. It carries a trident in its webbed claws.<\/i>\r

      Shark-kin are nomadic hunters of the seas, eating any seafood they can catch. Although fish and mollusks are their dietary staples, they also prey on sea mammals and other aquatic animals when available. If a particularly bountiful hunting area is found, such as a spawning ground or a shipreck forming an artificial reef, the tribe constructs temporary homes out of natural materials and remain there until the bounty is gone. \r

      A shark-kin tribe generally claims a territory of 120 square miles, which they defend vigorously from other aquatic races. Any non-shark-kin seeking to hunt within the territory, or to claim anything found within, must seek permission from the tribal elder. Although they are generally friendly to strangers, shark-kin are very possessive of shipwrecks within their territory, so seekers of salvage rights should plan for hard bargaining with the shark-kin.\r

      A tribal elder is generally among the largest of its kind (5-6 HD), although occassionally a smaller shark-kin with levels in ranger or druid may become elder. If the elder perishes, the surviving adults begin an unusual transformation. In the weeks following the death of the elder, their legs grow and their gills adapt to breathing air as well as water. These adults gain a land speed of 30 feet and the aquatic subtype during this time. The senior adults of the tribe (usually 11-20 males and an equal number of femles) leave the ocean and seek out a ceremonial site upon a hilltop or mountain, where they select a new elder from among their ranks. Afterwards, they return to the sea and the tribe reverts back to standard shark-kin form.\r

      Shark-kin have a strong relationship with sharks, which serve them like hunting dogs serve terrestrial hunters. They are generally encountered with sharks of all sizes, even dire sharks, and on very rare occasions, mighty megalodons.\r

      A shark-kin is 6 to 7 feet long and weighs 190 to 250 pounds, with no difference between genders. Reddish brown scales are most common, with spots or bands of white or yellow, but coloration can range to dark blue to blue-black with silver, light blue, or metallic green patterns. Each individual's pattern is unique. A shark-kin's eyes glow like a cat's when bright light strikes them. Shark-kin have an average lifespan of 120 years, though the eldest are known to live to twice that age.\r

      Shark-kin speak their own language, and many also speak Common or Aquan.\r

      Combat\r

      In battle, shark-kin coordinate actions with their allied sharks to surround foes in three dimensions. Upon a signal from an elder, they all converge on a single point or adversary.\r

      Murkvision (Ex):<\/b> A shark-kin's vision is not limited in dark or murky water. It treats all water as clear water for purposes of determining vision.\r

      Speak with Sharks (Ex):<\/b> Shark-kin can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as \u00c2\u0093food,\u00c2\u0094 \u00c2\u0093danger,\u00c2\u0094 and \u00c2\u0093enemy.\u00c2\u0094 Shark-kin can use the Handle Animal skill to befriend and train sharks.\r

      Skills:<\/b> A shark-kin 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 shark-kin has a +4 racial bonus on Handle Animal checks when working with sharks.\r

      Skark-Kin As Characters<\/b>\r
      Most shark-kin leaders are rangers. A shark-kin cleric has access to two of the following domains: Animal, Community, Strength, and Water.\r

      Skark-kin characters possess the following racial traits.\r

    • +6 Strength, +2 Constitution. \r
      <\/li>
    • Medium size. \r
      <\/li>
    • A shark-kin's base swim speed is 60 feet. \r
      <\/li>
    • Racial Hit Dice: A shark-kin 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
      <\/li>
    • Racial Skills: A shark-kin's monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Handle Animal and Spot. A shark-kin 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 shark-kin has a +4 racial bonus on Handle Animal checks when working with sharks. \r
      <\/li>
    • Racial Feats: A shark-kin's monstrous humanoid levels give it one feat. \r
      <\/li>
    • Weapon Proficiency: A shark-kin is automatically proficient with the javelin, trident, and net. \r
      <\/li>
    • +5 natural armor bonus. \r
      <\/li>
    • Natural Weapons: bite (1d6) and 2 claws (1d3). \r
      <\/li>
    • Special Qualities (see above): Murkvision, scent, speak with sharks. \r
      <\/li>
    • Automatic Languages: Shark-kin. Bonus Languages: Aquan, Common, Elven, Sahuagin. \r
      <\/li>
    • Favored Class: Ranger. \r
      <\/li>
    • Level adjustment +3. \r
      <\/li><\/list><\/td> <\/tr>
    • \u00a0<\/td> <\/tr>
      1986 Wizards of the Coast, Inc.
      Originally found in AC9 - Creature Catalogue<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually neutral","environment":"Any aquatic"},{"name":"Shatjan","type":"Fey","ch":5,"challenge_rating":" 05 \u00a0","id":6450,"reference":"Usergen","full_text":"

      Shatjan <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Medium\u00a0Fey \t\t\t(Cold)\t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 8d6+24\u00a0(52 hp)<\/td> <\/tr>
      Initiative: <\/strong> +1<\/td> <\/tr>
      Speed:<\/strong> 25 ft (5 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 20 (+1 Dex, +9 natural), touch 11, flat-footed 19<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+4\/+6<\/td> <\/tr>
      Attack: <\/strong>Gore +6 melee (1d8+2) or club +6 melee (1d6+2\/x2) or shortbow +5 ranged (1d6\/x3)<\/td> <\/tr>
      Full Attack: <\/strong>Gore +6 melee (1d8+2) or club +6 melee (1d6+2\/x2) or shortbow +5 ranged (1d6\/x3)<\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
      Special Attacks: <\/strong>Breath weapon, lower temperature<\/td> <\/tr>
      Special Qualities: <\/strong>Damage reduction 10\/cold iron, predict weather, snow move, speak with animals<\/td> <\/tr>
      Saves: <\/strong>Fort +7, Ref +7, Will +8 <\/td> <\/tr>
      Abilities: <\/strong>Str 15, Dex 12, Con 16, Int 12, Wis 14, Cha 15 <\/td> <\/tr>
      Skills: <\/strong>Diplomacy +12, Handle Animal +16, Hide +9, Knowledge (nature) +14, Listen +9, Move Silently +8, Ride +3, Sense Motive +10, Spot +9, Survival +13 (+15 aboveground)<\/td> <\/tr>
      Feats: <\/strong>Great Fortitude, Skill Focus (Handle Animal), Track<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Cold plains and forest<\/td> <\/tr>
      Organization: <\/strong>Solitary or family (2-4)<\/td> <\/tr>
      Challenge Rating: <\/strong>05<\/td> <\/tr>
      Treasure: <\/strong>Standard<\/td> <\/tr>
      Alignment: <\/strong>Always lawful neutral<\/td> <\/tr>
      Advancement: <\/strong>9-16 (Medium)<\/td> <\/tr>
      Level Adjustment: <\/strong>+3<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      This humanoid appears to be a stocky human, but its head is that of a reindeer with a large antler rack. Its head, neck, shoulders, and forearms are covered with a coat of hair much thicker than one would expect to see on a human. The creature wears a loincloth, decorated with intricate patterns and symbols.<\/i>\r

      The shatjan serves as a powerful nature guardian of the icy regions of the far north. A shatjan spends its time in solitude, watching over the reindeer as they roam the tundra and moving with them as they migrate. They live in icy caves or camp out in leather tents.\r

      In summer months, shatjan form small temporary camps consisting of a mated couple and their children. A female shatjan has a much smaller set of antlers than a male. The shatjan will live at the edge of the forest and tundra, building simple structures out of fir branches and birch bark for convenience and comfort.\r

      Shatjan are neutral to humans and other humanoids that live nearby, forming neither friendships nor underserved enmity. They are willing to trade for vegetables for both the reindeer and themselves that cannot be obtained in the northern lands.\r

      A shatjan is 5-7 feet tall and weighs from 300-350 pounds.\r

      A shatjan speaks Sylvan and Common, and sometimes learns the languages of other creatures living nearby.\r

      COMBAT<\/b>\r
      The shatjan is not a warrior by nature, but will fight to protect the reindeer it has charge over. A shatjan will not attack all predators, but should the predators become too aggressive a shatjan will respond forcefully. A shatjan is not hampered by ice or snow, and will lure opponents into a position that puts them at a disadvantage, such as deep snowdrifts or slippery patches of ice. A shatjan is often armed with a bone-tipped harpoon, wooden club, or short bow.\r

      Breath Weapon (Su)<\/b>: 5-foot line, once per round, damage 3d6 cold, Reflex DC 17 negates. The save DC is Constitution-based.\r

      Lower Temperature (Su)<\/b>: As a free action, once per round, the shatjan can lower the temperature by 10 degrees in a 10-foot radius centered on the shatjan. All normal effects for cold weather apply. When the shatjan chooses to end this effect, the temperature returns to normal at a rate of 10 degrees per round. If the shatjan uses this ability again, the effects stack.\r

      Predict Weather (Su)<\/b>: Twice per day, a shatjan can determine with 100% accuracy the weather conditions (sky, temperature, precipitation) in a nine square mile area centered on itself. It can predict the weather up to 16 hours in advance.\r

      Snow Move (Ex)<\/b>: A shatjan can walk on top of deep snow and suffers no penalties when moving through snowy or icy terrain.\r

      Speak With Animals (Sp)<\/i><\/b>: A shatjan can speak with animals<\/i>, as the spell, at will.<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1990 Wizards of the Coast, Inc.
      Originally found in The Horde \u00c2\u0096 Barbarian Campaign Setting (1990, David \u00c2\u0093Zeb\u00c2\u0094 Cook).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always lawful neutral","environment":"Cold plains and forest"},{"name":"Sha\u0092az Drone","type":"Monstrous Humanoid","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6451,"reference":"Usergen","full_text":"

      Sha\u00c2\u0092az Drone <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Medium\u00a0Monstrous Humanoid \t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 1d4+1\u00a0(3 hp)<\/td> <\/tr>
      Initiative: <\/strong> +3<\/td> <\/tr>
      Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 14 (+3 Dex, +1 natural), touch 13, flat-footed 11<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+0\/+0<\/td> <\/tr>
      Attack: <\/strong>Bite +4 melee (1d4)<\/td> <\/tr>
      Full Attack: <\/strong>Bite +4 melee (1d4)<\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
      Special Qualities: <\/strong>Darkvision 60 ft., resistance to cold 2<\/td> <\/tr>
      Saves: <\/strong>Fort +1, Ref +3, Will +0 <\/td> <\/tr>
      Abilities: <\/strong>Str 11, Dex 17, Con 12, Int 10, Wis 11, Cha 6 <\/td> <\/tr>
      Skills: <\/strong>Listen +4, Spot +4<\/td> <\/tr>
      Feats: <\/strong>Alertness<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any cold land<\/td> <\/tr>
      Organization: <\/strong>Hive (15-30 plus 15-30 warriors plus 1-6 knights and 1 queen)<\/td> <\/tr>
      Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
      Treasure: <\/strong>Standard<\/td> <\/tr>
      Alignment: <\/strong>Often lawful neutral<\/td> <\/tr>
      Advancement: <\/strong>By NPC class only<\/td> <\/tr>
      Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      This creature's torso and head are humanoid, tapering to a thin muscular waist that gives way to an insect-like lower body. Its six legs are insectile, the hind four supporting its body while the forelegs end in smaller, prehensile hooks. Fluffy white down covers its entire body, and is thickest at the ends of the legs. Its face is nearly human, with a hooked nose and deep-set eyes, except for the pair of large, serrated mandibles jutting from its cheecks. A thick mane of white hair crowns its head.<\/i>\r

      Sha\u00c2\u0092az are insectile humanoids found in arctic environments, forming hives dug into glaciers. Half of the hive is composed of hunter-warriors, while the rest are drones. A single queen rules the hive, living several centuries.\r

      Sha\u00c2\u0092az are able hunters, counting deer, seals, polar bears, and even whales as their quarry. They also hunt the massive caterpillar-like haundar. They are sworn enemies of the parasitic haun, which covet the eggs of the sha'az for their psionic-altering qualities.\r

      Sha\u00c2\u0092az are generally friendly to other intelligent races, and will trade decorative shell pieces for weapons and other equipment.\r

      A sha\u00c2\u0092az is 6 feet tall and weighs 120 to 175 pounds.\r

      Sha\u00c2\u0092az speak their own language, a combination of words, movements, and scents.\r

      Sha\u00c2\u0092az females are drones in service to the queen; the information in the statistics block is for a commoner of 1st level. The sha\u00c2\u0092az commoner presented here had the following ability scores before racial adjustments: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8.\r

      COMBAT\r

      Sha\u00c2\u0092az drones rarely wield weapons, and the bites lack the venom of the warriors and knights. As a result, they fight only if their queen is in danger, or if no option of escape is available.<\/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":"Fey","alignment":"Often lawful neutral","environment":"Any cold land"},{"name":"Sha\u0092az Queen","type":"Monstrous Humanoid","ch":10,"challenge_rating":" 10 \u00a0","id":6452,"reference":"Usergen","full_text":"

      Sha\u00c2\u0092az Queen <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Medium\u00a0Monstrous Humanoid \t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 10d8+10\u00a0(55 hp)<\/td> <\/tr>
      Initiative: <\/strong> +3<\/td> <\/tr>
      Speed:<\/strong> 20 ft. (4 squares), fly 50 ft. (good)<\/td> <\/tr>
      Armor Class: <\/strong> 24 (+3 Dex, +6 natural, +5 +3 heavy steel shield), touch 13, flat-footed 21<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+10\/+10<\/td> <\/tr>
      Attack: <\/strong>Bite +13 melee (1d4 plus poison)<\/td> <\/tr>
      Full Attack: <\/strong>Bite +13 melee (1d4 plus poison)<\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Poison, spells<\/td> <\/tr>
      Special Qualities: <\/strong>Darkvision 60 ft., hive telepathy, item master, resistance to cold 10<\/td> <\/tr>
      Saves: <\/strong>Fort +6, Ref +10, Will +12 <\/td> <\/tr>
      Abilities: <\/strong>Str 11, Dex 17, Con 12, Int 10, Wis 20, Cha 16 <\/td> <\/tr>
      Skills: <\/strong>Concentration +15, Knowledge (religion) +11, Spellcraft +9<\/td> <\/tr>
      Feats: <\/strong>Great Fortitude, Skill Focus (Concentration), Spell Focus (necromancy), Weapon Finesse<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any cold land<\/td> <\/tr>
      Organization: <\/strong>Feudal hive (queen plus 1-6 knights plus 30-60 warriors and 15-30 drones)<\/td> <\/tr>
      Challenge Rating: <\/strong>10<\/td> <\/tr>
      Treasure: <\/strong>Double standard (including wand of enthrall and wand of hold person)<\/td> <\/tr>
      Alignment: <\/strong>Often lawful neutral<\/td> <\/tr>
      Advancement: <\/strong>By character class<\/td> <\/tr>
      Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      This creature's torso and head are humanoid, tapering to a thin muscular waist that gives way to an insect-like lower body. Its six legs are insectile, the hind four supporting its body while the forelegs end in smaller, prehensile hooks wielding weapons. Fluffy white down covers its entire body, and is thickest at the ends of the legs. Its face is nearly human, with a hooked nose and deep-set eyes, except for the pair of large, serrated mandibles jutting from its cheecks. A thick mane of white hair crowns its head.<\/i>\r

      Sha\u00c2\u0092az are insectile humanoids found in arctic environments, forming hives dug into glaciers. Half of the hive is composed of hunter-warriors, while the rest are drones. A single queen rules the hive, living several centuries.\r

      Sha\u00c2\u0092az are able hunters, counting deer, seals, polar bears, and even whales as their quarry. They also hunt the massive caterpillar-like haundar. They are sworn enemies of the parasitic haun, which covet the eggs of the sha'az for their psionic-altering qualities.\r

      Sha\u00c2\u0092az are generally friendly to other intelligent races, and will trade decorative shell pieces for weapons and other equipment.\r

      A sha\u00c2\u0092az is 6 feet tall and weighs 120 to 175 pounds.\r

      Sha\u00c2\u0092az speak their own language, a combination of words, movements, and scents.\r

      COMBAT\r

      A sha\u00c2\u0092az queen rarely fights on the front lines, allowing her knights, warriors, and drones to protect her while providing them with magical assistance. If forced into melee, a queen bites with her powerful mandibles, which exude a limitless amount of the freezing venom common among sha'az.\r

      Hive Telepathy (Su):<\/b> A sha'az queen may communicate telepathically with all her colony's knights to a range of five miles.\r

      Item Master (Ex):<\/b> A sha'az queen can use any magic item, even spell completion items such as wands or scrolls. She can also create any item or construct as though she had the necessary feats and prerequisite spells or other requirements. \r

      Poison (Ex):<\/b> Injury (bite), Fortitude DC 16, initial and secondary damage 1d6 cold. The save DC is Constitution-based.\r

      Spells:<\/b> A sha'az queen can cast divine spells as a 10th-level cleric. A queen has access to the Community and Protection domains. The save DCs are Wisdom-based. A queen's innate spellcasting stacks with any levels it takes in the cleric class. Thus, a 5th-level sha'az queen cleric has a caster level of 15th, and gains spells per day as a 15th-level cleric.\r

      Typical Cleric Spells Prepared<\/i> (6\/6+1\/5+1\/4+1\/4+1\/3+1; save DC 15 + spell level): \r
      0th\u00c2\u0097create water, detect magic, guidance, mending, read magic, virtue;\r
      1st\u00c2\u0097bless, command, endure elements, magic weapon x2, remove fear, sanctuary*;<\/i>\r
      2nd\u00c2\u0097aid, augury, calm emotions, enthrall, make whole, status*;<\/i>\r
      3rd\u00c2\u0097contagion, create food and water, prayer, protection from energy*, searing light;<\/i>\r
      4th\u00c2\u0097death ward, discern lies, freedom of movement, poison, spell immunity*;<\/i>\r
      5th\u00c2\u0097greater command, mass inflict light wounds, spell resistance*, true seeing;<\/i>\r
      *Domain spell. Domains: Community, Protection.\r

      Sha'az Eggs:<\/b> Sha'az eggs are a potent means of lowering a creature's resistance to telepathy [mind-affecting] powers and abilities. This is typically administered by feeding a sha'az egg to the victim or else injecting the egg's liquid interior. It is possible to refine the sha'az egg into an injury poison. If a full egg's contents are injected into the creature, the victim does not receive a save to avoid the effects of the poison. Haun are natural enemies of the sha'az because they often inject sha'az eggs into their haundar mounts to keep them malleable.\r

      Sha'az egg poison:<\/i> Ingested or injury; Fort DC 15; primary damage -2 penalty to saves vs telepathy [mind-affecting] powers and abilities for 1 hour, no secondary damage.<\/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":"Fey","alignment":"Often lawful neutral","environment":"Any cold land"},{"name":"Sha\u0092az Warrior","type":"Monstrous Humanoid","ch":1,"challenge_rating":" 1 \u00a0","id":6453,"reference":"Usergen","full_text":"

      Sha\u00c2\u0092az Warrior <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Medium\u00a0Monstrous Humanoid \t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 1d8+1\u00a0(5 hp)<\/td> <\/tr>
      Initiative: <\/strong> +3<\/td> <\/tr>
      Speed:<\/strong> 20 ft. (4 squares), fly 50 ft. (good)<\/td> <\/tr>
      Armor Class: <\/strong> 17 (+3 Dex, +3 natural, +1 light steel shield), touch 13, flat-footed 14<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+1\/+1<\/td> <\/tr>
      Attack: <\/strong>Shortsword +4 melee (1d6\/19-20) or bite +4 melee (1d4) or longbow +4 ranged (1d8\/x3)\r
      <\/td> <\/tr>
      Full Attack: <\/strong>Shortsword +4 melee (1d6\/19-20) or bite +4 melee (1d4) or longbow +4 ranged (1d8\/x3)\r
      <\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Poison<\/td> <\/tr>
      Special Qualities: <\/strong>Darkvision 60 ft., resistance to cold 2\r
      <\/td> <\/tr>
      Saves: <\/strong>Fort +3, Ref +3, Will +1 <\/td> <\/tr>
      Abilities: <\/strong>Str 11, Dex 17, Con 12, Int 10, Wis 11, Cha 6 <\/td> <\/tr>
      Skills: <\/strong>Intimidate +2<\/td> <\/tr>
      Feats: <\/strong>Weapon Finesse<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any cold land<\/td> <\/tr>
      Organization: <\/strong>Solitary, hunting party (3-18 plus one knight), or feudal hive (30-60 plus 1-6 knights and 1 queen)<\/td> <\/tr>
      Challenge Rating: <\/strong>1<\/td> <\/tr>
      Treasure: <\/strong>Standard<\/td> <\/tr>
      Alignment: <\/strong>Often lawful neutral<\/td> <\/tr>
      Advancement: <\/strong>By character class<\/td> <\/tr>
      Level Adjustment: <\/strong>+3<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      This creature's torso and head are humanoid, tapering to a thin muscular waist that gives way to an insect-like lower body. Its six legs are insectile, the hind four supporting its body while the forelegs end in smaller, prehensile hooks wielding weapons. Fluffy white down covers its entire body, and is thickest at the ends of the legs. Its face is nearly human, with a hooked nose and deep-set eyes, except for the pair of large, serrated mandibles jutting from its cheecks. A thick mane of white hair crowns its head.<\/i>\r

      Sha\u00c2\u0092az are insectile humanoids found in arctic environments, forming hives dug into glaciers. Half of the hive is composed of hunter-warriors, while the rest are drones. A single queen rules the hive, living several centuries.\r

      Sha\u00c2\u0092az are able hunters, counting deer, seals, polar bears, and even whales as their quarry. They also hunt the massive caterpillar-like haundar. They are sworn enemies of the parasitic haun, which covet the eggs of the sha'az for their psionic-altering qualities.\r

      Sha\u00c2\u0092az are generally friendly to other intelligent races, and will trade decorative shell pieces for weapons and other equipment.\r

      A sha\u00c2\u0092az is 6 feet tall and weighs 120 to 175 pounds.\r

      Sha\u00c2\u0092az speak their own language, a combination of words, movements, and scents.\r

      Most sha\u00c2\u0092az encountered outside their homes are warriors; the information in the statistics block is for a warrior of 1st level. The sha\u00c2\u0092az warrior presented here had the following ability scores before racial adjustments: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8.\r

      COMBAT\r

      Sha\u00c2\u0092az prefer to fight in groups, and will alert the hive if a threat seems great. Sha'az carry weapons and shields, but always choose to eschew armor. They are also capable of delivering painful bites with their mandibles, and can exude a freezing venom in limited amounts each day.\r

      Poison (Ex):<\/b> Injury (bite), Fortitude DC 11, initial and secondary damage 1d6 cold. A sha\u00c2\u0092az produces enough poison for one bite per day. The save DC is Constitution-based.\r

      Sha\u00c2\u0092az As Characters<\/b>\r
      Sha\u00c2\u0092az characters possess the following racial traits.\r

    • +4 Dexterity, +2 Wisdom, -2 Charisma. \r
      <\/li>
    • Sha\u00c2\u0092az base land speed is 20 feet. A sha'az has a fly speed of 50 feet with good manueverability. \r
      <\/li>
    • +3 natural armor bonus. \r
      <\/li>
    • Special Attacks (see above): Poison. \r
      <\/li>
    • Special Qualities (see above): Resistance to cold 2. \r
      <\/li>
    • Automatic Languages: Sha\u00c2\u0092az. Bonus Languages: Common, Damaran, Giant, Illuskan, Orc, Uluik. \r
      <\/li>
    • Favored Class: Psychic warrior. (If you are not using psionics in your campaign, replace with fighter). \r
      <\/li>
    • Level adjustment +3. \r
      <\/li><\/list><\/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":"Fey","alignment":"Often lawful neutral","environment":"Any cold land"},{"name":"Shedu","type":"Magical Beast","ch":7,"challenge_rating":" 07 \u00a0","id":6454,"reference":"Usergen","full_text":"

      SHEDU<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

      Large Magical Beast<\/h2> <\/td> <\/tr>

      Hit Dice:<\/span><\/b> 9d10+27 (76 hp)<\/span><\/p> <\/td> <\/tr>

      Initiative: <\/span><\/b>+5 (+1 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

      Speed:<\/span><\/b> 30 ft, fly 60 ft (average)<\/span><\/p> <\/td> <\/tr>

      AC:<\/span><\/b> 16 (-1 size, +1 Dex, +6 natural)<\/span><\/p> <\/td> <\/tr>

      Attacks:<\/span><\/b> 2 hooves +13 melee<\/span><\/p> <\/td> <\/tr>

      Damage:<\/span><\/b> Hoof 1d6+7<\/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> Ethereal jaunt, SR 16, darkvision 60 ft, low-light vision<\/span><\/p> <\/td> <\/tr>

      Saves:<\/span><\/b> Fort +9, Ref +7, Will +9<\/span><\/p> <\/td> <\/tr>

      Abilities:<\/span><\/b> Str 21, Dex 12, Con 17, Int 16, Wis 18, Cha 17<\/span><\/p> <\/td> <\/tr>

      Skills: <\/span><\/b>Concentration +9, Knowledge (arcana) +12, Listen +12, Sense Motive +14, Spot +12<\/span><\/p> <\/td> <\/tr>

      Feats: <\/span><\/b>Blind-Fight, Combat Casting, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack<\/span><\/p> <\/div> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      Climate\/Terrain:<\/span><\/b> Any warm land<\/span><\/p> <\/td> <\/tr>

      Organization:<\/span><\/b> Herd (2-8)
      Challenge Rating:<\/b> 7<\/span><\/p> <\/td> <\/tr>

      Treasure:<\/span><\/b> Standard<\/span><\/p> <\/td> <\/tr>

      Alignment:<\/span><\/b> Always lawful good<\/span><\/p> <\/td> <\/tr>

      Advancement:<\/span><\/b> 10-13 HD (Large); 14-27 HD (Huge)<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      Shedu travel the world seeking to further the ends of lawful good. They will help any good creature that is in need of aid.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 A shedu appears as a winged equine with a human\u0092s head that is large and stocky (almost dwarven). A shedu always has a beard and mustache and wears its bristly hair in bands.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Shedu speak Shedu, Auran, Celestial, and Infernal.<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      COMBAT<\/h3> <\/td> <\/tr>

      Shedu attack with their hooves, and will almost always enter combat if they observe a good creature being threatened by evil.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Psionics (Sp):<\/b> At will\u0097astral projection, combat prescience, concussion, ectoplasmic form, empathy,<\/i> and mindlink<\/i>. These abilities are as the spells cast by a 12th-level sorcerer (save DC 13 + spell level).<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Ethereal Jaunt (Su):<\/b> At will, a shedu can shift from the Ethereal to the Prime Material Plane as a free action, and shift back again as a move equivalent action (or as part of a move equivalent action). This ability is otherwise identical with ethereal jaunt<\/i> as cast by an 18th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Telepathy (Su):<\/b> Shedu can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      The Shedu 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"},{"name":"Shee","type":"Undead","ch":7,"challenge_rating":" 07 \u00a0","id":6455,"reference":"Usergen","full_text":"

      Shee <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Large\u00a0Undead \t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 9d12\u00a0(58 hp)<\/td> <\/tr>
      Initiative: <\/strong> +5 (Dex, Improved Initiative)<\/td> <\/tr>
      Speed:<\/strong> 60 ft, fly 45 ft (average)<\/td> <\/tr>
      AC:<\/strong> 20 (-1 size, +1 Dex, +10 natural)<\/td> <\/tr>
      Attacks:<\/strong>Heavy lance +8 melee; or 2 hooves +7 melee<\/td> <\/tr>
      Damage: <\/strong>Heavy lance 1d8+5 plus strength drain; or hoof 2d6+3<\/td> <\/tr>
      Face\/Reach: <\/strong>5 ft by 10 ft\/ 5ft<\/td> <\/tr>
      Special Attacks: <\/strong>Death wail, strength drain, trample<\/td> <\/tr>
      Special Qualities: <\/strong>Vanish, darkvision 90 ft, +4 turn resistance, marking, undead traits<\/td> <\/tr>
      Saves: <\/strong>Fort +3, Ref +4, Will +7 <\/td> <\/tr>
      Abilities: <\/strong>Str 16, Dex 13, Con ---, Int 14, Wis 13, Cha 17 <\/td> <\/tr>
      Skills: <\/strong>Intimidate +11, Jump +7, Listen +12, Move Silently +9, Search +10, Sense Motive +9, Spot +12<\/td> <\/tr>
      Feats: <\/strong>Improved Initiative, Lightning Reflexes, Weapon Focus (heavy lance), Weapon Specialization (heavy lance)<\/td> <\/tr>

      <\/td> <\/tr>
      Climate: <\/strong>Any land and underground<\/td> <\/tr>
      Organization: <\/strong>Solitary<\/td> <\/tr>
      Challenge Rating: <\/strong>07<\/td> <\/tr>
      Treasure: <\/strong>None<\/td> <\/tr>
      Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
      Advancement: <\/strong>10-27 HD (Large)<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      The shee is an undead creature that rides at night, slaying all she sees. This translucent undead, also called a “Banshee Rider”, appears as an eyeless, radiant white elven lady with long, streaming white hair, and clad in carved plate mail. She always rides an eyeless horse with a long mane. The maiden never dismounts from this shadowy horse, and cannot be forced off. Some sages speculate that the horse is actually a part of the shee.\r

      Shee ride through the night, looking for the living, or even other undead to destroy. They are capable of riding over any surface, including water. Shee may be encountered in groups, but they are neither allies nor enemies of each other and work independently. They never attack each other, but they may attack the same creatures or different ones.\r

      The arrival of a shee may be related to disasters or other important events, and it has been suggested that they are attracted to strong usage or gathering of magical energies.\r


      COMBAT<\/b>\r
      A shee usually attacks a target only once, either with her lance or by running it down with her horse. After it has made one attack on all living beings present, it will then gallop off into the night. The shee will only continue the combat if the targets chase her. Note that the lance is shadowy and insubstantial and cannot be grasped, or turned away by shields or armor, and cannot impale or catch on anything.\r

      A shee’s touch is cold, but not supernaturally so. If a shee is turned by a cleric, she will simply attack another target instead of fleeing. If a shee is attacked successfully, she will utter her death wail and vanish.\r

      Death Wail (Su)<\/b>: A shee that is hit by any successful attack will utter a horrifying scream, which functions as the wail of the banshee<\/i> spell but affects all targets within a 60 foot radius. Shee do not use this power intentionally, and only wail when harmed.\r

      Strength Drain (Su)<\/b>: Any successful hit with the shee’s lance attack deals an additional 1d3 temporary Strength damage.\r

      Trample (Ex)<\/b>: A shee can trample Medium-Size or smaller creatures for automatic damage from its hooves. Opponents who do not make attacks of opportunity against the shee can attempt a Reflex save (DC 17) to halve the damage.\r

      Vanish (Su)<\/b>: Shee that are harmed by any attack will seem to disappear, shifting to a random location on the same plane of existence. This vanishing requires a full round, and the shee suffers a -7 penalty to Armor Class during this transition, in both locations. Shee cannot use this power to travel at will, and only do it when struck.\r

      Marking (Su)<\/b>: Any being that is struck by a shee or the mount and survives gives off a faint, pearly glow in normal darkness. Those who bear “The Mark of the Shee” will be respected and not attacked by any lesser undead, or any being that recognizes it for what it is. This effect is permanent, but can be removed by a limited wish<\/i>.\r

      Undead Traits<\/b>: A shee is immune to all mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is also immune to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A shee cannot be raised, and resurrection works only if it is willing.<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1990 Wizards of the Coast, Inc.
      Originally found in FA1 Halls of the High King (Ed Greenwood, 1990).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":">Any land and underground"},{"name":"Shee (Banshee Rider)","type":"Undead","ch":7,"challenge_rating":" 7 \u00a0","id":6456,"reference":"Usergen","full_text":"

      Shee (Banshee Rider) <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Large\u00a0Undead \t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 9d12\u00a0(58 hp)<\/td> <\/tr>
      Initiative: <\/strong> +7<\/td> <\/tr>
      Speed:<\/strong> 60 ft. (12 squares), fly 50 ft. (average)<\/td> <\/tr>
      Armor Class: <\/strong> 20 (-1 size, +3 Dex, +8 mithral full plate), touch 12, flat-footed 17<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+9\/+16<\/td> <\/tr>
      Attack: <\/strong>Shadowlance<\/i> +12 melee (1d8+7 plus Strength drain) or hoof +11 melee (1d6+3)<\/td> <\/tr>
      Full Attack: <\/strong>Shadowlance<\/i> +12\/+7 melee (1d8+7 plus Strength drain) or 2 hooves +11 melee (1d6+3)\r
      <\/td> <\/tr>
      Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Death wail, martial training, shadowlance, trample 2d6+3<\/td> <\/tr>
      Special Qualities: <\/strong>Darkvision 90 ft., fast healing 3, free-spirit, low-light vision, marking, +4 turn resistance, undead traits, vanish\r
      <\/td> <\/tr>
      Saves: <\/strong>Fort +3, Ref +8, Will +7 <\/td> <\/tr>
      Abilities: <\/strong>Str 16, Dex 17, Con \u00c2\u0097, Int 14, Wis 13, Cha 17 <\/td> <\/tr>
      Skills: <\/strong>Diplomacy +5, Intimidate +15, Jump +15, Listen +13, Move Silently +15, Search +14, Sense Motive +13, Spot +13, Survival +1 (+3 following tracks)<\/td> <\/tr>
      Feats: <\/strong>Improved Initiative, Lightning Reflexes, Weapon Focus (lance), Weapon Specialization (lance)<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any land and 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>10-27 HD (Large)<\/td> <\/tr>
      Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      An eyeless, glowing white elven maiden with long, streaming white hair, clad in ornate plate armor, sits astride a long-maned, eyeless horse. She carries a shadowy, insubstantial lance.<\/i>\r

      The shee, or \"banshee rider\", is an undead creature that rides at night, slaying all she sees. The maiden never dismounts from this shadowy horse, and cannot be forced off. Some sages speculate that the horse is actually a part of the shee. \r

      Shee ride through the night, looking for the living, or even other undead to destroy. They are capable of riding over any surface, including water. Shee may be encountered in groups, but they are neither allies nor enemies of each other and work independently. They never attack each other, but they may attack the same creatures or different ones. \r

      The arrival of a shee may be related to disasters or other important events, and it has been suggested that they are attracted to strong usage or gathering of magical energies. \r

      A shee on its mount is 9 feet long, with the top of the shee's head standing 8 feet tall. It weighs about 1500 pounds\r

      Shee speak Abyssal, Elven, and Sylvan\r

      COMBAT\r

      A shee usually attacks a target only once, either with her lance or by running it down with her horse. After it has made one attack on all living beings present, it will then gallop off into the night. The shee will only continue the combat if the targets chase her. Note that the lance is shadowy and insubstantial and cannot be grasped, or turned away by shields or armor, and cannot impale or catch on anything. \r

      A shee\u00c2\u0092s touch is cold, but not supernaturally so. If a shee is turned by a cleric, she will simply attack another target instead of fleeing. If a shee is attacked successfully, she will utter her death wail and vanish. \r

      Air Walk (Su):<\/b> A shee can ride through the air as well as on the ground, as though affected by a permanent air walk<\/i> spell.\r

      Death Wail (Su):<\/b> A shee that is hit by any successful attack will utter a horrifying scream. This attack can slay up to 2 living creatures for each HD of the shee and affects a 60-foot spread centered on the shee. A successful DC 17 Fortitude save negates the effect. Creatures closest to the shee are affected first. Once a shee wails, it must wait 1d4 rounds before it can do so again, and it can wail no more than three times per day. Shee do not use this power intentionally, and only wail when harmed. This is a sonic, death effect. The save DC is Charisma-based.\r

      Free-Spirit (Su):<\/b> A shee cannot be controlled by any magic that normally controls undead, such as a command undead<\/i> spell.\r

      Marking (Su):<\/b> Any being that is struck by a shee and survives gives off a faint, pearly glow in normal darkness. Those who bear \u00c2\u0093The Mark of the Shee\u00c2\u0094 will are treated as having a permanent sanctuary<\/i> effect pertaining to undead only (DC 11 + shee's Cha modifier). This effect is permanent, but can be removed by a limited wish, miracle<\/i>, or wish<\/i> spell. \r

      Martial Training (Ex):<\/b> A shee possesses the base attack bonus of a fighter of its level, and qualifies for feats as if it were a fighter of a level equal to its Hit Dice.\r

      Shadowlance (Su):<\/b> A shee carries a shadowy, insubstantial lance. Although the shee makes melee touch attacks with the lance, it may add its full Strength bonus to damage and may use any feat that can be used with a normal lance. In addition to normal damage, the shadowlance<\/i> inflicts 1d3 points of Strength damage. If the shadowlance<\/i> is separated from the shee in any manner, it immediately vanishes. A shee can create another shadowlance<\/i> as a swift action.\r

      Trample (Ex):<\/b> Reflex half DC 17. The save DC is Strength-based.\r

      Vanish (Su):<\/b> Shee that are harmed by any attack will seem to disappear, shifting to a random location on the same plane of existence. This vanishing requires a full round, and the shee is considered flat-footed during this transition, in both locations. Shee cannot use this power to travel at will, and only do it when struck. <\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1990 Wizards of the Coast, Inc.
      Originally found in FA1 - Halls of the High King<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":"Any land and underground"},{"name":"Sheen (Dasher)","type":"Construct","ch":2,"challenge_rating":" 02 \u00a0","id":6457,"reference":"Usergen","full_text":"

      SHEEN, Dasher<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

      Medium-Size Construct<\/span><\/b><\/p> <\/td> <\/tr>

      Hit Dice:<\/span><\/b> 3d10 (16 hp)<\/span><\/p> <\/td> <\/tr>

      Initiative: <\/span><\/b>+5 (Dex)<\/span><\/p> <\/td> <\/tr>

      Speed:<\/span><\/b> 60 ft<\/span><\/p> <\/td> <\/tr>

      AC:<\/span><\/b> 23 (+5 Dex, +4 natural, +4 haste<\/i>)<\/span><\/p> <\/td> <\/tr>

      Attacks:<\/span><\/b> Mandible slash +4 melee<\/span><\/p> <\/td> <\/tr>

      Damage:<\/span><\/b> Mandible slash 2d4+3<\/span><\/p> <\/td> <\/tr>

      Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

      Special Attacks: <\/span><\/b>Sonic boom<\/span><\/p> <\/td> <\/tr>

      Special Qualities:<\/span><\/b> Construct, haste, magic vulnerability, meltdown<\/span><\/p> <\/td> <\/tr>

      Saves:<\/span><\/b> Fort +1, Ref +6, Will +1<\/span><\/p> <\/td> <\/tr>

      Abilities:<\/span><\/b> Str 14, Dex 20, Con \u0097, Int 5, Wis 11, Cha 1<\/span><\/p> <\/div> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      Climate\/Terrain:<\/span><\/b> Any land<\/span><\/p> <\/td> <\/tr>

      Organization:<\/span><\/b> Solitary or team (2-5)
      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> 3-9 HD (Medium-size)<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      A dasher appears as a 6-foot-long ovoid. Six spider-like metallic legs support the dasher.<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      COMBAT<\/span><\/h2> <\/td> <\/tr>

      A dasher is always in motion. Each round before it attacks, it will move its full movement rate before attacking, even if this requires it to move away from an opponent and then back toward an opponent before attacking. A dasher attacks using its mandible blade to slash an opponent.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Sonic Boom (Ex):<\/b> 1\/day\u0097By moving at its top speed for one round, it generates a sonic boom that affects all within a 100-foot spread. Creatures within the area must make a Will save (DC 11) or take 1d4 points of sonic damage and be knocked prone. Creatures that make the save suffer no damage, but are still knocked down.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Haste (Ex):<\/b> A dasher acts as if affected by a permanent haste<\/i> spell. This grants the dasher one extra partial action, either before or after its regular action. It also grants the dasher a +4 bonus to its AC (already included in the statistics block). The dasher loses the +4 AC bonus anytime it would lose a dodge bonus. The dasher can jump one and one half times as far as normal.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Magic Vulnerability (Ex):<\/b> All sheens receive a \u00963 penalty to saves against magic. In addition, all spells that cause damage deal 1 extra point of damage per die to a sheen.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Meltdown (Ex):<\/b> If a dasher is ever halted from moving, it will begin glowing cherry-red. If not allowed to move again within 3 rounds, it melts into a pool of molten slag (1d6 points of damage per round of contact if a creature touches it).<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Construct:<\/span><\/b> Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Sheens have darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      The Sheens first appeared in Dragon #258 (1999).<\/span><\/p> <\/td> <\/tr><\/table>

      \u00a0<\/span><\/p><\/div>","family":"Construct","alignment":"Any","environment":"Any land"},{"name":"Sheen (Drifter)","type":"Construct","ch":2,"challenge_rating":" 02 \u00a0","id":6458,"reference":"Usergen","full_text":"

      SHEEN, Drifter<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

      Medium-Size Construct<\/span><\/b><\/p> <\/td> <\/tr>

      Hit Dice:<\/span><\/b> 3d10 (16 hp)<\/span><\/p> <\/td> <\/tr>

      Initiative: <\/span><\/b>+0<\/span><\/p> <\/td> <\/tr>

      Speed:<\/span><\/b> Fly 30 ft (good)<\/span><\/p> <\/td> <\/tr>

      AC:<\/span><\/b> 14 (+4 natural)<\/span><\/p> <\/td> <\/tr>

      Attacks:<\/span><\/b> 3 slams +2 melee<\/span><\/p> <\/td> <\/tr>

      Damage:<\/span><\/b> Slam 1d6 plus 2d4 electricity<\/span><\/p> <\/td> <\/tr>

      Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

      Special Attacks: <\/span><\/b>Electricity<\/span><\/p> <\/td> <\/tr>

      Special Qualities:<\/span><\/b> Construct, energy field, magic vulnerability<\/span><\/p> <\/td> <\/tr>

      Saves:<\/span><\/b> Fort +1, Ref +1, Will +1<\/span><\/p> <\/td> <\/tr>

      Abilities:<\/span><\/b> Str 10, Dex 10, Con \u0097, Int 5, Wis 11, Cha 1<\/span><\/p> <\/div> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      Climate\/Terrain:<\/span><\/b> Any land<\/span><\/p> <\/td> <\/tr>

      Organization:<\/span><\/b> Solitary or team (2-5)
      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> 3-9 HD (Medium-size)<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      A drifter appears as a 4-foot-long ovoid. Three arms protrude from the bottom portion of the drifter. Drifters have no legs and move by flying.<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      COMBAT<\/span><\/h2> <\/td> <\/tr>

      A drifter attacks using its three sampler arms to bash and pound an opponent.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Electricity (Ex):<\/b> 5\/day\u0097slam attack, 2d4 electrical damage; Fortitude save DC 11 for half. <\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Alternately, if an attacker strikes a drifter with a metallic weapon and the drifter has not used all of its electricity attacks for the day, the electricity discharges through the weapon dealing electrical damage just as if the drifter had struck the attacker. A successful Fortitude save (DC 11) reduces the damage by half.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Energy Field (Su):<\/b> Once per day and as a free action, a drifter can generate a protective field in a 5-foot radius around it. This grants it damage reduction 2\/\u0097 against all attacks (including spells). After 12 points of damage have been absorbed, the field dissipates.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Magic Vulnerability (Ex):<\/b> All sheens receive a \u00963 penalty to saves against magic. In addition, all spells that cause damage deal 1 extra point of damage per die to a sheen.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Construct:<\/span><\/b> Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Sheens have darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      The Sheens first appeared in Dragon #258 (1999).<\/span><\/p> <\/td> <\/tr><\/table>

      \u00a0<\/span><\/p><\/div>","family":"Construct","alignment":"Any","environment":"Any land"},{"name":"Sheen (Flitter)","type":"Construct","ch":2,"challenge_rating":" 02 \u00a0","id":6459,"reference":"Usergen","full_text":"

      SHEEN, Flitter<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

      Medium-Size Construct<\/span><\/b><\/p> <\/td> <\/tr>

      Hit Dice:<\/span><\/b> 3d10 (16 hp)<\/span><\/p> <\/td> <\/tr>

      Initiative: <\/span><\/b>+3 (Dex)<\/span><\/p> <\/td> <\/tr>

      Speed:<\/span><\/b> Fly 30 ft (good)<\/span><\/p> <\/td> <\/tr>

      AC:<\/span><\/b> 18 (+3 Dex, +5 natural)<\/span><\/p> <\/td> <\/tr>

      Attacks:<\/span><\/b> Slam +2 melee<\/span><\/p> <\/td> <\/tr>

      Damage:<\/span><\/b> Slam 1d6 plus 2d4 electricity<\/span><\/p> <\/td> <\/tr>

      Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

      Special Attacks: <\/span><\/b>Electricity<\/span><\/p> <\/td> <\/tr>

      Special Qualities:<\/span><\/b> Construct, energy field, magic vulnerability<\/span><\/p> <\/td> <\/tr>

      Saves:<\/span><\/b> Fort +1, Ref +4, Will +1<\/span><\/p> <\/td> <\/tr>

      Abilities:<\/span><\/b> Str 10, Dex 16, Con \u0097, Int 5, Wis 11, Cha 1<\/span><\/p> <\/div> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      Climate\/Terrain:<\/span><\/b> Any land<\/span><\/p> <\/td> <\/tr>

      Organization:<\/span><\/b> Solitary or team (2-5)
      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> 3-9 HD (Medium-size)<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      A flitter appears as a 4-foot-long ovoid. A single arm protrudes from the bottom portion of the flitter. Flitters have no legs and move by flying.<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      COMBAT<\/span><\/h2> <\/td> <\/tr>

      A flitter attacks using its sampler arm to bash and pound an opponent.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Electricity (Ex):<\/b> 3\/day\u0097slam attack or line of lightning 5 feet wide, 5 feet tall, and 30 feet long; 2d4 electrical damage; Fortitude save DC 11 for half.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Alternately, if an attacker strikes a flitter with a metallic weapon and the flitter has not used all of its electricity attacks for the day, the electricity discharges through the weapon dealing electrical damage just as if the flitter had struck the attacker. A successful Fortitude save (DC 11) reduces the damage by half.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Energy Field (Su):<\/b> Once per day and as a free action, a flitter can generate a protective field in a 5-foot radius around it. This grants it damage reduction 2\/\u0097 against all attacks (including spells). After 12 points of damage have been absorbed, the field dissipates.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Magic Vulnerability (Ex):<\/b> All sheens receive a \u00963 penalty to saves against magic. In addition, all spells that cause damage deal 1 extra point of damage per die to a sheen.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Construct:<\/span><\/b> Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Sheens have darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      The Sheens first appeared in Dragon #258 (1999).<\/span><\/p> <\/td> <\/tr><\/table>

      \u00a0<\/span><\/p><\/div>","family":"Construct","alignment":"Any","environment":"Any land"},{"name":"Sheen (Greater Walker)","type":"Construct","ch":3,"challenge_rating":" 03 \u00a0","id":6460,"reference":"Usergen","full_text":"

      SHEEN, Walker (Greater)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

      Medium-Size Construct<\/span><\/b><\/p> <\/td> <\/tr>

      Hit Dice:<\/span><\/b> 4d10 (22 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> 20 (+2 Dex, +8 natural)<\/span><\/p> <\/td> <\/tr>

      Attacks:<\/span><\/b> 2 slams +5 melee<\/span><\/p> <\/td> <\/tr>

      Damage:<\/span><\/b> Slam 1d6+3 plus 2d4 electricity<\/span><\/p> <\/td> <\/tr>

      Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

      Special Attacks: <\/span><\/b>Electricity<\/span><\/p> <\/td> <\/tr>

      Special Qualities:<\/span><\/b> Construct, energy field, magic vulnerability<\/span><\/p> <\/td> <\/tr>

      Saves:<\/span><\/b> Fort +1, Ref +3, Will +1<\/span><\/p> <\/td> <\/tr>

      Abilities:<\/span><\/b> Str 16, Dex 14, Con \u0097, Int 5, Wis 11, Cha 1<\/span><\/p> <\/div> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      Climate\/Terrain:<\/span><\/b> Any land<\/span><\/p> <\/td> <\/tr>

      Organization:<\/span><\/b> Solitary or team (2-5)
      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> 5-12 HD (Medium-size)<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      A greater walker appears as a 4-foot-wide metallic orb. Two small, metallic, slender legs support its body. The legs end in metallic, hoof-like pads. Two arms protrude from the bottom portion of the orb.<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      COMBAT<\/span><\/h2> <\/td> <\/tr>

      A greater walker attacks using its sampler arms to bash and pound an opponent.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Electricity (Ex):<\/b> 3\/day\u0097slam attack, 2d4 electrical damage; Fortitude save DC 12 for half. <\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Alternately, if an attacker strikes a greater walker with a metallic weapon and the greater walker has not used all of its electricity attacks for the day, the electricity discharges through the weapon dealing electrical damage just as if the greater walker had struck the attacker. A successful Fortitude save (DC 12) reduces the damage by half.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Energy Field (Su):<\/b> Once per day and as a free action, a greater walker can generate a protective field in a 5-foot radius around it. This grants it damage reduction 1\/\u0097 against all attacks (including spells). After 6 points of damage have been absorbed, the field dissipates.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Magic Vulnerability (Ex):<\/b> All sheens receive a \u00963 penalty to saves against magic. In addition, all spells that cause damage deal 1 extra point of damage per die against a sheen.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Construct:<\/span><\/b> Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Sheens have darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      The Sheens first appeared in Dragon #258 (1999).<\/span><\/p> <\/td> <\/tr><\/table>

      \u00a0<\/span><\/p><\/div>","family":"Construct","alignment":"Any","environment":"Any land"},{"name":"Sheen (Render)","type":"Construct","ch":13,"challenge_rating":" 13 \u00a0","id":6461,"reference":"Usergen","full_text":"

      SHEEN, Render<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

      Large Construct<\/span><\/b><\/p> <\/td> <\/tr>

      Hit Dice:<\/span><\/b> 16d10 (88 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> 26 (-1 size, +1 Dex, +16 natural)<\/span><\/p> <\/td> <\/tr>

      Attacks:<\/span><\/b> 6 arm-blades +18 melee, mandible-blade +13 melee<\/span><\/p> <\/td> <\/tr>

      Damage:<\/span><\/b> Arm-blade 1d8+7 plus 2d4 electricity, mandible-blade 2d6+3<\/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, electricity<\/span><\/p> <\/td> <\/tr>

      Special Qualities:<\/span><\/b> Construct, energy field, magic vulnerability<\/span><\/p> <\/td> <\/tr>

      Saves:<\/span><\/b> Fort +5, Ref +6, Will +5<\/span><\/p> <\/td> <\/tr>

      Abilities:<\/span><\/b> Str 25, Dex 13, Con \u0097, Int 10, Wis 11, Cha 1<\/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> 13<\/span><\/p> <\/td> <\/tr>

      Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

      Alignment:<\/span><\/b> Always neutral<\/span><\/p> <\/td> <\/tr>

      Advancement:<\/span><\/b> 17-28 HD (Large); 29-48 HD (Huge)<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      A render appears as a 10-foot tall metallic insect. Eight insect-like metallic legs sprout from its central frame. Two are used for movement, while the other six end in razor-sharp blades and are used in combat. A vaguely insect-like head sits atop the render. Where its mouth should be is a razor-sharp saw blade that is always rotating.<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      COMBAT<\/span><\/h2> <\/td> <\/tr>

      A render attacks using all six arm-blades and its rotating mandible blade.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Breath Weapon (Su):<\/b> 3\/day\u0097line of superheated plasma 5 feet wide, 5 feet high, and 90 feet long; damage 8d10, Reflex half (DC 18).<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Electricity (Ex):<\/b> 5\/day\u0097mandible-blades, 2d4 electrical damage; Fortitude save DC 18 for half. <\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Alternately, if an attacker strikes a render with a metallic weapon and the render has not used all of its electricity attacks for the day, the electricity discharges through the weapon dealing electrical damage just as if the render had struck the attacker. A successful Fortitude save (DC 18) reduces the damage by half.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Energy Field (Su):<\/b> A render continuously generates a protective field in a 5-foot radius around it. This grants it damage reduction 3\/\u0097 against all attacks (including spells).<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Magic Vulnerability (Ex):<\/b> Renders receive a \u00962 penalty to saves against magic. In addition, all spells that cause damage deal 1 extra point of damage per die against a sheen.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Construct:<\/span><\/b> Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Sheens have darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      The Sheens first appeared in Dragon #258 (1999).<\/span><\/p> <\/td> <\/tr><\/table>

      \u00a0<\/span><\/p><\/div>","family":"Construct","alignment":"Any","environment":"Any land"},{"name":"Sheen (Walker)","type":"Construct","ch":1,"challenge_rating":" 01 \u00a0","id":6462,"reference":"Usergen","full_text":"

      SHEEN, Walker<\/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>-1 (Dex)<\/span><\/p> <\/td> <\/tr>

      Speed:<\/span><\/b> 30 ft<\/span><\/p> <\/td> <\/tr>

      AC:<\/span><\/b> 14 (+1 size, -1 Dex, +4 natural)<\/span><\/p> <\/td> <\/tr>

      Attacks:<\/span><\/b> Slam +0 melee<\/span><\/p> <\/td> <\/tr>

      Damage:<\/span><\/b> Slam 1d4 plus 2d4 electricity<\/span><\/p> <\/td> <\/tr>

      Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

      Special Attacks: <\/span><\/b>Electricity<\/span><\/p> <\/td> <\/tr>

      Special Qualities:<\/span><\/b> Construct, energy field, magic vulnerability<\/span><\/p> <\/td> <\/tr>

      Saves:<\/span><\/b> Fort +0, Ref -1, Will +0<\/span><\/p> <\/td> <\/tr>

      Abilities:<\/span><\/b> Str 9, Dex 9, Con \u0097, Int 5, Wis 11, Cha 1<\/span><\/p> <\/div> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      Climate\/Terrain:<\/span><\/b> Any land<\/span><\/p> <\/td> <\/tr>

      Organization:<\/span><\/b> Solitary or team (2-5)
      Challenge Rating:<\/b> 1<\/span><\/p> <\/td> <\/tr>

      Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

      Alignment:<\/span><\/b> Always neutral<\/span><\/p> <\/td> <\/tr>

      Advancement:<\/span><\/b> 2-3 HD (Small)<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      A walker appears as a 3-foot-wide metallic orb. Two small, metallic, slender legs support its body. The legs end in metallic, hoof-like pads. A single arm protrudes from the bottom portion of the orb.<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      COMBAT<\/span><\/h2> <\/td> <\/tr>

      A walker attacks using its sampler arm to bash and pound an opponent.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Electricity (Ex):<\/b> 3\/day\u0097slam attack, 2d4 electrical damage; Fortitude save DC 10 for half. <\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Alternately, if an attacker strikes a walker with a metallic weapon and the walker has not used all of its electricity attacks for the day, the electricity discharges through the weapon dealing electrical damage just as if the walker had struck the attacker. A successful Fortitude save (DC 10) reduces the damage by half.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Energy Field (Su):<\/b> Once per day and as a free action, a walker can generate a protective field in a 5-foot radius around it. This grants it damage reduction 1\/\u0097 against all attacks (including spells). After 6 points of damage have been absorbed, the field dissipates.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Magic Vulnerability (Ex):<\/b> All sheens receive a \u00963 penalty to saves against magic. In addition, all spells that cause damage deal 1 extra point of damage per die against a sheen.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Construct:<\/span><\/b> Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Sheens have darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      VARIANT WALKER SHEEN<\/span><\/b><\/p> <\/td> <\/tr>

      A variant of the standard walker exists, the ore recovery walker.<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      Ore Recovery Walker<\/span><\/b><\/p> <\/td> <\/tr>

      Use the statistics for the walker and add the following special attack. The ore recovery walker is CR 2.<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      Plasma Shovel (Su):<\/span><\/b> 3\/day\u0097line of fire, 5 feet wide, 5 feet high, and 30 feet long; damage 2d6, Reflex half DC 10.<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      The Sheens first appeared in Dragon #258 (1999).<\/span><\/p> <\/td> <\/tr><\/table>

      \u00a0<\/span><\/p><\/div>","family":"Construct","alignment":"Any","environment":"Any land"},{"name":"Sheen, Arcanosheen","type":"Construct","ch":18,"challenge_rating":" 18 \u00a0","id":6463,"reference":"Usergen","full_text":"

      Sheen, Arcanosheen <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Large\u00a0Construct \t\t\t(Living)\t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 20d10+128\u00a0(183 hp)<\/td> <\/tr>
      Initiative: <\/strong> +8<\/td> <\/tr>
      Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 30 (-1 size, +4 Dex, +13 natural, +4 mage armor<\/i>), touch 13, flat-footed 26<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+15\/+28<\/td> <\/tr>
      Attack: <\/strong>Blade arm +23 melee (1d10+9\/19-20)<\/td> <\/tr>
      Full Attack: <\/strong>6 blade arms +23 melee (1d10+9\/19-20) and rotating blade mandibles +18 melee (3d10+4\/18-20\/x3)<\/td> <\/tr>
      Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Augmented critical, electrical discharge, spell-like abilities<\/td> <\/tr>
      Special Qualities: <\/strong>Darkvision 60 ft., defensive field, living construct traits, mental detachment, rapid repair, tremorsense 60 ft.<\/td> <\/tr>
      Saves: <\/strong>Fort +15, Ref +10, Will +7 <\/td> <\/tr>
      Abilities: <\/strong>Str 29, Dex 18, Con 29, Int 18, Wis 13, Cha 20 <\/td> <\/tr>
      Skills: <\/strong>Concentration +32, Knowledge (arcana) +27, Listen +24, Spellcraft +29 (+31 scrolls), Spot +24, Use Magic Device +28 (+30 scrolls)\r
      <\/td> <\/tr>
      Feats: <\/strong>Cleave, Combat Reflexes, Empower Spell, Improved Critical (blade arms), Improved Initiative (B), Maximize Spell, Power Attack, Spell Focus (evocation)\r
      <\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any<\/td> <\/tr>
      Organization: <\/strong>Solitary or onslaught (1 plus 2-5 render sheens)<\/td> <\/tr>
      Challenge Rating: <\/strong>18<\/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>
      Resembling a monstrously swollen insects, this metallic monstrosity possesses dozens of writhing metallic legs, feelers, and other sharp and serrated projections. In contrast, it also possesses a pair of surprisingly humanoid arms. Slung beneath it hangs a translucent dome, around 4 feet in diameter, filled with languidly slushing pink fluid.<\/i>\r

      Sheens are highly-advanced clockwork constructs from an unknown world or plane. Trapped on worlds where magic is mightier than technology, the sheens have learned to mimic life in order to better survive. As a result, sheens have learned to self-replicate and have taken on some living traits. Sheens also modify themselves and their progeny to better survive in their new world.\r

      Sheens are concerned only with their own continued existence and expansion. They regard living creatures as competitors, and expend local resources at an alarming rate.\r

      Arcanosheens are the pinnacle of sheen design. Built upon a render chassis, they are every bit as deadly in melee as the renders, but rather than the plasma burst, an arcanosheen has an even deadlier power. Its quartzlike bellypod is filled with archiorganic fluid, harvested from arcane spellcasters. This hellish broth is baffled with a network of sensitive microtendrils which feed into the arcanosheen\u00c2\u0092s electronic consciousness and interface with its mechanical hands, granting it the ability to cast arcane spells.\r

      Like a phaser sheen, an arcanosheen is equipped with a \"zero-point accumulator\" to hold vast reserves of energy. Since the arcanosheen uses much less power than the phaser, it never needs to return to the machine cyst to recharge.\r

      To date, only one arcanosheen is known to exist. The parent machine cyst keeps this prototype arcanosheen close and always protected by a contingent of 2-5 renders. The arcanosheen has demonstrated some autonomy and is secretly pursuing its own agenda to found a new machine cyst populated solely with archiorganic sheens able to transmit messages and spells back and forth via embedded tendrils. \r

      An arcanosheen is 10 feet in diameter and weighs 2,500 pounds.\r

      Sheens speak their own language.\r

      COMBAT\r

      Like renders, arcanosheens are well-suited at dishing out punishment in melee. But with the added spellcasting ability, these sheens are unimaginably deadly. Against groups of enemies, an arcanosheen generally drops an area effect spell or two in their midst before to soften them up before moving in for a full attack. Arcanosheens have mage armor<\/i> cast upon themselves at all times, and generally employ shield before combat, if possible.\r

      Augmented Critical (Ex):<\/b> An arcanosheen's rotating blade mandibles threaten a critical hit on a natural attack roll of 18\u00c2\u009620, dealing triple damage on a successful critical hit.\r

      Defensive Field (Su):<\/b> Arcanosheens automatically generate a physical protective field. This grants the arcanosheen damage reduction 3\/- and resistance to acid 3, cold 3, electricity 3, fire 3, and sonic 3. The defensive field has no limit on the amount of damage it can prevent per day.\r

      Electrical Discharge (Su):<\/b> Five times per day, an arcanosheen can release stored energy as a powerful electrical shock. Its next successful blade arm attack deals an additional 3d4 points of electricity damage. Alternatively, if an attacker strikes the arcanosheen with an unarmed strike or metallic weapon while the arcanosheen contains an excess charge in its carapace, the foe takes 3d4 points of electricity damage.\r

      Living Construct Traits:<\/b> As living constructs, a sheen has a Constitution score. A sheen does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. Unlike other constructs, a sheen does not automatically have low-light vision or darkvision (although many varieties do possess one or both of these traits). Unlike other constructs, a living construct can use the run action. \r

      A sheen has immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. A sheen cannot heal damage naturally (but does have the rapid repair special quality). \r

      Unlike other constructs, sheens are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, and ability drain. \r

      Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds<\/i> spell or a repair light damage<\/i> spell, for example, and a living construct is vulnerable to a harm<\/i> spell. However, spells from the healing subschool provide only half effect to a living construct. \r

      A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When its hit points are less than 0 and greater than -10, a living construct is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable. A sheen can be raised or resurrected.\r

      A sheen not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast<\/i> and potions. A sheen does not need to sleep, but must rest for 8 hours before preparing spells. \r

      Sheens, unlike other living constructs, are immune to death effects, death necromancy effects, and mind-influencing effects.\r

      Magic Susceptibility (Ex):<\/b> Sheens have vulnerability (+50% damage) to damaging magic.\r

      Mental Detachment (Ex):<\/b> 1d4 rounds after an arcanosheen falls victim to a continuing mind-affecting effect, its organic bellypod automatically ejects from its body. This breaks the mind-affecting effect on the arcanosheen, which then behaves precisely as a render would and loses its spellcasting ability. The bellypod is effectively an object with 60 hp and hardness 1. After the end of the duration of the mind-affecting effect (acting on the bellypod), the arcanosheen may reattach the bellypod as a full-round action. The arcanosheen then regains its spellcasting ability, losing one level of spells for each round the bellypod is detached (hence, if it is detached for 13 rounds, it can lose one 7th and once 6th level spell, one 5th and four 2nd level spells, etc), and the bellypod benefits from the sheen's rapid repair ability from that time. If the pod is destroyed, the arcanosheen must return to the cyst to have a new one created.\r

      Rapid Repair (Ex):<\/b> A sheen that rests for 1 full hour repairs 1 point of damage, so long as it has at least 1 hit point. Rapid repair does not allow a sheen to regrow or reattach lost body parts.\r

      A character can assist a sheen's self-repair with a Craft (metalworking) check (DC 15). If the check is successful, the the sheen repairs 2 hit points per hour of rest. Providing assistance to the sheen counts as light activity for the assisting character, and a character can assist only one sheen at a time. A sheen cannot assist its own repair.\r

      Spells:<\/b> An arcanosheen casts spells as a 15th-level sorcerer. \r

      Typical Sorcerer Spells Known<\/i> (6\/8\/7\/7\/7\/7\/6\/4, save DC 15 + spell level, evocation spells DC 16 + spell level):\r
      0\u00c2\u0097acid splash, daze, detect magic, disrupt undead, flare, ray of frost, read magic, resistance, touch of fatigue;<\/i>\r
      1st\u00c2\u0097mage armor, magic missile, ray of enfeeblement, shield, shocking grasp<\/i>;\r
      2nd\u00c2\u0097blur, flaming sphere, scorching ray, touch of idiocy, web<\/i>;\r
      3rd\u00c2\u0097fireball, haste lightning bolt, vampiric touch<\/i>;\r
      4th\u00c2\u0097black tentacles, fear, fire shield, wall of fire<\/i>;\r
      5th\u00c2\u0097cloudkill, cone of cold, wave of fatigue<\/i>;\r
      6th\u00c2\u0097antimagic field, disintegrate, greater dispel magic<\/i>;\r
      7th\u00c2\u0097power word blind, prismatic spray<\/i>. \r

      On Oerth<\/b>\r
      The two known machine cysts on Oerth are the Barrier Peaks cyst and the Rael cyst. Many more are suspected to exist, but their whereabouts are currently unknown.<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      2000 Wizards of the Coast, Inc.
      Originally found in Dragon Magazine #270<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Sheen, Burrower","type":"Construct","ch":8,"challenge_rating":" 8 \u00a0","id":6464,"reference":"Usergen","full_text":"

      Sheen, Burrower <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Huge\u00a0Construct \t\t\t(Living)\t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 10d10+50\u00a0(105 hp)<\/td> <\/tr>
      Initiative: <\/strong> +3<\/td> <\/tr>
      Speed:<\/strong> 20 ft. (4 squares), burrow 30 ft.<\/td> <\/tr>
      Armor Class: <\/strong> 23 (-2 size, -1 Dex, +16 natural), touch 7, flat-footed 23<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+7\/+18<\/td> <\/tr>
      Attack: <\/strong>Tentacle +8 melee (1d6+3)\r
      <\/td> <\/tr>
      Full Attack: <\/strong>6 tentacles +8 melee (1d6+3) and 6 plasma needles +4 ranged touch (1d4+1 fire)<\/td> <\/tr>
      Space\/Reach: <\/strong>15 ft.\/15 ft. (20 ft. with tentacles)<\/td> <\/tr>
      Special Attacks: <\/strong>Plasma needles, submerged tactics<\/td> <\/tr>
      Special Qualities: <\/strong>Darkvision 60 ft., electrically charged, living construct traits, rapid repair, tremorsense 60 ft., tunneling<\/td> <\/tr>
      Saves: <\/strong>Fort +8, Ref +2, Will +2 <\/td> <\/tr>
      Abilities: <\/strong>Str 17, Dex 9, Con 20, Int 7, Wis 5, Cha 1 <\/td> <\/tr>
      Skills: <\/strong>Hide +2*, Move Silently +4*\r
      <\/td> <\/tr>
      Feats: <\/strong>Improved Initiative, Iron Will, Point Blank Shot, Stealthy<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any<\/td> <\/tr>
      Organization: <\/strong>Solitary, pair, or excavation detail (3-4)<\/td> <\/tr>
      Challenge Rating: <\/strong>8<\/td> <\/tr>
      Treasure: <\/strong>None<\/td> <\/tr>
      Alignment: <\/strong>Always neutral<\/td> <\/tr>
      Advancement: <\/strong>11-20 HD (Huge); 21-30 HD (Gargantuan)<\/td> <\/tr>
      Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      A mass of metallic tentacles burst from the ground, each ending in small orifices. A small portion of a mirror-bright cone can be seen above the surface, suggesting a much larger body beneath the ground.<\/i>\r

      Sheens are highly-advanced clockwork constructs from an unknown world or plane. Trapped on worlds where magic is mightier than technology, the sheens have learned to mimic life in order to better survive. As a result, sheens have learned to self-replicate and have taken on some living traits. Sheens also modify themselves and their progeny to better survive in their new world.\r

      Sheens are concerned only with their own continued existence and expansion. They regard living creatures as competitors, and expend local resources at an alarming rate.\r

      Burrowers serve the machine cyst primarily as prospectors, creating mining shafts through which the ore-recovery walkers can perform their duties. Burrowers also aid in the defense of the cyst, attacking any biological life it encounters. Burrowers must return to the machine cyst where they were constructed once every month to replenish their complete energy stores.\r

      A burrower moves through the earth with its cone chassis in a manner similar to a water-wheel conveyor belt. The cylindrical sides of the cone constantly flow from tip to base. The native strength of the cone, combined with a reinforcing version of a sheen defensive field, allow the cone to pierce even hard rock, and through the action of the moving cone, pull the creature through the earth trailing its mass of manipulative arms after.\r

      A burrower consists of a 24-foot-long cone-shaped chassis with 10- to 30-foot long tentacles. It weighs 4,000 to 6,000 pounds.\r

      Sheens speak their own language.\r

      COMBAT\r

      When attacking biological lifeforms on the surface or within a nearby cavern, the burrower\u00c2\u0092s preferred tactic is to tunnel to within a few feet of the open air, then burst through the rock with only its arms, leaving the bulk of its body beneath the surface.\r

      An opponent can attack a burrower's tentacles with a sunder attempt as if they were weapons. A burrower's tentacles have 10 hit points each. Severing one of a burrower's tentacles deals 5 points of damage to the creature. A burrower usually withdraws from combat if it loses six or more tentacles. The creature regrows severed limbs in 1 day. A severed tentacle results in the loss of one of the burrower's tentacle or plasma needle attacks (50% chance of either).\r

      Electrically Charged (Ex):<\/b> Burrowers are powered by electricity. A burrower normally carries enough charges to function for up to one month (30 charges). After this time, the burrower becomes inert until recharged. Burrowers generally return to their cysts before this time elapses.\r

      Within a cyst, a burrower may fully recharge after one hour of inactivity. Alternatively, a burrower can recharge \"in the field\" if exposed to an attack that deals electricity damage. An attack that deals electricity damage restores 1 charge for every 5 points of damage the attack would otherwise deal. For example, a burrower hit by a lightning bolt<\/i> gains 3 charges if the attack would have dealt 15 points of damage. A burrower gets no saving throw against attacks that deal electricity damage. Regardless of the amount of electricity damage directed at a burrower, it cannot exceed its normal maximum of 30 charges. \r

      Living Construct Traits:<\/b> As living constructs, a sheen has a Constitution score. A sheen does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. Unlike other constructs, a sheen does not automatically have low-light vision or darkvision (although many varieties do possess one or both of these traits). Unlike other constructs, a living construct can use the run action. \r

      A sheen has immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. A sheen cannot heal damage naturally (but does have the rapid repair special quality). \r

      Unlike other constructs, sheens are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, and ability drain. \r

      Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds<\/i> spell or a repair light damage<\/i> spell, for example, and a living construct is vulnerable to a harm<\/i> spell. However, spells from the healing subschool provide only half effect to a living construct. \r

      A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When its hit points are less than 0 and greater than -10, a living construct is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable. A sheen can be raised<\/i> or resurrected<\/i>.\r

      A sheen not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast<\/i> and potions. A sheen does not need to sleep, but must rest for 8 hours before preparing spells. \r

      Sheens, unlike other living constructs, are immune to death effects, death necromancy effects, and mind-influencing effects.\r

      Magic Susceptibility (Ex):<\/b> Sheens have vulnerability (+50% damage) to damaging magic.\r

      Plasma Needles (Ex):<\/b> The burrower's plasma needles are ranged touch attacks that deal 1d4+1 fire damage with a range of 30 feet (no range increment). They may be used simultaneously with melee attacks as part of a full attack action.\r

      Rapid Repair (Ex):<\/b> A sheen that rests for 1 full hour repairs 1 point of damage, so long as it has at least 1 hit point. Rapid repair does not allow a sheen to regrow or reattach lost body parts.\r

      A character can assist a sheen's self-repair with a Craft (metalworking) check (DC 15). If the check is successful, the the sheen repairs 2 hit points per hour of rest. Providing assistance to the sheen counts as light activity for the assisting character, and a character can assist only one sheen at a time. A sheen cannot assist its own repair.\r

      Submerged Tactics (Ex):<\/b> A burrower has improved cover when attacking while its body is underground. Additionally, its opponents do not gain the benefit of cover when the burrower is attacking in this manner.\r

      Tunneling (Ex):<\/b> A burrower can tunnel through solid stone at its burrow speed, leaving behind an intact tunnel. \r

      Skills:<\/b> *A burrower has a +8 racial bonus on Hide and Move Silently checks when at least partially burrowed.\r

      On Oerth\r
      The two known machine cysts on Oerth are the Barrier Peaks cyst and the Rael cyst. Many more are suspected to exist, but their whereabouts are currently unknown.<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1999 Wizards of the Coast, Inc.
      Originally found in Dragon Magazine #258<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Sheen, Dasher","type":"Construct","ch":4,"challenge_rating":" 4 \u00a0","id":6465,"reference":"Usergen","full_text":"

      Sheen, Dasher <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Medium\u00a0Construct \t\t\t(Living)\t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 3d10+9\u00a0(25 hp)<\/td> <\/tr>
      Initiative: <\/strong> +5<\/td> <\/tr>
      Speed:<\/strong> 240 ft. (48 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 23 (+5 Dex, +8 natural), touch 15, flat-footed 18<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+2\/+4<\/td> <\/tr>
      Attack: <\/strong>Mandible slash +7 melee (1d12+3)<\/td> <\/tr>
      Full Attack: <\/strong>Mandible slash +7 melee (1d12+3)<\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Powerful charge, sonic boom, speed<\/td> <\/tr>
      Special Qualities: <\/strong>Darkvision 60 ft., immunity to electricity, living construct traits, meltdown, rapid repair\r
      <\/td> <\/tr>
      Saves: <\/strong>Fort +4, Ref +6, Will -2 <\/td> <\/tr>
      Abilities: <\/strong>Str 15, Dex 20, Con 16, Int 6, Wis 5, Cha 1 <\/td> <\/tr>
      Skills: <\/strong>Jump +86, Listen +0, Spot +0\r
      <\/td> <\/tr>
      Feats: <\/strong>Run, Weapon Finesse<\/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>Always neutral<\/td> <\/tr>
      Advancement: <\/strong>4-6 HD (Medium), 7-12 HD (Large)<\/td> <\/tr>
      Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      This creature resembles a nightmarishly elongated iron mantis. It moves at seemingly impossible speed on its six spindly legs, kicking up a cloud of debris and a shower of sparks on the stones.<\/i>\r

      Sheens are highly-advanced clockwork constructs from an unknown world or plane. Trapped on worlds where magic is mightier than technology, the sheens have learned to mimic life in order to better survive. As a result, sheens have learned to self-replicate and have taken on some living traits. Sheens also modify themselves and their progeny to better survive in their new world.\r

      Sheens are concerned only with their own continued existence and expansion. They regard living creatures as competitors, and expend local resources at an alarming rate.\r

      Dashers are used primarily for defense by a machine cyst. Although they can cover an incredible amount of ground in a short time, dashers rarely venture far from the cyst, for they expend an extraordinary amount of energy. A dasher must return to the machine cyst daily to replenish its energy stores, else it slows to a standstill and falls inactive.\r

      A dasher is 6 feet long and weighs 300 pounds.\r

      Sheens speak their own language.\r

      COMBAT\r

      Dashers make hit-and-run attacks, using their great speed to deliver a mandible slash then move out of range of retaliation. Dashers can easily leap over defensive barriers and other obstacles, and can even strike at low-flying aerial enemies.\r

      Living Construct Traits:<\/b> As living constructs, a sheen has a Constitution score. A sheen does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. Unlike other constructs, a sheen does not automatically have low-light vision or darkvision (although many varieties do possess one or both of these traits). Unlike other constructs, a living construct can use the run action. \r

      A sheen has immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. A sheen cannot heal damage naturally (but does have the rapid repair special quality). \r

      Unlike other constructs, sheens are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, and ability drain. \r

      Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds<\/i> spell or a repair light damage<\/i> spell, for example, and a living construct is vulnerable to a harm<\/i> spell. However, spells from the healing subschool provide only half effect to a living construct. \r

      A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When its hit points are less than 0 and greater than -10, a living construct is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable. A sheen can be raised<\/i> or resurrected<\/i>.\r

      A sheen not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast<\/i> and potions. A sheen does not need to sleep, but must rest for 8 hours before preparing spells. \r

      Sheens, unlike other living constructs, are immune to death effects, death necromancy effects, and mind-influencing effects.\r

      Magic Susceptibility (Ex):<\/b> Sheens have vulnerability (+50% damage) to damaging magic.\r

      Meltdown (Ex):<\/b> Any round that a dasher does not move at least its base speed, the dasher loses one-third of its normal full hit points each round. If it reaches 0 hp, it is destroyed completely and reduced to molten slag due to the extra heat generated by its power source. \r

      Powerful Charge (Ex):<\/b> When a dasher moves at least its base speed in a round, its mandible slash attack deals 2d12+6 points of damage.\r

      Rapid Repair (Ex):<\/b> A sheen that rests for 1 full hour repairs 1 point of damage, so long as it has at least 1 hit point. Rapid repair does not allow a sheen to regrow or reattach lost body parts.\r

      A character can assist a sheen's self-repair with a Craft (metalworking) check (DC 15). If the check is successful, the the sheen repairs 2 hit points per hour of rest. Providing assistance to the sheen counts as light activity for the assisting character, and a character can assist only one sheen at a time. A sheen cannot assist its own repair.\r

      Sonic Boom (Ex):<\/b> Once per day, a dasher can briefly exceed the sound barrier, producing a sonic boom. All creatures within 300 ft of the dasher's position at the end of its movement take 1d8 points of sonic damage and must succeed on a DC 14 Fortitude save or fall prone and be deafened for 1d4 minutes. The save DC is Constitution-based. \r

      Speed (Ex):<\/b> A dasher's speed grants it Spring Attack as a bonus feat. In addition, a dasher is so fast that it does not provoke attacks of opportunity for moving through areas an opponent threatens (an opponent may ready an action to attack a dasher that moves into a threatened area as usual, however). Finally, a dasher has a +1 speed bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.\r

      On Oerth\r
      The two known machine cysts on Oerth are the Barrier Peaks cyst and the Rael cyst. Many more are suspected to exist, but there whereabouts are currently unknown.<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1999 Wizards of the Coast, Inc.
      Originally found in Dragon Magazine #258<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Sheen, Drifter","type":"Construct","ch":2,"challenge_rating":" 2 \u00a0","id":6466,"reference":"Usergen","full_text":"

      Sheen, Drifter <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Medium\u00a0Construct \t\t\t(Living)\t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 3d10+9\u00a0(25 hp)<\/td> <\/tr>
      Initiative: <\/strong> +4<\/td> <\/tr>
      Speed:<\/strong> Fly 30 ft. (perfect)(6 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 14 (+4 natural), touch 10, flat-footed 14<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+2\/+2<\/td> <\/tr>
      Attack: <\/strong>Slam +2 melee (1d6)<\/td> <\/tr>
      Full Attack: <\/strong>3 slams +2 melee (1d6)<\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Electrical discharge\r
      <\/td> <\/tr>
      Special Qualities: <\/strong>Alert, darkvision 60 ft., defensive field, detect resources, flight, immunity to electricity, living construct traits, rapid repair<\/td> <\/tr>
      Saves: <\/strong>Fort +4, Ref +1, Will -2 <\/td> <\/tr>
      Abilities: <\/strong>Str 10, Dex 10, Con 16, Int 6, Wis 5, Cha 1 <\/td> <\/tr>
      Skills: <\/strong>Listen +6, Spot +6<\/td> <\/tr>
      Feats: <\/strong>Alertness, Improved Initiative<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any<\/td> <\/tr>
      Organization: <\/strong>Solitary or perimeter (2-4)<\/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)<\/td> <\/tr>
      Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      A lumpy, metallic obloid body floats through the air. Three metal limbs with small metal teeth hang beneath it. Dim lights flicker across the sphere in varying patterns.<\/i>\r

      Sheens are highly-advanced clockwork constructs from an unknown world or plane. Trapped on worlds where magic is mightier than technology, the sheens have learned to mimic life in order to better survive. As a result, sheens have learned to self-replicate and have taken on some living traits. Sheens also modify themselves and their progeny to better survive in their new world.\r

      Sheens are concerned only with their own continued existence and expansion. They regard living creatures as competitors, and expend local resources at an alarming rate.\r

      Drifters fulfill similar functions as walkers, but also serve as a defensive perimieter for a cyst. Drifters are usually deployed within 4 miles of a machine cyst.\r

      A drifter is 4 feet long, 3 feet wide, and weighs 200 pounds.\r

      Sheens speak their own language.\r

      COMBAT\r

      Drifters signal a machine cyst when organic beings trespass within their defensive perimiter. Until reinforcements arrive, drifters harrass intruders with the sharp teeth on their sampler arms and electrical discharges.\r

      Alert (Su):<\/b> If a drifter senses a danger, it may telepathically alert the other members in its cyst within 4 miles. Other than the range and alerting multiple creatures, this functions as the mental alarm function of the alarm<\/i> spell.\r

      Defensive Field (Su):<\/b> Drifters automatically generate a physical protective field. This grants the drifter damage reduction 2\/- and resistance to acid 2, cold 2, electricity 2, fire 2, and sonic 2. The defensive field can prevent a total of 12 points of damage per day.\r

      Detect Resources (Ex):<\/b> A drifter's technology allows it to continuously locate the largest mass of metal within 30 feet. As a full-round action, the drifter can concentrate on a specific metal or mineral. If the specific mineral is within 30 feet, the drifter knows the exact location and approximate quantity. If more than one deposit of the specified metal or mineral is within range, the drifter senses the largest cache first. \r

      Electrical Discharge (Su):<\/b> Five times per day, a drifter can release stored energy as a powerful electrical shock. Its next successful slam attack deals an additional 2d4 points of electricity damage. Alternatively, if an attacker strikes the drifter with a metallic weapon, the foe takes 2d4 points of electricity damage. \r

      Flight (Su):<\/b> A drifter's body is supernaturally buoyant. This buoyancy allows it to fly at a speed of 30 feet with perfect maneuverability. This buoyancy also grants it a permanent feather fall<\/i> effect (as the spell) with personal range.\r

      Living Construct Traits:<\/b> As living constructs, a sheen has a Constitution score. A sheen does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. Unlike other constructs, a sheen does not automatically have low-light vision or darkvision (although many varieties do possess one or both of these traits). Unlike other constructs, a living construct can use the run action. \r

      A sheen has immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. A sheen cannot heal damage naturally (but does have the rapid repair special quality). \r

      Unlike other constructs, sheens are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, and ability drain. \r

      Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds<\/i> spell or a repair light damage<\/i> spell, for example, and a living construct is vulnerable to a harm<\/i> spell. However, spells from the healing subschool provide only half effect to a living construct. \r

      A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When its hit points are less than 0 and greater than -10, a living construct is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable. A sheen can be raised<\/i> or resurrected<\/i>.\r

      A sheen not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast<\/i> and potions. A sheen does not need to sleep, but must rest for 8 hours before preparing spells. \r

      Sheens, unlike other living constructs, are immune to death effects, death necromancy effects, and mind-influencing effects.\r

      Magic Susceptibility (Ex):<\/b> Sheens have vulnerability (+50% damage) to damaging magic.\r

      Rapid Repair (Ex):<\/b> A sheen that rests for 1 full hour repairs 1 point of damage, so long as it has at least 1 hit point. Rapid repair does not allow a sheen to regrow or reattach lost body parts.\r

      A character can assist a sheen's self-repair with a Craft (metalworking) check (DC 15). If the check is successful, the the sheen repairs 2 hit points per hour of rest. Providing assistance to the sheen counts as light activity for the assisting character, and a character can assist only one sheen at a time. A sheen cannot assist its own repair.\r

      Skills:<\/b> A drifter has a +4 racial bonus on Listen and Spot checks.\r

      On Oerth\r
      The two known machine cysts on Oerth are the Barrier Peaks cyst and the Rael cyst. Many more are suspected to exist, but there whereabouts are currently unknown.<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1999 Wizards of the Coast, Inc.
      Originally found in Dragon Magazine #258<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Sheen, Flitter","type":"Construct","ch":2,"challenge_rating":" 2 \u00a0","id":6467,"reference":"Usergen","full_text":"

      Sheen, Flitter <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Medium\u00a0Construct \t\t\t(Living)\t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 3d10+9\u00a0(25 hp)<\/td> <\/tr>
      Initiative: <\/strong> +8<\/td> <\/tr>
      Speed:<\/strong> Fly 50 ft. (perfect)(10 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 18 (+4 Dex, +4 natural), touch 14, flat-footed 14<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+2\/+2<\/td> <\/tr>
      Attack: <\/strong>Slam +2 melee (1d4)<\/td> <\/tr>
      Full Attack: <\/strong>Slam +2 melee (1d4)<\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Electrical discharge<\/td> <\/tr>
      Special Qualities: <\/strong>Alert, darkvision 60 ft., defensive field, detect resources, flight, immunity to electricity, living construct traits, rapid repair<\/td> <\/tr>
      Saves: <\/strong>Fort +4, Ref +5, Will -2 <\/td> <\/tr>
      Abilities: <\/strong>Str 10, Dex 18, Con 18, Int 6, Wis 5, Cha 1 <\/td> <\/tr>
      Skills: <\/strong>Listen +4, Spot +4<\/td> <\/tr>
      Feats: <\/strong>Improved Initiative, Point Blank Shot<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any<\/td> <\/tr>
      Organization: <\/strong>Solitary or perimeter (2-4)<\/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)<\/td> <\/tr>
      Level Adjustment: <\/strong>+3 (cohort)<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      A lumpy, metallic obloid body floats through the air. A metal limb with small metal teeth hangs beneath it. Dim lights flicker across the sphere in varying patterns.<\/i>\r

      Sheens are highly-advanced clockwork constructs from an unknown world or plane. Trapped on worlds where magic is mightier than technology, the sheens have learned to mimic life in order to better survive. As a result, sheens have learned to self-replicate and have taken on some living traits. Sheens also modify themselves and their progeny to better survive in their new world.\r

      Sheens are concerned only with their own continued existence and expansion. They regard living creatures as competitors, and expend local resources at an alarming rate.\r

      Flitters are slightly smaller, swifter variants of the drifter. They fulfill the same roles as drifters in a cyst, but also serve as \"familiars\" for machine mages.\r

      A flitter is 4 feet long, 3 feet wide, and weighs 150 pounds.\r

      Sheens speak their own language.\r

      COMBAT\r

      Like drifters, flitters signal a machine cyst when organic beings trespass within their defensive perimiter. Until reinforcements arrive, flitters harrass intruders with the sharp teeth on their sampler arms and electrical bolts.\r

      Alert (Su):<\/b> If a flitter senses a danger, it may telepathically alert the other members in its cyst within 4 miles. Other than the range and alerting multiple creatures, this functions as the mental alarm function of the alarm<\/i> spell.\r

      Defensive Field (Su):<\/b> Flitters automatically generate a physical protective field. This grants the drifter damage reduction 2\/- and resistance to acid 2, cold 2, electricity 2, fire 2, and sonic 2. The defensive field can prevent a total of 12 points of damage per day.\r

      Detect Resources (Ex):<\/b> A flitter's technology allows it to continuously locate the largest mass of metal within 30 feet. As a full-round action, the drifter can concentrate on a specific metal or mineral. If the specific mineral is within 30 feet, the flitter knows the exact location and approximate quantity. If more than one deposit of the specified metal or mineral is within range, the flitter senses the largest cache first. \r

      Electrical Bolt (Su):<\/b> Three times per day, a flitter can release stored energy as a powerful electrical bolt. This is a a ranged touch attack that deals 3d4 points of electricity damage. Its maximum range is 30 feet with no range increments. \r

      Flight (Su):<\/b> A flitter's body is supernaturally buoyant. This buoyancy allows it to fly at a speed of 50 feet with perfect maneuverability. This buoyancy also grants it a permanent feather fall<\/i> effect (as the spell) with personal range.\r

      Living Construct Traits:<\/b> As living constructs, a sheen has a Constitution score. A sheen does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. Unlike other constructs, a sheen does not automatically have low-light vision or darkvision (although many varieties do possess one or both of these traits). Unlike other constructs, a living construct can use the run action. \r

      A sheen has immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. A sheen cannot heal damage naturally (but does have the rapid repair special quality). \r

      Unlike other constructs, sheens are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, and ability drain. \r

      Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds<\/i> spell or a repair light damage<\/i> spell, for example, and a living construct is vulnerable to a harm<\/i> spell. However, spells from the healing subschool provide only half effect to a living construct. \r

      A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When its hit points are less than 0 and greater than -10, a living construct is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable. A sheen can be raised<\/i> or resurrected<\/i>.\r

      A sheen not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast<\/i> and potions. A sheen does not need to sleep, but must rest for 8 hours before preparing spells. \r

      Sheens, unlike other living constructs, are immune to death effects, death necromancy effects, and mind-influencing effects.\r

      Magic Susceptibility (Ex):<\/b> Sheens have vulnerability (+50% damage) to damaging magic.\r

      Rapid Repair (Ex):<\/b> A sheen that rests for 1 full hour repairs 1 point of damage, so long as it has at least 1 hit point. Rapid repair does not allow a sheen to regrow or reattach lost body parts.\r

      A character can assist a sheen's self-repair with a Craft (metalworking) check (DC 15). If the check is successful, the the sheen repairs 2 hit points per hour of rest. Providing assistance to the sheen counts as light activity for the assisting character, and a character can assist only one sheen at a time. A sheen cannot assist its own repair.\r

      Skills:<\/b> A flitter has a +4 racial bonus on Listen and Spot checks.\r

      On Oerth\r
      The two known machine cysts on Oerth are the Barrier Peaks cyst and the Rael cyst. Many more are suspected to exist, but there whereabouts are currently unknown.<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1999 Wizards of the Coast, Inc.
      Originally found in Dragon Magazine #258<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Sheen, Ore-Recovery Walker (Miner)","type":"Construct","ch":4,"challenge_rating":" 4 \u00a0","id":6468,"reference":"Usergen","full_text":"

      Sheen, Ore-Recovery Walker (Miner) <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Small\u00a0Construct \t\t\t(Living)\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> 19 (+1 size, +2 Dex, +6 natural), touch 13, flat-footed 17<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+3\/+7<\/td> <\/tr>
      Attack: <\/strong>Slam +9 melee (1d6+4)\r
      <\/td> <\/tr>
      Full Attack: <\/strong>2 slams +9 melee (1d6+4)<\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Electrical discharge, plasma shovel<\/td> <\/tr>
      Special Qualities: <\/strong>Darkvision 60 ft., defensive field, detect resources, electrically charged, living construct traits, rapid repair<\/td> <\/tr>
      Saves: <\/strong>Fort +4, Ref +3, Will -2 <\/td> <\/tr>
      Abilities: <\/strong>Str 18, Dex 14, Con 16, Int 5, Wis 5, Cha 1 <\/td> <\/tr>
      Skills: <\/strong>Knowledge (geography) +3, Profession (miner) +6, Search +3\r
      <\/td> <\/tr>
      Feats: <\/strong>Skill Focus (Profession [miner]), Weapon Focus (slam)<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any<\/td> <\/tr>
      Organization: <\/strong>Solitary or team (2-6)<\/td> <\/tr>
      Challenge Rating: <\/strong>4<\/td> <\/tr>
      Treasure: <\/strong>None<\/td> <\/tr>
      Alignment: <\/strong>Always neutral<\/td> <\/tr>
      Advancement: <\/strong>5-8 HD (Small)<\/td> <\/tr>
      Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      A lumpy, metallic obloid body is supported by two slender metal legs which end in hooflike iron pads. A third limb, with small metal teeth, emerges from its underside, while another shovel-shaped appendage protrudes from its side. Dim lights flicker across the sphere in varying patterns.<\/i>\r

      Sheens are highly-advanced clockwork constructs from an unknown world or plane. Trapped on worlds where magic is mightier than technology, the sheens have learned to mimic life in order to better survive. As a result, sheens have learned to self-replicate and have taken on some living traits. Sheens also modify themselves and their progeny to better survive in their new world.\r

      Sheens are concerned only with their own continued existence and expansion. They regard living creatures as competitors, and expend local resources at an alarming rate.\r

      Walkers specialized for ore recovery (also known as miners) are common in areas rich in the mineral resources sought by a growing cyst. Miner sheens possess a digger arm in addition to the usual sampler arm, as well as a \u00c2\u0093plasma shovel\u00c2\u0094 in the form of a focused plasma burst that can unearth soil and stone quickly. \r

      An ore-recovery walker is 4 feet tall and weighs 250 pounds.\r

      Sheens speak their own language.\r

      COMBAT\r

      Miner sheens attack with their digger and sampler arms, electrical discharge, or direct their plasma shovel at organic nuisances.\r

      Defensive Field (Su):<\/b> Miners automatically generate a physical protective field. This grants the miner damage reduction 1\/- and resistance to acid 1, cold 1, electricity 1, fire 1, and sonic 1. The defensive field can prevent a total of 6 points of damage per day.\r

      Detect Resources (Ex):<\/b> A miner's technology allows it to continuously locate the largest mass of metal within 30 feet. As a full-round action, the miner can concentrate on a specific metal or mineral. If the specific mineral is within 30 feet, the miner knows the exact location and approximate quantity. If more than one deposit of the specified metal or mineral is within range, the miner senses the largest cache first. \r

      Electrically Charged (Ex):<\/b> Miners are powered by electricity. A miner normally carries enough charges to function for up to one month (30 charges). After this time, the miner becomes inert until recharged. Miners generally return to their cysts before this time elapses.\r

      Each time a miner uses its electrical discharge ability, it expends one charge.\r

      Within a cyst, a miner may fully recharge after one hour of inactivity. Alternatively, a miner can recharge \"in the field\" if exposed to an attack that deals electricity damage. An attack that deals electricity damage restores 1 charge for every 5 points of damage the attack would otherwise deal. For example, a miner hit by a lightning bolt<\/i> gains 3 charges if the attack would have dealt 15 points of damage. A miner gets no saving throw against attacks that deal electricity damage. Regardless of the amount of electricity damage directed at a miner, it cannot exceed its normal maximum of 30 charges. \r

      Electrical Discharge (Su):<\/b> Three times per day, a miner can release stored energy as a powerful electrical shock. Its next successful slam attack deals an additional 3d4 points of electricity damage. Alternatively, if an attacker strikes the miner with a metallic weapon while the miner contains an excess charge in its carapace, the foe takes 3d4 points of electricity damage. This attack expends one of the miner's electrical charges, regardless of the damage dealt.\r

      Increased Carrying Capacity (Ex):<\/b> A miner sheen is treated as one size category larger for purposes of carrying capacity. A standard miner walker has light load of 100 lb. or less, medium load of 101\u00c2\u0096200 lb, and heavy load of 201\u00c2\u0096300 lb.\r

      Living Construct Traits:<\/b> As living constructs, a sheen has a Constitution score. A sheen does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. Unlike other constructs, a sheen does not automatically have low-light vision or darkvision (although many varieties do possess one or both of these traits). Unlike other constructs, a living construct can use the run action. \r

      A sheen has immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. A sheen cannot heal damage naturally (but does have the rapid repair special quality). \r

      Unlike other constructs, sheens are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, and ability drain. \r

      Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds<\/i> spell or a repair light damage<\/i> spell, for example, and a living construct is vulnerable to a harm<\/i> spell. However, spells from the healing subschool provide only half effect to a living construct. \r

      A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When its hit points are less than 0 and greater than -10, a living construct is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable. A sheen can be raised<\/i> or resurrected<\/i>.\r

      A sheen not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast<\/i> and potions. A sheen does not need to sleep, but must rest for 8 hours before preparing spells. \r

      Sheens, unlike other living constructs, are immune to death effects, death necromancy effects, and mind-influencing effects.\r

      Magic Susceptibility (Ex):<\/b> Sheens have vulnerability (+50% damage) to damaging magic.\r

      Plasma Shovel (Ex):<\/b> Once every 1d4 rounds, an ore-recovery walker can vent superheated plasma from the tip of its digger arm in a 30-foot line. This deals 4d10 points of damage. A successful DC 15 Reflex save halves the damage. Creatures and materials with a hardness greater than 8 are immune to the plasma shovel's effects. The save DC is Constitution-based.\r

      Rapid Repair (Ex):<\/b> A sheen that rests for 1 full hour repairs 1 point of damage, so long as it has at least 1 hit point. Rapid repair does not allow a sheen to regrow or reattach lost body parts.\r

      A character can assist a sheen's self-repair with a Craft (metalworking) check (DC 15). If the check is successful, the the sheen repairs 2 hit points per hour of rest. Providing assistance to the sheen counts as light activity for the assisting character, and a character can assist only one sheen at a time. A sheen cannot assist its own repair.\r

      Skills:<\/b> A miner has a +4 racial bonus on Knowledge (geography), Profession (miner), and Search checks.\r

      On Oerth\r
      The two known machine cysts on Oerth are the Barrier Peaks cyst and the Rael cyst. Many more are suspected to exist, but their whereabouts are currently unknown.<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1999 Wizards of the Coast, Inc.
      Originally found in Dragon Magazine #258<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Sheen, Phaser","type":"Construct","ch":8,"challenge_rating":" 8 \u00a0","id":6469,"reference":"Usergen","full_text":"

      Sheen, Phaser <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Small\u00a0Construct \t\t\t(Living)\t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 9d10+45\u00a0(94 hp)<\/td> <\/tr>
      Initiative: <\/strong> -1<\/td> <\/tr>
      Speed:<\/strong> Fly 40 ft. (perfect)(8 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 14 (+1 size, -1 Dex, +4 natural), touch 10, flat-footed 14<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+6\/+15 (+14 while incorporeal)<\/td> <\/tr>
      Attack: <\/strong>Tendril +5 melee (grapple)<\/td> <\/tr>
      Full Attack: <\/strong>3 tendrils +5 melee (grapple)<\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft.\/5 ft. (20 ft. w\/tendrils)<\/td> <\/tr>
      Special Attacks: <\/strong>Improved grab, incorporeal jaunt <\/td> <\/tr>
      Special Qualities: <\/strong>Darkvision 60 ft., defensive field, electrically charged, living construct traits, rapid repair<\/td> <\/tr>
      Saves: <\/strong>Fort +8, Ref +2, Will +2 <\/td> <\/tr>
      Abilities: <\/strong>Str 12, Dex 9, Con 20, Int 7, Wis 5, Cha 10 <\/td> <\/tr>
      Skills: <\/strong>Hide +10, Listen +3, Spot +3<\/td> <\/tr>
      Feats: <\/strong>Alertness, Improved Initiative, Iron Will, Skill Focus (Hide)<\/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>10-15 HD (Small), 16-27 HD (Medium)<\/td> <\/tr>
      Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      A floating black globe, limned in red light, suddenly materializes seemingly from out of thin air. Long glassy tendrils exude from a single orifice in the sphere, with crimson light pusing down the mass.<\/i>\r

      Sheens are highly-advanced clockwork constructs from an unknown world or plane. Trapped on worlds where magic is mightier than technology, the sheens have learned to mimic life in order to better survive. As a result, sheens have learned to self-replicate and have taken on some living traits. Sheens also modify themselves and their progeny to better survive in their new world.\r

      Sheens are concerned only with their own continued existence and expansion. They regard living creatures as competitors, and expend local resources at an alarming rate.\r

      Phasers serve the machine cyst mainly as observers, but because of their ability to pass through solid objects, they are also employed as assassins. The ability to become incorporeal exhausts tremendous amounts of energy, so each phaser has been equipped with a \"zero-point accumulator\" to hold vast reserves. Even so, a phaser still needs to return to the cyst weekly to recharge.\r

      A phaser is 1 to 2 feet in diameter and weighs 20 to 25 pounds.\r

      Sheens speak their own language.\r

      COMBAT\r

      Phaser sheens typically refuse to engage in combat unless forced or on a mission to assassinate some particular threat to the cyst. Due to their limited ability to remain corporeal, a phaser will materialize, grab its victim, and attempt to incorporealize the poor soul. If the phaser cannot do so within three rounds, it will attempt to disengage and become incorporeal on the fourth round in order to avoid using its electrical charges. \r

      Defensive Field (Su):<\/b> While incorporeal, phasers automatically generate a physical protective field. This grants the phaser damage reduction 10\/- and resistance to acid 10, cold 10, electricity 10, fire 10, and sonic 10. The defensive field can prevent a total of 100 points of damage per day.\r

      Electrically Charged (Ex):<\/b> Phasers are powered by electricity. A phaser normally carries enough charges to function for up to one week (7 charges). After this time, the phaser becomes inert until recharged. Phasers generally return to their cysts before this time elapses.\r

      Within a cyst, a phaser may fully recharge after one hour of inactivity. Alternatively, a phaser can recharge \"in the field\" if exposed to an attack that deals electricity damage. An attack that deals electricity damage restores 1 charge for every 5 points of damage the attack would otherwise deal. For example, a phaser hit by a lightning bolt<\/i> gains 3 charges if the attack would have dealt 15 points of damage. A phaser gets no saving throw against attacks that deal electricity damage. Regardless of the amount of electricity damage directed at a phaser, it cannot exceed its normal maximum of 7 charges. \r

      Improved Grab (Ex):<\/b> To use this ability, a phaser sheen must hit with a tendril attack. Phaser sheens have a +8 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

      Incorporealize (Su):<\/b> A creature grappled by a phaser sheen must make a DC 19 Fortitude save or become incorporeal itself when the phaser sheen utilizes its incorporeal jaunt ability. This effect temporarily grants the creature the incorporeal subtype (as long as it remains grappled by the phaser sheen). The phaser sheen can choose to corporealize the victim whenever it likes, simply by releasing the grapple. If a victim becomes corporeal while inside a material object (such as a solid wall), it is shunted off to the nearest open space and takes 1d6 points of damage per 5 feet that it travels. Objects carried by a phaser sheen are subject to the same damage if corporealized within a material object. The save DC is Constitution-based.\r

      Incorporeal Jaunt (Su):<\/b> A phaser sheen can become incorporeal as a swift action. It can become corporeal again as a swift action or a standard action. Unlike most incorporeal creatures, a phaser sheen may make grapple attacks against other incorporeal creatures, and they can be grappled by other incorporeal creatures. Both the sheen and its opponents use their Charisma modifiers when performing grapple checks while incorporeal. Starting on its fourth consecutive round of corporeality, a phaser sheen must either become incorporeal or spend one charge per round.\r

      Living Construct Traits:<\/b> As living constructs, a sheen has a Constitution score. A sheen does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. Unlike other constructs, a sheen does not automatically have low-light vision or darkvision (although many varieties do possess one or both of these traits). Unlike other constructs, a living construct can use the run action. \r

      A sheen has immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. A sheen cannot heal damage naturally (but does have the rapid repair special quality). \r

      Unlike other constructs, sheens are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, and ability drain. \r

      Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds<\/i> spell or a repair light damage<\/i> spell, for example, and a living construct is vulnerable to a harm<\/i> spell. However, spells from the healing subschool provide only half effect to a living construct. \r

      A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When its hit points are less than 0 and greater than -10, a living construct is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable. A sheen can be raised<\/i> or resurrected<\/i>.\r

      A sheen not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast<\/i> and potions. A sheen does not need to sleep, but must rest for 8 hours before preparing spells. \r

      Sheens, unlike other living constructs, are immune to death effects, death necromancy effects, and mind-influencing effects.\r

      Magic Susceptibility (Ex):<\/b> Sheens have vulnerability (+50% damage) to damaging magic.\r

      Rapid Repair (Ex):<\/b> A sheen that rests for 1 full hour repairs 1 point of damage, so long as it has at least 1 hit point. Rapid repair does not allow a sheen to regrow or reattach lost body parts.\r

      A character can assist a sheen's self-repair with a Craft (metalworking) check (DC 15). If the check is successful, the the sheen repairs 2 hit points per hour of rest. Providing assistance to the sheen counts as light activity for the assisting character, and a character can assist only one sheen at a time. A sheen cannot assist its own repair.\r

      On Oerth\r
      The two known machine cysts on Oerth are the Barrier Peaks cyst and the Rael cyst. Many more are suspected to exist, but their whereabouts are currently unknown.<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1999 Wizards of the Coast, Inc.
      Originally found in Dragon Magazine #258<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Sheen, Power Tree","type":"Construct","ch":23,"challenge_rating":" 23 \u00a0","id":6470,"reference":"Usergen","full_text":"

      Sheen, Power Tree <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Gargantuan\u00a0Construct \t\t\t(Living)\t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 36d10+540\u00a0(738 hp)<\/td> <\/tr>
      Initiative: <\/strong> +12<\/td> <\/tr>
      Speed:<\/strong> 10 ft. (2 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 30 (-4 size, +4 Dex, +20 natural), touch 10, flat-footed 26<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+27\/+58<\/td> <\/tr>
      Attack: <\/strong>Slam +42 melee (4d6+19)<\/td> <\/tr>
      Full Attack: <\/strong>10 slams +42 melee (4d6+19)<\/td> <\/tr>
      Space\/Reach: <\/strong>20 ft.\/20 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Electrical discharge<\/td> <\/tr>
      Special Qualities: <\/strong>Darkvision 60 ft., defensive field, fast healing 15, living construct traits, recharge sheen, solar powered, tremorsense 60 ft.\r
      <\/td> <\/tr>
      Saves: <\/strong>Fort +27, Ref +20, Will +18 <\/td> <\/tr>
      Abilities: <\/strong>Str 48, Dex 19, Con 40, Int 17, Wis 15, Cha 16 <\/td> <\/tr>
      Skills: <\/strong>Climb +58, Intimidate +42, Listen +41, Search +42, Spot +41\r
      <\/td> <\/tr>
      Feats: <\/strong>Combat Expertise, Combat Reflexes, Epic Reflexes, Epic Will, Hold the Line, Improved Initiative, Improved Trip, Knockdown, Power Attack, Snatch, Stand Still, Superior Expertise, Superior Initiative\r
      <\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any<\/td> <\/tr>
      Organization: <\/strong>Solitary or crew (1 plus 2-24 other sheens of various types)<\/td> <\/tr>
      Challenge Rating: <\/strong>23<\/td> <\/tr>
      Treasure: <\/strong>None<\/td> <\/tr>
      Alignment: <\/strong>Always neutral<\/td> <\/tr>
      Advancement: <\/strong>37-48 HD (Gargantuan); 49-108 HD (Colossal)<\/td> <\/tr>
      Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      A massive tower of metallic beams branching from a squat, multilegged base lumbers forward. Huge, polished crystal plates cover its base, glowing where sunlight strikes their surfaces.<\/i>\r

      Sheens are highly-advanced clockwork constructs from an unknown world or plane. Trapped on worlds where magic is mightier than technology, the sheens have learned to mimic life in order to better survive. As a result, sheens have learned to self-replicate and have taken on some living traits. Sheens also modify themselves and their progeny to better survive in their new world.\r

      Sheens are concerned only with their own continued existence and expansion. They regard living creatures as competitors, and expend local resources at an alarming rate.\r

      Power trees are massive entities engineered to repair and recharge other sheens in the field. The huge, polished plates of crystal that surround its base harness great amounts of solar energy. Sheens in need of recharging or repair plug into the power tree\u00c2\u0092s modules to recharge while the tree\u00c2\u0092s ten spidery manipulator arms do rapid repairs where needed. Power trees never travel far from their cysts. \r

      Power trees carry massive energy stores and have redundant systems to ensure their continuance, which grants them fast healing rather than the typical rapid repair ability of other sheens.\r

      A power tree is 30 feet wide and 50 feet tall. It weighs over 100 tons.\r

      Sheens speak their own language.\r

      COMBAT\r

      A power tree swats at attackers with its ten massive arms. These intelligent sheens use Improved Trip, Knockdown, and Snatch to slow down or disable adversaries while it completes repairs upon its allies. If threatend by large groups of foes, or particularly deadly adversaries, the power tree will unleash its electrical discharge in a great burst.\r

      Defensive Field (Su):<\/b> Power trees automatically generate a physical protective field. This grants the power tree damage reduction 5\/- and resistance to acid 5, cold 5, electricity 5, fire 5, and sonic 5. The defensive field can prevent 300 points of damage per day.\r

      Electrical Discharge (Su):<\/b> Ten times per day, as a swift action, a power tree can release stored energy as a powerful electrical shock. Its next successful slam attack deals an additional 10d10 points of electricity damage. Alternatively, if an attacker strikes the power tree with an unarmed strike or metallic weapon while the power tree contains an excess charge in its carapace, the foe takes 10d10 points of electricity damage.\r

      Alternatively, as a standard action, a power tree can release its electrical discharge in a 300-foot-burst. All creatures in the area suffer 10d10 points of electricity damage (Reflex DC 43 half). The save DC is Constitution-based.\r

      Living Construct Traits:<\/b> As living constructs, a sheen has a Constitution score. A sheen does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. Unlike other constructs, a sheen does not automatically have low-light vision or darkvision (although many varieties do possess one or both of these traits). Unlike other constructs, a living construct can use the run action. \r

      A sheen has immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. A sheen cannot heal damage naturally (but does have the rapid repair special quality). \r

      Unlike other constructs, sheens are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, and ability drain. \r

      Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds<\/i> spell or a repair light damage<\/i> spell, for example, and a living construct is vulnerable to a harm<\/i> spell. However, spells from the healing subschool provide only half effect to a living construct. \r

      A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When its hit points are less than 0 and greater than -10, a living construct is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable. A sheen can be raised or resurrected.\r

      A sheen not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast<\/i> and potions. A sheen does not need to sleep, but must rest for 8 hours before preparing spells. \r

      Sheens, unlike other living constructs, are immune to death effects, death necromancy effects, and mind-influencing effects.\r

      Magic Susceptibility (Ex):<\/b> Sheens have vulnerability (+50% damage) to damaging magic.\r

      Repair Sheen (Ex):<\/b> A power tree can repair and recharge other sheens. To do so, a sheen need simply to plug into one of the power tree\u00c2\u0092s modules. This is a full-round action for the sheen seeking repair, but takes no action on the power tree's part. A power tree must sacrifice one of its slam attacks to assist in repairs. A power tree can thus repair up to ten other sheens at a given time. A recipient sheen is repaired of 1d8 points of damage and recharges 1 day's worth of energy for each round it remains connected to the power tree.\r

      Alternatively, a power tree can spend a full-round action to swiftly repair a single sheen. This functions as a heal<\/i> spell (caster level 20th), and recharges one week's worth of charges. Other sheens attached to the power tree receive no repairs during this round. \r

      Solar Powered (Ex):<\/b> A power tree gains power by absorbing sunlight. For every hour of exposure to natural sunlight (not a daylight<\/i> spell or similar magical facimile), a power tree recharges 30 points of maximum damage for its defensive field and one daily use of its electrical discharge ability. If a power tree sheen is not exposed to natural sunlight for 2 days, it becomes inert.\r

      On Oerth<\/b>\r
      The two known machine cysts on Oerth are the Barrier Peaks cyst and the Rael cyst. Many more are suspected to exist, but their whereabouts are currently unknown.<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      2000 Wizards of the Coast, Inc.
      Originally found in Dragon Magazine #270<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Sheen, Propagator, Small","type":"Construct","ch":4,"challenge_rating":" 4 \u00a0","id":6471,"reference":"Usergen","full_text":"

      Sheen, Propagator, Small <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Small\u00a0Construct \t\t\t(Living)\t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 4d10+16\u00a0(38 hp)<\/td> <\/tr>
      Initiative: <\/strong> +3<\/td> <\/tr>
      Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 17 (+1 size, -1 Dex, +7 natural), touch 10, flat-footed 17<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+3\/-1<\/td> <\/tr>
      Attack: <\/strong>Slam +5 melee (1d10 plus propagating touch)\r
      <\/td> <\/tr>
      Full Attack: <\/strong>Slam +5 melee (1d10 plus propagating touch)\r
      <\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Propagating touch (DC 16)<\/td> <\/tr>
      Special Qualities: <\/strong>Camouflage, darkvision 60 ft., living construct traits, regeneration 3<\/td> <\/tr>
      Saves: <\/strong>Fort +5, Ref +0, Will -2 <\/td> <\/tr>
      Abilities: <\/strong>Str 10, Dex 9, Con 18, Int 5, Wis 5, Cha 1 <\/td> <\/tr>
      Skills: <\/strong>Spot +4<\/td> <\/tr>
      Feats: <\/strong>Improved Initiative, Weapon Focus (slam)<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any<\/td> <\/tr>
      Organization: <\/strong>Solitary or node (2-4)<\/td> <\/tr>
      Challenge Rating: <\/strong>4<\/td> <\/tr>
      Treasure: <\/strong>None<\/td> <\/tr>
      Alignment: <\/strong>Always neutral<\/td> <\/tr>
      Advancement: <\/strong>5-7 HD (Small)<\/td> <\/tr>
      Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      Sheen, Propagator, Medium<\/b>\r
      Medium Construct (Living)\r
      Hit Dice: 8d10+40 (84 hp)\r
      Initiative: +2\r
      Speed: 20 ft. (4 squares)\r
      Armor Class: 17 (-2 Dex, +9 natural), touch 8, flat-footed 17\r
      Base Attack\/Grapple: +6\/+8\r
      Attack: Slam +9 melee (1d12+3 plus propagating touch)\r
      Full Attack: Slam +9 melee (1d12+3 plus propagating touch)\r
      Space\/Reach: 5 ft.\/5 ft.\r
      Special Attacks: Propagating touch (DC 19)\r
      Special Qualities: Camouflage, darkvision 60 ft., living construct traits, regeneration 3\r
      Saves: Fort +7, Ref +0, Will -1\r
      Abilities: Str 14, Dex 7, Con 20, Int 5, Wis 5, Cha 1\r
      Skills: Spot +8\r
      Feats: Improved Initiative, Power Attack, Weapon Focus (slam)\r
      Environment: Any\r
      Organization: Solitary or node (2-4)\r
      Challenge Rating: 6\r
      Treasure: None\r
      Alignment: Always neutral\r
      Advancement: 9-16 HD (Medium); 17-24 HD (Large)\r
      Level Adjustment: \u00c2\u0097\r

      As the animal comes closer, it becomes apparent that something is unnatural about it. Its skin hangs from it like an ill-made garment, held together by metallic stitching. Smears of gore mar its surface, while drying blood leaks through the cracks and gaps. A fetid, rotting odor accompanies its approach.<\/i>\r

      Sheens are highly-advanced clockwork constructs from an unknown world or plane. Trapped on worlds where magic is mightier than technology, the sheens have learned to mimic life in order to better survive. As a result, sheens have learned to self-replicate and have taken on some living traits. Sheens also modify themselves and their progeny to better survive in their new world.\r

      Sheens are concerned only with their own continued existence and expansion. They regard living creatures as competitors, and expend local resources at an alarming rate.\r

      Propagators are among the strangest of the sheens. They begin as tiny, sessile glassy nodules (called \"Nhan Ohtych Seeds\") that are nearly invisible to the naked eye. Once a living creature comes near it, miniature microtendrils extend and adhere to the creature. The nodules then rapidly replicate on the surface of the host's skin, becoming a visible, glassy rash within a week. As they continue to spread, they slowly kill the host and make use of the remaining bony scaffolding, animating the body with an artificial ligature of microtendrils. The propagator then seeks out fresh hosts.\r

      It is uncertain what role propagators fulfill in a machine cyst, but they are clearly well-suited for eliminating biological life forms. Propagators derive all the energy they need from their hosts, and thus never need to return to the cyst. Due to the superfluidity of their self-repair nodules, propagators swiftly regenerate most damage, and thus lack the rapid repair of most sheens.\r

      A Small propagator is 2-4 feet long and weighs 20 to 50 pounds, while a Medium propagator is 5-7 feet long and weighs 150 to 250 pounds.\r

      Sheens speak their own language.\r

      COMBAT\r

      Propagators are straightforward combatants, lashing out with their flailing strikes and \"infecting\" as many biological creatures as possible with their nodules. \r

      A propagator's slam attack deals both slashing and bludgeoning damage due to the glassy shards.\r

      Camouflage (Ex):<\/b> Since a propagator looks like a normal animal from a distance, it takes a DC 15 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 propagator is not a natural creature. A creature with the scent ability can detect the ruse automatically due to the propagator's strong, rotting odor.\r

      Living Construct Traits:<\/b> As living constructs, a sheen has a Constitution score. A sheen does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. Unlike other constructs, a sheen does not automatically have low-light vision or darkvision (although many varieties do possess one or both of these traits). Unlike other constructs, a living construct can use the run action. \r

      A sheen has immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. A sheen cannot heal damage naturally (but does have the rapid repair special quality). \r

      Unlike other constructs, sheens are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, and ability drain. \r

      Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds<\/i> spell or a repair light damage<\/i> spell, for example, and a living construct is vulnerable to a harm<\/i> spell. However, spells from the healing subschool provide only half effect to a living construct. \r

      A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When its hit points are less than 0 and greater than -10, a living construct is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable. A sheen can be raised or resurrected.\r

      A sheen not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast<\/i> and potions. A sheen does not need to sleep, but must rest for 8 hours before preparing spells. \r

      Sheens, unlike other living constructs, are immune to death effects, death necromancy effects, and mind-influencing effects.\r

      Magic Susceptibility (Ex):<\/b> Sheens have vulnerability (+50% damage) to damaging magic.\r

      Propagating Touch (Ex):<\/b> A propagator that hits with a slam attack can inject replicating nodules into the opponent's body. The affected creature must succeed on a Fortitude save (see stat blocks for DC) to avoid implantation. The save DC is Constitution-based.\r

      Often the propagator implants an unconscious or otherwise helpless creature (which gets no saving throw). The nodules begin replicating immediately, but show no visible effects for 1 week. At that time, the victim's flesh shows a glassy rash. After one month, the victim suffers 2 points of Charisma drain. Each month thereafter, the victim suffers an additional 2 points of Charisma drain. A creature reduced to Charisma 0 dies and becomes a new propagator of similar size. A remove disease<\/i> spell or similar effect cannot remove the nodules, nor can a Heal check. A spell or attack that deals electricity damage will scramble the replicating nodules, granting the victim a new saving throw to end the effect. The victim gains a +1 bonus on the saving throw for each 10 points of damage inflicted by the electrical attack. A break enchantment<\/i> or heal<\/i> spell cast within 1d4 rounds of this scrambling will destroy the nodules.\r

      Regeneration (Ex):<\/b> Fire and acid deal normal damage to a propagator. If a propagator loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.\r

      On Oerth<\/b>\r
      The two known machine cysts on Oerth are the Barrier Peaks cyst and the Rael cyst. Many more are suspected to exist, but their whereabouts are currently unknown.<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      2000 Wizards of the Coast, Inc.
      Originally found in Dragon Magazine #270<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Sheen, Render","type":"Construct","ch":14,"challenge_rating":" 14 \u00a0","id":6472,"reference":"Usergen","full_text":"

      Sheen, Render <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Large\u00a0Construct \t\t\t(Living)\t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 16d10+128\u00a0(183 hp)<\/td> <\/tr>
      Initiative: <\/strong> +8<\/td> <\/tr>
      Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 26 (-1 size, +4 Dex, +13 natural), touch 13, flat-footed 22<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+12\/+24<\/td> <\/tr>
      Attack: <\/strong>Blade arm +19 melee (1d10+8\/19-20)\r
      <\/td> <\/tr>
      Full Attack: <\/strong>6 blade arms +19 melee (1d10+8\/19-20) and rotating blade mandibles +14 melee (3d10+4\/18-20\/x3)<\/td> <\/tr>
      Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Augmented critical, electrical discharge, plasma spray<\/td> <\/tr>
      Special Qualities: <\/strong>Darkvision 60 ft., defensive field, living construct traits, rapid repair, tremorsense 60 ft.<\/td> <\/tr>
      Saves: <\/strong>Fort +13, Ref +9, Will +5 <\/td> <\/tr>
      Abilities: <\/strong>Str 26, Dex 18, Con 26, Int 10, Wis 10, Cha 11 <\/td> <\/tr>
      Skills: <\/strong>Listen +19, Spot +19<\/td> <\/tr>
      Feats: <\/strong>Blind-Fight , Cleave, Combat Reflexes, Hold the Line, Improved Critical (blade arms), Improved Initiative (B), Power Attack<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any<\/td> <\/tr>
      Organization: <\/strong>Solitary or pair<\/td> <\/tr>
      Challenge Rating: <\/strong>14<\/td> <\/tr>
      Treasure: <\/strong>None<\/td> <\/tr>
      Alignment: <\/strong>Always neutral<\/td> <\/tr>
      Advancement: <\/strong>17\u00c2\u009624 HD (Large); 25\u00c2\u009654 HD (Huge)<\/td> <\/tr>
      Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      Resembling a monstrously swollen insects, this metallic monstrosity possesses dozens of writhing metallic legs, feelers, and other sharp and serrated projections.<\/i>\r

      Sheens are highly-advanced clockwork constructs from an unknown world or plane. Trapped on worlds where magic is mightier than technology, the sheens have learned to mimic life in order to better survive. As a result, sheens have learned to self-replicate and have taken on some living traits. Sheens also modify themselves and their progeny to better survive in their new world.\r

      Sheens are concerned only with their own continued existence and expansion. They regard living creatures as competitors, and expend local resources at an alarming rate.\r

      Renders serve one purpose for the machine cyst, and serves it well. The render exists only to defend the cyst from organic life, and has evolved to become quite effective at eradication. A typical cyst possesses only a pair of renders, but that amount is usual more than adequate.\r

      A render is 10 feet in diameter and weighs 2,500 pounds.\r

      Sheens speak their own language.\r

      COMBAT\r

      Renders are built for combat, and are well-suited at dishing out punishment. Its tactics are simple: move within range of its adversaries and unleash a full attack. It uses Combat Reflexes and Hold the Line effectively to increase its already dazzling array of attacks.\r

      Augmented Critical (Ex):<\/b> A render's rotating blade mandibles threaten a critical hit on a natural attack roll of 18\u00c2\u009620, dealing triple damage on a successful critical hit.\r

      Defensive Field (Su):<\/b> Renders automatically generate a physical protective field. This grants the walker damage reduction 3\/- and resistance to acid 3, cold 3, electricity 3, fire 3, and sonic 3. The defensive field has no limit on the amount of damage it can prevent per day.\r

      Electrical Discharge (Su):<\/b> Five times per day, a render can release stored energy as a powerful electrical shock. Its next successful blade arm attack deals an additional 3d4 points of electricity damage. Alternatively, if an attacker strikes the render with an unarmed strike or metallic weapon while the render contains an excess charge in its carapace, the foe takes 3d4 points of electricity damage. This attack expends one of the render's electrical charges, regardless of the damage dealt.\r

      Living Construct Traits:<\/b> As living constructs, a sheen has a Constitution score. A sheen does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. Unlike other constructs, a sheen does not automatically have low-light vision or darkvision (although many varieties do possess one or both of these traits). Unlike other constructs, a living construct can use the run action. \r

      A sheen has immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. A sheen cannot heal damage naturally (but does have the rapid repair special quality). \r

      Unlike other constructs, sheens are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, and ability drain. \r

      Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds<\/i> spell or a repair light damage<\/i> spell, for example, and a living construct is vulnerable to a harm<\/i> spell. However, spells from the healing subschool provide only half effect to a living construct. \r

      A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When its hit points are less than 0 and greater than -10, a living construct is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable. A sheen can be raised<\/i> or resurrected<\/i>.\r

      A sheen not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast<\/i> and potions. A sheen does not need to sleep, but must rest for 8 hours before preparing spells. \r

      Sheens, unlike other living constructs, are immune to death effects, death necromancy effects, and mind-influencing effects.\r

      Magic Susceptibility (Ex):<\/b> Sheens have vulnerability (+50% damage) to damaging magic.\r

      Plasma Spray (Su):<\/b> 60-foot cone, every 1d4 rounds up to 3\/day, damage 8d10 electricity plus 8d10 fire, Reflex DC 26 half. The save DC is Constitution-based.\r

      Rapid Repair (Ex):<\/b> A sheen that rests for 1 full hour repairs 1 point of damage, so long as it has at least 1 hit point. Rapid repair does not allow a sheen to regrow or reattach lost body parts.\r

      A character can assist a sheen's self-repair with a Craft (metalworking) check (DC 15). If the check is successful, the the sheen repairs 2 hit points per hour of rest. Providing assistance to the sheen counts as light activity for the assisting character, and a character can assist only one sheen at a time. A sheen cannot assist its own repair.\r

      On Oerth\r
      The two known machine cysts on Oerth are the Barrier Peaks cyst and the Rael cyst. Many more are suspected to exist, but their whereabouts are currently unknown.<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1999 Wizards of the Coast, Inc.
      Originally found in Dragon Magazine #258<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Sheen, Roller","type":"Construct","ch":5,"challenge_rating":" 5 \u00a0","id":6473,"reference":"Usergen","full_text":"

      Sheen, Roller <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Medium\u00a0Construct \t\t\t(Living)\t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 6d10+30\u00a0(63 hp)<\/td> <\/tr>
      Initiative: <\/strong> -1<\/td> <\/tr>
      Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 23 (-1 size, -1 Dex, +15 natural), touch 8, flat-footed 23<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+4\/+6<\/td> <\/tr>
      Attack: <\/strong>Claw +5 melee (2d8+2)<\/td> <\/tr>
      Full Attack: <\/strong>2 claws +5 melee (2d8+2)<\/td> <\/tr>
      Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Constrict 2d8+2, improved grab, tear asunder, trample 4d8+4<\/td> <\/tr>
      Special Qualities: <\/strong>All-terrain travel, darkvision 60 ft., defensive field, electrically charged, living construct traits, rapid repair<\/td> <\/tr>
      Saves: <\/strong>Fort +7, Ref +1, Will -1 <\/td> <\/tr>
      Abilities: <\/strong>Str 14, Dex 9, Con 20, Int 7, Wis 5, Cha 1 <\/td> <\/tr>
      Skills: <\/strong>Listen +1, Spot +2\r
      <\/td> <\/tr>
      Feats: <\/strong>Improved Bull Rush, Improved Sunder, Power Attack<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any<\/td> <\/tr>
      Organization: <\/strong>Solitary, pair, or convoy (3-8)<\/td> <\/tr>
      Challenge Rating: <\/strong>5<\/td> <\/tr>
      Treasure: <\/strong>None<\/td> <\/tr>
      Alignment: <\/strong>Always neutral<\/td> <\/tr>
      Advancement: <\/strong>7-12 HD (Large); 13-18 HD (Huge)<\/td> <\/tr>
      Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      The upper portion of this metallic creature is a mass of irregular iron and crystal nodes, spheres, and chips. From either side protrude two massive metallic triple-joined arms, each ending in large shovel-like appendages lined with metal teeth. A short, flexible stalk connects to the lower chassis, consisting of six metallic barrel-like wheels.<\/i>\r

      Sheens are highly-advanced clockwork constructs from an unknown world or plane. Trapped on worlds where magic is mightier than technology, the sheens have learned to mimic life in order to better survive. As a result, sheens have learned to self-replicate and have taken on some living traits. Sheens also modify themselves and their progeny to better survive in their new world.\r

      Sheens are concerned only with their own continued existence and expansion. They regard living creatures as competitors, and expend local resources at an alarming rate.\r

      The rollers' primary function is to perform heavy digging and construction for the machine cyst. Their secondary purpose is defense of the cyst, and they are occasionally deployed as elite members of a sheen strike team.\r

      A roller ranges from 7 to 18 feet tall and weighs 4,000 to 6,000 pounds.\r

      Sheens speak their own language.\r

      COMBAT\r

      A roller sheen generally tries to trample as many foes as possible, then grabs targets one at a time and attempts to tear them asunder.\r

      All-Terrain Travel (Ex):<\/b> A roller sheen ignores all movement penalties based upon terrain (such as ice, undergrowth, etc.).\r

      Constrict (Ex):<\/b> A roller sheen deals automatic claw damage on a successful grapple check.\r

      Defensive Field (Su):<\/b> Rollers automatically generate a physical protective field. This grants the walker damage reduction 3\/- and resistance to acid 3, cold 3, electricity 3, fire 3, and sonic 3. The defensive field can prevent a total of 108 points of damage per day.\r

      Electrically Charged (Ex):<\/b> Rollers are powered by electricity. A roller normally carries enough charges to function for up to one month (30 charges). After this time, the walker becomes inert until recharged. Walkers generally return to their cysts before this time elapses.\r

      Within a cyst, a roller may fully recharge after one hour of inactivity. Alternatively, a roller can recharge \"in the field\" if exposed to an attack that deals electricity damage. An attack that deals electricity damage restores 1 charge for every 5 points of damage the attack would otherwise deal. For example, a roller hit by a lightning bolt<\/i> gains 3 charges if the attack would have dealt 15 points of damage. A roller gets no saving throw against attacks that deal electricity damage. Regardless of the amount of electricity damage directed at a roller, it cannot exceed its normal maximum of 30 charges. \r

      Improved Grab (Ex):<\/b> To use this ability, a roller sheen must hit with a claw attack.\r

      Living Construct Traits:<\/b> As living constructs, a sheen has a Constitution score. A sheen does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. Unlike other constructs, a sheen does not automatically have low-light vision or darkvision (although many varieties do possess one or both of these traits). Unlike other constructs, a living construct can use the run action. \r

      A sheen has immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. A sheen cannot heal damage naturally (but does have the rapid repair special quality). \r

      Unlike other constructs, sheens are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, and ability drain. \r

      Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds<\/i> spell or a repair light damage<\/i> spell, for example, and a living construct is vulnerable to a harm<\/i> spell. However, spells from the healing subschool provide only half effect to a living construct. \r

      A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When its hit points are less than 0 and greater than -10, a living construct is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable. A sheen can be raised<\/i> or resurrected<\/i>.\r

      A sheen not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast<\/i> and potions. A sheen does not need to sleep, but must rest for 8 hours before preparing spells. \r

      Sheens, unlike other living constructs, are immune to death effects, death necromancy effects, and mind-influencing effects.\r

      Magic Susceptibility (Ex):<\/b> Sheens have vulnerability (+50% damage) to damaging magic.\r

      Rapid Repair (Ex):<\/b> A sheen that rests for 1 full hour repairs 1 point of damage, so long as it has at least 1 hit point. Rapid repair does not allow a sheen to regrow or reattach lost body parts.\r

      A character can assist a sheen's self-repair with a Craft (metalworking) check (DC 15). If the check is successful, the the sheen repairs 2 hit points per hour of rest. Providing assistance to the sheen counts as light activity for the assisting character, and a character can assist only one sheen at a time. A sheen cannot assist its own repair.\r

      Tear Asunder (Ex):<\/b> A roller that successfully gets a hold on an opponent with its improved grab ability may pull the victim with great force, nearly ripping it apart. This attack deals 4d8+3 damage each round until the victim breaks free or dies, the roller is slain, or the roller uses one of its claw attacks for another purpose. \r

      On Oerth\r
      The two known machine cysts on Oerth are the Barrier Peaks cyst and the Rael cyst. Many more are suspected to exist, but their whereabouts are currently unknown.<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1999 Wizards of the Coast, Inc.
      Originally found in Dragon Magazine #258<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Sheen, Walker","type":"Construct","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6474,"reference":"Usergen","full_text":"

      Sheen, Walker <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Small\u00a0Construct \t\t\t(Living)\t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 1d10+3\u00a0(8 hp)<\/td> <\/tr>
      Initiative: <\/strong> -1<\/td> <\/tr>
      Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 14 (+1 size, -1 Dex, +4 natural), touch 10, flat-footed 14<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+0\/-5<\/td> <\/tr>
      Attack: <\/strong>Slam +0 melee (1d6-1)\r
      <\/td> <\/tr>
      Full Attack: <\/strong>Slam +0 melee (1d6-1)\r
      <\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Electrical discharge<\/td> <\/tr>
      Special Qualities: <\/strong>Darkvision 60 ft., defensive field, detect resources, electrically charged, living construct traits, rapid repair\r
      <\/td> <\/tr>
      Saves: <\/strong>Fort +3, Ref -1, Will -3 <\/td> <\/tr>
      Abilities: <\/strong>Str 9, Dex 9, Con 16, Int 5, Wis 5, Cha 1 <\/td> <\/tr>
      Skills: <\/strong>Hide +4, Listen +3, Move Silently +0, Spot +3\r
      <\/td> <\/tr>
      Feats: <\/strong>Alertness<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any<\/td> <\/tr>
      Organization: <\/strong>Solitary or team (2-6)<\/td> <\/tr>
      Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
      Treasure: <\/strong>None<\/td> <\/tr>
      Alignment: <\/strong>Always neutral<\/td> <\/tr>
      Advancement: <\/strong>2-3 HD (Small)<\/td> <\/tr>
      Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      A lumpy, metallic obloid body is supported by two slender metal legs which end in hooflike iron pads. A third limb, with small metal teeth, emerges from its underside. Dim lights flicker across the sphere in varying patterns.<\/i>\r

      Sheens are highly-advanced clockwork constructs from an unknown world or plane. Trapped on worlds where magic is mightier than technology, the sheens have learned to mimic life in order to better survive. As a result, sheens have learned to self-replicate and have taken on some living traits. Sheens also modify themselves and their progeny to better survive in their new world.\r

      Sheens are concerned only with their own continued existence and expansion. They regard living creatures as competitors, and expend local resources at an alarming rate.\r

      Walkers are among the simplest of sheens, serving as advance scouts for expanding cysts. Walkers use their sampler arms to test for the specialized mix of resources needed by the cyst, then report back to their home cyst with the report.\r

      A walker is 3 feet tall and weighs 150 pounds.\r

      Sheens speak their own language.\r

      COMBAT\r

      Walkers usually attempt to escape if threatened, but are capable of defending themselves with the sharp teeth on their sampler arms and with a well-time release of electrical charge.\r

      Defensive Field (Su):<\/b> Walkers automatically generate a physical protective field. This grants the walker damage reduction 1\/- and resistance to acid 1, cold 1, electricity 1, fire 1, and sonic 1. The defensive field can prevent a total of 6 points of damage per day.\r

      Detect Resources (Ex):<\/b> A walker's technology allows it to continuously locate the largest mass of metal within 30 feet. As a full-round action, the walker can concentrate on a specific metal or mineral. If the specific mineral is within 30 feet, the walker knows the exact location and approximate quantity. If more than one deposit of the specified metal or mineral is within range, the walker senses the largest cache first. \r

      Electrically Charged (Ex):<\/b> Walkers are powered by electricity. A walker normally carries enough charges to function for up to one month (30 charges). After this time, the walker becomes inert until recharged. Walkers generally return to their cysts before this time elapses.\r

      Each time a walker uses its electrical discharge ability, it expends one charge.\r

      Within a cyst, a walker may fully recharge after one hour of inactivity. Alternatively, a walker can recharge \"in the field\" if exposed to an attack that deals electricity damage. An attack that deals electricity damage restores 1 charge for every 5 points of damage the attack would otherwise deal. For example, a walker hit by a lightning bolt<\/i> gains 3 charges if the attack would have dealt 15 points of damage. A walker gets no saving throw against attacks that deal electricity damage. Regardless of the amount of electricity damage directed at a walker, it cannot exceed its normal maximum of 30 charges. \r

      Electrical Discharge (Su):<\/b> Three times per day, a walker can release stored energy as a powerful electrical shock. Its next successful slam attack deals an additional 2d4 points of electricity damage. Alternatively, if an attacker strikes the walker with a metallic weapon while the walker contains an excess charge in its carapace, the foe takes 2d4 points of electricity damage. This attack expends one of the walker's electrical charges, regardless of the damage dealt.\r

      Living Construct Traits:<\/b> As living constructs, a sheen has a Constitution score. A sheen does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. Unlike other constructs, a sheen does not automatically have low-light vision or darkvision (although many varieties do possess one or both of these traits). Unlike other constructs, a living construct can use the run action. \r

      A sheen has immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. A sheen cannot heal damage naturally (but does have the rapid repair special quality). \r

      Unlike other constructs, sheens are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, and ability drain. \r

      Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds<\/i> spell or a repair light damage<\/i> spell, for example, and a living construct is vulnerable to a harm<\/i> spell. However, spells from the healing subschool provide only half effect to a living construct. \r

      A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When its hit points are less than 0 and greater than -10, a living construct is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable. A sheen can be raised<\/i> or resurrected<\/i>.\r

      A sheen not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast<\/i> and potions. A sheen does not need to sleep, but must rest for 8 hours before preparing spells. \r

      Sheens, unlike other living constructs, are immune to death effects, death necromancy effects, and mind-influencing effects.\r

      Magic Susceptibility (Ex):<\/b> Sheens have vulnerability (+50% damage) to damaging magic.\r

      Rapid Repair (Ex):<\/b> A sheen that rests for 1 full hour repairs 1 point of damage, so long as it has at least 1 hit point. Rapid repair does not allow a sheen to regrow or reattach lost body parts.\r

      A character can assist a sheen's self-repair with a Craft (metalworking) check (DC 15). If the check is successful, the the sheen repairs 2 hit points per hour of rest. Providing assistance to the sheen counts as light activity for the assisting character, and a character can assist only one sheen at a time. A sheen cannot assist its own repair.\r

      Skills:<\/b> A walker has a +4 racial bonus on Listen and Spot checks.\r

      On Oerth\r
      The two known machine cysts on Oerth are the Barrier Peaks cyst and the Rael cyst. Many more are suspected to exist, but there whereabouts are currently unknown.<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1999 Wizards of the Coast, Inc.
      Originally found in Dragon Magazine #258<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Sheen, Walker, Strong","type":"Construct","ch":3,"challenge_rating":" 3 \u00a0","id":6475,"reference":"Usergen","full_text":"

      Sheen, Walker, Strong <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Small\u00a0Construct \t\t\t(Living)\t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 4d10+12\u00a0(34 hp)<\/td> <\/tr>
      Initiative: <\/strong> +3<\/td> <\/tr>
      Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 20 (+1 size, +3 Dex, +6 natural), touch 14, flat-footed 17<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+3\/+6<\/td> <\/tr>
      Attack: <\/strong>Slam +8 melee (1d6+3)<\/td> <\/tr>
      Full Attack: <\/strong>2 slams +8 melee (1d6+3)<\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Electrical discharge<\/td> <\/tr>
      Special Qualities: <\/strong>Darkvision 60 ft., defensive field, detect resources, electrically charged, living construct traits, rapid repair\r
      <\/td> <\/tr>
      Saves: <\/strong>Fort +4, Ref +4, Will -2 <\/td> <\/tr>
      Abilities: <\/strong>Str 16, Dex 16, Con 16, Int 5, Wis 5, Cha 1 <\/td> <\/tr>
      Skills: <\/strong>Hide +8, Listen +5, Move Silently +4, Spot +6<\/td> <\/tr>
      Feats: <\/strong>Alertness, Weapon Focus (slam)\r
      <\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any<\/td> <\/tr>
      Organization: <\/strong>Solitary or team (2-6)<\/td> <\/tr>
      Challenge Rating: <\/strong>3<\/td> <\/tr>
      Treasure: <\/strong>None<\/td> <\/tr>
      Alignment: <\/strong>Always neutral<\/td> <\/tr>
      Advancement: <\/strong>5-8 HD (Small)<\/td> <\/tr>
      Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      A lumpy, metallic obloid body is supported by two slender metal legs which end in hooflike iron pads. A third limb, with small metal teeth, emerges from its underside. Dim lights flicker across the sphere in varying patterns.<\/i>\r

      Sheens are highly-advanced clockwork constructs from an unknown world or plane. Trapped on worlds where magic is mightier than technology, the sheens have learned to mimic life in order to better survive. As a result, sheens have learned to self-replicate and have taken on some living traits. Sheens also modify themselves and their progeny to better survive in their new world.\r

      Sheens are concerned only with their own continued existence and expansion. They regard living creatures as competitors, and expend local resources at an alarming rate.\r

      Walkers are among the simplest of sheens, serving as advance scouts for expanding cysts. Walkers use their sampler arms to test for the specialized mix of resources needed by the cyst, then report back to their home cyst with the report.\r

      Strong walkers have evolved to better fulfill their roles as scouts. Their metallic foil is reinforced for greater durability, and a second sampler arm has been added for versatility.\r

      A strong walker is 4 feet tall and weighs 250 pounds.\r

      Sheens speak their own language.\r

      COMBAT\r

      Walkers usually attempt to escape if threatened, but are capable of defending themselves with the sharp teeth on their sampler arms and with a well-time release of electrical charge.\r

      Defensive Field (Su):<\/b> Walkers automatically generate a physical protective field. This grants the walker damage reduction 1\/- and resistance to acid 1, cold 1, electricity 1, fire 1, and sonic 1. The defensive field can prevent a total of 6 points of damage per day.\r

      Detect Resources (Ex):<\/b> A walker's technology allows it to continuously locate the largest mass of metal within 30 feet. As a full-round action, the walker can concentrate on a specific metal or mineral. If the specific mineral is within 30 feet, the walker knows the exact location and approximate quantity. If more than one deposit of the specified metal or mineral is within range, the walker senses the largest cache first. \r

      Electrically Charged (Ex):<\/b> Walkers are powered by electricity. A walker normally carries enough charges to function for up to one month (30 charges). After this time, the walker becomes inert until recharged. Walkers generally return to their cysts before this time elapses.\r

      Each time a walker uses its electrical discharge ability, it expends one charge.\r

      Within a cyst, a walker may fully recharge after one hour of inactivity. Alternatively, a walker can recharge \"in the field\" if exposed to an attack that deals electricity damage. An attack that deals electricity damage restores 1 charge for every 5 points of damage the attack would otherwise deal. For example, a walker hit by a lightning bolt<\/i> gains 3 charges if the attack would have dealt 15 points of damage. A walker gets no saving throw against attacks that deal electricity damage. Regardless of the amount of electricity damage directed at a walker, it cannot exceed its normal maximum of 30 charges. \r

      Electrical Discharge (Su):<\/b> Three times per day, a strong walker can release stored energy as a powerful electrical shock. Its next successful slam attack deals an additional 3d4 points of electricity damage. Alternatively, if an attacker strikes the walker with a metallic weapon while the walker contains an excess charge in its carapace, the foe takes 3d4 points of electricity damage. This attack expends one of the walker's electrical charges, regardless of the damage dealt.\r

      Living Construct Traits:<\/b> As living constructs, a sheen has a Constitution score. A sheen does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. Unlike other constructs, a sheen does not automatically have low-light vision or darkvision (although many varieties do possess one or both of these traits). Unlike other constructs, a living construct can use the run action. \r

      A sheen has immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. A sheen cannot heal damage naturally (but does have the rapid repair special quality). \r

      Unlike other constructs, sheens are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, and ability drain. \r

      Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds<\/i> spell or a repair light damage<\/i> spell, for example, and a living construct is vulnerable to a harm<\/i> spell. However, spells from the healing subschool provide only half effect to a living construct. \r

      A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When its hit points are less than 0 and greater than -10, a living construct is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable. A sheen can be raised<\/i> or resurrected<\/i>.\r

      A sheen not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast<\/i> and potions. A sheen does not need to sleep, but must rest for 8 hours before preparing spells. \r

      Sheens, unlike other living constructs, are immune to death effects, death necromancy effects, and mind-influencing effects.\r

      Magic Susceptibility (Ex):<\/b> Sheens have vulnerability (+50% damage) to damaging magic.\r

      Rapid Repair (Ex):<\/b> A sheen that rests for 1 full hour repairs 1 point of damage, so long as it has at least 1 hit point. Rapid repair does not allow a sheen to regrow or reattach lost body parts.\r

      A character can assist a sheen's self-repair with a Craft (metalworking) check (DC 15). If the check is successful, the the sheen repairs 2 hit points per hour of rest. Providing assistance to the sheen counts as light activity for the assisting character, and a character can assist only one sheen at a time. A sheen cannot assist its own repair.\r

      Skills:<\/b> A walker has a +4 racial bonus on Listen and Spot checks.\r

      On Oerth\r
      The two known machine cysts on Oerth are the Barrier Peaks cyst and the Rael cyst. Many more are suspected to exist, but their whereabouts are currently unknown.<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1999 Wizards of the Coast, Inc.
      Originally found in Dragon Magazine #258<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Sheep","type":"Animal","ch":16,"challenge_rating":" 1\/6 \u00a0","id":6476,"reference":"Usergen","full_text":"

      SHEEP<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

      Medium-Size Animal<\/span><\/b><\/p> <\/td> <\/tr>

      Hit Dice:<\/span><\/b> 2d8+2 (11 hp)<\/span><\/p> <\/td> <\/tr>

      Initiative: <\/span><\/b>+1 (Dex)<\/span><\/p> <\/td> <\/tr>

      Speed:<\/span><\/b> 30 ft<\/span><\/p> <\/td> <\/tr>

      AC:<\/span><\/b> 13 (+1 Dex, +2 natural)<\/span><\/p> <\/td> <\/tr>

      Attacks:<\/span><\/b> Bite +1 melee<\/span><\/p> <\/td> <\/tr>

      Damage:<\/span><\/b> Bite 1d4<\/span><\/p> <\/td> <\/tr>

      Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

      Saves:<\/span><\/b> Fort +4, Ref +1, Will +0<\/span><\/p> <\/td> <\/tr>

      Abilities:<\/span><\/b> Str 10, Dex 13, Con 12, Int 1, Wis 11, Cha 4<\/span><\/p> <\/td> <\/tr>

      Skills: <\/span><\/b>Listen +5, Spot +5<\/span><\/p> <\/div> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      Climate\/Terrain:<\/span><\/b> Any land<\/span><\/p> <\/td> <\/tr>

      Organization:<\/span><\/b> Herd (10-100)
      Challenge Rating:<\/b> 1\/6<\/span><\/p> <\/td> <\/tr>

      Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

      Alignment:<\/span><\/b> Always neutral<\/span><\/p> <\/td> <\/tr>

      Advancement:<\/span><\/b> 3 HD (Medium-size)<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      The statistics here describe the common sheep.<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      COMBAT<\/span><\/h2> <\/td> <\/tr>

      Sheep generally flee from danger and avoid combat if possible. If cornered, they will attack by biting.<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      The Sheep first appeared in the MC 1 (TSR, 1989).<\/span><\/p> <\/td> <\/tr><\/table>

      \u00a0<\/span><\/p><\/div>","family":"Animal","alignment":"Any","environment":"Any land"},{"name":"Sheep, Death","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":6477,"reference":"Usergen","full_text":"

      Sheep, Death <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Small\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 2d10+5\u00a0(16 hp)<\/td> <\/tr>
      Initiative: <\/strong> +1<\/td> <\/tr>
      Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 12<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+2\/-2<\/td> <\/tr>
      Attack: <\/strong>Bite +3 melee (1d6 plus curse of the ovis mortis)<\/td> <\/tr>
      Full Attack: <\/strong>Bite +3 melee (1d6 plus curse of the ovis mortis)<\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Curse of the ovis mortis, rage<\/td> <\/tr>
      Special Qualities: <\/strong>Darkvision 60 ft., immunity to mind-affecting spells and abilities, low-light vision<\/td> <\/tr>
      Saves: <\/strong>Fort +4, Ref +4, Will +0 <\/td> <\/tr>
      Abilities: <\/strong>Str 10, Dex 13, Con 12, Int 1, Wis 11, Cha 4 <\/td> <\/tr>
      Skills: <\/strong>Listen +3, Spot +2\r
      <\/td> <\/tr>
      Feats: <\/strong>Toughness<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Temperate hills<\/td> <\/tr>
      Organization: <\/strong>Solitary or flock (2-20)<\/td> <\/tr>
      Challenge Rating: <\/strong>2<\/td> <\/tr>
      Treasure: <\/strong>None<\/td> <\/tr>
      Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
      Advancement: <\/strong>3-4 HD (Medium)<\/td> <\/tr>
      Level Adjustment: <\/strong>-<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      The dirty-coated sheep opens its mouth to reveal long, sharp black teeth that drip vile ichor.<\/i>\r

      Rumored to be the results of a mad mage's experiments with diseases, death sheep now wander the verdant hills killing all they encounter and infecting the survivors with their madness.\r

      Death sheep travel in flocks, and never attack others of their own kind. They eat any flesh they encounter, whether from their own kills or carcasses left behind by other creatures.\r

      Death sheep cannot be domesticated. Unscrupulous commanders have been known to capture death sheep in carts, then release them in their enemies' direction. This is a risky tactic, as the sheep attack indiscriminately.\r

      A death sheep stands 3 to 4 feet tall at the shoulder and weighs 150 to 200 pounds. \r

      COMBAT\r

      Death sheep attack any living thing they encounter, fighting fearlessly and ferociously.\r

      Curse of the Ovis Mortis (Su):<\/b> Any humanoid, monstrous humanoid, or giant damaged by a death sheep's bite attack must succeed on a DC 12 Fortitude save or be cursed to transform into a ravening lunatic. On the each day following the curse, the victim suffers two points of Wisdom drain and develops an urge to attack all other living creatures, which becomes stronger as the Wisdom loss becomes stronger. Once the victim's Wisdom drops to 0, it is immediately healed of its Wisdom drain but becomes permanently insane and goes berserk, attacking anything it sees, using only its teeth. At this point, the victim also gains a bite attack that deals 1d4 hp of damage (plus Strength modifier) as a natural attack. The only way to halt the transformation before it is complete is by casting remove curse<\/i> or break enchantment<\/i> on the victim; once the transformation is complete, the victim can only be restored by a wish<\/i> or miracle<\/i> spell. The save DC is Constitution-based.\r

      Rage (Ex):<\/b> A death sheep that takes damage in combat flies into a berserk rage on its next turn, biting madly until either it or its opponent is dead. An enraged death sheep gains +4 Strength, +4 Constitution, and \u00c2\u00962 AC. The creature cannot end its rage voluntarily.\r
      <\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1990 Wizards of the Coast, Inc.
      Originally found in Dragon Magazine #156<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral evil","environment":"Temperate hills"},{"name":"Sheep, Giant","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":6478,"reference":"Usergen","full_text":"

      Sheep, Giant <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Large\u00a0Animal \t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 4d8+15\u00a0(33 hp)<\/td> <\/tr>
      Initiative: <\/strong> +0<\/td> <\/tr>
      Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 16 (-1 size, +4 natural), touch 12, flat-footed 13<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+3\/+11<\/td> <\/tr>
      Attack: <\/strong>Bite +6 melee (1d6+6)\r
      <\/td> <\/tr>
      Full Attack: <\/strong>Bite +6 melee (1d6+6)\r
      <\/td> <\/tr>
      Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Stampede<\/td> <\/tr>
      Special Qualities: <\/strong>Low-light vision<\/td> <\/tr>
      Saves: <\/strong>Fort +6, Ref +7, Will +2 <\/td> <\/tr>
      Abilities: <\/strong>Str 18, Dex 11, Con 16, Int 1, Wis 11, Cha 4 <\/td> <\/tr>
      Skills: <\/strong>Listen +5, Spot +6<\/td> <\/tr>
      Feats: <\/strong>Alertness, Toughness<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Temperate mountains, hills, and plains<\/td> <\/tr>
      Organization: <\/strong>Flock (10-100 plus 50% noncombatants)<\/td> <\/tr>
      Challenge Rating: <\/strong>2<\/td> <\/tr>
      Treasure: <\/strong>None<\/td> <\/tr>
      Alignment: <\/strong>Always neutral<\/td> <\/tr>
      Advancement: <\/strong>5-8 HD (Large); 9-10 HD (Huge)<\/td> <\/tr>
      Level Adjustment: <\/strong>-<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      This massive sheep is larger than a horse.<\/i>\r

      Giant sheep are nearly identical to their lesser cousins except in size. They are often raised as livestock by giants.\r

      A giant sheep is 6 to 8 feet long and weighs 700 to 900 pounds. \r

      COMBAT\r

      Giant sheep generally flee from danger and avoid combat if possible. If cornered, they attack by biting.\r

      Stampede (Ex):<\/b> A frightened flock of giant sheep flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five sheep in the flock (Reflex DC 16 half ). The save DC is Strength-based.\r
      <\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1998 Wizards of the Coast, Inc.
      Originally found in Dungeon Magazine #69<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate mountains, hills, and plains"},{"name":"Shimmering Wrath","type":"Elemental","ch":3,"challenge_rating":" 03 \u00a0","id":6479,"reference":"Usergen","full_text":"

      Shimmering Wrath <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Medium\u00a0Elemental \t\t\t(Air, Extraplanar)\t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 4d8\u00a0(18 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>+4\/+4<\/td> <\/tr>
      Attack: <\/strong>Touch +4 melee (1d6 electricity)<\/td> <\/tr>
      Full Attack: <\/strong>Touch +4 melee (1d6 electricity)<\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
      Special Attacks: <\/strong>Electricity, shadow chill, shocking discharge<\/td> <\/tr>
      Special Qualities: <\/strong>Cursed summons, darkvision 60 ft, ethereal jaunt, immunity to cold and electricity<\/td> <\/tr>
      Saves: <\/strong>Fort +1, Ref +6, Will +1 <\/td> <\/tr>
      Abilities: <\/strong>Str 10, Dex 15, Con 11, Int ---, Wis 11, Cha 1 <\/td> <\/tr>
      Skills: <\/strong>---<\/td> <\/tr>
      Feats: <\/strong>---<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Negative Energy Plane<\/td> <\/tr>
      Organization: <\/strong>Solitary or by curse (see below)<\/td> <\/tr>
      Challenge Rating: <\/strong>03<\/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 entity appears somewhat humanoid, though its irregular form is shadowy and partially transparent. It appears to be filled with simmering points of light, and its eyes appear as larger points of light.<\/i>\r

      A shimmering wrath is a being that lives to fulfill a curse perpetrated by enraged elementals. These entities are the result of combining energy from the Negative Energy plane with powerful electrical charges from the Elemental Plane of Air.\r

      Shimmering wraths are only summoned through a specific curse uttered by an elemental against a being that has angered it. Such an elemental cannot be bound, and must be on the same plane as the being it wishes to curse. The only way to break this curse while any victim still lives is to destroy the elemental who summoned the shimmering wraths, or bind the elemental. Binding the elemental will force it to withdraw the curse, but this may not prevent the elemental from restarting the curse if it should escape the binding.\r

      A shimmering wrath is 5-6 feet tall but weighs only 2 pounds.\r

      A shimmering wrath does not speak, and does not appear to communicate in any significant way.\r

      COMBAT<\/b>\r
      Shimmering wraths attack by swarming on to the victims of their curse, attacking with their electrical touch and shadow chills. A shimmering wrath will dissipate harmlessly when reduced to 0 hit points, returning to its home plane. These creatures know no other method of attack than to touch their opponents. A shimmering wrath can use its ethereal jaunt powers to escape any imprisonment or to move around physical or magical barriers.\r

      Electricity (Ex)<\/b>: The touch attack of a shimmering wrath inflicts 1d6 points of electrical damage. This damage is dealt to the shimmering wrath as well. \r

      Shadow Chill (Su)<\/b>: In areas of full illumination (equivalent to daylight), a shimmering wrath casts a shadow. The wrath's shadow deals 1d4 points of cold damage to any single creature within 5 feet of the wrath (wrath's choice of target).\r

      Shocking Discharge (Ex)<\/b>: If touched with bare flesh (including being struck in combat with a fist or claw) or a metallic weapon, the shimmering wrath delivers 1d6 points of electricity damage to the attacker. This is true whether or not the attack is capable of affecting the shimmering wrath.\r

      Cursed Summons (Su)<\/b>: When an elemental pronounces the curse of the shimmering wrath upon another being, a process begins which summons shimmering wraths to hunt those specific creatures. All shimmering wraths are able to recognize their target and will pursue it relentlessly. 24 hours after the curse is laid, a single shimmering wrath appears within 30 feet of the cursed victim and attacks. If the shimmering wrath is destroyed, it reappears the next day and every day following with more of its kind, their numbers increasing exponentially every day (2 wraths on the second day, 4 the third, 16 the fourth, 256 the fifth, etc.). The wraths continue to come every day in greater numbers until the victim is destroyed or the curse is stopped.\r

      Ethereal Jaunt (Su)<\/b>: A shimmering wrath 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).<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1990 Wizards of the Coast, Inc.
      Originally found in Dungeon Magazine #26 (\u00c2\u0093The Curse and the Quest,\u00c2\u0094 November\/December 1990, Craig Barrett and Cristopher Kederich), and Monstrous Compendium Annual One (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Elemental","alignment":"Always neutral","environment":"Negative Energy Plane"},{"name":"Shimnus (Greater Spirit)","type":"Outsider","ch":8,"challenge_rating":" 08 \u00a0","id":6480,"reference":"Usergen","full_text":"

      Shimnus (Greater Spirit) <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Medium\u00a0Outsider \t\t\t(Native)\t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 9d8+36\u00a0(76 hp)<\/td> <\/tr>
      Initiative: <\/strong> +1<\/td> <\/tr>
      Speed:<\/strong> 30 ft (6 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 23 (+1 Dex, +12 natural), touch 11, flat-footed 22<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+9\/+14<\/td> <\/tr>
      Attack: <\/strong>Claw +14 melee (2d6+5) or +1 pincers +15 melee (2d8+6) or +2 warhammer +16 melee (1d8+7\/x3)<\/td> <\/tr>
      Full Attack: <\/strong>2 claws +14 melee (2d6+5) or +1 pincers +15 melee (2d8+6) or +2 warhammer +16 melee (1d8+7\/x3)<\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
      Special Attacks: <\/strong>Breath weapon, rock throwing<\/td> <\/tr>
      Special Qualities: <\/strong>Damage reduction 10\/cold iron and magic, immune to mind-affecting effects, rock catching, size change<\/td> <\/tr>
      Saves: <\/strong>Fort +12, Ref +7, Will +9 <\/td> <\/tr>
      Abilities: <\/strong>Str 21, Dex 12, Con 18, Int 10, Wis 13, Cha 14 <\/td> <\/tr>
      Skills: <\/strong>Bluff +16, Diplomacy +6, Disguise +14 (+16 acting), Intimidate +18, Jump +11, Knowledge (nature) +8, Knowledge (the planes) +6, Listen +10, Search +6, Sense Motive +7, Spot +10, Survival +7 (+9 aboveground, +9 on other planes, +9 following tracks), Swim +11<\/td> <\/tr>
      Feats: <\/strong>Exotic Weapon Proficiency (pincers), Great Fortitude, Iron Will, Persuasive<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Warm mountains<\/td> <\/tr>
      Organization: <\/strong>Solitary or pair<\/td> <\/tr>
      Challenge Rating: <\/strong>08<\/td> <\/tr>
      Treasure: <\/strong>Standard coins; standard goods; double items<\/td> <\/tr>
      Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
      Advancement: <\/strong>By character class<\/td> <\/tr>
      Level Adjustment: <\/strong>+4<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      Shimnus \u00c2\u0096 Huge Form\r
      Huge Outsider (Native)\r
      Hit Dice<\/b>: 9d8+36 (76 hp)\r
      Initiative<\/b>: -1\r
      Speed<\/b>: 30 ft (6 squares)\r
      Armor Class<\/b>: 19 (-2 size, -1 Dex, +12 natural), touch 7, flat-footed 19\r
      Base Attack\/Grapple<\/b>: +9\/+30\r
      Attack<\/b>: Claw +20 melee (4d6+13) or +1 pincers +21 melee (4d8+14) or +2 warhammer +22 melee (3d6+15\/x3)\r
      Full Attack<\/b>: 2 claws +20 melee (4d6+13) or +1 pincers +21 melee (4d8+14) or +2 warhammer +22 melee (3d6+15\/x3)\r
      Space\/Reach<\/b>: 15 ft\/15 ft\r
      Special Attacks<\/b>: Breath weapon, rock throwing\r
      Special Qualities<\/b>: Damage reduction 10\/cold iron and magic, immune to mind-affecting effects, rock catching, size change\r
      Saves<\/b>: Fort +12 Ref +5 Will +9\r
      Abilities<\/b>: Str 37, Dex 8, Con 18, Int 10, Wis 13, Cha 14\r
      Skills<\/b>: Bluff +16, Diplomacy +6, Disguise +14 (+16 acting), Intimidate +18, Jump +19, Knowledge (nature) +8, Knowledge (the planes) +6, Listen +10, Search +6, Sense Motive +7, Spot +10, Survival +7 (+9 aboveground, +9 on other planes, +9 following tracks), Swim +19\r
      Feats<\/b>: Exotic Weapon Proficiency (pincers), Great Fortitude, Iron Will, Persuasive\r

      This appears to be a hunched over old woman, dressed in filthy rags. She is hideous and very broad and husky. Her hair is long and hangs loose, wildly matted and caked with filth. Her teeth are sharp and black, and her nails are long and cracked. At her side she carries a large of set iron pincers. <\/i>\r

      The shimnus is a fearsome creature that originated on some outer plane. Somehow this race migrated to the Material Plane long ago and settled there. Shimnuses live alone or in pairs and prefer the barren wilderness at the very fringe of human settlements. They have developed a taste for the food that humans eat, and like to trick humans into feeding their prodigious appetites. The shimnuses view humanoid races as fools and nuisances; minor irritants that they must endure to enjoy the pleasant conditions of the Material Plane.\r

      These creatures all appear to be female, barely passably human in appearance. It is possible that male shimnuses exist and are indistinguishable from the female; however, it is equally possible that there are no males or that they remained on the shimnus\u00c2\u0092 home plane when the females left. The shimnus will often pose as a bizarre old woman and attempt to dupe its victims into giving it what it wants.\r

      A shimnus is 5-7 feet tall, and weighs 300 pounds.\r

      A shimnus speaks Common and Giant.\r

      COMBAT<\/b>\r
      A shimnus only fights as a last resort, preferring trickery and guile to combat. The shimnus is neither cowardly nor weak, and is a terror in battle to the unprepared. Sometimes a shimnus will attack with her unusual magic weapons (a large set of iron pincers or an iron hammer), though she is just as likely to attack with her bare hands or fiery breath.\r

      Breath Weapon (Su)<\/b>: 10-foot cone, once every 1d4 rounds, damage 5d6 fire, Reflex DC 18 half. The save DC is Constitution-based.\r

      Rock Throwing (Ex)<\/b>: While enlarged, a shimnus can hurl rocks weighing 60 to 80 pounds each (Medium objects) up to five range increments. The range increment is 140 feet for a shimnus\u00c2\u0092 thrown rocks.\r

      Rock Catching (Ex)<\/b>: While enlarged, a shimnus can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a shimnus 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 shimnus must be ready for and aware of the attack in order to make a rock catching attempt. \r

      Size Change (Su)<\/b>: Once per day, a shimnus can change its size in a fashion similar to the effect of an enlarge person<\/i> spell. The size change from Medium to Huge grants a +16 size bonus to Strength, a \u00c2\u00964 size penalty to Dexterity (to a minimum of 1), and a \u00c2\u00962 penalty on attack rolls and AC due to its increased size. Its natural reach increases to 15 feet. The shimnus can remain at this size for 10 rounds. This ability is otherwise like the enlarge person<\/i> spell.\r

      Shimnus Pincers<\/b>: This two-handed exotic weapon is sized for a Large creature. It deals 2d8 points of bludgeoning damage, threatens a critical hit on a natural 20, and deals double damage on a critical hit. A wielder that hits an opponent within one size category can attempt to start a grapple as a free action without provoking an attack of opportunity. If the wielder wins the grapple check, the pincers establishes a hold and grabs the opponent, dealing 2d8 points of damage each round the hold is maintained.\r

      USING SHIMNUS WITH ORIENTAL ADVENTURES<\/b>\r
      If you are using Oriental Adventures rules in your campaign, consider adding the Spirit subtype.<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1990 Wizards of the Coast, Inc.
      Originally found in The Horde \u00c2\u0096 Barbarian Campaign Setting (1990, David \u00c2\u0093Zeb\u00c2\u0094 Cook).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Usually chaotic evil","environment":"Warm mountains"},{"name":"Shock Bones","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6481,"reference":"Usergen","full_text":"

      Shock Bones (Template)<\/h1>
      A shock bones is a variant skeleton animated to carry an electrical charge.\r

      Creating a Shock Bones<\/h2> Special Attacks:<\/b> A shock bones gains the following special attacks.\r

      Shock (Ex):<\/i> A shock bones carries a constant and powerful electrical charge. Whenever the shock bones hits with a melee attack using a natural or metallic weapon, it automatically adds electricity damage to the attack according to the following table.\r

      Diminutive or Fine = 1d2 electricity\r
      Tiny = 1d3 electricity\r
      Small = 1d4 electricity\r
      Medium = 1d6 electricity\r
      Large = 1d8 electricity\r
      Huge = 2d6 electricity\r
      Gargantuan = 3d6 electricity\r
      Colossal = 4d6 electricity \r

      Shocking Discharge (Ex):<\/i> If touched with bare flesh (including being struck in combat with a fist or claw) or a metallic weapon, a shock bones delivers electricity damage to the attacker equal to its shock ability. This is true whether or not the attack is capable of affecting the shock bones.\r

      Special Qualities:<\/b> Shock bones gain immunity to electricity in addition to all the skeleton's usual special qualities.\r

      CR Adjustment:<\/b> A shock bones is treated as one step higher on the skeleton CR chart.
      Challenge Rating: <\/strong>Varies

      Sample Shock Bones<\/h2> Troll Shock Bones<\/b>\r
      Large Undead \r
      Hit Dice: 6d12 (39 hp) \r
      Initiative: +7\r
      Speed: 30 ft. (6 squares) \r
      Armor Class: 14 (+3 Dex, \u00c2\u00961 size, +2 natural), touch 12, flat-footed 11 \r
      Base Attack\/Grapple: +3\/+13 \r
      Attack: Claw +8 melee (1d6+6 plus 1d8 electricity) \r
      Full Attack: 2 claws +8 melee (1d6+6 plus 1d8 electricity) and bite +3 melee (1d6+3 plus 1d8 electricity) \r
      Space\/Reach: 10 ft.\/10 ft \r
      Special Attacks: Shock, shocking discharge\r
      Special Qualities: Damage reduction 5\/bludgeoning, darkvision 60 ft., immunity to cold ane electricity, undead traits \r
      Saves: Fort +2, Ref +5, Will +5\r
      Abilities: Str 21, Dex 17, Con \u00c2\u0097, Int \u00c2\u0097, Wis 10, Cha 1\r
      Skills: \u00c2\u0097 \r
      Feats: Improved Initiative (B)\r
      Environment: Warm forests \r
      Organization: Any \r
      Challenge Rating: 4\r
      Treasure: None \r
      Alignment: Always neutral evil \r
      Advancement: \u00c2\u0097 \r
      Level Adjustment: \u00c2\u0097\r

      Shocking Discharge (Ex): If touched with bare flesh (including being struck in combat with a fist or claw) or a metallic weapon, a shock bones troll delivers 1d8 points of electricity damage to the attacker. This is true whether or not the attack is capable of affecting the shock bones.
      \u00a0
      Dragon Magazine #234<\/em>
      <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Any","environment":"Any"},{"name":"Shoosuva","type":"Undead","ch":6,"challenge_rating":" 06 \u00a0","id":6482,"reference":"Usergen","full_text":"

      Shoosuva <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Large\u00a0Undead \t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 6d12\u00a0(39 hp)<\/td> <\/tr>
      Initiative: <\/strong> +7 (Dex, Improved Initiative)<\/td> <\/tr>
      Speed:<\/strong> 40 ft<\/td> <\/tr>
      AC:<\/strong> 17 (-1 size, +3 Dex, +5 natural)<\/td> <\/tr>
      Attacks:<\/strong>Bite +8 melee<\/td> <\/tr>
      Damage: <\/strong>Bite 2d6+5 and paralysis<\/td> <\/tr>
      Face\/Reach: <\/strong>5 ft by 10 ft\/ 5ft<\/td> <\/tr>
      Special Attacks: <\/strong>Creeping paralysis, call gnolls<\/td> <\/tr>
      Special Qualities: <\/strong>Undead traits, SR 17, cold, fire, and electricity resistance 20, immune to psionics, damage reduction 10\/silver or +1<\/td> <\/tr>
      Saves: <\/strong>Fort +2, Ref +5, Will +8 <\/td> <\/tr>
      Abilities: <\/strong>Str 21, Dex 17, Con ---, Int 15, Wis 16, Cha 15 <\/td> <\/tr>
      Skills: <\/strong>Balance +12, Climb +15, Intimidate +11, Jump +14, Listen +12, Search +11, Spot +12<\/td> <\/tr>
      Feats: <\/strong>Combat Reflexes, Improved Initiative, Power Attack, Weapon Focus (bite)<\/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 chaotic evil<\/td> <\/tr>
      Advancement: <\/strong>7-12 HD (Large); 13-18 HD (Huge)<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      The shoosuvas are undead guardian creatures created by Yeenoghu, the Demon Prince of Gnolls. These creatures are a special form of demonic undead, created for use as an liaison between the demon lord and his Gnoll priests, and also to serve as sentinels for himself and some of his more worthy followers. The name shoosuva means \"returner\" in the Gnoll tongue, referring to the priests' belief that these beings are the manifestations of the spirits of their departed predecessors.\r

      Though they gather in larger groups in the Abyss, shoosuva are generally only encountered singly on the Material Plane. They are usually only present among mortals when gnoll shamans of 5th level or greater use a special talisman to summon one in the name of Yeenoghu. At any time, a gnoll cleric may summon a shoosuva for guidance or aid, providing whatever service Yeenoghu is willing and able to offer. Shoosuva feed on carrion, and require a rotting corpse as a reward for its services, or the summoning cleric will never be able to send for a shoosuva again.\r

      A shoosuva resembles a large hyenadon, but is gaunt and glows with a phosphorescent yellow radiance, roughly equal to the light<\/i> spell. A shoosuva speaks Gnoll.\r


      COMBAT<\/b>\r
      Gnolls fearfully obey shoosuvas, even over the orders of gnoll leaders. Gnoll clerics often carry a talisman made from the bones of another gnoll cleric, carved in the shape of a hyena skull, which they cast to the ground and shout the name of their lord. This ritual summons a shoosuva in the following round if performed during combat, and it will attack the enemies of the priest. If the shoosuva survives combat, it will fade away into the Abyss after one hour. Shoosuva will try to paralyze as many opponents as it can with its bite attack, finishing them off when they are unable to defend themselves.\r

      Creeping Paralysis (Su)<\/b>: A shoosuva that hits with a bite attack delivers its debilitating paralysis, on a failed Fortitude save (DC 16). Victims suffer both a cumulative -1 penalty to attack rolls and a reduction of its base speed by 5-foot increments, per round. When the base speed reaches 0 feet per round, the victim becomes completely immobile, and cannot attack, speak, or cast spells. This paralysis will wear off 3d2 rounds after the victim becomes immobilized.\r

      Call Gnolls (Su)<\/b>: A shoosuva can call to all gnolls within a 120-foot range, while on the Material Plane. All gnolls able to hear this call will obey the shoosuva's every word unto the death.\r

      Undead Traits<\/b>: A shoosuva is immune to all mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is also immune to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A shoosuva cannot be raised, and resurrection works only if it is willing. The creature has darkvision (60-foot range).<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1982 Wizards of the Coast, Inc.
      Originally found in Dragon 63 (\"The Humanoids: Goals and Gods of the Kobolds, Goblins, Hobgoblins, & Gnolls\", Roger Moore, 1982).\r<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always chaotic evil","environment":">Any land and underground"},{"name":"Sidhe","type":"Fey","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6483,"reference":"Usergen","full_text":"

      Sidhe <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Medium\u00a0Fey \t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 1d8\u00a0(4 hp)<\/td> <\/tr>
      Initiative: <\/strong> +2<\/td> <\/tr>
      Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 13 (+2 Dex, +1 natural), touch 12, flat-footed 11<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+1\/+2<\/td> <\/tr>
      Attack: <\/strong>Quarterstaff +2 melee (1d6+1) or shortbow +3 ranged (1d6\/x3)<\/td> <\/tr>
      Full Attack: <\/strong>Quarterstaff +2 melee (1d6+1) or shortbow +3 ranged (1d6\/x3)<\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Spell-like abilities<\/td> <\/tr>
      Special Qualities: <\/strong>Iron intolerance, low-light vision, water breathing\r
      <\/td> <\/tr>
      Saves: <\/strong>Fort +2, Ref +2, Will +0 <\/td> <\/tr>
      Abilities: <\/strong>Str 13, Dex 14, Con 11, Int 9, Wis 10, Cha 10 <\/td> <\/tr>
      Skills: <\/strong>Handle Animal +4<\/td> <\/tr>
      Feats: <\/strong>Point Blank Shot<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any<\/td> <\/tr>
      Organization: <\/strong>Squad (2\u00c2\u00964), company (11\u00c2\u009620 plus 2 3rd-level sergeants and 1 leader of 3rd\u00c2\u00966th level), or band (30\u00c2\u0096100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, 3 7th-level captains, and 1 10th-level leader)<\/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 has vaguely elven features.<\/i>\r

      Sidhe (pronounced \"shee\") are a race of fey very similar to humans and elves. In fact, a sidhe is nearly indistinguishable for either of those races. Like elves, they have a close connection with nature, and like humans, they are incredibly flexible in their skills and vocations. \r

      What separates sidhe from humans and elves are their ability to breathe both air and water, their ability to become invisible, and their adverse reaction to iron. \r

      Sidhe form bands and smaller groups similar to elves. Sidhe prefer to make their homes in beautiful, isolated, peaceful, natural locales, especially near woodlands. Sometimes they build grand palaces in underground caverns or underwater grottoes. Lairs are always well hidden and likely disguised, possibly by magic. \r

      Sidhe love to travel, usually while invisible to mortals. They enjoy playing jokes, assisting those in need, and generally looking for adventure. They are occasionally form long-term relations ships with humanoids, even marrying into their societies at times. Inevitably the sidhe outlives its partner.\r

      Sidhe range from 5 to 6-1\/2 feet in height, weighing from 80 to 300 pounds. Lifespan can range over a thousand years.\r

      Sidhe speak Sylvan and Common.\r

      Most sidhe encountered outside their homes are warriors; the information in the statistics block is for one of 1st level. The sidhe warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 12, Con 11, Int 9, Wis 10, Cha 8.\r

      COMBAT\r

      Sidhe warriors use their invisibility to great advantage. They prefer to attack at range, then go invisible before unleashing another volley.\r

      Iron Intolerance (Ex):<\/b> Iron is mildly poisonous to sidhe. As a result, sidhe cannot use iron armor, weapons, or gear.\r

      Spell-Like Abilities:<\/b> At will\u00c2\u0097invisibility<\/i> (self only). Caster level equals character level.\r

      Water Breathing (Ex):<\/b> A sidhe can breathe underwater indefinitely and can freely use its spell-like abilities while submerged.\r

      Sidhe Characters<\/b>\r
      A sidhe's favored class is druid, although fighters and rangers are common. Many sidhe take the major fey bloodline. Sidhe clerics worship elven or sylvan deities, or simply choose to revere the natural pantheon.\r

      Sidhe have the following abilities and characteristics.\r

    • +2 Dexterity, +2 Charisma. \r
      <\/li>
    • Fey. Sidhe are not subject to spells or effect that affect only humanoids. \r
      <\/li>
    • Medium size. \r
      <\/li>
    • A sidhe's base land speed is 30 feet. \r
      <\/li>
    • Low-Light Vision: Sidhe can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. \r
      <\/li>
    • +1 natural armor bonus. \r
      <\/li>
    • Special Attacks (see above): Spell-like abilities. \r
      <\/li>
    • Special Qualities (see above): Iron intolerance, water breathing. \r
      <\/li>
    • Automatic Languages: Sylvan. Bonus Languages: Common, Draconic, Elven. \r
      <\/li>
    • Favored Class: Druid. \r
      <\/li>
    • Level adjustment +2. \r
      <\/li><\/list>
      Sidhe Leader<\/b>\r
      10th-level sidhe fighter with greater fey bloodline\r
      Medium Fey\r
      Hit Dice: 10d10+20 (75 hp)\r
      Initiative: +4\r
      Speed: 30 ft. (6 squares)\r
      Armor Class: 22 (+4 Dex, +1 natural, +1 deflection*, +6 +1 light fortification dragonhide breastplate<\/i>), touch 15, flat-footed 18\r
      Base Attack\/Grapple: +10\/+13\r
      Attack: +1 quarterstaff<\/i> +14 melee (1d6+5) or masterwork mighty composite longbow +15 ranged (1d6+3\/x3)\r
      Full Attack: +1 quarterstaff<\/i> +12\/+7 melee (1d6+4) and +1 quarterstaff<\/i> +12\/+7 melee (1d6+2); or masterwork mighty composite longbow +15\/+10 ranged (1d6+3\/x3) or +13\/+13\/+8 with Rapid Shot\r
      Space\/Reach: 5 ft.\/5 ft.\r
      Special Attacks: Spell-like abilities\r
      Special Qualities: Iron intolerance, low-light vision, major fey bloodline, water breathing\r
      Saves: Fort +9, Ref +7, Will +5\r
      Abilities: Str 16, Dex 18, Con 14*, Int 13, Wis 10, Cha 11\r
      Skills: Climb +0*, Handle Animal +13, Hide +7*, Listen +2, Move Silently +7*, Spot +2 (*includes -5 armor check penalty)\r
      Feats: Alertness (B), Dodge, Combat Expertise, Improved Two-Weapon Fighting, Iron Will (B), Mobility, Point Blank Shot, Rapid Shot, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Whirlwind Attack\r
      Environment: Any\r
      Organization: Band (1 plus 30\u00c2\u0096100 sidhe warriors plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)\r
      Challenge Rating: 10\r
      Treasure: Standard (includes armor and weapons listed above, as well as efficient quiver, amulet of health +2,<\/i> and ring of protection +1<\/i>)\r
      Alignment: Usually neutral\r
      Advancement: By character class\r
      Level Adjustment: +2\r
      *Enhanced by magic items.\r

      The sidhe leader presented here had the following ability scores before racial adjustments: Str 15, Dex 14, Con 12, Int 13, Wis 10, Cha 8.\r

      Major Fey Bloodline:<\/b> The sidhe leader's bloodline grants it a +2 bonus on Hide and Move Silently checks, +1 Dex and +1 Cha, Alertness and Iron Will as bonus feats, fey affinity +2, and charm person<\/i> and speak with animals<\/i> as spell-like abilities usable 1\/day each.\r

      Spell-Like Abilities:<\/b> At will\u00c2\u0097invisibility<\/i> (self only); 1\/day\u00c2\u0097charm person<\/i> (DC 11), speak with animals<\/i>. Caster level 10th.\r

      Sidhe Priest<\/b>\r
      3rd-level sidhe druid\r
      Medium fey\r
      Hit Dice: 3d8+3 (16 hp)\r
      Initiative: +2\r
      Speed: 30 ft (6 sq)\r
      Armor Class: 15 (+2 Dex, +1 natural, +2 leather), touch 12, flat-footed 13\r
      Base Attack\/Grapple: +2\/+2\r
      Attack: Quarterstaff +2 melee (1d6) or sling +4 ranged (1d4)\r
      Full Attack: Quarterstaff +2 melee (1d6) or sling +4 ranged (1d4)\r
      Space\/Reach: 5 ft.\/5ft.\r
      Special Attacks: Spell-like abilities, spells\r
      Special Qualities: Animal companion (hawk), iron intolerance, low-light vision, nature sense, trackless step, water breathing, wild empathy, woodland stride\r
      Saves: Fort +4, Ref +3, Will +5\r
      Abilities: Str 10, Dex 14, Con 13, Int 8, Wis 15, Cha 16\r
      Skills: Concentration +4, Handle Animal +6, Heal +5, Listen +5, Spot +5, Survival +5\r
      Feats: Spell Focus (conjuration), Augment Summoning\r
      Environment: Any\r
      Organization: solitary or band (1-6 plus 30\u00c2\u0096100 1st level warriors plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, 3 7th-level captains, and 1 10th-level leader)\r
      Challenge Rating: 3\r
      Treasure: Standard\r
      Alignment: Usually neutral\r
      Advancement: By character class\r
      Level Adjustment: +2\r

      Druid spells prepared:<\/b>\r
      0th\u00c2\u0097create water, detect magic, light, read magic<\/i>\r
      1st\u00c2\u0097cure light wounds, longstrider, shillelagh<\/i>\r
      2nd\u00c2\u0097heat metal, wood shape.<\/i>\r

      Spell-Like Abilities:<\/b> At will\u00c2\u0097invisibility<\/i> (self only). Caster level 3rd.<\/td> <\/tr>
    • \u00a0<\/td> <\/tr>
      1989 Wizards of the Coast, Inc.
      Originally found in PC1 - Tall Tales of the Wee Folk<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Usually neutral","environment":"Any"},{"name":"Silat, Adult","type":"Monstrous Humanoid","ch":6,"challenge_rating":" 6 \u00a0","id":6484,"reference":"Usergen","full_text":"

      Silat, Adult <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Large\u00a0Monstrous Humanoid \t\t\t(Shapechanger)\t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 9d8+27\u00a0(67 hp)<\/td> <\/tr>
      Initiative: <\/strong> +0<\/td> <\/tr>
      Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 20 (-1 size, +11 natural), touch 9, flat-footed 20<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+9\/+17<\/td> <\/tr>
      Attack: <\/strong>Claw +12 melee (1d6+4)<\/td> <\/tr>
      Full Attack: <\/strong>2 claws +12 melee (1d6+4) and bite +10 melee (1d10+6)\r
      <\/td> <\/tr>
      Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Change shape, powerful bite\r
      <\/td> <\/tr>
      Special Qualities: <\/strong>Damage reduction 10\/cold iron, darkvision 60 ft., fast healing 3, immunity to poison and mind-influencing spells and abilites, low-light vision, spell resistance 18<\/td> <\/tr>
      Saves: <\/strong>Fort +6, Ref +6, Will +7 <\/td> <\/tr>
      Abilities: <\/strong>Str 19, Dex 10, Con 17, Int 14, Wis 12, Cha 19 <\/td> <\/tr>
      Skills: <\/strong>Bluff +14, Diplomacy +6, Disguise +12 (+14 acting)*, Intimidate +10, Knowledge (any two) +10, Listen +8, Spot +8\r
      <\/td> <\/tr>
      Feats: <\/strong>Alertness, Blind-Fight, Multiattack, Persuasive<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any<\/td> <\/tr>
      Organization: <\/strong>Solitary or family (1-4 plus 1-4 ogre magi and 1 adult silat)<\/td> <\/tr>
      Challenge Rating: <\/strong>6<\/td> <\/tr>
      Treasure: <\/strong>Standard<\/td> <\/tr>
      Alignment: <\/strong>Always chaotic<\/td> <\/tr>
      Advancement: <\/strong>10-11 HD (Large) or by character class<\/td> <\/tr>
      Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      This giant female humanoid stands over twice the height of a human. Her skin is pale green, and her long hair is a slightly darker green. Ramlike horns curl from each side of her head, and her teeth and nails appear to be of yellowed ivory. The rags she wears barely covers her bent, wrinkled body.<\/i>\r

      Silats are a race of hags that roam the wilderness and cities of Zakhara in search of food. Powerful shapeshifters, they can move nearly unnoticed through humanoid society. Silats are solitary, nocturnal hunters that cover all spectrums of alignment. Neutral and good silats eat animal flesh. The more evil among them use their abilities to attract victims, for they prefer humanoid flesh. These evil silats often pose as helpless old women or flirtatious maidens.\r

      Silats can be extremely helpful to those approaching them in the proper manner, which varies by individual For some silats, a polite salutation will suffice, while others require the performance of minor chores on the silat's behalf. The more eccentric silats only help visitors who perform the exact opposite of what was requested.\r

      Silats propagate their species by mating with ogre magi. Male offspring of such a union are ogre magi, while the female offspring are silats. Silats form family units in the wilderness, consisting of an adult or matriarch silat with 1-4 ogre magi sons and 1-4 young silat daughters.\r

      Adult silats are those that have lived over a century and up to 500 years.\r

      An adult silat stands 12 to 15 feet tall and weighs 500 or more pounds. Skin coloration ranges from pale green to pale blue, with hair of the same color but a darker hue. Silats can live over 500 years.\r

      Silats speak Common and Giant.\r

      COMBAT\r

      Silats attack with their daggerlike claws and vicious bite.\r

      Change Shape (Su):<\/b> An adult silat can assume the shape of any Medium or Large humanoid, monstrous humanoid, or giant. In another form, the silat loses its natural attacks. A silat can remain in its one form until it chooses to assume a new one. A change in form cannot be dispelled, but a silat reverts to its natural form when killed. A true seeing<\/i> spell or ability reveals its natural form.\r

      Powerful Bite (Ex):<\/b> A silat's bite is always a secondary attack, yet the powerful muscles in its jaws allow it to apply 1.5 times its Strength modifier to damage rolls with its bite. \r

      Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097baleful polymorph<\/i> (DC 19). Caster level 9th. The save DC is Charisma-based.\r

      Skills:<\/b> *When using its change shape ability, a silat gets an additional +10 circumstance bonus on Disguise checks.<\/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":"Monstrous Humanoid","alignment":"Always chaotic","environment":"Any"},{"name":"Silat, Matriarch","type":"Monstrous Humanoid","ch":9,"challenge_rating":" 9 \u00a0","id":6485,"reference":"Usergen","full_text":"

      Silat, Matriarch <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Huge\u00a0Monstrous Humanoid \t\t\t(Shapechanger)\t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 12d8+60\u00a0(114 hp)<\/td> <\/tr>
      Initiative: <\/strong> +0<\/td> <\/tr>
      Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 21 (-2 size, -1 Dex, +14 natural), touch 7, flat-footed 21<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+12\/+28<\/td> <\/tr>
      Attack: <\/strong>Claw +18 melee (1d8+8)<\/td> <\/tr>
      Full Attack: <\/strong>2 claws +18 melee (1d8+8) and bite +16 melee (2d8+12)<\/td> <\/tr>
      Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Change shape, powerful bite<\/td> <\/tr>
      Special Qualities: <\/strong>Damage reduction 10\/cold iron, darkvision 60 ft., fast healing 5, immunity to poison and mind-influencing spells and abilites, low-light vision, spell resistance 21\r
      <\/td> <\/tr>
      Saves: <\/strong>Fort +9, Ref +7, Will +10 <\/td> <\/tr>
      Abilities: <\/strong>Str 27, Dex 8, Con 21, Int 16, Wis 14, Cha 23 <\/td> <\/tr>
      Skills: <\/strong>Bluff +19, Concentration +16, Diplomacy +8, Disguise +17 (+19 acting)*, Intimidate +15, Knowledge (any one) +14, Listen +12, Spot +12\r
      <\/td> <\/tr>
      Feats: <\/strong>Alertness, Blind-Fight, Multiattack, Persuasive, Power Attack<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any<\/td> <\/tr>
      Organization: <\/strong>Solitary or family (1-4 plus 1-4 ogre magi and 1 adult silat)<\/td> <\/tr>
      Challenge Rating: <\/strong>9<\/td> <\/tr>
      Treasure: <\/strong>Standard<\/td> <\/tr>
      Alignment: <\/strong>Always chaotic<\/td> <\/tr>
      Advancement: <\/strong>13-18 HD (Huge) or by character class<\/td> <\/tr>
      Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      This giant female humanoid stands over twice the height of a human. Her skin is pale green, and her long hair is a slightly darker green. Ramlike horns curl from each side of her head, and her teeth and nails appear to be of yellowed ivory. The rags she wears barely covers her bent, wrinkled body.<\/i>\r

      Silats are a race of hags that roam the wilderness and cities of Zakhara in search of food. Powerful shapeshifters, they can move nearly unnoticed through humanoid society. Silats are solitary, nocturnal hunters that cover all spectrums of alignment. Neutral and good silats eat animal flesh. The more evil among them use their abilities to attract victims, for they prefer humanoid flesh. These evil silats often pose as helpless old women or flirtatious maidens.\r

      Silats can be extremely helpful to those approaching them in the proper manner, which varies by individual For some silats, a polite salutation will suffice, while others require the performance of minor chores on the silat's behalf. The more eccentric silats only help visitors who perform the exact opposite of what was requested.\r

      Silats propagate their species by mating with ogre magi. Male offspring of such a union are ogre magi, while the female offspring are silats. Silats form family units in the wilderness, consisting of an adult or matriarch silat with 1-4 ogre magi sons and 1-4 young silat daughters.\r

      Silats that have lived over 500 years are revered as matriarchs, and gain additional powers.\r

      A silat matriarch stands 17 to 20 feet tall and weighs 800 pounds. Skin coloration ranges from pale green to pale blue, with hair of the same color but a darker hue. Silats can live over 500 years.\r

      Silats speak Common and Giant.\r

      COMBAT\r

      Silats attack with their daggerlike claws and vicious bite. A matriarch also commands powerful spell-like abilities to polymorph creatures and objects.\r

      Change Shape (Su):<\/b> A silat matriarch can assume the shape of any Medium, Large, or Huge humanoid, monstrous humanoid, or giant. In another form, the silat loses its natural attacks. A silat can remain in its one form until it chooses to assume a new one. A change in form cannot be dispelled, but a silat reverts to its natural form when killed. A true seeing<\/i> spell or ability reveals its natural form.\r

      Powerful Bite (Ex):<\/b> A silat's bite is always a secondary attack, yet the powerful muscles in its jaws allow it to apply 1.5 times its Strength modifier to damage rolls with its bite. \r

      Spell-Like Abilities:<\/b> At will\u00c2\u0097baleful polymorph<\/i> (DC 21); 3\/day\u00c2\u0097polymorph any object<\/i> (objects only, DC 24). Caster level 12th. The save DC is Charisma-based.\r

      Skills:<\/b> *When using its change shape ability, a silat gets an additional +10 circumstance bonus on Disguise checks.<\/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":"Monstrous Humanoid","alignment":"Always chaotic","environment":"Any"},{"name":"Silat, Young","type":"Monstrous Humanoid","ch":4,"challenge_rating":" 4 \u00a0","id":6486,"reference":"Usergen","full_text":"

      Silat, Young <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Large\u00a0Monstrous Humanoid \t\t\t(Shapechanger)\t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 7d8+21\u00a0(52 hp)<\/td> <\/tr>
      Initiative: <\/strong> +0<\/td> <\/tr>
      Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 17 (-1 size, +8 natural), touch 9, flat-footed 17<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+7\/+15<\/td> <\/tr>
      Attack: <\/strong>Claw +10 melee (1d6+4)<\/td> <\/tr>
      Full Attack: <\/strong>2 claws +10 melee (1d6+4) and bite +5 melee (1d10+6)\r
      <\/td> <\/tr>
      Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Diminished change shape, powerful bite<\/td> <\/tr>
      Special Qualities: <\/strong>Damage reduction 5\/cold iron, darkvision 60 ft., fast healing 1, immunity to poison and mind-influencing spells and abilites, low-light vision<\/td> <\/tr>
      Saves: <\/strong>Fort +5, Ref +5, Will +5 <\/td> <\/tr>
      Abilities: <\/strong>Str 19, Dex 10, Con 17, Int 12, Wis 10, Cha 15 <\/td> <\/tr>
      Skills: <\/strong>Bluff +10, Diplomacy +4, Disguise +8 (+10 acting)*, Intimidate +6, Knowledge (any) +7, Listen +6, Spot +6<\/td> <\/tr>
      Feats: <\/strong>Alertness, Blind-Fight, Persuasive<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any<\/td> <\/tr>
      Organization: <\/strong>Solitary or family (1-4 plus 1-4 ogre magi and 1 adult silat)<\/td> <\/tr>
      Challenge Rating: <\/strong>4<\/td> <\/tr>
      Treasure: <\/strong>Standard<\/td> <\/tr>
      Alignment: <\/strong>Always chaotic<\/td> <\/tr>
      Advancement: <\/strong>8 HD (Large) or by character class<\/td> <\/tr>
      Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      This giant female humanoid stands nearly ten feet tall. Her skin is pale green, and her long hair is a slightly darker green. Ramlike horns curl from each side of her head, and her teeth and nails appear to be of yellowed ivory. The rags she wears barely covers her bent, wrinkled body.<\/i>\r

      Silats are a race of hags that roam the wilderness and cities of Zakhara in search of food. Powerful shapeshifters, they can move nearly unnoticed through humanoid society. Silats are solitary, nocturnal hunters that cover all spectrums of alignment. Neutral and good silats eat animal flesh. The more evil among them use their abilities to attract victims, for they prefer humanoid flesh. These evil silats often pose as helpless old women or flirtatious maidens.\r

      Silats can be extremely helpful to those approaching them in the proper manner, which varies by individual For some silats, a polite salutation will suffice, while others require the performance of minor chores on the silat's behalf. The more eccentric silats only help visitors who perform the exact opposite of what was requested.\r

      Silats propagate their species by mating with ogre magi. Male offspring of such a union are ogre magi, while the female offspring are silats. Silats form family units in the wilderness, consisting of an adult or matriarch silat with 1-4 ogre magi sons and 1-4 young silat daughters.\r

      Young silats are those that have lived less than a century. Their shapeshifting powers have not fully matured, leaving their monstrous feet visible in the forms they assume.\r

      A young silat stands 10 feet tall and weighs 400 pounds. Skin coloration ranges from pale green to pale blue, with hair of the same color but a darker hue. Silats can live over 500 years.\r

      Silats speak Common and Giant.\r

      COMBAT\r

      Silats attack with their daggerlike claws and vicious bite.\r

      Diminished Change Shape (Su):<\/b> A young silat can assume the shape of any Medium or Large humanoid, monstrous humanoid, or giant three times per day. This works exactly as the Change Shape special ability, except that the young silat cannot transform the appearance of her feet. The young silat therefore only gains a bonus of +6 to Disguise checks when using this ability to disguise itself.\r

      Powerful Bite (Ex):<\/b> A silat's bite is always a secondary attack, yet the powerful muscles in its jaws allow it to apply 1.5 times its Strength modifier to damage rolls with its bite. <\/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":"Monstrous Humanoid","alignment":"Always chaotic","environment":"Any"},{"name":"Silatic, Gold","type":"Ooze","ch":6,"challenge_rating":" 6 \u00a0","id":6487,"reference":"Usergen","full_text":"

      Silatic, Gold <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Medium\u00a0Ooze \t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 9d10+54\u00a0(103 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 12, flat-footed 13<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+6\/+10<\/td> <\/tr>
      Attack: <\/strong>Pseudopod +10 melee (1d6+4)\r
      <\/td> <\/tr>
      Full Attack: <\/strong>3 pseudopods +10 melee (1d6+4)\r
      <\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft.\/5 ft. (50 ft. with pseudopod)<\/td> <\/tr>
      Special Attacks: <\/strong>Alacrity, digest metal<\/td> <\/tr>
      Special Qualities: <\/strong>Blindsight 60 ft., damage reduction 10\/magic, metalsense, ooze traits, resistance to acid 10 and fire 10, spell resistance 13, split<\/td> <\/tr>
      Saves: <\/strong>Fort +9, Ref +6, Will +3 <\/td> <\/tr>
      Abilities: <\/strong>Str 19, Dex 16, Con 22, Int 5, Wis 11, Cha 1 <\/td> <\/tr>
      Skills: <\/strong>Climb +7, Hide +6, Move Silently +6<\/td> <\/tr>
      Feats: <\/strong>Cleave, Improved Initiative, Improved Sunder, Power Attack<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any<\/td> <\/tr>
      Organization: <\/strong>Solitary<\/td> <\/tr>
      Challenge Rating: <\/strong>6<\/td> <\/tr>
      Treasure: <\/strong>See text<\/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>
      This shifting, quivering amorphous blob appears to consist of molten gold.<\/i>\r

      Silatics are metal-devouring oozes. They may be found anywhere, but since they need not breathe, they are often found floating through space. Outside the presence of gravity, silatics float gracefully, fanning their bodies in a fluid motion.\r

      Several breeds of silatics are known to exist, each associated with a specific type of metal. A silatic eats only its associated metal, and possesses the ability to sense this same metal. Silatics may form a pair (or more, depending on type) of long, thin pseudopods that can stretch up to fifty feet. They generally feed with one pseudopod, reserving the other for defense.\r

      When a gold silatic reaches 18 Hit Dice, it begins looking for an isolated spot in which it can split into smaller silatics.\r

      Silatics do not hoard nor covet treasure, but up to 1d10 pounds per Hit Die of the associated metal may be recovered from a slain silatic.\r

      A gold silatic can grow to a diameter of up to 6 feet and a thickness of about 6 inches. A typical specimen weighs about 400 pounds.\r

      COMBAT\r

      Silatics attack with their psuedopods, which possess incredible reach. They generally ignore other creatures, only defending themselves if bothered while feeding.\r

      Alacrity (Su):<\/b> When making a full attack action, a gold silatic may make one extra pseudopod attack.\r

      Digest Metal (Ex):<\/b> Three rounds after a silatic first comes into contact with metal, its psuedopods automatically secrete a digestive fluid that disolves metal as if it was acid. Silatic digestive fluid is targeted towards a specific metal, but is also damaging to any other types of metal. The liquid does not affect living beings or non metallic objects, but when it gets on the surface of living beings and non-metallic objects it will then start to digest metalic items that they later touch.\r

      Any melee hit deals metal digestion damage, and the opponent\u00c2\u0092s armor dissolves and become useless immediately unless they succeed on DC 20 Reflex saves. A metal weapon that strikes a silatic that has secreted digestive fluid also disolves immediately unless it succeeds on a DC 20 Reflex save. The save DC is Constitution-based.\r

      The silactic\u00c2\u0092s digestive touch deals 1 points of damage per round to unattended metal objects, but the ooze must remain in contact with the object for 3 full rounds to start dealing this damage. Once a silatic's digestive fluid has disolved a metal object the creature will spend the next 3 rounds reabsorbing the fluid, and the metal it contains. A silatic that is interupted while eating cannot detect its own digestive fluids, but if the digestive fluid disolves and absorbs metal, the silatic can detect the metal contained within the fluid.\r

      Metalsense (Ex):<\/b> A silatic ooze can sense the location and amount of its associated metal within a distance of 100 ft. This includes coins, armor, weapons and even other silatics of the same metal type. Like blindsense, opponents the silatic senses (for example, carrying gold coins or wearing iron armor) but can\u00c2\u0092t actually see still have total concealment against the silatic.\r

      Split (Ex):<\/b> A gold silatic of 18 or more Hit Dice may split into two gold silatics as a full round action, each with half as many HD (if the original had an odd number of HD, one of the \"children\" will have one more HD than the other). The two new oozes are mentally incapacitated and instinctively move away from each other (taking penalties on all other actions as if they are frightened) for five hours. After those five hours, if the two children are still close to each other, they will fight to the death.\r

      Silatics and Spelljammer\r

      If you are using the Spelljammer rules presented at www.spelljammer.org, make the following adjustments.\r

      • Add the Wildspace subtype. \r
        <\/li>
      • Give it a Tactical Speed of 1. \r
        <\/li><\/ul><\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1991 Wizards of the Coast, Inc.
      Originally found in Monstrous Compedium Appendix 9<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral","environment":"Any"},{"name":"Silatic, Iron","type":"Ooze","ch":5,"challenge_rating":" 5 \u00a0","id":6488,"reference":"Usergen","full_text":"

      Silatic, Iron <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Medium\u00a0Ooze \t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 6d10+42\u00a0(75 hp)<\/td> <\/tr>
      Initiative: <\/strong> +6<\/td> <\/tr>
      Speed:<\/strong> 15 ft. (3 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 15 (+2 Dex, +3 natural), touch 12, flat-footed 13<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+4\/+8<\/td> <\/tr>
      Attack: <\/strong>Pseudopod +11 melee (1d6+7)\r
      <\/td> <\/tr>
      Full Attack: <\/strong>2 pseudopods +11 melee (1d6+7)\r
      <\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft.\/5 ft. (50 ft. with pseudopod)<\/td> <\/tr>
      Special Attacks: <\/strong>Digest metal, iron strike<\/td> <\/tr>
      Special Qualities: <\/strong>Blindsight 60 ft., damage reduction 5\/magic, metalsense, ooze traits, spell resistance 21, split<\/td> <\/tr>
      Saves: <\/strong>Fort +9, Ref +4, Will +2 <\/td> <\/tr>
      Abilities: <\/strong>Str 25, Dex 14, Con 24, Int 5, Wis 11, Cha 1 <\/td> <\/tr>
      Skills: <\/strong>Climb +10, Hide +5, Move Silently +5\r
      <\/td> <\/tr>
      Feats: <\/strong>Improved Initiative, 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>See text<\/td> <\/tr>
      Alignment: <\/strong>Always neutral<\/td> <\/tr>
      Advancement: <\/strong>7-12 HD (Medium); 13-18 HD (Large)<\/td> <\/tr>
      Level Adjustment: <\/strong>-<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      This shifting, quivering amorphous blob appears to consist of molten iron.<\/i>\r

      Silatics are metal-devouring oozes. They may be found anywhere, but since they need not breathe, they are often found floating through space. Outside the presence of gravity, silatics float gracefully, fanning their bodies in a fluid motion.\r

      Several breeds of silatics are known to exist, each associated with a specific type of metal. A silatic eats only its associated metal, and possesses the ability to sense this same metal. Silatics may form a pair (or more, depending on type) of long, thin pseudopods that can strettch up to fifty feet. They generally feed with one pseudopod, reserving the other for defense.\r

      When an iron silatic reaches 12 Hit Dice, it begins looking for an isolated spot in which it can split into smaller silatics.\r

      Silatics do not hoard nor covet treasure, but up to 1d10 pounds per Hit Die of the associated metal may be recovered from a slain silatic.\r

      An iron silatic can grow to a diameter of up to 6 feet and a thickness of about 6 inches. A typical specimen weighs about 150 pounds.\r

      COMBAT\r

      Silatics attack with their psuedopods, which possess incredible reach. They generally ignore other creatures, only defending themselves if bothered while feeding.\r

      Iron silatics are often more aggressive toward living creatures due to the presence of iron in their blood.\r

      Digest Metal (Ex):<\/b> Three rounds after a silatic first comes into contact with metal, its psuedopods automatically secrete a digestive fluid that disolves metal as if it was acid. Silatic digestive fluid is targeted towards a specific metal, but is also damaging to any other types of metal. The liquid does not affect living beings or non metallic objects, but when it gets on the surface of living beings and non-metallic objects it will then start to digest metalic items that they later touch.\r

      Any melee hit deals metal digestion damage, and the opponent\u00c2\u0092s armor dissolves and become useless immediately unless they succeed on DC 20 Reflex saves. A metal weapon that strikes a silatic that has secreted digestive fluid also disolves immediately unless it succeeds on a DC 20 Reflex save. The save DC is Constitution-based.\r

      The silactic\u00c2\u0092s digestive touch deals 1 points of damage per round to unattended metal objects, but the ooze must remain in contact with the object for 3 full rounds to start dealing this damage. Once a silatic's digestive fluid has disolved a metal object the creature will spend the next 3 rounds reabsorbing the fluid, and the metal it contains. A silatic that is interupted while eating cannot detect its own digestive fluids, but if the digestive fluid disolves and absorbs metal, the silatic can detect the metal contained within the fluid.\r

      Iron Strike (Ex):<\/b> An iron silatic's natural attacks are treated as cold iron weapons for the purpose of overcoming damage reduction.\r

      Metalsense (Ex):<\/b> A silatic ooze can sense the location and amount of its associated metal within a distance of 100 ft. This includes coins, armor, weapons and even other silatics of the same metal type. Like blindsense, opponents the silatic senses (for example, carrying gold coins or wearing iron armor) but can\u00c2\u0092t actually see still have total concealment against the silatic.\r

      An iron silatic can sense the presence of iron in the blood of most living creatures. This allows them to use their metalsense ability against animals, giants, humanoids, magical beasts, and monstrous humanoids.\r

      Split (Ex):<\/b> An iron silatic of 12 or more Hit Dice may split into two iron silatics as a full round action, each with half as many HD (if the original had an odd number of HD, one of the \"children\" will have one more HD than the other). The two new oozes are mentally incapacitated and instinctively move away from each other (taking penalties on all other actions as if they are frightened) for five hours. After those five hours, if the two children are still close to each other, they will fight to the death.\r

      Silatics and Spelljammer\r

      If you are using the Spelljammer rules presented at www.spelljammer.org, make the following adjustments.\r

      • Add the Wildspace subtype. \r
        <\/li>
      • Give it a Tactical Speed of 1. \r
        <\/li><\/ul>
        <\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1991 Wizards of the Coast, Inc.
      Originally found in Monstrous Compedium Appendix 9<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral","environment":"Any"},{"name":"Silatic, Platinum","type":"Ooze","ch":7,"challenge_rating":" 7 \u00a0","id":6489,"reference":"Usergen","full_text":"

      Silatic, Platinum <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Medium\u00a0Ooze \t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 10d10+60\u00a0(115 hp)<\/td> <\/tr>
      Initiative: <\/strong> +6<\/td> <\/tr>
      Speed:<\/strong> 15 ft. (3 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 15 (+2 Dex, +3 natural), touch 12, flat-footed 13<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+7\/+14<\/td> <\/tr>
      Attack: <\/strong>Pseudopod +14 melee (1d6+7 plus 2d8 acid)<\/td> <\/tr>
      Full Attack: <\/strong>2 pseudopods +14 melee (1d6+7 plus 2d8 acid)\r
      <\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft.\/5 ft. (50 ft. with pseudopod)<\/td> <\/tr>
      Special Attacks: <\/strong>Acid, digest metal<\/td> <\/tr>
      Special Qualities: <\/strong>Blindsight 60 ft., damage reduction 10\/magic, metalsense, ooze traits, resistance to acid 10, electricity 10, and fire 10, spell resistance 14, split<\/td> <\/tr>
      Saves: <\/strong>Fort +9, Ref +5, Will +3 <\/td> <\/tr>
      Abilities: <\/strong>Str 24, Dex 15, Con 22, Int 5, Wis 11, Cha 1 <\/td> <\/tr>
      Skills: <\/strong>Climb +10, Hide +7, Move Silently +7\r
      <\/td> <\/tr>
      Feats: <\/strong>Ability Focus (acid), Improved Initiative, Improved Sunder, Power Attack\r
      <\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any<\/td> <\/tr>
      Organization: <\/strong>Solitary<\/td> <\/tr>
      Challenge Rating: <\/strong>7<\/td> <\/tr>
      Treasure: <\/strong>See text<\/td> <\/tr>
      Alignment: <\/strong>Always neutral<\/td> <\/tr>
      Advancement: <\/strong>11-20 HD (Medium); 21-30 HD (Large)<\/td> <\/tr>
      Level Adjustment: <\/strong>-<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      This shifting, quivering amorphous blob appears to consist of semiliquid platinum.<\/i>\r

      Silatics are metal-devouring oozes. They may be found anywhere, but since they need not breathe, they are often found floating through space. Outside the presence of gravity, silatics float gracefully, fanning their bodies in a fluid motion.\r

      Several breeds of silatics are known to exist, each associated with a specific type of metal. A silatic eats only its associated metal, and possesses the ability to sense this same metal. Silatics may form a pair (or more, depending on type) of long, thin pseudopods that can stretch up to fifty feet. They generally feed with one pseudopod, reserving the other for defense.\r

      When a platinum silatic reaches 20 Hit Dice, it begins looking for an isolated spot in which it can split into smaller silatics.\r

      Silatics do not hoard nor covet treasure, but up to 1d10 pounds per Hit Die of the associated metal may be recovered from a slain silatic.\r

      A platinum silatic can grow to a diameter of up to 6 feet and a thickness of about 6 inches. A typical specimen weighs about 800 pounds.\r

      COMBAT\r

      Silatics attack with their psuedopods, which possess incredible reach. They generally ignore other creatures, only defending themselves if bothered while feeding.\r

      Acid (Ex):<\/b> The platinum silatic secretes an acid that dissolves organic material quickly, but does not affect metal or stone. Any melee hit deals acid damage, and the victim must succeed on DC 23 Fortitude save or become sickened for 1d6 rounds. A wooden weapon that strikes a platinum silatic also dissolves immediately unless it succeeds on a DC 23 Reflex save. The save DCs are Constitution-based.\r

      The platinum silatic's acidic touch deals 21 points of damage per round to wooden objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.\r

      Digest Metal (Ex):<\/b> Three rounds after a silatic first comes into contact with metal, its psuedopods automatically secrete a digestive fluid that disolves metal as if it was acid. Silatic digestive fluid is targeted towards a specific metal, but is also damaging to any other types of metal. The liquid does not affect living beings or non metallic objects, but when it gets on the surface of living beings and non-metallic objects it will then start to digest metalic items that they later touch.\r

      Any melee hit deals metal digestion damage, and the opponent\u00c2\u0092s armor dissolves and become useless immediately unless they succeed on DC 21 Reflex saves. A metal weapon that strikes a silatic that has secreted digestive fluid also disolves immediately unless it succeeds on a DC 21 Reflex save. The save DC is Constitution-based.\r

      The silactic\u00c2\u0092s digestive touch deals 1 points of damage per round to unattended metal objects, but the ooze must remain in contact with the object for 3 full rounds to start dealing this damage. Once a silatic's digestive fluid has disolved a metal object the creature will spend the next 3 rounds reabsorbing the fluid, and the metal it contains. A silatic that is interupted while eating cannot detect its own digestive fluids, but if the digestive fluid disolves and absorbs metal, the silatic can detect the metal contained within the fluid.\r

      Metalsense (Ex):<\/b> A silatic ooze can sense the location and amount of its associated metal within a distance of 100 ft. This includes coins, armor, weapons and even other silatics of the same metal type. Like blindsense, opponents the silatic senses (for example, carrying gold coins or wearing iron armor) but can\u00c2\u0092t actually see still have total concealment against the silatic.\r

      Split (Ex):<\/b> A platinum silatic of 20 or more Hit Dice may split into two platinum silatics as a full round action, each with half as many HD (if the original had an odd number of HD, one of the \"children\" will have one more HD than the other). The two new oozes are mentally incapacitated and instinctively move away from each other (taking penalties on all other actions as if they are frightened) for five hours. After those five hours, if the two children are still close to each other, they will fight to the death.\r

      Silatics and Spelljammer\r

      If you are using the Spelljammer rules presented at www.spelljammer.org, make the following adjustments.\r

      • Add the Wildspace subtype. \r
        <\/li>
      • Give it a Tactical Speed of 1. \r
        <\/li><\/ul><\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1991 Wizards of the Coast, Inc.
      Originally found in Monstrous Compedium Appendix 9<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral","environment":"Any"},{"name":"Silatic, Silver","type":"Ooze","ch":5,"challenge_rating":" 5 \u00a0","id":6490,"reference":"Usergen","full_text":"

      Silatic, Silver <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Medium\u00a0Ooze \t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 7d10+42\u00a0(80 hp)<\/td> <\/tr>
      Initiative: <\/strong> +6<\/td> <\/tr>
      Speed:<\/strong> 15 ft. (3 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 15 (+2 Dex, +3 natural), touch 12, flat-footed 13<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+5\/+10<\/td> <\/tr>
      Attack: <\/strong>Pseudopod +10 melee (1d4+5)<\/td> <\/tr>
      Full Attack: <\/strong>4 pseudopods +10 melee (1d4+5)<\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft.\/5 ft. (25 ft. with pseudopod)<\/td> <\/tr>
      Special Attacks: <\/strong>Digest metal<\/td> <\/tr>
      Special Qualities: <\/strong>Blindsight 60 ft., damage reduction 5\/magic, metalsense, ooze traits, reflect spells, reflective spell resistance 12, resistance to cold 10, electricity 10, and fire 10, split<\/td> <\/tr>
      Saves: <\/strong>Fort +8, Ref +4, Will +2 <\/td> <\/tr>
      Abilities: <\/strong>Str 21, Dex 15, Con 22, Int 5, Wis 11, Cha 1 <\/td> <\/tr>
      Skills: <\/strong>Climb +9, Hide +5, Move Silently +5\r
      <\/td> <\/tr>
      Feats: <\/strong>Improved Initiative, 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>See text<\/td> <\/tr>
      Alignment: <\/strong>Always neutral<\/td> <\/tr>
      Advancement: <\/strong>8-14 HD (Medium); 15-21 HD (Large)<\/td> <\/tr>
      Level Adjustment: <\/strong>-<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      This shifting, quivering amorphous blob appears to consist of liquid silver.<\/i>\r

      Silatics are metal-devouring oozes. They may be found anywhere, but since they need not breathe, they are often found floating through space. Outside the presence of gravity, silatics float gracefully, fanning their bodies in a fluid motion.\r

      Several breeds of silatics are known to exist, each associated with a specific type of metal. A silatic eats only its associated metal, and possesses the ability to sense this same metal. \r

      Silver silatics are so rare that, until recently, they were believed to be only legends. Unlike other silatics, silver silatics may form two pairs of long, thin pseudopods, but they can stretch only 25 feet. They generally feed with one pseudopod, reserving the other for defense.\r

      When a silver silatic reaches 14 Hit Dice, it begins looking for an isolated spot in which it can split into smaller silatics.\r

      Silatics do not hoard nor covet treasure, but up to 1d10 pounds per Hit Die of the associated metal may be recovered from a slain silatic.\r

      A silver silatic can grow to a diameter of up to 6 feet and a thickness of about 6 inches. A typical specimen weighs about 200 pounds.\r

      COMBAT\r

      Silatics attack with their psuedopods, which possess incredible reach. They generally ignore other creatures, only defending themselves if bothered while feeding.\r

      A silver silatic's natural attacks are treated as silver weapons for the purposes of overcoming damage reduction.\r

      Digest Metal (Ex):<\/b> Three rounds after a silatic first comes into contact with metal, its psuedopods automatically secrete a digestive fluid that disolves metal as if it was acid. Silatic digestive fluid is targeted towards a specific metal, but is also damaging to any other types of metal. The liquid does not affect living beings or non metallic objects, but when it gets on the surface of living beings and non-metallic objects it will then start to digest metalic items that they later touch.\r

      Any melee hit deals metal digestion damage, and the opponent\u00c2\u0092s armor dissolves and become useless immediately unless they succeed on DC 19 Reflex saves. A metal weapon that strikes a silatic that has secreted digestive fluid also disolves immediately unless it succeeds on a DC 19 Reflex save. The save DC is Constitution-based.\r

      The silactic\u00c2\u0092s digestive touch deals 1 points of damage per round to unattended metal objects, but the ooze must remain in contact with the object for 3 full rounds to start dealing this damage. Once a silatic's digestive fluid has disolved a metal object the creature will spend the next 3 rounds reabsorbing the fluid, and the metal it contains. A silatic that is interupted while eating cannot detect its own digestive fluids, but if the digestive fluid disolves and absorbs metal, the silatic can detect the metal contained within the fluid.\r

      Disease (Ex):<\/b> A creature struck by a silver silatic must succeed on a DC 19 Fortitude save or acquire a disease called argyria. The disease has an onset of 1 day. The victim's skin and eyes become sensistive to sunlight, and take on a silvery-grey shade that is easily noticed by anyone they meet. The victim is dazzled in bright sunlight or within the radius of a daylight<\/i> spell, and suffers a -2 penalty to Concentration checks in these light conditions. The save DC is Constitution-based.\r

      Metalsense (Ex):<\/b> A silatic ooze can sense the location and amount of its associated metal within a distance of 100 ft. This includes coins, armor, weapons and even other silatics of the same metal type. Like blindsense, opponents the silatic senses (for example, carrying silver coins or carrying silver weapons) but can\u00c2\u0092t actually see still have total concealment against the silatic.\r

      Reflective Spell Resistance (Su):<\/b> A silver silatic has a special type of spell resistance that causes any targeted spell it successfully resists to bounce off and reflect back at the caster. The caster becomes either the spell's target or the point of origin for the spell's effect, as appropriate. In addition, silver silatics are immune to gaze attacks, and such an effect is reflected back to its origin.\r

      Split (Ex):<\/b> A silver silatic of 14 or more Hit Dice may split into two silver silatics as a full round action, each with half as many HD (if the original had an odd number of HD, one of the \"children\" will have one more HD than the other). The two new oozes are mentally incapacitated and instinctively move away from each other (taking penalties on all other actions as if they are frightened) for five hours. After those five hours, if the two children are still close to each other, they will fight to the death.\r

      Silatics and Spelljammer\r

      If you are using the Spelljammer rules presented at www.spelljammer.org, make the following adjustments.\r

      • Add the Wildspace subtype. \r
        <\/li>
      • Give it a Tactical Speed of 1. \r
        <\/li><\/ul><\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1991 Wizards of the Coast, Inc.
      Originally found in Monstrous Compedium Appendix 9<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral","environment":"Any"},{"name":"Silver Dog","type":"Magical Beast","ch":12,"challenge_rating":" 12 \u00a0","id":6491,"reference":"Usergen","full_text":"

      Silver Dog <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Medium\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 20d10+40\u00a0(150 hp)<\/td> <\/tr>
      Initiative: <\/strong> +7<\/td> <\/tr>
      Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 30 (+3 Dex, +9 natural, +8 deflection), touch 21, flat-footed 27<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+20\/+22<\/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>Lure of beauty, silver dog's boon or bane<\/td> <\/tr>
      Special Qualities: <\/strong>Darkvision 60 ft., improved evasion, low-light vision, scent, spell resistance 31, uncanny dodge<\/td> <\/tr>
      Saves: <\/strong>Fort +14, Ref +15, Will +12 <\/td> <\/tr>
      Abilities: <\/strong>Str 14, Dex 17, Con 15, Int 18, Wis 23, Cha 26 <\/td> <\/tr>
      Skills: <\/strong>Hide +26, Knowledge (Nature) +27, Listen +29, Move Silently +29, Spot +29, Survival +29 (+31 in aboveground natural environments)\r
      <\/td> <\/tr>
      Feats: <\/strong>Dodge, Combat Expertise, Endurance, Improved Initiative, Improved Trip, Mobility, Run, Track (B)<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Temperate forests<\/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>\u00c2\u0097<\/td> <\/tr>
      Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      This large dog has a thin and elegant frame, manelike mantle, regal face, and piercing eyes. Its long, flowing hair resembles molten silver. It shimmers darkly like the finest steel in the starlight.<\/i>\r

      Silver dogs are magical, reclusive hounds that dwell in the deepest woodlands. \r

      Silver dogs subsist solely on water and moonlight. The process by which they consume moonlight involves standing upon a lonely cliff with its head raised as if to howl at the moon. This \"howling\" produces no sound. \r

      Druidic legends maintain that silver dogs are guardian spirits of the forest, and are key to the balance of predator and prey in the woodlands. When silver dogs are plentiful, the forest thrives. When they are few, the forest is threatened with decline. A single sighting per year is considered plentiful, while a viewing only one silver dog in a decade indicates decline. Druids often pursue the dogs, in hopes of gaining a wish, which they use to request that a silver dog be sighted in every season.\r

      No silver dog pups have ever been discovered, and the creatures appear utterly solitary. It is unknown how they reproduce, if at all.\r

      A silver dog stands 5 feet tall at the should and weighs 200 to 300 pounds.\r

      Silver dogs do not speak, but understand Elven and Sylvan.\r

      COMBAT\r

      Silver dogs never attack; they always flee from combat. They are shy and elusive creatures who avoid any creatures they smell, see, or hear. Sadly for these retiring beasts, though, intelligent creatures who glimpse them often pursue them. \r

      Lure of Beauty (Su):<\/b> At the mere sight of a silver dog, a character must make a DC 28 Will save or become obsessed with the creature's beauty and elegance. An obsessed character is compelled to chase the silver dog (which flees at full speed) for 1d10+4 rounds, intending not to harm it but to capture it uninjured. Once a creature successfully saves, it is immune to that silver dog's lure of beauty for 24 hours. This is a mind-affecting compulsion. The save DC is Charisma-based.\r

      Silver Dog's Boon or Bane (Su):<\/b> Capturing a silver dog is a risky proposition. A true neutral character that captures a silver dog and has no intent to harm the silver dog will be granted a wish<\/i> (as the spell) and gains experience points as if it had defeated the creature. If a non-neutral character or one who wishes to harm the silver dog captures the creature, the silver dog disintegrates, and the character instead takes 2d4 negative levels. These never cause actual level loss, but they persist until the character receives a break enchantment<\/i> or similar spell. This same bane applies to any character who kills a silver dog.<\/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":"Temperate forests"},{"name":"Silver Slime","type":"Ooze","ch":4,"challenge_rating":" 4 \u00a0","id":6492,"reference":"Usergen","full_text":"

      Silver Slime <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Tiny\u00a0Ooze \t\t\t(Swarm)\t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 7d10+21\u00a0(59 hp)<\/td> <\/tr>
      Initiative: <\/strong> -4<\/td> <\/tr>
      Speed:<\/strong> 20 ft. (4 squares), climb 10 ft.<\/td> <\/tr>
      Armor Class: <\/strong> 8 (+2 size, -4 Dex), touch 8, flat-footed 8<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+5\/\u00c2\u0097<\/td> <\/tr>
      Attack: <\/strong>Swarm (1d4 plus 1d6 acid)<\/td> <\/tr>
      Full Attack: <\/strong>Swarm (1d4 plus 1d6 acid)<\/td> <\/tr>
      Space\/Reach: <\/strong>10 ft.\/0 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Acid, distraction<\/td> <\/tr>
      Special Qualities: <\/strong>Amphibious, blind, blindsight 60 ft., half damage from slashing and piercing, ooze traits, swarm traits, vulnerability to fire<\/td> <\/tr>
      Saves: <\/strong>Fort +5, Ref -2, Will -3 <\/td> <\/tr>
      Abilities: <\/strong>Str 4, Dex 3, Con 16, Int \u00c2\u0097, Wis 1, Cha 1 <\/td> <\/tr>
      Skills: <\/strong>Climb +5<\/td> <\/tr>
      Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any aquatic, forest, swamp, and underground<\/td> <\/tr>
      Organization: <\/strong>Solitary or mass (2-12 swarms)<\/td> <\/tr>
      Challenge Rating: <\/strong>4<\/td> <\/tr>
      Treasure: <\/strong>None<\/td> <\/tr>
      Alignment: <\/strong>Always neutral<\/td> <\/tr>
      Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
      Level Adjustment: <\/strong>—<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      A silver puddle of slime begins to move, like a living blob of mercury.<\/i>\r

      A silver slime is an artificial lifeform created by an alien race of magicians to maintain their building complexes. Silver slimes are a type of giant slime mold, and go through a similar lifecycle to more mundane slime molds.\r

      A silver slime will never willingly leave whatever structure it is assigned to maintain. If forced to leave, the slime stops eating and eventually starves to death. This is a safety feature to prevent the uncontrolled spread of these oozes.\r

      In the first stage of its life-cycle, the silver slime is an amoeboid blob of silver protoplasm that work as a \"cleaning crew\". They crawl over every surface in its environment, eating organic stains and refuse and leaving the surfaces sparkling clean. A silver slime amoeboid will split into two new amoeboids if it eats enough. Individually, each \"blob\" is harmless, but in large numbers they form swarms that may endanger careless intruders.\r

      In the second stage of its life-cycle, hundreds of amoeboids aggregate into a large mass resembling a quicksilver slug. This silver slime slug<\/u><\/a> functions as a \"repair crew\". If it encounters a damaged object or structure that's part of the complex it inhabits, the slug extrudes a pseudopod that transforms into whatever tool it needs to fix the damage.\r

      The third, and final, stage of the silver slime life-cycle is a
      sporocarp<\/u><\/a> (a fruiting body). The silver slime slug extrudes a stalk and climbs up it, gradually branching out and drying until it forms a tree-like body covered in \"fruit\" that eventually releases spores that develop into new amoeboids and start the life cycle anew.\r

      A few silver slimes have a fourth stage to their life cycle, the
      megalium<\/u><\/a>, a combat form that allows the slimes to defend the complex they maintain.\r

      COMBAT<\/b>\r
      In its swarm form, a silver slime will digest any organic matter it moves across, including living creatures unable to get out of its way. They do not pursue creatures that escape them.\r

      Acid (Ex):<\/b> A silver slime's acid does not harm metal or stone.\r

      Distraction (Ex):<\/b> Any living creature that begins its turn with a silver slime swarm in its space must succeed on a DC 16 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.\r

      Skills:<\/b> A silver slime swarm 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


      <\/a>Silver Slime Slug<\/b>\r
      Large Ooze<\/b>\r
      Hit Dice:<\/b> 7d10+49 (87 hp)\r
      Initiative:<\/b> -5\r
      Speed:<\/b> 20 ft. (4 squares), climb 10 ft.\r
      Armor Class:<\/b> 4 (-1 size, -5 Dex), touch 4, flat-footed 4\r
      Base Attack\/Grapple:<\/b> +5\/+18\r
      Attack:<\/b> Slam +4 melee (1d6+2 plus 1d6 acid) or blowtorch +4 ranged touch (3d8 fire)\r
      Full Attack:<\/b> Slam +4 melee (1d6+2 plus 1d6 acid) or blowtorch +4 ranged touch (3d8 fire)\r
      Space\/Reach:<\/b> 10 ft.\/5 ft.\r
      Special Attacks:<\/b> Acid, blowtorch, concrete, improved grab\r
      Special Qualities:<\/b> Blind, blindsight 60 ft., half damage from slashing or piercing, ooze traits, vulnerability to fire\r
      Saves:<\/b> Fort +9, Ref -3, Will -3\r
      Abilities:<\/b> Str 20, Dex 1, Con 24, Int \u00c2\u0097, Wis 1, Cha 1\r
      Skills:<\/b> Climb +13\r
      Feats:<\/b> \u00c2\u0097\r
      Environment:<\/b> Any aquatic, forest, swamp, and underground\r
      Organization:<\/b> Solitary\r
      Challenge Rating:<\/b> 5\r
      Treasure:<\/b> None\r
      Alignment:<\/b> Always neutral\r
      Advancement:<\/b> 8-13 HD (Large); 14-21 HD (Huge)\r
      Level Adjustment:<\/b> \u00c2\u0097\r

      Silver slime slugs mindlessly wander around their territory, repairing any damage they come across. They can form their pseudopods into a bewildering away of tools. The most significant are a flaming wand that burns hot enough to weld steel and a trowel that can exude slime that hardens to the toughness of stone.\r

      A silver slime slug is usually about 8 feet long, 2 to 4 feet wide and 1 foot thick. It can spread its slimy gestalt body into a 8 diameter disc up to a foot thick, or condense into a lump 5 feet across and up to 2 feet tall. A typical specimen weighs 500 to 800 pounds.\r

      COMBAT<\/b>\r
      A silver slime slug does not attack per se, even in self defense, but may mistake intruders for damaged pieces of equipment and attempt to \"repair\" them. Silver slime slugs have been known to melt and refashion a suit of armor into a door while the armor was being worn be a fighter. They often mistake opponents for broken bits of a construction and seek to concrete them into a wall or floor.\r

      Acid (Ex):<\/b> A silver slime's acid does not harm metal or stone.\r

      Blowtorch (Ex):<\/b> A silver slime slug can form a pseudopod into a flaming wand that can shoot a stream of fire up to 10 ft. long. This is a ranged touch attack with a +5 racial bonus to attack that inflicts 3d8 fire damage.\r

      Concrete (Ex):<\/b> As a standard action, a silver slime slug can cover a 5 ft. square with part of its own substance. Any creature in the square must succeed at a DC 15 Reflex save or become entangled by this slimy material. If the concreted creature is in contact with a floor of wall they become stuck to the wall. A silver slime's concrete hardens rapidly, the concreted creature can escape with a DC 15 Strength check or a DC 15 Escape Artist check, with the DC increases by +1 per round to a maximum of +10 after 1 minute. Each 5-foot section of concrete has 15 hit points and damage reduction 3\/\u00c2\u0096. Once the concrete hardens completely (after 1 minute) it gains damage reduction 8\/\u00c2\u0096. The save DC is Constitution-based and includes a -5 racial penalty.\r

      Improved Grab (Ex):<\/b> To use this ability, a silver slime slug 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 deals damage automatically every round. Silver slime slugs have a +4 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

      Skills:<\/b> A silver slime slug 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


      <\/a>Silver Slime Sporocarp (CR \u00c2\u00bd)<\/b>\r
      A mature silver slime sporocarp resembles a stately, dried-out tree about 20 feet tall. Hundreds of spherical silvery \"fruit\" hang at the end of the tree's branches, each fruit is about an inch in diameter, hollow, and filled with spores. A dry sporocarp has vulnerability to fire. It is AC 1, hardness 5, and takes 120 hit points of damage to destroy, but any weapon damage which does not destroy the sporocarp causes it to split open and release its spores. The spores scatter in a cloud covering a 30 foot radius doing 2d4 points of acid damage to any organic matter they touch, including living creatures.\r

      Given enough time and food, even a single spore can grow and multiply into an entire silver slime colony. Partially developed sporocarps are soggy and covered with damp mucus, giving them fire resistance 5. Such a sporocarp poses no threat, since its spores are not ready to reproduce.\r


      <\/a>Silver Slime Megalium<\/b>\r
      Huge Ooze\r
      Hit Dice:<\/b> 10d10+70 (125 hp) \r
      Initiative:<\/b> -5 \r
      Speed:<\/b> 20 ft. (4 squares), climb 20 ft. \r
      Armor Class:<\/b> 13 (-2 size, -5 Dex, +10 natural), touch 3, flat-footed 13 \r
      Base Attack\/Grapple:<\/b> +7\/+26\r
      Attack:<\/b> Up to 10 pseudopod tools* +12 melee (1d8+7 plus 2d6 energy) or up to 10 pseudopod beamtorches* +6 ranged touch (4d8 energy)\r
      Full Attack:<\/b> Up to 10 pseudopod tools* +12 melee (1d8+7 plus 2d6 energy) or up to 10 pseudopod beamtorches* +6 ranged touch (4d8 energy)\r
      * See pseudopod weaponry for full details\r
      Space\/Reach:<\/b> 15 ft.\/10 ft. \r
      Special Attacks:<\/b> Acid, improved grab, pseudopod weaponry\r
      Special Qualities:<\/b> Blind, blindsight 60 ft., half damage from slashing or piercing, ooze traits, vulnerability to fire \r
      Saves:<\/b> Fort +9, Ref -3, Will -3 \r
      Abilities:<\/b> Str 25, Dex 1, Con 24, Int \u00c2\u0097, Wis 1, Cha 1 \r
      Skills:<\/b> Climb +15 \r
      Feats:<\/b> \u00c2\u0097 \r
      Environment:<\/b> Any aquatic, forest, swamp, and underground \r
      Organization:<\/b> Solitary \r
      Challenge Rating:<\/b> 8\r
      Treasure:<\/b> None \r
      Alignment:<\/b> Always neutral \r
      Advancement:<\/b> 11-15 HD (Huge); 15-30 HD (Gargantuan); 31-49 (Colossal)\r
      Level Adjustment:<\/b> \u00c2\u0097 \r

      A small lake of steel-grey slime that flows with disturbing purpose. A host of liquid tentacles ooze out of its surface, their tips solidify into a strange assortment of tools and nozzles<\/i>.\r

      The silver slimes of some military complexes have an additional stage to their life cycle, the megalium, a combat form that allows them to attack invaders must like antibodies fighting an infection. If intruders damage a complex maintained by these militarized silver slimes, the individual silver slime swarms and slugs flow together and form megaliums to repel or dissolve the invaders. If silver slimes are numerous enough, they can form megalium so immense they can envelop the ships the invaders landed in too. The commander of a slime-equipped military complex usually possesses the ability to trigger or cancel a megalium transformation from the facility's control center.\r

      The transformation into a megalium takes only a round once sufficient silver slimes have congregated together. The megalium will break apart into many Tiny silver slimes if it takes sufficient damage to destroy it. These tiny oozes are exhausted from the effort of becoming a megalium, so need to feed and rest for at least a few days before they have the energy to gather into silver slime swarms.\r

      A typical silver slime megalium is an aggregate of around ten or a dozen silver slime swarms or silver slime slugs. It is roughly 15 feet across and 1 feet thick and weighs from 5,000 to 10,000 pounds. The largest megalium can measure 100 feet across, about 10 feet thick, and weigh up to 1000 tons.\r

      COMBAT<\/b>\r
      Unlike normal silver slimes, megalium aggressively pursue intruders and attack them with its weaponized pseudopods. Its pseudopods can do both normal and energy damage. A megalium randomly selects what type(s) of damage each of its pseudopod weapons does (so different pseudopods can do different damage) and if an opponent proves resistant to that form of damage it instinctively switches to another randomly generated damage type.\r

      Megalium keep on attacking until they are destroyed or all their opponents have left the facility they are guarding.\r

      Acid (Ex):<\/b> A silver slime's acid does not harm metal or stone.\r

      Pseudopod Weaponry (Ex):<\/b> As a free action, a silver slime megalium can form its pseudopods into weapons. The megalium can produce any combination of tools and beamtorches it requires, and it can use pseudopod weaponry with different energy types at the same time.\r

      Melee Tool:<\/i> This pseudopod tool is a melee weapon that inflicts 1d8+7 damage (piercing, slashing, and bludgeoning) plus 2d6 energy damage. The energy damage can be acid, cold, electricity, fire, or sonic.\r

      Beamtorch:<\/i> This pseudopod has a rod-like tip that can shoot a stream of energy as long as the megalium's reach (10 ft. for a typical Huge specimen). A beamtorch is a ranged touch attack with a +5 racial bonus to attack that does 4d8 energy damage. The energy damage can be acid, cold, electricity, fire, or sonic.\r

      Improved Grab (Ex):<\/b> To use this ability, a silver slime megalium must hit with a pseudopod tool attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and deals damage automatically every round. Silver slime megaliums have a +4 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

      ADVANCED MEGALIUMS<\/b>\r
      A Gargantuan silver slime megalium can use up to 15 pseudopod weapons simultaneously and its beamtorches have a 15 ft. range and do 6d8 damage. A Colossal megalium can extrude up to 20 pseudopod weapons and its beamtorches have a 20 ft. range and do 9d8 damage.<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1991 Wizards of the Coast, Inc.
      Originally found in SJA1 - Wildspace<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":" Always neutral\r","environment":" Any aquatic, forest, swamp, and underground\r"},{"name":"Silver Spider","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6493,"reference":"Usergen","full_text":"

      Silver Spider <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Large\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 4d10+12\u00a0(34)<\/td> <\/tr>
      Initiative: <\/strong> +3<\/td> <\/tr>
      Speed:<\/strong> 40 ft. (8 squares), climb 20 ft.<\/td> <\/tr>
      Armor Class: <\/strong> 18 (-1 size, +3 Dex, +6 natural),, touch 12, flat-footed 13<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+4\/+11<\/td> <\/tr>
      Attack: <\/strong>Foreleg +6 melee (1d6+3)\r
      <\/td> <\/tr>
      Full Attack: <\/strong>2 forelegs +6 melee (1d6+3) and bite +1 melee (1d2+1 plus silver toxin)<\/td> <\/tr>
      Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Silver toxin, silver web<\/td> <\/tr>
      Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, tremorsense 60 ft.<\/td> <\/tr>
      Saves: <\/strong>Fort +7, Ref +7, Will +2 <\/td> <\/tr>
      Abilities: <\/strong>Str 16, Dex 17, Con 16, Int 1, Wis 13, Cha 10 <\/td> <\/tr>
      Skills: <\/strong>Climb +11, Hide +3*, Listen +3, Move Silently +3*, Spot +14<\/td> <\/tr>
      Feats: <\/strong>Ability Focus (silver toxin), Alertness<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any land or underground<\/td> <\/tr>
      Organization: <\/strong>Solitary or nest (2-4)<\/td> <\/tr>
      Challenge Rating: <\/strong>3<\/td> <\/tr>
      Treasure: <\/strong>1\/10 coins; 50% goods; 50% items plus webbing and forelegs (see text)<\/td> <\/tr>
      Alignment: <\/strong>Always neutral<\/td> <\/tr>
      Advancement: <\/strong>5-10 HD (Large), 11-15 HD (Huge)<\/td> <\/tr>
      Level Adjustment: <\/strong>-<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      A man-sized spider with a reflective, silvery hide ambles forth on thin, sleek legs. Its abdomen is bulbous, and its forelegs seem almost bladelike.<\/i>\r

      Silver spiders were created several centuries ago by Charonti wizards to serve as guardians and hunters. Silver spiders were tasked with subduing trespassers and transgressors with their potent venom, then wrapping captives in silvery weapon and transported to a designated holding cell. The Charonti are long gone, but some of the silver spiders yet remain, capturing victims who are left to await jailors who will never come.\r

      A silver spider's webbing can be wound and corded into a dubrable, thin wire. Several strands can be braided into a cable stronger than rope. Silver spider webbing is often used to create jewelery. With a DC 15 Heal check, a silver spider's forelegs can be carefully removed. These can be used as improvised weapons that deal damage as a shortsword. With a successful DC 15 Craft check, the forelegs can be affixed to a hilt, functioning as a standard shortsword. In either case, the weapon is treated as silver for the purposes of overcoming damage reduction (and does not impose the standard penalty \u00c2\u00961 penalty on damage rolls for alchemical silver weapons).\r

      A silver spider is 9 feet long and weighs 100 pounds. \r

      Silver spiders do not speak, but understand Charonti.\r

      COMBAT\r

      A silver spider attempts to bite opponents as quickly as possible. Once the venom takes effect, the spider wraps the victim in its webbing, then carries the unfortunate foe to a designated storage area and abandons it there.\r

      A silver spider's natural attacks are treated as silver weapons for the purposes of overcoming damage reduction.\r

      Arcane Sight (Su):<\/b> Silver spiders continuously use arcane sight<\/i> as the spell (caster level 4th).\r

      Silver Toxin (Ex):<\/b> A victim bitten by a silver spider must succeed on a DC 17 Fortitude save or find its skin transformed into the same silvery matter as the spider. The victim is slowed<\/i> (as the spell) for 1d10 rounds, but gains a +8 bonus to its natural armor. At the end of this duration, the creature is fully encased.\r

      Once fully encased, the creature retains the natural armor bonus and is considered unconscious and needs no air or sustenance. It remains in this state for 24 hours, after which its skin reverts back to normal and it receives natural healing as if it had slept for an entire night. The victim's hair and eyes retain the silvery sheen permanently, and nothing short of a limited wish, wish<\/i>, or miracle<\/i> can restore their original appearance.\r

      The transformation process can be slowed or halted before the creature is completely encased by a delay poison, neutralize poison<\/i>, or similar magic. The save DC is Constitution-based. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.\r

      Silver Web (Ex):<\/b> A silver spider can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. The web anchors the target in place, allowing no movement.\r

      An entangled creature can escape with a successful DC 19 Escape Artist check or burst the web with a successful DC 19 Strength check. The check DCs are Strength-based and include a +4 racial bonus. The web has 15 hit points and hardness 10, and takes double damage from fire.\r

      A silver spider can create sheets of sticky webbing up to 30 feet square. It usually positions these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Each 5-foot-square section has 15 hit points and damage reduction 5\/-.\r

      A silver spider can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.\r

      Tremorsense (Ex):<\/b> A silver spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider\u00c2\u0092s webs.\r

      Skills:<\/b> Silver spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A silver spider can always choose to take 10 on Climb checks, even if rushed or threatened. Silver spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Silver spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1998 Wizards of the Coast, Inc.
      Originally found in Jakandor, Land of Legend<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Any land or underground"},{"name":"Silver Warrior","type":"Fey","ch":4,"challenge_rating":" 04 \u00a0","id":6494,"reference":"Usergen","full_text":"

      Silver Warrior <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Medium\u00a0Fey \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 7d6+14\u00a0(38 hp)<\/td> <\/tr>
      Initiative: <\/strong> +7<\/td> <\/tr>
      Speed:<\/strong> 20 ft in full plate (4 squares), base speed 30 ft<\/td> <\/tr>
      Armor Class: <\/strong> 19 (+1 Dex, +8 silver full plate), touch 11, flat-footed 18<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+3\/+7<\/td> <\/tr>
      Attack: <\/strong>+1 silver longsword<\/i> +8 melee (1d8+6\/19-20)<\/td> <\/tr>
      Full Attack: <\/strong>+1 silver longsword<\/i> +8 melee (1d8+6\/19-20)<\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
      Special Attacks: <\/strong>Spell-like abilities<\/td> <\/tr>
      Special Qualities: <\/strong>Low-light vision, see invisibility<\/td> <\/tr>
      Saves: <\/strong>Fort +4, Ref +8, Will +6 <\/td> <\/tr>
      Abilities: <\/strong>Str 19, Dex 16, Con 15, Int 10, Wis 13, Cha 14 <\/td> <\/tr>
      Skills: <\/strong>Hide +7, Jump +2, Listen +11, Move Silently +7, Sense Motive +11, Spot +11<\/td> <\/tr>
      Feats: <\/strong>Improved Initiative, Power Attack, Weapon Focus (longsword)<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>The Shining Isles<\/td> <\/tr>
      Organization: <\/strong>Solitary or company (2-6)<\/td> <\/tr>
      Challenge Rating: <\/strong>04<\/td> <\/tr>
      Treasure: <\/strong>Silver full plate and +1 silver longsword<\/i><\/td> <\/tr>
      Alignment: <\/strong>Usually neutral<\/td> <\/tr>
      Advancement: <\/strong>By character class<\/td> <\/tr>
      Level Adjustment: <\/strong>---<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      This armored warrior is clad in skillfully crafted silver plate mail, and carries a shining silver sword.<\/i>\r

      The silver warriors are the guardians of the Shining Isles of the faedornae. A silver warrior is usually only encountered in its home, though a faedorne can send one to assist an elven champion. A silver warrior will fight to the death to defend its Shining Isle and the faedorne who lives there. When slain, a silver warrior and its gear dissolve into the substance of the Shining Isle.\r

      A silver warrior is about the same size and build as an elf.\r

      A silver warrior can speak Elven and Sylvan.\r

      COMBAT<\/b>\r
      A silver warrior will almost always use its greater invisibility to gain advantage in combat. A silver warrior will sometimes appear before a worthy foe before becoming invisible and attacking, but will often prefer to surprise a foe initially by remaining unseen.\r

      A silver warrior usually wields its longsword two-handed (reflected in the stats above).\r

      Spell-Like Abilities<\/b>: At will - greater invisibility<\/i>. Caster level 7th.\r

      See Invisibility (Su)<\/b>: This ability functions like the see invisibility<\/i> spell (caster level 7th), except that it is continuously active.<\/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":"Siren, Ravenloft","type":"Undead","ch":4,"challenge_rating":" 4 \u00a0","id":6495,"reference":"Usergen","full_text":"

      Siren, Ravenloft <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Medium\u00a0Undead \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 4d12\u00a0(26 hp)<\/td> <\/tr>
      Initiative: <\/strong> +3<\/td> <\/tr>
      Speed:<\/strong> 20 ft. (4 squares), swim 50 ft.<\/td> <\/tr>
      Armor Class: <\/strong> 12 (+3 Dex, +2 natural), touch 13, flat-footed 13<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+2\/+5<\/td> <\/tr>
      Attack: <\/strong>Claw +6 melee (1d6+3 plus cursed wound)<\/td> <\/tr>
      Full Attack: <\/strong>2 claws +6 melee (1d6+3 plus cursed wound)<\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Cursed wound, siren song, veil of deception<\/td> <\/tr>
      Special Qualities: <\/strong>Darkvision 60 ft., spell resistance 14, +2 turn resistance, undead traits<\/td> <\/tr>
      Saves: <\/strong>Fort +1, Ref +4, Will +4 <\/td> <\/tr>
      Abilities: <\/strong>Str 16, Dex 16, Con \u00c2\u0097, Int 13, Wis 11, Cha 16 <\/td> <\/tr>
      Skills: <\/strong>Bluff +12, Diplomacy +5, Disguise +3 (+5 acting), Intimidate +14, Listen +7, Perform (sing) +10, Spot +7, Swim +11<\/td> <\/tr>
      Feats: <\/strong>Persuasive, Weapon Focus (claws)<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any aquatic<\/td> <\/tr>
      Organization: <\/strong>Solitary or school (2-8)<\/td> <\/tr>
      Challenge Rating: <\/strong>4<\/td> <\/tr>
      Treasure: <\/strong>Standard<\/td> <\/tr>
      Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
      Advancement: <\/strong>By character class<\/td> <\/tr>
      Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      This hideous creature has the upper body of a woman and the lower body of a fish. Her hair is tangled and entwined with rotting seaweed, and her body is gray and bloated, resembling a corpse that has been in the water for some time. The flesh has rotted back from the finger tips, exposing sharpened bone.<\/i>\r

      Ravenloft siren are aquatic undead that prey upon sentient creatures. It is believed that they were once merfolk who were transformed by a massive burst of negative energy.\r

      Ravenloft sirens travel the oceans in schools like fish, but spend much of their time basking on rocky islets. These are typically surrounded by the rotting corpses of their victims. Although the sirens have no interest in treasure, they use it as a lure. \r

      The stench of decay that hangs in the air around an islet that is a resting place for Ravenloft sirens is almost overwhelming. This foul taint emanates both from the sirens themselves and from the corpses of their victims. It is masked by the sirens' veil of deception.\r

      A ravenloft siren is about 8 feet long from her head to her tailfin and weighs about 400 pounds. She can \"stand\" about 5 feet tall by balancing on her tail. Although no male Ravenloft sirens have ever been sighted, it is possible that they exist.\r

      Ravenloft sirens speak any languages they knew in life, usually the Common and Aquan spoken by merfolk.\r

      COMBAT\r

      Ravenloft sirens lure their victims into striking range with their siren song. They often lurk just beneath the waves, looking up at the surface for the hull of a visiting ship, then emerging suddenly to sing their song. Once their prey is within reach, the sirens attack with their sharpened, bony fingers. Due to their veil of deception, this attack seems like a gentle caress. Their claws inflict cursed wounds which can not heal naturally. \r

      Cursed Wound (Ex):<\/b> The damage a Ravenloft siren deals doesn\u00c2\u0092t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a Ravenloft siren must succeed on a DC 19 caster level check, or the spell has no effect on the injured character.\r

      Siren Song (Su):<\/b> The most insidious ability of the Ravenloft siren is its song. When a siren sings, all creatures (other than sirens and harpies) within a 300-foot spread must succeed on a DC 15 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same Ravenloft siren's song for 24 hours. The save DC is Charisma-based.\r

      A captivated victim moves toward the siren, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. A victim within 5 feet of the Ravenloft siren will stand still staring at the siren's illusory beauty. Captivated creatures automatically fail their saves against the Ravenloft siren's veil of deception power (see below), so offer no resistance to the siren's attacks, but will fight in self-defense if attacked by a creature other than a Ravenloft siren. The effects of siren song continue for as long as the Ravenloft siren sings and for 1 round thereafter. A bard's countersong ability allows the captivated creature to attempt a new Will save.\r

      Veil of Deception (Su):<\/b> A Ravenloft siren can create a powerful illusion to alter the appearance of itself and its lair. This glamer disguises the siren as a beautiful mermaid and makes its lair appear to be pristine and restful (the illusion conceals the rotting remains of the siren's victims). Any creature that sees the siren or its lair must succeed on a DC 15 Will save or be affected by the veil of deception. Creatures affected by a siren's charming song (see above) will automatically fail their saves against its veil of deception. Veil of deception affects all the senses (sight, smell, touch et cetera). It even affects the sense of pain, so the siren's attacks appear to be gentle caresses to victims of its veil of deception, and those it has slain appear to be dozing peacefully. Creatures affected by veil of deception who are injured by the siren may attempt another DC 15 Will save (no more than one attempt per round); if they succeed the veil no longer affects them and they see the horrifying truth of their hostess and her home, the transition is so disturbing the creature must succeed on another DC 15 Will save or be shaken for 1d4 rounds. A true seeing<\/i> effect renders a veil of deception powerless. The save DC is Charisma-based. \r

      Skills:<\/b> A Ravenloft siren 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 Ravenloft<\/b>\r
      Ravenloft sirens have been sighted along the Jagged Coast of Necropolis, and are assumed to migrate south along the coastlines of other domains that border on the Sea of Sorrows.<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1996 Wizards of the Coast, Inc.
      Originally found in Requiem: The Grim Harvest<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":"Any aquatic"},{"name":"Sivatherium","type":"Animal","ch":4,"challenge_rating":" 4 \u00a0","id":6496,"reference":"Usergen","full_text":"

      Sivatherium <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Large\u00a0Animal \t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 5d8+20\u00a0(42 hp)<\/td> <\/tr>
      Initiative: <\/strong> +0<\/td> <\/tr>
      Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 14 (-1 size, +5 natural), touch 9, flat-footed 14<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+3\/+13<\/td> <\/tr>
      Attack: <\/strong>Hoof +8 melee (1d8+9)\r
      <\/td> <\/tr>
      Full Attack: <\/strong>2 hooves +8 melee (1d8+9) or headbutt +8 melee (1d8+6)<\/td> <\/tr>
      Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Powerful kick, trample 1d8+9<\/td> <\/tr>
      Special Qualities: <\/strong>Dire, low-light vision<\/td> <\/tr>
      Saves: <\/strong>Fort +8, Ref +4, Will +5 <\/td> <\/tr>
      Abilities: <\/strong>Str 22, Dex 11, Con 19, Int 2, Wis 13, Cha 4 <\/td> <\/tr>
      Skills: <\/strong>Listen +7, Spot +7<\/td> <\/tr>
      Feats: <\/strong>Alertness, Endurance<\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Temperate and warm plains<\/td> <\/tr>
      Organization: <\/strong>Solitary, pair, or herd (3-8)<\/td> <\/tr>
      Challenge Rating: <\/strong>4<\/td> <\/tr>
      Treasure: <\/strong>None<\/td> <\/tr>
      Alignment: <\/strong>Always neutral<\/td> <\/tr>
      Advancement: <\/strong>6-10 HD (Large)<\/td> <\/tr>
      Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      This creature resembles a giraffe, but it sports a pair of large antler-like protrusions atop its skull. A smaller pair of similar protrusions rise above its eyes.<\/i>\r

      Sivatherium is a relative of the giraffe that bears two pairs of ossicones upon its head. The larger pair is antlerlike, allowing it to deliver deadly head butts.\r

      A sivatherium is 16 to 18 feet long and weighs up to 4,000 pounds. Females are generally smaller than males. \r

      COMBAT\r

      Sivatherium possess the same strong kicks as giraffes, strong enough to crush bone of would-be predators. Additionally, they may butt with their larger ossicones and can trample smaller adversaries.\r

      Dire (Ex):<\/b> A sivatherium is considered to be a dire animal for the purposes of saving throws.\r

      Powerful Kick (Ex):<\/b> A sivatherium applies 1-1\/2 times its Str modifier to damage rolls with its hooves. \r

      Trample (Ex):<\/b> Reflex half DC 18. The save DC is Strength-based.\r

      Skills:<\/b> * Sivatherium 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 sivatherium 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 and warm plains"},{"name":"Skeleton Warrior","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6497,"reference":"Usergen","full_text":"

      SKELETONWARRIOR (template)<\/span><\/b><\/p><\/div>

      Theskeleton warrior is a lich-like undead lord that was once a powerful fighter ofat least 10th level. Legend tell that the skeleton warriors were forced intotheir undead lich-like state many ages ago by a powerful demigod that trappedeach of their souls in a golden circlet.<\/span><\/p>

      \u00a0\u00a0 Askeleton warrior appears as a roughly lich-like creature dressed in the sametype of armor worn during life. Its clothes and armor usually show signs ofwear and age.<\/span><\/p>

      \u00a0\u00a0 A skeleton warriors sole reason for remainingon the Material Plane is to search for and regain the circlet that contains itssoul.<\/span><\/p>

      \u00a0\u00a0 A skeleton warrior speaks Common and anyother languages it knew in life.<\/span><\/p>

      \u00a0<\/span><\/p>

      CREATINGA SKELETON WARRIOR<\/span><\/h1>

      \u0093SkeletonWarrior\u0094 is a template that can be added to any humanoid creature (referred tohereafter as the \u0093character\u0094). The character\u0092s type changes to \u0093undead.\u0094 Ituses all the character\u0092s statistics and abilities except as noted here.<\/span><\/p>

      \u00a0\u00a0 Hit Dice:<\/span><\/b> Increase to d12<\/span><\/p>

      \u00a0\u00a0 Speed:<\/span><\/b> Same as the character.<\/span><\/p>

      \u00a0\u00a0 AC:<\/span><\/b> The skeleton warrior has +4natural armor or the character\u0092s natural armor whichever is better<\/span><\/p>

      \u00a0\u00a0 Special Attacks:<\/span><\/b> A skeleton warrior retains all the character\u0092s special attacks and also gains those listed below. Saves have a DC of 10 + 1\/2 skeleton warrior\u0092s HD + skeleton warrior\u0092s Charisma modifier unless noted otherwise.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Fear Aura (Su):<\/i> Skeleton warriors are shrouded in an aura of fear. Creatures with less than 5 HD and in a 30-foot radius must succeed at a Will save or be affected as though by fear as cast by a sorcerer of the skeleton warrior\u0092s level.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Damage Reduction:<\/i> Skeleton warriors have damage reduction 15\/+1.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Find Target (Sp):<\/i> The skeleton warrior can track and find the possessor of its circlet unerringly, as though guided by discern location<\/i>.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Special Qualities:<\/span><\/b> A skeleton warrior retains all the character\u0092s special qualities and gains those listed below, and also gains the undead type (Undead, page 6 in the Monster Manual<\/i>).<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Darkvision (Ex):<\/i> Range 60 feet.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Turning Immunity (Ex):<\/i> Skeleton warriors cannot be turned or controlled by clerics of any level or alignment.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Spell Resistance (Ex):<\/i> SR 20 +1 per character\u0092s level beyond level 10.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Saves:<\/b> Same as the character<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Abilities: <\/b>A skeleton warrior gains +4 to Strength and +2 to Wisdom and Charisma, but being undead, has no Constitution score.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Skills: <\/b>Skeleton warriors gain a +8 racial bonus to Intimidate checks and a +6 racial bonus to Sense Motive and Spot checks. Otherwise, same as character.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Feats:<\/span><\/b> Same as the character.<\/span><\/p> <\/div> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      \u00a0\u00a0 Climate\/Terrrain:<\/b> Any land<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Organization:<\/b> Solitary<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Challenge Rating:<\/b> Same as the character +2<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Treasure:<\/b> Standard<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Alignment:<\/b> Any evil<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Advancement:<\/b> By character class<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      SKELETON WARRIOR\u0092S CIRCLET<\/h2> <\/td> <\/tr>

      When a fighter is transformed into a skeleton warrior his soul is trapped in a golden circlet. Anyone possessing one of these circlets may control the skeleton warrior whose soul is stored therein within a 300-foot range. The possessor must wear the circlet on his head to control the skeleton warrior. The controller can see through the skeleton warrior\u0092s eyes, but he may not himself move, attack, or cast spells. Other than taking a 5-foot step, the controller may take no action in a round.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 The controller may force the skeleton warrior into \u0093active mode\u0094, thereby causing it to fight, search for treasure, and so on. In \u0093passive mode\u0094, the skeleton warrior stands motionless. While in passive mode, the controller cannot see through the warrior\u0092s eyes, but may act normally (move, attack, cast spells, etc.).<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Regardless of the mode of control, once the skeleton warrior and controller move to a distance greater than 300 feet of one another control is broken. It is also broken should the circlet be removed from the controller\u0092s head.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 If the circlet remains in the controller\u0092s possession he may resume control at any time, but if it leaves his possession, the skeleton warrior will immediately stop what it is doing and proceed at double move speed to attack and destroy the former controller. If a skeleton warrior gains control of the circlet containing its soul, the warrior \u0093dies\u0094 and vanishes. The circlet crumbles to valueless dust.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 When a character first comes into possession of a circlet, he may be unaware of its significance. He may also be unaware that the skeleton warrior whose soul is contained therein is tracking him. As long as the owner of the circlet and the skeleton warrior remain on the same plane of existence, the warrior may track him.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 To gain control of a skeleton warrior, the possessor must place the circlet on his head. The would-be controller cannot wear anything else on his head (including a hat, helmet, etc.). The controller must be able to see the skeleton warrior and he must spend one full round establishing control. If the character is interrupted during this time, he must succeed at a Concentration check in order to establish control in the round he is attacked or distracted.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 If a character in possession of a circlet does not attempt control or fails his Concentration check, the skeleton warrior will attack him in an attempt to destroy him and gain possession of the circlet.<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      SAMPLE SKELETON WARRIOR<\/h2> <\/td> <\/tr>

      This example uses a 12th-level human fighter as the character.<\/span><\/p> <\/td> <\/tr>

      Medium-Size Undead<\/span><\/b><\/p> <\/td> <\/tr>

      Hit Dice:<\/span><\/b> 12d12 (78 hp)<\/span><\/p> <\/td> <\/tr>

      Initiative: <\/span><\/b>+1 (Dex)<\/span><\/p> <\/td> <\/tr>

      Speed:<\/span><\/b> 20 ft<\/span><\/p> <\/td> <\/tr>

      AC:<\/span><\/b> 25 (+1 Dex, +4 natural, +10 armor)<\/span><\/p> <\/td> <\/tr>

      Attacks:<\/span><\/b> +2 bastard sword<\/i> +20\/+15\/+10 melee<\/span><\/p> <\/td> <\/tr>

      Damage:<\/span><\/b> +2 bastard sword<\/i> 1d10+9<\/span><\/p> <\/td> <\/tr>

      Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

      Special Attacks: <\/span><\/b>Fear aura, find target<\/span><\/p> <\/td> <\/tr>

      Special Qualities:<\/span><\/b> Undead, damage reduction 15\/+1, SR 22, turning immunity, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

      Saves:<\/span><\/b> Fort +11, Ref +6, Will +7<\/span><\/p> <\/td> <\/tr>

      Abilities:<\/span><\/b> Str 21, Dex 13, Con \u0096, Int 12, Wis 15, Cha 14<\/span><\/p> <\/td> <\/tr>

      Skills: <\/span><\/b>Climb +9, Intimidate +9, Jump +11, Listen +12, Ride +8, Search +5, Sense Motive +8, Spot +15, Swim +10<\/span><\/p> <\/td> <\/tr>

      Feats: <\/span><\/b>Alertness, Armor Proficiency (all), Cleave, Great Cleave, Martial Weapon Proficiency (all), Power Attack, Shield Proficiency, Simple Weapon Proficiency (all), Sunder, Track, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)<\/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> 14<\/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> By character class<\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      COMBAT<\/span><\/b><\/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.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Fear Aura (Su): <\/b>Skeleton warriors are shrouded in an aura of fear. Creatures of less than 5 HD in a 30-foot radius must succeed at a Will save (DC 18) or be affected as though by fear<\/i> as cast by a sorcerer of the skeleton warrior\u0092s level.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Find Target (Sp):<\/b> The skeleton warrior can track and find the possessor of its circlet unerringly, as though guided by discern location<\/i>.<\/span><\/p> <\/td> <\/tr>

      \u00a0\u00a0 Magic Items Carried: <\/b>+2 full plate armor, +2 bastard sword, cloak of resistance +2, boots of speed.<\/i><\/span><\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      \u00a0<\/p> <\/td> <\/tr>

      The Skeleton Warrior first appeared in the Fiend Folio<\/i> (1981).<\/span><\/p> <\/td> <\/tr><\/table>

      \u00a0<\/span><\/p><\/div>","family":"Template","alignment":" Any evil","environment":"Any land"},{"name":"Skeleton, Crystal","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6498,"reference":"Usergen","full_text":"

      Skeleton, Crystal (Template)<\/h1>
      A crystal skeleton is a variant skeleton whose bones have been transformed into pale blue ice. They are only found in cold regions where snow and ice are common. \r

      Organized and cunning, crystal skeletons realize their greatest threat is their exploding bodies and wait for the best opportunity to damage the largest number of foes, attacking with maddening glee. \r

      Though they are compelled to follow orders of their creator, they are not beyond independent thought. They are not passive undead, waiting motionless in a crypt or graveyard, but a restless guard, stalking an area in frustrated anger. Sages believe that crystal skeletons exist in an agitated state because they are good-aligned souls trapped in an evil union of magics. This would account for their suicidal attacks, as once destroyed, their souls are free to rest in peace once again.\r

      Crystal skeletons cannot speak, but understand the languages of their creator and any languages they spoke in life. Additionally, crystal skeletons may communicate telepathically with any other crystal skeletons with 100 feet.\r

      A crystal skeleton may be created with animate dead<\/i>, but each casting also requires the casting of chill touch<\/i> and shatter<\/i>.

      Creating a Skeleton, Crystal<\/h2> Unlike the standard skeleton template, a crystal skeleton may only be created from a giant, humanoid, or monstrous humanoid base creature.\r

      Armor Class:<\/b> A crystal skeleton's natural armor bonus is 1 less than a standard skeleton.\r

      Special Attacks:<\/b> A crystal skeleton gains the following special attacks.\r

      Death Throes (Ex):<\/i> If a crystal skeleton is slain its body explodes into a burst of razor-sharp shards of ice, affecting all living creatures within a radius equal to twice the skeleton's space (for example, a 10-foot-radius burst for a Small or Medium crystal skeleton). Creatures within the area suffer piercing damage based on the table below plus the crystal skeleton's Strength modifier. A successful Reflex save halves the damage. The save DC is Strength-based and includes a +2 racial bonus.\r

      Tiny or smaller 1d6\r
      Small 1d8\r
      Medium 2d6\r
      Large 3d6\r
      Huge 4d6\r
      Gargantuan 6d6\r
      Colossal 8d6\r

      If the crystal skeleton is destroyed by a sonic or force effect, it explodes with greater impact, doubling the radius and damage dealt.\r

      Abilities:<\/b> A crystal skeleton\u00c2\u0092s Intelligence score changes to 4.\r

      Skills:<\/b> Since a crystal skeleton is not mindless, it gains skills as normal for a creature of its type and Hit Dice. A crystal skeleton\u00c2\u0092s class skills are Hide, Listen, Move Silently, Spot, and Tumble. *A crystal skeleton has a +8 racial bonus on Hide checks in areas of ice or snow.\r

      Feats:<\/b> Since a crystal skeleton is not mindless, it gains feats as normal for a creature of its type and Hit Dice. Like normal skeletons, it also gains Improved Initiative as a bonus feat.\r

      Environment:<\/b> Any cold.\r

      CR Adjustment:<\/b> A crystal skeleton is treated as one step higher on the skeleton CR chart.
      Challenge Rating: <\/strong>Varies

      Sample Skeleton, Crystal<\/h2> Crystal Skeleton, Human Warrior<\/b>\r
      Medium Undead \r
      Hit Dice: 1d12 (6 hp) \r
      Initiative: +5 \r
      Speed: 30 ft. (6 squares) \r
      Armor Class: 12 (+1 Dex, +1 natural), touch 11, flat-footed 11\r
      Base Attack\/Grapple +0\/+1 \r
      Attack: Claw +2 melee (1d4+1) \r
      Full Attack: 2 claws +2 melee (1d4+1) \r
      Space\/Reach: 5 ft.\/5 ft. \r
      Special Attacks: Death throes (DC 13, 2d6+1)\r
      Special Qualities: Damage reduction 5\/bludgeoning, darkvision 60 ft., immunity to cold, undead traits\r
      Saves: Fort +0, Ref +1, Will +2 \r
      Abilities: Str 13, Dex 13, Con \u00c2\u0097, Int 4, Wis 10, Cha 1\r
      Skills: Hide +1*, Tumble +5\r
      Feats: Improved Initiative (B), Weapon Focus (claw)\r
      Environment: Any cold\r
      Organization: Any \r
      Challenge Rating: 1\r
      Treasure: None \r
      Alignment: Always neutral evil \r
      Advancement: \u00c2\u0097\r
      Level Adjustment: \u00c2\u0097\r

      Crystal Skeleton Frost Giant<\/b>\r
      Large Undead (Cold)\r
      Hit Dice: 14d12 (91 hp) \r
      Initiative: +4\r
      Speed: 40 ft. (8 squares) \r
      Armor Class: 11 (-1 size, +2 natural), touch 9, flat-footed 11\r
      Base Attack\/Grapple +7\/+20 \r
      Attack: Claw +16 melee (1d6+9) \r
      Full Attack: 2 claws +16 melee (1d6+9) \r
      Space\/Reach: 10 ft.\/10 ft. \r
      Special Attacks: Death throes (DC 28, 3d6+9)\r
      Special Qualities: Damage reduction 5\/bludgeoning, darkvision 60 ft., immunity to cold, undead traits, vulnerability to fire\r
      Saves: Fort +4, Ref +4, Will +9 \r
      Abilities: Str 29, Dex 11, Con \u00c2\u0097, Int 4, Wis 10, Cha 1\r
      Skills: Hide +4*, Spot +9\r
      Feats: Cleave, Great Cleave, Improved Initiative (B), Improved Overrun, Power Attack, Weapon Focus (claw)\r
      Environment: Any cold\r
      Organization: Any \r
      Challenge Rating: 7\r
      Treasure: None \r
      Alignment: Always neutral evil \r
      Advancement: \u00c2\u0097\r
      Level Adjustment: \u00c2\u0097
      \u00a0
      Dragon Annual #2<\/em>
      <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Any","environment":" Any cold.\r"},{"name":"Skeleton, Defiling","type":"Undead","ch":3,"challenge_rating":" 3 \u00a0","id":6499,"reference":"Usergen","full_text":"

      Skeleton, Defiling <\/h1><\/td> <\/tr>


      <\/td> <\/tr>

      Medium\u00a0Undead \t<\/h3><\/td> <\/tr>

      Hit Dice: <\/strong> 4d12+4\u00a0(30 hp)<\/td> <\/tr>
      Initiative: <\/strong> +3<\/td> <\/tr>
      Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
      Armor Class: <\/strong> 17 (+3 Dex, +2 natural, +2 leather armor), touch 13, flat-footed 14<\/td> <\/tr>
      Base Attack\/Grapple: <\/strong>+2\/+4<\/td> <\/tr>
      Attack: <\/strong>Masterwork greatsword +5 melee (2d6+3\/19-20) or claw +4 melee (1d4+2) or javelin +5 ranged (1d6+2)<\/td> <\/tr>
      Full Attack: <\/strong>Masterwork greatsword +5 melee (2d6+3\/19-20) or 2 claws +4 melee (1d4+2) or javelin +5 ranged (1d6+2)<\/td> <\/tr>
      Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
      Special Attacks: <\/strong>Defiling rejuvenation<\/td> <\/tr>
      Special Qualities: <\/strong>Damage reduction 5\/bludgeoning, darkvision 60 ft., immunity to cold, +2 turn resistance, undead traits, unholy toughness\r
      <\/td> <\/tr>
      Saves: <\/strong>Fort +1, Ref +4, Will +4 <\/td> <\/tr>
      Abilities: <\/strong>Str 15, Dex 16, Con \u00c2\u0097, Int \u00c2\u0097, Wis 10, Cha 12 <\/td> <\/tr>
      Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
      Feats: <\/strong>Improved Initiative (B)\r
      <\/td> <\/tr>

      <\/td> <\/tr>
      Environment: <\/strong>Any<\/td> <\/tr>
      Organization: <\/strong>Solitary or band (2-20)<\/td> <\/tr>
      Challenge Rating: <\/strong>3<\/td> <\/tr>
      Treasure: <\/strong>None<\/td> <\/tr>
      Alignment: <\/strong>Always neutral 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 bones of this animated humanoid skeleton are blackened and charred. It wears leather armor and carries a sheath of javelins upon its back. An obsidian jewel is implanted in its forehead.<\/i>\r

      Defiling skeletons are specialized skeletons that absorb life energy to rejuvenate themselves. While this defiling takes place, the obsidian jewel in the skeleton\u00c2\u0092s forehead glows brightly. \r

      Defiling skeletons are a terrible threat to plant life in a region. A small contingent loosed upon a settlement can take quite a toll on crops. They are particularly despised by druids, which hunt them tirelessly.\r

      A defiling skeleton can be created with a create undead<\/i> spell from a 12th-level caster with an additional material component: a gem worth 100 gp per Hit Die of the defiling skeleton to be created.\r

      COMBAT\r

      Defiling skeletons are relentless foes, hurling missiles as they march up to their opponents then charging in with their greatswords. Those that fall to battle-damage use defiling rejuvenation to repair themselves and rejoin the fight. They never retreat from combat unless specifically ordered to.\r

      Defiling Rejuvenation (Su):<\/b> When a defiling skeleton is reduced to 0 hp, it collapses and becomes inert for one round. The next round, it draws life-force from all vegetation within a 30-foot radius, killing all normal plants within the area. Plant creatures take 1d6 damage per hit dice the defiling skeleton possesses (DC 13 Fort save for half damage). The obsidian jewel in the skeleton\u00c2\u0092s forehead glows brightly while this defiling of nearby plant life takes place. The next round the defiling skeleton rises up, restored to full hit points. Striking the skeleton while it is inert has no effect, nor does it delay the rejuvenating. The save DC is Charisma-based. \r

      The destruction of the jewel embedded in the defiling skeleton's forehead (AC 13, hp 6) stops the rejuvenation. The defiling skeleton cannot rejuvenate if its body is entirely destroyed by a cleric's turn attempt, disintegrate<\/i> spell or similar effect, or if the jewel's magic is disrupted by a dispel magic<\/i> spell or similar power while it is rejuvenating (no save or level check required). Such effects will cause its immediate and permanent destruction. \r

      Unholy Toughness (Ex):<\/b> A defiling skeleton gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.<\/td> <\/tr>
      \u00a0<\/td> <\/tr>
      1996 Wizards of the Coast, Inc.
      Originally found in Dragon Magazine #234<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":"Any"}]]