Monsters Sa-Sh

Morrus

Well, that was fun
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MONSTERS (S)

SAHUAGIN


Medium Monstrous Humanoid (Aquatic)
Hit Dice:
2d8+2 (11 hp)
Initiative:
+1
Speed:
30 ft. (6 squares), swim 60 ft.
Armor Class:
16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple:
+2/+4
Attack:
Talon +4 melee (1d4+2) or trident +4 melee (1d8+3) or heavy crossbow +3 ranged (1d10/19–20)
Full Attack:
Trident +4 melee (1d8+3) and bite +2 melee (1d4+1); or 2 talons +4 melee (1d4+2) and bite +2 melee (1d4+1); or heavy crossbow +3 ranged (1d10/19–20)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Blood frenzy, rake 1d4+1
Special Qualities:
Blindsense 30 ft., darkvision 60 ft., freshwater sensitivity, light blindness, speak with sharks, water dependent
Saves:
Fort +3, Ref +4, Will +4
Abilities:
Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 9
Skills:
Handle Animal +4*, Hide +6*, Listen +6*, Profession (hunter) +1*, Ride +3, Spot +6*, Survival +1*
Feats:
Great Fortitude, MultiattackB
Environment:
Warm aquatic
Organization:
Solitary, pair, team (5–8), patrol (11–20 plus 1 3rd-level lieutenant and 1–2 sharks), band (20–80 plus 100% noncombatants plus 1 3rd-level lieutenant and 1 4th-level chieftain per 20 adults plus 1–2 sharks), or tribe (70–160 plus 100% noncombatants plus 1 3rd-level lieutenant per 20 adults, 1 4th-level chieftain per 40 adults, 9 4th-level guards, 1–4 underpriestesses of 3rd–6th level, 1 7th-level priestess, and 1 baron of 6th–8th level plus 5–8 sharks)
Challenge Rating:
2
Treasure:
Standard
Alignment:
Usually lawful evil
Advancement:
3–5 HD (Medium), 6–10 HD (Large), or by character class
Level Adjustment:
+2 (+3 if four-armed)
Most sahuagin feature green coloration, darker along the back and lighter on the belly. Many have dark stripes, bands, or spots, but these tend to fade with age. An adult male sahuagin stands roughly 6 feet tall and weighs about 200 pounds.
Sahuagin are the natural enemy of aquatic elves. The two cannot coexist peacefully: Wars between them are prolonged, bloody affairs that sometimes interfere with shipping and maritime trade. Sahuagin have an only slightly less vehement hatred for tritons.
Sahuagin speak their own language, Sahuagin. Thanks to their high Intelligence scores, most sahuagin also speak two bonus languages, usually Common and Aquan.
COMBAT
Sahuagin are savage fighters, asking for and giving no quarter. When swimming, a sahuagin tears with its feet as it strikes with its talons or a weapon. About half of any group of sahuagin are also armed with nets.
Blindsense (Ex): A sahuagin can locate creatures underwater within a 30-foot radius. This ability works only when the sahuagin is underwater.
Blood Frenzy: Once per day a sahuagin that takes damage in combat can fly into a frenzy in the following round, clawing and biting madly until either it or its opponent is dead. It gains +2 Constitution and +2 Strength, and takes a –2 penalty to Armor Class. A sahuagin cannot end its frenzy voluntarily.
Rake (Ex): Attack bonus +2 melee, damage 1d4+1. A sahuagin also gains two rake attacks when it attacks while swimming.
Freshwater Sensitivity (Ex): A sahuagin fully immersed in fresh water must succeed on a DC 15 Fortitude save or become fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds sahuagin for round. On subsequent rounds, they are dazzled while operating in bright light.
Speak with Sharks (Ex): Sahuagin can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as “food,” “danger,” and “enemy.” Sahuagin can use the Handle Animal skill to befriend and train sharks.
Water Dependent (Ex): Sahuagin can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master ’s Guide).
Skills: A sahuagin has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*Underwater, a sahuagin has a +4 racial bonus on Hide, Listen, and Spot checks.
*A sahuagin has a +4 racial bonus on Survival and Profession (hunter) checks within 50 miles of its home.
*A sahuagin has a +4 racial bonus on Handle Animal checks when working with sharks.
SAHUAGIN MUTANTS
About one in two hundred sahuagin has four arms. Such creatures can make four claw attacks or use extra weapons, in addition to the claw and bite attacks.
If a community of aquatic elves is located within 100 miles of a sahuagin community, about one in one hundred sahuagin looks just like an aquatic elf. These creatures, called malenti, have a swim speed of 40 feet, can remain out of water for 1 hour per point of Constitution, and have freshwater sensitivity and light sensitivity (dazzled in bright light). Malenti have no natural attacks. They are otherwise identical with sahuagin.

SALAMANDER


Flamebrother Salamander
Average Salamander
Noble Salamander


Small Outsider (Extraplanar, Fire)
Medium Outsider (Extraplanar, Fire)
Large Outsider (Extraplanar, Fire)
Hit Dice:
4d8+8 (26 hp)
9d8+18 (58 hp)
15d8+45 (112 hp)
Initiative:
+1
+1
+1
Speed:
20 ft. (4 squares)
20 ft. (4 squares)
20 ft. (4 squares)
Armor Class:
19 (+1 size, +1 Dex, +7 natural), touch 12, flat-footed 18
18 (+1 Dex, +7 natural), touch 11, flat-footed 17
18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple:
+4/+1
+9/+11
+15/+25
Attack:
Spear +6 melee (1d6+1/x3 plus 1d6 fire)
Spear +11 melee (1d8+3/x3 plus 1d6 fire)
+3 longspear +23 melee (1d8+9/x3 plus 1d8 fire)
Full Attack:
Spear +6 melee (1d6+1/x3 plus 1d6 fire) and tail slap +4 melee (1d4 plus 1d6 fire)
Spear +11/+6 melee (1d8+3/x3 plus 1d6 fire) and tail slap +9 melee (2d6+1 plus 1d6 fire)
+3 longspear +23/+18/+13 melee (1d8+9/x3 plus 1d8 fire) and tail slap +18 melee (2d8+3 plus 1d8 fire)
Space/Reach:
5 ft./5 ft.
5 ft./5 ft. (10 ft. with tail)
10 ft./10 ft. (20 ft. with tail or longspear)
Special Attacks:
Constrict 1d4 plus 1d6 fire, heat, improved grab
Constrict 2d6+1 plus 1d6 fire, heat, improved grab
Constrict 2d8+3 plus 1d8 fire, heat, improved grab, spell-like abilities
Special Qualities:
Darkvision 60 ft., immunity to fire, vulnerability to cold
Damage reduction 10/magic, darkvision 60 ft., immunity to fire, vulnerability to cold
Damage reduction 15/magic, darkvision 60 ft., immunity to fire, vulnerability to cold
Saves:
Fort +6, Ref +5, Will +6
Fort +8, Ref +7, Will +8
Fort +12, Ref +10, Will +11
Abilities:
Str 12, Dex 13, Con 14, Int 14, Wis 15, Cha 13
Str 14, Dex 13, Con 14, Int 14, Wis 15, Cha 13
Str 22, Dex 13, Con 16, Int 16, Wis 15, Cha 15
Skills:
Craft (blacksmithing) +8, Hide +12, Listen +11, Move Silently +6, Spot +11
Bluff +11, Craft (blacksmithing) +19, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3, Listen +8, Move Silently +11,Search +12, Spot +8
Bluff +19, Craft (blacksmithing) +25, Diplomacy +4, Hide +15, Intimidate +4, Listen +13, Move Silently +17, Spot +13
Feats:
Alertness, Multiattack
Alertness, Multiattack, Power Attack
Alertness, Cleave, Great Cleave, Multiattack, Power Attack, Skill Focus (Craft [blacksmithing])
Environment:
Elemental Plane of Fire
Elemental Plane of Fire
Elemental Plane of Fire
Organization:
Solitary, pair, or cluster (3–5)
Solitary, pair, or cluster (3–5)
Solitary, pair, or noble party (9–14)
Challenge Rating:
3
6
10
Treasure:
Standard (nonflammables only)
Standard (nonflammables only)
Double standard (nonflammables only) and +3 longspear
Alignment:
Usually evil (any)
Usually evil (any)
Usually evil (any)
Advancement:
4–6 HD (Small)
8–14 HD (Medium)
16–21 HD (Large); 22–45 HD (Huge)
Level Adjustment:
+4
+5

Salamanders speak Ignan. Some average salamanders and all nobles also speak Common.
COMBAT
If a salamander has damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Constrict (Ex): A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check. A noble salamander can constrict multiple creatures simultaneously, provided they are all at least two sizes smaller than it.
Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire damage. Salamanders’ metallic weapons also conduct this heat.
Improved Grab (Ex): To use this ability, a salamander must hit a creature of up to one size larger than itself with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Spell-Like Abilities: (Noble salamanders only) 3/day—burning hands (DC 13), fireball (DC 15), flaming sphere (DC 14), wall of fire (DC 16); 1/day—dispel magic, summon monster VII (Huge fire elemental). Caster level 15th. The save DCs are Charisma-based.
Skills: Salamanders have a +4 racial bonus on Craft (blacksmithing) checks.
Feats: Salamanders have the Multiattack feat even though they do not have the requisite three natural weapons.

SATYR


Medium Fey
Hit Dice:
5d6+5 (22 hp)
Initiative:
+1
Speed:
40 ft. (8 squares)
Armor Class:
15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple:
+2/+2
Attack:
Head butt +2 melee (1d6) or shortbow +3 ranged (1d6/x3)
Full Attack:
Head butt +2 melee (1d6) and dagger –3 melee (1d4/19–20); or shortbow +3 ranged (1d6/x3)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Pipes
Special Qualities:
Damage reduction 5/cold iron, low-light vision
Saves:
Fort +2, Ref +5, Will +5
Abilities:
Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13
Skills:
Bluff +9, Diplomacy +3, Disguise +1 (+3 acting), Hide +13, Intimidate +3, Knowledge (nature) +9, Listen +15, Move Silently +13, Perform (wind instruments) +9, Spot +15, Survival +1 (+3 aboveground)
Feats:
AlertnessB, Dodge, Mobility
Environment:
Temperate forests
Organization:
Solitary, pair, band (3–5), or troop (6–11)
Challenge Rating:
2 (without pipes) or 4 (with pipes)
Treasure:
Standard
Alignment:
Usually chaotic neutral
Advancement:
6–10 HD (Medium)
Level Adjustment:
+2
A satyr’s hair is red or chestnut brown, while its hooves and horns are jet black. A satyr is about as tall and heavy as a half-elf.
Satyrs speak Sylvan, and most also speak Common.
COMBAT
The keen senses of a satyr make it almost impossible to surprise one in the wild. Conversely, with their own natural grace and agility, satyrs can sneak up on travelers who are not carefully watching the surrounding wilderness. Once engaged in battle, an unarmed satyr attacks with a powerful head butt. A satyr expecting trouble is likely to be armed with a bow and a dagger and typically looses arrows from hiding, weakening an enemy before closing.
Pipes (Su): Satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed on a DC 13 Will save or be affected by charm person, sleep, or fear (caster level 10th; the satyr chooses the tune and its effect).
In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes for 24 hours. The save DC is Charisma-based.
Skills: Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
SATYRS AS CHARACTERS
Satyr characters possess the following racial traits.
+2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma.
Medium size.
A satyr’s base land speed is 40 feet.
Low-light vision.
Racial Hit Dice: A satyr begins with five levels of fey, which provide 5d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
Racial Skills: A satyr’s fey levels give it skill points equal to 8 x(6 + Int modifier). Its class skills are Bluff, Hide, Knowledge (nature), Listen, Move Silently, Perform, and Spot. Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
Racial Feats: A satyr’s fey levels give it two feats. A satyr receives Alertness as a bonus feat.
+4 natural armor bonus.
Natural Weapons: Head butt (1d6).
Special Attacks (see above): Pipes.
Special Qualities (see above): Damage reduction 5/cold iron.
Automatic Languages: Sylvan. Bonus Languages: Common, Elven, Gnome.
Favored Class: Bard.
Level adjustment +2.

SEA CAT


Large Magical Beast
Hit Dice:
6d10+18 (51 hp)
Initiative:
+1
Speed:
10 ft. (2 squares), swim 40 ft.
Armor Class:
18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple:
+6/+14
Attack:
Claw +9 melee (1d6+4)
Full Attack:
2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Rend 2d6+6
Special Qualities:
Darkvision 60 ft., hold breath, low-light vision, scent
Saves:
Fort +8, Ref +6, Will +5
Abilities:
Str 19, Dex 12, Con 17, Int 2, Wis 13, Cha 10
Skills:
Listen +8, Spot +7, Swim +12
Feats:
Alertness, Endurance, Iron Will
Environment:
Temperate aquatic
Organization:
Solitary, pair, or pride (5–12)
Challenge Rating:
4
Treasure:
None
Alignment:
Always neutral
Advancement:
7–9 HD (Large); 10–18 HD (Huge)
Level Adjustment:

A typical sea cat is 12 feet long and weighs 800 pounds.
COMBAT
Sea cats attack on sight, either for food or to defend their territory, and use both claws and teeth to grab and rend their prey. They display tremendous courage, always fighting to the death, even against creatures many times their size. Pairs and prides of sea cats attack in concert, trying to wear the opponent down until one beast can dispatch it.
Hold Breath (Ex): A sea cat can hold its breath for a number of rounds equal to 6 its Constitution score before it risks drowning.
Rend (Ex): A sea cat that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This automatically deals an extra 2d6+6 points of damage.
Skills: A sea cat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

SHADOW


Shadow
Greater Shadow


Medium Undead (Incorporeal)
Medium Undead (Incorporeal)
Hit Dice:
3d12 (19 hp)
9d12 (58 hp)
Initiative:
+2
+2
Speed:
Fly 40 ft. (good) (8 squares)
Fly 40 ft. (good) (8 squares)
Armor Class:
13 (+2 Dex, +1 deflection), touch 13, flat-footed 11
14 (+2 Dex, +2 deflection), touch 14, flat-footed 12
Base Attack/Grapple:
+1/—
+4/—
Attack:
Incorporeal touch +3 melee (1d6 Str)
Incorporeal touch +6 melee (1d8 Str)
Full Attack:
Incorporeal touch +3 melee (1d6 Str)
Incorporeal touch +6 melee (1d8 Str)
Space/Reach:
5 ft./5 ft.
5 ft./5 ft.
Special Attacks:
Create spawn, strength damage
Create spawn, strength damage
Special Qualities:
Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits
Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits
Saves:
Fort +1, Ref +3, Will +4
Fort +3, Ref +5, Will +7
Abilities:
Str —, Dex 14, Con —,Int 6, Wis 12, Cha 13
Str —, Dex 15, Con —, Int 6, Wis 12, Cha 14
Skills:
Hide +8*, Listen +7, Search +4, Spot +7
Hide +14*, Listen +9, Search +6, Spot +9
Feats:
Alertness, Dodge
Alertness, Dodge, Mobility, Spring Attack
Environment:
Any
Any
Organization:
Solitary, gang (2–5), or swarm (6–11)
Solitary
Challenge Rating:
3
8
Treasure:
None
None
Alignment:
Always chaotic evil
Always chaotic evil
Advancement:
4–9 HD (Medium)

Level Adjustment:


A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places.
A shadow is 5 to 6 feet tall and is weightless. Shadows cannot speak intelligibly.
COMBAT
Shadows lurk in dark places, waiting for living prey to happen by.
Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.
Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a –4 penalty on Hide checks.

[FONT=Times New Roman, Courier New, serif]GREATER SHADOW[/FONT]
Although no more intelligent than an average shadow, a greater shadow is more fearsome because of its increased damage and its hit-and-run tactics.
[FONT=Times New Roman, Courier New, serif]COMBAT[/FONT]
Strength Damage (Su): The touch of a greater shadow deals 1d8 points of Strength damage to a living foe.

SHADOW MASTIFF


Medium Outsider (Extraplanar)
Hit Dice:
4d8+12 (30 hp)
Initiative:
+5
Speed:
50 ft. (10 squares)
Armor Class:
14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple:
+4/+7
Attack:
Bite +7 melee (1d6+4)
Full Attack:
Bite +7 melee (1d6+4)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Bay, trip
Special Qualities:
Darkvision 60 ft., shadow blend, scent
Saves:
Fort +7, Ref +5, Will +5
Abilities:
Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13
Skills:
Hide +8, Listen +8, Move Silently +8, Spot +8, Survival +8*
Feats:
Dodge, Improved Initiative, TrackB
Environment:
Plane of Shadow
Organization:
Solitary, pair, or pack (5–12)
Challenge Rating:
5
Treasure:
None
Alignment:
Always neutral evil
Advancement:
5–6 HD (Medium); 7–12 HD (Large)
Level Adjustment:
+3 (cohort)
This creature has the body of a large dog, with a smooth black coat and a mouth full of sharp teeth.
A shadow mastiff is slightly more than 2 feet high at the shoulder and weighs about 200 pounds.
Shadow mastiffs cannot speak, but they understand Common.
COMBAT
Shadow mastiffs prefer fighting in shadows or dark conditions, which gives them a great advantage.
If a magical light source negates the shadows around them, shadow mastiffs are cunning enough to either move out of the light or back off and break up the opposition with their baying. They have been known to seize and carry off items enspelled with daylight spells.
Bay (Su): When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 13 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same mastiff ’s bay for 24 hours. The save DC is Charisma-based.
Trip (Ex): A shadow mastiff that hits with its bite attack can attempt to trip the opponent as a free action (+3 check modifier) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the shadow mastiff.
Shadow Blend (Su): In any condition of illumination other than full daylight, a shadow mastiff can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.
Skills: *A shadow mastiff has a +4 racial bonus on Survival checks when tracking by scent.

SHAMBLING MOUND


Large Plant
Hit Dice:
8d8+24 (60 hp)
Initiative:
+0
Speed:
20 ft. (4 squares), swim 20 ft.
Armor Class:
20 (–1 size, +11 natural), touch 9, flat-footed 20
Base Attack/Grapple:
+6/+15
Attack:
Slam +11 melee (2d6+5)
Full Attack:
2 slams +11 melee (2d6+5)
Space/Reach:
10 ft./10 ft.
Special Attacks:
Improved grab, constrict 2d6+7
Special Qualities:
Darkvision 60 ft., immunity to electricity, low-light vision, plant traits, resistance to fire 10
Saves:
Fort +9, Ref +2, Will +4
Abilities:
Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
Skills:
Hide +3*, Listen +8, Move Silently +8
Feats:
Iron Will, Power Attack, Weapon Focus (slam)
Environment:
Temperate marshes
Organization:
Solitary
Challenge Rating:
6
Treasure:
1/10th coins; 50% goods; 50% items
Alignment:
Usually neutral
Advancement:
9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment:
+6
Shambling mounds, also called shamblers, appear to be heaps of rotting vegetation. They are actually intelligent, carnivorous plants.
A shambler’s brain and sensory organs are located in its upper body.
A shambler’s body has an 8-foot girth and is about 6 feet tall when the creature stands erect. It weighs about 3,800 pounds.
COMBAT
A shambling mound batters or constricts its opponents with two huge, armlike appendages.
Improved Grab (Ex): To use this ability, a shambler must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Constrict (Ex): A shambler deals 2d6+7 points of damage with a successful grapple check.
Immunity to Electricity (Ex): Shamblers take no damage from electricity. Instead, any electricity attack used against a shambler temporarily grants it 1d4 points of Constitution. The shambler loses these points at the rate of 1 per hour.
Skills: Shamblers have a +4 racial bonus on Hide, Listen, and Move Silently checks. *They have a +12 racial bonus on Hide checks when in a swampy or forested area.

SHIELD GUARDIAN


Large Construct
Hit Dice:
15d10+30 (112 hp)
Initiative:
+0
Speed:
30 ft. (6 squares)
Armor Class:
24 (–1 size, +15 natural), touch 9, flat-footed 24
Base Attack/Grapple:
+11/+21
Attack:
Slam +16 melee (1d8+6)
Full Attack:
2 slams +16 melee (1d8+6)
Space/Reach:
10 ft./10 ft.
Special Attacks:

Special Qualities:
Construct traits, darkvision 60 ft., fast healing 5, find master, guard, low-light vision, shield other, spell storing
Saves:
Fort +5, Ref +5, Will +5
Abilities:
Str 22, Dex 10, Con —, Int —, Wis 10, Cha 1
Environment:
Any
Organization:
Solitary
Challenge Rating:
8
Treasure:
None
Alignment:
Always neutral
Advancement:
16–24 HD (Large); 25–45 HD (Huge)
Level Adjustment:

Created by spellcasters to be bodyguards, shield guardians are constructs that protect their masters with spells and stamina. When it is fashioned, a shield guardian is keyed to a particular magical amulet. Henceforth, it regards the wearer of that amulet to be its master, protecting and following that individual everywhere (unless specifically commanded not to do so).
A shield guardian obeys its master’s verbal commands to the best of its ability, although it is not good for much beyond combat and possibly simple manual labor. It can also be keyed to perform specific tasks at specific times or when certain conditions are met. The wearer of the amulet can call the shield guardian from any distance, and it will come as long as it is on the same plane.
A shield guardian is some 9 feet tall and weighs more than 1,200 pounds.
Shield guardians cannot speak, but they understand commands given in any language.
COMBAT
Shield guardians are straightforward in battle, bashing with their heavy stone fists. They are made for defense and are not particularly impressive on offense.
Find Master (Su): As long as a shield guardian and its amulet are on the same plane, the shield guardian can find the amulet wearer (or just the amulet, if it is removed after the guardian is called).
Guard (Ex): If ordered to do so, a shield guardian moves swiftly to defend the wearer of its amulet, blocking blows and disrupting foes. All attacks against the amulet wearer take a –2 penalty when the shield guardian is adjacent to its master.
Shield Other (Sp): The wearer of a shield guardian’s amulet can activate this defensive ability if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield guardian half the damage that would be dealt to the amulet wearer (this ability does not provide the spell’s AC or save bonuses).
Spell Storing (Sp): A shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield guardian can store another spell (or the same spell again).
CONSTRUCTION
A shield guardian is built from wood, bronze, stone, and steel. The materials cost 5,000 gp.
The creature’s master may assemble the body or hire someone else to do the job. Creating the body requires a DC 16 Craft (blacksmithing) or Craft (carpentry) check. The keyed amulet is fashioned at the same time, and its cost (20,000 gp) is included in the cost of the guardian. After the body is sculpted, the shield guardian is animated through an extended magical ritual that requires a specially prepared laboratory or workroom, similar to an alchemist’s laboratory and costing 500 gp to establish. If the creator is personally constructing the creature’s body, the building and the ritual can be performed together. A shield guardian with more than 15 Hit Dice can be created, but each additional Hit Die adds +5,000 gp to the market price, and the price increases by +20,000 gp if the creature’s size increases to Huge, modifying the cost to create accordingly.
CL 15th; Craft Construct, limited wish, discern location, shield, shield other, caster must be at least 15th level; Price 120,000 gp; Cost 65,000 gp + 4,600 XP.
AMULET
If a shield guardian’s amulet is destroyed, the guardian ceases to function until a new one is created. If the wearer dies but the amulet is intact, the shield guardian carries out the last command it was given.

SHOCKER LIZARD


Small Magical Beast
Hit Dice:
2d10+2 (13 hp)
Initiative:
+6
Speed:
40 ft. (8 squares), climb 20 ft., swim 20 ft.
Armor Class:
16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14
Base Attack/Grapple:
+2/–2
Attack:
Bite +3 melee (1d4)
Full Attack:
Bite +3 melee (1d4)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Stunning shock, lethal shock
Special Qualities:
Darkvision 60 ft., electricity sense, immunity to electricity, low-light vision
Saves:
Fort +4, Ref +5, Will +1
Abilities:
Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Skills:
Climb +11, Hide +11, Jump +7, Listen +4, Spot +4, Swim +10
Feats:
Improved Initiative
Environment:
Warm marshes
Organization:
Solitary, pair, clutch (3–5), or colony (6–11)
Challenge Rating:
2
Treasure:
1/10 coins; 50% goods; 50% items
Alignment:
Always neutral
Advancement:
3–4 HD (Small); 5–6 HD (Medium)
Level Adjustment:

A shocker lizard has a pale gray or blue underside, shading to a darker hue on its back. It has blue-black markings along its back and tail. A shocker lizard is about 1 foot tall at the shoulder and weighs about 25 pounds.
COMBAT
A shocker lizard relies on its electricity abilities in combat. A lizard tends to bite only after its shock has rendered an opponent unconscious or when the shock seems to have no effect at all. A solitary lizard flees once it delivers its shocks, but if other shocker lizards are nearby, they all home in on their comrade’s discharges and attempt to administer their shocks to the foe.
Stunning Shock (Su): Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of nonlethal damage to living opponents (Reflex DC 12 half ). The save DC is Constitution-based.
Lethal Shock (Su): Whenever two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock. This effect has a radius of 20 feet, centered on any one contributing lizard. The shock deals 2d8 points of electricity damage for each lizard contributing to it, to a maximum of 12d8. A Reflex save (DC 10 + number of lizards contributing) reduces the damage by half.
Electricity Sense (Ex): Shocker lizards automatically detect any electrical discharges within 100 feet.
Skills: Shocker lizards have a +4 racial bonus on Hide checks due to their coloration. Shocker lizards have a +2 racial bonus on Listen and Spot checks.
Shocker lizards use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.
A shocker lizard has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
A shocker lizard has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
 

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