Vraille Darkfang
First Post
Last Update: Oct 15
Abyssal Lamprey:
Type: Add Native Subtype.
Hit Dice becomes 3d8+3 (16 hp)
Skills: Concentration:+6, Hide +11, Listen +10, Know (blood sea) +9, Spot +10, Swim +16, Mv Silent +7, Handle Animal +8, Survival +8, Know (planes) +9, Know (nature) +11
Feats: Add Alertness
Climate: Any Aquatic (Blood Sea)
Acid Shambler:
Hit Dice: 2d12+3 (16 hp)
Skills: Hide +5, Mv Silent +5
Saves: Will -1
Feats: Add Toughness
Arcane Devourer:
Type: Add Native Subtype
Special Qualities: DR 10/magic
Skills: Concentration +28, Hide +9, Know (arcana) +20, Listen +9, Mv Silent +9, Spellcraft +21, Spot +9, Use Magic Device +9, Decipher Script +10
Feats: Add Cleave
Arcane Symbiote:
AC: 14 (+4 size)
Face/Reach: 1'/0'
Skills: Heal +8 (host only), Hide +16, Survival +7, Listen +7, Spellcraft +9
Feats: Spell Mastery becomes a Bonus Feat.
Combat: Add Skills: Gets a +8 racial bonus on Heal Checks (host only).
Arch Lurker:
Type: Delete (Long)
Attacks: Grapple +17
Face/Reach: 10'/10'
Skills: Balance+9, Hide +6, Jump +13, Listen +9, Move Silent +10, Spot +10
Feats: Add Alertness
CR: Change to 7.
Assassin's Bane:
Skills: Move Silent +6, Spot +2
Athentia the Great Sphinx
Initiative: +0
Face/Reach: 20'/15'
Saves: Fort +22, Ref +11, Will +32
Skills: Alchemy +27, Appraise +27, Balance +13, Bluff +26, Climb +24, Concentration +26, Decipher Script +27, Diplomacy +26, Gather Info +26, Hide +1, Intimidate +26, Jump +33, Know (all) +27, Listen +29, Mv Silent +13, Perform (oratory) +26, Search +27, Sense Motive +29, Spellcraft +27, Spot +29, Swim +24, Survival +29
Feats: Delete Alertness, Grt Fort, Imp Init
Advancement: By Character Class (Sorcerer)
Skills: Athentia treats All Knowledge (subtype) skills as a single skill Knowledge (all) as shown in her Stat block.
Bane Cloud
Type: Add Native Subtype
Face/Reach: 5'/5'
Skills: Hide +3, Listen +4, Spot +4,
Feats: Add Wpn Focus (Buffet)
Bitter Tree
Type: Delete (Tall)
Face/Reach: 15'/15'
Saves: Ref +5
Skills: Listen +19, Spellcraft +18, Concentration +22
Feats: Add Extend Spell, Spell Penetration, Light Reflexes, Power Attack, Combat Casting
CR: 11
Blade Beast
Attacks: Bite +8 Melee
Face/Reach: 10'/5'
Skills: Listen +5, Mv Silent +3, Spot +4
Feats: Add Wpn Focus (bite)
Blood Barnacles
No Change
Blood Crone
Speed: 40'
Face/Reach: 10'/10'
Spec Qual: Damage Reduction: 10/Magic
Saves: Will +19
Skills: Hide +16, Concentration +19, Listen +23, Mv Silent +20, Sense Motive +23, Spellcraft +26, Spot +23, Know (arcana) +24
Feats: Add Empower Spell, Widen Spell
Climate: Any Forest (Hornsaw Forest)
Advancement: By Character Class
Blood Maiden
BAB: Grapple +2
Skills: Bluff +5, Listen +5, Spot +5
Climate: Add (Blood Sea)
CR: 1
Blood Moth
Fine Vermin (Swarm)
Hit Dice: 5d8 (22)
Attack: Swarm (1d6+Blood Drain)
Face Reach: 10'/0'
Saves: Fort +4, Ref +3, Will +1
Skills: Hide +18, Listen +0, Spot +0
CR 4
Advancement: None
Blood Reaper
Face/Reach: 10'/10'
Skills: Hide +14, Listen +10, Spot +10, Survival +11
Combat: Replace Blood Loss (Ex) Text with: If all 4 of a reaper's attacks strike the same target, the victim is considered wounded and takes 1 point of Con damage. Further successful quad hits do an additional point of Con damage.
Blood Sea Jellyfish
Skills: Listen +0
Alignment: Always Neutral
Blood Sprite
Hit Dice: 2d6 (7 hp)
BAB/Grapple: Grapple -4
Attack: Bite +0 melee or dagger +0 melee
Damage: Bite 1 pt + paralysis; dagger 1d4-2
Skills: Bluff +6, Climb +3, Hide +3, Listen +5, Search +5, Spot +5, Mv Silent +5
Blood Zombie
Feats: Toughness becomes a Bonus Feat
Climate: Any Aquatic (Blood Sea)
Bloodfly
Grapple: -7
Attacks: Stinger +1 melee & 2 claws -4 melee
Damage: Stinger 1d3-1, Claw 1d2-1
Skills: Hide +12, Mv Silent +4
Alignment: Always Neutral
Bloodman
Type: Add Shapechanger subtype
AC: 17 (-1 Dex, +8 Nat)
Attacks: 2 touch +3 melee
Skills: Hide -1, Listen -2, Mv Silent +7, Spot -2
Feats: Alertness, Weapon Focus (touch)
Bonewing
Face/Reach: 10'/10'
Skills: Listen +10, Spot +10
Advancement: Should start at 9 HD, not 10
Burned Ones
Type: Add Fire Subtype
Spec Qualities: DR 10/Magic
Skills: Listen +3, Spot +3, Climb +7, Hide +6, Intimidate +6, Mv Silent +6
Feats: Add Wpn Focus (claw) & Power Attack.
Carnival Krewe, Bone Bosun
Speed: 30'
Attacks: Small Scimitar +0 Melee or 2 fists +0 Melee
Skills: Balance +3, Swim +0
Carnival Krewe, Heron Priest
Skills: Bluff +5, Concentration +3, Diplomacy +6, Disguise +5, Know (Blood Sea) +3, Spellcraft +3
Feats: Combat Casting, Spell Penetration.
Climate: Any (Blood Bayou)
Carnival of Shadows, Dark Harlequin
AC: 18 (+3 Nat, +4 Dex)
Attacks: MW Rapier +8
Saves: Ref +8
Abilities: Dex 18
Skills: Balance +8, Diplomacy +7, Jump +7, Listen +0, Spot +0, Tumble +8
Feats: Add Weapon Finesse
Climate: Any Land (Blood Sea)
ECL: +4
Advancement: By Character Class (Bard)
Carnival of Shadows, Shadowjester
Skills: Balance +1, Climb +0, Hide +7, Listen +1, Mv Silent +4, Spot +1, Tumble +1
ECL: +2
Advancement: By Character Class (Rogue)
Carnivorous Tree
Speed: 5'
Grapple: +30
Attacks: Slam +22 Melee
Damage: Slam (2d6+10), plus grapple
Face/Reach: 15'/15'
Special Attacks: Add Improved Grab
Saves: Ref +3
CR: 9
Combat: Improved Grab: If a Carn Tree hits with a slam attack, it may start a grapple as a free action. If successful, nest round it pushes its foe into itself, where it is subject to the Crushing & Acid Special Attacks.
Carrion Hound
Type: Magical Beast
BAB/Grapple: +5/+12
Attack: Bite +8 Melee & 2 claws +3 melee
Face/Reach: 10'/5'
Skills: Climb +8, Listen +2, Spot +2
Chaos Globe
HD: 8d10+30 (74 hp)
Speed: Fly 30' (perfect)
Special Qualities: DR 10/magic
Advancement: 9-15 HD (Large)
Chern's Children
Type: Diminutive Vermin (Swarm)
AC: 16 (+4 size, -1 Dex, +3 nat)
Attacks: Swarm (3d6)
Damage: Swarm (3d6)
Face/Reach: 10'/0'
Saves: Ref +3
Climate: Any Land
Organization: 2-5
Advancement: None
Combat: Delete the Swarm (Ex) Special Attacks; it now is a 3.5 Swarm Subtype.
Cloudsting
Face/Reach: 15'/10' (100' w/ tentacles)
Attacks: 8 Tentacles +8 melee
Skills: Hide +9, Mv Silent +5, Spot +3, Listen +3
Feats: Flyby Attack, Hover, Snatch, Weapon Focus (tentacle)
Corpse Whisperer
Attack: 2 Claws +9 melee
Skills: Hide +9, Know (any 2) +12, Listen +11, Mv Silent +9, Spot +11
Feats: Add Wpn Focus (claw)
Daemon, Grisly Minstrel
Type: Add Extraplanar subtype
Face Reach: 10'/10'
Spec Qual: DR 5/Good, SR 16
Skills: Climb +12, Concentration +9, Jump +22, Listen +7, Mv Silent +10, Perform (song) +11, Sense Motive +7, Spot +7
Climate: Any Land & Underground (Lower Planes)
Combat: Under the Jumping (Ex) special ability, add 'receives +10 racial bonus on Jump checks'.
Daemon, Moon
Type: Add Shapechanger, Extraplanar subtypes
Face/Reach: 10'/10'
Spec Qual: Damage Reduction 10/Good & Silver, SR 20
Skills: Know (nature) +18, S Motive +17, Bluff +19, Concen +18, Disguise +19, Esc Art +17, Hide +13, Listen +17, Spot +17, Survival +17, Mv Silent +17
Feats: Add Dodge, Spring Attack
Climate: Any Land (Lower Planes)
Daemon, Plague Angel
Type: Add Extraplanar
Attacks: 2 Wing Slaps +9 melee; or 2 claws +9 melee
Sp Qual: DR 10/Good
Skills: Add Balance +15, Disguise +10, Tumble +13
Feats: Add Spring Attack
Climate: Any Land (Lower Planes)
Danashee
Sp Qual: Add Wild Empathy (as the Druid Ability)
Skills: Craft (any) +8, Know (nature) +8, Esc Art +6, Hide +6, Listen +10, Mv Silent +6, S Motive +8, Spot +10, Survival +8
Feats: Delete Dodge, make Alertness a Bonus Feat
Dark Womb
Face/Reach: 10'/5'
Skills: Bluff +11, Concen +20, Intimidate +12, Spellcraft +15, Spot +15
Darkling Sentinel
Type: Add Extraplanar subtype
Attacks: ; by weapon +9/+4 ranged
Spec Qual: SR 17
Skills: Listen +12, Knw (dungeon) +12, Hide +12, S Motive +14, Knw (archtect) +12, Mv Silent +12, Spot +14, Search +12
Feats: Delete Combat Reflexes; Add Cleave, Great Cleave, Improved Sunder
Climate Terrain: Any land & Underground (Astral Plane)
Demon, Abyssal Larva
Type: Add Extraplanar subtype
Speed: 30', Climb 20'
Spec Qual: DR 5/Good & Silver
Skills: Climb +14, Knw (planes) +6, Hide +11, Listen +8, Mv Silent +7, Spot +8, Search +6, Survival +6
Feats: Add Alertness
Climate: Any Land (The Abyss)
Demon, Blade
Type: Add Extraplanar Subtype
Speed: 40', fly 70' (poor)
Attack: Change 2 scythehands to +15 (special) melee
Sp Qual: DR 10/Good, SR 20, Fighter Prowess
Skills: Jump +20, Knw (Arcana) +11, Bluff +12, Intimidate +12, Search +12, Listen +12, Spot +12
Feats: Add Greater Wpn Focus (Scythehands)
Climate: Any (Abyss)
Combat: Fighter Prowess (Ex): Each of a Blade Demon's Outsider Hit Die counts as a level of Fighter for the purposes of determining Feat Prerequisites.
Demon, Blood Horror
Type: Add Extraplanar
Spec Qual: DR 10/Good; SR 21
Skills: Knw (planes) +14, Mv Silent +11, Concentr +13, Hide +11, Listen +15, Search +14, S Motive +15, Spellcraft +14, Spot +15, Survival +15, Knw (religion) +14
Climate: Any Land & Underground (Abyss)
Demon, Leonine
Type: Add Extraplanar
Speed: 40'
Attacks: or 2 battleaxes +12/+12/+6 melee
Damage: Battleaxe 1d8+2
Spec Qual: DR 10/Good; 2-Axe Style
Skills: Balance +8, Climb +9, Hide +10, Intimidate +11, Listen +9, M Sil +12, Spot +9, Survival +9
Feats: Make Track a Bonus Feat
Climate: Any Land & Underground (Abyss)
Combat: 2-Axe Style: When Wielding 2 Battle Axes, the Leonine takes no attack penalties for fighting with 2 weapons.
Demon, Locust
Type: Add Extraplanar
Spec Attacks: Add Imp Grab
Sp Qual: DR 10/Good, SR 17
Skills: Balance +13, Concentra +17, Hide +6, Knw (planes) +13, Listen +16, Search +13, Spot +16, Mv Sil +13
Climate: Any Land & Underground (Abyss)
Deryth (Disjoined)
Skills: Climb +8, Hide +5, Mv Sil +1, Spot +2
Deryth (Joined)
Hit Dice: 5d8+15 (37 hp)
Speed: 30'
Skills: Bluff +7, Concent +11, S Motive +4, Spellcraft +9
Advancement: By Character Class (Sor)
Despair
Type: Add Native
Sp Qual: DR 10/Good; SR 20
Skills: Knw (planes) +14, Knw (religion) +14, Bluff +17, Concentration +13, Diplomacy +18, Hide +16, Intimidate +19, Listen +12, Mv Silent +16, Search +14, Sense Motive +15, Spot +12
Feats: Add Skill Focus (Sense Motive)
Devil, Heartclutch
Type: Add Extraplanar
Attacks: Bite +11 melee and 2 claws +6 melee
Sp Qual: DR 5/Silver & Good
Skills: Bluff +6, Esc Artist +12, Hide +16, Intimidate +6, Listen +7, S Motive +7, Spot +7
Feats: Weapon Finesse (bite): Delete (bite) as Wpn Finesse no longer needs to refer to a single weapon
Climate: Any Land & Underground (Hell)
Devil, Iron
Type: Add Extraplanar
HD: 12d8+72 (126 hp)
Face/Reach: 10'/10'
Sp Qual: DR 10/Good
Skills: Concentration +21, Craft (weapons) +16, Profession (torturer) +17, Climb +22, Intimidate +17, Jump +22, Listen +17, Spot +17, Knw (planes) +16
Feats: Add Imp Bull Rush
Climate: Any land & underground (Hell)
Dragon, Slarecian
Change all DR to DR X/Magic
Dream Folk
Type: Add Extraplanar
Skills: Bluff +13, Diplomacy +17, Listen +12, S Motive +10, Spot +12, Intimidate +13, Disguise +13, Knw (dreams) +12, Hide +13, M Silent +13, Gather Info +13
Feats: Add Mobility
Climate: Any Land (Astral Plane)
Dreamwrack
Type: Add Extraplanar
Initiative: +7 (+3 Dex, +4 Imp Initiative)
Attacks: Touch +4
Damage: Special
Sp Qual: DR 10/Magic
Skills: Survival +8, Knw (dreams) +5, Hide +10, Mv Silent +10, Listen +8, Spot +8
Feats: Imp Initiative, Track
Climate: Any (Dream Realm)
Dreamwraith
Type: Add Extraplanar
Attack: Incorporeal Touch +11 melee
Skills: Disguise +14, Knw (planes) +11, Bluff +14, Hide +10, Knw (Dreams) +11, Listen +15, Search +14, S Motive +13, Spot +15, Diplomacy +18, Intimidate +16
Feats: Add Weapon Focus (Touch)
Climate: Any land & underground (Dream Realm)
Elder Larva
Type: Add native
Speed: 20'
Face/Reach: 20'/10'
Sp Qual: DR 10/Good
Saves: Ref +7
Skills: Concentration +18, Knw (planes) +12, Listen +13, Spellcraft +14, Spot +13, Knw (arcana) +12, Search +12
Feats: Add Lightning Reflexes, Great Cleave
Face Stealer
Attack: 2 Claws +5 melee
Skills: Bluff +5, Disguise +12*, Listen +3, Spot +3
Feats: Add Weapon Focus (claw)
Filcher
Type: Small Humanoid (Lemuroid)
Speed 20', climb 20'
Attacks: bite -1 melee
Sp Qual: DV 60'
Saves: Will -1
Skills: Hide +8, Mv Silent +4, Sleight Hand +4, Tumble +4, Climb +6
ECL: +2
Advancement: By Character Class (Rogue)
Flailing Dreadnought
Face: 20'/15'
Attack: Bite +19 Melee
Damage: Bite 2d8+12/19-20; x2
Saves: Ref +8
Skills: Survival +9, Listen +9
Feats: Add Improved Crit (bite), Wpn Focus (bite), Lightning Reflexes
Flayed Giant
Attack: Huge Trident +15/10 melee; Trident +8/3 ranged
Damage: Huge trident 2d6+9/x3
Face: 10'/10'
Spec Qual: Delete Rock Catching
Skills: Listen +4, Mv Silent +3, Spot +4, Swim +18
Feats: Add Great Cleave, Wpn Focus (trident)
Flesh Strippers
Type: Diminutive Animal (Swarm)
HD: 10d8+13 (58)
Attack/Damage: Swarm (2d6 + poison)
Special Qualities: Swarm Subtype
Face/Reach: 10'/0'
Saves: Fort +8, Ref +8, Will +3
Skills: Mv Silent +17, Spot +2, Listen +2
Feats: Skill Focus (Mv Silent), Alertness, Toughness
Organization: Swarms (2-5)
CR: 5
Advancement: None
Combat: Under Poison, Change the save DC to 16; Saves DC is Con Based.
Forest Walker
Type: Huge Giant (Shapechanger)
Attack: ; Huge Greatclub +15/+10 melee
Face/Reach: 15'/15'
Spec Qual: DR 10/Cold Iron, Wild Empathy; Druidic Skills
Skills: Intimidate +15, Listen +19, Mv Silent +16, Spot +19, Survival +15
Feats: Add Gt Cleave & Wpn Focus (Greatclub)
Combat: Add Wild Empathy (Ex): As per Druid of Forest Walker's HD; Druidic Skills: Forest Walkers are attuned to nature & gain 4 skill points/HD, rather than 2.
Gallows Eye
Speed: Climb 40',
Skills: Concentration +11, Hide +10, Knw (Arcana)+9, Listen +12, Mv Silent +10, Spellcraft +10, Spot +20*
Gallows Vine
Face/Reach: 10'/10'
Gauntling
Face/Reach: 10'/10'
Skills: Intimidate +3, Listen +5, Mv Silent +5, Spot +5
Gaurak Troll
Attacks: rock +6 ranged
Space/Reach: 10'/10'
Special Attacks: Delete Armor Damage
Saves: Reflex +5
Skills: Listen +6, Spot +7
Feats: Add Imp Sunder, Cleave, Gt Cleave, Lt Reflexes
Golem, Crystal
HD: 12d10+30 (96 hp)
Face/Reach: 10'/10'
Spec Qual: DR 10/Adamantine
Advance: 13-21 HD
Golem, Quicksilver
HD: 10d10+20 (75 hp)
AC: 27 (+4 Dex, +1 Haste, +12 nat)
Spec Qual: DR 15/Adamantine
Saves: Fort +3, Ref +8, Will +5
Feats: Improved Initiative becomes a Bonus Feat
Combat: Speed (Su): Creature is under permanent Haste Spell; refer to the changes of that spell in the 3.5 PHB.
Golem, Serpent
HD: 10d10+20 (75 hp)
Spec Qual: DR 10/Adamantine
Golem, Sword
Type: Delete Golem Subtype (doesn't exist)
HD: 10d10+30 (85hp)
Space/Reach: 10'/10'
Spec Qual: DR 10/Adamantine
Advance: 11-15HD
Golem, Tar
HD: 4d10+30 (52 hp)
Space/Rch: 10'/10'
Sp Qual: DR 15/Adamantine
Golem, Venom
HD: 2d10+20 (31hp)
Attacks: , 2 claws -3 melee
Sp Qual: 5/Adamantine
Grotesque
Skills: Swim +8
Feats: Toughness becomes a Bonus Feat
Combat: Taint Power (Su): Make the Following Changes on the 1d10 roll: All DR becomes: /Magic. Feats: Delete Cleave from list of Available Feats.
Grotesque Herder
Type: Add Native Subtype
HD: 6d8+30 (57 hp)
Initiative: +3 (+3 Dex)
Speed: 30' (see below)
Attack: Bite +8 melee, 2 claws +6 melee
Damage: Delete initial Bite 1d8+3 reference
Sp Qual: DR 10/Good, Quadruped Speed
Saves: Fort +10
Skills: Knw (nature) +13, Hide +12, Use Rope +12, Knw (geography) +11, Balance +12, Listen +10, Mv Silent +12, Spellcraft +11, Spot +10, Survival +10
Feats: Endurance, Multiattack, Track
Combat: Quadruped Speed (Ex): When not possessing any object in its front hands, the Herder may take a Mv Equivalent Action & drop to all fours. In this form, he gains +20' speed.
Grotesque Parasite
Type: Add Native Subtype
Sp Qual: DR 5/Good
Skills: Knw (Geography, Arcana) +9, Esc Art +5, Disguise +7, Hide +13, Listen +7, Spellcraft +11, Spot +7, M Silent +5, Heal +7, Survival +7, , Search +9
Feats: Iron Will
Guardian of the Damned
Type: Add Native Subtype
Space/Reach: 10'/10'
Sp Qual: DR 10/Chaotic & Adamantine, SR 20
Skills: Bluff +22, Concentration +22, Diplo9macy +24, Intimidate +24, Survival +27, Knw (religion) +21, Listen +27, Sense Motive +27, Spellcraft +23, Spot +27, Search +21, Heal +27, Knw (arcana) +21
Hagling
Speed: fly 30' (good; Storm & Moon Haglings only)
Saves: Fort +3
Skills: Hide +7, M Silent +4, Survival +4
Feats: Gt Fortitude
Moon & Storm Hagling- Change Flight Speed to 30'
Hope
Type: Add Extraplanar subtype
Attacks: +1 C. L. Bow +12/+7 (+13/8 in 30') ranged
Sp Qual: DR 10/Good
Skills: Concentration +11, Diplomacy +20, Knw/Crft (any 3) +13, Listen +13, Perform +15, Search +13, S Motive +13, Survival +13, Spot +13, Gather Info +15
Feats: Add Rapid Shot & Far Shot
Howling Abomination
Type: Add Extraplanar
Attacks: 1d4 Bites +17 melee
Space/Reach: 15'/15'
Skills: Jump +33, Listen +13, Search +12, Spot +13, Hide +6, M Silent +14, Concentration +16
Feats: Remove Imp Crit (claw), Add Wpn Focus (bite)
Hrinruuk's Hound
Space: 10'/5'
Sp Qual: SR 20
Skills: Listen +8, Spot +8, Survival +3
Ioun Beholder
Space: 1'/0'
Sp Qual: DR 10/Adamantine
Skills: Search +14, Spot +14, U.Magic Device +10, Knw (Arcana) +9
Feats: Add Wpn Focus (Ray)
Iron Dragon
Sp Qual: DR 10/Adamantine
Kadum's Leviathan
Init: +1 (-3 Dex, +4 Imp Initiative)
Att: tail +24 melee
Space: 50'/20'
Saves: Fort +15, Ref +12, Will +23
Skills: Survival +12, Swim +32, Listen +12, Spot +12
Feats: Power Attack, Multiattack, Cleave, Gt Cleave, Imp Bull Rush, Snatch, Imp Overrun, Awesome Blow, Lt Reflexes, Gt Fortitude, Blind-Fight, Imp initiative, Imp Sunder, Skill Focus (swim)
CR: 17
Keel Crusher
Type: Magical Beast (Aquatic)
Initiative: +2 (-2 Dex, +4 Imp Int)
Att: Bite +25 melee
Dam: Bite 2d8+18, 19-20/x2
Space: 20'/15'
Skills: Survival +6, Swim +21, Listen +6, Spot +6
Feats: Pow Attack, Imp Sunder, Imp Crit, Wpn Focus (bite), Imp Initiative, Blind-Fight
Leeching Willow
Initiative: +4 (+4 Imp Init)
Att: Branch +12 melee
Space: 15'/15'
Sp Qual: Replace 'Half Damage from Piercing' with DR 10/Slashing or Bludgeoning
Saves: Will +5
Skills: Spot +8, Listen +9
Feats: Alertness, Wpn Focus (branch). Iron Will
Legion of One
Space: 15'/15'
Skills: Climb +28, Listen +16, Mv Silent +16, Spot +16
Lightning Hawk
Att: 2 talons +4 melee
Saves: Will +0
Skills: Spot +4
Feats: Add Wpn Finesse as a bonus feat.
Lurker Below
Skills: Hide +5, Spot +3, Swim +8
Mirror Fiend
Type: Add Extraplanar, Shapechanger
Sp Qual: DR 10/Magic
Skills: Bluff +14, Concentration +16, Disguise +14, Hide +15, Jump +17, Knw (arcana) +15, Listen +15, Mv Silent +15, Search +15, Spot +15
Feats: Add Spring Attack
Mist Reaper
Type: Add Incorporeal
HD: 6d12+3 (42 hp); delete manifest reference
AC: 10 (-1 Dex, +1 Deflection);
Attacks: Add (When Manifested) to end
SQ: DR 10/Magic
Saves: Fort +2, Ref +3, Will +8
Abilities: Delete (18) after Con -
Skills: Intimidate +7, Spot +12, Survival +12, Listen +12
Feats: Add Lt Reflexes
Moon Giant
Type: Add Extraplanar
Att: ;boulder +18/+13/+8/+3 ranged
Space: 15'/15'
Skills: Spot +25, Listen +25, Concentration +27, Perform (poetry, ballad, eulogy, lamentation) +24, Knw (moon, planes) +24, Spellcraft +24, Jump +37
Feats: Add Cleave, Gt Cleave, & Imp Overrun
Naga, Crown
Attack: 2 bites +9 melee
Space: 10'/10'
Skills: Concentration +6, Hide +6, Listen +8, M Silent +4, Sense Motive +12, Spot +8
Feats: Remove Spring Attack; Make Alertness a Bonus Feat
Combat: Poison DC should be 18 (10 + Con Mod +1/2 HD); Tense Body should provide DR 15/magic.
Naga, Crown, Newborn
Saves: Reflex +4
Skills: Hide +14, Listen +0, M Silent +6, Spot +0
Feats: Alertness (bonus), Improved Initiative
Naga, Crown, Young
Skills: Concentration +9, Hide +10, Listen +5, M Silent +10, Spot +6
Feats: Alertness (bonus), Dodge, Imp Initiative
Combat: Tense Body: DR 10/magic
Naga, Hollow
Int: +2 Dex
Space: 10'/10'
Skills: Concentration +13, Hide +13, Listen +8, Spellcraft +8, Spot +14
Feats: Remove Imp Initiative
Night-Touched Controller
Type: Add Extraplanar
Skills: Knw (planes, religion) +16, Spellcraft +16, Search +16, Hide +13, Concentration +15, Listen +18, M Silent +13, Spot +18
Feats: Alertness, Combat Casting, Leadership
Combat: Replace Scry Skills References with Will Save DC 10 +HD of Target & Ressit Control Attempt with Will save DC 18 (10 +1/2 HD + Cha Mod).
Night-Touched Hound
Type Add Extraplanar
Skills: Hide +6, Listen +5, M Silent +7, Spot +7, Survival +8
Feats: Imp Initiative, Track
Pestilite
Attack: 4 Claws +6 melee, Sting +1 melee, Bite +1 melee
Damage: claw 1d3 -1, sting 1d6-1, bite 1d4-1
SQ: Wild Empathy (vermin)
Skills: Craft (alchemy) +7, Climb +6, Hide +14, M Silent +12
Feats: Flyby Attack, Wpn Finesse
ECL: +3 (Druid)
Combat: Wild Empathy (Ex): As per Druid (level = Pests HD) ability, but only affects Vermin (+5 to roll).
Pilfer Sprite
Speed: Fly 40' (Good)
SQ: SR 15, DR 5/Cold Iron
Skills: Hide +17, Knw (Arcana) +5, M Silent +9, Search +5, Spellcraft +5, Spot +4, Survival +4
Piscean, Black
Space: 10'/10'
Skills: Bluff +11, Concentration +10, Diplomacy +11, Intimidate +11, Listen +10, M Silent +7, Search +9, S Motive +9, Spellcraft +9, Spot +9
Feats: Combat Casting, Craft Rod, Empower Spell, Combat Expertise
Piscean, Green
Space: 10'/10'
Skills: Intimidate +8, Listen +9, Spot +9
Piscean, Red
Attacks: ; or harpoon +19(24)/+14(19)/+9(14) melee; or harpoon +8/+3/-2 ranged
Space: 15'/15'
Saves: Will +6
Skills: Intimidate +6, Listen +5, Spot +5
Feats: Add Quick Draw, Iron Will
Preychaser
Skills: Hide +2, Jump +10, Listen +2, MS +2, Spot +2,
Feats: Endurance, Run, Spring Attack (bonus)
Quicksilver Stalker
Initiative: +5 Dex
SQ: DR 5/magic
Skills: Climb +8, Jump +12, Listen +6, Spot +6
Feats: Combat Reflexes (Bonus), Dodge (Bonus), Mobility, Spring Attack, Wpn Finesse, Wpn Focus (Claw) (Bonus)
Ratman, Daywalker
Skills: Climb +10, Hide +6, Jump +10, MS +5, Spot +3, Survival +3
Feats: Remove Spirited Charge
ECL: +2 (Ranger)
Ratman, Stalker
Skills: Bluff +6, Climb +8, Handle Animal +12, Hide +8, Jump +5, MS +8, Spot +5, Survival +5
Feats: Track (Bonus), Exotic Wpn Prof (Hand Crossbow)
ECL: +2 (Ranger)
Combat: Skills: +6 Racial Bonus to Handle Animal; Receives 6 Skill Points per racial HD, rather than 2.
Ratman, White Wraith
Skills: Balance +3, Climb +11, Intimidate +0, Jump +3, Spot +1
Feats: Run
ECL: +2 (Sorcerer)
Razorfin Dolphin
Type: Add Aquatic
SQ: Delete Skills Reference
Skills: Listen +5, Spot +6
Feats: Multiattack, Alertness
Sagon
Attack: ; bite -1 melee
Skills: Listen +1, Spot +1, Hide +4, MS +4
ECL: +2 (Rogue)
Sand Mummy
Attack: Grasp +5 melee
SQ: DR 5/magic
Skills: Spot +6, Survival +7, MS +5, Hide +6
Feats: Add Wpn Focus (unarmed strike)
Sand Wyvern
Speed: 10'
Space: 10'/10'
Skills: Listen +0, Spot +7
Scar Twin
Damage: ; or claw 1d6+2
Skills: Hide +13, Listen +10, MS +13, Search +12, Spot +10
Feats: Remove Ambidexterity, Make Dodge a bonus feat
Seeker's Bane
Saves: Ref +3, Will +3
Skills: Concentration +6, Bluff +8, Intimidate +8, Listen +6, Search +8, Spot +6
Feats: Persuasive, Lt Reflex
Shackledeath
Type: Add Extraplanar
Attack: 2 Claws +10 melee, 4 shackles +8 melee
Space: 10'/10'
SQ: DR 10/good
Skills: Concentration +11, Esc Art +12, Knw (arcana, law) +12, Listen +12, MS +12, Search +12, S Motive +12, Spot +12, Survival +12, Hide +8
Feats: Add Multiattack
Shadow Lord
Skills: Disguise +11, Hide +10, Knw (religion) +9, Listen +9, Spot +9
Shadowcat
Attacks: Bite +4 melee, 2 claws +2 melee
Skills: Balance +7*, Climb +5*, Listen +5*, M Silent +7*, Spot +2, Survival +5*
Feats: Add Multiattack
Shadowraven
Type: Diminutive Outsider (extraplanar)
Space: 1' by 1'/0'
Skills: Appraise: +4, G Info +5, Hide +21, Listen +5, M Silent +9, Spot +5, S Motive +5, Search +4
Feats: Flyby Attack, Weapon Finesse (Bonus)
Shard Spider
Initiative: +5 (+1 Dex, +4 Imp Init)
Attack: Bite +9 melee, 2 claws +7 melee
SQ: DR 5/Adamantine
Saves: Will +3
Skills: Spot +4, Hide +0/+10*, Jump +15/+25*
Shockbat
Type: Large Magical Beast
Attack: Bite +9 melee; electrical attack +9 touch; sonic attack +9 ranged touch
Space: 10'/5'
Saves: Will -1
Skills: Listen +5*, M Silent +9, Spot +5*
Feats: Add Weapon Finesse
Siege Undead, Boneman
Initiative: +3 (-1 Dex, +4 Imp Init)
AC: 16 (-1 Dex, +1 Nat, +2 Hvy Wood Shield, +4 Scale Mail)
Attack: Sword +1 Melee
Skills: Listen +2, Spot +3
Siege Undead, Meatman
AC: 16 (+2 Nat, +4 Scale Mail)
Saves: Fort +1, Will +1
Siege Undead, Sandman
(no change)
Skein
Attack: Razor Webs +13 ranged touch; or 2 claws +11 melee
Saves: Fort +5, Will +7
Skills: Balance +10, Climb +16, Hide +16, Jump +4, Listen +9, M Silent +11, Spot +9
Skeletal Host
HD: 7d10+20 (58 hp)/+15 (skin) (73 hp)
AC: 21 (+11 natural) (+Skin's Natural AC)
Att: 2 Internal Weapons +9 melee, and chest +7 melee
Dam: IW 1d8+4, Chest 1d8+2
SQ: DR 10/adamantine*, fast healing 1 (skin only)*
Skills: Disable Device +6, Disguise +11*, Listen +5, Open Lock +5, Spot +5,
Feats: Cleave, Power Attack, Multiattack
Combat
Absorb Metal: Change the last sentence to read "If the save is successful, the wielder is disarmed."
Skinsteal (Su): Change the last sentence to read "Once the Skeletal Host's skin is destroyed, it no longer benefits from it's Damage Reduction.
Fast Healing 1* (Ex): Add * to match * Fast Healing Note in Stat Block.
Skills: (Not figured in above).
Skin Weaver
Type: Add Extraplanar subtype
Skills: Craft (leatherworking) +5, Hide +5, Listen +4, Spot +4, MS +5, Intimidate +6, Survival +4, Jump +6
CR: 1 or 1+ (see 'combat')
Alignment: Always CE
ECL: +3 (Fighter)
Skiver
Type: Add Extraplanar subtype
Att: Tail +8 melee, 2 whips +6 melee; or slam +8 melee
Dam: Tail 1d8+5, Whip 1d6+3; or slam 1d10+7
Face/Reach: 10'/5' (10' with whip)
SQ: DR 5/Good
Skills: Hide +3, Listen +6, Spot +6, MS +7
Combat
Mesmerize (Su): The DC is Wisdom Based.
Skull King
Skills: Bluff +8, Con +13, Diplomacy +8, Intimidate +13, Know (nobility) +13, Listen +14, Search +17, Sense Motive +13, Spot +17
Feats: Make Alertness a bonus feat, remove Leadership.
Skullworm
Skills: Hide +14, Spot +2
Combat
Change last sentence to read "A Spot check, vs the Skullworm's Hide check is required to notice…"
Mind Control (Su): The Fortitude save is DC 10 and is Con based. The Sense Motive Check others may make is opposed by a Skullworm's Bluff Check, the Skullworm has a total of a +10 for this skill check (only).
Slarecian Gatekeeper
Type: Add Native Subtype
Init: +1 (-3 Dex, +4 Imp Init)
Dam: Club 4d10+12
Space: 15'/15'
Saves: Ref +11
Skills: Con +28, Listen +30, Use Mag Dev +28, Knw (arcana) +25, Sense Motive +30, Know (geography) +25, Knw (the planes ) +25, Spot +30, Spellcraft +27
Feats: Skill Focus (Knw planes & geography), Abil Focus (Elec. Field), Imp Init, Lt Reflex, Power Attack, Cleave
Combat
Forcewall (Su): change 'similar' to 'as'
Electrical Field (Su): Save DC is 29 and it is Wis based.
Immunities (Su): Add ', unless affects objects as well.'
Slarecian Shadowspawn
Type: Add Native subtype
Att: 2 Incorporeal Claws +6 melee
Dam: Incorporeal Claw 2d4
Skills: Knw (architecture) +10, Intimidate +9, UMD +9, Knw (dungeonering) +10, Knw (history) +10, Search +10, Appraise +10, Hide +9, Knw (art) + 10, Listen +9, Spot +9, Craft (shadows) +10
Combat
Pass Through (Su): Save DC is 14 & is Cha based.
Death Shriek (Su): Save DC's should be: 10' DC 12; 30' DC 10; 100' DC 8. The DC is Con Based
Shadowbind (Su): DC is Cha Based
Incorporeal: Refer to 3.5 Incorporeal subtype; (delete '+1 or better').
Slarecian Worm
Type: Add Native subtype
Att: Bite +10 melee (when corporeal); Spines +10 melee (when corporeal); or feeding ray +10 ranged touch
Dam: Bite 1d4-4; Spines 1d6-4
Space: 2'/0'
Skills: Bluff +11, Knw (planes, religion) +8, Hide +19, Listen +15, Spot +15
Feats: Add Weapon Finesse
Combat
All Special Attacks are Cha based.
Voice (Ex): Delete this ability.
Slime Reaver
Type: Add Amphibian subtype
Skills: Hide +13, Jump +11, Listen +6, Spot +6
Feats: Make Spring Attack a Bonus Feat, add Alertness
ECL: +2
Combat:
Leap (Ex): Delete the rest of the description starting with "Reavers are considered to…"
Soul Guardian
Type: Add Extraplanar subtype
Att: By weapon +11/+6 melee (longsword)
Dam: By weapon +3 (longsword 1d8+3/19-20)
Skills: Survival +13, Search +13, Diplomacy +16, Listen +13, Sense Motive +13, Spot +13, Knw (religion) +13, Heal +13, Knw (planes )+13, Concen +13
Spectral Plant (no change)
Spined Lizard
Type: Change to Animal
HD: 4d8+12 (30 hp)
Skills: Mv Silent +5, Spot +3
Feats: Endurance, Diehard
Combat
Defensive Spines (Ex): DC is Dex Based
Tail Lash (Ex): DC Str Based
Stench Toad
Type: Large Outsider (Evil, Extraplanar)
Speed: , Swim 20'
Att: 3 Bites +8 melee; or 3 tongues +4 ranged touch
Dam: Bite 1d8+5, tonuge (see below); or 1d10 digestion
Space: 10'/5' (30' with tongues)
Combat
Tongues (Ex): Replace existing text with Improved Grab special ability, 30' range, and +13 on opposed grapple check. For purpose of the Sunder ability the tongue has Hardness 0 & 10 hp.
Stench Breath (Ex): DC is Con based
Stench (Ex): DC is Con based
Stone Zombie
HD: 2d10+23 (34 hp)
SQ: DR 8/-, Single Actions only,
Feats: Toughness is a Bonus Feat
Combat
Single Actions Only (Ex): The Stone Zombie may not take any Full Round Actions. He may only take a Single Standard, Move, or Move Equivalent each round.
Hardness (Ex): Zombie has DR 8/-
Stormchild
Type: Add Native Subtype
Speed: , fly 20' (perfect) (at 5+HD)
SQ: Blindsight 60'
Skills: Climb +3, Hide +7, Listen +5, MS +3, Sense Motive +5, Spot +5, Tumble +3, Concen +5
Feats: Delete Alertness; Make Whirlwind Attack a Bonus Feat
ECL: +3
Sundered Mage
Saves: Will +6/+4*
Skills: Concen +16, Knw (arcana) +13, Spellcraft +15, Spot +11
Sundered Woman
Saves: Will +5
Skills: Climb +10, Hide +14, Esc Art +14, Listen +7, Mv Silent +14, Spot +7, Survival +7, Balance +14
Feats: Add Iron Will; Weapon Finesse no longer needs apply to a specific weapon.
Monster Empahty (Ex): Replace all instances of "Animal Empathy Skill" with Wild Empathy Ability. Sundered Women have a +8 to the roll.
Surged Giant
Type: Huge Giant
Space: 15'/15'
SQ: DR 5/Piercing or Slashing
Skills: Jump +17, Listen +2, Spot +3
Feats: Add Imp Bull Rush
Sutak
Skills: Listen +2, Mv Silent +3, Spot +2, Survival +2
ECL: +1
Swamp Fisher
Space: 10'/10'
SA: Entangling Tendrils (+12 Grapple check), Improved Grab
Skills: Hide +19
Feats: Imp Init, Skill Focus (hide)
Entangling Tendrils (Ex): The Swamp Fisher deploys its tendrils in a floating net with a diameter equal to 5' plus 5' per HD. If a victim enters this space make opposed grapple checks (+12 modifier) and pulls the victim underwater. (See DMG Drowning Rules). The tendrils have 0 hardness and 10 hp for sunder attempts.
Skills: +8 Racial bonus to Hide checks in Marshy terrain (Included Above)
Swap Tyrant, Mite
Type: Add Swarm subtype
HD: 5d8 (22 hp)
Att: Swarm (1d6)
Space: 10'/0'
SA: Swarm Traits
SQ: Swarm Traits
Saves: Fort +1, Ref +1, Will +4
Abilities: Int 0
Organization: Swarm (1d10)
CR 2
Combat
Refer to Swarm traits in the MM.
Swamp Tyrant, Swampling
Type: Large Aberration
Att: Bite +7 melee (2d4+4)
Space: 10'/5'
Skills: Listen +6, Spot +7
Feats: Add Weapon Focus (bite), Power Attack
Advancement: 7-9 HD (large), 10-11 HD (huge)
Swamp Tyrant, Swamp Tyrant
Type: Gargantuan Aberration
Grapple: +28
Att: Bite +13 melee (2d8+7), 4 tentacles +10 melee (2d4+3)
Skills: Hide +7, Listen +7, Spot +7
Feats: Add Weapon Focus (bite)
Skills: Tyrants have a +16 Racial Bonus to Hide Checks in Marsh Terrain (included above).
Abyssal Lamprey:
Type: Add Native Subtype.
Hit Dice becomes 3d8+3 (16 hp)
Skills: Concentration:+6, Hide +11, Listen +10, Know (blood sea) +9, Spot +10, Swim +16, Mv Silent +7, Handle Animal +8, Survival +8, Know (planes) +9, Know (nature) +11
Feats: Add Alertness
Climate: Any Aquatic (Blood Sea)
Acid Shambler:
Hit Dice: 2d12+3 (16 hp)
Skills: Hide +5, Mv Silent +5
Saves: Will -1
Feats: Add Toughness
Arcane Devourer:
Type: Add Native Subtype
Special Qualities: DR 10/magic
Skills: Concentration +28, Hide +9, Know (arcana) +20, Listen +9, Mv Silent +9, Spellcraft +21, Spot +9, Use Magic Device +9, Decipher Script +10
Feats: Add Cleave
Arcane Symbiote:
AC: 14 (+4 size)
Face/Reach: 1'/0'
Skills: Heal +8 (host only), Hide +16, Survival +7, Listen +7, Spellcraft +9
Feats: Spell Mastery becomes a Bonus Feat.
Combat: Add Skills: Gets a +8 racial bonus on Heal Checks (host only).
Arch Lurker:
Type: Delete (Long)
Attacks: Grapple +17
Face/Reach: 10'/10'
Skills: Balance+9, Hide +6, Jump +13, Listen +9, Move Silent +10, Spot +10
Feats: Add Alertness
CR: Change to 7.
Assassin's Bane:
Skills: Move Silent +6, Spot +2
Athentia the Great Sphinx
Initiative: +0
Face/Reach: 20'/15'
Saves: Fort +22, Ref +11, Will +32
Skills: Alchemy +27, Appraise +27, Balance +13, Bluff +26, Climb +24, Concentration +26, Decipher Script +27, Diplomacy +26, Gather Info +26, Hide +1, Intimidate +26, Jump +33, Know (all) +27, Listen +29, Mv Silent +13, Perform (oratory) +26, Search +27, Sense Motive +29, Spellcraft +27, Spot +29, Swim +24, Survival +29
Feats: Delete Alertness, Grt Fort, Imp Init
Advancement: By Character Class (Sorcerer)
Skills: Athentia treats All Knowledge (subtype) skills as a single skill Knowledge (all) as shown in her Stat block.
Bane Cloud
Type: Add Native Subtype
Face/Reach: 5'/5'
Skills: Hide +3, Listen +4, Spot +4,
Feats: Add Wpn Focus (Buffet)
Bitter Tree
Type: Delete (Tall)
Face/Reach: 15'/15'
Saves: Ref +5
Skills: Listen +19, Spellcraft +18, Concentration +22
Feats: Add Extend Spell, Spell Penetration, Light Reflexes, Power Attack, Combat Casting
CR: 11
Blade Beast
Attacks: Bite +8 Melee
Face/Reach: 10'/5'
Skills: Listen +5, Mv Silent +3, Spot +4
Feats: Add Wpn Focus (bite)
Blood Barnacles
No Change
Blood Crone
Speed: 40'
Face/Reach: 10'/10'
Spec Qual: Damage Reduction: 10/Magic
Saves: Will +19
Skills: Hide +16, Concentration +19, Listen +23, Mv Silent +20, Sense Motive +23, Spellcraft +26, Spot +23, Know (arcana) +24
Feats: Add Empower Spell, Widen Spell
Climate: Any Forest (Hornsaw Forest)
Advancement: By Character Class
Blood Maiden
BAB: Grapple +2
Skills: Bluff +5, Listen +5, Spot +5
Climate: Add (Blood Sea)
CR: 1
Blood Moth
Fine Vermin (Swarm)
Hit Dice: 5d8 (22)
Attack: Swarm (1d6+Blood Drain)
Face Reach: 10'/0'
Saves: Fort +4, Ref +3, Will +1
Skills: Hide +18, Listen +0, Spot +0
CR 4
Advancement: None
Blood Reaper
Face/Reach: 10'/10'
Skills: Hide +14, Listen +10, Spot +10, Survival +11
Combat: Replace Blood Loss (Ex) Text with: If all 4 of a reaper's attacks strike the same target, the victim is considered wounded and takes 1 point of Con damage. Further successful quad hits do an additional point of Con damage.
Blood Sea Jellyfish
Skills: Listen +0
Alignment: Always Neutral
Blood Sprite
Hit Dice: 2d6 (7 hp)
BAB/Grapple: Grapple -4
Attack: Bite +0 melee or dagger +0 melee
Damage: Bite 1 pt + paralysis; dagger 1d4-2
Skills: Bluff +6, Climb +3, Hide +3, Listen +5, Search +5, Spot +5, Mv Silent +5
Blood Zombie
Feats: Toughness becomes a Bonus Feat
Climate: Any Aquatic (Blood Sea)
Bloodfly
Grapple: -7
Attacks: Stinger +1 melee & 2 claws -4 melee
Damage: Stinger 1d3-1, Claw 1d2-1
Skills: Hide +12, Mv Silent +4
Alignment: Always Neutral
Bloodman
Type: Add Shapechanger subtype
AC: 17 (-1 Dex, +8 Nat)
Attacks: 2 touch +3 melee
Skills: Hide -1, Listen -2, Mv Silent +7, Spot -2
Feats: Alertness, Weapon Focus (touch)
Bonewing
Face/Reach: 10'/10'
Skills: Listen +10, Spot +10
Advancement: Should start at 9 HD, not 10
Burned Ones
Type: Add Fire Subtype
Spec Qualities: DR 10/Magic
Skills: Listen +3, Spot +3, Climb +7, Hide +6, Intimidate +6, Mv Silent +6
Feats: Add Wpn Focus (claw) & Power Attack.
Carnival Krewe, Bone Bosun
Speed: 30'
Attacks: Small Scimitar +0 Melee or 2 fists +0 Melee
Skills: Balance +3, Swim +0
Carnival Krewe, Heron Priest
Skills: Bluff +5, Concentration +3, Diplomacy +6, Disguise +5, Know (Blood Sea) +3, Spellcraft +3
Feats: Combat Casting, Spell Penetration.
Climate: Any (Blood Bayou)
Carnival of Shadows, Dark Harlequin
AC: 18 (+3 Nat, +4 Dex)
Attacks: MW Rapier +8
Saves: Ref +8
Abilities: Dex 18
Skills: Balance +8, Diplomacy +7, Jump +7, Listen +0, Spot +0, Tumble +8
Feats: Add Weapon Finesse
Climate: Any Land (Blood Sea)
ECL: +4
Advancement: By Character Class (Bard)
Carnival of Shadows, Shadowjester
Skills: Balance +1, Climb +0, Hide +7, Listen +1, Mv Silent +4, Spot +1, Tumble +1
ECL: +2
Advancement: By Character Class (Rogue)
Carnivorous Tree
Speed: 5'
Grapple: +30
Attacks: Slam +22 Melee
Damage: Slam (2d6+10), plus grapple
Face/Reach: 15'/15'
Special Attacks: Add Improved Grab
Saves: Ref +3
CR: 9
Combat: Improved Grab: If a Carn Tree hits with a slam attack, it may start a grapple as a free action. If successful, nest round it pushes its foe into itself, where it is subject to the Crushing & Acid Special Attacks.
Carrion Hound
Type: Magical Beast
BAB/Grapple: +5/+12
Attack: Bite +8 Melee & 2 claws +3 melee
Face/Reach: 10'/5'
Skills: Climb +8, Listen +2, Spot +2
Chaos Globe
HD: 8d10+30 (74 hp)
Speed: Fly 30' (perfect)
Special Qualities: DR 10/magic
Advancement: 9-15 HD (Large)
Chern's Children
Type: Diminutive Vermin (Swarm)
AC: 16 (+4 size, -1 Dex, +3 nat)
Attacks: Swarm (3d6)
Damage: Swarm (3d6)
Face/Reach: 10'/0'
Saves: Ref +3
Climate: Any Land
Organization: 2-5
Advancement: None
Combat: Delete the Swarm (Ex) Special Attacks; it now is a 3.5 Swarm Subtype.
Cloudsting
Face/Reach: 15'/10' (100' w/ tentacles)
Attacks: 8 Tentacles +8 melee
Skills: Hide +9, Mv Silent +5, Spot +3, Listen +3
Feats: Flyby Attack, Hover, Snatch, Weapon Focus (tentacle)
Corpse Whisperer
Attack: 2 Claws +9 melee
Skills: Hide +9, Know (any 2) +12, Listen +11, Mv Silent +9, Spot +11
Feats: Add Wpn Focus (claw)
Daemon, Grisly Minstrel
Type: Add Extraplanar subtype
Face Reach: 10'/10'
Spec Qual: DR 5/Good, SR 16
Skills: Climb +12, Concentration +9, Jump +22, Listen +7, Mv Silent +10, Perform (song) +11, Sense Motive +7, Spot +7
Climate: Any Land & Underground (Lower Planes)
Combat: Under the Jumping (Ex) special ability, add 'receives +10 racial bonus on Jump checks'.
Daemon, Moon
Type: Add Shapechanger, Extraplanar subtypes
Face/Reach: 10'/10'
Spec Qual: Damage Reduction 10/Good & Silver, SR 20
Skills: Know (nature) +18, S Motive +17, Bluff +19, Concen +18, Disguise +19, Esc Art +17, Hide +13, Listen +17, Spot +17, Survival +17, Mv Silent +17
Feats: Add Dodge, Spring Attack
Climate: Any Land (Lower Planes)
Daemon, Plague Angel
Type: Add Extraplanar
Attacks: 2 Wing Slaps +9 melee; or 2 claws +9 melee
Sp Qual: DR 10/Good
Skills: Add Balance +15, Disguise +10, Tumble +13
Feats: Add Spring Attack
Climate: Any Land (Lower Planes)
Danashee
Sp Qual: Add Wild Empathy (as the Druid Ability)
Skills: Craft (any) +8, Know (nature) +8, Esc Art +6, Hide +6, Listen +10, Mv Silent +6, S Motive +8, Spot +10, Survival +8
Feats: Delete Dodge, make Alertness a Bonus Feat
Dark Womb
Face/Reach: 10'/5'
Skills: Bluff +11, Concen +20, Intimidate +12, Spellcraft +15, Spot +15
Darkling Sentinel
Type: Add Extraplanar subtype
Attacks: ; by weapon +9/+4 ranged
Spec Qual: SR 17
Skills: Listen +12, Knw (dungeon) +12, Hide +12, S Motive +14, Knw (archtect) +12, Mv Silent +12, Spot +14, Search +12
Feats: Delete Combat Reflexes; Add Cleave, Great Cleave, Improved Sunder
Climate Terrain: Any land & Underground (Astral Plane)
Demon, Abyssal Larva
Type: Add Extraplanar subtype
Speed: 30', Climb 20'
Spec Qual: DR 5/Good & Silver
Skills: Climb +14, Knw (planes) +6, Hide +11, Listen +8, Mv Silent +7, Spot +8, Search +6, Survival +6
Feats: Add Alertness
Climate: Any Land (The Abyss)
Demon, Blade
Type: Add Extraplanar Subtype
Speed: 40', fly 70' (poor)
Attack: Change 2 scythehands to +15 (special) melee
Sp Qual: DR 10/Good, SR 20, Fighter Prowess
Skills: Jump +20, Knw (Arcana) +11, Bluff +12, Intimidate +12, Search +12, Listen +12, Spot +12
Feats: Add Greater Wpn Focus (Scythehands)
Climate: Any (Abyss)
Combat: Fighter Prowess (Ex): Each of a Blade Demon's Outsider Hit Die counts as a level of Fighter for the purposes of determining Feat Prerequisites.
Demon, Blood Horror
Type: Add Extraplanar
Spec Qual: DR 10/Good; SR 21
Skills: Knw (planes) +14, Mv Silent +11, Concentr +13, Hide +11, Listen +15, Search +14, S Motive +15, Spellcraft +14, Spot +15, Survival +15, Knw (religion) +14
Climate: Any Land & Underground (Abyss)
Demon, Leonine
Type: Add Extraplanar
Speed: 40'
Attacks: or 2 battleaxes +12/+12/+6 melee
Damage: Battleaxe 1d8+2
Spec Qual: DR 10/Good; 2-Axe Style
Skills: Balance +8, Climb +9, Hide +10, Intimidate +11, Listen +9, M Sil +12, Spot +9, Survival +9
Feats: Make Track a Bonus Feat
Climate: Any Land & Underground (Abyss)
Combat: 2-Axe Style: When Wielding 2 Battle Axes, the Leonine takes no attack penalties for fighting with 2 weapons.
Demon, Locust
Type: Add Extraplanar
Spec Attacks: Add Imp Grab
Sp Qual: DR 10/Good, SR 17
Skills: Balance +13, Concentra +17, Hide +6, Knw (planes) +13, Listen +16, Search +13, Spot +16, Mv Sil +13
Climate: Any Land & Underground (Abyss)
Deryth (Disjoined)
Skills: Climb +8, Hide +5, Mv Sil +1, Spot +2
Deryth (Joined)
Hit Dice: 5d8+15 (37 hp)
Speed: 30'
Skills: Bluff +7, Concent +11, S Motive +4, Spellcraft +9
Advancement: By Character Class (Sor)
Despair
Type: Add Native
Sp Qual: DR 10/Good; SR 20
Skills: Knw (planes) +14, Knw (religion) +14, Bluff +17, Concentration +13, Diplomacy +18, Hide +16, Intimidate +19, Listen +12, Mv Silent +16, Search +14, Sense Motive +15, Spot +12
Feats: Add Skill Focus (Sense Motive)
Devil, Heartclutch
Type: Add Extraplanar
Attacks: Bite +11 melee and 2 claws +6 melee
Sp Qual: DR 5/Silver & Good
Skills: Bluff +6, Esc Artist +12, Hide +16, Intimidate +6, Listen +7, S Motive +7, Spot +7
Feats: Weapon Finesse (bite): Delete (bite) as Wpn Finesse no longer needs to refer to a single weapon
Climate: Any Land & Underground (Hell)
Devil, Iron
Type: Add Extraplanar
HD: 12d8+72 (126 hp)
Face/Reach: 10'/10'
Sp Qual: DR 10/Good
Skills: Concentration +21, Craft (weapons) +16, Profession (torturer) +17, Climb +22, Intimidate +17, Jump +22, Listen +17, Spot +17, Knw (planes) +16
Feats: Add Imp Bull Rush
Climate: Any land & underground (Hell)
Dragon, Slarecian
Change all DR to DR X/Magic
Dream Folk
Type: Add Extraplanar
Skills: Bluff +13, Diplomacy +17, Listen +12, S Motive +10, Spot +12, Intimidate +13, Disguise +13, Knw (dreams) +12, Hide +13, M Silent +13, Gather Info +13
Feats: Add Mobility
Climate: Any Land (Astral Plane)
Dreamwrack
Type: Add Extraplanar
Initiative: +7 (+3 Dex, +4 Imp Initiative)
Attacks: Touch +4
Damage: Special
Sp Qual: DR 10/Magic
Skills: Survival +8, Knw (dreams) +5, Hide +10, Mv Silent +10, Listen +8, Spot +8
Feats: Imp Initiative, Track
Climate: Any (Dream Realm)
Dreamwraith
Type: Add Extraplanar
Attack: Incorporeal Touch +11 melee
Skills: Disguise +14, Knw (planes) +11, Bluff +14, Hide +10, Knw (Dreams) +11, Listen +15, Search +14, S Motive +13, Spot +15, Diplomacy +18, Intimidate +16
Feats: Add Weapon Focus (Touch)
Climate: Any land & underground (Dream Realm)
Elder Larva
Type: Add native
Speed: 20'
Face/Reach: 20'/10'
Sp Qual: DR 10/Good
Saves: Ref +7
Skills: Concentration +18, Knw (planes) +12, Listen +13, Spellcraft +14, Spot +13, Knw (arcana) +12, Search +12
Feats: Add Lightning Reflexes, Great Cleave
Face Stealer
Attack: 2 Claws +5 melee
Skills: Bluff +5, Disguise +12*, Listen +3, Spot +3
Feats: Add Weapon Focus (claw)
Filcher
Type: Small Humanoid (Lemuroid)
Speed 20', climb 20'
Attacks: bite -1 melee
Sp Qual: DV 60'
Saves: Will -1
Skills: Hide +8, Mv Silent +4, Sleight Hand +4, Tumble +4, Climb +6
ECL: +2
Advancement: By Character Class (Rogue)
Flailing Dreadnought
Face: 20'/15'
Attack: Bite +19 Melee
Damage: Bite 2d8+12/19-20; x2
Saves: Ref +8
Skills: Survival +9, Listen +9
Feats: Add Improved Crit (bite), Wpn Focus (bite), Lightning Reflexes
Flayed Giant
Attack: Huge Trident +15/10 melee; Trident +8/3 ranged
Damage: Huge trident 2d6+9/x3
Face: 10'/10'
Spec Qual: Delete Rock Catching
Skills: Listen +4, Mv Silent +3, Spot +4, Swim +18
Feats: Add Great Cleave, Wpn Focus (trident)
Flesh Strippers
Type: Diminutive Animal (Swarm)
HD: 10d8+13 (58)
Attack/Damage: Swarm (2d6 + poison)
Special Qualities: Swarm Subtype
Face/Reach: 10'/0'
Saves: Fort +8, Ref +8, Will +3
Skills: Mv Silent +17, Spot +2, Listen +2
Feats: Skill Focus (Mv Silent), Alertness, Toughness
Organization: Swarms (2-5)
CR: 5
Advancement: None
Combat: Under Poison, Change the save DC to 16; Saves DC is Con Based.
Forest Walker
Type: Huge Giant (Shapechanger)
Attack: ; Huge Greatclub +15/+10 melee
Face/Reach: 15'/15'
Spec Qual: DR 10/Cold Iron, Wild Empathy; Druidic Skills
Skills: Intimidate +15, Listen +19, Mv Silent +16, Spot +19, Survival +15
Feats: Add Gt Cleave & Wpn Focus (Greatclub)
Combat: Add Wild Empathy (Ex): As per Druid of Forest Walker's HD; Druidic Skills: Forest Walkers are attuned to nature & gain 4 skill points/HD, rather than 2.
Gallows Eye
Speed: Climb 40',
Skills: Concentration +11, Hide +10, Knw (Arcana)+9, Listen +12, Mv Silent +10, Spellcraft +10, Spot +20*
Gallows Vine
Face/Reach: 10'/10'
Gauntling
Face/Reach: 10'/10'
Skills: Intimidate +3, Listen +5, Mv Silent +5, Spot +5
Gaurak Troll
Attacks: rock +6 ranged
Space/Reach: 10'/10'
Special Attacks: Delete Armor Damage
Saves: Reflex +5
Skills: Listen +6, Spot +7
Feats: Add Imp Sunder, Cleave, Gt Cleave, Lt Reflexes
Golem, Crystal
HD: 12d10+30 (96 hp)
Face/Reach: 10'/10'
Spec Qual: DR 10/Adamantine
Advance: 13-21 HD
Golem, Quicksilver
HD: 10d10+20 (75 hp)
AC: 27 (+4 Dex, +1 Haste, +12 nat)
Spec Qual: DR 15/Adamantine
Saves: Fort +3, Ref +8, Will +5
Feats: Improved Initiative becomes a Bonus Feat
Combat: Speed (Su): Creature is under permanent Haste Spell; refer to the changes of that spell in the 3.5 PHB.
Golem, Serpent
HD: 10d10+20 (75 hp)
Spec Qual: DR 10/Adamantine
Golem, Sword
Type: Delete Golem Subtype (doesn't exist)
HD: 10d10+30 (85hp)
Space/Reach: 10'/10'
Spec Qual: DR 10/Adamantine
Advance: 11-15HD
Golem, Tar
HD: 4d10+30 (52 hp)
Space/Rch: 10'/10'
Sp Qual: DR 15/Adamantine
Golem, Venom
HD: 2d10+20 (31hp)
Attacks: , 2 claws -3 melee
Sp Qual: 5/Adamantine
Grotesque
Skills: Swim +8
Feats: Toughness becomes a Bonus Feat
Combat: Taint Power (Su): Make the Following Changes on the 1d10 roll: All DR becomes: /Magic. Feats: Delete Cleave from list of Available Feats.
Grotesque Herder
Type: Add Native Subtype
HD: 6d8+30 (57 hp)
Initiative: +3 (+3 Dex)
Speed: 30' (see below)
Attack: Bite +8 melee, 2 claws +6 melee
Damage: Delete initial Bite 1d8+3 reference
Sp Qual: DR 10/Good, Quadruped Speed
Saves: Fort +10
Skills: Knw (nature) +13, Hide +12, Use Rope +12, Knw (geography) +11, Balance +12, Listen +10, Mv Silent +12, Spellcraft +11, Spot +10, Survival +10
Feats: Endurance, Multiattack, Track
Combat: Quadruped Speed (Ex): When not possessing any object in its front hands, the Herder may take a Mv Equivalent Action & drop to all fours. In this form, he gains +20' speed.
Grotesque Parasite
Type: Add Native Subtype
Sp Qual: DR 5/Good
Skills: Knw (Geography, Arcana) +9, Esc Art +5, Disguise +7, Hide +13, Listen +7, Spellcraft +11, Spot +7, M Silent +5, Heal +7, Survival +7, , Search +9
Feats: Iron Will
Guardian of the Damned
Type: Add Native Subtype
Space/Reach: 10'/10'
Sp Qual: DR 10/Chaotic & Adamantine, SR 20
Skills: Bluff +22, Concentration +22, Diplo9macy +24, Intimidate +24, Survival +27, Knw (religion) +21, Listen +27, Sense Motive +27, Spellcraft +23, Spot +27, Search +21, Heal +27, Knw (arcana) +21
Hagling
Speed: fly 30' (good; Storm & Moon Haglings only)
Saves: Fort +3
Skills: Hide +7, M Silent +4, Survival +4
Feats: Gt Fortitude
Moon & Storm Hagling- Change Flight Speed to 30'
Hope
Type: Add Extraplanar subtype
Attacks: +1 C. L. Bow +12/+7 (+13/8 in 30') ranged
Sp Qual: DR 10/Good
Skills: Concentration +11, Diplomacy +20, Knw/Crft (any 3) +13, Listen +13, Perform +15, Search +13, S Motive +13, Survival +13, Spot +13, Gather Info +15
Feats: Add Rapid Shot & Far Shot
Howling Abomination
Type: Add Extraplanar
Attacks: 1d4 Bites +17 melee
Space/Reach: 15'/15'
Skills: Jump +33, Listen +13, Search +12, Spot +13, Hide +6, M Silent +14, Concentration +16
Feats: Remove Imp Crit (claw), Add Wpn Focus (bite)
Hrinruuk's Hound
Space: 10'/5'
Sp Qual: SR 20
Skills: Listen +8, Spot +8, Survival +3
Ioun Beholder
Space: 1'/0'
Sp Qual: DR 10/Adamantine
Skills: Search +14, Spot +14, U.Magic Device +10, Knw (Arcana) +9
Feats: Add Wpn Focus (Ray)
Iron Dragon
Sp Qual: DR 10/Adamantine
Kadum's Leviathan
Init: +1 (-3 Dex, +4 Imp Initiative)
Att: tail +24 melee
Space: 50'/20'
Saves: Fort +15, Ref +12, Will +23
Skills: Survival +12, Swim +32, Listen +12, Spot +12
Feats: Power Attack, Multiattack, Cleave, Gt Cleave, Imp Bull Rush, Snatch, Imp Overrun, Awesome Blow, Lt Reflexes, Gt Fortitude, Blind-Fight, Imp initiative, Imp Sunder, Skill Focus (swim)
CR: 17
Keel Crusher
Type: Magical Beast (Aquatic)
Initiative: +2 (-2 Dex, +4 Imp Int)
Att: Bite +25 melee
Dam: Bite 2d8+18, 19-20/x2
Space: 20'/15'
Skills: Survival +6, Swim +21, Listen +6, Spot +6
Feats: Pow Attack, Imp Sunder, Imp Crit, Wpn Focus (bite), Imp Initiative, Blind-Fight
Leeching Willow
Initiative: +4 (+4 Imp Init)
Att: Branch +12 melee
Space: 15'/15'
Sp Qual: Replace 'Half Damage from Piercing' with DR 10/Slashing or Bludgeoning
Saves: Will +5
Skills: Spot +8, Listen +9
Feats: Alertness, Wpn Focus (branch). Iron Will
Legion of One
Space: 15'/15'
Skills: Climb +28, Listen +16, Mv Silent +16, Spot +16
Lightning Hawk
Att: 2 talons +4 melee
Saves: Will +0
Skills: Spot +4
Feats: Add Wpn Finesse as a bonus feat.
Lurker Below
Skills: Hide +5, Spot +3, Swim +8
Mirror Fiend
Type: Add Extraplanar, Shapechanger
Sp Qual: DR 10/Magic
Skills: Bluff +14, Concentration +16, Disguise +14, Hide +15, Jump +17, Knw (arcana) +15, Listen +15, Mv Silent +15, Search +15, Spot +15
Feats: Add Spring Attack
Mist Reaper
Type: Add Incorporeal
HD: 6d12+3 (42 hp); delete manifest reference
AC: 10 (-1 Dex, +1 Deflection);
Attacks: Add (When Manifested) to end
SQ: DR 10/Magic
Saves: Fort +2, Ref +3, Will +8
Abilities: Delete (18) after Con -
Skills: Intimidate +7, Spot +12, Survival +12, Listen +12
Feats: Add Lt Reflexes
Moon Giant
Type: Add Extraplanar
Att: ;boulder +18/+13/+8/+3 ranged
Space: 15'/15'
Skills: Spot +25, Listen +25, Concentration +27, Perform (poetry, ballad, eulogy, lamentation) +24, Knw (moon, planes) +24, Spellcraft +24, Jump +37
Feats: Add Cleave, Gt Cleave, & Imp Overrun
Naga, Crown
Attack: 2 bites +9 melee
Space: 10'/10'
Skills: Concentration +6, Hide +6, Listen +8, M Silent +4, Sense Motive +12, Spot +8
Feats: Remove Spring Attack; Make Alertness a Bonus Feat
Combat: Poison DC should be 18 (10 + Con Mod +1/2 HD); Tense Body should provide DR 15/magic.
Naga, Crown, Newborn
Saves: Reflex +4
Skills: Hide +14, Listen +0, M Silent +6, Spot +0
Feats: Alertness (bonus), Improved Initiative
Naga, Crown, Young
Skills: Concentration +9, Hide +10, Listen +5, M Silent +10, Spot +6
Feats: Alertness (bonus), Dodge, Imp Initiative
Combat: Tense Body: DR 10/magic
Naga, Hollow
Int: +2 Dex
Space: 10'/10'
Skills: Concentration +13, Hide +13, Listen +8, Spellcraft +8, Spot +14
Feats: Remove Imp Initiative
Night-Touched Controller
Type: Add Extraplanar
Skills: Knw (planes, religion) +16, Spellcraft +16, Search +16, Hide +13, Concentration +15, Listen +18, M Silent +13, Spot +18
Feats: Alertness, Combat Casting, Leadership
Combat: Replace Scry Skills References with Will Save DC 10 +HD of Target & Ressit Control Attempt with Will save DC 18 (10 +1/2 HD + Cha Mod).
Night-Touched Hound
Type Add Extraplanar
Skills: Hide +6, Listen +5, M Silent +7, Spot +7, Survival +8
Feats: Imp Initiative, Track
Pestilite
Attack: 4 Claws +6 melee, Sting +1 melee, Bite +1 melee
Damage: claw 1d3 -1, sting 1d6-1, bite 1d4-1
SQ: Wild Empathy (vermin)
Skills: Craft (alchemy) +7, Climb +6, Hide +14, M Silent +12
Feats: Flyby Attack, Wpn Finesse
ECL: +3 (Druid)
Combat: Wild Empathy (Ex): As per Druid (level = Pests HD) ability, but only affects Vermin (+5 to roll).
Pilfer Sprite
Speed: Fly 40' (Good)
SQ: SR 15, DR 5/Cold Iron
Skills: Hide +17, Knw (Arcana) +5, M Silent +9, Search +5, Spellcraft +5, Spot +4, Survival +4
Piscean, Black
Space: 10'/10'
Skills: Bluff +11, Concentration +10, Diplomacy +11, Intimidate +11, Listen +10, M Silent +7, Search +9, S Motive +9, Spellcraft +9, Spot +9
Feats: Combat Casting, Craft Rod, Empower Spell, Combat Expertise
Piscean, Green
Space: 10'/10'
Skills: Intimidate +8, Listen +9, Spot +9
Piscean, Red
Attacks: ; or harpoon +19(24)/+14(19)/+9(14) melee; or harpoon +8/+3/-2 ranged
Space: 15'/15'
Saves: Will +6
Skills: Intimidate +6, Listen +5, Spot +5
Feats: Add Quick Draw, Iron Will
Preychaser
Skills: Hide +2, Jump +10, Listen +2, MS +2, Spot +2,
Feats: Endurance, Run, Spring Attack (bonus)
Quicksilver Stalker
Initiative: +5 Dex
SQ: DR 5/magic
Skills: Climb +8, Jump +12, Listen +6, Spot +6
Feats: Combat Reflexes (Bonus), Dodge (Bonus), Mobility, Spring Attack, Wpn Finesse, Wpn Focus (Claw) (Bonus)
Ratman, Daywalker
Skills: Climb +10, Hide +6, Jump +10, MS +5, Spot +3, Survival +3
Feats: Remove Spirited Charge
ECL: +2 (Ranger)
Ratman, Stalker
Skills: Bluff +6, Climb +8, Handle Animal +12, Hide +8, Jump +5, MS +8, Spot +5, Survival +5
Feats: Track (Bonus), Exotic Wpn Prof (Hand Crossbow)
ECL: +2 (Ranger)
Combat: Skills: +6 Racial Bonus to Handle Animal; Receives 6 Skill Points per racial HD, rather than 2.
Ratman, White Wraith
Skills: Balance +3, Climb +11, Intimidate +0, Jump +3, Spot +1
Feats: Run
ECL: +2 (Sorcerer)
Razorfin Dolphin
Type: Add Aquatic
SQ: Delete Skills Reference
Skills: Listen +5, Spot +6
Feats: Multiattack, Alertness
Sagon
Attack: ; bite -1 melee
Skills: Listen +1, Spot +1, Hide +4, MS +4
ECL: +2 (Rogue)
Sand Mummy
Attack: Grasp +5 melee
SQ: DR 5/magic
Skills: Spot +6, Survival +7, MS +5, Hide +6
Feats: Add Wpn Focus (unarmed strike)
Sand Wyvern
Speed: 10'
Space: 10'/10'
Skills: Listen +0, Spot +7
Scar Twin
Damage: ; or claw 1d6+2
Skills: Hide +13, Listen +10, MS +13, Search +12, Spot +10
Feats: Remove Ambidexterity, Make Dodge a bonus feat
Seeker's Bane
Saves: Ref +3, Will +3
Skills: Concentration +6, Bluff +8, Intimidate +8, Listen +6, Search +8, Spot +6
Feats: Persuasive, Lt Reflex
Shackledeath
Type: Add Extraplanar
Attack: 2 Claws +10 melee, 4 shackles +8 melee
Space: 10'/10'
SQ: DR 10/good
Skills: Concentration +11, Esc Art +12, Knw (arcana, law) +12, Listen +12, MS +12, Search +12, S Motive +12, Spot +12, Survival +12, Hide +8
Feats: Add Multiattack
Shadow Lord
Skills: Disguise +11, Hide +10, Knw (religion) +9, Listen +9, Spot +9
Shadowcat
Attacks: Bite +4 melee, 2 claws +2 melee
Skills: Balance +7*, Climb +5*, Listen +5*, M Silent +7*, Spot +2, Survival +5*
Feats: Add Multiattack
Shadowraven
Type: Diminutive Outsider (extraplanar)
Space: 1' by 1'/0'
Skills: Appraise: +4, G Info +5, Hide +21, Listen +5, M Silent +9, Spot +5, S Motive +5, Search +4
Feats: Flyby Attack, Weapon Finesse (Bonus)
Shard Spider
Initiative: +5 (+1 Dex, +4 Imp Init)
Attack: Bite +9 melee, 2 claws +7 melee
SQ: DR 5/Adamantine
Saves: Will +3
Skills: Spot +4, Hide +0/+10*, Jump +15/+25*
Shockbat
Type: Large Magical Beast
Attack: Bite +9 melee; electrical attack +9 touch; sonic attack +9 ranged touch
Space: 10'/5'
Saves: Will -1
Skills: Listen +5*, M Silent +9, Spot +5*
Feats: Add Weapon Finesse
Siege Undead, Boneman
Initiative: +3 (-1 Dex, +4 Imp Init)
AC: 16 (-1 Dex, +1 Nat, +2 Hvy Wood Shield, +4 Scale Mail)
Attack: Sword +1 Melee
Skills: Listen +2, Spot +3
Siege Undead, Meatman
AC: 16 (+2 Nat, +4 Scale Mail)
Saves: Fort +1, Will +1
Siege Undead, Sandman
(no change)
Skein
Attack: Razor Webs +13 ranged touch; or 2 claws +11 melee
Saves: Fort +5, Will +7
Skills: Balance +10, Climb +16, Hide +16, Jump +4, Listen +9, M Silent +11, Spot +9
Skeletal Host
HD: 7d10+20 (58 hp)/+15 (skin) (73 hp)
AC: 21 (+11 natural) (+Skin's Natural AC)
Att: 2 Internal Weapons +9 melee, and chest +7 melee
Dam: IW 1d8+4, Chest 1d8+2
SQ: DR 10/adamantine*, fast healing 1 (skin only)*
Skills: Disable Device +6, Disguise +11*, Listen +5, Open Lock +5, Spot +5,
Feats: Cleave, Power Attack, Multiattack
Combat
Absorb Metal: Change the last sentence to read "If the save is successful, the wielder is disarmed."
Skinsteal (Su): Change the last sentence to read "Once the Skeletal Host's skin is destroyed, it no longer benefits from it's Damage Reduction.
Fast Healing 1* (Ex): Add * to match * Fast Healing Note in Stat Block.
Skills: (Not figured in above).
Skin Weaver
Type: Add Extraplanar subtype
Skills: Craft (leatherworking) +5, Hide +5, Listen +4, Spot +4, MS +5, Intimidate +6, Survival +4, Jump +6
CR: 1 or 1+ (see 'combat')
Alignment: Always CE
ECL: +3 (Fighter)
Skiver
Type: Add Extraplanar subtype
Att: Tail +8 melee, 2 whips +6 melee; or slam +8 melee
Dam: Tail 1d8+5, Whip 1d6+3; or slam 1d10+7
Face/Reach: 10'/5' (10' with whip)
SQ: DR 5/Good
Skills: Hide +3, Listen +6, Spot +6, MS +7
Combat
Mesmerize (Su): The DC is Wisdom Based.
Skull King
Skills: Bluff +8, Con +13, Diplomacy +8, Intimidate +13, Know (nobility) +13, Listen +14, Search +17, Sense Motive +13, Spot +17
Feats: Make Alertness a bonus feat, remove Leadership.
Skullworm
Skills: Hide +14, Spot +2
Combat
Change last sentence to read "A Spot check, vs the Skullworm's Hide check is required to notice…"
Mind Control (Su): The Fortitude save is DC 10 and is Con based. The Sense Motive Check others may make is opposed by a Skullworm's Bluff Check, the Skullworm has a total of a +10 for this skill check (only).
Slarecian Gatekeeper
Type: Add Native Subtype
Init: +1 (-3 Dex, +4 Imp Init)
Dam: Club 4d10+12
Space: 15'/15'
Saves: Ref +11
Skills: Con +28, Listen +30, Use Mag Dev +28, Knw (arcana) +25, Sense Motive +30, Know (geography) +25, Knw (the planes ) +25, Spot +30, Spellcraft +27
Feats: Skill Focus (Knw planes & geography), Abil Focus (Elec. Field), Imp Init, Lt Reflex, Power Attack, Cleave
Combat
Forcewall (Su): change 'similar' to 'as'
Electrical Field (Su): Save DC is 29 and it is Wis based.
Immunities (Su): Add ', unless affects objects as well.'
Slarecian Shadowspawn
Type: Add Native subtype
Att: 2 Incorporeal Claws +6 melee
Dam: Incorporeal Claw 2d4
Skills: Knw (architecture) +10, Intimidate +9, UMD +9, Knw (dungeonering) +10, Knw (history) +10, Search +10, Appraise +10, Hide +9, Knw (art) + 10, Listen +9, Spot +9, Craft (shadows) +10
Combat
Pass Through (Su): Save DC is 14 & is Cha based.
Death Shriek (Su): Save DC's should be: 10' DC 12; 30' DC 10; 100' DC 8. The DC is Con Based
Shadowbind (Su): DC is Cha Based
Incorporeal: Refer to 3.5 Incorporeal subtype; (delete '+1 or better').
Slarecian Worm
Type: Add Native subtype
Att: Bite +10 melee (when corporeal); Spines +10 melee (when corporeal); or feeding ray +10 ranged touch
Dam: Bite 1d4-4; Spines 1d6-4
Space: 2'/0'
Skills: Bluff +11, Knw (planes, religion) +8, Hide +19, Listen +15, Spot +15
Feats: Add Weapon Finesse
Combat
All Special Attacks are Cha based.
Voice (Ex): Delete this ability.
Slime Reaver
Type: Add Amphibian subtype
Skills: Hide +13, Jump +11, Listen +6, Spot +6
Feats: Make Spring Attack a Bonus Feat, add Alertness
ECL: +2
Combat:
Leap (Ex): Delete the rest of the description starting with "Reavers are considered to…"
Soul Guardian
Type: Add Extraplanar subtype
Att: By weapon +11/+6 melee (longsword)
Dam: By weapon +3 (longsword 1d8+3/19-20)
Skills: Survival +13, Search +13, Diplomacy +16, Listen +13, Sense Motive +13, Spot +13, Knw (religion) +13, Heal +13, Knw (planes )+13, Concen +13
Spectral Plant (no change)
Spined Lizard
Type: Change to Animal
HD: 4d8+12 (30 hp)
Skills: Mv Silent +5, Spot +3
Feats: Endurance, Diehard
Combat
Defensive Spines (Ex): DC is Dex Based
Tail Lash (Ex): DC Str Based
Stench Toad
Type: Large Outsider (Evil, Extraplanar)
Speed: , Swim 20'
Att: 3 Bites +8 melee; or 3 tongues +4 ranged touch
Dam: Bite 1d8+5, tonuge (see below); or 1d10 digestion
Space: 10'/5' (30' with tongues)
Combat
Tongues (Ex): Replace existing text with Improved Grab special ability, 30' range, and +13 on opposed grapple check. For purpose of the Sunder ability the tongue has Hardness 0 & 10 hp.
Stench Breath (Ex): DC is Con based
Stench (Ex): DC is Con based
Stone Zombie
HD: 2d10+23 (34 hp)
SQ: DR 8/-, Single Actions only,
Feats: Toughness is a Bonus Feat
Combat
Single Actions Only (Ex): The Stone Zombie may not take any Full Round Actions. He may only take a Single Standard, Move, or Move Equivalent each round.
Hardness (Ex): Zombie has DR 8/-
Stormchild
Type: Add Native Subtype
Speed: , fly 20' (perfect) (at 5+HD)
SQ: Blindsight 60'
Skills: Climb +3, Hide +7, Listen +5, MS +3, Sense Motive +5, Spot +5, Tumble +3, Concen +5
Feats: Delete Alertness; Make Whirlwind Attack a Bonus Feat
ECL: +3
Sundered Mage
Saves: Will +6/+4*
Skills: Concen +16, Knw (arcana) +13, Spellcraft +15, Spot +11
Sundered Woman
Saves: Will +5
Skills: Climb +10, Hide +14, Esc Art +14, Listen +7, Mv Silent +14, Spot +7, Survival +7, Balance +14
Feats: Add Iron Will; Weapon Finesse no longer needs apply to a specific weapon.
Monster Empahty (Ex): Replace all instances of "Animal Empathy Skill" with Wild Empathy Ability. Sundered Women have a +8 to the roll.
Surged Giant
Type: Huge Giant
Space: 15'/15'
SQ: DR 5/Piercing or Slashing
Skills: Jump +17, Listen +2, Spot +3
Feats: Add Imp Bull Rush
Sutak
Skills: Listen +2, Mv Silent +3, Spot +2, Survival +2
ECL: +1
Swamp Fisher
Space: 10'/10'
SA: Entangling Tendrils (+12 Grapple check), Improved Grab
Skills: Hide +19
Feats: Imp Init, Skill Focus (hide)
Entangling Tendrils (Ex): The Swamp Fisher deploys its tendrils in a floating net with a diameter equal to 5' plus 5' per HD. If a victim enters this space make opposed grapple checks (+12 modifier) and pulls the victim underwater. (See DMG Drowning Rules). The tendrils have 0 hardness and 10 hp for sunder attempts.
Skills: +8 Racial bonus to Hide checks in Marshy terrain (Included Above)
Swap Tyrant, Mite
Type: Add Swarm subtype
HD: 5d8 (22 hp)
Att: Swarm (1d6)
Space: 10'/0'
SA: Swarm Traits
SQ: Swarm Traits
Saves: Fort +1, Ref +1, Will +4
Abilities: Int 0
Organization: Swarm (1d10)
CR 2
Combat
Refer to Swarm traits in the MM.
Swamp Tyrant, Swampling
Type: Large Aberration
Att: Bite +7 melee (2d4+4)
Space: 10'/5'
Skills: Listen +6, Spot +7
Feats: Add Weapon Focus (bite), Power Attack
Advancement: 7-9 HD (large), 10-11 HD (huge)
Swamp Tyrant, Swamp Tyrant
Type: Gargantuan Aberration
Grapple: +28
Att: Bite +13 melee (2d8+7), 4 tentacles +10 melee (2d4+3)
Skills: Hide +7, Listen +7, Spot +7
Feats: Add Weapon Focus (bite)
Skills: Tyrants have a +16 Racial Bonus to Hide Checks in Marsh Terrain (included above).
Last edited: