Monsters W-Z

Morrus

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WIGHT


Medium Undead
Hit Dice:
4d12 (26 hp)
Initiative:
+1
Speed:
30 ft. (6 squares)
Armor Class:
15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple:
+2/+3
Attack:
Slam +3 melee (1d4+1 plus energy drain)
Full Attack:
Slam +3 melee (1d4+1 plus energy drain)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Create spawn, energy drain
Special Qualities:
Darkvision 60 ft., undead traits
Saves:
Fort +1, Ref +2, Will +5
Abilities:
Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
Skills:
Hide +8, Listen +7, Move Silently +16, Spot +7
Feats:
Alertness, Blind-Fight
Environment:
Any
Organization:
Solitary, pair, gang (3–5), or pack (6–11)
Challenge Rating:
3
Treasure:
None
Alignment:
Always lawful evil
Advancement:
5–8 HD (Medium)
Level Adjustment:

A wight’s appearance is a weird and twisted reflection of the form it had in life. A wight is about the height and weight of a human.
Wights speak Common.
COMBAT
Wights attack by hammering with their fists.
Create Spawn (Su): Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Energy Drain (Su): Living creatures hit by a wight’s slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.
Skills: Wights have a +8 racial bonus on Move Silently checks.

WILL-O’-WISP


Small Aberration (Air)
Hit Dice:
9d8 (40 hp)
Initiative:
+13
Speed:
Fly 50 ft. (perfect) (10 squares)
Armor Class:
29 (+1 size, +9 Dex, +9 deflection), touch 29, flat-footed 20
Base Attack/Grapple:
+6/–3
Attack:
Shock +16 melee touch (2d8 electricity)
Full Attack:
Shock +16 melee touch (2d8 electricity)
Space/Reach:
5 ft./5 ft.
Special Attacks:

Special Qualities:
Darkvision 60 ft., immunity to magic, natural invisibility
Saves:
Fort +3, Ref +12, Will +9
Abilities:
Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 12
Skills:
Bluff +13, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen +17, Search +14, Spot +17, Survival +3 (+5 following tracks)
Feats:
Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon FinesseB
Environment:
Temperate marshes
Organization:
Solitary, pair, or string (3–4)
Challenge Rating:
6
Treasure:
1/10 coins; 50% goods; 50% items
Alignment:
Usually chaotic evil
Advancement:
10–18 HD (Small)
Level Adjustment:

Will-o’-wisps can be yellow, white, green, or blue. They are easily mistaken for lanterns, especially in the foggy marshes and swamps where they reside. A will-o’-wisp’s body is a globe of spongy material about 1 foot across and weighing about 3 pounds, and its glowing body sheds as much light as a torch.
Will-o’-wisps speak Common and Auran. They have no vocal apparatus but can vibrate to create a voice with a ghostly sound.
COMBAT
Will-o’-wisps usually avoid combat. They prefer to confuse and bewilder adventurers, luring them into morasses or other hazardous places. When they are forced to fight, they loose small electrical shocks, which act as melee touch attacks.
Immunity to Magic (Ex): A will-o’-wisp is immune to most spells or spell-like abilities that allow spell resistance, except magic missile and maze.
Natural Invisibility (Ex): A startled or frightened will-o’-wisp can extinguish its glow, effectively becoming invisible as the spell.

WINTER WOLF


Large Magical Beast (Cold)
Hit Dice:
6d10+18 (51 hp)
Initiative:
+5
Speed:
50 ft. (10 squares)
Armor Class:
15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple:
+6/+14
Attack:
Bite +9 melee (1d8+6 plus 1d6 cold)
Full Attack:
Bite +9 melee (1d8+6 plus 1d6 cold)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Breath weapon, freezing bite, trip
Special Qualities:
Darkvision 60 ft., immunity to cold, low-light vision, scent, vulnerability to fire
Saves:
Fort +8, Ref +6, Will +3
Abilities:
Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10
Skills:
Hide –1*, Listen +6, Move Silently +7, Spot +6, Survival +1*
Feats:
Alertness, Improved Initiative, Track
Environment:
Cold forests
Organization:
Solitary, pair, or pack (3–5)
Challenge Rating:
5
Treasure:
1/10 coins; 50% goods; 50% items
Alignment:
Usually neutral evil
Advancement:
7–9 HD (Large); 10–18 HD (Huge)
Level Adjustment:
+3 (cohort)
A winter wolf grows about 8 feet long and stands about 4-1/2 feet at the shoulder. It weighs about 450 pounds.
Winter wolves can speak Giant and Common.
COMBAT
Winter wolves typically hunt in packs. Their size, cunning, and formidable breath weapon allow them to hunt and kill creatures much larger than themselves. A pack usually circles an opponent, each wolf attacking in turn to exhaust it. If they’re in a hurry, white wolves try to pin their foes.
Breath Weapon (Su): 15-foot cone, once every 1d4 rounds, damage 4d6 cold, Reflex DC 16 half. The save DC is Constitution-based.
Freezing Bite (Su): A winter wolf deals an extra 1d6 points of cold damage every time it bites an opponent, as if its bite were a frost weapon.
Trip (Ex): A winter wolf that hits with a bite attack can attempt to trip the opponent (+8 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the winter wolf.
Skills: Winter wolves have a +1 racial bonus on Listen, Move Silently, and Spot checks. Winter wolves have a +2 racial bonus on Hide checks. *Their natural coloration grants them a +7 racial bonus on Hide checks in areas of snow and ice. A winter wolf has a +4 racial bonus on Survival checks when tracking by scent.

WORG


Medium Magical Beast
Hit Dice:
4d10+8 (30 hp)
Initiative:
+2
Speed:
50 ft. (10 squares)
Armor Class:
14 (+2 Dex, +2 natural), touch 12, flat-footed 12
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:
Trip
Special Qualities:
Darkvision 60 ft., low-light vision, scent
Saves:
Fort +6, Ref +6, Will +3
Abilities:
Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
Skills:
Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2*
Feats:
Alertness, Track
Environment:
Temperate plains
Organization:
Solitary, pair, or pack (6–11)
Challenge Rating:
2
Treasure:
1/10 coins; 50% goods; 50% items
Alignment:
Usually neutral evil
Advancement:
5–6 HD (Medium); 7–12 HD (Large)
Level Adjustment:
+1 (cohort)
A typical worg has gray or black fur, grows to 5 feet long and stands 3 feet tall at the shoulder. It weighs 300 pounds.
More intelligent than their smaller cousins, worgs speak their own language. Some can also speak Common and Goblin.
COMBAT
Mated pairs or packs work together to bring down large game, while lone worgs usually chase down creatures smaller than themselves. Both often use hit-and-run tactics to exhaust their quarry. A pack usually circles a larger opponent: Each wolf attacks in turn, biting and retreating, until the creature is exhausted, at which point the pack moves in for the kill. If they get impatient or heavily outnumber the opponent, worgs attempt to pin it.
Trip (Ex): A worg that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the worg.
Skills: A worg has a +1 racial bonus on Listen, Move Silently, and Spot checks, and a +2 racial bonus on Hide checks. *A worg has a +4 racial bonus on Survival checks when tracking
by scent.

WRAITH


Wraith
Dread Wraith


Medium Undead (Incorporeal)
Large Undead (Incorporeal)
Hit Dice:
5d12 (32 hp)
16d12 (104 hp)
Initiative:
+7
+13
Speed:
Fly 60 ft. (good) (12 squares)
Fly 60 ft. (good) (12 squares)
Armor Class:
15 (+3 Dex, +2 deflection), touch 15, flat-footed 12
25 (–1 size, +9 Dex, +7 deflection), touch 25, flat-footed 16
Base Attack/Grapple:
+2/—
+8/—
Attack:
Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain)
Incorporeal touch +16 melee (2d6 plus 1d8 Constitution drain)
Full Attack:
Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain)
Incorporeal touch +16 melee (2d6 plus 1d8 Constitution drain)
Space/Reach:
5 ft./5 ft.
10 ft./10 ft.
Special Attacks:
Constitution drain, create spawn
Constitution drain, create spawn
Special Qualities:
Darkvision 60 ft., daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura
Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft., undead traits, unnatural aura
Saves:
Fort +1, Ref +4, Will +6
Fort +5, Ref +14, Will +14
Abilities:
Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15
Str —, Dex 28, Con —, Int 17, Wis 18, Cha 24
Skills:
Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks)
Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion) +22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6 following tracks)
Feats:
AlertnessB, Blind-Fight, Combat Reflexes, Improved InitiativeB
AlertnessB, Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack
Environment:
Any
Any
Organization:
Solitary, gang (2–5), or pack (6–11)
Solitary
Challenge Rating:
5
11
Treasure:
None
None
Alignment:
Always lawful evil
Always lawful evil
Advancement:
6–10 HD (Medium)
17–32 HD (Large)
Level Adjustment:


Wraiths are incorporeal creatures born of evil and darkness. In some cases, the grim silhouette of a wraith might appear armored or outfitted with weapons. This appearance does not affect the creature’s AC or combat abilities but only reflects the shape it had in life.
A wraith is about as tall as a human, while a dread wraith is roughly the size of an ogre. Since both are incorporeal, they are weightless.
Wraiths speak Common and Infernal.
COMBAT
Both the wraith and the dread wraith share the following abilities.
Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.
WRAITH
Constitution Drain (Su): Living creatures hit by a wraith’s incorporeal touch attack must succeed on a DC 14 Fortitude save or take 1d6 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the wraith gains 5 temporary hit points.
Create Spawn (Su): Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
DREAD WRAITH
The oldest and most malevolent wraiths lurk in the depths of forgotten temples and other forsaken places. They can sense the approach of living creatures, and hunger for them. Despite its size, the dread wraith possesses unearthly quickness, and makes use of its Spring Attack feat and natural reach to strike with deadly effect and melt back into the shadows—or the walls.
Lifesense (Su): A dread wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.
Constitution Drain (Su): Living creatures hit by a dread wraith’s incorporeal touch attack must succeed on a DC 25 Fortitude save or take 1d8 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the dread wraith gains 5 temporary hit points.
Create Spawn (Su): Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

WYVERN


Large Dragon
Hit Dice:
7d12+14 (59 hp)
Initiative:
+1
Speed:
20 ft. (4 squares), fly 60 ft. (poor)
Armor Class:
18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple:
+7/+15
Attack:
Sting +10 melee (1d6+4 plus poison) or talon +10 melee (2d6+4) or bite +10 melee (2d8+4)
Full Attack:
Sting +10 melee (1d6+4 plus poison) and bite +8 melee (2d8+4) and 2 wings +8 melee (1d8+2) and 2 talons +8 melee (2d6+4)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Poison, improved grab
Special Qualities:
Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent
Saves:
Fort +7, Ref +6, Will +6
Abilities:
Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9
Skills:
Hide +7, Listen +13, Move Silently +11, Spot +16
Feats:
Ability Focus (poison), Alertness, Flyby Attack, MultiattackB
Environment:
Warm hills
Organization:
Solitary, pair, or flight (3–6)
Challenge Rating:
6
Treasure:
Standard
Alignment:
Usually neutral
Advancement:
8–10 HD (Huge); 11–21 HD (Gargantuan)
Level Adjustment:

A distant cousin to the true dragons, the wyvern is a huge flying lizard with a poisonous stinger in its tail.
A wyvern’s body is 15 feet long, and dark brown to gray; half that length is tail. Its wingspan is about 20 feet. A wyvern weighs about one ton.
Wyverns speak Draconic, but usually don’t bother with anything more elaborate than a loud hiss or a deep-throated growl much like that of a bull alligator.
COMBAT
Wyverns are rather stupid but always aggressive: They attack nearly anything that isn’t obviously more powerful than themselves. A wyvern dives from the air, snatching the opponent with its talons and stinging it to death. A wyvern can slash with its talons only when making a flyby attack.
Improved Grab (Ex): To use this ability, a wyvern must hit with its talons. 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 stings.
Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 2d6 Con. The save DC is Constitution-based.
Skills: Wyverns have a +3 racial bonus on Spot checks.

XILL


Medium Outsider (Extraplanar)
Hit Dice:
5d8+10 (32 hp)
Initiative:
+7
Speed:
40 ft. (8 squares)
Armor Class:
20 (+3 Dex, +7 natural), touch 13, flat-footed 17
Base Attack/Grapple:
+5/+7
Attack:
Short sword +7 melee (1d6+2/19–20) or claw +7 melee (1d4+2) or longbow +8 ranged (1d8/x3)
Full Attack:
2 short swords +5 melee (1d6+2/19–20, 1d6+1/19–20) and 2 claws +5 melee (1d4+1); or 4 claws +5 melee (1d4+2, 1d4+1); or 2 longbows +4 ranged (1d8/x3)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Implant, improved grab, paralysis
Special Qualities:
Darkvision 60 ft., planewalk, spell resistance 21
Saves:
Fort +6, Ref +7, Will +5
Abilities:
Str 15, Dex 16, Con 15, Int 12, Wis 12, Cha 11
Skills:
Balance +13, Climb +10, Diplomacy +2, Escape Artist +11, Intimidate +8, Listen +9, Move Silently +11, Sense Motive +8, Spot +9, Tumble +11, Use Rope +3 (+5 with bindings)
Feats:
Improved Initiative, MultiattackB, Multiweapon Fighting
Environment:
Ethereal Plane
Organization:
Solitary or gang (2–5)
Challenge Rating:
6
Treasure:
Standard
Alignment:
Always lawful evil
Advancement:
6–8 HD (Medium); 9–15 HD (Large)
Level Adjustment:
+4
A xill stands 4 to 5 feet tall and weighs about 100 pounds. Xills speak Infernal.
COMBAT
Xills are dangerous opponents, attacking with all four limbs. More civilized ones use weapons, usually fighting with two at a time so as to leave two claws free for grab attacks. Xills typically lie in wait on the Ethereal Plane for suitable prey to happen by, then ambush it using their planewalk ability. They make full use of their Tumble skill in combat: Usually, one or two distract physically powerful enemies by attacking, then assuming a defensive stance while their fellows maneuver to advantage.
Implant (Ex): As a standard action, a xill can lay eggs inside a paralyzed creature. The young emerge about 90 days later, literally devouring the host from inside. A remove disease spell rids a victim of the egg, as does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.
Improved Grab (Ex): To use this ability, a xill must hit with one or more claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. It receives a +2 bonus on the grapple check for each claw that hits. If it wins the grapple check and maintains the hold in the next round, it automatically bites the foe at that time. The bite deals no damage but injects a paralyzing venom.
Paralysis (Ex): Those bitten by a xill must succeed on a DC 14 Fortitude save or be paralyzed for 1d4 hours. The save DC is Constitution-based.
Planewalk (Su): These planar travelers like to slip between the folds of space to attack enemies as though from thin air. They can cross from the Ethereal Plane with a move action but take 2 rounds to cross back, during which time they are immobile. As a xill fades away, it becomes harder to hit: Opponents have a 20% miss chance in
the first round and a 50% miss chance in the second. A xill can planewalk with a willing or helpless creature.

XORN


Minor Xorn
Average Xorn
Elder Xorn


Small Outsider (Extraplanar, Earth)
Medium Outsider (Extraplanar, Earth)
Large Outsider (Extraplanar, Earth)
Hit Dice:
3d8+9 (22 hp)
7d8+17 (48 hp)
15d8+63 (130 hp)
Initiative:
+0
+0
+0
Speed:
20 ft. (4 squares), burrow 20 ft.
20 ft. (4 squares), burrow 20 ft.
20 ft. (4 squares), burrow 20 ft.
Armor Class:
23 (+1 size, +12 natural), touch 11, flat-footed 23
24 (+14 natural), touch 10, flat-footed 24
25 (–1 size, +16 natural), touch 9, flat-footed 25
Attack:
Bite +6 melee (2d8+2)
Bite +10 melee (4d6+3)
Bite +21 melee (4d8+7)
Full Attack:
Bite +6 melee (2d8+2) and 3 claws +4 melee (1d3+1)
Bite +10 melee (4d6+3) and 3 claws +8 melee (1d4+1)
Bite +21 melee (4d8+7) and 3 claws +19 melee (1d6+3)
Space/Reach:
5 ft./5 ft.
5 ft./5 ft.
10 ft./10 ft.
Special Attacks:



Special Qualities:
All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, resistance to electricity 10, tremorsense 60 ft.
All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, resistance to electricity 10, tremorsense 60 ft.
All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, resistance to electricity 10, tremorsense 60 ft.
Saves:
Fort +5, Ref +3, Will +3
Fort +7, Ref +5, Will +5
Fort +13, Ref +9, Will +9
Abilities:
Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10
Str 17, Dex 10, Con 15,
Str 25, Dex 10, Con 19, Int 10, Wis 11, Cha 10 Int 10, Wis 11, Cha 10
Skills:
Hide +10, Intimidate +3, Knowledge (dungeoneering) +6, Listen +6, Move Silently +3, Search +6, Spot +8, Survival +6 (+8 following tracks or underground)
Hide +10, Intimidate +10, Knowledge(dungeoneering) +10, Listen +10, Move Silently +10, Search +10, Spot +10, Survival+10 (+12 following tracks or underground)
Hide +14, Intimidate +18, Knowledge (dungeoneering) +18, Listen +18, Move Silently +18, Search +22, Spot +22, Survival+18 (+20 following tracks or underground)
Feats:
Multiattack, Toughness
CleaveB, Multiattack, Power Attack, Toughness
Awesome Blow, CleaveB, Great Cleave, Improved Bull Rush, Multiattack, Power Attack, Toughness
Environment:
Elemental Plane of Earth
Elemental Plane of Earth
Elemental Plane of Earth
Organization:
Solitary, pair, or cluster (3–5)
Solitary, pair, or cluster (3–5)
Solitary, pair, or party (6–11)
Challenge Rating:
3
6
8
Treasure:
None
None
None
Alignment:
Usually neutral
Usually neutral
Usually neutral
Advancement:
4–6 HD (Small)
8–14 HD (Medium)
16–21 HD (Large); 22–45 HD (Huge)
Level Adjustment:



Minor xorns are about 3 feet tall and wide and weigh about 120 pounds. Average xorns are about 5 feet tall and wide, weighing about 600 pounds. Elder xorns are about 8 feet tall and wide and weigh about 9,000 pounds.
Xorns speak Common and Terran.
COMBAT
Xorns do not attack fleshly beings except to defend themselves or their property, since they cannot digest meat. Xorns are indifferent to creatures of the Material Plane—with the sole exception of anyone carrying a significant amount of precious metals or minerals, which xorns eat. They can smell food up to 20 feet away. A xorn can be quite aggressive when seeking food, especially on the Material Plane, where such sustenance is harder to find than it is on its native plane.
A xorn’s favorite mode of attack is to wait just beneath a stone surface until a foe comes within reach, then emerge suddenly. Groups of xorns often send one of their number to the surface to negotiate for food while the remainder position themselves for a surprise attack.
All-Around Vision (Ex): A xorn’s symmetrically placed eyes allow it to look in any direction, providing a +4 racial bonus on Spot and Search checks. A xorn can’t be flanked.
Earth Glide (Ex): A xorn can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing xorn flings the xorn back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

YETH HOUND


Medium Outsider (Extraplanar, Evil)
Hit Dice:
3d8+6 (19 hp)
Initiative:
+6
Speed:
40 ft. (8 squares), fly 60 ft. (good)
Armor Class:
20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple:
+3/+6
Attack:
Bite +6 melee (1d8+4)
Full Attack:
Bite +6 melee (1d8+4)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Bay, trip
Special Qualities:
Damage reduction 10/silver, darkvision 60 ft., flight, scent
Saves:
Fort +5, Ref +5, Will +5
Abilities:
Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
Skills:
Listen +11, Spot +11, Search +7, Survival +11 (+13 following tracks)*
Feats:
Improved Initiative, Track
Environment:
An evil-aligned plane
Organization:
Solitary, pair, or pack (6–11)
Challenge Rating:
3
Treasure:
None
Alignment:
Always neutral evil
Advancement:
4–6 HD (Medium); 7–9 HD (Large)
Level Adjustment:
+3 (cohort)
A yeth hound stands 5 feet tall at the shoulder and weighs about 400 pounds.
Yeth hounds cannot speak, but understand Infernal.
COMBAT
Yeth hounds hunt only at night. They fear the sun and never venture out in daylight, even if their lives depend on it.
A yeth hound’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Bay (Su): When a yeth hound howls or barks, all creatures except other evil outsiders within a 300-foot spread must succeed on a DC 11 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 hound’s bay for 24 hours. The save DC is Charisma-based.
Trip (Ex): A yeth hound that hits with its bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the yeth hound.
Flight (Su): A yeth hound can cease or resume flight as a free action.
Skills: *A yeth hound has a +4 racial bonus on Survival checks when tracking by scent.

YRTHAK


Huge Magical Beast
Hit Dice:
12d10+36 (102 hp)
Initiative:
+6
Speed:
20 ft. (4 squares), fly 60 ft. (average)
Armor Class:
18 (–2 size, +2 Dex, +8 natural), touch 10, flat-footed 16
Base Attack/Grapple:
+12/+25
Attack:
Bite +15 melee (2d8+5) or sonic lance +12 ranged touch (6d6)
Full Attack:
Bite +15 melee (2d8+5) and 2 claws +13 melee (1d6+2); or sonic lance +12 ranged touch (6d6)
Space/Reach:
15 ft./10 ft.
Special Attacks:
Sonic lance, explosion
Special Qualities:
Blindsight 120 ft., immunities, vulnerability to sonic
Saves:
Fort +11, Ref +10, Will +5
Abilities:
Str 20, Dex 14, Con 17, Int 7, Wis 13, Cha 11
Skills:
Listen +12, Move Silently +10
Feats:
Endurance, Flyby Attack, Improved Initiative, Multiattack, Snatch
Environment:
Temperate mountains
Organization:
Solitary or clutch (2–4)
Challenge Rating:
9
Treasure:
None
Alignment:
Often neutral
Advancement:
13–16 HD (Huge); 17–36 HD (Gargantuan)
Level Adjustment:

A yrthak is blind. It senses sound and movement by means of a special organ on its long tongue. It emits powerfully focused beams of sound from the protrusion on its head. The creature is a yellowish-green color, with the wings and fin being more yellow and the head and body more green. The teeth are yellow.
A yrthak is about 20 feet long, with a wingspan of 40 feet. It weighs about 5,000 pounds.
Despite their intelligence, yrthaks do not speak.
COMBAT
A yrthak prefers to attack from the air, strafing the ground with sonic attacks or snatching up and dropping prey.
Sonic Lance (Su): Once every 2 rounds, a yrthak can focus sonic energy in a ray up to 60 feet long. This is a ranged touch attack that deals 6d6 points of damage to a single target.
Explosion (Su): A yrthak can fire its sonic lance at the ground, a large rock, a stone wall, or the like to create an explosion of shattered stone. This attack deals 2d6 points of piercing damage to all within 10 feet of the effect’s center. This counts as a use of the sonic lance attack and thus is usable only once every 2 rounds, and never on the round following a sonic lance attack.
Blindsight (Ex): A yrthak can ascertain all foes within 120 feet. Beyond that range it is considered blinded. Yrthaks are invulnerable to gaze attacks, visual effects of spells such as illusions, and other attack forms that rely on sight. A yrthak whose sense of hearing is impaired is effectively blinded, treating all targets as having total concealment.
Immunities: Yrthaks have immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Skills: Yrthaks have a +4 racial bonus on Listen checks.

ZOMBIE
Zombies are corpses reanimated through dark and sinister magic.
Because of their utter lack of intelligence, the instructions given to a newly created zombie must be very simple.
CREATING A ZOMBIE
Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
Size and Type: The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.
Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into a zombie with the animate dead spell.
Speed: If the base creature can fly, its maneuverability rating drops to clumsy.
Armor Class: Natural armor bonus increases by a number based on the zombie’s size:
Tiny or smaller
+0
Small
+1
Medium
+2
Large
+3
Huge
+4
Gargantuan
+7
Colossal
+11
Base Attack: A zombie has a base attack bonus equal to 1/2 its Hit Dice.
Attacks: A zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A zombie also gains a slam attack.
Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie’s size. (Use the base creature’s slam damage if it’s better.)
Fine
1
Diminutive
1d2
Tiny
1d3
Small
1d4
Medium
1d6
Large
1d8
Huge
2d6
Gargantuan
2d8
Colossal
4d6
Special Attacks: A zombie retains none of the base creature’s special attacks.
Special Qualities: A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality.
Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.
Abilities: A zombie’s Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.
Skills: A zombie has no skills.
Feats: A zombie loses all feats of the base creature and gains Toughness.
Environment: Any land and underground.
Organization: Any.
Challenge Rating: Depends on Hit Dice, as follows:
Hit Dice
Challenge Rating
1/2
1/8
1
1/4
2
1/2
4
1
6
2
8–10
3
12–14
4
15–16
5
18–20
6
Treasure: None.
Alignment: Always neutral evil.
Advancement: As base creature, but double Hit Dice (maximum 20), or — if the base creature advances by character class.
Level Adjustment: —.



Kobold Zombie
Human Commoner Zombie
Troglodyte Zombie


Small Undead
Medium Undead
Medium Undead
Hit Dice:
2d12+3 (16 hp)
2d12+3 (16 hp)
4d12+3 (29 hp)
Initiative:
+0
1
2
Speed:
30 ft. (6 squares; can’t run)
30 ft. (6 squares; can’t run)
30 ft. (6 squares; can’t run)
Armor Class:
13 (+1 size, +2 natural), touch 11, flat-footed 13
11 (–1 Dex, +2 natural), touch 9, flat-footed 11
16 (–2 Dex, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple:
+1/–4
+1/+2
+2/+3
Attack:
Spear+1 melee (1d6–1/x3) or slam +1 melee (1d4–1) or light crossbow +2 ranged (1d6/19–20)
Slam+2 melee (1d6+1) or club +2 melee (1d6+1)
Greatclub +3 melee (1d10+1) or bite +3 melee (1d4+1) or slam +3 melee (1d6+1) or javelin +0 ranged (1d6+1)
Full Attack:
Spear +0 melee (1d6–1/x3) or slam +0 melee (1d4–1) or light crossbow +1 ranged (1d6/19–20)
Slam+2 melee, (1d6+1) or club +2 melee (1d6+1)
Greatclub +3 melee (1d10+1) or bite +3 melee (1d4+1) or slam +3 melee (1d6+1) or javelin +0 ranged (1d6+1)
Space/Reach:
5 ft./5 ft.
5 ft./5 ft
5 ft./5 ft
Special Attacks:



Special Qualities:
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits
Saves:
Fort +0, Ref +0, Will +3
Fort +0, Ref –1, Will +3
Fort +1, Ref –1, Will +4
Abilities:
Str 8, Dex 11, Con —, Int —, Wis 10, Cha 1
Str 12, Dex 8, Con —, Int —, Wis 10, Cha 1
Str 12, Dex 7, Con —, Int —, Wis 10, Cha 1
Skills:



Feats:
Toughness
Toughness
Toughness
Environment:
Temperate forests
Any
Underground
Organization:
Any
Any
Any
Challenge Rating:
1/2
1/2
1
Treasure:
None
None
None
Alignment:
Always neutral evil
Always neutral evil
Always neutral evil
Advancement:
None
None
None
Level Adjustment:





Bugbear Zombie
Ogre Zombie
Minotaur Zombie


Medium Undead
Large Undead
Large Undead
Hit Dice:
6d12+3 (42 hp)
8d12+3 (55 hp)
12d8+3 (81 hp)
Initiative:
+0
2
1
Speed:
30 ft. (6 squares; can’t run)
40 ft. (8 squares; can’t run)
30 ft. (6 squares; can’t run)
Armor Class:
16 (+5 natural, +1 light wooden shield), touch 10, flat-footed 16
15 (–1 size, –2 Dex, +8 natural) touch 7, flat-footed 15
16 (–1 size, –1 Dex, +8 natural) touch 8, flat-footed 16
Base Attack/Grapple:
+3/+6
+4/+14
+6/+15
Attack:
Morningstar +6 melee (1d8+3) or slam +6 melee (1d6+3) or javelin +3 ranged (1d6+2)
Greatclub +9 melee (2d8+9) or slam +9 melee (1d8+9) or javelin +1 ranged (1d8+6)
Greataxe +10 melee (3d6+7/x3) or gore +10 melee (1d8+5) or slam +10 melee (1d8+5)
Full Attack:
Morningstar +6 melee (1d8+3) or slam +6 melee (1d6+3) or javelin +3 ranged (1d6+2)
Greatclub +9 melee (2d8+9) or slam +9 melee (1d8+9) or javelin +1 ranged (1d8+6)
Greataxe +10 melee (3d6+7/x3) or gore +10 melee (1d8+5) or slam +10 melee (1d8+5)
Space/Reach:
5 ft./5 ft.
10 ft./10 ft.
10 ft./10 ft.
Special Attacks:



Special Qualities:
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits
Saves:
Fort +2, Ref +2, Will +5
Fort +2, Ref +0, Will +6
Fort +4, Ref +3, Will +8
Abilities:
Str 17, Dex 10, Con —, Int —, Wis 10, Cha 1
Str 23, Dex 6, Con —, Int —, Wis 10, Cha 1
Str 21, Dex 8, Con —, Int —, Wis 10, Cha 1
Skills:



Feats:
Toughness
Toughness
Toughness
Environment:
Temperate mountains
Temperate hills
Underground
Organization:
Any
Any
Any
Challenge Rating:
2
3
4
Treasure:
None
None
None
Alignment:
Always neutral evil
Always neutral evil
Always neutral evil
Advancement:
None
None
None
Level Adjustment:





Wyvern Zombie
Gray Render Zombie


Large Undead
Large Undead
Hit Dice:
14d12+3 (94 hp)
20d8+3 (133 hp)
Initiative:
+0
1
Speed:
20 ft. (4 squares; can’t run), fly 60 ft. (poor)
30 ft. (6 squares; can’t run)
Armor Class:
20 (–2 size, +12 natural), touch 8, flat-footed 20
16 (–1 size, –1 Dex, +8 natural) touch 8, flat-footed 16
Base Attack/Grapple:
+7/+16
+10/+21
Attack:
Slam +11 melee (2d6+7) or talons +11 melee (2d6+5)
Bite +16 melee (2d6+7) or slam +16 melee (1d8+10)
Full Attack:
Slam +11 melee (2d6+7) or talons +11 melee (2d6+5)
Bite +16 melee (2d6+7) or slam +16 melee (1d8+10)
Special Attacks:


Special Qualities:
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits
Saves:
Fort +4, Ref +4, Will +9
Fort +6, Ref +5, Will +12
Abilities:
Str 21, Dex 10, Con —, Int —, Wis 10, Cha 1
Str 25, Dex 8, Con —, Int —, Wis 10, Cha 1
Skills:


Feats:
Toughness
Toughness
Environment:
Warm hills
Temperate marshes
Organization:
Any
Any
Challenge Rating:
4
6
Treasure:
None
None
Alignment:
Always neutral evil
Always neutral evil
Advancement:
16–20 HD (Huge)
None
Level Adjustment:


 

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