Monsters Gi-Gr

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GIBBERING MOUTHER


Medium Aberration
Hit Dice:
4d8+24 (42 hp)
Initiative:
+1
Speed:
10 ft. (2 squares), swim 20 ft.
Armor Class:
19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Base Attack/Grapple:
+3/+3
Attack:
Bite +4 melee (1) or spittle +4 ranged touch (1d4 acid plus blindness)
Full Attack:
6 bites +4 melee (1) and spittle +4 ranged touch (1d4 acid plus blindness)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Gibbering, spittle, improved grab, blood drain, engulf, ground manipulation
Special Qualities:
Amorphous, damage reduction 5/bludgeoning, darkvision 60 ft.
Saves:
Fort +7, Ref +4, Will +5
Abilities:
Str 10, Dex 13, Con 22, Int 4, Wis 13, Cha 13
Skills:
Listen +4, Spot +9, Swim +8
Feats:
Lightning Reflexes, Weapon Finesse
Environment:
Underground
Organization:
Solitary
Challenge Rating:
5
Treasure:
None
Alignment:
Usually neutral
Advancement:
5–12 HD (Large)
Level Adjustment:

A gibbering mouther is a horrible creature seemingly drawn from a lunatic’s nightmares. Although not evil, it thirsts after bodily fluids and seems to prefer the blood of intelligent creatures.
A gibbering mouther is about 3 feet across and 3 to 4 feet high. It weighs about 200 pounds.
Gibbering mouthers can speak Common, but seldom say anything other than gibberish.
COMBAT
A gibbering mouther attacks by shooting out strings of protoplasmic flesh, each ending in one or more eyes and a mouth that bites at the enemy. A mouther can send out a total of six such members in any round.
Gibbering (Su): As soon as a mouther spots something edible, it begins a constant gibbering as a free action. All creatures (other than mouthers) within a 60-foot spread must succeed on a DC 13 Will save or be affected as though by a confusion spell for 1d2 rounds. This is a sonic mind-affecting compulsion effect. A creature that successfully saves cannot be affected by the same gibbering mouther’s gibbering for 24 hours. The save DC is Charisma-based.
Spittle (Ex): As a free action every round, a gibbering mouther fires a stream of spittle at one opponent within 30 feet. The mouther makes a ranged touch attack; if it hits, it deals 1d4 points of acid damage, and the target must succeed on a DC 18 Fortitude save or be blinded for 1d4 rounds. Eyeless creatures are immune to the blinding effect, but are still subject to the acid damage. The save DC is Constitution-based.
Improved Grab (Ex): To use this ability, a gibbering mouther must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Blood Drain (Ex): On a successful grapple check after grabbing, that mouth attaches to the opponent. It automatically deals bite damage and drains blood, dealing 1 point of Constitution damage each round. A mouth can be ripped off (dealing 1 point of damage) with a DC 12 Strength check or severed by a successful sunder attempt (the mouth has 2 hit points).
A severed mouth continues to bite and drain blood for 1d4 rounds after such an attack. A creature whose Constitution is reduced to 0 is killed.
Engulf (Ex): A gibbering mouther can try to engulf a Medium or smaller opponent grabbed by three or more mouths.
The opponent must succeed on a DC 14 Reflex save or fall and be engulfed. In the next round, the mouther makes twelve bite attacks instead of six (each with a +4 attack bonus). An engulfed creature cannot attack the mouther from within. The previously attached mouths are now free to attack others. The save DC is Strength-based and includes a +2 racial bonus.
Ground Manipulation (Su): At will, as a standard action, a gibbering mouther can cause stone and earth in all adjacent squares to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than the mouther in that area must take a move-equivalent action to avoid becoming mired (treat as being pinned).
Amorphous (Ex): A gibbering mouther is not subject to critical hits. It cannot be flanked.
Skills: Thanks to their multiple eyes, gibbering mouthers have a +4 racial bonus on Spot checks.
A gibbering mouther has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It always can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

GIRALLON


Large Magical Beast
Hit Dice:
7d10+20 (58 hp)
Initiative:
+3
Speed:
40 ft. (8 squares), climb 40 ft.
Armor Class:
16 (–1 size, +3 Dex, +4 natural), touch 12, flat-footed 15
Base Attack/Grapple:
+7/+17
Attack:
Claw +12 melee (1d4+6)
Full Attack:
4 claws +12 melee (1d4+6) and bite +7 melee (1d8+3)
Space/Reach:
10 ft./10 ft.
Special Attacks:
Rend 2d4+9
Special Qualities:
Darkvision 60 ft., low-light vision, scent
Saves:
Fort +7, Ref +8, Will +5
Abilities:
Str 22, Dex 17, Con 14, Int 2, Wis 12, Cha 7
Skills:
Climb +14, Move Silently +8, Spot +6
Feats:
Iron Will, Toughness (2)
Environment:
Warm forests
Organization:
Solitary or company (5–8)
Challenge Rating:
6
Treasure:
None
Alignment:
Always neutral
Advancement:
8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment:

Girallons are savage, magical cousins of the gorilla. 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.
COMBAT
A solitary girallon usually conceals itself in the branches of a tree or under a pile of leaves and brush, with only its nose showing. When it spots or scents prey, it charges to the attack. A girallon picks up prey that is small enough to carry and withdraws, often vanishing into the trees before the victim’s companions can do anything to retaliate. Against larger foes, a girallon seeks to tear a single opponent to bits as quickly as it can.
Rend (Ex): A 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.
Skills: A 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.

GNOLL


Medium Humanoid (Gnoll)
Hit Dice:
2d8+2 (11 hp)
Initiative:
+0
Speed:
30 ft. (6 squares)
Armor Class:
15 (+1 natural, +2 leather armor, +2 heavy steel shield), touch 10, flat-footed 15
Base Attack/Grapple:
+1/+3
Attack:
Battleaxe +3 melee (1d8+2/x3) or shortbow +1 ranged (1d6/x3)
Full Attack:
Battleaxe +3 melee (1d8+2/x3) or shortbow +1 ranged (1d6/x3)
Space/Reach:
5 ft./5 ft.
Special Attacks:

Special Qualities:
Darkvision 60 ft.
Saves:
Fort +4, Ref +0, Will +0
Abilities:
Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8
Skills:
Listen +2, Spot +3
Feats:
Power Attack
Environment:
Warm plains
Organization:
Solitary, pair, hunting party (2–5 and 1–2 hyenas), band (10–100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th–6th level and 5–8 hyenas), or tribe (20–200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, and 7–12 hyenas; underground lairs also have 1–3 trolls)
Challenge Rating:
1
Treasure:
Standard
Alignment:
Usually chaotic evil
Advancement:
By character class
Level Adjustment:
+1
Gnolls are hyena-headed, evil humanoids that wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur. A gnoll is a nocturnal carnivore, preferring intelligent creatures for food because they scream more. A gnoll is about 7-1/2 feet tall and weighs 300 pounds. Gnolls speak Gnoll.
COMBAT
Gnolls like to attack when they have the advantage of numbers, using horde tactics and their physical strength to overwhelm and knock down their opponents. They show little discipline when fighting unless they have a strong leader; at such times, they can maintain ranks and fight as a unit. While they do not usually prepare traps, they do use ambushes and try to attack from a flanking position. Because of its shield, a gnoll’s modifier on Hide checks (untrained) is –2, which means gnolls always take special care to seek favorable conditions when laying ambushes (such as darkness, cover, or some other form of advantageous terrain).
GNOLLS AS CHARACTERS
Gnoll characters possess the following racial traits.
Strength +4, Constitution +2, Intelligence –2, Charisma –2.
Size Medium.
A gnoll’s base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A gnoll begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
Racial Skills: A gnoll’s humanoid levels give it skill points equal to 5 x(2 + Int modifier). Its class skills are Listen and Spot.
Racial Feats: A gnoll’s humanoid levels give it one feat.
+1 natural armor bonus.
Automatic Languages: Gnoll. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
Favored Class: Ranger.
Level adjustment +1.

GNOME


Gnome, 1st-Level Warrior
Svirfneblin, 1st-Level Warrior


Small Humanoid (Gnome)
Small Humanoid (Gnome)
Hit Dice:
1d8+2 (6 hp)
1d8+4 (8 hp)
Initiative:
+0
+1
Speed:
20 ft. (4 squares)
15 ft. in banded mail armor (3 squares); base speed 20 ft.
Armor Class:
16 (+1 size, +4 chain shirt, +1 light shield), touch 11, flat-footed 16
23 (+1 size, +1 Dex, +4 dodge, +6 banded mail, +1 buckler), touch 16, flat-footed 18
Base Attack/Grapple:
+1/–3
+1/–3
Attack:
Longsword +2 melee (1d6/19–20) or light crossbow +3 ranged (1d6/19–20)
Heavy pick +2 melee (1d4/x4) or light crossbow +3 ranged (1d6/19–20)
Full Attack:
Longsword +2 melee (1d6/19–20) or light crossbow +3 ranged (1d6/19–20)
Heavy pick +2 melee (1d4/x4) or light crossbow +3 ranged (1d6/19–20)
Space/Reach:
5 ft./5 ft.
5 ft./5 ft.
Special Attacks:

Spell-like abilities
Special Qualities:
Gnome traits
Gnome traits, svirfneblin traits, spell resistance 12
Saves:
Fort +4, Ref +0, Will –1
Fort +5, Ref +3, Will +2
Abilities:
Str 11, Dex 11, Con 14, Int 10, Wis 9, Cha 8
Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 4
Skills:
Hide +3, Listen +1, Spot +1
Hide +2, Listen +2, Spot +2
Feats:
Weapon Focus (light crossbow)
Toughness
Environment:
Temperate hills (Forest gnomes: Temperate forests)
Underground
Organization:
Company (2–4), squad (11–20 plus 1 leader of 3rd–6th level and 2 3rd-level lieutenants), or band (30–50 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 2–5 dire badgers)
Company (2–4), squad (11–20 plus 1 leader of 3rd–6th level and 2 3rd-level lieutenants), or band (30–50 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 2–5 Medium earth elementals)
Challenge Rating:
1/2
1
Treasure:
Standard
Standard
Alignment:
Usually neutral good
Usually neutral
Advancement:
By character class
By character class
Level Adjustment:
+0
+3
Gnomes stand 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Gnome males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, though they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years, though some can live almost 500 years.
Gnomes speak their own language, Gnome. Most gnomes who travel outside gnome lands (as traders, tinkers, or adventurers) know Common, while warriors in gnome settlements usually learn Goblin.
Most gnomes encountered outside their home are warriors; the information in the statistics block is for one of 1st level.
COMBAT
Gnomes prefer misdirection and deception over direct confrontation.
They would rather befuddle or embarrass foes (other than goblinoids or kobolds) than kill them.
Gnomes make heavy use of illusion magic and carefully prepared ambushes and traps whenever they can.
Gnome Traits (Ex): Gnomes possess the following racial traits.
+2 Constitution, –2 Strength.
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.
A gnome’s base land speed is 20 feet.
Low-light vision.
Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
+2 racial bonus on saving throws against illusions.
Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
+1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears).
+4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
+2 racial bonus on Listen checks.
+2 racial bonus on Craft (alchemy) checks.
Automatic Languages: Common, Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc.
Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
Favored Class: Bard.
The gnome warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
SUBRACES
The information above is for rock gnomes, the most common variety.
There are two other major gnome subraces, which differ from rock gnomes as follows.
Svirfneblin
Also called deep gnomes, svirfneblin are said to dwell in great cities deep underground.
A svirfneblin has wiry, rock-colored skin usually medium brown to brownish gray. Only males are bald; females have stringy gray hair. The average svirfneblin lifespan is 250 years.
Svirfneblin speak Gnome, Common, and Undercommon.
Svirfneblin Traits (Ex): These traits are in addition to the rock gnome traits, except where noted.
— –2 Strength, +2 Dexterity, +2 Wisdom, –4 Charisma. These adjustments replace the rock gnome’s ability score adjustments.
Stonecunning: This ability grants deep gnomes a +2 racial bonus on Search checks to notice unusual stonework. A deep gnome who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. A svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
Darkvision out to 120 feet and low-light vision.
Spell resistance equal to 11 + class levels.
+2 racial bonus on all saving throws (figured into the statistics for the character presented here). This trait replaces the rock gnome’s racial bonus on saving throws against illusions.
Add +1 to the Difficulty Class for all saving throws against illusion spells cast by svirfneblin. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
+1 racial bonus on attack rolls against kobolds and goblinoids.
+4 dodge bonus to Armor Class against all creatures (figured into the statistics for the character presented here). This trait replaces the rock gnome’s dodge bonus against giants.
Automatic Languages: Undercommon, Gnome, Common. Bonus Languages: Dwarven, Elven, Giant, Goblin, Orc, Terran. This trait replaces the rock gnome’s automatic and bonus languages.
Spell-Like Abilities: 1/day—blindness/deafness (typical save DC 13), blur, disguise self. Caster level equals the svirfneblin’s class levels. The save DC is Charisma-based and include a +4 racial modifier. This trait replaces the rock gnome’s spell-like abilities.
Nondetection (Su): A svirfneblin has a continuous nondetection ability as the spell (caster level equal to class levels).
+2 racial bonus on Craft (alchemy) and Listen checks.
+2 racial bonus on Hide checks, which improves to +4 underground.
Favored Class: Rogue.
Level adjustment +3.
The svirfneblin warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Challenge Rating: Svirfneblin with levels in NPC classes have a CR equal to their character level. Svirfneblin with levels in PC classes have a CR equal to their character level +1.
Forest Gnome
They are the smallest of all the gnomes, averaging 2 to 2-1/2 feet in height, but look just like regular gnomes except with bark-colored or gray-green skin, and eyes that can be brown or green as well as blue. A very long-lived people, forest gnomes have an average life expectancy of 500 years.
Forest Gnome Traits (Ex): These traits are in addition to the rock gnome traits, except where noted.
Pass without Trace (Su): A forest gnome has the innate ability to use pass without trace (self only, as a free action) as the spell cast by a druid of the forest gnome’s class levels.
+1 racial bonus on attack rolls against kobolds, goblinoids, orcs, and reptilian humanoids.
Automatic Languages: Gnome, Elven, Sylvan, and a simple language that enables them to communicate on a very basic level with forest animals (this replaces the rock gnome’s speak with animals ability). Bonus Languages: Common, Draconic, Dwarven, Giant, Goblin, Orc. This trait replaces the rock gnome’s automatic and bonus languages.
+4 racial bonus on Hide checks, which improves to +8 in a wooded area.

GOBLIN


Goblin, 1st-Level Warrior


Small Humanoid (Goblinoid)
Hit Dice:
1d8+1 (5 hp)
Initiative:
+1
Speed:
30 ft. (6 squares)
Armor Class:
15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14
Base Attack/Grapple:
+1/–3
Attack:
Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)
Full Attack:
Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)
Space/Reach:
5 ft./5 ft.
Special Attacks:

Special Qualities:
Darkvision 60 ft.
Saves:
Fort +3, Ref +1, Will –1
Abilities:
Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Skills:
Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2
Feats:
Alertness
Environment:
Temperate plains
Organization:
Gang (4–9), band (10–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th–6th level), warband (10–24 with worg mounts), or tribe (40–400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, 10–24 worgs, and 2–4 dire wolves)
Challenge Rating:
1/3
Treasure:
Standard
Alignment:
Usually neutral evil
Advancement:
By character class
Level Adjustment:
+0
A goblin stands 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Its eyes are usually dull and glazed, varying in color from red to yellow. A goblin’s skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors. Goblins speak Goblin; those with Intelligence scores of 12 or higher also speak Common.
Most goblins encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.
COMBAT
Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise.
Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement reasonably complex plans, and in such circumstances their numbers can be a deadly advantage.
Skills: Goblins have a +4 racial bonus on Move Silently and Ride checks. Goblin cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat, which reduces their Spot and Listen check modifiers from +3 to +1.
Challenge Rating: Goblins with levels in NPC classes have a CR equal to their character level –2.
GOBLINS AS CHARACTERS
Goblin characters possess the following racial traits.
— –2 Strength, +2 Dexterity, –2 Charisma.
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.
A goblin’s base land speed is 30 feet.
Darkvision out to 60 feet.
+4 racial bonus on Move Silently and Ride checks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Rogue.
The goblin warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

GOLEM
Golems are magically created automatons of great power. Constructing one involves the employment of mighty magic and elemental forces.
The animating force for a golem is a spirit from the Elemental Plane of Earth. The process of creating the golem binds the unwilling spirit to the artificial body and subjects it to the will of the golem’s creator.
COMBAT
Golems are tenacious in combat and prodigiously strong as well. Being mindless, they do nothing without orders from their creators. They follow instructions explicitly and are incapable of any strategy or tactics. They are emotionless in combat and cannot be provoked.
A golem’s creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple command to govern its actions in his or her absence. The golem’s creator can order the golem to obey the commands of another person (who might in turn place the golem under someone else’s control, and so on), but the golem’s creator can always resume control over his creation by commanding the golem to obey him alone.
Immunity to Magic (Ex): Golems have immunity to most magical and supernatural effects, except when otherwise noted.
CONSTRUCTION
The cost to create given for each golem includes the cost of the physical body and all the materials and spell components that are consumed or become a permanent part of the golem. Creating a golem is essentially similar to creating any sort of magic item. However, a golem’s body includes costly material components that may require some extra preparation. The golem’s creator can assemble the body or hire someone else to do the job. The builder must have the appropriate skill, which varies with the golem variety.
Completing the golem’s creation drains the appropriate XP from the creator and requires casting any spells on the final day.
The creator must cast the spells personally, but they can come from outside sources, such as scrolls.
The characteristics of a golem that come from its nature as a magic item (caster level, prerequisite feats and spells, market price, cost to create) are given in summary form at the end of each golem’s description.
Note: The market price of an advanced golem (a golem with more Hit Dice than the typical golem described in each entry) is increased by 5,000 gp for each additional Hit Die, and increased by an additional 50,000 gp if the golem’s size increases. The XP cost for creating an advanced golem is equal to 1/25 the advanced golem’s market price minus the cost of the special materials required.
CLAY GOLEM


Large Construct
Hit Dice:
11d10+30 (90 hp)
Initiative:
1
Speed:
20 ft. (4 squares)
Armor Class:
22 (–1 size, –1 Dex, +14 natural), touch 8, flat-footed 22
Base Attack/Grapple:
+8/+19
Attack:
Slam +14 melee (2d10+7 plus cursed wound)
Full Attack:
2 slams +14 melee (2d10+7 plus cursed wound)
Space/Reach:
10 ft./10 ft.
Special Attacks:
Berserk, cursed wound
Special Qualities:
Construct traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste, immunity to magic, low-light vision
Saves:
Fort +3, Ref +2, Will +3
Abilities:
Str 25, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills:

Feats:

Environment:
Any
Organization:
Solitary or gang (2–4)
Challenge Rating:
10
Treasure:
None
Alignment:
Always neutral
Advancement:
12–18 HD (Large); 19–33 HD (Huge)
Level Adjustment:

This golem has a humanoid body made from clay. A clay golem wears no clothing except for a metal or stiff leather garment around its hips.
A clay golem golem cannot speak or make any vocal noise. It walks and moves with a slow, clumsy gait. It weighs around 600 pounds.
Combat
Berserk (Ex): When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem 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 clay golem goes berserk, no known method can reestablish control.
Cursed Wound (Ex): The damage a clay golem deals doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the spell has no effect on the injured character.
Immunity to Magic (Ex): A clay 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.
A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it.
A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage.
An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage. The golem gets no saving throw against any of these effects.
Any magical attack against a clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a clay golem hit by the breath weapon of a black dragon heals 7 points of damage if the attack would have dealt 22 points of damage. A clay golem golem gets no saving throw against magical attacks that deal acid damage.
Haste (Su): After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.
Construction
A clay golem’s body must be sculpted from a single block of clay weighing at least 1,000 pounds, treated with rare oils and powders worth 1,500 gp. Creating the body requires a DC 15 Craft (sculpting) check or a DC 15 Craft (pottery) check.
CL 11th; Craft Construct, animate objects, commune, resurrection, caster must be at least 11th level; Price 40,000 gp; Cost 21,500 gp + 1,540 XP.

FLESH GOLEM


Large Construct
Hit Dice:
9d10+30 (79 hp)
Initiative:
1
Speed:
30 ft. (6 squares)
Armor Class:
18 (–1 size, –1 Dex, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple:
+6/+15
Attack:
Slam +10 melee (2d8+5)
Full Attack:
2 slams +10 melee (2d8+5)
Space/Reach:
10 ft./10 ft.
Special Attacks:
Berserk
Special Qualities:
Construct traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves:
Fort +3, Ref +2, Will +3
Abilities:
Str 21, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills:

Feats:

Environment:
Any
Organization:
Solitary or gang (2–4)
Challenge Rating:
7
Treasure:
None
Alignment:
Always neutral
Advancement:
10–18 HD (Large); 19–27 HD (Huge)
Level Adjustment:

A flesh golem is a ghoulish collection of stolen humanoid body parts, stitched together into a single composite form. No natural animal willingly tracks a flesh golem. The golem wears whatever clothing its creator desires, usually just a ragged pair of trousers. It has no possessions and no weapons. It stands 8 feet tall and weighs almost 500 pounds.
A flesh golem golem cannot speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff-jointed gait, as if not in complete control of its body.
Combat
Berserk (Ex): When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.
Immunity to Magic (Ex): A flesh 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.
A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds, with no saving throw.
A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a flesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A flesh golem golem gets no saving throw against attacks that deal electricity damage.
Construction
The pieces of a flesh golem must come from normal human corpses that have not decayed significantly. Assembly requires a minimum of six different bodies—one for each limb, the torso (including head), and the brain. In some cases, more bodies may be necessary. Special unguents and bindings worth 500 gp are also required. Note that creating a flesh golem requires casting a spell with the evil descriptor.
Assembling the body requires a DC 13 Craft (leatherworking) check or a DC 13 Heal check.
CL 8th; Craft Construct, animate dead, bull’s strength, geas/quest, limited wish, caster must be at least 8th level; Price 20,000 gp; Cost 10,500 gp + 780 XP.

IRON GOLEM


Large Construct
Hit Dice:
18d10+30 (129 hp)
Initiative:
1
Speed:
20 ft. (4 squares)
Armor Class:
30 (–1 size, –1 Dex, +22 natural) touch 8, flat-footed 30
Base Attack/Grapple:
+12/+28
Attack:
Slam +23 melee (2d10+11)
Full Attack:
2 slams +23 melee (2d10+11)
Space/Reach:
10 ft./10 ft.
Special Attacks:
Breath weapon
Special Qualities:
Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves:
Fort +6, Ref +5, Will +6
Abilities:
Str 33, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills:

Feats:

Environment:
Any
Organization:
Solitary or gang (2–4)
Challenge Rating:
13
Treasure:
None
Alignment:
Always neutral
Advancement:
19–24 HD (Large); 25–54 HD (Huge)
Level Adjustment:

This golem has a humanoid body made from iron. An iron golem can be fashioned in any manner, just like a stone golem (see below), although it almost always displays armor of some sort. Its features are much smoother than those of a stone golem. Iron golems sometimes carry a short sword in one hand. An iron golem is 12 feet tall and weighs about 5,000 pounds. An iron golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.
Combat
Breath Weapon (Su): 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.
Immunity to Magic (Ex): An iron 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.
A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects.
An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
Construction
An iron golem’s body is sculpted from 5,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 10,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.
CL 16th; Craft Construct, cloudkill, geas/quest, limited wish, polymorph any object, caster must be at least 16th level; Price 150,000 gp; Cost 80,000 gp + 5,600 XP.

STONE GOLEM


Stone Golem
Greater Stone Golem


Large Construct
Huge Construct
Hit Dice:
14d10+30 (107 hp)
42d10+40 (271 hp)
Initiative:
1
2
Speed:
20 ft. (4 squares)
20 ft. (4 squares)
Armor Class:
26 (–1 size, –1 Dex, +18 natural), touch 8, flat-footed 26
27 (–2 size, –2 Dex, +21 natural), touch 6, flat-footed 27
Base Attack/Grapple:
+10/+23
+31/+52
Attack:
Slam +18 melee (2d10+9)
Slam +42 melee (4d8+13)
Full Attack:
2 slams +18 melee (2d10+9)
2 slams +42 melee (4d8+13)
Space/Reach:
10 ft./10 ft.
15 ft./15 ft.
Special Attacks:
Slow
Slow
Special Qualities:
Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves:
Fort +4, Ref +3, Will +4
Fort +14, Ref +12, Will +14
Abilities:
Str 29, Dex 9, Con —, Int —, Wis 11, Cha 1
Str 37, Dex 7, Con —, Int —, Wis 11, Cha 1
Skills:


Feats:


Environment:
Any
Any
Organization:
Solitary or gang (2–4)
Solitary or gang (2–4)
Challenge Rating:
11
16
Treasure:
None
None
Alignment:
Always neutral
Always neutral
Advancement:
15–21 HD (Large); 22–42 (Huge)

Level Adjustment:


This golem has a humanoid body made from stone. A stone golem is 9 feet tall and weighs around 2,000 pounds. Its body is frequently stylized to suit its creator. For example, it might look like it is wearing armor, with a particular symbol carved on the breastplate, or have designs worked into the stone of its limbs.
COMBAT
Stone golems are formidable opponents, being physically powerful and difficult to harm.
Slow (Su): A stone golem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a DC 17 Will save to negate. The save DC is Constitution-based.
Immunity to Magic (Ex): A stone 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.
A transmute rock to mud spell slows a stone golem (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.
A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round.
CONSTRUCTION
A stone golem’s body is chiseled from a single block of hard stone, such as granite, weighing at least 3,000 pounds. The stone must be of exceptional quality, and costs 5,000 gp. Assembling the body requires a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check.
CL 14th; Craft Construct, antimagic field, geas/quest, symbol of stunning, caster must be at least 14th level; Price 90,000 gp; Cost 50,000 gp + 3,400 XP.

[FONT=Times New Roman, Courier New, serif]GREATER STONE GOLEM[/FONT]
A greater stone golem is 18 feet tall and weighs around 32,000 pounds. It resembles a typical stone golem in all respects, except that the Will save DC is 31 against its slow ability. CL 14th; Craft Construct, antimagic field, geas/quest, symbol of stunning, caster must be at least 14th level; Price 196,000 gp; Cost 105,000 gp + 7,640 XP.

GORGON


Large Magical Beast
Hit Dice:
8d10+40 (85 hp)
Initiative:
+4
Speed:
30 ft. (6 squares)
Armor Class:
20 (–1 size, +11 natural), touch 9, flat-footed 20
Base Attack/Grapple:
+8/+17
Attack:
Gore +12 melee (1d8+7)
Full Attack:
Gore +12 melee (1d8+7)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Breath weapon, trample 1d8+7
Special Qualities:
Darkvision 60 ft., lowlight vision, scent
Saves:
Fort +11, Ref +6, Will +5
Abilities:
Str 21, Dex 10, Con 21, Int 2, Wis 12, Cha 9
Skills:
Listen +9, Spot +8
Feats:
Alertness, Improved Initiative, Iron Will
Environment:
Temperate plains
Organization:
Solitary, pair, pack (3–4), or herd (5–13)
Challenge Rating:
8
Treasure:
None
Alignment:
Always neutral
Advancement:
9–15 HD (Large); 16–24 HD (Huge)
Level Adjustment:

A typical gorgon stands over 6 feet tall at the shoulder and measures 8 feet from snout to tail. It weighs about 4,000 pounds.
Gorgons are nothing if not aggressive. They attack intruders on sight, attempting to trample, gore, or petrify them. There is no way to calm these furious creatures, and they are impossible to domesticate.
COMBAT
Whenever possible, a gorgon begins an encounter by charging at its opponents.
Breath Weapon (Su): 60-foot cone, once every 1d4 rounds (but no more than five times per day), turn to stone permanently, Fortitude DC 19 negates. The save DC is Constitution-based.
Trample (Ex): Reflex DC 19 half. The save DC is Strength-based.

GRAY RENDER


Large Magical Beast
Hit Dice:
10d10+70 (125 hp)
Initiative:
+0
Speed:
30 ft. (6 squares)
Armor Class:
19 (–1 size, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple:
+10/+20
Attack:
Bite +15 melee (2d6+6)
Full Attack:
Bite +15 melee (2d6+6); 2 claws +10 melee (1d6+3)
Space/Reach:
10 ft./10 ft.
Special Attacks:
Improved grab, rend 2d6+9
Special Qualities:
Darkvision 60 ft., low-light vision, scent
Saves:
Fort +14, Ref +7, Will +4
Abilities:
Str 23, Dex 10, Con 24, Int 3, Wis 12, Cha 8
Skills:
Hide +2, Spot +10, Survival +3
Feats:
Cleave, Power Attack, Improved Bull Rush, Track
Environment:
Temperate marshes
Organization:
Solitary
Challenge Rating:
8
Treasure:
None
Alignment:
Usually neutral
Advancement:
11–15 HD (Large); 16–30 HD (Huge)
Level Adjustment:
+5 (cohort)
A gray render stands about 9 feet tall in spite of its hunched posture and is about 4 feet wide. It weighs about 4,000 pounds.
Gray renders are never found in groups. Each of these asexual creatures produces one offspring and carries it for a time in a pouch, but thereafter the young render must fend for itself.
A unique quality of the gray render is its tendency to bond with, protect, and provide for another creature (or group of creatures) native to its surroundings. Whether accepted or not, the render always attempts to remain fairly close, watching over its adopted charge(s) and daily bringing an offering of meat. It never willingly harms adopted creatures and retreats if they attack it.
COMBAT
A gray render attacks to kill, whether to bring down prey or to protect itself or those it has adopted. When hunting, it sometimes attempts to hide and wait for prey to wander close.
Improved Grab (Ex): To use this ability, a gray render must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Rend (Ex): A gray render that wins a grapple check after a successful bite attack establishes a hold, latching onto the opponent’s body and tearing the flesh. This attack automatically deals 2d6+9 points of damage.
Skills: Gray renders have a +4 racial bonus on Spot checks due to their six keen eyes.

GRICK


Medium Aberration
Hit Dice:
2d8 (9 hp)
Initiative:
+2
Speed:
30 ft. (6 squares), climb 20 ft.
Armor Class:
16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple:
+1/+3
Attack:
Tentacle +3 melee (1d4+2)
Full Attack:
4 tentacles +3 melee (1d4+2); bite –2 melee (1d3+1)
Space/Reach:
5 ft./5 ft.
Special Attacks:

Special Qualities:
Damage reduction 10/magic, darkvision 60 ft., scent
Saves:
Fort +0, Ref +2, Will +5
Abilities:
Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5
Skills:
Climb +10, Hide +3*, Listen +6, Spot +6
Feats:
Alertness, TrackB
Environment:
Underground
Organization:
Solitary or cluster (2–4)
Challenge Rating:
3
Treasure:
1/10 coins; 50% goods; 50% items
Alignment:
Usually neutral
Advancement:
3–4 HD (Medium); 5–6 HD (Large)
Level Adjustment:

An adult grick is about 8 feet long from the tips of its tentacles to the end of its body and weighs some 200 pounds. Its body coloration is uniformly dark, with a pale underbelly.
COMBAT
Gricks attack when hungry or threatened. They hunt by holing up near high-traffic areas, using their natural coloration to blend into convenient shadows. When prey (virtually anything that moves) ventures near, they lash out with their tentacles. A grick’s rubbery body seems to shed blows of any kind. Its jaws are relatively small and weak compared to its body mass, so rather than consume its kill immediately, a grick normally drags its victim back to its lair to be eaten at its leisure.
A grick’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Multiple gricks do not fight in concert. Each attacks the prey closest to it, and breaks off the fight as soon as it can drag dead or unconscious prey away.
Skills: A grick has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
*Their coloration affords gricks a +8 racial bonus on Hide checks when in natural rocky areas.

GRIFFON


Large Magical Beast
Hit Dice:
7d10+21 (59 hp)
Initiative:
+2
Speed:
30 ft. (6 squares), fly 80 ft. (average)
Armor Class:
17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple:
+7/+15
Attack:
Bite +11 melee (2d6+4)
Full Attack:
Bite +11 melee (2d6+4) and 2 claws +8 melee (1d4+2)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Pounce, rake 1d6+2
Special Qualities:
Darkvision 60 ft., low-light vision, scent
Saves:
Fort +8, Ref +7, Will +5
Abilities:
Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8
Skills:
Jump +8, Listen +6, Spot +10
Feats:
Iron Will, Multiattack, Weapon Focus (bite)
Environment:
Temperate hills
Organization:
Solitary, pair, or pride (6–10)
Challenge Rating:
4
Treasure:
None
Alignment:
Always neutral
Advancement:
8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment:
+3 (cohort)
Griffons are powerful, majestic creatures with the characteristics of both lions and eagles. From nose to tail, an adult griffon can measure as much as 8 feet. Neither males nor females are endowed with a mane. A pair of broad, golden wings emerge from the creature’s back and span 25 feet or more. A griffon weighs about 500 pounds.
A griffon cannot speak, but understands Common.
COMBAT
Griffons prefer to pounce on their prey, either diving to the attack or leaping from above.
Pounce (Ex): If a griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +8 melee, damage 1d6+2.
Skills: Griffons have a +4 racial bonus on Jump and Spot checks.
TRAINING A GRIFFON
Although intelligent, a griffon requires training before it can bear a rider in combat. To be trained, a griffon must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly griffon requires six weeks of work and a DC 25 Handle Animal check. Riding a griffon requires an exotic saddle. A griffon can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Griffon eggs are worth 3,500 gp apiece on the open market, while young are worth 7,000 gp each. Professional trainers charge 1,500 gp to rear or train a griffon.
Carrying Capacity: A light load for a griffon is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.

GRIMLOCK


Medium Monstrous Humanoid
Hit Dice:
2d8+2 (11 hp)
Initiative:
+1
Speed:
30 ft. (6 squares)
Armor Class:
15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple:
+2/+4
Attack:
Battleaxe +4 melee (1d8+3/3)
Full Attack:
Battleaxe +4 melee (1d8+3/3)
Space/Reach:
5 ft./5 ft.
Special Attacks:

Special Qualities:
Blindsight 40 ft., immunities, scent
Saves:
Fort +1, Ref +4, Will +2
Abilities:
Str 15, Dex 13, Con 13, Int 10, Wis 8, Cha 6
Skills:
Climb +4, Hide +3*, Listen +5, Spot +3
Feats:
Alertness, TrackB
Environment:
Underground
Organization:
Gang (2–4), pack (10–20), tribe (10–60 plus 1 leader of 3rd–5th level per 10 adults).
Challenge Rating:
1
Treasure:
Standard coins; standard goods (gems only); standard items
Alignment:
Often neutral evil
Advancement:
By character class
Level Adjustment:
+2
COMBAT
Grimlocks are blind, but their exceptional senses of smell and hearing allow them to notice foes nearby. As a result, they usually shun ranged weapons and rush to the attack, brandishing their stone battleaxes.
Blindsight (Ex): Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment.
Grimlocks are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating a grimlock’s sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, a grimlock is effectively blinded.
Immunities: Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Skills: *A grimlock’s dull gray skin helps it hide in its native terrain, conferring a +10 racial bonus on Hide checks when in mountains or underground.
GRIMLOCKS AS CHARACTERS
Grimlock characters possess the following racial traits.
+4 Strength, +2 Dexterity, +2 Constitution, –2 Wisdom, –4 Charisma.
Medium size.
A grimlock’s base land speed is 30 feet.
Racial Hit Dice: A grimlock 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.
Racial Skills: A grimlock’s monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Climb, Hide, Listen, and Spot. Grimlocks gain a +10 racial bonus on Hide checks in mountain or underground settings.
Racial Feats: A grimlock’s monstrous humanoid levels give it one feat.
Weapon Proficiency: A grimlock is automatically proficient with the battleaxe.
+4 natural armor bonus.
Special Qualities (see above): Blindsight 40 ft., immunities, scent.
Automatic Languages: Common, Grimlock. Bonus Languages: Draconic, Dwarven, Gnome, Terran, Undercommon.
Favored Class: Barbarian.
Level adjustment +2.
 

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