Monsters R

Morrus

Well, that was fun
Staff member
RAKSHASA


Medium Outsider (Native)
Hit Dice:
7d8+21 (52 hp)
Initiative:
+2
Speed:
40 ft. (8 squares)
Armor Class:
21 (+2 Dex, +9 natural), touch 12, flat-footed 19
Base Attack/Grapple:
+7/+8
Attack:
Claw +8 melee (1d4+1)
Full Attack:
2 claws +8 melee (1d4+1) and bite +3 melee (1d6)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Detect thoughts, spells
Special Qualities:
Change shape, damage reduction 15/good and piercing, darkvision 60 ft., spell resistance 27
Saves:
Fort +8, Ref +7, Will +6
Abilities:
Str 12, Dex 14, Con 16, Int 13, Wis 13, Cha 17
Skills:
Bluff +17*, Concentration +13, Diplomacy +7, Disguise +17 (+19 acting)*, Intimidate +5, Listen +13, Move Silently +13, Perform (oratory) +13, Sense Motive +11, Spellcraft +11, Spot +11
Feats:
Alertness, Combat Casting, Dodge
Environment:
Warm marshes
Organization:
Solitary
Challenge Rating:
10
Treasure:
Standard coins; double goods; standard items
Alignment:
Always lawful evil
Advancement:
By character class
Level Adjustment:
+7
A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human.
A rakshasa is about the same height and weight as a human.
Rakshasas speak Common, Infernal, and Undercommon.
COMBAT
In close combat, which a rakshasa disdains as ignoble, it employs its sharp claws and powerful bite. Whenever possible, it uses its other abilities to make such encounters unnecessary.
Detect Thoughts (Su): A rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will DC 15 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
Spells: A rakshasa casts spells as a 7th-level sorcerer.
Typical Sorcerer Spells Known (6/7/7/5; save DC 13 + spell level): 0—detect magic, light, mage hand, message, read magic, resistance, touch of fatigue; 1st—charm person, mage armor, magic missile, shield, silent image; 2nd—bear’s endurance, invisibility, acid arrow; 3rd—haste, suggestion.
Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.
Skills: A rakshasa has a +4 racial bonus on Bluff and Disguise checks. *When using change shape, a rakshasa gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its circumstance bonus on Bluff and Disguise checks increases by a further +4.
RAKSHASAS AS CHARACTERS
Rakshasa characters possess the following racial traits.
+2 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom, +6 Charisma.
Medium size.
A rakshasa’s base land speed is 40 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A rakshasa begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.
Racial Skills: A rakshasa’s outsider levels give it skill points equal to 10 x (8 + Int modifier). Its class skills are Bluff, Disguise, Listen, Move Silently, Perform, Sense Motive, and Spot. A rakshasa has a +4 racial bonus on Bluff and Disguise checks, and it can gain further bonuses by using change shape (+10 on Disguise checks) and detect thoughts (+4 on Bluff and Disguise checks).
Racial Feats: A rakshasa’s outsider levels give it three feats.
+9 natural armor bonus.
Natural Weapons: Bite (1d6) and 2 claws (1d4).
Detect Thoughts (Su): The save DC is 13 + the character’s Cha modifier.
Spells: A rakshasa character casts spells as a 7th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the rakshasa’s base spellcasting ability for spells known, spells per day, and other effects dependent on caster level. A rakshasa character likewise uses the sum of its
racial spellcasting levels and class levels to determine the abilities
of its familiar.
Special Qualities (see above): Change shape, damage reduction 15/good and piercing, spell resistance equal to 27 + class levels.
Automatic Languages: Common, Infernal. Bonus Languages: Sylvan, Undercommon.
Favored Class: Sorcerer.
Level adjustment +7.

RAST


Medium Outsider (Extraplanar, Fire)
Hit Dice:
4d8+7 (25 hp)
Initiative:
+5
Speed:
5 ft. (1 square), fly 60 ft. (good)
Armor Class:
15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple:
+4/+6
Attack:
Claw +6 melee (1d4+2) or bite +6 melee (1d8+3)
Full Attack:
4 claws +6 melee (1d4+2) or bite +6 melee (1d8+3)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Paralyzing gaze, improved grab, blood drain
Special Qualities:
Darkvision 60 ft., flight, immunity to fire, vulnerability to cold
Saves:
Fort +5, Ref +5, Will +5
Abilities:
Str 14, Dex 12, Con 13, Int 3, Wis 13, Cha 12
Skills:
Hide +8, Listen +8, Move Silently +8, Spot +8
Feats:
Improved Initiative, Toughness
Environment:
Elemental Plane of Fire
Organization:
Solitary, pair, or cluster (3–6)
Challenge Rating:
5
Treasure:
None
Alignment:
Usually neutral
Advancement:
5–6 HD (Medium); 7–12 HD (Large)
Level Adjustment:

A rast has anywhere from ten to fifteen claws, though it can only use four at once.
A rast has a body about the size of a large dog’s, with a head almost as large as the body. It weighs about 200 pounds.
COMBAT
Rasts paralyze as many of their foes as possible, then attack any that are still moving. A rast can claw or bite, but cannot do both during the same round.
Paralyzing Gaze (Su): Paralysis for 1d6 rounds, 30 feet, Fortitude DC 13 negates. The save DC is Charisma-based.
Improved Grab (Ex): To use this ability, a rast must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Blood Drain (Ex): A rast drains blood from a grabbed opponent, dealing 1 point of Constitution damage each round it maintains the hold.
Flight (Su): A rast can cease or resume flight as a free action. A rast that loses this ability falls and can perform only a single action (either a move action or an attack action) each round.

RAVID


Medium Outsider (Extraplanar)
Hit Dice:
3d8+3 (16 hp)
Initiative:
+4
Speed:
20 ft. (4 squares), fly 60 ft. (perfect)
Armor Class:
25 (+15 natural), touch 10, flat-footed 25
Base Attack/Grapple:
+3/+4
Attack:
Tail slap +4 melee (1d6+1 plus positive energy) or tail touch +4 melee touch (positive energy)
Full Attack:
Tail slap +4 melee (1d6+1 plus positive energy) and claw +2 melee (1d4 plus positive energy); or tail touch +4 melee touch (positive energy) and claw touch +2 melee touch (positive energy)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Positive energy lash, animate objects
Special Qualities:
Darkvision 60 ft., flight, immunity to fire
Saves:
Fort +4, Ref +3, Will +4
Abilities:
Str 13, Dex 10, Con 13, Int 7, Wis 12, Cha 14
Skills:
Escape Artist +6, Hide +6, Listen +7, Move Silently +6, Spot +7, Survival +7, Use Rope +0 (+2 with bindings)
Feats:
Improved Initiative, Multiattack
Environment:
Positive Energy Plane
Organization:
Solitary (1 plus at least 1 animated object)
Challenge Rating:
5
Treasure:
None
Alignment:
Always neutral
Advancement:
4 HD (Medium); 5–9 HD (Large)
Level Adjustment:

Ravids are creatures from the Positive Energy Plane. These bizarre entities imbue creatures with energy by their touch and animate lifeless objects around them. Ravids that make their way to the Material Plane wander about aimlessly, followed by the objects to which they have given life.
A ravid is about 7 feet long and weighs about 75 pounds.
COMBAT
Ravids fight only in self-defense. A ravid itself is not very powerful but is always accompanied by at least one animated object that defends it.
Positive Energy Lash (Su): A ravid can make a touch attack or hit with a claw or tail slap attack to infuse a target with positive energy. The energy produces an unpleasant tingle in living creatures, and against undead foes (even incorporeal ones) it deals 2d10 points of damage.
Animate Objects (Su): Once per round, a random object within 20 feet of a ravid animates as though by the spell animate objects (caster level 20th). These objects defend the ravid to the best of their ability, but the ravid isn’t intelligent enough to employ elaborate tactics with them.
Flight (Su): A ravid can cease or resume flight as a free action. A rast that loses this ability falls and can perform only a single action (either a move action or an attack action) each round.
Feats: A ravid has the Multiattack feat even through it does not have the requisite three natural weapons.

REMORHAZ


Huge Magical Beast
Hit Dice:
7d10+35 (73 hp)
Initiative:
+1
Speed:
30 ft. (6 squares), burrow 20 ft.
Armor Class:
20 (–2 size, +1 Dex, +11 natural), touch 9, flat-footed 19
Base Attack/Grapple:
+7/+23
Attack:
Bite +13 melee (2d8+12)
Full Attack:
Bite +13 melee (2d8+12)
Space/Reach:
15 ft./10 ft.
Special Attacks:
Improved grab, swallow whole
Special Qualities:
Darkvision 60 ft., heat, low-light vision, tremorsense 60 ft.
Saves:
Fort +10, Ref +6, Will +3
Abilities:
Str 26, Dex 13, Con 21, Int 5, Wis 12, Cha 10
Skills:
Listen +8, Spot +8
Feats:
Awesome Blow, Improved Bull Rush, Power Attack
Environment:
Cold desert
Organization:
Solitary
Challenge Rating:
7
Treasure:
None
Alignment:
Usually neutral
Advancement:
8–14 HD (Huge); 15–21 HD (Gargantuan)
Level Adjustment:

A remorhaz is whitish-blue in color but pulses with a reddish glow from the heat its body produces. The creature is a little more than 20 feet long, with a body about 5 feet wide. It weighs about 10,000 pounds.
Remorhazes cannot speak.
COMBAT
Remorhazes hide under the snow and ice until they hear movement above them, then attack from below and surprise prey.
Improved Grab (Ex): To use this ability, a remorhaz must hit an opponent least one size category smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the opponent the following round.
Swallow Whole (Ex): When a remorhaz begins its turn with a grappled opponent in its mouth, it can swallow that opponent with a successful grapple check. Once inside, the opponent takes 2d8+12 points of bludgeoning damage plus 8d6 points of fire damage per round from the remorhaz’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge remorhaz’s interior can hold 2 Large, 4 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.
Heat (Ex): An enraged remorhaz generates heat so intense that anything touching its body takes 8d6 points of fire damage. Creatures striking a remorhaz with natural attacks or unarmed attacks are subject to this damage, but creatures striking with melee weapons do not take damage from the remorhaz’s heat. This heat can melt or char weapons; any weapon that strikes a remorhaz is allowed a DC 18 Fortitude save to avoid destruction. The save DC is Constitution-based. Skills: Remorhazes have a +4 racial bonus on Listen checks.

ROC


Gargantuan Animal
Hit Dice:
18d8+126 (207 hp)
Initiative:
+2
Speed:
20 ft. (4 squares), fly 80 ft. (average)
Armor Class:
17 (–4 size, +2 Dex, +9 natural), touch 8, flatfooted 15
Base Attack/Grapple:
+13/+37
Attack:
Talon +21 melee (2d6+12)
Full Attack:
2 talons +21 melee (2d6+12) and bite +19 melee (2d8+6)
Space/Reach:
20 ft./15 ft.
Special Attacks:

Special Qualities:
Low-light vision
Saves:
Fort +18, Ref +13, Will +9
Abilities:
Str 34, Dex 15, Con 24, Int 2, Wis 13, Cha 11
Skills:
Hide –3, Listen +10, Spot +14
Feats:
Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover
Environment:
Warm mountains
Organization:
Solitary or pair
Challenge Rating:
9
Treasure:
None
Alignment:
Always neutral
Advancement:
19–32 HD (Gargantuan); 33–54 (Colossal)
Level Adjustment:

A roc’s plumage is either dark brown or golden from head to tail. These enormous creatures are 30 feet long from the beak to the base of the tail, with wingspans as wide as 80 feet. A roc weighs about 8,000 pounds.
COMBAT
A roc attacks from the air, swooping earthward to snatch prey in its powerful talons and carry it off for itself and its young to devour. A solitary roc is typically hunting and will attack any Medium or larger creature that appears edible. A mated pair of rocs attack in concert, fighting to the death to defend their nests or hatchlings.
Skills: Rocs have a +4 racial bonus on Spot checks.

ROPER


Large Magical Beast
Hit Dice:
10d10+30 (85 hp)
Initiative:
+5
Speed:
10 ft. (2 squares)
Armor Class:
24 (–1 size, +1 Dex, +14 natural), touch 10, flat-footed 23
Base Attack/Grapple:
+10/+18
Attack:
Strand +11 ranged touch (drag) or bite +13 melee (2d6+6)
Full Attack:
6 strands +11 ranged touch (drag) and bite +13 melee (2d6+6)
Space/Reach:
10 ft./10 ft. (50 ft. with strand)
Special Attacks:
Drag, strands, weakness
Special Qualities:
Darkvision 60 ft., immunity to electricity, low-light vision, resistance to cold 10, spell resistance 30, vulnerability to fire
Saves:
Fort +10, Ref +8, Will +8
Abilities:
Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha 12
Skills:
Climb +12, Hide +10*, Listen +13, Spot +13
Feats:
Alertness, Improved Initiative, Iron Will, Weapon Focus (strand)
Environment:
Underground
Organization:
Solitary, pair, or cluster (3–6)
Challenge Rating:
12
Treasure:
No coins; 50% goods (stone only); no items
Alignment:
Usually chaotic evil
Advancement:
11–15 HD (Large); 16–30 HD (Huge)
Level Adjustment:

A roper stands some 9 feet tall and tapers from 3 or 4 feet in diameter at the base to 1 foot across at the top. It weighs 2,200 pounds. A roper’s coloration and temperature change to match the features of the surrounding cave.
Ropers speak Terran and Undercommon.
COMBAT
A roper hunts by standing very still and imitating a bit of rock. This tactic often allows it to attack with surprise. When prey comes within reach, it lashes out with its strands. In melee, it bites adjacent opponents with its powerful maw.
Drag (Ex): If a roper hits with a strand attack, the strand latches onto the opponent’s body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 23 Escape Artist check or a DC 19 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A strand has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a roper’s strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the roper takes a –4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to a roper.
Strands (Ex): Most encounters with a roper begin when it fires strong, sticky strands. The creature can have up to six strands at once, and they can strike up to 50 feet away (no range increment). If a strand is severed, the roper can extrude a new one on its next turn as a free action.
Weakness (Ex): A roper’s strands can sap an opponent’s strength. Anyone grabbed by a strand must succeed on a DC 18 Fortitude save or take 2d8 points of Strength damage. The save DC is Constitution-based.
Skills: *Ropers have a +8 racial bonus on Hide checks in stony or icy areas.

RUST MONSTER


Medium Aberration
Hit Dice:
5d8+5 (27 hp)
Initiative:
+3
Speed:
40 ft. (8 squares)
Armor Class:
18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple:
+3/+3
Attack:
Antennae touch +3 melee (rust)
Full Attack:
Antennae touch +3 melee (rust) and bite –2 melee (1d3)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Rust
Special Qualities:
Darkvision, scent
Saves:
Fort +2, Ref +4, Will +5
Abilities:
Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Skills:
Listen +7, Spot +7
Feats:
Alertness, Track
Environment:
Underground
Organization:
Solitary or pair
Challenge Rating:
3
Treasure:
None
Alignment:
Always neutral
Advancement:
6–8 HD (Medium); 9–15 HD (Large)
Level Adjustment:

The hide of these creatures varies in color from a yellowish tan underside to a rust-red upper back. A rust monster’s prehensile antennae can rust metals on contact.
The typical rust monster measures 5 feet long and 3 feet high, weighing 200 pounds.
COMBAT
A rust monster can scent a metal object from up to 90 feet away. When it detects one, it dashes toward the source and attempts to strike it with its antennae. The creature is relentless, chasing characters over long distances if they still possess intact metal objects but usually ceasing its attacks to devour a freshly rusted meal.
The creature targets the largest metal object available, striking first at armor, then at shields and smaller items. It prefers ferrous metals (steel or iron) over precious metals (such as gold or silver) but will devour the latter if given the opportunity.
Rust (Ex): A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 17 Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus.
A metal weapon that deals damage to a rust monster corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected.
 

log in or register to remove this ad

Remove ads

Top