[[],[],[],[],[],[],[],[],[],[{"name":"Skeleton, Dust","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6500,"reference":"Usergen","full_text":"

Skeleton, Dust (Template)<\/h1>
A dust skeleton is a variant skeleton whose bones are dried almost to the point of disintegration. In its wake it leaves a trail of blue-gray dust hanging in the air. Dust skeletons are used to break enemy formations by disabling large numbers of troops.\r

A dust skeleton weighs only one-fifth as much a standard skeleton of the same size.

Creating a Skeleton, Dust<\/h2> Armor Class:<\/b> A dust skeleton's natural armor bonus is 2 less than a standard skeleton.\r

Attack:<\/b> A dust skeleton's claw attacks deal damage as if the skeleton were two size categories smaller than normal (to a minimum of 1 point of damage). If the base creature's natural attacks iinclude claw attacks, use the dust skeleton claw damage if it\u00c2\u0092s better. Reduce the damage of any other natural attacks possessed by the base creature as if it were one size category smaller.\r

Special Attacks:<\/b> A dust skeleton gains the following special attacks.\r

Aura of Dust (Ex):<\/i> A dust skeleton constantly emits a cloud of irritating dust, which spreads out to a distance equal to twice its Space (for example, a Small or Medium dust skeleton has a 10-foot-radius aura of dust). All living creatures which enter this cloud of dust must make a Fortitude save or be dazzled for 1d2 rounds. The save DC is Strength-based.\r

Death Throes (Ex):<\/i> If a dust skeleton is slain its body explodes into a burst of toxic dust, 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 dust skeleton). Creatures within the area must make a Fortitude save or be nauseated for 2d6 rounds. Creatures that succeed on their saves are instead sickened for 1 round. The save DC is Strength-based and includes a +2 racial bonus.\r

Special Qualities:<\/b> Dust skeletons do not have damage reduction. A dust skeleton also gains the following special quality.\r

Trail of Dust (Ex):<\/i> A dust skeleton leaves a trail of dust wherever it goes. Any creature attempting to track a dust skeleton by sight receives a +12 circumstance bonus on their Survival checks to track the skeleton. This dust trail is a strong irritant, so creatures attempting to track its trail by scent are affected as if they were exposed to the skeleton's aura of dust (see above).\r

CR Adjustment:<\/b> A dust skeleton is treated as one step higher on the skeleton CR chart.
Challenge Rating: <\/strong>Varies

Sample Skeleton, Dust<\/h2> Dust 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: 13 (+1 Dex, +2 heavy steel shield), touch 11, flat-footed 12\r
Base Attack\/Grapple +0\/+1 \r
Attack: Scimitar +1 melee (1d6+1\/18\u00c2\u009620) or claw +1 melee (1d2+1) \r
Full Attack: Scimitar +1 melee (1d6+1\/18\u00c2\u009620) or 2 claws +1 melee (1d2+1) \r
Space\/Reach: 5 ft.\/5 ft. \r
Special Attacks: Aura of dust, death throes\r
Special Qualities: Darkvision 60 ft., immunity to cold, trail of dust, undead traits \r
Saves: Fort +0, Ref +1, Will +2 \r
Abilities: Str 13, Dex 13, Con \u00c2\u0097, Int \u00c2\u0097, Wis 10, Cha 1\r
Skills: \u00c2\u0097\r
Feats: Improved Initiative (B)\r
Environment: Temperate plains \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

Aura of Dust (Ex): A dust skeleton constantly emits a cloud of irritating dustin a 10-foot-radius. All living creatures which enter this cloud of dust must make a DC 11 Fortitude save or be dazzled for 1d2 rounds. The save DC is Strength-based.\r

Death Throes (Ex): If a dust skeleton is slain its body explodes into a burst of toxic dust, affecting all living creatures within a 10-foot-radius burst. Creatures within the area must make a DC 13 Fortitude save or be nauseated for 2d6 rounds. Creatures that succeed on their saves are instead sickened for 1 round. The save DC is Strength-based and includes a +2 racial bonus.\r

Trail of Dust (Ex): A dust skeleton leaves a trail of dust wherever it goes. Any creature attempting to track a dust skeleton by sight receives a +12 circumstance bonus on their Survival checks to track the skeleton. This dust trail is a strong irritant, so creatures attempting to track its trail by scent are affected as if they were exposed to the skeleton's aura of dust (see above).\r

Dust Skeleton Light Horse<\/b>\r
Large Undead\r
Hit Dice: 3d12 (19 hp)\r
Initiative: +6\r
Speed: 60 ft. (12 squares)\r
Armor Class: 11 (\u00c2\u00961 size, +2 Dex), touch 12, flat-footed 9\r
Base Attack\/Grapple: +1\/+7\r
Attack: Hoof \u00c2\u00962 melee (1d3+1*)\r
Full Attack: 2 hooves \u00c2\u00962 melee (1d3+1*)\r
Space\/Reach: 10 ft.\/5 ft.\r
Special Attacks: \u00c2\u0097\r
Special Qualities: Darkvision 60 ft., immunity to cold, trail of dust, undead traits \r
Saves: Fort +1, Ref +3, Will +3\r
Abilities: Str 14, Dex 15, Con \u00c2\u0097, Int \u00c2\u0097, Wis 10, Cha 1\r
Skills: \u00c2\u0097\r
Feats: Improved Initiative (B)\r
Environment: Temperate plains\r
Organization: Any\r
Challenge Rating: 2 \r
Treasure: None \r
Alignment: Always neutral evil \r
Advancement: \u00c2\u0097\r
Level Adjustment: \u00c2\u0097\r

Aura of Dust (Ex): A dust skeleton constantly emits a cloud of irritating dustin a 20-foot-radius. All living creatures which enter this cloud of dust must make a DC 13 Fortitude save or be dazzled for 1d2 rounds. The save DC is Strength-based.\r

Death Throes (Ex): If a dust skeleton is slain its body explodes into a burst of toxic dust, affecting all living creatures within a 20-foot-radius burst. Creatures within the area must make a DC 15 Fortitude save or be nauseated for 2d6 rounds. Creatures that succeed on their saves are instead sickened for 1 round. The save DC is Strength-based and includes a +2 racial bonus.\r

Trail of Dust (Ex): A dust skeleton leaves a trail of dust wherever it goes. Any creature attempting to track a dust skeleton by sight receives a +12 circumstance bonus on their Survival checks to track the skeleton. This dust trail is a strong irritant, so creatures attempting to track its trail by scent are affected as if they were exposed to the skeleton's aura of dust (see above).
\u00a0
Dragon Magazine #234<\/em>
<\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Any","environment":"Any"},{"name":"Skeleton, Spike","type":"Undead","ch":2,"challenge_rating":" 2 \u00a0","id":6501,"reference":"Usergen","full_text":"

Skeleton, Spike <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 3d12\u00a0(19 hp)<\/td> <\/tr>
Initiative: <\/strong> +5<\/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>+2\/+3<\/td> <\/tr>
Attack: <\/strong>Claw +2 melee (1d4+1) or spikes +2 melee (1d6+1 plus bleeding wounds and bonespray)\r
<\/td> <\/tr>
Full Attack: <\/strong>2 claws +2 melee (1d4+1) or spikes +2 melee (1d6+1 plus bleeding wounds and bonespray)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Bleeding wounds, bonespray, burning blood, spikes\r
<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 5\/bludgeoning, darkvision 60 ft., immunity to cold, undead traits<\/td> <\/tr>
Saves: <\/strong>Fort +1, Ref +2, Will +3 <\/td> <\/tr>
Abilities: <\/strong>Str 13, Dex 13, Con \u00c2\u0097, Int \u00c2\u0097, Wis 10, Cha 11 <\/td> <\/tr>
Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
Feats: <\/strong>Improved Initiative (B)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any<\/td> <\/tr>
Organization: <\/strong>Solitary or band (2-20)<\/td> <\/tr>
Challenge Rating: <\/strong>2<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
Advancement: <\/strong>None<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This walking skeleton bristles with three-inch bony spikes.<\/i>\r

Spike skeletons are more resilient, deadlier skeletons. They are often used to demoralize enemy troops with their horrific and agonizing special abilities.\r

Spike skeletons can be created with a create undead<\/i> spell cast by a 12th-level spellcaster. \r

COMBAT\r

Spike skeletons fight much like standard skeletons, except they never wield manufactured weapons.\r

Bleeding Wounds (Ex):<\/b> A wound from a spike skeleton's bonespray or spikes attack continues to bleed after the injury was inflicted. Each wound bleeds for 1 point of damage per round thereafter. Multiple wounds result in cumulative bleeding loss (two wounds deal 2 points of damage per round, and so on). The bleeding can be stopped only by a successful DC 15 Heal check or the application of any cure<\/i> spell or other healing spell (heal, mass heal<\/i>, and so on).\r

Bonespray (Ex):<\/b> A spike skeleton emits a spray of razor-sharp bone shards whenever it hits an opponent with a spike attack. It also emits a bonespray whenever the skeleton takes more than 2 points of damage. Each bonespray deals 3d4 points of piercing damage and causes bleeding wounds (see above) to all creatures within a 5-foot burst centered on the skeleton. A successful DC 13 Reflex save halves this damage. Every time a spike skeleton emits a bonespray attack it takes 1d3 points of damage. The save DC is Charisma-based and includes a +2 racial bonus.\r

Burning Blood (Su):<\/b> Once per day, a spike skeleton can add a spray of burning blood when making a bonespray special attack. The burning blood affects all opponents within the area affected by the bonespray, a 5-foot burst centered on the skeleton. Any opponent within this area that has bleeding wounds from a spike skeleton's bonespray or spike melee attacks must make a DC 11 Reflex save or the wounds burst into flames, dealing 3d4 points of fire damage per round over the next three rounds. Victims can make an additional DC 11 Reflex save after each round of fire damage to extinguish the flames and stop any further damage from that instance of burning blood. Creature without blood or a blood-like fluid such as ichor are unaffected by the burning blood. The save DCs are Charisma-based.\r

Spikes (Ex):<\/b> A spike skeleton is covered in bony protrusions that allow the skeleton to make grapple and melee attacks as if it is wearing armour spikes. A hit with a spike attack triggers the spike skeleton's bonespray special attack.<\/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"},{"name":"Skelter","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6502,"reference":"Usergen","full_text":"

Skelter (Template)<\/h1>
The leathery skin of this emaciated humanoid is drawn tight over its bones. Its eyes burn with intense pinpoints of light.<\/i>\r

A skelter is a special undead that arises only from a creature that possesses a bloodline.\r

When slain, a skelter moulders into a pile of flesh and bone.\r

Skelters speak any languages they knew in life in a raspy, spiteful voice.

Creating a Skelter<\/h2> \"Skelter\" is a template that can be added to any humanoid or monstrous humanoid creature that possesses a bloodline (referred to hereafter as the \"base creature\").\r

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

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

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

Full Attack:<\/b> A skelter 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 skelter without natural weapons has a touch attack that uses negative energy to deal 1d8 points of damage to living creatures; a Will save (DC 10 + 1\/2 skelter's HD + skelter's Cha modifier) halves the damage. A skelter with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8 points of extra damage on one natural weapon attack.
Hit Dice: <\/strong>Increase all current and future Hit Dice to d12s.
AC:<\/strong> A skelter has a +3 natural armor bonus or the base creature\u00c2\u0092s natural armor bonus, whichever is better.
Special Attacks: <\/strong>A skelter retains all the base creature\u00c2\u0092s special attacks and gains those described below. Save DCs are equal to 10 + 1\/2 skelter's HD + skelter's Cha modifier unless otherwise noted.\r

Command Undead (Su):<\/i> A skelter can rebuke or command undead as a cleric of a level equal to the skelter's Hit Dice.\r

Create Spawn (Su):<\/i> Any humanoid or monstrous humanoid slain by a skelter's energy drain attack becomes a zombire in 1d4 rounds. Zombire spawn are under the command of the spectre that created them and remain enslaved until its death. Creatures possessing a bloodline slain by a skelter instead become free-willed skelters.\r

Energy Drain (Su):<\/i> Living creatures hit by a skelter's touch attack gain one negative level. For each such negative level bestowed, the skelter gains 5 temporary hit points.\r

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

Damage Reduction (Su):<\/i> A skelter's undead body is tough, giving the creature damage reduction 10\/silver or magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.\r

Immunities (Ex):<\/i> Skelters have immunity to cold and mind-affecting attacks.\r

Turn Resistance (Ex):<\/i> A skelter has +2 turn resistance.\r

Unholy Toughness (Ex):<\/i> A skelter gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.\r

Abilities: <\/strong>Adjust from the base creature as follows: Str +2, Dex +2, Int +4, Cha +4. As undead creatures, skelters have no Constitution score.\r
Alignment: <\/strong>Usually chaotic evil
Advancement: <\/strong>By character class.
Challenge Rating: <\/strong>+2
Level Adjustment: <\/strong>Same as the base creature +4.

Sample Skelter<\/h2> Skelter, 5th-Level Human Fighter\/1st-Level Demon Bloodline (major)<\/b>\r
Medium Undead (Augmented Humanoid)\r
Hit Dice: 5d12+20 (52 hp)\r
Initiative: +2\r
Speed: 30 ft. (6 squares)\r
AC: 18 (+2 Dex, +3 natural, +3 +1 leather armor), touch 12, flat-footed 16\r
Base Attack\/Grapple: +5\/+8\r
Attack: Touch +7 melee (1d8+4 plus energy drain) or +1 ranseur +10 melee (2d4+9\/x3)\r
Full Attack: Touch +7 melee (1d8+4 plus energy drain) or +1 ranseur +10 melee (2d4+9\/x3)\r
Space\/Reach: 5 ft.\/5 ft. \r
Special Attacks: Command undead, create spawn, energy drain\r
Special Qualities: Damage reduction 10\/silver or magic, darkvision 60 ft., demon affinity, immunity to cold and mind-affecting attacks, resistance to electricity 5, +2 turn resistance, undead traits\r
Saves: Fort +4, Ref +3, Will +0\r
Abilities: Str 19, Dex 15, Con -, Int 14, Wis 8, Cha 18\r
Skills: Climb +12, Jump +12, Move Silently +4, Swim +12\r
Feats: Cleave, Combat Expertise, Combat Reflexes, Improved Disarm, Power Attack (B), Weapon Focus (ranseur), Weapon Specialization (ranseur)\r
Climate\/Terrain: Any\r
Organization: Solitary\r
Challenge Rating: 8\r
Treasure: Standard\r
Alignment: Usually chaotic evil\r
Advancement: By character class\r
Level Adjustment: +4\r

Command Undead (Su): This skelter can rebuke or command undead as a 6th-level cleric.<\/b>\r

Create Spawn (Su):<\/b> Any humanoid or monstrous humanoid slain by a skelter's energy drain attack becomes a zombire in 1d4 rounds. Zombire spawn are under the command of the spectre that created them and remain enslaved until its death. Creatures possessing a bloodline slain by a skelter instead become free-willed skelters.\r

Demon Affinity (Ex):<\/b> Because of its bloodline, this skelter gains a +2 bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with demons. \r

Energy Drain (Su):<\/b> Living creatures hit by a skelter's touch attack gain one negative level. For each such negative level bestowed, the skelter gains 5 temporary hit points. The Fortitude save DC to remove the negative level after 24 hours is 17. The save DC is Charisma-based.\r

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

\u00a0
Dungeon Magazine #59<\/em>
<\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Usually chaotic evil","environment":"Any"},{"name":"Skin Puppet","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6503,"reference":"Usergen","full_text":"

Skin Puppet (Template)<\/h1>
Skin puppets are the servants of the false Keraptis mold wyrm Mossmutter, creatures that succumbed to Mossmutter's spore cough. They now act as Mossmutter's subsumed minds. (See the entry for Mossmutter, the false Keraptis template, and the subsumed mind template for more information.)\r

Upon becoming a skin puppet, the creature's skin tears and gray fungal goo oozes forth from cracks and gaps in the skin. As this goo hardens, it forms crusty patches, giving the skin the appearance of an ill-made garment. Hundreds of fibrous threads cover the skin puppet, preventing it from collapsing into fungal jelly.\r

Upon its death, a skin puppet splits open and its gray, gooey innards spill forth onto the ground. This goo arises as a mold wyrm 8 hours later. Upon Mossmutter's destruction, all skin puppets immediately die as well, becoming ordinary mold wyrms.\r

The transformation to a skin puppet can be reversed with a wish<\/i> or miracle<\/i>.

Creating a Skin Puppet<\/h2> \"Skin puppet\" is an acquired template that can be added to any living creature with an Intelligence score which has been affected by the partial imprint ability of the false Keraptis Mossmutter (henceforth referred to as the base creature).\r

Creatures of more than 20 racial HD cannot become skin puppets. Mossmutter's spores cannot convert such a powerful creature into a skin puppet, and they kill their victim instead.\r

A skin puppet has all the base creature\u00c2\u0092s statistics and special abilities except as noted here.\r

Size and Type:<\/b> The base creature\u00c2\u0092s size is unchanged, and the type changes to plant.\r

Hit Dice:<\/b> Drop any Hit Dice from class levels (to a minimum of 1). Change all Hit Dice to d8.\r

Speed:<\/b> The natural speed and movement forms of the skin puppet are unchanged. \r

Armor Class:<\/b> The natural armor of a skin puppet is unchanged. A skin puppet retains its armor proficiencies.\r

Base Attack:<\/b> A skin puppet has a base attack bonus as normal for a plant of its hit dice (Base attack bonus equal to 3\/4 total Hit Dice, as cleric).\r

Attacks:<\/b> A skin puppet retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature and gains two claw attacks (if it did not already have them). These attacks are subject to a -1 insight penalty.\r

Damage:<\/b> Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the skin puppet's size. (If the base creature already had claw attacks with its hands, use the skin puppet claw damage only if it\u00c2\u0092s better.)\r

Size \/ Damage\r
Diminutive or Fine \/ 1d2\r
Tiny \/ 1d3\r
Small \/ 1d4\r
Medium \/ 1d6\r
Large \/ 1d8\r
Huge \/ 2d6\r
Gargantuan \/ 2d8\r
Colossal \/ 3d6\r

Special Attacks:<\/b> A skin puppet retains the base creature's Ex special attacks except for those gained from class abilities. It loses all Su, Sp, and Ps special attacks. It also gains the following special attacks.\r

Claw Spores:<\/i> Creatures damaged by a skin puppet's claw attack must make a Fortitude save or spend that round choking and coughing (they can take no actions, though they defend themselves normally). A character who chokes for 2 or more consecutive rounds takes 1d6 points of nonlethal damage each round. The save DC is Constitution-based.\r

Instrument of Hierarchical Mind (Su):<\/i> A skin puppet can act with the will of Mossmutter's hierarchical mind. If Mossmutter directs the skin puppet, the skin puppet may take actions as a normal creature. In addition, if Mossmutter chooses, it may channel spell-like abilities through its skin puppets. This functions as if the skin puppet had used one of Mossmutter's spell-like abilities, using Mossmutter's statistics. Each skin puppet may channel only one spell-like ability per round.\r

Special Qualities:<\/b> A skin puppet retains the base creature's Ex special qualities except for those gained from class abilities. It loses all Su, Sp, and Ps special attacks. It also gains the following special qualities.\r

Hierarchical Mind Awareness (Su):<\/i> All skin puppets and Mossmutter share the awareness of the Hierarchical Mind. A skin puppet cannot be flanked unless all skin puppets within line of sight are flanked.\r

Single Actions Only (Ex):<\/i> Skin puppets have little will of their own and can perform only a single move action or attack action each round, except when they are directed by the hierarchical mind (see Instrument of Hierarchical Mind above).\r

Saves:<\/b> A skin puppet has base save bonuses appropriate for a plant of its hit dice (good Fortitude saves, poor Will and Reflex saves).\r

Abilities:<\/b> The base creature's ability scores change as follows: Dex -2, Con +2, Int -.\r

Skills:<\/b> As a mindless creature, a skin puppet has no skills.\r

Feats:<\/b> A skin puppet keeps the feats of the base creature but may only use those for which it still meets the prerequisites.\r

Environment:<\/b> Any.\r
Organization:<\/b> Solitary, ganglion (2-6), or hierarchical mind (3-40 skin puppets plus possibly Mossmutter)\r
Challenge Rating:<\/b> Depends on hit dice, as follows:\r

HD \/ CR\r
1\/2 = 1\/6\r
1 = 1\/3\r
2\u00c2\u00963 = 1\r
4\u00c2\u00965 = 2\r
6\u00c2\u00967 = 3\r
8\u00c2\u00969 = 4\r
10\u00c2\u009611 = 5\r
12\u00c2\u009614 = 6\r
15\u00c2\u009617 = 7\r
18\u00c2\u009620 = 8\r

Treasure:<\/b> None.\r
Alignment:<\/b> Always chaotic evil.\r
Advancement:<\/b> Same as the base creature.\r
Level Adjustment:<\/b> \u00c2\u0097.
Challenge Rating: <\/strong>Varies

Sample Skin Puppet<\/h2> Skin Puppet Gnome Warrior 1<\/b>\r
Small Plant\r
Hit Dice: 1d8+3 (7 hp)\r
Initiative: -1\r
Speed: 20 ft. (4 squares)\r
Armor Class: 15 (+1 size, -1 Dex, +4 chain shirt, +1 light shield), touch 10, flat-footed 15\r
Base Attack\/Grapple: +0\/\u00c2\u00964\r
Attack: Longsword +0 melee (1d6\/19\u00c2\u009620) or claw +0 melee (1d4 plus claw spores) or light crossbow -1 ranged (1d6\/19\u00c2\u009620)\r
Full Attack: Longsword +0 melee (1d6\/19\u00c2\u009620) and claw -5 melee (1d4 plus claw spores) or 2 claws +0 melee (1d4 plus claw spores) or light crossbow -1 ranged (1d6\/19\u00c2\u009620)\r
Space\/Reach: 5 ft.\/5 ft.\r
Special Attacks: Instrument of hierarchical mind\r
Special Qualities: Gnome traits (except Sp abilities), hierarchical mind awareness, single actions only\r
Saves: Fort +5, Ref -1, Will \u00c2\u00961\r
Abilities: Str 11, Dex 9, Con 16, Int \u00c2\u0097, Wis 9, Cha 8\r
Skills: \u00c2\u0097\r
Feats: Weapon Focus (light crossbow)\r
Environment: Any.\r
Organization: Solitary, ganglion (2-6), or hierarchical mind (3-40 skin puppets plus possibly Mossmutter).\r
Challenge Rating: 1\/3\r
Treasure: None.\r
Alignment: Chaotic evil.\r
Advancement: \u00c2\u0097\r
Level Adjustment: \u00c2\u0097
\u00a0
Return to White Plume Mountain<\/em>
<\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Always chaotic evil.\r","environment":" Any.\r"},{"name":"Skleros","type":"Undead","ch":1,"challenge_rating":" 1 \u00a0","id":6504,"reference":"Usergen","full_text":"

Skleros <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 2d12\u00a0(13 hp)<\/td> <\/tr>
Initiative: <\/strong> +6<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 16 (+2 Dex, +2 natural, +2 heavy wooden shield), touch 12, flat-footed 14<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+2\/+5<\/td> <\/tr>
Attack: <\/strong>Longsword +6 melee (1d8+3\/19-20) or claw +5 melee (1d4+3) or javelin +4 ranged (1d6+3)\r
<\/td> <\/tr>
Full Attack: <\/strong>Longsword +6 melee (1d8+3\/19-20) or 2 claws +5 melee (1d4+3) or javelin +4 ranged (1d6+3)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Martial training<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 5\/bludgeoning, darkvision 60 ft., immunity to cold, undead traits\r
<\/td> <\/tr>
Saves: <\/strong>Fort +0, Ref +2, Will +4 <\/td> <\/tr>
Abilities: <\/strong>Str 17, Dex 15, Con \u00c2\u0097, Int \u00c2\u0097, Wis 12, Cha 8 <\/td> <\/tr>
Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
Feats: <\/strong>Improved Initiative (B), Power Attack, Quick Draw, Weapon Focus (longsword)\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any<\/td> <\/tr>
Organization: <\/strong>Solitary or troop (3-24)<\/td> <\/tr>
Challenge Rating: <\/strong>1<\/td> <\/tr>
Treasure: <\/strong>Combat gear only<\/td> <\/tr>
Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
Advancement: <\/strong>3-6 HD (Medium), 7-12 HD (Large), 13-20 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This skeletal humanoid carries a longsword and shield, and seems to know how to use them.<\/i>\r

Skleros are specialized skeletons animated from the remains of trained fighters. Although mindless, they retain some of their martial training, making them more formidable than a typical skeleton.\r

Large skleros are often created from ogres and hill giant remains.\r

Skleros stand 5 to 6 feet tall and weigh 50 pounds.\r

COMBAT\r

Skleros fight much like living fighters, wielding their weapons with great skill. As mindless undead, skleros are unable to comprehend strategy, and only use tactics if a master instructs them to do so.\r

Martial Training (Ex):<\/b> Skleros were talented fighters in life, and retain the martial training they once possessed. Skleros 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. Despite being mindless, a skleros gains feats as if it had an Intelligence score, and gains bonus feats as a fighter of a level equal to its Hit Dice. They are proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1988 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #138<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":"Any"},{"name":"Skorpio","type":"Monstrous Humanoid","ch":3,"challenge_rating":" 3 \u00a0","id":6505,"reference":"Usergen","full_text":"

Skorpio <\/h1><\/td> <\/tr>


<\/td> <\/tr>

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

Hit Dice: <\/strong> 3d8+3\u00a0(16 hp)<\/td> <\/tr>
Initiative: <\/strong> +4<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 20 (+4 Dex, +6 natural), touch 14, flat-footed 16<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+3\/+4<\/td> <\/tr>
Attack: <\/strong>Falchion +4 melee (2d4+1\/18-20) or tail +7 melee (1d6+1 plus poison) or javelin +7 ranged (1d6+1)\r
<\/td> <\/tr>
Full Attack: <\/strong>Falchion +4 melee (2d4+1\/18-20) and tail +2 melee (1d6 plus poison) or javelin +7 ranged (1d6+1)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Poison<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft.<\/td> <\/tr>
Saves: <\/strong>Fort +2, Ref +7, Will +4 <\/td> <\/tr>
Abilities: <\/strong>Str 13, Dex 18, Con 13, Int 5, Wis 12, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Climb +5, Hide +8, Spot +5, Survival +7<\/td> <\/tr>
Feats: <\/strong>Endurance, Weapon Finesse<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Warm deserts<\/td> <\/tr>
Organization: <\/strong>Solitary or tribe (2-8 plus 1-12 females and 3-6 noncombatant young)<\/td> <\/tr>
Challenge Rating: <\/strong>3<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
Advancement: <\/strong>By character class (favored class: barbarian)<\/td> <\/tr>
Level Adjustment: <\/strong>+3<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This man-sized, bipedal scorpion wields a large curved sword in its humanoid hands. Its snapping tail ends in a wicked stinger.<\/i>\r

Skorpio are a race of sentient, bipedal scorpions that terrorize the deserts. Originally the result of magical experimentation, they have long bred true.\r

Skorpio form small clans, living in underground burrows or within the crevasses of rock formations. A typical tribe consists of 2-8 males, 1-12 females, 3-6 young, and 1-4 eggs. Females are even more vicious than males, and fly into a frenzy when their young or eggs are threatened. Females carry young on their backs, making them difficult to target while the mothers are in a berserk fury.\r

The carnivorous skorpio feed on any living creatures they can catch. They prefer the slaughter of humanoids, as they have an affinity for weapons and other gear.\r

A skorpio is 5 to 6 feet tall and weighs 100 to 200 pounds. Exoskeleton coloration ranges from tan to dark brown.\r

Skorpio speak Common with a gutteral, chirping accent.\r

COMBAT\r

Skorpio wade gleefully and carelessly into battle, utilizing weapons claimed from their previous kills and lashing out with their venomous tail stingers. Skorpio tend to favor falchions, spears, and javelins.\r

Skorpio are proficient with all simple weapons and all melee martial weapons.\r

Poison (Ex):<\/b> Injury, Fortitude DC 12, initial damage 1 Con, secondary damage 1d3 Con. The save DC is Constitution-based.\r

Skills:<\/b> A skorpio has a +4 racial bonus on Climb, Hide, and Spot checks.\r

Skorpio as Player Characters<\/b>\r

  • Strength +2, Dexterity +8, Constitution +2, Intelligence -6, Wisdom +2. \r
    <\/li>
  • Size Medium. \r
    <\/li>
  • A skorpio's base land speed is 30 feet. \r
    <\/li>
  • Darkvision 60 ft. \r
    <\/li>
  • Racial Hit Dice: A skorpio begins with three levels of Monstrous Humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, and Will +3. \r
    <\/li>
  • Racial Skills: A skorpio's Monstrous Humanoid levels give it skill points equal to 6 \u00c3\u0097 (2 + Int modifier). Its class skills are Climb, Hide, Spot and Survival. \r
    <\/li>
  • Racial Skill Bonuses: A skorpio has a +4 racial bonus on Climb, Hide, and Spot checks. \r
    <\/li>
  • Racial Feats: A skorpio's Monstrous Humanoid levels give it two feats. \r
    <\/li>
  • Proficiency in simple weapons and all melee martial weapons. \r
    <\/li>
  • +6 natural armour bonus. \r
    <\/li>
  • Natural Attacks: Stinger 1d6.\r
    <\/li>
  • Special Attacks: Poison (see above).\r
    <\/li>
  • Automatic Languages: Common. Bonus Languages: Goblin, Giant, Gnoll and Orc. Skorpio speak with a gutteral, chirping accent. \r
    <\/li>
  • Favored Class: Barbarian. \r
    <\/li>
  • Level Adjustment: +3. \r
    <\/li><\/list><\/td> <\/tr>
  • \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in Polyhedron #53<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually neutral evil","environment":"Warm deserts"},{"name":"Skotos","type":"Undead","ch":4,"challenge_rating":" 4 \u00a0","id":6506,"reference":"Usergen","full_text":"

    Skotos <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d12\u00a0(32 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+3 Dex, +3 natural), touch 13, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+5<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (1d10+4 plus blood feast)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (1d10+4 plus blood feast)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Blood feast<\/td> <\/tr>
    Special Qualities: <\/strong>Qualities: Darkvision 60 ft., scent, shadow blend, +2 turn resistance, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +6, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 17, Con \u00c2\u0097, Int 10, Wis 12, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Climb +9, Hide +9*, Jump +9, Listen +3, Move Silently +9, Search +6, Spot +9<\/td> <\/tr>
    Feats: <\/strong>Lightning Reflexes, Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any evil-aligned plane<\/td> <\/tr>
    Organization: <\/strong>Solitary, roving band (2-10), or hunting pack (3-30)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always evil<\/td> <\/tr>
    Advancement: <\/strong>6-15 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a human, although it is unusually pale and shadowy.<\/i>\r

    Skotos are spirits that have broken free of the netherworld and now roam the world of the living as undead. Skotos are drawn to fresh blood, upon which they gain strength and sustenance. They feed upon the blood of any living creature, but prefer sentient prey. Skotos happening upon the aftermath of a bloody conflict enter a blood frenzy, making no attempt at concealment and attacking any living creature in sight. \r

    Skotos usually roam in bands composed of former members of similar races and alignments. They generally inhabit places that remind them of the Lower Planes, such as subterranean caverns, dark tunnels, and wilderness wastelands. Skotos are detest sunlight, although it causes them no harm, and are usually nocturnal in their predations aboveground as a result. \r

    Skotos stand 5 to 6 feet tall and weigh 75 pounds.\r

    Skotos speak Common and either Abyssal or Infernal (depending upon home plane).\r

    COMBAT\r

    Skotos employ pack tactics, attacking en masse to overwhelm living prey.\r

    Blood Feast (Su):<\/b> A skotos absorbs blood from its attacks. On each successful attack, the skotos gains temporary hit points equal to the damage dealt. These temporary hit points last for one hour.\r

    Shadow Blend (Su):<\/b> In any condition of illumination other than full daylight, a skotos 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 spell<\/i>, however, will.\r

    Skills:<\/b> Skotos have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A skotos gains a +4 racial bonus on Hide checks in areas of shadowy illumination. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #162<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always evil","environment":"Any evil-aligned plane"},{"name":"Skriaxit","type":"Elemental","ch":14,"challenge_rating":" 14 \u00a0","id":6507,"reference":"Usergen","full_text":"

    SKRIAXIT

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

    Large Elemental (Air, Earth)<\/span><\/b><\/p> <\/td> <\/tr>

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

    Initiative: <\/span><\/b>+11 (Dex<\/span>, Improved Initiative)<\/span><\/p> <\/td> <\/tr>

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

    AC:<\/span><\/b> 21 (-1 size, +7 Dex<\/span>, +15 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 2 slams +18 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Slam 2d10+8<\/span><\/p> <\/td> <\/tr>

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

    Special Attacks: <\/span><\/b>Sandstorm, dispel magic<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Elemental, damage reduction 15\/+2, SR 21, accelerate, immunities, air mastery<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +9, Ref +17, Will +9<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str<\/span> 19, Dex<\/span> 25, Con 18, Int<\/span> 16, <\/span>Wis<\/span><\/span><\/place><\/state> 18, Cha 17<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Climb +11, Intimidate +15, Listen +13, Move Silently +20, Search +15, Spot +13<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Power Attack, Weapon Finesse (slam)<\/span><\/p> <\/td> <\/tr>

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

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

    Organization:<\/span><\/b> Pack (3-18 plus Great Skriax<\/span>)
    Activity Cycle:<\/b> Any
    Challenge Rating:<\/b> 14<\/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> 17-32 HD (Large); 33-48 HD (Huge)<\/span><\/p> <\/td> <\/tr>

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

    Skriaxits<\/span><\/span> are large air elementals that have merged their forms with earth to become living sandstorms. Ancient gods summoned these desert-dwelling elementals, also called blackstorms<\/span>, as spirits of retribution ages ago. These intelligent, evil elementals live only to cause destruction and terror, and fear nothing themselves.<\/span><\/p> <\/td> <\/tr>

    Skriaxits<\/span><\/span> spend most of their time in their dormant form, a scattered pile of black dust mixed with desert sand. In this form, they cannot be affected by any being or force, and will only awaken when they hunger. When they become active, they take this dust and sand of the earth and whirl it into a 10 foot tall cone of wind. As a pack, they generate the terror that they feed off of, with their flesh-rending sandstorm. This attack is single-handedly responsible for filling the deserts with the undead known as desert wraiths. When these sadistic creatures have had their fill of tormenting humanoids and causing catastrophe, they fall back into a slumber that lasts for centuries.<\/span><\/p> <\/td> <\/tr>

    Skriaxits<\/span><\/span> speak Auran<\/span> in a howling, shrieking manner that unnerves most people who hear it.<\/span><\/p> <\/td> <\/tr>

    COMBAT<\/span>

    <\/p><\/h2> <\/td> <\/tr>

    Skriaxits<\/span> delight in death and destruction, and attack all most creatures they encounter. The Great Skriax<\/span>, a skriaxit<\/span> of at least 24 HD, considered the most evil member of the pack, leads each skriaxit<\/span> pack. Skriaxits<\/span> move by generating a vortex of wind to propel them at high speeds, which can increase by the number of elementals present. Skriaxits<\/span> stay in a tight formation to keep their group strength up.<\/p> <\/td> <\/tr>

    Sandstorm (Ex):<\/span><\/b> The movement of a skriaxit<\/span> pack causes a powerful sandstorm in a 200-foot radius around the pack. Creatures caught in the sandstorm take 1 point of damage per skriaxit<\/span> per round spent in the storm.<\/span><\/p> <\/td> <\/tr>

    Dispel Magic (Sp):<\/span><\/b> Within the pack\u0092s sandstorm, all skriaxits<\/span> are protected as by dispel magic<\/i> cast by a 16th-level sorcerer. This ability only functions inside the sandstorm.<\/span><\/p> <\/td> <\/tr>

    Accelerate (Ex):<\/b> Skriaxits<\/span> can work together to produce higher velocity winds to propel themselves faster, according to how many elementals are in a given pack. If there are six skriaxits<\/span> or less, they move at the given speed of 30 feet. If there are 7-12 skriaxits<\/span>, the group\u0092s speed increases to 40 feet. If thirteen or more skriaxits<\/span> are present in a pack, their speed jumps to 60 feet.<\/p> <\/td> <\/tr>

    Immunities (Ex):<\/span><\/b> Skriaxits<\/span> are immune to slow<\/i> spells, acid, fire, and electricity.<\/span><\/p> <\/td> <\/tr>

    Air Mastery (Ex):<\/span><\/b> Airborne creatures suffer a \u00961 penalty to attack and damage rolls against a skriaxit<\/span>.<\/span><\/p> <\/td> <\/tr>

    Elemental:<\/span><\/b> Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.<\/span><\/p> <\/td> <\/tr>

    The skriaxit<\/span> first appeared in FR10 Old Empires (1990, Scott Bennie), and later appeared as a composite elemental in the Monstrous Manual (1993).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/p><\/div>","family":"Elemental","alignment":"Any","environment":"m desert"},{"name":"Skulk","type":"Humanoid","ch":1,"challenge_rating":" 01 \u00a0","id":6508,"reference":"Usergen","full_text":"

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

    Medium-Size Humanoid (Skulk)<\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/b> 2d8+1 (10 hp)<\/p> <\/td> <\/tr>

    Initiative: <\/b>+6 (+2 Dex, +4 Improved Initiative)<\/p> <\/td> <\/tr>

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

    AC:<\/b> 13 (+2 Dex, +1 natural)<\/p> <\/td> <\/tr>

    Attacks:<\/b> Short sword +1 melee<\/p> <\/td> <\/tr>

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

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

    Special Attacks: <\/b>Sneak attack<\/p> <\/td> <\/tr>

    Special Qualities:<\/b> Chameleon, untrackable<\/p> <\/td> <\/tr>

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

    Abilities:<\/b> Str 10, Dex 14, Con 12, Int 10, Wis 12, Cha 6<\/p> <\/td> <\/tr>

    Skills: <\/b>Hide +8, Listen +2, Move Silently +12, Spot +2<\/p> <\/td> <\/tr>

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

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

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

    Organization:<\/b> Solitary or band (3-8)
    Challenge Rating:<\/b> 1<\/p> <\/td> <\/tr>

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

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

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

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

    Skulks are an extremely cowardly, evil race of humanoids with the chameleon-like ability to blend in with any background. They survive on the edges of civilization by theft and murder. <\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skulks stand five to six feet tall and are completely devoid of hair. They are elf-like in stature, with graceful limbs, soft facial features, and pink or blue eyes. A skulk\u0092s skin is smooth but leathery tough. Its natural color is light gray, but skulks can change skin color instantly, either to flesh tone or, more commonly, to match the surrounding environment. <\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skulks speak Common. <\/p> <\/td> <\/tr>

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

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

    Skulks are cowardly fighters who run away at first wounding or if the odds are less than two to one in their favor\u0097whichever comes first. They move quickly and quietly, freezing into immobility at any sign of danger and blending into the background. Skulks never engage in direct combat unless trapped. Their favorite attack is backstabbing<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Sneak Attack (Ex):<\/span><\/b>\u00a0 Skulks can sneak attack an unaware opponent as a rogue. Any time an opponent would be denied his Dexterity bonus to AC, or when the skulk flanks its victim, the skulk deals an additional 1d6 points of damage per attack.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Chameleon (Ex):<\/span><\/b> Immobile skulks gain a +15 circumstance bonus to their Hide skill as they alter their skin color to match that of their surroundings. A skulk does not gain this bonus if a creature is viewing it when it changes colors.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Untrackable (Ex): <\/span><\/b>Skulks can pass through forest and subterranean settings almost without a trace (double the DC for any tracking attempt).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/span><\/b> Skulks receive a +8 racial bonus to Move Silently checks and a +4 racial bonus to Hide checks.<\/span><\/p> <\/td> <\/tr>

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

    SKULK CHARACTERS<\/span><\/h2> <\/td> <\/tr>

    The favored class of a skulk is rogue. Skulks that are born leaders are usually rogues. Skulks rarely become anything but rogues, with the combative classes (e.g. fighters, paladins, rangers, monks, and barbarians) being almost never seen; they are far too cowardly to ever actively pursue these classes.<\/span><\/p> <\/td> <\/tr>

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

    SKULK SOCIETY<\/span><\/h2> <\/td> <\/tr>

    Skulks survive by thievery and murder. They live in small bands, moving often, and camping in deep forests or underground lairs. They hide by day, but emerge at night to raid nearby human or humanoid communities. Their favorite tactic is to murder an entire family, then ransack the house at their leisure.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A skulk lair is usually a shallow cave with two or more entrances, located just outside (or sometimes beneath) the town. Skillfully placed branches and leaves cover the entrance. A successful Search check (DC 20) is required to find the entrance to a skulk lair. Inside are a number of sleeping mats. During the day 1d3 skulk children are found here, usually unguarded. There is a 10% chance that one of the children is less than two years of age. In that case a single skulk female will be in the cave. If the cave is discovered, the skulk female will flee, leaving the children to their fate.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skulks often try to disrupt the society they prey upon. A common ploy is to murder a low-level political official (judge, council member, town steward, etc.), then leave behind false clues stolen from a local thieves' guild or arc tribe. Once suspicion is diverted, the skulks can go about their business, murdering and looting with impunity.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Most skulks are panic prone, but very rarely (1%) a leader is born.\u00a0 Skulk leaders are demanding and cruel. They have at least 3 Hit Dice and can speak two additional languages. Skulk leaders are masters of disguise and sometimes pose as half-elves or humans. While in this disguise, skulk leaders mingle freely with the outside world, casing a town before leading an attack on it. Normal skulks will abide by a leader's commands so long as they aren't too daring. Skulk leaders sometimes deal with other creatures, particularly doppelgangers or assassin guilds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skulks eat whatever they find in the pantry of their victims. In hard times, skulks steal livestock, leaving a hole in the fence so it appears the animal escaped accidentally. In addition to food, skulks steal whatever strikes their fancy. Female skulks often take gold, jewelry, and fine cloths. Male skulks are apt to lug furniture back to their camp. Disputes over property are common but infighting is rare. Instead, skulks steal from one another at the first opportunity. All monsters that hunt humans and humanoids hunt skulks, but their camouflage ability makes skulks difficult prey. Skulks are despised by intelligent creatures; any <\/span>skulk captured by civilized community is dealt with in the harshest manner allowable\u0097usually death.<\/span><\/p> <\/td> <\/tr>

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

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

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

    \u00a0<\/span><\/p><\/div>","family":"Humanoid","alignment":" Usually chaotic evil","environment":" Any land"},{"name":"Skullcap Ivy","type":"Plant","ch":"10","challenge_rating":" \u0097 \u00a0","id":6509,"reference":"Usergen","full_text":"

    Skullcap Ivy <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1\/2d8\u00a0(2 hp)<\/td> <\/tr>
    Initiative: <\/strong> -5<\/td> <\/tr>
    Speed:<\/strong> 0 ft. or fly 5 ft. (clumsy)<\/td> <\/tr>
    Armor Class: <\/strong> 10 (+4 size, -5 Dex, +1 natural), touch 9, flat-footed 10<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-17<\/td> <\/tr>
    Attack: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Full Attack: <\/strong>—<\/td> <\/tr>
    Space\/Reach: <\/strong>1 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spores<\/td> <\/tr>
    Special Qualities: <\/strong>Plant traits, symbiosis<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref \u00c2\u0096, Will -4 <\/td> <\/tr>
    Abilities: <\/strong>Str \u00c2\u0096, Dex \u00c2\u0096, Con 11, Int \u00c2\u0096, Wis 2, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any temperate land<\/td> <\/tr>
    Organization: <\/strong>Solitary or patch (3-5)<\/td> <\/tr>
    Challenge Rating: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>1 HD (Tiny); 2 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Add the following to the host's descriptive text:\r

    From atop the creature's head sprouts ivy-like shoots with broad, heart-shaped leaves.<\/i>\r

    Skullcap ivy is a symbiotic plant that makes its home on the scalps of sentient creatures. It begins as a floating, wispy seed pod, borne on the air like dandelion fluff. When a seed pod lands on a humanoid head, it burrows into the scalp and takes root. As the plant matures, it spreads along the scalp, creating a vast network of ivy-like shoots with broad, heart-shaped leaves. It kills off hair follicles in the scalp, so as the host organism starts growing shoots of green ivy from the head, the host simultaneously loses his or her natural hair. In time, the hair is completely replaced with plant growth. If the ivy is later removed, the hair does not grow back.\r

    Skullcap ivy is an opportunistic symbiote, taking advantage of any chance encounter with its favorite environment: the scalp of an intelligent mammal. If the wind does not find it a potential host, the seed pod sinks roots into the soil and becomes a normal, earth-based plant. When the time comes for it to take to seed, however, it casts its pods to the fortunes of the wind, trying once again to find a suitable host.\r

    Skullcap ivy is popular among druids, fey, rangers, and other sylvan humanoids.\r

    COMBAT<\/b>\r
    Skullcap ivy is benign. The biggest threat it produces to unwilling hosts is its annual eruption of spores.\r

    Spores (Ex):<\/b> Once a year, skullcap ivy produces hundreds of thistledown-like seeds. Should one of these seeds land on a suitable host (any warm-blooded sapient creature with hair), the creature must succeed at a DC 10 Fortitude save or the seed takes root and grows into a new skullcap ivy plant in 1d3 weeks. A skullcap ivy infestation can be removed by anything that kills the plant: the simplest method is rubbing the infested areas with strong alcohol before the plant germinates. However, some adventurers intentionally apply skullcap ivy spores and automatically fail their saves. The save DC is Constitution-based.\r

    Symbiosis (Ex):<\/b> Skullcap ivy grows on the head of intelligent mammals, replacing the hair of its host. The host reaps several benefits and a few disadvantages. For one, as long as the skullcap ivy has adequate sunlight and water, the host requires half as much food and water as usual (if kept out of sunlight, as in a dungeon, the ivy nourishes itself from the host's bloodstream and requires only half the food of a Diminutive animal, which is a negligible amount compared to a Medium or Small humanoid's daily intake). Furthermore, the host and ivy provide gasses for each other to breath, so the host can breathe nonmagical poisonous gas indefinitely, and need not start holding its breath for 1 minute in vacuum.\r

    On the other hand, while a skullcap ivy is immune to spells that target plant monsters, the host becomes vulnerable to entangle and similar spells. Specifically, if the ivy or the host is in the area of an entangle spell, the host must succeed on a Fortitude save, or the ivy will grow and start to strangle its host, following the normal rules for suffocation. Also, skullcap ivy produces sweet-smelling blooms during the spring months which attract pollinating insects, including monsters such as giant bees.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #259<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":"Any temperate land"},{"name":"Skunk, Dire","type":"Animal","ch":3,"challenge_rating":" 3 \u00a0","id":6510,"reference":"Usergen","full_text":"

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


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d8+5\u00a0(27 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+1 Dex, +2 natural), touch 11, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+3<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d6)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d6)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Musk<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +5, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 13, Con 12, Int 2, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Hide +3, Listen +5, Move Silently +3, Spot +5\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (musk), Alertness, Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forest and hills<\/td> <\/tr>
    Organization: <\/strong>Solitary or family (2-5)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>6-15 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This man-sized mammal has a black fur with a white stripe.<\/i>\r

    Dire skunks are larger versions of the traditional black-and-white omnivores. Their musk is more potent than their smaller cousins and their flesh is distasteful but not inedible. They are far less timid than their normal-sized cousins, and sometimes boldly walk into travelers' camps to steal food.\r

    A dire skunk is 6 feet long and weighs 500 pounds.\r

    COMBAT\r

    Dire skunks are not aggressive animals but rarely shows fear of other creatures, being confident in the potency of their musk. They usually raise their tail to warn off creatures who press too close, only squirting their musk if the intruder attacks or continues to annoy them. If their musk fails to drive off their opponent, the skunk looks for the quickest escape route. A cornered dire skunk bites its opponents.\r

    Musk (Ex):<\/b> Once per round, and no more than 5 times per day, a dire skunk can release a cloud of stinking musk in a 20-foot burst. A creature within or entering the area must succeed on a DC 19 Fortitude save or be nauseated for 1d4 rounds and then sickened for a further 1d4+4 rounds. One round later a second Fortitude save must be made (whether the first one succeeded or not) or the affected creature is blinded for 1d4 rounds. The save DCs are Constitution-based and include a +4 racial bonus.\r

    A delay poison or neutralize poison spell removes the effect from the sickened creature, but does not remove the blindness. Creatures with immunity to poison are unaffected by the sickened effect but can still be blinded if they fail their save, and creatures resistant to poison receive their normal bonus on both saving throws.\r

    The stench is highly potent, and short of magical means of cleaning, all cloth and such material continue to reek for 1d6 months. The odor is so strong that it doubles all chances for wandering monster encounters and imposes a -12 circumstance penalty on Hide checks attempted while wearing clothing contaminated with a skunk's musk. Flesh, leather goods, metal goods (weapons, armor, and the like) must be washed in a concentrated mixture of vinegar for a period of 1d3 days. Otherwise, the stench clings to them for at least 1 week, imposing the same modifiers to wandering monster encounters and Hide checks.\r

    Note:<\/b> Originally appeared in Monster Manual (1977) as \"Giant Skunk\".<\/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 forest and hills"},{"name":"Skuz","type":"Undead","ch":9,"challenge_rating":" 09 \u00a0","id":6511,"reference":"Usergen","full_text":"
    SKUZ<\/span><\/b><\/pre><\/div>  <\/td> <\/tr>

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

    Hit Dice:<\/span><\/b> 11d12+3 (74 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative:<\/span><\/b> +6 (+2 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 5 ft, swim 40 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 20 (+2 Dex, +8 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 2 slams +12 melee<\/span><\/p> <\/td> <\/tr>

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

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

    Special Attacks:<\/span><\/b> Energy drain, spell-like abilities, create spawn<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Undead, damage reduction 15\/+2, SR 16, alter self, blindsight, resistances, vulnerabilities, turn resistance +2, unnatural aura<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +3, Ref +5, Will +10<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 22, Dex 14, Con \u0097, Int 16, Wis 16, Cha 14<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Concentration +13, Hide +12, Listen +12, Move Silently +12, Search +12, Swim +24<\/span><\/p> <\/td> <\/tr>

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

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

    Climate\/Terrain: <\/span><\/b>Warm and temperate aquatic<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or pack (2-5)
    Challenge Rating:<\/b> 9<\/span><\/p> <\/td> <\/tr>

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

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

    Advancement:<\/span><\/b> 12-22 HD (Medium-size); 23-33 HD (Large)<\/span><\/p> <\/td> <\/tr>

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

    Skuz are ooze-like undead creatures found in stagnant ponds and lakes. Its natural form is that of a slimy green coating on the water, similar to algae. When prey comes near, it rises from the water and appears as an amorphous column of slime.<\/span><\/p> <\/td> <\/tr>

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

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

    A skuz attacks by lashing out with a slimy pseudopod formed from its semi-liquid body. When a humanoid victim is sufficiently weakened in this way, the skuz pulls it into the water and attempts to drown it.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Energy Drain (Su):<\/b> Living creatures hit by a skuz's slam attack receive one negative level. The Fortitude save to remove the negative level has a DC of 17.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Create Spawn (Su):<\/b> Any humanoid drowned by a skuz becomes a skuz in 1d4 rounds. Humanoids who are killed by a skuz, but not drowned, do not become skuz. Spawn are not obligated to remain with their creator, but often do just to increase the hunting capability of the skuz in the area. However, if a pond or lake becomes too crowded, some opt to leave, crawling to another body of water.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-like abilities:<\/b> 2\/day\u0097animate dead, suggestion,<\/i> and transmute rock to mud<\/i>. These abilities are as the spells cast by an 11th-level sorcerer (save DC 12 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Undead:<\/b> Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Alter Self (Su): <\/b>At will, a skuz can alter its form to appear as any humanoid or other form, most often appearing as a human child. It uses this tactic to appear to be drowning in order to lure prey to its death. This ability otherwise duplicates the spell of the same name.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Blindsight (Ex):<\/b> As an ooze-like creature, the skuz has no visual organs, but its whole body acts as a sensory organ, allowing it to perceive its environment to a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Resistances (Ex):<\/b> Skuz are immune to all fire effects. Because of its malleable body, it takes only half damage from edged weapons. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Vulnerabilities (Ex):<\/b> The lower water<\/i> version of the control water<\/i> spell deals 2d10 points of damage to a skuz, and raise dead <\/i>instantly kills it. They do not leave their pond or lake if turned, but they attempt to avoid the offending cleric.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Unnatural Aura (Su):<\/b> Both wild and domesticated animals can sense the unnatural presence of a skuz, even from within a body of water, at a distance of 20 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.<\/span><\/p> <\/td> <\/tr>

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

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

    The Skuz first appeared in MC11, Forgotten Realms Monstrous Compendium Appendix II (1991, David \"Zeb\" Cook) <\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Undead","alignment":"Any","environment":"arm and temperate aquatic"},{"name":"Skuz","type":"Undead","ch":10,"challenge_rating":" 10 \u00a0","id":6512,"reference":"Usergen","full_text":"

    Skuz <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 11d12\u00a0(71 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 5 ft (1 square), swim 40 ft<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+2 Dex, +8 natural), touch 12, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+15<\/td> <\/tr>
    Attack: <\/strong>Slam +12 melee (1d8+6 plus energy drain)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +12 melee (1d8+6 plus energy drain)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Create spawn, energy drain, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Amorphous, blindsight 60 ft, change shape, damage reduction 10\/magic and bludgeoning, fluid form, immunities, immunity to fire, spell resistance 16, turn resistance +2, undead traits, unnatural aura<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +5, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 14, Con ---, Int 16, Wis 16, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Bluff +17, Concentration +13, Diplomacy +4, Disguise +15 (+17 acting), Hide +9, Intimidate +16, Listen +14, Move Silently +10, Search +7, Spot +14, Swim +24<\/td> <\/tr>
    Feats: <\/strong>Alertness, Dodge, Improved Grapple (B), Improved Initiative, Weapon Focus (slam)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm and temperate aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>12-22 HD (Medium); 23-33 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    What at first appeared to be a slimy green coating of algae, rises up from the water as a rough, formless mass of green goo. It is about the size and shape of a human, but truly horrific in appearance.<\/i>\r

    The skuz is a powerful form of undead creature that haunts stagnant ponds and lakes. They prefer to lair near civilizations, where unaware folk are likely to keep coming back to their waters. They dislike cold water, as ice hampers their movement. Unlike many of the powerful undead, skuz are able to operate in both daylight and darkness. Beings who seek to protect the wilderness, such as swanmays, centaurs, and rangers, hunt the skuz mercilessly.\r

    Skuz are primarily solitary, but will work together in larger bodies of water where it is not too crowded. Spawn are not obligated to remain with their creator, but often do so just to increase the hunting capability of the skuzs in the area. However, if a pond or lake becomes too crowded, some opt to leave, crawling to another body of water. Skuz keep the treasure of their kills in a horde at the bottom of their lake, as trophies for the one that has killed the most victims.\r

    Skuz have a highly mutable form, but are usually between 4 to 7 feet tall and weigh 300 pounds.\r

    COMBAT<\/b>\r
    Skuz prefer to lure their victims into the water before attacking, where they have a distinct advantage over land-bound opponents. A skuz will typically shape its mass to appear as a drowning humanoid, most often a human child, using this tactic to lure anything foolish enough to come near its territory to its death. A skuz attacks by lashing out with a slimy pseudopod formed from its slimy, semi-liquid body. When a humanoid victim is sufficiently weakened in this way, the skuz pulls it into the water and attempts to drown it.\r

    Skuz do not leave their pond or lake if turned by a cleric, but they do attempt to avoid him.\r

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

    Create Spawn (Su)<\/b>: Any humanoid drowned by a skuz becomes a skuz in 1d4 rounds. Humanoids who are killed by a skuz, but not drowned, do not become skuz. Spawn do not possess any of the abilities they had in life.\r

    Energy Drain (Su)<\/b>: Living creatures hit by a skuz's slam attack receive one negative level. The DC is 17 for the Fortitude save to remove a negative level. The save DC is Charisma-based.\r

    Spell-like abilities<\/b>: 2\/day \u00c2\u0096 animate dead<\/i>, suggestion<\/i> (DC 15), and transmute rock to mud<\/i>. Caster level 11th. The save DCs are Charisma-based.\r

    Amorphous (Ex)<\/b>: A skuz is not subject to critical hits. It cannot be flanked.\r

    Blindsight (Ex)<\/b>: A skuz\u00c2\u0092 entire body is a primitive sensory organ that can ascertain prey by vibration within 60 feet.\r

    Change Shape (Su)<\/b>: A skuz is able to manipulate its slimy body at will, allowing it to assume the shape of any creature of its size category or smaller. A skuz can remain in one form until it chooses to assume a new one. A change in form cannot be dispelled, but a skuz reverts to its natural form when killed. A true seeing<\/i> spell or ability reveals its natural form.\r

    Fluid Form (Ex)<\/b>: Due to its semi-liquid body, the skuz is vulnerable to effects that would affect a creature with the water subtype.\r

    Immunities<\/b>: Skuz are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.\r

    Unnatural Aura (Su)<\/b>: Animals, whether wild or domesticated, can sense the unnatural presence of a skuz at a distance of 20 feet, even from within a body of water. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.\r

    Skills<\/b>: A skuz has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium MC11 - Forgotten Realms Appendix II (1991, David \u00c2\u0093Zeb\u00c2\u0094 Cook).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always chaotic evil","environment":"Warm and temperate aquatic"},{"name":"Slaad Lord (Chourst)","type":"Outsider","ch":30,"challenge_rating":" 30 \u00a0","id":6513,"reference":"Usergen","full_text":"

    CHOURST - Slaad Lord of Randomness<\/h2> <\/div> <\/td> <\/tr>

    Huge Outsider (Chaotic)
    Hit Dice: <\/span><\/b>56d8+448 (700 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+8 (Dex, Improved Initiative)<\/span><\/p> <\/td> <\/tr>

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

    AC: <\/span><\/b>33 (-2 size, +4 Dex, +21 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks: <\/span><\/b>2 claws +71 melee, bite +66 melee<\/span><\/p> <\/td> <\/tr>

    Damage: <\/span><\/b>Claw 3d8+10 plus corporeal instability, bite 2d12+5 plus corporeal instability<\/span><\/p> <\/td> <\/tr>

    Face\/Reach: <\/span><\/b>10 ft by 5 ft\/15 ft (25 ft with scythe)<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, psionics, corporeal instability, summon slaad<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Fast healing 15, damage reduction 30\/+3, SR 27, chaotic radiation, plane shift, resistances, telepathy<\/span><\/p> <\/td> <\/tr>

    Saves: <\/span><\/b>Fort +37, Ref +36, Will +39<\/span><\/p> <\/td> <\/tr>

    Abilities: <\/span><\/b>Str 30, Dex 18, Con 27, Int 24, Wis 27, Cha 23<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b>\u00a0 Climb +70, Concentration +58, Escape Artist +54, Gather Information +56, Intimidate +56, Intuit Direction +58, Jump +70, Knowledge (arcana) +57, Knowledge (planes) +57, Listen +68, Scry +57, Search +57, Sense Motive +58, Spellcraft +57, Spot +68, Wilderness Lore +58<\/span><\/p> <\/td> <\/tr>

    Feats:<\/span><\/b> Blind Fight, Cleave, Combat Casting, Dodge, Great Cleave, Expertise, Improved Critical (bite), Improved Disarm, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Sunder<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

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

    Challenge Rating: <\/span><\/b>30<\/span><\/p> <\/td> <\/tr>

    Treasure: <\/span><\/b>Double standard<\/span><\/p> <\/td> <\/tr>

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

    Advancement: <\/span><\/b>\u0097<\/span><\/p> <\/td> <\/tr>

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

    Chourst is the epitome of chaos and unpredictability.\u00a0 He lives his life in a whimsical non-sequiter fashion, ripping someone to pieces one moment, then giving him a bouquet of flowers the next.\u00a0 He finds the primordial soup of Limbo soothing, and spends most of his time there, but he will foray into other planes for a change of scene.\u00a0 He is independent and self-centered in the extreme, and cares not for the affairs of other slaadi.\u00a0 Chourst always appears as a gangly, 20 foot tall slaad with dry chalk-white skin.\u00a0 If he has other forms, they are unknown.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 All beings, including other slaad and slaad lords, leave him alone to his own devices.\u00a0 He likes this just fine, and takes advantage of the solitude to indulge himself indiscriminately.\u00a0 He lacks focus and tends to be more destructive than anything else, though destruction is not his goal.\u00a0 He does delight in his ability to disrupt the chaos-shaped terrain of Limbo though, and has made an enemy of the githzerai because of it.\u00a0 He has also made a lifelong enemy of Primus of the modrons, from his one and only visit to Mechanus.<\/span><\/p> <\/td> <\/tr>

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

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

    Chourst is completely chaotic and unpredictable in a fight.\u00a0 Combat usually doesn't hold his attention long enough for him to finish a battle, and he winds up looking for something more interesting to do.\u00a0 He never ignores a dangerous threat, however, and will disable or kill anything he sees as harmful before moving on.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities: <\/b>astral projection, cloudkill, confusion, darkness, detect magic, detect thoughts, fear, flame strike, light, major image, solid fog, and wind walk<\/i>; 3\/day symbol<\/i> (any).\u00a0 These abilities are as the spells cast by a 20th-level sorcerer (save DC 17 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Psionics (Sp): <\/b>At will - astral projection, charm monster, deeper darkness, detect evil, detect law, dimensional anchor, dispel good, levitate,<\/i> and protection from law<\/i>.\u00a0 These abilities are as the spells cast by a 20th-level sorcerer (save DC 17 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Corporeal Instability (Su): <\/b>A successful claw or bite attack from Chourst can cause a terrible transformation.\u00a0 A living creature must succeed at a Fortitude save (DC 24) or become a spongy, amorphous mass.\u00a0 Unless controlled through an act of will, the victim's shape melts, flows, writhes, and boils.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The affected creature is unable to hold or use any item.\u00a0 Clothing, armor, rings, helmets, and backpacks become useless.\u00a0 Large items - armor, backpacks, even shirts - hamper more than help, reducing the character's Dexterity score by 4.\u00a0 Soft or misshaped feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less.\u00a0 Searing pain courses along the nerves, so strong that the creature cannot act coherently.\u00a0 It cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (-4 penalty to hit and a 50% miss chance, regardless of the attack roll).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Each round the creature spends in an amorphous state deals 1 point of permanent Wisdom drain from mental shock.\u00a0 If the creature's Wisdom score falls to 0, it becomes a chaos beast itself.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A creature with a strong sense of self can regain its own shape by taking a standard action to attempt a Charisma check (DC 24).\u00a0 A success reestablishes the creature's normal form for 1 minute.\u00a0 On a failure, the creature can still repeat the check each round until successful.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Corporeal instability is not a disease or a curse and so is hard to remove.\u00a0 A shapechange<\/i> or stoneskin<\/i> spell does not cure the afflicted creature but fixes its form for the duration of the spell.\u00a0 A restoration, heal,<\/i> or greater restoration<\/i> spell removes the affliction (a separate restoration<\/i> is necessary to remove any lost Wisdom).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Any modrons who fail their saving throws against this attack are not subject to corporeal instability.\u00a0 Instead, the modron will become a rogue modron, and its alignment will change to chaotic neutral.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Chaotic Radiation (Su):<\/b> Chourst is the very living embodiment of the chaos of the plane of Limbo, and as such constantly radiates a field of chaotic energy.\u00a0 His very presence dissolves anything in Limbo that is a result of controlling areas of Limbo (see Manual of the Planes, page 93).\u00a0 This ability affects all land within a 30 foot radius of Chourst, dissolving it into its primal form.\u00a0 Additionally, any spells or magic items used within 300 feet of Chourst are always affected by wild magic (MoP, page 14), even when used outside of Limbo.\u00a0 Such magic is still subject to Chourst's spell resistance.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Plane Shift (Sp): <\/b>Chourst can enter any of the Outer planes, the Inner planes, or the Material plane.\u00a0 This ability transports Chourst and up to six other creatures provided they all link hands.\u00a0 It is otherwise similar to the spell of the same name.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Slaad (Sp):<\/b> Three times per day Chourst can automatically summon one gray slaad or two green slaadi.<\/span><\/p> <\/td> <\/tr>

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

    \u00a0\u00a0 Resistances (Ex):<\/b> Chourst has acid, cold, electricity, fire, and sonic resistance 10.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"lways chaotic neutral","environment":"ny land and underground"},{"name":"Slaad Lord (Rennbuu)","type":"Outsider","ch":28,"challenge_rating":" 28 \u00a0","id":6514,"reference":"Usergen","full_text":"

    RENNBUU - Slaad Lord of Colors<\/h1> <\/div> <\/td> <\/tr>

    Large Outsider (Chaotic)
    Hit Dice: <\/span><\/b>52d8+416 (650 hp)<\/span><\/p> <\/td> <\/tr>

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

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

    AC: <\/span><\/b>33 (-1 size, +4 Dex, +18 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks: <\/span><\/b>2 claws +61 melee, bite +56 melee<\/span><\/p> <\/td> <\/tr>

    Damage: <\/span><\/b>Claw 3d6+9, bite 2d10+4<\/span><\/p> <\/td> <\/tr>

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

    Special Attacks: <\/span><\/b>Spell-like abilities, psionics, transmutation, summon slaad<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Fast healing 15, damage reduction 25\/+2, SR 28, change colors, plane shift, resistances, telepathy<\/span><\/p> <\/td> <\/tr>

    Saves: <\/span><\/b>Fort +36, Ref +32, Will +37<\/span><\/p> <\/td> <\/tr>

    Abilities: <\/span><\/b>Str 29, Dex 19, Con 27, Int 24, Wis 28, Cha 30<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b>\u00a0 Alchemy +47, Climb +44, Concentration +48, Craft (painting) +47, Craft (any three) +47, Diplomacy +45, Escape Artist +39, Gather Information +45, Intimidate +45, Intuit Direction +44, Knowledge (arcana) +47, Knowledge (planes) +42, Listen +44, Move Silently +39, Scry +47, Search +42, Sense Motive +44, Spellcraft +47, Spot +44<\/span><\/p> <\/td> <\/tr>

    Feats:<\/span><\/b> Cleave, Combat Casting, Dodge, Great Cleave, Enlarge Spell, Expertise, Improved Disarm, Improved Initiative, Iron Will, Lightning Reflexes, Maximize Spell, Mobility, Power Attack, Quicken Spell<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

    Organization: <\/span><\/b>Solitary or troupe (2-8 red slaad and 2-6 blue slaad)<\/span><\/p> <\/td> <\/tr>

    Challenge Rating: <\/span><\/b>28<\/span><\/p> <\/td> <\/tr>

    Treasure: <\/span><\/b>Double standard coins and gems; triple standard items<\/span><\/p> <\/td> <\/tr>

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

    Advancement: <\/span><\/b>---<\/span><\/p> <\/td> <\/tr>

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

    Rennbuu is a flamboyant, stylish slaad lord who appears as a gaunt, 12 foot tall slaad with skin of glowing, swirling, radiant hues.\u00a0 Rennbuu sports an unusual long mane of stark white hair, and is usually clad in robes of scintillating colors.\u00a0 Rennbuu is the youngest slaad lord, and is cruelly sadistic and malicious in his new powers.\u00a0 He roams the planes, mischievously changing the colors of everything he sees, taking a perverse pleasure in disrupting the lives of others.\u00a0 White drow and plaid dwarves are said to be a sure sign of his passing.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Renbuu has a sizeable entourage of red and blue slaadi, surrounding him in his gallery in Limbo.\u00a0 They obey his wishes out of fear, but also out of a desire to be promoted to a higher form of slaadi and then departing his company.\u00a0 Green, gray, and death slaadi avoid him, an he could care less about whether slaadi serve him or not.<\/span><\/p> <\/td> <\/tr>

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

    COMBAT
    <\/span><\/b>Rennbuu prefers not to fight in melee unless he has to, and makes use of magic and magic items as much as possible.\u00a0 He enjoys taunting his opponents as he uses his powers to alter their appearance.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities: <\/b>color spray, darkness, detect thoughts, light, major image, rainbow pattern, wind walk<\/i>; 3\/day - flame strike, symbol<\/i> (any); 2\/day - prismatic spray, prismatic wall<\/i>.\u00a0 These abilities are as the spells cast by a 20th-level sorcerer (save DC 17 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Psionics (Sp): <\/b>At will - astral projection, charm monster, deeper darkness, detect evil, detect law, dimensional anchor, dispel good, levitate,<\/i> and protection from law<\/i>.\u00a0 These abilities are as the spells cast by a 20th-level sorcerer (save DC 17 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Change Colors (Sp):<\/b> Rennbuu can transmute any creature or object's natural color into another of his choosing, by touching it.\u00a0 This change can be permanent or temporary, and can only be dispelled by a wish<\/i> spell.\u00a0 Temporary effects wear off in a time of Rennbuu's own choosing, usually at random.\u00a0 This new color can be any hue or pattern, and is usually chosen to best humiliate an opponent.\u00a0 For most creatures, this effect is merely annoying, although for some creatures such as dragons it can be considered devastating.\u00a0 The DM may choose to modify the creature's Charisma score, depending on the severity of the change.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Transmutation (Su):<\/b>\u00a0 On the plane of Limbo, Renbuu has the power to change slaadi from one color type to another.\u00a0 This power is a natural extension of his ability to alter colors, but with slaadi it is a much more powerful transformation. Red and blue slaadi seek to please him that they may be made into more powerful slaadi, while gray and death slaadi fear and avoid him, should he decide to change them into less powerful slaadi.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Plane Shift (Sp):<\/b> Rennbuu can enter any of the Outer planes, the Inner planes, or the Material plane.\u00a0 This ability transports Rennbuu and up to six other creatures provided they all link hands.\u00a0 It is otherwise similar to the spell of the same name.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Slaad (Sp): <\/b>Three times per day Rennbuu can automatically summon 6-8 red slaadi or 5-6 blue slaadi.<\/span><\/p> <\/td> <\/tr>

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

    \u00a0\u00a0 Resistances (Ex):<\/b>\u00a0 Rennbuu has acid, cold, electricity, fire, and sonic resistance 10.<\/span><\/p> <\/td> <\/tr>

    Additionally, Rennbuu is immune to all illusion spells and effects.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Always chaotic neutral","environment":"Any land and underground"},{"name":"Slaad Lord (Ssendam)","type":"Outsider","ch":37,"challenge_rating":" 37 \u00a0","id":6515,"reference":"Usergen","full_text":"

    SSENDAM- Slaad Lord of the Insane<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

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

    Hit Dice:<\/span><\/b> 65d8+520 (812 hp)<\/span><\/p> <\/td> <\/tr>

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

    Speed:<\/span><\/b> 40 ft, fly 60 ft (average)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 31 (+1 Dex, +20 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 3 pseudopodia +79 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Pseudopod 1d8+13 and energy drain<\/span><\/p> <\/td> <\/tr>

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

    Special Attacks: <\/span><\/b>Spell-like abilities, psionics, energy drain, summon slaad<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Fast healing 15, damage reduction 40\/+4, SR 30, amorphous, plane shift, resistances, telepathy, alternate form<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +42, Ref +35, Will +43<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 36, Dex 13, Con 27, Int 28, Wis 28, Cha 26<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Climb +63, Concentration +76, Decipher Script +74, Diplomacy +68, Escape Artist +56, Gather Information +63, Intimidate +68, Intuit Direction +69, Knowledge (arcana) +75, Knowledge (planes) +76, Listen +76, Move Silently +61, Scry +69, Search +69, Sense Motive +69, Spellcraft +75, Spot +76, Wilderness Lore +69<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Cleave, Combat Casting, Combat Reflexes, Dodge, Enlarge Spell, Great Cleave, Improved Critical (pseudopod), Improved Disarm, Improved Initiative, Improved Trip, Maximize Spell, Mobility, Multiattack, Power Attack, Weapon Focus (longsword), Weapon Focus (pseudopod)<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/span><\/b> Solitary or troupe (1-2 death saladi)
    Challenge Rating:<\/b> 37<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Double standard<\/span><\/p> <\/td> <\/tr>

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

    Advancement:<\/span><\/b> \u0097<\/span><\/p> <\/td> <\/tr>

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

    Amongst the slaadi, Ssendam is believed to be the most powerful of all. He spends most of his time wandering the planes in his true form\u0097that of a golden amoeba with a human-sized brain in the center. On occasion he will adopt a humanoid form and enter the Material plane. When in Limbo, he assumes the form of a great golden slaad.<\/span><\/p> <\/td> <\/tr>

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

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

    Ssendam attacks using his spell-like abilities and psionics. He will also attack by forming up to three pseudopodia and pummeling a foe. If he becomes bored with combat, he will summon other slaadi to finish the battle, while he plane shifts away.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/b> At will\u0097animate objects, circle of death, chaos hammer, cloak of chaos, deeper darkness, detect magic, dispel law, fear, finger of death, fireball, fly, identify, invisibility, magic circle against law, mass charm, power word blind, see invisibility, shatter, symbol (insanity only), <\/i>and word of chaos<\/i>; 1\/day\u0097implosion<\/i> and storm of vengeance<\/i>. These abilities are as the spells cast by a 20th-level sorcerer (save DC 17 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Psionics (Sp):<\/span><\/b> At will\u0097astral projection, charm monster, deeper darkness, detect evil, detect law, dimensional anchor, dispel good, levitate,<\/i> and protection from law<\/i>. These abilities are as the spells cast by a 20th-level sorcerer (save DC 17 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Energy Drain (Su):<\/b> A creature hit by Ssendam\u0092s slam attack gains 1d4 negative levels (Will save for half). The Fortitude save to remove a negative level has a DC of 49.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Alternate Form (Su):<\/b> Ssendam can shift between his natural and any humanoid form at will as a standard action. His favored humanoid form is that of a human male fighter wearing no armor and carrying the fabled Black Sword<\/i> (+3 longsword that acts as a power word stun<\/i> on any creature struck, save DC of 24 to avoid stun effects).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 This ability is otherwise similar to polymorph self<\/i> cast by a 20th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Plane Shift (Sp):<\/b> Ssendam can enter any of the Outer planes, the Inner planes, or the Material plane. This ability transports Ssendam and up to six other creatures provided they are all touching Ssendam. It is otherwise similar to the spell of the same name.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Amorphous (Ex): <\/span><\/b>Ssendam is not subject to critical hits, and having no clear front or back, cannot be flanked.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Slaad (Sp):<\/b> Three times per day Ssendam can automatically summon three red, blue, or green slaadi, or two gray or death slaadi.<\/span><\/p> <\/td> <\/tr>

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

    \u00a0\u00a0 Resistances (Ex):<\/span><\/b> Ssendam has acid, cold, electricity, fire, and sonic resistance 10.<\/span><\/p> <\/td> <\/tr>

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

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

    Ssendam 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":"Slaad Lord (Ygorl)","type":"Outsider","ch":42,"challenge_rating":" 42 \u00a0","id":6516,"reference":"Usergen","full_text":"

    YGORL- Slaad Lord of Entropy<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

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

    Hit Dice:<\/span><\/b> 70d8+630 (945 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+6 (+2 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

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

    AC:<\/span><\/b> 37 (-1 size, +2 Dex, +26 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Huge +5 scythe +85\/+80\/+75\/+70\/+65\/+60 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Huge +5 scythe 2d6+16 and death strike<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/10 ft (20 ft with scythe)<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, psionics, death strike, control undead, summon slaad<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Fast healing 15, damage reduction 40\/+4, SR 30, amorphous, plane shift, resistances, telepathy<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +46, Ref +39, Will +46<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 33, Dex 15, Con 29, Int 27, Wis 28, Cha 25<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Climb +81, Concentration +79, Diplomacy +77, Escape Artist +72, Gather Information +77, Intimidate +77, Intuit Direction +79, Knowledge (arcana) +78, Knowledge (planes) +78, Listen +79, Move Silently +72, Scry +78, Search +78, Sense Motive +79, Spellcraft +78, Spot +79<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Blind-Fight, Cleave, Combat Casting, Dodge, Expertise, Great Cleave, Improved Bull Rush, Improved Critical (scythe), Improved Disarm, Improved Initiative, Improved Trip, Multiattack, Mobility, Power Attack, Spring Attack, Sunder, Weapon Focus (scythe)<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/span><\/b> Solitary or troupe (1-2 death slaadi)
    Challenge Rating:<\/b> 42<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Double standard<\/span><\/p> <\/td> <\/tr>

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

    Advancement:<\/span><\/b> \u0097<\/span><\/p> <\/td> <\/tr>

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

    Ygorl always appears as a skeletal, black, bat-winged humanoid standing about 12 feet tall. He wields a huge scythe in his hands with various runes inscribed on the blade.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Ygorl does not possess the alternate form ability of other slaadi, and it is clear that the form he assumes on the Material Plane is not the same one in Limbo.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 No one has ever seen his true form, that which is rumored to be that of a 15-foot tall slaad of total darkness.<\/span><\/p> <\/td> <\/tr>

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

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

    Ygorl\u0092s primary attack is with his scythe. He attacks relentlessly with it in combat, mixing in his spell-like abilities and psionics as he sees fit.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/b> At will\u0097animate objects, circle of death, chaos hammer, cloak of chaos, deeper darkness, detect magic, dispel law, fear, finger of death, fireball, fly, identify, invisibility, magic circle against law, mass charm, power word blind, see invisibility, silent image, symbol (<\/i>fear or hopelessness only), <\/i>and word of chaos<\/i>; 1\/day\u0097blasphemy,<\/i> power word kill<\/i> and storm of vengeance<\/i>. These abilities are as the spells cast by a 20th-level sorcerer (save DC 17 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Psionics (Sp):<\/span><\/b> At will\u0097astral projection, charm monster, deeper darkness, detect evil, detect law, dimensional anchor, dispel good, levitate,<\/i> and protection from law<\/i>. These abilities are as the spells cast by a 20th-level sorcerer (save DC 17 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Death Strike (Su):<\/b> Any creature of demigod status or less struck by Ygorl\u0092s scythe will be instantly slain unless a successful Fortitude save (DC 24) is made. Creatures slain can be raised normally, but there is only a 50% chance of such magic working properly. Even on a successful save a creature still takes 6d6 points of damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Control Undead (Su):<\/b> When on the Material Plane (and only on the Material Plane), Ygorl can control undead as the spell cast by a 20th-level cleric.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Plane Shift (Sp):<\/b> Ygorl can enter any of the Outer planes, the Inner planes, or the Material plane. This ability transports Ygorl and up to six other creatures provided they all link hands. It is otherwise similar to the spell of the same name.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Slaad (Sp):<\/b> Three times per day Ygorl can automatically summon three red, blue, or green slaadi, or two gray or death slaadi.<\/span><\/p> <\/td> <\/tr>

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

    \u00a0\u00a0 Resistances (Ex):<\/span><\/b> Ygorl has acid, cold, electricity, fire, and sonic resistance 10.<\/span><\/p> <\/td> <\/tr>

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

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

    YGORL\u0092S MOUNT<\/span><\/h2> <\/td> <\/tr>

    When visiting the Material Plane, Ygorl rides an ancient brass dragon named Shkiv.<\/span><\/p> <\/td> <\/tr>

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

    Shkiv (ancient brass dragon):<\/span><\/b> CR 19; Huge dragon (fire); HD 31d12+186; hp 465; Init +4 (Improved Initiative); Spd 60 ft, fly 200 ft (poor), burrow 20 ft; AC 38 (touch 8, flat-footed 38), Atk +40 melee (2d8+11, bite) and +38 melee (2d6+5, 2 claws) and +38 melee (1d8+5, 2 wings) and +38 melee (2d6+5, tail slap) and +38 melee (2d8+5, crush); Face\/Reach 10 ft by 20 ft\/10 ft; SA breath weapon, spell-like abilities, frightful presence, spells; SQ fire subtype, damage reduction 15\/+2, immune to sleep<\/i> and paralysis, SR 27, blindsight 300 ft, keen senses; AL CG; SV Fort +23, Ref +17, Will +21; Str 33, Dex 10; Con 23, Int 18, Wis 19, Cha 18.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills and Feats:<\/i> Bluff +38, Concentration +38, Diplomacy +38, Escape Artist +22, Intimidate +34, Knowledge (arcana) +38, Listen +35, Search +35, Sense Motive +34, Spot +35; Cleave, Flyby Attack, Great Cleave, Hover, Improved Initiative, Power Attack.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Breath Weapon (Su):<\/b> Shkiv has two breath weapons, a line of fire or a cone of sleep. The save DC for either is 31.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fire:<\/i> 100-ft line of fire, 10d6 points of fire damage, Ref save DC 31 for half.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Sleep:<\/i> 50-ft cone, Will save DC 31 or fall asleep (regardless of HD) for 1d6+10 rounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Hover:<\/b> Can attack with bite, 4 claws, and tail slap. Hemispherical cloud 300-ft radius snuffs out small fires, obscures vision, blinds those inside and for 1 round after they exit. Concentration DC 25 to cast a spell inside.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-like Abilities:<\/b> At will\u0097speak with animals<\/i>; 3\/day\u0097endure elements<\/i> (300-ft radius); 1\/day\u0097suggestion, control winds<\/i>, and control weather<\/i>.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Keen Senses (Ex): <\/b>Quadruple normal vision range in bad light; double normal vision in good light; darkvision 1,000 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Frightful Presence (Ex): <\/b>300-ft radius, all creatures with 31 HD or less, Will save DC 29 or panicked (creatures with 4 HD or less) or shaken (creatures with 5 HD or more) for 4d6 rounds.<\/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 Sorcerer Spells Known<\/i> (9\/6\/6\/5\/5\/4\/3\/2; base DC 14 + spell level): 0\u0097dancing lights, daze, disrupt undead, flare, light, open\/close, prestidigitation, ray of frost, read magic<\/i>; 1st\u0097animate rope, burning hands, magic missile, obscuring mist, shocking grasp, true strike<\/i>; 2nd\u0097blur, daylight, detect thoughts, misdirection, see invisibility, web<\/i>; 3rd\u0097blink, lightning bolt, magic circle against law, nondetection, water breathing<\/i>; 4th\u0097 charm monster, confusion, improved invisibility, remove curse, wall of fire<\/i>; 5th\u0097dismissal, feeblemind, hold monster, seeming<\/i>; 6th\u0097antimagic field, circle of death, geas\/quest<\/i>; 7th\u0097spell turning, teleport without error<\/i>.<\/span><\/p> <\/td> <\/tr>

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

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

    Ygorl 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":"Slime Worm","type":"Magical Beast","ch":8,"challenge_rating":" 8 \u00a0","id":6517,"reference":"Usergen","full_text":"

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


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 10d10+50\u00a0(105 hp)<\/td> <\/tr>
    Initiative: <\/strong> -2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 21 (\u00c2\u00962 size, \u00c2\u00962 Dex, +12 natural, +3 armor), touch 6, flat-footed 21<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+26<\/td> <\/tr>
    Attack: <\/strong>Bite +17 melee (2d6+8) or slam +17 melee (2d6+8)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +17 melee (2d6+8) and slam +12 melee (2d6+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Camouflage, tremorsense 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 27, Dex 6, Con 21, Int 1, Wis 8, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Listen +12<\/td> <\/tr>
    Feats: <\/strong>Cleave, Improved Overrun, Power Attack, Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>Triple coins, double goods, 50% items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>11-15 HD (Huge); 16\u00c2\u009630 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    What appeared to be a pile of coins and assorted objects begins to move, uncoiling into a serpentine shape. As it opens its maw, it becomes evident that the treasure is clinging to a huge worm.<\/i>\r

    Slime worms are predatory annelids that have adapted to better hunt their favored prey: humanoids. The slime worm's mottled metallic skin excretes a sticky slime, to which small objects adhere. By moving through treasure hordes of other creatures, the worm picks up a number of coins and other treasure, granting it both a natural camouflage and an armored coating.\r

    The body of a mature slime worm is 5 feet in diameter and 30 feet long, weighing about 15,000 pounds.\r

    COMBAT\r

    In battle a slime worm charges its opponents with its Improved Overrun feat, seeking to push one of them over and get into their midst. It then forms into a coil 15 feet in diameter and bites anything within reach.\r

    Camouflage (Ex):<\/b> Since a slime worm looks like a pile of coins when at rest, it takes a DC 25 Spot check to notice it before it attacks. Anyone with ranks in Knowledge (dungeoneering) can use one of those skills instead of Spot to notice the worm.\r

    Improved Grab (Ex):<\/b> To use this ability, a slime worm 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 slime worm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d6+12 points of crushing damage plus 8 points of acid damage per round from the worm\u00c2\u0092s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 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 Huge worm\u00c2\u0092s interior can hold 1 Large, 4 Medium, 16 Small, or 64 Diminutive or smaller opponents.\r

    A slime worm that swallows an opponent can use its Cleave feat to bite and grab another opponent.<\/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":"Magical Beast","alignment":"Always neutral","environment":"Underground"},{"name":"Slime, Tyrian","type":"Ooze","ch":5,"challenge_rating":" 5 \u00a0","id":6518,"reference":"Usergen","full_text":"

    Slime, Tyrian <\/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> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 5 (-5 Dex), touch 5, flat-footed 5<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/-1<\/td> <\/tr>
    Attack: <\/strong>Slam +8 melee (1d6+6 plus 2d6 acid)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +8 melee (1d6+6 plus 2d6 acid)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Acid, enfulf, entangling spray<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 60 ft., damage reduction 10\/slashing, immunity to acid and fire, ooze traits\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref -3, Will -3 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 1, Con 20, Int -, Wis 1, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>-<\/td> <\/tr>
    Feats: <\/strong>-<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any underground or wet land<\/td> <\/tr>
    Organization: <\/strong>Solitary or puddle (1-3)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-8 HD (Medium), 9-10 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A bluish-green amoebalike slime seeps though the tunnel.<\/i>\r

    Tyrian slime lurks in dark and damp underground areas or in mud flats on the surface. It subsists on carrion and refuse, which makes it an ideal groundskeeper (as long as its keepers avoid it). Its malleable body allows it to seep through tight cracks and under doors.\r

    These creatures reproduce asexually via division, and larger Tyrian slimes can sometimes be found in the same area as smaller specimens that it has created via an earlier split.\r

    Tyrian slimes range from 4 to 6 feet in diameter.\r

    COMBAT\r

    Tyrian slimes attack instinctually, simply slamming whatever opponent is closest.\r

    Acid (Ex):<\/b> A Tyrian slime secretes a digestive acid that quickly dissolves organic material and metal, but not stone. Any melee hit or engulf attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 18 Reflex save. A metal or wooden weapon that strikes a Tyrian slime also dissolves immediately unless it succeeds on a DC 18 Reflex save. The save DCs are Constitution-based.\r

    The ooze\u00c2\u0092s acidic touch deals 18 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

    Engulf (Ex):<\/b> Although it moves slowly, a Tyrian slime 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 Tyrian slime merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the slime, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 18 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent\u00c2\u0092s choice) as the slime moves forward. Engulfed creatures are subject to the slime's acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.\r

    Entangling Spray (Ex):<\/b> A Tyrian slime can secrete a fast-drying, sticky substance and spray it at a single target within 20 feet. The victim must succeed on a DC 17 Reflex save or become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 17 Strength check or a DC 17 Escape Artist check. The save and check DCs are Constitution-based.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Dark Sun: Shattered Lands (official D&D videogame)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral","environment":"Any underground or wet land"},{"name":"Slithering Hoard","type":"Ooze","ch":4,"challenge_rating":" 4 \u00a0","id":6519,"reference":"Usergen","full_text":"

    Slithering Hoard <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d10+45\u00a0(73 hp)<\/td> <\/tr>
    Initiative: <\/strong> -5<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), swim 15 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-2 size, -5 Dex, +13 armor), touch 3, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+13<\/td> <\/tr>
    Attack: <\/strong>Slam +4 melee (1d6+3 plus 1d6 acid and paralysis)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +4 melee (1d6+3 plus 1d6 acid and paralysis)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Acid, engulf, paralysis<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 60 ft., camouflage, immunity to electricity, ooze traits<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref -4, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 1, Con 28, Int 5, Wis 8, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Listen +3, Spot +3, Swim +10<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (engulf), Weapon Focus (slam)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Triple coins, double goods, 50% items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>6-12 HD (Huge); 13-25 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A huge mound of coins, weapons and bits of broken metal slithers across the ground. Gaps open between pieces of metal here and there, revealing the mound's interior is a translucent mass of living gel.<\/i>\r

    Slithering hoards are omnivorous oozes related to gelatinous cubes. A slithering hoard's gelatinous body exudes a sticky slime which it uses to cover itself in coins, small weapons, armor pieces, and other bits of metal. The hoard's outer coating serves as protective armor and as \"teeth\" to grind food. It will use other detritus if no metal is available (stones, bones et cetera), but this may affect its armor bonus.\r

    The first slithering hoards were shaped from gelatinous cubes by devious wizards. Most of their descendants live as wandering scavengers, devouring anything edible that comes within their reach. Slithering hoards are as at home underwater as they are on land. They can swim by assuming a manta ray like shape and flapping through the water.\r

    Unlike most oozes, slithering hoards possess a dim cunning and can learn (or be taught) very simple behaviors based on their instinct to avoid harm and acquire food. For example, hoards learn to hide in the places with the most prey, and will adapt their camouflage to the surroundings. Slithering hoards are occasionally used as guardians by wealthy creatures, from those same wizards to businessmen to dragons.\r

    An average slithering hoard weighs around 20,000 pounds, although much larger specimens are not uncommon. These amorphous creatures have no fixed shape. An immobile slithering hoard looks like a mound of treasure or scrap metal about 20 feet across and a yard thick. Such a hoard can expand itself into a 20 foot diameter sphere, which lets it move by rolling about, or spread into a manta-ray like shape with a wingspan of 30 feet or more.\r

    COMBAT<\/b>\r
    A slithering hoard attacks by lashing out with one or two pseudopods or engulfing foes in its body. It usually disguises itself as a mound of treasure and strikes at any opponent that comes within its reach. They are cunning enough to learn other ways to attack – such as swimming up beneath small boats and engulfing them.\r

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

    Camouflage (Ex):<\/b> Since a slithering hoard looks like a pile of treasure when at rest, it takes a DC 25 Spot check to notice it before it attacks. Anyone with ranks in Appraise or Knowledge (dungeoneering) can use one of those skills instead of Spot to notice the ooze.\r

    Engulf (Ex):<\/b> Although it moves slowly, a slithering hoard 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 slithering hoard merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the hoard, 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 hoard moves forward. Engulfed creatures are subject to the hoard\u00c2\u0092s paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.\r

    Paralysis (Ex):<\/b> A slithering hoard secretes an anesthetizing slime. A target hit by a hoard\u00c2\u0092s melee or engulf attack must succeed on a DC 21 Fortitude save or be paralyzed for 3d6 rounds. The hoard can automatically engulf a paralyzed opponent. The save DC is Constitution-based.\r

    Skills:<\/b> A slithering hoard has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Wyrmskull Throne<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral","environment":"Underground"},{"name":"Slithering Tracker","type":"Ooze","ch":4,"challenge_rating":" 04 \u00a0","id":6520,"reference":"Usergen","full_text":"

    SLITHERING TRACKER<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

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

    Hit Dice:<\/span><\/b> 5d10+10 (37 hp)<\/span><\/p> <\/td> <\/tr>

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

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

    AC:<\/span><\/b> 6 (+1 size, -5 Dex)<\/span><\/p> <\/td> <\/tr>

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

    Damage:<\/span><\/b> Slam 1d4 and paralysis<\/span><\/p> <\/td> <\/tr>

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

    Special Attacks: <\/span><\/b>Paralysis, plasma drain<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Ooze, blindsight, transparent<\/span><\/p> <\/td> <\/tr>

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

    Abilities:<\/span><\/b> Str 10, Dex 1, Con 12, Int \u0096, Wis 1, Cha 1<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/span><\/b> Solitary
    Challenge Rating:<\/b> 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> 5-12 HD (Small); 13-15 HD (Medium-size)<\/span><\/p> <\/td> <\/tr>

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

    The slithering tracker is transparent, plasma-draining ooze that dwells in dungeons and other underground places. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The slithering tracker is 3\u0092 long (but can grow to a length of 7 feet) and has a thickness of about 6 inches.<\/span><\/p> <\/td> <\/tr>

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

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

    The slithering tracker will not attack a creature immediately. Rather, it follows its prey back to the place it sleeps.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The slithering tracker attacks sleeping, immobile, or unconscious creatures using a paralyzing secretion. Once a creature is paralyzed, the tracker slowly covers it and drains plasma from the victim\u0092s body.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Paralysis (Ex): <\/b>Slithering trackers secrete an anesthetizing slime. A target hit by a tracker\u0092s slam attack must succeed at a Fortitude save (DC 13) or be paralyzed for 1d6 hours.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Plasma Drain (Ex): <\/b>Once a creature is paralyzed, the tracker slowly covers its body, draining all plasma from it. This deals 1d2 points of temporary Constitution damage to the victim per round. A victim reduced to Constitution 0 dies.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Blindsight (Ex): <\/b>The slithering tracker\u0092s entire body is a primitive sensory organ that can detect prey by scent and vibration within 60 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Transparent (Ex): <\/b>The slithering tracker is nearly impossible to see, even in ideal conditions, and it takes a successful Spot check (DC 17) to notice one.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Ooze: <\/b>Immune to all 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 Slithering Tracker first appeared in the 1e MM (Gary Gygax, 1977).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Ooze","alignment":"Any","environment":"Any underground"},{"name":"Slithermorph","type":"Shapechanger","ch":8,"challenge_rating":" 08 \u00a0","id":6521,"reference":"Usergen","full_text":"

    Slithermorph <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Shapechanger \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8+28\u00a0(59 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft, swim 30 ft (30 ft, swim 20 ft)*<\/td> <\/tr>
    AC:<\/strong> 14 (-1 size, +1 Dex, +4 natural)<\/td> <\/tr>
    Attacks:<\/strong>Slam +8 melee; (4 claws +8 melee)*<\/td> <\/tr>
    Damage: <\/strong>Slam 1d6+4 and 3d4 acid; (claw 3d4+4)*<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 10 ft\/5 ft (5 ft by 5 ft\/10 ft)*<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, acid, constrict 1d6<\/td> <\/tr>
    Special Qualities: <\/strong>Alternate form, amorphous, darkvision 90 ft, immune to acid, fire, cold, and poison, blindsight<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +6, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 13, Con 19, Int 6, Wis 11, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Hide +5, Listen +6, Spot +6, Swim +7, Wilderness Lore +3<\/td> <\/tr>
    Feats: <\/strong>Alertness, Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground and aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>08<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>8-14 HD (Large); 15-24 HD (Huge)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    * The above statistics are for the creature in its serpentine form.

    The slithermorph is a predatory monster than can shift between an ooze-like form, and that of a large serpentine creature. It spends most of its time in a form similar to a black pudding, about half the size of a normal one. It can change into a serpentine \"fighting form\" at will. In this form, it resembles a giant snake about 12 feet in length, with four humanoid arms.

    Slithermorphs lair in subterranean rivers, from which they venture out into underground caverns and even above ground. They avoid their own kind, except to mate. They are hunters, but sometimes maintain a stable of food-herds of any sort of living animal or creature.

    COMBAT<\/b>
    In its ooze form, the slithermorph is amorphous and can squeeze through cracks and travel along walls and ceilings, to drop on prey from above. It usually changes to its serpentine form when threatened. It will use its acid attack in serpentine form while grappling an opponent, or in ooze form at any time.

    Improved Grab (Ex)<\/b>: To use this ability, the slithermorph must hit with its slam attack. If it gets a hold, it can constrict.

    Acid (Ex)<\/b>: A slithermorph can secrete a digestive acid through its pores that dissolves organic material and metal quickly. The slithermorph can discharge its acid at will, four times per day. This acid deals 50 points of damage to wood or metal objects. The opponent's armor and clothing dissolve and become useless immediately unless they succeed at Reflex saves (DC 17). The acid can dissolve stone, dealing 20 points of damage per discharge.

    Constrict (Ex)<\/b>: In black pudding form, a slithermorph deals automatic slam damage with a successful grapple check. The opponent's clothing and armor suffers a -4 penalty to Reflex saves against the slithermorph's acid attack while constricted.

    Alternate Form (Su)<\/b>: A slithermorph's natural form is that of a Large black pudding. It can assume the form of a serpentine monster, similar in appearance to an abomination yuan-ti. Changing form is a standard action. Both of these forms are amphibious.

    In serpentine form, the slithermorph appears with a thick snake body, with four muscular humanoid arms near the snake head. These arms end in sharp claws with which the slithermorph can attack, although they are also capable of wielding weapons. These strong arms are excellent for grappling, and can rip through wood, loose earth, and materials of similar consistency, but not stone or metal.

    A slithermorph remains in one form until it chooses to assume a new form. A change in form cannot be dispelled, nor does the slithermorph revert to its natural form when killed. A true seeing<\/i> spell, however reveals its natural form if it is in serpentine form.

    Upon assuming a new form, the slithermorph regains lost hit points as if having rested for one day

    Amorphous (Ex)<\/b>: A slithermorph, in its ooze form, is not subject to critical hits. It has no clear front or back, so it cannot be flanked.

    Blindsight (Ex):<\/b> The slithermorph has no visual organs but can ascertain all foes within 60 feet through scent, sound, and vibration.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in The Ruins of Undermountain boxed set (1991).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Shapechanger","alignment":"Always neutral evil","environment":">Any land and underground and aquatic"},{"name":"Slow Shadow","type":"Undead","ch":5,"challenge_rating":" 05 \u00a0","id":6522,"reference":"Usergen","full_text":"

    SLOW SHADOW<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

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

    Hit Dice:<\/span><\/b> 4d12 (26 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> 14 (+2 Dex, +2 deflection bonus)<\/span><\/p> <\/td> <\/tr>

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

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

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

    Special Attacks: <\/span><\/b>Slow, create spawn<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Undead, detect living, immunities, vulnerability, incorporeal<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +1, Ref +3, Will +4<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str \u0096, Dex 14, Con \u0096, Int 7, Wis 10, Cha 15<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +9, Listen +7, Move Silently +8, Spot +7<\/span><\/p> <\/td> <\/tr>

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

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

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

    Organization:<\/span><\/b> Gang (2-5) or swarm (4-16)
    Challenge Rating:<\/b> 5<\/span><\/p> <\/td> <\/tr>

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

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

    Advancement:<\/span><\/b> 5-8 HD (Medium-size); 9-12 HD (Large)<\/span><\/p> <\/td> <\/tr>

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

    Slow shadows are akin to normal shadows, and like their brethren are creatures of living darkness. Like many other incorporeal undead, they exist primarily on the Negative Energy Plane.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Slow shadows appear as pitch-black amorphous blobs of darkness. They are difficult to see in dark or gloomy areas but stand out in brightly illuminated places. <\/span><\/p> <\/td> <\/tr>

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

    COMBAT
    <\/span>Slow shadows hide in dark recesses, waiting for living prey to pass by, before springing out to attack. They attach themselves to their victims and attack using their incorporeal touch. Multiple slow shadows may attach to a single opponent, thereby accumulating the cold damage dealt, but not the slow<\/i> effect.<\/span><\/h2> <\/td> <\/tr>

    \u00a0\u00a0 Slow (Su):<\/b> A slow shadow attaches itself to a creature using its incorporeal touch attack without provoking an attack of opportunity. A creature touched takes 1d4 points of cold damage per round and is affected as if by the slow<\/i> spell (Will save DC 15 to negate the slow <\/i>effects). Even if the save is successful, the opponent must make another save next round or be affected by the slowing effect for each round the slow shadow remains attached.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 An attached creature can break free of a slow shadow by succeeding at a Fortitude save (DC 14).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Create Spawn (Su):<\/b> Any humanoid slain by a slow shadow becomes a slow shadow under control of its killer within 1d100 rounds. If remove curse<\/i> is cast on the body before the elapsed time, the creature will not rise as a slow shadow.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Detect Living (Su): <\/b>Slow shadows automatically sense living creatures within a 100-foot radius.
    \u00a0\u00a0 Immunities (Ex): <\/b>Slow shadows are immune to cold and lightning effects.
    \u00a0\u00a0 Vulnerability:<\/b> A haste<\/i> spell causes slow shadows to act as if turned by a cleric equal to the caster\u0092s level (treat the caster as a cleric of equal level and make a turning check; page 139 in the Player\u0092s Handbook<\/i>). If the haste <\/i>spell is cast after the first slow shadow successfully attaches itself to its opponent, the haste <\/i>spell has no effect.
    \u00a0\u00a0 Undead:<\/b> Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability drain, energy drain, or death from massive damage. Slow shadows have darkvision with a range of 60 feet.
    \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><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Undead","alignment":"Any","environment":"Any land and underground"},{"name":"Sluagh","type":"Undead","ch":8,"challenge_rating":" 8 \u00a0","id":6523,"reference":"Usergen","full_text":"

    Sluagh <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Undead \t\t\t(Incorporeal, Swarm)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d12\u00a0(52 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> Fly 60 ft. (good)(12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+2 size, +4 Dex, +2 deflection, +2 ghost touch heavy wooden shield<\/i>), touch 18, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/\u00c2\u0097<\/td> <\/tr>
    Attack: <\/strong>Swarm (3d6 piercing)<\/td> <\/tr>
    Full Attack: <\/strong>Swarm (3d6 piercing)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Arrow storm, create spawn, distraction, envenom arrows, ghost strikes<\/td> <\/tr>
    Special Qualities: <\/strong>Bestow flight, darkvision 60 ft., half damage from slashing and piercing weapons, immunity to cold, incorporeal traits, low-light vision, swarm traits, +2 turn resistance, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +6, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str \u00c2\u0097, Dex 18, Con \u00c2\u0097, Int 10, Wis 13, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Intimidate +14, Listen +13, Search +12, Spot +13, Survival +1 (+3 following tracks)\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (arrow storm), Ability Focus (sluagh arrow poison), Great Fortitude\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and cold hills and mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary, host (1 plus 3-24 zombies), or warband (2-6 swarms, 6-48 zombies, 1-6 wraiths, shadows, or spectres, plus 1 dread wraith leader)<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A fast-moving, low-lying storm cloud approaches, boiling with iridescent blues and greens and reds. As it grows near, it becomes apparent that it is actually a swarm of dark, shadowy sprites flying on gauzy, iridescent wings. They bear tiny bows and arrows, blades, and shields.<\/i>\r

    The sluagh (\"slooa\") are swarms of tiny undead fey who conduct nocturnal aerial battles on cold nights. Also known as \"the host\", or \"host of the unforgiven dead\", these vicious unliving sprites harrass the living with their tiny implements of war, leaving zombies in their wake.\r

    The sluagh exist in a state of barely controlled rage. When they run out of living targets, they turn on one another. Tales tell of the sky raining blood and splinters after two thunderclouds crashed together, undoubtedly the aftermath of a sluagh battle.\r

    Large warbands are often accompanied by other flying undead (such as wraiths, shadows, and spectres) and led by a more powerful undead creature, such as a dread wraith, vampire, or lich.\r

    An individual sluagh stands 2 feet tall.\r

    Sluagh speak Elven and Sylvan.\r

    COMBAT\r

    Sluagh unleash arrow storms as they close with their enemies, then simply swarm over them, attacking with their numerous tiny swords.\r

    Arrow Storm (Ex):<\/b> A sluagh can release a volley of tiny arrows as an area attack. The sluagh may choose to release either a 30-foot burst to a maximum range of 1,000 feet, or a 100-foot cone. Regardless of the shape, the arrow storm deals 3d6 points of piercing damage (Reflex DC 20 half). The save DC is Dexterity-based.\r

    Bestow Flight (Sp):<\/b> This functions exactly as the overland flight<\/i> spell, except the target is one creature per Hit Die of the sluagh. Caster level equals sluagh's Hit Dice. This is the equivalent of a 6th-level spell.\r

    Create Spawn (Su):<\/b> Any fey creature slain by a sluagh's envenomed arrow becomes part of the sluagh swarm. For each fey creature slain, the sluagh swarm gains one negative level. \r

    A sluagh swarm with a negative level gains a +1 competence bonus on all skill checks and ability checks, attack rolls, and saving throws, and gains one effective level or Hit Die (whenever level is used in a die roll or calculation) for each negative level. These gains persist until the negative level goes away (is removed by the gain of a positive level). A negative level that is not removed by a positive level for 3 weeks becomes permanent, resulting in advancement by 1 HD. \r

    Should a fey creature slain by the sluagh swarm later be restored to life, the swarm gains one positive level. Undead react to positive levels the way nonundead react to negative levels. A sluagh swarm with positive levels at least equal to its current Hit Dice is instantly destroyed. After 24 hours, the swarm must make a DC 18 Will save. If the saving throw succeeds, the positive level goes away with no harm to the swarm. The sluagh swarm makes a separate saving throw for each positive level it has gained. If the save fails, the positive level goes away, but the sluagh swarm's Hit Dice are also reduced by one. \r

    Any other living corporeal creature slain by a sluagh, including fey creatures a sluagh slays by means other than an envenomed arrow, becomes a zombie in 1d4 rounds. These zombies are under the command of the sluagh that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.\r

    Distraction (Ex):<\/b> Any living creature vulnerable to a sluagh swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 16 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 20 Concentration check. The save DC is Charisma-based.\r

    Envenom Arrows (Su):<\/b> Three times per day, a sluagh may choose to envenom its arrow storm. Any creature damaged by the arrow storm is exposed to the sluagh's poison.\r

    Sluagh Arrow Poison:<\/i> Injury, Fortitude DC 20, initial damage 1d10 Con, secondary damage curse. The curse functions similiar to the bestow curse<\/i> spell (sluagh's choice of curse). The save DC is Charisma-based and includes a +2 racial bonus.\r

    Ghost Strikes (Su):<\/b> A sluagh's swarm attack and arrow storm count as either corporeal or incorporeal at any given time, whichever is more beneficial to the sluagh.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #162<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Usually chaotic evil","environment":"Temperate and cold hills and mountains"},{"name":"Slug (Giant)","type":"Vermin","ch":6,"challenge_rating":" 06 \u00a0","id":6524,"reference":"Usergen","full_text":"

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

    Huge Vermin<\/h2> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 12d8+12 (66 hp)<\/span><\/p> <\/td> <\/tr>

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

    Speed:<\/span><\/b> 20 ft, burrow 10 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 16 (-2 size, +8 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +11 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 2d6+6<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 10 ft by 20 ft\/10 ft<\/span><\/p> <\/td> <\/tr>

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

    Special Qualities:<\/span><\/b> Vermin, immune to blunt weapons, blindsight<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +9, Ref +4, Will +4<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 19, Dex 10, Con 12, Int \u0097, Wis 10, Cha 2<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Listen +10<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/span><\/b> Solitary
    Challenge Rating:<\/b> 6<\/span><\/p> <\/td> <\/tr>

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

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

    Advancement:<\/span><\/b> 13-21 HD (Huge); 22-36 HD (Gargantuan)<\/span><\/p> <\/td> <\/tr>

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

    Giant slugs dwell away from light, preferring the depths of dungeons and similar places. Giant slugs are able to eat substances like wood or burrow through very hard earth using their rasp-like tongues.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Giant slugs appear as larger versions of normal slugs. They are about 25 feet long and can grow to be 50 feet in length. Most are pale gray in color with a pale white underbelly.<\/span><\/p> <\/td> <\/tr>

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

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

    A giant slug attacks with its bite, but prefers to attack targets with its highly corrosive spittle.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spit Acid (Ex):<\/b> Stream of acid, 5 feet high, 5 feet wide, and 60 feet long, once per round, damage 4d8, Reflex half DC 17. Giant slugs are immune to their own acid and that of other giant slugs.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Immune to Blunt Weapons (Ex):<\/b> Due to its soft tissue and lack of bones, a giant slug takes no damage from bludgeoning attacks.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Blindsight (Ex):<\/b> Giant slugs have no visual organs but can ascertain all foes within 60 feet using sound, scent, and vibration.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Salt Vulnerability (Ex):<\/b> A giant slug is highly susceptible to salt, taking 1d8 points of damage per pound of salt.<\/span><\/p> <\/td> <\/tr>

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

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

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

    \u00a0<\/span><\/p><\/div>","family":"Vermin","alignment":"Any","environment":"Temperate and warm marsh and underground"},{"name":"Smilodon","type":"Beast","ch":6,"challenge_rating":" 06 \u00a0","id":6525,"reference":"Usergen","full_text":"

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

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

    Hit Dice: <\/span><\/b>7d10+35 (73 hp)<\/span><\/p><\/td> <\/tr>

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

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

    AC:<\/span><\/b> 16 (-1 size, +3 Dex, +4 natural)<\/span><\/p><\/td> <\/tr>

    Attacks:<\/span><\/b> 2 claws +12 melee, bite +7 melee<\/span><\/p><\/td> <\/tr>

    Damage:<\/span><\/b> Claw 1d8+8, bite 2d8+4<\/span><\/p><\/td> <\/tr>

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

    Special Attacks:<\/span><\/b> Pounce, improved grab, rake 2d4+4<\/span><\/p><\/td> <\/tr>

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

    Saves:<\/span><\/b> Fort +10, Ref +8, Will +3<\/span><\/p><\/td> <\/tr>

    Abilities:<\/span><\/b> Str 26, Dex 17, Con 20, Int 2, <\/span>Wis<\/span> 12, Cha 6<\/span><\/p><\/td> <\/tr>

    Skills:<\/span><\/b> Balance +8, Hide +7, Listen +4, Move Silently +8, Spot +4<\/span><\/p><\/td> <\/tr>

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

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

    Organization:<\/span><\/b> Solitary or pair<\/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> 8-14 HD (Large); 15-21 HD (Huge)<\/span><\/p><\/td> <\/tr>

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

    The smilodon, also known as the sabre-tooth tiger, is a large catlike predator of the Pleistocene era. This beast was the most aggressive and fearsome predator of its time. Their six-inch long fangs inflict terrible wounds, and are responsible for the creature's deadly reputation. They are otherwise very similar to modern tigers in most respects, but they are slightly larger and tougher.<\/span><\/p><\/td> <\/tr>

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

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

    These giant predators attack anything they think they can kill and eat, attacking with their powerful jaws and sharp teeth.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Pounce (Ex):<\/b> If a smilodon leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, the smilodon must hit with a claw or bite attack. If it gets a hold, it can rake. The smilodon has a grapple bonus of +17.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Rake (Ex):<\/b> A smilodon that gets a hold can make two rake attacks (+12 melee) with its hind legs for 2d4+4 damage each. If the smilodon pounces an opponent, it can also rake.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> Smilodons receive a +4 racial bonus to Balance, Hide, and Move Silently checks.<\/span><\/p><\/td> <\/tr>

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

    The smilodon first appeared in the 1E Monster Manual (1977, <\/span>Gary Gygax<\/span>).<\/span><\/p><\/td> <\/tr><\/table><\/div>","family":"Beast","alignment":"Any","environment":"Any warm land"},{"name":"Smilodon","type":"Animal","ch":6,"challenge_rating":" 06 \u00a0","id":6526,"reference":"Usergen","full_text":"

    Smilodon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 7d8+35\u00a0(66 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 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 +12 melee (1d8+8)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +12 melee (1d8+8) and bite +8 melee (2d8+4\/19-20\/x2)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, pounce, rake 1d8+4<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +10, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 26, Dex 17, Con 20, Int 2, Wis 12, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Balance +6, Hide +8*, Listen +4, Move Silently +11, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Critical (bite) (B), Improved Initiative, Lightning Reflexes, Weapon Focus (bite) (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any forest or plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>06<\/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 animal looks much like a large cat, but has long, dagger-like fangs. The creature resembles an oversized lion with light brown fur and no mane, with markings of a darker color. It growls as it stalks you..<\/i>\r

    The smilodon, also known as the sabre-tooth tiger, is a large predator of the Pleistocene era. This beast was the most aggressive and fearsome predator of its time. Their six-inch long fangs inflict terrible wounds, and are responsible for the creature's deadly reputation. Though they are not truly tigers, they are otherwise very similar to modern tigers in most respects, but are slightly larger and tougher. \r

    A smilodon averages around 10 feet long and weighs around 1,500 pounds.\r

    COMBAT<\/b>\r
    These giant predators attack anything they think they can kill and eat, attacking with their powerful jaws and sharp teeth.\r

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

    Rake (Ex)<\/b>: Attack bonus +12 melee, damage 1d8+4.\r

    Skills<\/b>: Smilodons receive a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1977 Wizards of the Coast, Inc.
    Originally found in the first edition Monster Manual (1977, Gary Gygax), Monstrous Compendium MC1 (1989) and the Monstrous Manual (1993).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Beast","alignment":"Always neutral","environment":"Any forest or plains"},{"name":"Snail, Sea","type":"Magical Beast","ch":7,"challenge_rating":" 07 \u00a0","id":6527,"reference":"Usergen","full_text":"

    Snail, Sea <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 12d10+12\u00a0(78 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> Swim 10 ft (2 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 24 (-2 size, +16 natural), touch 8, flat-footed 24<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+12\/+24<\/td> <\/tr>
    Attack: <\/strong>Tongue +14 melee (2d8+4)<\/td> <\/tr>
    Full Attack: <\/strong>Tongue +14 melee (2d8+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Poison<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, low-light vision, wail<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +8+, Will 6 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 10, Con 12, Int 1, Wis 10, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Listen +7, Spot +8, Swim +12<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (poison), Diehard, Endurance, Great Fortitude, Iron Will<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/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>13-24 HD (Huge); 25-36 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This is a snail of tremendous size, with a gigantic, thick shell that swirls like a conch shell. <\/i>\r

    The sea snail, truly a behemoth of the deep, is a variety of giant conch. These giant snails live in any large body of salt water, and all the seas and oceans of the world. Sometimes, these snails form a sort of symbiotic relationship with tritons.\r

    The giant sea snail\u00c2\u0092s shell is a thing of beauty, and can range in color from bright red to flat white, with a pale interior. The sea snail is often hunted for its shell, fetching a price of 4000 gp or more, depending on the quality and condition of the shell.\r

    A sea snail is 15 feet high and 20 feet long.\r

    COMBAT<\/b>\r
    Sea snails are peaceful herbivores that would rather flee that fight. This creature is slow though, so a sea snail will withdraw into its shell if attacked. The snail will release its vicious neurotoxin into the surrounding water to paralyze its foes so that it can escape. If this fails and the attack continues, the snail can wail to summon tritons to defend it.\r

    Poison (Ex)<\/b>: Contact (20-foot radius cloud around snail), Fortitude DC 19, initial damage paralyzed 1d6 hours, secondary damage 1d3 Dex. The save DC is Constitution-based.\r

    Wail (Su)<\/b>: A sea snail can let out a high-pitched wail that can be heard for up to a mile. This cry affects tritons as a charm person<\/i> spell, but has no effect on any other creatures. All tritons in range that fail their saving throw (Will DC 16) converge on the sea snail at top speed, and will defend it to the death. This is a sonic, mind-affecting effect. The save DC is Charisma-based.\r

    Skills<\/b>: A sea snail 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 MC5 - Greyhawk Appendix (1990).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Snake (Marble)","type":"Beast","ch":2,"challenge_rating":" 02 \u00a0","id":6528,"reference":"Usergen","full_text":"

    SNAKE, Marble<\/span><\/b><\/p> <\/div><\/td> <\/tr>

    Large Beast<\/b><\/p><\/td> <\/tr>

    Hit Dice:<\/b> 3d10+9 (25 hp)<\/p><\/td> <\/tr>

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

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

    AC:<\/b> 12 (\u00961 size, +1 Dex, +2 natural)<\/p><\/td> <\/tr>

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

    Damage:<\/b> Bite 1d6+6<\/p><\/td> <\/tr>

    Face\/Reach:<\/b> 5 ft by 5 ft (coiled)\/10 ft<\/p><\/td> <\/tr>

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

    Saves:<\/b> Fort +6, Ref +1, Will +0<\/p><\/td> <\/tr>

    Abilities:<\/b> Str 18, Dex 13, Con 16, Int 3, Wis 10, Cha 11<\/p><\/td> <\/tr>

    Skills: <\/b>Move Silently +5, Spot +3<\/p> <\/div><\/td> <\/tr>

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

    Organization:<\/b> Pack (1\u00964)
    Challenge Rating:<\/b> 2<\/p><\/td> <\/tr>

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

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

    Advancement:<\/b> 4\u00966 HD (Large); 7\u00969 HD (Huge)<\/p><\/td> <\/tr>

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

    This giant milk\u0096white snake has gold facial hair around his head much like a lion\u0092s mane. Two very long fangs are set in a large mouth. Its eyes are multi-faceted, and in bright light, colors seem to swirl in tiny pools of each facet.\u00a0 Its skin is transparent in some places, allowing thin blood veins to show through, thus the name marble snake.<\/p><\/td> <\/tr>

    \u00a0\u00a0 This reptile prefers high, sunny altitudes, and will search for weeks for a place to make its nest. Often it will elect to live in a ruined fortress or similar structures, burrowing through loose stones and dirt to make a tunnel. When not in its nest, or having laid it eggs (marble snakes lay 1\u009610 eggs) it will seek higher ground or ledges so that it can observe without being observed.<\/p><\/td> <\/tr>

    \u00a0\u00a0 If two or more snakes are found together, they are probably a family unit. This family unit is often only temporary, as the female snake will search for a place to lay her eggs in solitude. The female will often leave the eggs after they hatch, though when some females find a suitable place to make their lair and they may decide to stay, but this is rare.<\/p><\/td> <\/tr>

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

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

    Marble snakes are lazy creatures, preferring to have their dinner come to them instead of hunting for themselves.\u00a0 They have a special whistling sound that can charm an intended victim.<\/p><\/td> <\/tr>

    \u00a0\u00a0 Whistle (Ex):<\/b> Any creature within 50 feet of a marble snake must make a Will save (DC 12) or become entranced for 1d4 rounds (treat as charm person<\/i>). The whistling sounds will draw the victim to a snake, which will kill it after toying with it for a while. Once it has actually struck its intended victim, the victim is no longer under the snake\u0092s influence and may then attack the snake.<\/p><\/td> <\/tr>

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

    The Marble Snake first appeared in module B3(Jean Wells, 1981).<\/span><\/p><\/td> <\/tr><\/table><\/div>","family":"Beast","alignment":" Always neutral","environment":" Any land"},{"name":"Snake (Spitting)","type":"Animal","ch":"10","challenge_rating":" varies \u00a0","id":6529,"reference":"Usergen","full_text":"

    SNAKE, Spitting<\/h5> <\/div> <\/td> <\/tr>

    Special Attacks:<\/span><\/b>\u00a0 Poisonous spittle
    Challenge Rating:<\/b> +1
    \u00a0<\/span><\/p> <\/td> <\/tr>

    The spitting snake is a variety of the viper found in the Monster Manual<\/i>, page 202. With the exception of the above listed statistics, it is exactly the same as a viper of its size.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The spitting snake can spit its poison as a ranged attack. The maximum distance is based on the size of the snake.<\/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 Distance<\/span><\/h4> <\/td> <\/tr>

    Tiny\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 5 feet<\/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 10 feet<\/span><\/p> <\/td> <\/tr>

    Medium-Size\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20 feet<\/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 30 feet<\/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 40 feet<\/span><\/p> <\/td> <\/tr>

    Gargantuan\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 50 feet<\/span><\/p> <\/td> <\/tr>

    Colossal\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 60 feet<\/span><\/p> <\/td> <\/tr>

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


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

    The spitting snake can spit its venom at an opponent, in lieu of biting.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Poisonous Spittle (Ex): <\/b>Reflex save (DC 11 for all sizes Large and smaller, DC 13 for a Huge viper); initial and secondary damage 1d6 temporary Constitution.<\/span><\/p> <\/td> <\/tr>

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

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

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

    \u00a0<\/span><\/p><\/div>","family":"Animal","alignment":"Any","environment":"Any"},{"name":"Snake Grass","type":"Plant","ch":1,"challenge_rating":" 1 \u00a0","id":6530,"reference":"Usergen","full_text":"

    Snake Grass <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d8+6\u00a0(15 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 0 ft. (immobile)<\/td> <\/tr>
    Armor Class: <\/strong> 10, touch 10, flat-footed 10<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+1<\/td> <\/tr>
    Attack: <\/strong>Snakes +1 melee (2d4 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>Snakes +1 melee (2d4 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, pruned growth<\/td> <\/tr>
    Special Qualities: <\/strong>All-around vision, darkvision 60 ft., low-light vision, plant traits, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +0, Will -1 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 10, Con 16, Int -, Wis 8, Cha 3 <\/td> <\/tr>
    Skills: <\/strong>Search +4, Spot +3<\/td> <\/tr>
    Feats: <\/strong>Combat Reflexes [B], Weapon Finesse [B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any temperate or warm land<\/td> <\/tr>
    Organization: <\/strong>Solitary or bed (2-8)<\/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>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The patch of grassy reeds bear tiny snakelike heads at its tips. The heads hiss and curl tiny tongues at intruders.<\/i>\r

    Snake grass is an odd carnivorous plant that seems to possess the heads of vipers at the ends of its reeds. Sage speculate that it was originally created by yuan-ti experimentation or medusae magic.\r

    Snake grass grows to a height of about 6 feet.\r

    COMBAT<\/b>\r
    Snake grass simply attempts to bite any creature that wanders within its reach with its snakeheads.\r

    All-Around Vision (Ex):<\/b> Snake grass is exceptionally alert and circumspect. Its many eyes give it a +4 racial bonus on Spot and Search checks, and it can't be flanked.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 14, initial damage 1d3 Dex, secondary damage 1d3 Str. The save DC is Constitution-based.\r

    Pruned Growth (Ex):<\/b> Whenever a patch of snake grass has taken 5 hp of slashing damage, its damaged reeds sprout new snake heads. This increases the damage of its snakes attack by an additional die. The maximum additional damage dice equals the total Hit Dice of the snake grass (so a standard patch can grow up to 4d4 damage). Extra heads gained from pruned growth wither and die within a day, returning the damage of the snakes attack to its original amount.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in I13 - Adventure Pack I<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":"Any temperate or warm land"},{"name":"Snake, Cryo","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6531,"reference":"Usergen","full_text":"

    Snake, Cryo <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d10+8\u00a0(30)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), climb 40 ft., swim 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (\u00c2\u00961 size, +3 Dex, +3 natural), touch 12, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+11<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (1d4+3)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (1d4+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, constrict 1d4+2, improved grab\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to cold, low-light vision, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +7, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 17, Con 15, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Balance +11, Climb +10, Hide +6*, Listen +7, Spot +7<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (breath weapon), Improved Initiative\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold mountains<\/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\u00c2\u00968 HD (Large); 9\u00c2\u009612 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large serpent's scales are as white as snow. Puffs of frost appear around its fanged mouth with each breath.<\/i>\r

    These fierce snakes prefer to inhabit glaciers and high peaks. Humans will rarely confront these beasts unless they move to higher elevations during exceptionally cold winters. \r

    A typical cryo snake is 12 feet long. It weighs about 200 pounds.\r

    Cryo snakes cannot speak.\r

    COMBAT\r

    A cryo snake uses its natural coloration to its advantage, and will usually attempt to ambush opponents, opening combat with its breath weapon to catch as many foes as possible.\r

    Breath Weapon (Su):<\/b> Breath Weapon (Su): 30-foot cone, every 1d4 rounds, 4d6 cold, Reflex DC 16 half. The save DC is Constitution-based.\r

    Constrict (Ex):<\/b> On a successful grapple check, a cryo snake deals 1d4+2 points of damage.\r

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

    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 cryo snake has a +8 racial bonus on Hide checks in snowy areas.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Pools of Darkness (SSI computer game)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Cold mountains"},{"name":"Snake, Giant Cobra","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6532,"reference":"Usergen","full_text":"

    Snake, Giant Cobra <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d10\u00a0(16 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 20 ft, swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+7<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d8 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d8 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Mesmerize animal, poison<\/td> <\/tr>
    Special Qualities: <\/strong>Scent<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +6, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any warm land<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair or quiver (3-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-5 HD (Large), 6-9 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This enormous cobra is as long and heavy as a large python.<\/i>\r

    A giant cobra is a larger, slightly magical version of an ordinary cobra that is able to mesmerize animals by performing a swaying, hypnotic \"dance\". A giant cobra only hunts during the day, it will normally try to flee if encountered at night. They prefer warm-blooded prey up to the size of a gnome or roe deer, and have no compunctions against eating humanoids.\r

    A giant cobra is intelligent enough to be trained by someone willing to brave its deadly venom. Snake-charmers, serpent cults and assassins occasionally keep these snakes. Giant cobras are most commonly trained as guards, sacred animals, or to milk them of their venom. Even \"tame\" giant cobras always remain dangerous and should be handled carefully.\r

    Giant cobras lair in burrows they steal from other animals. They mate once a year, then the female builds a nest and guards her clutch off eggs until they hatch. A single female usually lays between a dozen and a score of eggs. Giant cobra eggs are prized as delicacies by some wild elves and jungle giants, and are also sought after by people wanting to hatch the young snakes and raise them.\r

    Giant cobras are usually between 12 and 30 feet long, but they can grow considerably bigger than that. A typical specimen is 24 feet from nose to tail and weighs 500 pounds.\r

    COMBAT<\/b>\r
    Giant cobras try to use their poison bite as often as they can. They often retreat into undergrowth or a burrow to give their poison time to work, then return to eat any victims who fall to their venom.\r

    A giant cobra can swallow a creature up to two size categories smaller than itself, but this is a slow process requiring at least a minute of time and a non-resisting meal, not an action it can perform in combat.\r

    Mesmerize Animals (Su):<\/b> A giant cobra can paralyze animals as a standard action by swaying slowly and steadily while staring at them. Every animal within 30 feet of the snake that can see its swaying must make a successful Will save (DC 12) to avoid the effect. Failure means the creature is paralyzed for as long as the giant cobra continues to sway (requiring a standard action every round) and for 1d6 rounds thereafter. Mesmerizing sway is a mind-affecting effect. The save DC is Charisma-based.\r

    Poison (Ex):<\/b> A giant cobra has a poisonous bite that deals initial and secondary damage of 1d8 Con unless the victim succeeds at a DC 15 Fortitude save. The save DCs is Constitution-based and includes a +4 racial bonus.\r

    Advanced Giant Cobras<\/b>\r
    Giant cobras are good candidates for the Elder Serpent template (see Dragon Magazine #313<\/i>).<\/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":"Any warm land"},{"name":"Snake, Giant Fanged Python","type":"Animal","ch":6,"challenge_rating":" 6 \u00a0","id":6533,"reference":"Usergen","full_text":"

    Snake, Giant Fanged Python <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 8d8+24\u00a0(60 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 20 ft., swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (\u00c2\u00962 size, +3 Dex, +4 natural), touch 11, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+19<\/td> <\/tr>
    Attack: <\/strong>Bite +13 melee (1d6+7)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +13 melee (1d6+7)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 1d8+7, improved grab, poison<\/td> <\/tr>
    Special Qualities: <\/strong>Scent<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +9, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 16, Con 17, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Balance +11, Climb +13, Hide +8, Listen +7, Move Silently +9, Spot +7, Swim +13<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Run, Stealthy, Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests and marshes<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>9\u00c2\u009616 HD (Huge); 17\u00c2\u009624 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    An enormous python with a body as thick as a small tree opens its mouth and hisses, revealing that its bone-crushing coils are the lesser of its weapons, for the python's gaping jaws have venom-dripping fangs the size of stilettos.<\/i>\r

    Giant fanged pythons are survivors of an ancient lineage, descended from an age when reptiles ruled the world. These serpents are only found in jungles, where they prey on any living creature small enough for them to swallow (a regular-sized specimen can swallow a tapir or bison; the biggest fanged pythons are said to be able to swallow elephants).\r

    These snakes are easily identified by their eponymous fangs. Their coils are not quite as muscular as an ordinary giant constrictor snake, but the extremely toxic venom in their fangs more than compensates.\r

    Fanged pythons are excellent climbers and powerful swimmers, who will often be found up a tree, or in or near a river. Like any predator, they hunt wherever their prey congregates, so are usually encountered around game trails, drinking holes, and salt licks. These snakes hunt humanoids as readily as animals, even slithering into villages or aboard riverboats to snatch a victim.\r

    One unusual trait of fanged pythons is that they're more social than most snakes. During the breeding season they form mated pairs who cooperate to guard their nest and its eggs.\r

    A typical giant fanged python is between 40 and 50 feet long and weighs about 4000 pounds.\r

    COMBAT<\/b>\r
    A giant fanged python's favorite tactic is dropping on prey from above, typically from a tree or cliff. They will also ambush opponents by hiding in water or undergrowth. Fanged pythons move fast for a snake, and will often chase after prey who escapes their initial lunge.\r

    A fanged python tries to constrict as many opponents as it can handle, while using its poisonous bite against whichever foe is giving it the most trouble. These snakes are confident in their lethality, so will fight small groups of man-sized opponents simultaneously (such as adventurers). If they face an opponent too strong to easily constrict, such as a rhinoceros, a fanged python tries to inflict a few poisonous bites, then slithers away to wait for their venom to take effect.\r

    Their weapons may be deadly, but fanged pythons are as keen to avoid death or injury as any serpents. They would much rather ambush weaker or unprepared victims than risk a straight-up fight against opponents of matching power. These snakes will readily slither away if an encounter turns against it, taking whatever route seems the safest. Typically, an escaping giant fanged python will climb a tree, dive into a river, or disappear down a burrow or snake-pit.\r

    Constrict (Ex):<\/b> On a successful grapple check, a giant fanged python deals 1d8+7 points of damage.\r

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

    Poison (Ex):<\/b> Injury (bite), Fortitude DC 19, initial and secondary damage 2d6 Con. The save DC is Constitution-based and includes a +2 racial bonus.\r

    Skills:<\/b> Snakes have a +4 racial bonus on Hide, Listen, Move Silently, 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.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #63<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm forests and marshes"},{"name":"Snake, Messenger","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":6534,"reference":"Usergen","full_text":"

    Snake, Messenger <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d10\u00a0(16 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 15 ft. (4 squares), fly 60 ft. (good), climb 15 ft., swim 15 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/-9<\/td> <\/tr>
    Attack: <\/strong>Bite +9 melee (1d6-4 plus poison)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +9 melee (1d6-4 plus poison)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Blending scales, darkvision 60 ft., locate recipient, low-light vision, perfect messenger, scent, spell resistance 9, strong flier<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +7, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 3, Dex 19, Con 11, Int 14, Wis 12, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Balance +12, Climb +12, Hide +24, Listen +11, Move Silently +20, Spot +11, Swim +4\r
    <\/td> <\/tr>
    Feats: <\/strong>Endurance, Stealthy, Weapon Finesse [B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Tiny), 7-8 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A snake flies through the air on parrotlike, light green wings. Its jade green scales appear metallic, although their coloration rapidly shifts to resemble the clouds above it.<\/i>\r

    Messenger snakes were bred by Zhentish wizards to serve a function similar to carrier pigeons. Given the ability to accurately locate the intended recipient, as well as the ability to determine truth when a codeword is given, make them extremely competent in their roles.\r

    Messenger snakes are often tasked with carrying a scroll in their coils, but they can also remember and recall with perfect clarity a verbal message. Occasionally they are tasked to deliver small magic items (such as potions or rings), spell components, or even small bags of coins or gems.\r

    Messenger snakes eat plants, insects, and small rodents. Their eggs fetch up to 1,000 gp on the open market, while hatchlings may command up to 2,500 gp.\r

    A messenger snake is 2 feet long and weighs 5 pounds. It lives up to 40 years.\r

    Messenger snakes speak their own language, but never do so when creatures of any other race are close enough to hear them.\r

    COMBAT\r

    Messenger snakes were bred for delivering messages, not for battle. However, their bites carry a paralyitic venom, buying the snake time to escape from would-be predators and those who would stop the delivery of their messages.\r

    Blending Scales (Ex):<\/b> A messenger snake's coloration shifts and changes to match its environs, granting it continuous concealment (20% miss chance).\r

    Locate Recipient (Su):<\/b> So long as the messenger snake and the intended recipient of its message are within 100 miles, the messenger snake knows in which direction its recipient can be found and how far away he or she is.\r

    Perfect Messenger (Ex):<\/b> A messenger snake may perfectly recall a message of up to 100 words, which it will deliver only to its intended recipient. Any attempts (magically or otherwise) to coerce the snake to repeat the message for anyone else automatically fails. The snake repeats the language in the same language as spoken by the sender, even if it cannot understand the language itself. It speaks in a soft, hissing voice.\r

    Poison (Ex):<\/b> Bite -- Fort DC 11, initial damage 1 Con, secondary damage paralysis for 1d4 hours. The save DC is Constitution-based.\r

    Spell-Like Abilities:<\/b> At will--discern lies<\/i> (DC 15). Caster level 3rd. The save DC is Charisma-based.\r

    Strong Flier (Ex):<\/b> Messenger snakes are exceedingly strong flyers and can cover vast distances quickly. Its overland flying speeds are 12.5 miles per hour at a normal pace, and 25 miles per hour as part of a hustle. It can travel 200 miles per 8-hour day when flying at a hustle. Messenger snakes do not tire as quickly as other creatures. If a messenger snake attempts a hustle or a forced march, check for nonlethal damage once every 2 hours instead of every hour.\r

    Skills:<\/b> Messenger snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance, Climb, and Move Silently checks. A messenger snake can always choose to take 10 on a Climb check, even if rushed or threatened. Messenger snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A messenger 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

    Carrying Capacity:<\/b> A light load for a messenger snake is up to 5 pounds; a medium load, 6\u00c2\u009610 pounds; and a heavy load, 11\u00c2\u009615 pounds. A messenger snake can drag 75 pounds.\r

    Messenger Snakes in the Forgotten Realms<\/b>\r

    Messenger snakes are found wherever the Zhentarim are found. Because of their association with the Zhents, many other nations shoot messenger snakes on sight. The Zhentarim are concerned about the rumors of messenger snakes developing their own language, fearing that the creatures may soon become too intelligent to willingly serve them.\r
    <\/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":"Magical Beast","alignment":"Usually neutral","environment":"Any"},{"name":"Snake, Pyro","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6535,"reference":"Usergen","full_text":"

    Snake, Pyro <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d10+8\u00a0(30)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), climb 40 ft., swim 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (\u00c2\u00961 size, +3 Dex, +3 natural), touch 12, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+11<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (1d4+3)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (1d4+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, constrict 1d4+2, improved grab\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to fire, low-light vision, vulnerability to cold<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +7, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 17, Con 15, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Balance +11, Climb +10, Hide +6, Listen +7, Spot +7<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (breath weapon), Improved Initiative<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm deserts<\/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\u00c2\u00968 HD (Large); 9\u00c2\u009612 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large serpent's scales range from dark red to orange on its underbelly. Shimmering heat radiates from its entire length. Licks of flame appear around its forked tongue, which darts out of a fanged mouth.<\/i>\r

    This breed of snakes prefers to live in desolate deserts or inside volcanoes. There they form loose family associations. Dealing rarely with humans, they consider people to be another form of prey. \r

    A typical pyro snake is 12 feet long. It weighs about 200 pounds.\r

    Pyro snakes cannot speak.\r

    COMBAT\r

    A pyro snake often swims through magma or races across desert sands, opening combat with its breath weapon to catch as many foes as possible.\r

    Breath Weapon (Su):<\/b> Breath Weapon (Su): 30-foot cone, every 1d4 rounds, 4d6 fire, Reflex DC 16 half. The save DC is Constitution-based.\r

    Constrict (Ex):<\/b> On a successful grapple check, a pyro snake deals 1d4+2 points of damage.\r

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

    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
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Pools of Darkness (SSI computer game)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Warm deserts"},{"name":"Snake, Saw-Edged Scaled","type":"Animal","ch":3,"challenge_rating":" 3 \u00a0","id":6536,"reference":"Usergen","full_text":"

    Snake, Saw-Edged Scaled <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 6d8+6\u00a0(33 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 20 ft., swim 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (\u00c2\u00961 size, +3 Dex, +3 natural), touch 12, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+15<\/td> <\/tr>
    Attack: <\/strong>Bite +10 melee (1d4+10)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +10 melee (1d4+10)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 1d4+10, impaling constriction, improved grab\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Scent<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +8, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Balance +11, Climb +18, Hide +6, Listen +8, Spot +8\r
    <\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Endurance, Skill Focus (Hide) <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-11 HD (Large); 12\u00c2\u009616 HD (Huge); 17\u00c2\u009633 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A thick-bodied, jet-black snake, over three times as long as a man, slithers into view. Its raised scales have sawlike edges.<\/i>\r

    Saw-edged scaled snakes are constrictor snakes with specialized scales that can be raised to aid in locomotion and to help kill prey. They behave like other constrictor snakes in all other ways.\r

    A saw-edged scaled snake is 20 feet long and weighs about X pounds. \r

    COMBAT\r

    A saw-edged scaled snake attempts to grab and constrict prey, raising its scales before striking in order to more swiftly slay its victims.\r

    Constrict (Ex):<\/b> On a successful grapple check, a saw-edged scaled snake deals 1d4+10 points of damage.\r

    Impaling Constriction (Ex):<\/b> One half of a saw-edged scaled snake's constrict damage is piercing while the other half is bludgeoning. The sawlike scales are double-barbed, so they cannot be removed easily without harming the victim further. A scale can be removed safely with a DC 20 Heal check as a standard action; otherwise, removing a scale deals 1d6 points of damage. The snake can relax its scales and remove them without dealing damage to its victim, if it so chooses. A slain saw-edged scaled snake's muscles remain taut, so removing it requires a successful grapple check as if it were alive, and removing the scales without harming the victim requires a Heal check as listed above.\r

    Improved Grab (Ex):<\/b> To use this ability, a saw-edged scaled 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

    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
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #115<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm forests"},{"name":"Snake, Teak Serpent","type":"Animal","ch":8,"challenge_rating":" 8 \u00a0","id":6537,"reference":"Usergen","full_text":"

    Snake, Teak Serpent <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 16d8+48\u00a0(120 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), climb 20 ft., swim 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 20 (-2 size, +3 Dex, +9 natural), touch 11, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+12\/+29<\/td> <\/tr>
    Attack: <\/strong>Bite +20 melee (1d8+13)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +20 melee (1d8+13)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/ 10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 2d6+13, improved grab, multiconstrict<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 6\/\u00c2\u0097, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +13, Ref +13, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 29, Dex 17, Con 17, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Balance +11, Climb +17, Hide +12*, Move Silently +10, Listen +10, Spot +10, Swim +17<\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance, Improved Initiative, Iron Will, Stealthy, Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>Standard coins, double items (gems and jewelery only), 25% items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>17\u00c2\u009620 HD (Huge); 21-48 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A vast snake resembling a small crawling teak tree, with craggy gray-brown hide like bark.<\/i>\r

    Teak serpents are a type of huge constrictor snake that inhabit forests of tropical hardwoods such as teak or ironwood. They look very much like a thick hardwood tree branch, excellent camouflage for when they're waiting patiently beside a jungle path for prey to pass them by. Teak serpents are much feared by locals for their prodigious size and ferocity. These reptiles usually eat large jungle animals, but will attack smaller victims. They have no hesitancy about attacking small groups of humanoids. A teak serpent's favorite meal is a baby elephant.\r

    A teak serpent is typically 30 feet long and weighs around 1200 pounds.\r

    Combat<\/b>\r
    Teak serpents normally hide in trees and drop upon prey that pass underneath, but may ambush opponents by hiding in undergrowth or water sources. The serpent constricts as many victims as possible and bites at any others that remain within reach.\r

    Constrict (Ex):<\/b> On a successful grapple check, a teak serpent deals 2d6+13 points of damage.\r

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

    Multiconstrict (Ex):<\/b> A teak serpent can constrict several opponents simultaneously as a standard action. The teak serpent may use multiconstrict against as many opponents as its Dexterity bonus (minimum 1), as long as none are larger than two size categories smaller than the serpent. The serpent rolls separate grapple checks against each multiconstricted opponent with a -5 penalty on its grapple checks. If it chooses to remain ungrappled itself, the serpent takes a -10 penalty on its grapple checks instead of the normal \u00c2\u009620 penalty.\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 teak serpent\u00c2\u0092s racial bonus to Hide checks improves to +8 when the snake is in a forested area.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Al-Qadim: Ruined Kingdoms<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm forests"},{"name":"Snap Dragon","type":"Plant","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6538,"reference":"Usergen","full_text":"

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


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1\/4d8\u00a0(1 hp)<\/td> <\/tr>
    Initiative: <\/strong> -5<\/td> <\/tr>
    Speed:<\/strong> 0 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+8 size, -5 Dex), touch 13, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-21<\/td> <\/tr>
    Attack: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Full Attack: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Space\/Reach: <\/strong>1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Pollen dragon<\/td> <\/tr>
    Special Qualities: <\/strong>Camouflage, low-light vision, plant traits\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref -5, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 1, Con 10, Int 1, Wis 11, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Spot +4<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (pollen dragon)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any temperate or warm land<\/td> <\/tr>
    Organization: <\/strong>Solitary or patch (5-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>Half standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A cloud of golden pollen hovers above a patch of tiny flowers.<\/i>\r

    Snap dragons are small attractive flowers which grow in the midst of other small plants. Despite their appearance, these plants are both carnivorous and dangerous. They feed upon the victims of their illusory pollen dragons.\r

    A snap dragon is only a few inches tall and nearly weightless.\r

    COMBAT\r

    A snap dragon has only one attack form, the ability to emit a hallucinogenic pollen that creates tiny illusory dragons in the minds of its victims. Since a pollen dragon exists in the victim's mind, it generally uses tactics imagined by the victim.\r

    Camouflage (Ex):<\/b> Since a snap dragon looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks.\r

    Pollen Dragon (Su):<\/b> A snap dragon continually releases a magical, hallucinogenic pollen in a 20-foot-radius. Any creature entering this area must succeed on a DC 12 Will save or believe that small, fierce dragons are attacking them. Killing the pollen dragon destroys the snap dragon, but killing the snap dragon does not destroy the pollen dragon, since it exists in the victim's mind. This is a mind-affecting, illusion effect. The save DC is Charisma-based.\r

    Pollen dragons have the following statistics:\r

    Pollen Dragon<\/i>\r
    Tiny Dragon\r
    Hit Dice: 2d12+2 (15 hp)\r
    Initiative: +2\r
    Speed: 15 ft. (3 squares), fly 60 ft. (good)\r
    Armor Class: 18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16\r
    Base Attack\/Grapple: +2\/\u00c2\u00968\r
    Attack: Bite +4 melee (1d6\u00c2\u00962)\r
    Full Attack: Bite +4 melee (1d6\u00c2\u00962)\r
    Space\/Reach: 2\u00c2\u00bd ft.\/0 ft. \r
    Special Attacks: Breath weapon\r
    Special Qualities: Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision\r
    Saves: Fort +4, Ref +5, Will +4\r
    Abilities: Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10\r
    Skills: \u00c2\u0097\r
    Feats: Weapon Finesse (B)\r

    Breath Weapon (Su):<\/i> Cloud of choking dust 10 feet high, 10 feet wide, and 10 feet long, once every 1d4 rounds, damage 1d10, Reflex DC 12 half. Additionally, a victim who fails their first save must succeed on a DC 12 Fortitude save or be sickened for 1d4 rounds. The save DCs are Constitution-based.<\/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":"Plant","alignment":"Always neutral","environment":"Any temperate or warm land"},{"name":"Snapper","type":"Humanoid","ch":2,"challenge_rating":" 2 \u00a0","id":6539,"reference":"Usergen","full_text":"

    Snapper <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Humanoid \t\t\t(Reptilian, Tortle)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+6\u00a0(19 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), swim 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+5 natural), touch 10, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+4<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d8+2) or lance +4 melee (1d8+3\/\u00c3\u00973) or heavy crossbow +3 ranged (1d10\/19-20) or net +2 ranged touch (special)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d8+2) and 2 claws +2 melee (1d4+1); or lance +4 melee (1d8+3\/\u00c3\u00973) and bite +2 melee (1d8+1); or heavy crossbow +3 ranged (1d10\/19-20); or net +2 ranged (special)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Hold breath, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +1, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 10, Con 15, Int 8, Wis 10, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Listen +3, Spot +3, Swim +10<\/td> <\/tr>
    Feats: <\/strong>Endurance, Multiattack [B], Weapon Focus (heavy crossbow)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2-20) <\/td> <\/tr>
    Challenge Rating: <\/strong>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>+2<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A humanoid turtle with a lumpy brown shell, webbed hands and feet, claws and a vicious, flesh-tearing beak.<\/i>\r

    A snapper is a marine relative of the tortle. They are vicious carnivores quite unlike the placid, peaceful tortles. These turtle-folk gather in small packs governed by mutual consent, although the strongest and most cunning members have the greatest say in decisions. They do not form tribes, build villages or have recognized leaders. Snappers are famously bad-tempered and attack other creatures at the least provocation. Tortles and snappers sometimes come into conflict over control of a shoreline.\r

    Clumsy on land, a snapper is fast and agile in the water. They are migratory creatures, roaming the oceans from one hunting ground to another. A snapper may swim hundreds of leagues to reach a hunting ground or nesting site. During their mating season, snappers congregate at special beaches, where they lay their eggs in rock-walled roofless labyrinths just above the high-tide mark. The snappers defend these places fiercely, attacking all intruders.\r

    Snappers often ride the turtle-like beast called nikt'oo<\/b><\/u><\/a>, which they train for aggressiveness in combat. They also use nikt'oo as pack animals to carry their possessions while migrating.\r

    A typical snapper stands from 6 to 7 feet tall and weighs about 500 pounds.\r

    Snappers speak a curt dialect of the Tortle language as well as Draconic.\r

    COMBAT\r

    Snappers are ill-tempered and territorial, apt to viciously attack at the least provocation. They usually open combat by shooting crossbow bolts, and switch to claws and bite in close combat. Snappers often throw nets at fast-moving opponents to try to remove their speed advantage.\r

    Hold Breath (Ex):<\/b> A snapper can hold its breath for a number of rounds equal to 10 \u00c3\u0097 its Constitution score before it risks drowning. For a typical snapper, this is 150 rounds, or 15 minutes.\r

    Snappers As Characters<\/b>\r
    Snapper characters possess the following racial traits. Snapper clerics can choose from the following domains: Strength, Water, and War.\r

    - +4 Strength, +4 Constitution, -2 Intelligence, -2 Charisma.\r
    - Medium size.\r
    - A snapper's base land speed is 20 feet and it has a swim speed of 40 feet.\r
    - Racial Hit Dice: A snapper begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +1, and Will +1.\r
    - Racial Skills: A snapper's humanoid levels give it skill points equal to 6 x (2 + Int modifier, minimum 1). Its class skills are Listen, Spot, Survival, and Swim.\r
    - Racial Feats: A snapper's humanoid levels give it two feats. A snapper has Multiattack as a bonus feat.\r
    - Weapon and Armor Proficiency: A snapper is automatically proficient with lances, simple weapons and shields.\r
    - Natural Weapons: bite (1d8) and 2 claws (1d4).\r
    - Special Qualities (see above): Low-light vision, hold breath.\r
    - Automatic Languages: Draconic and Tortle. Bonus Languages: Aquan and Sylvan.\r
    - Favored Class: Barbarian.\r
    - Level adjustment: +2\r
    <\/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 lawful evil","environment":"Warm aquatic"},{"name":"Snow Mischief","type":"Elemental","ch":2,"challenge_rating":" 2 \u00a0","id":6540,"reference":"Usergen","full_text":"

    Snow Mischief <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Elemental \t\t\t(Cold)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 15 ft. (3 squares), fly 30 ft. (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+1 size, +2 Dex), touch 13, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-3<\/td> <\/tr>
    Attack: <\/strong>Claw +2 melee (1d4 plus 1d4 cold plus cold touch)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +2 melee (1d4 plus 1d4 cold plus cold touch) and bite -3 melee (1d4 plus 1d4 cold) and tail -3 melee (1d6 plus 1d4 cold) <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Cold touch, spell-like abilities, vertiginous aura<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., elemental traits, immunity to cold, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +5, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 15, Con 12, Int 12, Wis 14, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Balance +4, Bluff +7, Diplomacy +4, Disguise +2 (+4 acting), Jump -4, Intimidate +4, Sleight of Hand +9, Tumble +7\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (vertigionous aura)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Air and Elemental Plane of Water (Parelemental Plane of Ice)<\/td> <\/tr>
    Organization: <\/strong>Solitary or lark (2-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>3-6 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A group of three-foot-tall, misshapen winged creatures seemingly formed of pure snow take flight. They giggle and chuckle as a feeling of vertigo sweeps over you.<\/i>\r

    Snow mischiefs are, as their name implies, tricksters and troublemakers. Native to the border region of the Elemental Planes of Air and Water knows as the Paraelemental Plane of Ice, these elementals are often summoned to the Material Plane to harass the enemies and competitors of spellcasters.\r

    The god Loki has a fondness for snow mischiefs, bringing them to the mortal realm to sow chaos.\r

    A snow mischief is 3 feet tall and weighs 40 pounds.\r

    Snow mischiefs speak Aquan and Auran.\r

    A snow mischief can be summoned with a summon monster III<\/i> or summon nature's ally II<\/i> spell.\r

    COMBAT\r

    Snow mischiefs always use their mirror image ability before closing to battle, then seek to affect as many targets as possible with their vertiginous aura. They then gang up on the prone opponents, using their cold touch to great effect. Left to their own devices, they rarely kill their victims, although will do so if ordered to do so by their summoner.\r

    Cold Touch (Su):<\/b> The claw attack of snow mischiefs deal one point of Con damage on each hit. Unlike normal ability damage, the character regains one point of ability score for each ten minutes spent in a moderate or warmer temperature. In addition, if a creature's Constitution is reduced to zero by a snow mischief's claw attack, the creature is not killed but rendered unconscious for one minute, after which its Constitution returns to 1. Upon returning to consciousness, the creature is staggered until its Constitution reaches half its normal value.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097mirror image<\/i>. Caster level 8th. \r

    Vertiginous Aura (Su):<\/b> A 10-foot radius aura surrounds a snow mischief at all times. Any creature that enters this aura becomes sickened for 5 rounds due to the intense feeling of vertigo created by this aura. In addition, the creature must make a DC 15 Fortitude save or fall prone immediately. A creature is only affected once by the vertiginous aura of a given snow mischief once in a 24-hour period. Snow mischiefs are immune to the vertiginous aura of other snow mischiefs. The save DC is Charisma-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1996 Wizards of the Coast, Inc.
    Originally found in Polyhedron Magazine #116<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Elemental","alignment":"Always chaotic neutral","environment":"Elemental Plane of Air and Elemental Plane of Water (Parelemental Plane of Ice)"},{"name":"Snyad","type":"Humanoid","ch":1,"challenge_rating":" 01 \u00a0","id":6541,"reference":"Usergen","full_text":"

    SNYAD<\/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>+3 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 50 ft<\/span><\/p> <\/td> <\/tr>

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

    Attacks:<\/span><\/b> Dagger \u00961 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>

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

    Abilities:<\/span><\/b> Str 8, Dex 17, Con 11, Int 6, Wis 10, Cha 8<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Hide +8, Move Silently +7, Pick Pocket +8, Spot +2<\/span><\/p> <\/td> <\/tr>

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

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

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

    Organization:<\/span><\/b> Solitary or mob (3-8)
    Challenge Rating:<\/b> 1<\/span><\/p> <\/td> <\/tr>

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

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

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

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

    Snyads (also called pesties) live in small passages adjoining dungeon corridors. The entrances to these tunnels are small and usually well concealed behind piles of loose stone, making them very difficult to detect (Search DC 25).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The snyad is a cousin of the mite (q.v.) and often cooperate with them to trap prey. The trap making skills of the mite combined with the speed of the pestie make for quite a formidable team.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Snyads appear as small 2-foot tall humanoids, brown in color. They have long pointed ears and large bulbous noses. Their arms are long and spindly.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Snyads do not speak, but seem to be able to understand each other through use of body language.<\/span><\/p> <\/td> <\/tr>

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

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

    Snyads avoid combat at all costs. Their primary interest lies in sneaking up on a would-be victim, relieving him of his coin purse, a small weapon, or the like, and scuttling off into the darkness to its lair. If forced to fight, a snyad will flee at the first opportunity.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> Synads receive a +4 racial bonus to Move Silently and Pick Pocket checks.<\/span><\/p> <\/td> <\/tr>

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

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

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

    \u00a0<\/span><\/p><\/div>","family":"Humanoid","alignment":"Any","environment":"Any underground"},{"name":"Sohmien","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6542,"reference":"Usergen","full_text":"

    Sohmien <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d10+6\u00a0(17 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+10<\/td> <\/tr>
    Attack: <\/strong>Gore +6 melee (1d8+5) or spine +4 ranged (1d8+5)<\/td> <\/tr>
    Full Attack: <\/strong>Gore +6 melee (1d8+5) and 2 hooves +3 melee (1d6+2) or spine +4 ranged (1d8+5)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Bane of nightmares, frightful stampede, impaling maul, powerful charge, spines <\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 10 ft., damage reduction 5\/good, darkvision 60 ft., low-light vision, resistance to fire 5, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 14, Con 16, Int 2, Wis 13, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Listen +4, Spot +3<\/td> <\/tr>
    Feats: <\/strong>Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Concordant Domain of the Outlands (Hinterlands)<\/td> <\/tr>
    Organization: <\/strong>Solitary or herd (5-30)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>3-6 HD (Large), 7-10 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Approaching is a large horse with dark, leathery skin and long spines growing from its shoulders. Its eyes are soulless and completely white. A faint mist oozes from its hide and trails behind it.<\/i>\r

    Legend holds that the sohmien were born from the body of the last Nightmare Lord, killed by fiends tired of bargaining for the use of his subject nightmares. Now, nightmares have no single lord, but they have great enemies in the sohmien. \r

    The passage of sohmien leaves a trail of mist (much like that which shrouds the Hinterlands), and the touch of their foul hooves leaves a trail of dead vegetation in their wake.\r

    Sohmien do not need to eat, sleep, or mate. They seem to exist only for vengeance. Herds of sohmien emerge from the Hinterlands randomly, then return, with no evident pattern to these rides. It is likely that they appear only when a creature craves vengeance. Sohmien refuse to be ridden, and no reports on anyone successfully using a sohmien as a mount have surfaced.\r

    A sohmien is about the size of a light war horse.\r

    COMBAT\r

    Sohmien hate nightmares and attack them before all other targets. If nightmares are present, a sohmien generally opens with a volley of spines to impede their escape, then gores the fallen foe. Against other creaturs, sohmien generally execute an impaling maul as soon as possible.\r

    The gore and spines are +1 magic weapons, though their power fades 3 days after separation from the sohmien.\r

    Bane of Nightmares (Su):<\/b> Sohmien hate nightmares above all other creatures, and seek the eradication of all nightmares from the multiverse. As a result, sohmien possess powerful attacks to aid them in this endeavor.\r

    A sohmien gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against nightmares. It also gets a +4 bonus on weapon damage rolls nightmares, and a +4 bonus on rolls made to confirm critical hits vs. nightmares. A sohmien is unaffected by the debilitating effects of a nightmare's smoke ability (although it is still subject to concealment).\r

    A nightmare hit by one of a sohmien's fired spines must succeed on a DC 18 Fortitude save or lose access to its astral projection and etherealness abilities, as well as the ability to fly (immediately plummeting to the ground), until the spine is removed. A spine can be removed with a DC 20 Heal check as a standard action (for a creature with hands, such as a nightmare's rider) or a full-round action (for creatures lacking hands, such as the nightmare itself). The save DC is Constitution-based and includes a +4 racial bonus.\r

    Frightful Herd (Su):<\/b> When stampeding, a herd of sohmien generates an aura of fear. Any creature within 100 feet of any sohmien in the stampeding herd must succeed on a DC 11 Will save or be affected as though by a fear<\/i> spell (caster level 5th). For each five sohmien in the herd, the save DC increases by 1. A creature that successfully saves cannot be affected again by the same herd's frightful herd ability for 24 hours. The save DC is Charisma-based.\r

    Impaling Maul (Ex):<\/b> A sohmien that hits an opponent with its gore attack immediately hits with its subsequent bite attack.\r

    Powerful Charge (Ex):<\/b> When a sohmien charges, its gore attack deals 2d8+8 points of damage.\r

    Spines (Ex):<\/b> A sohmien may fire its two primary spines as a standard action (make an attack roll for each spine). This attack has a range of 100 feet with no range increment. Targets must be within 30 feet of each other. Expended spines regrow in 2d4 days.\r

    A nightmare struck by a sohmien's spine loses its ability to fly and travel to other planes (see bane of nightmares, above).\r

    Stampede (Ex):<\/b> A herd of sohmien may choose to move as a group and literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five sohmien in the herd (Reflex DC 15 half). The save DC is Strength-based.\r

    Summoning Sohmien<\/b>\r
    Sohmien can be summoned via a ritual called the sohmien pact<\/i> or through the use of powerful artifacts, the Hearts of the Sohmien<\/i>.\r

    Sohmien Pact<\/b>\r
    Conjuration (Calling)\r
    Effective Level: 6th \r
    Skill Check: Knowledge (the planes) DC 26, 6 successes \r
    Failure: Attack\r
    Components: V, S, F \r
    Casting Time: 60 minutes \r
    Range: Close (25 ft. + 5 ft.\/2 levels) \r
    Effect: One or more summoned creature \r
    Duration: 12 hours\r
    Saving Throw: None \r
    Spell Resistance: No \r

    This incantation calls forth a herd of sohmien to ride forth, destroying all in the path leading to the creature that has wronged the summoner. The ride ends only when the sohmien are slain or when they have reduced the offending creature to 0 hit points. At that point, the sohmien wait, pawing the ground. If their victim desires revenge for the attack, he can send the sohmien stampeding back to attack the summoner. \r

    The incantation summons a herd of five sohmien. By choosing to increase the DC, the summoner may attempt to call forth additional sohmien. For each five poins the DC is increased, five more sohmien are called. \r

    The sohmien pact<\/i> may only be performed at dusk.\r

    Failure:<\/i> The sohmien attack the caster, then return to the Hinterlands.\r

    Focus:<\/i> An item belonging to the target, or part of the target's body (hair, nail, etc.) \r

    Hearts Of The Sohmien:<\/b> These artifacts, created by drops of blood from the last Nightmare Lord, resemble crystalline hearts. Once per week, the possessor can call a herd of 5d4 sohmien and task them to destroy one enemy; they vanish as soon as that enemy has been killed or otherwise destroyed (or after 1 week at the longest). A good-aligned character that possesses a Heart Of The Sohmien<\/i> gains a negative level that cannot be removed by any means as long as she possesses the Heart<\/i>. Caster level 20th.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #262<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always chaotic evil","environment":"Concordant Domain of the Outlands (Hinterlands)"},{"name":"Sollux (10th-level Fighter)","type":"Outsider","ch":11,"challenge_rating":" 11 \u00a0","id":6543,"reference":"Usergen","full_text":"

    Sollux (10th-level Fighter) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 10d10+20\u00a0(75 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares) in full plate armor, base speed 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 27 (+1 Dex, +4 natural, +9 armor, +3 shield), touch 11, flat-footed 26<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+14<\/td> <\/tr>
    Attack: <\/strong>+1 fire outsider bane longsword<\/i> +16 melee (1d8+7\/17-20) or composite short bow +13 ranged (1d6\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>+1 fire outsider bane longsword<\/i> +16\/+11 melee (1d8+7\/17-20) or composite short bow +13\/+8 ranged (1d6\/x3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., forged, immunity to illusions, see invisibility<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +7, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 17, Con 14, Int 14, Wis 15, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Climb +17, Handle Animal +15, Knowledge (the planes) +15, Ride +18, Survival +2 (+4 on other planes)\r
    <\/td> <\/tr>
    Feats: <\/strong>Cleave, Combat Expertise, Dodge, Improved Critical (longsword), Improved Initiative [B], Mobility, Power Attack, Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any warm land or underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, crusade (2-6), or brotherhood (10-50)<\/td> <\/tr>
    Challenge Rating: <\/strong>11<\/td> <\/tr>
    Treasure: <\/strong>Standard (see text)<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+2<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The warrior standing before you looks like a muscular, crimson-skinned human standing over seven feet tall. His bright yellow hair hangs in braids from beneath his helm. His eyes glow with brilliant red-tinged yellow with intense blue irises. His well-polished weaponry hint at martial discipline. His red-gold plate armor bears an emblem of a blazing sun and his large steel shield sheds magical illumination.<\/i>\r

    Sollux are distant relatives of the efreet. Unlike their genie kin, sollux reside on the Material Plane in areas of great heat. They often lair in active volcanoes, heat vents, and hot deserts. \r

    The bulk of sollux society remains in their lairs, hidden from the rest of the world and secure in their inhospitable demense. However, a number of sollux join the Brotherhood of the Sun, a knightly order dedicated to finding and eradicating efreet on the Material Plane. Known as Brothers of the Sun (regardless of gender), these knights train constantly, becoming accomplished fighters. They wear red-gold plate armor and carry magic weapons, usually longswords, spears, daggers, and a projectile weapon. Their shields are enchanted to shed light. Brothers of the Sun are nearly unanimously lawful neutral.\r

    Sollux enjoy a good meal, but only eat food that is piping hot.\r

    Sollux stand just over 7 feet tall and weigh 180 to 240 pounds. Males and females are almost identical in size.\r

    The sollux presented here had the following ability scores before racial adjustments and level-based ability score increases: Str 15, Dex 10, Con 8, Int 13, Wis 10, Cha 12. This sample sun brother possesses the following equipment (factored into the statistics above): +1 full plate armor, +1 heavy steel shield with continual flame, +1 fire outsider bane longsword, cloak of resistance +1<\/i>, composite shortbow with 20 arrows, and one slaying arrow<\/i> (fire outsiders).\r

    COMBAT\r

    Sollux are generally even-tempered and have a somewhat friendly outlook toward other creatures. This does not extend to efreet, however, which they will attack on sight. Sollux have a very martial culture, and fight with great skill and tactics.\r

    Forged (Ex):<\/b> A sollux gains a +1 bonus on all saving throws against heat and fire spells and effects. This bonus increases by +1 for every five additional levels the sollux attains.\r

    See Invisibility (Su):<\/b> As the see invisibility<\/i> spell, always active, caster level 10th. \r

    Challenge Rating:<\/b> Sollux with levels in NPC classes have a CR equal to their character level. Sollux with levels in PC classes have a CR equal to their character level +1.\r

    Sollux as Characters\r

    Sollux possess the following racial traits.\r


    • +4 Strength, +6 Dexterity, +6 Constitution, +4 Wisdom, +2 Charisma.<\/li>\r
    • Medium size.<\/li>\r
    • Sollux base land speed is 30 feet.<\/li>\r
    • Darkvision out to to 60 feet.<\/li>\r
    • Racial Feats: Sollux gain Improved Initiative as a bonus feat.<\/li>\r
    • Racial Skills: Knowledge (the planes) is always a class skill for sollux.<\/li>\r
    • +4 natural armor bonus.<\/li>\r
    • +1 racial bonus on saving throws against spells and spell-like abilities.<\/li>\r
    • +2 morale bonus on attack rolls, saving throws, skill checks, and ability checks against efreet.<\/li>\r
    • Immunity to illusions.<\/li>\r
    • Forged (Ex): A sollux gains a +1 bonus on all saving throws against heat and fire spells and effects. This bonus increases by +1 for every five additional levels the sollux attains.<\/li>\r
    • See Invisibility (Su): As the see invisibility<\/i> spell, always active, caster level equals character level.<\/li>\r
    • Automatic Languages: Common, Ignan. Bonus Languages: Auran, Celestial, and Infernal.<\/li>\r
    • Favored Class: Fighter.<\/li>\r
    • Level adjustment +2. <\/li>\r
      <\/ul>
      <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in X2: Castle Amber and later in MC Mystara Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Usually lawful neutral","environment":"Any warm land or underground"},{"name":"Somnastis Plant","type":"Plant","ch":1,"challenge_rating":" 01 \u00a0","id":6544,"reference":"Usergen","full_text":"

    Somnastis Plant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d8+6\u00a0(15 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 0 ft<\/td> <\/tr>
    Armor Class: <\/strong> 14 (-1 size, +4 Dex, +1 natural), touch 13, flat-footed 10<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+5<\/td> <\/tr>
    Attack: <\/strong>Tendril +0 touch<\/td> <\/tr>
    Full Attack: <\/strong>Tendril +0 touch<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft\/10 ft (30 ft with tendrils)<\/td> <\/tr>
    Special Attacks: <\/strong>Acid, poison<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 30 ft, plant traits<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +4, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 18, Con 17, Int ---, Wis 10, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>---<\/td> <\/tr>
    Feats: <\/strong>---<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any forest<\/td> <\/tr>
    Organization: <\/strong>Solitary or patch (2-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>01<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-6 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This plant looks like a large, closed pink rosebud, sprouting from the ground, surrounded by a bed of leaves. You smell a sweet, bewitching scent coming from the plant.<\/i>\r

    The somnastis plant is a carnivorous plant that grows in isolated forest valleys. Brave native peoples harvest its leaves, using them like a drug.\r

    A somnastis plant is about 9 feet long and weighs 500 pounds.\r

    COMBAT<\/b>\r
    A somnastis plant continually creates a flowery fragrance that fills a 30-foot radius around the plant. This aroma actually carries a poison that induces drowsiness. The plant waits until its prey is lulled to sleep by its odor, and then opens the bud of its flower. Inside are the somnastis plant's tough tendrils, which gently grasp the helpless prey and lower it into the flower bud.\r

    Acid (Ex)<\/b>: The flower bud in the center of a somnastis plant constantly secretes acid. Any creature touching it takes 1d3 points of acid damage per round. This acid also acts as an anesthetic, making the creature immune to feeling pain unless it succeeds on a DC 14 Fortitude save. The save DC is Constitution-based.\r

    Poison (Ex)<\/b>: Inhaled, Fortitude DC 14, initial damage none, secondary damage sleep for one hour. The save DC is Constitution-based. Any creature that succeeds on a saving throw becomes immune to the poison until it leaves the area of effect.\r

    Somnastis Plant Leaves<\/b>\r
    The leaves of a somnastis plant are similar in consistency to those of a rose, only much larger. When a creature chews these leaves for at least an hour, the creature must succeed on a DC 10 Fortitude save or enter a trancelike, sleepwalking state. The creature is effectively dazed for the next 1d3 days, and does not think or feel any emotion in this state. The creature is aware of what is going on around it and can answer questions if it wishes. The creature can intentionally fail its saving throw if it wishes, and creatures immune to poison are not affected by ingesting the leaves.\r

    If a creature under the leaf\u00c2\u0092s influence is attacked or confronts a situation where it definitely wants to break out of its effects, it can attempt a DC 15 Will save to shake off the effects. A creature may make only one such attempt per minute.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in The Hollow World Campaign Set (1990, Aaron Allston).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":"Any forest"},{"name":"Soul Beckoner","type":"Undead","ch":5,"challenge_rating":" 05 \u00a0","id":6545,"reference":"Usergen","full_text":"

    Soul Beckoner <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Undead \t\t\t(Incorporeal)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d12\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6 (Dex, Improved Initiative)<\/td> <\/tr>
    Speed:<\/strong> 15 ft<\/td> <\/tr>
    AC:<\/strong> 15 (+3 Dex, +2 deflection)<\/td> <\/tr>
    Attacks:<\/strong>2 incorporeal touches +4 melee <\/td> <\/tr>
    Damage: <\/strong>Incorporeal touch 1d6 and energy drain<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Whisper, eerie wail, energy drain<\/td> <\/tr>
    Special Qualities: <\/strong>Consume life force, DR 10\/magic and silver, undead qualities, incorporeal<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +3, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str ---, Dex 15, Con ---, Int 13, Wis 14, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Hide +4*, Intuit Direction +5, Listen +6, Search +4, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Initiative<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>05<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>5-12 HD (Medium-Size)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The soul beckoner is an undead creature, similar to a wraith, which drains the life force of its victims. They look more like shadows though, and are mistaken for them more often than not. As this creature drains the life energy of its victims, it takes on aspects of their appearance and changes, becoming larger and more solid. The soul beckoner is more in tune with its previous form than a typical wraith, and therefore has a stronger tie to the Material plane.\r

    COMBAT<\/b>\r
    A soul beckoner lies in wait for prey to come in range of its whisper attack to lure them into melee range. It then attacks with its bony claws, draining the energy of the living and adding to its own strength. Each claw attack can drain energy with a successful attack; therefore a soul beckoner can drain up to two levels per round.\r

    Whisper (Sp)<\/b>: Soul beckoners possess a sonic charm attack that reaches a range of 240 feet. Creatures hearing the whispers must roll a successful Will save (DC 14) or be drawn toward the soul beckoner. A successful saving throw negates the whisper. Creatures drawn to a soul beckoner are attacked by the monster and are considered flat-footed (even if they are normally immune to being caught flat-footed), but a successful hit breaks the enchantment of the whisper. Otherwise, victims are allowed a Will save every round to escape the creature's enchantment with a cumulative +2 bonus per round. A silence<\/i> spell or a character incapable of hearing prevents the effects of the whisper.\r

    Eerie Wail (Sp)<\/b>: If a soul beckoner\u00c2\u0092s whisper attack fails, the victim hears an eerie wailing sound. The character must then roll another successful Will save (DC 14) or flee in terror for 1d4+1 rounds. A silence<\/i> spell or a character incapable of hearing prevents the effects of the wail.\r

    Energy Drain (Su)<\/b>: Any living creature struck by a soul beckoner's incorporeal touch attack must succeed at a Fortitude saving throw (DC 14) or gain one negative level. If the negative level has not been removed (with a spell such as restoration) before 24 hours have passed, the afflicted opponent must succeed at a Fortitude save (DC 14) to remove it. Failure means the opponent\u00c2\u0092s level (or Hit Dice) is reduced by one.\r

    Consume Life Force (Su)<\/b>: For each negative level a soul beckoner bestows with its energy drain attack, the soul beckoner gains one Hit Die, as well as the appropriate hit points and saving throw and attack bonus. All such extra Hit Dice remain for 24 hours from the time they are gained.\r

    Undead Traits<\/b>: A soul beckoner 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 soul beckoner cannot be raised, and resurrection works only if it is willing. The creature has darkvision (60-foot range). \r

    Incorporeal Subtype<\/b>: A soul beckoner can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A soul beckoner can pass through solid objects, but not force objects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. A soul beckoner always moves silently and cannot be heard with Listen checks if it doesn\u00c2\u0092t wish to be. \r

    Skills<\/b>: A soul beckoner receives a +10 racial bonus to Hide checks unless in bright light.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in UK7 - Dark Clouds Gather (1985), Monstrous Compendium Greyhawk Appendix, MC5 (1990), under the \u00c2\u0093wraith\u00c2\u0094 entry.<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":">Any underground"},{"name":"Soul Beckoner","type":"Undead","ch":5,"challenge_rating":" 5 \u00a0","id":6546,"reference":"Usergen","full_text":"

    Soul Beckoner <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Incorporeal)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d12\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> Fly 20 ft. (4 squares)(perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+3 Dex, +2 deflection), touch 15, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/-<\/td> <\/tr>
    Attack: <\/strong>Incorporeal touch +4 melee (1d6 plus energy drain)<\/td> <\/tr>
    Full Attack: <\/strong>2 incorporeal touches +4 melee (1d6 plus energy drain)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Consume life force, eerie whispers, energy drain<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/magic and silver, darkvision 60 ft., daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +3, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str -, Dex 15, Con -, Int 13, Wis 14, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +6, Hide +11*, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks)<\/td> <\/tr>
    Feats: <\/strong>Alertness [B], Blind-Fight, Combat Reflexes, Improved Initiative [B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>5-12 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A shadowy humanoid form floats in the air.<\/i>\r

    Soul beckoners are incorporeal, life-draining undead that resemble shadows or wraiths. A soul beckoner grows stronger when it drains its victims' life force. At first shadowy and indistinct, it slowly turns into a pitch-black silhouette as it gains in power. A soul beckoner takes on the outline of its victims as it feeds upon them.\r

    Soul beckoners can speak Common, Abyssal and Infernal.\r

    COMBAT\r

    A soul beckoner lurks in darkness until it senses living creatures, then uses its eerie whispers to try luring these potential victims to it. The beckoner then attacks with two sets of shadowy claws. Each of these incorporeal touch attacks can drain an energy level on a successful hit. Any energy levels drained by a soul beckoner increase its power (see consume life force, below).\r

    Consume Life Force (Su):<\/b> For each negative level a soul beckoner bestows with its energy drain attack, the soul beckoner gains one negative level along with all attendant bonuses, up to a maximum of 6 negative levels. All such negative levels remain for 24 hours from the time they are gained.\r

    Create Spawn (Su):<\/b> Any humanoid slain by a soul beckoner becomes a soul beckoner in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the soul beckoner that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.\r

    Daylight Powerlessness (Ex):<\/b> Soul beckoners are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.\r

    Eerie Whispers (Su):<\/b> As a free action, a soul beckoner can whisper eerily. Creatures within 240 feet who hear the whispers must succeed on a DC 14 Will save or be drawn toward the soul beckoner. Creatures drawn to a soul beckoner are attacked by the monster and are considered flat-footed (even if they are normally immune to being caught flat-footed), but a successful hit breaks the effect. Otherwise, victims are allowed a Will save every round to escape the whispers' call, with a cumulative +2 bonus per round. When a victim successfully saves versus the draw of the whispers, they must make an additional DC 14 Will save or flee in panic for 1d4+1 rounds.\r

    This is a sonic, mind-affecting enchantment effect (compulsion, fear). The save DCs is Charisma-based.\r

    Energy Drain (Su):<\/b> Living creatures hit by a soul beckoner's incorporeal touch attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the soul beckoner gains 5 temporary hit points.\r

    Unnatural Aura (Su):<\/b> Animals, whether wild or domesticated, can sense the unnatural presence of a soul beckoner at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.\r

    Skills:<\/b> *A soul beckoner receives a +10 racial bonus to Hide checks unless in bright light.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in UK7 - Dark Clouds Gather<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":"Any land and underground"},{"name":"Soul Eater","type":"Outsider","ch":14,"challenge_rating":" 14 \u00a0","id":6547,"reference":"Usergen","full_text":"

    SOUL EATER<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Outsider<\/h2> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 10d8+20 (65 hp)<\/span><\/p> <\/td> <\/tr>

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

    Speed:<\/span><\/b> Fly 100 ft (perfect)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 24 (+6 Dex, +8 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 2 claws +16 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Claw 1d6+1 and soul drain<\/span><\/p> <\/td> <\/tr>

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

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

    Special Qualities:<\/span><\/b> Damage reduction 10\/+1, empathic link, find target, immunities, dakvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +9, Ref +13, Will +7<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 13, Dex 22, Con 14, Int 12, Wis 11, Cha 11<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Hide +16*, Listen +13, Search +14, Spot +13<\/span><\/p> <\/td> <\/tr>

    Feats:<\/span><\/b> Dodge, Flyby Attack, Weapon Finesse (claw)<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/span><\/b> Solitary
    Challenge Rating:<\/b> 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> 11-20 HD (Medium-size); 21-30 HD (Large)<\/span><\/p> <\/td> <\/tr>

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

    The soul eater is summoned to slay creatures as ordered by the caster who called it. Once given a victim, the soul eater will find the victim and attack relentlessly until it is defeated or its victim is dead.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A soul eater appears as a cloud of glowing darkness, but can assume any shape of relatively the same size. It has two ghostly white arms that end in claws attached to its body.<\/span><\/p> <\/td> <\/tr>

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

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

    The soul eater attacks with two ghostly claws in each round. It will continue to attack until either it or its target is defeated or slain.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Soul Drain (Su): <\/b>Each hit by one of its claws deals 1d6 points of temporary Wisdom damage to a foe. A creature reduced to Wisdom 0 by a soul eater dies. A creature slain by a soul eater cannot be returned to life by any means.<\/span><\/p> <\/td> <\/tr>

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

    \u00a0\u00a0 Empathic Link (Ex): <\/b>When summoned, the soul eater creates a mental link between itself and the caster who summoned it. Should the soul eater\u0092s victim be slain by another, or should the soul eater be defeated (not slain), it will return to the caster and attack relentlessly until either it or the caster is dead. The soul eater can find the caster as long as they are on the same plane of existence. Should the caster leave the plane, it will temporarily break the link, though it will be reestablished once the caster returns to the same plane as the soul eater.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Immunities: <\/b>Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills: <\/b>*The soul eater gains a +10 racial bonus on all Hide checks when in darkness or smoke.<\/span><\/p> <\/td> <\/tr>

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

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

    The Soul Eater first appeared in module X6.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land and underground"},{"name":"Spanner","type":"Construct","ch":17,"challenge_rating":" 17 \u00a0","id":6548,"reference":"Usergen","full_text":"

    Spanner <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 20d10+80\u00a0(190 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 10 ft (2 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (-8 size, -3 Dex, +21 natural), touch -1, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+15\/+45<\/td> <\/tr>
    Attack: <\/strong>Touch +21 melee touch (grab)<\/td> <\/tr>
    Full Attack: <\/strong>Touch +21 melee touch (grab)<\/td> <\/tr>
    Space\/Reach: <\/strong>100 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Create opening, improved grab, throw<\/td> <\/tr>
    Special Qualities: <\/strong>Camouflage, construct traits, damage reduction 10\/bludgeoning, stoneskin, tremorsense 150 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +5, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 39, Dex 5, Con ---, Int 10, Wis 14, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Bluff +8, Climb +16, Diplomacy +11, Disguise +15 (+17 acting), Gather Information +8, Handle Animal +8, Intimidate +5, Knowledge (any two) +4, Listen +6, Sense Motive +10, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (create opening), Ability Focus (throw), Alertness, Great Fortitude, Improved Initiative, Lightning Reflexes, Negotiator<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>17<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>21-60 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Ahead lies a large, single-span stone arch bridge, over 100 feet long and 20 feet wide. It is decorated with rails and posts. Many stains and a thick covering of vines seem to indicate that this bridge is quite old.<\/i>\r

    Spanners are living bridges that were created to guard towers and castles. It is believed that a wizard created the first spanner by experimenting with mimics. The wizard set the spanner to guard the moats and chasms outside of his tower, but the thing was intelligent and escaped into the wilderness to make its own fate. The process was discovered and repeated, but most of the spanners that were created also eventually escaped. Today they may be found working for a caring master, or simply standing watch over rivers or ravines or other appropriate locales. Spanners learned to move themselves around by forming crude pseudopod-feet. A spanner will remain in one place for many years, but will move if the locals discover it or stop talking to it.\r

    A spanners is extremely difficult to differentiate from an ordinary bridge. When killed, a spanner becomes a normal, inanimate stone bridge. A spanner is able to alter its surface to fit in better with the local scenery, and can stain itself, encourage plant growth, and change the color of its stone to better perfect its disguise.\r

    A spanner can locate any creature that is standing on it by detecting its weight on the spanner\u00c2\u0092s surface. A spanner is intelligent enough to understand that wildlife may wander onto a bridge, and that a talking bridge may frighten such creatures. Spanners appreciate natural life, and will allow such creatures to cross unmolested. However, spanners are intolerant of unnecessary hunting in their territory, and will automatically attack anything that hunts for sport. A spanner can truly benefit its surroundings, as it has no real physical needs and punishes those who abuse the environment.\r

    A spanner is benign and often friendly, and is curious to know anything and everything about the world around it. Intelligent creatures can often negotiate passage across a spanner simply by providing it with news, gossip, trivia, or other information. Spanners are often serious gossip-hounds, and sometimes liars. A spanner will tolerate a fair amount of verbal abuse, as long as creatures continue to talk to it.\r

    A spanner does not value material treasure, but there may be assorted valuables in its vicinity. Such prizes are usually left over from victims that have suffered from a fall as the result of a spanner attack.\r

    Most spanners are 100-200 feet long and 10-30 feet wide, and can weigh more than 90 tons.\r

    Spanners speak Common and delight in learning the language of any creature that will talk to it.\r

    COMBAT<\/b>\r
    Spanners prefer not to initiate combat. If annoyed or crossed without permission, a spanner can quickly become malicious and merciless. A spanner can throw any opponent that is within 5 feet of one of its edges; otherwise it can create an opening in itself to drop foes through.\r

    Create Opening (Su)<\/b>: As a standard action, a spanner may open a hole in itself, up to a 10-foot square. Any creature in this area must succeed at a DC 25 Reflex save or fall through the hole, suffering falling damage as normal for the height; victims may also be at risk of drowning if they fall into water. A hole may not be opened in a space at the edge of the creature; it must have at least a 5-foot square on every side. A spanner that is only 10 feet wide cannot use this attack form. The hole seals itself up automatically at the end of a round, if there is nothing obstructing the opening. The save DC is Charisma-based.\r

    Improved Grab (Ex)<\/b>: To use this ability, a spanner 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 throw its opponent. Because a spanner lacks appendages, it cannot maintain a grapple.\r

    Throw (Ex)<\/b>: As a standard action, a spanner may attempt to pitch creatures over its side. The spanner must be grappling all opponents to be affected, and the victims must be on one of the spanner\u00c2\u0092s edge spaces. Victims must succeed at a DC 25 Reflex save or be tossed into the air, dropping prone into any square within 5 feet of the spanner. This toss deals falling damage as normal for the height, and victims may be subject to drowning if thrown into a water square. Those who succeed at the Reflex save are free to move again. The save DC is Charisma-based.\r

    Camouflage (Ex)<\/b>: A creature must make a successful Knowledge (architecture or engineering) check (DC 15) to notice that a spanner is anything other than a true bridge. Dwarves may add their stonecunning bonus to this check. Anyone who examines the spanner can detect the ruse with a successful Spot check opposed by the spanner\u00c2\u0092s Disguise check.\r

    Stoneskin (Sp)<\/i><\/b>: Once per day, a spanner can use stoneskin (caster level 8th) on itself.\r

    Skills<\/b>: A spanner receives a +6 racial bonus to Disguise checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium MC14 - Fiend Folio Appendix (1992, Tim Beach).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Usually neutral","environment":"Any land"},{"name":"Spear Grass","type":"Plant","ch":4,"challenge_rating":" 4 \u00a0","id":6549,"reference":"Usergen","full_text":"

    Spear Grass <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 7d8+21\u00a0(52 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 0 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 13 (\u00c2\u00961 size, +4 Dex), touch 13, flat-footed 9<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+11<\/td> <\/tr>
    Attack: <\/strong>Spear-shoot +8 melee (1d6+2\/x3 plus attach) or 4 shoots +8 ranged (1d6+2\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>4 spear-shoots +8 melee (1d6+2\/x3 plus attach) or 4 shoots +8 ranged (1d6+2\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Blood drain, impale<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 60 ft., camouflage, low-light vision, plant traits<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +6, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 19, Con 17, Int 4, Wis 15, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Listen +12<\/td> <\/tr>
    Feats: <\/strong>Point Blank Shot, Precise Shot, Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or stand (2-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>10-14 HD (Large); 15-21 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A strange rustling arises from the grove of bamboo-like plants growing nearby.<\/i>\r

    Spear grass is a deadly, predatory plant that feeds on blood. It tends to grow near trails, watering holes, and other areas rich with animal life upon which to feed. Since the grass is immobile, and its reproductive process is at the mercy of the wind, spear grasses that arise in out-of-the-way locales rarely survive long.\r

    A spear grass is a cluster of 36 shoots covering an area 10 feet in diameter. \r

    Spear grasses cannot speak, but communicate with others of their kind using a language consisting of rustling patterns.\r

    COMBAT\r

    Spear grass awaits the approach of prey, mimicking normal tall grass. Once potential prey comes within range, a spear grass launches a single shoot in an attempt to elicit more noise (and thereby alerting other spear grasses in the area to the presence of prey). Once alerted, the entire cluster begin launching volleys of deadly shoots, then impale the downed or fleeing prey with spear-shoots and drain the blood they crave.\r

    Blood Drain (Ex):<\/b> Spear grass that begins its turn impaling an opponent begins to drain fluids. It deals 1d4 points of Constitution damage each round the victim remains impaled. \r

    Camouflage (Ex):<\/b> Since spear grass looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks.\r

    Impale (Ex):<\/b> If a spear grass successfully hits a creature with a spear-shoot attack, it impales the victim on the shoot and can drain blood. The impaled creature is considered to be grappled, but the spear grass is not.\r

    The creature can break free with a DC 15 Strength check. Success indicates the creature is free but takes an additional 1d3 points of damage in the process. Failure means the creature takes 1d6 points of damage and remains pinned in place. An ally can try to free an impaled creature with a DC 12 Strength check and can avoid damage with a DC 12 Heal check. \r

    A spear grass can hold one creature per spear-shoot. Creatures of Diminutive size and smaller are too small to be held effectively.\r

    Shoots (Ex):<\/b> Spear grass can loose a volley of four shoots as a standard action (make an attack roll for each shoot). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only twenty-four shoots in any 24-hour period.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in I13 - Adventure Pack I<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":"Any"},{"name":"Spectral Cloud","type":"Undead","ch":11,"challenge_rating":" 11 \u00a0","id":6550,"reference":"Usergen","full_text":"

    Spectral Cloud <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Undead \t\t\t(Air)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 18d12+54\u00a0(171 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/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\/+26<\/td> <\/tr>
    Attack: <\/strong>Chilling touch +8 melee touch (2d8\/19-20 plus energy drain)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Chilling touch +8 melee touch (2d8\/19-20 plus energy drain)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Create spawn, energy drain, engulfing fog, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Cloudform, damage reduction 15\/magic, darkvision 60 ft., gaseous giant form, low-light vision, unholy toughness<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +7, Will +14 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 13, Con \u00c2\u0097, Int 13, Wis 16, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Climb +21, Diplomacy +5, Intimidate +24, Jump +8, Listen +24, Sense Motive +24, Spot +24<\/td> <\/tr>
    Feats: <\/strong>Combat Expertise, Dodge, Improved Critical (chilling touch), Mobility, Spring Attack, Weapon Focus (chilling touch), Whirlwind Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>11<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A swirling mass of brilliant white vapors coalesces into the shape of a gigantic humanoid. A pair of lights in the center of its swirling mass assume a position on the giant's face, becoming gleaming eyes that illuminate its face.<\/i>\r

    Spectral clouds are undead cloud giants. They like to haunt or destroy their old clans, doing so out of sheer envy of their kin who revel in the pleasures of life. They make their lairs at the very tops of mountain peaks or on cloud islands like their living kin. They do not eat, though they enjoy draining the life from their victims. \r

    Spectral clouds are about 18 feet tall, but nearly weightless due to their cloudy composition. \r

    Spectral clouds speak Giant.\r

    COMBAT\r

    Spectral clouds generally assume the form of a gaseous giant when doing battle, striking foes with their chilling, life-draining touch. Although they no longer can throw rocks, they may use telekinesis to produce a similar effect. In cloudform, a spectral cloud simply flows over opponents and freezes them within its semisolid mass.\r

    Cloudform (Su):<\/b> A spectral cloud may assume the form of a swirling white swirling mass of brilliant white vapors. This functions as a wind walk<\/i> spell, but the spectral cloud cannot take other creatures with it, and it cannot increase its speed to greater than 60 feet. A spectral cloud may remain in cloudform for as long as it desires. While in cloudform, the spectral cloud loses its chilling touch attack, but gains access to its engulfing fog attack.\r

    Create Spawn (Su):<\/b> Any giant slain by a spectral cloud's energy drain attack becomes a spectral cloud in 1d4 rounds. Any humanoid slain by a spectral cloud becomes a lesser spectral cloud (see below) in 1d4 rounds. Spawn are under the command of the spectral cloud 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 spectral cloud's chilling touch attack gain one negative level. The DC is 22 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the spectral cloud gains 5 temporary hit points.\r

    Engulfing Fog (Ex):<\/b> While in its cloudform, a spectral cloud can simply move over Large or smaller creatures as a standard action. It cannot make a chilling touch attack during a round in which it engulfs. The spectral cloud merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the spectral cloud, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 22 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent\u00c2\u0092s choice) as the spectral cloud moves forward. Engulfed creatures are not considered to be grappled, but moving through the spectral cloud's space is similar to the effects of a solid fog<\/i> spell. Each round a creature remains engulfed, it suffers 2d8 points of cold damage. The save DC is Strength-based and includes a +3 racial bonus.\r

    Gaseous Giant Form (Ex):<\/b> A spectral cloud's insubstantial giant form grants it immunity to critical hits. It cannot run, and it is subject to winds. It cannot wear armor, manipulate solid objects, or enter water or other liquids. It can pass through small holes or narrow openings--even mere cracks.\r

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097mage armor, telekinesis<\/i> (DC 18), whispering wind<\/i>. Caster level 18th.\r

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

    Lesser Spectral Clouds<\/b>\r
    When non-giants are drained of all energy by a spectral cloud, they become a lesser spectral cloud. These entities do not possess the create spawn, engulfing fog, or spell-like abilities of their creator.\r

    Lesser Spectral Cloud<\/b>\r
    Medium Undead (Air)\r
    Hit Dice: 9d12+27 (85 hp)\r
    Initiative: +1\r
    Speed: 50 ft. (10 squares)\r
    Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16\r
    Base Attack\/Grapple: +4\/+4\r
    Attack: Chilling touch +5 melee touch (1d8 plus energy drain)\r
    Full Attack: Chilling touch +5 melee touch (1d8 plus energy drain)\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Energy drain (DC 17)\r
    Special Qualities: Cloudform, damage reduction 5\/magic, darkvision 60 ft., gaseous form, low-light vision, unholy toughness\r
    Saves: Fort +3, Ref +4, Will +9\r
    Abilities: Str 11, Dex 13, Con \u00c2\u0097, Int 13, Wis 16, Cha 17\r
    Skills: Climb +12, Diplomacy +5, Intimidate +15, Jump +8, Listen +15, Sense Motive +15, Spot +15\r
    Feats: Dodge, Mobility, Spring Attack, Weapon Focus (chilling touch)\r
    Environment: Temperate mountains\r
    Organization: Solitary or pair\r
    Challenge Rating: 7\r
    Treasure: Standard\r
    Alignment: Usually neutral evil\r
    Advancement: By character class\r
    Level Adjustment: \u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #254<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Usually neutral evil","environment":"Temperate mountains"},{"name":"Spectral Wizard","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6551,"reference":"Usergen","full_text":"

    Spectral Wizard (Template)<\/h1>
    This man was apparently a spellcaster, for he is dressed in a robes covered in arcane sigils. However, its body and clothing is insubstantial, and most of the color has been drained from its hair, eyes, and skin. In the darkness, it casts an unearthly glow.<\/i>\r

    Spectral wizards are undead creatures who voluntarily entered an eternal unlife to continue their magical pursuits. This transition requires mysterious rituals and a sacrifice of arcane power to fuel the wizard's unending existence.\r

    Spectral wizards often make lairs in their former homes or in a place where other wizards live. All continue to memorize spells from their books and scrolls, and many become involved in research into new spells or magical items. Spectral wizards have difficulty studying because of their immaterial state. \r

    Although most spectral wizards are evil, a few good and neutral wizards pursue an undead existence to continue their studies for the benefit of others.\r

    A spectral wizard speaks any languages it knew in life.

    Creating a Spectral Wizard<\/h2> \"Spectral wizard\" is a template that can be added to any creature capable of casting arcane spells (referred to hereafter as the base creature). A spectral wizard 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 the creature\u00c2\u0092s base attack bonus, saves, or skill points. It gains the incorporeal subtype. Size is unchanged.\r

    Hit Dice:<\/b> All current and future Hit Dice become d12s.\r

    Speed:<\/b> Spectral wizards have a fly speed of 30 feet, unless the base creature has a higher fly speed, with perfect maneuverability. \r

    Armor Class:<\/b> Natural armor is the same as the base creature\u00c2\u0092s but applies only to ethereal encounters. When the spectral wizard manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.\r

    Attack:<\/b> A spectral wizard retains all the attacks of the base creature, attacks relying on physical contact only affect creatures on the Material plane when the spectral is fully manifests (see below). It gains an incorporeal touch attack (see numbing touch) which it can only uses when it manifests.\r

    Full Attack:<\/b> A spectral wizard retains all the attacks of the base creature, attacks relying on physical contact only affect creatures on the Material plane when the spectral is fully manifests (see below). It gains an incorporeal touch attack (see numbing touch) which it can only uses when it manifests.\r

    Damage:<\/b> A spectral wizard retains the base creature's damage values, but usually can only damage ethereal creatures with these attacks. It can use the base creature's damage values against nonethereal opponents when it fully manifests (see below). It has an incorporeal touch attack that does 1d6 points of damage and causes numbness (see numbing touch), but can only be used when the spectral wizard manifests.\r

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

    Manifestation (Su):<\/i> A spectral wizard normally dwells on the Ethereal Plane where, as an ethereal creature, it cannot affect or be affected by anything in the material world. However, a spectral wizard can partially or fully manifest on the Material Plane. It takes 1 move action for a spectral wizard to partially manifest and 1 full-round action to fully manifest. It takes the spectral twice as long to manifest in areas of bright light, such as daylight or a continual flame<\/i> spell. A spectral wizard may un-manifest as a move action.\r

    A spectral wizard has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes. Manifested spectral wizards can be attacked by foes from either the Material or Ethereal Planes, but are somewhat protected by incorporeality unless fully manifested.\r

    When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets.\r

    A partially manifested spectral wizard becomes visible but incorporeal on the Material Plane. It can pass through solid objects at will, and has an incorporeal touch attack. Its incorporeality protects it from foes on the Material Plane, but not from foes on the Ethereal Plane. Its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A partially manifested spectral wizard's touch spells don't work on nonethereal targets.\r

    A fully manifested spectral wizard has assumed physical substance on the Material Plane and loses the incorporeal subtype. Fully manifest spectral wizards have no incorporeal touch attack, but can manipulate material objects, wield weapons (using Str to modify melee attack rolls), grapple creatures, and cast spells, since they are corporeal. Fully manifested spectral wizards are also affected normally by non-magic weapons and mundane fire, cold and acid, but they retain their deflection bonus to AC and remain weightless. Despite being corporeal, spectral wizards are still ethereal and interact normally with foes on the Ethereal Plane. Its spells affect targets both on the Material Plane and Ethereal Plane normally.\r

    Numbing Aura (Su):<\/i> Any creature that approaches within 10 feet of a spectral wizard feels its body begin to tingle all over. The creature must make a Fortitude save or become slightly numb, taking a -1 penalty on all attack rolls, Strength- and Dexterity-based skill and ability checks, and Reflex saves. This penalty lasts as long as the victim is within 10 feet of the spectral wizard; a creature leaving and re-entering the numbing aura must make a new save each time it enters the aura. \r

    Numbing Touch (Su):<\/i> Any living creature a spectral wizard hits with its touch attack must succeed on a Fortitude save or be suffer incapacitating numbness in either its head or a limb (spectral wizard's choice) for 1d3 minutes. A numbed arm makes it impossible for the subject to cast spells with somatic components or to use objects with that arm. A numbed leg forces the subject to fall prone and reduces its land speed to 10 feet (or 5 ft. if all its legs are numbed). A numbed head makes it impossible for the subject to speak, which also prevents it from casting spells with verbal components. Numbness can be removed with a dispel magic<\/i> or lesser restoration<\/i> spell if the caster succeeds at a caster level check against a DC of 10 + the spectral wizard's hit dice.\r

    Spells:<\/i> A spectral wizard can cast any spells it could cast while alive, but its caster level is permanently reduced by three.\r

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

    Creepy (Su):<\/i> A spectral wizard, even when fully manifested and corporeal, never makes noise without choosing and may move silently at will.\r

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

    Turn Resistance (Ex):<\/i> A spectral wizard has +2 turn resistance.\r

    Abilities:<\/b> Same as the base creature, except that the spectral wizard has no Constitution score, and its Charisma score increases by +4.\r

    Skills:<\/b> Spectral wizards have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.\r

    Environment:<\/b> Any.\r
    Organization:<\/b> Solitary or pair.\r
    Challenge Rating:<\/b> Same as the base creature.\r
    Treasure:<\/b> No coins, no goods, double items.\r
    Alignment:<\/b> Always neutral, never lawful or chaotic.\r
    Advancement:<\/b> By character class.\r
    Level Adjustment:<\/b> Same as the base creature +3.\r

    Challenge Rating: <\/strong>+3

    Sample Spectral Wizard<\/h2> The spectral wizard below had the following ability scores before acquiring the template: Str 8, Dex 14, Con 10, Int 15, Wis 12, Cha 13.\r

    Spectral Wizard<\/b>\r
    13th-level Human Wizard\r
    Medium Undead (Incorporeal)\r
    Hit Dice: 13d12 (84 hp)\r
    Initiative: +3\r
    Speed: Fly 30 ft. (6 squares)(perfect)\r
    Armor Class: 16 (+3 Dex, +3 deflection), touch 16, flat-footed 13 or 13 (+3 Dex), touch 10, flat-footed 13\r
    Base Attack\/Grapple: +6\/+5\r
    Attack: Incorporeal touch +9 melee or +5 against ethereal foes (1d6 plus numbing touch or 1d6-1 plus numbing touch against ethereal foes); or +1 shock returning dagger<\/i> +6 melee (1d4\/19-20 plus 1d6 electricity) or +1 shock returning dagger<\/i> +10 ranged (1d4\/19-20 plus 1d6 electricity)\r
    Full Attack: Incorporeal touch +9 melee or +5 against ethereal foes (1d6 plus numbing touch or 1d6-1 plus numbing touch against ethereal foes); or +1 shock returning dagger<\/i> +6\/+1 melee (1d4\/19-20 plus 1d6 electricity) or +1 shock returning dagger<\/i> +10 ranged (1d4\/19-20 plus 1d6 electricity)\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Manifestation, numbing aura (DC 19), numbing touch (DC 19), spells\r
    Special Qualities: Creepy, immunity to cold, electricity, polymorph, and mind-affecting attacks, incorporeal traits, summon familiar, +2 turn resistance, undead traits\r
    Saves: Fort +4, Ref +7, Will +9\r
    Abilities: Str 8, Dex 16, Con \u00c2\u0097, Int 20, Wis 12, Cha 17\r
    Skills: Concentration +16 (+20 casting defensively), Decipher Script +10, Hide +11, Knowledge (arcana) +21, Knowledge (religion) +15, Knowledge (the planes) +15, Listen +10, Search +13, Spellcraft +22 (+24 scrolls), Spot +10, Survival +1 (+3 on other planes), Use Magic Device +6 (+10 scrolls)\r
    Feats: Combat Casting, Craft Wand, Eschew Materials, Greater Spell Focus (enchantment), Greater Spell Focus (necromancy), Scribe Scroll (B), Spell Focus (enchantment), Spell Focus (necromancy), Spell Penetration\r
    Environment: Any\r
    Organization: Solitary or pair\r
    Challenge Rating: 13\r
    Treasure: No coins, no goods, double items\r
    Alignment: Always neutral, never lawful or chaotic\r
    Advancement: By character class\r
    Level Adjustment: +3\r

    Wizard Spells Prepared<\/i> (4\/6\/5\/4\/4\/3; save DC 15 + spell level, enchantment and necromancy spells DC 17 + spell level). \r
    0\u00c2\u0097detect magic, ghost sound, prestidigitation, touch of fatigue;<\/i> \r
    1st\u00c2\u0097chill touch, magic missile, ray of enfeeblement (2), reduce person, shield; <\/i>\r
    2nd\u00c2\u0097false life, gust of wind, hideous laughter, scare, touch of idiocy; <\/i>\r
    3rd\u00c2\u0097dispel magic, ray of exhaustion, slow, vampiric touch; <\/i>\r
    4th\u00c2\u0097black tentacles, crushing despair, enervation, phantasmal killer; <\/i>\r
    5th\u00c2\u0097cloudkill, mage's private sanctum, mind fog.<\/i>\r

    Skills:<\/b> Spectral wizards have a +8 racial bonus on Hide, Listen, Search, and Spot checks.\r

    Possessions:<\/b> Headband of intellect +4, wand of spectral hand<\/i> (50 charges).
    \u00a0
    HHQ2 \u00c2\u0096 Wizard\u00c2\u0092s Challenge<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Always neutral, never lawful or chaotic.\r","environment":" Any.\r"},{"name":"Spectramouse","type":"Magical Beast","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6552,"reference":"Usergen","full_text":"

    Spectramouse <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1\/4d10\u00a0(1 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 15 ft. (3 squares), climb 15 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+8 size, +2 Dex), touch 20, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/\u00c2\u009620<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1)<\/td> <\/tr>
    Space\/Reach: <\/strong>1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Illusions<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft. low-light vision, scent, supersonic speech<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 14, Con 10, Int 12, Wis 12, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Balance +10, Climb +10, Concentration +4, Hide +26, Move Silently +12, Spellcraft +3<\/td> <\/tr>
    Feats: <\/strong>Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary, or group (2-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A tiny albino mouse skitters nearby.<\/i>\r

    A spectramouse is an ordinary-seeming albino mouse with an innate ability to create illusions. No one knows whether they are the product of magical experimentation or a spontaneous mutation. Spectramice are social, peaceful creatures who live in tight-knit groups. They are as intelligent as many humanoids, but are only interested in the survival of themselves and other mice. Most spectramice show no interest in abstract subjects, their thoughts concentrate on finding food and shelter, producing young, and warding off predators with their illusion powers. They do sometimes defend mundane mice as well as other spectramice.\r

    Spectamice speak their own language. Their voices are too high-pitched for the hearing of most humanoids.\r

    A spectramouse is 4 inches long (plus a 4 inch tail) and weighs about an ounce.\r

    COMBAT<\/b>\r

    Spectramice prefer to avoid combat, using their illusions to frighten other creatures away. If this fails to drive away a lethal threat, a large group may resort to their phantasmal killer<\/i> ability.\r

    Illusions (Sp):<\/b> Spectramice can create illusions as at-will spell-like abilities. A group of spectramice can cooperate to produce more powerful illusions. To contribute to a cooperative illusion, a spectramouse must take a standard action and be within 30 ft. of all the other spectramice in the group casting the spell. Interrupting a spectramouse from casting a cooperative illusion will only prevent the spell from being successfully cast if it reduced the number of spectramice in the group to less than the minimum number required to cast the spell (see below). The DC of the spell equals 10, plus the spell level, plus the Charisma bonus of the spectramouse with the highest Charisma in the group, plus a circumstance bonus of +1 for every two additional spectramice above the minimal number needed to cast the spell (maximum circumstance bonus +4). The spell-like ability can originate from any mouse in the group.\r

    A single spectramouse can create a ghost sound<\/i> or disguise self<\/i> spell-like ability (as the spells). It can use disguise self to appear as a giant mouse or dire rat up to 1 foot tall and 3 feet long (not including tail).\r

    Two or more spectramice can create a silent image<\/i> spell-like ability.\r

    Four or more spectramice can create a minor image<\/i> spell-like ability.\r

    Six or more spectramice can create a major image<\/i> spell-like ability.\r

    Eight or more spectramice can create a phantasmal killer<\/i> spell-like ability.\r

    Supersonic Speech (Ex):<\/b> Spectramice have voices far above the frequency range of normal humanoid hearing. A spectramouse can hear normal humanoid speech, but cannot reply using its own voice. It can use ghost sound or other illusions to produce speech audible to normal humanoids. Some creatures with keen hearing, such as dogs or bats, are naturally able to hear a spectramouse's speech.\r

    Skills:<\/b> A spectramouse has a +4 racial bonus on Hide and Move Silently checks and a +8 racial bonus on Balance and Climb checks. A spectramouse 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 Dungeon Magazine #8<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Any land"},{"name":"Spider Cat","type":"Magical Beast","ch":6,"challenge_rating":" 6 \u00a0","id":6553,"reference":"Usergen","full_text":"

    Spider Cat <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 7d10+21\u00a0(59 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares), climb 60 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 21 (\u00c2\u00961 size, +6 Dex, +6 natural), touch 15, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+15<\/td> <\/tr>
    Attack: <\/strong>Bite +12 melee (1d8+4 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +12 melee (1d8+4 plus poison) and 2 claws +10 melee (1d4+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Pounce, web<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/magic, darkvision 60 ft., immunity to mind-affecting spells and abilities, immunity to webs, low-light vision, scent, spell resistance 13, tremorsense 60 ft., verminlike<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +11, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 23, Con 16, Int 3, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Balance +8, Climb +14, Hide +9*, Jump +20, Move Silently +11, Spot +9\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (poison), Multiattack, Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or pride (3\u00c2\u009612)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>8-13 HD (Large); 14-21 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature has the thorax and abdomen of a desert tarantula, while the front half of its body resembles that of a muscular lion. Its leonine appearance is broken by the large, sharpened mandibles that form its mouth. Its entire body is covered in tawny fur.<\/i>\r

    Much like griffons, spider cats are powerful, majestic creatures combining the characteristics of a lion with another creature. Rather than blending with eagles, these creatures blend in the traits of a desert tarantula. \r

    Spider cats form prides similar to lions, and like lions, are generally near the top of the food chain. Spider cats attack all living creatures smaller than themselves. They avoid undead, apparently finding the smell repulsive to their keen olfactory sensors. They collect treasure by accident, though their ravages usually ensure that the remains of many victims and their belongings will be found in their cavern lairs.\r

    Sages speculate that spider cats are the creations of a mad wizard, millenia dead. They breed true, laying eggs like spiders.\r

    A typical spider cat's body is 10 feet long. It weighs 1,200 to 1,500 pounds.\r

    Spider cats cannot speak.\r

    COMBAT\r

    Spider cats hunt much like spiders, using webs to trap prey or to lie in ambush. Once suitable prey is spotted, a spider cat pounces like a lion, sinking its foreclaws and teeth into the victim while injecting an extremely potent venom.\r

    Spider cat webbing is extremely hard to break, gaining tensile strength as its victim struggles.\r

    Immunity to Webs (Ex):<\/b> A spider cat is unaffected by natural and magical webs.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 18, initial and secondary damage 1d6 Con. The internal organs of victims killed by the spidercat's poison are liquefied, so creatures killed by the poison cannot be returned to life by raise dead<\/i>. Resurrection<\/i> or greater magic works as usual, however. The save DC is Constitution-based.\r

    Pounce (Ex):<\/b> If a spider cat drops upon or charges a foe, it can make a full attack.\r

    Verminlike (Ex):<\/b> Although a magical beast, spider cats are largely verminlike in nature. As a result, they are vulnerable to any spell that affects vermin, and their immunity to mind-affecting spells and abilities does not apply to spells that specifically target vermin.\r

    Web (Ex):<\/b> Spider cats often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider cat and one creature of the same size. Spider cats 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 cat. An entangled creature can escape with a successful DC 20 Escape Artist check or burst it with a DC 24 Strength check. Both are standard actions. The check DCs are Constitution-based, and the Escape Artist check DC includes a +4 racial bonus, while the Strength check DC includes a +8 racial bonus.\r

    Spider cats often create sheets of sticky webbing from 5 to 60 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. 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 14 hit points (16 hp for a Huge spider cat), and sheet webs have damage reduction 5\/\u00c2\u0097.\r

    A spider cat can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.\r

    Skills:<\/b> A spider cat has a +2 racial bonus on Balance and Move Silently checks, a +4 racial bonus on Hide, Jump, and Spot checks, and a +8 racial bonus on Climb checks. Spider cats use either their Strength or Dexterity modifier for Climb checks, whichever is higher. A spider cat can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #118<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always chaotic neutral","environment":"Warm plains"},{"name":"Spider Queen","type":"Magical Beast","ch":7,"challenge_rating":" 7 \u00a0","id":6554,"reference":"Usergen","full_text":"

    Spider Queen <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 9d10+27\u00a0(76 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 20 (\u00c2\u00961 size, +3 Dex, +8 natural), touch 12, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+19<\/td> <\/tr>
    Attack: <\/strong>Bite +14 melee (1d6+9\/19-20 plus poison)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +14 melee (1d6+9\/19-20 plus poison)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, rebuke spiders (+3, 2d6+12, 9th), spider growth, web<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to poison, light sensitivity, low-light vision, spider empathy, tremorsense 60 ft., venom-bolstering aura<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +9, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 17, Con 16, Int 7, Wis 13, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Climb +14, Hide +6*, Jump +20, Listen +4, Move Silently +6*, Spot +12\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (poison), Extra Turning, Improved Critical (bite), Improved Initiative<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, cluster (1 plus 2-8 monstrous spiders of Small to Large size), or court (1 plus 1 Huge monstrous spider consort, 2-8 Large spiders, and 2-20 Medium spiders)<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>1\/10 coins; 50% goods; 50% items<\/td> <\/tr>
    Alignment: <\/strong>Any evil<\/td> <\/tr>
    Advancement: <\/strong>9-13 HD (Large); 14-27 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A cluster of spiders approaches, seemingly organized around one particularly large arachnid in the group. This alpha spider appears ancient, nearly primeval, and seems to move with determination that suggests a greater sentience.<\/i>\r

    Spider queens are giant monstrous spiders grown intelligent after surviving for millennia.\r

    A typical spider queen\u00c2\u0092s body is 12 feet long, weighing around 2,400 pounds. Spider queens arise from various breeds of monstrous spiders, so can appear slender or bloated, smooth or hairy, and may feature patterns or markings. They are generally slightly larger than other monstrous spiders of their kind.\r

    Spider queens speak Abyssal and Undercommon.\r

    COMBAT\r

    Spider queens are usually accompanied by monstrous spiders of various sizes. They blend the traits of hunting spiders and web-spinners to great effect. A spider queen fights much like other spiders, although with better tactics and a greater sense of self-preservation.\r

    Light Sensitivity (Ex):<\/b> Spider queens are dazzled in bright sunlight or within the radius of a daylight<\/i> spell.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 21, initial and secondary damage 1d8 Con and 1d8 Str. The save DC is Constitution-based.\r

    Rebuke Spiders (Su):<\/b> A spider queen can rebuke and command spiders as a cleric rebukes undead. A spider queen's effective cleric level is equal to its Hit Dice. A spider queen can make up to 9 rebuke attempts per day.\r

    Spider Empathy (Ex):<\/b> Spider queens can communicate and empathize with any spider or arachnoid creature. This gives them a +4 racial bonus on checks when influencing the creature's attitude and allows the communication of simple concepts and (if the creature is friendly) commands, such as \"friend,\" \"foe,\" \"flee,\" and \"attack.\"\r

    Spider Growth (Sp):<\/b> Thee times per day, a spider queen can make a number of spiders grow to twice their normal size and eight times their normal weight. This is identical to an animal growth<\/i> spell, except it affects spiders (and only spiders). Caster level equals Hit Dice. This is the equivalent of a 5th-level spell.\r

    Tremorsense (Ex):<\/b> A spider queen 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 queen\u00c2\u0092s webs.\r

    Venom-Bolstering Aura (Su):<\/b> A spider queen continuously emanates a supernatural aura that increases the toxicity of venom. The save DCs of all poison attacks made within 60 feet of a spider queen increase by +2. The spider queen benefits from her own aura (already figured into the poison, above).\r

    Web (Ex):<\/b> Spider queens often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider queen and one creature of the same size. A spider queen 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 queen. An entangled creature can escape with a successful DC 20 Escape Artist check or burst it with a DC 24 Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.\r

    Spider queens often create sheets of sticky webbing from 5 to 60 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 12 hit points, and sheet webs have damage reduction 5\/\u00c2\u0097. The hit points increase by 2 for each size category increase above Large.\r

    A spider queen can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.\r

    Skills:<\/b> Spider queens have a +4 racial bonus on Hide checks, a +8 racial bonus on Climb and Spot checks, and +10 racial bonus on Jump checks. A spider queen can always choose to take 10 on Climb checks, even if rushed or threatened. Spider queens use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Spider queens have a +8 racial bonus on Hide and Move Silently checks when using their webs.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Treasures of the Savage Frontier Adventure Journal<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Any evil","environment":"Any land and underground"},{"name":"Spider, Barrel","type":"Vermin","ch":3,"challenge_rating":" 3 \u00a0","id":6555,"reference":"Usergen","full_text":"

    Spider, Barrel <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d8+8\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), 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>+3\/+10<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d8+4)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d8+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Hiss, rend armor<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., tremorsense 60 ft., vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +3, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 15, Con 14, Int \u00c2\u0097, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Hide +2, Jump +13, Spot +8\r
    <\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or colony (2\u00c2\u00968)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>1\/10 coins; 50% goods; 50% items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5\u00c2\u00967 HD (Large); 8\u00c2\u009615 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This horse-sized spider is covered with a pale yellow film of hairs. Its pedipalps are greatly extended, giving the appearance of an extra pair of legs.<\/i>\r

    Barrel spiders are not true spiders. These giant arachnids are more closely related to solifugids (or sun spiders).\r

    A barrel spider is about 8 feet in diameter. \r

    COMBAT\r

    A barrel spider attempts to bite prey, using its powerful chelicerae to rip apart armor to get at the softer flesh within. If cornered, a barrel spider will hiss loudly to stun and deafen its assailants.\r

    Hiss (Ex):<\/b> A cornered barrel spider can hiss loudly. All creatures in a 15-foot radius must succeed on a DC 14 Fortitude save or be stunned for 1d2 rounds. A creature who fails its first save must make a second DC 14 Fortitude save or be deafened for 2d4 rounds after the stunning effect ends. The save DCs are Constitution-based.\r

    Rend Armor (Ex):<\/b> If a barrel spider hits with its bite attack, its chelicerae pull apart any armor worn by its foe. This attack deals 2d8+8 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

    Skills:<\/b> Barrel spiders have a +4 racial bonus on Hide checks, a +8 racial bonus on Climb and Spot checks, and a +10 racial bonus on Jump checks. A barrel spider can always choose to take 10 on Climb checks, even if rushed or threatened. Barrel spiders use either their Strength 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 #67<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Any land and underground"},{"name":"Spider, Crab","type":"Vermin","ch":1,"challenge_rating":" 1 \u00a0","id":6556,"reference":"Usergen","full_text":"

    Spider, Crab <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Vermin \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), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+3 Dex, +1 natural), touch 13, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+3<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d6+2 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d6+2 plus poison) and 2 claws -1 melee (1d3+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, poison<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., tremorsense 60 ft., vermin traits\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +3, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 17, Con 12, Int \u00c2\u0097, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Hide +15<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse (B)\r
    <\/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\u00c2\u00967 HD (Large); 8\u00c2\u009615 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This man-sized spider somewhat resembles a crab, with a flattened body and two front pairs of legs angled outward.<\/i>\r

    Giant crab spiders get their name not only from their appearance, but the fact that they can move sideways or backward. These hunting spiders lie in ambush among flowers, bark, fruit or leaves, or in the crevices of the trunks or huge trees.\r

    A giant crab spider is about 5 feet in diameter. \r

    COMBAT\r

    Giant crab spiders use their powerful front legs to grab and hold onto prey while paralyzing it with a venomous bite.\r

    Improved Grab (Ex):<\/b> To use this ability, a giant crab spider 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 make a bite attack as a free action, gaining a +4 bonus on its attack roll with this attack. \r

    Poison (Ex):<\/b> Injury, Fortitude DC 12, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.\r

    Skills:<\/b> Crab spiders have a +8 racial bonus on Climb checks and a +12 racial bonus on Hide checks. A crab spider can always choose to take 10 on Climb checks, even if rushed or threatened. Crab spiders use either their Strength 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 #67<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Temperate forests"},{"name":"Spider, Diving Bell","type":"Vermin","ch":1,"challenge_rating":" 1 \u00a0","id":6557,"reference":"Usergen","full_text":"

    Spider, Diving Bell <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Vermin \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), climb 20 ft., swim 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+3 Dex, +1 natural), touch 13, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+1<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d6 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d6 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison<\/td> <\/tr>
    Special Qualities: <\/strong>Air bubble, darkvision 60 ft., tremorsense 60 ft., vermin traits\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +3, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 17, Con 12, Int \u00c2\u0097, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Hide +7, Spot +4, Swim +8\r
    <\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate swamps<\/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\u00c2\u00967 HD (Large); 8\u00c2\u009615 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This man-sized spider has a velvety-grey coloration, although the trapped air around gives it a silvery sheen.<\/i>\r

    Giant diving bell spiders spend their entire lives underwater, yet they breathe air. These spiders build underwater webs which they fill with air and use for digesting prey, molting, mating and raising offspring. Although they are decent swimmers, diving bell spiders prefer to cling to silk threads or underwater vegetation while moving.\r

    A diving bell spider is about 5 feet in diameter. Males are about one-third larger than females.\r

    COMBAT\r

    Giant diving bell spiders live almost entirely within their webs, darting out to catch prey that touches the bell or the silk threads that anchor it. \r

    Air Bubble (Ex):<\/b> When a diving bell spider climbs under the water, hairs on its body hold an air bubble around it. The diving bell spider can breath from this air bubble for one hour per point of Constitution before it risks drowning. Because of the air bubble, the spider is bouyant and must climb along rocks, sand, or plants to avoid floating to the surface; the raft spider does not actually swim.\r

    If the diving bell spider is killed, a Small or Medium creature may sever one of its legs and breath from the air bubble attached to that leg for up to one hour. Smaller creatures may use a fraction of a leg, while Large creatures must use the body and head of the spider. Huge and larger creatures cannot use a diving bell spider's air bubble to breathe underwater.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 12, initial and secondary damage 1d4 Str. The save DC is Constitution-based.\r

    Skills:<\/b> Diving bell spiders have a +4 racial bonus on Hide and Spot checks, and a +8 racial bonus on Climb and Spot checks. A diving bell spider can always choose to take 10 on Climb checks, even if rushed or threatened. Diving bell spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. A diving bell spider 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>
    1982 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #67<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Temperate swamps"},{"name":"Spider, Electric","type":"Magical Beast","ch":6,"challenge_rating":" 6 \u00a0","id":6558,"reference":"Usergen","full_text":"

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


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d10+15\u00a0(42)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (\u00c2\u00961 size, +3 Dex, +4 natural), touch 12, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+12<\/td> <\/tr>
    Attack: <\/strong>Bite +7 melee (1d8+4 plus 2d6 electricity)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +7 melee (1d8+4 plus 2d6 electricity)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, shock<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to electricity, low-light vision, vulnerability to acid\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +7, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 16, Con 17, Int 5, Wis 13, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Hide -1, Listen +5, Move Silently +7<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (breath weapon), Improved Initiative<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Infinite Layers of the Abyss<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or pack (5-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>6\u00c2\u00968 HD (Large); 9\u00c2\u009615 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large blue arachnid has a thick abdomen and pulses with electricity.<\/i>\r

    Electric spiders can be found throughout Kalistes' domain.\r

    A typical electric spider\u00c2\u0092s body is 8 feet long. It weighs about 800 pounds.\r

    Electric spiders cannot speak.\r

    COMBAT\r

    Electric spiders favor narrow confines where they can catch multiple victims with their breath weapons.\r

    Breath Weapon (Su):<\/b> The electric spider has one type of breath weapon, a 60 ft. line of electricity that deals 5d6 points of damage. A DC 17 Reflex save halves the damage. The save DC is Consitution-based.\r

    Shock (Ex):<\/b> An electric spider's bite attack deals piercing damage plus 2d6 electricity damage from the spider's shocking body. Creatures hitting an electric spider with natural weapons or unarmed attacks take electricity damage as though hit by the spider's attack.\r

    Skills:<\/b> An electric spider 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
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Pools of Darkness (SSI computer game)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always chaotic evil","environment":"Infinite Layers of the Abyss"},{"name":"Spider, Gaze","type":"Magical Beast","ch":6,"challenge_rating":" 6 \u00a0","id":6559,"reference":"Usergen","full_text":"

    Spider, Gaze <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d10+20\u00a0(47)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (\u00c2\u00961 size, +2 Dex, +5 natural), touch 14, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+12<\/td> <\/tr>
    Attack: <\/strong>Bite +7 melee (1d8+4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +7 melee (1d8+4)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Paralyzing gaze<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +6, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 14, Con 19, Int 5, Wis 13, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Hide -2, Listen +5, Move Silently +6\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (gaze), Iron Will<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Infinite Layers of the Abyss<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or pack (5-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>6\u00c2\u00968 HD (Large); 9\u00c2\u009615 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This eight-foot long arachnid has short legs and a bulbous abdomen. Its eight eyes are much larger than normal for a spider of its size.<\/i>\r

    A common denizen of Kalistes' dimension are the fierce gaze spiders.\r

    A typical gaze spider\u00c2\u0092s body is 8 feet long. It weighs about 900 pounds.\r

    Gaze spiders cannot speak.\r

    COMBAT\r

    Gaze spiders attempt to paralyze foes with their gaze, then close to finish the others with their bite.\r

    Paralyzing Gaze (Su):<\/b> Paralysis 1d6 rounds, 30 feet, Fortitude DC 14 negates. The save DC is Charisma-based.\r

    Skills:<\/b> A gaze spider 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>
    1991 Wizards of the Coast, Inc.
    Originally found in Pools of Darkness (SSI computer game)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always chaotic evil","environment":"Infinite Layers of the Abyss"},{"name":"Spider, Giant Boleadore","type":"Vermin","ch":2,"challenge_rating":" 2 \u00a0","id":6560,"reference":"Usergen","full_text":"

    Spider, Giant Boleadore <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d8+4\u00a0(22 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+9<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d8+3 poison)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d8+3 poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Drag, poison, web<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., tremorsense 60 ft., vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 17, Con 12, Int \u00c2\u0097, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Hide +3*, Jump +2*, Spot +4*<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or colony (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>1\/10 coins, 50% goods, 50% items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5-7 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This giant spider has a lumpy abdomen. It hangs from a line of silk, and dangles another line ending in a large glob of silk below it.<\/i>\r

    Also known as angling spiders, giant boleadore spiders are an unusual variant of the typical web-spinning monstrous spiders. Rather than creating a traditional web, these orb-weaver spiders dangle a sticky blob of silk on a line of webbing, which they use to snag prey.\r

    Giant boleadore spiders prefer to hunt giant moths and mothlike creatures (such as gloomwings). If hungry, they'll capture any prey that comes within range of their lure webs.\r

    Combat\r

    A boleadore spider usually lies in wait with its web extended across a narrow opening. If a potential victim spots the trap, the spider will release its web and fire a new one directly at the other creature.\r

    Drag (Ex):<\/b> Once a creature sticks to a giant boleadore spider's web, the web fastens onto the opponent\u00c2\u0092s body. It attempts to drag the victim closer on its turn. This activity resembles the bull rush maneuver, except that the spider drags its victim 10 feet closer +1 foot for each point by which its Strength check exceeds the victim's. If a boleadore spider draws a creature to within 5 feet of itself, it can make its bite attack with a +4 attack bonus in the same round.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 13, initial and secondary damage 1d6 Str. The save DC is Constitution-based.\r

    Tremorsense (Ex):<\/b> A giant boleadore 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> A giant boleadore spider can string out its strong, sticky web to a length of 30 feet. The web can be dangled from a high ledge or niche, or strung horizontally across a spot likely to catch flying creatures. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become stuck. A boleadore spider can also fire its web up to 60 feet away (no range increment). If the web is currently deployed or severed, a boleadore spider cannot use this attack.\r

    Reeling in an unattached web is a full-round action. A boleadore spider can disconnect its web as a free action.\r

    A web has 6 hit points and hardness 3. It can be attacked by making a successful sunder attempt. Attacking a boleadore spider's web does not provoke an attack of opportunity. If the web is currently stuck to a target, the boleadore spider takes a \u00c2\u00964 penalty on its opposed attack roll to resist the sunder attempt. Severing a web deals no damage to a boleadore spider.\r

    Skills:<\/b> Giant boleadore spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A giant boleadore spider can always choose to take 10 on Climb checks, even if rushed or threatened. Giant boleadore spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Giant boleadore spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1982 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #67<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Any land and underground"},{"name":"Spider, Jumping","type":"Vermin","ch":1,"challenge_rating":" 1 \u00a0","id":6561,"reference":"Usergen","full_text":"

    Spider, Jumping <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+3 Dex, +1 natural), touch 13, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+1<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d6 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d6 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, web<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., tremorsense 60 ft., vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +3, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 17, Con 12, Int \u00c2\u0097, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Hide +7*, Move Silently +11, Jump +27, Spot +8<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm lands<\/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\u00c2\u00967 HD (Large); 8\u00c2\u009615 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This man-sized spider has an usual pattern of eye placement, with two large eyes on the front of its face, a pair of slightly smaller eyes diagonally above these, and the remaining four atop its head.<\/i>\r

    Giant jumping spiders are diurnal, active hunters. Their well developed internal hydraulic system allows them to make great leaps. Jumping spiders are also known for their ability to stand incredibly still while awaiting prey. They are also famous for their curious and inquisitive demeanor.\r

    When a jumping spider is moving from place to place, and especially just before it jumps, it tethers a filament of silk to whatever it is standing on. Should it fall for one reason or another, it climbs back up the silk tether. Jumping spiders also use their silk to weave small tent-like dwellings where females can protect their eggs, and which also serve as a shelter while moulting.\r

    A giant jumping spider is about 5 feet in diameter. \r

    COMBAT\r

    A giant jumping spider is an active hunter, stealthily approaching its quarry, but is also capable of standing nearly motionless awaiting the approach of prey. It attacks with a leaping charge once prey is within range.\r

    Lunge (Ex):<\/b> If a giant jumping spider charges a creature and incoporates a jump as the final part of the charge, it gains a +4 circumstance bonus to its attack roll. Additionally, for every 10 points by which the Jump check exceeds 20, the jumping spider's charge attack deals an additional +1d6 points of damage. For example, a Jump check result of 34 deals +1d6 points of damage, and a Jump check result of 41 deals +2d6 points of damage.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 12, initial and secondary damage 2d6 Str. The save DC is Constitution-based.\r

    Web (Ex):<\/b> Giant jumping spiders often tether themselves before making a leap. A single strand is strong enough to support the spider and one creature of the same size. \r

    Skills:<\/b> Jumping spiders have a +4 racial bonus on Hide checks, a +8 racial bonus on Climb, Move Silently, and Spot checks, and a +20 racial bonus on Jump checks. A jumping spider can always choose to take 10 on Climb or Jump checks, even if rushed or threatened. Jumping spiders use either their Strength or Dexterity modifier for Climb and Jump checks, whichever is higher. *They have a +4 racial bonus on Hide checks when in forest environments. This bonus on Hide checks increases to +8 when the spider is immobile.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1982 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #67<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Temperate and warm lands"},{"name":"Spider, Pack","type":"Magical Beast","ch":1,"challenge_rating":" 1 \u00a0","id":6562,"reference":"Usergen","full_text":"

    Spider, Pack <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d10+2\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+3 Dex, +1 natural), touch 13, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+1<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d6+2)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d6+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Swarmfighting<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, tremorsense 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +3, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 17, Con 12, Int 2, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Hide +7, Jump +10, Spot +8, Survival +5\r
    <\/td> <\/tr>
    Feats: <\/strong>Track, Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2\u00c2\u009612)<\/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\u00c2\u00967 HD (Large); 8\u00c2\u009615 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This dog-sized spider is covered with fur.<\/i>\r

    Pack spiders are used as watch-animals and hunters in several primitive societies. They may be found in any terrain, arctic to tropical.\r

    A pack spider is about 5 feet in diameter. Fur coloration matches its normal surroundings.\r

    COMBAT\r

    In the wild, pack spiders run in packs to bring down their prey. They do not build webs, but stalk their prey over almost any terrain, and attack with large but nonpoisonous jaws.\r

    Swarmfighting (Ex):<\/b> Pack spiders can coordinate melee attacks against a single target and are adept at fighting side by side in close quarters. A giant pack spider can occupy the same 5-foot square in combat with any other pack spider at no penalty. When a pack spider engages a Medium or larger creature in melee, and at least one other pack spider threatens the target, it gains a +1 morale bonus on the attack roll. This bonus increases by +1 for each additional pack spider beyond the first that threatens the same target. The swarmfighting bonus can not exceed the Dexterity bonus of the pack spider making the attack.\r

    Skills:<\/b> Pack spiders have a +4 racial bonus on Hide checks, a +8 racial bonus on Climb and Spot checks, and a +10 racial bonus on Jump checks. A giant pack spider can always choose to take 10 on Climb checks, even if rushed or threatened. Pack spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. \r

    Note:<\/b> Originally appeared as \\\"giant hunting spider\\\"; renamed to avoid confusion with monstrous hunting spiders.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1982 Wizards of the Coast, Inc.
    Originally found in M2 - Maze of the Riddling Minotaur<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Temperate forests"},{"name":"Spider, Polar","type":"Magical Beast","ch":5,"challenge_rating":" 5 \u00a0","id":6563,"reference":"Usergen","full_text":"

    Spider, Polar <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 6d10+6\u00a0(33 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+15<\/td> <\/tr>
    Attack: <\/strong>Bite +21 melee (1d8+7 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +21 melee (1d8+7 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Ice rush, poison\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., icewalking, immunity to cold, low-light vision, tremorsense 60 ft., vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +8, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 17, Con 12, Int -, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Balance +16, Climb +13, Hide +3*, Jump +19, Spot +8\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (poison), Improved Bull Rush, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any cold land<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2-5)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>Half standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7 HD (Large); 8-15 HD (Huge); 16\u00c2\u009631 HD (Gargantuan); 32+ (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A horse-sized spider covered in long, shaggy white fur burst forth from a snowdrift. It stares with dull blue compound eyes and flashes ivory white fangs that drip with venom.<\/i>\r

    Found only in the coldest regions, polar spiders are clever hunters. Their preferred prey is humanoids and giants. Although they are usually solitary, polar spiders occasionally hunt in packs to bring down more formidable prey such as frost giants, winter wolves, and yeti.\r

    Polar spiders make their lairs in icy caverns or large tunnels in deep snow. The spider's treasure is littered about the remains of its previous victims.\r

    A polar spider stands about 6 feet tall and is 8 to 10 feet in diameter. It weighs 750 pounds. \r

    Although intelligent, polar spiders do not speak any languages.\r

    COMBAT\r

    A polar spider prefers to hide in a deep snowbank, lying immobile until prey approaches, then bull rushing the opponent on the slick snow or ice. It then bites, injecting the prey with its virulent venom.\r

    Ice Rush (Ex):<\/b> A polar spider can attempt to knock down any creature that it successfully bull rushes on icy surfaces. The target must succeed on a Balance check (opposed by the polar spider's Strength check made to bull rush) or be knocked prone at the end of the bull rush. \r

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

    Poison (Ex):<\/b> Bite, Fort DC 16, initial damage 2d6 Con, secondary damage 2d6 Con. The save DC is Constitution-based.\r

    Tremorsense (Ex):<\/b> A polar spider can automatically sense the location of anything within 60 feet that is in contact with snow or ice.\r

    Skills:<\/b> Polar spiders have a +4 racial bonus on Balance and Hide checks, a +10 racial bonus on Jump checks, and a +8 racial bonus on Climb and Spot checks. Polar spiders can always choose to take 10 on Climb checks even if rushed or threatened. *In snowy or icy environments, a polar spider's bonus on Hide checks improves to +8. This bonus on Hide checks increases to +12 when the spider is immobile.\r
    <\/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":"Magical Beast","alignment":"Always neutral","environment":"Any cold land"},{"name":"Spider, Raft","type":"Vermin","ch":1,"challenge_rating":" 1 \u00a0","id":6564,"reference":"Usergen","full_text":"

    Spider, Raft <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Vermin \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), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+3 Dex, +1 natural), touch 13, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+1<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d6 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d6 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, web<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., hold breath, tremorsense 60 ft., vermin traits, walk on water<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +3, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 17, Con 12, Int \u00c2\u0097, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Hide +7*, Jump +0*, Spot +4*<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm swamps<\/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\u00c2\u00967 HD (Large); 8\u00c2\u009615 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This man-sized spider has a dark chocolate coloration with a conspicuous white stripe along each side. It walks upon the water's surface as if it were on land.<\/i>\r

    Giant raft spiders are semi-aquatic hunting spiders found near acidic bogs and wetlands. Giant raft spiders hunt by running on the surface of water, and can submerge altogether to hide from predators.\r

    A raft spider is about 5 feet in diameter. \r

    COMBAT\r

    Giant raft spiders lie in ambush at the edge of a pool or stream. When ripples from prey appear on the water surface, they run across the surface and deliver a venomous bite.\r

    Hold Breath (Ex):<\/b> A raft spider can hold its breath for a number of rounds equal to 6 times its Constitution score before it risks drowning. For a typical raft spider, this is 72 rounds.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 12, initial and secondary damage 1d4 Str. The save DC is Constitution-based.\r

    Walk on Water (Ex):<\/b> A raft spider can tread on any liquid as if it were firm ground. It can walk, run, charge, or otherwise move across the surface as if it were normal ground.\r

    Web (Ex):<\/b> Raft spiders often tether themselves to shore. A single strand is strong enough to support the spider and one creature of the same size. \r

    Skills:<\/b> Raft spiders have a +4 racial bonus on Hide checks, a +8 racial bonus on Climb and Spot checks, and a +10 racial bonus on Jump checks. A raft spider can always choose to take 10 on Climb checks, even if rushed or threatened. Raft spiders use either their Strength 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 #67<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Temperate and warm swamps"},{"name":"Spider, Stone","type":"Magical Beast","ch":6,"challenge_rating":" 6 \u00a0","id":6565,"reference":"Usergen","full_text":"

    Spider, Stone <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d10+10\u00a0(37)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (\u00c2\u00961 size, +4 Dex, +3 natural), touch 13, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+12<\/td> <\/tr>
    Attack: <\/strong>Bite +7 melee (1d8+4 plus petrifying touch)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +7 melee (1d8+4 plus petrifying touch)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Petrifying touch<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +10, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 18, Con 15, Int 5, Wis 13, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Listen +5, Move Silently +5\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (petrifying touch), Lightning Reflexes<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Infinite Layers of the Abyss<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or pack (5-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>6\u00c2\u00968 HD (Large); 9\u00c2\u009615 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This long-legged arachnid has a stony exoskeleton.<\/i>\r

    Stone spiders are one of the common spiders that exist in Kalistes' dimension. These magical arachnids turn their prey into stone and bring the stoned creatures to their lair for later feeding.\r

    A typical stone spider\u00c2\u0092s body is 8 feet long. It weighs about 800 pounds.\r

    Stone spiders cannot speak.\r

    COMBAT\r

    Stone spiders attempt to petrify as many foes as possible, feeding on the victims after the battle.\r

    Petrifying Touch (Su):<\/b> Turn to stone permanently, Fortitude DC 16 negates. The save DC is Constitution-based.\r

    Skills:<\/b> A stone spider 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>
    1991 Wizards of the Coast, Inc.
    Originally found in Pools of Darkness (SSI computer game)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always chaotic evil","environment":"Infinite Layers of the Abyss"},{"name":"Spider, Xakhun, Doomspider","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":6566,"reference":"Usergen","full_text":"

    Spider, Xakhun, Doomspider <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d10\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+1 size, +3 Dex), touch 14, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-5<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d4\u00c2\u00962)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d4\u00c2\u00962)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Death throes, web strand<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., tremorsense 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +3, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 7, Dex 17, Con 10, Int 3, Wis 10, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Hide +11*, Move Silently +4*, Spot +5, Tumble +5<\/td> <\/tr>
    Feats: <\/strong>Dodge, Weapon FinesseB<\/sup><\/small><\/b><\/small><\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any temperate or warm land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or Xan Kraban (1 plus 1 rigger and 2-10 drop spiders or 2-5 leaping sword spiders)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>Small (2-3 HD); Medium (4-7 HD); Large (8-15 HD); Huge (16-20 HD)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This two-foot-diameter spider is covered in black fur.<\/i>\r

    The doomspider (also known as the \u00c2\u0093Vengeance of Lolth\u00c2\u0094) is an innocuous, relatively docile arachnid. While it is non-venomous, it can relax an internal sphincter to allows the chemicals in two internal sacs to combine, triggering a deadly explosion. The sacks can be surgically removed (a hazardous process which inevitably kills the creature) and their contents used to create alchemical compounds and powerful, portable explosive devices.\r

    The Xakhun drow sail the skies in windships in groups known as Xan Krabans. Lolth created the various Xakhun spiders to bolster the fighting capability of the Xan Krabans, although some can be found in traditional subterranean drow cities, serving priestesses of the Spider Queen. Xakhun spiders normally hide in the crew compartment of the windship until called upon to attack nearby ships and enemies. The doomspider is basically ignored by the other Xakhun spider breeds.\r

    A doomspider obeys only the commands of its chosen mistress (usually the windship captain). On occasion, Lolth has been known to command a doomspider to trigger its chemical explosion to destroy the windship of a captain or crew who has lost her favor. In cases where a Xakhun captain is mistreating her spiders, the Spider Queen often commands the captain\u00c2\u0092s doomspider to explode in a manner that leaves the captain dead and the majority of the crew alive so that the survivors might consider the cause of their captain\u00c2\u0092s misfortune.\r

    A typical doomspider is 2-1\/2 feet in diameter, 3 inches tall, and weighs 10 to 12 pounds.\r

    COMBAT<\/b>\r

    When not commanded to trigger its own death throes, a doomspider bites only those who attack it or its mistress. If its mistress is slain, a doomspider usually initiates its death throes 1d4 rounds afterward. \r

    Death Throes (Ex):<\/b> A doomspider's body contains a pair of sacs filled with two chemical fluids which are harmless separately, but explode when mixed together. A doomspider can mix these chemicals together as a swift action. The following round the chemicals explode on the doomspider's turn, killing the spider and doing 8d6 points of fire damage to everything within a 20-ft. radius (DC 16 Reflex save for half damage). Once the fluids mix the doomspider cannot cancel the explosion. A doomspider also explodes if it is violently killed, detonating one round after it dies. The DCs are Constitution-based and include a +6 racial bonus.\r

    If a doomspider is paralyzed (or otherwise immobilized) its fluid-sacs can be safely removed with a DC 16 Heal check. This kills the spider, and if the Heal check fails the chemicals will mix and explode as described above. The chemicals are individually safe, so can be transported in separate containers without fear of an explosion. These two containers may be thrown as a splash weapon, detonating at the point of impact.\r

    Tremorsense (Ex):<\/b> A doomspider 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 Strand (Ex):<\/b> Doomspiders often wait in trees, ship's rigging or on ceilings, then lower themselves silently on silk strands to leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size.\r

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

    * Doomspiders have a +8 racial bonus on Hide and Move Silently checks when using their web strands.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #244<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Any temperate or warm land and underground"},{"name":"Spider, Xakhun, Drop Spider","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":6567,"reference":"Usergen","full_text":"

    Spider, Xakhun, Drop Spider <\/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> 40 ft. (8 squares), climb 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+4 Dex, +1 natural), touch 14, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+2<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (1d6 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (1d6 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, web<\/td> <\/tr>
    Special Qualities: <\/strong>Controlled drop, darkvision 60 ft., low-light vision, safety line, tremorsense 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +7, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 18, Con 12, Int 7, Wis 13, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Climb +12, Hide +8, Jump +14, Spot +9, Tumble +12<\/td> <\/tr>
    Feats: <\/strong>Weapon FinesseB<\/sup><\/small><\/b><\/small>, Skill Focus (Tumble)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary, colony (2-5), or platoon (6-10)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>3 HD (Medium); 4-6 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    An enormous spider, about as big as a human. A thin membrane stretches between its legs. <\/i>\r

    The drop spider is an acrobatic variety of giant spider able to fall from any height without injuring itself. They prefer to live as high off the ground as possible, so are usually encountered atop cliffs, amid the stalagtites on a cave's ceiling, or on the highest levels of a city or forest.\r

    The Xakhun drow sail the skies in windships in groups known as Xan Krabans. Lolth created the various Xakhun spiders to bolster the fighting capability of the Xan Krabans, although some can be found in traditional subterranean drow cities, serving priestesses of the Spider Queen. Xakhun spiders normally hide in the crew compartment of the windship until called upon to attack nearby ships and enemies. Drop spiders and the Xakhun's leaping sword spider instinctively attack each other, so they are never kept in the same ship or building.\r

    A typical drop spider has a body 5 feet long and weighs about 180 pounds.\r

    COMBAT<\/b>\r

    As befits their name, drop spiders prefer to drop upon their victims' heads. Their controlled drop ability allows them to safely and accurately land on opponents from any height, but if they fall more than 100 feet they risk being stunned by the landing and unable to attack.\r

    Controlled Drop (Ex):<\/b> A drop spider never takes damage from falls, but if the spider falls 100 ft. or more it must succeed at a Fortitude save (DC = 1 per 10 ft. fallen) or be stunned for 1 round. A falling drop spider can deploy a mesh between its legs which allows it to slow and precisely guide its fall. A drop spider can move 5 feet sideways for every 5 feet it falls. A drop spider can only direct its fall if it is carrying a light load and is not entangled or immobilized. \r

    Poison (Ex):<\/b> Injury, Fortitude DC 12, initial and secondary damage 1d6 Con. The save DC is Constitution-based.\r

    Safety Line (Ex):<\/b> If a drop spider falls, it can throw out a web strand as an immediate action to secure itself to any support within 30 feet (such as a tree, cliff, or ship).\r

    Web (Ex):<\/b> Drop spiders often wait in their ship's rigging or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Drop 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 DC 12 Escape Artist check or burst it with a DC 16 Strength check; such escape attempts are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.\r

    Skills:<\/b> Drop spiders have a +4 racial bonus on Hide checks, a +8 racial bonus on Spot checks and Climb checks, and a +10 racial bonus on Jump checks. A drop spider can always choose to take 10 on Climb checks, even if rushed or threatened. Drop spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #244<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral evil","environment":"Any land"},{"name":"Spider, Xakhun, Leaping Sword Spider","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6568,"reference":"Usergen","full_text":"

    Spider, Xakhun, Leaping Sword Spider <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d10+3\u00a0(19 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+1 Dex, +6 natural), touch 11, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+5<\/td> <\/tr>
    Attack: <\/strong>Leg +6 melee (1d4+2) or bite +5 melee (1d6+1)<\/td> <\/tr>
    Full Attack: <\/strong>8 legs +6 melee (1d4+2) and bite +3 melee (1d6+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Impalement<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., web<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +4, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 12, Con 12, Int 6, Wis 13, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Balance +3, Climb +10, Hide +10, Move Silently +5, Jump +8, Spot +13, Tumble +6<\/td> <\/tr>
    Feats: <\/strong>Multiattack, Weapon Focus (leg)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forest and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or platoon (2-5 in drow pens)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Medium); 5-9 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This tower shield-sized spider has a sleek, hairy black body, striped with dark brown fur. Its legs end in bladelike chitinous plates.<\/i>\r

    The Xakhun breeding programs have modified the subterranean sword spider into a smaller, nonvenomous variety capable of incredible leaps.\r

    Leaping sword spiders are ill-tempered and difficult to train. Occasionally, one goes berserk, attacking both crew and vessel. When situations like this arise, it is generally left to the rigging spider to regain control, by slaying the offending sword spider.\r

    The Xakhun drow sail the skies in windships in groups known as Xan Krabans. Lolth created the various Xakhun spiders to bolster the fighting capability of the Xan Krabans, although some can be found in traditional subterranean drow cities, serving priestesses of the Spider Queen. Xakhun spiders normally hide in the crew compartment of the windship until called upon to attack nearby ships and enemies. Leaping sword spiders and the Xakhun's drop spiders instinctively attack each other, so they are never kept in the same ship or building. \r

    A typical leaping sword spider has a body 6 feet long and weighs about 300 pounds.\r

    COMBAT<\/b>\r

    Leaping sword spiders are cunning creatures who ambush opponents whenever possible, usually dropping from above to inflict the most damage with their sword-like legs. Even without the advantage of surprise, they viciously leap into melee, focusing their fury upon one opponent at a time.\r

    Impalement (Ex):<\/b> Against formidable prey, a leaping sword spider jumps high into the air to land atop an opponent, with all eight legs together in a tight mesh of blades. It makes only a single attack roll (+6 melee), but if that attack is successful, the opponent takes damage from three leg blades if size Tiny or smaller, four blades if Small, five blades if Medium, six if Large, and all eight if Huge or larger. If the spider descends more than 20 feet to make this attack, it adds +1 point of damage to each leg.\r

    Web (Ex):<\/b> Leaping sword spiders often wait in their ship's rigging or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size.\r

    Skills:<\/b> Leaping sword spiders have racial bonuses of +4 on Move Silently checks, +8 on Climb and Hide checks, +10 on Jump checks, and +12 on Spot checks. A leaping sword spider 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 Dragon Magazine #244<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always chaotic evil","environment":"Warm forest and underground"},{"name":"Spider, Xakhun, Rigger Spider","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6569,"reference":"Usergen","full_text":"

    Spider, Xakhun, Rigger Spider <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d10+4\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+10<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d8+3 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d8+3 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, web<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, resistance to gas attacks, tremorsense 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +8, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 19, Con 12, Int 10, Wis 13, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Climb +12, Hide +4*, Move Silently +6*, Profession (sailor) +6, Spot +8, Use Rope +10<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Skill Focus (Use Rope)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/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 (Large); 9-12 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This great orb spider, larger than a human, has the globular body, large spinnerets, and long, precise legs of a web-spinner. Its many eyes gleam with a curious attentiveness \u00c2\u0097 or is it intelligence?<\/i>\r

    The Xakhun drow sail the skies in windships in groups known as Xan Krabans. Lolth created the various Xakhun spiders to bolster the fighting capability of the Xan Krabans, although some can be found in traditional subterranean drow cities, serving priestesses of the Spider Queen. \r

    A rigger spider is specially bred to maintain and operate a Xan Kraban windship\u00c2\u0092s rigging. The rigger spider is second only to the captain in importance, and is closely guarded. It helps the drow crew by adjusting sails and yardarms, or spins silk webbing to repair damaged sheets and lines. Most windships are gifted with but a single rigger spider. All other Xakhun spiders are raised with an inbred respect for the rigger spider and never conceive of attacking one, even if the rigger spider strikes first.\r

    A typical rigger spider's body is 8 feet long. It weighs about 700 pounds.\r

    COMBAT<\/b>\r

    Rigger spiders have no interest in combat and usually leave fighting to the rest of the crew. However, they are easily enraged by threats to their precious rigging, bitterly attacking any intruder who harms their ship's sailing ability. An attacking rigger spider usually throws webs first, then closes in to administer its poisonous bite to entangled opponents.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 13, initial and secondary damage 1d8 Con. The save DC is Constitution-based.\r

    Resistance To Gas Attacks (Ex):<\/b> Rigger spiders have a +4 racial bonus on all saving throws against gas attacks, including inhaled poisons and such spells as stinking cloud<\/i> or cloudkill<\/i>.\r

    Web (Ex):<\/b> Rigger spiders often wait in their ship's rigging or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Rigger 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 DC 15 Escape Artist check or burst it with a DC 19 Strength check; such escape attempts are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.\r

    Rigger spiders often create sheets of sticky webbing from 20 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 12 hit points (14 hit points for a Huge-sized spider), and sheet webs have damage reduction 5\/\u00c2\u0097.\r

    A rigger spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. \r

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

    *Rigger 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 Dragon Magazine #244<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral evil","environment":"Any land"},{"name":"Spider-Horse","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":6570,"reference":"Usergen","full_text":"

    Spider-Horse <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d10+9\u00a0(25 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+10<\/td> <\/tr>
    Attack: <\/strong>Claw +5 melee (1d3+3) or web +3 ranged touch (special)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +5 melee (1d3+3) and 2 hooves -2 melee (1d4+1); or web +3 ranged touch (special)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Web<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +4, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Hide +1, Jump +11, Listen +6, Spot +6\r
    <\/td> <\/tr>
    Feats: <\/strong>Endurance, Run<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests and plains<\/td> <\/tr>
    Organization: <\/strong>Domesticated<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The body of this equine creature ends in a spidery abdomen, complete with spinnerets. Two pairs of spider-like legs sprout between the usual four hooved legs. The head is equine in nature, except for the eight compound eyes.<\/i>\r

    Spider-horses are magical crossbreeds of a riding horse and a giant spider. Created most often as mounts by spellcasters living in rough, mountainous terrain, spider-horses are versatile travelers. A spider-horse can run like a horse using only its hooved legs (during which time its arachnoid legs are tucked under its body), or using its arachnoid legs to traverse steep surfaces. Its ability to spin webs also prove beneficial, as a single web-line can help lower the mount and its rider down a mountain slope, or to weave a \u00c2\u0093tent\u00c2\u0094 of webbing around its sleeping master. \r

    Spider-horses are strictly herbivorous, so creatures caught in their webs have no fear of predation from the spider-horse (although they may have to contend with other predators that wander by). \r

    Due to their unusual body shape, barding for a spider-horse is more expensive, costing six times what a human's armor costs (rather than four times, like a standard horse). A spider-horse may benefit from magical horseshoes, since it possesses horselike legs and hooves.\r

    A typical spider-horse grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds.\r

    COMBAT\r

    Spider-horses are not bred for combat, preferring to flee unless their rider directs them into battle.\r

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

    A spider-horse 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 DC Escape Artist check or burst it with a DC Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.\r

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

    Carrying Capacity:<\/b> A light load for a spider-horse is up to 230 pounds; a medium load, 231-460 pounds; and a heavy load, 461-690 pounds. A spider-horse can drag 3,450 pounds. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #243<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Temperate forests and plains"},{"name":"Spiny Rabbit","type":"Magical Beast","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6571,"reference":"Usergen","full_text":"

    Spiny Rabbit <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1\/2d10\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+2 size, +4 Dex), touch 16, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-11<\/td> <\/tr>
    Attack: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Full Attack: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, spines<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +6, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 3, Dex 18, Con 11, Int 2, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Hide +15, Jump +20, Listen +9, Move Silently +7, Spot +3<\/td> <\/tr>
    Feats: <\/strong>Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or family (2-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This rabbit has red fur and bright green eyes.<\/i>\r

    Areas of great magical contamination often warp the native flora and fauna into new forms. Such is the case of the spiny rabbit, whose coloration changed drastically from exposure. Even worse, the spiny rabbit developed its namesake spines, which contain a deadly venom.\r

    Spiny rabbits are fairly solitary, residing alone or in small family units. Unlike most rabbits, they don't dig burrows. They prefer open ground, generally living on grassy clearings near magically contaminated ruins.\r

    A spiny rabbit is 12-18 inches long and weighs 3-8 pounds.\r

    COMBAT\r

    Like their more common mundane relatives, spiny rabbits are generally docile and prefer flight to fight. With their great speed, the former is often easily attained. If cornered, or suddenly startled, a spiny rabbit flexes its venomous spines. \r

    Poison (Ex):<\/b> Injury (spines), Fortitude DC 10; initial damage 1d4 Con plus unconsciousness for 1 hour; secondary damage 2d6 Con plus unconsciousness for 1d3 hours. The save DC is Constitution-based.\r

    Spines (Ex):<\/b> When a spiny rabbit is startled or attacked, three spines on the rabbit's stomach become erect. Any creature grappling the spiny rabbit, or otherwise in contact with it at that time, must make a DC 14 Reflex save or take 1 hp damage and be exposed to the rabbit's poison. The save DC is Dexterity-based.\r

    Sprint (Ex):<\/b> Once per hour, a spiny rabbit can move ten times its normal speed (500 feet) when it makes a charge.\r

    Skills:<\/b> A spiny rabbit has a +8 racial bonus on Jump and Listen checks. They use their Dexterity modifier instead of their Strength modifier for Jump checks. \r

    In The Realms<\/b>\r
    In the Forgotten Realms setting, spiny rabbits are found primarily in the regions around the ruins of Myth Drannor.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Elminster\u00c2\u0092s Ecologies<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Temperate forests and plains"},{"name":"Spirit Constrictor","type":"Outsider","ch":6,"challenge_rating":" 6 \u00a0","id":6572,"reference":"Usergen","full_text":"

    Spirit Constrictor <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Outsider \t\t\t(Native)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 11d8+11\u00a0(60 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), climb 20 ft., swim 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (\u00c2\u00962 size, +3 Dex, +4 natural), touch 11, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+11\/+26<\/td> <\/tr>
    Attack: <\/strong>Head +16 melee (variable) or tail slap +16 melee (1d8+10)<\/td> <\/tr>
    Full Attack: <\/strong>Head +16 melee (variable) and tail slap +11 melee (1d8+10)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 1d8+10, improved grab, summon snakes, survive headlessness, variable head\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to cold, death magic, mind-affecting spells and abilities, poison, and sleep, rejuvenation, scent, survive headlessness\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +10, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 17, Con 13, Int 4, Wis 16, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Climb +15, Hide +22, Listen +23, Move Silently +17, Spot +23, Survival +17, Swim +15<\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance, Skill Focus (Hide), Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm or temperate forests<\/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>12\u00c2\u009616 HD (Huge); 17\u00c2\u009633 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature appears to be made entirely of pure glass. Its body is that of a giant constrictor snake, but its head clearly belongs to a different creature altogether.<\/i>\r

    A spirit constrictor, also known as a \"headless avenger\", is the result of a decapitated giant constrictor snake transformed by woodland deities into an immortal spirit of vengeance.\r

    A spirit constrictor 40 feet long and weighs around 2,500 pounds.\r

    COMBAT\r

    A spirit constrictor lashes out with its tail, attempting to catch victims in its crushing coils, while utilizing whatever natural attacks and special powers are available with its current head.\r

    Constrict (Ex):<\/b> On a successful grapple check, a spirit constrictor deals 1d8+10 points of damage.\r

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

    Rejuvenation (Ex):<\/b> If a spirit constrictor is killed its body vanishes. If the constrictor succeeds on a DC 16 level check, it reappears at the site of its death 2d4 days later, alive and fully healed, even if its previous death completely destroyed its body.\r

    Summon Snakes (Sp):<\/b> Once per day a spirit constrictor can summon its young, which have also been transformed into living glass. This summons 2d4 constrictor snakes with a +10 racial bonus on Hide checks. This ability is the equivalent of a 4th-level spell.\r

    Survive Headlessness (Ex):<\/b> A spirit constrictor does not need a head to live. It can be decapitated by a vorpal weapon and will not automatically die, although it can still be killed by the normal damage from a decapitating blow. A spirit constrictor can sense its surroundings without penalty while headless.\r

    Variable Head (Ex):<\/b> A spirit constrictor always bears the head of its last victim. When encountered and the last victim isn't known, roll 1d6 to randomly determine the current head of a spirit constrictor.\r

    1.) Ogre Head with unarmed strike (1d4+7 nonlethal)\r
    2.) Medusa Head with petrifying gaze (30 ft. range, Fort DC 16, Cha-based) and poisonous snakes attack (1d4+3 plus poison, Fort DC 16, 1d6 Str initial, 2d6 Str secondary, Con-based). Increase CR by +2\r
    3.) Deer Head with gore attack (1d6+3)\r
    4.) Giant Raven Head with bite attack (1d6+3) and eye gouge attack (if bite confirms critical, Fort DC 18 or lose sight in one eye for permanent dazzle, or blindness if rendered eyeless, healed by remove blindness\/deafness<\/i>, Dex-based)\r
    5.) Krenshar Head with bite attack (1d6+3) and scare (as scare<\/i> spell, Will DC 13).\r
    6.) Ettercap Head with poisonous bite attack (1d8+3 plus poison, Fort DC 18, 1d6 Str initial, 2d6 Str secondary, Con-based with +2 racial bonus). Increase CR by +1\r

    Skills:<\/b> Spirit constrictors have a +4 racial bonus on Listen and Spot checks, a +8 racial bonus on Balance and Climb checks, and a +10 racial bonus on Hide checks due to its transparent body. 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

    In the Realms<\/b>\r
    The original spirit constrictor arose around 30 years ago along the Moonsea Ride in Mistledale. A band of drunken ogres brutally slaughtered a giant constrictor snake and her newborn young, lopping off her head with a battle axe. Woodland deities guided the ogres toward the territory of a starving red dragon, then resurrected the constrictor to avenge the death of her offspring. To this day, the constrictor haunts the region. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Elminster\u00c2\u0092s Ecologies<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral","environment":"Warm or temperate forests"},{"name":"Spirit Leopard","type":"Outsider","ch":15,"challenge_rating":" 15 \u00a0","id":6573,"reference":"Usergen","full_text":"

    Spirit Leopard <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 15d8+60\u00a0(127 hp)<\/td> <\/tr>
    Initiative: <\/strong> +9<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 22 (-1 size, +5 Dex, +8 natural), touch 14, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+15\/+26<\/td> <\/tr>
    Attack: <\/strong>Bite +21 melee (2d8+7\/18-20\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +21 melee (2d8+7\/18-20\/x3) and 2 claws +21 melee (1d6+3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical, blasting roar, energy drain, improved grab, pounce, rake, spell-like abilities\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 15\/magic, darkvision 120 ft., low-light vision, see invisibility, spell resistance 20\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +13, Ref +14, Will +11 <\/td> <\/tr>
    Abilities: <\/strong>Str 24, Dex 21, Con 19, Int 14, Wis 15, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Balance +25, Climb +15, Concentration +22, Hide +25, Jump +43, Listen +20, Knowledge (religion) +20, Move Silently +29, Spot +20, Survival +20, Tumble +25<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Improved Multiattack, Multiattack, Power Attack, Stealthy, Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Kazhak's Realm<\/td> <\/tr>
    Organization: <\/strong>Solitary <\/td> <\/tr>
    Challenge Rating: <\/strong>15<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>16-24 HD (Large); 25-35 HD (Huge); 36-45 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive leopard is larger than a dire bear. Its fangs are those of a sabertooth tiger, and its eyes gleam with otherworldly intelligence.<\/i>\r

    Spirit leopards are servants of Kazhak, a lawful evil deity that resides on an alternate Material Plane. Kazhak's portfolio includes power, wealth, and secrecy, and his symbol is a spotted leopard. As his favored servants, spirit leopards are often send on missions to worlds where Kazhak is venerated, often to assist his faithful or punish nonbelievers.\r

    A spirit leopard is over 12 feet long and weighs as much as 13,000 pounds.\r

    Spirit leopards speak Infernal.\r

    COMBAT\r

    A spirit leopard takes advantage of its great speed and agility to pounce on foes from great distances and heights. Its intelligence allows it to make effective tactical use of its varied special attacks.\r

    Augmented Critical (Ex):<\/b> The spirit leopard's bite threatens a critical hit on a natural attack roll of 18\u00c2\u009620, dealing triple damage on a successful critical hit. On a natural attack roll of 20 with its bite attack, the spirit leopard may also use its energy drain attack.\r

    Blasting Roar (Su):<\/b> Once every five rounds, a spirit leopard can unleash a targeted roar at one opponent within 120 feet. The victim must succeed on a DC 21 Will save or be stunned for three rounds. This is a sonic effect. The save DC is Constitution-based.\r

    Energy Drain (Su):<\/b> On a natural attack roll of 20 with its bite attack, the spirit leopard's bite also bestows one negative level. The DC is 20 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the spirt leopard gains 5 temporary hit points.\r

    Improved Grab (Ex):<\/b> To use this ability, a spirit 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. Additionally, it deals automatic bite damage each round it maintains the hold.\r

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

    Rake (Ex):<\/b> Attack bonus +21 melee, damage 1d6+3.\r

    See Invisibility (Su):<\/b> A spirit leopard continuously uses see invisibility<\/i> as the spell (caster level 15th).\r

    Spell-Like Abilities:<\/b> At will--deeper darkness, dispel magic, fear<\/i> (DC 17), suggestion<\/i> (DC 16). Caster level 15th. The save DCs are Charisma-based.\r

    Skills:<\/b> Spirit leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Spirit leopards have a +8 racial bonus on Balance and Climb checks. A spirit leopard can always choose to take 10 on a Climb check, even if rushed or threatened.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #22<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral evil","environment":"Kazhak's Realm"},{"name":"Spirit, Psionic","type":"Undead","ch":9,"challenge_rating":" 9 \u00a0","id":6574,"reference":"Usergen","full_text":"

    Spirit, Psionic <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Incorporeal)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d12\u00a0(58 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> Fly 30 ft. (good)(6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+6 Dex, +4 deflection), touch 20, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/\u00c2\u0097<\/td> <\/tr>
    Attack: <\/strong>Incorporeal touch +10 melee (1d6 plus energy drain)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Incorporeal touch +10 melee (1d6 plus energy drain)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Contagious insanity, energy drain, psi-like abilities, psionic powers<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., incorporeal traits, +4 turn resistance, undead traits, unnatural aura\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +9, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str \u00c2\u0097, Dex 22, Con \u00c2\u0097, Int 15, Wis 16, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Concentration +12, Hide +26, Intimidate +16, Knowledge (psionics) +14, Listen +11, Psicraft +16, Search +10, Spot +23<\/td> <\/tr>
    Feats: <\/strong>Burrowing Power, Delay Power, Narrow Mind, Psionic Meditation\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>10\u00c2\u009627 HD (Medium) or by character class (psion)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A faintly shimmering humanoid floats nearby. Its limbs are indistinct, trailing off into wispy, ectoplasmic tendrils that occasionally drift away from the apparition.<\/i>\r

    Psionic spirits are incorporeal undead that were once psions. They now wander the lands of the living, searching for living psionic manifesters to torment and destroy.\r

    The true origins of psionic spirits are unknown, but two theories have proven popular to explain their genesis. The first claims that they were once psionicists who somehow become trapped within a shadow form. Eventually the torment of their hideous half-existence drove them into madness, evil, and at the last into the arms of evil deities, who granted them undeath. The second theory simply asserts that psionic spirits were once evil psionicists who suffered a violent death while using their mental powers. Somehow the spirits of such psionicists remain in the world in the form of psionic ghosts.\r

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

    Psionic spirits speak any languages they knew in life (usually Common).\r

    COMBAT\r

    Psionic spirits loathe psionicists and other manifesters, and will target such adversaries before all otehrs. A psionic spirit uses its powers to first frighten and confuse its intended victims. Only when it feels its foes are sufficiently disoriented and terrified will the psionic spirit attack more directly.\r

    Contagious Insanity (Su):<\/b> Any creature that makes telepathic contact with a psionic spirit's mind must succeed at DC 18 Will save or go insane as per the insanity<\/i> psionic power. A psionic spirit can use its own telepathy to try to drive an opponent mad (standard action, 100 ft. range, one target per use). The save DC is Charisma-based. \r

    Energy Drain (Su):<\/b> Living creatures hit by a psionic spirit's incorporeal touch 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 psionic spirit gains 5 temporary power points.\r

    Psi-Like Abilities:<\/b> At will\u00c2\u0097detect psionics, mindlink<\/i> (9 targets, DC 15 if unwilling)*, read thoughts<\/i> (DC 16); 3\/day\u00c2\u0097aversion<\/i> (DC 19, 13 hours)*, cause decay<\/i> (7d10, DC 19, new power, see below)*, false sensory input<\/i> (DC 17, 3 targets)*, psionic suggestion<\/i> (DC 16, 4 targets)*; 1\/day\u00c2\u0097mind probe<\/i> (DC 19), mindwipe<\/i> (DC 19)*, psychic crush, thieving mindlink<\/i> (DC 16)*. Manifester level 9th. The save DCs are Charisma-based.\r
    *Includes augmentation for the psionic spirit's manifester level.\r

    Psionic Powers:<\/b> A psionic spirit manifests powers as a psion (kineticist) of 7th level. The save DCs are Charisma-based.\r

    Typical Psion Powers Known<\/i> (power points 60, save DC 14 + power level):\r
    1st\u00c2\u0097attraction*, concealing amorpha, control light, control object, demoralize*, ego whip*;<\/i>\r
    2nd\u00c2\u0097control air*, control sound, energy missile*, phobia amplification* (new power, see below);<\/i>\r
    3rd\u00c2\u0097energy cone*, telekinetic force*, telekinetic thrust*;<\/i>\r
    4th\u00c2\u0097control body*, telekinetic maneuver*.<\/i>\r
    *Power can be augmented.\r

    Skills:<\/b> Psionic spirits have a +8 racial bonus on Hide, Listen, Search, and Spot checks. \r

    New Powers<\/b>\r

    Cause Decay<\/b>\r
    Psychometabolism\r
    Level: Psion\/wilder 2\r
    Display: Olfactory\r
    Manifesting Time: 1 standard action\r
    Range: Touch\r
    Target: One object\r
    Duration: Instantaneous\r
    Saving Throw: Fort negates\r
    Power Resistance: Yes\r
    Power Points: 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 has no effect on living creatures. This power can decay as much as one 10-foot cube of nonliving matter. Thus, cause decay may only damage part of a very large object or structure.\r

    Augment<\/i>\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. \r

    Phobia Amplification [Mind-Affecting]<\/b>\r
    Level: Psion\/wilder 2\r
    Display: Mental and olfactory \r
    Manifesting Time: 1 standard action \r
    Range: Close (25 ft. + 5 ft.\/2 levels)\r
    Target: One creature\r
    Duration: 1 round\/level \r
    Saving Throw: Will negates \r
    Power Resistance: Yes \r
    Power Points: 3\r

    You reach into a creature's mind to discover it's greatest fear, and amplify it to the point that the target is overcome with pure visceral terror. If the victim fails its save, the victim's current fear condition by one step (shaken to frightened, frightened to panicked, panicked to cowering). This power has no effect on a creature not currently afflicted with a fear condition. If this power's duration expires before the original fear effect, the effect is downgraded to its previous severity.\r

    Augment<\/i>\r
    For every 2 additional power points you spend, the victim's fear condition increases by an additional step, and the power\u00c2\u0092s save DC increases by 1.<\/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":"Undead","alignment":"Always neutral evil","environment":"Any"},{"name":"Spittle Boar","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":6575,"reference":"Usergen","full_text":"

    Spittle Boar <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+18\u00a0(40 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-1 size, +6 natural), touch 9, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+13<\/td> <\/tr>
    Attack: <\/strong>Gore +3 melee (1d8+3)<\/td> <\/tr>
    Full Attack: <\/strong>Gore +3 melee (1d8+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Greasy spittle<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +4, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 23, Dex 10, Con 17, Int 2, Wis 13, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Listen +8, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Alertness, Toughness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Wilderness of the Beastlands<\/td> <\/tr>
    Organization: <\/strong>Domesticated or solitary, pair or slobber (3-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>6-7 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This boar is covered in dull gray hide. Its bulging pink eyes indicate little intelligence, and it continuously drools thick, yellow spittle.<\/i>\r

    Spittle boars are amiable, piglike creatures from the Beastlands. They are easily tamed and are often used as mounts and draft animals by those who can tolerate the trails of slobber they leave. Spittle boars are as omnivorous as mundane boars, but mostly live off vegetation.\r

    A spittle boar is 8 feet long and weighs about 1,500 pounds.\r

    COMBAT\r

    Spittle boars are amiable creatures with little aptitude for fighting. They usually flee threats, leaving areas of greasy spittle to try to confound pursuit.\r

    A spittle boar's gore attack is always treated as a secondary attack.\r

    Greasy Spittle (Ex):<\/b> Once every 1d4 rounds a spittle boar can cover an adjacent 5 ft. square with slippery drool. Any creature that enters this square (including other spittle boars) must succeed on a DC 15 Reflex save or fall. This save is repeated each round the creature remains within the area. A creature can walk within or through the area of greasy spittle at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). The save DC is Constitution-based.<\/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":"Wilderness of the Beastlands"},{"name":"Spotted Lion","type":"Beast","ch":4,"challenge_rating":" 04 \u00a0","id":6576,"reference":"Usergen","full_text":"

    SPOTTED LION<\/span><\/b><\/p><\/td> <\/tr>

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

    Hit Dice: <\/span><\/b>6d10+24 (57 hp)<\/span><\/p><\/td> <\/tr>

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

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

    AC:<\/span><\/b> 17 (-1 size, +4 Dex, +4 natural)<\/span><\/p><\/td> <\/tr>

    Attacks:<\/span><\/b> 2 claws +10 melee, bite +5 melee<\/span><\/p><\/td> <\/tr>

    Damage:<\/span><\/b> Claw 1d4+6, bite 1d12+3<\/span><\/p><\/td> <\/tr>

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

    Special Attacks:<\/span><\/b> Pounce, improved grab, rake 2d4+3<\/span><\/p><\/td> <\/tr>

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

    Saves:<\/span><\/b> Fort +9, Ref +9, Will +3<\/span><\/p><\/td> <\/tr>

    Abilities:<\/span><\/b> Str 24, Dex 18, Con 18, Int 3, <\/span>Wis<\/span> 13, Cha 6<\/span><\/p><\/td> <\/tr>

    Skills:<\/span><\/b> Balance +9, Hide +8*, Jump +7, Listen +5, Move Silently +9, Spot +5<\/span><\/p><\/td> <\/tr>

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

    Climate\/Terrain:<\/span><\/b> Warm plains and desert<\/span><\/p><\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or pride (2-8)<\/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> 7-12 HD (Large); 13-18 HD (Huge)<\/span><\/p><\/td> <\/tr>

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

    Spotted lions, also known as cave lions, are larger, fiercer lions, roaming the plains of the Pleistocene era. Spotted lions look like their later cousins, but their pelts are dappled with dark mottling.<\/span><\/p><\/td> <\/tr>

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

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

    Spotted lions hunt in much the same way as their normal lions.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Pounce (Ex):<\/b> If a spotted lion leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, the spotted lion must hit with a claw or bite attack.\u00a0 If it gets a hold, it can rake. The spotted lion has a grapple bonus of +15.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Rake (Ex):<\/b> A spotted lion that gets a hold can make two rake attacks (+10 melee) with its hind legs for 2d4+3 damage each.\u00a0 If the lion pounces on an opponent, it can also rake.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> Smilodons receive a +4 racial bonus to Balance, Hide, and Move Silently checks.\u00a0 *In areas of tall grass or heavy growth, the Hide bonus improves to +12.<\/span><\/p><\/td> <\/tr>

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

    The Spotted Lion first appeared in the 1E Monster Manual<\/i> (1977, <\/span>Gary Gygax<\/span>).<\/span><\/p><\/td> <\/tr><\/table><\/div>","family":"Beast","alignment":"Any","environment":"Warm plains and desert"},{"name":"Spriggan","type":"Humanoid","ch":3,"challenge_rating":" 03 \u00a0","id":6577,"reference":"Usergen","full_text":"

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

    Small Humanoid (Gnome)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 4d8+8 (26 hp) <\/span><\/p> <\/td> <\/tr>

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

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

    AC:<\/span><\/b> 19 (+1 size, +4 Dex, +4 chain shirt)<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Enlarged:<\/i> 18 (-1 size, +4 Dex, +4 chain shirt)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Short sword +3 melee<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Enlarged:<\/i> Large short sword<\/span><\/p> <\/td> <\/tr>

    Polearm +2 melee or Polearm +10\/+5 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Short sword 1d6-1<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Enlarged:<\/i> Large short sword 2d6+7<\/span><\/p> <\/td> <\/tr>

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

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Enlarged:<\/i> 5 ft by 5 ft\/10 ft<\/span><\/p> <\/td> <\/tr>

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

    Special Qualities:<\/span><\/b> Size alteration, Spell-like abilities<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +3, Ref +8, Will +1<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 8, Dex 18, Con 14, Int 11, Wis 11, Cha 9<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Enlarged:<\/i> Str 23, Dex 18, Con 14, Int 11, Wis 11, Cha 9<\/span><\/p> <\/td> <\/tr>

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

    Feats: <\/span><\/b>Combat Reflexes<\/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 Mob (3-12)
    Challenge Rating:<\/b> 3<\/span><\/p> <\/td> <\/tr>

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

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

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

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

    These ugly, dour cousins of gnomes are able to become Large size at will.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 In either size, spriggans look the same. They are ugly, thick-bodied humanoids, with pale or dull yellow skin, brown or black hair, and red eyes. Their noses are large and bulbous, but not beyond the human norm. They are very fond of mustaches and bushy sideburns, but they never clean or comb them. Spriggans smell of dank earth.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Outside of their lair they always wear armor and carry weapons. Spriggans never use shields. They like to carry several nasty little daggers concealed in various places in their armor.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spriggans speak Gnome or Common.<\/span><\/p> <\/td> <\/tr>

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

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

    Spriggans are tricky and tough in battle. They have a wide variety of options for combat.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Size Alteration (Su):<\/span><\/b> At will, as a full round action, a spriggan can triple its size. Weapons, armor, and other inanimate objects on its person will grow proportionately with the spriggan. The spriggan can changes sizes at will, each time requiring a full round action to do so.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 An enlarged spriggan gains the bonuses listed in the statistics block. While enlarged a spriggan cannot use its spell-like abilities or its sneak attack ability.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/span><\/b> At will\u0097daze, flare, and shatter. These abilities are as the spells cast by a 4th-level sorcerer (save DC 10). The spriggan cannot use its spell-like abilities when enlarged.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Sneak Attack (Ex):<\/span><\/b> All spriggans are rogue-like in nature, and can sneak attack an opponent any time it is unaware or loses its Dexterity bonus to AC. The spriggan deals +4d6 points of damage when using this ability. A spriggan cannot use this ability when enlarged.<\/span><\/p> <\/td> <\/tr>

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

    SPRIGGAN SOCIETY<\/span><\/h1> <\/td> <\/tr>

    Spriggans usually travel in packs, all of them male. The females keep to dismal burrows or secret dens in forgotten ruins, rarely venturing out farther than necessary to gather food. A female has the same combat abilities as a male, except that her hit dice in giant size are only 7d8. The females mate with males from packs that wander nearby.\u00a0 The children are cast out upon reaching maturity, the males to join up with packs and the females to find a place to lair.\u00a0 Spriggan infant mortality is high, with the males (80%) surviving more often than the females (60%).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spriggans hate gnomes more than any living creatures, but they truly love none but those of their own ilk.\u00a0 Perhaps it is the similarity of the true gnomes to their race that drives their hatred.\u00a0 They like to terrorize, rob, and otherwise work vile deeds.\u00a0 They do not hesitate to attack or steal from traveling groups or small settlements in their area.\u00a0 All of their possessions, including their armor and weapons, are stolen from their victims.\u00a0 They greatly fear large groups of organized humans and demihumans, and they avoid such parties.<\/span><\/p> <\/td> <\/tr>

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

    SPRIGGAN CHARACTERS<\/span><\/h1> <\/td> <\/tr>

    The favored class of the spriggans is rogue. Spriggan leaders are usually rogue\/fighters or rogue\/sorcerers.<\/span><\/p> <\/td> <\/tr>

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

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

    The Spriggan first appeared in the 1e MM II (Gary Gygaxm 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Humanoid","alignment":"Any","environment":"Any land and underground"},{"name":"Sprite, Gremlin","type":"Fey","ch":1,"challenge_rating":" 1 \u00a0","id":6578,"reference":"Usergen","full_text":"

    Sprite, Gremlin <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Fey \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d6\u00a0(3 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+2 size, +3 Dex), touch 15, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-6<\/td> <\/tr>
    Attack: <\/strong>Hammer +4 melee (1d2+2) or hammer +5 ranged (1d2+2)<\/td> <\/tr>
    Full Attack: <\/strong>Hammer +4 melee (1d2+2) or hammer +5 ranged (1d2+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>2\u00c2\u00bd ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities, spells<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, spell resistance 5<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +5, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 16, Con 10, Int 15, Wis 14, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Bluff +5, Climb +7, Concentration +2, Disable Device +10, Escape Artist +5, Hide +15, Listen +6, Move Silently +9, Open Lock +9, Search +4, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Nimble Fingers<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary, squad (5-10 plus one sawj of 3rd to 5th level), platoon (20-40 plus 1 looey of 2nd to 3rd level and 4 sawjes of 3rd to 5th level), company (41-200 plus 2 to 10 looeys of 2nd to 3rd level and 8 to 20 sawjes of 3rd to 5th level and 1 cap'em of 4th to 7th level)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic, often neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class (sorcerer)<\/td> <\/tr>
    Level Adjustment: <\/strong>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This tiny creature resembles a bipedal jackrabbit crossed with a bull terrier. It is garbed in green breeches and a red jacket, and wears spats and a top hat.<\/i>\r

    Gremlins are mischevious sprites that embody the spirit of Murphy's Law: \"anything that can go wrong, will\".\r

    Gremlins are an enigma. Although most display chaotic behavior, their society is strictly arranged into military hierarchies and formations.\r

    Gremlins find simple pranks to be the best. Some favorites are: tripping people at the top of a darkened stairwell; blowing out a party\u00c2\u0092s torches just before an encounter with a monster; giving false or inaccurate information by pretending to be the voice of a \u00c2\u0093magic\u00c2\u0094 mirror or some other object; removing arrowheads from their shafts; and drinking up all the lantern oil a party may be carrying.\r

    Gremlins are not dependent on spells to carry out their disruptive duties. Since they are able to draw on generations of mechanical and technological knowledge gleaned from gremlin and human experiments, gremlins view magic as simply a supplement, an additional aid to be used only when a task really requires it.\r

    A gremlin stands 1-1\/2 feet tall and weighs up to 17 pounds.\r

    Gremlins speak Sylvan. Some also speak Common.\r

    COMBAT\r

    Gremlins avoid direct confrontations, preferring to hide from opponents and torment them with their trickery. When they do fight they rely on ambushes and their magical abilities, only resorting to their pint-sized weaponry if they're cornered.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097feather fall, invisibility<\/i> (self only). Caster level 8th.\r

    Spells:<\/b> A gremlin casts spells as a 1st-level sorcerer, and can also cast cleric spells and those from the Artifice, Chaos, and Trickery domains as arcane spells.\r

    Typical Sorcerer Spells Known<\/i> (6\/4): \r
    0\u00c2\u0097dancing lights, mage hand, open\/close, prestidigitation;<\/i>\r
    1st\u00c2\u0097animate rope, grease.<\/i>\r

    Skills:<\/b> Gremlins have a +2 racial bonus on Climb, Disable Device, Listen, Move Silently, Search, and Spot checks. Gremlins use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. \r

    Gremlin Society<\/b>\r
    Young gremlins, or widgets, live with their parents until they become young males, known as grunts (young females are called \"fifinellas\"). They are then inducted into the Gremlin Forces and assigned to whatever division suits them: land, sea, or air. \r

    Land gremlins live in underground burrows. The entrances are concealed or camouflaged to look like the entrance to a giant rat warren or some wild animal\u00c2\u0092s burrow. Marine gremlins (see below) have adapted to undersea life and live in grottos and undersea caverns. Spandules are gremlins which live entirely in the upper reaches of the sky. Spandules either ride on the backs of large flying creatures such as rocs, or live on high mountain peaks.\r

    Starting at the bottom of the heap, the gremlin works his way up through the ranks until he either perishes in the line of duty or retires. Retired gremlins usually take the rank of Warrant Officer and become specialists.\r

    The ultimate authority among gremlinkind is the Chief, who presides over a council of 10 of the highest-ranking gremlins. The Chief is chosen by the council members from among themselves and rules for a term of somewhere around four years; the council promotes a lower-ranking officer from among the brass to take the seat vacated by the newly-elected Chief. Re-election is possible. Chiefs who are not re-elected retire and become Inspector-Generals.\r

    Gremlins as Characters<\/b>\r
    A gremlin character exchanges its 1 HD of fey for its first class level, so a 1st-level gremlin sorcerer has a d4 Hit Die, a +0 base attack bonus, the base save bonuses of a sorcerer, and the sorcerer's skill points and class skills.\r

    Gremlin characters possess the following racial traits.\r

    • +4 Strength, +6 Dexterity, +4 Intelligence, +4 Wisdom, +6 Charisma. \r
      <\/li>
    • Tiny size. +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Hide checks, \u00c2\u00968 penalty on grapple checks, lifting and carrying limits 3\/4 those of Medium characters. \r
      <\/li>
    • A gremlin's base land speed is 20 feet. \r
      <\/li>
    • Darkvision 60 ft., low-light vision. \r
      <\/li>
    • Skills: Gremlins have a +2 racial bonus on Climb, Disable Device, Listen, Move Silently, Search, and Spot checks. Gremlins use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. \r
      <\/li>
    • Special Attacks (see above): Spell-like abilities, spells. \r
      <\/li>
    • Special Qualities (see above): Spell resistance equal to 5 + class levels. \r
      <\/li>
    • Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling. \r
      <\/li>
    • Favored Class: Sorcerer. \r
      <\/li>
    • Level adjustment +4. \r

      Marine Gremlins<\/b>\r
      Marine gremlins have webbed feet with fins on the backs of their heels. They have a set of secondary gills which enable them to breathe underwater and live in grottos and undersea caverns. Marine gremlins have the Aquatic subtype, a swim speed of 20 ft. and the amphibious special quality.<\/li><\/ul><\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #79<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always chaotic, often neutral","environment":"Any"},{"name":"Sprite, Splanxty","type":"Fey","ch":4,"challenge_rating":" 4 \u00a0","id":6579,"reference":"Usergen","full_text":"

    Sprite, Splanxty <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d6+2\u00a0(9 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), swim 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-10<\/td> <\/tr>
    Attack: <\/strong>Short sword +7 melee (1d3\u00c2\u00963\/19\u00c2\u009620) or longbow +7 ranged (1d4\u00c2\u00963\/x3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Short sword +7 melee (1d3\u00c2\u00963\/19\u00c2\u009620) or longbow +7 ranged (1d4\u00c2\u00963\/x3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Animate water, special arrows, sound imitation, spell-like abilities\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Amphibious, damage reduction 5\/cold iron, hide in plain sight, low-light vision, spell resistance 11, water leap\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +7, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 5, Dex 18, Con 13, Int 12, Wis 13, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Bluff +9, Concentration +6, Diplomacy +6, Disguise +4 (+6 acting), Hide +17*, Intimidate +6, Jump +1, Listen +10, Move Silently +9, Perform +9, Search +3, Spot +10, Swim +12<\/td> <\/tr>
    Feats: <\/strong>Alertness, Dodge (B), Weapon Finesse (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>No coins; 50% goods (metal or stone only); 50% items (no scrolls)<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>3-6 HD (Tiny)<\/td> <\/tr>
    Level Adjustment: <\/strong>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This small, thin child wears a loose-fitting robe of what appears to be ever-flowing water.<\/i>\r

    Splanxties are aquatic sprites, most closely related to nixies, although it is rumored that they are also kinfolk to leprechauns. Splanxties dwell in swift-moving bodies of water, such as mountain streams and whitewater rapids).\r

    Splanxties are intelligent but mischievous, taking great delight in childish pranks, practical jokes, and harmless traps. They have even been known to demand gems as tribute from passersby. Splanxties grow very annoyed with creatures that won't tolerate their irritating sense of humor, and may fly into a fit, jumping up and down while pouting.\r

    A splanxty stands 1-1\/2 feet tall and weighs about 1 pound. \r

    Splanxties speak Aquan and Sylvan. Some also speak Common.\r

    COMBAT\r

    Like other sprites, splanxties prefer ambushes and other trickery over direct confrontation. A splanxty will not become aggressive unless it is attacked first, or if it loses its temper due to a victim's unwillingness to play along with its practical jokes.\r

    Animate Water (Sp):<\/b> At will, a splanxty can animate a 5-foot patch of water within 60 feet. The water will lash out with irritating jets and splashes against adjacent targets. These attacks use the splanxty's base attack bonus and Dexterity modifier to determine the attack modifier (+5 for a typical splanxty) and deal 1 point of damage. The water cannot be harmed in any way. The water remains animated for 1 full round and may make attacks of opportunity. This is the equivalent of a 1st-level spell.\r

    Hide in Plain Sight (Ex):<\/b> While in any sort of water, a splanxty can use the Hide skill even while being observed.\r

    Sound Imitation (Ex):<\/b> A splanxty can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a DC 15 Will save to detect the ruse. The save DC is Charisma-based.\r

    Special Arrows (Ex):<\/b> Splanxties sometimes employ arrows that deal 1 point of Strength damage.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097ventriloquism<\/i> (DC 15); 1\/day\u00c2\u0097programmed image<\/i> (DC 20). Caster level 2nd. The save DCs are Charisma-based.\r

    Water Leap (Su):<\/b> Once every three rounds, a splanxty can travel between areas of flowing water 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 flowing water at least as large as the splanxty. A splanxty can leap up to 100 feet each time.\r

    Skills:<\/b> All sprites have a +2 racial bonus on Search, Spot, and Listen checks. A splanxty 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 splanxty uses its Dexterity modifier rather than its Strength modifier for Swim checks. *Splanxties have a +5 racial bonus on Hide checks when in the water.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in UK5 - Eye of the Serpent<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always chaotic neutral","environment":"Temperate aquatic"},{"name":"Spruce, Killer","type":"Plant","ch":8,"challenge_rating":" 8 \u00a0","id":6580,"reference":"Usergen","full_text":"

    Spruce, Killer <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 8d8+48\u00a0(84 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 0 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 20 (\u00c2\u00962 size, -1 Dex, +11 natural), touch 7, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+24<\/td> <\/tr>
    Attack: <\/strong>Slam +15 melee (1d8+10 plus poison) or 6 needles +5 ranged (1d4+10 plus poison)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>6 slams +15 melee (1d8+10 plus poison) or 6 needles +5 ranged (1d4+10 plus poison)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Fell crush, poison, poison needle volley<\/td> <\/tr>
    Special Qualities: <\/strong>Camouflage, damage reduction 5\/slashing or piercing, low-light vision, plant traits, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +1, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 30, Dex 8, Con 22, Int 2, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Listen +8, Spot +7<\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Initiative (B), Power Attack, Weapon Focus (slam)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or cold forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or grove (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>Half standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>9\u00c2\u009616 HD (Huge); 17\u00c2\u009624 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A large evergreen tree swings its lowermost branches at you with what seems like an animalistic fury.<\/i>\r

    A killer spruce is an ill-tempered tree with the intellect and dispositon of a badger. Killer spruces tolerate no other living things except others of their own kind, reacting violently to all others who come within their reach.\r

    The origins of killer spruces are unknown. Druids tolerate them, but often have to rescue travelers and sylvan allies from their clutches. Treants dislike the bad reputation these foul-tempered killers give to sentient trees, and often find themselves on the receiving end of misdirected retribution of those who have lost friends or loved ones to the killer spruces.\r

    Young killer spruces show no sign of sentience and remain motionless, and are indistiguishable from normal spruce trees. Upon reaching maturity, a killer spruce immediately becomes sentient and irritable. Killer spruces reproduce just like their inanimate kin.\r

    A killer spruce gains nourishment from photosynthesis and the organic enrichment of the soil that it undertakes itself. While a killer spruce has no use for treasure, the remains of past victims often can be found within the bed of cast-off needles beneath them.\r

    A killer spruce is about 30 feet tall, with a \u00c2\u0093trunk\u00c2\u0094 about 2 feet in diameter. It weighs about 4,000 pounds.\r

    A killer spruce does not speak or understand any language.\r

    COMBAT\r

    A killer spruce attacks all creatures passing beneath it, striking with its strong-needled lowest branches. Killer spruces despise elves, and attack them in preference over other targets. Killer spruces fight to the death, not least because they can't run away!\r

    Camouflage (Ex):<\/b> Since a killer spruce looks like a normal plant when at rest, 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

    Fell Crush (Ex):<\/b> When a killer spruce is destroyed in melee combat, it attempts to fall atop as many adversaries as possible and crush them. This special attack affects as many creatures of up to two size categories smaller than the killer spruce as can fit under it's body. Creatures in the affected area must succeed on a DC 24 Reflex save or be pinned, automatically taking 3d6+15 points of bludgeoning damage during the each round unless the killer spruce's corpse is removed. To determine the escape DC, treat the killer spruce as if it were alive and making a normal grapple attack. Pinned opponents take damage from the crush each round if they don\u00c2\u0092t escape. The save DC is Strength-based.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 16, initial damage sleep for 1 minute, secondary damage sleep for 1 hour. The save DC is Constitution-based and includes a -4 racial penalty. \r

    Poison Needle Volley (Ex):<\/b> With a flick of its branches, a killer spruce can loose a volley of six poisonous needles as a standard action (make an attack roll for each needle). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The killer spruce can launch only 36 needles in any 24-hour period.<\/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":"Plant","alignment":"Usually neutral evil","environment":"Temperate or cold forests"},{"name":"Spyder Plant","type":"Plant","ch":1,"challenge_rating":" 1 \u00a0","id":6581,"reference":"Usergen","full_text":"

    Spyder Plant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 0 ft. (immobile)<\/td> <\/tr>
    Armor Class: <\/strong> 12 (+2 Dex), touch 12, flat-footed 10<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-1<\/td> <\/tr>
    Attack: <\/strong>2 tendrils +3 melee (1d4-2 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>2 tendrils +3 melee (1d4-2 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/0 ft. (5 ft. reach with 40 ft. long spyder-shoots)<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, spyder-shoots<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, plant traits, tremorsense 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +2, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 7, Dex 15, Con 12, Int \u00c2\u0097, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Feats: <\/strong>Combat ReflexesB<\/sup><\/small><\/b><\/small>, Weapon FinesseB<\/sup><\/small><\/b><\/small><\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests or underground<\/td> <\/tr>
    Organization: <\/strong>Solitary; patch (2-5) or web (6-16)<\/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>3-4 HD (Large); 5-8 HD (Huge); 9-16 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Spider-like creatures creep forth, apparently formed of leaves and fronds, with sharp thorns for fangs. They are attached to a fern-like plant by long creepers.<\/i>\r

    Spyder plants are carnivorous plant that use their mobile, arachnoid shoots to prey on animals. These spyder-shoots may resemble individual creatures, but they are merely appendages of the main plant. Spyder plants are mindless and attack anything that appears edible.\r

    Spyder plants reproduce by turning their spider-like shoots into reproductive creepers known as stolons. The shoot buries itself into the soil and grows into a new plant, then the creeper attaching it to its parent withers and dies. Occasionally, a spyder plant will separate one or more of its spyder-shoots to colonize new territory, but the reproductive shoot must find suitable soil within a few hours or it will die.\r

    A typical spyder plant is about 4 feet in diameter, with two spyder-shoots about 2 feet across. The entire plant weighs 40 or 50 pounds.\r

    COMBAT<\/b>\r
    A spyder plant simply approaches live prey with its spyder-shoots, attempting to inject enough poison to render its victims immobile.\r

    Poison (Ex): <\/b>Injury, Fortitude DC 12, initial damage 1d4 Str, secondary damage 1d4 Str. The save DC is Constitution-based.\r

    Spyder-Shoots (Ex):<\/b> A spyder plant has two shoots it uses to attack, feed and defend itself. Each shoot is a vaguely spider-like mass of fronds and tendrils with hollow thorns for \"fangs\" which is attached to the parent plant by a long tendril. These shoots move independently of the spyder plant's body, at a speed of 20 feet per round, and have a climb speed of 20 feet per round. The shoots can reach up to 40 feet away from the plant's main body. The spyder plant can make a tendril attack with each of its shoots as a standard action.\r

    An opponent can attack a spyder plant's shoots with a sunder attempt as if they were weapons, each shoot has 5 hit points. Severing one of a spyder plant's shoots does no damage to the plant. Severed tendrils regrow in 1 week.\r

    Advanced Spyder Plants<\/b>\r
    A Large spyder plant has four shoots with 10 hit points that can reach up to 60 ft., a Huge spyder plant has 6 shoots with 15 hit points that can reach up to 80 ft., and a Gargantuan spyder plant has 8 shoots with 20 hit points that can reach up to 120 ft.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in I13 - Adventure Pack I<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":"Warm forests or underground"},{"name":"Squeaker","type":"Fey","ch":14,"challenge_rating":" 1\/4 \u00a0","id":6582,"reference":"Usergen","full_text":"

    Squeaker <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1\/2 d6\u00a0(2 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 30 ft<\/td> <\/tr>
    AC:<\/strong> 17 (+2 size, +5 Dex)<\/td> <\/tr>
    Attacks:<\/strong>Rock +7 ranged<\/td> <\/tr>
    Damage: <\/strong>Rock 1d4-2<\/td> <\/tr>
    Face\/Reach: <\/strong>2 1\/2 ft by 2 1\/2 ft\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong><\/td> <\/tr>
    Special Qualities: <\/strong><\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +7, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 7, Dex 20, Con 10, Int 6, Wis 8, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide +8, Listen +7, Move Silently +8, Spot +7<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Tribe (2-40)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic (good, neutral, or evil)<\/td> <\/tr>
    Advancement: <\/strong>1-3 HD (Tiny)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Squeakers are tiny petty faeries that seem to exist only to annoy and aggravate bigger beings. These fey are only one foot tall, and have disproportionately large heads and spindly little bodies. They resemble pixies somewhat, but are always naked and seem to have no gender.

    Squeakers are very fertile, and seem to be adaptable to nearly every climate known to man. Many people like to think that these miniature fey were created by a wizard spell gone bad. Squeakers understand Sylvan, but the only form of speech they engage in consists of tiny grunts, squeaks, and whistles.

    COMBAT<\/b>
    Squeakers are weak in combat, but they attack people to frustrate and annoy them. Their favorite tactic is to hide several yards from their targets and pelt them with rocks, branches, and other small objects. They gain a +2 to the attack roll due to their proficiency with small foreign objects. When chased by their irritated targets, the squeakers lead them into an ambush that involves more objects thrown at the victims.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Dragon Mountain (1993), Monstrous Compendium Annual One (1994) under \"faerie, petty\".<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always chaotic (good, neutral, or evil)","environment":">Any land"},{"name":"Squealer","type":"Beast","ch":3,"challenge_rating":" 03 \u00a0","id":6583,"reference":"Usergen","full_text":"

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

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

    Hit Dice:<\/span><\/b> 12d10+24 (90 hp)<\/span><\/p><\/td> <\/tr>

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

    Speed:<\/span><\/b> 40 ft, climb 30 ft<\/span><\/p><\/td> <\/tr>

    AC:<\/span><\/b> 14 (-1 size, +2 Dex, +3 natural)<\/span><\/p><\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +14 melee, 2 claws +9 melee<\/span><\/p><\/td> <\/tr>

    Damage:<\/span><\/b> Bite 1d8+6, claw 1d6+3<\/span><\/p><\/td> <\/tr>

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

    Special Attacks: <\/span><\/b>Improved grab, tear, rake<\/span><\/p><\/td> <\/tr>

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

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

    Abilities:<\/span><\/b> Str 23, Dex 15, Con 14, Int 2, Wis 12, Cha 10<\/span><\/p><\/td> <\/tr>

    Skills: <\/span><\/b>Hide +0*, Listen +8, Spot +8<\/span><\/p> <\/div><\/td> <\/tr>

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

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

    Organization:<\/span><\/b> Solitary or gang (2-4)
    Challenge Rating:<\/b> 8<\/span><\/p><\/td> <\/tr>

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

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

    Advancement:<\/span><\/b> 13-17 HD (Large); 18-36 HD (Huge)<\/span><\/p><\/td> <\/tr>

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

    The squealer is a large, bulky, fierce creature found in the forests. It is about the size of a large gorilla and is fearless, even attacking prey that is larger than it. A squealer\u0092s fur is long and yellowish-green in alternating splotches. It has hunched shoulders and a forward-thrusting pig-like head. Razor-sharp teeth line its mouth. Its forelimbs, each about 4 feet long sprout from its body; three from the hunched back and the other two from high on the hindquarters. A fifth limb, about 4 feet long, grows from the middle of its back. This limb can be turned forward or rearward. All five of its limbs are prehensile and end in sharpened talons.<\/span><\/p><\/td> <\/tr>

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

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

    The squealer attacks using its bite and claws. One of its favorite tactics is to hide in a tree, grasping a limb with three of its claws. When prey passes beneath it, it swings head down to bite and claw. If it can grapple its prey, it drops on its prey, raking with its hind legs.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, the squealer must hit a Medium-size or smaller creature with two claw attacks. If it gets a hold, it tears the flesh.<\/span><\/p><\/td> <\/tr>

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

    \u00a0\u00a0 Rake (Ex):<\/b> A squealer that attacks from the trees and leaps on an opponent can make two additional claw attacks for 1d6+3 points of damage each.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Sound Imitation (Ex):<\/b> The squealer can mimic any animal or beast sound it has heard. It does this whenever it likes. Listeners can detect the ruse with a successful Will save (DC 16).<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/span><\/b> The squealer receives a +12 racial bonus to Hide checks when in forested areas.<\/span><\/p><\/td> <\/tr>

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

    The squealer first appeared in the 1e MM II (Gary Gygax, 1983).<\/span><\/p><\/td> <\/tr><\/table><\/div>","family":"Beast","alignment":"Any","environment":" Temperate and warm forest"},{"name":"Squid, Vampire","type":"Magical Beast","ch":5,"challenge_rating":" 5 \u00a0","id":6584,"reference":"Usergen","full_text":"

    Squid, Vampire <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 7d10+14\u00a0(52 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, +5 natural), touch 12, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+17<\/td> <\/tr>
    Attack: <\/strong>Tentacle +12 melee (1d4+6)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>6 tentacles +12 melee (1d4+6) and bite +7 melee (2d8+9\/18-20\u00c3\u00973)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft. (20 ft. with tentacles)<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical, ball of fangs, constrict 1d4+6, improved grab, ramming<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 120 ft., jet, murkvision, superior low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +8, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 23, Dex 16, Con 15, Int 10, Wis 12, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Hide +8, Move Silently +12, Spot +7, Swim +14\r
    <\/td> <\/tr>
    Feats: <\/strong>Blind-Fight, Power Attack, Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground aquatic<\/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>8-11 HD (Large); 12-21 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This pale white squid has lambent blue-green eyes and a maw full of spiky, needle-sharp teeth.<\/i>\r

    Creations and servitors of the illithids, the vampire squid are tools of the mind flayers, meant to extend their masters\u00c2\u0092 reach into the waters of the sunless seas below the earth. \r

    Vampire squid are entirely devoted to their creators, the illithids, and obey their every command without hesitation. However, they are not innately evil, and if they can be lured away from their masters they are honorable, trustworthy creatures. Those few vampire squid that have been captured by other races often serve as transportation, able to pull great rafts or war-barges through the water; however, these captured vampire squid never reproduce; it is believed that they cannot bear young without magical or psionic assistance from the illithids, and that this accounts for their loyalty to the mind flayers.\r

    Vampire squid eat hundreds of pounds of fish, insects, and mollusks; they are almost always solitary for this reason as two such predators sharing the same space quickly destroy the local fish stocks. They gather together only to mate or to serve their masters, who provide them with land-based foodstuffs.\r

    A vampire squid's body is 10 feet long with 20-foot tentacles. \r

    Vampire squids understand Undercommon.\r

    COMBAT\r

    When it sights its prey, the vampire squid prefers to attack by surprise, gathering speed as it approaches on a collision course. It can turn its maw inside out, putting spiky teeth on the outside, thus transforming into a mass of sword-sized spikes, much like an underwater hedgehog. \r

    An opponent can attack a vampire squid\u00c2\u0092s tentacles with a sunder attempt as if they were weapons. A vampire squid\u00c2\u0092s tentacles have 10 hit points each. If a vampire squid 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 vampire squid\u00c2\u0092s tentacles deals 5 points of damage to the creature. A vampire squid usually withdraws from combat if it loses five tentacles. The creature regrows severed limbs in 1d10+10 days.\r

    Augmented Critical (Ex):<\/b> A vampire squid's bite threatens a critical hit on a natural attack roll of 18\u00c2\u009620, dealing triple damage on a successful critical hit.\r

    Ball of Fangs (Ex):<\/b> A vampire squid can invert its toothy maw as a defensive measure, surrounding its body with its sword-long teeth. Inverting its maw takes a swift action, as does reverting back to its normal configuration. An inverted vampire squid can not use its bite attack, charge, Run or use its jet special ability.\r

    Any creature striking an inverted vampire squid with a handheld or natural weapon takes 1d8+2 points of piercing and slashing damage (halved on a successful DC 15 Reflex save); except for opponents wielding handheld weapons with exceptional reach, such as longspears, who can attack the squid without taking damage from the exposed teeth. The save DC is Constitution-based. \r

    Constrict (Ex):<\/b> A vampire squid deals 1d4+6 points of damage with a successful grapple check.\r

    Improved Grab (Ex):<\/b> To use this ability, a vampire squid 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. *A vampire squid has a +4 racial bonus on grapple checks.\r

    Jet (Ex):<\/b> A vampire squid can jet backward once per round as a full-round action, at a speed of 120 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. \r

    Murkvision (Ex):<\/b> A vampire squid's vision is not limited in dark or murky water. It treats all water as clear water for purposes of determining vision.\r

    Ramming (Ex):<\/b> As a standard action, a vampire squid can swim at up to quadruple speed (120 feet) and ram a waterborne target (such as a ship or another creature). To ram, the vampire squid must end its movement in the target's space. This attack deals 2d12+9 points of damage. If the target is a creature, it can attempt either an attack of opportunity or a DC 19 Reflex save for half damage. The save DC is Strength-based.\r

    Upon ramming a ship, the vampire squid can make a Strength check to breach its hull, which causes the ship to sink in 1d10 minutes. The break DC varies with the type of vessel rammed, as follows: rowboat DC 20, keelboat DC 23, sailing ship or longship DC 25, warship DC 27, or galley DC 30. (See Chapter 5 of the DMG for information about ships). Regardless of the check result, every creature aboard must attempt a DC 15 Reflex saving throw. Success means the creature takes 1d6 points of damage from being thrown about by the impact; failure means the creature is hurled overboard.\r

    Superior Low-Light Vision (Ex):<\/b> A vampire squid can see five times as far as a human can in dim light.\r

    Skills:<\/b> A vampire squid 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 #227<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually lawful neutral","environment":"Underground aquatic"},{"name":"Squirrel, Carnivorous Flying","type":"Animal","ch":18,"challenge_rating":" 1\/8 \u00a0","id":6585,"reference":"Usergen","full_text":"

    Squirrel, Carnivorous Flying <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1\/2d8\u00a0(2 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft, fly 40 ft (clumsy)<\/td> <\/tr>
    AC:<\/strong> 16 (+4 size, +2 Dex)<\/td> <\/tr>
    Attacks:<\/strong>Bite +2 melee<\/td> <\/tr>
    Damage: <\/strong>Bite 1d2-4<\/td> <\/tr>
    Face\/Reach: <\/strong>1 ft by 1 ft\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong><\/td> <\/tr>
    Special Qualities: <\/strong>Scent<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +4, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Balance +3, Climb +6, Hide +3, Move Silently +5, Spot +2<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Cold and temperate forest<\/td> <\/tr>
    Organization: <\/strong>Swarm (3-18)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/8<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The carnivorous flying squirrel is a relative of the common squirrel, with the ability to glide, and a taste for fresh meat. This squirrel has loose folds of skin on the insides of its legs, which give the squirrel its unique abilities. This little mammal cannot actually fly, but it glides through the air when it jumps out of a tree. They lair in communal nests in tree tops, where they sometimes bring small, shiny treasures.

    COMBAT<\/b>
    Carnivorous flying squirrels are vicious little creatures, and attack larger targets in groups when the odds are at least 2 to 1. Their main method of attack is to jump out of a tree, silently gaining speed as they fall. For every 5 feet they glide, they gain a +1 to their attack roll.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1982 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #66 (1982), Monster Manual II (1983).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":">Cold and temperate forest"},{"name":"Stag, Dire","type":"Animal","ch":3,"challenge_rating":" 3 \u00a0","id":6586,"reference":"Usergen","full_text":"

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


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d8+10\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, +3 natural), touch 10, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+13<\/td> <\/tr>
    Attack: <\/strong>Gore +8 melee (3d6+6) <\/td> <\/tr>
    Full Attack: <\/strong>Gore +8 melee (3d6+6) and 2 hooves +3 melee (1d4+3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +5, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 12, Con 15, Int 2, Wis 13, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Hide +5, Listen +5, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold forests, hills, and mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary or herd (3-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive deer stands taller than most men.<\/i>\r

    Dire stags are giant deer, often with a prehistoric appearance. They are often oversized versions of eucladoceros, the \"bush-antlered deer\", named after the bush-like array of spikes on its enormous antlers.\r

    A dire stag is over 10 feet long, stands at least 7 feet tall at the shoulder, and sports a rack of antlers 6 feet wide. It weighs 1,200 pounds or more.\r

    COMBAT\r

    A dire stag prefers to flee threats, but will fight fiercely when backed into a corner or if its young or mate is threatened. Dire stags often charge opponents with their antlers.\r

    Skills:<\/b> Dire stags have a +4 racial bonus to Hide checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1977 Wizards of the Coast, Inc.
    Originally found in Monster Manual<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Cold forests, hills, and mountains"},{"name":"Star Leviathan","type":"Magical Beast","ch":25,"challenge_rating":" 25 \u00a0","id":6587,"reference":"Usergen","full_text":"

    Star Leviathan <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 24d10+144\u00a0(276 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-4 size, +1 Dex, +9 natural), touch 7, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+24\/+48<\/td> <\/tr>
    Attack: <\/strong>Tail slap +32 melee (4d6+18)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Tail slap +32 melee (4d6+18)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Molecular shock, psionics<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 120 ft., damage reduction 20\/silver, hold breath, low-light vision, telepathy 500 ft.\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +20, Ref +15, Will +11 <\/td> <\/tr>
    Abilities: <\/strong>Str 35, Dex 13, Con 23, Int 19, Wis 17, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Autohypnosis +22, Concentration +26, Diplomacy +25, Knowledge (psionics) +33, Knowledge (the planes) +31, Psicraft +31, Sense Motive +30, Survival +3 (+7 on other planes)\r
    <\/td> <\/tr>
    Feats: <\/strong>Delay Power, Enlarge Power, Greater Psionic Endowment, Improved Metapsionics, Maximize Power, Psionic Endowment, Quicken Power, Unconditional Power, Widen Power <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Astral Plane<\/td> <\/tr>
    Organization: <\/strong>Solitary or pod (2-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>25<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral good<\/td> <\/tr>
    Advancement: <\/strong>25-35 HD (Gargantuan); 36-72 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A massive whale swims through the astral sky, its midnight blue hide flecked with gold and silver.<\/i>\r

    Star leviathans are massive astral denizens that originated on an unknown alternate Material Plane. Their homeworld is shrouded in mystery, and no amount of flattery or coercion will get a star leviathan to reveal any more about it. They are godlike in both size and personality, playful and amused even by the most threatening of evil creatures. Only astral dreadnoughts dare attack them regularly, and battles between these two titanic creatures are truly amazing to behold.\r

    A star leviathan attempts to communicate telepathically as soon as another creature is encountered. If it finds the creature friendly and willing to converse, the star leviathan may travel with it for awhile, even allowing smaller creatures to \"hitch a ride\" by hanging onto its tail or broad flippers. All the while, the star leviathan engages in endless conversation.\r

    Though they possess mouths, star leviathans lack teeth and presumably feed on planktonlike creatures on their home world. As a result, they never make bite attacks.\r

    A star leviathan is 70 to 100 feet long and weighs 150-200 tons.\r

    Star leviathans speak telepathically.\r

    COMBAT\r

    Star leviathans only attack if threatened, or to aid other creatures in battle against powerful evil foes. In battle, a star leviathan utilizes its superior psionic abilities and strikes with its massive tail.\r

    Molecular Shock (Ps):<\/b> By expending 20 power points as a full-round action, a star leviathan can create a psionic charge on its body for four rounds (after which the charge dissipates). This psionic field grants the star leviathan DR 20\/-. In addition, all creatures or objects that come in contact with the star leviathan while it is charged are affected as if by the psionic disintegrate<\/i> power (manifester level 20th), with the following exceptions. Objects take 28d6 points of damage (or 5d6 points of damage with a successful DC 23 Fortitude save). Unattended nonmagical objects, including ranged weapons, do not receive a save against this power. Living creatures automatically succeed on their saving throws, taking just 5d6 points of damage. This is the equivlent of a 9th-level power. The save DC is Charisma-based.\r

    Psionic Powers:<\/b> A star leviathan manifests powers as a psion (kineticist) of 24th level. The save DCs are Charisma-based.\r

    Typical Psion Powers Known<\/i> (power points 383, save DC 14 + power level): 1st\u00c2\u0097control object, detect psionics, inertial armor*, telempathic projection<\/i>; 2nd\u00c2\u0097cloud mind, control air*, detect hostile intent, energy missile*<\/i>; 3rd\u00c2\u0097body adjustment*, body purification*, telekinetic force*, telekinetic thrust*, ubiquitous vision<\/i>; 4th\u00c2\u0097aura sight*, inertial control body, inertial barrier*, telekinetic maneuver*, trace teleport*<\/i>; 5th\u00c2\u0097catapsi*, energy current*, fiery discorporation*, leech field*, power resistance, psionic major creation, psionic true seeing<\/i>; 6th\u00c2\u0097dispelling buffer, mass cloud mind, null psionics field, retrieve*, temporal acceleration*<\/i>; 7th\u00c2\u0097divert teleport, personal mind blank, psionic moment of prescience, reddopsi<\/i>; 8th\u00c2\u0097bend reality, psionic mind blank, psionic telekinetic sphere, true metabolism<\/i>; 9th\u00c2\u0097affinity field, apopsi, microcosm*, psionic etherealness, timeless body, tornado blast*<\/i>.\r

    *Power can be augmented.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #89<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually neutral good","environment":"Astral Plane"},{"name":"Stargazer","type":"Magical Beast","ch":5,"challenge_rating":" 5 \u00a0","id":6588,"reference":"Usergen","full_text":"

    Stargazer <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 6d10+36\u00a0(69 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 22 (-2 size, +14 natural), touch 8, flat-footed 22<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+21<\/td> <\/tr>
    Attack: <\/strong>Bite +11 melee (4d6+7)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +11 melee (4d6+7) and 2 claws +9 melee (1d8+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Lightning, rolling trample<\/td> <\/tr>
    Special Qualities: <\/strong>Camouflage, darkvision 60 ft., hibernate, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 24, Dex 11, Con 22, Int 7, Wis 10, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Jump +19, Spot +9<\/td> <\/tr>
    Feats: <\/strong>Multiattack, Power Attack, Reckless Offense<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Asteroids<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>Triple goods (gems only, see text)<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>7-15 HD (Huge); 16\u00c2\u009624 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This huge creature has a carapace that mimics a rocky outcropping, complete with crystalline formations. A reptilian head and four clawed limbs unfold from beneath the stony shell of its carapace, while a lizard-like tail trails behind. The razor-teeth in its froglike mouth leave no doubt about its predatory nature.<\/i>\r

    A stargazer is a huge reptilian monster that can project lightning bolts from its eyes. Stargazers inhabit the sunlit side of large asteroids, basking in the continual sunlight. Their hides absorb light, both to warm their bodies and to power their lightning discharges. A stargazer's hide is superbly camouflage, and they masquerade as rocky mounds while waiting for prey.\r

    Stargazers are highly territorial, each claiming a range of 1-3 square miles. Two stargazers may occupy opposite hemispheres of a single large asteroid, establishing the opposite sides of the gravity plane as their \u00c2\u0093territory\u00c2\u0094. If an area becomes overpopulated, a stargazer leaps from its asteroid and rolls into a ball, then drifts through space in hibernation until caught by the gravity of another asteroid or spacefaring vessel.\r

    A stargazer's stony carapace is veined with crystals, which usually include valuable gemstones. This treasure can be chiseled out of a dead stargazer's hide, although it's easier to wait. The stargazer's carapace crumbles to dust 1d6 days after its death, freeing the gems.\r

    A typical stargazer is 18 feet long (plus 15 feet of tail) and weighs 12,000 pounds. It stands between 12 feet and 18 feet tall, depending on whether the stargazer's walking on all four or rearing up on its hind legs. Hides show a variety of colors and crystalline formations, but generally they are reddish or violet, suggesting deposits of ruby or amethyst. Citrine, emerald and sapphire varieties are also seen.\r

    COMBAT<\/b>\r
    A stargazer uses its camouflage ability and waits for prey to come within range, it then unleashes its lightning bolts before wading into melee. Stargazers use their rolling trample attack to retreat from a losing situation, usually inflicting significant damage as they roll through its foes. They seldom use rolling trample to enter combat, since a stargazer cannot see where it's going while rolled up.\r

    Camouflage (Ex):<\/b> Since a stargazer looks like a bluff of rock when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Knowledge (geography) or Knowledge (arcana) can use one of those skills instead of Spot to notice the beast. Dwarves can use their stonecunning bonus on rolls to notice a stargazer.\r

    Hibernate (Ex):<\/b> A stargazer can enter a state of suspended animation as a full-round action. Hibernating stargazers can survive on a day's worth of food, air, and water for every 10 years they spend in hibernation. A hibernating stargazer is still aware of its surroundings, but has a -8 penalty to its Listen or Spot checks. It can emerge from hibernation as a move-equivalent action.\r

    Lightning (Su):<\/b> A stargazer can unleash two 30 ft lines of electricity from its eyes, which do 6d6 electricity damage each (DC 19 Reflex save halves). These lines of lightning cannot overlap. The stargazer can attack with lightning three times (six lines of lightning) before it exhausts its internal electrical charge. It recharges its lightning power by basking in light (restoring one line of lightning requires 1d4+1 rounds in full sunlight or 2d4+2 rounds in lamplight or torchlight). The save DC is Constitution-based.\r

    Rolling Trample (Ex):<\/b> A stargazer can roll into a ball, gaining a +2 dodge bonus to AC. While in ball form, the stargazer may roll at twice its base speed, crushing any creature completely covered by its space, as the trample special attack, dealing 2d12+10 bludgeoning damage. A victim of this attack may make an attack of opportunity with a -4 penalty or may attempt a DC 20 Reflex save for half damage. The save DC is Strength-based.\r

    Skills:<\/b> A stargazer's powerful hind legs give it a +10 racial bonus to Jump checks.<\/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 chaotic neutral","environment":"Asteroids"},{"name":"Statue of Shaktari","type":"Construct","ch":15,"challenge_rating":" 15 \u00a0","id":6589,"reference":"Usergen","full_text":"

    Statue of Shaktari <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Construct \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 21d10+40\u00a0(155 hp)<\/td> <\/tr>
    Initiative: <\/strong> -2<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares), fly 50 ft. (poor), climb 30 ft., burrow 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 30 (-2 size, -2 Dex, +24 natural), touch 6, flat-footed 30<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+15\/+36<\/td> <\/tr>
    Attack: <\/strong>Slam +19 melee (3d6+13)<\/td> <\/tr>
    Full Attack: <\/strong>8 slams +19 melee (3d6+13)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 15\/adamantine and bludgeoning, darkvision 60 ft., immunity to cold, fire, and electricity, immunity to magic, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +5, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 37, Dex 7, Con \u00c2\u0097, Int \u00c2\u0097, Wis 11, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Climb +21<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Infinity Layers of the Abyss (Vudra)<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>15<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>22-32 HD (Huge); 33-54 HD (Gargantuan); 55-96 (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This black stone statue appears to be an eight-armed attractive human woman with the lower half of a massive serpent. Its eyes burn with a malevolent green glow.<\/i>\r

    A statue of Shaktari is a powerful demonic golem created in the image of the Queen of the Mariliths. These automatons are often set to guard temples and patrol the sweltering, venomous jungles of Vudra, the 531st layer of the Abyss.\r

    These powerful constructs are animated by Shaktari herself, and cannot be constructed by traditional means. However, a greater planar ally or gate may call forth one or more.\r

    A statue of Shaktari is 12 feet tall and weighs 6 tons.\r

    Statues of Shaktari do not speak.\r

    COMBAT\r

    A statue of Shaktari pummels adversaries with its octet of heavy fists between releases of its devastating venomous breath.\r

    Breath Weapon (Su):<\/b> 100-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 2d8 Con, secondary damage death, Fortitude DC 20 negates. The save DC is Constitution-based. \r

    Immunity to Magic (Ex):<\/b> A statue of Shaktari is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.\r

    A transmute rock to mud spell<\/i> slows a statue of Shaktari (as the slow<\/i> spell) for 2d6 rounds, with no saving throw, while transmute mud to rock<\/i> heals all of its lost hit points.\r

    A stone to flesh<\/i> spell does not actually change the statue's structure but negates its damage reduction and immunity to magic for 1 full round.\r

    A spell with the chaotic or evil descriptor (such as chaos hammer<\/i> or unholy blight<\/i>) breaks any slow<\/i> effect on the statue of Shaktari and cures 1 point of damage for each 3 points of damage it would otherwise deal. It is fully affected by spells with the law or good descriptor, unless its construct traits make it immune to the spell's effects (it cannot be blinded by a holy aura<\/i>, for example, because that effect allows a Fortitude save).\r

    As an extraplanar creature, a statue of Shaktari on the Material Plane can be driven back to its home plane by a dispel evil<\/i> or dispel chaos<\/i> spell (as well as by holy word<\/i> or dictum<\/i>), but it is not affected by banishment<\/i> or dismissal<\/i> since they are not good or lawful spells.\r

    Skills:<\/b> A statue of Shaktari 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 Dungeon Magazine #60<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always chaotic evil","environment":"Infinity Layers of the Abyss (Vudra)"},{"name":"Steel Shadow","type":"Aberration","ch":3,"challenge_rating":" 03 \u00a0","id":6590,"reference":"Usergen","full_text":"

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


    <\/td> <\/tr>

    Small\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+4\u00a0(22 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4 (Improved Initiative)<\/td> <\/tr>
    Speed:<\/strong> 40 ft<\/td> <\/tr>
    AC:<\/strong> 14 (+1 size, +3 natural)<\/td> <\/tr>
    Attacks:<\/strong>5 tentacles +3 melee<\/td> <\/tr>
    Damage: <\/strong>Tentacle 1d4-1<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Attach, animate metal<\/td> <\/tr>
    Special Qualities: <\/strong>Merge with metal, immune to electricity<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +1, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 8, Dex 10, Con 12, Int 14, Wis 14, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Hide +9, Listen +10, Spot +10, Swim +8<\/td> <\/tr>
    Feats: <\/strong>Blind-Fight, Improved Initiative, Iron Will<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground and aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (1-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>03<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Small); 9-12 HD (Medium-Size)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The steel shadow is a small worm-like creature with the ability to merge with and control metal. A steel shadow looks like a giant planarian worm with an expandable body, with two harmless barbel-like feelers by its mouth, and five barbed sucking tentacles on its body. These carnivorous creatures can be found in practically any climate and locale, but are rarely seen moving in their natural forms. Instead, they prefer to merge with metal<\/i> items, which function as both their lair and their defense. Their presence within the metal can be revealed by the small shadowy black patch on the metal's surface.

    COMBAT<\/b>
    Steel shadows rarely attack in their natural form, and prefer to merge with metal<\/i> before combat. Whether merged or not, it can always attack with its five tentacles, which have a range of 6 feet.

    Attach (Ex)<\/b>: If a steel shadow hits with a tentacle attack, the tentacle latches onto the opponent's body. Once attached, the tentacle deals 1d4 points of damage automatically every round until severed or withdrawn. A single attack with a slashing weapon that deals at least 6 points of damage severs a tentacle (AC 14).

    Animate Metal (Su)<\/b>: A steel shadow has the ability to animate metal through physical contact, as the arcane spell animate objects<\/i> cast by a 10th-level caster. This effect is exactly like the spell, except that it only affects metal items or metal within an item, gives the items the ability to move at a speed of 50 feet per round and fly at 20 feet per round, and is capable of affecting items being worn or used by another being.

    Arrows with metal arrowheads will fly at targets as if they were being thrown, using the steel shadow's attack values. A handful of animated coins can similarly be hurled as missile weapons, doing one point of damage, knocking over light objects, and possibly breaking fragile items. One of the steel shadow's favorite uses of this effect is to animate a suit of armor containing a corpse, giving the appearance that it is actually undead, and try to grapple opponents and attack with tentacles.

    Merge With Metal (Su)<\/b>: A steel shadow has the ability to merge with metal that it touches, at will. Merging or separating from metal is a standard action. The steel shadow's corporeal form can be completely merged into that of any metal larger in volume than a longsword (making such items as a shield, suit of armor, or a battleaxe acceptable). Steel shadows can thusly remain inside the metal indefinitely, without causing inadvertent harm to itself or the metal. This state provides the steel shadow with darkvision at a range of 80 feet.

    Inside metal, the steel shadow's adds +5 to its natural armor, making its AC 19. While in this state, the steel shadow is subject to all attacks against the metal object. The steel shadow takes half damage from all physical attacks to the metal and suffers no harm from effects that the metal saves against.

    If the metal is subject to disintegration<\/i>, the steel shadow suffers no damage, but is forced out of the metal. Steel shadows within any metal carried or worn by a creature automatically hit that creature with their tentacle attacks on the round after merging. Steel shadows are unable to merge into metal items with magical properties, such as magic swords and armor.

    If the metal merged with a steel shadow is subject to a heat metal<\/i> effect, the spell instead functions as a heal<\/i> spell which heals the amount of damage intended to be caused by the spell. If the metal merged with a steel shadow is subject to attack by a rust monster's antennae, the steel shadow will be forced out the metal and takes 4d6 points of damage. If not merged with metal, a rust monster's antennae have no effect on a steel shadow.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in the Ruins of Undermountain boxed set (1991).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always chaotic neutral","environment":">Any land and underground and aquatic"},{"name":"Stegocentipede","type":"Vermin","ch":4,"challenge_rating":" 04 \u00a0","id":6591,"reference":"Usergen","full_text":"

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

    Huge Vermin<\/h2> <\/td> <\/tr>

    Hit Dice: <\/span><\/b>9d8 (40 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>17 (-2 size, +2 Dex, +7 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks: <\/span><\/b>Bite +8 melee, tail +3 melee, 1d3 spines +3 melee<\/span><\/p> <\/td> <\/tr>

    Damage: <\/span><\/b>Bite 2d6+4 and poison, tail 2d6+2 and poison, spines 1d8+2<\/span><\/p> <\/td> <\/tr>

    Face\/Reach: <\/span><\/b>10 ft by 30 ft\/10 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Poison, spines<\/span><\/p> <\/td> <\/tr>

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

    Saves: <\/span><\/b>Fort +6, Ref +5, Will +3<\/span><\/p> <\/td> <\/tr>

    Abilities: <\/span><\/b>Str 19, Dex 15, Con 10, Int \u0097, Wis 10, Cha 2<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Climb +12, Hide +1, Spot +7<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

    Organization: <\/span><\/b>Solitary<\/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>10-12 HD (Huge); 13-18 HD (Gargantuan)<\/span><\/p> <\/td> <\/tr>

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

    Stegocentipedes are mutated versions of giant centipedes. They are two feet high, and eighteen feet long, and their backs are covered with long spines. These chitinous plates are in double rows along the back and are flattened against the body, but stick straight up when the creature is agitated. These vermin are usually a shade of brown or even green.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Each segment of its body has a pair of legs except for the tail segment. This rear portion instead ends in a scorpion-like poisoned tail. This tail is heavily armored at its end, functioning as a spiked club which can strike opponents at up to six feet away. This armor makes the creature much heavier and slower than other enormous vermin.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 This monster is continually ravenous and always hunting. Sages say that the stegocentipede may have developed on some other world, or that they may have been some insane genetic experiment. They are adaptable to nearly any climate, but since they are usually sterile there are not very many in existence.<\/span><\/p> <\/td> <\/tr>

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

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

    The stegocentipede raises its spines instinctively when it enters combat. It likes to rush its prey and seize it in its huge mandibles, poisoning with its bite. It lashes out at other opponents with its poisoned tail.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Poison (Ex):<\/span><\/b> Bite or tail slam, Fortitude save (DC 18); initial and secondary damage 1d6 temporary Dexterity damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spines (Ex):<\/b> The stegocentipede raises its spine plates in combat and moves itself rapidly back and forth when attacking. Any creature attacking the stegocentipede from the front is subjected to an attack with 1d3 spines.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Vermin:<\/span><\/b> Immune to mind-influencing effects.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/span><\/b> Stegocentipedes receive a +4 racial bonus to Climb, Hide, and Spot checks.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Vermin","alignment":"Always neutral","environment":"Any temperate and warm land and underground"},{"name":"Stench Kow","type":"Outsider","ch":4,"challenge_rating":" 04 \u00a0","id":6592,"reference":"Usergen","full_text":"

    STENCH KOW<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

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

    Hit Dice: <\/span><\/b>3d8+9 (22 hp)<\/span><\/p> <\/td> <\/tr>

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

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

    AC: <\/span><\/b>17 (-1 size, +8 natural)<\/span><\/p> <\/td> <\/tr>

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

    Damage: <\/span><\/b>Butt 2d4+6<\/span><\/p> <\/td> <\/tr>

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

    Special Attacks: <\/span><\/b>Charge, trample, stench<\/span><\/p> <\/td> <\/tr>

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

    Saves: <\/span><\/b>Fort +9, Ref +3, Will +4<\/span><\/p> <\/td> <\/tr>

    Abilities: <\/span><\/b>Str 18, Dex 10, Con 17, Int 2, Wis 12, Cha 4<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Listen +7, Spot +7<\/span><\/p> <\/td> <\/tr>

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

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

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

    Organization: <\/span><\/b>Herd (15-60; 50% noncombatant young, plus 1 bull per every 5 female adults)<\/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>4-6 HD (Large); 7-9 (Huge)<\/span><\/p> <\/td> <\/tr>

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

    Stench kine are Baator's cattle and a major food source of the Nine Hells. They roam the inhospitable landscape of the lower planes in great herds, grazing on noxiouis plants that would be poisonous to most creatures. They are most common on Baator, but some herds are known to exist on Acheron, Gehenna, and the Grey Waste of Hades.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A stench kow resembles a bison, but is hideously misshapen. They are humpbacked (males have larger humps) and have long, downward curving horns. Their heads are huge with hideous features, large round staring eyes, and lolling tongues. They are dull orange in color, with matted green manes.<\/span><\/p> <\/td> <\/tr>

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

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

    Stench kine have an ugly disposition to match their looks, but will usually not attack other creatures unless the bulls of the herd feel threatened. Usually, only the bulls will make a charge attack, but if the herd is cornered the females will charge as well.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Charge (Ex):<\/span><\/b> A stench kow that makes a charge attack deals double damage with its butt attack if it hits.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Trample (Ex): <\/span><\/b>A stench kow can trample Small or smaller creatures for 2d4+6 points of damage. Opponents who do not make attacks of opportunity against the stench kow can attempt a Reflex save (DC 15) to halve the damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Stench (Ex): <\/span><\/b>The odor of a stench kow's breath and body is so foul that all creatures (except those that are immune to poison) within a 5-foot radius of a stench kow must succeed at a Fortitude save (DC 15) for every 3 rounds of exposure, or be affected as by a stinking cloud<\/i> spell.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Immunities (Ex): <\/b>Stench kine are immune to all forms of cold, fire, poison, and gas.<\/span><\/p> <\/td> <\/tr>

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

    STENCH BULLS<\/h2> <\/td> <\/tr>

    A stench bull is identical to a stench kow, save that it has 6+ HD, and Strength 20 and Constitution 20.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Always neutral","environment":"Any plains"},{"name":"Stone Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":6593,"reference":"Usergen","full_text":"

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


    <\/td> <\/tr>
    Dragon (Earth)<\/strong><\/td> <\/tr>
    Environment: <\/strong>Any mountains or other rocky areas<\/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 5; young 7; juvenile 9; young adult 11; adult 14; mature adult 16; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25<\/td> <\/tr>
    Treasure: <\/strong>Standard coins; quadruple goods (gems); standard items<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful neutral<\/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 +2; very young +3; young +4; juvenile +4; others \u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr><\/table><\/td><\/tr>

    Stone 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>2d6\u00a0(13)<\/font><\/td>-<\/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>4d6\u00a0(15)<\/font><\/td>-<\/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>6d6\u00a0(17)<\/font><\/td>-<\/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>8d6\u00a0(19)<\/font><\/td>-<\/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>10d6\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>12d6\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>14d6\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>16d6\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>18d6\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>20d6\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>22d6\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>24d6\u00a0(37)<\/font><\/td>35<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Stone 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 40 ft.<\/font><\/td>+0<\/font><\/td>16 (+2 size, +4 natural), touch 12, flat-footed 16<\/font><\/td>Cold tolerance, earth mettle, Jump +5, tunneling, vulnerability to acid and fire<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
    Very Young<\/font><\/td>40 ft., burrow 40 ft.<\/font><\/td>+0<\/font><\/td>18 (+1 size, +7 natural), touch 11, flat-footed 17<\/font><\/td>-<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
    Young<\/font><\/td>40 ft., burrow 40 ft.<\/font><\/td>+0<\/font><\/td>20 (+10 natural), touch 10, flat-footed 20<\/font><\/td>Allies, Jump +10<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>40 ft., burrow 40 ft.<\/font><\/td>+0<\/font><\/td>23 (+13 natural), touch 10, flat-footed 23<\/font><\/td>Shatter<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>40 ft., burrow 40 ft.<\/font><\/td>+0<\/font><\/td>25 (\u00c2\u00961 size, +16 natural), touch 9, flat-footed 25<\/font><\/td>DR 5\/bludgeoning and magic, Jump +15, passwall, stone shape, weaponbreaker<\/font><\/td>-<\/font><\/td>19<\/font><\/td><\/tr>
    Adult<\/font><\/td>40 ft., burrow 40 ft.<\/font><\/td>+0<\/font><\/td>28 (\u00c2\u00961 size, +19 natural), touch 9, flat-footed 28<\/font><\/td>Transmute rock to mud<\/font><\/td>-<\/font><\/td>21<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>40 ft., burrow 40 ft.<\/font><\/td>+0<\/font><\/td>30 (\u00c2\u00962 size, +22 natural), touch 8, flat-footed 30<\/font><\/td>DR 10\/bludgeoning and magic, Jump +20, stone shape 2\/day, wall of stone<\/font><\/td>-<\/font><\/td>23<\/font><\/td><\/tr>
    Old<\/font><\/td>40 ft., burrow 40 ft.<\/font><\/td>+0<\/font><\/td>33 (\u00c2\u00962 size, +25 natural), touch 8, flat-footed 33<\/font><\/td>Statue, summon huge earth elemental<\/font><\/td>-<\/font><\/td>25<\/font><\/td><\/tr>
    Very Old<\/font><\/td>40 ft., burrow 40 ft.<\/font><\/td>+0<\/font><\/td>36 (\u00c2\u00962 size, +28 natural), touch 8, flat-footed 36<\/font><\/td>DR 15\/bludgeoning and magic, Jump +25<\/font><\/td>-<\/font><\/td>26<\/font><\/td><\/tr>
    Ancient<\/font><\/td>40 ft., burrow 40 ft.<\/font><\/td>+0<\/font><\/td>39 (\u00c2\u00962 size, +31 natural), touch 8, flat-footed 39<\/font><\/td>Stone tell, summon huge earth elemental<\/font><\/td>-<\/font><\/td>28<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>40 ft., burrow 40 ft.<\/font><\/td>+0<\/font><\/td>40 (\u00c2\u00964 size, +34 natural), touch 6, flat-footed 40<\/font><\/td>DR 20\/bludgeoning and magic, Jump +30<\/font><\/td>-<\/font><\/td>29<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>40 ft., burrow 40 ft.<\/font><\/td>+0<\/font><\/td>43 (\u00c2\u00964 size, +37 natural), touch 6, flat-footed 43<\/font><\/td>Earthquake<\/font><\/td>31<\/font><\/td>-<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>
    The rough gray hide of this wingless dragon resembles a cluster of rocks. Its neck is long and thick, lacking any crest or fins. Its long tail looks like a line of overlapping stones. Its head its more serpentine than draconic, and its deep set eyes are dull gray. It is accompanied by the smell of chalk striking slate.<\/i>\r

    Stone dragons are loners, preferring to live away from other creatures. However, they are just as likely to be friendly and helpful to interlopers as they are to be hostile. They are quite fond of gems, and are eager to trade for them, sometimes paying up to double the appraised value. As such, their hoards consist mostly of gems, although they also collect gemlike items such as ioun stones.\r

    Stone dragons lair in deserted, rocky environs. A typical stone dragon lair is a cave with multiple exits. These lairs are often artistically sculpted, and are frequently dotted with statues of petrified interlopers.\r

    Stone dragons feed almost entirely on rocks, although they consider gems a delicacy.\r

    Combat\r

    Stone dragons are not always hostile, even to intruders. Should combat break out, a stone dragon generally opens with its breath weapons and spits stones, followed by its spell-like abilities before resorting to melee.\r

    Allies (Sp):<\/b> This functions as the spell charm monster<\/i>, except that it only works on rock-based creatures or creatures with the earth subtype. The stone dragon may use this ability 3 times per day.\r

    Breath Weapon (Su):<\/b> A stone dragon has two types of breath weapon, a cone of slow gas and a cone of petrification gas. Creatures within the cone of slow gas must succeed on a Fortitude save or be slowed for 1d6 rounds plus 1 round per age category of the dragon. Creatures within the cone of petrification gas must succeed on a Fortitude save or turn to stone permanently.\r

    Cold Tolerance (Ex):<\/b> A stone dragon recieves a racial bonus on saving throws against cold spells and attacks equal to its age category.\r

    Earth Mettle (Ex):<\/b> If a stone dragon makes a successful save against spells or effects with the earth descriptor, or against attacks from creatures with the Earth subtype, and that attack normally deals half damage on a successful save, the dragon instead takes no damage.\r

    Spit Stones (Ex):<\/b> Three times per day, a stone dragon may expel 1d6+4 rocks as a standard action. The stone dragon must make a ranged attack roll for each stone, and may aim them all at the same target or mix them among multiple targets. The rocks have a range increment of 20 feet and each deals 1d6+1 per age category points of bludgeoning damage. \r

    Stone Shape (Sp):<\/b> A young adult stone dragon may use stone shape<\/i> as a spell-like ability once per day. Upon reaching mature adult, the stone dragon may use stone shape<\/i> 2\/day. \r

    Summon Huge Earth Elemental (Sp):<\/b> Once per day, an old stone dragon can cast summon nature's ally VI<\/i> to summon one Huge earth elemental, 1d3 Large earth elementals, or 1d4+1 earth elementals of smaller size.\r

    Summon Greater Earth Elemental (Sp):<\/b> Once per day, an ancient stone dragon can cast summon nature's ally VII<\/i> to summon one greater earth elemental, 1d3 Huge earth elementals, or 1d4+1 earth elementals of smaller size.\r

    Tunneling (Ex):<\/b> A stone dragon can burrow through solid stone at a speed of 5 feet, leaving behind an intact tunnel.\r

    Weaponbreaker (Su):<\/b> Any piercing or slashing weapon that strikes a young adult or older stone dragon takes damage equivalent to the dragon's damage reduction.\r

    Skills:<\/b> Appraise, Hide, and Survival are considered class skills for stone dragons. A stone dragon has a +8 racial bonus on Hide checks made in rocky environments. A wyrmling stone dragon has a +5 racial bonus on Jump checks. This bonus increases by +5 at every other age category thereafter.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #134<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Usually lawful neutral","environment":"Any mountains or other rocky areas"},{"name":"Stone Maiden","type":"Fey","ch":5,"challenge_rating":" 5 \u00a0","id":6594,"reference":"Usergen","full_text":"

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


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d6+10\u00a0(27 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 19 (+2 Dex, +7 natural), touch 12, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+2<\/td> <\/tr>
    Attack: <\/strong>Scimitar +2 melee (1d6\/18\u00c2\u009620) or masterwork shortbow +5 ranged (1d6\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Scimitar +2 melee (1d6\/18\u00c2\u009620) or masterwork shortbow +5 ranged (1d6\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Animate rock, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/cold iron, greater stone meld, immunity to earth, rock dependent, spell resistance 14, vulnerability to stone-affecting magic, wild empathy\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +6, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 15, Con 15, Int 14, Wis 15, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Appraise +10, Concentration +10, Diplomacy +16, Hide +10, Listen +10, Move Silently +10, Sense Motive +12, Spot +10<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (suggestion), Negotiator<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm deserts<\/td> <\/tr>
    Organization: <\/strong>Solitary or formation (2\u00c2\u00964)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/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>
    A beautiful elven woman stands before a nearby rock formation. She wears a loose-fitting robe, and her face is veliled.<\/i>\r

    Stone maidens are exquisitely beautiful fey. Like dryads are to trees, stone maidens are bound to a particular rock formations, standing stones, or the walls of secluded caverns and caves. \r

    Legends claim that stone maidens are the ancestors of a desert priestess who was stolen from her tribe and imprisoned in stone by an evil dao. Supposedly, freeing a stone maiden requires the recovery of one of the maiden\u00c2\u0092s personal possessions from a powerful genie. The return of her token would sever the link with the Elemental Plane of Earth, reverting her back to a normal woman. None of this has been proven.\r

    Stone maidens often become protectors of the surrounding natural environment and its inhabitants. They occasionally accumulate treasure from evil creatures they defeat or as \"tribute\" from belligerent desert nomads. Their bonded rock formations are often in close proximity to veins of precious metals or clusters of gemstones. Utilitizing their magical abilities, stone maidens generally keep their troves hidden within solid stone.\r

    Stone maidens speak Common, Terran, and Gnome. The coloration of a stone maiden's garments reflect her bonded stone, such as dusty red for one dwelling in sandstone or black for one living in a basalt cave. Legencs claim that a stone maiden has \"a face like the moon, eyes like a gazelle, and lips like rose petals.\"\r

    COMBAT\r

    Stone maidens are shy and peaceful, so their first instinct when faced with a threat is to flee. If angered or provoked, though, a stone maiden can prove a deadly opponent. Stone maidens prefer to rely on their magical abilities over melee combat. A stone maiden always opens with her suggestion<\/i> ability, attempting to force her foes to leave. If that fails, she users her greater stone meld<\/i> ability to flee into a nearby rock formation, and may continue to launch magical assaults from within its confines.\r

    Animate Rock (Sp):<\/b> Three times per day, a stone maiden can animate a a large stone to attack her enemies. Treat this animated stone as a Large earth elemental. The rock remains animated for 10 rounds or until destroyed.\r

    Greater Stone Meld (Sp):<\/b> Three times per day, a stone maiden can step into any rock formation and remain there indefinitely. This functions as meld into stone<\/i>, except she may see out of the stone and use her special abilities to affect other creatures and objects. While in the stone, the maiden has improved cover. Although the stone maiden is immune to spells with the earth descriptor, a move earth<\/i> spell can force her out by affecting the surrounding stone, as can a greater dispel magic<\/i> (treat stone maiden's caster level as 7th).\r

    Immunity to Earth (Ex):<\/b> A stone maiden is immune to the detrimental effects of spells with the earth descriptor. \r

    Rock Dependent (Su):<\/b> Each stone maiden is mystically bound to a single, rock formation or standing stone and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A stone maiden's rock formation or standing stone does not radiate magic. \r

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097spike stones<\/i> (DC 16), stone shape, stone tell, suggestion<\/i> (DC 19). Caster level 7th. The save DCs are Wisdom-based.\r

    Vulnerability to Stone-Affecting Magic (Ex):<\/b> A stone to flesh<\/i> spell does not actually change the stone maiden's structure but negates her damage reduction and natural armor for 1 full round.\r

    Wild Empathy (Ex):<\/b> This power works like the druid\u00c2\u0092s wild empathy class feature, except that the stone maiden has a +6 racial bonus on the check.\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":"Fey","alignment":"Usually neutral good","environment":"Warm deserts"},{"name":"Stone Pudding","type":"Ooze","ch":4,"challenge_rating":" 4 \u00a0","id":6595,"reference":"Usergen","full_text":"

    Stone Pudding <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d10+25\u00a0(52 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), climb 10 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-1 size, -5 Dex, +12 natural), touch 4, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+8<\/td> <\/tr>
    Attack: <\/strong>Slam +4 melee (1d6+1 plus 2d6 acid)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +4 melee (1d6+1 plus 2d6 acid)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Acid, constrict 1d6+1 plus 2d6 acid, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 60 ft., immunity to slashing and piercing damage, immunity to acid, cold, electricity and fire damage, ooze traits, spell resistance 14, split<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref -4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 1, Con 20, Int 6, Wis 11, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Climb +9, Hide -6*, Move Silently +1, Listen +7<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Weapon FocusB<\/sup><\/small><\/b><\/small><\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or mass (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>> 6-9 HD (Large); 10-15 HD (Huge); 16-30 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A sluggishly moving lump of flesh, its thick slimy skin is the color of wet, grey stone<\/i>.\r

    Stone puddings are a variety of subterranean pudding, a family of underground oozes related to the black pudding. All subterranean puddings are intelligent, unlike most oozes, but they only use their intelligence to pursue food and reproduction. They have no interest in more abstract goals.\r

    A typical stone pudding measures 8 feet across and 1 feet thick. It weighs about 3,000 pounds.\r

    COMBAT<\/b>\r

    Stone puddings climb the walls and ceilings of cramped underground passages, hiding until prey passes beneath. Then they fall on their victims, taking and dealing falling damage, and constrict the most vulnerable of their opponents. \r

    Acid (Ex):<\/b> A stone pudding secretes a digestive acid that only dissolves flesh. Any melee hit or constrict attack deals acid damage.\r

    Blindsight (Ex):<\/b> A stone pudding's entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.\r

    Constrict (Ex):<\/b> A stone pudding deals automatic slam and acid damage with a successful grapple check.\r

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

    Split (Ex):<\/b> Fire and electricity attacks deal no damage to a stone pudding. Instead the creature splits into two identical puddings, each with half of the original's current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 it points.\r

    Skills:<\/b> A stone pudding has a +4 racial bonus on Listen and Move Silently checks. Stone puddings have a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.\r

    *A stone pudding has a +12 circumstance bonus to Hide checks in natural underground terrain such as caves.\r
    Note:<\/b> The subterranean puddings are the dense pudding<\/b><\/u><\/a>, the gray pudding<\/b><\/u><\/a> and the stone pudding<\/b><\/u><\/a>.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Ruins of Undermountain II: The Deep Levels<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral evil","environment":"Underground"},{"name":"Stone Snake","type":"Magical Beast","ch":6,"challenge_rating":" 6 \u00a0","id":6596,"reference":"Usergen","full_text":"

    Stone Snake <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 8d10+16\u00a0(60 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 22 (-1 size, +1 Dex, +12 natural), touch 10, flat-footed 21<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+17<\/td> <\/tr>
    Attack: <\/strong>Slam +13 melee (2d10+7\/19-20) or bite +12 melee (1d8+5 plus petrifying venom)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +13 melee (2d10+7\/19-20) or bite +12 melee (1d8+5 plus petrifying venom)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Petrifying venom<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/bludgeoning, darkvision 60 ft., immunity to fire, immunity to poison, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +7, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 13, Con 15, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Balance +9, Climb +13, Hide +8, Listen +7, Spot +7<\/td> <\/tr>
    Feats: <\/strong>Improved Critical (slam), Improved Initiative, Weapon Focus (slam)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>Triple goods (gems only)<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>9-12 HD (Large); 13-24 (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The thick hide of this large serpent's segmented body looks like granite.<\/i>\r

    Stone snakes get their name because their bodies are made up of a stony mineral, and because their bite can turn living creatures into stone.\r

    A stone snake eats mineral matter, mostly by scavenging from crystalline formations underground. However, it prefers to eat prey it has petrified with its venom. The snake drags prey off to its lair and then slowly swallows it whole, digesting the meal over the course of several days. If a petrified victim is too big to swallow, the stone snake smashes it to pieces with blows from its snout. A stone snake is unable to digest certain types of gems, and such gemstones can often be found among the refuse in a stone snake's lair.\r

    Stone snakes are encountered individually or in mated pairs. Female stone snakes lay 1-6 eggs in early fall, and then guard their nest while the male provides food. The eggs share the parents' coloration and are about 1\u00c2\u00bd feet long. Newly hatched young are alabaster white; they slowly develop camouflaging hues over their first six months, then are driven from the nest to survive on their own.\r

    A typical stone snake is 20 to 25 feet long and weighs 1200 to 1500 pounds. Coloration matches most kinds of granite, ranging from eggshell to rosy pink, with striations of mauve to black.\r

    COMBAT\r

    A stone snake usually hides and waits for potential prey to approach it, then attacks with a lightning-quick jab of its blunt, stony snout or a bite with its petrifying fangs. It adds 1\u00c2\u00bd times its Strength bonus to the damage of this slam attack.\r

    Petrifying Venom (Su):<\/b> A stone snake's bite injects a virulent supernatural poison (DC 20 Fort save). The initial damage slows<\/i> the victim (as the spell) for 1d4+1 minutes, the secondary damage permanently turns the victim to stone. Effects that resist poison, such as the delay poison<\/i> spell, antitoxin or a dwarf's resistance to poison, will affect a stone snake's petrifying venom as if it were mundane poison. Petrifying venom can be treated with the Heal skill as if it were poison, but with a -5 penalty on the skill check. A petrified victim can only be returned to normal by a stone to flesh<\/i> spell or similar magic. The save DC is Constitution-based and includes a +4 racial bonus.\r

    Skills:<\/b> Stone snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A stone 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.<\/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":"Always neutral","environment":"Underground"},{"name":"Stone Spirit","type":"Elemental","ch":1,"challenge_rating":" 1 \u00a0","id":6597,"reference":"Usergen","full_text":"

    Stone Spirit <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Elemental \t\t\t(Earth, Extraplanar)\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), fly 20 ft. (clumsy)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+1 size, +4 natural), touch 11, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+0<\/td> <\/tr>
    Attack: <\/strong>Slam +6 melee (1d6+4)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +6 melee (1d6+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Powerful charge 2d6+6<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 2\/\u00c2\u0096, darkvision 60 ft., elemental traits, sensitivity to earth magic<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +0, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 10, Con 13, Int 8, Wis 10, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Listen +3, Spot +2<\/td> <\/tr>
    Feats: <\/strong>Weapon Focus (slam)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land or underground and Elemental Plane of Earth<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>Standard goods (gems only)<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>3 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Stone Spirit, Medium<\/b>\r
    Medium Elemental (Extraplanar, Earth)<\/b>\r
    Hit Dice:<\/b> 4d8+12 (30 hp)\r
    Initiative:<\/b> +0\r
    Speed:<\/b> 20 ft. (4 squares)\r
    Armor Class:<\/b> 17 (+7 natural), touch 10, flat-footed 17\r
    Base Attack\/Grapple:<\/b> +3\/+8\r
    Attack:<\/b> Slam +9 melee (1d8+7)\r
    Full Attack:<\/b> Slam +9 melee (1d8+7)\r
    Special Attacks:<\/b> Powerful charge 2d8+10\r
    Special Qualities:<\/b> Damage reduction 3\/\u00c2\u0096, darkvision 60 ft., elemental traits, sensitivity to earth magic\r
    Saves:<\/b> Fort +7, Ref +1, Will +1\r
    Abilities:<\/b> Str 21, Dex 10, Con 17, Int 10, Wis 10, Cha 11\r
    Skills:<\/b> Listen +4, Spot +3\r
    Feats:<\/b> Stand Still, Weapon Focus (slam)\r
    Environment:<\/b> Any land or underground and Elemental Plane of Earth\r
    Organization:<\/b> Solitary or group (2-4)\r
    Challenge Rating:<\/b> 3\r
    Treasure:<\/b> Standard goods (gems only)\r
    Alignment:<\/b> Usually neutral evil\r
    Advancement:<\/b> 5-7 HD (Medium)\r
    Level Adjustment:<\/b> —\r

    Stone Spirit, Large<\/b>\r
    Large Elemental (Extraplanar, Earth)<\/b>\r
    Hit Dice:<\/b> 8d8+32 (68 hp)\r
    Initiative:<\/b> +0\r
    Speed:<\/b> 20 ft. (4 squares)\r
    Armor Class:<\/b> 19 (-1 size, +10 natural), touch 9, flat-footed 19\r
    Base Attack\/Grapple:<\/b> +6\/+17\r
    Attack:<\/b> Slam +13 melee (2d8+10)\r
    Full Attack:<\/b> Slam +13 melee (2d8+10)\r
    Space\/Reach:<\/b> 10 ft.\/10 ft.\r
    Special Attacks:<\/b> Powerful charge 4d8+14\r
    Special Qualities:<\/b> Damage reduction 5\/\u00c2\u0096, darkvision 60 ft., elemental traits, sensitivity to earth magic\r
    Saves:<\/b> Fort +10, Ref +2, Will +2\r
    Abilities:<\/b> Str 25, Dex 10, Con 19, Int 10, Wis 10, Cha 11\r
    Skills:<\/b> Listen +6, Spot +5\r
    Feats:<\/b> Power Attack, Stand Still, Weapon Focus (slam)\r
    Environment:<\/b> Any land or underground and Elemental Plane of Earth\r
    Organization:<\/b> Solitary\r
    Challenge Rating:<\/b> 5\r
    Treasure:<\/b> Standard goods (gems only)\r
    Alignment:<\/b> Usually neutral evil\r
    Advancement:<\/b> 9-15 HD (Large)\r
    Level Adjustment:<\/b> —\r

    The nearby statue suddenly begins to move. Its actions indicate sentience, not just animation.<\/i>\r

    Stone spirits are incorporeal entites of elemental earth who inhabit stone statues to serve as their physical bodies. Stone spirits can inhabit any type of statue that represents a creature or person. The statue can be made of any type of stone, but they most commonly are marble, granite, sandstone, or limestone.\r

    Small stone spirits are most frequently encountered. Their most common shapes include frogs, birds, bats, small dogs and cats, and miniature humans. Medium stone spirits are larger, slower, and more dangerous. They most commonly inhabit statues of great cats, small horses, and boars, but are sometimes encountered as statues of servants, jugglers, and dancers. Medium stone spirits are often used to guard crypts and treasure caches. Large stone stone spirits inhabit statues of dragons, oni, and giant horses, but they most commonly inhabit statues of immense, faceless samurai. They are used to guard evil temples and monuments, and often are found guarding mountain passes.\r

    All stone spirits consume gems and coins. If the stone spirit is destroyed, its treasure may be found amid the dust of its crumbled statue.\r

    An average Small stone spirit is 3 feet tall or long and weighs 75 pounds. A Medium stone spirit averages 5 feet tall or long and 600 pounds in weight. A Large stone spirit is 9 feet tall or long and weighs 500 pounds on average.\r

    Stone spirits speak Terran and Common.\r

    Stone spirits can be summoned via summon monster<\/i> and summon nature's ally<\/i> spells appropriate for an earth elemental of the same size, but require an appropriately-sized statue for each stone spirit summoned as an additional material component.\r

    COMBAT<\/b>\r
    Stone spirits serve as guardians and protectors of specific buildings, landmarks, or rooms, a duty they take quite seriously. Stone spirits defend their territories to the death.\r

    All stone spirits attack by using their bodies as ramming weapons, dropping from above or bouncing across the floor to slam into their opponents. If a stone spirit is slain, the statue it inhabits is immediately reduced to dust.\r

    Powerful Charge (Ex):<\/b> When a stone spirit charges, its slam attack deals additional damage (as shown on the special attacks line).\r

    Sensitivity to Earth Magic:<\/b> Stone spirits are strongly affected by spells with the Earth descriptor. Earth spells which cause damage do an additional 50% damage to a stone spirit. If an Earth spell which does not cause damage is cast on a stone spirit, it is healed of 1d3 hit points per spell level. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Kara-Tur Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Elemental","alignment":" Usually neutral evil\r","environment":" Any land or underground and Elemental Plane of Earth\r"},{"name":"Storoper","type":"Magical Beast","ch":6,"challenge_rating":" 06 \u00a0","id":6598,"reference":"Usergen","full_text":"

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

    Medium-Size Magical Beast<\/span><\/b>
    Hit Dice:<\/b> 6d10+6 (39 hp)
    Initiative:<\/b> +5 (+1 Dex, +4 Improved Initiative)
    Speed:<\/b> 10 ft
    AC:<\/b> 26 (+2 Dex, +14 natural)
    Attacks:<\/b> 6 strands +9 ranged, bite +1 melee
    Damage:<\/b> Strand (see text), bite 1d8
    Face\/Reach:<\/b> 5 ft by 5 ft\/5 ft (50 ft with strand)
    Special Attacks:<\/b> Strands, venom, attach, weakness
    Special Qualities:<\/b> Tremorsense 200 ft, immune to normal missile fire, darkvision 60 ft, low-light vision
    Saves:<\/b> Fort +6, Ref +7, Will +5
    Abilities: <\/b>Str 11, Dex 15, Con 13, Int 12, Wis 16, Cha 12
    Skills:<\/b> Climb +5, Hide +8*, Listen +14, Spot +14<\/span><\/p> <\/td> <\/tr>

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

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

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

    Organization:<\/span><\/b> Solitary
    Challenge Rating:<\/b> 6
    Treasure:<\/b> No coins; 50% goods (stone only); no items
    Alignment:<\/b> Usually chaotic evil
    Advancement:<\/b> 7-9 HD (Medium-size); 10-15 HD (Large) <\/span><\/p> <\/td> <\/tr>


    The storoper (from \"stone roper\", also called \"tar roper\") is about 5 feet high and 2 feet in diameter, and appears to be a small statue of a roper.\u00a0It is a cigar-shaped creature with 6 tentacles and a gaping maw, and weighs about 500 pounds.\u00a0The storoper has a silicon-based, rocklike body.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 If a storoper is killed and cut open, its treasure will be found inside the gizzard.<\/span><\/p> <\/td> <\/tr>

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

    COMBAT <\/span><\/b>
    <\/span><\/b>If anything approaches within 50 feet of the storoper, it will attack by suddenly shooting out its tentacle strands; it prefers to attack two victims at once, each with three strands. The first two victims successfully attacked will be injected with the storoper\u0092s venom. If the venom fails, the storoper will continue to hold the creature and the weakness will take effect next round.
    \u00a0\u00a0\u00a0 Strands (Ex):<\/b>\u00a0Most encounters with a storoper begin when it fires its strong, sticky strands. The creature has six such members that can strike up to 50 feet away (no range increment). <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Venom (Ex):<\/span><\/b>\u00a0Twice per day, the storoper can secrete venom from each of its strands. A creature hit by a strand must succeed at a Fortitude save (DC 14) or be paralyzed. A paralyzed creature will appear to have turned to stone (though in fact, it has not).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 One round after being paralyzed, the victim recovers and must succeed at a Will save (DC 14) or act in defense of the storoper (as if under the effects of a charm person<\/i> spell) for 2d4 minutes. A charmed creature will fight to the best of its ability to defend the storoper.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 If the storoper is killed, the victim affected by the venom will act as if under the effects of a confusion<\/i> spell for 1d6+2 rounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Attach (Ex):<\/span><\/b>\u00a0If a storoper hits with a strand attack, the strand latches onto the opponent's body.\u00a0This deals no damage.\u00a0If the storoper uses its venom attack and the target fails its save, it will release that creature so it can fight for the storoper.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 If the venom fails, or the storoper has already used its venom attacks for the day, it will draw the stuck opponent 10 feet closer each subsequent round (no attack of opportunity) unless the creature breaks free, which requires a successful Escape Artist check (DC 15) or Strength check (DC 11).\u00a0The storoper can draw in a creature within 5 feet of itself and bite with a +4 attack bonus, in that round.
    \u00a0\u00a0\u00a0 A single attack that deals at least 10 points of damage severs a strand (AC 20). <\/p> <\/td> <\/tr>

    \u00a0\u00a0 Weakness (Ex):<\/b>\u00a0After the storoper uses its venom, its strands function similar to a roper's strands.\u00a0A storoper's strands can sap an opponent's strength.\u00a0Anyone caught by a strand must succeed at a Fortitude save (DC 14) or take 2d6 points of temporary Strength damage. <\/p> <\/td> <\/tr>

    \u00a0\u00a0 Immune to Normal Missiles (Ex):<\/b>\u00a0 Because of their stony exterior, normal missiles (arrows, bolts, etc.) do not deal damage to the storoper. <\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> *Storopers receive a +8 racial bonus to Hide checks in stony or icy areas.<\/span><\/p> <\/td> <\/tr>

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

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

    The Storoper first appeared in module A3 (Alan Hammack, 1980).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Magical Beast","alignment":" Usually chaotic evil ","environment":"Any underground"},{"name":"Strangle Vine","type":"Plant","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6599,"reference":"Usergen","full_text":"

    Strangle Vine <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d8+5\u00a0(9 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 0 ft. (immobile)<\/td> <\/tr>
    Armor Class: <\/strong> 10, touch 10, flat-footed 10<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/+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>Strangling vines<\/td> <\/tr>
    Special Qualities: <\/strong>Blind, camouflage, plant traits, tremorsense 20 ft.\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +0, Will -1 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 10, Con 15, Int \u00c2\u0097, Wis 8, Cha 3 <\/td> <\/tr>
    Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Feats: <\/strong>Toughness (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or warm forests and swamps<\/td> <\/tr>
    Organization: <\/strong>Solitary, gallows (2-5), or copse (4-40)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>1\/10th coins; 50% goods; 50% items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2-3 HD (Medium); 4-8 HD (Large); 9-15 HD (Huge); 16-24 HD (Gargantuan); 25-36 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A wiry, green creeper coils around the nearby tree.<\/i>\r

    Strangle vines are predatory creepers that choke the live out of living creatures. The plant then feeds off the nutrients from the decomposing carcass.\r

    A typical strangle vine is a mass of creepers about 5 feet across, but the largest specimens can spread up to 30 feet across.\r

    COMBAT\r

    A strangle vine simply waits for living prey to move into the area, then lashes out with its strangling vines. \r

    Blind (Ex):<\/b> Strangle vines are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.\r

    Camouflage (Ex):<\/b> Since a strangle 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. \r

    Strangling Vines (Ex):<\/b> Any creature that enters the space of a strangle vine must succeed on a DC 10 Reflex save or be seized by its vines. If they succeed, they must check again every round they remain within the plant's space.\r

    Seized creatures are entangled, cannot move out of the space they where standing in when the vines seized them, and take 1d4 damage (plus Strength bonus, if any) per round from being \"strangled\". Any creature in a strangle vine's grasp cannot speak or cast spells with verbal components, because the vines wrap round the victim's head and neck and try forcing themselves down the victim's throat.\r

    A seized creature can escape by succeeding on a DC 14 Strength check or a DC 14 Escape Artist check. The DCs are Strength-based and include a +4 racial bonus on the Strength and Escape Artist checks. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in X9 - Savage Coast<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":"Temperate or warm forests and swamps"},{"name":"Strangler","type":"Plant","ch":4,"challenge_rating":" 4 \u00a0","id":6600,"reference":"Usergen","full_text":"

    Strangler <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 6d8+24\u00a0(55 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 0 ft. (immobile)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+13<\/td> <\/tr>
    Attack: <\/strong>Tentacle +8 melee (1d4+5)<\/td> <\/tr>
    Full Attack: <\/strong>8 tentacles +8 melee (1d4+5)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft. (20 ft. with tentacles)<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 1d8+7, improved grab, paralysis, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Blind, camouflage, deaf, plant traits, tremorsense 40 ft., vulnerability to fire\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +3, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 13, Con 18, Int \u00c2\u0097, Wis 8, Cha 3 <\/td> <\/tr>
    Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm and temperate plains<\/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>6-7 (Large), 8-12 HD (Huge); 13-18 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This plant consists of a greenish-yellow, spherical central body, roughly three feet in diameter. Eight thick, dark green vines, each over ten feet in length, are arrayed evenly around the plant. These vines extend outward along the ground.<\/i>\r

    Stranglers are semi-carnivorous, semi-photosynthetic plants. \r

    Every 250 days or so, a single beautiful blood-red flower blooms atop a strangler's central body. This flower smells of carrion. The flower remains open for several days, then the seed pod below the flower bursts, scattering seeds to the winds. Aarakocra consider the red blossoms to be the greatest of delicacies, and sometimes will risk attacks from stranglers to snatch the flowers.\r

    A typical strangler grows to 25 feet in diameter and weighs about 600 pounds.\r

    COMBAT\r

    Stranglers are virtually perfect \"opportunistic predators.\" If animal prey wanders close, the strangler attacks. If no animals come near, however, the plant is perfectly happy to subsist purely on photosynthesis.\r

    Stranglers attack with their tentacles, which they use to crush opponents before attempting to swallow them. A strangler can attack a single target with up to 6 tentacles.\r

    Opponents can attack a strangler's tentacles with a sunder attempt as if they were weapons. A strangler's tendrils are AC 13 and have 10 hit points each, but damage inflicted to a tentacle doesn't count against the strangler's normal hit point pool. If a strangler is currently grappling a target with the tentacle that is being attacked, it usually uses another tentacle to make its attack of opportunity against the opponent making the sunder attempt. The creature regrows severed tentacles in 1d6 days. \r

    Blind (Ex):<\/b> Stranglers are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.\r

    Camouflage (Ex):<\/b> Since a strangler looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. \r

    Constrict (Ex):<\/b> A strangler can automatically deals 1d8+7 points of damage with a successful grapple check.\r

    Deaf (Ex):<\/b> A strangler 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

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

    Paralysis (Ex):<\/b> Any creature that a strangler constricts, swallows or hits with a tentacle must make a DC 17 Fortitude save or be paralyzed for 1d6 rounds. The save DC is Constitution-based.\r

    Swallow Whole (Ex):<\/b> A strangler can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 1d10+5 points of crushing damage per round plus 4 points of acid damage, as well as being exposed to the strangler's paralysis attack. A swallowed creature can cut its way out by dealing 20 points of damage to the plant's interior (AC 13). Once the creature exits, muscular action close the hole; another swallowed opponent must cut its own way out. A Large strangler's interior can hold 2 Medium, 8 Small, 32 Tiny or 128 Diminutive smaller creatures.\r

    In Spelljammer<\/b>\r
    In the Spelljammer setting, stranglers are native to the disk world of Plata.\r

    Since there are no insects or birds on Plata to fertilize the stranglers, the plants must depend solely on the wind to spread their seeds. The relative frequency of the plants proves that this scheme is effective.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in SJR4 - Practical Planetology<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":"Warm and temperate plains"},{"name":"Stunjelly","type":"Ooze","ch":4,"challenge_rating":" 04 \u00a0","id":6601,"reference":"Usergen","full_text":"

    STUNJELLY<\/h1> <\/div> <\/td> <\/tr>

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

    Hit Dice:<\/span><\/b> 4d10+27 (49 hp)<\/span><\/p> <\/td> <\/tr>

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

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

    AC:<\/span><\/b> 4 (-1 size, -5 Dex)<\/span><\/p> <\/td> <\/tr>

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

    Damage:<\/span><\/b> Slam 1d6 and 1d6 acid<\/span><\/p> <\/td> <\/tr>

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

    Special Attacks:<\/span><\/b> Paralysis, engulf, acid<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Blindsight, camouflage, electricity immunity, ooze<\/span><\/p> <\/td> <\/tr>

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

    Abilities:<\/span><\/b> Str 10, Dex 1, Con 16, Int \u0097, Wis 1, 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<\/span><\/p> <\/td> <\/tr>

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

    Treasure:<\/span><\/b> 1\/10th coins; 50% goods (no nonmetal or nonstone); 50% items (no nonmetal or nonstone)<\/span><\/p> <\/td> <\/tr>

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

    Advancement:<\/span><\/b> 5-8 HD (Large); 9-12 HD (Huge)<\/span><\/p> <\/td> <\/tr>

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

    The stunjelly is a translucent relative of the gelatinous cube, shaped to look like a section of ordinary stone wall. A stunjelly is usually a 10-foot square, and is from 2 1\/2 to 5 feet thick. The creature is usually gray like stone, but is slightly translucent so that a bright light on one side of it can be seen on the other. Light as bright as a daylight<\/i> spell will reveal if any treasure lies within. Stunjellies move silently automatically, but they can be detected by their faint vinegar odor.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Like gelatinous cubes, stunjellies are often employed as traps to keep dungeons clean of unwanted living creatures. They cannot digest metal or stone, though, and sometimes have small items like potions, daggers, and coins within their body mass. Stunjellies reproduce by fission.<\/span><\/p> <\/td> <\/tr>

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

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

    When a creature gets within melee range of the stunjelly, it attacks the nearest target with its anesthetic psuedopod. A paralyzed creature is engulfed and digested.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Paralysis (Ex):<\/span><\/b> Stunjellies secrete an anesthetizing slime. A target hit by a stunjelly's melee attack must succeed at a Fortitude save (DC 15) or be paralyzed for 3d6 rounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Engulf (Ex):<\/span><\/b> As a standard action, a sutnjelly can simply mow down a Medium-size or smaller creature. It cannot make a slam attack during a round in which it engulfs. The stunjelly merely has to move over its opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the stunjelly, but if they do so they are not entitled to a saving throw. Those who do not attempt opportunity attacks must succeed at a Reflex save (DC 13) or be engulfed; on a success, they are pushed back or aside (opponent\u0092s choice) as the stunjelly moves forward. Engulfed creatures are subject to the stunjelly\u0092s paralysis and acid, and are considered to be grappled and trapped within its body. Note, a paralyzed creature does not receive a Reflex save and is automatically engulfed if the stunjelly moves over it.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Acid (Ex):<\/span><\/b> A stunjelly\u0092s acid does not harm metal or stone.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Camouflage (Ex):<\/span><\/b> Stunjellies blend well with stone. It takes a successful Spot check (DC 15) to recognize a motionless stunjelly for what it really is.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Ooze: <\/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 stunjelly first appeared in the FF (1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Ooze","alignment":"Any","environment":" Any underground"},{"name":"Stwinger","type":"Fey","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6602,"reference":"Usergen","full_text":"

    Stwinger <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1\/2 d6\u00a0(2 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft<\/td> <\/tr>
    AC:<\/strong> 18 (+2 size, +6 Dex)<\/td> <\/tr>
    Attacks:<\/strong>None<\/td> <\/tr>
    Damage: <\/strong>None<\/td> <\/tr>
    Face\/Reach: <\/strong>2 1\/2 ft by 2 1\/2 ft\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Charm person, swing<\/td> <\/tr>
    Special Qualities: <\/strong>Cuteness, mirror image<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +6, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 6, Dex 22, Con 10, Int 14, Wis 17, Cha 20 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Craft (weaving) +8, Hide +10, Jump +11, Listen +13, Spot +13, Tumble +10<\/td> <\/tr>
    Feats: <\/strong>Alertness, Dodge, Mobility<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Temperate land<\/td> <\/tr>
    Organization: <\/strong>Solitary or family (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>1-3 HD (Tiny)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Stwingers are tiny petty faeries with vestigal wings, out to have fun. Stwingers are nauseatingly cute, and look like humans or elves that have been shrunk down to 1 1\/2 - 2 feet tall. Stwingers speak Sylvan, Elf, Dwarf, and Gnome.

    Stwingers exist only to have fun, and the most fun of which they seem possible to imagine is to swing from long beards. Stwingers are strictly non-combatants though, and don't seem to consider the fact that their actions could be harmful. Stwingers make ropes from hair, and use these to help them swing from one playmate to the next - playmates being defined as any being with hair that enters a stwinger's territory.

    COMBAT<\/b>
    Stwingers never engage in combat, and will use their mirror image<\/i> ability and attempt to flee if attacked. Stwingers are still somewhat dangerous however, and their attempts at fun can be unintentionally harmful. If characters can convince a stwinger that its playfulness is harmful (DC 25 on a Bluff or Diplomacy check), it may agree to leave them alone.

    A stwinger begins \"combat\" by exuding its charm<\/i> pheromone. Once it has charmed at least one potential playmate, the stwinger will start its game. Dwarves with beards are the favorite targets; other characters with beards are next, then longhaired individuals, short-haired individuals, and lastly targets with a lot of visible body hair.

    Charm Person (Sp)<\/b>: Stwinger pheromones affect all beings in a 40 foot radius who fail their Will save (DC 15). Charmed<\/i> individuals feel compelled to ignore the stwinger. When an individual?s hit points fall below 50% of what they started the encounter with, the victim is entitled to another Will save (DC 19) to break the charm. Failure indicates that the victim allows the stwinger to continue its game until the victim falls unconscious.

    Swing (Ex)<\/b>: Stwingers leap from one victim to the next, tugging harshly on the victim's hair. Once every two melee rounds, this causes 1 point of subdual damage to the victim, from pulling the hair too hard. If a victim reaches zero hit points in this way, he falls unconscious. Stwingers don't like to play with prone creatures, so they will ignore unconscious victims.

    Cuteness (Su)<\/b>: Stwingers are so damned cute that they are hard to attack. Even creatures who make their saving throw against the stwinger's cuteness have difficulty bringing themselves to attack it. Anyone attempting to attack a stwinger must succeed at a Charisma check and a Constitution check, or be helpless to attack for that round. Attempts to grab and pull a stwinger away from a playmate are not affected by this.

    Mirror Image (Sp)<\/b>: Stwingers can use this ability 3\/day, but only use it to escape attackers.

    Skills<\/b>: Stwingers receive a +4 racial bonus to Jump checks.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Fiend Folio MC14 (1992), Monstrous Compendium Annual One (1994) under \"faerie, petty\".<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always chaotic neutral","environment":">Temperate land"},{"name":"Su-Monkey","type":"Magical Beast","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6603,"reference":"Usergen","full_text":"

    Su-Monkey <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d10+1\u00a0(6 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+2 size, +2 Dex), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-12<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d3-4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d3-4)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Psychic crush\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., familiar immunity, low-light vision, mental immunity, Suel failsafe <\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +4, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 3, Dex 15, Con 10, Int 3, Wis 14, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Balance +10, Climb +10, Hide +10, Listen +3, Spot +3<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forest<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or troop (2-10)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>2-3 HD (small)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    While appearing utterly harmless, these creatures can in fact inflict devastating mental attack. I would be most interested in discovering how to imbue other subjects with this ability. They would prove most useful in eliminating those who make them troublesome to you. Alas, I have been unable to acquire a specimen as my minion's weakness for the taste of monkey flesh proved to be his undoing when he unwittingly stumbled on a troop of these beasts. \r

    Familiar Immunity (Ex):<\/b> A su-monkey may not be summoned as a familiar.\r

    Mental Immunity (Ex):<\/b> A su-monkey is immune to all mind-affecting effects.\r

    Psychic Crush (Sp):<\/b> Once per round, a su-monkey can target a single individual within 30 ft. with a mind-affecting psionic attack. The victim must succeed at a DC 15 Will save or suffer 1d8 points of damage. The save DC is Charisma based. This ability is the equivalent of a 3rd-level spell. \r

    Suel Failsafe (Ex):<\/b> Su-Monkeys 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

    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":"Magical Beast","alignment":"Always neutral evil","environment":"Warm forest"},{"name":"Subsumed Mind","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6604,"reference":"Usergen","full_text":"

    Subsumed Mind (Template)<\/h1>
    A subsumed mind is the victim of the partial imprint ability of a false Keraptis. The entire intellect of each subsumed mind simply increases the capacity of the false Keraptis's hierarchical mind, so subsumed minds are capable only of very limited individual actions.\r

    On the other hand, subsumed minds are profitable servants for a false Keraptis to possess. They can serve as eyes and ears for the false Keraptis as well as channeling the false Keraptis's spell-like abilities.\r

    Please see the false Keraptis template for additional information. This template describes subsumed minds for a false Keraptis with a standard partial imprint ability.

    Creating a Subsumed Mind<\/h2> \"Subsumed mind\" is an acquired template that can be added to any living creature with an Intelligence score which has been affected by the partial imprint ability of a false Keraptis (henceforth referred to as the base creature).\r

    Creatures of more than 20 racial HD cannot become subsumed minds. If such a creature is affected by the partial imprint ability of a false Keraptis, the hierarchical mind will likely move to the more powerful body, leaving the original false Keraptis body as a subsumed mind.\r

    The transformation to a subsumed mind can be reversed with a wish<\/i> or miracle<\/i>.\r

    A subsumed mind has all the base creature\u00c2\u0092s statistics and special abilities except as noted here.\r

    Size and Type:<\/b> The base creature\u00c2\u0092s size and type are unchanged in the standard subsumed mind template. \r

    Hit Dice:<\/b> Drop any Hit Dice from class levels (to a minimum of 1).\r

    Speed:<\/b> The speed and movement forms of the Subsumed subsumed mind are unchanged.\r

    Armor Class:<\/b> The natural armor of a subsumed mind is unchanged. A subsumed mind retains its armor proficiencies.\r

    Base Attack:<\/b> A subsumed mind has a base attack bonus as normal for a creature of its type and hit dice. \r

    Attacks:<\/b> A subsumed mind retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. These attacks are subject to a -1 insight penalty.\r

    Damage:<\/b> Natural and manufactured weapons deal damage normally.\r

    Special Attacks:<\/b> A subsumed mind retains the base creature's Ex special attacks except for those gained from class abilities. It loses all Su, Sp, and Ps special attacks. It also gains the following special attacks.\r

    Instrument of Hierarchical Mind (Su):<\/i> A subsumed mind can act with the will of the false Keraptis's hierarchical mind. If the false Keraptis directs the subsumed mind, the subsumed mind may take actions as a normal creature. In addition, if the false Keraptis chooses, it may channel spell-like abilities through its subsumed minds. This functions as if the subsumed mind had used one of the false Keraptis's spell-like abilities, using the false Keraptis's statistics. Each subsumed mind may channel only one spell-like ability per round.\r

    Special Qualities:<\/b> A subsumed mind retains the base creature's Ex special qualities except for those gained from class abilities. It loses all Su, Sp, and Ps special attacks. It also gains the following special qualities.\r

    Single Actions Only (Ex):<\/i> Subsumed minds have little will of their own and can perform only a single move action or attack action each round, except when they are directed by the hierarchical mind (see Instrument of Hierarchical Mind above).\r

    Hierarchical Mind Awareness (Su):<\/i> All subsumed minds and the associated false Keraptis share the awareness of the hierarchical mind. A subsumed mind cannot be flanked unless all subsumed minds (from the same hierarchical mind) within line of sight are flanked.\r

    Saves:<\/b> The subsumed mind has base save bonuses appropriate for its hit dice and type.\r

    Abilities:<\/b> The base creature's ability scores change as follows: Int - .\r

    Skills:<\/b> A subsumed mind has no skills.\r

    Feats:<\/b> The subsumed mind keeps the feats of the base creature but may only use those for which it still meets the prerequisites.\r

    Environment:<\/b> Any.\r
    Organization:<\/b> Solitary, ganglion (2-6), or hierarchical mind (3-40 subsumed minds plus possibly false Keraptis).\r
    Challenge Rating:<\/b> Depends on hit dice, as follows:\r
    HD = CR\r
    1\/2 = 1\/6\r
    1 = 1\/3\r
    2\u00c2\u00963 = 1\r
    4\u00c2\u00965 = 2\r
    6\u00c2\u00967 = 3\r
    8\u00c2\u00969 = 4\r
    10\u00c2\u009611 = 5\r
    12\u00c2\u009614 = 6\r
    15\u00c2\u009617 = 7\r
    18\u00c2\u009620 = 8\r
    Treasure:<\/b> None.\r
    Alignment:<\/b> Always evil (same as associated false Keraptis).\r
    Advancement:<\/b> Same as the base creature.\r
    Level Adjustment:<\/b> \u00c2\u0097.
    Challenge Rating: <\/strong>Varies

    Sample Subsumed Mind<\/h2> Subsumed Mind Gnome Warrior 1<\/b>\r
    Small Humanoid (Gnome)\r
    Hit Dice: 1d8+2 (6 hp)\r
    Initiative: +0\r
    Speed: 20 ft. (4 squares)\r
    Armor Class: 16 (+1 size, +4 chain shirt, +1 light shield), touch 11, flat-footed 16\r
    Base Attack\/Grapple: +1\/\u00c2\u00963\r
    Attack: Longsword +1 melee (1d6\/19\u00c2\u009620) or light crossbow +2 ranged (1d6\/19\u00c2\u009620)\r
    Full Attack: Longsword +1 melee (1d6\/19\u00c2\u009620) or light crossbow +2 ranged (1d6\/19\u00c2\u009620)\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Instrument of hierarchical mind\r
    Special Qualities: Gnome traits (except Sp abilities), hierarchical mind awareness, single actions only\r
    Saves: Fort +4, Ref +0, Will \u00c2\u00961\r
    Abilities: Str 11, Dex 11, Con 14, Int \u00c2\u0097, Wis 9, Cha 8\r
    Skills: \u00c2\u0097\r
    Feats: Weapon Focus (light crossbow)\r
    Environment: Any.\r
    Organization: Solitary, ganglion (2-6), or hierarchical mind (3-40 subsumed minds plus possibly false Keraptis).\r
    Challenge Rating: 1\/3\r
    Treasure: None.\r
    Alignment: Always evil (same as associated false Keraptis).\r
    Advancement: \u00c2\u0097\r
    Level Adjustment: \u00c2\u0097
    \u00a0
    Return to White Plume Mountain<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Always evil (same as associated false Keraptis).\r","environment":" Any.\r"},{"name":"Sugo","type":"Outsider","ch":11,"challenge_rating":" 11 \u00a0","id":6605,"reference":"Usergen","full_text":"

    Sugo <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 14d8+98\u00a0(161 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares), swim 50 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 22 (-1 size, +5 Dex, +8 natural), touch 14, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+14\/+23<\/td> <\/tr>
    Attack: <\/strong>Sucker-tentacle +19 melee touch (1d4+5 plus attach)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>8 sucker-tentacles +19 melee touch (1d4+5 plus attach)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Attach, psi-like abilities\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Amphibious, darkvision 60 ft., immunity to cold and electricity, power resistance 18, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +16, Ref +14, Will +11 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 21, Con 25, Int 13, Wis 10, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Autohypnosis +19, Concentration +24, Escape Artist +15, Hide +18*, Intimidate +20, Jump +13, Knowledge (the planes) +18, Listen +17, Search +18, Spot +17, Survival +0 (+2 on other planes, +2 following tracks), Swim +13<\/td> <\/tr>
    Feats: <\/strong>Combat Reflexes, Hold the Line, Iron Will, Rapid Metabolism, Weapon Focus (sucker-tentacle)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Infernal Battlefield of Acheron<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>11<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always evil, often lawful<\/td> <\/tr>
    Advancement: <\/strong>15-20 HD (Large); 21-40 HD (Huge); 41-60 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A flattish brown disc arises from the muck. A large red eye sits centered atop the disc. Radiating from the sides of the disc are eight slimy, brown tentacles, each terminating in a large gray sucker cup.<\/i>\r

    Sugos are vile fiends that lurk in slimy mud along the banks of the River Styx. Many are found on slimy cubes covered in vast, stinking bogs upon the first layer of Acheron.\r

    Planar scholars suggest that Juiblex created the first sugos, but they rebelled and fled to the Lawful Lower Planes to avoid his wrath. \r

    Sugos greedily devour the little bugs and large worms that crawl along the River Styx, but prefer greater prey. \r

    A typical sugo has a body 5 to 7 feet in diameter with tentacles 7 or 8 foot long. It weighs around 1500 to 3000 pounds. \r

    Sugos speak Abyssal and Infernal.\r

    COMBAT\r

    Sugos lie buried in the mud until prey approaches, then seek to attach as many sucker-tentacles as possible to drain their victims dry of blood. Sugos use their psionic powers to enhance their chances of catching prey, or to help bring down larger numbers or deadlier foes.\r

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

    Attach (Ex):<\/b> If a sugo hits with a sucker-tentacle attack, the sucker-tentacle, in addition to dealing normal damage, attaches to the opponent's body. A sucker-tentacle can be severed by a single attack with a slashing weapon (made as an attempt to sunder a weapon) dealing at least 1\/10 of the sugo's total hit points (16 points of damage for a typical sugo).\r

    Blood Drain (Ex):<\/b> A sugo drains blood in any round when it begins its turn with at least one sucker-tentacle attached to a victim. This blood drain deals 1d3 points of Constitution damage per sucker-tentacle attached. \r

    Psi-Like Abilities:<\/b> At will\u00c2\u0097chameleon, ego whip<\/i> (2d4 Cha, DC 17)*, grip of iron<\/i> (+2 enhancement bonus)*, thought shield<\/i> (6 rounds, power resistance 18)*; 3\/day\u00c2\u0097concealing amorpha, id insinuation<\/i> (3 targets, DC 17)*, psionic blast<\/i> (3 rounds, DC 16)*, strength of my enemy<\/i> (+2 maximum enhancement bonus)*; 1\/day\u00c2\u0097greater concealing amorpha, intellect fortress<\/i> (4 rounds)*. Manifester level 7th. The save DCs are Charisma-based.\r
    *Includes augmentation for the sugo's manifester level.\r

    Skills:<\/b> A sugo can squeeze and contort its slimy body, giving it a +10 racial bonus on Escape Artist checks. A sugo 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 sugo gains a +4 racial bonus on Hide checks when in swampy terrain. Further, a sugo can submerge itself in mud or water until only its eye is left showing, gaining a +10 cover bonus on Hide checks.\r

    Non-Psionic Sugos<\/b>\r
    If you do not use psionics in your campaign, make the following changes:\r

    Large Outsider (Aquatic, Evil, Extraplanar)\r
    Special Attacks: Attach, spell-like abilities\r
    Special Qualities: Amphibious, darkvision 60 ft., immunity to cold and electricity, spell resistance 18, vulnerability to fire\r
    Skills: Concentration +24, Escape Artist +15, Hide +18*, Intimidate +20, Jump +13, Knowledge (the planes) +18, Listen +17, Search +18, Spot +17, Survival +17 (+19 on other planes, +19 following tracks), Swim +13\r
    Feats: Combat Reflexes, Endurance, Iron Will, Stand Still, Weapon Focus (sucker-tentacle)\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097blur, lesser confusion<\/i> (DC 14); 3\/day\u00c2\u0097confusion<\/i> (DC 17), fear<\/i> (DC 17), invisibility<\/i> (self only), vampiric touch<\/i>; 1\/day\u00c2\u0097greater invisibility<\/i> (self only), lesser globe of invulnerability<\/i>. Caster level 7th. The save DCs are Charisma-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #47<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always evil, often lawful","environment":"Infernal Battlefield of Acheron"},{"name":"Suicide Spirit","type":"Undead","ch":6,"challenge_rating":" 6 \u00a0","id":6606,"reference":"Usergen","full_text":"

    Suicide Spirit <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Incorporeal)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d12\u00a0(32 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> Fly 60 ft. (good) (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+3 Dex, +2 deflection), touch 15, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/\u00c2\u0097<\/td> <\/tr>
    Attack: <\/strong>Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain)<\/td> <\/tr>
    Full Attack: <\/strong>Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Alternate form, aura of despair, constitution drain, create replacement, fiery touch, fireball, suicidal urge<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., incorporeal traits, rejuvenation, +2 turn resistance, undead traits, unnatural aura<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +4, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str \u00c2\u0097, Dex 16, Con \u00c2\u0097, Int 14, Wis 14, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Bluff +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks)<\/td> <\/tr>
    Feats: <\/strong>Alertness (B), Blind-Fight, Combat Reflexes, Improved Initiative (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary, gang (2\u00c2\u00965), or pack (6\u00c2\u009611)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>6\u00c2\u009610 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This spectral figure displays the marks of self-inflicted injuries. Its mournful moan and downtrodden facial expression evoke strong feelings of despair.<\/i>\r

    Suicide spirits, as their name suggests, are incorporeal undead that arise from those who took their own lives. These pitiful creatures are filled with so much despair that they project it onto others.\r

    Suicide spirits seek the afterlife denied by them by creating a replacement, inciting a cycle of violence that can depopulate entire villages.\r

    Suicide spirits are 6 feet tall and weightless. \r

    Suicide spirits speak Common and Abyssal.\r

    COMBAT\r

    A suicide spirit's ultimate goal is to tempt a living being into killing itself, and thereby becoming a suicide spirit itself. In the process, the original suicide spirit is freed from its eternal undeath. Knowing they will reform unless this can be achieved, suicide spirits avoid their own destruction. They prefer to use their fiery forms and fireball abilities to dispatch those who resist their suicidal urges, rather than wait several days to rejuvenate before seeking a less willful potential replacement.\r

    Alternate Form (Su):<\/b> A suicide spirit can shift between its apparition and spectral fireball forms as a standard action. In apparition form, it cannot use its fiery touch or fireball attacks, but it can use its Constitution drain. In the form of a spectral fireball, it can make fiery touch attacks, and use its fireball ability, but it cannot use its Constitution drain attack.\r

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

    Aura of Despair (Su):<\/b> At the end of each of a suicide spirit's turns, creatures within 30 feet must succeed on a DC 15 Will save or take a \u00c2\u00962 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for 1d6 rounds. The save DC is Charisma-based. Suicide spirits are immune to this aura. A suicide spirit gains a +2 bonus on attack rolls against opponents affected by this aura.\r

    Constitution Drain (Su):<\/b> Living creatures hit by a suicide spirit's incorporeal touch attack while in its apparition form must succeed on a DC 15 Fortitude save or take 1d6 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the suicide spirit gains 5 temporary hit points.\r

    Create Replacement (Su):<\/b> If a suicide spirit slays a humanoid with its suicidal urge attack, the suicide spirit and the victim's body will vanish, and the victim's soul is torn free of its corpse and becomes another suicide spirit 1d4 rounds later A humanoid who becomes a suicide spirit in this way retains none of the abilities it possessed in life. It is not under the control of any other suicide spirits.\r

    Fiery Touch (Ex):<\/b> A suicide spirit in spectral fireball form deals 3d6 points of fire damage with an incorporeal touch attack.\r

    Fireball (Su):<\/b> As a standard action, a suicide spirit in spectral fireball form can explode in a burst of fire. This functions as a fireball<\/i> spell cast by a sorcerer of a level equal to the suicide spirt's Hit Dice, but the area is centered on the suicide spirit (caster level 5th and 5d6 damage for a typical suicide spirit). The suicide spirit reforms in the same space in spectral apparition form 1d4 rounds later. A suicide spirit must wait 1 hour before using its fireball ability again.\r

    Rejuvenation (Su):<\/b> In most cases, it\u00c2\u0092s difficult to destroy a suicide spirit through simple combat: The \u00c2\u0093destroyed\u00c2\u0094 spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A suicide spirit that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + suicide spirit's HD) against DC 16. As a rule, the only way to get rid of a suicide spirit for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.\r

    Suicidal Urge (Su):<\/b> Once per day, a suicide spirit can attempt to drive another creature to kill itself. This functions like the psionic power death urge<\/i> (Will save DC 15), except it has a range of 60 feet and a duration of 1 round for every 4 Hit Dice the suicide spirit possesses. The save DC is Charisma-based.\r

    Unnatural Aura (Su):<\/b> Animals, whether wild or domesticated, can sense the unnatural presence of a suicide spirit at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.<\/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":"Usually chaotic evil","environment":"Any"},{"name":"Sull","type":"Aberration","ch":3,"challenge_rating":" 03 \u00a0","id":6607,"reference":"Usergen","full_text":"

    Sull <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+12\u00a0(25 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> Fly 15 ft horizontally (clumsy) or 50 ft vertically (perfect)<\/td> <\/tr>
    AC:<\/strong> 11 (-2 size, -1 Dex, +4 natural)<\/td> <\/tr>
    Attacks:<\/strong>Ram +7 melee, bite +2 melee<\/td> <\/tr>
    Damage: <\/strong>Ram 1d4+6, bite 4d4+3<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Gas cloud<\/td> <\/tr>
    Special Qualities: <\/strong>Resistant to charms, blindsight, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +1, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 23, Dex 8, Con 19, Int 12, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide +5, Intuit Direction +7, Listen +7, Search +7<\/td> <\/tr>
    Feats: <\/strong>Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or group (1-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>03<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Large); 7-9 HD (Huge)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Sull are floating predatory creatures that look like flying saucers. These nomadic monsters sometimes serve as aerial mounts, and are also known as “floaters”. These creatures float silently in midair by means of buoyant gases expelled from their undersides. These gases are created in the digestive organs and stored in the creature’s central hump, and allow the creature to move by controlled intake and exhaust of the gas. Sull are capable of rapid vertical movement, but are slow moving horizontally, unless aided by air currents.\r

    The sull has a rounded saucer shape about ten feet in diameter, and about one foot thick at the rim. A central dome shape rises three feet from the top, and a mouth orifice extends two feet downward from the bottom. From this mouth, it can extend a six-foot long sucking tube to take in liquids. Its body, otherwise featureless, is light blue in color. The sull gives off a mildly sour odor.\r

    Sull float along in their homes in the clouds in small groups, descending only when hunger forces them into a hunt on the surface world. Sull have a great fear of wind walkers and other creatures that manipulate the air, as they have no natural defense against the air turbulence they can create. These beings are very secretive, and avoid making friends or enemies with other beings. Sulls are sometimes captured and forced to serve as aerial mounts; this is something they detest strongly.\r

    Sull cannot speak, but do understand Common and can learn other languages quickly, especially those of any humanoid master they may have. Sull communicate by clicks and whistles.\r


    COMBAT<\/b>\r
    When a sull spots prey from high in the air, it dives in at a 45-degree angle at full speed to ram it with as much force as it can manage. After slamming into a creature with its hard, rubber-like rim, the sull rebounds away and attempts to drop down on and bite another victim. If a sull cannot feed on its prey on the spot, it will grab the victim in its jaws and float away from a quieter place to feed. Its underside jaw can hold up to 40 pounds of weight for each Hit Die the monster has.\r

    Gas Cloud (Ex)<\/b>: When in combat, a sull emits gas from the orifices on the underside of its rim. This gas hangs in the air to create a blinding irritating cloud of swirling vapors that imposes a –4 penalty on attack rolls of all opponents in melee range that fail a Fortitude save (DC 15). If the save is successful, the penalty is reduced to –1.\r


    PSIONIC SULL<\/b>\r
    About 10% of all sull have psionic capabilities. These sull have an Intelligence of 14, and are immune to all mind-influencing effects. They have the following psionic powers, as 6th-level psions: detection of magic, empathy, detect thoughts, body control, telepathy.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1982 Wizards of the Coast, Inc.
    Originally found in DRAGON Magazine #58 (“The Dragon’s Bestiary”, February 1982, Ed Greenwood), and later appeared in Monstrous Compendium 3 (1989).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":">Any land and underground"},{"name":"Sundel Bolong","type":"Undead","ch":4,"challenge_rating":" 4 \u00a0","id":6608,"reference":"Usergen","full_text":"

    Sundel Bolong <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d12\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> Fly 30 ft. (good) (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+2 Dex, +2 deflection), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-<\/td> <\/tr>
    Attack: <\/strong>Incorporeal touch +4 melee or +2 against ethereal foes (1d3)<\/td> <\/tr>
    Full Attack: <\/strong>2 incorporeal touch +4 melee or +2 against ethereal foes (1d3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Beckoning, killing form, manifestation<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., incorporeal traits, invisibility to females, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +2, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 14, Con \u00c2\u0097, Int 7, Wis 10, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Concentration +7, Spot +5\r
    <\/td> <\/tr>
    Feats: <\/strong>Weapon Focus (incorporeal touch)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land or Ethereal Plane<\/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>3-8 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A beautiful woman steps out from behind a nearby tre. Her long, black hair hangs below her waist. She beckons, wordlessly promising gratuitous delights.<\/i>\r

    A sundel bolong is an evil spirit of a female humanoid who was wronged by men during her life. To men, she appears as a beautiful, charming woman, with long hair hiding a gaping hole through the middle of her back. Her wordless beckoning promises endless pleasures, and those who give in to her wiles find themselves drawn toward the sundel bolong, only to be tormented by a horrific vision that seeks to frighten them to death. Sundel bolongs are completely invisible to females, and they harbor no ill will against living members of the female gender.\r

    Sundel bolongs prefer to hunt at night, luring away lone sentries or wanderers. The bodies of their victims are always easily found and horribly mutilated.\r

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

    Sundel bolongs speak the languages they spoke in life (usually Common).\r

    COMBAT\r

    A sundel bolong prefers to avoid melee combat, fleeing to the Ethereal Plane if necessary. If her supernatural abilities fail to slay her prey, a sundel bolong fights with her long nails.\r

    Beckoning (Su):<\/b> A sundel bolong can attempt to charm creatures by promising gratuitous, earthly delights. The sundel bolong targets a single male creature it can see within 30 feet. This is a mind-affecting ability, and the creature must be able to see the sundel bolong for it to take effect. The targeted creature must make a DC 13 Will saving throw. If the save is successful, the creature must succeed on a second DC Will save or be frightened for 1d4 rounds.\r

    If the initial save fails, the creature is utterly beguiled and moves toward the sundel bolong, taking the most direct route available. If that path leads into a dangerous area (such as very deep or fast-moving water) the beguiled creature gets a second saving throw. A beguiled creature may take no actions other than defending himself. A beguiled victim who moves within 5 feet of the sundel bolong must make a DC 13 Will saving throw or be charmed as per charm monster<\/i> cast by an 8th-level sorcerer. Success means that the character is freed from the beguilement, but immediately sees the sundel bolong for what she truly is, and must on a DC 13 Will save or be frightened for 1d4 rounds. The beguiling effect continues so long as the sundel bolong beckons. A sundel bolong does not need to continue to beckon to keep a victim charmed. The save DCs are Charisma-based.\r

    Invisibility to Females (Su):<\/b> A sundel bolong can only be seen by male creatures. This ability is constant, allowing a sundel bolong to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge<\/i> spell. This invisibility extends to creatures with no gender (such as constructs or oozes).\r

    Killing Form (Sp):<\/b> Three times per day as a standard action, a sundel bolong can affect a chosen individual as with a phantasmal killer<\/i> spell (CL 7th, DC 16), except as follows. First, the sundel bolong itself appears to the victim to be the beast listed in the spell description. Also, the phantasmal killer<\/i> cannot be turned back on the sundel bolong. Victims that have been previously charmed by the sundel bolong take a -2 morale penalty to their saves against the killing form.\r

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

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

    A sundel bolong has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Kara-Tur: The Eastern Realms<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":"Any land or Ethereal Plane"},{"name":"Sundew, Giant","type":"Plant","ch":6,"challenge_rating":" 06 \u00a0","id":6609,"reference":"Usergen","full_text":"

    Sundew, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 8d8+8\u00a0(44 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 1 ft<\/td> <\/tr>
    AC:<\/strong> 16 (+3 Dex, +3 natural)<\/td> <\/tr>
    Attacks:<\/strong>6 tendrils +8 melee<\/td> <\/tr>
    Damage: <\/strong>Tendril 1d4+2 and attach<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, attach<\/td> <\/tr>
    Special Qualities: <\/strong>Plant, tremorsense, half damage from missiles, fire resistance 20<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 16, Con 12, Int 3, Wis 10, Cha 9 <\/td> <\/tr>
    Skills: <\/strong><\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Temperate and warm land<\/td> <\/tr>
    Organization: <\/strong>Solitary or colony (1-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>06<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>9-16 HD (Medium-Size); 17-24 HD (Large)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The giant sundew is a larger, semi-intelligent version of the normal sundew plant. This carnivorous plant appears to be a mound of grayish-green ropes or rags covered in tar, about 3 to 4 feet high. This plant is semi-mobile, preferring to grow in cool, shaded places, but is capable of movement by using its sticky tendrils. The air around a giant sundew smells sickly sweet, and tends to attract flies and other vermin. \r

    COMBAT<\/b>\r
    The giant sundew automatically lashes out with its tendrils at anything moving within 5 feet of it. It has hundreds of tendrils, but can attack each opponent with a maximum of six. These sticky tendrils restrain opponents and slowly dissolve them, making them food for the plant. The sundew's sticky exterior provides it with protection from both missile weapons and fire.\r

    Sundew tendrils exude sticky globs of thick sap that contains a mild acidic enzyme. This enzyme slowly dissolves and breaks down the tissue of the victim's body. The only known non-magical way to remove the sap is to dissolve it with vinegar or alchohol.\r

    Improved Grab (Ex)<\/b>: To use this ability, the giant sundew must hit with a tendril attack. \r

    Attach (Ex):<\/b> A giant sundew that hits with a tendril attack, latches onto its opponent's body. This deals normal damage and also allows the tendril to exude a sticky sap that hampers the opponent.\r

    For every three tendrils that attach to a target, that target suffers a cumulative -1 to attack rolls, checks (that require movement such as Climbing, Hiding, etc.), and saves until the tendrils and sap are removed. In addition, a tendril deals 1 point of acid damage each round it remains attached from the highly acidic secretions.\r

    If the sundew scores a critical hit with one of its tendrils, it has struck the victim's mouth and nose and clogged them with sap. Such a victim begins taking suffocation damage (see Suffocation in the DMG).\r

    A single attack with a slashing weapon that deals at least 10 points of damage severs a tendril (AC 15).\r

    Half Damage From Missiles (Ex)<\/b>: Any ranged missile weapon attack against a sundew, including hits from magical weapons, deals only half damage.\r

    Tremorsense (Ex):<\/b> A giant sundew can sense any creature within 10 feet that is in contact with the ground through vibrations.\r

    Plant<\/b>: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in A1 Slave Pits of the Undercity (1981), Monster Manual II (1983), Monstrous Compendium MC2 (1989), Monstrous Manual (1993).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":">Temperate and warm land"},{"name":"Sunflower, Giant","type":"Plant","ch":2,"challenge_rating":" 2 \u00a0","id":6610,"reference":"Usergen","full_text":"

    Sunflower, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d8\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 0 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+5 Dex), touch 15, flat-footed 10<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+2<\/td> <\/tr>
    Attack: <\/strong>4 sunseeds +7 ranged touch (see text)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>4 sunseeds +7 ranged touch (see text)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Sunbeam, sunseeds<\/td> <\/tr>
    Special Qualities: <\/strong>Camouflage, immunity to light, light, low-light vision, plant traits<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +6, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 20, Con 10, Int \u00c2\u0097, Wis 11, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm plains and hills<\/td> <\/tr>
    Organization: <\/strong>Solitary or stand (2-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Medium), 7-9 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A beam of sunlight seems to originate from an unusually tall sunflower nearby.<\/i>\r

    Giant sunflowers have been magically altered to produce sunlight. It is thought that they were originally created to provide life-giving light for other plants, even in areas where the sun never shines, such as deep underground. Since then, enterprising horticulturists have found other uses for these plants, such as to ward areas from incursions by light-sensitive raiders like orcs and drow. One of the most impressive uses of the giant sunflower is to repel and even destroy vampires. In fact, some have nicknamed the plants \"vampires' bane\" for their deadly effect on the blood-sucking undead.\r

    Because of their myriad uses, giant sunflower seeds are a prized commodity and can fetch several hundred gold pieces on the open market. Giant sunflower seeds may be harvested from the plant, retaining their offensive capabilities for 24 hours, although sunflowers don't usually react well to being harvested. If the blossom is removed from the plant, it continues to project its sunbeam for 1 hour thereafter.\r

    A giant sunflower grows to 6 feet tall or taller. \r

    COMBAT\r

    Giant sunflowers simply shine their sunbeams in the direction they face unless threatened, at which point they will aggressively launch a quartet of sunseeds each round until they threat has passed or the seeds are exhausted (at which point the sunflower wilts).\r

    Immunity to Light (Ex):<\/b> A giant sunflower is immune to the deleterious effects of searing light<\/i> and spells with the light descriptor.\r

    Sunbeam (Su):<\/b> A giant sunflower may project a 60-foot cone of warming sunlight. This light is treated as natural sunlight for all purposes. Thus, it aids in photosynthesis for plants, disorients and destroys vampires, and so forth. Activating or deactivating the sunbeam is a swift action.\r

    Sunseeds (Su):<\/b> A giant sunflower may fire up to four of its seeds each round as special splash weapons with a range of 100 feet. A ranged touch attack roll is required to strike the intended target. The giant sunflower may spread these attacks among multiple targets as it desires.\r

    Each seed explodes in a flash of light upon striking any hard surface, dealing 1d4 points of damage (1d6 damage to undead). In addition to its regular damage, it deals 1 point of splash damage. A creature particularly vulnerable to bright light takes double damage, while a construct or inanimate object takes only half damage. Creatures with light sensitivity are dazzled by the sudden light. The save DC is Constitution-based.\r

    A giant sunflower possesses 24 seeds. It produces new seeds 24 hours later. A giant sunflower that fires all its seeds wilts and dies immediately.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in I13 - Adventure Pack I<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":"Temperate and warm plains and hills"},{"name":"Surchur","type":"Aberration","ch":3,"challenge_rating":" 3 \u00a0","id":6611,"reference":"Usergen","full_text":"

    Surchur <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+10\u00a0(32 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 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>+3\/+11<\/td> <\/tr>
    Attack: <\/strong>Tentacle +6 melee (1d4+4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>5 tentacles +6 melee (1d4+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft. (10 ft. with tentacles)<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict, digest, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., spell resistance 10\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 17, Con 14, Int 8, Wis 11, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Spot +8<\/td> <\/tr>
    Feats: <\/strong>Power Attack, Stand Still <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or warm land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>6-9 HD (Large), 10-20 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This vaguely humanoid tan-skinned creature stands nearly ten feet tall. In place of a head is an octet of slimy, brownish-green tentacles ringing an orifice lined with row upon row of cilia. From the center of its back project a pair of ivory horns, similar to those of a bull.<\/i>\r

    Surchurs are carnivorous aberrations found primarily in jungles, although they can survive in nearly any environment. Although they will eat any live meat they can catch, surchurs prefer to the taste of humanoid flesh.\r

    A surchur's horns can fetch 100 to 600 gp on the open market, depending on the size and strength of the surchur from which it was claimed.\r

    A surchur is 9 to 10 feet tall and weighs around 1,000 pounds. Body coloration varies from tan to light brown\r

    Surchurs cannot speak, but understand Undercommon.\r

    Combat\r

    A surchur lashes out with its tentacles, seeking to attack a single creature and drag it into its cilia-lined maw, where it immediately begins digesting the still-living prey. It continues to lash out at other nearby prey, and should it catch another victim, it will eject the previous captive to make room for a fresher meal.\r

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

    Digest (Ex):<\/b> A surchur can try to transfer a grabbed opponent of a smaller size than itself to its mouth by making a successful grapple check. Once inside, the opponent takes 2d8 points of acid damage per round from the surchur's digestive juices. A creature in the mouth may attempt an opposed grapple or Escape Artist check to break free. A surchur suffers no penalty on grapple checks to maintain the hold. A surchur may only digest one creature at a time. It prefers fresh meat, so will often discard a digesting creature to make room for a newly grabbed victim.\r

    Improved Grab (Ex):<\/b> To use this ability, a surchur must hit a creature of its size category or smaller with its tentacle 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 attaches the tentacle to the opponent. \r

    If a surchur begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the surchur gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #55<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":"Temperate or warm land and underground"},{"name":"Sussurus","type":"Plant","ch":10,"challenge_rating":" 10 \u00a0","id":6612,"reference":"Usergen","full_text":"

    Sussurus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 10d8+40\u00a0(85 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 40 ft<\/td> <\/tr>
    AC:<\/strong> 16 (-1 size, +1 Dex, +6 natural)<\/td> <\/tr>
    Attacks:<\/strong>2 claws +10 melee<\/td> <\/tr>
    Damage: <\/strong>Claw 2d4+4 <\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, constrict 2d4+4, dronesong<\/td> <\/tr>
    Special Qualities: <\/strong>Plant, half damage from weapons, immune to electricity, fire and cold resistance 20, resistant to plant spells, reanimation, blindsight<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +4, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 12, Con 19, Int 6, Wis 10, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Hide +5*<\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any warm land<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>50% standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>11-20 HD (Large); 21-30 HD (Huge)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The sussurus is a bamboo creature, distantly related to the shambling mound. Sussuri are the size of large gorillas, appearing as headless piles of rotting bamboo. The creature has four limbs on which it walks, the front two ending in sharp bamboo claws. The creature is composed of a 7 foot tall exoskeleton comprised of several layers of decaying bamboo, which is covered by bamboo spikes. Sussuri loathe fire, and attack anyone who carries a torch or a lantern, as well as any spellcasters who have used fire-based magic in their presence.

    The sussurus breathes through the honeycomb of reedy bamboo tubes that cover it, which causes the creature's characteristic \"dronesong\", a weird and eerie melody. This sound causes living creatures to fall asleep, and causes a phenomenon in undead known as \"the sleep of the dead\". They can also use this song to communicate with each other when one sussurus meets another. This breathing causes the monster to feel at peace, and in windy locations it will stand still and breathe deeply for hours.

    The sussurus has a remarkable nervous system. It has no brain or vital organs, and its life force and intelligence are spread throughout a decentralized system located deep within the monster. Thus, it regenerates its form rapidly when damaged, and amputating wounds do not harm it at all. The sussurus detects other beings through its tubed exoskeleton by monitoring air disturbances. It is immune to all magic which affects the visual or audio senses, including illusions and invisibility.

    COMBAT<\/b>
    The sussurus is a deadly adversary, probably one of the most deadly forms of plant life known. In combat, it slashes with its claws and tries to impale its opponents with a hug. The sussurus usually lies in wait in its reedy lair, either rushing out or using its dronesong when opponents approach. The sussurus and shambling mound compete with each other for territory, so a sussurus will attack a shambler on sight.

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

    Constrict (Ex)<\/b>: A sussurus deals 2d4+4 points of damage with a successful grapple check against Medium-size or smaller opponents.

    Half Damage From Weapons(Ex)<\/b>: A sussurus suffers half damage from all weapons, magical or otherwise.

    Dronesong (Su)<\/b>: The loud sound created by the breathing of a sussurus can have dire consequences for the unwary. Creatures hearing this song fall into a deep sleep for 3-12 hours (similar to the sleep<\/i> spell) unless they succeed at a Will save (DC 16). There is no limit the number or HD of living creatures that can be affected.

    Undead creatures of 4 HD or less are also affected by the dronesong. Such undead cannot be affected by a cleric's turning or rebuking abilities, but awaken if attacked physically. The dronesong can be heard at distances up to 1\/4 mile away in still air.

    Resistant to Plant Spells (Ex)<\/b>: The sussurus is susceptible to spells that affect plants, but they receive a +2 bonus to their saving throws against such magic. A sussurus takes 3d10 damage from the warp wood<\/i> spell.

    Reanimation (Su)<\/b>: A sussurus has the ability to regrow severed limbs in one combat round. If the remains of a sussurus are not scattered after its death, it returns to life in 2d6 hours with 1d8 hit points and heals normally.

    Plant<\/b>: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

    Skills<\/b>: The sussurus receives a +4 racial bonus to Hide checks. *In clumps of bamboo or large growths of reeds, this Hide bonus increases to +12.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in Fiend Folio (1981), 2E Fiend Folio MC14 (1991).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":">Any warm land"},{"name":"Suwyze","type":"Aberration","ch":4,"challenge_rating":" 4 \u00a0","id":6613,"reference":"Usergen","full_text":"

    Suwyze <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+8\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/-3<\/td> <\/tr>
    Attack: <\/strong>Tendril +8 melee (1d8-2 plus sympathic entanglement)<\/td> <\/tr>
    Full Attack: <\/strong>8 tendrils +8 melee (1d8-2 plus sympathic entanglement)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities, sympathic entanglement<\/td> <\/tr>
    Special Qualities: <\/strong>All-Around Vision, blindsight 30 ft., darkvision 120 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +5, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 6, Dex 19, Con 15, Int 15, Wis 22, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Climb +6, Concentration +7, Knowledge (arcana) +4, Listen +19, Search +13, Spot +19<\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Double coins, double goods, standard items<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Small); 9-12 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature is nothing more than a huge mass of sensory organs, composed entirely of feathery antennae, wispy tendrils, and long feelers. It moves with a rippling, flowing motion.<\/i>\r

    Suwyze are subterranean aberrations with formidable sensory powers. Because of its extensive sensory powers, a suwyze must eat much more than other creatures of its size, particularly meat. Suwyze usually live in symbiotic relationships with other underground creatures, serving as watchdogs or sentinels in return for a steady supply of food. \r

    Curious and inquisitive, suwyze consider themselves philosophers, endlessly ruminating on the nature of perception. They are also cowardly, easily spooked by odd noises, unfamiliar smells, strangers, or anything else out of the ordinary.\r

    Because of their unusual array of sensory organs, suwyze savor scents, colors, and textures. As they age, their tastes harden, demanding a specifically-designed habitat, and thus making them difficult to transfer from one area to another.\r

    A suwyze can use rings and bracers on its tendrils, and a favored beast may be granted these items by a magnanimous master.\r

    A suwyze is a 20 foot diameter ball of tendrils and antennae radiating from a central body about a foot across. It weighs about 40 pounds. Most of this weight is in the suwyze's central core, the bulk of its volume is featherlight feelers.\r

    Suwyze speak a burbling, garbled version of Common.\r

    COMBAT<\/b>\r
    If forced into battle, a suwyze attacks with its abrasive feeding tendrils, relying on its sympathic entanglement to disorient foes. If adversaries prove resistant, a suwyze blasts opponents with shout<\/i> before attempting to retreat with invisibility<\/i>.\r

    All-Around Vision (Ex):<\/b> Suwyze are exceptionally alert and circumspect. Their many sensory organs give them a +4 racial bonus on Spot and Search checks, and they can't be flanked.\r

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097arcane eye<\/i>, arcane sight<\/i>, clairaudience\/clairvoyance<\/i>, detect scrying<\/i>, invisibility<\/i>, see invisibility<\/i>, shout<\/i> (DC 17). Caster level 8th. The save DCs are Charisma-based.\r

    The following abilities are always active on the suwyze's person, as the spells (caster level 8th); detect evil<\/i>, detect good<\/i>, and detect magic<\/i>. They can be dispelled, but the suwyze can reactivate them as a free action.\r

    Spider Climb (Ex):<\/b> A suwyze can climb sheer surfaces as though with a spider climb<\/i> spell.\r

    Sympathic Entanglement (Su):<\/b> Any creature within 30 feet of a suwyze must succeed on a DC 15 Will save or begin seeing the combat from the suwyze's point of view. This magically exaggerated form of \"double vision\" imposes a -3 penalty on attack rolls and a -1 penalty on damage rolls, which lasts until the suwyze stops fighting or the victim is killed or knocked unconscious. Whether or not the save is successful, an affected creature is immune to the same suwyze's sympathic entanglement aura for 24 hours. This is a mind-affecting glamer effect. The save DC is Charisma-based.\r

    Any creature struck by a suwyze's tendril attack must make a new saving throw, regardless of the results of the save against the aura or previous tendril hits.\r

    Skills:<\/b> Suwyze have a +4 racial bonus on Listen, Search, and Spot checks, and 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>
    1993 Wizards of the Coast, Inc.
    Originally found in Dragon Mountain<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Usually neutral","environment":"Any underground"},{"name":"Swan","type":"Animal","ch":14,"challenge_rating":" 1\/4 \u00a0","id":6614,"reference":"Usergen","full_text":"

    Swan <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d8+2\u00a0(6 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 10 ft, fly 50 ft (poor)<\/td> <\/tr>
    AC:<\/strong> 16 (+3 Dex, +3 natural)<\/td> <\/tr>
    Attacks:<\/strong>2 wings +3 melee, 1 bill +2 melee<\/td> <\/tr>
    Damage: <\/strong>Wing 1, bill 1d2<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Blind<\/td> <\/tr>
    Special Qualities: <\/strong><\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +5, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 16, Con 14, Int 4, Wis 11, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Listen +4, Spot +4, Swim +6<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse (wing, bill)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Temperate marsh and aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or flock (2-16)<\/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 (Medium-Size)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    (I met a swan once. It hissed at me. I backed off.)

    Swans are beautiful aquatic birds that inhabit rivers, ponds, lakes, and marshes. These avains are peaceful creatures, and spend most of their time floating on the water in family groups. If a lone swan is encountered, it is always male, but otherwise a group of swans is formed of mated pairs and their young. Very rarely, a swanmay will be found swimming with a flock of swans, in her swan form.

    COMBAT<\/b>
    Swans are not agressive and will usually fly or swim away when threatened. If their acute senses detect intruders, all swans join in a loud warning chorus and flee. They will, however, defend a nest of eggs or their young. In combat, the adult swans attack forcefully with a flying leap, trying to blind and disorient the intruder.

    Blind (Ex)<\/b>: If a swan hits an opponent with any of its wing or bill attacks, the opponent will be blinded and confused for that round and the following one, if he fails a Reflex save (DC 12).

    Skills<\/b>: Swans recieve a +6 racial bonus to Listen and Spot checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Monstrous Manual II (Gary Gygax, 1983)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":">Temperate marsh and aquatic"},{"name":"Swarm, Addazahr","type":"Vermin","ch":1,"challenge_rating":" 1 \u00a0","id":6615,"reference":"Usergen","full_text":"

    Swarm, Addazahr <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Diminutive\u00a0Vermin \t\t\t(Swarm)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8\u00a0(9 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), climb 20 ft., fly 50 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+4 size, +3 Dex), touch 17, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/–<\/td> <\/tr>
    Attack: <\/strong>Swarm (blood drain plus agonizing venom)<\/td> <\/tr>
    Full Attack: <\/strong>Swarm (blood drain plus agonizing venom)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Agonizing venom, blood drain, distraction<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immune to weapon damage, swarm traits, vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +3, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 17, Con 10, Int -, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Hide +19, Listen +4, Spot +4<\/td> <\/tr>
    Feats: <\/strong>—<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm desert, hills, and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, tangle (2\u00c2\u00964 swarms), or colony (7\u00c2\u009612 swarms)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>—<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A swarm of pale amber insects flies nearby. Their slender, elongated bodies resemble pieces of straw.<\/i>\r

    Addazahr, or backbiters, are bloodsucking parasites. These insects are most detrimental to mounts, and as a result this are jokingly referred to as \"the straw that broke the camel\u00c2\u0092s back\".\r

    Addazahr are omnivorous, feeding on blood for reproduction. They can feed on carrion, though they cannot use any blood gained thereby to reproduce, and they often break down small seed casings for food. Their wings, though fragile, act as collectors of pollen, and they may transport pollen from one plant to another.\r

    An individual addazahr is about two inches long. Addazahr wings are so fragile it is almost impossible to see them when the insects are in flight. They can live to be up to a year old.\r

    COMBAT<\/b>\r
    An addazahr swarm seeks to surround and attack any living prey it encounters. A swarm drains the blood of any creature whose space it occupies at the end of its move.\r

    Agonizing Venom (Ex):<\/b> An addazahr's bite injects saliva that causes disease-like symptoms. Agonizing venom can be treated by effects that cure disease (such as remove poison) as well as remedies that treat poison.\r

    Addazahr Ache:<\/i> Blood drain, DC 11 Fortitude negates, initial damage agonizing pain (imposing a -4 penalty on attack rolls, skill checks and ability checks) for 1d3 minutes followed by wracking pain (inducing -2 penalty as above) for 2d6 minutes, secondary damage wracking pain (-2 penalty) for 1d3 hours followed by lingering pain (-1 penalty) for 2d6 days. The save DC is Constitution-based.\r

    Blood Drain (Ex):<\/b> Addaazahr drain blood, the swarm deals 1 points of Con damage to any creature whose space it occupies at the end of its move. Once a swarm has dealt 4 points of Constitution damage, it is sated and flies off to digest the meal. If its victim dies before the addazahr swarm's appetites have been sated, the swarm seeks a new target.\r

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

    Skills:<\/b> An addazahr swarm has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. It uses its Dexterity modifier instead of its Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Corsairs of the Great Sea<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Temperate and warm desert, hills, and plains"},{"name":"Swarm, Batfly","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":6616,"reference":"Usergen","full_text":"

    Swarm, Batfly <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Magical Beast \t\t\t(Extraplanar, Swarm)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d10\u00a0(33 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square), fly 60 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+2 size, +1 Dex, +7 natural), touch 13, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/-<\/td> <\/tr>
    Attack: <\/strong>Swarm (2d6)<\/td> <\/tr>
    Full Attack: <\/strong>Swarm (2d6)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Distraction, wounding<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsense 20 ft., damage reduction 5\/magic, darkvision 60 ft., half damage from slashing and piercing weapons, immunity to acid and poison, low-light vision, resistance to fire 20, swarm traits<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +6, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 5, Dex 13, Con 10, Int 1, Wis 14, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Listen +13, Spot +12\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Initiative, Iron Will\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Bleak Eternity of Gehenna<\/td> <\/tr>
    Organization: <\/strong>Solitary, flight (2\u00c2\u00964 swarms), or colony (11\u00c2\u009620 swarms)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>None<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A swarm of tiny creatures resembling butterflies with bat wings, apparently composed of solid iron, flies forth.<\/i>\r

    Batflies hail from Chamada, the second mount of Gehenna, a molten, savage land upon which rains a continual fall of feather-soft gray ash.\r

    COMBAT\r

    A batfly swarm seeks to surround and attack any warm-blooded prey it encounters. The swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.\r

    Blindsense (Ex):<\/b> A batfly swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the batfly swarm (but swarm attacks ignore concealment).\r

    Distraction (Ex):<\/b> Any living creature that begins its turn with a swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.\r

    Wounding (Ex):<\/b> Any living creature damaged by a batfly swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure<\/i> spell or some other healing magic.\r

    Skills:<\/b> A batfly swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in In the Cage: A Guide to Sigil<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Bleak Eternity of Gehenna"},{"name":"Swarm, Bog Moss","type":"Plant","ch":1,"challenge_rating":" 1 \u00a0","id":6617,"reference":"Usergen","full_text":"

    Swarm, Bog Moss <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Fine\u00a0Plant \t\t\t(Swarm)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+8 size), touch 18, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-<\/td> <\/tr>
    Attack: <\/strong>Swarm (1d6 plus 1d4 acid)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Swarm (1d6 plus 1d4 acid)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Acid, distraction\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Camouflage, immune to weapon damage, low-light vision, plant traits, swarm traits<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +0, Will -2 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 11, Con 13, Int \u00c2\u0097, Wis 6, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm forests and marshes<\/td> <\/tr>
    Organization: <\/strong>Solitary or patch (2-4 swarms)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>None<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A rich green mass of vegetable matter covers the ground nearby.<\/i>\r

    Bog mosses are slow-moving swarms of tiny plants. Bog mosses are opportunity feeders, eating any creatures that fall into their mass. It supplements this diet with rich soil and other plants (ferns are a favorite), and can subsist solely on photosynthesis if necessary.\r

    Every spring, a bog moss releases a dozen spores into the wind. Those that find suitable soil quickly take root and begin to grow. Upon reaching about one-fifth its normal size, a young bog moss no longer needs its roots, and they dissolve. \r

    Bog moss spores are coveted by spellcasters, for they reduce the gold cost by 100 gp per for use in the creation of magic items involving acid (potions of energy resistance, wands of acid arrow<\/i>, and so forth).\r

    A bog moss covers a 10-foot-cube.\r

    COMBAT\r

    Bog mosses prefer to settle in bowl-like earth and rock formations, posing as a normal patch of moss upon the ground. When prey falls in, the moss begins digesting the victim as it attempts to climb out of the pit.\r

    Acid (Ex):<\/b> A bog moss's acid does not harm metal or stone.\r

    Camouflage (Ex):<\/b> Since bog moss looks like a patch of normal plants when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. \r

    Distraction (Ex):<\/b> Fortitude DC 12, nauseated 1 round. The save DC is Constitution-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Polyhedron Magazine #67<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":"Temperate and warm forests and marshes"},{"name":"Swarm, Cheirolepis","type":"Animal","ch":5,"challenge_rating":" 5 \u00a0","id":6618,"reference":"Usergen","full_text":"

    Swarm, Cheirolepis <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 11d8+22\u00a0(71 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> Swim 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+2 size, +2 Dex, +3 natural), touch 13, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/-<\/td> <\/tr>
    Attack: <\/strong>Swarm (3d6 plus bleeding wounds)<\/td> <\/tr>
    Full Attack: <\/strong>Swarm (3d6 plus bleeding wounds)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Bleeding wounds, distraction<\/td> <\/tr>
    Special Qualities: <\/strong>Half damage from slashing and piercing weapons, low-light vision, scent, swarm traits<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +9, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 6, Dex 15, Con 14, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Hide +13, Listen +5, Move Silently +5, Spot +5, Swim +10<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (distraction), Dodge, Improved Initiative, Mobility <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Challenge Rating: <\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/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>
    Rushing toward you is a mass of gnashing needle-like teeth in the mouths of creatures vaguely resembling armored herring.<\/i>\r

    Cheirolepis are distant basal relations to the herring and gar, among other fish. Ranging from just under 2 feet to 3 feet in length, their swarming colonies prod and snap around the rocks and weeds of the shallow coastal oceans in search of crayfish and small placoderms, which they promptly snap into with their needle-sharp teeth. Larger colonies can even threaten large eurypterids (sea scorpions) or monstrous crabs.\r

    Humanoids are not within the typical dietary range of a cheirolepis but are a perfect target for an ankle-biting warning swarm. In spite of this, there is danger of potential consumption if someone is foolish enough to let their guard down while bleeding in the water; as such, the most common encounters with cheirolepis an adventurer will have is right after fighting a larger creature and flooding the scent of blood into the water around them. Their jaws can stretch into a wide arc to allow for chunks of flesh at least as large as they are to be ripped out by their labyrinth of teeth, causing heavy bleeding and potential arterial cuts.\r

    COMBAT\r

    Cheirolepis attack by swarming over their opponents and letting their wide-hinging jaws grasp over as much exposed flesh as possible as their needle-sharp teeth sink in and rake along the body.\r

    Bleeding Wounds (Ex):<\/b> Any living creature damaged by a cheirolepis swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 15 Heal check or the application of a cure<\/i> spell or some other healing magic.\r

    Distraction (Ex):<\/b> Any living creature vulnerable to the cheirolepis swarm's damage that begins its turn with a cheirolepis swarm in its square is nauseated for 1 round; a DC 19 Fortitude save negates the effect. The save DC is Constitution-based.\r

    Skills:<\/b> A cheirolepis swarm uses its Dexterity modifier instead of its Strength modifier for Swim checks. A cheirolepis swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.\r

    Note:<\/i> Originally appeared in Dragon Magazine #176 (1991) as \"armored predatory fish\".<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #176<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm aquatic"},{"name":"Swarm, Crab","type":"Vermin","ch":2,"challenge_rating":" 2 \u00a0","id":6619,"reference":"Usergen","full_text":"

    Swarm, Crab <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Vermin \t\t\t(Aquatic, Swarm)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8\u00a0(18 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+2 size, +4 natural), touch 12, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/\u00c2\u0097<\/td> <\/tr>
    Attack: <\/strong>Swarm (2d6)<\/td> <\/tr>
    Full Attack: <\/strong>Swarm (2d6)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Clinging swarm, distraction<\/td> <\/tr>
    Special Qualities: <\/strong>Amphibious, half damage from slashing and piercing, low-light vision, scent, swarm traits, vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +1, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 6, Dex 11, Con 10, Int \u00c2\u0097, Wis 11, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Hide +12, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Weapon FinesseB<\/sup><\/small><\/b><\/small><\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary, scrabble (2-4 swarms), or horde (5-8 swarms)<\/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>
    Crab Swarm, Diminutive<\/b>\r
    Diminutive Vermin (Aquatic, Swarm)\r
    Hit Dice:<\/b> 7d8 (31 hp)\r
    Initiative:<\/b> +0\r
    Speed:<\/b> 20 ft. (4 squares)\r
    Armor Class:<\/b> 16 (+4 size, +2 natural), touch 14, flat-footed 16\r
    Base Attack\/Grapple:<\/b> +5\/\u00c2\u0097\r
    Attack:<\/b> Swarm (2d6)\r
    Full Attack:<\/b> Swarm (2d6)\r
    Space\/Reach:<\/b> 10 ft.\/0 ft.\r
    Special Attacks:<\/b> Clinging swarm, distraction\r
    Special Qualities:<\/b> Amphibious, immune to weapon damage, low-light vision, scent, swarm traits, vermin traits\r
    Saves:<\/b> Fort +5, Ref +2, Will +2\r
    Abilities:<\/b> Str 6, Dex 11, Con 10, Int \u00c2\u0097, Wis 11, Cha 2\r
    Skills:<\/b> Hide +12, Spot +4\r
    Feats:<\/b> Weapon FinesseB<\/sup><\/small><\/b><\/small>\r
    Environment:<\/b> Temperate aquatic\r
    Organization:<\/b> Solitary, scrabble (2-4 swarms), or horde (5-8 swarms)\r
    Challenge Rating:<\/b> 3\r
    Treasure:<\/b> None\r
    Alignment:<\/b> Always neutral\r
    Advancement:<\/b> \u00c2\u0097\r
    Level Adjustment:<\/b> \u00c2\u0097\r

    A scuttling mass of saucer-sized crabs that clamber over each other in their eagerness to feed.<\/i>\r

    The hundreds of crabs that make up a crab swarm are usually the young of larger monstrous crabs which have congregated into swarms after spawning, but they may be full grown animals (see the lesser monstrous crab <\/b><\/u><\/a> entry). They are voracious scavengers that will eat anything, living or dead, they come across.\r

    COMBAT\r
    <\/b>A giant crab swarm moves over anything that smells like food, then attacks until either the swarm is dispersed or there's nothing left of its opponents besides inedible scraps. \r

    Clinging Swarm (Ex):<\/b> Any living creature that takes damage from a crab swarm's swarm attack must succeed at a Reflex save (DC 13 for Diminutive crab swarms, DC 12 for Tiny) or 1d4 crabs from the swarm automatically grapple the creature, dealing damage as usual. Treat these as individual monstrous crabs, which must be killed or grappled separately. The Reflex save DC is Constitution-based.\r

    Distraction (Ex):<\/b> Any living creature that begins its turn with a crab swarm in its space must succeed on a Fortitude save (DC 13 for Diminutive crab swarms, DC 12 for Tiny) or be nauseated for 1 round. The save DC is Constitution-based.\r

    Skills:<\/b> A monstrous crab has a +4 racial bonus on Hide and Spot checks.\r

    Note:<\/b> Originally appeared as 'Crab Swarm' in Return to White Plume Mountain (1999)<\/b><\/i> as tiny offspring of a giant crab. The 'Giant Crab' first appeared in D&D Supplement II: Blackmoor (1975)<\/b>.<\/i><\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Return to White Plume Mountain<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":" Always neutral\r","environment":" Temperate aquatic\r"},{"name":"Swarm, Crystal Nipper","type":"Vermin","ch":64,"challenge_rating":" 6 (4 as hazard) \u00a0","id":6620,"reference":"Usergen","full_text":"

    Swarm, Crystal Nipper <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Diminutive\u00a0Vermin \t\t\t(Aquatic, Swarm)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 12d8\u00a0(54 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> Swim 10 ft. (2 squares), climb 10 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+4 size, +2 Dex), touch 16, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/\u00c2\u0097<\/td> <\/tr>
    Attack: <\/strong>Swarm (3d6 plus infestation)<\/td> <\/tr>
    Full Attack: <\/strong>Swarm (3d6 plus infestation)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Death hazard, distraction<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to weapon damage, swarm traits, vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +6, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 14, Con 10, Int \u00c2\u0097, Wis 10, Cha 3 <\/td> <\/tr>
    Skills: <\/strong>Climb +10, Hide +14*, Listen +0, Spot +0<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or scourge (2-5 swarms)<\/td> <\/tr>
    Challenge Rating: <\/strong>6 (4 as hazard)<\/td> <\/tr>
    Treasure: <\/strong>Standard (inorganic only)<\/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 tiny eels made of blue crystal churn the water nearby.<\/i>\r

    Crystal nippers are distant cousins of the rot grub, found in cold aquatic environments. A swarm of crystal nippers will eat anything living or once-living in its path, leaving inorganic treasures in their wake. They devour wood, leather, and other goods as well as flesh.\r

    COMBAT<\/b>\r
    Crystal nippers are instinctively drawn to warm bodies and attempts to burrow into any area of exposed flesh.\r

    Distraction (Ex):<\/b> Any living creature that begins its turn with a crystal nipper swarm in its space must succeed on a DC 18 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based and includes a +2 racial bonus.\r

    Infestation (Ex):<\/b> Any living creature that takes damage from a crystal nipper swarm might also be infested with crystal nippers each round. A creature must make a successful DC 18 Reflex save to dodge the swarming nippers or bat them aside. The crystal nipper infesting the creature burrow into its flesh. An infested creature takes 1d4 points of Constitution damage per round, plus an additional 1d4 points of Constitution damage for each failed Reflex save against a crystal nipper swarm's attack. A successful DC 16 Fortitude save halves this damage. After 2d4 rounds, the sated crystal nippers crawl or swim away. A crystal nipper infestation can be removed with a successful DC 20 Heal check, though this check (whether successful or not) deals 1d6 points of damage to the infested target. Alternatively, a crystal nipper infestation can be destroyed by remove disease<\/i> or any other effect that halts or counters a disease. Such spells destroy all the crystal nippers inhabiting a target.\r

    Medium or larger creatures that die from crystal nipper infestation spawn a new crystal nipper swarm within 2d4 days. Burning or otherwise destroying the body prevents this. Casting raise dead<\/i> to restore a creature killed by a crystal nipper swarm but this does not destroy the crystal nippers infestation, casting remove disease<\/i> or a similar spell in the round afterward removes the nippers normally. Resurrection<\/i> and true resurrection<\/i> destroy the crystal nipper when cast.\r

    The Reflex save DC is Dexterity-based. The Fortitude save DC is Constitution-based.\r

    Death Hazard (Ex):<\/b> Upon destroying a crystal nipper swarm, 1d6 crystal nippers remain, spreading throughout the space inhabited by the swarm. These crystal nippers behave as the hazard (see below). Destroying these remaining crystal nippers does not provide any additional experience points.\r

    Skills:<\/b> A crystal nipper swarm has a +8 racial bonus on Move Silently checks, and adds its Dexterity modifier instead of its Strength modifier on Climb checks. A crystal nipper swarm can always choose to take 10 on a Climb check, even if rushed or threatened. A crystal nipper swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.\r

    *A crystal nipper swarm has a +8 racial bonus on Hide checks while inside a corpse of at least Medium size. A crystal nipper swarm can enter and leave a corpse as part of a single move action. \r

    Crystal Nipper (CR 4)<\/b>\r
    A distant cousin of the rot grub, a crystal nipper looks like a miniature eel made of blue crystal. Crystal nippers are Diminutive aquatic vermin with a swim speed of 5 ft. They are able to crawl onto land at a speed of 5 feet per minute, but can only spend an hour or so in the air, soon dying if they cannot enter water or moist flesh. A crystal nipper is physically frail (AC 13), and any damage dealt to one kills it. An unsuccessful melee attack with a natural weapon allows the crystal nipper a chance to burrow into the target.\r

    Anyone about to enter a square containing a crystal nipper can attempt a DC 20 Spot check to notice the nipper. Those who fail the check or ignore the creature risk exposure. Each round, the nipper makes a single touch attack (at a +5 bonus) against one living target in its square. If it succeeds, it hungrily burrows into the target\u00c2\u0092s flesh. A crystal nippers bite has anesthetic saliva, a victim who failed the Spot check will not notice the nipper burrowing under their skin unless they succeed at a DC 15 Wisdom check.\r

    An infested creature takes 1d3 points of Constitution damage per round (DC 16 Fort save for half). The damage continues until the infected creature dies or all the crystal nippers are removed or destroyed. Applying flame to the entry wound left by the crystal nipper will kill the crystal nipper, but the fire must be applied within 2 rounds and does 1d6 fire damage to the infected victim. A crystal nipper infestation can be removed with a successful DC 20 Heal check, though this check (whether successful or not) deals 1d6 points of damage to the infested target. Alternatively, a crystal nipper infestation can be destroyed by remove disease<\/i> or any other effect that halts or counters a disease. Such spells destroy all the nippers inhabiting a target.\r

    Medium or larger creatures that die from crystal nipper infestation spawn a crystal nipper swarm within 2d4 days. Burning or otherwise destroying the body prevents this. Casting raise dead<\/i> to restore a creature killed by crystal nipper infestation does not destroy the crystal nippers inside, but casting remove disease<\/i> or a similar spell in the next round removes the nippers normally. Resurrection<\/i> and true resurrection<\/i> destroy the crystal nippers when cast.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in FR 14 - The Great Glacier<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Cold aquatic"},{"name":"Swarm, Forest Moss","type":"Plant","ch":4,"challenge_rating":" 4 \u00a0","id":6621,"reference":"Usergen","full_text":"

    Swarm, Forest Moss <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Fine\u00a0Plant \t\t\t(Swarm)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+15\u00a0(37 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 15 ft. (3 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+8 size), touch 18, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-<\/td> <\/tr>
    Attack: <\/strong>Swarm (2d6 plus 1d8 acid)<\/td> <\/tr>
    Full Attack: <\/strong>Swarm (2d6 plus 1d8 acid)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Acid, distraction<\/td> <\/tr>
    Special Qualities: <\/strong>Camouflage, hive mind, immune to weapon damage, light sensitivity, low-light vision, plant traits, swarm traits\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +1, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 11, Con 16, Int 3, Wis 11, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Hide +20, Move Silently +4\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (distraction), Improved Initiative<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm forests and marshes<\/td> <\/tr>
    Organization: <\/strong>Solitary or patch (2-4 swarms)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>None<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A rich green mass of vegetable matter covers the ground nearby.<\/i>\r

    Forest mosses are sentient, evil swarms of tiny plants. Smarter and more cunning than the lesser bog moss, forest mosses aren't content to just wait for creatures to fall in, but actively hunt living prey. Like bog moss, forest moss supplements its diet with rich soil and other plants (ferns are a favorite), and can subsist solely on photosynthesis if necessary.\r

    Every spring, a forest moss releases a dozen spores into the wind. Those that find suitable soil quickly take root and begin to grow. Upon reaching about one-fifth its normal size, a young forest moss no longer needs its roots, and they dissolve. \r

    Forest moss spores are coveted by spellcasters, for they reduce the gold cost by 100 gp per for use in the creation of magic items involving acid (potions of energy resistance, wands of acid arrow<\/i>, and so forth).\r

    A forest moss covers a 10-foot-cube.\r

    COMBAT\r

    Forest mosses prefer to settle in bowl-like earth and rock formations, posing as a normal patch of moss upon the ground. When prey falls in, the moss begins digesting the victim as it attempts to climb out of the pit.\r

    Acid (Ex):<\/b> A forest moss's acid does not harm metal or stone.\r

    Camouflage (Ex):<\/b> Since forest moss looks like a patch of normal plants when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. \r

    Distraction (Ex):<\/b> Fortitude DC 17, nauseated 1 round. The save DC is Constitution-based.\r

    Hive Mind (Ex):<\/b> Any forest moss swarm with at least 1 hit point per Hit Die (or 5 hit points, for a standard forest moss swarm) forms a hive mind, giving it an Intelligence of 3. When a forest moss swarm is reduced below this hit point threshold, it becomes mindless.\r

    Light Sensitivity (Ex):<\/b> Forest mosses are dazzled in bright sunlight or within the radius of a daylight<\/i> spell.<\/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":"Plant","alignment":"Always neutral evil","environment":"Temperate and warm forests and marshes"},{"name":"Swarm, Hagfish","type":"Animal","ch":5,"challenge_rating":" 5 \u00a0","id":6622,"reference":"Usergen","full_text":"

    Swarm, Hagfish <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 7d8+7\u00a0(38 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> Swim 10 ft. (2 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+2 size, +2 Dex), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/-<\/td> <\/tr>
    Attack: <\/strong>Swarm (2d6)<\/td> <\/tr>
    Full Attack: <\/strong>Swarm (2d6)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Consume, distraction, entangling slime<\/td> <\/tr>
    Special Qualities: <\/strong>Half damage from slashing and piercing weapons, low-light vision, scent, swarm traits<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +7, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 5, Dex 15, Con 12, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Hide +10, Listen +7, Survival +5*<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (distraction), Dodge, Mobility, Track (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary, tangle (2-4 swarms), or infestation (7-12 swarms)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/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 tangled mass of eel-like creatures writhes through the water. It is hard to tell where one creature ends and another begins, as they knot and intertwine. Individual specimens appear to be about a foot and half in length. Barbels surround their sucking maws.<\/i>\r

    Hagfish are repulsive, eel-like creatures capable of exuding a slimy mucus. Although often called \"slime eels,\" hagfish are more closely related to lampreys. \r

    Coloration ranges from pink to blue-grey, with black or white spots possible.\r

    COMBAT\r

    Although hagfish feed primarily upon polychaete marine worms on or near the sea floor, swarms have been known to slither into the bodies of dead or injured sea creatures and devour them from the inside. When threatened or otherwise agitated, a hagfish swarm can release copious amounts of slime into the nearby water, entangling nearby creatures.\r

    Consume (Ex):<\/b> A hagfish swarm can attempt to consume prey both inside and out by entering a creature directly through the skin or by crawling into its mouth and other orifices. If a hagfish swarm successfully distracts a foe it surrounds, it takes advantage of the distraction by entering the distracted prey's body. Once hagfish have entered a creature, the victim automatically takes 4d6 points of damage in each subsequent round. If the hagfish swarm slays the prey they can completely strip the flesh off the corpse within a minute, leaving nothing behind but bones and equipment.\r

    A remove disease<\/i> or heal<\/i> spell cast on a victim being consumed expels the invading hagfish (in that round, anyway; the swarm can attempt to consume again on the following round if all other conditions are met).\r

    Distraction (Ex):<\/b> Any living creature vulnerable to the hagfish swarm's damage that begins its turn with a hagfish swarm in its square is nauseated for 1 round; a DC 16 Fortitude save negates the effect. The save DC is Constitution-based.\r

    Entangling Slime (Ex):<\/b> As a standard action, a hagfish swarm can produce huge volumes of sticky slime in the spaces it occupies. All creatures within these spaces except for the hagfish must make a DC 14 Reflex check or a DC 18 Escape Artist save every round or become entangled. These creatures remain entangled in the slime even if they leave the spaces occupied by the hagfish swarm, they can attempt a Reflex or Escape Artist check as a standard action to free themselves of their slime coating, but if they are still in contact with a field of entangling slime they must make additional saves to avoid becoming ensnared again. The save and check DCs are Constitution-based, and the check includes a +4 racial bonus.\r

    Hagfish slime clogs the gills of aquatic creatures, most marine animals entangled by the slime cannot breathe and risk drowning.\r

    A 5 foot thickness of hagfish slime provides cover, 20 feet provides total cover.\r

    The hagfish swarm moves at half speed while coated in slime, but is not otherwise penalized. By spending a move action a hagfish swarm can shed its entangling slime and swim at its full speed. The slime remains behind in the spaces the hagfish swarm occupied and will entangle any creature that enters that area. The field of slime produced by a hagfish swarm breaks up and dissipates after an hour.\r

    Skills:<\/b> A hagfish swarm uses its Dexterity modifier instead of its Strength modifier for Swim checks. A hagfish swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. \r

    *Hagfish swarms have a +4 racial bonus on Survival checks when tracking by scent.\r

    Note:<\/i> This is loosely based on the lamprey that originally appeared in Monster Manual (1977).<\/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 aquatic"},{"name":"Swarm, Mosquito","type":"Vermin","ch":2,"challenge_rating":" 2 \u00a0","id":6623,"reference":"Usergen","full_text":"

    Swarm, Mosquito <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Fine\u00a0Vermin \t\t\t(Swarm)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8-3\u00a0(10 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square), fly 40 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 22 (+8 size, +4 Dex), touch 22, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/–<\/td> <\/tr>
    Attack: <\/strong>Swarm (1d6)<\/td> <\/tr>
    Full Attack: <\/strong>Swarm (1d6)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Blood drain, distraction <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immune to weapon damage, scent, swarm traits, vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 19, Con 8, Int –, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Listen +4, Spot +4<\/td> <\/tr>
    Feats: <\/strong>—<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm or temperate swamps<\/td> <\/tr>
    Organization: <\/strong>Solitary, mygg (2\u00c2\u00964 swarms), or scourge (5\u00c2\u009620 swarms)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>—<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A gray cloud floats through the air, emitting an unpleasant whining hum. The cloud is made up of mosquitoes or bloodsucking flies of some kind, flying together in untold thousands.<\/i>\r

    A mosquito swarm sometimes forms in an area with an abnormally large number of mosquitoes which also has few creatures for them to drain blood from. Normally, female mosquitoes spread out randomly and sip tiny amounts of blood from every living creatures in an area, but if there's only one source of blood (such as a party of adventurers), all the females may cluster together to feed on it, forming a swarm.\r

    Mosquito swarms can also be gathered together by unnatural phenomena, such as a windigo's<\/u><\/a> summon mosquito swarm power.\r

    COMBAT<\/b>\r
    A mosquito swarm attacks any living creature it encounters and uses its Blood Drain until it has drunk its full, then flies away.\r

    Blood Drain (Ex):<\/b> A mosquito swarm deals 1 points of Con damage to any creature whose space it occupies at the end of its move. Once a swarm has dealt 4 points of Constitution damage, it is sated and flies off to digest the meal. If its victim dies before the mosquito swarm's has been sated, the swarm seeks a new target.\r

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

    Skills:<\/b> A mosquito swarm has a +4 racial bonus on Listen and Spot checks.\r

    Note:<\/b> Originally appeared as a summon swarm spell ability of the \"
    Windigo<\/u><\/a>\" from the adventure Wind Chill by Kevin Carter in Dungeon #77 (November\/December 199).<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Dungeon #77<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Warm or temperate swamps"},{"name":"Swarm, Shike","type":"Fey","ch":2,"challenge_rating":" 2 \u00a0","id":6624,"reference":"Usergen","full_text":"

    Swarm, Shike <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Diminutive\u00a0Fey \t\t\t(Swarm)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d6\u00a0(10 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 15 ft. (3 squares), fly 60 ft. (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+4 size, +2 Dex, +4 natural), touch 16, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-<\/td> <\/tr>
    Attack: <\/strong>Swarm (1d6)<\/td> <\/tr>
    Full Attack: <\/strong>Swarm (1d6)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Distraction, wounding<\/td> <\/tr>
    Special Qualities: <\/strong>Immune to weapon damage, low-light vision, swarm traits<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +5, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 3, Dex 15, Con 10, Int 9, Wis 14, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Disguise +6*, Hide +22, Listen +8, Move Silently +10, Spot +8<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any forests<\/td> <\/tr>
    Organization: <\/strong>Solitary, band (2\u00c2\u00964 swarms), or army (11\u00c2\u009620 swarms)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>None<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    What at first appeared to be a swarm of beetles is in fact a cluster of tiny faeries. Each is covered in a shell of silvery chitin, which resembles a suit of full plate armor. Their heads are topped with broad crests that give the appearance of crested helm. Their beetlelike wings beat rapidly from beneath hinged plates in their shells.<\/i>\r

    Shikes are malevolent fey who hate all non-evil fey and attack them on sight. They occasionally ally with other evil sylvan creatures, such as spriggans, to cause greater harm to their good-aligned cousins.\r

    An individual shike stands about 4 inches tall. \r

    Shikes speak Sylvan.\r

    COMBAT\r

    Shikes ram adversaries with their razor-sharp head crests, leaving pools of blood in their wake.\r

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

    Wounding (Ex):<\/b> Any living creature damaged by a shike swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.\r

    Skills:<\/b> A shike swarm has a +10 racial bonus on Disguise checks to impersonate a swarm of beetles.\r
    <\/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":"Fey","alignment":"Always neutral evil","environment":"Any forests"},{"name":"Swarm, Swamp Moss","type":"Plant","ch":7,"challenge_rating":" 7 \u00a0","id":6625,"reference":"Usergen","full_text":"

    Swarm, Swamp Moss <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Fine\u00a0Plant \t\t\t(Swarm)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8+32\u00a0(68 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 15 ft. (3 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+8 size), touch 18, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-<\/td> <\/tr>
    Attack: <\/strong>Swarm (3d6 plus 2d6 acid)<\/td> <\/tr>
    Full Attack: <\/strong>Swarm (3d6 plus 2d6 acid)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Acid, distraction<\/td> <\/tr>
    Special Qualities: <\/strong>Camouflage, immune to weapon damage, hive mind, low-light vision, plant traits, resistance to fire 10, slowed by cold, swarm traits<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +2, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 11, Con 18, Int 3, Wis 11, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Hide +20, Move Silently +10\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (distraction), Improved Initiative, Skill Focus (Move Silently)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm marshes<\/td> <\/tr>
    Organization: <\/strong>Solitary or patch (2-4 swarms)<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>None<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A rich green mass of vegetable matter covers the ground nearby.<\/i>\r

    Swamp mosses are sentient, evil swarms of tiny plants. Smarter and more cunning than the lesser bog moss, swamp mosses aren't content to just wait for creatures to fall in, but actively hunt living prey. Like bog moss, swamp moss supplements its diet with rich soil and other plants (ferns are a favorite), and can subsist solely on photosynthesis if necessary.\r

    Every spring, a swamp moss releases a dozen spores into the wind. Those that find suitable soil quickly take root and begin to grow. Upon reaching about one-fifth its normal size, a young swamp moss no longer needs its roots, and they dissolve. \r

    Swamp moss spores are coveted by spellcasters, for they reduce the gold cost by 100 gp per for use in the creation of magic items involving acid (potions of energy resistance, wands of acid arrow<\/i>, and so forth).\r

    A swamp moss covers a 10-foot-cube.\r

    COMBAT\r

    Swamp mosses prefer to settle in bowl-like earth and rock formations, posing as a normal patch of moss upon the ground. When prey falls in, the moss begins digesting the victim as it attempts to climb out of the pit.\r

    Acid (Ex):<\/b> A swamp moss's acid does not harm metal or stone.\r

    Camouflage (Ex):<\/b> Since swamp moss looks like a patch of normal plants when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. \r

    Distraction (Ex):<\/b> Fortitude DC 20, nauseated 1 round. The save DC is Constitution-based.\r

    Hive Mind (Ex):<\/b> Any swamp moss swarm with at least 1 hit point per Hit Die (or 8 hit points, for a standard swamp moss swarm) forms a hive mind, giving it an Intelligence of 3. When a swamp moss swarm is reduced below this hit point threshold, it becomes mindless.\r

    Slowed by Cold (Ex):<\/b> A magical attack that deals cold damage paralyzes a swamp moss for 1 round per spell level, with no saving throw.<\/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":"Plant","alignment":"Always neutral evil","environment":"Temperate and warm marshes"},{"name":"Swarm, Wraith Roach","type":"Magical Beast","ch":5,"challenge_rating":" 5 \u00a0","id":6626,"reference":"Usergen","full_text":"

    Swarm, Wraith Roach <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 6d10-6\u00a0(27 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), fly 30 ft. (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+4 size, +4 Dex), touch 18, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/\u00c2\u0097<\/td> <\/tr>
    Attack: <\/strong>Swarm (2d6 plus energy drain)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Swarm (2d6 plus energy drain)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Distraction, energy drain<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immune to weapon damage, low-light vision, swarm traits<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +6, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 19, Con 8, Int 1, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Hide +18, Listen +9, Move Silently +13, Spot +9\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Initiative, Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or infestation (2-4 swarms)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A cloud of eerily silent beetles with ghostly white carapaces skitter about and fly on gossamer wings.<\/i>\r

    A wraith roach swarm is a cloud of thousands of winged vermin.\r

    COMBAT\r

    A wraith roach swarm surrounds and attacks any living prey it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.\r

    Distraction (Ex):<\/b> Any living creature that begins its turn with a wraith roach swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.\r

    Energy Drain (Su):<\/b> Living creatures damaged by a wraith roach swarm's attack gain one negative level. Unlike normal negative levels, no Fortitude save is necessary to remove one. Negative levels bestowed by a wraith roach swarm never become permanent. For each such negative level bestowed, the wraith roach swarm gains 5 temporary hit points.\r

    Skills:<\/b> A wraith roach swarm has a +4 racial bonus on Listen, Move Silently, and Spot checks.<\/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 evil","environment":"Any underground"},{"name":"Swordfish","type":"Animal","ch":14,"challenge_rating":" 1\/4 \u00a0","id":6627,"reference":"Usergen","full_text":"

    Swordfish <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d8+1\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> Swim 60 ft. (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+3 Dex, +1 natural), touch 13, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/+0<\/td> <\/tr>
    Attack: <\/strong>Gore +3 melee (2d6)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Gore +3 melee (2d6)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +7, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 17, Con 13, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Listen +3, Spot +3, Swim +8<\/td> <\/tr>
    Feats: <\/strong>Lightning Reflexes, Weapon Finesse [B]\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or school (3\u00c2\u00968)<\/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 (Medium); 4-5 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large fish has a long, swordlike bill. It sports a dorsal fin and a broad-bladed tail fin. Its coloration ranges from purplish to a dull leaden blue on the upper half, changing to whitish with a silvery sheen on the lower half.<\/i>\r

    These hardy fish are common to salt water. Swordfish of smaller size are typically kept as pets and used as guards by aquatic elves and dolphin communities.\r

    An average swordfish is about 7 feet long and weighs around 120 pounds. The statistics presented here can describe similar fish such as marlins and sailfish.\r

    Swordfish do not speak.\r

    Combat\r

    Swordfish are fast and generally nonaggressive, fleeing rather than fighting. However, if attacked, maddened, or controlled or trained, they will use their long, bony \"sword\" as a fearsome weapon. They can leap as high as 15 feet out of the water.\r

    Skills:<\/b> A swordfish 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>
    1983 Wizards of the Coast, Inc.
    Originally found in Monster Manual II<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Tapir","type":"Animal","ch":1,"challenge_rating":" 1 \u00a0","id":6628,"reference":"Usergen","full_text":"

    Tapir <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d8+12\u00a0(22 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+6 natural), touch 10, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+4<\/td> <\/tr>
    Attack: <\/strong>Bite -1 melee (1d6+1*)<\/td> <\/tr>
    Full Attack: <\/strong>Bite -1 melee (1d6+1*) and 2 stamps -6 melee (1d4*)\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, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +3, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Jump +6, Listen +7, Spot +5\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or herd (5\u00c2\u00968)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/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 pig, but its feet are rhinolike. Its snout is short and prehensile. Its brown eyes have a bluish cast to them.<\/i>\r

    Tapirs are odd-toed ungulates, most closely related to horses and rhinoceroses. These herbivores are found in forests and jungles, where they spend most of their time foraging along well-worn trails. \r

    Tapirs feed mostly on fruits, berries, and leaves, favoring young, tender growth. They are most active during twilight and night.\r

    Tapirs love water, spending a good deal of time within rivers and other available water bodies lounging or feeding on the riverbottom. \r

    Jaguars, crocodiles, tigers, and large constrictor snakes are the greatest threat to tapirs. The tapirs are relatively swift, able to flee to the shelter of thick forest undergrowth or water.\r

    Tapir reproduce every other year, with a gestation period of around 13 months. Young reach maturity in 3 to 5 years.\r

    A tapir is about 7 feet long and stands 3 feet tall at the shoulder. It weighs 330 to 700 pounds. Coloration varies from reddish-brown to gray to nearly black. Some varieties have white saddle-shaped markings on their back, and at least one variety has long, wooly fur. A tapir lives up to 30 years.\r

    COMBAT\r

    Tapirs are generally shy, and prefer flight to fight, but if cornered they can deliver vicious bites and stamp with their forelegs.\r

    A tapir's natural attacks are treated as secondary attacks and add only half the tapir's Strength bonus to damage. (These secondary attacks are noted with an asterisk in the Attack and Full Attack entries.)\r

    Hold Breath (Ex):<\/b> A tapir can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.\r

    Skills:<\/b> Tapirs have a +4 racial bonus on Swim checks. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #137<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate and warm forests"},{"name":"Tarsardar","type":"Outsider","ch":4,"challenge_rating":" 4 \u00a0","id":6629,"reference":"Usergen","full_text":"

    Tarsardar <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d8+5\u00a0(27 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> Fly 40 ft. (8 squares, perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+2 Dex, +2 deflection), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/-<\/td> <\/tr>
    Attack: <\/strong>Power touch +5 touch (3d4 force)<\/td> <\/tr>
    Full Attack: <\/strong>2 power touches +5 touch (3d4 force)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Animate magic item, power overspill, power touch<\/td> <\/tr>
    Special Qualities: <\/strong>Arcane sight, darkvision 60 ft., immunities (cold, death effects, electricity, mind-affecting effects, paralysis, petrification, poison and polymorph), spell resistance 20, telepathy (touch range) <\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +6, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str -, Dex 14, Con 13, Int 15, Wis 14, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Bluff +10, Concentration +8, Decipher Script +10, Diplomacy +4, Disguise +2 (+4 acting), Knowledge (arcane) +10, Knowledge (religion) +10, Knowledge (the planes) +10, Hide +10, Intimidate +4, Listen +10, Sleight of Hand +4, Spot +10, Spellcraft +12, Survival +2 (+4 on other planes), Use Magic Device +2 (+6 with scrolls)<\/td> <\/tr>
    Feats: <\/strong>Dodge, Flyby Attack, Improved Initiative [B]<\/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 lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>6\u00c2\u009615 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A glowing ghostlike figure glides through the air. Its shape constantly flows and changes, but includes the vague outline of a humanoid head and shoulders.<\/i>\r

    A tarsardar is an incorporeal creature formed from the spirit of a deceased mortal spellcaster. They are created by a god or power of magic to serve its interests on the Prime Material Plane. Tarsardars have the exotic ability to possess and animate any magic item.\r

    A tarsardar retains the personality and memory it had in life. It follows the dictates of whichever deity created it, but tends to obey the letter rather than the spirit of its duties when not in the presence of a godlike master. Tarsardars created by the same deity never willingly fight each other. A tarsardar possessing a magic item renders the item inert if its owner attempts to use it against another tarsardar or a tarsardar-possessed magic item.\r

    Tarsardar sometimes masquerade as intelligent magic items, but are often content to lie in hiding for long periods of time. Many are curious about magical phenomena and will move to investigate unusual magic, leading to an erroneous belief they somehow feed off magic.\r

    A tarsardar is 5 to 6 feet tall and is weightless. It can speak whatever languages it knew in life in a whispering voice, and can also communicate telepathically with any other creature it touches.\r

    COMBAT<\/b>\r
    A tarsardar will inhabit the most powerful magic item it can gain access too. Tarsardar prefer to fight using the abilities of animated magic items, but use their power touch if necessary.\r

    Animate Magic Item (Su):<\/b> A tarsardar can move into any magic item and animate it as if that item had become the tarsardar's body. It takes 1 full round for a tarsardar to animate an unfamiliar magic item, but if the tarsardar has previously animated a magic item it can animate it again as a standard action.\r

    The tarsardar has complete access to all of the magic item's abilities, and is treated as if it has all prerequisites required to use the magic item (class, caster level, alignment et cetera). It automatically succeeds at any Use Magic Device check it makes to use the animated magic item's magical abilities. It may make such Use Magic Device checks even if untrained.\r

    The tarsardar can move the animated magic item around using its 40 ft. (perfect) fly speed. A tarsardar animating a magic item can use it to make physical attacks and interact with material objects, but is limited by the material limits of the magic item. For example, a battleaxe could attack as that weapon or push things around, a rope could tie itself around something and lift it up, a glove could do anything a humanoid can do with one hand. When animating a magic item, the tarsardar acts as if it has a Strength score equal to its Charisma.\r

    Damage to the magic item does no harm to a tarsardar animating it, but if the damage is enough to destroy the item the tarsardar is forced to revert to its normal incorporeal form.\r

    A dispel magic spell targeting the magic item will drive out the animating tarsardar unless it succeeds as a Will save (DC equals the spell's DC). If the magic item loses all its magical properties, due to a disjunction spell, anti-magic field or similar effect, the animating tarsardar is automatically ejected from the item.\r

    Arcane Sight (Su):<\/b> A tarsardar has continuous arcane sight as the spell (caster level 14th). Its arcane sight can be dispelled, but the tarsardar can create it again as a free action on its next turn.\r

    Immunities (Ex):<\/b> A tarsardar is immune to cold damage, death effects, electricity damage, mind-affecting effects, paralysis, petrification, poison and polymorph.\r

    Power Overspill (Su):<\/b> If a tarsardar takes more than 6 hit points of damage in the previous round its \"power touch\" attacks deal that much extra damage as energy leaks from the tarsardar's body.\r

    Power Touch (Su):<\/b> A tarsardar may make an incorporeal touch attack that deals 3d4 hp of force damage. A tarsardar animating an item (see Animate Magic Item above) makes this attack as a melee touch attack; if the tarsardar attacks a creature that is currently holding the item the tarsardar animates, the attack is automatically successful. If the tarsardar takes more than 6 hp of damage in a round, the damage of its power touch is increased by its Power Overspill ability (see above) in the following round.\r

    In the Realms<\/b>\r
    Tarsardar serve Mystra by trying to increase the use and allure of magic. They obey the golds Mystra, Azuth, and their Chosen, but tend to ignore their Magister and priests. Some tarsardar enjoy twisting Mystra and Azuth's doctrines, but the gods take notice and, at times, punish these wayward servants. Disobedient tarsardar are destroyed, or permanently transformed into a shameful creature such as a mule, toad or Wingless Wonder.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    2000 Wizards of the Coast, Inc.
    Originally found in Secrets of the Magister<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always lawful neutral","environment":"Any"},{"name":"Tatalla","type":"Monstrous Humanoid","ch":2,"challenge_rating":" 2 \u00a0","id":6630,"reference":"Usergen","full_text":"

    Tatalla <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d8\u00a0(9 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 10 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+2 size, +4 Dex, +3 natural), touch 14, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/-7<\/td> <\/tr>
    Attack: <\/strong>Bite +8 melee (1d3-1 plus venom) or claw +8 melee (1d3-1) or short sword +8 melee (1d3-1\/19-20 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +8 melee (1d3-1) and bite +3 melee (1d3-1 plus venom); or 2 short swords +6 melee (1d3-1\/19-20 plus poison) and bite +3 melee (1d3-1 plus venom)<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Call rats and bats, poison use, sneak attack +1d6, venom<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., evasion, hide in plain sight, improved uncanny dodge, trapfinding, trap sense +2<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +7, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 9, Dex 18, Con 11, Int 10, Wis 10, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Climb +12, Disable Device +6, Hide +20, Listen +6, Move Silently +12, Open Lock +6, Sleight of Hand +10, Spot +2, Survival +8, Tumble +10<\/td> <\/tr>
    Feats: <\/strong>TrackB<\/sup><\/small><\/b><\/small>, Two-Weapon Fighting, Weapon FinesseB<\/sup><\/small><\/b><\/small><\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any urban<\/td> <\/tr>
    Organization: <\/strong>Solitary, cell (2-4), or guild (4-80 plus one guildmaster of 3rd-level or higher)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful evil<\/td> <\/tr>
    Advancement: <\/strong>By character class (favored class: rogue)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This skinny, almost emaciated humanoid stands only two feet tall. Bristling hair covers its umber body. Elephantine ears hang to its shoulder, while a pair of glistening tusks protrude from its jaws. A single large, bloodshot eye surveys its surroundings.<\/i>\r

    Tatalla, whose name means \"the eye\", are malicious little creatures often employed as spies or assassins by larger creatures. Tatalla greatly resemble miniaturized versions of ogre giants, and although many scholars suspect some sort of relationship between the two races, no irrefutable proof has been discovered.\r

    Tatalla reside only in urban areas, where their services are often desired, and where they are never far from vermin to aid them in their tasks. Tatalla are scavengers, living off the remains of society. They steal what they need and give nothing back to society or to their environment.\r

    Tatalla form guilds, similar to those of thieves and assassins. The guild master has approval over all contracts entered into by the guild, as well as the ability to assign any of the guild members to a given task. A tatalla guild often cooperates with other illicit societies in the same city. They demand payment in advance, and they never break a contract. If an individual or group breaks a contract with the tatalla guild, they quickly find themselves in a blood feud unless amends are made.\r

    Tatalla guilds are remarkably adept at locating their assassination targets. Most guilds have tatallas who are expert trackers, and the tatalla guilds also share an extensive network of informers and numerous contacts amongst bounty hunters and criminals, including evil rangers and spellcasters with scrying magic. As a result, tatallas almost always find their targets no matter where they hide or flee too.\r

    A tatalla stands just over 2 feet tall and weighs 7 to 10 pounds.\r

    Tatalla speak Abyssal, Common, and Infernal, all with a guttural intonation.\r

    COMBAT<\/b>\r
    Tatalla prefer to avoid direct combat, preferring stealth and subterfuge to accomplish their missions. Most run when threatened. If cornered, or if assigned to kill someone, however, they fight ferociously with claws or a pair of small bladed weapons.\r

    Call Rats and Bats (Su):<\/b> Once per day, a tatalla can call forth 1 rat swarm or 1 bat swarm. These creatures arrive in 2d6 rounds and serve the tatalla for up to 1 hour.\r

    Hide in Plain Sight (Ex):<\/b> A tatalla can use the Hide skill even while being observed. As long as it is within 10 feet of some sort of shadow, a tatalla can hide itself from view in the open without having anything to actually hide behind. It cannot, however, hide in its own shadow.\r

    Poison Use (Ex):<\/b> Tatalla typically carry 2d4 doses of bloodroot or Small centipede poison, applying it to their blades. Tatalla are not at risk of poisoning themselves when handling poison.\r

    Trapfinding (Ex):<\/b> A tatalla can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. A tatalla can also use the Disable Device skill to disarm magic traps. A tatalla who beats a trap\u00c2\u0092s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it without disarming it.\r

    Trap Sense (Ex):<\/b> A tatalla has an intuitive sense that alerts it to danger from traps, giving it a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps.\r

    Venom (Ex):<\/b> A tatalla's bite injects a toxin that causes weakness and illness, and eventually, death. A victim of a tatalla's bite must succeed on a DC 13 Fortitude save or become sickened for 4d12 hours. A victim who is already sickened (such as from a previous bite) instead suffers 1d6 points of Strength damage and must succeed on a DC 13 Fortitude save or become nauseated for 1d4 rounds. After the nausea passes, it must then succeed on another DC 13 Fortitude save or contract tatalla wasting (see below). A victim who already suffers from tatalla wasting takes 2d6 points of Constitution damage as well as the penalties for being sickened. The save DCs are Constitution-based and include a +2 racial bonus. Recall that sickened creatures have a -2 penalty on all saves. A delay poison<\/i> or neutralize poison<\/i> spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.\r

    Tatalla wasting:<\/i> disease - bite, Fortitude DC 13, incubation period 2 hours; damage sickened for 1 day and vulnerability to Con damage from tatalla venom. The save DC is Constitution-based. Tatalla wasting is cured by a single save against its damage. Heal checks, remove disease<\/i> and similar magic can be used to cure tatalla wasting normally, while a delay poison<\/i> or neutralize poison<\/i> spell affects tatalla wasting as if it were poison. Creatures with immunity to poison are unaffected by tatalla wasting, and creatures with a bonus on saves versus poison can apply this bonus on their saving throws against this disease.\r

    Skills:<\/b> A tatalla has a +4 racial bonus on Disable Device, Listen, Open Lock, Sleight of Hand, and Tumble checks, and a +8 racial bonus on Hide, Move Silently, and Survival checks. They also have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Tatallas use their Dexterity modifier instead of their Strength modifier for Climb checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in City of Delights (1993)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually lawful evil","environment":"Any urban"},{"name":"Taumet","type":"Construct","ch":20,"challenge_rating":" 20 \u00a0","id":6631,"reference":"Usergen","full_text":"

    Taumet <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 45d10\u00a0( (247 hp) plus base creature's hit points (see text))<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 50 ft. (clumsy)<\/td> <\/tr>
    Armor Class: <\/strong> 40 (\u00c2\u00961 size, -1 Dex, +32 natural), touch 8, flat-footed 40<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+33\/+53<\/td> <\/tr>
    Attack: <\/strong>Bite +48 melee (2d10+15\/19-20 plus 1d6 on a critical hit and DC 47 Fort or die)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +48 melee (2d10+15\/19-20 plus 1d6 on a critical hit and DC 47 Fort or die) and 2 claws +45 melee (2d8+7) and 2 wings +45 melee (2d6+7) and tail slap +45 melee (2d8+22)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 15\/magic and adamantine, darkvision 60 ft., disassembly, immunity to magic, incorporate host, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +15, Ref +14, Will +21 <\/td> <\/tr>
    Abilities: <\/strong>Str 41, Dex 8, Con \u00c2\u0097, Int 22, Wis 23, Cha 23 <\/td> <\/tr>
    Skills: <\/strong>Bluff +51, Concentration +27, Diplomacy +18, Disguise +6 (+12 acting), Intimidate +51, Knowledge (arcana) +51, Listen +51, Search +51, Sense Motive +51, Spot +51, Survival +6 (+12 following tracks), Use Magic Device +54<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Cleave, Devastating Critical (bite), Flyby Attack, Great Cleave, Hover, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Sunder, Multiattack, Overwhelming Critical (bite), Power Attack, Snatch, Weapon Focus (bite), Wingover<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>20<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always evil (see text)<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature appears to be a metallic statue made of a dragon. Its metallic scales are a mixture of black, blue, green, red, and white. Its eyesockets glow with a malevolent orange light.<\/i>\r

    The Taumet is a unique construct rumored to have been created by Tiamat eons ago. The Taumet is formed when a collection of intelligent, evil, draconic artifacts, known as the Taumet Relics<\/i>, come together upon a single host. The host is then forced to read a passage from another artifact, the Taumet Codex<\/i>, and is then transformed into the Taumet.\r

    Although the Taumet can only truly be destroyed by the decimation of its component relics, the defeat of its current incarnation results in the relics being scattered randomly across the world. Agents of Bahamut actively seek to prevent the formation of the Taumet, and a special artifact known as the Wyrmhorn<\/i> was created by the Platinum Dragon to aid them in this endeavor.\r

    The Taumet's goals are unknown, but it always acts in the interests of Tiamat. It considers metallic dragons to be its greatest foe, and kills them with relish when the opportunity presents itself. \r

    The Taumet is 15 feet long and stands 7 to 8 feet high at the shoulder. It weighs 3 tons.\r

    COMBAT\r

    The Taumet thinks and fights like a great wyrm chromatic dragon. It uses its breath weapon as often as possible, mixing magic and melee in the intervening rounds.\r

    Breath Weapon (Su):<\/b> 60 ft. cone, every 1d4 rounds, 20d10 acid, cold, electricty, or fire, Reflex DC 32 half. The Taumet decides the type of energy before each use. The save DC is Constitution-based.\r

    Disassembly (Su):<\/b> The Taumet cannot be destroyed completely. Instead, when it is reduced to zero hit points (or fails a save against the Wyrmhorn<\/i>, see below), it falls apart into the set of Taumet relics<\/i>, which individually teleport to random places on the plane.\r

    Immunity to Magic (Ex):<\/b> The Taumet 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 sonic effect slows it (as the slow<\/i> spell) for 3 rounds, with no saving throw.\r

    An acid, cold, electricity, or fire effect breaks any slow effect on the Taumet and cures 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Taumet to exceed its full normal hit points, it gains any excess as temporary hit points. For example, if the Taumet is hit by a delayed blast fireball<\/i> cast by a 15th-level wizard that would normally deal 52 points of damage, it instead gains back 17 hit points. The Taumet gets no saving throw against acid, cold, electricity, or fire effects.\r

    Incorporate Host (Ex):<\/b> As part of the transformation process, the Taumet acquires all of the host creature's permanent hit points (such as those gained from class levels and unmodified Constitution score). It does not incorporate hit points gained from spells (such as bear's endurance<\/i>), magic items (such as an amulet of health<\/i>), or other temporary sources. The Taumet also retains the lawful, neutral or chaotic portion of the host's alignment, although it is always evil.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097cause fear<\/i> (DC 17), detect magic<\/i>; 3\/day\u00c2\u0097command<\/i> (DC 17), faerie fire, gust of wind<\/i> (DC 18), locate object<\/i>; 1\/day\u00c2\u0097charm monster<\/i> (DC 20), control weather, darkness, discern location, fireball<\/i> (DC 19), fog cloud, ice storm, lightning bolt<\/i> (DC 19), mirage arcana<\/i> (DC 21), poison<\/i> (heightened to 4th level, DC 20), ventriloquism<\/i> (DC 17), wall of fire<\/i>. Caster level 20th. The save DCs are Charisma-based.\r

    The Taumet Relics<\/b>\r
    The Taumet relics are a set of five intelligent artifacts thematically linked to chromatic dragons. Each of these relics is driven to seek out the others of its kind, and force the wearer to transform into the Taumet.\r

    When a creature is in possession of more than one of the Taumet relics<\/i>, use the highest ego score among the items worn. When in pursuit of their special purpose, add a +2 bonus to the items Ego check for each additional item beyond the first.\r

    A partial set of the Taumet relics<\/i> imparts additional powers:\r

    2 items - 1\/day ventriloquism, darkness<\/i>\r
    3 items - 1\/day mirage arcana<\/i>, wearer gains damage reduction 5\/magic\r
    4 items - 1\/week discern location<\/i>\r
    5 items - 1\/day breath weapon, 40-foot cone, 5d10 damage, dominant item chooses energy type (acid, cold, electricity, or fire) at time of use, Reflect DC 24 half.\r

    These powers are all at caster level 20th and save DCs are based upon the item with the highest Charisma modifier.\r

    Once all five items are worn by a wearer, the items automatically gain dominance over the wearer (no save allowed). The wearer's personality is totally subsumed by the relics and, if the Taumet Codex<\/i> is present, the wearer will have no choice but to declaim the passage that creates the Taumet. \r

    Fire Claws:<\/b> This pair of +5 spiked gauntlets<\/i> appears to have been fashioned from red metal scales and encrusted with rubies. This chaotic evil intelligent artifact has Int 10, Wis 19, Cha 19, and Ego 33. Additionally, the fire claws function as bracers of armor +8, and grant the wearer resistance to fire 10. The fire claws have 10 ranks in Bluff, and can use detect magic<\/i> at will, faerie fire<\/i> and locate object<\/i> each 3\/day, and can create a wall of fire<\/i> in a ring with the wielder at the center 1\/day. Like the other Taumet relics<\/i>, its special purpose is to join with the other relics to form the Taumet. Its special purpose dedicated power allows it to unleash a 10d6 fireball<\/i> once per day. \r

    The fire claws<\/i> have darkvision, blindsense, and hearing to a range of 120 ft. It can speak Common and communicate telepathically with its wielder, and can read all languages as well as use read magic<\/i> at will. Caster level 20th. \r

    The White Shield:<\/b> This +4 light steel shield<\/i> appears to have been fashioned from a single white dragon scale. This chaotic evil intelligent artifact has Int 10, Wis 18, Cha 18, and Ego 30. Additionally, it grants its bearer damage reduction 10\/- and resistance to cold 10. The white shield has 10 ranks in Knowledge (arcana), and can use gust of wind<\/i> 3\/day and fog cloud<\/i> 1\/day. Additionally, it generates a continuous sanctuary<\/i> effect, but only creatures of the dragon type are susceptible to its effects. Like the other Taumet relics<\/i>, its special purpose is to join with the other relics to form the Taumet. Its special purpose dedicated power allows it to unleash an ice storm<\/i> once per day. \r

    The white shield<\/i> has darkvision, blindsense, and hearing to a range of 120 ft. It can speak Common and communicate telepathically with its wielder, and can read all languages as well as use read magic<\/i> at will. Caster level 20th. \r

    The Venom Lance:<\/b> The tip of this +4 lance<\/i> appears to be a dragon's claw. The haft is covered in green scales. This lawful evil intelligent artifact has Int 18, Wis 10, Cha 18, and Ego 30. The venom lance can use detect good<\/i> at will, can cause fear<\/i> in an enemy at will, and use water breathing<\/i> on its wielder 1\/day. Additionally, the venom lance<\/i> can produce a mild venom 3\/day. On the next successful melee attack, the venom deals 2 points of Constitution damage (Fortitude DC 24 negates). Like the other Taumet relics<\/i>, its special purpose is to join with the other relics to form the Taumet. Its special purpose dedicated power allows it to use poison<\/i> (heightened to 4th level, DC 24, using the Cha modifier rather than Wis modifier) once per day as a touch attack. \r

    The venom lance<\/i> has darkvision, blindsense, and hearing to a range of 120 ft. It can speak Common and communicate telepathically with its wielder, and can read all languages as well as use read magic<\/i> at will. Caster level 20th.\r

    The Cloak of Clouds:<\/b> This wispy, tattered gray cloak has a faint bluish cast to it. This lawful evil intelligent artifact has Int 10, Wis 18, Cha 18, and Ego 25. The cloak of clouds provides a continuous feather fall<\/i> effect on wearer, and can allow its wearer to fly<\/i> (as the spell) for up to 10 minutes per day, divided as the cloak wishes. Additionally, the cloak of clouds<\/i> wreathes its wearer in electricity and causes damage to each creature that attacks the wearer in melee. Any creature striking the wearer with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6+15 points of electricity damage. If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage. The cloak of clouds<\/i> can use control weather<\/i> and gust of wind<\/i> each 1\/day. Like the other Taumet relics<\/i>, its special purpose is to join with the other relics to form the Taumet. Its special purpose dedicated power allows it to unleash a 10d6 lightning bolt<\/i> once per day. \r

    The cloak of clouds<\/i> has darkvision, blindsense, and hearing to a range of 120 ft. It can speak Common and communicate telepathically with its wielder, and can read all languages as well as use read magic<\/i> at will. Caster level 20th.\r

    The Wyrmhelm:<\/b> This black metal helm is elaborately sculpted into a stylized, snarling dragon head. This chaotic evil intelligent artifact has Int 10, Wis 17, Cha 17, and Ego 22. The wyrmhelm<\/i> provides its wearer resistance to acid 10 and the ability to speak fluent Draconic. The wyrmhelm has 10 ranks in Intimidate, and can use command<\/i> 3\/day. Like the other Taumet relics<\/i>, its special purpose is to join with the other relics to form the Taumet. Its special purpose dedicated power allows it to use charm monster<\/i> (heightened to 9th level, DC 23) once per day, but only against creatures of the dragon type. \r

    The wyrmhelm<\/i> has darkvision, blindsense, and hearing to a range of 120 ft. It can speak and read Common and communicate telepathically with its wielder. Caster level 20th.\r

    Transformation<\/b>\r
    A host in possession of the complete set of Taumet relics<\/i> who has read from the Taumet codex<\/i> begins to transform into the Taumet. The transformation takes 3 full rounds, adding 15d10 HD each round. The proto-Taumet can take no actions (other than to defend itself), and is considered neither helpless nor flat-footed. It gains the disassembly ability immediately, but doesn't gain construct traits, damage reduction, and immunity to magic until the final round. Should the creature be reduced to zero hit points during this time, the host is not slain, but is instead considered stable at -1 hit points.\r

    Other Associated Artifacts<\/b>\r
    The following artifacts are not part ot the Taumet relics<\/i>, but have ties to the Taumet.\r

    The Wyrmhorn:<\/b> This instrument appears to be fashioned from solid platinum, molded in the shape of a dragon's horn. This lawful good intelligent artifact has Int 19, Wis 10, Cha 19, and Ego 33. It functions as both a horn of blasting<\/i> and a horn of goodness<\/i>. It never risks exploding when used. The Wyrmhorn<\/i> has 10 ranks in Knowledge (arcana), and can use bless, cure moderate wounds<\/i> (on wielder), and locate object<\/i> each 3\/day. Created by priests of Bahamut, the Wyrmhorn's<\/i> special purpose is to destroy the Taumet, and to a lesser extent, any evil dragons that get in its way. Its special purpose dedicated power allows it to unleash a powerful blast in a 60-foot cone once per day. This blast deals 4d10 damage to evil dragons. Against the Taumet, it deals 8d10 points of damage and forces the Taumet to succeed on a DC 25 Fortitude save or discorporate into its component relics, killing the host in the process.\r

    The Wyrmhorn<\/i> has darkvision, blindsense, and hearing to a range of 120 ft. It can speak Common and communicate telepathically with its wielder, and can read all languages as well as use read magic<\/i> at will. Caster level 20th.\r

    The Taumet Codex:<\/b> This tome appears well-worn, burnt, and partially destroyed. Over the years, portions of the book have been lost (perhaps intentionally), and it has been rebound.\r

    The Taumet Codex<\/i> is an evil minor artifact whose purpose is to assist the Taumet Relics<\/i> into forming the Taumet. The tome describes the relics and some of their powers, but hides the fact that they are intelligent and seek to take control of their bearers.\r

    The last stained and partial section of the Codex<\/i> concerns the creation of the Taumet, and is little more than a phonetic speech (in an unintelligible, forgotten tongue) to be read out in the presence of the wearer of the relics. \"The Taumet\", says the text, \"will then be released upon the World and all its kindred.\" Anyone in possession of the complete set of Taumet relics is forced to read this passage, and will begin the transformation into the Taumet.\r

    A nonevil creature not currently in possession of one or more of the Taumet relics<\/i> suffers 3d6 points of damage each round the Codex<\/i> is handled. Should the same creature attempt to read the Codex<\/i>, a false lindworm (of random color) is instantly summoned and attacks the reader (If you have access to Magic of Faerun<\/i>, a scalamagdrion may be substituted). The false lindworm fights until either it or the reader is destroyed. Should the reader survive, and attempt to read from the tome again, another false lindworm is called. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Imagine Magazine #29<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always evil (see text)","environment":"Any"},{"name":"Telexian Vine","type":"Plant","ch":3,"challenge_rating":" 3 \u00a0","id":6632,"reference":"Usergen","full_text":"

    Telexian Vine <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d8+12\u00a0(30 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square)<\/td> <\/tr>
    Armor Class: <\/strong> 12 (+2 natural), touch 10, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+8<\/td> <\/tr>
    Attack: <\/strong>Slam +8 melee (1d4+7)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +8 melee (1d4+7)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft. (20 ft. with roots)<\/td> <\/tr>
    Special Attacks: <\/strong>Entangle, stolen spells, telexian fruit<\/td> <\/tr>
    Special Qualities: <\/strong>Camouflage, low-light vision, plant traits, tremorsense 60 ft.\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +1, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 10, Con 17, Int 10, Wis 11, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Concentration +10, Spellcraft +2 (+4 scrolls), Use Magic Device +11\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (telexian fruit), Magical Aptitude<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or warm lands<\/td> <\/tr>
    Organization: <\/strong>Solitary or retinue (1 plus 1d4 dominated creatures)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>Standard coins; standard goods; double items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Medium), 9-13 HD (Large), 14-18 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A dark green stalk stands nearly five feet tall, sporting a pair of eyes and a large maw. Several smaller stalks sprout near it, and long, thin vines covered with beautiful black flowers creep along the ground. Sweet-smelling fruit adorns the plant.<\/i>\r

    Telexian vines are carnivorous plants found in nearly any temperate or warm region where water is readily available. Its fruit is addictive and capable of enslaving those who eat it. The plant commands most victims to simply approach it so it may devour them. Others are kept as slaves, serving the plant in a number of ways, from fetching food and water, spreading and planting its seeds, and even to lure other victims to their doom. Because a telexian vine may absorb some spells from those it devours, spellcasters are generally eaten rather than kept as slaves.\r

    A telexian vine possess a complex root system, consisting of up to two dozen which stretch aboveground to a distance of 20 feet, and numerous others below the surface up to 10 feet, anchoring the vine. The telexian vine's feeler vines search for water and serve as sensory organs, as they are very sensistive to vibrations.\r

    Telexian vines subsist on any flesh, though they prefer the flesh of humanoids. A telexian vine is quite fond of magic items, hoarding them with other treasure beneath the earth surrounding its main stalk. Potions are a favorite of the telexian vine, and it often carries wands with its roots. \r

    Tlexian vines reproduce via seed pods which are carried away and planted by its slaves. The slaves tend and guard the young plants until they can defend themselves. \r

    A mature plant consists of a main stalk, about 5 feet long and two to four smaller stalks about a foot shorter. A complex series of roots extend up to 20 feet from the main vine, while numerous wire-thin feeler vines extend 60 feet away. \r

    Telexian vines speak Common and Sylvan.\r

    COMBAT\r

    A telexian vine generally waits for creatures to approach, hoping to entice them with its fragrant fruit. If a creature seems suspicious, the telexian vine attempts to entangle it with its feeler vines. Telexian vines may also employ spells absorbed from devoured victims, and are proficient users of magical items.\r

    Entangle (Ex):<\/b> Using its feeler vines and roots, a telexian vine can entangle creatures within 30 feet of itself as a free action (Ref DC 16 partial).\r

    The effect lasts until the vine dies or decides to end it (also a free action). The save DC is Strength-based. The ability is otherwise similar to entangle<\/i> (caster level 4th).\r

    Stolen Spells (Su):<\/b> A telexian vine can cast some of the spells of spellcasters it has eaten. A telexian vine can only cast spells of 2nd-level or lower, and its caster level is 5th. The save DCs are Charisma-based. The telexian vine casts its stolen spells as if they were spell-like abilities, although once it casts a spell, it cannot reuse that spell. If the telexian vine stole devours a spellcaster who does not prepare spells, then the remaining spells per day are determined randomly from the caster's list of spells known. \r

    Telexian Fruit (Su):<\/b> Any creature that eats a fruit from a telexian vine must make a DC 17 Fortitude save or fall under the domination of the plant (as the spell dominate monster<\/i>) for 24 hours. Typically, this compulsion causes the victim to move to the center of the plant, where the plant will eat the victim, but the plant may keep the victim alive to carry out other tasks (such as luring even more victims to the plant). Victims are also instructed to keep eating the telexian fruit in order to remain dominated. The save DC is Constitution-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Polyhedron Magazine #67<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral evil","environment":"Temperate or warm lands"},{"name":"Temperament","type":"Undead","ch":15,"challenge_rating":" 15 \u00a0","id":6633,"reference":"Usergen","full_text":"

    Temperament <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 21d12+84\u00a0(220 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares), swim 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 27 (\u00c2\u00962 size, +2 Dex, +17 natural), touch 10, flat-footed 25<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+15\/+37<\/td> <\/tr>
    Attack: <\/strong>Greatsword +27 melee (4d6+21\/19\u00c2\u009620 plus 2d6 electricity) or slam +27 melee (1d6+14 plus 2d6 electricity) or dark jolt +15 ranged touch (5d12 electricity plus 1 negative level)<\/td> <\/tr>
    Full Attack: <\/strong>Greatsword +27\/+22\/+17 melee (4d6+21\/19\u00c2\u009620 plus 2d6 electricity) or 2 slams +27 melee (1d6+14 plus 2d6 electricity) or dark jolt +15 ranged touch (5d12 electricity plus 1 negative level)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Black lightning, create spawn, dark jolt, shock, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Cloudform, damage reduction 15\/magic, darkvision 60 ft., immunity to electricty and cold, low-light vision, unholy toughness<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +15, Will +17 <\/td> <\/tr>
    Abilities: <\/strong>Str 39, Dex 14, Con \u00c2\u0097, Int 16, Wis 20, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Climb +38, Concentration +24, Intimidate +28, Listen +29, Spot +29, Swim +22\r
    <\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Cleave, Combat Reflexes, Epic Reflexes, Improved Bull Rush, Improved Sunder, Lightning Reflexes, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>15<\/td> <\/tr>
    Treasure: <\/strong>Standard coins; double goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This giant resembles a well-formed human of enormous proportions. Its skin is the deep black of a thunderhead just before an electrical storm. Blue sparks and lightning bolts dance along its body, while larger lightning bolts several yards in length shoot forth from its mouth and empty eyesockets.<\/i>\r

    Temperaments are undead storm giants that have become walking thunderstorms of destruction. Most arise from starvation brought on by the destruction of their nearby environment, causing their crops to fail and hunting to grow sparse. If other creatures were responsible for this devastation, the temperament becomes an unstoppable force of vengeance. They often attack their former kin and allies to deny them the pleasures of life. Temperaments reside in the same locales they did while living, usually castles built on mountain peaks or underwater. \r

    Temperaments are the most solitary of all undead giants, accompanied only by the lesser spawn they create. These spawn are mostly ignorned unless the temperament needs them for an assault or defense of itself or its lair.\r

    Temperaments are about 21 feet tall and weigh about 12,000 pounds. \r

    Temperaments speak Giant.\r

    COMBAT\r

    Temperaments channel electricity through their fists and metal weapons. Against ranged foes, temperaments may release negative-energy infused lightning bolts or strike single targets with an energy-draining dark jolt.\r

    Black Lightning (Su):<\/b> A temperament may choose to infuse its electricity-based spell-like abilities with negative energy. It must declare this intention before making the attack. Victims take half electricity damage and half negative energy damage. \r

    Cloudform (Su):<\/b> A temperament may assume the form of a crackling thunderhead. This functions as a wind walk<\/i> spell, but the temperament cannot take other creatures with it, and it cannot increase its speed to greater than 60 feet. A temperament may remain in cloudform for as long as it desires. While in cloudform, the temperament loses its natural and manufactured weapon attacks, but retains its dark lightning attack.\r

    Create Spawn (Su):<\/b> Any giant slain by a temperament's dark lightning attack becomes a temperament in 1d4 rounds. Any humanoid slain by a temperament becomes a lesser temperament (see below) in 1d4 rounds. Spawn are under the command of the temperament that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.\r

    Dark Jolt (Su):<\/b> As a standard action, a temperament may target a single creature within 60 feet with a jolt of blue lightning fused with negative energy. If the temperament succeeds on a ranged touch attack, the victim suffers 5d12 points of electricity damage. Additionally, living creatures hit by a temperament's dark jolt gain one negative level. The DC is 24 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the temperament gains 5 temporary hit points.\r

    Shock (Ex):<\/b> A temperament generates so much electricity that its mere touch deals additional electricity damage. Temperaments' metallic weapons also conduct this electricity.\r

    Spell-Like Abilities:<\/b> 1\/day\u00c2\u0097call lightning<\/i> (DC 17), chain lightning<\/i> (DC 20); 2\/day\u00c2\u0097control weather, levitate<\/i>. Caster level 20th. The save DCs are Charisma-based.\r

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

    Skills:<\/b> A temperament has a +8 racial bonus on Intimidate checks. A temperament has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Storm Temperaments ignore all weight penalties for gear carried when swimming.\r

    Lesser Temperaments<\/b>\r
    When non-giants are drained of all energy by a temperament, they become a lesser temperament. These entities do not possess the black lightning, create spawn, or spell-like abilities of their creator.\r

    Lesser Temperament<\/b>\r
    Medium Undead\r
    Hit Dice: 10d12+40 (105 hp)\r
    Initiative: +4\r
    Speed: 50 ft. (10 squares), swim 40 ft.\r
    Armor Class: 26 (+4 Dex, +12 natural), touch 14, flat-footed 22\r
    Base Attack\/Grapple: +7\/+13\r
    Attack: Greatsword +13 melee (2d6+9\/19\u00c2\u009620 plus 1d6 electricity) or slam +13 melee (1d3+6 plus 1d6 electricity) or dark jolt +11 ranged touch (3d6 electricity plus 1 negative level)\r
    Full Attack: Greatsword +13\/+8\/+3 melee (2d6+9\/19\u00c2\u009620 plus 1d6 electricity) or 2 slams +13 melee (1d3+6 plus 1d6 electricity) or dark jolt +11 ranged touch (3d6 electricity plus 1 negative level)\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Dark jolt, shock\r
    Special Qualities: Cloudform, damage reduction 10\/magic, darkvision 60 ft., immunity to electricty and cold, low-light vision, unholy toughness\r
    Saves: Fort +3, Ref +9, Will +12\r
    Abilities: Str 23, Dex 18, Con \u00c2\u0097, Int 16, Wis 20, Cha 19\r
    Skills: Climb +19, Concentration +13, Intimidate +17, Listen +18, Spot +18, Swim +27\r
    Feats: Combat Reflexes, Improved Sunder, Lightning Reflexes, Power Attack\r
    Environment: Warm mountains\r
    Organization: Solitary\r
    Challenge Rating: 9\r
    Treasure: Standard coins; double goods; standard items\r
    Alignment: Usually chaotic evil\r
    Advancement: By character class\r
    Level Adjustment: \u00c2\u0097\r

    Dark Jolt (Su):<\/b> As a standard action, a lesser temperament may target a single creature within 60 feet with a jolt of blue lightning fused with negative energy. If the temperament succeeds on a ranged touch attack, the victim suffers 3d6 points of electricity damage. Additionally, living creatures hit by a lesser temperament's dark jolt gain one negative level. The DC is 19 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the temperament gains 5 temporary hit points.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #254<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Usually chaotic evil","environment":"Warm mountains"},{"name":"Temporal Stalker","type":"Undead","ch":5,"challenge_rating":" 5 \u00a0","id":6634,"reference":"Usergen","full_text":"

    Temporal Stalker <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Extraplanar, Incorporeal)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d12\u00a0(26 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>+2\/\u00c2\u0097<\/td> <\/tr>
    Attack: <\/strong>Incorporeal touch +5 melee (1d6 plus energy drain)<\/td> <\/tr>
    Full Attack: <\/strong>Incorporeal touch +5 melee (1d6 plus energy drain)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Create spawn, energy drain, paradox<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., incorporeal traits, planar commitment, spell resistance 10, track through time, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +6, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str \u00c2\u0097, Dex 16, Con \u00c2\u0097, Int 18, Wis 14, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +8, Hide +10, Intimidate +11, Knowledge (arcana) +11, Listen +9, Search +11, Sense Motive +7, Spellcraft +11, Spot +9, Survival +2 (+4 following tracks)\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (paradox), Lightning Reflexes<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Demiplane of Time<\/td> <\/tr>
    Organization: <\/strong>Solitary or anachronism (2\u00c2\u00964)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>5-12 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This vaguely humanoid-shaped being appears to be composed entirely smoky mist. Flashes of silver light pulse within its form, and red pinpoints of light glow where its eyes should be. As it moves, a glimpse of a more substantial humanoid form is briefly seen through the haze of mist.<\/i>\r

    Temporal stalkers are undead from the Demiplane of time. These nomadic entities cannot leave that realm, and have a deep-seated hatred for creatures of other realms. Temporal stalkers harass time travelers and those that find other means of reaching their demiplane. Their hatred for the living is compounded thousandfold for chronomancers and other creatures that have mastery of time travel.\r

    Temporal stalkers leave the native inhabitants of the Demiplane of Time alone, and those creatures generally treat stalkers likewise. They spend their time wandering the plane, looking for the slightest evidence of an intruder, then tirelessly hunt down the interloper.\r

    About the only way to successfully parlay with a temporal stalker is to offer up more attractive prey. The whereabouts of a chronomancer, for example, could buy a free pass from the stalkers, as would offering to bait a trap for one. Temporal stalkers are highly knowledgeable of their home plane, and can offer excellent intelligence if one isn't above placing another creature in harm's way.\r

    Temporal stalkers are 6 feet tall and weightless. \r

    Temporal stalkers speak Common and Draconic.\r

    COMBAT\r

    Temporal stalkers usually hunt alone, but will form packs to hunt larger groups or exceptionally powerful individuals. They have been known to track a target for months, waiting for the perfect moment to strike. Stalkers prefer to pick off straggler from groups of temporal travlers.\r

    Create Spawn (Su):<\/b> Any humanoid slain by a temporal stalker's energy drain attack becomes a temporal stalker in 1d4 days. Spawn are not under the command of the temporal stalker 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 temporal stalker's incorporeal touch attack gains one negative level. The DC is 16 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the temporal stalker gains 5 temporary hit points.\r

    Paradox (Su):<\/b> A temporal stalker may attempt to alter one aspect of a creature's past. Paradox targets a single creature within 100 feet. \r

    When using paradox, a temporal stalker may choose one of the following effects:\r

    Recall Agony:<\/i> The paradox reveals wounds the victim has received in the past. That foe takes 2d6 points of damage as the past impinges briefly on the present. A successful DC 18 Will save negates this effect. The save DC is Charisma-based.\r

    Spell Swap:<\/i> The stalker may attempt to swap out one of a spellcaster's prepared spells for one less useful in the current battle. To do so, the temporal stalker makes a Spellcraft check. It may swap a single spell of a level up to the amount its result exceeds 10. Thus, a Spellcraft check result of 17 allows the stalker to swap a single spell of up to 7th-level. Spell swap has no effect on spontaneous casters.\r

    Swap Ongoing Effect:<\/i> The stalker may swap out an ongoing spell effect, class feature, or magic item effect, as long as the user has an alternate effect available. Thus, it can replace a victim's bull's strength<\/i> with owl's wisdom<\/i> (assuming it has prepared or knows that spell), could change a bard's inspire heroics with inspire competence, or change the \"geyser\" effect of a decanter of endless water<\/i> to the \"stream\" effect. A successful DC 18 Will save negates this effect. The save DC is Charisma-based.\r

    Switch Item:<\/i> The stalker may alter an single item worn or carried by the victim with another item on its person. Thus, it could swap the vial of holy water its victim holds with a flask of acid from its backpack, or replace its drawn magic longsword with a fork from its mess kit. The replaced item always returns to the most logical place on the victim (a weapon back to its sheath, tools back to a backpack, spell components back to a pouch, etc.) A successful DC 18 Will save negates this effect. The save DC is Charisma-based.\r

    Planar Commitment (Ex):<\/b> Temporal stalkers cannot leave the Demiplane of Time. They are teleported 100 miles in a random direction if an attempt is made to force them to leave.\r

    Track Through Time (Ex):<\/b> A temporal stalker can sense the past as well as the present, feeling the movement of creatures up to 24 hours before the current time. This allows the stalker to unerringly track any creature that has passed by within the last day.\r

    Temporal Stalkers and Manual of the Planes<\/i><\/b>\r
    If you are using Manual of the Planes<\/i> in your campaign, temporal stalkers could be native to the Temporal Energy Plane.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Chronomancer<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":"Demiplane of Time"},{"name":"Tenebrous Worm","type":"Outsider","ch":8,"challenge_rating":" 08 \u00a0","id":6635,"reference":"Usergen","full_text":"

    TENEBROUS WORM<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

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

    Hit Dice:<\/span><\/b> 10d8+10 (55 hp)<\/span><\/p> <\/td> <\/tr>

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

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

    AC:<\/span><\/b> 19 (+1 Dex, +8 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +12 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 2d6+1 and poison<\/span><\/p> <\/td> <\/tr>

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

    Special Attacks: <\/span><\/b>Poison, bristles<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +8, Ref +8, Will +7<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 13, Dex 13, Con 12, Int 2, Wis 10, Cha 2<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Hide +7, Listen +12, Move Silently +9, Search +2, Spot +12<\/span><\/p> <\/td> <\/tr>

    Feats:<\/span><\/b> Alertness, Weapon Focus (bite)<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/span><\/b> Solitary
    Challenge Rating:<\/b> 8<\/span><\/p> <\/td> <\/tr>

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

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

    Advancement:<\/span><\/b> 11-16 HD (Medium-size); 17-30 HD (Large)<\/span><\/p> <\/td> <\/tr>

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

    These insect-like predators inhabit the Plane of Shadows and can be found in all regions of the plane, though they are more common in forested areas. They seek warm-blooded prey, though they are hesitant to attack creatures larger than themselves. It is the larvae stage of the gloomwing (q.v.)<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 <\/span><\/b>The tenebrous worm resembles a huge, partially bare caterpillar. The front of the body is covered with lusterless black bristles, while the hind parts are a wet, nauseating gray color. The many faceted eyes reflect the half-light of the Plane of Shadows with a luminous glimmer. Pearl white mandibles flank its gaping maw. These tusk-like weapons are quite beautiful if cut into sheets and inlaid. They have a value of 500 gp to 1,500 gp per set.<\/span><\/p> <\/td> <\/tr>

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

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

    A tenebrous worm is a formidable opponent and attacks with its vicious bite.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Poison (Ex):<\/b> Bite, Fortitude save (DC 16); initial and secondary damage 1d6 temporary Constitution.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Bristles (Ex): <\/b>The head and upper body are covered with many small bristles that will, if contacted, cause paralysis for 1d4 rounds and death immediately after the paralysis wears off (Fortitude save at DC 16 negates). The paralysis can be negated before the victim dies by casting neutralize poison<\/i>.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A creature attacking a tenebrous worm with any non-reach weapon must succeed at a Reflex save (DC 12) each time it attacks to avoid accidentally touching the bristles.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 If the tenebrous worm attempts to touch a creature with its bristles (very rarely does it try this), it must make a successful slam attack roll at +11 melee.<\/span><\/p> <\/td> <\/tr>

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

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

    The Tenebrous Worm 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":"Tener","type":"Outsider","ch":10,"challenge_rating":" 10 \u00a0","id":6636,"reference":"Usergen","full_text":"

    Tener <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 11d8+44\u00a0(93 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 20 (-1 size, +7 Dex, +4 natural), touch 16, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+11\/+20<\/td> <\/tr>
    Attack: <\/strong>Claw +15 melee (1d6+5)<\/td> <\/tr>
    Full Attack: <\/strong>4 claws +15 melee (1d6+5) and bite +10 melee (1d4+2 plus paralysis)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, maul, paralysis, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/lawful, darkvision 60 ft., immunity to paralysis, petrification, poison, and polymorph, low-light vision, resistance to cold 10 and fire 10, sounds of Pandemonium, spell resistance 21, wind tolerance<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +14, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 24, Con 19, Int 7, Wis 13, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Climb +15, Disable Device +7, Jump +15, Hide +19, Listen +13, Move Silently +19, Open Lock +16, Search +10, Sleight of Hand +16, Spot +18<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (paralysis), Dodge, Mobility, Spring Attack <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Windswept Depths of Pandemonium<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic, never good<\/td> <\/tr>
    Advancement: <\/strong>11\u00c2\u009620 HD (Large); 21\u00c2\u009633 HD (Huge) or by character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+6<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The four arms of this hairy gray bipedal creature end in long claws. Large amber eyes are set in its small round head, while spiderlike chelicerae flank its fanged mouth.<\/i>\r

    Teners are greed incarnate. These chaotic outsiders prowl the windswept caverns of Pandemonium, robbing any travelers that happen through. Although teners gleefully steal from others, they regard all other creatures as thieves and jealously guard anything of the slightest value. \r

    Not all teners are malicious, and appeals to their greed makes bribery a valid option when confronted by one. Although most teners are native to Pandemonium, some reside in Limbo or the Abyss, and they can be found roaming the transitive planes and the Material Plane in search of treasure.\r

    A tener is 8 feet tall and weighs 450 to 500 pounds.\r

    Teners speak Abyssal.\r

    COMBAT\r

    Teners do whatever it takes to acquire anything of value. A tener will generally try to utilize stealth first to rob travelers before they know what hit them. If caught, or if defending its own wealth, a tener is a vicious combatant. It grabs prey with its multiple arms, then pulls them in for a paralytic bite. A tener will usually haste<\/i> itself as soon as possible, and attempt to paralyze as many foes as possible. If it feels it is losing the fight, it will use deeper darkness<\/i> to cover its escape, or if things are very dire, will teleport<\/i> away. The tener will eventually return, as its avarice is too strong to allow treasure to slip away.\r

    A tener's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction.\r

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

    Maul (Ex):<\/b> A tener that hits an opponent with two or more of its claw attacks immediately hits with its subsequent bite attack.\r

    Paralysis (Ex):<\/b> Those hit by a tener's bite attack must succeed on a DC 21 Fortitude save or be paralyzed for 1d6 hours. The save DC is Constitution-based.\r

    Sounds of Pandemonium (Su):<\/b> The spells and sonic effects of teners are not limited to 10 feet on the plane of Pandemonium. Additionally, teners' hearing is not limited like that of other creatures on Pandemonium. Teners cannot be deafened by any means.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097bestow curse<\/i> (DC 16), deeper darkness, haste<\/i> (self only), see invisibility<\/i>; 1\/day\u00c2\u0097greater teleport, slow<\/i> (DC 15). Caster level 9th. The save DCs are Charisma-based.\r

    Wind Tolerance (Su):<\/b> Teners are unaffected by high winds, and are never checked, knocked down, or blown away by wind conditions. Teners suffer no penalties to Listen checks made in areas of high winds.\r

    Skills:<\/b> A tener has a +4 racial bonus on Hide checks, a +8 racial bonus on Climb and Spot checks and a +10 racial bonus on Jump checks. A tener can always choose to take 10 on Climb checks, even if rushed or threatened. Teners use either their Strength or Dexterity modifier for Climb checks, whichever is higher. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #101<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic, never good","environment":"Windswept Depths of Pandemonium"},{"name":"Tentacled Horror (Zargon)","type":"Aberration","ch":8,"challenge_rating":" 08 \u00a0","id":6637,"reference":"Usergen","full_text":"

    Tentacled Horror (Zargon) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 12d8+36\u00a0(90 hp)<\/td> <\/tr>
    Initiative: <\/strong> -2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 30 ft.<\/td> <\/tr>
    AC:<\/strong> 20 (-2 size, -2 Dex, +14 natural)<\/td> <\/tr>
    Attacks:<\/strong>6 tentacles +11 melee, bite +6 melee<\/td> <\/tr>
    Damage: <\/strong>Tentacle 1d6+4, bite 3d8+2<\/td> <\/tr>
    Face\/Reach: <\/strong>10 ft. \u00c3\u0097 10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, constrict 1d6+6, rend 2d6+6<\/td> <\/tr>
    Special Qualities: <\/strong>Tremorsense, SR 15, reform body<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +2, Will +13 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 6, Con 17, Int 14, Wis 16, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Bluff +12, Intimidate +11, Knowledge (arcana) +10, Listen +10, Sense Motive +10, Spot +10<\/td> <\/tr>
    Feats: <\/strong>Cleave, Great Cleave, Iron Will, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>08<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always Chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>13-24HD (Huge); 25-36HD (Gargantuan)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Ancient and evil, a tentacled horror is a monstrosity from the unknown depths of the earth. Exuding a foul oily slime wherever it goes, a tentacled horror has a powerful humanoid torso that ends in six thick tentacles rather than legs. These tentacles enable it to move about with surprising speed and agility. Sprouting from the torso are an additional six whip-like tentacles tipped in cruel barbs. Most horrifying of all, however, is the face. A tentacled horror has a vaguely reptilian head with a single, huge eye. Above the eye is a glistening black 2-foot long horn- the very source of the tentacled horror\u00c2\u0092s essence. As long as a it\u00c2\u0092s horn remains intact it is immortal. The mouth of a tentacled horror is a yawning chasm of sharp teeth eager to sink into living flesh.

    Tentacled horrors are highly egotistical and lazy creatures, and put themselves above all others they encounter. Often, a tentacled horror that finds its way into a subterranean society will attempt to set itself up as a god. Lesser creatures such as goblins often accept this false god and bring it sacrifices of living victims. Once ensconced as ruler-deity, a tentacled horror is content to remain in one place to be cared for by its subjects. A tentacled horror that has been in power for some time will be surrounded by a pool of it\u00c2\u0092s own slime and the scattered bones of its victims.

    Combat<\/b>
    A tentacled horror attacks first with its tentacles, ripping and tearing at it\u00c2\u0092s opponent with the sharp barbs at the tip. Any grappled opponent is immediately bitten.
    Improved Grab (Ex):<\/b> To use this ability, the tentacled horror must hit a Medium-size or smaller opponent with at least two tentacle attacks. If it gets a hold, it can constrict, rend, or make an automatic bite attack the following round as a free action.
    Constrict (Ex):<\/b> A tentacled horror deals 1d6+6 points of damage with a successful grapple check against Medium-size or smaller creatures.
    Rend (Ex):<\/b> With a successful grapple check, a tentacled horror latches onto the opponent\u00c2\u0092s body and tears the flesh. This attack automatically deals an additional 2d6+6 damage.
    Reform Body (Su):<\/b> As long as its horn remains intact, a tentacled horror can completely regenerate its body over a period of time. If brought to -10 hit points, a tentacled horror\u00c2\u0092s consciousness enters its horn and remains there. The horn will regenerate the body at a rate of 1 hit point per week until the tentacled horror is back to full strength. A tentacled horror horn is practically indestructible, and can only be destroyed by sources of extreme heat such as molten lava. Obviously, the healing process of a tentacled horror is far too slow to be effective in combat.<\/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":"Aberration","alignment":"Always Chaotic evil","environment":">Underground"},{"name":"Tentamort","type":"Aberration","ch":4,"challenge_rating":" 04 \u00a0","id":6638,"reference":"Usergen","full_text":"

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

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

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

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

    Speed:<\/span><\/b> 5 ft, climb 5 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 19 (+1 size, +1 Dex, +7 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 2 tentacle slaps +4 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Tentacle slap 1d4+2<\/span><\/p> <\/td> <\/tr>

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

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

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

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

    Abilities:<\/span><\/b> Str 15, Dex 12, Con 12, Int 1, Wis 10, Cha 6<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Climb +10, Hide +10, Move Silently +6<\/span><\/p> <\/td> <\/tr>

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

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

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

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

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

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

    Advancement:<\/span><\/b> 5-7 HD (Small); 8-12 HD (Medium-size)<\/span><\/p> <\/td> <\/tr>

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

    Tentamorts are weird, alien creatures distantly related to squids. They make their homes deep within the confines of dismal swamps or dungeon corridors near doorways and overhangs.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The tentamort appears as a small, 3-foot sphere of gray-green flesh covered in a chitinous shell. Two 10-foot long tentacles protrude from the upper body. The leftmost tentacle resembles that of a squid. The rightmost tentacle ends in an ivory, needle-like projection. Eight smaller tentacles protrude from the lower body (these are used for movement only). Tentamorts have no eyes, ears, or mouth, but instead, use their entire body to detect living creatures near that come near it.<\/span><\/p> <\/td> <\/tr>

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

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

    A tentamort clings to the ceiling waiting for its prey to pass nearby. When a living creature comes within 10 feet, the tentamort attacks. It uses its leftmost tentacle to grab an opponent and its rightmost tentacle to inject a deadly acid into the victim that dissolves the victim\u0092s internal organs.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A tentamort that loses a tentacle will attempt to retreat unless it is extremely hungry.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, the tentamort must hit an opponent of up to Large size with a tentacle attack. If it gets a hold it can constrict or deal Constitution damage depending on which tentacle hits.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Constrict (Ex):<\/b> A tentamort deals 1d4+2 points of damage with a successful grapple check against Large or smaller creatures when using its leftmost tentacle. A tentamort will constrict its prey until either it or its prey is killed or the tentacle is severed.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A single attack with a slashing weapon that deals at least 10 points of damage severs a tentacle (AC 17). A severed tentacle regenerates in one week.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Liquefy Organs (Su):<\/b> On a successful grapple check that does not provoke an attack of opportunity, the tentamort grabs and holds its prey with its rightmost tentacle and inserts the needle-like projection into the victim, injecting its acidic-saliva into the wound. The saliva liquefies the victim\u0092s muscles and organs allowing the tentamort to suck them through the hollow needle.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 This attack deals 1d6 points of temporary Constitution each round the hold is maintained and for 1d3 rounds after the needle is removed. At Constitution 0 the creature dies. A heal, lesser restoration, miracle, remove disease, restoration<\/i>, or wish<\/i> will halt the Constitution damage after the needle has been removed.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A tentamort will hold its prey until either it or its prey is killed or the tentacle is severed (see above).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Blindsight (Ex):<\/b> Tentamorts have no visual organs but can ascertain all foes within 30 feet using body heat and vibration.<\/span><\/p> <\/td> <\/tr>

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

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

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

    \u00a0<\/span><\/p><\/div>","family":"Aberration","alignment":"Any","environment":"Any marsh and underground"},{"name":"Terithran","type":"Outsider","ch":4,"challenge_rating":" 4 \u00a0","id":6639,"reference":"Usergen","full_text":"

    Terithran <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Outsider \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+10\u00a0(32 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7 (Dex, Improved Initiative)<\/td> <\/tr>
    Speed:<\/strong> Speed: 40 ft.; on the Ethereal Plane 50 ft.<\/td> <\/tr>
    AC:<\/strong> 14 (+1 size, +3 Dex)<\/td> <\/tr>
    Attacks:<\/strong>2 claws +7 melee or touch +7 melee<\/td> <\/tr>
    Damage: <\/strong>Claw 1d4+1, touch 3d8+5 or drain power<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft. by 5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, terithran powers<\/td> <\/tr>
    Special Qualities: <\/strong>Detect magic, ethereal jaunt, semi-ethereal, DR 20\/+1 or silver, SR 21<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +8, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 17, Con 14, Int 9, Wis 13, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Hide +14, Knowledge (arcana) +6, Listen +8, Move Silently +10, Spot +8<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Iron Will<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard; magic items are drained and useless<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5-10HD (Small)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The Ethereal Plane is awash with arcane energy. The power flows and swells there almost like the tide. One denizen of the Ethereal Plane, the terithran, despises the turmoil caused by arcane spell casting in the Material Plane. Such is its dislike for these disturbances that a terithran will often fly into a rage and enter the Material Plane to seek out the cause of the commotion and attack it. Only arcane magic disturbs it so, and it tends to simply ignore divine spell casters during its Prime Plane jaunts unless forced into combat.\r

    A terithran is a small, goblin-like creature covered in scaly skin. It has spindly arms and legs tipped with sharp claws. The misshapen head of a terithran has two leering eyes, pointed ears, and a monkey-like nose. A terithran never fully materializes in the Material Plane; it generally appears as a semi-transparent, hazy outline.\r

    Combat\r
    In melee a terithran flails wildly with its sharp claws. It generally attacks arcane spell users first, then wielders of arcane magic items. Divine spell users and non-spell users are the least of its concern.\r

    Improved Grab (Ex): A terithran that hits a Medium-size or smaller arcane spell caster with both of its claw attacks in a single round will attempt a grapple check as a free action (grapple bonus +6). If it gets a hold, it will ethereal jaunt back to its lair to deal with his opponent alone.\r

    Detect Magic (Su): A terithran continuously detects arcane magic as a 20th level wizard. Its ability to detect magic extends from the Ethereal Plane to the Material Plane. Usually, only massive use of arcane spells cast in a relatively short time within a relatively small area (around 50 ft. by 50 ft.) will attract the attention of a terithran. The chance to attract the attention of a terithran is equal to 3% per level of arcane spell cast within 6 consecutive rounds. The spell levels of arcane spells cast from magic items are included in this chance.\r

    Terithran Powers (Su): A terithran has a variety of magical attacks at its disposal. On the Material Plane, a terithran has a total of 6 charges for its powers. Each use of a power costs 1 charge, and a terithran is generally hesitant to squander them.\r

    Stunning Blast: With the expenditure of one charge, a terithran can create a wave of strange ethereal energies that acts as the spell power word: stun. All opponents within 10 feet must make a Fortitude save (DC 14) to resist. This attack is a standard action.\r

    Drain Power: With the expenditure of one charge and a successful touch attack, a terithran can drain the potential magic stored by the prepared spells of an arcane spell caster or a magic item. The opponent or object must make a Will save (DC 15) to resist this effect. On a failed save, an arcane spell caster loses all prepared spells for that day, and a magic item is drained of all powers or charges. This attack is a standard action.\r

    Inflict Serious Wounds: With the expenditure of 1 charge and a touch attack, a terithran can make use of the divined spell inflict serious wounds as cast by a 5th level cleric. This attack is a standard action.\r

    Ethereal Jaunt: With the expenditure of one charge, a terithran can move to and from the Ethereal Plane. It can take one Medium-sized or smaller opponent with it. Use of this power is a full-round action.\r

    Semi-Ethereal (Ex): A terithran never fully materializes in the Prime Plane. Its semi-ethereal state provides it with a 20% miss chance while on the Prime Plane.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in 1e Fiend Folio<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral","environment":">Any land and underground"},{"name":"Tether Beast","type":"Magical Beast","ch":9,"challenge_rating":" 9 \u00a0","id":6640,"reference":"Usergen","full_text":"

    Tether Beast <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 10d10+10\u00a0(65 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), climb 15 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 22 (\u00c2\u00962 size, +1 Dex, +13 natural), touch 9, flat-footed 21<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+24<\/td> <\/tr>
    Attack: <\/strong>Bite +14 melee (2d4+6)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +14 melee (2d4+6) and 4 claws +9 melee (2d6+3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft. (15 ft. with claws)<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, rake 1d4+4, swallow whole, time mist<\/td> <\/tr>
    Special Qualities: <\/strong>Can\u00c2\u0092t be tripped, darkvision 60 ft., immunity to electricity, low-light vision, scent, spell resistance 15<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +8, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 13, Con 19, Int 11, Wis 14, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Climb +14, Hide +3, Listen +6, Move Silently +4, Spot +6, Survival +6, Use Magic Device +6<\/td> <\/tr>
    Feats: <\/strong>Alertness, Cleave, Power Attack, Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Demiplane of Time\/Temporal Energy Plane<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair or family (3)<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>Standard (see text)<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>11\u00c2\u009613 HD (Huge); 14\u00c2\u009630 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature's long, snakelike body is covered with iridescent scales that give way to a smooth, black underbelly. Eight legs are unevenly spaced along its body. Its reptilian head sports a long snout filled with daggerlike teeth.<\/i>\r

    Tether beasts are among the top predators of the Demiplane of Time (or Temporal Energy Plane, depending on which your campaign uses.) These creatures are nomadic, often traveling in mated pairs or with a single child in tow (6 HD, Medium). They feed on any creature they encounter, whether eating its flesh or the dusty remains of those who succumb to time mist. They can even sustain themselves for a time on concentrated bits of temporal energy on their home plane. Tether beasts are tenacious hunters, tracking prey until either the trail is lost or the victim is caught.\r

    A tether beast constantly crawls along numerous silver cables that cross the plane. It is believed that these are the temporal lifelines of the various creatures in the Multiverse. Folk tales suggest that if a tether beast bites a creature's lifeline, that being will feel a chill akin to having someone walk across their grave.\r

    A tether beast has several hidden pouches within its underbelly in which it stores treasure. A tether beast's claws are capable of fine manipulation, so larger valuable items or magic items are often carried in a claw. Magic items can be utilized with its Use Magic Device skill. Obviously, a claw carrying treasure or a magic item cannot be used to make claw attacks.\r

    A tether beast is about 20 feet long and weighs 2,000 to 2,500 pounds. \r

    Tether beasts speak Common.\r

    Combat\r

    Tether beasts attack from ambush whenever possible. They are vicious and enjoy inflicting pain, so they rarely pass up the opportunity to fight. If a tether beast ever feels it has lost the upper hand, it uses its time mist against the opponent that seems the deadliest.\r

    If grappling with the tether beast, an opponent may make an opposed Strength check to force one of the beast's four lifeline claws away from the lifeline. Whether or not this check is successful, the only result is that the tether beast turns on that creature with every attack, including an extra claw attack from the limb that the victim just freed.\r

    Improved Grab (Ex):<\/b> To use this ability, a tether beast must hit a creature of any size 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 swallow the opponent in the following round.\r

    Rake (Ex):<\/b> Six claws, attack bonus +15 melee, damage 1d4+4.\r

    Swallow Whole (Ex):<\/b> A tether beast can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check. A tether beast that swallows an opponent can use its Cleave feat to bite and grab another opponent.\r

    A swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tether beast'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.\r

    A tether beast's gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.\r

    Time Mist (Su):<\/b> Once per minute, a tether beast can breathe forth a puff of mist at a single target within 30 feet. The tether beast must succeed on a ranged touch attack (no range increment). This mist contains the essence of the Demiplane of Time. If the attack succeeds, the target must make a DC 19 Fort save or age instantly to death, crumbling to a pile of dust. Even with a successful save, the target still ages 20 years. The effects of time mist can only be reversed with a ,i>wish or miracle<\/i>. The save DC is Constitution-based.\r

    Skills:<\/b> Tether beasts have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Chronomancer<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually neutral evil","environment":"Demiplane of Time\/Temporal Energy Plane"},{"name":"Thassaloss, Greater","type":"Construct","ch":7,"challenge_rating":" 7 \u00a0","id":6641,"reference":"Usergen","full_text":"

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


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 12d10+20\u00a0(86 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 21 (+10 natural, +1 Dex), touch 11, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+14<\/td> <\/tr>
    Attack: <\/strong>Claw +14 melee (1d6+5\/19-20) or scimitar +14 melee (1d6+5\/18-20) <\/td> <\/tr>
    Full Attack: <\/strong>4 claws +14 melee (1d6+5\/19-20); or primary scimitar +10\/+5 melee (1d6+5\/18-20) and 3 scimitars +10 melee (1d6+2\/18-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Feebleminding gaze, rend<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, cold immunity, slashing and piercing resistance, spell resistance 16<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +5, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 13, Con -, Int 8, Wis 14, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Intimidate +5, Listen +7, Spot +7<\/td> <\/tr>
    Feats: <\/strong>Cleave, Improved Critical (claw), Improved Natural Attack (claw), Multiweapon Fighting, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land or 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>13-24 HD (Medium); 25-36 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A jet-black skeleton, its bones inscribed with silvery runes, lurches towards you. Instead of two arms, it has four, each tipped with long razor sharp bone claws.<\/i>\r

    Having heard report of these constructs since the Old One unleashed them upon Furyondy and the Vesve during the troubles quaintly known as the Greyhawk Wars, I have sought to obtain the formula for their creation. An Abyssal acquaintance informs me that the process requires the co-operation of a priest of the so-called Lord of Pain and a mage of some power. While the latter are not hard to come by, it is the former that might require some ingenuity to procure. \r

    The combination of fell magic and the divine power of Iuz, these skeletal constructs strike fear in the hearts of the Old One\u00c2\u0092s foes. Created from the bones of those slain on the many battlefields that litter Iuz\u00c2\u0092s empire, depraved wizards and priests of the Lord of Pain imbue the skeletons with magical properties and in the case of the greater thassaloss, with a baleful sentience. Thassaloss are use both to spearhead assaults against Iuz\u00c2\u0092s foes and as eternally vigilant guardians at locations important to the Old One. \r

    Combat\r

    Thassaloss make maximum use of the gaze attacks to incapacitate as many foes as possible at a distance. They then close to red both the stricken and the able-bodied either with their claws or with wickedly curved black scimitars. While lesser thassaloss are mindless and attack without any sophisticated tactics, greater thassaloss possess a feral cunning, which they put to effective use against their victims. \r

    Construct Traits:<\/b> A greater thassaloss is immune to 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. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain or death from massive damage. It cannot heal itself but can be healed though repair. It cannot be raised or resurrected. A greater thassaloss has darkvision (60-foot range). \r

    Cold Immunity (Ex):<\/b> A greater thassaloss is immune to cold-based attacks. \r

    Feebleminding Gaze (Su):<\/b> Once per round, a greater thassaloss can direct its gaze at one foe within a range of 30 feet, who must succeed at a DC 18 Will save or be affected by feeblemind<\/i> as per the spell as cast by a 10th level sorceror.\r

    Rend (Ex):<\/b> A greater thassaloss that hits with two or more claw attacks latches onto the opponents' body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.\r

    Slashing and Piercing Resistance (Ex):<\/b> A greater thassaloss takes half damage from all slashing and piercing weapons because it lacks internal organs. \r

    Creating a Thassaloss\r

    Creating a thassaloss, whether greater of lesser, involves the co-operation of a priest of Iuz with an experienced mage. These creatures are created only by the most evil and twisted minds. The stages of the process of creation are as follows:\r
    First an intact human skeleton must be obtained for the spell, together with an extra set of arm and shoulder bones that are fused into the thorax during the stage in which the priest casts his spell. The skeleton is treated with resins and oils to stain it black and harden the bones. The priest employs the create thassaloss spell to prepare the skeleton. The wizard then casts his spells upon the skeleton. \r

    Create Thassaloss<\/b>\r
    Necromancy [Evil]\r
    Level: Clr 6 (Iuz only)\r
    Components: V, S, M\r
    Casting Time: 1 hour\r
    Range: Touch\r
    Targets: 1 skeleton touched\r
    Duration: Instantaneous\r
    Saving Throw: None\r
    Spell Resistance: No\r

    This spell enables a cleric of Iuz to impart a basic matrix of magic into a skeletal form, allowing further spells to \"adhere\" to the skeleton, for the specific purpose of animating a thassaloss and rendering the creation permanent. A skeleton with two extra sets of arm bones is so enchanted. If not addition al wizard spells are case into thassaloss within 24 hours of the casting of the create thassaloss spell, the creature becomes simply an animated skeleton with 1 HD and AC 18. If the cleric wishes to create a greater thassaloss, he must have on hand a vial of wraith dust that is mixed into the bones together with the oils and resins. For creation of a lesser thassaloss, the body fluids of a ghoul must be mixed with the oil and resin instead. \r

    To create a lesser thassaloss, a wizard of at least 14th level must cast the following spells into the thassaloss's body: hold person, permanency, limited wish<\/i>. To create a greater thassasloss, a wizard of at least 16th level must cast the following spells into the thassaloss body: feeblemind, geas, permanency, bull's strength, limited wish<\/i>. These spells must be cast within 24 hours of the create thassaloss<\/i> spell.\r

    The wizard need only use a limited wish<\/i> rather than a wish<\/i> due to the strength and effects of the create thassaloss<\/i> spell. However, if a wish<\/i> spell is used, a special addition to the thassaloss form can be created; a simple magical weapon can be used in the casting of the wish, and its hit and damage bonuses will become part of the thassaloss' basic hit and damage rolls.\r

    The magical weapon is used up in the wish<\/i> casting in this case. Any special magical properties of such a weapon are lost. Similarly the use of a magical shield can improve the armour class of a thassaloss during creation.\r

    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>
    1992 Wizards of the Coast, Inc.
    Originally found in From the Ashes<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral evil","environment":"Any land or underground"},{"name":"Thassaloss, Lesser","type":"Construct","ch":4,"challenge_rating":" 4 \u00a0","id":6642,"reference":"Usergen","full_text":"

    Thassaloss, Lesser <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d10+20\u00a0(47 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+8 natural), touch 10, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+6<\/td> <\/tr>
    Attack: <\/strong>Claw +6 melee (1d4+3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>4 claws +6 melee (1d4+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Paralyzing gaze, rend\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, cold immunity, slashing and piercing resistance, spell resistance 12\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +1, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 11, Con -, Int -, Wis 14, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>-<\/td> <\/tr>
    Feats: <\/strong>-<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land or underground<\/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 (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A jet-black skeleton, its bones inscribed with silvery runes, lurches towards you. Instead of two arms, it has four, each tipped with long razor sharp bone claws.<\/i>\r

    Having heard report of these constructs since the Old One unleashed them upon Furyondy and the Vesve during the troubles quaintly known as the Greyhawk Wars, I have sought to obtain the formula for their creation. An Abyssal acquaintance informs me that the process requires the co-operation of a priest of the so-called Lord of Pain and a mage of some power. While the latter are not hard to come by, it is the former that might require some ingenuity to procure. \r

    The combination of fell magic and the divine power of Iuz, these skeletal constructs strike fear in the hearts of the Old One\u00c2\u0092s foes. Created from the bones of those slain on the many battlefields that litter Iuz\u00c2\u0092s empire, depraved wizards and priests of the Lord of Pain imbue the skeletons with magical properties and in the case of the greater thassaloss, with a baleful sentience. Thassaloss are use both to spearhead assaults against Iuz\u00c2\u0092s foes and as eternally vigilant guardians at locations important to the Old One. \r

    Combat\r

    Thassaloss make maximum use of the gaze attacks to incapacitate as many foes as possible at a distance. They then close to red both the stricken and the able-bodied either with their claws or with wickedly curved black scimitars. While lesser thassaloss are mindless and attack without any sophisticated tactics, greater thassaloss possess a feral cunning, which they put to effective use against their victims. \r

    Construct Traits:<\/b> A lesser thassaloss is immune to 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. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain or death from massive damage. It cannot heal itself but can be healed though repair. It cannot be raised or resurrected. A lesser thassaloss has darkvision (60-foot range). \r

    Cold Immunity (Ex):<\/b> A lesser thassaloss is immune to cold-based attacks. \r

    Paralyzing Gaze (Su):<\/b> Once per round, a lesser thassaloss can direct its gaze at one foe within a range of 30 feet, who must succeed at a DC 14 Fortitude save or be paralyzed for 2d4 rounds. \r

    Rend (Ex):<\/b> A lesser thassaloss that hits with two or more claw attacks latches onto the opponents\\' body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.\r

    Slashing and Piercing Resistance (Ex):<\/b> A lesser thassaloss takes half damage from all slashing and piercing weapons because it lacks internal organs.\r

    Creating a Thassaloss\r

    Creating a thassaloss, whether greater of lesser, involves the co-operation of a priest of Iuz with an experienced mage. These creatures are created only by the most evil and twisted minds. The stages of the process of creation are as follows:\r
    First an intact human skeleton must be obtained for the spell, together with an extra set of arm and shoulder bones that are fused into the thorax during the stage in which the priest casts his spell. The skeleton is treated with resins and oils to stain it black and harden the bones. The priest employs the create thassaloss spell to prepare the skeleton. The wizard then casts his spells upon the skeleton. \r

    Create Thassaloss<\/b>\r
    Necromancy [Evil]\r
    Level: Clr 6 (Iuz only)\r
    Components: V, S, M\r
    Casting Time: 1 hour\r
    Range: Touch\r
    Targets: 1 skeleton touched\r
    Duration: Instantaneous\r
    Saving Throw: None\r
    Spell Resistance: No\r

    This spell enables a cleric of Iuz to impart a basic matrix of magic into a skeletal form, allowing further spells to \\\"adhere\\\" to the skeleton, for the specific purpose of animating a thassaloss and rendering the creation permanent. A skeleton with two extra sets of arm bones is so enchanted. If not addition al wizard spells are case into thassaloss within 24 hours of the casting of the create thassaloss spell, the creature becomes simply an animated skeleton with 1 HD and AC 18. If the cleric wishes to create a greater thassaloss, he must have on hand a vial of wraith dust that is mixed into the bones together with the oils and resins. For creation of a lesser thassaloss, the body fluids of a ghoul must be mixed with the oil and resin instead. \r

    To create a lesser thassaloss, a wizard of at least 14th level must cast the following spells into the thassaloss\\'s body: hold person, permanency, limited wish<\/i>. To create a greater thassasloss, a wizard of at least 16th level must cast the following spells into the thassaloss body: feeblemind, geas, permanency, bull\\'s strength, limited wish<\/i>. These spells must be cast within 24 hours of the create thassaloss<\/i> spell.\r

    The wizard need only use a limited wish<\/i> rather than a wish<\/i> due to the strength and effects of the create thassaloss<\/i> spell. However, if a wish<\/i> spell is used, a special addition to the thassaloss form can be created; a simple magical weapon can be used in the casting of the wish, and its hit and damage bonuses will become part of the thassaloss\\' basic hit and damage rolls.\r

    The magical weapon is used up in the wish<\/i> casting in this case. Any special magical properties of such a weapon are lost. Similarly the use of a magical shield can improve the armour class of a thassaloss during creation.\r

    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>
    1992 Wizards of the Coast, Inc.
    Originally found in From the Ashes<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral evil","environment":"Any land or underground"},{"name":"The Creature of Havenmere","type":"Monstrous Humanoid","ch":14,"challenge_rating":" 14 \u00a0","id":6643,"reference":"Usergen","full_text":"

    The Creature of Havenmere <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Monstrous Humanoid \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 14d8+98\u00a0(161 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares), climb 20 ft<\/td> <\/tr>
    Armor Class: <\/strong> 22 (+12 natural), touch 10, flat-footed 22<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+14\/+19<\/td> <\/tr>
    Attack: <\/strong>Claw +19 melee (2d6+5)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +19 melee (2d6+5) and bite +14 melee (2d8+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Acidic sweat, barrage of magic missiles, caustic saliva, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/magic and piercing or slashing, darkvision 60 ft, fast healing 3, immunity to acid, fire, mind-affecting effects, paralysis, poison, and sleep, inscrutable mind, spell resistance 29<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +9, Will +13 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 11, Con 24, Int 13, Wis 19, Cha 20 <\/td> <\/tr>
    Skills: <\/strong>Balance +7, Climb +23, Concentration +14, Jump +12, Listen +17, Spot +11, Survival +11<\/td> <\/tr>
    Feats: <\/strong>Blind-Fight b<\/sup>, Improved Initiative, Multiattack, Power Attack, Skill Focus (climb), Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Unknown Alternate Material Plane<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>14<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>---<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This humanoid entity is broad and muscular, with hairless gray skin with a nearly metallic sheen. Its head is disproportionably small in comparison to its body, set on a short, thick neck. Its broad face boasts no ears, while two large nostrils are all it has for a nose. Circular, bonelike ridges protect its red eyes. Its mighty arms end in four-fingered hands with wickedly curved claws. A glistening sheen of sweat coats its body, and a bitter reek accompanies its presence.<\/i>\r

    The Creature of Havenmere is a member of an evil race of monstrous humanoids from an alternate Material Plane. These beings live only to destroy all life other than themselves. On its homeworld, a place of jagged mountains and deadly precipices, its race is the dominant species.\r

    Trapped on this Material Plane by an unusual storm, the creature has quickly resumed its modus operandi, finding the local villagers to be perfect targets for its destructive urges. Unlike many evil beings, the Creature does not enjoy intimidation, torture, or toying with its prey; it is only concerned with snuffing out life in the most expedient manner.\r

    Because of its otherworldly appearance, destructive nature, and array of spell-like abilities, the local villagers who have seen the Creature believe it to be a form of demon. \r

    Although its arrival on this Material Plane was accidental, the Creature has quickly adapted to these new hunting grounds and is in no hurry to return to its home plane. Its goals are simple: eradicate all life in the immediate vicinity, then move on to richer hunting grounds.\r

    The creature is 6 feet tall and weighs about 300 pounds.\r

    COMBAT<\/b>\r
    The creature is a cunning combatant, using terrain and its abilities to great effect. It often combines its powers to greater impact, such as using heat metal on an opponent's armor followed by slow to increase its torment. It prefers to fight from higher ground, often climbing sheer cliff faces and peppering its opponents with a barrage of magic missiles. If battle swings in favor of the opposition, the creature uses its tongues and suggestion abilities to save its hide, and will offer riches and powers it cannot actually provide in exchange for its freedom.\r

    Acidic Saliva (Ex)<\/b>: The Creature's bite is extremely acidic and highly toxic. Anyone bitten by the Creature must make a DC 24 Fortitude save or take an additional 3d8 points of acid damage. The save DC is Constitution-based.\r

    Barrage of Magic Missiles (Sp)<\/i><\/b>: At will, the Creature may use magic missile<\/i> (caster level 25th), except the spell takes effect twice on the chosen targets simultaneously. The affected creatures receive the effects of each spell individually (requiring two separate caster level checks to beat a target's spell resistance).\r

    Caustic Sweat (Ex)<\/b>: A Creature that performs a stressful activity, such as combat or carrying a heavy load for at least two rounds, begins to sweat. This perspiration is strongly acidic, dealing 1d4 points of acid damage to any creature that touches the Creature with a natural attack or unarmed strike. The Creature also deals this acid damage each round to a grappled opponent. The sweat usually lingers for the duration of the stressful activity, and for a number of rounds equal to the Creature's Constitution modifier after the activity ended. \r

    The Creature's sweat has a bitter reek, and is considered an overpowering scent, meaning the Creature can be detected at triple normal range by creatures with the scent ability. \r

    Spell-Like Abilities<\/b>: At will - feather fall<\/i>, gust of wind<\/i> (DC 17), heat metal<\/i> (DC 17), shatter<\/i> (DC 17), slow<\/i> (DC 18); 5\/day - blindness\/deafness<\/i> (DC 17), confusion<\/i> (DC 19), fireball<\/i> (DC 18), delayed blast fireball<\/i> (DC 22), jump<\/i>, shocking grasp<\/i>; 1\/day - earthquake<\/i> (DC 23), fire storm<\/i> (DC 23), power word stun<\/i>, reverse gravity<\/i> (DC 22), suggestion<\/i> (DC 18), tongues<\/i>, wall of ice<\/i> (DC 19). Caster level 25th. The save DCs are Charisma-based.\r

    Inscrutable Mind (Ex)<\/b>: Any creature attempting to establish a telepathic link to the Creature's mind (via detect thoughts<\/i>, a psionic ability, dominate monster<\/i>, and so on) must succeed on a DC 22 Will save or suffer the effects of confusion<\/i> (caster level 14th). The save DC is Charisma-based.\r

    Skills<\/b>: The Creature has a +4 racial bonus on Listen checks.\r

    The Creature has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. *It has a +4 racial bonus on Survival checks when tracking by scent.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #14 (\"A Question of Balance,\" November\/December 1988, Nigel D. Findley).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually neutral evil","environment":"Unknown Alternate Material Plane"},{"name":"The Eye","type":"Monstrous Humanoid","ch":13,"challenge_rating":" 13 \u00a0","id":6644,"reference":"Usergen","full_text":"

    The Eye <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 12d8+36\u00a0(90 hp)<\/td> <\/tr>
    Initiative: <\/strong> +14<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 24 (+4 Dex, +4 natural, +6 insight), touch 20, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+12\/+14<\/td> <\/tr>
    Attack: <\/strong>Greatsword +20 melee (2d6+3\/19-20) or dagger +20 melee (1d4+2\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>Greatsword +20 melee (2d6+3\/19-20) or 2 daggers +18 melee (1d4+2\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Death gaze<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 60 ft, darkvision 60 ft, future insight, low-light vision, psychic tracker, spell-like abilities, telepathy 100 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +12, Will +14 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 19, Con 17, Int 15, Wis 22, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Bluff +9, Diplomacy +8, Disguise +14 (+16 acting), Gather Information +16, Intimidate +11, Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (religion) +12, Search +11, Sense Motive +11, Spot +10, Survival +6 (+8 following tracks)<\/td> <\/tr>
    Feats: <\/strong>Investigator, Persuasive, Quick Draw, Track, Two-Weapon Fighting<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or cult (The Eye and The Hand, plus 1-3 clerics of 8th-12th level, plus 5-10 fighters of 2nd-6th level, plus 2-7 rogues of 3rd-6th level)<\/td> <\/tr>
    Challenge Rating: <\/strong>13<\/td> <\/tr>
    Treasure: <\/strong>10% coins; standard goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>---<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This tall, slender humanoid has a gigantic eyeball in the place of a humanoid head, which glares menacingly. It carries a greatsword and wears long green robes, trimmed with red, and golden eyes embroidered along the hems.<\/i>\r

    The Eye, or Eye Servitor as it is sometimes known, is the first lieutenant in the cult of Vecna, answering only to the leader of the cult. This cult created this being by modifying a human, using powerful spells to bring about the transformation. It is unknown if there are more than one of these creatures, but none have ever been seen.\r

    The Eye, as with its \"brother\" the Hand, was created by wizard-priest servants of Vecna, in a time when the mighty arch-lich was only a demigod striving for greater deific status. The process used to create the Eye was incredibly complex, and torturously painful for the subject. The agony of this procedure was so intense that it peeled away its essence of humanity, leaving a cold, emotionless monster. It displays several unusual behaviors as a result of its transformation. It finishes other beings' sentences, knowing what they are going to say already. It surrounds itself with mirrors, and is fascinated by reflected images. The Eye is sadistic and cruel, and relieves its own pain and frustrations by visiting them upon others.\r

    According to the cult priests, the Eye serves as Vecna's senses on the Material plane. It serves the Cult's leader loyally, and is feared by the lesser members of the Cult of Vecna. \r

    When appearing in public, the Eye wears a gray cloak with a deep hood over its robes, to conceal its head.\r

    The Eye is stands 7 feet tall, and weighs 150 pounds.\r

    The Eye has no mouth and so cannot speak, but can communicate telepathically with whomever it wishes. \r

    COMBAT<\/b>\r
    The Eye was created to gain information, not to fight, but it is not without combat ability. It normally fights with a greatsword. It keeps two daggers hidden, strapped hilt down to each arm; when it cannot use its sword, it crosses its arms and whips out these daggers to fight with one in each hand.\r

    This odd creature cannot be surprised and is superhumanly alert, with a limited precognitive sense. The Eye is lightning quick and astoundingly graceful. Its most fearsome attack is its death gaze, from which it draws sustenance. The Eye's primary purpose is to serve as a psychic tracker for the priests of Vecna.\r

    Death Gaze (Su)<\/b>: The Eye can feed on the souls of living beings by drawing them in with its gaze. This attack can be used as a free action, once per round, against a single target within 60 feet that can see the Eye. The victim must succeed on a DC 20 Will save or have its life force held in a manner similar to trap the soul<\/i>. Instead of the victim's body disappearing, it falls inert. The victim's life force is drawn out of the body, seen by others as a ghostly version of the victim, which is then sucked into the Eye's body and held there. The save DC is Charisma-based.\r

    The Eye has access to all of the memories of any trapped victims. The Eye is also free to draw on all the Knowledge skills of each soul it currently stores, using the base ranks in a skill possessed by each soul, and adjusted by the Eye's own skill modifiers for the Knowledge skill in question (or its Intelligence modifier, for a skill it has no ranks in).\r

    If the Eye is slain, any life forces trapped within it instantly return to their proper bodies. The Eye can voluntarily release any life force it has not yet devoured as a free action. A life force otherwise remains trapped within the Eye until its true body is destroyed, at which point the life force will be devoured by the Eye and permanently lost to any means short of divine intervention.\r

    Future Insight (Su)<\/b>: The Eye has a precognitive insight that grants it a +6 insight bonus to AC and all its attacks. The Eye retains its Dexterity bonus to AC even if caught flat-footed or struck by an invisible attacker. Additionally, the Eye has a +6 insight bonus to initiative and always acts in a surprise round. These adjustments are already included in the stat block above.\r

    Psychic Tracker (Su)<\/b>: The eye has the ability to sense an intelligent creature's aura over long distances, if it has seen the creature directly or through scrying. The Eye can detect most creatures up to 1 mile away. Creatures with spellcasting abilities are detectable at a range in miles equal to their total caster levels.\r

    To track a creature's aura, the Eye must succeed on a DC 15 Search check. If it fails the check, the Eye can retry after 1 hour of meditation. If successful, the Eye can sense the creature as if by the locate creature<\/i> spell.\r

    This tracking ability can be blocked if the creature is within 30 feet of a large concentration of magical energy. If the total caster levels of spellcasters, creatures with spell-like abilities, magic items, and active spells in the area is at least 50 levels, the Eye must succeed on a DC 15 Wisdom check or lose the ability to track the creature's aura until the creature leaves the source of magical energy. Running water does not block this ability.\r

    Spell-Like Abilities<\/b>: The following abilities are always active on the Eye's person, as the spells (caster level 12th); clairaudience\/clairvoyance<\/i>, detect magic<\/i>, find traps<\/i>, and true seeing<\/i>. They can be dispelled, but the Eye can reactivate them as a free action.\r

    Skills: The Eye has a +4 racial bonus on Search and Spot checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in module WGA4 - Vecna Lives! (1990, David \"Zeb\" Cook) and the module Die Vecna Die! (2000).\r<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Always lawful evil","environment":"Any land and underground"},{"name":"The Hand","type":"Monstrous Humanoid","ch":11,"challenge_rating":" 11 \u00a0","id":6645,"reference":"Usergen","full_text":"

    The Hand <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 13d8+65\u00a0(123 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+4 Dex, +6 natural), touch 14, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+13\/+20<\/td> <\/tr>
    Attack: <\/strong>Slam +20 melee (1d10+7) or longsword +20 melee (1d8+7\/19-20) or dagger +17 ranged (1d4+7)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +20 melee (1d10+7) and 2 longswords +20\/+15\/+10 melee (1d8+3\/19-20) or dagger +17\/+12\/+7 ranged (1d4+7\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 1d10+10, grip of ruin, improved grab, strength damage<\/td> <\/tr>
    Special Qualities: <\/strong>Arcane awareness<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +12, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 24, Dex 19, Con 20, Int 7, Wis 10, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Bluff +5, Diplomacy +2, Disguise +5 (+7 acting), Intimidate +7, Tumble +5<\/td> <\/tr>
    Feats: <\/strong>Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Power Attack, Quick Draw, Two-Weapon Fighting<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or cult (The Hand and The Eye, plus 1-3 clerics of 8th-12th level, plus 5-10 fighters of 2nd-6th level, plus 2-7 rogues of 3rd-6th level)<\/td> <\/tr>
    Challenge Rating: <\/strong>11<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>---<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This squat, heavily muscled humanoid is about the same size and shape as a dwarf. However, in place of a humanoid head, a giant-sized hand sticks out of the neck. The creature wears a pleated kilt, decorated with colorful swirls and jagged stripes. It wears a thick leather belt loaded with daggers, and carries two longswords on its back. It appears to be wearing nothing else.<\/i>\r

    The Hand, or Hand Servitor as it is sometimes known, is the second lieutenant in the cult of Vecna, answering only to the Eye and the leader of the cult. This cult created this being by modifying a human, using powerful spells to bring about the transformation. It is unknown if there are more than one of these creatures, but none have ever been seen.\r

    The Hand, as with its \"brother\" the Eye, was created by wizard-priest servants of Vecna, in a time when the mighty arch-lich was only a demigod striving for greater deific status. The process used to create the Hand was incredibly complex, and torturously painful for the subject. The agony of this procedure was so intense that it peeled away its essence of humanity, leaving a barely intelligent, bestial monster. Much like the Eye, the Hand is marked by odd behaviors. Its fawning submissiveness or gently stroking the hand of a friend can suddenly turn to a blind rage without warning, with the Hand flinging himself against walls. Even when totally calm, the Hand is never quite still, and trembles and twitches uncontrollably.\r

    Since the Hand lacks the ability to communicate vocally, the priests of Vecna must use telepathy to talk with it. Though the Hand is technically below the cult's high priests in rank, it resents this station. It inspires fear in the cult's followers, as it carries out the decrees of the high priests. This monster is fearsome for its brute physical qualities, but does not inspire the icy terror of a more sinister being like the Eye.\r

    When appearing in public, the Hand wears a blue-green robe with a large hood, and grips an embossed leather mask with its third hand to hide its \"face.\" It can carry up to twelve daggers on its belt. \r

    The Hand is 4 \u00c2\u00bd feet tall, and weighs 200 pounds.\r

    The Hand has no mouth and so cannot speak. It does think, however, and can be communicated with telepathically.\r

    COMBAT<\/b>\r
    The Hand exists to be the muscle of the cult of Vecna, and is well suited for fighting. The Hand can fight with two weapons in its normal hands, and crush creatures and objects with its strange third appendage. It normally begins combat by hurling daggers at its foes, and then closes in for melee to fight with its swords.\r

    Constrict (Ex)<\/b>: The Hand deals automatic slam damage with a successful grapple check.\r

    Grip of Ruin (Su)<\/b>: The Hand can hold in its third hand any object that a Large creature can hold in one hand, if it does not grapple an opponent or use its slam attack with that hand in that round. The Hand drains the hardness from an object at a rate of 1d4 points per round, until the object reaches hardness 0, at which point it crumbles into dust. Magic items can resist this drain on a DC 23 Fortitude save. The save DC is Strength-based.\r

    Improved Grab (Ex)<\/b>: To use this ability, the Hand 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 either constrict or deal strength damage or both.\r

    Strength Damage (Su)<\/b>: The Hand can choose to deal 1d6 points of Strength damage on a successful grapple check. If a victim reaches Strength 0 in this way, it dies.\r

    Arcane Awareness (Su)<\/b>: The Hand possesses no visual, auditory, or olfactory organs and has immunity to gaze attacks, visual effects, illusions, sonic effects, scent-based attacks, and other attack forms that rely on a sense of sight, hearing, or smell. Instead, the hand has blindsight out to 60 feet and cannot be flanked or caught flat-footed. These senses can be suppressed for 1 round by a .dispel magic<\/i> spell.\r

    Feats<\/b>: In combination with its natural abilities, the Hand's Two-Weapon Fighting feat allows it to attack with two longswords at no penalty.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in module WGA4 - Vecna Lives! (1990, David \"Zeb\" Cook) and the module Die Vecna Die! (2000).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Always lawful evil","environment":"Any land and underground"},{"name":"The Thing That Should Not Exist","type":"Aberration","ch":9,"challenge_rating":" 9 \u00a0","id":6646,"reference":"Usergen","full_text":"

    The Thing That Should Not Exist <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 13d8+91\u00a0(149 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> Fly 30 ft. (6 squares)(perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 19 (-2 size, +1 Dex, +10 natural), touch 9, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+24<\/td> <\/tr>
    Attack: <\/strong>Tentacle +15 melee (1d10+8\/19-20) \r
    <\/td> <\/tr>
    Full Attack: <\/strong>3 tentacles +15 melee (1d10+8\/19-20) \r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 1d10+8, immolate, improved grab, maddening appearance\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Alien mind, damage reduction 10\/good, darkvision 60 ft., spell resistance 14\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +7, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 27, Dex 13, Con 25, Int 1, Wis 8, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Listen +7, Spot +7<\/td> <\/tr>
    Feats: <\/strong>Improved Critical (tentacle), Improved Initiative, Lightning Reflexes, Quicken Spell-Like Ability (invisibility<\/i>), Weapon Focus (tentacle)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Far Realm<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>14-26 HD (Huge); 27-39 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A 20-foot ovoid mass of looping and twining intestines seems to fold in and out of reality. It emits a terrible gibbering sound, like a mad chorus of inhuman singers.<\/i>\r

    The Thing That Should Not Exist is an extraplanar horror whose mere presence violates the fabric of reality. Whether the creature is truly unique, or simply one of a horde of such beings in the alien realm from which it arrived, is a topic best left for alienists and scholars of the occult.\r

    The Thing That Should Not Exist is 20 feet in diameter. Its unnatural, dimension-shifting flesh mean its body cannot be weighed by any rational set of scales.\r

    COMBAT\r

    The Thing That Should Not Exist attacks by extending loops or ends of the tubular growths and constricting or flailing at its prey. It uses its invisibility whenever possible. It will immolate an opponent that manages to deal it great harm.\r

    Alien Mind (Su):<\/b> While The Thing That Should Not Exist 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 18 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

    Constrict (Ex):<\/b> The Thing That Should Not Exist deals 1d10+8 points of damage with a successful grapple check.\r

    Immolate (Su):<\/b> Once per day, The Thing That Should Not Exist may immolate a single target within 100 feet with eldritch flames. The victim suffers 6d8 points of damage (9d8 against creatures with the Good subtype), with a DC 18 Reflex save for half damage. Half this damage is fire and can be countered by defenses against fire-based attacks, but the other half results directly from profane alien power, and is therefore not subject to fire resistance or protection from energy<\/i> (fire), fire shield<\/i> (chill shield) and similar magic. The flames cling to the target for three rounds, dealing 4d8 points of damage on the second round and 2d8 points on the third round (6d8 and 3d8 to creatures with the Good subtype). These unnatural flames cannot be extinguished by physical means or the pyrotechnics<\/i> spell, but can be doused with holy water. The save DC is Charisma-based.\r

    Improved Grab (Ex):<\/b> To use this ability, The Thing That Should Not Exist 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

    Maddening Appearance (Ex):<\/b> A The Thing That Should Not Exist has an appearance so terrible it can madden creatures that see it out to a radius of 120 feet. Any creature that sees the Thing must succeed on a DC 18 Will save or be confused or panicked (equal chance of each) for 1d4 rounds. Once the viewer succeeds at the Will save they become immune to the Thing's maddening appearance for a period of 24 hours. This is a sight-based mind-affecting power, the save DC is Charisma-based. \r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097invisibility<\/i> (self only); 3\/day\u00c2\u0097quickened invisibility<\/i> (self only). Caster level 13th. <\/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":"Aberration","alignment":"Always neutral evil","environment":"Far Realm"},{"name":"The Wild Hunt","type":"Outsider","ch":1220,"challenge_rating":" 12 or 20 \u00a0","id":6647,"reference":"Usergen","full_text":"

    MASTER OF THE WILD HUNT<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Outsider<\/h2> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 15d8+45 (112 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> 21 (+3 Dex, +5 armor, +3 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> +3 longspear<\/i> +24\/+19\/+14 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> +3 longspear<\/i> 1d8+8<\/span><\/p> <\/td> <\/tr>

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

    Special Attacks: <\/span><\/b>Spells, charm person, favored enemy (goblinoid, beasts, animals, demons)<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 10\/+1, SR 16, detect evil, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +12, Ref +12, Will +11<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 20, Dex 17, Con 16, Int 18, Wis 15, Cha 16<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Animal Empathy +21, Bluff +13, Concentration +18, Handle Animal +18, Heal +12, Hide +9, Intimidate +13, Knowledge (arcana) +14, Knowledge (nature) +19, Listen +17, Move Silently +9, Search +19, Sense Motive +18, Spellcraft +14, Spot +17<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Blind-Fight, Cleave, Dodge, Great Cleave, Power Attack, Track, Weapon Focus (longspear)<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/span><\/b> Wild Hunt (Master plus 20 black hounds)
    Challenge Rating:<\/b> 12 (solitary); 20 (with Wild Hunt)<\/span><\/p> <\/td> <\/tr>

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

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

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

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

    The Master and his pack appear whenever called or when there is great evil in the area (the DM decides what constitutes a great evil). They only appear at night.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The Master and his hounds always appear 10 miles from the source of the evil and will travel toward it. Should no prey be encountered along the way, the Hunt will move 10 miles beyond the source of the evil in a random direction. If nothing is encountered, it will reverse direction and run for the source of the evil. If no prey is encountered, it will again pass the source and move 10 miles past it in a random direction. The Hunt repeats this process until it finds its prey, the sun comes up, or the Master and his hounds are slain.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 When the hunted has been run down, there is instant melee to the death. The Master and his hounds will attack and either kill or be killed. All charmed creatures likewise join in the fray and fight to the death as well.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The only way to prevent being killed is to elude the Master and his hounds until sunrise (when the Master and hounds disappear), kill the Master and his hounds, or run out of the radius of the source of evil.<\/span><\/p> <\/td> <\/tr>

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

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

    When the hunt first appears, the Master will sound his horn. It can be heard for 1 mile in all directions. For every one mile the Hunt moves, the Master will again blow his horn.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The Master of the Hunt usually does not engage in combat until the prey has been run down. Then he attacks relentlessly with his +3 longspear<\/i>.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Ranger Class:<\/b> The Master of the Hunt has the abilities of a 15th-level ranger.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Charm Person (Su):<\/b> When the Hunt passes within 30 feet of a creature, that creature must make a Will save (DC 20) or become swept up in the Hunt. Creatures affected will take one of two roles; the hunter or the hunted.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 For each mile traveled with the Hunt, a charmed creature must succeed at another Will save (DC 20). A failed roll indicates the creature has now become the hunted (and the charm is broken). On a successful save the charm is broken and the creature is free to leave the area, though if the Hunt or the creature move within 30 feet of each other, a new save must be made.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spells (0\/2\/1\/1\/1): <\/b>1st-resist elements, speak with animals<\/i>; 2nd-snare<\/i>; 3rd-water walk<\/i>; 4th-freedom of movement<\/i>.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Detect Evil (Su):<\/b> The Master continuously detects evil as the spell cast by a 20th-level sorcerer. The Master can suppress or restart this ability as a free action.<\/span><\/p> <\/td> <\/tr>

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

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

    HOUNDS OF THE WILD HUNT<\/h3> <\/div> <\/td> <\/tr>

    The Wild Hunt consists of 20 Medium-size black hounds. They have licks of green fire for tongues and glowing green eyes. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Treat the black hounds of the Wild Hunt as 5 HD wolves with the following bonuses.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell Resistance (Ex):<\/b> SR 14<\/span><\/p> <\/td> <\/tr>

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

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

    The Master of the Wild Hunt and the Pack of the Wild Hunt first appeared in Deities and Demigods<\/i> (James Ward and Rob Kuntz, 1980).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land"},{"name":"The Wild Hunt, Hound","type":"Magical Beast","ch":2,"challenge_rating":" 02 \u00a0","id":6648,"reference":"Usergen","full_text":"

    The Wild Hunt, Hound <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d10+10\u00a0(37 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 50 ft (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+2 Dex, +2 natural), touch 12, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+6<\/td> <\/tr>
    Attack: <\/strong>Bite +8 melee (1d6+1)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +8 melee (1d6+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Fear, trip<\/td> <\/tr>
    Special Qualities: <\/strong>Fly, low-light vision, magic circle against evil, scent, spell resistance 14<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide +4, Listen +4, Move Silently +5, Spot +4, Survival +3*<\/td> <\/tr>
    Feats: <\/strong>Track (B), Weapon Finesse, Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Concordant Domain of the Outlands (Temperate forests)<\/td> <\/tr>
    Organization: <\/strong>The Wild Hunt (Master of the Wild Hunt and 20 hounds)<\/td> <\/tr>
    Challenge Rating: <\/strong>02<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3 HD (Medium); 4\u00c2\u00966 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature appears to be a huge black hound, with licks of green flame for tongues and glowing greene eyes. These flames are not hot, but give the hound an eerie green glow.<\/i>\r

    The Wild Hunt consists of 20 hounds. They always run in front of the Master, and are under his control. They chase their prey on the ground as much as possible, but can fly over obstacles or impassable terrain.\r

    COMBAT<\/b>\r
    The Pack of the Wild Hunt fights under the complete control of the Master of the Hunt. They only attack when all beings involved in the Hunt have had their chance to kill. The death of individual members goes unnoticed by the rest of the pack, and all disappear when the hunt is over.\r

    Fear (Sp)<\/i><\/b>: A hound of the Wild Hunt can cause fear<\/i> as the spell once per round (Will save, DC 12). The save DC is Charisma-based.\r

    Trip (Ex)<\/b>: A hound of the Wild Hunt that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the hound. \r

    Fly (Sp)<\/i><\/b>: A hound of the Wild Hunt can fly<\/i> as the spell, at will.\r

    Magic Circle Against Evil (Su)<\/b>: This ability continuously duplicates the effect of the spell. A hound of the Wild Hunt cannot suppress this ability.\r

    Skills<\/b>: *Hounds of the Wild Hunt have a +4 racial bonus on Survival checks when tracking by scent.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Deities and Demigods (1980, James M. Ward and Robert J. Kuntz), and Legends and Lore (1990).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Concordant Domain of the Outlands (Temperate forests)"},{"name":"The Wild Hunt, Master of the Hunt","type":"Outsider","ch":12,"challenge_rating":" 12 \u00a0","id":6649,"reference":"Usergen","full_text":"

    The Wild Hunt, Master of the Hunt <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 15d8+45\u00a0(112 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 21 (+3 Dex, +5 +3 leather armor<\/i>, +3 natural), touch 13, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+15\/+20<\/td> <\/tr>
    Attack: <\/strong>+3 longspear<\/i> +24 melee (1d8+8); or +2 composite longbow<\/i> (+5 Str bonus) +20 ranged (1d8+5)<\/td> <\/tr>
    Full Attack: <\/strong>+3 longspear<\/i> +24\/+19\/+14 melee (1d8+8); or +2 composite longbow<\/i> (+5 Str bonus) +20\/+15\/+10 ranged (1d8+5)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Charm monster, combat style (archery), favored enemy (total bonus +12), spells<\/td> <\/tr>
    Special Qualities: <\/strong>Animal companion, camouflage, damage reduction 10\/magic, darkvision 60 ft, detect evil, evasion, fly, spell resistance 16, swift tracker, wild empathy (+20), woodland stride<\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +12, Will +11 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 17, Con 16, Int 18, Wis 15, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Bluff +21, Concentration +21, Diplomacy +7, Handle Animal +21, Heal +20, Hide +21, Intimidate +21, Knowledge (arcana) +22, Knowledge (nature) +22, Listen +22, Move Silently +21, Search +22, Sense Motive +20, Sleight of Hand +5, Spellcraft +22, Spot +22, Survival +20 (+22 in aboveground natural environments or following tracks)<\/td> <\/tr>
    Feats: <\/strong>Alertness, Cleave, Dodge, Endurance, Great Cleave, Power Attack, Track (b), Weapon Focus (longspear)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Concordant Domain of the Outlands<\/td> <\/tr>
    Organization: <\/strong>Wild Hunt (Master plus 20 black hounds)<\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/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 being appears to be a tall human with powerful muscles, glowing green eyes, and jet-black skin. He wears animal hides over a suit of black leather, and a large black helm decorated with the antlers of a great stag. He also carries a hollowed-out animal horn.<\/i>\r

    The Master of the Wild Hunt is a mysterious figure who appears when great evil threatens the land. When the Wild Hunt appears, the Master and the Hunt materialize in a cloud of thick fog 10 miles away from their prey. The Master sounds his horn -- which can be heard for a mile in all directions -- and the hunt begins. For every mile the Hunt moves, the Master sounds his horn again. He otherwise makes no attempt to speak or communicate.\r

    The Hunt travels towards its prey, and should they miss the prey they travel on for another 10 miles in a random direction, hunting any creature they come across. Provided that the Master and his hounds encounter no prey to hunt, they continue the process of moving 10 miles, turning to a random direction, and moving 10 more miles. They repeat the paths of the Hunt until dawn, or until they are slain. Should the Master and Hounds encounter the source of evil that brought them forth, they battle to the death -- theirs or their prey's. Any creatures that were charmed along the way to join the hunt also are compelled to join in this battle.\r

    The Master is 7 feet tall and weighs 285 pounds.\r

    COMBAT<\/b>\r
    The Master of the Hunt usually does not engage in combat until the prey has been run down. Then he attacks relentlessly with his +3 longspear. His tactics are generally limited to fontal assaults, as he has no fear of death. He has also been known to run over victims with his chariot.\r

    Charm Monster (Su)<\/b>: When the Hunt passes within 30 feet of a creature, that creature must succeed on a DC 20 Will save or become swept up in the Hunt. Creatures affected take one of two roles; the hunter or the hunted. The save DC is Charisma-based.\r

    For each mile traveled with the Hunt, a charmed creature must succeed at another DC 20 Will save. A failed roll indicates the creature has now become the hunted (and the charm is broken). On a successful save the charm is broken and the creature is free to leave the area, though if the Hunt or the creature move within 30 feet of each other, a new save must be made.\r

    Ranger Class<\/b>: The Master of the Hunt has the abilities of a 15th-level ranger. He can divide his favored enemy bonus (a total of +12) in even-numbered increments among any four types of creature. The Master chooses which creature types to apply his favored enemy bonus to at the beginning of a hunt.\r

    Spells (2\/1\/1\/1)<\/b>: 1st - resist elements<\/i>, speak with animals<\/i>; 2nd - snare<\/i>; 3rd - water walk<\/i>; 4th - freedom of movement<\/i>.\r

    Detect Evil (Su)<\/b>: The Master continuously detects evil<\/i> as the spell cast by a 20th-level sorcerer. The Master can suppress or restart this ability as a free action.\r

    Fly (Sp)<\/i><\/b>: The Master can fly<\/i> as the spell, at will.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Deities and Demigods (1980, James M. Ward and Robert J. Kuntz), and Legends and Lore (1990).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral","environment":"Concordant Domain of the Outlands"},{"name":"Thendar","type":"Outsider","ch":7,"challenge_rating":" 7 \u00a0","id":6650,"reference":"Usergen","full_text":"

    Thendar <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 10d8+50\u00a0(95 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 21 (+2 Dex, +5 Wis, +4 mage armor<\/i>), touch 17, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+10<\/td> <\/tr>
    Attack: <\/strong>Quarterstaff +10 melee (1d6)<\/td> <\/tr>
    Full Attack: <\/strong>Quarterstaff +10\/+5 melee (1d6)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>AC bonus, darkvision 60 ft., immunity to mind-affecting spells and abilities, low-light vision, tongues, true seeing<\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +9, Will +12 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 15, Con 20, Int 22, Wis 20, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Concentration +18, Decipher Script +19, Diplomacy +20, Gather Information +20, Knowledge (arcana) +19, Knowledge (history) +19, Knowledge (local) +19, Knowledge (nature) +19, Knowledge (the planes) +19, Listen +18, Search +19, Sense Motive +18, Spellcraft +21, Spot +18, Survival +5 (+7 following tracks, +7 in aboveground natural environments, +7 on other planes)<\/td> <\/tr>
    Feats: <\/strong>Combat Expertise, Empower Spell-Like Ability (searing light<\/i>), Quicken Spell-Like Ability (magic missile<\/i>), Quicken Spell-Like Ability (shield<\/i>)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Astral Plane<\/td> <\/tr>
    Organization: <\/strong>Solitary or inquiry (2-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>No coins, 50% goods, 25% items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral good<\/td> <\/tr>
    Advancement: <\/strong>11-20 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A tall, slender humanoid in a blue, hooded robe approaches. Its skin is golden, its hair silvery, and its eyes glow an otherworldly white.<\/i>\r

    Thendar are a race of lore-seeking wanderers native to the Astral Plane. They are incredibly long-lived, and seek out knowledge and new experiences to relieve the monotony of their existence. \r

    Thendar are generall peaceful, finding even the githyanki incursion into their home plane a mere annoyance. (The githyanki, on the other hand, hate them even more for their indifference). They get along well with other good-aligned inhabitants of the Astral Plane, such as astral devas and star leviathans. \r

    Thendar are willing to trade information with other creatures, but the value must always be perceived as equible. Thus, a minor bit of lore can be gained from a thendar by simply displaying a new way of tying a simple knot, or by adding a new bit of folklore to their collections. Greater lore must be earned by allowing the thendar to accompany and observe the requestors' actions for some duration, or by trading an equally arcane bit of lore.\r

    Thendar do not collect treasure for its monetary value, but rather as mementos of their travels. Thus, a thendar's possession may include nothing more than an old walking stick or small carvings, but may include valuable ornate jewelery or even a lost relic of a long-lost civilization.\r

    Thendar stand 6 to 6-1\/2 feet tall and weigh around 150 pounds. Their lifespans exceed a millenium or more.\r

    Thendar speak Auran, Celestial, and Draconic, though they can speak with almost any creature because of their tongues ability.\r

    COMBAT\r

    Thendar have little use for battle, unless they can learn something interesting from it. When faced with combat, a thendar immediately protects itself with mage armor<\/i> and shield<\/i>, then looses volleys of magic missiles<\/i> and searing light<\/i> upon its opponents. If it grows bored of the fight or needs to retreat, a thendar uses a wall of force<\/i> to create separation between itself and its adversaries. If cornered, it uses plane shift<\/i> to escape.\r

    AC Bonus (Ex):<\/b> A thendar has a sixth sense that lets it avoid even unanticipated attacks. When unarmored and unencumbered, the thendar adds its Wisdom bonus to its AC. This bonus to AC applies even against touch attacks or when the thendar is flat-footed. The thendar loses this bonus when immobilized or helpless, when it wears any armor or carries a shield, or when it carries a medium or heavy load.\r

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

    Spell-Like Abilities:<\/b> At will\u00c2\u0097alter self, dimension door, light<\/i>; 5\/day\u00c2\u0097magic missile<\/i>; 3\/day\u00c2\u0097mage armor<\/i>, quickened magic missile<\/i>, quickened shield<\/i>; 2\/day\u00c2\u0097empowered searing light, plane shift<\/i>; 1\/day\u00c2\u0097project image<\/i> (DC 21), wall of force<\/i>. Caster level 12th. The save DCs are Charisma-based.\r

    Tongues (Su):<\/b> A thendar can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 12th). This ability is always active.\r

    True Seeing (Su):<\/b> Thendar continuously use true seeing<\/i> as the spell (caster level 12th).<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #101<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral good","environment":"Astral Plane"},{"name":"Therapsid, Estemmenosuchus","type":"Animal","ch":3,"challenge_rating":" 3 \u00a0","id":6651,"reference":"Usergen","full_text":"

    Therapsid, Estemmenosuchus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d8+20\u00a0(38 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-1 size, -1 Dex, +8 natural), touch 8, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+14<\/td> <\/tr>
    Attack: <\/strong>Bite +9 melee (1d8+7) or butt +9 melee (1d6+7)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +9 melee (1d8+7) or butt +9 melee (1d6+7)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Deadly charge 2d6+10<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +3, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 24, Dex 9, Con 20, Int 2, Wis 12, Cha 3 <\/td> <\/tr>
    Skills: <\/strong>Jump +1, Listen +5, Spot +4, Swim +11\r
    <\/td> <\/tr>
    Feats: <\/strong>Endurance, Great Fortitude, Improved Bull Rush (B) <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests and marshes<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or herd (5-50)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>none<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5-10 HD (Large), 11-12 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This bull-sized creature is built like a barrel. Its thick body is supported by stout, splayed legs, and a short tail lashes behind it. Its most distinctive feature, however, is its head: one the sides of the face and above the eyes, it has horn-like projections, causing it to resemble a reptilian moose.<\/i>\r

    Estemmenosuchus is a dinocephalian, a type of primitive therapsid (\u00c2\u0093mammal-like reptile\u00c2\u0094). Like some other dinocephalians, it has bony ornamentation of the head, leading adventurers to refer to it as the \u00c2\u0093crowned crocodile.\u00c2\u0094 The estemmenosuchus' ornamentation resembles the antlers of a large deer. Estemmenosuchuses use these antler-like projections to compete by head-butting and pushing.\r

    An adult estemmenosuchus is about 10 feet long and weighs around 1 ton.\r

    COMBAT\r

    Estemmenosuchuses, especially males, are aggressive animals and will charge with head lowered into anything they deem to be a potential threat (basically any Medium or larger creature). In addition to their headgear, they have large canine teeth, making bites from estemmenosuchuses potentially deadly. \r

    Deadly Charge (Ex):<\/b> When an estemmenosuchus charges, its butt attack does 2d6+10 points of damage.\r

    Skills:<\/b> An estemmenosuchus has a +4 racial bonus on Swim checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #176<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm forests and marshes"},{"name":"Therapsid, Euchambersia","type":"Animal","ch":1,"challenge_rating":" 1 \u00a0","id":6652,"reference":"Usergen","full_text":"

    Therapsid, Euchambersia <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d8+4\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+1<\/td> <\/tr>
    Attack: <\/strong>Bite +3 melee (1d4 plus poison)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +3 melee (1d4 plus poison)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 13, Con 15, Int 2, Wis 12, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Hide +5, Listen +5, Spot +4\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3 HD (Small); 4-6 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature at the same time resembles both a monitor lizard and a dog-like mammal. Its head looks more dog-like, though, due to the whiskers and large fangs. Bristle-like hair sprouts in various places from its rust-brown hide.<\/i>\r

    Euchambersia was a late Permian therocephalian, a relative of the larger gorgonopsians. Called the viper-wolf by peoples of the land in which it dwells, it is unique in that it has evolved venom for offensive use - to kill its prey.\r

    A euchambersia is 3 feet long and weighs 30 to 40 pounds. \r

    COMBAT\r

    Euchambersia waits for prey to come along, then charges in to bite. It usually attempts to hold on to its prey. If threatened by a larger creature, however, it will flee.\r

    Attach (Ex):<\/b> A euchambersia that hits with its bite attack latches onto the opponent\u00c2\u0092s body with its powerful jaws. An attached euchambersia loses its Dexterity bonus to AC and thus has an AC of 12. An attached euchambersia can be struck with a weapon or grappled itself. To remove an attached euchambersia through grappling, the opponent must achieve a pin against the creature. A euchambersia has a +4 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

    Poison (Ex):<\/b> Euchambersia's venom is a hemotoxin that damages its prey's internal organs (Fort DC 13, 1d4 Con\/1d4 Con). A euchambersia injects venom each round it is attached. The save DC is Constitution-based.\r

    Note: Originally appeared in Dragon Magazine #176 as \"therapsid\".<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #176<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm forests"},{"name":"Thork","type":"Magical Beast","ch":2,"challenge_rating":" 02 \u00a0","id":6653,"reference":"Usergen","full_text":"

    Thork <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d10+6\u00a0(22 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 15 ft, swim 15 ft<\/td> <\/tr>
    AC:<\/strong> 17 (-1 size, +2 Dex, +6 natural)<\/td> <\/tr>
    Attacks:<\/strong>Bite +5 melee<\/td> <\/tr>
    Damage: <\/strong>Bite 1d6+4<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Boiling spit<\/td> <\/tr>
    Special Qualities: <\/strong><\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 14, Con 15, Int 2, Wis 11, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide +3, Listen+2, Spot +2, Swim +4<\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Temperate and warm marsh and aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or flock (1-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>02<\/td> <\/tr>
    Treasure: <\/strong>Standard coins (platinum only)<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Large); 7-9 HD (Huge)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The thork, also known as the boiler bird, is a large waterfowl that generates intense heat from its body. This aquatic bird appears very similar to a stork from a distance, but closer inspection reveals that its feathers are actually made of pure copper. Wisps of steam seem to continually rise from the bird's beak, though with its mouth closed there is no abnormal heat radiating from its body. This bird likes to collect platinum pieces and items made from platinum, which it hides under a boulder or other inconspicuous location.

    COMBAT<\/b>
    The thork is inherently benign and only attacks to defend itself. This bird had the ability to generate intense heat in its abdomen. It can suck water into its stomach and heat it to boiling in one round, spitting it out the next round at enemies. Any hostile-looking creatures approaching within 30 feet of the bird are likely to be spat upon. If this is insufficient to deal with foes, the thork will attack with its beak or swim away.

    Boiling Spit (Su)<\/b>: 3 times per day, the thork can squirt out a jet of boiling hot water, in a cone 40 feet long, and 10 feet wide at its end. Anyone in this range suffers 4d8 damage (Reflex save DC 13 for half damage) from the heat of the steaming water.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in the Fiend Folio (1981).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":">Temperate and warm marsh and aquatic"},{"name":"Thorn Ogre","type":"Elemental","ch":5,"challenge_rating":" 5 \u00a0","id":6654,"reference":"Usergen","full_text":"

    Thorn Ogre <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Elemental \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8+21\u00a0(52 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 19 (\u00c2\u00961 size, +1 Dex, +9 natural), touch 10, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+15<\/td> <\/tr>
    Attack: <\/strong>Slam +10 melee (2d6+5)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +10 melee (2d6+5)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Impale, improved grab, thorned defense<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., elemental traits, low-light vision, plant traits, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 12, Con 15, Int 6, Wis 10, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Hide +2*, Listen +3, Spot +3<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Lightning Reflexes, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Wilderness of the Beastlands<\/td> <\/tr>
    Organization: <\/strong>Solitary or patch (2-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>9\u00c2\u009615 HD (Large); 16\u00c2\u009624 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Six-inch thorns of heavy wood, sharp as daggers, grow out of the walls and ceiling of this chamber. Suddenly, the wall bulges outward, the wood creaking and groaning. The bulge takes on a humanoid shape and splits off from the trunk of the tree, becoming a hulking figure made entirely of living wood, covered in sharp thorns.<\/i>\r

    A thorn ogre is a wood elemental in the rough shape of an ogre. Thorn ogres are often employed as guardians for sacred trees and other natural locales of great importance.\r

    Thorn ogres stand 9 to 10 feet tall and weigh 600 to 800 pounds. \r

    Thorn ogres speak Giant and Sylvan.\r

    A thorn ogre may be summoned with a summon monster VI<\/i> or summon nature's ally V<\/i> spell.\r

    COMBAT\r

    A thorn ogre slams foes with its thorny, clublike arms, grabbing smaller adversaries and impaling them on its large spikes.\r

    A thorn ogre's slam attacks deal half piercing damage due to the thorns dotting its body.\r

    Impale (Ex):<\/b> If a thorn ogre has successfully grappled a Medium or smaller creature, it can attempt to impale the creature on its thorns by making a successful grapple check. Doing so is a standard action that does not provoke attacks of opportunity. If the thorn ogre successfully impales a creature, the creature takes 2d6+7 points of damage and is considered pinned. Each round, the creature takes another 1d6 points of damage as the movement of the thorn ogre causes additional pain to the impaled creature.\r

    The creature cannot break free unless it makes a DC 19 Strength check. Success indicates the creature is free of the thorn but takes an additional 1d6 points of damage in the process. Failure means the creature takes 2d6 points of damage and remains pinned in place. An ally can try to free an impaled creature with a DC 15 Strength check.\r

    Once a thorn ogre has a creature or creatures impaled on its thorns, it is no longer considered to be in a grapple and can attack other opponents without penalty. It cannot use its weapon attacks against impaled opponents. \r

    A thorn ogre's thorns can hold up to 2 Medium creatures, 8 Small creatures, or 32 Tiny creatures. Creatures smaller than Tiny are too miniscule to be impaled on the thorns, although the thorn ogre can still deal 2d6+7 points of damage to such opponents by grinding them into its thorns with a successful grapple check once it has them grappled.\r

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

    Plant Traits:<\/b> While of the elemental type, a thorn ogre is also plantlike. In addition to benefits granted through its elemental type, the thorn ogre gains immunity to polymorphing and is not subject to mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects). \r

    Thorned Defense (Su):<\/b> Any creature striking a thorn ogre with handheld weapons or natural weapons takes 1d6+5 points of piercing and slashing damage from the thorn ogre's thorns. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.\r

    Skills:<\/b> *In areas of tall grass or heavy undergrowth, a thorn orge gains a +8 racial bonus on Hide checks.\r

    Thorn Ogres and Manual of the Planes<\/i><\/b>\r
    If you are using Manual of the Planes<\/i> in your campaign, thorn ogres hail from the Elemental Plane of Wood and gain the Wood subtype.\r

    In Dragonlance<\/b>\r
    On Krynn, thorn ogres are bound by the irda to protect the Irda Tree.<\/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":"Elemental","alignment":"Always neutral","environment":"Wilderness of the Beastlands"},{"name":"Thornslinger","type":"Plant","ch":2,"challenge_rating":" 02 \u00a0","id":6655,"reference":"Usergen","full_text":"

    Thornslinger <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d8+8\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 0 ft<\/td> <\/tr>
    AC:<\/strong> 12 (+1 Dex, -1 size, +2 natural)<\/td> <\/tr>
    Attacks:<\/strong>2-8 thorns +3 ranged<\/td> <\/tr>
    Damage: <\/strong>Thorn 1d2<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft. by 5 ft.\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Thorns, acid<\/td> <\/tr>
    Special Qualities: <\/strong>Plant, adhesive, blindsight<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +2, Will -3 <\/td> <\/tr>
    Abilities: <\/strong>Str ---, Dex 12, Con 14, Int ---, Wis 2, Cha 1 <\/td> <\/tr>
    Skills: <\/strong><\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Cluster (3-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>02<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Large), 9-12 (Huge)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The thornslinger is a carnivorous plant that incapacitates its victims with a shower of thorns. This is a spidery-white plant with dew-covered, pale yellow blossoms. The plant averages about eight feet in diameter, and lies very close to the ground.

    Thornslingers are found in out-of-the-way places, such as pits, inaccessible caves, and growing on walls. The thorns are their only means of defense, and the plants always cluster in groups in such hard to reach locations.

    COMBAT<\/b>
    Thornslingers attack anything that moves, firing a volley of thorns every round until the movement stops.

    Thorns (Ex)<\/b>: A thornslinger can loose a volley of 2-8 thorns as a standard action. This attack has a range of 30 feet (no range increment). The thornslinger has an inexhaustable supply of thorns and can launch a new volley of thorns each round.

    Acid (Ex)<\/b>: Anything touching the central core of the thornslinger is subject to 1d4 points of damage per round from the plant's digestive juices.

    Adhesive (Ex)<\/b>: The thornslinger's central plant core is covered in a strong adhesive dew. Anything that touches this plant will be stuck to it and held immobile unless a Strength check (DC 14) is successful. Victims caught by this adhesive are automatically subject to the creature's acid attack. Victims can try a new Strength check each round.

    Blindsight (Ex):<\/b> Thornslingers have no visual organs but can ascertain all foes within 30 feet using sound, vibration, and scent.

    Plant<\/b>: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in MC11, Forgotten Realms Appendix II (1991, David \"Zeb\" Cook), Monstrous Manual (1993).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":">Any land"},{"name":"Thoul","type":"Monstrous Humanoid","ch":2,"challenge_rating":" 2 \u00a0","id":6656,"reference":"Usergen","full_text":"

    Thoul <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Monstrous Humanoid \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+12\u00a0(25 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6 (Dex, Improved Initiative)<\/td> <\/tr>
    Speed:<\/strong> 40 ft.<\/td> <\/tr>
    AC:<\/strong> 14 (+2 Dex, +2 natural)<\/td> <\/tr>
    Attacks:<\/strong>2 claws +5 melee; or longsword +5 melee; or longbow +5 ranged<\/td> <\/tr>
    Damage: <\/strong>Claw 1d3+2 plus paralysis; or longsword 1d8+2; or longbow 1d8<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft. by 5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Paralysis\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Fast healing (1), darkvision 60 ft., scent<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +5, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide +6, Listen +4, Move Silently +6, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Squad (2-5), band (10-20 plus 20% non-combatants plus 1 3rd level leader per 5 adults), troupe (3-12 thouls of 1st to 2nd level plus 1d6 hobgoblins of 1st to 3rd level plus 1 hobgoblin \u00c2\u0093king\u00c2\u0094 of 6th level or higher), or clan (20-80 plus 1 3rd level leader per 5 adults, 2 or 3 subchieftains of 5th to 7th level, and one chieftain of 10th level or higher)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Arcane experimentation by hobgoblin loremasters ages ago produced the bizarre hybrid race known as the thouls. It is assumed that the loremasters wanted to create a race of bodyguards that had the discipline of a hobgolin, the power and regenerative properties of a troll, and the paralyzing touch of a ghoul. What they got instead was a pitiful, pained creature that, although quite capable of filling the role of bodyguard, was nowhere near as powerful as the hobgoblin kings had hoped.\r

    From a distance of greater than 10 feet a thoul closely resembles a hobgoblin; it takes a Spot check (DC 15) or previous experience with hobgoblins to tell the difference. A thoul\u00c2\u0092s skin is slightly greener and lumpier than that of a hobgoblin, and its nose is long and hooked\u00c2\u0097no doubt these features are holdovers from its trollish aspects. The eyes of a thoul have no pupils, giving them a stare that is most disconcerting to those not accustomed to them.\r
    Thouls have no language of their own, and speak Goblin. \r

    Some rare thouls know Orc or Common.\r

    Combat\r
    Although thouls can fight with melee weapons, most of them avoid doing so in order to make use of their paralyzing claws. If a thoul must enter melee with an elf, it uses a weapon since elves are immune to its paralyzing touch.\r

    Paralysis (Su): Any living creature struck by a thoul must make a Fortitude save (DC 15) or be paralyzed for 1d6+2 rounds.\r

    Fast Healing (Su): Thouls heal 1 hit point of damage per round.\r

    Thoul Society\r
    The secret to the creation of a thoul has been lost to history. Little has been seen or heard from the thouls for some time and indeed this race was thought to have died out long ago. Some rumor that the strange creatures were unable to reproduce and propagate, while others suggest that the hobgoblins realized the error of their ways and embarked on their own secret campaign to destroy them. The rumors of the extinction of the thoul are false, however, and in recent years more and more of them have been crawling up from the depths of caves and dungeons. It would appear that thouls can reproduce after all, and have been doing so in some secluded retreat far from all other races. Thouls have once again started to appear in the company of powerful hobgoblin warlords. The mistakes of the past are so quickly forgotten.\r

    Much to the dismay of villagers and adventurers alike, the thouls are back.\r

    Thoul Characters\r
    The favored class of a thoul is fighter. Most thoul leaders are fighters or barbarians. The instinct for battle is so strong that most thouls rarely become any class that is not capable of combat.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1978 Wizards of the Coast, Inc.
    Originally found in D&D Basic<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Always chaotic evil","environment":">Any land and underground"},{"name":"Thoul","type":"Monstrous Humanoid","ch":3,"challenge_rating":" 03 \u00a0","id":6657,"reference":"Usergen","full_text":"

    Thoul <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Monstrous Humanoid \t\t\t(Goblinoid)\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> 14 (+1 Dex, +3 natural), touch 11, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+5<\/td> <\/tr>
    Attack: <\/strong>Claw +5 melee (1d3+2 plus paralysis) or longsword +5 melee (1d8+2\/19-20) or longbow +4 ranged (1d8\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +5 melee (1d3+2 plus paralysis) or longsword +5 melee (1d8+2\/19-20) or longbow +4 ranged (1d8\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Paralysis<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, fast healing 2, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +4, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 12, Con 15, Int 8, Wis 12, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Hide +5, Jump +6, Listen +4, Move Silently +5, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Alertness, Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any temperate and warm land and underground<\/td> <\/tr>
    Organization: <\/strong>Squad (2-5), band (10-20 plus 20% non-combatants plus 1 3rd level leader per 5 adults), troupe (3-12 thouls of 1st to 2nd level plus 1d6 hobgoblins of 1st to 3rd level plus 1 hobgoblin ?king? of 6th level or higher), or clan (20-80 plus 1 3rd level leader per 5 adults, 2 or 3 subchieftains of 5th to 7th level, and one chieftain of 10th level or higher)<\/td> <\/tr>
    Challenge Rating: <\/strong>03<\/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 burly humanoid stands slightly taller than the average human. It has hairy skin with a greenish cast, feral pupilless eyes, a slightly long, flat nose and chin, and ropy dark hair. <\/i>\r

    Arcane experimentation by hobgoblin loremasters ages ago produced the bizarre hybrid race known as the thoul. It is assumed that the loremasters wanted to create a race of bodyguards that had the discipline of a hobgoblin, the power and regenerative properties of a troll, and the paralyzing touch of a ghoul. What they got instead was a pitiful, pained creature that, although quite capable of filling the role of bodyguard, was nowhere near as powerful as the hobgoblin kings had hoped. \r

    At a distance, a thoul closely resembles a hobgoblin, and it usually takes a good eye or previous experience with hobgoblins to tell the difference. A thoul?s skin is slightly greener and lumpier than that of a hobgoblin, and its nose is long and hooked?no doubt these features are holdovers from its trollish aspects. The eyes of a thoul have no pupils, giving them a stare that is most disconcerting to those not accustomed to them. They favor brightly colored clothing, preferring blood-red cloth and gleaming black leather.\r

    Thouls tend to associate with hobgoblins a lot more than with trolls or ghouls, and take on many characteristics of the large goblinoids. They have a brutal, militaristic outlook, and always keep their equipment polished and in good condition. Thouls often serve as bodyguards to powerful hobgoblins.\r

    Thouls have no language of their own, and speak Goblin. Some rare thouls know Orc or Common. \r

    A thoul is 6 1\/2 feet tall and weighs about 250 pounds.\r

    COMBAT<\/b>\r
    Although thouls can fight with melee weapons, most of them avoid doing so in order to make use of their paralyzing claws. If a thoul must enter melee with an elf, it uses a weapon (such as a sword or longbow) since elves are immune to its paralyzing touch. \r

    Paralysis (Ex)<\/b>: Those hit by a thoul's claw attack must succeed on a DC 13 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Constitution-based.\r

    Skills<\/b>: A thoul has a +4 racial bonus on Move Silently checks.\r

    THOULS AS CHARACTERS<\/b>\r
    The favored class of a thoul is fighter. Most thoul leaders are fighters or barbarians. The instinct for battle is so strong that most thouls rarely take any class that is not capable in combat. \r

    Thoul characters possess the following racial traits: \r

    - +4 Strength, +2 Dexterity, +4 Constitution, -2 Intelligence, +2 Wisdom, -2 Charisma\r
    Medium size. \r
    - A thoul's base land speed is 30 feet. \r
    - Darkvision out to 60 feet. \r
    - Racial Hit Dice: A thoul begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2 and base saving throw bonuses of Fort +1, Ref +3, and Will +3. \r
    - Racial Skills: A thoul's monstrous humanoid levels give it skill points equal to 6 \u00c3\u0097 (2 + Int modifier). Its class skills are Hide, Listen, Move Silently, and Spot. A thoul has a +4 racial bonus on Move Silently checks.\r
    - Racial Feats: A thoul's monstrous humanoid levels give it two feats. \r
    - +3 natural armor bonus. \r
    - Special Attacks (see above): Paralysis.\r
    - Special Qualities (see above): Fast healing 2, scent.\r
    - Automatic Languages: Goblin, Bonus Languages: Common, Draconic, Dwarven, Giant, Infernal, Orc. \r
    - Favored Class: Fighter. \r
    - Level Adjustment +4.\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), Dungeons & Dragons Rules Cyclopedia (1991), and Mystara Monstrous Compendium Appendix (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually lawful evil","environment":"Any temperate and warm land and underground"},{"name":"Thousandtooth","type":"Aberration","ch":5,"challenge_rating":" 5 \u00a0","id":6658,"reference":"Usergen","full_text":"

    Thousandtooth <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+6\u00a0(33 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+2 Dex, +3 natural), touch 12, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+4<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (1d6)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (1d6) and 8 snakebites +4 melee (1d3 plus poison)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, slow petrifying gaze<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +5, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 15, Con 12, Int 6, Wis 13, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Hide +5, Move Silently +5, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (poison), Multiattack, Weapon Finesse<\/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 evil<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Medium); 13-18 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    What appears to be an oversized human head sprouts about a dozen reptilian limbs from a roundish lump of flesh protruding from its backside. Each of the limbs ends in a viper's head. Its eyes are solid gray, and its mouth is filled with large, sharp teeth. It awkwardly scuttles forth on several of the limbs.<\/i>\r

    A thousandtooth is a mutated medusa. Although their origins are unknown, some speculate that aboleths were involved. Regardless of their genesis, thousandtooths are able to reproduce asexually. Once each year, a thousandtooth drops one of its reptilian limbs which goes off on its own as an independent creature (treat as a Tiny viper). This larval thousandtooth hunts like a snake, consuming as much food as possible before entering a week-long hibernation. After the hibernation, it becomes a full-grown, fully-functional thousandtooth.\r

    Extremely solitary and territorial, a thousandtooth claims a few square miles of territory. It attacks anything it perceives as a threat, competition, or prey. Its territory is dotted with the petrified remains of past victims of its gaze.\r

    A thousandtooth is 4 feet in diameter and weighs 200 pounds. Some thousandtooths grow a pair of spindly arms from either side of its face.\r

    Thousandtooths speak Common.\r

    COMBAT\r

    A thousandtooth prefers to hide, awaiting an optimal time to ambush.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 16, initial damage 1 Con, secondary damage 1 Con. The save DC is Constitution-based.\r

    Slow Petrifying Gaze (Su):<\/b> 30 feet, Fortitude DC 15 negates. On a failed save, the victim must continue to save each round thereafter and is slowed<\/i> (as the spell) and takes a cumulative 10-foot penalty to speed and a -2 penalty to Dexterity, but gains a +1 enhancement bonus to its natural armor as its skin begins to harden. A successful save after the initial save does not negate the effect, but prevents any further penalties and eventual petrification. If the target fails three consecutive saves, the victim is turned to stone permanently. The effect can be reversed by a stone to flesh<\/i> effect at any time. If used before complete petrification, no saving throw is required to survive the transformation. The save DC is Charisma-based.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in The Scarlet Brotherhood<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Usually lawful evil","environment":"Any"},{"name":"Thunder Bird","type":"Outsider","ch":31,"challenge_rating":" 31 \u00a0","id":6659,"reference":"Usergen","full_text":"

    Thunder Bird <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Chaotic, Good, Native)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 44d8+792\u00a0(990 hp)<\/td> <\/tr>
    Initiative: <\/strong> +15<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), fly 60 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 42 (-1 size, +15 Dex, +10 natural, +8 armor),, touch 24, flat-footed 27<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+44\/+58<\/td> <\/tr>
    Attack: <\/strong>Talons +58 melee (1d8+15\/19-20 plus 4d12 electricity)<\/td> <\/tr>
    Full Attack: <\/strong>2 talons +58 melee (1d8+15\/19-20 plus 4d12 electricity) and bite +58 melee (2d6+10\/19-20) and 2 wing buffets +58 melee (1d8+10 plus 4d12 sonic)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, surrounding storm, talons of lightning, wings of thunder<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 15\/adamantine (from ring of ironskin), darkvision 60 ft., electrical and sonic healing, eyes of the storm, improved evasion, improved uncanny dodge, rebirth, spell resistance 39, wind tolerance<\/td> <\/tr>
    Saves: <\/strong>Fort +42, Ref +39, Will +39 <\/td> <\/tr>
    Abilities: <\/strong>Str 30, Dex 41, Con 46, Int 21, Wis 33, Cha 29 <\/td> <\/tr>
    Skills: <\/strong>Balance +21, Bluff +56, Diplomacy +68, Disguise +9 (+15 acting), Heal +58, Intimidate +62, Jump +20, Knowledge (history) +52, Knowledge (nature) +52, Knowledge (religion) +52, Knowledge (the planes) +52, Listen +58, Sense Motive +58, Spot +58, Survival +11 (+17 in aboveground natural environments, +17 on other planes), Tumble +62, Use Magic Device +56<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (Surrounding Storm), Blinding Speed, Epic Will, Fast Healing, Flyby Attack, Hover, Improved Critical (bite), Improved Critical (talons), Improved Flyby Attack, Improved Multiattack, Multiattack, Penetrate Damage Reduction (cold iron), Penetrate Damage Reduction (silver), Power Attack, Snatch<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>31<\/td> <\/tr>
    Treasure: <\/strong>No coins; triple goods; quintuple items<\/td> <\/tr>
    Alignment: <\/strong>Chaotic good<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The skies darken and thunder booms, while lightning arcs in a dazzling display. At the center of the black clouds soars a large, multicolored bird of prey with curling horns and a tooth-filled beak. Each flap of its wings unleashes a clap of thunder, while sheets of lightning flash with each blink of its eyes.<\/i>\r

    The Thunder Bird is an enigmatic being of great power. Legends claim that it appears to fight evil creatures, and will not leave until the battle is over. Others claim it is a messenger of the gods, while some even claim it is a god itself. No magical means have ever proven able to summon the the Thunder Bird, and many see it as a natural embodiment of free will and the fury of nature.\r

    Although spectators have witness the apparent demise of the Thunder Bird in great battles, it always appears again to battle evil. \r

    It is believed that the Thunder Bird makes a nest atop a great mountain, and stories claim that its nest is lined with one of the greatest hordes of magic items in the mortal realm. To date, no one has ever located this nest, although not for lack of trying.\r

    The Thunder Bird is 12 feet long with a 30 foot wingspan and weighs about 500 pounds.\r

    The Thunder Bird speaks Auran, Common, Celestial, Draconic, and Sylvan.\r

    COMBAT\r

    The Thunder Bird combines the grace and prowess of a bird of prey with the fury of a thunderstorm. It never flees from a battle, fighting to the death without hesitation.\r

    The Thunder Bird's natural attacks are treated as chaotic-aligned and good-aligned for the purposes of overcoming damage reduction. Its attacks are also treated as cold iron and silver weapons due to its Penetrate Damage Reduction feats, and magic due to its amulet of mighty fists +5<\/i>.\r

    Breath Weapon (Su):<\/b> Once every 1d4 rounds, the Thunder Bird may breath a 900 foot line of lightning that deals 24d12 points of electricity damage. Reflex DC 50 half. The save DC is Constitution-based.\r

    Electrical and Sonic Healing (Ex):<\/b> The Thunder Bird takes no damage from electricity and sonic attacks. Instead, any electricity attack (such as shocking grasp<\/i> or lightning bolt<\/i>) or sonic attack (such as sound burst<\/i>) used against the Thunder Bird heals 1 point of damage for every 3 points of damage the attack would otherwise deal. The Thunder Bird can't heal hit points by attacking itself.\r

    Eyes of the Storm (Su):<\/b> The Thunder Bird's vision is never negatively affected by weather conditions.\r

    Rebirth (Su):<\/b> One year after the Thunder Bird is killed, it is reborn at full maturity and in perfect health, and it goes to the aid of beseiged cultures as is its norm. The Thunder Bird is always reborn in the same location, though no one has ever discovered the place.\r

    Surrounding Storm (Su):<\/b> The Thunder Bird is constantly surrounded by an enormous black storm cloud filled with flashing lightning and crashing claps of thunder. The storm covers a 360-foot-radius centered on the Thunder Bird. Any creatures within the area must succeed on a DC 43 Fortitude save or be deafened for 1d4x10 minutes. Raining acid within the area deals 1d6 points of damage (no save), while hailstones deal 5d6 points of bludgeoning damage (no save). The Thunder Bird may call six bolts of lightning down from the cloud at any creatures within the area, but no two bolts may be directed at the same target. Each bolt deals 10d6 points of electricity damage (Reflex DC 43 half).\r

    Violent rain and wind gusts within the storm reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters. Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to 43 + the level of the spell the caster is trying to cast. This otherwise functions as a storm of vengeance<\/i> spell (caster level 20th). The Thunder Bird can suppress or reinstate this aura as a free action. The save DCs are Charisma-based.\r

    Talons of Lightning (Su):<\/b> The Thunder Bird's talon attacks deliver a bright shock of electricity to the target on a successful hit, dealing an extra 4d12 points of electricity damage. In addition, the victim must make a DC 50 Fort save or be blinded permanently. The save DC is Constitution-based.\r

    Wind Tolerance (Su):<\/b> The Thunder Bird is unaffected by high winds, and is never checked, knocked down, or blown away by wind conditions. It suffers no penalties to Listen checks made in areas of high winds. \r

    Wings of Thunder (Su):<\/b> The Thunder Bird's wing attacks deliver a loud thunderclap when they make a successful hit, dealing an extra 4d12 points of sonic damage to the target. In addition, the victim must make a DC 50 Fort save or be deafened permanently. The save DC is Constitution-based.\r

    Possessions:<\/b> The Thunder Bird generally carries the following items from its vast hoard: amulet of mighty fists +5, bracers of armor +8, epic ring of ironskin, gem of seeing, ring of freedom of movement<\/i>, and an assortment of rods, staves and wands (1d4 major, 2d4 medium, and 2d6 minor).<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Deities and Demigods<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Chaotic good","environment":"Any land"},{"name":"Thunder Child","type":"Fey","ch":7,"challenge_rating":" 7 \u00a0","id":6660,"reference":"Usergen","full_text":"

    Thunder Child <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 7d6+21\u00a0(52 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), fly 50 ft. (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 21 (+1 size, +6 Dex, +4 Cha), touch 21, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+1<\/td> <\/tr>
    Attack: <\/strong>Bite +10 melee (1d8+3 plus shock)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +10 melee (1d8+3 plus shock)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Chain lightning, feed on fear, shock, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/cold iron, darkvision 120 ft., gaseous form, low-light vision, see in darkness, smell fear, sound imitation, unearthly grace<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +15, Will +11 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 22, Con 16, Int 10, Wis 15, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Balance +8, Bluff +14, Concentration +13, Diplomacy +6, Disguise +4 (+6 acting), Hide +24, Intimidate +19, Jump -2, Move Silently +20, Tumble +16<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (chain lightning), Skill Focus (Intimidate), Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any temperate or warm land<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or storm (3-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>8-14 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>+8<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This shiny black, gaunt humanoid is about four feet tall. Its limbs are slender, its wings vestigial, its ears pointed, and tiny horns sprout from its temples. Its pupil-less eyes flash like lightning.<\/i>\r

    Thunder children, also known as storm children, night rattlers, and lightning-kin, are mischievous, malicious fey that love to play. Their playgrounds are violent thunderstorms, especially at night. \r

    Thunder children feed on the fear of other creatures. They can smell fear, and use every trick at their disposal to heighten this fear. This includes psychological attacks, such as lossening doors and windows, banging shutters, flinging objects, and amplifying other frightening activities that often arise during storms.\r

    When not at play, thunder children make their lairs in small caves hollowed out from storm clouds, magically reinforced in a manner similar to a cloud giant's domain. Thunder children are drawn to gloomy, remote places such as old graveyards, ancient mansions, and cliffside keeps that are rich in potential fear.\r

    Thunder children reproduce by being struck by lightning. A thunder child that survives a lightning bolt instantly creates a newborn thunder child as the last noise of the thunderclap fades. These newborn thunder children stays with its parent for six months before reaching maturity. A thunder child lair occasionally contains 2-5 young.\r

    Thunder children act together out of mutual benefit, not any form of society. They have no leaders. \r

    A thunder child stands 3 feet tall and weighs 30 pounds. \r

    Thunder children speak their own language, a mix of crackles, howls, and booms. Many also learn Common.\r

    COMBAT\r

    Thunder children prefer to terrorize prey, rather than killing it. A thunder child may attack to sow fear, but rarely outright kills another creature unless it dies from fright.\r

    Chain Lightning (Su):<\/b> Once very 1d4+1 rounds, a thunder child can release a blast of chain lightning from its eyes. The bolt deals 8d6 points of electricity damage to a primary target within 120 feet. After it strikes, lightning can arc to a number of secondary targets equal to the thunder child's Hit Dice (maximum 20). Each target can attempt a DC 19 Reflex saving throw for half damage. The thunder child chooses secondary targets as it likes, but they must all be within 30 feet of the primary target, and no target can be struck more than once. The thunder child can choose to affect fewer secondary targets than the maximum. The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down). The save DC is Charisma-based.\r

    Feed on Fear (Su):<\/b> A thunder child can feed on other creatures' fear. Anyone within 60 feet that observes a thunder child's frightening actions for 1 minute (such as banging doors, tossing objects, hearing weird noises, catching glimpses in the night of sinister figures, and so forth) must succeed on a Will save (DC equals the result of the thunder child's Intimidate check) or take 1 point of Wisdom damage. Additionally, any creature that fails its save must succeed on a second Will save (same DC) or be shaken for 1 minute. A victim reduced to Wisdom 0 dies of fright. The save must be repeated for each minute of exposure. This is a mind-affecting fear effect.\r

    Gaseous Form (Su):<\/b> As a standard action, a thunder child can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. While in this form, the thunder child appears as a small black storm cloud.\r

    See in Darkness (Su):<\/b> Thunder children can see perfectly in darkness of any kind, even that created by a deeper darkness<\/i> spell.\r

    Shock (Ex):<\/b> The bite of a thunder child deals an additional 1d8 points of electricity damage. In addition, the victim must succeed on a DC 16 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.\r

    Smell Fear (Su):<\/b> A thunder child can track by scent and pinpoint creatures by scent within 30 feet. In addition, it gains a +2 morale bonus on attack rolls against shaken, frightened, or panicked opponents and can detect them at four times the normal scent range. It gains a +2 bonus on all Will saves when within 120 feet of a shaken, frightened, or panicked opponent, and cannot be caught flat-footed by any shaken, frightened, or panicked opponent.\r

    Sound Imitation (Ex):<\/b> A thunder child can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a DC 17 Will save to detect the ruse. The save DC is Charisma-based.\r

    Spell-Like Abilities:<\/b> 5\/day\u00c2\u0097darkness, fog cloud, gust of wind<\/i> (DC 16). Caster level 7th. The save DCs are Charisma-based.\r

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

    Skills:<\/b> Thunder children have a +4 racial bonus on Hide and Move Silently checks.\r

    Thunder Children in Ravenloft<\/b>\r

    Thunder children that find their way to Ravenloft believe that they have arrived in paradise.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Fiend Folio Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always neutral evil","environment":"Any temperate or warm land"},{"name":"Thunderbeast","type":"Outsider","ch":4,"challenge_rating":" 04 \u00a0","id":6661,"reference":"Usergen","full_text":"

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

    Huge Outsider<\/h2> <\/td> <\/tr>

    Hit Dice: <\/span><\/b>4d8+20 (38 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 (-2 size, +6 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks: <\/span><\/b>Bite +12 melee<\/span><\/p> <\/td> <\/tr>

    Damage: <\/span><\/b>Bite 2d6+15<\/span><\/p> <\/td> <\/tr>

    Face\/Reach: <\/span><\/b>10 ft by 20 ft\/10 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Trample, breath weapon<\/span><\/p> <\/td> <\/tr>

    Saves: <\/span><\/b>Fort +11, Ref +4, Will +5<\/span><\/p> <\/td> <\/tr>

    Abilities: <\/span><\/b>Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Listen +9, Spot +9<\/span><\/p> <\/td> <\/tr>

    Feats:<\/span><\/b> Great Fortitude, Power Attack<\/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; 50% noncombatant young)<\/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 (Huge); 9-12 (Gargantuan)<\/span><\/p> <\/td> <\/tr>

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

    Thunderbeasts are swine-like creatures that roam the layers of the Abyss in large herds. These loathsome animals feed on unwholesome plants and lower creatures of the Abyss, but are unappetitizing to all, including the demons who ocassionally eat them. They are called thunderbeasts because the sound they make when they bellow is something like muted thunder.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A thunderbeast resembles both pigs and hippos in form, though it is much larger than either creature. The creature has six long legs, and a round swollen body. The creature's cylindrical head is low-set for grazing, and has fan-like ears and a huge mouth. The short tail is broad, thick, and flat. These creatures are usually colored yellow-brown or olive, with darker mottling and are covered in warty growths.<\/span><\/p> <\/td> <\/tr>

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

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

    When a thunderbeast is frightened or angry, it will begin combat by bellowing and then breathing on its opponents. They can make a charging trample attack once every two rounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Trample (Ex): <\/span><\/b>A thunderbeast can trample Small or smaller creatures for 2d6+15 points of damage. Opponents who do not make attacks of opportunity against the thunderbeast can attempt a Reflex save (DC 22) to halve the damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Breath Weapon (Ex):<\/b> The thunderbeast's breath is noxious, but not inherently dangerous. After 3 rounds of this creature breathing, the area around it will be affected as if by a fog cloud<\/i> spell. This cloud lasts 1d4 rounds, unless dispersed by wind. The thunderbeast can create another such cloud 3 rounds after the first one disperses.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Always neutral","environment":"Any land"},{"name":"Thylacine","type":"Magical Beast","ch":5,"challenge_rating":" 05 \u00a0","id":6662,"reference":"Usergen","full_text":"

    Thylacine <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d10+12\u00a0(34 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 40 ft<\/td> <\/tr>
    AC:<\/strong> 15 (-1 size, +3 Dex, +3 natural)<\/td> <\/tr>
    Attacks:<\/strong>2 claws +10 melee, bite +5 melee<\/td> <\/tr>
    Damage: <\/strong>Claw 1d4+7, bite 2d4+3<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 10 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Pounce, improved grab, rake 1d4+3, change self<\/td> <\/tr>
    Special Qualities: <\/strong>Immunities, darkvision 120 ft, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +4, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 24, Dex 16, Con 17, Int 10, Wis 14, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Balance +13, Hide +13, Jump +16, Listen +10, Move Silently +12, Spot +10<\/td> <\/tr>
    Feats: <\/strong>Alertness, Track<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any mountains, hills, and forest<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (10-40)<\/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 thylacine is a fearless feline predator that hunts humans and other humanoids. This solitary hunter is fearless and bold by nature, but as patient and intelligent as a human and skillfully cunning. This beast is also known as the jumping tiger, or the mantiger for its illusion ability.\r

    The thylacine inhabits rocky areas and deep wooded country, where it stakes out its territory, a roughly circular region about 30 miles in diameter. It has no specific lair but favors certain rest spots such as rock ledges and small, concealed caverns, or somewhat less preferably, tangled thickets and ruins. Thylacines are intelligent enough to conceal the remains of its prey, and scatter treasure on trails to serve as bait. They sometimes make alliances with other intelligent feline monsters, such as weretigers and sphinxes, but they detest creatures with canine or lupine forms.\r

    A thylacine appears as a normal tiger, but is a smudgy, smoky-gray in color, with its coat varying slightly in uneven patches. Its black eyes allow it to see very well in all lighting conditions. Careful thylacines have a lifespan of 70 years, though violent death takes most of them long before that. Thylacine fur is prized for its value in making camouflaged coats.\r

    Thylacines are always solitary except during mating season, where they will gather in large packs. This only occurs once about every dozen years, but lasts for months. They move en masse to isolated regions, hunting everything they see and howling loudly all the while. When the young are born and reared, the pack breaks up.\r

    COMBAT<\/b>\r
    This clever hunter avoids large groups, preferring to pick targets off one by one, or attacking small, weak groups. The thylacine favors its pounce attack to bite and rend, and it is intelligent enough to recognize spellcasters and potential magic items or spell components for what they are on sight, targeting them first. It knows about all natural traps and concealment in its hunting territory, and makes full use of them against opponents.\r

    A thylacine can jump up to 50 feet away (or a running leap or 60 feet), and up to 20 feet in the air. Its pounce is nearly silent, taking the advantage of attacking by surprise, and it lands effortlessly safe.\r

    Pounce (Ex)<\/b>: If a thylacine 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 thylacine must hit with both claw attacks. If it gets a hold, it can rake.\r

    Rake (Ex)<\/b>: A thylacine that gets a hold can make two rake attacks (+10 melee) with its hind legs for 1d4+3 damage each. If the thylacine pounces on an opponent, it can also rake.\r

    Change Self (Sp)<\/b>: One out of five thylacines has the ability to make itself appear as a humanoid once per day. This illusion lasts for 1-3 rounds and is usually only used to escape pursuit or approach prey.\r

    Immunities (Ex)<\/b>: A thylacine is immune to all mind-influencing spells and effects, and cannot be mentally sensed or magically summoned.\r

    Skills<\/b>: Thylacines receive a +4 racial bonus to Balance, Hide, Jump, and Move Silently checks. *In rocky or wooded areas, the Hide bonus increases to +8.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in DRAGON Magazine #139 (November 1988, Ed Greenwood), Forgotten Realms Monstrous Compendium MC3 (1989).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":">Any mountains, hills, and forest"},{"name":"Thylacoleonid (Marsupial Lion), Priscileo","type":"Animal","ch":1,"challenge_rating":" 1 \u00a0","id":6663,"reference":"Usergen","full_text":"

    Thylacoleonid (Marsupial Lion), Priscileo <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d8\u00a0(4 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-2<\/td> <\/tr>
    Attack: <\/strong>Bite +3 melee (1d8+2\/18-20\/x3) <\/td> <\/tr>
    Full Attack: <\/strong>Bite +3 melee (1d8+2\/18-20\/x3) and 2 claws -2 melee (1d3+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical, improved grab, pounce<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +6, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 18, Con 11, Int 2, Wis 13, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Balance +8, Climb +10, Hide +12*, Listen +3, Move Silently +8, Spot +3<\/td> <\/tr>
    Feats: <\/strong>Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm plains and forests<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>-<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a maneless lion, yet it is only the size of a possum. Its retractable claws and muscular build hint at its deadliness.<\/i>\r

    The smallest of the marsupial lions, priscileo (or \"ancient lion\"), is also the oldest.\r

    A priscileo is less than 2-1\/2 feet long and weighs 40 to 60 pounds. \r

    COMBAT\r

    Like all marsupial lions, priscileo is an ambush predator. Adept at climbing trees, they often drop upon prey from above.\r

    Augmented Critical (Ex):<\/b> A marsupial lion's bite threatens a critical hit on a natural attack roll of 18\u00c2\u009620, dealing triple damage on a successful critical hit.\r

    Improved Grab (Ex):<\/b> To use this ability, a marsupial 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 deals automatic bite damage each round.\r

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

    Skills:<\/b> A priscileo has a +4 racial bonus on Balance, Hide, and Move Silently checks and a +8 racial bonus on Climb checks. It can always choose to take 10 on Climb checks, even if rushed or threatened. *In leafy vegetation, the Hide bonus improves to +12.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #186<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate and warm plains and forests"},{"name":"Thylacoleonid (Marsupial Lion), Thylacoleo","type":"Animal","ch":5,"challenge_rating":" 5 \u00a0","id":6664,"reference":"Usergen","full_text":"

    Thylacoleonid (Marsupial Lion), Thylacoleo <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 10d8+40\u00a0(85 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+18<\/td> <\/tr>
    Attack: <\/strong>Bite +14 melee (3d6+7\/18-20\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +14 melee (3d6+7\/18-20\/x3) and 2 claws +11 melee (1d6+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical, improved grab, pounce<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +8, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 13, Con 18, Int 2, Wis 13, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Balance +5, Hide +7*, Listen +7, Move Silently +12, Spot +7\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Multiattack, Stealthy, Weapon Focus (bite) <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm plains and forests<\/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>11-20 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large mammal somewhat resembles a maneless lion, yet it is built more like a bear. Dark stripes run perpendicular to its spine and down its long, muscular tail like that of a kangaroo.<\/i>\r

    Thylacoleo carnifex, or \"pouched lion executioner\", is the largest of the marsupial lions. Although smaller than a smilodon, its thick bones, heavy musculature, and powerful jaws make it more than a match for the deadliest of big cats.\r

    A thylacoleo is at least 2-1\/2 feet tall at the shoulder, over 6 feet long and weighs 220 to 350 pounds. \r

    COMBAT\r

    Marsupial lions are ambush predators. The thylacoleo is a hypercarnivore, built for killing. Its retractable, switchblade like claws sink into prey while its powerful jaws, strong enough to crush a human skull, finish the job.\r

    Augmented Critical (Ex):<\/b> A marsupial lion's bite threatens a critical hit on a natural attack roll of 18\u00c2\u009620, dealing triple damage on a successful critical hit.\r

    Improved Grab (Ex):<\/b> To use this ability, a marsupial 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 deals automatic bite damage each round.\r

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

    Skills:<\/b> A thylacoleo has 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.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #186<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate and warm plains and forests"},{"name":"Thylacoleonid (Marsupial Lion), Wakaleo","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":6665,"reference":"Usergen","full_text":"

    Thylacoleonid (Marsupial Lion), Wakaleo <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+3 Dex, +2 natural), touch 13, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+6<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (2d6+5\/18-20\/x3) <\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (2d6+5\/18-20\/x3) and 2 claws +1 melee (1d4+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical, improved grab, pounce\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +6, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 16, Con 13, Int 2, Wis 13, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Balance +7, Climb +9, Hide +9*, Listen +4, Move Silently +9, Spot +3<\/td> <\/tr>
    Feats: <\/strong>Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm plains and forests<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-6 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Somewhat resembling a hairless lion, this creature is about the size of a medium dog.<\/i>\r

    A wakaleo is a mid-sized marsupial lion. Although not as adept a climber as the smaller priscileo, it still is quite capable of arboreal attacks.\r

    A wakaleo is the size of a medium-sized dog, about 4 feet long and weighing 100 to 150 pounds. \r

    COMBAT\r

    Like other marsupial lions, a wakaleo is an ambush predator, often striking from trees thanks to its skill at climbing.\r

    Augmented Critical (Ex):<\/b> A marsupial lion's bite threatens a critical hit on a natural attack roll of 18\u00c2\u009620, dealing triple damage on a successful critical hit.\r

    Improved Grab (Ex):<\/b> To use this ability, a marsupial 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 deals automatic bite damage each round.\r

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

    Skills:<\/b> A wakaleo has +4 racial bonus on Balance, Climb, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12. \r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #186<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate and warm plains and forests"},{"name":"Tickler","type":"Aberration","ch":110,"challenge_rating":" 1\/10 \u00a0","id":6666,"reference":"Usergen","full_text":"

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

    Fine Aberration<\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/b> 1\/4d8 (1 hp)<\/p> <\/td> <\/tr>

    Initiative:<\/b> +8 (Dex)<\/p> <\/td> <\/tr>

    Speed:<\/b> Fly 40 ft (perfect)<\/p> <\/td> <\/tr>

    AC:<\/b> 26 (+8 size, +8 Dex)<\/p> <\/td> <\/tr>

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

    Damage:<\/b> None (see text)<\/p> <\/td> <\/tr>

    Face\/Reach:<\/b> 0 ft by 0 ft\/0 ft<\/p> <\/td> <\/tr>

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

    Special Qualities:<\/b> Vulnerabilities, immunities<\/p> <\/td> <\/tr>

    Saves:<\/b> Fort +0, Ref +8, Will +0<\/p> <\/td> <\/tr>

    Abilities:<\/b> Str 2, Dex 26, Con 11, Int 2, Wis 6, Cha 2<\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/b> Flock (3-12)<\/p> <\/td> <\/tr>

    Challenge Rating:<\/b> 1\/10<\/p> <\/td> <\/tr>

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

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

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

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

    This bizarre creature appears as a tiny ball of gray flesh from which projects a pair of featherlike white wings. A tickler is about 2 inches long. It can be found anywhere except in the very hottest and coldest regions.<\/span><\/p> <\/td> <\/tr>

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

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

    A tickler \u0093attacks\u0094 by flying under a victim\u0092s armor or clothing and tickling its opponent. It is theorized that these creatures feed off the laughter generated by their attacks. They will depart a dead or unconscious victim or any victim otherwise silenced (such as by a silence<\/i> spell).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Tickle (Ex):<\/span><\/b> A tickler attacks by slipping under an opponent\u0092s armor and tickling its foe by making a melee touch attack. If successful, an opponent must succeed at a Will save (DC 10 +1 per additional tickler) or break into uncontrollable laughter until the tickler is removed. A creature that laughs for more than 6 rounds, must make a Fortitude save (DC 10 + 1 per additional tickler) or take 1 point of damage per round thereafter. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Affected creatures can take no action while laughing and must remove their armor in order to kill the ticklers, though the ticklers can be attacked through normal clothing. (An affected creature must have his armor removed as he cannot remove it himself while laughing.) Stripping off clothing or armor causes the tickers to find a new opponent.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Creatures with at least +1 natural armor are immune to the effects of a tickler.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Immunities (Ex):<\/span><\/b> Ticklers are immune to all mind-influencing spells and effects, and ignore all illusions.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Vulnerabilities (Ex):<\/span><\/b> Water renders a tickler helpless and immobile for 1d4+1 rounds.<\/span><\/p> <\/td> <\/tr>

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

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

    The Tickler first appeared in Dragon Magazine #158.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Aberration","alignment":" Always neutral","environment":" Any land and underground"},{"name":"Tiger Fly, Female","type":"Vermin","ch":2,"challenge_rating":" 2 \u00a0","id":6667,"reference":"Usergen","full_text":"

    Tiger Fly, Female <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Vermin \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+8\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft., fly 50 ft. (average)<\/td> <\/tr>
    AC:<\/strong> 16 (+1 Dex, +5 natural)<\/td> <\/tr>
    Attacks:<\/strong>4 grabs +5 melee<\/td> <\/tr>
    Damage: <\/strong>Grab 0 plus sting (see below)<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft. by 5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, sting (4d4 plus paralysis), implant eggs
    <\/td> <\/tr>
    Special Qualities: <\/strong>Vermin<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +2, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 12, Con 14, Int --, Wis 10, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Listen +5, Spot +5<\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Nest (2d6 males, 1d6 females, 1d3 larvae per female)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>Half standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>Larva 1 HD; adult female 2-4 HD; adult male 2-6 HD<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A female tiger fly is a large insect resembling a wasp about 5 feet long. It has coloration like a normal wasp, a dark head and body with a yellow-striped abdomen, and has a strangely human-like face. Like all insects, a tiger fly has 6 legs. The first four legs of a female tiger fly have grasping claws. The most fearsome weapon of a female tiger fly is its sting, a long spike with which the tiger fly impales its victims and (perhaps most horribly of all) implants its eggs.

    Combat<\/b>
    A female tiger fly always attempts to grab its prey and sting.

    Improved Grab (Ex): A female tiger fly that hits a Medium-size or smaller opponent with at least two of its grab attacks attempts a grapple as a free action. If the grapple check succeeds, it will sting its opponent.

    Sting (Ex): A female tiger fly that has grabbed its opponent automatically stings it the next round. This sting inflicts 4d4 damage and injects a paralyzing poison.

    Poison (Ex): Fort save (DC 14), initial and secondary damage paralysis 4d6 rounds.

    Implant Egg (Ex): A female tiger fly that has successfully stung its opponent will implant 1d3 eggs. These eggs will hatch in 1d12+12 hours. A heal spell will destroy the eggs before they hatch. When the eggs hatch, the victim must make a Fortitude save (DC 20) or die as the larvae burrow out of the victim\u00c2\u0092s body.

    Vermin: Immune to all mind-influencing effects.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in 1e Fiend Folio<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":">Any land"},{"name":"Tiger Fly, Larva","type":"Vermin","ch":"10","challenge_rating":" \u00bd \u00a0","id":6668,"reference":"Usergen","full_text":"

    Tiger Fly, Larva <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d8-1\u00a0(3 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft.<\/td> <\/tr>
    AC:<\/strong> 11 (+1 size)<\/td> <\/tr>
    Attacks:<\/strong>Bite +1 melee<\/td> <\/tr>
    Damage: <\/strong>Bite 2d4<\/td> <\/tr>
    Face\/Reach: <\/strong>2\u00c2\u00bd ft. by 2\u00c2\u00bd ft.\/2\u00c2\u00bd ft.<\/td> <\/tr>
    Special Attacks: <\/strong><\/td> <\/tr>
    Special Qualities: <\/strong>Vermin<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +0, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 10, Con 8, Int --, Wis 10, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Listen +5, Spot +5<\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Nest (2d6 males, 1d6 females, 1d3 larvae per female)<\/td> <\/tr>
    Challenge Rating: <\/strong>\u00c2\u00bd<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>Larva 1 HD; adult female 2-4 HD; adult male 2-6 HD<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Tiger fly larvae are sickening white grubs 3 to 4 feet in length. They have glistening black heads with huge mandibles.

    Combat<\/b>
    Tiger fly larvae are voracious eaters that will attack and attempt to devour anything that moves.

    Vermin: Immune to all mind-influencing effects.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in 1e Fiend Folio<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":">Any land"},{"name":"Tiger Fly, Male","type":"Vermin","ch":3,"challenge_rating":" 3 \u00a0","id":6669,"reference":"Usergen","full_text":"

    Tiger Fly, Male <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Vermin \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+12\u00a0(39 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft., fly 50 ft. (average)<\/td> <\/tr>
    AC:<\/strong> 16 (+1 Dex, +5 natural)<\/td> <\/tr>
    Attacks:<\/strong>2 slams +6 melee, grab +1 melee, or grab +6 melee<\/td> <\/tr>
    Damage: <\/strong>Talon 1d6+2<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft. by 5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, sting (4d6 plus poison)<\/td> <\/tr>
    Special Qualities: <\/strong>Vermin<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +3, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 12, Con 14, Int --, Wis 10, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Listen +5, Spot +5<\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Nest (2d6 males, 1d6 females, 1d3 larvae per female)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>Half standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>Larva 1 HD; adult female 2-4 HD; adult male 2-6 HD<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A male tiger fly is a large insect resembling a wasp about 5 feet long. It is a dull russet color, and has a strangely human-like face. Like all insects, a tiger fly has 6 legs, the first two of which end in long talons. The second set of legs has grasping claws. The most fearsome weapon of a male tiger fly is its sting, a long spike with which the tiger fly impales its victims.

    Combat<\/b>
    A male tiger fly initially attacks with its scythe-like talons, viciously stabbing at its prey. It can also attempt to grab its opponent with its second set of arms.

    Improved Grab (Ex): A male tiger fly that hits a Medium-size or smaller opponent with its grab attack attempts a grapple as a free action. If the grapple check succeeds, it will sting its opponent.

    Sting (Ex): A male tiger fly that has grabbed its opponent automatically stings it the next round. This sting inflicts 4d6 damage and injects poison.

    Poison (Ex): Fort save (DC 15), initial damage paralysis 4d6 rounds, secondary damage 1d6 temporary Constitution.

    Vermin: Immune to all mind-influencing effects.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in 1e Fiend Folio<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":">Any land"},{"name":"Tikbalang","type":"Fey","ch":9,"challenge_rating":" 9 \u00a0","id":6670,"reference":"Usergen","full_text":"

    Tikbalang <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 12d6+48\u00a0(90 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 40 ft. (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+2 Dex, +8 natural), touch 12, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+13<\/td> <\/tr>
    Attack: <\/strong>Bite +13 melee (1d8+7)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +13 melee (1d8+7) and 2 claws +11 melee (1d4+3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Change shape, deadly vanishing, great roar, immolation, labyrinthine thicket, rake 2d4+3, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/cold iron, flight, immolate, low-light vision, spell resistance 10, sunlight vulnerability, talisman <\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +10, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 24, Dex 15, Con 19, Int 12, Wis 12, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Balance +4, Bluff +20, Concentration +19, Diplomacy +5, Disguise +18 (+20 acting)*, Intimidate +20, Jump +19, Knowledge (religion) +5, Listen +15, Spot +15, Tumble +9<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (Great Roar), Multiattack, Persuasive, Power Attack, Quicken Spell-Like Ability (invisibility)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any forests<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>Standard coins, triple goods, double items<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>13-24 HD (Large); 25-36 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This tall, gaunt humanoid has the head of a horse, its maw filled with fangs and its equine legs ending in talons. A mane of straight black hair falls to its shoulders.<\/i>\r

    The tikbalang (also known as the binangunan or tulung), is an evil fey that dwells in bamboo thickets. It belongs to a group of fey often referred to as a Filipino demons.\r

    Bird calls can indicate the presence of a tikbalang. If the calls are distant, the tikbalang is close, for the birds avoid the beast.\r

    Tikbalangs covet religious paraphenalia, and will often demand holy symbpls and similiar items as payment from villages they oppress.\r

    A tikbalang is 6-7 feet tall and weighs 300 pounds. \r

    Tikbalangs speak Abyssal, Common, and Sylvan. \r

    COMBAT\r

    A tikbalang would rather mislead victims and force them into its labyrinthine thicket than enter combat. If forced into melee, a tikbalang assumes its natural form and activates its immolation ability, mixing in its great roar and spell-like abilities with its formidable melee attacks.\r

    Change Shape (Su):<\/b> A tikbalang can assume the shape of any Small or Medium humanoid. In humanoid form, the tikbalang loses its natural attacks and its great roar ability. A tikbalang can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a tikbalang reverts to its natural form when killed. A true seeing<\/i> spell or ability reveals its natural form.\r

    Deadly Vanishing (Su):<\/b> When a tikbalang uses its greater teleport<\/i> ability, a cloud of dust and falling stones appears in a 10-foot-radius centered on a square it exits. This cloud lasts for 1 round and deals 1d6 points of bludgeoning damage. The dust obscures vision, giving concealment (20% miss chance) to creatures within it.\r

    Flight (Su):<\/b> A tikbalang can walk on air at will, allowing it to effectively fly at a speed of 40 feet with perfect maneuverability. This also grants it a permanent feather fall<\/i> effect (as the spell) with personal range.\r

    Great Roar (Su):<\/b> Once per minute, a tikbalang can emit a frightful roar. All creatures that can hear the tikbalang must succeed on a DC 21 Will save or be panicked for 8 rounds. Even on a successful save, the victim is still shaken for 1 round. This is a sonic, mind-affecting, fear effect. The save DC is Charisma-based.\r

    Immolation (Su):<\/b> As a swift action, a tikbalang can wreathe its body in flames. Anyone grappling the tikbalang takes 3d6 points of fire damage each round. This effect continues until the tikbalang ends it as a free action. \r

    Labyrinthine Thicket (Su):<\/b> A tikbalang can trap a subject in a mental maze; if the subject fails a DC 19 Will save, it perceives its surroundings as a maze. Each round on its turn, the subject can take a full round action to make a DC 20 Intelligence check to discern the correct appearance of its surroundings. If the subject fails all its Intelligence checks, this effect ends after 10 minutes. The save DC is Charisma-based.\r

    Rake (Ex):<\/b> Attack bonus +13 melee, damage 2d4+3.\r

    Spell-Like Abilities:<\/b> At will--greater teleport, invisibility<\/i> (self only); 1\/day--blindness\/deafness<\/i> (DC 15), contagion<\/i> (DC 17), insanity<\/i> (DC 20). Caster level 12th.\r

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

    Talisman (Su):<\/b> A tikbalang bears a talisman that is the source of its strength. If taken or otherwise obtained from the tikbalang, the tikbalang suffers 1d8 points of Strength damage, which is then transferred to the recipient as an enhancement bonus to Strength for 24 hours. If taken after its death, the bearer gains a +8 enhancement bonus to Strength for 24 hours.\r

    Skills:<\/b> *When using its change shape ability, a tikbalang gets an additional +10 circumstance bonus on Disguise checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Imagine Magazine #25<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always chaotic evil","environment":"Any forests"},{"name":"Tin Man","type":"Construct","ch":3,"challenge_rating":" 3 \u00a0","id":6671,"reference":"Usergen","full_text":"

    Tin Man <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 6d10+20\u00a0(53)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (-1 Dex, +5 natural), touch 9, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+8<\/td> <\/tr>
    Attack: <\/strong>Slam +8 melee (1d6+4) or battleaxe +8 melee (1d8+4\/x3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 slams +8 melee (1d6+4) or battleaxe +8 melee (1d8+4\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, darkvision 60 ft., deactivation, immunity to magic, low-light vision, nigh indestructible, reflective surface, seize\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +1, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 8, Con -, Int -, Wis 11, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>-<\/td> <\/tr>
    Feats: <\/strong>-<\/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 (Medium); 13-18 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The humanoid-shaped automaton before you appears to be covered in shiny tin. It carries a battleaxe.<\/i>\r

    A tin man is a type of golem. Once activated using the specific command word, a tin man always speaks when spoken to, but it has no brain and offers only random comments or answers to any questions.\r

    A tin man stands 6 feet tall and weighs 500 pounds.\r

    COMBAT\r

    A tin man is a straightforward combatant, approaching the nearest opponent and slamming with its fists or slashing with an axe until it or the opponent has stopped moving.\r

    Deactivation (Ex):<\/b> A tin man is encoded with a specific command word (such as \"Zihweeg\") which immediately renders it inert. This same command word reactivates the tin man if it is immobilized due to deactivation (but not due to damage).\r

    Immunity to Magic (Ex):<\/b> A tin man is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.\r

    Any spell with cold or water descriptor deals no damage but causes the golem to seize up (see seize).\r

    Nigh Indestructible (Su):<\/b> When reduced to 0 or fewer hit points by non-fire sources, a tin man is not destroyed, merely immobilized. Only fire can cause sufficient structural damage to destroy a tin man.\r

    Reflective Surface (Ex):<\/b> The tin man's shiny surface deflects all rays, lines, cones, and even magic missile<\/i> spells. Check for reflection before rolling to overcome the creature\u00c2\u0092s spell resistance. Roll 1d8 to determine the direction of the reflection, with 1 being straight back at the source of the effect and 2 through 8 counting clockwise around the tin man. Any target in the path of the reflection must succeed at an appropriate saving throw for the effect (if one is allowed) or suffer the full effect.\r

    Seize (Ex):<\/b> A tin man is immune to cold damage, but if it is targeted by or caught within the area of a cold or water-based effect (such as being struck by a frost weapon, a ray of frost<\/i>, or within the area of a sleet storm<\/i>) will cause the tin man to seize up and become immobile in 1d4 rounds. A tin man in temperatures less than 32 degrees F or exposed to water equivalent to a rainstorm or greater will also render it immobile in 1d4 rounds. A full round spent oiling the tin man\u00c2\u0092s joints will allow it to move freely again.\r

    Construction\r

    The materials involved in the construction of a tin golem's body are inexpensive (400 gp), but the actual crafting of the body is more difficult. To craft the body requires a DC 20 Craft (armorsmithing) or a DC 20 Craft (weaponsmithing) check. The body is then infused with with magial energies and components that turn the inanimate metal into a construct. \r

    CL 5th; Craft Construct, bull's strength, grease, misdirection<\/i>, caster must be at least 5th level; Price 6,400 gp; Cost 3,400 gp + 240 XP.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in I11: Needle<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any land"},{"name":"Tirapheg","type":"Aberration","ch":1,"challenge_rating":" 01 \u00a0","id":6672,"reference":"Usergen","full_text":"

    Tirapheg<\/h1> <\/div> <\/td> <\/tr>

    Medium-Size Aberration
    Hit Dice:<\/span><\/b> 2d8+4 (13 hp)
    Initiative:<\/b> +0
    Speed:<\/b> 10 ft
    AC:<\/b> 10
    Attacks:<\/b> 2 spikes +4 melee, claw -1 melee
    Damage:<\/b> 2 spikes 1d4+3, claw 1d4+1
    Face\/Reach:<\/b> 5 ft by 5 ft\/5 ft
    Special Attacks:<\/b> Improved grab, constrict 1d4+3, illusions
    Special Qualities:<\/b> All-around vision
    Saves:<\/b> Fort +2, Ref +0, Will +4
    Abilities:<\/b> Str 16, Dex 11, Con 15, Int 10, Wis 12, Cha 10
    Skills:<\/b> Hide +5, Jump +8, Listen +5, Search +8, Spot +9<\/span><\/p> <\/div> <\/td> <\/tr>

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

    Climate\/Terrain:<\/span><\/b> Any mountains and marsh
    Organization:<\/b> Solitary
    Challenge Rating:<\/b> 1
    Treasure:<\/b> None
    Alignment:<\/b> Always neutral
    Advancement:<\/b> 3-4 HD (Medium-size); 5-6 HD (Large)

    The tirapheg may well be one of the strangest known aberrations in existence. Its humanoid shape stands about 7 feet tall, is naked, and hairless. The tirapheg has three heads; the outer two being featureless. The central head has three large, inset eyes, two on the front of the head (above the nose) and one to the rear. Small ears flank each side of the central head. The tirapheg has no mouth.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Three arms protrude from the tirapheg\u0092s body; two at the shoulders and one from the central chest. The two arms at the shoulder are jointed so as to move both forwards and backwards. They are prehensile and end in a 6-inch long spike rather than hands. The third arm (the chest arm) ends in a three-fingered hand. The tirapheg\u0092s lower torso ends in three legs; the outer two ending in stumps and the central leg ending in a single foot with three long toes.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Below the tirapheg\u0092s third arm, situated in the middle of its torso, is the creature\u0092s mouth. Three small tentacles writhe constantly above the mouth.<\/span><\/p> <\/td> <\/tr>


    <\/span>COMBAT
    <\/span><\/b>Normally the tirapheg avoids encounters, but these unpredictable creatures have been known to attack living creatures for reasons known only to the tirapheg.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 A tirapheg that successfully hits an opponent with its central arm usually maintains the hold until it or its opponent is dead. If cornered or if melee is going against it, the tirapheg uses its illusion ability to deceive its attackers.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, the tirapheg must hit an opponent of up to Medium-size with both of its spikes. If it gets a hold, it uses its central arm to strangle the opponent.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Constrict (Ex):<\/span><\/b> A tirapheg deals 1d4+3 points of damage with a successful grapple check against Medium-size or smaller creatures. Because it seizes victims by the neck, a creature in the tirapheg\u0092s grasp cannot speak or cast spells with verbal components.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Illusions (Su):<\/span><\/b> A tirapheg can project two illusionary replicas of itself which it controls telepathically. These illusions fight as the original creature and take no damage themselves, though they deal damage to opponents if they are not recognized for what they are (this works like the silent image<\/i> spell in all other respects, except that the illusions disappear only when the creature is killed or when its opponents retreat out of sight).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 At the instant the illusions are created by the creature, it has the ability to generate a split-second blinding flash of light to cover the appearance of the illusions, which causes all creatures and persons within a 30 range to stand as if affected by a confusion<\/i> spell for one melee round (no save to avoid). The tirapheg and its illusions attack in the melee round in which the illusions are created. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 All-around Vision (Ex):<\/b> The tirapheg\u0092s three eyes allow it to see things in front of it as well as behind it, bestowing a +4 racial bonus to Spot and Search checks. Tirapheg\u0092s can\u0092t be flanked.<\/span><\/p> <\/td> <\/tr>

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


    <\/span>The tirapheg first appeared in the 1st edition Fiend Folio (1981)<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Aberration","alignment":" Always neutral ","environment":"> Any mountains and marsh "},{"name":"Tirapheg","type":"Aberration","ch":1,"challenge_rating":" 01 \u00a0","id":6673,"reference":"Usergen","full_text":"

    Tirapheg <\/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> 10 ft (2 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 10, touch 10, flat-footed 10<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+4<\/td> <\/tr>
    Attack: <\/strong>Spikes +4 melee (1d4+3)<\/td> <\/tr>
    Full Attack: <\/strong>2 spikes +4 melee (1d4+3) and claw +2 melee (1d4+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 1d4+3, improved grab, illusions<\/td> <\/tr>
    Special Qualities: <\/strong>All-around vision, darkvision 60 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +0, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 11, Con 15, Int 10, Wis 12, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Hide +3, Jump +6, Listen +3, Search +4, Spot +7<\/td> <\/tr>
    Feats: <\/strong>Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any mountains and marsh<\/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>3-4 HD (Medium); 5-6 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+2<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This pseudo-humanoid creature has a truly bizarre appearance. It is taller than the average human, wearing no clothing or equipment and is completely hairless and mostly featureless. It has three heads, and only the central one has any features. The middle head has three large, deeply-inset eyes spaced equidistantly around the head \u00c2\u0096 two in front where a human\u00c2\u0092s would be, and one in back. Small ears flank each side of this head, and it has no mouth.\r

    Its body is equally unusual. It has three arms, two of which are at the shoulders and double-jointed, ending in a 6-inch long spike rather than hands. The third arm protrudes from its chest, ending in a three-fingered hand. The creature also has three legs; the outer two ending in stumps and the central leg ending in a footpad with three long toes. Below the creature\u00c2\u0092s central arm is a mouth-like orifice, above which are seen three 3-inch long tentacles that writhe constantly.<\/i>\r

    The tirapheg may well be one of the strangest known aberrations in existence, at least due mostly to its odd anatomy. It says nothing, and sages have had little success in divining much of anything about the tirapheg. Its actual mouth is the one located in its chest; a tirapheg\u00c2\u0092s favorite food is decayed flesh. The purpose for the tentacles above the mouth is a mystery, like the creature itself.\r

    A tirapheg is 7 feet tall, and weighs about 225 pounds.\r

    A tirapheg does not speak and perhaps cannot, and might not understand any language.\r

    COMBAT<\/b>\r
    Normally the tirapheg avoids encounters, but these unpredictable creatures exhibit erratic behavior and have been known to attack living creatures for reasons known only to the tirapheg.\r

    A tirapheg that successfully spikes an opponent with both spikes can attach its central arm around the victim\u00c2\u0092s neck as a free action. A tirapheg uses this arm to strangle its opponent, and usually maintains the hold until it or its opponent is dead. If cornered or if melee is going against it, a tirapheg will use its illusion ability to deceive its attackers and escape.\r

    Constrict (Ex)<\/b>: A tirapheg deals 1d4+3 points of damage with a successful grapple check. Because it seizes victims by the neck, a creature in a tirapheg\u00c2\u0092s grasp cannot speak or cast spells with verbal components.\r

    Improved Grab (Ex)<\/b>: To use this ability, a tirapheg must hit with both of its spike 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 constricts.\r

    Illusions (Su)<\/b>: A tirapheg can create two illusory duplicates of itself at the same time, as a standard action. The duplicates are made of material from the Plane of Shadow and are partially real, and appear to be the same as the original. The duplicates have no hit points and are unaffected by any form of attack. They have the same Armor Class as the tirapheg, and may appear to take damage if struck. The duplicates otherwise have the same statistics as the tirapheg, except that they cannot likewise create more illusions.\r

    These duplicates remain under the tirapheg\u00c2\u0092s absolute command at all times, through a telepathic link. The duplicates may take a standard action in the melee round they are created, and always take their actions on the tirapheg\u00c2\u0092s initiative. These illusions disappear only at the tirapheg\u00c2\u0092s will, or when the tirapheg is killed. The tirapheg may only create and maintain two duplicates at a time.\r

    Any creature that interacts with the duplicates can make a Will save (DC 12) to recognize their true nature. Any creature that makes a successful Will save cannot be harmed by a duplicate; objects automatically succeed on their will saves. The duplicates deal normal damage to creatures that believe they are real. This is a mind-affecting effect. The save DC is Charisma-based.\r

    At the instant a tirapheg creates these duplicates it generates a split-second flash of dazzling light, which affects all creatures in a 30-foot radius (except the tirapheg itself) that can see the tirapheg as a lesser confusion spell. This effect conceals the sudden appearance of the illusions, and a tirapheg cannot use it at any other time. There is no saving throw for this effect.\r

    All-Around Vision (Ex)<\/b>: A tiraphegs\u00c2\u0092s three equally spaced eyes give it a +4 racial bonus on Spot and Search checks, and it can't be flanked.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in the first edition Fiend Folio (1981, Colin Reynolds).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":"Any mountains and marsh"},{"name":"Tirichik","type":"Beast","ch":12,"challenge_rating":" 12 \u00a0","id":6674,"reference":"Usergen","full_text":"

    Tirichik <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Beast \t\t\t(Cold)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 13d10+65\u00a0(136 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 30 ft, burrow 10 ft<\/td> <\/tr>
    AC:<\/strong> 19 (-2 size, +2 Dex, +9 natural)<\/td> <\/tr>
    Attacks:<\/strong>Bite +15 melee; or 2 tentacles +15 melee<\/td> <\/tr>
    Damage: <\/strong>Bite 3d8+12 ; tentacle 1d8+8<\/td> <\/tr>
    Face\/Reach: <\/strong>10 ft by 30 ft\/10 ft (20 feet with tentacles)<\/td> <\/tr>
    Special Attacks: <\/strong>Tentacles, elongate<\/td> <\/tr>
    Special Qualities: <\/strong>Immune to cold<\/td> <\/tr>
    Saves: <\/strong>Fort +13, Ref +10, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 27, Dex 15, Con 21, Int 2, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Climb +8, Hide +6, Spot +6<\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any cold land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>14-26 HD (Huge); 27-39 HD (Gargantuan)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The tirichik is one of the most feared predators of the arctic plains. This monster is vicious, stealthy, and has an insatiable appetite for humanoid flesh.\r

    The tirichik is a large insectoid creature about 30 feet in length. It resembles a cross between a white dragon and a huge centipede. Its body is long and tubular, with a dragon-like head at one end, and is covered with white scales.\r


    COMBAT<\/b>\r
    A tirichik will hide inside a crevasse, snowy hills, or other convenient hiding place, and strike at its prey from ambush. When prey is scarce, the beast will go hunting, using its tentacles to probe for food. \r

    Tentacles (Ex):<\/b> A tirichik can thrust its tentacles out up to 20 feet, using them like daggers. Attacks may be made on the tentacles, with a -2 penalty to the attack roll. A single attack from a slashing weapon that causes 5 or more points of damage will sever a tentacle. It takes the tirichik about a month to grow a new tentacle.\r

    The tentacles are the beast's main method for sensing prey, being able to detect heat and movement up to 300 feet away.\r

    Elongate (Ex):<\/b> The tirichik can temporarily detach its head from its spine, by the use of special elastic tendons in its neck. This causes the head to stretch 5 feet from the spine, and allows the creature to strike like a snake, gaining a +2 bonus to its attack roll. This elongation prevents the tirichik from attacking in the next round, as it must spend the following round withdrawing its neck and reattaching its skull. Thus, it can only use this attack once every other round.\r

    Skills:<\/b> Tirichik receive a +5 bonus to Hide checks in its native environment.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in FR 14 The Great Glacier (1992, Rick Swan).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Beast","alignment":"Always chaotic evil","environment":">Any cold land and underground"},{"name":"Tirichik","type":"Magical Beast","ch":8,"challenge_rating":" 8 \u00a0","id":6675,"reference":"Usergen","full_text":"

    Tirichik <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 13d10+65\u00a0(136 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), burrow 10 ft., climb 15 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 23 (-2 size, +1 Dex, +14 natural), touch 9, flat-footed 22<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+13\/+29<\/td> <\/tr>
    Attack: <\/strong>Bite +19 melee (3d8+8) or tentacle +19 melee (1d8+8)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +19 melee (3d8+8) and 2 tentacles +14 melee (1d8+4); or 2 tentacles +19 melee (1d8+8)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft. (20 ft. w\/tentacle or elongate neck)<\/td> <\/tr>
    Special Attacks: <\/strong>Elongate neck<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 40 ft., can't be tripped, darkvision 60 ft., icewalking, immunity to cold, low-light vision, scent, sensory tentacles\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +13, Ref +9, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 26, Dex 13, Con 21, Int 3, Wis 14, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Climb +16, Hide +1*, Listen +8, Spot +8, Survival +2*<\/td> <\/tr>
    Feats: <\/strong>Alertness, Cleave, Combat Reflexes, Power Attack, Track <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any cold land<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>14-16 HD (Huge); 17-39 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a cross between a dragon and an immense centipede, with a writhing pair of tentacles tipped by needle-sharp spikes. Both its dragon-like head and long, tubular body are covered with white scales.<\/i>\r

    The tirichik is one of the most feared predators of the arctic plains. This monster is vicious, stealthy, and has an insatiable appetite for humanoid flesh. \r

    A tirichik is 30 feet long and weighs 4,000 pounds. \r

    Tirichik cannot speak or understand any languages.\r

    COMBAT\r

    A tirichik often attacks from ambush, bursting from beneath a snowdrift or within a crevasse. Its first attack is usually a bite using its elongate neck ability, after which it uses its tentacles and normal bite attack.\r

    An opponent can attack a tirichik's tentacles with sunder attempts as if they were weapons. Each tentacle has 10 hit points, and severing a tentacles deals 5 points of damage to the tirichek. The creature regrows severed tentacles in 2d10+20 days.\r

    Elongate Neck (Ex):<\/b> Using special elastic tendons in its neck, a tirichik can temporarily detach its skull from its spinal column, allowing it to make a quick strike like a serpent. Treat this as a charge attack, with the usual bonus and penalties. If the tirichik hits its target, it deals double damage with the bite attack. Elongate neck doubles the reach of the tirichik's bite. The tirichik cannot make a bite attack the round after it uses its elongate neck special attack, since it must reattach its skull before it can bite again.\r

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

    Sensory Tentacles (Ex):<\/b> A tirichik's tentacles give the creature blindsight to a range of 40 feet, and increase the range of its scent ability fivefold, allowing it to detect creatures within 150 ft. (300 ft. if the creature is upwind, 75 ft. if downwind). If one tentacle is severed the tirichik's scent range is reduced to 60 ft. and its blinsight is reduced to 20 ft., if both tentacles are severed its scent range is reduced to the standard 30 ft. and it loses its blinsight. Each tentacle gives a tirichik a +2 bonus on Survival checks to track by scent (+4 for both tentacles).\r

    Skills:<\/b> A tirichik has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. *A tirichik, due to its coloration and its affinity for burying itself in the snow, has a +10 racial bonus on Hide checks in its native environment.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in FR 14 - The Great Glacier<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Beast","alignment":"Usually chaotic evil","environment":"Any cold land"},{"name":"Titan, Greater","type":"Outsider","ch":28,"challenge_rating":" 28 \u00a0","id":6676,"reference":"Usergen","full_text":"

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


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 40d8+640\u00a0(840 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 60 ft (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 39 (-4 size, +5 Dex, +28 natural), touch 11, flat-footed 34<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+40\/+70<\/td> <\/tr>
    Attack: <\/strong>Slam +59 melee (2d6+18)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +59 melee (2d6+18)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft\/20 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Oversized weapon, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 15\/epic, darkvision 60 ft, fast healing 3, spell resistance 36<\/td> <\/tr>
    Saves: <\/strong>Fort +42, Ref +31, Will +35 <\/td> <\/tr>
    Abilities: <\/strong>Str 47, Dex 20, Con 43, Int 27, Wis 28, Cha 28 <\/td> <\/tr>
    Skills: <\/strong>Balance +19, Bluff +29, Climb +31, Concentration +47, Craft (any two) +31, Decipher Script +38, Diplomacy +19, Disguise +9 (+11 in character), Gather Information +28, Heal +28, Intimidate +42, Jump +48, Knowledge (any three) +39, Listen +40, Perform (any two) +39, Search +39, Sense Motive +40, Spellcraft +28, Spot +40, Survival +9 (+11 following tracks)<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Blind-Fight, Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Quicken Spell-Like Ability (chain lightning). \r
    Epic Feats<\/b>: Fast Healing, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Toughness, Epic Will, Legendary Leaper<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any outer plane<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>28<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic (any)<\/td> <\/tr>
    Advancement: <\/strong>41-80 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    \r
    Though hardly the only titans in existence, greater titans are considered the originals and are the ones whom Olympian legends are written about. Names such as Prometheus, Atlas, and Cronus are well known in stories throughout the world.\r

    The greater titans were born to the ancient gods, Gaea and Uranus, and replaced them as rulers of the universe. Cronus and Rhea were the first king and queen of the titans, and their progeny were the first of the Olympian gods. Cronus sought to destroy his children, but they fought back and exiled Cronus and his siblings to the bleak prison plane of Tarterus. Though Rhea and the many children of the original titans are generally free to roam, Cronus is imprisoned with his siblings Oceanus, Tethys, Hyperion, Mnemosyne, Themis, Iapetus, Coeus, Crius, Phebe, and Thea. The Olympians consider them too dangerous to forgive, and they are locked away to this very day.\r

    Greater titans, like the lesser titans below them and the elder titans above them, resemble immense human beings. These titans are usually of extreme physical beauty, and those that are not tend to be hideously ugly. Each one embodies an aspect of humanity or the mortal world, and has powers to match. \r

    The titans\u00c2\u0092 personalities and goals are as varied as those of humans, and they pursue their desires with a great passion. All titans bear either a tremendous respect or fear for the Olympian gods, and will never tolerate open disrespect for them (those that hate the gods will see such insolence as a trick they do not want to fall for). Though unconcerned with mortal matters, they roam the lands of men and may be searching for a voluminous feast, an epic adventure, or an all-consuming love.\r

    Greater titans are usually at least 50 feet tall and weigh about 100,000 pounds, but can grow to be up to 100 feet tall and weigh as much as 800,000 pounds.\r

    Greater titans speak Abyssal, Common, Celestial, Draconic, and Giant.\r

    COMBAT<\/b>\r
    A greater titan in combat is an awesome thing to behold, and perhaps the only thing more frightening is a clash of the titans. Their sheer, raw physical and magical power is more than enough to lay waste to the countryside as well as the people in it.\r

    Greater titans usually have special attacks and special qualities beyond those listed here, and these powers are appropriate to the nature of the titan and the aspect it embodies. They almost always have abilities like those of various character classes, including but not limited to spellcasting.\r

    A greater titan's natural weapons, as well as any weapons it wields, are treated as epic weapons for the purposes of overcoming damage reduction.\r

    Oversized Weapon (Ex)<\/b>: A greater titan can wield a great, two-handed weapon (big enough for Colossal creatures) with no penalty.\r

    Spell-Like Abilities<\/b>: At will \u00c2\u0096 chain lightning<\/i> (DC 27), charm monster<\/i> (DC 25), cure critical wounds<\/i> (DC 25), fire storm<\/i> (DC 28), greater dispel magic<\/i>, hold monster<\/i> (DC 26), invisibility<\/i>, invisibility purge<\/i>, levitate<\/i>, persistent image<\/i> (DC 26), polymorph<\/i> (humanoid forms only, duration 1 hour), protection from energy<\/i>, read magic<\/i>; 3\/day \u00c2\u0096 etherealness<\/i>, freedom of movement<\/i>, greater teleport<\/i>, summon nature\u00c2\u0092s ally IX<\/i>, word of chaos<\/i> (DC 26); 1\/day \u00c2\u0096 gate<\/i>, maze<\/i>, meteor swarm<\/i> (DC 30), plane shift<\/i>, wind walk<\/i>. Caster level 25th. The save DCs are Charisma-based.\r

    In addition, titans of good or neutral alignment can use the following additional spell-like abilities: At will \u00c2\u0096 daylight<\/i>, holy smite<\/i> (DC 25), remove curse<\/i> (DC 25); 1\/day \u00c2\u0096 greater restoration<\/i>. Caster level 25th. The save DCs are Charisma-based.\r

    Titans of evil alignment can use the following additional spell-like abilities: At will \u00c2\u0096 bestow curse<\/i> (DC 25), deeper darkness<\/i>, unholy blight<\/i> (DC 25); 1\/day \u00c2\u0096 Bigby\u00c2\u0092s crushing hand<\/i> (DC 30). Caster level 25th. The save DCs are Charisma-based.\r

    Additionally, greater titans may each have additional spell-like abilities beyond those listed here.<\/i><\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in the first edition Deities and Demigods (1980, James M. Ward and Robert J. Kuntz), and Legends and Lore (1990).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Usually chaotic (any)","environment":"Any outer plane"},{"name":"Titan, Greater, Atlas","type":"Outsider","ch":30,"challenge_rating":" 30 \u00a0","id":6677,"reference":"Usergen","full_text":"

    Titan, Greater, Atlas <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 41d8+697\u00a0(901 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 60 ft (12 squares), fly 80 (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 44 (-4 size, +5 Dex, +33 natural), touch 11, flat-footed 39<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+41\/+82<\/td> <\/tr>
    Attack: <\/strong>Slam +61 melee (8d10+28)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +61 melee (8d10+28)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft\/20 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 15\/epic, darkvision 60 ft, evasion, fast healing 3, feat of strength, spell resistance 45, unlimited strength, wholeness of body<\/td> <\/tr>
    Saves: <\/strong>Fort +47, Ref +31, Will +36 <\/td> <\/tr>
    Abilities: <\/strong>Str 50, Dex 20, Con 44, Int 27, Wis 30, Cha 28 <\/td> <\/tr>
    Skills: <\/strong>Balance +25, Bluff +44, Climb +55 (+57 with rope), Concentration +52, Craft (blacksmithing) +46, Diplomacy +33, Disguise +9 (+11 in character), Escape Artist +20 (+22 with rope), Heal +38, Intimidate +68, Jump +59, Knowledge (history) +53, Knowledge (religion) +48, Knowledge (the planes) +43, Listen +52, Move Silently +35, Search +43, Sense Motive +45, Spellcraft +38, Spot +52, Survival +10 (+12 following tracks, +12 on other planes), Swim +53, Use Rope +28 (+30 with bindings)<\/td> <\/tr>
    Feats: <\/strong>Alertness, Awesome Blow, Deflect Arrows (B), Greater Weapon Specialization (slam), Improved Grapple (B), Improved Unarmed Strike (B), Improved Sunder (B), Power Attack, Weapon Focus (slam), Weapon Specialization (slam)\r
    Epic Feats:<\/b> Epic Fortitude, Epic Prowess, Epic Toughness, Epic Weapon Focus (slam), Epic Weapon Specialization (slam), Fast Healing, Legendary Wrestler<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Tarterian Depths of Carceri<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>30<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>---<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This gigantic humanoid has an unimaginably massive build, appearing to have muscles where muscles shouldn\u00c2\u0092t be. His expression seems rather crafty. <\/i>\r

    Atlas is the embodiment of physical might, and is considered strength personified. He draws energy from the Material plane, and while there he seems to have no limit to his strength.\r

    Despite his alignment, Atlas can actually be very honorable, and it is well known that if he gives his word on a matter he will keep even if this oath means his death.\r

    Atlas (whose name means \"he who dares or suffers\") was the son of the Titan Iapetus and the nymph Clymene, and the brother of Prometheus and Epimetheus. Hersperius bore the Herperides to Atlas, who were four beautiful nymphs (Aegle, Arethusa, Erytheia, and Hesperia) that lived in the mountains near Atlas. They are said to live in a beautifully tended garden, which is the source of Hera\u00c2\u0092s golden apples. Heracles, as part of his Twelve Labors, tricked Atlas into picking the apples for him by offering to take his burden from him. Atlas is also father of Maera, the Hyades, Calypso the sea nymph and the Pleiades (the Seven Sisters, oreads); Hesperos is sometimes regarded as his son.\r

    Atlas led the Titans in their struggles with the Olympians, and was thus condemned by Zeus to bear the weight of the earth and sky upon his shoulders forever. Though Atlas is officially a prisoner of Tarterus, part of his punishment involves spending most of his time on the Material Plane.\r

    Atlas is 50 feet tall and weighs 225,000 pounds.\r

    Atlas speaks Abyssal, Common, Celestial, Draconic, and Giant.\r

    COMBAT<\/b>\r
    Atlas is not as destructive as some of the other greater titans, but he does have plenty of destructive capability. His fists pack quite a punch, and he usually relies on just hitting whatever stands in his way. When fighting a more powerful foe, Atlas will make use of his spell-like abilities, as well as his ability to increase his strength.\r

    Atlas's natural weapons, as well as any weapons he wields, are treated as epic weapons for the purposes of overcoming damage reduction.\r

    Spell-Like Abilities<\/b>: At will \u00c2\u0096 bestow curse<\/i> (DC 23), chain lightning<\/i> (DC 25), charm monster<\/i> (DC 23), cure critical wounds<\/i>, deeper darkness<\/i>, fire storm<\/i> (DC 26), greater dispel magic<\/i>, hold monster<\/i> (DC 24), invisibility<\/i>, invisibility purge<\/i>, levitate<\/i>, persistent image<\/i> (DC 25), polymorph<\/i> (humanoid forms only, duration 1 hour), protection from energy<\/i>, read magic<\/i>, unholy blight<\/i> (DC 23); 3\/day \u00c2\u0096 Bigby's clenched fist<\/i>, Bigby's grasping hand<\/i>, divine power<\/i>, earthquake<\/i>, etherealness<\/i>, freedom of movement<\/i>, greater teleport<\/i>, iron body<\/i>, power word stun<\/i>, summon nature\u00c2\u0092s ally IX<\/i>, word of chaos<\/i> (DC 26); 1\/day \u00c2\u0096 Bigby\u00c2\u0092s crushing hand<\/i>, gate<\/i>, maze<\/i>, meteor swarm<\/i> (DC 28), plane shift<\/i>, wind walk<\/i>. Caster level 25th. The save DCs are Charisma-based.\r

    Feat of Strength (Su)<\/b>: Atlas gains an enhancement bonus to Strength equal to +20. Activating the power is a free action, the power lasts 1 round, and it is usable 5 times per day.\r

    Evasion (Ex)<\/b>: If Atlas makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. If helpless, Atlas does not gain the benefit of evasion.\r

    Unlimited Strength (Su)<\/b>: While on the Material Plane, Atlas can perform seemingly impossible feats of lifting, bending, breaking, and any other physical feats. He automatically succeeds on any Strength check to perform such feats. This ability cannot be used during combat.\r

    Wholeness of Body (Su)<\/b>: Atlas can heal his own wounds. He can heal 41 hit points of damage each day, and he can spread this healing out among several uses.<\/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":"Tarterian Depths of Carceri"},{"name":"Titan, Greater, Coeus","type":"Outsider","ch":27,"challenge_rating":" 27 \u00a0","id":6678,"reference":"Usergen","full_text":"

    Titan, Greater, Coeus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 40d8+680\u00a0(860 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 60 ft (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 41 (-2 size, +5 Dex, +28 natural), touch 13, flat-footed 36<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+40\/+66<\/td> <\/tr>
    Attack: <\/strong>+5 greatsword +62 melee (5d6+32\/17-20\/x2)<\/td> <\/tr>
    Full Attack: <\/strong>+5 greatsword +62 melee (5d6+32\/17-20\/x2)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft\/15 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Draining presence, lethal fright, spell-like abilities, spells<\/td> <\/tr>
    Special Qualities: <\/strong>Alternate form, damage reduction 15\/epic, darkvision 60 ft, immunity to fear, oversized weapon, spell resistance 36, unnatural aura<\/td> <\/tr>
    Saves: <\/strong>Fort +39, Ref +27, Will +33 <\/td> <\/tr>
    Abilities: <\/strong>Str 47, Dex 20, Con 44, Int 35, Wis 32, Cha 26 <\/td> <\/tr>
    Skills: <\/strong>Balance +29, Bluff +44, Climb +41, Concentration +58, Craft (bookbinding) +45, Decipher Script +52, Diplomacy +32, Disguise +8 (+10 in character), Gather Information +42, Heal +40, Hide +33, Intimidate +67, Jump +70, Knowledge (arcana) +55, Knowledge (history) +42, Knowledge (religion) +53, Knowledge (the planes) +58, Listen +52, Move Silently +41, Perform (act) +52, Perform (oratory) +55, Search +53, Sense Motive +52, Spellcraft +48, Spot +52, Survival +11 (+13 on other planes, +13 following tracks)<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (draining presence), Cleave, Fear Focus (see below), Great Cleave, Greater Fear Focus (see below), Improved Critical (greatsword), Persuasive, Quicken Spell-Like Ability (phantasmal killer<\/i>), Power Attack, Weapon Focus (greatsword)\r
    Epic Feats<\/b>: Epic Reputation, Epic Skill Focus (Intimidate), Devastating Critical (greatsword), Overwhelming Critical (greatsword)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Tarterian Depths of Carceri<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>27<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>---<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This huge humanoid is horrifying in appearance. His hair and eyes are jet-black, and his skin is dusky. A palpable aura of terror surrounds him. <\/i>\r

    Coeus is the embodiment of fear, and takes a great pleasure in frightening mortals quite literally to death. Many also consider him the patron of intelligence, though he normally shares his knowledge only at a heavy price. Coeus always travels under the cover of night, using shadows as his cover to strike fear into his enemies.\r

    Coeus is one of the original Titans born to Uranus and Gaea, and an older brother of Cronus. Coeus\u00c2\u0092 wife is his sister Phoebe, and they had two daughters, Leto and Asteria. The mighty Zeus took Leto as a lover and she bore him the gods Apollo and Artemis.\r

    Coeus fought alongside his brothers in the war against the Olympian gods, and was thus imprisoned along with them. Coeus\u00c2\u0092 temple is on the layer Minethys of Carceri.\r

    Coeus is 21 feet tall and weighs 12,000 pounds.\r

    Coeus speaks Abyssal, Common, Celestial, Draconic, Giant, Infernal, and Undercommon.\r

    COMBAT<\/b>\r
    Coeus is small for a Titan, and prefers to avoid combat with tough opponents. Against opponents weaker than him, he prefers to let his magical powers take them out of a fight quickly. He delights in causing fear, and often cannot repress his laughter at cowering foes.\r

    Coeus's natural weapons, as well as any weapons he wields, are treated as epic weapons for the purposes of overcoming damage reduction.\r

    Draining Presence (Su)<\/b>: Coeus can drain the life out of foes with his angry presence. This ability takes effect automatically whenever Coeus attacks or charges, and any creatures looking at Coeus must make a successful Will save (DC 30) or take 2d4 points of Constitution drain. Whether or not the save is successful, that creature cannot be affected again by Coeus\u00c2\u0092 draining presence ability for 24 hours. The save DC is Charisma-based. This is a mind-affecting fear effect.\r

    Lethal Fright (Su)<\/b>: Any creature of 40 HD or less within 60 feet of Coeus must make a DC 28 Will save or die from fright. If the creature succeeds on the initial save, it must continue to make Will saves every round or become panicked for 2d8 minutes. The save DC is Charisma-based. This is a mind-affecting fear effect. Coeus can suppress this ability at will.\r

    Spell-Like Abilities<\/b>: At will \u00c2\u0096 bane<\/i> (DC 19), bestow curse<\/i> (DC 22), cause fear<\/i> (DC 19), chain lightning<\/i> (DC 24), charm monster<\/i> (DC 22), confusion<\/i> (DC 22), cure critical wounds<\/i> (DC 22), doom<\/i> (DC 19), fear<\/i> (DC 22), fire storm<\/i> (DC 25), ghost sound<\/i> (DC 18), greater dispel magic<\/i>, hold monster<\/i> (DC 23), invisibility purge<\/i>, levitate<\/i>, persistent image<\/i> (DC 23), phantasmal killer<\/i> (DC 22), protection from energy<\/i>, read magic<\/i>, scare<\/i> (DC 20), unholy blight<\/i> (DC 22); 3\/day \u00c2\u0096 etherealness<\/i>, freedom of movement<\/i>, greater teleport<\/i>, summon nature\u00c2\u0092s ally IX<\/i>, word of chaos<\/i> (DC 25); 1\/day \u00c2\u0096 Bigby\u00c2\u0092s crushing hand<\/i> (DC 27), gate<\/i>, maze<\/i>, meteor swarm<\/i> (DC 27), plane shift<\/i>, weird<\/i> (DC 27), wind walk<\/i>. Caster level 25th. The save DCs are Charisma-based.\r

    Spells<\/b>: Coeus can cast arcane spells as a 15th-level sorcerer (6\/8\/8\/8\/8\/7\/7\/5; save DC 18 + spell level). He has access to the following spells: 0 \u00c2\u0096 dancing lights<\/i>, daze<\/i>, detect magic<\/i>, mage hand<\/i>, message<\/i>, prestidigitation<\/i>, ray of frost<\/i>, resistance<\/i>, touch of fatigue<\/i>; 1st \u00c2\u0096 expeditious retreat<\/i>, protection from good<\/i>, ray of enfeeblement<\/i>, reduce person<\/i>, ventriloquism<\/i>; 2nd \u00c2\u0096 darkness<\/i>, invisibility<\/i>, mirror image<\/i>, spectral hand<\/i>, summon swarm<\/i>; 3rd \u00c2\u0096 dispel magic<\/i>, displacement<\/i>, nondetection<\/i>, rage<\/i>; 4th \u00c2\u0096 crushing despair<\/i>, enervation<\/i>, Evard\u00c2\u0092s black tentacles<\/i>, shout<\/i>; 5th \u00c2\u0096 baleful polymorph<\/i>, feeblemind<\/i>, nightmare<\/i>, prying eyes<\/i>; 6th \u00c2\u0096 circle of death<\/i>, eyebite<\/i>, symbol of fear<\/i>; 7th \u00c2\u0096 greater shadow conjuration<\/i>, project image<\/i>. The save DCs are Charisma-based.\r

    Alternate Form (Su)<\/b>: Coeus can assume any form of Huge size or smaller as a standard action. This ability functions as a polymorph spell cast on himself (caster level 25th), except that Coeus does not regain hit points for changing form. Coeus always appears as an extremely ugly example of whatever creature type he assumes. Coeus can remain in his alternate form until he chooses to assume a new one or return to his natural form.\r

    Oversized Weapon (Ex)<\/b>: Coeus can wield a great, two-handed weapon (big enough for Gargantuan creatures) with no penalty.\r

    Unnatural Aura (Su)<\/b>: Animals, whether wild or domesticated, can sense the unnatural presence of Coeus 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

    NEW FEATS\r
    Fear Focus [General]<\/b>\r
    You are especially gifted at casting spells with the fear descriptor.\r
    Benefit: Any spells that you cast that have the fear descriptor gain a +1 bonus to their save DC. This bonus stacks with the bonus granted by Spell Focus. You also gain a +1 bonus on all saving throws made against spells with the fear descriptor.\r

    Greater Fear Focus [General] <\/b>\r
    You ability of casting spells with the fear descriptor has grown even more formidable.\r
    Prerequisites: Fear Focus\r
    Benefit: Any spells that you cast that have the fear descriptor gain a +1 bonus to their save DC. This bonus stacks with the bonus granted by Fear Focus. You gain an additional +1 bonus on all saving throws made against spells with the fear descriptor.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in first edition Deities and Demigods (1980, James M. Ward and Robert J. Kuntz).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic evil","environment":"Tarterian Depths of Carceri"},{"name":"Titan, Greater, Crius","type":"Outsider","ch":33,"challenge_rating":" 33 \u00a0","id":6679,"reference":"Usergen","full_text":"

    Titan, Greater, Crius <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 49d8+833\u00a0(1,053 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 60 ft (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 41 (-8 size, +6 Dex, +33 natural), touch 8, flat-footed 35<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+49\/+84<\/td> <\/tr>
    Attack: <\/strong>Slam +60 melee (5d8+19\/19-20\/x2)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +60 melee (5d8+19\/19-20\/x2)<\/td> <\/tr>
    Space\/Reach: <\/strong>30 ft\/30 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Alter weight, gravity field, spell-like abilities, spells<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 20\/epic, darkvision 120 ft, fast healing 3, spell resistance 36, tremorsense 120 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +49, Ref +33, Will +45 <\/td> <\/tr>
    Abilities: <\/strong>Str 48, Dex 23, Con 44, Int 38, Wis 37, Cha 31 <\/td> <\/tr>
    Skills: <\/strong>Balance +43, Bluff +57, Climb +66, Concentration +64, Craft (stonemasonry) +61, Decipher Script +51, Diplomacy +41, Gather Information +57, Heal +50, Intimidate +57, Jump +72, Knowledge (arcana) +66, Knowledge (architecture and engineering) +54, Knowledge (history) +61, Knowledge (nature) +61, Knowledge (religion) +66, Knowledge (the planes) +71, Listen +60, Perform (percussion) +57, Search +61, Sense Motive +66, Spellcraft +66, Spot +61, Survival +50, Swim +61<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (gravity field) Combat Casting, Combat Expertise, Endurance, Eschew Materials, Great Fortitude, Improved Critical (slam), Iron Will, Quicken Spell\r
    Epic Feats<\/b>: Automatic Quicken Spell (x3), Epic Endurance, Epic Fortitude, Epic Will, Fast Healing, Ignore Material Components<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Tarterian Depths of Carceri<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>33<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>---<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This colossal humanoid seems to bear more weight on his frame than his size would suggest. His skin is dull gray, and his long gray beard seems to be pulled by invisible weights to almost touch the ground. His cloak, although dry, sags as if waterlogged.<\/i>\r

    Crius is the master of gravity, weight, and density in physical matter.\r

    Crius is one of the original Titans born to Uranus and Gaea, and an older brother of Cronus. He took Eurybia as a lover and sired Pallas, a lesser god of wisdom. Pallas married Styx, the goddess of the River of the same name, and had four children, one of them the goddess Nike.\r

    Crius fought alongside his brothers in the war against the Olympian gods, and was thus imprisoned along with them. Crius\u00c2\u0092 temple is on the layer Colothys of Carceri.\r

    Crius is 100 feet tall and weighs 800,000 pounds.\r

    Crius speaks Abyssal, Common, Celestial, Draconic, and Giant.\r

    COMBAT<\/b>\r
    Cruis likes to toy with lesser opponents, forcing them into alternating situations of gravity. He will make the most powerful weapons being used against him too heavy to lift, and will launch hapless foes into the air. Crius also likes to use his magical abilities against his enemies rather than fighting them with his not-inconsiderable physical might.\r

    Crius's natural weapons, as well as any weapons he wields, are treated as epic weapons for the purposes of overcoming damage reduction.\r

    Alter Weight (Sp)<\/i><\/b>: As a standard action, Crius can change the weight of a single non-living object in his line of sight as a standard action. He can make an unattended object weightless, causing it to float upward as per the reverse gravity<\/i> spell, for as long as he maintains concentration on it.\r

    Alternatively, Crius can increase the weight of an object, making it too heavy for any creature to lift for 1d4 rounds. If Crius concentrates on the object for 1 full minute, he can make the object permanently too heavy to lift; nothing short of a wish<\/i> or miracle<\/i> spell can allow the object to be lifted.\r

    Gravity Field (Sp)<\/i><\/b>: At will, Crius can produce an effect like that of a reverse gravity<\/i> spell (caster level 25th; Reflex save DC 44), except that the range is 350 feet and it affects an area of up to ten 10-foot cubes. If necessary, Crius can simply stack the cubes to reach a ceiling or other overhang, then use any remaining area to disrupt other opponents.\r

    Alternatively, Crius can increase the gravity in a similarly sized area. Creatures within the area are affected as if they were on a plane with heavy gravity (see Dungeon Master\u00c2\u0092s Guide, pages 147-148). Airborne creatures are pulled downward and reach the ground in 1 round. The armor check penalties of armors worn in this area are doubled. Any creature attempting a grapple check suffers a \u00c2\u00962 circumstance penalty on the check. A freedom of movement<\/i> spell negates all penalties and allows normal movement.\r

    Thrown weapons are ineffective within the heavy gravity field, even when launched from outside the field. Attacks with other ranged weapons take a \u00c2\u00962 penalty on attack rolls for every 5 feet of the field\u00c2\u0092s area they pass through, in addition to the normal penalties for range and heavier gravity.\r

    Spell-Like Abilities<\/b>: At will \u00c2\u0096 bestow curse<\/i> (DC 24), chain lightning<\/i> (DC 26), charm monster<\/i> (DC 24), cure critical wounds<\/i> (DC 24), deeper darkness<\/i>, enlarge person<\/i>, fire storm<\/i> (DC 18), greater dispel magic<\/i>, hold monster<\/i> (DC 25), invisibility<\/i>, invisibility purge<\/i>, jump<\/i>, levitate<\/i>, persistent image<\/i> (DC 25), polymorph<\/i> (humanoid forms only, duration 1 hour), protection from energy<\/i>, read magic<\/i>, reduce person<\/i> (DC 21), slow<\/i> (DC 23), unholy blight<\/i> (DC 24); 3\/day \u00c2\u0096 etherealness<\/i>, freedom of movement<\/i>, greater teleport<\/i>, summon nature\u00c2\u0092s ally IX<\/i>, waves of exhaustion<\/i> (DC 27), word of chaos<\/i> (DC 27); 1\/day \u00c2\u0096 Bigby\u00c2\u0092s clenched fist<\/i> (DC 28), Bigby\u00c2\u0092s crushing hand<\/i> (DC 29), Bigby\u00c2\u0092s grasping hand<\/i> (DC 27), gate<\/i>, maze<\/i>, meteor swarm<\/i> (DC 29), plane shift<\/i>, wind walk<\/i>. Caster level 25th. The save DCs are Charisma-based.\r

    Spells<\/b>: Crius can cast divine spells as a 15th-level cleric. Crius has access to the following domains: Chaos, Evil, Magic, and Strength. The save DCs are Wisdom-based.\r

    Typical Cleric Spells Prepared<\/i> (6\/10\/9\/9\/8\/8\/6\/5\/4; save DC 23 + spell level): 0 \u00c2\u0096 detect magic<\/i>, guidance<\/i>, inflict minor wounds<\/i>, mending<\/i>, read magic<\/i>, resistance<\/i>; 1st \u00c2\u0096 cause fear<\/i>, detect good<\/i>, divine favor<\/i>, doom<\/i> (x2), Nystul\u00c2\u0092s magic aura<\/i>*, protection from good<\/i>, protection from law<\/i>, sanctuary<\/i>, shield of faith<\/i>; 2nd \u00c2\u0096 aid<\/i>, bear\u00c2\u0092s endurance<\/i>, bull\u00c2\u0092s strength<\/i>, desecrate<\/i>, eagle\u00c2\u0092s splendor<\/i>, identify<\/i>*, shatter<\/i>, silence<\/i>, sound burst<\/i>; 3rd \u00c2\u0096 bestow curse<\/i>, blindness\/deafness<\/i>, inflict serious wounds<\/i>, magic circle against good<\/i>, magic circle against law<\/i>, magic vestment<\/i>*, meld into stone<\/i>, prayer<\/i>, protection from energy<\/i>; 4th \u00c2\u0096 chaos hammer<\/i>*, dimensional anchor<\/i>, dismissal<\/i>, divine power<\/i>, greater magic weapon<\/i>, imbue with spell ability<\/i>, spell immunity<\/i>, tongues<\/i>; 5th \u00c2\u0096 dispel good<\/i>, dispel law<\/i>, greater command<\/i>, mass inflict wounds<\/i>, righteous might<\/i>*, spell resistance<\/i>, true seeing<\/i>, summon monster V<\/i>; 6th \u00c2\u0096 animate objects<\/i>, antimagic field<\/i>*, create undead<\/i>, forbiddance<\/i>, greater dispel magic<\/i>, harm<\/i>; 7th \u00c2\u0096 blasphemy<\/i>, greater restoration<\/i>, regenerate<\/i>, spell turning<\/i>*, word of chaos<\/i>; 8th \u00c2\u0096 cloak of chaos<\/i>, earthquake<\/i>, protection from spells<\/i>*, unholy aura<\/i>.\r
    *Domain spell.\r

    Crius can also cast arcane spells as a 15th-level sorcerer (6\/9\/9\/8\/8\/8\/8\/5; save DC 20 + spell level). He has access to the following spells: 0 \u00c2\u0096 arcane mark<\/i>, dancing lights<\/i>, daze<\/i>, ghost sound<\/i>, mage hand<\/i>, message<\/i>, open\/close<\/i>, prestidigitation<\/i>, touch of fatigue<\/i>; 1st \u00c2\u0096 expeditious retreat<\/i>, feather fall<\/i>, magic missile<\/i>, ray of enfeeblement<\/i>, Tenser\u00c2\u0092s floating disk<\/i>; 2nd \u00c2\u0096 blur<\/i>, misdirection<\/i>, owl\u00c2\u0092s wisdom<\/i>, pyrotechnics<\/i>, spider climb<\/i>; 3rd \u00c2\u0096 gaseous form<\/i>, halt undead<\/i>, haste<\/i>, ray of exhaustion<\/i>; 4th \u00c2\u0096 mass enlarge person<\/i>, mass reduce person<\/i>, Otiluke\u00c2\u0092s resilient sphere<\/i>, stoneskin<\/i>; 5th \u00c2\u0096 telekinesis<\/i>, transmute rock to mud<\/i>, wall of force<\/i>, waves of fatigue<\/i>; 6th \u00c2\u0096 mass bull\u00c2\u0092s strength<\/i>, move earth<\/i>, repulsion<\/i>; 7th \u00c2\u0096 reverse gravity<\/i>, symbol of weakness<\/i>. The save DCs are Charisma-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in the first edition Deities and Demigods (1980, James M. Ward and Robert J. Kuntz) and Well of Worlds (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic evil","environment":"Tarterian Depths of Carceri"},{"name":"Titan, Greater, Cronus","type":"Outsider","ch":35,"challenge_rating":" 35 \u00a0","id":6680,"reference":"Usergen","full_text":"

    Titan, Greater, Cronus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 51d8+918\u00a0(1,147 hp)<\/td> <\/tr>
    Initiative: <\/strong> +10<\/td> <\/tr>
    Speed:<\/strong> 60 ft (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 40 (-8 size, +10 Dex, +28 natural), touch 12, flat-footed 30<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+51\/+90<\/td> <\/tr>
    Attack: <\/strong>Colossal keen vorpal adamantine scythe<\/i> +63 melee (4d8+19\/17-20\/x4)<\/td> <\/tr>
    Full Attack: <\/strong>Colossal keen vorpal adamantine scythe<\/i> +63\/+58\/+53\/+48 melee (4d8+19\/17-20\/x4) or lava ball +53 ranged (4d10 fire)<\/td> <\/tr>
    Space\/Reach: <\/strong>30 ft\/30 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Lava ball, spell-like abilities, spells<\/td> <\/tr>
    Special Qualities: <\/strong>Alternate form, damage reduction 20\/epic, darkvision 240 ft, fast healing 6, spell resistance 36<\/td> <\/tr>
    Saves: <\/strong>Fort +45, Ref +37, Will +38 <\/td> <\/tr>
    Abilities: <\/strong>Str 48, Dex 30, Con 46, Int 40, Wis 32, Cha 32 <\/td> <\/tr>
    Skills: <\/strong>Balance +46, Bluff +65, Climb +59, Concentration +70, Craft (alchemy) +55, Decipher Script +59, Diplomacy +65, Disguise +11 (+13 in character), Escape Artist +50, Gather Information +47, Heal +47, Intimidate +73, Jump +71, Knowledge (arcana) +55, Knowledge (history) +51, Knowledge (nature) +77, Knowledge (religion) +51, Knowledge (the planes) +75, Listen +71, Perform (act) +46, Perform (oratory) +56, Perform (sing) +51, Search +65, Sense Motive +65, Spellcraft +67, Spot +71, Survival +51 (+53 aboveground, +53 following tracks, +53 on other planes), Swim +59, Use Rope +10 (+12 with bindings)<\/td> <\/tr>
    Feats: <\/strong>Cleave, Combat Reflexes, Empower Spell, Great Cleave, Improved Critical (scythe), Maximize Spell, Power Attack, Weapon Focus (scythe) \r
    Epic feats<\/b>: Devastating Critical (scythe), Fast Healing (x2), Improved Darkvision, Improved Spell Capacity, Intensify Spell, Legendary Climber, Legendary Leaper, Overwhelming Critical (scythe), Spellcasting Harrier<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Tarterian Depths of Carceri<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>35<\/td> <\/tr>
    Treasure: <\/strong>Triple standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>---<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This colossal humanoid is a handsome man, dressed as a human warrior of great skill. His dark eyes betray a sinister gleam. <\/i>\r

    Cronus, whose name means \u00c2\u0093crow,\u00c2\u0094 was once the mighty ruler of the Olympian gods, but is now just a prisoner. He was the youngest of the first generation of Titans born to Uranus and Gaea, and served as the leader of the greater titans. Cronus hated his father, and his ambition was great enough to attack Uranus to usurp his throne as ruler of the universe.\r

    Uranus had gleefully imprisoned Cronus\u00c2\u0092 siblings, the Hecatoncheires and the Cyclopes, in the prison of Tarterus. This pained Gaea greatly, and she conspired with Cronus and the other Titans to teach Uranus a lesson. She gave Cronus a special adamantine sickle, with which he ambushed his father and castrated him. After humbling Uranus, Cronus took the throne, with his sister Rhea as his Queen. They had six children: Hestia, Hera, Demeter, Hades, Poseidon, and Zeus. Cronus also had a son with Aphrodite, Pothos, and fathered the centaur Chiron with Philyra, the daughter of his brother Oceanus.\r

    Gaea prophesied to Cronus that one of his children would overthrow him just as he had his father. The despot was fearful, and swallowed up each of these six gods as Rhea gave birth to them. When he meant to swallow Zeus, Rhea instead tricked him into swallowing a stone wrapped in swaddling clothes. Rhea hid Zeus in a cave until he was grown, when he returned and lead a successful revolt against Cronus. Zeus forced Cronus to disgorge his siblings, and there followed a great war between the Titans and the Olympian gods. Ultimately the Titans lost, and Zeus imprisoned Cronus and his brother titans in Tarterus after freeing Cronus\u00c2\u0092 monstrous siblings from that plane.\r

    Though he was once a greater god of harvest and agriculture, mortals no longer worship Cronus; but as the lord of sinister ambition he seeks to change this. He maintains several small sects of priests dedicated to him who are constantly trying to recruit worshipers through the promise of power or money. His inability to directly influence the events of the mortal world angers him greatly. Cronus dwells in Mount Othrys on the first layer of Carceri, where he holds court.\r

    Cronus is 100 feet tall and weighs 750,000 pounds.\r

    Cronus speaks Abyssal, Aquan, Auran, Common, Celestial, Draconic, Giant, Ignan, Sylvan, and Terran. \r

    COMBAT<\/b>\r
    At the beginning of combat, Cronus usually looses lava balls on his opponents. Cronus is equally capable of destruction with his scythe or his magical powers, and will use whatever strikes his fancy at any given moment.\r

    Cronus's natural weapons, as well as any weapons he wields, are treated as epic weapons for the purposes of overcoming damage reduction.\r

    Lava Ball (Su)<\/b>: Cronus can create small spheres of molten lava and launch them up to a range of 600 feet. Each lava ball can strike a single target, and deals 4d10 points of fire damage. It also sets fire to combustibles and damages objects, as a fireball<\/i> spell.\r

    Spell-Like Abilities<\/b>: At will \u00c2\u0096 bestow curse<\/i> (DC 24), blur<\/i>, chain lightning<\/i> (DC 27), charm monster<\/i> (DC 25), cure critical wounds<\/i> (DC 25), deeper darkness<\/i>, displacement<\/i>, fire storm<\/i> (DC 29), greater dispel magic<\/i>, haste<\/i>, hold monster<\/i> (DC 26), invisibility<\/i>, invisibility purge<\/i>, levitate<\/i>, magic circle against good<\/i>, obscuring mist<\/i>, persistent image<\/i> (DC 26), plant growth<\/i>, protection from energy<\/i>, read magic<\/i>, slow<\/i> (DC 24), speak with plants<\/i>, true strike<\/i>, unholy blight<\/i> (DC 25); 3\/day \u00c2\u0096 contingency<\/i>, control winds<\/i>, etherealness<\/i>, freedom of movement<\/i>, greater teleport<\/i>, liveoak<\/i>, permanency<\/i>, summon nature\u00c2\u0092s ally IX<\/i>, word of chaos<\/i> (DC 28); 1\/day \u00c2\u0096 animate plants<\/i>, Bigby\u00c2\u0092s crushing hand<\/i> (DC 30), control plants<\/i> (DC 29), control weather<\/i>, foresight<\/i>, gate<\/i>, maze<\/i>, meteor swarm<\/i> (DC 30), plane shift<\/i>, temporal stasis<\/i> (DC 29), time stop<\/i>, whirlwind<\/i> (DC 29), wind walk<\/i>. Caster level 25th. The save DCs are Charisma-based.\r

    Spells<\/b>: Cronus can cast divine spells as a 25th-level cleric. Cronus has access to the following domains: Air, Chaos, Evil, and Plant. The save DCs are Wisdom-based.\r

    Typical Cleric Spells Prepared<\/i> (6\/9\/9\/9\/8\/8\/7\/7\/6\/6; save DC 21 + spell level); 0 \u00c2\u0096 create water<\/i>, detect magic<\/i>, guidance<\/i>, inflict minor wounds<\/i>, purify food and drink<\/i>, resistance<\/i>; 1st \u00c2\u0096 cause fear<\/i>, detect good<\/i>, divine favor<\/i>, doom<\/i>, entangle<\/i>, entropic shield<\/i>, protection from good<\/i>*, protection from law<\/i>, sanctuary<\/i>; 2nd \u00c2\u0096 aid<\/i>, barkskin<\/i>, desecrate<\/i>, eagle\u00c2\u0092s splendor<\/i>, enthrall<\/i>, gentle repose<\/i>, resist energy<\/i>, shatter<\/i>*, wind wall<\/i>; 3rd \u00c2\u0096 blindness\/deafness<\/i>, contagion<\/i>, create food and water<\/i>, gaseous form<\/i>*, glyph of warding<\/i>, magic circle against law<\/i>, speak with dead<\/i>, water walk<\/i>, wind wall<\/i>; 4th \u00c2\u0096 air walk<\/i>*, chaos hammer<\/i>, command plants<\/i>, control water<\/i>, dimensional anchor<\/i>, greater magic weapon<\/i>, spell immunity<\/i>, tongues<\/i>; 5th \u00c2\u0096 dispel good<\/i>, dispel law<\/i>, flame strike<\/i>, greater command<\/i>, righteous might<\/i>, symbol of pain<\/i>, true seeing<\/i>, wall of thorns<\/i>*; 6th \u00c2\u0096 animate objects<\/i>, chain lightning<\/i>*, create undead<\/i>, harm<\/i>, mass bull\u00c2\u0092s strength<\/i>, repel wood<\/i>, wind walk<\/i>; 7th \u00c2\u0096 blasphemy<\/i>*, destruction<\/i>, greater restoration<\/i>, greater scrying<\/i>, regenerate<\/i>, repulsion<\/i>, symbol of weakness<\/i>; 8th \u00c2\u0096 antimagic field<\/i>, cloak of chaos<\/i>, earthquake<\/i>, mass inflict critical wounds<\/i>, symbol of death<\/i>, unholy aura<\/i>*; 9th \u00c2\u0096 elemental swarm<\/i>, implosion<\/i>, shambler<\/i>*, storm of vengeance<\/i>, summon monster IX<\/i>, true resurrection<\/i>.\r
    *Domain spell. Domains: Air, Chaos, Evil, and Plant.\r

    Alternate Form (Su)<\/b>: Cronus can assume any form of Colossal size or smaller as a standard action. This ability functions as a polymorph<\/i> spell cast on himself (caster level 20th), except that Cronus does not regain hit points for changing form. Cronus can remain in his alternate form until he chooses to assume a new one or return to his natural form.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in the first edition Deities and Demigods (1980, James M. Ward and Robert J. Kuntz), and Legends and Lore (1990).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic evil","environment":"Tarterian Depths of Carceri"},{"name":"Titan, Greater, Epimetheus","type":"Outsider","ch":27,"challenge_rating":" 27 \u00a0","id":6681,"reference":"Usergen","full_text":"

    Titan, Greater, Epimetheus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Colossal\u00a0Outsider \t\t\t(Chaotic, Extraplanar, Good)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 40d8+640\u00a0(820 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 60 ft (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 41 (-8 size, +6 Dex, +33 natural), touch 8, flat-footed 35<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+40\/+75<\/td> <\/tr>
    Attack: <\/strong>Slam +51 melee (7d10+19)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +51 melee (7d10+19)<\/td> <\/tr>
    Space\/Reach: <\/strong>30 ft\/30 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities, spells<\/td> <\/tr>
    Special Qualities: <\/strong>Clay of creation, damage reduction 15\/epic, darkvision 240 ft, spell resistance 36<\/td> <\/tr>
    Saves: <\/strong>Fort +42, Ref +28, Will +35 <\/td> <\/tr>
    Abilities: <\/strong>Str 48, Dex 23, Con 43, Int 34, Wis 37, Cha 30 <\/td> <\/tr>
    Skills: <\/strong>Balance +45, Bluff +39, Climb +58, Concentration +52, Craft (sculpting) +68, Decipher Script +47, Diplomacy +43, Disguise +10 (+12 acting), Gather Information +39, Handle Animal +48, Heal +42, Intimidate +48, Jump +68, Knowledge (arcana) +51, Knowledge (nature) +53, Knowledge (religion) +48, Knowledge (the planes) +41, Listen +42, Perform (comedy) +45, Perform (oratory) +39, Perform (sing) +39, Ride +10, Search +41, Sense Motive +27, Spellcraft +53, Spot +42, Survival +52 (+54 following tracks, +54 aboveground, +54 on other planes), Swim +48<\/td> <\/tr>
    Feats: <\/strong>Animal Affinity, Craft Wondrous Item, Empower Spell-Like Ability (cure critical wounds<\/i>), Power Attack, Quicken Spell-Like Ability (greater teleport<\/i>), Skill Focus (Craft [sculpting]), Track\r
    Epic Feats<\/b>: Craft Epic Wondrous Item, Epic Fortitude, Epic Skill Focus (Craft [sculpting]), Improved Darkvision, Legendary Climber, Legendary Leaper, Legendary Tracker<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Twin Paradises of Bytopia<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>27<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic good<\/td> <\/tr>
    Advancement: <\/strong>---<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This colossal humanoid bears a pleasant, tranquil countenance. He dresses finely, but his clothes are somewhat disheveled. His eyes seem vacant, as if in a daydream. <\/i>\r

    Epimetheus is a clumsy titan, though he is friendly and means well. His name means \u00c2\u0093afterthought,\u00c2\u0094 or \u00c2\u0093hindsight,\u00c2\u0094 and was given to him to suggest that he does not always think before he acts. He is the son of the Titan Iapetus and the nymph Clymene, and is the brother of the Titans Prometheus and Atlas. Though often seen as a bumbling fool, Epimetheus has an equal fondness for humans as his brother Prometheus\u00c2\u0092, and he always means well.\r

    Epimetheus was charged with the responsibility of giving a positive trait to every animal. But when it was time to give one to humans he had already used up all the traits, so his brother Prometheus (who felt that humans deserved to have something that no animal possessed) stole fire from Zeus to give as a gift to humankind. As a punishment for Epimetheus\u00c2\u0092 poor planning Zeus created Pandora, the first woman, and gave her to the foolish Titan as a wife. Though Prometheus, who had his own punishment to serve for stealing the fire, warned his brother not to trust any gift from the Olympian gods, Epimetheus fell in love with and accepted Pandora despite the warnings. Epimetheus took Pandora as his wife, and they had a daughter Pyrrha, who married her cousin Deucalion. These two humans were the only survivors of the Great Deluge that Zeus sent to destroy the Golden Age.\r

    When the Olympians were finished creating Pandora, the trickster god Hermes presented her with a special box and warned her not to open it. Pandora was made to be curious however, and eventually Epimetheus foolishly allowed her to open the box. The opening of this box released all kinds of misfortunes upon mankind, ruining their idyllic existence, though Pandora was able to close the box just in time to leave humans with a sense of hope in times of evil.\r

    Epimetheus has no set home, and usually wanders the plane of Bytopia lost in his thoughts.\r

    Epimetheus is 100 feet tall and weighs 725,000 pounds.\r

    Epimetheus speaks Abyssal, Common, Celestial, Draconic, Giant, and Sylvan.\r

    COMBAT <\/b>\r
    Epimetheus usually avoids combat, but if drawn into battle through challenge or if animals or innocent creatures are in danger, he joins the fray. Epimetheus uses his spells and spell-like abilities to summon animals and aid them in battle, while battering adversaries with his massive fists.\r

    Epimetheus's natural weapons, as well as any weapons he wields, are treated as epic weapons for the purposes of overcoming damage reduction.\r

    Spell-Like Abilities<\/b>: At will \u00c2\u0096 animal messenger<\/i>, animal trance<\/i> (DC 22), calm animals<\/i> (DC 21), chain lightning<\/i> (DC 26), charm animal<\/i> (DC 21), charm monster<\/i> (DC 24), cure critical wounds<\/i> (DC 24), daylight<\/i>, detect animals or plants<\/i>, fire storm<\/i> (DC 27), greater dispel magic<\/i>, hold monster<\/i> (DC 25), holy smite<\/i> (DC 24), invisibility<\/i>, invisibility purge<\/i>, levitate<\/i>, neutralize poison<\/i>, persistent image<\/i> (DC 25), polymorph<\/i> (humanoid forms only, duration 1 hour), protection from energy<\/i>, read magic<\/i>, remove curse<\/i> (DC 23), remove disease<\/i> (DC 23), speak with animals<\/i>; 3\/day \u00c2\u0096 etherealness<\/i>, freedom of movement<\/i>, greater teleport<\/i>, summon nature\u00c2\u0092s ally IX<\/i>, word of chaos<\/i> (DC 27); 1\/day \u00c2\u0096 awaken<\/i> (DC 25), gate<\/i>, greater restoration<\/i>, maze<\/i>, meteor swarm<\/i> (DC 29), plane shift<\/i>, regenerate<\/i> (DC 27), reincarnate<\/i>, wind walk<\/i>. Caster level 25th. The save DCs are Charisma-based. \r

    Spells<\/b>: Epimetheus can cast divine spells as a 10th-level druid. The save DCs are Wisdom-based.\r

    Typical Druid Spells Prepared<\/i> (6\/8\/7\/6\/6\/5; save DC 23 + spell level): 0 \u00c2\u0096 create water<\/i>, detect magic<\/i>, detect poison<\/i>, know direction<\/i>, mending<\/i>, purify food and drink<\/i>; 1st \u00c2\u0096 detect animals or plants<\/i>, entangle<\/i>, faerie fire<\/i>, goodberry<\/i>, longstrider<\/i>, pass without trace<\/i>, produce flame<\/i>, speak with animals<\/i>; 2nd \u00c2\u0096 barkskin<\/i>, gust of wind<\/i>, heat metal<\/i>, soften earth and stone<\/i>, spider climb<\/i>, summon swarm<\/i>, warp wood<\/i>; 3rd \u00c2\u0096 call lightning<\/i>, meld into stone<\/i>, quench<\/i>, remove disease<\/i>, water breathing<\/i>, wind wall<\/i>; 4th \u00c2\u0096 air walk<\/i>, flame strike<\/i>, freedom of movement<\/i>, ice storm<\/i>, rusting grasp<\/i>, scrying<\/i>; 5th \u00c2\u0096 awaken<\/i>, commune with nature<\/i>, control winds<\/i>, death ward<\/i>, transmute mud to rock<\/i>. \r

    Epimetheus can also cast arcane spells as a 15th-level sorcerer (6\/9\/9\/8\/8\/8\/8\/5; save DC 20 + spell level). He has access to the following spells: 0 \u00c2\u0096 arcane mark<\/i>, dancing lights<\/i>, ghost sound<\/i>, mage hand<\/i>, mending<\/i>, message<\/i>, open\/close<\/i>, prestidigitation<\/i>, resistance<\/i>; 1st \u00c2\u0096 expeditious retreat<\/i>, grease<\/i>, jump<\/i>, Tenser\u00c2\u0092s floating disk<\/i>, true strike<\/i>; 2nd \u00c2\u0096 cat's grace<\/i>, fog cloud<\/i>, fox's cunning<\/i>, mirror image<\/i>, touch of idiocy<\/i>; 3rd \u00c2\u0096 displacement<\/i>, fly<\/i>, haste<\/i>, slow<\/i>; 4th \u00c2\u0096 arcane eye<\/i>, confusion<\/i>, scrying<\/i>, stone shape<\/i>; 5th \u00c2\u0096 baleful polymorph<\/i>, fabricate<\/i>, major creation<\/i>, transmute rock to mud<\/i>; 6th \u00c2\u0096 flesh to stone<\/i>, greater heroism<\/i>, true seeing<\/i>; 7th \u00c2\u0096 banishment<\/i>, mass hold person<\/i>, statue<\/i>. The save DCs are Charisma-based.\r

    Clay of Creation (Su)<\/b>: At will, as a full-round action, Epimetheus can shape clay into the form of any living non-unique creature that is not of extraplanar origin. The sculpture becomes a living creature with average statistics for its type. This creature will serve him until it dies, though Epimetheus usually sets it free after a specific service. \r

    Epimetheus can control only 50 HD worth of such creatures at a given time. If he exceeds this number, all the newly created creatures fall under his control, and any excess creatures from previous castings become uncontrolled. (Epimetheus chooses which creatures are released.)\r

    Epimetheus may also create a ball of clay, at will, as a full-round action, to give to another character. The character may activate the clay at any time by tossing the ball to the ground. The clay will instantly take the form of any creature of 4 Hit Dice or less that the character desires, as described above. This creature will serve the character until it dies, or until the character sets it free.\r

    Something about Epimetheus\u00c2\u0092 clay makes the creatures unstable sometimes. Any time Epimetheus makes a creature for himself, he must succeed on a DC 44 Will save or the creature will go berserk at the moment of its creation. The uncontrolled creation goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a creation goes berserk, no known method can reestablish control. A creature created from a ball of clay has a 60% chance of going berserk at the moment of its creation.<\/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 good","environment":"Twin Paradises of Bytopia"},{"name":"Titan, Greater, Oceanus","type":"Outsider","ch":33,"challenge_rating":" 33 \u00a0","id":6682,"reference":"Usergen","full_text":"

    Titan, Greater, Oceanus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 49d8+882\u00a0(1,102 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 60 ft (12 squares), swim 60 ft<\/td> <\/tr>
    Armor Class: <\/strong> 42 (-8 size, +7 Dex, +33 natural), touch 9, flat-footed 35<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+49\/+84<\/td> <\/tr>
    Attack: <\/strong>Slam +61 melee (5d10+19\/19-20\/x2)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +61 melee (5d10+19\/19-20\/x2)<\/td> <\/tr>
    Space\/Reach: <\/strong>30 ft\/30 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Control aquatic creatures, create waves, spell-like abilities, spells, summon elementals<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 20\/epic, darkvision 240 ft, fast healing 3, spell resistance 36, water mastery<\/td> <\/tr>
    Saves: <\/strong>Fort +44, Ref +33, Will +35 <\/td> <\/tr>
    Abilities: <\/strong>Str 48, Dex 24, Con 46, Int 40, Wis 28, Cha 28 <\/td> <\/tr>
    Skills: <\/strong>Balance +39, Bluff +56, Climb +51, Concentration +70, Decipher Script +45, Diplomacy +37, Disguise +9 (+11 acting), Escape Artist +47, Gather Information +41, Handle Animal +51, Heal +39, Intimidate +73, Jump +75, Knowledge (history) +67, Knowledge (nature) +79, Knowledge (religion) +72, Knowledge (the planes) +72, Listen +71, Perform (sing) +66, Perform (wind instruments) +61, Ride +9, Search +65, Sense Motive +63, Spellcraft +57, Spot +71, Survival +71 (+73 aboveground, +73 following tracks, +73 on other planes), Swim +99, Use Rope +7 (+9 bindings)<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (control aquatic creatures), Augment Summoning, Cleave, Combat Reflexes, Empower Spell-Like Ability (chain lightning), Great Cleave, Improved Critical (slam), Power Attack, Quicken Spell-Like Ability (greater teleport), Track, Weapon Focus (slam) \r
    Epic feats<\/b>: Devastating Critical (slam), Fast Healing, Improved Darkvision, Legendary Tracker, Overwhelming Critical (slam), Spellcasting Harrier<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Tarterian Depths of Carceri<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>33<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>---<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This colossal humanoid\u00c2\u0092s skin has a green shimmer and glistens with moisture. He wears little clothing and carries no items with him.<\/i>\r

    Oceanus is the master of the sea and all large bodies of water. Some even say that he is the ocean personified. \r

    Oceanus is one of the original Titans born to Uranus and Gaea, and older brother of Cronus. He married his sister Tethys, and they had some 3,000 children together; these are known as the Oceanids, or ocean nymphs. One of Oceanus and Tethys\u00c2\u0092s offspring is the goddess Tyche, who sided with Zeus against the Titans. Oceanus was also said to have taken his mother Gaea as a consort, producing a daughter, Creusa, and a son, Spercheus.\r

    Oceanus fought alongside his brothers in the war against the Olympian gods, and was thus imprisoned along with them. Oceanus\u00c2\u0092 temple is on the layer Porphathys of Carceri.\r

    Oceanus is 100 feet tall and weighs 700,000 pounds.\r

    Oceanus speaks Abyssal, Aquan, Common, Celestial, Draconic, Giant, and Undercommon.\r

    COMBAT<\/b>\r
    Oceanus prefers to fight his opponents underwater, where he has a distinct advantage. If he is fighting land-bound opponents, he fights them while standing in water, if possible. His fists pack quite a punch, but his magic can also be formidable.\r

    Oceanus's natural weapons, as well as any weapons he wields, are treated as epic weapons for the purposes of overcoming damage reduction.\r

    Control Aquatic Creatures (Su)<\/b>: Oceanus can use dominate monster at will (Will save DC 45). This ability only affects creatures with the Aquatic or Water subtypes, as well as any other creatures with an aquatic environment entry. Caster level 20th. The save DC is Charisma-based.\r

    Create Waves (Su)<\/b>: Oceanus can create waves up to 40 feet high through force of will. This causes any sailing vessel within 300 feet to capsize if the character steering it fails a Profession (sailor) check (DC 15). A modifier applies to this check, based on type of ship, as follows: rowboat -2, warship +0, galley or keelboat +3, sailing ship +5, longship +7. Any creature flung into the water by a capsizing ship must succeed at a Swim check (DC 15) or immediately begin drowning.\r

    Spell-Like Abilities<\/b>: At will \u00c2\u0096 bestow curse<\/i> (DC 23), bull's strength<\/i>, chain lightning<\/i> (DC 25), charm monster<\/i> (DC 23), cure critical wounds<\/i> (DC 23), deeper darkness<\/i>, fox's cunning<\/i>, greater dispel magic<\/i>, hold monster<\/i> (DC 24), invisibility<\/i>, invisibility purge<\/i>, levitate<\/i>, mind fog<\/i> (DC 24), mirage arcana<\/i> (DC 24), persistent image<\/i> (DC 24), polymorph<\/i> (humanoid forms only, duration 1 hour), protection from energy<\/i>, read magic<\/i>, unholy blight<\/i> (DC 23), whispering wind<\/i>; 3\/day \u00c2\u0096 control weather<\/i>, etherealness<\/i>, freedom of movement<\/i>, greater teleport<\/i>, summon nature\u00c2\u0092s ally IX<\/i>, word of chaos<\/i> (DC 26); 1\/day \u00c2\u0096 Bigby\u00c2\u0092s crushing hand<\/i> (DC 28), gate<\/i>, maze<\/i>, plane shift<\/i>, wind walk<\/i>. Caster level 25th. The save DCs are Charisma-based.\r

    Spells<\/b>: Oceanus can cast divine spells as a 10th-level cleric. Oceanus has access to the following domains: (Air, Chaos, Evil, and Water). He also casts spells as a 10th-level druid. The save DCs are Wisdom-based.\r

    Typical Cleric Spells Prepared<\/i> (6\/8\/7\/6\/6\/5; save DC 19 + spell level): 0 \u00c2\u0096 create water<\/i>, detect poison<\/i>, inflict minor wounds<\/i>, mending<\/i>, read magic<\/i>, resistance<\/i>; 1st \u00c2\u0096 cause fear<\/i>, curse water<\/i>, doom<\/i>, endure elements<\/i>, obscuring mist<\/i>*, protection from good<\/i>, protection from law<\/i>; 2nd \u00c2\u0096 desecrate<\/i>, eagle\u00c2\u0092s splendor<\/i>, enthrall<\/i>, fog cloud<\/i>*, owl\u00c2\u0092s wisdom<\/i>, shatter<\/i>, silence<\/i>; 3rd \u00c2\u0096 gaseous form<\/i>*, inflict serious wounds<\/i>, magic circle against good<\/i>, magic circle against law<\/i>, water breathing<\/i>, water walk<\/i>; 4th \u00c2\u0096 air walk<\/i>, chaos hammer<\/i>*, control water<\/i>, dismissal<\/i>, divine power<\/i>, sending<\/i>; 5th \u00c2\u0096 control winds<\/i>*, dispel good<\/i>, dispel law<\/i>, greater command<\/i>, summon monster V<\/i>.\r
    *Domain spell. \r

    Typical Druid Spells Prepared<\/i> (6\/7\/6\/5\/5\/4; save DC 19 + spell level): 0 \u00c2\u0096 create water<\/i>, detect magic<\/i>, flare<\/i>, guidance<\/i>, know direction<\/i>, purify food and drink<\/i>; 1st \u00c2\u0096 charm animal<\/i>, detect animals or plants<\/i>, entangle<\/i>, longstrider<\/i>, magic fang<\/i>, speak with animals<\/i>, summon nature's ally I<\/i>; 2nd \u00c2\u0096 bear's endurance<\/i>, bull's strength<\/i>, cat's grace<\/i>, chill metal<\/i>, fog cloud<\/i>, gust of wind<\/i>; 3rd \u00c2\u0096 call lightning<\/i>, plant growth<\/i>, quench<\/i>, sleet storm<\/i>, wind wall<\/i>; 4th \u00c2\u0096 control water<\/i>, dispel magic<\/i>, freedom of movement<\/i>, ice storm<\/i>, scrying<\/i>; 5th \u00c2\u0096 baleful polymorph<\/i>, call lightning storm<\/i>, commune with nature<\/i>, summon nature's ally V<\/i>.\r

    Summon Elementals (Sp)<\/i><\/b>: Once per day Oceanus can automatically summon 1d3 elder water elementals. This ability is the equivalent of a 9th-level spell.\r

    Water Mastery (Ex)<\/b>: Oceanus gains a +1 bonus on attack and damage rolls if both he and his opponent are touching water. If the opponent or Oceanus is touching the ground, Oceanus takes a \u00c2\u00964 penalty on attack and damage rolls.\r

    Skills<\/b>: Oceanus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in the first edition Deities and Demigods (1980, James M. Ward and Robert J. Kuntz).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic evil","environment":"Tarterian Depths of Carceri"},{"name":"Titan, Greater, Prometheus","type":"Outsider","ch":32,"challenge_rating":" 32 \u00a0","id":6683,"reference":"Usergen","full_text":"

    Titan, Greater, Prometheus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 48d8+816\u00a0(1,032 hp)<\/td> <\/tr>
    Initiative: <\/strong> +15<\/td> <\/tr>
    Speed:<\/strong> 40 ft (8 squares), fly 60 ft (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 55 (-8 size, +7 Dex, +32 natural, +14 insight), touch 23, flat-footed 48<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+48\/+81<\/td> <\/tr>
    Attack: <\/strong>Slam +58 melee (4d8+18)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +58 melee (4d8+18)<\/td> <\/tr>
    Space\/Reach: <\/strong>30 ft\/30 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities, spells<\/td> <\/tr>
    Special Qualities: <\/strong>Clay of creation, damage reduction 20\/epic, darkvision 240 ft, improved evasion, improved uncanny dodge, inspire competence, regeneration 5, spell resistance 36, wild empathy, woodland stride<\/td> <\/tr>
    Saves: <\/strong>Fort +47, Ref +33, Will +44 <\/td> <\/tr>
    Abilities: <\/strong>Str 47, Dex 24, Con 45, Int 40, Wis 38, Cha 35 <\/td> <\/tr>
    Skills: <\/strong>Appraise +57, Balance +30, Bluff +39, Climb +48, Concentration +60, Craft (alchemy) +50, Craft (sculpting) +83, Decipher Script +60, Diplomacy +68, Disguise +12 (+14 in character), Gather Information +54, Heal +56, Intimidate +14, Jump +52, Knowledge (arcana) +70, Knowledge (geography) +55, Knowledge (history) +60, Knowledge (local) +65, Knowledge (nature) +55, Knowledge (nobility and royalty) +50, Knowledge (religion) +55, Knowledge (the planes) +55, Listen +51, Perform (oratory) +57, Perform (sing) +47, Perform (string instruments) +52, Search +50, Sense Motive +71, Spellcraft +72 (+74 scrolls), Spot +51, Survival +14 (+16 on other planes, +16 following tracks, +16 keep from getting lost, +16 aboveground), Use Magic Device +54 (+58 scrolls)<\/td> <\/tr>
    Feats: <\/strong>Alertness, Combat Expertise, Craft Wondrous Item, Diligent, Improved Initiative, Magical Aptitude, Negotiator, Scribe Scroll (B), Skill Focus (Craft [sculpting]), Quicken Spell-Like Ability (greater teleport), Quicken Spell-Like Ability (true strike)\r
    Epic Feats<\/b>: Craft Epic Wondrous Item, Epic Skill Focus (Craft [sculpting]), Epic Fortitude, Epic Will, Group Inspiration, Improved Darkvision, Superior Initiative<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Olympian Glades of Arborea<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>32<\/td> <\/tr>
    Treasure: <\/strong>Double coins, double goods, triple items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral good<\/td> <\/tr>
    Advancement: <\/strong>---<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This colossal humanoid bears a wise, regal countenance. He dresses finely, and commands respect with his very gaze. <\/i>\r

    Prometheus is a wise titan, whose name means \u00c2\u0093forethought.\u00c2\u0094 He is the son of the Titan Iapetus and the nymph Clymene, and is the brother of the Titans Atlas and Epimetheus. Prometheus had no wife, but he had taken as a lover Celaeno, one of the Pleiades (or Seven Sisters), and had a son named Deucalion.\r

    When the Olympian gods and the Titans made war on each other, Prometheus was able to correctly deduce the outcome of the struggle. He was wise enough to ally himself with the gods rather than fight alongside the doomed Titans. \r

    Prometheus is credited with creating the first humans, fashioning them out of clay. He is a helpful being, and chooses to assist humankind whenever possible. Prometheus taught humans many of the civilized arts, including the medicinal use of plants, the cultivation of grains, and the domestication of animals. However, when Prometheus stole a flame from the sun to give humankind the gift of fire, he offended Zeus. Zeus ordered that Prometheus be chained to a mountain, to have his perpetually regenerating liver torn out every day by a griffon. After thirty years of this torture, Zeus relented and ordered Hercules to free the Titan. Prometheus was invited to join with the gods, and now dwells among them in the realm of Olympus.\r

    Humans sometimes worship Prometheus, and he has a small but growing cult. His followers wear an iron ring set with a chip of stone from the mountain where Prometheus was chained. Prometheus has the ability to create any mortal creature from clay, to use as a servant for a time or to reward a faithful follower with a companion creature. Prometheus uses a torch as his symbol, to represent the fire he stole from the sun.\r

    Prometheus is 100 feet tall and weighs 725,000 pounds.\r

    Prometheus speaks Abyssal, Common, Celestial, Draconic, Giant, Ignan, Sylvan, and Terran.\r

    COMBAT<\/b>\r
    Prometheus is a kind-hearted being, and is not wantonly destructive like most of the other Titans. He prefers to think a problem through rather than resort to force. However, he will always defend himself or any good being. Prometheus is loyal to both of his brothers, even though Atlas is evil, and will side with them if they are under attack.\r

    Prometheus's natural weapons, as well as any weapons he wields, are treated as epic weapons for the purposes of overcoming damage reduction.\r

    Spell-Like Abilities<\/b>: At will \u00c2\u0096 chain lightning<\/i> (DC 28), charm monster<\/i> (DC 26), cure critical wounds<\/i> (DC 26), daylight<\/i>, fire storm<\/i> (DC 30), greater dispel magic<\/i>, hold monster<\/i> (DC 27), holy smite<\/i> (DC 26), invisibility<\/i>, invisibility purge<\/i>, levitate<\/i>, persistent image<\/i> (DC 27), polymorph<\/i> (humanoid forms only, duration 1 hour), produce flame<\/i>, protection from energy<\/i>, pyrotechnics<\/i> (DC 24), read magic<\/i>, remove curse<\/i> (DC 26), true strike<\/i>; 3\/day \u00c2\u0096 etherealness<\/i>, freedom of movement<\/i>, greater teleport<\/i>, summon nature\u00c2\u0092s ally IX<\/i>; 1\/day \u00c2\u0096 foresight<\/i>, gate<\/i>, greater restoration<\/i>, maze<\/i>, meteor swarm<\/i> (DC 31), moment of prescience<\/i>, plane shift<\/i>, wind walk<\/i>. Caster level 25th. The save DCs are Charisma-based.\r

    Spells<\/b>: Prometheus can cast divine spells as a 13th-level cleric. Prometheus has access to the following domains: Good, Fire, Knowledge, and Protection. The save DCs are Wisdom-based.\r

    Typical Cleric Spells Prepared<\/i> (6\/10\/10\/8\/8\/7\/6\/4; save DC 24 + spell level): 0 \u00c2\u0096 create water<\/i>, detect magic<\/i>, light<\/i>, mending<\/i>, purify food and drink<\/i>, read magic<\/i>; 1st \u00c2\u0096 bless<\/i> (x2), bless water<\/i>, burning hands<\/i>*, detect evil<\/i>, divine favor<\/i>, entropic shield<\/i>, protection from evil<\/i>, remove fear<\/i>, sanctuary<\/i>, shield of faith<\/i>; 2nd \u00c2\u0096 aid<\/i>, augury<\/i>, bear's endurance<\/i>, bull's strength<\/i>, eagle's splendor<\/i>, make whole<\/i>, owl's wisdom<\/i>, produce flame<\/i>*, shield other<\/i>, silence<\/i>, status<\/i>; 3rd \u00c2\u0096 clairaudience\/clairvoyance<\/i>*, continual flame<\/i>, daylight<\/i>, helping hand<\/i>, locate object<\/i>, prayer<\/i>, searing light<\/i>, stone shape<\/i>, water walk<\/i>; 4th \u00c2\u0096 air walk<\/i>, death ward<\/i>, dimensional anchor<\/i>, dismissal<\/i>, divination<\/i>, freedom of movement<\/i>, holy smite<\/i>*, sending<\/i>, tongues<\/i>; 5th \u00c2\u0096 commune<\/i>, dispel evil<\/i>, fire shield<\/i>*, flame strike<\/i>, mass cure light wounds<\/i>, plane shift<\/i>, scrying<\/i>, true seeing<\/i>; 6th \u00c2\u0096 banishment<\/i>, blade barrier<\/i>*, greater dispel magic<\/i>, heal<\/i>, heroes' feast<\/i>, mass cure moderate wounds<\/i>, wind walk<\/i>; 7th \u00c2\u0096 fire storm<\/i>*, holy word<\/i>, mass cure critical wounds<\/i>, regenerate<\/i>, resurrection<\/i>.\r
    *Domain spell.\r

    Prometheus can also cast arcane spells as a 15th-level wizard. He has access to the following spells: 0 \u00c2\u0096 acid splash<\/i>, arcane mark<\/i>, dancing lights<\/i>, daze<\/i>, detect magic<\/i>, detect poison<\/i>, disrupt undead<\/i>, flare<\/i>, ghost sound<\/i>, light<\/i>, mage hand<\/i>, mending<\/i>, message<\/i>, open\/close<\/i>, prestidigitation<\/i>, ray of frost<\/i>, read magic<\/i>, resistance<\/i>, touch of fatigue<\/i>; 1st \u00c2\u0096 alarm<\/i>, burning hands<\/i>, detect undead<\/i>, feather fall<\/i>, hypnotism<\/i>, identify<\/i>, magic missile<\/i>, obscuring mist<\/i>, ray of enfeeblement<\/i>; 2nd \u00c2\u0096 bear\u00c2\u0092s endurance<\/i>, continual flame<\/i>, detect thoughts<\/i>, flaming sphere<\/i>, fox\u00c2\u0092s cunning<\/i>, glitterdust<\/i>, mirror image<\/i>, owl\u00c2\u0092s wisdom<\/i>, protection from arrows<\/i>, scorching ray<\/i>, see invisibility<\/i>, shatter<\/i>, Tasha\u00c2\u0092s hideous laughter<\/i>, touch of idiocy<\/i>, web<\/i>; 3rd \u00c2\u0096 blink<\/i>, clairaudience\/clairvoyance<\/i>, deep slumber<\/i>, displacement<\/i>, fireball<\/i>, gaseous form<\/i>, halt undead<\/i>, haste<\/i>, magic circle against evil<\/i>, nondetection<\/i>, suggestion<\/i>, tongues<\/i>; 4th \u00c2\u0096 fire shield<\/i>, locate creature<\/i>, mass enlarge person<\/i>, mass reduce person<\/i>, shout<\/i>, solid fog<\/i>, stoneskin<\/i>, wall of fire<\/i>; 5th \u00c2\u0096 baleful polymorph<\/i>, break enchantment<\/i>, dominate person<\/i>, dream<\/i>, feeblemind<\/i>, permanency<\/i>, wall of force<\/i>; 6th \u00c2\u0096 antimagic field<\/i>, contingency<\/i>, disintegrate<\/i>, geas\/quest<\/i>, greater heroism<\/i>, mass bull\u00c2\u0092s strength<\/i>, mass suggestion<\/i>, mislead<\/i>, true seeing<\/i>; 7th \u00c2\u0096 banishment<\/i>, delayed blast fireball<\/i>, greater arcane sight<\/i>, greater scrying<\/i>, greater teleport<\/i>, insanity<\/i>, limited wish<\/i>, spell turning<\/i>, vision<\/i>; 8th \u00c2\u0096 Bigby\u00c2\u0092s grasping hand<\/i>, discern location<\/i>, incendiary cloud<\/i>, Otto\u00c2\u0092s irresistible dance<\/i>, protection from spells<\/i>, summon monster VIII<\/i>, sunburst<\/i>. The save DCs are Intelligence-based.\r

    Typical Wizard Spells Prepared<\/i> (4\/8\/8\/8\/7\/7\/6\/5\/3; save DC 25 + spell level); 0 \u00c2\u0096 disrupt undead<\/i>, ghost sound<\/i>, mending<\/i>, prestidigitation<\/i>; 1st \u00c2\u0096 burning hands<\/i>, feather fall<\/i>, hypnotism<\/i>, identify<\/i>, magic missile<\/i> (x2), obscuring mist<\/i>, ray of enfeeblement<\/i>; 2nd \u00c2\u0096 continual flame<\/i>, detect thoughts<\/i>, mirror image<\/i>, owl\u00c2\u0092s wisdom<\/i> (x2), protection from arrows<\/i>, see invisibility<\/i>, Tasha\u00c2\u0092s hideous laughter<\/i>; 3rd \u00c2\u0096 blink<\/i>, clairaudience\/clairvoyance<\/i>, deep slumber<\/i>, fireball<\/i>, gaseous form<\/i>, magic circle against evil<\/i>, nondetection<\/i>, tongues<\/i>; 4th \u00c2\u0096 fire shield<\/i>, locate creature<\/i>, mass enlarge person<\/i>, mass reduce person<\/i>, shout<\/i>, solid fog<\/i>, stoneskin<\/i>; 5th \u00c2\u0096 baleful polymorph<\/i>, break enchantment<\/i>, dominate person<\/i>, dream<\/i>, feeblemind<\/i>, permanency<\/i>, wall of force<\/i>; 6th \u00c2\u0096 antimagic field<\/i>, disintegrate<\/i>, greater heroism<\/i>, mass bull\u00c2\u0092s strength<\/i>, mislead<\/i>, true seeing<\/i>; 7th \u00c2\u0096 banishment<\/i>, greater arcane sight<\/i>, greater teleport<\/i>, insanity<\/i>, spell turning<\/i>; 8th \u00c2\u0096 Bigby\u00c2\u0092s grasping hand<\/i>, discern location<\/i>, protection from spells<\/i>.\r

    Clay of Creation (Su)<\/b>: At will, as a full-round action, Prometheus can shape clay into the form of any living non-unique creature that is not of extraplanar origin. The sculpture becomes a living creature with average statistics for its type. This creature will serve him until it dies, though Prometheus usually sets it free after a specific service. Prometheus may also set the creature to be a companion for another being of his choosing, at which point he relinquishes control over that creature.\r

    Prometheus can control only 50 HD worth of such creatures at a given time. If he exceeds this number, all the newly created creatures fall under his control, and any excess creatures from previous castings become uncontrolled. (Prometheus chooses which creatures are released.)\r

    Improved Evasion (Ex)<\/b>: If Prometheus makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage, and takes only half damage on a failed save. If helpless, Prometheus does not gain the benefit of improved evasion.\r

    Improved Uncanny Dodge (Ex)<\/b>: Prometheus retains his Dexterity bonus to AC when flat-footed, and he cannot be flanked except by a rogue of at least 52nd level. He can flank characters with the uncanny dodge ability as if he were a 48th-level rogue.\r

    Inspire Competence (Su)<\/b>: Prometheus can use any of his Perform skills to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear Prometheus. Prometheus must also be able to see the ally.\r

    The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear Prometheus\u00c2\u0092 performance. Certain uses of this ability are infeasible. The effect lasts as long as Prometheus concentrates, up to a maximum of 2 minutes. Prometheus can\u00c2\u0092t inspire competence in himself. Inspire competence is a mind-affecting ability.\r

    Regeneration (Ex)<\/b>: Prometheus takes damage from epic evil-aligned weapons and from spells and effects with the evil descriptor.\r

    Wild Empathy (Ex)<\/b>: This power works like the druid\u00c2\u0092s wild empathy class feature. Prometheus adds a +30 competence bonus and his Charisma modifier (+12) to the 1d20 roll to determine the wild empathy check result.\r

    Woodland Stride (Ex)<\/b>: Prometheus may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in he 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 neutral good","environment":"Olympian Glades of Arborea"},{"name":"Titan, Sea","type":"Outsider","ch":22,"challenge_rating":" 22 \u00a0","id":6684,"reference":"Usergen","full_text":"

    Titan, Sea <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Gargantuan\u00a0Outsider \t\t\t(Native, Water)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 22d8+242\u00a0(341 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> Swim 60 ft. (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 28 (-4 size, +22 natural), touch 6, flat-footed 28<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+22\/+51<\/td> <\/tr>
    Attack: <\/strong>Slam +35 melee (2d6+17\/19-20) or tail slap +35 melee (2d8+25)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +35 melee (2d6+17\/19-20) or tail slap +35 melee (2d8+25) <\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/20 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Capsize, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 120 ft., darkvision 60 ft., spell resistance 33<\/td> <\/tr>
    Saves: <\/strong>Fort +28, Ref +13, Will +18 <\/td> <\/tr>
    Abilities: <\/strong>Str 44, Dex 11, Con 36, Int 19, Wis 21, Cha 24 <\/td> <\/tr>
    Skills: <\/strong>Bluff +32, Concentration +38, Craft (any one) +29, Diplomacy +15, Disguise +7 (+11 acting), Intimidate +36, Jump +42, Knowledge (any one) +29, Listen +30, Sense Motive +30, Search +29, Spellcraft +29, Spot +30, Survival +5 (+9 following tracks), Swim +50\r
    <\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Cleave, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Power Attack, Quicken Spell-Like Ability (chain lightning), Quicken Spell-Like Ability (control winds), Superior Initiative<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>22<\/td> <\/tr>
    Treasure: <\/strong>Triple coins; triple goods; no items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral, often evil<\/td> <\/tr>
    Advancement: <\/strong>23-44 HD (Gargantuan); 45+ (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive being has the upper body of human with silvery skin and webbed fingers. Its lower half ends in two finned legs covered in silver-blue scales. A ridge of small fins project from its spine and down its back and legs, tapering off just above the flippers. A mane of blue-green hair spills over its shoulders.<\/i>\r

    Sea titans dwell in the deepest, darkest depths of the seas, surfacing to hunt whales or ships. If hungry enough, a sea titan may even venture into coastal waters.\r

    Nonevil sea titans rarely bother seafarers unless they are first harassed themselves. Evil sea titans enjoy attacking ships, devouring the passengers and keeping the loot. They have little interest in magic items, but covet coins, jewels, and works of art.\r

    A sea titan is about 40 feet tall and weighs about 60,000 pounds.\r

    Sea titans speak Aquan, Common, Celestial, Draconic, and Giant.\r

    COMBAT\r

    Sea titans slam with their powerful fists or slap with their flipperlike tails. They also possess a potent array of spell-like abilities, and possess the intellect to put these to good use.\r

    Capsize (Ex):<\/b> A submerged sea titan that surfaces under a boat or ship less than 30 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 30 to 80 feet long and a 20% chance to capsize one over 80 feet long. \r

    Constrict Ship (Ex):<\/b> Instead of crushing a ship with its tail, a sea titan can wrap its muscular arms around all but the largest ships and crush them or drag them below the waves automatically. This can be done to rowboats (1 round), keelboats (3 rounds), longships (5 rounds), and sailing ships (10 rounds). Warships and galleys are too large for a sea titan to affect in this way.\r

    Crushing Blow (Ex):<\/b> A sea titan can use its tail flukes to smash a boat to splinters. The ship is hit automatically once every 10 rounds, taking tail smash damage (between attacks the sea titan is submerged). The ship's pilot must make a Reflex saving throw (DC 20) after each hit to keep the vessel from being breached and sinking in 1d10 minutes. Apply a modifier to the DC based on the type of ship: rowboat +4, keelboat +2, sailing ship or longship +0, warship -3, galley -5. Regardless of the ship's saving throw result, characters aboard the ship must make Reflex saving throws (DC 20); a successful save means the character takes 1d4 points of damage; on a failed save, a character on deck is hurled overboard and a character belowdecks takes 2d4 points of damage.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097chain lightning<\/i> (DC 23), control winds<\/i> (DC 25), greater dispel magic, telekinesis<\/i> (DC 22), warp wood<\/i> (DC 19), water breathing<\/i>; 5\/day\u00c2\u0097dominate monster<\/i> (DC 26); 3\/day\u00c2\u0097call lightning storm<\/i> (DC 22), control weather, fog cloud, repel wood, transmute metal to wood<\/i>; 1\/day\u00c2\u0097acid fog, antipathy<\/i> (DC 25), crushing hand, elemental swarm<\/i> (water only), incendiary cloud<\/i> (DC 25), storm of vengeance<\/i> (DC 26), sunburst<\/i> (DC 25), whirlwind<\/i> (DC 25). Caster level 20th. The save DCs are Charisma-based.\r

    Skills:<\/b> A sea titan 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":"Outsider","alignment":"Always neutral, often evil","environment":"Any aquatic"},{"name":"Titanoboa, Giant","type":"Animal","ch":11,"challenge_rating":" 11 \u00a0","id":6685,"reference":"Usergen","full_text":"

    Titanoboa, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 25d8+75\u00a0(187 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), climb 20 ft., swim 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 21 (\u00c2\u00964 size, +3 Dex, +12 natural), touch 9, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+18\/+41<\/td> <\/tr>
    Attack: <\/strong>Bite +26 melee (2d6+16)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +26 melee (2d6+16)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 2d6+16, improved grab, swallow whole\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +17, Ref +17, Will +13 <\/td> <\/tr>
    Abilities: <\/strong>Str 33, Dex 17, Con 17, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Balance +11, Climb +19, Hide +25, Listen +11, Move Silently +12, Spot +14, Swim +19<\/td> <\/tr>
    Feats: <\/strong>Alertness, Blind-Fight, Combat Reflexes, Cleave, Epic Skill Focus (hide), Epic Will, Power Attack, Skill Focus (spot), Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>11<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>26\u00c2\u009633 HD (Gargantuan); 26-33 HD (Gargantuan); 34-50 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The massive constrictor snake emerging from the swamp water is so long it almost seems to be endless.<\/i>\r

    Giant titanoboas are enormous constrictor snakes found in primeval jungles untouched by the passage of time. Though they resemble modern-day anacondas, they have a primordial character to them, mostly afforded by their incredible size. A capybara, a large meal for an anaconda, would be little more than a light snack to a giant titanoboa: these creatures routinely prey upon dire animals.\r

    A giant titanoboa is 80 feet long and weighs around 10 tons.\r

    COMBAT\r

    Giant titanoboas are ambush predators, being too slow to chase most prey. They lie in wait in water sources or alongside game trails until a prospective meal wanders by, then try to seize it in their jaws.\r

    If offered a selection of prey, a giant titanoboa will attack the largest of them, since this represents the biggest meal. If the target's too big for its swallow whole attack, the snake uses its constrict attack. When facing a group of prey small enough to swallow whole, the giant titanoboa uses its Cleave and Combat Reflexes feats to try gulping down as many of them as it can.\r

    A giant titanoboa can swallow an entire creature one size category smaller than itself, but this is a slow process requiring many minutes of time and a non-resisting meal, not an action it can make in combat like its swallow whole attack.\r

    A giant titanoboa will retreat if seriously damaged, releasing any prey in its coils and possibly regurgitating swallowed victims if they continue to injure it. They usually flee into the closest water and dive to the bottom.\r

    Constrict (Ex):<\/b> On a successful grapple check, a titanoboa deals 2d6+16 points of damage.\r

    Improved Grab (Ex):<\/b> To use this ability, a titanoboa 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 titanoboa 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+11 points of crushing damage plus 8 points of acid damage per round from the snake\u00c2\u0092s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan snake\u00c2\u0092s interior can hold 1 Huge, 4 Large, 16 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.\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

    Note:<\/i> Based upon the giant constrictor snake that originally appeared in the Monster Manual.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1977 Wizards of the Coast, Inc.
    Originally found in Monster Manual<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm forests"},{"name":"Toad, Leech","type":"Magical Beast","ch":110,"challenge_rating":" 1\/10 \u00a0","id":6686,"reference":"Usergen","full_text":"

    Toad, Leech <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> \u00c2\u00bcd10\u00a0(2 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+4 size, +1 Dex), touch 15, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-5<\/td> <\/tr>
    Attack: <\/strong>Bite -1 melee (1d3-5 plus attach)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite -1 melee (1d3-5 plus attach)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>1 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Attach, blood drain, paralyzing gaze<\/td> <\/tr>
    Special Qualities: <\/strong>Amphibious, darkvision 60 ft., low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +3, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 12, Con 11, Int 5, Wis 14, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide +21*, Jump +1, Listen +4, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate marshes<\/td> <\/tr>
    Organization: <\/strong>Swarm (10\u00c2\u0096100)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/10<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>-<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A sudden splash draws your attention. Along the marsh, you notice several pitch-black toads with small horns protruding from their heads. Their brightly glowing red eyes bear horizontal pupils, and their gaze seems to hold you in place.<\/i>\r

    Also known as \"bloodeyes,\" \"stirgetoads,\" or \"shadow toads\", leech toads are predatory anurans with a paralytic gaze and blood-sucking bite.\r

    Leech toads are nocturnal, hiding in hllow stumps, piles of leaves, the shadows of trees, or the burrows of other creatures during the day. These pack hunters prefer to attack larger prey, so the entire pack can feed upon the same victim.\r

    Leech toads have their own simple language, a series of high-pitched chirps used to alert each other of their position and the location of prey.\r

    Cooked leech toad meat is tasty, but the dangers in hunting them makes it a rare delicacy. Dried leech toad blood and eye fluids is often prized in special inks for scribing mind-affecting spells, while soaking wooden wands in their blood is rumored to increase the potency of magic items holding such spells.\r

    A leech toad is between 6 inches and 1 foot in length, and weighs less than a pound.\r

    COMBAT\r

    Leech toads are pack hunters. They use stealth to encircle prey, then one attempts to paralyze the victim with its gaze. If the prey is paralyzed, the rest of the pack leap upon it and begin draining blood until they've had their fill. If the prey resists, other toads attempt paralysis until the prey succumbs.\r

    Attach (Ex):<\/b> If a leech toad hits with a bite attack, it latches onto the opponent\u00c2\u0092s body. An attached leech toad is effectively grappling its prey. The leech toad loses its Dexterity bonus to AC and has an AC of 14, but holds on with great tenacity. Leech toads have a +12 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

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

    Blood Drain (Ex):<\/b> A leech toad drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the leech toad's appetite has been sated, the leech toad detaches and seeks a new target.\r

    Paralyzing Gaze (Su):<\/b> Paralysis for 2 rounds, 30 feet, Fortitude DC 10 negates. The save DC is Charisma-based. A creature that successfully saves is immune to the paralyzing gaze of that leech toad for 24 hours.\r

    Skills:<\/b> A leech toad has a +12 racial bonus on Jump checks, and uses its Dexterity modifier rather than its Strength modifier on Jump checks. A leech toad\u00c2\u0092s coloration gives it a +4 racial bonus on Hide checks. *In areas of darkness or shadowy illumination, this bonus to Hide checks improves to +12.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #247<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Temperate marshes"},{"name":"Toad, Neotropical","type":"Animal","ch":1,"challenge_rating":" 1 \u00a0","id":6687,"reference":"Usergen","full_text":"

    Toad, Neotropical <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d8\u00a0(4 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), climb 5 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 12 (+2 size), touch 12, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-12<\/td> <\/tr>
    Attack: <\/strong>-<\/td> <\/tr>
    Full Attack: <\/strong>-<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison<\/td> <\/tr>
    Special Qualities: <\/strong>Amphibious, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +2, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 3, Dex 10, Con 11, Int 1, Wis 14, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Climb +8, Hide +16, Jump +0, Listen +4, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (poison), Alertness [B]\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm forests<\/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 (Tiny)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A six inch toad stares at you with horizontal pupils.<\/i>\r

    Neotropical toads, known also as aga toads, live in temperate deserts and jungles where insects are plentiful. Because they consume large amounts of insects, neotropical toads are often considered a boon to farmers, but their poisonous nature makes them a bane to everyone else. \r

    Normally solitary, neotropical toads compete fiercely for mates, with up to a dozen suitors vying for a single female.\r

    Most neotropical toads are 6 to 8 inches long and weigh up to a pound. A marine variant (2 HD) grows up to 9 inches long and weighs up to 5 pounds.\r

    COMBAT\r

    Neotropical toads hunt only insects, and attempt to escape from any creature that attempts to harm them.\r

    Poison (Ex):<\/b> A neotropical toad\u00c2\u0092s poison functions as a contact, ingested, and injury poison.\r

    Contact:<\/i> Fort DC 14, initial damage stinging, burning, numbness in area touched for 1d6 hours. Poisoned legs force a subject to fall prone while at the same time reducing the subject's land speed to 5 feet. Poisoned arms or hands make it impossible for the subject to use objects or cast spells with somatic components. Venom touching the tongue make it impossible for the subject to use magic items requiring command words or cast spells with verbal components, and makes verbal communication impossible. Secondary damage none.\r

    Ingested\/Injury:<\/i> Fort DC 14, initial damage nauseated for 1d6 hours, secondary damage death. \r

    The save DCs are Constitution-based and include a +2 racial bonus.\r

    Skills:<\/b> A neotropical toad\u00c2\u0092s coloration gives it a +4 racial bonus on Hide checks. It has a +8 racial bonus on Climb checks and a +12 racial bonus on Jump checks, and uses its Dexterity modifier rather than its Strength modifier on Climb, Jump, and Swim checks. A neotropical toad can always choose to take 10 on Climb checks, even if rushed or threatened.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1997 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #237<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate and warm forests"},{"name":"Toad, Spined","type":"Animal","ch":13,"challenge_rating":" 1\/3 \u00a0","id":6688,"reference":"Usergen","full_text":"

    Toad, Spined <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d8\u00a0(4 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>+0\/-6<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d4-2)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d4-2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, spines\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +5, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 6, Dex 17, Con 10, Int 2, Wis 10, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>Hide +7, Jump +9, Listen +2, Spot +2, Swim +11\r
    <\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary or family (2\u00c2\u00964)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This odd creature combines the features of both a hedgehog and a dog-sized toad. Its tan body is covered in short spines, except for its white underbelly.<\/i>\r

    Spined toads lope along with an awkward gait. Although they are mighty leapers, they rarely do so in forests, as their spines stick to trees. These creatures have a playful streak, and sometimes curl up in a ball and roll downhill for fun. The occasional skewered small creatures which can later be consumed provide a fringe benefit to these forays.\r

    Spined toads prey on most insects and animals smaller than themselves. Although primarily land-based hunters, they will enter lakes and ponds to hunt water fowl.\r

    Although few other animals prey on these well-defended toads, lizardfolk tribes gather them for use as projectile weapons, or use their spined skin to make hide armor. A spined toad can be hurled as an improvised thrown weapon, dealing 2d4 points of piercing damage to the target on a successful hit. The toad suffers 1d6 points of damage per 10 feet thrown and must succeed on a DC 15 Fortitude save or be stunned for 1 round. A spined toad may only be hurled by a creature of a larger size category.\r

    A suit of leather armor crafted from spined toad skin is considered to already possess armor spikes at no additional cost. Similarly, a spiked shield can be created by stretching the skin of a spined toad across an existing shield at no additional cost. The skin of a single Small spined toad can cover one small shield or buckler. It takes the hides of two toads to cover a large shield and 6 skins to produce a suit of leather armor for a Medium creature.\r

    Spined toads range from 2 to 6 feet in length, and weigh 6 to 100 pounds. Coloration varies from tan to dark brown, with much lighter (or even white) underbellies.\r

    COMBAT\r

    If threatened, a spined toad curls up into a ball, offering nothing but spines to its would-be attackers.\r

    Spines (Ex):<\/b> Any creature touching a spined toad, including striking it with handheld weapons or natural weapons, attempting to grapple it, or making a touch attack against it, takes 2d4 points of piercing and slashing damage from the toad's spines. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.\r

    Skills:<\/b> A spined toad has a +8 racial bonus on Swim checks and a +12 racial bonus on Jump checks, and uses its Dexterity modifier rather than its Strength modifier on Jump and Swim checks. \r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #247<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Any land"},{"name":"Toad, Spottle","type":"Animal","ch":14,"challenge_rating":" 1\/4 \u00a0","id":6689,"reference":"Usergen","full_text":"

    Toad, Spottle <\/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> 10 ft. (2 squares), swim 30 ft.<\/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>Bite +4 melee (1d4-2) or tongue +24 ranged touch (reflexive tongue)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d4-2) or tongue +24 ranged touch (reflexive tongue)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft. (10 ft. with tongue)<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, reflexive tongue, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Amphibious, low-light vision\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +5, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 6, Dex 17, Con 14, Int 2, Wis 11, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>Hide +7, Jump +3, Spot +12, Swim +11\r
    <\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/4<\/td> <\/tr>
    Treasure: <\/strong>None (although Fine valuables could be found within stomach)<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2-3 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This dog-sized toad is short and squat, with thin legs and a pair of bulging eyes which rotate independently of one another. Its green skin is covered with white freckles.<\/i>\r

    Spottle toads are bred for use in a dice game known as spottle. They are rarely found outside of spottle parlors, although they do breed true and can survive in the wild.\r

    A spottle toad is 3-4 feet long and weighs 20 to 30 pounds.\r

    COMBAT\r

    Spottle toads feed on small insects and scraps of food provided by spottle masters. They simply sit still, waiting for something small to come within range, then strike with their tongues at lightning-quick speed.\r

    Improved Grab (Ex):<\/b> To use this ability, a spottle toad must hit with its bite or tongue 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 in the following round.\r

    Reflexive Tongue (Ex):<\/b> As an immediate action, a spottle toad may attack a Fine or Diminutive creature or object up to 10 feet away with its tongue. It gains a +20 insight bonus on this roll. If it hits, it deals no damage but immediately makes a grapple check (see Improved Grab, above). A spottle toad is not considered to be grappling a foe if it uses its tongue to grapple. Once it grapples a foe, the spottle toad can drag the victim into its square if the creature isn't too heavy (a standard spottle toad can pull up to 1 pound in this manner) whereupon it immediately makes a free bite attack against the foe, gaining a +2 circumstance bonus on its attack roll. Objects are automatically swallowed with no grapple checks necessary.\r

    A spottle toad's tongue has AC 10, and can be severed if it takes 5 points of slashing damage. The tongue regrows in one day.\r

    Swallow Whole (Ex):<\/b> A spottle toad can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 1d2 points of bludgeoning damage plus 1d4 points of acid damage per round from the toad's digestive juices. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 2 points of damage to the frog's digestive tract (AC 10). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out.\r

    A Small spottle toad's gut can hold 1 Tiny, 2 Diminutive, or 8 Fine opponents.\r

    Skills:<\/b> A spottle toad has a +8 racial bonus on Spot and Swim checks and a +12 racial bonus on Jump checks, and uses its Dexterity modifier rather than its Strength modifier on Jump and Swim checks. It can take 10 on a Swim check, even if distracted or endangered. A spottle toad can use the run action when swimming, provided it swims in a straight line.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #12<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Any"},{"name":"Tohr-kreen, J\u0092ez","type":"Monstrous Humanoid","ch":3,"challenge_rating":" 3 \u00a0","id":6690,"reference":"Usergen","full_text":"

    Tohr-kreen, J\u00c2\u0092ez <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Monstrous Humanoid \t\t\t(Psionic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+8\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+11<\/td> <\/tr>
    Attack: <\/strong>Claw +7 melee (1d6+3) or gythka +8 melee (2d8+3), or chatkcha +6 ranged (1d8+3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>4 claws +7 melee (1d6+3) and bite +2 melee (1d6+1 plus poison); or gythka +8 melee (2d8+3) and 2 claws +2 melee (1d6+1) and bite +2 melee (1d6+1 plus poison); or gythka +6\/+6 melee (2d8+3\/2d8+1) and 2 claws +0 melee (1d6+1) and bite +0 melee (1d6+1 plus poison); or chatkcha +6 ranged (1d8+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, psi-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to sleep effects, leap, naturally psionic<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +6, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 15, Con 15, Int 12, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Balance +6, Climb +6, Hide +1*, Jump +41, Listen +4, Spot +4, Tumble +7\r
    <\/td> <\/tr>
    Feats: <\/strong>Deflect Arrows (B), Multiweapon Fighting, Weapon Focus (gythka)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary or clutch (3-36)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Any lawful<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+2<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a bipedal praying mantis with six limbs that end in four-fingered clawlike hands. Skin stretches over it black, chitinous carapace. It has a circular mouth with inward-pointing fanglike parts around the circumference, and mandible-like extensions on either side. A pair of long antennae sprout from its head above its large, faceted eyes.<\/i>\r

    Tohr-kreen are large, intelligent insects, very similar to thri-kreen. Several subspecies are known to exist. J'ez tohr-kreen are larger, militaristic psionicists and philosophers found in rocky badlands and sandy wastes. Their philosophy requires them to remain combat capable at all times. J\u00c2\u0092ez have mating habits and gestation periods similar to those of thri-kreen. \r

    Tohr-kreen are carnivorous, fierce hunters. Unlike the nomadic thri-kreen, they build towns and cities in which to reside. They work with a similar species, the zik-chil, to produce zik-trin'ta scouts. Although J\u00c2\u0092ez architecture and art are average, their literature is superb. J\u00c2\u0092ez value books, gems and psionic items.\r

    A j'ez is 9 feet long and weighs about 600 pounds. J\u00c2\u0092ez can live to be 80 years old.\r

    Tohr-kreen speak thier own language, and some also know Common. \r

    COMBAT\r

    J\u00c2\u0092ez enjoy battle, and most make good military leaders. They prefer to use psionics against their opponents when possible, then entering melee using weapons along with their claws and poisonous bite. \r

    Leap (Ex):<\/b> A tohr-kreen is a natural jumper. It has a +30 racial bonus on Jump checks.\r

    Naturally Psionic:<\/b> A tohr-kreen gains 1 bonus power point at 1st level. This benefit does not grant the ability to manifest psionic powers unless such powers are gained through another source, such as levels in a psionic class.\r

    Poison (Ex):<\/b> Injury (bite), Fortitude DC 14, initial damage 1d6 Dex, secondary damage paralysis for 2d6 minutes. A tohr-kreen produces enough poison for one bite per day. The save DC is Constitution-based.\r

    Psi-Like Abilities:<\/b> 3\/day\u00c2\u0097chameleon, know direction and location<\/i>; 1\/day\u00c2\u0097greater concealing amorpha, metaphysical claw<\/i>. Manifester level is equal to 1\/2 the tohr-kreen's Hit Dice (minimum 1st).\r

    Skills:<\/b> *A tohr-kreen blends has a +4 racial bonus on Hide checks in sandy or rocky settings.\r

    J'ez as Characters<\/b>\r
    J'ez characters possess the following racial traits.\r

  • +6 Strength, +4 Dexterity, +4 Constitution, +2 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>
  • Tohr-kreen base land speed is 40 feet. \r
    <\/li>
  • Darkvision out to 60 feet. \r
    <\/li>
  • +5 natural armor bonus. \r
    <\/li>
  • Multiple Limbs: Tohr-kreen have four arms and can take the Multiweapon Fighting and Multiattack feats. \r
    <\/li>
  • Natural Attacks: Four claws (1d6) and a bite (1d6). \r
    <\/li>
  • Weapon Familiarity: Tohr-kreen treat the gythka and chatkcha as martial weapons, rather than exotic weapons. \r
    <\/li>
  • Special Attacks (see above): Poison, psi-like abilities (manifester level equal to 1\/2 HD). \r
    <\/li>
  • Special Qualities (see above): Immunity to sleep effects, leap. \r
    <\/li>
  • Racial Hit Dice: A j'ez begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4. \r
    <\/li>
  • Racial Skills: A j'ez's monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier, minimum 1). Class skills include Balance, Climb, Hide, Jump, Listen, and Spot. A j'ez has a +4 racial bonus on Hide checks in sandy or rocky settings. \r
    <\/li>
  • Racial Feats: A tohr-kreen gets Deflect Arrows as a bonus feat. In addition, a j'ez's monstrous humanoid levels grant it two feats. \r
    <\/li>
  • Automatic Languages: Common, Thri-Kreen. Bonus Languages: Elven, Giant, Gnoll, Goblin, Halfling. \r
    <\/li>
  • Favored Class: Psion or fighter. \r
    <\/li>
  • Level adjustment +2. \r
    <\/li><\/list>
    On Athas<\/b>\r
    Tohr-kreen build permanent settlements in the lands far to the north of the Tablelands, home to Tyr and the other humanoid city-states. For many years, the tohr-kreen have sent scouts to the Tyr region These scouts are called zik-trin\u00c2\u0092ta by other tohr-kreen, but are known as tohr-kreen to the peoples of the Tablelands. <\/td> <\/tr>
  • \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Dark Sun Monstrous Compendium Appendix II: Terrors Beyond Tyr<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Any lawful","environment":"Any land"},{"name":"Tohr-kreen, J\u0092hol","type":"Monstrous Humanoid","ch":2,"challenge_rating":" 2 \u00a0","id":6691,"reference":"Usergen","full_text":"

    Tohr-kreen, J\u00c2\u0092hol <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Monstrous Humanoid \t\t\t(Psionic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+2 Dex, +3 natural), touch 12, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+4<\/td> <\/tr>
    Attack: <\/strong>Claw +4 melee (1d4+1) or gythka +4 melee (1d10+1), or kyorkcha +5 ranged (1d8+1\/18-20)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>4 claws +4 melee (1d4+1) and bite -1 melee (1d4); or gythka +4 melee (1d10+1) and 2 claws -1 melee (1d4) and bite -1 melee (1d4); or gythka +2\/+2 melee (1d10+1\/1d10+1) and 2 claws -1 melee (1d4) and bite -1 melee (1d4); or kyorkcha +5 ranged (1d8+1\/18-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Psi-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to sleep effects, leap, naturally psionic, secrete crystal<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +5, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 15, Con 11, Int 10, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Balance +3, Climb +2, Craft +3, Hide +4*, Jump +46, Listen +3, Spot +3<\/td> <\/tr>
    Feats: <\/strong>Deflect Arrows (B), Multiweapon Fighting, Snatch Arrows<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm deserts and mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (5-30)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually nongood<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+2<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a bipedal praying mantis with a red carapace. Its six limbs end in three-fingered clawlike hands. It has large, dangerous mandibles, compound eyes, and two long antennae sprouting from its head.<\/i>\r

    Tohr-kreen are large, intelligent insects, very similar to thri-kreen. Several subspecies are known to exist. J'hol tohr-kreen are smaller than most of their kin, residing in stony barrens and rocky badlands. J\u00c2\u0092ez have mating habits and gestation periods similar to those of thri-kreen. \r

    J'hol are more interested in building and crafting than other tohr-kreen, and are the only kreen who routinely work metal. However, they are capable of secreting a crystalline substance to serve as raw materials in many projects, most often to make beautiful crystalline weapons. Their cities are elaborately made, and usually quite large, with vast parks, ornate decorations, high walkways, and tall spires. J'hol share the love of battle common to most tohr-kreen, and many pursue the path of fighter or psychic warrior.\r

    A j'hol is 6 feet long and weighs about x pounds. J\u00c2\u0092hol can live to be 50 years old.\r

    Tohr-kreen speak their own language, and some also know Common. \r

    COMBAT\r

    Like most kreen, j'hol fight with gythka and chatkcha, but are also fond of the larger kyorkcha (see New Weapon, below).\r

    Leap (Ex):<\/b> A j'hol is a natural jumper. It has a +40 racial bonus on Jump checks.\r

    Naturally Psionic:<\/b> A tohr-kreen gains 1 bonus power point at 1st level. This benefit does not grant the ability to manifest psionic powers unless such powers are gained through another source, such as levels in a psionic class.\r

    Psi-Like Abilities:<\/b> 3\/day\u00c2\u0097chameleon, know direction and location<\/i>; 1\/day\u00c2\u0097greater concealing amorpha, metaphysical claw<\/i>. Manifester level is equal to 1\/2 the tohr-kreen's Hit Dice (minimum 1st).\r

    Secrete Crystal (Ex):<\/b> A j'hol can secrete a liquid that quickly hardens into a crystalline substance. A j'hol can produce up to 5 pounds of crystal each day, which may be used as raw materials in the creation of any item that could normally be crafted from wood, stone, or metal. Multiple j'hol can combine their crystal to create larger objects. A weapon or armor created with this crystal functions exactly the same as its wood, stone, or metal counterparts, except the crystal has hardness 8 and 25 hit points per inch of thickness. Crystalline items may be enhanced my magic as if they were a wood, stone, or metal item. Crystalline items are more susceptible to shatter<\/i> spells (see the shatter<\/i> spell description) and similar effects. \r

    A j'hol can craft a weapon or similar-sized item out of its newly excreted crystal in 1 minute, and a suit of armor or similarly-sized item in 5 minutes. Larger items follow the normal rules found in the Craft skill description.\r

    Skills:<\/b> *A j'hol has a +4 racial bonus on Hide checks in sandy or rocky settings.\r

    J'hol as Characters<\/b>\r
    J'hol characters possess the following racial traits.\r

  • +2 Strength, +4 Dexterity, +2 Wisdom, -4 Charisma. \r
    <\/li>
  • Medium size. \r
    <\/li>
  • J'hol base land speed is 40 feet. \r
    <\/li>
  • Darkvision out to 60 feet. \r
    <\/li>
  • +3 natural armor bonus. \r
    <\/li>
  • Multiple Limbs: Thri-kreen have four arms and can take the Multiweapon Fighting and Multiattack feats. \r
    <\/li>
  • Natural Attacks: Four claws (1d4) and a bite (1d4). \r
    <\/li>
  • Weapon Familiarity: Thri-kreen treat the gythka, chatkcha, and kyorkcha as martial weapons, rather than exotic weapons. \r
    <\/li>
  • Special Attacks (see above): Psi-like abilities (manifester level equal to 1\/2 HD). \r
    <\/li>
  • Special Qualities (see above): Immunity to sleep effects, leap, secrete crystal. \r
    <\/li>
  • Racial Hit Dice: A j'hol begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, and Will +3. \r
    <\/li>
  • Racial Skills: A j'hol's monstrous humanoid levels give it skill points equal to 6 x (2 + Int modifier, minimum 1). Class skills include Balance, Climb, Craft, Hide, Jump, Listen, and Spot. A j'hol has a +4 racial bonus on Hide checks in sandy or arid settings. \r
    <\/li>
  • Racial Feats: A j'hol gets Deflect Arrows and Snatch Arrows as bonus feats. In addition, a j'hol's monstrous humanoid levels grant it one feat. \r
    <\/li>
  • Automatic Languages: Common, Thri-Kreen. Bonus Languages: Elven, Giant, Gnoll, Goblin, Halfling. \r
    <\/li>
  • Favored Class: Fighter or psychic warrior. \r
    <\/li>
  • Level adjustment +2. \r
    <\/li><\/list>
    New Weapon<\/b>\r
    Kyorkcha:<\/i> This exotic ranged weapon is a more dangerous variant of the chatkcha. It consists of a curved blade, much like a boomerang, with several protrusions along the edge, as well as spikes that jut out near each end. The kyorkcha, like the chatkcha, has a hole in the middle. Its sheer weight makes it unwieldy in the hands of those not proficient with it.\r

    A kyorkcha deals 1d8 points of piercing damage and has a range increment of 20 feet. It deals double damage on a critical hit and threatens a critical hit on an attack roll of 18-20. A kyorkcha can be used to deal nonlethal damage with no penalty on the attack roll.\r
    Cost: 10 gp; Weight: 5 lb.\r

    On Athas<\/b>\r
    Tohr-kreen build permanent settlements in the lands far to the north of the Tablelands, home to Tyr and the other humanoid city-states. For many years, the tohr-kreen have sent scouts to the Tyr region These scouts are called zik-trin\u00c2\u0092ta by other tohr-kreen, but are known as tohr-kreen to the peoples of the Tablelands. <\/td> <\/tr>
  • \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Dark Sun Monstrous Compendium Appendix II: Terrors Beyond Tyr<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Usually nongood","environment":"Temperate and warm deserts and mountains"},{"name":"Tohr-kreen, Tondi","type":"Monstrous Humanoid","ch":2,"challenge_rating":" 2 \u00a0","id":6692,"reference":"Usergen","full_text":"

    Tohr-kreen, Tondi <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Monstrous Humanoid \t\t\t(Psionic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+8<\/td> <\/tr>
    Attack: <\/strong>Claw +3 melee (1d6+3) or chatkcha +4 ranged (1d8+3)<\/td> <\/tr>
    Full Attack: <\/strong>4 claws +3 melee (1d6+3) and bite -2 melee (1d6+1 plus poison); or chatkcha +4 ranged (1d8+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, psi-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to charms, compulsions, and sleep effects, leap, naturally psionic<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +5, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 15, Con 11, Int 10, Wis 14, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Balance +3, Climb +3, Hide +0*, Jump +26, Knowledge (nature) +6, Listen +4, Spot +4, Survival +4 (+6 in aboveground natural environments)<\/td> <\/tr>
    Feats: <\/strong>Deflect Arrows (B), Dodge, Mobility, Snatch Arrows (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary or clutch (2-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+2<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a bipedal praying mantis with six limbs that end in three-fingered clawlike hands. Its mottled, pinkish-purple exoskeleton is studded with protrusions, giving it the appearance of a giant flower or an outcropping of rock crystals. It has large mandibles, compound eyes, and a pair of long antennae atop its head.<\/i>\r

    Tohr-kreen are large, intelligent insects, very similar to thri-kreen. Several subspecies are known to exist. Tondi are isolationists and naturalists, found in any fertile land, where they care for nature and seek to preserve plants and wildlife (the only exceptionx being those needed for hunting). \r

    All tondi are female, reproducing by parthenogenesis and laying eggs that hatch into more females. \r

    A tondi is 11 feet long and weighs about 800 pounds. Tondi can live to be 80 years old.\r

    Tohr-kreen speak thier own language, and some also know Common. \r

    COMBAT\r

    Tondi avoid combat, but if forced into battle, they prefer to use psionics or magic first, following up with ranged weapons. Tondi enter melee as a last resort. \r

    Leap (Ex):<\/b> A tohr-kreen is a natural jumper (although not as inherently talented as other tohr-kreen). It has a +20 racial bonus on Jump checks.\r

    Naturally Psionic:<\/b> A tohr-kreen gains 1 bonus power point at 1st level. This benefit does not grant the ability to manifest psionic powers unless such powers are gained through another source, such as levels in a psionic class.\r

    Poison (Ex):<\/b> Injury (bite), Fortitude DC 11, initial damage 1d6 Dex, secondary damage 1d6 Dex and paralysis for 2d6 minutes. A tohr-kreen produces enough poison for one bite per day. The save DC is Constitution-based.\r

    Psi-Like Abilities:<\/b> 3\/day\u00c2\u0097chameleon, know direction and location<\/i>; 1\/day\u00c2\u0097greater concealing amorpha, metaphysical claw<\/i>. Manifester level is equal to 1\/2 the tohr-kreen's Hit Dice (minimum 1st).\r

    Skills:<\/b> *A tondi has a +8 racial bonus on Hide checks in plains terrain and sandy or rocky settings.\r

    Tondi as Characters<\/b>\r
    Tondi characters possess the following racial traits.\r

  • +2 Strength, +4 Dexterity, +4 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>
  • Tohr-kreen base land speed is 40 feet. \r
    <\/li>
  • Darkvision out to 60 feet. \r
    <\/li>
  • +5 natural armor bonus. \r
    <\/li>
  • Multiple Limbs: Tohr-kreen have four arms and can take the Multiweapon Fighting and Multiattack feats. \r
    <\/li>
  • Natural Attacks: Four claws (1d6) and a bite (1d6). \r
    <\/li>
  • Weapon Familiarity: Tohr-kreen treat the gythka and chatkcha as martial weapons, rather than exotic weapons. \r
    <\/li>
  • Special Attacks (see above): Poison, psi-like abilities (manifester level equal to 1\/2 HD). \r
    <\/li>
  • Special Qualities (see above): Immunity to charms, compulsions, and sleep effects, leap. \r
    <\/li>
  • Racial Hit Dice: A tondi begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, and Will +3. \r
    <\/li>
  • Racial Skills: A tondi's monstrous humanoid levels give it skill points equal to 6 x (2 + Int modifier, minimum 1). Class skills include Balance, Climb, Hide, Jump, Knowledge (nature), Listen, Spot, and survival. A tondi has a +8 racial bonus on Hide checks in plains terrain and sandy or rocky settings. \r
    <\/li>
  • Racial Feats: A tohr-kreen gets Deflect Arrows and Snatch Arrows as bonus feats. In addition, a tondi's monstrous humanoid levels grant it two feats. \r
    <\/li>
  • Automatic Languages: Common, Thri-Kreen. Bonus Languages: Elven, Giant, Gnoll, Goblin, Halfling. \r
    <\/li>
  • Favored Class: Druid or wilder. \r
    <\/li>
  • Level adjustment +2. \r
    <\/li><\/list>
    On Athas<\/b>\r
    Tohr-kreen build permanent settlements in the lands far to the north of the Tablelands, home to Tyr and the other humanoid city-states. For many years, the tohr-kreen have sent scouts to the Tyr region These scouts are called zik-trin\u00c2\u0092ta by other tohr-kreen, but are known as tohr-kreen to the peoples of the Tablelands. <\/td> <\/tr>
  • \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Dark Sun Monstrous Compendium Appendix II: Terrors Beyond Tyr<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually neutral","environment":"Any land"},{"name":"Tohr-kreen, T\u0092keech","type":"Monstrous Humanoid","ch":1,"challenge_rating":" 1 \u00a0","id":6693,"reference":"Usergen","full_text":"

    Tohr-kreen, T\u00c2\u0092keech <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Monstrous Humanoid \t\t\t(Psionic)\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>+2\/+3<\/td> <\/tr>
    Attack: <\/strong>Claw +3 melee (1d4+1) or gythka +3 melee (1d10+1), or chatkcha +3 ranged (1d6+1)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>4 claws +3 melee (1d4+1) and bite -2 melee (1d4 plus poison); or gythka +3 melee (1d10+1) and 2 claws -2 melee (1d4) and bite -2 melee (1d4 plus poison); or gythka +1\/+1 melee (1d10+1\/1d10+1) and 2 claws -2 melee (1d4) and bite -2 melee (1d4 plus poison); or chatkcha +3 ranged (1d6+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, psi-like abilities\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to sleep effects, leap, naturally psionic<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +4, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 13, Con 11, Int 8, Wis 12, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Climb +2, Craft +0, Hide +2*, Jump +45, Listen +2, Spot +2\r
    <\/td> <\/tr>
    Feats: <\/strong>Deflect Arrows (B), Multiweapon Fighting<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or warm desert<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (5-10)<\/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>+2<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a bipedal praying mantis with a dark green carapace, fading to a lighter green along the thorax and abdomen. Its six limbs end in four-fingered clawlike hands. It has large, dangerous mandibles, compound eyes, and two long antennae sprouting from its head.<\/i>\r

    Tohr-kreen are large, intelligent insects, very similar to thri-kreen. Several subspecies are known to exist. T\u00c2\u0092keech tohr-kreen prefer to live in scrub plants and near oases. They are similar in size to thri-kreen. T\u00c2\u0092keech have mating habits and gestation periods similar to those of thri-kreen. \r

    Most t\u00c2\u0092keech serve as laborers in the northern tohr-kreen nations. Small clutches of t\u00c2\u0092keech are found in each nation. T\u00c2\u0092keech are almost never nomadic, but some clutches have small, independent settlements near oases.\r

    T\u00c2\u0092keech produce quality crafts, but are more practical than artistic with their creations. T\u00c2\u0092keech usually carry tools, weapons, and simple pieces of art.\r

    A t'keech is the same height and weight as a thri-kreen. T\u00c2\u0092keech can live to be 75 years old.\r

    Tohr-kreen speak their own language, and some also know Common. \r

    COMBAT\r

    T\u00c2\u0092keech do not seek combat, but are quite capable when challenged. They prefer melee combat and favor their claws and bite over weapons.\r

    Leap (Ex):<\/b> A t'keech is a natural jumper. It has a +40 racial bonus on Jump checks.\r

    Naturally Psionic:<\/b> A tohr-kreen gains 1 bonus power point at 1st level. This benefit does not grant the ability to manifest psionic powers unless such powers are gained through another source, such as levels in a psionic class.\r

    Poison (Ex):<\/b> Injury (bite), Fortitude DC 11, initial damage 1d6 Dex, secondary damage paralysis for 2d6 minutes. A t\u00c2\u0092keech produces enough poison for one bite per day. The save DC is Constitution-based.\r

    Psi-Like Abilities:<\/b> 3\/day\u00c2\u0097chameleon, know direction and location<\/i>; 1\/day\u00c2\u0097greater concealing amorpha, metaphysical claw<\/i>. Manifester level is equal to 1\/2 the tohr-kreen's Hit Dice (minimum 1st).\r

    Skills:<\/b> *A t\u00c2\u0092keech has a +4 racial bonus on Hide checks in areas with at least light undergrowth.\r

    T\u00c2\u0092keech as Characters<\/b>\r
    T\u00c2\u0092keech characters possess the following racial traits.\r

  • +2 Strength, +2 Dexterity, -2 Intelligence, +2 Wisdom, -2 Charisma. \r
    <\/li>
  • Medium size. \r
    <\/li>
  • T\u00c2\u0092keech base land speed is 40 feet. \r
    <\/li>
  • Darkvision out to 60 feet. \r
    <\/li>
  • +3 natural armor bonus. \r
    <\/li>
  • Multiple Limbs: Tohr-kreen have four arms and can take the Multiweapon Fighting and Multiattack feats. \r
    <\/li>
  • Natural Attacks: Four claws (1d4) and a bite (1d4). \r
    <\/li>
  • Weapon Familiarity: T\u00c2\u0092keech treat the gythka and chatkcha as martial weapons, rather than exotic weapons. \r
    <\/li>
  • Special Attacks (see above): Poison, psi-like abilities (manifester level equal to 1\/2 HD). \r
    <\/li>
  • Special Qualities (see above): Immunity to sleep effects, leap. \r
    <\/li>
  • Racial Hit Dice: A t\u00c2\u0092keech 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 t\u00c2\u0092keech's monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Class skills include Climb, Craft, Hide, Jump, Listen, and Spot. A t\u00c2\u0092keech has a +4 racial bonus on Hide checks in areas with at least light undergrowth. \r
    <\/li>
  • Racial Feats: A t\u00c2\u0092keech gets Deflect Arrows as a bonus feat. In addition, a t\u00c2\u0092keech's monstrous humanoid levels grant it one feat. \r
    <\/li>
  • Automatic Languages: Common, Thri-Kreen. Bonus Languages: Elven, Giant, Gnoll, Goblin, Halfling. \r
    <\/li>
  • Favored Class: Druid or wilder. \r
    <\/li>
  • Level adjustment +2. \r
    <\/li><\/list>
    On Athas<\/b>\r
    Tohr-kreen build permanent settlements in the lands far to the north of the Tablelands, home to Tyr and the other humanoid city-states. For many years, the tohr-kreen have sent scouts to the Tyr region These scouts are called zik-trin\u00c2\u0092ta by other tohr-kreen, but are known as tohr-kreen to the peoples of the Tablelands. <\/td> <\/tr>
  • \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Dark Sun Monstrous Compendium Appendix II: Terrors Beyond Tyr<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually chaotic neutral","environment":"Temperate or warm desert"},{"name":"Tolwar","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":6694,"reference":"Usergen","full_text":"

    Tolwar <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 6d10+18\u00a0(51 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+16<\/td> <\/tr>
    Attack: <\/strong>Headbutt +11 melee (1d6+6)<\/td> <\/tr>
    Full Attack: <\/strong>Headbutt +11 melee (1d6+6) and 2 stamps +9 melee (1d8+3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Telekinetics, trample 1d8+9<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +6, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 12, Con 17, Int 2, Wis 15, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Listen +7, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Endurance, Iron Will, Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or warm plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or herd (5-16)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-11 HD (Medium), 12-17 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature appears to be an undersized, trunkless elephant.<\/i>\r

    Tolwars are herbivorous herd animals most often found near water on open grasslands. Tolwars have a playful nature, most often using their telekinetics to to uproot grass or hurl balls of water at each other.\r

    The gestation period for a tolwar is 18 months, always resulting in only a single infant. A young tolwar reaches maturity in four years.\r

    Tolwars make loving, loyal mounts, although they are difficult to train.\r

    A tolwar is 6 feet tall and weighs 800 to 1,000 pounds. Tolwars live around 20 years.\r

    COMBAT\r

    If threatened, wild tolwars use their telekinetics to defend themselves. Tolwars serving as mounts can be trained to use their telekinetics to assist their riders as well.\r

    Telekinetics (Su):<\/b> A tolwar can, as a full-round action, generate any two of the following effects:\r

    Catch:<\/i> A tolwar can catch a single large object of up to 25lb or up to two small projectiles (such as darts, arrows, bolts, etc). These objects can be caught at any time in the full round but must be within 10 ft of the tolwar when they are caught.\r

    Combat Maneuver:<\/i> A tolwar can perform a single bull rush, disarm, grapple (including pin), or trip attempt on any creature within 30 ft. Resolve these attempts as normal, except that they don\u00c2\u0092t provoke attacks of opportunity and that a failed attempt doesn\u00c2\u0092t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. The tolwar uses its usual base attack bonus, Str bonus, and size modifier. To maintain a grapple, a tolwar must use this option every round.\r

    Toss:<\/i> A tolwar can throw a 25lb object (within a range of 10 ft) a distance of 20 ft. The tolwar can throw this object toward another creature with a ranged touch attack. If successful, the attack does 1d6 hp of damage.\r

    Trample (Ex):<\/b> Reflex half DC 19. The save DC is Strength-based.\r

    Training a Tolwar\r

    Although their intelligence is similar to that of a typical horse, tolwars have a playful spirit and can be difficult to train. To be trained, a tolwar must have a friendly attitude toward the trainer. A tolwar usually has a friendly attitude toward trainers who have provided to tolwar with sustenance for at least a few days and has not attacked or mistreated the creature. A tolwar is indifferent (at best) toward most other creatures. Changing a tolwar'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 tolwar, such as access to a speak with animals spell.\r

    Training a friendly tolwar requires a Handle Animal check. Since tolwars are magical beasts, the DC of the check increases by 5. The time require depends on the tricks or task the tolwar must learn, as noted in the Handle Animal skill description. Tolwars can be trained to use their telekinesis as part of the Attack or Defend tricks, but this raises the check DC by 2 in each case.\r

    Tolwar young are worth 5,000 gp each on the open market. Professional trainers charge 1,500 gp to rear and train a tolwar.\r

    Carrying Capacity:<\/i> A light load for a tolwar is up to 519 pounds; a medium load, 520\u00c2\u00961038 pounds; and a heavy load, 1039\u00c2\u00961560 pounds. A tolwar can drag 7800 pounds.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #43<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Temperate or warm plains"},{"name":"Tom Turkey","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":6695,"reference":"Usergen","full_text":"

    Tom Turkey <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d10+4\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), fly 40 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 10, touch 10, flat-footed 10<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+2<\/td> <\/tr>
    Attack: <\/strong>Claw +4 melee (1d6-2)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +4 melee (1d6-2) and beak -1 melee (1d3-2)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spells<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, wide berth<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 7, Dex 11, Con 12, Int 10, Wis 10, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Concentration +10, Diplomacy +5, Sense Motive +4\r
    <\/td> <\/tr>
    Feats: <\/strong>Skill Focus (Concentration), Spell Focus (enchantment), Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold or temperate forests<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive turkey is so plump that it is nearly spherical, seemingly over four feet in diameter.<\/i>\r

    Tom Turkey is a unique, sentient turkey of unusual size. He has been a captive of a yeti for some time, and his captor has fattened him up to such large proportions that he can no longer fit through the door to his cell.\r

    Tom Turkey is 5 feet long and nearly 4 feet wide, weighing 75 pounds.\r

    Tom Turkey speaks Common.\r

    COMBAT\r

    Tom Turkey attempts to parlay with anyone who might free him from his present incarceration. He relies on his enchantment spells if diplomacy fails. If forced to fight, he prefers spells over melee.\r

    Spells: Tom Turkey casts spells as a 3rd-level bard.\r
    Typical Bard Spells Known (3\/1; save DC 11 + spell level; enchantment spells DC 13 + spell level): 0\u00c2\u0097daze, ghost sound, light, lullaby, know direction, prestidigitation; 1st\u00c2\u0097hideous laughter, hypnotism, sleep.\r

    Wide Berth (Ex):<\/b> Tom Turkey is quite inflexible, having been fattened for dining, and is incapable of squeezing.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Imagine Magazine #21<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Cold or temperate forests"},{"name":"Topiary Plant","type":"Plant","ch":2,"challenge_rating":" 2 \u00a0","id":6696,"reference":"Usergen","full_text":"

    Topiary Plant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Plant \t\t\t(Shapechanger)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+6\u00a0(19 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+3 natural), touch 10, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+3<\/td> <\/tr>
    Attack: <\/strong>Bite +3 melee (1d4+1 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +3 melee (1d4+1 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, resemble shape<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, plant traits, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +1, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 10, Con 14, Int 6, Wis 12, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>Listen +5, Move Silently +2, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary or hedge (2-8)<\/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), 6-11 HD (Large); 12-18 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A nearby bush seems trimmed into the shape of an animal. It seems odd to find a well-manicured topiary this far in the wilderness...<\/i>\r

    Topiary plants are plants that mimic the shapes of animals they consume. Topiary plants are scavengers, preferring dead prey to living.\r

    A typical topiary plant usually resembles an animal between 5 and 8 feet long, although its basic form is a thorny bush about 4 feet across. The plant weighs 100 pounds.\r

    COMBAT<\/b>\r
    Topiary plants are normally non-aggressive, but if food is scarce, they may attack. A topiary plant \"bites\" with its thorn-covered branches, injecting a weak toxin into its victim.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 13, initial damage 1d3 Con, secondary damage 1d3 Con. The save DC is Constitution-based and includes a -2 racial penalty.\r

    Resemble Shape (Su):<\/b> A topiary plant can imitate the appearance of any creature it has eaten. The topiary plant need not have killed the creature itself, but if the creature has been dead for more than two weeks it is too decayed for the plant to mimic its living appearance. This works like the disguise self spell, except the topiary plant retains its original size and can resemble any living creature. The topiary plant's appearance retains vegetative features (vine-like fingers, thorny hair, a greenish complexion, et cetera), so it only gains a +4 bonus to Disguise checks when using this ability to disguise itself.\r

    Advanced Topiary Plants<\/b>\r
    An advanced topiary plant can use resemble shape to give itself an additional secondary attack for every 2 hit dice it has advanced (e.g. 1 secondary attack at 5-6 HD, 2 at 7-8 HD and 3 at 9 HD). These attacks can be any natural weapon possessed by a creature the topiary plant has eaten, but the attack always does 1d4 damage, or 1d6 for a Large topiary plant.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in I13 - Adventure Pack I<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":"Any land"},{"name":"Tourmaline Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":6697,"reference":"Usergen","full_text":"

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


    <\/td> <\/tr>
    Dragon (Water)<\/strong><\/td> <\/tr>
    Environment: <\/strong>Temperate and warm 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 5; young 7; juvenile 9; young adult 12; adult 15; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic 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: +6<\/td> <\/tr>
    \u00a0<\/td> <\/tr><\/table><\/td><\/tr>

    Tourmaline 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>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+6\/+3<\/font><\/td>+8<\/font><\/td>+6<\/font><\/td>+5<\/font><\/td>+7<\/font><\/td>2d6\u00a0(14)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>M<\/font><\/td>9d12+18\u00a0(76)<\/font><\/td>17<\/font><\/td>10<\/font><\/td>15<\/font><\/td>16<\/font><\/td>17<\/font><\/td>16<\/font><\/td>+9\/+11<\/font><\/td>+11<\/font><\/td>+8<\/font><\/td>+6<\/font><\/td>+8<\/font><\/td>4d6\u00a0(16)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>M<\/font><\/td>12d12+24\u00a0(102)<\/font><\/td>17<\/font><\/td>10<\/font><\/td>15<\/font><\/td>16<\/font><\/td>17<\/font><\/td>16<\/font><\/td>+12\/+15<\/font><\/td>+15<\/font><\/td>+10<\/font><\/td>+8<\/font><\/td>+11<\/font><\/td>6d6\u00a0(18)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>L<\/font><\/td>15d12+45\u00a0(142)<\/font><\/td>19<\/font><\/td>10<\/font><\/td>17<\/font><\/td>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+15\/+23<\/font><\/td>+18<\/font><\/td>+12<\/font><\/td>+9<\/font><\/td>+13<\/font><\/td>8d6\u00a0(20)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>L<\/font><\/td>18d12+72\u00a0(189)<\/font><\/td>23<\/font><\/td>10<\/font><\/td>19<\/font><\/td>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+18\/+28<\/font><\/td>+23<\/font><\/td>+15<\/font><\/td>+11<\/font><\/td>+16<\/font><\/td>10d6\u00a0(23)<\/font><\/td>23<\/font><\/td><\/tr>
    Adult<\/font><\/td>H<\/font><\/td>21d12+105\u00a0(241)<\/font><\/td>27<\/font><\/td>10<\/font><\/td>21<\/font><\/td>20<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+21\/+37<\/font><\/td>+27<\/font><\/td>+17<\/font><\/td>+12<\/font><\/td>+17<\/font><\/td>12d6\u00a0(25)<\/font><\/td>25<\/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>20<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+24\/+40<\/font><\/td>+31<\/font><\/td>+19<\/font><\/td>+14<\/font><\/td>+19<\/font><\/td>14d6\u00a0(27)<\/font><\/td>27<\/font><\/td><\/tr>
    Old<\/font><\/td>H<\/font><\/td>27d12+162\u00a0(337)<\/font><\/td>31<\/font><\/td>10<\/font><\/td>23<\/font><\/td>22<\/font><\/td>23<\/font><\/td>22<\/font><\/td>+27\/+45<\/font><\/td>+35<\/font><\/td>+21<\/font><\/td>+15<\/font><\/td>+21<\/font><\/td>16d6\u00a0(29)<\/font><\/td>29<\/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>22<\/font><\/td>23<\/font><\/td>22<\/font><\/td>+30\/+49<\/font><\/td>+39<\/font><\/td>+23<\/font><\/td>+17<\/font><\/td>+23<\/font><\/td>18d6\u00a0(31)<\/font><\/td>31<\/font><\/td><\/tr>
    Ancient<\/font><\/td>G<\/font><\/td>33d12+231\u00a0(445)<\/font><\/td>35<\/font><\/td>10<\/font><\/td>25<\/font><\/td>24<\/font><\/td>25<\/font><\/td>24<\/font><\/td>+33\/+57<\/font><\/td>+41<\/font><\/td>+25<\/font><\/td>+18<\/font><\/td>+25<\/font><\/td>20d6\u00a0(33)<\/font><\/td>33<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>G<\/font><\/td>36d12+280\u00a0(507)<\/font><\/td>37<\/font><\/td>10<\/font><\/td>27<\/font><\/td>26<\/font><\/td>27<\/font><\/td>26<\/font><\/td>+36\/+61<\/font><\/td>+44<\/font><\/td>+27<\/font><\/td>+20<\/font><\/td>+28<\/font><\/td>22d6\u00a0(35)<\/font><\/td>36<\/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>26<\/font><\/td>27<\/font><\/td>26<\/font><\/td>+39\/+65<\/font><\/td>+49<\/font><\/td>+29<\/font><\/td>+22<\/font><\/td>+29<\/font><\/td>24d6\u00a0(37)<\/font><\/td>37<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Tourmaline 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>16 (+1 size, +5 natural), touch 11, flat-footed 16<\/font><\/td>Water breathing<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very 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>Color spray<\/i><\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/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>Disguise self<\/i><\/font><\/td>1st<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>40 ft., fly 150 ft. (poor), swim 60 ft.<\/font><\/td>+0<\/font><\/td>23 (-1 size, +14 natural), touch 9, flat-footed 23<\/font><\/td>Waveform<\/i><\/font><\/td>3rd<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>40 ft., fly 150 ft. (poor), swim 60 ft.<\/font><\/td>+0<\/font><\/td>26 (-1 size, +17 natural), touch 9, flat-footed 26<\/font><\/td>DR 5\/magic, major image<\/i><\/font><\/td>5th<\/font><\/td>20<\/font><\/td><\/tr>
    Adult<\/font><\/td>40 ft., fly 150 ft. (poor), swim 60 ft.<\/font><\/td>+0<\/font><\/td>28 (-2 size, +20 natural), touch 8, flat-footed 28<\/font><\/td>Hypnotic pattern<\/i><\/font><\/td>7th<\/font><\/td>22<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>40 ft., fly 150 ft. (poor), swim 60 ft.<\/font><\/td>+0<\/font><\/td>31 (-2 size, +23 natural), touch 8, flat-footed 31<\/font><\/td>DR 10\/magic, hallucinatory terrain<\/i><\/font><\/td>9th<\/font><\/td>23<\/font><\/td><\/tr>
    Old<\/font><\/td>40 ft., fly 150 ft. (poor), swim 60 ft.<\/font><\/td>+0<\/font><\/td>34 (-2 size, +26 natural), touch 8, flat-footed 34<\/font><\/td>Displacement<\/i><\/font><\/td>11th<\/font><\/td>25<\/font><\/td><\/tr>
    Very Old<\/font><\/td>40 ft., fly 150 ft. (poor), swim 60 ft.<\/font><\/td>+0<\/font><\/td>37 (-2 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 60 ft.<\/font><\/td>+0<\/font><\/td>38 (-4 size, +32 natural), touch 7, flat-footed 38<\/font><\/td>Mislead<\/i><\/font><\/td>15th<\/font><\/td>28<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>40 ft., fly 200 ft. (clumsy), swim 60 ft.<\/font><\/td>+0<\/font><\/td>41 (-4 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), swim 60 ft.<\/font><\/td>+0<\/font><\/td>44 (\u00c2\u00964 size, +38 natural), touch 7, flat-footed 44<\/font><\/td>Scintillating pattern<\/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 Chaos, Creation, and Water domains as arcane spells.\r

    This thick-bodied dragon has long, flat horns extending back from the brow plates in a series of overlapping segments. Its reflective scales are mostly silver, but several distinct bands of color form a prismlike appearance at its midsection.<\/i>\r

    Tourmaline dragons are distant relatives of gem dragons. Most inhabit an uncharted island in a tropical sea, where dozens of their kind live in an anarchic but rarely violent society. Here, power and prestige are won by competitions of magic, innate powers, and physical beauty. At the center of the island is a huge volcanic crater lined with immense crystals and precious gems. \r

    While not evil, tourmaline dragons quickly grow impatient with talk that is not of immediate interest to them. While all dragons tend to be greedy and self-important, tourmaline dragons are extremely so. Sustained flattery and gifts of precious metals and gems can often influence and cloud the judgement of a tourmaline dragon. A gift that exploits the dragon\u00c2\u0092s boundless vanity, such as a mirror or a song exalting its wisdom and beauty, can make a tourmaline dragon forget even the most grievous injustices done to it.\r

    Tourmaline dragons have an almost superstitious reverence for copper dragons. According to their legends, the Creator Dragon (often described as a great wyrm copper dragon) carved all the gem dragons from the native crystals of the island and breathed life into them. As she dug deeper, the Creator Dragon found increasingly precious gems from which to shape her likeness. Eventually, she found the most precious and beautiful crystal she had ever seen. The other gems were flat and ugly by comparison, so the Creator Dragon threw those dragons into the sea to drown. However, some escaped their fate, and their descendants now live a wrongful existence against her will. From this most beautiful gem, the Creator Dragon carved the first tourmaline dragon and gave it life with her last breath. As a result, tourmaline dragons kill any other gem dragons they encounter.\r

    Like most dragons, tourmaline dragons can eat almost anything. They prefer large fish and marine mammals, washing down their meal with quartz and sometimes cleansing the palate with some silver. \r

    A wyrmling tourmaline dragon's scales are bright, mirrorlike silver except for several distinct bands of color at its midsection\u00c2\u0097red, organge, yellow, green, blue, and purple. Over time, the colors spread and fade, and the shiny scales give way to pastel hues with dazzling refractive qualities. By the adult age, the scales are a homogeneous translucent blue-gray, with patches or bands of color confined to wing tips, claws, and face. \r

    Tourmaline dragons usually have no particular odor but can produce strong scents when excited. When pleased by flattery, it may produce a salty fragrance comparable to a chrysanthemum-perfumed sea breeze, while an angry tourmaline dragon produces a sharp coppery reek that resembles blood.\r

    Combat\r

    Tourmaline dragons often lie in ambush in a lake or deep river, using their wings waveform power to drench prey. A tourmaline dragon favors its breath weapon and spells over melee combat, lest it run the risk of having the beauty of its magnificent hide diminished by weapons. Their hot-tempered natures, however, often lead them to attack with reckless abandon if insulted by creatures they consider \"lessers\". \r

    Breath Weapon (Su):<\/b> A tourmaline dragon has one type of breath weapon, a cone of gas that transmutes water to a semi-solid milky substance. Creatures in the area of the breath weapon must make an additional Fortitude save or be slowed for 1 round per age category of the dragon, except the breath weapon does not slow creatures with the Fire or Earth subtypes. This breath weapon is especially devastating to water elementals and plant creatures, which instead take 2d6 points of damage per age category of the dragon.\r

    Other Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097color spray<\/i> (very young or older), displacement<\/i> (old or older), disguise self<\/i> (young or older), mislead<\/i> (ancient or older); 1\/day\u00c2\u0097hallucinatory terrain<\/i> (mature adult or older), hypnotic pattern<\/i> (adult or older), major image<\/i> (young adult or older), scintillating pattern<\/i> (great wyrm).\r

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

    Waveform (Sp):<\/b> Three times per day, a juvenile or older tourmaline dragon may mold water into a variety of shapes. This functions exactly as the stone shape<\/i> spell, except it applies to an equivalent volume of water. \r

    Skills:<\/b> Appraise, Spellcraft, and Swim are considered class skills for tourmaline dragons. Tourmaline dragons have a -2 racial penalty on Sense Motive checks.\r

    Note:<\/b> Originally called \"prismatic dragon.\" Renamed to avoid confusion with the epic dragon of the same name.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #51<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Always chaotic neutral","environment":"Temperate and warm aquatic"},{"name":"Transposer","type":"Shapechanger","ch":5,"challenge_rating":" 05 \u00a0","id":6698,"reference":"Usergen","full_text":"

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

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

    Hit Dice:<\/span><\/b> 6d8+6 (33 hp)<\/span><\/p> <\/td> <\/tr>

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

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

    AC:<\/span><\/b> 13 (+1 Dex, +2 natural)<\/span><\/p> <\/td> <\/tr>

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

    Damage:<\/span><\/b> Slam 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>Transpose damage<\/span><\/p> <\/td> <\/tr>

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

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

    Abilities:<\/span><\/b> Str 12, Dex 13, Con 12, Int 8, Wis 12, Cha 11<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Bluff +6, Disguise +7*, Listen +5, Spot +5<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Dodge<\/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 neutral<\/span><\/p> <\/td> <\/tr>

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

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

    The transposer appears fairly humanoid, although it has no features and its limbs end in sucker-like members.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Using its change self ability, the transposer can appear as a humanoid in order to entice its prey into melee.<\/span><\/p> <\/td> <\/tr>

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

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

    The transposer attacks by lashing at its opponents using its arms.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Change Self (Su):<\/b> This ability is as the spell cast by a 6th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Transpose Damage (Su):<\/b> A creature hit by the transposer is linked to it for the remainder of the encounter. Any damage dealt by that opponent to the transposer does the attacker harm and restores lost hit points to the transposer in equal proportion. Any curative-type spell cast on the transposer will harm it while simultaneously healing the linked opponent. Curative spells cast on the linked opponent do not harm the transposer however.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Opponents not affected (i.e., not linked to the transposer) can attack the transposer normally. A transposer can link any number of creatures.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> *When using its change self<\/i> ability, the transposer receives a +10 circumstance bonus to Disguise checks.<\/span><\/p> <\/td> <\/tr>

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

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

    The Transposer first appeared in the 1e MM II (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Shapechanger","alignment":"Any","environment":"Any land and underground"},{"name":"Trapper","type":"Aberration","ch":7,"challenge_rating":" 07 \u00a0","id":6699,"reference":"Usergen","full_text":"

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

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

    Hit Dice:<\/span><\/b> 12d8+48 (102 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+6 (+2 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

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

    AC:<\/span><\/b> 17 (-2 size, +2 size, +7 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Buffet +17 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> Immunities, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +8, Ref +5, Will +10<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 30, Dex 12, Con 19, Int 14, Wis 15, Cha 14<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +8*, Listen +12, Move Silently +12, Spot +12<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Alertness, Blind-Fight, Improved Initiative<\/span><\/p> <\/div> <\/td> <\/tr>

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

    Climate\/Terrain:<\/span><\/b> Any 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> 13-22 HD (Huge); 23-36 HD (Gargantuan)<\/span><\/p> <\/td> <\/tr>

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

    The subterranean trapper is found only in caves and other dark places. It can alter its shape and color to resemble the local floor and to form a protuberance in the center that resembles a box.<\/span><\/p> <\/td> <\/tr>

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

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

    The trapper will wait until a creature is almost centered on its body and then quickly wrap around it, attempting to smother its victim. Once a trapper gets a hold, it will not release a victim until it or the trapper is dead.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Smother (Ex): <\/b>A successful attack indicates the trapper 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 trapper 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 trapper\u0092s hold by making an opposed grapple roll or an Escape Artist roll against the trapper\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 trapper 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 trapper.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Immunities (Ex):<\/b> Trappers are immune to all cold and fire-based effects.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> Trappers receive a +8 racial bonus to Hide checks. *When it changes its color to appear as stone, the Hide bonus increases to +12.<\/span><\/p> <\/td> <\/tr>

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

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

    The Trapper 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":"Treant, Frost","type":"Plant","ch":7,"challenge_rating":" 7 \u00a0","id":6700,"reference":"Usergen","full_text":"

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


    <\/td> <\/tr>

    Huge\u00a0Plant \t\t\t(Cold)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8+42\u00a0(73 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\/+20<\/td> <\/tr>
    Attack: <\/strong>Slam +10 melee (2d6+7)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +10 melee (2d6+7)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Double damage against objects, needle volley, shed snow, trample 2d6+10<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/slashing, immunity to cold, low-light vision, plant traits, snow striding, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +3, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 8, Con 23, Int 10, Wis 14, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide -9*, Intimidate +5, Listen +7, Spot +7, Survival +7\r
    <\/td> <\/tr>
    Feats: <\/strong>Improved Sunder, Lightning Reflexes, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or grove (4\u00c2\u00967)<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>8\u00c2\u009616 HD (Huge); 17\u00c2\u009621 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This tree resembles an old pine tree the wind has twisted into a vaguely human shape, with thick snow piled over its branches and needles. The deep green eyes, glittering with cold malice, hint at something more malevolent.<\/i>\r

    A frost treant is an evergreen relative of the regular treant, but is far more malevolent than its deciduous kin. Like other treants, frost treants defend their forests, but their frigid hearts seethe with a hatred of all animal life, especially sapient beings. They kill intruders regardless of whether they pose any threat to their trees. Frost treants tolerate, but are generally unfriendly toward other plant creatures (including treants).\r

    A frost treant is about 30 feet tall, with a \u00c2\u0093trunk\u00c2\u0094 about 2 feet in diameter. It weighs about 4,500 pounds.\r

    Frost treants speak Treant, Common, and Sylvan. \r

    COMBAT\r

    Frost treants typically open battle with a volley of needles. Upon closing to melee range, they shed snow, making use of their reach and their opponents' limited mobility.\r

    Double Damage against Objects (Ex):<\/b> A frost treant that makes a full attack against an object or structure deals double damage.\r

    Needle Volley (Ex):<\/b> With a flick of its branches, a frost treant can loose a volley of six needles as a standard action (make an attack roll for each needle). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The frost treant can launch only 36 needles in any 24-hour period.\r

    Shed Snow (Ex):<\/b> Once per day, a frost treant can slough off the snow from its upper branches, filling all adjacent spaces with 1d6 inches of snow. It costs 2 squares of movement to enter a snow-covered square.\r

    Snow Striding (Ex):<\/b> A frost treant's movement is never slowed or hampered by snowy or icy terrain.\r

    Trample (Ex):<\/b> Reflex DC 20 half. The save DC is Strength-based.\r

    Skills:<\/b> *Frost treants have a +16 racial bonus on Hide checks made in forested areas.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1996 Wizards of the Coast, Inc.
    Originally found in Polyhedron #116<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Usually neutral evil","environment":"Cold forests"},{"name":"Treant, Greater","type":"Plant","ch":12,"challenge_rating":" 12 \u00a0","id":6701,"reference":"Usergen","full_text":"

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


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 16d8+160\u00a0(232 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 22 (\u00c2\u00964 size, \u00c2\u00961 Dex, +17 natural), touch 5, flat-footed 22<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+12\/+36<\/td> <\/tr>
    Attack: <\/strong>Slam +20 melee (3d6+12)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 slams +20 melee (3d6+12)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/20 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Animate trees, double damage against objects, spell-like abilities, trample 3d6+18<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 15\/magic and slashing, evil alert, immunity to charms and compulsions, low-light vision, plant traits, speak with animals and plants, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +20, Ref +4, Will +11 <\/td> <\/tr>
    Abilities: <\/strong>Str 34, Dex 8, Con 31, Int 15, Wis 18, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Concentration +21, Diplomacy +5, Intimidate +14, Knowledge (nature) +13, Listen +15, Sense Motive +15, Spot +15, Survival +14 (+16 in aboveground natural environments)<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Improved Sunder, Iron Will, Power Attack, Quicken Spell-Like Ability (charm monster), Snatch<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests<\/td> <\/tr>
    Organization: <\/strong>Solitary <\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic good<\/td> <\/tr>
    Advancement: <\/strong>17\u00c2\u009632 HD (Gargantuan); 33-48 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This great, treelike being has thick, brown, barklike skin, massive gnarled branches for amrs, and thick, trunklike legs.<\/i>\r

    Greater treants are ancient, solitary relatives of treants found in the deepest parts of remote forests. As sworn protectors of the forests, greater treants can be called upon in times of great need to aid a region\u00c2\u0092s inhabitants. \r

    Greater treants spend most of their time in deep slumbers, sometimes lasting as long as a century. Only intrusion into their secluded groves may rouse them. Greater treants are intolerant of evil and do everything in their power to defend their forests from any threats. \r

    Although they have little need for treasure, greater treants often bury magic items and other items of use deep beneath their roots, only to be unearthed to aid others in good causes.\r

    Greater treants subsist only upon photosynthesis. \r

    A greater treant is about 36 feet tall, with a \u00c2\u0093trunk\u00c2\u0094 about 4 feet in diameter. It weighs about 20,000 pounds. Their lifespans are unknown, although all are exceptionally ancient, and many believe them to be immortal.\r

    Greater treants speak Common, Druidic, Sylvan, and Treant, and most humanoid languages. They also can communicate with animals and plants.\r

    COMBAT\r

    A greater treant uses its spell-like abilities to track the movements of foes, and to call in aid while it pummels foes with its mighty branches.\r

    Animate Trees (Sp):<\/b> A greater treant can animate trees within 180 feet at will, controlling up to ten 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 greater treant in all respects except it lacks spell-like abilities. Animated trees lose their ability to move if the greater treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak<\/i> (caster level 16th). Animated trees have the same vulnerability to fire that a greater treant has.\r

    Double Damage against Objects (Ex):<\/b> A greater treant or animated tree that makes a full attack against an object or structure deals double damage.\r

    Evil Alert (Su):<\/b> A sleeping greater treant is awakened by the intrusion of evil into its protected grove. Any creature that detects as evil (as the detect evil<\/i> spell) and enters the greater treant's grove causes the greater treant to awake. This functions as the mental alarm function of the alarm<\/i> spell, but the effect lasts as long as the greater treant sleeps. \r

    Speak with Animals and Plants (Ex):<\/b> A greater treant may communicate with animals and plants as if affected by the speak with animals<\/i> and speak with plants<\/i> spells. \r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097animal growth<\/i> (DC 18), animal messenger, detect chaos\/evil\/good\/law, detect magic, entangle<\/i> (DC 14), neutralize poison<\/i> (DC 17); 1\/day\u00c2\u0097greater dispel magic, quickened charm monster<\/i> (DC 17), remove curse, scrying<\/i> (DC 17), summon nature's ally VII<\/i>. Caster level 16th. The save DCs are Charisma-based.\r

    Trample (Ex):<\/b> Reflex DC 30 half. The save DC is Strength-based.\r

    Skills:<\/b> *Greater treants have a +16 racial bonus on Hide checks made in forested areas.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1996 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #61<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Usually chaotic good","environment":"Temperate forests"},{"name":"Treant, Hoarfrost","type":"Undead","ch":7,"challenge_rating":" 7 \u00a0","id":6702,"reference":"Usergen","full_text":"

    Treant, Hoarfrost <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Undead \t\t\t(Cold)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d12\u00a0(45 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>+3\/+18<\/td> <\/tr>
    Attack: <\/strong>Slam +8 melee (2d6+7 plus 1d6 cold and energy drain)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 slams +8 melee (2d6+7 plus 1d6 cold and energy drain)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Chillness aura, double damage against objects, energy drain, frozen blight, trample 2d6+10\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/cold iron and slashing, immunity to cold, low-light vision, plant traits, snow striding, vulnerability to fire\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +1, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 8, Con \u00c2\u0097, Int 10, Wis 14, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Hide -9*, Intimidate +5, Listen +7, Spot +7, Survival +7\r
    <\/td> <\/tr>
    Feats: <\/strong>Improved Sunder, Lightning Reflexes, Power Attack\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or grove (4\u00c2\u00967)<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>8\u00c2\u009616 HD (Huge); 17\u00c2\u009621 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature appears to be a dead tree shaped into a mockery of the human form. Its trunk is split by frost and icicles drip from its bare branches. The hatred in its eyes is as chilling as the unholy cold radiating from its body.<\/i>\r

    A hoarfrost treant is the undead embodiment of a frost treant that has succumbed to a bitter death.\r

    A hoarfrost treant is about 30 feet tall, with a \u00c2\u0093trunk\u00c2\u0094 about 2 feet in diameter. It weighs about 4,500 pounds.\r

    Hoarfrost treants speak Treant, Common, and Sylvan. \r

    COMBAT\r

    Hoarfrost treants hate all animal life and are unfriendly at best towards plant life, tolerating only the existence of plant creatures of evil alignment.\r

    A hoarfrost treat spends most of its undeath standing immobile, pretending to be a mundane dead tree. If a living creature wanders nearby, the hoarfrost treant charges into melee as quickly as possible. It prefers to save its frozen blight attack for multiple opponents, but will unleash it as a last-ditch strike against a single enemy if severely damaged.\r

    Chillness Aura (Su):<\/b> A hoarfrost treant is continuously surrounded by an aura of bitter cold. All creatures within 5 feet of a frost treant suffer 1d4 points of cold damage each round.\r

    Double Damage against Objects (Ex):<\/b> A hoarfrost treant that makes a full attack against an object or structure deals double damage.\r

    Energy Drain (Su):<\/b> Any living creature struck by a hoarfrost treant's natural attacks gains one negative level. For each negative level bestowed, the hoarfrost treant gains 5 temporary hit points.\r

    Frozen Blight (Su):<\/b> Once per day a hoarfrost treant can create a 20-foot radius emanation of unholy cold. Any living creature within this area takes 3d6 points of damage (half cold, half unholy) and is sickened for 1d4 rounds. A successful DC 16 Will save halves the damage and negates the sickened condition. Any plant creature that fails its Will save against frozen blight must also make a DC 16 Fortitude save or contract hoarfrost rot. The save DCs are Charisma-based.\r

    Hoarfrost Rot:<\/i> Supernatural disease\u00c2\u0097emanation, Fortitude DC 16, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. Any intelligent plant creature killed by hoarfrost rot will rise as a hoarfrost treant 1d4 days later.\r

    Snow Striding (Ex):<\/b> A hoarfrost treant's movement is never slowed or hampered by snowy or icy terrain.\r

    Trample (Ex):<\/b> Reflex DC 20 half. The save DC is Strength-based.\r

    Skills:<\/b> *Hoarfrost treants have a +16 racial bonus on Hide checks made in forested areas.\r

    Note: Based upon the Frost Treant in Polyhedron #116.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1996 Wizards of the Coast, Inc.
    Originally found in Polyhedron #116<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Usually neutral evil","environment":"Cold forests"},{"name":"Tree of Wailing Souls","type":"Plant","ch":22,"challenge_rating":" 22 \u00a0","id":6703,"reference":"Usergen","full_text":"

    Tree of Wailing Souls <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 30d8+300\u00a0(435 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 0 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 18 (-8 size, -4 Dex, +20 natural), touch 18, flat-footed -2<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+24\/+53<\/td> <\/tr>
    Attack: <\/strong>8 slams +29 melee (3d6+13\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>8 slams +29 melee (3d6+13\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>40 ft.\/30 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Entangle, flying fruit, soul snaring, spells<\/td> <\/tr>
    Special Qualities: <\/strong>All-around vision, immunity to fire, plant traits, rejuvenation, spell resistance 33, tremorsense 300 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +27, Ref +6, Will +16 <\/td> <\/tr>
    Abilities: <\/strong>Str 36, Dex 2, Con 30, Int 7, Wis 25, Cha 21 <\/td> <\/tr>
    Skills: <\/strong>Concentration +16 (+20 casting defensively), Intimidate +17, Knowledge (all) +2, Spot +32<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Combat Casting, Empower Spell, Epic Will, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Intensify Spell, Maximize Spell, Power Attack, Superior Initiative<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>22<\/td> <\/tr>
    Treasure: <\/strong>Double coins, double goods, triple items<\/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 massive tree rustles in the wind at the top of a hill. Suddenly, roots erupt from the ground around you. Insane humanoid faces sprout on its branches like fruit, babbling and spitting out obscenities.<\/i>\r

    The tale of the Tree of Wailing Souls is one of the more popular \"ghost stories\" told by bards throughout the world. Although few have ever witnessed it and lived, it is very much real, and it subsists on the blood and souls of sentient beings. \r

    The Tree of Wailing Souls is incredibly ancient, and among its trapped souls can be found representatives of many great empires long lost to the sands of time. As such, many loreseekers have sought the Tree of Wailing Souls in hopes of firsthand accounts from the spirits of those who lived in ages long past.\r

    The Tree of Wailing Souls is 100 feet tall with a trunk over 20 feet in diameter at its base.\r

    The Tree of Wailing Souls speaks any language known by one of its absorbed souls (which, by this point, is nearly every known language).\r

    COMBAT<\/b>\r

    The Tree of Wailing Souls first entangles its victims, sometimes waiting until they camp nearby. Then it comes to life in a whirlwind of slams and spells, which it casts nearly randomly. When it snares a soul, it manifests the soul as a head-fruit to intimidate its remaining opponents.\r

    All-Around Vision (Ex):<\/b> The many sensory organs of the Tree of Wailing Souls gives it a +4 racial bonus on Spot and Search checks, and it can't be flanked.\r

    Entangle (Ex):<\/b> As a free action, the Tree of Wailing Souls may animate its roots (which reach out to a 300 ft radius around the tree). Creatures in a square occupied by the roots will be entangled unless they succeed at a DC 38 Reflex save. The effect lasts until the tree dies or decides to end it (also a free action). A creature that dies while entangled is affected by the Tree's Soul Snaring ability (see below). An entangled creature can escape with a DC 38 Escape Artist check or a DC 42 Strength check. The roots can also be cut through with sunder attacks (AC 20 and 60 hit points per 5 foot square). A creature can not be entangled if all the squares in its space have had their roots cut through. The severed roots in a cleared square regrow in 3d4 hours. The check DCs are Strength-based, and the Strength check DC includes a +4 racial bonus.\r

    Rejuvenation (Su):<\/b> It is impossible to destroy the Tree of Wailing Souls through simple combat: The Tree can regrow from a root fragment in 5d10 days. The only way to destroy the Tree completely is to destroy the entire hill after reducing the body's hit points to zero (see the Entangle ability above).\r

    Soul Snaring (Su):<\/b> If a creature's blood spills onto the ground containing the Tree of Wailing Souls' roots (a 300-foot radius), the Tree connects itself to that creature's soul. A remove curse<\/i> spell cast on the victim removes this connection with a successful DC 30 caster level check.\r

    If a creature dies while connected to the Tree of Wailing Souls, their soul is drawn to the tree and trapped if it is on the same plane as the Tree. This ability functions as the trap the soul<\/i> spell (DC 30, saving throw made on the death of the victim), with the following exceptions:\r

    The Tree of Wailing Souls may manifest a trapped soul on one of its fruit as a free action. The Tree can manifest up to twelve such souls simultaneously. The face of the victim will appear on the fruit while the Tree manifests a trapped soul. the Tree gains a +12 racial bonus on Intimidate checks against all creatures who are familiar with that victim. In addition, the Tree may cast any spells known to that victim while its head is manifested, even if those spells are not on the sorcerer\/wizard or cleric spell lists in the SRD. \r

    A victim whose soul is trapped in the Tree of Wailing Souls cannot be returned to life by magic short of an epic spell or divine intervention. If the fruit manifesting a victim's soul is cut off, that frees the soul and allows either final death or the return of the victim to life by magical means. Furthermore, if the Tree is killed all its trapped souls are freed.\r

    Trapped souls are kept in a state of confused madness while trapped by the Tree's soul snaring ability. It is possible to communicate with a trapped soul, but they only babble incoherently\r

    The check and save DCs are Charisma-based.\r

    Spells:<\/b> The Tree of Wailing Souls can cast arcane spells as a 20th-level sorcerer. It knows all spells from the sorcerer\/wizard and cleric spell lists, as well as other spells absorbed from creatures whose souls it traps (see Soul Snaring ability) or at the DM's discretion.\r

    Spells\/day:<\/b><\/i> 6\/8\/7\/7\/7\/7\/6\/6\/6\/6; save DC 15 + spell level). The save DCs are Charisma-based.\r

    Skills:<\/b> The Tree of Wailing Souls has a +4 racial bonus on all Knowledge checks and a +12 racial bonus on Intimidate checks.\r

    In the Realms<\/b><\/big><\/big>\r
    The Tree of Wailing Souls lies atop Turlangtor, the westernmost peak of the rocky heights that lie to the south of the River Rauvin and run east to Turnstone Pass. The Tree of Wailing Souls has, on occasion, been mistaken for the legendary Grandfather Tree.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    2004 Wizards of the Coast, Inc.
    Originally found in Mintiper's Chapbook by Eric L. Boyd (Wizards.com)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Neutral evil","environment":"Any land"},{"name":"Tree Sloth","type":"Animal","ch":16,"challenge_rating":" 1\/6 \u00a0","id":6704,"reference":"Usergen","full_text":"

    Tree Sloth <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d8+1\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> -2<\/td> <\/tr>
    Speed:<\/strong> 15 ft. (3 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 10 (+2 size, -2 Dex), touch 10, flat-footed 10<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-12<\/td> <\/tr>
    Attack: <\/strong>Claw -7 melee (1d2-4)<\/td> <\/tr>
    Full Attack: <\/strong>Claw -7 melee (1d2-4)<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>—<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent, single actions only<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +0, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 3, Dex 7, Con 12, Int 2, Wis 11, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Climb +8*, Hide +8*, Listen +2, Move Silently +4, Swim +6\r
    <\/td> <\/tr>
    Feats: <\/strong>Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>—<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    An animal the size of a large house cat, covered in long coarse hair. All four limbs are equipped with large, blunt claws that fold back onto its palms. It has a small, round head with a flat face.<\/i>\r

    Tree sloths are small arboreal herbivores that live in the trees of tropical forests, feeding of new leaves, buds and the occasional insect. There are a half-dozen species of tree sloths, divided into two-toed and three-toed sloths depending on how many toes they have on their front feet (their hind feet always have three toes). All their toes have strong, curved claws adapted for gripping tree branches. The different species of tree sloth are similar enough to use the same stats.\r

    A tree sloth is proverbially slothful, these sluggish creatures rely on camouflage and stealth to avoid their enemies. A sloth's fur is brown or grey-brown in color, but it has hollow hairs that often become colonized with mold and algae which give it a green coloration, which aids its camouflage among the leaves of the trees in which it dwells.\r

    A tree sloth is 18 inches to 2 feet long and weighs about 5 to 12 pounds. Two-toed tree sloths are a bit larger, and can weigh up to 18 pounds.\r

    COMBAT<\/b>\r

    Tree sloths are inoffensive creatures. They hide from threats or, if that proves ineffective, try to climb to the safety of the thinnest branches of a tree. A tree sloth may scratch at an attacker in a desperate attempt to escape, but their claws are so blunt and slow they make poor weapons. A tree sloth's claw attack is treated as a secondary attack and adds only half the sloth's Strength bonus to damage.\r

    Single Actions Only (Ex):<\/b> Tree sloths have poor reflexes and can perform only a single move action or attack action each round. A sloth can move up to its speed and attack in the same round, but only if it attempts a charge. \r

    Skills:<\/b> A tree sloth has a +4 racial bonus on Move Silently checks. Tree sloths have a +8 racial bonus on Climb checks and Swim checks. A tree sloth can always choose to take 10 on Climb checks, even if rushed or threatened. Sloths use either their Strength or Dexterity modifier for Climb or Swim checks, whichever is higher.\r

    * Tree sloths' claws 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 sloth is unconscious, dying or dead!\r

    * A tree sloth has a +8 racial bonus on Hide checks when among leaves or similar vegetation, due to its long, algae-tinted hair.\r

    Note:<\/b> New animal created for the conversion of the \"Weresloth\" from Dragon #40.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    0
    Originally found in <\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm forests"},{"name":"Tree, Singing","type":"Plant","ch":11,"challenge_rating":" 11 \u00a0","id":6705,"reference":"Usergen","full_text":"

    Tree, Singing <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 12d8+60\u00a0(114 hp)<\/td> <\/tr>
    Initiative: <\/strong> -2<\/td> <\/tr>
    Speed:<\/strong> 0 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 13 (\u00c2\u00961 size, -2 Dex, +6 natural), touch 7, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+16<\/td> <\/tr>
    Attack: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Full Attack: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Blood draining leaves, leaf swarm, leafsong, trunksong<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, plant traits, spell resistance 17<\/td> <\/tr>
    Saves: <\/strong>Fort +15, Ref +4, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 7, Con 20, Int 1, Wis 11, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Spot +18<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (trunksong), Great Fortitude, Iron Will, Lightning Reflexes, Skill Focus (Spot) <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>11<\/td> <\/tr>
    Treasure: <\/strong>Half standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>13-19 HD (Large); 20-26 HD (Huge); 27-39 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The leaves of this deciduous tree bears uniquely shaped leaves.<\/i>\r

    Singing trees are predatory plants that feed on blood to supplement their photosynthetic subsistence. They get their name from the beautiful chorus created by the hundreds of leaves that adorn them, as well as the deep bass line provided by the tree's trunk. Each leaf has its own unique \"voice\".\r

    A singing tree claims a territory with a radius of roughly 100 yards from its trunk. If a seed is planted in a singing tree\u00c2\u0092s territory, it sends its leaves to block sunlight and attack the smaller tree\u00c2\u0092s leaves. If several singing trees manage to take root in close proximity, overhunting usually results in survival of only the strongest member. \r

    Singing trees produce a single seed once every half-decade. This seed is then carried far away by a pair of leaves and left to claim its own territory. These seeds are coveted by individuals seeking to plant them in their gardens. Some wealthy individuals covet them for their rarity and beautiful song, while others seek to keep them as guardians. If kept well-fed, singing trees are relatively harmless to their owners and guests. A starving tree becomes quite dangerous, eventually turning feral and sending its leaf swarm to attack any warm-blooded creature within range. \r

    Those coveting a singing tree can also carefully remove one from its surrounding soil, taking care not to damage to the roots and avoiding exposure to rapid changes in temperature (or to extreme temperatures). Of course, the tree will probably seek to feed on the would-be owner, although golems, undead, and other bloodless servants are ideally suited to this task. A seed or healthy tree sells for 5,000 gp or more.\r

    A singing tree grows 10 to 20 feet tall, with a \u00c2\u0093trunk\u00c2\u0094 about 2 feet in diameter. If food is plentiful, a singing tree lives for several centuries.\r

    Singing trees do not speak or understand any languages.\r

    COMBAT\r

    A singing tree uses its leafsong to attract warm-blooded prey. Once its targets draw closer, it adds its trunksong to the mix, attempting to lull the victims into sleep. It then looses a few of its leaves to feed, which drain blood from the victim, then return to the trunk to transfer the meal. If the trunk is threatened, the singing tree looses all its leaves in a swarm to bring down the threat.\r

    Blood-Draining Leaves (Ex):<\/b> A singing tree has a number of leaves equal to its normal maximum hit point total. Each round, it may release a number of individual leaves equal to its Hit Dice and send them to attack prey. The leaves are treated as separate creatures, but use the singing tree's base attack and base saving throw bonuses. Damage dealt to the leaves has no effect on the singing tree, nor do effects that target the leaves, and vice versa. While attached to the singing tree, the leaves are not considered separate creatures and cannot be targeted individually. Unattached leaves do not die immediately upon the singing tree's death, and continue to attack anything nearby for 1d10 rounds before expiring.\r

    Singing Tree Leaf<\/i>\r
    Diminutive Plant\r
    Hit Dice: 1\/4d8 (1 hp)\r
    Initiative: +4\r
    Speed: Fly 30 ft. (poor)\r
    Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14\r
    Base Attack\/Grapple: +8\/-8 (+8 when attached)\r
    Attack: Feeding-tube +16 melee (1 plus attach)\r
    Full Attack: Feeding-tube +16 melee (1 plus attach)\r
    Space\/Reach: 1 ft.\/0 ft.\r
    Special Attacks: Anesthetize, attach, blood drain\r
    Special Qualities: Low-light vision\r
    Saves: Fort +8, Ref +8, Will +4\r
    Abilities: Str 1, Dex 19, Con 10, Int \u00c2\u0097, Wis 11, Cha 1\r
    Skills: Hide +16\r
    Feats: Hover (B), Weapon Finesse (B)\r

    Anesthetize (Ex):<\/i> A creature attacked by a singing tree leaf must succeed on a Spot check (opposed by the singing tree leaf's Hide check) to notice the attack. Each round of blood drain entitles the creature to another Spot check to notice the singing tree leaf, with a cumulative +2 bonus on the check per round after the first. Sleeping creatures are not entitled to a Spot check.\r

    Attach (Ex):<\/i> If a singing tree leaf hits with a feeding tube attack, it latches onto the opponent\u00c2\u0092s body. An attached leaf is effectively grappling its prey. The leaf loses its Dexterity bonus to AC and has an AC of 14, but holds on with great tenacity. Leaves have a +16 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

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

    Blood Drain (Ex):<\/i> A singing tree's leaves drains blood, dealing 1 point of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 1 point of Constitution damage, it detaches and returns to the singing tree. \r

    Part of a Greater Whole (Ex):<\/i> Since the singing tree leaves are extensions of the singing tree itself, the leaves use the base attack bonus and base saving throw bonuses of the singing tree. \r

    Leaf Swarm (Ex):<\/b> A singing tree may release all its leaves at once. In this case, the leaves are treated as a swarm, using the statistics below. Damage dealt to the swarm has no effect on the singing tree, nor do effects that target the swarm, and vice versa. While attached to the singing tree, the swarm is not considered a separate creature and cannot be targeted separately from the singing tree. An unattached swarm does not die immediately upon the singing tree's death, and continue to attack anything nearby for 1d10 rounds before expiring.\r

    Leaf Swarm<\/i>\r
    Diminutive Plant (Swarm)\r
    Hit Dice: 6d8 (27 hp)\r
    Initiative: +4\r
    Speed: Fly 30 ft. (poor)\r
    Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14\r
    Base Attack\/Grapple: +4\/\u00c2\u0097\r
    Attack: Swarm (1d6 plus blood drain)\r
    Full Attack: Swarm (1d6 plus blood drain)\r
    Space\/Reach: 10 ft.\/0 ft.\r
    Special Attacks: Anesthetize, blood drain, distraction (DC 13)\r
    Special Qualities: Immune to weapon damage, low-light vision, part of a greater whole, plant traits, swarm traits\r
    Saves: Fort +8, Ref +8, Will +4\r
    Abilities: Str 1, Dex 19, Con 10, Int \u00c2\u0097, Wis 11, Cha 1\r
    Skills: Hide +16\r
    Feats: Hover (B)\r

    Anesthetize (Ex):<\/i> A creature attacked by a leaf swarm must succeed on a Spot check (opposed by the leaf swarm's Hide check) to notice the attack. Each round of blood drain entitles the creature to another Spot check to notice the leaf swarm, with a cumulative +2 bonus on the check per round after the first. Sleeping creatures are not entitled to a Spot check.\r

    Blood Drain (Ex):<\/i> Any living creature damaged by a leaf swarm also takes 1d4 points of Constitution damage as the swarm drains its blood. This damage repeats every round thereafter unless the creature successfully exits the swarm and spends a full-round action removing leaves from its body.\r

    Part of a Greater Whole (Ex):<\/i> Since the leaf swarm is an extension of the singing tree itself, the swarm uses the base attack bonus and base saving throw bonuses of the singing tree.\r

    Leafsong (Su):<\/b> The leaves of a singing tree constantly sing an enchanting song in the upper register. This song floats on the wind, so that all creatures within 1 mile must make a DC 17 Will save or become charmed by the tree, moving toward the tree, taking the most direct route available. The victim may avoid obvious hazards, defend himself, and carry on other activities such as speaking, retrieving items from a pack, as long as he generally continues to move toward the tree. This is a sonic, mind-affecting charm effect. The save DC is Charisma-based and includes a -2 racial penalty. A creature that successfully saves cannot be affected again by the same singing tree's leaf song for 24 hours.\r

    Trunksong (Su):<\/b> When a singing tree notices nearby victims, the trunk can add a bass line to the leaves' chorus. When the trunk sings, all creatures within 300 feet must make a DC 21 saving throw or be compelled to walk directly into the shade, lie down, and fall asleep. This is a sonic, mind-affecting, sleep, and compulsion effect. The save DC is Charisma-based. <\/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":"Plant","alignment":"Always neutral","environment":"Temperate or warm forests"},{"name":"Trelon","type":"Aberration","ch":4,"challenge_rating":" 4 \u00a0","id":6706,"reference":"Usergen","full_text":"

    Trelon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Aberration \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+3\u00a0(16 hp)<\/td> <\/tr>
    Initiative: <\/strong> +10<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (-1 size, +6 Dex, +2 natural), touch 15, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+8<\/td> <\/tr>
    Attack: <\/strong>Armspike +7 melee (1d6+2\/x4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 armspikes +7 melee (1d6+2\/x4)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical, illuminated and illusory rage<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., dweomersight, immunity to mind-influencing effects, immunity to shadow magic, light sensitivity, shadow blend, shadow jaunt, shadow jump, spell resistance 12\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +7, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 22, Con 12, Int 7, Wis 10, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Hide +8\r
    <\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Concordant Domain of the Outlands<\/td> <\/tr>
    Organization: <\/strong>Solitary, mob (3-36) or swarm (10-1,000)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>4-9 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature could best be described as a mixture of orange and shadow. Its two long arms end in curved spikes, while it maneuvers on two spindly legs. A pair of mandibles clicks near its mouth.<\/i>\r

    Trelons are unusual creatures with an inborn hatred of magic and those who use it.\r

    Trelons originated on a forgotten world of the Material Plane, where they were discovered by an enterprising sorcerer. Realizing their potential as mage-slaying weapons, the sorcerer brought a number of them to his home on the Outlands, where he unleashed them upon a school of illusionists. The savage trelons slaughtered the illusionists in their sleep.\r

    Since that time, the trelon population has increased rapidly. The reproductive process of these creatures, like much of their background and mindset, is unknown.\r

    A trelon cannot be summoned, but a swarm can be transported via magic (although a trelon is never a willing recipient of magic).\r

    A trelon is 9 feet tall and weighs 1,000 pounds.\r

    Trelons speak their own language, consisting of soft clicks and chittering noises. This communication elevates to a near-deafening screeching when they attack. \r

    COMBAT\r

    Trelons hunt magic-using creatures with their dweomersight. Illumination and illusions drive them into a frothing frenzy. When faced with multiple adversaries, trelons always attack spellcasters first, prioritizing those using illusory magic. Their next likely targets are those carrying the most magical equipment or with lingering spell effects placed upon them by others. A mighty barbarian cutting a swath through a group of trelons with a masterwork greataxe will be largely ignored by the creatures until all magic-wielders are dead.\r

    Augmented Critical (Ex):<\/b> A trelon's armspikes deal quadruple damage on a successful critical hit.\r

    Dweomersight (Su):<\/b> A trelon can sense the presence and position of magic auras within 120 feet of itself, and knows the strength and school of each one. It can pinpoint the location of any creature with ongoing spells cast on it, carrying magic items, or otherwise using magic, and it can notice anything within the area of a magic effect. This otherwise functions like blindsense.\r

    Illuminated and Illusory Rage (Ex):<\/b> Trelons are angered by bright light and illusions. Any spell or effect with the light descriptor or the illusion school that originates within 60 feet of a trelon sends the creature into a berserk rage on its next turn, fighting madly until either it or all all visible creatures are dead. It gains +4 to Strength, +4 to Constitution, and \u00c2\u00962 to Armor Class. The creature cannot end its rage voluntarily. Existing light sources brought into an area containing trelon does not trigger the rage.\r

    Immunity to Shadow Magic (Ex):<\/b> Trelons are immune to the deleterious effects of spells with the shadow descriptor.\r

    Light Sensitivity (Ex):<\/b> Trelons are dazzled in bright sunlight or within the radius of a daylight<\/i> spell.\r

    Shadow Blend (Su):<\/b> In any condition of illumination other than full daylight, a trelon 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

    Shadow Jaunt (Su):<\/b> A trelon can shift from the Plane of Shadow to the Material Plane or the Outlands 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), replacing all references to the Etheral Plane with the Plane of Shadow. \r

    Shadow Jump (Su):<\/b> A trelon 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 trelon 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

    Trelon Blades<\/b>\r
    Trelon talons can be used to create magical swords that are the bane of spellcasters. A single trelon talon can be used to craft a magical Medium shortsword or a Small longsword. The cost to create such a blade is 25% cheaper than usual, and the weapon automatically gains the bane property against creatures with arcane spellcasting ability or innate spell-like abilities. However, these blades share the trelons' hatred of spellcasters, and if a creature that meets the bane criteria is within the weapon's threat range, it has a 50% chance of forcing the wielder to attack that creature (no save).<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #262<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral evil","environment":"Concordant Domain of the Outlands"},{"name":"Tri-Flower Frond","type":"Plant","ch":2,"challenge_rating":" 02 \u00a0","id":6707,"reference":"Usergen","full_text":"

    TRI-FLOWER FROND<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Plant<\/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> 0 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 11 (+1 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 5 tendrils +3 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Damage Intelligence drain<\/span><\/p> <\/td> <\/tr>

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

    Special Attacks: <\/span><\/b>Intelligence drain, acid, fluid drain<\/span><\/p> <\/td> <\/tr>

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

    Saves:<\/span><\/b> Fort +5, Ref +0, Will +1<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 14, Dex 10, Con 14, Int \u0097, Wis 13, Cha 9<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/span><\/b> Solitary, patch (2-5), or cluster (6-11)
    Challenge Rating:<\/b> 2<\/span><\/p> <\/td> <\/tr>

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

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

    Advancement:<\/span><\/b> 3-4 (Medium-size); 5-6 HD (Large)<\/span><\/p> <\/td> <\/tr>

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

    The tri-flower frond appears as a plant about 5 feet tall with deep green stalks. Three trumpet-shaped flowers of yellow, red, and orange top the stalks.<\/span><\/p> <\/td> <\/tr>

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

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

    Tri-flower fronds attack by with a tendril from the orange flower. If it reduces a foe to Intelligence 0, it will use its acid and fluid draining attacks.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Intelligence Drain (Su):<\/b> A creature hit with a tendril takes 1d4 points of Intelligence damage if it fails a Fortitude save (DC 13). Those whose Intelligence is reduced to 0 by the tri-flower frond fall into an unconscious, coma-like state until at least 1 point of Intelligence is restored.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Acid (Ex):<\/b> Acidic enzymes drip from the yellow flower. It deals 1d6 points of acid damage per round the acid contacts a victim.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fluid Drain (Ex):<\/b> A tri-flower frond injects a tendril into its unconscious victim and drains its body fluids, dealing 1d6 points of damage per round.<\/span><\/p> <\/td> <\/tr>

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

    \u00a0\u00a0 Blindsight (Ex):<\/b> Tri-flower fronds have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Camouflage (Ex):<\/b> Since the tri-flower frond looks like a normal plant when at rest, it takes a successful Spot check (DC 20) to notice it before it attacks. Anyone with Wilderness Lore or Knowledge (plants or herbs) can use those skills instead of Spot to notice the plant.<\/span><\/p> <\/td> <\/tr>

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

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

    The Tri-Flower Frond first appeared in the 1e MM II (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Plant","alignment":"Any","environment":"Warm forest"},{"name":"Troll (Ice)","type":"Giant","ch":2,"challenge_rating":" 02 \u00a0","id":6708,"reference":"Usergen","full_text":"

    TROLL, Ice<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Giant (Cold)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 2d8+6 (15 hp)<\/span><\/p> <\/td> <\/tr>

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

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

    AC:<\/span><\/b> 12 (-1 size, +1 Dex, +2 natural)<\/span><\/p> <\/td> <\/tr>

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

    Damage:<\/span><\/b> Claw 1d6+4<\/span><\/p> <\/td> <\/tr>

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

    Special Attacks:<\/span><\/b> Rend 2d6+6<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Cold subtype, damage reduction 10\/+1, limited regeneration 5, vulnerability to slashing weapons, darkvision 90 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +6, Ref +1, Will +0<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 19, Dex 12, Con 16, Int 9, Wis 10, Cha 6<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Listen +5, Spot +5<\/span><\/p> <\/td> <\/tr>

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

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

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

    Organization:<\/span><\/b> Band (3-6)
    Challenge Rating:<\/b> 2<\/span><\/p> <\/td> <\/tr>

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

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

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

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

    Ice trolls are more intelligent, more cunning, and more evil relatives of the normal troll. An ice troll stands about 8 feet tall and weighs 450 pounds. Its skin is semitransparent and very cold to the touch.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Because an ice troll requires water to regenerate, it will very rarely be encountered away from such a source. Most ice troll lairs are located near such a source or will have a manmade wading pool nearby.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Ice troll blood is frequently used in the manufacture of icy burst<\/i> weapons, and rings of elemental resistance: cold (minor)<\/i>.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Ice trolls speak Giant.<\/span><\/p> <\/td> <\/tr>

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

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

    Ice trolls are slightly smarter than their troll cousins and will not attack blindly, especially if the odds are stacked against them. They will attempt to pick off weaker opponents one by one.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A favored tactic of an ice troll is to lay a net across the bottom of its wading pool hoping to ensnare any creature foolish enough to journey therein.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Rend (Ex): <\/span><\/b>If an ice troll hits with both claw attacks, it latches onto the opponent\u0092s body and tears the flesh. This attack automatically deals an additional 2d6+6 points of damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Cold Subtype:<\/span><\/b> Cold immunity; double damage from fire except on a successful save.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Limited Regeneration (Su):<\/span><\/b> Fire and acid deal normal damage to an ice troll.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 If an ice troll loses a limb or body part, the lost portion regenerates in 3d6 minutes as long as the ice troll is in contact with water or ice. The ice troll can reattach the severed member instantly by holding it to the stump as long as the severed member has been immersed in water.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A severed limb can move up to 30 feet in one round and will always move toward the closest source of water.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Vulnerability to Slashing Weapons (Ex):<\/span><\/b> Because of the thin brittle nature of the ice troll, it is possible to sever one of the creature's limbs with a slashing weapon. On a critical hit with a slashing weapon, the troll must succeed at a Fortitude save (DC 10+damage taken) or lose a limb.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Roll 1d6 to determine the limb lost (1-4 arm, 5-6 leg). An ice troll with a severed leg falls to the ground and can only move by crawling (at half speed). Opponents gain a +4 to attack rolls and the ice troll cannot attack in the same round it moves.<\/span><\/p> <\/td> <\/tr>

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

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

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

    \u00a0<\/span><\/p><\/div>","family":"Giant","alignment":"Any","environment":"Any cold land"},{"name":"Troll (Spectral)","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6709,"reference":"Usergen","full_text":"

    SPECTRAL TROLL<\/h3> <\/div> <\/td> <\/tr>

    Spectral trolls, taking material form only in darkness, are tormented by the memory of life.\u00a0 They try to slay all living creatures they encounter. Resembling normal trolls in all respects except color, their jet-black skin and hair make them easily distinguishable from other trolls.<\/span><\/p> <\/td> <\/tr>

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

    Creating a Spectral Troll<\/span><\/h2> <\/td> <\/tr>

    \u0093Spectral troll\u0094 is a template that can be added to any troll (hereafter referred to as the \u0093base creature\u0094).\u00a0 The troll\u0092s type changes to \u0093undead (incorporeal).\u0094 It uses all the base creature\u0092s statistics and special abilities except as noted here.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Hit Dice:<\/span><\/b> Increase to d12.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Speed:<\/span><\/b> Spectral trolls have a fly speed of 30 feet with perfect maneuverability.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 AC: <\/span><\/b>Natural armor is the same as the base creature but applies only to ethereal encounters. When the spectral troll manifests (see below), its natural armor value is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is greater.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Attacks: <\/span><\/b>The spectral troll retains all the attacks of the base creature although those relying on physical contact do not affect non-ethereal creatures.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Damage:<\/span><\/b> Against ethereal creatures, a spectral troll uses the base creature\u0092s damage ratings. Against non-ethereal creatures, the spectral troll usually cannot deal physical damage at all but can use its special attacks, if any, when it manifests.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Special Attacks: <\/span><\/b>The spectral troll retains all the special attacks of the base creature, although those relying on physical contact do not affect non-ethereal creatures. Spectral trolls also gain the following abilities from the Ghost template: manifestation<\/i> and corrupting touch<\/i>. The corrupting touch<\/i> applies to its claw and bite attacks.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Special Qualities:<\/span><\/b> A spectral troll has all the special abilities of the base creature, except regeneration, and rejuvenation and turn resistance from the Ghost template. It also gains the undead and incorporeal subtype plus the abilities listed below.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Vanish (Su): <\/span><\/i>Spectral trolls vanish in direct sunlight. They do not take damage from sunlight, they merely fade from view and reappear at the same spot at nightfall.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Create Spawn (Su):<\/span><\/i> Any humanoid killed by a spectral troll will rise 1d3 days later as a free-willed specter unless a cleric of the victim\u0092s religion casts bless<\/i> on the body and performs a proper burial.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Saves:<\/span><\/b> Same as the base creature.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Abilities:<\/span><\/b> Same as the base creature except that the spectral troll has no Constitution score, and its Charisma score increases by +4.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills: <\/span><\/b>Spectral trolls receive a +8 racial bonus to Hide, Listen, Search, and Spot checks. Otherwise, same as the base creature.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Feats:<\/span><\/b> Same as the base creature.<\/span><\/p> <\/div> <\/td> <\/tr>

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

    Organization:<\/span><\/b> Same as base creature.<\/span><\/p> <\/td> <\/tr>

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

    Treasure:<\/span><\/b> Same as base creature.<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Same as base creature.<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> Same as base creature.<\/span><\/p> <\/td> <\/tr>

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

    SAMPLE SPECTRAL TROLL<\/span><\/h2> <\/td> <\/tr>

    This example uses a standard troll as the base creature.<\/span><\/p> <\/td> <\/tr>

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

    TROLL, Spectral<\/h1> <\/div> <\/td> <\/tr>

    Large Undead (Incorporeal)<\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/b> 6d12 (39 hp)<\/p> <\/td> <\/tr>

    Initiative: <\/b>+2<\/p> <\/td> <\/tr>

    Speed:<\/b> Fly 30 ft (perfect)<\/p> <\/td> <\/tr>

    AC:<\/b> 12 [18] (-1 size, +2 Dex, +1 deflection bonus, [+7 natural vs. ethereal opponents])<\/p> <\/td> <\/tr>

    Attacks:<\/b> 2 claws +5 melee, bite +4 melee [+9 melee, bite +4 melee vs. ethereal opponents]<\/p> <\/td> <\/tr>

    Damage:<\/b> Touch 1d4 [1d4+6 vs. ethereal opponents]<\/p> <\/td> <\/tr>

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

    Special Attacks: <\/b>Manifestation, corrupting touch<\/p> <\/td> <\/tr>

    Special Qualities:<\/b> Rejuvenation, vanish, create spawn, incorporeal, undead<\/p> <\/td> <\/tr>

    Saves:<\/b> Fort +5, Ref +4, Will +3<\/p> <\/td> <\/tr>

    Abilities:<\/b> Str [23], Dex 14, Con \u0097, Int 6, Wis 9, Cha 6<\/p> <\/td> <\/tr>

    Skills: <\/b>Listen +5, Spot +5<\/p> <\/td> <\/tr>

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

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

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

    Organization:<\/b> Solitary or gang (2-4)
    Challenge Rating:<\/b> 7<\/p> <\/td> <\/tr>

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

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

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

    \u00a0<\/p><\/div>","family":"Template","alignment":" Always chaotic evil","environment":"underground."},{"name":"Troll (Two-headed)","type":"Giant","ch":6,"challenge_rating":" 06 \u00a0","id":6710,"reference":"Usergen","full_text":"

    TROLL, Two-Headed<\/h3> <\/div> <\/td> <\/tr>

    Large Giant<\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/b> 10d8+20 (65 hp)<\/p> <\/td> <\/tr>

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

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

    AC:<\/b> 16 (\u00961 size, +7 natural)<\/p> <\/td> <\/tr>

    Attacks:<\/b> 2 claws +12 melee, 2 bites +5 melee<\/p> <\/td> <\/tr>

    Damage:<\/b> Claw 1d6+6, bite 1d6+3<\/p> <\/td> <\/tr>

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

    Special Attacks: <\/b>Superior Two\u0096Weapon Fighting, rend 2d6+9<\/p> <\/td> <\/tr>

    Special Qualities:<\/b> Fast Healing 1, scent, darkvision 90 ft<\/p> <\/td> <\/tr>

    Saves:<\/b> Fort +9, Ref +3, Will +5<\/p> <\/td> <\/tr>

    Abilities:<\/b> Str 22, Dex 11, Con 15, Int 9, Wis 10, Cha 6<\/p> <\/td> <\/tr>

    Skills: <\/b>Listen +7, Search +5, Spot +7<\/p> <\/td> <\/tr>

    Feats: <\/b>Cleave, Iron Will, Power Attack<\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/b> Solitary, gang (2-4), or warband (2-4 plus 2-4 trolls)
    Challenge Rating:<\/b> 6<\/p> <\/td> <\/tr>

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

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

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

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

    This monster is believed to be the offspring of an ettin and troll, though this is only speculation among sages.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A two-headed troll stands about 10 feet tall. Their skin is mottled greenish-brown and they usually wear moth-eaten rags or animal skins.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Two-headed trolls speak Giant.<\/span><\/p> <\/td> <\/tr>

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

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

    Two-headed trolls attack with two claws and two bites. Both bite attacks are against one opponent, but the claws may be directed against different foes.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Superior Two\u0096Weapon Fighting (Ex):<\/span><\/b> Because each of its two head controls an arm, a two\u0096headed troll does not suffer an attack or damage penalty for attacking with two weapons if it chooses to wield weapons in combat.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Rend (Ex):<\/span><\/b> If a two\u0096headed troll hits with both of its claw attacks, it latches onto the opponent\u0092s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fast Healing (Ex): <\/b>A two-headed troll heals 1 point of damage each round so long as it has at least 1 hit point.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/span><\/b> A two-headed troll\u0092s two heads give it a +2 racial bonus to Listen, Spot, and Search checks.<\/span><\/p> <\/td> <\/tr>

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

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

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

    \u00a0<\/span><\/p><\/div>","family":"Giant","alignment":" Always chaotic evil","environment":" Any land and underground"},{"name":"Troll Mutate","type":"Aberration","ch":3,"challenge_rating":" 3 \u00a0","id":6711,"reference":"Usergen","full_text":"

    Troll Mutate <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+12\u00a0(25 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (\u00c2\u00961 size, +2 Dex, +5 natural), touch 11, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+10<\/td> <\/tr>
    Attack: <\/strong>Claw +5 melee (1d4+4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>3 claws +5 melee (1d4+4) and bite +3 melee (1d8+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Mutations, rend 2d4+6, severed limb attack<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 90 ft., impeded fortification, low-light vision, mutations, regeneration 5, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +3, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 14, Con 19, Int 5, Wis 9, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Listen +4, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Alertness, Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any mountains and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, gang (2\u00c2\u00964), or tribe (4-24 plus one matriarch)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Large) or by character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This tall, thin humanoid has three long, gangly arms ending it sharp claws. Its mottled gray-green hide is rubbery, and its dark hair is thick and ropy. Its three eyes give a baleful glare.<\/i>\r

    After generations of exposure to corrupting energies, such as those caused by the intrusion of the Far Realm, trolls sometimes develop debilitating deformites. These troll mutates have existed long enough that some of the deformities have begun to breed true. All troll mutates possess at least three arms and three eyes, and may gain additional mutations whenever their innate regeneration activates.\r

    Troll mutates are scavengers, preying on gibberlings and myconids who often share their territories. They live in a fierce tribe ruled by a powerful matriarch, which possesses psionic abilities. The queen preserves her position by killing all female troll mutates in the tribe and confiscating all treasure the mutates aquire.\r

    A typical troll mutate stands 8 feet tall and weighs less than 500 pounds. Females are slightly larger than males. A troll mutate\u00c2\u0092s rubbery hide is mottled green and gray. The hair is usually greenish black or iron gray.\r

    Troll mutates speak Giant.\r

    COMBAT\r

    Troll mutates are more cunning than typical trolls, and far more focused on survival. They do not fight needlessly to the death.\r

    Impeded Fortification (Ex):<\/b> A troll mutate's odd combination of alien anatomy and fragility protects it from critical hits, but at a cost. A troll mutate has a 25% chance to ignore the extra damage dealt by any critical hit or sneak attack, but any successful critical hit or sneak attack causes one of its arms to be torn from its body. The arm, however, continues to attack.\r

    Mutation (Ex):<\/b> Each troll mutate has at least one mutation, rolled randomly on the following table. Additionally, each time a troll mutate benefits from its regeneration ability, there is a 20% chance that it gains an additional mutation. For every two additional mutations, increase the CR of the troll mutate by 1. The effects of multiple identical mutations, including whether they stack, is left to the discretion of the DM. In some cases, the DM may choose to reroll to find distinct mutations.\r

    Troll Mutation Table<\/i>\r
    1d12 - Appendage\r
    1 - Arm (claw 1d4+Str)\r
    2 - Ear (+2 bonus on Listen and Balance checks and a -1 penalty on saves vs. sonic attacks)\r
    3 - Leg (5-foot increase to base land speed)\r
    4 - Tail (whip 1d6+1-1\/2 Str)\r
    5 - Eye (all-around vision, see below)\r
    6 - Nose (keen scent, see below)\r
    7 - Tentacle (constrict 1d4+Str)\r
    8 - Internal organ (moderate fortification [75% chance to negate critical hit])\r
    9 - Mouth (bite 1d8+Str)\r
    10 - Wings (Fly 20 ft., clumsy maneuverability)\r
    11 - Pincer (claw 1d3+1\/2 Str)\r
    12 - Head (superior two weapon fighting, see below)\r

    All-Around Vision (Ex):<\/i> A troll mutate with an extra eye may look in any direction, providing a +4 racial bonus on Spot and Search checks. A troll mutate with this ability can\u00c2\u0092t be flanked.\r

    Keen Scent (Ex):<\/i> A troll mutate with an extra nose can notice creatures by scent in a 180-foot radius and detect blood at ranges of up to a mile.\r

    Superior Two-Weapon Fighting (Ex):<\/i> A troll mutate with an extra head does not take a penalty on attack or damage rolls for attacking with two weapons.\r

    Rend (Ex):<\/b> If a troll mutate hits with two or more claw attacks, it latches onto the opponent\u00c2\u0092s body and tears the flesh. This attack automatically deals an additional 2d4+6 points of damage.\r

    Regeneration (Ex):<\/b> Fire and acid deal normal damage to a troll mutate. If a troll mutate 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

    Severed Limb Attack (Ex):<\/b> If one of a troll mutate's arms is severed (such as via the impeded fortification ability, above), the arm attacks the troll mutate's enemies with its usual attack bonus and damage, although it takes penalties for attacking while prone. The severed arm acts on the troll mutate's initiative and remains animate for 2d4 rounds if it is not reattached to the troll mutate.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Gates of Firestorm Peak<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Usually chaotic evil","environment":"Any mountains and underground"},{"name":"Troll Mutate Matriarch","type":"Aberration","ch":6,"challenge_rating":" 6 \u00a0","id":6712,"reference":"Usergen","full_text":"

    Troll Mutate Matriarch <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+24\u00a0(51 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (\u00c2\u00961 size, +2 Dex, +5 natural), touch 11, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+12<\/td> <\/tr>
    Attack: <\/strong>Claw +7 melee (1d4+4)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +7 melee (1d4+4) and 2 bites +5 melee (1d8+2) and tail +5 melee (1d6+6 plus stun)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Mutations, psi-like abilities, rend 2d4+6, severed limb attack, stun, superior two-weapon fighting\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 90 ft., impeded fortification, low-light vision, mutations, regeneration 5, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +4, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 14, Con 19, Int 5, Wis 13, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Concentration +10, Listen +3, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Alertness, Multiattack, Psionic Fist<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any mountains and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or tribe (matriarch plus 4-24 troll mutates)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>7-9 HD (Large), 10-12 HD (Huge) or by character class<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This tall, thin humanoid has two heads. Its long, gangly arms end in sharp claws. Its mottled gray-green hide is rubbery, and its dark hair is thick and ropy.<\/i>\r

    The troll mutate matriarch rules a tribe of troll mutates with an iron claw. Unlike most troll mutates, the queen has only two arms, but has two heads and a tentacle-like tail.\r

    The queen preserves her position by killing all female troll mutates in the tribe and confiscating all treasure the mutates aquire.\r

    A troll mutate matriarch stands 9 feet tall and weighs 550 pounds. Her rubbery hide is mottled green and gray, and her hair is iron gray.\r

    Troll mutate matriarchs speak Giant.\r

    COMBAT\r

    A matriarch mixes psi-like abilities with her multiple melee attacks to deadly effect.\r

    Impeded Fortification (Ex):<\/b> A troll mutate's odd combination of alien anatomy and fragility protects it from critical hits, but at a cost. A troll mutate has a 25% chance to ignore the extra damage dealt by any critical hit or sneak attack, but any successful critical hit or sneak attack causes one of its arms to be torn from its body. The arm, however, continues to attack.\r

    Mutation (Ex):<\/b> A mutate matriarch always begins with the tail and head mutations. Each time she benefits from her regeneration ability, there is a 20% chance that she gains an additional mutation. For every two additional mutations, increase the CR of the troll mutate matriarch by 1.\r

    Troll Mutation Table<\/i>\r
    1d12 - Appendage\r
    1 - Arm (claw 1d4+Str)\r
    2 - Ear (+2 bonus on Listen and Balance checks and a -1 penalty on saves vs. sonic attacks)\r
    3 - Leg (5-foot increase to base land speed)\r
    4 - Tail (whip 1d6+1-1\/2 Str)\r
    5 - Eye (all-around vision, see below)\r
    6 - Nose (keen scent, see below)\r
    7 - Tentacle (constrict 1d4+Str)\r
    8 - Internal organ (moderate fortification [75% chance to negate critical hit])\r
    9 - Mouth (bite 1d8+Str)\r
    10 - Wings (Fly 20 ft., clumsy maneuverability)\r
    11 - Pincer (claw 1d3+1\/2 Str)\r
    12 - Head (superior two weapon fighting, see below)\r

    All-Around Vision (Ex):<\/i> A troll mutate with an extra eye may look in any direction, providing a +4 racial bonus on Spot and Search checks. A troll mutate with this ability can\u00c2\u0092t be flanked.\r

    Keen Scent (Ex):<\/i> A troll mutate with an extra nose can notice creatures by scent in a 180-foot radius and detect blood at ranges of up to a mile.\r

    Rend (Ex):<\/b> If a troll mutate hits with two or more claw attacks, it latches onto the opponent\u00c2\u0092s body and tears the flesh. This attack automatically deals an additional 2d4+6 points of damage.\r

    Regeneration (Ex):<\/b> Fire and acid deal normal damage to a troll mutate. If a troll mutate 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

    Psi-Like Abilities:<\/b> 3\/day\u00c2\u0097defensive precognition<\/i> (+2 insight bonus*), mind thrust<\/i> (6d10, DC 16*); 1\/day\u00c2\u0097inertial armor<\/i> (+6 armor bonus*), prevenom<\/i> (DC 16). Manifester level 6th. The save DCs are Charisma-based.\r

    *Includes augmentation for the matriarch's manifester level.\r

    Severed Limb Attack (Ex):<\/b> If one of a troll mutate's arms is severed (such as via the impeded fortification ability, above), the arm attacks the troll mutate's enemies with its usual attack bonus and damage, although it takes penalties for attacking while prone. The severed arm acts on the troll mutate's initiative and remains animate for 2d4 rounds if it is not reattached to the troll mutate.\r

    Stun (Ex):<\/b> A creature struck by the matriarch's tail attack must succeed on a DC 17 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.\r

    Superior Two-Weapon Fighting (Ex):<\/b> A troll mutate matriarch does not take a penalty on attack or damage rolls for attacking with two weapons.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Gates of Firestorm Peak<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Usually chaotic evil","environment":"Any mountains and underground"},{"name":"Troll, Bjerg-Trolde","type":"Giant","ch":5,"challenge_rating":" 5 \u00a0","id":6713,"reference":"Usergen","full_text":"

    Troll, Bjerg-Trolde <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Giant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+36\u00a0(63 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (\u00c2\u00961 size, +2 Dex, +5 natural), touch 11, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+14<\/td> <\/tr>
    Attack: <\/strong>Claw +9 melee (1d6+6)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +9 melee (1d6+6) and bite +4 melee (1d6+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Alternate form, rend 2d6+9<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 90 ft., low-light vision, regeneration 5, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +4, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 23, Dex 14, Con 23, Int 10, Wis 13, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Bluff +8, Diplomacy +2, Disguise +6 (+8 acting), Intimidate +2, Sleight of Hand +8<\/td> <\/tr>
    Feats: <\/strong>Iron Will, Persuasive, Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any hills<\/td> <\/tr>
    Organization: <\/strong>Solitary or gang (2\u00c2\u00964)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This tall, gangly humanoid has earthy brown skin and a wild tangle of white hair.<\/i>\r

    Bjerg-troldes, sometimes called hill trolls, reside in mounds and hill-locks lined with gold and other valuables. Bjerg-troldes are fond of thievery and kidnapping, particulary the abduction of women and children. Bjerg-troldes cannot tolerate loud noises, and are rumored to flee from the sound of bells.\r

    A typical adult bjerg-trolde stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A bjerg-trolde's rubbery hide ranges from tan to brown. Their hair is always white, becoming a white beard in dwarf form or white stripes in toad forms.\r

    Bjerg-troldes speak Common, Dwarven, and Giant.\r

    Combat\r

    Bjerg-troldes enjoy deceiving humanoids and often lure them into traps. They are just as ferocious as common trolls, and are equally happy rending victims apart with their claws.\r

    Alternate Form (Su):<\/b> A bjerg-trolde can assume the shape of a dwarf, toad, or giant toad as a standard action. While in its alternate form, the bjerg-trolde loses its natural attacks and rend ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another. A bjerg-trolde remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the bjerg-trolde revert to any particular form when killed. A true seeing<\/i> spell or ability, however, reveals both forms simultaneously.\r

    Rend (Ex):<\/b> If a bjerg-trolde hits with both claw attacks, it latches onto the opponent\u00c2\u0092s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.\r

    Regeneration (Ex):<\/b> Fire and sonic deal normal damage to a bjerg-trolde. If a bjerg-trolde 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.<\/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":"Giant","alignment":"Usually chaotic evil","environment":"Any hills"},{"name":"Troll, Desert","type":"Giant","ch":8,"challenge_rating":" 08 \u00a0","id":6714,"reference":"Usergen","full_text":"

    Troll, Desert <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Giant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8+42\u00a0(73 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 30 ft<\/td> <\/tr>
    AC:<\/strong> 16 (-1 size, +2 Dex, +5 natural)<\/td> <\/tr>
    Attacks:<\/strong>2 claws +11 melee, bite +6 melee<\/td> <\/tr>
    Damage: <\/strong>Claw 1d4+7, bite 1d4+3<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Rend 2d4+10<\/td> <\/tr>
    Special Qualities: <\/strong>Regeneration, camouflage, scent, darkvision 60 feet, immunities, vulnerable to water<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +4, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 24, Dex 15, Con 23, Int 9, Wis 12, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Listen +6, Hide +7, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Alertness, Iron Will<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any desert<\/td> <\/tr>
    Organization: <\/strong>Solitary or gang (1-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>08<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Desert trolls are a tougher breed of troll that live only in arid climates. These trolls are more tenacious than their more common cousins, and tend to be more solitary. They stalk the edges of civilized areas, harassing travelers and polluting the water. These trolls are tan in color, but can shift between different shades of brown.\r

    COMBAT<\/b>\r
    Desert trolls are somewhat tougher and more vicious than typical trolls. They like to hide, using the desert sands as cover, then spring out to attack their foes.\r

    Rend (Ex):<\/b> If a desert troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d4+10 points of damage.\r

    Regeneration:<\/b> Water, acid, magical fire and fire-based breath weapons deal normal damage to a desert troll.\r

    If a desert 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

    Camouflage (Ex):<\/b> Desert trolls can alter their skin color at will, from a bleached tan to a mottled rock-brown color. This ability confers them a +8 bonus to Hide checks in any desert environment.\r

    Immunities (Ex):<\/b> Desert trolls are immune to normal fire, heat, and cold.\r

    Vulnerable To Water (Ex):<\/b> Normal water inflicts 1d4 points of damage to a desert troll per vial, 2d4 damage per flask, and 4d4 points per full waterskin. Purified water (including holy water) causes double damage. If a decanter of endless water<\/i> is aimed directly at a desert troll (this requires a successful ranged touch attack) and turned on the \"geyser\" function, it causes 25 points of damage per round to the troll.\r

    Skills:<\/b> Desert trolls are very alert receive a +4 racial bonus to Listen and Spot checks in desert surroundings.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in the Monstrous Manual (1993).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Giant","alignment":"Always chaotic evil","environment":">Any desert"},{"name":"Troll, Giant","type":"Giant","ch":9,"challenge_rating":" 09 \u00a0","id":6715,"reference":"Usergen","full_text":"

    Troll, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Giant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8+48\u00a0(84 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 30 ft<\/td> <\/tr>
    AC:<\/strong> 16 (-1 size, +7 natural)<\/td> <\/tr>
    Attacks:<\/strong>Spiked club +13 melee; or 2 claws +12 melee; or rock +6 ranged<\/td> <\/tr>
    Damage: <\/strong>Spiked club 2d6+7; or claw 1d6+7; or rock 2d8+7<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, bludgeon, rock throwing<\/td> <\/tr>
    Special Qualities: <\/strong>Fast healing 2, rock catching, fire vulnerability, scent, darkvision 90 feet<\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +2, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 11, Con 23, Int 6, Wis 9, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Climb +9, Jump +9, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Cleave, Power Attack, Weapon Focus (spiked club)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or tribe (1-12 giant trolls plus 2-12 trolls)<\/td> <\/tr>
    Challenge Rating: <\/strong>09<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Giant trolls are the hideous result of trolls breeding with hill giants. These trolls resemble trolls physically in nearly every aspect, but are usually at least 10 feet tall. The giant troll's skin is reddish-brown, and they have red-rimmed eyes. Giant trolls seem to favor spiked clubs made tree trunks or timber from houses.\r

    Giant trolls are greatly feared throughout the world, as they combine the worst and most deadly aspects of trolls and hill giants. They often ally themselves with strong tribes of hill giants, serving as elite personal guards for the chief. A giant troll tribe also keeps several normal trolls as lackeys, or even for food.\r


    COMBAT<\/b>\r
    Despite their pot-bellied appearance, these trolls are immensely strong and wield large spiked clubs with skill. If a giant troll is caught without a weapon, it prefers to batter its enemies with each other's bodies, though it can just use its claws if hard pressed. If overwhelmed by a large number of opponents, it will try to grab and hurl opponents into trees.\r

    Improved Grab (Ex):<\/b> To use this ability, the giant troll must hit an opponent of Medium-size or smaller with a claw attack. If it gets a hold, it can use the opponent as a bludgeon or throw the opponent.\r

    Bludgeon (Ex):<\/b> A giant troll can use any held Medium-size or Small being as a bludgeoning weapon. The giant troll makes a normal attack roll against an opponent or object. If the attack is successful, the opponent takes 1d4+ (strength bonus) points of damage, and the victim being held takes 1d6 points of damage from the attack.\r

    Rock Throwing (Ex)<\/b>: Giant trolls are accomplished rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A giant troll can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. Their thrown rocks have a range increment of 120 feet.\r

    Rock Catching (Ex):<\/b> A giant troll can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a giant troll 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-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The giant troll must be ready for and aware of the attack.\r

    Fire Vulnerability (Ex):<\/b> If a giant troll suffers 10 or more points of damage from fire, its fast healing ability will fail until it recovers all of those hit points through normal healing.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in the first edition Fiend Folio (1981), and later in the Monstrous Manual (1993).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Giant","alignment":"Always chaotic evil","environment":">Any land and underground"},{"name":"Troll, Gray","type":"Giant","ch":8,"challenge_rating":" 8 \u00a0","id":6716,"reference":"Usergen","full_text":"

    Troll, Gray <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Giant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8+40\u00a0(76 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 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>Claw +11 melee (1d6+6)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +11 melee (1d6+6) and bite +6 melee (1d6+3 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, rend 2d6+9\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 150 ft., gaseous form, immunity to acid, cold, and electricity, light vulnerability, low-light vision, negative energy affinity, regeneration 10, scent, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +4, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 23, Dex 14, Con 21, Int 6, Wis 9, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Listen +6, Spot +7<\/td> <\/tr>
    Feats: <\/strong>Alertness, Iron Will, Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or tribe (1 gray troll plus 3-12 trolls)<\/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<\/td> <\/tr>
    Level Adjustment: <\/strong>+6<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This tall, ugly creature has long, gangly limbs. Its skin resembles grayish-brown old parchment. An unruly mass of gray hair crowns its head, which is deep-set with eye sockets filled with cold blue pinpoints of light.<\/i>\r

    Gray trolls are the result of an unusual mingling of negative energy and the regenerative powers common to trolls. When a troll is exposed to energy drain effects, it most often simply dies. Rarely, a troll instead lapses into a daylong coma, awakening as a gray troll, possessed of some unusual powers and an alternate appearance.\r

    Gray trolls are generally solitary, hunting all other creatures with a hate and hunger even stronger than most trolls. Occasionally a gray troll takes control of its tribe or another, but rarely will a gray troll accept a secondary position.\r

    As a result of the exposure to negative energy, gray trolls are sterile and their lifespans are reduced to 25 to 75 years. Upon death, a gray troll crumbles to dust.\r

    A typical adult gray troll stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A gray troll\u00c2\u0092s dry, flaky skin is gray or gray-brown. The hair is usually gray or white.\r

    Gray trolls speak Giant.\r

    Combat\r

    Gray trolls prefer to fight with their natural weapons, and generally fight recklessly and viciously.\r

    Gaseous Form (Su):<\/b> Three times per week, as a full-round action, a gray troll can assume gaseous form<\/i> as the spell (caster level 5th), but it can remain gaseous for six rounds and has a fly speed of 60 feet with perfect maneuverability. \r

    Light Vulnerability (Ex):<\/b> Abrupt exposure to bright light (such as sunlight or a daylight<\/i> spell) blinds a gray troll for 1 round. On subsequent rounds, it is dazzled as long as it remains in the affected area. A gray troll exposed to natural sunlight robs it of one-third of its hit points each round until it is destroyed at the end of the third round. A gray troll cannot regenerate damage caused by sunlight, and upon reaching 0 hit points it crumbles into black and gray ashes.\r

    Negative Energy Affinity (Ex):<\/b> A gray troll is affected by cure<\/i> spells and inflict<\/i> spells as if it were an undead creature.\r

    Poison (Ex):<\/b> Injury, Fort DC 19 negates, initial damage nauseated for 2d4 rounds, secondary damage unconscious for 1d4 hours. The save DC is Constitution-based.\r

    Rend (Ex):<\/b> If a gray troll hits with both claw attacks, it latches onto the opponent\u00c2\u0092s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.\r

    Regeneration (Ex):<\/b> Fire deals normal damage to a gray troll. If a gray 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

    Severed Limb Attack (Ex):<\/b> If one of a gray troll's arms is severed, the arm attacks the troll's enemies with its usual attack bonus and damage, although it takes penalties for attacking while prone. The severed arm acts on the troll's initiative and remains animate for 2d4 rounds if it is not reattached to the troll.\r

    Skills:<\/b> Gray trolls have a +8 racial bonus on Climb checks.<\/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":"Giant","alignment":"Usually chaotic evil","environment":"Underground"},{"name":"Troll, Phaze","type":"Giant","ch":4,"challenge_rating":" 4 \u00a0","id":6717,"reference":"Usergen","full_text":"

    Troll, Phaze <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Giant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+20\u00a0(42 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+3 Dex, +3 natural), touch 13, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+7<\/td> <\/tr>
    Attack: <\/strong>Halberd +7 melee (1d10+6\/x3) or claw +7 melee (1d4+4)<\/td> <\/tr>
    Full Attack: <\/strong>Halberd +7 melee (1d10+6\/x3) or 2 claws +7 melee (1d4+4) and bite +2 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>Darkvision 120 ft., low-light vision, phazing, regeneration 3, scent, spell-like abilities\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +4, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 16, Con 19, Int 10, Wis 9, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Listen +7, Spot +7<\/td> <\/tr>
    Feats: <\/strong>Iron Will, Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land or underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, gang (1-3), or with other types of trolls<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This troll stands only five feet tall, but its frame is thick with corded muscle. Its deep blue skin is stiff and leathery, covered in knobby lumbs, and a mane of unkempt purple hair spills from its head. Unlike most trolls, it stands fully upright and wields a vicious polearm.<\/i>\r

    Phaze trolls mutated from standard trolls due to long-term exposure to raw or wild magic areas or Underdark radiation. This exposure resulted in a greater intellect and innate magical powers, but also stunted their growth.\r

    Since most phaze trolls are sterile, their numbers are small. A phaze troll remians with the troll tribe that spawned it, often rising to leadership of the tribe due to its greater intellect and innate abilities. The few phaze trolls capable of breeding true seek out other phaze trolls to propogate their race.\r

    Phaze trolls are voracious carnivores, and quickly deplete the wildlife of an area due to their insatiable depredations.\r

    Phaze troll blood is sometimes used in the manufacture of regenerative and mind-affecting magic itmes, while their bones are coveted for magical items employing illusions or planar travel.\r

    A phaze troll stands 5 feet and weighs 400 pounds, regardless of gender, and can live for up to 150 years. Skin tone ranges from deep blue to violet to black, and a phaze troll's hair is usually blue or purple.\r

    Phaze trolls speaks Giant and Undercommon.\r

    COMBAT\r

    Phaze trolls strike with either their claws and teeth or with a melee weapon, usually a two-handed polearm to maximize the benefits of their great strength. A phaze troll often uses mirror image<\/i> before entering battle, and uses its phazing ability to gain tactical advantage or to retreat if opponents seem to overcome its regeneration.\r

    Phazing (Sp):<\/b> A phaze troll can instantly transfer itself from its current location to any other spot within range (640 ft.). This ability works exactly like the dimension door spell<\/i> except that the phaze troll may take any remaining actions in the current round. The phaze troll can use this ability up to four times per day. (caster level 6th).\r

    Spell-Like Abilities:<\/b> 4\/day - mirror image<\/i>. Caster level 6th.\r

    Phaze Troll Characters<\/b>\r

    Despite their often magical origins and spell-like abilities, phaze trolls are incabable of using arcane magic. However, they seem to have an innate knack for psionics, and some become psions, usually selecting the disciplines of psychometabolism, psychokinesis, or psychoportation.\r
    <\/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":"Giant","alignment":"Usually chaotic evil","environment":"Any land or underground"},{"name":"Troll, Ragnhilder","type":"Giant","ch":4,"challenge_rating":" 4 \u00a0","id":6718,"reference":"Usergen","full_text":"

    Troll, Ragnhilder <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Giant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+24\u00a0(42 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (\u00c2\u00961 size, +2 Dex, +5 natural), touch 11, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+11<\/td> <\/tr>
    Attack: <\/strong>Claw +6 melee (1d6+4) or macahuitl +6 melee (3d6+6\/19-20) or rock +4 ranged (1d6+4)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +6 melee (1d6+4) and bite +1 melee (1d6+2); or macahuitl +6 melee (3d6+6\/19-20) and bite +1 melee (1d6+2); or rock +4 ranged (1d6+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Rock throwing<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 90 ft., low-light vision, regeneration 5, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +3, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 14, Con 23, Int 6, Wis 9, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Hide +5*\r
    <\/td> <\/tr>
    Feats: <\/strong>Point Blank Shot, Precise Shot<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any hills or mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary or gang (2\u00c2\u00968)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This tall, gangly humanoid stands nearly 9 feet tall. Its stone gray skin and hair blends in with the surrounding cliffs. It carries a large rock in one hand.<\/i>\r

    Ragnhilders are a breed of trolls acclimated to rocky environs. Their natural coloration provides camouflage within their preferred terrain.\r

    A typical adult ragnhilder stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A ragnhilder's rubbery hide is stone gray. The hair is usually black or gray.\r

    Ragnhilders speak Giant.\r

    Combat\r

    Ragnhilders are weaker than normal trolls, and as a result are more likely to rely on manufactured weapons to inflict pain. They often wield primitive weapons, such as macahuitls (obsidian-edged clubs that functions in all other ways like a greatsword). They are also accomplished rock throwers.\r

    Regeneration (Ex):<\/b> Fire and acid deal normal damage to a ragnhilder. If a ragnhilder 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

    Rock Throwing (Ex):<\/b> The range increment is 60 feet for a ragnhilder's thrown rocks.\r

    Skills:<\/b> *Ragnhilders have a +4 racial bonus on Hide checks when in rocky environments. This bonus on Hide checks increases to +8 when the ragnhilder is immobile.<\/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":"Giant","alignment":"Usually chaotic evil","environment":"Any hills or mountains"},{"name":"Troll, Skovtrolde","type":"Giant","ch":6,"challenge_rating":" 6 \u00a0","id":6719,"reference":"Usergen","full_text":"

    Troll, Skovtrolde <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Giant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8+48\u00a0(84 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (\u00c2\u00961 size, +2 Dex, +5 natural), touch 11, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+16<\/td> <\/tr>
    Attack: <\/strong>Claw +11 melee (1d6+6) or longbow +7 ranged (2d6\/x3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +11 melee (1d6+6) and bite +6 melee (1d6+3) longbow +7\/+2 ranged (2d6\/x3) or +5\/+5\/+0 with Rapid Shot<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Rend 2d6+9<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 90 ft., low-light vision, regeneration 5, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +4, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 23, Dex 14, Con 23, Int 10, Wis 9, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Hide +4*, Listen +6, Move Silently +8, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Alertness, Point Blank Shot, Rapid Shot<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold or temperate forests<\/td> <\/tr>
    Organization: <\/strong>Solitary, gang (2\u00c2\u00964), or tribe (5-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This tall, gangly humanoid stands nearly 9 feet tall. Its dark-green skin is covered with brown blotches, while its thick, ropy hair resembles dark vines. It carries a crude longbow.<\/i>\r

    Skovtroldes are forest-dwelling trolls. Their natural coloration provides camouflage within their home environements.\r

    A typical adult skovtrolde stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A skovtrolde's rubbery hide is usually dark green with brown splotches. The hair is usually a dark green or earthy brown.\r

    Skovtroldes speak Giant.\r

    Combat\r

    Skovtroldes are slightly smarter than the average troll, and as such use better tactics. They use their natural camouflage to their advantange, and employ crude longbows to attack at range before enemies close into melee range.\r

    Rend (Ex):<\/b> If a skovtrolde hits with both claw attacks, it latches onto the opponent\u00c2\u0092s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.\r

    Regeneration (Ex):<\/b> Fire and acid deal normal damage to a skovtrolde. If a skovtrolde 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

    Skills:<\/b> *Skovtroldes have a +4 racial bonus on Hide checks when in cold or temperate forest environments. This bonus on Hide checks increases to +8 when the skovtrolde is immobile.<\/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":"Giant","alignment":"Usually neutral evil","environment":"Cold or temperate forests"},{"name":"Troll, Snow","type":"Giant","ch":6,"challenge_rating":" 6 \u00a0","id":6720,"reference":"Usergen","full_text":"

    Troll, Snow <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Giant \t\t\t(Cold)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8+42\u00a0(73 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (\u00c2\u00961 size, +2 Dex, +5 natural), touch 11, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+15<\/td> <\/tr>
    Attack: <\/strong>Claw +10 melee (1d6+6)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +10 melee (1d6+6)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Rend 2d6+9<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 90 ft., immunity to cold, low-light vision, regeneration 5, scent, surefooted, tremorsense 60 ft., vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +4, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 23, Dex 14, Con 23, Int 6, Wis 15, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Climb +14, Hide +4*, Listen +4, Move Silently +4, Spot +4, Survival +4<\/td> <\/tr>
    Feats: <\/strong>Iron Will, Stealthy, Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any cold land<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+6<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This tall, gangly humanoid stands nearly 8 feet tall. Its pale green skin is covered in snowy white fur. It moves swiftly over the snow on its broad, furry feet.<\/i>\r

    Snow trolls are arctic cousins to the standard troll. They are shorter and broader, but equally ferocious and fearless.\r

    Snow trolls are generally solitary, coming together only during mating season every three years in the darkness of mid-winter in remote mountain valleys. The males abandon their mates to raise the young, which reach maturity in a single year. The young snow trolls are even more rapacious than the adults.\r

    A snow troll's territory may cover hundreds of square miles. Snow trolls feed on any creatures they can catch, even polar bears and other fierce arctic creatures. Only white dragons successfully predate upon snow trolls. Ice trolls and snow trolls are bitter enemies and competitors for the same hunting grounds.\r

    A typical adult snow troll stands 8 feet tall and weighs 500 pounds. Females are slightly larger than males. A snow troll\u00c2\u0092s hide is pale green or pale gray, and is covered in white fur. Snow trolls have a lifespan of 120 years.\r

    Trolls speak a dialect of Giant in a high-pitched, sing-song manner.\r

    Combat\r

    Snow trolls are patient hunters, often detecting prey with their heightened senses and lying in ambush in the snow.\r

    Rend (Ex):<\/b> If a snow troll hits with both claw attacks, it latches onto the opponent\u00c2\u0092s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.\r

    Regeneration (Ex):<\/b> Fire and acid deal normal damage to a snow troll. If a snow 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

    Surefooted (Ex):<\/b> Snow trolls 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> Snow trolls have a +8 racial bonus on Climb checks. *Snow trolls have a +4 racial bonus on Hide checks when in snowy or icy environments. This bonus on Hide checks increases to +8 when the snow troll is immobile.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Annual Volume One<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Giant","alignment":"Usually chaotic evil","environment":"Any cold land"},{"name":"Troll, Spirit","type":"Giant","ch":7,"challenge_rating":" 07 \u00a0","id":6721,"reference":"Usergen","full_text":"

    Troll, Spirit <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Giant \t\t\t(Air)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+25\u00a0(47 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 40 ft<\/td> <\/tr>
    AC:<\/strong> 18 (-1 size, +4 Dex, +5 natural)<\/td> <\/tr>
    Attacks:<\/strong>Bite +7 melee, 2 claws +2 melee<\/td> <\/tr>
    Damage: <\/strong>Bite 1d6+5 melee, claw 1d3+2 and strength drain<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Strength drain<\/td> <\/tr>
    Special Qualities: <\/strong>Regeneration, spirit drain, scent, darkvision 120 feet, SR 17, immune to cold, damage reduction 10\/+1, natural invisibility<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +5, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 19, Con 20, Int 12, Wis 14, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Listen +6, Move Silently +7, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Combat Reflexes, Improved Initiative<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>07<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The spirit troll is a hateful creature believed to be the result of magical crossbreeding between trolls and invisible stalkers. The process that created these odious monsters is unknown, and there seems to be a limited number of them. They are often confused with spectral trolls, but are in fact not undead.\r

    Spirit trolls are always invisible, like invisible stalkers. Creatures able to see invisible things will see them as slightly smaller versions of normal trolls, with diffused and indistinct features.\r


    COMBAT<\/b>\r
    Spirit trolls enjoy the benefit of being invisible all the time. They are much more intelligent than normal trolls, and like to switch positions frequently during combat to keep foes disoriented.\r

    Strength Drain (Su):<\/b> Creatures hit by a spirit troll's claw attacks suffer a temporary loss of 1d3 Strength points.\r

    Regeneration:<\/b> Fire deals normal damage to a spirit troll.\r

    If a spirit 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

    Spirit Drain (Su):<\/b> Any damage caused by a spirit troll's bite allows the troll to heal an equal amount of damage as caused by the bite attack.\r

    Invisibility (Su):<\/b> This ability is constant, allowing the spirit troll to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge<\/i> spell.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in the first edition Fiend Folio (1981), and later in the Monstrous Manual (1993).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Giant","alignment":"Always chaotic evil","environment":">Any land and underground"},{"name":"Troll, Stone","type":"Giant","ch":8,"challenge_rating":" 8 \u00a0","id":6722,"reference":"Usergen","full_text":"

    Troll, Stone <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Giant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+70\u00a0(115 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (\u00c2\u00961 size, +11 natural), touch 9, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+19<\/td> <\/tr>
    Attack: <\/strong>Claw +14 melee (1d6+8)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +14 melee (1d6+8) and bite +9 melee (1d8+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Dual rock throwing 2d8+8, rend 2d6+12<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/bludgeoning, darkvision 90 ft., low-light vision, regeneration 1, resistance to cold 10, electricity 10, fire 10, scent\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +14, Ref +3, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 27, Dex 10, Con 25, Int 6, Wis 9, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Climb +7, Hide +2*\r
    <\/td> <\/tr>
    Feats: <\/strong>Cleave, Point Blank Shot, Power Attack, Quick Draw<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any mountains or underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, gang (2\u00c2\u00968), or tribe (20-30 plus 1d4 7th-level shamans and one 10th-level chieftain)<\/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<\/td> <\/tr>
    Level Adjustment: <\/strong>+7<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This towering, hairless humanoid has sunken eye sockets above a fang-lined mouth. Its skin appears to be composed of rocks and pebbles. Its massive claws appear capable of piercing stone.<\/i>\r

    Stone trolls are found in mountains and rocky plateaus, making their lairs in caves or simply curling up and sleeping in the open. When curled up in such a manner, a stone troll resembles a large boulder. Unlike many other trolls, stone trolls are not bothered by sunlight\r

    Like other trolls, stone trolls have ravenous appetites. Stone trolls are both carnivores and petrivores. Although they prefer live prey, they can subsist on stone and other minerals, which give their skin its rocky appearance and natural camouflage. The predation of stone trolls is limitless, and can quickly deplete a region of wildlife. When this occurs, stone trolls may attack humanoid settlements.\r

    Stone trolls consider all other creatures prey for their sport and amusement. However, their sheer hatred of rock trolls is so great as to result in nothing short of dedicated eradication of what they consider inferior mockeries of themselves. The two races will never ally, even if they share a common foe.\r

    A female stone troll gives birth to a whelp about once a decade, with the whelp reaching maturity in twenty years. Although the males are larger and stronger, only the females are allowed to become shamans. These clerics typically choose the Charm, Earth, Sun, or Weather domains.\r

    A typical adult stone troll stands 11 feet tall and weighs roughly 1,000 pounds. Females are slightly smaller than males. A stone troll\u00c2\u0092s skin is perpetually covered by a layer of embedded dirt and pebbles. They are completely hairless. Stone trolls can live over 500 years.\r

    Stone trolls speak Giant and a pidgin form of Common.\r

    Combat\r

    Stone trolls prefer to rip apart enemies with their claws and fangs or pulverize them with thrown rocks. They never wield manufactured weapons, which they view as inferior to their natural armament.\r

    Dual Rock Throwing (Ex):<\/b> A stone troll can throw rocks as many types of giants can. In addition, as a full round action, a stone troll can throw two rocks (one per hand) with no attack penalty. The range increment is 100 feet for a stone troll's thrown rocks.\r

    Rend (Ex):<\/b> If a stone troll hits with both claw attacks, it latches onto the opponent\u00c2\u0092s body and tears the flesh. This attack automatically deals an additional 2d6+12 points of damage.\r

    Regeneration (Ex):<\/b> Acid deals normal damage to a stone troll. If a stone 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

    Skills:<\/b> A stone troll has a +4 racial bonus on Climb checks. *In rocky environments, a stone troll receives a +4 racial bonus on Hide checks and its bonus on Climb checks increases to +8.<\/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":"Giant","alignment":"Usually chaotic evil","environment":"Any mountains or underground"},{"name":"Trow","type":"Giant","ch":5,"challenge_rating":" 5 \u00a0","id":6723,"reference":"Usergen","full_text":"

    Trow <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Giant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+18\u00a0(45 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (\u00c2\u00961 size, -1 Dex, +8 natural), touch 8, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+15<\/td> <\/tr>
    Attack: <\/strong>Kick +10 melee (2d6+10)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Kick +10 melee (2d6+10)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Awesome kick, deforming sunder<\/td> <\/tr>
    Special Qualities: <\/strong>Doomed to extinction, low-light vision, stonecunning<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +1, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 8, Con 17, Int 13, Wis 14, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Intimidate +9, Knowledge (architecture and engineering) +12, Move Silently -5, Search +10, Survival +2 (+4 following tracks, +4 to find secret doors or hidden compartments)<\/td> <\/tr>
    Feats: <\/strong>Improved Sunder, Iron Will, Power Attack\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, trust (4-8), or commune (9-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>No coins, double goods, standard items<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This hairless humanoid stands nearly twice the height of a man. Its dark brown skin is covered in scars, many clearly the result of battle, while others are obviously self-inflicted. Its thunders forth on massive, elephantine legs.<\/i>\r

    Trow are the last remnants of a once-great empire that achieved significant heights in artistic and intellectual pursuits. Unfortunately, their society gave in to corruption, enslaving other races of giantkind which eventually rebelled and brought ruin to trow civilization. Originally created through magic to serve as powerful workers and mighty warriors, trow have never bred true, and as such are doomed to extinction. \r

    Trow make their lairs near the ruins of their fallen cities, monuments, or temples. They spend most of their time attempting to rebuild these structures or in pursuit of lost relics of their golden age. Trow have an affinity for fancy stonework and elaborate architecture.\r

    Trow find the lawful nature of dwarves admirable and get along well with them, often hiring dwarves to assist in their rebuilding efforts. Dwarves, while uneasy with the history of slaving in trow culture, still appreciate their common enmity with evil giants.\r

    Trow have no need for food, but will eat food offer to them as a sign of respect. They always keep food on hand to offer their non-trow guests.\r

    Trow stand 8 to 12 feet tall and weigh from 600 to 1,500 pounds. Skin coloration ranges from cream to dark brown. Trow consider scars a sign of beauty and wisdom. Trow remove their own body hair, and wear little clothing unless the climate dictates it. In cold regions, they dress in furs adorned with the possessions or body parts of their fallen foes.\r

    Trow speak Giant and Dwarven. \r

    COMBAT\r

    Trow tend to be honorable combatants, generally opening with a loud warning bellow before enganging an opponent. Their approach to battle is simple...they move within range and try to kick the stuffing out of an adversary with their massive legs. Against armored foes, they attempt to kick it apart, but those that flee in heavier metal armors often find themselves trapped within their protective garb.\r

    Awesome Kick (Su):<\/b> A trow may choose to take a -4 penalty to its kick attack to fling a creature into the air as well as doing normal damage. If the kick succeeds, the kicked creature is thrown 1d6 x10 feet in the air (and 1d3 x10 feet sideways). When the creature lands, it additionally takes falling damage (1d6 points of damage for each 10 feet the kicked creature was thrown vertically).\r

    Deforming Sunder (Su):<\/b> If the trow makes a successful sunder attack against Medium or Heavy metal armor with its kick, the sunder attempt not only deals damage as usual, but the armor becomes deformed. The maximum Dex bonus of the armor is reduced by 1, and the armor takes twice as long as usual to don or remove. These penalties are removed by a Craft check to repair the armor (along with restoring the armor's hit points). These penalties do not stack if the armor is subject to deforming sunder more than once.\r

    Doomed to Extinction (Su):<\/b> Trow are unaffected by raised dead, ressurection<\/i>, and similar life-restorative magic. Only a true ressurection<\/i> or miracle<\/i> can restore a trow to life. However, trow are effectively immortal except for death by violence, and are immune to aging effects.\r

    Stonecunning (Ex):<\/b> This ability grants a trow 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 trow who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a trow can use the Search skill to find stonework traps as a rogue can. A trow can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. \r

    Skills:<\/b> Trow have a +2 racial bonus on Knowledge (architecture and engineering) checks. Trow suffer a -4 racial penalty on Move Silently checks due to their elephantine legs.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #261<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Giant","alignment":"Usually lawful neutral","environment":"Any land"},{"name":"Tunnel Fish","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":6724,"reference":"Usergen","full_text":"

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


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d10\u00a0(16 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> Swim 60 ft. (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+3 Dex, +1 natural), touch 13, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+3<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (1d4)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (1d4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Sprint<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 10 ft., immunity to mind-affecting spells and abilities, low-light vision, scent, tremorsense 60 ft.\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +6, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 17, Con 10, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Listen +4, Spot +4, Swim +8<\/td> <\/tr>
    Feats: <\/strong>Reckless Offense, Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or school (3-6)<\/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>
    This fish resembles a large barracuda. Its eyes are milky white.<\/i>\r

    Tunnel fish are predatory fish that have adapted to life in the alien environment of a morkoth\u00c2\u0092s tunnels. The morkoth\u00c2\u0092s agents are charged with killing these creatures whenever they encounter them, as they interfere with the morkoth\u00c2\u0092s food supply.\r

    A tunnel fish is 5 feet long and weighs 60 pounds.\r

    COMBAT\r

    Tunnel fish lurk at bends in a morkoth's tunnels, awaiting the vibrations of approaching prey. \r

    Sprint (Ex):<\/b> A tunnel fish can move up to three times its normal speed (180 feet) when it makes a charge.\r

    Skills:<\/b> A tunnel 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>
    1998 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #70<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Warm aquatic"},{"name":"Turkey, Dire","type":"Animal","ch":3,"challenge_rating":" 3 \u00a0","id":6725,"reference":"Usergen","full_text":"

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


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d8+10\u00a0(32 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), fly 40 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (-1 size, +1 Dex, +3 natural), touch 11, flat-footed 13<\/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) and beak +3 melee (1d6+1)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Pounce<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 12, Con 15, Int 2, Wis 10, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Listen +6, Spot +6\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold or temperate forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or rafter (2-24)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>6-10 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This horse-sized bird has a featherless, red head with fleshy growths. Its legs are long, ending in four-toed feet.<\/i>\r

    Dire turkeys are larger, more aggressive, and more carnivorous than their lesser cousins.\r

    A dire turkey is 7 to 8 feet long and weighs upwards of 700 pounds. Females are generally smaller than males. Coloration varies from dark-brown to black on the body, and reddish-orange to greyish-blue legs. The feathers of males have areas of red, purple, green, copper, bronze, and gold iridescence, while those of females are duller, in shades of brown and gray. Males have red wattles on the throat and neck.\r

    COMBAT\r

    A dire turkey prefers to pounce on prey, attacking with its sharp beak and talons.\r

    Pounce (Ex):<\/b> If a dire turkey charges a foe, it can make a full attack.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #186<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Cold or temperate forests"},{"name":"Turkey, Wild","type":"Animal","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6726,"reference":"Usergen","full_text":"

    Turkey, Wild <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d8\u00a0(4 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), fly 40 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 11 (+1 size), touch 11, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-8<\/td> <\/tr>
    Attack: <\/strong>Claw +1 melee (1d4-4)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +1 melee (1d4-4) and beak -4 melee (1d2-4)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +2, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 3, Dex 11, Con 10, Int 2, Wis 10, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Listen +4, Spot +4\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon Finesse (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold or temperate forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or rafter (2-24)<\/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 (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large bird has a featherless, red head with fleshy growths. Its legs are long, ending in four-toed feet.<\/i>\r

    Wild turkeys are omnivores, eating mostly grasses, but occasionally hunting small vertebrates to supplement their diet.\r

    A wild turkey is 3 to 4 feet long and weighs 10 to 25 pounds. Females are generally smaller than males. Coloration varies from dark-brown to black on the body, and reddish-orange to greyish-blue legs. The feathers of males have areas of red, purple, green, copper, bronze, and gold iridescence, while those of females are duller, in shades of brown and gray. Males have red wattles on the throat and neck.\r

    Domesticated turkeys are fatter, can barely fly, and have Wisdom scores of only 3.\r

    COMBAT\r

    Turkeys are extremely cautious, fleeing at the first sign of danger. They are surprisingly agile fliers. However, if cornered, a turkey attacks furiously with its sharp talons and beak.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #186<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Cold or temperate forests"},{"name":"Turtle (Giant Snapping)","type":"Beast","ch":9,"challenge_rating":" 09 \u00a0","id":6727,"reference":"Usergen","full_text":"

    TURTLE, Giant Snapping<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

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

    Hit Dice:<\/span><\/b> 10d10+70 (125 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>-2 Dex<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 10 ft, swim 20 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 20 (-4 size, -2 Dex, +16 natural)<\/span><\/p> <\/td> <\/tr>

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

    Damage:<\/span><\/b> Bite 2d8+11<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 40 ft by 40 ft\/10 ft<\/span><\/p> <\/td> <\/tr>

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

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

    Saves:<\/span><\/b> Fort +14, Ref +5, Will +2<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 32, Dex 6, Con 25, Int 1, Wis 8, Cha 8<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Swim +21<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/span><\/b> Solitary or band (2-4)
    Challenge Rating:<\/b> 9<\/span><\/p> <\/td> <\/tr>

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

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

    Advancement:<\/span><\/b> 11-19 HD (Gargantuan); 20-30 HD (Colossal)<\/span><\/p> <\/td> <\/tr>

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

    Giant snapping turtles appear as 40-foot diameter turtles. They are aggressive and have a voracious appetite. Most are found in large lakes and rivers.<\/span><\/p> <\/td> <\/tr>

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

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

    Giant snapping turtles lurk near the shore or on the bottom of a body of water where they remain motionless. When prey passes nearby it shoots its neck out and bites.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, the giant snapping turtle must hit with its bite attack. If it gets a hold, it automatically deals bite damage and can attempt to swallow the opponent.<\/span><\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Swallow Whole (Ex):<\/b> A giant snapping turtle can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+16 points of crushing damage plus 2d8 points of acid damage per round from the giant snapping turtle\u0092s digestive juices. A swallowed creature can cut its way out by using claws or a light piercing or slashing weapon to deal 25 points of damage to the giant snapping turtle\u0092s gut (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The giant snapping turtle\u0092s interior can hold two Huge, four Large, eight Medium-size, or sixteen Small or smaller opponents.<\/span><\/p> <\/td> <\/tr>

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

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

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

    \u00a0<\/span><\/p><\/div>","family":"Beast","alignment":"Any","environment":"Any aquatic"},{"name":"Turtle, Ferry","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6728,"reference":"Usergen","full_text":"

    Turtle, Ferry <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d10+20\u00a0(42 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 squares), swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 19 (-1 size, -1 Dex, +11 natural), touch 8, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+13<\/td> <\/tr>
    Attack: <\/strong>Bite +8 melee (1d8+7)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +8 melee (1d8+7)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Fortification, hold breath, indefatigable swim, low-light vision, withdraw<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +3, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 9, Con 20, Int 5, Wis 12, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>Listen +5, Spot +8, Swim +13<\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or bale (2-8)<\/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)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A turtle the size of a large ox. It has a smooth flat shell and powerful flippers.<\/i>\r

    Ferry turtles are intelligent chelonians that are often employed to tow watercraft. They were originally created as a means of river transportation, by magically enlarging ordinary turtles, and bred true through a quirk of fate.\r

    A ferry turtle measures about 8 feet from snout to tail, with a shell 6 feet in diameter, and weighs about 2500 pounds.\r

    COMBAT<\/b>\r
    Ferry turtles are docile creatures who would rather swim away or withdraw into their shells than fight. When forced, however, they attack with a powerful bite.\r

    Fortification (Ex):<\/b> Whenever a critical hit or sneak attack is scored on a ferry turtle there is a 75% chance that the special attack is negated and its damage is rolled normally, similar to the effect of armor enchanted with the Light Fortification quality. This chance increases to 100% when the turtle withdraws its appendages into its shell.\r

    Hold Breath (Ex):<\/b> A ferry turtle can hold its breath for a number of rounds equal to 10 \u00c3\u0097 its Constitution score before it risks drowning. For a typical ferry turtle, this is 200 rounds, or 20 minutes.\r

    Indefatigable Swim (Ex):<\/b> A ferry turtle can swim for 16 hours instead of the 8 hours of a normal creature. The remaining time is usually spent resting and eating. Thus, a ferry turtle can move twice as many miles in a day as its 30 ft. swim speed would indicate. If a ferry turtle swims for longer than 16 hours per day it can become worn out (see the Forced March subsection of the Overland Movement rules). A ferry turtle can not use Indefatigable Swim while under the effect of any spell or special ability that increases its speed.\r

    A ferry turtle can eat and sleep during a Indefatigable Swim and continue swimming. If it encounters a threat or unexpected obstacle while \"sleep swimming\" it can attempt a Listen or Spot checks to notice it, at a -5 penalty. If it succeeds the ferry turtle immediately wakes up.\r

    Withdraw (Ex):<\/b> A ferry turtle can pull in its head and limbs to protect its vulnerable areas. While withdrawn, the tortoise cannot take any actions other than exiting its shell, but it gains cover. Withdrawing into its shell also grants the ferry turtle heavy fortification, giving it 100% resistance to critical hits.\r

    Skills:<\/b> A ferry turtle has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A ferry turtle 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

    Training A Ferry Turtle<\/b>\r
    Although intelligent, a ferry turtle requires training before it can bear a rider or drag a barge in combat. To be trained, a ferry turtle must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly ferry turtle requires six weeks of work and a DC 25 Handle Animal check.\r

    Riding a ferry turtle requires an exotic saddle. A ferry turtle can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Ferry turtle eggs are worth 1,500 gp apiece on the open market. Professional trainers charge 700 gp to rear or train a ferry turtle.\r

    Carrying Capacity:<\/b> Due to their sturdy build, ferry turtles can bear exceptionally heavy loads. Their carrying capacity is twice that of an ordinary creature with their size and their Strength. A typical ferry turtle can carry a light load of up to 800 pounds, a medium load of 801-1600 pound, a heavy load of 1601-2400 pounds, and can drag 12,000 pounds.\r

    In Krynn<\/b>\r
    Ferry turtles were created by priests of the Blue Phoenix to tow passenger-ferries to the city of Silvanost. Most of them died when Speaker Lorac's Nightmare poisoned the Thon-Thalas river, but a few adults and a clutch of eggs survived and those turtles and their descendants still move cargo barges and ferryboats between Fallon island and the mainland.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in The Sylvan Veil<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Temperate or warm aquatic"},{"name":"Turtle, Sea","type":"Animal","ch":13,"challenge_rating":" 1\/3 \u00a0","id":6729,"reference":"Usergen","full_text":"

    Turtle, Sea <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d8+1\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square), swim 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+1 size, +1 Dex, +5 natural), touch 12, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-5<\/td> <\/tr>
    Attack: <\/strong>Bite +1 melee (1d4-1)<\/td> <\/tr>
    Full Attack: <\/strong>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>Fortification, hold breath, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +3, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 8, Dex 13, Con 13, Int 1, Wis 12, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Spot +5, Swim +9<\/td> <\/tr>
    Feats: <\/strong>Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2 HD (Small); 3-4 HD (Medium); 4-7 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Sea Turtle, Giant<\/b>\r
    Huge Animal\r
    Hit Dice: 8d8+48 (84 hp)\r
    Initiative: -2\r
    Speed: 5 ft. (1 square), swim 40 ft.\r
    Armor Class: 18 (-2 size, -2 Dex, +12 natural), touch 6,\r
    flat-footed 18\r
    Base Attack\/Grapple: +6\/+23\r
    Attack: Bite +14 melee (2d6+13)\r
    Full Attack: Bite +14 melee (2d6+13)\r
    Space\/Reach: 15 ft.\/10 ft.\r
    Special Attacks: Capsize\r
    Special Qualities: Fortification, hold breath, low-light vision, withdraw\r
    Saves: Fort +12, Ref +4, Will +3\r
    Abilities: Str 28, Dex 7, Con 23, Int 1, Wis 12, Cha 4\r
    Skills: Spot +12, Swim +19\r
    Feats: Endurance, Snatch, Weapon Focus (bite)\r
    Environment: Any aquatic\r
    Organization: Solitary\r
    Challenge Rating: 5\r
    Treasure: None\r
    Alignment: Always neutral\r
    Advancement: 9-14 HD (Huge); 15-24 HD (Gargantuan)\r
    Level Adjustment: \u00c2\u0097\r

    This turtle has a flattened body and powerful fore-flippers.<\/i>\r

    Sea turtles are common marine reptiles. Most of them are omnivores or herbivores and mainly eating seaweed, but there are carnivorous varieties that eat fish or jellyfish. A sea turtle lives its life in the water, except for when the females crawl onto sandy beaches to bury their eggs. Humanoids often hunt sea turtles. Their flesh and eggs are quite tasty, and their shells can be fashioned into implements or ornaments.\r

    The statistics presented here describe a small sea turtle, 2 to 3 feet long and weighing 70 to 100 pounds. Some kinds of sea turtle grow much larger than that.\r

    COMBAT\r

    Sea turtles are rarely aggressive, preferring to swim away from opponents. They bite if threatened.\r

    Fortification (Ex):<\/b> Whenever a critical hit or sneak attack is scored on a sea turtle there is a 25% chance that the special attack is negated and its damage is rolled normally, similar to the effect of armor enchanted with the Light Fortification quality.\r

    Hold Breath (Ex):<\/b> A sea turtle can hold its breath for a number of rounds equal to 10 \u00c3\u0097 its Constitution score before it risks drowning. For a typical sea turtle, this is 130 rounds, or 13 minutes.\r

    Skills:<\/b> A sea turtle has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A sea turtle 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

    Giant Sea Turtle<\/b>\r
    These relatives of ordinary sea turtles are so enormous they can live comfortably in cold waters. Giant sea turtles are omnivores, preferring to eat plants and small animals. They do not usually hunt prey the size of most humanoids. These reptiles are just as tasty as their normal-sized cousins, and their shells are so huge they can be used as roofs or boats.\r

    A giant sea turtle typically measures from 20 to 30 feet from snout to tail, with a shell from 15 to 25 feet in diameter, and weighs 30,000 pounds or more. Old specimens often reach lengths of 50 or 60 feet.\r

    COMBAT\r

    Giant sea turtles are basically non-aggressive, but fight fiercely if sorely provoked. If a giant sea turtle feels bothered by an intruder, it normally withdraws into its shell and waits to be left alone. Should a persistent enemy annoy or injure it, the turtle will bite with its deadly, tearing beak. An angry giant sea turtle may capsizes a ship by surfacing underneath it. \r

    Capsize (Ex):<\/b> A submerged giant turtle that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long.\r

    Fortification (Ex):<\/b> Whenever a critical hit or sneak attack is scored on a giant sea turtle there is a 75% chance that the special attack is negated and its damage is rolled normally, similar to the effect of armor enchanted with the Moderate Fortification quality. This chance increases to 100% when the turtle withdraws its appendages into its shell.\r

    Hold Breath (Ex):<\/b> A giant sea turtle can hold its breath for a number of rounds equal to 10 \u00c3\u0097 its Constitution score before it risks drowning. For a typical sea turtle, this is 230 rounds, or 23 minutes.\r

    Withdraw (Ex):<\/b> A giant sea turtle can pull in its head and limbs to protect its vulnerable areas. While withdrawn, the tortoise cannot take any actions other than exiting its shell, but it gains cover. Withdrawing into its shell also grants the sea turtle heavy fortification, giving it 100% resistance to critical hits.\r

    Skills:<\/b> A giant sea turtle has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A sea turtle 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

    Note:<\/b> Originally appeared in Dragon Magazine #112 (1986) as \"Marine Chelonians\".<\/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":"Turtledove","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6730,"reference":"Usergen","full_text":"

    Turtledove <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 7d10+21\u00a0(59 hp)<\/td> <\/tr>
    Initiative: <\/strong> -2<\/td> <\/tr>
    Speed:<\/strong> 15 ft. (3 squares), fly 40 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-2 Dex, +8 natural), touch 8, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+10<\/td> <\/tr>
    Attack: <\/strong>Bite +10 melee (1d8+4 plus serenity)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +10 melee (1d8+4 plus serenity)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Serenity<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +3, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 17, Con 17, Int 5, Wis 12, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Spot +14\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (serenity), Hover, Skill Focus (Spot)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/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>8-14 HD (Medium); 15-21 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A six-foot-diameter turtle flies through the air on the feathered wings of a dove.<\/i>\r

    Turtledoves, as their name suggests, are a magical combination of turtles and doves, then increased to unusual size. What possessed a mad wizard to fuse these two creatures is unknown, but the result is surprisingly effective.\r

    Turtledoves' bodies are naturally buoyant, so their wings are used more for steering than actually keeping them aloft.\r

    Turtledoves makes nests in high caverns or in the rafters of buildings. They covet shiny things, particularly hollow glass balls. Their nests are often lined with such trinkets. They lay only a pair of eggs like their bird ancestors, and both sexes incubate these eggs.\r

    Because dead turtledoves continue to float, their shells are highly prized for use in creating items that allow magical flight.\r

    A turtledove is 6 feet in diameter and weighs 800 pounds. \r

    COMBAT\r

    Turtledoves are aggressive and fight to the death.\r

    Flight (Ex):<\/b> A turtledove's body is naturally buoyant. This buoyancy allows it to fly at a speed of 40 feet. This buoyancy also grants it a permanent feather fall<\/i> effect (as the spell) with personal range. A turtledove continues to float, even after its death.\r

    Serenity (Su):<\/b> A creature bitten by a turtledove must succeed on a DC 16 Will save or forgo all hostile actions for 1d4+1 rounds. This is otherwise identical to a calm emotions<\/i> spell. The save DC is Charisma-based.\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":"Any"},{"name":"Tuyewera","type":"Undead","ch":5,"challenge_rating":" 05 \u00a0","id":6731,"reference":"Usergen","full_text":"

    Tuyewera <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 6d12\u00a0(39 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 20 ft (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+3 Dex), touch 13, flat-footed 10<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+7<\/td> <\/tr>
    Attack: <\/strong>Scimitar +7 melee (1d6+4\/18-20\/x2) or slam +7 melee (1d4+4 plus disease)<\/td> <\/tr>
    Full Attack: <\/strong>Scimitar +7 melee (1d6+4\/18-20\/x2) or slam +7 melee (1d4+4 plus disease)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Contagion, steal breath<\/td> <\/tr>
    Special Qualities: <\/strong>Bond, darkvision 60 ft, immunity to cold, immunity to weapons, +3 turn resistance, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +5, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 16, Con ---, Int 10, Wis 12, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Bluff +8, Escape Artist +9, Hide +20, Listen +8, Move Silently +15, Open Locks +13, Spot +8<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (steal breath), Improved Initiative, Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any warm land<\/td> <\/tr>
    Organization: <\/strong>Solitary or band (2-3)<\/td> <\/tr>
    Challenge Rating: <\/strong>05<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always evil (any)<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Large), 13-18 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    What at first appears to be a slumped over animated corpse, with its legs severed at the knees, begins to rise. Its eyes glow with an unholy green light, and it wields a bloodstained scimitar in one filthy green hand while balancing on its other gnarled hand.<\/i>\r

    The tuyewera is an undead monster created by evil clerics in remote parts of the jungle. To create such a monstrosity, the cleric must find a humanoid slain by death magic. The cleric ritually severs the corpse\u00c2\u0092s tongue, and removes both legs below the knees. The cleric then uses secret spells to infuse the corpse with the ancestral spirit of a powerful spellcaster to animate it.\r

    A tuyewera serves as an assassin and bodyguard for the cleric that created it. \r

    A tuyewera is 6 feet tall and weighs 100 pounds.\r

    A tuyewera cannot speak, but it may understand Common and other languages.\r

    COMBAT<\/b>\r
    A tuyewera may use any one-handed weapon in melee, as it needs to use the other hand for balance and movement as it crawls around on its stumps. If unarmed, a tuyewera can strike with its diseased, gnarled fist. A special dweomer goes into the creation of a tuyewera that renders it immune to all physical weapons, though the cleric who created the tuyewera, and those who know how to stop one, always prepare the proper counterspells to negate this.\r

    A tuyewera that encounters a sleeping, unconscious, or otherwise helpless person has the opportunity to use its most deadly attack: draining the very breath from a victim.\r

    Contagion (Su)<\/b>: Any creature struck by a tuyewera\u00c2\u0092s slam attack must succeed at a Fortitude save (DC 16) or contract filth fever, which strikes immediately (no incubation period). The save DC is Charisma-based.\r

    Steal Breath (Su)<\/b>: As a full-round action, a tuyewera can attempt to suck the air from the lungs of any helpless creature within reach. The target must make a successful Fortitude saving throw (DC 18) or take 3d4 points of Constitution damage. The target dies when his or her Constitution score reaches 0. The tuyewera 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 tuyewera continues to use this attack against that creature every round until it dies. The save DC is Charisma-based.\r

    If a target succeeds at any saving throw, instead of continuing the Constitution damage it will fall into a deathlike coma for 1d4 days, and will be immune to a tuyewera\u00c2\u0092s steal breath ability for 24 hours. Such a victim remains alive, but is helpless. The comatose creature cannot move or act, nor can it take purely mental actions. It has effective Strength, Dexterity, Intelligence, Wisdom, and Charisma scores of 0.\r

    Bond (Ex)<\/b>: A tuyewera is bound to the cleric that created it, and will always follow the commands of its creator. A tuyewera cannot be commanded by any cleric other than the creator, even if rebuked.\r

    Immunity to Weapons (Su)<\/b>: A tuyewera is immune to all weapon attacks, including natural and manufactured weapons and unarmed strikes. If a dispel magic spell is cast on a tuyewera, this ability will be dispelled for 1d4 rounds.\r

    Skills<\/b>: A tuyewera has a +8 racial bonus on Hide, Move Silently, and Open Locks checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #22 (\u00c2\u0093The Leopard Men,\u00c2\u0094 March\/April 1990, David Howery), and Monstrous Compendium Annual One (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always evil (any)","environment":"Any warm land"},{"name":"Tween","type":"Outsider","ch":1,"challenge_rating":" 01 \u00a0","id":6732,"reference":"Usergen","full_text":"

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

    Small Outsider (Incorporeal)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 1d8<\/span><\/p> <\/td> <\/tr>

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

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

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

    Attacks:<\/span><\/b> Short sword +2 (in the Ether only)<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Short sword 1d6 (in the Ether only)<\/span><\/p> <\/td> <\/tr>

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

    Special Attacks:<\/span><\/b> Foresight, bend reality<\/span><\/p> <\/td> <\/tr>

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

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

    Abilities:<\/span><\/b> Str \u0097, Dex 13, Con 12, Int 12, Wis 13, Cha 14<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Listen +5, Spot +5<\/span><\/p> <\/td> <\/tr>

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

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

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

    Organization:<\/span><\/b> Solitary
    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>

    Because of the tween's squat and somewhat ugly natural appearance on the Ethereal Plane, it is considered by most other denizens to be among the lowest form of life residing there, and is shunned by all other residents, even other tweens. For that reason, most tweens choose to infest a being on the Material Plane and live vicariously through them, deserting their own solitary lives on the Ethereal Plane.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A tween is a parasitic creature from the Ethereal Plane. On its home plane it appears as a short, squat, ugly humanoid form with stubby arms and legs, and no neck. On the Material Plane, a tween appears as a smoky or shadowy outline within six feet of whichever being it has chosen as its \"host.\"<\/span><\/p> <\/td> <\/tr>

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

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

    The tween has no attack abilities on the Material Plane (as it cannot fully manifest on the plane), and indeed has little need to defend itself there. In the Ethereal Plane they will usually be encountered wielding a short sword.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Foresight (Su):<\/b> The tween has the ability to see a few seconds into the future and can telepathically warn its host of impending danger. Neither the recipient nor the host can be surprised or caught flat-footed.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Bend Reality (Su):<\/b> The tween bends reality in favor of its host. This grants the host the ability to reroll one roll each round, with the most favorable result of the two being taken.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Each creature within 60 feet of the tween or host, be it friend or foe, is affected, as the tween absorbs their luck to fuel its own power. Each creature (except the tween or host) must reroll one roll each round they remain in the area, taking the least advantageous result.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Incorporeal:<\/span><\/b> Can only be harmed by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore damage from any corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.<\/span><\/p> <\/td> <\/tr>

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


    <\/span>The Tween 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":"Tween","type":"Outsider","ch":1,"challenge_rating":" 01 \u00a0","id":6733,"reference":"Usergen","full_text":"

    Tween <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Outsider \t\t\t(Extraplanar, Incorporeal)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+1\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 20 ft (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+1 size, +1 Dex, +2 deflection), touch 14, flat-footed 13, or 12 (+1 size, +1 Dex), touch 12, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+5<\/td> <\/tr>
    Attack: <\/strong>Incorporeal touch +3 melee or +1 against ethereal foes (bond with host); or short sword +1 melee (1d4-1\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>Incorporeal touch +3 melee or +1 against ethereal foes (bond with host); or short sword +1 melee (1d4-1\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Bend reality<\/td> <\/tr>
    Special Qualities: <\/strong>Bond with host, darkvision 60 ft, detect thoughts, foresight, incorporeal traits<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +3, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 8, Dex 13, Con 12, Int 12, Wis 13, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Bluff +6, Diplomacy +6, Escape Artist +5, Hide +9, Listen +5, Knowledge (the planes) +5, Sense Motive +5, Spot +5, Survival +5<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Ethereal Plane<\/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 (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature seems to have a smoky, shadowy outline of itself trailing a few feet behind it.<\/i>\r

    The tween is a parasitic creature from the Ethereal Plane. A tween's natural appearance, is that of a short, squat, ugly humanoid with stubby arms and legs, and no neck. Perhaps because of its appearance, most other denizens consider the tween to be among the lowest form of life residing on the Ethereal Plane; all other residents of the plane will shun a tween, even other tweens. A tween's natural form is only visible on the Ethereal Plane.\r

    A tween lives a lonely, solitary existence on its home plane: it has neither natural enemies nor friends, since all other beings leave it alone. For that reason, most tweens choose to come to the Material Plane to infest a being and live vicariously through their hosts, deserting their own solitary lives on the Ethereal Plane. A tween will usually come to the Material Plane shortly after birth to find and secure a host. The ideal host is an intelligent humanoid. Several hours after infesting a host, the tween takes on the shape and physical characteristics of the host and begin manifesting visibly as a shadow. \r

    A tween speaks Common and Draconic.\r

    COMBAT<\/b>\r
    A tween has no combat abilities of its own on the Material Plane, and has little need to defend itself there. In the Ethereal Plane a tween will usually be encountered wielding a short sword.\r

    A tween is able to focus its will to move Material Plane objects and creatures minuscule distances. In this way, it can move a weapon just enough to cause it to hit or to miss, or it can push a creature out of the way of a deadly effect. Essentially, a tween drains the \"luck\" from all nearby creatures to provide its host with better luck. This effect has an obvious negative affect on its host's companions, and the host often winds up an outcast when his party learns of the infestation.\r

    Bend Reality (Su)<\/b>: A tween bends reality in the favor of its host. Every time a tween's host makes an attack roll, damage roll, or Reflex save, the host makes two die rolls. Whichever roll is the higher result is the one that actually occurs.\r

    All creatures within 50 feet of a tween's host (except the tween and its host) suffer from the reverse of this effect. Each time a creature makes an attack roll, damage roll, or Reflex save, the creature makes two die rolls and the lower result is the one that actually occurs. When a creature leaves the area, this ability no longer affects that creature until it is within 50 feet of a tween's host again.\r

    Bond With Host (Su)<\/b>: A tween permanently bonds with a host by making a successful touch attack. If the creature is unwilling to become the tween's host, it must succeed on a DC 12 Will save to resist. The save DC is Charisma-based. A bonded host gains the benefits of a tween's bend reality and foresight abilities. A tween and its host are in constant telepathic contact.\r

    Once a tween bonds with a host, nothing short of the death of either creature can sever the bond. Should the host die but the tween survive, it immediately splits into two identical tweens, who immediately seek out new hosts. This is the only known means of reproduction for the species.\r

    A wish<\/i> or miracle<\/i> spell can successfully split a tween from its host without harm to either creature.\r

    Detect Thoughts (Su)<\/b>: A tween can continuously use detect thoughts<\/i> as the spell (caster level 6th; Will DC 12 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.\r

    Foresight (Su)<\/b>: The tween has the ability to see a few seconds into the future and can telepathically warn its host of impending danger. Neither the tween nor the host can be surprised or caught flat-footed.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in the first edition Fiend Folio (1981, Ian Waugh), and Monstrous Compendium MC14 - Fiend Folio Appendix (1992).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral","environment":"Ethereal Plane"},{"name":"Twilight Bloom","type":"Plant","ch":2,"challenge_rating":" 02 \u00a0","id":6734,"reference":"Usergen","full_text":"

    Twilight Bloom <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d8+9\u00a0(22 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 0 ft<\/td> <\/tr>
    AC:<\/strong> 12 (-1 size, +1 Dex, +2 natural)<\/td> <\/tr>
    Attacks:<\/strong>Blossom +2 ranged<\/td> <\/tr>
    Damage: <\/strong>Blossom 0 and poison<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Poison<\/td> <\/tr>
    Special Qualities: <\/strong>Plant, tremorsense<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +2, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str ---, Dex 13, Con 17, Int ---, Wis 11, Cha 9 <\/td> <\/tr>
    Skills: <\/strong><\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Temperate and warm marsh<\/td> <\/tr>
    Organization: <\/strong>Solitary or stand (1-10)<\/td> <\/tr>
    Challenge Rating: <\/strong>02<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Large); 7-9 HD (Huge)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The twilight bloom is a large, carnivorous tree-like plant, similar in appearance to a palm tree. This plant has a thick brown stalk, about 8 - 13 feet tall, which is scaled and branchless. At the top of the trunk the plant has drooping, green foliage, which is similar to ferns. This plant is sometimes called the purple blossom plant<\/i>, for the upward pointing, cupped lavender flowers with silvery stamens that are scattered throughout the foliage. The plant's roots form a ring around the base of the trunk, and appear as a mossy mat. This plant exudes a very pleasant scent, and a sweet but poisonous sap.

    COMBAT<\/b>
    The twilight bloom is carnivorous, but neither intelligent nor aggressive. Any movement from something passing beneath the plant causes it to tilt one of its blossoms downward, per round. As the blossom droops, it drops a tiny amount of its thick syrupy poison onto a creature. Insects are immune to this poison. Creatures that die from this potent poison are ultimately absorbed by the plant's roots as they decompose.

    Poison<\/b>: Contact, Fortitude save (DC 14); initial damage 3d6 Constitution, secondary damage 2d6 Constitution and 2d6 Strength.

    Plant<\/b>: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Monster Manual II (1983), Monstrous Compendium Annual MCA2 (1995).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":">Temperate and warm marsh"},{"name":"Tybor","type":"Magical Beast","ch":13,"challenge_rating":" 13 \u00a0","id":6735,"reference":"Usergen","full_text":"

    Tybor <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 10d10+20\u00a0(75 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 120 ft (24 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+4 Dex, +6 natural), touch 14, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+12<\/td> <\/tr>
    Attack: <\/strong>Claw +12 melee (2d4+2)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +12 melee (2d4+2) and beak slash +10 melee (3d6+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities, spells<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, low-light vision, spell resistance 24, swift glide, telepathy 100 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +11, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 18, Con 15, Int 18, Wis 18, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Balance +6, Concentration +15, Hide +10, Jump +40, Knowledge (arcana) +17, Listen +11, Move Silently +10, Spellcraft +19, Spot +11, Tumble +17<\/td> <\/tr>
    Feats: <\/strong>Dodge, Eschew Material Components, Spell Focus (Illusion), Spell Penetration<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm plains<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>13<\/td> <\/tr>
    Treasure: <\/strong>10% coins; 50% goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>11-20 HD (Medium); 21-30 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large, brightly-colored flightless bird is covered in orange feathers with a sprinkling of green color. Its head is blue, with red around the edges, and a bridge of green above the beak. The bird also has a purple crown and tail.<\/i>\r

    A tybor is a large avian with astounding magical abilities and remarkable intelligence. These gentle herbivores prefer to live a life of solitude, guiding and protecting normal birds in the wild. Male tybors are extremely shy and hide from the world, and females only travel alone.\r

    Tybors are notable for the abilities they can command when needed. One of the more unusual features of the tybor is the fact that when they run at top speed, they seem to float above the ground without actually touching it. \r

    It is rumored that the feathers of a tybor can confer magical powers if plucked from a live tybor. Also, a tybor nest often contains eggs, which are worth 7,000 gp on the open market. However, a tybor will defend the nest until death and lets no one near.\r

    A tybor is 6-7 feet tall, and weighs about 300 pounds.\r

    Tybors speak their own language, as well as Auran and Draconic.\r

    COMBAT<\/b>\r
    Mostly, tybors prefer to be left alone, but will defend themselves and their eggs. A tybor prefers to use its spellcasting ability in combat, or to avoid combat, whenever possible.\r

    A tybor's beak is a +3 magic weapon.\r

    Spell-Like Abilities<\/b>: 4\/day - haste<\/i>, slow<\/i> (DC 19). Caster level 10th. The save DCs are Charisma-based.\r

    Spells<\/b>: A tybor can cast arcane spells as a 20th-level sorcerer (6\/7\/7\/7\/7\/6\/6\/6\/6\/6; save DC 14 + spell level or 15 + spell level for illusion spells). Typical Spells Known<\/i>: 0 - dancing lights<\/i>, daze<\/i>, detect magic<\/i>, flare<\/i>, ghost sound<\/i>, mage hand<\/i>, light<\/i>, prestidigitation<\/i>, read magic<\/i>; 1st - color spray<\/i>, feather fall<\/i>, grease<\/i>, mage armor<\/i>, obscuring mist<\/i>; 2nd - detect thoughts<\/i>, glitterdust<\/i>, mirror image<\/i>, resist energy<\/i>, shatter<\/i>; 3rd - displacement<\/i>, lightning bolt<\/i>, nondetection<\/i>, protection from energy<\/i>; 4th - confusion<\/i>, greater invisibility<\/i>, hallucinatory terrain<\/i>, rainbow pattern<\/i>; 5th - animal growth<\/i>, baleful polymorph<\/i>, hold monster<\/i>, mirage arcana<\/i>; 6th - greater dispel magic<\/i>, mislead<\/i>, repulsion<\/i>; 7th - greater teleport<\/i>, mass invisibility<\/i>, prismatic spray<\/i>; 8th - antipathy<\/i>, maze<\/i>, prismatic wall<\/i>; 9th - foresight<\/i>, mass hold monster<\/i>, prismatic sphere<\/i>. The save DCs are Charisma-based.\r

    Swift Glide (Ex)<\/b>: When moving its full base land speed, a tybor floats several inches off the ground. This allows a tybor to move unhindered through slick or dangerous terrain. A tybor may even run over the surface of water. This ability lasts as long as the tybor continues to move at its full base land speed, though if it is not on solid ground at the end of its turn, it will suffer the effects of whatever it is standing on. A tybor must move at least 20 feet in a straight line before it begins to glide, though it need not so in subsequent consecutive rounds when continuing to glide.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1982 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #61 (\"Dragon's Bestiary,\" May 1982, Jeff Brandt).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually neutral","environment":"Temperate and warm plains"},{"name":"Tyerkow","type":"Undead","ch":4,"challenge_rating":" 4 \u00a0","id":6736,"reference":"Usergen","full_text":"

    Tyerkow <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 6d12\u00a0(39 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+2 Dex, +4 natural), touch 12, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+11<\/td> <\/tr>
    Attack: <\/strong>Bite +7 melee (1d6+4) or unarmed strike +7 melee (1d3+4)<\/td> <\/tr>
    Full Attack: <\/strong>Unarmed strike +7 melee (1d3+4) and bite +2 melee (1d6+4) <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Blood drain, children of the night, domination<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/silver, darkvision 60 ft., fast healing 2, resistance to cold 10 and electricity 10, spider climb, +2 turn resistance, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +6, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 14, Con -, Int 14, Wis 14, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Bluff +13, Diplomacy +6, Disguise +6 (+8 acting, +18 in skin of the living), Hide +17, Listen +17, Move Silently +17, Search +6, Sense Motive +13, Spot +17<\/td> <\/tr>
    Feats: <\/strong>Alertness [B], Improved Grapple, Improved Initiative [B], Improved Unarmed Strike, Lightning Reflexes [B], Stunning Fist<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Alwas chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Medium); 13-18 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This man's features are somewhat feral, with hardened skin, pronounced incisors, and cold, focused eyes.<\/i>\r

    Tyerkow are variant vampires that operate mostly in urban areas. Much like vampires, they subsist upon the blood of the living. Unlike vampires, tyerkow are bound to their skin, rather than coffins.\r

    Tyerkow appear much as they did in life, although their features are often hardened, with a predatory look.\r

    Tyerkow speak Common.\r

    COMBAT<\/b>\r
    Tyerkow attempt to grapple living prey in order to suck blood, often after using their domination special attack or Stunning Fist feat to subdue their victim.\r

    Blood Drain (Ex):<\/b> A tyerkow can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round. On each such successful drain attack, the tyerkow gains 5 temporary hit points.\r

    Children of the Night (Su):<\/b> Once per day a tyerkow can call forth 1d6+1 rat swarms as a standard action. These creatures arrive in 2d6 rounds and serve the tyerkow for up to 1 hour.\r

    Domination (Su):<\/b> A tyerkow can crush an opponent\u00c2\u0092s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the tyerkow must take a standard action, and those merely looking at it are not affected. Anyone the tyerkow targets must succeed on a DC 15 Will save or fall instantly under the tyerkow's influence as though by a dominate person spell from a 6th-level caster. The ability has a range of 30 feet. The save DC is Charisma-based.\r

    Fast Healing (Ex):<\/b> A tyerkow heals 2 points of damage each round so long as it has at least 1 hit point, its fast healing does not function in sunlight when it is not wearing a skin of the living (see below). If reduced to 0 hit points in combat it falls to the floor, at which point it is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.\r

    Skin of the Living (Ex):<\/b> A tyerkow acquires its skin by murdering a humanoid, monstrous humanoid, or giant of appropriate size and stripping off the skin (using a weapon or sometimes its teeth). A tyerkow may have only a single skin of the living at a time. A tyerkow can take on the guise of a living , monstrous humanoid, or giant by putting on this skin. The tyerkow then appears just as it did when alive. When wearing skin of the living, a tyerkow is not disoriented or harmed by sunlight. While wearing skin of the living, a tyerkow gains a +10 circumstance bonus on Disguise checks made to impersonate a living humanoid or giant.\r

    Spider Climb (Ex):<\/b> A tyerkow can climb sheer surfaces as though with a spider climb spell.\r

    Skills:<\/b> Tyerkow have a +4 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.\r

    Tyerkow Weaknesses<\/b>\r
    For all their power, tyerkow have a number of weaknesses.\r

    Repelling a Tyerkow:<\/i> Tyerkow cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don\u00c2\u0092t harm the tyerkow\u00c2\u0097they merely keep it at bay. A recoiling tyerkow must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a tyerkow at bay takes a standard action.\r

    Tyerkow are also unable to cross running water. They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.\r

    Slaying a Tyerkow:<\/i> Reducing a tyerkow's hit points to 0 or lower incapacitates it but doesn\u00c2\u0092t always destroy it (see the note on fast healing). However, certain attacks can slay tyerkow.\r

    Exposing a tyerkow not wearing skin of the living 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. Similarly, immersing a tyerkow in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion.\r

    A tyerkow wearing skin of the living can be destroyed by burning it to ashes (reducing it to -10 or fewer hit points via fire damage). If a tyerkow's skin of the living is burnt while the monster is not wearing it (by applying 10 points of fire damage to it), the tyerkow will be forever destroyed at the next dawn. The tyerkow only avoids this fate if it murders and steals the skin from a new victim before sunrise.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #122<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Alwas chaotic evil","environment":"Any"},{"name":"Tymher-haid","type":"Undead","ch":5,"challenge_rating":" 5 \u00a0","id":6737,"reference":"Usergen","full_text":"

    Tymher-haid <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Fine\u00a0Undead \t\t\t(Incorporeal, Swarm)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d12\u00a0(58 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> Fly 50 ft. (perfect)(10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 24 (+8 size, +5 Dex, +1 deflection), touch 24, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/-<\/td> <\/tr>
    Attack: <\/strong>Swarm (2d6 fire)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Swarm (2d6 fire)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Distraction<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., hivemind, immune to weapon damage, immunity to fire, incorporeal traits, swarm traits, undead traits, vulnerability to water<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +10, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str \u00c2\u0097, Dex 20, Con \u00c2\u0097, Int 3, Wis 12, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Listen +9, Spot +9<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (distraction), Alertness, Iron Will, Lightning Reflexes<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A loosely defined mass of small, multicolored sparks forms a brilliant display in the air. The individual sparks swoop and dive in intricate arcs.<\/i>\r

    A a tymher-haid, or \u00c2\u0093ghost-swarm\u00c2\u0094, arises when a large number of weak creatures are not given proper funerary rites. They often arise spontaneously in places of great carnage, such as gutted dungeons and bloodied battlefields. They often do not arise until years after the deaths of the once-living that become them. \r

    Tymher-haids draw no joy from slaughter, nor do they have a supernatural need to feed on the living. As a result, they function more like an uncaring force of nature than as a ravenous ghoul or vengeful wraith.\r

    Tymher-haids usually have short unlives, for their vulnerability to water makes them extremely susceptible to rain. As a result, they rarely stray far from their places of origin.\r

    Tymher-haid do not speak or understand any languages.\r

    COMBAT\r

    A tymher-haid is a straightforward combatant, descending on victims like a swarm of wasps. \r

    Distraction (Ex):<\/b> Any living creature vulnerable to a tymher-haid swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 17 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 20 Concentration check. The save DC is Charisma-based.\r

    Hive Mind (Ex):<\/b> Any tymher-haid swarm with at least 1 hit point per Hit Die (or 9 hit points, for a standard tymher-haid swarm) forms a hive mind, giving it an Intelligence of 3. When a tymher-haid swarm is reduced below this hit point threshold, it becomes mindless. \r

    Vulnerability to Water (Ex):<\/b> Tymher-haid swarms are particularly vulnerable to water, and contact with it (such as wading into a pool or being splashed with a vial or bucket of water) inflicts 1d6 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 3d6 points of damage per round. Holy water inflicts double this damage (e.g. 2d6 per vial).<\/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":"Usually neutral evil","environment":"Any land and underground"},{"name":"Tymphanix","type":"Elemental","ch":5,"challenge_rating":" 5 \u00a0","id":6738,"reference":"Usergen","full_text":"

    Tymphanix <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 7d8+14\u00a0(45 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), burrow 10 ft., climb 10 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-1 size, +6 natural), touch 9, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+13<\/td> <\/tr>
    Attack: <\/strong>Pincer +8 melee (1d8+3)<\/td> <\/tr>
    Full Attack: <\/strong>2 pincers +8 melee (1d8+3) and tail club +7 melee (2d6+1)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Drum, stunning strike\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/-, darkvision 60 ft., elemental traits, resistance to cold 10, electricity 10, and fire 10 <\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +2, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 10, Con 15, Int 6, Wis 10, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Intimidate +7, Listen +10, Spot +10<\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Initiative (B), Multiattack, Weapon Focus (tail club)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Earth<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>Half standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>8\u00c2\u009615 HD (Large); 16-21 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The creature resembles a large gray stone scorpion with a club-like tail.<\/i>\r

    A tymphanix is a strange creature native to the Elemental Plane of Earth. They are occasionally brought to the Material Plane to serve as guardians or watchdogs. Tymphanix are rumored to be distantly related to the tralusk, or stonesinger (see Monster Manual III<\/i>).\r

    Tymphanix have an unsophisticated society, dominated by the largest and most overbearing. Each commands a territory of up to one square mile. Should the territories of two or more tymphanix overlap, a mock battle occurs, with much bullying and blustering. The more intimidating challenger claims the territory, and the loser moves on to stake out a new area.\r

    A tymphanix is 14 feet long (including its tail) and weighs 4,000 pounds.\r

    Tymphanix speak Terran.\r

    A tymphanix can be summoned with a summon monster VI<\/i> or summon nature's ally VI<\/i> spell.\r

    COMBAT\r

    If strangers approach its lair or designated guard position, a tymphanix drums on its hollow carapace in warning, striking an intimidating pose and clicking its pincers. If its warnings are not heeded, it attacks with its pincers and clublike tail, capable of stunning foes with particularly strong tail strikes.\r

    Although not shy about entering melee combat, tymphanix tend to be cowardly when reduced to 10 hp or less, usually attempting to flee.\r

    Drum (Ex):<\/b> As a move action, a tymphanix may drum its tail club on its kettlelike body, raising an alarm. The tymphanix receives a +4 racial bonus on Intimidate checks as long as it continues to drum.\r

    Stunning Strike (Ex):<\/b> Three times per day, a tymphanix may attept to make a stunning strike with its tail club attack. On a successful hit, the target must make a DC 16 Fortitude save or be stunned for 1d4 rounds. The save DC is Strength-based.\r

    Skills:<\/b> A tymphanix has a +6 racial bonus on Listen and Spot checks and 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 Polyhedron #31<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Elemental","alignment":"Always neutral","environment":"Elemental Plane of Earth"},{"name":"Tyrannabyss","type":"Aberration","ch":6,"challenge_rating":" 06 \u00a0","id":6739,"reference":"Usergen","full_text":"

    Tyrannabyss <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d8+20\u00a0(42 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 20 ft (4 squares), swim 40 ft<\/td> <\/tr>
    Armor Class: <\/strong> 14 (-2 size, +1 Dex, +5 natural), touch 9, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+16<\/td> <\/tr>
    Attack: <\/strong>Tentacle rake +6 melee (1d4+5) or stinger +2 ranged (1d4+2 plus paralysis)<\/td> <\/tr>
    Full Attack: <\/strong>2 tentacle rakes +6 melee (1d4+5) and stinger +0 ranged (1d4+2 plus paralysis)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Drag, improved grab, paralysis, rend armor, stinger<\/td> <\/tr>
    Special Qualities: <\/strong>Amphibious, boneless, damage reduction 5\/slashing or piercing, darkvision 60 ft, fast healing 1<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +2, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 13, Con 18, Int 5, Wis 11, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Hide -1*, Listen +3, Move Silently +3, Spot +3, Swim +13<\/td> <\/tr>
    Feats: <\/strong>Multiattack, Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or school (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>06<\/td> <\/tr>
    Treasure: <\/strong>10% standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>6-10 HD (Huge); 11-15 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a gigantic slug, with a toothy maw surrounded by four 10-foot long, clawed tentacles. On top of the creature are four short eyestalks. Beneath its mouth is a small opening, with an elongated tube protruding out from it. The creature's slimy hide is rubbery and gray.<\/i>\r

    The tyrannabyss is a foul hunter that inhabits coastal saltwater areas, especially reefs and rocky shoals. It is usually content as a bottom feeder, prowling the sea floor in search of prey. It is smart enough to know, however, that land creatures are a good source of food, and explores buildings near the shore for an easy meal. These creatures also cling to the bottom of ships with their numerous suckers, to prey on the boat's crew.\r

    A tyrannabyss has a circular mouth, with rows of rasping teeth that are meant more for grinding and sawing than biting. Below this mouth is the tube from which the tyrannabyss fires its harpoon-like barbed sting. The creature's hide is covered in a thick mucuous that leaves a trail of foul-smelling slime while moving on land. A tyrannabyss is able to swim quite rapidly for short distances by undulating its huge body.\r

    A tyrannabyss is 20 feet long and weighs about 1,000 pounds.\r

    COMBAT<\/b>\r
    A tyrannabyss prefers to attack using surprise, and uses its eyestalks to peek around corners, through doors, and above the surface of the water. When a victim approaches, it surges out from hiding, firing its stinger at the nearest target. If it impales a victim, the tyrannabyss will dive into the water. In melee, a tyrannabyss tries to grab a foe with its tentacles, and dive into the water - a drowned opponent does not resist. By holding a victim in place with its tentacles, a tyrannabyss is able to cut through the armor with its mouth to get to the soft flesh below.\r

    Drag (Ex)<\/b>: If a tyrannabyss hits with a stinger attack, the stinger buries itself in its target, held in place by numerous barbs on the stinger's surface. Each round thereafter that a creature remains impaled by a stinger, it takes additional stinger damage automatically and incurs a cumulative -1 circumstance penalty on attack rolls, saves, and skill checks.\r

    After impaling a victim, a tyrannabyss drags the opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 21 Escape Artist check or a DC 17 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. Either way, the stinger breaks off in the victim and the victim remains impaled. A tyrannabyss can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. \r

    The stinger has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a tyrannabyss's stinger does not provoke an attack of opportunity. If the stinger is currently attached to a target, the tyrannabyss takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing the stinger deals no damage to a tyrannabyss, but the victim remains impaled by the severed stinger. \r

    A creature impaled by a broken stinger takes 1d6 points of damage per round automatically until the stinger is removed. Removing a stinger (a full-round action) deals 2d8 points of damage to the victim, but if the character removing the stinger makes a successful Heal check (DC 20), this damage is reduced to 1d4 points.\r

    A tyrannabyss can draw in a creature and make tentacle rake attacks with a +4 bonus on its attack roll in the same round. It takes 3 full rounds to rearm the stinger; in the meantime, the tyrannabyss cannot use this attack again. The stinger cannot be rearmed if it is severed or currently impaling a creature.\r

    Improved Grab (Ex)<\/b>: To use this ability, a tyrannabyss must hit with both tentacle 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 rend the character's armor.\r

    Paralysis (Ex)<\/b>: Living creatures hit by a tyrannabyss' stinger must succeed on a DC 16 Fortitude save or be paralyzed for 2d6 rounds. The save DC is Constitution-based.\r

    Rend Armor (Ex)<\/b>: On a successful grapple check, a tyrannabyss pulls a character to its mouth, which rips apart any armor worn by its foe. This attack deals 2d6+7 points of damage to the opponent's armor. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check. Creatures not wearing armor, or whose armor has been destroyed by this ability instead take an automatic 2d6+7 points of damage each round from the teeth.\r

    Stinger (Ex)<\/b>: Most encounters with a tyrannabyss begin when it fires its barbed stinger. If a stinger misses its intended target, it is quickly reeled in. Reeling in the stinger is a full-round action. The stinger has a range of 10 feet (no range increment).\r

    Amphibious (Ex)<\/b>: Although a tyrannabyss is aquatic, it is covered with a thick coat of mucous that allows it to survive indefinitely on land, as long as the tyrannabyss remains damp.\r

    Boneless (Ex)<\/b>: The tyrannabyss has no bones or solid organs and is able to squeeze itself through openings much smaller than its apparent size. Treat the tyrannabyss as occupying a space 10 feet smaller than listed for the purposes of determining what hampers movement and when squeezing through spaces.\r

    Fast Healing (Ex)<\/b>: A tyrannabyss heals only if it is submerged in seawater.\r

    Skills<\/b>: A tyrannabyss 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 tyrannabyss has the ability to assume the coloration of its surroundings, providing a +4 racial bonus on Hide checks. *A tyrannabyss has an additional +8 racial bonus on Hide checks when submerged.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #2 (\"The Keep at Koralgesh,\" November\/December 1986, Robert B. Giacomozzi and Jonathan H. Simmons).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Tyrg","type":"Magical Beast","ch":4,"challenge_rating":" 04 \u00a0","id":6740,"reference":"Usergen","full_text":"

    Tyrg <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d10+10\u00a0(37 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 50 ft (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+3 Dex, +2 natural), touch 12, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+8<\/td> <\/tr>
    Attack: <\/strong>Bite +9 melee (1d12+3)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +9 melee (1d12+3) and 2 claws +3 melee (1d4+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Howl, improved grab, pounce, rake 1d4+3, trip<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 17, Con 15, Int 6, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide +7, Listen +7, Move Silently +14, Spot +12<\/td> <\/tr>
    Feats: <\/strong>Alertness, Track (B), Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any mountains, hills, and forest<\/td> <\/tr>
    Organization: <\/strong>Pair, pack (3-5) or pride (6-12 plus 1-4 young)<\/td> <\/tr>
    Challenge Rating: <\/strong>04<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>6-10 HD (Medium); 11-15 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles both a great cat and a wild dog. Its fur is mostly white, with splotches of gray, black and tan all over. Its stance is like that of a cat, but when it bears its fangs, its powerful jaws reveal a set of massive dog-like teeth.<\/i>\r

    A tyrg, also known as the spotted hound, appears to be a cross between a canine and a feline. It guards like a watchdog, and stalks like a tiger. Tyrgs are aggressive predators and not particularly friendly, and are very wary of humanoids approaching them. As such, scholars know very little about tyrgs, and are not even sure how to tell males from females. They have no natural enemies, but are sometimes preyed upon by monsters even nastier and hungrier than they are. They also have no natural allies, even among related species, and treat everything they meet on an individual basis.\r

    Tyrg prefer to lair in caves or deep holes in the ground. They appear to roam the wilderness in nomadic, roving packs like wild dogs, settling and raising cubs for a few seasons or years before moving on. Female tyrgs do most of the hunting and foraging while the males guard the lair, as with big cats. Males test each others\u00c2\u0092 strength and power to reestablish or reorganize the ruling hierarchy. Prides are as a majority male and ruled by the strongest male, and young tyrgs will join with the adults to defend the lair. \r

    Despite this creature\u00c2\u0092s standoffishness, if a humanoid were somehow able to befriend a tyrg, it would make an excellent companion and watchdog.\r

    A tyrg is 6 to 9 feet long and 3 feet tall at the shoulder, and usually weighs 450-650 lbs.\r

    COMBAT<\/b>\r
    A tyrg will usually begin a fight by howling, then attacking the shaken opponents with its vicious bite. Tyrgs will pounce at any available opportunity, and even take advantage of prone opponents with a rake attack.\r

    Howl (Su)<\/b>: A tyrg can emit a fierce howl, once per round as a free action, which causes all beings that hear it to be shaken for three rounds. The effects of the howl are not cumulative. The victim cannot be affected by the howl again until the effects of the last howl have worn off. There is no saving throw for this effect, though creatures of more than 10 Hit Dice are immune to it. This is a sonic, mind-affecting effect.\r

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

    Rake (Ex)<\/b>: Attack bonus +8 melee, damage 1d4+3.\r

    Trip (Ex)<\/b>: A tyrg that hits with its bite attack can attempt to trip the opponent (+8 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the tyrg.\r

    Skills<\/b>: A tyrg receives a +8 racial bonus to Move Silently checks, and a +4 racial bonus to Hide, Listen, and Spot checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in module WG5 - Mordenkainen's Fantastic Adventure (1984, Robert J. Kuntz and Gary Gygax), and Monstrous Compendium MC5 - Greyhawk Appendix (1990).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually chaotic neutral","environment":"Any mountains, hills, and forest"},{"name":"T\u0092uen-rin","type":"Magical Beast","ch":20,"challenge_rating":" 20 \u00a0","id":6741,"reference":"Usergen","full_text":"

    T\u00c2\u0092uen-rin <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 16d10+96\u00a0(184 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 60 ft (12 squares), fly 120 (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 28 (-2 size, +5 Dex, +15 natural), touch 13, flat-footed 23<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+16\/+33<\/td> <\/tr>
    Attack: <\/strong>Horn +28 melee (2d10+14)<\/td> <\/tr>
    Full Attack: <\/strong>Horn +28 melee (2d10+14) and 2 hooves +18 melee (1d10+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Awe, repel evil, spell-like abilities, spells<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, detect thoughts, empathy, end blight, goodharvest, low-light vision, natural majesty, spell resistance 30, telepathic detection, telepathy 100 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +16, Ref +17, Will +13 <\/td> <\/tr>
    Abilities: <\/strong>Str 28, Dex 20, Con 22, Int 21, Wis 23, Cha 27 <\/td> <\/tr>
    Skills: <\/strong>Concentration +23, Diplomacy +10, Handle Animal +11, Heal +9, Jump +21, Knowledge (arcana) +22, Knowledge (religion) +9, Knowledge (the planes) +22, Listen +25, Move Silently +7, Search +7, Sense Motive +23, Spellcraft +24, Spot +25, Survival +6 (+8 on other planes, +8 following tracks)<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (awe), Alertness, Blind-Fight, Flyby Attack, Iron Will, Lightning Reflexes<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Peaceable Kingdoms of Arcadia<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>20<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Always lawful good<\/td> <\/tr>
    Advancement: <\/strong>17-32 HD (Huge); 33-48 (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This majestic creature resembles a stag, covered in fine, scintillating scales of impossible shades of color. It has a thick mane and tail of darker gold color, and beautiful violet eyes. A pinkish-ivory horn grows from the middle of its forehead, and its hooves are the same color. Its face is wise and beautiful.<\/i>\r

    T\u00c2\u0092uen-rin are noble creatures related to the ki-rin (see Oriental Adventures, p 170) that roam the skies above the peaceful plains of Arcadia, motivated purely by the pursuit of good. These creatures normally have little to do with the mortal world, but occasionally travel to the Material plane on a mission of extreme importance for a powerful entity of good. They do not even normally deal with their \u00c2\u0093lesser\u00c2\u0094 kin the ki-rin, and concentrate most of their energy battling evil on the Outer Planes.\r

    T\u00c2\u0092uen-rin dwell among the clouds in Arcadia, and have an attitude as lofty as their homes. Mortals often consider them to be the strongest embodiment of good in the multiverse, and the t\u00c2\u0092uen-rin are aware of this fact. T\u00c2\u0092uen-rin are usually female, and no male t\u00c2\u0092uen-rin are known to exist. It is said that flowers spring up where a t\u00c2\u0092uen-rin\u00c2\u0092s hooves touch the earth \u00c2\u0096 though one may go centuries without setting foot on the ground.\r

    A t\u00c2\u0092uen-rin is 13 feet long and weighs 6,000 pounds.\r

    A t\u00c2\u0092uen-rin can speak Common and Auran, and can communicate telepathically with any creature that has a language and communicate empathically with any creature that is not mindless.\r

    COMBAT<\/b>\r
    Like ki-rin, t\u00c2\u0092uen-rin are peaceable creatures, said to be among the most noble and virtuous creatures in the multiverse. They avoid combat except with the most evil of creatures, which they attack fearlessly whenever encountered. T\u00c2\u0092uen-rin enjoy dealing with opponents such as greater demons and devils in a direct, physical approach rather than with magical abilities.\r

    If attacked, a t\u00c2\u0092uen-rin often deals nonlethal damage to foes, abandoning unconscious opponents to their fates. A t\u00c2\u0092uen-rin never attacks awed opponents unless they are of great evil and need to be destroyed.\r

    A t\u00c2\u0092uen-rin\u00c2\u0092s horn is a +5 magic weapon, though its power fades if removed from the t\u00c2\u0092uen-rin.\r

    Awe (Su)<\/b>: Once per day, a t\u00c2\u0092uen-rin may create an aura that can deeply affect mortals. It does this by rearing up on its hind legs, and letting out a commanding cry. Creatures that can see the t\u00c2\u0092uen-rin must succeed on a DC 28 Will save to avoid the effects. A creature that succeeds on its saving throw remains immune to that t\u00c2\u0092uen-rin's awe for 24 hours. This effect lasts for 2d6+6 rounds. This is a mind-affecting effect. The save DC is Charisma-based.\r

    A t\u00c2\u0092uen-rin can choose from the following effects each round as a free action while its awe power is in effect:\r

    Daze<\/i>: Affected beings just stare at the t\u00c2\u0092uen-rin in fascination. Awed creatures may defend themselves normally, but can take no actions. If a creature attacked physically, it will recover in the following round.\r

    Fright<\/i>: Affected beings become shaken and suffer a \u00c2\u00962 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the t\u00c2\u0092uen-rin makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.\r

    Resolve<\/i>: The t\u00c2\u0092uen-rin\u00c2\u0092s allies receive a +4 morale bonus on attack rolls, saves, and checks, while the t\u00c2\u0092uen-rin\u00c2\u0092s foes receive a \u00c2\u00964 morale penalty on attack rolls, saves, and checks.\r

    Repel Evil (Su)<\/b>: Once per month, a t'uen-rin can attempt to telepathically drive away all evil creatures from an area. All evil beings without a divine rank within 50 square miles must succeed on a DC 26 Will save or immediately exit the area to the best of their abilities. This effect otherwise functions as the repulsion<\/i> spell in that area, except it only effects evil creatures without a divine rank, and it has a duration of one month. The save DC is Charisma-based.\r

    Spell-Like Abilities<\/b>: At will \u00c2\u0096 astral projection<\/i> (self plus 50 pounds of objects only), call lightning<\/i> (DC 21), control weather<\/i>, etherealness<\/i> (self plus 50 pounds of objects only), gaseous form<\/i>, invisibility<\/i>, permanent image<\/i> (DC 24), wind walk<\/i>. Once per day, a t\u00c2\u0092uen-rin can use a permanent creation<\/i> ability that can create nutritious food and beverages for 10d10 people, 100 cubic feet of soft goods (cloth, pillows, blankets, clothing), 50 cubic feet of wooden items, or 20 cubic feet of stone or metal items. These creations are permanent, but otherwise similar to the major creation<\/i> spell. \r

    All t\u00c2\u0092uen-rins\u00c2\u0092 spell-like abilities are as the spells cast by a 20th-level caster. The save DCs are Charisma-based.\r

    Spells<\/b>: T\u00c2\u0092uen-rin cast arcane spells as 20th-level sorcerers (6\/8\/8\/8\/8\/7\/7\/7\/7\/6; save DC 18 + spell level). A typical t\u00c2\u0092uen-rin has access to the following spells: 0 \u00c2\u0096 daze<\/i>, detect magic<\/i>, disrupt undead<\/i>, ghost sound<\/i>, light<\/i>, mending<\/i>, message<\/i>, read magic<\/i>, resistance<\/i>; 1st \u00c2\u0096 hypnotism<\/i>, silent image<\/i>, sleep<\/i>, true strike<\/i>, ventriloquism<\/i>; 2nd \u00c2\u0096 blur<\/i>, invisibility<\/i>, mirror image<\/i>, misdirection<\/i>, Tasha\u00c2\u0092s hideous laughter<\/i>; 3rd \u00c2\u0096 displacement<\/i>, heroism<\/i>, magic circle against evil<\/i>, suggestion<\/i>; 4th \u00c2\u0096 charm monster<\/i>, confusion<\/i>, dimensional anchor<\/i>, rainbow pattern<\/i>; 5th \u00c2\u0096 dismissal<\/i>, symbol of sleep<\/i>, teleport<\/i>, wall of force<\/i>; 6th \u00c2\u0096 antimagic field<\/i>, symbol of fear<\/i>, symbol of persuasion<\/i>; 7th \u00c2\u0096 power word blind<\/i>, symbol of stunning<\/i>, symbol of weakness<\/i>; 8th \u00c2\u0096 power word stun<\/i>, symbol of death<\/i>, symbol of insanity<\/i>; 9th \u00c2\u0096 gate<\/i>, power word kill<\/i>, wish<\/i>. The save DCs are Charisma-based. The save DCs are Charisma-based.\r

    Detect Thoughts (Su)<\/b>: A t\u00c2\u0092uen-rin can continuously detect thoughts<\/i> as the spell (caster level 16th, DC 20). This ability is always active. The save DC is Charisma-based.\r

    Empathy (Su)<\/b>: A t\u00c2\u0092uen-rin can communicate empathically with any creature within 100 feet, even if it does not have a language. It is possible to address multiple creatures at once empathically, although maintaining an empathic exchange with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.\r

    A t\u00c2\u0092uen-rin cannot see through the other creature\u00c2\u0092s eyes, but can communicate general emotional content (such as fear, hunger, happiness, curiosity). Note that the low Intelligence of a creature may limit what the creature is able to communicate or understand, and even intelligent creatures may see the world differently from a t\u00c2\u0092uen-rin, so misunderstandings are always possible.\r

    End Blight (Su)<\/b>: Once per month, a t'uen-rin can stop the spread of disease or plague within a 100 mile radius. All non-evil creatures within the area are affected by a remove disease<\/i> spell (caster level 18th). No new diseases (whether naturally occurring, spread by a creature's attacks, or magically-created) may be transmitted within the area for one year.\r

    Goodharvest (Su)<\/b>: Once per day, a t'uen-rin can cause enhance the growth of crops in an area to yield a maximum harvest. This functions as the enrichment effect of the plant growth<\/i> spell, except the area is 20 square miles. They will often use this ability to aid farmers in trouble or reward those who have lived with integrity.\r

    Natural Majesty (Su)<\/b>: Non-evil animals will not attack a t'uen-rin under any circumstance. Creatures with the Air subtype will only attack a t'uen-rin if magically compelled by an evil creature (such as via a dominate monster<\/i> effect). Even then, the evil creature must succeed on a caster level check (DC = 20 + t'uen-rin's HD) to force the compelled creature to attack the t'uen-rin.\r

    Telepathic Detection (Su)<\/b>: When a t\u00c2\u0092uen-rin uses its telepathy to communicate with a creature, the t\u00c2\u0092uen-rin can use detect evil<\/i>, detect good<\/i>, and discern lies<\/i>, as the spells (caster level 18th) as free actions. The creature can resist discern lies<\/i> with a DC 26 Will save. The save DC is Charisma-based.<\/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":"Magical Beast","alignment":"Always lawful good","environment":"Peaceable Kingdoms of Arcadia"},{"name":"Ubue","type":"Humanoid","ch":2,"challenge_rating":" 02 \u00a0","id":6742,"reference":"Usergen","full_text":"

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

    Large Humanoid (Ubue)<\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/b> 3d8+6 (19 hp)<\/p> <\/td> <\/tr>

    Initiative: <\/b>\u00961 (Dex)<\/p> <\/td> <\/tr>

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

    AC:<\/b> 17 (\u00961 size, \u00961 Dex, +6 natural, +3 hide)<\/p> <\/td> <\/tr>

    Attacks:<\/b> 3 clubs +5 melee or 3 slams +5 melee<\/p> <\/td> <\/tr>

    Damage:<\/b> Club 1d6+3 or slam 1d4+3<\/p> <\/td> <\/tr>

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

    Special Attacks: <\/b>Superior three\u0096weapon fighting<\/p> <\/td> <\/tr>

    Special Qualities:<\/b> Low\u0096light vision<\/p> <\/td> <\/tr>

    Saves:<\/b> Fort +2, Ref \u00961, Will \u00961<\/p> <\/td> <\/tr>

    Abilities:<\/b> Str 16, Dex 9, Con 15, Int 8, Wis 9, Cha 12<\/p> <\/td> <\/tr>

    Skills: <\/b>Climb +4, Hide +0, Listen +4, Search +4, Spot +5<\/p> <\/td> <\/tr>

    Feats: <\/b>Power Attack<\/p> <\/div> <\/td> <\/tr>

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

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

    Organization:<\/b> Solitary or clan (3\u009630)
    Challenge Rating:<\/b> 2<\/p> <\/td> <\/tr>

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

    Alignment:<\/b> Any chaotic<\/p> <\/td> <\/tr>

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

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

    These beings vaguely resemble humans, but have three heads, three arms, and three legs. One of the three heads will always be of a different sex from the other two and it will always be in the middle. The sex of the ubue is determined by how many heads it has of one sex. Two male heads indicates it will be male and vice versa. Due to this division of heads, there is a great deal of argument between the heads from time to time. Sometimes these arguments are untimely, as in the middle of a battle (15% chance).<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Ubues have pale flesh, and in all features appear as a human.\u00a0 They wear animal skins, and use bones as hair decorations and jewelry.<\/p> <\/td> <\/tr>

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

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

    Ubues attack wildly with their weapons, or with their bare hands if they are unarmed. There is no real skill or method in their combat\u0096\u0096they attack with primal rage and savage brutality.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Superior Three\u0096Weapon Fighting (Ex):<\/b> Because each of its three heads controls an arm, the ubue does not suffer an attack penalty for attacking with three weapons.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills: <\/b>An ubue\u0092s three heads grants it a +4 to Listen, Spot and Search checks. An ubue cannot be flanked.<\/p> <\/td> <\/tr>

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

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

    The favored class of a ubue is barbarian, and all ubue chieftains are barbarians. Female ubues have been know to become adepts, but this is rare; nearly all classed members of both sexes of this unusual race are barbarians.<\/p> <\/td> <\/tr>

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

    Ubue Society<\/span><\/h2> <\/td> <\/tr>

    The social system of the ubues is simple. The strongest male ubue is the tribal chief. A male ubue can at any time challenge the chief for the right to be the new ruler. If the challenger loses, he is forced to leave the tribe for a period of 4 seasons. His family, if he has one, is often exiled with him. If the chief loses, he simply becomes one of the village elders and will always have voice in the council.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Female ubues generally give birth to only one child at a time. If more than one babe is born, the tribe\u0092s shaman will kill one of the babies. If one of the babes is female and the other male, it will be the female that dies, otherwise the shaman cast sticks onto the floor searching for signs from the gods as to which child to slay.<\/p> <\/td> <\/tr>

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

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

    The Ubue first appeared in module B3(Jean Wells, 1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Humanoid","alignment":" Any chaotic","environment":" Any land and underground"},{"name":"Uintatherium","type":"Animal","ch":4,"challenge_rating":" 4 \u00a0","id":6743,"reference":"Usergen","full_text":"

    Uintatherium <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 9d8+45\u00a0(85 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (\u00c2\u00961 size, +7 natural), touch 9, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+18<\/td> <\/tr>
    Attack: <\/strong>Bite +13 melee (1d8+8\/x3) or gore +14 melee (2d6+8)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +13 melee (1d8+8\/x3) and gore +14 melee (2d6+8)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical, powerful charge, trample 2d8+12\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +6, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Listen +14, Spot +3\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance, Weapon Focus (gore)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or herd (2\u00c2\u00968)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>10\u00c2\u009612 HD (Large); 13\u00c2\u009627 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a rhinoceros, save for the six horns protruding from its skull and a pair of saberlike canines jutting from its mouth.<\/i>\r

    Although herbivorous, the uintatherium's teeth are extremely sharp and deadly, the better for plucking the thick plants that form its diet.\r

    An uintatherium is 6 to 14 feet long, 3 to 6 feet high at the shoulder, and weighs up to 6,000 pounds. \r

    COMBAT\r

    A uintatherium behaves much like a rhinoceros, charging foes and goring them. Unlike a rhino, it also possesses a deadly bite attack.\r

    Augmented Critical (Ex):<\/b> An uintatherium deals triple damage if it scores a critical hit with its bite attack.\r

    Powerful Charge (Ex):<\/b> An uintatherium deals 4d6+24 points of damage when it makes a charge.\r

    Trample (Ex):<\/b> Reflex half DC 22. The save DC is Strength-based.\r
    <\/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 plains"},{"name":"Uldra","type":"Humanoid","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6744,"reference":"Usergen","full_text":"

    Uldra <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Humanoid \t\t\t(Uldra)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+2\u00a0(6 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft<\/td> <\/tr>
    AC:<\/strong> 14 (+1 Dex, +3 leather armor and shield)<\/td> <\/tr>
    Attacks:<\/strong>Longsword +0 melee; or shortbow +1 ranged<\/td> <\/tr>
    Damage: <\/strong>Longsword 1d8; or shortbow 1d6<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong><\/td> <\/tr>
    Special Qualities: <\/strong>Uldra traits, speak with animals, pass without trace, Darkvision 120 ft, cold resistance 5<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +3, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 12, Con 15, Int 12, Wis 10, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Listen +3, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Weapon Focus (longsword)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any cold land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, troop (3-40, plus 1 2nd-level ranger), clan (30-400 plus 1 4th-level ranger lieutenant and 1 6th-level ranger-chief per 50 uldras; plus 1 4th-level druid per 100 uldras; plus 1 4th-level ranger, 1 4th-level druid, 1 7th-level druid, and 1 7th-level ranger per 200 uldras; plus 2-12 rangers of 2nd-5th level, 2-8 druids of 2nd-4th level, and 50% noncombatant females and young, and animal guardians (equal chance of 5-30 giant badgers, 2-8 brown bears, or 5-20 wolves) per clan)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful good<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Uldras are in the same family tree as gnomes and dwarves, but they are a completely separate race. The physical resemblance as well as similarities in attitudes definitely reminds one of the uldra's brother races, but the uldra have a completely different way of going about things than the other demihumans. Uldra's are about midway in height between dwarves and gnomes, being around 4 feet tall on the average. They have large noses and full beards like their cousins, but their ears are significantly pointier, much like an elf's. \r

    The skin of an uldra is fairly colorless, with a whitish-yellow complexion that allows them to blend in with snow. Uldras have grey or white hair that is kept to at least shoulder length, and their eyes are usually a dull gray color. Uldras also usually wear drab clothing of various shades of gray. They wear simple tunics, with colorful conical hats, and pointed boots. The average uldra lives for 900 years; see the age categories in Table 2.\r

    Uldras speak Common, Draconic, Gnome, Elf, Dwarf, Sylvan, and their own language. Uldras can also speak with any creature that has an Intelligence score of 1 or better.\r

    COMBAT<\/b>\r
    Uldras are typically armored with leather armor and shield, and some may carry rings of protection +1<\/i> or other devices. Uldras are usually armed with longswords and shortbows, but sometimes carry other weapons such as light crossbows, spears, axes, picks, maces, and hammers.\r

    Speak with Animals (Sp)<\/i>: 3\/day as a 1st-level druid.\r
    Pass without Trace (Sp)<\/i>: 1\/day as a 1st-level druid.\r
    Uldra traits (Ex)<\/i>: Uldras benefit from a number of racial traits:\r
    \tSmall: As Small creatures, uldras gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-Size characters.\r
    \tDarkvision: Uldras can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and uldras can function just fine with no light at all.\r
    \t+2 racial bonus on saving throws against poison. Uldras are very hardy and resistant to toxins.\r
    \t+2 racial bonus on saving throws against spells and spell-like effects.\r
    Due to their knowledge of nature, uldras have the ability to automatically identify plants, animals, and pure water.\r
    Stonecunning: Stonecunning grants uldras a +2 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction, unsafe stone surfaces, shaky stone ceilings, and the like. (This ability works the same way as it does for dwarves.)\r
    +4 racial bonus to Listen checks. Uldras have very sensitive hearing.\r

    ULDRA SOCIETY<\/b>\r
    Uldras dwell in icy dungeons or any hospitable land in tundra regions. They are closely related to both dwarves and gnomes, and have developed a great love for all things in nature. In particular, uldras have a strong love and empathy for wild animals. Uldra society consists of clans very similar to those of dwarves and gnomes. The typical uldric lair is always an underground complex, mined by the uldras through ice or solid rock.\r

    Uldras share many aspects of their gnomish and dwarven cousins, though they are a bit more cheerful than dwarves, and a bit less cheerful than gnomes. Uldras enjoy eating, drinking, and telling stories around campfires with new friends. Uldras are on friendly terms with both dwarves and gnomes, who they view as their brothers. Uldras support their love for precious metals and gems by mining and gemcutting. Though not especially well known for it, they are also good woodworkers. Although uldras generally view elves with neutrality or even apathy, they tend to associate well with elves once the ice is broken, especially since both races share the same love of nature. Uldras are highly courageous, and never forget their friends or foes, immortalizing them in story and song.\r

    ULDRA CHARACTERS<\/b>\r
    An uldra's favored class is ranger; most uldra leaders are rangers. Uldras are also commonly druids, and are occasionally fighters, clerics, and rogues. Most uldra spellcasters are druids and worship their god Aslak.\r


    PLAYER CHARACTER INFORMATION<\/b>\r
    Uldra as PCs have the same abilities to speak with animals, pass without trace, and see with darkvision as uldric NPCs. Player character and NPC uldric druids may worship any uldric deity, though the majority of them are neutral good and worship Aslak, the leader of the pantheon.\r

    ULDRA RACIAL TRAITS\r
    +2 Dexterity, +2 Constitution, -4 Charisma\r
    Uldra base speed is 20 feet.\r
    Automatic Languages: Common and Uldra. Bonus Languages: Draconic, Dwarf, Elf, Gnome, Sylvan.\r
    Favored Class: Ranger. A multiclass uldra's ranger class does not count when determining whether he suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, page 56 in the Player's Handbook).\r

    TABLES (as per page 93 in the Player's Handbook)\r
    Aging:\r
    Adulthood; 50\r
    Barbarian\/Ranger\/Sorceror; +6d6\r
    Bard\/Fighter\/Paladin\/Ranger; +8d6\r
    Cleric\/Druid\/Monk\/Wizard; +12d6\r

    Middle Age; 400\r
    Old; 600\r
    Venerable; 900\r
    Max Age; +2d% years\r

    Base height, man; 3'2\"; woman; 3'0\"\r
    Height Modifier; +2d6\r
    Base weight, man; 105 lbs.; woman; 80 lbs.\r
    Weight Modifier; x(1d6) lbs.\r


    ULDRIC DEITIES<\/b>\r
    Uldras have a pantheon as diverse as any of the other intelligent humanoid races. Their available deities are listed below:\r

    DIETY **** ALIGNMENT **** DOMAINS\r
    Aslak, God of the Uldras * Lawful Good * Animals, Good, Law, Protection\r
    Maitak, God of Nature * Neutral Good * Animals, Earth, Good, Plant\r
    Salturen, God of Justice * Lawful Neutral * Law, Protection, Strength, War\r
    Talminen, God of Freedom * Chaotic Good * Chaos, Good, Luck, Trickery\r


    Uldric gods are on good terms with the gods of the gnomes and dwarves, and often ally with them against the orc and goblin gods and demon lords. These gods live on the plane of Arcadia in an realm known as the Silver Tundra. Aslak, the wise one, rules them with a fair and open heart. Uldras view elks (and the horns of such animals) as sacred elements of nature, and symbols of the beauty and purity of nature. The important gods of the uldras are briefly detailed below.\r

    ASLAK (\"The Wise One\")<\/b>\r
    Greater god\r
    ALIGNMENT: Lawful good\r
    WORSHIPER'S ALIGNMENT: Lawful good (uldras)\r
    SYMBOL: The horn of an elk\r
    PLANE: Arcadia\r

    Aslak is the leader of the uldric pantheon, respectfully called \"old\" by his people, as he is truly old, wise, and experienced. Aslak has fought battles with many evil orcish and goblin gods, and with many demons of the abyss. Like his people, Aslak has a great love of nature and punishes those who abuse the land and animals.\r
    Aslak always appears as a handsome, gray-skinned uldra with a long white beard, about the same height as an ogre. Aslak owns the horn of an elk with very sharp points that he uses as a weapon, and he always appears with his elk companion, Kaiko. \r

    MAITAK (lord of nature and mountains)<\/b>\r
    Demigod\r
    ALIGNMENT: Neutral good\r
    WORSHIPERS ALIGNMENT: Good (uldras)\r
    SYMBOL: A great pine tree\r
    PLANE: Arcadia\r

    Maitak is the half-brother of Talminen, whom he often travels with. Maitak protects nature and those creatures who depend upon it, and is commonly associated with unicorns. He can increase the amount of precious metals in a mountain for his faithful worshippers.\r
    Maitak appears as a handsome uldra with gold-colored hair, with a short beard. Maitak wields a silver-colored spear, which was a gift from his father.\r

    SALTUREN (god of justice)<\/b>\r
    Lesser god\r
    ALIGNMENT: Lawful neutral\r
    WORSHIPER'S ALIGNMENT. Lawful good or lawful neutral (uldras)\r
    SYMBOL: A set of scales\r
    PLANE: Arcadia\r

    Salturen appears as an uldra the size of a human, with a grayish-black beard and an eternally gruff expression on his face. He is the god of fair justice and punishes all lawful-evil actions as an abuse of the law. Salturen carries a shining white magical shield with an black rune written upon its surface, that reverses all attacks upon him to the attacker. Salturen's clerics and druids serve as judges at court.\r

    TALMINEN (god of freedom)<\/b>\r
    Lesser god\r
    ALIGNMENT: Chaotic good\r
    WORSHIPERS ALIGNMENT: Chaotic good (uldras)\r
    SYMBOL: The broken thorn\r
    PLANE: Arcadia\r

    Talminen resembles his brother Maitak, although he is a bit taller than Maitak and his beard is slightly grayer. Both gods appear youthful. Talminen travels with his half-brother Maitak and a unicorn named Anor Speedrunner. Talminen became the god of freedom when he traveled to the Nine Hells to free a mortal uldric lord from the hands of Gruumsh One-Eye. Talminen wields a magic spear like his brother's, also a gift from his father.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in DRAGON Magazine #119 (1987, \"The Uldra\", Calle Lindstrand).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually lawful good","environment":">Any cold land and underground"},{"name":"Uldra","type":"Humanoid","ch":"10","challenge_rating":" \u00bd \u00a0","id":6745,"reference":"Usergen","full_text":"

    Uldra <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Humanoid \t\t\t(Uldra)\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)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+1 size, +1 Dex, +2 leather armor, +1 light wooden shield), touch 12, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-3<\/td> <\/tr>
    Attack: <\/strong>Longsword +2 melee (1d8\/19-20\/x2) or shortbow +2 ranged (1d6\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Longsword +2 melee (1d8\/19-20\/x2) or shortbow +2 ranged (1d6\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>None<\/td> <\/tr>
    Special Qualities: <\/strong>Uldra traits<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +1, Will -1 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 13, Con 15, Int 12, Wis 8, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Craft (carpentry) +3, Craft (gemcutting) +3, Hide +6, Knowledge (nature) +4, Listen +4, Profession (miner) +2, Spot +2 <\/td> <\/tr>
    Feats: <\/strong>Weapon Focus (longsword)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold desert and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, troop (3-40, plus 1 2nd-level ranger), clan (30-400 plus 1 4th-level ranger lieutenant and 1 6th-level ranger-chief per 50 uldras; plus 1 4th-level druid per 100 uldras; plus 1 4th-level ranger, 1 4th-level druid, 1 7th-level druid, and 1 7th-level ranger per 200 uldras; plus 2-12 rangers of 2nd-5th level, 2-8 druids of 2nd-4th level, and 50% noncombatant females and young, and animal guardians (equal chance of 5-30 giant badgers, 2-8 brown bears, or 5-20 wolves) per clan)<\/td> <\/tr>
    Challenge Rating: <\/strong>\u00c2\u00bd<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful good<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+0<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This short humanoid is slightly taller than half as high as a human. Its complexion is whitish-yellow and fairly colorless. It has grayish hair and a short, full beard, and its dull gray eyes are surprisingly cheery. Its eyes are slightly pointed, and it has a large nose. It wears a simple tunic over leather armor, with a colorful conical hat, and pointed boots.<\/i>\r

    Uldras are a nature-loving race of small humanoids. Uldras are in the same family tree as gnomes and dwarves, but are a completely separate race. The physical resemblance as well as similarities in attitudes definitely reminds one of the uldra's brother races, but the uldra have a completely different way of going about things than the other demihumans. Uldras are about midway in size between dwarves and gnomes. They have large noses and full beards like their cousins, but their ears are significantly pointier, much like an elf's. Uldras average about 3 \u00c2\u00bd - 4 feet tall and weigh between 100 and 120 pounds.\r

    Uldras share many aspects of their gnomish and dwarven cousins, though they are a bit more cheerful than dwarves, and a bit less cheerful than gnomes. Uldras enjoy eating, drinking, and telling stories around campfires with new friends. Uldras are on friendly terms with both dwarves and gnomes, who they view as their brothers. Although uldras generally view elves with neutrality or even apathy, they tend to associate well with elves once the ice is broken, especially since both races share the same love of nature. Uldras are highly courageous, and never forget their friends or foes, immortalizing them in story and song.\r

    Uldras speak their own language, Uldric, and often learn the languages of their brother races as well as the languages of the wilderness races. Those who travel away from their homes often also known the Common tongue and may learn Draconic, the language of their enemies the kobolds.\r

    Most uldras encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.\r

    COMBAT<\/b>\r
    Uldras are typically armored with leather armor and a shield, and some may utilize magic items that improve their defenses. Uldras are usually armed with longswords and shortbows, but sometimes carry other weapons such as light crossbows, spears, axes, picks, maces, and hammers. Uldras know the best way to set up defenses for their homes, and anyone invading an uldra clan will be in for a surprise.\r

    \u00c2\u0095 Uldra Traits (Ex)<\/b>: Uldras possess the following racial traits.\r
    +2 Constitution, +2 Dexterity, -2 Charisma\r
    \u00c2\u0095 Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits \u00c2\u00be those of Medium characters.\r
    \u00c2\u0095 An uldra\u00c2\u0092s base land speed is 20 feet.\r
    \u00c2\u0095 Darkvision out to 120 feet. \r
    \u00c2\u0095 Stonecunning: This ability grants an uldra 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. An uldra who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and an uldra can use the Search skill to find stonework traps as a rogue can. An uldra can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Uldras 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 +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.\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 +2 racial bonus on Craft checks that are related to gemcutting or carpentry and Profession checks related to mining.\r
    \u00c2\u0095 An uldra can always automatically identify plants, animals, and pure water.\r
    \u00c2\u0095 Arctic Adaptation: An uldra 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) he must make Fortitude saves like any other creature, but gains a +4 racial bonus on this save.\r
    \u00c2\u0095 Wild Empathy: This power works like the druid\u00c2\u0092s wild empathy class feature, except that the uldra has a +2 racial bonus on the check. If the uldra has wild empathy as a class feature, this bonus stacks with that ability.\r
    \u00c2\u0095 Trackless Step: An uldra leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.\r
    \u00c2\u0095 Speak with animals<\/i> as the spell, three times per day, duration 1 minute. An uldra with a Charisma score of at least 10 can also use this ability on magical beasts.\r
    \u00c2\u0095 +2 racial bonus on Listen checks. \r
    \u00c2\u0095 Automatic Languages: Common, Uldric. Bonus Languages: Draconic, Dwarf, Elf, Gnome, Sylvan. \r
    \u00c2\u0095 Favored Class: Ranger\r

    The uldra warrior presented here had the following ability scores before racial adjustments: Str 10 Dex 11 Con 13 Int 12 Wis 8 Cha 9.\r

    ULDRA SOCIETY<\/b>\r
    Uldras dwell in icy dungeons or any hospitable land in tundra regions. They are closely related to both dwarves and gnomes, and have developed a great love for all things in nature. In particular, uldras have a strong love and empathy for wild animals. Uldra society consists of clans very similar to those of dwarves and gnomes. The typical uldric lair is always an underground complex, mined by the uldras through ice or solid rock. \r

    Uldras support their love for precious metals and gems by mining and gemcutting. Though not especially well known for it, they are also good woodworkers. \r

    The chief deity of the uldras is Aslak, the wise old god who taught them their love of nature. Most uldra spellcasters are druids.\r

    VITAL STATISTICS<\/b> (as per page 109 in the Player's Handbook)\r
    Adulthood: 50; Random Starting Age: \r
    Barbarian\/Ranger\/Sorcerer: +6d6 \r
    Bard\/Fighter\/Paladin\/Ranger: +8d6 \r
    Cleric\/Druid\/Monk\/Wizard: +12d6 \r

    Aging:\r
    Middle Age: 400; Old: 600; Venerable: 900; Maximum Age: +2d% years \r

    Base height, man: 3'2\"; woman: 3'0\"; Height Modifier: +2d6 \r
    Base weight, man: 105 lbs.; woman: 80 lbs.; Weight Modifier: x (1d6) lbs. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #119 (\"The Uldra,\" March 1987, Calle Lindstrand).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually lawful good","environment":"Cold desert and underground"},{"name":"Umbra","type":"Undead","ch":3,"challenge_rating":" 3 \u00a0","id":6746,"reference":"Usergen","full_text":"

    Umbra <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d12+8\u00a0(34 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+3 Dex, +2 Cha), touch 15, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+2<\/td> <\/tr>
    Attack: <\/strong>Claw +2 melee (1d6) or shadowstrike +2 melee touch (1d6)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +2 melee (1d6) or shadowstrike +2 melee touch (1d6)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Evil gaze, frightful presence, shadowstrike, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damaged by sunlight, darkvision 120 ft., light blindness, spell resistance 8, +4 turn resistance, undead traits\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +4, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 17, Con \u00c2\u0097, Int 4, Wis 11, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Hide +13*, Listen +2, Move Silently +12, Search -1, Spot +2<\/td> <\/tr>
    Feats: <\/strong>Stealthy, Weapon Finesse\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or clan (2\u00c2\u00968)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>5-12 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This gaunt, elflike humanoid has dark violet skin, silver hair, and bright indigo eyes that burn with a black flame. Leathery skin stretches tightly over its visible bones.<\/i>\r

    Umbra are undead shadow elves that serve a powerful banshee queen. They exist only to serve her whims, indifferently awaiting her commands. Once orders are given, they carry out their mission with zealous fervor.\r

    Umbra are 6 feet tall and weigh up to 150 pounds. \r

    Umbra speak Common and Elven.\r

    COMBAT\r

    An umbra is cruel and cunning, stunning foes with its vile gaze before savaging a victim's body or shadow with its wicked claws. Umbra prefer to attack from ambush, striking terror in the hearts of those who witness their suprising, savage attacks.\r

    Damaged by Sunlight (Ex):<\/b> Exposure to natural sunight deals 5 points of damage to an umbra each round. \r

    Evil Gaze (Su):<\/b> Fear, 30 feet. A creature that meets the umbra's gaze must succeed on a DC 14 Will save or be stunned for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same umbra's gaze for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.\r

    Frightful Presence (Su):<\/b> An umbra inspires terror when ambushing others. If attacking during a surprise round, all creatures that can see the umbra must succeed on a DC 14 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the umbra. The save DC is Charisma-based.\r

    Light Blindness (Ex):<\/b> Abrupt exposure to bright light (such as sunlight or a daylight<\/i> spell) blinds umbra for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. \r

    Shadowstrike (Su):<\/b> As a standard action, in any illumination other than total darkness, an umbra may choose to strike at an opponent's shadow. To do so, it makes a melee touch attack. If the attack succeeds, it deals damage as if it had hit the creature with a claw attack.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097invisibility<\/i> (self only). Caster level 4th. The save DCs are Charisma-based.\r

    Unholy Grace (Su):<\/b> An umbra adds its Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to its Armor Class. (The statistics block already reflects these bonuses).\r

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

    Skills:<\/b> Umbra have a +2 racial bonus on Listen, Search, and Spot checks, and a +4 racial bonus on Hide and Move Silently checks. *In areas of shadowy illumination, the umbra's Hide bonus improves to +12.\r

    In Ravenloft<\/b>\r
    The umbra dwell in the domain of Keening, moving through the tunnels of Mount Lament with indifference, awaiting the commands of Tristessa. They patrol Keening in search of the banshee's baby. When Tristessa became the darklord of Keening, she had over five hundred umbra to command. Their numbers have dwindled over the years, however, so that fewer than one hundred umbra dwell in the domain currently.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Servants of Darkness<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always chaotic evil","environment":"Temperate forests and underground"},{"name":"Umibozu","type":"Undead","ch":11,"challenge_rating":" 11 \u00a0","id":6747,"reference":"Usergen","full_text":"

    Umibozu <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Gargantuan\u00a0Undead \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 22d12\u00a0(143 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares), swim 50 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 20 (-4 size, +2 Dex, +12 natural), touch 8, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+11\/+35<\/td> <\/tr>
    Attack: <\/strong>Tentacle +19 melee (2d8+12\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>6 tentacles +19 melee (2d8+12\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/20 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Capsize, stunning strike<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., +2 turn resistance, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +11, Will +18 <\/td> <\/tr>
    Abilities: <\/strong>Str 34, Dex 15, Con \u00c2\u0097, Int 7, Wis 20, Cha 20 <\/td> <\/tr>
    Skills: <\/strong>Intimidate +30, Spot +30, Swim +20<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Combat Reflexes, Dire Charge, Improved Critical (tentacle), Improved Initiative, Improved Sunder, Lightning Reflexes, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>11<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>23-44 HD (Gargantuan); 45-66 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The water begins to bubble and swell before a massive, dark-gray entity surfaces. Its head vaguely resembles that of a shaven monk, although its eyes are oversized for its face. Long, serpentine tentacles lash about, dripping rivulets of seawater.<\/i>\r

    Umibozu are massive, undead that harass seafaring vessels and their crews. It is unknown whether umibozu are a collective entity formed from monks who lost their lives at sea, or simply undead versions of an unknown gigantic yōkai. Regardless of their origin, these cruel undead will often toy with sailors, demanding a bucket be placed upon the deck which it will fill with seawater until the ship sinks. Enterprising seafarers have designed variant bags of holding known as bottomless barrels to avoid such fates when sailing through umibozu-infested waters.\r

    Umibozu stand 40 feet tall. Coloration ranges from dark gray to utterly black, except for glowing yellow or scarlet eyes.\r

    Umibozu speak Aquan, Common, and Infernal.\r

    COMBAT\r

    Umibozu enjoy frightening and intimidating crews before tearing a ship asunder. They also like batting sailors into the sea with their massive tentacles, one at a time.\r

    Capsize (Ex):<\/b> A submerged umibozu that surfaces under a boat or ship less than 30 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 30 to 80 feet long and a 20% chance to capsize one over 80 feet long. \r

    Crushing Blow (Ex):<\/b> As a full-round action, an umibozu can set up vibrations within the hull of a boat that can split its hull asunder. The ship is hit automatically, taking 6d8+18 points of damage. The ship's pilot must make a DC 33 Profession (sailor) check after each hit to keep the vessel from being breached and sinking in 1d10 minutes. Apply a modifier to the DC based on the type of ship: rowboat +4, keelboat +2, sailing ship or longship +0, warship -3, galley -5. Regardless of the ship's saving throw result, characters aboard the ship must make DC 33 Reflex saves; a successful save means the character takes 1d4 points of damage; on a failed save, a character on deck is hurled overboard and a character belowdecks takes 2d4 points of damage. The save and check DCs are Strength-based.\r

    Stunning Strike (Ex):<\/b> Any creature struck by two of an umibozu's tentacle attacks in a single round must make a DC 33 Fortitude save or be stunned for 2d4 rounds. The save DC is Strength-based.\r

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

    Notes:<\/b> Based on the sea bonze that originally appeared in Dragon Magazine #26 (1979).<\/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":"Umpleby","type":"Monstrous Humanoid","ch":4,"challenge_rating":" 4 \u00a0","id":6748,"reference":"Usergen","full_text":"

    Umpleby <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Monstrous Humanoid \t\t\t(Electricity)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+24\u00a0(51 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6 (Dex, Improved Initiative)<\/td> <\/tr>
    Speed:<\/strong> 20 ft.<\/td> <\/tr>
    AC:<\/strong> 16 (+2 Dex, +4 natural)<\/td> <\/tr>
    Attacks:<\/strong>Slam +6 melee or touch +8 melee or net +6 melee or net +8 ranged; grapple bonus +6<\/td> <\/tr>
    Damage: <\/strong>Slam 1d4, touch plus electricity<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft. by 5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Electric touch<\/td> <\/tr>
    Special Qualities: <\/strong>Immunities, detect treasure<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +7, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 14, Con 18, Int 6, Wis 14, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Craft (net) +5, Listen +7, Search +3, Spot +7<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Weapon Finesse (touch)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Triple Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>7-12HD (Medium-size)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    An umpleby is a strange, almost simian humanoid creature covered in shaggy brown hair. It ranges from 6 to 8 feet in height, and is much stocker than humans of comparable size. The fur of an umpleby constantly crackles and dances with bluish sparks of static electricity, giving a hint of its powers. Although not physically strong by any means, an umpleby is quite hardy and their toughness has taken many inexperienced adventurers by surprise.\r

    Umplebys look and act rather stupid. Those unaware of their nature will often take them as ape-like buffoons, laughing at their antics and apparent lack of intelligence. An umpleby that encounters a group of adventurers is likely to tag along with them\u00c2\u0097much to the regret of its new companions. \r

    Umplebys are indeed clever idiots, for they make no attempt to cooperate with the party. They refuse to be left behind or eluded, and on the same token they refuse to assist in any fights or stealth in which the party tries to partake. Umplebys can speak in a form of pidgin Common, but often refuse to communicate at all.\r

    The one thing that umplebys are known for is their ability to mentally detect the presence of valuable metals and gems. They are greedy creatures, and will seek out shiny baubles and glittering jewelry unerringly. An umpleby that detects such riches will often try to coerce the party into retrieving them, even to the extent of leading the way to the trove. Although quite avaricious, they understand the concept of fairness and will only demand their fair share of the trove once it is located. They are very jealous and protective of their own treasure, however, and will never reveal the location of their personal wealth even under pain of death.\r

    Combat\r
    An umpleby only wants treasure and temporary companionship, and to this end it doesn\u00c2\u0092t attack unless provoked. When pressed to defend itself, it strikes with its fists. An umpleby will reserve its electrical attacks as a weapon of last resort.\r

    Electrical Touch (Su): An umpleby\u00c2\u0092s body can generate and store electricity. An umpleby will have a number of charges equal to its Hit Dice plus its Constitution modifier. It discharges this electricity in a touch attack. Each charge inflicts 1d4+1 points of electrical damage. There is no limit to the number of charges an umpleby may expend on a single touch attack, other than its remaining number of charges and initial maximum. \r

    Once it expends all of its available charges, an umpleby falls into a deep slumber in order to regenerate its electricity. After one hour, the umpleby will regain half of its charges, and after 4 hours it will have restored 75% of them. Only after a full 8 hours of rest will the umpleby be fully restored to its maximum number of charges.\r

    Detect Treasure (Ex): At will, an umpleby can detect the presence of gems and precious metals at a range of 100 feet, even though solid rock. The amount of treasure must be sizable, however, in order to attract the attention of an umpleby in this manner\u00c2\u0097more than 1,000 coins and\/or 50 gems. It is well known among learned sages that electricity can interact in powerful ways with certain precious metals such as gold and copper. This, they theorize, is the basis for the umpleby\u00c2\u0092s unusual ability to detect such precious materials.\r

    Immunities: An umpleby is completely immune to electrical attacks. It has a +10 racial bonus to any save required to resist being coerced into revealing the location of its treasure.\r

    Umpbleby Nets\r
    The hair of an umpleby is unusually tough. An umpleby can weave its own shed hair into nets that have a Hardness of 4 and 15 hit points. Umplebys are highly skilled in the use of their net, and can throw them with a range of 30 feet. An umpleby that has made a net for itself usually wraps it around its waist or drapes in over its shoulders like a poncho. This is the only form of clothing an umpleby wears.<\/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":"Monstrous Humanoid","alignment":"Usually neutral","environment":">Any land and underground"},{"name":"Umpleby","type":"Monstrous Humanoid","ch":4,"challenge_rating":" 04 \u00a0","id":6749,"reference":"Usergen","full_text":"

    Umpleby <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Monstrous Humanoid \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+24\u00a0(51 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 20 ft (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+2 Dex, +4 natural), touch 12, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+6<\/td> <\/tr>
    Attack: <\/strong>Slam +8 melee (1d4) or net +8 ranged (entangle)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +8 melee (1d4) or net +8 ranged (entangle)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Electrical touch, net mastery<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, detect metal and minerals, immunity to electricity<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +7, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 14, Con 18, Int 6, Wis 14, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Appraise +6, Craft (weaving) +9, Listen +5, Search +1, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Exotic Weapon Proficiency (net) b<\/sup>, Improved Initiative, Skill Focus (Craft [weaving]), Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forest<\/td> <\/tr>
    Organization: <\/strong>Solitary or clan (2-3)<\/td> <\/tr>
    Challenge Rating: <\/strong>04<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>+3<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This humanoid creature is almost simian in appearance, and covered in shaggy, brown hair that constantly crackles and dances with bluish sparks of static electricity. It appears to have lips and a pair of sorrowful-looking eyes, but the rest of its body is concealed in fur.<\/i>\r

    An umpleby is a strange bipedal forest creature, and is much stocker than humans of comparable size. Although not physically strong by any means, an umpleby is quite hardy and its toughness has taken many inexperienced adventurers by surprise. An umpleby can make nets out of its own hair, and will store them by wrapping them around its waist or draping them over its shoulders like a poncho. This is the only form of clothing an umpleby wears.\r

    An umpleby that encounters a group of adventurers will neither attack nor try to hide, and is likely to shamble along with them uninvited - much to the chagrin of its new companions. It will not cooperate with them nor allow them to elude it or leave it behind, and will constantly get in their way and prevent them from hiding or moving in silence. If attacked it will fight back, but will not otherwise fight for or against the party it accompanies.\r

    Though easily misjudged as stupid, an umpleby's appearance and demeanor are misleading. Umplebys are known for their ability to mentally detect the presence of valuable metals and gems. They are greedy creatures, and will seek out shiny baubles and glittering jewelry unerringly. An umpleby that detects such riches will often try to coerce the party into retrieving them, even to the extent of leading the way to the trove. In its hidden lair, an umpleby keeps a huge treasure trove that it will never willingly reveal the location of, even under pain of death.\r

    An umpleby's body can generate and store electricity. It is well known among learned sages that electricity can interact in powerful ways with certain precious metals such as gold and copper. This, they theorize, is the basis for the umpleby's unusual ability to detect such precious materials. \r

    Umplebys seem to be incessantly hungry and thirsty, and a sincere offer of food and water will cause an umpleby to become instantly and totally loyal to a generous benefactor. The umpleby will also advise and help its ally so long as it is rewarded with a reasonable proportion of any treasure discovered as a result of its aid. If such a reward is refused, the umpleby will leave the party and refuse to cooperate with any party members from there on out.\r

    An umpleby lives alone in a cave or hole dug into the earth or in the side of a hill. Umplebys only live together to mate; a male and female couple stays together long enough for their baby to wander off one day and not come back, at which point they will go their own separate ways. They forage for fruit, berries, and nuts, but will eat anything given to them. most creatures won't prey on an umpleby because of its electrical nature, though blue dragons consider them a light, tasty snack.\r

    An umpleby is about 8 feet tall and weighs about 400 pounds.\r

    Umplebys can speak in a haunting form of pidgin Common, but often refuse to communicate at all. \r

    COMBAT<\/b>\r
    An umpleby only wants treasure and temporary companionship, and to this end it doesn't attack unless provoked. When pressed to defend itself, it will use its nets and electrical attacks. \r

    Electrical Touch (Su)<\/b>: Every 1d4+2 rounds, an umpleby can deliver an electrical shock to an opponent by making a successful touch (+8 melee) or slam attack. This attack deals 5d6 points of electricity damage.\r

    Net Mastery (Ex)<\/b>: An umpleby can throw a net to a maximum range of 30 feet. \r

    Detect Metal and Minerals (Su)<\/b>: An umpleby can detect large accumulations of metals and other minerals, whether worked or unworked. This ability can be used as a free action, and will detect everything from a vein of iron ore to a pile of gold coins, even through solid stone or other nonmagical solid barriers.\r

    An umpleby must concentrate to find precious material; if an accumulation of precious material 10 pounds or larger is within 100 feet, the umpleby will unerringly sense it.\r
    The amount of information revealed depends on how long an umpleby studies a particular area:\r

    1st Round: Presence or absence of the particular metal or mineral.\r
    2nd Round: Approximate weight of the metal or mineral.\r
    3rd Round: Distance and direction (measured in a straight line) to the metal or mineral.\r

    Umpleby Net<\/b>: An umpleby's hair is unusually tough, and shed umpleby hair can be woven into a net. This functions like a normal net, except it has 5 hit points and hardness 2.\r

    Skills<\/b>: An umpleby has a +8 racial bonus on Appraise and Craft (weaving) checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in the first edition Fiend Folio (1981, Steve Wood), Monstrous Compendium MC14 - Fiend Folio Appendix (1992), and Monstrous Compendium Annual Three (1996).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually neutral","environment":"Temperate forest"},{"name":"Undead Beast","type":"Undead","ch":7,"challenge_rating":" 07 \u00a0","id":6750,"reference":"Usergen","full_text":"

    UNDEAD BEAST<\/h1><\/div>

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

    Stahnk<\/b><\/p> <\/td>

    Gholor<\/b><\/p> <\/td>

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

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

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

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

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

    Hit Dice:<\/b><\/p> <\/td>

    12d12 (78 hp)<\/p> <\/td>

    12d12 (78 hp)<\/p> <\/td>

    12d12 (78 hp)<\/p> <\/td> <\/tr>

    Initiative:<\/b><\/p> <\/td>

    -2 (Dex)<\/p> <\/td>

    -2 (Dex)<\/p> <\/td>

    -2 (Dex)<\/p> <\/td> <\/tr>

    Speed:<\/b><\/p> <\/td>

    20 ft<\/p> <\/td>

    0 ft<\/p> <\/td>

    20 ft<\/p> <\/td> <\/tr>

    AC:<\/b><\/p> <\/td>

    14 (-2 size, -2 Dex, +6 natural)<\/p> <\/td>

    14 (-2 size, -2 Dex, +6 natural)<\/p> <\/td>

    14 (-2 size, -2 Dex, +6 natural)<\/p> <\/td> <\/tr>

    Attacks:<\/b><\/p> <\/td>

    2 claws +15 melee, bite +10 melee<\/p> <\/td>

    2 claws +15 melee, bite +10 melee<\/p> <\/td>

    2 claws +15 melee, bite +10 melee<\/p> <\/td> <\/tr>

    Damage:<\/b><\/p> <\/td>

    Claw 2d4+9, bite 2d6+4<\/p> <\/td>

    Claw 2d4+9, bite 2d6+4 and 1d8 acid<\/p> <\/td>

    Claw 2d4+10, bite 2d6+5 (plus 1d8 acid if a gholor)<\/p> <\/td> <\/tr>

    Face\/Reach:<\/b><\/p> <\/td>

    10 ft by 20 ft\/10 ft<\/p> <\/td>

    10 ft by 20 ft\/10 ft<\/p> <\/td>

    10 ft by 20 ft\/10 ft<\/p> <\/td> <\/tr>

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

    Fling, trample, ensnare<\/p> <\/td>

    Lure prey, acid<\/p> <\/td>

    As per stahnk or gholor, heat, breath weapon<\/p> <\/td> <\/tr>

    Special Qualities:<\/b><\/p> <\/td>

    Immunities, undead<\/p> <\/td>

    Immunities, undead<\/p> <\/td>

    Immunities, undead<\/p> <\/td> <\/tr>

    Saves:<\/b><\/p> <\/td>

    Fort +4, Ref +2, Will +8<\/p> <\/td>

    Fort +4, Ref +2, Will +8<\/p> <\/td>

    Fort +4, Ref +2, Will +8<\/p> <\/td> <\/tr>

    Abilities:<\/b><\/p> <\/td>

    Str 28, Dex 7, Con \u0097, Int 1, Wis 10, Cha 10<\/p> <\/td>

    Str 28, Dex 7, Con \u0097, Int 1, Wis 10, Cha 14<\/p> <\/td>

    Str 28, Dex 7, Con \u0097, Int 1, Wis 10, Cha 10<\/p> <\/td> <\/tr>

    Skills: <\/b><\/p>

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

    Listen +11, Spot +12<\/p>

    Alertness, Cleave, Power Attack<\/p> <\/td>

    Listen +11, Spot +12<\/p>

    Alertness, Cleave, Power Attack<\/p> <\/td>

    Listen +11, Spot +12<\/p>

    Alertness, Cleave, Power Attack<\/p> <\/td> <\/tr><\/table>

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

    Climate\/Terrain:<\/b> Any land, aquatic, and underground<\/p>

    Organization:<\/b> Solitary
    Challenge Rating:<\/b> 7<\/p>

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

    Alignment:<\/b> Always neutral<\/p>

    Advancement:<\/b> 13-36 HD (Huge)<\/p>

    \u00a0<\/p>

    The undead beast is a mindless killer of unknown origin, compelled to destroy the living.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Immunities (Ex): <\/span><\/b>Undead beasts are immune to fire. Because they lack flesh or internal organs they suffer no damage from slashing or piercing weapons.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Undead:<\/b> Immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Undead beasts have darkvision with a range of 60 feet.<\/p> <\/td> <\/tr>

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

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

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

    The size of a small dragon, the stahnk's bones protrude from rotting flesh. It has a great horned head, and its ribs are bare and barbed, forming a nasty cage it walks on all fours, but it can rear on its hind legs balancing with its stubby tail to bring its powerful forearms to bear.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The stahnk dwells in the most desolate regions of the world. It is almost always found alone having long ago destroyed all other creatures in its immediate environment. Each stahnk claims an area of no more than a few acres as its domain. A stahnk never leaves its domain, and it kills all living creatures that trespass. Since stahnks destroy the bodies of their victims but leave the possessions untouched, they tend to accumulate sizeable treasure caches.<\/p> <\/td> <\/tr>

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

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

    The stahnk assaults anything that moves attacking with its razor-sharp claws and horned head.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fling (Ex):<\/span><\/b> Any victim struck by a claw must make a Reflex save (DC 25) or be flung 30 feet and take 3d6 points of damage when it contacts a solid surface.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Trample (Ex):<\/span><\/b> A stahnk can trample Medium-size or smaller opponents for 3d8 points of damage. Opponents who do not make attacks of opportunity against the stahnk can attempt a Reflex save (DC 25) to halve the damage. A stahnk that has successfully trampled an opponent may also ensnare them.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Ensnare (Ex):<\/span><\/b> A trampled opponent must make a Reflex save (DC 25) or be ensnared in the beast's rib cage. Ensnared opponents take 1d4 points of damage from the barbs each round in which the stahnk moves.\u00a0 <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 An ensnared opponent can break free from the rib cage with a successful Strength or Escape Artist check (DC 25), or if the beast loses 50% of its hit points. A stahnk that has already lost half of its hit points cannot ensnare victims. Opponents ensnared in the rib cage can continue to attack the beast, but they do so with a -2 penalty to both attack and damage rolls.<\/span><\/p> <\/td> <\/tr>

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

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

    Gholor<\/h3> <\/td> <\/tr>

    The gholor, also known as the feaster, is an undead beast with no hind legs or rib cage. It resembles a huge, bony serpent with two large forelimbs tipped in bony hooks. Gholors live at the bottom of deep funnel-like depressions located in deserts on ocean floors, or in similarly desolate areas. They cannot move from their funnels.<\/p> <\/td> <\/tr>

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

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

    A gholor attacks with two 20-foot-long bony hooked arms and its sharp teeth.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Lure Prey (Su):<\/span><\/b> Gholors radiate a magical pull within a 1d10-mile radius of their funnels causing all victims in the area to feel a desire to travel to the funnel. For every hour a being is within this radius it must roll a Will save (DC 18) or continue to move toward the funnel at its normal movement rate. When a victim reaches the funnel, it begins to slip inside. At the edge of the funnel, the victim is allowed another Will save to break free from the lure. If it fails this second save, it slips to the center and into the arms of the waiting gholor in three rounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Acid (Su):<\/span><\/b> Its jaws secrete acid, causing an additional 1d8 points of add damage with each successful bite.<\/span><\/p> <\/td> <\/tr>

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

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

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

    About 10% of all undead beasts have enchanted bones that glow green.\u00a0 Such undead beasts are called anhkolox.<\/span><\/p> <\/td> <\/tr>

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

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

    \u00a0\u00a0 Heat (Su): <\/span><\/b>The touch of an ankholox deals 1 point of heat damage. If the beast is touched with any inflammable object, such as a wooden staff, the object bursts into flames unless it makes a Reflex save (DC 16).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Breath Weapon (Su):<\/span><\/b> Ice-cold green fire, 10-foot cone; damage 2d4 points of damage and throbbing bones (-2 on all attacks, skills, and saves for 1d6+2 minutes), Reflex negates DC 16. The throbbing bones effects can be negated through the casting of dispel magic, greater restoration, miracle,<\/i> or wish<\/i>.<\/span><\/p> <\/td> <\/tr>

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

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

    Aquatic Variants<\/h3> <\/td> <\/tr>

    Aquatic undead beasts have a swim speed of 20 feet, and a Swim skill of +17.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/p><\/div>","family":"Undead","alignment":"Any","environment":"Any"},{"name":"Undead Mass","type":"Undead","ch":18,"challenge_rating":" 18 \u00a0","id":6751,"reference":"Usergen","full_text":"

    Undead Mass <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 24d12\u00a0(156 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 21 (-4 size, +15 natural), touch 6, flat-footed 21<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+12\/+48<\/td> <\/tr>
    Attack: <\/strong>Bite +20 melee (1d6+12 plus 1d6 electricity) or claw +20 melee (1d4+12 plus 1d6 electricity) or slam +20 melee (1d4+12 plus 1d6 electricity)<\/td> <\/tr>
    Full Attack: <\/strong>8 bites +20 melee (1d6+12 plus 1d6 electricity) and 8 claws +20 melee (1d4+12 plus 1d6 electricity) and 8 slams +20 melee (1d4+12 plus 1d6 electricity)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Charnel flail, enhanced multiattack, improved grab, lightning<\/td> <\/tr>
    Special Qualities: <\/strong>All-around vision, blind-sight, darkvision 60 ft., repaired by electricity, undead traits\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +8, Will +14 <\/td> <\/tr>
    Abilities: <\/strong>Str 35, Dex 10, Con \u00c2\u0097, Int \u00c2\u0097, Wis 10, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Climb +20<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/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>25-35 HD (Gargantuan); 36-72 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A wretched mass of rotting limbs and faces sludges forth. Hands grasp, mouths open and shut, rheumy eyes look all around it, all while emitting a cacophany of moans and cries.<\/i>\r

    An undead mass is a vile undead conglomeration created by the most twisted of necromancers. Undead masses are primarily used as guardians and slayers, who are occasionally unleashed upon small villages and similar settlements to sow fear and chaos. They can also be used as brute labourers or as necromantic engines: some great magical machines have an undead mass built inside, whose many strong arms and electrical energy power the device. Should such a death machine be destroyed, the undead mass inside will smash its way out and attack.\r

    Greater undead masses are known to exist. These \"battlefield undead masses\" wield weapons and subsume the slain to increase their own bulk and prowess.\r

    An undead mass is about 25 feet in diameter and 3 to 8 feet in height, weighing roughly 40 tons.\r

    COMBAT\r

    Upon sensing intruders, an undead mass simply flows toward it and attacks with as many of its natural weapons as possible. Should prey move out of reach (such as via flight), an undead mass forms a charnel flail and seeks to grab the opponent. If adversaries prove resilient, it instinctively unleashes its lightning.\r

    All-Around Vision (Ex):<\/b> Undead masses 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

    Charnel Flail (Ex):<\/b> As a standard action, an undead mass can whip out a conglomeration of limbs and dismembered flesh that makes a single bite, claw or slam attack (+20 melee) with a reach of 40 ft., which does 6d6+18 points of damage if it hits.\r

    Enhanced Multiattack (Ex):<\/b> An undead mass fights with a number of assimilated natural weapons. The undead mass does not suffer an attack or damage penalty for attacking with multiple natural weapons. An undead mass can use only three natural attacks at once against a Small or Medium opponent. Against a larger foe, it can use three additional natural attacks for each extra 5 feet of face the opponent has, provided that it has the reach. Against a Tiny or smaller opponent, the undead mass can use only one natural attack. It can use a maximum of three natural attacks against all foes in any single 5-foot by 5-foot area.\r

    Improved Grab (Ex):<\/b> To use this ability, an undead mass must hit with a natural 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. Undead masses have a +12 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

    Lightning (Su):<\/b> An undead mass can generate bolts of lightning. Twice per day it can produce two 400-foot lines of lightning, each dealing 18d6 points of electricity damage. These \"twinned\" lightning bolts cannot overlap. Once per day an undead mass can produce a lightning bolt that strikes a target within 400 feet for 24d6 points of electricity damage and then forks out to hit all targets within 30 feet of the initial target for 12d6 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

    Repaired by Electricity (Ex):<\/b> A magical attack that deals electricity damage breaks heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the undead mass to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an undead mass hit by a lightning bolt<\/i> heals 3 points of damage if the attack would have dealt 11 points of damage. An undead mass golem gets no saving throw against attacks that deal electricity damage.\r

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

    Advanced Undead Masses<\/b>\r
    An undead mass gains an additional bite, claw and slam attack for every 3 additional Hit Dice gained.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in PC 2 - Top Ballista<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":"Any"},{"name":"Undead Mass, Battlefield","type":"Undead","ch":20,"challenge_rating":" 20 \u00a0","id":6752,"reference":"Usergen","full_text":"

    Undead Mass, Battlefield <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 24d12\u00a0(156 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 32 (-4 size, +1 Dex, +15 natural, +10 armor), touch 7, flat-footed 31<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+12\/+50<\/td> <\/tr>
    Attack: <\/strong>Trident +22 melee (4d6+14 plus 1d6 electricity) or bite +22 melee (1d6+14 plus 1d6 electricity) or claw +22 melee (1d4+14 plus 1d6 electricity) or slam +22 melee (1d4+14 plus 1d6 electricity) or trident +9 ranged (4d6+14)<\/td> <\/tr>
    Full Attack: <\/strong>Trident +22\/+17\/+12 melee (4d6+14 plus 1d6 electricity) and 7 tridents +22 melee (4d6+14 plus 1d6 electricity) and 8 bites +22 melee (1d6+14 plus 1d6 electricity) and 8 claws +22 melee (1d4+14 plus 1d6 electricity); or 8 bites +22 melee (1d6+14 plus 1d6 electricity) and 8 claws +22 melee (1d4+14 plus 1d6 electricity) and 8 slams +22 melee (1d4+14 plus 1d6 electricity); or 8 tridents +9 ranged (4d6+14)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Assimilate corpse, charnel flail, enhanced multiattack, enhanced multiweapon fighting, improved grab, lightning, shock<\/td> <\/tr>
    Special Qualities: <\/strong>All-around vision, blind-sight, darkvision 60 ft., integrated armor, repaired by electricity, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +9, Will +14 <\/td> <\/tr>
    Abilities: <\/strong>Str 38, Dex 13, Con \u00c2\u0097, Int \u00c2\u0097, Wis 10, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Climb +22<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>20<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>25-35 HD (Gargantuan); 36-72 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A wretched mass of rotting limbs and faces sludges forth. Bits and pieces of various types of armor are integrated throughout the mass. Its many hands wield numerous metal tridents, while its mouths open and shut and its rheumy eyes look all around it, all while emitting a cacophany of moans and cries.<\/i>\r

    An undead mass is a vile undead conglomeration created by the most twisted of necromancers. Undead masses are primarily used as guardians and slayers, who are occasionally unleashed upon small villages and similar settlements to sow fear and chaos. They can also be used as brute labourers or as necromantic engines: some great magical machines have an undead mass built inside, whose many strong arms and electrical energy power the device. Should such a death machine be destroyed, the undead mass inside will smash its way out and attack.\r

    Greater undead masses are known to exist. These \"battlefield undead masses\" wield weapons and subsume the slain to increase their own bulk and prowess.\r

    An undead mass is about 25 feet in diameter and 3 to 8 feet in height, weighing roughly 40 tons.\r

    COMBAT\r

    Battlefield undead masses are proficient with all simple and martial melee weapons.\r

    Upon sensing intruders, an undead mass simply flows toward it and attacks with as many of its natural weapons as possible. Should prey move out of reach (such as via flight), an undead mass forms a charnel flail and seeks to grab the opponent. If adversaries prove resilient, it instinctively unleashes its lightning.\r

    All-Around Vision (Ex):<\/b> Undead masses 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

    Assimilate Corpse (Su):<\/b> A battlefield undead mass can absorb a corpse simply by moving over it. The battlefield undead mass gains an additional natural attack for 10 rounds.\r

    Charnel Flail (Ex):<\/b> As a standard action, an undead mass can whip out a conglomeration of limbs and dismembered flesh that makes a single bite, claw or slam attack (+20 melee) with a reach of 40 ft., which does 6d6+18 points of damage if it hits.\r

    Enhanced Multiattack (Ex):<\/b> An undead mass fights with a number of assimilated natural weapons. The undead mass does not suffer an attack or damage penalty for attacking with multiple natural weapons. An undead mass can use only three natural attacks at once against a Small or Medium opponent. Against a larger foe, it can use three additional natural attacks for each extra 5 feet of face the opponent has, provided that it has the reach. Against a Tiny or smaller opponent, the undead mass can use only one natural attack. It can use a maximum of three natural attacks against all foes in any single 5-foot by 5-foot area.\r

    Enhanced Multiweapon Fighting (Ex):<\/b> A battlefield undead mass can wield weapons in all its limbs simultaneously without suffering any attack penalties.\r

    Improved Grab (Ex):<\/b> To use this ability, an undead mass must hit with a natural 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. Undead masses have a +12 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

    Integrated Armor (Ex):<\/b> Most corpses a battlefield mass absorbs are armored, and as a result, bits and pieces of armor are integrated into its mass. When combined with the weapon fragments that dot its hide, this grants the battlefield undead mass a +10 armor bonus. This bonus increases by +1 for each 3 additional hit dice the mass gains.\r

    Lightning (Su):<\/b> An undead mass can generate bolts of lightning. Twice per day it can produce two 400-foot lines of lightning, each dealing 18d6 points of electricity damage. These \"twinned\" lightning bolts cannot overlap. Once per day an undead mass can produce a lightning bolt that strikes a target within 400 feet for 24d6 points of electricity damage and then forks out to hit all targets within 30 feet of the initial target for 12d6 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

    Repaired by Electricity (Ex):<\/b> A magical attack that deals electricity damage breaks heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the undead mass to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an undead mass hit by a lightning bolt<\/i> heals 3 points of damage if the attack would have dealt 11 points of damage. An undead mass golem gets no saving throw against attacks that deal electricity damage.\r

    Shock (Ex):<\/b> A battlefield undead mass generates so much electricity that its mere touch deals additional electricity damage. Metallic weapons wielded by the battlefield undead mass also conduct this electricity. \r

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

    Advanced Undead Masses<\/b>\r
    An undead mass gains an additional bite, claw and slam attack for every 3 additional Hit Dice gained.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in PC 2 - Top Ballista<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":"Any"},{"name":"Undead Trophy Head","type":"Undead","ch":"10","challenge_rating":" \u00bd \u00a0","id":6753,"reference":"Usergen","full_text":"

    Undead Trophy Head <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> \u00c2\u00bdd12+3\u00a0(6 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> Fly 30 ft. (6 squares)(perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+1 size, +2 Dex), touch 13, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-6<\/td> <\/tr>
    Attack: <\/strong>Bite +3 melee (1d6-2)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +3 melee (1d6-2)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Frightful appearance<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/bludgeoning, darkvision 60 ft., flight, immunity to cold, undead traits\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +2, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 7, Dex 15, Con \u00c2\u0097, Int , Wis 10, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>\u00c2\u0097\r
    <\/td> <\/tr>
    Feats: <\/strong>Toughness (B), Weapon Finesse (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or display (3-18)<\/td> <\/tr>
    Challenge Rating: <\/strong>\u00c2\u00bd<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>2 HD (Small); 3 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A severed head of large creature hangs on the nearby wall. Suddenly, it takes flight in a most horrific manner.<\/i>\r

    Undead trophy heads are animated severed heads of giants or other large creatures. Like skeletons and zombies, undead trophy heads are mindless automatons that obey the orders of their evil masters.\r

    An undead trophy head is about 1 foot in diameter and weighs 10 pounds. \r

    An undead trophy head can be created with an animate dead<\/i> spell by a spellcaster of at least 9th level. In addition to all the normal requirements of the spell, the caster must also cast cause fear immediately thereafter.\r

    COMBAT\r

    An undead trophy head follows the commands of its creator, typically guarding an area. Its tactics are usually simple: fly up to opponents and bite them.\r

    Flight (Su):<\/b> An undead trophy head can cease or resume flight as a free action. This flight also grants it a permanent feather fall<\/i> effect (as the spell) with personal range. A head that loses this ability falls and can perform only a single action (either a move action or an attack action) each round. \r

    Frightful Appearance (Su):<\/b> An undead trophy head can unsettle foes with its mere presence. The ability takes effect automatically whenever the trophy head attacks, charges, or suddenly appears (usually by flying out of hiding). Creatures within a radius of 60 feet are subject to the effect unless they have more than twice the trophy head's HD. A potentially affected creature that succeeds on a DC 14 Will save remains immune to that trophy head's frightful appearance for 24 hours. On a failure, creatures with equal or fewer HD than the undead trophy head become panicked for 4d6 rounds, while creatures with more HD than the trophy head become shaken for 4d6 rounds. The save DC is Charisma-based and includes a +2 racial bonus.\r

    Variant Undead Trophy Heads<\/b>\r
    Undead trophy heads can arise from any type of creature, with different forms of natural attacks. Those from rhino or bison, for example, might have a gore attack (with damage appropriate for their size) rather than a bite attack. Regardless of the original creature, an undead trophy head never possesses any special abilities of the creature from which it came. Thus, a severed medusa head might have snakes attacks, but would lack poison and the petrifying gaze. <\/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":"Undead","alignment":"Always neutral evil","environment":"Any"},{"name":"Undead Unseelie Faerie","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6754,"reference":"Usergen","full_text":"

    Undead Unseelie Faerie (Template)<\/h1>
    Undead members of the Unseelie Court come into being when a faerie (of any alignment) dies in a battle between the two courts. The horror of kin slaying kin creates a ripple through the Seeming itself, preventing the deceased faerie from dissipating into it. The creature\u00c2\u0092s spirit becomes trapped, sentenced to eternally walk the Shadow World but stripped of the magical abilities it once had. It becomes an unthinking being, lashing out in anger and resentment at the living, held in check only by the Dark Queen. \r

    Undead faeries are incorporeal phantasms of their former selves. Their eyes have no pupils\u00c2\u0097only blank, white-hot glowing orbs that seethe hatred. \r

    An undead unseelie faerie speaks any languages it knew in life.

    Creating a Undead Unseelie Faerie<\/h2> \"Undead unseelie faerie\" is an acquired template that can be added to any fey creature (referred to hereafter as the \"base creature\"). An undead unseelie faerie uses all the base creature\u00c2\u0092s statistics and special abilities except as noted here.\r

    Size and Type:<\/b> The creature\u00c2\u0092s type changes to undead (augmented fey) and it gains the incorporeal subtype. 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> An undead unseelie faerie gains a deflection bonus equal to its Charisma modifier.\r

    Attacks:<\/b> The creature loses all its attacks and gains an incorporeal touch attack.\r

    Damage:<\/b> The base damage for the undead unseelie faerie's incorporeal touch attack depends on the size of the creature, as shown on the table below. The attack also deals 1d6 points of Wisdom damage.\r

    Fine 1d2\r
    Diminutive 1d3\r
    Tiny 1d4\r
    Small 1d6\r
    Medium 1d8\r
    Large 2d6\r
    Huge 2d8\r
    Gargantuan 3d6\r
    Colossal 4d6\r

    Special Attacks:<\/b> An undead unseelie faerie loses all spellcasting ability, spell-like abilities, and special attacks pertaining to manufactured weapons (such as a pixie's special arrows) of the base creature, but retains all other special attacks of the base creature and gains those described below. Save DCs equal 10 + 1\/2 undead unseelie fey's Hit Dice + undead unseelie fey's Cha modifier.\r

    Blight (Su):<\/i> An undead unseelie fey radiates an aura that kills all vegetation within 10 feet. Any creatures of the plant type within the aura must make a Fortitude save or take 1d6 damage per 2 HD of the undead unseelie and be sickened for one minute.\r

    Special Qualities:<\/b> An undead unseelie faerie loses all spellcasting ability and sepll-like abilities of the base creature, but retains all other special qualities of the base creature and gains the special qualities described below.\r

    Spell Resistance (Ex):<\/i> An undead unseelie faerie has spell resistance equal to 6 + its Hit Dice. If the base creature has spell resistance, use whichever value is better.\r

    Turn Resistance (Ex):<\/i> An undead unseelie faerie has +2 turn resistance.\r

    Unholy Toughness (Ex):<\/i> An undead unseelie faerie gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.\r

    Unnatural Aura (Su):<\/i> Animals, whether wild or domesticated, can sense the unnatural presence of an undead unseelie faerie at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.\r

    Abilities:<\/b> Modify from the base creature as follows: -6 Int, -2 Wis, +4 Cha. As an incorporeal undead creature, an undead unseelie faerie has no Strength or Constitution scores.\r

    Environment:<\/b> Any, usually same as base creature.\r
    Organization:<\/b> Solitary, pair, or court (4-12).\r
    Challenge Rating:<\/b> Usually same as the base creature +1. If the base creature is particularly reliant upon spellcasting or spell-like abilities, CR is unchanged. If the base creature possesses no spellcasting or spell-like abilities, same as the base creature +2.\r
    Treasure:<\/b> None.\r
    Alignment:<\/b> Always evil.\r
    Advancement:<\/b> Same as the base creature.\r
    Level Adjustment:<\/b> Usually same as the base creature +1. If the base creature is particularly reliant upon spellcasting or spell-like abilities, LA is unchanged. If the base creature possesses no spellcasting or spell-like abilities, same as the base creature +2.
    Challenge Rating: <\/strong>+1

    Sample Undead Unseelie Faerie<\/h2> This being resembles an insubstantial, very small elf, but with longer ears and gossamer wings. Its eyes have no pupils\u00c2\u0097only blank, white-hot glowing orbs that seethe hatred.<\/i>\r

    Undead Unseelie Pixie<\/b>\r
    Small Undead (Incorporeal)\r
    Hit Dice: 1d12+5 (11 hp)\r
    Initiative: +4\r
    Speed: 20 ft. (4 squares), fly 60 ft. (good)\r
    Armor Class: 20 (+1 size, +4 Dex, +5 deflection), touch 20, flat-footed 16\r
    Base Attack\/Grapple: +0\/\u00c2\u0096\r
    Attack: Incorporeal touch +5 melee (1d6 plus 1d6 Wis)\r
    Full Attack: Incorporeal touch +5 melee (1d6 plus 1d6 Wis)\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Blight\r
    Special Qualities: Damage reduction 10\/cold iron, darkvision 60 ft., greater invisibility, low-light vision, spell resistance 15, +2 turn resistance, undead traits, unholy toughness, unnatural aura\r
    Saves: Fort +0, Ref +6, Will +3\r
    Abilities: Str \u00c2\u0097, Dex 18, Con \u00c2\u0097, Int 10, Wis 13, Cha 20\r
    Skills: Bluff +9, Concentration +4, Escape Artist +8, Hide +8, Listen +9, Move Silently +8, Ride +8, Search +6, Sense Motive +5, Spot +9\r
    Feats: Alertness, Dodge (B), Weapon Finesse (B)\r
    Environment: Temperate forests\r
    Organization: Solitary, pair, or court (4-12)\r
    Challenge Rating: 4\r
    Treasure: None\r
    Alignment: Always neutral evil\r
    Advancement: 2\u00c2\u00963 HD (Small)\r
    Level Adjustment: +4\r

    An undead unseelie pixie stands about 2-1\/2 feet tall and is weightless.\r

    Undead unseelie pixies speak Sylvan and Common, and may know other languages as well.\r

    Combat\r

    Blight (Su): An undead unseelie pixie radiates an aura that kills all vegetation within 10 feet. Any creatures of the plant type within the aura must make a DC 15 Fortitude save or take 1d6 damage and be sickened for one minute.\r

    Greater Invisibility (Su): An undead unseelie pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.\r

    Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of an undead unseelie pixie at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. \r

    Undead Unseelie Nymph<\/b>\r
    Medium Undead (Augmented Fey, Incorporeal)\r
    Hit Dice: 6d12+36 (75 hp) \r
    Initiative: +3 \r
    Speed: 30 ft. (6 squares), swim 20 ft. \r
    Armor Class: 19 (+3 Dex, +6 deflection), touch 19, flat-footed 16 \r
    Base Attack\/Grapple: +3\/+3 \r
    Attack: Incorporeal touch +6 melee (1d8+1d6 Wis)\r
    Full Attack: Incorporeal touch +6 melee (1d8+1d6 Wis)\r
    Space\/Reach: 5 ft.\/5 ft. \r
    Special Attacks: Blight, blinding beauty, stunning glance \r
    Special Qualities: Damage reduction 10\/cold iron, low-light vision, unearthly grace, unholy toughness, wild empathy, turn resistance +2 \r
    Saves: Fort +7, Ref +12, Will +11 \r
    Abilities: Str 10, Dex 17, Con 12, Int 10, Wis 15, Cha 23 \r
    Skills: Concentration +10, Diplomacy +6, Escape Artist +12, Handle Animal +13, Heal +12, Hide +12, Listen +12, Move Silently +12, Ride +5, Sense Motive +12, Spot +12, Swim +8, Use Rope +3 (+5 with bindings)\r
    Feats: Combat Casting, Dodge, Weapon Finesse \r
    Environment: Temperate forests \r
    Organization: Solitary \r
    Challenge Rating: 8\r
    Treasure: Standard \r
    Alignment: Advancement: 7\u00c2\u009612 HD (Medium) \r
    Level Adjustment: +8\r

    Blight (Su): An undead unseelie nymph radiates an aura that kills all vegetation within 10 feet. Any creatures of the plant type within the aura must make a DC 19 Fortitude save or take 3d6 damage and be sickened for one minute.\r

    Blinding Beauty (Su): This ability affects all humanoids within 30 feet of an undead unseelie nymph. Those who look directly at the nymph must succeed on a DC 19 Fortitude save or be blinded permanently as though by the blindness spell. An undead unseelie nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.\r

    Stunning Glance (Su): As a standard action, a wrathful undead unseelie nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 19 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.\r

    Unearthly Grace (Su): An undead unseelie nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).\r

    Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of an undead unseelie nymph at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. \r

    Undead Unseelie Hoary Hunter<\/b>\r
    Medium Undead (Cold, Incorporeal)\r
    Hit Dice: 46d12+460 (759 hp)\r
    Initiative: +19\r
    Speed: 30 ft. (6 squares)\r
    Armor Class: 46 (+11 Dex, +15 insight, +10 deflection), touch 46, flat-footed 35\r
    Base Attack\/Grapple: +23\/\u00c2\u0097\r
    Attack: Incorporeal touch +34 melee (1d8 plus 1d6 Wis)\r
    Full Attack: Incorporeal touch +34 melee (1d8 plus 1d6 Wis)\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Blight\r
    Special Qualities: Damage reduction 10\/epic and cold iron, darkvision 60 ft., immunity to cold, incorporeal traits, low-light vision, spell resistance 36, +2 turn resistance, undead traits, unnatural aura, vulnerability to fire\r
    Saves: Fort +28, Ref +36, Will +30\r
    Abilities: Str \u00c2\u0097, Dex 33, Con \u00c2\u0097, Int 15, Wis 21, Cha 30\r
    Skills: Diplomacy +16, Hide +60, Intimidate +59, Knowledge (geography, nature) +51, Listen +54, Move Silently +60, Ride +60, Search +51, Sense Motive +54, Spot +54, Survival +54 (+58 following tracks)\r
    Feats: Blind-Fight, Cleave, Great Cleave, Improved Critical (longsword), Improved Initiative, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Track, Trample, Weapon Focus (longsword)\r
    Epic Feats: Dire Charge, Epic Weapon Focus (longsword), Overwhelming Critical (longsword), Superior Initiative\r
    Environment: Any cold\r
    Organization: Solitary, pair, or court (4-12)\r
    Challenge Rating: 25\r
    Treasure: None\r
    Alignment: Always neutral evil\r
    Advancement: 47+ HD (Medium)\r
    Level Adjustment: \u00c2\u0097\r

    An undead unseelie hoary hunter's incorporeal touch attacks are treated as epic weapons for the purpose of overcoming damage reduction.\r

    Blight (Su): An undead unseelie hoary hunter radiates an aura that kills all vegetation within 10 feet. Any creatures of the plant type within the aura must make a DC 43 Fortitude save or take 23d6 damage and be sickened for one minute.\r

    Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of an undead unseelie hoary hunter at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
    \u00a0
    Dragon Magazine #198<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Always evil.\r","environment":" Any, usually same as base creature.\r"},{"name":"Unicorn, Alicorn","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":6755,"reference":"Usergen","full_text":"

    Unicorn, Alicorn <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d10+20\u00a0(42 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 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>+4\/+13<\/td> <\/tr>
    Attack: <\/strong>Horn +11 melee (1d6+8) <\/td> <\/tr>
    Full Attack: <\/strong>Horn +11 melee (1d6+8) and 2 hooves +3 melee (1d4+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to poison, charm, and compulsion, low-light vision, magic circle against evil, scent, spell resistance 9, wild empathy<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +7, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24 <\/td> <\/tr>
    Skills: <\/strong>Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8*\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Skill Focus (Survival)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or enchantment (3\u00c2\u00966)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic good<\/td> <\/tr>
    Advancement: <\/strong>5\u00c2\u00968 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+4 (cohort)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This powerful, equine creature has a gleaming white coat and big, lively eyes. Long, silky white hair hangs down in a mane and forelock. A single gnarled and twisted horn, about 2 feet long, grows from the center of the forehead. The hooves are cloven.<\/i>\r

    Alicorns are close relatives of sylvan unicorns, sharing their kin's habitat and outlook. Alicorns are on good terms with and respect the territories of sylvan unicorns, cunnequines, and faerie unicorns.\r

    Like unicorns, lone alicorns occasionally allow themselves to be tamed and ridden by good human or elven maidens of pure heart. Such an alicorn, if treated kindly, is the maiden's loyal steed and protector for life, even accompanying her beyond its forest.\r

    A typical adult alicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males.\r

    Alicorns speak Sylvan and Common.\r

    COMBAT\r

    Alicorns normally attack only when defending themselves or their forests. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the alicorn.\r

    Magic Circle against Evil (Su):<\/b> This ability continuously duplicates the effect of the spell. An alicorn cannot suppress this ability.\r

    Spell-Like Abilities:<\/b> Alicorns can use detect evil<\/i> at will as a free action. Once per day an alicorn can use greater teleport<\/i> to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.\r

    An alicorn can air walk<\/i> (caster level 8th) at will, and can use dominate person<\/i> once per day (DC 22, caster level 8th) with a touch of its horn. The save DC is Charisma-based.\r

    Wild Empathy (Ex):<\/b> This power works like the druid\u00c2\u0092s wild empathy class feature, except that an alicorn has a +6 racial bonus on the check.\r

    Skills:<\/b> Alicorns have a +4 racial bonus on Move Silently checks. *Alicorns have a +3 competence bonus on Survival checks within the boundaries of their forest.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #190<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always chaotic good","environment":"Temperate forests"},{"name":"Unicorn, Bay","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":6756,"reference":"Usergen","full_text":"

    Unicorn, Bay <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 6d10+30\u00a0(63 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 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>Horn +13 melee (1d8+8)<\/td> <\/tr>
    Full Attack: <\/strong>Horn +13 melee (1d8+8) and 2 hooves +5 melee (1d4+2)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to charm, compulsion, fire, and poison, low-light vision, scent, smoke-sight, spell resistance 9<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +8, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 17, Con 21, Int 6, Wis 19, Cha 22 <\/td> <\/tr>
    Skills: <\/strong>Climb +8, Listen +9, Move Silently +7, Spot +9, Survival +7*\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Empower Spell-Like Ability (burning hands<\/i>), Skill Focus (Survival)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or inferno (3\u00c2\u00966)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>No coins, standard goods, standard items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+4 (cohort)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This powerful, equine creature has a chestnut-colored coat and glowing red eyes. A single gnarled and twisted horn, about 2 feet long, grows from the center of the forehead. The hooves are cloven.<\/i>\r

    Bay unicorns, unlike their sylvan kin, are vile creatures found beneath the earth. Because of their affinity for fire-related powers, they are often called \"pyrocorns\".\r

    Bay unicorns occasionally allow themselves to be tamed and ridden by evil human or drow maidens who have an affinity for fire magic or who worship a god of fire.\r

    A typical adult pyrocorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males.\r

    Bay unicorns speak Ignan, Sylvan, and Undercommon.\r

    COMBAT\r

    Bay unicorns are evil and omnivorous. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the pyrocorn.\r

    Smoke-Sight (Su):<\/b> Smoke does not inhibit a bay unicorn's vision in any way.\r

    Spell-Like Abilities:<\/b> Bay unicorns can use detect good<\/i> at will as a free action. Once per day a bay unicorn can use greater teleport<\/i> to move anywhere within its territory (typically, a cavern network of 1-mile diameter). It cannot teleport beyond the boundaries of its territory nor back from outside.\r

    A bay unicorn can use empowered burning hands<\/i> (DC 17) three times per day, and can use fireball<\/i> (DC 19), heat metal<\/i> (DC 18), produce flame<\/i>, and pyrotechnics<\/i> (DC 18) each once per day, with each effect emanating from its horn. Caster level 8th. The save DC is Charisma-based.\r

    Skills:<\/b> Bay unicorns have a +4 racial bonus on Move Silently checks. *Bay unicorns have a +3 competence bonus on Survival checks made in underground environments.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #190<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral evil","environment":"Underground"},{"name":"Unicorn, Brown","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6757,"reference":"Usergen","full_text":"

    Unicorn, Brown <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d10+18\u00a0(34 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (\u00c2\u00961 size, +3 Dex, +5 natural), touch 12, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+11<\/td> <\/tr>
    Attack: <\/strong>Horn +10 melee (1d6+7)<\/td> <\/tr>
    Full Attack: <\/strong>Horn +10 melee (1d6+7) and 2 hooves +2 melee (1d4+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities, psychic warning fence<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to poison, charm, and compulsion, low-light vision, scent, spell-like abilities, telepathy 60 ft., wild empathy<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +6, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 17, Con 22, Int 12, Wis 21, Cha 24 <\/td> <\/tr>
    Skills: <\/strong>Jump +20, Listen +11, Move Silently +9, Spot +11, Survival +8*\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Skill Focus (Survival)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm deserts<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or herd (3\u00c2\u009610)<\/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>+4 (cohort)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This powerful, equine creature has a light brown coat and big, lively eyes. Long, dark brown hair hangs down in a mane and forelock. A single gnarled and twisted horn, about 2 feet long, grows from the center of the forehead. The hooves are cloven. Its eyes are dark brown.<\/i>\r

    Brown unicorns, or \u00c2\u0093roanicorns\u00c2\u0094, are gentle herbivores found in warm deserts. They graze upon desert flowers, cacti, and sparse desert grasses. Brown unicorns can go for up to four days without food or water.\r

    Brown unicorns have a herd mentality. Each herd has one stallion and several mares. Stallions mark out their territories with a psychic warning fence (see below). Brown unicorns sometimes bury themselves in sand on especially hot desert days. \r

    Brown unicorns occasionally allow themselves to be tamed and ridden by good maidens of pure heart of any race. Such an roanicorn, if treated kindly, is the maiden's loyal steed and protector for life, even accompanying her beyond its desert home.\r

    A typical adult brown unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males.\r

    Roanicorns speak Sylvan and Common, and communicate telepathically.\r

    COMBAT\r

    Brown unicorns normally attack only when defending themselves or their herds. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the roanicorn.\r

    Psychic Warning Fence (Sp):<\/b> A brown unicorn can use its horn to trace an invisible barrier of mental energies around an area of up to 1 square mile. The barrier warns any creatures with a psi-like ability, power point reserve, or telepathy that they are entering the brown unicorn's territory. A psychic warning fence<\/i> lasts for 1 week, and can be dispelled as if it were a spell-like ability (caster level equals unicorn's HD). A brown unicorn may only have one psychic warning fence<\/i> active at a time; creating a second immediately removes the first.\r

    Spell-Like Abilities:<\/b> Brown unicorns continuously detect thoughts<\/i> to a range of 60 feet. Once per day a roanicorn can use dimension door<\/i>.\r

    A brown unicorn can use deep slumber<\/i> once per day (DC 19, caster level 6th) with a touch of its horn. The save DC is Charisma-based.\r

    Wild Empathy (Ex):<\/b> This power works like the druid\u00c2\u0092s wild empathy class feature, except that a brown unicorn has a +6 racial bonus on the check.\r

    Skills:<\/b> Brown unicorns have a +4 racial bonus on Move Silently checks. *Brown unicorns have a +3 competence bonus on Survival checks in warm deserts.\r

    Psionic Brown Unicorns<\/b>\r
    Psionic brown unicorns gain the Psionic subtype, and their psychic warning fence ability changes as follows:\r

    Psychic Warning Fence (Ps):<\/b> A brown unicorn can use its horn to trace an invisible barrier of mental energies around an area of up to 1 square mile. The barrier warns any creatures with a psi-like ability, power point reserve, or telepathy that they are entering the brown unicorn's territory. A psychic warning fence<\/i> lasts for 1 week, and can be dispelled as if it were a psi-like ability (manifester level equals unicorn's HD). A brown unicorn may only have one psychic warning fence<\/i> active at a time; creating a second immediately removes the first.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #190<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Warm deserts"},{"name":"Unicorn, Cunnequine","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":6758,"reference":"Usergen","full_text":"

    Unicorn, Cunnequine <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d10+20\u00a0(42 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 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>+4\/+13<\/td> <\/tr>
    Attack: <\/strong>Horn +11 melee (1d6+8)<\/td> <\/tr>
    Full Attack: <\/strong>Horn +11 melee (1d6+8) and 2 hooves +3 melee (1d4+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Reverse alignment, spell-like abilities, turn undead and extraplanar creatures (+7, 2d6+9, 4th)<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, spell resistance 9, wild empathy<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +7, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24 <\/td> <\/tr>
    Skills: <\/strong>Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8*\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Skill Focus (Survival)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or favor (3\u00c2\u00966)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always lawful good<\/td> <\/tr>
    Advancement: <\/strong>5\u00c2\u00968 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+4 (cohort)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This powerful, equine creature has a gleaming silver coat and big, lively eyes. Long, silky silver hair hangs down in a mane and forelock. A single ivory-colored horn, about 2 feet long, grows from the center of the forehead. The hooves are cloven.<\/i>\r

    Cunnequines are close relatives of sylvan unicorns, sharing their kin's habitat and outlook. Cunnequines are on good terms with and respect the territories of sylvan unicorns, alicorns, and faerie unicorns.\r

    Like unicorns, lone cunnequines occasionally allow themselves to be tamed and ridden by good human or elven maidens of pure heart. Such a cunnequine, if treated kindly, is the maiden's loyal steed and protector for life, even accompanying her beyond its forest.\r

    A typical adult cunnequine grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males.\r

    Cunnequines speak Sylvan and Common.\r

    COMBAT\r

    Cunnequines normally attack only when defending themselves or their forests. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the cunnequine.\r

    Magic Circle against Evil (Su):<\/b> This ability continuously duplicates the effect of the spell. A cunnequine cannot suppress this ability.\r

    Reverse Alignment (Su):<\/b> Once per day a cunnequine can try to change a creature's alignment with a touch of its horn (+11 melee touch attack). The target must succeed at a DC 17 Will save or its alignment is reversed as by a helm of opposite alignment<\/i>. The save DC is Charisma-based and includes a -2 racial penalty.\r

    Spell-Like Abilities:<\/b> Cunnequines can use detect evil<\/i> at will as a free action. Once per day a cunnequine can use greater teleport<\/i> to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.\r

    A cunnequine can use cure light wounds<\/i> three times per day and cure moderate wounds<\/i> once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison<\/i> (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.\r

    Turn Undead and Extraplanar Creatures (Su):<\/b> A cunnequine can turn and destroy undead as a cleric of a level equal to its Hit Dice. A cunnequine can make up to 10 turn attempts per day.\r

    Additionally, a cunnequine can turn or destroy creatures with the extraplanar subtype as if they were undead. An extraplanar creature has an effective turn resistance equal to half its spell resistance (round down). \r

    Wild Empathy (Ex):<\/b> This power works like the druid\u00c2\u0092s wild empathy class feature, except that a cunnequine has a +6 racial bonus on the check.\r

    Skills:<\/b> Cunnequines have a +4 racial bonus on Move Silently checks. *Cunnequines have a +3 competence bonus on Survival checks within the boundaries of their forest.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #190<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always lawful good","environment":"Temperate forests"},{"name":"Unicorn, Dark","type":"Magical Beast","ch":6,"challenge_rating":" 6 \u00a0","id":6759,"reference":"Usergen","full_text":"

    Unicorn, Dark <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 6d10+30\u00a0(63 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 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>Horn +13 melee (2d8+8 plus paralysis)<\/td> <\/tr>
    Full Attack: <\/strong>Horn +13 melee (2d8+8 plus paralysis) and 2 hooves +5 melee (1d8+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Paralysis, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to charm, compulsion, and poison, light blindness, low-light vision, scent, see in darkness, spell resistance 13\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +8, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24 <\/td> <\/tr>
    Skills: <\/strong>Jump +21, Listen +12, Move Silently +7, Spot +12, Survival +10*<\/td> <\/tr>
    Feats: <\/strong>Alertness, Combat Casting, Run<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Dark forests and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or malice (3\u00c2\u00966)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+4 (cohort)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This powerful, equine creature has a glossy jet coat and coal-black eyes. A single gnarled and twisted horn, about 2 feet long, grows from the center of the forehead. The hooves are cloven.<\/i>\r

    Dark unicorns are vile equines with an affinity for darkness. They are carnivorous, and prefer to eat their meat while it is still alive. \r

    Dark unicorns occasionally allow themselves to be tamed and ridden by extremely evil fighters or rogues of either gender.\r

    A typical adult dark unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males.\r

    Dark unicorns speak Common, Sylvan, and Undercommon.\r

    COMBAT\r

    Dark unicorns enjoy inflicting pain. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the unicorn.\r

    Light Blindness (Ex):<\/b> Abrupt exposure to bright light (such as sunlight or a daylight<\/i> spell) blinds a dark unicorn for 1 round. On subsequent rounds, it is dazzled as long as it remains in the affected area. \r

    Paralysis (Ex):<\/b> Those hit by a dark unicorn's horn attack must succeed on a DC 18 Fortitude save or be paralyzed for 1d4+1 rounds. The save DC is Constitution-based.\r

    See in Darkness (Su):<\/b> Dark unicorns can see perfectly in darkness of any kind, even that created by a deeper darkness<\/i> spell.\r

    Spell-Like Abilities:<\/b> Dark unicorns can use detect good<\/i> at will as a free action. Once per day a dark unicorn can use greater teleport<\/i> to move to any area of darkness. If the target destination is illuminated, the unicorn teleports to some other dark location that will accommodate it.\r

    A dark unicorn can use silence<\/i> (DC 20) at will. It can use greater invisibility<\/i> upon itself three times per day. It can use deeper darkness<\/i> three times per day, with the effect emanating from its horn. Caster level 8th. The save DC is Charisma-based.\r

    Skills:<\/b> Dark unicorns have a +4 racial bonus on Move Silently checks. *Dark unicorns have a +3 competence bonus on Survival checks made in areas of darkness.\r

    Note:<\/b> Originally appeared in Dragon Magazine #190 as \"black unicorn\". Renamed to avoid confusion with a similarly-named creature.<\/i><\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #190<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always chaotic evil","environment":"Dark forests and underground"},{"name":"Unicorn, Faerie","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":6760,"reference":"Usergen","full_text":"

    Unicorn, Faerie <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d10+16\u00a0(38 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+3 Dex, +4 natural), touch 13, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+8<\/td> <\/tr>
    Attack: <\/strong>Horn +11 melee (1d6+7)<\/td> <\/tr>
    Full Attack: <\/strong>Horn +11 melee (1d6+7) and 2 hooves +3 melee (1d3+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Charm person or animal, spell-like abilities\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Camouflage, darkvision 60 ft., immunity to poison, charm, and compulsion, low-light vision, scent, spell resistance 9, wild empathy<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +7, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 17, Con 19, Int 10, Wis 21, Cha 24 <\/td> <\/tr>
    Skills: <\/strong>Hide +11*, Jump +12, Listen +11, Move Silently +9, Spot +11, Survival +8*\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Skill Focus (Survival)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or glamour (3\u00c2\u00966)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>+4 (cohort)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This powerful, pony-like creature has a green tint to its white coat and big, lively bright-green eyes. Long, silky hair hangs down in a mane and forelock. A single greenish-white horn, about 2 feet long, grows from the center of the forehead. The hooves are cloven.<\/i>\r

    Faerie unicorns are close relatives of sylvan unicorns, sharing their kin's habitat and outlook. Faerie unicorns are on good terms with and respect the territories of sylvan unicorns, alicorns, and cunnequines.\r

    Like unicorns, lone faerie unicorns occasionally allow themselves to be tamed and ridden by gnomish, halfling, elven, human, or fey creatures of either sex who display the proper attitude toward the forests and its denizens. Such a faerie unicorn, if treated kindly, is the creature's loyal steed and protector for life, even accompanying her beyond its forest.\r

    Once per century, a faerie steed will shed its horn to grow a new one. The horn regrows in 3-12 days. The cast-off horns are prized by elves, for when crushed to produce dye, they are useful in creating items that provide camouflauge. \r

    A typical adult faerie unicorn grows to 6 feet in length, stands 3 to 4 feet high at the shoulder, and weighs about 400 pounds. Females are slightly smaller and slimmer than males.\r

    Faerie unicorns speak Sylvan and Common.\r

    COMBAT\r

    Faerie unicorns normally attack only when defending themselves or their forests. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the unicorn.\r

    Camouflage (Ex):<\/b> A faerie unicorn can use the Hide skill in any sort of natural terrain, even if the terrain doesn\u00c2\u0092t grant cover or concealment.\r

    Charm Person or Animal (Su):<\/b> Three times per day, a faerie unicorn can attempt to charm a single humanoid or animal (as the spells charm person<\/i> or charm animal<\/i>, respectively). Those affected must succeed on a DC 19 Will save or be charmed for 24 hours. The save DC is Charisma-based.\r

    Spell-Like Abilities:<\/b> Faerie unicorns can use detect evil<\/i> at will as a free action. Once per day a faerie unicorn can use greater teleport<\/i> to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.\r

    A faerie unicorn can use summon nature's ally I, II,<\/i> and III,<\/i> each once per day (caster level 8th).\r

    Wild Empathy (Ex):<\/b> This power works like the druid\u00c2\u0092s wild empathy class feature, except that a faerie unicorn has a +6 racial bonus on the check.\r

    Skills:<\/b> Faerie unicorns have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Hide checks due to their chameleon-like hide. *Faerie unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #190<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Temperate forests"},{"name":"Unicorn, Gray","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6761,"reference":"Usergen","full_text":"

    Unicorn, Gray <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d10+18\u00a0(34 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 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>+3\/+12<\/td> <\/tr>
    Attack: <\/strong>Horn +10 melee (1d6+8)<\/td> <\/tr>
    Full Attack: <\/strong>Horn +10 melee (1d6+8) and 2 hooves +3 melee (1d4+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Retributive strike\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to poison, charm, and compulsion, low-light vision, scent, spell-like abilities, spell resistance 13, telepathy 60 ft., wild empathy<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +6, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 17, Con 22, Int 10, Wis 21, Cha 24 <\/td> <\/tr>
    Skills: <\/strong>Jump +15, Listen +11, Move Silently +9, Spot +11, Survival +8*\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Skill Focus (Survival)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or herd (3\u00c2\u009610)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4\u00c2\u00966 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+4 (cohort)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This powerful, equine creature has a gray coat and big, lively gray eyes. Long, silky gray hair hangs down in a mane and forelock. A single grayish horn, about 2 feet long, grows from the center of the forehead. The hooves are cloven.<\/i>\r

    Gray unicorns (sometimes called \u00c2\u0093graycorns\u00c2\u0094) are bastions of neutrality. Gray unicorns wander subtropical grasslands in herds, each consisting of one stallion and several mares. \r

    Lone gray unicorns occasionally allow themselves to be tamed and ridden by female humanoid creatures who display a complete focus on neutrality. Such a gray unicorn, if treated kindly, is the creature's loyal steed and protector for life, even accompanying her beyond its territory.\r

    A typical adult gray unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males.\r

    Gray unicorns speak Sylvan and Common.\r

    COMBAT\r

    Gray unicorns normally attack only when defending themselves or their territories. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the unicorn.\r

    Retributive Strike (Su):<\/b> Whenever a gray unicorn is struck by a melee attack (including melee touch delivered spells) the attacker must succeed on a DC 18 Fortitude save or take damage equal to that inflicted upon the unicorn. The damage dealt to the attacker is not subject to negation or reduction because of resistance, immunity, damage reduction, spell resistance, or the like. The save DC is Charisma-based.\r

    Spell-Like Abilities:<\/b> Gray unicorns can use detect evil<\/i> at will as a free action. Once per day a gray unicorn can use greater teleport<\/i> to move anywhere within its territory (an area of grasslands of up to ten miles across). It cannot teleport beyond the boundaries of its territory nor back from outside.\r

    Wild Empathy (Ex):<\/b> This power works like the druid\u00c2\u0092s wild empathy class feature, except that a gray unicorn has a +6 racial bonus on the check.\r

    Skills:<\/b> Gray unicorns have a +4 racial bonus on Move Silently checks. *Gray unicorns have a +3 competence bonus on Survival checks within the boundaries of its territory.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #190<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Warm plains"},{"name":"Unicorn, Palomino","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":6762,"reference":"Usergen","full_text":"

    Unicorn, Palomino <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d10+25\u00a0(52 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 19 (\u00c2\u00961 size, +3 Dex, +7 natural), touch 12, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+14<\/td> <\/tr>
    Attack: <\/strong>Horn +12 melee (1d8+8)<\/td> <\/tr>
    Full Attack: <\/strong>Horn +12 melee (1d8+8) and 2 hooves +7 melee (1d6+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Powerful charge 2d8+16, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to cold, charm, compulsion, and poison, low-light vision, magic circle against good, scent, wild empathy\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +7, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 17, Con 21, Int 7, Wis 21, Cha 24 <\/td> <\/tr>
    Skills: <\/strong>Hide -1*, Listen +7, Move Silently +7, Spot +7, Survival +11*<\/td> <\/tr>
    Feats: <\/strong>Multiattack, Power Attack, Track (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or chill (3\u00c2\u00966)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>5\u00c2\u00969 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+4 (cohort)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This powerful, equine creature has a gleaming white coat and big, lively eyes. Long, gleaming yellow hair hangs down in a mane and forelock. A single ivory-colored horn, about 2 feet long, grows from the center of the forehead. The hooves are cloven.<\/i>\r

    Palomino unicorns (occasionally called \u00c2\u0093criocorns\u00c2\u0094) are evil offshoots of unicorns found roaming the frozen tundra. Palomino unicorns mate for life, though a few solitary wanderers may be seen.\r

    Lone palomino unicorns occasionally allow themselves to be tamed and ridden by female humanoid creatures who have an affinity for cold magic or who worship a god of cold. Such a palomino unicorn, if treated respectfully, is the creature's loyal steed and protector for life, even accompanying her beyond its territory.\r

    A typical adult palomino unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males. Hair coloration ranges from white to creamy yellow, while their eyes are usually gray to brown in color.\r

    Palomino unicorns speak Sylvan and Common.\r

    COMBAT\r

    Palomino unicorns are carnivorous, attacking any prey they find. They also attack any creature that enters their territories. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the unicorn.\r

    Magic Circle against Good (Su):<\/b> This ability continuously duplicates the effect of the spell. A criocorn cannot suppress this ability.\r

    Powerful Charge (Ex):<\/b> When a criocorn charges, its gore attack deals 2d8+16 points of damage.\r

    Spell-Like Abilities:<\/b> Palomino unicorns can use detect good<\/i> at will as a free action. Once per day a criocorn can use greater teleport<\/i> to move anywhere within its territory (an area of frozen tundra of up to ten miles across). It cannot teleport beyond the boundaries of its territory nor back from outside.\r

    A criocorn can use chill metal<\/i> (DC 19), cone of cold<\/i> (DC 22), and ice storm<\/i> each once per day (caster level 11th), with the effects seeming to originate from its horn. The save DCs are Charisma-based.\r

    Wild Empathy (Ex):<\/b> This power works like the druid\u00c2\u0092s wild empathy class feature, except that a palomino unicorn has a +6 racial bonus on the check.\r

    Skills:<\/b> Palomino unicorns have a +4 racial bonus on Move Silently checks. *Palomino unicorns have a +3 competence bonus on Survival checks within the boundaries of its territory. *Palomino unicorns have a +4 racial bonus on Hide checks when in cold desert or plains environments. This bonus on Hide checks increases to +8 when the criocorn is immobile. *It also has a +4 racial bonus on Survival checks when tracking by scent.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #190<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always lawful evil","environment":"Cold plains"},{"name":"Unicorn, Pinto","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":6763,"reference":"Usergen","full_text":"

    Unicorn, Pinto <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d10+20\u00a0(42 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 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>+4\/+13<\/td> <\/tr>
    Attack: <\/strong>Horn +11 melee (1d8+8)<\/td> <\/tr>
    Full Attack: <\/strong>Horn +11 melee (1d8+8) and 2 hooves +3 melee (1d4+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Prismatic cone, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to poison, charm, and compulsion, low-light vision, magic circle against evil, scent, spell resistance 9, wild empathy<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +7, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24 <\/td> <\/tr>
    Skills: <\/strong>Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8*<\/td> <\/tr>
    Feats: <\/strong>Alertness, Skill Focus (Survival)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or palette (3\u00c2\u00966)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral good<\/td> <\/tr>
    Advancement: <\/strong>5\u00c2\u00968 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+4 (cohort)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This powerful, equine creature has a gleaming coat of patchwork colors and big, lively doe-brown eyes. Long, gleaming hair hangs down in a mane and forelock. A single ivory-colored horn, about 2 feet long, grows from the center of the forehead. The hooves are cloven.<\/i>\r

    Pinto unicorns (also known as \"chromacorns\") are protectors of temperate grasslands. They mate for life and are thus encountered in pairs or families. Pintos do not mark out territories but rather share large expanses of grasslands with other pinto families. They continually wander these grazing lands so that no one area becomes over grazed.\r

    Lone pinto unicorns occasionally allow themselves to be tamed and ridden by good humanoids of either sex that are of pure heart. Such a unicorn, if treated kindly, is the being's loyal steed and protector for life, even accompanying him or her beyond its grasslands.\r

    A typical adult pinto unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males. Hair coloration is always a patchwork of different hues, while their eyes are usually doe-brown, although yellow and green eyes are not uncommon.\r

    Pinto unicorns speak Sylvan and Common.\r

    COMBAT\r

    Pinto unicorns normally attack only when defending themselves or their grasslands. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the unicorn.\r

    Magic Circle against Evil (Su):<\/b> This ability continuously duplicates the effect of the spell. A chromacorn cannot suppress this ability.\r

    Prismatic Cone (Su):<\/b> Three times per day, a chromacorn can produce a cone of seven shimmering, intertwined, multicolored beams of light from its horn. Each beam has a different power. Creatures in the cone with fewer Hit Dice than the unicorn are automatically blinded for 1d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects. The save DCs are Charisma-based.\r

    1d8 Color of Beam Effect \r
    1 Red: 10 points of fire damage (DC 19 Reflex half) \r
    2 Orange: 15 points of acid damage (DC 19 Reflex half) \r
    3 Yellow: 20 points of electricity damage (DC 19 Reflex half) \r
    4 Green: Poison (1d6 points of Str damage) \r
    5 Blue: Slowed<\/i> for 1d4 rounds (DC 19 Will negates) \r
    6 Indigo: Confused, as confusion<\/i> spell for 1d4 rounds (DC 19 Will negates) \r
    7 Violet: Teleported to edge of unicorn's territory (DC 19 Will negates) \r
    8 Struck by two colors; roll again twice, ignoring any \"8\" results. \r

    Spell-Like Abilities:<\/b> Pinto unicorns can use detect evil<\/i> at will as a free action. Once per day a chromacorn can use greater teleport to move anywhere within its territory (an area of temperate plains of up to ten miles across). It cannot teleport beyond the boundaries of its territory nor back from outside.\r

    A chromacorn can use persistent image<\/i> (DC 22) three times per day, with the effects seeming to originate from its horn. Caster level 11th. The save DCs are Charisma-based.\r

    Wild Empathy (Ex):<\/b> This power works like the druid\u00c2\u0092s wild empathy class feature, except that a pinto unicorn has a +6 racial bonus on the check.\r

    Skills:<\/b> Pinto unicorns have a +4 racial bonus on Move Silently checks. *Pinto unicorns have a +3 competence bonus on Survival checks within the boundaries of their territory. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #190<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral good","environment":"Temperate plains"},{"name":"Unicorn, Sea","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6764,"reference":"Usergen","full_text":"

    Unicorn, Sea <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d10+18\u00a0(34 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), swim 80 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (\u00c2\u00961 size, +3 Dex, +4 natural), touch 12, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+12<\/td> <\/tr>
    Attack: <\/strong>Horn +10 melee (1d6+8)<\/td> <\/tr>
    Full Attack: <\/strong>Horn +10 melee (1d6+8) and 2 hooves +3 melee (1d4+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Alternate form, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 60 ft., darkvision 60 ft., immunity to charm, compulsion, and poison, low-light vision, magic circle against chaos, scent, water walking, wild empathy<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +6, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 17, Con 22, Int 10, Wis 21, Cha 24 <\/td> <\/tr>
    Skills: <\/strong>Jump +2, Listen +11, Move Silently +9, Spot +11, Survival +8*, Swim +13\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Skill Focus (Survival)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or school (3\u00c2\u009610)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>4\u00c2\u00966 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+4 (cohort)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This powerful, equine creature has a gleaming blue-white coat and big, lively, deep blue eyes. Long, gleaming blue-white hair hangs down in a mane and forelock. A single ivory-colored horn, about 2 feet long, grows from the center of the forehead. The hooves are cloven.<\/i>\r

    Sea unicorns are aquatic offshoots of unicorns. Despite their name, they are found in any body of water larger than a large lake. These strictly-ordered creatures carefully cultivate kelp beds to graze on. Sea unicorns mate for life and have very carefully mapped-out territories. Sea unicorns are often mistaken for narwhals.\r

    Lone sea unicorns occasionally allow themselves to be tamed and ridden by good sea elven maidens of pure heart. Such a unicorn, if treated kindly, is the maiden's loyal steed and protector for life, even accompanying her beyond its territory.\r

    A typical adult sea unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males. Hair coloration is always blue-white, while their eyes are always deep blue.\r

    Sea unicorns speak Sylvan and Common.\r

    COMBAT\r

    Sea unicorns generally stay out of conflicts, but will defend themselves and their territories. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the unicorn.\r

    Alternate Form (Su):<\/b> A sea unicorn can assume three forms: a \"hippocampus\" form (the front half of a unicorn with a fish's tail) with the stats given above; a \"dolphin\" form (a cross between a porpoise and a swordfish with a long unicorn's horn); or an \"equine\" form (a unicorn of normal shape). All three forms have a blue-white coloration and blue eyes. A sea unicorn can only change form if it is submerged in water. It does not change form if it is slain.\r

    In dolphin form the sea unicorn's horn does 1d8 damage, its blindsight range increases to 120 ft and it loses water walking.\r

    Dolphin Form<\/i>\r
    Speed: Swim 80 ft.\r
    Attack: Horn +10 melee (2d6+10)\r
    Full Attack: Horn +10 melee (2d6+10)\r
    Special Attacks: Powerful charge 3d6+13\r
    Special Qualities: Blindsight 120 ft., darkvision 60 ft., immunity to poison, charm, and compulsion, low-light vision, scent, spell-like abilities, wild empathy \r

    In equine form the sea unicorn loses its blindsight but gains the amphibious quality, allowing it to breathe air and water.\r

    Unicorn Form<\/i>\r
    Speed: 50 ft. (4 squares), swim 50 ft.\r
    Special Qualities: Amphibious darkvision 60 ft., immunity to poison, charm, and compulsion, low-light vision, scent, spell-like abilities, water walking, wild empathy\r
    Skills: Jump +16, Listen +11, Move Silently +9, Spot +11, Survival +8*, Swim +13 \r

    Magic Circle against Chaos (Su):<\/b> This ability continuously duplicates the effect of the spell. A sea unicorn cannot suppress this ability.\r

    Spell-Like Abilities:<\/b> Sea unicorns can use detect evil<\/i> at will as a free action. Once per day a sea unicorn can use greater teleport<\/i> to move anywhere within its territory (an aquatic region up to ten miles across). It cannot teleport beyond the boundaries of its territory nor back from outside.\r

    A sea unicorn can use control weather<\/i> once per day (caster level 14th), with the effects seeming to originate from its horn. \r

    Wild Empathy (Ex):<\/b> This power works like the druid\u00c2\u0092s wild empathy class feature, except that a sea unicorn has a +6 racial bonus on the check.\r

    Skills:<\/b> Sea unicorns have a +4 racial bonus on Move Silently checks. *Sea unicorns have a +3 competence bonus on Survival checks within the boundaries of its territory. \r

    A sea unicorn has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #190<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always lawful neutral","environment":"Any aquatic"},{"name":"Unicorn, Unisus","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":6765,"reference":"Usergen","full_text":"

    Unicorn, Unisus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d10+20\u00a0(42 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares), fly 120 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (\u00c2\u00961 size, +3 Dex, +6 natural), touch 12, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+13<\/td> <\/tr>
    Attack: <\/strong>Horn +11 melee (1d8+8) <\/td> <\/tr>
    Full Attack: <\/strong>Horn +11 melee (1d8+8) and 2 hooves +3 melee (1d4+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Impaling dive<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +7, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +9, Jump +17, Listen +13, Move Silently +9, Sense Motive +7, Spot +13, Survival +8*<\/td> <\/tr>
    Feats: <\/strong>Flyby Attack, Skill Focus (Survival)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests and mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or summit (3\u00c2\u00966)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic good<\/td> <\/tr>
    Advancement: <\/strong>5\u00c2\u00968 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+5 (cohort)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This powerful, equine creature has a gleaming white coat and two large, feathered wings. Long, silky white hair hangs down in a mane and forelock. A single ivory-colored horn, about 2 feet long, grows from the center of the forehead. The hooves are cloven.<\/i>\r

    Unisi are the results of crossbreeding a unicorn and a pegasus.\r

    Like unicorns, lone unisi occasionally allow themselves to be tamed and ridden by good maidens of pure heart. Such a unisus, if treated kindly, is the maiden's loyal steed and protector for life, even accompanying her beyond its territory.\r

    A typical adult unisus stands 6 feet high at the shoulder, weighs 1,500 pounds, and has a wingspan of 20 feet. Females are slightly smaller and slimmer than males.\r

    Unisi speak Sylvan and Common.\r

    COMBAT\r

    Unisi normally attack only when defending themselves or their territories. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the unisus.\r

    Impaling Dive (Ex):<\/b> A unisus may make dive attacks using its horn; successful attacks do 2d8+16 hp of damage.\r

    Magic Circle against Evil (Su):<\/b> This ability continuously duplicates the effect of the spell. A unisus cannot suppress this ability.\r

    Spell-Like Abilities:<\/b> Unisi can use detect evil<\/i> and detect good<\/i> at will as a free action. Once per day a unisus can use greater teleport<\/i> to move anywhere within its home (an area up to one square mile). It cannot teleport beyond the boundaries of its territory nor back from outside.\r

    A unisus can use cure light wounds<\/i> three times per day and cure moderate wounds<\/i> once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison<\/i> (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.\r

    Wild Empathy (Ex):<\/b> This power works like the druid\u00c2\u0092s wild empathy class feature, except that a unisus has a +6 racial bonus on the check.\r

    Skills:<\/b> Unisi have a +4 racial bonus on Listen, Move Silently and Spot checks. *Unisi have a +3 competence bonus on Survival checks within the boundaries of their territory.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #190<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always chaotic good","environment":"Temperate forests and mountains"},{"name":"Unicorn, Zebracorn","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6766,"reference":"Usergen","full_text":"

    Unicorn, Zebracorn <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d10+20\u00a0(42 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 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>+4\/+13<\/td> <\/tr>
    Attack: <\/strong>Horn +11 melee (1d8+8)<\/td> <\/tr>
    Full Attack: <\/strong>Horn +11 melee (1d8+8) and 2 hooves +3 melee (1d4+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Change shape<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +7, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24 <\/td> <\/tr>
    Skills: <\/strong>Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8*\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Skill Focus (Survival)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or zeal (3\u00c2\u00966)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>5\u00c2\u00968 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+4 (cohort)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This powerful, equine creature has a gleaming black and white coat like a zebra's hide. It has big, doe brown eyes. Long, silky white hair hangs down in a mane and forelock. A single ivory-colored horn, about 2 feet long, grows from the center of the forehead. The hooves are cloven.<\/i>\r

    Zebracorns are offshoots of unicorns found in equatorial savannahs. These nomadic unicorns roam the savannah in herds, feeding on dry grasses. They avoid overgrazing any area. Each herd generally contains one stallion and several mares. \r

    A zebracorn can be ridden by any being who proves itself friendly, though they can detect evil at will and will immediately attack evil beings. They are unpredictable and willful (some say pig-headed).\r

    When assuming humanoid form, a zebracorn generally takes the form of a muscular, hairless, black human with a warrior\u00c2\u0092s bearing. \r

    Zebracorns occasionally allow themselves to be tamed and ridden by and friendly, nonevil beings. Such a zebracorn, if treated kindly, is the being's loyal steed and protector for life, even accompanying him or her beyond its territory.\r

    A typical adult zebracorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males.\r

    Zebracorns speak Sylvan and Common.\r

    COMBAT\r

    Zebracorns normally attack only when defending themselves or their savannahs. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the zebracorn.\r

    A zebracorn is proficient in all shields as well as all simple and martial weapons, but it must change shape into humanoid form to wield them. It has no armor proficiency.\r

    Change Shape (Su):<\/b> A zebracorn can take on the form of any Medium or Large animal or humanoid. Its favorite form is a handsome, black-skinned human.\r

    A zebracorn retains its horn while shapechanged. It can use its horn as a primary or secondary attack if it wields weapons when in humanoid shape. A shapechanged zebracorn can hide its horn by retracting it into its forehead, leaving behind a star-shaped mark or \"blaze\". Retracting or deploying its horn is a swift action.\r

    Spell-Like Abilities:<\/b> Zebracorns can use detect evil<\/i> at will as a free action. Once per day a unicorn can use greater teleport<\/i> to move anywhere within its home (a savannah region up to one square mile). It cannot teleport beyond the boundaries of its territory nor back from outside.\r

    A zebracorn can use color spray<\/i> three times per day (DC 18, caster level 8th) with the effect emanating from its horn. The save DC is Charisma-based.\r

    Wild Empathy (Ex):<\/b> This power works like the druid\u00c2\u0092s wild empathy class feature, except that a zebracorn has a +6 racial bonus on the check.\r

    Skills:<\/b> Zebracorns have a +4 racial bonus on Move Silently checks. *Zebracorns have a +3 competence bonus on Survival checks within the boundaries of their territory.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #190<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always chaotic neutral","environment":"Warm plains"},{"name":"Urd","type":"Humanoid","ch":1,"challenge_rating":" 01 \u00a0","id":6767,"reference":"Usergen","full_text":"

    Urd <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Humanoid \t\t\t(Urd, Reptilian)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft, fly 40 ft. (average)<\/td> <\/tr>
    AC:<\/strong> 16 (+1 size, +3 Dex, +2 natural)<\/td> <\/tr>
    Attacks:<\/strong>Halfspear +2 melee; or rock bomb +5 ranged<\/td> <\/tr>
    Damage: <\/strong>Halfspear 1d6; rock bomb 2d4<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong><\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +6, Will -1 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 17, Con 12, Int 7, Wis 8, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Spot +3<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Temperate and warm hills and mountains<\/td> <\/tr>
    Organization: <\/strong>Gang (3-14), flock (15-300 plus 1 3rd-level subcheiftain per 20 urds and 1 leader of 4th-5th level), gen (50-500 plus 50% noncombatants plus 1 3rd-level subcheiftain per 20 adults, 2 subcheiftains of 4th-6th level, 1-6 adepts of 3rd-6th level, 20-70 giant bats, 1 chieftain of 8th level)<\/td> <\/tr>
    Challenge Rating: <\/strong>01<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Urds are warlike flying humanoids referred to by some as flying kobolds. These short people are three feet tall on average and have leathery bat-like wings sprouting from their backs on which they can glide for long distances. Their wingspan stretches eight or more feet across, and these beings are quick and maneuverable flyers. On land, they slouch to counterbalance their wings and thus move with an awkward half-hopping gait. Their bodies are thin and frail-looking, covered with scales of mottled yellow to brick-red color. Their heads are tipped with short ivory horns, and urds have red-rimmed eyes, and flattened noses. They wear minimal clothing if they wear anything at all, but often decorate their bodies with paints made from natural dies such as berries and ground bone.

    They are normally content to eat fruits or small animals, but if the tribe is aggressive and powerful enough, they may be bold enough to eat larger creatures such as goblins, elves, or humans. Urds are known to exceed 100 years of age, but hardly any survive past the age of 50.

    Urds speak Draconic as well as a smattering of Common.

    COMBAT<\/b>
    Urds are night hunters, traveling in great flocks to attack smaller groups of grounded prey. They rely on their rock bombs to take opponents out of the fight, and only enter melee if their opponents are weakened enough to dispatch quickly. Urds are unreliable in larger battles. They are easily startled, particularly by bright lights such as fireballs (although they suffer no penalties from light sensitivity), or by large flying creatures. Urds only enter into melee if they greatly outnumber their opponents, and only if they can easily overpower smaller unarmored targets; they will take flight and flee otherwise, just as they will flee if they begin to lose a melee.

    Most of the time urds carry a \"rock bomb\"; a stone covered with jagged edges and protrusions, that weighs 2-3 pounds. Urds drop these rocks from the air with great accuracy. Unsuspecting victims are caught flat-footed and have no Dexterity bonus, although aware opponents with the Dodge feat can use it normally. Each urd can only carry one of these rocks at a time while flying, and are thereafter forced to melee with their spears or flee.

    Skills<\/b>: Urds receive a +2 racial bonus to Spot checks, but only at night.


    URD SOCIETY<\/b>
    Urds are tribal yet egalitarian, and form massive extended families called gens. A gen may well contain over 300 adults and is controlled by a hereditary chieftain.

    Urds usually lair in isolated mountain caves or carefully concealed underground caverns. Their lairs are usually comprised of one main chamber plus a number of smaller chambers for the nurseries, which are usually guarded by giant bats that the urds keep as pets.

    Urds are generally unintelligent, easily frightened, and cowardly towards other races. They are quick to attack weaker foes that they can subdue, such as kobolds and goblins. Their cowardly nature often leads them to submit to more powerful creatures, and entire gens may swear fealty to dragons or powerful spellcasters. Urds often hire themselves out as mercenary units to larger armies in the capacity of scouts and messengers.


    URD CHARACTERS<\/b>
    An urd's favored class is barbarian; most urd leaders are barbarian\/rogues. Urd clerics worship their patron deity Kuraulyek, and they can choose two of the following domains: Animal, Earth, Evil, Trickery. Most urd spellcasters are adepts, however.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium MC2 (1989).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually neutral evil","environment":">Temperate and warm hills and mountains"},{"name":"Urd","type":"Humanoid","ch":1,"challenge_rating":" 01 \u00a0","id":6768,"reference":"Usergen","full_text":"

    Urd <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Humanoid \t\t\t(Reptilian)\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), fly 40 ft (average)<\/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>Halfspear +2 melee (1d6) <\/td> <\/tr>
    Full Attack: <\/strong>Halfspear +2 melee (1d6) or rock bomb +5 ranged (1d4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>---<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, light sensitivity<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +6, Will -1 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 17, Con 12, Int 7, Wis 8, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Listen +3, Spot +4*<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm hills and mountains<\/td> <\/tr>
    Organization: <\/strong>Gang (3-14), flock (15-300 plus 1 3rd-level subchieftain per 20 urds and 1 leader of 4th-5th level), gen (50-500 plus 50% noncombatants plus 1 3rd-level subchieftain per 20 adults, 2 subchieftains of 4th-6th level, 1-6 adepts of 3rd-6th level, 20-70 dire bats, 1 chieftain of 8th level)<\/td> <\/tr>
    Challenge Rating: <\/strong>01<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+1<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This little humanoid has a pair of leathery bat-like wings sprouting from its back. It slouches to counterbalance the weight of its wings, moving with an awkward hopping gait. It is thin and frail-looking, and its head is tipped with short ivory horns. It has red-rimmed eyes and flattened noses, and through its sparse clothing can be seen designs painted on its scaly skin.<\/i>\r

    Urds are warlike flying humanoids that some other humanoids consider \"flying kobolds.\" These short people can glide for long distances, and are quick and maneuverable flyers on a wingspan that stretches eight or more feet across. An urd's scales range from mottled yellow to brick-red color. An urd wears minimal clothing if it wears anything at all, but urds often decorate their bodies with paints made from natural dies such as berries and ground bone.\r

    Urds are normally content to eat fruits or small animals, but if the tribe is aggressive and powerful enough, they may be bold enough to eat larger creatures such as goblins, elves, or humans. Urds are known to exceed 100 years of age, but hardly any survive past the age of 50.\r

    Urds speak Draconic as well as a smattering of Common.\r

    An urd is 3 feet tall, and weighs 30-40 pounds.\r

    COMBAT<\/b>\r
    Urds are night hunters, traveling in great flocks to attack smaller groups of grounded prey. They rely on their rock bombs to take opponents out of the fight, and only enter melee if their opponents are weakened enough to dispatch quickly. Urds are unreliable in larger battles. They are easily startled, particularly by bright lights such as fireballs, or by large flying creatures. Urds only enter into melee if they greatly outnumber their opponents, and only if they can easily overpower smaller unarmored targets; they will take flight and flee otherwise, just as they will flee if they begin to lose a melee.\r

    Most of the time an urd carries a \"rock bomb,\" which it can drop from the air with great accuracy. An urd prefers to catch an unsuspecting victim flat-footed. An urd can only carry one of these rock bombs at a time while flying, and after using it, the urd is forced to fight in melee or flee.\r

    Light Sensitivity (Ex)<\/b>: Urds are dazzled in bright sunlight or within the radius of a daylight spell.\r

    Rock Bomb<\/b>: A rock bomb is a stone covered with jagged edges and protrusions. A rock bomb is an exotic thrown weapon (range increment 10 feet) that deals 1d4 (Small) or 1d6 (Medium) points of bludgeoning damage on a hit with a critical range of x2. Cost 5 gp. Weight 2-3 lbs.\r

    When dropped from high in the air, a rock bomb breaks up into many pieces, spraying shrapnel all about. A rock bomb can be used as a splash weapon if dropped vertically at least 30 feet. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 2d4 points of bludgeoning damage. Every creature within 5 feet of the point where the rock bomb hits takes 1 point of piercing damage from shrapnel.\r

    Skills<\/b>: *An urd has a +2 racial bonus on Spot checks made while in darkness.\r


    URD SOCIETY<\/b>\r
    Urds are tribal yet egalitarian, and form massive extended families called gens. A gen may well contain over 300 adults and is controlled by a hereditary chieftain.\r

    Urds usually lair in isolated mountain caves or carefully concealed underground caverns. Their lairs are usually comprised of one main chamber plus a number of smaller chambers for the nurseries, which are usually guarded by dire bats that the urds keep as pets.\r

    Urds are generally unintelligent, easily frightened, and cowardly towards other races. They are quick to attack weaker foes, such as kobolds and goblins. Their cowardly nature often leads them to submit to more powerful creatures, and entire gens may swear fealty to dragons or powerful spellcasters. Urds often hire themselves out as mercenary units to larger armies in the capacity of scouts and messengers.\r


    URD CHARACTERS<\/b>\r
    Most urd leaders are barbarian\/rogues. Urd clerics worship their patron deity Kuraulyek, and they can choose two of the following domains: Animal, Earth, Evil, Trickery. Most urd spellcasters are adepts, however.\r

    Urd characters possess the following racial traits.\r

    - +6 Dexterity, +2 Constitution, -4 Intelligence, -2 Wisdom.\r
    - Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3\/4 those of Medium characters.\r
    - An urd's base land speed is 30 feet. Urds have a fly speed of 40 ft. (average).\r
    - Darkvision out to 60 feet.\r
    - Racial Skills: An urd's humanoid levels give it skill points equal to 5 \u00c3\u0097 (2 + Int modifier). Its class skills are Listen and Spot. *An urd has a +2 racial bonus on Spot checks made while in darkness.\r
    - Racial Feats: An urd's humanoid levels give it one feat.\r
    - +1 natural armor bonus.\r
    - Special Qualities (see above): Light sensitivity.\r
    - Weapon Familiarity: Urds treat rock bombs as martial weapons, rather than exotic weapons.\r
    - Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.\r
    - Favored Class: Barbarian.\r
    - Level adjustment +1.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium MC2 (1989), and the Monstrous Manual (1993) under \"kobold\".<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually neutral evil","environment":"Temperate and warm hills and mountains"},{"name":"Urisk","type":"Fey","ch":201,"challenge_rating":" 02 (Lubin: 01) \u00a0","id":6769,"reference":"Usergen","full_text":"

    Urisk <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d6+2\u00a0(9 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/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>+1\/-4<\/td> <\/tr>
    Attack: <\/strong>Head butt +1 melee (1d6-1) or handaxe +2 melee (1d4-1)<\/td> <\/tr>
    Full Attack: <\/strong>Head butt +1 melee (1d6-1) or handaxe +2 melee (1d4-1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Enhance weapons<\/td> <\/tr>
    Special Qualities: <\/strong>Animal companion, damage reduction 5\/cold iron, low-light vision, nature stealth, pass without trace, spell-like abilities, wild empathy<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +6, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 9, Dex 16, Con 13, Int 12, Wis 14, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Balance +5, Handle Animal +9, Hide +14, Jump +3, Knowledge (nature) +6, Listen +7, Move Silently +10, Ride +10, Spot +7, Survival +2 (+4 aboveground)<\/td> <\/tr>
    Feats: <\/strong>Animal Affinity, Stealthy b<\/sup><\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forest, mountains, and hills<\/td> <\/tr>
    Organization: <\/strong>Solitary or band (2-5)<\/td> <\/tr>
    Challenge Rating: <\/strong>02 (Lubin: 01)<\/td> <\/tr>
    Treasure: <\/strong>Standard coins; 10% goods; no items<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+2 (Lubin: +1)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This being looks like a very short human, with the head and legs of a goat, and a small bushy tail wagging behind it. It has a human torso and arms, but its whole body is covered in shaggy brown hair.<\/i> \r

    The urisk is a rarely encountered creature of the wilderness with a similar appearance to a satyr. A urisk is a solitary wanderer with no established lair, though its small caches of gold and golden jewelry can be found buried throughout the lands it roams. It is sometimes found alone, but usually travels with mammalian companions appropriate to the terrain, such as goats, bears, sheep, rams, and deer.\r

    Urisks are particularly friendly with gnomes and druids, and creatures of the wilderness. They are neutral towards humans, elves, halflings, and dwarves, and hate all evil humanoids such as orcs and goblins. \r

    A urisk is 3 feet tall and weighs 45 pounds.\r

    A urisk speaks Sylvan, Common, Gnome, Dwarf, Elf, and Orc.\r

    COMBAT<\/b>\r
    A urisk usually attacks with its head butt, though some prefer to carry small weapons such as daggers, hand axes, clubs, and short swords. A urisk is intimately familiar with the terrain it inhabits, and can become effectively invisible to the casual observer.\r

    Enhance Weapons (Su)<\/b>: A urisk gains a +1 enhancement bonus on its attack rolls when wielding a melee weapon, and the weapon is treated as magical for the purpose of overcoming damage reduction. This enhancement bonus does not stack with any other enhancement bonus on a weapon (such as the enhancement bonus of masterwork weapons or magic weapons).\r

    Animal Companion (Su)<\/b>: A urisk may have up to 4 animal companions at a time. This animal is a loyal companion that accompanies the urisk on its adventures as appropriate for its kind. An animal companion is completely typical for its kind. A urisk may select any creature of the animal type of Large or smaller size, and all of its animal companions must be mammals. There is no limit on the number of Hit Dice of mammals that may serve as companions for a urisk, but any given animal may not have more than three times the number of Hit Dice as the urisk. Each of a urisk's animal companions will be completely at ease with one another, and can work together even if they would not normally do so.\r

    If a urisk releases one of its companions from service, it may gain a new one using its special charm ability. This charm can also replace an animal companion that has perished. A urisk may use this power four times per day, but cannot gain a new animal companion if it already has four in its service. This power functions as the charm animal<\/i> spell (DC 13), except that the effect lasts until the urisk releases the animal, or the urisk or animal dies. The save DC is Charisma-based.\r

    A urisk can handle one of its animal companions as a free action, or push it as a move action. The urisk gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. The animal companion will obey the urisk's commands completely, even if it must risk its own life to do so (though it will not obey suicidal or obviously harmful orders).\r

    Nature Stealth (Ex)<\/b>: A urisk can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment, and can use the Hide skill in any natural terrain, even while being observed.\r

    Pass Without Trace (Su)<\/b>: A urisk may pass without trace (as the spell) for up to one hour a day in any terrain. The duration does not need to be continuous.\r

    Spell-Like Abilities<\/b>: At will - speak with animals<\/i>; 3\/day - warp wood<\/i> (DC 14). Caster level 12th. The save DC is Charisma-based.\r

    Wild Empathy (Ex)<\/b>: This power works like the druid's wild empathy class feature, except that the urisk has a +6 racial bonus on the check, and a +2 synergy bonus due to its Handle Animal skill.\r

    LUBIN<\/b>\r
    The lubin is a variant species of fey much like the urisk. They appear the same as urisks, but are 2 1\/2 feet tall on average, and have black fur. Lubins live in forest and fields, and can speak Sylvan, Elf, Gnome, and Common. They are usually chaotic neutral in alignment.\r

    Lubins and urisks otherwise share the same tendencies and special abilities, though lubins lack the ability to take animal companions. Instead, they can cast charm person<\/i> as a spell-like ability, 3 times per day.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #94 (\"Creature Catalog II,\" February 1986, Roger E. Moore).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Usually neutral","environment":"Temperate forest, mountains, and hills"},{"name":"Utoyasukata","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":6770,"reference":"Usergen","full_text":"

    Utoyasukata <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d8+9\u00a0(22 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), fly 50 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/-5<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d4-3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d4-3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Venomous blood<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +5, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 5, Dex 14, Con 17, Int 2, Wis 16, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Listen +12, Spot +12<\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Initiative, Weapon Finesse [B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate coasts<\/td> <\/tr>
    Organization: <\/strong>Solitary or flock (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 (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A brightly-colored bird, nearly three feet long perches in a nearby tree. It spreads its wings which easily span eight feet, and takes to the air.<\/i>\r

    Utoyasukata are coastal birds whose flesh is consired a great delicacy by the aristocracy and the wealthy. The fact that they are extremely difficult to catch and even more difficult to prepare without harming the chef increases their demand. As a result, humanoids frequenlty attempt to catch or kill these beautiful birds.\r

    Utoyasukata nests are extremely well-hidden, and as a result they lay very few eggs. The parents are very wary and will rush to defend their nest at the slightest hint of danger.\r

    A DC 19 Profession (cook) check is needed to safely prepare the flesh of an utoyasukata. If the check fails, anyone eating the meat is exposed to the following poison:\r

    Utoyasukata Flesh:<\/i> Ingested, Fort Save DC 14, primary damage 1d4 Con, secondary damage nauseated for 1d8 hours. A creature that succeeds on the save against the secondary damage is still sickened for 1d8 hours.\r

    An utoyasukata is 3 feet long with a 8-foot wingspan. A typical specimen weighs 10 pounds.\r

    COMBAT\r

    Utoyasukata have keen senses and attempt to flee at the first warning of imminent danger. If trapped, the bird instinctively knows that its blood is deadly to other creatures, and will peck itself to release a few venemous drops and splash them toward the aggressors.\r

    Venomous Blood (Ex):<\/b> An utoyasukata's blood is poisonous. A creature that makes a successful attack with a slashing or piercing weapon (including natural weapons) against an utoyasukata must succeed on a DC 14 Reflex save or be exposed to poison from the utoyasukata's splashing blood. The save DC is Constitution-based.\r

    An utoyasukata may injure itself (dealing 1 point of damage) as a standard action, exposing all adjacent creatures to its venemous blood unless they succeed on a DC 14 Reflex saves.\r

    The poison remains virulent up to an hour after the bird's death, so anyone handling the corpse risks exposure.\r

    Utoyasukata Blood:<\/i> Contact, Fort Save DC 14, primary damage 1d4 Con, secondary damage 1d4 Con.\r

    Skills:<\/b> Utoyasukata have a +4 racial bonus on Listen and Spot checks. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in OA1 - Swords of the Daimyo<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate coasts"},{"name":"Utuchekulu","type":"Humanoid","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6771,"reference":"Usergen","full_text":"

    Utuchekulu <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Humanoid \t\t\t(Dwarf)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+1\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. in masterwork hide armor (4 squares); base speed 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+1 size, +3 masterwork hide armor), touch 11, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-2<\/td> <\/tr>
    Attack: <\/strong>Spear +3 melee (1d6+1\/\u00c3\u00973) or shortsword +3 melee (1d6+1\/19-20\u00c3\u00973) or bite +3 melee (1d6+1) or composite shortbow (+1 Str bonus) +3 ranged (1d4+1\/\u00c3\u00973 plus poison) or spear +2 ranged (1d6+1\/\u00c3\u00973)<\/td> <\/tr>
    Full Attack: <\/strong>Spear +3 melee (1d6+1\/\u00c3\u00973) or shortsword +3 melee (1d6+1\/19-20\u00c3\u00973) or bite +3 melee (1d6+1) or composite shortbow (+1 Str bonus) +3 ranged (1d4+1\/\u00c3\u00973 plus poison) or spear +2 ranged (1d6+1\/\u00c3\u00973)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison use, powerful charge, utuchekulu traits\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., utuchekulu traits<\/td> <\/tr>
    Saves: <\/strong>Fort +3*, Ref +0*, Will -1* <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Appraise +0 (+2 stone or leather), Climb +3, Craft +0 (+2 stone or leather), Hide +6, Intimidate +1, Swim +5<\/td> <\/tr>
    Feats: <\/strong>Weapon Focus (shortbow)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/td> <\/tr>
    Organization: <\/strong>Team (2-4), squad (5-8 plus 1 3rd-level champion), or tribe (10-30 plus 200% noncombatants plus 2-4 3rd-level champions and 1 chief of 4th-7th level)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>Standard coins; double goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+0<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This ebony-skinned dwarf has black hair, dark eyes, and a single blood red fang protruding from one side of its mouth.<\/i>\r

    The utuchekulu are an offshoot breed of jungle-dwelling dwarves. Sundered from their northern kin since primeval times, the utuchekulu mixed with something foul and unnatural while evolving separately in the jungle. Today, they are an evil, man-eating people.\r

    Utuchekulu live in tribal bands, usually ruled by the strongest warrior. While clerics are respected advisors, they never hold leadership positions. They prefer to occupy abandoned stone ruins and rebuild them. Every clan has two or three smiths to make tools and weapons of steel.\r

    The utuchekulu survive mainly by hunting game and humans. Women and children forage for small game, eggs, grubs, and fish. Utuchekulu are zealous man-eaters and hunt humans as game.\r

    The utuchekulu warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.\r

    An utuchekulu is about 3 feet tall and weighs 55-70 pounds. Utuchekulu have thin and scanty beards, often shaved.\r

    Utuchekulu speak Common and Dwarven.\r

    COMBAT\r

    Utuchekulu fight with spears, short bows, knives, clubs, and machetes. They have a special method of preparing rhino and hippo hides into very hard and durable leather. They have developed special hunting poisons to bring down prey. Utuchekulu prefer to attack from ambush, and are also known to set numerous pits and snares around their lairs.\r

    Poison Use (Ex):<\/b> Utuchekulu typically carry 4 doses of hunting poison to apply to their arrowheads. Utuchekulu are not at risk of poisoning themselves when handling poison. Utuchekulu rogues and leaders often carry 1-3 doses of greater hunting poison as well.\r

    Hunting Poison:<\/i> Injury, Fortitude DC 16, initial damage slowed (as the spell) for 1d10 minutes, secondary damage paralyzed 1d4 rounds. A poisoned victim's flesh transmits the hunting poison as an ingested poison for one hour. \r

    Slaying Poison:<\/i> Injury, Fortitude DC 16, initial damage paralyzed 1d4 rounds plus slowed (as the spell) for 1d10 minutes, secondary damage 2d6 Con. A poisoned victim's flesh transmits the hunting poison as an ingested poison for two hours.\r

    Powerful Charge (Ex):<\/b> When a utuchekulu charges, its bite attack deals 2d6+2 points of damage.\r

    Utuchekulu Traits (Ex):<\/b> Utuchekulu possess the following racial traits.\r

    • Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, \u00c2\u00964 penalty on grapple checks, lifting and carrying limits 3\/4 those of Medium characters. \r
      <\/li>
    • An utuchekulu's base land speed is 20 feet. However, utuchekulu can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load. \r
      <\/li>
    • Darkvision out to to 60 feet. \r
      <\/li>
    • Stonecunning: This ability grants an utuchekulu 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. An utuchekulu who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and an utuchekulu can use the Search skill to find stonework traps as a rogue can. An utuchekulu can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Utuchekulu have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. \r
      <\/li>
    • Weapon Familiarity: Utuchekulu treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. \r
      <\/li>
    • Weapon Proficiency: Utuchekulu are automatically proficient with the shortsword and falchion. \r
      <\/li>
    • Stability: Utuchekulu are exceptionally stable on their feet. An utuchekulu 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
      <\/li>
    • +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here. \r
      <\/li>
    • +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here. \r
      <\/li>
    • +2 racial bonus on Appraise checks that are related to stone or leather items. \r
      <\/li>
    • +2 racial bonus on Craft checks that are related to stone or leather. \r
      <\/li>
    • +2 racial bonus on Hide checks. \r
      <\/li>
    • Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon. \r
      <\/li>
    • Favored Class: Rogue. \r
      <\/li><\/ul><\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #56<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually lawful evil","environment":"Warm forests"},{"name":"Utukku","type":"Outsider","ch":9,"challenge_rating":" 09 \u00a0","id":6772,"reference":"Usergen","full_text":"

    Utukku <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 10d8+90\u00a0(135 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 40 ft (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 22 (-1 size, +13 natural), touch 9, flat-footed 22<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+19<\/td> <\/tr>
    Attack: <\/strong>Claw +15 melee (4d4+5)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +15 melee (4d4+5) and bite +13 melee (3d4+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Discord, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/good, darkvision 120 ft, iron mind, plane shift, resistance to electricity 10 and fire 10, spell resistance 21, telepathy 100 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +16 (+20 against poison), Ref +7, Will +12 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 11, Con 29, Int 16, Wis 16, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Appraise +15, Bluff +22, Concentration +20, Diplomacy +8, Disguise +4 (+6 in character), Intimidate +20, Jump +16, Knowledge (the planes) +18, Listen +16, Search +14, Sense Motive +16, Spot +16, Survival +15 (+17 following tracks, +17 on other planes)<\/td> <\/tr>
    Feats: <\/strong>Blind-Fight, Iron Will, Multiattack, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Tarterian Depths of Carceri<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>09<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>11-20 HD (Large); 21-30 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    \r
    Standing twice as tall as a human, this creature bears the head of a lion, with long quills radiating out in place of a mane. Its scaled humanoid body is dark brick-red, with a golden-red face and striped black and white spines. Huge, white claws cap its hands and feet. Its bright yellow eyes have catlike blue pupils. <\/i>\r

    Utukku are vicious predators of the planes that kill all outsiders who pass through their territory, including others of their kind. Their lairs in the great ash deserts of Carceri always include impressive defenses, as each utukku must defend itself from all competitors. Utukku want no part of the intrigues of other fiends, and prey on any demons and devils they meet.\r

    Very rarely, utukku are able to travel to the Material Plane for a time to gather more treasure. Its temporarily lair there will be a more hastily made lair, built in the caverns or pits of desolate regions, such as sandy deserts and volcanic areas. While on the Material Plane, they spread misery and suffering throughout local humanoid communities.\r

    Utukku stand an average height of 12 feet tall, ranging from 11 to 14 feet tall, and weigh about 800 pounds.\r

    Utukku speak their own language, but mostly communicate via telepathy.\r

    COMBAT<\/b>\r
    Utukku always use their clawed hands to slash at foes rather than using weapons (though they are known to prize magical weapons as treasure). They also make good use of their magical powers in combat. These creatures are rather hardy, due to the harsh nature of their home plane. They always attack any extraplanar creatures on sight, unless outnumbered or overpowered.\r

    Discord (Sp)<\/b>: Once per day, an utukku can cause all creatures within 60 feet to immediately fall to loud bickering and arguing, allowing them to take no other actions. If affected creatures are of different alignments, there is a 50% probability that they attack each other. The bickering lasts for 5d4 rounds, and fighting for 2d4 rounds. A successful Will save (DC 19) negates the effect. This is a mind-affecting, compulsion effect. The save DC is Charisma-based.\r

    Spell-Like Abilities<\/b>: At will - comprehend languages<\/i>, detect evil<\/i>, detect good<\/i>, detect magic<\/i>, see invisibility<\/i>; 3\/day - cause fear<\/i> (DC 15), darkness<\/i>, greater teleport<\/i> (self plus 50 pounds of objects only), lightning bolt<\/i> (DC 17); 1\/day - control weather<\/i>; 1\/week - contagion<\/i> (DC 18), polymorph<\/i>. Caster level 18th. The save DCs are Charisma-based.\r

    Iron Mind (Ex)<\/b>: An utukku is immune to all magical and psionic mind-affecting divination effects, including telepathy.\r

    Plane Shift (Sp)<\/b>: Once per century, an utukku can leave Carceri to plane shift<\/i> itself into the Material Plane; it can remain on the Material Plane for one year, after which it automatically shifts back to its home plane, taking up to 4,000 pounds of material with it. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #89 (\u00c2\u0093Creature Catalog,\u00c2\u0094 September 1984, Roger Moore).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic evil","environment":"Tarterian Depths of Carceri"},{"name":"Vagabond","type":"Outsider","ch":10,"challenge_rating":" 10 or as host (see below) \u00a0","id":6773,"reference":"Usergen","full_text":"

    Vagabond <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Outsider \t\t\t(Incorporeal, Native, Psionic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 12d8\u00a0(54 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> Fly 80 ft (perfect) (16 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 21 (+4 Dex, +7 deflection), touch 21, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+12\/---<\/td> <\/tr>
    Attack: <\/strong>Incorporeal touch +16 melee touch (power) or power +16 ranged touch (power)<\/td> <\/tr>
    Full Attack: <\/strong>Incorporeal touch +16 melee touch (power) or power +16 ranged touch (power)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Psionic powers<\/td> <\/tr>
    Special Qualities: <\/strong>Create likeness, darkvision 60 ft, detect vagabond, immunity to mind-affecting effects, incorporeal traits, inhabit host, reanimate corpse, wild empathy<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +12, Will +14 <\/td> <\/tr>
    Abilities: <\/strong>Str ---, Dex 19, Con 10, Int 20, Wis 23, Cha 25 <\/td> <\/tr>
    Skills: <\/strong>Bluff +22, Concentration +15, Diplomacy +26, Disguise +7 (+9 acting), Gather Information +22, Handle Animal +22, Intimidate +24, Knowledge (psionics) +20, Listen +21, Psicraft +20, Search +20, Sense Motive +21, Spot +21, Survival +6 (+8 following tracks), Use Magic Device +22<\/td> <\/tr>
    Feats: <\/strong>Negotiator, Power Penetration, Psionic Affinity, Psionic Endowment, Psionic Meditation<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land, underground, and aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>10 or as host (see below)<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Often neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class (as psion)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A vagabond is a solitary, enigmatic creature of an inexplicable nature. This wanderer exists as a disembodied life force with the ability to take the physical form other creatures. The true nature and origin of the vagabonds are mysteries. They seem to be most often found on the Material Plane, gathering information for their own secret purpose.\r

    A vagabond has a powerful mentality, though its incorporeal form provides limited means at best of interacting with the physical world. It has an array of psionic powers, though it cannot make use of these unless it has a body. A vagabond will wander alone until it finds a suitable form to exist as. Vagabonds can sense each another's presence, and will avoid others of their kind if possible.\r

    A vagabond will seek out a corporeal form shortly after arriving on the Material Plane. A vagabond generally knows nothing about the world of mortals, but will select a form that it believes will allow it to learn the most information. A vagabond can take on an empty vessel either by finding a fresh corpse to return to life, or by forming a corporeal body from psionic ectoplasm. Such a vessel begins as a small inky blob on the ground that quickly enlarges into three dimensions, fills out, and forms finer details. (These methods of gaining a body result in the vagabond merging with a vessel; see template below.) A vagabond can also inhabit a willing living creature. In this form, the vagabond does not really control its host, but can make strong suggestions to get what it wants.\r

    Regardless of what form a vagabond takes, and how, its behavior will be awkward at best. It has no knowledge of its form's speech, conduct, customs, or expectations. The vagabond gains the abilities of the form it has chosen, but has access to none of the memories or skills of the creature. Vagabonds are thus typically very inquisitive, even about mundane or personal details. A vagabond will often feel more comfortable with a less intelligent form, where its ignorance will be less obvious. A vagabond will willingly accompany intelligent creatures, and will relish the opportunity to do so.\r

    COMBAT<\/b>\r
    A vagabond will not fight anything while in incorporeal form, and an incorporeal vagabond cannot use its psionic powers. Vagabonds have an affinity for powers that let them communicate and learn information, powers that allow them to change their form or travel in difficult terrain, and powers that allow them to attack and psionically defend themselves. Vagabonds never have psychokinetic powers, though. \r

    When attacked, a vagabond will use whatever abilities to which it has access in order to defend itself or retreat as best possible. When a vagabond takes on a permanent vessel, a body it has created or resurrected, it surrenders its incorporeal state in favor of something that can more easily interact with the world around it. If a vagabond's vessel is slain, the vagabond returns to an incorporeal state and departs from the area, never to return.\r

    Psionic Powers<\/b>: A vagabond manifests powers as a psion (telepath<\/i>) of 12th level. The save DCs are Intelligence-based.\r

    Typical Psion Powers Known<\/i> (power points 156): 1st - call to mind<\/i>, detect psionics<\/i>, empathy<\/i>, empty mind<\/i>, mind thrust<\/i> (DC 16), mindlink<\/i>, missive<\/i>, skate<\/i>; 2nd - ego whip<\/i> (DC 17), id insinuation<\/i> (DC 17), mass missive<\/i>, read thoughts<\/i> (DC 17), thought shield<\/i>; 3rd - psionic blast<\/i> (DC 18); 4th - correspond<\/i>, psionic dimension door<\/i>, psionic divination<\/i>, schism<\/i>; 5th - catapsi<\/i> (DC 20), mind probe<\/i> (DC 20), psionic plane shift<\/i>, psychic crush<\/i> (DC 20), tower of iron will<\/i>; 6th - aura alteration<\/i>.\r

    Create Likeness (Su)<\/b>: A vagabond can recreate the form of any living corporeal creature it has observed. This likeness functions in all ways as if it were a standard version of the chosen creature. It cannot take the form of a construct, undead, or a powerful unique creature (such as an archdevil), nor can it create the likeness of a creature with class levels. It takes a full round to form the body, at which point the vagabond merges permanently with it. If the body is killed, it is completely destroyed and the vagabond becomes incorporeal again.\r

    Detect Vagabond (Ex)<\/b>: A vagabond can detect the presence of another vagabond at a range of up to a mile, regardless of whether the other vagabond has taken a corporeal form or not.\r

    Immunity to Mind-Affecting Effects (Ex)<\/b>: A vagabond is immune to mind-affecting effects that are not psionic in nature.\r

    Inhabit Host (Su)<\/b>: A vagabond can bond with any willing, living host with an Intelligence score of 1 or greater. A bonded host gains access to the vagabond's skills and feats, as well as its psionic powers (although the host cannot do anything with these powers which the vagabond will not allow). In exchange, the host shares half of any earned experience points with the vagabond. \r

    A vagabond and its host are in constant telepathic contact so long as the bond lasts. The vagabond cannot force its host to do anything, although it can use skills like Bluff, Diplomacy, and Intimidate on the host to get what it wants. Either the vagabond or the host can end the bond at any time.\r

    If a vagabond inhabits a creature that has its own power points, the two creatures combine their power points to make up their reserve. The vagabond and host creature can use these power points to manifest any powers that either has. The manifester levels of the vagabond and host remain the same, so the manifester level for any power used is dependent on which creature is using the power. If the bond between the vagabond and its host ends, the two creatures divide up the remaining power points evenly (if either has died, the survivor retains all the power points), up to each creature's normal maximum.\r

    Reanimate Corpse (Su)<\/b>: A vagabond can restore a semblance of life to a deceased creature instantaneously by entering and merging permanently with it. It can raise a creature that has been dead for no longer than twelve days. The body is immediately restored to full hit points, vigor, and health, with no loss of level (or Constitution points). \r

    While this effect closes mortal wounds and repairs lethal damage, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature's equipment or possessions are affected in any way by the vagabond.\r

    The subject's soul does not return to the body while a vagabond inhabits it. If the body is killed while a vagabond inhabits it the vagabond can never use that body again, and any spell that restores life to a dead creature (such as raise dead or resurrection) will return a creature's soul to its body as normal.\r

    Constructs, elementals, outsiders, and undead creatures can't be raised by a vagabond.\r

    Wild Empathy (Ex)<\/b>: This power works like the druid's wild empathy class feature, except that the vagabond has a +6 racial bonus on the check.\r

    Vagabond Gem<\/b>: A vagabond can psionically create a special gem from ectoplasm, which it can give to any creature that has helped it achieve its mission. The bearer can use word of recall<\/i> 3\/day. The sanctuary is chosen at the time the vagabond creates the gem. The vagabond can create a gem as a standard action, without meeting the prerequisites or expending any components.\r

    Strong conjuration; ML (at least 11th); Craft Universal Item, word of recall<\/i>; Price - (gift from vagabond only).\r


    CREATING A VAGABOND VESSEL<\/b>\r
    \"Vagabond vessel\" is an acquired template that can be added to any living, corporeal creature with an Intelligence score of 1 or more (referred to hereafter as the base creature).\r
    A vagabond vessel uses all the base creature's statistics and special abilities except as noted here.\r

    Special Attacks<\/b>: A vagabond vessel retains all the extraordinary special attacks of the base creature and also gains the following attacks.\r
    - Psionic Powers: A vagabond vessel manifests powers as a psion (telepath<\/i>) of 12th level. The save DCs are Intelligence-based.\r
    Special Qualities<\/b>: A vagabond vessel retains all the extraordinary special qualities of the base creature and also gains the following qualities.\r
    - Immunity to mind-affecting effects that are not psionic in nature.\r
    - Detect Vagabond (Ex): A vagabond vessel can detect the presence of another vagabond at a range of up to a mile, regardless of whether the other vagabond has taken a corporeal form or not.\r
    - Wild Empathy (Ex): This power works like the druid's wild empathy class feature, except that the vagabond vessel has a +6 racial bonus on the check.\r
    - Senses (Ex): The vagabond vessel sees and hears everything that the base creature is able to.\r
    Abilities<\/b>: Strength, Dexterity, and Constitution are same as the base creature, but Intelligence is 20, Wisdom is 23, and Charisma is 25.\r
    Skills<\/b>: A vagabond vessel has skill points equal to 15 x (8 + Int modifier [minimum 1]). Its class skills are Bluff, Concentration, Diplomacy, Gather Information, Handle Animal, Intimidate, Knowledge (psionics), Listen, Psicraft, Search, Sense Motive, Spot, and Use Magic Device, as well as any skills that were class skills for the base creature.\r
    Feats<\/b>: A vagabond has 5 feats.\r

    Environment<\/b>: Any, usually same as base creature.\r
    Organization<\/b>: Solitary.\r
    Challenge Rating<\/b>: HD 4 or less, as base creature +2; HD 5 to 10, as base creature +4; HD 11 or more, as base creature +6.\r
    Alignment<\/b>: The vagabond retains its original alignment.\r
    Level Adjustment<\/b>: ---\r


    SAMPLE VAGABOND VESSEL\r
    Vagabond Vessel Girallon\r
    Large Magical Beast (Psionic) \r
    Hit Dice<\/b>: 7d10+14 (52 hp)\r
    Initiative<\/b>: +3\r
    Speed<\/b>: 40 ft. (8 squares), climb 40 ft.\r
    Armor Class<\/b>: 16 (?1 size, +3 Dex, +4 natural), touch 12, flat-footed 15\r
    Base Attack\/Grapple<\/b>: +7\/+17\r
    Attack<\/b>: Claw +12 melee (1d4+6)\r
    Full Attack<\/b>: 4 claws +12 melee (1d4+6) and bite +7 melee (1d8+3)\r
    Space\/Reach<\/b>: 10 ft.\/10 ft.\r
    Special Attacks<\/b>: Psionics, rend 2d4+9\r
    Special Qualities<\/b>: Darkvision 60 ft., detect vagabond, immunity to mind-affecting effects, low-light vision, scent, senses, wild empathy\r
    Saves<\/b>: Fort +7, Ref +8, Will +3\r
    Abilities<\/b>: Str 22, Dex 17, Con 14, Int 20, Wis 23, Cha 25\r
    Skills<\/b>: Bluff +22, Concentration +15, Diplomacy +26, Disguise +7 (+9 acting), Gather Information +22, Handle Animal +22, Intimidate +24, Knowledge (psionics) +20, Listen +21, Psicraft +20, Search +20, Sense Motive +21, Spot +21, Survival +6 (+8 following tracks), Use Magic Device +22\r
    Feats<\/b>: Negotiator, Power Penetration, Psionic Affinity, Psionic Endowment, Psionic Meditation\r
    Environment<\/b>: Warm forests\r
    Organization<\/b>: Solitary or company (5-8)\r
    Challenge Rating<\/b>: 10\r
    Treasure<\/b>: None\r
    Alignment<\/b>: (as vagabond)\r
    Advancement<\/b>: 8-10 HD (Large); 11-21 HD (Huge)\r
    Level Adjustment<\/b>: ---\r

    Girallons are savage, magical cousins of the gorilla. They are aggressive, bloodthirsty, highly territorial, and incredibly strong.\r

    When moving on the ground, a girallon walks on its legs and lower arms. An adult girallon is about 8 feet tall, broad-chested, and covered in thick, pure white fur. It weighs about 800 pounds.\r

    Combat<\/b>\r
    A vagabond vessel girallon behaves quite differently from others of its kind. It prefers to avoid combat, and when engaged relies on its psionic powers before resorting to melee assaults.\r

    Psionic Powers<\/b>: A vagabond vessel girallon manifests powers as a psion (telepath<\/i>) of 12th level. The save DCs are Intelligence-based.\r

    Typical Psion Powers Known<\/i> (power points 156): 1st - call to mind<\/i>, detect psionics<\/i>, empathy<\/i>, empty mind<\/i>, mind thrust<\/i> (DC 16), mindlink<\/i>, missive<\/i>, skate<\/i>; 2nd - ego whip<\/i> (DC 17), id insinuation<\/i> (DC 17), mass missive<\/i>, read thoughts<\/i> (DC 17), thought shield<\/i>; 3rd - psionic blast<\/i> (DC 18); 4th - correspond<\/i>, psionic dimension door<\/i>, psionic divination<\/i>, schism<\/i>; 5th - catapsi<\/i> (DC 20), mind probe<\/i> (DC 20), psionic plane shift<\/i>, psychic crush<\/i> (DC 20), tower of iron will<\/i>; 6th - aura alteration<\/i>.\r

    Rend (Ex)<\/b>: A vagabond vessel girallon that hits with two or more claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an extra 2d4+12 points of damage.\r

    Detect Vagabond (Ex)<\/b>: A vagabond vessel girallon can detect the presence of another vagabond at a range of up to a mile, regardless of whether the other vagabond has taken a corporeal form or not.\r

    Senses (Ex)<\/b>: The vagabond sees and hears everything that the girallon is able to.\r

    Wild Empathy (Ex)<\/b>: This power works like the druid's wild empathy class feature, except that the vagabond vessel girallon has a +6 racial bonus on the check.\r

    Skills<\/b>: A vagabond vessel girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in the first edition Monster Manual II (1983, Gary Gygax) and Complete Psionics Handbook (1991).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Often neutral","environment":"Any land, underground, and aquatic"},{"name":"Vampire Cactus","type":"Plant","ch":2,"challenge_rating":" 02 \u00a0","id":6774,"reference":"Usergen","full_text":"

    Vampire Cactus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 3d8+6\u00a0(19 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 0 ft<\/td> <\/tr>
    AC:<\/strong> 17 (+3 Dex, +4 natural)<\/td> <\/tr>
    Attacks:<\/strong>12 needles +3 ranged<\/td> <\/tr>
    Damage: <\/strong>Needle 1d2+1 and drain blood<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Drain blood<\/td> <\/tr>
    Special Qualities: <\/strong>Plant, immune to electricity, double damage from fire (vulnerability)<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 16, Con 14, Int ---, Wis 11, Cha 9 <\/td> <\/tr>
    Skills: <\/strong><\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any desert<\/td> <\/tr>
    Organization: <\/strong>Solitary or stand (1-3)<\/td> <\/tr>
    Challenge Rating: <\/strong>02<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Medium-Size); 7-9 HD (Large)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The vampire cactus is a deep desert plant that drains the liquids of living animals. These cacti resemble century plants, and have 12 fleshy, needle-tipped, leaves of a dusty green color with narrow yellow bands at the edge. These leaves are five feet in length, and stick out from the three foot high main body of the plant, but droop down towards the ground. The white needles on the leaves are one inch long, and are connected to the leaf by a thick, rubbery thread. A single 5 - 6 foot tall, golden yellow spike sprouts out from the central core of the plant. From the top of this spike, a small flower blooms once every midsummer, which grows small blood-red fruit after pollination. This fruit is moist and tastes fantastically sweet.

    The plant is immobile like most cacti, but its leaves are capable of rapid movement. A vampire cactus can easily be identified as a dangerous plant by all the skeletons and drained corpses of desert-dwelling creatures that surround it.

    COMBAT<\/b>
    The vampire cactus will attack all warm-blooded creatures that approach within three yards. It attacks by firing its needles, which attach the plant to the victim via the thick thread that unreels itself from within the leaf. This thread allows the cactus to drain the blood and bodily fluids of living creatures. The plant can fire all 12 of its needles in one round, but no more than 6 at each target. Needles that miss, any that are pulled out of a victim, or any needles in a dead victim will be reeled in and can be fired again the next round. These threads have 4 hit points, leaves have 8 hit points, and both can be severed with slashing weapons, though they will regrow again in a few days if the main plant is not destroyed.

    Drain Blood (Ex)<\/b>: Each needle deals 1 point of temporary Constitution damage each round it remains embedded in its target. Victims can tear themselves free of the needles (a full round action), but the barbed needles deal 1d3 points of damage each to remove. The plant is satiated after draining 12 points of Constitution, when it then reels in its needles and remains still for two full days to digest its meal.

    Double Damage From Fire (Ex)<\/b>: Vampire cacti are well adapted to heat, but are very vulnerable to fire. All fire-based attacks deal double damage to a vampire cactus if it fails its save.

    Plant<\/b>: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Greyhawk Adventures (1988), Greyhawk Monstrous Compendium MC5 (1990).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":">Any desert"},{"name":"Vampire Moss","type":"Plant","ch":1,"challenge_rating":" 1 \u00a0","id":6775,"reference":"Usergen","full_text":"

    Vampire Moss <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 1d8\u00a0(4 hp)<\/td> <\/tr>
    Initiative: <\/strong> -5<\/td> <\/tr>
    Speed:<\/strong> 0 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 7 (+2 size, -5 Dex), touch 7, flat-footed 7<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-13<\/td> <\/tr>
    Attack: <\/strong>-<\/td> <\/tr>
    Full Attack: <\/strong>-<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Life drain, vampiric link (DC 13)<\/td> <\/tr>
    Special Qualities: <\/strong>Camouflage, fast healing 2, low-light vision, plant traits, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref -, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str -, Dex -, Con 10, Int -, Wis 13, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>-<\/td> <\/tr>
    Feats: <\/strong>-<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm marsh and forest<\/td> <\/tr>
    Organization: <\/strong>Solitary or colony (2-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2 HD (Tiny); 3 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This netlike mass of pale green moss hangs from a low tree branch. Though not particularly thick, the moss droops low and sways slightly with a breeze.<\/i>\r

    Vampire moss grows in tropical environments and thrives on the life energy of other creatures. For some reason this parasite prefers mammals, especially intelligent ones\u00c2\u0097perhaps because intelligent creatures have a more vivacious essence. A vampire moss does not die if it cannot feed on higher life forms, as it can feed on other plants to avoid starvation.\r

    Vampire moss grows anywhere from 1 to 4 feet in length, and weighs less than a pound.\r


    Combat\r

    A vampire moss waits for other creatures to wander nearby so that it can feed upon them. When any suitable meal approaches within 30 feet, a vampire moss will try to establish a vampiric link with that creature. The moss will continue to try to establish a link with its intended victim until it succeeds, until the victim moves out of range, or until a more desirable target comes within range. Multiple vampire mosses can link with the same creature, but each will generally try to feed on the nearest available target. A fully sated vampire moss will not feed again until all its temporary hit points have gone away.\r

    Camouflage (Ex):<\/b> Since a vampire moss looks like a normal plant when at rest, it takes a DC 20 Spot or Survival check to notice it before it attacks. Vampire moss turns from its normal pale green color to a brighter shade of green as it feeds, ultimately becoming vivid emerald when fully sated. Every round the moss has spent draining life energy entitles characters to make another check to notice it, with a cumulative +1 bonus on the check per round after the first.\r

    Life Drain (Ex):<\/b> As a swift action, a vampire moss can use negative energy to cause a persistent energy loss in a creature to which it has established a vampiric link. Such a creature loses 1 hit point each round. This continuing hit point loss cannot be stopped by a Heal check, cure<\/i> spell, or heal<\/i> spell, though these methods can restore drained hit points. The vampire moss gains temporary hit points equal to the number of hit points drained. If the vampiric link is severed, the hit point loss ceases immediately.\r

    If the hit point loss continues for a full minute, the victim must succeed on a DC 13 Fortitude save or fall unconscious for 1 minute. For every round the link remains after that, a conscious victim must succeed on another Fortitude save with a cumulative +2 on the DC per round after the first, or fall unconscious for 1 minute. The save DC is Charisma-based.\r

    After a vampire moss has drained a number of hit points equal to 4 times its own maximum hit point total (16 points for a typical vampire moss), it reaches satiation and severs the vampiric link.\r

    Vampiric Link (Su):<\/b> A vampire moss can drain the life from any living creature within 30 feet. To do so, it must be aware of the creature and take a standard action to attempt to establish a link. A vampire moss does not need to touch a creature to establish a link.\r

    The target creature will feel a prickling sensation at the back of the neck, and must succeed on a DC 13 Fortitude save. On a successful save, the link fails to establish, though the vampire moss may attempt again on its next turn. A failed save indicates that the vampire moss has latched on and formed a supernatural link with the target.\r

    The victim will not be automatically aware of the link, but must succeed on a DC 13 Will save to notice the attack. Each round the link remains entitles the creature to another Will save to sense the link, with a cumulative +2 bonus on the check per round after the first. Awareness of this link does not automatically confer the location or identity of the moss to the victim.\r

    A single vampire moss cannot link to more than one creature at a time. If its victim dies before the moss's appetite has been sated, the moss seeks a new target to finish its feeding. If the victim moves more than 30 feet away from the feeding moss, or if the feeding moss is slain, the link is severed. A vampire moss can sever the link at any time as a free action. The save DCs are Charisma-based.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #41<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":"Warm marsh and forest"},{"name":"Vampire Rose","type":"Plant","ch":3,"challenge_rating":" 03 \u00a0","id":6776,"reference":"Usergen","full_text":"

    VAMPIRE ROSE<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

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

    Hit Dice:<\/span><\/b> 4d8+12 (30 hp)<\/span><\/p> <\/td> <\/tr>

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

    Speed:<\/span><\/b> 5 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 15 (+1 size, +4 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Stalk<\/span><\/p> <\/td> <\/tr>

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

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

    Special Attacks: <\/span><\/b>Improved grab, blood drain<\/span><\/p> <\/td> <\/tr>

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

    Saves:<\/span><\/b> Fort +7, Ref +1, Will +2<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 14, Dex 10, Con 16, Int \u0096, Wis 13, Cha 10<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

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

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

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

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

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

    Vampire roses look like normal white rose bushes. They can however, uproot themselves and move slowly toward their prey.<\/span><\/p> <\/td> <\/tr>

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

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

    A vampire rose waits for its prey to pass near it, at which time it will lash out with its thorny stalk. The vampire rose will attempt to grab a foe and drains its blood. When fully sated (i.e., when it has drained a victim of all its blood), the vampire rose flushes red.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, the vampire rose must hit with its stalk attack. If it gets a hold, it can drain blood.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Blood Drain (Ex):<\/span><\/b> A vampire rose can suck blood from a living victim with its thorns by making a successful grapple check. If it pins its foe, it drains blood, inflicting 1d4 points of temporary Constitution damage each round the pin is maintained.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Camouflage (Ex):<\/b> Since the vampire rose looks like a normal white rose bush when at rest, it takes a successful Spot check (DC 20) to notice it before it attacks. Anyone with Wilderness Lore or Knowledge (plants or herbs) can use those skills instead of Spot to notice the plant. Dwarves can use stonecutting to notice the subterranean version.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Blindsight (Ex):<\/b> Vampire roses have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.<\/span><\/p> <\/td> <\/tr>

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

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

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

    The Vampire Rose first appeared in module B3 (Tom Moldvay and Jean Wells, 1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Plant","alignment":"Any","environment":"Temperate and warm forest and underground"},{"name":"Vampire Vine","type":"Plant","ch":6,"challenge_rating":" 6 \u00a0","id":6777,"reference":"Usergen","full_text":"

    Vampire Vine <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 11d8+55\u00a0(104 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (\u00c2\u00962 size, +9 natural), touch 8, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+25<\/td> <\/tr>
    Attack: <\/strong>Slam +15 melee (1d8+13)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +15 melee (1d8+13)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft. (25 ft. with slam)<\/td> <\/tr>
    Special Attacks: <\/strong>Blood drain, improved grab, stasis<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 30 ft., camouflage, immunity to electricity, low-light vision, plant traits, resistance to cold 10 and fire 10\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +3, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 28, Dex 10, Con 20, Int \u00c2\u0097, Wis 13, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or patch (2\u00c2\u00964)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>1\/10th coins; 50% goods; 50% items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>12\u00c2\u009616 HD (Huge); 17\u00c2\u009632 HD (Gargantuan); 33+ HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This vine has a fibrous stem covered with brown, stringy bark and is as thick as a giant's forearm. Its pointed leaves sport crimson blossoms.<\/i>\r

    A mature plant consists of a main vine, about 30 feet long. Smaller vines up to 5 feet long branch off of the main vine about every 6 inches. These small vines bear clusters of leaves which sprout crimson blossoms in the spring and bear bloated, blood-red fruits the size of cherries in the late summer.\r

    COMBAT\r

    A vampire vine uses simple tactics: It lies still until prey comes within reach, then attacks. Although it can sustain a victim in stasis indefinitely, a greedy vampire vine often accidentally drinks its victims dry, thus necessitating new catches.\r

    Blindsight (Ex):<\/b> Vampire vines have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.\r

    Blood Drain (Ex):<\/b> A vampire vine drains blood for 1d4 points of Constitution damage each round it remains grappling a creature. On each such successful attack, the vampire vine gains 5 temporary hit points.\r

    Camouflage (Ex):<\/b> Since a vampire 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

    Improved Grab (Ex):<\/b> To use this ability, a vampire vine 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 drain blood.\r

    Stasis (Su):<\/b> A vampire vine may place any victim it has successfully blood drained into stasis. The victim must succeed on a DC 15 Fortitude save or become permanently preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), but a dying subject does not lose hit points or become stable until the spell ends. The subject does not age, breathe, grow hungry, sleep, or regain spells. It does, however, regain lost hit points and ability damage as if it were resting (allowing the vampire vine a renewable food source). The save DC is Charisma-based.\r

    This stasis may be dismissed by the vampire vine at any time (or with the vampire vine's death), or can be ended by a break enchantment, freedom of movement, limited wish, wish<\/i>, or miracle<\/i> spell. <\/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":"Plant","alignment":"Always neutral","environment":"Temperate forests and underground"},{"name":"Vampire, Drow","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6778,"reference":"Usergen","full_text":"

    Vampire, Drow (Template)<\/h1>
    Out of the corner of your eye, the skin of this exceptionally beautiful dark elf seems to emanate a faint, pearlescent glow. Her wicked smile reveals pearly white fangs.<\/i>\r

    To be granted the \"Kiss of Lolth\", as drow refer to vampirism, is one of the highest honors a dark elf can achieve. Drow vampires are viewed with both awe and trepidation by their living kin, who believe undeath unlocks an understanding of the powers that surge through the universe. Such knowledge brings immense power, which the dark elves both crave and respect.\r

    Drow vampires believe themselves the favored of Lolth. As is typical of their matriarchal society, most drow vampires are female.\r

    They occasionally speak with Lolth\u00c2\u0092s priestesses, but otherwise remain aloof from drow society. Drow vampires are generally reluctant to create progeny, preferring to keep their place in Lolth\u00c2\u0092s heart as exclusive as possible.\r

    Among the cruelest of the undead, drow vampires delight in causing pain, and particularly enjoy torturing dwarves and drow of different noble factions than their own.\r

    Drow vampires spend years within elaborate underground tombs constructed by drider slaves, who worship them as Lolth's chosen ones. These tombs often serve as temples to Lolth as well as homes for the vampires. The surface of the tombs are often coated with an extremely painful contact poison. \r

    Drow vampires speak any languages they knew in life.

    Creating a Vampire, Drow<\/h2> \"Drow Vampire\" is a template that can be added to any drow (referred to hereafter as the \"base creature\").\r

    A drow vampire uses all the base creature\u00c2\u0092s statistics and special abilities except as noted here.\r

    Size and Type:<\/b> The creature\u00c2\u0092s type changes to undead (augmented humanoid). 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> Same as the base creature. If the base creature has a swim speed, the drow vampire retains the ability to swim and is not vulnerable to immersion in running water (see below).\r

    Armor Class:<\/b> The base creature\u00c2\u0092s natural armor bonus improves by +6.\r

    Attack:<\/b> A drow vampire retains all the attacks of the base creature and also gains two claw attacks if it didn\u00c2\u0092t already have them. If the base creature can use weapons, the vampire retains this ability. A creature with natural weapons retains those natural weapons. A drow vampire fighting without weapons uses either a claw attack or its primary natural weapon (if it has any). A drow vampire armed with a weapon uses its claw or a weapon, as it desires.\r

    Full Attack:<\/b> A drow vampire fighting without weapons uses either its claw attacks (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 claw or other natural weapon as a natural secondary attack.\r

    Damage:<\/b> Drow vampires have claw attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the vampire\u00c2\u0092s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.\r
    Size<\/b><\/td><\/b>
    Damage<\/center><\/td><\/tr>
    Fine<\/td>
    1<\/center><\/td><\/tr>
    Diminutive<\/td>
    1d2<\/center><\/td><\/tr>
    Tiny<\/td>
    1d3<\/center><\/td><\/tr>
    Small<\/td>
    1d4<\/center><\/td><\/tr>
    Medium<\/td>
    1d6<\/center><\/td><\/tr>
    Large<\/td>
    1d8<\/center><\/td><\/tr>
    Huge<\/td>
    2d6<\/center><\/td><\/tr>
    Gargantuan<\/td>
    2d8<\/center><\/td><\/tr>
    Colossal<\/td>
    4d6<\/center><\/td><\/tr>
    <\/td><\/tr><\/table>
    Special Attacks:<\/b> A drow vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1\/2 vampire\u00c2\u0092s HD + vampire\u00c2\u0092s Cha modifier unless noted otherwise.\r

    Awe (Su):<\/b><\/i> Once a minute, a drow vampire may create an aura that can deeply affect mortals. It does this merely by making some dramatic gesture, such as baring its fangs or letting out a commanding cry. Creatures that can see the drow vampire must succeed on a DC X Will save to avoid the effects. A creature that succeeds on its saving throw becomes immune to that vampire's awe for 24 hours. This awe is a mind-affecting effect that lasts for 2d4 rounds. The save DC is Charisma-based. \r

    A drow vampire can choose either of the following effects each round as a free action while its awe power is in effect: \r

    Daze:<\/i> Affected beings just stare at the drow vampire in fascination. Awed creatures may defend themselves normally, but can take no actions. If a creature is attacked physically, it will recover in the following round. \r

    Fright:<\/i> Affected beings become shaken and suffer a \u00c2\u00962 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the drow vampire makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight. \r

    Blood Drain (Ex):<\/b><\/i> Any living creature struck by a drow vampire's natural weapons suffers 1d3 points of Constitution Drain (or 1d6 Con drain with its fangs). To drain blood with its fangs, a drow vampire must hit with a bite attack (such as that possessed by its Alternative Form of a spider), or make a successful grapple check (in which case it drains 1d6 Con for every round it can maintain a pin). For each point of Constitution drained, the drow vampire gains 2 temporary hit points.\r

    Children of the Spider Queen (Su):<\/b><\/i> Drow vampires command the monstrous arachnids of the world and once per day can call forth 1d6+1 spider swarms, 1d4+1 Large Monstrous Spiders, 1d3 Large Monstrous Scorpions, or a pack of 3d6 Medium Monstrous Spiders as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour. \r

    Create Spawn (Su):<\/b><\/i> A drow slain by a drow vampire\u00c2\u0092s Con drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial.\r

    If the vampire instead drains the victim\u00c2\u0092s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master\u00c2\u0092s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.\r

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

    Alternate Form (Su):<\/b><\/i> A drow vampire can assume the shape of a monstrous spider of Tiny to Large size as a standard action. While in its alternate form, the drow vampire loses its natural claw attacks and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)\r

    Damage Reduction (Su):<\/b><\/i> A drow vampire has damage reduction 10\/silver and magic. A drow vampire\u00c2\u0092s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.\r

    Fast Healing (Ex):<\/b><\/i> A drow vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.\r

    Resistances (Ex):<\/b><\/i> A drow vampire has resistance to cold 10 and electricity 10.\r

    Spell-Like Abilities:<\/b><\/i> Drow vampires can use the following spell-like abilities once per day: dancing lights<\/i>, darkness<\/i>, deeper darkness<\/i>, detect magic<\/i>, dispel magic<\/i>, faerie fire<\/i>, levitate<\/i>, suggestion<\/i>. Caster level equals the drow vampire\u00c2\u0092s class levels. \r

    Spider Climb (Ex):<\/b><\/i> A drow vampire can climb sheer surfaces as though with a spider climb<\/i> spell.\r

    Turn Resistance (Ex):<\/b><\/i> A drow vampire has +4 turn resistance.\r

    Venomous Gaseous Form (Su):<\/b><\/i> As a standard action, a drow vampire can assume gaseous form<\/i> at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. Any creature that enters the drow vampire's space is exposed to drow vampire poison (see below).\r

    Drow Vampire Poison (Ex):<\/b><\/i> inhaled, Fortitude save negates, initial and secondary damage 1d4 Con. The save DC is Charisma-based.\r

    Voice of the Underdark (Su):<\/b><\/i> A drow vampire can communicate with any animal or vermin native to subterranean environments, as if using a speak with animals<\/i> spell. Even mindless creatures such as monstrous spiders can interpret its commands.\r

    Abilities:<\/b> Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a drow vampire has no Constitution score.\r

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

    Feats:<\/b> Drow vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn\u00c2\u0092t already have these feats.\r

    Environment:<\/b> Any, usually same as base creature.\r
    Organization:<\/b> Solitary, pair, gang (3\u00c2\u00965), or troupe (1\u00c2\u00962 plus 2\u00c2\u00965 vampire spawn).\r
    Challenge Rating:<\/b> Same as the base creature +2.\r
    Treasure:<\/b> Double standard.\r
    Alignment:<\/b> Always evil (any).\r
    Advancement:<\/b> By character class.\r
    Level Adjustment:<\/b> Same as the base creature +8.\r

    Drow Vampire Weaknesses<\/b>\r
    For all their power, drow vampires have a number of weaknesses.\r

    Repelling a Vampire:<\/b> Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don\u00c2\u0092t harm the vampire\u00c2\u0097they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.\r

    Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.\r

    They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.\r

    Slaying a Vampire:<\/b> Reducing a drow vampire\u00c2\u0092s hit points to 0 or lower incapacitates it but doesn\u00c2\u0092t always destroy it (see the note on fast healing). However, certain attacks can slay vampires.\r

    Exposing any drow vampire 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. Similarly, immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion.\r

    Driving a rock salt stake through a drow vampire\u00c2\u0092s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature\u00c2\u0092s head and fill its mouth with holy wafers (or their equivalent).\r

    Challenge Rating: <\/strong>Same as the base creature +2

    Sample Vampire, Drow<\/h2> The following sample creature has gained the drow vampire template.\r

    Drow Vampire, 2nd-Level Rogue\/5th-level Ranger\/3rd-level Shadowdancer<\/b>\r
    Medium Undead (Augmented Humanoid [Elf])\r
    Hit Dice:<\/b> 10d12 (65 hp)\r
    Initiative:<\/b> +9\r
    Speed:<\/b> 30 ft. (6 squares)\r
    Armor Class:<\/b> 26 (+5 Dex, +6 natural, +5 +1 mithral shirt<\/i>), touch 15, flat-footed 21\r
    Base Attack\/Grapple:<\/b> +8\/+13\r
    Attack:<\/b> Claw +13 melee (1d6+5) or +1 elfbane adamantine shortsword<\/i> +15 (+17 vs. elves) melee (1d6+6\/17-20 or 1d6+8\/17-20 plus 2d6 damage vs. elves) or composite shortbow (+2 Str bonus) +13 ranged (1d6+2\/x3)\r
    Full Attack:<\/b> 2 claws +13 melee (1d6+5) or +1 elfbane adamantine shortsword<\/i> +13\/+8 (+15\/+10 vs. elves) melee (1d6+6\/17-20 or 1d6+8\/17-20 plus 2d6 damage vs. elves) and +1 vicious shortsword<\/i> +12 melee (1d6+3\/17-20 plus 2d6 to victim and 1d6 to wielder) or composite shortbow (+2 Str bonus) +11\/+6 ranged (1d6+2\/x3)\r
    Space\/Reach:<\/b> 5 ft.\/5 ft.\r
    Special Attacks:<\/b> Awe (DC 18*), blood drain, children of the Spider Queen, combat style (two-weapon fighting), create spawn, favored enemies (2), poison, shadow illusion, sneak attack +1d6, spell-like abilities, summon shadow\r
    Special Qualities:<\/b> Alternate form, animal companion, damage reduction 10\/silver and magic, drow traits, evasion, fast healing 5, hide in plain sight, resistance to cold 10 and electricity 10, spell resistance 12, spider climb, trapfinding, +4 turn resistance, uncanny dodge, venomous gaseous form (DC 18*), voice of the underdark, wild empathy\r
    Saves:<\/b> Fort +6*, Ref +15*, Will +4*\r
    Abilities:<\/b> Str 20, Dex 20, Con \u00c2\u0096, Int 14, Wis 16, Cha 14\r
    Skills:<\/b> Balance +7, Bluff +16*, Diplomacy +7*, Disguise +3 (+5 acting)*, Hide +26, Intimidate +5*, Jump +7, Knowledge (dungeoneering) +7, Listen +22, Move Silently +26, Perform +8*, Search +15, Sense Motive +16, Sleight of Hand +12, Spot +25, Survival +9 (+11 following tracks, +11 underground), Tumble +15, Use Magic Device +8*\r
    Feats:<\/b> AlertnessB<\/sup><\/small><\/b><\/small>, Combat Reflexes, Dodge, EnduranceB<\/sup><\/small><\/b><\/small>, Improved Critical (short sword), Improved InitiativeB<\/sup><\/small><\/b><\/small>, Lightning ReflexesB<\/sup><\/small><\/b><\/small>, Mobility, TrackB<\/sup><\/small><\/b><\/small>, Two-Weapon FightingB<\/sup><\/small><\/b><\/small>\r
    Environment:<\/b> Underground\r
    Organization:<\/b> Solitary, pair, gang (3\u00c2\u00965), or troupe (1\u00c2\u00962 plus 2\u00c2\u00965 vampire spawn)\r
    Challenge Rating:<\/b> 12\r
    Treasure:<\/b> Double standard\r
    Alignment:<\/b> Usually neutral evil\r
    Advancement:<\/b> By character class\r
    Level Adjustment:<\/b> +4\r
    *Modified by magic items.\r

    Possessions:<\/b> +1 elfbane adamantine shortsword, +1 vicious shortsword, +1 mithral shirt, +1 cloak of resistance, circlet of persuasion<\/i> and 80 gp.
    \u00a0
    Ravenloft Monstrous Compendium Appendix III: Creatures of Darkness<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Always evil (any).\r","environment":" Any, usually same as base creature.\r"},{"name":"Vampire, Goblin","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6779,"reference":"Usergen","full_text":"

    Vampire, Goblin (Template)<\/h1>
    The creature resembles a goblin, but is nearly twice its size, with wicked, saberlike fangs reaching halfway down its chest. Its hands are blackened and shriveled, ending in long, curved talons. Its eerie eyes pulsate with a supernatural orange glow.<\/i>\r

    Goblin vampires are a special strain of undead that primarily affects goblinoids, spread when a goblin vampire slays a goblinoid victim. More rarely, members of other races are transformed into goblin vampires as the result of a terrible curse.\r

    Goblin vampires feed on blood and fear, supernaturally craving both. These solitary predators stalk the land seeking living prey on which to feed. Goblin vampires harbor a great resentment for goblinoids, choosing them above all other potential victims.\r

    A goblin vampire speaks any languages it knew in life, but cares nothing for conversing with its food.

    Creating a Vampire, Goblin<\/h2> \u00c2\u0093Goblin vampire\u00c2\u0094 is an acquired template that can be added to any humanoid, monstrous humanoid, or living creature with the goblinoid subtype (referred to hereafter as the base creature).\r

    A goblin vampire 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 increased by one category.\r

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

    Speed:<\/b> A goblin vampire's base land speed increases by 10 feet.\r

    Armor Class:<\/b> A goblin vampire's natural armor bonus improves by +4.\r

    Attack:<\/b> A goblin vampire has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature can use weapons, the goblin vampire retains this ability. A goblin vampire fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.\r

    Full Attack:<\/b> A goblin vampire fighting without weapons uses both claws and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses a claw as an additional natural secondary attack.\r

    Damage:<\/b> Goblin vampires have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature\u00c2\u0092s damage values, whichever are greater.\r

    Size \/ Bite Damage \/ Claw Damage \r
    Fine 1 \/ - \r
    Diminutive 1d2 \/ 1 \r
    Tiny 1d3 \/ 1d2 \r
    Small 1d4 \/ 1d3 \r
    Medium 1d6 \/ 1d4 \r
    Large 1d8 \/ 1d6 \r
    Huge 2d6 \/ 1d8 \r
    Gargantuan 3d6 \/ 2d6 \r
    Colossal 4d6 \/ 3d6 \r

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

    Augmented Critical (Ex):<\/i> A goblin vampire deals triple damage if it scores a critical hit with its bite attack.\r

    Create Spawn (Su):<\/i> Any goblinoid slain by a goblin vampire rises as a free-willed goblin vampire in 1d4 days. Humanoids slain by a goblin vampire do not become goblin vampires; only a special curse can transform a non-goblinoid into a goblin vampire.\r

    Improved Grab (Ex):<\/i> To use this ability, a goblin vampire must hit with two 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 automatically hits with its bite attack.\r

    Terrifying Gaze (Su):<\/i> Fear, 30 feet. A creature that meets the goblin vampire's gaze must succeed on a Will save or be frightened for 5 rounds. A frightened creature becomes panicked. A panicked creature cowers in fear. Regardless of their save results, exposed creatures remain susceptible to subsequent meetings of the goblin vampire's gaze. This is a mind-affecting fear effect. \r

    The goblin vampire feeds on fear. Each time a creature fails a saving throw against its terrifying gaze, the goblin vampire gains 5 temporary hit points that last for 24 hours.\r

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

    Diet-Dependent:<\/i> Goblin vampires are diet dependent (see the Undead Metabolism section in Chapter 1 of Libris Mortis<\/i>) upon blood and fear, the former which is sated through dining on their kills, the latter which they gain through their terrifying gaze.\r

    Spell Resistance (Ex):<\/i> A goblin vampire has spell resistance equal to Hit Dice + 8. \r

    Turn Resistance (Ex):<\/i> A goblin vampire has +2 turn resistance.\r

    Vulnerability to Moonlight (Ex):<\/i> A goblin vampire takes 1d4 points of damage each round it is exposed to natural moonlight. Artificial moonlight, such as that created by some spells, causes a goblin vampire no harm.\r

    Vulnerability to Obsidian (Ex):<\/i> A successful critical hit from a piercing weapon made of obsidian destroys a goblin vampire immediately. Characters take the usual penalties if they are not proficient with the obsidian weapon.\r

    Abilities:<\/b> Modify from the base creature as follows: Dex +2, Int -4, Cha +4. Being undead, a goblin vampire has no Constitution score. Additionally, apply any ability score modifications dues to its increased size.\r

    Feats:<\/b> Goblin vampires gain Multiattack as a bonus feat.\r

    Environment:<\/b> Any.\r
    Organization:<\/b> Solitary.\r
    Challenge Rating:<\/b> Same as the base creature +2.\r
    Treasure:<\/b> Half coins; no goods; no items.\r
    Alignment:<\/b> Always chaotic evil.\r
    Advancement:<\/b> Same as the base creature.\r
    Level Adjustment:<\/b> Same as the base creature +5.
    Challenge Rating: <\/strong>+2

    Sample Vampire, Goblin<\/h2> Goblin Vampire, 2nd-level Bugbear Rogue<\/b>\r
    Large Undead (Augmented Humanoid [Goblinoid])\r
    Hit Dice: 5d12 (16 hp)\r
    Initiative: +7\r
    Speed: 40 ft. (8 squares)\r
    Armor Class: 20 (+3 Dex, +7 natural), touch 13, flat-footed 17\r
    Base Attack\/Grapple: +3\/+11\r
    Attack: Claw +10 melee (1d6+8) or morningstar +10 melee (2d6+8) or javelin +5 ranged (1d8+8)\r
    Full Attack: 2 claws +10 melee (1d6+8) and bite +8 melee (1d8+4\/x3) or morningstar +10 melee (2d6+4) and bite +8 melee (1d8+4\/x3) or javelin +5 ranged (1d8+8)\r
    Space\/Reach: 10 ft.\/10 ft.\r
    Special Attacks: Augmented critical, create spawn, improved grab, sneak attack +1d6, terrifying gaze (DC 14)\r
    Special Qualities: Darkvision 60 ft., diet dependent, evasion, scent, spell resistance 13, trapfinding, +2 turn resistance, undead traits, vulnerability to moonlight, vulnerability to obsidian\r
    Saves: Fort +1, Ref +9, Will +0\r
    Abilities: Str 26, Dex 17, Con -, Int 9, Wis 8, Cha 14\r
    Skills: Balance +5, Hide +5, Intimidate +7, Jump +14, Listen +6, Move Silently +13, Spot +6, Tumble +8\r
    Feats: Combat Reflexes, Improved Initiative, Multiattack (B)\r
    Environment: Any\r
    Organization: Solitary\r
    Challenge Rating: 6\r
    Treasure: Half coins; no goods; no items\r
    Alignment: Always chaotic evil\r
    Advancement: By character class\r
    Level Adjustment: +6\r

    The bugbear rogue presented here had the following ability scores before racial adjustments: Str 14, Dex 15, Con 10, Int 13, Wis 8, Cha 12.
    \u00a0
    Servants of Darkness<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Always chaotic evil.\r","environment":" Any.\r"},{"name":"Vampire, Ice","type":"Undead","ch":6,"challenge_rating":" 6 \u00a0","id":6780,"reference":"Usergen","full_text":"

    Vampire, Ice <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Shapechanger)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d12+24\u00a0(63 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), swim 50 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+4 Dex, +4 deflection), touch 14, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+4<\/td> <\/tr>
    Attack: <\/strong>Slam +7 melee (1d8+1 plus 2d4 cold)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Slam +7 melee (1d8+1 plus 2d4 cold)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Beckoning harmonies, cold touch, spell-like abilties<\/td> <\/tr>
    Special Qualities: <\/strong>Alternate form, damage reduction 5\/cold iron, darkvision 60 ft., elf traits, immunity to cold, spell resistance CR+9, undead traits, unholy grace, unholy toughness\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +10, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 19, Con \u00c2\u0097, Int 5, Wis 10, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Disguise +7*, Listen +3, Spot +3, Swim +9\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (beckoning harmonies), Improved Initiative, Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>Half standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>7-18 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The unnatural chill grows stronger near the pool. As you watch, a portion of the water coalesces into the form of a pale-skinned elven woman surrounded by mist.<\/i>\r

    Despite their name, ice vampires are not variations of traditional vampires. Rather, they are the remains of wild elven women who have taken their own lives through drowning. In their unlife, these mournful creatures feed off the warmth of the living, giving them their name. Ice vampires derive their greatest satisfaction sapping the warmth from elves and other intelligent humanoids.\r

    Ice vampires are found in any regions where wild elves can be found, most often in temperate or warm forests. They always inhabit pools or waterfalls, and their presence is immediately apparent, for an unnatural chill can be felt from up to a half mile from an ice vampire.\r

    Ice vampires have no desire to parlay or otherwise peacefully interact with other creatures. They seek only the warmth of the living to temporarily lessen their eternal grief.\r

    An ice vampire is about the height and weight of an elf.\r

    Ice vampires speak Common, Elven, Aquan and Sylvan.\r

    COMBAT\r

    An ice vampire prefers to lure victims to its pool with its beckoning harmonies, where it can begin draining their warmth. Should potential prey prove resilient to its lure, an ice vampire lashes out with its spell-like abilities. Should adversaries close within melee range, an ice vampire proves a resilient foe.\r

    Alternate Form (Su):<\/b> An ice vampire can shift between its humanoid and pool forms as a standard action. In humanoid form, it cannot use its beckoning harmonies, but it can use its spell-like abilities and its cold touch. In pool form, it cannot attack, use its cold touch, or use spell-like abilities, but can use its beckoning touch.\r

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

    Beckoning Harmonies (Su):<\/b> When beneath a waterfall in pool form, an ice vampire can attempt to beckon creatures to the water with the hypnotic music of the falling water. The ice vampire targets a single creature it can see within 240 feet of the body of water she currently occupies. This is a sonic, mind-affecting ability, and the creature must be able to hear the ice vampire for it to take effect. The targeted creature must make a DC 19 Will saving throw. If the save is successful, that creature cannot be affected by that ice vampire's beckoning harmonies for one day.\r

    Failure indicates the creature is utterly beguiled and moves toward the body of water the ice vampire occupies, taking the most direct route available. If that path leads into a dangerous area (such as very deep or fast-moving water) the beguiled creature gets a second saving throw. A beguiled creature may take no actions other than defending himself. The beguiling effect continues so long as the ice vampire remains in pool form and stays beneath the waterfall. \r

    The beguiled creature takes 2d4 points of damage each round it remains in contact with the water. The ice vampire is healed by an equal amount, gaining any hit points over its normal maximum as temporary hit points that last for 24 hours.\r

    Cold Touch (Su):<\/b> The touch of an ice vampire deals 2d4 points of cold damage. Each point of cold damage dealt heals an ice vampire of 1 point of damage. If this amount of healing would cause an ice vampire to exceed its full normal hit point total, it gains any excess as temporary hit points. These temporary hit points last for up to 24 hours. \r

    Elf Traits:<\/b> Ice vampires have a +2 racial saving throw bonus against enchantment spells or effects.\r
    (Not reflected in the saving throw modifiers given here.) They have low-light vision, and are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow. Ice vampires have a +2 racial bonus on Listen, Search, and Spot checks. An ice vampire 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

    Spell-Like Abilities:<\/b> 1\/day\u00c2\u0097cone of cold<\/i> (DC 19), ice storm, wall of ice<\/i> (DC 18). Caster level 7th. The save DCs are Charisma-based.\r

    Unholy Grace (Su):<\/b> An ice vampire 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> An ice vampire gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.\r

    Skills:<\/b> An ice vampire 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 ice vampire in pool of water form has a +10 racial bonus on Disguise checks to mimic a mundane pool of water.\r

    In the Dragonlance Setting<\/b>\r

    On Krynn, all ice vampires are the spirits of kagonesti women.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in DLS4 - Wild Elves<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":"Temperate or warm forests"},{"name":"Vampire, Kender","type":"Undead","ch":3,"challenge_rating":" 3 \u00a0","id":6781,"reference":"Usergen","full_text":"

    Vampire, Kender <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d12+3\u00a0(29 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+0<\/td> <\/tr>
    Attack: <\/strong>Spirit-rending claw +5 melee (1d6+2 plus 1d3 Wisdom damage and paralysis) or hoopak +6 melee (1d4+3) or hoopak (sling) +7 ranged (1d3+2) or hoopak (shortspear) +7 ranged (1d4+2)<\/td> <\/tr>
    Full Attack: <\/strong>Spirit-rending claw +5 melee (1d6+2 plus 1d3 Wisdom damage and paralysis); or hoopak +6 melee (1d4+3); or hoopak +2 melee (1d4+2) and hoopak -2 melee (1d4+1); or hoopak (sling) +7 ranged (1d3+2) or hoopak (shortspear) +7 ranged (1d4+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Destroy wood, hoopak, insanity howl, spirit-rending claws<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/silver, darkvision 60 ft., fast healing 2, lack of focus, poltergeist form, resistance to cold 10 and electricity 10, spider climb, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +6, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 16, Con \u00c2\u0097, Int 11, Wis 11, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Bluff +6, Climb +6, Hide +15, Jump +0, Listen +10, Move Silently +11, Open Locks +5, Search +4, Sense Motive +4, Sleight of Hand +5, Spot +10<\/td> <\/tr>
    Feats: <\/strong>AlertnessB<\/sup><\/small><\/b><\/small>, Combat Reflexes, Improved InitiativeB<\/sup><\/small><\/b><\/small>, Lightning ReflexesB<\/sup><\/small><\/b><\/small>, Weapon Focus (hoopak)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2\u00c2\u00965)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always evil (any)<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A being resembling a pale-skinned child with the figure of a gymnast, impish eyes and pointed ears. Its elf-like features have a feral look, with teeth that appear longer and sharper than they should be. A closer look reveals horror; the creature's slender body is wizened, with mummified skin stretched taut over its bones, and it has the wicked claws of a savage beast.<\/i>\r

    Kender vampires, as their name suggests, are vampiric undead that were once living kender. They share certain characteristics with \"normal\" vampire spawn, including the inability to create more of their kind. These vile undead were created by cruel magical experimentation that left them bound to the will and domain of their creator. Kender vampires despise their creators, but the twisted magic that created them makes them unable to rebel or act in any way contrary to their masters' interests. \r

    Kender vampires speak Common and Kenderspeak in a hissing whisper. Speaking is very painful for a kender vampire, so they rarely talk.\r

    Kender vampires are the same size and weight they were when alive. An average kender vampire stands 3 foot 7 inches tall and weighs 75 pounds, they can range from 3 to 4 feet in height and usually weigh between 55 and 100 pounds. \r

    Combat\r
    <\/b>Kender vampire use their inhuman strength when engaging mortals, hammering their foes with powerful blows and dashing them against rocks or walls. They also use their gaseous form and flight abilities to strike where opponents are most vulnerable.\r

    Destroy Wood (Su):<\/b> Any wooden weapon (except for a kender vampire's hoopak) that strikes a kender vampire must succeed at a DC 14 Fortitude save or take 2d6+6 points of damage. If this damage destroys the weapon it instantly rots away, and the kender vampire takes no damage from the attack. A kender vampire can also destroy wooden objects by touching them as a standard action (a +6 melee touch attack). The save DC is Charisma-based.\r

    Fast Healing (Ex):<\/b> A kender vampire heals 2 points of damage each round so long as it has at least 1 hit point. Its fast healing does not heal damage from shimmerweed or the kender vampire's own hoopak (see Kender Vampire Weaknesses, below). If reduced to 0 hit points in combat, a kender vampire automatically assumes poltergeist form and attempts to escape. It must reach its coffin home within 2 hours or become permanently trapped in poltergeist form. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, it is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.\r

    Hoopak:<\/b> A hoopak attacks as a quarterstaff, shortspear, or sling (bullets required). The hoopak can be used as a double weapon, making one attack with the quarterstaff function and the other as a shortspear.\r

    Kender vampires are vulnerable to attacks from a kender vampires' hoopak, including their own. See Kender Vampire Weaknesses for details. They have no weakness to hoopaks that don't belong to kender vampires.\r

    Howl of Madness (Su):<\/b> Once per hour, a kender vampire can unleash a hideous cackling. Anyone within 60 feet who can hear the vampire must succeed on a DC 14 Will save or become insane (as the insanity<\/i> spell). This is a sonic, mind-affecting enchantment (compulsion) effect. The save DC is Charisma-based.\r

    Kender Traits:<\/b> Kender vampires retain a kender's +1 racial bonus to all saving throws and +2 racial bonus on Open Locks, Spot and Sleight of Hands checks. Kender vampires can make Open Locks and Sleight of Hand checks as though they were trained, even if they have 0 ranks in the skills. They also retain a kender's lack of focus and taunt special abilities (see below).\r

    Lack of Focus:<\/b> Kender have a -4 racial penalty on Concentration checks. Kender don't necessarily lack magical talent, but their general lack of focus discourages them from pursuing careers in magic.\r

    Spirit-Rending Claws (Su):<\/b> Any creature hit by a kender vampire's claw attack takes 1d3 Wisdom damage and must succeed at a DC 14 Fortitude save or be paralyzed for 1 round. The save DC is Charisma-based.\r

    Poltergeist Form (Ex):<\/b> As a standard action, a kender vampire can transfer itself between the Ethereal Plane and the Material Plane. As an ethereal creature, it cannot affect or be affected by anything in the material world. When a kender vampire is on the Ethereal Plane, any spells is casts cannot affect targets on the Material Plane, but they work normally against ethereal targets. If the kender vampire does not return to the Material Plane within 2 hours it becomes permanently trapped in the Ethereal Plane. A kender vampire that is reduced to 0 hit points while in poltergeist form is permanently destroyed.\r

    Spider Climb (Ex): <\/b>A kender vampire can climb sheer surfaces as though with a spider climb<\/i> spell.\r

    Skills:<\/b> Kender vampire have a +4 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Kender vampire have a +2 racial bonus on Open Locks and Sleight of Hands checks. Kender vampires can make Open Locks and Sleight of Hand checks as though they were trained, even if they have 0 ranks in the skills.\r

    Kender Vampire Weaknesses<\/b>\r
    <\/b>Kender vampire have a number of weaknesses.\r

    Repelling a Kender Vampire<\/i>\r
    Kender vampires cannot abide shimmerweed and recoil from even a fragment of a dead shimmerweed plant. Similarly, they recoil from a strongly presented holy symbol. These things don't harm the vampire\u00c2\u0097they merely keep it at bay. A recoiling kender vampire must stay at least 5 feet away from a creature holding the shimmerweed or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.\r

    Slaying a Kender Vampire\r
    <\/i>Reducing a kender vampire's hit points to 0 or lower incapacitates it but doesn't always destroy it (see the note on fast healing and poltergeist form).\r

    The prismatic display of a shimmerweed plant in moonlight does 1d4 hp damage per round to any kender vampire within 60 ft. This damage cannot be healed by the vampire's fast healing.\r

    Kender vampires are always armed with a hoopak. A kender vampire's damage reduction, fast healing and destroy wood special abilities are ineffective against a kender vampire's hoopak (they work normally against other hoopaks). If a kender vampire receives a confirmed critical hit from a kender vampire's hoopak, it must succeed at a DC 15 Fortitude save or the hoopak pierces the vampire's heart, destroying the kender vampire. Removing the hoopak does not restore the kender vampire to unlife.\r

    The foul magics that create kender vampires bind their existence to a domain. This domain is a territory at least 10 miles across, but it can be as large as a country. Any attempt to leave the borders of its domain (willing or unwilling) instantly destroys a kender vampire, its body crumbling to dust within seconds. Even approaching the border is painful to these vampires, who rarely come within a mile of the border.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in MC10 - Monstrous Compendium Ravenloft Appendix I - Creatures of Dread<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always evil (any)","environment":"Any"},{"name":"Vampire, Lesser","type":"Undead","ch":3,"challenge_rating":" 3 \u00a0","id":6782,"reference":"Usergen","full_text":"

    Vampire, Lesser <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d12\u00a0(32 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 30 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+3 Dex, +4 natural), touch 13, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+5<\/td> <\/tr>
    Attack: <\/strong>Slam +6 melee (1d6+4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Slam +6 melee (1d6+4)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Blood drain, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., flight, undead traits, vampire weaknesses<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +6, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 16, Con \u00c2\u0097, Int 13, Wis 13, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Balance +5, Bluff +13, Diplomacy +4, Disguise +10 (+16 acting*), Hide +7, Intimidate +12, Jump +5, Listen +10, Move Silently +7, Search +5, Sense Motive +5, Spot +10, Tumble +10<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative [B], Lightning Reflexes [B], Power Attack, Weapon Focus (slam)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (3\u00c2\u009612) <\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always evil (any)<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The man grins, revealing a pair of pronounced incisors.<\/i>\r

    Lesser vampires are the weakest of vampirekind, but also the most social. They infiltrate humanoid society, feeding discretely until found out. Once their true nature is revealed, lesser vampires attack with a feral ferocity. Lesser vampires are pack hunters, capable of killing off an entire settlement in a single night. Since they are incapable of creating others of their kind, they care little for whom they devour.\r

    Many vampires have the ability to create lesser vampires rather than (or in addition to) vampire spawn. They are less free-willed than vampire spawn, and their lack of a dominate gaze prevents them from following their own agendas. As such, they make excellent foot soldiers, scouts and spies for the more powerful vampires. And since lesser vampires lack the ability to create spawn, a master can keep their numbers in check. \r

    Occasionally packs of lesser vampires break away from their progenitors, perhaps due to the master's death. Although they are usually content to simply roam about and feed, the rare individual with a spark of ambition may lead a pack to capture a true vampire, which is then forced to \"breed\" others of their kind.\r

    A lesser vampire is about the height and weight of a human.\r

    Lesser vampires speak Common.\r

    COMBAT\r

    Lesser vampires are melee brutes, pummeling prey with their fists and attempting to grab victims in which to sink their fangs.\r

    Blood Drain (Ex):<\/b> A lesser vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round. On each such successful drain attack, the lesser vampire gains 5 temporary hit points.\r

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

    Improved Grab (Ex):<\/b> To use this ability, a lesser vampire 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 attempt to drain blood. \r

    Skills:<\/b> Lesser vampires have a +4 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. *A lesser vampire gains a +4 racial bonus on Disguise checks made to impersonate a living humanoid.\r

    Vampire Weaknesses<\/b>\r

    Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don\u00c2\u0092t harm the vampire\u00c2\u0097they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.\r

    Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.\r

    They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.\r

    Exposing any vampire 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. Similarly, immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion.\r

    Driving a wooden stake through a vampire\u00c2\u0092s heart instantly slays the monster. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Dungeons and Dragons Adventure Game Rules Book<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always evil (any)","environment":"Any"},{"name":"Vampire-Spectre","type":"Undead","ch":10,"challenge_rating":" 10 \u00a0","id":6783,"reference":"Usergen","full_text":"

    Vampire-Spectre <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 10d12+40\u00a0(105 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), fly 40 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+4 Dex, +6 natural), touch 14, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+9<\/td> <\/tr>
    Attack: <\/strong>Bite +9 melee (2d6+4 plus energy drain)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +9 melee (2d6+4 plus energy drain) and 2 claws +7 melee (1d4+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Children of the jungle, dominate, energy drain, weretiger curse<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/silver and magic, darkvision 60 ft., resistance to cold 10, tiger empathy, +6 turn resistance, undead traits, unholy toughness<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +9, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 18, Con \u00c2\u0097, Int 16, Wis 16, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Bluff +25, Diplomacy +4, Disguise +4 (+6 acting), Hide +25, Listen +24, Move Silently +25, Search +24, Sense Motive +24, Spot +24, Survival +3 (+5 following tracks)<\/td> <\/tr>
    Feats: <\/strong>Alertness (B), Combat Expertise, Combat Reflexes (B), Dodge (B), Flyby Attack, Improved Initiative (B), Lightning Reflexes (B), Mobility, Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or ambush (1 plus 1-3 weretigers)<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>11\u00c2\u009620 HD (Medium); 21-30 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This feral-looking, cadaverous humanoid has prominent fangs and elongated nails. It wears a tiger skin draped over itself like a cloak, with the head of the great cat atop its own.<\/i>\r

    Vampire-spectres, or ch\u00c2\u0092ang-kuei, are variant vampires with supernatural ties to tigers. Rather than creating vampire spawn, vampire-spectres transform humanoids into weretiger thralls. They can be found anywhere tigers are found, most often in jungles.\r

    Vampire-spectres are 6 feet tall and weigh about as much as a similarly-sized human. \r

    Vampire-spectres speak Common and can communicate with tigers using their tiger empathy ability.\r

    COMBAT\r

    Vampire-spectres fight more savagely than traditional vampires, ripping with their claws as well as biting with their prominent fangs. They do not feed on blood, but rather the life energy of their victims.\r

    Children of the Jungle (Su):<\/b> Vampire-spectres command the great cats of the jungle and once per day can call forth 2d4+4 leopards, 1d6+2 tigers, or 1d2 dire tigers as a standard action. These creatures arrive in 2d6 rounds and serve the vampire-spectre for up to 1 hour.\r

    Domination (Su):<\/b> A vampire-spectre can crush an opponent\u00c2\u0092s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire-spectre must take a standard action, and those merely looking at it are not affected. Anyone the vampire-spectre targets must succeed on a DC 19 Will save or fall instantly under the vampire-spectre's influence as though by a dominate person<\/i> spell from a 12th-level caster. The ability has a range of 30 feet. The save DC is Charisma-based.\r

    Energy Drain (Su):<\/b> Living creatures hit by a vampire-spectre's bite attack gain two negative levels. For each negative level bestowed, the vampire-spectre gains 5 temporary hit points. A vampire-spectre can use its energy drain ability once per round.\r

    Fast Healing (Ex):<\/b> A vampire-spectre heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire-spectre forced into gaseous form has no effect. Once at rest in its coffin, a vampire-spectre is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.\r

    Gaseous Form (Su):<\/b> As a standard action, a vampire-spectre can assume gaseous form<\/i> at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.\r

    Tiger Empathy (Ex):<\/b> A vampire-spectre can communicate with tigers and dire tigers, and receives a +4 racial bonus on Charisma-based checks against tigers and dire tigers.\r

    Tiger Skin Curse (Su):<\/b> Once per month, a vampire-spectre may make a ranged touch attack (10 ft range, no range increments) with a tiger skin. If the skin hits, the victim must make a DC 19 Fort save, or absorb the skin and immediately transform into a weretiger. The victim must also make a DC 19 Will save or fall under the command of the vampire-spectre as through the vampire-spectre's dominate ability. \r

    Each day, the victim must make an additional Will save. If it fails, it becomes permanently dominated by the vampire-spectre; if it succeeds, it resists mental control but may be dominated by the vampire-spectre just like any other creature. After a failed save, the weretiger victim must still make a DC 19 Will save each day until it fails again. On the first failure, the weretiger's alignment permanently shifts to chaotic evil.\r

    At any point, a vampire-spectre may command a number of weretigers equal to the one-third its Hit Dice (3 for a typical vampire-spectre), but may remove the tiger skin, lycanthropy, and mental domination from a victim as a full-round action, although alignment changes remain. Otherwise, the curse, including any alignment shift, may be removed only by the wish<\/i> and miracle<\/i> spells or a break enchantment<\/i> spell if the caster succeeds at a caster level check equal to the vampire-spectre's Hit Dice. After the destruction of the vampire-spectre, the victim becomes a free-willed weretiger.\r

    Unholy Toughness (Ex):<\/b> A vampire-spectre gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.\r

    Skills:<\/b> Vampire-spectres have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. <\/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":"Usually chaotic evil","environment":"Warm forests"},{"name":"Vanathor","type":"Dragon","ch":25,"challenge_rating":" 25 \u00a0","id":6784,"reference":"Usergen","full_text":"

    Vanathor <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 35d12+315\u00a0(542)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares), fly 250 ft. (clumsy), swim 60 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 38 (\u00c2\u00968 size, +36 natural), touch 2, flat-footed 38<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+35\/+67<\/td> <\/tr>
    Attack: <\/strong>Bite +43 melee (4d8+16)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +43 melee (4d8+16) and 2 claws +41 melee (4d6+8) and 2 wings +41 melee (2d8+8) and tail slap +41 melee (4d6+24)<\/td> <\/tr>
    Space\/Reach: <\/strong>30 ft.\/20 ft. (30 ft. with bite)<\/td> <\/tr>
    Special Attacks: <\/strong>Crush 4d8+24, enthrall, frightful presence, song, spells, tail sweep 2d8+24<\/td> <\/tr>
    Special Qualities: <\/strong>Alternate form, bardic knowledge, blindsense 60 ft., damage reduction 20\/evil and magic, immunity to paralysis, silence, sleep<\/i>, and sonic, keen senses, songspeech, spell resistance 36\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +28, Ref +19, Will +28 <\/td> <\/tr>
    Abilities: <\/strong>Str 43, Dex 10, Con 29, Int 28, Wis 29, Cha 28 <\/td> <\/tr>
    Skills: <\/strong>Bluff +13, Concentration +47, Decipher Script +47, Diplomacy +53, Disguise +47, Gather Information +53, Intimidate +13, Jump +28, Knowledge (arcana) +47, Knowledge (history) +47, Knowledge (religion) +47, Knowledge (the planes) +47, Listen +47, Perform (sing, string instruments) +61, Sense Motive +47, Spellcraft +49, Spot +47, Survival +9 (+11 on other planes), Swim +24<\/td> <\/tr>
    Feats: <\/strong>Epic Reputation, Epic Skill Focus (Perform [sing, string instruments]), Flyby Attack, Hover, Improved Bull Rush, Improved Initiative, Multiattack, Power Attack, Shock Wave, Snatch, Wingover<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Seven Mounting Heavens of Celestia<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/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 massive dragon has large, smooth, twin horns that sweep back from its nose and brow. Twin frills adorn its long neck, and whiskers around its mouth look like the barbels of a catfish. Its saillike wings start at its shoulders and trace down to the tip of its tail. The dragon smells of saffron and incense, and its scales glisten like polished gold, with a swirl of rainbow colors across its chest.<\/i>\r

    Regal Vanathor embodies everything that is pure and good in dragonkind. This dragon serves as Bahamut's advisor and bard in the demipower's palace on Mount Celestia. Vanathor is a master of all things musical.\r

    Vanathor appears as a powerful and charismatic gold dragon with a swirl of rainbow colors across its scaled chest.\r

    As one of Bahamut's most trusted and powerful advisors, Vanathor wields a great deal of influence over draconic affairs in Mount Celestia. When not advising Draco Paladin, Vanathor spends a good deal of its time serving as Bard for the Draconic Court at Bahamut's palace. It is on good terms with all of the powers of Music - especially Corellon Larethian - and it often travels to share music and information.\r

    Vanathor watches over Bards and other musicians who travel on the Material Plane. Occasionally, Vanathor travels to the Material Plane and takes the form of a handsome half-elven bard. In this form, it offers advice, shares information, and otherwise assists those in need. As a half-elf, Vanathor carries an elaborate ash wood harp that duplicates its own sonic abilities and wields a +3 flame tongue longsword. Vanathor sometimes comes to the aid of good-aligned bards if they mention its name in a song.\r

    Unlike the other children of Bahamut, who were either created by Draco Paladin or spawned by mortal dragons, Vanathor simply appeared as an expected guest at Bahamut's Court and offered its service. Some sages say that this creature is actually a dead power from an ancient pantheon, given new life by Bahamut's magic.\r

    Vanathor hunts and eats as a normal dragon. However, other dragons often bring it meals as a sign of reverence.\r

    Vanathor is 145 feet long and weighs over 275 tons.\r

    Vanathor speaks Celestial, Common, Draconic, Elven, and Sylvan. In addition, it can communicate with any creature through song.\r

    Combat\r

    Like Bahamut, Vanathor reveres all life and is reluctant to kill. However, the creature possesses powerful claws and a ferocious bite.\r

    Vanathor's natural weapons are treated as good-aligned magic weapons for the purpose of overcoming damage reduction.\r

    Alternate Form (Su):<\/b> Vanathor can assume any animal or humanoid form of Medium size or smaller as a standard action at will. This ability functions as a polymorph<\/i> spell cast on itself at its caster level, except that Vanathor does not regain hit points for changing form and can only assume the form of an animal or humanoid. Vanathor can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.\r

    Bardic Knowledge:<\/b> Vanathor can use bardic knowledge as a 20th-level bard (+31 modifier on the check).\r

    Blindsense (Ex):<\/b> Vanathor can pinpoint creatures within a distance of 60 feet. Opponents Vanathor can't actually see still have total concealment against it.\r

    Crush (Ex):<\/b> When flying or jumping, Vanathor 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 its body. Each creature in the affected area must succeed at a DC 36 Reflex save or be pinned, automatically taking 4d8+24 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if Vanathor chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.\r

    Enthrall (Su):<\/b> Vanathor's deep, melodious speaking voice, coupled with the dragon's mastery of storytelling and oration, enthralls<\/i> (as the spell) anyone listening to it for more than one round. A successful DC 36 Will save negates. This is a sonic, mind-affecting effect. The save DC is Charisma-based.\r

    Frightful Presence (Ex):<\/b> Whenever Vanathor attacks, charges, or flies overhead, each creature in a 360-foot radius that has fewer HD than it does must make a DC 36 Will save. Failure indicates that the creature is panicked for 4d6 rounds (if it has 4 or fewer HD) or shaken for 4d6 rounds (if it has 5 or more HD). A creature that succeeds on its Will save remains immune to Vanathor's frightful presence for 24 hours. The save DC is Charisma-based.\r

    Immunities (Ex):<\/b> Vanathor is immune to all silence<\/i> spells and spells that dampen or otherwise affect sound.\r

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

    Song (Su):<\/b> Instead of using a traditional breath weapon, Vanathor utilizes the power of its six-octave voice to help those in need and defeat particularly powerful opponents. The effects of each octave are as follows. Once Vanathor sings, it must wait 1d4 rounds before using its song again.\r

    1st Octave:<\/i> This subsonic rumble functions as a shatter<\/i> spell, except that it also affects magical objects of any composition. This is a 90-foot-radius burst centered on Vanathor. All objects within the area must succeed on a DC 36 Will save or be smashed into dozens of pieces. The save DC is Charisma-based.\r

    2nd Octave:<\/i> This basso profound sound disrupts magic within a 60-foot-radius burst centered on Vanathor. This functions as an area greater dispel magic<\/i>, except that magic items in the area can also be affected, ceasing to function for 2d4 minutes if the check is successful.\r

    3rd Octave:<\/i> This deep octave functions as a mass charm monster<\/i>, except that it affects every creature within a 90-foot-radius burst centered on Vanathor. A successful DC 36 Will save negates. The save DC is Charisma-based.\r

    4th Octave:<\/i> This range of notes heals<\/i> (as per the spell) all living creatures within a 60-foot-radius burst centered on Vanathor. Undead creatures take 200 points of damage (Will DC 36 half). The save DC is Charisma-based.\r

    5th Octave:<\/i> These bugle-like notes send anyone within a 60-foot-radius burst centered on Vanathor to a plane of Vanathor's choosing. Unwilling creatures may attempt a DC 36 Will save to negate the effect. The save DC is Charisma-based.\r

    6th Octave:<\/i> These piercing notes deal 10d12 points of sonic damage to any creature within a 60-foot-radius burst centered on Vanathor (no saving throw).\r

    Songspeech (Su):<\/b> Vanathor can communicate with any creature via song. This otherwise functions as a tongues<\/i> spell (caster level 20th).\r

    Spells:<\/b> Vanathor casts arcane spells as a 19th-level sorcerer, and can also cast cleric spells and those from the Law, Luck, and Good domains as arcane spells.\r

    Typical Sorcerer Spells Known<\/i> (spells known 9\/5\/5\/4\/4\/4\/3\/3\/3\/2; spells per day 6\/9\/8\/8\/8\/8\/7\/7\/7\/5; save DC 19 + spell level): 0\u00c2\u0097dancing lights, detect magic, ghost sound, guidance, mage hand, message, read magic, resistance, virtue<\/i>; 1st\u00c2\u0097cure light wounds, mage armor, magic missle, shield, remove fear<\/i>; 2nd\u00c2\u0097bear's endurance, calm emotions, cat's grace, detect thoughts, resist energy<\/i>; 3rd\u00c2\u0097clairaudience\/clairvoyance, deep slumber, lightning bolt, magic circle against evil<\/i>; 4th\u00c2\u0097freedom of movement, holy smite, scrying, shout<\/i>; 5th\u00c2\u0097dispel evil, dismissal, hold monster, mass cure light wounds<\/i>; 6th\u00c2\u0097greater heroism, heal, legend lore<\/i>; 7th\u00c2\u0097banishment, holy word, plane shift<\/i>; 8th\u00c2\u0097holy aura, moment of prescience, shield of law<\/i>; 9th\u00c2\u0097mass hold monster, miracle<\/i>.\r

    Skills:<\/b> Vanathor 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

    Vanathor and the Draconomicon<\/i><\/b>\r

    If you are using the Draconomicon<\/i>, the following changes are recommended.\r

    Feats:<\/b> Replace Shock Wave with Weapon Focus (bite).<\/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":"Seven Mounting Heavens of Celestia"},{"name":"Vartha","type":"Undead","ch":8,"challenge_rating":" 8 \u00a0","id":6785,"reference":"Usergen","full_text":"

    Vartha <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 9d12+27\u00a0(85 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 19 (+3 Dex, +6 +2 breastplate<\/i>), touch 13, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+14<\/td> <\/tr>
    Attack: <\/strong>+2 morningstar<\/i> +17 melee (1d8+11\/19-20)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>+2 morningstar<\/i> +17\/+12 melee (1d8+11\/19-20)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Martial training, spell-like abilities, spells<\/td> <\/tr>
    Special Qualities: <\/strong>Aura of hope, damage reduction 5\/evil, darkvision 60 ft., immunity to cold and electricity, sacred toughness, +2 turn resistance\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +6, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 16, Con \u00c2\u0097, Int 13, Wis 17, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Concentration +13, Diplomacy +15, Knowledge (religion) +11, Listen +13, Sense Motive +13, Spot +13<\/td> <\/tr>
    Feats: <\/strong>Improved Critical (morningstar), Power Attack, Weapon Focus (morningstar), Weapon Specialization (morningstar)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or guard detail (2-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Any nonevil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The creature appears to be a humanoid clad in a breastplate and wielding a glowing morningstar. Its pallor, however, is that of a newly dead corpse, and its eyes are dull and lifeless.<\/i>\r

    A vartha is a type of guardian spirit. Some arise spontaneously, sacrificing their afterlives to guard some important relic or individual in the mortal world. Others are sent by nonevil deities to aid their followers in times of need, or to hunt down and punish wrongdoers. Regardless of their origin, all vartha are driven to achieve their goals.\r

    A vartha stands 5 to 7 feet tall and weighs 100 to 300 pounds.\r

    A vartha speaks Common, Celestial, and any other languages known in life.\r

    COMBAT\r

    Vartha attempt to carry out their missions with little sense of self-preservation. They use their spells and formidable melee prowess to protect their wards or guard their assigned treasures.\r

    Aura of Hope (Su):<\/b> A vartha continuously radiates an aura that fills nonevil creatures with hope. This grants all nonevil creatures within 20 feet a +2 morale bonus on saving throws.\r

    Martial Training (Ex):<\/b> A vartha 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

    Sacred Toughness (Ex):<\/b> A vartha gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097hide from undead<\/i> (DC 14). Caster level 9th. The save DCs are Charisma-based. \r

    Spells:<\/b> A vartha can cast divine spells as a 6th-level cleric. A vartha has access to two domains from its deity's list. The save DCs are Wisdom-based. A vartha's innate spellcasting stacks with any levels it takes in the cleric class. Thus, a 5th-level vartha cleric has a caster level of 11th, and gains spells per day as an 11th-level cleric.\r

    Typical Cleric Spells Prepared<\/i> (5\/4+1\/4+1\/3+1; save DC 13 + spell level): \r
    0th\u00c2\u0097detect poison, guidance, purify food and drink, resistance, virtue;<\/i>\r
    1st\u00c2\u0097divine favor, protection from evil*, remove fear, sanctuary, shield of faith;<\/i>\r
    2nd\u00c2\u0097aid, bull's strength, hold person, shield other*, sound burst;<\/i>\r
    3rd\u00c2\u0097dispel magic, invisibility purge, prayer, protection from energy*;<\/i>\r
    *Domain spell. Domains: Good, Protection.\r

    Vartha as Deathless<\/b>\r
    If you are using Book of Exalted Deeds<\/i> in your campaign, vartha are deathless rather than undead.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #198<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Any nonevil","environment":"Any land and underground"},{"name":"Vartha, Dark","type":"Undead","ch":8,"challenge_rating":" 8 \u00a0","id":6786,"reference":"Usergen","full_text":"

    Vartha, Dark <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 9d12+27\u00a0(85 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares) in full plate; base speed 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 21 (+1 Dex, +10 +2 spiked full plate<\/i>), touch 11, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+16<\/td> <\/tr>
    Attack: <\/strong>+2 morningstar<\/i> +19 melee (1d8+14\/19-20) or armor spikes +16 melee (1d6+7)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>+2 morningstar<\/i> +19\/+14 melee (1d8+14\/19-20) or armor spikes +16 melee (1d6+7)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Martial training, spell-like abilities, spells\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Aura of hopelessness, damage reduction 5\/good, darkvision 60 ft., immunity to cold and electricity, undead traits, unholy toughness, +2 turn resistance<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +4, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 24, Dex 12, Con \u00c2\u0097, Int 13, Wis 17, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Concentration +13, Diplomacy +15, Knowledge (religion) +11, Listen +13, Sense Motive +13, Spot +13\r
    <\/td> <\/tr>
    Feats: <\/strong>Improved Critical (morningstar), Power Attack, Weapon Focus (morningstar), Weapon Specialization (morningstar)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or guard detail (2-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Any evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The creature appears to be a humanoid clad in dark, spiked full plate armor. It wields a night-black morningstar. Its pallor is that of a newly dead corpse, and its eyes are dull and lifeless.<\/i>\r

    Dark vartha often become undead through avarice, guarding their own treasure even beyond the end of their natural life. Others are cursed for a lifetime of greed.\r

    A dark vartha stands 5 to 7 feet tall and weighs 100 to 300 pounds.\r

    A dark vartha speaks Common, Celestial, and any other languages known in life.\r

    COMBAT\r

    Dark vartha use their spells and formidable melee prowess to defend their treasures with unflinching greed.\r

    Aura of Hopelessness (Su):<\/b> A dark vartha continuously radiates an aura that fills nonevil creatures with hopelessness. All nonevil creatures within 20 feet suffer a -2 morale penalty on saving throws.\r

    Martial Training (Ex):<\/b> A dark vartha 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

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097command undead<\/i> (DC 15). Caster level 9th. The save DCs are Charisma-based. \r

    Spells:<\/b> A dark vartha can cast divine spells as a 6th-level cleric. A vartha has access to two domains from its deity's list. The save DCs are Wisdom-based. A dark vartha's innate spellcasting stacks with any levels it takes in the cleric class. Thus, a 5th-level dark vartha cleric has a caster level of 11th, and gains spells per day as an 11th-level cleric.\r

    Typical Cleric Spells Prepared<\/i> (5\/4+1\/4+1\/3+1; save DC 13 + spell level): \r
    0th\u00c2\u0097detect magic, guidance<\/i> (2), resistance, virtue;<\/i>\r
    1st\u00c2\u0097cause fear*, command, deathwatch, divine favor, doom;<\/i>\r
    2nd\u00c2\u0097death knell*, hold person, silence, sound burst, spiritual weapon;<\/i>\r
    3rd\u00c2\u0097bestow curse, blindness\/deafness, contagion*, dispel magic;<\/i>\r
    *Domain spell. Domains: Death, Destruction.\r

    Unholy Toughness (Ex):<\/b> A dark vartha gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #198<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Any evil","environment":"Any land and underground"},{"name":"Veeru","type":"Dragon","ch":1,"challenge_rating":" 1 \u00a0","id":6787,"reference":"Usergen","full_text":"

    Veeru <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 2d12+4\u00a0(17 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 15 ft. (3 squares), fly 60 ft. (good), swim 50 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/-9<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d2\u00c2\u00963 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d2\u00c2\u00963 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>2\u00c2\u00bd ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Dancing song, poison<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision, spell resistance 19, telepathy 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +5, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 5, Dex 15, Con 15, Int 10, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +2, Hide +20*, Listen +9, Search +6, Sense Motive +7, Spot +9, Survival +1 (+3 following tracks), Swim +5<\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or clutch (3\u00c2\u00965)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic, rarely good<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Tiny)<\/td> <\/tr>
    Level Adjustment: <\/strong>+3<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a miniature gold dragon, slightly smaller than a housecat. Its scaly hide is gold, and it has glowing green eyes. Its tail is about twice as long as its body, and its wings are long and slender.<\/i>\r

    Veeru are close relatives of the pseudodragon. These nomadic creatures roam widely, but usually remain near water. They are elusive and generally avoid direct contact with other intelligent creatures. Veeru make floating nests of reeds to sleep in, or lair in trees or caves if reeds are unavailable.\r

    A veeru has a body about 1 foot long, with a 2-foot tail. It weights about 7 pounds.\r

    A veeru can communicate telepathically and can also vocalize animal noises such as a rasping purr (pleasure), a hiss (unpleasant surprise), a chirp (desire), or a growl (anger).\r

    A veeru can be acquired as a familiar with the Improved Familiar feat, beginning at 7th level if the character is of chaotic neutral or chaotic evil alignment. \r

    COMBAT\r

    When threatened, a veeru attempts to use its dancing song to occupy its aggressors while it makes its escape. Failing that, it bites at foes until they succumb to its confusion-inducing venom.\r

    Dancing Song (Su):<\/b> Once per day a verru may sing a chiming tune that causes all creatures within 30 feet to dance uncontrollably. Affected creatures must succeed on a DC 13 Will save or suffer the effects of an irresistible dance<\/i> spell. A veeru can sing a dancing song for up to 3 rounds, and must maintain concentration. Affected victims continue dancing for 1d4+1 rounds after the veeru stops singing. Dancing song is a sonic, mind-affecting compulsion and can be neutralized by a bard's countersong ability. The save DC is Charisma-based and includes a +2 racial bonus. \r

    Poison (Ex):<\/b> Injury, Fortitude DC 15, initial damage confused for 1d6 rounds, secondary damage confused for 2d6 rounds. The save DC is Constitution-based and includes a +2 racial bonus.\r

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

    Skills:<\/b> A veeru 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. Veeru have a chameleonlike ability that grants them a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8. <\/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":"Dragon","alignment":"Always chaotic, rarely good","environment":"Temperate forests"},{"name":"Vegepygmy and Thorny","type":"Plant","ch":1,"challenge_rating":" 01 \u00a0","id":6788,"reference":"Usergen","full_text":"

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

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

    Hit Dice:<\/span><\/b> 2d8 (8 hp)<\/span><\/p> <\/td> <\/tr>

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

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

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

    Attacks:<\/span><\/b> Claw +2 melee; or Medium-size longspear +2 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Claw 1d4; or Medium-size longspear 1d6<\/span><\/p> <\/td> <\/tr>

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

    Special Qualities:<\/span><\/b> Plant, immunity to piercing weapons, electrical immunity, low-light vision<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +3, Ref +2, Will +0<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 11, Dex 14, Con 11, Int 6, Wis 10, Cha 9<\/span><\/p> <\/td> <\/tr>

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

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

    Climate\/Terrain:<\/span><\/b> Warm forest and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Gang (4-9), band (10-100 plus 2-5 bodyguards of 3 HD each, 1 5 HD sub-chief, and 1 6 HD chief per 50 vegepygmies), warband (10-24 with 1-4 thornies), or tribe (30-300 plus 2-5 3 HD bodyguards, 1 5 HD sub-chief, and 1 6 HD chief per 50 vegepygmies, and 10-24 thornies)
    Challenge Rating:<\/b> 1<\/span><\/p> <\/td> <\/tr>

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

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

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

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

    The vegepygmy is the result of a victim slain by russet mold (q.v.). The lesser vegepygmies make up the workers and guards of the tribe, while the greater vegepygmies are the chiefs and leaders.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 They appear as 3-foot tall, bipedal creatures with sharp thorny claws. Their shoulders, abdomens, and limbs are fringed with leaf-like tendrils. Their heads have a topknot of leaves.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Vegepygmies do not speak, but do communicate with each other by tapping on their chests, or on trees or stones.<\/span><\/p> <\/td> <\/tr>

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

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

    The vegepygmy attacks using either its claws or weapons, usually a longspear or club. They prefer a direct frontal assault as opposed to an ambush or sneak attack.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Immunity to Piercing Weapons (Ex):<\/b> Vegepygmies take no damage from piercing weapons.<\/span><\/p> <\/td> <\/tr>

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

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

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

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

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

    The Vegepygmy first appeared in module S3 (Gary Gygax, 1980).<\/span><\/p> <\/td> <\/tr>

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

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

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

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

    Hit Dice:<\/span><\/b> 4d8+8 (26 hp)<\/span><\/p> <\/td> <\/tr>

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

    Speed:<\/span><\/b> 50 ft<\/span><\/p> <\/td> <\/tr>

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

    Attacks:<\/span><\/b> Bite +5 melee, 1d3 thorns +0 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 1d6+2, thorns 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>Thorns, trip<\/span><\/p> <\/td> <\/tr>

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

    Saves:<\/span><\/b> Fort +6, Ref +3, Will +2<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 14, Dex 15, Con 14, Int 2, Wis 12, Cha 6<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +0*, Listen +4, Move Silently +4, Spot +4<\/span><\/p> <\/div> <\/td> <\/tr>

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

    Climate\/Terrain:<\/span><\/b> Warm forest and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or pack (3-8)
    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 (Medium-size); 10-12 HD (Large)<\/span><\/p> <\/td> <\/tr>

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

    Thornies are the pets and companions of the vegepygmies. Sages are unsure of the thornies exact origin, but are certain they are not created by the vegepygmies, as the tribes as a whole do not have the Intelligence or technology to do so.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A thorny resembles a man-sized dog made of wood and leaves and other vegetable matter. Their bodies are covered in sharp thorns.<\/span><\/p> <\/td> <\/tr>

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

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

    A thorny attacks with its bite, and if an opponent moves close enough, it will attack with its thorns.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Thorns (Ex): <\/b>The thorny\u0092s body is covered with sharp wooden thorns. When biting, the thorny thrashes about, striking with 1d3 of them. An opponent hit by the thorny\u0092s thorn attack must make a Reflex save (DC 14) or have the thorn break off in his or her flesh. A lodged thorn imposes a \u00961 circumstance penalty to attacks, saves, and checks. Removing the thorn deals 1d6 additional points of damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Trip (Ex): <\/b>A thorny 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 thorny. <\/span><\/p> <\/td> <\/tr>

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

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

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

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

    Thornies were first mentioned in the 1e MM II (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Plant","alignment":"Any","environment":"Warm forest and underground"},{"name":"Venom Dog, Scorpion","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6789,"reference":"Usergen","full_text":"

    Venom Dog, Scorpion <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d10+8\u00a0(30 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+2 Dex, +5 natural), touch 12, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+6<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (1d6+2)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (1d6+2) and sting +1 melee (1d4+1 plus poison)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +6, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 15, Con 15, Int 3, Wis 12, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Jump +10, Listen +6, Spot +11, Survival +1*<\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Initiative, Track (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/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>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large mastiff looks unremarkable, save for the large scorpion tail rising from its hindquarters.<\/i>\r

    Venom dogs are the blending of dogs and venomous creatures. Two types are known to exist: the viper venom dog and scorpion venom dog. Others could potentially exist, but as of yet have not been reported.\r

    The scorpion venom dog blends the traits of a riding dog and a monstrous scorpion. Scorpion venom dogs tend to be loners, and viciously attack other members of their own species except during mating season. As a result, those who train them must keep them in separate pens or parts of the compound.\r

    Scorpion venom dogs, due to their nasty disposition, are more difficult to train than their viper cousins. They also have the same eating habits as a large dog, requiring daily feedings. However, since they can bark like a normal dog, they make better guards than the hissing viper venom dogs.\r

    A scorpion venom dog is 4 to 6 feet long and weighs 100 to 200 pounds. Coloration is the same as regular dogs, while the tail is usually red, brown, or black. Lifespan of both venom dog breeds is about 15 years.\r

    COMBAT\r

    Scorpion venom dogs are vicious combatants, biting and stinging with their venomous tails.\r

    Poison (Ex):<\/b> Sting, Fortitude DC 16; initial and secondary damage 1d4 Constitution. The save DC is Constitution-based and includes a +2 racial bonus.\r

    Skills:<\/b> Scorpion venom dogs have a +4 racial bonus on Jump and Spot. *Scorpion venom dogs have a +4 racial bonus on Survival checks when tracking by scent.\r

    Training a Venom Dog<\/b>\r
    A scorpion venom dog serves readily as a guard animal, but it requires training. Training a scorpion venom dog 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

    Scorpion venom dog pups are worth 1,600 gp on the open market. Professional trainers charge 500 gp to train a scorpion venom dog.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #243<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Any land"},{"name":"Venom Dog, Viper","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":6790,"reference":"Usergen","full_text":"

    Venom Dog, Viper <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Magical Beast \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)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+0<\/td> <\/tr>
    Attack: <\/strong>Bite +7 melee (1d4+1 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +7 melee (1d4+1 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +6, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 17, Con 15, Int 3, Wis 12, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Balance +8, Jump +11, Hide +12, Listen +5, Spot +5, Survival +1*, Swim +5\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Initiative, Track (B), Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Domesticated<\/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>
    This large dog is covered in glistening black scales. In place of its incisors are viperlike fangs.<\/i>\r

    Venom dogs are the blending of dogs and venomous creatures. Two types are known to exist: the viper venom dog and scorpion venom dog. Others could potentially exist, but as of yet have not been reported.\r

    The viper venom dog blends the traits of a dog and a Small viper. These strict carnivores swallow their prey whole in the fashion of snakes. Also like snakes, they require much less food than a normal dog, being content with a decent meal every few weeks. As a result, their care is relatively inexpensive. Viper venom dogs have a doglike disposition and can be raised in litters and trained to work together. \r

    Viper venom dogs share many traits with the serpents from which they get half of their heritage. They must shed their skin periodically as they grow in size. Unlike true serpents, these skins do not cover the creature\u00c2\u0092s eyes\u00c2\u0097viper venom dogs have standard canine eyes and eyelids as well. However, like many serpents, they do lay leathery eggs from which the venom dog puppies hatch. Although warm-blooded, viper venom dogs enjoy the reptilian pastime of basking in the sun. A viper venom dog cannot bark, only hiss like a serpent.\r

    A viper venom dog is 3-5 feet long and weighs 20 to 50 pounds. Coloration ranges from tan to jet black. Lifespan of both venom dog breeds is about 15 years.\r

    COMBAT\r

    Viper venom dogs hunt much like regular hounds, except their bite packs a venomous punch.\r

    Poison (Ex):<\/b> Bite, Fortitude DC 13; initial and secondary damage 1d6 Constitution. The save DC is Constitution-based.\r

    Skills:<\/b> Venom dogs have a +4 racial bonus on Balance, Hide, Jump, Listen, Spot, and Swim checks. *Venom dogs have a +4 racial bonus on Survival checks when tracking by scent.\r

    Training a Venom Dog<\/b>\r
    A viper venom dog serves readily as a guard animal, but it requires training. Because they take well to training, the Handle Animal DC does not increase due to it being a magical beast. Training a viper venom dog 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

    Viper venom dog eggs are worth 400 gp on the open market, while pups are worth 800 gp. Professional trainers charge 250 gp to train a viper venom dog.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #243<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Any land"},{"name":"Venus Fly-Trap, Giant","type":"Plant","ch":3,"challenge_rating":" 3 \u00a0","id":6791,"reference":"Usergen","full_text":"

    Venus Fly-Trap, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 6d8+12\u00a0(39 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 0 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+13<\/td> <\/tr>
    Attack: <\/strong>Bite +9 melee (1d6+5)<\/td> <\/tr>
    Full Attack: <\/strong>3 bites +9 melee (1d6+5)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Jaws<\/td> <\/tr>
    Special Qualities: <\/strong>Blind, plant traits, resistance to fire 5, tremorsense 30 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +3, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 12, Con 14, Int 2, Wis 11, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Hide +6*\r
    <\/td> <\/tr>
    Feats: <\/strong>Combat Reflexes, Iron Will, Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or warm marshes<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair or patch (3-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/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>
    From beneath this massive flowering plant spring jawlike leaves.<\/i>\r

    The giant venus fly-trap, like its lesser relatives, is a carnivorous plant that traps and consumes prey with jawlike leaves. Sensitive hairs on the inner surfaces of these leaves allows the creature to detecting approaching prey.\r

    Treasure can occasionally be found in the soil beneath the plant, left behind by previous prey.\r

    A typical giant venus fly-trap is 10 to 15 feet in diameter. The plant consists of a bulb-like subterranean stem from which arise a rosette of three to eight stems, each ending in 3 to 6 foot long jawlike leaves.\r

    COMBAT\r

    A giant venus fly-trap lies motionless most of the time, awaiting the approach of prey. Once prey is detected within reach of its jaws, it quickly lashes out, sending one set of jaws at each creature it can reach.\r

    Blind (Ex):<\/b> A giant venus fly-trap is immune to visual effects, gaze attacks and illusions.\r

    Jaws (Ex):<\/b> Each of a giant venus fly-trap's jaws may make a single bite attack each round. It a jaw hits with its bite attack, the fly-trap 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. A jaw enganged in a grapple cannot make a bite attack, but the giant venus fly-trap is not considered grappled.\r

    With each of its jaws, a giant venus fly-trap can try to swallow a single grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 1d6+5 points of crushing damage plus 5 points of acid damage per round from the plant's 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 jaws (AC 12), destroying that set of jaws (and dealing 5 points of damage to the fly-trap) in the process.\r

    An opponent not currently swallowed can attack a giant venus fly-trap's jaws with a sunder attempt as if they were weapons, but risks injuring the trapped victim (a 50% chance). A giant venus fly-trap's jaws have 10 hit points each. If a giant venus fly-trap is currently grappling a target with the jaw that is being attacked, it usually uses another jaw to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a giant venus fly-trap's jaws deals 5 points of damage to the creature. The creature regrows severed or destroyed jaws in 1 week. A non-swallowed creature may also attempt to free the victim by grappling the fly-trap and succeeding on a second grapple check to open the jaws.\r

    Skills:<\/b> *Giant venus fly-traps have a +12 racial bonus on Hide checks made in marsh terrain with light or heavy undergrowth.<\/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":"Temperate or warm marshes"},{"name":"Verbeeg","type":"Giant","ch":4,"challenge_rating":" 04 \u00a0","id":6792,"reference":"Usergen","full_text":"

    Verbeeg <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Giant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+15\u00a0(37 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 30 ft in hide armor (6 squares); base speed 40 ft<\/td> <\/tr>
    Armor Class: <\/strong> 18 (-1 size, -1 Dex, +6 natural, +3 hide armor, +1 light wooden shield), touch 8, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+13<\/td> <\/tr>
    Attack: <\/strong>Greatclub +9 melee (2d8+9) or spear +9 ranged (2d6+6)<\/td> <\/tr>
    Full Attack: <\/strong>Greatclub +9 melee (2d8+9) or spear +9 ranged (2d6+6)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Spear throwing<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +0, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 23, Dex 8, Con 17, Int 10, Wis 12, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Climb +5, Intimidate +6, Jump +5, Listen +3, Spot +3<\/td> <\/tr>
    Feats: <\/strong>Power Attack, Weapon Focus (greatclub)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any hills, mountains, and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, gang (1-2 plus 1-4 hill giants or 1-4 ogres), band (3-6 plus 2-6 hill giants or 2-6 ogres), hunting\/raiding party (6-9 plus 1d6 dire wolves, worgs, winter wolves, or polar bears), or tribe (10-60 plus 20% noncombatants; plus 3rd-7th level shaman and\/or 4th-8th level chieftain; plus 2-10 hill giants or 2-10 ogres; plus 2-8 dire wolves or 1-4 worgs (or 1-2 polar bears or 1-3 winter wolves)<\/td> <\/tr>
    Challenge Rating: <\/strong>04<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Often neutral evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This giant looks like a lean, yet muscular human of behemoth proportions.<\/i>\r

    Verbeeg inhabit the same areas as hill giants and ogres, and often work with such creatures. Though the smartest of verbeeg are only slightly above average intelligence, verbeeg are notably more intelligent than most of the creatures they dwell with. Verbeeg wind up being de facto leaders of the hill giants and ogres, and control these companions through taunts, threats, and intimidation.\r

    A typical verbeeg would be almost indistinguishable from a human, if not for the fact that it is twice as tall. They are more likely than humans to have minor deformities such as club foot, uneven eyes, harelips, etc. A verbeeg wears as much protective clothing and armor as it can obtain, which often isn't much. A verbeeg will usually not have a full set of armor, and thus might wear a mishmash of furs, hides, and pieces of metal armor (the rough equivalent of hide armor).\r

    A verbeeg is very rarely found wandering alone, and is usually accompanied by any number of other creatures. When not living with other creatures, a group of verbeeg will lair underground in a cave or inside old ruins. Verbeeg are natural symbiotes for brutish, stupid creatures; they provide direction and intellect, and benefit from the protection of the better fighters. Verbeeg will put up with a lot from these halfwits, but lose their temper when the other giants misinterpret their instructions.\r

    A warrior chieftain and a shaman often jointly rule a verbeeg tribe. The chieftain is responsible for the tribe's hunting, warfare, and other dealings with outsiders. The shaman is responsible for internal tribal affairs, including tribal law and trials and all magic; magical items in the tribe automatically belong to the shaman.\r

    A verbeeg is from 8 1\/2 to 10 feet tall, and weighs between 550 to 650 pounds.\r

    A verbeeg speaks Giant and Common.\r

    COMBAT<\/b>\r
    Verbeeg are intelligent enough to let other creatures do their dirty work. They are selfish and practical, and usually let their giantish comrades soften up opponents first. Verbeeg then take on the stragglers, using their spears to attack from distance.\r

    Spear Throwing (Ex)<\/b>: Verbeegs are accomplished spear throwers. A verbeeg may apply its Strength modifier rather than its Dexterity modifier to attack rolls and receives a +1 racial bonus on attack rolls when throwing spears. The range increment is 60 feet for a verbeeg's thrown spears.\r

    VERBEEG AS CHARACTERS<\/b>\r
    Verbeeg characters possess the following racial traits.\r
    - +12 Strength, -2 Dexterity, +6 Constitution, +2 Wisdom.\r
    - Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.\r
    - Space\/Reach: 10 feet\/10 feet.\r
    - A verbeeg's base land speed is 40 feet.\r
    - Low-light vision.\r
    - Racial Hit Dice: A verbeeg begins with five levels of giant, which provide 5d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.\r
    - Racial Skills: A verbeeg's giant levels give it skill points equal to 8 x (2 + Int modifier). Its class skills are Climb, Intimidate, Jump, Listen, and Spot.\r
    - Racial Feats: A verbeeg's giant levels give it two feats.\r
    - +6 natural armor bonus.\r
    - Special Attacks (see above): Spear throwing\r
    - Weapon and Armor Proficiency: A verbeeg is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.\r
    - Automatic Languages: Giant. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.\r
    - Favored Class: Barbarian.\r
    - Level adjustment +4.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in the first edition Monster Manual II (1983, Gary Gygax), Monstrous Compendium MC2 (1989), and the Monstrous Manual (1993).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Giant","alignment":"Often neutral evil","environment":"Any hills, mountains, and underground"},{"name":"Verini","type":"Monstrous Humanoid","ch":3,"challenge_rating":" 3 \u00a0","id":6793,"reference":"Usergen","full_text":"

    Verini <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Monstrous Humanoid \t\t\t(Fire, Reptilian)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+10\u00a0(32 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+2 Dex, +3 natural), touch 12, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+6<\/td> <\/tr>
    Attack: <\/strong>Longsword +7 melee (1d8+1\/19-20) or claw +6 melee (1d6+1)<\/td> <\/tr>
    Full Attack: <\/strong>Longsword +7 melee (1d8+1\/19-20) or 2 claws +6 melee (1d6+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, spit<\/td> <\/tr>
    Special Qualities: <\/strong>Clever runner, darkvision 60 ft., immunity to fire, vigorous, vulnerability to cold<\/td> <\/tr>
    Saves: <\/strong>Fort +3 (+5 vs. paralysis and poison), Ref +5, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 15, Con 15, Int 16, Wis 17, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Craft (any one) +9, Diplomacy +9, Hide +4, Knowledge (nature) +9, Listen +5, Move Silently +4, Perform (oratory) +9, Spot +5, Survival +11 (+13 in aboveground natural environments)\r
    <\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Run (B), Weapon Focus (longsword)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary, hunting pack (3-12 plus 1-2 druids or clerics of 1st- to 4th-level), or tribe (10-300 plus 1-4 druids of clerics of 4th\u00c2\u009619th level)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral good<\/td> <\/tr>
    Advancement: <\/strong>By character class (favored class: druid)<\/td> <\/tr>
    Level Adjustment: <\/strong>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a bipedal newt. Its large eyes occupy the majority of its face. Although it carries a sword, it does not appear hostile.<\/i>\r

    Verini are distant cousins of firenewts that have evolved into a peaceful culture. Verini make their homes in volcanic regions, living in warm caves amid rocky mountains. Although carnivorous, verini do not hunt other sentient creatures, and avoid threatening the survival of other species.\r

    Verini are swift runners, capable of covering great distances quickly on all fours. They are clever runners, swiftly determining the easiest terrain and instinctively avoiding ground-based obstacles. Young verini often race one another as a point of pride.\r

    Verini are very close to nature, and many follow the path of druid, ranger, or clerics that venerate nature deities. Many also pursue psionic paths as well. Verini openly hate those who defile nature, and vigorously defend nature from such threats. A group of druids or psions often lead a war party to deal with the would-be defilers.\r

    Verini society is structured and family-oriented. Young remain in an egg for their first year, then rapidly reach maturity in around five years. Most verini younglings are encouraged to begin along a path at an early age, whether it is a magical discipline or the pursuit of another career. Many verini are artistically oriented, and spend much of their time making jewelry, tapestries, and other beautiful works of art. \r

    Verini honor their elders, and the most venerable member generally leads a tribe. Verini value wisdom and diplomacy above strength and prowess. Gatherings are held periodically to allow all members of a tribe an opportunity to speak their mind. These meetings can last for days, as each member may speak for as long as he or she wishes (although poor orators often lose respect). Interrupting a speaker is considered a heinous act among the verini. Twice a year, two verini tribes come together to discuss all that has happened since the last meeting, to trade goods, and allow the young verini to seek mates. The tribal storytellers regale listeners with wondrous tales, while all craftsfolk work together to improve their skills.\r

    A verini's skin coloration varies from mottled bright reds and yellows to dark grays and black. The smooth flesh and features resemble those of an eel. The eyes are deep crimson. They stand around 6 to 7 feet tall and weigh 200 to 300 pounds. Verini lifespan averages around 150 years. Verini generally eschew armor, preferring to complement their natural coloration with simple jewelry and bracers.\r

    Verini speak Common and Draconic.\r

    COMBAT\r

    Verini hunt in packs, utilizing their long claws or swords, spears, or staves. Verini have little use for ranged weapons, as they can spit their paralytic venom. Verini generally attempt to lure prey into range of others of their kind, then paralyze it for a quick kill.\r

    Verini prefer peaceful relations with other intelligent creatures, avoiding combat whenever possible. If threatened, verini generally attempt to paralyze the aggressors and flee the scene.\r

    Clever Runner (Ex):<\/b> A verini ignores all terrain movement penalties from scree and rubble.\r

    Poison (Ex):<\/b> Contact, Fortitude DC 14, initial damage 1d8 Dex, secondary damage paralysis for 2d8 minutes. The save DC is Constitution-based. \r

    Spit (Ex):<\/b> A verini can spit its venom up to 30 feet as a standard action. This is a ranged touch attack with no range increment. Opponents hit by this attack must make successful saves (see above) to avoid the effect. A verini must wait 1d2 rounds after spitting for its poison glands to refill.\r

    Sprint (Ex):<\/b> Once per hour, a verini can drop to all fours and move 4 times its normal speed (160 feet) when it makes a charge.\r

    Vigorous (Ex):<\/b> Verini have a +2 racial bonus on saving throws made against poison and paralysis.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Sun: Wake of the Ravager Rule Book<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually neutral good","environment":"Warm mountains"},{"name":"Verme","type":"Beast","ch":19,"challenge_rating":" 19 \u00a0","id":6794,"reference":"Usergen","full_text":"

    Verme <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 18d10+144\u00a0(243 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> Swim 50 ft<\/td> <\/tr>
    AC:<\/strong> 15 (-4 size, -1 Dex, +10 natural)<\/td> <\/tr>
    Attacks:<\/strong>Bite +23 melee<\/td> <\/tr>
    Damage: <\/strong>Bite 3d8+21<\/td> <\/tr>
    Face\/Reach: <\/strong>20 ft by 40 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Resist edge weapons, fire resistance 20, armored head<\/td> <\/tr>
    Saves: <\/strong>Fort +19, Ref +10, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 39, Dex 9, Con 27, Int 2, Wis 10, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Listen +10, Spot +10, Swim +15<\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>19<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>19-36 HD (Gargantuan); 37-54 (Colossal)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The verme is probably the largest of all fish, able to swallow a large shark or even a baby whale in one gulp. These fish prefer great rivers, but are occasionally known to venture out into saltwater oceans. It can swallow creatures in the water, and can also eat things on the riverbanks, reaching its enormous armored head out of the water to snatch cattle or even humans. Its stomach is likely to contain metallic and other indigestible items, remnants of previously swallowed victims.\r

    A verme resembles a catfish of unbelievable size, between 50 to 80 feet in length, with very large scales, and a mouthful of needles for teeth. Its underside is pale yellow, and its flanks run from dark brown to a mottling of green and brown along the back. This gigantically long fish is flat along the belly, and wider than it is high, to help it lurk along the bottom in shallow waters.\r


    COMBAT<\/b>\r
    A hungry verme is a ravenous predator that will not be denied. It swallows any prey it hits, and is able to capsize even large craft. It will attempt to swallow creatures attacking its head before it attacks those on its sides. The fire resistance of the fish applies only to its outer body; fire affects the beast normally inside of the mouth or internally.\r

    Swallow Whole (Ex)<\/b>: A verme automatically swallows an opponent of Large or smaller size by making a successful bite attack. Once inside, the opponent takes 3d8+4 crushing damage plus 2d8+4 points of acid damage per round from the verme's digestive juices. A swallowed creature can cut its way out by dealing 30 points of damage to the verme's digestive tract (AC 10).\r
    The verme's gullet can hold four Large, eight Medium-size, or sixteen Small or smaller creatures.\r

    Resist Edged Weapons (Ex)<\/b>: A verme's thick, slimy scales make slashing and piercing weapons nearly useless against it. Attacks from such weapons inflict only 1 point of damage, plus magic and strength bonuses.\r

    Armored Head (Ex)<\/b>: The verme's bony head provides it with a +2 bonus to its natural armor class against anyone attacking its head. Any creatures subject to the verme's bite attack are considered to be facing its head in that round.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Monster Manual II (1983), Monstrous Compendium Annual Two (1995) under \"fish\".<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Beast","alignment":"Always neutral","environment":">Any aquatic"},{"name":"Verme","type":"Animal","ch":12,"challenge_rating":" 12 \u00a0","id":6795,"reference":"Usergen","full_text":"

    Verme <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 18d8+144\u00a0(225 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> Swim 50 ft (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-4 size, +9 natural), touch 6, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+13\/+34<\/td> <\/tr>
    Attack: <\/strong>Bite +23 melee (3d8+19\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +23 melee (3d8+19\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft\/15 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Capsize, improved grab, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/bludgeoning, darkvision 60 ft, fortification, low-light vision, resistance to fire 10<\/td> <\/tr>
    Saves: <\/strong>Fort +19, Ref +11, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 37, Dex 11, Con 27, Int 2, Wis 10, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Hide -3*, Listen +10, Spot +10, Swim +21<\/td> <\/tr>
    Feats: <\/strong>Alertness, Blind-Fight, Cleave, Diehard, Improved Critical (bite), Weapon Focus (bite), Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>19-36 HD (Gargantuan); 37-54 (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This looks like a catfish of unbelievable size, with very large thick scales, and a mouthful of needles for teeth. Its underside is pale yellow, and its flanks run from dark brown to a mottling of green and brown along the back. This gigantically long fish is flat along the belly, and wider than it is high, to help it lurk along the bottom in shallow waters.<\/i>\r

    The verme is probably the largest of all fish, able to swallow a large shark or even a baby whale in one gulp. These fish prefer great rivers, but are occasionally known to venture out into saltwater oceans. It can swallow creatures in the water, and can also eat things on the riverbanks, reaching its enormous armored head out of the water to snatch cattle or even humans. Its stomach is likely to contain metallic and other indigestible items, remnants of previously swallowed victims. \r

    A typical verme is about 50 feet in length, but can grow to be up to 80 feet in length.\r

    COMBAT<\/b>\r
    A hungry verme is a ravenous predator that will not be denied. It swallows any prey it can, and is able to capsize even large craft to get at the tasty morsels therein.\r

    Capsize (Ex)<\/b>: A submerged verme that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 75% chance to capsize a vessel from 20 to 60 feet long and a 50% chance to capsize one over 60 feet long.\r

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

    Swallow Whole (Ex)<\/b>: A verme can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. The swallowed creature takes 3d8+13 points of crushing damage plus 2d8 points of acid damage per round from the verme's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 30 points of damage to the verme's gut (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.\r

    A verme's gullet can hold four Large, eight Medium, or sixteen Small or smaller creatures. \r

    Fortification (Ex)<\/b>: A verme's thick, bony plates protect its vital areas effectively. When a critical hit or sneak attack is scored on a verme, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.\r

    Skills<\/b>: A verme 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 verme has a +8 racial bonus on Hide checks when lying on the bottom of riverbeds and sea floors.\r
    <\/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 Annual Two (1995) under \"fish\".<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Beast","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Vilstrak","type":"Aberration","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6796,"reference":"Usergen","full_text":"

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

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

    AC:<\/span><\/b> 18 (+8 natural)<\/span><\/p> <\/td> <\/tr>

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

    Damage:<\/span><\/b> Slam 1d4+2<\/span><\/p> <\/td> <\/tr>

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

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

    Saves:<\/span><\/b> Fort +1, Ref +0, Will +2<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 14, Dex 11, Con 12, Int 6, Wis 10, Cha 8<\/span><\/p> <\/td> <\/tr>

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

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

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

    Organization:<\/span><\/b> Gang (2-5) or band (4-20)
    Challenge Rating:<\/b> 1\/2<\/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> 2-3 HD (Medium-size)<\/span><\/p> <\/td> <\/tr>

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

    Vilstraks are known to some as marl muggers or tunnel thugs. A vilstrak makes its home deep inside the earth, and its lair is typically in a hollow space in the earth or stone, which is reachable only by those able to pass through solid stone or packed earth.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A vilstrak appears as a 6-foot tall, bipedal, hunched humanoid. Its skin appears to be made of earth and stone, and varies in color from brown to gray. An insect-like head tops its shoulders.<\/span><\/p> <\/td> <\/tr>

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

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

    Vilstraks are not aggressive creatures, though they do take great joy in robbing those that venture too close to their lair. They usually only fight if provoked. A favored tactic is to hide, just inside a stone or earthen wall and wait for its prey to pass by. When its victim comes within range, the vilstrak leaps out to the attack.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Burrow (Ex):<\/b> Vilstraks can pass through stone, dirt, or any other sort of earth except metal as easily as a fish swims through water. <\/span>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 vilstrak flings the vilstrak back 30 feet, stunning the creature for 1 round unless it succeeds at a Fortitude save<\/span>.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/span><\/b> *Vilstraks receive a +8 racial bonus to Hide checks when in stony areas.<\/span><\/p> <\/td> <\/tr>

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

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

    The Vilstrak first appeared in the 1e MM II (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Aberration","alignment":"Any","environment":"Any underground"},{"name":"Vilstrak, Great","type":"Aberration","ch":3,"challenge_rating":" 3 \u00a0","id":6797,"reference":"Usergen","full_text":"

    Vilstrak, Great <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Aberration \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> 19 (-1 size, +10 natural), touch 9, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+13<\/td> <\/tr>
    Attack: <\/strong>Slam +8 melee (1d6+6)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 slams +8 melee (1d6+6)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., earth glide, tremorsense 60 ft.\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +3, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 11, Con 16, Int 6, Wis 10, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Hide +1*, Listen +3, Spot +3\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Lightning Reflexes\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, gang (2-5), band (1-4 plus 3-12 vilstrak) or mob (4-10 plus 5-30 vilstrak)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>5-12 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Vaguely resembling a massive praying mantis made of stone, this large bipedal creature seemingly materializes from the nearby stone. Its arms have an extra joint between the elbow and wrist, and terminate in large, stony fists. Its trunklike legs end in hooves.<\/i>\r

    Great vilstraks are exemplary specimens of their species, growing larger, stronger and tougher than their more common kin. As a result, they often rise to positions of leadership among bands of the so-called \"marl muggers\". Others tend to have a superiority complex, forming small gangs with only other great vilstraks.\r

    A great vilstrak stands 9 feet tall and weighs about 600 pounds. Vilstraks are gray or brown.\r

    Vilstraks speak Terran.\r

    COMBAT\r

    Like their lesser kin, great vilstraks earn their nickname \"tunnel thug\" by their tactics of popping out of cavern walls and harassing prey.\r

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

    Skills:<\/b> *Vilstraks have a +8 racial bonus on Hide checks when in rocky surroundings. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Treasures of the Savage Frontier Adventure Journal<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Usually neutral evil","environment":"Underground"},{"name":"Viltch","type":"Outsider","ch":5,"challenge_rating":" 5 \u00a0","id":6798,"reference":"Usergen","full_text":"

    Viltch <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 5d8+15\u00a0(37 hp)<\/td> <\/tr>
    Initiative: <\/strong> +10<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 24 (+6 Dex, +8 natural), touch 16, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+9<\/td> <\/tr>
    Attack: <\/strong>Claw +9 melee (1d4+4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +9 melee (1d4+4) and bite +7 melee (1d8+2 plus poison) <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, spell-like abilities, summon viltch, telekinetic trip\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/lawful, darkvision 90 ft., improved uncanny dodge, immunity to electricity, poison, sonic, and mind-affecting spells and abilities, resistance to cold 10 and fire 10, spell resistance 14, wind tolerance<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +10, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 23, Con 17, Int 9, Wis 12, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Balance +8, Climb +19, Disable Device +15, Jump +17, Listen +9, Open Locks +22, Sleight of Hand +22, Spot +9, Tumble +14<\/td> <\/tr>
    Feats: <\/strong>Deflect Arrows [B], Improved Initiative [B], Multiattack, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Windswept Depths of Pandemonium<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or gang (3-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic neutral or chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>6-10 HD (Medium); 11-15 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+8<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a mandrill, its dirty-gray fur matted and disheveled. Baleful yellow eyes burn above its blue-gray muzzle, and a wild mane of a slightly darker color frames its bestial face. Despite having only three legs, it moves with agility and speed.<\/i>\r

    Hailing from the chaotic plane of Pandemonium, viltches are hateful, malignant beings that revel in spreading destruction and disorder. These skilled vandals create havoc wherever they wander. The greater the beauty or order of an object, the greater the viltch\\'s satisfaction in its destruction.\r

    A viltch stands 5 feet tall and weighs 150 pounds.\r

    A viltch can be summoned using a summon monster VI<\/i> spell.\r

    Viltches speak Abyssal and Slaadi.\r

    COMBAT\r

    Viltches prefer to target weaker prey and avoid creatures that are clearly more powerful. They try to infict only limited pain and injuries on others, preferring to concentrate their destructive energies on objects of beauty and order.\r

    A viltch\\'s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction.\r

    Poison (Ex):<\/b> The poison of a viltch causes extreme pain in living targets. Fortitude DC 15 negates, initial damage sickened 1 minute, secondary damage nauseated 1 minute. Any creature that fails the initial save must make a Concentration check (DC 15 + spell level) to cast a spell within a minute of the bite. The save DC is Constitution based.\r

    Spell-Like Abilities:<\/b> At will--dimension door, find traps<\/i>; 3\/day--shatter<\/i> (DC 13), warp wood<\/i> (DC 13); 1\/day--greater teleport<\/i>. Caster level 5th. The save DCs are Charisma-based.\r

    Summon Viltch (Sp):<\/b> Once per day a viltch can attempt to summon 1d6 viltches with a 30% chance of success. This ability is the equivalent of a 4th-level spell.\r

    Telekinetic Trip (Sp):<\/b> Three times per day, a viltch can use telekinesis<\/i> (caster level 5th) to perform a trip attempt. Resolve this attempt as normal, except that it doesn\\'t provoke attacks of opportunity, the viltch uses its Charisma modifier in place of its Strength modifier, and a failed attempt doesn\u00c2\u0092t allow a reactive attempt by the target. No save is allowed against these attempts, but spell resistance applies normally. \r

    Wind Tolerance (Su):<\/b> Viltches are unaffected by high winds, and are never checked, knocked down, or blown away by wind conditions. Viltches suffer no penalties to Listen checks made in areas of high winds, nor are their spells and effects that rely on sonic energy limited to a range of 10 feet.\r

    Skills:<\/b> A viltch has a +8 racial bonus on Climb, Disable Device, Open Locks, and Sleight of Hand checks.\r
    <\/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 neutral or chaotic evil","environment":"Windswept Depths of Pandemonium"},{"name":"Viper Fish, Giant","type":"Animal","ch":7,"challenge_rating":" 7 \u00a0","id":6799,"reference":"Usergen","full_text":"

    Viper Fish, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 10d8+40\u00a0(85 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> Swim 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (-2 size, +1 Dex, +4 natural), touch 9, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+24<\/td> <\/tr>
    Attack: <\/strong>Bite +14 melee (3d6+13)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +14 melee (3d6+13)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, seizing maw<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +10, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 28, Dex 12, Con 19, Int 1, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Listen +2, Spot +15, Swim +17\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Blind-Fight, Improved Initiative, Lightning Reflexes<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>11-20 HD (Huge); 21-30 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This fish sports a massive set of jaws stuffed with sharp teeth. Twin rows of bioluminscent spots dot its sides, and more patches of bioluminscence glow from within its mouth. Whiplike growths protrude from the fish's chin.<\/i>\r

    Among the most vicious predators of the deepest and darkest reaches of oceans, giant viper fish swim swiftly through the cold waters hunting prey. The bioluminescent spots along their sides help to attract prey, which they quickly trap in their vicious jaws.\r

    Normally solitary hunters, viperfish pair up during a brief mating season. The females abandons her clutch as soon as the eggs are layed.\r

    Viperfish flesh is edible, although its taste is unpleasant.\r

    A typical giant viper fish is 20 feet long and weighs 1,000 pounds.\r

    COMBAT\r

    A giant viper fish attempts to bite prey and catch it in its seizing maw, digesting what remains.\r

    Improved Grab (Ex):<\/b> To use this ability, a giant viper fish must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and immediately traps the victim in its seizing maw.\r

    Seizing Maw (Ex):<\/b> Once the a giant viper fish has successfully grappled an opponent, it automatically holds the victim in its mouth to slowly digest it. Each round that the victim spends in the viper fish's mouth, it takes automatic bite damage and 1d8 points of acid damage. To escape the hold, the victim must succeed on either a grapple check or an Escape Artist check opposed by the viper fish's grapple check. If the victim successfully escapes, it immediately takes maximum bite damage as it tears itself free of the viper fish's backward-curving teeth. A giant viper fish can hold a creature up to one size category lareger than itself within its mouth in this manner.\r

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

    Variant Giant Viper Fish<\/b>\r

    Some giant viper fishes have whiplike tentacles which grow from their chins. Such giant viper fishes have the following changes to the statistics above:\r

    Attack: Bite +14 melee (3d6+9) or tentacle +14 melee (1d8+9)\r
    Full Attack: Bite +14 melee (3d6+9) and 2 tentacles +9 melee (1d8+4)\r
    Space\/Reach: 15 ft.\/10 ft. (15 ft. with tentacles)\r
    Special Attacks: Constrict, improved grab, seizing maw\r
    Challenge Rating: 8\r

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

    Improved Grab (Ex):<\/b> To use this ability, a giant viper fish must hit a Huge or smaller opponent with its bite or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and immediately traps the victim in its seizing maw (if a bite attack) or constricts (if a tentacle attack).<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Annual 4<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Viper Vine","type":"Plant","ch":3,"challenge_rating":" 03 \u00a0","id":6800,"reference":"Usergen","full_text":"

    Viper Vine <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 4d8+20\u00a0(38 hp)<\/td> <\/tr>
    Initiative: <\/strong> -3 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 10 ft<\/td> <\/tr>
    AC:<\/strong> 10 (-2 size, -3 Dex, +5 natural)<\/td> <\/tr>
    Attacks:<\/strong>Touch +12 melee<\/td> <\/tr>
    Damage: <\/strong>Touch 1d4+9<\/td> <\/tr>
    Face\/Reach: <\/strong>10 ft by 20 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, constrict 1d4+9, paralysis<\/td> <\/tr>
    Special Qualities: <\/strong>Plant, blindsight<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref -2, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 28, Dex 4, Con 20, Int 6, Wis 10, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>*Hide +9<\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Warm forest<\/td> <\/tr>
    Organization: <\/strong>Solitary or cluster (1-10)<\/td> <\/tr>
    Challenge Rating: <\/strong>03<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Huge), 9-12 (Gargantuan)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Viper vines are carnivorous vines that live in tropical forests, and attack like constrictor snakes. These vines are three inches diameter in thickness, and are a brownish green color.

    COMBAT<\/b>
    Viper vines hang loosely from trees, trailing their ends on the ground as snares for unwary creatures. They constrict themselves around opponents, crushing them while they paralyze their prey.

    Improved Grab (Ex)<\/b>: To use this ability, the viper vine must hit with its touch attack. If it gets a hold, it can constrict.

    Constrict (Ex)<\/b>: A viper vine deals 1d4+9 points of damage with a successful grapple check against Large or smaller creatures.

    Paralysis (Ex)<\/b>: Viper vines have a paralytic poison which is exuded from the skin. They can control this poison, and don't usually use it until after the victim has been constricted for 1d4 rounds. Any creature subjected to this poison is paralyzed for 2d4 rounds unless a Fortitude save (DC 17) is made.

    Plant<\/b>: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

    Blindsight (Ex):<\/b> Viper vines have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.

    Skills<\/b>: Viper vines receive a +8 racial bonus to Hide checks in tropical forests.<\/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":"Plant","alignment":"Always neutral","environment":">Warm forest"},{"name":"Visceraith","type":"Undead","ch":8,"challenge_rating":" 8 \u00a0","id":6801,"reference":"Usergen","full_text":"

    Visceraith <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 7d12\u00a0(45 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> Fly 20 ft. (poor)(4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+3 Dex), touch 13, flat-footed 10<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+3<\/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>Shatter bone, spells, wear skeleton\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/magic and bludgeoning, darkvision 60 ft., turn immunity, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +5, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 17, Con \u00c2\u0097, Int 16, Wis 15, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Bluff +11, Concentration +10, Diplomacy +15, Disguise +11 (+13 acting), Intimidate +5, Knowledge (arcana) +11, Sense Motive +8, Spellcraft +13 (+15 scrolls), Spot +8, Use Magic Device +11 (+13 scrolls)\r
    <\/td> <\/tr>
    Feats: <\/strong>Spell Focus (necromancy), Spell Penetration, Weapon Finesse\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or retinue (1 plus 1-12 humanoid companions)<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>1\/10 coins, double goods, triple items<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral, never good<\/td> <\/tr>
    Advancement: <\/strong>By character class (wizard)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A disembodied brain with eyes and a tongue, connected via tissue to a dangling set of organs, floats through the air. The whole mess is glowing green in color.<\/i>\r

    A visceraith, or bone spirit, forms when the powerful yearning for life is combined with a wizard\u00c2\u0092s use of magic. As a result, visceraiths are impossible to summon or create.\r

    As hermit crabs use discarded shells for protection, visceraiths are usually found within humanoid skeletons . The brain and glowing eyes inhabit the skull, and a whispering tongue finds residence in the jaw. The other organs arrange themselves within the torso. \r

    Supported in this fashion, the visceraith moves among the living, concealing its nature under robes. The bone spirit resides where it can lead a secluded existence, though it might hire servants or find companions. Living residents in the home of a visceraith are usually treated well, but the bone spirit is not above murder to protect its identity.\r

    A visceraith without a skeleton is about 5 feet long and weighs 40 pounds. While wearing a skeleton, it stands 4-1\/2 to 6-1\/2 feet tall and weighs 60 to 80 pounds.\r

    A visceraith speaks any languages it knew in life (typically Common, Draconic, Elven and either Abyssal or Infernal).\r

    COMBAT\r

    A visceraith thinks and fights like a wizard, first and foremost. When its spells are not getting the job done, it will employ shatter bone against the deadliest threats. If wearing a skeleton, a visceraith falls back on its claw attacks only if all else has failed.\r

    Shatter Bone (Su):<\/b> Four times a day, a visceraith can try to shatter a limb-bone or jaw-bone of a single opponent within 60 feet. Shatter bone cannot affect boneless creatures, but can harm creatures whose skeletons are made of chitin rather than bone, such as most vermin. The opponent must succeed on a DC 16 Fortitude save or suffer compound fractures in the targeted bone, which inflicts 2d6+4 damage. Whenever a creature with shattered bones makes a move or standard action, it must succeed on a DC 16 Fortitude save or take an additional 1d4 points of damage. The Fort DC and damage increases by +1 for each extra limb or jaw bone that is shattered (e.g. DC 18 and 1d4+2 for three shattered bones). A DC 15 Heal check can immobilize a victim's shattered bones and prevent this additional damage. The save DCs are Charisma-based. \r

    In addition to the damage, a shattered bone imposes the following penalties: a body part with a shattered bone lacks the Strength to hold and carry objects or make attacks, held items are dropped, but worn items are not dropped; if a shattered limb is used for locomotion (for example, a leg), the target's speed drops by three-quarters and Dexterity suffers a -8 circumstance penalty; if a shattered limb is used for manipulation (for example, an arm), the target's Dexterity suffers a -8 circumstance penalty and all spells with somatic components require a Concentration check (minimum DC 15); a target with a shattered jaw bone suffers a -8 circumstance penalty on skills checks requiring speech and all spells with verbal components require a Concentration check (minimum DC 15). \r

    A shattered bone normally takes 2d4+4 weeks to heal naturally (half that time if DC 15 Heal checks are used to provide long-term care), but can be instantly cured with a restoration<\/i> or higher-level healing spell.\r

    Spells:<\/b> A visceraith casts spells as a 7th-level wizard. \r

    Typical Wizard Spells Prepared<\/i> (4\/5\/4\/3\/1; save DC 13 + spell level; necromancy spells DC 14 + spell level): \r
    0\u00c2\u0097detect magic, ghost sound, mage hand, resistance;<\/i> \r
    1st\u00c2\u0097chill touch, color spray, expeditious retreat, magic missile, silent image;<\/i> \r
    2nd\u00c2\u0097ghoul touch, invisibility, spectral hand, touch of idiocy;<\/i> \r
    3rd\u00c2\u0097gaseous form, stinking cloud, vampiric touch;<\/i> \r
    4th\u00c2\u0097black tentacles.<\/i>\r

    Wear Skeleton (Ex):<\/b> A visceraith can inhabit the skeleton of a humanoid or monstrous humanoid creature of its own size. While wearing a skeleton, a visceraith gains a +5 natural armour, a 30 ft. land speed, and two claw attacks (inflicting 1d4 points of damage for a Medium visceraith). A skeleton-wearing visceraith can use the skeleton to wield weapons and perform other physical actions. A visceraith requires 1 minute to don a skeleton but only a full round action to remove itself. \r

    Some visceraiths wear alternative skeletons. For example, a visceraith that uses a skull from a creature with a natural bite attack gains a bite attack (+3 melee and 1d6 points of damage for a Medium visceraith, or -2 melee as a secondary attack).\r

    A visceraith wearing a skeleton has the following changes to its statistics:\r

    Speed: 30 ft. (6 squares)\r
    Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15\r
    Attack: Claw +3 melee (1d4)\r
    Full Attack: 2 claws +3 melee (1d4) <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    2000 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #271<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Usually neutral, never good","environment":"Any"},{"name":"Vishap","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":6802,"reference":"Usergen","full_text":"

    Vishap <\/h1><\/td> <\/tr>


    <\/td> <\/tr>
    Dragon (Earth)<\/strong><\/td> <\/tr>
    Environment: <\/strong>Warm hills and deserts<\/td> <\/tr>
    Organization: <\/strong>Solitary (one dragon, any age), clutch (1d4+1 wyrmlings, very young, young, juvenile, or young adult dragons), or family (pair of mature adults plus 1d4+1 offspring)<\/td> <\/tr>
    Challenge Ratings: <\/strong>Wyrmling 1; very young 2; young 3; juvenile 5; young adult 7; adult 9; mature adult 11; old 14; very old 16; ancient 17; wyrm 18; great wyrm 20<\/td> <\/tr>
    Treasure: <\/strong>Triple standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/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 HD (Huge); old 25-26 HD (Huge); very old 28-29 (Huge); ancient 31-32 HD (Gargantuan); wyrm 34-35 HD (Gargantuan); great wyrm 37+ HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>Wyrmling +2; very young +3; young +4; juvenile +4; others \u00c2\u0096<\/td> <\/tr>
    \u00a0<\/td> <\/tr><\/table><\/td><\/tr>

    Vishaps by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Size<\/b><\/font><\/td>Hit Dice (hp)<\/b><\/font><\/td>Str<\/b><\/font><\/td>Dex<\/b><\/font><\/td>Con<\/b><\/font><\/td>Int<\/b><\/font><\/td>Wis<\/b><\/font><\/td>Cha<\/b><\/font><\/td>Base Attack\/
    Grapple<\/b><\/font><\/td>
    Attack<\/b><\/font><\/td>Fort
    Save<\/b><\/font><\/td>
    Ref
    Save<\/b><\/font><\/td>
    Will
    Save<\/b><\/font><\/td>
    Breath
    Weapon
    (DC)<\/b><\/font><\/td>
    Frightful
    Presence
    DC<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>T<\/font><\/td>3d12+3\u00a0(22)<\/font><\/td>11<\/font><\/td>10<\/font><\/td>13<\/font><\/td>10<\/font><\/td>11<\/font><\/td>10<\/font><\/td>+3\/-5<\/font><\/td>+5<\/font><\/td>+4<\/font><\/td>+3<\/font><\/td>+3<\/font><\/td>-\u00a0(-)<\/font><\/td>-<\/font><\/td><\/tr>
    Very Young<\/font><\/td>S<\/font><\/td>6d12+6\u00a0(45)<\/font><\/td>13<\/font><\/td>10<\/font><\/td>13<\/font><\/td>12<\/font><\/td>13<\/font><\/td>12<\/font><\/td>+6\/+3<\/font><\/td>+8<\/font><\/td>+6<\/font><\/td>+5<\/font><\/td>+6<\/font><\/td>-\u00a0(-)<\/font><\/td>-<\/font><\/td><\/tr>
    Young<\/font><\/td>M<\/font><\/td>9d12+18\u00a0(76)<\/font><\/td>15<\/font><\/td>10<\/font><\/td>15<\/font><\/td>12<\/font><\/td>13<\/font><\/td>12<\/font><\/td>+9\/+11<\/font><\/td>+11<\/font><\/td>+8<\/font><\/td>+6<\/font><\/td>+7<\/font><\/td>-\u00a0(-)<\/font><\/td>-<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>L<\/font><\/td>12d12+35\u00a0(114)<\/font><\/td>19<\/font><\/td>10<\/font><\/td>17<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+12\/+20<\/font><\/td>+15<\/font><\/td>+11<\/font><\/td>+8<\/font><\/td>+10<\/font><\/td>-\u00a0(-)<\/font><\/td>-<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>L<\/font><\/td>15d12+45\u00a0(142)<\/font><\/td>21<\/font><\/td>10<\/font><\/td>17<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+15\/+24<\/font><\/td>+19<\/font><\/td>+12<\/font><\/td>+9<\/font><\/td>+11<\/font><\/td>-\u00a0(-)<\/font><\/td>-<\/font><\/td><\/tr>
    Adult<\/font><\/td>L<\/font><\/td>18d12+72\u00a0(189)<\/font><\/td>23<\/font><\/td>10<\/font><\/td>19<\/font><\/td>16<\/font><\/td>17<\/font><\/td>16<\/font><\/td>+18\/+28<\/font><\/td>+23<\/font><\/td>+15<\/font><\/td>+11<\/font><\/td>+14<\/font><\/td>-\u00a0(-)<\/font><\/td>-<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>H<\/font><\/td>21d12+105\u00a0(241)<\/font><\/td>27<\/font><\/td>10<\/font><\/td>21<\/font><\/td>16<\/font><\/td>17<\/font><\/td>16<\/font><\/td>+21\/+37<\/font><\/td>+27<\/font><\/td>+17<\/font><\/td>+12<\/font><\/td>+15<\/font><\/td>-\u00a0(-)<\/font><\/td>-<\/font><\/td><\/tr>
    Old<\/font><\/td>H<\/font><\/td>24d12+144\u00a0(300)<\/font><\/td>29<\/font><\/td>10<\/font><\/td>23<\/font><\/td>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+24\/+41<\/font><\/td>+31<\/font><\/td>+20<\/font><\/td>+14<\/font><\/td>+18<\/font><\/td>-\u00a0(-)<\/font><\/td>-<\/font><\/td><\/tr>
    Very Old<\/font><\/td>H<\/font><\/td>27d12+162\u00a0(337)<\/font><\/td>31<\/font><\/td>10<\/font><\/td>23<\/font><\/td>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+27\/+45<\/font><\/td>+35<\/font><\/td>+21<\/font><\/td>+15<\/font><\/td>+19<\/font><\/td>-\u00a0(-)<\/font><\/td>-<\/font><\/td><\/tr>
    Ancient<\/font><\/td>G<\/font><\/td>30d12+210\u00a0(405)<\/font><\/td>35<\/font><\/td>10<\/font><\/td>25<\/font><\/td>20<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+30\/+54<\/font><\/td>+38<\/font><\/td>+24<\/font><\/td>+17<\/font><\/td>+22<\/font><\/td>-\u00a0(-)<\/font><\/td>-<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>G<\/font><\/td>33d12+264\u00a0(478)<\/font><\/td>37<\/font><\/td>10<\/font><\/td>27<\/font><\/td>20<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+33\/+58<\/font><\/td>+42<\/font><\/td>+26<\/font><\/td>+18<\/font><\/td>+23<\/font><\/td>-\u00a0(-)<\/font><\/td>-<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>G<\/font><\/td>36d12+324\u00a0(558)<\/font><\/td>39<\/font><\/td>10<\/font><\/td>29<\/font><\/td>22<\/font><\/td>23<\/font><\/td>22<\/font><\/td>+36\/+62<\/font><\/td>+46<\/font><\/td>+29<\/font><\/td>+20<\/font><\/td>+26<\/font><\/td>-\u00a0(-)<\/font><\/td>-<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Vishap 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>50 ft. (10 squares), burrow 25 ft., climb 25 ft.<\/font><\/td>+0<\/font><\/td>14 (+2 size, +2 natural), touch 12, flat-footed 14<\/font><\/td>Enchantment immunity<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
    Very Young<\/font><\/td>50 ft. (10 squares), burrow 25 ft., climb 25 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>50 ft. (10 squares), burrow 25 ft., climb 25 ft.<\/font><\/td>+0<\/font><\/td>18 (+8 natural), touch 10, flat-footed 18<\/font><\/td>Sleep<\/i><\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>50 ft. (10 squares), burrow 25 ft., climb 25 ft.<\/font><\/td>+0<\/font><\/td>20 (-1 size, +11 natural), touch 9, flat-footed 20<\/font><\/td>Invisibility<\/i><\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>50 ft. (10 squares), burrow 25 ft., climb 25 ft.<\/font><\/td>+0<\/font><\/td>23 (-1 size, +14 natural), touch 9, flat-footed 23<\/font><\/td>DR 5\/magic<\/font><\/td>-<\/font><\/td>13<\/font><\/td><\/tr>
    Adult<\/font><\/td>50 ft. (10 squares), burrow 25 ft., climb 25 ft.<\/font><\/td>+0<\/font><\/td>26 (-1 size, +17 natural), touch 9, flat-footed 26<\/font><\/td>Suggestion<\/i><\/font><\/td>-<\/font><\/td>15<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>50 ft. (10 squares), burrow 25 ft., climb 25 ft.<\/font><\/td>+0<\/font><\/td>28 (-2 size, +20 natural), touch 8, flat-footed 28<\/font><\/td>DR 10\/Magic<\/font><\/td>-<\/font><\/td>17<\/font><\/td><\/tr>
    Old<\/font><\/td>50 ft. (10 squares), burrow 25 ft., climb 25 ft.<\/font><\/td>+0<\/font><\/td>31 (-2 size, +23 natural), touch 8, flat-footed 31<\/font><\/td>-<\/font><\/td>-<\/font><\/td>20<\/font><\/td><\/tr>
    Very Old<\/font><\/td>50 ft. (10 squares), burrow 25 ft., climb 25 ft.<\/font><\/td>+0<\/font><\/td>34 (-2 size, +26 natural), touch 8, flat-footed 34<\/font><\/td>DR 15\/magic, charm monster<\/i><\/font><\/td>-<\/font><\/td>22<\/font><\/td><\/tr>
    Ancient<\/font><\/td>50 ft. (10 squares), burrow 25 ft., climb 25 ft.<\/font><\/td>+0<\/font><\/td>35 (-4 size, +29 natural), touch 6, flat-footed 35<\/font><\/td>Nondetection<\/i><\/font><\/td>-<\/font><\/td>23<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>50 ft. (10 squares), burrow 25 ft., climb 25 ft.<\/font><\/td>+0<\/font><\/td>38 (-4 size, +32 natural), touch 6, flat-footed 38<\/font><\/td>DR 20\/magic<\/font><\/td>-<\/font><\/td>24<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>50 ft. (10 squares), burrow 25 ft., climb 25 ft.<\/font><\/td>+0<\/font><\/td>41 (-4 size, +35 natural), touch 6, flat-footed 35<\/font><\/td>-<\/font><\/td>-<\/font><\/td>26<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>
    A large wingless dragon with sandy brown scales rises out of the sand before you.<\/i>\r

    Vishaps are flightless desert dwelling dragons with a nasty disposition and a mean streak a mile wide.\r

    Unlike most other dragons, the scales of a vishap don\u00c2\u0092t change color or appearance as it ages, the scales are usually a dull sandy brown, but other colors have been reported. The dragon\u00c2\u0092s eyes start out a dull yellow color that grows brighter as the dragon ages, until the eyes resemble glowing yellow orbs.\r

    A vishap is a crafty cowardly creature that preys on the weak and flees the strong. They are sly, cunning predators that fight through stealth and deceit.\r

    Despite their great size, vishaps can run, climb, and jump with surprising agility, although they usually like to foster a sedentary image in order to catch their opponents of guard.\r

    Vishaps lair in shallow, open caverns where they have a commanding view of the approach and entry.\r

    Vishaps are primarily carnivores, with a preference for the flesh of humanoids, although they will stoop to eating just about anything in order to survive.\r

    Combat\r

    Unlike western dragons, vishaps lack breath weapons, innate spellcasting, and frightful presence; they also lack wings, which prevents them from making wing attacks and flying. They are not pushovers in combat however, and will wade into melee against what they perceive as a weaker opponent, targeting spellcasters primarily. If the battle goes against them however, they are quick to turn tail and flee.\r

    Enchantment Immunity (Ex):<\/b> Vishaps are immune to spells from the enchantment school.\r

    Spell-like Abilities:<\/b> 2\/day \u00c2\u0096 sleep<\/i> (young or older); 1\/day \u00c2\u0096 invisibility<\/i> (juvenile or older), suggestion<\/i> (adult or older), charm monster<\/i> (very old or older), nondetection<\/i> (ancient or older).\r

    Skills:<\/b> Bluff, Climb, and Hide are class skills for vishaps.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium 13: Al-Qadim Appendix<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Always neutral evil","environment":"Warm hills and deserts"},{"name":"Vision","type":"Outsider","ch":5,"challenge_rating":" 5 \u00a0","id":6803,"reference":"Usergen","full_text":"

    Vision <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Outsider \t\t\t(lawful, evil, incorporeal)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8\u00a0(36 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 40 ft. fly (perfect)<\/td> <\/tr>
    AC:<\/strong> 20 (+10 deflection)<\/td> <\/tr>
    Attacks:<\/strong>Slam +8 melee (on Ethereal Plane only)<\/td> <\/tr>
    Damage: <\/strong>Slam 1d4 (on Ethereal Plane only)<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft. by 5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Ability score damage<\/td> <\/tr>
    Special Qualities: <\/strong>Incorporeal, DR 30\/+1 or silver, SR 26, vulnerabilities\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +6, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 10, Con 11, Int 14, Wis 15, Cha 31 <\/td> <\/tr>
    Skills: <\/strong>Hide +10, Knowledge (arcana) +12, Knowledge (the Ethereal Plane) +14, Intimidate +20, Listen +12, Search +12, Sense Motive +12, Spot +12\r
    <\/td> <\/tr>
    Feats: <\/strong>Iron Will, Skill Focus (Knowledge [the Ethereal Plane])\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>9-24HD (Medium-size)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A vision is an eerie, wraith-like creature that haunts the Ethereal and Material Planes, coexisting simultaneously in both planes and yet native to neither. The form of a vision is blurry and indistinct, vaguely resembling a humanoid outline of smoke and shadow.\r

    After long research by loremasters well versed in planar sciences, it was discovered that the visions are a created race. A powerful illusionist, his name lost to history, created them ages ago in a failed experiment into the deeper mysteries of phantasms and shadow conjuring. The only thing known about the life of this doomed illusionist is that the visions were his greatest success and his greatest mistake; they were the cause of his demise.\r

    Combat\r
    Visions attack on sight, hovering towards their opponents and billowing menacingly. \r

    Ability Score Damage (Su): Any living opponent that sees a vision within 30 ft. must make a Will save (DC 24) or lose 1d2 points of temporary Strength, Dexterity, and Constitution. The victim interprets the loss of ability score points as rapid ageing, but this is only an illusion. An opponent that makes the save is forever immune to that vision\u00c2\u0092s ability score drain. As long as an opponent remains within 30 feet of a vision it muse save every round until successful, at which time any previous ability score loss is understood to be an illusion and is thus restored.\r

    Incorporeal: Can only be harmed by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. Immune to all non-magical attack forms and has a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects, and always moves silently.\r

    Vulnerabilities: A vision is solid on the Ethereal Plane, therefore if it is fought on that plane it is AC 10 and it cannot fly. It can only use its slam attack on the Ethereal Plane as well. A bless spell forces a vision to make a Will save (DC 11 plus caster\u00c2\u0092s applicable ability score) or suffer 3d6 points of damage. Dispel magic and similar spells force a vision to make a Fortitude save (DC 13 plus caster\u00c2\u0092s applicable ability score) or suffer 1d6-1 points of damage per level of the spell caster.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in 1e Fiend Folio<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always lawful evil","environment":">Any"},{"name":"Vitriolus","type":"Ooze","ch":13,"challenge_rating":" 1\/3 \u00a0","id":6804,"reference":"Usergen","full_text":"

    Vitriolus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Ooze \t\t\t(Earth, Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1\/2d10+1\u00a0(3 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 12 (+1 size, +1 natural), touch 11, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-4<\/td> <\/tr>
    Attack: <\/strong>Slam +1 melee (explode)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +1 melee (explode)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Explode<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 60 ft, dissolve, immunity to fire and acid, ooze traits<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +0, Will -5 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 10, Con 14, Int ---, Wis 1, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>---<\/td> <\/tr>
    Feats: <\/strong>---<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Earth<\/td> <\/tr>
    Organization: <\/strong>Swarm (10-100) or horde (100-1000)<\/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 creature appears to be a roughly humanoid figure composed of sand. It casts an eerie green light as it glows dimly. <\/i>\r

    The vitriolus is a volatile elemental creature with a very unstable molecular composition. These creatures are very excitable even on their home plane, but are prone to violence when removed from it. When summoned to the Material Plane, a vitriolus literally explodes with rage, and kills everything its sees except for those like it. \r

    A vitriolus is 3 feet tall and weighs 80 pounds.\r

    Vitrioli do not speak and do not appear to understand any form of language or communication.\r

    COMBAT<\/b>\r
    A vitriolus in a rage will attack every living thing it sees, except for those of its own kind. They are mindless and have no concept of death, and are not afraid to die or to kill.\r

    Explode (Ex)<\/b>: A vitriolus explodes when it hits an opponent with its slam attack, or when hit with a manufactured weapon, natural attack, or unarmed attack. Each creature in a 5-foot radius takes 1d8+3 points of fire damage and 2d4 points of acid damage. A successful Reflex save (DC 12) halves the damage. This explosion kills the vitriolus automatically.\r

    Unattended nonmagical objects within the radius also take the damage, and are not entitled to a saving throw. Note that fire attacks deal half damage to most objects, while acid deals full damage. The save DC is Constitution-based.\r

    Dissolve (Ex)<\/b>: A vitriolus cannot live for long away from its home plane. It loses 1 hit point every 6 hours spent on another plane and does not heal normally. The vitriolus disintegrates into a pile of mush upon reaching 0 hit points.\r

    Vitrioliquid<\/b>: Vitrioliquid is a magical substance that was created to summon vitrioli from their home plane. There is no other known way to summon these creatures. This highly acidic liquid must be kept in a glass vial to keep it contained.\r

    If the vial is shattered or poured out over earth or stone, vitrioli will appear on that spot at a rate of 5 per round. A vial of vitrioliquid, when found, holds anywhere from 1 to 10 ounces of the stuff (1d10). A newly created vial always contains 10 ounces. Each ounce used summons 1d10 vitrioli, while using the whole vial at once summons a swarm of 10d10 vitrioli.\r

    If the liquid is instead wholly poured into a swamp or other body of water rich with plant life, it will summon a horde of 100d10 vitrioli. If the substance falls on or is poured into anything other than glass, it will eat its way through and continue downward until it reaches stone or earth. Vitrioliquid dissolves most material quickly, but does not affect glass, earth, or stone. Vitrioliquid deals 10 points of acid damage per round to creatures or any objects other than glass, earth, or stone. When vitrioliquid comes into contact with earth or stone, it is activated and begins to summon vitrioli.\r

    The vitrioli will be enraged upon summoning, but can be controlled by the creator who mixed the vitrioliquid if he is physically present at the summoning. This control requires concentration, and only lasts for a maximum number of rounds equal to the caster\u00c2\u0092s level at the time he made the vitrioliquid.\r

    A sip of vitrioliquid deals 1d6 points of acid damage to the foolish imbiber; drinking more than a sip is extremely dangerous. Vitriolus is highly poisonous, and aside from the acid damage, the creature drinking the solution must succeed on a DC 15 Fortitude save or suffer 2d4 Con damage as initial and secondary damage. Whether or not the save is successful, the creature will still suffer 2d8 points of acid damage. This effect supercedes and negates the usual effects of the liquid; no creatures are summoned, and the liquid does not eat its way out of the victim.\r

    Strong conjuration; CL 11th; Craft Wondrous Item, Craft (alchemy) 10 ranks, Knowledge (the planes) 10 ranks, animate object<\/i>, command<\/i>, flame strike<\/i>, light<\/i>, and quest<\/i>; Price 3,500 gp.<\/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).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral","environment":"Elemental Plane of Earth"},{"name":"Vizier's Turban","type":"Aberration","ch":1,"challenge_rating":" 1 (singly) or host +1 (when worn) \u00a0","id":6805,"reference":"Usergen","full_text":"

    Vizier's Turban <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Aberration \t\t\t(Symbiont)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8\u00a0(4 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-10<\/td> <\/tr>
    Attack: <\/strong>—<\/td> <\/tr>
    Full Attack: <\/strong>—<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Symbiotic spellcasting<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., heal host, spell resistance 10, symbiont traits, telepathy<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +2, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 6, Dex 15, Con 11, Int 18, Wis 17, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Disguise +14, Knowledge (any three) +5, 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 (singly) or host +1 (when worn)<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Any<\/td> <\/tr>
    Advancement: <\/strong>—<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A brightly colored turban of fine cloth is fastened by two shimmering jewels.<\/i>\r

    A vizier\u00c2\u0092s turban is a symbiotic entity that feeds upon a spellcaster's vitality in exchange for greater spellcasting power. It enjoys watching what goes on around it from its vantage point atop its partner\u00c2\u0092s head.\r

    Despite its parasitic nature, a vizier\u00c2\u0092s turban makes an excellent companion. It eagerly engages in philosophical discussions with its host. It never seeks to impose its own will, but will offer its opinion gladly if asked. Keen and observant, it loves travel and views all new experiences with a sense of wonder. Although it has no affinity for spellcasting itself, it derives a sense of satisfaction from feeling its host\u00c2\u0091s emotional response to acquiring and casting spells.\r

    A vizier's turban can change the color and pattern of its skin to match any kind of cloth, but prefers to look like fine silk or satin. It can even reshape itself to resemble other accessories such as scarves and helms. The turban has two eyes that can appear to be gems or buttons, it usually makes them look like fine jewels. A vizier's turban sometimes shapes part of its body to mimic a metal badge pinned to the front or top of the turban. This badge is often shaped like a face of some sort - man, beast, or monster - set with the \"jewels\" of the turban's eyes.\r

    A vizier's turban takes on whatever appearance suits its host. When without a host, vizier's turbans often hide in places where turbans can be found, such as cloth markets, wardrobes, rag bags, and among caravan trade goods.\r

    Although their origins are unknown, many sages speculate vizier's turbans were created by genies, or are lesser genies in their own right. Others theories suggest they were once familiars or magic items that acquired sentience and eventually, life. They have no need to eat, drink or breathe, and may be immortal. None has ever been witnessed to expire of natural causes.\r

    Vizier's turbans change alignment to match their hosts, they are generally neutral when on their own. They have no differentiation of sex, adopting a gender outlook that resembles their hosts. Theories suggest they reproduce by fission, forming a duplicate which is then left to fend for itself.\r

    A vizier's turban is 2 to 4 feet across if it fully unfolds its cloth-like body. Its weight is negligible, a few ounces at the most.\r

    Vizier's turbans can speak Auran, Celestial, Common, Draconic, and Ignan. However, while a vizier's turban enjoys communicating telepathically with its host, it has no interest in talking to anyone else. Even if it meets another vizier's turban, the two turbans will greet each other politely but hold no further conversation.\r

    A typical vizier's turban has ego 15.\r

    COMBAT<\/b>\r
    Vizier's turbans do not engage in combat, nor do they specifically aid their hosts in combat\u00c2\u0097although the enhancements they offer to spellcasting hosts can be significant in such situations.\r

    Heal Host (Ex):<\/b> In desperate situations, a vizier's turban can heal its host by sacrificing some of the transferred Con. For each point of Con sacrificed, the host can choose to sacrifice one spell level and point of SR to heal 1 hp per 2 HD of the host (minimum 1 hp). However, the host must make a DC 15 Fort save for each point of Con used for healing; the transferred Con becomes permanent Con drain on a failed save.\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

    Symbiotic Spellcasting (Ex):<\/b> A creature with an attached vizier's turban can transfer up to 10 points of its Constitution to the vizier's turban each day. For each point of Constitution transferred, the host gains 1 point of spell resistance and one additional spell level. These spell levels can be used to cast additional spells. Spontaneous spellcasters gain additional spell slots totaling a level equal to the sacrificed Constitution. Spellcasters who must prepare their spells may memorize additional spells totaling a level equal to the sacrificed Constitution. The spell levels may be split in any combination, but a single spell slot\/prepared spell cannot exceed 5th-level. A 0-level spell counts as a half-level for these purposes. Thus, a sorcerer sacrificing 5 points of Constitution could gain a single 5th-level spell slot, a 4th-level and 1st-level spell slot, a 3rd-level and 2nd-level spell slot, and so forth. A wizard transferring 5 points of Constitution to its attached turban could prepare an additional 5th-level spell, a 4th-level and 1st-level spell, a 3rd-level and 2nd-level spell, and so forth.\r

    Transferred Constitution is not Constitution damage or drain, and thus cannot be restored by spells such as restoration or heal. The Constitution immediately returns to the host 24 hours later, but cannot be regained in any other way, even if the attached vizier's turban is slain.\r

    The transferred Constitution reduces the host's hit points, Fortitude save, and Constitution-based skill modifiers and save DCs. Likewise, the vizier's turban gains an increase to its hit points, Fortitude save, and Constitution-based skill modifiers and save DCs.\r

    Telepathy (Su):<\/b> A vizier's turban can communicate telepathically with its host, if its host has a language.\r

    Skills:<\/b> A vizier's turban has a +10 racial bonus on Disguise checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Corsairs of the Great Sea<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Any","environment":"Any"},{"name":"Vodoni Space Spider","type":"Outsider","ch":6,"challenge_rating":" 6 \u00a0","id":6806,"reference":"Usergen","full_text":"

    Vodoni Space Spider <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Earth, Native)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+30\u00a0(75 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 20 (-1 size, +4 Dex, +7 natural), touch 13, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+17<\/td> <\/tr>
    Attack: <\/strong>Bite +12 melee (1d10+3 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +12 melee (1d10+3 plus poison) and 2 pincers +10 melee (1d8+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, powerful jaws<\/td> <\/tr>
    Special Qualities: <\/strong>Breathless, crystalline, damage reduction 5\/bludgeoning, darkvision 60 ft., immunity to cold and fire, tremorsense 60 ft., vulnerability to sonic<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +11, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 18, Con 17, Int 16, Wis 15, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Balance +19, Climb +24, Diplomacy +5, Escape Artist +17, Hide +17, Intimidate +16, Jump +32, Listen +15, Move Silently +17, Sense Motive +15, Spot +19, Tumble +19, Use Rope +4 (+6 bindings)<\/td> <\/tr>
    Feats: <\/strong>Combat Reflexes, Improved Sunder, Multiattack, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and space<\/td> <\/tr>
    Organization: <\/strong>Solitary or nest (30-180 plus 3-18 diamond spinners and one master spinner)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>11-14 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large spider seems to be made of glass, with strange, multi-colored internal organs. It occasionally emits a high-pitched tinkling sound.<\/i>\r

    Vodoni space spiders are shy earth creatures found mostly on diamond-laden asteroids in the void of space. Many scholars believe the spiders are distant relatives of the xorn and xaren, while others postulate that space spiders are actually a more advanced space-based form of the crysmal.\r

    The eggs of space spiders contain diamonds in them worth 10-100 gp each, making them highly-coveted by spacefaring races. It is not known whether the gems are produced naturally within the mother spider and then laid with the egg, or whether the egg-laying process requires the location of a suitable supply of diamonds. Hatchlings devour the diamond enclosed in their crystalline shell as they grow, much as a young chicken feeds off the yolk of an egg before it is ready to hatch. The young mature fully within twenty days.\r

    Vodoni space spiders are 10 feet in diameter and weigh 10,000 pounds. \r

    Vodoni space spiders speak Terran and their own language, which consists of a series of high-pitched tinkling sounds.\r

    COMBAT\r

    Vodoni space spiders are generally shy and reclusive, but will defend their eggs with great tenacity. Anyone or anything that wanders into their lair, even accidentally, is immediately killed to protect the secret location of the nest.\r

    Breathless (Ex):<\/b> Vodoni space spiders do not breathe, so they are immune to drowning, suffocation, and attacks that require inhalation (such as some types of poisons). \r

    Crystalline (Ex):<\/b> Vodoni space spiders are considered crystalline creatures for the purposes of any spells that specifically target (or have greater effects against) crystalline creatures (such as shatter<\/i> and shout<\/i>).\r

    Poison (Ex):<\/b> Injury, Fortitude DC 18, initial and secondary damage 1d8 Con. The save DC is Constitution-based.\r

    Powerful Jaws (Ex):<\/b> Vodoni space spiders ignore the first 5 points of hardness with their bite attacks.\r

    Skills:<\/b> Vodoni space spiders have a +4 racial bonus on Hide and Spot checks, a +8 racial bonus on Climb checks, and a +10 racial bonus on Jump checks. A Vodoni space spider can always choose to take 10 on Climb checks, even if rushed or threatened. Vodoni space spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in SJA4 - Under the Dark Fist<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Usually lawful neutral","environment":"Any land and space"},{"name":"Vodoni Space Spider, Diamond Spinner","type":"Outsider","ch":10,"challenge_rating":" 10 \u00a0","id":6807,"reference":"Usergen","full_text":"

    Vodoni Space Spider, Diamond Spinner <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Outsider \t\t\t(Earth, Native)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 15d8+72\u00a0(142 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 21 (-2 size, +3 Dex, +10 natural), touch 11, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+15\/+30<\/td> <\/tr>
    Attack: <\/strong>Bite +20 melee (2d8+7 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +20 melee (2d8+7 plus poison) and 2 pincers +18 melee (2d6+3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, powerful jaws<\/td> <\/tr>
    Special Qualities: <\/strong>Breathless, crystalline, damage reduction 5\/-, darkvision 60 ft., immunity to cold and fire, leap, secrete crystal, spell resistance 21, tremorsense 60 ft., vulnerability to sonic<\/td> <\/tr>
    Saves: <\/strong>Fort +13, Ref +12, Will +13 <\/td> <\/tr>
    Abilities: <\/strong>Str 24, Dex 16, Con 21, Int 16, Wis 19, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Balance +23, Climb +33, Diplomacy +6, Escape Artist +21, Hide +17, Intimidate +22, Jump +61, Listen +22, Move Silently +21, Sense Motive +22, Spot +26, Tumble +23, Use Rope +3 (+5 bindings)\r
    <\/td> <\/tr>
    Feats: <\/strong>Combat Expertise, Combat Reflexes, Improved Initiative, Improved Sunder, Multiattack, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and space<\/td> <\/tr>
    Organization: <\/strong>Solitary or nest (3-18 diamond spinners plus 30-180 vodoni space spiders and one master spinner)<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>16-45 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This huge spider seems to be made of glass, with strange, multi-colored internal organs. It occasionally emits a high-pitched tinkling sound.<\/i>\r

    Vodoni space spiders are shy earth creatures found mostly on diamond-laden asteroids in the void of space. Many scholars believe the spiders are distant relatives of the xorn and xaren, while others postulate that space spiders are actually a more advanced space-based form of the crysmal.\r

    Diamond spinners are the mother spiders, and the crafters of the bubble-like maze in which the hide resides.\r

    The eggs of space spiders contain diamonds in them worth 10-100 gp each, making them highly-coveted by spacefaring races. It is not known whether the gems are produced naturally within the mother spider and then laid with the egg, or whether the egg-laying process requires the location of a suitable supply of diamonds. Hatchlings devour the diamond enclosed in their crystalline shell as they grow, much as a young chicken feeds off the yolk of an egg before it is ready to hatch. The young mature fully within twenty days.\r

    Diamond spinners are 15 feet in diameter and weigh 30,000 pounds. \r

    Vodoni space spiders speak Terran and their own language, which consists of a series of high-pitched tinkling sounds.\r

    COMBAT\r

    Diamond spinners guard the eggs with great tenacity, using their leap ability to ambush intruders or quickly pursue thieves attempting to escape.\r

    Breathless (Ex):<\/b> Diamond spinners do not breathe, so they are immune to drowning, suffocation, and attacks that require inhalation (such as some types of poisons). \r

    Crystalline (Ex):<\/b> Diamond spinners are considered crystalline creatures for the purposes of any spells that specifically target (or have greater effects against) crystalline creatures (such as shatter<\/i> and shout<\/i>).\r

    Leap (Ex):<\/b> Diamond spinners are natural jumpers. They have a +30 racial bonus on Jump checks. \r

    Poison (Ex):<\/b> Injury, Fortitude DC 22, initial and secondary damage 1d8 Con. The save DC is Constitution-based.\r

    Powerful Jaws (Ex):<\/b> Diamond spinners ignore the first 10 points of hardness with their bite attacks.\r

    Secrete Crystal (Ex):<\/b> A diamond spinner can secrete a liquid that quickly hardens into a crystalline substance. A diamond spinner can produce up to 50 cubic feet of crystal each day, which may be used as raw materials in the creation of any item that could normally be crafted from wood, stone, or metal. Multiple diamond spinners can combine their crystal to create larger objects (such as the walls of their hives). A weapon or armor created with this crystal functions exactly the same as its wood, stone, or metal counterparts, except the crystal has hardness 8 and 25 hit points per inch of thickness. Crystalline items may be enhanced my magic as if they were a wood, stone, or metal item. \r

    A typical hive wall is one-foot thick, having 300 hit points per 10-ft.-by-10-ft. section. The break and climb DCs are both 30. Crystalline walls and items are more susceptible to shatter<\/i> spells (see the shatter<\/i> spell description) and similar effects.\r

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

    Master Spider<\/b>\r
    The oldest and wisest diamond spinner leads the hive and guides the construction of its lair. The master spider is a fully advanced diamond spinner, with the following additional abilities:\r

    Bubble Maze (Ex):<\/b> A master spider can create a natural labyrinth in its bubble-like hive. To do so, the master spider must spend at least a month guiding its diamond spinners to construct the maze. 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

    Telepathic Overmind (Su):<\/b> A master spider may communicate telepathically with any Vodoni space spider or diamond spinner in its hive.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in SJA4 - Under the Dark Fist<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Usually lawful neutral","environment":"Any land and space"},{"name":"Vodyanoi","type":"Aberration","ch":7,"challenge_rating":" 07 \u00a0","id":6808,"reference":"Usergen","full_text":"

    VODYANOI (Aquatic Umber Hulk)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Aberration (Aquatic)<\/span><\/b><\/p> <\/td> <\/tr>

    The vodyanoi are a variety of umber hulk that dwell in deep bodies of fresh water. They do not have the gaze attack of the umber hulk, but can swim (20 ft). They are otherwise identical with their land bound cousins.<\/p> <\/td> <\/tr><\/table>

    \u00a0<\/p><\/div>","family":"Aberration","alignment":"Any","environment":"Any"},{"name":"Volt","type":"Aberration","ch":2,"challenge_rating":" 02 \u00a0","id":6809,"reference":"Usergen","full_text":"

    VOLT<\/h3> <\/div> <\/td> <\/tr>

    Small Aberration (Electricity)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 2d8+1 (10 hp)<\/span><\/p> <\/td> <\/tr>

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

    Speed:<\/span><\/b> Fly 30 ft (good)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 17 (+1 size, +4 Dex, +2 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +5 melee, tail slap +0 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 1d4-1 and blood drain, tail slap 0 and 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>Attach, blood drain, electricity<\/span><\/p> <\/td> <\/tr>

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

    Saves:<\/span><\/b> Fort +1, Ref +3, Will +4<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 8, Dex 18, Con 12, Int 2, Wis 12, Cha 6<\/span><\/p> <\/td> <\/tr>

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

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

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

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

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

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

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

    Advancement:<\/span><\/b> 3-4 HD (Small); 5-6 HD (Medium-size)<\/span><\/p> <\/td> <\/tr>

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

    This creature appears as a near-spherical bundle of bristly gray hair with two bulbous eyes, two small curved horns, and a 3-foot long tail. Its mouth is lined with needle-like teeth, and it floats as if by levitation.<\/span><\/p> <\/td> <\/tr>

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

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

    A volt attacks by latching onto its foe\u0092s neck and draining blood each round. A volt will strike a held foe with its tail, dealing electrical damage. A volt will maintain its hold until either it or its opponent is dead.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Attach (Ex):<\/span><\/b> A volt that hits with its bite attack latches onto its foe\u0092s neck and drains blood each round. An attached volt automatically hits a foe with its bite and tail slap each round. An attached volt has an AC of 13.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Blood Drain (Ex):<\/span><\/b> A volt drains blood, dealing 1d4 points of temporary Constitution damage each round it remains attached.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Electricity (Su):<\/b> A volt deals 2d4 points of electrical damage with its tail slap. An attached volt automatically hits a held opponent each round with its tail slap.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Electricity Immunity (Ex):<\/b> Volts are immune to all electrical effects.<\/span><\/p> <\/td> <\/tr>

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

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

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

    \u00a0<\/span><\/p><\/div>","family":"Aberration","alignment":"Any","environment":"Any land and underground"},{"name":"Voor Larva","type":"Aberration","ch":10,"challenge_rating":" 10 \u00a0","id":6810,"reference":"Usergen","full_text":"

    Voor Larva <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 12d8+60\u00a0(114 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 24 (-1 size, +2 Dex, +13 natural), touch 11, flat-footed 22<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+20<\/td> <\/tr>
    Attack: <\/strong>Claw +16 melee (1d6+7\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>4 claws +16 melee (1d6+7\/19-20) and bite +10 melee (2d6+3 plus poison) <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison (DC 21), trill (DC 18), voor dust (DC 21)<\/td> <\/tr>
    Special Qualities: <\/strong>darkvision 60 ft., fast healing 5, immunity to mind-affecting effects, spell resistance 21<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +6, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 24, Dex 15, Con 20, Int 6, Wis 13, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Jump +11, Listen +10, Spot +11<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (trill), Alertness, Diehard (B), Improved Critical (claw), Power Attack, Weapon Focus (claw)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Hive (1-10)<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>13-24 HD (Large); 25-36 (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>+7<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature has the appearance of a gigantic skeletal insect, with a set of bare, forward-swept wings. Mixed in with its organic structure are a number of unlikely elements such as stone, metal, glass, and mineral.<\/i>\r

    The murderous voor were once the ancient racial enemies of the illithids. The two races warred for centuries, until the illithids began to win, and the voor retreated to the Astral plane. Eventually, the illithids found the last of the voor and managed to annihilate all of them. No record of their existence remains.\r

    Before they were destroyed, the voor formed huge clouds of mist on the Astral plane to store their dormant seed. Githyanki and other creatures of the Astral know to avoid these greenish clouds. These ancient mists store voor dust, which can infest anything that moves through it. These instruments of the voors\u00c2\u0092 vengeance will attach spores to any creature or object, which will grow into new larvae. Since the elimination of the voor so many centuries ago, no known voor larva has yet reached the adult stage.\r

    A voor larva is 8 feet long, and weighs 500 pounds.\r

    Voor larvae do not speak.\r

    COMBAT\r

    A voor larva\u00c2\u0092s wings don\u00c2\u0092t allow the creature to fly, but their tips are razor sharp and used as claws instead. Usually, a single larva will produce a trill while the others in its group press the attack. Hatred of illithids remains in the voor\u00c2\u0092s racial memory, and larvae will try to destroy any they find. Newly hatched voor larvae will search meticulously for life forms before securing that area and moving on, destroying any organic creatures on the chance that they may be mind flayer thralls.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 21, initial and secondary damage 1d4 Con. The save DC is Constitution-based.\r

    Trill (Su):<\/b> A voor larva can rub its wings together quickly to produce a grating, piercing buzz that unnerves other creatures. This sonic mind-affecting effect affects all creatures other than voor larva within a 100-foot radius. Creatures must succeed on a DC 18 Will save or be sickened for as long as the voor larva trills and for 1d4 rounds thereafter. Once a creature has resisted or broken the effect, it cannot be affected again by that same voor larva's trill for 24 hours. The effect\u00c2\u0092s caster level is 12th. The save DC is Charisma-based. \r

    Voor Dust (Ex):<\/b> A creature that passes through a cloud of voor dust while on the Astral Plane must succeed on a DC 21 Reflex save or several specks of the dust adhere to it. These specks are very difficult to notice (requiring a DC 30 Spot check), and even if noticed, will most likely be considered normal dust. A DC 30 Knowledge (the planes) checks reveals the true nature of the dust. While on the Astral Plane, the dust has no effect. If the creature leaves the Astral Plane, the affected creature must succeed on a DC 21 Fortitude save to avoid infestation. The save DCs are Constitution-based. \r

    If the save fails, the speck begins to rapidly grow, forming a chrysalis inside the creature in 1d4 hours. This is an extremely painful process, dealing 1d4 points of Constitution damage each hour. The chrysalis gestates for 1d6 more hours before hatching into a voor larva that eats its way out, killing the host. Twenty-four hours before the chrysalis fully matures, the victim falls extremely ill (-10 to all ability scores, to a minimum of 1). A remove disease<\/i> spell rids a victim of the spores and chrysalis, as does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient. \r

    The dust can also infect objects. The object must be of at least Small size, allowing enough room for the chrysalis to form. If an unattended object passes through a voor dust cloud, it is entitled to a DC 21 Reflex save as if it were a creature. If removed from the Astral Plane, the voor chrysalis immediately forms in the object. The object takes 3d6 points of damage per hour (which bypasses hardness). If the chrysalis is allowed to hatch, the object suffers an additional 3d6 points of damage. A make whole<\/i> spell removes the chrysalis from an object, as does a DC 25 Craft check of the appropriate type (such as metalworking for a steel object). If the check fails, the Craft check can be tried again, but each attempt requires additional costs (see Repairing Items in the Craft skill description).\r

    Since voor dust can affect objects, constructs and undead are not immune to its effects, suffering damage as an object (damage reduction does not apply).\r

    Voor Larvae In Eberron \r

    Those who know of the Daelkyr say that destroying worlds seems to be an art form to them, and the voor dust on the astral plane is a testament to that. Recently, small amounts of voor dust have begun to seep into the material plane, and the Ring of Siberys. While dragonshards large enough to house a chrysalis are rare, they do exist, and the forming chrysalis may cause its fall onto Eberron.\r

    Voor Larvae In Faer\u00c3\u00bbn \r

    On one of their recent raids, a group of githyanki raiders picked up some voor dust and brought it back to the outpost city of Gatehorof. In a dark corner of an armory, several voor larva have hatched. Once they become aware of the nearby illithids in Oryndoll, an onslaught cannot be far behind.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Dawn of the Overmind<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral evil","environment":"Any land and underground"},{"name":"Voracious Creature","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6811,"reference":"Usergen","full_text":"

    Voracious Creature (Template)<\/h1>
    NOTE: This template is based off the \"ravenous\" creature in Scarlet Brotherhood<\/i>, but has been renamed to avoid confusion with a similarly-named template in Dragon Magazine #319 (reprinted in Dragon Compendium, Volume One<\/i>.)\r

    An emaciated man approaches, accompanied by a large snake. Both move with a slightly stiff gait.<\/i>\r

    Voracious creatures arise from the remains of populations wiped out from famine and starvation. They persist in undeath with a supernatural need to eat, but are never able to satisfy the hungry ache within them.\r

    Both animals and humanoids may arise as voracious creatures. The nails of humanoids grow long and hard, forming dangerous claws, while animals simply grow more aggressive. Despite their unholy hunger, voracious creatures do not eat the actual flesh of their kills, instead feeding on their vitality as they savage such prey. \r

    Voracious creatures often gather in some semblance of their original society, such as small towns or farming communities. Regardless of their origins, voracious creatures of all types cooperate and form packs, so it's not unusual to see a group of former humans traveling with voracious snakes, or encountering a farm where the reanimated livestock hunt alongside the undead farmers.\r

    When destroyed, a voracious creature crumbles into fragments of dust and bone. Voracious creatures do not limit their predations to animals, and can sustain themselves on plant life. However, they quickly deplete all vegetation from a region, leaving barren, blighted areas behind.\r

    Voracious creatures speak any languages they knew in life, but rarely bother to do so.

    Creating a Voracious Creature<\/h2> \u00c2\u0093Voracious\u00c2\u0094 is an acquired template that can be added to any animal or humanoid (referred to hereafter as the base creature).\r

    A voracious creature 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> Drop any Hit Dice from class levels (to a minimum of 1), and raise them to d12s. \r

    Attack:<\/b> A voracious creature has two claw attacks. If the base creature can use weapons, the voracious creature retains this ability. A voracious creature fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.\r

    Full Attack:<\/b> A voracious creature fighting without weapons uses both claws when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and a claw as a natural secondary attack. \r

    Damage:<\/b> Voracious creatures have claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature\u00c2\u0092s damage values, whichever are greater.\r

    Diminutive or Fine 1 \r
    Tiny 1d2 \r
    Small 1d3 \r
    Medium 1d4 \r
    Large 1d6 \r
    Huge 1d8 \r
    Gargantuan 2d6 \r
    Colossal 2d8 \r

    Special Attacks:<\/b> A voracious creature retains all the base creature\u00c2\u0092s special attacks except those gained from class abilities. It also gains those described below. Save DCs are equal to 10 + 1\/2 voracious creature's HD + voracious creature's Cha modifier unless otherwise noted.\r

    Constitution Damage (Su):<\/i> Living creatures hit by a voracious creature's natural attacks take 1 point of Constitution damage. On each such successful attack, the voracious creature gains 5 temporary hit points. Unlike normal Constitution damage, this damage cannot be healed naturally until the victim eats a full meal.\r

    Create Spawn (Su):<\/i> Any humanoid slain by a voracious creature becomes a voracious creature in 24 hours. This can be avoided by casting gentle repose on the corpse, or burying it on hallowed ground or with a full meal.\r

    Special Qualities:<\/b> A voracious creature retains all the base creature\u00c2\u0092s special qualities,except for those that come from class abilities. It also gains those described below.\r

    Need to Feed (Ex):<\/i> A voracious creature is driven by a consuming hunger. Whenever it can see or smell food, the voracious creature must succeed at a DC 15 Will save or immediately stop to eat that food. If the food is dried or salted, such as trail rations, the voracious creature has a +2 bonus on the save. When eating, a voracious creature can do nothing else. It loses its Dexterity bonus to AC and does not make attacks of opportunity. Strangely, voracious creature do not consider their kills to be food.\r

    Abilities:<\/b> Adjust from the base creature as follows: Int -4. Being undead, a voracious creature has no Constitution score.\r

    Environment:<\/b> Warm forests.\r
    Organization:<\/b> Solitary or pack (2-12).\r
    Challenge Rating:<\/b> Same as the base creature +1.\r
    Treasure:<\/b> None.\r
    Alignment:<\/b> Always neutral evil.\r
    Advancement:<\/b> Same as the base creature (by improving racial Hit Dice only).\r
    Level Adjustment:<\/b> Same as the base creature +2.
    Challenge Rating: <\/strong>+1

    Sample Voracious Creature<\/h2> Voracious 1st-level Human Commoner<\/b>\r
    Medium Undead (Augmented Humanoid)\r
    Hit Dice: 1d12 (6 hp)\r
    Initiative: +0\r
    Speed: 30 ft. (6 squares)\r
    Armor Class: 15 (+3 studded leather, +1 light shield), touch 11, flat-footed 14\r
    Base Attack\/Grapple: +0\/+0\r
    Attack: Quarterstaff +0 melee (1d8+1\/19\u00c2\u009620) or claw +0 melee (1d4 plus 1 Con)\r
    Full Attack: Quarterstaff +0 melee (1d8+1\/19\u00c2\u009620) and claw -5 melee (1d4 plus 1 Con) or 2 claws +0 melee (1d4 plus 1 Con)\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Constitution damage, create spawn\r
    Special Qualities: Darkvision 60 ft., need to feed\r
    Saves: Fort +1, Ref +0, Will \u00c2\u00961\r
    Abilities: Str 13, Dex 11, Con \u00c2\u0097, Int 6, Wis 9, Cha 8\r
    Skills: Handle Animal +3, Profession (farmer) +3, Ride +4\r
    Feats: 2\r
    Environment: Warm forests\r
    Organization: Solitary or pack (2-12)\r
    Challenge Rating: 2\r
    Treasure: None\r
    Alignment: Always neutral evil\r
    Advancement: \u00c2\u0097\r
    Level Adjustment: +0\r

    The human commoner presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.\r

    Voracious Small Viper<\/b> \r
    Small Undead (Augmented Animal)\r
    Hit Dice: Hit Dice: 1d12 (6 hp)\r
    Initiative: +7 \r
    Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft. \r
    Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 \r
    Base Attack\/Grapple: +0\/\u00c2\u00966 \r
    Attack: Bite +4 melee (1d2\u00c2\u00962 plus poison plus 1 Con) \r
    Full Attack: Bite +4 melee (1d2\u00c2\u00962 plus poison plus 1 Con) \r
    Space\/Reach: 5 ft.\/5 ft. \r
    Special Attacks: Constitution damage, create spawn, poison \r
    Special Qualities: Darkvision 60 ft., need to feed, scent \r
    Saves: Fort +2, Ref +5, Will +1 \r
    Abilities: Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2 \r
    Skills: Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6 \r
    Feats: Improved Initiative, Weapon Finesse (B) \r
    Environment: Warm forests\r
    Organization: Solitary or pack (2-12)\r
    Challenge Rating: 2 \r
    Treasure: None \r
    Alignment: Always neutral evil\r
    Advancement: \u00c2\u0097 \r
    Level Adjustment: \u00c2\u0097 \r

    Poison (Ex): Bite, Fort DC 10, initial and secondary damage 1d6 Con. The save DC is Constitution-based.
    \u00a0
    Scarlet Brotherhood<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Always neutral evil.\r","environment":" Warm forests.\r"},{"name":"Vore Lekiniskiy, Master Fire Worm","type":"Dragon","ch":27,"challenge_rating":" 27 \u00a0","id":6812,"reference":"Usergen","full_text":"

    Vore Lekiniskiy, Master Fire Worm <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

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

    Hit Dice: <\/strong> 42d12+462\u00a0(735 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 400 ft (see<\/td> <\/tr>
    Armor Class: <\/strong> 44 (-8 size, +42 natural), touch 8, flat-footed 44<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+42\/+77<\/td> <\/tr>
    Attack: <\/strong>Bite +54 melee (8d6+19\/19-20 plus 1d6 on critical hit and DC 50 Fort save or die) or tail slap +51 melee (4d8+27)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +54 melee (8d6+19\/19-20 plus 1d6 on critical hit and DC 50 Fort save or die) and 2 claws +51 melee (4d8+9\/19-20) or tail slap +51 melee (4d8+27)<\/td> <\/tr>
    Space\/Reach: <\/strong>30 ft\/30 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, frightful presence, gaze, spell-like abilities, spells<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 15\/epic, darkvision 120 ft, immunity to fire, immunity to sleep and paralysis, keen senses, low-light vision, one with the mountain, spell resistance 45, vulnerability to cold<\/td> <\/tr>
    Saves: <\/strong>Fort +34, Ref +23, Will +31 <\/td> <\/tr>
    Abilities: <\/strong>Str 49, Dex 10, Con 33, Int 28, Wis 29, Cha 28 <\/td> <\/tr>
    Skills: <\/strong>Concentration +56, Diplomacy +56, Escape Artist +45, Gather Information +11, Intimidate +54, Knowledge (arcana) +54, Knowledge (geography) +54, Knowledge (history) +54, Knowledge (local) +54, Listen +54, Search +54, Sense Motive +45, Spellcraft +56 (+58 scrolls), Spot +54, Survival +54 (+56 following tracks, +56 avoid hazards), Use Magic Device +54 (+56 scrolls), Use Rope +0 (+2 bindings)<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (frightful presence), Ability Focus (gaze), Blind-Fight, Cleave, Devastating Critical (bite), Empower Spell, Great Cleave, Improved Critical (bite), Improved Critical (claw), Maximize Spell, Multiattack, Overwhelming Critical (bite), Power Attack, Snatch, Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Vstaive Peak<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>27<\/td> <\/tr>
    Treasure: <\/strong>Triple standard (see below)<\/td> <\/tr>
    Alignment: <\/strong>Chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>---<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This dragon appears to be stuck in the mountainside, its body only partially protruding outward. Its scaled skin is dotted with dirt, rocks, and gems. White bone shows through in patches where the flesh seems to be worn away.<\/i>\r

    Vore Lekiniskiy is mystically bound to Vstaive Peak. No one seems to know how this happened, though it appears he did this to himself. He has been trapped for centuries, forgetting about things like hunger and pain. Now, he is slowly remembering, and grows increasingly frustrated as he tries to find a way to end this tortured existence. He grows hungrier as he wins more and more free from the mountain, but his entrapment prevents him from hunting or moving from the mountain.\r

    Vore can move through the mountain with relative ease, and emerge partially from its face, though it seems he cannot bring more than half of his body out at any one time. This emergence is not without a struggle, and seems to cause him no small degree of pain. The violent force which this emergence requires tears some of the flesh from his bones, giving him an appearance of undeath, although he is very much alive. Vore's exact actual size is unknown.\r

    Vore has amassed as impressive a treasure hoard as any great dragon, though the majority of it lies inside the mountain and cannot be accessed so long as he guards it. His skin is encrusted with great jewels and gems, which come loose when he emerges from the mountain. Anyone daring enough to search an area of the mountain where the Master Fire Worm has recently emerged might find a veritable treasure trove of extremely valuable baubles amidst the upturned stones and cooled volcanic rock. Rumor has it that each such gem may have a one-use magical effect (functioning like a potion, when clutched in both hands), or a curse. Legends also state that if killed, his eyes when removed could be used to influence a dragon\u00c2\u0092s reactions, and that eating a piece of his tongue allows a user to speak with the power of a powerful form of suggestion<\/i>.\r

    COMBAT<\/b>\r
    When Vore Lekiniskiy emerges from the mountainside to attack, he can tear free his head and either one or both of his claws from the mountain's interior simultaneously. When retreating back into the mountain, he will usually pull his head back in first, allowing him to attack blindly with his claws for one round before pulling them back in as well. He can also stick his rear half out of the mountain, making a blind tail slap attack if he desires.\r

    Vore's breath weapon is like a volcano erupting, exploding lava and molten rock everywhere. He also uses his gaze attack to trap unwary trespassers to serve as meals, though he sometimes uses his spell-like abilities on paralyzed victims instead. He rarely wastes his magical energy on casting spells, however, as his main priority is to free himself from the mountain.\r

    Breath Weapon (Su)<\/b>: Vore Lekiniskiy has one type of breath weapon, an 80-foot cone of magma usable once every 1d4 rounds. This attack deals 25d10 points of fire damage (Reflex DC 42 half). Additionally, damage from this magma continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during initial contact. \r

    Additionally, the lava lingers for 5 rounds thereafter, moving away from Vore at 20 feet per round as long as it travels downward. The lava no longer moves forward once it can no longer travel downward; however, if it reaches a flat surface, it forms a spread and moves at a rate of 10 feet per round for the remaining rounds. Any creature caught in the lava's area must attempt a DC 42 Reflex save; success indicates that the creature takes 6d6 points of fire damage provided it can physically escape the area on its next turn. Creatures that fail their saves, or those unable to escape the area, take 20d6 points of fire damage in each round they remain in the area. Creatures in the lava have their speed reduced to 5 feet and take a -2 penalty on attack rolls to Armor Class. Even after leaving the area of the spell, creatures that were exposed to the lava take half damage (either 3d6 or 10d6) for 1 additional round. The save DCs are Constitution-based.\r

    Frightful Presence (Ex)<\/b>: Vore Lekiniskiy can unsettle foes with his mere presence. The ability takes effect automatically whenever Vore attacks. Creatures within a radius of 240 feet are subject to the effect if they have fewer HD than Vore. A potentially affected creature that succeeds on a DC 42 Will save remains immune to Vore's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Vore ignores the frightful presence of other draconic creatures. The save DC is Charisma-based.\r

    Gaze (Su)<\/b>: Paralysis for 1d3 minutes, 120 feet, Will DC 42 negates. The save DC is Charisma-based.\r

    Spell-Like Abilities<\/b>: 3\/day - feeblemind<\/i>, suggestion<\/i>; 1\/day - geas<\/i>, mirage arcana<\/i>. Caster level 20th. The save DCs are Charisma-based.\r

    Spells<\/b>: Vore Lekiniskiy can cast arcane spells as a 20th-level sorcerer (6\/9\/8\/8\/8\/8\/7\/7\/7\/7; save DC 19 + spell level). He treats all sorcerer\/wizard spells in the Player's Handbook (and any additional spells, at the DM's discretion) as spells known. The save DCs are Charisma-based.\r

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

    One with the Mountain (Ex)<\/b>: Vore Lekiniskiy can glide through the stone and earth of Vstaive Peak as easily as a fish swims through water. His burrowing leaves behind no tunnel or hole, nor does he create any ripple or other signs of his presence. A move earth<\/i> spell cast on an area containing Vore Lekiniskiy forces him back into the mountain, stunning him for 1 round unless he succeeds on a DC 15 Fortitude save.\r

    Vore is always in contact, however tenuous, with the face of the mountain. He remains aware of the passage of time and can cast spells on himself while hiding in the mountain. Nothing that goes on outside the mountain can be seen, but Vore can still hear what happens around him.\r

    Whenever Vore Lekiniskiy emerges from the mountainside, he erupts forth with such force that he causes an effect similar to an earthquake<\/i> spell. Creatures climbing Vstaive Peak are considered to be standing on open ground. This effect is not magical in nature, and any fissures created do not grind shut on their own. Vore can emerge from the face of the mountain at any point he wishes, however he cannot fully leave the mountain; he must always remain in contact with the mountain and cannot have more than half of his body outside the mountain at any time.\r

    The following spells harm Vore if cast upon the area that he is occupying: stone to flesh<\/i> deals him 5d6 points of damage, transmute rock to mud<\/i> and passwall<\/i> deal him 4d6 points of damage, and stone shape<\/i> deals him 3d6 points of damage. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #248 (\"The Dragon of Vstaive Peak,\" June 1998, Ed Stark).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Chaotic evil","environment":"Vstaive Peak"},{"name":"Vortex","type":"Elemental","ch":2,"challenge_rating":" 02 \u00a0","id":6813,"reference":"Usergen","full_text":"

    VORTEX<\/h2> <\/div> <\/td> <\/tr>

    Fine Elemental (Air)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 2d8+2 (11 hp)<\/span><\/p> <\/td> <\/tr>

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

    Speed:<\/span><\/b> Fly 40 ft (perfect)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 22 (+8 size, +4 Dex)<\/span><\/p> <\/td> <\/tr>

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

    Damage:<\/span><\/b> Touch whirlwind<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 1\/2 ft by 1\/2 ft\/5 ft (whirlwind)<\/span><\/p> <\/td> <\/tr>

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

    Saves:<\/span><\/b> Fort +1, Ref +7, Will -2<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 4, Dex 18, Con 12, Int \u0097, Wis 6, Cha 5<\/span><\/p> <\/div> <\/td> <\/tr>

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

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

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

    Challenge Rating:<\/span><\/b> 2<\/span><\/p> <\/td> <\/tr>

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

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

    Advancement:<\/span><\/b> 3-4 HD (Fine); 5-6 HD (Diminutive)<\/span><\/p> <\/td> <\/tr>

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

    The vortex is a small elemental that looks like a living whirlwind. The creature\u0092s actual body is a tiny sphere that bobs and floats within the center of its rapidly spinning air mass. A typical vortex appears within a whirlwind that is about 4 inches high and 1 inch in diameter, though larger specimens are thought to exist on the Elemental Plane of Air.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A vortex is free-willed and cannot be summoned to the material world by any known spell, although they are sometimes drawn through rifts torn in the world by intense storms.<\/span><\/p> <\/td> <\/tr>

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

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

    When threatened, a vortex whips the atmosphere around itself into a powerful whirlwind. It moves rapidly in a circular pattern, thereby becoming effectively invisible inside the cone of air. At full effect, the vortex is surrounded by a whirlwind that extends around it in a 5-foot radius and is about 20 feet high.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Whirlwind (Ex):<\/b> When the vortex is in full effect (1 full round action to reach full effect), it attempts to snare foes within its whirlwind. An opponent hit by the vortex\u0092s touch attack is pulled into the whirlwind and takes bludgeoning damage each round thereafter until the victim is slain, or the vortex is slain or flees.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The spinning deals no damage the first round, but each round thereafter the incredible force of the wind batters a victim senseless and deals 1d4 points of bludgeoning damage. This effect is so violent that each round the victim takes damage, it must succeed at a Fortitude save (DC 12) or die from the violent air current.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 A vortex only affects Medium-size or smaller creatures. The whirlwind can only hold one Medium-size, two Small, eight Tiny, or sixteen Diminutive or smaller creatures at one time.<\/p> <\/td> <\/tr>

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

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

    The Vortex first appeared in the 1E FF.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Elemental","alignment":"Any","environment":"Any land"},{"name":"Vortex","type":"Elemental","ch":2,"challenge_rating":" 2 \u00a0","id":6814,"reference":"Usergen","full_text":"

    Vortex <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Diminutive\u00a0Elemental \t\t\t(Air, Chaotic, Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> Fly 40 ft. (perfect) (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+4 size, +6 Dex), touch 20, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-14<\/td> <\/tr>
    Attack: <\/strong>—<\/td> <\/tr>
    Full Attack: <\/strong>—<\/td> <\/tr>
    Space\/Reach: <\/strong>1 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Whirlwind<\/td> <\/tr>
    Special Qualities: <\/strong>Blind, elemental traits, immunity to summons<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +9, Will -2 <\/td> <\/tr>
    Abilities: <\/strong>Str 4, Dex 22, Con 12, Int 1, Wis 6, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>Listen +3<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (whirlwind), Improved Initiative [B], Weapon Finesse [B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Air<\/td> <\/tr>
    Organization: <\/strong>Solitary or cluster (2-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Diminutive); 5-6 HD (Tiny)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A tiny sphere bobs and floats through the air, spinning in circles so incredibly fast it stirs up a miniature tornado.<\/i>\r

    The origins and nature of vortices are mysterious. While their ties to air mark them as elementals, they cannot be summoned or called. Their motivations are likewise obscure; as far as anyone can tell, they exist only to dance through the air, moving about randomly as the whim and winds take them. Their behavior is highly chaotic, and a vortex might ignore threatening opponents, or attack in a blind fury without provocation.\r

    A vortex is 4 to 6 inches tall and weighs less than a pound. \r

    COMBAT<\/b>\r
    When threatened, a vortex whips the atmosphere around itself into a powerful whirlwind.\r

    Blind (Ex):<\/b> Vortices are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.\r

    Immunity to Summons (Su):<\/b> A vortex is completely unaffected by any conjuration (summoning) or conjuration (calling) spell.\r

    Whirlwind (Su):<\/b> A vortex can transform itself into a whirlwind at will as a standard action and remain in that form indefinitely. In this form, the vortex can move through the air or along a surface at its fly speed.\r

    The whirlwind is 5 feet wide at the base, up to 10 feet wide at the top, and up to 20 feet tall. The vortex controls the exact height, but it must be at least 10 feet.\r

    The vortex's movement while in whirlwind form does not provoke attacks of opportunity, even if the vortex enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the vortex moves into or through the creature\u00c2\u0092s space.\r

    Medium or smaller creatures take damage when caught in a whirlwind and may be lifted into the air. An affected creature must succeed on a DC 8 Reflex save when it comes into contact with the whirlwind or take 1d4 points of damage. It must also succeed on a second DC 8 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength based.\r

    A creature trapped in a whirlwind cannot move except to go where the vortex carries it or to escape the whirlwind. It can otherwise act normally, but must succeed on a Concentration check (DC 20 + spell level) to cast a spell. Creatures caught in a whirlwind take a \u00c2\u00964 penalty to Dexterity and a \u00c2\u00962 penalty on attack rolls. A vortex can have only as many creatures trapped inside a whirlwind at one time as will fit inside the whirlwind\u00c2\u0092s volume.\r

    A vortex can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.\r

    If the whirlwind\u00c2\u0092s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the vortex and has a diameter equal to half the whirlwind\u00c2\u0092s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.\r

    A vortex in whirlwind form does not threaten the area around it.<\/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":"Elemental","alignment":"Always chaotic neutral","environment":"Elemental Plane of Air"},{"name":"Vrykolakas","type":"Undead","ch":6,"challenge_rating":" 6 \u00a0","id":6815,"reference":"Usergen","full_text":"

    Vrykolakas <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d12\u00a0(45 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 19 (+4 Dex, +5 natural), touch 14, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+8<\/td> <\/tr>
    Attack: <\/strong>Slam +8 melee (1d10+5 plus energy drain)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +8 melee (1d10+5 plus energy drain)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Call of the dead, energy drain, oppress sleeper<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., fast healing 5, undead traits, vulnerability to exorcism<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +8, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 18, Con \u00c2\u0097, Int 10, Wis 13, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Bluff +7, Hide +18, Intimidate +13, Listen +15, Move Silently +8, Search +4, Spot +15<\/td> <\/tr>
    Feats: <\/strong>Cleave, Combat Reflexes, Improved Initiative (B), Lightning Reflexes (B), Power Attack\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Infinite Layers of the Abyss<\/td> <\/tr>
    Organization: <\/strong>Solitary or oppression (2-10)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>8-12 HD Medium and see text<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The skin of this cadaverous humanoid is distended, hard, and livid. Its body is so swollen that its arms are stretched out on each side like the arms of a cross. Its body and head are nearly devoid of hair, except upon its face, which is covered with dark and curly hair. Its gaping mouth sports white, sharp teeth.<\/i>\r

    Vrykolakas are vampiric undead that arise when a demonic spirit from the Abyss enters an animates a corpse. \r

    Vrykolakas delight in inflicting random violence and spreading panic. They feed upon terror and fright rather than blood. Although they are nocturnal like most undead, they have no aversion to sunlight and often terroize victims during the day for the added fright it causes.\r

    Vrykolakas grow in power the longer they feed, eventually becoming the horrific greater vrykolakas after 80 days. In a short time, a single vrykolakas can gather a large pack of spawn. As its power grows, so does its audacity and bloodlust. A single vrykolakas can completely devastate entire villages. \r

    Legends tell of an entire Isle of the Undead, a locale decimated by a great cataclysm whose inhabitants are now all walking dead. The stories claim that this isle is so thick with vrykolakas that these unholy horrors pace the shores, branzenly awaiting anyone to dare set foot on shore.\r

    A vrykolakas is as tall as it was in life. They are often bloated on the blood of their victims and can weigh up to twice what they did in life, but a vrykolakas that has not fed for a long time shrivels like a dried-out wineskin and sounds as hollow as a drum. Such a creature may only weigh half what it did in life. A vrykolakas that was once an average male human may be anywhere between 90 and 360 pounds.\r

    Vrykolakas speak Abyssal and Common.\r

    COMBAT\r

    Vrykolakas prefer to elevate the feelings of dread and terror in their victims before restorting to straightforward violence, using its call of the dead and oppress sleeper abilities. In melee, it is a savage, feral adversary.\r

    Call of the Dead (Su):<\/b> Once a night, a vrykolakas can call out the name of a sapient creature within 200 feet. This supernatural attack does not need line of sight, the intended target just needs to be able to hear the vrykolakas's call. This is a sonic, mind-affecting, fear effect.\r

    The vrykolakas must call out the target's personal, individual name. If the target is a stranger or is using a false name the call automatically fails. Assuming the call uses the correct name, the target must succeed at a DC 16 Will save or be affected by the call and cry out an answer to the vrykolakas. Those affected will feel a impending sense of dread, and become convinced that a ghastly death is inexorably creeping up on them. At noon the following day, the call's curse will complete itself, and the target must make a DC 16 Fortitude save or drop dead from fright. Even if the Fortitude save is successful, the subject takes 3d6 points of damage. A remove curse<\/i> or break enchantment<\/i> spell can remove the call of the dead before it manifests itself. The save DCs are Charisma-based.\r

    Energy Drain (Su):<\/b> Living creatures hit by a vrykolakas's slam attack gain one negative level. The DC is 16 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the vrykolakas gains 5 temporary hit points.\r

    Fast Healing (Ex):<\/b> A vrykolakas heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, its body dissolves into invisible vapor (as per the invisibility<\/i> and gaseous form<\/i> spells) and flies directly back to its lair. Any additional damage dealt to a vrykolakas forced into gaseous form has no effect. If it cannot enter its lair due to a protection from evil effect or the like, it travels to the nearest suitable spot such as an open grave, the cellar of an abandoned house or a cave. Once it reaches its destination, the gaseous form ends and the vrykolakas resumes corporeal form. The vrykolakas is then helpless for the next hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.\r

    If the vrykolakas is burnt to ashes (-10 hit points or less) while it is resting as a corpse during the day, or after it has been rendered helpless as described above, it is permanently destroyed.\r

    Oppress Sleeper (Su):<\/b> Once per night, a vrykolakas can sit upon a sleeping creature, causing agonizing nightmares of a horrific presence crushing them under its oppressive weight. The victim gets no benefit from their night's sleep, and takes 1 point of Constitution drain. Any humanoid slain by this ability rises as a vrykolakas the following night. Such vrykolakas are under the command of the vrykolakas that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. At any given time a vrykolakas may have enslaved vrykolakas totaling no more than half its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vrykolakas.\r

    Vulnerability to Exorcism (Ex):<\/b> A vrykolakas is permanently destroyed if a spell with the power to banish evil extraplanar creatures is successfully cast upon it, such as dismissal<\/i> or dispel evil<\/i>. Its body decays into dust and bones within a round.\r

    Skills:<\/b> Vrykolakas have a +4 racial bonus on Bluff, Hide, Listen, Move Silently, Search, and Spot checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine # 126<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always chaotic evil","environment":"Infinite Layers of the Abyss"},{"name":"Vrykolakas, Greater","type":"Undead","ch":9,"challenge_rating":" 9 \u00a0","id":6816,"reference":"Usergen","full_text":"

    Vrykolakas, Greater <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 13d12\u00a0(84 hp)<\/td> <\/tr>
    Initiative: <\/strong> +10<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 25 (+6 Dex, +9 natural), touch 16, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+14<\/td> <\/tr>
    Attack: <\/strong>Slam +15 melee (1d10+8 plus energy drain)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 slams +15 melee (1d10+8 plus energy drain)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Call of the dead, energy drain, fear aura, life-sapping gaze, oppress sleeper<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/silver, darkvision 60 ft., fast healing 5, rejuvenation, spell resistance 16, undead traits, vulnerability to exorcism<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +10, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 26, Dex 22, Con \u00c2\u0097, Int 10, Wis 13, Cha 23 <\/td> <\/tr>
    Skills: <\/strong>Bluff +11, Hide +26, Intimidate +17, Listen +23, Move Silently +16, Search +8, Spot +23\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (fear aura), Cleave, Combat Reflexes, Improved Initiative (B), Lightning Reflexes (B), Power Attack, Weapon Focus (slam)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Infinite Layers of the Abyss<\/td> <\/tr>
    Organization: <\/strong>Solitary or oppression (1 plus 2-10 lesser vryolakas)<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>14-20 HD (Medium); 21-26 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The skin of this cadaverous humanoid is distended, hard, and livid. Its body is so swollen that its arms are stretched out on each side like the arms of a cross. Its body and head are nearly devoid of hair, except upon its face, which is covered with dark and curly hair. Its gaping mouth sports white, sharp teeth.<\/i>\r

    Vrykolakas are vampiric undead that arise when a demonic spirit from the Abyss enters an animates a corpse. \r

    Vrykolakas delight in inflicting random violence and spreading panic. They feed upon terror and fright rather than blood. Although they are nocturnal like most undead, they have no aversion to sunlight and often terroize victims during the day for the added fright it causes.\r

    Vrykolakas grow in power the longer they feed, eventually becoming the horrific greater vrykolakas after 80 days. In a short time, a single vrykolakas can gather a large pack of spawn. As its power grows, so does its audacity and bloodlust. A single vrykolakas can completely devastate entire villages. \r

    Legends tell of an entire Isle of the Undead, a locale decimated by a great cataclysm whose inhabitants are now all walking dead. The stories claim that this isle is so thick with vrykolakas that these unholy horrors pace the shores, branzenly awaiting anyone to dare set foot on shore.\r

    A vrykolakas is as tall as it was in life. They are often bloated on the blood of their victims and can weigh up to twice what they did in life, but a vrykolakas that has not fed for a long time shrivels like a dried-out wineskin and sounds as hollow as a drum. Such a creature may only weigh half what it did in life. A vrykolakas that was once an average male human may be anywhere between 90 and 360 pounds.\r

    Vrykolakas speak Abyssal and Common.\r

    COMBAT\r

    Vrykolakas prefer to elevate the feelings of dread and terror in their victims before restorting to straightforward violence, using its call of the dead and oppress sleeper abilities. In melee, it is a savage, feral adversary.\r

    Call of the Dead (Su):<\/b> Once a night, a greater vrykolakas can call out the name of a sapient creature within 200 feet. This supernatural attack does not need line of sight, the intended target just needs to be able to hear the vrykolakas's call. This is a sonic, mind-affecting, fear effect.\r

    The vrykolakas must call out the target's personal, individual name. If the target is a stranger or is using a false name the call automatically fails. Assuming the call uses the correct name, the target must succeed at a DC 22 Will save or be affected by the call and cry out an answer to the vrykolakas. Those affected will feel a impending sense of dread, and become convinced that a ghastly death is inexorably creeping up on them. At noon the following day, the call's curse will complete itself, and the target must make a DC 22 Fortitude save or drop dead from fright. Even if the Fortitude save is successful, the subject takes 3d6 points of damage. A remove curse<\/i> or break enchantment<\/i> spell can remove the call of the dead before it manifests itself. The save DCs are Charisma-based.\r

    Energy Drain (Su):<\/b> Living creatures hit by a greater vrykolakas's slam attack gain two negative levels. The DC is 22 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the vrykolakas gains 5 temporary hit points.\r

    Fast Healing (Ex):<\/b> A greater vrykolakas heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, its body dissolves into invisible vapor (as per the invisibility<\/i> and gaseous form<\/i> spells) and flies directly back to its lair. Any additional damage dealt to a vrykolakas forced into gaseous form has no effect. If it cannot enter its lair due to a protection from evil effect or the like, it travels to the nearest suitable spot such as an open grave, the cellar of an abandoned house or a cave. Once it reaches its destination, the gaseous form ends and the vrykolakas resumes corporeal form. The vrykolakas is then helpless for the next hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.\r

    If the vrykolakas is burnt to ashes (-10 hit points or less) while it is resting as a corpse during the day, or after it has been rendered helpless as described above, it is permanently destroyed.\r

    Fear Aura (Su):<\/b> A greater vrykolakas can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 24 Will save or be affected as though by a fear<\/i> spell (caster level 13th). A creature that successfully saves cannot be affected again by the same greater vrykolakas's aura for 24 hours. The save DC is Charisma-based.\r

    Life-Sapping Gaze (Su):<\/b> Energy drain, 2 negative levels, 30 feet, Fortitude DC 22 negates. The save DC is Charisma-based.\r

    Oppress Sleeper (Su):<\/b> Once per night, a greater vrykolakas can sit upon a sleeping creature, causing agonizing nightmares of a horrific presence crushing them under its oppressive weight. The victim gets no benefit from their night's sleep, and takes 1 point of Constitution drain. Any humanoid slain by this ability rises as a vrykolakas the following night. Such vrykolakas are under the command of the vrykolakas that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. At any given time a vrykolakas may have enslaved vrykolakas totaling no more than half its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vrykolakas.\r

    Rejuvenation (Su):<\/b> In most cases, it\u00c2\u0092s difficult to destroy a greater vrykolakas through simple combat: The \u00c2\u0093destroyed\u00c2\u0094 spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A greater vrykolakas that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + greater vrykolakas's HD) against DC 16. The only way to permanently destroy a greater vrykolakas is to burn its body while it is helpless (see fast healing, above).\r

    Vulnerability to Exorcism (Ex):<\/b> A greater vrykolakas is destroyed if a banishment<\/i> spell or greater spell with the power to banish evil extraplanar creatures is successfully cast upon it. Its body decays into dust and bones within a round. However, it will reform (see rejuvenation, above) unless the remains are immolated in fire.\r

    Skills:<\/b> Greater vrykolakas have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, and Spot checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #126<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always chaotic evil","environment":"Infinite Layers of the Abyss"},{"name":"Vulchling","type":"Beast","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6817,"reference":"Usergen","full_text":"

    VULCHLING<\/span><\/h1> <\/div> <\/td> <\/tr>

    Medium-Size Beast<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice: <\/span><\/b>1d10 (5 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+2 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed: <\/span><\/b>20 ft, fly 10 ft (average)<\/span><\/p> <\/td> <\/tr>

    AC: <\/span><\/b>13 (+2 Dex, +1 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks: <\/span><\/b>Bite +0 melee; or 2 claws +0 melee<\/span><\/p> <\/td> <\/tr>

    Damage: <\/span><\/b>Bite 1d6; or claw 1d4<\/span><\/p> <\/td> <\/tr>

    Face\/Reach: <\/span><\/b>5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Saves: <\/span><\/b>Fort +2, Ref +4, Will +0<\/span><\/p> <\/td> <\/tr>

    Abilities: <\/span><\/b>Str 10, Dex 14, Con 10, Int 7, Wis 11, Cha 10<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Hide +6, Listen +5, Spot +5<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain: <\/span><\/b>Cold and temperate forest and marsh, and underground<\/span><\/p> <\/td> <\/tr>

    Organization: <\/span><\/b>Solitary or flock (2-16)<\/span><\/p> <\/td> <\/tr>

    Challenge Rating: <\/span><\/b>1\/2<\/span><\/p> <\/td> <\/tr>

    Treasure: <\/span><\/b>Standard<\/span><\/p> <\/td> <\/tr>

    Alignment: <\/span><\/b>Always chaotic evil<\/span><\/p> <\/td> <\/tr>

    Advancement: <\/span><\/b>2-3 HD (Medium-size)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Vulchlings are an avian race that resemble vultures but have vaguely human features, giving them a very alien appearance. Though they occasionally associate with harpies and more rarely vrock demons, they prefer the solitude of their desolate lairs. There is usually a small clutch of eggs in a vulchling lair, which is often left unattended when the creatures have other things to do.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/h2> <\/td> <\/tr>

    Vulchlings are cowardly creatures and only attack with surprise. They wait for unsuspecting prey to come along, then swoop down upon them from their high roost and attack with their talons.<\/p> <\/td> <\/tr><\/table>

    \u00a0<\/p><\/div>","family":"Beast","alignment":"Always chaotic evil","environment":"Cold and temperate forest and marsh, and underground"},{"name":"Vulturehound","type":"Magical Beast","ch":1,"challenge_rating":" 01 \u00a0","id":6818,"reference":"Usergen","full_text":"

    Vulturehound <\/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), fly 25 ft (average)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/-1<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d6+1)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +4 melee (1d3+1) and bite -1 melee (1d6+1)<\/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, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +6, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 17, Con 15, Int 2, Wis 13, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Spot +6, Listen +4, Survival +2<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm desert and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (4-24 plus 50% chance of 3-12 pups)<\/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)<\/td> <\/tr>
    Level Adjustment: <\/strong>+2 (cohort)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    \r
    This creature\u00c2\u0092s body is that of a wild dog, mixed with the features of a vulture. Its body is covered with long, grayish, shaggy hair in most places. It has canine legs that end in sharp, curved talons. Protruding from its side is a pair of small, feathered wings, and the beast has a bald vulture\u00c2\u0092s head with a sharp beak in place of a muzzle. <\/i>\r

    The vulturehound are a bizarre combination of vulture and wild dog. These ravenous carnivores foray out from their dens in hunting packs in search of food, which they drag back to their lair to devour. They do not keep treasure intentionally, but that from their previous victims will be lying about.\r

    A vulturehound is 4 feet long and weighs 40 lbs.\r

    COMBAT<\/b>\r
    In battle, a vulturehound will flap its wings to rear up on its hind legs, allowing it to attack with the two front talons and beak. If unable to rear back, it can only utilize its beak. A lone vulturehound is poor at aerial combat, but vulturehounds fight well in the air as a pack. When flying, a vulturehound attacks with its talons only.\r

    TRAINING A VULTUREHOUND<\/b>\r
    Training a vulturehound pup as a hunting or guard animal requires a successful DC 25 Handle Animal check. Vulturehound pups are worth 500-1,000 gp on the open market. Professional trainers charge 500 gp to rear or train a vulturehound.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #37 (\u00c2\u0093Dragon\u00c2\u0092s Bestiary,\u00c2\u0094 May 1980, Chris Chalmers and Dan Pollak).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Temperate and warm desert and plains"},{"name":"Vurgens (Giant Gulper Eel)","type":"Animal","ch":7,"challenge_rating":" 7 \u00a0","id":6819,"reference":"Usergen","full_text":"

    Vurgens (Giant Gulper Eel) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Animal \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d8+48\u00a0(88 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> Swim 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-2 size, +8 natural), touch 8, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+27<\/td> <\/tr>
    Attack: <\/strong>Bite +14 melee (2d6+9 plus paralysis) or tail slap +13 melee (3d4+9)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +14 melee (2d6+9 plus paralysis) or tail slap +13 melee (3d4+9)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, paralysis, spines, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +13, Ref +6, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 29, Dex 11, Con 20, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Hide -4, Listen +7, Spot +11, Swim +17\r
    <\/td> <\/tr>
    Feats: <\/strong>Great Fortitude, Improved Grapple [B], Improved Initiative, Toughness, Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary <\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>10-18 HD (Huge); 19-27 HD (Gargantuan); 28-30 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive, mottled brown, eel-like creature is little more than an enormous pair of jaws attached to a long, sinuous body. Rows of spines run down each side of its body, beginning behind the jaws and terminating in a pointed cluster at the tip of the tail. A pair of tiny, flat black eyes are dwarfed by its massive maw.<\/i>\r

    Vurgens are massive predatory eels that claim vast tracts of the ocean as their territories. Also known as \"giant gulper eels\" due to their predilection for swallowing anything they can fit in their jaws, these solitary hunters consider any creature their size as rivals, and anything smaller as prey. They are known to clash in titanic undersea battles with krakens, whales, and others of their own kind. They terrorize aquatic races, such as locathah and tritons.\r

    Every other year, vurgens spawn, producing 20 to 40 offspring, which the female carries within her. Foot-long hatchlings emerge within a year, and reach full maturity in six years, if they survive.\r

    Vurgens are rarely seen by surface dwellers, for only great disturbances can drive them to shallower water.\r

    A typical vurgens is 20 feet long and weighs 200 pounds. Most vurgens mottled brown, though coloration of olive, russet, white, and purple are possible.\r

    COMBAT\r

    Vurgens simply chase down prey and attempt to swallow it quickly before moving on to the next victim. They bite with toothless, bony ridges to grasp prey, then saliva mixes with their digestive juices to paralyze swallowed victims.\r

    Improved Grab (Ex):<\/b> To use this ability, a vurgens must hit an opponent of its size or 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 target in the following round.\r

    Paralysis (Ex):<\/b> Those hit by a vurgens's bite attack must succeed on a DC 19 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Constitution-based.\r

    Spines (Su):<\/b> Any creature striking a vurgens with handheld weapons or natural weapons takes 1d4+9 points of piercing and slashing damage from its spines. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.\r

    Swallow Whole (Ex):<\/b> A vurgens can try to swallow a grabbed opponent of up to its size by making a successful grapple check. Once inside, the swallowed creature takes 2d6+8 points of bludgeoning damage and 8 points of acid damage per round from the vurgens's digestive juices. Additionally, a swallowed creature is exposed to the vurgens's paralytic saliva (see paralysis, above). A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the vurgens's digestive tract (AC 14). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out.\r

    A Huge vurgens's gullet can hold 1 Huge, 2 Large, 8 Medium, 16 Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.\r

    Skills:<\/b> Vurgens have a +4 racial bonus on Hide and Spot checks. A vurgens 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>
    1984 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #89<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Walking Dead","type":"Undead","ch":4,"challenge_rating":" 4 \u00a0","id":6820,"reference":"Usergen","full_text":"

    Walking Dead <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d12+3\u00a0(29 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 11 (-1 Dex, +2 natural), touch 9, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+7<\/td> <\/tr>
    Attack: <\/strong>Bite +7 melee (1d6+6)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +7 melee (1d6+6) and 2 slams +2 melee (1d6+2) \r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Powerful bite<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/slashing, darkvision 60 ft., undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +0, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 8, Con \u00c2\u0097, Int \u00c2\u0097, Wis 10, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Feats: <\/strong>Toughness (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or horde (2-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>None<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Walking Dead, Half-dead<\/b>\r
    Medium Undead\r
    Hit Dice: 3d12+3 (22 hp)\r
    Initiative: -1\r
    Speed: 30 ft. (6 squares)(cannot run)\r
    Armor Class: 11 (-1 Dex, +2 natural), touch 9, flat-footed 11\r
    Base Attack\/Grapple: +2\/+5\r
    Attack: Bite +5 melee (1d6+4) \r
    Full Attack: Bite +5 melee (1d6+4) and slam +0 melee (1d6+1) \r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Powerful bite\r
    Special Qualities: Damage reduction 5\/slashing, darkvision 60 ft., undead traits\r
    Saves: Fort +1, Ref +0, Will +3\r
    Abilities: Str 16, Dex 8, Con \u00c2\u0097, Int \u00c2\u0097, Wis 10, Cha 1\r
    Skills: \u00c2\u0097\r
    Feats: Toughness (B)\r

    Walking Dead, Mostly Dead<\/b>\r
    Small Undead\r
    Hit Dice: 2d12+3 (16 hp)\r
    Initiative: -1\r
    Speed: 20 ft. (4 squares)(cannot run)\r
    Armor Class: 12 (+1 size, -1 Dex, +2 natural), touch 10, flat-footed 12\r
    Base Attack\/Grapple: +1\/-1\r
    Attack: Bite +4 melee (1d6+3) \r
    Full Attack: Bite +4 melee (1d6+3) \r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Powerful bite\r
    Special Qualities: Damage reduction 5\/slashing, darkvision 60 ft., undead traits\r
    Saves: Fort +0, Ref -1, Will +3\r
    Abilities: Str 14, Dex 8, Con \u00c2\u0097, Int \u00c2\u0097, Wis 10, Cha 1\r
    Skills: \u00c2\u0097\r
    Feats: Toughness (B)\r

    This shambling humanoid corpse moves relentlessly forth, despite the fact that it is falling apart.<\/i>\r

    Walking dead are variant zombies that continue attacking even when chopped apart. These \"superzombies\" are stronger and hardier than their mundane counterparts, and aren't limited to single actions.\r

    The half-dead stat block represents the loss of a limb and heavy damage to the body. The mostly dead stat block is generally a crawling, one-armed torso, and is thus smaller in size.\r

    A walking dead can be created with a create undead<\/i> spell cast by a 14th-level spellcaster. \r

    COMBAT\r

    Like zombie, walking dead mindlessly attack the living unless given orders by a master. Walking dead attack with powerful bite attacks in addition to the usual slam attacks.\r

    Powerful Bite (Ex):<\/b> A walking dead's jaws are extraordinarily powerful. It applies 1-1\/2 times its Strength modifier to damage done with its bite. \r

    Relentless (Ex):<\/b> When a walking dead is reduced to 0 hit points, it isn't destroyed. Rather, it is quite damaged, as reflected by the half-dead stat block. When a half-dead walking dead is reduced to 0 hit points, it is badly damaged, essentially just a crawling torso, as reflected by the mostly dead stat block. A mostly dead walking dead reduced to 0 hit points is permanently destroyed.\r

    More Fun with the Walking Dead<\/b>\r
    DMs might consider adding a bit of variety to their walking dead hordes. For example, some of the half-dead and mostly dead might have lost their heads, rather than an arm or two, retaining slam attacks and losing the bite attack instead.\r

    Truly enterprising DMs might take the walking dead a step further, adding an additional stat block after mostly dead to represent a crawling arm or rolling head that keeps attacking. Such walking dead would best be represented by 1\/2 Hit Dice, Tiny or Diminutive size, and only a single attack. A single walking dead might break into two or more such \"walking dead bits\". DMs with access to Monsters of Faerun<\/i> could use the crawling claw for inspiration.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #138<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":"Any"},{"name":"Walking Stick, Giant","type":"Vermin","ch":4,"challenge_rating":" 4 \u00a0","id":6821,"reference":"Usergen","full_text":"

    Walking Stick, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Vermin \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d8+18\u00a0(58 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+23<\/td> <\/tr>
    Attack: <\/strong>Kick +8 melee (1d8+3)<\/td> <\/tr>
    Full Attack: <\/strong>2 kicks +8 melee (1d8+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Defensive spray\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +4, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 12, Con 15, Int \u00c2\u0097, Wis 14, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Hide +1*, Spot +6\r
    <\/td> <\/tr>
    Feats: <\/strong>Improved Initiative (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or swarm (2-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>10-17 HD (Large), 18-26 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    What appeared to be a fallen tree begins to move on six broad, flat legs. Long, slender antennae flick about before its long, cylindrical body.<\/i>\r

    Phasmatodea, also known as walking sticks, stick insects, or leaf insects, can be found in gigantic varieties in some fantasy worlds. \r

    Since females walking sticks lack a well-developed ovipositor, their eggs are dropped one at a time to the ground. These eggs resemble coconut-sized seeds, and often do not hatch for over a year. \r

    A giant walking stick is 8 feet long and weighs around 100 pounds. Coloration varies from brown to green, or even yellow.\r

    Combat\r

    Giant walking sticks are non-aggressive, but will defend themselves if threatened. Giant walking sticks can rapidly kick with their spined legs, or can produce a defensive spray to drive off predators.\r

    Defensive Spray (Ex):<\/b> Once every 1d4 rounds, 30-foot cone, blindness for 1d4 rounds, Reflex DC 17 negates. The save DC is Constitution-based.\r

    Skills:<\/b> A giant walking stick has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A giant walking stick can always choose to take 10 on Climb checks, even if rushed or threatened. *Because of its camouflage, the Hide bonus increases to +12 when near trees (alive or dead) and a +20 when a walking stick is surrounded by foliage.\r

    Training a Giant Walking Stick<\/b> \r
    Training a giant walking stick as a mount requires a successful Handle Animal check (DC 30). Giant walking stick eggs are worth 400 gp on the open market. Professional trainers charge 1,200 gp to tame a giant walking stick. A properly trained giant walking stick mount is worth 1,200 gp on the open market. \r

    Riding a giant walking stick requires an exotic saddle. A giant walking stick can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.\r

    Carrying Capacity:<\/i> A light load for a giant walking stick is up to 258 pounds; a medium load, 259-519 pounds; and a heavy load, 520-780 pounds. A giant walking stick can drag 3,900 pounds.\r

    Timemidae<\/b>\r
    A variant of stick insects, the giant timemidae, or leaf insects, mimic leaves and foliage rather than sticks and trunks. These creatures share the same statistics as the giant walking stick, but gain a fly speed of 30 feet (poor manueverability). <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in Adventure Pack I<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Temperate forests"},{"name":"Walking Tree","type":"Plant","ch":9,"challenge_rating":" 9 \u00a0","id":6822,"reference":"Usergen","full_text":"

    Walking Tree <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Plant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 12d8+84\u00a0(138 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 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>+8\/+32<\/td> <\/tr>
    Attack: <\/strong>Slam +18 melee (4d6+12)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +18 melee (4d6+12)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Double damage against objects, trample 4d6+18\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/slashing, low-light vision, plant traits, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +15, Ref +3, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 34, Dex 8, Con 24, Int \u00c2\u0097, Wis 11, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Hide -13*\r
    <\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or stand (2-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>13-16 HD (Huge), 17-32 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive tree suddently begins to move, sweeping a massive branched limb as if it were a giant clawed arm.<\/i>\r

    Walking trees arise when a normal tree is corrupted by agents of dark gods. Reports also claim that occasionally a treant's animated trees go rogue, lashing out at all in their path.\r

    A walking tree is about 30 feet tall, with a \u00c2\u0093trunk\u00c2\u0094 about 2 feet in diameter. It weighs about 4,500 pounds.\r

    A walking tree does not speak or understand any language.\r

    COMBAT\r

    Walking trees are tenacious combatants, mindlessly following orders from their masters. They follow instructions explicitly and are incapable of any strategy or tactics. They are emotionless in combat and cannot be provoked.\r

    Double Damage against Objects (Ex):<\/b> A walking tree that makes a full attack against an object or structure deals double damage.\r

    Trample (Ex):<\/b> Reflex DC 28 half. The save DC is Strength-based.\r

    Skills:<\/b> *Walking trees have a +16 racial bonus on Hide checks made in forested areas.\r

    In The Realms<\/b>\r
    When the Cult of Moander joined with the wizard Marcus and the glabrezu Taleton, many of the trees of the Elven Court were transformed through fell magic into these walking monstrosities. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Pools of Darkness Adventurer's Journal<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":"Any forests"},{"name":"Wall-Walker","type":"Magical Beast","ch":5,"challenge_rating":" 5 \u00a0","id":6823,"reference":"Usergen","full_text":"

    Wall-Walker <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Magical Beast \t\t\t(Psionic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d10+6\u00a0(39 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), climb 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+3 Dex, +5 natural), touch 13, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+9<\/td> <\/tr>
    Attack: <\/strong>Claw +9 melee (1d8+3) or bite +9 melee (1d6+3) or sting +9 melee (paralysis)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +9 melee (1d8+3) and bite +7 melee (1d6+1) and sting +7 melee (paralysis)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Paralysis, psi-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to fire, low-light vision, tremorsense 60 ft., wallwalking<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +8, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 17, Con 16, Int 6, Wis 13, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Move Silently +8, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Multiattack, Spring AttackB<\/sup><\/small><\/b><\/small><\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or hive (4-16)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-11 HD (Large); 12-18 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature is a blend of spider and reptile. Armored scales cover its body, and its eight legs end in hooked claws. Its mouth combines insectile mandibles and reptilian fangs, while its tail ends in a barbed stinger. A pair of multifaceted red eyes sit on either side of its head.<\/i>\r

    Wall-walkers are subterranean hunters named after their incredible climbing ability. They use their claws to excavate hives inside a cavern wall, leaving great heaps of rock and dirt at the base of the wall.\r

    Wall-walkers range across immense territories, and consider everything that passes nearby to be prey. They are intensely territorial, especially towards those species of underground predator they recognize as competitors for food and threats to their hive and young. Wall-walkers usually attack such rivals on sight.\r

    Wall-walkers have their own language, consisting of sounds made by rubbing their legs together. Because of the specialized nature of this language, it cannot be reproduced by humanoids (and most other creatures) without the use of exotic devices or magic.\r

    COMBAT<\/b>\r

    Wall-walkers hunt alone or in pairs, stalking along ceilings or walls while using their chameleon<\/i> ability to blend in. A wall-walker will stealthily follow prey until it sees an opportune moment to strike, it prefers to attack a lone straggler. An attacking wall-walker drops or leaps onto prey, attempting to sting first and paralyze its opponent. Pairs of wall-walker take advantage of flanking tactics to overwhelm their foe. If its opponent appears powerful a wall-walker will assume shadow body<\/i> before attacking.\r

    Wall-walkers are fiercely protective of their hives and young, and will fight to the death if either are threatened.\r

    Paralysis (Ex):<\/b> Those hit by a wall-walker's sting attack must succeed on a DC 16 Fortitude save or be paralyzed for 1d6 rounds. Any effect that opposes poison, like the neutralize poison<\/i> spell or a racial resistance or immunity to poison, will affect this paralysis as if it were a poison. The save DC is Constitution-based.\r

    Psi-like Abilities:<\/b> Always active\u00c2\u0097synesthete<\/i> (feel light and feel sound only); at will\u00c2\u0097catfall, chameleon<\/i>; 1\/day\u00c2\u0097mind blank, shadow body<\/i>. Manifester level 6th.\r

    Wallwalking (Ex):<\/b> A wall-walker 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. A wall-walker can make Jump checks and perform the Run action when it uses wallwalking to climb.\r

    Skills:<\/b> A wall-walker 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

    In Athas<\/b>\r
    In the Dark Sun campaign, wall-walkers are found primarily in the cavern of Kragmorta. The dray who reside there are in a state of war with wall-walkers, and fashion armor and weapons from the tough, supple hides of slain wall-walkers.\r

    Kalin are wall-walkers' ecological competitors, and terrible battles often break out when these two predators spot each other. Pairs of wall-walkers will go out of their way to attack a nearby kalin.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in City by the Silt Sea<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Underground"},{"name":"Wallaby","type":"Animal","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6824,"reference":"Usergen","full_text":"

    Wallaby <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8\u00a0(4 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>+0\/-1<\/td> <\/tr>
    Attack: <\/strong>Claw -1 melee (1d3-1) or slam -1 melee (1d6-1)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws -1 melee (1d3-1) and bite -6 melee (1d4-1) or slam -1 melee (1d6-1)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Rake<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, sprint\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +6, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 9, Dex 16, Con 11, Int 2, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Jump +7, Listen +7, Swim +7<\/td> <\/tr>
    Feats: <\/strong>Endurance [B], Skill Focus (Listen)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any temperate<\/td> <\/tr>
    Organization: <\/strong>Solitary or mob (3-60)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2-3 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This small mammal hops on two powerful rear legs balanced by a long, muscular tail. Its large ears twitch attentively.<\/i>\r

    These statistics can represent wallabies, wallaroos, and small kangaroos. \r

    Wallabies are smaller relatives of the kangaroo. These marsupials hop about on their hind legs as a method of locomotion. Like kangaroos, their bodies are designed to be extremely energy efficient, allowing them to travel long distances at decent speed in search of food.\r

    Wallabies subsist predominantly on grasses and shrubs.\r

    Most wallabies reach 2-1\/2 feet tall and weigh about 30 pounds, while wallaroos are a bit larger, growing up to 5 feet tall and 120 pounds. Wallabies live 12-15 years.\r

    COMBAT\r

    Wallabies attempt to flee if given the option. If cornered, a wallaby will kick or bite and grab its opponent with its forelimbs (including a +4 racial bonus on grapple checks included in the statistics above), raking with its hind legs.\r

    Rake (Ex):<\/b> Attack bonus -1 melee, damage 1d2.\r

    Sprint (Ex):<\/b> Once per hour, a wallaby can move ten times its normal speed (300 feet) when it makes a charge.\r

    Skills:<\/b> Wallabies have a +8 racial bonus on Jump and Swim checks.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #186<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Any temperate"},{"name":"Wani","type":"Magical Beast","ch":13,"challenge_rating":" 13 \u00a0","id":6825,"reference":"Usergen","full_text":"

    Wani <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Gargantuan\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 25d10+150\u00a0(287 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), swim 50 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 18 (\u00c2\u00964 size, +1 Dex, +11 natural), touch 7, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+25\/+49<\/td> <\/tr>
    Attack: <\/strong>Bite +33 melee (3d8+18) or tail slap +33 melee (3d6+18)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +33 melee (3d8+18) and 2 claws +33 melee (3d6+12) or tail slap +33 melee (3d6+18)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Capsize, improved grab, swallow whole, wrecking tail<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., hold breath, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +20, Ref +15, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 35, Dex 12, Con 23, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Hide +3*, Listen +3, Move Silently +11, Spot +3\r
    <\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Cleave, Dire Charge, Improved Bull Rush, Improved Initiative, Improved Multiattack, Multiattack, Power Attack, Snatch<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm marshes<\/td> <\/tr>
    Organization: <\/strong>Solitary or colony (6\u00c2\u009611)<\/td> <\/tr>
    Challenge Rating: <\/strong>13<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>26-50 HD (Gargantuan); 50+ (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This titanic crocodile is easily forty feet long.<\/i>\r

    Wani are enormous, crocodilian monstrosities rumored to have been created through magical tampering with crocodiles.\r

    A wani is 40 to 55 feet long and weighs around 20 tons.\r

    COMBAT\r

    Wani attack similarly to crocodiles, lying submerged in water with only their eyes and nostrils above the surface. When prey approaches, they strike with incredible swiftness, grabbing prey and dragging it under or swallowing it whole. If their eggs are threatened, wani go on a rampage, cutting a swath of destruction through any structures that stand in their way.\r

    Capsize (Ex):<\/b> A submerged wani that surfaces under a boat or ship less than 30 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 30 to 80 feet long and a 20% chance to capsize one over 80 feet long. \r

    Hold Breath (Ex):<\/b> A wani can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.\r

    Improved Grab (Ex):<\/b> To use this ability, a wani 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 wani establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom, or can choose to swallow the opponent whole in the following round.\r

    Swallow Whole (Ex):<\/b> A wani can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 3d8+18 points of bludgeoning damage and 8 points of acid damage per round from the wani'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.\r

    A Gargantuan wani's gizzard can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.\r

    Wrecking Tail (Ex):<\/b> A wani's tail slap attack ignores the first 10 points of hardness when attacking objects.\r

    Skills:<\/b> A wani 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 wani gains a +4 racial bonus on Hide checks when in the water. Further, a wani can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.\r

    Young Wani<\/b>\r

    Wani reproduce in a manner similar to crocodiles. Upon hatching from their large eggs, young wani are fifteen feet long.\r

    Young wani have the following statistics.\r

    Large Magical Beast\r
    Hit Dice: 5d10+25 (52 hp)\r
    Initiative: +1\r
    Speed: 20 ft. (4 squares), swim 30 ft.\r
    Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15\r
    Base Attack\/Grapple: +5\/+17\r
    Attack: Bite +6 melee (2d6+8) or tail slap +6 melee (3d6+8)\r
    Full Attack: Bite +6 melee (2d6+8) or tail slap +6 melee (3d6+8)\r
    Space\/Reach: 10 ft.\/5 ft. (10 ft. with tail slap)\r
    Special Attacks: Improved grab\r
    Special Qualities: Hold breath, low-light vision\r
    Saves: Fort +9, Ref +5, Will +3\r
    Abilities: Str 27, Dex 12, Con 21, Int 1, Wis 12, Cha 2\r
    Skills: Hide +3*, Listen +5, Spot +5, Swim +16\r
    Feats: Alertness, Skill Focus (Hide)\r
    Environment: Warm marshes\r
    Organization: Solitary or colony (6\u00c2\u009611)\r
    Challenge Rating: 3\r
    Treasure: None\r
    Alignment: Always neutral\r
    Advancement: 6 HD (Large); 7-24 HD (Huge)\r
    Level Adjustment: \u00c2\u0097\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #40<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Warm marshes"},{"name":"Warden Beast","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6826,"reference":"Usergen","full_text":"

    Warden Beast (Template)<\/h1>
    Warden beasts are exemplary spiritual representations of animal groups on the Beastlands. They are the protectors, purveyors, and proliferators of their species, serving as leaders and champions. Each warden beast holds dominion over one select, general group of animals (such as bears, wolves, deer, insects, lizards, birds, and so on), but there are many warden beasts for each group.\r

    A warden beast resembles its base creature, but is always an exemplar of its kind. A warden beast is graceful, beautiful, and powerful in form. Its eyes glimmer with intellect and understanding. Warden beasts generally act as normal animals of their base stock, unless their wards are threatened. Warden beasts rarely interact with each other, but never view each other as potential prey.

    Creating a Warden Beast<\/h2> \u00c2\u0093Warden beast\u00c2\u0094 is an inherited template that can be added to any animal or vermin (referred to hereafter as the base creature). Only creatures found on the Beastlands have a warden beast; this template cannot be applied to creatures with magical powers or other criteria which exclude them from the Beastlands.\r

    Size and Type:<\/b> The base creature's type changes to Magical Beast and it gains the Extraplanar subtype.\r

    Hit Dice:<\/b> The base creature gains 3 additional Hit Dice. Warden beasts have a magical beast's d10 Hit Dice, recalculate the hit points accordingly.\r

    Speed:<\/b> Same as base creature.\r

    Armor Class:<\/b> Add +3 to the base creature's natural armor bonus.\r

    Base Attack Bonus:<\/b> A warden beast's base attack bonus increases to equal its total Hit Dice.\r

    Attacks:<\/b> A warden beast retains all the natural weapons of the base creature. In addition, all of a warden beast's natural attacks gain a +2 enhancement bonus to attack rolls and damage.\r

    Special Attacks:<\/b>\r
    A warden beast retains all the special attacks of the base creature, and gains the following abilities:\r

    Call of the Beastlands (Su):<\/b><\/i> A warden beast can telepathically contact any animal native to its home that is within 5 miles. The warden beast can then use this contact to send very basic commands (flee north, swarm the intruder, be calm). Warden beasts only use the call of the beastlands in absolute emergencies, such as forest fires. They never use this power to endanger one of their charges to further their own ends - even if doing so would save the warden beast's life.\r

    In extremis, a warden beast may use this power to call creatures to fight in defense of their habitat's existence. The beast can do this once per week. Such a call is equivalent to a summon nature's ally<\/i> spell of a level equal to half the warden beast's Hit Dice. The call only affects creatures of the Animal type, so the warden beast can not call Elementals, Fey and the like. The warden beast can modify the number of called creatures as if it applied the Empower Spell or Maximize Spell feats. (e.g.: a 12-13 Hit Dice warden beast's call can be equivalent to either a summon nature's ally VI, <\/i>an empowered summon nature's ally IV<\/i>, a maximized summon nature's ally III<\/i>, or an empowered maximized summon nature's ally I<\/i>.) \r

    Spell-Like Abilities (Sp):<\/b><\/i> At-will\u00c2\u0097detect snares and pits, entangle, protection from evil, summon nature's ally I<\/i>, cure light wounds<\/i> (limited to 1\/day for any given individual), 3\/day\u00c2\u0097plant growth<\/i>, 1\/day\u00c2\u0097animal growth<\/i> (the warden beast can use this power on itself), commune with nature<\/i>. Caster level 10th, the save DCs are Wisdom-based.\r

    Summon Warden Beast (Sp):<\/b><\/i> Once per day, a warden beast can automatically summon another warden beast (with the same base animal). This ability is the equivalent of a spell with a level equal to 2 plus half the warden beast's challenge rating (max spell level 9th). For example, a CR 7 tiger warden beast will summon another CR 7 tiger warden beast, which is equivalent to a 5th level spell (2 plus half of 7).\r

    Special Qualities:<\/b>\r
    A warden beast retains all the special qualities of the base creature, and gains the following abilities:\r

    Animal Empathy (Ex):<\/b><\/i> A warden beast can communicate with all animals and vermin, and gains a +4 racial bonus on Charisma-based skill checks against animals and vermin.\r

    Ecosense (Su):<\/b><\/i> A warden beast is mystically tied into the ecosystem of its territory (an area up to 10 miles across). The warden beast instantly senses when major changes affect the living creatures of its territory, such as the territory's plants or animals being killed or injured, a flooding river, or a large group of creatures entering its land.\r

    Any effect that opposes divination spells, such as the nondetection<\/i> spell, will also oppose a warden beast's ecosense. Ecosense can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.\r

    Sense Emotions (Ex):<\/b><\/i> A warden beast can sense strong emotions such as anger, despair, elation, greed, hatred, love, or lust. It can sense such emotions in any intelligent creatures within a 100 ft. radius. This functions like the psionic power empathy<\/i>. This ability gives the warden beast a +2 insight bonus on Bluff, Diplomacy, Intimidate, or Sense Motive checks against creatures that are susceptible to mind-affecting powers.\r

    Spell Resistance (Su):<\/b><\/i> A warden beast has spell resistance equal to its Challenge Rating +9.\r

    Telepathy (Su):<\/b><\/i> A warden beast has telepathy with a 100 ft. range.\r

    Saves:<\/b> A warden beast gains all good saves, like a dire animal.\r

    Abilities:<\/b> A warden beast gains a +8 racial bonus to Intelligence (if the base creature lacks an intelligence score the Warden Beast has Int 8), a +6 racial bonus to Charisma, and a +4 racial bonus to Strength, Dexterity, Constitution and Wisdom.\r

    Skills:<\/b> A warden beast gains additional skill ranks for its higher intelligence.\r

    Feats:<\/b> A warden beast gains at least 1 additional feat for its increased Hit Dice.\r

    Environment:<\/b> As base creature (but in Beastlands)\r

    Organization:<\/b> Use the base creature's organization, except only 1 of the creatures will be a warden beast, the others are ordinary base creatures.\r

    Example:<\/i> a wolf has organization \"Solitary, pair, or pack (7-16)\", so a warden beast wolf has organization \"Solitary, pair (1 plus 1 wolf), or pack (1 plus 7-16 wolves)\".\r

    Challenge Rating:<\/b> +4 if the base creature is CR 2 or less; +3 for CR 3 to 6; +2 for CR 7 or more. \r

    Treasure:<\/b> None.\r

    Alignment:<\/b> Always neutral.\r

    Advancement<\/b>: As base creature +4 HD. If the base creature can advance in size, add an additional +4 HD for every size category it can increase. \r

    Example:<\/i> a wolf has advancement 3 HD (Medium); 4-6 HD (Large), so a warden beast wolf has 7 HD (Medium); 8-14 HD (Large).\r

    Level Advancement:<\/b> \u00c2\u0097
    Challenge Rating: <\/strong>+2 to +4

    Sample Warden Beast<\/h2> Bison Warden Beast<\/b>\r
    Large Magical Beast (Extraplanar)\r
    Hit Dice:<\/b> 8d10+40 (84 hp)\r
    Initiative:<\/b> +2\r
    Speed:<\/b> 40 ft. (8 squares)\r
    Armor Class:<\/b> 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16\r
    Base Attack\/Grapple:<\/b> +8\/+20\r
    Attack:<\/b> Gore +17 melee (1d8+14\/19-20)\r
    Full Attack:<\/b> Gore +17 melee (1d8+14\/19-20)\r
    Space\/Reach:<\/b> 10 ft.\/5 ft.\r
    Special Attacks:<\/b> Call of the beastlands, spell-like abilities, summon warden beast, stampede\r
    Special Qualities:<\/b> Animal empathy, ecosense, low-light vision, scent, sense emotions, SR 15, telepathy 100 ft.\r
    Saves:<\/b> Fort +11, Ref +8, Will +8\r
    Abilities:<\/b> Str 26, Dex 14, Con 20, Int 10, Wis 15, Cha 10\r
    Skills:<\/b> Listen +15, Spot +15\r
    Feats:<\/b> Alertness, Endurance, Improved Critical (gore)\r
    Environment:<\/b> Temperate plains\r
    Organization:<\/b> Solitary or herd (1 plus 6-30 bison)\r
    Challenge Rating:<\/b> 6\r
    Advancement:<\/b> 9-11 HD (Large)\r
    Level Adjustment:<\/b> \u00c2\u0097\r

    These herd animals can be aggressive when protecting young and during the mating season, but they generally prefer flight to fighting. A bison stands more than 6 feet tall at the shoulder and is 9 to 12 feet long. It weigh 1,800 to 2,400 pounds. The bison\u00c2\u0092s statistics can be used for almost any large herd animal.\r

    COMBAT<\/b>\r
    All of a warden beast's natural attacks gain a +2 enhancement bonus to attack rolls and damage. This bonus is included in the statistics above. A warden beast has all good saves, like a dire animal.\r

    Animal Empathy (Ex):<\/b> A warden beast can communicate with all animals and vermin, and gains a +4 racial bonus on Charisma-based skill checks against animals and vermin.\r

    Call of the Beastlands (Su):<\/b> A warden beast can telepathically contact any animal native to its home that is within 5 miles. The warden beast can then use this contact to send very basic commands (flee north, swarm the intruder, be calm). Warden beasts only use the call of the beastlands in absolute emergencies, such as forest fires. They never use this power to endanger one of their charges to further their own ends - even if doing so would save the warden beast's life.\r

    In extremis, a warden beast may use this power to call creatures to fight in defense of their habitat's existence. The beast can do this once per week. Such a call is equivalent to a summon nature's ally<\/i> spell of a level equal to half the warden beast's Hit Dice. The call only affects creatures of the Animal type, so the warden beast can not call Elementals, Fey and the like. The warden beast can modify the number of called creatures as if it applied the Empower Spell or Maximize Spell feats. (e.g.: a 12-13 Hit Dice warden beast's call can be equivalent to either a summon nature's ally VI, <\/i>an empowered summon nature's ally IV<\/i>, a maximized summon nature's ally III<\/i>, or an empowered maximized summon nature's ally I<\/i>.)\r

    Ecosense (Su): <\/b>A warden beast is mystically tied into the ecosystem of its territory (an area up to 10 miles across). The warden beast instantly senses when major changes affect the living creatures of its territory, such as the territory's plants or animals being killed or injured, a flooding river, or a large group of creatures entering its land.\r

    Any effect that opposes divination spells, such as the nondetection<\/i> spell, will also oppose a warden beast's ecosense. Ecosense can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.\r

    Sense Emotions (Ex):<\/b> A warden beast can sense strong emotions such as anger, despair, elation, greed, hatred, love, or lust. It can sense such emotions in any intelligent creatures within a 100 ft. radius. This functions like the psionic power empathy<\/i>. This ability gives the warden beast a +2 insight bonus on Bluff, Diplomacy, Intimidate, or Sense Motive checks against creatures that are susceptible to mind-affecting powers.\r

    Spell-Like Abilities (Sp):<\/b> At-will\u00c2\u0097detect snares and pits, entangle<\/i> (DC 13), protection from evil, summon nature's ally I<\/i>, cure light wounds<\/i> (limited to 1\/day for any given individual), 3\/day\u00c2\u0097plant growth<\/i>, 1\/day\u00c2\u0097animal growth<\/i> (DC 17, the warden beast can use this power on itself), commune with nature<\/i>. Caster level 10th, the save DCs are Wisdom-based.\r

    Stampede (Ex):<\/b> A frightened herd of bison 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 bison in the herd (Reflex DC 18 half). The save DC is Strength-based.\r

    Summon Warden Beast (Sp):<\/b> Once per day, a warden beast can automatically summon another warden beast (with the same base animal). This ability is the equivalent of a spell with a level equal to 2 plus half the warden beast's challenge rating (max spell level 9th). For example, a CR 6 bison warden beast will summon another CR 6 bison warden beast, which is equivalent to a 5th level spell (2 plus half of 6).\r

    Tiger Warden Beast<\/b>\r
    Large Magical Beast (Extraplanar)\r
    Hit Dice:<\/b> 9d10+45 (94 hp)\r
    Initiative:<\/b> +4\r
    Speed:<\/b> 40 ft. (8 squares)\r
    Armor Class:<\/b> 19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15\r
    Base Attack\/Grapple:<\/b> +9\/+21\r
    Attack:<\/b> Claw +18 melee (1d8+10)\r
    Full Attack:<\/b> 2 claws +18 melee (1d8+10) and bite +16 melee (2d6+6)\r
    Space\/Reach:<\/b> 10 ft.\/5 ft.\r
    Special Attacks:<\/b> Call of the beastlands, improved grab, pounce, rake 1d8+6, spell-like abilities, summon warden beast\r
    Special Qualities:<\/b> Animal empathy, ecosense, low-light vision, scent, sense emotions, SR 16, telepathy 100 ft.\r
    Saves:<\/b> Fort +11, Ref +10, Will +9\r
    Abilities:<\/b> Str 27, Dex 19, Con 21, Int 10, Wis 16, Cha 12\r
    Skills:<\/b> Balance +11, Hide +8*, Listen +8, Move Silently +14, Spot +8, Swim +13\r
    Feats:<\/b> Alertness, Improved Natural Attack (bite), Improved Natural Attack (claw), Multiattack\r
    Environment:<\/b> Warm forests\r
    Organization:<\/b> Solitary\r
    Challenge Rating:<\/b> 7\r
    Advancement:<\/b> 10-16 HD (Large); 17-26 HD (Huge)\r
    Level Adjustment:<\/b> \u00c2\u0097\r

    These great cats stand more than 3 feet tall at the shoulder and are about 9 feet long. They weigh from 400 to 600 pounds.\r

    COMBAT<\/b>\r
    All of a warden beast's natural attacks gain a +2 enhancement bonus to attack rolls and damage. A warden beast has all good saves, like a dire animal.\r

    Animal Empathy (Ex):<\/b> A warden beast can communicate with all animals and vermin, and gains a +4 racial bonus on Charisma-based skill checks against animals and vermin.\r

    Call of the Beastlands (Su):<\/b> A warden beast can telepathically contact any animal native to its home that is within 5 miles. The warden beast can then use this contact to send very basic commands (flee north, swarm the intruder, be calm). Warden beasts only use the call of the beastlands in absolute emergencies, such as forest fires. They never use this power to endanger one of their charges to further their own ends - even if doing so would save the warden beast's life.\r

    In extremis, a warden beast may use this power to call creatures to fight in defense of their habitat's existence. The beast can do this once per week. Such a call is equivalent to a summon nature's ally<\/i> spell of a level equal to half the warden beast's Hit Dice. The call only affects creatures of the Animal type, so the warden beast can not call Elementals, Fey and the like. The warden beast can modify the number of called creatures as if it applied the Empower Spell or Maximize Spell feats. (e.g.: a 12-13 Hit Dice warden beast's call can be equivalent to either a summon nature's ally VI, <\/i>an empowered summon nature's ally IV<\/i>, a maximized summon nature's ally III<\/i>, or an empowered maximized summon nature's ally I<\/i>.)\r

    Ecosense (Su): <\/b>A warden beast is mystically tied into the ecosystem of its territory (an area up to 10 miles across). The warden beast instantly senses when major changes affect the living creatures of its territory, such as the territory's plants or animals being killed or injured, a flooding river, or a large group of creatures entering its land.\r

    Any effect that opposes divination spells, such as the nondetection<\/i> spell, will also oppose a warden beast's ecosense. Ecosense can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.\r

    Improved Grab (Ex):<\/b> To use this ability, a 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 tiger charges a foe, it can make a full attack, including two rake attacks.\r

    Rake (Ex):<\/b> Attack bonus +18 melee, damage 1d8+6.\r

    Sense Emotions (Ex):<\/b> A warden beast can sense strong emotions such as anger, despair, elation, greed, hatred, love, or lust. It can sense such emotions in any intelligent creatures within a 100 ft. radius. This functions like the psionic power empathy<\/i>. This ability gives the warden beast a +2 insight bonus on Bluff, Diplomacy, Intimidate, or Sense Motive checks against creatures that are susceptible to mind-affecting powers.\r

    Spell-Like Abilities (Sp):<\/b> At-will\u00c2\u0097detect snares and pits, entangle<\/i> (DC 14), protection from evil, summon nature's ally I<\/i>, cure light wounds<\/i> (limited to 1\/day for any given individual), 3\/day\u00c2\u0097plant growth<\/i>, 1\/day\u00c2\u0097animal growth<\/i> (DC 18, the warden beast can use this power on itself), commune with nature<\/i>. Caster level 10th, the save DCs are Wisdom-based.\r

    Summon Warden Beast (Sp):<\/b> Once per day, a warden beast can automatically summon another warden beast (with the same base animal). This ability is the equivalent of a spell with a level equal to 2 plus half the warden beast's challenge rating (max spell level 9th). For example, a CR 7 tiger warden beast will summon another CR 7 tiger warden beast, which is equivalent to a 5th level spell (2 plus half of 7).\r

    Skills:<\/b> Tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks.\r

    Giant Octopus Warden Beast\r
    <\/b>Large Magical Beast (Aquatic, Extraplanar)\r
    Hit Dice:<\/b> 11d10+36 (86 hp)\r
    Initiative:<\/b> +4\r
    Speed:<\/b> 20 ft. (4 squares), swim 30 ft.\r
    Armor Class:<\/b> 23 (-1 size, +4 Dex, +10 natural), touch 13, flat-footed 19\r
    Base Attack\/Grapple:<\/b> +11\/+22\r
    Attack:<\/b> Tentacle +19 melee (1d6+9)\r
    Full Attack:<\/b> 8 tentacles +19 melee (1d6+9) and bite +14 melee (1d8+5)\r
    Space\/Reach:<\/b> 10 ft.\/10 ft. (20 ft. with tentacle)\r
    Special Attacks:<\/b> Call of the beastlands, improved grab, constrict, spell-like abilities, summon warden beast \r
    Special Qualities:<\/b> Animal empathy, ecosense, ink cloud, jet, low-light vision, sense emotions, SR 19, telepathy 100 ft.\r
    Saves:<\/b> Fort +10, Ref +11, Will +10\r
    Abilities:<\/b> Str 24, Dex 19, Con 17, Int 10, Wis 16, Cha 9\r
    Skills:<\/b> Escape Artist +15, Hide +16, Listen +13, Spot +15, Swim +15\r
    Feats:<\/b> Alertness, Improved Natural Attack (tentacle), Skill Focus (Hide), Toughness\r
    Environment:<\/b> Warm aquatic\r
    Organization:<\/b> Solitary\r
    Challenge Rating:<\/b> 10\r
    Advancement:<\/b> 12-16 HD (Large); 17-32 HD (Huge)\r
    Level Adjustment:<\/b> \u00c2\u0097\r

    These creatures are aggressive and territorial hunters, with arms reaching 10 feet or more in length. Their tentacles are studded with barbs and sharp-edged suckers.\r

    COMBAT<\/b>\r
    All of a warden beast's natural attacks gain a +2 enhancement bonus to attack rolls and damage. This bonus is included in the statistics above. A warden beast has all good saves, like a dire animal.\r

    An opponent can attack a giant octopus\u00c2\u0092s tentacles with a sunder attempt as if they were weapons. A giant 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 octopus\u00c2\u0092s tentacles deals 5 points of damage to the creature. A giant octopus usually withdraws from combat if it loses four tentacles. The creature regrows severed limbs in 1d10+10 days.\r

    Animal Empathy (Ex):<\/b> A warden beast can communicate with all animals and vermin, and gains a +4 racial bonus on Charisma-based skill checks against animals and vermin.\r

    Call of the Beastlands (Su):<\/b> A warden beast can telepathically contact any animal native to its home that is within 5 miles. The warden beast can then use this contact to send very basic commands (flee north, swarm the intruder, be calm). Warden beasts only use the call of the beastlands in absolute emergencies, such as forest fires. They never use this power to endanger one of their charges to further their own ends - even if doing so would save the warden beast's life.\r

    In extremis, a warden beast may use this power to call creatures to fight in defense of their habitat's existence. The beast can do this once per week. Such a call is equivalent to a summon nature's ally<\/i> spell of a level equal to half the warden beast's Hit Dice. The call only affects creatures of the Animal type, so the warden beast can not call Elementals, Fey and the like. The warden beast can modify the number of called creatures as if it applied the Empower Spell or Maximize Spell feats. (e.g.: a 12-13 Hit Dice warden beast's call can be equivalent to either a summon nature's ally VI, <\/i>an empowered summon nature's ally IV<\/i>, a maximized summon nature's ally III<\/i>, or an empowered maximized summon nature's ally I<\/i>.)\r

    Constrict (Ex):<\/b> A giant octopus deals 2d8+12 points of damage with a successful grapple check.\r

    Ecosense (Su): <\/b>A warden beast is mystically tied into the ecosystem of its territory (an area up to 10 miles across). The warden beast instantly senses when major changes affect the living creatures of its territory, such as the territory's plants or animals being killed or injured, a flooding river, or a large group of creatures entering its land.\r

    Any effect that opposes divination spells, such as the nondetection<\/i> spell, will also oppose a warden beast's ecosense. Ecosense can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.\r

    Improved Grab (Ex):<\/b> To use this ability, a giant 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 octopus can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 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

    Jet (Ex):<\/b> A giant 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

    Sense Emotions (Ex):<\/b> A warden beast can sense strong emotions such as anger, despair, elation, greed, hatred, love, or lust. It can sense such emotions in any intelligent creatures within a 100 ft. radius. This functions like the psionic power empathy<\/i>. This ability gives the warden beast a +2 insight bonus on Bluff, Diplomacy, Intimidate, or Sense Motive checks against creatures that are susceptible to mind-affecting powers.\r

    Spell-Like Abilities (Sp):<\/b> At-will\u00c2\u0097detect snares and pits<\/i>, entangle<\/i> (DC 14), protection from evil<\/i>, summon nature's ally I<\/i>, cure light wounds<\/i> (limited to 1\/day for any given individual), 3\/day\u00c2\u0097plant growth<\/i>, 1\/day\u00c2\u0097animal growth<\/i> (DC 18, the warden beast can use this power on itself), commune with nature. Caster level 10th, the save DCs are Wisdom-based.\r

    Summon Warden Beast (Sp):<\/b> Once per day, a warden beast can automatically summon another warden beast (with the same base animal). This ability is the equivalent of a spell with a level equal to 2 plus half the warden beast's challenge rating (max spell level 9th). For example, a giant octopus warden beast will summon a CR 10 giant octopus warden beast, which is equivalent to a 7th level spell (2 plus half of 10).\r

    Skills:<\/b> A giant octopus can change colors, giving it a +4 racial bonus on Hide checks. A giant octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A giant 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.\r

    Cachalot Whale Warden Beast<\/b>\r
    Gargantuan Magical Beast (Extraplanar)\r
    Hit Dice:<\/b> 15d10+138 (220 hp)\r
    Initiative:<\/b> +3\r
    Speed:<\/b> Swim 40 ft. (8 squares)\r
    Armor Class:<\/b> 21 (-4 size, +3 Dex, +12 natural), touch 9, flat-footed 18\r
    Base Attack\/Grapple:<\/b> +15\/+41\r
    Attack:<\/b> Bite +27 melee (4d6+16)\r
    Full Attack:<\/b> Bite +27 melee (4d6+16) and tail slap +12 melee (1d8+6)\r
    Space\/Reach:<\/b> 20 ft.\/15 ft.\r
    Special Attacks:<\/b> Call of the beastlands, spell-like abilities, summon warden beast\r
    Special Qualities:<\/b> Animal empathy, blindsight 120 ft., ecosense, hold breath, low-light vision, sense emotions, SR 18, telepathy 100 ft. \r
    Saves:<\/b> Fort +18, Ref +12, Will +13\r
    Abilities:<\/b> Str 39, Dex 17, Con 28, Int 10, Wis 18, Cha 12\r
    Skills:<\/b> Listen +28*, Spot +28*, Swim +22\r
    Feats:<\/b> Alertness, Diehard, Endurance, Improved Natural Attack (bite), Power Attack, Toughness\r
    Environment:<\/b> Temperate aquatic\r
    Organization:<\/b> Solitary or pod (6-11)\r
    Challenge Rating:<\/b> 9\r
    Advancement:<\/b> 16-22 HD (Gargantuan); 23-44 HD (Colossal)\r
    Level Adjustment:<\/b> \u00c2\u0097\r

    Also known as sperm whales, these creatures can be up to 60 feet long. They prey on giant squids.\r

    COMBAT<\/b>\r
    All of a warden beast's natural attacks gain a +2 enhancement bonus to attack rolls and damage. This bonus is included in the statistics above. A warden beast has all good saves, like a dire animal.\r

    Animal Empathy (Ex):<\/b> A warden beast can communicate with all animals and vermin, and gains a +4 racial bonus on Charisma-based skill checks against animals and vermin.\r

    Blindsight (Ex): <\/b>Whales can \"see\" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human\u00c2\u0092s.\r

    Call of the Beastlands (Su):<\/b> A warden beast can telepathically contact any animal native to its home that is within 5 miles. The warden beast can then use this contact to send very basic commands (flee north, swarm the intruder, be calm). Warden beasts only use the call of the beastlands in absolute emergencies, such as forest fires. They never use this power to endanger one of their charges to further their own ends - even if doing so would save the warden beast's life.\r

    In extremis, a warden beast may use this power to call creatures to fight in defense of their habitat's existence. The beast can do this once per week. Such a call is equivalent to a summon nature's ally<\/i> spell of a level equal to half the warden beast's Hit Dice. The call only affects creatures of the Animal type, so the warden beast can not call Elementals, Fey and the like. The warden beast can modify the number of called creatures as if it applied the Empower Spell or Maximize Spell feats. (e.g.: a 12-13 Hit Dice warden beast's call can be equivalent to either a summon nature's ally VI, <\/i>an empowered summon nature's ally IV<\/i>, a maximized summon nature's ally III<\/i>, or an empowered maximized summon nature's ally I<\/i>.) \r

    Hold Breath (Ex):<\/b> A whale can hold its breath for a number of rounds equal to 8 \u00c3\u0097 its Constitution score before it risks drowning.\r

    Ecosense (Su): <\/b>A warden beast is mystically tied into the ecosystem of its territory (an area up to 10 miles across). The warden beast instantly senses when major changes affect the living creatures of its territory, such as the territory's plants or animals being killed or injured, a flooding river, or a large group of creatures entering its land.\r

    Any effect that opposes divination spells, such as the nondetection<\/i> spell, will also oppose a warden beast's ecosense. Ecosense can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.\r

    Sense Emotions (Ex):<\/b> A warden beast can sense strong emotions such as anger, despair, elation, greed, hatred, love, or lust. It can sense such emotions in any intelligent creatures within a 100 ft. radius. This functions like the psionic power empathy<\/i>. This ability gives the warden beast a +2 insight bonus on Bluff, Diplomacy, Intimidate, or Sense Motive checks against creatures that are susceptible to mind-affecting powers.\r

    Spell-Like Abilities (Sp):<\/b> At-will\u00c2\u0097detect snares and pits<\/i>, entangle<\/i> (DC 15), protection from evil<\/i>, summon nature's ally I<\/i>, cure light wounds<\/i> (limited to 1\/day for any given individual), 3\/day\u00c2\u0097plant growth<\/i>, 1\/day\u00c2\u0097animal growth<\/i> (DC 19, the warden beast can use this power on itself), commune with nature<\/i>. Caster level 10th, the save DCs are Wisdom-based.\r

    Summon Warden Beast (Sp):<\/b> Once per day, a warden beast can automatically summon another warden beast (with the same base animal). This ability is the equivalent of a spell with a level equal to 2 plus half the warden beast's challenge rating (max spell level 9th). For example, a cachalot whale warden beast will summon a CR 9 cachalot whale warden beast, which is equivalent to a 6th level spell (2 plus half of 9).\r

    Skills:<\/b> A whale 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 whale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.
    \u00a0
    MC8 - Monstrous Compendium Outer Planes Appendix<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Always neutral.\r","environment":" As base creature (but in Beastlands)\r"},{"name":"Warhorse, Full","type":"Animal","ch":3,"challenge_rating":" 3 \u00a0","id":6827,"reference":"Usergen","full_text":"

    Warhorse, Full <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+15\u00a0(37 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (\u00c2\u00961 size, +1 Dex, +4 natural), touch 10, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+12<\/td> <\/tr>
    Attack: <\/strong>Hoof +7 melee (1d8+5)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 hooves +7 melee (1d8+5) and bite +2 melee (1d6+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Armored destrier, combative mount, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 13, Con 17, Int 2, Wis 13, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Listen +5, Spot +5\r
    <\/td> <\/tr>
    Feats: <\/strong>Endurance, Run<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate plains<\/td> <\/tr>
    Organization: <\/strong>Domesticated<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This majestic steed seems to be a perfect warhorse.<\/i>\r

    Full warhorses are the pinnacle of equine mounts. Through selection of the finest stock and breeding among heavy warhorses, only one foal in five hundred results in a full warhorse. As a result, full warhorses are highly prized by cavaliers and other mounted warriors, or as status symbols among the wealthy and the elite.\r

    COMBAT\r

    A full warhorse is bred for battle, dealing vicious strikes with its hooves and biting at its master's foes.\r

    Armored Destrier (Ex):<\/b> A full warhorse can move at its base speed even when wearing medium or heavy barding or when carrying a medium or heavy load.\r

    Combative Mount (Ex):<\/b> A rider on a trained full warhorse mount gets a +2 circumstance bonus on all Ride checks. A trained full warhorse is proficient with light, medium, and heavy armor.\r

    Training a Full Warhorse\r

    Due to the limited knowledge and difficulty breeding techniques required to produce a full warhorse, these creatures are treated as magical beasts for training purposes.\r

    A full warhorse costs at least 1,500 gp during favorable times, with prices increasing greatly during times of war or civil unrest.\r

    A full warhorse available for purchase is usually already trained for the combat riding special purpose, but it requires additional training to familiarize itself with its rider, which takes 3 weeks. During this time, a full warhorse can learn one additional trick (beyond the six an animal of Int 2 is normally able to learn).\r

    Carrying Capacity:<\/i> A light load for a full warhorse is up to 399 pounds; a medium load, 400\u00c2\u0096798 pounds; and a heavy load, 799\u00c2\u00961,200 pounds. A full warhorse can drag 6,000 pounds.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in Imagine Magazine #11<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate plains"},{"name":"Wastrel","type":"Magical Beast","ch":1,"challenge_rating":" 1 \u00a0","id":6828,"reference":"Usergen","full_text":"

    Wastrel <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Magical Beast \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d10\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), fly 40 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+2 size, +2 Dex), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-12<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d3\u00c2\u00965)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d3\u00c2\u00965)<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Life leeching<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, spell resistance 12<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +4, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 15, Con 10, Int 3, Wis 14, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Spot +12<\/td> <\/tr>
    Feats: <\/strong>Dodge, Flyby Attack (B), Mobility (B), Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Gray Wastes of Hades<\/td> <\/tr>
    Organization: <\/strong>Solitary or flock (10-100)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>+2 (cohort)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a large raven, but its plumage is unusually shabby and mottled with unhealthy streaks of gray, brown, and black. Its beak and legs are a rusty red, and its eyes are large and sinister.<\/i>\r

    A wastrel appears innocuous enough at first. It\u00c2\u0092s easy to take the wastrel as nothing more than a common bird suffering from some kind of wasting disease. They\u00c2\u0092re lazy and awkward fliers, and their call is a rough sort of croaking noise. \r

    Wastrels are about 2 feet long and have wingspans of about 3 feet.\r

    Wastrels speak Abyssal.\r

    A wastrel can be acquired as a familiar by a 6th-level arcane spellcaster of neutral evil alignment with the Improved Familiar feat. A wastrel familiar can speak one additional language of its master's choice as a supernatural ability.\r

    COMBAT\r

    Wastrels attack with their beaks until they wound an opponent, then retreat and use their life leeching power to wear their victim down. A group of wastrels divides its numbers to try to wound as many opponents as possible. Wastrels will retreat after a few rounds of combat if they are unable to draw blood, but often return to attack later, especially if their prey appears to be at a disadvantage.\r

    Life Leeching (Su):<\/b> Wastrels have the uncanny ability to slowly drain the life-force from a creature they have wounded. To use life leeching, a wastrel must first establish a \"blood-link\" with the victim. It does this by hitting an opponent with its bite attack and drawing blood. A wastrel can only maintain one blood-link at a time, and can unerringly sense the direction and distance of the creature it has a blood-link with. A blood-link is broken if the wastrel and its victim are even more than a mile apart, the wastrel can also cancel a blood-link as a free action. The blood-link can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt is enough to break the link. A magic circle against evil<\/i> or similar spell will break a blood-link.\r

    Once it establishes a blood-link, the wastrel can leech its victim's life force. After every 24 hours of life leeching the victim takes 1 point of Constitution damage. Life leeching has a 300 foot range, but the bird doesn't have to stay within 100 yards the entire day provided it can average 300 feet or less from its victim throughout the course of a 24-hour period. Life leeching does not require line of sight or line of effect, but any barrier that breaks the blood-link will also stop the Con damage. A protection from evil<\/i> spell prevents the Con damage but does not break the blood-link.\r

    If more than one wastrels life leeches the same victim, the rate of the leeching is multiplied by the number of birds, i.e. 4 wastrels life leeching a single creature would leech 1 point of Constitution every 6 hours. \r

    Skills:<\/b> A wastrel has a +6 racial bonus on Spot 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 evil","environment":"Gray Wastes of Hades"},{"name":"Watchghost","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6829,"reference":"Usergen","full_text":"

    Watchghost (Template)<\/h1>
    Watchghosts are guardian undead, created by magic, and made to serve powerful masters. The \"unsleeping guardians\", as they are sometimes known, are graceful, and make no sound at their step. They appear as beautiful, yet tragic humanoids with chalk-white flesh on their limbs and heads, though their torsos and lower bodies are bare of flesh. Their eyes are empty sockets, like dark pits of nothingness.

    These ghosts tend to serve powerful undead masters, such as vampires and liches, as well as evil mortal spellcasters. They are usually used in the capacity as guardians, set to guard an important tomb, their master's personal treasure vault, or other important sites. They may be set to guard treasure, but they carry none of their own and keep no weapons, armor, or equipment. They are usually solitary, but will work together if so ordered, and never attack each other or their master. Watchghosts do not wear armor, nor do they carry shields.

    Watchghosts retain much of their former personality and intelligence, but their free will is largely repressed by the magic that gave them undeath. They can speak whatever languages they knew in life, with a hissing sibilant intonation, and enjoy conversations with their master or others if allowed to.

    Watchghosts serve their master until that being is destroyed, at which point they are free to make their own destiny. Without their master's control, their free will returns to normal, allowing them to behave in their accustomed manner. Evil watchghosts return to their self-serving ways when free, while good ones seek to aid creatures in need.

    Creating a Watchghost<\/h2> \"Watchghost\" is a template that can be added to any humanoid. The creature (referred to hereafter as the \"base creature\") must have a Charisma score of at least 8. The creature's type changes to \"undead\". It otherwise uses all the base creature's statistics and special abilities except as noted here.


    Create Watchghost<\/b>
    Necromancy
    Level: Clr 8, Sor\/Wiz 8
    Components: V, S, M
    Casting Time: 10 rounds
    Range: Touch
    Target: One corpse
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    This spell creates a watchghost from the corpse of a humanoid. The subject must have been dead no more than five years. This spell will animate the corpse with that being's spirit and intelligence restored, and bind its will into the service of the caster. This servitude will last until the death of the caster, and the watchghost will remain in its undead state until destroyed.

    While the spell is being cast, the caster must issue his chosen commands to the new watchghost. These commands involve only one specific task that the watchghost will be required to do while in the service of the caster, and the terms must be specifically defined. This task must be explained as far as what it is and how it must be done, and it allows for one exception. For example, the caster may order the watchghost to \"Guard my chambers against all intruders except for myself, and kill any who try to enter.\" This spell binds the watchghost to a lawful alignment and unquestioning servitude, but the watchghost retains a good or evil alignment.

    Material Components<\/b>: 1,500 gp worth of diamond dust, four of the caster's teeth ground into powder, and a handful of the caster's hair. These components tie the lifeforce of the caster to the watchghost, binding it into the caster's service for life.



    Hit Dice: <\/strong>Increase to d12.
    Speed: <\/strong>Watchghosts have a base speed of 20 ft, and also have a fly speed of 20 ft, with average maneuverabi
    AC:<\/strong> Watchghosts gain a +9 bonus to natural armor. In insubstantial form, it instead has a deflection bonus equal to its Charisma modifier or +1, whichever is higher.
    Special Attacks: <\/strong>A watchghost retains all the attacks of the base creature and also gains a touch attack which causes a chilling touch<\/i> effect. Watchghosts do not use manufactured weapons.

    Chilling Touch (Su)<\/i>: The touch attack of a watchghost deals 2d8 points of damage to living creatures.

    Chill Ray (Su)<\/i>: Up to twelve times per day, a watchghost can attack with a ray of cold light. The ray affects a single creature within 90 feet; the watchghost must make a ranged touch attack for the ray. The ray deals 2d6 points of temporary Constitution damage. In addition, the target must make a Will save or be affected as if by a slow<\/i> spell for 1 round per HD of the watchghost.

    This ray can penetrate any sort of magical protection or barrier, if the protection or warding spell is 4th-level or less. The slow effects can be ended by dispel magic<\/i> or by haste<\/i>.

    Special Qualities: <\/strong>A watchghost has all the special qualities of the base creature and those listed below, and gains the undead type.

    Spell Resistance (Ex)<\/i>: A watchghost has spell resistance equal to 12 + its Hit Dice.

    Immunities (Ex)<\/i>: Watchghosts are immune to cold, petrification, polymorph, and hold spells.

    Insubstantial (Su)<\/i>: At will, a watchghost can become partially or completely insubstantial, a state resembling incorporeality. This state change is a standard action. When partially insubstantial, a watchghost is able to attack and be attacked normally, but can pass through solid stone or earth. Moving through earth and stone is like moving through air in this state, allowing them to hide in a tomb or stone wall. Watchghosts must be at least partially insubstantial to fly.

    Wholly insubstantial watchghosts are effectively incorporeal, and 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. In this state, they can pass through any solid objects at will, but they are incapable of using their chilling touch attack. Insubstantial watchghosts always move silently.

    Turn Immunity (Ex)<\/i>: The nature of a watchghost's undead state is such that it makes them immune to clerical turning. They are likewise immune to all effects from holy water and holy symbols.

    Magical Radiance (Su)<\/i>: A watchghost can, at will, cause all magic items within 60 feet to glow with a cold, white radiance. The items illuminate a 5-foot radius and glow for 2d4 x 10 minutes. This glow can be dispelled with dispel magic<\/i>.

    Abilities: <\/strong>Same as the base creature, except that the watchghost has no Constitution score, and its Charisma score increases by +4.
    Skills: <\/strong>Watchghosts receive a +8 racial bonus to Hide, Listen, Move Silently, Search, and Spot checks. Otherwise same as the base creature.
    Feats: <\/strong>Watchghosts gain Alertness and Iron Will as bonus feats, assuming the base creature doesn't already have these feats.

    Environment: <\/strong>Any land and underground
    Organization: <\/strong>Solitary or patrol (1-4)
    Treasure: <\/strong>None
    Alignment: <\/strong>Any lawful
    Advancement: <\/strong>Same as the base creature
    Challenge Rating: <\/strong>+2

    Sample Watchghost<\/h2> This example uses a 7th-level human fighter as the base creature

    WATCHGHOST
    Medium-Size Undead<\/b>
    Hit Dice<\/b>: 7d12 (45 hp)
    Initiative<\/b>: +5 (Dex, Improved Initiative)
    Speed<\/b>: 20 ft, fly 20 ft
    AC<\/b>: 20 (+1 Dex, +9 natural armor); or 12 (+1 Dex, +1 deflection)
    Attacks<\/b>: Touch +6 melee
    Damage<\/b>: Touch chill 2d8
    Face\/Reach<\/b>: 5 ft by 5 ft\/ 5 ft
    Special Attacks<\/b>: Chilling touch, chill ray
    Special Qualities<\/b>: SR 19, immune to cold, insubstantial, turn immunity, magical radiance
    Saves<\/b>: Fort +8, Ref +4, Will +6
    Abilities<\/b>: Str 16, Dex 13, Con ---, Int 10, Wis 12, Cha 12
    Skills<\/b>: Climb +12, Hide +14, Jump +12, Listen +17, Search +15, Spot +17
    Feats<\/b>: Alertness, Cleave, Improved Initiative, Iron Will, Power Attack

    Challenge Rating<\/b>: 9
    Alignment<\/b>: Always lawful neutral

    COMBAT<\/b>
    Undead<\/b>: Immune to mind-influencing effects, poison, sleep, paralysis, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
    \u00a0
    Ruins of Undermountain boxed set (1991).<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Any lawful","environment":"Any land and underground"},{"name":"Water Leaper","type":"Magical Beast","ch":12,"challenge_rating":" 1\/2 \u00a0","id":6830,"reference":"Usergen","full_text":"

    Water Leaper <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Magical Beast \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d10\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> Swim 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 12 (+1 size, +1 Dex), touch 12, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-3<\/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>Shriek, swarmfighting, water leap<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., water dependent<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +3, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 13, Con 11, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Hide +9, Jump +10, Listen +3, Spot +3<\/td> <\/tr>
    Feats: <\/strong>Weapon FinesseB<\/sup><\/small><\/b><\/small>, Weapon Focus (Bite), Improved Bull RushB<\/sup><\/small><\/b><\/small><\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate aquatic<\/td> <\/tr>
    Organization: <\/strong>Pack (4-24)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A grotesque creature resembling a legless, winged toad with a long tail. The beast has a broad mouth filled with sharp teeth, slimy skin, and a body covered in warts. Its flattened tail is like an eel or lizard, and ends in a barbed fork. The wings are shaped like a bat's, but have a transparent membrane and fan of rays like a fish's fins.<\/i>\r

    Water leapers, known as llamhigyn y dwr<\/i> in their native land, are named after their propensity for leaping out of the water to attack passers-by. These half-fish, half-frog creatures are much loathed for their destructive habits. They prefer to live in lakes, but are also found in slow-flowing rivers and freshwater swampland such as bogs, fens or marshes.\r

    Llamhigyn y dwr<\/i> prefer to eat land animals, but mostly have to satisfy themselves with fish. Their favorite meats are human, sheep and cattle. Water leapers are malicious creatures who often attack livestock, fishing folk and swimmers. They regularly destroy nets and fish traps, as much out of spite as to eat any fish caught in them.\r

    A large school of water leapers will attack almost anything, and its appetite is so voracious they can quickly decimate their lake or river's fish stocks. They prey on animals who come to the water to drink. No normal animal eats water leapers, their only enemies are more powerful water monsters and hostile humanoids.\r

    A water leaper is some 3 feet in length from nose to tail and weighs about 20 pounds.\r

    COMBAT<\/b>\r
    A single water leaper poses little threat to a human-sized victim, but a school of water leapers attacks like a wolf pack. One member of the pack stands aside and uses its shriek attack every round, while the others make bite attacks. They typically concentrate their attack on a single victim.\r

    Water leapers can use their Water Leap special attack to attack an opponent within 60 ft. of the water. However, water leapers prefer to fight in the water. They have many tricks to get a victim into the water, such as pulling on a fishing line, making a bull rush attack against an opponent on a boat or bridge, or using a shriek special attack near the bank of a river or lake and hoping the startled prey will fall in.\r

    Swarmfighting (Ex):<\/b> Water leapers can coordinate melee attacks against a single target and are adept at fighting side by side in close quarters. When a water leaper engages a Small or larger creature in melee, and at least one other water leaper occupies the target's space, it gains a +1 morale bonus on the attack roll. This bonus increases by +1 for each additional water leaper beyond the first that occupies the target's space.\r

    Shriek (Su):<\/b> Water leapers can emit a horrible shriek as a standard action. All creatures within 30 feet of a shrieking water leaper must make a successful Fortitude save at the start of their next initiative count or be stunned for 1 round. Only one saving throw per round is required, no matter how many water leapers are shrieking, at the highest DC within range of each victim. A typical water leaper's shriek is DC 11. Each round that the shrieking continues, victims must make another successful Fortitude save at the beginning of their initiative to be able to act. This is a sonic effect. The save DC is Constitution-based.\r

    Water Dependent (Ex):<\/b> Water leapers can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules).\r

    Water Leap (Ex):<\/b> If a water leaper jumps out of water it can fly for 1 round at a speed of 30 feet (poor maneuverability). It can make a charge attack as part of a water leap. A water leaper can also use its wings as airbrakes, negating falling damage from a fall of any height.\r

    Skills:<\/b> A water leaper has a +4 racial bonus on Hide checks and a +10 racial bonus on Jump checks. A water leaper has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in HR3 - Celts Campaign Sourcebook<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral evil","environment":"Temperate aquatic"},{"name":"Water-Horse (Aughisky)","type":"Magical Beast","ch":6,"challenge_rating":" 6 \u00a0","id":6831,"reference":"Usergen","full_text":"

    Water-Horse (Aughisky) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Magical Beast \t\t\t(Aquatic, Shapechanger)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d10+12\u00a0(45)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares), swim 50 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+11<\/td> <\/tr>
    Attack: <\/strong>Bite +7 melee (1d8+1)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +7 melee (1d8+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Adhesive, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Amphibious, change shape, darkvision 60 ft., low-light vision, spell resistance 17<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +6, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 13, Con 15, Int 12, Wis 12, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Bluff +5, Concentration +5, Disguise +9*, Hide +5, Jump +9, Listen +7, Move Silently +5, Spot +7, Swim +9<\/td> <\/tr>
    Feats: <\/strong>Alertness, Iron Will, Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Large); 13-18 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A beautiful light horse walks by the lake. Its silky black coat glistens in the moonlight, almost as if it were wet.<\/i>\r

    This monster\u00c2\u0092s normal form is that of an unusually attractive light horse. The water-horse is found near fresh-water lakes and rivers, where it wanders in search of its unsuspecting prey. Often people may attempt to capture and ride it, which it allows with some ease; however, the rider(s) soon discovers that the skin of the water-horse is sticky and one cannot pull loose easily.\r

    If captured somehow and forced to serve as a (unridden) draft animal, the water-horse has the carrying capacity of a heavy horse. It will constantly attempt to kill its master, however, unless controlled by magical means.\r

    Water-horses speak Common and their own language.\r

    COMBAT\r

    The water-horse will generally try to lure unsuspecting victims to its adhesive hide, and while they struggle to get free, the water-horse will run into the neareast body of water. Once submerged, the victim will begin to drown (see the Drowning Rule in the Dungeon Master's Guide<\/i>) unless freed. Water-horses are particularly hated and feared, because they seem to prefer to attack children, who are more careless than adults and are easier prey. A water-horse usually only uses its bestow curse ability if all other forms of attack fail against an opponent.\r

    Adhesive (Ex):<\/b> The skin of the water-horse is sticky, holding fast any creatures or items touching it. Any creature that touches a water-horse is stuck fast unless the creature succeeds on a DC 15 Reflex save. A successful DC 15 Strength check is needed to pry it off. A weapon that strikes a water-horse is also stuck fast unless the wielder succeeds on a DC 15 Reflex save. The check and save DCs are Constitution-based.\r

    Amphibious (Ex):<\/b> Although swater-horses are aquatic, they can survive indefinitely on land.\r

    Change Shape (Su):<\/b> A water-horse can assume the shape of any Small or Medium humanoid. In humanoid form, the water-horse loses its natural attacks. A water-horse can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a water-horse reverts to its natural form when killed. A true seeing<\/i> spell or ability reveals its natural form.\r

    Spell-Like Abilities:<\/b> 1\/day--bestow curse<\/i> (DC 15). Caster level 9th. The save DC is Charisma-based. \r

    Skills:<\/b> A water-horse has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. A water-horse has a +4 racial bonus on Bluff and Disguise checks.\r

    *When using its change shape ability, a water-horse gets an additional +10 circumstance bonus on Disguise checks. \r

    Carrying Capacity:<\/b> A light load for a water-horse is up to 200 pounds; a medium load, 201-400 pounds; a heavy load, 401-600 pounds. A water-horse can drag 3,000 pounds.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #48<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always chaotic evil","environment":"Any aquatic"},{"name":"Wavefire","type":"Elemental","ch":5,"challenge_rating":" 5 \u00a0","id":6832,"reference":"Usergen","full_text":"

    Wavefire <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Elemental \t\t\t(Extraplanar, Fire, Water)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8+32\u00a0(68 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), swim 120 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 21 (-1 size, +3 Dex, +9 natural), touch 12, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+14<\/td> <\/tr>
    Attack: <\/strong>Slam +9 melee (2d8+4 plus 2d6 fire)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +9 melee (2d8+4 plus 2d6 fire)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Steam<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/-, darkvision 60 ft., elemental traits, immunity to fire and water, one with water, vulnerability to cold\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 17, Con 18, Int 8, Wis 11, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Listen +5, Spot +6, Swim +12<\/td> <\/tr>
    Feats: <\/strong>Dodge, Improved Initiative, Power Attack\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Quasiplane of Steam or Elemental Plane of Water<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2-3)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>9-15 HD (Large); 16-35 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive amount of boiling water somehow holds together as it races over the waves.<\/i>\r

    Wavefires are unusual paraelementals of sorts combining the elements of fire and water. Some speculate that the elemental planes once had a different configuration, one in which the planes of Fire and Water bordered each other. They posit that wavefires are relics of this past planar structure. Regardless of the truth of their origin, these creatures reside on the Quasielemental Plane of Steam, and are occasionally found in warmer waters on other planar seas.\r

    Sustenance for wavefires comes in the form of dry air, which it simply absorbs into its scalding mass. They will often attack planar travelers, for the lungs of these interlopers are one of the best sources of their dietary needs. When not seeking to draw the air from live prey, wavefires search for bubbles of pure air that have leaked onto their plane from elsewhere.\r

    Wavefires tend to be solitary, but occasionally form small packs that travel together to seek food. The scarcity of their food makes these alliances short-lived. Wavefires tend to ignore the other creatures that share their plane.\r

    A Large wavefire is generally 12 feet long and weighs 1,500 pounds.\r

    Wavefires speak Aquan and Ignan in hissing, gurgling tones.\r

    COMBAT\r

    A straightforward a combatant, a wavefire speeds towards its foes and slams them with a forceful, boiling wave of water.\r

    Immunity to Water (Ex):<\/b> A wavefire is immune to the detrimental effects of spells with the water descriptor.\r

    One with Water (Su):<\/b> A wavefire gains a +5 deflection bonus if it is touching water. (This modifier is not included in the statistics block.)\r

    Steam (Ex):<\/b> A creature struck by a wavefire's slam attack also takes 2d6 points of fire damage. A successful DC 18 Fortitude save halves the damage. The save DC is Constitution-based. A Huge wavefire's steam damage increases to 2d8.\r

    Vulnerability to Cold (Ex):<\/b> A wavefire takes half again as much (+50%) damage from cold effects. Additionally, a wavefire is slowed (as the spell) for 1d3 rounds.\r

    Skills:<\/b> A wavefire has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Planescape Monstrous Compendium Appendix III<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Elemental","alignment":"Usually neutral","environment":"Quasiplane of Steam or Elemental Plane of Water"},{"name":"Web-Spectre","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6833,"reference":"Usergen","full_text":"

    Web-Spectre (Template)<\/h1>
    What appeared to be a man from a distance is actually a humanoid-shaped mass of spider webs. Dust and grit have collected within the webbing, amidst which crawl numerous spiders of various shapes, sizes, and colors.<\/i>\r

    A web-spectre is an undead arcane spellcaster who has used its magical powers to achieve a form of quasi-immortality. Such status is far easier to achieve than lichdom, so many lesser spellcasters seek to become web-spectres.\r

    Web-spectres have been known to venture out among living societies, wearing long clothing and keeping their hands and heads covered to hide their true appearance. Although generally solitary, but are interested in continuing their arcane studies, often trading or allying with other spellcasting undead or even living spellcasters. Web-spectres tend to have a good rapport with arachnids and other spider-like creatures, and often employ such vermin as guards or even steeds.\r

    Web-spectres speak any languages they knew in life.

    Creating a Web-Spectre<\/h2> \u00c2\u0093Web-Spectre\u00c2\u0094 is an acquired template that can be added to any arcane spellcaster of 6th-level or higher (referred to hereafter as the base creature).\r

    A web-spectre 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 web-spectre gains a climb speed of 20 feet.\r

    Attack:<\/b> A web-spectre retains all the attacks of the base creature and also gains a slam attack if it didn\u00c2\u0092t already have one. If the base creature can use weapons, the web-spectre retains this ability. A creature with natural weapons retains those natural weapons. A web-spectre fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A web-spectre armed with a weapon uses its slam or a weapon, as it desires.\r

    Full Attack:<\/b> A web-spectre fighting without weapons may make two slam attacks or use its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.\r

    Damage:<\/b> Web-spectres have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the web-spectre's size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.\r

    Size \/ Damage \r
    Fine 1 \r
    Diminutive 1d2 \r
    Tiny 1d3 \r
    Small 1d4 \r
    Medium 1d6 \r
    Large 1d8 \r
    Huge 2d6 \r
    Gargantuan 2d8 \r
    Colossal 4d6 \r

    Special Attacks:<\/b> A web-spectre retains all the base creature\u00c2\u0092s special attacks and gains those described below. Save DCs are equal to 10 + 1\/2 web-spectre's HD + web-spectre's Cha modifier unless otherwise noted.\r

    Adhesive (Ex):<\/i> Web-spectres have a +4 racial bonus on grapple checks and disarm checks due to their adhesive webbing. \r

    A weapon that strikes a web-spectre is stuck fast unless the wielder succeeds on a Reflex save. Prying off a stuck weapon requires a Strength check. The check and save DCs are Charisma-based.\r

    Cohabitant Spiders (Ex):<\/i> A web-spectre houses a number of spiders within its web-filled body. While grappling an opponent, a web-spectre releases these spiders its space to attack its foe. The spiders deal 1d6 damage plus poison (injury, 1d3 Str, 1d3 Str, Fortitude save is Charisma-based) each round that the victim is grappled. If the victim escapes the grapple, the spiders return to the web-spectre immediately.\r

    Greater Teleport (Sp):<\/i> A web-spectre gains greater teleport<\/i> as a spell-like ability usable twice per day. Caster level equals web-spectre's Hit Dice.\r

    Spells:<\/i> A web-spectre can cast any spells it could cast while alive.\r

    Special Qualities:<\/b> A web-spectre retains all the base creature\u00c2\u0092s special qualities and gains those described below.\r

    Immunity to Cold (Ex):<\/i> Web-spectres have immunity to cold.\r

    Rejuvenation (Su):<\/i> In most cases, it\u00c2\u0092s difficult to destroy a web-spectre through simple combat: The \u00c2\u0093destroyed\u00c2\u0094 web-spectre will often restore itself in 1d10 days. A web-spectre that would otherwise be destroyed returns to unlife with a successful level check (1d20 + HD) against DC 16. A remove curse, break enchantment, or similar magic cast on the web-spectre's remains will prevent this rejuvenation if it has not already taken place.\r

    Turn Resistance (Ex):<\/i> A web-spectre has +2 turn resistance.\r

    Vulnerability to Fire (Ex):<\/i> A web-spectre takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure. \r

    Web Healing (Ex):<\/i> A web-spectre absorbs nearby spider webbing and cobwebs to repair its own body. As a result, it has fast healing 2, but it heals only if in an area with webs present. As a general rule, this allows it to utilize its fast healing indefinitely underground, 3d6 rounds in a forest, and 2d6 rounds in a clean building or a field. Areas with monstrous spiders present or otherwise spider-dominant (such as the Demonweb) would also allow indefinite healing, while an area where spiders cannot exist (such as in a vacuum or underwater) would prevent any such healing. The DM should excercise judgement for other situations.\r

    Skills:<\/b> Web-spectres have a +8 racial bonus on Climb, Hide and Move Silently checks. A web-spectre can always choose to take 10 on Climb checks, even if rushed or threatened. Otherwise same as the base creature.\r

    Feats:<\/b> Web-spectres gain Improved Initiative as a bonus feat.\r

    Environment:<\/b> Temperate and warm forests and underground.\r
    Organization:<\/b> Solitary, colony (web-spectre plus 2-12 monstrous spiders of assorted sizes), or troupe (web-spectre plus 1-2 ettercaps plus 2-12 monstrous spiders of assorted sizes).\r
    Challenge Rating:<\/b> Same as the base creature +2.\r
    Treasure:<\/b> Standard coins; double goods; double items.\r
    Alignment:<\/b> Always evil (any).\r
    Advancement:<\/b> By character class.\r
    Level Adjustment:<\/b> Same as the base creature +3.
    Challenge Rating: <\/strong>+2

    Sample Web-Spectre<\/h2> Web-Spectre, 6th-level elven wizard\r
    Medium Undead (Augmented Humanoid) \r
    Hit Dice: 6d12 (39 hp) \r
    Initiative: +6\r
    Speed: 30 ft. (6 squares), climb 20 ft.\r
    Armor Class: 12 (+2 Dex), touch 12, flat-footed 10\r
    Base Attack\/Grapple: +3\/+3\r
    Attack: Quarterstaff +3 melee (1d6) or slam +3 melee (1d6)\r
    Full Attack: Quarterstaff +3 melee (1d6) or 2 slams +3 melee (1d6)\r
    Space\/Reach: 5 ft.\/5 ft. \r
    Special Attacks: Adhesive (DC 14), cohabitant spiders (DC 14), greater teleport, spells \r
    Special Qualities: Darkvision 60 ft, elf traits, immunity to cold, low-light vision, rejuvenation, summon familiar, +2 turn resistance, vulnerability to fire, web healing\r
    Saves: Fort +2, Ref +4, Will +6\r
    Abilities: Str 11, Dex 14, Con \u00c2\u0097, Int 16, Wis 12, Cha 13\r
    Skills: Concentration +10, Knowledge (arcana) +12, Knowledge (nature) +9, Knowledge (religion) +8, Spellcraft +14, Survival +1 (+3 in aboveground natural environments)\r
    Feats: Brew Potion, Extend Spell, Improved Counterspell, Improved Initiative (B), Scribe Scroll (B), Spell Mastery (ray of enfeeblement, summon swarm, vampiric touch)\r
    Environment: Temperate and warm forests and underground\r
    Organization: Solitary, colony (web-spectre plus 2-12 monstrous spiders of assorted sizes), or troupe (web-spectre plus 1-2 ettercaps plus 2-12 monstrous spiders of assorted sizes)\r
    Challenge Rating: 8\r
    Treasure: Standard coins; double goods; double items (including potions of fox's cunning, gaseous form<\/i>, and protection from good<\/i>, and scrolls of fly, haste, web, darkness, resist energy<\/i>, and shield<\/i>)\r
    Alignment: Always evil (any)\r
    Advancement: By character class \r
    Level Adjustment: +3\r

    Wizard Spells Prepared: (CL 6th; +12 ranged touch, save DCs = 13 + spell level) \r
    3rd\u00c2\u0097extended summon monster II, hold person, vampiric touch<\/i>; \r
    2nd\u00c2\u0097blindness\/deafness<\/i>, extended mage armor, ghoul touch, summon swarm<\/i>; \r
    1st\u00c2\u0097protection from good, ray of enfeeblement<\/i> (2), unseen servant<\/i>; \r
    0\u00c2\u0097detect magic, prestidigitation, read magic, touch of fatigue<\/i>.
    \u00a0
    Dragon Magazine #252<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Always evil (any).\r","environment":" Temperate and warm forests and underground.\r"},{"name":"Weed Giant","type":"Plant","ch":6,"challenge_rating":" 6 \u00a0","id":6834,"reference":"Usergen","full_text":"

    Weed Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Plant \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> 20 ft. (4 squares), swim 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (\u00c2\u00961 size, +6 natural), touch 9, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+15<\/td> <\/tr>
    Attack: <\/strong>Slam +11 melee (2d6+5)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +11 melee (2d6+5)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 2d6+7, expelling wave, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Concealed brain, damage reduction 15\/piercing, darkvision 60 ft., low-light vision, plant traits, resistance to fire 10<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +2, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 10, Con 17, Int 3, Wis 10, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Hide +3*, Listen +8, Move Silently +8, Swim +13\r
    <\/td> <\/tr>
    Feats: <\/strong>Iron Will, Power Attack, Weapon Focus (slam)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>1\/10th coins; 50% goods; 50% items<\/td> <\/tr>
    Alignment: <\/strong>Usually 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 creature looks like a mass of seaweed with a generally humanlike form. It doesn't seem to have a head.<\/i>\r

    Weed giants are intelligent, carnivorous aquatic plants related to shambling mounds. A single weed giant is composed of several hundred strands of semi-intelligent seaweed. The weed giant is not rooted, and is capable of both swimming and shambling along the seafloor. Although it can sustain itself off nutrients in the water like most seaweed, it also feeds by entrapping creatures or other plants in its strands and decomposing them with its digestive secretions, then absorbing their remains through its strands. \r

    A weed giant's body is a loose mass of weed with a roughly humanoid shape. It is usually about 12 feet long when floating in water, but can gather itself into a compact mass with an 8-foot girth that stands about 6 feet tall. A typical weed giant weighs 3,800 pounds.\r

    COMBAT\r

    A weed giant batters and constricts its prey with armlike appendages.\r

    Concealed Brain (Ex):<\/b> A weed giant's brain is its only organ vulnerable to weapons. Any melee or ranged attack that hits a weed giant has a 50% chance of missing the brain, either passing through the body or cutting or bruising a few strands of weed, which causes no harm to the weed giant. Even a true seeing<\/i> effect is useless for determining where and how to strike the creature's brain.\r

    Constrict (Ex):<\/b> A weed giant deals 2d6+7 points of damage with a successful grapple check.\r

    Expelling Wave (Ex):<\/b> A weed giant creates a powerful wave whenever it makes a slam attack, which can literally wash away its enemies. This creates a 10-foot cone (15-foot for a Huge weed giant). All creatures within the area (excluding those currently grappled by the weed giant) must make opposed Strength checks, with the same modifiers as a bull rush. A typical weed giant has a +9 modifier on this check. Creatures that fail the check are washed 5 feet away from the giant. For every 5 points by which the weed giant's check result exceeds an opponent's Strength check, it washes the opponent an additional 5 feet further away.\r

    Improved Grab (Ex):<\/b> To use this ability, a weed giant must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.\r

    Skills:<\/b> Weed giants have a +4 racial bonus on Hide, Listen, and Move Silently checks. *The Hide bonus improves to +12 in areas containing seaweed. A weed giant has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.<\/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":"Plant","alignment":"Usually neutral","environment":"Temperate or warm aquatic"},{"name":"Weisshund","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6835,"reference":"Usergen","full_text":"

    Weisshund <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d10+16\u00a0(38 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+2 Dex, +4 natural), touch 12, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+7<\/td> <\/tr>
    Attack: <\/strong>Bite +7 melee (1d8+3) <\/td> <\/tr>
    Full Attack: <\/strong>Bite +7 melee (1d8+3) and 2 claws +5 melee (1d4+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, size change<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., detect hostile intent, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +6, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 14, Con 19, Int 8, Wis 14, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Escape Artist +6*, Jump +11, Listen +7, Sense Motive +7, Spot +7, Survival +2*<\/td> <\/tr>
    Feats: <\/strong>Alertness, Multiattack, Track (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land (see text)<\/td> <\/tr>
    Organization: <\/strong>Domesticated<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral good<\/td> <\/tr>
    Advancement: <\/strong>5-6 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This beautiful dog is covered with thick white fur. It looks rather chubby, and relatively harmless.<\/i>\r

    Weisshunds are the result of centuries of breeding and training by specialized clerics of St. Cuthbert. As a result, they are rarely found outside of temples or shrines dedicated to that deity.\r

    Although they appear chubby and harmless, weisshunds are actually agile, lean, and strong. Their heavy, loose skin provides protection and agility. Weisshunds spend most of their time sleeping, enhancing their facade of harmlessness. Weisshund appear to be completely docile lapdogs until they are provoked into a fight.\r

    Most weisshund that are encountered are males. Females are generally kept for breeding purposes, and pregnant females are especially protected within the sanctuary. Females are able to become pregnant only twice per year, and litters are never larger than two puppies. When a puppy becomes six months old, it enters training for its future as a temple guardian.\r

    A weisshund is slightly more than 2 feet high at the shoulder and weighs about 200 pounds.\r

    Weisshunds cannot speak, but they understand Common.\r

    COMBAT\r

    A sleeping weisshund remains alert, awakening if an evil or hostile creature comes within range. At that point, it becomes extremely agitated, growling at the intruder, and attempts to alert one of its masters with loud barks. It will not allow the suspect out of its sight for any reason. As long as its captive does not threaten or attack the weisshund, its masters, or persons whom it has been trained to protect, the weisshund will not attack. As soon as the suspect makes an aggressive move, however, the weisshund enlarges its size and counterattacks.\r

    Detect Hostile Intent (Su):<\/b> A weisshund 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 weisshund cannot be surprised or caught flat-footed by creatures that are susceptible to mind-affecting powers. Additionally, a weisshund 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

    Improved Grab (Ex):<\/b> To use this ability, a weisshund must hit an opponent of of its size or 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.\r

    Size Change (Su):<\/b> At will, a weisshund can change its size in a fashion similar to the effect of an enlarge person<\/i> spell. The weisshund gains a +8 size bonus to Strength, a \u00c2\u00962 size penalty to Dexterity (to a minimum of 1), and a +4 size bonus to Constitution. It also suffers a \u00c2\u00961 size penalty on attack rolls and AC due to its increased size. The weisshund's natural armor bonus improves by +2, and its claw damage improves to 1d6, while its bite damage improves to 2d6. The weisshund may assume Large size for up to 20 rounds each day. These rounds need not be consecutive. Returning to its normal size is a swift action.\r

    Skills:<\/b> Weisshunds have a +4 racial bonus on Sense Motive checks. A weisshund's loose, elastic skin gives it a +4 racial bonus on Escape Artist checks. *This racial bonus increases to +8 for Escape Artist checks to escape a grapple. *Weisshunds have 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 WGA2 \u00c2\u0096 Falconmaster<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral good","environment":"Any land (see text)"},{"name":"Well Spirit, Greater","type":"Elemental","ch":9,"challenge_rating":" 9 \u00a0","id":6836,"reference":"Usergen","full_text":"

    Well Spirit, Greater <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Elemental \t\t\t(Extraplanar, Water)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 13d8+39\u00a0(97 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), swim 60 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 20 (-2 size, +2 Dex, +10 natural), touch 10, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+22<\/td> <\/tr>
    Attack: <\/strong>Slam +12 melee (2d10+5\/19-20)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 slams +12 melee (2d10+5\/19-20)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Drown, improved grab, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/\u00c2\u0096, darkvision 60 ft., elemental traits, immunity to electricity, regeneration 5, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +8, Will +12 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 14, Con 17, Int 20, Wis 23, Cha 22 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +24, Knowledge (arcana) +21, Knowledge (nature) +21, Knowledge (the planes) +21, Listen +22, Sense Motive +22, Spot +22, Survival +6 (+8 in aboveground natural environments, +8 on other planes), Swim +13<\/td> <\/tr>
    Feats: <\/strong>Improved Bull Rush, Improved Critical (slam), Iron Will, Lightning Reflexes, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Water<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>Huge 14-19 HD (Huge); 20-39 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This towering, watery creature has a vaguely humanoid shape. The waters that make up its form churn and roil.<\/i>\r

    Well spirits are elemental creatures of nearly godlike intellect. Similar in many ways to water weirds, well spirits are not soothsayers, but do possess the ability to grant wishes of mortals. \r

    Most well spirits are neutral. The rare good-aligned well spirits refuse to grant evil wishes, unless forced to do so under duress. Evil well spirits attempt to pervert the interpretation of the recipient's wish to further evil endeavors. All well spirits, regardless of alignment, view greedy individuals with contempt, and will attack those that attempt to take their treasure.\r

    Greater well spirits reach 30 feet tall and weigh up to 18,000 pounds. \r

    Greater well spirits speak Aquan, Auran, Common, Draconic, Ignan, and Terran.\r

    COMBAT\r

    A well spirit attacks by slamming an opponent with its wavelike arms, then attempting to draw it into the rushing waters of its body.\r

    Drown (Su):<\/b> A well spirit can draw a held opponent into its fluid body with a successful grapple check. Victims trapped inside the well spirit must succeed on a DC 19 Fortitude save each round or drown (see Water Dangers in the DMG for the effects of drowning) unless they can breathe water. A well spirit is not considered grappled while drowning a victim. A Huge well spirit can drown up to 2 Large, 8 Medium, 32 Small or 128 Diminutive smaller creatures.\r

    A trapped victim can attack the well spirit 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. The save DC is Constitution-based. \r

    Improved Grab (Ex):<\/b> To use this ability, a well spirit 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 attempt to drown its victim.\r

    Regeneration (Ex):<\/b> Cold and fire deal normal damage to a well spirit.\r

    Spell-Like Abilities:<\/b> 1\/day\u00c2\u0097grant up to three wishes<\/i> (to non-well spirits only). Caster level 13th. \r

    Skills:<\/b> A well spirit 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>
    1980 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #42<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Elemental","alignment":"Usually neutral","environment":"Elemental Plane of Water"},{"name":"Well Spirit, Lesser","type":"Elemental","ch":5,"challenge_rating":" 5 \u00a0","id":6837,"reference":"Usergen","full_text":"

    Well Spirit, Lesser <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Elemental \t\t\t(Extraplanar, Water)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+12\u00a0(39 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), swim 60 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+11<\/td> <\/tr>
    Attack: <\/strong>Slam +6 melee (2d8+3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 slams +6 melee (2d8+3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Drown, improved grab, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Consume treasure, damage reduction 5\/\u00c2\u0096, darkvision 60 ft., elemental traits, immunity to electricity, regeneration 5, vulnerability to fire\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +6, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 14, Con 15, Int 18, Wis 21, Cha 20 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +16, Knowledge (nature) +13, Knowledge (the planes) +13, Listen +14, Sense Motive +14, Spot +14, Survival +5 (+7 in aboveground natural environments, +8 on other planes), Swim +11<\/td> <\/tr>
    Feats: <\/strong>Iron Will, Lightning Reflexes, Power Attack <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Water<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Large) and see text<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This towering, watery creature has a vaguely humanoid shape. The waters that make up its form churn and roil.<\/i>\r

    Well spirits are elemental creatures of nearly godlike intellect. Similar in many ways to water weirds, well spirits are not soothsayers, but do possess the ability to grant wishes of mortals. \r

    Most well spirits are neutral. The rare good-aligned well spirits refuse to grant evil wishes, unless forced to do so under duress. Evil well spirits attempt to pervert the interpretation of the recipient's wish to further evil endeavors. All well spirits, regardless of alignment, view greedy individuals with contempt, and will attack those that attempt to take their treasure.\r

    Lesser well spirits are 15 feet tall and weigh up to 2,000 pounds. \r

    Lesser well spirits speak Aquan, Auran, Common, Draconic, Ignan, and Terran.\r

    COMBAT\r

    A well spirit attacks by slamming an opponent with its wavelike arms, then attempting to draw it into the rushing waters of its body.\r

    Consume Treasure (Su):<\/b> A well spirit advances in Hit Dice by consuming treasure. The type (coins, goods, or items) makes no difference, only the gold piece value of the treasure. When a well spirit acquires treasure appropriate for an encounter level equal to its current Hit Dice + 3, it gains 1 Hit Die. For every 3 Hit Dice it advances through consuming treasure the lesser well spirit's Strength increases by +2 and its natural armor increases by +1. Its attack bonus and saves improve as normal for an elemental of its Hit Dice, and it gains skill points, feats, and ability score improvements normally.\r

    A well spirit that reaches 13 Hit Dice through consuming treasure immediately becomes a greater well spirit upon completion of the act.\r

    Drown (Su):<\/b> A well spirit can draw a held opponent into its fluid body with a successful grapple check. Victims trapped inside the well spirit must succeed on a DC 15 Fortitude save each round or drown (see Water Dangers in the DMG for the effects of drowning) unless they can breathe water. A well spirit is not considered grappled while drowning a victim. A Large well spirit can drown up to 2 Medium, 8 Small or 16 Diminutive smaller creatures.\r

    A trapped victim can attack the well spirit 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. The save DC is Constitution-based. \r

    Improved Grab (Ex):<\/b> To use this ability, a well spirit 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 attempt to drown its victim.\r

    Regeneration (Ex):<\/b> Cold and fire deal normal damage to a well spirit.\r

    Spell-Like Abilities:<\/b> 1\/day\u00c2\u0097grant one limited wish<\/i> (to non-well spirits only). Caster level equals Hit Dice. \r

    Skills:<\/b> A well spirit 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>
    1980 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #42<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Elemental","alignment":"Usually neutral","environment":"Elemental Plane of Water"},{"name":"Wendigo","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6838,"reference":"Usergen","full_text":"

    Wendigo (Template)<\/h1>
    A wendigo is rarely created when a humanoid becomes lost in the woods and resorts to cannibalism to survive. When this being tastes humanoid flesh, its mind becomes that of a carnivorous animal. Until this curse is lifted, this beast is only capable of living off the flesh of humanoids and other sentients. It will not kill any other sort of creature.
    Wendigos look much like the humanoid they once were, although their features are slightly more bestial and twisted. They wear no clothing, are very dirty, and act like wild creatures. No one has discovered how to cure a person of its wendigo alter ego, beyond using a wish<\/i> spell.
    Wendigos are complete savages in battle, preferring to bite their opponents and attack with whatever primitive weaponry they find. Anything more advanced than Simple weapons is too complex for wendigo to use. It?s not that the creature lacks the intelligence or skill to use such weapons, but this bestial monster simply prefers simple tools to more specialized, handcrafted ones. After a fresh kill, the wendigo will use its roar to attract more prey into its forest. It will hunt down humanoids entering the forest and consume them one by one. Any humanoids that are attacked but not killed become wendigos, and they separate to stake out different territories within the forest, or fight each other to the death for dominance.
    Wendigos understand all of the languages that they could before, but choose to communicate only by growls.

    Creating a Wendigo<\/h2> \"Wendigo\" is a template that can be added to any humanoid (referred to hereafter as the \"character\"). It can use all of the character's statistics and special abilities, except for ones that are dependent on a specific alignment, if that alignment does not comply with the wendigo's new alignment.
    Hit Dice: <\/strong>Same as the character
    Speed: <\/strong>Same as the character or 30 feet per round, whichever is better.
    AC:<\/strong> The character's natural armor increases by +5. Wendigo's shed manmade armor and never use shields.
    Special Attacks: <\/strong>Attacks<\/b>: The character gains a bite attack if it didn't have one already, and may still attack with one simple weapon in the same round. The character's bite damage is 1d4 (or more, if the character already had a bite attack that caused more damage).

    Special Attacks<\/b>: A wendigo has the special attacks of the character, plus the following:
    Roar (Su)<\/i>: The wendigo's loud, terrifying roar can be heard within a half-mile radius around the wendigo. All humanoid creatures hearing the wendigo's roar may feel compelled to wander into the woods if they fail a Will save (DC 10 + 1\/2 HD + Charisma Mod). This wandering lasts for one full day, and the effected creature does not know where it is wandering. If a second Will save fails at the end of this wandering, the affected person suffers the curse and turns into a wendigo as well.

    Special Qualities: <\/strong>A wendigo has the special qualities of the character, plus the following:
    Immunities (Ex)<\/i>: Although wendigos are humanoid in form, they are immune to all spells meant to affect humanoids (such as charm person, hold person,<\/i> etc.)

    Saves: <\/strong>Same as the character
    Abilities: <\/strong>The character gains +6 to Str, +2 to Dex, +4 to Con. Int and Wis remain unchanged, and -2 is lost from Cha.
    Skills: <\/strong>Wendigos receive a +4 racial bonus to Hide, Listen, Move Silently, Search, Spot, and Wilderness Lore checks.
    Feats: <\/strong>Wendigos gain Alertness, Improved Initiative, and Track, assuming the character meets the prerequisites and doesn't already have these feats.

    Environment: <\/strong>Any forest
    Organization: <\/strong>Solitary
    Treasure: <\/strong>None
    Alignment: <\/strong>Always neutral evil
    Advancement: <\/strong>Same as the character, although the wendigo cannot progress in class levels
    Challenge Rating: <\/strong>+1

    Sample Wendigo<\/h2> This example uses a 5th-level human fighter as the character.

    Wendigo
    Medium-Size Humanoid
    Hit Dice<\/b>: 5d10+20 (47 hp)
    Initiative<\/b>: +6 (Dex)
    Speed<\/b>: 30 ft
    AC<\/b>: 17 (+2 Dex, +5 natural)
    Attacks<\/b>: Bite +10 melee, club +5 melee
    Damage<\/b>: Bite 1d4 +5, club 1d6+5
    Face\/Reach<\/b>: 5 ft by 5 ft\/5 ft
    Special Attacks<\/b>: Roar (DC 10)
    Special Qualities<\/b>: Immunities
    Saves<\/b>: Fort +9, Ref +4, Will +4
    Abilities<\/b>: Str 22, Dex 15, Con 18, Int 10, Wis 12, Cha 6
    Skills<\/b>: Climb +8, Hide +8, Jump +8, Listen +9, Move Silently +8, Search +6, Spot +9, and Wilderness Lore +7
    Feats<\/b>: Alertness, Cleave, Dodge, Improved Initiative, Power Attack, Track

    Climate\/Terrain<\/b>: Any forest
    Organization<\/b>: Solitary
    Challenge Rating<\/b>: 6
    Treasure<\/b>: None
    Alignment<\/b>: Always neutral evil
    Advancement<\/b>: ---

    \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 evil","environment":"Any forest"},{"name":"Wendigo, Great","type":"Fey","ch":20,"challenge_rating":" 20 \u00a0","id":6839,"reference":"Usergen","full_text":"

    Wendigo, Great <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Fey \t\t\t(Cold)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 30d6+150\u00a0(255 hp)<\/td> <\/tr>
    Initiative: <\/strong> +12<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 35 (-1 size, +8 Dex, +13 natural, +5 deflection), touch 22, flat-footed 27<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+15\/+25<\/td> <\/tr>
    Attack: <\/strong>Claw +22 melee (2d6+6)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +22 melee (2d6+6) and bite +20 melee (2d8+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Dominating fear, ravenous breath, spell-like abilties, summon the ravenous and windborne<\/td> <\/tr>
    Special Qualities: <\/strong>Air walk, damage reduction 20\/cold iron, immunity to fire, keen scent, low-light vision, spell resistance 38, unearthly grace, vulnerability to cold\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +20, Ref +30, Will +25 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 27, Con 20, Int 19, Wis 17, Cha 20 <\/td> <\/tr>
    Skills: <\/strong>Balance +12, Bluff +38, Diplomacy +9, Disguise +5 (+9 acting), Hide +37, Intimidate +42, Jump +22, Knowledge (nature) +41, Listen +36, Move Silently +41, Spot +36, Survival +36 (+40 in aboveground natural environments), Tumble +41<\/td> <\/tr>
    Feats: <\/strong>Combat Expertise, Combat Reflexes, Dire Charge, Dodge, Improved Combat Reflexes, Improved Initiative, Mobility, Multiattack, Spring Attack, Track (B), Weapon Finesse, Whirlwind Attack\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any cold land<\/td> <\/tr>
    Organization: <\/strong>Solitary or ravenous horde (Great Wendigo plus 30 Hit Dice worth of worth of elementals with the Air subtype and corporeal undead with ties to consuming flesh)<\/td> <\/tr>
    Challenge Rating: <\/strong>20<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The wind picks up, and from the periphery of your vision appears a great entity, nearly 15 feet tall. Its appearance is indistinct, and shifts constantly, always blending humanoid and animal features.<\/i>\r

    The Great Wendigo is a legend among the people of the frozen lands, having claimed the lives of thousands over the centuries it has lived. It is unknown whether it is a single immortal creature, or one of a long line of similar creatures, but never has more than one been sighted at the same time.\r

    The Great Wendigo is the epitome of gluttony, greed, and excess. As soon as it kills and devours a victim, it begins sniffing out the next. It takes great delight in forcing humanoids to eat others of their own kind.\r

    The Great Wendigo is 15 feet tall and weighs 800 pounds. \r

    The Great Wendigo speaks Common, Sylvan and Auran.\r

    COMBAT\r

    The Great Wendigo sniffs out prey with its extraordinarily keen scent. It delights in using whispering wind to frighten or confuse future victims. Although more than a match for most creatures, the Great Wendigo enjoys the company of creatures of the air and ravenous undead like ghouls and ghasts. It draws great satisfaction from watching these creatures feed and destroy, almost as much as it delights in watching those who succumb to its breath weapon tear apart and feed on their own kind.\r

    Air Walk (Su):<\/b> The Great Wendigo may continuously tread on air as if under the effects of an air walk<\/i> spell. This effect cannot be dispelled.\r

    Dominating Fear (Su):<\/b> This ability functions as a gaze attack with a range of 30 ft. Any creature that looks at the Great Wendigo must make a DC 30 Will save or be frightened for 1 minute. Any creature frightened by this ability must make a second DC 30 Will save or be dominated by the Great Wendigo as the spell dominate person<\/i> (caster level 30th). The domination is permanent until the Great Wendigo's death. The save DCs are Charisma-based.\r

    Keen Scent (Ex):<\/b> The Great Wendigo can notice creatures by scent in a 180-foot radius and can detect blood in the air at a range of up to 1 mile.\r

    Ravenous Breath (Su):<\/b> Once every 1d4 rounds, the Great Wendigo can breath a 60-foot cone of freezing wind that deals 8d12 points of cold damage. A DC 30 Reflex save halves the damage. In addition, any creature damaged by the breath weapon must make a DC 30 Will save or become ravenous. On a failed save, the victim must immediately attack the nearest sentient creature (with members of its own race taking preference); if the victim successfully kills its target, it will cease all other activities to eat its victim. The save DC is Constitution-based.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097whispering wind<\/i>. Caster level 30th. The save DCs are Charisma-based.\r

    Summon the Ravenous and Windborne (Su):<\/b> Once per day, the Great Wendigo can automatically summon 30 Hit Dice worth of worth of elementals with the Air subtype and corporeal undead with ties to consuming flesh. For example, it could summon 15 ghouls, 7 ghasts or bakas, 2 elevated ghouls, 3 breathdrinkers, or 1 elder air elemental plus a Medium and Small air elemental.\r

    Unearthly Grace (Su):<\/b> The Great Wendigo adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armor Class. (The statistics block already reflects these bonuses).\r

    Skills:<\/b> *The Great Wendigo has a +4 racial bonus on Survival checks when tracking by scent.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #138<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Chaotic evil","environment":"Any cold land"},{"name":"Whipsting","type":"Aberration","ch":1,"challenge_rating":" 01 \u00a0","id":6840,"reference":"Usergen","full_text":"

    Whipsting <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+4\u00a0(8 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 20 ft (4 squares), fly 25 ft (poor)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+1 size, +5 Dex), touch 16, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-4 (+6 when attached)<\/td> <\/tr>
    Attack: <\/strong>Stinger +1 melee (1 plus venom)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (1d2) and 2 stingers +1 melee (1 plus venom)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft (15 ft with tentacles)<\/td> <\/tr>
    Special Attacks: <\/strong>Attach, spring slam, venom<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 120 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 21, Con 18, Int 5, Wis 10, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Climb +5, Jump +9, Listen +2, Spot +2<\/td> <\/tr>
    Feats: <\/strong>Dodge (b), Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any hills, mountains, and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>01<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2 HD (Small); 3 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This spherical creature is about the size of a cannonball, with a pair of long, tapering tentacles with pointed tips protruding from each side. Its skin is wrinkled and rubbery, muddy gray in color, with many eyes spread out along the surface. <\/i>\r

    The whipsting is a ferocious predator named for its lashing attack that creates an earsplitting crack. The whipsting can be found on rocky ledges, often in caverns or underground, or sometimes holed up in ruins. These creatures vary in intelligence from as dumb as a cow, to as smart as a human. they prefer to hunt in packs, and peacefully coexist with each other. Whipstings mate several times in their long life spans, and are believed to be hermaphroditic.\r

    This odd-looking creature\u00c2\u0092s tentacles are surprisingly dexterous, and each ends in a leathery, sticky tip that the creature uses for both grasping and climbing. Each tip has a fixed, bony stinger protruding at an angle beside the tip that is used to inject the whipsting\u00c2\u0092s venom. The whipsting\u00c2\u0092s sucking mouth is on its underside, and consists of three shark-like teeth in a triangle pattern that can move independently and even seal the creature\u00c2\u0092s mouth. This ravenous, carnivorous scavenger will eat any meat it can find and its teeth allow it to gnaw through even plate mail. The whipsting\u00c2\u0092s elastic skin flaps appear wrinkled, but actually allow the creature to stretch and expand up to 10 times its normal size to contain its meals.\r

    Some whipstings have been domesticated for use as guardians or pets. Sometimes merchants and nobles capture these creatures and imprison them in small coffers or drawers to protect valuables. Griffons and perytons love the taste of whipstings, and know to bite off the stingers first to avoid the venom.\r

    A whipsting\u00c2\u0092s spherical body is from 6 inches to one foot in diameter, and its tentacles can be anywhere from 5 feet long up to 20 feet long. A whipsting weighs about 50 pounds.\r

    COMBAT<\/b>\r
    A whipsting will usually wait for prey to approach while in a coiled position; it curls one tentacle underneath itself to form a sort of natural spring. It leaps far in this position by suddenly straightening itself out to propel itself in a wild spring. In this way, it surprises its foes and lands on it, making the loud, lashing whip crack for which it is known as it drives its envenomed stinger into its opponent. It then attaches to its prey, which it continues to slap with its tentacles to drive home its stings while it tries to constrict, smother, or strangle the prey. It will usually remain attached until that prey falls prone from ability damage, or until attacked successfully by another opponent.\r

    A whipsting facing a large or powerful foe will avoid attacking, and if necessary seeks to flee altogether by springing away. It can use its curled tentacle to leap about like a pogo stick, in a constant pattern of bobbing and bouncing.\r

    Attach (Ex)<\/b>: If a whipsting hits with a tentacle attack, it latches onto the opponent\u00c2\u0092s body and drives its stinger deep into the opponent. This deals 1 point of damage per tentacle, and injects the whipsting\u00c2\u0092s venom into the opponent. A whipsting may continue to make tentacle attacks each round that it remains attached. An attached whipsting is effectively grappling its prey. The whipsting loses its Dexterity bonus to AC and has an AC of 11, but holds on with great tenacity. Whipstings have a +10 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

    An attached whipsting can be struck with a weapon or grappled itself. To remove an attached whipsting through grappling, the opponent must achieve a pin against the whipsting.\r

    Spring Slam (Ex)<\/b>: A whipsting in a coiled position can launch itself in a jump. The jump DCs for both long jumps and high jumps are halved, and no running start is required. A whipsting that leaps at least 10 feet to attack a foe this way can make a charge attack and attack with both of its stingers. The whipsting gains a +4 circumstance bonus to its attack roll, making its attack bonus +7 (which includes +1 for the stinger and +2 for charging).\r

    Venom (Ex)<\/b>: A whipsting\u00c2\u0092s stinger injects its poison into its prey. This venom is also effective through skin contact. For every successful attack with the stinger, a victim must succeed on a DC 14 Fortitude save or take 1d2 points of Strength damage and 1d3 points of Dexterity damage, and be stunned for 1 round. The save DC is Constitution-based. A whipsting is immune to the effects of all whipsting venom, as are any creatures that are immune to poison.\r

    Skills<\/b>: Whipstings have a +8 racial bonus on Jump checks. Whipstings use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.\r

    STINGWINGS<\/b>\r
    About one tenth of all whipstings are called stingwings, and have a set of tiny, flimsy, transparent wings. These wings provide a stingwing with a fly speed of 30 feet per round (average maneuverability) and an additional +8 racial bonus on Jump checks. These wings can be easily cut off with a slashing weapon if a stingwing is held down or helpless, and are automatically destroyed if a stingwing suffers any fire damage. Severing or destroying a stingwing\u00c2\u0092s wings does no damage to the creature. A stingwing fully regrows its wings in 1d3 days.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #197 (\"The Dragon's Bestiary,\" September 1993, Ed Greenwood) and Monstrous Compendium Annual One (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":"Any hills, mountains, and underground"},{"name":"Whipweed","type":"Plant","ch":3,"challenge_rating":" 03 \u00a0","id":6841,"reference":"Usergen","full_text":"

    Whipweed <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Plant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+12\u00a0(30 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 10 ft<\/td> <\/tr>
    AC:<\/strong> 16 (-1 size, +2 Dex, +5 natural)<\/td> <\/tr>
    Attacks:<\/strong>2 whips +7 melee<\/td> <\/tr>
    Damage: <\/strong>Whip 1d10+5<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 10 ft\/15 ft (with whips)<\/td> <\/tr>
    Special Attacks: <\/strong>Frenzy<\/td> <\/tr>
    Special Qualities: <\/strong>Plant<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +3, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 14, Con 16, Int 3, Wis 13, Cha 9 <\/td> <\/tr>
    Skills: <\/strong><\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Temperate and warm land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>03<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Large); 9-12 HD (Huge)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The whipweed is a carnivorous creature that resembles animal life as much as it does plant life. The whipweed's body is a rough sphere that contains its small brain, and has eight small legs with which it can move when it tucks its root-like appendages underneath itself. The whipweed has two thin, whip-like stalks with leafy appendages, which are connected to its body. These stalks are usually 15 feet long, but smaller ones are not uncommon.

    Whipweeds abhor sunlight, and are usually only found underground or in deep forests. It appears to survive by absorbing the remains of animal prey through its stalks. Though it appears to be capable of surviving without soil, the creature does seem to need to root in earth when not moving around.

    The term whipweed may be a misnomer. Though it has many plant-like qualities, including being affected by druidical plant spells, it also has many qualities that are not plant-like.

    COMBAT<\/b>
    Whipweeds will attack anything that moves within range of its whip-stalks. These whips can attack two different victims if both are in range. The stalks can be severed on a called shot, if at least 12 points of damage are done in one hit. This damage does not affect the body's hit point total. If both stalks are destroyed, the creature will flee.

    Frenzy (Ex)<\/b>: If the whipweed is killed, its remaining stalks go into a frenzy for one round, then fall inert. For this round, they attack three times each, for triple damage on each hit.

    Plant<\/b>: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in Fiend Folio (1981), Forgotten Realms MC11 (1991).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":">Temperate and warm land and underground"},{"name":"Whirling Dervish","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6842,"reference":"Usergen","full_text":"

    Whirling Dervish <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d10+5\u00a0(32 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>+5\/+3<\/td> <\/tr>
    Attack: <\/strong>Bite +8 melee (1d6+3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +8 melee (1d6+3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Whirlwind of sand<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, sandswim, tremorsense 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +7, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 17, Con 13, Int 6, Wis 13, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Balance +5, Jump +12, Move Silently +8, Tumble +14<\/td> <\/tr>
    Feats: <\/strong>Dodge, Mobility, Spring Attack (B), Whirlwind Attack (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm deserts<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>6-7 HD (Small); 8-15 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This small, bipedal creature is covered in tawny fur. Long teeth project from its oversized lower jaw, and it glares with large eyes.<\/i>\r

    Whirling dervishes are desert-dwelling predators that feed on anything they can bring down. \r

    Whirling dervishes stand 4 feet tall and weigh 40 pounds. \r

    The lucky rare victims of a whirling dervish who've survived report that the creatures make crude guttural vocalizations, but it remains unclear whether they have any concept or understanding of language.\r

    COMBAT\r

    A whirling dervish hunts for prey with its tremorsense while swimming through the sand. Once prey is located, it burst through the desert surface, attempting to blind prey with its whirlwind of sand. A whirling dervish instinctively utilizes its great mobility and speed to make Spring Attacks and to put itself into position to utilize Whirlwind Attack to maximum effect.\r

    Sandswim (Su):<\/b> Whirling dervishes gain a burrow speed equal to their base land speed while wearing light armor or carrying a light load and traveling through sand, ash, or other loose soil. This speed drops to 5 feet with a heavier load or if a whirling dervish tries to drag a Medium or larger creature along. A whirling dervish can breathe normally while sandswimming.\r

    Whirlwind of Sand (Ex):<\/b> When a whirling dervish burrows from the ground to the surface it can create a whirlwind of sand as a standard action. All creatures within a 30-ft. spread must succeed on a DC 15 Reflex save or get sand in their eyes, which blinds them for 1 round and then dazzles them for 1d3 rounds thereafter. Whirling dervishes are immune to their own whirlwind of sand ability and those of other dervishes. The save DC is Dexterity-based.\r

    Skills:<\/b> A whirling dervish has a +2 racial bonus on Move Silently checks and a +6 racial bonus on Tumble checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Polyhedron #29<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Warm deserts"},{"name":"Whispering Pine","type":"Hazard","ch":5,"challenge_rating":" 5 \u00a0","id":6843,"reference":"Usergen","full_text":"

    Whispering Pine<\/span><\/b><\/p> <\/td> <\/tr>

    (CR 5)<\/span><\/b><\/p> <\/td> <\/tr>

    Whispering pines are a variety of magical tree that grows high in certain wooded mountainous regions.\u00a0These trees are unusually straight and even, each branch perfectly uniform with the others, and the whole of the tree carries an inherent magicalcharm. \u00a0This tree is sought out by wizards and those who manufacture magic weapons for its valuable wood.\u00a0 <\/span><\/p> <\/td> <\/tr>


    Whispering pines are usually found in a stand of up to 100 pines, and each tree therein can be from 10-100 feet in total height.\u00a0These trees are not self-aware, but do possess an odd sense of self-preservation.\u00a0 They possess a Spell Resistance of 24, which serves to protect them from most magic.\u00a0 Druids sometimes arrange to have a treant in or around a stand of whispering pines to guard them from intruders.\u00a0 The pines also have a magical sense that allows them to detect any saw-like tools or unsheathed bladed weapons within 50 yards. <\/span><\/p> <\/td> <\/tr>


    When a pine detects such an implement, it automatically begins a loud whispering susurration.\u00a0 This sound resembles many voices whispering at once, which is how the tree gets its name.\u00a0 Creatures hearing this sound must make a successful Will save (base is DC 17; DC is +1 per every 10 trees in the stand) or be compelled to stop and listen and attempt to hear what is being \"said.\"\u00a0The effect can only be broken by removing the affected target outside of the effective radius of the tree\u0092s detection range.\u00a0\u00a0 If allowed to remain in that area, the enthralled victimeventually starves to death in 5d4 days.\u00a0Once the trees begin their susurration, the only thing that will stop them besides removing the blades is a charm plants<\/i> spell, which the entire stand makes its saving throw as a group against, adding a +1 to its saving throw for every 10 pines.\u00a0 Druids of 3rd level or higher are immune to the effects of the whispering. <\/span><\/p> <\/td> <\/tr>


    The wood and bark of a whispering pine is incredibly durable and resistant to most damage and magic, making this valuable wood worth about 300 gold pieces per board foot.\u00a0 Any weapon manufactured from the wood of the whispering pines is automatically of masterwork quality, and if made into a magical weapon its bonus will be +1 higher than intended (a craftsman constructing a +1 longsword will instead make a +2 longsword).\u00a0Also, any wand, rod, or magical scepter made from whispering pine wood will have 10% more charges or be otherwise 10% more effective. <\/span><\/p> <\/td> <\/tr>


    Only magical blades of +1 or higher enchantment can cut through these trees, and the lumber can be worked only with magical tools.\u00a0 The wood can only be burned by magical fire, which must first pass the tree\u0092s spell resistance.\u00a0 If a whispering pine is struck by any normal weapon, the trees regenerates all the damage instantly and the tool will take 2d20 damage as if it were attacked by a powerful blow.\u00a0 The wielder of this blade must also make aFortitude save (DC 17) or be paralyzed for 1d4 rounds, after which he must make a Will save (DC 23) or be enthralled by the whispering susurration. <\/span><\/p> <\/td> <\/tr>


    Druids have a special relationship with whispering pines, and druids of 12th\u00a0level or higher may communicate with the pines.\u00a0 They can learn the passage of creatures through the area, but this requires meditation and could take as long as a week to complete.\u00a0 In the fall, the druids will ritually harvest the pine needles with silver hand sickles, while chanting special prayers.\u00a0 They trim the ends off the lower branches, dry them for 10 days, and pluck the needles from the boughs.\u00a0 They then use the needles to create a tea which offers a state of mind which has spell-like scrying abilities similar to those of a reflecting pool.\u00a0 Anyone who attempts to harvest and use the needles without the sacred chants is stricken with severe abdominal cramps 1d4 rounds after consuming the tea.

    <\/span><\/p> <\/td> <\/tr>


    <\/span>Whispering pines first appeared in DragonMagazine #119 (1987, \"The Dragon's Bestiary: A Walk Through theWoods\", William L. Bowman, Jr.)<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Hazard","alignment":"Any","environment":"Any"},{"name":"White Boar","type":"Magical Beast","ch":10,"challenge_rating":" 10 \u00a0","id":6844,"reference":"Usergen","full_text":"

    White Boar <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 16d10+44\u00a0(232 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 22 (-1 size, +2 Dex, +11 natural), touch 11, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+16\/+31<\/td> <\/tr>
    Attack: <\/strong>Gore +26 melee (1d8+16\/18-20\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Gore +26 melee (1d8+16\/18-20\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical, nemesis, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/epic, immortal, immunity to transmutation, low-light vision, resistance to acid 5, cold 5, electricity 5, fire 5, and sonic 5, scent, spell resistance 21, unnatural aura<\/td> <\/tr>
    Saves: <\/strong>Fort +19, Ref +12, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 33, Dex 15, Con 28, Int 16, Wis 19, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Knowledge (nature) +23, Intimidate +23, Jump +19, Listen +25, Spot +25, Survival +23 (+25 in aboveground natural environments)\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Awesome Blow, Diehard, Endurance, Improved Bull Rush, Power Attack, Track (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests<\/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>17-32 HD (Large); 33-48 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This majestic wild boar is as big as a bison, with hide as ivory-white as its tusks.<\/i>\r

    A white boar is a creature specially created by deities of nature to destroy some offense against nature, such as an unnatural abomination and the wizard who created it. Legends claim it houses the spirit of a godlike avatar.\r

    A white boar is about 10 feet long and stands 5 feet at the shoulder, it weighs about 1000 pounds.\r

    A white boar stands 5 feet tall at the shoulder and weighs x pounds.\r

    A white boar cannot speak, but understands Sylvan.\r

    COMBAT\r

    A white boar pursues its nemesis single-mindedly, ignoring other foes unless they obstruct that goal. Nonetheless, the boar evaluates other threats shrewdly and will attack other opponents or even retreat if those tactics will empower the destruction of its nemesis later. It uses Awesome Blow or Improved Bull Rush to force its way through any opponent obstructing the path to its nemesis.\r

    The white boar closes to melee with its nemesis as quickly as possible in order to use its devastating gore attack, augmented with Power Attack if that is advantageous. \r

    Augmented Critical (Ex):<\/b> The white boar's gore threatens a critical hit on a natural attack roll of 18\u00c2\u009620, dealing triple damage on a successful critical hit.\r

    Nemesis (Ex):<\/b> The white boar was created to destroy a specific foe, some individual or race who have offended the powers of nature. When attacking this foe it ignores any damage reduction or hardness the foe may possess. Furthermore, the boar gains a +6 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against its foe, and likewise gets a +6 bonus on weapon damage rolls against such opponents. \r

    Spell-Like Abilities:<\/b> 1\/day\u00c2\u0097locate creature<\/i> (nemesis only). Caster level 16th. The save DCs are Charisma-based.\r

    Unnatural Aura (Ex):<\/b> The white boar creates an unnatural aura that terrifies all pigs and swine, including both porcine animals and magical beasts (such as razor boars). No pig, wild or domesticated, will willingly approach nearer than 30 feet to the white boar, and panics if forced to do so (Pigs that are animals are allowed no saving throw, but magical beasts get a DC 22 Will save to merely be shaken); they remain panicked or shaken as long as they are within that range. The save DC is Charisma-based.\r

    The White Boar of Kilfay<\/b>\r
    The original white boar found around Kilfay was specially created by the Celtic deities to house the spirit of a godlike avatar sent do destroy Shivnar and his bulette-mutation. Other White Boars can exist, with different trapped deities and their own nemeses.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #37<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Temperate forests"},{"name":"Whiz-Bang Beetle (Swarm)","type":"Ooze","ch":4,"challenge_rating":" 04 \u00a0","id":6845,"reference":"Usergen","full_text":"

    Whiz-Bang Beetle (Swarm) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Ooze \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8\u00a0(31 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6 (Dex)<\/td> <\/tr>
    Speed:<\/strong> Fly 300 ft (perfect)<\/td> <\/tr>
    AC:<\/strong> 15 (-1 size, +6 Dex)<\/td> <\/tr>
    Attacks:<\/strong>See text<\/td> <\/tr>
    Damage: <\/strong>See text<\/td> <\/tr>
    Face\/Reach: <\/strong>10 ft by 10 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Engulf<\/td> <\/tr>
    Special Qualities: <\/strong>Swarm, ooze traits<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +8, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 22, Con 10, Int -, Wis 11, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Listen +5, Spot +5<\/td> <\/tr>
    Feats: <\/strong>None<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any underground<\/td> <\/tr>
    Organization: <\/strong>Swarm (20-80)<\/td> <\/tr>
    Challenge Rating: <\/strong>04<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>None<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Whiz-bang beetles are tiny 1-inch long flying beetles, black or silver in color that make their lair in the walls of dungeons and caverns. They are quite fond of fire and smoke and sarm out of their nest if such a source is detected near a whiz-bang beetle lair. The distance the fire\/smoke can be detected by the beetles depends solely on the source of fire\/smoke as follows:

    Fire Source (Range)<\/b>
    5-ft radius fire (200 feet)
    Torch\/lantern (100 feet)
    Candle (30 feet)
    Pipe or smaller (10 feet)

    COMBAT<\/b>
    Whiz-bang beetles attack any light source within range by flying directly into it. Creatures near the source are hit as well as the beetles swarm the source of light.

    Engulf (Ex):<\/b> A whiz-bang beetle swarm only has to fly into an area occupied by a Large or smaller creature to attack it. Creatures that are swarmed or move into a space occupied by the whiz-bang swarm take 2d6 points of damage each round they remain in the area (Reflex save DC 13 for half). Concentration checks are necessary to cast spells while in a swarmed area.

    Creatures in the area cannot see (even with darkvision) and are slowed to one-half movement.

    Swarm (Ex):<\/b> Despite being composed of many tiny stinging insects, the whia-bang beetles are treated as a single creature of the Ooze type.

    Whiz-Bang Beetle Honey<\/b>
    The honey found in a whiz-bang beetle nest has a chance of bestowing unusual effects on a creature that eats it. A creature eating a portion of the honey is affected as follows:

    1d20 wwwwwwwwww<\/font>Effect<\/b>
    1-2 wwwwwwwwww<\/font>No effect
    3-8 wwwwwwwwww<\/font>Haste<\/i> (as the spell) for 5 rounds
    9-18 wwwwwwwww<\/font>Haste<\/i> (as the spell) for 5 rounds; creature suffers a -2 penalty to attack rolls, checks, and saves for 1 minute afterwards.
    19-20 wwwwwwww<\/font>Creature is nauseated for 1 minute.

    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1979 Wizards of the Coast, Inc.
    Originally found in Dragon #29 (John Hageman)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral","environment":">Any underground"},{"name":"Wight, Wailing","type":"Undead","ch":5,"challenge_rating":" 5 \u00a0","id":6846,"reference":"Usergen","full_text":"

    Wight, Wailing <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d12\u00a0(52 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+3 Dex, +7 natural), touch 13, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+5<\/td> <\/tr>
    Attack: <\/strong>Slam +6 melee (1d6+1 plus energy drain)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Slam +6 melee (1d6+1 plus energy drain)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Create spawn, energy drain, wail<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/silver, darkvision 60 ft., undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +5, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 16, Con \u00c2\u0097, Int 11, Wis 13, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Balance +5, Hide +15, Jump +3, Listen +14, Spot +14, Tumble +14<\/td> <\/tr>
    Feats: <\/strong>Alertness, Blind-Fight, Weapon Focus (slam)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, gang (3\u00c2\u00965), or pack (6\u00c2\u009611)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>9-16 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The eyes of this walking, dessicated corpse burn with malevolence. It unleashes a howl of pure pain from between its jagged, needlelike teeth.<\/i>\r

    Wailing wights originally arose from the remains of several priests of Acererak in the Undertomb beneath the Tomb of Horrors. The screaming wails that accentuate their betrayal can sap the life from those unfortunate enough to encounter them.\r

    Wailing wights have been compared to both agarats and banshees, and while they do share some common traits, are a completely different strain of undead.\r

    A wailing wight is about the height and weight of a human.\r

    Wailing wights speak Common.\r

    A wailing wight can be created by a spellcaster of 15th-level or higher using create undead<\/i>.\r

    COMBAT\r

    Wailing wights unleash their mournful screams before pummelling opponents with their fists.\r

    Create Spawn (Su):<\/b> Any humanoid slain by a wailing wight becomes a wight in 1d4 rounds. Spawn are under the command of the wailing 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 wailing wight\u00c2\u0092s slam attack gain one negative level. The DC is 17 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wailing wight gains 5 temporary hit points.\r

    Wail (Su):<\/b> As a standard action, a wailing wight can unleash a screaming wail. All creatures within 30 feet that can hear the wailing must succeed on a DC 17 Fortitude save or gain one negative level. If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a \u00c2\u00961 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). The save DC is Charisma-based.\r

    Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.\r

    Assuming the subject survives, it regains one lost level per hour. Usually, negative levels have a chance of permanently draining the victim\u00c2\u0092s levels, but the negative levels from the wail don\u00c2\u0092t last long enough to do so.\r

    An undead creature that hears the wail gains 1d4x5 temporary hit points for 1 hour.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #249<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always lawful evil","environment":"Any"},{"name":"Will-o\u0092-Dawn","type":"Aberration","ch":4,"challenge_rating":" 4 \u00a0","id":6847,"reference":"Usergen","full_text":"

    Will-o\u00c2\u0092-Dawn <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Aberration \t\t\t(Air)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8\u00a0(27 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> Fly 50 ft. (perfect) (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 26 (+2 size, +6 Dex, +8 deflection), touch 26, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/-9<\/td> <\/tr>
    Attack: <\/strong>Shock +12 melee touch (1d4 electricity)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Shock +12 melee touch (1d4 electricity)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to magic, natural invisibility, telepathy<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +8, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 23, Con 10, Int 15, Wis 14, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +13, Listen +9, Search +9, Sense Motive +9, Spot +9, Survival +2 (+4 following tracks)\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (hypnotic pattern<\/i>), Dodge, Quicken Spell-Like Ability (color spray<\/i>), Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate marshes<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>1\/10 coins; 50% goods; 50% items<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic good<\/td> <\/tr>
    Advancement: <\/strong>7\u00c2\u009618 HD (Tiny)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature seems to be nothing but a faintly glowing sphere of light.<\/i>\r

    A will-o\u00c2\u0092-dawn is a benevolent relative of the will-o\u00c2\u0092-wisp that aids creatures who are lost, hurt, or otherwise in peril. Also known as feu follets, will-o\u00c2\u0092-dawns feed on the energies generated by excited, happy, or otherwise exhilarated minds. Thus, the will o\u00c2\u0092 dawn's helpful demeanor actually helps feed it. \r

    Will-o\u00c2\u0092-dawns appear only at sunrise and shortly thereafter. After this time, they turn invisible and retreat to unknown locations for the rest of the day. If captured, a will-o\u00c2\u0092-dawn's golden glow dims and slowly dissipates.\r

    A will-o\u00c2\u0092-dawn's body is a globe of spongy material about 1 foot across and weighing about 2pounds, and its glowing body sheds as much light as a torch.\r

    Will-o\u00c2\u0092-dawns speak Common and Auran. They have no vocal apparatus but can vibrate to create a voice with a ghostly sound.\r

    COMBAT\r

    Will-o\u00c2\u0092-dawns loathe combat, preferring to use their spell-like abilities to cover their escape. Will-o\u00c2\u0092-dawns rarely harm other living creatures, even evil ones. Instead, they prefer to lead opponents on a merry chase, utilizing terrain to slow or trap them while allowing it and its beneficiaries escape. A will-o\u00c2\u0092-dawn might even mire a pursuer in a bog, but doesn't lead them to actual harm.\r

    Immunity to Magic (Ex):<\/b> A will-o\u00c2\u0092-dawn is immune to most spells or spell-like abilities that allow spell resistance, except those with the darkness descriptor.\r

    Natural Invisibility (Ex):<\/b> A startled or frightened will-o\u00c2\u0092-dawn can extinguish its glow, effectively becoming invisible<\/i> as the spell.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097color spray<\/i> (DC 14), detect evil, detect good, hypnotic pattern<\/i> (DC 17); 3\/day\u00c2\u0097quickened color spray<\/i> (DC 14). Caster level 10th. The save DCs are Charisma-based.\r

    Telepathy (Su):<\/b> A will-o'-dawn may communicate telepathically with any creature it has hypnotized with its hypnotic pattern<\/i> ability, as long as that creature has a language and is within 100 feet. The will-o'-dawn may communicate only with one creature at a time and only as long as that creature is hypnotized.<\/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":"Undead","alignment":"Usually chaotic good","environment":"Temperate marshes"},{"name":"Will-o\u0092-Deep","type":"Aberration","ch":4,"challenge_rating":" 4 \u00a0","id":6848,"reference":"Usergen","full_text":"

    Will-o\u00c2\u0092-Deep <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Aberration \t\t\t(Air)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8\u00a0(22 hp)<\/td> <\/tr>
    Initiative: <\/strong> +13<\/td> <\/tr>
    Speed:<\/strong> Fly 30 ft. (perfect) (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 21 (+2 size, +9 Dex), touch 21, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/-10<\/td> <\/tr>
    Attack: <\/strong>Spark +16 ranged touch (1d4 electricity)<\/td> <\/tr>
    Full Attack: <\/strong>4 sparks +16 ranged touch (1d4 electricity)<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Sparks<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to magic, natural invisibility<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +10, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 29, Con 10, Int 13, Wis 16, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Bluff +7, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen +9, Search +7, Spot +9, Survival +3 (+5 following tracks)<\/td> <\/tr>
    Feats: <\/strong>Blind-Fight, Dodge, Improved Initiative, Point Blank Shot (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or clan (3\u00c2\u00964)<\/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>6-8 HD (Tiny), 9-10 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature seems to be nothing more than a faintly glowing, rippling, teardrop-shaped light, reminiscent of the flames of a small torch.<\/i>\r

    Will-o\u00c2\u0092-deeps are found only within the most remote tunnels and caverns, far from the surface. Like their larger will-o'-wisp cousins, will-o'-deeps are cruel creatures that take an almost whimsical delight in tormenting innocents. While they try to remain secret, letting their victims' misfortune appear the result of chance, they usually stay nearby, a fact which has led to the rumor that they feed on emotional distress.\r

    A will-o\u00c2\u0092-deep's body is a globe of spongy material about 1 foot across and weighing about 1 pound, and its glowing body sheds as much light as a torch. It can assume a variety of colors, though it normally prefers a golden or reddish hue. \r

    Will-o\u00c2\u0092-deeps speak Undercommon and Auran. They have no vocal apparatus but can vibrate to create a voice with a ghostly sound. Will-o\u00c2\u0092-deeps communicate wlth others of their kind by changing the color and intensity of their natural glow.\r

    COMBAT\r

    Will-o\u00c2\u0092-deeps usually avoid combat. They prefer to confuse and bewilder adventurers, luring them into morasses or other hazardous places. When they are forced to fight, they loose small electrical shocks, which act as ranged touch attacks. Desperate will-o'-deeps will use their sparks to ignite trapped pockets of gas or trigger landslides, counting on their speed and agility to keep them from harm.\r

    Immunity to Magic (Ex):<\/b> A will-o\u00c2\u0092-deep is immune to most spells or spell-like abilities that allow spell resistance, except those that deal electricity damage.\r

    Natural Invisibility (Ex):<\/b> A startled or frightened will-o\u00c2\u0092-deep can extinguish its glow, effectively becoming invisible as the spell.\r

    Sparks (Ex):<\/b> A will-o\u00c2\u0092-deep attacks wlth a series of small, white-hot sparks. It may unleash up to four sparks as a full attack action. These sparks are ranged touch attacks with no range increments and a maximum range of 10 feet.<\/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":"Undead","alignment":"Usually neutral evil","environment":"Underground"},{"name":"Will-o\u0092-Mist","type":"Aberration","ch":5,"challenge_rating":" 5 \u00a0","id":6849,"reference":"Usergen","full_text":"

    Will-o\u00c2\u0092-Mist <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Aberration \t\t\t(Air)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8\u00a0(31 hp)<\/td> <\/tr>
    Initiative: <\/strong> +12<\/td> <\/tr>
    Speed:<\/strong> Fly 50 ft. (perfect) (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 27 (+1 size, +8 Dex, +8 deflection), touch 27, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/-3<\/td> <\/tr>
    Attack: <\/strong>Shock +15 melee touch (1d4 electricity)<\/td> <\/tr>
    Full Attack: <\/strong>Shock +15 melee touch (1d4 electricity)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Lethal shock<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to magic, natural invisibility<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +10, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 27, Con 10, Int 13, Wis 14, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Bluff +11, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen +14, Spot +14<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (lethal shock), Alertness, Improved Initiative, Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate marshes<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or string (3\u00c2\u00964)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>1\/10 coins; 50% goods; 50% items<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>8\u00c2\u009616 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature seems to be nothing but a faintly glowing sphere of light.<\/i>\r

    Will-o\u00c2\u0092-mists are relatives of the will-o'-wisp found only in misty marshes. In fact, they cannot survive outside of mist for long. Will-o\u00c2\u0092-mists seem to feed upon the energies generated by the fear and disorientation of creatures traveling through areas thick with mist.\r

    A will-o\u00c2\u0092-mist's body is a globe of spongy material about 1 foot across and weighing about 3 pounds, and its glowing body sheds as much light as a torch. Although normally icy blue in color, will-o\u00c2\u0092-mists often vary their coloration from golden-white to a very deep green.\r

    Will-o\u00c2\u0092-mists speak Common and Auran. They have no vocal apparatus but can vibrate to create a voice with a ghostly sound.\r

    COMBAT\r

    Will-o\u00c2\u0092-mists are not aggressive, but can unleash a burst of electricity every few rounds to defend themselves.\r

    Immunity to Magic (Ex):<\/b> A will-o\u00c2\u0092-mist is immune to spells or spell-like abilities that allow spell resistance, except for vampiric touch<\/i> and spells that cause negative levels (such as energy drain). \r

    Lethal Shock (Su):<\/b> Every 1d4 rounds, a will-o'-mist can release a lethal shock. This effect has a radius of 30 feet, centered on the will-o'-mist. The shock deals 2d8 points of electricity damage. A DC 15 Reflex save reduces the damage by half. The save DC is Constitution-based.\r

    Natural Cunning (Ex):<\/b> Will-o'-mists 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

    Natural Invisibility (Ex):<\/b> A startled or frightened will-o\u00c2\u0092-mist can extinguish its glow, effectively becoming invisible<\/i> as the spell.\r

    Mist Dependent (Ex):<\/b> Will-o'-mists can survive out of misty areas only for 1 minute per 2 points of Constitution. After that, their aberrant bodies' magical energies cease to flow properly; treat this effect using the drowning rules on page 304 of the Dungeon Master \u00c2\u0092s Guide<\/i>. \r

    In Ravenloft<\/b>\r
    Will-o\u00c2\u0092-mists are able to unerringly navigate the swirling vapors of Ravenloft's borders, capable of manipulating the mists to gain access even to a domain whose lord has sealed its borders. Thus, will-o\u00c2\u0092-mists have unparalleled freedom In the Land of the Mists. The Vistani have found ways of summoning and commanding will-o\u00c2\u0092-mists. Whether this secret is inherited or passed from generation to generation is unknown, but it is hypothesized that the use of will-o\u00c2\u0092-mists enables the Vistani to pass through the mists and travel freely through the domains of Ravenloft.<\/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":"Undead","alignment":"Usually chaotic neutral","environment":"Temperate marshes"},{"name":"Will-o\u0092-Sea","type":"Aberration","ch":8,"challenge_rating":" 8 \u00a0","id":6850,"reference":"Usergen","full_text":"

    Will-o\u00c2\u0092-Sea <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Aberration \t\t\t(Air)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+50\u00a0(95 hp)<\/td> <\/tr>
    Initiative: <\/strong> +10<\/td> <\/tr>
    Speed:<\/strong> Fly 50 ft. (perfect) (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 24 (-1 size, +6 Dex, +9 deflection), touch 24, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+20<\/td> <\/tr>
    Attack: <\/strong>Slam +11 melee (1d8+7 plus 1d6 electricity)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +11 melee (1d8+7 plus 1d6 electricity)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Lightning bolt<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to magic, water breathing<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +9, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 23, Con 20, Int 11, Wis 12, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Bluff +6, Diplomacy +3, Disguise +14 (+16 acting), Intimidate +3, Listen +7, Spot +7<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (lightning bolt), Alertness, Dodge, Improved Initiative<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or wreck (1 plus 2-40 ghosts or sea zombies)<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>11-20 HD (Huge); 21-40 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature appears to be a long, shifting cascade of glowing energy in luxuriant displays of color.<\/i>\r

    Will-o\u00c2\u0092-seas are larger, deadlier cousins of the will-o\u00c2\u0092-wisp. The lurk near large bodies of water, where they masquerade as natural phenomena such as St. Elmo's fire, or alter their shape to resemble lighthouses or ships. They use these ruses to lead sailors to their watery doom, as the will-o\u00c2\u0092-seas feed upon the terror and panic of drowning creatures. \r

    Will-o\u00c2\u0092-seas normally lurk near common sea routes, where concentration of prey is highest. If hunting grows scarce, a will-o\u00c2\u0092-sea simply relocates. Will-o\u00c2\u0092-seas often dwell amid shipwrecks they have caused, treating it as a sort of trophy, along with all the treasure that went down with the ships. Will-o\u00c2\u0092-seas are just as comfortable below water as above.\r

    Because the death toll caused by will-o\u00c2\u0092-seas is so high, their hunting grounds are often rife with aquatic undead, such as ghosts of sailors and sea zombies. As long as their presence does not scare off potential prey, will-o\u00c2\u0092-seas tolerate the presence of these undead creatures.\r

    A will-o\u00c2\u0092-sea's body is a ribbon of spongy material 12 to 20 feet across and weighing 40 to 100 pounds, and its glowing body sheds as much light as a fire of similar size.\r

    Will-o\u00c2\u0092-seas speak Common and Auran. They have no vocal apparatus but can vibrate to create a voice with a ghostly sound.\r

    COMBAT\r

    More aggressive than other forms of will-o\u00c2\u0092-wisps, will-o\u00c2\u0092-seas attempt to lure ships into dangerous waters where they are likely to become beached or sink. Common tactics include altering its shape to resemble a burning ship, while hovering over jagged rocks. When the would-be rescuers arrive, their vessel is torn apart. Will-o\u00c2\u0092-seas also lik to lie submerged in seaweed-infested waters, relying on its shimmering appearance to hint at the presence of sunken treasures. If prey doesn't take the bait, or detects a ruse and attempts to escape, a will-o\u00c2\u0092-sea uses its lightning bolt to sink the ship. Because will-o\u00c2\u0092-seas feed upon the terror of drowning victims, they generally avoid killing any creature outright. \r

    Immunity to Magic (Ex):<\/b> A will-o\u00c2\u0092-sea is immune to spells or spell-like abilities that allow spell resistance, except for spells with the cold descriptor. \r

    Lightning Bolt (Su):<\/b> Once every 1d3 rounds, a will-o'-sea can unleash a 120-foot-long line of lightning that deals 10d6 points of electricity damage (Reflex DC 22 halves this damage). The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the range permits; otherwise, it stops at the barrier just as a spell effect does. The save DC is Constitution-based.\r

    Water Breathing (Ex):<\/b> A will-o'-sea can breathe underwater indefinitely and can freely use its special abilities while submerged.<\/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":"Undead","alignment":"Usually neutral evil","environment":"Any aquatic"},{"name":"Will-o\u0092-Shadow","type":"Aberration","ch":8,"challenge_rating":" 8 \u00a0","id":6851,"reference":"Usergen","full_text":"

    Will-o\u00c2\u0092-Shadow <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Aberration \t\t\t(Air)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d8\u00a0(40 hp)<\/td> <\/tr>
    Initiative: <\/strong> +13<\/td> <\/tr>
    Speed:<\/strong> Fly 50 ft. (perfect) (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 29 (+2 size, +9 Dex, +8 deflection), touch 29, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/-7<\/td> <\/tr>
    Attack: <\/strong>Shock +17 melee touch (2d8 negative energy plus energy drain)<\/td> <\/tr>
    Full Attack: <\/strong>Shock +17 melee touch (2d8 negative energy plus energy drain)<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Energy drain, negative energy pulse, vitality-sapping aura<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to magic, natural invisibility<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +12, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 29, Con 10, Int 13, Wis 16, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Knowledge (the planes) +10, Listen +12, Search +10, Spot +12, Survival +3 (+5 following tracks, +5 on other planes)<\/td> <\/tr>
    Feats: <\/strong>Blind-Fight, Flyby Attack, Dodge, Improved Initiative, Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Negative Energy Plane<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or string (3\u00c2\u00964)<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>1\/10 coins; 50% goods; 50% items<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>10\u00c2\u009618 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature seems to be nothing but a faintly glowing sphere of light.<\/i>\r

    Will-o\u00c2\u0092-shadows are unusual relatives of the will-o'-wisp that inhabit the Negative Energy Plane. They often preface the opening of a portal between the Material Plane and their home plane. Their small size and relative insubstantiality allows them to squeeze through the weakening in the planar boundaries before the portal fully opens.\r

    Will-o\u00c2\u0092-shadows spend their short time on the Material Plane attempting to consume as much life force and vital energy as possible. This feeding frenzy lasts until the portal opens fully, upon which unexplained forces \"pull\" the will-o\u00c2\u0092-shadows back to the Negative Energy Plane.\r

    The will-o\u00c2\u0092-shadows first feed on the surrounding plant life, leaving it brown and wilted for several days. If animal life wanders near, the will-o\u00c2\u0092-shadows target it instead. Will-o\u00c2\u0092-shadows have an innate sense for the strength of life forces, and always seek out the most vital sources of energy available. \r

    Will-o\u00c2\u0092-shadows are not inherently evil, just extremely hungry. Creatures that prove resistant to their feeding attempts (such as those protected by death ward and similar magic) may peacefully converse with the will-o\u00c2\u0092-shadows.\r

    A will-o\u00c2\u0092-shadow's body is a globe of spongy material about 1 foot across and weighing about 3 pounds, and its glowing body sheds as much light as a torch. \r

    Will-o\u00c2\u0092-shadows speak Common and Auran. They have no vocal apparatus but can vibrate to create a voice with a ghostly sound.\r

    COMBAT\r

    Will-o\u00c2\u0092-shadows prefer to avoid direct confrontation, feeding from a distance unless provoked or extremely hungry. In such situations, will-o\u00c2\u0092-shadows use their exceptional aerial maneuverability and difficult to hit to great tactical advantage, darting and swooping for quick \"nibbles\" before flying out of reach.\r

    Energy Drain (Su):<\/b> Living creatures hit by a will-o\u00c2\u0092-shadow's touch attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. The will-o\u00c2\u0092-shadow gains no temporary hit points from its energy drain ability.\r

    Immunity to Magic (Ex):<\/b> A will-o\u00c2\u0092-shadow is immune to spells or spell-like abilities that allow spell resistance, except for those with the shadow descriptor. \r

    Natural Invisibility (Ex):<\/b> A startled or frightened will-o\u00c2\u0092-shadow can extinguish its glow, effectively becoming invisible<\/i> as the spell.\r

    Negative Energy Pulse (Su):<\/b> Once every 1d4 rounds, as a standard action, a will-o'-shadow can attempt to drain the vitality of a single creature within 120 feet. The creature 2d6 points of negative energy damage and becomes fatigued. A successful DC 14 Fortitude save halves the damage and negates the fatigue. The save DC is Charisma-based. \r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097color spray<\/i> (DC 12); 3\/day\u00c2\u0097blur, dancing lights, hypnotic pattern<\/i> (DC 13). Caster level 9th. The save DCs are Charisma-based.\r

    Vitality-Sapping Aura (Su):<\/b> A will-o'-shadow continuously deals 1 point of damage to all living creatures within 30 feet. \r

    In Cerilia<\/b>\r
    Will-o\u00c2\u0092-shadows are native to 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":"Undead","alignment":"Usually chaotic neutral","environment":"Negative Energy Plane"},{"name":"Wind Spirit (Marut)","type":"Outsider","ch":15,"challenge_rating":" 15 \u00a0","id":6852,"reference":"Usergen","full_text":"

    Wind Spirit (Marut) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Air, Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 16d8+80\u00a0(132 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 60 ft. (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 22 (+6 Dex, +6 natural), touch 16, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+16\/+23<\/td> <\/tr>
    Attack: <\/strong>+1 thundering shock greatsword<\/i> +26 melee (2d6+13 plus 1d6 electricity\/17-20 plus 1d6 electricity plus 1d8 sonic damage on a critical hit)<\/td> <\/tr>
    Full Attack: <\/strong>+1 thundering shock greatsword<\/i> +26\/+21\/+16\/+11 melee (2d6+13 plus 1d6 electricity\/17-20 plus 1d6 electricity plus 1d8 sonic damage on a critical hit)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Martial training, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to mind-affecting spells and abilities, spell resistance 26<\/td> <\/tr>
    Saves: <\/strong>Fort +15, Ref +16, Will +14 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 22, Con 21, Int 14, Wis 18, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Balance +8, Bluff +22, Diplomacy +7, Disguise +3 (+5 acting), Escape Artist +25, Intimidate +24, Jump +9, Knowledge (nature) +21, Knowledge (the planes) +21, Listen +23, Sense Motive +23, Spot +23, Survival +4 (+6 in aboveground natural environments, +6 on other planes), Tumble +25, Use Magic Device +22, Use Rope +6 (+8 bindings)<\/td> <\/tr>
    Feats: <\/strong>Combat Reflexes, Greater Weapon Focus (greatsword), Improved Critical (greatsword), Improved Flyby Attack (B), Power Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Air<\/td> <\/tr>
    Organization: <\/strong>Solitary, storm (2-10), or troop (10-100)<\/td> <\/tr>
    Challenge Rating: <\/strong>15<\/td> <\/tr>
    Treasure: <\/strong>None (except +1 thundering shock greatsword<\/i>)<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>17-32 HD (Medium); 33-48 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The being before you resembles a heroically proportioned man wielding a golden greatsword that crackles with lightning. He roars with excitement, revealing teeth that gleam like iron.<\/i>\r

    Wind spirits, or maruts, serve as troops for gods. Legends claim they are created from winds on the Elemental Plane of Air. All wind spirits are male.\r

    Maruts live only for battle. They will serve any deity, regardless of alignment, although they are most commonly found in the employ of wind deities. When not in battle, wind spirits make their homes in clouds, assisting wind deities with changes to the weather.\r

    A wind spirit is about 7\u00c2\u00bd feet tall and weighs about 250 pounds.\r

    Wind spirits speak Auran, Celestial, and Sylvan.\r

    COMBAT\r

    Wind spirits are outstanding fighters, wielding their magical greatswords with martial mastery. A wind spirit utilizes chain lightning<\/i> and greater shout<\/i> to help break resistance and clear a path for its comrades.\r

    Martial Training (Ex):<\/b> A wind spirit qualifies for feats as if it were a fighter of a level equal to its Hit Dice.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097control winds<\/i> (DC 18), invisibility<\/i> (self only); 1\/day\u00c2\u0097chain lightning<\/i> (DC 19), control weather, greater shout<\/i> (DC 21). Caster level 16th. The save DCs are Charisma-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Deities and Demigods Cyclopedia<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral","environment":"Elemental Plane of Air"},{"name":"Wind Thrower","type":"Monstrous Humanoid","ch":4,"challenge_rating":" 4 \u00a0","id":6853,"reference":"Usergen","full_text":"

    Wind Thrower <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Monstrous Humanoid \t\t\t(Psionic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+15\u00a0(37 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+2 Dex, +3 natural), touch 12, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+7<\/td> <\/tr>
    Attack: <\/strong>Heavy mace +9 melee (1d8+4)* or light crossbow +5 ranged (1d8)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Heavy mace +9 melee (1d8+4)* or light crossbow +5 ranged (1d8)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Powerful arm, psi-like abilities, wind throwing\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., naturally psionic, wind thrower traits<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +4, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 15*, Dex 10, Con 17, Int 12, Wis 11, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Climb +10, Concentration +11, Listen +4, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Deep Impact, Psionic Weapon<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any hills, mountains, or deserts and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or clan (3-24 plus 50% noncombatants plus 5-10 1st-2nd level psychic warriors plus one leader of 3rd-4th 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>+3<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    *Assumes weapon wielded one-handed in powerful arm (see below)\r

    This dwarflike creature has light blue skin and red hair. It wears studded leather armor beneath its clothing, except on its right arm. Plate armor extends from its right shoulder to its wrist, ending in a thick metal gauntlet.<\/i>\r

    Wind throwers are a race of evil, psionic dwarves lairing beneath hills, mountains, and deserts. They get their names from the ability to create powerful blasts of wind from their supernaturally strong right arms. \r

    A wind thrower is 4 feet tall and weighs about as much as an adult human. Hair coloration ranges from red to white, but skin color is always blue. Wind throwers follow the same age pattern as mountain dwarves.\r

    All wind throwers speak Dwarven and either Gnome or Goblin.\r

    COMBAT\r

    Wind throwers combine their melee prowess with their ability to generate powerful blasts of wind. They generally favor hand axes, hammers, short swords, daggers, maces, light crossbows, and short bows. Wind throwers despise goblins, kobolds, dwarves, and gnomes, and will choose them over other adversaries in battle. \r

    Naturally Psionic:<\/b> A wind thrower gains 1 bonus power point at 1st level. This benefit does not grant the ability to manifest psionic powers unless such powers are gained through another source, such as levels in a psionic class.\r

    Powerful Arm (Su):<\/b> A wind thrower's right arm is supernaturally enhanced, granting it a +4 bonus on its Strength score. When wielding a light or one-handed weapon in this arm, it gains the increased Strength bonus. However, it uses only its normal Strength score when wielding a two-handed weapon or when grappling.\r

    Psi-Like Abilities:<\/b> 1\/day\u00c2\u0097id insinuation<\/i> (DC 11), mental barrier, psionic blast<\/i> (DC 12). Manifester level is equal to 1\/2 the wind thrower's Hit Dice (minimum 1st). The save DCs are Charisma-based.\r

    Wind Blast (Su):<\/b> As a standard action a wind thrower can create a 60 foot line of swirling wind with its right arm. This is the equivalent of severe wind, so ranged weapon attacks directed at the wind thrower suffer a -4 penalty. Creatures in the area must succeed on a DC 15 Fortitude save or be affected as follows: Tiny or smaller creatures are blown away, Small creatures are knocked down, Medium creatures are checked. Large or larger creatures are unaffected. Fire attacks within this area, such as fireball, flame arrow, dragon breath weapons, and the like, deal -1 point of damage per die. The blast automatically extinguishes candles, torches, and similar unprotected flames. A gust of wind spell<\/i> cast against the wind blast effectively neutralizes both effects until the duration of either expires. The save DC is Constitution-based.\r

    A wind thrower can sustain its wind blast for up to 5 rounds, but it requires Concentration (treat this effect as a 3rd-level spell for purposes of Concentration checks). After the wind blast ends for any reason, the wind thrower must wait 1d4 rounds before it may be used again. \r

    Wind Thrower Traits (Ex):<\/b> Wind throwers possess the following racial traits.\r

  • Stability: Wind throwers are exceptionally stable on their feet. A wind thrower receives 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
    <\/li>
  • Stonecunning: This ability grants a wind thrower 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 wind thrower who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a wind thrower can use the Search skill to find stonework traps as a rogue can. A wind thrower can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Wind thrower have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. \r
    <\/li>
  • +1 racial bonus on attack rolls against dwarves, gnomes, goblinoids (including goblins, hobgoblins, and bugbears), and kobolds. \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><\/list>
    Wind Throwers as Characters<\/b>\r
    Wind thrower characters possess the following racial traits.\r

  • +4 Strength (+8 w\/right arm), +6 Constitution, +2 Intelligence, -2 Charisma. \r
    <\/li>
  • Medium size. \r
    <\/li>
  • Wind thrower base land speed is 20 feet. However, wind throwers can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). \r
    <\/li>
  • Darkvision out to 60 feet. \r
    <\/li>
  • Stability: Wind throwers are exceptionally stable on their feet. A wind thrower receives 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
    <\/li>
  • Stonecunning: This ability grants a wind thrower 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 wind thrower who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a wind thrower can use the Search skill to find stonework traps as a rogue can. A wind thrower can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Wind thrower have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. \r
    <\/li>
  • +1 racial bonus on attack rolls against dwarves, gnomes, goblinoids (including goblins, hobgoblins, and bugbears), and kobolds. \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>
  • Special Attacks (see above): Powerful arm, psi-like abilities (manifester level equal to 1\/2 HD), wind throwing. \r
    <\/li>
  • Special Qualities (see above): Immunity to sleep effects, leap. \r
    <\/li>
  • Racial Hit Dice: A wind thrower begins with five levels of monstrous humanoid, which provide 5d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +1, Ref +4, and Will +4. \r
    <\/li>
  • Racial Skills: A wind thrower's monstrous humanoid levels give it skill points equal to 8 x (2 + Int modifier, minimum 1). Class skills include Climb, Concentration, Listen, and Spot. \r
    <\/li>
  • Racial Feats: A wind thrower's monstrous humanoid levels grant it two feats. \r
    <\/li>
  • Automatic Languages: Dwarven. Bonus Languages: Common, Gnome, Goblin, Undercommon. \r
    <\/li>
  • Favored Class: Psychic warrior. \r
    <\/li>
  • Level adjustment +3. \r
    <\/li><\/list><\/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":"Monstrous Humanoid","alignment":"Usually neutral evil","environment":"Any hills, mountains, or deserts and underground"},{"name":"Wind Walker","type":"Elemental","ch":4,"challenge_rating":" 04 \u00a0","id":6854,"reference":"Usergen","full_text":"

    Wind <\/span>Walker<\/span><\/h4> <\/td> <\/tr>

    Large Elemental (Air)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice: \u00a0\u00a0\u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0\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><\/b>6d8+12 (39 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: \u00a0\u00a0\u00a0\u00a0\u00a0 \u00a0\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><\/b>+8 (+4 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed: \u00a0\u00a0\u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/b>40 ft, fly 60 ft (perfect)<\/span><\/p> <\/td> <\/tr>

    AC: \u00a0\u00a0\u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/b>17 (-1 size, +4 Dex, +4 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> \u00a0\u00a0\u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Slam +7 melee<\/span><\/p> <\/td> <\/tr>

    Damage: \u00a0\u00a0\u00a0\u00a0\u00a0 \u00a0\u00a0\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><\/b>Slam 2d6+6<\/span><\/p> <\/td> <\/tr>

    Face\/Reach: \u00a0\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><\/b>5 ft by 10 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Qualities: \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/b>Elemental, natural invisibility, detect thoughts, telepathy, vulnerabilities<\/span><\/p> <\/td> <\/tr>

    Saves: \u00a0\u00a0\u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\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><\/b>Fort +4, Ref +9, Will +3<\/span><\/p> <\/td> <\/tr>

    Abilities: \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\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><\/b>Str 18, Dex 18, Con 14, Int 12, <\/span>Wis<\/span> 13, Cha 11<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Listen +8, Move Silently +11, Search +8, Spot +8<\/span><\/p> <\/td> <\/tr>

    Feats: \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\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><\/b>Combat Reflexes, Improved Initiative<\/span><\/p> <\/td> <\/tr>

    Climate\/Terrain: \u00a0\u00a0\u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/b>Any mountains and underground<\/span><\/p> <\/td> <\/tr>

    Organization: \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><\/b>Solitary or gang (2-4)<\/span><\/p> <\/td> <\/tr>

    Challenge Rating: \u00a0\u00a0\u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/b>5<\/span><\/p> <\/td> <\/tr>

    Treasure: \u00a0\u00a0\u00a0\u00a0\u00a0 \u00a0\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><\/b>Standard<\/span><\/p> <\/td> <\/tr>

    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 <\/span><\/b>Usually neutral<\/span><\/p> <\/td> <\/tr>

    Advancement: \u00a0\u00a0\u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/b>7-10 HD (Large); 11-18 HD (Huge)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Wind walkers are creatures from the Elemental Plane of Air. They are often summoned to the Material Plane by wizards or clerics who employ them as guards. On occasion, a wind walker is encountered in the service of a cloud giant, storm giant, efreet, djinn, or other such creature.<\/p> <\/td> <\/tr>

    A wind walker\u0092s natural form is that of a roaring and whistling column of wind. No discernable features can be seen in the wind walker.<\/p> <\/td> <\/tr>

    \u00a0<\/span><\/h1> <\/td> <\/tr>

    Combat<\/h1> <\/td> <\/tr>

    A wind walker attacks by using the surrounding air to pummel a single opponent. The wind takes the form of a large, howling, swirling cone of air. A wind walker has no other method of attack.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Elemental: <\/span><\/b>Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Natural Invisibility (Su):<\/span><\/b> This ability is always active, even when the wind walker attacks. It is inherent and not subject to invisibility purge<\/i>.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Detect Thoughts (Su):<\/span><\/b> A wind walker continuously detects thoughts<\/i> as the spell cast by a 12th-level sorcerer (save DC 11). It can suppress or resume this ability as a free action.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Telepathy (Su):<\/span><\/b> Wind walkers can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Vulnerabilities (Ex):<\/span><\/b> A control weather<\/i> spell instantly slays a wind walker if it fails a Fortitude save (DC 20). A slow <\/i>spell deals 1d6 points of damage per caster level to a wind walker and ice storm<\/i> causes it to act as if affected by fear<\/i> for 1d4 rounds if it fails a Will save.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/p> <\/td> <\/tr>

    The Wind Walker first appeared in the 1e MM (Gary Gygax, 1977).<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/p><\/div>","family":"Elemental","alignment":"Any","environment":"Any"},{"name":"Windigo","type":"Outsider","ch":5,"challenge_rating":" 5 \u00a0","id":6855,"reference":"Usergen","full_text":"

    Windigo <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Air, Chaotic, Evil, Incorporeal, Native)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8\u00a0(31 hp)<\/td> <\/tr>
    Initiative: <\/strong> +9<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 60 ft. (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+5 Dex), touch 15, flat-footed 10<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/–<\/td> <\/tr>
    Attack: <\/strong>Incorporeal touch +11 melee (1d6)<\/td> <\/tr>
    Full Attack: <\/strong>Incorporeal touch +11 melee (1d6)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Searing windblast, spell-like abilities, summon mosquito swarm<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., environmental body, fatal claustrophobia, incorporeal traits, skinstealing, summon mosquito swarm, transparent body<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +10, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str –, Dex 21, Con 10, Int 12, Wis 17, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Balance +7, Bluff +13, Diplomacy +5, Disguise +3 (+5 acting), Hide +15, Intimidate +15, Jump +2 (+4 in environmental body), Knowledge (nature) +13, Listen +13, Move Silently +15, Spot +13, Survival +13 (+15 in aboveground natural environments), Tumble +15<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Track, Weapon Finesse <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary or congregation (12-48)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>8-14 HD (Medium); 15-21 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A humanoid-shaped cloud of haze floats nearby, with sky blue eyes that glow faintly from some internal light.<\/i>\r

    Windigos are vampiric wind spirits found in remote wilderness regions. They are extremely territorial, but are in a constant state of retreat from the ever-advancing tide of civilization. Whenever a windigo is driven deeper into the wilderness, it leaves behind a persistent plague of mosquitoes that torments the invading settlers. According to legend, windigos fathered the mosquito species as an act of revenge against humanoid races.\r

    Roughly once every three centuries, a few dozen windigos congregate at the site of an epic winter storm. This event, seemingly religious in nature, entails the wind spirits dancing throughout the storm while chanting in their hallow, gusty voices. Aside from this dark ritual, windigos are never found in groups.\r

    A windigo is 7 feet tall and weightless.\r

    Windigos speak Auran, Common and Sylvan in a voice the sounds like a cacophany of fleeting whispers that originates from all directions at once. \r

    COMBAT<\/b>\r
    A windigo uses its transparent body and ghostly silence to stalk prey. Only after thoroughly terrorizing its prey does it attack, forming a physical body out of its nearby environment. It uses its searing blast as often as possible, attempting to catch as many victims with the area of effect. If a windigo successfully picks off a straggler from a group, it wears the victims skin and attempts to infiltrate the group to create havoc among them.\r

    A common tactic of these evil wind spirits is to flit in and out of the trees behind a group of travelers, only to disappear when someone looks back. After heightening its victims\u00c2\u0092 paranoia, the windigo begins to call softly to the travelers, so softly that its voice can barely be distinguished from a slight breeze. Only after the group is driven into a panic-induced frenzy of cursing or running does a windigo attack. A survivor of such an attack is typically left with intense agoraphobia, breaking out into a cold sweat when the wind is heard rustling through the treetops.\r

    A windigo'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

    Environmental Body (Ex):<\/b> A windigo can form a physical body for itself out of leaves, dirt, rocks or any other small loose objects lying in its vicinity. While in this form, the windigo loses its incorporeal subtype and its transparent body special quality, but it gains two claw attacks that deal 1d6 damage each, a natural armor bonus, and a Strength score of 15. Forming an environmental body requires a move action; the windigo can revert to its natural incorporeal form as a swift action. The natural armor bonus of the body depends on the hardness of its materials, according to the following table:\r

    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Dungeon #77<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic evil","environment":"Any land"},{"name":"Wirchler","type":"Outsider","ch":4,"challenge_rating":" 4 \u00a0","id":6856,"reference":"Usergen","full_text":"

    Wirchler <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Outsider \t\t\t(Evil, Extraplanar, Fire, Psionic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+6\u00a0(33 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> Fly 50 ft. (perfect)(10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 21 (+1 size, +7 Dex, +3 natural), touch 18, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+2<\/td> <\/tr>
    Attack: <\/strong>Claw +7 melee (1d6)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +7 melee (1d6) and bite +5 melee (2d6)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Psi-like abilities, wirching<\/td> <\/tr>
    Special Qualities: <\/strong>Craft firegem, darkvision 60 ft., flight, immunity to acid and fire, vulnerability to cold<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +12, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 24, Con 13, Int 8, Wis 11, Cha 21 <\/td> <\/tr>
    Skills: <\/strong>Autohypnosis +11, Concentration +10, Knowledge (arcana) +8, Knowledge (the planes) +8, Psicraft +8, Spot +9, Tumble +16<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (wirching), Iron Will, Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Bleak Eternity of Gehenna<\/td> <\/tr>
    Organization: <\/strong>Solitary or wirching (2-10) <\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>No coins; standard goods (fire opals only); no items (unless firegem, see below)<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil or neutral evil<\/td> <\/tr>
    Advancement: <\/strong>7-18 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A disembodied mouth filled with long, protruding teeth flits about in the air. A pair of long and scrawny hair-covered arms protrude from its cheeks.<\/i>\r

    Wirchlers are foul denizens that inhabit the fiery portions of Gehenna. Named for the sound created when the gnash their teeth (which sounds like \"wiiiirrrrccchhhhh\"), they thrive on inflicting pain and savor the dying screams of their victims. They are known to trade firegems (see below) to night hags for larvae to torture.\r

    A wirchler is about 4 feet in diameter and weighs 15 pounds.\r

    Wirchlers speak Abyssal and Infernal.\r

    A wirchler can be summoned via a summon monster IV<\/i> spell.\r

    COMBAT\r

    If encountered in a group, four wirchlers generally begin wirching, while any remaining wirchlers use their mind thrust<\/i> powers on unaffected creatures.\r

    Craft Firegem<\/i> (Su):<\/b> A wirchler can create a firegem<\/i> (see below) as though it had the necessary feats and prerequisite spells or other requirements.\r

    Flight (Ex):<\/b> A wirchler's body is naturally buoyant. This buoyancy allows it to fly at a speed of 50 feet. This buoyancy also grants it a permanent feather fall<\/i> effect (as the spell) with personal range.\r

    Psi-Like Abilities:<\/b> At will\u00c2\u0097mental barrier, mind thrust<\/i> (6d10, DC 18*); 3\/day\u00c2\u0097intellect fortress<\/i>. Manifester level 6th. The save DCs are Charisma-based.\r

    *Includes augmentation for the wirchler's manifester level.\r

    Wirching (Su):<\/b> To use this ability, four or more wirchlers rub their teeth together, resulting in their namesake sound. After a full round of wirching, all creatures within 60 feet of any wirchler currently wirching must succeed on a DC 20 Will save or fall to the ground screaming and writhing for as long as the wirching continues. Affected creatures are considered to be helpless. Even with a successful save, a creature must save each round it remains in the area. For each hour of continuous exposure to wirching, an affected creature suffers 1 point of damage. For every three hours of exposure, a victim suffers one point of Intelligence drain. Every four hours a victim suffers one point of Wisdom drain, and every five hours one point of Charisma drain.\r

    At least four wirchlers will continue to wirch until all victims are dead. If damaged, a wirchler must succeed on a Concentration check (DC equals damage dealt) to continue wirching. Evil outsiders are immune to this ability. This is a sonic, mind-affecting ability. The save DC is Charisma-based.\r

    Firegems<\/b>\r

    Wirchlers possess the ability to create a wondrous item known as a firegem<\/i> from fire opals. The creation of these items is time-consuming, and wirchlers often trade firegems<\/i> with night hags for larvae, so there is only a 30% chance that a wirchler will possess a firegem<\/i>. Summoned wirchlers never carry firegems<\/i>.\r

    Firegem:<\/i> This woundrous item resembles a fire opal. Upon utterance of a command word, the firegem<\/i> emits one of the following fire effects.\r

    One command word causes the firegem<\/i> to shoot a cone of flames, as the burning hands<\/i> spell. This use of the firegem<\/i> expends 2 charges. \r

    Another command word causes the firegem<\/i> to release a fireball<\/i> (as the spell). This use of the firegem<\/i> expends 5 charges. \r

    The third command word wards an item touched with a fire trap<\/i> (as the spell). This use expends 5 charges.\r

    A newly created firegem<\/i> has 50 charges. When all its charges are expended, the firegem<\/i> becomes nonmagical. Moderate evocation; CL 6th; Craft Wondrous Item, burning hands, fireball, fire trap<\/i>; Price 13,000 gp.\r

    Greater firegems<\/i> are rumored to exist. These firegems<\/i> reportedly function as gems of seeing<\/i> as long as at least 1 charge remains. Additionally, they can release all remaining charges to to create an incendiary cloud<\/i> that lasts for a number of rounds equal to half the remaining charges.<\/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 lawful evil or neutral evil","environment":"Bleak Eternity of Gehenna"},{"name":"Witherstench","type":"Beast","ch":1,"challenge_rating":" 01 \u00a0","id":6857,"reference":"Usergen","full_text":"

    WITHERSTENCH<\/span><\/b><\/p> <\/div><\/td> <\/tr>

    Small Beast<\/span><\/b><\/p><\/td> <\/tr>

    Hit Dice: <\/span><\/b>2d10+2 (13 hp)<\/span><\/p><\/td> <\/tr>

    Initiative: <\/span><\/b>+2 (Dex)<\/span><\/p><\/td> <\/tr>

    Speed: <\/span><\/b>20 ft<\/span><\/p><\/td> <\/tr>

    AC: <\/span><\/b>14 (+1 size, +2 Dex, +1 natural)<\/span><\/p><\/td> <\/tr>

    Attacks: <\/span><\/b>2 claws +1 melee<\/span><\/p><\/td> <\/tr>

    Damage: <\/span><\/b>Claw 1d6-1<\/span><\/p><\/td> <\/tr>

    Face\/Reach: <\/span><\/b>5 ft by 5 ft\/5 ft<\/span><\/p><\/td> <\/tr>

    Special Attacks: <\/span><\/b>Stench<\/span><\/p><\/td> <\/tr>

    Saves: <\/span><\/b>Fort +4, Ref +5, Will -1<\/span><\/p><\/td> <\/tr>

    Abilities: <\/span><\/b>Str 8, Dex 14, Con 12, Int 4, Wis 8, Cha 7<\/span><\/p><\/td> <\/tr>

    Skills:<\/span><\/b> Hide +8, Listen +2, Spot +2<\/span><\/p> <\/div><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any underground<\/span><\/p><\/td> <\/tr>

    Organization: <\/span><\/b>Pack (3-12)<\/span><\/p><\/td> <\/tr>

    Challenge Rating: <\/span><\/b>1<\/span><\/p><\/td> <\/tr>

    Treasure: <\/span><\/b>Standard<\/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 <\/td> <\/tr>

    The witherstench (or skunk beast) is a bizarre mutation of a skunk, and is about 4 feet in length.\u00a0 This beast is nearly hairless with only a few patches of dirty fur sprawled out on its wrinkled skin.\u00a0 It has blotchy yellow skin, which is covered with tiny purple spots that emit a powerful odor for which the beast is named.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 This beast lives in dank and filthy areas, mostly underground, where it survives by scavenging for carrion.<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>
    COMBAT<\/strong><\/span><\/td> <\/tr>

    The witherstench is a cowardly creature, but defends itself with its claws if attacked or approached.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Stench (Ex): <\/b>The witherstench constantly emits a nauseating stench from the spots on its skin to a range of 30 feet. Creatures within range must succeed at a Fortitude save each round they remain in the area or become nauseated (see page 85 in the DMG<\/b>). An affected creature moved out of range of the stench recovers immediately.<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    The witherstench first appeared in the 1st edition FF (1981).<\/span><\/p><\/td> <\/tr><\/table><\/div>","family":"Beast","alignment":"Always neutral","environment":" Any underground"},{"name":"Wiwaxia","type":"Vermin","ch":1,"challenge_rating":" 1 \u00a0","id":6858,"reference":"Usergen","full_text":"

    Wiwaxia <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Vermin \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+4\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> -2<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square), climb 5 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+1 size, -2 Dex, +9 natural), touch 9, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-3<\/td> <\/tr>
    Attack: <\/strong>Bite +2 melee (1d8)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +2 melee (1d8)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spines<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 2\/-, vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref -2, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 6, Con 15, Int –, Wis 10, Cha 3 <\/td> <\/tr>
    Skills: <\/strong>Climb +8<\/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>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Medium); 5-6 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This three-foot creature has a square-sided elliptical body covered in hard, scaly plates. Seven pairs of long, bladelike spines run down each side of its body. It oozes along like a slug.<\/i>\r

    Wiwaxia is a primitive marine vermin. It spends most of its time crawling across the muddy ocean floor looking for food.\r

    Wiwaxia are primarily scavengers, but devour live prey if given the chance. Wiwaxia have a backwards-slanted mouth hidden beneath their body, just in front of their slug-like foot. Folded inside this mouth are two or three flexible rows of conical teeth. The wiwaxia can push these jaws out of its mouth to scrape away food.\r

    A wiwaxia is 3 feet long and weighs 50 pounds or more.\r

    COMBAT<\/b>\r
    Wiwaxia crawl toward anything that smells edible and then bite with powerful snaps of its tooth-rows.\r

    Spiny Defense (Ex):<\/b> Melee combat with a wiwaxia is dangerous. An opponent who attacks a wiwaxia with a melee weapon that does not have reach must succeed on a DC 13 Reflex save or be struck by a spine and take 1d10 piercing damage. The save DC is Constitution-based.\r

    Skills:<\/b> A wiwaxia 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>
    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":"Wolf, Dread","type":"Undead","ch":5,"challenge_rating":" 05 \u00a0","id":6859,"reference":"Usergen","full_text":"

    Wolf, Dread <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d12\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 50 ft<\/td> <\/tr>
    AC:<\/strong> 14 (+2 Dex, +2 natural)<\/td> <\/tr>
    Attacks:<\/strong>Bite +3 melee<\/td> <\/tr>
    Damage: <\/strong>Bite 1d10+1 and disease<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Disease, trip<\/td> <\/tr>
    Special Qualities: <\/strong>Undead, regeneration 3, electricity resistance 10, immunities, link, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +3, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 15, Con ---, Int 10, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Climb +5, Hide +7, Jump +5, Listen +9, Move Silently +7, Search +4, Spot +7, Wilderness Lore +5 *<\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon Finesse (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Pack (3-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>05<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Medium-Size); 9-12 HD (Large)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Dread wolves are awful undead wolves, originally created by an evil renegade wizard. Word of their creation spread quickly and they are now in wide use among powerful evil wizards.\r

    These magically created undead begin to decay soon after they are created. Their fur falls out in clumps and their bodies have such an awful stink that they can be smelled 120 feet downwind.\r

    COMBAT<\/b>\r
    Dread wolves bite and tear with fangs like living wolves, with normal pack tactics. If they are within the special link of their wizard, the pack will fight under his direction.\r

    Disease (Ex)<\/b>: Dead wolves carry a nasty rotting disease that infects bitten opponents. If the victim fails a Fortitude save (DC 13) he will lose 1 hit point one hour after the bite, and every hour thereafter until he dies. If treated by someone with the Heal or Profession (herbalist) skill, the victim gains a +2 to the saving throw. This disease can be cured by cure disease<\/i> or more powerful spells.\r

    Trip (Ex)<\/b>: A dread wolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack or opportunity. If the attempt fails, the opponent cannot react to trip the dread wolf.\r

    Undead<\/b>: Immune to mind-influencing effects (except as below), poison, sleep, paralysis, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.\r

    Regeneration (Su)<\/b>: Acid and fire deal normal damage to a dread wolf, and total dismemberment will also defeat its regeneration. Total dismemberment occurs when the dread wolf reaches -25 or fewer hit points. This creature can continue to fight until it reaches -10 hit points, at which point it will goes down until it regenerates back up to 0 hit points.\r

    Immunities (Ex)<\/b>: Dread wolves are immune to cold and hold spells.\r

    Link (Su)<\/b>: A pack of dread wolves and their creator share a supernatural link that extends up to 50 miles away from the wizard. The dread wolves can travel within this range and still be in communication with their creator. Within this distance, they are directly under control of the wizard, who can see and hear everything they experience.\r

    If the wolves venture outside of the range of this link, they lose contact with their creator and immediately seek to regain contact with him. They can be ordered to travel beyond this range, and can be given a short set of commands (30 words at most), which they will travel any distance and make every effort to fulfill. Though they normally keep no treasure, their master may order them to hold anything they can carry in their mouths.\r

    A wizard may not attempt to create a second pack of dread wolves while he still has the first, and may not transfer control of his wolves to anyone else. Attempting either of these actions causes the magic animating them to cease, and the bodies of the wolves to be permanently destroyed.\r

    Skills<\/b>: * Dread wolves receive a +4 racial bonus to Wilderness Lore checks when tracking by scent.\r



    CREATING A DREAD WOLF<\/b>\r
    Dread wolves can only be created by wizards of 9th-level or greater. They are created as a whole pack all at once, and there must be between 3 and 12 fresh wolf carcasses present at the creation. The spellcaster speaks an incantation over the wolves that combines specially modified versions of animate dead<\/i> and dismissal<\/i>, and requires the wizard to summon an undead shadow. When the shadow appears, the magic of the incantation breaks the shadow up into equal parts that are then infused into the wolves, reanimating them as dread wolves.\r

    If the hour-long ritual is interruption, the raw energy of the split-apart shadow is unleashed, dealing 3d10 points of negative energy damage to the caster and anyone else present. If the ritual is undisturbed, the wizard will have a dread wolf pack as servants, with the special link as described above.\r

    For some unknown reason, this ritual will not work on any other canines or animals, other than wolves of any type. A wizard who attempts this spell on dogs or any other species of canine suffers damage as if the spell were interrupted, as above.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in DRAGON Magazine #174 (\"Cry Wolf!\", Tim Malto), Monstrous Compendium Annual One (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":">Any land and underground"},{"name":"Wolf, Mist","type":"Magical Beast","ch":3,"challenge_rating":" 03 \u00a0","id":6860,"reference":"Usergen","full_text":"

    Wolf, Mist <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d10+6\u00a0(22 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 50 ft (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+2 Dex, +2 natural), touch 12, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+5<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (2d6+2)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (2d6+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Trip<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, detect evil, low-light vision, mist cloud, scent, spell resistance 13<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +5, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 15, Con 16, Int 10, Wis 12, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Hide +3, Listen +3, Move Silently +4, Sense Motive +4, Spot +3, Survival +1*<\/td> <\/tr>
    Feats: <\/strong>Blind-Fight, Track (B), Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any cold and temperate land (except desert)<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>03<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always lawful good<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Medium), 7-9 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+4 (cohort)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This wolf is slightly taller than the average wolf, and has gray fur with white at the tips and on the hackles. It is slim yet muscular, and its teeth are sharp and deadly. It has black eyes, but absent is the red tinge often seen in wild wolves. <\/i>\r

    The mist wolf is a wilderness protector with some magical ability. A mist wolf appears identical to its non-magical cousin, often leading mankind to distrust them. A mist wolf is completely benevolent, but this does not often allay the innate fear and hatred instilled by legends of wolves and monsters like them.\r

    A mist wolf is an merciless enemy of evil, and will go to great lengths to protect good humanoids and defend goodness and law wherever it may be. A mist wolf will only attack humanoids that have been acting in an overtly evil manner. A mist wolf feels that its duty is to protect travelers from malicious creatures. The presence of mist wolves in areas infested with evil does not help their reputation, and they are thus often slain by the very people they seek to protect. They inhabit such areas because this is where they can do the most good.\r

    Mist wolves live in a pack society, led by the strongest member of the pack. The leader of the pack (usually, but not necessarily, male) gains and defends this position by a challenge of combat through subdual. A mist wolf is a highly efficient predator, and has few natural enemies. They never over-hunt and area, and carefully select their victims and control hunting.\r

    A mist wolf is 4 feet tall at the shoulder, and weighs about 120 pounds.\r

    Mist wolves have their own language consisting of yips, barks, and growls. A mist wolf can understand Common and other languages, but is unable to speak.\r

    COMBAT<\/b>\r
    Mist wolves use the same sort of pack tactics of common wolves. They are significantly more intelligent than normal animals, and are not likely to continue a losing battle. Their main mode of defense is their mist cloud, which they use to disengage from dangerous opponents. This mist is opaque to both the mist wolf and its opponents, allowing the wolf to slip away unseen.\r

    Trip (Ex)<\/b>: A mist wolf that hits with its bite attack can attempt to trip the opponent (+6 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 mist wolf.\r

    Detect Evil (Su)<\/b>: Mist wolves continuously detect evil<\/i> as the spell (caster level 4th).\r

    Mist Cloud (Su)<\/b>: Twice per day, a mist wolf can exhale a cloud of thick mist in a 20-foot-radius spread, 20 feet high. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can\u00c2\u0092t use sight to locate the target).\r

    The mist cloud lasts five rounds. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.\r

    Skills<\/b>: *Mist wolves have a +4 racial bonus on Survival checks when tracking by scent.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Greyhawk Adventures (1988, James M. Ward), and Monstrous Compendium MC5 - Greyhawk Appendix (1990).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always lawful good","environment":"Any cold and temperate land (except desert)"},{"name":"Wolf, Stone","type":"Construct","ch":6,"challenge_rating":" 06 \u00a0","id":6861,"reference":"Usergen","full_text":"

    Wolf, Stone <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d10\u00a0(27 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 25 ft<\/td> <\/tr>
    AC:<\/strong> 20 (+1 Dex, +9 natural)<\/td> <\/tr>
    Attacks:<\/strong>Bite +7 melee<\/td> <\/tr>
    Damage: <\/strong>Bite 2d4+6<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Pounce, camouflage<\/td> <\/tr>
    Special Qualities: <\/strong>Construct, half damage from slashing and piecing, immune to cold, fire resistance 10, electricity resistance 15, eyes (vulnerability), stone form (vulnerability)<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +2, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 12, Con ---, Int 2, Wis 12, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Hide +5, Listen +5, Spot +5<\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Pack (1-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>06<\/td> <\/tr>
    Treasure: <\/strong>None (see below)<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>6-10 HD (Medium-Size); 11-15 HD (Large)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A stone wolf appears as a wolf carved out of a solid block of stone. No two stone wolves look the same, though they all have white-hot fire opals for eyes. Stone wolves are 5 - 6 feet in length.\r

    COMBAT<\/b>\r
    A stone wolf's preferred tactic is to lie silently and unmoving, pretending to be a statue, and attack enemies with surprise. Stone wolves always hear the call of their creator, and return to him immediately if he calls.\r

    Pounce (Ex)<\/b>: If a stone wolf 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. If the wolf scores a critical hit on a pounce attack, it pins its opponent and deals an extra 1d6 points of crushing damage per round. The stone wolf gains a +4 bonus to its attack roll every round until its victim escapes.\r

    Camouflage (Ex)<\/b>: A motionless stone wolf looks so much like a statue that it will usually go unnoticed. It can only be detected on a successful Spot check (DC 20) or by the stonecunning ability of dwarves. On the first round of combat, a stone wolf always gains a +4 bonus to initiative if it was motionless before the combat.\r

    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.\r

    Half Damage From Piercing and Slashing (Ex)<\/b>: Piercing and slashing weapons deal only half damage to a stone wolf, with a minimum of 1 point of damage.\r

    Eyes (Ex)<\/b>: If both of the stone wolf's fire-opal eyes are smashed, the wolf is immediately destroyed. If an attacking character makes a called shot on the stone wolf's eyes he can smash one of the eyes, imposing a -4 attack penalty on the wolf's blind side. If the character scores a critical hit, he smashes both eyes.\r

    Stone Form (Ex)<\/b>: The stone form of a stone wolf causes certain spells to affect it in unexpected ways when it fails its saving throw. Stone to flesh<\/i> causes the stone wolf to become a normal wolf. Transmute rock to mud<\/i> destroys it instantly, turning into a pile of mush. If the earthquake<\/i> spell is centered on the stone wolf, it suffers 6d8 points of damage (Will save for half). If a move earth<\/i> spell is centered on a stone wolf, it turns into a statue permanently if it fails a Will save. Wall of stone<\/i> will use the stone wolf's mass to create the wall, if it fails a Will save, destroying it utterly.\r

    Skills<\/b>: Stone wolves receive a +4 racial bonus to Hide, Listen, and Spot checks.\r


    CREATING A STONE WOLF<\/b>\r
    Stone wolves can only be created by wizards of 9th level or higher. The wizard must form up to four large, purified lumps of clay, and embed a wolf skull and two fire opals worth 1,000 gp each inside each of the lumps of clay. The wizard must prepare special variants of the stone shape<\/i> and animate dead<\/i> spells which he will cast on these lumps; the former spell is cast on the first day of the ritual, and the latter on the next day. The wizard must not cast any other spells in between the two castings, or the ritual will fail.\r

    After the stone shape<\/i> is cast, the lumps of clay take on the shape of wolves and begin to harden, and the eyes start to glow. After animate dead<\/i> is cast on them, the stone wolves will be fully formed unsleeping guardians that will guard any room or item the wizard chooses.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in DRAGON Magazine #174 (\"Cry Wolf!\", Tim Malto), Monstrous Compendium Annual One (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":">Any land and underground"},{"name":"Wolf, Vampiric","type":"Undead","ch":6,"challenge_rating":" 06 \u00a0","id":6862,"reference":"Usergen","full_text":"

    Wolf, Vampiric <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d12\u00a0(39 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8 (Dex, Improved Initiative)<\/td> <\/tr>
    Speed:<\/strong> 60 ft<\/td> <\/tr>
    AC:<\/strong> 18 (+4 Dex, +4 natural)<\/td> <\/tr>
    Attacks:<\/strong>Bite +6 melee<\/td> <\/tr>
    Damage: <\/strong>Bite 3d4+6 and fall<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Cause fall, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Undead, vampiric regeneration, damage reduction 15\/silver, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +6, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 19, Con ---, Int 6, Wis 14, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide +6, Jump +8, Listen +12, Move Silently +8, Spot +10, Wilderness Lore +6 *<\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Initiative<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Pack (3-18)<\/td> <\/tr>
    Challenge Rating: <\/strong>06<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always evil (as creator)<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Medium-Size); 13-18 HD (Large)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Vampiric wolves are the result of foul ceremonies used by evil clerics on normal wolf pups. These undead wolves are always black from head to toe, with feral eyes that glow a dark orange. When they have fed on blood within the last 12 hours, their eyes glow a deep red instead. Vampiric wolves are smaller than most wolves, their growth stunted as a result of the process that created them.\r

    Vampiric wolves treat the cleric that created them as the leader of their pack, and he has complete control over them. Any other being or creature that attempts to command them will be attacked unless allowed to live by the cleric. The wolves can understand short, simple phrases, and will do their best to follow the commands even when left alone for long periods. The cleric must be careful never to show weakness in front of the pack, as they may turn on him and run free. Vampiric wolves are often used by the cleric as guards for treasure, or concealed portals.\r

    COMBAT<\/b>\r
    Vampiric wolves hunt in the same manner as a pack of normal wolves. If a wolf is able to trap its victim on the ground, it will try to bite and grasp the victim's arm to prevent him from using a weapon. When a victim is helpless and dying, the members of the pack will close in and drink the victim's spilled blood. These wolves are not restricted from moving about in daylight, but normally chose not to do so.\r

    Cause Fall (Ex)<\/b>: When a vampiric wolf successfully bites a running or standing victim, she must succeed at a Reflex save (DC 17) or fall prone to the ground for the rest of that round.\r

    Improved Grab (Ex)<\/b>: To use this ability, the dread wolf must hit with a bite attack. If it gets a hold, it automatically deals bite damage each round the hold is maintained.\r

    Undead<\/b>: Immune to mind-influencing effects, poison, sleep, paralysis, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.\r

    Vampiric Regeneration (Su)<\/b>: Vampiric wolves heal quickly by drinking the blood of their victims. For each hit point of damage a vampiric wolf does with its bite attack, it regains 1 hit point.\r

    Light Sensitivity (Ex)<\/b>: Vampiric wolves suffer a -2 penalty to attack rolls in bright sunlight or within the radius of a daylight<\/i> spell.\r

    Skills<\/b>: * Vampiric wolves receive a +4 racial bonus to Wilderness Lore checks when tracking by scent.\r


    CREATING A VAMPIRIC WOLF<\/b>\r
    These wolves are transformed into undead by a corrupting ceremony performed by an evil priest of 9th level or higher. The cleric must capture 3-18 wolf pups that are close to being weaned, but have not yet tasted raw meat.\r

    Once he has the proper pups, the cleric performs a ritual using magic that is essentially the opposite of an atonement<\/i> spell. Every day for three months, he must hand-feed them food that contains either a few drops of human blood, or dust from a dead vampire that has had the bane<\/i> spell cast upon it, or the pups will die. At the end of these three months, the pups are fully grown. To complete the ritual, the cleric must then slay the wolves with poison, and they will then arise as vampiric wolves. If they are not slain in this way at the proper time, they must each make a Will save (DC 18) or die; success results in the wolves living out the rest of their days as weak, but abnormally bloodthirsty, normal wolves.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in DRAGON Magazine #174 (\"Cry Wolf!\", Tim Malto), Monstrous Compendium Annual One (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always evil (as creator)","environment":">Any land and underground"},{"name":"Wolf-in-Sheep's-Clothing","type":"Aberration","ch":8,"challenge_rating":" 08 \u00a0","id":6863,"reference":"Usergen","full_text":"

    WOLF-IN-SHEEP\u0092S-CLOTHING<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Aberration<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 9d8+18 (58 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+4 (+4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 5 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 15 (+5 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 7 tentacles +9 melee, bite +4 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Tentacle 1d4+3, bite 2d4+1<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft (10 ft with tentacle)<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Improved grab, constrict, rend<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Lure-growth, all-around vision, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +5, Ref +2, Will +8<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 17, Dex 10, Con 15, Int 6, Wis 14, Cha 8<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +12*, Listen +4, Search +6, Spot +20<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Alertness, Improved Initiative<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any temperate land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary
    Challenge Rating:<\/b> 8<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 10-16 HD (Medium-size); 17-27 HD (Large)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    This weird aberration lurks in undergrowth or in grassy meadows. It creeps slowly from place to place, using its 7 root tentacles for locomotion.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The body of the wolf-in-sheep\u0092s-clothing appears to be a grayish-brown tree stump three feet in diameter. It has two 10-foot long eyestalks that are brown at the base and green at the tips. Each eyestalk has a violet flower-like eye on the end. Its root tentacles are blackish-brown and 10 feet long. The vertical maw located in the trunk is lined with jagged teeth and when closed, appears to be an old scar on a normal tree stump.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 It has the ability to sprout a growth resembling a small furry creature (such as a rabbit) that it uses to attract prey.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    The wolf-in-sheep\u0092s-clothing uses its \u0093lure-growth\u0094 ability to draw is prey in. Once in range, it lashes out with a tentacle. If it hits, it drags the prey to its mouth and bites until the creature dies.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, the wolf-in-sheep\u0092s-clothing must hit an opponent of up to Large size with a tentacle attack. If it gets a hold, it can constrict.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Constrict (Ex):<\/span><\/b> A wolf-in-sheep\u0092s-clothing deals 1d4+3 points of damage with a successful grapple check that does not provoke an attack of opportunity.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A single attack with a slashing weapon that deals at least 10 points of damage severs a tentacle (AC 20). Severed tentacles grow back in 1d4 weeks.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Rend (Ex):<\/span><\/b> A wolf-in-sheep\u0092s-clothing automatically hits a held opponent with its bite attack each round it maintains the hold.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Lure-Growth (Ex):<\/span><\/b> The wolf-in-sheep\u0092s-clothing has the ability to sprout a growth resembling a small furry creature (such as a rabbit) that it uses to attract prey. The growth is \u0093moved\u0094 so as to look at approaching prey and then it will \u0093freeze\u0094 so as to \u0093hide\u0094 from approaching predators. A creature viewing the lure-growth can make a Will save (DC 16) to detect the deception.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 All-Around Vision (Ex):<\/span><\/b> The wolf-in-sheep\u0092s-clothing\u0092s 7-foot long eyestalks allow it to look in any direction, bestowing a +4 racial bonus to Spot and Search checks. A wolf-in-sheep\u0092s-clothing cannot be flanked.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/span><\/b> *A wolf-in-sheep\u0092s-clothing receives a +8 racial bonus to Hide checks when in forested surroundings.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Wolf-in-Sheep\u0092s-Clothing fist appeared in the 1e MM II (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Aberration","alignment":"Any","environment":"Any temperate land and underground"},{"name":"Wolfwere","type":"Shapechanger","ch":4,"challenge_rating":" 04 \u00a0","id":6864,"reference":"Usergen","full_text":"

    WOLFWERE<\/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>+6 (+2 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 30 ft (50 ft in wolf form)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 17 (+2 Dex, +5 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +5 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 1d6+1<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Song of lethargy<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 10\/+1, SR 13, alternate form, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +5, Ref +6, Will +7<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 13, Dex 15, Con 13, Int 16, Wis 16, Cha 14<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Bluff +10, Disguise +9, Hide +5, Listen +10, Move Silently +5, Spot +10, Wilderness Lore +8<\/span><\/p> <\/td> <\/tr>

    Feats:<\/span><\/b> Alertness, Improved Initiative, Scent, Track, Weapon Finesse (bite)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Temperate land<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or gang (2-4)
    Challenge Rating:<\/b> 4<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> By character class<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    First and foremost, the wolfwere is not a lycanthrope. Therefore, it does not carry and infect others with lycanthropy.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The wolfwere is a shapechanger. It can assume the form of a wolf (its true form), a Medium-size humanoid, or a combination of the two. The wolfwere is the bane of humankind. They love the taste of human, elf, and halfling flesh.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/h3> <\/td> <\/tr>

    The wolfwere usually changes into its humanoid form when it detects the approach of living creatures. It will disguise itself as a pilgrim, minstrel, merchant, etc. It usually carries a stringed instrument, so as not to arouse suspicion when it uses its song of lethargy.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 When ready to attack, the wolfwere changes shape into its hybrid form. It will almost always assume this shape when engaged in combat, as it gains the ability to use weapons, as well as utilizing its bite. In hybrid form, a wolfwere favors the battleaxe or bastard sword.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 If attacked in its full humanoid form, the wolfwere will seek escape, long enough to assume its hybrid form.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Song of Lethargy (Ex): <\/b>60-foot spread, Will save (DC 14) negates; or affected as by a slow<\/i> spell as cast by an 8th-level sorcerer. Whether the save is successful or not, the creature cannot be affected by the song of lethargy from that wolfwere for one day.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Alternate Form (Su): <\/b>A wolfwere\u0092s natural form is that of a wolf. It can assume two other forms. The first is a Medium-size humanoid. The second from is that of a Medium-size, wolf-humanoid hybrid. Changing forms is a standard action.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 In humanoid form, the wolfwere gains all the abilities of the form (for example, a wolfwere in dwarf form has dwarven racial traits). The wolfwere keeps its ability scores and can use its song of lethargy. It retains its special qualities of damage reduction and spell resistance, but cannot use its bite attack.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 In hybrid form, a wolfwere looks like a bipedal wolf. The wolfwere can use weapons and natural attacks, and all of its special attacks and special qualities in this form.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A wolfwere remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the wolfwere revert to its natural form when killed. A true seeing<\/i> spell, however, reveals its natural form if it is in humanoid or hybrid form.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Wolfwere first appeared in module S4(Gary Gygax, 1982).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Shapechanger","alignment":"Any","environment":"Temperate land"},{"name":"Wood Golem","type":"Construct","ch":7,"challenge_rating":" 07 \u00a0","id":6865,"reference":"Usergen","full_text":"

    Wood Golem <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d10\u00a0(49 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft (can't run)<\/td> <\/tr>
    AC:<\/strong> 16 (-1 size, -1 Dex, +8 natural)<\/td> <\/tr>
    Attacks:<\/strong>Slam +12 melee<\/td> <\/tr>
    Damage: <\/strong>Slam 2d12+7<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Fire seeds<\/td> <\/tr>
    Special Qualities: <\/strong>Construct, magic immunity, damage reduction 20\/+2, sap<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +2, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 24, Dex 9, Con ---, Int ---, Wis 11, Cha 1 <\/td> <\/tr>
    Skills: <\/strong><\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any forest<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>07<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>10-18 HD (Large), 19-27 HD (Huge)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A wood golem is about 8 1\/2 feet tall and weighs around 800 pounds. This golem is made out of dead trees, though it is very rarely constructed from the carcass of a dead treant.

    This golem has a very rough version of the humanoid form, and its features are carved by hand into the wood it is made from. The main body is a large tree trunk, and affixed to that are four large branches of proper length that serve as its arms and legs. The golem is given three small branch fingers on each hand, from which it shoots small fiery projectiles. A wood golem constructed from a treant's shell looks just like a treant with red glowing eyes.

    COMBAT<\/b>
    The wood golem fights as directed, usually to protect the forest of its druid creator.

    Fire Seeds (Su)<\/b>: The wood golem can fire up to 6 acorn fire seeds<\/i> once every minute (three from each hand). This ability is otherwise as the spell cast by a 6th-level sorcerer (save DC 16).

    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.

    Magic Immunity (Ex)<\/b>: Golems completely resist most magical and supernatural effects except as follows. Wood golems are susceptible to magic that controls plants, but have a +4 bonus to their saving throws against such magic. If any sort of magic used to control plants is successfully used on a wood golem, it will become enraged when the magic wears off and attack the person who used the magic to control it. Electrical- and cold-based spells do no damage to a wood golem, but slow it for 6 rounds unless it makes its saving throw. A wish<\/i> or a time stop<\/i> spell works fully against this creature, and a repel wood<\/i> or warp wood<\/i> spell stuns a golem for 1d4 rounds. A plant growth<\/i> or a wall of thorns<\/i> spell restores hit points to this golem in a fashion similar to a cure serious wounds<\/i> spell. No other spells affect the wood golem.

    Sap (Su)<\/b>: A wood golem has a sticky sap-like substance running through its body that heals the wounds of living creatures. Every time the wood golem sustains damage from a slashing or piercing weapon, enough sap will bleed out of it to be equivalent to a potion of cure light wounds<\/i>.

    Skills<\/b>: Wood golems receive a +6 racial bonus to Hide checks when in a forest setting.


    CONSTRUCTION<\/b>
    A wood golem's body must be crafted from a large fallen oak or pine tree, which is not rotting or insect-infested. Large branches of the tree must be sawed off and replaced in the appropriate places for the arms and legs, and the rest of the tree must be carved to give it a roughly humanoid appearance.

    The golem costs 50,000 gp to create and prepare all of the necessary rituals, which includes 500 gp for the body and tools with which to craft it. Assembling the body requires a Craft (woodworking or carpentry) check (DC 13). The wood golem takes one month to complete.

    If the golem is created from the shell of a dead treant, the golem has the benefit of an additional +4 to its natural armor bonus (making it +12 total), and the golem also has 11 Hit Dice instead of the standard 9 HD. The golem also has the treant's Double Damage Against Objects ability, and its Fire Vulnerability, but not any of the treant's other abilities. Such a golem is otherwise identical to the normal wood golem.

    The creator must be a 13th-level druid and able to cast divine spells. Completing the ritual drains 1000 XP from the creator and requires reincarnate, wall of thorns, plant growth, barkskin<\/i>, and fire seeds<\/i>.
    <\/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\", Loran Wlodarski).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":">Any forest"},{"name":"Wooly Rhinoceros","type":"Beast","ch":8,"challenge_rating":" 08 \u00a0","id":6866,"reference":"Usergen","full_text":"

    WOOLY RHINOCEROS<\/span><\/b><\/p><\/td> <\/tr>

    Large Beast<\/span><\/b><\/p><\/td> <\/tr>

    Hit Dice: <\/span><\/b>10d10+50 (105 hp)<\/span><\/p><\/td> <\/tr>

    Initiative:<\/span><\/b> +0 (Dex)<\/span><\/p><\/td> <\/tr>

    Speed:<\/span><\/b> 30 ft<\/span><\/p><\/td> <\/tr>

    AC:<\/span><\/b> 17 (-1 size, +8 natural)<\/span><\/p><\/td> <\/tr>

    Attacks:<\/span><\/b> Gore +15 melee<\/span><\/p><\/td> <\/tr>

    Damage:<\/span><\/b> Gore 2d6+14<\/span><\/p><\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 10 ft\/5 ft<\/span><\/p><\/td> <\/tr>

    Special Attacks:<\/span><\/b> Charge, trample 2d4+14<\/span><\/p><\/td> <\/tr>

    Special Qualities:<\/span><\/b> Scent<\/span><\/p><\/td> <\/tr>

    Saves:<\/span><\/b> Fort +12, Ref +7, Will +4<\/span><\/p><\/td> <\/tr>

    Abilities:<\/span><\/b> Str 28, Dex 10, Con 21, Int 2, <\/span>Wis<\/span> 12, Cha 2<\/span><\/p><\/td> <\/tr>

    Skills:<\/span><\/b> Listen +11<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Cold and temperate plains<\/span><\/p><\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or herd (1-4)<\/span><\/p><\/td> <\/tr>

    Challenge Rating:<\/span><\/b> 8<\/span><\/p><\/td> <\/tr>

    Treasure:<\/span><\/b> None<\/span><\/p><\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p><\/td> <\/tr>

    Advancement:<\/span><\/b> 11-20 HD (Large); 21-30 HD (Huge)<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    The wooly rhinoceros is a large herbivore of the Pleistocene era, almost as big as an elephant. This wooly rhino is slightly larger and stronger than a normal rhino, about 15 feet long on average. This beast is otherwise very similar to the modern rhino, but is covered by a shaggy russet coat, making it well-suited to colder climes. This rhino is aggressive, belligerent and is very territorial and defensive of its family.\u00a0 This beast has poor eyesight, but keen senses of hearing and smell.<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    COMBAT<\/span><\/b><\/p><\/td> <\/tr>

    The wooly rhinoceros is a very defensive herbivore, and attacks any intruders into its territory.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Charge (Ex):<\/b> A wooly rhino typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to causing double damage with its gore attack, the rhino tosses Medium-size and smaller opponents up to 20 feet away if they fail a Reflex save (DC 20). The rhino will also charge wagons and other moving vehicles, delivering a crushing blow to the vehicle.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Trample (Ex):<\/b> A wooly rhino can trample Medium-size or smaller creatures for 2d4+14 points of damage. Opponents who do not make attacks of opportunity against the rhino can attempt a Reflex save (DC 24) to halve the damage.<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    The wooly rhinoceros first appeared in the 1E Monster Manual (1977, <\/span>Gary Gygax<\/span>).<\/span><\/p><\/td> <\/tr><\/table><\/div>","family":"Beast","alignment":"Any","environment":"Cold and temperate plains"},{"name":"Worm, Giant, Diopatra","type":"Vermin","ch":1,"challenge_rating":" 1 \u00a0","id":6867,"reference":"Usergen","full_text":"

    Worm, Giant, Diopatra <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Vermin \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+6\u00a0(15 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> 12 (-1 size, +1 Dex, +2 natural), touch 10, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+11<\/td> <\/tr>
    Attack: <\/strong>Bite +2 melee (1d8+3)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +2 melee (1d8+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Chew, improved grab\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Accelerated healing, darkvision 60 ft., hold breath, split, tremorsense 60 ft., vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +1, Will -1 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 13, Con 16, Int \u00c2\u0097, Wis 9, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>Hide -3 (+9 in tube)*, Swim +10<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or colony (5-50)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>1\/3 goods (gems only; see text)<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Large); 5-8 (Huge); 9-16 (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The head of this long, bristly worm ends in a quintet of long tentacles.<\/i>\r

    The diopatra is one of the polychaetes, or bristle worms. \r

    A diopatra creates heavy, parchment-like tubes covered with bits of shell, seaweed, and other debris that the worm collects and puts in place. \r

    All polychaetes have two sexes, unlike earthworms. Gender is nearly impossible to determine without cutting one open and examining the reproductive organs. This can lead to challenges for would-be breeders, who sometimes use bristle worms to guard moats and harbors. \r

    The jaws of a diopatra are hardened by thick deposits of mother-of-pearl, reflected in the treasure line above.\r

    The body of a mature diopatra is 2 to 4 feet in diameter and 12 to 25 feet in length, weighing about 500 pounds. Coloration varies wildly, from golden orange to blue.\r

    COMBAT\r

    Diopatra lie in wait within their tubes, then ambush prey from by swiftly extending halfway out and seizing prey with their primary jaws. While their parapodia help immobilize the prey, they rip it apart with their secondary jaws. \r

    Accelerated Healing (Ex):<\/b> A diopatra 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

    Chew (Ex):<\/b> When a diopatra gets a hold on a foe with its primary jaws, it uses its secondary jaws to chew and swallow vast hunks of the creature\u00c2\u0092s flesh, dealing 1d8+3 damage each round it maintains the grapple.\r

    Hold Breath (Ex):<\/b> A diopatra can remain out of water for a number of rounds equal to 4 x its Constitution score before it risks drowning.\r

    Improved Grab (Ex):<\/b> To use this ability, a diopatra 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

    Split (Ex):<\/b> A critical hit with a slashing weapon deals no damage to a diopatra. Instead the worm splits into two identical worms, each with half of the original\u00c2\u0092s current hit points (round down). A diopatra with 1 hit point or less cannot be further split and suffers damage normally.\r

    The headless half may not attack for 8 hours until it grows a new head. It may continue to take other actions, and generally will attempt to flee and hide until its head is formed.\r

    Skills:<\/b> A diopatra 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 diopatra has a +12 racial bonus on Hide checks made while in its tube.\r

    Lumbrineris<\/b>\r
    The lumbrineris is longer and thinner than the diopatra. It burrows through mud and sand seeking organic material to devour. Lumbrineris resembles an earthworm, for it lacks the elaborate antennae and parapodia of the diopatra. The jaws of lumbrineris are hardened with calcite (limestone) rather than aragonite, and are worth only 1-5 sp.\r

    The lumbrineris uses the diopatra's statistics except as follows:\r

    Speed: 5 ft. (1 square), swim 20 ft., burrow 20 ft.\r
    Special Attacks: Chew, improved grab, venomous bristles\r

    Venomous Bristles (Ex):<\/b> Any creature that grapples a lumbrineris or hits it with a natural weapon is exposed to its poison.\r

    Lumbrineris Bristle Venom:<\/i> Contact, Fortitude DC 14, initial damage sickened for 1 minute, secondary damage 1d2 Dex and sickened for 1d10 minutes. The save DC is Constitution-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #133<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Worm, Giant, Eunice","type":"Vermin","ch":4,"challenge_rating":" 4 \u00a0","id":6868,"reference":"Usergen","full_text":"

    Worm, Giant, Eunice <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Vermin \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8+40\u00a0(76 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square), swim 20 ft., burrow 10 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 17 (-2 size, +3 Dex, +6 natural), touch 11, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+22<\/td> <\/tr>
    Attack: <\/strong>Bite +12 melee (2d6+12\/18-20\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +12 melee (2d6+12\/18-20\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical<\/td> <\/tr>
    Special Qualities: <\/strong>Accelerated healing, darkvision 60 ft., hold breath, split, tremorsense 60 ft., vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 27, Dex 16, Con 20, Int \u00c2\u0097, Wis 9, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>Hide -5*, Swim +16\r
    <\/td> <\/tr>
    Feats: <\/strong>Improved Initiative (B), Snatch (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or colony (2-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>1\/3 goods (gems; see text)<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>9-15 HD (Huge); 16-31 HD (Gargantuan); 32-48 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The head of this long, bristly worm ends in five long tentacles.<\/i>\r

    The eunice is one of the polychaetes, or bristle worms. It is a larger relative of diopatra. Its notable differences are its shorter palpidae, and that it bores tunnels bored into coral reefs rather than crafting tubes from sand and debris.\r

    All polychaetes have two sexes, unlike earthworms. Gender is nearly impossible to determine without cutting one open and examining the reproductive organs. This can lead to challenges for would-be breeders, who sometimes use bristle worms to guard moats and harbors. \r

    The jaws of a eunice are hardened by thick deposits of mother-of-pearl, reflected in the treasure line above.\r

    The body of a mature eunice is 2 to 3 feet in diameter and 30 to 50 feet in length, weighing about 5,000 pounds. Eunice have two eyes and five tentacles. Coloration varies from dark purple-brown to red-brown with a white ring at the fourth segment. \r

    COMBAT\r

    Eunice bury themselves in the ocean floor, waiting for prey to approach, then swiftly striking with its sharp jaws. A eunice attacks with such frightening speed that its prey is sometimes sliced in half.\r

    Accelerated Healing (Ex):<\/b> A eunice 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

    Augmented Critical (Ex):<\/b> A eunice's bite threatens a critical hit on a natural attack roll of 18\u00c2\u009620, dealing triple damage on a successful critical hit.\r

    Hold Breath (Ex):<\/b> A eunice can remain out of water for a number of rounds equal to 4 x its Constitution score before it risks drowning.\r

    Split (Ex):<\/b> A critical hit with a slashing weapon deals no damage to a eunice. Instead the worm splits into two identical worms, each with half of the original\u00c2\u0092s current hit points (round down). A eunice with 1 hit point or less cannot be further split and suffers damage normally.\r

    The headless half may not attack for 8 hours until it grows a new head. It may continue to take other actions, and generally will attempt to flee and hide until its head is formed.\r

    Skills:<\/b> A eunice 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 eunice has a +12 racial bonus on Hide checks made while buried in sand, silt, mud, or gravel, or while motionless near coral.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #133<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Worm, Giant, Eurythoe","type":"Vermin","ch":1,"challenge_rating":" 1 \u00a0","id":6869,"reference":"Usergen","full_text":"

    Worm, Giant, Eurythoe <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Vermin \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8\u00a0(9 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), swim 10 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 11 (-1 size, +2 natural), touch 9, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+5<\/td> <\/tr>
    Attack: <\/strong>Bite +0 melee (1d4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +0 melee (1d4)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Bristles<\/td> <\/tr>
    Special Qualities: <\/strong>Accelerated healing, darkvision 60 ft., split, tremorsense 60 ft., vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +0, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 11, Con 11, Int \u00c2\u0097, Wis 11, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>Swim +8\r
    <\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or colony (2-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Large); 5-8 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This long, stout salmon-pink worm is covered in snow-white fringes. Its body is only segmented in a few places. The tips of its pharanx sports a pair of mandibles.<\/i>\r

    The eurythoe, or \"fire worm\", is one of the polychaetes, or bristle worms. It prowls shallow, tropical waters feeding on coral. Its nickname arises from the painful, burning sensation caused by the toxin within its bristles.\r

    All polychaetes have two sexes, unlike earthworms. Gender is nearly impossible to determine without cutting one open and examining the reproductive organs. This can lead to challenges for would-be breeders, who sometimes use bristle worms to guard moats and harbors. \r

    A typical mature eurythoe is 2 to 4 feet in diameter and 5 to 7 feet long, weighing between 300 and 1,500 pounds.\r

    COMBAT\r

    A eurythoe generally ignores other creatures, only attacking if provoked.\r

    Accelerated Healing (Ex):<\/b> A eurythoe 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

    Bristles (Ex):<\/b> Any creature striking a eurythoe with hand-held weapons or natural weapons takes 1 point of piercing and slashing damage from the worm's bristles and is injected with an agonizing poison. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.\r

    Agonizing Venom:<\/i> DC 15 Fortitude negates, initial damage wracking pains (imposing a -4 penalty on attack rolls, skill checks and ability checks for a duration of 1d6 \u00c3\u009710 minutes), secondary damage 1d6 Dexterity. The save DC is Constitution-based and includes a +4 racial bonus.\r

    Split (Ex):<\/b> A critical hit with a slashing weapon deals no damage to a eurythoe. Instead the worm splits into two identical worms, each with half of the original\u00c2\u0092s current hit points (round down). A eurythoe with 1 hit point or less cannot be further split and suffers damage normally.\r

    The headless half may not attack for 8 hours until it grows a new head. It may continue to take other actions, and generally will attempt to flee and hide until its head is formed.\r

    Skills:<\/b> A eurythoe 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 #133<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Worm, Giant, Glycera","type":"Vermin","ch":2,"challenge_rating":" 2 \u00a0","id":6870,"reference":"Usergen","full_text":"

    Worm, Giant, Glycera <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Vermin \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+6\u00a0(15 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> 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+11<\/td> <\/tr>
    Attack: <\/strong>Bite +2 melee (1d4+3 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +2 melee (1d4+3 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, poison\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Accelerated healing, blind, split, tremorsense 60 ft., vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +1, Will -1 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 13, Con 16, Int \u00c2\u0097, Wis 9, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>Swim +10\r
    <\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or population (2-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Large); 5-8 (Huge); 9-16 (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large, creamy pink worm is covered in small fleshy projections. Its head ends in four small antennae.<\/i>\r

    The glycera is one of the polychaetes, or bristle worms. It is often called the \"bloodworm\" because its pale skin allows its red body fluids to show through. These carnivorous worms are good burrowers, prowling the sandy or silty bottoms of intertidal or subtidal regions.\r

    All polychaetes have two sexes, unlike earthworms. Gender is nearly impossible to determine without cutting one open and examining the reproductive organs. This can lead to challenges for would-be breeders, who sometimes use bristle worms to guard moats and harbors. \r

    The body of a mature glycera is 2 to 4 feet in diameter and 10 to 20 feet in length, weighing anywhere from 500 to 4,000 pounds. \r

    COMBAT\r

    A giant bloodworm feeds by extending a large proboscis that bears four hollow jaws, which releases poison which they use to paralyze their prey. \r

    Accelerated Healing (Ex):<\/b> A glycera 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

    Blind (Ex):<\/b> Immune to visual effects, gaze attacks and illusions. \r

    Hold Breath (Ex):<\/b> A glycera can remain out of water for a number of rounds equal to 4 x its Constitution score before it risks drowning.\r

    Improved Grab (Ex):<\/b> To use this ability, a glycera must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 14, initial damage 1d8 Dex, secondary damage 2d6 Dex. The save DC is Constitution-based.\r

    Split (Ex):<\/b> A critical hit with a slashing weapon deals no damage to a glycera. Instead the worm splits into two identical worms, each with half of the original\u00c2\u0092s current hit points (round down). A glycera with 1 hit point or less cannot be further split and suffers damage normally.\r

    The headless half may not attack for 8 hours until it grows a new head. It may continue to take other actions, and generally will attempt to flee and hide until its head is formed.\r

    Skills:<\/b> A glycera 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 #133<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Worm, Giant, Nereis","type":"Vermin","ch":13,"challenge_rating":" 1\/3 \u00a0","id":6871,"reference":"Usergen","full_text":"

    Worm, Giant, Nereis <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Vermin \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8\u00a0(4 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> 12 (+1 Dex, +1 natural), touch 11, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/+0<\/td> <\/tr>
    Attack: <\/strong>Bite +0 melee (1d4)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +0 melee (1d4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Bristles, improved grab, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Accelerated healing, darkvision 60 ft., hold breath, split, tremorsense 60 ft., vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +1, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 13, Con 11, Int \u00c2\u0097, Wis 11, Cha 5 <\/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 colony (2-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2 HD (Medium); 3-4 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large reddish-brown worm is over five feet long. Its head bears four eyes, two feelers, eight tentacles, and a proboscis ending in a pair of wicked hooks.<\/i>\r

    The nereis is among the most widespread of the polychaetes, or bristle worms. Varieties of nereis include the sand worm and clam worm. Nereis lurk within the mud or sand of water bottoms, sometimes hiding around the bases of giant kelp. These worms construct mucous tubes in debris or loose sand and mud. These tubes are used for ambushing prey, as well as a safe haven in which it can escape. \r

    Nereis subsist mostly on plant matter, supplemented with marine animals small enough to swallow in one gulp. It also eats carrion, if available.\r

    All polychaetes have two sexes, unlike earthworms. Gender is nearly impossible to determine without cutting one open and examining the reproductive organs. This can lead to challenges for would-be breeders, who sometimes use bristle worms to guard moats and harbors. \r

    The body of a mature nereis is 1 to 2 feet in diameter and 5 to 10 feet in length, weighing about 100 pounds. Coloration varies wildly, from reddish-brown to orange, to even blue.\r

    COMBAT\r

    If threatened, a nereis instinctively attempts to flee, either withdrawing into its mucous tube or swimming away. If cornered, it bites at foes, while its bristles poke and scratch melee opponents. \r

    Accelerated Healing (Ex):<\/b> A nereis 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

    Bristles (Ex):<\/b> Any creature striking a nereis with handheld weapons or natural weapons takes 1d4 points of piercing and slashing damage from the worm's bristles. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.\r

    Hold Breath (Ex):<\/b> A nereis can remain out of water for a number of rounds equal to 4 x its Constitution score before it risks drowning.\r

    Improved Grab (Ex):<\/b> To use this ability, a nereis 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

    Split (Ex):<\/b> A critical hit with a slashing weapon deals no damage to a nereis. Instead the worm splits into two identical worms, each with half of the original\u00c2\u0092s current hit points (round down). A nereis with 1 hit point or less cannot be further split and suffers damage normally.\r

    The headless half may not attack for 8 hours until it grows a new head. It may continue to take other actions, and generally will attempt to flee and hide until its head is formed.\r

    Swallow Whole (Ex):<\/b> A nereis can try to swallow a grabbed opponent two size categories smaller than itself by making a successful grapple check. Once inside, the opponent takes 1d4 bludgeoning and 1 acid per round from the worm\u00c2\u0092s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 4 points of damage to the gizzard (AC 10). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Medium nereis\u00c2\u0092s interior can hold 2 Tiny, 8 Diminutive, or 32 fine opponents.\r

    Skills:<\/b> A nereis 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 #133<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Worm, Giant, Sabella","type":"Vermin","ch":14,"challenge_rating":" 14 \u00a0","id":6872,"reference":"Usergen","full_text":"

    Worm, Giant, Sabella <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Colossal\u00a0Vermin \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 32d8+256\u00a0(400 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 0 ft. (immobile)<\/td> <\/tr>
    Armor Class: <\/strong> 23 (-8 size, +1 Dex, +20 natural), touch 3, flat-footed 22<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+24\/+56<\/td> <\/tr>
    Attack: <\/strong>Tentacle +32 touch (grapple)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>8 tentacles +32 touch (grapple)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>30 ft.\/20 ft. (60 ft. with tentacles)<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, poisonous flesh, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Accelerated healing, armored tube, tremorsense 60 ft., vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +26, Ref +19, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 42, Dex 13, Con 26, Int \u00c2\u0097, Wis 9, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Feats: <\/strong>Combat Reflexes (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or grove (2-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>14<\/td> <\/tr>
    Treasure: <\/strong>1\/10th coins; 25% goods; 25% items (only non-organic treasure)<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>33-64 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A massive tube of sand, easily one hundred feet long, protrudes from the ocean floor. A fan of feather red and purple tentacles protrude from the tube, floating lazily in the water.<\/i>\r

    The sabella is one of the polychaetes, or bristle worms. Found mostly in shallow, tidal waters, it builds a smooth tube of mud or sand held together by mucus upright from the sea bed. Sabella is known as the \"peacock worm\" due to its fan of brightly-colored tentacles. It uses these tentacles to feed by filtering small food particles. The giant sabella is so massive that \"small food particles\" includes creatures up to Large size.\r

    All polychaetes have two sexes, unlike earthworms. Gender is nearly impossible to determine without cutting one open and examining the reproductive organs. This can lead to challenges for would-be breeders, who sometimes use bristle worms to guard moats and harbors. \r

    The body of a giant sabella is 10 feet in diameter and 120 feet in length. Its elongated, heavily-segmented body is grey-green, while its tentacles are brown, red, or purple with darker bands of similar color.\r

    COMBAT\r

    These worms are mindless, fighting purely on instinct. A Sabella tries to seize any object within reach that is small enough to swallow, spitting them out or cementing them into their armoured tube if they prove inedible. If they take more than three-quarters damage (300 hp) or lose more than half their tentacles they retreat into their tubes. \r

    A giant sabella, like all aquatic creatures with tremorsense, can also sense the location of creatures moving through water. \r

    A giant sabella has a number of tentacles equal to its hit dice, but can only use 8 of them in a full-round attack. An opponent can make sunder attempts against the sabella's tentacles as if they were weapons, each tentacles has 20 hit points. If the giant sabella is currently grappling a target with one tentacle, it usually uses another tentacle to make its attack of opportunity against the sunder attempt. Severing a giant sabella\u00c2\u0092s tentacle deals damage to the sabella equal to half the limb\u00c2\u0092s full normal hit points, the severed tentacle regrows in 1d6+6 hours. A sabella usually withdraws from combat if it loses more than half its tentacles. \r

    Accelerated Healing (Ex):<\/b> A giant sabella 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

    Armored Tube (Ex):<\/b> A giant sabella can flee into its armored tube to gain the benefits of full cover. Its tube has hardness 7 and 100 hit points.\r

    Improved Grab (Ex):<\/b> To use this ability, a giant sabella must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.\r

    Poisonous Flesh (Ex):<\/b> Any creature that makes a successful bite attack against a giant sabella or eats its flesh is exposed to the sabella's poison.\r

    Sabella Poison:<\/i> Ingested, Fortitude DC 34, initial damage sickened for 1d3 minutes, secondary damage 1d3 Con and nauseated for 1d3 minutes. The save DC is Constitution-based.\r

    Swallow Whole (Ex):<\/b> A giant sabella can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes 3d8+16 points of crushing damage plus 1d8+8 points of acid damage per round from the worm\u00c2\u0092s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A giant sabella worm\u00c2\u0092s interior can hold 4 Large, 16 Medium, 64 Small, or 256 Tiny or smaller opponents.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #133<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Worm, Giant, Vanadis","type":"Vermin","ch":2,"challenge_rating":" 2 \u00a0","id":6873,"reference":"Usergen","full_text":"

    Worm, Giant, Vanadis <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Vermin \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8\u00a0(9 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> Swim 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+5<\/td> <\/tr>
    Attack: <\/strong>Touch +3 melee touch (attach)<\/td> <\/tr>
    Full Attack: <\/strong>Touch +3 melee touch (attach)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Attach, swallow whole, venomous bristles<\/td> <\/tr>
    Special Qualities: <\/strong>Accelerated healing, darkvision 60 ft., split, vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +3, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 17, Con 11, Int \u00c2\u0097, Wis 11, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>Spot +4, Swim +8<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or colony (5-50)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Large); 5-8 (Huge); 9-16 (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This long, bristly worm is translucent. It sports a pair of red, bulbous eyes and an long, evertible pharynx.<\/i>\r

    The vanadis is one of the polychaetes, or bristle worms. \r

    A vanadis does not build a burrow like many other bristle worms, but is a swift swimmer that lives in the open ocean.\r

    All polychaetes have two sexes, unlike earthworms. Gender is nearly impossible to determine without cutting one open and examining the reproductive organs. This can lead to challenges for would-be breeders, who sometimes use bristle worms to guard moats and harbors. \r

    A typical mature Vanadis is 1\u00c2\u00bd to 3 feet in diameter and 15 to 30 feet long, weighing between 500 and 4000 pounds. They can grow considerably larger than this.\r

    COMBAT\r

    A vanadis usually floats motionless in the water until an animal small enough for it to tackle wanders into reach, then shoots out its pharynx to swallow it whole. They will chase after prey, but prefer to wait for their meals to come to them. A badly injured vanadis will swim away from its attackers at its top speed.\r

    Accelerated Healing (Ex):<\/b> A vanadis 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

    Attach (Ex):<\/b> If a vanadis hits with a touch attack, it uses its proboscis to latch onto the opponent\u00c2\u0092s body. An attached vanadis is effectively grappling its prey. The vanadis loses its Dexterity bonus to AC and has an AC of 11, but holds on with great tenacity. Vanadis have a +x racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

    An attached vanadis can be struck with a weapon or grappled itself. To remove an attached vanadis through grappling, the opponent must achieve a pin against the worm. An attached vanadis can attempt to swallow the foe the following round.\r

    Split (Ex):<\/b> A critical hit with a slashing weapon deals no damage to a vanadis. Instead the worm splits into two identical worms, each with half of the original\u00c2\u0092s current hit points (round down). A vanadis with 1 hit point or less cannot be further split and suffers damage normally.\r

    The headless half may not attack for 8 hours until it grows a new head. It may continue to take other actions, and generally will attempt to flee and hide until its head is formed.\r

    Swallow Whole (Ex):<\/b> A vanadis can try to swallow a grabbed opponent two size categories smaller than itself by making a successful grapple check. Once inside, the opponent takes 1d4 bludgeoning and 1 acid per round from the worm\u00c2\u0092s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 4 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. A Large vanadis\u00c2\u0092s interior can hold 2 Small, 8 Tiny, or 32 Diminutive or smaller opponents.\r

    Venomous Bristles (Ex):<\/b> Any creature that grapples a vanadis or hits it with a natural weapon is exposed to its poison.\r

    Vanadis Bristle Venom:<\/i> Contact, Fortitude DC 11, initial damage sickened for 1 minute, secondary damage 1d2 Dex and sickened for 1d10 minutes. The save DC is Constitution-based.\r

    Skills:<\/b> A vanadis has a +4 racial bonus on Spot checks. A vanadis 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 #133<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Wraith-King","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6874,"reference":"Usergen","full_text":"

    Wraith-King (Template)<\/h1>
    A warrior clad in ancient, ornate plate mail approaches. As it draws near, it becomes apparent that the armor is empty, save for two pinpoints of burning red light where its eyes should be. It draws forth a terrifying greatsword.<\/i>\r

    Wraith-kings are the result of an unholy pact between a powerful individual and an evil deity. The mortal believed he was gaining the gift of immortality, but the gift was twisted into an eternal existence of undeath. Their bodies have faded away within their ancient armor, leaving behind only pinpoints of baleful light where their eyes once were. Although wraith-kings are essentially incorporeal, they never leave their armor and thus function as corporeal creatures. Nearly all wraith-kings wear magical plate armor and wield powerful magic melee weapons.\r

    Wraith-kings hate the living, constantly seeking to punish them for its own anguish and increase its ever-growing retinue of servile wraiths. Trickery and temptation using illusions are a favorite tactic of wraith-kings.\r

    Although a wraith-king is extremely powerful, it cherishes its immortality and will retreat if a battle is going against it. It will, of course, hold a grudge and seek vengeance when a better opportunity presents itself.\r

    Wraith-kings often ride nightmares or other powerful mounts when venturing forth from their tombs. \r

    A wraith-king speaks Infernal and any languages it knew in life.

    Creating a Wraith-King<\/h2> \\\"Wraith-king\\\" is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the \\\"base creature\\\"). A wraith-king uses all the base creature\u00c2\u0092s statistics and special abilities except as noted here.\r

    Size and Type:<\/b> The creature\u00c2\u0092s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.\r

    Hit Dice:<\/b> Increase all current and future Hit Dice to d12s.\r

    Armor Class:<\/b> A wraith-king gains a deflection bonus equal to its Charisma modifier.\r

    Special Attacks:<\/b> A wraith-king retains all special attacks of the base creature and gains the special attacks described below. The DC of the saving throw for any of its special attacks is equal to 10 + \u00c2\u00bd wraith-king\\'s HD + wraith-king\\'s Cha modifier.\r

    Constitution Drain (Su):<\/i> Living creatures touched by a wraith-king take 1 point of Constitution drain. This ability can be channeled through its attacks with manufactured weapons as well. On each such successful attack, the wraith-king gains 5 temporary hit points.\r

    Create Spawn (Su):<\/i> Any humanoid slain by a wraith-king becomes a wraith in 1d4 rounds. Spawn are under the command of the wraith-king that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.\r

    At any given time a wraith-king may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed wraiths. A wraith that is enslaved may create and enslave spawn of its own, so a wraith-king can control a number of lesser wraiths in this fashion. A wraith-king may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a spawn cannot be enslaved again.\r

    Energy Drain Gaze (Su):<\/i> Living creatures within 30 feet that meet the wraith-king\\'s gaze must succeed on a Fortitude save or gain a negative level. For each negative level bestowed, the wraith-king gains 5 temporary hit points. \r

    Fear Aura (Su):<\/i> Wraith-kings are shrouded in a dreadful aura of death and evil. Creatures within a 60-foot radius that look at the wraith-king must succeed on a Will save or be affected as though by a fear<\/i> spell from a sorcerer of the wraith-king\\'s level. A creature that successfully saves cannot be affected again by the same wraith-king\\'s aura for 24 hours.\r

    Spell-Like Abilities:<\/i> At will--permanent image, programmed image<\/i>; 1\/day--mass charm monster<\/i>. Caster level is equal to the wraith-king\\'s Hit Dice. The save DCs are Charisma-based.\r

    Special Qualities:<\/b> A wraith-king retains all special qualities of the base creature and gains the special qualities described below.\r

    Damage Reduction (Su):<\/i> A wraith-king has damage reduction 15\/good. A wraith-king\\'s natural weapons and any weapons it wields are treated as evil-aligned for the purpose of overcoming damage reduction.\r

    Eternal Undeath (Su):<\/i> A wraith-king can only be restored to life by a cleric of the wraith-king\\'s god. Any form of ressurrection magic cast by a follower of a another god always fails.\r

    Immunities (Ex):<\/i> Wraith-kings have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.\r

    Incorporeal Defense (Su):<\/i> Wraith-kings are corporeal, but are treated by spells and effects as if they were incorporeal.\r

    Lifesense (Su):<\/i> A wraith-king 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

    Spell Resistance (Ex):<\/i> A wraith-king has spell resistance equal to its Hit Dice + 14.\r

    Turn Resistance (Ex):<\/i> A wraith-king has +8 turn resistance.\r

    Unnatural Aura (Su):<\/i> Animals, whether wild or domesticated, can sense the unnatural presence of a wraith-king at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.\r

    Abilities:<\/b> Increase from the base creature as follows: Str +6, Dex +6, Int +6, Wis +6, Cha +6. As an undead creature, a wraith-king has no Constitution score.\r

    Skills:<\/b> Wraith-kings have a +8 racial bonus on Move Silently checks. Otherwise same as the base creature.\r

    Feats:<\/b> Wraith-kings gain Alertness and Improved Initiative as bonus feats.\r

    Environment:<\/b> Any, usually same as base creature.\r
    Organization: Solitary, retinue (wraith-king plus 2-12 wraiths and 1 nightmare), or tomb (wraith-king plus 4-24 wraiths).\r
    Challenge Rating:<\/b> Same as the base creature +3.\r
    Treasure:<\/b> Double standard.\r
    Alignment:<\/b> Always lawful evil.\r
    Advancement:<\/b> By character class.\r
    Level Adjustment:<\/b> Same as the base creature +8.\r

    Challenge Rating: <\/strong>+2

    Sample Wraith-King<\/h2> Wraith-King, elven 5th-level fighter\/5th-level wizard\/5th-level eldritch knight<\/b>\r
    Medium Undead (Augmented Humanoid)\r
    Hit Dice: 15d12 (97 hp)\r
    Initiative: +5\r
    Speed: 20 ft. in mithral full plate (4 squares); base speed 30 ft.\r
    Armor Class: 25 (+3 Dex, +10 +2 mithral full plate<\/i>, +4 deflection), touch 15, flat-footed 24\r
    Base Attack\/Grapple: +12\/+18\r
    Attack: +2 spell-storing greatsword<\/i> +21 melee (1d8+13\/17-20 plus 1 Con drain)\r
    Full Attack: +2 spell-storing greatsword<\/i> +21\/+16 melee (1d8+13\/17-20 plus 1 Con drain)\r
    Space\/Reach: 5 ft.\/5 ft. \r
    Special Attacks: Constitution drain, create spawn, energy drain gaze (DC 21), fear aura (DC 21), spell-like abilities (CL 15th, DC 14 + spell level), spells \r
    Special Qualities: Damage reduction 15\/good, darkvision 60 ft., eternal undeath, immunity to cold, electricity, polymorph, and mind-affecting attacks, incorporeal defense, lifesense 60 ft., low-light vision, spell resistance 29, summon familiar, +8 turn resistance, undead traits, unnatural aura\r
    Saves: Fort +5, Ref +5, Will +8\r
    Abilities: Str 22, Dex 18, Con -, Int 22, Wis 14, Cha 19\r
    Skills: Concentration +14, Diplomacy +8, Handle Animal +12, Intimidate +12, Knowledge (arcana) +11, Knowledge (nobility and royalty) +11, Listen +6, Move Silently +10, Ride +19, Search +8, Sense Motive +9, Spellcraft +18, Spot +6 (includes -2 armor check penalty) \r
    Feats: Alertness (B), Cleave, Great Cleave, Greater Spell Focus (necromancy), Improved Critical (greatsword), Improved Initiative (B), Power Attack, Quicken Spell, Scribe Scroll (B), Spell Focus (necromancy), Spell Penetration, Still Spell, Weapon Focus (greatsword), Weapon Specialization (greatsword)\r
    Environment: Any\r
    Organization: Solitary, retinue (wraith-king plus 2-12 wraiths and 1 nightmare), or tomb (wraith-king plus 4-24 wraiths)\r
    Challenge Rating: 18\r
    Treasure: Double standard (includes +2 mithral full plate<\/i> and +2 spell-storing greatsword<\/i>)\r
    Alignment: Always lawful evil\r
    Advancement: By character class\r
    Level Adjustment: +8\r

    Wizard Spells Prepared: (CL 9th; +16 ranged touch)\r
    5th\u00c2\u0097quickened ray of enfeeblement<\/i>, stilled bestow curse<\/i>;\r
    4th\u00c2\u0097stilled haste<\/i>, stilled ray of exhaustion, stoneskin<\/i>;\r
    3rd\u00c2\u0097stilled ghoul touch, suggestion, tongues, vampiric touch<\/i>;\r
    2nd\u00c2\u0097blindness\/deafness<\/i> (x2), stilled magic missile<\/i>, stilled ray of enfeeblement<\/i>, stilled shocking grasp<\/i>, stilled true strike<\/i>;\r
    1st\u00c2\u0097comprehend languages, feather fall, hold portal<\/i>, stilled touch of fatigue, shield, ventriloquism<\/i>;\r
    0\u00c2\u0097detect magic, ghost sound, open\/close, read magic<\/i>.
    \u00a0
    Dragon Magazine #198<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Always lawful evil.\r","environment":" Any, usually same as base creature.\r"},{"name":"Wraith-Spider","type":"Undead","ch":4,"challenge_rating":" 4 \u00a0","id":6875,"reference":"Usergen","full_text":"

    Wraith-Spider <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d12\u00a0(19 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 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 energy drain and poison)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d6 plus energy drain and poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Energy drain, poison, wraith-web<\/td> <\/tr>
    Special Qualities: <\/strong>All-around vision, damage reduction 5\/magic or silver, darkvision 60 ft., tremorsense 60 ft., +2 turn resistance, vermin traits \r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +4, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 17, Con \u00c2\u0097, Int 10, Wis 10, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Hide +13*, Jump +0*, Listen +6, Move Silently +17*, Search +4, Spot +10*\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (energy drain), Ability Focus (poison), Weapon Finesse [B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or colony (3\u00c2\u009618) <\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>1\/10 coins; 50% goods; 50% items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4 HD (Medium); 5-9 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>
    An insubstantial, vaguely spider-shaped collection shadows crawls forth on eight legs that trail off into dark mist. Glowing red pinpricks of eyes look in all directions.<\/i>\r

    Wraith-spiders are unusual undead first created by the drow, who utilized them primarily as guardians, although they have been used in battle against duergar and other Underdark foes. Wraith-spiders instinctively gather treasure from their kills, adding it to the caches they protect.\r

    A wraith-spider is about 5 feet in diameter and weighs 175 to 200 pounds.\r

    Wraith-spiders do not speak, but understand Common and Undercommon. They possess a non-verbal language used to communicate with others of their kind.\r

    COMBAT\r

    A wraith-spider is generally encountered as a guardian, and fulfills its guard duty to the best of its ability. In combat, wraith-spiders attempt to bite and slay anything they can reach or catch in their webs.\r

    All-Around Vision (Ex):<\/b> A wraith-spider's many eyes give it a +4 racial bonus on Spot and Search checks, and it can't be flanked.\r

    Create Spawn (Su):<\/b> Any creature slain by a wraith-spider's poison becomes a free-willed wraith-spider within 1d4 rounds. Any spider slain by a wraith-spider's energy drain arises as a free-willed wraith-spider within 1d4 rounds. A creature who becomes a wraith-spider in this way retains none of the abilities it possessed in life. \r

    Energy Drain (Su):<\/b> Living creatures hit by a wraith-spider's bite attack gain one negative level. The DC is 13 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wraith-spider gains 5 temporary hit points.\r

    Incorporeal Movement (Su):<\/b> When willingly moving, a wraith-spider becomes incorporeal. A wraith-spider can suppress or resume this ability as a move action.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 13, initial and secondary damage 1d6 Con. The save DC is Charisma-based.\r

    Tremorsense (Ex):<\/b> A wraith-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

    Wraith-Web (Ex):<\/b> A wraith-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 wraith-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 wraith-spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.\r

    Skills:<\/b> Wraith-spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb and Move Silently checks. A wraith-spider can always choose to take 10 on Climb checks, even if rushed or threatened. Wraith-spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Wraith-spiders gain an additional +8 racial bonus on Move Silently checks when using their webs. *Wraith-spiders have a +8 racial bonus on Hide checks in areas of shadowy illumination or darkness.\r

    Advanced Wraith-spiders \r

    When improving wraith-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>
    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":"Undead","alignment":"Always neutral","environment":"Temperate forests"},{"name":"Wraithworm","type":"Magical Beast","ch":5,"challenge_rating":" 5 \u00a0","id":6876,"reference":"Usergen","full_text":"

    Wraithworm <\/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> 30 ft. (6 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-1 Dex, +6 natural), touch 9, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+8<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d8+4 plus energy drain plus venom)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d8+4 plus energy drain plus venom)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Energy drain, paralyzing gaze, spiked defense, venom, wraithform<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, negative energy affinity, resistance to cold 20, spell resistance 12<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +3, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 9, Con 13, Int 1, Wis 12, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Balance +7, Climb +11, Hide +9, Listen +7, Move Silently +5, Spot +7<\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Initiative, Stealthy [B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any desert<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>6-10 HD (Medium); 11-15 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Nearly ten feet long, this large serpent's scales are black as coal with a diamond-shaped pattern of purple bands running down its back. Bony spines jut from its spine, and three-inch fangs protrude from a large mouth beneath glowing green eyes.<\/i>\r

    Found throughout the planes in deserts and other wastelands, wraithworms are serpents with unusual ties to negative energy. Solitary hunters, wraithworms roam their territory looking for prey, which often consists of small birds and mammals. Although they don't actively hunt humanoids, wraithworms will attack any creature that ventures too close.\r

    Wraithworms are lethargic and less speedy than most snakes, but make up for it in stealth and their powers related to negative energy.\r

    Although their origins are unknown, sages speculate that a mighty fiend or evil deity created the wraithworm for its own amusement. Others hypothesize that wraithworms were simply normal serpents that evolved after long-term exposure to regions of negative energy.\r

    A wraithworm is 10 feet long and weighs up to 300 pounds.\r

    COMBAT\r

    Wraithworms rely on stealth to stalk their prey, waiting for an opportune moment to strike. A wraithworm uses its wraithform ability to slip through unpassable terrain to setup an ambush, or to flee if the prey proves too challenging.\r

    Energy Drain (Su):<\/b> Living creatures hit by a wraithworm\u00c2\u0092s bite attack gain 1d2 negative levels. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wraithworm gains 5 temporary hit points.\r

    Negative Energy Affinity (Su):<\/b> Due to their connection to negative energy, wraithworms can be turned or rebuked (but not destroyed or commanded) as undead for up to 3 consecutive rounds in any 1 hour period. In addition, conjuration (healing) spells do not heal a wraithworm; instead, the wraithworm takes 1\/2 the damage normally healed by the spell. In the same way, negative energy spells (such as the inflict wounds<\/i> spells) heal a wraithworm of 1\/2 the hit points they would otherwise cause.\r

    Paralyzing Gaze (Su):<\/b> Paralyzed for 2d4 rounds, 15 feet, Fortitude DC 14 negates. The save DC is Charisma-based. The wraithworm may not use this ability while in wraithform.\r

    Spiked Defense (Su):<\/b> Any creature striking a wraithworm with handheld weapons or natural weapons takes 1d8+6 points of piercing and slashing damage from the wraithworm's spikes. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.\r

    Venom (Su):<\/b> A creature hit by a wraithworm's bite attack must succeed on a DC 15 Fortitude save or take 1d2 points of Constitution damage and suffer a -4 penalty on attack rolls, skill checks, ability checks, and saving throws, as well as a -4 penalty to Armor Class. Unless negated (via neutralize poison<\/i> or a similar effect), this venom persists for 1d6 hours. Each hour the victim must make another DC 15 Fortitude save or suffer an additional 1d2 points of Constitution damage and continue to suffer the -4 penalty on attack rolls, skill checks, ability checks, saving throws, and Armor Class. A successful save avoids Constitution damage and negates the penalty for that hour, but the venom remains present and the victim must save again on the next hour unless the venom is negated or the venom's duration lapses. A creature immune to poison is immune to the wraithworm's venom. The save DC is Constitution-based and includes a +2 racial bonus.\r

    Wraithform (Su):<\/b> A wraithworm may become incorporeal for up to 10 minutes per hour. It may not use its natural attacks or paralyzing gaze while incorporeal.\r

    Skills:<\/b> A wraithworm has a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A wraithworm can always choose to take 10 on a Climb check, even if rushed or threatened. \r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Planescape Monstrous Compendium Appendix II<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Any desert"},{"name":"Wriggly Swarm","type":"Ooze","ch":3,"challenge_rating":" 3 \u00a0","id":6877,"reference":"Usergen","full_text":"

    Wriggly Swarm <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Ooze \t\t\t(Aquatic, Swarm of Fine creatures)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d10+3\u00a0(30 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square), swim 5 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 19 (+8 size, +1 Dex), touch 19, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/-<\/td> <\/tr>
    Attack: <\/strong>Swarm (1d6 plus 1d4 acid)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Swarm (1d6 plus 1d4 acid)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Acid, distraction<\/td> <\/tr>
    Special Qualities: <\/strong>Amphibious, bioluminscence, blindsight 60 ft., immune to weapon damage, ooze traits, swarm traits<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +2, Will -4 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 13, Con 14, Int -, Wis 1, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Swim +3<\/td> <\/tr>
    Feats: <\/strong>-<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or blob (2-4 swarms)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>-<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Numerous blobs of brightly-colored orange goo hang from the pipe like droplets of water. Their bodies glow with faint orange illumination, and a sweet, sickly smell hangs in the air near them.<\/i>\r

    Wrigglies arise from an accumulation of magical substances in pipes and sewers over a long period of time. Tiny wrigglies form and accumulate as wriggly swarms, while others grow much larger and become giant wrigglies.\r

    Individual wrigglies are 2 to 3 inches long.\r

    COMBAT\r

    A wriggly swarm seeks to surround and attack any organic prey it encounters. The swarm deals 1d6 points of damage plus 1d4 points of acid damage to any creature whose space it occupies at the end of its move.\r

    Acid (Ex):<\/b> A wriggly swarm secretes a digestive acid that quickly dissolves organic material, but not metal or stone. Any successful swarm attack also deals acid damage. Non-metallic armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 14 Reflex save. The save DCs are Constitution-based.\r

    The wriggly swarm's acidic touch deals 14 points of damage per round to leather or wooden objects, but the swarm must remain in contact with the object for 1 full round to deal this damage.\r

    Amphibious (Ex):<\/b> Although aquatic, a wriggly swarm can survive indefinitely on land.\r

    Bioluminescence (Ex):<\/b> A wriggly swarm gives off light equal to a torch. When reduced to fewer than half its maximum hit points, the illumination diminishes to that of a candle.\r

    Distraction (Ex):<\/b> Any living creature vulnerable to the wriggly swarm's damage who notices the swarm and begins its turn with a swarm in its square is nauseated for 1 round; a DC 14 Fortitude save negates the effect. The save DC is Constitution-based.\r

    Skills:<\/b> A wriggly swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in Imagine Magazine #15<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral","environment":"Any underground"},{"name":"Wriggly, Giant","type":"Ooze","ch":1,"challenge_rating":" 1 \u00a0","id":6878,"reference":"Usergen","full_text":"

    Wriggly, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Ooze \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d10+3\u00a0(8 hp)<\/td> <\/tr>
    Initiative: <\/strong> -2<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square), swim 5 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 8 (-2 Dex), touch 8, flat-footed 8<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/+1<\/td> <\/tr>
    Attack: <\/strong>Slam +1 melee (1d4+1 plus 1d4 acid)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +1 melee (1d4+1 plus 1d4 acid)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Acid<\/td> <\/tr>
    Special Qualities: <\/strong>Amphibious, bioluminscence, blindsight 60 ft., ooze traits<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref -2, Will -5 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 7, Con 16, Int -, Wis 1, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Swim +9<\/td> <\/tr>
    Feats: <\/strong>-<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or clump (2-10)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>1<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2-3 HD (Medium), 4-5 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A brightly-colored blob of orange goo hangs from the pipe, slowly elongating to form a head-like pseudopod. Its body glows with faint orange illumination, and a sweet, sickly smell hangs in the air near it.<\/i>\r

    Wrigglies arise from an accumulation of magical substances in pipes and sewers over a long period of time. Tiny wrigglies form and accumulate as wriggly swarms, while others grow much larger and become giant wrigglies.\r

    A giant wriggly can grow to a diameter of up to 10 feet and a thickness of about 6 inches. A typical specimen weighs about 700 pounds.\r

    COMBAT\r

    A giant wriggly strikes like a snake, slamming opponents with its body.\r

    Acid (Ex):<\/b> A giant wriggly secretes a digestive acid that quickly dissolves organic material, but not metal or stone. Any melee hit deals acid damage. Non-metallic armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 13 Reflex save. A wooden weapon that strikes a giant wriggly also dissolves immediately unless it succeeds on a DC 13 Reflex save. The save DCs are Constitution-based.\r

    The ooze\u00c2\u0092s acidic touch deals 13 points of damage per round to leather or wooden objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.\r

    Amphibious (Ex):<\/b> Although aquatic, a giant wriggly can survive indefinitely on land.\r

    Bioluminescence (Ex):<\/b> A giant wriggly gives off light equal to a torch.\r

    Death Throes (Ex):<\/b> When slain, sweet, sticky sap sprays out of a giant wriggly's body, covering all adjacent creatures unless they succeed on a DC 13 Reflex save. This sap is considered a strong scent for purposes of creatures with the scent ability. Additionally, it is so attractive to insects and other pests that all creatures of the vermin type are considered to have the scent ability in relation to the victim. This sap loses its potency in 24 hours. It cannot be washed off, and even alcohol cannot remove it. Only universal solvent<\/i> is known to remove it before it wears off naturally. The save DC is Constitution-based.\r

    Skills:<\/b> A giant wriggly 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 Imagine Magazine #15<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral","environment":"Any underground"},{"name":"Wyrd","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6879,"reference":"Usergen","full_text":"

    Wyrd (Template)<\/h1>
    A slender figure in a dark, hooded robe draws near. As it lifts its head, a dark, skeletal face is faintly visible. Its eyes flare with reddish light, and two spheres of similar colored light, each the size of a grapefruit, appear in each hand. Their faint glow is like the last embers of a dying fire.<\/i>\r

    Wyrds are undead elves with strong ties to the Positive Energy Plane. They despise the living, particularly elves, and relentlessly attack any creatures they encounter. Since they are frequently found in areas common to elvenkind, they are a pox upon forests and the sylvan creatures within. Elves return the wyrds' hatred, and seek to exterminate them at first sighting. Wyrds can even be found in the subterranean depths tormenting drow, or even deep in the sea where they are a blight to aquatic elves.\r

    The origin of wyrds is unknown. The most likely theory is that they are the spirits of elves abandoned by their kin, left to die violent, solitary deaths. They tend to be most common near locales of ancient evil, ruined temples, scenes of great treachery, and battleground where evil triumphed over good. To date, all attempts by necromancers to create wyrds have failed.\r

    In battle, wyrds focus their attention on elves above all others. Since they prefer to attack at range, their secondary targets are those who can return ranged fire or spells.\r

    A wyrd speaks any languages it knew in life.

    Creating a Wyrd<\/h2> \u00c2\u0093Wyrd\u00c2\u0094 is an acquired template that can be added to any humanoid with the elf subtype (referred to hereafter as the base creature). If the base creature has less than 8 Hit Dice, it becomes a lesser wyrd, while those of 8 or greater Hit Dice become greater wyrds.\r

    A wyrd 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> Greater wyrds have a fly speed of 60 feet, unless the base creature has a higher fly speed, with good maneuverability. \r

    Armor Class:<\/b> A wyrd gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.\r

    Special Attacks:<\/b> A wyrd retains all the base creature\u00c2\u0092s special attacks and gains those described below. Save DCs are equal to 10 + 1\/2 wyrd's HD + wyrd's Cha modifier unless otherwise noted.\r

    Dreadful Presence (Su):<\/i> A creature who views a greater wyrd must succeed on a Will save or be filled with chilling dread. The affected creature suffers a -3 penalty on attack rolls and damage rolls for 24 hours. The dread effect can also be broken with break enchantment<\/i> or remove curse<\/i> (requiring a DC 20 caster level check for either spell). A creature that successfully saves cannot be affected again by the same wyrd's dreadful presence ability for 24 hours. \r

    Light Spheres (Su):<\/i> As a swift action, a wyrd may create a pair of glowing spheres of intense light. These spheres may be wielded as melee weapons, and the wyrd may fight with one in each hand at no penalty. A sphere may also be hurled as a ranged touch attack, with a range of 60 feet and a 30-foot range increment.\r

    A lesser wyrd's spheres are glowing red and deal 1d6 points of damage. A greater wyrd's spheres glow a sickly green and deal 1d10 points of damage and expose the target to its paralysis (see below).\r

    Elves and undead creatures take half again as much (+50%) damage from a wyrd's light spheres, while elves or undead creatures particularly vulnerable to bright light (such as drow or vampires) take double damage. A construct or inanimate object takes only half damage.\r

    Wyrds are immune to the effects of light spheres. \r

    Paralysis (Su):<\/i> A creature struck by a greater wyrd's light spheres must succeed on a Fortitude save or be paralyzed for 1d4x10 minutes. Elves are immune to this paralysis.\r

    Special Qualities:<\/b> A wyrd retains all the base creature\u00c2\u0092s special qualities and gains those described below.\r

    Damage Reduction (Su):<\/i> A lesser wyrd has damage reduction 5\/magic or silver. A greater wyrd has damage reduction 10\/magic or silver.\r

    In Between the Dark and the Light (Ex):<\/i> Although undead, wyrds are strongly tied to the Positive Energy Plane, and thus are harmed by negative energy and healed by positive energy. Wyrds do not count as undead for the purposes of light-based spells that deal extra damage to undead creatures, such as searing light<\/i>. \r

    Turn Resistance (Ex):<\/i> A lesser wyrd has +2 turn resistance. A greater wyrd has +4 turn resistance.\r

    Abilities:<\/b> Increase from the base creature as follows: Dex +4, Cha +4. Being undead, a wyrd has no Constitution score.\r

    Skills:<\/b> Wyrds gain a +8 racial bonus on Move Silently checks.\r

    Environment:<\/b> Any.\r
    Organization:<\/b> Solitary or cabal (2-6)(lesser) or solitary or pair (greater).\r
    Challenge Rating:<\/b> Same as the base creature +1 (lesser) or same as the base creature +2 (greater).\r
    Treasure:<\/b> Standard.\r
    Alignment:<\/b> Always chaotic evil.\r
    Advancement:<\/b> Same as the base creature, except a lesser wyrd that advances to 8 or more Hit Dice becomes a greater wyrd.\r
    Level Adjustment:<\/b> Same as the base creature +3 (lesser) or same as the base creature +5 (greater).
    Challenge Rating: <\/strong>+1 or +2

    Sample Wyrd<\/h2> Lesser Wyrd, Wood Elf 4th-Level Ranger<\/b>\r
    Medium Undead (Augmented Humanoid [Elf])\r
    Hit Dice: 4d12 (26 hp)\r
    Initiative: +5\r
    Speed: 30 ft. (6 squares)\r
    Armor Class: 19 (+5 Dex, +2 leather, +2 deflection), touch 17, flat-footed 14\r
    Base Attack\/Grapple: +4\/+7\r
    Attack: Longsword +7 melee (1d8+3\/19\u00c2\u009620) or light sphere +7 melee (1d6) or longbow +9 ranged (1d8\/x3) or light sphere +9 ranged (1d6)\r
    Full Attack: Longsword +7 melee (1d8+3\/19\u00c2\u009620) or light sphere +7 melee (1d6) or longbow +9 ranged (1d8\/x3) or light sphere +9 ranged (1d6)\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Favored enemy (humanoid [orc]), light spheres, spells\r
    Special Qualities: Animal companion (Small viper), damage reduction 5\/magic or silver, elven traits, in between the dark and the light, +2 turn resistance, wild empathy\r
    Saves: Fort +4, Ref +9, Will +2\r
    Abilities: Str 16, Dex 20, Con \u00c2\u0097, Int 10, Wis 13, Cha 14\r
    Skills: Climb +10, Knowledge (nature) +7, Move Silently +20, Ride +12, Survival +8 (+10 in aboveground natural environments), Swim +10\r
    Feats: Endurance (B), Far Shot, Point Blank Shot, Rapid Shot, Track (B)\r
    Environment: Any\r
    Organization: Solitary or cabal (2-6)\r
    Challenge Rating: 5\r
    Treasure: Standard\r
    Alignment: Always chaotic evil\r
    Advancement: By character class or to greater wyrd (at 8 or more Hit Dice)\r
    Level Adjustment: +3\r

    Ranger Spells Prepared: (Caster level 2nd, save DC = 11 + spell level)\r
    1st\u00c2\u0097longstrider<\/i>.\r

    The elf ranger presented here had the following ability scores before racial adjustments and 4th-level ability score increase: Str 14, Dex 15, Con 8, Int 12, Wis 13, Cha 10.\r

    Greater Wyrd, Wood Elf 8th-Level Ranger<\/b>\r
    Medium Undead (Augmented Humanoid [Elf])\r
    Hit Dice: 8d12 (52 hp)\r
    Initiative: +5\r
    Speed: 30 ft. (6 squares), fly 60 ft. (good)\r
    Armor Class: 24 (+5 Dex, +7 +3 mithral chain shirt, +2 deflection), touch 17, flat-footed 19\r
    Base Attack\/Grapple: +8\/+11\r
    Attack: Longsword +11 melee (1d8+3\/19\u00c2\u009620) or light sphere +11 melee (1d10 plus paralysis) or longbow +13 ranged (1d8\/x3) or light sphere +13 ranged (1d10 plus paralysis)\r
    Full Attack: Longsword +11\/+6 melee (1d8+3\/19\u00c2\u009620) or light sphere +11\/+6 melee (1d10 plus paralysis) or longbow +13\/+8 ranged (1d8\/x3) or light sphere +13\/+8 ranged (1d10 plus paralysis)\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Dreadful presence (DC 16), favored enemy (humanoid [elf] +4, humanoid [orc] +2), light spheres, paralysis, spells\r
    Special Qualities: Animal companion (leopard), damage reduction 10\/magic or silver, elven traits, in between the dark and the light, swift tracker, +4 turn resistance, wild empathy, woodland stride\r
    Saves: Fort +6, Ref +11, Will +4\r
    Abilities: Str 16, Dex 20, Con \u00c2\u0097, Int 10, Wis 14, Cha 14\r
    Skills: Climb +14, Knowledge (nature) +11, Move Silently +24, Ride +16, Survival +13 (+15 in aboveground natural environments), Swim +14\r
    Feats: Endurance (B), Far Shot, Manyshot (B), Point Blank Shot, Precise Shot, Rapid Shot (B), Track (B)\r
    Environment: Any\r
    Organization: Solitary or pair\r
    Challenge Rating: 10\r
    Treasure: Standard\r
    Alignment: Always chaotic evil\r
    Advancement: By character class\r
    Level Adjustment: +5\r

    Ranger Spells Prepared: (Caster level 4th, save DC = 12 + spell level)\r
    1st\u00c2\u0097entangle, longstrider<\/i>;\r
    2nd\u00c2\u0097spike growth<\/i>.\r

    The elf ranger presented here had the following ability scores before racial adjustments and 4th- and 8th-level ability score increase: Str 14, Dex 15, Con 8, Int 12, Wis 13, Cha 10.
    \u00a0
    B10 - Night's Dark Terror<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Always chaotic evil.\r","environment":" Any.\r"},{"name":"Wyrm, Great Elder","type":"Dragon","ch":21,"challenge_rating":" 21 \u00a0","id":6880,"reference":"Usergen","full_text":"

    Wyrm, Great Elder <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Gargantuan\u00a0Dragon \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 32d12+256\u00a0(467 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 40 ft (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 36 (-4 size, +40 natural), touch 6, flat-footed 36<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+32\/+58<\/td> <\/tr>
    Attack: <\/strong>Bite +25 melee (4d10+14\/19-20\/x2)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +25 melee (4d10+14\/19-20\/x2) and 2 claws +19 melee (4d6+7) and tail slap +19 melee (2d8+7)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft\/15 ft (20 ft with bite)<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, crush, frightful presence, tail sweep<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsense 60 ft, damage reduction 15\/magic, immunity to sleep and paralysis, keen senses, regeneration 5, spell resistance 32, weak spot<\/td> <\/tr>
    Saves: <\/strong>Fort +26, Ref +18, Will +25 <\/td> <\/tr>
    Abilities: <\/strong>Str 39, Dex 10, Con 27, Int 20, Wis 20, Cha 24 <\/td> <\/tr>
    Skills: <\/strong>Appraise +23, Bluff +27, Climb +23, Decipher Script +20, Diplomacy +30, Disguise +7 (in character +9), Gather Information +29, Intimidate +31, Jump +49, Knowledge (any five) +30, Listen +25, Search +25, Sense Motive +25, Spot +25, Survival +5 (+7 following tracks), Swim +23, Use Magic Device +22 (+24 scrolls)<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Power Attack, Snatch, Weapon Focus (bite)\r
    Epic Feats<\/b>: Devastating Critical (bite), Overwhelming Critical (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>21<\/td> <\/tr>
    Treasure: <\/strong>Triple Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>33-64 HD (Gargantuan); 65-96 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a great, wingless dragon with six legs. Two large straight horns sweep back above its eyes and frilled ears. Spines run from the top of its head to the tip of its tail. Its scaly hide is gray-green, with some scales missing here and there. Greenish-yellow vapors rise from its nostrils.<\/i>\r

    The great elder wyrm is a distant relative of dragonkind, and these wyrms are known to be some of the oldest creatures to still walk the earth. The great elder wyrm is considered a dying breed, according to sages. No new wyrms have been born for centuries, and this species is probably well aware that they are headed for extinction \u00c2\u0096 though the wyrms never speak of it, and eat those who enquire. Great elder wyrms are believed to pass through the same life stages as true dragons, though it seems clear that none are any younger than the \u00c2\u0093Old\u00c2\u0094 category. However, elder wyrms are believed to have three times the lifespan of true dragons, meaning most Old wyrms are between 1000-2000 years old.\r

    Great elder wyrms enjoy their solitude, and make their lairs far from civilized areas. Their exceptional rarity, which seems to increase yearly, leads many weaker creatures to feel that encountering a wyrm must be an omen \u00c2\u0096 though it is entirely subjective as to whether this luck is bad or good. The advanced age of a typical elder wyrm allows them to remember things so ancient that they predate history. Some are considered a great boon due to the knowledge they possess, and a few wyrms have made pacts with nearby kingdoms to provide them with information in exchange for protection and wealth. These creatures have an immense ego and strength of will, though they are often indirect in speech and thought. One should never be trusted for long, as these wyrms are very crafty and malign. \r

    Great elder wyrms only voluntarily speak Draconic, but are usually able to understand just about any other language. Some great elder wyrms have gone senile or insane due to age, and may be incommunicative.\r

    A great elder wyrm is 60 feet long and can weigh upwards of 110 tons.\r

    COMBAT<\/b>\r
    Though a great elder wyrm lacks the magical power of most other dragons, it is a physical powerhouse that few other creatures can match. This creature will always use brute force to overcome foes, and will take advantage of every opportunity to use its breath weapon.\r

    Every great elder wyrm has at least one vulnerable spot upon its body due to disease, combat, or the natural wear and tear that comes from great age. If struck there, a wyrm will seek to immediately retreat to find safety and recover from the wound. If a wyrm realizes that one of its weak spots has been recognized (Spot DC 20), it may sacrifice a claw attack to keep that spot covered.\r

    Breath Weapon (Su)<\/b>: A great elder wyrm has one type of breath weapon, a 60-foot cone of poisonous gas. Creatures with more than 6 HD within the cone must succeed on a DC 34 Fortitude save or take 1d4 points of Constitution damage on its turn each round for the next 4 rounds. In addition, the creature is suffocating (see the Dungeon Master's Guide for details). A creature who saves successfully takes only the initial 1d4 points of Constitution damage and is sickened for 4d4 rounds. The save DC is Constitution-based.\r

    Crush (Ex)<\/b>: A jumping great elder wyrm 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 great elder wyrm's body. Each creature in the affected area must succeed at a Reflex save (DC 38) or be pinned, automatically taking 4d6+21 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if the great elder wyrm chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.\r

    Frightful Presence (Ex)<\/b>: A great elder wyrm can unsettle foes with its mere presence. The ability takes effect automatically whenever the wyrm attacks, charges, or leaps overhead. Creatures within a radius of 240 feet are subject to the effect if they have fewer HD than the wyrm. A potentially affected creature that succeeds on a Will save (DC 33) remains immune to that wyrm's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Wyrms ignore the frightful presence of other draconic creatures.\r

    Tail Sweep (Ex)<\/b>: A great elder wyrm can sweep with its tail as a standard action. The sweep affects creatures four or more size categories smaller than the elder within a 30-foot-radius half-circle centered on the elder's rear. Each affected creature that fails a Reflex save (DC 34 half) takes 2d6+21 points of damage. The save DC is Constitution-based. \r

    Keen Senses (Ex)<\/b>: A great elder wyrm 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

    Regeneration (Ex)<\/b>: A great elder wyrm takes normal damage from fire.\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 an elder wyrm\u00c2\u0092s weak spot (if it remains exposed), 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 great elder wyrm\u00c2\u0092s weak spot).<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #94 (\u00c2\u0093Creature Catalog II,\u00c2\u0094 February 1986, Roger Moore).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Usually neutral evil","environment":"Any land and underground"},{"name":"Wyrm, Swamp","type":"Dragon","ch":11,"challenge_rating":" 11 \u00a0","id":6881,"reference":"Usergen","full_text":"

    Wyrm, Swamp <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Dragon \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 18d12+90\u00a0(207 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), swim 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 26 (-2 size, +3 Dex, +15 natural), touch 11, flat-footed 23<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+18\/+38<\/td> <\/tr>
    Attack: <\/strong>Bite +24 melee (2d8+12\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +24 melee (2d8+12\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft. (15 ft. with bite)<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, chilling secretions, constrict 2d8+12 plus 2d8 cold, corrupt water, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to magic sleep effects and paralysis, low-light vision, murkvision, resistance to cold 15, water breathing<\/td> <\/tr>
    Saves: <\/strong>Fort +16, Ref +14, Will +12 <\/td> <\/tr>
    Abilities: <\/strong>Str 27, Dex 17, Con 20, Int 6, Wis 13, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Hide +17*, Listen +18, Move Silently +20, Spot +18, Survival +13\r
    <\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Combat Reflexes, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Power Attack, Snatch<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm swamps<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>11<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>19-30 HD (Huge); 31-38 HD (Gargantuan); 39-45 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Bursting from the swamp is a huge, serpentine creature with olive-hued scales. Its draconic face is feral. Puffs of vapor escape its wide maw, as if the temperature were quite a bit colder.<\/i>\r

    Swamp wyrms are serpentine relatives of true dragons. Two species exist, the knucker (shown here) and the guivre (see below). Both types prefer to lair in remote areas, usually within swamps or lakes. Knucker holes are easy to locate, for they are generally chilly, fog-shrouded, and may even have a covering of ice, despite being located in warm climates.\r

    Swamp wyrms lead solitary lives, seeking the company of others of their kind only in the spring to mate. They hoard treasure solely to impress members of the opposite sex, for the swamp wyrm with the largest hoard gets first pick of its mate. A clutch of 1-4 young hatch in the mid- to late summer.\r

    Swamp wyrms are primarily carnivorous, dining on any creatures that venture near their pools. When such prey grows scarce (often due to the foulness of the body of water they inhabit), they may prowl into nearby lakes or even venture into oceans to hunt. They reside at the top of the local food chain, and aren't afraid of larger creatures, even other dragons.\r

    Swamp wyrms can have a devastating effect on nearby regions. Not only do they prey on nearby settlements, but their foul secretions and corrupting influence tend to destroy the ecosystem. As a result, they are nearly universally hated by most humanoid races.\r

    An adult swamp wyrm is over 30 feet long and weighs around 7,500 pounds. \r

    Swamp wyrms speak Draconic.\r

    COMBAT\r

    Swamp wyrms prefer to lie submerged in murky water, waiting for prey to come for a drink. At that point, the swamp wyrm strikes, attempting to bite the victim and transfer it to its crushing coils. When facing multiple opponents, a swamp wyrm generally opens with its breath weapon.\r

    Breath Weapon (Su):<\/b> 30-foot cone, once every 1d4 rounds, damage 6d10 cold, Reflex DC 24 half. The save DC is Constitution-based.\r

    Chilling Secretions (Ex):<\/b> A knucker's scales continuously produce a chilling secretion, cold enough to chill the nearby water. A knucker deals an additional 2d8 points of cold damage to any creature it grapples or constricts. Creatures hitting a knucker with natural weapons or unarmed attacks also suffer 2d8 points of cold damage. When underwater, the knucker's chilling secretions deal 2d8 points of cold damage every round to all creatures within 30 feet.\r

    Constrict (Ex):<\/b> On a successful grapple check, a knucker deals 2d8+12 points of damage, plus 2d8 points of cold damage from its chilling secretions.\r

    Corrupt Water (Sp):<\/b> Once per day a swamp wyrm can stagnate one 10-foot-cube (1,000 cubic feet) of water (up to 120 feet away), making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature\u00c2\u0092s possession must succeed on a DC 20 Will save or become fouled. This ability is the equivalent of a 1st-level spell. \r

    Improved Grab (Ex):<\/b> To use this ability, a swamp 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

    Murkvision (Ex):<\/b> A swamp wyrm's vision is not limited in dark or murky water. It treats all water as clear water for purposes of determining vision. \r

    Water Breathing (Ex):<\/b> A swamp wyrm can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.\r

    Skills:<\/b> A swamp 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

    *Swamp wyrms have a +4 racial bonus on Hide checks when in swamp environments. This bonus on Hide checks increases to +8 when the swamp wyrm is immobile.\r

    Guivre<\/b>\r
    The guivre (giv-ray) is pale green and prefers cold environments.\r

    Guivre pools are always steaming hot, melting snow and ice around them like hot springs.\r

    Guivre use the statistics above, with the following changes:\r

    Special Attacks:<\/b> Breath weapon, burning secretions, constrict 2d8+12 plus 2d8 fire, corrupt water, improved grab\r
    Special Qualities:<\/b> Darkvision 60 ft., immunity to magic sleep effects and paralysis, low-light vision, murkvision, resistance to fire 15, water breathing\r
    Environment:<\/b> Cold swamps\r

    Breath Weapon (Su):<\/b> 30-foot cone, once every 1d4 rounds, damage 6d10 fire, Reflex DC 24 half. The save DC is Constitution-based.\r

    Burning Secretions (Ex):<\/b> A guivre's scales continuously produce a burning secretion, hot enough to melt the nearby ice and create steam on the water. A guivre deals an additional 2d8 points of fire damage to any creature it grapples or constricts. Creatures hitting a guivre with natural weapons or unarmed attacks also suffer 2d8 points of fire damage. When underwater, the guivre's burning secretions deal 2d8 points of fire damage every round to all creatures within 30 feet.\r

    Constrict (Ex):<\/b> On a successful grapple check, a guivre deals 2d8+12 points of damage, plus 2d8 points of fire damage from its burning secretions.<\/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 neutral evil","environment":" Cold swamps\r"},{"name":"Xador's Fluid","type":"Ooze","ch":4,"challenge_rating":" 04 \u00a0","id":6882,"reference":"Usergen","full_text":"

    XADOR'S FLUID<\/span><\/h1> <\/div> <\/td> <\/tr>

    Medium-Size Ooze<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 6d10+10 (43 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative:<\/span><\/b> -5 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 15 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 engulf<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks:<\/span><\/b> Engulf, suffocation, drain<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Blindsight, Sense living, brittleness, ooze<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +2, Ref -3, Will -3<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 10, Dex 1, Con 10, Int \u0097, Wis 1, 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<\/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> 7-12 HD (Medium-Size); 13-18 HD (Large)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Xador's fluid is an ooze that combines with living skin and hardens it like rock. This clear, runny fluid looks like a common mold, and lives in rocky, damp areas. The fluid absorbs the nutrients from living flesh, and can't eat anything other than flesh and muscle. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Xador's fluid is a dangerous substance, but can be made useful by resourceful beings. Brave characters who capture some of it can use it as armor in an emergency. After applying small amounts it to naked flesh for five rounds, it grants an effective +7 natural armor adjustment. This \"Xador's mail\" feels like painfully tight padded mail. <\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Since the fluid is still alive, it drains 1 Constitution point per minute from the wearer, and reproduces in 5-8 days if it kills the wearer. Another use of this is as improvisational \"brass knuckles\".\u00a0 This takes one round to apply, and does damage as spiked gauntlets. Yet another use for the fluid is to immobilize prisoners for a few hours. Captive Xador's fluid must devour at least one Medium-size creature every two weeks, or it dries up and dies.<\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 This fluid is named for an evil noble named Lord Xador, who punished criminals by exposing them to this fluid. The hardened forms of these miscreants were displayed as statues to make an example of them.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/h2> <\/td> <\/tr>

    Xador's fluid attacks anything that comes within 10 feet. It lurches forward, attempting to flow over its victim. It flows over and covers its victims to feed, becoming solid in the process. Several days after finishing a victim off, it flakes off, assumes its liquid form, and splits into two new fluids, each with half the original\u0092s hit points (rounded down).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Engulf (Ex):<\/span><\/b> As a standard action, the fluid can simply mow down a Small or smaller creature. It cannot make a slam attack during a round in which it engulfs. The fluid merely has to move over its opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the fluid, but if they do so they are not entitled to a saving throw. Those who do not attempt opportunity attacks must succeed at a Reflex save (DC 13) or be engulfed; on a success, they are pushed back or aside (opponent\u0092s choice) as the fluid moves forward. Engulfed creatures are considered to be grappled and trapped within its body. Engulfed creatures are suffocated and drained.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Suffocation (Ex):<\/b> When the fluid has engulfed a foe, it blends its body with that of its foe, covering it in a thin layer of material that quickly hardens. An engulfed creature takes suffocation damage (page 88 in the DMG<\/b>) each round it remains engulfed and takes one-half damage if the fluid is attacked. A trapped creature can break free by making a Strength check (DC 19).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Drain (Ex): <\/span><\/b>Xador's fluid derives sustenance from its victim's fluids, and drains 1 Constitution point per minute from an engulfed opponent.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Sense Living (Ex):<\/span><\/b> Xador\u0092s fluid can sense the heat given off by living creatures within 10 feet of it.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Brittleness (Ex):<\/span><\/b> Hardened Xador's fluid is more easily destroyed than it is in liquid form.\u00a0 A successful hit with a bludgeoning weapon, or by casting a barkskin<\/i> spell, shatters and destroys the fluid.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Xador's fluid first appeared in Dragon Magazine #127 (Dragon's Bestiary, 1987, Thomas M. Kane).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Ooze","alignment":"Any","environment":" Any underground"},{"name":"Xantravar (Stinging Horror)","type":"Aberration","ch":4,"challenge_rating":" 04 \u00a0","id":6883,"reference":"Usergen","full_text":"

    Xantravar (Stinging Horror) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+9\u00a0(22 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> Fly 40 ft (perfect), swim 30 ft<\/td> <\/tr>
    AC:<\/strong> 14 (-1 size, +1 Dex, +4 natural)<\/td> <\/tr>
    Attacks:<\/strong>2 stings +5 melee<\/td> <\/tr>
    Damage: <\/strong>Sting 1d4+4 and poison or drain blood<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 10 ft\/20 ft (with stingers)<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, blood drain<\/td> <\/tr>
    Special Qualities: <\/strong>Immune to poison, darkvision 60 ft, hydrogen, energy field<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +2, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 13, Con 17, Int 6, Wis 14, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Hide +5, Move Silently +8, Spot +6, Swim +5<\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any marsh and aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or hunting group (1-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>04<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral (evil tendencies)<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Large); 7-9 HD (Huge)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The xantavar is a silent predator that hunts any living creature it detects. The stinging horror, as this creature is also known, drifts about in swamps, salt marshes, and remote seacoasts with tidal caverns, seeking its prey. These mysterious creatures prefer to hunt alone, but can coexist peacefully with others of their kind.\r

    The body of this creature consists of two identical rubbery, teardrop-shaped balloon-like bulbs, roughly 6-7 feet in length and joined together by an energy field. These tough bulbs end in strong, corded muscles that can sting creatures with the hollow bone stinger at the base of the bulb. These bulbous forms are mottled, and range from the color of red wine to gray. Above each stinger is a ring of eight eyes around each body stalk. Above these eyes, the xantravar has a circle of indented iris valves that vent jets of hydrogen gas from the creature?s interior, which allow the monster to steer in the air. This gas is stored in two floatation chambers directly above the jets, in the large head of each bulb. The creature uses its highly elastic skin to expel gas in order to sink towards the ground, and take in air to rise.\r

    This creature is truly alien. It is unknown precisely where its brain might be. It possesses a networked nervous system in each bulb, which is linked by the energy field, and there may be no weak point in this network.\r

    COMBAT<\/b>\r
    A xantravar will prey upon any living creature that its sting can reach. These monsters like to hunt at night, or in the concealment of heavy fog. When involved in any serious combat, a xantravar will lengthen its energy field to 10 feet or more, to protect itself. The xantravar will attack with its stingers, either one producing a different effect. One stinger injects venom into a creature, while the other drains blood, sap, or whatever nutrient fluid the victim possesses. The slightest scratch of the poisoned stinger will cause it to inject its venom, but once a creature survives the poison it will be immune to that xantravar?s poison thereafter.\r

    Poison: Inject, Fortitude save (DC 14); initial damage 1d4 temporary Dexterity, secondary damage paralysis.\r

    Blood Drain (Ex)<\/b>: The xantravar?s second stinger drains 1d6+3 hit points per round.\r

    Energy Field (Ex)<\/b>: A curious, glowing energy field links the two bulbs of the xantravar?s body. This field is normally 2 feet long, but can lengthen to allow a separation of the two bulbs up to 12 feet vertically, and 20 feet horizontally. This field is constant and appears to be natural, and therefore unaffected by dispel magic<\/i>. This field appears indestructible while the xantravar is alive, and disrupts beams, rays, and other fields of force that come into contact with it. Any physical attacks that disrupt this field will do normal damage, and will scatter and spill energy from it.\r

    This field separates hydrogen from surrounding air or water, allowing the xantravar to use the gas to fly, causing a noticeable ozone smell in the creature?s area. This field also absorbs and is augmented by magical fire and electricity, and magic missiles<\/i>, using the hit points that these spells would have caused to regenerate damage at a rate of 1 hit point per round. This magic, however, still causes normal damage to the creature?s body in the meantime.\r

    Hydrogen (Ex)<\/b>: The gas emitted by the xantavar that allows it to fly is highly flammable. If this jet of gas comes into contact with an open flame, a gout of flame leaps out 10 feet from the xantravar, dealing 1d3 points of damage to all creatures in its path that fail a Reflex save (DC 12) and 1d2 points of damage to the xantravar.\r

    The xantravar can be wholly destroyed if one of its flotation chambers filled with hydrogen is punctured and then exposed to open flame in the same round or the round following (a flaming arrow would accomplish this). When this happens, the xantravar explodes fatally in a violent burst of flame, as if it were the target of a fireball<\/i> as if cast by a 3rd-level sorcerer.\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), Monstrous Compendium Annual One (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral (evil tendencies)","environment":">Any marsh and aquatic"},{"name":"Xaren","type":"Outsider","ch":4,"challenge_rating":" 4 \u00a0","id":6884,"reference":"Usergen","full_text":"

    Xaren <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Outsider \t\t\t(Extraplanar, Earth)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+6\u00a0(19 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), burrow 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 25 (+1 size, +2 Dex, +12 natural), touch 13, flat-footed 23<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+7<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (2d8+2)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (2d8+2) and 3 claws +4 melee (1d3+1)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Adamantine bite, devour enchantment<\/td> <\/tr>
    Special Qualities: <\/strong>All-around vision, earth glide, damage reduction 5\/bludgeoning, darkvision 60 ft., immunity to cold and fire, resistance to electricity 10, tremorsense 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +5, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 14, Con 15, Int 10, Wis 11, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Hide +12, Intimidate +2, Knowledge (dungeoneering) +6, Listen +6, Move Silently +5, Search +6, Spot +8, Survival +6 (+8 following tracks or underground)\r
    <\/td> <\/tr>
    Feats: <\/strong>Combat Reflexes, Improved Sunder [B], Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Earth<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or cluster (3\u00c2\u00965)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>4\u00c2\u00966 HD (Small); 7\u00c2\u009614 HD (Medium); 15\u00c2\u009621 HD (Large); 22\u00c2\u009645 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The wide body of this odd creature appears to be constituted of shiny pebbles. A large mouth tops its head, while three arms, eyes, and short legs are symmetrically positioned around it.<\/i>\r

    Xaren are closely related to xorn, being slightly smaller with shinier hides. Hailing from the Elemental Plane of Earth, they occasionally venture to the Material Plane to feed or when summoned by spellcasters.\r

    Xaren feed on metal, preferring iron, copper, silver, gold and electrum. If refined metal objects cannot be found, they will dine on ore.\r

    Xaren and xorn generally are indifferent to one another and rarely cooperate. They are often hunted by dao, who view xaren as a threat to their riches. As a result, dao do not enslave xaren.\r

    Xaren are about 3 feet tall and wide and weigh about 120 pounds.\r

    Xaren speak Common and Terran.\r

    A xaren can be summoned with a summon nature's ally V<\/i> spell.\r

    COMBAT\r

    Like xorns, xaren eat metal and only attack other creatures to acquire metal goods they carry. Xaren can smell metal up to 20 feet away, and if the metal is magically enhanced, the range doubles.\r

    Like xorn, a xaren\u00c2\u0092s favorite mode of attack is to lie in ambush beneath a stony surface. A cluster of xaren will often send a single member to negotiate for food while the remainder position themselves for a surprise attack.\r

    Adamantine Bite (Ex):<\/b> A xaren's bite attack counts as adamantine for the purposes of overcoming damage reduction and hardness.\r

    All-Around Vision (Ex):<\/b> A xaren's symmetrically placed eyes allow it to look in any direction, providing a +4 racial bonus on Spot and Search checks. A xaren can\u00c2\u0092t be flanked.\r

    Devour Enchantment (Su):<\/b> When a xaren destroys a magic weapon with a sunder attempt, it devours it. The xaren immediately gains 1 point of Constitution per point of enchantment bonus of the weapon (including bonuses due to weapon properties such as keen<\/i> or flaming<\/i>). The xaren loses these points of Constitution at the rate of one per hour.\r

    Earth Glide (Ex):<\/b> A xaren can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth<\/i> spell cast on an area containing a burrowing xaren flings the xaren back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.\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":"Outsider","alignment":"Usually neutral","environment":"Elemental Plane of Earth"},{"name":"Xathanon","type":"Dragon","ch":24,"challenge_rating":" 24 \u00a0","id":6885,"reference":"Usergen","full_text":"

    Xathanon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Colossal\u00a0Dragon \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 34d12+306\u00a0(527)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares), fly 200 ft. (clumsy)<\/td> <\/tr>
    Armor Class: <\/strong> 52 (\u00c2\u00968 size, +0 Dex, +50 natural), touch 2, flat-footed 52<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+34\/+66<\/td> <\/tr>
    Attack: <\/strong>Bite +42 melee (4d8+16 plus positive energy)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +42 melee (4d8+16 plus positive energy) and 2 claws +40 melee (4d6+8 plus positive energy) and 2 wings +40 melee (2d8+8 plus positive energy) and tail slap +40 melee (4d6+24 plus positive energy)<\/td> <\/tr>
    Space\/Reach: <\/strong>30 ft.\/20 ft. (30 ft. with bite)<\/td> <\/tr>
    Special Attacks: <\/strong>Alternate form, breath weapon, crush 4d8+24, frightful presence, positive energy blast, positive energy lash, spell-like abilities, tail sweep 2d8+24<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsense 60 ft., damage reduction 20\/evil and magic, fuse essence, immunity to paralysis and sleep, keen senses, positive energy mastery, spell resistance 35, telepathy 100 ft.\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +28, Ref +25, Will +27 <\/td> <\/tr>
    Abilities: <\/strong>Str 43, Dex 10, Con 29, Int 26, Wis 27, Cha 26 <\/td> <\/tr>
    Skills: <\/strong>Balance +2, Bluff +45, Concentration +46, Diplomacy +49, Disguise +8 (+10 acting), Escape Artist +37, Hide -16, Intimidate +47, Jump +30, Knowledge (religion) +45, Knowledge (the planes) +45, Listen +45, Search +45, Sense Motive +45, Spot +45, Survival +45 (+47 on other planes, +47 following tracks), Tumble +37\r
    <\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Epic Reflexes, Flyby Attack, Hover, Improved Bull Rush, Improved Initiative, Lightning Reflexes, Multiattack, Power Attack, Snatch, Superior Initiative, Wingover<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Positive Energy Plane<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>24<\/td> <\/tr>
    Treasure: <\/strong>Triple standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral good<\/td> <\/tr>
    Advancement: <\/strong>-<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This colossal creature is shaped like a great dragon formed of golden energy. Its eyes appear to be multicolored, glowing crystals.<\/i>\r

    Xathanon has no physical form; it is composed entirely of positive energy. In fact, some say this beast isn't a dragon but rather the physical embodiment of the Positive Energy Plane. When on the Material Plane, Xathanon resembles a burst of golden energy in the shape of a dragon. Its eyes appear as multicolored, glowing 'crystals'. On the Positive Energy Plane, Xathanon is a formless swirl of positive energy.\r

    Formed by Bahamut from the essence of the Positive Energy Plane, Xathanon serves Draco Paladin unswervingly. However, Xathanon rarely attends the Draconic Court on Mount Celestia, preferring the pulsing depths of the Positive Energy Plane. Despite its seeming isolation, Xathanon keeps a close watch over the events unfolding in the multiverse, and always answer a summons from Bahamut or one of Bahamut's children.\r

    Xathanon holds a special hatred of Dhrakoth. The two have never met in combat, and some say that, if such a battle were to occur, the very fabric of the multiverse might tear under the opposing forces of positive and negative energy.\r

    As a creature composed of pure energy, Xathanon does not require physical sustenance and does not need to breathe. It is not known whether this dragon must return to the Positive Energy Plane on a regular basis - except after infusing mortal heroes with its essence.\r

    Xathanon is 165 feet long and weighs over 325 tons.\r

    Xathanon speaks Draconic and Celestial, and can communicate telepathically with any creature within 100 ft. that has a language.\r

    Combat\r

    Xathanon detects evil and often acts outside the boundaries of law, responding swiftly to any perceived threat. In combat, Xathanon is a force of nature. It can fight in the form of a traditional dragon or take the form of a swirl of pure positive energy.\r

    Xathanon's natural weapons are treated as good-aligned magic weapons for the purpose of overcoming damage reduction.\r

    Alternate Form (Su):<\/b> Xathanon can shift between its dragon and \"swirl of positive energy\" forms as a standard action. In dragon form, it cannot use its positive energy blast, but it can fly and use its spell-like abilities, and its weapons. In swirl form, it can fly, make positive energy blast attacks, and use spell-like abilities, but it cannot use its natural weapons or its breath weapon. The swirl form is incorporeal, and Xathanon has no Strength score while in that form.\r

    Xathanon remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does Xathanon revert to any particular form when killed. A true seeing spell reveals both forms simultaneously.\r

    Blindsense (Ex):<\/b> Xathanon can pinpoint creatures within a distance of 60 feet. Opponents Xathanon can't actually see still have total concealment against its.\r

    Breath Weapon (Su):<\/b> Xathanon has one breath weapon, a 140-foot line of positive energy. Any good-aligned living creatures in the area immediately gain the benefits of a heal<\/i> and greater restoration<\/i> spell. Any living nongood creatures within the area take 8d8 points of damage. A successful Reflex save (DC 36) halves the damage. Any undead creature or creature native to the Negative Energy Plane within the area takes this damage, and must make an additional DC 36 Will save or be destroyed. The save DC is Constitution-based. The caster level for all spell effects is 25th. Once Xathanon breathes, it must wait 1d4 rounds before using its breath weapon again.\r

    Additionally, if the body of any dead good-aligned creature is within the area of Xathanon's breath weapon, it is immediately resurrected<\/i>, as the spell (caster level 25th).\r

    Crush (Ex):<\/b> When flying or jumping, Xathanon 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 its body. Each creature in the affected area must succeed at a Reflex save (DC 36) or be pinned, automatically taking 4d8+24 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if Xathanon 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> Whenever Xathanon attacks, charges, or flies overhead, each creature in a 360-foot radius that has fewer HD than it does must make a DC 35 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 Xathanon's frightful presence for 24 hours. The save DC is Charisma-based.\r

    Fuse Essence (Ex):<\/b> When on the Material Plane, Xathanon can fuse its essence to the corporeal form of a good-aligned character. Filled with the power of the Positive Energy Plane, the creature transforms into a great wyrm gold dragon, as if under the effects of a shapechange<\/i> spell. The change lasts one hour per character level. Afterward, Xathanon must immediately return to the Positive Energy Plane to recuperate for no less than 10 hours.\r

    Keen Senses (Ex):<\/b> Xathanon sees four times as well as a human in shadowy illumination and twice as well in normal light.\r

    Positive Energy Blast (Su):<\/b> While in its \"swirl of positive energy\" form, Xathanon can release a blast of positive energy. Any creature struck by such a blast suffers 6d10 points of damage. In addition, the creature must make a DC 36 Fortitude saving throw or explode into millions of particles of positive energy, killing it instantly. The save DC is Constitution-based.\r

    Positive Energy Lash (Su):<\/b> Xathanon can make a touch attack or hit with any of its natural attacks to infuse a target with positive energy. Undead foes (even incorporeal ones) take an additional 3d10 points of damage. Xathanon can channel this positive energy into living creatures as well, healing up to 3d10 points of damage. Xathanon can control its positive energy enough to avoid healing living foes (dealing only the base damage).\r

    Positive Energy Mastery (Ex):<\/b> Xathanon is immune to the detrimental effects typical to the Positive Energy Plane, though it still benefits from the regenerative nature of the plane. It can see normally on the Positive Energy Plane, as if in normal daylight. Xathanon does not need to eat or breathe.\r

    Additionally, when on the Positive Energy Plane, Xathanon moves as swiftly as pure energy, able to greater teleport<\/i> to any location on the plane as a free action. Xathanon gains a +8 bonus on Initiative checks while on the Positive Energy Plane.\r

    Spell-Like Abilities: At will\u00c2\u0097detect evil, plane shift<\/i>. Caster level 20th. The save DCs are Charisma-based.\r

    Xathanon and the Draconomicon<\/i><\/b>\r

    If you are using the Draconomicon<\/i>, the following changes are recommended.\r

    Feats:<\/b> Replace Improved Initiative and Weapon Focus (bite) with Quicken Breath and Tempest Breath.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #260, \"Spawn of Tiamat, Children of Bahamut\", Keith Francis Strohm<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Always neutral good","environment":"Positive Energy Plane"},{"name":"Xaver","type":"Aberration","ch":3,"challenge_rating":" 03 \u00a0","id":6886,"reference":"Usergen","full_text":"

    Xaver <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+6\u00a0(19 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft<\/td> <\/tr>
    AC:<\/strong> 22 (+1 size, +3 Dex, +8 natural)<\/td> <\/tr>
    Attacks:<\/strong>Blade +6 melee<\/td> <\/tr>
    Damage: <\/strong>Blade 1d4+1<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Metal corrosion<\/td> <\/tr>
    Special Qualities: <\/strong>SR 20, darkvision 90 ft, immunities, cold vulnerability<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +4, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 17, Con 15, Int 11, Wis 11, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide +13, Jump +7, Move Silently +12, Search +5, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse (blade)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or family (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>03<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Small); 7--9 HD (Medium-size)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Xaver are curious little creatures shaped like bladed weapons, that corrode metal in a similar manner to rust monsters. A xaver?s diet consists entirely of rust from ferrous metals and alloys, including iron, steel, mithral, and adamantine. They are more intelligent than rust monsters, and will not ignore a tasty meal like a suit of armor or pile of weapons for a mere snack like a handful of spikes or nails.

    A xaver looks exactly like a sword, usually a short sword or longsword. Their hard, silvery bodies have a smooth metallic appearance to them, and are flat and tapered to a point on the upper end. The other end of the monster is bulbous and resembles the handle of a blade, which is set with six faceted green eyes that resemble tiny gems. The hilt-like end has 8-inch long retractable worm-like legs, set between each eye, on which the creature scuttles about, and can retract them with lightning speed to hide from danger. It has no senses of hearing or smell, but its eyes provide it with darkvision and normal vision. Xavers give off no body heat or sounds, and do not breathe in the same manner as most living creatures do, absorbing solar heat and gases through the bladelike part of its body.

    Xavers prefer rocky, even mountainous lairs. Sometimes they lair in a large treasure hoard, such as that of a dragon, abandoning it when they have eaten all the digestible metal. They have no treasure of their own, but they are often found among treasure. They live for centuries, and can go for years on end without eating, so they are not aggressive hunters. Xavers are solitary by nature, but not territorial and never fight each other for any reason.

    COMBAT<\/b>
    Xavers can lie motionless as other creatures approach, looking like an inert weapon, then attack when characters carrying lots of metal come near. They cut with their razor sharp edges, swinging their bodies in a series of wild, circular slashes that form a battle dance.

    Metal Corrosion (Ex):<\/b> A xaver causes ferrous metal to corrode instantly on a touch. If a xaver scores a successful melee hit on a metal weapon or item, or if the item otherwise comes into contact with the xaver, the item will crack and fall into many tiny useless metallic shards, which the creature will attempt to eat. A xaver cannot control this power, but can choose not to touch metallic items.

    Immunities (Ex):<\/b> Metal of any sort passes harmlessly through a xaver as if the creature did not exist, and therefore metal weapons cannot harm a xaver. Arrows and metal-tipped spears will still harm a xaver as it will take bludgeoning damage from being struck by the wood, but the metal itself will cause no damage.

    Heat and electricity do not harm a xaver, but its metallic body can conduct this energy to any beings touching it. They are totally unaffected by any sort of poison or venom.

    Cold Vulnerability (Ex):<\/b> Xavers are particularly vulnerable to cold-based attacks, and receive a -4 penalty on saves against cold-based effects.

    Skills:<\/b> Xaver receive a +8 racial bonus to Move Silently checks.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Dragon #94<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always lawful neutral","environment":">Any land and underground"},{"name":"Xaver","type":"Aberration","ch":3,"challenge_rating":" 3 \u00a0","id":6887,"reference":"Usergen","full_text":"

    Xaver <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+6\u00a0(19 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 22 (+1 size, +3 Dex, +8 natural), touch 14, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/-1<\/td> <\/tr>
    Attack: <\/strong>Blade +6 melee (1d6+1\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>Blade +6 melee (1d6+1\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical, metal corrosion<\/td> <\/tr>
    Special Qualities: <\/strong>All-around vision, darkvision 90 ft., immunity to electricity, fire, and poison, impervious to metal, mimic blade, spell resistance 20, vulnerability to cold <\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +4, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 17, Con 15, Int 11, Wis 11, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide +13, Jump +7, Move Silently +11, Search +5, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Combat Reflexes, Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or family (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Small); 7-9 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    What looked like a finely crafted sword suddenly sprouts wire-thin legs and jumps to its feet. A ring of six emeralds encircling its hilt is revealed to be a cluster of tiny green eyes.<\/i>\r

    Xavers are curious little creatures shaped like bladed weapons, that corrode metal in a similar manner to rust monsters. A xaver\u00c2\u0092s diet consists entirely of rust from ferrous metals and alloys, including iron, steel, mithral, and adamantine. They are more intelligent than rust monsters, and will not ignore a tasty meal like a suit of armor or pile of weapons for a mere snack like a handful of spikes or nails.\r

    A xaver looks exactly like a sword, usually a short sword or longsword. Their hard, silvery bodies have a smooth metallic appearance to them, and are flat and tapered to a point on the upper end. The other end of the monster is bulbous and resembles the handle of a blade, which is set with six faceted green eyes that resemble tiny gems. The hilt-like end has 8-inch long retractable worm-like legs, set between each eye, on which the creature scuttles about, and can retract them with lightning speed to hide from danger. It has no senses of hearing or smell, but its eyes provide it with darkvision and normal vision. Xavers give off no body heat or sounds, and do not breathe in the same manner as most living creatures do, absorbing solar heat and gases through the bladelike part of its body.\r

    Xavers prefer rocky, even mountainous lairs. Sometimes they lair in a large treasure hoard, such as that of a dragon, abandoning it when they have eaten all the digestible metal. They have no treasure of their own, but they are often found among treasure. They live for centuries, and can go for years on end without eating, so they are not aggressive hunters. Xavers are solitary by nature, but are not territorial and never fight each other.\r

    A xaver is 3 to 6 feet tall and weighs around 4 pounds.\r

    Xavers cannot speak, but have a gestural language, they \"talk\" to one another by dancing.\r

    COMBAT<\/b>\r
    A xaver typically lies motionless, looking like an inert weapon, then attacks when creatures carrying metal come near. It cuts with its razor-sharp edges, swinging its body in a series of wild, circular slashes called a battle dance.\r

    All-Around Vision (Ex):<\/b> A xaver's ring of eyes give it a +4 racial bonus on Spot and Search checks, and it can't be flanked.\r

    Augmented Critical (Ex):<\/b> A xaver's blade threatens a critical hit on a natural attack roll of 19\u00c2\u009620, dealing double damage on a successful critical hit.\r

    Impervious to Metal (Su):<\/b> A xaver is immune to magical and nonmagical metal. Metal items (including metal weapons) simply pass through it harmlessly, and the xaver can walk through metal barriers such as iron bars. Attacks delivered by metal items (such as poison on a dagger) affect the xaver normally, as do spells, spell-like abilities, and supernatural effects with metal effects. Because a xaver passes through metal, it may ignore armor bonuses from metal armor on opponents it attacks with its natural weapons.\r

    Metal Corrosion (Ex):<\/b> A xaver that makes a successful touch attack causes the target ferrous metal to corrode, falling to pieces and becoming useless immediately. A ferrous metal item coming into contact with a xaver is exposed to the same corrosion. The touch 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 17 Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus.\r

    Affected items crack and fall into many tiny useless metallic shards, which the creature will attempt to eat. A xaver cannot control this power, but can choose not to touch metallic items.\r

    Mimic Blade (Ex):<\/b> A xaver can hold itself so still it appears to be a mundane sword. An observer must succeed on a DC 25 Spot check to notice the xaver is really alive.\r

    Skills:<\/b> A xaver has a +8 racial bonus to Jump and Move Silently checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #94<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Usually lawful neutral","environment":"Any land and underground"},{"name":"Xytar (and Camarilla)","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6888,"reference":"Usergen","full_text":"

    Xytar (and Camarilla) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d12+10\u00a0(42)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (\u00c2\u00961 size, +2 Dex, +6 natural), touch 11, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+13<\/td> <\/tr>
    Attack: <\/strong>Bite +8 melee (1d10+6)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +8 melee (1d10+6)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., desert adaptations, immunity to sleep and paralysis, low-light vision, resistance to fire 15, sandwalking, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +6, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 14, Con 15, Int 4, Wis 10, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Listen +8, Spot +8, Survival +8<\/td> <\/tr>
    Feats: <\/strong>Run, Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm deserts<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or pack (3\u00c2\u00966)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>6-9 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large, six-legged lizardlike creature is predominantly yellow, with red and orange mottling along the back. Its long jaws are filled with pointy teeth.<\/i>\r

    A xytar is a reptilian carnivore that could be mistaken for a wingless, six-legged dragon. They are well adapted for life in hot deserts, and can survive without water for weeks. Aggressive and persistent predators, xytar eat any living creature they can kill. Particularly strong packs of xytar may attack small settlements on the fringes of the desert. There are usually no survivors from xytar attacks, since they typically use their impressive tracking skills and stamina to pursue any prey who tries to escape.\r

    The sis'thik<\/b><\/u><\/a> lizardfolk, and a few other races, use xytars as mounts. A trained xytar is particularly effective in battle, but training xytars is a difficult and dangerous endeavor.\r

    A typical xytar is 8 feet long and weighs 2,000 pounds.\r

    COMBAT<\/b>\r
    A xytar normally unleashes its breath weapon at the start of combat and then closes to use its bite attack. Xytars are highly aggressive, and usually pursue any opponents who flee from them.\r

    Breath Weapon (Su):<\/b> 30-foot cone, damage 4d6 fire, Reflex DC 14 half. The save DC is Constitution-based.\r

    Desert Adaptations (Ex):<\/b> A xytar 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 xytar 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

    Xytars 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 xytar requires one-fourth the water intake of a normal creature of its size. If it has no water, it suffers from thirst at one-quarter the rate of a normal creature (e.g. 4 days without water is equivalent to 1 day without water for a normal creature).\r

    Xytars have a +4 bonus on Fortitude checks against dehydration and heat-based effects.\r

    Sandwalking (Ex):<\/b> A xytar can move across sand as if it were firm ground. It can even cross shifting dunes or quicksand without penalty.\r

    Training A Xytar<\/b>\r
    A xytar requires training before it can bear a rider in combat.\r

    Training a xytar requires six weeks of work and a DC 25 Handle Animal check. A xytar has such a long back that it can carry two riders at the same time, although this requires an exotic saddle. A xytar with a standard saddle can carry one rider. A xytar can fight while carrying one or two riders, but the riders cannot also attack unless they succeed on a Ride check.\r

    Xytar eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 1,000 gp to rear or train a xytar.\r

    Carrying Capacity:<\/b><\/i> Due to their sturdy hexapedal build, xytars can carry heavier loads than quadrupeds can. Their carrying capacity is 4 times that of a Medium biped with their Strength score. A typical xytar can carry a light load of up to 464 pounds, a medium load of 465-932 pound, a heavy load of 933-1400 pounds, and can drag 7,000 pounds.\r

    Camarilla<\/b>\r
    The camarilla is a slightly larger cousin of the xytar, weighing around 3,000 pounds. Its tough yellow ochre hide is usually mottled on back and flanks with brown and orange. Camarilla are completely immune to fire. These creatures are the preferred mounts of the four-armed sand folk.\r

    Hit Dice:<\/b> 6d12+12 (51 hp)\r
    Base Attack\/Grapple:<\/b> +6\/+15\r
    Attack:<\/b> Bite +10 melee (1d10+7)\r
    Full Attack:<\/b> Bite +10 melee (1d10+7)\r
    Special Qualities:<\/b> Darkvision 60 ft., desert adaptations, immunity to fire, sleep and paralysis, low-light vision, sandwalking, scent\r
    Saves:<\/b> Fort +7, Ref +6, Will +5\r
    Abilities:<\/b> Str 21, Dex 14, Con 15, Int 4, Wis 10, Cha 11\r
    Skills:<\/b> Listen +9, Spot +9, Survival +9\r
    Feats:<\/b> Reckless Offense, Run, Track\r
    Challenge Rating:<\/b> 4\r
    Advancement:<\/b> 7-9 HD (Large)\r

    Note:<\/b> The Camarilla originally appeared in DA2 - City of the Gods<\/i> (1987)<\/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":"Magical Beast","alignment":"Usually neutral","environment":"Warm deserts"},{"name":"Yahoo","type":"Humanoid","ch":2,"challenge_rating":" 2 \u00a0","id":6889,"reference":"Usergen","full_text":"

    Yahoo <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Humanoid \t\t\t(Yahoo)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares), climb 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+2 Dex, +1 natural), touch 12, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+7<\/td> <\/tr>
    Attack: <\/strong>Unarmed strike +3 melee (1d3+1) and rock +5 ranged (1d3+1)<\/td> <\/tr>
    Full Attack: <\/strong>2 unarmed strikes +3 melee (1d3+1) and rock +5 ranged (1d3+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Fling filth, natural flinger<\/td> <\/tr>
    Special Qualities: <\/strong>—<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +3, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 15, Con 10, Int 6, Wis 7, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Climb +9, Jump +5, Listen +1, Spot +1, Swim +5<\/td> <\/tr>
    Feats: <\/strong>Improved Grapple, Improved Unarmed Strike<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any forests or plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, gang (2-10) or mob (10-50 plus 100% noncombatants)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>+1 (cohort)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The head, chest and lower legs of this naked manlike creature are covered in a thick pelt of hair, while the rest of its body is bare mud-brown skin. The creature stinks like a rancid weasel and its entire body is stained with filth. Hands and feet sport pointed, claw-like nails.<\/i>\r

    These disgusting creatures may once have been humans or another humanoid race, but are now little more than beasts. They have all the worse aspects of humanity that their limited wits can support - cowardice, greed, lust, sloth and mischief are almost instinctive to a yahoo.\r

    The houyhnhnm<\/b><\/u><\/a> keep \"tamed\" yahoos as beasts of burden (or possible slaves), and other intelligent beings may use tame yahoos in this way. Wild yahoos congregate in gang or mobs led by the most treacherous and vicious male, who keeps a lickspittle as his second-in-command. Whenever the mob changes its leader, usually by deceit or violence, the entire tribe heaps ordure on the old leader's lickspittle. A group of wild yahoos frequently wars with neighboring yahoos or engages in a civil war among themselves. Such conflicts rarely result in deaths, mostly due to the yahoos' cowardice and lack of weapons.\r

    All yahoos are violently fond of shiny stones, and will go to great effort to dig them from the ground or steal them from another yahoo. A yahoo will keep its hoard of stones buried in some secret spot. Fields rich in such stones are the site of the yahoos' most frequent and fiercest battles.\r

    Yahoos will always flee from or obey a houyhnhnm, depending on the circumstances. Even the wildest yahoo will not attack a houyhnhnm or other horse-like creature. A yahoo will see other humanoids as another yahoo, and will attack, bully, or grovel towards this new yahoo, depending to the circumstances. The really unlucky may have a yahoo of the opposite sex lust after them. A yahoo is likely to see a soft-skinned and clawless humanoid (like an adventurer) as a weakling ripe for tormenting. Yahoos hate humanoids who show a close relationship with the houyhnhmm, any often assault such humanoids the moment they leave the protection of a houyhnhnm. It is possibly they view such a person as being a houyhnhnm \"lickspittle\".\r

    The houyhnhnm use their yahoos them to carry loads or drag sleds for transporting sick or elderly houyhnhnm. A tamed yahoo always obeys a houyhnhnm's orders, but will work petty mischief if unsupervised - stealing food or milk, devouring their master's pets, vandalizing property and so forth. Yahoos are too short-sighted, fractious and indolent to organize any resistance against their masters, but require constant supervision to produce any useful work. Houyhnhnm often tie leashes made from vines or braided twigs to the neck of their yahoos, unsupervised yahoos are tied to posts or beams to keep them from working mischief.\r

    Yahoos will eat almost anything. Most of their diet is roots and carrion, supplemented by fruit, nuts, and small animals. They like the flesh of fish, rats and weasels. Yahoos particularly enjoy the effect of intoxicating plants (a certain root is highly sought after), and eat them at every opportunity.\r

    Most wild yahoos sleep in shallow dens dug in sloping earth, but they may also sleep in trees and caves. Domestic yahoos sleep in kennels constructed by their masters.\r

    A yahoo is the same height and weight as a human. Male yahoos have matted beards and a ridge of hair down their spines, females have long hair but lack the hairy ridge. Yahoos develop more quickly than humans, becoming full-grown in their early teens. Yahoos are very unclean and often wallow or sleep in mud.\r

    Yahoos do not have a language, but can be taught to obey very simple commands.\r

    COMBAT<\/b>\r
    Whenever possible, yahoos prefer to fight from a distance. They throw rocks, branches and even their own filth at opponents. Extremely craven, yahoos will flee from even slight setbacks.\r

    Fling Filth (Ex):<\/b> A yahoo can fling a clump of its own filth as a splash weapon. Treat this as a ranged touch attack with a range increment of 10 feet. Any living creature (except yahoos and troglodytes) hit by the filth are sickened for 1d4 rounds (Fort DC 11 for half duration), while every creature within 5 feet of the point where the filth hits are sickened for 1 round by from the splash (Fort DC 11 negates). The save DC is Constitution-based.\r

    Creatures that successfully save cannot be affected by the same yahoo's fling filth ability 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

    Natural Flinger (Ex):<\/b> Yahoos have a +1 racial bonus on attack rolls made with thrown weapons.\r

    Skills:<\/b> Yahoos have a +4 racial bonus on Jump and Swim checks and a +8 racial bonus on Climb checks. A yahoo can always choose to take 10 on a Climb check, even if rushed or threatened.\r

    Clawed Yahoo<\/b>\r
    In Jonathan Swift's satirical book Gulliver's Travels the yahoos fought mainly with claws, augmented by their sharp teeth. They were not adept at thrown weapons as described above. Indeed, there is no mention of them using any weapons at all. Such a yahoo uses the following statistics, with any missing statistic being the same as the yahoo detailed above.\r

    Attack:<\/b> Claw +4 melee (1d3+1)\r
    Full Attack:<\/b> 2 claws +4 melee (1d3+1) and bite +1 melee (1d4)\r
    Special Attacks:<\/b> Improved grab, stench\r
    Feats:<\/b> Multiattack, Weapon Focus (claw)\r

    COMBAT<\/b>\r
    Clawed yahoos fight by biting and scratching. Instead of using thrown weapons like other yahoos, clawed yahoos prefer to attack opponents by outnumbering and ambushing them. They are just as cowardly as other yahoos, taking to their heels if they face any significant resistance.\r

    Improved Grab (Ex):<\/b> To use this ability, a clawed yahoo must hit an opponent of up to Large 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. Clawed yahoos have a +4 racial bonus to grapple checks.\r

    Stench (Ex):<\/b> A clawed yahoo is covered in filth whose smell nearly every form of animal life finds offensive. All living creatures (except yahoos and troglodytes) within 30 feet of the yahoo must succeed on a DC 11 Fortitude save or be sickened for 1d4 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same yahoo's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Polyhedron #106<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Always chaotic","environment":"Any forests or plains"},{"name":"Yaksha","type":"Outsider","ch":6,"challenge_rating":" 6 \u00a0","id":6890,"reference":"Usergen","full_text":"

    Yaksha <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Native)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+24\u00a0(51 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), fly 60 ft. (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+3 Dex, +7 natural), touch 13, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+10<\/td> <\/tr>
    Attack: <\/strong>Greatclub +11 melee (1d10+6) or slam +10 melee (1d4+4) or rock +10 ranged (1d10+6)<\/td> <\/tr>
    Full Attack: <\/strong>Greatclub +11\/+6 melee (1d10+6) or 2 slams +10 melee (1d4+4) or rock +10 ranged (1d10+6)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Rock throwing, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Change shape, damage reduction 10\/magic and bludgeoning, darkvision 60 ft., spell resistance 19\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +8, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 17, Con 19, Int 13, Wis 13, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Bluff +11, Concentration +13, Diplomacy +4, Disguise +6 (+10 acting)*, Hide +7, Intimidate +13, Knowledge (nature) +10, Listen +10, Move Silently +12, Spot +10, Survival +10 (+12 in aboveground natural environments)<\/td> <\/tr>
    Feats: <\/strong>Power Attack, Quicken Spell-Like Ability (invisibility<\/i>), Weapon Focus (greatclub)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests and hills<\/td> <\/tr>
    Organization: <\/strong>Solitary, band (2-5), family (2-5 plus 2-5 yakshini plus 25% chance of 1-2 noncombatant children), hunting\/raiding\/trading party (6-9), or clan (10-15 plus 10-15 yakshini plus 25% chance of 1-6 noncombatant children)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>Standard coins; double goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Medium); 13-18 HD (Large) or by character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+6<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This being has a body like a man but its head is that of a bizarre monster, with flat but powerful jaws, tusks jutting from its lower lip, flapping ears like an elephant and goggling eyes. While the rest of his body looks human, it is extraordinarily sturdy and muscular, almost dwarf-like in proportions. Its skin is a bright and uniform color.<\/i>\r

    Yakshas are male nature spirits distantly related to rakshasas. The females, called yakshini, differ greatly in both appearance and abilities. Most yakshas are benevolent or at worst neutral in alignment, only attacking those who despoil their wilderness home or threaten their kin. Evil yakshas can be maneaters as bloodthirsty as a rakshasa. Even good yakshas are fierce and unpredictable creatures.\r

    Friendly yakshas habitually use their change shape power to make their heads look human while retaining their pastel skin color. They know that many races find their bestial faces disturbing, and may even consider their natural appearance an embarrassment. Yakshas are on good terms with many sylvan creatures and are known to associate with nagas, but even evil yakshas mostly shun their rakshasa relatives due to the irreconcilable differences in their alignment.\r

    A yaksha is about the same height and weight as a dwarf. Yaksha come in a wide range of colors - blue, green, orange and red are the most common, but black, purple, yellow or many other shades have been recorded. \r

    Yakshas speak Common and Sylvan, and either Abyssal or Celestial, depending upon their alignment (chaotic neutral yakshas choose one or the other).\r

    COMBAT\r

    A yaksha will usually be invisible when encountered. If they disapprove of their visitors, good or neutral yakshas will try to drive them away with mysterious noises, shouted warnings, frightening illusions and \"warning shots\" with hurled rocks. Evil yakshas simply try to kill (and maybe eat) unwanted intruders as expediently as possible.\r

    Yakshas are ferocious warriors but can be cunning too, using magical trickery, shape-changing and traps to deal with opponents almost as often as their rocks and clubs. For example, they may offer opponents a feast created with create food and water<\/i> and create wine<\/i> in the hope of making their enemies gorged and drunken.\r

    In battle, yaksha prefer to repeatedly ambush opponents with thrown rocks, using invisibility to withdraw and reposition themselves between each attack. They may negotiate with a stronger opponent to arrange a ceasefire, or even give up territory or tribute, but usually fight to the death rather than be captured.\r

    Change Shape (Su):<\/b> A yaksha can assume any animal or humanoid form of its own size or smaller, or revert to its own form, as a standard action. A yaksha remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the yaksha reverts to its natural form when killed. A true seeing<\/i> spell reveals its natural form.\r

    Rock Throwing (Ex):<\/b> Yakshas are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A yaksha of at least Medium size can hurl rocks weighing 20 pounds each (Tiny objects) up to five range increments, with a range increment of 180 feet. It uses both hands when throwing a rock. A Large yaksha can hurl rocks of 40 to 50 pounds each (Small objects). \r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097invisibility<\/i> (self only); 3\/day\u00c2\u0097quickened invisibility<\/i> (self only); 1\/day\u00c2\u0097create food and water, create wine<\/i> (as create water<\/i>, but wine instead), major creation<\/i> (created vegetable matter is permanent), persistent image<\/i> (DC 15), wind walk<\/i>. Once per day, a yaksha can assume gaseous form (as the spell) for up to 1 hour. Caster level 18th. The save DCs are Charisma-based. \r

    Skills:<\/b> A yaksha has a +4 racial bonus on Bluff and Disguise checks. *When using change shape, a yaksha gains an additional +10 circumstance bonus on Disguise checks.<\/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":"Outsider","alignment":"Always chaotic","environment":"Warm forests and hills"},{"name":"Yakshini","type":"Outsider","ch":6,"challenge_rating":" 6 \u00a0","id":6891,"reference":"Usergen","full_text":"

    Yakshini <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Native)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+18\u00a0(45 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), fly 60 ft. (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 21 (+4 Dex, +7 natural), touch 14, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+8<\/td> <\/tr>
    Attack: <\/strong>Kukri +10 melee (1d4+2\/18-20) or slam +10 melee (1d4+2)<\/td> <\/tr>
    Full Attack: <\/strong>Kukri +10\/+5 melee (1d4+2\/18-20) or 2 slams +10 melee (1d4+2)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities, spells\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Change shape, damage reduction 10\/magic and bludgeoning, darkvision 60 ft., spell resistance 19<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +9, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 19, Con 17, Int 13, Wis 13, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Bluff +17, Concentration +12, Diplomacy +6, Disguise +17 (+19 acting)*, Hide +13, Intimidate +6, Knowledge (nature) +10, Listen +10, Move Silently +13, Spellcraft +10, Spot +10, Survival +1 (+3 in aboveground natural environments)<\/td> <\/tr>
    Feats: <\/strong>Quicken Spell-Like Ability (invisibility<\/i>), Spell Focus (enchantment), Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests and hills<\/td> <\/tr>
    Organization: <\/strong>Solitary, band (2-5), family (2-5 plus 2-5 yakshas plus 25% chance of 1-2 noncombatant children), hunting\/raiding\/trading party (6-9), or clan (10-15 plus 10-15 yakshas plus 25% chance of 1-6 noncombatant children)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>Standard coins; double goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Medium); 13-18 HD (Large) or by character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This beautiful woman has uncannily colored skin and hair. She wears little apart from jewelery and a few strips of fine cloth. A heavy, curved knife hangs at her side.<\/i>\r

    Yakshinis are the female counterparts of the yaksha. Unlike the latter beings, yakshini do not have a bestial head in their true form. Instead, they could be mistaken for nubile young human women if not for the color of their skin and hair. Yakshini come in the same wide range of colors as a yaksha - blue, green, orange and red are the most common, but black, purple, yellow or many other shades have been recorded.\r

    A typical yakshini is about 5 feet tall and weighs 75 to 100 pounds.\r

    Yakshinis speak Common and Sylvan, and either Abyssal or Celestial, depending upon their alignment (chaotic neutral yakshas choose one or the other).\r

    COMBAT\r

    Yakshini are calculating foes, preferring to turn invisible and observe their foes for some time before deciding on a course of attack. A hostile yakshini usually disguises herself in a seemingly harmless shape such as a stray dog, an old granny, or a seductive maiden. They usually try to weaken their opponents, either by luring a single victim away or plying a group with magically-created wine, before attacking with enchantments to enslave or incapacitate their opponents (such as charm person, touch of idiocy<\/i>, and sleep<\/i>). Yakshini can fight effectively with kukris or other weapons, but would rather only use their blades to finish off victims defeated by sorcery.\r

    Change Shape (Su):<\/b> A yakshini can assume any animal or humanoid form of its own size or smaller, or revert to its own form, as a standard action. A yakshini remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the yakshini reverts to its natural form when killed. A true seeing<\/i> spell reveals its natural form.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097invisibility<\/i> (self only); 3\/day\u00c2\u0097quickened invisibility<\/i> (self only); 1\/day\u00c2\u0097create food and water, create wine<\/i> (as create water<\/i>, but wine instead), major creation<\/i> (created vegetable matter is permanent), persistent image<\/i> (DC 17), wind walk<\/i>. Once per day, a yakshini can assume gaseous form<\/i> (as the spell) for up to 1 hour. Caster level 18th. The save DCs are Charisma-based. \r

    Spells:<\/b> A yakshini casts spells as a 6th-level sorcerer. She favors spells of the enchantment and illusion schools.\r

    Typical Sorcerer Spells Known<\/i> (spells per day 6\/7\/6\/4, save DC 14 + spell level, enchantment spells 15 + spell level): \r
    0\u00c2\u0097daze, dancing lights, detect magic, detect poison, mage hand, read magic, resistance;<\/i>\r
    1st\u00c2\u0097charm person, silent image, sleep, ventriloquism;<\/i> \r
    2nd\u00c2\u0097blur, touch of idiocy;<\/i>\r
    3rd\u00c2\u0097suggestion.<\/i>\r

    Skills:<\/b> A yakshini has a +4 racial bonus on Bluff and Disguise checks. *When using change shape, a yakshini gains an additional +10 circumstance bonus on Disguise checks.\r

    Note:<\/b> Based upon the yaksha that originally appeared in Supplement IV: Gods, Demigods, Heroes (1976).<\/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":"Outsider","alignment":"Always chaotic","environment":"Warm forests and hills"},{"name":"Yale","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":6892,"reference":"Usergen","full_text":"

    Yale <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+3\u00a0(16)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (\u00c2\u00961 size, +4 natural), touch 9, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+9<\/td> <\/tr>
    Attack: <\/strong>Gore +4 melee (1d8+3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Gore +4 melee (1d8+3) or 2 hooves +4 melee (1d4+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Pivoting gore<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +2, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 12, Con 12, Int 2, Wis 13, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Hide +1, Jump +15, Listen +4, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate plains or forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or herd (2-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4\u00c2\u00966 HD (Large); 7-9 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature looks like a elk, but sports a boarlike head with four-foot-long ivory horns growing from above its brow. Other than its brown head, the rest of its hide is dull black.<\/i>\r

    Yale are herbivores that graze in small herds. Their flesh is considered a delicacy among elves, who consider it a rite of passage to defeat a yale with only a longsword, pitting sword against horns.\r

    A yale is around 8 feet long, stands 5 feet at the shoulder, and weighs 550-650 pounds\r

    COMBAT\r

    A yale will aggressively defend itself if threatened.\r

    Pivoting Gore (Ex):<\/b> The yale is able to pivot its head to bring its horns to bear against multiple opponents. As a full attack action, it can strike a single opponent with both horns or two adjacent opponents with a single horn. Either way, make a single attack roll. If a single opponent is hit, it takes damage from both horns. If a critical hit is threatened, only one confirmation roll is made.\r
    <\/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":"Animal","alignment":"Always neutral","environment":"Temperate plains or forests"},{"name":"Yau-Mor","type":"Outsider","ch":7,"challenge_rating":" 7 \u00a0","id":6893,"reference":"Usergen","full_text":"

    Yau-Mor <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Evil, Extraplanar, Spirit)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8+35\u00a0(66 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), fly 60 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+2 Dex, +4 natural), touch 12, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+17<\/td> <\/tr>
    Attack: <\/strong>Claw +7 melee (1d8+6) \r
    <\/td> <\/tr>
    Full Attack: <\/strong>4 claws +7 melee (1d8+6)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, disrupting attack<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft.\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +7, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 23, Dex 15, Con 21, Int 6, Wis 6, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Knowledge (the planes) +8, Intimidate +10, Listen +8, Search +8, Spellcraft +8, Spot +10, Survival -2 (+0 following tracks, +0 on other planes)<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Power Attack, Weapon Focus (claw)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Spirit World<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>8-14 HD (Large); 15-21 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>+7<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature towers to twice the height of a man. Its torso and arms are those of a human, while its head and limbs are those of a dragon. Its skin has a greenish tint. Three eyes dot its face, and a pair of ivory horns sweep back behind its foxlike ears, while a pair of short ivory tusks jut from its lower lip. It wears a harness and loincloth.<\/i>\r

    Yau-mor are servants of the evil members of the Celestial Bureaucracy, such as the Dragon Claw. Although they are loyal servants, they are easily distracted or misled. Their durability and endurance make them well-suited for dangerous or tiresome missions.\r

    A yau-mor is 12 feet tall and weighs 6,000 pounds.\r

    Yau-mor speak Abyssal, Celestial, Draconic, and Infernal.\r

    COMBAT\r

    Yau-mor enjoy wreaking havoc and spreading destruction, and relish combat, sometimes losing sight of their missions to engage in melee. They particularly despise spellcasters, targeting such individuals exclusively until dead.\r

    Breath Weapon (Su):<\/b> 30-foot line of fire, once every 3 rounds, damage 3d6 fire, Reflex DC 18 half. The save DC is Constitution-based.\r

    Additionally, a yau-mor's breath weapon ignites combustible materials in its area, and creatures who fail their Reflex saves catch on fire (see Catching on Fire in the DMG). The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. \r

    Disrupting Attack (Su):<\/b> A yau-mor's claw attacks set up painful, distracting vibrations for 1d4 rounds. Any spellcaster hit by a yau-mor's slam attack must succeed on a DC 19 Concentration check any time he casts a spell during this period. The check DC is Strength-based.\r

    Skills:<\/b> A yau-mor's numerous eyes grant it a +2 racial bonus on Spot checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in OA5 - Mad Monkey vs. the Dragon Claw<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral evil","environment":"Spirit World"},{"name":"Yohoia","type":"Vermin","ch":1,"challenge_rating":" 1 \u00a0","id":6894,"reference":"Usergen","full_text":"

    Yohoia <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Vermin \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+6\u00a0(19 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), swim 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+4 natural), touch 10, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+3<\/td> <\/tr>
    Attack: <\/strong>Claw +2 melee (1d8+1)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +2 melee (1d8+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, pilfering strike<\/td> <\/tr>
    Special Qualities: <\/strong>Camouflage, darkvision 60 ft., tremorsense 60 ft., vermin traits, water dependency<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +0, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 10, Con 14, Int –, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Hide +0*, Sleight of Hand +0*, Swim +9<\/td> <\/tr>
    Feats: <\/strong>—<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or colony (2-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-5 HD (Medium); 6-9 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This segmented creature resembles a cross between a lobster and a woodlouse, with an elongated trunk that ends in a paddle-shaped tail. Instead of a lobster's claws, it has two arm-like limbs, each ending in a \"hand\" of four finger-like spikes. Bulbous formations at the front of its head-shield appear to be eyes.<\/i>\r

    Yohoia is an arachnomorph, a type of prehistoric arthropod. It swims just above the muddy ocean floor to scavenge or capture prey.\r

    A yohoia is 6 feet long and weighs 300 pounds.\r

    COMBAT<\/b>\r
    When hunting small prey, a yohoia spears its quarry on its fingertips, then folds its arm back to bring the food to its mouth. Groups of yohoia often work together against a common threat, like a swarm of insects. A yohoia's flexible finger-spines have been known to yank off a piece of its opponent's gear.\r

    Improved Grab (Ex):<\/b> To use this ability, a yohoia must hit with an opponent two or more sizes smaller than itself 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.\r

    Pilfering Strike (Ex):<\/b> With each successful claw attack, the yohoia may make a Sleight of Hand check as a free action to lift a small object from a person (a typical yohoia has a +4 modifier on this check). Yohoia can make untrained Sleight of Hand skill checks with pilfering strike and do not suffer the usual -20 penalty on such checks.\r

    Water Dependent (Ex):<\/b> Yohoia 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 yohoia 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 yohoia can make Sleight of Hand skill checks for its pilfering strike special attack as untrained skill checks with a +4 racial bonus. It cannot use Sleight of Hand to make untrained skill checks for any other action.\r

    *A yohoia gains a +4 racial bonus on Hide checks when in water or liquid mud. Further, a yohoia can bury itself in liquid mud with only its eyes and claws showing, gaining a +10 cover bonus on Hide checks.<\/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":"Temperate or warm aquatic"},{"name":"Yowler","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6895,"reference":"Usergen","full_text":"

    Yowler <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d10+9\u00a0(25 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), fly 70 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+4 Dex, +6 natural), touch 14, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+6<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (2d4+4)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (2d4+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Bay<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/magic and silver, darkvision 60 ft., low-light vision, scent\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +7, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 18, Con 16, Int 4, Wis 13, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Listen +4, Spot +4, Survival +1*<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (bay), Flyby Attack, Track (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, family (2-8 plus 1-6 noncombative pups) or pack (4-16 plus 4-8 noncombative pups)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a huge, well-muscled hound. Its short fur is as dull and black as chimney soot. Though its overall appearance is canine, its wrinkled ears could easily be mistaken for stubby horns. The creature's eyes glow with hellish red light, and its teeth are yellow.<\/i>\r

    Yowlers are ferocious pack predators found only in the most desolate wilderness regions. These nocturnal carnivores make their lairs in dismal caves. Yowlers are highly territorial, with a given pack claiming an area of up to 200 square miles. \r

    Yowler packs resemble wolf packs, loosely organized with one dominant, breeding pair and several junior members who act as expendable scouts, hunters, and fighters. The dominant members are frequently subjected to challenges from the junior members, and the loser in a dominance struggle is usually killed, though some manage to flee. Lone yowler encounters are usually with individuals that have escaped death after a dominance fight.\r

    The dominant pair of yowlers aggressively defend their pups, and the additional pack members are responsible for bringing food to the pups and their mother. When a yowler pack grows too large to support itself in the available territory, several juniors break off to establish a new territory and form a new pack.\r

    Yowlers prefer the flesh of humanoids, but will eat any meat they can acquire, even scavenging if necessary.\r

    Yowler pups are stubborn, hostile, and nearly impossible to train. Adults are even worse. If forced into servitude, they will run away or turn on their masters at the first opportunity.\r

    A yowler is 4 feet long, stands 2 feet tall at the shoulder, and weighs about 80 pounds.\r

    Yowlers cannot speak, but understand Common.\r

    COMBAT\r

    Yowlers attack any warm-blooded creature that enters their territory and ferociously drive away other carnivores, including yowlers from other packs.\r

    Bay (Su):<\/b> When a yowler howls, all creatures except other yowlers within a 90-foot spread must succeed on a DC 12 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same yowler pack's bay for 24 hours. The save DC is Charisma-based.\r

    The save DC increases by 1 for each additional yowler baying within the area, to a maximum increase of +10.\r

    Skills:<\/b> *A yowler has a +4 racial bonus on Survival checks when tracking by scent.<\/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":"Magical Beast","alignment":"Usually chaotic evil","environment":"Any land"},{"name":"Yphoz (and Yphoz Swarm)","type":"Aberration","ch":1,"challenge_rating":" 1 \u00a0","id":6896,"reference":"Usergen","full_text":"

    Yphoz (and Yphoz Swarm) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Aberration \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8\u00a0(9 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), climb 10 ft., swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 11 (+2 size, -1 Dex), touch 11, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+2<\/td> <\/tr>
    Attack: <\/strong> Bite +1 melee (1d6-3)<\/td> <\/tr>
    Full Attack: <\/strong> Bite +1 melee (1d6-3)<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Attach, blood drain, numbing poison<\/td> <\/tr>
    Special Qualities: <\/strong>Amphibious, blindsight 20 ft., darkvision 60 ft., wallcrawling, water dependent<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref -1, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 5, Dex 8, Con 11, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Climb +7, Hide +7*, Listen +4, Spot +3, Swim +7<\/td> <\/tr>
    Feats: <\/strong>Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Swarm (4-32)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>3 HD (Tiny); 4-6 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A tiny, gelatinous creature swims through the water, resembling a short, broad cone with a low dorsal fin. A pair of long, whip-like tentacles feel around before it.<\/i>\r

    Yphozs are leechlike parasites found in wet caves and pools of stagnant water. Their survival depends on a source of water, whether fresh or putrid. Yphozs feed by absorbing organic matter, insects, and small worms.\r

    A typical yphoz is 1 to 2 feet long and weighs around 4 pounds. Although not amorphous, yphoz can shape their bodies to allow for movement over almost any kind of surface, including traveling on land, up cave walls, and across ceilings. Their bodies excrete a sticky slime that helps them adhere to walls and ceilings. This slime will dry to a gummy substance on walls, floors, and ceilings, and a cave inhabited by a large number of yphoz will acquire a build-up of this elastic, gummy substance over time. Coloration generally matches the water in which they reside, ranging from black to varying shades of brown to varying shades of green or yellow. They may even be colorless.\r

    COMBAT<\/b>\r
    A submerged yphoz notices slight disturbance in the water and swims toward a potential meal. It use its tentacles as \"feelers\" to locate prey, the swims toward the target and attempts to wrap its tentacles around the victim.\r

    Attach (Ex):<\/b> If a yphoz hits with its bite attack, it uses its suckerlike mouth to latch onto the opponent\u00c2\u0092s body. It deals no additional damage when it is attached, but it drains blood (see below). An attached yphoz loses its Dexterity bonus to AC and has an AC of 11. Yphoz have a +12 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

    An attached yphoz can be struck with a weapon or grappled itself. To remove an attached yphoz through grappling, the opponent must achieve a pin against the creature.\r

    While only a single yphoz can attach itself to a Tiny creature, up to 2 yphozs can attach to a Small creature, up to 4 to a Medium creature, 8 to Large creature, 16 to a Huge creature, 32 to a Gargantuan creature and 64 to a Colossal creature.\r

    Blindsight (Ex):<\/b> A yphoz's blindsight only functions while the creature is submerged.\r

    Blood Drain (Ex):<\/b> A yphoz that is attached to its opponent deals 1 point of Constitution damage per round until it deals a total of 6 points, at which point it detaches from its target and swims off to digest its meal.\r

    Numbing Poison (Ex):<\/b> A yphoz's tentacles are covered with a gummy contact poison. Each round that a yphoz is attached to a creature, the victim must succeed on a DC 11 Fortitude save or the body part to which the yphoz is attached becomes numb (roll 1d6 for the location: 1-2 = legs, 3-4 = arms, 5 = torso, 6 = head), resulting with the associated penalties on the table below. The effects of numbness last as long as the yphoz is attached and 1d6 rounds thereafter. Effects of multiple attached yphoz are cumulative (but an attachment by a single yphoz for multiple rounds does not stack with itself). Creatures resistant to poison gain their usual bonus on the saving throw against this effect, and immunity to poison grants immunity to the numbing poison. The save DC is Constitution-based.\r
    Body Part \/ Numbness Effects<\/i>\r
    • Legs (1-2): This imposes -2 penalty on Reflex saves, Swim and Climb checks, Dexterity checks, and Dexterity-based skill checks, plus reducing the victim's land speed by 5 feet.\r
      <\/li>
    • Arms (3=off-hand, 4=primary): The affected arm has a -2 penalty on attack rolls, Strength checks, Climb and Swim checks, and skills checks requiring precise manipulation, such as Forgery and Open Locks checks. The victim has +10% spell failure for spells with somatic components unless it has a remaining hand free.\r
      <\/li>
    • Torso (5): The victim has a -1 penalty on Reflex saves, Dexterity checks, Strength checks, and skill checks.\r
      <\/li>
    • Head (6): The victim has a -4 penalty to Listen, Search and Spot checks.<\/li><\/ul>

      Wallcrawling (Ex):<\/b> A yphoz 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

      Water Dependent (Ex):<\/b> Yphoz can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master\u00c2\u0092s Guide).\r

      Skills:<\/b> A yphoz has a +8 racial bonus on Climb and Swim checks. A yphoz can always choose to take 10 on Climb and Swim checks, even if rushed or threatened. A yphoz 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. *A yphoz has a +12 racial bonus on Hide checks made in water.\r

      Yphoz Swarm<\/b>\r
      Diminutive Aberration (Aquatic)<\/b>\r
      Hit Dice:<\/b> 13d8 (58 hp)\r
      Initiative:<\/b> +4\r
      Speed:<\/b> 10 ft. (2 squares), climb 10 ft., swim 30 ft.\r
      Armor Class:<\/b> 14 (+4 size), touch 14, flat-footed 14\r
      Base Attack\/Grapple:<\/b> +8\/—\r
      Attack:<\/b> Swarm (2d6 plus blood drain and numbing poison)\r
      Full Attack:<\/b> Swarm (2d6 plus blood drain and numbing poison)\r
      Space\/Reach:<\/b> 10 ft.\/0 ft.\r
      Special Attacks:<\/b> Blood drain, distraction, numbing poison\r
      Special Qualities:<\/b> Amphibious, blindsight 20 ft., darkvision 60 ft., immune to weapon damage, swarm traits, wallcrawling, water dependent\r
      Saves:<\/b> Fort +6, Ref +6, Will +9\r
      Abilities:<\/b> Str 3, Dex 10, Con 11, Int 1, Wis 12, Cha 2\r
      Skills:<\/b> Climb +8, Hide +12*, Listen +11, Spot +11, Swim +8\r
      Feats:<\/b> Ability Focus (numbing poison), Alertness, Great Fortitude, Improved Initiative, Lightning Reflexes\r
      Environment:<\/b> Underground\r
      Organization:<\/b> Solitary or conglomeration (2-5 swarms)\r
      Challenge Rating:<\/b> 9\r
      Treasure:<\/b> None\r
      Alignment:<\/b> Always neutral evil\r
      Advancement:<\/b> —\r
      Level Adjustment:<\/b> —\r

      A swarm of tiny, gelatinous creatures swims through the water. Each member resembles a short, broad cone with a low dorsal fin, with a pair of long, whip-like tentacles feeling around before it.<\/i>\r

      COMBAT<\/b>\r
      A yphoz swarm conceals itself, usually by submersion in a swamp, until it senses passing prey. The swarm then rises en masse and seeks to overwhelm its opponents and drain them dry of blood.\r

      Blindsight (Ex):<\/b> A yphoz swarm's blindsight only functions while the creature is submerged.\r

      Blood Drain (Ex):<\/b> Any living creature damaged by a yphoz swarm also takes 1d6 points of Constitution damage as the swarm drains its blood. This damage repeats every round thereafter unless the creature successfully exits the swarm and spends a full-round action removing yphoz from its body.\r

      Distraction (Ex):<\/b> Any living creature that begins its turn with a 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

      Numbing Poison (Ex):<\/b> Yphozs' tentacles are covered with a gummy contact poison. Any time that a creature takes swarm damage from an yphoz swarm, the victim must make a DC 18 Fortitude save or become paralyzed for 1d4 rounds. After the paralysis wears off, the victim suffers a -5 penalty to all attack and damage rolls, Dexterity and Strength checks, and Dexterity- and Strength-based skill checks, their speed is reduced to half and they have a 25% spell failure chance on all spells with verbal or somatic components. These penalties last for 1d6 rounds. A successful Fortitude save means the victim is numbed for 1d3 rounds, during which time they suffers penalties of -2 on the aforementioned checks, -10 ft. speed and 10% failure on verbal or somatic spells. Creatures resistant to poison gain their usual bonus on the saving throw against this effect, and immunity to poison grants immunity to the numbing poison. The save DC is Constitution-based.\r

      Wallcrawling (Ex):<\/b> A yphoz swarm 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

      Water Dependent (Ex):<\/b> Yphoz swarms can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master\u00c2\u0092s Guide).\r

      Skills:<\/b> A yphoz swarm has a +8 racial bonus on Climb and Swim checks. A yphoz swarm can always choose to take 10 on Climb and Swim checks, even if rushed or threatened. A yphoz swarm 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. *A yphoz swarm has a +12 racial bonus on Hide checks made in water.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in WGA2 \u00c2\u0096 Falconmaster<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":" Always neutral evil\r","environment":" Underground\r"},{"name":"Yugoloth (Charon)","type":"Outsider","ch":25,"challenge_rating":" 25 \u00a0","id":6897,"reference":"Usergen","full_text":"

    CHARON (Boatman of the Lower Planes)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Outsider (Evil)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 32d8+192 (336 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> 37 (+2 Dex, +25 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Staff +42\/+37\/+32\/+27 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Staff 1d6+9 plus paralysis<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft (10 ft with staff)<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, fear gaze, control water, summon daemons<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 30\/+4, SR 30, yugoloth qualities, telepathy, immortality<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +24, Ref +20, Will +27<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 28, Dex 14, Con 22, Int 28, Wis 28, Cha 28<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Alchemy +41, Bluff +41, Concentration +38, Gather Information +41, Hide +34, Intimidate +41, Intuit Direction +41, Knowledge (the planes) +41, Listen +43, Move Silently +34, Scry +41, Search +41, Sense Motive +41, Spellcraft +41, Spot +43<\/span><\/p> <\/td> <\/tr>

    Feats:<\/span><\/b> Alertness, Blind-Fight, Cleave, Great Cleave, Improved Initiative, Maximize Spell, Power Attack, Quicken Spell, Weapon Focus (staff)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land (Lower Planes, River Styx only)<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary
    Challenge Rating:<\/b> 25<\/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> \u0097<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The river Styx links the topmost layers of the Lower Planes, and its branches can be found anywhere from the None Hells to the Abyss. When encountered, the river is a deep, swift, and uncontrolled torrent. Those who touch or drink from the river Styx must succeed at a Will save (DC 20) or completely lose their memory, forgetting everything about their past life. If the save is made, treat the effects as a feeblemind<\/i> as cast by a 15th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 <\/span><\/b>Charon may be summoned to the banks of the Styx by casting any of the following spells: blasphemy, holy word, <\/i>or symbol <\/i>(any).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 He will appear in a large black skiff that can hold up to 10 people of Medium-size. If requested ferry, he will charge a magic item, a silk bag of 100 pp, or two gems of 500+ gp value. Charon never carries this treasure. It is distributed among his servants, the charonaloths (q.v.).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Charon will not transport those who refuse or fail to pay his price.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/b><\/p> <\/td> <\/tr>

    Charon will attack using his spell-like abilities, gaze, and staff. If things are going against him, he will summon charonaloths or hydroloths to deal with the attackers, and teleport away, taking his boat with him.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/span><\/b> At will\u0097alter self, deeper darkness, desecrate, fear, see invisibility, silent image, suggestion, <\/i>and wall of fire;<\/i> 3\/day\u0097mass suggestion<\/i>; 1\/day\u0097symbol (any)<\/i>. These abilities are as the spells cast by a 20th-level sorcerer (save DC 19 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 At will, Charon can use teleport without error<\/i> (self plus skiff only) as the spell cast by a 20th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fear Gaze (Su):<\/span><\/b> 30 feet range, Will save (DC 32) or affected by fear as the spell cast by a 20th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Paralysis: <\/b>A creature hit by Charon\u0092s staff must succeed at a Fortitude save (DC 20) or be paralyzed for 3d6 minutes.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Control Water (Su):<\/b> As the spell cast by a 20th-level sorcerer. Charon may control the river Styx causing the water to rise up and attack as a 16 HD water elemental. Anyone hit by the elemental must make a Will save (DC 20) or forget everything about their past life. If the save is made, treat the effects as a feeblemind<\/i> spell cast by a 15th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Immortality (Ex):<\/b> Charon is native to five Lower Planes (Abyss, Nine Hells, Gehenna, Tarterus, and Hades), thus when his form is destroyed on one plane, he ceases to exist there, but still exists on the other four. When destroyed on any plane, it takes but a single day for his form to return. To be permanently destroyed, Charon must be slain on all five Lower Planes in a single day.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Yugoloth (Sp):<\/b> Three times per day, Charon can automatically summon 2d4 charonadaemons or 2d6 hydrodaemons.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Yugoloth Qualities (Ex):<\/b> <\/span>Immune to poison and acid; cold, fire, and electricity resistance 30; yugoloths have darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su.):<\/b> Yugoloths can communicate telepathically with any creature within 500 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Charon first appeared in the Monster Manual II<\/i> (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land (Lower Planes, River Styx only)"},{"name":"Yugoloth (Dergholoth)","type":"Outsider","ch":10,"challenge_rating":" 10 \u00a0","id":6898,"reference":"Usergen","full_text":"

    DERGHOLOTH<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Outsider (Evil)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 8d8+16 (52 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+1 (+1 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 40 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 16 (-1 size, +1 Dex, +6 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 5 claws +12 melee; or 2 claws +12 melee, 3 greatswords +7 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> 5 claws 1d4+5; or 2 claws 1d4+5, 3 greatswords 2d6+2<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/10 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, all-around vision, feebelmind, improved grab, tear, summon yugoloth<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 10\/+1, SR 22, yugoloth qualities, telepathy<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +8, Ref +7, Will +6<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 20, Dex 13, Con 15, Int 5, Wis 10, Cha 14<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Hide +5, Intimidate +10, Listen +8, Move Silently +9, Search +4, Spot +12<\/span><\/p> <\/td> <\/tr>

    Feats:<\/span><\/b> Improved Initiative, Multidexterity, Multiweapon Fighting<\/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 team (2-4)
    Challenge Rating:<\/b> 10<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Standard, plus 1d3 gems (100 gp value) in gizzard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 9-13 HD (Large); 14-24 HD (Huge)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Dergholoths are native to Hades, but are found throughout the Lower Planes.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A dergholoth stands about 9 feet tall with a round body with five long arms and three stumpy legs. It\u0092s arms end in claws. It has a large insect-like head sitting atop its body.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/b><\/p> <\/td> <\/tr>

    The dergholoth begins combat with its feeblemind ability; it then attacks with its claws, or if wielding weapons, a combination of its weapons and claws, with the claw attacks being resolved before the weapon attacks.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/span><\/b> At will\u0097cause fear, desecrate, deeper darkness<\/i>, and see invisibility<\/i>; 2\/day\u0097sleep<\/i>. These abilities are as the spells cast by an 8th-level sorcerer (save DC 12 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Twice per day, a dergholoth can use teleport without error<\/i> (self plus 50 pounds of objects only) as the spell cast by an 8th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 All-Around Vision (Ex):<\/b> A dergholoth\u0092s head can rotate 360 degrees. It gains a +4 racial bonus to Search and Spot checks. A dergholoth cannot be flanked.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Feeblemind (Su):<\/b> Twice per day, by clattering its mandibles together, a dergholoth can affect all creatures within 30 feet as the spell cast by a 12th-level sorcerer (Will save DC 16 negates). The effects last for 6 rounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, the dergholoth must hit a Large or smaller creature with two claw attacks.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Tear (Ex):<\/b> A dergholoth automatically hits a held opponent with all of its melee attacks each round it maintains its hold.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Yugoloth (Sp):<\/b> Once per day, a dergholoth can attempt to summon 1d3 mezzoloths or another dergholoth with a 40% chance of success.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Yugoloth Qualities (Ex):<\/b> Immune to poison and acid; cold, fire, and electricity resistance 20; yugoloths have darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/b> Yugoloths 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 Derghodaemon 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":"Yugoloth (Hydroloth","type":"Outsider","ch":8,"challenge_rating":" 08 \u00a0","id":6899,"reference":"Usergen","full_text":"

    HYDROLOTH<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Outsider (Evil, Water)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 7d8+14 (45 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+1 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 20 ft, swim 60 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 16 (-1 size, +1 Dex, +6 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 2 claws +8 melee, bite +6 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> 2 claws 1d4+2, bite 2d6+1 and sleep<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/10 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, leap, sleep spittle, summon yugoloth<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 10\/+1, SR 20, amphibious, resistances, yugoloth qualities, telepathy<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +7, Ref +6, Will +5<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 14, Dex 12, Con 15, Int 8, Wis 10, Cha 12<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Hide +4, Intimidate +9, Listen +9, Move Silently +9, Search +6, Spot +9<\/span><\/p> <\/td> <\/tr>

    Feats:<\/span><\/b> Cleave, Multiattack, Power Attack<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary, gang (2-4), swarm (5-8), mob (9-23)
    Challenge Rating:<\/b> 8<\/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> 8-11 HD (Large); 12-21 HD (Huge)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Hydroloths are the only creatures known to swim in the Styx without losing their memories.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 They are squat humanoids, about 10 feet tall, with large flaps of skin under their arms. They have frog-like faces and warty, yellow skin.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/b><\/p> <\/td> <\/tr>

    When combat is first engaged, a hydroloth will use its sleep spittle on an opponent. It will then leap at a foe and slash and bite. A favored tactic of the hydroloth is to dimension door away from its opponents so it can take maximum advantage of its leaping ability.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/span><\/b> At will\u0097cause fear, create water, desecrate, deeper darkness,<\/i> and water walk<\/i>; 2\/day\u0097dimension door<\/i> and summon monster VI<\/i> (can only summon a Large 8 HD water elemental). These abilities are as the spells cast by an 8th-level sorcerer (save DC 11 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Twice per day, a hydroloth can use teleport without error<\/i> (self plus 50 pounds of objects only) as the spell cast by a 12th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Leap (Ex):<\/b> A hydroloth can launch itself at a foe up to 40 feet away and make its normal claw\/claw\/bite attack plus two rake attacks (+6 melee) using its foot claws for 1d4+1 points of damage. A hydroloth must have at least 10 feet to move straight ahead before it can leap at an opponent.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Sleep Spittle (Ex):<\/b> Spittle\u009720 feet, once per round (no more than five times per day), Fortitude save (DC 15) or sleep for 6 rounds. Sleeping creatures can only be awakened through magical means; this ability otherwise mimics the spell of the same name.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Yugloth (Sp): <\/b>Twice per day, a hydroloth can attempt to summon another hydroloth with a 50% chance of success.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Amphibious (Ex):<\/b> Hydroloths breathe both air and water and can survive indefinitely on land.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Resistances (Ex):<\/b> Hydroloths take half damage from water-based attacks on a failed save and no damage on a successful save.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Yugoloth Qualities (Ex):<\/b> Immune to poison and acid; cold, fire, and electricity resistance 20; yugoloths have darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/b> Yugoloths 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 Hydroloth 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":"Yugoloth (Oinoloth- Anthraxus)","type":"Outsider","ch":32,"challenge_rating":" 32 \u00a0","id":6900,"reference":"Usergen","full_text":"

    ANTHRAXUS \u0093the Decayed\u0094 (Oinoloth)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Outsider (Evil)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 51d8+561 (790 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> 44 (-1 size, +3 Dex, +32 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 2 slams +62 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Slam 2d6+12 and disease<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/10 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, spells, transfixing gaze, disease, summon yugoloth, Staff of the Lower Planes<\/i><\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 40\/+5, SR 34, yugoloth qualities, telepathy<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +38, Ref +30, Will +39<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 35, Dex 16, Con 32, Int 32, Wis 34, Cha 32<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Balance +54, Bluff +62, Concentration +62, Diplomacy +62, Gather Information +62, Intimidate +62, Intuit Direction +63, Knowledge (arcana) +62, Knowledge (the planes) +62, Knowledge (politics) +62, Knowledge (religion) +62, Listen +63, Scry +62, Search +62, Sense Motive +63, Spellcraft +62, Spot +63<\/span><\/p> <\/td> <\/tr>

    Feats:<\/span><\/b> Blind-Fight, Cleave, Craft Staff, Craft Wondrous Item, Empower Spell, Forge Ring, Great Cleave, Heighten Spell, Improved Initiative, Maximize Spell, Power Attack, Quicken Spell, Silent Spell<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or troupe (Anthraxus plus 1-2 ultroloths, arcanaloths, nycaloths, and 2-8 mezzoloths)
    Challenge Rating:<\/b> 32<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Triple standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> \u0097<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    There is but a single yugoloth master and ruler. Known by the title of Oinoloth, he is a unique individual of great power. The present Oinoloth is Anthraxus the Decayed. It is to him that all yugoloths pay homage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Anthraxus is the most powerful yugoloth of the Lower Planes. His position is challenged by other unique yugolothic beings, the chief of which are Bubonis, Cholerix, Typhus, Diptherius, Brucilousu, Pneumonis, and Rheumatus, along with others unknown or unrecorded by scholars.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Anthraxus appears as a tall humanoid figure in a rotting gray suit and cape. His head is that of a ram deformed by disease. His mouth foams and the wool pulls away from his skin in handfuls. There are boils and blisters over his exposed skin, and his flesh is pulled taut over his bones.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/b><\/p> <\/td> <\/tr>

    Anthraxus attacks using his spells, spell-like abilities, and staff in combat. He will not hesitate to gate in other yugoloths to assist him.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/b> At will\u0097alter self, burning hands, deeper darkness, desecrate, detect good, detect magic, detect thoughts, dispel magic, fear, improved invisibility, see invisibility, shapechange, teleport without error<\/i> (self plus 50 pounds of objects only), and wall of fire<\/i>; 3\/day\u0097feeblemind, mass suggestion, wall of force<\/i>, and wall of ice<\/i>. These abilities are as the spells cast by a 20th-level sorcerer (save DC 21 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spells:<\/b> Anthraxus can replicate sorcerer spells as a 20th-level caster (DC 21 + spell level). He can also replicate cleric spells as a 20th-level caster (DC 22 + spell level). Anthraxus has access to the domains of Death, Destruction, and Evil.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Transfixing Gaze (Su):<\/b> Held (as the hold person <\/i>spell) until released by Anthraxus, 30 feet, Will save (DC 46) negates. If Anthraxus is slain or moves more than 30 feet away, an affected creature is released. The casting of a wish<\/i> or miracle<\/i> can also release a held creature. Note that Anthraxus only has to remain in range of an affected creature to maintain this ability. He does not have to concentrate on it.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Disease (Ex):<\/b> Touch, double strength demon fever (2d6 temporary Con damage per day, DC 36 to remove, must succeed at second Fortitude save or lose 2 points of Con permanently). See page 75 of the DMG<\/b>.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Staff of the Lower Planes:<\/b> Can only be wielded by another yugoloth upon the death of Anthraxus. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The staff has the following powers: at will\u0097desecrate, doom, fear, mass charm, suggestion,<\/i> and unholy aura<\/i>; 1\/day\u0097wish<\/i>. These are as the spells cast by a 20th-level sorcerer (save DC 20 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The staff\u0092s powers automatically overcome any other yugoloth\u0092s spell resistance.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Any non-yugoloth that touches the staff takes 8d8 points of electrical damage per round of contact.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Yugoloth (Sp): <\/b>Three times per day, Anthraxus can automatically summon 1d3 ultroloths or nycaloths, 1d4 charonaloths, yagnoloths, or arcanaloths, or 1d6 mezzoloths, dergholoths, hydroloths, or piscoloths.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Yugoloth Qualities (Ex):<\/b> <\/span>Immune to poison and acid; cold, fire, and electricity resistance 40. Anthraxus has darkvision with a range of 120 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/b> Anthraxus 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>

    Anthraxus 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":"Yugoloth (Piscoloth)","type":"Outsider","ch":11,"challenge_rating":" 11 \u00a0","id":6901,"reference":"Usergen","full_text":"

    PISCOLOTH<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Outsider (Evil)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 9d8+27 (67 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+6 (+2 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 20 ft, swim 50 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 17 (+2 Dex, +5 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 2 claws +12 melee; or 7 tentacles +12 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Claw 2d4+3; or tentacle 1d6+3 and paralysis<\/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, vorpal strike, paralysis, summon yugoloth<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> damage reduction 10\/+1, all-around vision, SR 23, yugoloth qualities, telepathy<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +9, Ref +8, Will +6<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 17, Dex 14, Con 16, Int 11, Wis 10, Cha 14<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Hide +12, Intimidate +14, Listen +13, Move Silently +12, Search +9, Sense Motive +9, Spot +13<\/span><\/p> <\/td> <\/tr>

    Feats:<\/span><\/b> Alertness, Improved Initiative, 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, team (2-4), or squad (6-10)
    Challenge Rating:<\/b> 11<\/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> 7-14 HD (Medium-size); 15-27 HD (Large)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Piscoloths are the sergeants and cmomanders of the yugoloth armies in the Lower Planes. They are usually found commanding large companies of mezzoloths and dergholoths.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The fishtailed, wall-eyed piscoloth stands about 5 feet tall and has the body of a lobster, the talons of a bird, and a head similar to that of the carrion crawler. Its arms end in a set of crab-like pincers.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/b><\/p> <\/td> <\/tr>

    The piscoloth attacks using its pincers and tentacles.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/span><\/b> At will\u0097blink, cause fear, desecrate, deeper darkness, detect thoughts, see invisibility, <\/i>and stinking cloud<\/i>; 2\/day\u0097major image<\/i> and protection from good<\/i>. These abilities are as the spells cast by a 12th-level sorcerer (save DC 12 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Three times per day, a piscoloth can use teleport without error<\/i> (self plus 50 pounds of objects only) as the spell cast by a 12th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Vorpal Strike (Ex):<\/b> If the piscoloth scores a critical hit on an opponent using its claw attack, that opponent must succeed at a Fortitude save (DC 17) or have one limb severed (Roll 1d6; 1-3 arm, 4-5 leg, or 6 head). There is an equal chance of the limb lost being right or left, with regards to an opponent\u0092s arms and legs.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Paralysis (Ex):<\/b> Tentacle\u0097Fortitude save (DC 17) or paralysis for 1d6+2 minutes. Even if the save is successful the creature is affected as by the slow<\/i> spell cast by a 12th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 All Around Vision (Ex):<\/b> This piscoloth\u0092s faceted eyes let it see in all directions, thus it cannot be flanked.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Yugoloth (Sp): <\/b>Once per day a piscoloth can attempt to summon 1d3 mezzoloths or another piscoloth with a 35% chance of success.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Yugoloth Qualities (Ex):<\/b> Immune to poison and acid; cold, fire, and electricity resistance 20; yugoloths have darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/b> Yugoloths 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 Piscoloth 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":"Yugoloth, Baernaloth","type":"Outsider","ch":9,"challenge_rating":" 09 \u00a0","id":6902,"reference":"Usergen","full_text":"

    Yugoloth, Baernaloth <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Evil, Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 11d8+22\u00a0(71 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 30 ft<\/td> <\/tr>
    AC:<\/strong> 24 (-1 size, +2 Dex, +13 natural)<\/td> <\/tr>
    Attacks:<\/strong>2 claws +13 melee, bite +7 melee<\/td> <\/tr>
    Damage: <\/strong>Claw 1d8+2, bite 2d6+1<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 10 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities, reopen wounds<\/td> <\/tr>
    Special Qualities: <\/strong>DR 10\/+1, close wounds, outsider traits, SR 21, yugoloth traits<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +9, Will +13 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 14, Con 14, Int 15, Wis 19, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Concentration +14, Diplomacy +7, Gather Information +14, Intimidate +17, Knowledge (the planes) +12, Listen +13, Sense Motive +12, Spot +13<\/td> <\/tr>
    Feats: <\/strong>Iron Will, Power Attack, Weapon Focus (claw)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground (Hades)<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>09<\/td> <\/tr>
    Treasure: <\/strong>Standard (coins and gems only)<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>12-22 HD (Large); 23-33 HD (Huge)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The baernaloth is an outcast among yugoloths. Some have speculated that it is not even a true yugoloth, or is of some sort of progenitor race to the yugoloths \u00c2\u0096 the truth has been lost with time. They are always encountered alone, and most are reclusive and inactive. They live alone on the Gray Waste of Hades, not even associating with other yugoloths, and even lacking the power to summon them. Other yugoloths offer them a surprising amount of respect, for some unknown reason. It is said that they possess the mysteries and secrets of the yugoloth race.\r

    A baernaloth is a tall, lanky creature, with long limbs. Its head is huge with large curving horns, and its mouth looks like that of a skeletal horse, with skin stretched over it. Its gray skin drips with pus, and its faraway, glassy yellow eyes ooze a revolting liquid. Though they travel alone most of the time, they occasionally take night hags or nightmares for companions. \r

    Baernaloths see the main purpose for their existence as bringing misery and pain to lesser creatures. They are cold and emotionless, causing agony and anguish to all they meet. They enjoy coming up with new methods to bring physical and emotional pain to sentient creatures. Baernaloths sometimes go mad, and decide to try to control the events around them. They conquer and control the creatures of the Lower Planes, and plan the devastation of everything.\r


    COMBAT<\/b>\r
    The baernaloth prefers to use its dangerous physical attacks to its spell-like abilities, as it has a power that allows its attacks to cause further damage. Surviving victims are often put into a dungeon, where the baernaloth will reopen and close its wounds over and over again. The baernaloth only uses its ability to close wounds to keep its victims alive, that it may continue to cause them pain. The baernaloth will not use this power if it feels it would be putting itself at risk by keeping opponents alive and healthy.\r

    Spell-Like Abilities<\/b>: At will \u00c2\u0096 alter self, charm person, contagion, darkness, detect magic, discern lies, emotion, fear, minor image, produce flame, suggestion, teleport without error<\/i>; 3\/day \u00c2\u0096 cloudkill, true seeing<\/i>; 1\/day \u00c2\u0096 demand, symbol<\/i>. Caster level 11th; save DC 10 + spell level.\r

    Reopen Wounds (Su)<\/b>: 3 times per day, a baernaloth can cause wounds that it has created on victims to be revisited. The baernaloth can repeat any damage caused by its claws and bite attacks from one round, in the last 24 hours, causing the wounds to tear open agonizingly. Victims must be within a line of sight, and up to 30 feet away from the baernaloth. Thus, if a baernaloth inflicts 4 points of damage with a claw attack, 6 with another, and 10 points with its bite attack all in the same round to the same character, it can later use this ability to cause 20 points of damage to that same character. This ability is a free action and can be used in addition to any other attack. There is no saving throw against this ability.\r

    Close Wounds (Su)<\/b>: Within a range of 30 feet, a baernaloth can instantly heal any amount of damage that it has inflicted on a creature with a physical attack. This is done at will, an unlimited number of times per day.\r

    Outsider Traits<\/b>: A baernaloth has darkvision (60-footrange). It cannot be raised or resurrected. \r

    Yugoloth Traits<\/b>: A yugoloth is immune to poison and acid. It has cold, fire, and electricity resistance 20. Yugoloths 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 Planes of Conflict (1995).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral evil","environment":">Any land and underground (Hades)"},{"name":"Yugoloth, Baernaloth","type":"Outsider","ch":9,"challenge_rating":" 09 \u00a0","id":6903,"reference":"Usergen","full_text":"

    Yugoloth, Baernaloth <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Evil, Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 11d8+22\u00a0(71 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 24 (-1 size, +2 Dex, +13 natural), touch 11, flat-footed 22<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+11\/+17<\/td> <\/tr>
    Attack: <\/strong>Claw +13 melee (1d8+2\/19-20\/x2)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +13 melee (1d8+2\/19-20\/x2) and bite +7 melee (2d6+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities, reopen wounds<\/td> <\/tr>
    Special Qualities: <\/strong>Close wounds, damage reduction 10\/good, darkvision 60 ft, immunity to acid and poison, resistance to cold 10, fire 10, and electricity 10, spell resistance 21, telepathy 100 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +9, Will +13 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 14, Con 14, Int 15, Wis 19, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Bluff +13, Climb +12, Concentration +14, Diplomacy +11, Disguise +3 (+5 in character), Gather Information +14, Intimidate +19, Knowledge (arcana) +10, Knowledge (the planes) +12, Listen +14, Move Silently +10, Search +9, Sense Motive +12, Spellcraft +14, Spot +14, Survival +12 (+14 following tracks, +14 on other planes)<\/td> <\/tr>
    Feats: <\/strong>Improved Critical (claw), Iron Will, Power Attack, Weapon Focus (claw)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Grey Waste of Hades<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>09<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>12-22 HD (Large); 23-33 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This tall, lanky creature has long, gangly limbs. Its head is huge with large curving horns, and its mouth looks like that of a skeletal horse, with skin stretched over it. Its gray skin drips with pus, and its glazed, glassy yellow eyes ooze a revolting liquid.<\/i>\r

    The baernaloth is an outcast among yugoloths. Some have speculated that it is not even a true yugoloth, or is of some sort of progenitor race to the yugoloths \u00c2\u0096 the truth has been lost with time. They are always encountered alone, and most are reclusive and inactive. They live alone on the Gray Waste, not even associating with other yugoloths, and even lacking the power to summon them. Other yugoloths offer them a surprising amount of respect, for some unknown reason. It is said that they possess the mysteries and secrets of the yugoloth race, and perhaps much more. Though they travel alone most of the time, they occasionally take night hags or nightmares for companions.\r

    Baernaloths see the main purpose for their existence as bringing misery and pain to lesser creatures. They are cold and emotionless, causing agony and anguish to all they meet. They enjoy coming up with new methods to bring physical and emotional pain to sentient creatures. Some baernaloths eventually go mad, and decide to try to control the events around them. These demented baernaloths set out to conquer and control the creatures of the Lower Planes, and plan the devastation of everything. \r

    A baernaloth is 8 feet tall and weighs about 450 pounds.\r

    COMBAT<\/b>\r
    The baernaloth prefers to use its dangerous physical attacks to its spell-like abilities, as it has a power that allows its attacks to cause further damage. Surviving victims are often put into a dungeon, where the baernaloth will reopen and close their wounds over and over again. The baernaloth only uses its ability to close wounds to keep its victims alive, that it may continue to cause them pain. The baernaloth will not use this power if it would be putting itself at risk by keeping opponents alive and healthy. Baernaloths rely purely on their own abilities, and never use any equipment or weapons of any kind, even magic items.\r

    Spell-Like Abilities<\/b>: At will \u00c2\u0096 alter self<\/i>, charm person<\/i> (DC 14), contagion<\/i> (DC 17), crushing despair<\/i> (DC 17), darkness<\/i>, detect magic<\/i>, discern lies<\/i>, fear<\/i> (DC 17), greater teleport<\/i>, minor image<\/i> (DC 15), produce flame<\/i> (DC 14), suggestion<\/i> (DC 16); 3\/day \u00c2\u0096 cloudkill<\/i> (DC 18), true seeing<\/i>; 1\/day \u00c2\u0096 demand<\/i> (DC 21), symbol of pain<\/i> (DC 18). Caster level 11th. Save DCs are Charisma-based.\r

    Reopen Wounds (Su)<\/b>: 3 times per day, a baernaloth can cause wounds that it has created on victims to be revisited. The baernaloth can repeat any damage caused by its claws and bite attacks from one single round, in the last 24 hours, causing the wounds to tear open agonizingly. Victims must be within a line of sight, and up to 30 feet away from the baernaloth. Thus, if a baernaloth had inflicted 4 points of damage with a claw attack, 6 with another, and 10 points with its bite attack all in the same round to the same character, it can later use this ability to cause 20 points of damage to recur to that same character. This ability is a free action and can be used in addition to any other attack. There is no saving throw against this ability, though spell resistance still applies. \r

    Close Wounds (Su)<\/b>: Within a range of 30 feet, a baernaloth can instantly heal any amount of damage that it has inflicted on a creature through its physical attacks. This power is used at will, and there is no limit to the number of times per day a baernaloth can use it. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in the Planes of Conflict boxed set (1995, Monte Cook).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral evil","environment":"Grey Waste of Hades"},{"name":"Yugoloth, Gacholoth","type":"Outsider","ch":9,"challenge_rating":" 09 \u00a0","id":6904,"reference":"Usergen","full_text":"

    Yugoloth, Gacholoth <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Evil, Extraplanar, Yugoloth)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d8+27\u00a0(67 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 60 ft (12 squares), climb 60 ft<\/td> <\/tr>
    Armor Class: <\/strong> 21 (+2 Dex, +9 natural), touch 12, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+13<\/td> <\/tr>
    Attack: <\/strong>Claw +13 melee (2d6+4 plus 1d6 acid)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +13 melee (2d6+4 plus 1d6 acid) or bite +13 melee (1d10+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Acid, frightful presence, spell-like abilities, summon yugoloth<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/good, darkvision 90 ft, immunity to acid and poison, immunity to charms, resistance to fire 10 and electricity 10, spell resistance 19, telepathy 100 ft, vulnerability to cold, wallcrawling<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +8, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 14, Con 17, Int 12, Wis 14, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Bluff +19, Climb +12, Diplomacy +16, Disguise +7, Gather Information +15, Hide +11, Intimidate +18, Knowledge (the planes) +9, Listen +8, Move Silently +12, Sense Motive +12, Spot +8, Tumble +14<\/td> <\/tr>
    Feats: <\/strong>Dodge, Mobility, Improved Initiative, Persuasive (B), Spring Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Grey Waste of Hades<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or squad (3-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>09<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>11-18 HD (Medium); 19-27 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This semi-humanoid creature has ebony black skin, and four long, powerful legs tipped with three sharp claws. Its muscular torso has two arms that end in sharply-clawed, four-fingered hands. Its triangular ears flare back from its bony skull, and its hairline recedes into a thick patch of dark hair. Its eyes are cold and inhuman. The creature\u00c2\u0092s sharp fangs protrude from its waiting mouth.<\/i>\r

    Gacholoths serve as the infiltrators and terrorists of the Blood War, causing havoc and spreading panic to all sides. These master betrayers have a fondness for deceit and terror that makes them well-favored by yugoloth commanders. They may spend even centuries serving and ingratiating themselves to a baatezu or tanar\u00c2\u0092ri master, serving with the utmost loyalty, all the while planning for the best moment to torture and slaughter their supposed allies. They will not be outdone by other beings with similar talents for deception, and have an intense hatred of creatures such as succubi, erinyes, and cambions.\r

    Gacholoths also have taken an interest in the Material plane. If given the opportunity to enter the land of mortals, they will indulge in a great reign of bloodletting, using their abilities to play with their victims like toys.\r

    It is unknown how gacholoths came to be. Something about their skull structure suggests a faint resemblance to sahuagin. There may be some distant connection between the creatures, but there is little evidence available to support the theory.\r

    A gacholoth is 8 feet tall and weighs about 600 pounds. \r

    COMBAT<\/b>\r
    Gacholoths strike swiftly and savagely, making use of their significant speed and maneuverability. They often strike before their foes can react, then immediately withdraw from combat to wait for another opportunity to ambush their opponents. Their attacks can be so sudden and fierce as to cause an irrational terror that puts their foes into a state of shock. Gacholoths do not carry weapons, feeling confident in their skill with their natural weapons.\r

    The gacholoths\u00c2\u0092 retractable claws allow them to move rapidly on any surface, be it horizontal or vertical. They can fight equally well from any angle, even hanging upside down.\r

    A gacholoth\u00c2\u0092s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.\r

    A gacholoth can be summoned using a summon monster VII<\/i> spell.\r

    Acid (Ex)<\/b>: A gacholoth's claws secrete acid at all times. This acid deals 1d6 points of acid damage whenever the gacholoth hits with a claw attack, or each round it maintains a hold when grappling.\r

    Frightful Presence (Ex)<\/b>: When a gacholoth attacks an opponent for the first time, the foe must attempt a DC 17 Will save. On a failure, a creature with 4 or fewer HD becomes stunned for 1d6 rounds, and one with 5 or more HD becomes shaken for 1d6 rounds. A victim is thereafter immune to that gacholoth's frightful presence, whether or not the saving throw was successful. All yugoloths are immune to the frightful presence of a gacholoth. The save DC is Charisma-based.\r

    Spell-Like Abilities<\/b>: At will \u00c2\u0096 alter self<\/i>, charm person<\/i> (DC 14), contagion<\/i> (DC 17), deeper darkness<\/i>, feather fall<\/i>, magic missile<\/i>, minor image<\/i> (DC 15), mirror image<\/i>. Caster level 5th. The save DCs are Charisma-based.\r

    Summon Yugoloth (Sp)<\/b><\/i>: Once per day, a gacholoth can attempt to summon another gacholoth with a 50% chance of success. This ability is the equivalent of a 7th-level spell.\r

    Wallcrawling (Ex)<\/b>: The gacholoth 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>: Gacholoths have a +4 racial bonus on Bluff, Diplomacy, and Intimidate checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #49 (\u00c2\u0093The Dark Place\u00c2\u0094, September\/October 1994, Lee Shepherd), and Monstrous Compendium Annual Four (1998).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral evil","environment":"Grey Waste of Hades"},{"name":"Yugoloth, Guardian, Greater","type":"Outsider","ch":9,"challenge_rating":" 9 \u00a0","id":6905,"reference":"Usergen","full_text":"

    Yugoloth, Guardian, Greater <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Evil, Extraplanar, Yugoloth)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+60\u00a0(105 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 30 ft. (poor)<\/td> <\/tr>
    Armor Class: <\/strong> 21 (-1 size, +1 Dex, +11 natural), touch 10, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+20<\/td> <\/tr>
    Attack: <\/strong>Claw +15 melee (1d12+6)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +15 melee (1d12+6) and bite +13 melee (1d10+3) and headbutt +13 melee (1d6+3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, suggestion<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/good and silver, darkvision 60 ft., devoted guardian, immunity to acid, mind-affecting spells and abilities, poison, and polymorph, resistance to cold 10, electricity 10, and fire 10, see invisibility, spell resistance 15, telepathy 100 ft., tongues<\/td> <\/tr>
    Saves: <\/strong>Fort +13, Ref +10, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 12, Con 23, Int 13, Wis 16, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Appraise +14, Balance +3, Bluff +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +17, Jump +6, Knowledge (the planes) +14, Listen +20, Search +16, Sense Motive +16, Spot +20, Survival +3 (+5 following tracks, +5 on other planes), Tumble +14<\/td> <\/tr>
    Feats: <\/strong>Hover, Improved Initiative (B), Lightning Reflexes, Multiattack, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Bleak Eternity of Gehenna<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>11-20 HD (Large); 21-30 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a gigantic, winged bear. Ram horns curl from its forehead, its hands end in wicked talons. A sulfurous odor surrounds it, and it leaves a trail of ash as it paces back and forth.<\/i>\r

    Guardian yugoloths possess a level of avarice that impresses even others of their kind. So covetous are they of material wealth, that they enthusiastically guard the hordes of other creatures, just to be close to the wealth. The fact that treasure attracts thieves that they can rend and burn is just icing on the cake.\r

    Guardian yugoloths can be called with planar ally<\/i> or planar binding<\/i> spells. When bargaining with planar ally<\/i> spells, the yugoloth always demands personal payment of the higest possible price. Obtaining one's services with planar binding<\/i> is a far riskier endeavor, for they take offense to unconvincing summoners, and nearly always attack if the Charisma check fails.\r

    A greater guardian yugoloth is around 9 feet tall and weighs rougly 2,200 pounds. \r

    Guardian yugoloths speak Abyssal, Draconic, and Infernal, but can communicate with any creature due to their tongues ability and telepathy.\r

    COMBAT\r

    Guardian yugoloths relish combat, taking great delight in dealing pain. Their first goal is to guard the treasure to which they have been assigned, and they will do all in their power to prevent its theft of destruction. Guardian yugoloths attempt to use their breath weapon as much as possible, but take great care to not expose flame-sensitive treasure to its blast.\r

    A guardian yugoloth's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.\r

    Additional Immunity (Ex):<\/b> Greater guardian yugoloths possess two additional immunities. Roll 1d20 and consult the table below. If the same ability is rolled twice, roll again.\r

    1-2 - cold\r
    3-4 - electricity\r
    5-6 - fire \r
    7-8 - sonic\r
    9-10 - force\r
    11-12 - death effects\r
    13-14 - ability damage\/drain\r
    15-16 - stunning and paralysis\r
    17-18 - critical hits\r
    19-20 - spells and effects with the good descriptor\r

    Breath Weapon (Su):<\/b> 40-foot cone, once every 1d4 rounds, damage 7d6 fire, Reflex DC 18 half. The save DC is Constitution-based.\r

    Devoted Guardian (Su):<\/b> A guardian yugoloth that agrees to protect an object is mystically bound to it. Until it completes its term or service or is released from its agreement, it may not move more than 300 ft from the object it guards. If the yugoloth is forced outside that range, it is instantly teleported back to a designated area adjacent to the treasure, as if by a word of recall<\/i> spell. \r

    See Invisibility (Ex):<\/b> Guardian yugoloths continuously see invisibility<\/i> as the spell, with a range of 60 feet.\r

    Suggestion (Sp):<\/b> At will, a greater guardian yugoloth can utilize suggestion<\/i> as a swift action. Caster level 10th, Will DC 15. The save DC is Charisma-based.\r

    Tongues (Su):<\/b> A guardian yugoloth can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 14th). This ability is always active.\r

    Skills:<\/b> Guardian yugoloths have a +4 racial bonus on Listen and Spot checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in Fiend Folio<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral evil","environment":"Bleak Eternity of Gehenna"},{"name":"Yugoloth, Guardian, Least","type":"Outsider","ch":4,"challenge_rating":" 4 \u00a0","id":6906,"reference":"Usergen","full_text":"

    Yugoloth, Guardian, Least <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Evil, Extraplanar, Yugoloth)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+18\u00a0(45 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+1 size, +1 Dex, +5 natural), touch 12, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+5<\/td> <\/tr>
    Attack: <\/strong>Claw +10 melee (1d10+3)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +10 melee (1d10+3) and bite +8 melee (1d4+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/good, darkvision 60 ft., devoted guardian, immunity to acid, mind-affecting spells and abilities, poison, and polymorph, resistance to cold 10, electricity 10, and fire 10, see invisibility, telepathy 100 ft., tongues<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +8, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 12, Con 17, Int 9, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Appraise +8, Balance +3, Diplomacy +2, Intimidate +9, Jump +5, Knowledge (the planes) +8, Listen +14, Sense Motive +10, Spot +14, Survival +1 (+3 on other planes), Tumble +10<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative (B), Lightning Reflexes, Multiattack, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Bleak Eternity of Gehenna<\/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>7 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This squat, froglike creature has a sulfurous odor. Red eyes glare beneath a pair of horns, and its maw is lined with jagged teeth. Its arms and legs end in wicked talons, and it leaves a trail of ash as it paces back and forth.<\/i>\r

    Guardian yugoloths possess a level of avarice that impresses even others of their kind. So covetous are they of material wealth, that they enthusiastically guard the hordes of other creatures, just to be close to the wealth. The fact that treasure attracts thieves that they can rend and burn is just icing on the cake.\r

    Guardian yugoloths can be called with planar ally<\/i> or planar binding<\/i> spells. When bargaining with planar ally<\/i> spells, the yugoloth always demands personal payment of the higest possible price. Obtaining one's services with planar binding<\/i> is a far riskier endeavor, for they take offense to unconvincing summoners, and nearly always attack if the Charisma check fails.\r

    A least guardian yugoloth is around 3 feet tall and weighs rougly 50 pounds. Their appearances very, but are most often horned and froglike.\r

    Guardian yugoloths speak Abyssal, Draconic, and Infernal, but can communicate with any creature due to their tongues ability and telepathy.\r

    COMBAT\r

    Guardian yugoloths relish combat, taking great delight in dealing pain. Their first goal is to guard the treasure to which they have been assigned, and they will do all in their power to prevent its theft of destruction. Guardian yugoloths attempt to use their breath weapon as much as possible, but take great care to not expose flame-sensitive treasure to its blast.\r

    A guardian yugoloth's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.\r

    Additional Immunity (Ex):<\/b> Some least guardian yugoloths possess an additional immunity. Roll 1d20 and consult the table below.\r

    1 - cold\r
    2 - electricity\r
    3 - fire \r
    4 - sonic\r
    5 - force\r
    6 - death effects\r
    7 - ability damage\/drain\r
    8 - stunning and paralysis\r
    9 - critical hits\r
    10 - spells and effects with the good descriptor\r
    11-20 - No additional immunity\r

    Breath Weapon (Su):<\/b> 10-foot cone, once every 1d4 rounds, damage 3d6 fire, Reflex DC 16 half. The save DC is Constitution-based.\r

    Devoted Guardian (Su):<\/b> A guardian yugoloth that agrees to protect an object is mystically bound to it. Until it completes its term or service or is released from its agreement, it may not move more than 300 ft from the object it guards. If the yugoloth is forced outside that range, it is instantly teleported back to a designated area adjacent to the treasure, as if by a word of recall<\/i> spell. \r

    See Invisibility (Ex):<\/b> Guardian yugoloths continuously see invisibility<\/i> as the spell, with a range of 60 feet.\r

    Tongues (Su):<\/b> A guardian yugoloth can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 14th). This ability is always active.\r

    Skills:<\/b> Guardian yugoloths have a +4 racial bonus on Listen and Spot checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in Fiend Folio<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral evil","environment":"Bleak Eternity of Gehenna"},{"name":"Yugoloth, Guardian, Lesser","type":"Outsider","ch":6,"challenge_rating":" 6 \u00a0","id":6907,"reference":"Usergen","full_text":"

    Yugoloth, Guardian, Lesser <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Evil, Extraplanar, Yugoloth)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8+32\u00a0(68 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 19 (+1 Dex, +8 natural), touch 11, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+12<\/td> <\/tr>
    Attack: <\/strong>Claw +12 melee (1d12+4)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +12 melee (1d12+4) and bite +10 melee (1d6+2)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/good and silver, darkvision 60 ft., devoted guardian, immunity to acid, mind-affecting spells and abilities, poison, and polymorph, resistance to cold 10, electricity 10, and fire 10, see invisibility, telepathy 100 ft., tongues<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +9, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 12, Con 19, Int 11, Wis 14, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Appraise +11, Balance +3, Bluff +12, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +14, Jump +6, Knowledge (the planes) +11, Listen +17, Sense Motive +13, Spot +17, Survival +2 (+4 on other planes), Tumble +12\r
    <\/td> <\/tr>
    Feats: <\/strong>Improved Initiative (B), Lightning Reflexes, Multiattack, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Bleak Eternity of Gehenna<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>9 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This muscular creature combines traits of an ape and a boar, and it emanates a sulfurous odor. Red eyes glare above its tusked maw. Its arms and legs end in wicked talons, and it leaves a trail of ash as it paces back and forth.<\/i>\r

    Guardian yugoloths possess a level of avarice that impresses even others of their kind. So covetous are they of material wealth, that they enthusiastically guard the hordes of other creatures, just to be close to the wealth. The fact that treasure attracts thieves that they can rend and burn is just icing on the cake.\r

    Guardian yugoloths can be called with planar ally<\/i> or planar binding<\/i> spells. When bargaining with planar ally<\/i> spells, the yugoloth always demands personal payment of the higest possible price. Obtaining one's services with planar binding<\/i> is a far riskier endeavor, for they take offense to unconvincing summoners, and nearly always attack if the Charisma check fails.\r

    A lesser guardian yugoloth is around 6 feet tall and weighs rougly 400 pounds. Their appearances very, but are most often apelike and boarlike.\r

    Guardian yugoloths speak Abyssal, Draconic, and Infernal, but can communicate with any creature due to their tongues ability and telepathy.\r

    COMBAT\r

    Guardian yugoloths relish combat, taking great delight in dealing pain. Their first goal is to guard the treasure to which they have been assigned, and they will do all in their power to prevent its theft of destruction. Guardian yugoloths attempt to use their breath weapon as much as possible, but take great care to not expose flame-sensitive treasure to its blast.\r

    A guardian yugoloth's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.\r

    Additional Immunity (Ex):<\/b> Some lesser guardian yugoloths possess an additional immunity. Roll 1d20 and consult the table below.\r

    1-2 - cold\r
    3-4 - electricity\r
    5-6 - fire \r
    7-8 - sonic\r
    9-10 - force\r
    11 - death effects\r
    12 - ability damage\/drain\r
    13 - stunning and paralysis\r
    14 - critical hits\r
    15 - spells and effects with the good descriptor\r
    16-20 - No additional immunity\r

    Breath Weapon (Su):<\/b> 30-foot cone, once every 1d4 rounds, damage 5d6 fire, Reflex DC 18 half. The save DC is Constitution-based.\r

    Devoted Guardian (Su):<\/b> A guardian yugoloth that agrees to protect an object is mystically bound to it. Until it completes its term or service or is released from its agreement, it may not move more than 300 ft from the object it guards. If the yugoloth is forced outside that range, it is instantly teleported back to a designated area adjacent to the treasure, as if by a word of recall<\/i> spell. \r

    See Invisibility (Ex):<\/b> Guardian yugoloths continuously see invisibility<\/i> as the spell, with a range of 60 feet.\r

    Tongues (Su):<\/b> A guardian yugoloth can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 14th). This ability is always active.\r

    Skills:<\/b> Guardian yugoloths have a +4 racial bonus on Listen and Spot checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in Fiend Folio<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral evil","environment":"Bleak Eternity of Gehenna"},{"name":"Yugoloth, Nalg","type":"Outsider","ch":2,"challenge_rating":" 2 \u00a0","id":6908,"reference":"Usergen","full_text":"

    Yugoloth, Nalg <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Outsider \t\t\t(Extraplanar, Evil, Yugoloth)\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> 17 (+2 size, +3 Dex, +4 natural), touch 15, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+6<\/td> <\/tr>
    Attack: <\/strong>Bite +8 melee (1d4\u00c2\u00961 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +8 melee (1d4\u00c2\u00961 plus poison) and 2 claws +3 melee (1d3\u00c2\u00961) <\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Attach, blood drain, poison, spell-like abilities\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Alternate form, damage reduction 5\/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, low-light vision, resistance to acid 10<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +6, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Hide +17, Intimidate +8, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)<\/td> <\/tr>
    Feats: <\/strong>Blind-Fight, Weapon Finesse\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Bleak Eternity of Gehenna, Gray Wastes of Hades, and Tarterian Depths of Carceri<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Tiny)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097 (Improved Familiar)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a gaunt, nearly skeletal humanoid with a mottled dirty pink hide. Its arms end in clawed hands, while its froglike legs terminate in two-toed, webbed feet. Dull black coarse hair sparsely covers its body. Its baleful yellow eyes glare above a foxlike muzzle filled with sharp teeth.<\/i>\r

    Nalgs are lesser yugoloths that often serve as familiars to spellcasters of similar alignment.\r

    Nalg are to the yugoloths as imps and quasits are to devils and demons. Collectively, these three minor fiends are known as burzugdur. Like the imp and quasit, the nalg cares nothing for the master it serves. It performs as a familiar partly out of fear and partly because of its lust for power. A nalg strives to bring woe to others and power to itself. \r

    A nalg stands 2 feet tall and weighs 6 pounds. \r

    Nalgs speak Abyssal, Draconic, and Infernal.\r

    A nalg can be aquired as a familiar with the Improved Familiar feat, beginning at 7th level if the character is of neutral evil alignment.\r

    COMBAT\r

    A nalg prefers to bite as soon as possible in melee, allowing it to drain blood and possibly blind its adversary.\r

    A nalg's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.\r

    Alternate Form (Su):<\/b> A nalg can assume another form at will as a standard action. Each nalg can assume one or two forms from the following list: stirge, Tiny viper, weasel, or horsefly (see below).\r

    Horsefly Form:<\/i>\r
    Initiative: +3\r
    Speed: Fly 50 ft. (10 squares)(perfect)\r
    Armor Class: 21 (+8 size, +3 Dex), touch 21, flat-footed 18\r
    Base Attack\/Grapple: +3\/-18\r
    Attack: Bite +17 melee (1-5)\r
    Full Attack: Bite +17 melee (1-5)\r
    Special Attacks: \u00c2\u0097\r
    Special Qualities: Low-light vision, scent\r
    Space\/Reach: 1\/2 ft.\/0 ft.\r
    Abilities: Str 1, Dex 17, Con 10\r

    Attach (Ex):<\/b> If a nalg hits with a bite attack, it may choose to latch onto the opponent\u00c2\u0092s body. An attached nalg is effectively grappling its prey. The nalg loses its Dexterity bonus to AC and has an AC of 15, but holds on with great tenacity. Nalgs have a +12 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

    An attached nalg can be struck with a weapon or grappled itself. To remove an attached nalg through grappling, the opponent must achieve a pin against the nalg.\r

    Blood Drain (Ex):<\/b> A nalg drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the nalg 's appetite has been sated, the nalg detaches and seeks a new target.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 13, initial and secondary damage blindness 1d4 rounds. The save DC is Constitution-based and includes a +2 racial bonus.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097detect good, detect magic, invisibility<\/i> (self only); 1\/day\u00c2\u0097silent image<\/i> (DC 13). Caster level 6th. The save DC is Charisma-based.\r

    Once per week a nalg 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 neutral evil","environment":"Bleak Eternity of Gehenna, Gray Wastes of Hades, and Tarterian Depths of Carceri"},{"name":"Zombie (Juju)","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6909,"reference":"Usergen","full_text":"

    JUJU ZOMBIE (template)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Juju zombies are created when a humanoid is drained of all life levels from the effects of an energy drain<\/i> spell. Though they resemble zombies in every way, they are far superior as their desire to remain in the world of the living binds them to the Material plane and their hatred of all living creatures drives them.<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    CREATING A JUJU ZOMBIE<\/span><\/h2> <\/td> <\/tr>

    \"Juju zombie\" is a template that can be added to any non-undead corporeal humanoid (referred to hereafter as the \"base creature\") slain by an energy drain <\/i>spell. The creature\u0092s type changes to \"Undead.\" It retains most type modifiers (such as \"Fire\" or \"Aquatic\"), but loses alignment type modifiers (such as \"Good\") and type modifiers that indicate kind (such as \"Goblinoid\" or \"Reptilian\").<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    JUJU ZOMBIE TYPE MODIFIERS<\/span><\/h3> <\/td> <\/tr>

    When turned into juju zombies, creatures keep some type modifiers and lose others.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 They Keep:\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 They Lose:<\/b><\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Air\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Chaotic<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Aquatic\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Evil<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Cold\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Good<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Earth\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Lawful<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Electricity\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Reptilian<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Fire\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Humanoid subtype (e.g., Elf)<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Water\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The new juju zombie uses all the base creature\u0092s statistics and special abilities except as noted here.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Hit Dice:<\/span><\/b> Changes to d12.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Speed<\/span><\/b>: Juju zombies retain their normal movement rate they had in life. Winged juju zombies can use their wings to fly at their normal speed. The maneuverability rating drops by one, though it cannot drop below Clumsy.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Armor Class:<\/span><\/b> Natural armor changes to a number based on the juju zombie\u0092s size:<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Size\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Natural AC<\/span><\/b><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/b>Tiny or smaller\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +1<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/b>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 +3<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/b>Medium-size\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +4<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/b>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 +5<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 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 +6<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Gargantuan\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +8<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Colossal\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +13<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Attacks:<\/span><\/b> The juju zombie retains all the natural attacks, manufactured weapons, and weapon proficiencies of the base creature, including any ranged proficiencies.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A juju zombie gains a single slam attack at its full attack bonus. Recalculate the juju zombie\u0092s melee and ranged attack bonuses based on its new type (Undead) and abilities (+2 Strength, -2 Dexterity). Undead creatures have a base attack of HD x 1\/2 (same as a wizard).<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Damage:<\/span><\/b> Natural and manufactured weapons inflict normal damage. A slam attack deals damage depending on the juju zombie\u0092s size.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Size\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Damage<\/span><\/b><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Diminutive or Fine\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 1d2<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/b>Tiny\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 1d3<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/b>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 1d4<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/b>Medium-size\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 1d6<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/b>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 2d4<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 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 2d6<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Gargantuan\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 2d8<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Colossal\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 4d6<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Special Attacks:<\/span><\/b> The juju zombie loses all special attacks the base creature once enjoyed.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Special Qualities:<\/span><\/b> The juju zombie loses all special qualities the base creature once had, except those associated with any subtypes it retains (such as the Fire subtype). All juju zombies gain the \u0093Undead\u0094 type (see the Introduction of the Monster Manual<\/i>) and these special qualities:<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Damage Reduction (Ex):<\/span><\/i> Juju zombies gain damage reduction 10\/+1.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Weapon Immunities (Ex):<\/i> Juju zombies take one-half damage from all piercing and blunt weapons.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Immunities (Ex):<\/i> Immune to electricity and cold.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fire Resistance (Ex):<\/i> Juju zombies take one-half damage from all fire effects. If a save is allowed for half damage, the juju zombie suffers no damage on a successful save.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Turn Resistance (Ex):<\/i> Juju zombies gain +4 turn resistance.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Darkvision (Ex):<\/i> Juju zombies gain darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Saves:<\/span><\/b> Base saves are the same as those of a wizard: Fort +1\/3 HD, Ref +1\/3 HD, and Will +2 + (1\/2HD).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Abilities:<\/span><\/b> The juju zombie\u0092s Strength increases by +2, it has no Constitution score, its Dexterity decreases \u00962, its Intelligence changes to 4, its Wisdom changes to 10, and its Charisma decreases to 1.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills: <\/span><\/b>The juju zombie retains all skills possessed by the base creature.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Feats:<\/span><\/b> The juju zombie retains all feats possessed by the base creature and gains Toughness.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Climate\/Terrain<\/span><\/b>: Any land and underground<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Organization<\/span><\/b>: Any<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Challenge Rating<\/span><\/b>: HD + 1<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Treasure: <\/span><\/b>None<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Alignment:<\/span><\/b> Always neutral evil<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Advancement:<\/span><\/b> Hit Dice are based on advanced Hit Dice, if applicable. <\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    SAMPLE JUJU ZOMBIE CREATURE<\/span><\/b><\/p> <\/td> <\/tr>

    This example uses a 3rd-level human fighter as the base creature.<\/p> <\/td> <\/tr>

    Medium-Size Undead<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 3d12+3 (21 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+5 (+1 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 30 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 15 (+1 Dex, +4 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Slam +4 melee; or longsword +5 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Slam 1d6+4 melee; or longsword 1d8+3<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 10\/+1, undead, weapon immunities, fire resistance, immunities, turn resistance, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +0, Ref +1, Will +3<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 17, Dex 13, Con \u0096, Int 4, Wis 10, Cha 1<\/span><\/p> <\/td> <\/tr>

    Skills: Climb +8, Listen +3, Ride +6, Spot +3<\/span><\/p> <\/td> <\/tr>

    Feats<\/span><\/b>: Alertness, Dodge, Improved Initiative, Weapon Focus (longsword),Toughness<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary
    Challenge Rating:<\/b> 4<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> By character class<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Juju Zombie first appeared in the 1e MM II (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Template","alignment":"Any","environment":"Any land and underground"},{"name":"Zombie, Absorbing","type":"Undead","ch":2,"challenge_rating":" 2 \u00a0","id":6910,"reference":"Usergen","full_text":"

    Zombie, Absorbing <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d12+3\u00a0(22 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 11 (-1 Dex, +2 natural), touch 9, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+3<\/td> <\/tr>
    Attack: <\/strong>Slam +3 melee (1d6+3) or club +3 melee (1d6+3)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +3 melee (1d6+3) or club +3 melee (1d6+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Death throes, electric shock<\/td> <\/tr>
    Special Qualities: <\/strong>Absorption, damage reduction 5\/slashing, darkvision 60 ft., undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +0, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 9, Con \u00c2\u0097, Int \u00c2\u0097, Wis 10, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Feats: <\/strong>Toughness (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or gang (2-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>4-5 HD (Medium); 6-9 HD (Large); 10-15 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The occasional flash of blue sparks crawl along the skin of this walking cadaver. Its eyes glow with an unnatural silvery light.<\/i>\r

    Absorbing zombies are specialized undead that are able to absorb magic that targets them, then release it in a deadly blast. If it absorbs too much spell power, an absorbing zombie explodes in a violent burst of electricity.\r

    An absorbing zombie can be created with a create undead<\/i> spell from a 11th-level caster, but also requires shocking grasp<\/i> and lesser globe of invulnerability<\/i>.\r

    COMBAT\r

    Absorbing zombies, being mindless undead, simply amble forth into battle, bludgeoning those designated as enemies by their creator. An absorbing zombie generally releases any absorbed spell levels as soon as they are available, unless commanded otherwise by its master.\r

    Absorb Spells (Su):<\/b> If an absorbing zombie is struck by a single-target spell or spell-like ability (including ray attacks), it draws the magic into itself, nullifying the spell's effect and storing its potential to power its electric shock attack (see below). A running total of absorbed spell levels should be kept. An absorbing zombie can absorb up to five spell levels; if a spell would exceed this limit the zombie is destroyed in a violent burst of electricity (see death throes, below).\r

    A Large absorbing zombie can absorb up to 10 spells levels, while a Huge zombie could hold 15 spell levels.\r

    Death Throes (Ex):<\/b> If an absorbing zombie's absorb spells ability would cause it to exceed five stored spell levels, it explodes in a violent burst of electricity that deals 6d6 points of electricity damage to anything within feet (Reflex DC 11 half). The save DC is Constitution-based.\r

    Electric Shock (Su):<\/b> An absorbing zombie can discharge all of its absorbed spell levels as a melee touch attack. The shock deals 1d6 electrical damage per absorbed spell level (maximum 5d6). If the touch attack misses, the zombie does not lose its absorbed spell levels and may try again with subsequent attacks.<\/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"},{"name":"Zombie, Acid","type":"Undead","ch":2,"challenge_rating":" 2 \u00a0","id":6911,"reference":"Usergen","full_text":"

    Zombie, Acid <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d12+3\u00a0(29 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 12 (-1 Dex, +3 natural), touch 9, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+5<\/td> <\/tr>
    Attack: <\/strong>Slam +5 melee (1d8+3 plus 1d4 acid)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +5 melee (1d8+3 plus 1d4 acid)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Acid, constrict 2d8+6 plus 3d4 acid, improved grab\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/slashing, darkvision 60 ft., immunity to acid, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +0, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 9, Con \u00c2\u0097, Int \u00c2\u0097, Wis 10, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Feats: <\/strong>Toughness (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary, gang (2-12), or mob (10-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>5 HD (Medium); 6-9 HD (Large); 10-15 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The flesh of this walking cadaver is almost pure white, and glistens as if covered in sweat. It moans softly as it shambles forth.<\/i>\r

    Acid zombies are specialized undead that designed to grasp foes in a bearlike hug while holding while their acidic coating eats them alive.\r

    An acid zombie can be created with the spells create undead<\/i> and acid arrow<\/i>. The caster level must be at least 12th.\r

    COMBAT\r

    Acid zombies, being mindless undead, simply amble forth into battle, bludgeoning those designated as enemies by their creator. They are generally commanded to focus their attacks on an individual melee-centric character, in an attempt to grapple the foe and remove it from the fight.\r

    Acid (Ex):<\/b> An acid zombie's slam attacks deals bludgeoning damage plus acid damage due to the creature's corrosive body. Anyone hit by an acid zombie's slam attack takes an additional 1d4 points of acid damage.\r

    Creatures hitting an acid zombie with natural weapons or unarmed attacks, or grappling with an acid zombie, take acid damage as if the zombie had struck them.\r

    Large acid zombies deal 1d6 points of acid damage, while the acid attack of Huge acid zombies deal 1d8) points of damage.\r

    Constrict (Ex):<\/b> An acid zombie deals 2d8+6 points of damage plus 3d4 points of acid damage with a successful grapple check. Large acid zombies deal 3d6 points of acid damage, while Huge acid zombies deal 3d8 points of damage.\r

    Improved Grab (Ex):<\/b> To use this ability, an acid zombie must hit an opponent of its size or smaller with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. <\/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"},{"name":"Zombie, Bloodstone","type":"Undead","ch":2,"challenge_rating":" 2 \u00a0","id":6912,"reference":"Usergen","full_text":"

    Zombie, Bloodstone <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d12+3\u00a0(21 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 11 (-1 Dex, +2 natural), touch 9, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+6<\/td> <\/tr>
    Attack: <\/strong>Claw +6 melee (1d6+5) or morninstar +6 melee (1d8+7)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +6 melee (1d6+5) or morninstar +6 melee (1d8+7)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Bloodstone blessing, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/slashing, darkvision 60 ft., undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +0, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 8, Con \u00c2\u0097, Int 11, Wis 10, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Bluff +8, Diplomacy +4, Disguise +8 (+10 acting), Intimidate +4, Knowledge (religion) +6, Move Silently +5\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (bloodstone blessing), Improved Initiative, Toughness [B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2\u00c2\u00964) <\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>4-7 HD (Medium), 8-12 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A beautiful human girl approaches. Her alabaster skin is flawless, her teeth pearly white, and her eyes sparkle like gemstones. As she draws closer, though, the stench of an open grave assaults you, and those perfect, clender hands end in dreadful claws.<\/i>\r

    The first bloodstone zombies were created long ago by a crazed necromancer obsessed with creating undead with beauty to surpass the finest living humanoids. Through long experimentation, he created a supernatural disease that actually improved the physical beauty of those who died and arose again in undeath. The necromancer quickly succumbed to the claws of his creations, becoming a bloodstone zombie himself. Gifted with a greater intellect than traditional zombies, these creatures have a sense of self-preservation and seek to ensure the continued existence of their kind through the transmission of the deadly bloodstone blesssing.\r

    Because bloodstone zombies do not have a decaying appearance, they can blend in among the living, furthering schemes of their masters. Bloodstone zombies are smart enough to mask their ghastly odors with strong perfumes and colognes, and to hide their claws within gloves or long sleeves. \r

    A bloodstone zombie is about the height and weight of a human.\r

    Bloodstone zombies speak any languages they knew in life.\r

    A bloodstone zombie can be created by a 12th-14th level spellcaster using the create undead<\/i> spell.\r

    COMBAT\r

    Bloodstone zombies are cunning foes, setting traps or using their good looks to lure prey to secluded ambushes. Like most undead, they hate the living and take every opportunity to spread death and disease. Straightforward melee combatants, they can wield any weapons they used in life, although most bloodstone zombies prefer to attack with their claws.\r

    Bloodstone Blessing (Su):<\/b> Supernatural disease\u00c2\u0097grapple, Fortitude DC 15, incubation period 1 hour; damage 1d2 Con and 1d2 Str. The save DC is Charisma-based.\r

    Unlike normal diseases, bloodstone blessing continues until the victim reaches Constitution 0 (and dies) or is cured as described below. \r

    Bloodstone blessing is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with bloodstone blessing must succeed on a DC 15 caster level check, or the spell has no effect on the afflicted character.\r

    To eliminate bloodstone blessing, the curse must first be broken with break enchantment<\/i> or remove curse<\/i> (requiring a DC 15 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 bloodstone blessing can be magically cured as any normal disease.\r

    An afflicted creature who dies of bloodstone blessing rises as a bloodstone zombie 1 hour later.\r

    Improved Grab (Ex):<\/b> To use this ability, a bloodstone zombie must hit an opponent of its size or smaller with both 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 exposes its opponent to bloodstone blessing.<\/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 chaotic evil","environment":"Any"},{"name":"Zombie, Netherese, Greater","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6913,"reference":"Usergen","full_text":"

    Zombie, Netherese, Greater (Template)<\/h1>
    A cadaverous being walks forward, its pale white skin, clawlike fingernails, and sunken eyes clearly identifying it as one of the walking dead. However, its movements are not shambling, and its actions bely those of a mindless zombie.<\/i>\r

    Netherese zombies are specialized undead servants of the Lichlord. While a few are free-willed, most are loyal servants to the Lichlord, roaming Netheril for new recruits to add to the Lichlord\u00c2\u0092s army of undead. All Netherese zombies possess a burning desire to kill humanoids.\r

    Unlike most zombies, Netherese zombies retain most of their intellect, personality, and memories that they had in life. All of these undead answer only to the telepathic will of the Lichlord, though he may from time to time appoint a wraith or spectre to command in his stead.\r

    Netherese zombie packs ravage the countryside, absorbing entire villages into their swelling ranks. Animals flee as they approach, and crops are crushed underfoot.\r

    Netherese zombies are the same height and weight as they had in life. They are often garbed in the same clothing they wore in life, such as fine robes and jewelry, or even death shrouds. \r

    Greater Netherese zombies speak Common plus any other languages they knew in life.

    Creating a Zombie, Netherese, Greater<\/h2> \u00c2\u0093Greater Netherese zombie\u00c2\u0094 is an acquired template that can be added to any humanoid or monstrous humanoid creature with at least 6 Hit Dice (referred to hereafter as the base creature).\r

    A greater Netherese zombie 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 Netherese zombie's natural armor bonus improves by +4.\r

    Attacks:<\/b> A Netherese zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A creature with hands gains one claw attack per hand; the Netherese zombie can strike with each of its claw attacks at its full attack bonus. \r

    Damage:<\/b> Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the Netherese zombie's size. (If the base creature already had claw attacks with its hands, use the Netherese zombie claw damage only if it\u00c2\u0092s better.)\r

    Diminutive or Fine 1 \r
    Tiny 1d2 \r
    Small 1d3 \r
    Medium 1d4 \r
    Large 1d6 \r
    Huge 1d8 \r
    Gargantuan 2d6 \r
    Colossal 2d8 \r

    Special Attacks:<\/b> A Netherese zombie retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1\/2 Netherese zombie's HD + Netherese zombie's Cha modifier unless noted otherwise.\r

    Create Spawn (Su):<\/i> Any humanoid slain by a Netherese zombie's natural attacks becomes a Netherese zombie in 1d4 rounds. Those with 6 or more Hit Dice gain this template, while others become lesser Netherese zombies. Spawn are not under the command of the Netherese zombie that created them. They do not possess any of the abilities they had in life.\r

    Rebuke Mindless Undead (Su):<\/i> A Netherese zombie can rebuke and command undead as cleric of a level equal to its Hit Dice. However, it can only use this ability on undead that have no Intelligence score.\r

    Special Qualities:<\/b> A Netherese zombie retains all the special qualities of the base creature and gains those described below.\r

    Damage Reduction (Ex):<\/i> Netherese zombies gain damage reduction 5\/slashing and silver.\r

    Turn Resistance (Ex):<\/i> A Netherese zombie has +2 turn resistance.\r

    Abilities:<\/b> Increase from the base creature as follows: Str +4, Cha +2. As an undead creature, a Netherese zombie has no Constitution score.\r

    Feats:<\/b> A Netherese zombie gains toughness as a bonus feat.\r

    Environment:<\/b> Any, usually same as base creature.\r
    Organization:<\/b> Solitary, gang (1 greater netherese zombie and 2-12 lesser netherese zombies), party (2-8 greater netherese zombies), caravan (1-4 greater netherese zombies and 10-100 lesser netherese zombies) or village (1-10 greater netherese zombies and 40-400 lesser netherese zombies).\r
    Challenge Rating:<\/b> Same as the base creature +1.\r
    Treasure:<\/b> Standard.\r
    Alignment:<\/b> Always evil (any).\r
    Advancement:<\/b> By character class.\r
    Level Adjustment:<\/b> Same as the base creature +3.
    Challenge Rating: <\/strong>+1

    Sample Zombie, Netherese, Greater<\/h2> Greater Netherese Zombie Medusa<\/b>\r
    Medium Undead\r
    Hit Dice: 6d12+3 (42 hp)\r
    Initiative: +2\r
    Speed: 30 ft. (6 squares)\r
    Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17\r
    Base Attack\/Grapple: +6\/+8\r
    Attack: Shortbow +8 ranged (1d6\/x3) or dagger +8 melee (1d4+2\/19\u00c2\u009620) or snakes +8 melee (1d4+2 plus poison) or claw +8 melee (1d4+2)\r
    Full Attack: Shortbow +8\/+3 ranged (1d6\/x3); or dagger +8\/+3 melee (1d4+2\/19\u00c2\u009620) and snakes +3 melee (1d4+1 plus poison) and 2 claws +3 melee (1d4+1)\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Create spawn, petrifying gaze, poison, rebuke mindless undead (+3, 2d6+9, 6th), \r
    Special Qualities: Damage reduction 5\/slashing and silver, darkvision 60 ft., +2 turn resistance, undead traits\r
    Saves: Fort +2, Ref +7, Will +6\r
    Abilities: Str 14, Dex 15, Con \u00c2\u0097, Int 12, Wis 13, Cha 17\r
    Skills: Bluff +10, Diplomacy +5, Disguise +10 (+12 acting), Intimidate +5, Move Silently +8, Spot +8\r
    Feats: Point Blank Shot, Precise Shot, Toughness (B), Weapon Finesse\r
    Environment: Temperate marshes\r
    Organization: Solitary, gang (1 greater netherese zombie and 2-12 lesser netherese zombies), party (2-8 greater netherese zombies), caravan (1-4 greater netherese zombies and 10-100 lesser netherese zombies) or village (1-10 greater netherese zombies and 40-400 lesser netherese zombies)\r
    Challenge Rating: 8\r
    Treasure: Standard\r
    Alignment: Usually lawful evil\r
    Advancement: By character class\r
    Level Adjustment: \u00c2\u0097 \r

    Petrifying Gaze (Su):<\/b> Turn to stone permanently, 30 feet, Fortitude DC 16 negates. The save DC is Charisma-based.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 13, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
    \u00a0
    How the Mighty are Fallen<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Always evil (any).\r","environment":" Any, usually same as base creature.\r"},{"name":"Zombie, Netherese, Lesser","type":"Undead","ch":3,"challenge_rating":" 3 \u00a0","id":6914,"reference":"Usergen","full_text":"

    Zombie, Netherese, Lesser <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d12+3\u00a0(42 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+4 natural), touch 10, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+5<\/td> <\/tr>
    Attack: <\/strong>Claw +6 melee (1d4+2)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +6 melee (1d4+2)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Create spawn, rebuke mindless undead (4\/day, +1, 2d6+7, 6th)<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/slashing, darkvision 60 ft., +2 turn resistance, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +4, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 11, Con \u00c2\u0097, Int 8, Wis 11, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Listen +9, Search +8, Spot +9, Survival +0 (+2 following tracks)\r
    <\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Lightning Reflexes, Toughness (B), Weapon Focus (claw)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2\u00c2\u009616)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A cadaverous being walks forward, its pale white skin, clawlike fingernails, and sunken eyes clearly identifying it as one of the walking dead. However, its movements are not shambling, and its actions bely those of a mindless zombie.<\/i>\r

    Netherese zombies are specialized undead servants of the Lichlord. While a few are free-willed, most are loyal servants to the Lichlord, roaming Netheril for new recruits to add to the Lichlord\u00c2\u0092s army of undead. All Netherese zombies possess a burning desire to kill humanoids.\r

    Unlike most zombies, Netherese zombies retain most of their intellect, personality, and memories that they had in life. All of these undead answer only to the telepathic will of the Lichlord, though he may from time to time appoint a wraith or spectre to command in his stead.\r

    Netherese zombie packs ravage the countryside, absorbing entire villages into their swelling ranks. Animals flee as they approach, and crops are crushed underfoot.\r

    Netherese zombies are the same height and weight as they had in life. They are often garbed in the same clothing they wore in life, such as fine robes and jewelry, or even death shrouds. \r

    Netherese zombies speak any languages they spoke in life (usually Common).\r

    COMBAT\r

    Netherese zombies typically attack en masse, seeking to overwhelm any opposition quickly. Most simply pummel or claw adversaries, although a few have been known to use ranged weapons. Once a direct attack fails, however, the Lichlord is quick to inform other bands of his zombies to attack with ranged weapons, wait until night to attack, or simply ambush opponents. \r

    Create Spawn (Su):<\/b> Any humanoid or monstrous humanoid slain by a Netherese zombie's natural attacks becomes a Netherese zombie in 1d4 rounds. Spawn are not under the command of the Netherese zombie that created them. They do not possess any of the abilities they had in life.\r

    Rebuke Mindless Undead (Su):<\/b> A Netherese zombie can rebuke and command undead as cleric of a level equal to its Hit Dice. However, it can only use this ability on undead that have no Intelligence score.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1996 Wizards of the Coast, Inc.
    Originally found in How the Mighty are Fallen<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":"Any"},{"name":"Zombie, Quick","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6915,"reference":"Usergen","full_text":"

    Zombie, Quick (Template)<\/h1>
    Quick zombies are specialized undead that move and attack with supernatural speed. In combat, they run as swiftly as horses and are used as shock troops. Quick zombies decay very rapidly, lasting no more than a few months before crumbling into dust.\r

    A quick zombie can be created with the spells create undead<\/i> and haste<\/i>. The caster level must be at least 12th.\r

    Because of their utter lack of intelligence, the instructions given to a newly created zombie must be very simple, such as \"Kill anyone who enters this room.\"

    Creating a Zombie, Quick<\/h2> \u00c2\u0093Quick zombie\u00c2\u0094 is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).\r

    Size and Type:<\/b> The creature\u00c2\u0092s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature\u00c2\u0092s statistics and special abilities except as noted here.\r

    Hit Dice:<\/b> Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can\u00c2\u0092t be made into a zombie with the animate dead<\/i> spell.\r

    Speed:<\/b> due to the quick zombie's haste ability (see below), all of the base creature's modes of movement increase by 30 ft., to a maximum of twice the subject\u00c2\u0092s normal speed using that form of movement.\r

    Armor Class:<\/b> A quick zombie gains a +1 dodge bonus due to its haste ability (see below). Its natural armor bonus increases by a number based on the quick zombie's size:\r

    Tiny or smaller +0 \r
    Small +1 \r
    Medium +2 \r
    Large +3 \r
    Huge +4 \r
    Gargantuan +7 \r
    Colossal +11 \r

    Base Attack:<\/b> A quick zombie has a base attack bonus equal to 1\/2 its Hit Dice.\r

    Attack:<\/b> A quick zombie gains a +1 attack bonus due to its haste ability (see below). It retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A quick zombie gains two slam attacks it can use in addition to the base creature's attacks.\r

    Full Attack:<\/b> Due to its haste ability, a quick zombie can make an additional attack when making a full attack. It always makes this additional attack with its primary weapon.\r

    Damage:<\/b> Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the quick zombie's size. (Use the base creature\u00c2\u0092s slam damage if it's better.)\r

    Fine 1\r
    Diminutive 1d2\r
    Tiny 1d3\r
    Small 1d4\r
    Medium 1d6 \r
    Large 1d8 \r
    Huge 2d6 \r
    Gargantuan 3d6\r
    Colossal 4d6 \r

    Special Attacks:<\/b> A quick zombie retains none of the base creature\u00c2\u0092s special attacks.\r

    Special Qualities:<\/b> A quick zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality.\r

    Damage Reduction 5\/Slashing (Ex):<\/i> Quick zombies are lumbering masses of flesh.\r

    Haste (Su):<\/i> A quick zombie is continuously accelerated as if it was under a haste<\/i> spell (caster level 12th). This effect can be temporarily neutralized by a slow<\/i> spell.\r

    Saves:<\/b> Base save bonuses are Fort +1\/3 HD, Ref +1\/3 HD, and Will +1\/2 HD + 2. A quick zombie gains a +1 bonus on its Reflex saves due to its haste ability (see above). \r

    Abilities:<\/b> A quick zombie\u00c2\u0092s Strength increases by +2, its Dexterity increases by +4, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.\r

    Skills:<\/b> A quick zombie has no skills.\r

    Feats:<\/b> A quick zombie loses all feats of the base creature and gains Toughness.\r

    Environment:<\/b> Any land and underground.\r
    Organization:<\/b> Any.\r
    Challenge Rating:<\/b> Depends on Hit Dice, as follows.\r

    Hit Dice Challenge Rating \r
    1\/2 1\/3\r
    1 1 \r
    2\u00c2\u00963 2\r
    4\u00c2\u00965 3\r
    6\u00c2\u00967 4\r
    8\u00c2\u00969 5\r
    10-11 6\r
    12\u00c2\u009614 7\r
    15\u00c2\u009617 8\r
    18\u00c2\u009620 9\r

    Treasure:<\/b> None.\r
    Alignment:<\/b> Always neutral evil.\r
    Advancement:<\/b> As base creature, but double Hit Dice (maximum 20), or \u00c2\u0097 if the base creature advances by character class.\r
    Level Adjustment:<\/b> \u00c2\u0097.
    Challenge Rating: <\/strong>Varies

    Sample Zombie, Quick<\/h2> This animated corpse constantly twitches and jerks, as if it can barely contain its movement.<\/i>\r

    Human Commoner Quick Zombie<\/b>\r
    Medium Undead\r
    Hit Dice: 2d12+3 (16 hp)\r
    Initiative: +2\r
    Speed: 60 ft. (12 squares) \r
    Armor Class: 15 (+2 Dex, +1 dodge, +2 natural), touch 13, flat-footed 12\r
    Base Attack\/Grapple: +1\/+2\r
    Attack: Slam +3 melee (1d6+1)\r
    Full Attack: 3 slams +3 melee (1d6+1)\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Haste\r
    Special Qualities: Damage reduction 5\/slashing, darkvision 60 ft., undead traits\r
    Saves: Fort +0, Ref +3, Will +3\r
    Abilities: Str 12, Dex 15, Con \u00c2\u0097, Int \u00c2\u0097, Wis 10, Cha 1\r
    Skills: \u00c2\u0097\r
    Feats: Toughness (B)\r
    Environment: Any\r
    Organization: Solitary, gang (2-12), or mob (10-20)\r
    Challenge Rating: 1\r
    Treasure: None\r
    Alignment: Always neutral evil\r
    Advancement: \u00c2\u0097\r
    Level Adjustment: \u00c2\u0097\r

    Dire Wolf Quick Zombie<\/b>\r
    Large Undead\r
    Hit Dice: 12d12+3 (81 hp)\r
    Initiative: +4\r
    Speed: 80 ft. (16 squares) \r
    Armor Class: 20 (-1 size, +4 Dex, +1 dodge, +6 natural), touch 14, flat-footed 15\r
    Base Attack\/Grapple: +6\/+18\r
    Attack: Bite +13 melee (1d8+12) or slam +13 melee (1d8+8)\r
    Full Attack: 2 bites +13 melee (1d8+12) or 3 slams +13 melee (1d8+8)\r
    Space\/Reach: 10 ft.\/5 ft.\r
    Special Attacks: Haste\r
    Special Qualities: Damage reduction 5\/slashing, darkvision 60 ft., undead traits\r
    Saves: Fort +4, Ref +9, Will +4\r
    Abilities: Str 27, Dex 19, Con \u00c2\u0097, Int \u00c2\u0097, Wis 10, Cha 1\r
    Skills: \u00c2\u0097\r
    Feats: Toughness (B)\r
    Environment: Any\r
    Organization: Solitary, gang (2-12), or mob (10-20)\r
    Challenge Rating: 7\r

    Wyvern Quick Zombie<\/b>\r
    Large Undead\r
    Hit Dice: 14d12+3 (94 hp)\r
    Initiative: +2\r
    Speed: 40 ft. (8 squares), fly 90 ft. (poor)\r
    Armor Class: 24 (-1 size, +2 Dex, +1 dodge, +12 natural), touch 12, flat-footed 22\r
    Base Attack\/Grapple: +7\/+16\r
    Attack: Sting +12 melee (1d6+5) or talon +12 melee (2d6+5) or bite +12 melee (2d8+5) or slam +12 melee (2d6+5)\r
    Full Attack: 2 stings +12 melee (1d6+5) and bite +7 melee (2d8+5) and 2 wings +7 melee (1d8+5) and 2 talons +7 melee (2d6+5); or 3 slams +12 melee (2d6+5)\r
    Space\/Reach: 10 ft.\/5 ft.\r
    Special Attacks: Haste\r
    Special Qualities: Damage reduction 5\/slashing, darkvision 60 ft., undead traits\r
    Saves: Fort +4, Ref +7, Will +9\r
    Abilities: Str 21, Dex 14, Con \u00c2\u0097, Int \u00c2\u0097, Wis 10, Cha 1\r
    Skills: \u00c2\u0097\r
    Feats: Toughness (B)\r
    Environment: Any\r
    Organization: Solitary, gang (2-12), or mob (10-20)\r
    Challenge Rating: 7\r
    Treasure: None\r
    Alignment: Always neutral evil\r
    Advancement: \u00c2\u0097\r
    Level Adjustment: \u00c2\u0097
    \u00a0
    Dragon Magazine #234<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Always neutral evil.\r","environment":" Any land and underground.\r"},{"name":"Zombie, Sea","type":"Undead","ch":5,"challenge_rating":" 05 \u00a0","id":6916,"reference":"Usergen","full_text":"

    Zombie, Sea <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Undead \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d12+3\u00a0(35 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft, swim 30 ft<\/td> <\/tr>
    AC:<\/strong> 13 (+3 natural)<\/td> <\/tr>
    Attacks:<\/strong>Short sword +6 melee <\/td> <\/tr>
    Damage: <\/strong>Short sword 1d6+4 and disease<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Stench, disease, spells<\/td> <\/tr>
    Special Qualities: <\/strong>Waterlogged, turn immunity, vulnerabilities, telepathy, undead qualities<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +1, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 10, Con ---, Int 6, Wis 14, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Intuit Direction +5, Listen +4, Spot +4, Swim +13<\/td> <\/tr>
    Feats: <\/strong>Power Attack, Toughness<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Pack (2-24)<\/td> <\/tr>
    Challenge Rating: <\/strong>05<\/td> <\/tr>
    Treasure: <\/strong>50% standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>6-15 HD (Medium-Size)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Sea zombies, or drowned ones, are the animated corpses of humanoids who died at sea. Though similar to normal zombies in many ways, these zombies are somewhat intelligent and many believe them to be animated by the will of the god Nerull.\r

    Sea zombies appear as corpses that have been underwater for some time. Their bloated, waterlogged and discolored flesh drips with foul water, their eye sockets are empty, and their tongues often protrude from a set of blackened lips. They move rather slowly on land like normal zombies, but in water they swim with a frightening speed. As undead, they do not need to eat, but they sometimes rend and chew the flesh of their prey to strike terror in other victims.\r

    Drowned ones are active around the clock, making plans from the sunken wrecks that they drowned in, and attacking the surface at night. Drowned ones do not usually stray more than 300 feet from a large body of water, but they can roam any distance within fog. Those who dwell on coastlines tend to fear the fog, and some cultures throw living sacrifices into the fog as offerings to keep the zombies at bay.\r

    COMBAT<\/b>\r
    Sea zombies travel in packs, their mutual hatred for the living being their main motivating force. Sea zombies attack with whatever weapons they had at hand when they died; as most were sailors or pirates, they will be armed with short swords, daggers, hooks, clubs, and the like. They are amazingly cunning, and take advantage of the unwary. They like to lure ships into smashing on rocks, then kill the sailors while they are trying to escape the wreck. Another tactic is to attack ships at anchor by climbing aboard and driving the sailors into the water where the zombies have the distinct advantage with their speed.\r

    Stench (Ex)<\/b>: The visage and stench of decay surrounding a sea zombie are so disgusting that anyone seeing a drowned one or coming within twenty feet must make a Fortitude save (DC 14) or become nauseated for 2d4 rounds.\r

    Disease (Ex)<\/b>: Sea zombies drip with strongly tainted putrid water, and any creature hit by one with a melee attack must succeed at a Fortitude save (DC 14) or suffer one of various diseases (DM's discretion).\r

    Spells<\/b>: Drowned ones who clerics while alive retain their spellcasting powers. These creatures are granted spells directly from Nerull and sea zombie priests cast only harmful spells. They speak the verbal components for spells in unintelligible whispers.\r

    Waterlogged (Ex)<\/b>: Sea zombies are immune to normal fire and have a resistance of 10 to magical fire.\r

    Vulnerabilities (Ex)<\/b>: Sea zombies suffer double damage from all electrical and cold-based attacks.\r

    Telepathy (Su)<\/b>: A sea zombie can communicate telepathically with any other sea zombie within 100 feet.\r

    Undead Traits<\/b>: A sea zombie 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 sea zombie cannot be raised, and resurrection works only if it is willing. The creature has darkvision (60-foot range).<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Greyhawk Adventures (1988), Monstrous Compendium Greyhawk Appendix, MC5 (1990), Monstrous Manual (1993).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Usually chaotic evil","environment":">Any aquatic"},{"name":"Zombie-Lord","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6917,"reference":"Usergen","full_text":"

    ZOMBIE LORD<\/h3> <\/div> <\/td> <\/tr>

    The zombie lord is a living creature that has taken on the foul powers and abilities of the undead. Zombie lords look as they did in life, save that their skin has turned the pale gray of death, and their flesh has begun to rot and decay. The odor of vile corruption and rotting meat hangs about them and carrion-feeding insects often buzz about them to dine on the bits of flesh and ichor that drop from their bodies.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The zombie lord seeks out places or death as lairs. Often, they will live in old graveyards or on the site of a tremendous battle<\/span>\u0097<\/span>any place that there are many bodies to animate and feast upon. The mind of a zombie master tends to focus on death and the creation of more undead. The regions around their fairs are often littered with the decaying bodies, often half eaten, of those who have tried to confront the foul creature.\u00a0 They seldom have grandiose schemes like those often undertaken by vampires or liches, but will frequently plan to take over a small town and turn its entire populace into living corpses.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    CREATING A ZOMBIE-LORD<\/h2> <\/td> <\/tr>

    \u0093Zombie-Lord\u0094 is a template that can be added to any humanoid (hereafter referred to as the \u0093base creature\u0094). The creature\u0092s type changes to \u0093undead.\u0094 It uses all the base creature\u0092s statistics and abilities except as noted here.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Hit Dice:<\/b> Increase to d12.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Initiative: <\/b>Same as base creature.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Speed:<\/b> Same as base creature.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 AC:<\/b> Same as base creature, +1 natural for a Small humanoid, +2 natural for a Medium-size humanoid, and +3 natural for a Large or larger humanoid.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Attacks:<\/b> Same as base creature, plus it gains 2 slam attacks with a melee bonus equal to its base attack bonus plus its Size modifier plus its Strength modifier.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Damage:<\/b> Same as base creature. The damage for the slam attack depends on the base creature\u0092s size: Small 1d6; Medium-size 1d8; Large or larger 2d6.The base creature\u0092s Strength modifier applies to its slam attack.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Face\/Reach:<\/b> Same as base creature.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Special Attacks: <\/b>A zombie-lordretains all the special attacks of the base creature and also gains those listed below. Saves have a DC of 10 + 1\/2 zombie-lord\u0092s Hit Dice + zombie-lord\u0092s Charisma modifier unless noted otherwise.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Death Stench (Su):<\/i> 30-foot radius, Will save negates. Whether the save is successful or not, a creature is immune to the death stench of that zombie lord for one day. On a failed save, the opponent suffers one of the following effects (roll 1d6 below).<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    1d6\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Result<\/span><\/b><\/p> <\/td> <\/tr>

    \u00a0\u00a0 1\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Deals 1d4 points of temporary Strength damage<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 2\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Filth Fever (see Disease, page 74 in the DMG<\/i>)<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 3\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Deals 1 point of temporary Constitution damage<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 4\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Contagion<\/i> (as the spell)<\/span><\/p> <\/td> <\/tr>

    5-6\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/span>Nauseated for 1d4 rounds<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Animate Dead (Su):<\/i> Once per day, as the spell cast by a sorcerer equal to the zombie-lord\u0092s current Hit Dice.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Force Undeath (Su):<\/i> A zombie-lord may direct its animate dead<\/i> ability at a single living creature that is within 30 feet. If the creature fails a Will save, it is instantly slain, and will rise as a zombie under the zombie-lord\u0092s command in 1d4 rounds. This power may be used once per day and counts as the zombie-lord\u0092s animate dead<\/i> use for the day.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Special Qualities:<\/b> A zombie-lordretains all the special qualities of the base creature and also gains those listed below and also gains the undead subtype.\u00a0 Saves have a DC of 10 + \u00bd zombie-lord\u0092s hit dice + zombie-lord\u0092s Charisma modifier unless noted otherwise.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Speak with Dead (Su):<\/i> At will, a zombie-lord can use speak with dead <\/i>as a free action.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Control Zombies (Su):<\/span><\/i> All zombies within sight of the zombie-lord must make a Will save or be subject to its mental instructions. Further, the zombie-lord can use the senses of any zombie it controls that are within one mile of it.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Saves:<\/b> Same as base creature, except Fortitude. Being undead that thus having no Constitution score, the zombie-lord\u0092s Fortitude save is figured only from its hit dice.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Abilities:<\/b> Same as base creature.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills: <\/b>Same as base creature.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Feats: <\/b>Same as base creature.<\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/b> Same as base creature.<\/p> <\/td> <\/tr>

    Organization:<\/b> Solitary<\/p> <\/td> <\/tr>

    Challenge Rating:<\/b> Same as base creature +2.<\/p> <\/td> <\/tr>

    Treasure:<\/b> Standard<\/p> <\/td> <\/tr>

    Alignment:<\/b> Same as base creature; if the base creature was good or neutral, it becomes evil but maintains its ethical outlook (lawful, neutral, or chaotic).<\/p> <\/td> <\/tr>

    Advancement:<\/b> By character class.<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    ZOMBIE-LORD CHARACTERS<\/h2> <\/td> <\/tr>

    Zombie-lords are always evil, which causes characters of certain classes to lose their class abilities, as noted in Chapter 3: Classes in the Player\u0092s Handbook<\/i>. In addition, certain classes suffer additional penalties.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Clerics:<\/b> Good clerics who become zombie-lords must select another deity. They may no longer advance as a cleric until they do so. Good or neutral clerics who can turn undead lose that ability but gain the ability to rebuke undead. Any attempt to rebuke a zombie the zombie-lord has control over is automatically successful.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Sorcerers and Wizards:<\/b> These characters retain their class abilities, but if a character has a familiar (other than a rat or a bat), the link between them is broken, and the familiar shuns its former companion.\u00a0 The character can summon another familiar, but it must be a rat or a bat.<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    SAMPLE ZOMBIE-LORD<\/h2> <\/td> <\/tr>

    This example uses a 6th-level human fighter as the base creature.<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Zombie-Lord<\/b><\/p> <\/td> <\/tr>

    Medium-Size Undead<\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/b> 6d12 (39 hp)<\/p> <\/td> <\/tr>

    Initiative: <\/b>+5 (Dex, Improved Initiative)<\/p> <\/td> <\/tr>

    Speed:<\/b> 20 ft.<\/p> <\/td> <\/tr>

    AC:<\/b> 24 (+1 Dex, +2 natural, +9 full plate +1<\/i>, large metal shield)<\/p> <\/td> <\/tr>

    Attacks:<\/b> Masterwork bastard sword +11\/+6 melee or 2 slams +10 melee<\/p> <\/td> <\/tr>

    Damage:<\/b> Masterwork bastard sword 1d10+5 or slam 1d8+3<\/p> <\/td> <\/tr>

    Face\/Reach:<\/b> 5 ft. by 5 ft.\/5 ft.<\/p> <\/td> <\/tr>

    Special Attacks: <\/b>Death stench, animate dead, force undeath<\/p> <\/td> <\/tr>

    Special Qualities:<\/b> Speak with dead, control zombies, undead<\/p> <\/td> <\/tr>

    Saves:<\/b> Fort +5, Ref +3, Will +3<\/p> <\/td> <\/tr>

    Abilities:<\/b> Str 16, Dex 13, Con \u0097, Int 10, Wis 12, Cha 11<\/p> <\/td> <\/tr>

    Skills: <\/b>Climb +5, Jump +5<\/p> <\/td> <\/tr>

    Feats: <\/b>Exotic Weapon Proficiency (bastard sword), Improved Initiative, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)<\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/b> Any land and underground<\/p> <\/td> <\/tr>

    Organization:<\/b> Solitary
    Challenge Rating:<\/b> 8<\/p> <\/td> <\/tr>

    Treasure:<\/b> Standard<\/p> <\/td> <\/tr>

    Alignment:<\/b> Neutral evil<\/p> <\/td> <\/tr>

    Advancement:<\/b> By character class<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Combat<\/h2> <\/td> <\/tr>

    \u00a0\u00a0 Undead: <\/b>Immune to min-influencing spells and effects, poison, sleep, paralysis, stunning, and disease.\u00a0 Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 The saves against this creature\u0092s special attacks and special qualities have a DC of 13.<\/p> <\/td> <\/tr><\/table>

    \u00a0<\/p><\/div>","family":"Template","alignment":" Same as base creature; if the base creature was good or neutral, it becomes evil but maintains its ethical outlook (lawful, neutral, or chaotic).","environment":" Same as base creature."},{"name":"Zombire","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6918,"reference":"Usergen","full_text":"

    Zombire (Template)<\/h1>
    This zombielike being moves with an unexpected speed and agility. Its eyes burn with intense pinpoints of light.<\/i>\r

    A zombire is a special undead that arises only from a creature that possesses a bloodline.\r

    When slain, a zombire moulders into a pile of flesh and bone.\r

    Zombires speak any languages they knew in life in a raspy, spiteful voice.

    Creating a Zombire<\/h2> \"Zombire\" is a template that can be added to any humanoid or monstrous humanoid creature that possesses a bloodline (referred to hereafter as the \"base creature\").\r

    A zombire uses all the base creature\u00c2\u0092s statistics and special abilities except as noted here.\r

    Size and Type:<\/b> The creature\u00c2\u0092s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.\r

    Attack:<\/b> A zombire has a slam attack that it can use once per round. If the base creature can use weapons, the zombire retains this ability. A creature with natural weapons retains those natural weapons. A zombire fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A zombire armed with a weapon uses its slam or a weapon, as it desires.\r

    Full Attack:<\/b> A zombire fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam 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> Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombire\u00c2\u0092s size. (Use the base creature\u00c2\u0092s slam damage if it\u00c2\u0092s better.)\r

    Fine = 1d2\r
    Diminutive = 1d3\r
    Tiny = 1d4\r
    Small = 1d6 \r
    Medium = 1d8 \r
    Large = 2d6 \r
    Huge = 2d8 \r
    Gargantuan = 4d6 \r
    Colossal = 6d6 \r

    Hit Dice: <\/strong>Increase all current and future Hit Dice to d12s.\r
    AC:<\/strong> A zombire has a +3 natural armor bonus or the base creature\u00c2\u0092s natural armor bonus, whichever is better.
    Special Attacks: <\/strong>A zombire retains all the base creature\u00c2\u0092s special attacks and gains those described below. Save DCs are equal to 10 + 1\/2 zombire's HD + zombire's Cha modifier unless otherwise noted.\r

    Command Undead (Su):<\/i> A zombire can rebuke or command undead as a cleric of a level equal to the zombire's Hit Dice.\r

    Create Spawn (Su):<\/i> Any humanoid or monstrous humanoid slain by a zombire becomes a zombie in 1d4 rounds. Zombie spawn are under the command of the zombire that created them and remain enslaved until its death. Creatures possessing a bloodline slain by a zombire instead become free-willed zombires.\r

    Paralysis (Su):<\/i> Any creature damaged by a zombire's slam attack must make a Fortitude save or be paralyzed for 2d6 rounds. The save DC is Charisma-based.\r

    Special Qualities: <\/strong>A zombire retains all the base creature\u00c2\u0092s special qualities and gains those described below.\r

    Damage Reduction (Su):<\/i> A zombire's undead body is tough, giving the creature damage reduction 10\/silver and slashing.\r

    Gaseous Form (Su):<\/i> As a standard action, a zombire can assume gaseous form<\/i> at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.\r

    Immunities (Ex):<\/i> Zombires have immunity to cold and mind-affecting attacks.\r

    Turn Resistance (Ex):<\/i> A zombire has +2 turn resistance.\r

    Unholy Toughness (Ex):<\/i> A zombire gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.\r

    Abilities: <\/strong>Adjust from the base creature as follows: Str +4, Int +2, Cha +4. As undead creatures, zombires have no Constitution score.
    Alignment: <\/strong>Usually chaotic evil
    Advancement: <\/strong>By character class.
    Challenge Rating: <\/strong>+2
    Level Adjustment: <\/strong>Same as the base creature +4.

    Sample Zombire<\/h2> Zombire, 5th-Level Human Fighter\/1st-Level Demon Bloodline (major)<\/b>\r
    Medium Undead (Augmented Humanoid)\r
    Hit Dice: 5d12+20 (52 hp)\r
    Initiative: +1\r
    Speed: 30 ft. (6 squares)\r
    AC: 17 (+1 Dex, +3 natural, +3 +1 leather armor), touch 11, flat-footed 16\r
    Base Attack\/Grapple: +5\/+9\r
    Attack: Slam +10 melee (1d8+5 plus paralysis) or +1 scimitar +11 melee (1d6+8\/18-20)\r
    Full Attack: Slam +10 melee (1d8+5 plus paralysis) and +1 scimitar +6 melee (1d6+8\/18-20)\r
    Space\/Reach: 5 ft.\/5 ft. \r
    Special Attacks: Command undead, create spawn, paralysis\r
    Special Qualities: Damage reduction 10\/silver and slashing, darkvision 60 ft., demon affinity, immunity to cold and mind-affecting attacks, resistance to electricity 5, +2 turn resistance, undead traits\r
    Saves: Fort +4, Ref +2, Will +0\r
    Abilities: Str 21, Dex 13, Con -, Int 14, Wis 8, Cha 18\r
    Skills: Climb +13, Jump +13, Move Silently +3, Swim +13\r
    Feats: Cleave, Dodge, Mobility, Power Attack (B), Spring Attack, Weapon Focus (scimitar)(B), Weapon Specialization (scimitar)(B)\r
    Climate\/Terrain: Any\r
    Organization: Solitary\r
    Challenge Rating: 8\r
    Treasure: Standard\r
    Alignment: Usually chaotic evil\r
    Advancement: By character class\r
    Level Adjustment: +4\r

    Command Undead (Su):<\/b> This zombire can rebuke or command undead as a 6th-level cleric.\r

    Create Spawn (Su):<\/b> Any humanoid or monstrous humanoid slain by a zombire becomes a zombie in 1d4 rounds. Zombie spawn are under the command of the zombire that created them and remain enslaved until its death. Creatures possessing a bloodline slain by a zombire instead become free-willed zombires.\r

    Demon Affinity (Ex):<\/b> Because of its bloodline, this zombire gains a +2 bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with demons. \r

    Gaseous Form (Su):<\/b> As a standard action, a zombire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.\r

    Paralysis (Su):<\/b> Any creature damaged by this zombire's slam attack must make a DC 16 Fortitude save or be paralyzed for 2d6 rounds. The save DC is Charisma-based.\r

    Unholy Toughness (Ex):<\/b> A zombire gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.
    \u00a0
    Dungeon Magazine #59<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Usually chaotic evil","environment":"Any"},{"name":"Zorbo","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":6919,"reference":"Usergen","full_text":"

    Zorbo <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d10+4\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 40 ft., climb 20 ft.<\/td> <\/tr>
    AC:<\/strong> 14 (+1 size, +3 Dex)<\/td> <\/tr>
    Attacks:<\/strong>2 claws +8 melee, bite +0 melee; or touch +8 melee<\/td> <\/tr>
    Damage: <\/strong>Claw 1d6, bite 1d3; or touch (absorb substance)<\/td> <\/tr>
    Face\/Reach: <\/strong>2 1\/2 ft. by 2 1\/2 ft.\/2 \/2 ft.<\/td> <\/tr>
    Special Attacks: <\/strong><\/td> <\/tr>
    Special Qualities: <\/strong>Absorb substance, SR 15, darkvision 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +7, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 17, Con 12, Int 2, Wis 11, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Hide +9, Move Silently +6, Spot +2<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse (claw, touch)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Temperate and warm forest and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, pack (2-6), or community (10-60)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>Advancement: 5-8 HD (Small); 9-12 HD (Medium-size)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Within the forests and jungles of the world lives the strange little zorbo. A zorbo is a mammalian beast with the dimensions and general appearance of a grizzly bear cub. It has bristly brown fur from head to toe, and long claws on its paws. Zorbos have developed a taste for humanoid flesh, and eagerly hunt such prey along forest roads and in nearby villages.\r

    Zorbos are usually found in warm and temperate forests but they have also been encountered deep underground, probably after having wandered into a forest cave and fallen into deeper tunnels. Zorbos that live in caves and dungeon complexes are quite happy to feed on goblins, kobolds, and other subterranean races.\r

    Combat\r
    A zorbo, despite its unusual abilities, is still a creature of only animal intelligence. It fights like a mundane animal, striking out with its claws and growling menacingly. A zorbo that is overmatched in combat seeks to flee at the soonest opportunity.\r

    Absorb Substance (Su): A zorbo can absorb the hardness of any surface it touches. This is a full attack action, and the change actually takes place at the end of the round in which it touches the substance. \r

    Once it has absorbed a substance, a zorbo gains a natural armor class bonus equal to the hardness of the substance. Since its skin actually takes on the strength and texture of the surface, the zorbo gains an additional +1 to damage for every 4 full points of hardness it has absorbed. Thus, a zorbo that has absorbed the hardness of stone gains a +8 natural bonus to its armor class and a +2 bonus to damage. Once it has absorbed a substance, touching a weaker material has no affect for the zorbo. If the zorbo touches a stronger material, then its bonuses increase to the appropriate level.\r

    With a touch attack against gear such as armor or a shield, a zorbo absorbs the gear\u00c2\u0092s armor class converts it to natural armor class and a damage bonus as above. Normal armor and shields are automatically destroyed and turned to dust. Magical gear is allowed a Fortitude save (DC 13) to resist being absorbed. Magical gear that fails the Fortitude save crumbles to dust like normal gear.\r

    The natural armor class bonus and increased damage last for 1d4 hours.<\/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":"Usually neutral","environment":">Temperate and warm forest and underground"},{"name":"Zoveri","type":"Outsider","ch":5,"challenge_rating":" 05 \u00a0","id":6920,"reference":"Usergen","full_text":"

    Zoveri <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Aquatic, Extraplanar, Good, Lawful)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8\u00a0(31 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> Swim 40 ft (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+2 Dex, +3 natural), touch 12, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+6<\/td> <\/tr>
    Attack: <\/strong>+1 merciful spear<\/i> +7\/+2 melee (1d8\/x3 plus 1d6 nonlethal)<\/td> <\/tr>
    Full Attack: <\/strong>+1 merciful spear<\/i> +7\/+2 melee (1d8\/x3 plus 1d6 nonlethal)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities, summon huge water elemental<\/td> <\/tr>
    Special Qualities: <\/strong>Change shape, darkvision 60 ft, ink cloud, jet, ocean voice, water breathing<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +7, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 9, Dex 15, Con 11, Int 14, Wis 12, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Concentration +5, Diplomacy +13, Escape Artist +9, Hide +8*, Knowledge (the planes) +8, Listen +8, Move Silently +8, Search +7, Sense Motive +8, Spot +8, Survival +7 (+9 on other planes, +9 following tracks), Swim +9, Use Rope +2 (+4 bindings)<\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Initiative Negotiator, Quicken Spell-Like Ability (water breathing)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Seven Mounting Heavens of Celestia<\/td> <\/tr>
    Organization: <\/strong>Solitary or school (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>05<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always lawful good<\/td> <\/tr>
    Advancement: <\/strong>8-14 HD (Medium); 14-21 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+3<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This odd creature is extremely beautiful to look upon, being very fair and delicate. Its torso is that of an attractive humanoid; slim like an elf but finely muscled like a human. From the waist down, the creature\u00c2\u0092s lower body is that of an octopus. <\/i>\r

    The zoveri are a cheerful race of aquatic beings that reside in Lunia, the first layer of the Seven Heavens. The zoveri serve as guardians and beneficiaries to all that arrive in the great ocean at the base of Mount Celestia, no matter what the creature\u00c2\u0092s alignment. Lunia is usually the first stopping point of the Seven Mounting Heavens of Celestia, and as such newcomers are often unprepared to be dumped into a giant ocean. The zoveri live beneath the waves of the great ocean of Lunia, doing their best to be on hand and ensure that nothing dies there. Good beings are always taken to the shore, while other beings are assisted in whatever way is appropriate. \r

    Many races consider zoveri to be the friendliest creatures in all the known multiverse, as they are wholeheartedly kind. Zoveri are bastions of goodness, and respect all life as sacred. The zoveri\u00c2\u0092s code of ethics dictates that they must freely and voluntarily offer aid to any life form in need. They bear no malice towards evil creatures, and will provide any necessary aid to evil beings found in their ocean, before dispelling them back to their home plane. If a creature is unwilling to be helped, a zoveri will wait until it falls unconscious and then drag it back to the shore to administer aid. A zoveri will even aid a creature that attacks it.\r

    Though zoveri are often called \u00c2\u0093centaurs of the sea,\u00c2\u0094 they are unrelated to centaurs, bariaurs, merfolk, and the like. Zoveri are playful, and love to use their elf forms to walk on land, to mingle with surface creatures. Though a zoveri may sometimes spend long periods of time in elf form, its true home is the sea and it will always return.\r

    A zoveri is 6-7 feet tall, and weighs about 220 pounds.\r

    A zoveri speaks Aquan, Celestial, Common, Draconic, Dwarf, and Halfling.\r

    COMBAT<\/b>\r
    Zoveri loathe combat, and avoid fighting for fear of damaging another life form. If severely pressed into fighting, a zoveri will defend itself with its long metal spear. Zoveri are unused to combat, and rarely bring their spears with them unless expecting trouble. If possible, a zoveri would rather flee by making a darting escape in the water, searching quickly for a spot to hide. If unable to get away, a zoveri will spray ink at its opponents as a diversionary tactic to provide cover for its escape. If a band of zoveri is seriously accosted, they will summon water elementals to aid them, who honor a pact made between them millennia ago.\r

    Spell-Like Abilities<\/b>: At will \u00c2\u0096 bless<\/i>, create food and water<\/i>, cure serious wounds<\/i> (once per day per target), detect chaos<\/i>, detect evil<\/i>, modify memory<\/i> (DC 17), neutralize poison<\/i> (once per day per target), resist energy<\/i> (cold only); 3\/day \u00c2\u0096 water walk<\/i>; 1\/day \u00c2\u0096 dispel evil<\/i> (DC 18), remove disease<\/i>. Caster level 10th. The save DCs are Charisma-based.\r

    Summon Huge Water Elemental (Su)<\/b>: A group of four zoveri can cast summon monster VII<\/i> to summon a Huge water elemental. To perform the summoning, the zoveri must form a circle and join hands, and swim an intricate dance while singing ancient songs of beckoning for 3 rounds.\r

    Change Shape (Su)<\/b>: A zoveri can assume the shape of an elf as a standard action, twice per day. In elf form, a zoveri can wear armor.\r

    Ink Cloud (Ex)<\/b>: A zoveri can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per day as a free action. The cloud provides total concealment, which the zoveri normally uses to escape a losing fight. All vision within the cloud is obscured.\r

    Jet (Ex)<\/b>: A zoveri can jet backward once per round as a full-round action, at a speed of 160 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.\r

    Ocean Voice (Su)<\/b>: A zoveri can make its voice carry over extremely long distances, at will. Vocal communication can carry across distances of up to 1500 feet underwater, and up to 3000 feet on the surface.\r

    Water Breathing (Sp)<\/b><\/i>: A zoveri can use water breathing<\/i> three times per day (Caster level 20th).\r

    Skills<\/b>: A zoveri 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

    *Zoveri also have a +8 racial bonus on Hide checks when in water.<\/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 the Planes of Law boxed set (1995).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always lawful good","environment":"Seven Mounting Heavens of Celestia"},{"name":"Zwergeist (Poltergeist)","type":"Outsider","ch":4,"challenge_rating":" 4 \u00a0","id":6921,"reference":"Usergen","full_text":"

    Zwergeist (Poltergeist) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Outsider \t\t\t(Chaotic, Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+6\u00a0(33 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 23 (+1 size, +4 Dex, +4 deflection, +4 natural), touch 15, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+1<\/td> <\/tr>
    Attack: <\/strong>Masterwork short sword +12 melee (1d4-1\/19-20) or sling +11 ranged (1d3)<\/td> <\/tr>
    Full Attack: <\/strong>Masterwork short sword +12\/+7 melee (1d4-1\/19-20) or sling +11\/+6 ranged (1d3)<\/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\/lawful, darkvision 60 ft., immunity to cold and mind-affecting effects, rejuvenation, resistance to electricty 5 and fire 5, spell resistance 18<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +9, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 9, Dex 19, Con 13, Int 14, Wis 13, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Balance +15, Bluff +15, Concentration +10, Diplomacy +6, Disguise +4 (+6 acting), Escape Artist +13, Hide +17, Intimidate +8, Jump +6, Listen +10, Move Silently +13, Sleight of Hand +17, Spot +10, Tumble +13, Use Rope +6 (+8 bindings)<\/td> <\/tr>
    Feats: <\/strong>Deft Hands, Persuasive, Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Ever-Changing Chaos of Limbo<\/td> <\/tr>
    Organization: <\/strong>Solitary or jest (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Half standard coins; double goods (gems); standard items<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>7-18 HD (Small) or by character class<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The dark-cloaked creature resembles a gnome. The glitter in its eyes and the crooked smirk hint at mischief.<\/i>\r

    Zwergeists (sometimes called poltergeists by creatures on the Material Plane), are the spirits of chaotic gnomes from Limbo. Incredible jokesters and pranksters, these beings spread chaos throughout the planes. In most other respects, they behave like typical gnomes.\r

    A zwergeist is 3 feet tall and weighs about 20 pounds.\r

    Zwergeists speak Gnome, Common, and Slaad.\r

    COMBAT\r

    Zwergeists generally carry short swords, spears, clubs or slings. They prefer to play jokes and pranks on others, but if someone gets in their way, they will fight furiously and fearlessly, for they need only fear true death on Limbo. Zwergeists tend to have the same reactions to other races as gnomes.\r

    Rejuvenation (Su):<\/b> If a zwergeist dies, its body disappears immediately. The body reappears dead but intact on its home plane. Any equipment the zwergeist was wearing or carrying at the moment of its death is likewise transported-- and is reconstituted if it was destroyed. Dimensional anchor, dimensional lock<\/i>, and similar spells delay the body's transportation in this manner, but once the spell's effect ends, the body transports immediately. After petitioning higher powers on its home plane for 1d10 days, the zwergeist's soul is reunited with its body, returning it to full life. If a zwergeist is slain on its home plane, it is dead forever.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097ghost sound<\/i> (DC 12), hypnotism<\/i> (DC 13), invisibility, ventriloquism<\/i> (DC 13); 1\/minute\u00c2\u0097dimension door<\/i>. Caster level 8th. The save DCs are Charisma-based.\r

    NOTE:<\/b> These creatures were originally called poltergeists, but have been renamed to avoid confusion with other similarly-named D&D creatures.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #55<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic neutral","environment":"Ever-Changing Chaos of Limbo"},{"name":"Zygom","type":"Hazard","ch":4,"challenge_rating":" 4 \u00a0","id":6922,"reference":"Usergen","full_text":"

    ZYGOM (CR 4)<\/span><\/b><\/p> <\/td> <\/tr>

    The zygom is a bizarre, alien type of fungoid growth that can possess and feed off of living creatures.\u00a0 This creature consists of a 12-24 short, thin stems with ovoid caps that are joined by a rhizome structure to form a singular creature of communal mind.\u00a0 This creature is functionally mindless and does not have the ability to attack.\u00a0 They feed off of other creatures by sticking to them and then infesting their body with fungal matter.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The caps of a zygom contain a pale blue \"milk\" which is about as strongly adhesive as sovereign glue.\u00a0 If one or more of the caps are broken, this substance spills out on anything coming into contact with the zygom.\u00a0 This milk can be transferred from weapons to targets, and creatures to creatures, and will glue touching materials together.\u00a0 This adhesion lasts 1d4+1 days, until the glue dries and crumbles into powder.\u00a0 Hunting zygoms have no offensive capabilities, but will often wait until a creature goes to sleep, slip under the creature, and wait for the creature to roll over onto it to crush the caps.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Contact with living creatures allows the zygom to infest it with spores, which begin to grow before the glue turns to powder.\u00a0 The growth occurs along the brain stem, particularly in the head, neck, and back and through to the spine.\u00a0 This infestation allows the new zygom control the host through nerve impulses.\u00a0 The zygom will usually cause the host to find a place to hide, where it will slowly die and be consumed by the fungus.\u00a0 The host will attack and defend itself from all creatures who try to stop this process from happening.\u00a0 Death and consumption usually occurs in about 1-8 weeks.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Although zygoms can live in the ground like other fungi, they get more nutrients from living flesh and blood.\u00a0 They like to infest vermin and animals of large size, beasts, and humanoids when possible.\u00a0 It is rare for a creature of Medium-size or greater to become a victim of zygom, but it does happen.\u00a0 The only known cure for zygom infestation, besides magic as strong as a limited wish<\/i> or wish<\/i>, is a cure disease<\/i> spell.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 As plant creatures, zygoms have the usual immunities, including being immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing.\u00a0 Zygoms are also not subject to critical hits.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/p> <\/td> <\/tr>

    The zygom first appeared in the Monster Manual II (1983), then in the Greyhawk Monstrous Compendium MC5 (1990).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/p><\/div>","family":"Hazard","alignment":"Any","environment":"Any"},{"name":"Zygraat (and Young)","type":"Magical Beast","ch":1,"challenge_rating":" 1 \u00a0","id":6923,"reference":"Usergen","full_text":"

    Zygraat (and Young) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d10\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 20 ft., fly 60 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+1 size, +4 Dex, +2 natural), touch 15, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-4<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (1d4-1 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (1d4-1 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, web<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +6, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 9, Dex 18, Con 11, Int 4, Wis 12, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>Climb +12, Hide +8*, Listen +4, Move Silently +4*, Spot +10<\/td> <\/tr>
    Feats: <\/strong>Flyby Attack, Weapon FinesseB<\/sup><\/small><\/b><\/small><\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or nest (1 female plus 6-36 young)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>2-3 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This six-legged raptor has a spiderlike underbelly and gray abdomen. A series of tiny, hollow fangs run along both ridges of its jaw.<\/i>\r

    Zygraats, often called \"spider hawks\", are an unusual blend of avian and arachnid. They are strictly carnivorous, feeding only upon smaller prey, although they will zealously defend their nests if threatened. Zygraats weave large webs between trees to ensnare prey. They are also capable of spitting globs of webbing, usually employed while perched upon a tree or other roosting spot.\r

    During mating, females kill and devour males, then lay egg sacs in a weblike nest built atop high trees or in rocky cliffsides. Baby zygraats lack the ability to fly or form webs, but can scurry upon their legs, climbing up and down trees, rock or web with ease. Nesting zygraats often keep a larder of fresh meat nearby to feed their ravenous youngsters.\r

    Zygraats are not interested in treasure or gems. They will ignore anything shiny, but will utilize shreds of clothing or other material for their nest-building. They will occasionally secure brightly-colored bits of cloth to trees or rocks near their webs to attract curious creatures to their doom.\r

    A typical zygraat is 4 feet long, with a wingspan of 8 feet, and weighs 20 pounds.\r

    COMBAT<\/b>\r

    Zygraats attack creatures many times their size. Females with a nestful of young are especially aggressive. They usually try to immobilize an opponent with webbing, then swoop down to use their poisonous bites.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 10, initial and secondary damage 1d4 Con. The save DC is Constitution-based.\r

    Web (Ex):<\/b> A zygraat can throw a web three times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Small size. The web anchors the target in place, allowing no movement.\r

    An entangled creature can escape with a DC 10 Escape Artist check or burst the web with a DC 14 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 2 hit points, hardness 0, and takes double damage from fire.\r

    Zygraats can also create sheets of sticky webbing 10 feet square. They usually position these to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 2 hit points, hardness 0, and takes double damage from fire.\r

    A zygraat can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.\r

    Skills:<\/b> Zygraats have a +8 racial bonus on Spot checks and Climb checks. A zygraat can always choose to take 10 on Climb checks, even if rushed or threatened. Zygraats use either their Strength or Dexterity modifier for Climb checks, whichever is higher.\r

    *Zygraats have a +4 racial bonus on Hide and Move Silently checks when using their webs.\r

    Zygraat Young<\/b>\r
    Diminutive Magical Beast\r
    Hit Dice:<\/b> \u00c2\u00bcd10 (1 hp)\r
    Initiative:<\/b> +4\r
    Speed:<\/b> 20 ft. (6 squares), climb 10 ft.\r
    Armor Class:<\/b> 18 (+4 size, +4 Dex), touch 18, flat-footed 14\r
    Base Attack\/Grapple:<\/b> +1\/\u00c2\u009616\r
    Attack:<\/b> Bite +9 melee (1d2-5 plus poison)\r
    Full Attack:<\/b> Bite +9 melee (1d4-1 plus poison)\r
    Space\/Reach:<\/b> 1 ft.\/0 ft.\r
    Special Attacks:<\/b> Poison\r
    Special Qualities:<\/b> Darkvision 60 ft., low-light vision\r
    Saves:<\/b> Fort +2, Ref +6, Will +1\r
    Abilities:<\/b> Str 1, Dex 18, Con 11, Int 4, Wis 12, Cha 5\r
    Skills:<\/b> Climb +12, Hide +16*, Listen +4, Move Silently +4*, Spot +10\r
    Feats:<\/b> Flyby Attack, Weapon FinesseB<\/sup><\/small><\/b><\/small>\r
    Environment:<\/b> Temperate and warm forests\r
    Organization:<\/b> Nest (6-36 plus 1 adult female)\r
    Challenge Rating:<\/b> 1\/6\r
    Treasure:<\/b> None\r
    Alignment:<\/b> Usually neutral\r
    Advancement:<\/b> \u00c2\u00bdHD (Tiny)\r
    Level Adjustment:<\/b> \u00c2\u0097\r

    A typical zygraat hatchling is about a 1 foot long and weighs 5 or 6 ounces.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 10, initial and secondary damage 1d2 Con. The save DC is Constitution-based.<\/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":"Magical Beast","alignment":" Usually neutral\r","environment":" Temperate and warm forests\r"},{"name":"Zz - Test Creature (Cleon)","type":"Animal","ch":5,"challenge_rating":" 5 \u00a0","id":6924,"reference":"Usergen","full_text":"

    Zz - Test Creature (Cleon) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Animal \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8+40\u00a0(76 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> Swim 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-2 size, +8 natural), touch 8, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+23<\/td> <\/tr>
    Attack: <\/strong>Bite +13 melee (2d6+13)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +13 melee (2d6+13)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +6, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 29, Dex 10, Con 21, Int 1, Wis 10, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Listen +6, Spot +5, Swim +17<\/td> <\/tr>
    Feats: <\/strong>Diehard, Endurance, Power Attack\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or school (3-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>9-15 (Huge); 16-24 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The nearby fog has a slight tang of hot copper.<\/i>\r

    A transient golem is a sad creature of mist that craves life, to live as something more than semi-sentient air and water. Only in corporeal form can it feel physical sensations, experience human emotions, reason, and remember. Sadly, the transient golem can only assume a corporeal form by stealing life from other creatures, and this lasts but a short period of time.\r

    When empowered by the essence of any living creature, the transient golem takes on that creature's form and appearance. Even clothing, armor, and weapons are duplicated, although they are merely solidified mist and do not function as the original objects.\r

    The creator of the original transient golem is a mystery lost to the ages. It is speculated that a powerful wizard used a combination of a crystal ball, the trap the soul spell, and thirteen bound mist horrors.\r

    COMBAT<\/b>\r
    In its natural mistlike form, the golem instinctually seeks out a host from which to steal life energy via infusion. Once the creature assumes a physical form, its next instinct is self-preservation, and it will take the most direct course of action available to it to maintain its new shape. The monster also begins to accumulate experience and memories immediately, and it quickly develops sophisticated methods to sustain itself without revealing its true nature.\r

    A transient golem's armor class has a deflection bonus equal to its Charisma bonus or +1, whichever is higher.\r

    Immunity to Magic (Ex):<\/b> A transient golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.\r

    All spells with the Abjuration descriptor always function against a transient golem as if the golem was a creature of a type most vulnerable to the spell. e.g. a protection from evil<\/i> spell affects a transient golem as if it was a summoned creature with the Evil subtype despite it being neutral and unlikely to be summoned. If the Abjuration would trap or control the golem, such as the dismissal, imprisonment or sequester spells, it instead \"kills\" the golem and forces it to return to its crystal phylactery (see below).\r

    Note that this means protection from evil, magic circle against chaos and similar spells automatically prevent a transient golem using its Infusion attack, since they prevent summoned monsters from making bodily contact with those they are warding.\r

    Infusion (Su):<\/b> An incorporeal transient golem can attempt to enter the body of a living, corporeal creature in order to steal its life-force and copy its mind and body. First, the golem must succeed at an incorporeal touch attack to enter an orifice on its victim. If successful, on the next round the victim must succeed at a DC 19 Fort save or the transient golem enters their mind and nervous system, causing excruciating agony (-4 to attacks, skills and ability checks) for 1d4+1 rounds. In addition, the victim takes 1d3 Con damage per round as the golem saps their life-force. Finally, at the end of the 1d4+1 rounds, the golem leaves the victim's body and takes a corporeal form duplicating the victim (this is given by the Transient Golem Duplicate template below). If the save succeeds, the transient golem is expelled from the victim's body and can not use its Infusion attack against that creature again for 24 hours. The save DC is Charisma-based.\r

    Crystal Phylactery<\/b>\r
    A transient golem's life force is stored in a crystal sphere similar to a lich's magic phylactery. The creation of a transient golem is actually the creation of its crystal phylactery. As a rule, the only way to get rid of a transient golem for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, the golem reappears 1d10 days after its apparent death.\r

    A transient golem's crystal phylactery is Tiny and has 40 hit points, hardness 20, and a break DC of 40.\r


    Transient Golem Duplicate<\/b>\r
    A transient golem can use its infusion special attack to turn itself into an imitation of any living creature. Its appearance is identical to the creature it is duplicating, but its behavior may be different. Most noticeably, they always have an obsessive thirst for blood, which they must feed upon to maintain their physical form.\r

    Some transient golem duplicates do not realize they are imposters and sincerely believe they are the creature they are imitating.\r

    Creating a Transient Golem Duplicate<\/b><\/i>\r
    \"Transient golem duplicate\" is an acquired template that can be added to any living, corporeal creature (referred to hereafter as the base creature).\r

    A transient golem duplicate uses all the base creature's statistics and special abilities except as noted here.\r

    Special Attacks:<\/b> A transient golem duplicate retains all the special attacks of the base creature and gains a blood-draining incorporeal touch attack.\r

    Steal Blood (Su):<\/i> A transient golem duplicate has an incorporeal touch attack that does 1 point of Constitution damage, it can literally reach inside a victim to sup upon their blood and life force, as long as that victim has unhealed hit point damage. Any open wounds the victim may have will instantly close and stop bleeding (this stops any continuing damage from a wounding weapon or the like). This attack is subtle and completely painless. The victim will not realize they have been attacked unless they succeed at a DC 25 Spot check or a DC 20 Autohypnosis check. Victims will notice any miraculously closed wounds, of course, but this will appear as healing rather than an attack. Another character who closely examines the victim can notice their anemia with a successful DC 20 Heal check.\r

    A transient golem duplicate can also steal blood through any natural attacks possessed by the creature it has duplicated, adding 1 point of Constitution damage to each such attack that hits.\r

    Transient golem duplicates must use steal blood to maintain their corporeal form. For every day spent without stealing blood, a duplicate loses 1d3 points of Constitution. The duplicate can regain this lost Constitution using steal blood, regaining 1 point of Constitution for every point of Constitution damage it deals. If its Constitution ever falls to zero, it immediately loses its transient golem duplicate template and discorporate, becoming an incorporeal transient golem once more. The golem can not use steal blood to gain a Constitution score higher than the base creature it is duplicating. The golem instead gains 5 temporary hit points for every excess point of Constitution damage it steals, to a maximum equal to the bonus hit points of a Construct of its size. (e.g. a Medium duplicate can gain up to 20 temporary hit points through steal blood.)\r

    Special Qualities:<\/b> A transient golem duplicate has all the special qualities of the base creature as well as those described below.\r

    Bloodthirst (Ex):<\/i> A transient golem duplicate is driven by its need for fresh blood. Whenever it is within 60 ft. of a creature with a bleeding wound (from a sword of wounding or the like), it must succeed at a DC 15 Will save or immediately try to use its blood-draining touch to feed upon the bleeding creature's wound.\r

    Discorporate (Ex):<\/i> A transient golem duplicate can turn itself back into a transient golem as a standard action. It becomes incorporeal and loses all this template's abilities. Transient golems only discorporate in dire circumstances, they can become corporeal again by using their Infusion attack once more.\r

    Immunity to Magic (Ex):<\/i> A transient golem duplicate is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.\r

    All spells with the Abjuration descriptor always function against a transient golem as if the golem was a creature of a type most vulnerable to the spell. e.g. a protection from evil<\/i> spell affects a transient golem as if it was a summoned creature with the Evil subtype despite it being neutral and unlikely to be summoned. If the Abjuration would trap or control the golem, such as the dismissal<\/i>, imprisonment<\/i> or sequester<\/i> spells, it instead \"kills\" the golem and forces it to return to its crystal phylactery (see below).\r

    Note that this means protection from evil<\/i>, magic circle against chaos<\/i> and similar spells automatically prevent a transient golem using its Infusion attack, since they prevent summoned monsters from making bodily contact with those they are warding.\r

    Scent Blood (Ex):<\/i> A transient golem duplicate can notice living creatures in a 60 feet by the smell of their blood. It can detect spilled blood at ranges of up to a mile, and track a bleeding creature as if it had the scent special quality and the Track feat.\r

    Transient Immunities (Ex):<\/i> Although a transient golem duplicate has most of the body functions of a living creature, it is only an imitation of life. It retains some construct traits of its incorporeal form, as follows:\r
    • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).\r
      <\/li>
    • Immunity to death effects and necromancy effects.\r
      <\/li>
    • Not subject to ability damage, ability drain or energy drain.\r
      <\/li>
    • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.\r
      <\/li>
    • Since it was never alive, a transient golem duplicate cannot be raised or resurrected.<\/li><\/ul>Abilities:<\/b> Same as the base creature, except that its Constitution score may be reduced if it is short of blood (see Blood-Draining Touch, above).\r

      A newly formed duplicate has a Constitution score equal to the Con damage it did to the base creature with its Infusion attack, it use Blood-Draining Touch to increase its Constitution to its full value as quickly as it can.\r

      Environment:<\/b> Any.\r
      Challenge Rating:<\/b> As base creature +1.\r
      Alignment:<\/b> Usually neutral.\r
      Level Adjustment:<\/b> \u00c2\u0097.\r

      Sample Transient Golem Duplicates<\/b>\r

      Transient Golem Duplicate Cat<\/b>\r
      Tiny Animal\r
      Hit Dice:<\/b> \u00c2\u00bdd8 (2 hp)\r
      Initiative:<\/b> +2\r
      Speed:<\/b> 30 ft. (6 squares)\r
      Armor Class:<\/b> 14 (+2 size, +2 Dex), touch 14, flat-footed 12\r
      Base Attack\/Grapple:<\/b> +0\/-12\r
      Attack:<\/b> Claw +4 melee (1d2-4 plus steal blood) or touch +4 touch (steal blood)\r
      Full Attack:<\/b> 2 claws +4 melee (1d2-4 plus steal blood) and bite -1 melee (1d3-4 plus steal blood)\r
      Space\/Reach:<\/b> 2\u00c2\u00bd ft.\/0 ft.\r
      Special Attacks:<\/b> Steal blood\r
      Special Qualities:<\/b> Bloodthirst, discorporate, immunity to magic, low-light vision, scent, scent blood, transient immunities\r
      Saves:<\/b> Fort +2, Ref +4, Will +1\r
      Abilities:<\/b> Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7\r
      Skills:<\/b> Balance +10, Climb +6, Hide +16*, Jump +10, Listen +3, Move Silently +8, Spot +3\r
      Feats:<\/b> Stealthy, Weapon FinesseB<\/sup><\/small><\/b><\/small>\r
      Environment:<\/b> Temperate plains\r
      Organization:<\/b> Domesticated or solitary\r
      Challenge Rating:<\/b> 1\r
      Advancement:<\/b> \u00c2\u0097\r
      Level Adjustment:<\/b> \u00c2\u0097\r

      Transient Golem Duplicate Dwarf<\/b>\r
      5th-level Fighter\r
      Medium Humanoid (Dwarf)\r
      Hit Dice:<\/b> 5d10+10 (37 hp)\r
      Initiative:<\/b> +4\r
      Speed:<\/b> 20 ft. in chainmail (4 squares); base speed 20 ft.\r
      Armor Class:<\/b> 15 (+5 chainmail), touch 10, flat-footed 15\r
      Base Attack\/Grapple:<\/b> +5\/+7\r
      Attack:<\/b> Dwarven waraxe +8 melee (1d10+5\/\u00c3\u00973) or kukri +7 melee (1d4+3\/18-20) or touch +7 touch (steal blood) or light crossbow +5 ranged (1d8\/19-20)\r
      Full Attack:<\/b> Dwarven waraxe +6 melee (1d10+4\/\u00c3\u00973) and kukri +5 melee (1d4+1\/18-20); or touch +7 touch (steal blood); or light crossbow +5 ranged (1d8\/19-20)\r
      Space\/Reach:<\/b> 5 ft.\/5 ft.\r
      Special Attacks:<\/b> Dwarf traits, steal blood\r
      Special Qualities:<\/b> Bloodthirst, darkvision 60 ft., discorporate, dwarf traits, immunity to magic, scent blood, transient immunities\r
      Saves:<\/b> Fort +6*, Ref +3*, Will +2*\r
      Abilities:<\/b> Str 14, Dex 11, Con 14, Int 10, Wis 9, Cha 6\r
      Skills:<\/b> Climb +5, Craft (blacksmithing) +2, Craft (butchery) +2, Craft (stonemasonry) +2, Handle Animal +1, Intimidate +6\r
      Feats:<\/b> Improved Initiative, Power Attack, Two-Weapon Fighting, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe)\r
      Environment:<\/b> Temperate mountains\r
      Organization:<\/b> Solitary, team (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or clan (30-100 plus 30% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)\r
      Challenge Rating:<\/b> 6\r
      Treasure:<\/b> Standard coins; double goods; standard items\r
      Alignment:<\/b> Often lawful good\r
      Advancement:<\/b> By character class\r
      Level Adjustment:<\/b> \u00c2\u0097\r

      This transient golem has copied the form of a failed dwarf adventurer who now works as a butcher.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    2012 None
    Originally found in Enworld Creature Catalog Forums
    Reserved for testing formatting of new CC creatures. <\/b><\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":" Usually neutral.\r","environment":" Any.\r"},{"name":"ZZ - Test Creature (freyar)","type":"Construct","ch":10,"challenge_rating":" 10 \u00a0","id":6925,"reference":"Usergen","full_text":"

    ZZ - Test Creature (freyar) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Fine\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 12d10+20\u00a0(86 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 30 (+20 natural), touch 10, flat-footed 30<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+16<\/td> <\/tr>
    Attack: <\/strong>Bite +16 melee (1d10+7)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +16 melee (1d10+7)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, flame bite, trip<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 15\/adamantine, darkvision 60 ft., healed by flames, immunity to magic, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +4, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 11, Con \u00c2\u0097, Int \u00c2\u0097, Wis 11, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>13-17 HD (Medium); 18-24 (Large); 25-36 (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Reserved for testing formats of new CC creatures.\r

    <\/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 Elemental (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>
    <\/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":"Any","environment":"<\/td>"}]]