Monsters M

Morrus

Well, that was fun
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MAGMIN


Small Elemental (Fire, Extraplanar)
Hit Dice:
2d8+2 (11 hp)
Initiative:
+0
Speed:
30 ft. (6 squares)
Armor Class:
17 (+1 size, +6 natural), touch 11, flat-footed 17
Base Attack/Grapple:
+1/–1
Attack:
Burning touch +4 melee touch (1d8 fire plus combustion) or slam +4 melee (1d3+3 plus combustion)
Full Attack:
Burning touch +4 melee touch (1d8 fire plus combustion) or slam +4 melee (1d3+3 plus combustion)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Combustion, fiery aura
Special Qualities:
Damage reduction 5/magic, darkvision 60 ft., elemental traits, immunity to fire, melt weapons, vulnerability to cold
Saves:
Fort +3, Ref +3, Will +0
Abilities:
Str 15, Dex 11, Con 13, Int 8, Wis 10, Cha 10
Skills:
Climb +4, Spot +3
Feats:
Great Fortitude
Environment:
Elemental Plane of Fire
Organization:
Solitary, gang (2–4), or squad (6–10)
Challenge Rating:
3
Treasure:
Standard coins; standard goods (nonflammables only); standard items (nonflammables only)
Alignment:
Always chaotic neutral
Advancement:
3–4 HD (Small); 5–6 HD (Medium)
Level Adjustment:

Magmins are small, human-shaped beings from the Elemental Plane of Fire that radiate intense heat and are wreathed in an aura of searing flames. A typical magmin is 4 feet tall and weighs 400 pounds.
Magmins speak Ignan.
COMBAT
Although small, magmins are dangerous opponents. Their touch is effective against those who lack protection or immunity from heat and flames, but if faced with opponents who have immunity to fire, magmins rely on their slam attack. In any case, magmins are not valiant fighters. They usually flee if injured, although often only far enough to set up a fiery ambush for their enemies.
A magmin’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Combustion (Ex): Anyone a magmin touches must succeed on a DC 12 Reflex save or take an extra 1d8 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d4+2 rounds after the magmin’s last successful attack. Magmins can also ignite flammable materials with a touch. The save DC is Constitution-based.
Fiery Aura (Ex): Anyone within 20 feet of a magmin must succeed on a DC 12 Fortitude save or take 1d6 points of heat damage per round from the intense heat. The save DC is Constitution-based.
Melt Weapons (Ex): Any metal weapon that strikes a magmin must succeed on a DC 12 Fortitude save or melt away into slag. The save DC is Constitution-based.

MANTICORE


Large Magical Beast
Hit Dice:
6d10+24 (57 hp)
Initiative:
+2
Speed:
30 ft. (6 squares), fly 50 ft. (clumsy)
Armor Class:
17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple:
+6/+15
Attack:
Claw +10 melee (2d4+5) or 6 spikes +8 ranged (1d8+2/19–20)
Full Attack:
2 claws +10 melee (2d4+5) and bite +8 melee (1d8+2); or 6 spikes +8 ranged (1d8+2/19–20)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Spikes
Special Qualities:
Darkvision 60 ft., low-light vision, scent
Saves:
Fort +9, Ref +7, Will +3
Abilities:
Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9
Skills:
Listen +5, Spot +9, Survival +1
Feats:
Flyby Attack, Multiattack, TrackB, Weapon Focus (spikes)
Environment:
Warm marshes
Organization:
Solitary, pair, or pride (3–6)
Challenge Rating:
5
Treasure:
Standard
Alignment:
Usually lawful evil
Advancement:
7–16 HD (Large); 17–18 HD (Huge)
Level Adjustment:
+3 (cohort)
A typical manticore is about 10 feet long and weighs about 1,000 pounds. Manticores speak Common.
COMBAT
A manticore begins most attacks with a volley of spikes, then closes. In the outdoors, it often uses its powerful wings to stay aloft during battle.
Spikes (Ex): With a snap of its tail, a manticore can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only twenty-four spikes in any 24-hour period.
Skills: *Manticores have a +4 racial bonus on Spot checks.

MEDUSA


Medium Monstrous Humanoid
Hit Dice:
6d8+6 (33 hp)
Initiative:
+2
Speed:
30 ft. (6 squares)
Armor Class:
15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple:
+6/+6
Attack:
Shortbow +8 ranged (1d6/x3) or dagger +8 melee (1d4/19–20) or snakes +8 melee (1d4 plus poison)
Full Attack:
Shortbow +8/+3 ranged (1d6/x3); or dagger +8/+3 melee (1d4/19–20) and snakes +3 melee (1d4 plus poison)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Petrifying gaze, poison
Special Qualities:
Darkvision 60 ft.
Saves:
Fort +3, Ref +7, Will +6
Abilities:
Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 15
Skills:
Bluff +9, Diplomacy +4, Disguise +9 (+11 acting), Intimidate +4, Move Silently +8, Spot +8
Feats:
Point Blank Shot, Precise Shot, Weapon Finesse
Environment:
Temperate marshes
Organization:
Solitary or covey (2–4)
Challenge Rating:
7
Treasure:
Double standard
Alignment:
Usually lawful evil
Advancement:
By character class
Level Adjustment:

A medusa is indistinguishable from a normal human at distances greater than 30 feet (or closer, if its face is concealed). The creature often wears garments that enhance its body while hiding
its face behind a hood or veil.
A typical medusa is 5 to 6 feet tall and about the same weight as a human.
Medusas speak Common.
COMBAT
A medusa tries to disguise its true nature until the intended victim is within range of its petrifying gaze, using subterfuge and bluffing games to convince the target that there is no danger. It uses normal weapons to attack those who avert their eyes or survive its gaze, while its poisonous snakes strike at adjacent opponents.
Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude DC 15 negates. The save DC is Charisma-based.
Poison (Ex): Injury, Fortitude DC 14, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

MEPHIT
Mephits are minor creatures from the elemental planes.
All mephits appear as small, winged creatures with more or less humanoid features. While they are often described as impish, their elemental origins are apparent at first glance.
COMBAT
All mephits fight by biting and clawing or by using a breath weapon, the nature and effects of which vary from creature to creature.
A mephit’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Breath Weapon (Su): A mephit can use its breath weapon once every 1d4 rounds as a standard action. See the individual descriptions for details.
Spell-Like Abilities: All mephits have one or more spell-like abilities (save DC 12 + spell level). See the individual descriptions for details.
Summon Mephit (Sp): Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.
Fast Healing (Ex): Mephits heal 2 points of damage each round, provided they are still alive and certain other conditions are met. See the individual descriptions for details.

AIR MEPHIT


Small Outsider (Air, Extraplanar)
Hit Dice:
3d8 (13 hp)
Initiative:
+7
Speed:
30 ft. (6 squares), fly 60 ft. (perfect)
Armor Class:
17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple:
+3/–1
Attack:
Claw +4 melee (1d3)
Full Attack:
2 claws +4 melee (1d3)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Breath weapon, spell-like abilities, summon mephit
Special Qualities:
Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves:
Fort +3, Ref +6, Will +3
Abilities:
Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Skills:
Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)
Feats:
Dodge, Improved Initiative
Environment:
Elemental Plane of Air
Organization:
Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating:
3
Treasure:
Standard
Alignment:
Usually neutral
Advancement:
4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment:
+3 (cohort)
Air mephits come from the Elemental Plane of Air. An air mephit is about 4 feet tall and weighs about 1 pound.
Air mephits speak Common and Auran.
Combat
Breath Weapon (Su): 15-foot cone of dust and grit, damage 1d8, Reflex DC 12 half. The save DC is Constitution-based and includes a +1 racial bonus.
Spell-Like Abilities: Once per hour an air mephit can surround itself with vapor, duplicating the effect of a blur spell (caster level 3rd). Once per day it can use gust of wind (DC 14, caster level 6th) . The save DC is Charisma-based.
Fast Healing (Ex): An air mephit heals only if exposed to moving air, be it a breeze, a draft, a spell effect, or even the mephit fanning itself.

DUST MEPHIT


Small Outsider (Air, Extraplanar)
Hit Dice:
3d8 (13 hp)
Initiative:
+7
Speed:
30 ft. (6 squares), fly 50 ft. (perfect)
Armor Class:
17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple:
+3/–1
Attack:
Claw +4 melee (1d3)
Full Attack:
2 claws +4 melee (1d3)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Breath weapon, spell-like abilities, summon mephit
Special Qualities:
Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves:
Fort +3, Ref +6, Will +3
Abilities:
Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Skills:
Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)
Feats:
Dodge, Improved Initiative
Environment:
Elemental Plane of Air
Organization:
Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating:
3
Treasure:
Standard
Alignment:
Usually neutral
Advancement:
4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment:
+3 (cohort)
Dust mephits come from the Elemental Plane of Air.
A dust mephit is about 4 feet tall and weighs about 2 pounds.
Dust mephits speak Common and Auran.
Combat
Breath Weapon (Su): 10-foot cone of irritating particles, damage 1d4, Reflex DC 12 half. Living creatures that fail their saves are tormented by itching skin and burning eyes. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Spell-Like Abilities: Once per hour, a dust mephit can surround itself with a plume of dust, duplicating the effect of a blur spell (caster level 3rd). Once per day it can create a mass of roiling dust that duplicates the effect of wind wall (DC 15, caster level 6th). The save DC is Charisma-based.
Fast Healing (Ex): A dust mephit heals only if in an arid, dusty environment.

EARTH MEPHIT


Small Outsider (Earth, Extraplanar)
Hit Dice:
3d8+6 (19 hp)
Initiative:
1
Speed:
30 ft. (6 squares), fly 40 ft. (average)
Armor Class:
16 (+1 size, –1 Dex, +6 natural), touch 10, flat-footed 16
Base Attack/Grapple:
+3/+2
Attack:
Claw +7 melee (1d3+3)
Full Attack:
2 claws +7 melee (1d3+3)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Breath weapon, spell-like abilities, summon mephit
Special Qualities:
Change size, damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves:
Fort +4, Ref +2, Will +3
Abilities:
Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15
Skills:
Bluff +8, Escape Artist +5, Hide +9, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +5, Spot +6, Use Rope –1 (+1 with bindings)
Feats:
Power Attack, Toughness
Environment:
Elemental Plane of Earth
Organization:
Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating:
3
Treasure:
Standard
Alignment:
Usually neutral
Advancement:
4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment:
+3 (cohort)
Earth mephits come from the Elemental Plane of Earth.
An earth mephit is about 4 feet tall and weighs about 80 pounds.
Earth mephits speak Common and Terran.
Combat
Breath Weapon (Su): 15-foot cone of rock shards and pebbles, damage 1d8, Reflex DC 13 half. The save DC is Constitution-based and includes a +1 racial bonus.
Spell-Like Abilities: 1/day—soften earth and stone. Caster level 6th.
Change Size (Sp): Once per hour, an earth mephit can magically change its size. This works just like an enlarge person spell, except that the power works only on the earth mephit. This is the equivalent of a 2nd-level spell.
Fast Healing (Ex): An earth mephit heals only if it is underground or buried up to its waist in earth.

FIRE MEPHIT


Small Outsider (Extraplanar, Fire)
Hit Dice:
3d8 (13 hp)
Initiative:
+5
Speed:
30 ft. (6 squares), fly 50 ft. (average)
Armor Class:
16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15
Base Attack/Grapple:
+3/–1
Attack:
Claw +4 melee (1d3 and 1d4 fire)
Full Attack:
2 claws +4 melee (1d3 and 1d4 fire)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Breath weapon, spell-like abilities, summon mephit
Special Qualities:
Damage reduction 5/magic, darkvision 60 ft., immunity to fire, fast healing 2, vulnerability to cold
Saves:
Fort +3, Ref +4, Will +3
Abilities:
Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15
Skills:
Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings)
Feats:
Dodge, Improved Initiative
Environment:
Elemental Plane of Fire
Organization:
Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating:
3
Treasure:
Standard
Alignment:
Usually neutral
Advancement:
4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment:
+3 (cohort)
Fire mephits come from the Elemental Plane of Fire.
A fire mephit is about 4 feet tall and weighs about 1 pound.
Fire mephits speak Common and Ignan.
Combat
Breath Weapon (Su): 15-foot cone, damage 1d8 fire, Reflex half DC 12. The save DC is Constitution-based and includes a +1 racial adjustment.
Spell-Like Abilities: 1/hour—scorching ray (DC 14) as the spell cast by a 3rd-level sorcerer; 1/day—heat metal (DC 14). Caster level 6th. The save DC is Charisma-based.
Fast Healing (Ex): A fire mephit heals only if it is touching a flame at least as large as a torch.

ICE MEPHIT


Small Outsider (Air, Cold, Extraplanar)
Hit Dice:
3d8 (13 hp)
Initiative:
+7
Speed:
30 ft. (6 squares), fly 50 ft. (perfect)
Armor Class:
18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15
Base Attack/Grapple:
+3/–1
Attack:
Claw +4 melee (1d3 plus 1d4 cold)
Full Attack:
2 claws +4 melee (1d3 plus 1d4 cold)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Breath weapon, spell-like abilities, summon mephit
Special Qualities:
Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to cold, vulnerability to fire
Saves:
Fort +3, Ref +6, Will +3
Abilities:
Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Skills:
Bluff +8, Escape Artist +9, Hide +13, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)
Feats:
Dodge, Improved Initiative
Environment:
Elemental Plane of Air
Organization:
Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating:
3
Treasure:
Standard
Alignment:
Usually neutral
Advancement:
4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment:
+3 (cohort)
Ice mephits come from the Elemental Plane of Air.
Ice mephits have a cold, aloof demeanor. Each one is about 4 feet tall and weighs about 30 pounds.
Ice mephits speak Common and Auran.
Combat
Breath Weapon (Su): 10-foot cone of ice shards, damage 1d4 cold, Reflex DC 12 half. Living creatures that fail their saves are tormented by frostbitten skin and frozen eyes unless they have immunity to cold or are otherwise protected. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Spell-Like Abilities: 1/hour—magic missile (caster level 3rd); 1/day—chill metal (DC 14, caster level 6th). The save DC is Charisma-based.
Fast Healing (Ex): An ice mephit heals only if it is touching a piece of ice of at least Tiny size or if the ambient temperature is 32°F. or below.

MAGMA MEPHIT


Small Outsider (Fire, Extraplanar)
Hit Dice:
3d8 (13 hp)
Initiative:
+5
Speed:
30 ft. (6 squares), fly 50 ft. (average)
Armor Class:
16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15
Base Attack/Grapple:
+3/–1
Attack:
Claw +4 melee (1d3 plus 1d4 fire)
Full Attack:
2 claws +4 melee (1d3 plus 1d4 fire)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Breath weapon, spell-like abilities, summon mephit
Special Qualities:
Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to fire, vulnerability to cold
Saves:
Fort +3, Ref +4, Will +3
Abilities:
Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15
Skills:
Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings)
Feats:
Dodge, Improved Initiative
Environment:
Elemental Plane of Fire
Organization:
Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating:
3
Treasure:
Standard
Alignment:
Usually neutral
Advancement:
4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment:
+3 (cohort)
Magma mephits come from the Elemental Plane of Fire. Magma mephits are slow-witted and brutish. Each one is about 4 feet tall and weighs about 60 pounds.
Magma mephits speak Common and Ignan.
Combat
Breath Weapon (Su): 10-foot cone of magma, damage 1d4 fire, Reflex DC 12 half. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they have immunity to fire or are otherwise protected. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is onstitution-based and includes a +1 racial bonus.
Spell-Like Abilities: Once per hour, a magma mephit can use shapechange to take the form of a pool of lava 3 feet in diameter and 6 inches deep. The mephit’s damage reduction improves to 20/magic when in this form. The mephit can’t attack while in lava form but can use other spell-like abilities. It can move at a speed of 10 feet, but it can’t run. In this form the mephit can pass through small holes or narrow openings, even mere cracks. The pool’s touch ignites flammable materials such as paper, straw, or dry wood.
Once per day a magma mephit can use pyrotechnics (DC 14). It can use itself as the fire source without harm. Caster level 6th. The save DC is Charisma-based.
Fast Healing (Ex): A magma mephit heals only if it is touching magma, lava, or a flame at least as large as a torch.

OOZE MEPHIT


Small Outsider (Extraplanar, Water)
Hit Dice:
3d8+6 (19 hp)
Initiative:
+0
Speed:
30 ft. (6 squares), fly 40 ft. (average), swim 30 ft.
Armor Class:
16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple:
+3/+1
Attack:
Claw +6 melee (1d3+2)
Full Attack:
2 claws +6 melee (1d3+2)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Breath weapon, spell-like abilities, summon mephit
Special Qualities:
Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves:
Fort +4, Ref +3, Will +3
Abilities:
Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15
Skills:
Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings)
Feats:
Power Attack, Toughness
Environment:
Elemental Plane of Water
Organization:
Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating:
3
Treasure:
Standard
Alignment:
Usually neutral
Advancement:
4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment:
+3 (cohort)
Ooze mephits come from the Elemental Plane of Water. An ooze mephit is about 4 feet tall and weighs about 30 pounds.
Ooze mephits speak Common and Aquan.
Combat
Breath Weapon (Su): 10-foot cone of caustic liquid, damage 1d4 acid, Reflex DC 13 half. Living creatures that fail their saves are tormented by itching skin and burning eyes unless they have immunity to acid or are otherwise protected. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Spell-Like Abilities: Once per hour an ooze mephit can hurl an acidic blob that functions like acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud (DC 15, caster level 6th). The save DC is Charisma-based.
Fast Healing (Ex): An ooze mephit heals only if in a wet or muddy environment.
Skills: An ooze mephit 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.

SALT MEPHIT


Small Outsider (Earth, Extraplanar)
Hit Dice:
3d8+6 (19 hp)
Initiative:
1
Speed:
30 ft. (6 squares), fly 40 ft. (average)
Armor Class:
16 (+1 size, –1 Dex, +6 natural), touch 10, flat-footed 16
Base Attack/Grapple:
+3/+2
Attack:
Claw +7 melee (1d3+3)
Full Attack:
2 claws +7 melee (1d3+3)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Breath weapon, spell-like abilities, summon mephit
Special Qualities:
Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves:
Fort +4, Ref +2, Will +3
Abilities:
Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15
Skills:
Bluff +8, Escape Artist +5, Hide +9, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +5, Spot +6, Use Rope –1 (+1 with bindings)
Feats:
Power Attack, Toughness
Environment:
Elemental Plane of Earth
Organization:
Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating:
3
Treasure:
Standard
Alignment:
Usually neutral
Advancement:
4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment:
+3 (cohort)
Salt mephits come from the Elemental Plane of Earth.
Salt mephits are sarcastic creatures who loathe water and moisture of any kind. Each one is about 4 feet tall and weighs about 80 pounds.
Salt mephits speak Common and Terran.
Combat
Breath Weapon (Su): 10-foot cone of salt crystals, damage 1d4, Reflex DC 13 half. Living creatures that fail their saves are tormented by itching skin and burning eyes. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Spell-Like Abilities: Once per hour a salt mephit can use glitterdust (DC 14, caster level 3rd).
Once per day it can draw the moisture from an area in a 20-foot radius centered on itself. Living creatures within range take 2d8 points of damage (Fortitude DC 14 half; caster level 6th). This effect is especially devastating to plant creatures and aquatic creatures, which take a –2 penalty on their saving throws. This ability is the equivalent of a 2nd-level spell. The save DCs are Charisma-based.
Fast Healing (Ex): A salt mephit heals only if in an arid environment.

STEAM MEPHIT


Small Outsider (Extraplanar, Fire)
Hit Dice:
3d8 (13 hp)
Initiative:
+5
Speed:
30 ft. (6 squares), fly 50 ft. (average)
Armor Class:
16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15
Base Attack/Grapple:
+3/–1
Attack:
Claw +4 melee (1d3 plus 1d4 fire)
Full Attack:
2 claws +4 melee (1d3 plus 1d4 fire)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Breath weapon, spell-like abilities, summon mephit
Special Qualities:
Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to fire, vulnerability to cold
Saves:
Fort +3, Ref +4, Will +3
Abilities:
Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15
Skills:
Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings)
Feats:
Dodge, Improved Initiative
Environment:
Elemental Plane of Fire
Organization:
Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating:
3
Treasure:
Standard
Alignment:
Usually neutral
Advancement:
4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment:
+3 (cohort)
Steam mephits come from the Elemental Plane of Fire.
Steam mephits are bossy creatures who consider themselves the lords of all their kind. Each one is about 4 feet tall and weighs about 2 pounds.
Steam mephits speak Common and Ignan.
Combat
Unlike other mephits, steam mephits rush into combat eagerly, driven by an oversized ego.
Breath Weapon (Su): 10-foot cone of steam, damage 1d4 fire, Reflex DC 12 half. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they have immunity to fire or are otherwise protected. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Spell-Like Abilities: Once per hour a steam mephit can surround itself with a plume of vapor, duplicating the effect of a blur spell (caster level 3rd). Once per day it can create a rainstorm of boiling water that affects a 20-foot-square area. Living creatures caught in the storm take 2d6 points of fire damage (Reflex DC 14 half; caster level 6th). This ability is the equivalent of a 2nd-level spell. The save DCs are Charisma-based.
Fast Healing (Ex): A steam mephit heals only if it is touching boiling water or is in a hot, humid area.

WATER MEPHIT


Small Outsider (Extraplanar, Water)
Hit Dice:
3d8+6 (19 hp)
Initiative:
+0
Speed:
30 ft. (6 squares), fly 40 ft. (average) , swim 30 ft.
Armor Class:
16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple:
+3/+1
Attack:
Claw +6 melee (1d3+2)
Full Attack:
2 claws +6 melee (1d3+2)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Breath weapon, spell-like abilities, summon mephit
Special Qualities:
Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves:
Fort +4, Ref +3, Will +3
Abilities:
Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15
Skills:
Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings)
Feats:
Power Attack, Toughness
Environment:
Elemental Plane of Water
Organization:
Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating:
3
Treasure:
Standard
Alignment:
Usually neutral
Advancement:
4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment:
+3 (cohort)
Water mephits come from the Elemental Plane of Water.
Water mephits are jaunty creatures with an unflagging sense of humor who quickly get on the nerves of everyone around them. Each one is about 4 feet tall and weighs about 30 pounds.
Water mephits speak Common and Aquan.
Combat
Breath Weapon (Su): 15-foot cone of caustic liquid, damage 1d8 acid, Reflex DC 13 half. The save DC is Constitution-based and includes a +1 racial bonus.
Spell-Like Abilities: Once per hour a water mephit can hurl an acidic blob that functions like acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of a stinking cloud spell (DC 15, caster level 6th). The save DC is Charisma-based.
Fast Healing (Ex): A water mephit heals only if it is exposed to rain or submerged up to its waist in water.
Skills: A water mephit 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.

MERFOLK


Merfolk, 1st-Level Warrior


Medium Humanoid (Aquatic)
Hit Dice:
1d8+2 (6 hp)
Initiative:
+1
Speed:
5 ft. (1 square), swim 50 ft.
Armor Class:
13 (+1 Dex, +2 leather), touch 11, flat-footed 12
Base Attack/Grapple:
+1/+2
Attack:
Trident +2 melee (1d8+1) or heavy crossbow +2 ranged (1d10/19–20)
Full Attack:
Trident +2 melee (1d8+1) or heavy crossbow +2 ranged (1d10/19–20)
Space/Reach:
5 ft./5 ft.
Special Attacks:

Special Qualities:
Amphibious, low-light vision
Saves:
Fort +4, Ref +1, Will –1
Abilities:
Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 10
Skills:
Listen +3, Spot +3, Swim +9
Feats:
Alertness
Environment:
Temperate aquatic
Organization:
Company (2–4), patrol (11–20 plus 2 3rd-level lieutenants and 1 leader of 3rd–6th level), or band (30–60 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 10 porpoises)
Challenge Rating:
1/2
Treasure:
Standard
Alignment:
Usually neutral
Advancement:
By character class
Level Adjustment:
+1
A merfolk is about 8 feet long from the top of the head to the end of the tail, and weighs about 400 pounds.
Merfolk speak Common and Aquan.
Most merfolk encountered outside their home are warriors; the information in the statistics block is for one of 1st level.
COMBAT
Merfolk favor heavy crossbows of shell and coral that fire bolts fashioned from blowfish spines, with an underwater range increment of 30 feet. Merfolk often barrage their enemies before closing, when they resort to tridents.
Amphibious (Ex): Merfolk can breathe both air and water, although they rarely travel more than a few feet from the water’s edge.
Skills: A merfolk 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.
The merfolk warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
MERFOLK CHARACTERS
A merfolk’s favored class is bard.

MIMIC


Large Aberration (Shapechanger)
Hit Dice:
7d8+21 (52 hp)
Initiative:
+1
Speed:
10 ft. (2 squares)
Armor Class:
15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 15
Base Attack/Grapple:
+5/+13
Attack:
Slam +9 melee (1d8+4)
Full Attack:
2 slams +9 melee (1d8+4)
Space/Reach:
10 ft./10 ft.
Special Attacks:
Adhesive, crush
Special Qualities:
Darkvision 60 ft., immunity to acid, mimic shape
Saves:
Fort +5, Ref +5, Will +6
Abilities:
Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10
Skills:
Climb +9, Disguise +13, Listen +8, Spot +8
Feats:
Alertness, Lightning Reflexes, Weapon Focus (slam)
Environment:
Underground
Organization:
Solitary
Challenge Rating:
4
Treasure:
1/10th coins; 50% goods; 50% items
Alignment:
Usually neutral
Advancement:
8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment:

A mimic can have almost any dimensions, but usually is not more than 10 feet long. A typical mimic has a volume of 150 cubic feet (5 feet by 5 feet by 6 feet) and weighs about 4,500 pounds.
Mimics speak Common.
COMBAT
A mimic often surprises an unsuspecting adventurer, lashing out with a heavy pseudopod. The creature does not necessarily fight to the death if it can succeed in extorting treasure or food from a party.
Adhesive (Ex): A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first.
A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 16 Reflex save. A successful DC 16 Strength check is needed to pry it off.
Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.
Crush (Ex): A mimic deals 1d8+4 points of damage with a successful grapple check.
Mimic Shape (Ex): A mimic can assume the general shape of any object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check. Of course, by this time it is generally far too late.
Skills: A mimic has a +8 racial bonus on Disguise checks.

MINOTAUR


Large Monstrous Humanoid
Hit Dice:
6d8+12 (39 hp)
Initiative:
+0
Speed:
30 ft. (6 squares)
Armor Class:
14 (–1 size, +5 natural), touch 9, flat-footed — (see text)
Base Attack/Grapple:
+6/+14
Attack:
Greataxe +9 melee (3d6+6/x3) or gore +9 melee (1d8+4)
Full Attack:
Greataxe +9/+4 melee (3d6+6/x3) and gore +4 melee (1d8+2)
Space/Reach:
10 ft./10 ft.
Special Attacks:
Powerful charge 4d6+6
Special Qualities:
Darkvision 60 ft., natural cunning, scent
Saves:
Fort +6, Ref +5, Will +5
Abilities:
Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Skills:
Intimidate +2, Listen +7, Search +2, Spot +7
Feats:
Great Fortitude, Power Attack, Track
Environment:
Underground
Organization:
Solitary, pair, or gang (3–4)
Challenge Rating:
4
Treasure:
Standard
Alignment:
Usually chaotic Evil
Advancement:
By character class
Level Adjustment:
+2
A minotaur stands more than 7 feet tall and weighs about 700 pounds.
Minotaurs speak Giant.
COMBAT
Minotaurs prefer melee combat, where their great strength serves them well.
Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.
Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.
MINOTAURS AS CHARACTERS
Minotaur characters possess the following racial traits.
+8 Strength, +4 Constitution, –4 Intelligence (minimum 3), –2 Charisma.
Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
A minotaur’s base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A minotaur begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.
Racial Skills: A minotaur’s monstrous humanoid levels give it skill points equal to 9 x (2 + Int modifier, minimum 1). Its class skills are Intimidate, Jump, Listen, Search, and Spot. Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.
Racial Feats: A minotaur’s monstrous humanoid levels give it three feats.
Weapon Proficiency: A minotaur is proficient with the greataxe and all simple weapons.
+5 natural armor bonus.
Natural Weapons: Gore (1d8).
Special Attacks (see above): Powerful charge.
Special Qualities (see above): Natural cunning, scent.
Automatic Languages: Common, Giant. Bonus Languages: Orc, Goblin, Terran.
Favored Class: Barbarian.
Level adjustment +2.

MOHRG


Medium Undead
Hit Dice:
14d12 (91 hp)
Initiative:
+9
Speed:
30 ft. (6 squares)
Armor Class:
23 (+4 Dex, +9 natural), touch 14, flat-footed 14
Base Attack/Grapple:
+7/+12
Attack:
Slam +12 melee (1d6+7) or tongue +12 melee touch (paralysis)
Full Attack:
Slam +12 melee (1d6+7) and tongue +12 melee touch (paralysis)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Improved grab, paralyzing touch, create spawn
Special Qualities:
Darkvision 60 ft., undead traits
Saves:
Fort +4, Ref +10, Will +9
Abilities:
Str 21, Dex 19, Con —, Int 11, Wis 10, Cha 10
Skills:
Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15, Swim +9
Feats:
Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility
Environment:
Any
Organization:
Solitary, gang (2–4), or mob (2–4 plus 5–10 zombies)
Challenge Rating:
8
Treasure:
None
Alignment:
Always chaotic evil
Advancement:
15–21 HD (Medium); 22–28 HD (Large)
Level Adjustment:

Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. Most mohrgs are 5 to 6 feet tall and weigh about 120 pounds.
COMBAT
Like zombies, mohrgs attack by slamming enemies with their fists. They often catch opponents flat-footed, for they move much faster than zombies.
Improved Grab (Ex): To use this ability, a mohrg must hit a creature of its size or smaller with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Paralyzing Touch (Su): A mohrg lashes out with its tongue in combat. An opponent the tongue touches must succeed on a DC 17 Fortitude save or become paralyzed for 1d4 minutes. The save DC is Charisma-based. Create Spawn (Su): Creatures killed by a mohrg rise after 1d4 days as zombies under the morhg’s control. They do not possess any of the abilities they had in life.

MUMMY


Mummy
Mummy Lord, 10th-Level Cleric


Medium Undead
Medium Undead
Hit Dice:
8d12+3 (55 hp)
8d12 plus 10d8 (97 hp)
Initiative:
+0
+5
Speed:
20 ft. (4 squares)
15 ft. in half-plate armor (3 squares); base speed 20 ft.
Armor Class:
20 (+10 natural), touch 10, flat-footed 20
30 (+1 Dex, +10 natural, +9 +2 half-plate armor), touch 11, flat-footed 29
Base Attack/Grapple:
+4/+11
+11/+19
Attack:
Slam +11 melee (1d6+10 plus mummy rot)
Slam +20 melee (1d6+12/19–20 plus mummy rot)
Full Attack:
Slam +11 melee (1d6+10 plus mummy rot)
Slam +20 melee (1d6+12/19–20 plus mummy rot)
Space/Reach:
5 ft./5 ft.
5 ft./5 ft.
Special Attacks:
Despair, mummy rot
Despair, mummy rot, rebuke undead, spells
Special Qualities:
Damage reduction 5/–, darkvision 60 ft., undead traits, vulnerability to fire
Damage reduction 5/–, darkvision 60 ft., resistance to fire 10, undead traits, vulnerability to fire
Saves:
Fort +4, Ref +2, Will +8
Fort +13, Ref +8, Will +20
Abilities:
Str 24, Dex 10, Con —, Int 6, Wis 14, Cha 15
Str 26, Dex 12, Con —, Int 8, Wis 20, Cha 17
Skills:
Hide +7, Listen +8, Move Silently +7, Spot +8
Concentration +8, Knowledge (religion) +4, Listen +18, Move Silently +5, Spot +18
Feats:
Alertness, Great Fortitude, Toughness
Alertness, Combat Casting, Great Fortitude, Improved Critical (slam), Improved Initiative, Weapon Focus (slam)
Environment:
Any
Any
Organization:
Solitary, warden squad (2–4), or guardian detail (6–10)
Solitary or tomb guard (1 mummy lord and 6–10 mummies)
Challenge Rating:
5
15
Treasure:
Standard
Standard plus possessions noted below
Alignment:
Usually lawful evil
Usually lawful evil
Advancement:
9–16 HD (Medium); 17–24 HD (Large)
By character class
Level Adjustment:


Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.
Most mummies are 5 to 6 feet tall and weigh about 120 pounds.
Mummies can speak Common, but seldom bother to do so.
COMBAT
Despair (Su): At the mere sight of a mummy, the viewer must succeed on a DC 16 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. The save DC is Charisma-based.
Mummy Rot (Su): Supernatural disease—slam, Fortitude DC 16, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.
Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.
Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.
An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.

MUMMY LORD
Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death. A mummy lord resembles its lesser fellows, but often wears or carries equipment it used in life.
Mummy lords are often potent spellcasters. They are found as guardians of the tombs of high lords, priests, and mages. Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature. A mummy lord of this sort is usually imprisoned in a tomb that is never meant to be opened again.
Despair (Su): The save DC against this mummy lord’s despair is 17.
Mummy Rot (Su): The save DC against this mummy lord’s mummy rot is 17.
Typical Cleric Spells Prepared (6/7/6/5/5/4; save DC 15 + spell level): 0—detect magic (2), guidance, read magic, resistance, virtue; 1st—bane, command, deathwatch, divine favor, doom, sanctuary*, shield of faith; 2nd—bull’s strength, death knell*, hold person, resist energy, silence, spiritual weapon; 3rd—animate dead*, deeper darkness, dispel magic, invisibility purge, searing light; 4th—air walk, dismissal, divine power, giant vermin, spell immunity*; 5th—insect plague, slay living*, spell resistance, symbol of pain.
[FONT=Times New Roman, Courier New, serif]*Domain Spell. Domains: Death and Protection.[/FONT]
Possessions: +2 half-plate armor, cloak of resistance +2, ring of minor elemental resistance (fire), brooch of shielding. (Different mummy lords may have different possessions.)
 

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