AbolethCR 7

Usually LE Huge Aberration (Aquatic)

Init +1; Senses darkvision 60 ft.; Listen +16, Spot +16

Languages Aboleth, Aquan, Undercommon

AC 16, touch 9, flat-footed 15
(−2 size, +1 Dex, +7 natural)

hp 76 (8 HD)

Fort +7, Ref +3, Will +11

Speed 10 ft., swim 60 ft.

Melee 4 tentacles +12 (1d6+8 plus slime)

Space 15 ft.; Reach 10 ft.

Base Atk +6; Grp +22

Atk Options enslave

Special Actions mucus cloud

Psionics (CL 16):

At will—hypnotic pattern (DC 15), illusory wall (DC 17), mirage arcana (DC 18), persistent image (DC 18), programmed image (DC 19), project image (DC 20), veil (DC 19)

The save DCs are Charisma-based

Abilities Str 26, Dex 12, Con 20, Int 15, Wis 17, Cha 17

SQ aquatic subtype

Feats Alertness, Combat Casting, Iron Will

Skills Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16, Swim +8

Advancement 9-16 HD (Huge); 17-24 HD (Gargantuan)

Enslave (Su) Three times per day, an aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed on a DC 17 Will save or be affected as though by a dominate person spell (caster level 16th). An enslaved creature obeys the aboleth's telepathic commands until freed by remove curse , and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1 mile from its slave. The save DC is Charisma-based.

Mucus Cloud (Ex) An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 19 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based.

Slime (Ex) A blow from an aboleth's tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 19 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature's natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based.

A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction.

Aboleth MageCR 17

Usually LE Huge Aberration (Aquatic)

Init +7; Senses darkvision 60 ft.; Listen +15, Spot +17

Languages Aboleth, Aquan, Undercommon

AC 18, touch 11, flat-footed 15
(−2 size, +3 Dex, +7 natural)

hp 177 (18 HD)

Fort +15, Ref +10, Will +15

Speed 10 ft., swim 60 ft.

Melee 4 tentacles +18 (1d6+9 plus slime)

Space 15 ft.; Reach 10 ft.

Base Atk +11; Grp +28

Atk Options enslave

Special Actions mucus cloud

Psionics (CL 16):

At will—hypnotic pattern (DC 14), illusory wall (DC 16), mirage arcana (DC 17), persistent image (DC 17), programmed image (DC 18), project image (DC 19), veil (DC 18)

The save DCs are Charisma-based

Typical Wizard Spells Prepared (CL 10):

0—daze, detect magic (2), resistance

1—alarm, charm person, color spray, mage armor, magic missile (2)

2—blur, bull's strength, darkness, fox's cunning, see invisibilty

3—dispel magic, displacement, fly, lightning bolt

4—greater invisibility, phantasmal killer, scrying, stoneskin

5—empowered hold monster, lightning bolt, wall of force

Abilities Str 28, Dex 16, Con 24, Int 20, Wis 16, Cha 14

SQ aquatic subtype, summon familiar

Feats Combat Casting, Empower Spell, Eschew Materials, Great Fortitude, Improved Initiative, Lightning Reflexes, Scribe Scroll, Spell Focus (illusion), Spell Focus (enchantment), Spell Penetration

Skills Bluff +13, Concentration +25, Decipher Script +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +4, Knowledge (arcana) +15, Knowledge (dungeoneering) +25, Knowledge (history) +15, Knowledge (tne planes) +15, Listen +15, Search +10, Sense Motive +15, Spellcraft +20, Spot +17, Survival +3 (+5 following tracks, on other planes, and underground, Swim +8

Advancement By character class

Enslave (Su) Three times per day, the aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed on a DC 16 Will save or be affected as though by a dominate person spell (caster level 16th). An enslaved creature obeys the aboleth's telepathic commands until freed by remove curse , and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1 mile from its slave. The save DC is Charisma-based.

Mucus Cloud (Ex) The aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 21 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based.

Slime (Ex) A blow from the aboleth's tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 21 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature's natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based.

A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction.

AchaieraiCR 5

Always LE Large Outsider (Evil, Extraplanar, Lawful)

Init +1; Senses darkvision 60 ft.; Listen +11, Spot +11

Languages Infernal

AC 20, touch 10, flat-footed 19; Dodge, Mobility
(−1 size, +1 Dex, +10 natural)

hp 39 (6 HD)

SR 19

Fort +7, Ref +6, Will +7

Speed 50 ft.,

Melee 2 claws +9 (2d6+4) and bite +4 (4d6+2)

Space 10 ft.; Reach 10 ft.

Base Atk +6; Grp +14

Special Actions Spring Attack, black cloud

Abilities Str 19, Dex 13, Con 14, Int 11, Wis 14, Cha 16

Feats Dodge, Mobility, Spring Attack

Skills Balance +10, Climb +13, Diplomacy +5, Hide +6, Jump +21, Listen +11, Move Silently +10, Sense Motive +11, Spot +11

Advancement 7-12 HD (Large); 13-18 HD (Huge)

Black Cloud (Ex) Up to three times per day an achaierai can release a choking, toxic black cloud.

Those other than achaierai within 10 feet instantly take 2d6 points of damage. They must also succeed on a DC 15 Fortitude save or be affected for 3 hours as though by an insanity spell (caster level 16th). The save DC is Constitution-based.

AllipCR 3

Always NE Medium Undead (Incorporeal)

Init +5; Senses darkvision 60 ft.; Listen +7, Spot +7

Aura babble

Languages

AC 15, touch 15, flat-footed 14
(+1 Dex, +4 deflection)

hp 26 (4 HD)

Fort +1, Ref +4, Will +4

Speed fly 30 ft. (perfect)

Melee Incorporeal touch +3 (1d4 Wisdom drain)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp

Abilities Str -, Dex 12, Con -, Int 11, Wis 11, Cha 18

SQ madness, incorporeal traits, +2 turn resistance, undead traits

Feats Improved Initiative, Lightning Reflexes

Skills Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7, Survival +0 (+2 following tracks)

Advancement 5-12 HD (Medium)

Babble (Su) An allip constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed on a DC 16 Will save or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic mind-affecting compulsion effect.

Creatures that successfully save cannot be affected by the same allip's babble for 24 hours. The save DC is Charisma-based.

Madness (Su) Anyone targeting an allip with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage.

Wisdom Drain (Su) An allip causes 1d4 points of Wisdom drain each time it hits with its incorporeal touch attack. On each such successful attack, it gains 5 temporary hit points.

Angel, Astral DevaCR 14

Always good (any) Medium Outsider (Angel, Extraplanar, Good)

Init +8; Senses darkvision 60 ft., low-light vision; Listen +23, Spot +23

Languages Celestal, Infernal, Draconic; tongues

AC 29, touch 14, flat-footed 25; protective aura, uncanny dodge
(+4 Dex, +15 natural)

hp 102 (12 HD); DR 10/evil

Immune acid, cold, petrification

Resist electricity 10, fire 10; SR 30

Fort +14 (+18 against poison), Ref +12, Will +12

Speed 50 ft., fly 100 ft. (good)

Melee +3 heavy mace of disruption +21/+16/+11 (1d8+12 plus stun); or

Melee Slam +18 (1d8+9)

Space 5 ft.; Reach 5 ft.

Base Atk +12; Grp +18

Atk Options Cleave, Power Attack

Special Actions change shape

Spell-like Abilities (CL 12):

At will—aid, continual flame, detect evil, discern lies (DC 19), dispel evil (DC 20), dispel magic, holy aura (DC 23), holy smite (DC 19), holy word (DC 22), invisibility (self only), plane shift (DC 22), remove curse (DC 18), remove disease (DC 18), remove fear (DC 16)

7/day—cure light wounds (DC 16), see invisibility

1/day—blade barrier (DC 21), heal (DC 21)

The save DCs are Charisma-based

Abilities Str 22, Dex 18, Con 18, Int 18, Wis 18, Cha 20

Feats Alertness, Cleave, Great Fortitude, Improved Initiative, Power Attack

Skills Concentration +19, Craft or Knowledge (any three) +19, Diplomacy +22, Escape Artist +19, Hide +19, Intimidate +20, Listen +23, Move Silently +19, Sense Motive +19, Spot +23, Use Rope +4 (+6 with bindings)

Advancement 13-18 HD (Medium); 19-36 HD (Large)

Level adjustment +8

Stun (Su) If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed on a DC 22 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Uncanny Dodge (Ex) An astral deva retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 16th level. It can flank characters with the uncanny dodge ability as if it were a 12th-level rogue.

Change Shape (Su) An astral deva can assume the form of any Small or Medium humanoid.

Angel, PlanetarCR 16

Always good (any) Large Outsider (Angel, Extraplanar, Good)

Init +8; Senses darkvision 60 ft., low-light vision, detect evil, detect snares and pits, discern lies, see invisibility, true seeing; Listen +23, Spot +23

Languages Celestal, Infernal, Draconic; tongues

AC 32, touch 13, flat-footed 28; protective aura
(−1 size, +4 Dex, +19 natural)

hp 133 (14 HD); DR 10/evil; regeneration 10

Immune acid, cold, petrification

Resist electricity 10, fire 10; SR 30

Fort +14 (+18 against poison), Ref +13, Will +15

Speed 30 ft., fly 90 ft. (good)

Melee +3 greatsword +23/+18/+13 (3d6+13/19-20); or

Melee Slam +20 (2d8+10)

Space 10 ft.; Reach 10 ft.

Base Atk +14; Grp +25

Atk Options Blind-Fight, Cleave, Improved Sunder, Power Attack

Special Actions change shape

Spell-like Abilities (CL 17):

At will—continual flame, dispel magic, holy smite (DC 20), invisibility (self only), lesser restoration (DC 18), remove curse (DC 19), remove disease (DC 19), remove fear (DC 17), speak with dead (DC 19)

3/day—blade barrier (DC 22), flame strike (DC 21), power word stun, raise dead, waves of fatigue

1/day—earthquake (DC 24), greater restoration (DC 23), mass charm monster (DC 24), waves of exhaustion

Typical Cleric Spells Prepared (CL 17):

0—create water, detect magic, guidance, resistance (2), virtue

1—bless (2), cause fear, divine favor (2), entropic shield, inflict light wounds*, shield of faith

2—aid*, align weapon, bear's endurance, bull's strength (2), consecrate, eagle's splendor, hold person

3—contagion*, daylight, invisibility purge, prayer (2), summon monster III, wind wall

4—death ward, dismissal, inflict critical wounds*, neutralize poison (2), summon monster IV

5—break enchantment, circle of doom*, dispel evil, mark of justice, plane shift, righteous might

6—banishment, greater dispel magic, harm*, heal, heroes' feast, mass cure moderate wounds

7—dictum, disintegrate*, holy word, regenerate

8—holy aura*, mass cure critical wounds, shield of law

9—implosion, summon monster IX (good)*

Abilities Str 25, Dex 19, Con 20, Int 22, Wis 23, Cha 22

Feats Blind-Fight, Cleave, Improved Initiative, Improved Sunder, Power Attack

Skills Concentration +22, Craft or Knowledge (any four) +23, Diplomacy +25, Escape Artist +21, Hide +17, Intimidate +23, Listen +23, Move Silently +21, Sense Motive +23, Search +23, Spot +23, Use Rope +4 (+6 with bindings)

Advancement 15-21 HD (Large); 22-42 HD (Huge)

Regeneration (Ex) A planetar takes normal damage from evil-aligned weapons and from spells and effects with the evil descriptor.

Change Shape (Su) A planetar can assume the form of any Small or Medium humanoid.

Angel, SolarCR 23

Always good (any) Large Outsider (Angel, Extraplanar, Good)

Init +9; Senses darkvision 60 ft., low-light vision; Listen +32, Spot +32

Languages Celestal, Infernal, Draconic; tongues

AC 35, touch 14, flat-footed 30; protective aura, Dodge, Mobility
(−1 size, +5 Dex, +21 natural)

hp 209 (22 HD); DR 15/epic and evil; regeneration 15

Immune acid, cold, petrification

Resist electricity 10, fire 10; SR 32

Fort +18 (+22 against poison), Ref +18, Will +20

Speed 50 ft., fly 150 ft. (good)

Melee +5 dancing greatsword +35/+30/+25/+20 (3d6+18/19-20); or

Melee Slam +30 (2d8+13)

Ranged +2 composite longbow (+5 Str bonus) +28/+23/+18/+13 (2d6+7/x3 plus slaying)

Space 10 ft.; Reach 10 ft.

Base Atk +22; Grp +35

Atk Options Cleave, Great Cleave, Improved Sunder, Power Attack

Special Actions change shape

Spell-like Abilities (CL 20):

At will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration (DC 19), remove curse (DC 20), remove disease (DC 20), remove fear (DC 18), resist energy, summon monster VII, speak with dead (DC 20), waves of fatigue

3/day—blade barrier (DC 23), earthquake (DC 25), heal (DC 23), mass charm monster (DC 25), permanency, resurrection, waves of exhaustion

1/day—greater restoration (DC 24), power word blind, power word kill, power word stun, prismatic spray (DC 24), wish

Typical Cleric Spells Prepared (CL 20):

0—create water, detect magic, guidance (2), resistance (2)

1—bless (2), cause fear, divine favor (2), entropic shield, obscuring mist*, shield of faith

2—align weapon, bear's endurance (2), bull's strength (2), consecrate, eagle's splendor, spiritual weapon*

3—daylight, invisibility purge, magic circle against evil, magic vestment*, prayer (2), protection from energy, wind wall

4—death ward (2), dismissal (2), divine power*, neutralize poison (2)

5—break enchantment, control winds*, dispel evil, plane shift, righteous might (2), symbol of pain

6—banishment, chain lightning*, heroes' feast, mass cure moderate wounds, undeath to death, word of recall

7—control weather*, destruction, dictum, ethereal jaunt, holy word, regenerate

8—fire storm, holy aura, mass cure critical wounds (2), whirlwind*

9—etherealness, elemental swarm (air)*, mass heal, miracle, storm of vengeance

Abilities Str 28, Dex 20, Con 20, Int 23, Wis 25, Cha 25

Feats Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track

Skills Concentration +30, Craft or Knowledge (any five) +33, Diplomacy +34, Escape Artist +30, Hide +26, Listen +32, Move Silently +30, Search +31, Sense Motive +32, Spellcraft +31, Spot +32, Survival +7 (+9 following tracks), Use Rope +5 (+7 with bindings)

Advancement 23-33 HD (Large); 34-66 HD (Huge)

Regeneration (Ex) A solar takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor.

Change Shape (Su) A solar can assume the form of any Small or Medium humanoid.

Animated Object, TinyCR 1/2

Always N Tiny Construct

Init +2; Senses darkvision 60 ft., low-light vision; Listen −5, Spot −5

Languages

AC 14, touch 14, flat-footed 12
(+2 size, +2 Dex)

hp 2 (1/2 HD)

Fort +0, Ref +2, Will −5

Speed 40 ft.,

Melee Slam +1 (1d3-1)

Space 2-1/2 ft.; Reach 0 ft.

Base Atk +0; Grp −9

Abilities Str 8, Dex 14, Con -, Int -, Wis 1, Cha 1

SQ construct traits

Feats

Skills

Blind (Ex) A sheetlike animated object such as a carpet or tapestry can grapple an opponent up to three sizes larger than itself. The object makes a normal grapple check. If it wins, it wraps itself around the opponent's head, causing that creature to be blinded until removed.

Constrict (Ex) A flexible animated object such as a rope, vine, or rug deals damage equal to its slam damage value plus 1- 1/2 times its Strength bonus with a successful grapple check against a creature up to one size larger than itself.

An object of at least Large size can make constriction attacks against multiple creatures at once, if they all are at least two sizes smaller than the object and can fit under it.

Hardness (Ex) An animated object has the same hardness it had before it was animated.

Improved Speed (Ex) The base land speed given in the statistics block assume that an animated object lurches, rocks, or slithers along.

Objects with two legs (statues, ladders) or a similar shape that allows faster movement have a +10 foot bonus to speed. Objects with multiple legs (tables, chairs) have a +20 foot bonus to speed. Wheeled objects have a +40 foot bonus to speed.

Objects might have additional modes of movement. A wooden object can float and has a swim speed equal to half its land speed. A rope or similar sinuous object has a climb speed equal to half its land speed. A sheetlike object can fly (clumsy maneuverability) at half its normal speed.

Trample (Ex) An animated object of at least Large size and with a hardness of at least 10 can trample creatures two or more sizes smaller than itself, dealing damage equal to the object's slam damage + 1-1/2 times its Strength bonus. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves (DC 10 + 1/2 object's HD + object's Str modifier) to halve the damage.

Animated Object, SmallCR 1

Always N Small Construct

Init +1; Senses darkvision 60 ft., low-light vision; Listen −5, Spot −5

Languages

AC 14, touch 12, flat-footed 13
(+1 size, +1 Dex, +2 natural)

hp 15 (1 HD)

Fort +0, Ref +1, Will −5

Speed 30 ft.,

Melee Slam +1 (1d4)

Space 5 ft.; Reach 5 ft.

Base Atk +0; Grp −4

Abilities Str 10, Dex 12, Con -, Int -, Wis 1, Cha 1

SQ construct traits

Feats

Skills

Blind (Ex) A sheetlike animated object such as a carpet or tapestry can grapple an opponent up to three sizes larger than itself. The object makes a normal grapple check. If it wins, it wraps itself around the opponent's head, causing that creature to be blinded until removed.

Constrict (Ex) A flexible animated object such as a rope, vine, or rug deals damage equal to its slam damage value plus 1- 1/2 times its Strength bonus with a successful grapple check against a creature up to one size larger than itself.

An object of at least Large size can make constriction attacks against multiple creatures at once, if they all are at least two sizes smaller than the object and can fit under it.

Hardness (Ex) An animated object has the same hardness it had before it was animated.

Improved Speed (Ex) The base land speed given in the statistics block assume that an animated object lurches, rocks, or slithers along.

Objects with two legs (statues, ladders) or a similar shape that allows faster movement have a +10 foot bonus to speed. Objects with multiple legs (tables, chairs) have a +20 foot bonus to speed. Wheeled objects have a +40 foot bonus to speed.

Objects might have additional modes of movement. A wooden object can float and has a swim speed equal to half its land speed. A rope or similar sinuous object has a climb speed equal to half its land speed. A sheetlike object can fly (clumsy maneuverability) at half its normal speed.

Trample (Ex) An animated object of at least Large size and with a hardness of at least 10 can trample creatures two or more sizes smaller than itself, dealing damage equal to the object's slam damage + 1-1/2 times its Strength bonus. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves (DC 10 + 1/2 object's HD + object's Str modifier) to halve the damage.

Animated Object, MediumCR 2

Always N Medium Construct

Init +0; Senses darkvision 60 ft., low-light vision; Listen −5, Spot −5

Languages

AC 14, touch 10, flat-footed 14
(+4 natural)

hp 31 (2 HD)

Fort +0, Ref +0, Will −5

Speed 30 ft.,

Melee Slam +2 (1d6+1)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Abilities Str 12, Dex 10, Con -, Int -, Wis 1, Cha 1

SQ construct traits

Feats

Skills

Blind (Ex) A sheetlike animated object such as a carpet or tapestry can grapple an opponent up to three sizes larger than itself. The object makes a normal grapple check. If it wins, it wraps itself around the opponent's head, causing that creature to be blinded until removed.

Constrict (Ex) A flexible animated object such as a rope, vine, or rug deals damage equal to its slam damage value plus 1- 1/2 times its Strength bonus with a successful grapple check against a creature up to one size larger than itself.

An object of at least Large size can make constriction attacks against multiple creatures at once, if they all are at least two sizes smaller than the object and can fit under it.

Hardness (Ex) An animated object has the same hardness it had before it was animated.

Improved Speed (Ex) The base land speed given in the statistics block assume that an animated object lurches, rocks, or slithers along.

Objects with two legs (statues, ladders) or a similar shape that allows faster movement have a +10 foot bonus to speed. Objects with multiple legs (tables, chairs) have a +20 foot bonus to speed. Wheeled objects have a +40 foot bonus to speed.

Objects might have additional modes of movement. A wooden object can float and has a swim speed equal to half its land speed. A rope or similar sinuous object has a climb speed equal to half its land speed. A sheetlike object can fly (clumsy maneuverability) at half its normal speed.

Trample (Ex) An animated object of at least Large size and with a hardness of at least 10 can trample creatures two or more sizes smaller than itself, dealing damage equal to the object's slam damage + 1-1/2 times its Strength bonus. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves (DC 10 + 1/2 object's HD + object's Str modifier) to halve the damage.

Animated Object, Large (tall)CR 3

Always N Large Construct

Init +0; Senses darkvision 60 ft., low-light vision; Listen −5, Spot −5

Languages

AC 14, touch 9, flat-footed 14
(−1 size, +5 natural)

hp 52 (4 HD)

Fort +1, Ref +1, Will −4

Speed 20 ft.,

Melee Slam +5 (1d8+4)

Space 10 ft.; Reach 10 ft.

Base Atk +3; Grp +10

Abilities Str 16, Dex 10, Con -, Int -, Wis 1, Cha 1

SQ construct traits

Feats

Skills

Blind (Ex) A sheetlike animated object such as a carpet or tapestry can grapple an opponent up to three sizes larger than itself. The object makes a normal grapple check. If it wins, it wraps itself around the opponent's head, causing that creature to be blinded until removed.

Constrict (Ex) A flexible animated object such as a rope, vine, or rug deals damage equal to its slam damage value plus 1- 1/2 times its Strength bonus with a successful grapple check against a creature up to one size larger than itself.

An object of at least Large size can make constriction attacks against multiple creatures at once, if they all are at least two sizes smaller than the object and can fit under it.

Hardness (Ex) An animated object has the same hardness it had before it was animated.

Improved Speed (Ex) The base land speed given in the statistics block assume that an animated object lurches, rocks, or slithers along.

Objects with two legs (statues, ladders) or a similar shape that allows faster movement have a +10 foot bonus to speed. Objects with multiple legs (tables, chairs) have a +20 foot bonus to speed. Wheeled objects have a +40 foot bonus to speed.

Objects might have additional modes of movement. A wooden object can float and has a swim speed equal to half its land speed. A rope or similar sinuous object has a climb speed equal to half its land speed. A sheetlike object can fly (clumsy maneuverability) at half its normal speed.

Trample (Ex) An animated object of at least Large size and with a hardness of at least 10 can trample creatures two or more sizes smaller than itself, dealing damage equal to the object's slam damage + 1-1/2 times its Strength bonus. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves (DC 10 + 1/2 object's HD + object's Str modifier) to halve the damage.

Animated Object, Large (long)CR 3

Always N Large Construct

Init +0; Senses darkvision 60 ft., low-light vision; Listen −5, Spot −5

Languages

AC 14, touch 9, flat-footed 14
(−1 size, +5 natural)

hp 52 (4 HD)

Fort +1, Ref +1, Will −4

Speed 20 ft.,

Melee Slam +5 (1d8+4)

Space 10 ft.; Reach 5 ft.

Base Atk +3; Grp +10

Abilities Str 16, Dex 10, Con -, Int -, Wis 1, Cha 1

SQ construct traits

Feats

Skills

Blind (Ex) A sheetlike animated object such as a carpet or tapestry can grapple an opponent up to three sizes larger than itself. The object makes a normal grapple check. If it wins, it wraps itself around the opponent's head, causing that creature to be blinded until removed.

Constrict (Ex) A flexible animated object such as a rope, vine, or rug deals damage equal to its slam damage value plus 1- 1/2 times its Strength bonus with a successful grapple check against a creature up to one size larger than itself.

An object of at least Large size can make constriction attacks against multiple creatures at once, if they all are at least two sizes smaller than the object and can fit under it.

Hardness (Ex) An animated object has the same hardness it had before it was animated.

Improved Speed (Ex) The base land speed given in the statistics block assume that an animated object lurches, rocks, or slithers along.

Objects with two legs (statues, ladders) or a similar shape that allows faster movement have a +10 foot bonus to speed. Objects with multiple legs (tables, chairs) have a +20 foot bonus to speed. Wheeled objects have a +40 foot bonus to speed.

Objects might have additional modes of movement. A wooden object can float and has a swim speed equal to half its land speed. A rope or similar sinuous object has a climb speed equal to half its land speed. A sheetlike object can fly (clumsy maneuverability) at half its normal speed.

Trample (Ex) An animated object of at least Large size and with a hardness of at least 10 can trample creatures two or more sizes smaller than itself, dealing damage equal to the object's slam damage + 1-1/2 times its Strength bonus. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves (DC 10 + 1/2 object's HD + object's Str modifier) to halve the damage.

Animated Object, Huge (tall)CR 5

Always N Huge Construct

Init −1; Senses darkvision 60 ft., low-light vision; Listen −5, Spot −5

Languages

AC 13, touch 7, flat-footed 13
(−2 size, −1 Dex, +6 natural)

hp 84 (8 HD)

Fort +2, Ref +1, Will −3

Speed 20 ft.,

Melee Slam +9 (2d6+7)

Space 15 ft.; Reach 15 ft.

Base Atk +6; Grp +19

Abilities Str 20, Dex 8, Con -, Int -, Wis 1, Cha 1

SQ construct traits

Feats

Skills

Blind (Ex) A sheetlike animated object such as a carpet or tapestry can grapple an opponent up to three sizes larger than itself. The object makes a normal grapple check. If it wins, it wraps itself around the opponent's head, causing that creature to be blinded until removed.

Constrict (Ex) A flexible animated object such as a rope, vine, or rug deals damage equal to its slam damage value plus 1- 1/2 times its Strength bonus with a successful grapple check against a creature up to one size larger than itself.

An object of at least Large size can make constriction attacks against multiple creatures at once, if they all are at least two sizes smaller than the object and can fit under it.

Hardness (Ex) An animated object has the same hardness it had before it was animated.

Improved Speed (Ex) The base land speed given in the statistics block assume that an animated object lurches, rocks, or slithers along.

Objects with two legs (statues, ladders) or a similar shape that allows faster movement have a +10 foot bonus to speed. Objects with multiple legs (tables, chairs) have a +20 foot bonus to speed. Wheeled objects have a +40 foot bonus to speed.

Objects might have additional modes of movement. A wooden object can float and has a swim speed equal to half its land speed. A rope or similar sinuous object has a climb speed equal to half its land speed. A sheetlike object can fly (clumsy maneuverability) at half its normal speed.

Trample (Ex) An animated object of at least Large size and with a hardness of at least 10 can trample creatures two or more sizes smaller than itself, dealing damage equal to the object's slam damage + 1-1/2 times its Strength bonus. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves (DC 10 + 1/2 object's HD + object's Str modifier) to halve the damage.

Animated Object, Huge (long)CR 5

Always N Huge Construct

Init −1; Senses darkvision 60 ft., low-light vision; Listen −5, Spot −5

Languages

AC 13, touch 7, flat-footed 13
(−2 size, −1 Dex, +6 natural)

hp 84 (8 HD)

Fort +2, Ref +1, Will −3

Speed 20 ft.,

Melee Slam +9 (2d6+7)

Space 15 ft.; Reach 10 ft.

Base Atk +6; Grp +19

Abilities Str 20, Dex 8, Con -, Int -, Wis 1, Cha 1

SQ construct traits

Feats

Skills

Blind (Ex) A sheetlike animated object such as a carpet or tapestry can grapple an opponent up to three sizes larger than itself. The object makes a normal grapple check. If it wins, it wraps itself around the opponent's head, causing that creature to be blinded until removed.

Constrict (Ex) A flexible animated object such as a rope, vine, or rug deals damage equal to its slam damage value plus 1- 1/2 times its Strength bonus with a successful grapple check against a creature up to one size larger than itself.

An object of at least Large size can make constriction attacks against multiple creatures at once, if they all are at least two sizes smaller than the object and can fit under it.

Hardness (Ex) An animated object has the same hardness it had before it was animated.

Improved Speed (Ex) The base land speed given in the statistics block assume that an animated object lurches, rocks, or slithers along.

Objects with two legs (statues, ladders) or a similar shape that allows faster movement have a +10 foot bonus to speed. Objects with multiple legs (tables, chairs) have a +20 foot bonus to speed. Wheeled objects have a +40 foot bonus to speed.

Objects might have additional modes of movement. A wooden object can float and has a swim speed equal to half its land speed. A rope or similar sinuous object has a climb speed equal to half its land speed. A sheetlike object can fly (clumsy maneuverability) at half its normal speed.

Trample (Ex) An animated object of at least Large size and with a hardness of at least 10 can trample creatures two or more sizes smaller than itself, dealing damage equal to the object's slam damage + 1-1/2 times its Strength bonus. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves (DC 10 + 1/2 object's HD + object's Str modifier) to halve the damage.

Animated Object, Gargantuan (tall)CR 7

Always N Gargantuan Construct

Init −2; Senses darkvision 60 ft., low-light vision; Listen −5, Spot −5

Languages

AC 12, touch 4, flat-footed 12
(−4 size, −2 Dex, +8 natural)

hp 148 (16 HD)

Fort +5, Ref +3, Will +0

Speed 10 ft.,

Melee Slam +15 (2d8+10)

Space 20 ft.; Reach 20 ft.

Base Atk +12; Grp +31

Abilities Str 24, Dex 6, Con -, Int -, Wis 1, Cha 1

SQ construct traits

Feats

Skills

Blind (Ex) A sheetlike animated object such as a carpet or tapestry can grapple an opponent up to three sizes larger than itself. The object makes a normal grapple check. If it wins, it wraps itself around the opponent's head, causing that creature to be blinded until removed.

Constrict (Ex) A flexible animated object such as a rope, vine, or rug deals damage equal to its slam damage value plus 1- 1/2 times its Strength bonus with a successful grapple check against a creature up to one size larger than itself.

An object of at least Large size can make constriction attacks against multiple creatures at once, if they all are at least two sizes smaller than the object and can fit under it.

Hardness (Ex) An animated object has the same hardness it had before it was animated.

Improved Speed (Ex) The base land speed given in the statistics block assume that an animated object lurches, rocks, or slithers along.

Objects with two legs (statues, ladders) or a similar shape that allows faster movement have a +10 foot bonus to speed. Objects with multiple legs (tables, chairs) have a +20 foot bonus to speed. Wheeled objects have a +40 foot bonus to speed.

Objects might have additional modes of movement. A wooden object can float and has a swim speed equal to half its land speed. A rope or similar sinuous object has a climb speed equal to half its land speed. A sheetlike object can fly (clumsy maneuverability) at half its normal speed.

Trample (Ex) An animated object of at least Large size and with a hardness of at least 10 can trample creatures two or more sizes smaller than itself, dealing damage equal to the object's slam damage + 1-1/2 times its Strength bonus. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves (DC 10 + 1/2 object's HD + object's Str modifier) to halve the damage.

Animated Object, Gargantuan (long)CR 7

Always N Gargantuan Construct

Init −2; Senses darkvision 60 ft., low-light vision; Listen −5, Spot −5

Languages

AC 12, touch 4, flat-footed 12
(−4 size, −2 Dex, +8 natural)

hp 148 (16 HD)

Fort +5, Ref +3, Will +0

Speed 10 ft.,

Melee Slam +15 (2d8+10)

Space 20 ft.; Reach 15 ft.

Base Atk +12; Grp +31

Abilities Str 24, Dex 6, Con -, Int -, Wis 1, Cha 1

SQ construct traits

Feats

Skills

Blind (Ex) A sheetlike animated object such as a carpet or tapestry can grapple an opponent up to three sizes larger than itself. The object makes a normal grapple check. If it wins, it wraps itself around the opponent's head, causing that creature to be blinded until removed.

Constrict (Ex) A flexible animated object such as a rope, vine, or rug deals damage equal to its slam damage value plus 1- 1/2 times its Strength bonus with a successful grapple check against a creature up to one size larger than itself.

An object of at least Large size can make constriction attacks against multiple creatures at once, if they all are at least two sizes smaller than the object and can fit under it.

Hardness (Ex) An animated object has the same hardness it had before it was animated.

Improved Speed (Ex) The base land speed given in the statistics block assume that an animated object lurches, rocks, or slithers along.

Objects with two legs (statues, ladders) or a similar shape that allows faster movement have a +10 foot bonus to speed. Objects with multiple legs (tables, chairs) have a +20 foot bonus to speed. Wheeled objects have a +40 foot bonus to speed.

Objects might have additional modes of movement. A wooden object can float and has a swim speed equal to half its land speed. A rope or similar sinuous object has a climb speed equal to half its land speed. A sheetlike object can fly (clumsy maneuverability) at half its normal speed.

Trample (Ex) An animated object of at least Large size and with a hardness of at least 10 can trample creatures two or more sizes smaller than itself, dealing damage equal to the object's slam damage + 1-1/2 times its Strength bonus. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves (DC 10 + 1/2 object's HD + object's Str modifier) to halve the damage.

Animated Object, Colossal (tall)CR 10

Always N Colossal Construct

Init −3; Senses darkvision 60 ft., low-light vision; Listen −5, Spot −5

Languages

AC 11, touch -1, flat-footed 11
(−8 size, −3 Dex, +12 natural)

hp 256 (32 HD)

Fort +10, Ref +7, Will +5

Speed 10 ft.,

Melee Slam +25 (4d6+13)

Space 30 ft.; Reach 30 ft.

Base Atk +24; Grp +49

Abilities Str 28, Dex 4, Con -, Int -, Wis 1, Cha 1

SQ construct traits

Feats

Skills

Blind (Ex) A sheetlike animated object such as a carpet or tapestry can grapple an opponent up to three sizes larger than itself. The object makes a normal grapple check. If it wins, it wraps itself around the opponent's head, causing that creature to be blinded until removed.

Constrict (Ex) A flexible animated object such as a rope, vine, or rug deals damage equal to its slam damage value plus 1- 1/2 times its Strength bonus with a successful grapple check against a creature up to one size larger than itself.

An object of at least Large size can make constriction attacks against multiple creatures at once, if they all are at least two sizes smaller than the object and can fit under it.

Hardness (Ex) An animated object has the same hardness it had before it was animated.

Improved Speed (Ex) The base land speed given in the statistics block assume that an animated object lurches, rocks, or slithers along.

Objects with two legs (statues, ladders) or a similar shape that allows faster movement have a +10 foot bonus to speed. Objects with multiple legs (tables, chairs) have a +20 foot bonus to speed. Wheeled objects have a +40 foot bonus to speed.

Objects might have additional modes of movement. A wooden object can float and has a swim speed equal to half its land speed. A rope or similar sinuous object has a climb speed equal to half its land speed. A sheetlike object can fly (clumsy maneuverability) at half its normal speed.

Trample (Ex) An animated object of at least Large size and with a hardness of at least 10 can trample creatures two or more sizes smaller than itself, dealing damage equal to the object's slam damage + 1-1/2 times its Strength bonus. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves (DC 10 + 1/2 object's HD + object's Str modifier) to halve the damage.

Animated Object, Colossal (long)CR 10

Always N Colossal Construct

Init −3; Senses darkvision 60 ft., low-light vision; Listen −5, Spot −5

Languages

AC 11, touch -1, flat-footed 11
(−8 size, −3 Dex, +12 natural)

hp 256 (32 HD)

Fort +10, Ref +7, Will +5

Speed 10 ft.,

Melee Slam +25 (4d6+13)

Space 30 ft.; Reach 20 ft.

Base Atk +24; Grp +49

Abilities Str 28, Dex 4, Con -, Int -, Wis 1, Cha 1

SQ construct traits

Feats

Skills

Blind (Ex) A sheetlike animated object such as a carpet or tapestry can grapple an opponent up to three sizes larger than itself. The object makes a normal grapple check. If it wins, it wraps itself around the opponent's head, causing that creature to be blinded until removed.

Constrict (Ex) A flexible animated object such as a rope, vine, or rug deals damage equal to its slam damage value plus 1- 1/2 times its Strength bonus with a successful grapple check against a creature up to one size larger than itself.

An object of at least Large size can make constriction attacks against multiple creatures at once, if they all are at least two sizes smaller than the object and can fit under it.

Hardness (Ex) An animated object has the same hardness it had before it was animated.

Improved Speed (Ex) The base land speed given in the statistics block assume that an animated object lurches, rocks, or slithers along.

Objects with two legs (statues, ladders) or a similar shape that allows faster movement have a +10 foot bonus to speed. Objects with multiple legs (tables, chairs) have a +20 foot bonus to speed. Wheeled objects have a +40 foot bonus to speed.

Objects might have additional modes of movement. A wooden object can float and has a swim speed equal to half its land speed. A rope or similar sinuous object has a climb speed equal to half its land speed. A sheetlike object can fly (clumsy maneuverability) at half its normal speed.

Trample (Ex) An animated object of at least Large size and with a hardness of at least 10 can trample creatures two or more sizes smaller than itself, dealing damage equal to the object's slam damage + 1-1/2 times its Strength bonus. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves (DC 10 + 1/2 object's HD + object's Str modifier) to halve the damage.

AnkhegCR 3

Always N Large Magical Beast

Init +0; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Listen +6, Spot +3

Languages

AC 18, touch 9, flat-footed 18
(−1 size, +9 natural)

hp 28 (3 HD)

Fort +6, Ref +3, Will +2

Speed 30 ft., burrow 20 ft.

Melee Bite +7 (2d6+7 plus 1d4 acid)

Space 10 ft.; Reach 5 ft.

Base Atk +3; Grp +12

Atk Options improved grab, spit acid

Abilities Str 21, Dex 10, Con 17, Int 1, Wis 13, Cha 6

Feats Alertness, Toughness

Skills Climb +8, Listen +6, Spot +3

Advancement 4 HD (Large); 5-9 HD (Huge)

Improved Grab (Ex) To use this ability, an ankheg must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the ankheg is damaged after grabbing its prey, it retreats backward down its tunnel at its land speed (not its burrow speed), dragging the victim with it.

Spit Acid (Ex) 30-ft. line, once every 6 hours; damage 4d4 acid, Reflex DC 14 half. One such attack depletes the ankheg's acid supply for 6 hours. It cannot spit acid or deal acid damage during this time. The save DC is Constitution-based.

An ankheg does not use this ability unless it is desperate or frustrated. It most often spits acid when reduced to fewer than half its full normal hit points or when it has not successfully grabbed an opponent.

AraneaCR 4

Usually N Medium Magical Beast (Shapechanger)

Init +6; Senses darkvision 60 ft., low-light vision; Listen +6, Spot +6

Languages Common, Sylvan

AC 13, touch 12, flat-footed 11
(+2 Dex, +1 natural)

hp 22 (3 HD)

Fort +5, Ref +5, Will +4

Speed 50 ft., climb 25 ft.

Melee Bite +5 (1d6 plus poison)

Ranged Web +5 (entangle)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp +3

Special Actions change shape

Typical Sorcerer Spells Known (CL 3):

0 (6/day)—daze, detect magic, ghost sound, light, resistance

1 (6/day)—mage armor, silent image, sleep

Abilities Str 11, Dex 15, Con 14, Int 14, Wis 13, Cha 14

Feats Improved Initiative, Weapon Finesse, Iron Will

Skills Climb +14, Concentration +8, Escape Artist +5, Jump +13, Listen +6, Spot +6

Advancement By character class

Level adjustment +4

Change Shape (Su) An aranea's natural form is that of a Medium monstrous spider. It can assume two other forms. The first is a unique Small or Medium humanoid; an aranea in its humanoid form always assumes the same appearance and traits, much as a lycanthrope would. In humanoid form, an aranea cannot use its bite attack, webs, or poison.

The second form is a Medium spider-humanoid hybrid. In hybrid form, an aranea looks like a Medium humanoid at first glance, but a DC 18 Spot check reveals the creature's fangs and spinnerets. The aranea retains its bite attack, webs, and poison in this form, and can also wield weapons or wear armor. When in hybrid form, an aranea's speed is 30 feet.

An aranea remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does an aranea revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form.

Poison (Ex) Injury, Fortitude DC 13, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

Web (Ex) In spider or hybrid form (see below), an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.

Skills Araneas have a +2 racial bonus on Jump, Listen, and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.

Lantern ArchonCR 2

Always LG Small Outsider (Archon, Extraplanar, Good, Lawful)

Init +4; Senses darkvision 60 ft.; Listen +4, Spot +4

Aura aura of menace

Languages Celestal, Infernal, Draconic; tongues

AC 15, touch 11, flat-footed 15
(+1 size, +4 natural)

hp 4 (1 HD); DR 10/evil and magic

Immune electricity, petrification

Fort +2 (+6 against poison), Ref +2, Will +2

Speed fly 60 ft. (perfect)

Ranged 2 light rays +2 touch (1d6)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp −8

Special Actions teleport

Spell-like Abilities (CL 3):

At will—aid, continual flame, detect evil

Abilities Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10

SQ magic circle against evil

Feats Improved Initiative

Skills Concentration +4, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4

Advancement 2-4 HD (Small)

Aura of Menace (Su) Will DC 12 negates.

Light Ray (Ex) A lantern archon's light rays have a range of 30 feet. This attack overcomes damage reduction of any type.

Hound ArchonCR 4

Always LG Medium Outsider (Archon, Extraplanar, Good, Lawful)

Init +4; Senses darkvision 60 ft., scent; Listen +10, Spot +10

Aura aura of menace

Languages Celestal, Infernal, Draconic; tongues

AC 19, touch 10, flat-footed 19
(+9 natural)

hp 33 (6 HD); DR 10/evil

Immune electricity, petrification

SR 16

Fort +6 (+10 against poison), Ref +5, Will +6

Speed 40 ft.,

Melee Bite +8 (1d8+2) and slam +3 (1d4+1); or

Melee Greatsword +8/+3 (2d6+3/19-20) and bite +3 (1d8+1)

Space 5 ft.; Reach 5 ft.

Base Atk +6; Grp +8

Atk Options Power Attack

Special Actions change shape, teleport

Spell-like Abilities (CL 6):

At will—aid, continual flame, detect evil, message

Abilities Str 15, Dex 10, Con 13, Int 10, Wis 13, Cha 12

SQ magic circle against evil

Feats Improved Initiative, Power Attack, Track

Skills Concentration +10, Diplomacy +3, Hide +9*, Jump +15, Listen +10, Move Silently +9, Sense Motive +10, Spot +10, Survival +10* (+12 following tracks)

Advancement 7-9 HD (Medium); 10-18 HD (Large)

Level adjustment +5

Aura of Menace (Su) Will DC 16 negates.

Change Shape (Su) A hound archon can assume any canine form of Small to Large size. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any doglike or wolflike animal of the animal type.

Skills *While in canine form, a hound archon gains a +4 circumstance bonus on Hide and Survival checks.

Hound Archon HeroCR 16

Always LG Medium Outsider (Archon, Extraplanar, Good, Lawful)

Init +4; Senses darkvision 60 ft., scent; Listen +10, Spot +10

Aura aura of menace

Languages Celestal, Infernal, Draconic; tongues

AC 30, touch 10, flat-footed 30
(+9 natural, +11 +3 full plate armor)

hp 143 (17 HD); DR 10/evil

Immune electricity, petrification

SR 27

Fort +18 (+22 against poison), Ref +11, Will +13

Speed 30 ft.,

Melee +2 cold iron greatsword +25/+20/+15/+10 (2d6+9/19-20) and bite +17 (1d8+2); or

Melee Bite +22 (1d8+5) and slam +17 (1d4+2)

Space 5 ft.; Reach 5 ft.

Base Atk +17; Grp +22

Atk Options Mounted Combat, Ride-By Attack, smite evil

Special Actions turn undead 6/day, change shape, teleport

Spell-like Abilities (CL 6):

At will—aid, continual flame, detect evil, message

Typical Paladin Spells Prepared (CL 5):

1—divine favor, protection from evil

2—bull's strength, eagle's splendor

Abilities Str 21, Dex 10, Con 16, Int 8, Wis 14, Cha 16

SQ magic circle against evil, paladin abilities

Feats Improved Initiative, Leadership, Mounted Combat, Ride-By Attack, Track, Weapon Focus (greatsword)

Skills Concentration +20, Diplomacy +19, Hide +2*, Jump +0, Listen +10, Ride +14, Sense Motive +19, Spot +10, Survival +2*

Advancement By character class

Level adjustment +5

Aura of Menace (Su) Will DC 18 negates.

Change Shape (Su) A hound archon hero can assume any canine form of Small to Large size. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any doglike or wolflike animal of the animal type.

Smite Evil (Su) Three times per day a hound archon hero can make a normal melee attack with a +3 bonus that deals an extra 11 points of damage against an evil foe.

Paladin Abilities Aura of courage, aura of good, detect evil , divine grace, divine health, lay on hands (33 points/day), remove disease 2/week, special mount (juvenile bronze dragon).

Skills *While in canine form, a hound archon hero gains a +4 circumstance bonus on Hide and Survival checks.

Hound Archon Hero Mounts In the course of their adventures, many hound archon heroes befriend bronze dragons, which may come to serve as their mounts. The relationship between these mounts and their celestial riders goes beyond even the special bond between paladin and mount. The dragon and the archon are naturally allies and friends, as can be expected of two powerful servants of cosmic justice. The juvenile bronze dragon mount gains 2 additional HD, 4 points of Strength, an additional 4 points of natural armor, improved evasion, and +10 feet to speed in all its movement forms. The dragon cannot, however, command other creatures of its type as other kinds of paladin mounts can.

Trumpet ArchonCR 14

Always LG Medium Outsider (Archon, Extraplanar, Good, Lawful)

Init +7; Senses darkvision 60 ft.; Listen +18, Spot +18

Aura aura of menace

Languages Celestal, Infernal, Draconic; tongues

AC 27, touch 13, flat-footed 24
(+3 Dex, +14 natural)

hp 126 (12 HD); DR 10/evil

Immune electricity, petrification

SR 29

Fort +14 (+18 against poison), Ref +11, Will +11

Speed 40 ft., fly 90 ft. (good)

Melee +4 greatsword +21/+16/+11 (2d6+11/19-20)

Space 5 ft.; Reach 5 ft.

Base Atk +12; Grp +17

Atk Options Blind-Fight, Cleave, Combat Reflexes, Power Attack

Special Actions trumpet, teleport

Spell-like Abilities (CL 12):

At will—continual flame, detect evil, message

Typical Cleric Spells Prepared (CL 14):

0—detect magic, light, purify food and drink, read magic, resistance (2)

1—bless (2), divine favor (2), protection from chaos*, sanctuary, shield of faith

2—aid*, bull's strength (2), consecrate, lesser restoration, owl's wisdom (2)

3—daylight, invisibility purge, magic circle against chaos*, magic vestment, protection from energy (2)

4—dismissal, divine power, holy smite*, neutralize poison, spell immunity

5—dispel evil*, mass cure light wounds, plane shift, raise dead

6—blade barrier*, banishment, heal, undeath to death

7—dictum*, holy word, mass cure serious wounds

Abilities Str 20, Dex 17, Con 23, Int 16, Wis 16, Cha 16

SQ magic circle against evil

Feats Blind-Fight, Cleave, Combat Reflexes, Improved Initiative, Power Attack

Skills Concentration +21, Diplomacy +20, Escape Artist +18, Handle Animal +18, Knowledge (any one) +18, Listen +18, Move Silently +18, Perform (wind instruments) +18, Ride +20, Sense Motive +18, Spot +18, Use Rope +3 (+5 with bindings)

Advancement 13-18 HD (Medium); 19-36 HD (Large)

Level adjustment +8

Aura of Menace (Su) Will DC 21 negates.

Trumpet (Su) An archon's trumpet produces music of utter clarity, piercing beauty, and, if the trumpet archon wills it, paralyzing awe. All creatures except archons within 100 feet of the blast must succeed on a DC 19 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based. The archon can also command its trumpet to become a +4 greatsword as a free action.

If a trumpet is ever stolen, it becomes a chunk of useless metal until the owner can recover it. Woe betide any thief caught with one.

Juvenile ArrowhawkCR 3

Always N Small Outsider (Air, Extraplanar)

Init +5; Senses darkvision 60 ft.; Listen +7, Spot +7

Languages Auran

AC 20, touch 16, flat-footed 15; Dodge
(+1 size, +5 Dex, +4 natural)

hp 16 (3 HD)

Immune acid, electricity, poison

Resist cold 10, fire 10

Fort +4, Ref +8, Will +4

Speed fly 60 ft. (perfect)

Melee Bite +9 (1d6+1)

Ranged Electricity ray +9 touch (2d6)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp +0

Abilities Str 12, Dex 21, Con 12, Int 10, Wis 13, Cha 13

Feats Dodge, Weapon Finesse

Skills Diplomacy +3, Escape Artist +11, Knowledge (the planes) +6, Listen +7, Move Silently +11, Search +6, Sense Motive +7, Spot +7, Survival +7 (+9 following tracks, +9 on Plane of Air), Use Rope +5 (+7 with bindings)

Advancement 4-6 HD (Small)

Electricity Ray (Su) An arrowhawk can fire this ray once per round, with a range of 50 feet.

Adult ArrowhawkCR 5

Always N Medium Outsider (Air, Extraplanar)

Init +5; Senses darkvision 60 ft.; Listen +11, Spot +11

Languages Auran

AC 21, touch 15, flat-footed 16; Dodge
(+5 Dex, +6 natural)

hp 38 (7 HD)

Immune acid, electricity, poison

Resist cold 10, fire 10

Fort +6, Ref +10, Will +6

Speed fly 60 ft. (perfect)

Melee Bite +12 (1d8+3)

Ranged Electricity ray +12 touch (2d8)

Space 5 ft.; Reach 5 ft.

Base Atk +7; Grp +9

Atk Options Flyby Attack

Abilities Str 14, Dex 21, Con 12, Int 10, Wis 13, Cha 13

Feats Dodge, Flyby Attack, Weapon Finesse

Skills Diplomacy +3, Escape Artist +15, Knowledge (the planes) +10, Listen +11, Move Silently +15, Search +10, Sense Motive +11, Spot +11, Survival +11 (+13 following tracks, +9 on Plane of Air), Use Rope +5 (+7 with bindings)

Advancement 8-14 HD (Medium)

Electricity Ray (Su) An arrowhawk can fire this ray once per round, with a range of 50 feet.

Elder ArrowhawkCR 8

Always N Large Outsider (Air, Extraplanar)

Init +5; Senses darkvision 60 ft.; Listen +21, Spot +21

Languages Auran

AC 22, touch 14, flat-footed 17; Dodge
(−1 size, +5 Dex, +8 natural)

hp 112 (15 HD)

Immune acid, electricity, poison

Resist cold 10, fire 10

Fort +12, Ref +14, Will +10

Speed fly 60 ft. (perfect)

Melee Bite +20 (2d6+9)

Ranged Electricity ray +19 touch (2d8)

Space 10 ft.; Reach 5 ft.

Base Atk +15; Grp +25

Atk Options Blind-Fight, Combat Reflexes, Flyby Attack

Abilities Str 22, Dex 21, Con 16, Int 10, Wis 13, Cha 13

Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Weapon Finesse, Weapon Focus (bite)

Skills Diplomacy +3, Escape Artist +23, Knowledge (the planes) +18, Listen +21, Move Silently +23, Search +18, Sense Motive +19, Spot +21, Survival +19 (+21 following tracks, +9 on Plane of Air), Use Rope +5 (+7 involving bindings)

Advancement 16-24 HD (Large); 25-32 HD (Gargantuan)

Electricity Ray (Su) An arrowhawk can fire this ray once per round, with a range of 50 feet.

Assassin VineCR 3

Always N Large Plant

Init +0; Senses blindsight 30 ft., low-light vision; Listen +1, Spot +1

Languages

AC 15, touch 9, flat-footed 15
(−1 size, +6 natural)

hp 30 (4 HD)

Immune electricity

Resist cold 10, fire 10

Fort +7, Ref +1, Will +2

Speed 5 ft.,

Melee Slam +7 (1d6+7)

Space 10 ft.; Reach 10 ft. (20 ft. with vine)

Base Atk +3; Grp +12

Atk Options constrict 1d6+7, improved grab

Special Actions entangle

Abilities Str 20, Dex 10, Con 16, Int -, Wis 13, Cha 9

SQ camouflage, plant traits

Feats

Skills

Advancement 5-16 HD (Huge); 17-32 HD (Gargantuan); 33+ HD (Colossal)

Blindsight (Ex) Assassin vines have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.

Camouflage (Ex) Since an assassin vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks.

Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.

Constrict (Ex) An assassin vine deals 1d6+7 points of damage with a successful grapple check.

Entangle (Su) An assassin vine can animate plants within 30 feet of itself as a free action (Ref DC 13 partial).

The effect lasts until the vine dies or decides to end it (also a free action). The save DC is Wisdom-based. The ability is otherwise similar to entangle (caster level 4th).

Improved Grab (Ex) To use this ability, an assassin vine must hit with its slam 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.

AthachCR 8

Often CE Huge Aberration

Init +1; Senses darkvision 60 ft.; Listen +7, Spot +7

Languages Giant

AC 20, touch 9, flat-footed 19
(−2 size, +1 Dex, +3 hide armor, +8 natural)

hp 133 (14 HD)

Fort +9, Ref +5, Will +10

Speed 35 ft.,

Melee Morningstar +12/+7 (3d6+8) and 2 morningstars +12 (3d6+4) and bite +12 (2d8+4 plus poison)

Ranged Rock +5 (2d6+8) and 2 rocks +5 (2d6+4)

Space 15 ft.; Reach 15 ft.

Base Atk +10; Grp +26

Atk Options Cleave, Power Attack

Abilities Str 26, Dex 13, Con 21, Int 7, Wis 12, Cha 6

Feats Alertness, Cleave, Multiweapon Fighting, Power Attack, Weapon Focus (bite)

Skills Climb +9, Jump +18, Listen +7, Spot +7

Advancement 15-28 HD (Huge)

Level adjustment +5

Poison (Ex) Injury, Fortitude DC 22, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

AzerCR 2

Always LN Medium Outsider (Extraplanar, Fire)

Init +1; Senses darkvision 60 ft.; Listen +6, Spot +6

Languages Ignan, Common

AC 23, touch 11, flat-footed 22
(+1 Dex, +6 natural, +4 scale mail, +2 heavy shield)

hp 11 (2 HD)

Immune fire

SR 13

Fort +4, Ref +4, Will +4

Weakness vulnerability to cold

Speed 20 ft.,

Melee Warhammer +3 (1d8+1/x3 plus 1 fire)

Ranged Shortspear +3 (1d6+1 plus 1 fire)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +3

Atk Options Power Attack

Abilities Str 13, Dex 13, Con 13, Int 12, Wis 12, Cha 9

Feats Power Attack

Skills Appraise +6, Climb +0, Craft (any two) +6, Hide +0, Jump −6, Listen +6, Search +6, Spot +6

Advancement By character class

Level adjustment +4

Heat (Ex) An azer's body is intensely hot, so its unarmed attacks deal extra fire damage. Its metallic weapons also conduct this heat.

BarghestCR 4

Always LE Medium Outsider (Evil, Extraplanar, Lawful, Shapechanger)

Init +6; Senses darkvision 60 ft., scent; Listen +11, Spot +11

Languages Goblin, Infernal, Worg

AC 18, touch 12, flat-footed 16
(+2 Dex, +6 natural)

hp 33 (6 HD); DR 5/magic

Fort +6, Ref +7, Will +7

Speed 30 ft.,

Melee Bite +9 (1d6+3) and 2 claws +4 (1d4+1)

Space 5 ft.; Reach 5 ft.

Base Atk +6; Grp +9

Atk Options Combat Reflexes

Special Actions feed, change shape

Spell-like Abilities (CL Barghest's HD):

At will—blink, levitate, misdirection (DC 14), rage (DC 15)

1/day—charm monster (DC 16), crushing despair (DC 16), dimension door

The save DCs are Charisma-based

Abilities Str 17, Dex 15, Con 13, Int 14, Wis 14, Cha 14

Feats Combat Reflexes, Improved Initiative, Track

Skills Bluff +11, Diplomacy +6, Disguise +2 (+4 acting), Hide +11*, Intimidate +13, Jump +12, Listen +11, Move Silently +10, Search +11, Sense Motive +11, Spot +11, Survival +11 (+13 following tracks)

Advancement Special (see below)

Change Shape (Su) A barghest can assume the shape of a goblin or a wolf as a standard action. In goblin form, a barghest cannot use its natural weapons but can wield weapons and wear armor. In wolf form, a barghest loses its claw attacks but retains its bite attack.

Feed (Su) When a barghest slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full-round action. Feeding destroys the victim's body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish , miracle , or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.

A barghest advances in Hit Dice by consuming corpses in this fashion. For every three suitable corpses a barghest devours, it gains 1 Hit Die, and its Strength, Constitution, and natural armor increase by +1. Its attack bonus and saves improve as normal for an outsider of its Hit Dice, and it gains skill points, feats, and ability score improvements normally.

The barghest only advances by consuming the corpses of creatures whose Hit Dice or levels are equal to or greater than its own current total. A barghest that reaches 9 Hit Dice through feeding immediately becomes a greater barghest upon completion of the act.

Pass Without Trace (Ex) A barghest in wolf form can use pass without trace (as the spell) as a free action.

Skills *A barghest in wolf form gains a +4 circumstance bonus on Hide checks.

Greater BarghestCR 5

Always LE Large Outsider (Evil, Extraplanar, Lawful, Shapechanger)

Init +6; Senses darkvision 60 ft., scent; Listen +16, Spot +16

Languages Goblin, Infernal, Worg

AC 20, touch 11, flat-footed 18
(−1 size, +2 Dex, +9 natural)

hp 67 (9 HD); DR 10/magic

Fort +9, Ref +8, Will +10

Speed 40 ft.,

Melee Bite +13 (1d8+5) and 2 claws +8 (1d6+2)

Space 10 ft.; Reach 5 ft.

Base Atk +9; Grp +18

Atk Options Combat Reflexes

Special Actions feed, change shape

Spell-like Abilities (CL Barghest's HD):

At will—blink, invisibility sphere, levitate, misdirection (DC 14), rage (DC 15)

1/day—charm monster (DC 16), crushing despair (DC 16), dimension door, mass bull's strength, mass enlarge

The save DCs are Charisma-based

Abilities Str 20, Dex 15, Con 16, Int 18, Wis 18, Cha 18

Feats Combat Casting, Combat Reflexes, Improved Initiative, Track

Skills Bluff +16, Climb +17, Concentration +15, Diplomacy +8, Disguise +4 (+6 acting), Hide +10*, Intimidate +18, Jump +21, Listen +16, Move Silently +14, Sense Motive +16, Spot +16, Survival +16 (+18 following tracks), Tumble +16

Advancement Special (see below)

Change Shape (Su) A greater barghest can assume the shape of a goblin or a wolf as a standard action. In goblin form, a barghest cannot use its natural weapons but can wield weapons and wear armor. In wolf form, a barghest loses its claw attacks but retains its bite attack.

Feed (Su) When a barghest slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full-round action. Feeding destroys the victim's body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish , miracle , or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.

A greater barghest advances in Hit Dice by consuming corpses in this fashion. For every three suitable corpses a barghest devours, it gains 1 Hit Die, and its Strength, Constitution, and natural armor increase by +1. Its attack bonus and saves improve as normal for an outsider of its Hit Dice, and it gains skill points, feats, and ability score improvements normally.

The greater barghest only advances by consuming the corpses of creatures whose Hit Dice or levels are equal to or greater than its own current total. A barghest that reaches 9 Hit Dice through feeding immediately becomes a greater barghest upon completion of the act.

A greater barghest can reach a maximum of 18 Hit Dice through feeding.

Pass Without Trace (Ex) A greater barghest in wolf form can use pass without trace (as the spell) as a free action.

Skills *A greater barghest in wolf form gains a +4 circumstance bonus on Hide checks.

BasiliskCR 5

Always N Medium Magical Beast

Init −1; Senses darkvision 60 ft., low-light vision; Listen +7, Spot +7

Languages

AC 16, touch 9, flat-footed 16
(−1 Dex, +7 natural)

hp 45 (6 HD)

Fort +9, Ref +4, Will +3

Speed 20 ft.,

Melee Bite +8 (1d8+3)

Space 5 ft.; Reach 5 ft.

Base Atk +6; Grp +8

Atk Options Blind-Fight

Special Actions petrifying gaze

Abilities Str 15, Dex 8, Con 15, Int 2, Wis 12, Cha 11

Feats Alertness, Blind-Fight, Great Fortitude

Skills Hide +0*, Listen +7, Spot +7

Advancement 7-10 HD (Medium); 11-18 HD (Large)

Petrifying Gaze (Su) Turn to stone permanently, range 30 feet; Fortitude DC 13 negates. The save DC is Charisma-based.

Skills *The basilisk's dull coloration and its ability to remain motionless for long periods of time grant it a +4 racial bonus on Hide checks in natural settings.

Abyssal Greater BasiliskCR 5

Always N Large Outsider (Augmented Magical Beast, Extraplanar)

Init −1; Senses darkvision 60 ft., low-light vision; Listen +10, Spot +10

Languages Abyssal

AC 17, touch 8, flat-footed 17
(−1 Dex, −1 size, +9 natural)

hp 189 (18 HD); DR 10/magic

Resist cold 10, fire 10; SR 23

Fort +18, Ref +12, Will +8

Speed 20 ft.,

Melee Bite +25 (2d8+10)

Space 10 ft.; Reach 5 ft.

Base Atk +18; Grp +29

Atk Options Blind-Fight, smite good

Special Actions petrifying gaze

Abilities Str 24, Dex 8, Con 21, Int 3, Wis 10, Cha 15

Feats Alertness, Blind-Fight, Great Fortitude, Iron Will, Improved Natural Attack (bite), Lightning Reflexes, Weapon Focus (bite)

Skills Hide +0*, Listen +10, Spot +10

Advancement 7-10 HD (Medium); 11-18 HD (Large)

Smite Good (Su) Once per day an abyssal greater basilisk can make a normal melee attack to deal an extra 18 points of damage against a good foe.

Petrifying Gaze (Su) Turn to stone permanently, range 30 feet; Fortitude DC 21 negates. The save DC is Charisma-based.

Skills *The basilisk's dull coloration and its ability to remain motionless for long periods of time grant it a +4 racial bonus on Hide checks in natural settings.

BehirCR 8

Often N Huge Magical Beast

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +4, Spot +4

Languages Common

AC 20, touch 9, flat-footed 19; can't be tripped
(−2 size, +1 Dex, +11 natural)

hp 94 (9 HD)

Immune electricity

Fort +11, Ref +7, Will +5

Speed 40 ft., climb 15 ft.

Melee Bite +15 (2d4+12)

Space 15 ft.; Reach 10 ft.

Base Atk +9; Grp +25

Atk Options Cleave, Power Attack, constrict 2d8+8, improved grab, rake 1d4+4, swallow whole

Special Actions breath weapon

Abilities Str 26, Dex 13, Con 21, Int 7, Wis 14, Cha 12

Feats Alertness, Cleave, Power Attack, Track

Skills Climb +16, Hide +5, Listen +4, Spot +4, Survival +2

Advancement 10-13 HD (Huge); 14-27 HD (Gargantuan)

Breath Weapon (Su) 20-foot line, once every 10 rounds, damage 7d6 electricity, Reflex DC 19 half. The save DC is Constitution-based.

Constrict (Ex) A behir deals 2d8+8 points of damage with a successful grapple check. It can make six rake attacks against a grappled foe as well.

Improved Grab (Ex) To use this ability, a behir must hit a creature of any size with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

If it wins the grapple check, it it establishes a hold and can attempt to constrict the opponent or swallow the opponent in the following round.

Rake (Ex) Six claws, attack bonus +15 melee, damage 1d4+4.

Swallow Whole (Ex) A behir can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check.

A behir that swallows an opponent can use its Cleave feat to bite and grab another opponent.

A swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the behir's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A behir's gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

BelkerCR 6

Usually NE Large Elemental (Air, Extraplanar)

Init +5; Senses darkvision 60 ft.; Listen +7, Spot +7

Languages Auran

AC 22, touch 14, flat-footed 17
(−1 size, +5 Dex, +8 natural)

hp 38 (7 HD)

Fort +3, Ref +10, Will +2

Speed 30 ft., fly 50 ft. (perfect)

Melee 2 wings +9 (1d6+2) and bite +4 (1d4+1) and 2 claws +4 (1d3+1)

Space 10 ft.; Reach 10 ft.

Base Atk +5; Grp +11

Special Actions smoke claws, smoke form

Abilities Str 14, Dex 21, Con 13, Int 6, Wis 11, Cha 11

SQ elemental traits

Feats Alertness, Multiattack, Weapon Finesse

Skills Listen +7, Move Silently +9, Spot +7

Advancement 8-10 HD (Large); 11-21 HD (Huge)

Smoke Claws (Ex) A belker in smoke form (see below) can engulf opponents by moving on top of them. It fills the air around one Medium or smaller opponent without provoking an attack of opportunity. The target must succeed on a DC 14 Fortitude save or inhale part of the creature. The save DC is Constitution-based. Smoke inside the victim solidifies into a claw and begins to rip at the surrounding organs, dealing 3d4 points of damage per round. An affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace.

Smoke Form (Su) Most of the time a belker is more or less solid, but at will it can assume smoke form. It can switch forms once per round as a free action and can spend up to 20 rounds per day in smoke form. A belker in smoke form can fly at a speed of 50 feet (perfect). The ability is otherwise similar to a gaseous form spell (caster level 7th).

Blink DogCR 2

Usually LG Medium Magical Beast

Init +3; Senses darkvision 60 ft., low-light vision, scent; Listen +5, Spot +5

Languages Blink Dog

AC 16, touch 13, flat-footed 13
(+3 Dex, +3 natural)

hp 22 (4 HD)

Fort +4, Ref +7, Will +4

Speed 40 ft.,

Melee Bite +4 (1d6)

Space 5 ft.; Reach 5 ft.

Base Atk +4; Grp +4

Special Actions blink, dimension door

Abilities Str 10, Dex 17, Con 10, Int 10, Wis 13, Cha 11

Feats Iron Will, Run, Track

Skills Hide +3, Listen +5, Sense Motive +3, Spot +5, Survival +4

Advancement 5-7 HD (Medium); 8-12 HD (Large)

Level adjustment +2 (cohort)

Blink (Su) A blink dog can use blink as the spell (caster level 8th), and can evoke or end the effect as a free action.

Dimension Door (Su) A blink dog can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the blink dog, which never appears within a solid object and can act immediately after teleporting.

BodakCR 8

Always CE Medium Undead (Extraplanar)

Init +6; Senses darkvision 60 ft.; Listen +11, Spot +11

Languages Common

AC 20, touch 12, flat-footed 18; Dodge
(+2 Dex, +8 natural)

hp 58 (9 HD); DR 10/cold iron

Immune electricity

Resist acid 10, fire 10

Fort +3, Ref +5, Will +7

Weakness vulnerability to sunlight

Speed 20 ft.,

Melee Slam +6 (1d8+1)

Space 5 ft.; Reach 5 ft.

Base Atk +4; Grp +5

Special Actions death gaze

Abilities Str 13, Dex 15, Con -, Int 6, Wis 12, Cha 12

SQ undead traits

Feats Alertness, Dodge, Improved Initiative, Weapon Focus (slam)

Skills Listen +11, Move Silently +10, Spot +11

Advancement 10-13 HD (Medium); 14-27 HD (Large)

Death Gaze (Su) Death, range 30 feet, Fortitude DC 15 negates. Humanoids who die from this attack are transformed into bodaks 24 hours later. The save DC is Charisma-based.

Vulnerability to Sunlight (Ex) Bodaks loathe sunlight, for its merest touch burns their impure flesh. Each round of exposure to the direct rays of the sun deals 1 point of damage to the creature.

BugbearCR 2

Usually CE Medium Humanoid (Goblinoid)

Init +1; Senses darkvision 60 ft., scent; Listen +4, Spot +4

Languages Goblin, Common

AC 17, touch 11, flat-footed 16
(+1 Dex, +3 natural, +2 leather, +1 light shield)

hp 16 (3 HD)

Fort +2, Ref +4, Will +1

Speed 30 ft.,

Melee Morningstar +5 (1d8+2)

Ranged Javelin +3 (1d6+2)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +4

Abilities Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9

Feats Alertness, Weapon Focus (morningstar)

Skills Climb +3, Hide +4, Listen +4, Move Silently +6, Spot +4

Advancement By character class

Level adjustment +1

Skills Bugbears have a +4 racial bonus on Move Silently checks.

BuletteCR 7

Always N Huge Magical Beast

Init +2; Senses darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Listen +9, Spot +3

Languages

AC 22, touch 10, flat-footed 20
(−2 size, +2 Dex, +12 natural)

hp 94 (9 HD)

Fort +11, Ref +8, Will +6

Speed 40 ft., burrow 10 ft.

Melee Bite +16 (2d8+8) and 2 claws +10 (2d6+4)

Space 15 ft.; Reach 10 ft.

Base Atk +9; Grp +25

Atk Options leap

Abilities Str 27, Dex 15, Con 20, Int 2, Wis 13, Cha 6

Feats Alertness, Iron Will, Track, Weapon Focus (bite)

Skills Jump +18, Listen +9, Spot +3

Advancement 10-16 HD (Huge); 17-27 HD (Gargantuan)

Leap (Ex) A bulette can jump into the air during combat. This allows it to make four claw attacks instead of two, each with a +15 attack bonus, but it cannot bite.

CentaurCR 3

Usually NG Large Monstrous Humanoid

Init +2; Senses darkvision 60 ft.; Listen +3, Spot +3

Languages Sylvan, Elven

AC 14, touch 11, flat-footed 12; Dodge
(−1 size, +2 Dex, +3 natural)

hp 26 (4 HD)

Fort +3, Ref +6, Will +5

Speed 50 ft.,

Melee Longsword +7 (2d6+6/19-20) and 2 hooves +3 (1d6+2)

Ranged Composite longbow (+4 Str bonus) +5 (2d6+4/x3)

Space 10 ft.; Reach 5 ft.

Base Atk +4; Grp +12

Abilities Str 18, Dex 14, Con 15, Int 8, Wis 13, Cha 11

Feats Dodge, Weapon Focus (hoof)

Skills Listen +3, Move Silently +4, Spot +3, Survival +2

Advancement By character class

Level adjustment +2

Chaos BeastCR 7

Always CN Medium Outsider (Chaotic, Extraplanar)

Init +5; Senses darkvision 60 ft.; Listen +11, Spot +11

Languages

AC 16, touch 11, flat-footed 15; Dodge, Mobility
(+1 Dex, +5 natural)

hp 44 (8 HD)

Immune critical hits, transformation

SR 15

Fort +7, Ref +7, Will +6

Speed 20 ft.,

Melee 2 claws +10 (1d3+2 plus corporeal instability)

Space 5 ft.; Reach 5 ft.

Base Atk +8; Grp +10

Abilities Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10

Feats Dodge, Improved Initiative, Mobility

Skills Climb +13, Escape Artist +12, Hide +12, Jump +9, Listen +11, Search +11, Spot +11, Survival +0 (+2 following tracks), Tumble +14, Use Rope +1 (+3 with bindings)

Advancement 9-12 HD (Medium); 13-24 HD (Large)

Corporeal Instability (Su) A blow from a chaos beast against a living creature can cause a terrible transformation. The creature must succeed on a DC 15 Fortitude save or become a spongy, amorphous mass. Unless the victim manages to control the effect (see below), its shape melts, flows, writhes, and boils. The save DC is Constitution-based.

An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried-armor, backpacks, even shirts-hamper more than help, reducing the victim's Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (-4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).

Each round the victim spends in an amorphous state causes 1 point of Wisdom drain from mental shock. If the victim's Wisdom score falls to 0, it becomes a chaos beast.

A victim can regain its own shape by taking a standard action to attempt a DC 15 Charisma check (this check DC does not vary for a chaos beast with different Hit Dice or ability scores). A success reestablishes the creature's normal form for 1 minute. On a failure, the victim can still repeat this check each round until successful.

Corporeal instability is not a disease or a curse and so is hard to remove. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the spell. A restoration , heal , or greater restoration spell removes the affliction (a separate restoration is necessary to restore any drained points of Wisdom).

Immunity to Transformation (Ex) No mortal magic can permanently affect or fix a chaos beast's form. Effects such as polymorphing or petrification force the creature into a new shape, but at the start of its next turn it immediately returns to its mutable form as a free action.

ChimeraCR 7

Usually CE Large Magical Beast

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +9, Spot +9

Languages Draconic

AC 19, touch 10, flat-footed 18
(−1 size, +1 Dex, +9 natural)

hp 76 (9 HD)

Fort +9, Ref +7, Will +6

Speed 30 ft., fly 50 ft. (poor)

Melee Bite +12 (2d6+4) and bite +12 (1d8+4) and gore +12 (1d8+4) and 2 claws +10 (1d6+2)

Space 10 ft.; Reach 5 ft.

Base Atk +9; Grp +17

Special Actions breath weapon

Abilities Str 19, Dex 13, Con 17, Int 4, Wis 13, Cha 10

Feats Alertness, Hover, Iron Will, Multiattack

Skills Hide +1*, Listen +9, Spot +9

Advancement 10-13 HD (Large); 14-27 HD (Huge)

Level adjustment +2 (cohort)

Breath Weapon (Su) A chimera's breath weapon depends on the color of its dragon head, as summarized on the table below. Regardless of its type, a chimera's breath weapon is usable once every 1d4 rounds, deals 3d8 points of damage, and allows a DC 17 Reflex save for half damage. The save DC is Constitution-based.

To determine a chimera's head color and breath weapon randomly, roll 1d10 and consult the table below.

Skills A chimera's three heads give it a +2 racial bonus on Spot and Listen checks.

*In areas of scrubland or brush, a chimera gains a +4 racial bonus on Hide checks.

Carrying Capacity A light load for a chimera is up to 348 pounds; a medium load, 349-699 pounds, and a heavy load, 700-1,050 pounds.

ChokerCR 2

Usually CE Small Aberration

Init +6; Senses darkvision 60 ft.; Listen +1, Spot +1

Languages Undercommon

AC 17, touch 13, flat-footed 15
(+1 size, +2 Dex, +4 natural)

hp 16 (3 HD)

Fort +2, Ref +5, Will +4

Speed 20 ft., climb 10 ft.

Melee 2 tentacles +6 (1d3+3)

Space 5 ft.; Reach 10 ft.

Base Atk +2; Grp +5

Atk Options improved grab, constrict 1d3+3

Abilities Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7

SQ quickness

Feats Lightning Reflexes, Stealthy, Improved Initiative

Skills Climb +13, Hide +10, Move Silently +6

Advancement 4-6 HD (Small); 7-12 HD (Medium)

Constrict (Ex) A choker deals 1d3+3 points of damage with a successful grapple check against a Large or smaller creature. Because it seizes its victim by the neck, a creature in the choker's grasp cannot speak or cast spells with verbal components.

Improved Grab (Ex) To use this ability, a choker must hit a Large or smaller opponent with a tentacle 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. Chokers receive a +4 racial bonus on grapple checks, which is already included in the statistics block.

Quickness (Su) Although not particularly dexterous, a choker is supernaturally quick. It can take an extra standard action or move action during its turn each round.

Skills A chokers has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

ChuulCR 7

Usually CE Large Aberration (Aquatic)

Init +7; Senses darkvision 60 ft.; Listen +11, Spot +11

Languages Common

AC 22, touch 12, flat-footed 19
(−1 size, +3 Dex, +10 natural)

hp 93 (11 HD)

Immune poison

Fort +7, Ref +6, Will +9

Speed 30 ft., swim 20 ft.

Melee 2 claws +12 (2d6+5)

Space 10 ft.; Reach 5 ft.

Base Atk +8; Grp +17

Atk Options Blind-Fight, Combat Reflexes, constrict 3d6+5, improved grab

Special Actions paralytic tentacles

Abilities Str 20, Dex 16, Con 18, Int 10, Wis 14, Cha 5

SQ amphibious

Feats Alertness, Blind-Fight, Combat Reflexes, Improved Initiative

Skills Hide +13, Listen +11, Spot +11, Swim +13

Advancement 12-16 HD (Large); 17-33 HD (Huge)

Amphibious (Ex) Although chuuls are aquatic, they can survive indefinitely on land.

Constrict (Ex) On a successful grapple check, a chuul deals 3d6+5 points of damage.

Improved Grab (Ex) To use this ability, a chuul must hit with a claw 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 or on its next turn transfer a grabbed opponent to its tentacles.

Paralytic Tentacles (Ex) A chuul can transfer grabbed victims from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage. However, they exude a paralytic secretion. Anyone held in the tentacles must succeed on a DC 19 Fortitude save each round on the chuul's turn or be paralyzed for 6 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+2 points of damage each round from the creature's mandibles.

Skills A chuul 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.

CloakerCR 5

Usually CN Large Aberration

Init +7; Senses darkvision 60 ft.; Listen +13, Spot +13

Languages Undercommon

AC 19, touch 12, flat-footed 16
(−1 size, +3 Dex, +7 natural)

hp 45 (6 HD)

Fort +5, Ref +5, Will +7

Speed 10 ft., fly 40 ft. (average)

Melee Tail slap +8 (1d6+5) and bite +3 (1d4+2)

Space 10 ft.; Reach 10 ft. (5 ft. with bite)

Base Atk +4; Grp +13

Atk Options Combat Reflexes

Special Actions moan, engulf, shadow shift

Abilities Str 21, Dex 16, Con 17, Int 14, Wis 15, Cha 15

Feats Alertness, Combat Reflexes, Improved Initiative

Skills Hide +8, Listen +13, Move Silently +12, Spot +13

Advancement 7-9 HD (Large); 10-18 HD (Huge)

Engulf (Ex) A cloaker can try to wrap a Medium or smaller creature in its body as a standard action. The cloaker attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and bites the engulfed victim with a +4 bonus on its attack roll. It can still use its whiplike tail to strike at other targets.

Attacks that hit an engulfing cloaker deal half their damage to the monster and half to the trapped victim.

Moan (Ex) A cloaker can emit a dangerous subsonic moan as a standard action. By changing the frequency, the cloaker can cause one of four effects. Cloakers are immune to these sonic, mindaffecting attacks. Unless otherwise specified, a creature that successfully saves against one of these effects cannot be affected by the same moan effect from the same cloaker for 24 hours. All save DCs for moan effects are Charisma-based.

Unnerve Anyone within a 60-foot spread automatically takes a -2 penalty on attack and damage rolls. Those forced to hear the moan for more than 6 consecutive rounds must succeed on a DC 15 Will save or enter a trance, unable to attack or defend themselves until the moaning stops.

Fear Anyone within a 30-foot spread must succeed on a DC 15 Will save or become panicked for 2 rounds.

Nausea Anyone in a 30-foot cone must succeed on a DC 15 Fortitude save or be overcome by nausea and weakness.

Affected characters fall prone and become nauseated for 1d4+1 rounds.

Stupor A single creature within 30 feet of the cloaker must succeed on a DC 15 Fortitude save or be affected as though by a hold monster spell for 5 rounds. Even after a successful save, the creature must repeat the save if the cloaker uses this effect again.

Shadow Shift (Su) A cloaker can manipulate shadows. This ability is effective only in shadowy areas and has three possible effects.

CockatriceCR 3

Always N Small Magical Beast

Init +3; Senses darkvision 60 ft., low-light vision; Listen +7, Spot +7

Languages

AC 14, touch 14, flat-footed 11; Dodge
(+1 size, +3 Dex)

hp 27 (5 HD)

Fort +4, Ref +7, Will +2

Speed 20 ft., fly 60 ft. (poor)

Melee Bite +9 (1d4-2 plus petrification)

Space 5 ft.; Reach 5 ft.

Base Atk +5; Grp −1

Abilities Str 6, Dex 17, Con 11, Int 2, Wis 13, Cha 9

Feats Alertness, Dodge, Weapon Finesse

Skills Listen +7, Spot +7

Advancement 6-8 HD (Small); 9-15 HD (Medium)

Petrification (Su) Creatures hit by a cockatrice's bite attack must succeed on a DC 12 Fortitude save or instantly turn to stone. The save DC is Constitution-based. Cockatrices have immunity to the petrification ability of other cockatrices, but other petrification attacks affect them normally.

CouatlCR 10

Always LG Large Outsider (Native)

Init +7; Senses darkvision 60 ft.; Listen +16, Spot +16

Languages Celestial, Common, Draconic; telepathy 90 ft.

AC 21, touch 12, flat-footed 18; Dodge
(−1 size, +3 Dex, +9 natural)

hp 58 (9 HD)

Fort +8, Ref +9, Will +10

Speed 20 ft., fly 60 ft. (good)

Melee Bite +12 (1d3+6 plus poison)

Space 10 ft.; Reach 5 ft.

Base Atk +9; Grp +17

Atk Options constrict 2d8+6, improved grab

Special Actions change shape

Psionics (CL 9):

At will—detect chaos, detect evil, detect good, detect law, detect thoughts (DC 15), invisibility, plane shift (DC 20), polymorph (self only)

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 9):

0 ()—cure minor wounds, daze, disrupt undead, light, obscuring mist, ray of frost, read magic, resistance

1 ()—endure elements, mage armor, protection from chaos, true strike, wind wall

2 ()—cure moderate wounds, eagle's splendor, scorching ray, silence

3 ()—gaseous form, magic circle against evil, summon monster III

4 ()—charm monster, freedom of movement

Abilities Str 18, Dex 16, Con 14, Int 17, Wis 19, Cha 17

SQ ethereal jaunt

Feats Dodge, Empower Spell, Hover, Improved Initiative, Eschew Materials

Skills Concentration +14, Diplomacy +17, Jump +0, Knowledge (any two) +15, Listen +16, Search +15, Sense Motive +16, Spellcraft +15 (+17 scrolls), Spot +16, Survival +4 (+6 following tracks), Tumble +15, Use Magic Device +15 (+17 scrolls)

Advancement 10-13 HD (Large); 14-27 HD (Huge)

Level adjustment +7

Constrict (Ex) A couatl deals 2d8+6 points of damage with a successful grapple check.

Ethereal Jaunt (Su) This ability works like the ethereal jaunt spell (caster level 16th).

Improved Grab (Ex) To use this ability, a couatl must hit a creature of up to two size categories larger with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Poison (Ex) Injury, Fortitude DC 16, initial damage 2d4 Str, secondary damage 4d4 Str.

The save DC is Constitution-based.

Telepathy (Su) A couatl can communicate telepathically with any creature within 90 feet that has an Intelligence score. The creature can respond to the couatl if it wishes-no common language is needed.

Spells A couatl casts spells as a 9th-level sorcerer. It can choose its spells known from the sorcerer list, the cleric list, and from the lists for the Air, Good, and Law domains. The cleric spells and domain spells are considered arcane spells for a couatl, meaning that the creature does not need a divine focus to cast them.

Change Shape (Su) A couatl can assume the form of any Small or Medium humanoid.

DarkmantleCR 1

Always N Small Magical Beast

Init +4; Senses blindsight 90 ft.; Listen +5*, Spot +5*

Languages

AC 17, touch 11, flat-footed 17
(+1 size, +6 natural)

hp 6 (1 HD)

Fort +3, Ref +2, Will +0

Speed 20 ft., fly 30 ft. (poor)

Melee Slam +5 (1d4+4)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +0

Atk Options improved grab, constrict 1d4+4

Special Actions darkness

Abilities Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10

Feats Improved Initiative

Skills Hide +10, Listen +5*, Spot +5*

Advancement 2-3 HD (Small)

Blindsight (Ex) A darkmantle can 'see' by emitting high-frequency sounds, inaudible to most other creatures, that allows it to ascertain objects and creatures within 90 feet. A silence spell negates this ability and effectively blinds the darkmantle.

Constrict (Ex) A darkmantle deals 1d4+4 points of damage with a successful grapple check.

Darkness (Su) Once per day a darkmantle can cause darkness as the darkness spell (caster level 5th). It most often uses this ability just before attacking.

Improved Grab (Ex) To use this ability, a darkmantle must hit a Large or smaller creature with its slam 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 attaches to the opponent's head and can constrict.

Skills A darkmantle has a +4 racial bonus on Listen and Spot checks.

These bonuses are lost if its blindsight is negated. The creature's variable coloration gives it a +4 racial bonus on Hide checks.

DelverCR 9

Usually N Huge Aberration

Init +5; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +20, Spot +20

Languages Terran, Undercommon

AC 24, touch 9, flat-footed 23
(−2 size, +1 Dex, +15 natural)

hp 145 (15 HD)

Immune acid

Fort +12, Ref +6, Will +11

Speed 30 ft., burrow 10 ft.

Melee 2 slams +17 (1d6+8 plus 2d6 acid)

Space 15 ft.; Reach 10 ft.

Base Atk +11; Grp +27

Atk Options Blind-Fight, Power Attack

Special Actions stone shape

Abilities Str 27, Dex 13, Con 21, Int 14, Wis 14, Cha 12

Feats Alertness, Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Toughness

Skills Knowledge (dungeoneering) +14, Knowledge (nature) +4, Listen +20, Move Silently +17, Spot +20, Survival +14 (+16 underground)

Advancement 16-30 HD (Huge); 31-45 HD (Gargantuan)

Corrosive Slime (Ex) A delver produces a mucuslike slime that contains a highly corrosive substance. The slime is particularly effective against stone. A delver's mere touch deals 2d6 points of acid damage to organic creatures or objects. Against metallic creatures or objects, a delver's slime deals 4d8 points of damage, and against stony creatures (including earth elementals) or objects it deals 8d10 points of damage. A slam attack by a delver leaves a patch of slime that deals 2d6 points of damage on contact and another 2d6 points of damage in each of the next 2 rounds. A large quantity (at least a quart) of water or weak acid, such as vinegar, washes off the slime. An opponent's armor and clothing dissolve and become useless immediately unless the wearer succeeds on a DC 22 Reflex save. Weapons that strike a delver also dissolve immediately unless the wielder succeeds on a DC 22 Reflex save. A creature attacking a delver with natural weapons takes damage from its slime each time an attack hits unless the creature succeeds on a DC 22 Reflex save. These save DCs are Constitution-based.

Stone Shape (Ex) A delver can alter its slime to temporarily soften stone instead of dissolving it. Once every 10 minutes, a delver can soften and shape up to 25 cubic feet of stone, as a stone shape spell (caster level 15th).

BabauCR 6

Always CE Medium Outsider (Chaotic, Extraplanar, Evil)

Init +1; Senses darkvision 60 ft.; Listen +19, Spot +1

Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

AC 19, touch 11, flat-footed 18; protective slime
(+1 Dex, +8 natural)

hp 66 (7 HD); DR 10/cold iron or good

Immune electricity, poison

Resist acid 10, cold 10, fire 10; SR 14

Fort +10, Ref +6, Will +6

Speed 30 ft.,

Melee 2 claws +12 (1d6+5) and bite +7 (1d6+2)

Space 5 ft.; Reach 5 ft.

Base Atk +7; Grp +12

Atk Options Cleave, Power Attack, sneak attack +2d6

Special Actions summon demon

Spell-like Abilities (CL 7):

At will—darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only)

Abilities Str 21, Dex 12, Con 20, Int 14, Wis 13, Cha 16

Feats Cleave, Multiattack, Power Attack

Skills Climb +15, Disable Device +12, Disguise +13, Escape Artist +11, Hide +19, Listen +19, Move Silently +19, Open Lock +11, Search +20, Sleight of Hand +11, Survival +1 (+3 following tracks), Use Rope +1 (+3 with bindings)

Advancement 8-14 HD (Large); 15-21 HD (Huge)

Protective Slime (Su) A slimy red jelly coats the babau's skin. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon's hardness does not reduce this damage. A magic weapon may attempt a DC 18 Reflex save to avoid taking this damage. A creature who strikes the babau with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 18 Reflex save. The save DCs are Constitution-based.

Sneak Attack (Ex) A babau can make a sneak attack like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the babau is flanking.

Summon Demon (Sp) Once per day a babau can attempt to summon 1 babau with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.

Skills Babaus have a +8 racial bonus on Hide, Listen, Move Silently, and Search checks.

BalorCR 20

Always CE Large Outsider (Chaotic, Extraplanar, Evil)

Init +11; Senses darkvision 60 ft., true seeing; Listen +38, Spot +38

Aura flaming body

Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

AC 35, touch 16, flat-footed 28
(−1 size, +7 Dex, +19 natural)

hp 290 (20 HD); DR 15/cold iron and good

Immune electricity, fire, poison

Resist acid 10, cold 10; SR 28

Fort +22, Ref +19, Will +19

Speed 40 ft., fly 90 ft. (good)

Melee +1 vorpal longsword +31/+26/+21/+16 (2d6+8/19-20) and +1 flaming whip +30/+25 (1d4+4 plus 1d6 fire plus entangle); or

Melee 2 slams +31 (1d10+7)

Space 10 ft.; Reach 10 ft. (20 ft. with +1 flaming whip)

Base Atk +20; Grp +36

Atk Options Cleave, Power Attack

Special Actions summon demon

Spell-like Abilities (CL 20):

At will—blasphemy (DC 25), dominate monster (DC 27), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 25), power word stun, telekinesis (DC 23), unholy aura (DC 26)

1/day—fire storm (DC 26), implosion (DC 27)

The save DCs are Charisma-based

Abilities Str 35, Dex 25, Con 31, Int 24, Wis 24, Cha 26

SQ death throes

Feats Cleave, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword)

Skills Bluff +31, Concentration +33, Diplomacy +35, Disguise +8 (+10 acting), Hide +26, Intimidate +33, Knowledge (any two) +30, Listen +38, Move Silently +30, Search +30, Sense Motive +30, Spellcraft +30 (+32 scrolls), Spot +38, Survival +7 (+9 following tracks), Use Magic Device +31 (+33 scrolls)

Advancement 21-30 HD (Large); 31-60 HD (Huge)

Death Throes (Ex) When killed, a balor explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 30 half ). This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution-based.

Entangle (Ex) A balor's +1 flaming whip entangles foes much like an attack with a net. The whip has 20 hit points. The whip needs no folding. If it hits, the target and the balor immediately make opposed Strength checks; if the balor wins, it drags the target against its flaming body (see below). The target remains anchored against the balor's body until it escapes the whip.

Flaming Body (Su) The body of a balor is wreathed in flame.

Anyone grappling a balor takes 6d6 points of fire damage each round.

Summon Demon (Sp) Once per day a balor can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell.

True Seeing (Su) Balors have a continuous true seeing ability, as the spell (caster level 20th).

Vorpal Sword (Su) Every balor carries a +1 vorpal longsword that looks like a flame or a bolt of lightning.

Skills Balors have a +8 racial bonus on Listen and Spot checks.

BebilithCR 10

Always CE Huge Outsider (Chaotic, Extraplanar, Evil)

Init +5; Senses darkvision 60 ft., scent; Listen +16, Spot +16

Languages Abyssal; telepathy 100 ft.

AC 22, touch 9, flat-footed 21
(−2 size, +1 Dex, +13 natural)

hp 150 (12 HD); DR 10/good

Fort +16, Ref +9, Will +9

Speed 40 ft., climb 20 ft.

Melee Bite +19 (2d6+9 plus poison) and 2 claws +14 (2d4+4)

Ranged Web +11 ()

Space 15 ft.; Reach 10 ft.

Base Atk +12; Grp +29

Atk Options Cleave, Improved Grapple, Power Attack, rend armor

Special Actions web, plane shift

Abilities Str 28, Dex 12, Con 26, Int 11, Wis 13, Cha 13

Feats Cleave, Improved Initiative, Improved Grapple, Power Attack, Track

Skills Climb +24, Diplomacy +3, Hide +16, Jump +28, Listen +16, Move Silently +16, Search +15, Sense Motive +16, Spot +16, Survival +1 (+3 following tracks)

Advancement 13-18 HD (Huge); 19-36 HD (Gargantuan)

Plane Shift (Su) This ability affects only the bebilith. It is otherwise similar to the spell (caster level 12th).

Poison (Ex) Injury, Fortitude DC 24, initial damage 1d6 Con, secondary damage 2d6 Con. Bebilith venom is highly perishable, losing its potency and becoming inert, foul-smelling goo almost as soon as it comes into contact with air. The save DC is Constitution-based.

Rend Armor (Ex) If a bebilith hits with both claw attacks, it pulls apart any armor worn by its foe. This attack deals 4d6+18 points of damage to the opponent's armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.

Web (Ex) A bebilith can throw a web up to four times per day. This is similar to an attack with a net but has a maximum range of 30 feet, with a range increment of 10 feet. This attack is effective against targets of up to Gargantuan size. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a DC 24 Escape Artist check or burst the web with a DC 24 Strength check. The check DCs are Constitution-based. The web has 14 hit points and hardness 0. There is a 75% chance that the webbing will not burn if any sort of fire is applied to it (check each round).

Skills A bebilith has mottled coloration that gives it a +8 racial bonus on Hide checks.

DretchCR 2

Always CE Small Outsider (Chaotic, Extraplanar, Evil)

Init +0; Senses darkvision 60 ft.; Listen +5, Spot +5

Languages Abyssal; telepathy 100 ft.

AC 16, touch 11, flat-footed 16
(+1 size, +5 natural)

hp 13 (2 HD); DR 5/cold iron or good

Immune electricity, poison

Resist acid 10, cold 10, fire 10

Fort +5, Ref +3, Will +3

Speed 20 ft.,

Melee 2 claws +4 (1d6+1) and bite +2 (1d4)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp −1

Special Actions summon demon

Spell-like Abilities (CL 2):

1/day—scare (DC 12), stinking cloud (DC 13)

The save DCs are Charisma-based

Abilities Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11

Feats Multiattack

Skills Hide +9, Listen +5, Move Silently +5, Spot +5, Search +2, Survival +0 (+2 following tracks)

Advancement 3-6 HD (Small)

Level adjustment +2

Summon Demon (Sp) Once per day a dretch can attempt to summon another dretch with a 35% chance of success. This ability is the equivalent of a 1st-level spell.

Telepathy (Su) Dretches can communicate telepathically with creatures within 100 feet that speak Abyssal.

GlabrezuCR 13

Always CE Huge Outsider (Chaotic, Extraplanar, Evil)

Init +0; Senses darkvision 60 ft., true seeing; Listen +26, Spot +26

Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

AC 27, touch 8, flat-footed 27
(−2 size, +19 natural)

hp 174 (12 HD); DR 10/good

Immune electricity, poison

Resist acid 10, cold 10, fire 10; SR 21

Fort +18, Ref +8, Will +11

Speed 40 ft.,

Melee 2 pincers +20 (2d8+10) and 2 claws +18 (1d6+5) and bite +18 (1d8+5)

Space 15 ft.; Reach 15 ft.

Base Atk +12; Grp +30

Atk Options Cleave, Great Cleave, Power Attack, improved grab

Special Actions summon demon

Spell-like Abilities (CL 14):

At will—chaos hammer (DC 19), confusion (DC 19), dispel magic, mirror image, reverse gravity (DC 22), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 19)

1/day—power word stun

The save DCs are Charisma-based

Abilities Str 31, Dex 10, Con 31, Int 16, Wis 16, Cha 20

SQ grant wish

Feats Cleave, Great Cleave, Multiattack, Persuasive, Power Attack

Skills Bluff +22, Concentration +25, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Knowledge (any two) +18, Listen +26, Move Silently +18, Search +18, Sense Motive +18, Spellcraft +18, Spot +26, Survival +3 (+5 following tracks)

Advancement 13-18 HD (Huge); 19-36 HD (Gargantuan)

Improved Grab (Ex) To use this ability, a glabrezu must hit a Medium or smaller opponent with a pincer attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Summon Demon (Sp) Once per day a glabrezu can attempt to summon 4d10 dretches or 1d2 vrocks with a 50% chance of success, or another glabrezu with a 20% chance of success. This ability is the equivalent of a 4th-level spell.

True Seeing (Su) Glabrezu continuously use true seeing as the spell (caster level 14th).

Grant Wish (Sp) Once per month, a glabrezu can fulfill a wish for a mortal humanoid. The demon can use this ability to offer a mortal whatever he or she desires, but unless the wish is used to create pain and suffering in the world, the glabrezu demands either terrible evil acts or great sacrifice as compensation.

Skills Glabrezu have a +8 racial bonus on Listen and Spot checks.

HezrouCR 11

Always CE Large Outsider (Chaotic, Extraplanar, Evil)

Init +0; Senses darkvision 60 ft.; Listen +23, Spot +23

Aura stench

Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

AC 23, touch 9, flat-footed 23
(−1 size, +14 natural)

hp 138 (10 HD); DR 10/good

Immune electricity, poison

Resist acid 10, cold 10, fire 10; SR 19

Fort +16, Ref +7, Will +9

Speed 30 ft.,

Melee Bite +14 (4d4+5) and 2 claws +9 (1d8+2)

Space 10 ft.; Reach 10 ft.

Base Atk +10; Grp +19

Atk Options Blind-Fight, Cleave, Power Attack, improved grab

Special Actions summon demon

Spell-like Abilities (CL 13):

At will—chaos hammer (DC 18), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 18)

3/day—blasphemy (DC 21), gaseous form

The save DCs are Charisma-based

Abilities Str 21, Dex 10, Con 29, Int 14, Wis 14, Cha 18

Feats Blind-Fight, Cleave, Power Attack, Toughness

Skills Climb +18, Concentration +22, Hide +13, Escape Artist +13, Intimidate +17, Listen +23, Move Silently +13, Search +15, Spellcraft +15, Spot +23, Survival +2 (+4 following tracks), Use Rope +0 (+2 with bindings)

Advancement 11-15 HD (Large); 16-30 HD (Huge)

Level adjustment +9

Improved Grab (Ex) To use this ability, a hezrou must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Stench (Ex) A hezrou's skin produces a foul-smelling, toxic liquid whenever it fights. Any living creature (except other demons) within 10 feet must succeed on a DC 24 Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the same hezrou's stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.. The save DC is Constitution-based.

Summon Demon (Sp) Once per day a hezrou can attempt to summon 4d10 dretches or another hezrou with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

Skills Hezrous have a +8 racial bonus on Listen and Spot checks.

MarilithCR 17

Always CE Large Outsider (Chaotic, Extraplanar, Evil)

Init +4; Senses darkvision 60 ft.; Listen +31, Spot +31

Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

AC 29, touch 13, flat-footed 25
(−1 size, +4 Dex, +16 natural)

hp 216 (16 HD); DR 10/good and cold iron

Immune electricity, poison

Resist acid 10, cold 10, fire 10; SR 25

Fort +19, Ref +14, Will +14

Speed 40 ft.,

Melee Primary longsword +25/+20/+15/+10 (2d6+9/19-20) and 5 longswords +25 (2d6+4/19-20) and tail slap +22 (4d6+4); or

Melee 6 slams +24 (1d8+9) and tail slap +22 (4d6+4)

Space 10 ft.; Reach 10 ft.

Base Atk +16; Grp +29

Atk Options Combat Expertise, Combat Reflexes, Power Attack, constrict 4d6+13, improved grab

Special Actions summon demon, change shape

Spell-like Abilities (CL 16):

At will—align weapon, blade barrier (DC 23), magic weapon, project image (DC 23), polymorph, see invisibility, telekinesis (DC 22), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 25)

The save DCs are Charisma-based

Abilities Str 29, Dex 19, Con 29, Int 18, Wis 18, Cha 24

Feats Combat Expertise, Combat Reflexes, Multiattack, Multiweapon Fighting, Power Attack, Weapon Focus (longsword)

Skills Bluff +26, Concentration +28, Diplomacy +30, Disguise +7 (+9 acting), Hide +19, Intimidate +28, Listen +31, Move Silently +23, Search +23, Sense Motive +23, Spellcraft +23 (+25 scrolls), Spot +31, Survival +4 (+6 following tracks), Use Magic Device +26 (+28 scrolls)

Advancement 17-20 HD (Large); 21-48 HD (Huge)

Constrict (Ex) A marilith deals 4d6+13 points of damage with a successful grapple check. The constricted creature must succeed on a DC 27 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.

Improved Grab (Ex) To use this ability, a marilith must hit 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 succeeds on the grapple check, it can constrict.

Summon Demon (Sp) Once per day a marilith can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.

True Seeing (Su) Mariliths continuously use this ability, as the spell (caster level 16th).

Skills Mariliths have a +8 racial bonus on Listen and Spot checks.

Feats In combination with its natural abilities, a marilith's Multiweapon Fighting feat allows it to attack with all its arms at no penalty.

Change Shape (Su) A marilith can assume the form of any Small, Medium or Large humanoid.

NalfeshneeCR 14

Always CE Huge Outsider (Chaotic, Extraplanar, Evil)

Init +1; Senses darkvision 60 ft., true seeing; Listen +31, Spot +31

Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

AC 27, touch 9, flat-footed 26
(−2 size, +1 Dex, +18 natural)

hp 175 (14 HD); DR 10/good

Immune electricity, poison

Resist acid 10, cold 10, fire 10; SR 22

Fort +17, Ref +10, Will +15

Speed 30 ft., fly 40 ft. (poor)

Melee Bite +20 (2d8+7) and 2 claws +17 (1d8+3)

Space 15 ft.; Reach 15 ft.

Base Atk +14; Grp +29

Atk Options Cleave, Improved Bull Rush, Power Attack, smite

Special Actions summon demon

Spell-like Abilities (CL 12):

At will—call lightning (DC 18), feeblemind (DC 20), greater dispel magic, slow (DC 18), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 23)

The save DCs are Charisma-based

Abilities Str 25, Dex 13, Con 27, Int 22, Wis 22, Cha 20

Feats Cleave, Improved Bull Rush, Multiattack, Power Attack, Weapon Focus (bite)

Skills Bluff +22, Concentration +25, Diplomacy +26, Disguise +5 (+7 acting), Hide +10, Intimidate +22, Knowledge (arcana) +23, Listen +31, Move Silently +18, Search +23, Sense Motive +23, Spellcraft +25 (+27 scrolls), Spot +31, Survival +6 (+8 following tracks), Use Magic Device +22 (+24 scrolls)

Advancement 15-20 HD (Huge); 21-42 HD (Gargantuan)

Smite (Su) Three times per day a nalfeshnee can create a nimbus of unholy light. When the demon triggers the ability, rainbow-colored beams play around its body. One round later they burst in a 60-foot radius. Any creature within this area must succeed on a DC 22 Will save or be dazed for 1d10 rounds as visions of its worst fears hound it. The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect. The save DC is Charisma-based.

Summon Demon (Sp) Twice per day a nalfeshnee can attempt to summon 1d4 vrocks, 1d4 hezrous, or one glabrezu with a 50% chance of success, or another nalfeshnee with a 20% chance of success. This ability is the equivalent of a 5th-level spell.

True Seeing (Su) Nalfeshnees continuously use true seeing, as the spell (caster level 14th).

QuasitCR 2

Always CE Tiny Outsider (Chaotic, Extraplanar, Evil)

Init +7; Senses darkvision 60 ft.; Listen +7, Spot +6

Languages Common, Abyssal

AC 18, touch 15, flat-footed 15
(+2 size, +3 Dex, +3 natural)

hp 13 (3 HD); DR 5/cold iron or good; fast healing 2

Immune poison

Resist fire 10

Fort +3, Ref +6, Will +4

Speed 20 ft., fly 50 ft. (perfect)

Melee 2 claws +8 (1d3-1 plus poison) and bite +3 (1d4-1)

Space 2-1/2 ft.; Reach 0 ft.

Base Atk +3; Grp −6

Special Actions alternate form

Spell-like Abilities (CL 6):

At will—detect good, detect magic, invisibility (self only)

1/day—cause fear (as the spell, except that its area is a 30-foot radius from the quasit) (DC 11)

The save DCs are Charisma-based

Abilities Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10

Feats Improved Initiative, Weapon Finesse

Skills Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Hide +17, Intimidate +2, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +6

Advancement 4-6 HD (Tiny)

Level adjustment - (Improved Familiar)

Alternate Form (Su) A quasit can assume other forms at will as a standard action. Each individual quasit can assume only one or two forms from the following list: bat, Small or Medium monstrous centipede, toad, and wolf.

Poison (Ex) Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.

Commune (Sp) Once per week a quasit can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).

RetrieverCR 11

Always CE Huge Construct (Extraplanar)

Init +3; Senses find target, darkvision 60 ft., low-light vision; Listen +0, Spot +0

Languages

AC 21, touch 11, flat-footed 18
(−2 size, +3 Dex, +10 natural)

hp 135 (10 HD); fast healing 5

Fort +3, Ref +6, Will +3

Speed 50 ft.,

Melee 4 claws +15 (2d6+10) and bite +10 (1d8+5)

Ranged eye ray +8 touch (special)

Space 15 ft.; Reach 10 ft.

Base Atk +7; Grp +25

Atk Options improved grab

Special Actions eye rays

Abilities Str 31, Dex 17, Con -, Int -, Wis 11, Cha 1

SQ construct traits

Feats

Skills

Advancement 11-15 HD (Huge); 16-30 HD (Gargantuan)

Eye Rays (Su) A retriever's eyes can produce four different magical rays with a range of 100 feet. Each round, it can fire one ray as a free action. A particular ray is usable only once every 4 rounds. A retriever can fire an eye ray in the same round that it makes physical attacks. The save DC for all rays is 18. The save DC is Dexterity-based.

The four eye effects are

Fire Deals 12d6 points of fire damage to the target (Reflex half ).

Cold Deals 12d6 points of cold damage to the target (Reflex half ).

Electricity Deals 12d6 points of electricity damage to the target (Reflex half ).

Petrification The target must succeed on a Fortitude save or turn to stone permanently.

Find Target (Sp) When ordered to find an item or a creature, a retriever does so unerringly, as though guided by discern location .

The being giving the order must have seen (or must have an item belonging to) the creature to be found, or must have touched the object to be located. This ability is the equivalent of an 8th-level spell.

Improved Grab (Ex) To use this ability, a retriever must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and grips the opponent fast in its mouth. This is the method by which it usually 'retrieves' things.

SuccubusCR 7

Always CE Medium Outsider (Chaotic, Extraplanar, Evil)

Init +1; Senses darkvision 60 ft.; Listen +19, Spot +19

Languages Abyssal, Celestial, Draconic; telepathy 100 ft., tongues

AC 20, touch 11, flat-footed 19; Dodge, Mobility
(+1 Dex, +9 natural)

hp 33 (6 HD); DR 10/cold iron or good

Immune electricity, poison

Resist acid 10, cold 10, fire 10; SR 18

Fort +6, Ref +6, Will +7

Speed 30 ft., fly 50 ft. (average)

Melee 2 claws +7 (1d6+1)

Space 5 ft.; Reach 5 ft.

Base Atk +6; Grp +7

Atk Options energy drain

Special Actions summon demon, change shape

Spell-like Abilities (CL 12):

At will—charm monster (DC 22), detect good, detect thoughts (DC 20), ethereal jaunt (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 21), greater teleport (self plus 50 pounds of objects only)

The save DCs are Charisma-based

Abilities Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 26

Feats Dodge, Mobility, Persuasive

Skills Bluff +19, Concentration +10, Diplomacy +12, Disguise +17* (+19 acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen +19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope +1 (+3 with bindings)

Advancement 7-12 HD (Medium)

Level adjustment +6

Summon Demon (Sp) Once per day a succubus can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.

Tongues (Su) A succubus has a permanent tongues ability (as the spell, caster level 12th). Succubi usually use verbal communication with mortals.

Skills Succubi have a +8 racial bonus on Listen and Spot checks.

*While using her polymorph ability, a succubus gains a +10 circumstance bonus on Disguise checks.

Change Shape (Su) A succubus can assume the form of any Small or Medium humanoid.

VrockCR 9

Always CE Large Outsider (Chaotic, Extraplanar, Evil)

Init +2; Senses darkvision 60 ft.; Listen +24, Spot +24

Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

AC 22, touch 11, flat-footed 20
(−1 size, +2 Dex, +11 natural)

hp 115 (10 HD); DR 10/good

Immune electricity, poison

Resist acid 10, cold 10, fire 10; SR 17

Fort +14, Ref +9, Will +10

Speed 30 ft., fly 50 ft. (average)

Melee 2 claws +15 (2d6+6) and bite +13 (1d8+3) and 2 talons +13 (1d6+3)

Space 10 ft.; Reach 10 ft.

Base Atk +10; Grp +20

Atk Options Cleave, Combat Reflexes, Power Attack

Special Actions dance of ruin, spores, stunning screech, summon demon

Spell-like Abilities (CL 12):

At will—mirror image, telekinesis (DC 18), greater teleport (self plus 50 pounds of objects only)

1/day—heroism

The save DCs are Charisma-based

Abilities Str 23, Dex 15, Con 25, Int 14, Wis 16, Cha 16

Feats Cleave, Combat Reflexes, Multiattack, Power Attack

Skills Concentration +20, Diplomacy +5, Hide +11, Intimidate +16, Knowledge (any one) +15, Listen +24, Move Silently +15, Search +15, Sense Motive +16, Spellcraft +15, Spot +24, Survival +3 (+5 following tracks)

Advancement 11-14 HD (Large); 15-30 HD (Huge)

Level adjustment +8

Dance of Ruin (Su) To use this ability, a group of at least three vrocks must join hands in a circle, dancing wildly and chanting.

At the end of 3 rounds of dancing, a wave of crackling energy flashes outward in a 100-foot radius. All creatures except for demons within the radius take 20d6 points of damage (Reflex DC 18 half ). Stunning, paralyzing, or slaying one of the vrocks stops the dance. The save DC is Charisma-based.

Spores (Ex) A vrock can release masses of spores from its body once every 3 rounds as a free action. The spores automatically deal 1d8 points of damage to all creatures adjacent to the vrock. They then penetrate the skin and grow, dealing an additional 1d4 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. (The vines are harmless and wither away in 1d4 days.) A delay poison spell stops the spores' growth for its duration. Bless , neutralize poison , or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.

Stunning Screech (Su) Once per hour a vrock can emit a piercing screech. All creatures except for demons within a 30-foot radius must succeed on a DC 22 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.

Summon Demon (Sp) Once per day a vrock can attempt to summon 2d10 dretches or another vrock with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.

Skills Vrocks have a +8 racial bonus on Listen and Spot checks.

DerroCR 3

Usually CE Small Monstrous Humanoid

Init +6; Senses Listen +1, Spot +NaN

Languages

AC 19, touch 13, flat-footed 17
(+1 size, +2 Dex, +2 natural, +3 studded leather, +1 buckler)

hp 16 (3 HD)

SR 15

Fort +2, Ref +5, Will +6

Weakness vulnerability to sunlight

Speed 20 ft.,

Melee Short sword +4 (1d4/19-20)

Ranged Repeating light crossbow +6 (1d6/19-20 plus poison)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp −1

Atk Options Blind-Fight, sneak attack +1d6

Spell-like Abilities (CL 3):

At will—darkness, ghost sound

1/day—daze (DC 13), sound burst (DC 15)

The save DCs are Charisma-based

Abilities Str 11, Dex 14, Con 13, Int 10, Wis 5*, Cha 16*

SQ madness

Feats Blind-Fight, Improved Initiative

Skills Bluff +5, Hide +10, Listen +1, Move Silently +8

Advancement By character class

Level adjustment - (+2 if sane)

Madness (Ex) Derro use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A derro cannot be restored to sanity by any means short of a miracle or wish spell.

*The racial madness of the derro provides a +6 bonus to their Charisma scores and a -6 penalty to their Wisdom scores. A derro restored to sanity gains 6 points of Wisdom and loses 6 points of Charisma.

Poison Use (Ex) Derro typically carry 2d4 doses of greenblood oil or Medium monstrous spider venom, applying it to their crossbow bolts. Derro are not at risk of poisoning themselves when handling poison.

Sneak Attack (Ex) Any time a derro's opponent is denied his Dexterity bonus to AC, or if a derro flanks his opponent, he deals an extra 1d6 points of damage. This ability is just like the rogue's sneak attack and subject to the same limitations.

Vulnerability to Sunlight (Ex) A derro takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun.

Skills Derro have a +4 racial bonus on Hide and Move Silently checks.

DestrachanCR 8

Usually NE Large Aberration

Init +5; Senses blindsight 100 ft.; Listen +25, Spot +4

Languages Common

AC 18, touch 10, flat-footed 17; Dodge
(−1 size, +1 Dex, +8 natural)

hp 60 (8 HD)

Immune see below

Resist sonic (+4 on saves)

Fort +5, Ref +5, Will +10

Speed 30 ft.,

Melee 2 claws +9 (1d6+4)

Space 10 ft.; Reach 5 ft.

Base Atk +6; Grp +14

Special Actions destructive harmonics

Abilities Str 18, Dex 12, Con 16, Int 12, Wis 18, Cha 12

Feats Dodge, Improved Initiative, Lightning Reflexes

Skills Hide +8, Listen +25, Move Silently +7, Survival +9

Advancement 9-16 HD (Large); 17-24 HD (Huge)

Blindsight (Ex) A destrachan can use hearing to ascertain all foes within 100 feet as a sighted creature would.

Destructive Harmonics (Su) A destrachan can blast sonic energy in a cone up to 80 feet long. It can also use this attack to affect any creatures or objects within a 30-foot radius. It can tune the harmonics of this destructive power to affect different types of targets. All save DCs are Charisma-based.

Flesh Disrupting tissue and rending bone, this attack deals 4d6 points of damage to all within the area (Reflex DC 15 half ).

Nerves A destrachan can focus its harmonics to knock out foes rather than slay them. This attack deals 6d6 points of nonlethal damage to all within the area (Reflex DC 15 half ).

Material When using this form of harmonics, a destrachan chooses wood, stone, metal, or glass. All objects made of that material within the area must succeed on a DC 15 Fortitude save or shatter. Objects (or portions of objects) that have up to 30 hit points are potentially affected by this attack.

Protection from Sonics (Ex) While they can be affected by loud noises and sonic spells (such as ghost sound or silence ), destrachans are less vulnerable to sonic attacks (+4 circumstance bonus on all saves) because they can protect their ears. A destrachan whose sense of hearing is impaired is effectively blinded, and all targets are treated as having total concealment.

Immunities Destrachans have immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Skills A destrachan has a +10 racial bonus on Listen checks.

Barbed DevilCR 11

Always LE Medium Outsider (Evil, Extraplanar, Lawful)

Init +6; Senses darkvision 60 ft., see in darkness; Listen +19, Spot +19

Languages Infernal, Celestial, Draconic; telepathy 100 ft.

AC 29, touch 16, flat-footed 23; barbed defense
(+6 Dex, +13 natural)

hp 126 (12 HD); DR 10/good

Immune fire, poison

Resist acid 10, cold 10; SR 23

Fort +14, Ref +14, Will +12

Speed 30 ft.,

Melee 2 claws +18 (2d8+6 plus fear)

Space 5 ft.; Reach 5 ft.

Base Atk +12; Grp +22

Atk Options Cleave, Improved Grapple, Power Attack, improved grab, impale 3d8+9

Special Actions summon devil

Spell-like Abilities (CL 12):

At will—greater teleport (self plus 50 pounds of objects only), hold person (DC 16), major image (DC 17), scorching ray (2 rays only)

1/day—order's wrath (DC 18), unholy blight (DC 18)

The save DCs are Charisma-based

Abilities Str 23, Dex 23, Con 23, Int 12, Wis 14, Cha 18

Feats Alertness, Cleave, Improved Grapple, Iron Will, Power Attack

Skills Concentration +21, Diplomacy +6, Hide +21, Intimidate +19, Knowledge (any one) +16, Listen +19, Move Silently +21, Search +16, Sense Motive +17, Spot +19, Survival +2 (+4 following tracks)

Advancement 13-24 (Medium); 25-36 HD (Large)

Fear (Su) A creature hit by a barbed devil must succeed on a DC 20 Will save or be affected as though by fear (caster level 9th).

Whether or not the save is successful, that creature cannot be affected by that same barbed devil's fear ability for 24 hours. The save DC is Charisma-based.

Impale (Ex) A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check.

Improved Grab (Ex) To use this ability, a barbed devil must hit with a claw 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 impale the opponent on its barbed body.

Summon devil (Sp) Once per day a barbed devil can attempt to summon 1d6 bearded devils or another barbed devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

Barbed Defense (Su) Any creature striking a barbed devil with handheld weapons or natural weapons takes 1d8+6 points of piercing and slashing damage from the devil's barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.

Bearded DevilCR 5

Always LE Medium Outsider (Evil, Extraplanar, Lawful)

Init +6; Senses darkvision 60 ft., see in darkness; Listen +9, Spot +9

Languages Infernal, Celestial, Draconic; telepathy 100 ft.

AC 19, touch 12, flat-footed 17
(+2 Dex, +7 natural)

hp 45 (6 HD); DR 5/silver or good

Immune fire, poison

Resist acid 10, cold 10; SR 17

Fort +8, Ref +7, Will +5

Speed 40 ft.,

Melee Glaive +9/+4 (1d10+3 plus infernal wound); or

Melee 2 claws +8 (1d6+2)

Space 5 ft.; Reach 5 ft. (10 ft. with glaive)

Base Atk +6; Grp +8

Atk Options Power Attack, beard

Special Actions battle frenzy, summon devil

Spell-like Abilities (CL 12):

At will—greater teleport (self plus 50 pounds of objects only)

The save DCs are Charisma-based

Abilities Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10

Feats Improved Initiative, Power Attack, Weapon Focus (glaive)

Skills Climb +11, Diplomacy +2, Hide +11, Listen +9, Move Silently +9, Sense Motive +9, Spot +9

Advancement 7-9 HD (Medium); 10-18 HD (Large)

Level adjustment +6

Infernal Wound (Su) The damage a bearded devil deals with its glaive causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 16 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a bearded devil's glaive must succeed on a DC 16 caster level check, or the spell has no effect on the injured character.

A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the bearded devil, not of the weapon. The check DC is Constitution-based.

Beard (Ex) If a bearded devil hits a single opponent with both claw attacks, it automatically hits with its beard. The affected creature takes 1d8+2 points of damage and must succeed on a DC 16 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). Damage is dealt each day until the afflicted creature succeeds on three consecutive Fortitude saves, the disease is cured magically, or the creature dies. The save DC is Constitution-based.

Battle Frenzy (Ex) Twice per day, a bearded devil can work itself into a battle frenzy similar to the barbarian's rage (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, -2 AC penalty). The frenzy lasts for 6 rounds, and the bearded devil suffers no ill effects afterward.

Summon devil (Sp) Once per day a bearded devil can attempt to summon 2d10 lemures with a 50% chance of success, or another bearded devil with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.

Bone DevilCR 9

Always LE Large Outsider (Evil, Extraplanar, Lawful)

Init +9; Senses darkvision 60 ft., see in darkness; Listen +17, Spot +17

Languages Infernal, Celestial, Draconic; telepathy 100 ft.

AC 25, touch 14, flat-footed 20
(−1 size, +5 Dex, +11 natural)

hp 95 (10 HD); DR 10/good

Immune fire, poison

Resist acid 10, cold 10; SR 21

Fort +12, Ref +12, Will +11

Speed 40 ft.,

Melee Bite +14 (1d8+5) and 2 claws +12 (1d4+2) and sting +12 (3d4+2 plus poison)

Space 10 ft.; Reach 10 ft.

Base Atk +10; Grp +19

Special Actions fear aura, summon devil

Spell-like Abilities (CL 12):

At will—greater teleport (self plus 50 pounds of objects only), dimensional anchor, fly, invisibility (self only), major image (DC 15), wall of ice

The save DCs are Charisma-based

Abilities Str 21, Dex 21, Con 21, Int 14, Wis 14, Cha 14

Feats Alertness, Improved Initiative, Iron Will, Multiattack

Skills Bluff +15, Concentration +18, Diplomacy +6, Disguise +2 (+4 acting), Hide +14, Intimidate +17, Knowledge (any one) +15, Listen +17, Move Silently +18, Search +15, Sense Motive +15, Spot +17, Survival +2 (+4 following tracks)

Advancement 11-20 HD (Large); 21-30 HD (Huge)

Poison (Ex) Injury, Fortitude DC 20, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

Summon devil (Sp) Once per day a bone devil can attempt to summon 2d10 lemures with a 50% chance of success, or another bone devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

Chain DevilCR 6

Always LE Medium Outsider (Evil, Extraplanar, Lawful)

Init +6; Senses darkvision 60 ft.; Listen +13, Spot +13

Languages Infernal, Common

AC 20, touch 12, flat-footed 18
(+2 Dex, +8 natural)

hp 52 (8 HD); DR 5/silver or good; regeneration 2

Immune cold

SR 18

Fort +8, Ref +8, Will +6

Speed 30 ft.,

Melee 2 chains +10 (2d4+2/19-20)

Space 5 ft.; Reach 5 ft. (10 ft. with chains)

Base Atk +8; Grp +10

Special Actions dancing chains, unnerving gaze

Abilities Str 15, Dex 15, Con 15, Int 6, Wis 10, Cha 12

Feats Alertness, Improved Critical (chain), Improved Initiative

Skills Climb +13, Craft (blacksmithing) +17, Escape Artist +13, Intimidate +12, Listen +13, Spot +13, Use Rope +2 (+4 with bindings)

Advancement 9-16 HD (Medium)

Level adjustment +6

Dancing Chains (Su) A chain devil's most awesome attack is its ability to control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a chain devil can increase these chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the devil itself. If a chain is in another creature's possession, the creature can attempt a DC 15 Will save to break the chain devil's power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature's possession. The save DC is Charisma-based.

A chain devil can climb chains it controls at its normal speed without making Climb checks.

Unnerving Gaze (Su) Range 30 ft., Will DC 15 negates. A chain devil can make its face resemble one of an opponent's departed loved ones or bitter enemies. Those who fail their saves take a -2 penalty on attack rolls for 1d3 rounds. The save DC is Charisma-based.

Regeneration (Ex) Chain devils take normal damage from silvered weapons, good-aligned weapons, and spells or effects with the good descriptor. A chain devil that loses a piece of its body regrows it in 2d6x10 minutes. Holding the severed member against the stump enables it to reattach instantly.

Skills Chain devils have a +8 racial bonus on Craft checks involving metalwork.

ErinyesCR 8

Always LE Medium Outsider (Evil, Extraplanar, Lawful)

Init +5; Senses darkvision 60 ft., see in darkness, true seeing; Listen +16, Spot +16

Languages Infernal, Celestial, Draconic; telepathy 100 ft.

AC 23, touch 15, flat-footed 18; Dodge, Mobility
(+5 Dex, +8 natural)

hp 85 (9 HD); DR 5/good

Immune fire, poison

Resist acid 10, cold 10; SR 20

Fort +11, Ref +11, Will +10

Speed 30 ft., fly 50 ft. (good)

Melee Longsword +14/+9 (1d8+5/19-20)

Ranged +1 flaming composite longbow (+5 Str bonus) +15/+10 (1d8+6/x3 plus 1d6 fire); or

Ranged Rope +14 (entangle)

Space 5 ft.; Reach 5 ft.

Base Atk +9; Grp +14

Atk Options Point Blank Shot, Precise Shot

Special Actions Shot on the Run, summon devil

Spell-like Abilities (CL 12):

At will—greater teleport (self plus 50 pounds of objects only), charm monster (DC 19), minor image (DC 17), unholy blight (DC 19)

The save DCs are Charisma-based

Abilities Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20

Feats Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Dodge, Mobility

Skills Concentration +17, Diplomacy +7, Escape Artist +17, Hide +17, Knowledge (any two) +14, Listen +16, Move Silently +17, Search +14, Sense Motive +16, Spot +16, Survival +4 (+6 following tracks), Use Rope +5 (+7 with bindings)

Advancement 10-18 HD (Medium)

Level adjustment +7

Entangle (Ex) Each erinyes carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level 16th). An erinyes can hurl its rope 30 feet with no range penalty. Typically, an erinyes entangles a foe, lifts it into the air, and drops it from a great height.

Summon devil (Sp) Once per day an erinyes can attempt to summon 2d10 lemures or 1d4 bearded devils with a 50% chance of success. This ability is the equivalent of a 3rd-level spell.

True Seeing (Su) Erinyes continuously use true seeing, as the spell (caster level 14th).

HellcatCR 7

Always LE Large Outsider (Evil, Extraplanar, Lawful)

Init +9; Senses darkvision 60 ft., scent; Listen +17, Spot +13

Languages Infernal, Celestial, Draconic; telepathy 100 ft.

AC 21, touch 14, flat-footed 16; Dodge
(−1 size, +5 Dex, +7 natural)

hp 60 (8 HD); DR 5/good

Resist fire 10; SR 19

Fort +9, Ref +11, Will +8

Speed 40 ft.,

Melee 2 claws +13 (1d8+6) and bite +8 (2d8+3)

Space 10 ft.; Reach 5 ft.

Base Atk +8; Grp +18

Atk Options improved grab, pounce, rake 1d8+3

Abilities Str 23, Dex 21, Con 17, Int 10, Wis 14, Cha 10

SQ invisible in light

Feats Dodge, Improved Initiative, Track

Skills Balance +16, Climb +17, Hide +13, Jump +21, Listen +17, Move Silently +20, Spot +13, Swim +17

Advancement 9-10 HD (Large); 11-24 HD (Huge)

Improved Grab (Ex) To use this ability, a hellcat must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex) If a hellcat charges, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +13 melee, damage 1d8+3.

Invisible in Light (Ex) A hellcat is invisible in any area lit well enough for a human to see. In a darkened area, it shows up as a faintly glowing outline visible up to 30 feet away (60 feet if the viewer has low-light vision). Magical darkness smothers the glow and conceals the outline.

Skills Hellcats have a +4 racial bonus on Listen and Move Silently checks.

Horned DevilCR 16

Always LE Large Outsider (Evil, Extraplanar, Lawful)

Init +7; Senses darkvision 60 ft., see in darkness; Listen +22, Spot +22

Languages Infernal, Celestial, Draconic; telepathy 100 ft.

AC 35, touch 16, flat-footed 28
(−1 size, +7 Dex, +19 natural)

hp 172 (15 HD); DR 10/good and silver; regeneration 5

Immune fire, poison

Resist acid 10, cold 10; SR 28

Fort +16, Ref +16, Will +15

Speed 20 ft., fly 50 ft. (average)

Melee Spiked chain +25/+20/+15 (2d6+15 plus stun) and bite +22 (2d8+5) and tail +22 (2d6+5 plus infernal wound); or

Melee 2 claws +24 (2d6+10) and bite + (2d8+5) and tail +22 (2d6+5 plus infernal wound)

Space 10 ft.; Reach 10 ft. (20 ft. with spiked chain)

Base Atk +15; Grp +29

Atk Options Cleave, Improved Sunder, Power Attack

Special Actions fear aura, summon devil

Spell-like Abilities (CL 15):

At will—dispel chaos (DC 21), dispel good (DC 21), magic circle against good, greater teleport (self plus 50 pounds of objects only), persistent image (DC 21)

3/day—fireball (DC 19), lightning bolt (DC 19)

The save DCs are Charisma-based

Abilities Str 31, Dex 25, Con 25, Int 14, Wis 18, Cha 22

Feats Cleave, Improved Sunder, Iron Will, Multiattack, Power Attack, Weapon Focus (spiked chain)

Skills Bluff +24, Climb +28, Concentration +24, Diplomacy +10, Disguise +6 (+8 acting), Hide +21, Intimidate +26, Listen +22, Move Silently +23, Search +20, Sense Motive +22, Spot +22, Survival +4 (+6 following tracks)

Advancement 16-20 HD (Large); 21-45 HD (Huge)

Fear Aura (Su) A horned devil can radiate a 5-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 23 Will save or be affected as though by a fear spell (caster level 15th). A creature that successfully saves cannot be affected again by the same horned devil's aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Stun (Su) Whenever a horned devil hits with a spiked chain attack, the opponent must succeed on a DC 27 Fortitude save or be stunned for 1d4 rounds. The save DC is Strength-based. This ability is a function of the horned devil, not of the spiked chain.

Infernal Wound (Su) The damage a horned devil deals with its tail attack causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 24 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a horned devil's tail must succeed on a DC 24 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The check DC is Constitution-based.

Summon devil (Sp) Once per day a horned devil can attempt to summon 2d10 lemures or 1d6 bearded devils with a 50% chance of success, 1d6 barbed devils with a 35% chance of success, or another horned devil with a 20% chance of success. This ability is the equivalent of a 6th-level spell.

Regeneration (Ex) A horned devil takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.

Ice DevilCR 13

Always LE Large Outsider (Evil, Extraplanar, Lawful)

Init +5; Senses darkvision 60 ft., see in darkness; Listen +25, Spot +25

Languages Infernal, Celestial, Draconic; telepathy 100 ft.

AC 32, touch 14, flat-footed 27
(−1 size, +5 Dex, +18 natural)

hp 147 (14 HD); DR 10/good; regeneration 5

Immune fire, poison

Resist acid 10, cold 10; SR 25

Fort +15, Ref +14, Will +15

Speed 40 ft.,

Melee Spear +20/+15/+10 (2d6+9/x3 plus slow) and bite +14 (2d6+3) and tail +14 (3d6+3 plus slow); or

Melee 2 claws +19 (1d10+6) and bite +14 (2d6+3) and tail +14 (3d6+3 plus slow)

Space 10 ft.; Reach 10 ft.

Base Atk +14; Grp +24

Atk Options Cleave, Combat Reflexes, Power Attack

Special Actions fear aura, summon devil

Spell-like Abilities (CL 13):

At will—cone of cold (DC 20), fly, ice storm (DC 19), greater teleport (self plus 50 pounds of objects only), persistent image (DC 20), unholy aura (DC 23), wall of ice (DC 19)

The save DCs are Charisma-based

Abilities Str 23, Dex 21, Con 23, Int 22, Wis 22, Cha 20

Feats Alertness, Cleave, Combat Reflexes, Power Attack, Weapon Focus (spear)

Skills Bluff +22, Climb +23, Concentration +23, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Jump +27, Knowledge (any three) +23, Listen +25, Move Silently +22, Search +23, Sense Motive +23, Spellcraft +23, Spot +25, Survival +6 (+8 following tracks)

Advancement 15-28 HD (Large); 29-42 HD (Huge)

Fear Aura (Su) An ice devil can radiate a 10-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 22 Will save or be affected as though by a fear spell (caster level 13th). A creature that successfully saves cannot be affected again by the same ice devil's aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Slow (Su) A hit from an ice devil's tail or spear induces numbing cold. The opponent must succeed on a DC 23 Fortitude save or be affected as though by a slow spell for 1d6 rounds. The save DC is Constitution-based.

Summon devil (Sp) Once per day an ice devil can attempt to summon 2d10 lemures or 1d6 bearded devils, 2d4 bone devils with a 50% chance of success, or another ice devil with a 20% chance of success. This ability is the equivalent of a 4th-level spell.

Regeneration (Ex) An ice devil takes normal damage from good-aligned weapons and from spells or effects with the good descriptor.

ImpCR 2

Always LE Tiny Outsider (Evil, Extraplanar, Lawful)

Init +3; Senses darkvision 60 ft.; Listen +7, Spot +7

Languages Infernal, Celestial, Draconic

AC 20, touch 15, flat-footed 17; Dodge
(+2 size, +3 Dex, +5 natural)

hp 13 (3 HD); DR 5/good or silver; fast healing 2

Immune poison

Resist fire 5

Fort +3, Ref +6, Will +4

Speed 20 ft., fly 50 ft. (perfect)

Melee Sting +8 (1d4 plus poison)

Space 2-1/2 ft.; Reach 0 ft.

Base Atk +3; Grp −5

Special Actions alternate form

Spell-like Abilities (CL 6):

At will—detect good, detect magic, invisibility (self only)

1/day—suggestion (DC 15)

The save DCs are Charisma-based

Abilities Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14

Feats Dodge, Weapon Finesse

Skills Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)

Advancement 4-6 HD (Tiny)

Level adjustment - (Improved Familiar)

Alternate Form (Su) An imp can assume other forms at will as a standard action. Each individual imp can assume only one or two forms from the following list: Small or Medium monstrous spider, raven, rat, and boar.

Poison (Ex) Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.

Commune (Sp) Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).

LemureCR 1

Always LE Medium Outsider (Evil, Extraplanar, Lawful)

Init +0; Senses darkvision 60 ft., see in darkness; Listen +0, Spot +0

Languages

AC 14, touch 10, flat-footed 14
(+4 natural)

hp 9 (2 HD); DR 5/good or silver

Immune fire, poison

Resist acid 10, cold 10

Fort +3, Ref +3, Will +3

Speed 20 ft.,

Melee 2 claws +2 (1d4)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +2

Abilities Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 5

SQ mindless

Feats

Skills

Advancement 3–6 HD (Medium)

Mindless (Ex) Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Pit FiendCR 20

Always LE Large Outsider (Evil, Extraplanar, Lawful)

Init +12; Senses darkvision 60 ft., see in darkness; Listen +29, Spot +29

Languages Infernal, Celestial, Draconic; telepathy 100 ft.

AC 40, touch 17, flat-footed 32
(−1 size, +8 Dex, +23 natural)

hp 225 (18 HD); DR 15/good and silver; regeneration 5

Immune fire, poison

Resist acid 10, cold 10; SR 32

Fort +19, Ref +19, Will +21

Speed 40 ft., fly 60 ft. (average)

Melee 2 claws +30 (2d8+13) and 2 wings +28 (2d6+6) and bite +28 (4d6+6 plus poison plus disease) and tail slap +28 (2d8+6)

Space 10 ft.; Reach 10 ft.

Base Atk +18; Grp +35

Atk Options Cleave, Great Cleave, Power Attack, constrict 2d8+26, improved grab

Special Actions fear aura, summon devil

Spell-like Abilities (CL 18):

At will—blasphemy (DC 25), create undead, fireball (DC 21), greater dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility, magic circle against good, mass hold monster (DC 27), persistent image (DC 23), power word stun, unholy aura (DC 26)

1/day—meteor swarm (DC 27)

The save DCs are Charisma-based

Abilities Str 37, Dex 27, Con 27, Int 26, Wis 26, Cha 26

Feats Cleave, Great Cleave, Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability (fireball)

Skills Balance +10, Bluff +29, Climb +34, Concentration +29, Diplomacy +10, Disguise +29 (+31 acting), Hide +25, Intimidate +31, Jump +40, Knowledge (arcana) +29, Knowledge (nature) +10, Knowledge (the planes) +29, Knowledge (religion) +29, Listen +29, Move Silently +29, Search +29, Spellcraft +31, Spot +29, Survival +8 (+10 on other planes, +10 when tracking), Tumble +31

Advancement 19-36 HD (Large); 37-54 HD (Huge)

Constrict (Ex) A pit fiend deals 2d8+26 points of damage with a successful grapple check.

Disease (Su) A creature struck by a pit fiend's bite attack must succeed on a DC 27 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based.

Fear Aura (Su) A pit fiend can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 27 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the same pit fiend's aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Improved Grab (Ex) To use this ability, a pit fiend must hit 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.

Poison (Ex) Injury, Fortitude DC 27, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.

Regeneration (Ex) A pit fiend takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.

Summon devil (Sp) Twice per day a pit fiend can automatically summon 2 lemures, bone devils, or bearded devils, or 1 erinyes, horned devil, or ice devil. This ability is the equivalent of an 8th-level spell.

Use wish (Sp) Once per year a pit fiend can use wish as the spell (caster level 20th).

DevourerCR 11

Always NE Large Undead (Extraplanar)

Init +4; Senses darkvision 60 ft.; Listen +18, Spot +18

Languages Common

AC 24, touch 9, flat-footed 24
(−1 size, +15 natural)

hp 78 (12 HD)

SR 21

Fort +4, Ref +4, Will +11

Speed 30 ft.,

Melee 2 claws +15 (1d6+9)

Space 10 ft.; Reach 10 ft.

Base Atk +6; Grp +19

Atk Options Blind-Fight, Combat Expertise

Special Actions trap essence

Spell-like Abilities (CL 18):

1/round—confusion (DC 17), control undead (DC 20), ghoul touch (DC 15), lesser planar ally, ray of enfeeblement (DC 14), spectral hand, suggestion (DC 16), true seeing

The save DCs are Charisma-based

Abilities Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17

SQ spell deflection, undead traits

Feats Blind-Fight, Combat Casting, Combat Expertise, Improved Initiative, Weapon Focus (claw)

Skills Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen +18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5 following tracks)

Advancement 13-24 HD (Large); 25-36 HD (Huge)

Energy Drain (Su) Living creatures hit by a devourer's claw attack or spectral hand ability gain one negative level. The DC is 19 for the Fortitude save to remove a negative level. The save DC is Charisma-based.

Spell Deflection (Su) The trapped essence provides a measure of magical protection. If any of the following spells are cast at the devourer and overcome its spell resistance, they affect the imprisoned essence instead: banishment , chaos hammer , confusion , crushing despair , detect thoughts , dispel evil , dominate person , fear , geas/quest , holy word , hypnosis , imprisonment , magic jar , maze , suggestion , trap the soul , or any form of charm or compulsion. In many cases, this deflection effectively neutralizes the spell. Some of these effects might eliminate the trapped essence, depriving the devourer of its spell-like abilities until it can consume another victim.

Trap Essence (Su) The devourer is named for its ability to consume an enemy's life essence. To do so, it must forgo its normal melee attacks and make a trap essence attack. This requires a normal attack roll but deals no damage. The save DC is Charisma-based. A slain creature's essence is trapped within the devourer's ribs, and the tiny figure takes on that victim's features. The trapped essence cannot be raised or resurrected, but a limited wish , miracle , or wish spell frees it, as does destroying the devourer. A devourer can hold only one essence at a time.

The trapped essence provides a devourer with enough power to use five spell-like abilities for each Hit Die or level of the trapped creature. As this energy is expended, the twisted soul fades away until it evaporates completely. The trapped essence gains one negative level for every five times the devourer uses one of its spell-like abilities. When the essence's number of negative levels equals the creature's total Hit Dice or level, the essence is destroyed. If an essence is freed, the restored creature must succeed on a DC 19 Fortitude save for each negative level or lose that level permanently.

At the start of any encounter, the trapped essence within a devourer is assumed to have 3d4+3 levels (enough fuel for thirty to seventy-five uses of its spell-like abilities).

DigesterCR 6

Always N Medium Magical Beast

Init +6; Senses darkvision 60 ft., low-light vision, scent; Listen +6, Spot +6

Languages

AC 17, touch 12, flat-footed 15
(+2 Dex, +5 natural)

hp 68 (8 HD)

Immune acid

Fort +9, Ref +10, Will +3

Speed 60 ft.,

Melee Claw +11 (1d8+4)

Space 5 ft.; Reach 5 ft.

Base Atk +8; Grp +11

Special Actions acid spray

Abilities Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 10

Feats Alertness, Improved Initiative, Lightning Reflexes

Skills Hide +9, Listen +6, Jump +21, Spot +6

Advancement 9-12 HD (Medium); 13-24 HD (Large)

Acid Spray (Ex) A digester can spray acid in a 20-foot cone, dealing 4d8 points of damage to everything in the area. Once a digester uses this ability, it can't use it again until 1d4 rounds later.

The creature can also produce a concentrated stream of acid that deals 8d8 points of damage to a single target within 5 feet. In either case, a DC 17 Reflex save halves the damage. The save DC is Constitution-based.

Skills A digester's coloration gives it a +4 racial bonus on Hide checks. It also has a +4 racial bonus on Jump checks.

DeinonychusCR 3

Always N Medium Animal

Init +2; Senses low-light vision, scent; Listen +10, Spot +10

Languages

AC 17, touch 12, flat-footed 15
(+2 Dex, +5 natural)

hp 34 (4 HD)

Fort +8, Ref +6, Will +2

Speed 60 ft.,

Melee Talons +7 (1d8+4) and 2 foreclaws +2 (1d3+2) and bite +2 (2d4+2)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp +7

Atk Options pounce

Abilities Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10

Feats Run, Track

Skills Hide +12, Jump +26, Listen +10, Spot +10, Survival +10

Advancement 5-8 HD (Medium)

Pounce (Ex) If a deinonychus charges, it can make a full attack.

Skills A deinonychus has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.

ElasmosaurusCR 7

Always N Huge Animal

Init +2; Senses low-light vision, scent; Listen +4, Spot +9

Languages

AC 13, touch 10, flat-footed 11; Dodge
(−2 size, +2 Dex, +3 natural)

hp 111 (10 HD)

Fort +15, Ref +9, Will +4

Speed 20 ft., swim 50 ft.

Melee Bite +13 (2d8+12)

Space 15 ft.; Reach 10 ft.

Base Atk +7; Grp +23

Abilities Str 26, Dex 14, Con 22, Int 2, Wis 13, Cha 9

Feats Dodge, Great Fortitude, Toughness (2)

Skills Hide −4*, Listen +4, Spot +9, Swim +16

Advancement 11-20 HD (Huge); 21-30 HD (Gargantuan)

Skills *An elasmosaurus has a +8 racial bonus on Hide checks in water.

MegaraptorCR 6

Always N Large Animal

Init +2; Senses low-light vision, scent; Listen +12, Spot +12

Languages

AC 17, touch 11, flat-footed 15
(−1 size, +2 Dex, +6 natural)

hp 79 (8 HD)

Fort +10, Ref +8, Will +4

Speed 60 ft.,

Melee Talons +10 (2d6+5) and 2 foreclaws +5 (1d4+2) and bite +5 (1d8+2)

Space 10 ft.; Reach 5 ft.

Base Atk +6; Grp +15

Atk Options pounce

Abilities Str 21, Dex 15, Con 21, Int 2, Wis 15, Cha 10

Feats Run, Toughness, Track

Skills Hide +9, Jump +27, Listen +12, Spot +12, Survival +12

Advancement 9-16 HD (Large); 17-24 HD (Huge)

Pounce (Ex) If a megaraptor charges, it can make a full attack.

Skills A megaraptor has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.

TriceratopsCR 9

Always N Huge Animal

Init −1; Senses low-light vision, scent; Listen +13, Spot +12

Languages

AC 18, touch 7, flat-footed 18
(−2 size, −1 Dex, +11 natural)

hp 196 (16 HD)

Fort +19, Ref +9, Will +6

Speed 30 ft.,

Melee Gore +20 (2d8+15)

Space 15 ft.; Reach 10 ft.

Base Atk +12; Grp +30

Atk Options powerful charge

Special Actions trample 2d12+15

Abilities Str 30, Dex 9, Con 25, Int 1, Wis 12, Cha 7

Feats Alertness, Great Fortitude, Toughness (4)

Skills Listen +13, Spot +12

Advancement 17-32 HD (Huge); 33-48 HD (Gargantuan)

Powerful Charge (Ex) When a triceratops charges, its gore attack deals 4d8+20 points of damage.

Trample (Ex) Reflex half DC 28. The save DC is Strength-based.

TyrannosaurusCR 8

Always N Huge Animal

Init +1; Senses low-light vision, scent; Listen +14, Spot +14

Languages

AC 14, touch 9, flat-footed 13
(−2 size, +1 Dex, +5 natural)

hp 180 (18 HD)

Fort +16, Ref +12, Will +8

Speed 40 ft.,

Melee Bite +20 (3d6+13)

Space 15 ft.; Reach 10 ft.

Base Atk +13; Grp +30

Atk Options improved grab

Special Actions swallow whole

Abilities Str 28, Dex 12, Con 21, Int 2, Wis 15, Cha 10

Feats Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track

Skills Hide −2, Listen +14, Spot +14

Advancement 19-36 HD (Huge); 37-54 HD (Gargantuan)

Improved Grab (Ex) To use this ability, a tyrannosaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Swallow Whole (Ex) A tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tyrannosaurus's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge tyrannosaurus's gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Skills A tyrannosaurus has a +2 racial bonus on Listen and Spot checks.

Dire ApeCR 3

Always N Large Animal

Init +2; Senses low-light vision, scent; Listen +5, Spot +6

Languages

AC 15, touch 11, flat-footed 13
(−1 size, +2 Dex, +4 natural)

hp 35 (5 HD)

Fort +6, Ref +6, Will +5

Speed 30 ft., climb 15 ft.

Melee 2 claws +8 (1d6+6) and bite +3 (1d8+3)

Space 10 ft.; Reach 10 ft.

Base Atk +3; Grp +13

Atk Options rend 2d6+9

Abilities Str 22, Dex 15, Con 14, Int 2, Wis 12, Cha 7

Feats Alertness, Toughness

Skills Climb +14, Listen +5, Move Silently +4, Spot +6

Advancement 6-15 HD (Large)

Rend (Ex) A dire ape that hits with both claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an extra 2d6+9 points of damage.

Skills Dire apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Dire BadgerCR 2

Always N Medium Animal

Init +3; Senses low-light vision, scent; Listen +6, Spot +6

Languages

AC 16, touch 13, flat-footed 13
(+3 Dex, +3 natural)

hp 28 (3 HD)

Fort +7, Ref +6, Will +4

Speed 30 ft., burrow 10 ft.

Melee 2 claws +4 (1d4+2) and bite −1 (1d6+1)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +4

Special Actions rage

Abilities Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10

Feats Alertness, Toughness, Track

Skills Listen +6, Spot +6

Advancement 4-9 HD (Large)

Rage (Ex) A dire badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.

Dire BatCR 2

Always N Large Animal

Init +6; Senses blindsense 40 ft.; Listen +12*, Spot +8*

Languages

AC 20, touch 15, flat-footed 14
(−1 size, +6 Dex, +5 natural)

hp 30 (4 HD)

Fort +7, Ref +10, Will +6

Speed 20 ft., fly 40 ft. (good)

Melee Bite +5 (1d8+4)

Space 10 ft.; Reach 5 ft.

Base Atk +3; Grp +10

Abilities Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6

Feats Alertness, Stealthy

Skills Hide +4, Listen +12*, Move Silently +11, Spot +8*

Advancement 5-12 HD (Large)

Blindsense (Ex) A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.

Skills Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.

Dire BearCR 7

Always N Large Animal

Init +1; Senses low-light vision, scent; Listen +10, Spot +10

Languages

AC 17, touch 10, flat-footed 16
(−1 size, +1 Dex, +7 natural)

hp 105 (12 HD)

Fort +12, Ref +9, Will +9

Speed 40 ft.,

Melee 2 claws +19 (2d4+10) and bite +13 (2d8+5)

Space 10 ft.; Reach 5 ft.

Base Atk +9; Grp +23

Atk Options improved grab

Abilities Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10

Feats Alertness, Endurance, Run, Toughness, Weapon Focus (claw)

Skills Listen +10, Spot +10, Swim +13

Advancement 13-16 HD (Large); 17-36 HD (Huge)

Improved Grab (Ex) To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Dire BoarCR 4

Always N Large Animal

Init +0; Senses low-light vision, scent; Listen +8, Spot +8

Languages

AC 15, touch 9, flat-footed 15
(−1 size, +6 natural)

hp 52 (7 HD)

Fort +8, Ref +5, Will +8

Speed 40 ft.,

Melee Gore +12 (1d8+12)

Space 10 ft.; Reach 5 ft.

Base Atk +5; Grp +17

Special Actions ferocity

Abilities Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8

Feats Alertness, Endurance, Iron Will

Skills Listen +8, Spot +8

Advancement 8-16 HD (Large); 17-21 HD (Huge)

Ferocity (Ex) A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Dire LionCR 5

Always N Large Animal

Init +2; Senses low-light vision, scent; Listen +7, Spot +7

Languages

AC 15, touch 11, flat-footed 13
(−1 size, +2 Dex, +4 natural)

hp 60 (8 HD)

Fort +9, Ref +8, Will +7

Speed 40 ft.,

Melee 2 claws +13 (1d6+7) and bite +7 (1d8+3)

Space 10 ft.; Reach 5 ft.

Base Atk +6; Grp +17

Atk Options improved grab, pounce, rake 1d6+3

Abilities Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10

Feats Alertness, Run, Weapon Focus (claw)

Skills Hide +2*, Listen +7, Move Silently +5, Spot +7

Advancement 9-16 HD (Large); 17-24 HD (Huge)

Improved Grab (Ex) To use this ability, a dire lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex) If a dire lion charges, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +12 melee, damage 1d6+3.

Skills Dire lions have a +4 racial bonus on Hide and Move Silently checks.

*In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Dire RatCR 1/3

Always N Small Animal

Init +3; Senses low-light vision, scent; Listen +4, Spot +4

Languages

AC 15, touch 14, flat-footed 12
(+1 size, +3 Dex, +1 natural)

hp 5 (1 HD)

Fort +3, Ref +5, Will +3

Speed 40 ft., climb 20 ft.

Melee Bite +4 (1d4 plus disease)

Space 5 ft.; Reach 5 ft.

Base Atk +0; Grp −4

Abilities Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4

Feats Alertness, Weapon Finesse

Skills Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11

Advancement 2-3 HD (Small); 4-6 HD (Medium)

Disease (Ex) Filth fever-bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Skills Dire rats have a +8 racial bonus on Swim checks. Dire rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Dire rats use their Dexterity modifier for Climb and Swim checks.

Dire SharkCR 9

Always N Huge Animal (Aquatic)

Init +2; Senses keen scent; Listen +12, Spot +11

Languages

AC 17, touch 10, flat-footed 15
(−2 size, +2 Dex, +7 natural)

hp 147 (18 HD)

Fort +14, Ref +13, Will +12

Speed swim 60 ft.

Melee Bite +18 (2d8+9)

Space 15 ft.; Reach 10 ft.

Base Atk +13; Grp +27

Atk Options improved grab

Special Actions swallow whole

Abilities Str 23, Dex 15, Con 17, Int 1, Wis 12, Cha 10

Feats Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite)

Skills Listen +12, Spot +11, Swim +14

Advancement 19-32 (Huge); 33-54 (Gargantuan)

Improved Grab (Ex) To use this ability, a dire shark must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe in the following round.

Keen Scent (Ex) A dire shark can notice creatures by scent in a 180-foot radius and can detect blood in the water at a range of up to 1 mile.

Swallow Whole (Ex) A dire shark can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of bludgeoning damage plus 1d8+4 points of acid damage per round from the shark's digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the shark's digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge dire shark's gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.

Skills A dire shark 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.

Dire TigerCR 8

Always N Large Animal

Init +2; Senses low-light vision, scent; Listen +6, Spot +7

Languages

AC 17, touch 11, flat-footed 15
(−1 size, +2 Dex, +6 natural)

hp 120 (16 HD)

Fort +13, Ref +12, Will +11

Speed 40 ft.,

Melee 2 claws +20 (2d4+8) and bite +14 (2d6+4)

Space 10 ft.; Reach 5 ft.

Base Atk +12; Grp +24

Atk Options improved grab, pounce, rake 2d4+4

Abilities Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10

Feats Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw)

Skills Hide +7*, Jump +14, Listen +6, Move Silently +11, Spot +7, Swim +10

Advancement 17-32 HD (Large); 33-48 (Huge)

Improved Grab (Ex) To use this ability, a dire tiger must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex) If a dire tiger charges, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +18 melee, damage 2d4+4.

Skills Dire tigers have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Dire WeaselCR 2

Always N Medium Animal

Init +4; Senses low-light vision, scent; Listen +3, Spot +5

Languages

AC 16, touch 14, flat-footed 12
(+4 Dex, +2 natural)

hp 13 (3 HD)

Fort +3, Ref +7, Will +4

Speed 40 ft.,

Melee Bite +6 (1d6+3 plus attach)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +4

Atk Options blood drain

Abilities Str 14, Dex 19, Con 10, Int 2, Wis 12, Cha 11

Feats Alertness, Stealthy, Weapon Finesse

Skills Hide +8, Listen +3, Move Silently +8, Spot +5

Advancement 4-6 HD (Medium); 7-9 HD (Large)

Attach (Ex) A dire weasel that hits with its bite attack latches onto the opponent's body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC and thus has an AC of 12. An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature.

Blood Drain (Ex) A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached.

Dire WolfCR 3

Always N Large Animal

Init +2; Senses low-light vision, scent; Listen +7, Spot +7

Languages

AC 14, touch 11, flat-footed 12
(−1 size, +2 Dex, +3 natural)

hp 45 (6 HD)

Fort +8, Ref +7, Will +6

Speed 50 ft.,

Melee Bite +11 (1d8+10)

Space 10 ft.; Reach 5 ft.

Base Atk +4; Grp +15

Atk Options trip

Abilities Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10

Feats Alertness, Run, Weapon Focus (bite), Track

Skills Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*

Advancement 7-18 HD (Large)

Trip (Ex) A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 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 dire wolf.

Skills A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.

*It also has a +4 racial bonus on Survival checks when tracking by scent.

Dire WolverineCR 4

Always N Large Animal

Init +3; Senses low-light vision, scent; Listen +7, Spot +7

Languages

AC 16, touch 12, flat-footed 13
(−1 size, +3 Dex, +4 natural)

hp 45 (5 HD)

Fort +8, Ref +7, Will +5

Speed 30 ft., climb 10 ft.

Melee 2 claws +8 (1d6+6) and bite +3 (1d8+3)

Space 10 ft.; Reach 5 ft.

Base Atk +3; Grp +13

Special Actions rage

Abilities Str 22, Dex 17, Con 19, Int 2, Wis 12, Cha 10

Feats Alertness, Toughness, Track

Skills Climb +14, Listen +7, Spot +7

Advancement 6-15 HD (Large)

Rage (Ex) A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.

Skills A dire wolverine has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

DoppelgangerCR 3

Usually N Medium Monstrous Humanoid (Shapechanger)

Init +1; Senses detect thoughts; Listen +6, Spot +6

Languages

AC 15, touch 11, flat-footed 14; Dodge
(+1 Dex, +4 natural)

hp 22 (4 HD)

Immune sleep, charm effects

Fort +4, Ref +5, Will +6

Speed 30 ft.,

Melee Slam +5 (1d6+1)

Space 5 ft.; Reach 5 ft.

Base Atk +4; Grp +5

Special Actions change shape

Abilities Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13

Feats Dodge, Great Fortitude

Skills Bluff +10*, Diplomacy +3, Disguise +9* (+11 acting), Intimidate +3, Listen +6, Sense Motive +6, Spot +6

Advancement By character class

Level adjustment +4

Change Shape (Su) A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Detect Thoughts (Su) A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 13 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Skills A doppelganger has a +4 racial bonus on Bluff and Disguise checks.

*When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent's mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.

Black Dragon, WyrmlingCR 3

Always CE Tiny Dragon (Water)

Init +0; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +9, Spot +9

Languages Draconic

AC 15, touch 12, flat-footed 15
(+2 size, +3 natural)

hp 30 (4 HD)

Immune acid, sleep, paralysis

Fort +5, Ref +4, Will +4

Speed 60 ft., fly 100 ft. (average), swim 60 ft.

Melee Bite +6 (1d4) and 2 Claws +4 (1d3)

Space 2-1/2 ft.; Reach 0 ft. (5 ft. with bite)

Base Atk +4; Grp −4

Special Actions breath weapon (30 ft. line of acid 2d4, DC 13)

Abilities Str 11, Dex 10, Con 13, Int 8, Wis 11, Cha 8

SQ water breathing

Feats Alertness, Multiattack

Skills Concentration +3, Diplomacy +0, Escape Artist +1, Hide +9, Intimidate +1, Knowledge (any 1) +2, Listen +9, Move Silently +1, Search +6, Sense Motive +1, Spot +9, Swim +1, Use Magic Device +0

Advancement 5-6 HD (Tiny)

Level adjustment +3

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A black dragon has one type of breath weapon, a line of acid.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Hide, Move Silently, and Swim are considered class skills for black dragons.

Black Dragon, Very youngCR 4

Always CE Small Dragon (Water)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +12, Spot +12

Languages Draconic

AC 17, touch 11, flat-footed 17
(+1 size, +6 natural)

hp 52 (7 HD)

Immune acid, sleep, paralysis

Fort +6, Ref +5, Will +5

Speed 60 ft., fly 100 ft. (average), swim 60 ft.

Melee Bite +9 (1d6+1) and 2 Claws +7 (1d4)

Space 5 ft.; Reach 5 ft.

Base Atk +7; Grp +4

Special Actions breath weapon (40 ft. line of acid 4d4, DC 14)

Abilities Str 13, Dex 10, Con 13, Int 8, Wis 11, Cha 8

SQ water breathing

Feats Alertness, Improved Initiative, Multiattack

Skills Concentration +3, Diplomacy +1, Escape Artist +2, Hide +6, Intimidate +1, Knowledge (any 1) +3, Listen +12, Move Silently +1, Search +9, Sense Motive +2, Spot +12, Swim +2, Use Magic Device +1

Advancement 8-9 HD (Small)

Level adjustment +3

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A black dragon has one type of breath weapon, a line of acid.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Hide, Move Silently, and Swim are considered class skills for black dragons.

Black Dragon, YoungCR 5

Always CE Medium Dragon (Water)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +15, Spot +15

Languages Draconic

AC 19, touch 10, flat-footed 19
(+9 natural)

hp 85 (10 HD)

Immune acid, sleep, paralysis

Fort +9, Ref +7, Will +7

Speed 60 ft., fly 150 ft. (poor), swim 60 ft.

Melee Bite +13 (1d8+2) and 2 Claws +10 (1d6+1) and 2 Wings +10 (1d4+1)

Space 5 ft.; Reach 5 ft.

Base Atk +10; Grp +12

Special Actions breath weapon (60 ft. line of acid 6d4, DC 17)

Abilities Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10

SQ water breathing

Feats Alertness, Improved Initiative, Multiattack, Weapon Focus (bite)

Skills Concentration +6, Diplomacy +3, Escape Artist +3, Hide +3, Intimidate +4, Knowledge (any 1) +10, Listen +15, Move Silently +3, Search +13, Sense Motive +3, Spot +15, Swim +5, Use Magic Device +3

Advancement 11-12 HD (Medium)

Level adjustment +3

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A black dragon has one type of breath weapon, a line of acid.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Hide, Move Silently, and Swim are considered class skills for black dragons.

Black Dragon, JuvenileCR 7

Always CE Medium Dragon (Water)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +18, Spot +18

Languages Draconic

AC 22, touch 10, flat-footed 22
(+12 natural)

hp 110 (13 HD)

Immune acid, sleep, paralysis

Fort +10, Ref +8, Will +8

Speed 60 ft., fly 150 ft. (poor), swim 60 ft.

Melee Bite +17 (1d8+3) and 2 Claws +15 (1d6+1) and 2 Wings +14 (1d4+1)

Space 5 ft.; Reach 5 ft.

Base Atk +13; Grp +16

Special Actions breath weapon (60 ft. line of acid 8d4, DC 18)

Spell-like Abilities (CL 4):

3/day—darkness (radius 40 ft.)

Abilities Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10

SQ water breathing

Feats Alertness, Improved Initiative, Multiattack, Weapon Focus (bite), Weapon Focus (claw)

Skills Concentration +6, Diplomacy +4, Escape Artist +4, Hide +4, Intimidate +4, Knowledge (any 1) +12, Listen +18, Move Silently +4, Search +16, Sense Motive +4, Spot +18, Swim +7, Use Magic Device +4

Advancement 14-15 HD (Medium)

Level adjustment +4

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A black dragon has one type of breath weapon, a line of acid.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Hide, Move Silently, and Swim are considered class skills for black dragons.

Black Dragon, Young adultCR 9

Always CE Large Dragon (Water)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +22, Spot +22

Aura frightful presence (DC 19)

Languages Draconic

AC 24, touch 9, flat-footed 24
(−1 size, +15 natural)

hp 152 (16 HD); DR 5/magic

Immune acid, sleep, paralysis

SR 17

Fort +13, Ref +10, Will +11

Speed 60 ft., fly 150 ft. (poor), swim 60 ft.

Melee Bite +20 (2d6+4) and 2 Claws +18 (1d8+2) and 2 Wings +17 (1d6+2) and Tail Slap +17 (1d8+6)

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Base Atk +16; Grp +24

Special Actions breath weapon (80 ft. line of acid 10d4, DC 21)

Spell-like Abilities (CL 5):

3/day—darkness (radius 50 ft.)

Typical Sorcerer Spells Known (CL 1):

0 (5/day)—daze, detect magic, ray of frost, resistance

1 (4/day)—mage armor, protection from good

Abilities Str 19, Dex 10, Con 17, Int 12, Wis 13, Cha 12

SQ water breathing

Feats Alertness, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Concentration +10, Diplomacy +7, Escape Artist +6, Hide +2, Intimidate +8, Knowledge (any 1) +20, Listen +22, Move Silently +6, Search +20, Sense Motive +8, Spot +22, Swim +10, Use Magic Device +7

Advancement 17-18 HD (Large)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A black dragon has one type of breath weapon, a line of acid.

Frightful Presence (Ex) The dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 150 feet are subject to the effect if they have 15 or fewer HD. A potentially affected creature that succeeds on a Will save (DC 19) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Hide, Move Silently, and Swim are considered class skills for black dragons.

Black Dragon, AdultCR 11

Always CE Large Dragon (Water)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +25, Spot +25

Aura frightful presence (DC 20)

Languages Draconic

AC 27, touch 9, flat-footed 27
(−1 size, +18 natural)

hp 199 (19 HD); DR 5/magic

Immune acid, sleep, paralysis

SR 18

Fort +15, Ref +11, Will +12

Speed 60 ft., fly 150 ft. (poor), swim 60 ft.

Melee Bite +25 (2d6+6) and 2 Claws +23 (1d8+3) and 2 Wings +22 (1d6+3) and Tail Slap +22 (1d8+9)

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Base Atk +19; Grp +29

Special Actions breath weapon (80 ft. line of acid 12d4, DC 23), corrupt water

Spell-like Abilities (CL 6):

3/day—darkness (radius 60 ft.)

Typical Sorcerer Spells Known (CL 3):

0 (6/day)—arcane mark, daze, detect magic, ray of frost, resistance

1 (6/day)—mage armor, protection from good, shield

Abilities Str 23, Dex 10, Con 19, Int 12, Wis 13, Cha 12

SQ water breathing

Feats Alertness, Empower Spell, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Concentration +12, Diplomacy +8, Escape Artist +7, Hide +3, Intimidate +9, Knowledge (any 1) +23, Listen +25, Move Silently +7, Search +23, Sense Motive +9, Spot +25, Swim +13, Use Magic Device +8

Advancement 20-21 HD (Large)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A black dragon has one type of breath weapon, a line of acid.

Corrupt Water (Sp) Once per day the dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC 20) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is 180 feet.

Frightful Presence (Ex) The dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 180 feet are subject to the effect if they have 18 or fewer HD. A potentially affected creature that succeeds on a Will save (DC 20) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Hide, Move Silently, and Swim are considered class skills for black dragons.

Black Dragon, Mature adultCR 14

Always CE Huge Dragon (Water)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +29, Spot +29

Aura frightful presence (DC 23)

Languages Draconic

AC 29, touch 8, flat-footed 29
(−2 size, +21 natural)

hp 253 (22 HD); DR 10/magic

Immune acid, sleep, paralysis

SR 21

Fort +18, Ref +13, Will +15

Speed 60 ft., fly 150 ft. (poor), swim 60 ft.

Melee Bite +29 (2d8+8) and 2 Claws +27 (2d6+4) and 2 Wings +26 (1d8+4) and Tail Slap +26 (2d6+12)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +22; Grp +38

Special Actions breath weapon (100 ft. line of acid 14d4, DC 26), crush 2d8+12 (DC 26), corrupt water

Spell-like Abilities (CL 7):

3/day—darkness (radius 70 ft.)

Typical Sorcerer Spells Known (CL 5):

0 (6/day)—arcane mark, daze, dancing lights, detect magic, ray of frost, resistance

1 (7/day)—alarm, mage armor, magic missile, protection from good

2 (5/day)—invisibility, shatter

Abilities Str 27, Dex 10, Con 21, Int 14, Wis 15, Cha 14

SQ water breathing

Feats Alertness, Empower Spell, Flyby Attack, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Concentration +16, Diplomacy +13, Escape Artist +11, Hide +2, Intimidate +13, Knowledge (any 2) +27, Listen +29, Move Silently +10, Search +27, Sense Motive +13, Spot +29, Swim +18, Use Magic Device +13

Advancement 23-24 HD (Huge)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A black dragon has one type of breath weapon, a line of acid.

Corrupt Water (Sp) Once per day the dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC 23) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is 210 feet.

Crush (Ex) This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents of Small size or smaller (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC 26) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) The dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 210 feet are subject to the effect if they have 21 or fewer HD. A potentially affected creature that succeeds on a Will save (DC 23) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Hide, Move Silently, and Swim are considered class skills for black dragons.

Black Dragon, OldCR 16

Always CE Huge Dragon (Water)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +32, Spot +32

Aura frightful presence (DC 24)

Languages Draconic

AC 32, touch 8, flat-footed 32
(−2 size, +24 natural)

hp 287 (25 HD); DR 10/magic

Immune acid, sleep, paralysis

SR 22

Fort +19, Ref +14, Will +16

Speed 60 ft., fly 150 ft. (poor), swim 60 ft.

Melee Bite +33 (2d8+9) and 2 Claws +31 (2d6+4) and 2 Wings +30 (1d8+4) and Tail Slap +30 (2d6+13)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +25; Grp +42

Special Actions breath weapon (100 ft. line of acid 16d4, DC 27), crush 2d8+13 (DC 27), corrupt water

Spell-like Abilities (CL 8):

3/day—darkness (radius 80 ft.)

1/day—plant growth

Typical Sorcerer Spells Known (CL 7):

0 (6/day)—arcane mark, daze, dancing lights, detect magic, mage hand, ray of frost, resistance

1 (7/day)—alarm, mage armor, magic missile, protection from good, shield

2 (7/day)—darkness, invisibility, shatter

3 (4/day)—dispel magic, protection from energy

Abilities Str 29, Dex 10, Con 21, Int 14, Wis 15, Cha 14

SQ water breathing

Feats Alertness, Empower Spell, Flyby Attack, Multiattack, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Concentration +17, Diplomacy +14, Escape Artist +12, Hide +4, Intimidate +14, Knowledge (any 2) +30, Listen +32, Move Silently +12, Search +30, Sense Motive +14, Spot +32, Swim +21, Use Magic Device +14

Advancement 26-27 HD (Huge)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A black dragon has one type of breath weapon, a line of acid.

Corrupt Water (Sp) Once per day the dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC 24) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is 240 feet.

Crush (Ex) This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents of Small size or smaller (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC 27) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) The dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 240 feet are subject to the effect if they have 24 or fewer HD. A potentially affected creature that succeeds on a Will save (DC 24) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Hide, Move Silently, and Swim are considered class skills for black dragons.

Black Dragon, Very oldCR 18

Always CE Huge Dragon (Water)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +36, Spot +36

Aura frightful presence (DC 27)

Languages Draconic

AC 35, touch 8, flat-footed 35
(−2 size, +27 natural)

hp 350 (28 HD); DR 15/magic

Immune acid, sleep, paralysis

SR 23

Fort +22, Ref +16, Will +19

Speed 60 ft., fly 150 ft. (poor), swim 60 ft.

Melee Bite +37 (2d8+10) and 2 Claws +35 (2d6+5) and 2 Wings +34 (1d8+5) and Tail Slap +34 (2d6+15)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +28; Grp +46

Special Actions breath weapon (100 ft. line of acid 18d4, DC 30), crush 2d8+15 (DC 30), corrupt water

Spell-like Abilities (CL 9):

3/day—darkness (radius 90 ft.), insect plague

1/day—plant growth

Typical Sorcerer Spells Known (CL 9):

0 (6/day)—arcane mark, daze, dancing lights, detect magic, ghost sound, mage hand, ray of frost, resistance

1 (7/day)—alarm, mage armor, magic missile, protection from good, shield

2 (7/day)—darkness, invisibility, shatter, summon swarm

3 (7/day)—dispel magic, protection from energy, slow

4 (4/day)—contagion, crushing despair

Abilities Str 31, Dex 10, Con 23, Int 16, Wis 17, Cha 16

SQ water breathing

Feats Alertness, Empower Spell, Flyby Attack, Multiattack, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Concentration +22, Diplomacy +19, Escape Artist +16, Hide +8, Intimidate +19, Knowledge (any 2) +34, Listen +36, Move Silently +16, Search +34, Sense Motive +19, Spot +36, Swim +26, Use Magic Device +19

Advancement 29-30 HD (Huge)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A black dragon has one type of breath weapon, a line of acid.

Corrupt Water (Sp) Once per day the dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC 27) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is 270 feet.

Crush (Ex) This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents of Small size or smaller (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC 30) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) The dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 270 feet are subject to the effect if they have 27 or fewer HD. A potentially affected creature that succeeds on a Will save (DC 27) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Hide, Move Silently, and Swim are considered class skills for black dragons.

Black Dragon, AncientCR 19

Always CE Huge Dragon (Water)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +39, Spot +39

Aura frightful presence (DC 28)

Languages Draconic

AC 38, touch 8, flat-footed 38
(−2 size, +30 natural)

hp 387 (31 HD); DR 15/magic

Immune acid, sleep, paralysis

SR 25

Fort +23, Ref +17, Will +20

Speed 60 ft., fly 150 ft. (poor), swim 60 ft.

Melee Bite +41 (2d8+11) and 2 Claws +39 (2d6+5) and 2 Wings +38 (1d8+5) and Tail Slap +38 (2d6+16)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +31; Grp +50

Special Actions Snatch, breath weapon (100 ft. line of acid 20d4, DC 31), crush 2d8+16 (DC 31), corrupt water

Spell-like Abilities (CL 11):

3/day—darkness (radius 100 ft.), insect plague

1/day—plant growth

Typical Sorcerer Spells Known (CL 11):

0 (6/day)—arcane mark, daze, dancing lights, detect magic, ghost sound, mage hand, ray of frost, read magic, resistance

1 (7/day)—alarm, mage armor, magic missile, protection from good, shield

2 (7/day)—darkness, invisibility, melf's acid arrow, shatter, summon swarm

3 (7/day)—hold person, dispel magic, protection from energy, slow

4 (6/day)—contagion, crushing despair, shout

5 (4/day)—cloudkill, transmute rock to mud

Abilities Str 33, Dex 10, Con 23, Int 16, Wis 17, Cha 16

SQ water breathing

Feats Alertness, Empower Spell, Flyby Attack, Multiattack, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Concentration +24, Diplomacy +21, Escape Artist +18, Hide +9, Intimidate +21, Knowledge (any 2) +37, Listen +39, Move Silently +17, Search +37, Sense Motive +21, Spot +39, Swim +28, Use Magic Device +20

Advancement 32-33 HD (Huge)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A black dragon has one type of breath weapon, a line of acid.

Corrupt Water (Sp) Once per day the dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to that of the dragon's frightful presence) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon's frightful presence.

Crush (Ex) This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents of Small size or smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC 31) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) The dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 300 feet are subject to the effect if they have 30 or fewer HD. A potentially affected creature that succeeds on a Will save (DC 28) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Hide, Move Silently, and Swim are considered class skills for black dragons.

Black Dragon, WyrmCR 20

Always CE Gargantuan Dragon (Water)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +43, Spot +43

Aura frightful presence (DC 31)

Languages Draconic

AC 39, touch 6, flat-footed 39
(−4 size, +33 natural)

hp 459 (34 HD); DR 20/magic

Immune acid, sleep, paralysis

SR 26

Fort +26, Ref +19, Will +23

Speed 60 ft., fly 200 ft. (clumsy), swim 60 ft.

Melee Bite +43 (4d6+12) and 2 Claws +41 (2d8+6) and 2 Wings +40 (2d6+6) and Tail Slap +40 (2d8+18)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Base Atk +34; Grp +58

Special Actions Snatch, breath weapon (120 ft. line of acid 22d4, DC 34), crush 4d6+18 (DC 34), tail sweep 2d6+18 (DC 34), corrupt water

Spell-like Abilities (CL 13):

3/day—darkness (radius 110 ft.), insect plague

1/day—plant growth

Typical Sorcerer Spells Known (CL 13):

0 (6/day)—arcane mark, daze, dancing lights, detect magic, ghost sound, mage hand, ray of frost, read magic, resistance

1 (7/day)—alarm, mage armor, magic missile, protection from good, shield

2 (7/day)—darkness, invisibility, melf's acid arrow, shatter, summon swarm

3 (7/day)—hold person, dispel magic, protection from energy, slow

4 (7/day)—contagion, crushing despair, phantasmal killer, shout

5 (6/day)—baleful polymorph, cloudkill, transmute rock to mud

6 (4/day)—acid fog, eyebite

Abilities Str 35, Dex 10, Con 25, Int 18, Wis 19, Cha 18

SQ water breathing

Feats Alertness, Blind-Fight, Empower Spell, Flyby Attack, Multiattack, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Concentration +30, Diplomacy +27, Escape Artist +22, Hide +10, Intimidate +27, Knowledge (any 2) +41, Listen +43, Move Silently +22, Search +41, Sense Motive +27, Spot +43, Swim +34, Use Magic Device +26

Advancement 35-36 HD (Gargantuan)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A black dragon has one type of breath weapon, a line of acid.

Corrupt Water (Sp) Once per day the dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC 31) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is 330 feet.

Crush (Ex) This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents of Medium size or smaller (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC 34) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) The dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 330 feet are subject to the effect if they have 33 or fewer HD. A potentially affected creature that succeeds on a Will save (DC 31) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Tail Sweep (Ex) This special attack allows the dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are Small size or smaller. A tail sweep automatically deals the indicated damage. Affected creatures can attempt Reflex saves to take half damage (DC 34).

Water Breathing (Ex) A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Hide, Move Silently, and Swim are considered class skills for black dragons.

Black Dragon, Great wyrmCR 22

Always CE Gargantuan Dragon (Water)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +47, Spot +47

Aura frightful presence (DC 33)

Languages Draconic

AC 42, touch 6, flat-footed 42
(−4 size, +36 natural)

hp 536 (37 HD); DR 20/magic

Immune acid, sleep, paralysis

SR 28

Fort +28, Ref +20, Will +25

Speed 60 ft., fly 200 ft. (clumsy), swim 60 ft.

Melee Bite +47 (4d6+13) and 2 Claws +45 (2d8+6) and 2 Wings +44 (2d6+6) and Tail Slap +44 (2d8+19)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Base Atk +37; Grp +62

Special Actions Snatch, breath weapon (120 ft. line of acid 24d4, DC 36), crush 4d6+19 (DC 36), tail sweep 2d6+19 (DC 36), charm reptiles, corrupt water

Spell-like Abilities (CL 15):

3/day—darkness (radius 120 ft.), insect plague

1/day—plant growth

Typical Sorcerer Spells Known (CL 15):

0 (6/day)—arcane mark, daze, dancing lights, detect magic, ghost sound, mage hand, ray of frost, read magic, resistance

1 (7/day)—alarm, mage armor, magic missile, protection from good, shield

2 (7/day)—darkness, invisibility, melf's acid arrow, shatter, summon swarm

3 (7/day)—hold person, dispel magic, protection from energy, slow

4 (7/day)—contagion, crushing despair, phantasmal killer, shout

5 (7/day)—baleful polymorph, cloudkill, mind fog, transmute rock to mud

6 (6/day)—acid fog, disintegrate, eyebite

7 (4/day)—insanity, finger of death

Abilities Str 37, Dex 10, Con 27, Int 20, Wis 21, Cha 20

SQ water breathing

Feats Alertness, Blind-Fight, Cleave, Empower Spell, Flyby Attack, Multiattack, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Concentration +36, Diplomacy +33, Escape Artist +28, Hide +16, Intimidate +33, Knowledge (any 2) +45, Listen +47, Move Silently +28, Search +45, Sense Motive +33, Spot +47, Swim +41, Use Magic Device +33

Advancement 38+ HD (Gargantuan)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A black dragon has one type of breath weapon, a line of acid.

Charm Reptiles (Sp) A great wyrm black dragon can use this ability three times per day. It works as a mass charm spell that affects only reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell. This ability is the equivalent of a 1st-level spell.

Corrupt Water (Sp) Once per day the dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC 33) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is 360 feet.

Crush (Ex) This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents of Medium size or smaller (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC 36) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) The dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 360 feet are subject to the effect if they have 36 or fewer HD. A potentially affected creature that succeeds on a Will save (DC 33) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Tail Sweep (Ex) This special attack allows the dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are Small size or smaller. A tail sweep automatically deals the indicated damage. Affected creatures can attempt Reflex saves to take half damage (DC 36).

Water Breathing (Ex) A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Hide, Move Silently, and Swim are considered class skills for black dragons.

Blue Dragon, WyrmlingCR 3

Always LE Small Dragon (Earth)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +11, Spot +11

Languages Draconic

AC 16, touch 11, flat-footed 16
(+1 size, +5 natural)

hp 45 (6 HD)

Immune electricity, sleep, paralysis

Fort +6, Ref +5, Will +5

Speed 40 ft., burrow 20 ft., fly 100 ft. (average)

Melee Bite +8 (1d6+1) and 2 Claws +6 (1d4)

Space 5 ft.; Reach 5 ft.

Base Atk +6; Grp +3

Special Actions breath weapon (40 ft. line of lightning 2d8, DC 14), create/destroy water

Abilities Str 13, Dex 10, Con 13, Int 10, Wis 11, Cha 10

Feats Alertness, Multiattack, Improved Initiative

Skills Bluff +2, Concentration +4, Diplomacy +2, Escape Artist +2, Hide +6, Intimidate +3, Knowledge (any 1) +7, Listen +11, Search +9, Sense Motive +2, Spellcraft +2, Spot +11, Use Magic Device +2

Advancement 7-8 HD (Small)

Level adjustment +4

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A blue dragon has one type of breath weapon, a line of lightning.

Create/Destroy Water (Sp) A blue dragon of any age can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to that of the dragon's frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Bluff, Hide, and Spellcraft are considered class skills for blue dragons.

Blue Dragon, Very youngCR 4

Always LE Medium Dragon (Earth)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +14, Spot +14

Languages Draconic

AC 18, touch 10, flat-footed 18
(+8 natural)

hp 76 (9 HD)

Immune electricity, sleep, paralysis

Fort +8, Ref +6, Will +6

Speed 40 ft., burrow 20 ft., fly 150 ft. (poor)

Melee Bite +12 (1d8+2) and 2 Claws +9 (1d6+1) and 2 Wings +9 (1d4+1)

Space 5 ft.; Reach 5 ft.

Base Atk +9; Grp +11

Special Actions breath weapon (60 ft. line of lightning 4d8, DC 16), create/destroy water

Abilities Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10

Feats Alertness, Multiattack, Improved Initiative, Weapon Focus (bite)

Skills Bluff +3, Concentration +5, Diplomacy +3, Escape Artist +3, Hide +3, Intimidate +3, Knowledge (any 1) +9, Listen +14, Search +12, Sense Motive +3, Spellcraft +3, Spot +14, Use Magic Device +3

Advancement 10-11 HD (Medium)

Level adjustment +4

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A blue dragon has one type of breath weapon, a line of lightning.

Create/Destroy Water (Sp) A blue dragon of any age can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to that of the dragon's frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Bluff, Hide, and Spellcraft are considered class skills for blue dragons.

Blue Dragon, YoungCR 6

Always LE Medium Dragon (Earth)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +18, Spot +18

Languages Draconic

AC 21, touch 10, flat-footed 21
(+11 natural)

hp 102 (12 HD)

Immune electricity, sleep, paralysis

Fort +10, Ref +8, Will +9

Speed 40 ft., burrow 20 ft., fly 150 ft. (poor)

Melee Bite +16 (1d8+3) and 2 Claws +14 (1d6+1) and 2 Wings +13 (1d4+1)

Space 5 ft.; Reach 5 ft.

Base Atk +12; Grp +15

Special Actions breath weapon (60 ft. line of lightning 6d8, DC 18), create/destroy water

Abilities Str 17, Dex 10, Con 15, Int 12, Wis 13, Cha 12

Feats Alertness, Multiattack, Improved Initiative, Weapon Focus (bite), Weapon Focus (claw)

Skills Bluff +6, Concentration +7, Diplomacy +6, Escape Artist +5, Hide +5, Intimidate +6, Knowledge (any 1) +16, Listen +18, Search +16, Sense Motive +6, Spellcraft +6, Spot +18, Use Magic Device +6

Advancement 13-14 HD (Medium)

Level adjustment +5

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A blue dragon has one type of breath weapon, a line of lightning.

Create/Destroy Water (Sp) A blue dragon of any age can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to that of the dragon's frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Bluff, Hide, and Spellcraft are considered class skills for blue dragons.

Blue Dragon, JuvenileCR 8

Always LE Large Dragon (Earth)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +22, Spot +22

Languages Draconic

AC 23, touch 9, flat-footed 23
(−1 size, +14 natural)

hp 142 (15 HD)

Immune electricity, sleep, paralysis

Fort +12, Ref +9, Will +11

Speed 40 ft., burrow 20 ft., fly 150 ft. (poor)

Melee Bite +19 (2d6+4) and 2 Claws +17 (1d8+2) and 2 Wings +16 (1d6+2) and Tail Slap +16 (1d8+6)

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Base Atk +15; Grp +23

Special Actions breath weapon (80 ft. line of lightning 8d8, DC 20), create/destroy water, sound imitation

Typical Sorcerer Spells Known (CL 1):

()—

Abilities Str 19, Dex 10, Con 17, Int 14, Wis 15, Cha 14

Feats Alertness, Multiattack, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Bluff +10, Concentration +11, Diplomacy +10, Escape Artist +8, Hide +3, Intimidate +10, Knowledge (any 2) +20, Listen +22, Search +20, Sense Motive +10, Spellcraft +9, Spot +22, Use Magic Device +10

Advancement 16-17 HD (Large)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A blue dragon has one type of breath weapon, a line of lightning.

Create/Destroy Water (Sp) A blue dragon of any age can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to that of the dragon's frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Sound Imitation (Ex) The dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC equal to that of the dragon's frightful presence) to detect the ruse.

Skills Bluff, Hide, and Spellcraft are considered class skills for blue dragons.

Blue Dragon, Young adultCR 11

Always LE Large Dragon (Earth)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +25, Spot +25

Aura frightful presence (DC 21)

Languages Draconic

AC 26, touch 9, flat-footed 26
(−1 size, +17 natural)

hp 189 (18 HD); DR 5/magic

Immune electricity, sleep, paralysis

SR 19

Fort +15, Ref +11, Will +13

Speed 40 ft., burrow 20 ft., fly 150 ft. (poor)

Melee Bite +24 (2d6+6) and 2 Claws +22 (1d8+3) and 2 Wings +21 (1d6+3) and Tail Slap +21 (1d8+9)

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Base Atk +18; Grp +28

Special Actions breath weapon (80 ft. line of lightning 10d8, DC 23), create/destroy water, sound imitation

Typical Sorcerer Spells Known (CL 3):

()—

Abilities Str 23, Dex 10, Con 19, Int 14, Wis 15, Cha 14

Feats Alertness, Empower Spell, Multiattack, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Bluff +11, Concentration +13, Diplomacy +11, Escape Artist +9, Hide +5, Intimidate +11, Knowledge (any 2) +23, Listen +25, Search +23, Sense Motive +11, Spellcraft +11, Spot +25, Use Magic Device +11

Advancement 19-20 HD (Large)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A blue dragon has one type of breath weapon, a line of lightning.

Create/Destroy Water (Sp) A blue dragon of any age can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to that of the dragon's frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell.

Frightful Presence (Ex) The dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Sound Imitation (Ex) The dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC equal to that of the dragon's frightful presence) to detect the ruse.

Skills Bluff, Hide, and Spellcraft are considered class skills for blue dragons.

Blue Dragon, AdultCR 14

Always LE Huge Dragon (Earth)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +29, Spot +29

Aura frightful presence (DC 23)

Languages Draconic

AC 28, touch 8, flat-footed 28
(−2 size, +20 natural)

hp 241 (21 HD); DR 5/magic

Immune electricity, sleep, paralysis

SR 21

Fort +17, Ref +12, Will +15

Speed 40 ft., burrow 20 ft., fly 150 ft. (poor)

Melee Bite +28 (2d8+8) and 2 Claws +26 (2d6+4) and 2 Wings +25 (1d8+4) and Tail Slap +25 (2d6+12)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +21; Grp +37

Special Actions breath weapon (100 ft. line of lightning 12d8, DC 25), crush 2d8+12 (DC 25), create/destroy water, sound imitation

Spell-like Abilities (CL 6):

3/day—ventriloquism (DC 14)

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 5):

()—

Abilities Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16

Feats Alertness, Empower Spell, Flyby Attack, Multiattack, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Bluff +15, Concentration +18, Diplomacy +16, Escape Artist +12, Hide +4, Intimidate +16, Knowledge (any 2) +27, Listen +29, Search +27, Sense Motive +16, Spellcraft +15, Spot +29, Use Magic Device +15

Advancement 22-23 HD (Huge)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A blue dragon has one type of breath weapon, a line of lightning.

Create/Destroy Water (Sp) A blue dragon of any age can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to that of the dragon's frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell.

Crush (Ex) This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) The dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Sound Imitation (Ex) The dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC equal to that of the dragon's frightful presence) to detect the ruse.

Skills Bluff, Hide, and Spellcraft are considered class skills for blue dragons.

Blue Dragon, Mature adultCR 16

Always LE Huge Dragon (Earth)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +32, Spot +32

Aura frightful presence (DC 25)

Languages Draconic

AC 31, touch 8, flat-footed 31
(−2 size, +23 natural)

hp 276 (24 HD); DR 10/magic

Immune electricity, sleep, paralysis

SR 22

Fort +19, Ref +14, Will +17

Speed 40 ft., burrow 20 ft., fly 150 ft. (poor)

Melee Bite +32 (2d8+9) and 2 Claws +30 (2d6+4) and 2 Wings +29 (1d8+4) and Tail Slap +29 (2d6+13)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +24; Grp +41

Special Actions breath weapon (100 ft. line of lightning 14d8, DC 27), crush 2d8+13 (DC 27), create/destroy water, sound imitation

Spell-like Abilities (CL 7):

3/day—ventriloquism (DC 14)

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 7):

()—

Abilities Str 29, Dex 10, Con 21, Int 16, Wis 17, Cha 16

Feats Alertness, Empower Spell, Flyby Attack, Multiattack, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Bluff +17, Concentration +19, Diplomacy +17, Escape Artist +14, Hide +6, Intimidate +17, Knowledge (any 2) +30, Listen +32, Search +30, Sense Motive +17, Spellcraft +17, Spot +32, Use Magic Device +17

Advancement 25-26 HD (Huge)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A blue dragon has one type of breath weapon, a line of lightning.

Create/Destroy Water (Sp) A blue dragon of any age can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to that of the dragon's frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell.

Crush (Ex) This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) The dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Sound Imitation (Ex) The dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC equal to that of the dragon's frightful presence) to detect the ruse.

Skills Bluff, Hide, and Spellcraft are considered class skills for blue dragons.

Blue Dragon, OldCR 18

Always LE Huge Dragon (Earth)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +36, Spot +36

Aura frightful presence (DC 27)

Languages Draconic

AC 34, touch 8, flat-footed 34
(−2 size, +26 natural)

hp 337 (27 HD); DR 10/magic

Immune electricity, sleep, paralysis

SR 24

Fort +21, Ref +15, Will +19

Speed 40 ft., burrow 20 ft., fly 150 ft. (poor)

Melee Bite +36 (2d8+10) and 2 Claws +34 (2d6+5) and 2 Wings +33 (1d8+5) and Tail Slap +33 (2d6+15)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +27; Grp +45

Special Actions breath weapon (100 ft. line of lightning 16d8, DC 29), crush 2d8+15 (DC 29), create/destroy water, sound imitation

Spell-like Abilities (CL 9):

3/day—ventriloquism (DC 15)

1/day—hallucinatory terrain (DC 18)

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 9):

()—

Abilities Str 31, Dex 10, Con 23, Int 18, Wis 19, Cha 18

Feats Alertness, Empower Spell, Flyby Attack, Multiattack, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Bluff +22, Concentration +25, Diplomacy +22, Escape Artist +18, Hide +10, Intimidate +23, Knowledge (any 2) +34, Listen +36, Search +34, Sense Motive +22, Spellcraft +22, Spot +36, Use Magic Device +22

Advancement 28-29 HD (Huge)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A blue dragon has one type of breath weapon, a line of lightning.

Create/Destroy Water (Sp) A blue dragon of any age can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to that of the dragon's frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell.

Crush (Ex) This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) The dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Sound Imitation (Ex) The dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC equal to that of the dragon's frightful presence) to detect the ruse.

Skills Bluff, Hide, and Spellcraft are considered class skills for blue dragons.

Blue Dragon, Very oldCR 19

Always LE Huge Dragon (Earth)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +39, Spot +39

Aura frightful presence (DC 29)

Languages Draconic

AC 37, touch 8, flat-footed 37
(−2 size, +29 natural)

hp 375 (30 HD); DR 15/magic

Immune electricity, sleep, paralysis

SR 25

Fort +23, Ref +17, Will +21

Speed 40 ft., burrow 20 ft., fly 150 ft. (poor)

Melee Bite +40 (2d8+11) and 2 Claws +38 (2d6+5) and 2 Wings +37 (1d8+5) and Tail Slap +37 (2d6+16)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +30; Grp +49

Special Actions Snatch, breath weapon (100 ft. line of lightning 18d8, DC 31), crush 2d8+16 (DC 31), create/destroy water, sound imitation

Spell-like Abilities (CL 11):

3/day—ventriloquism (DC 15)

1/day—hallucinatory terrain (DC 18)

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 11):

()—

Abilities Str 33, Dex 10, Con 23, Int 18, Wis 19, Cha 18

Feats Alertness, Empower Spell, Flyby Attack, Multiattack, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Bluff +24, Concentration +26, Diplomacy +24, Escape Artist +20, Hide +12, Intimidate +24, Knowledge (any 2) +37, Listen +39, Search +37, Sense Motive +24, Spellcraft +24, Spot +39, Use Magic Device +24

Advancement 31-32 HD (Huge)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A blue dragon has one type of breath weapon, a line of lightning.

Create/Destroy Water (Sp) A blue dragon of any age can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to that of the dragon's frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell.

Crush (Ex) This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) The dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Sound Imitation (Ex) The dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC equal to that of the dragon's frightful presence) to detect the ruse.

Skills Bluff, Hide, and Spellcraft are considered class skills for blue dragons.

Blue Dragon, AncientCR 21

Always LE Gargantuan Dragon (Earth)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +43, Spot +43

Aura frightful presence (DC 31)

Languages Draconic

AC 38, touch 6, flat-footed 38
(−4 size, +32 natural)

hp 445 (33 HD); DR 15/magic

Immune electricity, sleep, paralysis

SR 27

Fort +25, Ref +18, Will +23

Speed 40 ft., burrow 20 ft., fly 200 ft. (clumsy)

Melee Bite +42 (4d6+12) and 2 Claws +40 (2d8+6) and 2 Wings +39 (2d6+6) and Tail Slap +39 (2d8+18)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Base Atk +33; Grp +57

Special Actions Snatch, breath weapon (120 ft. line of lightning 20d8, DC 33), crush 4d6+18 (DC 33), tail sweep 2d6+18 (DC 33), create/destroy water, sound imitation

Spell-like Abilities (CL 13):

3/day—ventriloquism (DC 16)

1/day—hallucinatory terrain (DC 19), veil (DC 21)

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 13):

()—

Abilities Str 35, Dex 10, Con 25, Int 20, Wis 21, Cha 20

Feats Alertness, Blind-Fight, Empower Spell, Flyby Attack, Multiattack, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Bluff +30, Concentration +33, Diplomacy +30, Escape Artist +25, Hide +13, Intimidate +30, Knowledge (any 2) +41, Listen +43, Search +41, Sense Motive +30, Spellcraft +30, Spot +43, Use Magic Device +30

Advancement 34-35 HD (Gargantuan)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A blue dragon has one type of breath weapon, a line of lightning.

Create/Destroy Water (Sp) A blue dragon of any age can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to that of the dragon's frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell.

Crush (Ex) This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) The dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Sound Imitation (Ex) The dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC equal to that of the dragon's frightful presence) to detect the ruse.

Tail Sweep (Ex) This special attack allows the dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon).

Skills Bluff, Hide, and Spellcraft are considered class skills for blue dragons.

Blue Dragon, WyrmCR 23

Always LE Gargantuan Dragon (Earth)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +46, Spot +46

Aura frightful presence (DC 33)

Languages Draconic

AC 41, touch 6, flat-footed 41
(−4 size, +35 natural)

hp 522 (36 HD); DR 20/magic

Immune electricity, sleep, paralysis

SR 29

Fort +28, Ref +20, Will +25

Speed 40 ft., burrow 20 ft., fly 200 ft. (clumsy)

Melee Bite +46 (4d6+13) and 2 Claws +44 (2d8+6) and 2 Wings +43 (2d6+6) and Tail Slap +43 (2d8+19)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Base Atk +36; Grp +61

Special Actions Snatch, breath weapon (120 ft. line of lightning 22d8, DC 36), crush 4d6+19 (DC 36), tail sweep 2d6+19 (DC 36), create/destroy water, sound imitation

Spell-like Abilities (CL 15):

3/day—ventriloquism (DC 16)

1/day—hallucinatory terrain (DC 19), veil (DC 21), mirage arcana (DC 20)

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 15):

()—

Abilities Str 37, Dex 10, Con 27, Int 20, Wis 21, Cha 20

Feats Alertness, Blind-Fight, Cleave, Empower Spell, Flyby Attack, Multiattack, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Bluff +32, Concentration +36, Diplomacy +32, Escape Artist +27, Hide +15, Intimidate +33, Knowledge (any 2) +44, Listen +46, Search +44, Sense Motive +32, Spellcraft +32, Spot +46, Use Magic Device +32

Advancement 37-38 HD (Gargantuan)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A blue dragon has one type of breath weapon, a line of lightning.

Create/Destroy Water (Sp) A blue dragon of any age can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to that of the dragon's frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell.

Crush (Ex) This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) The dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Sound Imitation (Ex) The dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC equal to that of the dragon's frightful presence) to detect the ruse.

Tail Sweep (Ex) This special attack allows the dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon).

Skills Bluff, Hide, and Spellcraft are considered class skills for blue dragons.

Blue Dragon, Great wyrmCR 25

Always LE Gargantuan Dragon (Earth)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +50, Spot +50

Aura frightful presence (DC 35)

Languages Draconic

AC 44, touch 6, flat-footed 44
(−4 size, +38 natural)

hp 565 (39 HD); DR 20/magic

Immune electricity, sleep, paralysis

SR 31

Fort +29, Ref +21, Will +27

Speed 40 ft., burrow 20 ft., fly 200 ft. (clumsy)

Melee Bite +50 (4d6+14) and 2 Claws +48 (2d8+7) and 2 Wings +47 (2d6+7) and Tail Slap +47 (2d8+21)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Base Atk +39; Grp +65

Special Actions Snatch, breath weapon (120 ft. line of lightning 24d8, DC 37), crush 4d6+21 (DC 37), tail sweep 2d6+21 (DC 37), create/destroy water, sound imitation

Spell-like Abilities (CL 17):

3/day—ventriloquism (DC 17)

1/day—hallucinatory terrain (DC 20), veil (DC 22), mirage arcana (DC 21)

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 17):

()—

Abilities Str 39, Dex 10, Con 27, Int 22, Wis 23, Cha 22

Feats Alertness, Blind-Fight, Cleave, Combat Reflexes, Empower Spell, Flyby Attack, Multiattack, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Bluff +39, Concentration +42, Diplomacy +39, Escape Artist +33, Hide +21, Intimidate +39, Knowledge (any 2) +48, Listen +50, Search +48, Sense Motive +39, Spellcraft +39, Spot +50, Use Magic Device +39

Advancement 40+ HD (Gargantuan)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A blue dragon has one type of breath weapon, a line of lightning.

Create/Destroy Water (Sp) A blue dragon of any age can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to that of the dragon's frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell.

Crush (Ex) This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) The dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Sound Imitation (Ex) The dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC equal to that of the dragon's frightful presence) to detect the ruse.

Tail Sweep (Ex) This special attack allows the dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon).

Skills Bluff, Hide, and Spellcraft are considered class skills for blue dragons.

Green Dragon, WyrmlingCR 3

Always LE Small Dragon (Air)

Init +0; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +10, Spot +10

Languages Draconic

AC 15, touch 11, flat-footed 15
(+1 size, +4 natural)

hp 37 (5 HD)

Immune acid, sleep, paralysis

Fort +5, Ref +4, Will +4

Speed 40 ft., fly 100 ft. (average), swim 40 ft.

Melee Bite +7 (1d6+1) and 2 Claws +5 (1d4)

Space 5 ft.; Reach 5 ft.

Base Atk +5; Grp +2

Special Actions breath weapon (20 ft. cone of corrosive (acid) gas 2d6, DC 13)

Abilities Str 13, Dex 10, Con 13, Int 10, Wis 11, Cha 10

SQ water breathing

Feats Alertness, Multiattack

Skills Bluff +2, Concentration +3, Diplomacy +2, Escape Artist +2, Hide +6, Intimidate +2, Knowledge (any 1) +6, Listen +10, Move Silently +2, Search +8, Sense Motive +2, Spot +10, Use Magic Device +2

Advancement 6-7 HD (Small)

Level adjustment +5

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A green dragon has one type of breath weapon, a cone of corrosive (acid) gas.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Bluff, Hide, and Move Silently are considered class skills for green dragons.

Green Dragon, Very youngCR 4

Always LE Medium Dragon (Air)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +13, Spot +13

Languages Draconic

AC 17, touch 10, flat-footed 17
(+7 natural)

hp 68 (8 HD)

Immune acid, sleep, paralysis

Fort +8, Ref +6, Will +6

Speed 40 ft., fly 150 ft. (poor), swim 40 ft.

Melee Bite +10 (1d8+2) and 2 Claws +8 (1d6+1) and 2 Wings +8 (1d4+1)

Space 5 ft.; Reach 5 ft.

Base Atk +8; Grp +10

Special Actions breath weapon (30 ft. cone of corrosive (acid) gas 4d6, DC 16)

Abilities Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10

SQ water breathing

Feats Alertness, Multiattack, Improved Initiative

Skills Bluff +3, Concentration +5, Diplomacy +3, Escape Artist +3, Hide +3, Intimidate +3, Knowledge (any 1) +7, Listen +13, Move Silently +2, Search +11, Sense Motive +3, Spot +13, Use Magic Device +3

Advancement 9-10 HD (Medium)

Level adjustment +5

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A green dragon has one type of breath weapon, a cone of corrosive (acid) gas.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Bluff, Hide, and Move Silently are considered class skills for green dragons.

Green Dragon, YoungCR 5

Always LE Medium Dragon (Air)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +17, Spot +17

Languages Draconic

AC 20, touch 10, flat-footed 20
(+10 natural)

hp 93 (11 HD)

Immune acid, sleep, paralysis

Fort +9, Ref +7, Will +8

Speed 40 ft., fly 150 ft. (poor), swim 40 ft.

Melee Bite +15 (1d8+3) and 2 Claws +12 (1d6+1) and 2 Wings +12 (1d4+1)

Space 5 ft.; Reach 5 ft.

Base Atk +11; Grp +14

Special Actions breath weapon (30 ft. cone of corrosive (acid) gas 6d6, DC 17)

Abilities Str 17, Dex 10, Con 15, Int 12, Wis 13, Cha 12

SQ water breathing

Feats Alertness, Multiattack, Improved Initiative, Weapon Focus (bite)

Skills Bluff +6, Concentration +7, Diplomacy +6, Escape Artist +5, Hide +4, Intimidate +6, Knowledge (any 1) +14, Listen +17, Move Silently +4, Search +15, Sense Motive +6, Spot +17, Use Magic Device +6

Advancement 12-13 HD (Medium)

Level adjustment +5

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A green dragon has one type of breath weapon, a cone of corrosive (acid) gas.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Bluff, Hide, and Move Silently are considered class skills for green dragons.

Green Dragon, JuvenileCR 8

Always LE Large Dragon (Air)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +21, Spot +21

Languages Draconic

AC 22, touch 9, flat-footed 22
(−1 size, +13 natural)

hp 133 (14 HD)

Immune acid, sleep, paralysis

Fort +12, Ref +9, Will +11

Speed 40 ft., fly 150 ft. (poor), swim 40 ft.

Melee Bite +18 (2d6+4) and 2 Claws +16 (1d8+2) and 2 Wings +15 (1d6+2) and Tail Slap +15 (1d8+6)

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Base Atk +14; Grp +22

Special Actions breath weapon (40 ft. cone of corrosive (acid) gas 8d6, DC 20)

Typical Sorcerer Spells Known (CL 1):

()—

Abilities Str 19, Dex 10, Con 17, Int 14, Wis 15, Cha 14

SQ water breathing

Feats Alertness, Multiattack, Improved Initiative, Weapon Focus (bite), Weapon Focus (claw)

Skills Bluff +9, Concentration +11, Diplomacy +9, Escape Artist +7, Hide +3, Intimidate +10, Knowledge (any 2) +19, Listen +21, Move Silently +7, Search +19, Sense Motive +9, Spot +21, Use Magic Device +9

Advancement 15-16 HD (Large)

Level adjustment +6

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A green dragon has one type of breath weapon, a cone of corrosive (acid) gas.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Bluff, Hide, and Move Silently are considered class skills for green dragons.

Green Dragon, Young adultCR 11

Always LE Large Dragon (Air)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +24, Spot +24

Aura frightful presence (DC 20)

Languages Draconic

AC 25, touch 9, flat-footed 25
(−1 size, +16 natural)

hp 178 (17 HD); DR 5/magic

Immune acid, sleep, paralysis

SR 19

Fort +14, Ref +10, Will +12

Speed 40 ft., fly 150 ft. (poor), swim 40 ft.

Melee Bite +23 (2d6+6) and 2 Claws +21 (1d8+3) and 2 Wings +20 (1d6+3) and Tail Slap +20 (1d8+9)

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Base Atk +17; Grp +27

Special Actions breath weapon (40 ft. cone of corrosive (acid) gas 10d6, DC 22)

Typical Sorcerer Spells Known (CL 3):

()—

Abilities Str 23, Dex 10, Con 19, Int 14, Wis 15, Cha 14

SQ water breathing

Feats Alertness, Multiattack, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Bluff +10, Concentration +13, Diplomacy +11, Escape Artist +9, Hide +4, Intimidate +11, Knowledge (any 2) +22, Listen +24, Move Silently +8, Search +22, Sense Motive +11, Spot +24, Use Magic Device +10

Advancement 18-19 HD (Large)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A green dragon has one type of breath weapon, a cone of corrosive (acid) gas.

Frightful Presence (Ex) The dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Bluff, Hide, and Move Silently are considered class skills for green dragons.

Green Dragon, AdultCR 13

Always LE Huge Dragon (Air)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +28, Spot +28

Aura frightful presence (DC 23)

Languages Draconic

AC 27, touch 8, flat-footed 27
(−2 size, +19 natural)

hp 230 (20 HD); DR 5/magic

Immune acid, sleep, paralysis

SR 21

Fort +17, Ref +12, Will +15

Speed 40 ft., fly 150 ft. (poor), swim 40 ft.

Melee Bite +27 (2d8+8) and 2 Claws +25 (2d6+4) and 2 Wings +24 (1d8+4) and Tail Slap +24 (2d6+12)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +20; Grp +36

Special Actions breath weapon (50 ft. cone of corrosive (acid) gas 12d6, DC 25), crush 2d8+12 (DC 25)

Spell-like Abilities (CL 6):

3/day—suggestion (DC 16)

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 5):

()—

Abilities Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16

SQ water breathing

Feats Alertness, Empower Spell, Multiattack, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Bluff +15, Concentration +17, Diplomacy +15, Escape Artist +12, Hide +4, Intimidate +15, Knowledge (any 2) +26, Listen +28, Move Silently +12, Search +26, Sense Motive +15, Spot +28, Use Magic Device +15

Advancement 21-22 HD (Huge)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A green dragon has one type of breath weapon, a cone of corrosive (acid) gas.

Crush (Ex) This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) The dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Bluff, Hide, and Move Silently are considered class skills for green dragons.

Green Dragon, Mature adultCR 16

Always LE Huge Dragon (Air)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +31, Spot +31

Aura frightful presence (DC 24)

Languages Draconic

AC 30, touch 8, flat-footed 30
(−2 size, +22 natural)

hp 264 (23 HD); DR 10/magic

Immune acid, sleep, paralysis

SR 22

Fort +18, Ref +13, Will +16

Speed 40 ft., fly 150 ft. (poor), swim 40 ft.

Melee Bite +31 (2d8+9) and 2 Claws +29 (2d6+4) and 2 Wings +28 (1d8+4) and Tail Slap +28 (2d6+13)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +23; Grp +40

Special Actions breath weapon (50 ft. cone of corrosive (acid) gas 14d6, DC 26), crush 2d8+13 (DC 26)

Spell-like Abilities (CL 7):

3/day—suggestion (DC 16)

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 7):

()—

Abilities Str 29, Dex 10, Con 21, Int 16, Wis 17, Cha 16

SQ water breathing

Feats Alertness, Empower Spell, Flyby Attack, Multiattack, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Bluff +16, Concentration +19, Diplomacy +17, Escape Artist +13, Hide +5, Intimidate +17, Knowledge (any 2) +29, Listen +31, Move Silently +13, Search +29, Sense Motive +17, Spot +31, Use Magic Device +16

Advancement 24-25 HD (Huge)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A green dragon has one type of breath weapon, a cone of corrosive (acid) gas.

Crush (Ex) This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) The dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Bluff, Hide, and Move Silently are considered class skills for green dragons.

Green Dragon, OldCR 18

Always LE Huge Dragon (Air)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +35, Spot +35

Aura frightful presence (DC 27)

Languages Draconic

AC 33, touch 8, flat-footed 33
(−2 size, +25 natural)

hp 325 (26 HD); DR 10/magic

Immune acid, sleep, paralysis

SR 24

Fort +21, Ref +15, Will +19

Speed 40 ft., fly 150 ft. (poor), swim 40 ft.

Melee Bite +35 (2d8+10) and 2 Claws +33 (2d6+5) and 2 Wings +32 (1d8+5) and Tail Slap +32 (2d6+15)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +26; Grp +44

Special Actions breath weapon (50 ft. cone of corrosive (acid) gas 16d6, DC 29), crush 2d8+15 (DC 29)

Spell-like Abilities (CL 9):

3/day—suggestion (DC 17)

1/day—plant growth

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 9):

()—

Abilities Str 31, Dex 10, Con 23, Int 18, Wis 19, Cha 18

SQ water breathing

Feats Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Bluff +21, Concentration +24, Diplomacy +22, Escape Artist +18, Hide +9, Intimidate +22, Knowledge (any 2) +33, Listen +35, Move Silently +17, Search +33, Sense Motive +22, Spot +35, Use Magic Device +22

Advancement 27-28 HD (Huge)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A green dragon has one type of breath weapon, a cone of corrosive (acid) gas.

Crush (Ex) This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) The dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Bluff, Hide, and Move Silently are considered class skills for green dragons.

Green Dragon, Very oldCR 19

Always LE Huge Dragon (Air)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +38, Spot +38

Aura frightful presence (DC 28)

Languages Draconic

AC 36, touch 8, flat-footed 36
(−2 size, +28 natural)

hp 362 (29 HD); DR 15/magic

Immune acid, sleep, paralysis

SR 25

Fort +22, Ref +16, Will +20

Speed 40 ft., fly 150 ft. (poor), swim 40 ft.

Melee Bite +39 (2d8+11) and 2 Claws +37 (2d6+5) and 2 Wings +36 (1d8+5) and Tail Slap +36 (2d6+16)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +29; Grp +48

Special Actions breath weapon (50 ft. cone of corrosive (acid) gas 18d6, DC 30), crush 2d8+16 (DC 30)

Spell-like Abilities (CL 11):

3/day—suggestion (DC 17)

1/day—plant growth

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 11):

()—

Abilities Str 33, Dex 10, Con 23, Int 18, Wis 19, Cha 18

SQ water breathing

Feats Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Bluff +23, Concentration +26, Diplomacy +24, Escape Artist +19, Hide +11, Intimidate +24, Knowledge (any 2) +36, Listen +38, Move Silently +19, Search +36, Sense Motive +24, Spot +38, Use Magic Device +23

Advancement 30-31 HD (Huge)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A green dragon has one type of breath weapon, a cone of corrosive (acid) gas.

Crush (Ex) This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) The dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Bluff, Hide, and Move Silently are considered class skills for green dragons.

Green Dragon, AncientCR 21

Always LE Gargantuan Dragon (Air)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +42, Spot +42

Aura frightful presence (DC 31)

Languages Draconic

AC 37, touch 6, flat-footed 37
(−4 size, +31 natural)

hp 432 (32 HD); DR 15/magic

Immune acid, sleep, paralysis

SR 27

Fort +25, Ref +18, Will +23

Speed 40 ft., fly 200 ft. (clumsy), swim 40 ft.

Melee Bite +41 (4d6+12) and 2 Claws +39 (2d8+6) and 2 Wings +38 (2d6+6) and Tail Slap +38 (2d8+18)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Base Atk +32; Grp +56

Special Actions Snatch, breath weapon (60 ft. cone of corrosive (acid) gas 20d6, DC 33), crush 4d6+18 (DC 33), tail sweep 2d6+18 (DC 33)

Spell-like Abilities (CL 13):

3/day—suggestion (DC 18), dominate person (DC 20)

1/day—plant growth

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 13):

()—

Abilities Str 35, Dex 10, Con 25, Int 20, Wis 21, Cha 20

SQ water breathing

Feats Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Bluff +29, Concentration +32, Diplomacy +30, Escape Artist +24, Hide +12, Intimidate +30, Knowledge (any 2) +40, Listen +42, Move Silently +24, Search +40, Sense Motive +30, Spot +42, Use Magic Device +29

Advancement 33-34 HD (Gargantuan)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A green dragon has one type of breath weapon, a cone of corrosive (acid) gas.

Crush (Ex) This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) The dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Tail Sweep (Ex) This special attack allows the dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are of Small size or smaller. A tail sweep automatically deals the indicated damage. Affected creatures can attempt Reflex saves to take half damage (DC 33).

Water Breathing (Ex) A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Bluff, Hide, and Move Silently are considered class skills for green dragons.

Green Dragon, WyrmCR 22

Always LE Gargantuan Dragon (Air)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +45, Spot +45

Aura frightful presence (DC 32)

Languages Draconic

AC 40, touch 6, flat-footed 40
(−4 size, +34 natural)

hp 507 (35 HD); DR 20/magic

Immune acid, sleep, paralysis

SR 28

Fort +27, Ref +19, Will +24

Speed 40 ft., fly 200 ft. (clumsy), swim 40 ft.

Melee Bite +45 (4d6+13) and 2 Claws +43 (2d8+6) and 2 Wings +42 (2d6+6) and Tail Slap +42 (2d8+19)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Base Atk +35; Grp +60

Special Actions Snatch, breath weapon (60 ft. cone of corrosive (acid) gas 22d6, DC 35), crush 4d6+19 (DC 35), tail sweep 2d6+19 (DC 35)

Spell-like Abilities (CL 15):

3/day—suggestion (DC 18), dominate person (DC 20)

1/day—plant growth

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 15):

()—

Abilities Str 37, Dex 10, Con 27, Int 20, Wis 21, Cha 20

SQ water breathing

Feats Alertness, Blind-Fight, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Bluff +31, Concentration +35, Diplomacy +32, Escape Artist +27, Hide +14, Intimidate +32, Knowledge (any 2) +43, Listen +45, Move Silently +26, Search +43, Sense Motive +32, Spot +45, Use Magic Device +31

Advancement 36-37 HD (Gargantuan)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A green dragon has one type of breath weapon, a cone of corrosive (acid) gas.

Crush (Ex) This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) The dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Tail Sweep (Ex) This special attack allows the dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are of Small size or smaller. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC 35).

Water Breathing (Ex) A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Bluff, Hide, and Move Silently are considered class skills for green dragons.

Green Dragon, Great wyrmCR 24

Always LE Gargantuan Dragon (Air)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +49, Spot +49

Aura frightful presence (DC 35)

Languages Draconic

AC 43, touch 6, flat-footed 43
(−4 size, +37 natural)

hp 551 (38 HD); DR 20/magic

Immune acid, sleep, paralysis

SR 30

Fort +29, Ref +21, Will +27

Speed 40 ft., fly 200 ft. (clumsy), swim 40 ft.

Melee Bite +49 (4d6+14) and 2 Claws +47 (2d8+7) and 2 Wings +46 (2d6+7) and Tail Slap +46 (2d8+21)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Base Atk +38; Grp +64

Special Actions Snatch, breath weapon (60 ft. cone of corrosive (acid) gas 24d6, DC 37), crush 4d6+21 (DC 37), tail sweep 2d6+21 (DC 37)

Spell-like Abilities (CL 17):

3/day—suggestion (DC 19), dominate person (DC 21)

1/day—plant growth, command plants (DC 20)

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 17):

()—

Abilities Str 39, Dex 10, Con 27, Int 22, Wis 23, Cha 22

SQ water breathing

Feats Alertness, Blind-Fight, Cleave, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Bluff +38, Concentration +41, Diplomacy +38, Escape Artist +32, Hide +20, Intimidate +39, Knowledge (any 2) +47, Listen +49, Move Silently +32, Search +47, Sense Motive +39, Spot +49, Use Magic Device +38

Advancement 39+ HD (Gargantuan)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A green dragon has one type of breath weapon, a cone of corrosive (acid) gas.

Crush (Ex) This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) The dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Tail Sweep (Ex) This special attack allows the dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are of Small size or smaller. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC 37).

Water Breathing (Ex) A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Bluff, Hide, and Move Silently are considered class skills for green dragons.

Red Dragon, WyrmlingCR 4

Always CE Medium Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +12, Spot +12

Languages Draconic

AC 16, touch 10, flat-footed 16
(+6 natural)

hp 59 (7 HD)

Immune fire, sleep, paralysis

Fort +7, Ref +5, Will +5

Weakness vulnerability to cold

Speed 40 ft., fly 150 ft. (poor)

Melee Bite +10 (1d8+3) and 2 Claws +8 (1d6+1) and 2 Wings +8 (1d4+1)

Space 5 ft.; Reach 5 ft.

Base Atk +7; Grp +10

Special Actions breath weapon (30 ft. cone of fire 2d10, DC 15)

Abilities Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10

Feats Alertness, Multiattack, Improved Initiative

Skills Appraise +2, Bluff +2, Concentration +5, Diplomacy +3, Escape Artist +3, Intimidate +3, Jump +5, Knowledge (any 1) +7, Listen +12, Search +10, Sense Motive +3, Spot +12, Use Magic Device +2

Advancement 8-9 HD (Medium)

Level adjustment +4

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A red dragon has one type of breath weapon, a cone of fire.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Appraise, Bluff, and Jump are considered class skills for red dragons.

Red Dragon, Very youngCR 5

Always CE Large Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +16, Spot +16

Languages Draconic

AC 18, touch 9, flat-footed 18
(−1 size, +9 natural)

hp 95 (10 HD)

Immune fire, sleep, paralysis

Fort +10, Ref +7, Will +8

Weakness vulnerability to cold

Speed 40 ft., fly 150 ft. (poor)

Melee Bite +15 (2d6+5) and 2 Claws +12 (1d8+2) and 2 Wings +12 (1d6+2) and Tail Slap +12 (1d8+7)

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Base Atk +10; Grp +19

Special Actions breath weapon (40 ft. cone of fire 4d10, DC 18)

Abilities Str 21, Dex 10, Con 17, Int 12, Wis 13, Cha 12

Feats Alertness, Multiattack, Improved Initiative, Weapon Focus (bite)

Skills Appraise +5, Bluff +5, Concentration +8, Diplomacy +5, Escape Artist +4, Intimidate +6, Jump +9, Knowledge (any 1) +14, Listen +16, Search +14, Sense Motive +6, Spot +16, Use Magic Device +5

Advancement 11-12 HD (Large)

Level adjustment +5

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A red dragon has one type of breath weapon, a cone of fire.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Appraise, Bluff, and Jump are considered class skills for red dragons.

Red Dragon, YoungCR 7

Always CE Large Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +19, Spot +19

Languages Draconic

AC 21, touch 9, flat-footed 21
(−1 size, +12 natural)

hp 123 (13 HD)

Immune fire, sleep, paralysis

Fort +11, Ref +8, Will +9

Weakness vulnerability to cold

Speed 40 ft., fly 150 ft. (poor)

Melee Bite +20 (2d6+7) and 2 Claws +18 (1d8+3) and 2 Wings +17 (1d6+3) and Tail Slap +17 (1d8+10)

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Base Atk +13; Grp +24

Special Actions breath weapon (40 ft. cone of fire 6d10, DC 19)

Typical Sorcerer Spells Known (CL 1):

()—

Abilities Str 25, Dex 10, Con 17, Int 12, Wis 13, Cha 12

Feats Alertness, Multiattack, Improved Initiative, Weapon Focus (bite), Weapon Focus (claw)

Skills Appraise +6, Bluff +6, Concentration +9, Diplomacy +6, Escape Artist +5, Intimidate +7, Jump +12, Knowledge (any 1) +17, Listen +19, Search +17, Sense Motive +7, Spot +19, Use Magic Device +6

Advancement 14-15 HD (Large)

Level adjustment +6

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A red dragon has one type of breath weapon, a cone of fire.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Appraise, Bluff, and Jump are considered class skills for red dragons.

Red Dragon, JuvenileCR 10

Always CE Large Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +23, Spot +23

Languages Draconic

AC 24, touch 9, flat-footed 24
(−1 size, +15 natural)

hp 168 (16 HD)

Immune fire, sleep, paralysis

Fort +14, Ref +10, Will +12

Weakness vulnerability to cold

Speed 40 ft., fly 150 ft. (poor)

Melee Bite +25 (2d6+9) and 2 Claws +23 (1d8+4) and 2 Wings +22 (1d6+4) and Tail Slap +22 (1d8+13)

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Base Atk +16; Grp +29

Special Actions breath weapon (40 ft. cone of fire 8d10, DC 22)

Spell-like Abilities (CL 4):

4/day—locate object

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 3):

()—

Abilities Str 29, Dex 10, Con 19, Int 14, Wis 15, Cha 14

Feats Alertness, Multiattack, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Appraise +10, Bluff +10, Concentration +12, Diplomacy +10, Escape Artist +8, Intimidate +10, Jump +17, Knowledge (any 2) +21, Listen +23, Search +21, Sense Motive +10, Spot +23, Use Magic Device +10

Advancement 17-18 HD (Large)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A red dragon has one type of breath weapon, a cone of fire.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Appraise, Bluff, and Jump are considered class skills for red dragons.

Red Dragon, Young adultCR 13

Always CE Huge Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +26, Spot +26

Aura frightful presence (DC 21)

Languages Draconic

AC 26, touch 8, flat-footed 26
(−2 size, +18 natural)

hp 218 (19 HD); DR 5/magic

Immune fire, sleep, paralysis

SR 19

Fort +16, Ref +11, Will +13

Weakness vulnerability to cold

Speed 40 ft., fly 150 ft. (poor)

Melee Bite +28 (2d8+10) and 2 Claws +26 (2d6+5) and 2 Wings +25 (1d8+5) and Tail Slap +25 (2d6+15)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +19; Grp +37

Special Actions breath weapon (50 ft. cone of fire 10d10, DC 24), crush 2d8+15 (DC 24)

Spell-like Abilities (CL 5):

5/day—locate object

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 5):

()—

Abilities Str 31, Dex 10, Con 21, Int 14, Wis 15, Cha 14

Feats Alertness, Empower Spell, Multiattack, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Appraise +11, Bluff +11, Concentration +15, Diplomacy +11, Escape Artist +9, Intimidate +12, Jump +19, Knowledge (any 2) +24, Listen +26, Search +24, Sense Motive +12, Spot +26, Use Magic Device +11

Advancement 20-21 HD (Huge)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A red dragon has one type of breath weapon, a cone of fire.

Crush (Ex) This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) The dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Appraise, Bluff, and Jump are considered class skills for red dragons.

Red Dragon, AdultCR 15

Always CE Huge Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +31, Spot +31

Aura frightful presence (DC 24)

Languages Draconic

AC 29, touch 8, flat-footed 29
(−2 size, +21 natural)

hp 253 (22 HD); DR 5/magic

Immune fire, sleep, paralysis

SR 21

Fort +18, Ref +13, Will +17

Weakness vulnerability to cold

Speed 40 ft., fly 150 ft. (poor)

Melee Bite +32 (2d8+11) and 2 Claws +30 (2d6+5) and 2 Wings +29 (1d8+5) and Tail Slap +29 (2d6+16)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +22; Grp +41

Special Actions breath weapon (50 ft. cone of fire 12d10, DC 26), crush 2d8+16 (DC 26)

Spell-like Abilities (CL 7):

6/day—locate object

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 7):

()—

Abilities Str 33, Dex 10, Con 21, Int 16, Wis 19, Cha 16

Feats Alertness, Empower Spell, Flyby Attack, Multiattack, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Appraise +16, Bluff +16, Concentration +18, Diplomacy +16, Escape Artist +13, Intimidate +16, Jump +24, Knowledge (any 2) +28, Listen +31, Search +28, Sense Motive +17, Spot +31, Use Magic Device +16

Advancement 23-24 HD (Huge)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A red dragon has one type of breath weapon, a cone of fire.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Appraise, Bluff, and Jump are considered class skills for red dragons.

Red Dragon, Mature adultCR 18

Always CE Huge Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +34, Spot +34

Aura frightful presence (DC 26)

Languages Draconic

AC 32, touch 8, flat-footed 32
(−2 size, +24 natural)

hp 312 (25 HD); DR 10/magic

Immune fire, sleep, paralysis

SR 23

Fort +20, Ref +14, Will +18

Weakness vulnerability to cold

Speed 40 ft., fly 150 ft. (poor)

Melee Bite +35 (2d8+11) and 2 Claws +33 (2d6+5) and 2 Wings +32 (1d8+5) and Tail Slap +32 (2d6+16)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +25; Grp +44

Special Actions breath weapon (50 ft. cone of fire 14d10, DC 28), crush 2d8+16 (DC 28)

Spell-like Abilities (CL 9):

7/day—locate object

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 9):

()—

Abilities Str 33, Dex 10, Con 23, Int 18, Wis 19, Cha 18

Feats Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Appraise +21, Bluff +21, Concentration +23, Diplomacy +21, Escape Artist +17, Intimidate +21, Jump +28, Knowledge (any 2) +32, Listen +34, Search +32, Sense Motive +21, Spot +34, Use Magic Device +21

Advancement 26-27 HD (Huge)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A red dragon has one type of breath weapon, a cone of fire.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Appraise, Bluff, and Jump are considered class skills for red dragons.

Red Dragon, OldCR 20

Always CE Gargantuan Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +38, Spot +38

Aura frightful presence (DC 29)

Languages Draconic

AC 33, touch 6, flat-footed 33
(−4 size, +27 natural)

hp 378 (28 HD); DR 10/magic

Immune fire, sleep, paralysis

SR 24

Fort +23, Ref +16, Will +21

Weakness vulnerability to cold

Speed 40 ft., fly 200 ft. (clumsy)

Melee Bite +37 (4d6+12) and 2 Claws +35 (2d8+6) and 2 Wings +34 (2d6+6) and Tail Slap +34 (2d8+18)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Base Atk +28; Grp +52

Special Actions breath weapon (60 ft. cone of fire 16d10, DC 31), crush 4d6+18 (DC 31), tail sweep 2d6+18 (DC 31)

Spell-like Abilities (CL 11):

8/day—locate object

3/day—suggestion (DC 18)

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 11):

()—

Abilities Str 35, Dex 10, Con 25, Int 20, Wis 21, Cha 20

Feats Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Appraise +26, Bluff +26, Concentration +29, Diplomacy +27, Escape Artist +22, Intimidate +27, Jump +33, Knowledge (any 2) +36, Listen +38, Search +36, Sense Motive +27, Spot +38, Use Magic Device +27

Advancement 29-30 HD (Gargantuan)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A red dragon has one type of breath weapon, a cone of fire.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Tail Sweep (Ex) This special attack allows the dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are of Small size or smaller. A tail sweep automatically deals the indicated damage. Affected creatures can attempt Reflex saves to take half damage (DC 31).

Skills Appraise, Bluff, and Jump are considered class skills for red dragons.

Red Dragon, Very oldCR 21

Always CE Gargantuan Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +42, Spot +42

Aura frightful presence (DC 31)

Languages Draconic

AC 36, touch 6, flat-footed 36
(−4 size, +30 natural)

hp 449 (31 HD); DR 15/magic

Immune fire, sleep, paralysis

SR 26

Fort +25, Ref +17, Will +23

Weakness vulnerability to cold

Speed 40 ft., fly 200 ft. (clumsy)

Melee Bite +41 (4d6+13) and 2 Claws +39 (2d8+6) and 2 Wings +38 (2d6+6) and Tail Slap +38 (2d8+19)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Base Atk +31; Grp +56

Special Actions Snatch, breath weapon (60 ft. cone of fire 18d10, DC 33), crush 4d6+19 (DC 33), tail sweep 2d6+19 (DC 33)

Spell-like Abilities (CL 13):

9/day—locate object

3/day—suggestion (DC 19)

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 13):

()—

Abilities Str 37, Dex 10, Con 27, Int 22, Wis 23, Cha 22

Feats Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Appraise +33, Bluff +33, Concentration +35, Diplomacy +33, Escape Artist +27, Intimidate +33, Jump +39, Knowledge (any 2) +40, Listen +42, Search +40, Sense Motive +33, Spot +42, Use Magic Device +33

Advancement 32-33 HD (Gargantuan)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A red dragon has one type of breath weapon, a cone of fire.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Tail Sweep (Ex) This special attack allows the dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are of Small size or smaller. A tail sweep automatically deals the indicated damage. Affected creatures can attempt Reflex saves to take half damage (DC 33).

Skills Appraise, Bluff, and Jump are considered class skills for red dragons.

Red Dragon, AncientCR 23

Always CE Gargantuan Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +46, Spot +46

Aura frightful presence (DC 34)

Languages Draconic

AC 39, touch 6, flat-footed 39
(−4 size, +33 natural)

hp 527 (34 HD); DR 15/magic

Immune fire, sleep, paralysis

SR 28

Fort +28, Ref +19, Will +26

Weakness vulnerability to cold

Speed 40 ft., fly 200 ft. (clumsy)

Melee Bite +45 (4d6+14) and 2 Claws +43 (2d8+7) and 2 Wings +42 (2d6+7) and Tail Slap +42 (2d8+21)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Base Atk +34; Grp +60

Special Actions Snatch, breath weapon (60 ft. cone of fire 20d10, DC 36), crush 4d6+21 (DC 36), tail sweep 2d6+21 (DC 36)

Spell-like Abilities (CL 15):

10/day—locate object

3/day—suggestion (DC 20)

1/day—find the path

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 15):

()—

Abilities Str 39, Dex 10, Con 29, Int 24, Wis 25, Cha 24

SQ find the path

Feats Alertness, Blind-Fight, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Appraise +39, Bluff +39, Concentration +42, Diplomacy +40, Escape Artist +33, Intimidate +40, Jump +46, Knowledge (any 3) +44, Listen +46, Search +44, Sense Motive +40, Spot +46, Use Magic Device +39

Advancement 35-36 HD (Gargantuan)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A red dragon has one type of breath weapon, a cone of fire.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Tail Sweep (Ex) This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon).

Skills Appraise, Bluff, and Jump are considered class skills for red dragons.

Red Dragon, WyrmCR 24

Always CE Gargantuan Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +49, Spot +49

Aura frightful presence (DC 35)

Languages Draconic

AC 42, touch 6, flat-footed 42
(−4 size, +36 natural)

hp 610 (37 HD); DR 20/magic

Immune fire, sleep, paralysis

SR 30

Fort +30, Ref +20, Will +27

Weakness vulnerability to cold

Speed 40 ft., fly 200 ft. (clumsy)

Melee Bite +49 (4d6+15) and 2 Claws +47 (2d8+7) and 2 Wings +46 (2d6+7) and Tail Slap +46 (2d8+22)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Base Atk +37; Grp +64

Special Actions Snatch, breath weapon (60 ft. cone of fire 22d10, DC 38), crush 4d6+22 (DC 38), tail sweep 2d6+22 (DC 38)

Spell-like Abilities (CL 17):

11/day—locate object

3/day—suggestion (DC 20)

1/day—find the path

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 17):

()—

Abilities Str 41, Dex 10, Con 31, Int 24, Wis 25, Cha 24

Feats Alertness, Blind-Fight, Cleave, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Appraise +42, Bluff +42, Concentration +46, Diplomacy +42, Escape Artist +35, Intimidate +42, Jump +50, Knowledge (any 3) +47, Listen +49, Search +47, Sense Motive +42, Spot +49, Use Magic Device +42

Advancement 38-39 HD (Gargantuan)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A red dragon has one type of breath weapon, a cone of fire.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Tail Sweep (Ex) This special attack allows the dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are Small size or smaller. A tail sweep automatically deals the indicated damage. Affected creatures can attempt Reflex saves to take half damage (DC 38).

Skills Appraise, Bluff, and Jump are considered class skills for red dragons.

Red Dragon, Great wyrmCR 26

Always CE Colossal Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +53, Spot +53

Aura frightful presence (DC 38)

Languages Draconic

AC 41, touch 2, flat-footed 41
(−8 size, +39 natural)

hp 660 (40 HD); DR 20/magic

Immune fire, sleep, paralysis

SR 32

Fort +32, Ref +22, Will +30

Weakness vulnerability to cold

Speed 40 ft., fly 200 ft. (clumsy)

Melee Bite +50 (4d8+17) and 2 Claws +48 (4d6+8) and 2 Wings +47 (2d8+8) and Tail Slap +47 (4d6+25)

Space 30 ft.; Reach 20 ft. (30 ft. with bite)

Base Atk +40; Grp +73

Special Actions Snatch, breath weapon (70 ft. cone of fire 24d10, DC 40), crush 4d8+25 (DC 40), tail sweep 2d8+25 (DC 40)

Spell-like Abilities (CL 19):

12/day—locate object

3/day—suggestion (DC 21)

1/day—find the path, discern location

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 19):

()—

Abilities Str 45, Dex 10, Con 31, Int 26, Wis 27, Cha 26

Feats Alertness, Blind-Fight, Cleave, Combat Reflexes, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Appraise +50, Bluff +49, Concentration +52, Diplomacy +50, Escape Artist +42, Intimidate +50, Jump +58, Knowledge (any 3) +51, Listen +53, Search +51, Sense Motive +50, Spot +53, Use Magic Device +50

Advancement 41+ HD (Colossal)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A red dragon has one type of breath weapon, a cone of fire.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Tail Sweep (Ex) This special attack allows the dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 40 feet, extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are Medium size or smaller. A tail sweep automatically deals the indicated damage. Affected creatures can attempt Reflex saves to take half damage (DC 40).

Skills Appraise, Bluff, and Jump are considered class skills for red dragons.

White Dragon, WyrmlingCR 2

Always CE Tiny Dragon (Cold)

Init +0; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +8, Spot +8

Languages Draconic

AC 14, touch 12, flat-footed 14
(+2 size, +2 natural)

hp 22 (3 HD)

Immune cold, sleep, paralysis

Fort +4, Ref +3, Will +3

Weakness vulnerability to fire

Speed 60 ft., burrow 30 ft., fly 150 ft. (average), swim 60 ft.

Melee Bite +5 (1d4) and 2 Claws +3 (1d3)

Space 2-1/2 ft.; Reach 0 ft. (5 ft. with bite)

Base Atk +3; Grp −5

Special Actions breath weapon (15 ft. cone of cold 1d6, DC 12)

Abilities Str 11, Dex 10, Con 13, Int 6, Wis 11, Cha 6

SQ icewalking

Feats Alertness, Multiattack

Skills Concentration +2, Diplomacy −1, Escape Artist +1, Intimidate −1, Knowledge (any 1) −1, Listen +8, Search +4, Sense Motive +1, Spot +8

Advancement 4-5 HD (Tiny)

Level adjustment +2

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A white dragon has one type of breath weapon, a cone of cold.

Freezing Fog (Sp): An old or older white dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell.

Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Hide, Move Silently, and Swim are considered class skills for white dragons.

White Dragon, Very youngCR 3

Always CE Small Dragon (Cold)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +11, Spot +11

Languages Draconic

AC 16, touch 11, flat-footed 16
(+1 size, +5 natural)

hp 45 (6 HD)

Immune cold, sleep, paralysis

Fort +6, Ref +5, Will +5

Weakness vulnerability to fire

Speed 60 ft., burrow 30 ft., fly 150 ft. (average), swim 60 ft.

Melee Bite +8 (1d6+1) and 2 Claws +6 (1d4)

Space 5 ft.; Reach 5 ft.

Base Atk +6; Grp +3

Special Actions breath weapon (20 ft. cone of cold 2d6, DC 14)

Abilities Str 13, Dex 10, Con 13, Int 6, Wis 11, Cha 6

SQ icewalking

Feats Alertness, Multiattack, Improved Initiative

Skills Concentration +2, Diplomacy −1, Escape Artist +1, Hide +5, Intimidate −1, Knowledge (any 1) −1, Listen +11, Move Silently +1, Search +7, Sense Motive +1, Spot +11, Use Magic Device −1

Advancement 7-8 HD (Small)

Level adjustment +3

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A white dragon has one type of breath weapon, a cone of cold.

Freezing Fog (Sp): An old or older white dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell.

Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Hide, Move Silently, and Swim are considered class skills for white dragons.

White Dragon, YoungCR 4

Always CE Medium Dragon (Cold)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +14, Spot +14

Languages Draconic

AC 18, touch 10, flat-footed 18
(+8 natural)

hp 76 (9 HD)

Immune cold, sleep, paralysis

Fort +8, Ref +6, Will +6

Weakness vulnerability to fire

Speed 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.

Melee Bite +12 (1d8+2) and 2 Claws +9 (1d6+1) and 2 Wings +9 (1d4+1)

Space 5 ft.; Reach 5 ft.

Base Atk +9; Grp +11

Special Actions breath weapon (30 ft. cone of cold 3d6, DC 16)

Abilities Str 15, Dex 10, Con 15, Int 6, Wis 11, Cha 6

SQ icewalking

Feats Alertness, Multiattack, Improved Initiative, Weapon Focus (bite)

Skills Concentration +3, Diplomacy −1, Escape Artist +1, Hide +1, Intimidate −1, Knowledge (any 1) +1, Listen +14, Move Silently +1, Search +10, Sense Motive +1, Spot +14, Swim +3, Use Magic Device −1

Advancement 10-11 HD (Medium)

Level adjustment +3

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A white dragon has one type of breath weapon, a cone of cold.

Freezing Fog (Sp): An old or older white dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell.

Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Hide, Move Silently, and Swim are considered class skills for white dragons.

White Dragon, JuvenileCR 6

Always CE Medium Dragon (Cold)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +17, Spot +17

Languages Draconic

AC 21, touch 10, flat-footed 21
(+11 natural)

hp 102 (12 HD)

Immune cold, sleep, paralysis

Fort +10, Ref +8, Will +8

Weakness vulnerability to fire

Speed 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.

Melee Bite +16 (1d8+3) and 2 Claws +14 (1d6+1) and 2 Wings +13 (1d4+1)

Space 5 ft.; Reach 5 ft.

Base Atk +12; Grp +15

Special Actions breath weapon (30 ft. cone of cold 4d6, DC 18)

Spell-like Abilities (CL 4):

3/day—fog cloud

The save DCs are Charisma-based

Abilities Str 17, Dex 10, Con 15, Int 8, Wis 11, Cha 8

SQ icewalking

Feats Alertness, Multiattack, Improved Initiative, Weapon Focus (bite), Weapon Focus (claw)

Skills Concentration +5, Diplomacy +2, Escape Artist +3, Hide +2, Intimidate +2, Knowledge (any 1) +6, Listen +17, Move Silently +2, Search +14, Sense Motive +3, Spot +17, Swim +5, Use Magic Device +1

Advancement 13-14 HD (Medium)

Level adjustment +5

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A white dragon has one type of breath weapon, a cone of cold.

Freezing Fog (Sp): An old or older white dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell.

Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Hide, Move Silently, and Swim are considered class skills for white dragons.

White Dragon, Young adultCR 8

Always CE Large Dragon (Cold)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +20, Spot +20

Aura frightful presence (DC 17)

Languages Draconic

AC 23, touch 9, flat-footed 23
(−1 size, +14 natural)

hp 142 (15 HD); DR 5/magic

Immune cold, sleep, paralysis

SR 16

Fort +12, Ref +9, Will +9

Weakness vulnerability to fire

Speed 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.

Melee Bite +19 (2d6+4) and 2 Claws +17 (1d8+2) and 2 Wings +16 (1d6+2) and Tail Slap +16 (1d8+6)

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Base Atk +15; Grp +23

Special Actions breath weapon (40 ft. cone of cold 5d6, DC 20)

Spell-like Abilities (CL 5):

3/day—fog cloud

The save DCs are Charisma-based

Abilities Str 19, Dex 10, Con 17, Int 8, Wis 11, Cha 10

SQ icewalking

Feats Alertness, Multiattack, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Concentration +6, Diplomacy +3, Escape Artist +3, Hide −1, Intimidate +3, Knowledge (any 1) +8, Listen +20, Move Silently +3, Search +17, Sense Motive +3, Spot +20, Swim +7, Use Magic Device +3

Advancement 16-17 HD (Large)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A white dragon has one type of breath weapon, a cone of cold.

Freezing Fog (Sp): An old or older white dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Hide, Move Silently, and Swim are considered class skills for white dragons.

White Dragon, AdultCR 10

Always CE Large Dragon (Cold)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +23, Spot +23

Aura frightful presence (DC 20)

Languages Draconic

AC 26, touch 9, flat-footed 26
(−1 size, +17 natural)

hp 189 (18 HD); DR 5/magic

Immune cold, sleep, paralysis

SR 18

Fort +15, Ref +11, Will +11

Weakness vulnerability to fire

Speed 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.

Melee Bite +24 (2d6+6) and 2 Claws +22 (1d8+3) and 2 Wings +21 (1d6+3) and Tail Slap +21 (1d8+9)

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Base Atk +18; Grp +28

Special Actions breath weapon (40 ft. cone of cold 6d6, DC 23)

Spell-like Abilities (CL 6):

3/day—fog cloud, gust of wind

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 1):

()—

Abilities Str 23, Dex 10, Con 19, Int 10, Wis 11, Cha 12

SQ icewalking

Feats Alertness, Empower Spell, Multiattack, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Concentration +10, Diplomacy +6, Escape Artist +5, Hide +1, Intimidate +7, Knowledge (any 1) +16, Listen +23, Move Silently +5, Search +21, Sense Motive +5, Spot +23, Swim +11, Use Magic Device +6

Advancement 19-20 HD (Large)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A white dragon has one type of breath weapon, a cone of cold.

Freezing Fog (Sp): An old or older white dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Hide, Move Silently, and Swim are considered class skills for white dragons.

White Dragon, Mature adultCR 12

Always CE Huge Dragon (Cold)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +27, Spot +27

Aura frightful presence (DC 21)

Languages Draconic

AC 28, touch 8, flat-footed 28
(−2 size, +20 natural)

hp 241 (21 HD); DR 10/magic

Immune cold, sleep, paralysis

SR 20

Fort +17, Ref +12, Will +13

Weakness vulnerability to fire

Speed 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.

Melee Bite +28 (2d8+8) and 2 Claws +26 (2d6+4) and 2 Wings +25 (1d8+4) and Tail Slap +25 (2d6+12)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +21; Grp +37

Special Actions breath weapon (50 ft. cone of cold 7d6, DC 25), crush 2d8+12 (DC 25)

Spell-like Abilities (CL 7):

3/day—fog cloud, gust of wind

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 3):

()—

Abilities Str 27, Dex 10, Con 21, Int 12, Wis 13, Cha 12

SQ icewalking

Feats Alertness, Empower Spell, Flyby Attack, Multiattack, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Concentration +13, Diplomacy +9, Escape Artist +8, Hide +0, Intimidate +9, Knowledge (any 1) +25, Listen +27, Move Silently +8, Search +25, Sense Motive +9, Spot +27, Swim +16, Use Magic Device +9

Advancement 22-23 HD (Huge)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A white dragon has one type of breath weapon, a cone of cold.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Freezing Fog (Sp): An old or older white dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Hide, Move Silently, and Swim are considered class skills for white dragons.

White Dragon, OldCR 15

Always CE Huge Dragon (Cold)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +30, Spot +30

Aura frightful presence (DC 23)

Languages Draconic

AC 31, touch 8, flat-footed 31
(−2 size, +23 natural)

hp 276 (24 HD); DR 10/magic

Immune cold, sleep, paralysis

SR 21

Fort +19, Ref +14, Will +15

Weakness vulnerability to fire

Speed 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.

Melee Bite +32 (2d8+9) and 2 Claws +30 (2d6+4) and 2 Wings +29 (1d8+4) and Tail Slap +29 (2d6+13)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +24; Grp +41

Special Actions breath weapon (50 ft. cone of cold 8d6, DC 27), crush 2d8+13 (DC 27)

Spell-like Abilities (CL 8):

3/day—fog cloud, gust of wind

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 5):

()—

Abilities Str 29, Dex 10, Con 21, Int 12, Wis 13, Cha 12

SQ icewalking

Feats Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Concentration +14, Diplomacy +10, Escape Artist +9, Hide +1, Intimidate +10, Knowledge (any 1) +28, Listen +30, Move Silently +9, Search +28, Sense Motive +10, Spot +30, Swim +18, Use Magic Device +10

Advancement 25-26 HD (Huge)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A white dragon has one type of breath weapon, a cone of cold.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Freezing Fog (Sp): An old or older white dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Hide, Move Silently, and Swim are considered class skills for white dragons.

White Dragon, Very oldCR 17

Always CE Huge Dragon (Cold)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +34, Spot +34

Aura frightful presence (DC 25)

Languages Draconic

AC 34, touch 8, flat-footed 34
(−2 size, +26 natural)

hp 337 (27 HD); DR 15/magic

Immune cold, sleep, paralysis

SR 23

Fort +21, Ref +15, Will +17

Weakness vulnerability to fire

Speed 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.

Melee Bite +36 (2d8+10) and 2 Claws +34 (2d6+5) and 2 Wings +33 (1d8+5) and Tail Slap +33 (2d6+15)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +27; Grp +45

Special Actions breath weapon (50 ft. cone of cold 9d6, DC 29), crush 2d8+15 (DC 29)

Spell-like Abilities (CL 9):

3/day—fog cloud, gust of wind

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 7):

()—

Abilities Str 31, Dex 10, Con 23, Int 14, Wis 15, Cha 14

SQ icewalking

Feats Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Concentration +19, Diplomacy +15, Escape Artist +13, Hide +5, Intimidate +15, Knowledge (any 2) +32, Listen +34, Move Silently +13, Search +32, Sense Motive +15, Spot +34, Swim +22, Use Magic Device +15

Advancement 28-29 HD (Huge)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A white dragon has one type of breath weapon, a cone of cold.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Freezing Fog (Sp): An old or older white dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Hide, Move Silently, and Swim are considered class skills for white dragons.

White Dragon, AncientCR 18

Always CE Huge Dragon (Cold)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +37, Spot +37

Aura frightful presence (DC 27)

Languages Draconic

AC 37, touch 8, flat-footed 37
(−2 size, +29 natural)

hp 375 (30 HD); DR 15/magic

Immune cold, sleep, paralysis

SR 24

Fort +23, Ref +17, Will +19

Weakness vulnerability to fire

Speed 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.

Melee Bite +40 (2d8+11) and 2 Claws +38 (2d6+5) and 2 Wings +37 (1d8+5) and Tail Slap +37 (2d6+16)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +30; Grp +49

Special Actions Snatch, breath weapon (50 ft. cone of cold 10d6, DC 31), crush 2d8+16 (DC 31)

Spell-like Abilities (CL 10):

3/day—fog cloud, gust of wind, wall of ice

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 9):

()—

Abilities Str 33, Dex 10, Con 23, Int 14, Wis 15, Cha 14

SQ icewalking

Feats Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Concentration +20, Diplomacy +16, Escape Artist +14, Hide +6, Intimidate +16, Knowledge (any 2) +35, Listen +37, Move Silently +14, Search +35, Sense Motive +16, Spot +37, Swim +25, Use Magic Device +16

Advancement 31-32 HD (Huge)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A white dragon has one type of breath weapon, a cone of cold.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Freezing Fog (Sp): An old or older white dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Hide, Move Silently, and Swim are considered class skills for white dragons.

White Dragon, WyrmCR 19

Always CE Gargantuan Dragon (Cold)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +40, Spot +40

Aura frightful presence (DC 29)

Languages Draconic

AC 38, touch 6, flat-footed 38
(−4 size, +32 natural)

hp 445 (33 HD); DR 20/magic

Immune cold, sleep, paralysis

SR 25

Fort +25, Ref +18, Will +20

Weakness vulnerability to fire

Speed 60 ft., burrow 30 ft., fly 250 ft. (clumsy), swim 60 ft.

Melee Bite +42 (4d6+12) and 2 Claws +40 (2d8+6) and 2 Wings +39 (2d6+6) and Tail Slap +39 (2d8+18)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Base Atk +33; Grp +57

Special Actions Snatch, breath weapon (60 ft. cone of cold 11d6, DC 33), crush 4d6+18 (DC 33), tail sweep 2d6+18 (DC 33)

Spell-like Abilities (CL 11):

3/day—fog cloud, gust of wind, wall of ice

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 11):

()—

Abilities Str 35, Dex 10, Con 25, Int 14, Wis 15, Cha 16

SQ icewalking

Feats Alertness, Blind-Fight, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Concentration +23, Diplomacy +18, Escape Artist +15, Hide +3, Intimidate +19, Knowledge (any 2) +38, Listen +40, Move Silently +15, Search +38, Sense Motive +18, Spot +40, Swim +27, Use Magic Device +18

Advancement 34-35 HD (Gargantuan)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A white dragon has one type of breath weapon, a cone of cold.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Freezing Fog (Sp): An old or older white dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Tail Sweep (Ex) This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon).

Skills Hide, Move Silently, and Swim are considered class skills for white dragons.

White Dragon, Great wyrmCR 21

Always CE Gargantuan Dragon (Cold)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +45, Spot +45

Aura frightful presence (DC 32)

Languages Draconic

AC 41, touch 6, flat-footed 41
(−4 size, +35 natural)

hp 522 (36 HD); DR 20/magic

Immune cold, sleep, paralysis

SR 27

Fort +28, Ref +20, Will +24

Weakness vulnerability to fire

Speed 60 ft., burrow 30 ft., fly 250 ft. (clumsy), swim 60 ft.

Melee Bite +46 (4d6+13) and 2 Claws +44 (2d8+6) and 2 Wings +43 (2d6+6) and Tail Slap +43 (2d8+19)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Base Atk +36; Grp +61

Special Actions Snatch, breath weapon (60 ft. cone of cold 12d6, DC 36), crush 4d6+19 (DC 36), tail sweep 2d6+19 (DC 36)

Spell-like Abilities (CL 13):

3/day—fog cloud, gust of wind, wall of ice

1/day—control weather

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 13):

()—

Abilities Str 37, Dex 10, Con 27, Int 18, Wis 19, Cha 18

SQ icewalking

Feats Alertness, Blind-Fight, Cleave, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Concentration +32, Diplomacy +28, Escape Artist +24, Hide +12, Intimidate +28, Knowledge (any 2) +43, Listen +45, Move Silently +23, Search +43, Sense Motive +28, Spot +45, Swim +36, Use Magic Device +28

Advancement 37+ HD (Gargantuan)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A white dragon has one type of breath weapon, a cone of cold.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Freezing Fog (Sp): An old or older white dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Tail Sweep (Ex) This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon).

Skills Hide, Move Silently, and Swim are considered class skills for white dragons.

Brass Dragon, WyrmlingCR 3

Always CG Tiny Dragon (Fire)

Init +0; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +9, Spot +9

Languages Draconic; speak with animals

AC 15, touch 12, flat-footed 15
(+2 size, +3 natural)

hp 30 (4 HD)

Immune fire, sleep, paralysis

Fort +5, Ref +4, Will +4

Weakness vulnerability to cold

Speed 60 ft., burrow 30 ft., fly 150 ft. (average)

Melee Bite +6 (1d4) and 2 Claws +4 (1d3)

Space 2-1/2 ft.; Reach 0 ft. (5 ft. with bite)

Base Atk +4; Grp −4

Special Actions breath weapon (15 ft. cone of sleep or 30 ft. line of fire 1d6, DC 13)

Spell-like Abilities (CL 1):

At will—speak with animals

The save DCs are Charisma-based

Abilities Str 11, Dex 10, Con 13, Int 10, Wis 11, Cha 10

Feats Alertness, Multiattack

Skills Bluff +2, Concentration +3, Diplomacy +2, Escape Artist +2, Gather Information +2, Intimidate +2, Knowledge (any 1) +4, Listen +9, Search +7, Sense Motive +2, Spot +9, Survival +1, Use Magic Device +2

Advancement 5-6 HD (Tiny)

Level adjustment +2

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A brass dragon has two types of breath weapon, a line of fire and a cone of sleep . Creatures within the cone must succeed on a Will save or fall asleep, regardless of HD, for 1d6 rounds plus 1 round per age category of the dragon.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Bluff, Gather Information, and Survival are considered class skills for brass dragons.

Brass Dragon, Very youngCR 4

Always CG Small Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +12, Spot +12

Languages Draconic; speak with animals

AC 17, touch 11, flat-footed 17
(+1 size, +6 natural)

hp 52 (7 HD)

Immune fire, sleep and paralysis

Fort +6, Ref +5, Will +5

Weakness vulnerability to cold

Speed 60 ft., burrow 30 ft., fly 150 ft. (average)

Melee Bite +9 (1d6+1) and 2 Claws +7 (1d4)

Space 5 ft.; Reach 5 ft.

Base Atk +7; Grp +4

Special Actions breath weapon (20 ft. cone of sleep or 40 ft. line of fire 2d6, DC 14)

Spell-like Abilities (CL 2):

At will—speak with animals

The save DCs are Charisma-based

Abilities Str 13, Dex 10, Con 13, Int 10, Wis 11, Cha 10

Feats Alertness, Multiattack, Improved Initiative

Skills Bluff +2, Concentration +4, Diplomacy +3, Escape Artist +3, Gather Information +2, Intimidate +3, Knowledge (any 1) +7, Listen +12, Search +10, Sense Motive +3, Spot +12, Survival +2, Use Magic Device +2

Advancement 8-9 HD (Small)

Level adjustment +3

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A brass dragon has two types of breath weapon, a line of fire and a cone of sleep . Creatures within the cone must succeed on a Will save or fall asleep, regardless of HD, for 1d6 rounds plus 1 round per age category of the dragon.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Bluff, Gather Information, and Survival are considered class skills for brass dragons.

Brass Dragon, YoungCR 6

Always CG Medium Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +16, Spot +16

Languages Draconic; speak with animals

AC 19, touch 10, flat-footed 19
(+9 natural)

hp 85 (10 HD)

Immune fire, sleep and paralysis

Fort +9, Ref +7, Will +8

Weakness vulnerability to cold

Speed 60 ft., burrow 30 ft., fly 200 ft. (poor)

Melee Bite +13 (1d8+2) and 2 Claws +10 (1d6+1) and 2 Wings +10 (1d4+1)

Space 5 ft.; Reach 5 ft.

Base Atk +10; Grp +12

Special Actions breath weapon (30 ft. cone of sleep or 60 ft. line of fire 3d6, DC 17)

Spell-like Abilities (CL 3):

At will—speak with animals

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 1):

()—

Abilities Str 15, Dex 10, Con 15, Int 12, Wis 13, Cha 12

Feats Alertness, Multiattack, Improved Initiative, Weapon Focus (bite)

Skills Bluff +5, Concentration +7, Diplomacy +5, Escape Artist +4, Gather Information +5, Intimidate +6, Knowledge (any 1) +14, Listen +16, Search +14, Sense Motive +6, Spot +16, Survival +5, Use Magic Device +5

Advancement 11-12 HD (Medium)

Level adjustment +4

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A brass dragon has two types of breath weapon, a line of fire and a cone of sleep . Creatures within the cone must succeed on a Will save or fall asleep, regardless of HD, for 1d6 rounds plus 1 round per age category of the dragon.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Bluff, Gather Information, and Survival are considered class skills for brass dragons.

Brass Dragon, JuvenileCR 8

Always CG Medium Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +19, Spot +19

Languages Draconic; speak with animals

AC 22, touch 10, flat-footed 22
(+12 natural)

hp 110 (13 HD)

Immune fire, sleep and paralysis

Fort +10, Ref +8, Will +9

Weakness vulnerability to cold

Speed 60 ft., burrow 30 ft., fly 200 ft. (poor)

Melee Bite +17 (1d8+3) and 2 Claws +15 (1d6+1) and 2 Wings +14 (1d4+1)

Space 5 ft.; Reach 5 ft.

Base Atk +13; Grp +16

Special Actions breath weapon (30 ft. cone of sleep or 60 ft. line of fire 4d6, DC 18)

Spell-like Abilities (CL 4):

At will—speak with animals

3/day—endure elements (radius 40 ft.)

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 3):

()—

Abilities Str 17, Dex 10, Con 15, Int 12, Wis 13, Cha 12

Feats Alertness, Multiattack, Improved Initiative, Weapon Focus (bite), Weapon Focus (claw)

Skills Bluff +6, Concentration +8, Diplomacy +6, Escape Artist +5, Gather Information +6, Intimidate +7, Knowledge (any 1) +17, Listen +19, Search +17, Sense Motive +7, Spot +19, Survival +6, Use Magic Device +6

Advancement 14-15 HD (Medium)

Level adjustment +4

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A brass dragon has two types of breath weapon, a line of fire and a cone of sleep . Creatures within the cone must succeed on a Will save or fall asleep, regardless of HD, for 1d6 rounds plus 1 round per age category of the dragon.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Bluff, Gather Information, and Survival are considered class skills for brass dragons.

Brass Dragon, Young adultCR 10

Always CG Large Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +23, Spot +23

Aura frightful presence (DC 20)

Languages Draconic; speak with animals

AC 24, touch 9, flat-footed 24
(−1 size, +15 natural)

hp 152 (16 HD); DR 5/magic

Immune fire, sleep, paralysis

SR 18

Fort +13, Ref +10, Will +12

Weakness vulnerability to cold

Speed 60 ft., burrow 30 ft., fly 200 ft. (poor)

Melee Bite +20 (2d6+4) and 2 Claws +18 (1d8+2) and 2 Wings +17 (1d6+2) and Tail Slap +17 (1d8+6)

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Base Atk +16; Grp +24

Special Actions breath weapon (40 ft. cone of sleep or 80 ft. line of fire 5d6, DC 21)

Spell-like Abilities (CL 5):

At will—speak with animals

3/day—endure elements (radius 50 ft.)

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 5):

()—

Abilities Str 19, Dex 10, Con 17, Int 14, Wis 15, Cha 14

Feats Alertness, Multiattack, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Bluff +10, Concentration +11, Diplomacy +10, Escape Artist +8, Gather Information +10, Intimidate +10, Knowledge (any 2) +21, Listen +23, Search +21, Sense Motive +10, Spot +23, Survival +10, Use Magic Device +10

Advancement 17-18 HD (Large)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A brass dragon has two types of breath weapon, a line of fire and a cone of sleep . Creatures within the cone must succeed on a Will save or fall asleep, regardless of HD, for 1d6 rounds plus 1 round per age category of the dragon.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Bluff, Gather Information, and Survival are considered class skills for brass dragons.

Brass Dragon, AdultCR 12

Always CG Large Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +26, Spot +26

Aura frightful presence (DC 21)

Languages Draconic; speak with animals

AC 27, touch 9, flat-footed 27
(−1 size, +18 natural)

hp 199 (19 HD); DR 5/magic

Immune fire, sleep, paralysis

SR 20

Fort +15, Ref +11, Will +13

Weakness vulnerability to cold

Speed 60 ft., burrow 30 ft., fly 200 ft. (poor)

Melee Bite +25 (2d6+6) and 2 Claws +23 (1d8+3) and 2 Wings +22 (1d6+3) and Tail Slap +22 (1d8+9)

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Base Atk +19; Grp +29

Special Actions breath weapon (40 ft. cone of sleep or 80 ft. line of fire 6d6, DC 23)

Spell-like Abilities (CL 7):

At will—speak with animals

3/day—endure elements (radius 60 ft.), suggestion (DC 15)

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 7):

()—

Abilities Str 23, Dex 10, Con 19, Int 14, Wis 15, Cha 14

Feats Alertness, Empower Spell, Multiattack, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Bluff +11, Concentration +14, Diplomacy +11, Escape Artist +9, Gather Information +11, Intimidate +12, Knowledge (any 2) +24, Listen +26, Search +24, Sense Motive +12, Spot +26, Survival +11, Use Magic Device +11

Advancement 20-21 HD (Large)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A brass dragon has two types of breath weapon, a line of fire and a cone of sleep . Creatures within the cone must succeed on a Will save or fall asleep, regardless of HD, for 1d6 rounds plus 1 round per age category of the dragon.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Bluff, Gather Information, and Survival are considered class skills for brass dragons.

Brass Dragon, Mature adultCR 15

Always CG Huge Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +30, Spot +30

Aura frightful presence (DC 24)

Languages Draconic; speak with animals

AC 29, touch 8, flat-footed 29
(−2 size, +21 natural)

hp 253 (22 HD); DR 10/magic

Immune fire, sleep, paralysis

SR 22

Fort +18, Ref +13, Will +16

Weakness vulnerability to cold

Speed 60 ft., burrow 30 ft., fly 200 ft. (poor)

Melee Bite +29 (2d8+8) and 2 Claws +27 (2d6+4) and 2 Wings +26 (1d8+4) and Tail Slap +26 (2d6+12)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +22; Grp +38

Special Actions breath weapon (50 ft. cone of sleep or 100 ft. line of fire 7d6, DC 26), crush 2d8+12 (DC 26)

Spell-like Abilities (CL 9):

At will—speak with animals

3/day—endure elements (radius 70 ft.), suggestion (DC 16)

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 9):

()—

Abilities Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16

SQ endure elements

Feats Alertness, Empower Spell, Flyby Attack, Multiattack, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Bluff +16, Concentration +18, Diplomacy +16, Escape Artist +13, Gather Information +16, Intimidate +16, Knowledge (any 2) +28, Listen +30, Search +28, Sense Motive +16, Spot +30, Survival +16, Use Magic Device +16

Advancement 23-24 HD (Huge)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A brass dragon has two types of breath weapon, a line of fire and a cone of sleep . Creatures within the cone must succeed on a Will save or fall asleep, regardless of HD, for 1d6 rounds plus 1 round per age category of the dragon.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Bluff, Gather Information, and Survival are considered class skills for brass dragons.

Brass Dragon, OldCR 17

Always CG Huge Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +33, Spot +33

Aura frightful presence (DC 25)

Languages Draconic; speak with animals

AC 32, touch 8, flat-footed 32
(−2 size, +24 natural)

hp 287 (25 HD); DR 10/magic

Immune fire, sleep, paralysis

SR 24

Fort +19, Ref +14, Will +17

Weakness vulnerability to cold

Speed 60 ft., burrow 30 ft., fly 200 ft. (poor)

Melee Bite +33 (2d8+9) and 2 Claws +31 (2d6+4) and 2 Wings +30 (1d8+4) and Tail Slap +30 (2d6+13)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +25; Grp +42

Special Actions breath weapon (50 ft. cone of sleep or 100 ft. line of fire 8d6, DC 27), crush 2d8+13 (DC 27)

Spell-like Abilities (CL 11):

At will—speak with animals

3/day—endure elements (radius 80 ft.), suggestion, control winds

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 11):

()—

Abilities Str 29, Dex 10, Con 21, Int 16, Wis 17, Cha 16

Feats Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Bluff +17, Concentration +20, Diplomacy +18, Escape Artist +14, Gather Information +17, Intimidate +18, Knowledge (any 2) +31, Listen +33, Search +31, Sense Motive +18, Spot +33, Survival +17, Use Magic Device +17

Advancement 26-27 HD (Huge)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A brass dragon has two types of breath weapon, a line of fire and a cone of sleep . Creatures within the cone must succeed on a Will save or fall asleep, regardless of HD, for 1d6 rounds plus 1 round per age category of the dragon.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Bluff, Gather Information, and Survival are considered class skills for brass dragons.

Brass Dragon, Very oldCR 19

Always CG Huge Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +37, Spot +37

Aura frightful presence (DC 28)

Languages Draconic; speak with animals

AC 35, touch 8, flat-footed 35
(−2 size, +27 natural)

hp 350 (28 HD); DR 15/magic

Immune fire, sleep, paralysis

SR 25

Fort +22, Ref +16, Will +20

Weakness vulnerability to cold

Speed 60 ft., burrow 30 ft., fly 200 ft. (poor)

Melee Bite +37 (2d8+10) and 2 Claws +35 (2d6+5) and 2 Wings +34 (1d8+5) and Tail Slap +34 (2d6+15)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +28; Grp +46

Special Actions breath weapon (50 ft. cone of sleep or 100 ft. line of fire 9d6, DC 30), crush 2d8+15 (DC 30)

Spell-like Abilities (CL 13):

At will—speak with animals

3/day—endure elements (radius 90 ft.), suggestion, control winds

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 13):

()—

Abilities Str 31, Dex 10, Con 23, Int 18, Wis 19, Cha 18

Feats Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Bluff +23, Concentration +25, Diplomacy +23, Escape Artist +19, Gather Information +23, Intimidate +23, Knowledge (any 2) +35, Listen +37, Search +35, Sense Motive +23, Spot +37, Survival +22, Use Magic Device +23

Advancement 29-30 HD (Huge)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A brass dragon has two types of breath weapon, a line of fire and a cone of sleep . Creatures within the cone must succeed on a Will save or fall asleep, regardless of HD, for 1d6 rounds plus 1 round per age category of the dragon.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Bluff, Gather Information, and Survival are considered class skills for brass dragons.

Brass Dragon, AncientCR 20

Always CG Huge Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +40, Spot +40

Aura frightful presence (DC 29)

Languages Draconic; speak with animals

AC 38, touch 8, flat-footed 38
(−2 size, +30 natural)

hp 387 (31 HD); DR 15/magic

Immune fire, sleep, paralysis

SR 27

Fort +23, Ref +17, Will +21

Weakness vulnerability to cold

Speed 60 ft., burrow 30 ft., fly 200 ft. (poor)

Melee Bite +41 (2d8+11) and 2 Claws +39 (2d6+5) and 2 Wings +38 (1d8+5) and Tail Slap +38 (2d6+16)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +31; Grp +50

Special Actions Snatch, breath weapon (50 ft. cone of sleep or 100 ft. line of fire 10d6, DC 31), crush 2d8+16 (DC 31)

Spell-like Abilities (CL 15):

At will—speak with animals

3/day—endure elements (radius 100 ft.), suggestion (DC 17), control winds, control weather

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL ):

()—

Abilities Str 33, Dex 10, Con 23, Int 18, Wis 19, Cha 18

Feats Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Bluff +24, Concentration +27, Diplomacy +25, Escape Artist +21, Gather Information +24, Intimidate +25, Knowledge (any 2) +38, Listen +40, Search +38, Sense Motive +25, Spot +40, Survival +24, Use Magic Device +25

Advancement 32-33 HD (Huge)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A brass dragon has two types of breath weapon, a line of fire and a cone of sleep . Creatures within the cone must succeed on a Will save or fall asleep, regardless of HD, for 1d6 rounds plus 1 round per age category of the dragon.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Bluff, Gather Information, and Survival are considered class skills for brass dragons.

Brass Dragon, WyrmCR 21

Always CG Gargantuan Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +44, Spot +44

Aura frightful presence (DC 32)

Languages Draconic; speak with animals

AC 39, touch 6, flat-footed 39
(−4 size, +33 natural)

hp 459 (34 HD); DR 20/magic

Immune fire, sleep, paralysis

SR 28

Fort +26, Ref +19, Will +24

Weakness vulnerability to cold

Speed 60 ft., burrow 30 ft., fly 250 ft. (clumsy)

Melee Bite +43 (4d6+12) and 2 Claws +41 (2d8+6) and 2 Wings +40 (2d6+6) and Tail Slap +40 (2d8+18)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Base Atk +34; Grp +58

Special Actions Snatch, breath weapon (60 ft. cone of sleep or 120 ft. line of fire 11d6, DC 34), crush 4d6+18 (DC 34), tail sweep 2d6+18 (DC 34)

Spell-like Abilities (CL 17):

At will—speak with animals

3/day—endure elements (radius 110 ft.), suggestion (DC 18), control winds, control weather

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL ):

()—

Abilities Str 35, Dex 10, Con 25, Int 20, Wis 21, Cha 20

Feats Alertness, Blind-Fight, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Bluff +31, Concentration +33, Diplomacy +31, Escape Artist +26, Gather Information +31, Intimidate +31, Knowledge (any 2) +42, Listen +44, Search +42, Sense Motive +31, Spot +44, Survival +30, Use Magic Device +31

Advancement 35-36 HD (Gargantuan)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A brass dragon has two types of breath weapon, a line of fire and a cone of sleep . Creatures within the cone must succeed on a Will save or fall asleep, regardless of HD, for 1d6 rounds plus 1 round per age category of the dragon.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Tail Sweep (Ex) This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon).

Skills Bluff, Gather Information, and Survival are considered class skills for brass dragons.

Brass Dragon, Great wyrmCR 23

Always CG Gargantuan Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +47, Spot +47

Aura frightful presence (DC 33)

Languages Draconic; speak with animals

AC 42, touch 6, flat-footed 42
(−4 size, +36 natural)

hp 536 (37 HD); DR 20/magic

Immune fire, sleep, paralysis

SR 30

Fort +28, Ref +20, Will +25

Weakness vulnerability to cold

Speed 60 ft., burrow 30 ft., fly 250 ft. (clumsy)

Melee Bite +47 (4d6+13) and 2 Claws +45 (2d8+6) and 2 Wings +44 (2d6+6) and Tail Slap +44 (2d8+19)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Base Atk +37; Grp +62

Special Actions Snatch, breath weapon (60 ft. cone of sleep or 120 ft. line of fire 12d6, DC 36), crush 4d6+19 (DC 36), tail sweep 2d6+19 (DC 36)

Spell-like Abilities (CL 19):

At will—speak with animals

3/day—endure elements (radius 120 ft.), suggestion (DC 18), control winds, control weather

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 19):

()—

Abilities Str 37, Dex 10, Con 27, Int 20, Wis 21, Cha 20

Feats Alertness, Blind-Fight, Cleave, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Bluff +33, Concentration +36, Diplomacy +33, Escape Artist +28, Gather Information +33, Intimidate +33, Knowledge (any 2) +45, Listen +47, Search +45, Sense Motive +33, Spot +47, Survival +33, Use Magic Device +33

Advancement 38+ HD (Gargantuan)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A brass dragon has two types of breath weapon, a line of fire and a cone of sleep . Creatures within the cone must succeed on a Will save or fall asleep, regardless of HD, for 1d6 rounds plus 1 round per age category of the dragon.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Summon Djinni (Sp) This ability, usable by a great wyrm brass dragon, works like a summon monster spell, except that it summons one djinni. This ability is the equivalent of a 7th-level spell.

Tail Sweep (Ex) This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon).

Skills Bluff, Gather Information, and Survival are considered class skills for brass dragons.

Bronze Dragon, WyrmlingCR 3

Always LG Small Dragon (Water)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +13, Spot +13

Languages Draconic; speak with animals

AC 16, touch 11, flat-footed 16
(+1 size, +5 natural)

hp 45 (6 HD)

Immune electricity, sleep, paralysis

Fort +6, Ref +5, Will +7

Speed 40 ft., fly 100 ft. (average), swim 60 ft.

Melee Bite +8 (1d6+1) and 2 Claws +6 (1d4)

Space 5 ft.; Reach 5 ft.

Base Atk +6; Grp +3

Special Actions breath weapon (20 ft. cone of repulsion gas or 40 ft. line of lightning 2d6, DC 14)

Spell-like Abilities (CL 1):

At will—speak with animals

The save DCs are Charisma-based

Abilities Str 13, Dex 10, Con 13, Int 14, Wis 15, Cha 14

SQ water breathing

Feats Alertness, Multiattack, Improved Initiative

Skills Concentration +5, Diplomacy +6, Disguise +6, Escape Artist +4, Intimidate +6, Knowledge (any 1) +11, Listen +13, Search +11, Sense Motive +6, Spot +13, Survival +6, Swim +5, Use Magic Device +6

Advancement 7-8 HD (Small)

Level adjustment +4

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) Bronze dragons have two types of breath weapon, a line of lightning and a cone of repulsion gas. Creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category of the dragon. This is a mind-affecting compulsion enchantment effect.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Disguise, Swim, and Survival are considered class skills for bronze dragons.

Bronze Dragon, Very youngCR 5

Always LG Medium Dragon (Water)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +16, Spot +16

Languages Draconic; speak with animals

AC 18, touch 10, flat-footed 18
(+8 natural)

hp 76 (9 HD)

Immune electricity, sleep, paralysis

Fort +8, Ref +6, Will +8

Speed 40 ft., fly 150 ft. (poor), swim 60 ft.

Melee Bite +12 (1d8+2) and 2 Claws +9 (1d6+1) and 2 Wings +9 (1d4+1)

Space 5 ft.; Reach 5 ft.

Base Atk +9; Grp +11

Special Actions breath weapon (30 ft. cone of repulsion gas or 60 ft. line of lightning 4d6, DC 16)

Spell-like Abilities (CL 2):

At will—speak with animals

The save DCs are Charisma-based

Abilities Str 15, Dex 10, Con 15, Int 14, Wis 15, Cha 14

SQ water breathing

Feats Alertness, Multiattack, Improved Initiative, Weapon Focus (bite)

Skills Concentration +8, Diplomacy +7, Disguise +7, Escape Artist +5, Intimidate +7, Knowledge (any 2) +14, Listen +16, Search +14, Sense Motive +7, Spot +16, Survival +7, Swim +7, Use Magic Device +7

Advancement 10-11 HD (Medium)

Level adjustment +4

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) Bronze dragons have two types of breath weapon, a line of lightning and a cone of repulsion gas. Creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category of the dragon. This is a mind-affecting compulsion enchantment effect.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Disguise, Swim, and Survival are considered class skills for bronze dragons.

Bronze Dragon, YoungCR 7

Always LG Medium Dragon (Water)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +20, Spot +20

Languages Draconic; speak with animals

AC 21, touch 10, flat-footed 21
(+11 natural)

hp 102 (12 HD)

Immune electricity, sleep, paralysis

Fort +10, Ref +8, Will +11

Speed 40 ft., fly 150 ft. (poor), swim 60 ft.

Melee Bite +16 (1d8+3) and 2 Claws +14 (1d6+1) and 2 Wings +13 (1d4+1)

Space 5 ft.; Reach 5 ft.

Base Atk +12; Grp +15

Special Actions breath weapon (30 ft. cone of repulsion gas or 60 ft. line of lightning 6d6, DC 18), alternate form

Spell-like Abilities (CL 3):

At will—speak with animals

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 1):

()—

Abilities Str 17, Dex 10, Con 15, Int 16, Wis 17, Cha 16

SQ water breathing

Feats Alertness, Multiattack, Improved Initiative, Weapon Focus (bite), Weapon Focus (claw)

Skills Concentration +10, Diplomacy +11, Disguise +11, Escape Artist +8, Intimidate +11, Knowledge (any 2) +18, Listen +20, Search +18, Sense Motive +11, Spot +20, Survival +10, Swim +11, Use Magic Device +11

Advancement 13-14 HD (Medium)

Level adjustment +6

Alternate Form (Su) The dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) Bronze dragons have two types of breath weapon, a line of lightning and a cone of repulsion gas. Creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category of the dragon. This is a mind-affecting compulsion enchantment effect.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Disguise, Swim, and Survival are considered class skills for bronze dragons.

Bronze Dragon, JuvenileCR 9

Always LG Large Dragon (Water)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +24, Spot +24

Languages Draconic; speak with animals

AC 23, touch 9, flat-footed 23
(−1 size, +14 natural)

hp 142 (15 HD)

Immune electricity, sleep, paralysis

Fort +12, Ref +9, Will +13

Speed 40 ft., fly 150 ft. (poor), swim 60 ft.

Melee Bite +19 (2d6+4) and 2 Claws +17 (1d8+2) and 2 Wings +16 (1d6+2) and Tail Slap +16 (1d8+6)

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Base Atk +15; Grp +23

Special Actions breath weapon (40 ft. cone of repulsion gas or 80 ft. line of lightning 8d6, DC 20), alternate form

Spell-like Abilities (CL 4):

At will—speak with animals

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 3):

()—

Abilities Str 19, Dex 10, Con 17, Int 18, Wis 19, Cha 18

SQ water breathing

Feats Alertness, Multiattack, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Concentration +14, Diplomacy +15, Disguise +15, Escape Artist +11, Intimidate +15, Knowledge (any 2) +22, Listen +24, Search +22, Sense Motive +15, Spot +24, Survival +15, Swim +15, Use Magic Device +15

Advancement 16-17 HD (Large)

Alternate Form (Su) The dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) Bronze dragons have two types of breath weapon, a line of lightning and a cone of repulsion gas. Creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category of the dragon. This is a mind-affecting compulsion enchantment effect.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Disguise, Swim, and Survival are considered class skills for bronze dragons.

Bronze Dragon, Young adultCR 12

Always LG Large Dragon (Water)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +27, Spot +27

Aura frightful presence (DC 23)

Languages Draconic; speak with animals

AC 26, touch 9, flat-footed 26
(−1 size, +17 natural)

hp 189 (18 HD); DR 5/magic

Immune electricity, sleep, paralysis

SR 20

Fort +15, Ref +11, Will +15

Speed 40 ft., fly 150 ft. (poor), swim 60 ft.

Melee Bite +24 (2d6+6) and 2 Claws +22 (1d8+3) and 2 Wings +21 (1d6+3) and Tail Slap +21 (1d8+9)

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Base Atk +18; Grp +28

Special Actions breath weapon (40 ft. cone of repulsion gas or 80 ft. line of lightning 10d6, DC 23), alternate form

Spell-like Abilities (CL 5):

At will—speak with animals

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 5):

()—

Abilities Str 23, Dex 10, Con 19, Int 18, Wis 19, Cha 18

SQ water breathing

Feats Alertness, Empower Spell, Multiattack, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Concentration +17, Diplomacy +17, Disguise +17, Escape Artist +13, Intimidate +17, Knowledge (any 2) +25, Listen +27, Search +25, Sense Motive +17, Spot +27, Survival +16, Swim +19, Use Magic Device +17

Advancement 19-20 HD (Large)

Alternate Form (Su) The dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) Bronze dragons have two types of breath weapon, a line of lightning and a cone of repulsion gas. Creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category of the dragon. This is a mind-affecting compulsion enchantment effect.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Disguise, Swim, and Survival are considered class skills for bronze dragons.

Bronze Dragon, AdultCR 15

Always LG Huge Dragon (Water)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +31, Spot +31

Aura frightful presence (DC 25)

Languages Draconic; speak with animals

AC 28, touch 8, flat-footed 28
(−2 size, +20 natural)

hp 241 (21 HD); DR 5/magic

Immune electricity, sleep, paralysis

SR 22

Fort +17, Ref +12, Will +17

Speed 40 ft., fly 150 ft. (poor), swim 60 ft.

Melee Bite +28 (2d8+8) and 2 Claws +26 (2d6+4) and 2 Wings +25 (1d8+4) and Tail Slap +25 (2d6+12)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +21; Grp +37

Special Actions breath weapon (50 ft. cone of repulsion gas or 100 ft. line of lightning 12d6, DC 25), crush 2d8+12 (DC 25), alternate form

Spell-like Abilities (CL 7):

At will—speak with animals

3/day—create food and water, fog cloud

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 7):

()—

Abilities Str 27, Dex 10, Con 21, Int 20, Wis 21, Cha 20

SQ water breathing

Feats Alertness, Empower Spell, Flyby Attack, Multiattack, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Concentration +22, Diplomacy +22, Disguise +22, Escape Artist +17, Intimidate +22, Knowledge (any 2) +29, Listen +31, Search +29, Sense Motive +22, Spot +31, Survival +21, Swim +25, Use Magic Device +22

Advancement 22-23 HD (Huge)

Alternate Form (Su) The dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) Bronze dragons have two types of breath weapon, a line of lightning and a cone of repulsion gas. Creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category of the dragon. This is a mind-affecting compulsion enchantment effect.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Disguise, Swim, and Survival are considered class skills for bronze dragons.

Bronze Dragon, Mature adultCR 17

Always LG Huge Dragon (Water)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +34, Spot +34

Aura frightful presence (DC 27)

Languages Draconic; speak with animals

AC 31, touch 8, flat-footed 31
(−2 size, +23 natural)

hp 276 (24 HD); DR 10/magic

Immune electricity, sleep, paralysis

SR 23

Fort +19, Ref +14, Will +19

Speed 40 ft., fly 150 ft. (poor), swim 60 ft.

Melee Bite +32 (2d8+9) and 2 Claws +30 (2d6+4) and 2 Wings +29 (1d8+4) and Tail Slap +29 (2d6+13)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +24; Grp +41

Special Actions breath weapon (50 ft. cone of repulsion gas or 100 ft. line of lightning 14d6, DC 27), crush 2d8+13 (DC 27), alternate form

Spell-like Abilities (CL 9):

At will—speak with animals

3/day—create food and water, fog cloud

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 9):

()—

Abilities Str 29, Dex 10, Con 21, Int 20, Wis 21, Cha 20

SQ water breathing

Feats Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Concentration +24, Diplomacy +24, Disguise +24, Escape Artist +19, Intimidate +24, Knowledge (any 2) +32, Listen +34, Search +32, Sense Motive +24, Spot +34, Survival +24, Swim +28, Use Magic Device +24

Advancement 25-26 HD (Huge)

Alternate Form (Su) The dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) Bronze dragons have two types of breath weapon, a line of lightning and a cone of repulsion gas. Creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category of the dragon. This is a mind-affecting compulsion enchantment effect.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Disguise, Swim, and Survival are considered class skills for bronze dragons.

Bronze Dragon, OldCR 19

Always LG Huge Dragon (Water)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +38, Spot +38

Aura frightful presence (DC 29)

Languages Draconic; speak with animals

AC 34, touch 8, flat-footed 34
(−2 size, +26 natural)

hp 337 (27 HD); DR 10/magic

Immune electricity, sleep, paralysis

SR 25

Fort +21, Ref +15, Will +21

Speed 40 ft., fly 150 ft. (poor), swim 60 ft.

Melee Bite +36 (2d8+10) and 2 Claws +34 (2d6+5) and 2 Wings +33 (1d8+5) and Tail Slap +33 (2d6+15)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +27; Grp +45

Special Actions breath weapon (50 ft. cone of repulsion gas or 100 ft. line of lightning 16d6, DC 29), crush 2d8+15 (DC 29), alternate form

Spell-like Abilities (CL 11):

At will—speak with animals

3/day—create food and water, fog cloud, detect thoughts

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 11):

()—

Abilities Str 31, Dex 10, Con 23, Int 22, Wis 23, Cha 22

SQ water breathing

Feats Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Concentration +30, Diplomacy +30, Disguise +30, Escape Artist +24, Intimidate +30, Knowledge (any 2) +36, Listen +38, Search +36, Sense Motive +30, Spot +38, Survival +29, Swim +33, Use Magic Device +30

Advancement 28-29 HD (Huge)

Alternate Form (Su) The dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) Bronze dragons have two types of breath weapon, a line of lightning and a cone of repulsion gas. Creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category of the dragon. This is a mind-affecting compulsion enchantment effect.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Disguise, Swim, and Survival are considered class skills for bronze dragons.

Bronze Dragon, Very oldCR 20

Always LG Huge Dragon (Water)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +41, Spot +41

Aura frightful presence (DC 31)

Languages Draconic; speak with animals

AC 37, touch 8, flat-footed 37
(−2 size, +29 natural)

hp 375 (30 HD); DR 15/magic

Immune electricity, sleep, paralysis

SR 26

Fort +23, Ref +17, Will +23

Speed 40 ft., fly 150 ft. (poor), swim 60 ft.

Melee Bite +40 (2d8+11) and 2 Claws +38 (2d6+5) and 2 Wings +37 (1d8+5) and Tail Slap +37 (2d6+16)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +30; Grp +49

Special Actions Snatch, breath weapon (50 ft. cone of repulsion gas or 100 ft. line of lightning 18d6, DC 31), crush 2d8+16 (DC 31), alternate form

Spell-like Abilities (CL 13):

At will—speak with animals

3/day—create food and water, fog cloud, detect thoughts

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 13):

()—

Abilities Str 33, Dex 10, Con 23, Int 22, Wis 23, Cha 22

SQ water breathing

Feats Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Concentration +32, Diplomacy +32, Disguise +32, Escape Artist +26, Intimidate +32, Knowledge (any 2) +39, Listen +41, Search +39, Sense Motive +32, Spot +41, Survival +32, Swim +37, Use Magic Device +32

Advancement 31-32 HD (Huge)

Alternate Form (Su) The dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) Bronze dragons have two types of breath weapon, a line of lightning and a cone of repulsion gas. Creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category of the dragon. This is a mind-affecting compulsion enchantment effect.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Disguise, Swim, and Survival are considered class skills for bronze dragons.

Bronze Dragon, AncientCR 22

Always LG Gargantuan Dragon (Water)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +45, Spot +45

Aura frightful presence (DC 33)

Languages Draconic; speak with animals

AC 38, touch 6, flat-footed 38
(−4 size, +32 natural)

hp 445 (33 HD); DR 15/magic

Immune electricity, sleep, paralysis

SR 28

Fort +25, Ref +18, Will +25

Speed 40 ft., fly 200 ft. (clumsy), swim 60 ft.

Melee Bite +42 (4d6+12) and 2 Claws +40 (2d8+6) and 2 Wings +39 (2d6+6) and Tail Slap +39 (2d8+18)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Base Atk +33; Grp +57

Special Actions Snatch, breath weapon (60 ft. cone of repulsion gas or 120 ft. line of lightning 20d6, DC 33), crush 4d6+18 (DC 33), tail sweep 2d6+18 (DC 33), alternate form

Spell-like Abilities (CL 15):

At will—speak with animals

3/day—create food and water, fog cloud, detect thoughts, control water

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 15):

()—

Abilities Str 35, Dex 10, Con 25, Int 24, Wis 25, Cha 24

SQ water breathing

Feats Alertness, Blind-Fight, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Concentration +39, Diplomacy +39, Disguise +39, Escape Artist +32, Intimidate +39, Knowledge (any 3) +43, Listen +45, Search +43, Sense Motive +39, Spot +45, Survival +38, Swim +43, Use Magic Device +39

Advancement 34-35 HD (Gargantuan)

Alternate Form (Su) The dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) Bronze dragons have two types of breath weapon, a line of lightning and a cone of repulsion gas. Creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category of the dragon. This is a mind-affecting compulsion enchantment effect.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Tail Sweep (Ex) This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon).

Water Breathing (Ex) A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Disguise, Swim, and Survival are considered class skills for bronze dragons.

Bronze Dragon, WyrmCR 23

Always LG Gargantuan Dragon (Water)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +49, Spot +49

Aura frightful presence (DC 36)

Languages Draconic; speak with animals

AC 41, touch 6, flat-footed 41
(−4 size, +35 natural)

hp 522 (36 HD); DR 20/magic

Immune electricity, sleep, paralysis

SR 29

Fort +28, Ref +20, Will +28

Speed 40 ft., fly 200 ft. (clumsy), swim 60 ft.

Melee Bite +46 (4d6+13) and 2 Claws +44 (2d8+6) and 2 Wings +43 (2d6+6) and Tail Slap +43 (2d8+19)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Base Atk +36; Grp +61

Special Actions Snatch, breath weapon (60 ft. cone of repulsion gas or 120 ft. line of lightning 22d6, DC 36), crush 4d6+19 (DC 36), tail sweep 2d6+19 (DC 36), alternate form

Spell-like Abilities (CL 17):

At will—speak with animals

3/day—create food and water, fog cloud, detect thoughts, control water

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 17):

()—

Abilities Str 37, Dex 10, Con 27, Int 26, Wis 27, Cha 26

SQ water breathing

Feats Alertness, Blind-Fight, Cleave, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Concentration +46, Diplomacy +46, Disguise +46, Escape Artist +38, Intimidate +46, Knowledge (any 3) +47, Listen +49, Search +47, Sense Motive +46, Spot +49, Survival +46, Swim +51, Use Magic Device +46

Advancement 37-38 HD (Gargantuan)

Alternate Form (Su) The dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) Bronze dragons have two types of breath weapon, a line of lightning and a cone of repulsion gas. Creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category of the dragon. This is a mind-affecting compulsion enchantment effect.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Tail Sweep (Ex) This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon).

Water Breathing (Ex) A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Disguise, Swim, and Survival are considered class skills for bronze dragons.

Bronze Dragon, Great wyrmCR 25

Always LG Gargantuan Dragon (Water)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +52, Spot +52

Aura frightful presence (DC 37)

Languages Draconic; speak with animals

AC 44, touch 6, flat-footed 44
(−4 size, +38 natural)

hp 565 (39 HD); DR 20/magic

Immune electricity, sleep, paralysis

SR 31

Fort +29, Ref +21, Will +29

Speed 40 ft., fly 200 ft. (clumsy), swim 60 ft.

Melee Bite +50 (4d6+14) and 2 Claws +48 (2d8+7) and 2 Wings +47 (2d6+7) and Tail Slap +47 (2d8+21)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Base Atk +39; Grp +65

Special Actions Snatch, breath weapon (60 ft. cone of repulsion gas or 120 ft. line of lightning 24d6, DC 37), crush 4d6+21 (DC 37), tail sweep 2d6+21 (DC 37), alternate form

Spell-like Abilities (CL 19):

At will—speak with animals

3/day—create food and water, fog cloud, detect thoughts, control water

1/day—control weather

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 19):

()—

Abilities Str 39, Dex 10, Con 27, Int 26, Wis 27, Cha 26

SQ water breathing

Feats Alertness, Blind-Fight, Cleave, Combat Reflexes, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Concentration +49, Diplomacy +49, Disguise +49, Escape Artist +41, Intimidate +49, Knowledge (any 3) +50, Listen +52, Search +50, Sense Motive +49, Spot +52, Survival +48, Swim +55, Use Magic Device +49

Advancement 40+ HD (Gargantuan)

Alternate Form (Su) The dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) Bronze dragons have two types of breath weapon, a line of lightning and a cone of repulsion gas. Creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category of the dragon. This is a mind-affecting compulsion enchantment effect.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Tail Sweep (Ex) This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon).

Water Breathing (Ex) A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills Disguise, Swim, and Survival are considered class skills for bronze dragons.

Copper Dragon, WyrmlingCR 3

Always CG Tiny Dragon (Earth)

Init +0; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +11, Spot +11

Languages Draconic

AC 16, touch 12, flat-footed 16
(+2 size, +4 natural)

hp 37 (5 HD)

Immune acid, sleep, paralysis

Fort +5, Ref +4, Will +5

Speed 40 ft., fly 100 ft. (average)

Melee Bite +7 (1d4) and 2 Claws +5 (1d3)

Space 2-1/2 ft.; Reach 0 ft. (5 ft. with bite)

Base Atk +5; Grp −3

Special Actions breath weapon (15 ft. cone of slow gas or 30 ft. line of acid 2d4, DC 13)

Abilities Str 11, Dex 10, Con 13, Int 12, Wis 13, Cha 12

SQ spider climb

Feats Alertness, Multiattack

Skills Bluff +4, Concentration +4, Diplomacy +4, Escape Artist +3, Hide +10, Intimidate +4, Jump +2, Knowledge (any 1) +8, Listen +11, Search +9, Sense Motive +4, Spot +11, Use Magic Device +4

Advancement 6-7 HD (Tiny)

Level adjustment +2

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A copper dragon has two types of breath weapon, a line of acid and a cone of slow gas. Creatures within the cone must succeed on a Fortitude save or be slowed for 1d6 rounds plus 1 round per age category of the dragon.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Spider Climb (Ex) A copper dragon can climb on stone surfaces as though using the spider climb spell.

Skills Bluff, Hide, and Jump are considered class skills for copper dragons.

Copper Dragon, Very youngCR 5

Always CG Small Dragon (Earth)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +14, Spot +14

Languages Draconic

AC 18, touch 11, flat-footed 18
(+1 size, +7 natural)

hp 60 (8 HD)

Immune acid, sleep, paralysis

Fort +7, Ref +6, Will +7

Speed 40 ft., fly 100 ft. (average)

Melee Bite +10 (1d6+1) and 2 Claws +8 (1d4)

Space 5 ft.; Reach 5 ft.

Base Atk +8; Grp +5

Special Actions breath weapon (20 ft. cone of slow gas or 40 ft. line of acid 4d4, DC 15)

Abilities Str 13, Dex 10, Con 13, Int 12, Wis 13, Cha 12

SQ spider climb

Feats Alertness, Multiattack, Improved Initiative

Skills Bluff +5, Concentration +5, Diplomacy +5, Escape Artist +4, Hide +7, Intimidate +5, Jump +4, Knowledge (any 1) +11, Listen +14, Search +12, Sense Motive +5, Spot +14, Use Magic Device +5

Advancement 9-10 HD (Small)

Level adjustment +3

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A copper dragon has two types of breath weapon, a line of acid and a cone of slow gas. Creatures within the cone must succeed on a Fortitude save or be slowed for 1d6 rounds plus 1 round per age category of the dragon.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Spider Climb (Ex) A copper dragon can climb on stone surfaces as though using the spider climb spell.

Skills Bluff, Hide, and Jump are considered class skills for copper dragons.

Copper Dragon, YoungCR 7

Always CG Medium Dragon (Earth)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +18, Spot +18

Languages Draconic

AC 20, touch 10, flat-footed 20
(+10 natural)

hp 93 (11 HD)

Immune acid, sleep, paralysis

Fort +9, Ref +7, Will +9

Speed 40 ft., fly 150 ft. (poor)

Melee Bite +14 (1d8+2) and 2 Claws +11 (1d6+1) and 2 Wings +11 (1d4+1)

Space 5 ft.; Reach 5 ft.

Base Atk +11; Grp +13

Special Actions breath weapon (30 ft. cone of slow gas or 60 ft. line of acid 6d4, DC 17)

Typical Sorcerer Spells Known (CL 1):

()—

Abilities Str 15, Dex 10, Con 15, Int 14, Wis 15, Cha 14

SQ spider climb

Feats Alertness, Multiattack, Improved Initiative, Weapon Focus (bite)

Skills Bluff +8, Concentration +8, Diplomacy +8, Escape Artist +6, Hide +6, Intimidate +8, Jump +8, Knowledge (any 2) +16, Listen +18, Search +16, Sense Motive +8, Spot +18, Use Magic Device +8

Advancement 12-13 HD (Medium)

Level adjustment +4

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A copper dragon has two types of breath weapon, a line of acid and a cone of slow gas. Creatures within the cone must succeed on a Fortitude save or be slowed for 1d6 rounds plus 1 round per age category of the dragon.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Spider Climb (Ex) A copper dragon can climb on stone surfaces as though using the spider climb spell.

Skills Bluff, Hide, and Jump are considered class skills for copper dragons.

Copper Dragon, JuvenileCR 9

Always CG Medium Dragon (Earth)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +21, Spot +21

Languages Draconic

AC 23, touch 10, flat-footed 23
(+13 natural)

hp 119 (14 HD)

Immune acid, sleep, paralysis

Fort +11, Ref +9, Will +11

Speed 40 ft., fly 150 ft. (poor)

Melee Bite +18 (1d8+3) and 2 Claws +16 (1d6+1) and 2 Wings +15 (1d4+1)

Space 5 ft.; Reach 5 ft.

Base Atk +14; Grp +17

Special Actions breath weapon (30 ft. cone of slow gas or 60 ft. line of acid 8d4, DC 19)

Typical Sorcerer Spells Known (CL 3):

()—

Abilities Str 17, Dex 10, Con 15, Int 14, Wis 15, Cha 14

SQ spider climb

Feats Alertness, Multiattack, Improved Initiative, Weapon Focus (bite), Weapon Focus (claw)

Skills Bluff +9, Concentration +10, Diplomacy +9, Escape Artist +7, Hide +7, Intimidate +10, Jump +10, Knowledge (any 2) +19, Listen +21, Search +19, Sense Motive +9, Spot +21, Use Magic Device +9

Advancement 15-16 HD (Medium)

Level adjustment +4

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A copper dragon has two types of breath weapon, a line of acid and a cone of slow gas. Creatures within the cone must succeed on a Fortitude save or be slowed for 1d6 rounds plus 1 round per age category of the dragon.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Spider Climb (Ex) A copper dragon can climb on stone surfaces as though using the spider climb spell.

Skills Bluff, Hide, and Jump are considered class skills for copper dragons.

Copper Dragon, Young adultCR 11

Always CG Large Dragon (Earth)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +25, Spot +25

Aura frightful presence (DC 21)

Languages Draconic

AC 25, touch 9, flat-footed 25
(−1 size, +16 natural)

hp 161 (17 HD); DR 5/magic

Immune acid, sleep, paralysis

SR 19

Fort +13, Ref +10, Will +13

Speed 40 ft., fly 150 ft. (poor)

Melee Bite +21 (2d6+4) and 2 Claws +19 (1d8+2) and 2 Wings +18 (1d6+2) and Tail Slap +18 (1d8+6)

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Base Atk +17; Grp +25

Special Actions breath weapon (40 ft. cone of slow gas or 80 ft. line of acid 10d4, DC 21)

Typical Sorcerer Spells Known (CL 5):

()—

Abilities Str 19, Dex 10, Con 17, Int 16, Wis 17, Cha 16

SQ spider climb

Feats Alertness, Multiattack, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Bluff +13, Concentration +14, Diplomacy +13, Escape Artist +10, Hide +6, Intimidate +14, Jump +14, Knowledge (any 2) +23, Listen +25, Search +23, Sense Motive +14, Spot +25, Use Magic Device +13

Advancement 18-19 HD (Large)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A copper dragon has two types of breath weapon, a line of acid and a cone of slow gas. Creatures within the cone must succeed on a Fortitude save or be slowed for 1d6 rounds plus 1 round per age category of the dragon.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Spider Climb (Ex) A copper dragon can climb on stone surfaces as though using the spider climb spell.

Skills Bluff, Hide, and Jump are considered class skills for copper dragons.

Copper Dragon, AdultCR 14

Always CG Large Dragon (Earth)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +28, Spot +28

Aura frightful presence (DC 23)

Languages Draconic

AC 28, touch 9, flat-footed 28
(−1 size, +19 natural)

hp 210 (20 HD); DR 5/magic

Immune acid, sleep, paralysis

SR 21

Fort +16, Ref +12, Will +15

Speed 40 ft., fly 150 ft. (poor)

Melee Bite +26 (2d6+6) and 2 Claws +24 (1d8+3) and 2 Wings +23 (1d6+3) and Tail Slap +23 (1d8+9)

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Base Atk +20; Grp +30

Special Actions breath weapon (40 ft. cone of slow gas or 80 ft. line of acid 12d4, DC 24)

Spell-like Abilities (CL 7):

2/day—stone shape

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 7):

()—

Abilities Str 23, Dex 10, Con 19, Int 16, Wis 17, Cha 16

SQ spider climb

Feats Alertness, Empower Spell, Multiattack, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Bluff +15, Concentration +16, Diplomacy +15, Escape Artist +12, Hide +8, Intimidate +15, Jump +18, Knowledge (any 2) +26, Listen +28, Search +26, Sense Motive +15, Spot +28, Use Magic Device +15

Advancement 21-22 HD (Large)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A copper dragon has two types of breath weapon, a line of acid and a cone of slow gas. Creatures within the cone must succeed on a Fortitude save or be slowed for 1d6 rounds plus 1 round per age category of the dragon.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Spider Climb (Ex) A copper dragon can climb on stone surfaces as though using the spider climb spell.

Skills Bluff, Hide, and Jump are considered class skills for copper dragons.

Copper Dragon, Mature adultCR 16

Always CG Huge Dragon (Earth)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +32, Spot +32

Aura frightful presence (DC 25)

Languages Draconic

AC 30, touch 8, flat-footed 30
(−2 size, +22 natural)

hp 264 (23 HD); DR 10/magic

Immune acid, sleep, paralysis

SR 23

Fort +18, Ref +13, Will +17

Speed 40 ft., fly 150 ft. (poor)

Melee Bite +30 (2d8+8) and 2 Claws +28 (2d6+4) and 2 Wings +27 (1d8+4) and Tail Slap +27 (2d6+12)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +23; Grp +39

Special Actions breath weapon (50 ft. cone of slow gas or 100 ft. line of acid 14d4, DC 26), crush 2d8+12 (DC 26)

Spell-like Abilities (CL 9):

2/day—stone shape

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 9):

()—

Abilities Str 27, Dex 10, Con 21, Int 18, Wis 19, Cha 18

SQ spider climb

Feats Alertness, Empower Spell, Flyby Attack, Multiattack, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Bluff +20, Concentration +21, Diplomacy +20, Escape Artist +16, Hide +8, Intimidate +20, Jump +23, Knowledge (any 2) +30, Listen +32, Search +30, Sense Motive +20, Spot +32, Use Magic Device +20

Advancement 24-25 HD (Huge)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A copper dragon has two types of breath weapon, a line of acid and a cone of slow gas. Creatures within the cone must succeed on a Fortitude save or be slowed for 1d6 rounds plus 1 round per age category of the dragon.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Spider Climb (Ex) A copper dragon can climb on stone surfaces as though using the spider climb spell.

Skills Bluff, Hide, and Jump are considered class skills for copper dragons.

Copper Dragon, OldCR 19

Always CG Huge Dragon (Earth)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +35, Spot +35

Aura frightful presence (DC 27)

Languages Draconic

AC 33, touch 8, flat-footed 33
(−2 size, +25 natural)

hp 299 (26 HD); DR 10/magic

Immune acid, sleep, paralysis

SR 25

Fort +20, Ref +15, Will +19

Speed 40 ft., fly 150 ft. (poor)

Melee Bite +34 (2d8+9) and 2 Claws +32 (2d6+4) and 2 Wings +31 (1d8+4) and Tail Slap +31 (2d6+13)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +26; Grp +43

Special Actions breath weapon (50 ft. cone of slow gas or 100 ft. line of acid 16d4, DC 28), crush 2d8+13 (DC 28)

Spell-like Abilities (CL 11):

2/day—stone shape

1/day—transmute rock to mud/mud to rock

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 11):

()—

Abilities Str 29, Dex 10, Con 21, Int 18, Wis 19, Cha 18

SQ spider climb

Feats Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Bluff +21, Concentration +23, Diplomacy +22, Escape Artist +18, Hide +9, Intimidate +22, Jump +26, Knowledge (any 2) +33, Listen +35, Search +33, Sense Motive +22, Spot +35, Use Magic Device +22

Advancement 27-28 HD (Huge)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A copper dragon has two types of breath weapon, a line of acid and a cone of slow gas. Creatures within the cone must succeed on a Fortitude save or be slowed for 1d6 rounds plus 1 round per age category of the dragon.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Spider Climb (Ex) A copper dragon can climb on stone surfaces as though using the spider climb spell.

Skills Bluff, Hide, and Jump are considered class skills for copper dragons.

Copper Dragon, Very oldCR 20

Always CG Huge Dragon (Earth)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +39, Spot +39

Aura frightful presence (DC 29)

Languages Draconic

AC 36, touch 8, flat-footed 36
(−2 size, +28 natural)

hp 362 (29 HD); DR 15/magic

Immune acid, sleep, paralysis

SR 26

Fort +22, Ref +16, Will +21

Speed 40 ft., fly 150 ft. (poor)

Melee Bite +38 (2d8+10) and 2 Claws +36 (2d6+5) and 2 Wings +35 (1d8+5) and Tail Slap +35 (2d6+15)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +29; Grp +47

Special Actions breath weapon (50 ft. cone of slow gas or 100 ft. line of acid 18d4, DC 30), crush 2d8+15 (DC 30)

Spell-like Abilities (CL 13):

2/day—stone shape

1/day—transmute rock to mud/mud to rock

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 13):

()—

Abilities Str 31, Dex 10, Con 23, Int 20, Wis 21, Cha 20

SQ spider climb

Feats Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Bluff +27, Concentration +29, Diplomacy +27, Escape Artist +22, Hide +14, Intimidate +28, Jump +32, Knowledge (any 2) +37, Listen +39, Search +37, Sense Motive +28, Spot +39, Use Magic Device +27

Advancement 30-31 HD (Huge)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A copper dragon has two types of breath weapon, a line of acid and a cone of slow gas. Creatures within the cone must succeed on a Fortitude save or be slowed for 1d6 rounds plus 1 round per age category of the dragon.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Spider Climb (Ex) A copper dragon can climb on stone surfaces as though using the spider climb spell.

Skills Bluff, Hide, and Jump are considered class skills for copper dragons.

Copper Dragon, AncientCR 22

Always CG Huge Dragon (Earth)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +42, Spot +42

Aura frightful presence (DC 31)

Languages Draconic

AC 39, touch 8, flat-footed 39
(−2 size, +31 natural)

hp 400 (32 HD); DR 15/magic

Immune acid, sleep, paralysis

SR 28

Fort +24, Ref +18, Will +23

Speed 40 ft., fly 150 ft. (poor)

Melee Bite +42 (2d8+11) and 2 Claws +40 (2d6+5) and 2 Wings +39 (1d8+5) and Tail Slap +39 (2d6+16)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +32; Grp +51

Special Actions Snatch, breath weapon (50 ft. cone of slow gas or 100 ft. line of acid 20d4, DC 32), crush 2d8+16 (DC 32)

Spell-like Abilities (CL 15):

2/day—stone shape

1/day—transmute rock to mud/mud to rock, wall of stone

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 15):

()—

Abilities Str 33, Dex 10, Con 23, Int 20, Wis 21, Cha 20

SQ spider climb

Feats Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Bluff +29, Concentration +31, Diplomacy +30, Escape Artist +24, Hide +16, Intimidate +30, Jump +35, Knowledge (any 2) +40, Listen +42, Search +40, Sense Motive +30, Spot +42, Use Magic Device +29

Advancement 33-34 HD (Huge)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A copper dragon has two types of breath weapon, a line of acid and a cone of slow gas. Creatures within the cone must succeed on a Fortitude save or be slowed for 1d6 rounds plus 1 round per age category of the dragon.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Spider Climb (Ex) A copper dragon can climb on stone surfaces as though using the spider climb spell.

Skills Bluff, Hide, and Jump are considered class skills for copper dragons.

Copper Dragon, WyrmCR 23

Always CG Gargantuan Dragon (Earth)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +46, Spot +46

Aura frightful presence (DC 33)

Languages Draconic

AC 40, touch 6, flat-footed 40
(−4 size, +34 natural)

hp 472 (35 HD); DR 20/magic

Immune acid, sleep, paralysis

SR 29

Fort +26, Ref +19, Will +25

Speed 40 ft., fly 200 ft. (clumsy)

Melee Bite +44 (4d6+12) and 2 Claws +42 (2d8+6) and 2 Wings +41 (2d6+6) and Tail Slap +41 (2d8+18)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Base Atk +35; Grp +59

Special Actions Snatch, breath weapon (60 ft. cone of slow gas or 120 ft. line of acid 22d4, DC 34), crush 4d6+18 (DC 34), tail sweep 2d6+18 (DC 34)

Spell-like Abilities (CL 17):

2/day—stone shape

1/day—transmute rock to mud/mud to rock, wall of stone

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 17):

()—

Abilities Str 35, Dex 10, Con 25, Int 22, Wis 23, Cha 22

SQ spider climb

Feats Alertness, Blind-Fight, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Bluff +36, Concentration +37, Diplomacy +36, Escape Artist +30, Hide +18, Intimidate +36, Jump +42, Knowledge (any 2) +44, Listen +46, Search +44, Sense Motive +36, Spot +46, Use Magic Device +36

Advancement 36-37 HD (Gargantuan)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A copper dragon has two types of breath weapon, a line of acid and a cone of slow gas. Creatures within the cone must succeed on a Fortitude save or be slowed for 1d6 rounds plus 1 round per age category of the dragon.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Spider Climb (Ex) A copper dragon can climb on stone surfaces as though using the spider climb spell.

Tail Sweep (Ex) This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon).

Skills Bluff, Hide, and Jump are considered class skills for copper dragons.

Copper Dragon, Great wyrmCR 25

Always CG Gargantuan Dragon (Earth)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +49, Spot +49

Aura frightful presence (DC 35)

Languages Draconic

AC 43, touch 6, flat-footed 43
(−4 size, +37 natural)

hp 551 (38 HD); DR 20/magic

Immune acid, sleep, paralysis

SR 31

Fort +29, Ref +21, Will +27

Speed 40 ft., fly 200 ft. (clumsy)

Melee Bite +48 (4d6+13) and 2 Claws +46 (2d8+6) and 2 Wings +45 (2d6+6) and Tail Slap +45 (2d8+19)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Base Atk +38; Grp +63

Special Actions Snatch, breath weapon (60 ft. cone of slow gas or 120 ft. line of acid 24d4, DC 37), crush 4d6+19 (DC 37), tail sweep 2d6+19 (DC 37)

Spell-like Abilities (CL 19):

2/day—stone shape

1/day—transmute rock to mud/mud to rock, wall of stone, move earth

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 19):

()—

Abilities Str 37, Dex 10, Con 27, Int 22, Wis 23, Cha 22

SQ spider climb

Feats Alertness, Blind-Fight, Cleave, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Bluff +38, Concentration +41, Diplomacy +38, Escape Artist +32, Hide +20, Intimidate +39, Jump +45, Knowledge (any 2) +47, Listen +49, Search +47, Sense Motive +39, Spot +49, Use Magic Device +38

Advancement 39+ HD (Gargantuan)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A copper dragon has two types of breath weapon, a line of acid and a cone of slow gas. Creatures within the cone must succeed on a Fortitude save or be slowed for 1d6 rounds plus 1 round per age category of the dragon.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Spider Climb (Ex) A copper dragon can climb on stone surfaces as though using the spider climb spell.

Tail Sweep (Ex) This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon).

Skills Bluff, Hide, and Jump are considered class skills for copper dragons.

Gold Dragon, WyrmlingCR 5

Always LG Medium Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +15, Spot +15

Languages Draconic

AC 17, touch 10, flat-footed 17
(+7 natural)

hp 68 (8 HD)

Immune fire, sleep, paralysis

Fort +8, Ref +6, Will +8

Weakness vulnerability to cold

Speed 60 ft., fly 200 ft. (poor), swim 60 ft.

Melee Bite +11 (1d8+3) and 2 Claws +9 (1d6+1) and 2 Wings +9 (1d4+1)

Space 5 ft.; Reach 5 ft.

Base Atk +8; Grp +11

Special Actions breath weapon (30 ft. cone of weakening gas or 30 ft. cone of fire 2d10, DC 16), alternate form

Abilities Str 17, Dex 10, Con 15, Int 14, Wis 15, Cha 14

SQ water breathing

Feats Alertness, Multiattack, Improved Initiative

Skills Concentration +7, Diplomacy +7, Disguise +7, Escape Artist +5, Heal +6, Intimidate +7, Knowledge (any 2) +13, Listen +15, Search +13, Sense Motive +7, Spot +15, Swim +7, Use Magic Device +7

Advancement 9-10 HD (Medium)

Level adjustment +4

Alternate Form (Su) A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. Creatures within a cone of weakening gas must succeed on a Fortitude save or take 1 point of Strength damage per age category of the dragon.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A gold dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).

Skills Disguise, Heal, and Swim are considered class skills for gold dragons.

Gold Dragon, Very youngCR 7

Always LG Large Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +19, Spot +19

Languages Draconic

AC 19, touch 9, flat-footed 19
(−1 size, +10 natural)

hp 104 (11 HD)

Immune fire, sleep, paralysis

Fort +10, Ref +7, Will +10

Weakness vulnerability to cold

Speed 60 ft., fly 200 ft. (poor), swim 60 ft.

Melee Bite +16 (2d6+5) and 2 Claws +13 (1d8+2) and 2 Wings +13 (1d6+2) and Tail Slap +13 (1d8+7)

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Base Atk +11; Grp +20

Special Actions breath weapon (40 ft. cone of weakening gas or 40 ft. cone of fire 4d10, DC 18), alternate form

Abilities Str 21, Dex 10, Con 17, Int 16, Wis 17, Cha 16

SQ water breathing

Feats Alertness, Multiattack, Improved Initiative, Weapon Focus (bite)

Skills Concentration +11, Diplomacy +10, Disguise +10, Escape Artist +7, Heal +10, Intimidate +11, Knowledge (any 2) +17, Listen +19, Search +17, Sense Motive +10, Spot +19, Swim +12, Use Magic Device +10

Advancement 12-13 HD (Large)

Level adjustment +5

Alternate Form (Su) A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. Creatures within a cone of weakening gas must succeed on a Fortitude save or take 1 point of Strength damage per age category of the dragon.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A gold dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).

Skills Disguise, Heal, and Swim are considered class skills for gold dragons.

Gold Dragon, YoungCR 9

Always LG Large Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +22, Spot +22

Languages Draconic

AC 22, touch 9, flat-footed 22
(−1 size, +13 natural)

hp 133 (14 HD)

Immune fire, sleep, paralysis

Fort +12, Ref +9, Will +12

Weakness vulnerability to cold

Speed 60 ft., fly 200 ft. (poor), swim 60 ft.

Melee Bite +21 (2d6+7) and 2 Claws +19 (1d8+3) and 2 Wings +18 (1d6+3) and Tail Slap +18 (1d8+10)

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Base Atk +14; Grp +25

Special Actions breath weapon (40 ft. cone of weakening gas or 40 ft. cone of fire 6d10, DC 20), alternate form

Typical Sorcerer Spells Known (CL 1):

()—

Abilities Str 25, Dex 10, Con 17, Int 16, Wis 17, Cha 16

SQ water breathing

Feats Alertness, Multiattack, Improved Initiative, Weapon Focus (bite), Weapon Focus (claw)

Skills Concentration +12, Diplomacy +12, Disguise +12, Escape Artist +9, Heal +12, Intimidate +12, Knowledge (any 2) +20, Listen +22, Search +20, Sense Motive +12, Spot +22, Swim +15, Use Magic Device +12

Advancement 15-16 HD (Large)

Level adjustment +6

Alternate Form (Su) A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. Creatures within a cone of weakening gas must succeed on a Fortitude save or take 1 point of Strength damage per age category of the dragon.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A gold dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).

Skills Disguise, Heal, and Swim are considered class skills for gold dragons.

Gold Dragon, JuvenileCR 11

Always LG Large Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +26, Spot +26

Languages Draconic

AC 25, touch 9, flat-footed 25
(−1 size, +16 natural)

hp 178 (17 HD)

Immune fire, sleep, paralysis

Fort +14, Ref +10, Will +14

Weakness vulnerability to cold

Speed 60 ft., fly 200 ft. (poor), swim 60 ft.

Melee Bite +26 (2d6+9) and 2 Claws +24 (1d8+4) and 2 Wings +23 (1d6+4) and Tail Slap +23 (1d8+13)

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Base Atk +17; Grp +30

Special Actions breath weapon (40 ft. cone of weakening gas or 40 ft. cone of fire 8d10, DC 22), alternate form

Spell-like Abilities (CL 4):

3/day—bless

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 3):

()—

Abilities Str 29, Dex 10, Con 19, Int 18, Wis 19, Cha 18

SQ water breathing

Feats Alertness, Multiattack, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Concentration +17, Diplomacy +16, Disguise +16, Escape Artist +12, Heal +16, Intimidate +16, Knowledge (any 2) +24, Listen +26, Search +24, Sense Motive +16, Spot +26, Swim +21, Use Magic Device +16

Advancement 18-19 HD (Large)

Alternate Form (Su) A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. Creatures within a cone of weakening gas must succeed on a Fortitude save or take 1 point of Strength damage per age category of the dragon.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A gold dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).

Skills Disguise, Heal, and Swim are considered class skills for gold dragons.

Gold Dragon, Young adultCR 14

Always LG Huge Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +29, Spot +29

Aura frightful presence (DC 24)

Languages Draconic

AC 27, touch 8, flat-footed 27
(−2 size, +19 natural)

hp 230 (20 HD); DR 5/magic

Immune fire, sleep, paralysis

SR 21

Fort +17, Ref +12, Will +16

Weakness vulnerability to cold

Speed 60 ft., fly 200 ft. (poor), swim 60 ft.

Melee Bite +29 (2d8+10) and 2 Claws +27 (2d6+5) and 2 Wings +26 (1d8+5) and Tail Slap +26 (2d6+15)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +20; Grp +38

Special Actions breath weapon (50 ft. cone of weakening gas or 50 ft. cone of fire 10d10, DC 25), crush 2d8+15 (DC 25), alternate form

Spell-like Abilities (CL 5):

3/day—bless

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 5):

()—

Abilities Str 31, Dex 10, Con 21, Int 18, Wis 19, Cha 18

SQ water breathing

Feats Alertness, Empower Spell, Multiattack, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Concentration +19, Diplomacy +18, Disguise +18, Escape Artist +14, Heal +18, Intimidate +18, Knowledge (any 2) +27, Listen +29, Search +27, Sense Motive +18, Spot +29, Swim +24, Use Magic Device +18

Advancement 21-22 HD (Huge)

Alternate Form (Su) A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. Creatures within a cone of weakening gas must succeed on a Fortitude save or take 1 point of Strength damage per age category of the dragon.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex) A gold dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).

Skills Disguise, Heal, and Swim are considered class skills for gold dragons.

Gold Dragon, AdultCR 16

Always LG Huge Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +33, Spot +33

Aura frightful presence (DC 26)

Languages Draconic

AC 30, touch 8, flat-footed 30
(−2 size, +22 natural)

hp 264 (23 HD); DR 5/magic

Immune fire, sleep, paralysis

SR 23

Fort +18, Ref +13, Will +18

Weakness vulnerability to cold

Speed 60 ft., fly 200 ft. (poor), swim 60 ft.

Melee Bite +33 (2d8+11) and 2 Claws +31 (2d6+5) and 2 Wings +30 (1d8+5) and Tail Slap +30 (2d6+16)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +23; Grp +42

Special Actions breath weapon (50 ft. cone of weakening gas or 50 ft. cone of fire 12d10, DC 26), crush 2d8+16 (DC 26), alternate form, luck bonus

Spell-like Abilities (CL 7):

3/day—bless

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 7):

()—

Abilities Str 33, Dex 10, Con 21, Int 20, Wis 21, Cha 20

SQ water breathing

Feats Alertness, Empower Spell, Flyby Attack, Multiattack, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Concentration +24, Diplomacy +23, Disguise +23, Escape Artist +18, Heal +23, Intimidate +23, Knowledge (any 2) +31, Listen +33, Search +31, Sense Motive +23, Spot +33, Swim +29, Use Magic Device +23

Advancement 24-25 HD (Huge)

Alternate Form (Su) A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. Creatures within a cone of weakening gas must succeed on a Fortitude save or take 1 point of Strength damage per age category of the dragon.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Luck Bonus (Sp) Once per day an adult or older gold dragon can touch a gem, usually one embedded in the dragon's hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 10-foot radius per age category of the dragon receives a +1 luck bonus on all saving throws and similar rolls, as for a stone of good luck . If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.

Water Breathing (Ex) A gold dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).

Skills Disguise, Heal, and Swim are considered class skills for gold dragons.

Gold Dragon, Mature adultCR 19

Always LG Huge Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +36, Spot +36

Aura frightful presence (DC 28)

Languages Draconic

AC 33, touch 8, flat-footed 33
(−2 size, +25 natural)

hp 325 (26 HD); DR 10/magic

Immune fire, sleep, paralysis

SR 25

Fort +21, Ref +15, Will +20

Weakness vulnerability to cold

Speed 60 ft., fly 200 ft. (poor), swim 60 ft.

Melee Bite +37 (2d8+12) and 2 Claws +35 (2d6+6) and 2 Wings +34 (1d8+6) and Tail Slap +34 (2d6+18)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +26; Grp +46

Special Actions breath weapon (50 ft. cone of weakening gas or 50 ft. cone of fire 14d10, DC 29), crush 2d8+18 (DC 29), alternate form, luck bonus

Spell-like Abilities (CL 9):

3/day—bless

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 9):

()—

Abilities Str 35, Dex 10, Con 23, Int 20, Wis 21, Cha 20

SQ water breathing

Feats Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Concentration +27, Diplomacy +25, Disguise +25, Escape Artist +20, Heal +25, Intimidate +26, Knowledge (any 2) +34, Listen +36, Search +34, Sense Motive +25, Spot +36, Swim +32, Use Magic Device +25

Advancement 27-28 HD (Huge)

Alternate Form (Su) A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. Creatures within a cone of weakening gas must succeed on a Fortitude save or take 1 point of Strength damage per age category of the dragon.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Detect Gems (Sp) An old or older gold dragon can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value. This ability is the equivalent of a 2ndlevel spell.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Luck Bonus (Sp) Once per day an adult or older gold dragon can touch a gem, usually one embedded in the dragon's hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 10-foot radius per age category of the dragon receives a +1 luck bonus on all saving throws and similar rolls, as for a stone of good luck . If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.

Water Breathing (Ex) A gold dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).

Skills Disguise, Heal, and Swim are considered class skills for gold dragons.

Gold Dragon, OldCR 21

Always LG Gargantuan Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +41, Spot +41

Aura frightful presence (DC 31)

Languages Draconic

AC 34, touch 6, flat-footed 34
(−4 size, +28 natural)

hp 391 (29 HD); DR 10/magic

Immune fire, sleep, paralysis

SR 27

Fort +23, Ref +16, Will +23

Weakness vulnerability to cold

Speed 60 ft., fly 250 ft. (clumsy), swim 60 ft.

Melee Bite +40 (4d6+14) and 2 Claws +38 (2d8+7) and 2 Wings +37 (2d6+7) and Tail Slap +37 (2d8+21)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Base Atk +29; Grp +55

Special Actions breath weapon (60 ft. cone of weakening gas or 60 ft. cone of fire 16d10, DC 31), crush 4d6+21 (DC 31), tail sweep 2d6+21 (DC 31), alternate form, detect gems, luck bonus

Spell-like Abilities (CL 11):

3/day—bless

1/day—geas/quest

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 11):

()—

Abilities Str 39, Dex 10, Con 25, Int 24, Wis 25, Cha 24

SQ water breathing

Feats Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Concentration +36, Diplomacy +35, Disguise +35, Escape Artist +28, Heal +35, Intimidate +35, Knowledge (any 3) +39, Listen +41, Search +39, Sense Motive +35, Spot +41, Swim +42, Use Magic Device +35

Advancement 30-31 HD (Gargantuan)

Alternate Form (Su) A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. Creatures within a cone of weakening gas must succeed on a Fortitude save or take 1 point of Strength damage per age category of the dragon.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Detect Gems (Sp) An old or older gold dragon can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value. This ability is the equivalent of a 2ndlevel spell.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Luck Bonus (Sp) Once per day an adult or older gold dragon can touch a gem, usually one embedded in the dragon's hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 10-foot radius per age category of the dragon receives a +1 luck bonus on all saving throws and similar rolls, as for a stone of good luck . If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.

Tail Sweep (Ex) This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon).

Water Breathing (Ex) A gold dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).

Skills Disguise, Heal, and Swim are considered class skills for gold dragons.

Gold Dragon, Very oldCR 22

Always LG Gargantuan Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +45, Spot +45

Aura frightful presence (DC 34)

Languages Draconic

AC 37, touch 6, flat-footed 37
(−4 size, +31 natural)

hp 464 (32 HD); DR 15/magic

Immune fire, sleep, paralysis

SR 28

Fort +26, Ref +18, Will +26

Weakness vulnerability to cold

Speed 60 ft., fly 250 ft. (clumsy), swim 60 ft.

Melee Bite +44 (4d6+15) and 2 Claws +42 (2d8+7) and 2 Wings +41 (2d6+7) and Tail Slap +41 (2d8+22)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Base Atk +32; Grp +59

Special Actions Snatch, breath weapon (60 ft. cone of weakening gas or 60 ft. cone of fire 18d10, DC 34), crush 4d6+22 (DC 34), tail sweep 2d6+22 (DC 34), alternate form, detect gems, luck bonus

Spell-like Abilities (CL 13):

3/day—bless

1/day—geas/quest

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 13):

()—

Abilities Str 41, Dex 10, Con 27, Int 26, Wis 27, Cha 26

SQ water breathing

Feats Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Concentration +42, Diplomacy +42, Disguise +42, Escape Artist +34, Heal +42, Intimidate +42, Knowledge (any 3) +43, Listen +45, Search +43, Sense Motive +42, Spot +45, Swim +49, Use Magic Device +42

Advancement 33-34 HD (Gargantuan)

Alternate Form (Su) A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. Creatures within a cone of weakening gas must succeed on a Fortitude save or take 1 point of Strength damage per age category of the dragon.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Detect Gems (Sp) An old or older gold dragon can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value. This ability is the equivalent of a 2ndlevel spell.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Luck Bonus (Sp) Once per day an adult or older gold dragon can touch a gem, usually one embedded in the dragon's hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 10-foot radius per age category of the dragon receives a +1 luck bonus on all saving throws and similar rolls, as for a stone of good luck . If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.

Tail Sweep (Ex) This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon).

Water Breathing (Ex) A gold dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).

Skills Disguise, Heal, and Swim are considered class skills for gold dragons.

Gold Dragon, AncientCR 24

Always LG Gargantuan Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +49, Spot +49

Aura frightful presence (DC 36)

Languages Draconic

AC 40, touch 6, flat-footed 40
(−4 size, +34 natural)

hp 542 (35 HD); DR 15/magic

Immune fire, sleep, paralysis

SR 30

Fort +28, Ref +19, Will +28

Weakness vulnerability to cold

Speed 60 ft., fly 250 ft. (clumsy), swim 60 ft.

Melee Bite +48 (4d6+16) and 2 Claws +46 (2d8+8) and 2 Wings +45 (2d6+8) and Tail Slap +45 (2d8+24)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Base Atk +35; Grp +63

Special Actions Snatch, breath weapon (60 ft. cone of weakening gas or 60 ft. cone of fire 20d10, DC 36), crush 4d6+24 (DC 36), tail sweep 2d6+24 (DC 36), alternate form, detect gems, luck bonus

Spell-like Abilities (CL 15):

3/day—bless

1/day—geas/quest, sunburst (DC 27)

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 15):

()—

Abilities Str 43, Dex 10, Con 29, Int 28, Wis 29, Cha 28

SQ water breathing

Feats Alertness, Blind-Fight, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Concentration +47, Diplomacy +47, Disguise +47, Escape Artist +38, Heal +47, Intimidate +47, Knowledge (any 4) +47, Listen +49, Search +47, Sense Motive +47, Spot +49, Swim +54, Use Magic Device +47

Advancement 36-37 HD (Gargantuan)

Alternate Form (Su) A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. Creatures within a cone of weakening gas must succeed on a Fortitude save or take 1 point of Strength damage per age category of the dragon.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Detect Gems (Sp) An old or older gold dragon can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value. This ability is the equivalent of a 2ndlevel spell.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Luck Bonus (Sp) Once per day an adult or older gold dragon can touch a gem, usually one embedded in the dragon's hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 10-foot radius per age category of the dragon receives a +1 luck bonus on all saving throws and similar rolls, as for a stone of good luck . If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.

Tail Sweep (Ex) This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon).

Water Breathing (Ex) A gold dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).

Skills Disguise, Heal, and Swim are considered class skills for gold dragons.

Gold Dragon, WyrmCR 25

Always LG Colossal Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +53, Spot +53

Aura frightful presence (DC 39)

Languages Draconic

AC 39, touch 2, flat-footed 39
(−8 size, +37 natural)

hp 627 (38 HD); DR 20/magic

Immune fire, sleep, paralysis

SR 31

Fort +31, Ref +21, Will +31

Weakness vulnerability to cold

Speed 60 ft., fly 250 ft. (clumsy), swim 60 ft.

Melee Bite +48 (4d8+17) and 2 Claws +46 (4d6+8) and 2 Wings +45 (2d8+8) and Tail Slap +45 (4d6+25)

Space 30 ft.; Reach 20 ft. (30 ft. with bite)

Base Atk +38; Grp +71

Special Actions Snatch, breath weapon (70 ft. cone of weakening gas or 70 ft. cone of fire 22d10, DC 39), crush 4d8+25 (DC 39), tail sweep 2d8+25 (DC 39), alternate form, detect gems, luck bonus

Spell-like Abilities (CL 17):

3/day—bless

1/day—geas/quest, sunburst (DC 28)

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 17):

()—

Abilities Str 45, Dex 10, Con 31, Int 30, Wis 31, Cha 30

SQ water breathing

Feats Alertness, Blind-Fight, Cleave, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Concentration +51, Diplomacy +51, Disguise +51, Escape Artist +41, Heal +51, Intimidate +51, Knowledge (any 5) +51, Listen +53, Search +51, Sense Motive +51, Spot +53, Swim +58, Use Magic Device +51

Advancement 39-40 HD (Colossal)

Alternate Form (Su) A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. Creatures within a cone of weakening gas must succeed on a Fortitude save or take 1 point of Strength damage per age category of the dragon.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Detect Gems (Sp) An old or older gold dragon can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value. This ability is the equivalent of a 2ndlevel spell.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Luck Bonus (Sp) Once per day an adult or older gold dragon can touch a gem, usually one embedded in the dragon's hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 10-foot radius per age category of the dragon receives a +1 luck bonus on all saving throws and similar rolls, as for a stone of good luck . If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.

Tail Sweep (Ex) This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon).

Water Breathing (Ex) A gold dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).

Skills Disguise, Heal, and Swim are considered class skills for gold dragons.

Gold Dragon, Great wyrmCR 27

Always LG Colossal Dragon (Fire)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +57, Spot +57

Aura frightful presence (DC 41)

Languages Draconic

AC 42, touch 2, flat-footed 42
(−8 size, +40 natural)

hp 717 (41 HD); DR 20/magic

Immune fire, sleep, paralysis

SR 33

Fort +33, Ref +22, Will +33

Weakness vulnerability to cold

Speed 60 ft., fly 250 ft. (clumsy), swim 60 ft.

Melee Bite +52 (4d8+18) and 2 Claws +50 (4d6+9) and 2 Wings +49 (2d8+9) and Tail Slap +49 (4d6+27)

Space 30 ft.; Reach 20 ft. (30 ft. with bite)

Base Atk +41; Grp +75

Special Actions Snatch, breath weapon (70 ft. cone of weakening gas or 70 ft. cone of fire 24d10, DC 41), crush 4d8+27 (DC 41), tail sweep 2d8+27 (DC 41), alternate form, detect gems, luck bonus

Spell-like Abilities (CL 19):

3/day—bless

1/day—geas/quest, sunburst (DC 29), foresight

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 19):

()—

Abilities Str 47, Dex 10, Con 33, Int 32, Wis 33, Cha 32

SQ water breathing

Feats Alertness, Blind-Fight, Cleave, Combat Reflexes, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Concentration +55, Diplomacy +55, Disguise +55, Escape Artist +44, Heal +55, Intimidate +55, Knowledge (any 6) +55, Listen +57, Search +55, Sense Motive +55, Spot +57, Swim +62, Use Magic Device +55

Advancement 42+ HD (Colossal)

Alternate Form (Su) A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. Creatures within a cone of weakening gas must succeed on a Fortitude save or take 1 point of Strength damage per age category of the dragon.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Detect Gems (Sp) An old or older gold dragon can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value. This ability is the equivalent of a 2ndlevel spell.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Luck Bonus (Sp) Once per day an adult or older gold dragon can touch a gem, usually one embedded in the dragon's hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 10-foot radius per age category of the dragon receives a +1 luck bonus on all saving throws and similar rolls, as for a stone of good luck . If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.

Tail Sweep (Ex) This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon).

Water Breathing (Ex) A gold dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).

Skills Disguise, Heal, and Swim are considered class skills for gold dragons.

Silver Dragon, WyrmlingCR 4

Always LG Small Dragon (Cold)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +14, Spot +14

Languages Draconic

AC 17, touch 11, flat-footed 17
(+1 size, +6 natural)

hp 52 (7 HD)

Immune acid, cold, sleep, paralysis

Fort +6, Ref +5, Will +7

Weakness vulnerability to fire

Speed 40 ft., fly 100 ft. (average)

Melee Bite +9 (1d6+1) and 2 Claws +7 (1d4)

Space 5 ft.; Reach 5 ft.

Base Atk +7; Grp +4

Special Actions breath weapon (20 ft. cone of paralyzing gas or 20 ft. cone of cold 2d8, DC 14), alternate form

Abilities Str 13, Dex 10, Con 13, Int 14, Wis 15, Cha 14

SQ cloudwalking

Feats Alertness, Multiattack, Improved Initiative

Skills Bluff +6, Concentration +6, Diplomacy +6, Disguise +6, Escape Artist +4, Intimidate +7, Jump +5, Knowledge (any 2) +12, Listen +14, Search +12, Sense Motive +6, Spot +14, Use Magic Device +6

Advancement 8-9 HD (Small)

Level adjustment +4

Alternate Form (Su) A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.

Cloudwalking (Su) A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Bluff, Disguise, and Jump are considered class skills for silver dragons.

Silver Dragon, Very youngCR 5

Always LG Medium Dragon (Cold)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +17, Spot +17

Languages Draconic

AC 19, touch 10, flat-footed 19
(+9 natural)

hp 85 (10 HD)

Immune acid, cold, sleep, paralysis

Fort +9, Ref +7, Will +9

Weakness vulnerability to fire

Speed 40 ft., fly 150 ft. (poor)

Melee Bite +13 (1d8+2) and 2 Claws +10 (1d6+1) and 2 Wings +10 (1d4+1)

Space 5 ft.; Reach 5 ft.

Base Atk +10; Grp +12

Special Actions breath weapon (30 ft. cone of paralyzing gas or 30 ft. cone of cold 4d8, DC 17), alternate form

Abilities Str 15, Dex 10, Con 15, Int 14, Wis 15, Cha 14

SQ cloudwalking

Feats Alertness, Multiattack, Improved Initiative, Weapon Focus (bite)

Skills Bluff +7, Concentration +8, Diplomacy +8, Disguise +7, Escape Artist +6, Intimidate +8, Jump +7, Knowledge (any 2) +15, Listen +17, Search +15, Sense Motive +8, Spot +17, Use Magic Device +7

Advancement 11-12 HD (Medium)

Level adjustment +4

Alternate Form (Su) A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.

Cloudwalking (Su) A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Bluff, Disguise, and Jump are considered class skills for silver dragons.

Silver Dragon, YoungCR 7

Always LG Medium Dragon (Cold)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +21, Spot +21

Languages Draconic

AC 22, touch 10, flat-footed 22
(+12 natural)

hp 110 (13 HD)

Immune acid, cold, sleep, paralysis

Fort +10, Ref +8, Will +11

Weakness vulnerability to fire

Speed 40 ft., fly 150 ft. (poor)

Melee Bite +17 (1d8+3) and 2 Claws +15 (1d6+1) and 2 Wings +14 (1d4+1)

Space 5 ft.; Reach 5 ft.

Base Atk +13; Grp +16

Special Actions breath weapon (30 ft. cone of paralyzing gas or 30 ft. cone of cold 6d8, DC 18), alternate form

Typical Sorcerer Spells Known (CL 1):

()—

Abilities Str 17, Dex 10, Con 15, Int 16, Wis 17, Cha 16

SQ cloudwalking

Feats Alertness, Multiattack, Improved Initiative, Weapon Focus (bite), Weapon Focus (claw)

Skills Bluff +11, Concentration +11, Diplomacy +11, Disguise +11, Escape Artist +8, Intimidate +12, Jump +11, Knowledge (any 2) +19, Listen +21, Search +19, Sense Motive +11, Spot +21, Use Magic Device +11

Advancement 14-15 HD (Medium)

Level adjustment +5

Alternate Form (Su) A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.

Cloudwalking (Su) A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Bluff, Disguise, and Jump are considered class skills for silver dragons.

Silver Dragon, JuvenileCR 10

Always LG Large Dragon (Cold)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +25, Spot +25

Languages Draconic

AC 24, touch 9, flat-footed 24
(−1 size, +15 natural)

hp 152 (16 HD)

Immune acid, cold, sleep, paralysis

Fort +13, Ref +10, Will +14

Weakness vulnerability to fire

Speed 40 ft., fly 150 ft. (poor)

Melee Bite +20 (2d6+4) and 2 Claws +18 (1d8+2) and 2 Wings +17 (1d6+2) and Tail Slap +17 (1d8+6)

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Base Atk +16; Grp +24

Special Actions breath weapon (40 ft. cone of paralyzing gas or 40 ft. cone of cold 8d8, DC 21), alternate form

Spell-like Abilities (CL 4):

2/day—feather fall

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 3):

()—

Abilities Str 19, Dex 10, Con 17, Int 18, Wis 19, Cha 18

SQ cloudwalking

Feats Alertness, Multiattack, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Bluff +15, Concentration +15, Diplomacy +16, Disguise +15, Escape Artist +12, Intimidate +16, Jump +15, Knowledge (any 2) +23, Listen +25, Search +23, Sense Motive +16, Spot +25, Use Magic Device +15

Advancement 17-18 HD (Large)

Alternate Form (Su) A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.

Cloudwalking (Su) A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Bluff, Disguise, and Jump are considered class skills for silver dragons.

Silver Dragon, Young adultCR 13

Always LG Large Dragon (Cold)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +28, Spot +28

Aura frightful presence (DC 23)

Languages Draconic

AC 27, touch 9, flat-footed 27
(−1 size, +18 natural)

hp 199 (19 HD); DR 5/magic

Immune acid, cold, sleep, paralysis

SR 20

Fort +15, Ref +11, Will +15

Weakness vulnerability to fire

Speed 40 ft., fly 150 ft. (poor)

Melee Bite +25 (2d6+6) and 2 Claws +23 (1d8+3) and 2 Wings +22 (1d6+3) and Tail Slap +22 (1d8+9)

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Base Atk +19; Grp +29

Special Actions breath weapon (40 ft. cone of paralyzing gas or 40 ft. cone of cold 10d8, DC 23), alternate form

Spell-like Abilities (CL 5):

2/day—feather fall

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 5):

()—

Abilities Str 23, Dex 10, Con 19, Int 18, Wis 19, Cha 18

SQ cloudwalking

Feats Alertness, Empower Spell, Multiattack, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Bluff +17, Concentration +18, Diplomacy +17, Disguise +17, Escape Artist +13, Intimidate +18, Jump +19, Knowledge (any 2) +26, Listen +28, Search +26, Sense Motive +18, Spot +28, Use Magic Device +17

Advancement 20-21 HD (Large)

Alternate Form (Su) A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.

Cloudwalking (Su) A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Bluff, Disguise, and Jump are considered class skills for silver dragons.

Silver Dragon, AdultCR 15

Always LG Huge Dragon (Cold)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +32, Spot +32

Aura frightful presence (DC 26)

Languages Draconic

AC 29, touch 8, flat-footed 29
(−2 size, +21 natural)

hp 253 (22 HD); DR 5/magic

Immune acid, cold, sleep, paralysis

SR 22

Fort +18, Ref +13, Will +18

Weakness vulnerability to fire

Speed 40 ft., fly 150 ft. (poor)

Melee Bite +29 (2d8+8) and 2 Claws +27 (2d6+4) and 2 Wings +26 (1d8+4) and Tail Slap +26 (2d6+12)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +22; Grp +38

Special Actions breath weapon (50 ft. cone of paralyzing gas or 50 ft. cone of cold 12d8, DC 26), crush 2d8+12 (DC 26), alternate form

Spell-like Abilities (CL 7):

3/day—fog cloud

2/day—feather fall

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 7):

()—

Abilities Str 27, Dex 10, Con 21, Int 20, Wis 21, Cha 20

SQ cloudwalking

Feats Alertness, Empower Spell, Flyby Attack, Multiattack, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Bluff +22, Concentration +23, Diplomacy +23, Disguise +22, Escape Artist +17, Intimidate +23, Jump +25, Knowledge (any 2) +30, Listen +32, Search +30, Sense Motive +23, Spot +32, Use Magic Device +22

Advancement 23-24 HD (Huge)

Alternate Form (Su) A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.

Cloudwalking (Su) A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Bluff, Disguise, and Jump are considered class skills for silver dragons.

Silver Dragon, Mature adultCR 18

Always LG Huge Dragon (Cold)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +35, Spot +35

Aura frightful presence (DC 27)

Languages Draconic

AC 32, touch 8, flat-footed 32
(−2 size, +24 natural)

hp 287 (25 HD); DR 10/magic

Immune acid, cold, sleep, paralysis

SR 24

Fort +19, Ref +14, Will +19

Weakness vulnerability to fire

Speed 40 ft., fly 150 ft. (poor)

Melee Bite +33 (2d8+9) and 2 Claws +31 (2d6+4) and 2 Wings +30 (1d8+4) and Tail Slap +30 (2d6+13)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +25; Grp +42

Special Actions breath weapon (50 ft. cone of paralyzing gas or 50 ft. cone of cold 14d8, DC 27), crush 2d8+13 (DC 27), alternate form

Spell-like Abilities (CL 9):

3/day—fog cloud

2/day—feather fall

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 9):

()—

Abilities Str 29, Dex 10, Con 21, Int 20, Wis 21, Cha 20

SQ cloudwalking

Feats Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Bluff +24, Concentration +25, Diplomacy +25, Disguise +24, Escape Artist +20, Intimidate +25, Jump +28, Knowledge (any 2) +33, Listen +35, Search +33, Sense Motive +25, Spot +35, Use Magic Device +24

Advancement 26-27 HD (Huge)

Alternate Form (Su) A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.

Cloudwalking (Su) A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Bluff, Disguise, and Jump are considered class skills for silver dragons.

Silver Dragon, OldCR 20

Always LG Huge Dragon (Cold)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +39, Spot +39

Aura frightful presence (DC 30)

Languages Draconic

AC 35, touch 8, flat-footed 35
(−2 size, +27 natural)

hp 350 (28 HD); DR 10/magic

Immune acid, cold, sleep, paralysis

SR 26

Fort +22, Ref +16, Will +22

Weakness vulnerability to fire

Speed 40 ft., fly 150 ft. (poor)

Melee Bite +37 (2d8+10) and 2 Claws +35 (2d6+5) and 2 Wings +34 (1d8+5) and Tail Slap +34 (2d6+15)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +28; Grp +46

Special Actions breath weapon (50 ft. cone of paralyzing gas or 50 ft. cone of cold 16d8, DC 30), crush 2d8+15 (DC 30), alternate form

Spell-like Abilities (CL 11):

3/day—fog cloud, control winds

2/day—feather fall

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 11):

()—

Abilities Str 31, Dex 10, Con 23, Int 22, Wis 23, Cha 22

SQ cloudwalking

Feats Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Bluff +30, Concentration +31, Diplomacy +31, Disguise +30, Escape Artist +24, Intimidate +31, Jump +34, Knowledge (any 2) +37, Listen +39, Search +37, Sense Motive +31, Spot +39, Use Magic Device +30

Advancement 29-30 HD (Huge)

Alternate Form (Su) A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.

Cloudwalking (Su) A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Bluff, Disguise, and Jump are considered class skills for silver dragons.

Silver Dragon, Very oldCR 21

Always LG Huge Dragon (Cold)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +43, Spot +43

Aura frightful presence (DC 32)

Languages Draconic

AC 38, touch 8, flat-footed 38
(−2 size, +30 natural)

hp 387 (31 HD); DR 15/magic

Immune acid, cold, sleep, paralysis

SR 27

Fort +23, Ref +17, Will +24

Weakness vulnerability to fire

Speed 40 ft., fly 150 ft. (poor)

Melee Bite +41 (2d8+11) and 2 Claws +39 (2d6+5) and 2 Wings +38 (1d8+5) and Tail Slap +38 (2d6+16)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +31; Grp +50

Special Actions Snatch, breath weapon (50 ft. cone of paralyzing gas or 50 ft. cone of cold 18d8, DC 31), crush 2d8+16 (DC 31), alternate form

Spell-like Abilities (CL 13):

3/day—fog cloud, control winds

2/day—feather fall

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 13):

()—

Abilities Str 33, Dex 10, Con 23, Int 24, Wis 25, Cha 24

SQ cloudwalking

Feats Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Bluff +37, Concentration +36, Diplomacy +37, Disguise +37, Escape Artist +30, Intimidate +37, Jump +41, Knowledge (any 3) +41, Listen +43, Search +41, Sense Motive +37, Spot +43, Use Magic Device +37

Advancement 32-33 HD (Huge)

Alternate Form (Su) A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.

Cloudwalking (Su) A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills Bluff, Disguise, and Jump are considered class skills for silver dragons.

Silver Dragon, AncientCR 23

Always LG Gargantuan Dragon (Cold)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +47, Spot +47

Aura frightful presence (DC 35)

Languages Draconic

AC 39, touch 6, flat-footed 39
(−4 size, +33 natural)

hp 459 (34 HD); DR 15/magic

Immune acid, cold, sleep, paralysis

SR 29

Fort +26, Ref +19, Will +27

Weakness vulnerability to fire

Speed 40 ft., fly 200 ft. (clumsy)

Melee Bite +43 (4d6+12) and 2 Claws +41 (2d8+6) and 2 Wings +40 (2d6+6) and Tail Slap +40 (2d8+18)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Base Atk +34; Grp +58

Special Actions Snatch, breath weapon (60 ft. cone of paralyzing gas or 60 ft. cone of cold 20d8, DC 34), crush 4d6+18 (DC 34), tail sweep 2d6+18 (DC 34), alternate form

Spell-like Abilities (CL 15):

3/day—fog cloud, control winds

2/day—feather fall

1/day—control weather

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 15):

()—

Abilities Str 35, Dex 10, Con 25, Int 26, Wis 27, Cha 26

SQ cloudwalking

Feats Alertness, Blind-Fight, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Bluff +44, Concentration +43, Diplomacy +44, Disguise +44, Escape Artist +36, Intimidate +44, Jump +48, Knowledge (any 3) +45, Listen +47, Search +45, Sense Motive +44, Spot +47, Use Magic Device +44

Advancement 35-36 HD (Gargantuan)

Alternate Form (Su) A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.

Cloudwalking (Su) A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Tail Sweep (Ex) This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon).

Skills Bluff, Disguise, and Jump are considered class skills for silver dragons.

Silver Dragon, WyrmCR 24

Always LG Gargantuan Dragon (Cold)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +51, Spot +51

Aura frightful presence (DC 37)

Languages Draconic

AC 42, touch 6, flat-footed 42
(−4 size, +36 natural)

hp 573 (37 HD); DR 20/magic

Immune acid, cold, sleep, paralysis

SR 30

Fort +29, Ref +20, Will +29

Weakness vulnerability to fire

Speed 40 ft., fly 200 ft. (clumsy)

Melee Bite +48 (4d6+14) and 2 Claws +46 (2d8+7) and 2 Wings +45 (2d6+7) and Tail Slap +45 (2d8+21)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Base Atk +37; Grp +63

Special Actions Snatch, breath weapon (60 ft. cone of paralyzing gas or 60 ft. cone of cold 22d8, DC 37), crush 4d6+21 (DC 37), tail sweep 2d6+21 (DC 37), alternate form

Spell-like Abilities (CL 17):

3/day—fog cloud, control winds

2/day—feather fall

1/day—control weather

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 17):

()—

Abilities Str 39, Dex 10, Con 29, Int 28, Wis 29, Cha 28

SQ cloudwalking

Feats Alertness, Blind-Fight, Cleave, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Bluff +49, Concentration +49, Diplomacy +49, Disguise +49, Escape Artist +40, Intimidate +49, Jump +54, Knowledge (any 4) +49, Listen +51, Search +49, Sense Motive +49, Spot +51, Use Magic Device +49

Advancement 38-39 HD (Gargantuan)

Alternate Form (Su) A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.

Cloudwalking (Su) A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Tail Sweep (Ex) This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon).

Skills Bluff, Disguise, and Jump are considered class skills for silver dragons.

Silver Dragon, Great wyrmCR 26

Always LG Colossal Dragon (Cold)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +55, Spot +55

Aura frightful presence (DC 40)

Languages Draconic

AC 41, touch 2, flat-footed 41
(−8 size, +39 natural)

hp 660 (40 HD); DR 20/magic

Immune acid, cold, sleep, paralysis

SR 32

Fort +32, Ref +22, Will +32

Weakness vulnerability to fire

Speed 40 ft., fly 200 ft. (clumsy)

Melee Bite +49 (4d8+16) and 2 Claws +47 (4d6+8) and 2 Wings +46 (2d8+8) and Tail Slap +46 (4d6+24)

Space 30 ft.; Reach 20 ft. (30 ft. with bite)

Base Atk +40; Grp +72

Special Actions Snatch, breath weapon (70 ft. cone of paralyzing gas or 70 ft. cone of cold 24d8, DC 40), crush 4d8+24 (DC 40), tail sweep 2d8+24 (DC 40), alternate form

Spell-like Abilities (CL 19):

3/day—fog cloud, control winds

2/day—feather fall

1/day—control weather, reverse gravity

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 19):

()—

Abilities Str 43, Dex 10, Con 31, Int 30, Wis 31, Cha 30

SQ cloudwalking

Feats Alertness, Blind-Fight, Cleave, Combat Reflexes, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Skills Bluff +53, Concentration +53, Diplomacy +53, Disguise +53, Escape Artist +43, Intimidate +53, Jump +59, Knowledge (any 5) +53, Listen +55, Search +53, Sense Motive +53, Spot +55, Use Magic Device +53

Advancement 41+ HD (Colossal)

Alternate Form (Su) A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

Breath Weapon (Su) A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.

Cloudwalking (Su) A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Tail Sweep (Ex) This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon).

Skills Bluff, Disguise, and Jump are considered class skills for silver dragons.

Dragon TurtleCR 9

Usually N Huge Dragon (Aquatic)

Init +0; Senses darkvision 60 ft., low-light vision, scent; Listen +16, Spot +16

Languages Aquan, Draconic, Common

AC 25, touch 8, flat-footed 25
(−2 size, +17 natural)

hp 138 (12 HD)

Immune fire, sleep, paralysis

Fort +13, Ref +8, Will +9

Speed 20 ft., swim 30 ft.

Melee Bite +18 (4d6+8) and 2 claws +13 (2d8+4)

Space 15 ft.; Reach 10 ft.

Base Atk +12; Grp +28

Atk Options Blind-Fight, Cleave, Improved Bull Rush, Power Attack

Abilities Str 27, Dex 10, Con 21, Int 12, Wis 13, Cha 12

Feats Blind-Fight, Cleave, Improved Bull Rush, Power Attack, Snatch

Skills Diplomacy +3, Hide +7*, Intimidate +16, Listen +16, Search +16, Sense Motive +16, Spot +16, Survival +16 (+18 following tracks), Swim +21

Advancement 13-24 HD (Huge); 25-36 HD (Gargantuan)

Breath Weapon (Su) Cloud of superheated steam 20 feet high, 25 feet wide, and 50 feet long, once every 1d4 rounds, damage 12d6 fire, Reflex DC 21 half; effective both on the surface and underwater. The save DC is Constitution-based.

Capsize (Ex) A submerged dragon turtle that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long.

Skills A dragon turtle 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.

*Dragon turtles have a +8 racial bonus on Hide checks when submerged.

DragonneCR 7

Usually N Large Magical Beast

Init +6; Senses darkvision 60 ft., low-light vision, scent; Listen +11, Spot +11

Languages Draconic

AC 18, touch 11, flat-footed 16
(−1 size, +2 Dex, +7 natural)

hp 76 (9 HD)

Fort +9, Ref +8, Will +4

Speed 40 ft., fly 30 ft. (poor)

Melee Bite +12 (2d6+4) and 2 claws +7 (2d4+2)

Space 10 ft.; Reach 5 ft.

Base Atk +9; Grp +17

Atk Options Blind-Fight, Combat Reflexes

Abilities Str 19, Dex 15, Con 17, Int 6, Wis 12, Cha 12

Feats Blind-Fight, Combat Reflexes, Improved Initiative, Track

Skills Listen +11, Spot +11

Advancement 10-12 HD (Large); 13-27 HD (Huge)

Level adjustment +4 (cohort)

Pounce (Ex) If a dragonne charges, it can make a full attack in the same round.

Roar (Su) A dragonne can loose a devastating roar every 1d4 rounds. All creatures except dragonnes within 120 feet must succeed on a DC 15 Will save or become fatigued. Those within 30 feet who fail their saves become exhausted. The save DC is Charisma-based.

Skills Dragonnes have a +4 racial bonus on Listen and Spot checks.

Carrying Capacity A light load for a dragonne is up to 348 pounds; a medium load, 349-699 pounds, and a heavy load, 700-1,050 pounds.

DriderCR 7

Always CE Large Aberration

Init +2; Senses darkvision 60 ft.; Listen +9, Spot +9

Languages Elven, Common, Undercommon

AC 17, touch 11, flat-footed 15
(−1 size, +2 Dex, +6 natural)

hp 45 (6 HD)

SR 17

Fort +5, Ref +4, Will +8

Speed 30 ft., climb 15 ft.

Melee 2 daggers +3 (1d6+2/19-20, 1d6+1/19-20) and bite +1 (1d4+1 plus poison)

Ranged Shortbow +5 (1d8/x3)

Space 10 ft.; Reach 5 ft.

Base Atk +4; Grp +10

Spell-like Abilities (CL 6):

1/day—dancing lights (DC 13), clairaudience/clairvoyance, darkness, detect good, detect law, detect magic, dispel magic, faerie fire, levitate, suggestion (DC 16)

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 6):

0 (6/day)—daze, detect magic, ghost sound, mage hand, ray of frost, read magic, resistance

1 (7/day)—mage armor, magic missile, ray of enfeeblement, silent image

2 (6/day)—invisibility, web

3 (4/day)—lightning bolt

Abilities Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16

Feats Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)

Skills Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12, Spot +9

Advancement By character class

Level adjustment +4

Poison (Ex) Injury, Fortitude DC 16, initial and secondary damage 1d6 Str. The save DC is Constitution based.

Spells Driders cast spells as 6th-level clerics, wizards, or sorcerers. Drider clerics can choose from the following domains: Chaos, Destruction, Evil, and Trickery. The typical spells shown here are for a drider sorcerer.

DryadCR 3

Usually CG Medium Fey

Init +4; Senses Listen +9, Spot +9

Languages Common, Elven, Sylvan; wild empathy

AC 17, touch 14, flat-footed 13
(+4 Dex, +3 natural)

hp 14 (4 HD); DR 5/cold iron

Fort +3, Ref +8, Will +6

Speed 30 ft.,

Melee Dagger +6 (1d4/19-20)

Ranged Masterwork longbow +7 (1d8/x3)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +2

Spell-like Abilities (CL 6):

At will—entangle (DC 13), speak with plants, tree shape

3/day—charm person (DC 13), deep slumber (DC 15), tree stride

1/day—suggestion (DC 15)

The save DCs are Wisdom-based

Abilities Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18

SQ tree dependent

Feats Great Fortitude, Weapon Finesse

Skills Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (nature) +11, Listen +9, Move Silently +11, Ride +6, Spot +9, Survival +9, Use Rope +4 (+6 with bindings)

Advancement By character class

Tree Dependent (Su) Each dryad is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad's oak does not radiate magic.

Wild Empathy (Ex) This power works like the druid's wild empathy class feature, except that the dryad has a +6 racial bonus on the check.

Hill Dwarf WarriorCR 1/2

Often LG Medium Humanoid (Dwarf)

Init +0; Senses darkvision 60 ft.; Listen +2, Spot +2

Languages Dwarven

AC 16, touch 10, flat-footed 16
(+4 scale mail, +2 heavy shield)

hp 6 (1 HD)

Fort +4*, Ref +0*, Will −1*

Speed 20 ft.,

Melee Dwarven waraxe +3 (1d10+1/x3)

Ranged Shortbow +1 (1d6/x3)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Abilities Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6

SQ dwarf traits

Feats Weapon Focus (dwarven waraxe)

Skills Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +2, Spot +2

Advancement By character class

Level adjustment +0

Dwarf Traits (Ex) Dwarves possess the following racial traits.

-A dwarf's base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.

The dwarf warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

Mountain Dwarf WarriorCR 1/2

Often LG Medium Humanoid (Dwarf)

Init +0; Senses darkvision 60 ft.; Listen +2, Spot +2

Languages Dwarven

AC 16, touch 10, flat-footed 16
(+4 scale mail, +2 heavy shield)

hp 6 (1 HD)

Fort +4*, Ref +0*, Will −1*

Speed 20 ft.,

Melee Dwarven waraxe +3 (1d10+1/x3)

Ranged Shortbow +1 (1d6/x3)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Abilities Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6

SQ dwarf traits

Feats Weapon Focus (dwarven waraxe)

Skills Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +2, Spot +2

Advancement By character class

Level adjustment +0

Dwarf Traits (Ex) Dwarves possess the following racial traits.

-A dwarf's base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.

The dwarf warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

Deep Dwarf WarriorCR 1/2

Usually LN Medium Humanoid (Dwarf)

Init +0; Senses darkvision 60 ft.; Listen +2, Spot +2

Languages Dwarven

AC 16, touch 10, flat-footed 16
(+4 scale mail, +2 heavy shield)

hp 6 (1 HD)

Fort +4*, Ref +0*, Will −1*

Speed 20 ft.,

Melee Dwarven waraxe +3 (1d10+1/x3)

Ranged Shortbow +1 (1d6/x3)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Abilities Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6

SQ dwarf traits

Feats Weapon Focus (dwarven waraxe)

Skills Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +2, Spot +2

Advancement By character class

Level adjustment +0

Dwarf Traits (Ex) Dwarves possess the following racial traits.

-A dwarf's base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.

The dwarf warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

Duergar WarriorCR 1

Often LE Medium Humanoid (Dwarf)

Init +0; Senses darkvision 60 ft.; Listen +3, Spot +2

Languages

AC 17, touch 10, flat-footed 17
(+5 chainmail, +2 heavy shield)

hp 9 (1 HD)

Fort +4*, Ref +0*, Will −1*

Speed 20 ft.,

Melee Warhammer +2 (1d8+1/x3)

Ranged Light crossbow +1 (1d8/19-20)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Spell-like Abilities (CL ):

Abilities Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 4

SQ duergar traits

Feats Toughness

Skills Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +3, Move Silently −4, Spot +2

Advancement By character class

Level adjustment +1

Duergar Traits (Ex)

- A duergar's base land speed is 20 feet. However, duergar can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.

Bonus Languages: Draconic, Giant, Goblin, Orc, Terran.

The duergar warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

Challenge Rating Duergar with levels in NPC classes have a CR equal to their character level. Duergar with levels in PC classes have a CR equal to their character level +1.

Eagle, GiantCR 3

Usually NG Large Magical Beast

Init +3; Senses low-light vision; Listen +6, Spot +15

Languages Common, Auran

AC 15, touch 12, flat-footed 12
(−1 size, +3 Dex, +3 natural)

hp 26 (4 HD)

Fort +5, Ref +7, Will +3

Speed 10 ft., fly 80 ft. (average)

Melee 2 claws +7 (1d6+4) and bite +2 (1d8+2)

Space 10 ft.; Reach 5 ft.

Base Atk +4; Grp +12

Atk Options Flyby Attack

Abilities Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10

SQ evasion

Feats Alertness, Flyby Attack

Skills Knowledge (nature) +2, Listen +6, Sense Motive +4, Spot +15, Survival +3

Advancement 5-8 HD (Large); 9-12 HD (Huge)

Level adjustment +2 (cohort)

Evasion (Ex) With a successful Reflex save against an attack that allows a Reflex save for half damage, a giant eagle takes no damage.

Skills Giant eagles have a +4 racial bonus on Spot checks.

Carrying Capacity A light load for a giant eagle is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds

Training A Giant Eagle Although intelligent, a giant eagle requires training before it can bear a rider in combat. To be trained, a giant eagle must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly giant eagle requires six weeks of work and a DC 25 Handle Animal check.

Riding a giant eagle requires an exotic saddle. A giant eagle can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Giant eagle eggs are worth 2,500 gp apiece on the open market, while chicks are worth 4,000 gp each. Professional trainers charge 1,000 gp to rear or train a giant eagle.

BralaniCR 6

Always CG Medium Outsider (Chaotic, Extraplanar, Good)

Init +8; Senses darkvision 60 ft., low-light vision; Listen +13, Spot +13

Languages Celestal, Infernal, Draconic; tongues

AC 20, touch 14, flat-footed 16
(+4 Dex, +6 natural)

hp 45 (6 HD); DR 10/cold iron or evil

Immune electricity, petrification

Resist cold 10, fire 10; SR 17

Fort +8, Ref +9, Will +7

Speed 40 ft., fly 100 ft. (perfect)

Melee +1 holy scimitar +11/+6 (1d6+4/18-20); or

Melee Slam +10 (1d6+4)

Ranged +1 holy composite longbow (+4 Str bonus) +11/+6 (1d8+5/x3)

Space 5 ft.; Reach 5 ft.

Base Atk +6; Grp +10

Atk Options Blind-Fight

Special Actions whirlwind blast, alternate form

Spell-like Abilities (CL 6):

At will—blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall

2/day—lightning bolt (DC 15), cure serious wounds (DC 15)

The save DCs are Charisma-based

Abilities Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 14

Feats Alertness, Blind-Fight, Improved Initiative

Skills Concentration +12, Diplomacy +4, Escape Artist +13, Handle Animal +11, Hide +13, Jump +10, Listen +13, Move Silently +13, Ride +6, Sense Motive +11, Spot +13, Tumble +13, Use Rope +4 (+6 with bindings)

Advancement 7-12 HD (Medium); 13-18 HD (Large)

Level adjustment +5

Alternate Form (Su) A bralani can shift between its humanoid and whirlwind forms as a standard action. In humanoid form, it cannot fly or use its whirlwind blast, but it can use its spell-like abilities and its weapons. In whirlwind form, it can fly, make slam attacks and whirlwind blast attacks, and use spell-like abilities.

A bralani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.

Tongues (Su) Bralanis can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Whirlwind Blast (Su) When in whirlwind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 16 half ). The save DC is Constitution-based.

GhaeleCR 13

Always CG Medium Outsider (Chaotic, Extraplanar, Good)

Init +5; Senses darkvision 60 ft., low-light vision; Listen +16, Spot +16

Languages Celestial, Infernal, Draconic; tongues

AC 25, touch 11, flat-footed 24, or 14 (+1 Dex, +3 deflection), touch 14, flat-footed 13; protective aura
(+1 Dex, +14 natural)

hp 65 (10 HD); DR 10/evil and cold iron

Immune electricity, petrification

Resist cold 10, fire 10; SR 28

Fort +9, Ref +8, Will +10

Speed 50 ft., fly 150 ft. (perfect)

Melee +4 holy greatsword +21/+16 (2d6+14/19-20)

Ranged 2 light rays +11 touch (2d12)

Space 5 ft.; Reach 5 ft.

Base Atk +10; Grp +17

Atk Options Combat Expertise, Improved Disarm, Improved Trip

Special Actions alternate form

Spell-like Abilities (CL 12):

At will—aid, charm monster (DC 17), color spray (DC 14), comprehend languages, continual flame, cure light wounds (DC 14), dancing lights, detect evil, detect thoughts (DC 15), disguise self, dispel magic, hold monster (DC 18), greater invisibility (self only), major image (DC 16), see invisibility, greater teleport (self plus 50 pounds of objects only)

1/day—chain lightning (DC 19), prismatic spray (DC 20), wall of force

The save DCs are Charisma-based

Typical Cleric Spells Prepared (CL 14):

0—cure minor wounds, detect magic, guidance, light, resistance, virtue

1—bless, calm animals*, command, divine favor, obscuring mist, sanctuary, shield of faith

2—aid, align weapon, bear's endurance, hold animal*, lesser restoration, remove paralysis, zone of truth

3—daylight, gaseous form*, prayer, remove curse, searing light, water breathing

4—death ward, dismissal, divine power, restoration, summon nature's ally IV* (animal)

5—control winds*, flame strike, raise dead, true seeing

6—banishment, blade barrier, chain lightning*, heal

7—animal shapes*, holy word, summon monster VII

Abilities Str 25, Dex 12, Con 15, Int 16, Wis 17, Cha 16

Feats Combat Expertise, Improved Disarm, Improved Initiative, Improved Trip

Skills Concentration +15, Diplomacy +5, Escape Artist +14, Handle Animal +16, Hide +14, Knowledge (any two) +16, Listen +16, Move Silently +14, Ride +16, Sense Motive +16, Spot +16, Use Rope +1 (+3 with bindings)

Advancement 11-15 HD (Medium); 16-30 HD (Large)

Alternate Form (Su) A ghaele can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and the ghaele has no Strength score while in that form.

Gaze (Su) In humanoid form-slay evil creatures of 5 or less HD, range 60 feet, Will DC 18 negates. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Nonevil creatures, and evil creatures with more than 5 HD, must succeed on a DC 18 Will save or suffer the fear effect. The save DCs are Charisma-based.

Light Ray (Ex) A ghaele in globe form can project light rays with a range of 300 feet. This attack overcomes damage reduction of any type.

Protective Aura (Su) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the ghaele. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability , both with a radius of 20 feet (caster level equals ghaele's HD). (The defensive benefits from the circle are not included in a ghaele's statistics block.)

Tongues (Su) Ghaeles can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Spells Ghaeles in humanoid form can cast divine spells as 14th-level clerics. A ghaele has access to two of the following domains: Air, Animal, Chaos, Good, or Plant (plus any others from its deity). The save DCs are Wisdom-based.

Air Elemental, SmallCR 1

Usually N Small Elemental (Air, Extraplanar)

Init +7; Senses darkvision 60 ft.; Listen +2, Spot +3

Languages Auran

AC 17, touch 14, flat-footed 14
(+1 size, +3 Dex, +3 natural)

hp 9 (2 HD)

Fort +0, Ref +6, Will +0

Speed fly 100 ft. (perfect)

Melee Slam +5 (1d4)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp −3

Atk Options Flyby Attack

Abilities Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11

SQ elemental traits

Feats Flyby Attack, Improved Initiative, Weapon Finesse

Skills Listen +2, Spot +3

Advancement 3 HD (Small)

Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.

Whirlwind (Su) The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental's movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature's space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size (see the table). The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.

Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind's volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Air Elemental, MediumCR 3

Usually N Medium Elemental (Air, Extraplanar)

Init +9; Senses darkvision 60 ft.; Listen +3, Spot +4

Languages Auran

AC 18, touch 15, flat-footed 13; Dodge
(+5 Dex, +3 natural)

hp 26 (4 HD)

Fort +3, Ref +9, Will +1

Speed fly 100 ft. (perfect)

Melee Slam +8 (1d6+1)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp +4

Atk Options Flyby Attack

Abilities Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11

SQ elemental traits

Feats Dodge, Flyby Attack, Improved Initiative, Weapon Finesse

Skills Listen +3, Spot +4

Advancement 5-7 HD (Medium)

Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.

Whirlwind (Su) The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental's movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature's space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size (see the table). The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.

Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind's volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Air Elemental, LargeCR 5

Usually N Large Elemental (Air, Extraplanar)

Init +11; Senses darkvision 60 ft.; Listen +5, Spot +6

Languages Auran

AC 20, touch 16, flat-footed 13; Dodge
(−1 size, +7 Dex, +4 natural)

hp 60 (8 HD); DR 5/-

Fort +5, Ref +13, Will +2

Speed fly 100 ft. (perfect)

Melee 2 slams +12 (2d6+2)

Space 10 ft.; Reach 10 ft.

Base Atk +6; Grp +12

Atk Options Combat Reflexes, Flyby Attack

Abilities Str 14, Dex 25, Con 16, Int 6, Wis 11, Cha 11

SQ elemental traits

Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Weapon Finesse

Skills Listen +5, Spot +6

Advancement 9-15 HD (Large)

Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.

Whirlwind (Su) The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental's movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature's space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size (see the table). The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.

Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind's volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Air Elemental, HugeCR 7

Usually N Huge Elemental (Air, Extraplanar)

Init +13; Senses darkvision 60 ft.; Listen +11, Spot +12

Languages Auran

AC 21, touch 17, flat-footed 12; Dodge, Mobility
(−2 size, +9 Dex, +4 natural)

hp 136 (16 HD); DR 5/-

Fort +9, Ref +19, Will +5

Speed fly 100 ft. (perfect)

Melee 2 slams +19 (2d8+4)

Space 15 ft.; Reach 15 ft.

Base Atk +12; Grp +24

Atk Options Combat Reflexes, Flyby Attack

Special Actions Spring Attack

Abilities Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11

SQ elemental traits

Feats Alertness, Combat Reflexes, Dodge, Flyby Attack, Mobility, Spring Attack, Improved Initiative, Weapon Finesse

Skills Listen +11, Spot +12

Advancement 17-20 HD (Huge)

Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.

Whirlwind (Su) The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental's movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature's space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size (see the table). The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.

Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind's volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Air Elemental, GreaterCR 9

Usually N Huge Elemental (Air, Extraplanar)

Init +14; Senses darkvision 60 ft.; Listen +14, Spot +14

Languages Auran

AC 26, touch 18, flat-footed 16; Mobility
(−2 size, +10 Dex, +8 natural)

hp 178 (21 HD); DR 10/-

Fort +11, Ref +22, Will +9

Speed fly 100 ft. (perfect)

Melee 2 slams +23 (2d8+5)

Space 15 ft.; Reach 15 ft.

Base Atk +15; Grp +28

Atk Options Blind-Fight, Combat Reflexes, Flyby Attack, Power Attack

Special Actions Spring Attack

Abilities Str 20, Dex 31, Con 18, Int 8, Wis 11, Cha 11

SQ elemental traits

Feats Alertness, Blind-Fight, Combat Reflexes, Flyby Attack, Iron Will, Mobility, Power Attack, Spring Attack, Improved Initiative, Weapon Finesse

Skills Listen +14, Spot +14

Advancement 22-23 HD (Huge)

Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.

Whirlwind (Su) The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental's movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature's space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size (see the table). The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.

Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind's volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Air Elemental, ElderCR 11

Usually N Huge Elemental (Air, Extraplanar)

Init +15; Senses darkvision 60 ft.; Listen +29, Spot +29

Languages Auran

AC 27, touch 19, flat-footed 16; Mobility
(−2 size, +11 Dex, +8 natural)

hp 204 (24 HD); DR 10/-

Fort +12, Ref +25, Will +10

Speed fly 100 ft. (perfect)

Melee 2 slams +27 (2d8+6)

Space 15 ft.; Reach 15 ft.

Base Atk +18; Grp +32

Atk Options Blind-Fight, Cleave, Combat Reflexes, Flyby Attack, Power Attack

Special Actions Spring Attack

Abilities Str 22, Dex 33, Con 18, Int 10, Wis 11, Cha 11

SQ elemental traits

Feats Alertness, Blind-Fight, Cleave, Combat Reflexes, Flyby Attack, Iron Will, Mobility, Power Attack, Spring Attack, Improved Initiative, Weapon Finesse

Skills Listen +29, Spot +29

Advancement 25-48 HD (Huge)

Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.

Whirlwind (Su) The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental's movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature's space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size (see the table). The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.

Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind's volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Earth Elemental, SmallCR 1

Usually N Small Elemental (Earth, Extraplanar)

Init −1; Senses darkvision 60 ft.; Listen +3, Spot +2

Languages Terran

AC 17, touch 10, flat-footed 17
(+1 size, −1 Dex, +7 natural)

hp 11 (2 HD)

Fort +4, Ref −1, Will +0

Speed 20 ft.,

Melee Slam +5 (1d6+4)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +0

Atk Options Power Attack

Abilities Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11

SQ earth glide, elemental traits

Feats Power Attack

Skills Listen +3, Spot +2

Advancement 3 HD (Small)

Earth Glide (Ex) An earth elemental 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 earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex) An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.

Earth Elemental, MediumCR 3

Usually N Medium Elemental (Earth, Extraplanar)

Init −1; Senses darkvision 60 ft.; Listen +4, Spot +3

Languages Terran

AC 18, touch 9, flat-footed 18
(−1 Dex, +9 natural)

hp 30 (4 HD)

Fort +7, Ref +0, Will +1

Speed 20 ft.,

Melee Slam +8 (1d8+7)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp +8

Atk Options Cleave, Power Attack

Abilities Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11

SQ earth glide, elemental traits

Feats Cleave, Power Attack

Skills Listen +4, Spot +3

Advancement 5-7 HD (Medium)

Earth Glide (Ex) An earth elemental 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 earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex) An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.

Earth Elemental, LargeCR 5

Usually N Large Elemental (Earth, Extraplanar)

Init −1; Senses darkvision 60 ft.; Listen +6, Spot +5

Languages Terran

AC 18, touch 8, flat-footed 18
(−1 size, −1 Dex, +10 natural)

hp 68 (8 HD); DR 5/-

Fort +10, Ref +1, Will +2

Speed 20 ft.,

Melee 2 slams +12 (2d8+7)

Space 10 ft.; Reach 10 ft.

Base Atk +6; Grp +17

Atk Options Cleave, Great Cleave, Power Attack

Abilities Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha 11

SQ earth glide, elemental traits

Feats Cleave, Great Cleave, Power Attack

Skills Listen +6, Spot +5

Advancement 9-15 HD (Large)

Earth Glide (Ex) An earth elemental 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 earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex) An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.

Earth Elemental, HugeCR 7

Usually N Huge Elemental (Earth, Extraplanar)

Init −1; Senses darkvision 60 ft.; Listen +10, Spot +9

Languages Terran

AC 18, touch 7, flat-footed 18
(−2 size, −1 Dex, +11 natural)

hp 152 (16 HD); DR 5/-

Fort +15, Ref +4, Will +7

Speed 30 ft.,

Melee 2 slams +19 (2d10+9)

Space 15 ft.; Reach 15 ft.

Base Atk +12; Grp +29

Atk Options Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Power Attack

Abilities Str 29, Dex 8, Con 21, Int 6, Wis 11, Cha 11

SQ earth glide, elemental traits

Feats Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack

Skills Listen +10, Spot +9

Advancement 17-20 HD (Huge)

Earth Glide (Ex) An earth elemental 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 earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex) An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.

Earth Elemental, GreaterCR 9

Usually N Huge Elemental (Earth, Extraplanar)

Init −1; Senses darkvision 60 ft.; Listen +14, Spot +14

Languages Terran

AC 20, touch 7, flat-footed 20
(−2 size, −1 Dex, +13 natural)

hp 199 (21 HD); DR 10/-

Fort +17, Ref +6, Will +9

Speed 30 ft.,

Melee 2 slams +23 (2d10+10)

Space 15 ft.; Reach 15 ft.

Base Atk +15; Grp +33

Atk Options Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Power Attack

Abilities Str 31, Dex 8, Con 21, Int 8, Wis 11, Cha 11

SQ earth glide, elemental traits

Feats Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack

Skills Listen +14, Spot +14

Advancement 22-23 HD (Huge)

Earth Glide (Ex) An earth elemental 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 earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex) An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.

Earth Elemental, ElderCR 11

Usually N Huge Elemental (Earth, Extraplanar)

Init −1; Senses darkvision 60 ft.; Listen +29, Spot +29

Languages Terran

AC 22, touch 7, flat-footed 22
(−2 size, −1 Dex, +15 natural)

hp 228 (24 HD); DR 10/-

Fort +19, Ref +7, Will +10

Speed 30 ft.,

Melee 2 slams +27 (2d10+11/19-20)

Space 15 ft.; Reach 15 ft.

Base Atk +18; Grp +37

Atk Options Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Power Attack

Abilities Str 33, Dex 8, Con 21, Int 10, Wis 11, Cha 11

SQ earth glide, elemental traits

Feats Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack

Skills Listen +29, Spot +29

Advancement 25-48 HD (Huge)

Earth Glide (Ex) An earth elemental 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 earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex) An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.

Fire Elemental, SmallCR 1

Usually N Small Elemental (Fire, Extraplanar)

Init +5; Senses darkvision 60 ft.; Listen +2, Spot +3

Languages Ignan

AC 15, touch 12, flat-footed 14; Dodge
(+1 size, +1 Dex, +3 natural)

hp 9 (2 HD)

Immune fire

Fort +0, Ref +4, Will +0

Weakness vulnerability to cold

Speed 50 ft.,

Melee Slam +3 (1d4 plus 1d4 fire)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp −3

Abilities Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11

SQ elemental traits

Feats Dodge, Improved Initiative, Weapon Finesse

Skills Listen +2, Spot +3

Advancement 3 HD (Small)

Burn (Ex) A fire elemental's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by a fire elemental's slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental's size (see the table below). A burning creature can take a move action to put out the flame. The save DC is Constitution- based.

Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch on fire unless they succeed on a Reflex save.

Fire Elemental, MediumCR 3

Usually N Medium Elemental (Fire, Extraplanar)

Init +7; Senses darkvision 60 ft.; Listen +3, Spot +4

Languages Ignan

AC 16, touch 13, flat-footed 13; Dodge, Mobility
(+3 Dex, +3 natural)

hp 26 (4 HD)

Immune fire

Fort +3, Ref +7, Will +1

Weakness vulnerability to cold

Speed 50 ft.,

Melee Slam +6 (1d6+1 plus 1d6 fire)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp +4

Abilities Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11

SQ elemental traits

Feats Dodge, Mobility, Improved Initiative, Weapon Finesse

Skills Listen +3, Spot +4

Advancement 5-7 HD (Medium)

Burn (Ex) A fire elemental's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by a fire elemental's slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental's size (see the table below). A burning creature can take a move action to put out the flame. The save DC is Constitution- based.

Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch on fire unless they succeed on a Reflex save.

Fire Elemental, LargeCR 5

Usually N Large Elemental (Fire, Extraplanar)

Init +9; Senses darkvision 60 ft.; Listen +5, Spot +6

Languages Ignan

AC 18, touch 14, flat-footed 13; Dodge, Mobility
(−1 size, +5 Dex, +4 natural)

hp 60 (8 HD); DR 5/-

Immune fire

Fort +5, Ref +11, Will +2

Weakness vulnerability to cold

Speed 50 ft.,

Melee 2 slams +10 (2d6+2 plus 2d6 fire)

Space 10 ft.; Reach 10 ft.

Base Atk +6; Grp +12

Special Actions Spring Attack

Abilities Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11

SQ elemental traits

Feats Dodge, Mobility, Spring Attack, Improved Initiative, Weapon Finesse

Skills Listen +5, Spot +6

Advancement 9-15 HD (Large)

Burn (Ex) A fire elemental's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by a fire elemental's slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental's size (see the table below). A burning creature can take a move action to put out the flame. The save DC is Constitution- based.

Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch on fire unless they succeed on a Reflex save.

Fire Elemental, HugeCR 7

Usually N Huge Elemental (Fire, Extraplanar)

Init +11; Senses darkvision 60 ft.; Listen +11, Spot +12

Languages Ignan

AC 19, touch 15, flat-footed 12; Dodge, Mobility
(−2 size, +7 Dex, +4 natural)

hp 136 (16 HD); DR 5/-

Immune fire

Fort +9, Ref +17, Will +7

Weakness vulnerability to cold

Speed 60 ft.,

Melee 2 slams +17 (2d8+4 plus 2d8 fire)

Space 15 ft.; Reach 15 ft.

Base Atk +12; Grp +24

Atk Options Combat Reflexes

Special Actions Spring Attack

Abilities Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11

SQ elemental traits

Feats Alertness, Combat Reflexes, Dodge, Iron Will, Mobility, Spring Attack, Improved Initiative, Weapon Finesse

Skills Listen +11, Spot +12

Advancement 17-20 HD (Huge)

Burn (Ex) A fire elemental's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by a fire elemental's slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental's size (see the table below). A burning creature can take a move action to put out the flame. The save DC is Constitution- based.

Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch on fire unless they succeed on a Reflex save.

Fire Elemental, GreaterCR 9

Usually N Huge Elemental (Fire, Extraplanar)

Init +12; Senses darkvision 60 ft.; Listen +14, Spot +14

Languages Ignan

AC 24, touch 16, flat-footed 16; Dodge, Mobility
(−2 size, +8 Dex, +8 natural)

hp 178 (21 HD); DR 10/-

Immune fire

Fort +11, Ref +20, Will +9

Weakness vulnerability to cold

Speed 60 ft.,

Melee 2 slams +22 (2d8+5 plus 2d8 fire)

Space 15 ft.; Reach 15 ft.

Base Atk +15; Grp +28

Atk Options Blind-Fight, Combat Reflexes

Special Actions Spring Attack

Abilities Str 20, Dex 27, Con 18, Int 6, Wis 11, Cha 11

SQ elemental traits

Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Iron Will, Mobility, Spring Attack, Weapon Focus (slam), Improved Initiative, Weapon Finesse

Skills Listen +14, Spot +14

Advancement 22-23 HD (Huge)

Burn (Ex) A fire elemental's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by a fire elemental's slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental's size (see the table below). A burning creature can take a move action to put out the flame. The save DC is Constitution- based.

Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch on fire unless they succeed on a Reflex save.

Fire Elemental, ElderCR 11

Usually N Huge Elemental (Fire, Extraplanar)

Init +13; Senses darkvision 60 ft.; Listen +28, Spot +29

Languages Ignan

AC 25, touch 17, flat-footed 16; Dodge, Mobility
(−2 size, +9 Dex, +8 natural)

hp 204 (24 HD); DR 10/-

Immune fire

Fort +14, Ref +23, Will +10

Weakness vulnerability to cold

Speed 60 ft.,

Melee 2 slams +26 (2d8+6 plus 2d8 fire)

Space 15 ft.; Reach 15 ft.

Base Atk +18; Grp +32

Atk Options Blind-Fight, Combat Reflexes

Special Actions Spring Attack

Abilities Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11

SQ elemental traits

Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Great Fortitude, Iron Will, Mobility, Spring Attack, Weapon Focus (slam), Improved Initiative, Weapon Finesse

Skills Listen +28, Spot +29

Advancement 25-48 HD (Huge)

Burn (Ex) A fire elemental's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by a fire elemental's slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental's size (see the table below). A burning creature can take a move action to put out the flame. The save DC is Constitution- based.

Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch on fire unless they succeed on a Reflex save.

Water Elemental, SmallCR 1

Usually N Small Elemental (Water, Extraplanar)

Init +0; Senses darkvision 60 ft.; Listen +2, Spot +3

Languages Aquan

AC 17, touch 11, flat-footed 17
(+1 size, +6 natural)

hp 11 (2 HD)

Fort +4, Ref +0, Will +0

Speed 20 ft., swim 90 ft.

Melee Slam +4 (1d6+3)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp −1

Atk Options Power Attack

Abilities Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11

SQ elemental traits

Feats Power Attack

Skills Listen +2, Spot +3

Advancement 3 HD (Small)

Drench (Ex) The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).

Vortex (Su) The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental's movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature's space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size. The save DC is Strength-based.

Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in vortex form cannot make slam attacks and does not threaten the area around it.

Water Mastery (Ex) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.

Skills A water elemental 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

Water Elemental, MediumCR 3

Usually N Medium Elemental (Water, Extraplanar)

Init +1; Senses darkvision 60 ft.; Listen +3, Spot +4

Languages Aquan

AC 19, touch 11, flat-footed 18
(+1 Dex, +8 natural)

hp 30 (4 HD)

Fort +7, Ref +2, Will +1

Speed 20 ft., swim 90 ft.

Melee Slam +6 (1d8+4)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp +6

Atk Options Cleave, Power Attack

Abilities Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11

SQ elemental traits

Feats Cleave, Power Attack

Skills Listen +3, Spot +4

Advancement 5-7 HD (Medium)

Drench (Ex) The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).

Vortex (Su) The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental's movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature's space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size. The save DC is Strength-based.

Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in vortex form cannot make slam attacks and does not threaten the area around it.

Water Mastery (Ex) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.

Skills A water elemental 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

Water Elemental, LargeCR 5

Usually N Large Elemental (Water, Extraplanar)

Init +2; Senses darkvision 60 ft.; Listen +5, Spot +6

Languages Aquan

AC 20, touch 11, flat-footed 18
(−1 size, +2 Dex, +9 natural)

hp 68 (8 HD); DR 5/-

Fort +10, Ref +4, Will +2

Speed 20 ft., swim 90 ft.

Melee 2 slams +10 (2d8+5)

Space 10 ft.; Reach 10 ft.

Base Atk +6; Grp +15

Atk Options Cleave, Great Cleave, Power Attack

Abilities Str 20, Dex 14, Con 19, Int 6, Wis 11, Cha 11

SQ elemental traits

Feats Cleave, Great Cleave, Power Attack

Skills Listen +5, Spot +6

Advancement 9-15 HD (Large)

Drench (Ex) The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).

Vortex (Su) The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental's movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature's space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size. The save DC is Strength-based.

Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in vortex form cannot make slam attacks and does not threaten the area around it.

Water Mastery (Ex) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.

Skills A water elemental 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

Water Elemental, HugeCR 7

Usually N Huge Elemental (Water, Extraplanar)

Init +4; Senses darkvision 60 ft.; Listen +11, Spot +12

Languages Aquan

AC 21, touch 12, flat-footed 17
(−2 size, +4 Dex, +9 natural)

hp 152 (16 HD); DR 5/-

Fort +15, Ref +9, Will +7

Speed 30 ft., swim 120 ft.

Melee 2 slams +17 (2d10+7)

Space 15 ft.; Reach 15 ft.

Base Atk +12; Grp +27

Atk Options Cleave, Great Cleave, Power Attack, Improved Bull Rush

Abilities Str 24, Dex 18, Con 21, Int 6, Wis 11, Cha 11

SQ elemental traits

Feats Alertness, Cleave, Great Cleave, Power Attack, Improved Bull Rush, Iron Will

Skills Listen +11, Spot +12

Advancement 17-20 HD (Huge)

Drench (Ex) The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).

Vortex (Su) The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental's movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature's space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size. The save DC is Strength-based.

Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in vortex form cannot make slam attacks and does not threaten the area around it.

Water Mastery (Ex) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.

Skills A water elemental 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

Water Elemental, GreaterCR 9

Usually N Huge Elemental (Water, Extraplanar)

Init +5; Senses darkvision 60 ft.; Listen +14, Spot +14

Languages Aquan

AC 22, touch 13, flat-footed 17
(−2 size, +5 Dex, +9 natural)

hp 199 (21 HD); DR 10/-

Fort +17, Ref +14, Will +9

Speed 30 ft., swim 120 ft.

Melee 2 slams +21 (2d10+8)

Space 15 ft.; Reach 15 ft.

Base Atk +15; Grp +31

Atk Options Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Power Attack

Abilities Str 26, Dex 20, Con 21, Int 8, Wis 11, Cha 11

SQ elemental traits

Feats Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack

Skills Listen +14, Spot +14

Advancement 22-23 HD (Huge)

Drench (Ex) The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).

Vortex (Su) The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental's movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature's space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size. The save DC is Strength-based.

Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in vortex form cannot make slam attacks and does not threaten the area around it.

Water Mastery (Ex) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.

Skills A water elemental 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

Water Elemental, ElderCR 11

Usually N Huge Elemental (Water, Extraplanar)

Init +6; Senses darkvision 60 ft.; Listen +29, Spot +29

Languages Aquan

AC 23, touch 14, flat-footed 17
(−2 size, +6 Dex, +9 natural)

hp 228 (24 HD); DR 10/-

Fort +19, Ref +16, Will +10

Speed 30 ft., swim 120 ft.

Melee 2 slams +25 (2d10+9/19-20)

Space 15 ft.; Reach 15 ft.

Base Atk +18; Grp +35

Atk Options Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Power Attack

Abilities Str 28, Dex 22, Con 21, Int 10, Wis 11, Cha 11

SQ elemental traits

Feats Alertness, Cleave, Great Cleave, Improved Critical (slam), Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack

Skills Listen +29, Spot +29

Advancement 25-48 HD (Huge)

Drench (Ex) The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).

Vortex (Su) The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental's movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature's space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size. The save DC is Strength-based.

Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in vortex form cannot make slam attacks and does not threaten the area around it.

Water Mastery (Ex) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.

Skills A water elemental 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

High Elf WarriorCR 1/2

Usually CG Medium Humanoid (Elf)

Init +1; Senses Listen +2, Spot +2

Languages Elven

AC 15, touch 11, flat-footed 14
(+1 Dex, +3 studded leather, +1 light shield)

hp 4 (1 HD)

Fort +2, Ref +1, Will −1*

Speed 30 ft.,

Melee Longsword +2 ()

Ranged Longbow +3 (1d8/x3)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Abilities Str 13, Dex 13, Con 10, Int 10, Wis 9, Cha 8

SQ elven traits

Feats Weapon Focus (longbow)

Skills Hide +1, Listen +2, Search +3, Spot +2

Advancement By character class

Level adjustment +0

Elf Traits (Ex) Elves possess the following racial traits.

The elf warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

Half-Elf WarriorCR 1/2

Usually CG Medium Humanoid (Elf)

Init +1; Senses Listen +2, Spot +2

Languages Elven

AC 15, touch 11, flat-footed 14
(+1 Dex, +3 studded leather, +1 light shield)

hp 4 (1 HD)

Fort +2, Ref +1, Will −1*

Speed 30 ft.,

Melee Longsword +2 ()

Ranged Longbow +3 (1d8/x3)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Abilities Str 13, Dex 13, Con 10, Int 10, Wis 9, Cha 8

SQ elven traits

Feats Weapon Focus (longbow)

Skills Hide +1, Listen +2, Search +3, Spot +2

Advancement By character class

Level adjustment +0

Elf Traits (Ex) Elves possess the following racial traits.

The half-elf warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

Aquatic Elf WarriorCR 1/2

Usually CG Medium Humanoid (Elf)

Init +1; Senses Listen +2, Spot +2

Languages Elven

AC 15, touch 11, flat-footed 14
(+1 Dex, +3 studded leather, +1 light shield)

hp 4 (1 HD)

Fort +2, Ref +1, Will −1*

Speed 30 ft.,

Melee Longsword +2 ()

Ranged Longbow +3 (1d8/x3)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Abilities Str 13, Dex 13, Con 10, Int 10, Wis 9, Cha 8

SQ elven traits

Feats Weapon Focus (longbow)

Skills Hide +1, Listen +2, Search +3, Spot +2

Advancement By character class

Level adjustment +0

Elf Traits (Ex) Elves possess the following racial traits.

The elf warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

Gray Elf WarriorCR 1/2

Usually CG Medium Humanoid (Elf)

Init +1; Senses Listen +2, Spot +2

Languages Elven

AC 15, touch 11, flat-footed 14
(+1 Dex, +3 studded leather, +1 light shield)

hp 4 (1 HD)

Fort +2, Ref +1, Will −1*

Speed 30 ft.,

Melee Longsword +2 ()

Ranged Longbow +3 (1d8/x3)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Abilities Str 13, Dex 13, Con 10, Int 10, Wis 9, Cha 8

SQ elven traits

Feats Weapon Focus (longbow)

Skills Hide +1, Listen +2, Search +3, Spot +2

Advancement By character class

Level adjustment +0

Elf Traits (Ex) Elves possess the following racial traits.

The elf warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

Wild Elf WarriorCR 1/2

Usually CG Medium Humanoid (Elf)

Init +1; Senses Listen +2, Spot +2

Languages Elven

AC 15, touch 11, flat-footed 14
(+1 Dex, +3 studded leather, +1 light shield)

hp 4 (1 HD)

Fort +2, Ref +1, Will −1*

Speed 30 ft.,

Melee Longsword +2 ()

Ranged Longbow +3 (1d8/x3)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Abilities Str 13, Dex 13, Con 10, Int 10, Wis 9, Cha 8

SQ elven traits

Feats Weapon Focus (longbow)

Skills Hide +1, Listen +2, Search +3, Spot +2

Advancement By character class

Level adjustment +0

Elf Traits (Ex) Elves possess the following racial traits.

The elf warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

Wood Elf WarriorCR 1/2

Usually N Medium Humanoid (Elf)

Init +1; Senses Listen +2, Spot +2

Languages Elven

AC 15, touch 11, flat-footed 14
(+1 Dex, +3 studded leather, +1 light shield)

hp 4 (1 HD)

Fort +2, Ref +1, Will −1*

Speed 30 ft.,

Melee Longsword +2 ()

Ranged Longbow +3 (1d8/x3)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Abilities Str 13, Dex 13, Con 10, Int 10, Wis 9, Cha 8

SQ elven traits

Feats Weapon Focus (longbow)

Skills Hide +1, Listen +2, Search +3, Spot +2

Advancement By character class

Level adjustment +0

Elf Traits (Ex) Elves possess the following racial traits.

The elf warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

Drow WarriorCR 1

Usually NE Medium Humanoid (Elf)

Init +1; Senses Listen +2, Spot +3

Languages Elven

AC 16, touch 11, flat-footed 15
(+1 Dex, +4 chain shirt, +1 light shield)

hp 4 (1 HD)

SR 12

Fort +2, Ref +1, Will −1*

Speed 30 ft.,

Melee Rapier +3 (1d6+1/18-20)

Ranged Hand crossbow +2 (1d4/19-20)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Spell-like Abilities (CL ):

Abilities Str 13, Dex 13, Con 10, Int 12, Wis 9, Cha 10

SQ drow traits

Feats Weapon Focus (rapier)

Skills Hide +0, Listen +2, Search +4, Spot +3

Advancement By character class

Level adjustment +2

Drow Traits (Ex) Drows possess the following racial traits.

The drow warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

Poison (Ex) An opponent hit by a drow's poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical drow carries 1d4-1 doses of drow knockout poison. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that drow have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, drow and other elves are susceptible to it.

Challenge Rating Drow with levels in NPC classes have a CR equal to their character level. Drow with levels in PC classes have a CR equal to their character level +1

Ethereal FilcherCR 3

Usually N Medium Aberration

Init +8; Senses darkvision 60 ft., detect magic; Listen +9, Spot +9

Languages

AC 17, touch 14, flat-footed 13; Dodge
(+4 Dex, +3 natural)

hp 22 (5 HD)

Fort +1, Ref +5, Will +5

Speed 40 ft.,

Melee Bite +3 (1d4)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp +3

Abilities Str 10, Dex 18, Con 11, Int 7, Wis 12, Cha 10

SQ ethereal jaunt

Feats Dodge, Improved Initiative

Skills Listen +9, Sleight of Hand +12, Spot +9

Advancement 6-7 HD (Medium); 8-15 HD (Large)

Detect Magic (Su) Ethereal filchers can detect magic as the spell (caster level 5th) at will.

Ethereal Jaunt (Su) An ethereal filcher can shift from the Ethereal Plane to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1 round before returning to the Material Plane. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th).

Skills Ethereal filchers have a +8 racial bonus on Sleight of Hand checks, and a +4 racial bonus on Listen and Spot checks.

Ethereal MarauderCR 3

Always N Medium Magical Beast (Extraplanar)

Init +5; Senses darkvision 60 ft.; Listen +5, Spot +4

Languages

AC 14, touch 11, flat-footed 13
(+1 Dex, +3 natural)

hp 11 (2 HD)

Fort +3, Ref +4, Will +1

Speed 40 ft.,

Melee Bite +4 (1d6+3)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +4

Abilities Str 14, Dex 12, Con 11, Int 7, Wis 12, Cha 10

SQ ethereal jaunt

Feats Improved Initiative

Skills Listen +5, Move Silently +5, Spot +4

Advancement 3-4 HD (Medium); 5-6 HD (Large)

Ethereal Jaunt (Su) An ethereal marauder can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th).

Skills Ethereal marauders have a +2 racial bonus on Listen, Move Silently, and Spot checks.

EttercapCR 3

Usually NE Medium Aberration

Init +3; Senses low-light vision; Listen +4, Spot +8

Languages Common

AC 14, touch 13, flat-footed 11
(+3 Dex, +1 natural)

hp 27 (5 HD)

Fort +4, Ref +4, Will +6

Speed 30 ft., climb 30 ft.

Melee Bite +5 (1d8+2 plus poison) and 2 claws +3 (1d3+1)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp +5

Abilities Str 14, Dex 17, Con 13, Int 6, Wis 15, Cha 8

Feats Great Fortitude, Multiattack

Skills Climb +10, Craft (trapmaking) +4, Hide +9, Listen +4, Spot +8

Advancement 6-7 HD (Medium); 8-15 HD (Large)

Level adjustment +4

Poison (Ex) Injury, Fortitude DC 15, initial damage 1d6 Dex, secondary damage 2d6 Dex. The save DC is Constitution based and includes a +2 racial bonus.

Web (Ex) An ettercap can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Medium size. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.

Ettercaps can also create sheets of sticky webbing from 5 to 60 feet square. They usually position these to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 6 hit points, hardness 0, and takes double damage from fire.

An ettercap can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.

Skills Ettercaps have a +4 racial bonus on Craft (trapmaking), Hide, and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

EttinCR 6

Usually CE Large Giant

Init +3; Senses low-light vision; Listen +10, Spot +10

Languages Orc, Goblin, Giant; pidgin only

AC 18, touch 8, flat-footed 18
(−1 size, −1 Dex, +7 natural, +3 hide armor)

hp 65 (10 HD)

Fort +9, Ref +2, Will +5

Speed 30 ft.,

Melee 2 morningstars +12/+7 (2d6+6)

Ranged 2 javelins +5 (1d8+6)

Space 10 ft.; Reach 10 ft.

Base Atk +7; Grp +17

Atk Options Power Attack

Abilities Str 23, Dex 8, Con 15, Int 6, Wis 10, Cha 11

SQ superior two-weapon fighting

Feats Alertness, Improved Initiative, Iron Will, Power Attack

Skills Listen +10, Search +1, Spot +10

Advancement By character class

Level adjustment +5

Superior Two-Weapon Fighting (Ex) An ettin fights with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons.

Pidgin Speaker Ettins have no language of their own but speak a pidgin of Orc, Goblin, and Giant. Creatures that can speak any of these languages must succeed on a DC 15 Intelligence check to communicate with an ettin. Check once for each bit of information: If the other creature speaks two of these languages, the DC is 10, and for someone who speaks all three, the DC is 5.

Skills An ettin's two heads give it a +2 racial bonus on Listen, Spot, and Search checks.

Formian WorkerCR 1/2

Always LN Small Outsider (Lawful, Extraplanar)

Init +2; Senses Listen +4, Spot +4

Languages —; hive mind

AC 17, touch 13, flat-footed 15
(+1 size, +2 Dex, +4 natural)

hp 5 (1 HD)

Immune poison, petrification, cold

Resist electricity 10, fire 10, sonic 10

Fort +3, Ref +4, Will +2

Speed 40 ft.,

Melee Bite +3 (1d4+1)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp −2

Special Actions cure serious wounds, make whole

Abilities Str 13, Dex 14, Con 13, Int 6, Wis 10, Cha 9

Feats Skill Focus (Craft [selected skill])

Skills Climb +10, Craft (any one) +5, Hide +6, Listen +4, Search +2, Spot +4

Advancement 2-3 HD (Medium)

Hive Mind (Ex) All formians within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No formian in a group is considered flanked unless all of them are.

Cure serious wounds (Sp) Eight workers together can heal a creature's wounds as though using the cure serious wounds spell (caster level 7th). This is a full-round action for all eight workers.

Make whole (Sp) Three workers together can repair an object as though using the make whole spell (caster level 7th). This is a fullround action for all three workers.

Formian WarriorCR 3

Always LN Medium Outsider (Lawful, Extraplanar)

Init +3; Senses Listen +8, Spot +8

Languages —; hive mind

AC 18, touch 13, flat-footed 15; Dodge
(+3 Dex, +5 natural)

hp 26 (4 HD)

Immune poison, petrification, cold

Resist electricity 10, fire 10, sonic 10; SR 18

Fort +6, Ref +7, Will +5

Speed 40 ft.,

Melee Sting +7 (2d4+3 plus poison) and 2 claws +5 (1d6+1) and bite +5 (1d4+1)

Space 5 ft.; Reach 5 ft.

Base Atk +4; Grp +7

Abilities Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 11

Feats Dodge, Multiattack

Skills Climb +10, Hide +10, Jump +14, Listen +8, Move Silently +10, Search +7, Spot +8, Survival +1 (+3 following tracks), Tumble +12

Advancement 5-8 HD (Medium); 9-12 HD (Large)

Hive Mind (Ex) All formians within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No formian in a group is considered flanked unless all of them are.

Poison (Ex) Injury, Fortitude DC 14, initial and secondary damage 1d6 Str. The save DC is Constitution-based.

Formian TaskmasterCR 7

Always LN Medium Outsider (Lawful, Extraplanar)

Init +7; Senses Listen +12, Spot +12

Languages —; hive mind, telepathy 100 ft.

AC 19, touch 13, flat-footed 16; Dodge
(+3 Dex, +6 natural)

hp 39 (6 HD)

Immune poison, petrification, cold

Resist electricity 10, fire 10, sonic 10; SR 21

Fort +7, Ref +8, Will +8

Speed 40 ft.,

Melee Sting +10 (2d4+4 plus poison) and 2 claws +8 (1d6+2)

Space 5 ft.; Reach 5 ft.

Base Atk +6; Grp +10

Special Actions dominate monster

Abilities Str 18, Dex 16, Con 14, Int 11, Wis 16, Cha 19

Feats Dodge, Improved Initiative, Multiattack

Skills Climb +13, Diplomacy +6, Hide +12, Intimidate +13, Listen +12, Move Silently +12, Search +9, Sense Motive +12, Spot +12, Survival +3 (+5 following tracks)

Advancement 7-9 HD (Medium); 10-12 HD (Large)

Hive Mind (Ex) All formians within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No formian in a group is considered flanked unless all of them are.

Dominate Monster (Su) A taskmaster can use a dominate monster ability as the spell from a 10th-level caster (Will DC 17 negates), although the subject may be of any kind and may be up to Large size. Creatures that successfully save cannot be affected by the same taskmaster's dominate monster ability for 24 hours. A single taskmaster can dominate up to four subjects at a time. The save DC is Charisma-based.

Dominated Creature A taskmaster is never encountered alone. One dominated nonformian creature always accompanies it (choose or determine randomly any creature of CR 4).

Formian MyrmarchCR 10

Always LN Large Outsider (Lawful, Extraplanar)

Init +8; Senses Listen +18, Spot +18

Languages Formian, Common; hive mind

AC 28, touch 13, flat-footed 24; Dodge, Mobility
(−1 size, +4 Dex, +15 natural)

hp 102 (12 HD); fast healing 2

Immune poison, petrification, cold

Resist electricity 10, fire 10, sonic 10; SR 25

Fort +12, Ref +12, Will +11

Speed 50 ft.,

Melee Sting +15 (2d4+4 plus poison) and bite +13 (2d6+2)

Ranged Javelin +15/+10 (1d6+4)

Space 10 ft.; Reach 5 ft.

Base Atk +12; Grp +20

Special Actions Spring Attack

Spell-like Abilities (CL 12):

At will—charm monster (DC 17), clairaudience/clairvoyance, detect chaos, detect thoughts (DC 15), magic circle against chaos, greater teleport

1/day—dictum (DC 20), order's wrath (DC 17)

The save DCs are Charisma-based

Abilities Str 19, Dex 18, Con 18, Int 16, Wis 16, Cha 17

Feats Dodge, Improved Initiative, Mobility, Multiattack, Spring Attack

Skills Climb +19, Concentration +18, Diplomacy +20, Hide +15, Knowledge (any one) +18, Listen +18, Move Silently +19, Search +18, Sense Motive +18, Spot +18, Survival +3 (+5 following tracks)

Advancement 13-18 HD (Large); 19-24 HD (Huge)

Hive Mind (Ex) All formians within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No formian in a group is considered flanked unless all of them are.

Formian QueenCR 17

Always LN Large Outsider (Lawful, Extraplanar)

Init −5; Senses Listen +30, Spot +30

Languages Formian, Common; hive mind, telepathy

AC 23, touch 9, flat-footed 23
(−1 size, +14 natural)

hp 190 (20 HD); fast healing 2

Immune poison, petrification, cold

Resist electricity 10, fire 10, sonic 10; SR 30

Fort +19, Ref −, Will +19

Speed 0 ft.,

Space 10 ft.; Reach 5 ft.

Base Atk +20; Grp +24

Spell-like Abilities (CL 17):

At will—calm emotions (DC 17), charm monster (DC 19), clairaudience/clairvoyance, detect chaos, detect thoughts, dictum (DC 22), divination, hold monster (DC 20), magic circle against chaos, order's wrath (DC 19), shield of law (DC 23), true seeing

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 17):

0 (6/day)—acid splash, arcane mark, daze, detect magic, light, mage hand, read magic, resistance, touch of fatigue

1 (8/day)—comprehend languages, identify, mage armor, magic missile, shield

2 (7/day)—hypnotic pattern, invisibility, protection from arrows, resist energy, scorching ray

3 (7/day)—dispel magic, heroism, nondetection, slow

4 (7/day)—confusion, detect scrying, black tentacles, scrying

5 (7/day)—cone of cold, dismissal, teleport, wall of force

6 (6/day)—analyze dweomer, geas/quest, repulsion

7 (6/day)—summon monster VII, vision, waves of exhaustion

8 (4/day)—prismatic wall, temporal stasis

Abilities Str -, Dex -, Con 20, Int 20, Wis 20, Cha 21

Feats Alertness, Great Fortitude, Improved Counterspell, Iron Will, item creation feat (any one), Maximize Spell, Spell Focus (enchantment), Eschew Materials

Skills Appraise +28, Bluff +28, Concentration +28, Diplomacy +32, Disguise +5 (+7 acting), Intimidate +30, Knowledge (any three) +28, Listen +30, Sense Motive +28, Spellcraft +28 (+30 scrolls), Spot +30, Use Magic Device +28 (+30 scrolls)

Advancement 21-30 HD (Huge); 31-40 HD (Gargantuan)

Hive Mind (Ex) All formians within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No formian in a group is considered flanked unless all of them are.

Telepathy (Su) The queen can communicate telepathically with any intelligent creature within 50 miles whose presence she is aware of.

Frost WormCR 12

Usually N Huge Magical Beast (Cold)

Init +4; Senses darkvision 60 ft., low-light vision; Listen +5, Spot +5

Languages

AC 18, touch 8, flat-footed 18
(−2 size, +10 natural)

hp 147 (14 HD)

Immune cold

Fort +14, Ref +9, Will +6

Weakness vulnerability to fire

Speed 30 ft., burrow 10 ft.

Melee Bite +21 (2d8+12 plus 1d8 cold)

Space 15 ft.; Reach 10 ft.

Base Atk +14; Grp +30

Special Actions trill, breath weapon

Abilities Str 26, Dex 10, Con 20, Int 2, Wis 11, Cha 11

SQ death throes

Feats Alertness, Improved Initiative, Improved Natural Attack (bite), Iron Will, Weapon Focus (bite)

Skills Hide +3*, Listen +5, Spot +5

Advancement 15-21 HD (Huge); 22-42 HD (Gargantuan)

Breath Weapon (Su) 30-foot cone, once per hour, damage 15d6 cold, Reflex DC 22 half. Opponents held motionless by the frost worm's trill get no saving throw. The save DC is Constitution-based.

Cold (Ex) A frost worm's body generates intense cold, causing opponents to take an extra 1d8 points of cold damage every time the creature succeeds on a bite attack. Creatures attacking a frost worm unarmed or with natural weapons take this same cold damage each time one of their attacks hits.

Death Throes (Ex) When killed, a frost worm turns to ice and shatters in an explosion that deals 12d6 points of cold damage and 8d6 points of piercing damage to everything within 100 feet (Reflex half DC 22). The save DC is Constitution-based.

Trill (Su) A frost worm can emit a noise that forces its prey to stand motionless. This sonic mind-affecting compulsion affects all creatures other than frost worms within a 100-foot radius. Creatures must succeed on a DC 17 Will save or be stunned for as long as the worm trills and for 1d4 rounds thereafter, even if they are attacked. However, if attacked or violently shaken (a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm's trill for 24 hours. The effect's caster level is 14th. The save DC is Charisma-based.

Skills *A frost worm, due to its coloration and its affinity for burying itself in the snow, has a +10 racial bonus on Hide checks in its native environment.

ShriekerCR 1

Always N Medium Plant

Init −5; Senses low-light vision; Listen −4, Spot −4

Languages

AC 8, touch 5, flat-footed 8
(−5 Dex, +3 natural)

hp 11 (2 HD)

Fort +4, Ref −, Will −4

Speed 0 ft.,

Space 5 ft.; Reach 0 ft.

Base Atk +1; Grp −4

Abilities Str -, Dex -, Con 13, Int -, Wis 2, Cha 1

SQ plant traits

Feats

Skills

Advancement 3 HD (Medium)

Shriek (Ex) Movement or a light source within 10 feet of a shrieker causes the fungus to emit a piercing sound that lasts for 1d3 rounds. The sound attracts nearby creatures that are disposed to investigate it. Some creatures that live near shriekers come to learn that the fungus's noise means there is food nearby.

Violet FungusCR 3

Always N Medium Plant

Init −1; Senses low-light vision; Listen +0, Spot +0

Languages

AC 13, touch 9, flat-footed 13
(−1 Dex, +4 natural)

hp 15 (2 HD)

Fort +6, Ref −1, Will +0

Speed 10 ft.,

Melee 4 tentacles +3 (1d6+2 plus poison)

Space 5 ft.; Reach 10 ft.

Base Atk +1; Grp +3

Abilities Str 14, Dex 8, Con 16, Int -, Wis 11, Cha 9

SQ plant traits

Feats

Skills

Advancement 3-6 HD (Medium)

Poison (Ex) Injury, Fortitude DC 14, initial and secondary damage 1d4 Str and 1d4 Con. The save DC is Constitution-based.

GargoyleCR 4

Usually CE Medium Monstrous Humanoid (Earth)

Init +2; Senses darkvision 60 ft.; Listen +4, Spot +4

Languages Common, Terran

AC 16, touch 12, flat-footed 14
(+2 Dex, +4 natural)

hp 37 (4 HD); DR 10/magic

Fort +5, Ref +6, Will +4

Speed 40 ft., fly 60 ft. (average)

Melee 2 claws +6 (1d4+2) and bite +4 (1d6+1) and gore +4 (1d6+1)

Space 5 ft.; Reach 5 ft.

Base Atk +4; Grp +6

Abilities Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7

SQ freeze

Feats Multiattack, Toughness

Skills Hide +7*, Listen +4, Spot +4

Advancement 5-6 HD (Medium); 7-12 HD (Large)

Level adjustment +5

Freeze (Ex) A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.

Skills Gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a gargoyle is concealed against a background of stone.

KapoacinthCR 4

Usually CE Medium Monstrous Humanoid (Earth, Aquatic)

Init +2; Senses darkvision 60 ft.; Listen +4, Spot +4

Languages Common, Terran

AC 16, touch 12, flat-footed 14
(+2 Dex, +4 natural)

hp 37 (4 HD); DR 10/magic

Fort +5, Ref +6, Will +4

Speed 40 ft., swim 60 ft.

Melee 2 claws +6 (1d4+2) and bite +4 (1d6+1) and gore +4 (1d6+1)

Space 5 ft.; Reach 5 ft.

Base Atk +4; Grp +6

Abilities Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7

SQ freeze

Feats Multiattack, Toughness

Skills Hide +7*, Listen +4, Spot +4

Advancement 5-6 HD (Medium); 7-12 HD (Large)

Level adjustment +5

Freeze (Ex) A kapoacinth can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the kapoacinth is really alive.

Skills Kapoacinth have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a kapoacinth is concealed against a background of stone.

DjinniCR 5

Always CG Large Outsider (Air, Extraplanar)

Init +8; Senses darkvision 60 ft.; Listen +12, Spot +12

Languages Auran, Celestial, Common, Ignan; telepathy 100 ft.

AC 16, touch 13, flat-footed 12; Dodge
(−1 size, +4 Dex, +3 natural)

hp 45 (7 HD)

Immune acid

Fort +7, Ref +9, Will +7

Speed 20 ft., fly 60 ft. (perfect)

Melee 2 slams +10 (1d8+4)

Space 10 ft.; Reach 10 ft.

Base Atk +7; Grp +15

Atk Options Combat Reflexes, air mastery

Special Actions whirlwind, plane shift

Spell-like Abilities (CL 20):

At will—invisibility (self only)

1/day—create food and water, create wine (as create water, but wine instead), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk, gaseous form (up to one hour)

The save DCs are Charisma-based

Abilities Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15

Feats Combat Casting, Combat Reflexes, Dodge, Improved Initiative

Skills Appraise +12, Concentration +12, Craft (any one) +12, Diplomacy +4, Escape Artist +14, Knowledge (any one) +12, Listen +12, Move Silently +14, Sense Motive +12, Spellcraft +12, Spot +12, Use Rope +4 (+6 with bindings)

Advancement 8-10 HD (Large); 11-21 (Huge)

Level adjustment +6

Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against a djinni.

Plane Shift (Sp) A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).

Whirlwind (Su) A djinni can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 7 rounds. In this form, it can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. The djinni controls the exact height, but it must be at least 10 feet.

A djinni's movement while in whirlwind form does not provoke attacks of opportunity, even if the djinni enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the djinni moves into or through the creature's space.

Creatures one or more size categories smaller than the djinni might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 20 Reflex save when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed on a second DC 20 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature with a fly speed is allowed a DC 20 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment.

Creatures trapped in the whirlwind cannot move except to go where the djinni carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The djinni can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind's volume.

The djinni can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.

If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the djinni and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

A djinni in whirlwind form cannot make melee attacks and does not threaten the area around it.

EfreetiCR 8

Always LE Large Outsider (Extraplanar, Fire)

Init +7; Senses darkvision 60 ft.; Listen +15, Spot +15

Languages Auran, Common, Ignan, Infernal; telepathy 100 ft.

AC 18, touch 12, flat-footed 15; Dodge
(−1 size, +3 Dex, +6 natural)

hp 65 (10 HD)

Immune fire

Fort +9, Ref +10, Will +9

Weakness vulnerability to cold

Speed 20 ft., fly 40 ft. (perfect)

Melee 2 slams +15 (1d8+6 plus 1d6 fire)

Space 10 ft.; Reach 10 ft.

Base Atk +10; Grp +20

Atk Options Combat Reflexes

Special Actions change size, plane shift, change shape

Spell-like Abilities (CL 12):

At will—detect magic, produce flame, pyrotechnics (DC 14), scorching ray (1 ray only)

3/day—invisibility, wall of fire (DC 16)

1/day—gaseous form, permanent image (DC 18)

The save DCs are Charisma-based

Abilities Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 15

Feats Combat Casting, Combat Reflexes, Dodge, Quicken Spell-Like Ability (scorching ray), Improved Initiative

Skills Bluff +15, Craft (any one) +14, Concentration +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +17, Listen +15, Move Silently +16, Sense Motive +15, Spellcraft +14, Spot +15

Advancement 11-15 HD (Large); 16-30 HD (Huge)

Change Size (Sp) Twice per day, an efreeti can magically change a creature's size. This works just like an enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Heat (Ex) An efreeti's red-hot body deals 1d6 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.

Plane Shift (Sp) A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).

Change Shape (Su) An efreeti can assume the form of any Small, Medium or Large humanoid or giant.

Grant wishes (Sp) Once per day an efreet can grant three wishes to any being (nongenies only).

JanniCR 4

Usually N Medium Outsider (Native)

Init +6; Senses darkvision 60 ft.; Listen +11, Spot +11

Languages Common, one elemental language (Aquan, Auran, Ignan, or Terran), one alignment language (Abyssal, Celestial, or Infernal); telepathy 100 ft.

AC 18, touch 12, flat-footed 16; Dodge, Mobility
(+2 Dex, +1 natural, +5 chainmail)

hp 33 (6 HD)

Resist fire 10

Fort +6, Ref +7, Will +7

Speed 20 ft., fly 15 ft. (perfect)

Melee Scimitar +9/+4 (1d6+4/18-20)

Ranged Longbow +8/+3 (1d8/x3)

Space 5 ft.; Reach 5 ft.

Base Atk +6; Grp +9

Atk Options Combat Reflexes

Special Actions change size, plane shift

Spell-like Abilities (CL 12):

3/day—invisibility (self only), speak with animals

1/day—create food and water, ethereal jaunt (for 1 hour)

The save DCs are Charisma-based

Abilities Str 16, Dex 15, Con 12, Int 14, Wis 15, Cha 13

SQ elemental endurance

Feats Combat Reflexes, Dodge, Mobility, Improved Initiative

Skills Appraise +11, Concentration +10, Craft (any two) +11, Diplomacy +3, Escape Artist +6, Listen +11, Move Silently +6, Ride +11, Sense Motive +11, Spot +11, Use Rope +2 (+4 with bindings)

Advancement 7-9 HD (Medium); 10-18 HD (Large)

Level adjustment +5

Change Size (Sp) Twice per day, a janni can magically change a creature's size. This works just like an enlarge person or reduce person spell (the janni chooses when using the ability), except that the ability can work on the janni. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Elemental Endurance (Ex) Jann can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane before that time expires causes a janni to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane.

Plane Shift (Sp) A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).

GhoulCR 1

Always CE Medium Undead

Init +2; Senses darkvision 60 ft.; Listen +2, Spot +7

Languages

AC 14, touch 12, flat-footed 12
(+2 Dex, +2 natural)

hp 13 (2 HD)

Fort +0, Ref +2, Will +5

Speed 30 ft.,

Melee Bite +2 (1d6+1 plus paralysis) and 2 claws +0 (1d3 plus paralysis)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Abilities Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12

SQ undead traits, +2 turn resistance

Feats Multiattack

Skills Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7

Advancement 3 HD (Medium)

Ghoul Fever (Su) Disease-bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.

An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.

Paralysis (Ex) Those hit by a ghoul's bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.

LacedonCR 1

Always CE Medium Undead (Aquatic)

Init +2; Senses darkvision 60 ft.; Listen +2, Spot +7

Languages

AC 14, touch 12, flat-footed 12
(+2 Dex, +2 natural)

hp 13 (2 HD)

Fort +0, Ref +2, Will +5

Speed 30 ft., swim 30 ft.

Melee Bite +2 (1d6+1 plus paralysis) and 2 claws +0 (1d3 plus paralysis)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Abilities Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12

SQ undead traits, +2 turn resistance

Feats Multiattack

Skills Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7

Advancement 3 HD (Medium)

Ghoul Fever (Su) Disease-bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.

An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.

Paralysis (Ex) Those hit by a ghoul's bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.

GhastCR 3

Always CE Medium Undead

Init +3; Senses darkvision 60 ft.; Listen +2, Spot +8

Aura stench

Languages

AC 17, touch 12, flat-footed 14
(+3 Dex, +4 natural)

hp 29 (4 HD)

Fort +1, Ref +4, Will +6

Speed 30 ft.,

Melee Bite +5 (1d8+3 plus paralysis) and 2 claws +3 (1d4+1 plus paralysis)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +5

Abilities Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16

SQ undead traits, +2 turn resistance

Feats Multiattack, Toughness

Skills Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot +8

Advancement 5-8 HD (Medium)

Ghoul Fever (Su) Disease-bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.

An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.

Paralysis (Ex) Those hit by a ghast's bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.

Stench (Ex) The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.

Cloud GiantCR 11

Usually NG Huge Giant (Air)

Init +1; Senses low-light vision, scent; Listen +15, Spot +15

Languages Giant, Common

AC 25, touch 9, flat-footed 24
(−2 size, +1 Dex, +12 natural, +4 chain shirt)

hp 178 (17 HD)

Fort +16, Ref +6, Will +10

Speed 50 ft.,

Melee Gargantuan morningstar +22/+17/+12 (4d6+18); or

Melee 2 slams +22 (1d6+12)

Ranged Rock +12 (2d8+12)

Space 15 ft.; Reach 15 ft.

Base Atk +12; Grp +32

Atk Options Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Power Attack

Special Actions rock catching

Spell-like Abilities (CL 15):

3/day—levitate (self plus 2,000 pounds), obscuring mist

1/day—fog cloud

Abilities Str 35, Dex 13, Con 23, Int 12, Wis 16, Cha 13

SQ oversized weapon

Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Iron Will, Power Attack

Skills Climb +19, Craft (any one) +11, Diplomacy +3, Intimidate +11, Listen +15, Perform (string instruments) +2, Sense Motive +9, Spot +15

Advancement By character class

Oversized Weapon (Ex) A cloud giant wields a great, two-handed morningstar (big enough for Gargantuan creatures) without penalty.

Rock Catching (Ex) A giant can catch Small, Medium, and Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for Medium one, and 25 for a Large one. (if the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex) Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. The range increment is 140 feet for a cloud giant's thrown rocks and they weigh between 60 and 80 pounds (medium objects).

Fire GiantCR 10

Often LE Large Giant (Fire)

Init −1; Senses low-light vision; Listen +2, Spot +14

Languages Giant, Common

AC 23, touch 8, flat-footed 23
(−1 size, −1 Dex, +8 natural, +7 half-plate armor)

hp 142 (15 HD)

Immune fire

Fort +14, Ref +4, Will +9

Weakness vulnerability to cold

Speed 30 ft.,

Melee Greatsword +20/+15/+10 (3d6+15); or

Melee 2 slams +20 (1d4+10)

Ranged Rock +10 (2d6+10 plus 2d6 fire)

Space 10 ft.; Reach 10 ft.

Base Atk +11; Grp +25

Atk Options Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack

Special Actions rock catching

Abilities Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11

Feats Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack

Skills Climb +9, Craft (any one) +6, Intimidate +6, Jump +9, Spot +14

Advancement By character class

Level adjustment +4

Rock Catching (Ex) A giant can catch Small, Medium, and Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for Medium one, and 25 for a Large one. (if the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex) Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. The range increment is 120 feet for a fire giant's thrown rocks and they weigh between 40 and 50 pounds (Small objects).

Frost GiantCR 9

Often CE Large Giant (Cold)

Init −1; Senses low-light vision; Listen +2, Spot +12

Languages Giant, Common

AC 21, touch 8, flat-footed 21
(−1 size, −1 Dex, +9 natural, +4 chain shirt)

hp 133 (14 HD)

Immune cold

Fort +14, Ref +3, Will +6

Weakness vulnerability to fire

Speed 40 ft.,

Melee Huge greataxe +18/+13 (3d6+13/x3); or

Melee 2 slams +18 (1d4+9)

Ranged Rock +9 (2d6+9)

Space 10 ft.; Reach 10 ft.

Base Atk +10; Grp +23

Atk Options Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack

Special Actions rock catching

Abilities Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11

Feats Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack

Skills Climb +13, Craft (any one) +6, Intimidate +6, Jump +17, Spot +12

Advancement By character class

Level adjustment +4

Rock Catching (Ex) A giant can catch Small, Medium, and Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for Medium one, and 25 for a Large one. (if the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex) Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. The range increment is 120 feet for a frost giant's thrown rocks and they weigh between 40 and 50 pounds (Small objects).

Hill GiantCR 7

Often CE Large Giant

Init −1; Senses low-light vision; Listen +3, Spot +6

Languages Giant

AC 20, touch 8, flat-footed 20
(−1 size, −1 Dex, +9 natural, +3 hide armor)

hp 102 (12 HD)

Fort +12, Ref +3, Will +4

Speed 30 ft.,

Melee Greatclub +16/+11 (2d8+10); or

Melee 2 slams +15 (1d4+7)

Ranged Rock +8 (2d6+7)

Space 10 ft.; Reach 10 ft.

Base Atk +9; Grp +20

Atk Options Cleave, Improved Bull Rush, Power Attack, Improved Sunder

Special Actions rock catching

Abilities Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7

Feats Cleave, Improved Bull Rush, Power Attack, Improved Sunder, Weapon Focus (greatclub)

Skills Climb +7, Jump +7, Listen +3, Spot +6

Advancement By character class

Level adjustment +4

Rock Catching (Ex) A giant can catch Small, Medium, and Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for Medium one, and 25 for a Large one. (if the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex) Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. The range increment is 120 feet for a hill giant's thrown rocks and they weigh between 40 and 50 pounds (Small objects).

Stone GiantCR 8

Usually N Large Giant (Earth)

Init +2; Senses darkvision 60 ft., low-light vision; Listen +1, Spot +12

Languages Giant, Common

AC 25, touch 11, flat-footed 23
(−1 size, +2 Dex, +11 natural, +3 hide armor)

hp 119 (14 HD)

Fort +13, Ref +6, Will +7

Speed 30 ft.,

Melee Greatclub +17/+12 (2d8+12); or

Melee 2 slams +17 (1d4+8)

Ranged Rock +11 (2d8+12)

Space 10 ft.; Reach 10 ft.

Base Atk +10; Grp +22

Atk Options Combat Reflexes, Point Blank Shot, Power Attack, Precise Shot

Special Actions rock catching

Abilities Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 11

Feats Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot

Skills Climb +11, Hide +6*, Jump +11, Spot +12

Advancement By character class

Level adjustment +4 (elder +6)

Rock Catching (Ex) A giant can catch Small, Medium, and Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for Medium one, and 25 for a Large one. (if the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt. A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock.

Rock Throwing (Ex) Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. The range increment is 180 feet for a stone giant's thrown rocks and they weigh between 60 and 80 pounds (medium objects). It uses both hands when throwing a rock.

Skills *A stone giant gains a +8 racial bonus on Hide checks in rocky terrain.

Storm GiantCR 13

Often CG Huge Giant

Init +2; Senses low-light vision; Listen +15, Spot +25

Languages Giant, Common

AC 27, touch 10, flat-footed 25
(−2 size, +2 Dex, +12 natural, +5 breastplate)

hp 199 (19 HD)

Immune electricity

Fort +17, Ref +8, Will +13

Speed 35 ft., swim 30 ft.

Melee Greatsword +26/+21/+16 (4d6+21/19-20); or

Melee 2 slams +26 (1d6+14)

Ranged Composite longbow (+14 Str bonus) +14/+9/+4 (3d6+14/x3)

Space 15 ft.; Reach 15 ft.

Base Atk +14; Grp +36

Atk Options Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Sunder, Power Attack

Special Actions rock catching

Spell-like Abilities (CL 20):

2/day—control weather, levitate

1/day—call lightning (DC 15), chain lightning (DC 18)

The save DCs are Charisma-based

Abilities Str 39, Dex 14, Con 23, Int 16, Wis 20, Cha 15

SQ freedom of movement, water breathing

Feats Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack

Skills Climb +20, Concentration +26, Craft (any one) +13, Diplomacy +4, Intimidate +12, Jump +24, Listen +15, Perform (sing) +12, Sense Motive +15, Spot +25, Swim +18*

Advancement By character class

Freedom of Movement (Su) Storm giants have a continuous freedom of movement ability as the spell (caster level 20th). The effect can be dispelled, but the storm giant can create it again on its next turn as a free action.

Water Breathing (Ex) Storm giants can breathe underwater indefinitely and can freely use their spell-like abilities while submerged.

Skills A storm giant 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. *Storm giants ignore all weight penalties for gear carried when swimming.

Gibbering MoutherCR 5

Usually N Medium Aberration

Init +1; Senses darkvision 60 ft.; Listen +4, Spot +9

Aura gibbering

Languages Common

AC 19, touch 11, flat-footed 18; amorphous
(+1 Dex, +8 natural)

hp 42 (4 HD); DR 5/bludgeoning

Fort +7, Ref +4, Will +5

Speed 10 ft., swim 20 ft.

Melee 6 bites +4 (1) and spittle +4 touch (1d4 acid plus blindness)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp +3

Atk Options improved grab, blood drain

Special Actions spittle, engulf, ground manipulation

Abilities Str 10, Dex 13, Con 22, Int 4, Wis 13, Cha 13

Feats Lightning Reflexes, Weapon Finesse

Skills Listen +4, Spot +9, Swim +8

Advancement 5-12 HD (Large)

Amorphous (Ex) A gibbering mouther is not subject to critical hits. It cannot be flanked.

Blood Drain (Ex) On a successful grapple check after grabbing, that mouth attaches to the opponent. It automatically deals bite damage and drains blood, dealing 1 point of Constitution damage each round. A mouth can be ripped off (dealing 1 point of damage) with a DC 12 Strength check or severed by a successful sunder attempt (the mouth has 2 hit points).

A severed mouth continues to bite and drain blood for 1d4 rounds after such an attack. A creature whose Constitution is reduced to 0 is killed.

Engulf (Ex) A gibbering mouther can try to engulf a Medium or smaller opponent grabbed by three or more mouths.

The opponent must succeed on a DC 14 Reflex save or fall and be engulfed. In the next round, the mouther makes twelve bite attacks instead of six (each with a +4 attack bonus). An engulfed creature cannot attack the mouther from within. The previously attached mouths are now free to attack others. The save DC is Strength-based and includes a +2 racial bonus.

Gibbering (Su) As soon as a mouther spots something edible, it begins a constant gibbering as a free action. All creatures (other than mouthers) within a 60-foot spread must succeed on a DC 13 Will save or be affected as though by a confusion spell for 1d2 rounds. This is a sonic mind-affecting compulsion effect. A creature that successfully saves cannot be affected by the same gibbering mouther's gibbering for 24 hours. The save DC is Charisma-based.

Ground Manipulation (Su) At will, as a standard action, a gibbering mouther can cause stone and earth in all adjacent squares to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than the mouther in that area must take a move-equivalent action to avoid becoming mired (treat as being pinned).

Improved Grab (Ex) To use this ability, a gibbering mouther must hit a Medium or smaller foe with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Spittle (Ex) As a free action every round, a gibbering mouther fires a stream of spittle at one opponent within 30 feet. The mouther makes a ranged touch attack; if it hits, it deals 1d4 points of acid damage, and the target must succeed on a DC 18 Fortitude save or be blinded for 1d4 rounds. Eyeless creatures are immune to the blinding effect, but are still subject to the acid damage. The save DC is Constitution-based.

Skills Thanks to their multiple eyes, gibbering mouthers have a +4 racial bonus on Spot checks.

A gibbering mouther has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It always can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

GirallonCR 6

Always N Large Magical Beast

Init +3; Senses darkvision 60 ft., low-light vision, scent; Listen +1, Spot +6

Languages

AC 16, touch 12, flat-footed 15
(−1 size, +3 Dex, +4 natural)

hp 58 (7 HD)

Fort +7, Ref +8, Will +5

Speed 40 ft., climb 40 ft.

Melee 4 claws +12 (1d4+6) and bite +7 (1d8+3)

Space 10 ft.; Reach 10 ft.

Base Atk +7; Grp +17

Atk Options rend 2d4+9

Abilities Str 22, Dex 17, Con 14, Int 2, Wis 12, Cha 7

Feats Iron Will, Toughness (2)

Skills Climb +14, Move Silently +8, Spot +6

Advancement 8-10 HD (Large); 11-21 HD (Huge)

Rend (Ex) A girallon that hits with two or more claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an extra 2d4+9 points of damage.

Skills A girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

GnollCR 1

Usually CE Medium Humanoid (Gnoll)

Init +0; Senses darkvision 60 ft.; Listen +2, Spot +3

Languages Gnoll

AC 15, touch 10, flat-footed 15
(+1 natural, +2 leather, +2 heavy shield)

hp 11 (2 HD)

Fort +4, Ref +0, Will +0

Speed 30 ft.,

Melee Battleaxe +3 (1d8+2/x3)

Ranged Shortbow +1 (1d6/x3)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +3

Atk Options Power Attack

Abilities Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8

Feats Power Attack

Skills Listen +2, Spot +3

Advancement By character class

Level adjustment +1

Rock Gnome WarriorCR 1/2

Usually NG Small Humanoid (Gnome)

Init +0; Senses Listen +1, Spot +1

Languages Common, Gnome

AC 16, touch 11, flat-footed 16
(+1 size, +4 chain shirt, +1 light shield)

hp 6 (1 HD)

Fort +4, Ref +0, Will −1

Speed 20 ft.,

Melee Longsword +2 (1d6/19-20)

Ranged Light crossbow +3 (1d6/19-20)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp −3

Abilities Str 11, Dex 11, Con 14, Int 10, Wis 9, Cha 8

SQ gnome traits

Feats Weapon Focus (light crossbow)

Skills Hide +3, Listen +1, Spot +1

Advancement By character class

Level adjustment +0

Gnome Traits (Ex) Gnomes possess the following racial traits.

-A gnome's base land speed is 20 feet.

The gnome warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

Forest Gnome WarriorCR 1/2

Usually NG Small Humanoid (Gnome)

Init +0; Senses Listen +1, Spot +1

Languages Common, Gnome

AC 16, touch 11, flat-footed 16
(+1 size, +4 chain shirt, +1 light shield)

hp 6 (1 HD)

Fort +4, Ref +0, Will −1

Speed 20 ft.,

Melee Longsword +2 (1d6/19-20)

Ranged Light crossbow +3 (1d6/19-20)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp −3

Abilities Str 11, Dex 11, Con 14, Int 10, Wis 9, Cha 8

SQ gnome traits

Feats Weapon Focus (light crossbow)

Skills Hide +3, Listen +1, Spot +1

Advancement By character class

Level adjustment +0

Gnome Traits (Ex) Gnomes possess the following racial traits.

-A gnome's base land speed is 20 feet.

The gnome warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

Pass without trace (Su) A forest gnome has the innate ability to use pass without trace (self only, as a free action) as the spell cast by a druid of the forest gnome's class levels.

Svirfneblin WarriorCR 1

Usually N Small Humanoid (Gnome)

Init +1; Senses Listen +2, Spot +2

Languages Common, Gnome, Undercommon

AC 23, touch 16, flat-footed 18
(+1 size, +1 Dex, +4 dodge, +6 banded mail, +1 buckler)

hp 8 (1 HD)

SR 12

Fort +5, Ref +3, Will +2

Speed 15 ft.,

Melee Heavy pick +2 (1d4/x4)

Ranged Light crossbow +3 (1d6/19-20)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp −3

Spell-like Abilities (CL 1):

1/day—blindness/deafness (DC 13), blur, disguise self

The save DCs are Charisma-based

Abilities Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 4

SQ gnome traits, svirfneblin traits

Feats Toughness

Skills Hide +2, Listen +2, Spot +2

Advancement By character class

Level adjustment +3

Gnome Traits (Ex) Gnomes possess the following racial traits.

-A gnome's base land speed is 20 feet.

The gnome warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

Svirfneblin Traits (Ex) These traits are in addition to the rock gnome traits, except where noted.

The svirfneblin warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

Svirfneblin have a +4 racial bonus on the Save DC of their spell-like abilities.

Challenge Rating: Svirfneblin with levels in NPC classes have a CR equal to their character level. Svirfneblin with levels in PC classes have a CR equal to their character level +1

Goblin WarriorCR 1/3

Usually NE Small Humanoid (Goblinoid)

Init +1; Senses darkvision 60 ft.; Listen +2, Spot +2

Languages Goblin

AC 15, touch 12, flat-footed 14
(+1 size, +1 Dex, +2 leather, +1 light shield)

hp 5 (1 HD)

Fort +3, Ref +1, Will −1

Speed 30 ft.,

Melee Morningstar +2 (1d6)

Ranged Javelin +3 (1d4)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp −3

Abilities Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6

Feats Alertness

Skills Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2

Advancement By character class

Level adjustment +0

Skills Goblins have a +4 racial bonus on Move Silently and Ride checks. Goblin cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat, which reduces their Spot and Listen check modifiers from +3 to +1.

Challenge Rating Goblins with levels in NPC classes have a CR equal to their character level -2.

Clay GolemCR 10

Always N Large Construct

Init −1; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0

Languages

AC 22, touch 8, flat-footed 22
(−1 size, −1 Dex, +14 natural)

hp 90 (11 HD); DR 10/adamantine and bludgeoning

Immune magic

Fort +3, Ref +2, Will +3

Speed 20 ft.,

Melee 2 slams +14 (2d10+7 plus cursed wound)

Space 10 ft.; Reach 10 ft.

Base Atk +8; Grp +19

Atk Options berserk

Special Actions haste

Abilities Str 25, Dex 9, Con -, Int -, Wis 11, Cha 1

SQ construct traits

Feats

Skills

Advancement 12-18 HD (Large); 19-33 HD (Huge)

Berserk (Ex) When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a clay golem goes berserk, no known method can reestablish control.

Cursed Wound (Ex) The damage a clay golem deals doesn't heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the spell has no effect on the injured character.

Haste (Su) After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.

Immunity to Magic (Ex) A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it.

A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage.

An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage. The golem gets no saving throw against any of these effects.

Any magical attack against a clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a clay golem hit by the breath weapon of a black dragon heals 7 points of damage if the attack would have dealt 22 points of damage. A clay golem golem gets no saving throw against magical attacks that deal acid damage.

Construction

A clay golem's body must be sculpted from a single block of clay weighing at least 1,000 pounds, treated with rare oils and powders worth 1,500 gp. Creating the body requires a DC 15 Craft (sculpting) check or a DC 15 Craft (pottery) check.

CL 11th; Craft Construct, animate objects , commune , resurrection , caster must be at least 11th level; Price 40,000 gp; Cost 21,500 gp + 1,540 XP.

Flesh GolemCR 7

Always N Large Construct

Init −1; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0

Languages

AC 18, touch 8, flat-footed 18
(−1 size, −1 Dex, +10 natural)

hp 79 (9 HD); DR 5/adamantine

Immune magic

Fort +3, Ref +2, Will +3

Speed 30 ft.,

Melee 2 slams +10 (2d8+5)

Space 10 ft.; Reach 10 ft.

Base Atk +6; Grp +15

Atk Options berserk

Abilities Str 21, Dex 9, Con -, Int -, Wis 11, Cha 1

SQ construct traits

Feats

Skills

Advancement 10-18 HD (Large); 19-27 HD (Huge)

Berserk (Ex) When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem's berserk chance to 0%.

Immunity to Magic (Ex) A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds, with no saving throw.

A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a flesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A flesh golem golem gets no saving throw against attacks that deal electricity damage.

Construction

The pieces of a flesh golem must come from normal human corpses that have not decayed significantly. Assembly requires a minimum of six different bodies-one for each limb, the torso (including head), and the brain. In some cases, more bodies may be necessary. Special unguents and bindings worth 500 gp are also required. Note that creating a flesh golem requires casting a spell with the evil descriptor.

Assembling the body requires a DC 13 Craft (leatherworking) check or a DC 13 Heal check.

CL 8th; Craft Construct, animate dead , bull's strength , geas/quest , limited wish , caster must be at least 8th level; Price 20,000 gp; Cost 10,500 gp + 780 XP.

Iron GolemCR 13

Always N Large Construct

Init −1; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0

Languages

AC 30, touch 8, flat-footed 30
(−1 size, −1 Dex, +22 natural)

hp 129 (18 HD); DR 15/adamantine

Immune magic

Fort +6, Ref +5, Will +6

Speed 20 ft.,

Melee 2 slams +23 (2d10+11)

Space 10 ft.; Reach 10 ft.

Base Atk +12; Grp +28

Special Actions breath weapon

Abilities Str 33, Dex 9, Con -, Int -, Wis 11, Cha 1

SQ construct traits

Feats

Skills

Advancement 19-24 HD (Large); 25-54 HD (Huge)

Breath Weapon (Su) 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.

Immunity to Magic (Ex) An iron golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects.

An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Construction

An iron golem's body is sculpted from 5,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 10,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.

CL 16th; Craft Construct, cloudkill , geas/quest , limited wish , polymorph any object , caster must be at least 16th level; Price 150,000 gp; Cost 80,000 gp + 5,600 XP.

Stone GolemCR 11

Always N Large Construct

Init −1; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0

Languages

AC 26, touch 8, flat-footed 26
(−1 size, −1 Dex, +18 natural)

hp 107 (14 HD); DR 10/adamantine

Immune magic

Fort +4, Ref +3, Will +4

Speed 20 ft.,

Melee 2 slams +18 (2d10+9)

Space 10 ft.; Reach 10 ft.

Base Atk +10; Grp +23

Special Actions slow

Abilities Str 29, Dex 9, Con -, Int -, Wis 11, Cha 1

SQ construct traits

Feats

Skills

Advancement 15-21 HD (Large); 22-42 (Huge)

Immunity to Magic (Ex) A stone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A transmute rock to mud spell slows a stone golem (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.

A stone to flesh spell does not actually change the golem's structure but negates its damage reduction and immunity to magic for 1 full round.

Slow (Su) A stone golem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a DC 17 Will save to negate. The save DC is Constitution-based.

Construction

A stone golem's body is chiseled from a single block of hard stone, such as granite, weighing at least 3,000 pounds. The stone must be of exceptional quality, and costs 5,000 gp. Assembling the body requires a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check.

CL 14th; Craft Construct, antimagic field , geas/quest , slow , symbol of stunning , caster must be at least 14th level; Price 90,000 gp; Cost 50,000 gp + 3,400 XP.

Greater Stone GolemCR 16

Always N Huge Construct

Init −2; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0

Languages

AC 27, touch 6, flat-footed 27
(−2 size, −2 Dex, +21 natural)

hp 271 (42 HD); DR 10/adamantine

Immune magic

Fort +14, Ref +12, Will +14

Speed 20 ft.,

Melee 2 slams +42 (4d8+13)

Space 15 ft.; Reach 15 ft.

Base Atk +31; Grp +52

Special Actions slow

Abilities Str 37, Dex 7, Con -, Int -, Wis 11, Cha 1

SQ construct traits

Feats

Skills

Immunity to Magic (Ex) A stone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A transmute rock to mud spell slows a stone golem (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.

A stone to flesh spell does not actually change the golem's structure but negates its damage reduction and immunity to magic for 1 full round.

Slow (Su) A stone golem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a DC 31 Will save to negate. The save DC is Constitution-based.

Construction

A stone golem's body is chiseled from a single block of hard stone, such as granite, weighing at least 3,000 pounds. The stone must be of exceptional quality, and costs 5,000 gp. Assembling the body requires a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check.

CL 14th; Craft Construct, antimagic field , geas/quest , slow , symbol of stunning , caster must be at least 14th level; Price 196,000 gp; Cost 105,000 gp + 7,640 XP.

GorgonCR 8

Always N Large Magical Beast

Init +4; Senses darkvision 60 ft., low-light vision, scent; Listen +9, Spot +8

Languages

AC 20, touch 9, flat-footed 20
(−1 size, +11 natural)

hp 85 (8 HD)

Fort +11, Ref +6, Will +5

Speed 30 ft.,

Melee Gore +12 (1d8+7)

Space 10 ft.; Reach 5 ft.

Base Atk +8; Grp +17

Special Actions breath weapon, trample 1d8+7

Abilities Str 21, Dex 10, Con 21, Int 2, Wis 12, Cha 9

Feats Alertness, Improved Initiative, Iron Will

Skills Listen +9, Spot +8

Advancement 9-15 HD (Large); 16-24 HD (Huge)

Breath Weapon (Su) 60-foot cone, once every 1d4 rounds (but no more than five times per day), turn to stone permanently, Fortitude DC 19 negates. The save DC is Constitution-based.

Trample (Ex) Reflex DC 19 half. The save DC is Strength-based.

Gray RenderCR 8

Usually N Large Magical Beast

Init +0; Senses darkvision 60 ft., low-light vision, scent; Listen +1, Spot +10

Languages

AC 19, touch 9, flat-footed 19
(−1 size, +10 natural)

hp 125 (10 HD)

Fort +14, Ref +7, Will +4

Speed 30 ft.,

Melee Bite +15 (2d6+6) and 2 claws +10 (1d6+3)

Space 10 ft.; Reach 10 ft.

Base Atk +10; Grp +20

Atk Options Cleave, Power Attack, Improved Bull Rush

Abilities Str 23, Dex 10, Con 24, Int 3, Wis 12, Cha 8

Feats Cleave, Power Attack, Improved Bull Rush, Track

Skills Hide +2, Spot +10, Survival +3

Advancement 11-15 HD (Large); 16-30 HD (Huge)

Level adjustment +5 (cohort)

Improved Grab (Ex) To use this ability, a gray render must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Rend (Ex) A gray render that wins a grapple check after a successful bite attack establishes a hold, latching onto the opponent's body and tearing the flesh. This attack automatically deals 2d6+9 points of damage.

Skills Gray renders have a +4 racial bonus on Spot checks due to their six keen eyes.

GrickCR 3

Usually N Medium Aberration

Init +2; Senses darkvision 60 ft., scent; Listen +6, Spot +6

Languages

AC 16, touch 12, flat-footed 14
(+2 Dex, +4 natural)

hp 9 (2 HD); DR 10/magic

Fort +0, Ref +2, Will +5

Speed 30 ft., climb 20 ft.

Melee 4 tentacles +3 (1d4+2) and bite −2 (1d3+1)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +3

Abilities Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5

Feats Alertness, Track

Skills Climb +10, Hide +3*, Listen +6, Spot +6

Advancement 3-4 HD (Medium); 5-6 HD (Large)

Skills A grick has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

*Their coloration affords gricks a +8 racial bonus on Hide checks when in natural rocky areas.

GriffonCR 4

Always N Large Magical Beast

Init +2; Senses darkvision 60 ft., low-light vision, scent; Listen +6, Spot +10

Languages

AC 17, touch 11, flat-footed 15
(−1 size, +2 Dex, +6 natural)

hp 59 (7 HD)

Fort +8, Ref +7, Will +5

Speed 30 ft., fly 80 ft. (average)

Melee Bite +11 (2d6+4) and 2 claws +8 (1d4+2)

Space 10 ft.; Reach 5 ft.

Base Atk +7; Grp +15

Atk Options pounce, rake 1d6+2

Abilities Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8

Feats Iron Will, Multiattack, Weapon Focus (bite)

Skills Jump +8, Listen +6, Spot +10

Advancement 8-10 HD (Large); 11-21 HD (Huge)

Level adjustment +3 (cohort)

Pounce (Ex) If a griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +8 melee, damage 1d6+2.

Skills Griffons have a +4 racial bonus on Jump and Spot checks.

Carrying Capacity A light load for a griffon is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds

Training A Griffon

Although intelligent, a griffon requires training before it can bear a rider in combat. To be trained, a griffon must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly griffon requires six weeks of work and a DC 25 Handle Animal check. Riding a griffon requires an exotic saddle. A griffon can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Griffon eggs are worth 3,500 gp apiece on the open market, while young are worth 7,000 gp each. Professional trainers charge 1,500 gp to rear or train a griffon.

GrimlockCR 1

Often NE Medium Monstrous Humanoid

Init +1; Senses blindsight 40 ft., scent; Listen +5, Spot +3

Languages

AC 15, touch 11, flat-footed 14
(+1 Dex, +4 natural)

hp 11 (2 HD)

Fort +1, Ref +4, Will +2

Speed 30 ft.,

Melee Battleaxe +4 (1d8+3/3)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +4

Abilities Str 15, Dex 13, Con 13, Int 10, Wis 8, Cha 6

SQ immunities

Feats Alertness, Track

Skills Climb +4, Hide +3*, Listen +5, Spot +3

Advancement By character class

Level adjustment +2

Blindsight (Ex) Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment.

Grimlocks are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence ) and overpowering odors (such as stinking cloud or incense-heavy air). Negating a grimlock's sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, a grimlock is effectively blinded.

Immunities Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Skills *A grimlock's dull gray skin helps it hide in its native terrain, conferring a +10 racial bonus on Hide checks when in mountains or underground.

AvoralCR 9

Always NG Medium Outsider (Extraplanar, Good)

Init +6; Senses darkvision 60 ft., low-light vision, true seeing; Listen +13, Spot +21

Aura fear aura

Languages Celestial, Infernal, Draconic; speak with animals

AC 24, touch 16, flat-footed 18
(+6 Dex, +8 natural)

hp 66 (7 HD); DR 10/evil or silver

Immune electricity, petrification

Resist cold 10, sonic 10; SR 25

Fort +10 (+14 against poison), Ref +11, Will +8

Speed 40 ft., fly 90 ft. (good)

Melee 2 claws +13 (2d6+2); or

Melee 2 wings +13 (2d8+2)

Space 5 ft.; Reach 5 ft.

Base Atk +7; Grp +9

Atk Options Flyby Attack

Spell-like Abilities (CL 8):

At will—aid, blur (self only), command (DC 14), detect magic, dimension door, dispel magic, gust of wind (DC 15), hold person (DC 16), light, magic circle against evil (self only), magic missile, see invisibility

3/day—lightning bolt (DC 16)

The save DCs are Charisma-based

Abilities Str 15, Dex 23, Con 20, Int 15, Wis 16, Cha 16

SQ lay on hands

Feats Empower Spell-Like Ability (magic missile), Flyby Attack, Weapon Finesse

Skills Bluff +13, Concentration +15, Diplomacy +7, Disguise +3 (+5 acting), Handle Animal +13, Hide +16, Intimidate +5, Knowledge (any one) +12, Listen +13, Move Silently +16, Ride +8, Sense Motive +13, Spellcraft +12, Spot +21

Advancement 8-14 HD (Medium); 15-21 HD (Large)

Fear Aura (Su) Once per day an avoral can create an aura of fear in a 20-foot radius. It is otherwise identical with fear from an 8th-level caster (save DC 17). The save DC is Charisma-based.

Lay on Hands (Su) As the paladin class feature, except that each day, an avoral can heal an amount of damage equal to its full normal hit points.

Speak with Animals (Su) This ability works like speak with animals (caster level 8th) but is a free action and does not require sound.

True Seeing (Su) This ability is identical with true seeing (caster level 14th), except that it has personal range and the avoral must concentrate for 1 full round before it takes effect. Thereafter the ability remains in effect as long as the avoral concentrates on it.

Skills An avoral's sharp eyes give it a +8 racial bonus on Spot checks.

LeonalCR 12

Always NG Medium Outsider (Extraplanar, Good)

Init +3; Senses darkvision 60 ft., low-light vision; Listen +17, Spot +17

Languages —; speak with animals

AC 27, touch 13, flat-footed 24; protective aura, Dodge, Mobility
(+3 Dex, +14 natural)

hp 114 (12 HD); DR 10/evil and silver

Immune electricity, petrification

Resist cold 10, sonic 10; SR 28

Fort +13 (+17 against poison), Ref +11, Will +10

Speed 60 ft.,

Melee 2 claws +20 (1d6+8) and bite +15 (1d8+4)

Space 5 ft.; Reach 5 ft.

Base Atk +12; Grp +20

Atk Options pounce, improved grab, rake 1d6+8

Special Actions Spring Attack, roar, change shape

Spell-like Abilities (CL 10):

At will—detect thoughts, fireball (DC 15), hold monster (DC 17), polymorph, wall of force

3/day—cure critical wounds (DC 16), neutralize poison, remove disease

1/day—heal (DC 18)

The save DCs are Charisma-based

Abilities Str 27, Dex 17, Con 20, Int 14, Wis 14, Cha 15

SQ lay on hands

Feats Ability Focus (roar), Dodge, Mobility, Spring Attack, Track

Skills Balance +22, Concentration +12, Diplomacy +4, Hide +22, Intimidate +10, Jump +35, Knowledge (any) +17, Listen +17, Move Silently +22, Sense Motive +17, Spot +17, Survival +17

Advancement 13-18 HD (Medium); 19-36 HD (Large)

Improved Grab (Ex) To use this ability, a leonal must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Lay on Hands (Su) As the paladin class feature, except that each day, a leonal can heal an amount of damage equal to its full normal hit points.

Pounce (Ex) If a leonal charges a foe, it can make a full attack, including two rake attacks.

Protective Aura (Su) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the leonal. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability , both with a radius of 20 feet (caster level equals leonal's HD). (The defensive benefits from the circle are not included in a leonal's statistics block.)

Rake (Ex) Attack bonus +20 melee, damage 1d6+8.

Roar (Su) A leonal can roar up to three times per day. Each roar releases a blast in a 60-foot cone that duplicates the effects of a holy word spell and deals an extra 2d6 points of sonic damage (Fortitude DC 20 negates). The save DC is Charisma-based.

Speak with Animals (Su) This ability works like speak with animals (caster level 8th) but is a free action and does not require sound.

Change Shape (Su) A leonal can assume the form of any Small, Medium or Large animal.

Skills Leonals have a +4 racial bonus on Balance, Hide, and Move Silently checks.

AnnisCR 6

Usually CE Large Monstrous Humanoid

Init +1; Senses darkvision 60 ft.; Listen +10, Spot +10

Languages Common, Giant

AC 20, touch 10, flat-footed 19
(−1 size, +1 Dex, +10 natural)

hp 45 (7 HD); DR 2/bludgeoning

SR 19

Fort +6, Ref +6, Will +6

Speed 40 ft.,

Melee 2 claws +13 (1d6+7) and bite +8 (1d6+3)

Space 10 ft.; Reach 10 ft.

Base Atk +7; Grp +18

Atk Options Blind-Fight, improved grab, rake 1d6+7, rend 2d6+10

Spell-like Abilities (CL 8):

3/day—disguise self, fog cloud

Abilities Str 25, Dex 12, Con 14, Int 13, Wis 13, Cha 10

Feats Alertness, Blind-Fight, Great Fortitude

Skills Bluff +8, Diplomacy +2, Disguise +0 (+2 acting), Hide +5, Intimidate +2, Listen +10, Spot +10

Advancement By character class

Improved Grab (Ex) To use this ability, an annis must hit a Large or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Rake (Ex) Attack bonus +13 melee, damage 1d6+7. An annis can attack a grappled foe with both claws at no penalty.

Rend (Ex) An annis that hits with both claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.

Green HagCR 5

Usually CE Medium Monstrous Humanoid

Init +1; Senses darkvision 90 ft.; Listen +11, Spot +11 Swim +12

Languages Common, Giant

AC 22, touch 11, flat-footed 21
(+1 Dex, +11 natural)

hp 49 (9 HD)

SR 18

Fort +6, Ref +7, Will +7

Speed 30 ft., swim 30 ft.

Melee 2 claws +13 (1d4+4)

Space 5 ft.; Reach 5 ft.

Base Atk +9; Grp +13

Atk Options Blind-Fight

Special Actions weakness, mimicry

Spell-like Abilities (CL 9):

At will—dancing lights, disguise self, ghost sound (DC 12), invisibility, pass without trace, tongues, water breathing

The save DCs are Charisma-based

Abilities Str 19, Dex 12, Con 12, Int 13, Wis 13, Cha 14

Feats Alertness, Blind-Fight, Combat Casting, Great Fortitude

Skills Concentration +7, Craft or Knowledge (any one) +7, Hide +9, Listen +11, Spot +11 Swim +12

Advancement By character class

Mimicry (Ex) A green hag can imitate the sounds of almost any animal found near its lair.

Weakness (Su) A green hag can weaken a foe by making a special touch attack. The opponent must succeed on a DC 16 Fortitude save or take 2d4 points of Strength damage. The save DC is Charisma-based.

Skills A green hag 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.

Sea HagCR 4

Usually CE Medium Monstrous Humanoid (Aquatic)

Init +1; Senses Listen +6, Spot +6

Aura horrific appearance

Languages Common, Giant

AC 14, touch 11, flat-footed 13
(+1 Dex, +3 natural)

hp 19 (3 HD)

SR 14

Fort +2, Ref +4, Will +4

Speed 30 ft., swim 40 ft.

Melee 2 claws +7 (1d4+4)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp +7

Special Actions evil eye

Abilities Str 19, Dex 12, Con 12, Int 10, Wis 13, Cha 14

SQ amphibious

Feats Alertness, Toughness

Skills Craft or Knowledge (any one) +3, Hide +4, Listen +6, Spot +6, Swim +12

Advancement By character class

Amphibious (Ex) Although sea hags are aquatic, they can survive indefinitely on land.

Evil Eye (Su) Three times per day, a sea hag can cast its dire gaze upon any single creature within 30 feet. The target must succeed on a DC 13 Will save or be dazed for three days, although remove curse or dispel evil can restore sanity sooner. In addition, an affected creature must succeed on a DC 13 Fortitude save or die from fright. Creatures with immunity to fear effects are not affected by the sea hag's evil eye. The save DCs are Charisma-based.

Horrific Appearance (Su) The sight of a sea hag is so revolting that anyone (other than another hag) who sets eyes upon one must succeed on a DC 13 Fortitude save or instantly be weakened, taking 2d6 points of Strength damage. This damage cannot reduce a victim's Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag's horrific appearance for 24 hours. The save DC is Charisma-based.

Skills A sea hag 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.

Lightfoot Halfling WarriorCR 1/2

Usually N Small Humanoid (Halfling)

Init +1; Senses Listen +3, Spot −1

Languages Common, Halfling

AC 16, touch 12, flat-footed 15
(+1 size, +1 Dex, +3 studded leather, +1 light shield)

hp 5 (1 HD)

Fort +4, Ref +2, Will +0

Speed 20 ft.,

Melee Longsword +3 (1d6/19-20)

Ranged Light crossbow +3 (1d6/19-20)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp −3

Abilities Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8

SQ halfling traits

Feats Weapon Focus (longsword)

Skills Climb +2, Hide +4, Jump −4, Listen +3, Move Silently +1

Advancement By character class

Level adjustment +0

Halfling Traits (Ex) Halflings possess the following racial traits.

-A halfling's base land speed is 20 feet.

The halfling warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

Tallfellow Halfling WarriorCR 1/2

Usually N Small Humanoid (Halfling)

Init +1; Senses Listen +3, Spot −1

Languages Common, Elven, Halfling

AC 16, touch 12, flat-footed 15
(+1 size, +1 Dex, +3 studded leather, +1 light shield)

hp 5 (1 HD)

Fort +4, Ref +2, Will +0

Speed 20 ft.,

Melee Longsword +3 (1d6/19-20)

Ranged Light crossbow +3 (1d6/19-20)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp −3

Abilities Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8

SQ halfling traits

Feats Weapon Focus (longsword)

Skills Climb +2, Hide +4, Jump −4, Listen +3, Move Silently +1

Advancement By character class

Level adjustment +0

Halfling Traits (Ex) Halflings possess the following racial traits.

-A halfling's base land speed is 20 feet.

The halfling warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

Deep Halfling WarriorCR 1/2

Usually N Small Humanoid (Halfling)

Init +1; Senses Listen +3, Spot −1

Languages Common, Halfling

AC 16, touch 12, flat-footed 15
(+1 size, +1 Dex, +3 studded leather, +1 light shield)

hp 5 (1 HD)

Fort +4, Ref +2, Will +0

Speed 20 ft.,

Melee Longsword +3 (1d6/19-20)

Ranged Light crossbow +3 (1d6/19-20)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp −3

Abilities Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8

SQ halfling traits

Feats Weapon Focus (longsword)

Skills Climb +2, Hide +4, Jump −4, Listen +3, Move Silently +1

Advancement By character class

Level adjustment +0

Halfling Traits (Ex) Halflings possess the following racial traits.

-A halfling's base land speed is 20 feet.

The halfling warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

HarpyCR 4

Usually CE Medium Monstrous Humanoid

Init +2; Senses darkvision 60 ft.; Listen +7, Spot +3

Languages Common

AC 13, touch 12, flat-footed 11; Dodge
(+2 Dex, +1 natural)

hp 31 (7 HD)

Fort +2, Ref +7, Will +6

Speed 20 ft., fly 80 ft. (average)

Melee Club +7/+2 (1d6) and 2 claws +2 (1d3)

Space 5 ft.; Reach 5 ft.

Base Atk +7; Grp +7

Atk Options Flyby Attack

Special Actions captivating song

Abilities Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 17

Feats Dodge, Flyby Attack, Persuasive

Skills Bluff +11, Intimidate +7, Listen +7, Perform (oratory) +5, Spot +3

Advancement By character class

Level adjustment +3

Captivating Song (Su) The most insidious ability of the harpy is its song. When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed on a DC 16 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy's song for 24 hours. The save DC is Charisma-based.

A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster's attacks. The effect continues for as long as the harpy sings and for 1 round thereafter. A bard's countersong ability allows the captivated creature to attempt a new Will save.

Skills Harpies have a +4 racial bonus on Bluff and Listen checks.

HellhoundCR 3

Always LE Medium Outsider (Evil, Extraplanar, Fire, Lawful)

Init +5; Senses darkvision 60 ft., scent; Listen +7, Spot +7

Languages

AC 16, touch 11, flat-footed 15
(+1 Dex, +5 natural)

hp 22 (4 HD)

Immune fire

Fort +5, Ref +5, Will +4

Weakness vulnerability to cold

Speed 40 ft.,

Melee Bite +5 (1d8+1 plus 1d6 fire)

Space 5 ft.; Reach 5 ft.

Base Atk +4; Grp +5

Special Actions breath weapon

Abilities Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6

Feats Improved Initiative, Run, Track

Skills Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7*

Advancement 5-8 HD (Medium); 9-12 HD (Large)

Level adjustment +3 (cohort)

Breath Weapon (Su) 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 13 half. The save DC is Constitution-based.

Fiery Bite (Su) A hell hound deals an extra 1d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon.

Skills Hell hounds have a +5 racial bonus on Hide and Move Silently checks.

*They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.

HippogriffCR 2

Always N Large Magical Beast

Init +2; Senses darkvision 60 ft., low-light vision, scent; Listen +4, Spot +8

Languages

AC 15, touch 11, flat-footed 13; Dodge
(−1 size, +2 Dex, +4 natural)

hp 25 (3 HD)

Fort +6, Ref +5, Will +2

Speed 50 ft., fly 100 ft. (average)

Melee 2 claws +6 (1d4+4) and bite +1 (1d8+2)

Space 10 ft.; Reach 5 ft.

Base Atk +3; Grp +11

Abilities Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8

Feats Dodge, Wingover

Skills Listen +4, Spot +8

Advancement 4-6 HD (Large); 7-9 HD (Huge)

Skills Hippogriffs have a +4 racial bonus on Spot checks.

Training A Hippogriff

A hippogriff requires training before it can bear a rider in combat.

Training a hippogriff requires six weeks of work and a DC 25 Handle Animal check. Riding a hippogriff requires an exotic saddle. A hippogriff can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Hippogriff eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 1,000 gp to rear or train a hippogriff.

Carrying Capacity A light load for a hippogriff is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.

Hobgoblin WarriorCR 1/2

Usually LE Medium Humanoid (Goblinoid)

Init +1; Senses darkvision 60 ft.; Listen +2, Spot +2

Languages Common, Goblin

AC 15, touch 11, flat-footed 14
(+1 Dex, +3 studded leather, +1 light shield)

hp 6 (1 HD)

Fort +4, Ref +1, Will −1

Speed 30 ft.,

Melee Longsword +2 (1d8+1/19-20)

Ranged Javelin +2 (1d6+1)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Abilities Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8

Feats Alertness

Skills Hide +3, Listen +2, Move Silently +3, Spot +2

Advancement By character class

Level adjustment +1

Skills Hobgoblins have a +4 racial bonus on Move Silently checks.

HomunculusCR 1

Always as creator Tiny Construct

Init +2; Senses darkvision 60 ft., low-light vision; Listen +4, Spot +4

Languages

AC 14, touch 14, flat-footed 12
(+2 Dex, +2 size)

hp 11 (2 HD)

Fort +0, Ref +4, Will +1

Speed 20 ft., fly 50 ft. (good)

Melee Bite +2 (1d4-1 plus poison)

Space 2-1/2 ft.; Reach 0 ft.

Base Atk +1; Grp −8

Abilities Str 8, Dex 15, Con -, Int 10, Wis 12, Cha 7

SQ construct traits

Feats Lightning Reflexes

Skills Hide +14, Listen +4, Spot +4

Advancement 3-6 HD (Tiny)

Poison (Ex) Injury, Fortitude DC 13, initial damage sleep for 1 minute, secondary damage sleep for another 5d6 minutes. The save DC is Constitution-based and includes a +2 racial bonus.

Construction

A homunculus is shaped from a mixture of clay, ashes, mandrake root, spring water, and one pint of the creator's own blood. The materials cost 50 gp. The creature's master may assemble the body or hire someone else to do the job. Creating the body requires a DC 12 Craft (sculpting) check or a DC 12 Craft (pottery) check.

After the body is sculpted, it 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 ritual can be performed together.

A homunculus with more than 2 Hit Dice can be created, but each additional Hit Die adds +2,000 gp to the cost to create.

Craft Construct, arcane eye , mirror image , mending , caster must be at least 4th level; Price - (never sold); Cost 1,050 gp + 78 XP.

HowlerCR 3

Always CE Large Outsider (Chaotic, Evil, Extraplanar)

Init +7; Senses darkvision 60 ft.; Listen +13, Spot +13

Languages

AC 17, touch 12, flat-footed 14
(−1 size, +3 Dex, +5 natural)

hp 39 (6 HD)

Fort +7, Ref +8, Will +7

Speed 60 ft.,

Melee Bite +10 (2d8+5) and d4 quills +5 (1d6+2)

Space 10 ft.; Reach 5 ft.

Base Atk +6; Grp +15

Atk Options Combat Reflexes

Special Actions howl

Abilities Str 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8

Feats Alertness, Combat Reflexes, Improved Initiative

Skills Climb +14, Hide +8, Listen +13, Move Silently +12, Search +7, Spot +13, Survival +2 (+4 following tracks)

Advancement 7-9 HD (Large); 11-18 HD (Huge)

Level adjustment +3 (cohort)

Howl (Ex) All beings other than outsiders that hear the creature's howling for an hour or longer are subject to its effect, though it does not help the howler in combat. Anyone within hearing range of a howler for a full hour must succeed on a DC 12 Will save or take 1 point of Wisdom damage. The save DC is Charisma-based. The save must be repeated for each hour of exposure. This is a sonic mind-affecting effect.

Quills (Ex) A howler's neck bristles with long quills. While biting, the creature thrashes about, striking with 1d4 of them. An opponent hit by a howler's quill attack must succeed on a DC 16 Reflex save or have the quill break off in his or her flesh. Lodged quills impose a -1 penalty on attacks, saves, and checks per quill. The save DC is Dexterity-based.

A quill can be removed safely with a DC 20 Heal check; otherwise, removing a quill deals an extra 1d6 points of damage.

Training A Howler Although intelligent, a howler requires training before it can bear a rider in combat. To be trained, a howler must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly howler requires six weeks of work and a DC 25 Handle Animal check. Riding a howler requires an exotic saddle. A howler can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Carrying Capacity A light load for a howler is up to 460 pounds; a medium load, 461-920 pounds; and a heavy load, 921-1,380 pounds. A howler can drag 6,900 pounds.

Five-Headed HydraCR 4

Usually N Huge Magical Beast

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +6, Spot +6

Languages

AC 15, touch 9, flat-footed 14
(−2 size, +1 Dex, +6 natural)

hp 55 (5 HD); fast healing 15

Fort +9, Ref +5, Will +3

Speed 20 ft., swim 20 ft.

Melee 5 bites +6 (1d10+3)

Space 15 ft.; Reach 10 ft.

Base Atk +5; Grp +16

Atk Options Combat Reflexes

Abilities Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Feats Iron Will, Toughness, Combat Reflexes

Skills Listen +6, Spot +6, Swim +11

Fast Healing (Ex) Each round, a hydra heals damage equal to 10 + the number of its original heads.

Skills Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.

A hydra 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.

Feats A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Six-Headed HydraCR 5

Usually N Huge Magical Beast

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +6, Spot +7

Languages

AC 16, touch 9, flat-footed 15
(−2 size, +1 Dex, +7 natural)

hp 66 (6 HD); fast healing 16

Fort +10, Ref +6, Will +4

Speed 20 ft., swim 20 ft.

Melee 6 bites +8 (1d10+3)

Space 15 ft.; Reach 10 ft.

Base Atk +6; Grp +17

Atk Options Combat Reflexes

Abilities Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Feats Iron Will, Toughness, Weapon Focus (bite), Combat Reflexes

Skills Listen +6, Spot +7, Swim +11

Fast Healing (Ex) Each round, a hydra heals damage equal to 10 + the number of its original heads.

Skills Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.

A hydra 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.

Feats A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Seven-Headed HydraCR 6

Usually N Huge Magical Beast

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +7, Spot +7

Languages

AC 17, touch 9, flat-footed 16
(−2 size, +1 Dex, +8 natural)

hp 77 (7 HD); fast healing 17

Fort +10, Ref +6, Will +4

Speed 20 ft., swim 20 ft.

Melee 7 bites +10 (1d10+4)

Space 15 ft.; Reach 10 ft.

Base Atk +7; Grp +19

Atk Options Combat Reflexes

Abilities Str 19, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Feats Iron Will, Toughness, Weapon Focus (bite), Combat Reflexes

Skills Listen +7, Spot +7, Swim +12

Fast Healing (Ex) Each round, a hydra heals damage equal to 10 + the number of its original heads.

Skills Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.

A hydra 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.

Feats A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Eight-Headed HydraCR 7

Usually N Huge Magical Beast

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +7, Spot +8

Languages

AC 18, touch 9, flat-footed 17
(−2 size, +1 Dex, +9 natural)

hp 87 (8 HD); fast healing 18

Fort +11, Ref +7, Will +4

Speed 20 ft., swim 20 ft.

Melee 8 bites +11 (1d10+4)

Space 15 ft.; Reach 10 ft.

Base Atk +8; Grp +20

Atk Options Combat Reflexes

Abilities Str 19, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Feats Iron Will, Toughness, Weapon Focus (bite), Combat Reflexes

Skills Listen +7, Spot +8, Swim +12

Fast Healing (Ex) Each round, a hydra heals damage equal to 10 + the number of its original heads.

Skills Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.

A hydra 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.

Feats A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Nine-Headed HydraCR 8

Usually N Huge Magical Beast

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +8, Spot +8

Languages

AC 19, touch 9, flat-footed 18
(−2 size, +1 Dex, +10 natural)

hp 97 (9 HD); fast healing 19

Fort +11, Ref +7, Will +5

Speed 20 ft., swim 20 ft.

Melee 9 bites +13 (1d10+5)

Space 15 ft.; Reach 10 ft.

Base Atk +9; Grp +22

Atk Options Blind-Fight, Combat Reflexes

Abilities Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Feats Blind-Fight, Iron Will, Toughness, Weapon Focus (bite), Combat Reflexes

Skills Listen +8, Spot +8, Swim +13

Fast Healing (Ex) Each round, a hydra heals damage equal to 10 + the number of its original heads.

Skills Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.

A hydra 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.

Feats A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Ten-Headed HydraCR 9

Usually N Huge Magical Beast

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +8, Spot +9

Languages

AC 20, touch 9, flat-footed 19
(−2 size, +1 Dex, +11 natural)

hp 108 (10 HD); fast healing 20

Fort +12, Ref +8, Will +3

Speed 20 ft., swim 20 ft.

Melee 0 bites +14 (1d10+5)

Space 15 ft.; Reach 10 ft.

Base Atk +10; Grp +23

Atk Options Blind-Fight, Combat Reflexes

Abilities Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Feats Blind-Fight, Iron Will, Toughness, Weapon Focus (bite), Combat Reflexes

Skills Listen +8, Spot +9, Swim +13

Fast Healing (Ex) Each round, a hydra heals damage equal to 10 + the number of its original heads.

Skills Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.

A hydra 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.

Feats A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Eleven-Headed HydraCR 10

Usually N Huge Magical Beast

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +9, Spot +9

Languages

AC 21, touch 9, flat-footed 20
(−2 size, +1 Dex, +12 natural)

hp 118 (11 HD); fast healing 21

Fort +12, Ref +8, Will +5

Speed 20 ft., swim 20 ft.

Melee 1 bites +16 (1d10+6)

Space 15 ft.; Reach 10 ft.

Base Atk +11; Grp +25

Atk Options Blind-Fight, Combat Reflexes

Abilities Str 23, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Feats Blind-Fight, Iron Will, Toughness, Weapon Focus (bite), Combat Reflexes

Skills Listen +9, Spot +9, Swim +14

Fast Healing (Ex) Each round, a hydra heals damage equal to 10 + the number of its original heads.

Skills Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.

A hydra 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.

Feats A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Twelve-Headed HydraCR 11

Usually N Huge Magical Beast

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +9, Spot +10

Languages

AC 22, touch 9, flat-footed 21
(−2 size, +1 Dex, +13 natural)

hp 129 (12 HD); fast healing 22

Fort +13, Ref +9, Will +6

Speed 20 ft., swim 20 ft.

Melee 2 bites +17 (2d8+6)

Space 15 ft.; Reach 10 ft.

Base Atk +12; Grp +26

Atk Options Blind-Fight, Combat Reflexes

Abilities Str 23, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Feats Blind-Fight, Improved Natural Attack (bite), Iron Will, Toughness, Weapon Focus (bite), Combat Reflexes

Skills Listen +9, Spot +10, Swim +14

Fast Healing (Ex) Each round, a hydra heals damage equal to 10 + the number of its original heads.

Skills Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.

A hydra 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.

Feats A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Five-Headed PyrohydraCR 6

Usually N Huge Magical Beast (Fire)

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +6, Spot +6

Languages

AC 15, touch 9, flat-footed 14
(−2 size, +1 Dex, +6 natural)

hp 55 (5 HD); fast healing 15

Fort +9, Ref +5, Will +3

Speed 20 ft., swim 20 ft.

Melee 5 bites +6 (1d10+3)

Space 15 ft.; Reach 10 ft.

Base Atk +5; Grp +16

Atk Options Combat Reflexes

Special Actions breath weapon

Abilities Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Feats Iron Will, Toughness, Combat Reflexes

Skills Listen +6, Spot +6, Swim +11

Fast Healing (Ex) Each round, a hydra heals damage equal to 10 + the number of its original heads.

Breath Weapon (Su) These reddish hydras can breathe jets of fire 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of fire damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra's original number of heads + hydra's Con modifier.

Skills Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.

A hydra 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.

Feats A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Six-Headed PyrohydraCR 7

Usually N Huge Magical Beast (Fire)

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +6, Spot +7

Languages

AC 16, touch 9, flat-footed 15
(−2 size, +1 Dex, +7 natural)

hp 66 (6 HD); fast healing 16

Fort +10, Ref +6, Will +4

Speed 20 ft., swim 20 ft.

Melee 6 bites +8 (1d10+3)

Space 15 ft.; Reach 10 ft.

Base Atk +6; Grp +17

Atk Options Combat Reflexes

Special Actions breath weapon

Abilities Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Feats Iron Will, Toughness, Weapon Focus (bite), Combat Reflexes

Skills Listen +6, Spot +7, Swim +11

Fast Healing (Ex) Each round, a hydra heals damage equal to 10 + the number of its original heads.

Breath Weapon (Su) These reddish hydras can breathe jets of fire 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of fire damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra's original number of heads + hydra's Con modifier.

Skills Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.

A hydra 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.

Feats A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Seven-Headed PyrohydraCR 8

Usually N Huge Magical Beast (Fire)

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +7, Spot +7

Languages

AC 17, touch 9, flat-footed 16
(−2 size, +1 Dex, +8 natural)

hp 77 (7 HD); fast healing 17

Fort +10, Ref +6, Will +4

Speed 20 ft., swim 20 ft.

Melee 7 bites +10 (1d10+4)

Space 15 ft.; Reach 10 ft.

Base Atk +7; Grp +19

Atk Options Combat Reflexes

Special Actions breath weapon

Abilities Str 19, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Feats Iron Will, Toughness, Weapon Focus (bite), Combat Reflexes

Skills Listen +7, Spot +7, Swim +12

Fast Healing (Ex) Each round, a hydra heals damage equal to 10 + the number of its original heads.

Breath Weapon (Su) These reddish hydras can breathe jets of fire 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of fire damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra's original number of heads + hydra's Con modifier.

Skills Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.

A hydra 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.

Feats A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Eight-Headed PyrohydraCR 9

Usually N Huge Magical Beast (Fire)

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +7, Spot +8

Languages

AC 18, touch 9, flat-footed 17
(−2 size, +1 Dex, +9 natural)

hp 87 (8 HD); fast healing 18

Fort +11, Ref +7, Will +4

Speed 20 ft., swim 20 ft.

Melee 8 bites +11 (1d10+4)

Space 15 ft.; Reach 10 ft.

Base Atk +8; Grp +20

Atk Options Combat Reflexes

Special Actions breath weapon

Abilities Str 19, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Feats Iron Will, Toughness, Weapon Focus (bite), Combat Reflexes

Skills Listen +7, Spot +8, Swim +12

Fast Healing (Ex) Each round, a hydra heals damage equal to 10 + the number of its original heads.

Breath Weapon (Su) These reddish hydras can breathe jets of fire 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of fire damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra's original number of heads + hydra's Con modifier.

Skills Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.

A hydra 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.

Feats A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Nine-Headed PyrohydraCR 10

Usually N Huge Magical Beast (Fire)

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +8, Spot +8

Languages

AC 19, touch 9, flat-footed 18
(−2 size, +1 Dex, +10 natural)

hp 97 (9 HD); fast healing 19

Fort +11, Ref +7, Will +5

Speed 20 ft., swim 20 ft.

Melee 9 bites +13 (1d10+5)

Space 15 ft.; Reach 10 ft.

Base Atk +9; Grp +22

Atk Options Blind-Fight, Combat Reflexes

Special Actions breath weapon

Abilities Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Feats Blind-Fight, Iron Will, Toughness, Weapon Focus (bite), Combat Reflexes

Skills Listen +8, Spot +8, Swim +13

Fast Healing (Ex) Each round, a hydra heals damage equal to 10 + the number of its original heads.

Breath Weapon (Su) These reddish hydras can breathe jets of fire 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of fire damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra's original number of heads + hydra's Con modifier.

Skills Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.

A hydra 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.

Feats A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Ten-Headed PyrohydraCR 11

Usually N Huge Magical Beast (Fire)

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +8, Spot +9

Languages

AC 20, touch 9, flat-footed 19
(−2 size, +1 Dex, +11 natural)

hp 108 (10 HD); fast healing 20

Fort +12, Ref +8, Will +3

Speed 20 ft., swim 20 ft.

Melee 0 bites +14 (1d10+5)

Space 15 ft.; Reach 10 ft.

Base Atk +10; Grp +23

Atk Options Blind-Fight, Combat Reflexes

Special Actions breath weapon

Abilities Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Feats Blind-Fight, Iron Will, Toughness, Weapon Focus (bite), Combat Reflexes

Skills Listen +8, Spot +9, Swim +13

Fast Healing (Ex) Each round, a hydra heals damage equal to 10 + the number of its original heads.

Breath Weapon (Su) These reddish hydras can breathe jets of fire 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of fire damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra's original number of heads + hydra's Con modifier.

Skills Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.

A hydra 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.

Feats A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Eleven-Headed PyrohydraCR 12

Usually N Huge Magical Beast (Fire)

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +9, Spot +9

Languages

AC 21, touch 9, flat-footed 20
(−2 size, +1 Dex, +12 natural)

hp 118 (11 HD); fast healing 21

Fort +12, Ref +8, Will +5

Speed 20 ft., swim 20 ft.

Melee 1 bites +16 (1d10+6)

Space 15 ft.; Reach 10 ft.

Base Atk +11; Grp +25

Atk Options Blind-Fight, Combat Reflexes

Special Actions breath weapon

Abilities Str 23, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Feats Blind-Fight, Iron Will, Toughness, Weapon Focus (bite), Combat Reflexes

Skills Listen +9, Spot +9, Swim +14

Fast Healing (Ex) Each round, a hydra heals damage equal to 10 + the number of its original heads.

Breath Weapon (Su) These reddish hydras can breathe jets of fire 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of fire damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra's original number of heads + hydra's Con modifier.

Skills Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.

A hydra 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.

Feats A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Twelve-Headed PyrohydraCR 13

Usually N Huge Magical Beast (Fire)

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +9, Spot +10

Languages

AC 22, touch 9, flat-footed 21
(−2 size, +1 Dex, +13 natural)

hp 129 (12 HD); fast healing 22

Fort +13, Ref +9, Will +6

Speed 20 ft., swim 20 ft.

Melee 2 bites +17 (2d8+6)

Space 15 ft.; Reach 10 ft.

Base Atk +12; Grp +26

Atk Options Blind-Fight, Combat Reflexes

Special Actions breath weapon

Abilities Str 23, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Feats Blind-Fight, Improved Natural Attack (bite), Iron Will, Toughness, Weapon Focus (bite), Combat Reflexes

Skills Listen +9, Spot +10, Swim +14

Fast Healing (Ex) Each round, a hydra heals damage equal to 10 + the number of its original heads.

Breath Weapon (Su) These reddish hydras can breathe jets of fire 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of fire damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra's original number of heads + hydra's Con modifier.

Skills Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.

A hydra 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.

Feats A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Five-Headed CryohydraCR 6

Usually N Huge Magical Beast (Cold)

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +6, Spot +6

Languages

AC 15, touch 9, flat-footed 14
(−2 size, +1 Dex, +6 natural)

hp 55 (5 HD); fast healing 15

Fort +9, Ref +5, Will +3

Speed 20 ft., swim 20 ft.

Melee 5 bites +6 (1d10+3)

Space 15 ft.; Reach 10 ft.

Base Atk +5; Grp +16

Atk Options Combat Reflexes

Special Actions breath weapon

Abilities Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Feats Iron Will, Toughness, Combat Reflexes

Skills Listen +6, Spot +6, Swim +11

Fast Healing (Ex) Each round, a hydra heals damage equal to 10 + the number of its original heads.

Breath Weapon (Su) These purplish hydras can breathe jets of frost 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of cold damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra's original number of heads + hydra's Con modifier.

Skills Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.

A hydra 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.

Feats A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Six-Headed CryohydraCR 7

Usually N Huge Magical Beast (Cold)

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +6, Spot +7

Languages

AC 16, touch 9, flat-footed 15
(−2 size, +1 Dex, +7 natural)

hp 66 (6 HD); fast healing 16

Fort +10, Ref +6, Will +4

Speed 20 ft., swim 20 ft.

Melee 6 bites +8 (1d10+3)

Space 15 ft.; Reach 10 ft.

Base Atk +6; Grp +17

Atk Options Combat Reflexes

Special Actions breath weapon

Abilities Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Feats Iron Will, Toughness, Weapon Focus (bite), Combat Reflexes

Skills Listen +6, Spot +7, Swim +11

Fast Healing (Ex) Each round, a hydra heals damage equal to 10 + the number of its original heads.

Breath Weapon (Su) These purplish hydras can breathe jets of frost 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of cold damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra's original number of heads + hydra's Con modifier.

Skills Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.

A hydra 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.

Feats A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Seven-Headed CryohydraCR 8

Usually N Huge Magical Beast (Cold)

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +7, Spot +7

Languages

AC 17, touch 9, flat-footed 16
(−2 size, +1 Dex, +8 natural)

hp 77 (7 HD); fast healing 17

Fort +10, Ref +6, Will +4

Speed 20 ft., swim 20 ft.

Melee 7 bites +10 (1d10+4)

Space 15 ft.; Reach 10 ft.

Base Atk +7; Grp +19

Atk Options Combat Reflexes

Special Actions breath weapon

Abilities Str 19, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Feats Iron Will, Toughness, Weapon Focus (bite), Combat Reflexes

Skills Listen +7, Spot +7, Swim +12

Fast Healing (Ex) Each round, a hydra heals damage equal to 10 + the number of its original heads.

Breath Weapon (Su) These purplish hydras can breathe jets of frost 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of cold damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra's original number of heads + hydra's Con modifier.

Skills Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.

A hydra 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.

Feats A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Eight-Headed CryohydraCR 9

Usually N Huge Magical Beast (Cold)

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +7, Spot +8

Languages

AC 18, touch 9, flat-footed 17
(−2 size, +1 Dex, +9 natural)

hp 87 (8 HD); fast healing 18

Fort +11, Ref +7, Will +4

Speed 20 ft., swim 20 ft.

Melee 8 bites +11 (1d10+4)

Space 15 ft.; Reach 10 ft.

Base Atk +8; Grp +20

Atk Options Combat Reflexes

Special Actions breath weapon

Abilities Str 19, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Feats Iron Will, Toughness, Weapon Focus (bite), Combat Reflexes

Skills Listen +7, Spot +8, Swim +12

Fast Healing (Ex) Each round, a hydra heals damage equal to 10 + the number of its original heads.

Breath Weapon (Su) These purplish hydras can breathe jets of frost 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of cold damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra's original number of heads + hydra's Con modifier.

Skills Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.

A hydra 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.

Feats A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Nine-Headed CryohydraCR 10

Usually N Huge Magical Beast (Cold)

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +8, Spot +8

Languages

AC 19, touch 9, flat-footed 18
(−2 size, +1 Dex, +10 natural)

hp 97 (9 HD); fast healing 19

Fort +11, Ref +7, Will +5

Speed 20 ft., swim 20 ft.

Melee 9 bites +13 (1d10+5)

Space 15 ft.; Reach 10 ft.

Base Atk +9; Grp +22

Atk Options Blind-Fight, Combat Reflexes

Special Actions breath weapon

Abilities Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Feats Blind-Fight, Iron Will, Toughness, Weapon Focus (bite), Combat Reflexes

Skills Listen +8, Spot +8, Swim +13

Fast Healing (Ex) Each round, a hydra heals damage equal to 10 + the number of its original heads.

Breath Weapon (Su) These purplish hydras can breathe jets of frost 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of cold damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra's original number of heads + hydra's Con modifier.

Skills Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.

A hydra 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.

Feats A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Ten-Headed CryohydraCR 11

Usually N Huge Magical Beast (Cold)

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +8, Spot +9

Languages

AC 20, touch 9, flat-footed 19
(−2 size, +1 Dex, +11 natural)

hp 108 (10 HD); fast healing 20

Fort +12, Ref +8, Will +3

Speed 20 ft., swim 20 ft.

Melee 0 bites +14 (1d10+5)

Space 15 ft.; Reach 10 ft.

Base Atk +10; Grp +23

Atk Options Blind-Fight, Combat Reflexes

Special Actions breath weapon

Abilities Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Feats Blind-Fight, Iron Will, Toughness, Weapon Focus (bite), Combat Reflexes

Skills Listen +8, Spot +9, Swim +13

Fast Healing (Ex) Each round, a hydra heals damage equal to 10 + the number of its original heads.

Breath Weapon (Su) These purplish hydras can breathe jets of frost 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of cold damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra's original number of heads + hydra's Con modifier.

Skills Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.

A hydra 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.

Feats A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Eleven-Headed CryohydraCR 12

Usually N Huge Magical Beast (Cold)

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +9, Spot +9

Languages

AC 21, touch 9, flat-footed 20
(−2 size, +1 Dex, +12 natural)

hp 118 (11 HD); fast healing 21

Fort +12, Ref +8, Will +5

Speed 20 ft., swim 20 ft.

Melee 1 bites +16 (1d10+6)

Space 15 ft.; Reach 10 ft.

Base Atk +11; Grp +25

Atk Options Blind-Fight, Combat Reflexes

Special Actions breath weapon

Abilities Str 23, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Feats Blind-Fight, Iron Will, Toughness, Weapon Focus (bite), Combat Reflexes

Skills Listen +9, Spot +9, Swim +14

Fast Healing (Ex) Each round, a hydra heals damage equal to 10 + the number of its original heads.

Breath Weapon (Su) These purplish hydras can breathe jets of frost 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of cold damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra's original number of heads + hydra's Con modifier.

Skills Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.

A hydra 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.

Feats A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Twelve-Headed CryohydraCR 13

Usually N Huge Magical Beast (Cold)

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +9, Spot +10

Languages

AC 22, touch 9, flat-footed 21
(−2 size, +1 Dex, +13 natural)

hp 129 (12 HD); fast healing 22

Fort +13, Ref +9, Will +6

Speed 20 ft., swim 20 ft.

Melee 2 bites +17 (2d8+6)

Space 15 ft.; Reach 10 ft.

Base Atk +12; Grp +26

Atk Options Blind-Fight, Combat Reflexes

Special Actions breath weapon

Abilities Str 23, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Feats Blind-Fight, Improved Natural Attack (bite), Iron Will, Toughness, Weapon Focus (bite), Combat Reflexes

Skills Listen +9, Spot +10, Swim +14

Fast Healing (Ex) Each round, a hydra heals damage equal to 10 + the number of its original heads.

Breath Weapon (Su) These purplish hydras can breathe jets of frost 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of cold damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra's original number of heads + hydra's Con modifier.

Skills Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.

A hydra 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.

Feats A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

KolyarutCR 12

Always LN Medium Construct (Extraplanar, Lawful)

Init +1; Senses darkvision 60 ft., low-light vision; Listen +11, Spot +11

Languages Abyssal, Celestial, Infernal

AC 27, touch 11, flat-footed 26
(+1 Dex, +10 natural, +6 banded armor)

hp 91 (13 HD); DR 10/chaotic; fast healing 5

SR 22

Fort +6, Ref +7, Will +7

Speed 20 ft.,

Melee Vampiric touch +11/+6 touch (5d6); or

Melee +2 longsword +13/+8 (1d8+5/19-20); or

Melee Slam +11/+6 (1d6+3)

Ranged Enervation ray +10 touch (as spell)

Space 5 ft.; Reach 5 ft.

Base Atk +9; Grp +11

Atk Options enervation ray, vampiric touch

Spell-like Abilities (CL 13):

At will—discern lies (DC 17), disguise self, fear (DC 17), hold person (DC 16), invisibility, locate creature, suggestion (DC 16)

1/day—hold monster (DC 17), mark of justice

1/week—geas/quest

The save DCs are Charisma-based

Abilities Str 14, Dex 13, Con -, Int 10, Wis 17, Cha 16

SQ construct traits

Feats Alertness, Combat Casting, Great Fortitude, Lightning Reflexes, Quickened Spell-Like Ability (suggestion)

Skills Diplomacy +5, Disguise +12, Gather Information +12, Listen +11, Search +5, Sense Motive +12, Spot +11, Survival +3 (+5 following tracks)

Advancement 14-22 HD (Medium); 23-39 HD (Large)

Enervation Ray (Su) A kolyarut can fire a black enervation ray at targets within 200 feet. The effect is identical with the enervation spell (caster level 13th).

Vampiric Touch (Su) As a melee touch attack, a kolyarut can steal life force from its foe, as the vampiric touch spell (caster level 13th).

Skills A kolyarut has a +4 racial bonus on Disguise, Gather Information, and Sense Motive checks.

MarutCR 15

Always LN Large Construct (Extraplanar, Lawful)

Init +1; Senses darkvision 60 ft., low-light vision; Listen +16, Spot +16

Languages Abyssal, Celestial, Infernal

AC 34, touch 10, flat-footed 33
(−1 size, +1 Dex, +16 natural, +8 full plate armor)

hp 112 (15 HD); DR 15/chaotic; fast healing 10

SR 25

Fort +7, Ref +6, Will +8

Speed 30 ft.,

Melee 2 slams +22 (2d6+12 plus 3d6 sonic or 3d6 electricity)

Space 10 ft.; Reach 10 ft.

Base Atk +11; Grp +27

Atk Options Awesome Blow, Improved Bull Rush, Power Attack

Spell-like Abilities (CL 14):

At will—air walk, dimension door, fear (DC 18), greater command (DC 19), greater dispel magic, mass inflict light wounds (DC 19), locate creature, true seeing

1/day—chain lightning (DC 20), circle of death (DC 20), mark of justice, wall of force

1/week—earthquake (DC 22), geas/quest, plane shift (DC 21)

The save DCs are Charisma-based

Abilities Str 35, Dex 13, Con -, Int 12, Wis 17, Cha 18

SQ construct traits

Feats Ability Focus (fists), Awesome Blow, Combat Casting, Great Fortitude, Improved Bull Rush, Power Attack

Skills Concentration +13, Diplomacy +6, Knowledge (religion) +10, Listen +16, Search +10, Sense Motive +12, Spot +16, Survival +3 (+5 following tracks)

Advancement 16-28 HD (Large); 29-45 HD (Huge)

Fists of Thunder and Lightning (Su) A marut's left fist delivers a loud thunderclap whenever it hits something, dealing an extra 3d6 points of sonic damage and causing the target to be deafened for 2d6 rounds (Fortitude DC 31 negates the deafness). Its right fist delivers a shock for an extra 3d6 points of electricity damage, and the flash of lightning causes the target to be blinded for 2d6 rounds (Fortitude DC 31 negates the blindness). The save DCs are Strength-based and include the marut's Ability Focus feat.

Skills A marut has a +4 racial bonus on Concentration, Listen, and Spot checks.

ZelekhutCR 9

Always LN Large Construct (Extraplanar, Lawful)

Init +0; Senses darkvision 60 ft., low-light vision; Listen +9, Spot +9

Languages Abyssal, Celestial, Infernal

AC 27, touch 9, flat-footed 27
(−1 size, +10 natural, +8 full plate armor)

hp 74 (8 HD); DR 10/chaotic; fast healing 5

SR 20

Fort +4, Ref +2, Will +5

Speed 35 ft., fly 40 ft. (average)

Melee 2 spiked chains +10 (2d6+5 plus 1d6 electricity)

Space 10 ft.; Reach 10 ft.

Base Atk +6; Grp +15

Atk Options Spirited Charge

Spell-like Abilities (CL 8):

At will—clairaudience/clairvoyance, dimensional anchor, dispel magic, fear (DC 16), hold person (DC 15), locate creature, true seeing

3/day—hold monster (DC 17), mark of justice

1/week—lesser geas (DC 16)

The save DCs are Charisma-based

Abilities Str 21, Dex 11, Con -, Int 10, Wis 17, Cha 15

SQ construct traits

Feats Great Fortitude, Ride-by Attack, Spirited Charge

Skills Diplomacy +4, Listen +9, Search +9, Sense Motive +12, Spot +9, Survival +3 (+5 following tracks)

Advancement 9-16 HD (Large); 17-24 HD (Huge)

Level adjustment +7

Skills A zelekhut has a +4 racial bonus on Search and Sense Motive checks.

Feats Due to its centaur-like construction, a zelekhut qualifies for feats as if it had the Mounted Combat feat.

Invisible StalkerCR 7

Usually N Large Elemental (Air, Extraplanar)

Init +8; Senses darkvision 60 ft.; Listen +13, Spot +13

Languages

AC 17, touch 13, flat-footed 13
(−1 size, +4 Dex, +4 natural)

hp 52 (8 HD)

Fort +4, Ref +10, Will +4

Speed 30 ft., fly 30 ft. (perfect)

Melee 2 slams +10 (2d6+4)

Space 10 ft.; Reach 10 ft.

Base Atk +6; Grp +14

Atk Options Combat Reflexes

Abilities Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 11

SQ elemental traits, natural invisibility, improved tracking

Feats Combat Reflexes, Improved Initiative, Weapon Focus (slam)

Skills Listen +13, Move Silently +15, Search +13, Spot +13, Survival +2 (+4 following tracks)

Advancement 9-12 HD (Large); 13-24 HD (Huge)

Improved Tracking (Ex) An invisible stalker is a consummate tracker and makes Spot checks instead of the usual Survival checks to trace a creature's passage.

Natural Invisibility (Su) This ability is constant, allowing a stalker to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.

Kobold WarriorCR 1/4

Usually LE Small Humanoid (Reptilian)

Init +1; Senses darkvision 60 ft.; Listen +2, Spot +2

Languages Draconic

AC 15, touch 12, flat-footed 14
(+1 size, +1 Dex, +1 natural, +2 leather)

hp 4 (1 HD)

Fort +2, Ref +1, Will −1

Speed 30 ft.,

Melee Spear +1 (1d6-1/x3)

Ranged Sling +3 (1d3)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp −4

Abilities Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8

SQ light sensitivity

Feats Alertness

Skills Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2

Advancement By character class

Level adjustment +0

Light Sensitivity (Ex) Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

Skills Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.

Challenge Rating Kobolds with levels in NPC classes have a CR equal to their character level -3.

KrakenCR 12

Usually NE Gargantuan Magical Beast (Aquatic)

Init +4; Senses darkvision 60 ft., low-light vision; Listen +30, Spot +30

Languages Common, Aquan

AC 20, touch 6, flat-footed 20
(−4 size, +14 natural)

hp 290 (20 HD)

Fort +21, Ref +12, Will +13

Speed swim 20 ft.

Melee 2 tentacles +28 (2d8+12/19-20) and 6 arms +23 (1d6+6) and bite +23 (4d6+6)

Space 20 ft.; Reach 15 ft. (30 ft. with arm, 60 ft. with tentacle)

Base Atk +20; Grp +44

Atk Options Blind-Fight, Combat Expertise, Improved Trip, improved grab, constrict 2d8+12 or 1d6+6

Special Actions ink cloud, jet

Spell-like Abilities (CL 9):

1/day—control weather, control winds, dominate animal (DC 18), resist energy

The save DCs are Charisma-based

Abilities Str 34, Dex 10, Con 29, Int 21, Wis 20, Cha 20

Feats Alertness, Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will

Skills Concentration +21, Diplomacy +7, Hide +0, Intimidate +16, Knowledge (geography) +17, Knowledge (nature) +16, Listen +30, Search +28, Sense Motive +17, Spot +30, Survival +5 (+7 following tracks), Swim +20, Use Magic Device +16

Advancement 21-32 HD (Gargantuan); 33-60 HD (Colossal)

Constrict (Ex) A kraken deals automatic arm or tentacle damage with a successful grapple check.

Improved Grab (Ex) To use this ability, the kraken must hit with an arm or tentacle 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.

Ink Cloud (Ex) A kraken can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the kraken normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.

Jet (Ex) A kraken can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Skills A kraken 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.

KrensharCR 1

Usually N Medium Magical Beast

Init +2; Senses darkvision 60 ft., low-light vision, scent; Listen +3, Spot +1

Languages

AC 15, touch 12, flat-footed 13
(+2 Dex, +3 natural)

hp 11 (2 HD)

Fort +3, Ref +5, Will +1

Speed 40 ft.,

Melee Bite +2 (1d6) and 2 claws +0 (1d4)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +2

Special Actions unnerving, scare

Abilities Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13

Feats Multiattack, Track

Skills Hide +4, Jump +9, Listen +3, Move Silently +6

Advancement 3-4 HD (Medium); 5-8 HD (Large)

Level adjustment +2

Unnerving (Ex) As a standard action, a krenshar can pull the skin back from its head, revealing the musculature and bony structures of its skull. This is usually sufficient to scare away foes (treat as a Bluff check with a +3 bonus).

Scare (Su) Combining this unnerving ability with a loud screech produces an unsettling effect that works like a scare spell from a 3rd-level caster (Will DC 13 partial). A creature that successfully saves cannot be affected again by the same krenshar's scare ability for 24 hours. The shriek does not affect other krenshars. This is a supernatural, sonic mind-affecting fear effect. The save DC is Charisma-based.

Skills Krenshars have a +4 racial bonus on Jump and Move Silently checks.

LamiaCR 6

Usually CE Large Magical Beast

Init +2; Senses darkvision 60 ft., low-light vision; Listen +2, Spot +11

Languages

AC 18, touch 11, flat-footed 16; Dodge, Mobility
(−1 size, +2 Dex, +7 natural)

hp 58 (9 HD)

Fort +7, Ref +8, Will +7

Speed 60 ft.,

Melee Touch +12 (1d4 Wisdom drain); or

Melee Dagger +12/+7 (1d6+4/19-20) and 2 claws +7 (1d4+2)

Space 10 ft.; Reach 5 ft.

Base Atk +9; Grp +17

Special Actions Spring Attack

Spell-like Abilities (CL 9):

At will—disguise self, ventriloquism

3/day—charm monster (DC 15), major image (DC 14), mirror image, suggestion (DC 14)

1/day—deep slumber (DC 14)

The save DCs are Charisma-based

Abilities Str 18, Dex 15, Con 12, Int 13, Wis 15, Cha 12

Feats Dodge, Iron Will, Mobility, Spring Attack

Skills Bluff +14, Concentration +10, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3, Spot +11

Advancement 10-13 HD (Large); 14-27 HD (Huge)

Level adjustment +4

Wisdom Drain (Su) A lamia drains 1d4 points of Wisdom each time it hits with its melee touch attack. (Unlike with other kinds of ability drain attacks, a lamia does not heal any damage when it uses its Wisdom drain.) Lamias try to use this power early in an encounter to make foes more susceptible to charm monster and suggestion .

Skills Lamias have a +4 racial bonus on Bluff and Hide checks.

LammasuCR 8

Always LG Large Magical Beast

Init +1; Senses darkvision 60 ft., low-light vision; Listen +13, Spot +15

Languages Common, Draconic, Celestial

AC 20, touch 10, flat-footed 19
(−1 size, +1 Dex, +10 natural)

hp 59 (7 HD)

Fort +8, Ref +8, Will +7

Speed 30 ft., fly 60 ft. (average)

Melee 2 claws +12 (1d6+6)

Space 10 ft.; Reach 5 ft.

Base Atk +7; Grp +17

Atk Options Blind-Fight, pounce, rake 1d6+3

Spell-like Abilities (CL 7):

2/day—greater invisibility (self only)

1/day—dimension door

The save DCs are Charisma-based

Typical Cleric Spells Prepared (CL 7):

0—detect magic, guidance (2), light, read magic, resistance

1—bless (2), detect evil, divine favor, entropic shield, protection from evil*

2—aid*, bear's endurance, bull's strength, lesser restoration, resist energy

3—daylight, dispel magic, magic circle against evil*, remove curse

4—holy smite*, neutralize poison

Abilities Str 23, Dex 12, Con 17, Int 16, Wis 17, Cha 14

SQ magic circle against evil

Feats Blind-Fight, Iron Will, Lightning Reflexes

Skills Concentration +13, Diplomacy +4, Knowledge (arcana) +13, Listen +13, Sense Motive +13, Spot +15

Advancement 8-10 HD (Large); 11-21 HD (Huge)

Level adjustment +5

Magic Circle against Evil (Su) A lammasu radiates a continuous magic circle against evil that affects a 20-foot radius.

Pounce (Ex) If a lammasu charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +12 melee, damage 1d6+3.

Skills Lammasus have a +2 racial bonus on Spot checks.

Spells A lammasu casts spells as a 7th-level cleric, and can choose spells from the cleric spell list, plus any two of the following domains: Good, Healing, Knowledge, or Law.

LillendCR 7

Always CG Large Outsider (Chaotic, Extraplanar, Good)

Init +3; Senses darkvision 60 ft.; Listen +13, Spot +13

Languages Celestial, Infernal, Abyssal, Common

AC 17, touch 12, flat-footed 14
(−1 size, +3 Dex, +5 natural)

hp 45 (7 HD)

Immune poison

Resist fire 10

Fort +7, Ref +10, Will +8

Speed 20 ft., fly 70 ft. (average)

Melee Short sword +11/+6 (1d8+5/19-20) and tail slap +6 (2d6+2)

Space 10 ft.; Reach 10 ft.

Base Atk +7; Grp +16

Spell-like Abilities (CL 10):

3/day—darkness, hallucinatory terrain (DC 18), knock, light

1/day—charm person (DC 15), speak with animals, speak with plants

The save DCs are Charisma-based

Typical Bard Spells Known (CL 6):

0 (3/day)—dancing lights, daze, detect magic, lullaby, mage hand, read magic

1 (4/day)—charm person, cure light wounds, identify, sleep

2 (3/day)—hold person, invisibility, sound burst

Abilities Str 20, Dex 17, Con 15, Int 14, Wis 16, Cha 18

Feats Combat Casting, Extend Spell, Lightning Reflexes

Skills Appraise +12, Concentration +12, Diplomacy +16, Knowledge (arcana) +12, Listen +13, Perform (any one) +14, Sense Motive +13, Spellcraft +14, Spot +13, Survival +17

Advancement 8-10 HD (Large); 11-21 HD (Huge)

Level adjustment +6

Constrict (Ex) A lillend deals 2d6+5 points of damage with a successful grapple check. Constricting uses the entire lower portion of its body, so it cannot take any move actions when constricting, though it can still attack with its sword.

Improved Grab (Ex) To use this ability, a lillend must hit 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.

Skills Lillends have a +4 racial bonus on Survival checks.

Spells A lillend casts arcane spells as a 6th-level bard.

Bardic Music (Ex) A lillend also has the bardic music ability as a 6th-level bard.

LizardfolkCR 1

Usually N Medium Humanoid (Reptilian)

Init +0; Senses Listen +0, Spot +0

Languages Draconic

AC 17, touch 10, flat-footed 17
(+5 natural, +2 heavy shield)

hp 11 (2 HD)

Fort +1, Ref +3, Will +0

Speed 30 ft.,

Melee 2 claws +2 (1d4+1) and bite +0 (1d4); or

Melee Club +2 (1d6+1) and bite +0 (1d4)

Ranged Javelin +1 (1d6+1)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Abilities Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10

SQ hold breath

Feats Multiattack

Skills Balance +4, Jump +5, Swim +2

Advancement By character class

Level adjustment +1

Hold Breath A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Skills Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks. The skill modifiers given in the statistics block include a -2 armor check penalty (-4 on Swim checks) for carrying a heavy shield.

LocathahCR 1/2

Usually N Medium Humanoid (Aquatic)

Init +1; Senses Listen +6, Spot +6

Languages Aquan

AC 14, touch 11, flat-footed 13
(+1 Dex, +3 natural)

hp 9 (2 HD)

Fort +3, Ref +1, Will +1

Speed 10 ft., swim 60 ft.

Melee Longspear +2 (1d8/3)

Ranged Light crossbow +2 (1d8/19-20)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +1

Abilities Str 10, Dex 12, Con 10, Int , Wis 13, Cha 11

Feats Weapon Focus (longspear)

Skills Craft (any one) +6, Listen +6, Spot +6, Swim +8

Advancement By character class

Level adjustment +1

Skills A locathah 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.

Werebear, Human FormCR 5

Always LG Medium Humanoid (Human, Shapechanger)

Init +0; Senses low-light vision, scent; Listen +4, Spot +4

Languages —; bear empathy

AC 15, touch 10, flat-footed 15
(+2 natural, +3 studded leather)

hp 62 (1 HD)

Fort +8, Ref +5, Will +4

Speed 30 ft.,

Melee Greataxe +6 (1d12+1/x3)

Ranged Throwing axe +5 (1d6+1)

Space 5 ft.; Reach 5 ft.

Base Atk +5; Grp +6

Atk Options Power Attack

Special Actions alternate form

Abilities Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8

Feats Endurance, Multiattack, Power Attack, Run, Iron Will, Track

Skills Handle Animal +3, Listen +4, Spot +4, Swim +1

Advancement By character class

Level adjustment +3

Alternate Form (Su) A werebear can assume the form of a brown bear or a bear-humanoid hybrid.

Bear Empathy (Ex) Communicate with bears and dire bears, and +4 racial bonus on Charisma-based checks against bears and dire bears.

Curse of Lycanthropy (Su) Any humanoid or giant hit by a werebear's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Improved Grab (Ex) To use this ability, a werebear must be in bear form and must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills Werebears have a +4 racial bonus on Swim checks in any bear form.

Werebear, Bear FormCR 5

Always LG Large Humanoid (Human, Shapechanger)

Init +1; Senses low-light vision, scent; Listen +4, Spot +4

Languages —; bear empathy

AC 17, touch 10, flat-footed 16
(−1 size, +1 Dex, +7 natural)

hp 62 (1 HD); DR 10/silver

Fort +12, Ref +6, Will +4

Speed 40 ft.,

Melee 2 claws +13 (1d8+9) and bite +11 (2d6+4)

Space 10 ft.; Reach 5 ft.

Base Atk +5; Grp +18

Atk Options Power Attack, improved grab

Special Actions alternate form

Abilities Str 29, Dex 13, Con 20, Int 10, Wis 11, Cha 8

SQ curse of lycanthropy

Feats Endurance, Multiattack, Power Attack, Run, Iron Will, Track

Skills Handle Animal +3, Listen +4, Spot +4, Swim +13

Advancement By character class

Level adjustment +3

Alternate Form (Su) A werebear can assume the form of a brown bear or a bear-humanoid hybrid.

Bear Empathy (Ex) Communicate with bears and dire bears, and +4 racial bonus on Charisma-based checks against bears and dire bears.

Curse of Lycanthropy (Su) Any humanoid or giant hit by a werebear's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Improved Grab (Ex) To use this ability, a werebear must be in bear form and must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills Werebears have a +4 racial bonus on Swim checks in any bear form.

Werebear, Hybrid FormCR 5

Always LG Large Humanoid (Human, Shapechanger)

Init +1; Senses low-light vision, scent; Listen +4, Spot +5

Languages —; bear empathy

AC 17, touch 10, flat-footed 16
(−1 size, +1 Dex, +7 natural)

hp 62 (1 HD); DR 10/silver

Fort +12, Ref +6, Will +4

Speed 30 ft.,

Melee Greataxe +11 (1d12+13/x3) and bite +11 (1d8+4); or

Melee Claw +13 (1d6+9) and greataxe +9 (1d12+4/x3) and bite +11 (1d8+4); or

Melee 2 claws +13 (1d6+9) and bite +11 (1d8+4)

Space 10 ft.; Reach 10 ft.

Base Atk +5; Grp +18

Atk Options Power Attack

Special Actions alternate form

Abilities Str 29, Dex 13, Con 20, Int 10, Wis 11, Cha 8

SQ curse of lycanthropy

Feats Endurance, Multiattack, Power Attack, Run, Iron Will, Track

Skills Handle Animal +3, Listen +4, Spot +5, Swim +9

Advancement By character class

Level adjustment +3

Alternate Form (Su) A werebear can assume the form of a brown bear or a bear-humanoid hybrid.

Bear Empathy (Ex) Communicate with bears and dire bears, and +4 racial bonus on Charisma-based checks against bears and dire bears.

Curse of Lycanthropy (Su) Any humanoid or giant hit by a werebear's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Improved Grab (Ex) To use this ability, a werebear must be in bear form and must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills Werebears have a +4 racial bonus on Swim checks in any bear form.

Wereboar, Human FormCR 4

Always N Medium Humanoid (Human, Shapechanger)

Init +0; Senses low-light vision, scent; Listen +5, Spot +4

Languages —; boar empathy

AC 18, touch 10, flat-footed 18
(+2 natural, +4 scale mail, +2 heavy shield)

hp 34 (1 HD); ferocity

Fort +6, Ref +3, Will +3

Speed 20 ft.,

Melee Battleaxe +4 (1d8+1/x3)

Ranged Javelin +3 (1d6+1)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp +4

Atk Options Improved Bull Rush, Power Attack

Special Actions alternate form

Abilities Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8

Feats Improved Bull Rush, Power Attack, Toughness, Alertness, Iron Will

Skills Handle Animal +3, Intimidate +3, Listen +5, Spot +4

Advancement By character class

Level adjustment +3

Alternate Form (Su) A wereboar can assume the form of a boar or a boar-humanoid hybrid.

Boar Empathy (Ex) Communicate with boars and dire boars, and +4 racial bonus on Charisma-based checks against boars and dire boars.

Curse of Lycanthropy (Su) Any humanoid or giant hit by the wereboar's gore attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Ferocity (Ex) A wereboar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Wereboar, Boar FormCR 4

Always N Medium Humanoid (Human, Shapechanger)

Init +0; Senses low-light vision, scent; Listen +5, Spot +4

Languages —; boar empathy

AC 18, touch 10, flat-footed 18
(+8 natural)

hp 34 (1 HD); DR 10/silver; ferocity

Fort +9, Ref +3, Will +3

Speed 40 ft.,

Melee Gore +6 (1d8+4)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp +6

Atk Options Improved Bull Rush, Power Attack

Special Actions alternate form

Abilities Str 17, Dex 11, Con 18, Int 10, Wis 11, Cha 8

SQ curse of lycanthropy

Feats Improved Bull Rush, Power Attack, Toughness, Alertness, Iron Will

Skills Handle Animal +3, Intimidate +3, Listen +5, Spot +4

Advancement By character class

Level adjustment +3

Alternate Form (Su) A wereboar can assume the form of a boar or a boar-humanoid hybrid.

Boar Empathy (Ex) Communicate with boars and dire boars, and +4 racial bonus on Charisma-based checks against boars and dire boars.

Curse of Lycanthropy (Su) Any humanoid or giant hit by the wereboar's gore attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Ferocity (Ex) A wereboar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Wereboar, Hybrid FormCR 4

Always N Medium Humanoid (Human, Shapechanger)

Init +0; Senses low-light vision, scent; Listen +5, Spot +4

Languages —; boar empathy

AC 18, touch 10, flat-footed 18
(+8 natural)

hp 34 (1 HD); DR 10/silver; ferocity

Fort +9, Ref +3, Will +3

Speed 30 ft.,

Melee Battleaxe +6 (1d8+4/x3) and gore +1 (1d6+1); or

Melee 2 claws +6 (1d4+3) and gore +1 (1d6+1)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp +6

Atk Options Improved Bull Rush, Power Attack

Special Actions alternate form

Abilities Str 17, Dex 11, Con 18, Int 10, Wis 11, Cha 8

SQ curse of lycanthropy

Feats Improved Bull Rush, Power Attack, Toughness, Alertness, Iron Will

Skills Handle Animal +3, Intimidate +3, Listen +5, Spot +4

Advancement By character class

Level adjustment +3

Alternate Form (Su) A wereboar can assume the form of a boar or a boar-humanoid hybrid.

Boar Empathy (Ex) Communicate with boars and dire boars, and +4 racial bonus on Charisma-based checks against boars and dire boars.

Curse of Lycanthropy (Su) Any humanoid or giant hit by the wereboar's gore attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Ferocity (Ex) A wereboar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Wererat, Human FormCR 2

Always LE Medium Humanoid (Human, Shapechanger)

Init +0; Senses low-light vision, scent; Listen +4, Spot +4

Languages —; rat empathy

AC 15, touch 10, flat-footed 15; Dodge
(+2 natural, +2 leather, +1 buckler)

hp 12 (1 HD)

Fort +5, Ref +2, Will +4

Speed 30 ft.,

Melee Rapier +2 (1d6+1/18-20)

Ranged Light crossbow +1 (1d8/19-20)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Special Actions alternate form

Abilities Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8

Feats Alertness, Dodge, Iron Will, Weapon Finesse

Skills Climb +0, Handle Animal +3, Hide +1, Listen +4, Move Silently +0, Spot +4, Swim +9

Advancement By character class

Level adjustment +3

Alternate Form (Su) A wererat can assume a bipedal hybrid form or the form of a dire rat.

Curse of Lycanthropy (Su) Any humanoid or giant hit by a wererat's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Disease (Ex) Filth fever; bite, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Rat Empathy (Ex) Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats.

Skills A wererat in rat or hybrid form uses its Dexterity modifier for Climb or Swim checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Wererats have a +8 racial bonus on Swim checks from their dire rat form.

Feats Wererats gain Weapon Finesse as a bonus feat.

Wererat, Dire Rat FormCR 2

Always LE Small Humanoid (Human, Shapechanger)

Init +3; Senses low-light vision, scent; Listen +4, Spot +4

Languages —; rat empathy

AC 17, touch 14, flat-footed 14; Dodge
(+1 size, +3 Dex, +3 natural)

hp 12 (1 HD); DR 10/silver

Fort +6, Ref +5, Will +4

Speed 40 ft., climb 20 ft.

Melee Bite +6 (1d4+1 plus disease)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp −2

Special Actions alternate form

Abilities Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8

SQ curse of lycanthropy

Feats Alertness, Dodge, Iron Will, Weapon Finesse

Skills Climb +11, Handle Animal +3, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11

Advancement By character class

Level adjustment +3

Alternate Form (Su) A wererat can assume a bipedal hybrid form or the form of a dire rat.

Curse of Lycanthropy (Su) Any humanoid or giant hit by a wererat's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Disease (Ex) Filth fever; bite, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Rat Empathy (Ex) Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats.

Skills A wererat in rat or hybrid form uses its Dexterity modifier for Climb or Swim checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Wererats have a +8 racial bonus on Swim checks from their dire rat form.

Feats Wererats gain Weapon Finesse as a bonus feat.

Wererat, Hybrid FormCR 2

Always LE Medium Humanoid (Human, Shapechanger)

Init +3; Senses low-light vision, scent; Listen +4, Spot +4

Languages —; rat empathy

AC 16, touch 13, flat-footed 13; Dodge
(+3 Dex, +3 natural)

hp 12 (1 HD); DR 10/silver

Fort +6, Ref +5, Will +4

Speed 30 ft.,

Melee Rapier +4 (1d6+1/18-20) and bite −1 (1d6 plus disease)

Ranged Light crossbow +4 (1d8/19-20)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Special Actions alternate form

Abilities Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8

SQ curse of lycanthropy

Feats Alertness, Dodge, Iron Will, Weapon Finesse

Skills Climb +4, Handle Animal +3, Hide +5, Listen +4, Move Silently +4, Spot +4, Swim +9

Advancement By character class

Level adjustment +3

Alternate Form (Su) A wererat can assume a bipedal hybrid form or the form of a dire rat.

Curse of Lycanthropy (Su) Any humanoid or giant hit by a wererat's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Disease (Ex) Filth fever; bite, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Rat Empathy (Ex) Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats.

Skills A wererat in rat or hybrid form uses its Dexterity modifier for Climb or Swim checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Wererats have a +8 racial bonus on Swim checks from their dire rat form.

Feats Wererats gain Weapon Finesse as a bonus feat.

Weretiger, Human FormCR 5

Always N Medium Humanoid (Human, Shapechanger)

Init +4; Senses low-light vision, scent; Listen +6, Spot +6

Languages —; tiger empathy

AC 17, touch 10, flat-footed 17
(+2 natural, +5 breastplate)

hp 50 (1 HD)

Fort +8, Ref +5, Will +4

Speed 20 ft.,

Melee Glaive +6 (1d10+1/x3)

Ranged Composite longbow (+1 Str bonus) +5 (1d8+1/x3)

Space 5 ft.; Reach 5 ft. (10 ft. with glaive)

Base Atk +5; Grp +6

Atk Options Combat Reflexes

Special Actions alternate form

Abilities Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8

Feats Combat Reflexes, Improved Initiative, Improved Natural Attack (bite), Improved Natural Attack (claw), Alertness, Iron Will

Skills Balance +0, Climb +1, Handle Animal +3, Hide +0, Listen +6, Move Silently +0, Spot +6

Advancement By character class

Level adjustment +3

Alternate Form (Su) A weretiger can assume a bipedal hybrid form or the form of a tiger.

Curse of Lycanthropy (Su) Any humanoid or giant hit by a weretiger's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Improved Grab (Ex) To use this ability, a weretiger in tiger form must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex) If a weretiger in tiger form charges an opponent, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +9 melee, damage 1d8+3.

Tiger Empathy (Ex) Communicate with tigers and dire tigers, and +4 racial bonus on Charisma-based checks against tigers and dire tigers.

Skills In any form, weretigers have a +4 bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8 in the tiger form.

Weretiger, Tiger FormCR 5

Always N Large Humanoid (Human, Shapechanger)

Init +6; Senses low-light vision, scent; Listen +6, Spot +6

Languages —; tiger empathy

AC 16, touch 11, flat-footed 14
(−1 size, +2 Dex, +5 natural)

hp 50 (1 HD); DR 10/silver

Fort +10, Ref +7, Will +4

Speed 40 ft.,

Melee 2 claws +11 (1d8+7) and bite +6 (2d6+3)

Space 10 ft.; Reach 5 ft.

Base Atk +5; Grp +16

Atk Options Combat Reflexes, pounce, improved grab, rake

Special Actions alternate form

Abilities Str 25, Dex 15, Con 16, Int 10, Wis 11, Cha 8

SQ curse of lycanthropy

Feats Combat Reflexes, Improved Initiative, Improved Natural Attack (bite), Improved Natural Attack (claw), Alertness, Iron Will

Skills Balance +6, Climb +12, Handle Animal +3, Hide +2*, Listen +6, Move Silently +12, Spot +6

Advancement By character class

Level adjustment +3

Alternate Form (Su) A weretiger can assume a bipedal hybrid form or the form of a tiger.

Curse of Lycanthropy (Su) Any humanoid or giant hit by a weretiger's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Improved Grab (Ex) To use this ability, a weretiger in tiger form must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex) If a weretiger in tiger form charges an opponent, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +9 melee, damage 1d8+3.

Tiger Empathy (Ex) Communicate with tigers and dire tigers, and +4 racial bonus on Charisma-based checks against tigers and dire tigers.

Skills In any form, weretigers have a +4 bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8 in the tiger form.

Weretiger, Hybrid FormCR 5

Always N Large Humanoid (Human, Shapechanger)

Init +6; Senses low-light vision, scent; Listen +6, Spot +6

Languages —; tiger empathy

AC 16, touch 11, flat-footed 14
(−1 size, +2 Dex, +5 natural)

hp 50 (1 HD); DR 10/silver

Fort +10, Ref +7, Will +4

Speed 30 ft.,

Melee 2 claws +11 (1d8+7) and bite +6 (2d6+3)

Space 10 ft.; Reach 10 ft.

Base Atk +5; Grp +16

Atk Options Combat Reflexes

Special Actions alternate form

Abilities Str 25, Dex 15, Con 16, Int 10, Wis 11, Cha 8

SQ curse of lycanthropy

Feats Combat Reflexes, Improved Initiative, Improved Natural Attack (bite), Improved Natural Attack (claw), Alertness, Iron Will

Skills Balance +6, Climb +12, Handle Animal +3, Hide +2, Listen +6, Move Silently +12, Spot +6

Advancement By character class

Level adjustment +3

Alternate Form (Su) A weretiger can assume a bipedal hybrid form or the form of a tiger.

Curse of Lycanthropy (Su) Any humanoid or giant hit by a weretiger's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Improved Grab (Ex) To use this ability, a weretiger in tiger form must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex) If a weretiger in tiger form charges an opponent, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +9 melee, damage 1d8+3.

Tiger Empathy (Ex) Communicate with tigers and dire tigers, and +4 racial bonus on Charisma-based checks against tigers and dire tigers.

Skills In any form, weretigers have a +4 bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8 in the tiger form.

Werewolf, Human FormCR 3

Always CE Medium Humanoid (Human, Shapechanger)

Init +4; Senses low-light vision, scent; Listen +1, Spot +1

Languages —; wolf empathy

AC 17, touch 10, flat-footed 17
(+2 natural, +4 chain shirt, +1 light shield)

hp 20 (1 HD)

Fort +6, Ref +3, Will +2

Speed 30 ft.,

Melee Longsword +3 (1d8+1/19-20)

Ranged Light crossbow +2 (1d8/19-20)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +3

Special Actions alternate form

Abilities Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8

Feats Improved Initiative, Stealthy, Weapon Focus (bite), Iron Will, Track

Skills Handle Animal +1, Hide +1, Listen +1, Move Silently +2, Spot +1, Survival +2

Advancement By character class

Level adjustment +3

Alternate Form (Su) A werewolf can assume a bipedal hybrid form or the form of a wolf.

Curse of Lycanthropy (Su) Any humanoid or giant hit by a werewolf's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Trip (Ex) A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity.

Wolf Empathy (Ex) Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

Skills *A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

Werewolf, Wolf FormCR 3

Always CE Medium Humanoid (Human, Shapechanger)

Init +6; Senses low-light vision, scent; Listen +1, Spot +1

Languages —; wolf empathy

AC 16, touch 12, flat-footed 14
(+2 Dex, +4 natural)

hp 20 (1 HD); DR 10/silver

Fort +8, Ref +5, Will +2

Speed 50 ft.,

Melee Bite +5 (1d6+3)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +4

Special Actions alternate form

Abilities Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8

SQ curse of lycanthropy

Feats Improved Initiative, Stealthy, Weapon Focus (bite), Iron Will, Track

Skills Handle Animal +1, Hide +6, Listen +1, Move Silently +6, Spot +1, Survival +2*

Advancement By character class

Level adjustment +3

Alternate Form (Su) A werewolf can assume a bipedal hybrid form or the form of a wolf.

Curse of Lycanthropy (Su) Any humanoid or giant hit by a werewolf's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Trip (Ex) A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity.

Wolf Empathy (Ex) Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

Skills *A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

Werewolf, Hybrid FormCR 3

Always CE Medium Humanoid (Human, Shapechanger)

Init +6; Senses low-light vision, scent; Listen +1, Spot +1

Languages —; wolf empathy

AC 16, touch 12, flat-footed 14
(+2 Dex, +4 natural)

hp 20 (1 HD); DR 10/silver

Fort +8 Ref +5, Ref +, Will +2

Speed 30 ft.,

Melee 2 claws +4 (1d4+2) and bite +0 (1d6+1)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +4

Special Actions alternate form

Abilities Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8

SQ curse of lycanthropy

Feats Improved Initiative, Stealthy, Weapon Focus (bite), Iron Will, Track

Skills Handle Animal +1, Hide +6, Listen +1, Move Silently +6, Spot +1, Survival +2*

Advancement By character class

Level adjustment +3

Alternate Form (Su) A werewolf can assume a bipedal hybrid form or the form of a wolf.

Curse of Lycanthropy (Su) Any humanoid or giant hit by a werewolf's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Trip (Ex) A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity.

Wolf Empathy (Ex) Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

Skills *A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

Hill Giant Dire Wereboar Giant FormCR 11

Always N Large Giant (Shapechanger)

Init −1; Senses low-light vision, scent; Listen +10, Spot +12

Languages —; boar empathy

AC 22, touch 8, flat-footed 22
(−1 size, −1 Dex, +11 natural, +3 hide armor)

hp 185 (12 HD); ferocity

Fort +17, Ref +8, Will +12

Speed 30 ft.,

Melee Greatclub +21/+16 (2d8+10); or

Melee 2 slams +20 (1d4+7)

Ranged Rock +12 (2d6+7)

Space 10 ft.; Reach 10 ft.

Base Atk +14; Grp +25

Atk Options Cleave, Improved Bull Rush, Improved Sunder, Power Attack

Special Actions rock throwing, alternate form, rock catching

Abilities Str 25, Dex 8, Con 19, Int 6, Wis 12, Cha 7

Feats Cleave, Endurance, Improved Bull Rush, Improved Sunder, Power Attack, Weapon Focus (greatclub), Alertness, Iron Will

Skills Climb +10, Jump +10, Listen +10, Spot +12

Advancement By character class

Level adjustment +7

Hill Giant Dire Wereboar Dire Boar FormCR 11

Always N Large Giant (Shapechanger)

Init −1; Senses low-light vision, scent; Listen +10, Spot +12

Languages —; boar empathy

AC 16, touch 8, flat-footed 16
(−1 size, −1 Dex, +8 natural)

hp 185 (12 HD); DR 10/silver; ferocity

Fort +20, Ref +8, Will +12

Speed 40 ft.,

Melee Gore +28 (1d8+22)

Space 10 ft.; Reach 5 ft.

Base Atk +14; Grp +33

Atk Options Cleave, Improved Bull Rush, Improved Sunder, Power Attack

Special Actions alternate form

Abilities Str 41, Dex 8, Con 25, Int 6, Wis 12, Cha 7

SQ curse of lycanthropy

Feats Cleave, Endurance, Improved Bull Rush, Improved Sunder, Power Attack, Weapon Focus (greatclub), Alertness, Iron Will

Skills Climb +18, Jump +22, Listen +10, Spot +12

Advancement By character class

Level adjustment +7

Hill Giant Dire Wereboar Hybrid Boar FormCR 11

Always N Large Giant (Shapechanger)

Init −1; Senses low-light vision, scent; Listen +10, Spot +12

Languages —; boar empathy

AC 19, touch 8, flat-footed 19
(−1 size, −1 Dex, +11 natural)

hp 185 (12 HD); DR 10/silver; ferocity

Fort +20, Ref +8, Will +12

Speed 40 ft.,

Melee Greatclub +29 (2d8+22) and gore +23 (1d8+7); or

Melee 2 claws +28 (1d6+15) and gore +23 (1d8+7)

Space 10 ft.; Reach 10 ft.

Base Atk +14; Grp +33

Atk Options Cleave, Improved Bull Rush, Improved Sunder, Power Attack

Special Actions alternate form

Abilities Str 41, Dex 8, Con 25, Int 6, Wis 12, Cha 7

SQ curse of lycanthropy

Feats Cleave, Endurance, Improved Bull Rush, Improved Sunder, Power Attack, Weapon Focus (greatclub), Alertness, Iron Will

Skills Climb +18, Jump +22, Listen +10, Spot +12

Advancement By character class

Level adjustment +7

MagminCR 3

Always CN Small Elemental (Fire, Extraplanar)

Init +0; Senses darkvision 60 ft.; Listen +0, Spot +3

Aura fiery aura

Languages Ignan

AC 17, touch 11, flat-footed 17; melt weapons
(+1 size, +6 natural)

hp 11 (2 HD); DR 5/magic

Immune fire

Fort +3, Ref +3, Will +0

Weakness vulnerability to cold

Speed 30 ft.,

Melee Burning touch +4 touch (1d8 fire plus combustion); or

Melee Slam +4 (1d3+3 plus combustion)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp −1

Abilities Str 15, Dex 11, Con 13, Int 8, Wis 10, Cha 10

SQ elemental traits

Feats Great Fortitude

Skills Climb +4, Spot +3

Advancement 3-4 HD (Small); 5-6 HD (Medium)

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.

ManticoreCR 5

Usually LE Large Magical Beast

Init +2; Senses darkvision 60 ft., low-light vision, scent; Listen +5, Spot +9

Languages Common

AC 17, touch 11, flat-footed 15
(−1 size, +2 Dex, +6 natural)

hp 57 (6 HD)

Fort +9, Ref +7, Will +3

Speed 30 ft., fly 50 ft. (clumsy)

Melee 2 claws +10 (2d4+5) and bite +8 (1d8+2)

Ranged 6 spikes +8 (1d8+2/19-20)

Space 10 ft.; Reach 5 ft.

Base Atk +6; Grp +15

Atk Options Flyby Attack

Abilities Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9

Feats Flyby Attack, Multiattack, Weapon Focus (spikes), Track

Skills Listen +5, Spot +9, Survival +1

Advancement 7-16 HD (Large); 17-18 HD (Huge)

Level adjustment +3 (cohort)

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.

MedusaCR 7

Usually LE Medium Monstrous Humanoid

Init +2; Senses darkvision 60 ft.; Listen +1, Spot +8

Languages Common

AC 15, touch 12, flat-footed 13
(+2 Dex, +3 natural)

hp 33 (6 HD)

Fort +3, Ref +7, Will +6

Speed 30 ft.,

Melee Dagger +8/+3 (1d4/19-20) and snakes +3 (1d4 plus poison)

Ranged Shortbow +8/+3 (1d6/x3)

Space 5 ft.; Reach 5 ft.

Base Atk +6; Grp +6

Atk Options Point Blank Shot, Precise Shot

Special Actions petrifying gaze

Abilities Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 15

Feats Point Blank Shot, Precise Shot, Weapon Finesse

Skills Bluff +9, Diplomacy +4, Disguise +9 (+11 acting), Intimidate +4, Move Silently +8, Spot +8

Advancement By character class

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.

Air MephitCR 3

Usually N Small Outsider (Air, Extraplanar)

Init +7; Senses darkvision 60 ft.; Listen +6, Spot +6

Languages Common, Auran

AC 17, touch 14, flat-footed 14; Dodge
(+1 size, +3 Dex, +3 natural)

hp 13 (3 HD); DR 5/magic; fast healing 2

Fort +3, Ref +6, Will +3

Speed 30 ft., fly 60 ft. (perfect)

Melee 2 claws +4 (1d3)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp −1

Special Actions breath weapon, summon mephit

Spell-like Abilities (CL 6):

1/hour—blur

1/day—gust of wind (DC 14)

The save DCs are Charisma-based

Abilities Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15

Feats Dodge, Improved Initiative

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)

Advancement 4-6 HD (Small); 7-9 HD (Medium)

Level adjustment +3 (cohort)

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.

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.

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.

Dust MephitCR 3

Usually N Small Outsider (Air, Extraplanar)

Init +7; Senses darkvision 60 ft.; Listen +6, Spot +6

Languages Common, Auran

AC 17, touch 14, flat-footed 14; Dodge
(+1 size, +3 Dex, +3 natural)

hp 13 (3 HD); DR 5/magic; fast healing 2

Fort +3, Ref +6, Will +3

Speed 30 ft., fly 50 ft. (perfect)

Melee 2 claws +4 (1d3)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp −1

Special Actions breath weapon, summon mephit

Spell-like Abilities (CL 6):

1/hour—blur

1/day—wind wall (DC 15)

The save DCs are Charisma-based

Abilities Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15

Feats Dodge, Improved Initiative

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)

Advancement 4-6 HD (Small); 7-9 HD (Medium)

Level adjustment +3 (cohort)

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.

Fast Healing (Ex) A dust mephit heals only if in an arid, dusty environment.

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.

Earth MephitCR 3

Usually N Small Outsider (Earth, Extraplanar)

Init −1; Senses darkvision 60 ft.; Listen +6, Spot +6

Languages Common, Terran

AC 16, touch 10, flat-footed 16
(+1 size, −1 Dex, +6 natural)

hp 19 (3 HD); DR 5/magic; fast healing 2

Fort +4, Ref +2, Will +3

Speed 30 ft., fly 40 ft. (average)

Melee 2 claws +7 (1d3+3)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp +2

Atk Options Power Attack

Special Actions breath weapon, summon mephit, change size

Spell-like Abilities (CL 6):

1/day—soften earth and stone

Abilities Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15

Feats Power Attack, Toughness

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)

Advancement 4-6 HD (Small); 7-9 HD (Medium)

Level adjustment +3 (cohort)

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.

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.

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.

Fire MephitCR 3

Usually N Small Outsider (Extraplanar, Fire)

Init +5; Senses darkvision 60 ft.; Listen +6, Spot +6

Languages Common, Ignan

AC 16, touch 12, flat-footed 15; Dodge
(+1 size, +1 Dex, +4 natural)

hp 13 (3 HD); DR 5/magic; fast healing 2

Immune fire

Fort +3, Ref +4, Will +3

Weakness vulnerability to cold

Speed 30 ft., fly 50 ft. (average)

Melee 2 claws +4 () and + ()

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp −1

Special Actions breath weapon, summon mephit

Spell-like Abilities (CL 6):

1/hour—scorching ray (DC 14)

1/day—heat metal (DC 14)

The save DCs are Charisma-based

Abilities Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15

Feats Dodge, Improved Initiative

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)

Advancement 4-6 HD (Small); 7-9 HD (Medium)

Level adjustment +3 (cohort)

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.

Fast Healing (Ex) A fire mephit heals only if it is touching a flame at least as large as a torch.

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.

Ice MephitCR 3

Usually N Small Outsider (Air, Cold, Extraplanar)

Init +7; Senses darkvision 60 ft.; Listen +6, Spot +6

Languages Common, Auran

AC 18, touch 14, flat-footed 15; Dodge
(+1 size, +3 Dex, +4 natural)

hp 13 (3 HD); DR 5/magic; fast healing 2

Immune cold

Fort +3, Ref +6, Will +3

Weakness vulnerability to fire

Speed 30 ft., fly 50 ft. (perfect)

Melee 2 claws +4 (1d3 plus 1d4 cold)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp −1

Special Actions breath weapon, summon mephit

Spell-like Abilities (CL 6):

1/hour—magic missile

1/day—chill metal (DC 14)

The save DCs are Charisma-based

Abilities Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15

Feats Dodge, Improved Initiative

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)

Advancement 4-6 HD (Small); 7-9 HD (Medium)

Level adjustment +3 (cohort)

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.

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.

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.

Magma MephitCR 3

Usually N Small Outsider (Fire, Extraplanar)

Init +5; Senses darkvision 60 ft.; Listen +6, Spot +6

Languages Common, Ignan

AC 16, touch 12, flat-footed 15; Dodge
(+1 size, +1 Dex, +4 natural)

hp 13 (3 HD); DR 5/magic; fast healing 2

Immune fire

Fort +3, Ref +4, Will +3

Weakness vulnerability to cold

Speed 30 ft., fly 50 ft. (average)

Melee 2 claws +4 (1d3 plus 1d4 fire)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp −1

Special Actions breath weapon, summon mephit, change shape

Spell-like Abilities (CL 6):

1/day—pyrotechnics (DC 14)

The save DCs are Charisma-based

Abilities Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15

Feats Dodge, Improved Initiative

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)

Advancement 4-6 HD (Small); 7-9 HD (Medium)

Level adjustment +3 (cohort)

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.

Fast Healing (Ex) A magma mephit heals only if it is touching magma, lava, or a flame at least as large as a torch.

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.

Change Shape (Su) Once per hour, a magma mephit can assume 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 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.

Ooze MephitCR 3

Usually N Small Outsider (Extraplanar, Water)

Init +0; Senses darkvision 60 ft.; Listen +6, Spot +6

Languages Common, Aquan

AC 16, touch 11, flat-footed 16
(+1 size, +5 natural)

hp 19 (3 HD); DR 5/magic; fast healing 2

Fort +4, Ref +3, Will +3

Speed 30 ft., fly 40 ft. (average), swim 30 ft.

Melee 2 claws +6 (1d3+2)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp +1

Atk Options Power Attack

Special Actions breath weapon, summon mephit

Spell-like Abilities (CL 6):

1/hour—acid arrow

1/day—stinking cloud (DC 15)

The save DCs are Charisma-based

Abilities Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15

Feats Power Attack, Toughness

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)

Advancement 4-6 HD (Small); 7-9 HD (Medium)

Level adjustment +3 (cohort)

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.

Fast Healing (Ex) An ooze mephit heals only if in a wet or muddy environment.

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.

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 MephitCR 3

Usually N Small Outsider (Earth, Extraplanar)

Init −1; Senses darkvision 60 ft.; Listen +6, Spot +6

Languages Common, Terran

AC 16, touch 10, flat-footed 16
(+1 size, −1 Dex, +6 natural)

hp 19 (3 HD); DR 5/magic; fast healing 2

Fort +4, Ref +2, Will +3

Speed 30 ft., fly 40 ft. (average)

Melee 2 claws +7 (1d3+3)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp +2

Atk Options Power Attack

Special Actions breath weapon, summon mephit

Spell-like Abilities (CL 6):

1/hour—glitterdust (DC 14)

The save DCs are Charisma-based

Abilities Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15

Feats Power Attack, Toughness

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)

Advancement 4-6 HD (Small); 7-9 HD (Medium)

Level adjustment +3 (cohort)

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.

Fast Healing (Ex) A salt mephit heals only if in an arid environment.

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.

Steam MephitCR 3

Usually N Small Outsider (Extraplanar, Fire)

Init +5; Senses darkvision 60 ft.; Listen +6, Spot +6

Languages Common, Ignan

AC 16, touch 12, flat-footed 15; Dodge
(+1 size, +1 Dex, +4 natural)

hp 13 (3 HD); DR 5/magic; fast healing 2

Immune fire

Fort +3, Ref +4, Will +3

Weakness vulnerability to cold

Speed 30 ft., fly 50 ft. (average)

Melee 2 claws +4 (1d3 plus 1d4 fire)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp −1

Special Actions breath weapon, summon mephit

Spell-like Abilities (CL 6):

1/hour—blur

Abilities Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15

Feats Dodge, Improved Initiative

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)

Advancement 4-6 HD (Small); 7-9 HD (Medium)

Level adjustment +3 (cohort)

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.

Fast Healing (Ex) A steam mephit heals only if it is touching boiling water or is in a hot, humid area.

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.

Rainstorm (Sp) 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 DC is Charisma-based.

Water MephitCR 3

Usually N Small Outsider (Extraplanar, Water)

Init +0; Senses darkvision 60 ft.; Listen +6, Spot +6

Languages Common, Aquan

AC 16, touch 11, flat-footed 16
(+1 size, +5 natural)

hp 19 (3 HD); DR 5/magic; fast healing 2

Fort +4, Ref +3, Will +3

Speed 30 ft., fly 40 ft. (average), swim 30 ft.

Melee 2 claws +6 (1d3+2)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp +1

Atk Options Power Attack

Special Actions breath weapon, summon mephit

Spell-like Abilities (CL 6):

1/hour—acid arrow

1/day—stinking cloud (DC 15)

The save DCs are Charisma-based

Abilities Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15

Feats Power Attack, Toughness

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)

Advancement 4-6 HD (Small); 7-9 HD (Medium)

Level adjustment +3 (cohort)

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.

Fast Healing (Ex) A water mephit heals only if it is exposed to rain or submerged up to its waist in water.

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.

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 WarriorCR 1/2

Usually N Medium Humanoid (Aquatic)

Init +1; Senses low-light vision; Listen +3, Spot +3

Languages Common, Aquan

AC 13, touch 11, flat-footed 12
(+1 Dex, +2 leather)

hp 6 (1 HD)

Fort +4, Ref +1, Will −1

Speed 5 ft., swim 50 ft.

Melee Trident +2 (1d8+1)

Ranged Heavy crossbow +2 (1d10/19-20)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Abilities Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 10

SQ amphibious

Feats Alertness

Skills Listen +3, Spot +3, Swim +9

Advancement By character class

Level adjustment +1

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.

MimicCR 4

Usually N Large Aberration (Shapechanger)

Init +1; Senses darkvision 60 ft.; Listen +8, Spot +8

Languages Common

AC 15, touch 10, flat-footed 15
(−1 size, +1 Dex, +5 natural)

hp 52 (7 HD)

Immune acid

Fort +5, Ref +5, Will +6

Speed 10 ft.,

Melee 2 slams +9 (1d8+4)

Space 10 ft.; Reach 10 ft.

Base Atk +5; Grp +13

Atk Options adhesive, crush

Abilities Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10

SQ mimic shape

Feats Alertness, Lightning Reflexes, Weapon Focus (slam)

Skills Climb +9, Disguise +13, Listen +8, Spot +8

Advancement 8-10 HD (Large); 11-21 HD (Huge)

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.

MinotaurCR 4

Usually CE Large Monstrous Humanoid

Init +0; Senses darkvision 60 ft., scent; Listen +7, Spot +7

Languages Giant

AC 14, touch 9, flat-footed 14
(−1 size, +5 natural)

hp 39 (6 HD)

Fort +6, Ref +5, Will +5

Speed 30 ft.,

Melee Greataxe +9/+4 (3d6+6/x3) and gore +4 (1d8+2)

Space 10 ft.; Reach 10 ft.

Base Atk +6; Grp +14

Atk Options Power Attack, powerful charge 4d6+6

Abilities Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8

SQ natural cunning

Feats Great Fortitude, Power Attack, Track

Skills Intimidate +2, Listen +7, Search +2, Spot +7

Advancement By character class

Level adjustment +2

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.

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.

Skills Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.

MohrgCR 8

Always CE Medium Undead

Init +9; Senses darkvision 60 ft.; Listen +11, Spot +15

Languages

AC 23, touch 14, flat-footed 14; Dodge, Mobility
(+4 Dex, +9 natural)

hp 91 (14 HD)

Fort +4, Ref +10, Will +9

Speed 30 ft.,

Melee Slam +12 (1d6+7) and tongue +12 touch (paralysis)

Space 5 ft.; Reach 5 ft.

Base Atk +7; Grp +12

Atk Options improved grab

Abilities Str 21, Dex 19, Con -, Int 11, Wis 10, Cha 10

SQ undead traits

Feats Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Skills Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15, Swim +9

Advancement 15-21 HD (Medium); 22-28 HD (Large)

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.

MummyCR 5

Usually LE Medium Undead

Init +0; Senses darkvision 60 ft.; Listen +8, Spot +8

Aura despair

Languages Common

AC 20, touch 10, flat-footed 20
(+10 natural)

hp 55 (8 HD); DR 5/-

Fort +4, Ref +2, Will +8

Weakness vulnerability to fire

Speed 20 ft.,

Melee Slam +11 (1d6+10 plus mummy rot)

Space 5 ft.; Reach 5 ft.

Base Atk +4; Grp +11

Abilities Str 24, Dex 10, Con -, Int 6, Wis 14, Cha 15

SQ undead traits

Feats Alertness, Great Fortitude, Toughness

Skills Hide +7, Listen +8, Move Silently +7, Spot +8

Advancement 9-16 HD (Medium); 17-24 HD (Large)

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.

Dark NagaCR 8

Usually LE Large Aberration

Init +2; Senses darkvision 60 ft.; Listen +11, Spot +11

Languages Common, Infernal

AC 14, touch 11, flat-footed 12; Dodge
(−1 size, +2 Dex, +3 natural)

hp 58 (9 HD)

Immune poison

Resist charm

Fort +5, Ref +7, Will +8

Speed 40 ft.,

Melee Sting +7 (2d4+2 plus poison) and bite +2 (1d4+1)

Space 10 ft.; Reach 5 ft.

Base Atk +6; Grp +12

Typical Sorcerer Spells Known (CL 7):

0 (6/day)—daze, detect magic, light, mage hand, open/close, ray of frost, read magic

1 (7/day)—expeditious retreat, magic missile, ray of enfeeblement, shield, silent image

2 (7/day)—cat's grace, invisibility, scorching ray

3 (5/day)—displacement, lightning bolt

Abilities Str 14, Dex 15, Con 14, Int 16, Wis 15, Cha 17

SQ detect thoughts, guarded thoughts

Feats Alertness, Combat Casting, Dodge, Lightning Reflexes, Eschew Materials

Skills Bluff +9, Concentration +13, Diplomacy +7, Disguise +5 (+7 acting), Intimidate +5, Listen +11, Sense Motive +8, Spellcraft +12, Spot +11

Advancement 10-13 HD (Large); 14-27 HD (Huge)

Detect Thoughts (Su) A dark naga can continuously use detect thoughts as the spell (caster level 9th; Will DC 15 negates). This ability is always active. The save DC is Charisma-based.

Guarded Thoughts (Ex) Dark nagas are immune to any form of mind reading.

Poison (Ex) Injury, Fortitude DC 16 or lapse into a nightmare-haunted sleep for 2d4 minutes. The save DC is Constitution-based.

Resistance to Charm Dark nagas have a +2 racial bonus on saving throws against all charm effects (not included in the statistics block).

Guardian NagaCR 10

Usually LG Large Aberration

Init +2; Senses darkvision 60 ft.; Listen +13, Spot +13

Languages Common, Celestial

AC 18, touch 11, flat-footed 16; Dodge
(−1 size, +2 Dex, +7 natural)

hp 93 (11 HD)

Fort +7, Ref +7, Will +11

Speed 40 ft.,

Melee Bite +12 (2d6+7 plus poison)

Ranged Spit +9 touch (poison)

Space 10 ft.; Reach 5 ft.

Base Atk +8; Grp +17

Typical Sorcerer Spells Known (CL 9):

0 (6/day)—cure minor wounds, daze, detect magic, light, mage hand, open/close, ray of frost, read magic

1 (7/day)—cure light wounds, divine favor, expeditious retreat, mage armor, magic missile

2 (7/day)—detect thoughts, lesser restoration, see invisibility, scorching ray

3 (7/day)—cure serious wounds, dispel magic, lightning bolt

4 (5/day)—divine power, greater invisibility

Abilities Str 21, Dex 14, Con 19, Int 16, Wis 19, Cha 18

Feats Alertness, Combat Casting, Dodge, Lightning Reflexes, Eschew Materials

Skills Bluff +18, Concentration +19, Listen +13, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +6, Sense Motive +18, Spellcraft +17, Spot +13

Advancement 12-16 HD (Large); 17-33 HD (Huge)

Poison (Ex) Injury or contact, Fortitude DC 19, initial and secondary damage 1d10 Con. The save DC is Constitution-based.

Spit (Ex) A guardian naga can spit its venom up to 30 feet as a standard action. This is a ranged touch attack with no range increment. Opponents hit by this attack must make successful saves (see above) to avoid the effect.

Spells Guardian nagas cast spells as 9th-level sorcerers, and can also cast spells from the cleric list and from the Good and Law domains. The cleric spells and domain spells are considered arcane spells for a guardian naga, meaning that the creature does not need a divine focus to cast them.

Spirit NagaCR 9

Usually CE Large Aberration

Init +1; Senses darkvision 60 ft.; Listen +14, Spot +14

Languages Common, Abyssal

AC 16, touch 10, flat-footed 15
(−1 size, +1 Dex, +6 natural)

hp 76 (9 HD)

Fort +7, Ref +6, Will +9

Speed 40 ft.,

Melee Bite +9 (2d6+6 plus poison)

Space 10 ft.; Reach 5 ft.

Base Atk +6; Grp +14

Special Actions charming gaze

Typical Sorcerer Spells Known (CL 7):

0 (6/day)—cure minor wounds, daze, detect magic, mage hand, open/close, ray of frost, read magic

1 (7/day)—charm person, cure light wounds, divine favor, magic missile, shield of faith

2 (7/day)—cat's grace, invisibility, summon swarm

3 (5/day)—displacement, fireball

Abilities Str 18, Dex 13, Con 18, Int 12, Wis 17, Cha 17

Feats Ability Focus (charming gaze), Alertness, Combat Casting, Lightning Reflexes, Eschew Materials

Skills Concentration +13, Listen +14, Spellcraft +10, Spot +14

Advancement 10-13 HD (Large); 14-27 HD (Huge)

Charming Gaze (Su) As charm person , 30 feet, Will DC 19 negates. The save DC is Charisma-based.

Poison (Ex) Injury, Fortitude DC 18, initial and secondary damage 1d8 Con. The save DC is Constitution-based.

Spells Spirit nagas cast spells as 7th-level sorcerers, and can also cast spells from the cleric spell list and from the Chaos and Evil domains as arcane spells. The cleric spells and domain spells are considered arcane spells for a spirit naga, meaning that the creature does not need a divine focus to cast them.

Water NagaCR 7

Usually N Large Aberration (Aquatic)

Init +1; Senses darkvision 60 ft.; Listen +7, Spot +7

Languages Common, Aquan

AC 15, touch 10, flat-footed 14
(−1 size, +1 Dex, +5 natural)

hp 59 (7 HD)

Fort +6, Ref +5, Will +8

Speed 30 ft., swim 50 ft.

Melee Bite +7 (2d6+4 plus poison)

Space 10 ft.; Reach 5 ft.

Base Atk +5; Grp +12

Typical Sorcerer Spells Known (CL 7):

0 (7/day)—acid splash, daze, detect magic, light, mage hand, open/close, read magic

1 (7/day)—expeditious retreat, magic missile, obscuring mist, shield, true strike

2 (7/day)—invisibility, acid arrow, mirror image

3 (4/day)—protection from energy, suggestion

Abilities Str 16, Dex 13, Con 18, Int 10, Wis 17, Cha 15

Feats Alertness, Combat Casting, Lightning Reflexes, Eschew Materials

Skills Concentration +12, Listen +7, Spellcraft +8, Spot +7, Swim +11

Advancement 8-10 HD (Large); 11-21 HD (Huge)

Poison (Ex) Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based.

Skills A water naga 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.

Spells Water nagas cast spells as 7th-level sorcerers but never use fire spells.

Night HagCR 9

Always NE Medium Outsider (Evil, Extraplanar)

Init +1; Senses Listen +15, Spot +15

Languages Abyssal, Celestial, Common, Infernal

AC 22, touch 11, flat-footed 21
(+1 Dex, +11 natural)

hp 68 (8 HD); DR 10/cold iron and magic

Immune fire, cold, charm, sleep, fear

SR 25

Fort +12*, Ref +9*, Will +10*

Speed 20 ft.,

Melee Bite +12 (2d6+6 plus disease)

Space 5 ft.; Reach 5 ft.

Base Atk +8; Grp +12

Atk Options Mounted Combat

Special Actions change shape

Spell-like Abilities (CL 8):

At will—detect chaos, detect evil, detect good, detect law, detect magic, magic missile, ray of enfeeblement (DC 12), sleep (DC 12), etherealness (while in possession of its heartstone)

The save DCs are Charisma-based

Abilities Str 19, Dex 12, Con 18, Int 11, Wis 15, Cha 12

Feats Alertness, Combat Casting, Mounted Combat

Skills Bluff +12, Concentration +15, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +14, Listen +15, Ride +12, Sense Motive +13, Spellcraft +11, Spot +15

Advancement 9-16 HD (Medium)

Disease (Ex) Demon fever-bite, Fortitude DC 18, incubation period 1 day, damage 1d6 Con. Each day after the first, on a failed save, an afflicted creature must immediately succeed on another DC 18 Fortitude save or take 1 point of Constitution drain. The save DC is Constitution based.

Dream Haunting (Su) Night hags can visit the dreams of chaotic or evil individuals by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once a hag invades someone's dreams, it rides on the victim's back until dawn. The sleeper suffers from tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions, by confronting and defeating the night hag.

Change Shape (Su) A night hag can assume the form of any Small or Medium humanoid.

NightmareCR 5

Always NE Large Outsider (Evil, Extraplanar)

Init +6; Senses darkvision 60 ft.; Listen +12, Spot +12

Languages

AC 24, touch 11, flat-footed 22
(−1 size, +2 Dex, +13 natural)

hp 45 (6 HD)

Fort +8, Ref +7, Will +6

Speed 40 ft., fly 90 ft. (good)

Melee 2 hooves +9 (1d8+4 plus 1d4 fire) and bite +4 (1d8+2)

Space 10 ft.; Reach 5 ft.

Base Atk +6; Grp +14

Abilities Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12

SQ astral projection, etherealness

Feats Alertness, Improved Initiative, Run

Skills Concentration +12, Diplomacy +3, Intimidate +10, Knowledge (the planes) +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12, Survival +10 (+12 on other planes and following tracks)

Advancement 7-10 HD (Large); 11-18 HD (Huge)

Level adjustment +4 (cohort)

Astral Projection and Etherealness (Su) These abilities function just like the spells of the same names (caster level 20th); a nightmare can use either at will.

Flaming Hooves (Su) A blow from a nightmare's hooves sets combustible materials alight.

Smoke (Su) During the excitement of battle, a nightmare snorts and neighs with rage. This snorting fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed on a DC 16 Fortitude save or take a -2 penalty on all attack and damage rolls until 1d6 minutes after leaving the cone. The cone lasts 1 round, and the nightmare uses it once as a free action during its turn each round. The save DC is Constitution-based.

Because of the smoke it gives off, a nightmare has concealment against creatures 5 feet away and total concealment against creatures 10 feet or farther away. The smoke does not obscure the nightmare's vision at all.

Carrying Capacity A light load for a nightmare is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.

Nightmare, CauchemarCR 11

Always NE Huge Outsider (Evil, Extraplanar)

Init +6; Senses darkvision 60 ft.; Listen +21, Spot +21

Languages

AC 26, touch 10, flat-footed 24
(−2 size, +2 Dex, +16 natural)

hp 172 (15 HD)

Fort +16, Ref +11, Will +10

Speed 40 ft., fly 90 ft. (good)

Melee 2 hooves +23 (2d6+10 plus 1d4 fire) and bite +18 (2d6+5)

Space 15 ft.; Reach 10 ft.

Base Atk +15; Grp +33

Atk Options Cleave, Power Attack

Abilities Str 31, Dex 14, Con 24, Int 16, Wis 12, Cha 12

SQ astral projection, etherealness

Feats Alertness, Cleave, Improved Initiative, Power Attack, Run, Track

Skills Bluff +19, Concentration +25, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +21, Knowledge (arcana) +21, Knowledge (the planes) +21, Listen +21, Move Silently +20, Search +21, Sense Motive +19, Spot +21, Survival +19 (+21 on other planes and following tracks)

Advancement -

Level adjustment +4 (cohort)

Astral Projection and Etherealness (Su) These abilities function just like the spells of the same names (caster level 20th); a nightmare can use either at will.

Flaming Hooves (Su) A blow from a nightmare's hooves sets combustible materials alight.

Smoke (Su) During the excitement of battle, a nightmare snorts and neighs with rage. This snorting fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed on a DC 24 Fortitude save or take a -2 penalty on all attack and damage rolls until 1d6 minutes after leaving the cone. The cone lasts 1 round, and the nightmare uses it once as a free action during its turn each round. The save DC is Constitution-based.

Carrying Capacity A light load for a cauchemar is up to 612 pounds; a medium load, 613-1,224 pounds; and a heavy load, 1,225-1,840 pounds

NightcrawlerCR 18

Always CE Gargantuan Undead (Extraplanar)

Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +33, Spot +33

Languages —; telepathy 100 ft.

AC 35, touch 6, flat-footed 35
(−4 size, +29 natural)

hp 212 (25 HD); DR 15/silver and magic

Immune cold

SR 31

Fort +12, Ref +10, Will +23

Speed 30 ft., burrow 60 ft.

Melee Bite +29 (4d6+21/19-20) and sting +24 (2d8+11/19-20 plus poison)

Space 20 ft.; Reach 15 ft.

Base Atk +12; Grp +45

Atk Options Blind-Fight, Power Attack

Spell-like Abilities (CL 25):

At will—contagion (DC 18), deeper darkness, detect magic, greater dispel magic, haste, invisibility, see invisibility, unholy blight (DC 18), cone of cold (DC 19), confusion (DC 18), hold monster (DC 19), finger of death (DC 21), mass hold monster (DC 23), plane shift (DC 21)

The save DCs are Charisma-based

Abilities Str 48, Dex 10, Con -, Int 20, Wis 20, Cha 18

SQ aversion to daylight, undead traits

Feats Blind-Fight, Combat Casting, Great Fortitude, Improved Critical (bite), Improved Critical (sting), Improved Initiative, Iron Will, Power Attack, Quicken Spell-Like Ability (cone of cold)

Skills Concentration +32, Diplomacy +6, Hide +16, Knowledge (arcana) +33, Listen +33, Move Silently +28, Search +33, Sense Motive +23, Spellcraft +35, Spot +33, Survival +5 (+7 following tracks)

Advancement 26-50 HD (Colossal)

Aversion to Daylight (Ex)

Desecrating Aura (Su)

Energy Drain (Su) Living creatures inside a nightcrawler's gizzard gain one negative level each round. The DC is 26 for the Fortitude save to remove a negative level. The save DC is Charisma-based.

For each such negative level bestowed, the nightcrawler gains 5 temporary hit points.

Improved Grab (Ex) To use this ability, a nightcrawler must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the opponent in the following round.

Poison (Ex) Injury, Fortitude DC 22, initial and secondary damage 2d6 Str. The save DC is Constitution-based.

Summon Undead (Su) A nightcrawler can summon undead creatures once per night: 9-16 shadows, 3-6 greater shadows, or 2-4 dread wraiths. The undead arrive in 1d10 rounds and serve for 1 hour or until released.

Swallow Whole (Ex) A nightcrawler can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of bludgeoning damage plus 12 points of acid damage per round from the nightcrawler's gizzard and is subject to the creature's energy drain. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 35 points of damage to the gizzard (AC 21). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A nightcrawler's interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small, 512 Tiny or smaller opponents.

NightwalkerCR 16

Always CE Huge Undead (Extraplanar)

Init +6; Senses darkvision 60 ft.; Listen +29, Spot +29

Languages —; telepathy 100 ft.

AC 32, touch 10, flat-footed 30
(−2 size, +2 Dex, +22 natural)

hp 178 (21 HD); DR 15/silver and magic

Immune cold

SR 29

Fort +11, Ref +11, Will +19

Speed 40 ft., fly 20 ft. (poor)

Melee 2 slams +24 (2d6+16)

Space 15 ft.; Reach 15 ft.

Base Atk +10; Grp +34

Atk Options Cleave, Combat Expertise, Combat Reflexes, Improved Disarm, Power Attack

Spell-like Abilities (CL 21):

At will—contagion (DC 18), deeper darkness, detect magic, greater dispel magic, haste, see invisibility, unholy blight (DC 18)

3/day—confusion (DC 18), hold monster (DC 19), invisibility

1/day—cone of cold (DC 19), finger of death (DC 21), plane shift (DC 21)

The save DCs are Charisma-based

Abilities Str 38, Dex 14, Con -, Int 20, Wis 20, Cha 18

SQ aversion to daylight, undead traits

Feats Cleave, Combat Expertise, Combat Reflexes, Great Fortitude, Improved Disarm, Improved Initiative, Power Attack, Quicken Spell-Like Ability (unholy blight)

Skills Concentration +28, Diplomacy +6, Hide +18*, Knowledge (arcana) +29, Listen +29, Move Silently +26, Search +29, Sense Motive +29, Spellcraft +31, Spot +29, Survival +5 (+7 following tracks)

Advancement 22-31 HD (Huge); 32-42 HD (Gargantuan)

Crush Item (Su) A nightwalker can destroy any weapon or item of Large size or smaller (even magic ones, but not artifacts) by picking it up and crushing it between its hands. The nightwalker must make a successful disarm attempt to grab an item held by an opponent. The item is entitled to a DC 34 Fortitude save to resist destruction. The save DC is Strength-based.

Evil Gaze (Su) Fear, 30 feet. A creature that meets the nightwalker's gaze must succeed on a DC 24 Will save or be paralyzed with fear for 1d8 rounds. Whether or not the save is successful, that creature cannot be affected again by the same nightshade's gaze for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.

Summon Undead (Su) A nightwalker can summon undead creatures once per night: 7-12 shadows, 2-5 greater shadows, or 1-2 dread wraiths. The undead arrive in 1d10 rounds and serve for 1 hour or until released.

Skills *When hiding in a dark area, a nightwalker gains a +8 racial bonus on Hide checks.

NightwingCR 14

Always CE Huge Undead (Extraplanar)

Init +8; Senses darkvision 60 ft.; Listen +25, Spot +25

Languages —; telepathy 100 ft.

AC 30, touch 12, flat-footed 26; Dodge
(−2 size, +4 Dex, +18 natural)

hp 144 (17 HD); DR 15/silver and magic

Immune cold

SR 27

Fort +9, Ref +11, Will +17

Speed 20 ft., fly 60 ft. (good)

Melee Bite +18 (2d6+17/19-20 plus magic drain)

Space 15 ft.; Reach 10 ft.

Base Atk +8; Grp +28

Atk Options Combat Reflexes, Flyby Attack

Special Actions summon undead

Spell-like Abilities (CL 17):

At will—contagion (DC 18), deeper darkness, detect magic, haste, see invisibility, unholy blight (DC 18)

3/day—confusion (DC 18), greater dispel magic, hold monster (DC 19), invisibility

1/day—cone of cold (DC 19), finger of death (DC 21), plane shift (DC 21)

The save DCs are Charisma-based

Abilities Str 31, Dex 18, Con -, Int 18, Wis 20, Cha 18

SQ aversion to daylight, undead traits

Feats Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Critical (bite), Improved Initiative

Skills Concentration +24, Diplomacy +6, Hide +16*, Listen +25, Move Silently +24, Search +24, Sense Motive +25, Spellcraft +24, Spot +25, Survival +5 (+7 following tracks)

Advancement 18-25 HD (Huge); 26-34 HD (Gargantuan)

Magic Drain (Su) A nightwing can weaken magic armor, weapons, and shields by making a successful touch attack. The targeted item must succeed on a DC 22 Fortitude save or lose 1 point of its enhancement bonus. The save DC is Charisma-based. An item that loses its entire enhancement bonus becomes merely a masterwork item and loses any special abilities (such as flaming) as well. Casting dispel evil upon the item reverses the effect of the magic drain, provided this occurs within a number of days after the attack equal to the caster's level and the caster succeeds on a DC 29 caster level check.

Summon Undead (Su) A nightwing can summon undead creatures once per night: 5-12 shadows, 2-4 greater shadows, or 1 dread wraith. The undead arrive in 1d10 rounds and serve for 1 hour or until released.

Skills *When hiding in a dark area or flying in a dark sky, a nightwing gains a +8 racial bonus on Hide checks.

NymphCR 7

Usually CG Medium Fey

Init +3; Senses low-light vision; Listen +12, Spot +12

Languages Common, Sylvan; wild empathy

AC 17, touch 17, flat-footed 14; Dodge
(+3 Dex, +4 deflection)

hp 27 (6 HD); DR 10/cold iron

Fort +7, Ref +12, Will +12

Speed 30 ft., swim 20 ft.

Melee Dagger +6 (1d4/19-20)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp +3

Atk Options stunning glance

Spell-like Abilities (CL 7):

1/day—dimension door

Typical druid Spells Prepared (CL 7):

0—cure minor wounds, detect magic, flare, guidance, light, resistance

1—calm animal, cure light wounds, entangle, longstrider, speak with animals

2—barkskin, heat metal, lesser restoration, tree shape

3—call lightning, cure moderate wounds, protection from energy

4—rusting grasp

Abilities Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha 19

SQ unearthly grace

Feats Combat Casting, Dodge, Weapon Finesse

Skills Concentration +10, Diplomacy +6, Escape Artist +12, Handle Animal +13, Heal +12, Hide +12, Listen +12, Move Silently +12, Ride +5, Sense Motive +12, Spot +12, Swim +8, Use Rope +3 (+5 with bindings)

Advancement 7-12 HD (Medium)

Level adjustment +7

Blinding Beauty (Su) This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 17 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action.

The save DC is Charisma-based.

Stunning Glance (Su) As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 17 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.

Unearthly Grace (Su) A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

Wild Empathy (Ex) This power works like the druid's wild empathy class feature, except that a nymph has a +6 racial bonus on the check.

Skills A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.

OgreCR 3

Usually CE Large Giant

Init −1; Senses darkvision 60 ft., low-light vision; Listen +2, Spot +2

Languages Giant

AC 16, touch 8, flat-footed 16
(−1 size, −1 Dex, +5 natural, +3 hide armor)

hp 29 (4 HD)

Fort +6, Ref +0, Will +1

Speed 30 ft.,

Melee Greatclub +8 (2d8+7)

Ranged Javelin +1 (1d8+5)

Space 10 ft.; Reach 10 ft.

Base Atk +3; Grp +12

Abilities Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7

Feats Toughness, Weapon Focus (greatclub)

Skills Climb +5, Listen +2, Spot +2

Advancement By character class

Level adjustment +2

MerrowCR 3

Usually CE Large Giant (Aquatic)

Init −1; Senses darkvision 60 ft., low-light vision; Listen +2, Spot +2

Languages Giant

AC 16, touch 8, flat-footed 16
(−1 size, −1 Dex, +5 natural, +3 hide armor)

hp 29 (4 HD)

Fort +6, Ref +0, Will +1

Speed 30 ft., swim 40 ft.

Melee Longspear +8 (1d8+7)

Ranged Javelin +1 (1d8+5)

Space 10 ft.; Reach 10 ft.

Base Atk +3; Grp +12

Abilities Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7

Feats Toughness, Weapon Focus (longspear)

Skills Climb +5, Listen +2, Spot +2

Advancement By character class

Level adjustment +2

Ogre MageCR 8

Usually LE Large Giant

Init +4; Senses darkvision 90 ft., low-light vision; Listen +10, Spot +10

Languages Giant, Common

AC 18, touch 9, flat-footed 18
(−1 size, +5 natural, +4 chain shirt)

hp 37 (5 HD); regeneration 5

SR 19

Fort +7, Ref +1, Will +3

Speed 40 ft., fly 40 ft. (good)

Melee Greatsword +7 (3d6+7/19-20)

Ranged Longbow +2 (2d6/x3)

Space 10 ft.; Reach 10 ft.

Base Atk +3; Grp +12

Atk Options Combat Expertise

Special Actions change shape

Spell-like Abilities (CL 9):

At will—darkness, invisibility

1/day—charm person (DC 14), cone of cold (DC 18), gaseous form, sleep (DC 14)

The save DCs are Charisma-based

Abilities Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17

Feats Combat Expertise, Improved Initiative

Skills Concentration +11, Listen +10, Spellcraft +10, Spot +10

Advancement By character class

Level adjustment +7

Flight (Su) An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability.

Regeneration (Ex) Fire and acid deal normal damage to an ogre mage.

An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.

Change Shape (Su) An ogre mage can assume the form of any Small, Medium or Large humanoid or giant.

Black PuddingCR 7

Always N Huge Ooze

Init −5; Senses blindsight 60 ft.; Listen −5, Spot −5

Languages

AC 3, touch 3, flat-footed 3; split
(−2 size, −5 Dex)

hp 115 (10 HD)

Fort +9, Ref −2, Will −2

Speed 20 ft., climb 20 ft.

Melee Slam +8 (2d6+4 plus 2d6 acid)

Space 15 ft.; Reach 10 ft.

Base Atk +7; Grp +18

Atk Options constrict 2d6+4 plus 2d6 acid, improved grab

Abilities Str 17, Dex 1, Con 22, Int -, Wis 1, Cha 1

SQ ooze traits

Feats

Skills Climb +11

Advancement 11-15 HD (Huge); 16-30 HD (Gargantuan)

Acid (Ex) The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent's armor and clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based.

The pudding's acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Constrict (Ex) A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent's clothing and armor take a -4 penalty on Reflex saves against the acid.

Improved Grab (Ex) To use this ability, a black pudding must hit with its slam 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.

Split (Ex) Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half of the original's current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Skills A black pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Elder Black PuddingCR 12

Always N Gargantuan Ooze

Init −5; Senses blindsight 60 ft.; Listen −5, Spot −5

Languages

AC 1, touch 1, flat-footed 1; split
(−4 size, −5 Dex)

hp 290 (20 HD)

Fort +15, Ref +1, Will +1

Speed 20 ft., climb 20 ft.

Melee Slam +19 (3d6+12 plus 3d6 acid)

Space 20 ft.; Reach 20 ft.

Base Atk +15; Grp +35

Atk Options constrict 2d8+12 plus 2d6 acid, improved grab

Abilities Str 26, Dex 1, Con 28, Int -, Wis 1, Cha 1

SQ ooze traits

Feats

Skills Climb +16

Advancement -

Acid (Ex) The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent's armor and clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 29 Reflex save. The save DCs are Constitution-based.

The pudding's acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Constrict (Ex) A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent's clothing and armor take a -4 penalty on Reflex saves against the acid.

Improved Grab (Ex) To use this ability, a black pudding must hit with its slam 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.

Split (Ex) Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half of the original's current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Skills A black pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Gelatinous CubeCR 3

Always N Large Ooze

Init −5; Senses blindsight 60 ft.; Listen −5, Spot −5

Languages

AC 4, touch 4, flat-footed 4
(−1 size, −5 Dex)

hp 54 (4 HD)

Immune electricity

Fort +9, Ref −4, Will −4

Speed 15 ft.,

Melee Slam +2 (1d6 plus 1d6 acid)

Space 10 ft.; Reach 5 ft.

Base Atk +3; Grp +7

Atk Options engulf

Abilities Str 10, Dex 1, Con 26, Int -, Wis 1, Cha 1

SQ ooze traits, transparent

Feats

Skills

Advancement 5-12 HD (Large); 13-24 HD (Huge)

Acid (Ex) A gelatinous cube's acid does not harm metal or stone.

Engulf (Ex) Although it moves slowly, a gelatinous cube can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 13 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the cube moves forward. Engulfed creatures are subject to the cube's paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.

Paralysis (Ex) A gelatinous cube secretes an anesthetizing slime. A target hit by a cube's melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based.

Transparent (Ex) Gelatinous cubes are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed.

Gray OozeCR 4

Always N Medium Ooze

Init −5; Senses blindsight 60 ft.; Listen −5, Spot −5

Languages

AC 5, touch 5, flat-footed 5
(−5 Dex)

hp 31 (3 HD)

Immune cold, fire

Fort +6, Ref −4, Will −4

Speed 10 ft.,

Melee Slam +3 (1d6+1 plus 1d6 acid)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +3

Atk Options constrict 1d6+1 plus 1d6 acid, improved grab

Abilities Str 12, Dex 1, Con 21, Int -, Wis 1, Cha 1

SQ ooze traits, transparent

Feats

Skills

Advancement 4-6 HD (Medium); 7-9 HD (Large)

Acid (Ex) A gray ooze secretes a digestive acid that quickly dissolves organic material and metal, but not stone. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 16 Reflex save. A metal or wooden weapon that strikes a gray ooze also dissolves immediately unless it succeeds on a DC 16 Reflex save. The save DCs are Constitution-based.

The ooze's acidic touch deals 16 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Constrict (Ex) A gray ooze deals automatic slam and acid damage with a successful grapple check. The opponent's clothing and armor take a -4 penalty on Reflex saves against the acid.

Improved Grab (Ex) To use this ability, a gray ooze must hit with its slam 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.

Transparent (Ex) A gray ooze is hard to identify, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a gray ooze and walk into it are automatically hit with a melee attack for slam and acid damage.

Ochre JellyCR 5

Always N Large Ooze

Init −5; Senses blindsight 60 ft.; Listen −5, Spot −5

Languages

AC 4, touch 4, flat-footed 4; split
(−1 size, −5 Dex)

hp 69 (6 HD)

Fort +8, Ref −3, Will −3

Speed 10 ft., climb 10 ft.

Melee Slam +5 (2d4+3 plus 1d4 acid)

Space 10 ft.; Reach 5 ft.

Base Atk +4; Grp +10

Atk Options constrict 2d4+3 plus 1d4 acid, improved grab

Abilities Str 15, Dex 1, Con 22, Int -, Wis 1, Cha 1

SQ ooze traits

Feats

Skills Climb +10

Advancement 7-9 HD (Large); 10-18 HD (Huge)

Acid (Ex) An ochre jelly secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals acid damage.

Constrict (Ex) An ochre jelly deals automatic slam and acid damage with a successful grapple check.

Improved Grab (Ex) To use this ability, an ochre jelly must hit with its slam 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.

Split (Ex) Slashing and piercing weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original's current hit points (round down). A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 it points.

Skills An ochre jelly has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

OrcCR 1/2

Often CE Medium Humanoid (Orc)

Init +0; Senses darkvision 60 ft.; Listen +1, Spot +1

Languages Orc

AC 13, touch 10, flat-footed 13
(+3 studded leather)

hp 5 (1 HD)

Fort +3, Ref +0, Will −2

Speed 30 ft.,

Melee Falchion +4 (2d4+4/18-20)

Ranged Javelin +1 (1d6+3)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +4

Abilities Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6

SQ light sensitivity

Feats Alertness

Skills Listen +1, Spot +1

Advancement By character class

Level adjustment +0

Light Sensitivity (Ex) Orcs are dazzled in bright sunlight or within the radius of a daylight spell.

Half-orcCR 1/2

Often CE Medium Humanoid (Orc)

Init +0; Senses darkvision 60 ft.; Listen +1, Spot +1

Languages Orc

AC 13, touch 10, flat-footed 13
(+3 studded leather)

hp 5 (1 HD)

Fort +3, Ref +0, Will −2

Speed 30 ft.,

Melee Falchion +4 (2d4+4/18-20)

Ranged Javelin +1 (1d6+3)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +4

Abilities Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6

SQ light sensitivity

Feats Alertness

Skills Listen +1, Spot +1

Advancement By character class

Level adjustment +0

Light Sensitivity (Ex) Orcs are dazzled in bright sunlight or within the radius of a daylight spell.

OtyughCR 4

Usually N Large Aberration

Init +0; Senses darkvision 60 ft., scent; Listen +6, Spot +6

Languages Common

AC 17, touch 9, flat-footed 17
(−1 size, +8 natural)

hp 36 (6 HD)

Fort +3, Ref +2, Will +6

Speed 20 ft.,

Melee 2 tentacles +4 (1d6) and bite −2 (1d4)

Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)

Base Atk +4; Grp +8

Atk Options constrict 1d6, improved grab

Abilities Str 11, Dex 10, Con 13, Int 5, Wis 12, Cha 6

Feats Alertness, Toughness, Weapon Focus (tentacle)

Skills Hide −1*, Listen +6, Spot +6

Advancement 7-8 HD (Large); 9-18 HD (Huge)

Constrict (Ex) An otyugh deals automatic tentacle damage with a successful grapple check.

Disease (Ex) Filth fever-bite, Fortitude DC 14, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Improved Grab (Ex) To use this ability, an otyugh must hit with a tentacle 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.

Skills *An otyugh has a +8 racial bonus on Hide checks when in its lair, due to its natural coloration.

Owl, GiantCR 3

Usually NG Large Magical Beast

Init +3; Senses superior low-light vision; Listen +17, Spot +10

Languages Common, Sylvan

AC 15, touch 12, flat-footed 12
(−1 size, +3 Dex, +3 natural)

hp 26 (4 HD)

Fort +5, Ref +7, Will +3

Speed 10 ft., fly 70 ft. (average)

Melee 2 claws +7 (1d6+4) and bite +2 (1d8+2)

Space 10 ft.; Reach 5 ft.

Base Atk +4; Grp +12

Abilities Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10

Feats Alertness, Wingover

Skills Knowledge (nature) +2, Listen +17, Move Silently +8*, Spot +10

Advancement 5-8 HD (Large); 9-12 HD (Huge)

Level adjustment +2 (cohort)

Superior Low-Light Vision (Ex) A giant owl can see five times as far as a human can in dim light.

Skills Giant owls have a +8 racial bonus on Listen checks and a +4 racial bonus on Spot checks.

*When in flight, giant owls gain a +8 bonus on Move Silently checks.

Training a giant owl Although intelligent, a giant owl requires training before it can bear a rider in combat. To be trained, a giant owl must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly giant owl requires six weeks of work and a DC 25 Handle Animal check. Riding a giant owl requires an exotic saddle. A giant owl can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Giant owl eggs are worth 2,500 gp apiece on the open market, while chicks are worth 4,000 gp each. Professional trainers charge 1,000 gp to rear or train a giant owl.

Carrying Capacity A light load for a giant owl is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.

OwlbearCR 4

Always N Large Magical Beast

Init +1; Senses scent; Listen +8, Spot +8

Languages

AC 15, touch 10, flat-footed 14
(−1 size, +1 Dex, +5 natural)

hp 52 (5 HD)

Fort +9, Ref +5, Will +2

Speed 30 ft.,

Melee 2 claws +9 (1d6+5) and bite +4 (1d8+2)

Space 10 ft.; Reach 5 ft.

Base Atk +5; Grp +14

Atk Options improved grab

Abilities Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10

Feats Alertness, Track

Skills Listen +8, Spot +8

Advancement 6-8 HD (Large); 9-15 HD (Huge)

Improved Grab (Ex) To use this ability, an owlbear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

PegasusCR 3

Usually CG Large Magical Beast

Init +2; Senses darkvision 60 ft., low-light vision, scent; Listen +8, Spot +8

Languages

AC 14, touch 11, flat-footed 12
(−1 size, +2 Dex, +3 natural)

hp 34 (4 HD)

Fort +7, Ref +6, Will +4

Speed 60 ft., fly 120 ft. (average)

Melee 2 hooves +7 (1d6+4) and bite +2 (1d3+2)

Space 10 ft.; Reach 5 ft.

Base Atk +4; Grp +12

Atk Options Flyby Attack

Spell-like Abilities (CL 5):

At will—detect good, detect evil

Abilities Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13

Feats Flyby Attack, Iron Will

Skills Diplomacy +3, Listen +8, Sense Motive +9, Spot +8

Advancement 5-8 HD (Large)

Level adjustment +2 (cohort)

Skills Pegasi have a +4 racial bonus on Listen and Spot checks.

Training A Pegasus Although intelligent, a pegasus requires training before it can bear a rider in combat. To be trained, a pegasus must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly pegasus requires six weeks of work and a DC 25 Handle Animal check. Riding a pegasus requires an exotic saddle. A pegasus can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Pegasus eggs are worth 2,000 gp each on the open market, while young are worth 3,000 gp per head. Pegasi mature at the same rate as horses. Professional trainers charge 1,000 gp to rear or train a pegasus, which serves a good or neutral master with absolute faithfulness for life.

Carrying Capacity A light load for a pegasus is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.

Phantom FungusCR 3

Always N Medium Plant

Init +0; Senses low-light vision; Listen +4, Spot +4

Languages

AC 14, touch 10, flat-footed 14
(+4 natural)

hp 15 (2 HD)

Fort +6, Ref +0, Will +0

Speed 20 ft.,

Melee Bite +3 (1d6+3)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +3

Abilities Str 14, Dex 10, Con 16, Int 2, Wis 11, Cha 9

SQ plant traits, greater invisibility

Feats Alertness

Skills Listen +4, Move Silently +6, Spot +4

Advancement 3-4 HD (Medium); 5-6 HD (Large)

Greater Invisibility (Su) This ability is constant, allowing a phantom fungus to remain invisible even when attacking. It works like greater invisibility (caster level 12th) and lasts as long as the phantom fungus is alive. This ability is not subject to the invisibility purge spell. A phantom fungus becomes visible 1 minute after it is killed.

Skills A phantom fungus has a +5 racial bonus on Move Silently checks.

Phase SpiderCR 5

Always N Large Magical Beast

Init +7; Senses darkvision 60 ft., low-light vision; Listen +1, Spot +4

Languages

AC 15, touch 12, flat-footed 12
(−1 size, +3 Dex, +3 natural)

hp 42 (5 HD)

Fort +7, Ref +7, Will +2

Speed 40 ft., climb 20 ft.

Melee Bite +7 (1d6+4 plus poison)

Space 10 ft.; Reach 5 ft.

Base Atk +5; Grp +12

Special Actions ethereal jaunt

Abilities Str 17, Dex 17, Con 16, Int 7, Wis 13, Cha 10

Feats Ability Focus (poison), Improved Initiative

Skills Climb +11, Move Silently +11, Spot +4

Advancement 6-8 HD (Large); 9-15 HD (Huge)

Ethereal Jaunt (Su) A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th).

Poison (Ex) Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based.

Skills A phase spider has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

PhasmCR 7

Usually CN Medium Aberration (Shapechanger)

Init +6; Senses scent, tremorsense 60 ft.; Listen +12, Spot +12

Languages Common; telepathy 100 ft.

AC 17, touch 12, flat-footed 15; amorphous, Dodge, Mobility
(+2 Dex, +5 natural)

hp 97 (15 HD)

Fort +11, Ref +11, Will +11

Speed 30 ft.,

Melee Slam +12 (1d3+1)

Space 5 ft.; Reach 5 ft.

Base Atk +11; Grp +12

Atk Options Blind-Fight, Combat Reflexes

Special Actions alternate form

Abilities Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14

SQ resilient

Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility

Skills Bluff +20, Climb +7, Craft (any one) +12, Diplomacy +12, Disguise +20 (+22 acting)*, Intimidate +4, Knowledge (any one) +18, Listen +12, Spot +12, Survival +8

Advancement 15-21 HD (Huge); 22-45 HD (Gargantuan)

Amorphous (Ex) A phasm in its natural form has immunity to poison, sleep , paralysis, polymorph, and stunning effects. It is not subject to critical hits and, having no clear front or back, cannot be flanked.

Resilient (Ex) A phasm has a +4 racial bonus on Fortitude and Reflex saves (included in the statistics block).

Tremorsense (Ex) A phasm can automatically sense the location of anything within 60 feet that is in contact with the ground, so long as it is touching the ground itself.

Skills *When using shapechange, a phasm gains a +10 circumstance bonus on Disguise checks.

AasimarCR 1/2

Usually good (any) Medium Outsider (Native)

Init +4; Senses darkvision 60 ft.; Listen +3, Spot +3

Languages

AC 16, touch 10, flat-footed 16
(+4 scale mail, +2 heavy shield)

hp 5 (1 HD)

Resist acid 5, cold 5, electricity 5

Fort +3, Ref +0, Will +0

Speed 20 ft.,

Melee Longsword +2 (1d8+1/19-20)

Ranged Light crossbow +1 (1d8/19-20)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Special Actions daylight

Abilities Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 10

Feats Improved Initiative

Skills Heal +4, Knowledge (religion) +1, Listen +3, Ride +1, Spot +3

Advancement By character class

Level adjustment +1

Daylight (Sp) An aasimar can use daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher.

Skills An aasimar has a +2 racial bonus on Spot and Listen checks.

TieflingCR 1/2

Usually evil (any) Medium Outsider (Native)

Init +1; Senses darkvision 60 ft.; Listen −1, Spot −1

Languages

AC 15, touch 11, flat-footed 14
(+1 Dex, +3 studded leather, +1 light shield)

hp 5 (1 HD)

Resist cold 5, electricity 5, fire 5

Fort +3, Ref +1, Will −1

Speed 30 ft.,

Melee Rapier +3 (1d6+1/18-20)

Ranged Light crossbow +2 (1d8/19-20)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Special Actions darkness

Abilities Str 13, Dex 13, Con 12, Int 12, Wis 9, Cha 6

Feats Weapon Focus (rapier)

Skills Bluff +4, Hide +5, Move Silently +1, Sleight of Hand +1

Advancement By character class

Level adjustment +1

Darkness (Sp) A tiefling can use darkness once per day (caster level equal to class levels).

Skills A tiefling has a +2 racial bonus on Bluff and Hide checks.

PseudodragonCR 1

Always NG Tiny Dragon

Init +2; Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Listen +7, Spot +7

Languages —; telepathy 60 ft.

AC 18, touch 14, flat-footed 16
(+2 size, +2 Dex, +4 natural)

hp 15 (2 HD)

Immune sleep, paralysis

SR 19

Fort +4, Ref +5, Will +4

Speed 15 ft., fly 60 ft. (good)

Melee Sting +4 (1d3-2 plus poison) and bite −1 (1)

Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tail)

Base Atk +2; Grp −8

Abilities Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10

Feats Weapon Finesse

Skills Diplomacy +2, Hide +20*, Listen +7, Search +6, Sense Motive +7, Spot +7, Survival +1 (+3 following tracks)

Advancement 3-4 HD (Tiny)

Level adjustment +3

Blindsense (Ex) A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can't actually see still have total concealment against the pseudodragon.

Poison (Ex) Injury, Fortitude DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.

Telepathy (Su) Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.

Skills Pseudodragons have a chameleonlike ability that grants them a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8.

Purple WormCR 12

Always N Gargantuan Magical Beast

Init −2; Senses tremorsense 60 ft.; Listen +18, Spot −1

Languages

AC 19, touch 4, flat-footed 19
(−4 size, −2 Dex, +15 natural)

hp 200 (16 HD)

Fort +17, Ref +8, Will +4

Speed 20 ft., burrow 20 ft., swim 10 ft.

Melee Bite +25 (2d8+12) and sting +20 (2d6+6 plus poison)

Space 20 ft.; Reach 15 ft.

Base Atk +16; Grp +40

Atk Options Awesome Blow, Cleave, Improved Bull Rush, Power Attack, improved grab, swallow whole

Abilities Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8

Feats Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (sting)

Skills Listen +18, Swim +20

Advancement 16-32 HD (Gargantuan); 33-48 HD (Colossal)

Improved Grab (Ex) To use this ability, a purple worm must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.

Poison (Ex) Injury, Fortitude DC 25, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

Swallow Whole (Ex) A purple worm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 8 points of acid damage per round from the worm's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan worm's interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Skills A purple worm 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.

RakshasaCR 10

Always LE Medium Outsider (Native)

Init +2; Senses darkvision 60 ft.; Listen +13, Spot +11

Languages Common, Infernal, Undercommon

AC 21, touch 12, flat-footed 19; Dodge
(+2 Dex, +9 natural)

hp 52 (7 HD); DR 15/good and piercing

SR 27

Fort +8, Ref +7, Will +6

Speed 40 ft.,

Melee 2 claws +8 (1d4+1) and bite +3 (1d6)

Space 5 ft.; Reach 5 ft.

Base Atk +7; Grp +8

Special Actions change shape

Typical sorcerer Spells Known (CL 7):

0 (6/day)—detect magic, light, mage hand, message, read magic, resistance, touch of fatigue

1 (7/day)—charm person, mage armor, magic missile, shield, silent image

2 (7/day)—bear's endurance, invisibility, acid arrow

3 (5/day)—haste, suggestion

Abilities Str 12, Dex 14, Con 16, Int 13, Wis 13, Cha 17

Feats Alertness, Combat Casting, Dodge

Skills Bluff +17*, Concentration +13, Diplomacy +7, Disguise +17 (+19 acting)*, Intimidate +5, Listen +13, Move Silently +13, Perform (oratory) +13, Sense Motive +11, Spellcraft +11, Spot +11

Advancement By character class

Level adjustment +7

Change Shape (Su) A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.

Detect Thoughts (Su) A rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will DC 15 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

RastCR 5

Usually N Medium Outsider (Extraplanar, Fire)

Init +5; Senses darkvision 60 ft.; Listen +8, Spot +8

Languages

AC 15, touch 11, flat-footed 14
(+1 Dex, +4 natural)

hp 25 (4 HD)

Immune fire

Fort +5, Ref +5, Will +5

Weakness vulnerability to cold

Speed 5 ft., fly 60 ft. (good)

Melee 4 claws +6 (1d4+2); or

Melee Bite +6 (1d8+3)

Space 5 ft.; Reach 5 ft.

Base Atk +4; Grp +6

Abilities Str 14, Dex 12, Con 13, Int 3, Wis 13, Cha 12

SQ flight

Feats Improved Initiative, Toughness

Skills Hide +8, Listen +8, Move Silently +8, Spot +8

Advancement 5-6 HD (Medium); 7-12 HD (Large)

Blood Drain (Ex) A rast drains blood from a grabbed opponent, dealing 1 point of Constitution damage each round it maintains the hold.

Flight (Su) A rast can cease or resume flight as a free action. A rast that loses this ability falls and can perform only a single action (either a move action or an attack action) each round.

Improved Grab (Ex) To use this ability, a rast must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Paralyzing Gaze (Su) Paralysis for 1d6 rounds, 30 feet, Fortitude DC 13 negates. The save DC is Charisma-based.

RavidCR 5

Always N Medium Outsider (Extraplanar)

Init +4; Senses darkvision 60 ft.; Listen +7, Spot +7

Languages

AC 25, touch 10, flat-footed 25
(+15 natural)

hp 16 (3 HD)

Immune fire

Fort +4, Ref +3, Will +4

Speed 20 ft., fly 60 ft. (perfect)

Melee Tail slap +4 (1d6+1 plus positive energy) and claw +2 (1d4 plus positive energy); or

Melee Tail touch +4 touch (positive energy) and claw touch +2 touch (positive energy)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp +4

Special Actions animate objects

Abilities Str 13, Dex 10, Con 13, Int 7, Wis 12, Cha 14

SQ flight

Feats Improved Initiative, Multiattack

Skills Escape Artist +6, Hide +6, Listen +7, Move Silently +6, Spot +7, Survival +7, Use Rope +0 (+2 with bindings)

Advancement 4 HD (Medium); 5-9 HD (Large)

Animate Objects (Su): Once per round, a random object within 20 feet of a ravid animates as though by the spell animate objects (caster level 20th). These objects defend the ravid to the best of their ability, but the ravid isn't intelligent enough to employ elaborate tactics with them.

Flight (Su) A ravid can cease or resume flight as a free action. A rast that loses this ability falls and can perform only a single action (either a move action or an attack action) each round.

Positive Energy Lash (Su) A ravid can make a touch attack or hit with a claw or tail slap attack to infuse a target with positive energy. The energy produces an unpleasant tingle in living creatures, and against undead foes (even incorporeal ones) it deals 2d10 points of damage.

Feats A ravid has the Multiattack feat even through it does not have the requisite three natural weapons.

RemorhazCR 7

Usually N Huge Magical Beast

Init +1; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Listen +8, Spot +8

Languages

AC 20, touch 9, flat-footed 19
(−2 size, +1 Dex, +11 natural)

hp 73 (7 HD)

Fort +10, Ref +6, Will +3

Speed 30 ft., burrow 20 ft.

Melee Bite +13 (2d8+12)

Space 15 ft.; Reach 10 ft.

Base Atk +7; Grp +23

Atk Options Awesome Blow, Improved Bull Rush, Power Attack, improved grab, swallow whole

Abilities Str 26, Dex 13, Con 21, Int 5, Wis 12, Cha 10

SQ heat

Feats Awesome Blow, Improved Bull Rush, Power Attack

Skills Listen +8, Spot +8

Advancement 8-14 HD (Huge); 15-21 HD (Gargantuan)

Heat (Ex) An enraged remorhaz generates heat so intense that anything touching its body takes 8d6 points of fire damage. Creatures striking a remorhaz with natural attacks or unarmed attacks are subject to this damage, but creatures striking with melee weapons do not take damage from the remorhaz's heat. This heat can melt or char weapons; any weapon that strikes a remorhaz is allowed a DC 18 Fortitude save to avoid destruction. The save DC is Constitution-based.

Improved Grab (Ex) To use this ability, a remorhaz must hit an opponent least one size category smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the opponent the following round.

Swallow Whole (Ex) When a remorhaz begins its turn with a grappled opponent in its mouth, it can swallow that opponent with a successful grapple check. Once inside, the opponent takes 2d8+12 points of bludgeoning damage plus 8d6 points of fire damage per round from the remorhaz's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge remorhaz's interior can hold 2 Large, 4 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.

Skills Remorhazes have a +4 racial bonus on Listen checks.

RocCR 9

Always N Gargantuan Animal

Init +2; Senses low-light vision; Listen +10, Spot +14

Languages

AC 17, touch 8, flat-footed 15
(−4 size, +2 Dex, +9 natural)

hp 207 (18 HD)

Fort +18, Ref +13, Will +9

Speed 20 ft., fly 80 ft. (average)

Melee 2 talons +21 (2d6+12) and bite +19 (2d8+6)

Space 20 ft.; Reach 15 ft.

Base Atk +13; Grp +37

Atk Options Flyby Attack, Power Attack

Abilities Str 34, Dex 15, Con 24, Int 2, Wis 13, Cha 11

Feats Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover

Skills Hide −3, Listen +10, Spot +14

Advancement 19-32 HD (Gargantuan); 33-54 (Colossal)

Skills Rocs have a +4 racial bonus on Spot checks.

RoperCR 12

Usually CE Large Magical Beast

Init +5; Senses darkvision 60 ft., low-light vision; Listen +13, Spot +13

Languages Terran, Undercommon

AC 24, touch 10, flat-footed 23
(−1 size, +1 Dex, +14 natural)

hp 85 (10 HD)

Immune electricity

Resist cold 10; SR 30

Fort +10, Ref +8, Will +8

Weakness vulnerability to fire

Speed 10 ft.,

Melee 6 strands +11 touch (drag) and bite +13 (2d6+6)

Space 10 ft.; Reach 10 ft. (50 ft. with strand)

Base Atk +10; Grp +18

Abilities Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha 12

Feats Alertness, Improved Initiative, Iron Will, Weapon Focus (strand)

Skills Climb +12, Hide +10*, Listen +13, Spot +13

Advancement 11-15 HD (Large); 16-30 HD (Huge)

Drag (Ex) If a roper hits with a strand attack, the strand latches onto the opponent's body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 23 Escape Artist check or a DC 19 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A strand has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a roper's strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the roper takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to a roper.

Strands (Ex) Most encounters with a roper begin when it fires strong, sticky strands. The creature can have up to six strands at once, and they can strike up to 50 feet away (no range increment). If a strand is severed, the roper can extrude a new one on its next turn as a free action.

Weakness (Ex) A roper's strands can sap an opponent's strength. Anyone grabbed by a strand must succeed on a DC 18 Fortitude save or take 2d8 points of Strength damage. The save DC is Constitution-based.

Skills *Ropers have a +8 racial bonus on Hide checks in stony or icy areas.

Rust MonsterCR 3

Always N Medium Aberration

Init +3; Senses darkvision, scent; Listen +7, Spot +7

Languages

AC 18, touch 13, flat-footed 15
(+3 Dex, +5 natural)

hp 27 (5 HD)

Fort +2, Ref +4, Will +5

Speed 40 ft.,

Melee Antennae touch +3 touch (rust) and bite −2 (1d3)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp +3

Abilities Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8

Feats Alertness, Track

Skills Listen +7, Spot +7

Advancement 6-8 HD (Medium); 9-15 HD (Large)

Rust (Ex) A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 17 Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus.

A metal weapon that deals damage to a rust monster corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected.

SahuaginCR 2

Usually LE Medium Monstrous Humanoid (Aquatic)

Init +1; Senses blindsense 30 ft., darkvision 60 ft., light blindness; Listen +6*, Spot +6*

Languages Sahuagin; speak with sharks

AC 16, touch 11, flat-footed 15
(+1 Dex, +5 natural)

hp 11 (2 HD)

Fort +3, Ref +4, Will +4

Speed 30 ft., swim 60 ft.

Melee Trident +4 (1d8+3) and bite +2 (1d4+1); or

Melee 2 talons +4 (1d4+2) and bite +2 (1d4+1)

Ranged Heavy crossbow +3 (1d10/19-20)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +4

Atk Options rake 1d4+1

Abilities Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 9

SQ freshwater sensitivity, water dependent

Feats Great Fortitude, Multiattack

Skills Handle Animal +4*, Hide +6*, Listen +6*, Profession (hunter) +1*, Ride +3, Spot +6*, Survival +1*

Advancement 3-5 HD (Medium), 6-10 HD (Large), or by character class

Level adjustment +2 (+3 if four-armed)

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.

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.

Rake (Ex) Attack bonus +2 melee, damage 1d4+1. A sahuagin also gains two rake attacks when it attacks while swimming.

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.

Flamebrother SalamanderCR 3

Usually evil (any) Small Outsider (Extraplanar, Fire)

Init +1; Senses darkvision 60 ft.; Listen +11, Spot +11

Languages Ignan

AC 19, touch 12, flat-footed 18
(+1 size, +1 Dex, +7 natural)

hp 26 (4 HD)

Immune fire

Fort +6, Ref +5, Will +6

Weakness vulnerability to cold

Speed 20 ft.,

Melee Spear +6 (1d6+1/x3 plus 1d6 fire) and tail slap +4 (1d4 plus 1d6 fire)

Space 5 ft.; Reach 5 ft.

Base Atk +4; Grp +1

Atk Options constrict 1d4 plus 1d6 fire, improved grab

Abilities Str 12, Dex 13, Con 14, Int 14, Wis 15, Cha 13

Feats Alertness, Multiattack

Skills Craft (blacksmithing) +8, Hide +12, Listen +11, Move Silently +6, Spot +11

Advancement 4-6 HD (Small)

Level adjustment +4

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.

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.

Average SalamanderCR 6

Usually evil (any) Medium Outsider (Extraplanar, Fire)

Init +1; Senses darkvision 60 ft.; Listen +8, Spot +8

Languages Ignan

AC 18, touch 11, flat-footed 17
(+1 Dex, +7 natural)

hp 58 (9 HD); DR 10/magic

Immune fire

Fort +8, Ref +7, Will +8

Weakness vulnerability to cold

Speed 20 ft.,

Melee Spear +11/+6 (1d8+3/x3 plus 1d6 fire) and tail slap +9 (2d6+1 plus 1d6 fire)

Space 5 ft.; Reach 5 ft. (10 ft. with tail)

Base Atk +9; Grp +11

Atk Options Power Attack, constrict 2d6+1 plus 1d6 fire, improved grab

Abilities Str 14, Dex 13, Con 14, Int 14, Wis 15, Cha 13

Feats Alertness, Multiattack, Power Attack

Skills Bluff +11, Craft (blacksmithing) +19, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3, Listen +8, Move Silently +11, Search +12, Spot +8

Advancement 8-14 HD (Medium)

Level adjustment +5

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.

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.

Noble SalamanderCR 10

Usually evil (any) Large Outsider (Extraplanar, Fire)

Init +1; Senses darkvision 60 ft.; Listen +13, Spot +13

Languages Common, Ignan

AC 18, touch 10, flat-footed 17
(−1 size, +1 Dex, +8 natural)

hp 112 (15 HD); DR 15/magic

Immune fire

Fort +12, Ref +10, Will +11

Weakness vulnerability to cold

Speed 20 ft.,

Melee +3 longspear +23/+18/+13 (1d8+9/x3 plus 1d8 fire) and tail slap +18 (2d8+3 plus 1d8 fire)

Space 10 ft.; Reach 10 ft. (20 ft. with tail, 20 ft. with longspear)

Base Atk +15; Grp +25

Atk Options Cleave, Great Cleave, Power Attack, constrict 2d8+3 plus 1d8 fire, improved grab

Spell-like Abilities (CL 15):

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)

The save DCs are Charisma-based

Abilities Str 22, Dex 13, Con 16, Int 16, Wis 15, Cha 15

Feats Alertness, Cleave, Great Cleave, Multiattack, Power Attack, Skill Focus (Craft [blacksmithing])

Skills Bluff +19, Craft (blacksmithing) +25, Diplomacy +4, Hide +15, Intimidate +4, Listen +13, Move Silently +17, Spot +13

Advancement 16-21 HD (Large); 22-45 HD (Huge)

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.

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.

SatyrCR 2 (without pipes) or 4 (with pipes)

Usually CN Medium Fey

Init +1; Senses low-light vision; Listen +15, Spot +15

Languages Sylvan

AC 15, touch 11, flat-footed 14; Dodge, Mobility
(+1 Dex, +4 natural)

hp 22 (5 HD); DR 5/cold iron

Fort +2, Ref +5, Will +5

Speed 40 ft.,

Melee Head butt +2 (1d6) and dagger −3 (1d4/19-20)

Ranged Shortbow +3 (1d6/x3)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +2

Special Actions pipes

Abilities Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13

Feats Dodge, Mobility, Alertness

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 above ground)

Advancement 6-10 HD (Medium)

Level adjustment +2

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.

Sea CatCR 4

Always N Large Magical Beast

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +8, Spot +7

Languages

AC 18, touch 10, flat-footed 17
(−1 size, +1 Dex, +8 natural)

hp 51 (6 HD)

Fort +8, Ref +6, Will +5

Speed 10 ft., swim 40 ft.

Melee 2 claws +9 (1d6+4) and bite +4 (1d8+2)

Space 10 ft.; Reach 5 ft.

Base Atk +6; Grp +14

Atk Options rend 2d6+6

Abilities Str 19, Dex 12, Con 17, Int 2, Wis 13, Cha 10

SQ hold breath

Feats Alertness, Endurance, Iron Will

Skills Listen +8, Spot +7, Swim +12

Advancement 7-9 HD (Large); 10-18 HD (Huge)

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.

ShadowCR 3

Always CE Medium Undead (Incorporeal)

Init +2; Senses darkvision 60 ft.; Listen +7, Spot +7

Languages

AC 13, touch 13, flat-footed 11; Dodge
(+2 Dex, +1 deflection)

hp 19 (3 HD)

Fort +1, Ref +3, Will +4

Speed fly 40 ft. (good)

Melee Incorporeal touch +3 (1d6 Str)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp

Special Actions create spawn

Abilities Str -, Dex 14, Con -, Int 6, Wis 12, Cha 13

SQ incorporeal traits, +2 turn resistance, undead traits

Feats Alertness, Dodge

Skills Hide +8*, Listen +7, Search +4, Spot +7

Advancement 4-9 HD (Medium)

Create Spawn (Su) Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.

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.

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.

Greater ShadowCR 8

Always CE Medium Undead (Incorporeal)

Init +2; Senses darkvision 60 ft.; Listen +9, Spot +9

Languages

AC 14, touch 14, flat-footed 12; Dodge, Mobility
(+2 Dex, +2 deflection)

hp 58 (9 HD)

Fort +3, Ref +5, Will +7

Speed fly 40 ft. (good)

Melee Incorporeal touch +6 (1d8 Str)

Space 5 ft.; Reach 5 ft.

Base Atk +4; Grp

Special Actions Spring Attack, create spawn

Abilities Str -, Dex 15, Con -, Int 6, Wis 12, Cha 14

SQ incorporeal traits, +2 turn resistance, undead traits

Feats Alertness, Dodge, Mobility, Spring Attack

Skills Hide +14*, Listen +9, Search +6, Spot +9

Advancement -

Create Spawn (Su) Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.

Strength Damage (Su) The touch of a greater shadow deals 1d8 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.

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.

Shadow MastiffCR 5

Always NE Medium Outsider (Extraplanar)

Init +5; Senses darkvision 60 ft., scent; Listen +8, Spot +8

Languages

AC 14, touch 11, flat-footed 13; Dodge
(+1 Dex, +3 natural)

hp 30 (4 HD)

Fort +7, Ref +5, Will +5

Speed 50 ft.,

Melee Bite +7 (1d6+4)

Space 5 ft.; Reach 5 ft.

Base Atk +4; Grp +7

Atk Options trip

Special Actions bay, shadow blend

Abilities Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13

Feats Dodge, Improved Initiative, Track

Skills Hide +8, Listen +8, Move Silently +8, Spot +8, Survival +8*

Advancement 5-6 HD (Medium); 7-12 HD (Large)

Level adjustment +3 (cohort)

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.

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.

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.

Skills *A shadow mastiff has a +4 racial bonus on Survival checks when tracking by scent.

Shambling MoundCR 6

Usually N Large Plant

Init +0; Senses darkvision 60 ft., low-light vision; Listen +8, Spot +0

Languages

AC 20, touch 9, flat-footed 20
(−1 size, +11 natural)

hp 60 (8 HD)

Immune electricity

Resist fire 10

Fort +9, Ref +2, Will +4

Speed 20 ft., swim 20 ft.

Melee 2 slams +11 (2d6+5)

Space 10 ft.; Reach 10 ft.

Base Atk +6; Grp +15

Atk Options Power Attack, improved grab, constrict 2d6+7

Abilities Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9

SQ plant traits

Feats Iron Will, Power Attack, Weapon Focus (slam)

Skills Hide +3*, Listen +8, Move Silently +8

Advancement 9-12 HD (Large); 13-24 HD (Huge)

Level adjustment +6

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.

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.

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 GuardianCR 8

Always N Large Construct

Init +0; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0

Languages

AC 24, touch 9, flat-footed 24
(−1 size, +15 natural)

hp 112 (15 HD); fast healing 5

Fort +5, Ref +5, Will +5

Speed 30 ft.,

Melee 2 slams +16 (1d8+6)

Space 10 ft.; Reach 10 ft.

Base Atk +11; Grp +21

Special Actions shield other

Abilities Str 22, Dex 10, Con -, Int -, Wis 10, Cha 1

SQ construct traits, find master, guard, spell storing

Feats

Skills

Advancement 16-24 HD (Large); 25-45 HD (Huge)

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 LizardCR 2

Always N Small Magical Beast

Init +6; Senses darkvision 60 ft., electricity sense, low-light vision; Listen +4, Spot +4

Languages

AC 16, touch 13, flat-footed 14
(+1 size, +2 Dex, +3 natural)

hp 13 (2 HD)

Immune electricity

Fort +4, Ref +5, Will +1

Speed 40 ft., climb 20 ft., swim 20 ft.

Melee Bite +3 (1d4)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp −2

Special Actions stunning shock, lethal shock

Abilities Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6

Feats Improved Initiative

Skills Climb +11, Hide +11, Jump +7, Listen +4, Spot +4, Swim +10

Advancement 3-4 HD (Small); 5-6 HD (Medium)

Electricity Sense (Ex) Shocker lizards automatically detect any electrical discharges within 100 feet.

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.

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.

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.

Human Warrior SkeletonCR 1/3

Always NE Medium Undead

Init +5; Senses darkvision 60 ft.; Listen +0, Spot +0

Languages

AC 15, touch 11, flat-footed 14
(+1 Dex, +2 natural, +2 heavy shield)

hp 6 (1 HD); DR 5/bludgeoning

Immune cold

Fort +0, Ref +1, Will +2

Speed 30 ft.,

Melee Scimitar +1 (1d6+1/18-20); or

Melee 2 claws +1 (1d4+1)

Space 5 ft.; Reach 5 ft.

Base Atk +0; Grp +1

Abilities Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1

SQ undead traits

Feats Improved Initiative

Skills

Advancement -

Wolf SkeletonCR 1

Always NE Medium Undead

Init +7; Senses darkvision 60 ft.; Listen +0, Spot +0

Languages

AC 15, touch 13, flat-footed 12
(+3 Dex, +2 natural)

hp 13 (2 HD); DR 5/bludgeoning

Immune cold

Fort +0, Ref +3, Will +3

Speed 50 ft.,

Melee Bite +2 (1d6+1)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Abilities Str 13, Dex 17, Con -, Int -, Wis 10, Cha 1

SQ undead traits

Feats Improved Initiative

Skills

Advancement 3 HD (Medium); 4-6 HD (Large)

Owlbear SkeletonCR 2

Always NE Large Undead

Init +6; Senses darkvision 60 ft.; Listen +0, Spot +0

Languages

AC 13, touch 11, flat-footed 11
(−1 size, +2 Dex, +2 natural)

hp 32 (5 HD); DR 5/bludgeoning

Immune cold

Fort +1, Ref +3, Will +4

Speed 30 ft.,

Melee 2 claws +6 (1d6+5) and bite +1 (1d8+2)

Space 10 ft.; Reach 5 ft.

Base Atk +2; Grp +11

Abilities Str 21, Dex 14, Con -, Int -, Wis 10, Cha 1

SQ undead traits

Feats Improved Initiative

Skills

Advancement 6-8 HD (Large); 9-15 HD (Huge)

Troll SkeletonCR 3

Always NE Large Undead

Init +7; Senses darkvision 60 ft.; Listen +0, Spot +0

Languages

AC 14, touch 12, flat-footed 11
(+3 Dex, −1 size, +2 natural)

hp 39 (6 HD); DR 5/bludgeoning

Immune cold

Fort +2, Ref +5, Will +5

Speed 30 ft.,

Melee 2 claws +8 (1d6+6) and bite +3 (1d6+3)

Space 10 ft.; Reach 10 ft.

Base Atk +3; Grp +13

Abilities Str 23, Dex 16, Con -, Int -, Wis 10, Cha 1

SQ undead traits

Feats Improved Initiative

Skills

Advancement -

Chimera SkeletonCR 4

Always NE Large Undead

Init +6; Senses darkvision 60 ft.; Listen +0, Spot +0

Languages

AC 13, touch 11, flat-footed 11
(+2 Dex, −1 size, +2 natural)

hp 58 (9 HD); DR 5/bludgeoning

Immune cold

Fort +3, Ref +5, Will +6

Speed 30 ft.,

Melee Bite +7 (2d6+4) and + () and gore +7 (1d8+4) and 2 claws +2 (1d6+2)

Space 10 ft.; Reach 5 ft.

Base Atk +4; Grp +12

Abilities Str 19, Dex 15, Con -, Int -, Wis 10, Cha 1

SQ undead traits

Feats Improved Initiative

Skills

Advancement 10-13 HD (Large); 14-27 HD (Huge)

Ettin SkeletonCR 5

Always NE Large Undead

Init +4; Senses darkvision 60 ft., darkvision 60 ft.; Listen +0, Spot +0

Languages

AC 11, touch 9, flat-footed 11
(−1 size, +2 natural)

hp 65 (10 HD); DR 5/bludgeoning

Immune cold

Fort +3, Ref +3, Will +7

Speed 40 ft.,

Melee 2 morningstars +10 (2d6+6); or

Melee 2 claws +10 (1d6+6)

Ranged 2 javelins +4 (1d8+6)

Space 10 ft.; Reach 10 ft.

Base Atk +5; Grp +15

Abilities Str 23, Dex 10, Con -, Int -, Wis 10, Cha 1

SQ superior two-weapon fighting

Feats Improved Initiative

Skills

Advancement -

Advanced Megaraptor SkeletonCR 6

Always NE Huge Undead

Init +7; Senses darkvision 60 ft.; Listen +0, Spot +0

Languages

AC 14, touch 11, flat-footed 11
(−2 size, +3 Dex, +3 natural)

hp 78 (12 HD); DR 5/bludgeoning

Immune cold

Fort +4, Ref +7, Will +8

Speed 60 ft.,

Melee Talons +9 (2d8+5) and 2 claws +4 (1d8+2) and bite +4 (2d6+2)

Space 15 ft.; Reach 10 ft.

Base Atk +6; Grp +19

Abilities Str 21, Dex 17, Con -, Int -, Wis 10, Cha 1

SQ undead traits

Feats Improved Initiative

Skills

Advancement 13-16 HD (Huge); 17-20 HD (Gargantuan)

Cloud Giant SkeletonCR 7

Always NE Huge Undead

Init +6; Senses darkvision 60 ft.; Listen +0, Spot +0

Languages

AC 13, touch 10, flat-footed 11
(−2 size, +2 Dex, +3 natural)

hp 110 (17 HD); DR 5/bludgeoning

Immune cold

Fort +5, Ref +7, Will +10

Speed 50 ft.,

Melee Gargantuan morningstar +18/+13 (4d6+18); or

Melee 2 claws +18 (1d8+12)

Ranged Rock +8 (2d8+12)

Space 15 ft.; Reach 15 ft.

Base Atk +8; Grp +28

Abilities Str 35, Dex 15, Con -, Int -, Wis 10, Cha 1

SQ oversized weapon, undead traits

Feats Improved Initiative

Skills

Advancement -

Young Adult Red Dragon SkeletonCR 8

Always NE Huge Undead (Fire)

Init +5; Senses darkvision 60 ft.; Listen +0, Spot +0

Languages

AC 12, touch 9, flat-footed 11
(−2 size, +1 Dex, +3 natural)

hp 123 (19 HD); DR 5/bludgeoning

Immune cold, fire

Fort +6, Ref +7, Will +8

Speed 40 ft.,

Melee Bite +17 (2d8+10) and 2 claws +12 (2d6+5) and 2 wings +12 (1d8+5) and tail slap +12 (2d6+15)

Space 15 ft.; Reach 10 ft.

Base Atk +9; Grp +27

Abilities Str 31, Dex 12, Con -, Int -, Wis 10, Cha 1

SQ undead traits

Feats Improved Initiative

Skills

Advancement 20 HD (Huge)

SkumCR 2

Usually LE Medium Aberration (Aquatic)

Init +1; Senses darkvision 60 ft.; Listen +7*, Spot +7*

Languages Aquan

AC 13, touch 11, flat-footed 12
(+1 Dex, +2 natural)

hp 11 (2 HD)

Fort +1, Ref +1, Will +3

Speed 20 ft., swim 40 ft.

Melee Bite +5 (2d6+4) and 2 claws +0 (1d4+2)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +5

Atk Options rake 1d6+2

Abilities Str 19, Dex 13, Con 13, Int 10, Wis 10, Cha 6

SQ amphibious

Feats Alertness

Skills Hide +6*, Listen +7*, Move Silently +6, Spot +7*, Swim +12

Advancement 3-4 HD (Medium); 5-6 HD (Large)

Level adjustment +3

Rake (Ex) Attack bonus +0 melee, damage 1d6+2. A skum also gains two rake attacks when it attacks while swimming.

Skills *Skum have a +4 racial bonus on Hide, Listen, and Spot checks underwater.

A skum 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.

SpectreCR 7

Always LE Medium Undead (Incorporeal)

Init +7; Senses darkvision 60 ft.; Listen +14, Spot +14

Aura unnatural aura

Languages

AC 15, touch 15, flat-footed 13
(+3 Dex, +2 deflection)

hp 45 (7 HD)

Fort +2, Ref +5, Will +7

Speed 40 ft., fly 80 ft. (perfect)

Melee Incorporeal touch +6 (1d8 plus energy drain)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp

Atk Options Blind-Fight

Special Actions create spawn

Abilities Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15

SQ incorporeal traits, +2 turn resistance, sunlight powerlessness, undead traits

Feats Alertness, Blind-Fight, Improved Initiative

Skills Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks)

Advancement 8-14 HD (Medium)

Create Spawn (Su) Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. Spawn are under the command of the spectre 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 spectre's incorporeal touch attack gain two negative levels. The DC is 15 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the spectre gains 5 temporary hit points.

Sunlight Powerlessness (Ex) Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and can take only a single move or attack action in a round.

Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

AndrosphinxCR 9

Always CG Large Magical Beast

Init +0; Senses darkvision 60 ft., low-light vision; Listen +18, Spot +18

Languages

AC 22, touch 9, flat-footed 22
(−1 size, +13 natural)

hp 114 (12 HD)

Fort +12, Ref +8, Will +7

Speed 50 ft., fly 80 ft. (poor)

Melee 2 claws +18 (2d4+7)

Space 10 ft.; Reach 5 ft.

Base Atk +12; Grp +23

Atk Options Cleave, Great Cleave, Flyby Attack, Power Attack, pounce, rake 2d4+3

Special Actions roar

Typical cleric Spells Prepared (CL 6):

0—cure minor wounds, detect magic, guidance, light, resistance

1—divine favor, protection from evil*, shield of faith, remove fear, summon monster I

2—bull's strength, remove paralysis, resist energy, shield other*, summon monster II

3—cure serious wounds*, daylight, invisibility purge, searing light

Abilities Str 25, Dex 10, Con 19, Int 16, Wis 17, Cha 17

Feats Alertness, Cleave, Great Cleave, Flyby Attack, Power Attack, Track

Skills Intimidate +17, Knowledge (any one) +18, Listen +18, Spot +18, Survival +18

Advancement 13-18 HD (Large); 19-36 HD (Huge)

Level adjustment +5 (cohort)

Rake (Ex) Attack bonus +18 melee, damage 2d4+3.

Roar (Su) Three times per day an androsphinx can loose a mighty roar. The first time it does this, all creatures within 500 feet must succeed on a DC 19 Will save or be affected as though by a fear spell for 2d6 rounds.

If the sphinx roars a second time during the same encounter, all creatures within 250 feet must succeed on a DC 19 Fortitude save or be paralyzed for 1d4 rounds, and all those within 90 feet are deafened for 2d6 rounds (no save). If it roars a third time during the same encounter, all those within 250 feet must succeed on a DC 19 Fortitude save or take 2d4 points of Strength damage for 2d4 rounds. In addition, any Medium or smaller creature within 90 feet must succeed on a DC 19 Fortitude save or be thrown to the ground and take 2d8 points of damage. The force of this roar is so great that it deals 50 points of damage to any stone or crystalline object within 90 feet. Magic items and held or carried items can avoid damage with a DC 19 Reflex save. Other androsphinxes are immune to these effects. The save DCs are Charisma-based.

CriosphinxCR 7

Always N Large Magical Beast

Init +0; Senses darkvision 60 ft., low-light vision; Listen +11, Spot +1

Languages

AC 20, touch 9, flat-footed 20
(−1 size, +11 natural)

hp 85 (10 HD)

Fort +10, Ref +7, Will +3

Speed 30 ft., fly 60 ft. (poor)

Melee Gore +15 (2d6+6) and 2 claws +10 (1d6+3)

Space 10 ft.; Reach 5 ft.

Base Atk +10; Grp +20

Atk Options Cleave, Flyby Attack, Power Attack, pounce, rake 1d6+3

Abilities Str 23, Dex 10, Con 17, Int 10, Wis 11, Cha 11

Feats Alertness, Cleave, Flyby Attack, Power Attack

Skills Intimidate +8, Listen +11, Spot +1

Advancement 11-15 HD (Large); 16-30 HD (Huge)

Level adjustment +3 (cohort)

Rake (Ex) Attack bonus +15 melee, damage 1d6+3.

GynosphinxCR 8

Always N Large Magical Beast

Init +5; Senses darkvision 60 ft., low-light vision; Listen +17, Spot +17

Languages

AC 21, touch 10, flat-footed 20
(−1 size, +1 Dex, +11 natural)

hp 52 (8 HD)

Fort +7, Ref +7, Will +8

Speed 40 ft., fly 60 ft. (poor)

Melee 2 claws +11 (1d6+4)

Space 10 ft.; Reach 5 ft.

Base Atk +8; Grp +16

Atk Options pounce, rake 1d6+2

Spell-like Abilities (CL 14):

3/day—clairaudience/clairvoyance, detect magic, read magic, see invisibility

1/day—comprehend languages, locate object, dispel magic, remove curse (DC 18), legend lore

The save DCs are Charisma-based

Abilities Str 19, Dex 12, Con 13, Int 18, Wis 19, Cha 19

Feats Combat Casting, Improved Initiative, Iron Will

Skills Bluff +15, Concentration +12, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +13, Listen +17, Sense Motive +15, Spot +17

Advancement 9-12 HD (Large); 13-24 HD (Huge)

Level adjustment +4 (cohort)

Rake (Ex) Attack bonus +11 melee, damage 1d6+2.

Symbols (Sp) Once per week a gynosphinx can create a symbol of death , a symbol of fear , a symbol of insanity , a symbol of pain , a symbol of persuasion , a symbol of sleep , and a symbol of stunning as the spells (caster level 18th), except that all save DCs are 22 and each symbol remains a maximum of one week once scribed. The save DCs are Charisma-based.

HieracosphinxCR 5

Always CE Large Magical Beast

Init +2; Senses darkvision 60 ft., low-light vision; Listen +10, Spot +14

Languages

AC 19, touch 11, flat-footed 17
(−1 size, +2 Dex, +8 natural)

hp 67 (9 HD)

Fort +8, Ref +8, Will +5

Speed 30 ft., fly 90 ft. (poor)

Melee Bite +13 (1d10+5) and 2 claws +8 (1d6+2)

Space 10 ft.; Reach 5 ft.

Base Atk +9; Grp +18

Atk Options Cleave, Flyby Attack, Power Attack, pounce, rake 1d6+2

Abilities Str 21, Dex 14, Con 15, Int 6, Wis 15, Cha 10

Feats Alertness, Cleave, Flyby Attack, Power Attack

Skills Listen +10, Spot +14

Advancement 10-14 HD (Large); 15-27 HD (Huge)

Level adjustment +3 (cohort)

Rake (Ex) Attack bonus +13 melee, damage 1d6+2.

Skills Hieracosphinxes have a +4 racial bonus on Spot checks.

Spider EaterCR 5

Always N Large Magical Beast

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +10, Spot +11

Languages

AC 14, touch 10, flat-footed 13; Dodge
(−1 size, +1 Dex, +4 natural)

hp 42 (4 HD)

Fort +9, Ref +5, Will +2

Speed 30 ft., fly 60 ft. (good)

Melee Sting +8 (1d8+5 plus poison) and bite +3 (1d8+2)

Space 10 ft.; Reach 5 ft.

Base Atk +4; Grp +13

Special Actions implant

Abilities Str 21, Dex 13, Con 21, Int 2, Wis 12, Cha 10

SQ freedom of movement

Feats Alertness, Dodge

Skills Listen +10, Spot +11

Advancement 5-12 HD (Huge)

Freedom of Movement (Su) Spider eaters have a continuous freedom of movement ability as the spell (caster level 12th). When the spider eater serves as a mount, this effect does not extend to its rider.

Implant (Ex) Female spider eaters lay their eggs inside paralyzed creatures of Large or larger size. The young emerge about six weeks later, literally devouring the host from inside.

Poison (Ex) Injury, Fortitude DC 17, initial damage none, secondary damage paralysis for 1d8+5 weeks. The save DC is Constitution-based.

Skills Spider eaters have a +4 racial bonus on Listen and Spot checks.

Training A Spider Eater A spider eater requires training before it can bear a rider in combat.

Training a spider eater requires six weeks of work and a DC 25 Handle Animal check. Riding a spider eater requires an exotic saddle. A spider eater can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Spider eater eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 3,000 gp to rear or train a spider eater.

Carrying Capacity A light load for a spider eater is up to 306 pounds; a medium load, 307-612 pounds; and a heavy load, 613-920 pounds.

GrigCR 1

Always NG Tiny Fey

Init +4; Senses low-light vision; Listen +3, Spot +3

Languages Sylvan

AC 18, touch 16, flat-footed 16; Dodge
(+2 size, +4 Dex, +2 natural)

hp 2 (1/2 HD); DR 5/cold iron

SR 17

Fort +1, Ref +6, Will +3

Speed 20 ft., fly 40 ft. (poor)

Melee Short sword +6 (1d3-3/19-20)

Ranged Longbow +6 (1d4-3/x3)

Space 2-1/2 ft.; Reach 0 ft.

Base Atk +0; Grp −11

Special Actions fiddle

Spell-like Abilities (CL 9):

3/day—disguise self, entangle (DC 13), invisibility (self only), pyrotechnics (DC 14), ventriloquism (DC 13)

The save DCs are Charisma-based

Abilities Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14

Feats Weapon Finesse, Dodge

Skills Craft (any one) +4, Escape Artist +8, Hide +16, Jump +3, Listen +3, Move Silently +8*, Perform (string instruments) +6, Search +2, Spot +3

Advancement 1-3 HD (Tiny)

Level adjustment +3

Fiddle (Su) One grig in each band carries a tiny, grig-sized fiddle. When the fiddler plays, any nonsprite within 30 feet of the instrument must succeed on a DC 12 Will save or be affected as though by Otto's irresistible dance for as long as the playing continues. The save DC is Charisma-based.

Skills Grigs have a +8 racial bonus on Jump checks. *They also have a +5 racial bonus on Move Silently checks in a forest setting.

NixieCR 1

Always N Small Fey (Aquatic)

Init +3; Senses low-light vision; Listen +6, Spot +6

Languages Aquan, Sylvan; wild empathy

AC 14, touch 14, flat-footed 11; Dodge
(+1 size, +3 Dex)

hp 3 (1 HD); DR 5/cold iron

SR 16

Fort +0, Ref +5, Will +3

Speed 20 ft., swim 30 ft.

Melee Short sword +4 (1d4-2/19-20)

Ranged Light crossbow +4 (1d6/19-20)

Space 5 ft.; Reach 5 ft.

Base Atk +0; Grp −6

Special Actions charm person

Abilities Str 7, Dex 16, Con 11, Int 12, Wis 13, Cha 18

SQ amphibious, water breathing

Feats Weapon Finesse, Dodge

Skills Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal +8, Hide +7*, Listen +6, Perform (sing) +7, Search +3, Sense Motive +5, Spot +6, Swim +6

Advancement 2-3 HD (Small)

Level adjustment +3

Amphibious (Ex) Although nixies are aquatic, they can survive indefinitely on land.

Charm Person (Sp) A nixie can use charm Person three times per day as the spell (caster level 4th). Those affected must succeed on a DC 15 Will save or be charmed for 24 hours. Most charmed creatures are used to perform heavy labor, guard duty, and other onerous tasks for the nixie community. Shortly before the effect wears off, the nixie escorts the charmed creature away and orders it to keep walking. The save DC is Charisma-based.

Water breathing (Sp) Once per day a nixie can use water breathing as the spell (caster level 12th). Nixies usually bestow this effect on those they have charmed .

Wild Empathy (Ex) This ability works like the druid's wild empathy class feature, except that a nixie has a +6 racial bonus on the check.

Skills A nixie 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. *Nixies have a +5 racial bonus on Hide checks when in the water.

PixieCR 4 (5 with irresistible dance)

Always NG Small Fey

Init +4; Senses low-light vision; Listen +8, Spot +8

Languages Common, Sylvan

AC 16, touch 15, flat-footed 12; Dodge
(+1 size, +4 Dex, +1 natural)

hp 3 (1 HD); DR 10/cold iron

SR 15

Fort +0, Ref +6, Will +4

Speed 20 ft., fly 60 ft. (good)

Melee Short sword +5 (1d4-2/19-20)

Ranged Longbow +5 (1d6-2/x3)

Space 5 ft.; Reach 5 ft.

Base Atk +0; Grp −6

Atk Options special arrows

Special Actions change shape

Spell-like Abilities (CL 8):

1/day—lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (visual and auditory elements only) (DC 19)

The save DCs are Charisma-based

Abilities Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16

SQ greater invisibility

Feats Weapon Finesse, Dodge

Skills Bluff +7, Concentration +4, Escape Artist +8, Hide +8, Listen +8, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +8

Advancement 2-3 HD (Small)

Level adjustment +4 (+6 with irresistible dance)

Greater Invisibility (Su) A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.

Special Arrows (Ex) Pixies sometimes employ arrows that deal no damage but can erase memory or put a creature to sleep.

Change Shape (Su) A pixie can assume the form of any Small or Medium humanoid.

Dance (Sp) One pixie in ten can use Otto's irresistible dance (caster level 8th) once per day.

StirgeCR 1/2

Always N Tiny Magical Beast

Init +4; Senses darkvision 60 ft., low-light vision; Listen +4, Spot +4

Languages

AC 16, touch 16, flat-footed 12
(+2 size, +4 Dex)

hp 5 (1 HD)

Fort +2, Ref +6, Will +1

Speed 10 ft., fly 40 ft. (average)

Melee Touch +7 (attach)

Space 2-1/2 ft.; Reach 0 ft.

Base Atk +1; Grp −11 (+1 when attached)

Atk Options blood drain

Abilities Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6

Feats Alertness, Weapon Finesse

Skills Hide +14, Listen +4, Spot +4

Advancement -

Attach (Ex) If a stirge hits with a touch attack, it uses its eight pincers to latch onto the opponent's body. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Stirges have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

An attached stirge can be struck with a weapon or grappled itself. To remove an attached stirge through grappling, the opponent must achieve a pin against the stirge.

Blood Drain (Ex) A stirge drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge's appetite has been sated, the stirge detaches and seeks a new target.

Bat SwarmCR 2

Always N Diminutive Animal (Swarm)

Init +2; Senses blindsense 20 ft., low-light vision; Listen +11, Spot +11

Languages

AC 16, touch 14, flat-footed 12
(+4 size, +2 Dex)

hp 13 (3 HD)

Immune immune to weapon damage

Fort +3, Ref +7, Will +3

Speed 5 ft., fly 40 ft. (good)

Space 10 ft.; Reach 0 ft.

Base Atk +2; Grp

Atk Options wounding

Abilities Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4

SQ swarm traits

Feats Alertness, Lightning Reflexes

Skills Listen +11, Spot +11

Advancement None

Blindsense (Ex) A bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment).

Distraction (Ex) Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Wounding (Ex) Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

Skills A bat swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated.

Centipede SwarmCR 4

Always N Diminutive Vermin (Swarm)

Init +4; Senses darkvision 60 ft., tremorsense 30 ft.; Listen +0, Spot +4

Languages

AC 18, touch 18, flat-footed 14
(+4 size, +4 Dex)

hp 31 (9 HD)

Immune immune to weapon damage

Fort +5, Ref +7, Will +3

Speed 20 ft., climb 20 ft.

Space 10 ft.; Reach 0 ft.

Base Atk +6; Grp

Abilities Str 1, Dex 19, Con 8, Int -, Wis 10, Cha 2

SQ swarm traits, vermin traits

Feats Weapon Finesse

Skills Climb +12, Spot +4

Advancement None

Distraction (Ex) Any living creature that begins its turn with a centipede swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Poison (Ex) Injury, Fortitude DC 13, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.

Skills A centipede swarm has a +4 racial bonus on Spot checks and a +8 racial bonus on Climb checks, and uses its Dexterity modifier instead of its Strength modifier for Climb checks. A centipede swarm has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Hellwasp SwarmCR 8

Always LE Diminutive Magical Beast (Extraplanar, Evil, Swarm)

Init +10; Senses darkvision 60 ft., low-light vision; Listen +10, Spot +10

Languages —; hive mind

AC 20, touch 20, flat-footed 14
(+4 size, +6 Dex)

hp 93 (12 HD); DR 10/magic

Immune immune to weapon damage

Resist fire 10

Fort +10, Ref +14, Will +7

Speed 5 ft., fly 40 ft. (good)

Space 10 ft.; Reach 0 ft.

Base Atk +12; Grp

Special Actions inhabit

Abilities Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9

SQ swarm traits

Feats Ability Focus (poison), Alertness, Improved Initiative, Iron Will, Toughness

Skills Hide +19, Listen +10, Spot +10

Advancement None

Distraction (Ex) Any living creature that begins its turn with a hellwasp swarm in its space must succeed on a DC 18 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Hive Mind (Ex) Any hellwasp swarm with at least 1 hit point per Hit Die (or 12 hit points, for a standard hellwasp swarm) forms a hive mind, giving it an Intelligence of 6. When a hellwasp swarm is reduced below this hit point threshold, it becomes mindless.

Inhabit (Ex) A hellwasp swarm can enter the body of a helpless or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large (although four swarms working together can inhabit a Huge creature). The swarm can abandon the body at any time, although doing this takes 1 full round. Any attack against the host deals half damage to the hellwasp swarm as well, although the swarm's resistances and immunities may negate some or all of this damage.

If a hellwasp swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a zombie of the appropriate size for as long as the swarm remains inside. If a hellwasp swarm inhabits a living victim, it can neutralize the effects of its own poison and control the victim's movement and actions as if using dominate monster on the victim. The hellwasps quickly consume a living victim, dealing 2d4 points of Constitution damage per hour they inhabit a body. A body reduced to Constitution 0 is dead.

A hellwasp-inhabited creature is relatively easy to spot, since its skin crawls with the forms of insects inside. The swarm is intelligent enough to attempt to hide beneath loose clothing or a large cloak to keep its presence from being detected. The swarm can attempt a Disguise check to conceal its inhabitation of a host, with a -4 penalty if currently inhabiting a Small host.

A remove disease or heal spell cast on an inhabited victim forces the hellwasp swarm to abandon its host.

Poison (Ex) Injury, Fortitude DC 18, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.

Locust SwarmCR 3

Always N Diminutive Vermin (Swarm)

Init +4; Senses darkvision 60 ft.; Listen +4, Spot +4

Languages

AC 18, touch 18, flat-footed 14
(+4 size, +4 Dex)

hp 21 (6 HD)

Immune immune to weapon damage

Fort +4, Ref +6, Will +2

Speed 10 ft., fly 30 ft. (poor)

Space 10 ft.; Reach 0 ft.

Base Atk +4; Grp

Abilities Str 1, Dex 19, Con 8, Int -, Wis 10, Cha 2

SQ swarm traits, vermin traits

Feats

Skills Listen +4, Spot +4

Advancement None

Distraction (Ex) Any living creature that begins its turn with a locust swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Skills A locust swarm has a +4 racial bonus on Listen and Spot checks.

Rat SwarmCR 2

Always N Tiny Animal (Swarm)

Init +2; Senses low-light vision, scent; Listen +6, Spot +7

Languages

AC 14, touch 14, flat-footed 12
(+2 size, +2 Dex)

hp 13 (4 HD)

Resist half damage from slashing and piercing

Fort +4, Ref +6, Will +2

Speed 15 ft., climb 15 ft.

Space 10 ft.; Reach 0 ft.

Base Atk +3; Grp

Abilities Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2

SQ swarm traits

Feats Alertness, Weapon Finesse

Skills Balance +10, Climb +10, Hide +14, Listen +6, Spot +7, Swim +10

Advancement None

Disease (Ex) Filth fever-swarm attack, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Distraction (Ex) Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Skills A rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat swarm 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.

Spider SwarmCR 1

Always N Diminutive Vermin (Swarm)

Init +3; Senses darkvision 60 ft., tremorsense 30 ft.; Listen +4, Spot +4

Languages

AC 17, touch 17, flat-footed 14
(+4 size, +3 Dex)

hp 9 (2 HD)

Immune immune to weapon damage

Fort +3, Ref +3, Will +0

Speed 20 ft., climb 20 ft.

Space 10 ft.; Reach 0 ft.

Base Atk +1; Grp

Abilities Str 1, Dex 17, Con 10, Int -, Wis 10, Cha 2

SQ swarm traits, vermin traits

Feats

Skills Climb +11, Listen +4, Spot +4

Advancement None

Distraction (Ex) Any living creature that begins its turn with a spider swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Poison (Ex) Injury, Fortitude DC 11, initial and secondary damage 1d3 Str. The save DC is Constitution-based.

Skills A spider swarm has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. It uses its Dexterity modifier instead of its Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened.

TarrasqueCR 20

Always N Colossal Magical Beast

Init +7; Senses scent; Listen +17, Spot +17

Languages

AC 35, touch 5, flat-footed 32; Dodge
(−8 size, +3 Dex, +30 natural)

hp 858 (48 HD); DR 15/epic; regeneration 40

Immune fire, poison, disease, energy drain, ability damage

SR 32

Fort +38, Ref +29, Will +20

Speed 20 ft.,

Melee Bite +57 (4d8+17/18-20/x3) and 2 horns +52 (1d10+8) and 2 claws +52 (1d12+8) and tail slap +52 (3d8+8)

Space 30 ft.; Reach 20 ft.

Base Atk +48; Grp +81

Atk Options Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Power Attack, swallow whole

Special Actions rush

Abilities Str 45, Dex 16, Con 35, Int 3, Wis 14, Cha 14

SQ carapace

Feats Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Toughness (6)

Skills Listen +17, Search +9, Spot +17, Survival +14 (+16 following tracks)

Advancement 49+ HD (Colossal)

Augmented Critical (Ex) The tarrasque's bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.

Carapace (Ex) The tarrasque's armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature's spell resistance.

Frightful Presence (Su) The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 36 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the tarrasque. The save DC is Charisma-based.

Improved Grab (Ex) To use this ability, the tarrasque must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Regeneration (Ex) No form of attack deals lethal damage to the tarrasque. The tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature's full normal hit points +10 (or 868 hp). The tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem's cursed wound ability.

The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 868 hit points) and using a wish or miracle spell to keep it dead.

If the tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.

Rush (Ex) Once per minute, the normally slow-moving tarrasque can move at a speed of 150 feet.

Swallow Whole (Ex) The tarrasque can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the tarrasque's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque's digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque's gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

Skills The tarrasque has a +8 racial bonus on Listen and Spot checks.

TendriculosCR 6

Always N Huge Plant

Init −1; Senses low-light vision; Listen +1, Spot +1

Languages

AC 16, touch 7, flat-footed 16
(−2 size, −1 Dex, +9 natural)

hp 94 (9 HD); regeneration 10

Fort +12, Ref +2, Will +4

Speed 20 ft.,

Melee Bite +13 (2d8+9) and 2 tendrils +8 (1d6+4)

Space 15 ft.; Reach 15 ft.

Base Atk +6; Grp +23

Atk Options Power Attack, improved grab, swallow whole

Abilities Str 28, Dex 9, Con 22, Int 3, Wis 8, Cha 3

SQ plant traits

Feats Alertness, Iron Will, Power Attack, Stealthy

Skills Hide +9, Listen +1, Move Silently +1, Spot +1

Advancement 10-16 HD (Huge); 17-27 HD (Gargantuan)

Improved Grab (Ex) To use this ability, a tendriculos must hit a creature at least one size smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the opponent in the following round. A tendriculos can also use its improved grab ability on a tendril attack. If it wins the grapple check, it establishes a hold, picks up the opponent, and transfers it to the mouth as a free action, automatically dealing bite damage.

Regeneration (Ex) Bludgeoning weapons and acid deal normal damage to a tendriculos. A tendriculos that loses part of its body mass can regrow it in 1d6 minutes. Holding the severed portion against the mass enables it to reattach instantly.

Swallow Whole (Ex) A tendriculos can try to swallow a grabbed opponent by making a successful grapple check. Once inside the plant's mass, the opponent must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds by the tendriculos's digestive juices, taking 2d6 points of acid damage per round. A new save is required each round inside the plant. The save DC is Constitution-based. A swallowed creature that avoids paralysis can climb out of the mass with a successful grapple check. This returns it to the plant's maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the tendriculos's interior (AC 14). Once the creature exits, the plant's regenerative capacity closes the hole; another swallowed opponent must cut its own way out. A Huge tendriculos's interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

ThoqquaCR 2

Usually N Medium Elemental (Earth, Extraplanar, Fire)

Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +5, Spot +1

Languages

AC 18, touch 11, flat-footed 17
(+1 Dex, +7 natural)

hp 16 (3 HD)

Immune fire

Fort +4, Ref +2, Will +2

Weakness vulnerability to cold

Speed 30 ft., burrow 20 ft.

Melee Slam +4 (1d6+3 plus 2d6 fire)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +4

Atk Options burn

Abilities Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10

SQ elemental traits

Feats Alertness, Track

Skills Listen +5, Move Silently +3, Survival +3

Advancement 4-9 HD (Large)

Burn (Ex) When a thoqqua hits with its slam attack, the opponent must succeed on a DC 12 Reflex save or catch fire. The save DC is Constitution-based. The flame burns for 1d4 rounds if not extinguished sooner. A burning creature can use a full-round action to put out the flame.

Heat (Ex) Merely touching or being touched by a thoqqua automatically deals 2d6 fire damage.

TitanCR 21

Always chaotic (any) Huge Outsider (Chaotic, Extraplanar)

Init +1; Senses darkvision 60 ft.; Listen +32, Spot +32

Languages Abyssal, Common, Celestial, Draconic, Giant

AC 38, touch 8, flat-footed 38
(−2 size, +19 natural, +11 +4 half-plate armor)

hp 370 (20 HD); DR 15/lawful

SR 32

Fort +26, Ref +13, Will +21

Speed 40 ft.,

Melee Gargantuan +3 (4d6+27/3)

Ranged +3 javelin +22 (2d6+19)

Space 15 ft.; Reach 15 ft.

Base Atk +20; Grp +44

Atk Options Awesome Blow, Blind-Fight, Cleave, Improved Bull Rush, Improved Sunder, Power Attack

Special Actions change shape

Spell-like Abilities (CL 20):

At will—chain lightning (DC 23), charm monster (DC 21), cure critical wounds (DC 21), fire storm (DC 24), greater dispel magic, hold monster (DC 22), invisibility, invisibility purge, levitate, persistent image (DC 22), polymorph (humanoid forms only, duration 1 hour)

3/day—etherealness, word of chaos (DC 22), summon nature's ally IX

1/day—gate, maze, meteor swarm (DC 26)

At will (good and neutral titans)—daylight, holy smite (DC 21), remove curse (DC 21)

1/day (good and neutral titans)—greater restoration

At will (evil titans)—bestow curse (DC 21), deeper darkness, unholy blight (DC 21)

1/day (evil titans)—crushing hand (DC 26)

The save DCs are Charisma-based

Abilities Str 43, Dex 12, Con 39, Int 21, Wis 28, Cha 24

Feats Awesome Blow, Blind-Fight, Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Quicken Spell-Like Ability (chain lightning)

Skills Balance +7, Bluff +19, Climb +22, Concentration +37, Craft (any one) +28, Diplomacy +11, Disguise +7 (+9 acting), Heal +20, Intimidate +32, Jump +38, Knowledge (any one) +28, Listen +32, Perform (oratory) +30, Sense Motive +32, Search +28, Spellcraft +17, Spot +32, Survival +9 (+11 following tracks), Swim +16

Advancement 21-30 HD (Huge); 31-60 HD (Gargantuan)

Oversized Weapon (Ex) A titan wields a great, two-handed warhammer (big enough for Gargantuan creatures) without penalty.

Change Shape (Su) A titan can assume the form of any Small or Medium humanoid. The titan retains its oversized weapon special attack regardless of form.

Juvenile TojanidaCR 3

Always N Small Outsider (Extraplanar, Water)

Init +1; Senses all-around vision, darkvision 60 ft.; Listen +7, Spot +9

Languages

AC 22, touch 12, flat-footed 21; Dodge
(+1 size, +1 Dex, +10 natural)

hp 19 (3 HD)

Immune acid, cold

Resist electricity 10, fire 10

Fort +5, Ref +4, Will +4

Speed 10 ft., swim 90 ft.

Melee Bite +6 (2d6+2) and 2 claws +1 (1d4+1)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp +1

Atk Options Blind-Fight, improved grab

Special Actions ink cloud

Abilities Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 9

Feats Blind-Fight, Dodge

Skills Diplomacy +1, Escape Artist +7, Hide +11, Knowledge (the planes) +6, Listen +7, Search +6, Spot +9, Sense Motive +7, Survival +1 (+3 on other planes and following tracks), Swim +10, Use Rope +1 (+3 with bindings)

Advancement 4-6 HD (Small)

All-Around Vision (Ex) The multiple apertures in a tojanida's shell allow it to look in any direction, bestowing a +4 racial bonus on Spot and Search checks. Opponents gain no flanking bonuses when attacking a tojanida.

Improved Grab (Ex) To use this ability, a tojanida must hit with a bite or claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Underwater, a tojanida can tow a grabbed victim of its own size or smaller at its swim speed (but it cannot run). A favorite tactic is to grab a single opponent, then withdraw, hauling the opponent away from its allies.

Ink Cloud (Ex) A tojanida can emit a spherical cloud of jet-black ink with a radius of 30 feet once per minute as a free action. The effect is otherwise similar to fog cloud cast by an individual of a level equal to the tojanida's Hit Dice. Out of water, the ink emerges in a stream up to 30 feet long, which a tojanida can squirt into an opponent's eyes. The affected creature must succeed on a Reflex save or be blinded for 1 round. The save DC is 13 against a juvenile, 15 against an adult, and 21 against an elder. The save DCs are Constitution based.

Skills A tojanida 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.

Adult TojanidaCR 5

Always N Medium Outsider (Extraplanar, Water)

Init +1; Senses all-around vision, darkvision 60 ft.; Listen +11, Spot +15

Languages

AC 23, touch 11, flat-footed 22; Dodge
(+1 Dex, +12 natural)

hp 45 (7 HD)

Immune acid, cold

Resist electricity 10, fire 10

Fort +7, Ref +6, Will +6

Speed 10 ft., swim 90 ft.

Melee Bite +10 (2d8+3) and 2 claws +5 (1d6+1)

Space 5 ft.; Reach 5 ft.

Base Atk +7; Grp +10

Atk Options Blind-Fight, Power Attack, improved grab

Special Actions ink cloud

Abilities Str 16, Dex 13, Con 15, Int 10, Wis 12, Cha 9

Feats Blind-Fight, Dodge, Power Attack

Skills Diplomacy +1, Escape Artist +11, Hide +11, Knowledge (the planes) +6, Listen +11, Search +14, Sense Motive +11, Spot +15, Survival +1 (+3 on other planes and following tracks), Swim +11, Use Rope +1 (+3 with bindings)

Advancement 8-14 HD (Medium)

All-Around Vision (Ex) The multiple apertures in a tojanida's shell allow it to look in any direction, bestowing a +4 racial bonus on Spot and Search checks. Opponents gain no flanking bonuses when attacking a tojanida.

Improved Grab (Ex) To use this ability, a tojanida must hit with a bite or claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Underwater, a tojanida can tow a grabbed victim of its own size or smaller at its swim speed (but it cannot run). A favorite tactic is to grab a single opponent, then withdraw, hauling the opponent away from its allies.

Ink Cloud (Ex) A tojanida can emit a spherical cloud of jet-black ink with a radius of 30 feet once per minute as a free action. The effect is otherwise similar to fog cloud cast by an individual of a level equal to the tojanida's Hit Dice. Out of water, the ink emerges in a stream up to 30 feet long, which a tojanida can squirt into an opponent's eyes. The affected creature must succeed on a Reflex save or be blinded for 1 round. The save DC is 13 against a juvenile, 15 against an adult, and 21 against an elder. The save DCs are Constitution based.

Skills A tojanida 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.

Elder TojanidaCR 9

Always N Large Outsider (Extraplanar, Water)

Init +1; Senses all-around vision, darkvision 60 ft.; Listen +21, Spot +25

Languages

AC 24, touch 10, flat-footed 23; Dodge
(−1 size, +1 Dex, +14 natural)

hp 127 (15 HD)

Immune acid, cold

Resist electricity 10, fire 10

Fort +13, Ref +10, Will +10

Speed 10 ft., swim 90 ft.

Melee Bite +20 (4d6+6) and 2 claws +15 (1d8+3)

Space 10 ft.; Reach 5 ft.

Base Atk +15; Grp +25

Atk Options Blind-Fight, Cleave, Improved Sunder, Power Attack, improved grab

Special Actions ink cloud

Abilities Str 22, Dex 13, Con 19, Int 10, Wis 12, Cha 9

Feats Alertness, Blind-Fight, Cleave, Dodge, Improved Sunder, Power Attack

Skills Escape Artist +19, Hide +15, Intimidate +17, Knowledge (the planes) +18, Listen +21, Search +22, Sense Motive +17, Spot +25, Survival +1 (+3 on other planes and following tracks), Swim +14, Use Rope +1 (+3 with bindings)

Advancement 16-24 HD (Large); 25-45 HD (Huge)

All-Around Vision (Ex) The multiple apertures in a tojanida's shell allow it to look in any direction, bestowing a +4 racial bonus on Spot and Search checks. Opponents gain no flanking bonuses when attacking a tojanida.

Improved Grab (Ex) To use this ability, a tojanida must hit with a bite or claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Underwater, a tojanida can tow a grabbed victim of its own size or smaller at its swim speed (but it cannot run). A favorite tactic is to grab a single opponent, then withdraw, hauling the opponent away from its allies.

Ink Cloud (Ex) A tojanida can emit a spherical cloud of jet-black ink with a radius of 30 feet once per minute as a free action. The effect is otherwise similar to fog cloud cast by an individual of a level equal to the tojanida's Hit Dice. Out of water, the ink emerges in a stream up to 30 feet long, which a tojanida can squirt into an opponent's eyes. The affected creature must succeed on a Reflex save or be blinded for 1 round. The save DC is 13 against a juvenile, 15 against an adult, and 21 against an elder. The save DCs are Constitution based.

Skills A tojanida 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.

TreantCR 8

Usually NG Huge Plant

Init −1; Senses low-light vision; Listen +8, Spot +8

Languages Treant, Common, Sylvan

AC 20, touch 7, flat-footed 20
(−2 size, −1 Dex, +13 natural)

hp 66 (7 HD); DR 10/slashing

Fort +10, Ref +1, Will +7

Weakness vulnerability to fire

Speed 30 ft.,

Melee 2 slams +12 (2d6+9)

Space 15 ft.; Reach 15 ft.

Base Atk +5; Grp +22

Atk Options Improved Sunder, Power Attack

Special Actions animate trees, trample 2d6+13

Abilities Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12

SQ plant traits

Feats Improved Sunder, Iron Will, Power Attack

Skills Diplomacy +3, Hide −9*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground)

Advancement 8-16 HD (Huge); 17-21 HD (Gargantuan)

Level adjustment +5

Animate Trees (Sp) A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.

Double Damage against Objects (Ex) A treant or animated tree that makes a full attack against an object or structure deals double damage.

Trample (Ex) Reflex DC 22 half. The save DC is Strength-based. Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.

TritonCR 2

Usually NG Medium Outsider (Native, Water)

Init +0; Senses darkvision 60 ft.; Listen +7, Spot +7

Languages Common, Aquan

AC 16, touch 10, flat-footed 16
(+6 natural)

hp 16 (3 HD)

Fort +4, Ref +3, Will +4

Speed 5 ft., swim 40 ft.

Melee Trident +4 (1d8+1)

Ranged Heavy crossbow +3 (1d10/19-20)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp +4

Atk Options Mounted Combat

Spell-like Abilities (CL 7):

1/day—summon nature's ally IV

Abilities Str 12, Dex 10, Con 12, Int 13, Wis 13, Cha 11

Feats Mounted Combat, Ride-by Attack

Skills Craft (any one) +7, Diplomacy +2, Hide +6, Listen +7, Move Silently +6, Ride +6, Search +7, Sense Motive +7, Spot +7, Survival +7 (+9 following tracks), Swim +9

Advancement 4-9 HD (Medium)

Level adjustment +2

Skills A triton 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.

TroglodyteCR 1

Usually CE Medium Humanoid (Reptilian)

Init −1; Senses darkvision 90 ft.; Listen +3, Spot +0

Languages Draconic

AC 15, touch 9, flat-footed 15
(−1 Dex, +6 natural)

hp 13 (2 HD)

Fort +5, Ref −1, Will +0

Speed 30 ft.,

Melee Club +1 (1d6) and claw −1 (1d4) and bite −1 (1d4); or

Melee 2 claws +1 (1d4) and bite −1 (1d4)

Ranged Javelin +1 (1d6)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +1

Special Actions stench

Abilities Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10

Feats Weapon Focus (javelin), Multiattack

Skills Hide +5*, Listen +3

Advancement By character class

Level adjustment +2

Stench (Ex) When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 13 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Skills: The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings like a chameleon and providing a +4 racial bonus on Hide checks. *In rocky or underground settings, this bonus improves to +8

TrollCR 5

Usually CE Large Giant

Init +2; Senses darkvision 90 ft., low-light vision, scent; Listen +5, Spot +6

Languages Giant

AC 16, touch 11, flat-footed 14
(−1 size, +2 Dex, +5 natural)

hp 63 (6 HD); regeneration 5

Fort +11, Ref +4, Will +3

Speed 30 ft.,

Melee 2 claws +9 (1d6+6) and bite +4 (1d6+3)

Space 10 ft.; Reach 10 ft.

Base Atk +4; Grp +14

Atk Options rend 2d6+9

Abilities Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6

Feats Alertness, Iron Will, Track

Skills Listen +5, Spot +6

Advancement By character class

Level adjustment +5

Regeneration (Ex) Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Rend (Ex) If a troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

ScragCR 5

Usually CE Large Giant (Water)

Init +2; Senses darkvision 90 ft., low-light vision, scent; Listen +5, Spot +6

Languages Giant

AC 16, touch 11, flat-footed 14
(−1 size, +2 Dex, +5 natural)

hp 63 (6 HD); regeneration 5

Fort +11, Ref +4, Will +3

Speed 20 ft., swim 40 ft.

Melee 2 claws +9 (1d6+6) and bite +4 (1d6+3)

Space 10 ft.; Reach 10 ft.

Base Atk +4; Grp +14

Atk Options rend 2d6+9

Abilities Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6

Feats Alertness, Iron Will, Track

Skills Listen +5, Spot +6

Advancement By character class

Level adjustment +5

Regeneration (Ex) Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Rend (Ex) If a troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

UnicornCR 3

Always CG Large Magical Beast

Init +3; Senses darkvision 60 ft., low-light vision, scent; Listen +11, Spot +11

Aura magic circle against evil

Languages Common, Sylvan; wild empathy

AC 18, touch 12, flat-footed 15
(−1 size, +3 Dex, +6 natural)

hp 42 (4 HD)

Immune poison, charm, compulsion

Fort +9, Ref +7, Will +6

Speed 60 ft.,

Melee Horn +11 (1d8+8) and 2 hooves +3 (1d4+2)

Space 10 ft.; Reach 5 ft.

Base Atk +4; Grp +13

Abilities Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24

Feats Alertness, Skill Focus (Survival)

Skills Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8*

Advancement 5-8 HD (Large)

Level adjustment +4 (cohort)

Detect Evil (Sp) Unicorns can use detect evil at will as a free action.

Magic Circle against Evil (Su) This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability.

Healing (Sp) A unicorn can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.

Teleport (Sp) Once per day a unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.

Wild Empathy (Ex) This power works like the druid's wild empathy class feature, except that a unicorn has a +6 racial bonus on the check.

Skills Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest.

Vampire SpawnCR 4

Always evil (any) Medium Undead

Init +6; Senses darkvision 60 ft.; Listen +11, Spot +11

Languages Common

AC 15, touch 12, flat-footed 13
(+2 Dex, +3 natural)

hp 29 (4 HD); DR 5/silver; fast healing 2

Resist cold 10, electricity 10

Fort +1, Ref +5, Will +5

Speed 30 ft.,

Melee Slam +5 (1d6+4 plus energy drain)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +5

Special Actions blood drain, domination, gaseous form

Abilities Str 16, Dex 14, Con -, Int 13, Wis 13, Cha 14

SQ +2 turn resistance, spider climb, undead traits

Feats Skill Focus (selected Craft or Profession skill), Toughness, Alertness, Improved Initiative, Lightning Reflexes

Skills Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy +4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive +11, Spot +11

Advancement -

Blood Drain (Ex) A vampire spawn can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round. On each such successful drain attack, the vampire spawn gains 5 temporary hit pints.

Domination (Su) A vampire spawn can crush an opponent's will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a DC 14 Will save or fall instantly under the vampire's influence as though by a dominate person spell from a 5thlevel caster. The ability has a range of 30 feet. The save DC is Charisma-based.

Energy Drain (Su) Living creatures hit by a vampire spawn'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 vampire spawn gains 5 temporary hit points.

Fast Healing (Ex) A vampire spawn heals 2 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, it is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.

Gaseous Form (Su) As a standard action, a vampire spawn can assume gaseous form at will as the spell (caster level 6th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Spider Climb (Ex) A vampire spawn can climb sheer surfaces as though with a spider climb spell.

Skills Vampire spawn have a +4 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Vampire Spawn Weaknesses

Vampire spawn are vulnerable to all attacks and effects that repel or slay vampires. For details, see the Vampire entry.

VargouilleCR 2

Always NE Small Outsider (Evil, Extraplanar)

Init +1; Senses darkvision 60 ft.; Listen +5, Spot +5

Languages Infernal

AC 12, touch 11, flat-footed 11
(+1 size, +1 Dex)

hp 5 (1 HD)

Fort +3, Ref +3, Will +3

Speed fly 30 ft. (good)

Melee Bite +3 (1d4 plus poison)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp −3

Special Actions shriek, kiss

Abilities Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8

Feats Weapon Finesse

Skills Hide +9, Intimidate +3, Listen +5, Move Silently +5, Spot +5

Advancement 2-3 HD (Small)

Kiss (Su) A vargouille can kiss a paralyzed target with a successful melee touch attack. An affected opponent must succeed on a DC 15 Fortitude save or begin a terrible transformation that turns the creature into a vargouille within 24 hours (and often much sooner; roll 1d6 separately for each phase of the transformation).

First, over a period of 1d6 hours, all the victim's hair falls out. Within another 1d6 hours thereafter, the ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs. During the next 1d6 hours, the victim takes Intelligence drain and Charisma drain equal to 1 point per hour (to a minimum of 3). The transformation is complete 1d6 hours later, when the head breaks free of the body (which promptly dies) and becomes a vargouille. This transformation is interrupted by sunlight, and even a daylight spell can delay death, but to reverse the transformation requires remove disease . The save DC is Constitution-based and includes a +4 racial bonus.

Poison (Ex) Injury, Fortitude DC 12 or be unable to heal the vargouille's bite damage naturally or magically. A neutralize poison or heal spell removes the effect, while delay poison allows magical healing. The save DC is Constitution-based and includes a +1 racial bonus.

Shriek (Su) Instead of biting, a vargouille can open its distended mouth and let out a terrible shriek. Those within 60 feet (except other vargouilles) who hear the shriek and can clearly see the creature must succeed on a DC 12 Fortitude save or be paralyzed with fear for 2d4 rounds or until the monster attacks them, goes out of range, or leaves their sight. A paralyzed creature is susceptible to the vargouille's kiss (see below). A creature that successfully saves cannot be affected again by the same vargouille's shriek for 24 hours. The shriek is a mind-affecting fear effect. The save DC is Constitution-based and includes a +1 racial bonus.

WightCR 3

Always LE Medium Undead

Init +1; Senses darkvision 60 ft.; Listen +7, Spot +7

Languages Common

AC 15, touch 11, flat-footed 14
(+1 Dex, +4 natural)

hp 26 (4 HD)

Fort +1, Ref +2, Will +5

Speed 30 ft.,

Melee Slam +3 (1d4+1 plus energy drain)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +3

Atk Options Blind-Fight

Special Actions create spawn

Abilities Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15

SQ undead traits

Feats Alertness, Blind-Fight

Skills Hide +8, Listen +7, Move Silently +16, Spot +7

Advancement 5-8 HD (Medium)

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'-WispCR 6

Usually CE Small Aberration (Air)

Init +13; Senses darkvision 60 ft.; Listen +17, Spot +17

Languages Common, Auran

AC 29, touch 29, flat-footed 20; Dodge
(+1 size, +9 Dex, +9 deflection)

hp 40 (9 HD)

Immune magic

Fort +3, Ref +12, Will +9

Speed fly 50 ft. (perfect)

Melee Shock +16 touch (2d8 electricity)

Space 5 ft.; Reach 5 ft.

Base Atk +6; Grp −3

Atk Options Blind-Fight

Abilities Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 12

SQ natural invisibility

Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse

Skills Bluff +13, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen +17, Search +14, Spot +17, Survival +3 (+5 following tracks)

Advancement 10-18 HD (Small)

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 WolfCR 5

Usually NE Large Magical Beast (Cold)

Init +5; Senses darkvision 60 ft., low-light vision, scent; Listen +6, Spot +6

Languages Common, Giant

AC 15, touch 10, flat-footed 14
(−1 size, +1 Dex, +5 natural)

hp 51 (6 HD)

Immune cold

Fort +8, Ref +6, Will +3

Weakness vulnerability to fire

Speed 50 ft.,

Melee Bite +9 (1d8+6 plus 1d6 cold)

Space 10 ft.; Reach 5 ft.

Base Atk +6; Grp +14

Atk Options trip

Special Actions breath weapon

Abilities Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10

Feats Alertness, Improved Initiative, Track

Skills Hide −1*, Listen +6, Move Silently +7, Spot +6, Survival +1*

Advancement 7-9 HD (Large); 10-18 HD (Huge)

Level adjustment +3 (cohort)

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.

WorgCR 2

Usually NE Medium Magical Beast

Init +2; Senses darkvision 60 ft., low-light vision, scent; Listen +6, Spot +6

Languages Worg

AC 14, touch 12, flat-footed 12
(+2 Dex, +2 natural)

hp 30 (4 HD)

Fort +6, Ref +6, Will +3

Speed 50 ft.,

Melee Bite +7 (1d6+4)

Space 5 ft.; Reach 5 ft.

Base Atk +4; Grp +7

Atk Options trip

Abilities Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10

Feats Alertness, Track

Skills Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2*

Advancement 5-6 HD (Medium); 7-12 HD (Large)

Level adjustment +1 (cohort)

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.

WraithCR 5

Always LE Medium Undead (Incorporeal)

Init +7; Senses darkvision 60 ft.; Listen +12, Spot +12

Aura unnatural aura

Languages Common, Infernal

AC 15, touch 15, flat-footed 12
(+3 Dex, +2 deflection)

hp 32 (5 HD)

Fort +1, Ref +4, Will +6

Speed fly 60 ft. (good)

Melee Incorporeal touch +5 (1d4 plus 1d6 Constitution drain)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp

Atk Options Blind-Fight, Combat Reflexes

Special Actions create spawn

Abilities Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15

SQ daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits

Feats Blind-Fight, Combat Reflexes, Alertness, Improved Initiative

Skills Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks)

Advancement 6-10 HD (Medium)

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.

Daylight Powerlessness (Ex) Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.

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.

Dread WraithCR 11

Always LE Large Undead (Incorporeal)

Init +13; Senses darkvision 60 ft., lifesense 60 ft.; Listen +25, Spot +25

Aura unnatural aura

Languages Common, Infernal

AC 25, touch 25, flat-footed 16; Dodge, Mobility
(−1 size, +9 Dex, +7 deflection)

hp 104 (16 HD)

Fort +5, Ref +14, Will +14

Speed fly 60 ft. (good)

Melee Incorporeal touch +16 (2d6 plus 1d8 Constitution drain)

Space 10 ft.; Reach 10 ft.

Base Atk +8; Grp

Atk Options Blind-Fight, Combat Reflexes

Special Actions Spring Attack, create spawn

Abilities Str -, Dex 28, Con -, Int 17, Wis 18, Cha 24

SQ daylight powerlessness, incorporeal traits, undead traits

Feats Blind-Fight, Combat Reflexes, Dodge, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack, Alertness, Improved Initiative

Skills Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion) +22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6 following tracks)

Advancement 17-32 HD (Large)

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.

Daylight Powerlessness (Ex) Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.

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 .

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.

WyvernCR 6

Usually N Large Dragon

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +13, Spot +16

Languages Draconic

AC 18, touch 10, flat-footed 17
(−1 size, +1 Dex, +8 natural)

hp 59 (7 HD)

Immune sleep, paralysis

Fort +7, Ref +6, Will +6

Speed 20 ft., fly 60 ft. (poor)

Melee Sting +10 (1d6+4 plus poison) and bite +8 (2d8+4) and 2 wings +8 (1d8+2) and 2 talons +8 (2d6+4)

Space 10 ft.; Reach 5 ft.

Base Atk +7; Grp +15

Atk Options Flyby Attack, improved grab

Abilities Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9

Feats Ability Focus (poison), Alertness, Flyby Attack, Multiattack

Skills Hide +7, Listen +13, Move Silently +11, Spot +16

Advancement 8-10 HD (Huge); 11-21 HD (Gargantuan)

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.

XillCR 6

Always LE Medium Outsider (Extraplanar)

Init +7; Senses darkvision 60 ft.; Listen +9, Spot +9

Languages Infernal

AC 20, touch 13, flat-footed 17
(+3 Dex, +7 natural)

hp 32 (5 HD)

SR 21

Fort +6, Ref +7, Will +5

Speed 40 ft.,

Melee 2 short swords +5 (1d6+2/19-20, 1d6+1/19-20) and 2 claws +5 (1d4+1); or

Melee 4 claws +5 (1d4+2, 1d4+1)

Ranged 2 longbows +4 (1d8/x3)

Space 5 ft.; Reach 5 ft.

Base Atk +5; Grp +7

Atk Options improved grab

Special Actions implant, paralysis, planewalk

Abilities Str 15, Dex 16, Con 15, Int 12, Wis 12, Cha 11

Feats Improved Initiative, Multiweapon Fighting, Multiattack

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)

Advancement 6-8 HD (Medium); 9-15 HD (Large)

Level adjustment +4

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.

Minor XornCR 3

Usually N Small Outsider (Extraplanar, Earth)

Init +0; Senses all-around vision, darkvision 60 ft., tremorsense 60 ft.; Listen +6, Spot +8

Languages Common, Terran

AC 23, touch 11, flat-footed 23
(+1 size, +12 natural)

hp 22 (3 HD); DR 5/bludgeoning

Immune cold, fire

Resist electricity 10

Fort +5, Ref +3, Will +3

Speed 20 ft., burrow 20 ft.

Melee Bite +6 (2d8+2) and 3 claws +4 (1d3+1)

Space 5 ft.; Reach 5 ft.

Base Atk +; Grp +

Abilities Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10

SQ earth glide

Feats Multiattack, Toughness

Skills Hide +10, Intimidate +3, Knowledge (dungeoneering) +6, Listen +6, Move Silently +3, Search +6, Spot +8, Survival +6 (+8 following tracks or underground)

Advancement 4-6 HD (Small)

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.

Average XornCR 6

Usually N Medium Outsider (Extraplanar, Earth)

Init +0; Senses all-around vision, darkvision 60 ft., tremorsense 60 ft.; Listen +10, Spot +10

Languages Common, Terran

AC 24, touch 10, flat-footed 24
(+14 natural)

hp 48 (7 HD); DR 5/bludgeoning

Immune cold, fire

Resist electricity 10

Fort +7, Ref +5, Will +5

Speed 20 ft., burrow 20 ft.

Melee Bite +10 (4d6+3) and 3 claws +8 (1d4+1)

Space 5 ft.; Reach 5 ft.

Base Atk +; Grp +

Atk Options Power Attack, Cleave

Abilities Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10

SQ earth glide

Feats Multiattack, Power Attack, Toughness, Cleave

Skills Hide +10, Intimidate +10, Knowledge (dungeoneering) +10, Listen +10, Move Silently +10, Search +10, Spot +10, Survival +10 (+12 following tracks or underground)

Advancement 8-14 HD (Medium)

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.

Elder XornCR 8

Usually N Large Outsider (Extraplanar, Earth)

Init +0; Senses all-around vision, darkvision 60 ft., tremorsense 60 ft.; Listen +18, Spot +22

Languages Common, Terran

AC 25, touch 9, flat-footed 25
(−1 size, +16 natural)

hp 130 (15 HD); DR 5/bludgeoning

Immune cold, fire

Resist electricity 10

Fort +13, Ref +9, Will +9

Speed 20 ft., burrow 20 ft.

Melee Bite +21 (4d8+7) and 3 claws +19 (1d6+3)

Space 10 ft.; Reach 10 ft.

Base Atk +; Grp +

Atk Options Awesome Blow, Great Cleave, Improved Bull Rush, Power Attack, Cleave

Abilities Str 25, Dex 10, Con 19, Int 10, Wis 11, Cha 10

SQ earth glide

Feats Awesome Blow, Great Cleave, Improved Bull Rush, Multiattack, Power Attack, Toughness, Cleave

Skills Hide +14, Intimidate +18, Knowledge (dungeoneering) +18, Listen +18, Move Silently +18, Search +22, Spot +22, Survival +18 (+20 following tracks or underground)

Advancement 16-21 HD (Large); 22-45 HD (Huge)

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 HoundCR 3

Always NE Medium Outsider (Extraplanar, Evil)

Init +6; Senses darkvision 60 ft., scent; Listen +11, Spot +11

Languages

AC 20, touch 12, flat-footed 18
(+2 Dex, +8 natural)

hp 19 (3 HD); DR 10/silver

Fort +5, Ref +5, Will +5

Speed 40 ft., fly 60 ft. (good)

Melee Bite +6 (1d8+4)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp +6

Atk Options trip

Special Actions bay

Abilities Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10

SQ flight

Feats Improved Initiative, Track

Skills Listen +11, Spot +11, Search +7, Survival +11 (+13 following tracks)*

Advancement 4-6 HD (Medium); 7-9 HD (Large)

Level adjustment +3 (cohort)

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.

Flight (Su) A yeth hound can cease or resume flight as a free action.

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.

Skills *A yeth hound has a +4 racial bonus on Survival checks when tracking by scent.

YrthakCR 9

Often N Huge Magical Beast

Init +6; Senses blindsight 120 ft.; Listen +12, Spot +1

Languages

AC 18, touch 10, flat-footed 16
(−2 size, +2 Dex, +8 natural)

hp 102 (12 HD)

Fort +11, Ref +10, Will +5

Weakness vulnerability to sonic

Speed 20 ft., fly 60 ft. (average)

Melee Bite +15 (2d8+5) and 2 claws +13 (1d6+2)

Ranged Sonic lance +12 touch (6d6)

Space 15 ft.; Reach 10 ft.

Base Atk +12; Grp +25

Atk Options Flyby Attack

Special Actions sonic lance, explosion

Abilities Str 20, Dex 14, Con 17, Int 7, Wis 13, Cha 11

SQ immunities

Feats Endurance, Flyby Attack, Improved Initiative, Multiattack, Snatch

Skills Listen +12, Move Silently +10

Advancement 13-16 HD (Huge); 17-36 HD (Gargantuan)

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.

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.

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.

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.

Kobold ZombieCR 1/2

Always NE Small Undead

Init +0; Senses darkvision 60 ft.; Listen +0, Spot +0

Languages

AC 13, touch 11, flat-footed 13
(+1 size, +2 natural)

hp 16 (2 HD); DR 5/slashing

Fort +0, Ref +0, Will +3

Speed 30 ft.,

Melee Spear +0 (1d6-1/x3); or

Melee Slam +0 (1d4-1)

Ranged Light crossbow +1 (1d6/19-20)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp −4

Abilities Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1

SQ single actions only, undead traits

Feats Toughness

Skills

Advancement None

Human Commoner ZombieCR 1/2

Always NE Medium Undead

Init −1; Senses darkvision 60 ft.; Listen +0, Spot +0

Languages

AC 11, touch 9, flat-footed 11
(−1 Dex, +2 natural)

hp 16 (2 HD); DR 5/slashing

Fort +0, Ref −1, Will +3

Speed 30 ft.,

Melee Slam +2 (1d6+1); or

Melee Club +2 (1d6+1)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Abilities Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1

SQ single actions only, undead traits

Feats Toughness

Skills

Advancement None

Troglodyte ZombieCR 1

Always NE Medium Undead

Init −2; Senses darkvision 60 ft.; Listen +0, Spot +0

Languages

AC 16, touch 8, flat-footed 16
(−2 Dex, +8 natural)

hp 29 (4 HD); DR 5/slashing

Fort +1, Ref −1, Will +4

Speed 30 ft.,

Melee Greatclub +3 (1d10+1); or

Melee Bite +3 (1d4+1); or

Melee Slam +3 (1d6+1)

Ranged Javelin +0 (1d6+1)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +3

Abilities Str 12, Dex 7, Con -, Int -, Wis 10, Cha 1

SQ single actions only, undead traits

Feats Toughness

Skills

Advancement None

Bugbear ZombieCR 2

Always NE Medium Undead

Init +0; Senses darkvision 60 ft.; Listen +0, Spot +0

Languages

AC 16, touch 10, flat-footed 16
(+5 natural, +1 light shield)

hp 42 (6 HD); DR 5/slashing

Fort +2, Ref +2, Will +5

Speed 30 ft.,

Melee Morningstar +6 (1d8+3); or

Melee Slam +6 (1d6+3)

Ranged Javelin +3 (1d6+2)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp +6

Abilities Str 17, Dex 10, Con -, Int -, Wis 10, Cha 1

SQ single actions only, undead traits

Feats Toughness

Skills

Advancement None

Ogre ZombieCR 3

Always NE Large Undead

Init −2; Senses darkvision 60 ft.; Listen +0, Spot +0

Languages

AC 15, touch 7, flat-footed 15
(−1 size, −2 Dex, +8 natural)

hp 55 (8 HD); DR 5/slashing

Fort +2, Ref +0, Will +6

Speed 40 ft.,

Melee Greatclub +9 (2d8+9); or

Melee Slam +9 (1d8+9)

Ranged Javelin +1 (1d8+6)

Space 10 ft.; Reach 10 ft.

Base Atk +4; Grp +14

Abilities Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1

SQ single actions only, undead traits

Feats Toughness

Skills

Advancement None

Minotaur ZombieCR 4

Always NE Large Undead

Init −1; Senses darkvision 60 ft.; Listen +0, Spot +0

Languages

AC 16, touch 8, flat-footed 16
(−1 size, −1 Dex, +8 natural)

hp 81 (12 HD); DR 5/slashing

Fort +4, Ref +3, Will +8

Speed 30 ft.,

Melee Greataxe +10 (3d6+7/x3); or

Melee Gore +10 (1d8+5); or

Melee Slam +10 (1d8+5)

Space 10 ft.; Reach 10 ft.

Base Atk +6; Grp +15

Abilities Str 21, Dex 8, Con -, Int -, Wis 10, Cha 1

SQ single actions only, undead traits

Feats Toughness

Skills

Advancement None

Wyvern ZombieCR 4

Always NE Large Undead

Init +0; Senses darkvision 60 ft.; Listen +0, Spot +0

Languages

AC 20, touch 8, flat-footed 20
(−2 size, +12 natural)

hp 94 (14 HD); DR 5/slashing

Fort +4, Ref +4, Will +9

Speed 20 ft., fly 60 ft. (poor)

Melee Slam +11 (2d6+7); or

Melee Talons +11 (2d6+5)

Space 10 ft.; Reach 10 ft.

Base Atk +7; Grp +16

Abilities Str 21, Dex 10, Con -, Int -, Wis 10, Cha 1

SQ single actions only, undead traits

Feats Toughness

Skills

Advancement 16-20 HD (Huge)

Gray Render ZombieCR 6

Always NE Large Undead

Init −1; Senses darkvision 60 ft.; Listen +0, Spot +0

Languages

AC 16, touch 8, flat-footed 16
(−1 size, −1 Dex, +8 natural)

hp 133 (20 HD); DR 5/slashing

Fort +6, Ref +5, Will +12

Speed 30 ft.,

Melee Bite +16 (2d6+7); or

Melee Slam +16 (1d8+10)

Space 10 ft.; Reach 10 ft.

Base Atk +10; Grp +21

Abilities Str 25, Dex 8, Con -, Int -, Wis 10, Cha 1

SQ single actions only, undead traits

Feats Toughness

Skills

Advancement None

ApeCR 2

Large Animal

Init +2; Senses low-light vision, scent; Listen +6, Spot +6

Languages

AC 14, touch 11, flat-footed 12
(−1 size, +2 Dex, +3 natural)

hp 29 (4 HD)

Fort +6, Ref +6, Will +2

Speed 30 ft., climb 30 ft.

Melee 2 claws +7 (1d6+5) and bite +2 (1d6+2)

Space 10 ft.; Reach 10 ft.

Base Atk +3; Grp +12

Abilities Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7

Feats Alertness, Toughness

Skills Climb +14, Listen +6, Spot +6

Advancement 5-8 HD (Large)

Skills Apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

BaboonCR 1/2

Medium Animal

Init +2; Senses low-light vision, scent; Listen +5, Spot +5

Languages

AC 13, touch 12, flat-footed 11
(+2 Dex, +1 natural)

hp 5 (1 HD)

Fort +3, Ref +4, Will +1

Speed 40 ft., climb 30 ft.

Melee Bite +2 (1d6+3)

Space 5 ft.; Reach 5 ft.

Base Atk +0; Grp +2

Abilities Str 15, Dex 14, Con 12, Int 2, Wis 12, Cha 4

Feats Alertness

Skills Climb +10, Listen +5, Spot +5

Advancement 2-3 HD (Medium)

Skills Baboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

BadgerCR 1/2

Small Animal

Init +3; Senses low-light vision, scent; Listen +3, Spot +3

Languages

AC 15, touch 14, flat-footed 12
(+1 size, +3 Dex, +1 natural)

hp 6 (1 HD)

Fort +4, Ref +5, Will +1

Speed 30 ft., burrow 10 ft.

Melee 2 claws +4 (1d2-1) and bite −1 (1d3-1)

Space 5 ft.; Reach 5 ft.

Base Atk +0; Grp −5

Abilities Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6

Feats Weapon Finesse, Track

Skills Escape Artist +7, Listen +3, Spot +3

Advancement 2 HD (Small)

Rage (Ex) A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

Skills A badger has a +4 racial bonus on Escape Artist checks.

BatCR 1/10

Diminutive Animal

Init +2; Senses blindsense 20 ft., low-light vision; Listen +8*, Spot +8*

Languages

AC 16, touch 16, flat-footed 14
(+4 size, +2 Dex)

hp 1 (1/4 HD)

Fort +2, Ref +4, Will +2

Speed 5 ft., fly 40 ft. (good)

Space 1 ft.; Reach 0 ft.

Base Atk +0; Grp −17

Abilities Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4

Feats Alertness

Skills Hide +14, Listen +8*, Move Silently +6, Spot +8*

Advancement -

Skills: *A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated

Bear, BlackCR 2

Medium Animal

Init +1; Senses low-light vision, scent; Listen +4, Spot +4

Languages

AC 13, touch 11, flat-footed 12
(+1 Dex, +2 natural)

hp 19 (3 HD)

Fort +5, Ref +4, Will +2

Speed 40 ft.,

Melee 2 claws +6 (1d4+4) and bite +1 (1d6+2)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +6

Abilities Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6

Feats Endurance, Run

Skills Climb +4, Listen +4, Spot +4, Swim +8

Advancement 4-5 HD (Medium)

Skills A black bear has a +4 racial bonus on Swim checks.

Bear, BrownCR 4

Large Animal

Init +1; Senses low-light vision, scent; Listen +4, Spot +7

Languages

AC 15, touch 10, flat-footed 14
(−1 size, +1 Dex, +5 natural)

hp 51 (6 HD)

Fort +9, Ref +6, Will +3

Speed 40 ft.,

Melee 2 claws +11 (1d8+8) and bite +6 (2d6+4)

Space 10 ft.; Reach 5 ft.

Base Atk +4; Grp +16

Atk Options improved grab

Abilities Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6

Feats Endurance, Run, Track

Skills Listen +4, Spot +7, Swim +12

Advancement 7-10 HD (Large)

Improved Grab (Ex) To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills A brown bear has a +4 racial bonus on Swim checks.

Bear, PolarCR 4

Large Animal

Init +1; Senses low-light vision, scent; Listen +5, Spot +7

Languages

AC 15, touch 10, flat-footed 14
(−1 size, +1 Dex, +5 natural)

hp 68 (8 HD)

Fort +10, Ref +7, Will +3

Speed 40 ft., swim 30 ft.

Melee 2 claws +13 (1d8+8) and bite +8 (2d6+4)

Space 10 ft.; Reach 5 ft.

Base Atk +6; Grp +18

Atk Options improved grab

Abilities Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6

Feats Endurance, Run, Track

Skills Hide −2*, Listen +5, Spot +7, Swim +16

Advancement 9-12 HD (Large)

Improved Grab (Ex) To use this ability, a polar bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills A polar bear 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. *A polar bear's white coat bestows a +12 racial bonus on Hide checks in snowy areas.

BisonCR 2

Large Animal

Init +0; Senses low-light vision, scent; Listen +7, Spot +5

Languages

AC 13, touch 9, flat-footed 13
(−1 size, +4 natural)

hp 37 (5 HD)

Fort +7, Ref +4, Will +1

Speed 40 ft.,

Melee Gore +8 (1d8+9)

Space 10 ft.; Reach 5 ft.

Base Atk +3; Grp +13

Special Actions stampede

Abilities Str 22, Dex 10, Con 16, Int 2, Wis 11, Cha 4

Feats Alertness, Endurance

Skills Listen +7, Spot +5

Advancement 6-7 HD (Large)

Stampede (Ex) A frightened herd of bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half ). The save DC is Strength-based.

BoarCR 2

Medium Animal

Init +0; Senses low-light vision, scent; Listen +7, Spot +5

Languages

AC 16, touch 10, flat-footed 16
(+6 natural)

hp 25 (3 HD)

Fort +6, Ref +3, Will +2

Speed 40 ft.,

Melee Gore +4 (1d8+3)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +4

Abilities Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4

SQ ferocity

Feats Alertness, Toughness

Skills Listen +7, Spot +5

Advancement 4-5 HD (Medium)

Ferocity (Ex) A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

CamelCR 1

Large Animal

Init +3; Senses low-light vision, scent; Listen +5, Spot +5

Languages

AC 13, touch 12, flat-footed 10
(−1 size, +3 Dex, +1 natural)

hp 19 (3 HD)

Fort +5, Ref +6, Will +1

Speed 50 ft.,

Melee Bite +0 (1d4+2*)

Space 10 ft.; Reach 5 ft.

Base Atk +2; Grp +10

Abilities Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4

Feats Alertness, Endurance

Skills Listen +5, Spot +5

Advancement -

Carrying Capacity A light load for a camel is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A camel can drag 4,500 pounds.

CatCR 1/4

Tiny Animal

Init +2; Senses low-light vision, scent; Listen +3, Spot +3

Languages

AC 14, touch 14, flat-footed 12
(+2 size, +2 Dex)

hp 2 (1/2 HD)

Fort +2, Ref +4, Will +1

Speed 30 ft.,

Melee 2 claws +4 (1d2-4) and bite −1 (1d3-4)

Space 2-1/2 ft.; Reach 0 ft.

Base Atk +0; Grp −12

Abilities Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7

Feats Weapon Finesse

Skills Balance +10, Climb +6, Hide +14*, Jump +10, Listen +3, Move Silently +6, Spot +3

Advancement -

Skills Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

CheetahCR 2

Medium Animal

Init +4; Senses low-light vision, scent; Listen +4, Spot +4

Languages

AC 15, touch 14, flat-footed 11
(+4 Dex, +1 natural)

hp 19 (3 HD)

Fort +5, Ref +7, Will +2

Speed 50 ft.,

Melee Bite +6 (1d6+3) and 2 claws +1 (1d2+1)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +5

Atk Options trip

Special Actions sprint

Abilities Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6

Feats Alertness, Weapon Finesse

Skills Hide +6, Listen +4, Move Silently +6, Spot +4

Advancement 4-5 HD (Medium)

Sprint (Ex) Once per hour, a cheetah can move ten times its normal speed (500 feet) when it makes a charge.

Trip (Ex) A cheetah that hits with a claw or 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 cheetah.

CrocodileCR 2

Medium Animal

Init +1; Senses low-light vision; Listen +4, Spot +4

Languages

AC 15, touch 11, flat-footed 14
(+1 Dex, +4 natural)

hp 22 (3 HD)

Fort +6, Ref +4, Will +2

Speed 20 ft., swim 30 ft.

Melee Bite +6 (1d8+6); or

Melee Tail slap +6 (1d12+6)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +6

Atk Options improved grab

Abilities Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2

SQ hold breath

Feats Alertness, Skill Focus (Hide)

Skills Hide +7*, Listen +4, Spot +4, Swim +12

Advancement 4-5 HD (Medium)

Hold Breath (Ex) A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.

Improved Grab (Ex) To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.

Skills A crocodile 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. *A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Crocodile, GiantCR 4

Huge Animal

Init +1; Senses low-light vision; Listen +5, Spot +5

Languages

AC 16, touch 9, flat-footed 15
(−2 size, +1 Dex, +7 natural)

hp 59 (7 HD)

Fort +9, Ref +6, Will +3

Speed 20 ft., swim 30 ft.

Melee Bite +11 (2d8+12); or

Melee Tail slap +11 (1d12+12)

Space 15 ft.; Reach 10 ft.

Base Atk +5; Grp +21

Atk Options improved grab

Abilities Str 27, Dex 12, Con 19, Int 1, Wis 12, Cha 2

SQ hold breath

Feats Alertness, Endurance, Skill Focus (Hide)

Skills Hide +1*, Listen +5, Spot +5, Swim +16

Advancement 8-14 HD (Huge)

Improved Grab (Ex) To use this ability, a giant crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the giant crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.

DogCR 1/3

Small Animal

Init +3; Senses low-light vision, scent; Listen +5, Spot +5

Languages

AC 15, touch 14, flat-footed 12
(+1 size, +3 Dex, +1 natural)

hp 6 (1 HD)

Fort +4, Ref +5, Will +1

Speed 40 ft.,

Melee Bite +2 (1d4+1)

Space 5 ft.; Reach 5 ft.

Base Atk +0; Grp −3

Abilities Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6

Feats Alertness, Track

Skills Jump +7, Listen +5, Spot +5, Survival +1*

Advancement -

Skills Dogs have a +4 racial bonus on Jump checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent.

Dog, RidingCR 1

Medium Animal

Init +2; Senses low-light vision, scent; Listen +5, Spot +5

Languages

AC 16, touch 12, flat-footed 14
(+2 Dex, +4 natural)

hp 13 (2 HD)

Fort +5, Ref +5, Will +1

Speed 40 ft.,

Melee Bite +3 (1d6+3)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +3

Abilities Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6

Feats Alertness, Track

Skills Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*

Advancement -

Skills Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.

Carrying Capacity A light load for a riding dog is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A riding dog can drag 1,500 pounds.

DonkeyCR 1/6

Medium Animal

Init +1; Senses low-light vision, scent; Listen +3, Spot +2

Languages

AC 13, touch 11, flat-footed 12
(+1 Dex, +2 natural)

hp 11 (2 HD)

Fort +4, Ref +4, Will +0

Speed 30 ft.,

Melee Bite +1 (1d2)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +1

Abilities Str 10, Dex 13, Con 12, Int 2, Wis 11, Cha 4

Feats Endurance

Skills Balance +3, Listen +3, Spot +2

Advancement -

Skills Donkeys have a +2 racial bonus on Balance checks.

Carrying Capacity A light load for a donkey is up to 50 pounds; a medium load, 51-100 pounds; and a heavy load, 101-150 pounds. A donkey can drag 750 pounds.

EagleCR 1/2

Small Animal

Init +2; Senses low-light vision; Listen +2, Spot +14

Languages

AC 14, touch 13, flat-footed 12
(+1 size, +2 Dex, +1 natural)

hp 5 (1 HD)

Fort +3, Ref +4, Will +2

Speed 10 ft., fly 80 ft. (average)

Melee 2 talons +3 (1d4) and bite −2 (1d4)

Space 5 ft.; Reach 5 ft.

Base Atk +0; Grp −4

Abilities Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6

Feats Weapon Finesse

Skills Listen +2, Spot +14

Advancement 2-3 HD (Medium)

Skills Eagles have a +8 racial bonus on Spot checks.

ElephantCR 7

Huge Animal

Init +0; Senses low-light vision, scent; Listen +12, Spot +10

Languages

AC 15, touch 8, flat-footed 15
(−2 size, +7 natural)

hp 104 (11 HD)

Fort +12, Ref +7, Will +6

Speed 40 ft.,

Melee Slam +16 (2d6+10) and 2 stamps +11 (2d6+5); or

Melee Gore +16 (2d8+15)

Space 15 ft.; Reach 10 ft.

Base Atk +8; Grp +26

Special Actions trample 2d8+15

Abilities Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7

Feats Alertness, Endurance, Iron Will, Skill Focus (Listen)

Skills Listen +12, Spot +10

Advancement 12-22 HD (Huge)

Trample (Ex) Reflex half DC 25. The save DC is Strength-based.

HawkCR 1/3

Tiny Animal

Init +3; Senses low-light vision; Listen +2, Spot +14

Languages

AC 17, touch 15, flat-footed 14
(+2 size, +3 Dex, +2 natural)

hp 4 (1 HD)

Fort +2, Ref +5, Will +2

Speed 10 ft., fly 60 ft. (average)

Melee Talons +5 (1d4-2)

Space 2-1/2 ft.; Reach 0 ft.

Base Atk +0; Grp −10

Abilities Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6

Feats Weapon Finesse

Skills Listen +2, Spot +14

Advancement -

Horse, HeavyCR 1

Large Animal

Init +1; Senses low-light vision, scent; Listen +4, Spot +4

Languages

AC 13, touch 10, flat-footed 12
(−1 size, +1 Dex, +3 natural)

hp 19 (3 HD)

Fort +5, Ref +4, Will +2

Speed 50 ft.,

Melee 2 hooves −1 (1d6+1*)

Space 10 ft.; Reach 5 ft.

Base Atk +2; Grp +9

Abilities Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6

Feats Endurance, Run

Skills Listen +4, Spot +4

Advancement -

Carrying Capacity A light load for a heavy horse is up to 200 pounds; a medium load, 201-400 pounds; and a heavy load, 401-600 pounds. A heavy horse can drag 3,000 pounds.

Horse, LightCR 1

Large Animal

Init +1; Senses low-light vision, scent; Listen +4, Spot +4

Languages

AC 13, touch 10, flat-footed 12
(−1 size, +1 Dex, +3 natural)

hp 19 (3 HD)

Fort +5, Ref +4, Will +2

Speed 60 ft.,

Melee 2 hooves −2 (1d4+1*)

Space 10 ft.; Reach 5 ft.

Base Atk +2; Grp +8

Abilities Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6

Feats Endurance, Run

Skills Listen +4, Spot +4

Advancement -

Carrying Capacity A light load for a light horse is up to 150 pounds; a medium load, 151-300 pounds; and a heavy load, 301-450 pounds. A light horse can drag 2,250 pounds.

Warhorse, HeavyCR 2

Large Animal

Init +1; Senses low-light vision, scent; Listen +5, Spot +4

Languages

AC 14, touch 10, flat-footed 13
(−1 size, +1 Dex, +4 natural)

hp 30 (4 HD)

Fort +7, Ref +5, Will +2

Speed 50 ft.,

Melee 2 hooves +6 (1d6+4) and bite +1 (1d4+2)

Space 10 ft.; Reach 5 ft.

Base Atk +3; Grp +11

Abilities Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6

Feats Endurance, Run

Skills Listen +5, Spot +4

Advancement -

Carrying Capacity A light load for a heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A heavy warhorse can drag 4,500 pounds.

Warhorse, LightCR 1

Large Animal

Init +1; Senses low-light vision, scent; Listen +4, Spot +4

Languages

AC 14, touch 10, flat-footed 13
(−1 size, +1 Dex, +4 natural)

hp 22 (3 HD)

Fort +6, Ref +4, Will +2

Speed 60 ft.,

Melee 2 hooves +4 (1d4+3) and bite −1 (1d3+1)

Space 10 ft.; Reach 5 ft.

Base Atk +2; Grp +9

Abilities Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6

Feats Endurance, Run

Skills Listen +4, Spot +4

Advancement -

Carrying Capacity A light load for a light warhorse is up to 230 pounds; a medium load, 231-460 pounds; and a heavy load, 461-690 pounds. A light warhorse can drag 3,450 pounds.

HyenaCR 1

Medium Animal

Init +2; Senses low-light vision, scent; Listen +6, Spot +4

Languages

AC 14, touch 12, flat-footed 12
(+2 Dex, +2 natural)

hp 13 (2 HD)

Fort +5, Ref +5, Will +1

Speed 50 ft.,

Melee Bite +3 (1d6+3)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +3

Atk Options trip

Abilities Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6

Feats Alertness

Skills Hide +3*, Listen +6, Spot +4

Advancement 3 HD (Medium); 4-5 HD (Large)

Trip (Ex) A hyena that hits with its bite attack can attempt to trip the opponent (+2 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 hyena.

Skills *Hyenas have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.

LeopardCR 2

Medium Animal

Init +4; Senses low-light vision, scent; Listen +6, Spot +6

Languages

AC 15, touch 14, flat-footed 11
(+4 Dex, +1 natural)

hp 19 (3 HD)

Fort +5, Ref +7, Will +2

Speed 40 ft., climb 20 ft.

Melee Bite +6 (1d6+3) and 2 claws +1 (1d3+1)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +5

Atk Options improved grab, pounce, rake 1d3+1

Abilities Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6

Feats Alertness, Weapon Finesse

Skills Balance +12, Climb +11, Hide +8*, Jump +11, Listen +6, Move Silently +8, Spot +6

Advancement 4-5 HD (Medium)

Improved Grab (Ex) To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex) If a leopard charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +6 melee, damage 1d3+1.

Skills Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

LionCR 3

Large Animal

Init +3; Senses low-light vision, scent; Listen +5, Spot +5

Languages

AC 15, touch 12, flat-footed 12
(−1 size, +3 Dex, +3 natural)

hp 32 (5 HD)

Fort +6, Ref +7, Will +2

Speed 40 ft.,

Melee 2 claws +7 (1d4+5) and bite +2 (1d8+2)

Space 10 ft.; Reach 5 ft.

Base Atk +3; Grp +12

Atk Options pounce, improved grab, rake 1d4+2

Abilities Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6

Feats Alertness, Run

Skills Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5

Advancement 6-8 HD (Large)

Improved Grab (Ex) To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex) If a lion charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +7 melee, damage 1d4+2.

Skills Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

LizardCR 1/6

Tiny Animal

Init +2; Senses low-light vision; Listen +3, Spot +3

Languages

AC 14, touch 14, flat-footed 12
(+2 size, +2 Dex)

hp 2 (1/2 HD)

Fort +2, Ref +4, Will +1

Speed 20 ft., climb 20 ft.

Melee Bite +4 (1d4-4)

Space 2-1/2 ft.; Reach 0 ft.

Base Atk +0; Grp −12

Abilities Str 3, Dex 15, Con 10, Int 1, Wis 12, Cha 2

Feats Weapon Finesse

Skills Balance +10, Climb +12, Hide +10, Listen +3, Spot +3

Advancement -

Skills Lizards have a +8 racial bonus on Balance checks. They also have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Lizards use their Dexterity modifier instead of their Strength modifier for Climb checks.

Lizard, MonitorCR 2

Medium Animal

Init +2; Senses low-light vision; Listen +4, Spot +4

Languages

AC 15, touch 12, flat-footed 13
(+2 Dex, +3 natural)

hp 22 (3 HD)

Fort +8, Ref +5, Will +2

Speed 30 ft., swim 30 ft.

Melee Bite +5 (1d8+4)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +5

Abilities Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha 2

Feats Alertness, Great Fortitude

Skills Climb +7, Hide +6*, Listen +4, Move Silently +6, Spot +4, Swim +11

Advancement 4-5 HD (Medium)

Skills A monitor 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. Monitor lizards have a +4 racial bonus on Hide and Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +8.

Manta RayCR 1

Large Animal (Aquatic)

Init +0; Senses low-light vision; Listen +7, Spot +6

Languages

AC 12, touch 9, flat-footed 12
(−1 size, +3 natural)

hp 18 (4 HD)

Fort +4, Ref +4, Will +2

Speed swim 30 ft.

Melee Ram −1 (1d6+1)

Space 10 ft.; Reach 5 ft.

Base Atk +3; Grp +9

Abilities Str 15, Dex 11, Con 10, Int 1, Wis 12, Cha 2

Feats Alertness, Endurance

Skills Listen +7, Spot +6, Swim +10

Advancement 5-6 HD (Medium)

Skills A manta ray 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.

MonkeyCR 1/6

Tiny Animal

Init +2; Senses low-light vision; Listen +3, Spot +3

Languages

AC 14, touch 14, flat-footed 12
(+2 size, +2 Dex)

hp 4 (1 HD)

Fort +2, Ref +4, Will +1

Speed 30 ft., climb 30 ft.

Melee Bite +4 (1d3-4)

Space 2-1/2 ft.; Reach 0 ft.

Base Atk +0; Grp −12

Abilities Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5

Feats Weapon Finesse

Skills Balance +10, Climb +10, Hide +10, Listen +3, Spot +3

Advancement 2-3 HD (Small)

Skills Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.

MuleCR 1

Large Animal

Init +1; Senses low-light vision, scent; Listen +6, Spot +6

Languages

AC 13, touch 10, flat-footed 12
(−1 size, +1 Dex, +3 natural)

hp 22 (3 HD)

Fort +6, Ref +4, Will +1

Speed 30 ft.,

Melee 2 hooves +4 (1d4+3)

Space 10 ft.; Reach 5 ft.

Base Atk +2; Grp +9

Abilities Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6

Feats Alertness, Endurance

Skills Listen +6, Spot +6

Advancement -

Skills Mules have a +2 racial bonus on Dexterity checks to avoid slipping or falling.

Carrying Capacity A light load for a mule is up to 230 pounds; a medium load, 231-460 pounds; and a heavy load, 461-690 pounds. A mule can drag 3,450 pounds.

OctopusCR 1

Small Animal (Aquatic)

Init +3; Senses low-light vision; Listen +2, Spot +5

Languages

AC 16, touch 14, flat-footed 13
(+1 size, +3 Dex, +2 natural)

hp 9 (2 HD)

Fort +3, Ref +6, Will +1

Speed 20 ft., swim 30 ft.

Melee Arms +5 (0) and bite +0 (1d3)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Atk Options improved grab

Special Actions ink cloud, jet

Abilities Str 12, Dex 17, Con 11, Int 2, Wis 12, Cha 3

Feats Weapon Finesse

Skills Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9

Advancement 3-6 HD (Medium)

Improved Grab (Ex) To use this ability, an octopus must hit an opponent of any size with its arms 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 automatically deals bite damage.

Ink Cloud (Ex) An octopus can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex) An octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Skills An octopus can change colors, giving it a +4 racial bonus on Hide checks. An octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. An octopus 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.

Octopus, GiantCR 8

Large Animal (Aquatic)

Init +2; Senses low-light vision; Listen +4, Spot +6

Languages

AC 18, touch 11, flat-footed 16
(−1 size, +2 Dex, +7 natural)

hp 47 (8 HD)

Fort +7, Ref +8, Will +3

Speed 20 ft., swim 30 ft.

Melee 8 tentacles +10 (1d4+5) and bite +5 (1d8+2)

Space 10 ft.; Reach 10 ft. (20 ft. with tentacle)

Base Atk +6; Grp +15

Atk Options improved grab, constrict

Special Actions ink cloud, jet

Abilities Str 20, Dex 15, Con 13, Int 2, Wis 12, Cha 3

Feats Alertness, Skill Focus (Hide), Toughness

Skills Escape Artist +12, Hide +12, Listen +4, Spot +6, Swim +13

Advancement 9-12 HD (Large); 13-24 HD (Huge)

Constrict (Ex) A giant octopus deals 2d8+6 points of damage with a successful grapple check.

Improved Grab (Ex) To use this ability, a giant octopus must hit an opponent of any size with a tentacle 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.

Ink Cloud (Ex) A giant octopus can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex) A giant octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Skills A giant octopus can change colors, giving it a +4 racial bonus on Hide checks. A giant octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A giant octopus 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.

OwlCR 1/4

Tiny Animal

Init +3; Senses low-light vision; Listen +14, Spot +6*

Languages

AC 17, touch 15, flat-footed 14
(+2 size, +3 Dex, +2 natural)

hp 4 (1 HD)

Fort +2, Ref +5, Will +2

Speed 10 ft., fly 40 ft. (average)

Melee Talons +5 (1d4-3)

Space 2-1/2 ft.; Reach 0 ft.

Base Atk +0; Grp −11

Abilities Str 4, Dex 17, Con 10, Int 2, Wis 14, Cha 4

Feats Weapon Finesse

Skills Listen +14, Move Silently +17, Spot +6*

Advancement 2 HD (Small)

Skills Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.

PonyCR 1/4

Medium Animal

Init +1; Senses low-light vision, scent; Listen +5, Spot +5

Languages

AC 13, touch 11, flat-footed 12
(+1 Dex, +2 natural)

hp 11 (2 HD)

Fort +4, Ref +4, Will +0

Speed 40 ft.,

Melee 2 hooves −3 (1d3*)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Abilities Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4

Feats Endurance

Skills Listen +5, Spot +5

Advancement -

Carrying Capacity A light load for a pony is up to 75 pounds; a medium load, 76-150 pounds; and a heavy load, 151-225 pounds. A pony can drag 1,125 pounds.

Pony, WarCR 1/2

Medium Animal

Init +1; Senses low-light vision, scent; Listen +5, Spot +5

Languages

AC 13, touch 11, flat-footed 12
(+1 Dex, +2 natural)

hp 13 (2 HD)

Fort +5, Ref +4, Will +0

Speed 40 ft.,

Melee 2 hooves +3 (1d3+2)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +3

Abilities Str 15, Dex 13, Con 14, Int 2, Wis 11, Cha 4

Feats Endurance

Skills Listen +5, Spot +5

Advancement -

Carrying Capacity A light load for a warpony is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A warpony can drag 1,500 pounds.

PorpoiseCR 1/2

Medium Animal

Init +3; Senses blindsight 120 ft., low-light vision; Listen +8*, Spot +7*

Languages

AC 15, touch 13, flat-footed 12
(+3 Dex, +2 natural)

hp 11 (2 HD)

Fort +4, Ref +6, Will +1

Speed swim 80 ft.

Melee Slam +4 (2d4)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +1

Abilities Str 11, Dex 17, Con 13, Int 2, Wis 12, Cha 6

SQ hold breath

Feats Weapon Finesse

Skills Listen +8*, Spot +7*, Swim +8

Advancement 3-4 HD (Medium); 5-6 HD (Large)

Blindsight (Ex) Porpoises can 'see' by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a human's.

Hold Breath (Ex) A porpoise can hold its breath for a number of rounds equal to 6 x ?its Constitution score before it risks drowning.

Skills A porpoise 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. *A porpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.

RatCR 1/8

Tiny Animal

Init +2; Senses low-light vision, scent; Listen +1, Spot +1

Languages

AC 14, touch 14, flat-footed 12
(+2 size, +2 Dex)

hp 1 (1/4 HD)

Fort +2, Ref +4, Will +1

Speed 15 ft., climb 15 ft., swim 15 ft.

Melee Bite +4 (1d3-4)

Space 2-1/2 ft.; Reach 0 ft.

Base Atk +0; Grp −12

Abilities Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2

Feats Weapon Finesse

Skills Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10

Advancement -

Skills Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat 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.

RavenCR 1/6

Tiny Animal

Init +2; Senses low-light vision; Listen +3, Spot +5

Languages

AC 14, touch 14, flat-footed 12
(+2 size, +2 Dex)

hp 1 (1/4 HD)

Fort +2, Ref +4, Will +2

Speed 10 ft., fly 40 ft. (average)

Melee Claws +4 (1d2-5)

Space 2-1/2 ft.; Reach 0 ft.

Base Atk +0; Grp −13

Abilities Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6

Feats Weapon Finesse

Skills Listen +3, Spot +5

Advancement -

RhinocerosCR 4

Large Animal

Init +0; Senses low-light vision; Listen +14, Spot +3

Languages

AC 16, touch 9, flat-footed 16
(−1 size, +7 natural)

hp 76 (8 HD)

Fort +11, Ref +6, Will +3

Speed 30 ft.,

Melee Gore +13 (2d6+12)

Space 10 ft.; Reach 5 ft.

Base Atk +6; Grp +18

Special Actions powerful charge

Abilities Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 2

Feats Alertness, Endurance, Improved Natural Attack (gore)

Skills Listen +14, Spot +3

Advancement 9-12 HD (Large); 13-24 HD (Huge)

Powerful Charge (Ex) A rhinoceros deals 4d6+24 points of damage when it makes a charge.

Shark, MediumCR 1

Medium Animal (Aquatic)

Init +2; Senses blindsense, keen scent; Listen +6, Spot +6

Languages

AC 15, touch 12, flat-footed 13
(+2 Dex, +3 natural)

hp 16 (3 HD)

Fort +4, Ref +5, Will +2

Speed swim 60 ft.

Melee Bite +4 (1d6+1)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +3

Abilities Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2

Feats Alertness, Weapon Finesse

Skills Listen +6, Spot +6, Swim +9

Advancement 4-6 HD (Medium)

Blindsense (Ex) A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.

Keen Scent (Ex) A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Skills A shark 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.

Shark, LargeCR 2

Large Animal (Aquatic)

Init +6; Senses blindsense, keen scent; Listen +8, Spot +7

Languages

AC 15, touch 11, flat-footed 13
(−1 size, +2 Dex, +4 natural)

hp 38 (7 HD)

Fort +8, Ref +7, Will +3

Speed swim 60 ft.

Melee Bite +7 (1d8+4)

Space 10 ft.; Reach 5 ft.

Base Atk +5; Grp +12

Abilities Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2

Feats Alertness, Great Fortitude, Improved Initiative

Skills Listen +8, Spot +7, Swim +11

Advancement 8-9 HD (Large)

Blindsense (Ex) A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.

Keen Scent (Ex) A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Skills A shark 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.

Shark, HugeCR 4

Huge Animal (Aquatic)

Init +6; Senses blindsense, keen scent; Listen +10, Spot +10

Languages

AC 15, touch 10, flat-footed 13
(−2 size, +2 Dex, +5 natural)

hp 65 (10 HD)

Fort +11, Ref +9, Will +4

Speed swim 60 ft.

Melee Bite +10 (2d6+7)

Space 15 ft.; Reach 10 ft.

Base Atk +7; Grp +20

Abilities Str 21, Dex 15, Con 15, Int 1, Wis 12, Cha 2

Feats Alertness, Great Fortitude, Improved Initiative, Iron Will

Skills Listen +10, Spot +10, Swim +13

Advancement 11-17 HD (Huge)

Blindsense (Ex) A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.

Keen Scent (Ex) A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Skills A shark 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.

Constrictor SnakeCR 2

Medium Animal

Init +3; Senses scent; Listen +7, Spot +7

Languages

AC 15, touch 13, flat-footed 12
(+3 Dex, +2 natural)

hp 19 (3 HD)

Fort +4, Ref +6, Will +2

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee Bite +5 (1d3+4)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +5

Atk Options constrict 1d3+4, improved grab

Abilities Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2

Feats Alertness, Toughness

Skills Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11

Advancement 4-5 HD (Medium); 6-10 HD (Large)

Constrictor Snake, GiantCR 5

Huge Animal

Init +3; Senses scent; Listen +9, Spot +9

Languages

AC 15, touch 11, flat-footed 12
(−2 size, +3 Dex, +4 natural)

hp 63 (11 HD)

Fort +8, Ref +10, Will +4

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee Bite +13 (1d8+10)

Space 15 ft.; Reach 10 ft.

Base Atk +8; Grp +23

Atk Options constrict 1d8+10, improved grab

Abilities Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2

Feats Alertness, Endurance, Skill Focus (Hide), Toughness

Skills Balance +11, Climb +17, Hide +10, Listen +9, Spot +9, Swim +16

Advancement 12-16 HD (Huge); 17-33 HD (Gargantuan)

Snake, Tiny ViperCR 1/3

Tiny Animal

Init +3; Senses scent; Listen +6, Spot +6

Languages

AC 17, touch 15, flat-footed 14
(+2 size, +3 Dex, +2 natural)

hp 1 (1/4 HD)

Fort +2, Ref +5, Will +1

Speed 15 ft., climb 15 ft., swim 15 ft.

Melee Bite +5 (1 plus poison)

Space 2-1/2 ft.; Reach 0 ft.

Base Atk +0; Grp −11

Abilities Str 4, Dex 17, Con 11, Int 1, Wis 12, Cha 2

Feats Weapon Finesse

Skills Balance +11, Climb +11, Hide +15, Listen +6, Spot +6, Swim +5

Advancement -

Snake, Small ViperCR 1/2

Small Animal

Init +3; Senses scent; Listen +7, Spot +7

Languages

AC 17, touch 14, flat-footed 14
(+1 size, +3 Dex, +3 natural)

hp 4 (1 HD)

Fort +2, Ref +5, Will +1

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee Bite +4 (1d2-2 plus poison)

Space 5 ft.; Reach 5 ft.

Base Atk +0; Grp −6

Abilities Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2

Feats Weapon Finesse

Skills Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6

Advancement -

Snake, Medium ViperCR 1

Medium Animal

Init +3; Senses scent; Listen +5, Spot +5

Languages

AC 16, touch 13, flat-footed 13
(+3 Dex, +3 natural)

hp 9 (2 HD)

Fort +3, Ref +6, Will +1

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee Bite +4 (1d4-1 plus poison)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +0

Abilities Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2

Feats Weapon Finesse

Skills Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7

Advancement -

Snake, Large ViperCR 2

Large Animal

Init +7; Senses scent; Listen +5, Spot +6

Languages

AC 15, touch 12, flat-footed 12
(−1 size, +3 Dex, +3 natural)

hp 13 (3 HD)

Fort +3, Ref +6, Will +2

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee Bite +4 (1d4 plus poison)

Space 10 ft.; Reach 5 ft.

Base Atk +2; Grp +6

Abilities Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2

Feats Improved Initiative, Weapon Finesse

Skills Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8

Advancement -

Snake, Huge ViperCR 3

Huge Animal

Init +6; Senses scent; Listen +7, Spot +7

Languages

AC 15, touch 10, flat-footed 15
(−2 size, +2 Dex, +5 natural)

hp 33 (6 HD)

Fort +6, Ref +7, Will +3

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee Bite +6 (1d6+4 plus poison)

Space 15 ft.; Reach 10 ft.

Base Atk +4; Grp +15

Abilities Str 16, Dex 15, Con 13, Int 1, Wis 12, Cha 2

Feats Improved Initiative, Run, Weapon Focus (bite)

Skills Balance +10, Climb +11, Hide +3, Listen +7, Spot +7, Swim +11

Advancement 7-18 HD (Huge)

SquidCR 1

Medium Animal (Aquatic)

Init +3; Senses low-light vision; Listen +7, Spot +7

Languages

AC 16, touch 13, flat-footed 13
(+3 Dex, +3 natural)

hp 13 (3 HD)

Fort +3, Ref +6, Will +2

Speed swim 60 ft.

Melee Arms +4 (0) and bite −1 (1d6+1)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +8*

Atk Options improved grab

Special Actions ink cloud, jet

Abilities Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2

Feats Alertness, Endurance

Skills Listen +7, Spot +7, Swim +10

Advancement 4-6 HD (Medium); 7-11 HD (Large)

Improved Grab (Ex) To use this ability, a squid must hit an opponent of any size with its arms 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 automatically deals bite damage. *A squid has a +4 racial bonus on grapple checks.

Ink Cloud (Ex) A squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex) A squid can jet backward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Skills A squid 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

Squid, GiantCR 9

Huge Animal (Aquatic)

Init +3; Senses low-light vision; Listen +10, Spot +11

Languages

AC 17, touch 11, flat-footed 14
(−2 size, +3 Dex, +6 natural)

hp 72 (12 HD)

Fort +9, Ref +11, Will +5

Speed swim 80 ft.

Melee 0 tentacles +15 (1d6+8) and bite +10 (2d8+4)

Space 15 ft.; Reach 15 ft. (30 ft. with tentacle)

Base Atk +9; Grp +29

Atk Options constrict 1d6+8, improved grab

Special Actions ink cloud, jet

Abilities Str 26, Dex 17, Con 13, Int 1, Wis 12, Cha 2

Feats Alertness, Diehard, Endurance, Toughness (2)

Skills Listen +10, Spot +11, Swim +16

Advancement 13-18 HD (Huge); 19-36 HD (Gargantuan)

Constrict (Ex) A giant squid deals 1d6+8 points of damage with a successful grapple check.

Improved Grab (Ex) To use this ability, a giant squid must hit an opponent of any size with a tentacle 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. *A giant squid has a +4 racial bonus on grapple checks.

Ink Cloud (Ex) A giant squid can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex) A giant squid can jet backward once per round as a full-round action, at a speed of 320 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Skills A giant squid 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.

TigerCR 4

Large Animal

Init +2; Senses low-light vision, scent; Listen +3, Spot +3

Languages

AC 14, touch 11, flat-footed 12
(−1 size, +2 Dex, +3 natural)

hp 45 (6 HD)

Fort +8, Ref +7, Will +3

Speed 40 ft.,

Melee 2 claws +9 (1d8+6) and bite +4 (2d6+3)

Space 10 ft.; Reach 5 ft.

Base Atk +4; Grp +14

Atk Options improved grab, pounce, rake 1d8+3

Abilities Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6

Feats Alertness, Improved Natural Attack (bite), Improved Natural Attack (claw)

Skills Balance +6, Hide +3*, Listen +3, Move Silently +9, Spot +3, Swim +11

Advancement 7-12 HD (Large); 13-18 HD (Huge)

Improved Grab (Ex) To use this ability, a tiger must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex) If a tiger charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +9 melee, damage 1d8+3.

Skills Tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

ToadCR 1/10

Diminutive Animal

Init +1; Senses low-light vision; Listen +4, Spot +4

Languages

AC 15, touch 15, flat-footed 14
(+4 size, +1 Dex)

hp 1 (1/4 HD)

Fort +2, Ref +3, Will +2

Speed 5 ft.,

Space 1 ft.; Reach 0 ft.

Base Atk +0; Grp −17

Abilities Str 1, Dex 12, Con 11, Int 1, Wis 14, Cha 4

SQ amphibious

Feats Alertness

Skills Hide +21, Listen +4, Spot +4

Advancement -

Skills A toad's coloration gives it a +4 racial bonus on Hide checks.

WeaselCR 1/4

Tiny Animal

Init +2; Senses low-light vision, scent; Listen +1, Spot +3

Languages

AC 14, touch 14, flat-footed 12
(+2 size, +2 Dex)

hp 2 (1/2 HD)

Fort +2, Ref +4, Will +1

Speed 20 ft., climb 20 ft.

Melee Bite +4 (1d3-4)

Space 2-1/2 ft.; Reach 0 ft.

Base Atk +0; Grp −12

Atk Options attach

Abilities Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5

Feats Weapon Finesse

Skills Balance +10, Climb +10, Hide +11, Move Silently +8, Spot +3

Advancement -

Attach (Ex) If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent's body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 12. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.

Skills Weasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or threatened.

Baleen WhaleCR 6

Gargantuan Animal

Init +1; Senses blindsight 120 ft., low-light vision; Listen +15*, Spot +14*

Languages

AC 16, touch 7, flat-footed 15
(−4 size, +1 Dex, +9 natural)

hp 132 (12 HD)

Fort +14, Ref +9, Will +5

Speed swim 40 ft.

Melee Tail slap +17 (1d8+18)

Space 20 ft.; Reach 15 ft.

Base Atk +9; Grp +33

Abilities Str 35, Dex 13, Con 22, Int 2, Wis 12, Cha 6

SQ hold breath

Feats Alertness, Diehard, Endurance, Toughness (2)

Skills Listen +15*, Spot +14*, Swim +20

Advancement 13-18 HD (Gargantuan); 19-36 HD (Colossal)

Blindsight (Ex) Whales can 'see' by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human's.

Hold Breath (Ex) A whale can hold its breath for a number of rounds equal to 8 x ?its Constitution score before it risks drowning.

Skills A whale 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. *A whale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.

Cachalot WhaleCR 7

Gargantuan Animal

Init +1; Senses blindsight 120 ft., low-light vision; Listen +15*, Spot +14*

Languages

AC 16, touch 7, flat-footed 15
(−4 size, +1 Dex, +9 natural)

hp 141 (12 HD)

Fort +15, Ref +9, Will +6

Speed swim 40 ft.

Melee Bite +17 (4d6+12) and tail slap +12 (1d8+6)

Space 20 ft.; Reach 15 ft.

Base Atk +9; Grp +33

Abilities Str 35, Dex 13, Con 24, Int 2, Wis 14, Cha 6

SQ hold breath

Feats Alertness, Diehard, Endurance, Improved Natural Attack (bite), Toughness

Skills Listen +15*, Spot +14*, Swim +20

Advancement 13-18 HD (Gargantuan); 19-36 HD (Colossal)

Blindsight (Ex) Whales can 'see' by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human's.

Hold Breath (Ex) A whale can hold its breath for a number of rounds equal to 8 x ?its Constitution score before it risks drowning.

Skills A whale 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. *A whale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.

OrcaCR 5

Huge Animal

Init +2; Senses blindsight 120 ft., low-light vision; Listen +14*, Spot +14*

Languages

AC 16, touch 10, flat-footed 14
(−2 size, +2 Dex, +6 natural)

hp 88 (9 HD)

Fort +11, Ref +8, Will +5

Speed swim 50 ft.

Melee Bite +12 (2d6+12)

Space 15 ft.; Reach 10 ft.

Base Atk +6; Grp +22

Abilities Str 27, Dex 15, Con 21, Int 2, Wis 14, Cha 6

SQ hold breath

Feats Alertness, Endurance, Run, Toughness

Skills Listen +14*, Spot +14*, Swim +16

Advancement 10-13 HD (Huge); 14-27 HD (Gargantuan)

Blindsight (Ex) Whales can 'see' by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human's.

Hold Breath (Ex) A whale can hold its breath for a number of rounds equal to 8 x ?its Constitution score before it risks drowning.

Skills A whale 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. *A whale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.

WolfCR 1

Medium Animal

Init +2; Senses low-light vision, scent; Listen +3, Spot +3

Languages

AC 14, touch 12, flat-footed 12
(+2 Dex, +2 natural)

hp 13 (2 HD)

Fort +5, Ref +5, Will +1

Speed 50 ft.,

Melee Bite +3 (1d6+1)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Atk Options trip

Abilities Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6

Feats Weapon Focus (bite), Track

Skills Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*

Advancement 3 HD (Medium); 4-6 HD (Large)

Trip (Ex) A wolf that hits with a bite attack can attempt to trip the opponent (+1 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 wolf.

Skills *Wolves have a +4 racial bonus on Survival checks when tracking by scent.

WolverineCR 2

Medium Animal

Init +2; Senses low-light vision, scent; Listen +6, Spot +6

Languages

AC 14, touch 12, flat-footed 12
(+2 Dex, +2 natural)

hp 28 (3 HD)

Fort +7, Ref +5, Will +2

Speed 30 ft., burrow 10 ft., climb 10 ft.

Melee 2 claws +4 (1d4+2) and bite −1 (1d6+1)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +4

Special Actions rage

Abilities Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10

Feats Alertness, Toughness, Track

Skills Climb +10, Listen +6, Spot +6

Advancement 4-5 HD (Large)

Rage (Ex) A wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

Skills Wolverines have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Giant Ant, WorkerCR 1

Medium Vermin

Init +0; Senses scent; Listen +0, Spot +0

Languages

AC 17, touch 10, flat-footed 17
(+7 natural)

hp 9 (2 HD)

Fort +3, Ref +0, Will +0

Speed 50 ft., climb 20 ft.

Melee Bite +1 (1d6)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +1

Atk Options improved grab

Abilities Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 9

SQ vermin traits

Feats Track

Skills Climb +8

Advancement 3-4 HD (Medium); 5-6 HD (Large)

Acid Sting (Ex) A giant soldier ant has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round (+3 attack bonus). A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of acid damage.

Improved Grab (Ex) To use this ability, a giant ant must hit with its bite attack. A giant soldier ant that wins the ensuing grapple check establishes a hold and can sting.

Skills *Giant ants have a +4 racial bonus on Survival checks when tracking by scent and a +8 racial bonus on Climb checks. A giant ant can always choose to take 10 on Climb checks, even if rushed or threatened.

Giant Ant, SoldierCR 2

Medium Vermin

Init +0; Senses scent; Listen +1, Spot +1

Languages

AC 17, touch 10, flat-footed 17
(+7 natural)

hp 11 (2 HD)

Fort +4, Ref +0, Will +1

Speed 50 ft., climb 20 ft.

Melee Bite +3 (2d4+3)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +3

Atk Options improved grab

Special Actions acid sting

Abilities Str 14, Dex 10, Con 13, Int -, Wis 13, Cha 11

SQ vermin traits

Feats Track

Skills Climb +10

Advancement 3-4 HD (Medium); 5-6 HD (Large)

Acid Sting (Ex) A giant soldier ant has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round (+3 attack bonus). A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of acid damage.

Improved Grab (Ex) To use this ability, a giant ant must hit with its bite attack. A giant soldier ant that wins the ensuing grapple check establishes a hold and can sting.

Skills *Giant ants have a +4 racial bonus on Survival checks when tracking by scent and a +8 racial bonus on Climb checks. A giant ant can always choose to take 10 on Climb checks, even if rushed or threatened.

Giant Ant, QueenCR 2

Large Vermin

Init −1; Senses scent; Listen +1, Spot +1

Languages

AC 17, touch 8, flat-footed 17
(−1 size, −1 Dex, +9 natural)

hp 22 (4 HD)

Fort +5, Ref +0, Will +2

Speed 40 ft.,

Melee Bite +5 (2d6+4)

Space 10 ft.; Reach 5 ft.

Base Atk +3; Grp +10

Atk Options improved grab

Abilities Str 16, Dex 9, Con 13, Int -, Wis 13, Cha 11

SQ vermin traits

Feats Track

Skills

Advancement 5-6 HD (Large); 7-8 HD (Huge)

Acid Sting (Ex) A giant soldier ant has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round (+3 attack bonus). A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of acid damage.

Improved Grab (Ex) To use this ability, a giant ant must hit with its bite attack. A giant soldier ant that wins the ensuing grapple check establishes a hold and can sting.

Skills *Giant ants have a +4 racial bonus on Survival checks when tracking by scent and a +8 racial bonus on Climb checks. A giant ant can always choose to take 10 on Climb checks, even if rushed or threatened.

Giant BeeCR 1

Medium Vermin

Init +2; Senses darkvision 60 ft.; Listen +1, Spot +5

Languages

AC 14, touch 12, flat-footed 12
(+2 Dex, +2 natural)

hp 13 (3 HD)

Fort +3, Ref +3, Will +2

Speed 20 ft., fly 80 ft. (good)

Melee Sting +2 (1d4 plus poison)

Space 5 ft.; Reach 5 ft.

Base Atk +2; Grp +2

Abilities Str 11, Dex 14, Con 11, Int -, Wis 12, Cha 9

SQ vermin traits

Feats

Skills Spot +5, Survival +1*

Advancement 4-6 HD (Medium); 7-9 HD (Large)

Poison (Ex) Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.

Skills Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.

Giant Bombardier BeetleCR 2

Medium Vermin

Init +0; Senses darkvision 60 ft.; Listen +0, Spot +0

Languages

AC 16, touch 10, flat-footed 16
(+6 natural)

hp 13 (2 HD)

Fort +5, Ref +0, Will +0

Speed 30 ft.,

Melee Bite +2 (1d4+1)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Special Actions acid spray

Abilities Str 13, Dex 10, Con 14, Int -, Wis 10, Cha 9

SQ vermin traits

Feats

Skills

Advancement 3-4 HD (Medium); 5-6 HD (Large)

Acid Spray (Ex) When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based.

Giant Fire BeetleCR 1/3

Small Vermin

Init +0; Senses darkvision 60 ft.; Listen +0, Spot +0

Languages

AC 16, touch 11, flat-footed 16
(+1 size, +5 natural)

hp 4 (1 HD)

Fort +2, Ref +0, Will +0

Speed 30 ft.,

Melee Bite +1 (2d4)

Space 5 ft.; Reach 5 ft.

Base Atk +0; Grp −4

Abilities Str 10, Dex 11, Con 11, Int -, Wis 10, Cha 7

SQ vermin traits

Feats

Skills

Advancement 2-3 HD (Small)

Giant Stag BeetleCR 4

Always N Large Vermin

Init +0; Senses darkvision 60 ft.; Listen +0, Spot +0

Languages

AC 19, touch 9, flat-footed 19
(−1 size, +10 natural)

hp 52 (7 HD)

Fort +8, Ref +2, Will +2

Speed 20 ft.,

Melee Bite +10 (4d6+9)

Space 10 ft.; Reach 5 ft.

Base Atk +5; Grp +15

Special Actions trample 2d8+3

Abilities Str 23, Dex 10, Con 17, Int -, Wis 10, Cha 9

SQ vermin traits

Feats

Skills

Advancement 8-10 HD (Large); 11-21 HD (Huge)

Trample (Ex) Reflex half DC 19. The save DC is Strength-based.

Giant Praying MantisCR 3

Large Vermin

Init −1; Senses darkvision 60 ft.; Listen +2, Spot +6

Languages

AC 14, touch 8, flat-footed 14
(−1 size, −1 Dex, +6 natural)

hp 26 (4 HD)

Fort +6, Ref +0, Will +3

Speed 20 ft., fly 40 ft. (poor)

Melee Claws +6 (1d8+4) and bite +1 (1d6+2)

Space 10 ft.; Reach 5 ft.

Base Atk +3; Grp +11

Atk Options improved grab

Abilities Str 19, Dex 8, Con 15, Int -, Wis 14, Cha 11

SQ vermin traits

Feats

Skills Hide −1*, Spot +6

Advancement 5-8 HD (Large); 9-12 HD (Huge)

Improved Grab (Ex) To use this ability, a giant praying mantis must hit with its claws attack. If it wins the ensuing grapple check, it establishes a hold and makes a bite attack as a primary attack (at its full +6 attack bonus).

Skills A giant praying mantis has a +4 racial bonus on Hide and Spot checks. *Because of its camouflage, the Hide bonus increases to +12 when a mantis is surrounded by foliage.

Giant WaspCR 3

Large Vermin

Init +1; Senses darkvision 60 ft.; Listen +1, Spot +9

Languages

AC 14, touch 10, flat-footed 13
(−1 size, +1 Dex, +4 natural)

hp 32 (5 HD)

Fort +6, Ref +2, Will +2

Speed 20 ft., fly 60 ft. (good)

Melee Sting +6 (1d3+6 plus poison)

Space 10 ft.; Reach 5 ft.

Base Atk +3; Grp +11

Abilities Str 18, Dex 12, Con 14, Int -, Wis 13, Cha 11

SQ vermin traits

Feats

Skills Spot +9, Survival +1*

Advancement 6-8 HD (Large); 9-15 HD (Huge)

Poison (Ex) Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.

Skills Giant wasps have a +8 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.

Monstrous Centipede, TinyCR 1/8

Tiny Vermin

Init +2; Senses darkvision 60 ft.; Listen +0, Spot +4

Languages

AC 14, touch 14, flat-footed 12
(+2 size, +2 Dex)

hp 1 (1/4 HD)

Fort +2, Ref +2, Will +0

Speed 20 ft., climb 20 ft.

Melee Bite +4 (1d3-5 plus poison)

Space 2-1/2 ft.; Reach 0 ft.

Base Atk +0; Grp −13

Abilities Str 1, Dex 15, Con 10, Int -, Wis 10, Cha 2

SQ vermin traits

Feats Weapon Finesse

Skills Climb +10, Hide +18, Spot +4

Advancement -

Poison (Ex) A monstrous centipede has a poisonous bite. The details vary by the centipede's size, as shown on the table above. The save DCs are Constitution-based. The indicated damage is both initial and secondary damage.

Skills Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous scorpions can take 10 on Climb checks, even if threatened or distracted.

Monstrous Centipede, SmallCR 1/4

Small Vermin

Init +2; Senses darkvision 60 ft.; Listen +0, Spot +4

Languages

AC 14, touch 13, flat-footed 12
(+1 size, +2 Dex, +1 natural)

hp 2 (1/2 HD)

Fort +2, Ref +2, Will +0

Speed 30 ft., climb 30 ft.

Melee Bite +3 (1d4-3 plus poison)

Space 5 ft.; Reach 5 ft.

Base Atk +0; Grp −7

Abilities Str 5, Dex 15, Con 10, Int -, Wis 10, Cha 2

SQ vermin traits

Feats Weapon Finesse

Skills Climb +10, Hide +14, Spot +4

Advancement -

Poison (Ex) A monstrous centipede has a poisonous bite. The details vary by the centipede's size, as shown on the table above. The save DCs are Constitution-based. The indicated damage is both initial and secondary damage.

Skills Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous scorpions can take 10 on Climb checks, even if threatened or distracted.

Monstrous Centipede, MediumCR 1/2

Medium Vermin

Init +2; Senses darkvision 60 ft.; Listen +0, Spot +4

Languages

AC 14, touch 12, flat-footed 12
(+2 Dex, +2 natural)

hp 4 (1 HD)

Fort +2, Ref +2, Will +0

Speed 40 ft., climb 40 ft.

Melee Bite +2 (1d6-1 plus poison)

Space 5 ft.; Reach 5 ft.

Base Atk +0; Grp −1

Abilities Str 9, Dex 15, Con 10, Int -, Wis 10, Cha 2

SQ vermin traits

Feats Weapon Finesse

Skills Climb +10, Hide +10, Spot +4

Advancement -

Poison (Ex) A monstrous centipede has a poisonous bite. The details vary by the centipede's size, as shown on the table above. The save DCs are Constitution-based. The indicated damage is both initial and secondary damage.

Skills Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous scorpions can take 10 on Climb checks, even if threatened or distracted.

Monstrous Centipede, LargeCR 1

Large Vermin

Init +2; Senses darkvision 60 ft.; Listen +0, Spot +4

Languages

AC 14, touch 11, flat-footed 12
(−1 size, +2 Dex, +3 natural)

hp 13 (3 HD)

Fort +3, Ref +3, Will +1

Speed 40 ft., climb 40 ft.

Melee Bite +3 (1d8+1 plus poison)

Space 10 ft.; Reach 5 ft.

Base Atk +2; Grp +7

Abilities Str 13, Dex 15, Con 10, Int -, Wis 10, Cha 2

SQ vermin traits

Feats Weapon Finesse

Skills Climb +10, Hide +6, Spot +4

Advancement 4-5 HD (Large)

Poison (Ex) A monstrous centipede has a poisonous bite. The details vary by the centipede's size, as shown on the table above. The save DCs are Constitution-based. The indicated damage is both initial and secondary damage.

Skills Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous scorpions can take 10 on Climb checks, even if threatened or distracted.

Monstrous Centipede, HugeCR 2

Huge Vermin

Init +2; Senses darkvision 60 ft.; Listen +0, Spot +4

Languages

AC 16, touch 10, flat-footed 14
(−2 size, +2 Dex, +6 natural)

hp 33 (6 HD)

Fort +6, Ref +4, Will +2

Speed 40 ft., climb 40 ft.

Melee Bite +5 (2d6+4 plus poison)

Space 15 ft.; Reach 10 ft.

Base Atk +4; Grp +15

Abilities Str 17, Dex 15, Con 12, Int -, Wis 10, Cha 2

SQ vermin traits

Feats

Skills Climb +11, Hide +2, Spot +4

Advancement 7-11 HD (Huge)

Poison (Ex) A monstrous centipede has a poisonous bite. The details vary by the centipede's size, as shown on the table above. The save DCs are Constitution-based. The indicated damage is both initial and secondary damage.

Skills Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous scorpions can take 10 on Climb checks, even if threatened or distracted.

Monstrous Centipede, GargantuanCR 6

Gargantuan Vermin

Init +2; Senses darkvision 60 ft.; Listen +0, Spot +4

Languages

AC 18, touch 8, flat-footed 16
(−4 size, +2 Dex, +10 natural)

hp 66 (12 HD)

Fort +9, Ref +6, Will +4

Speed 40 ft., climb 40 ft.

Melee Bite +11 (2d8+9 plus poison)

Space 20 ft.; Reach 15 ft.

Base Atk +9; Grp +27

Abilities Str 23, Dex 15, Con 12, Int -, Wis 10, Cha 2

SQ vermin traits

Feats

Skills Climb +14, Hide −2, Spot +4

Advancement 17-23 HD (Gargantuan)

Poison (Ex) A monstrous centipede has a poisonous bite. The details vary by the centipede's size, as shown on the table above. The save DCs are Constitution-based. The indicated damage is both initial and secondary damage.

Skills Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous scorpions can take 10 on Climb checks, even if threatened or distracted.

Monstrous Centipede, ColossalCR 9

Colossal Vermin

Init +1; Senses darkvision 60 ft.; Listen +0, Spot +4

Languages

AC 20, touch 4, flat-footed 18
(−8 size, +2 Dex, +16 natural)

hp 132 (24 HD)

Fort +15, Ref +9, Will +8

Speed 40 ft., climb 40 ft.

Melee Bite +18 (4d6+12 plus poison)

Space 30 ft.; Reach 20 ft.

Base Atk +18; Grp +42

Abilities Str 27, Dex 13, Con 12, Int -, Wis 10, Cha 2

SQ vermin traits

Feats

Skills Climb +16, Hide −7, Spot +4

Advancement 25-48 HD (Colossal)

Poison (Ex) A monstrous centipede has a poisonous bite. The details vary by the centipede's size, as shown on the table above. The save DCs are Constitution-based. The indicated damage is both initial and secondary damage.

Skills Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous scorpions can take 10 on Climb checks, even if threatened or distracted.

Monstrous Scorpion, TinyCR 1/4

Always N Tiny Vermin

Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4

Languages

AC 14, touch 12, flat-footed 14
(+2 size, +2 natural)

hp 4 (1/2 HD)

Fort +4, Ref +0, Will +0

Speed 20 ft.,

Melee 2 claws +2 (1d2-4) and sting −3 (1d2-4 plus poison)

Space 2-1/2 ft.; Reach 0 ft.

Base Atk +0; Grp −8

Atk Options constrict 1d2-4, improved grab

Abilities Str 3, Dex 10, Con 14, Int -, Wis 10, Cha 2

SQ vermin traits

Feats Weapon Finesse

Skills Climb +0, Hide +12, Spot +4

Advancement -

Constrict (Ex) A monstrous scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex) To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex) A monstrous scorpion has a poisonous sting. The details vary by the scorpion's size, as follows. The save DCs are Constitution- based. The indicated damage is initial and secondary damage.

Skills A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

Monstrous Scorpion, SmallCR 1/2

Always N Small Vermin

Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4

Languages

AC 14, touch 11, flat-footed 14
(+1 size, +3 natural)

hp 6 (1 HD)

Fort +4, Ref +0, Will +0

Speed 30 ft.,

Melee 2 claws +1 (1d3-1) and sting −4 (1d3-1 plus poison)

Space 5 ft.; Reach 5 ft.

Base Atk +0; Grp −4

Atk Options constrict 1d3-1, improved grab

Abilities Str 9, Dex 10, Con 14, Int -, Wis 10, Cha 2

SQ vermin traits

Feats Weapon Finesse

Skills Climb +3, Hide +8, Spot +4

Constrict (Ex) A monstrous scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex) To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex) A monstrous scorpion has a poisonous sting. The details vary by the scorpion's size, as follows. The save DCs are Constitution- based. The indicated damage is initial and secondary damage.

Skills A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

Monstrous Scorpion, MediumCR 1

Always N Medium Vermin

Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4

Languages

AC 14, touch 10, flat-footed 14
(+4 natural)

hp 13 (2 HD)

Fort +5, Ref +0, Will +0

Speed 40 ft.,

Melee 2 claws +2 (1d4+1) and sting −3 (1d4 plus poison)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Atk Options constrict 1d4+1, improved grab

Abilities Str 13, Dex 10, Con 14, Int -, Wis 10, Cha 2

SQ vermin traits

Feats

Skills Climb +5, Hide +4, Spot +4

Advancement 3-4 HD (Medium)

Constrict (Ex) A monstrous scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex) To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex) A monstrous scorpion has a poisonous sting. The details vary by the scorpion's size, as follows. The save DCs are Constitution- based. The indicated damage is initial and secondary damage.

Skills A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

Monstrous Scorpion, LargeCR 3

Large Vermin

Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4

Languages

AC 16, touch 9, flat-footed 16
(−1 size, +7 natural)

hp 32 (5 HD)

Fort +6, Ref +1, Will +1

Speed 50 ft.,

Melee 2 claws +6 (1d6+4) and sting +1 (1d6+2 plus poison)

Space 10 ft.; Reach 5 ft.

Base Atk +3; Grp +11

Atk Options constrict 1d6+4, improved grab

Abilities Str 19, Dex 10, Con 14, Int -, Wis 10, Cha 2

SQ vermin traits

Feats

Skills Climb +8, Hide +0, Spot +4

Advancement 6-9 HD (Large)

Constrict (Ex) A monstrous scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex) To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex) A monstrous scorpion has a poisonous sting. The details vary by the scorpion's size, as follows. The save DCs are Constitution- based. The indicated damage is initial and secondary damage.

Skills A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

Monstrous Scorpion, HugeCR 7

Huge Vermin

Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4

Languages

AC 20, touch 8, flat-footed 20
(−2 size, +12 natural)

hp 75 (10 HD)

Fort +10, Ref +3, Will +3

Speed 50 ft.,

Melee 2 claws +11 (1d8+6) and sting +6 (2d4+3 plus poison)

Space 15 ft.; Reach 10 ft.

Base Atk +7; Grp +21

Atk Options constrict 1d8+6, improved grab

Abilities Str 23, Dex 10, Con 16, Int -, Wis 10, Cha 2

SQ vermin traits

Feats

Skills Climb +10, Hide −4, Spot +4

Advancement 11-19 HD (Huge)

Constrict (Ex) A monstrous scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex) To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex) A monstrous scorpion has a poisonous sting. The details vary by the scorpion's size, as follows. The save DCs are Constitution- based. The indicated damage is initial and secondary damage.

Skills A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

Monstrous Scorpion, GargantuanCR 10

Gargantuan Vermin

Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4

Languages

AC 24, touch 6, flat-footed 24
(−4 size, +18 natural)

hp 150 (20 HD)

Fort +15, Ref +6, Will +6

Speed 50 ft.,

Melee 2 claws +21 (2d6+10) and sting +16 (2d6+5 plus poison)

Space 20 ft.; Reach 15 ft.

Base Atk +15; Grp +37

Atk Options constrict 2d6+10, improved grab

Abilities Str 31, Dex 10, Con 16, Int -, Wis 10, Cha 2

SQ vermin traits

Feats

Skills Climb +14, Hide −8, Spot +4

Advancement 21-39 HD (Gargantuan)

Constrict (Ex) A monstrous scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex) To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex) A monstrous scorpion has a poisonous sting. The details vary by the scorpion's size, as follows. The save DCs are Constitution- based. The indicated damage is initial and secondary damage.

Skills A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

Monstrous Scorpion, ColossalCR 12

Colossal Vermin

Init −1; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4

Languages

AC 26, touch 1, flat-footed 26
(−8 size, −1 Dex, +25 natural)

hp 300 (40 HD)

Fort +25, Ref +12, Will +13

Speed 50 ft.,

Melee 2 claws +34 (2d8+12) and sting +29 (2d8+6 plus poison)

Space 40 ft.; Reach 30 ft.

Base Atk +30; Grp +58

Atk Options constrict 2d8+12, improved grab

Abilities Str 35, Dex 8, Con 16, Int -, Wis 10, Cha 2

SQ vermin traits

Feats

Skills Climb +16, Hide −12, Spot +4

Advancement 41-60 HD (Colossal)

Constrict (Ex) A monstrous scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex) To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex) A monstrous scorpion has a poisonous sting. The details vary by the scorpion's size, as follows. The save DCs are Constitution- based. The indicated damage is initial and secondary damage.

Skills A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

Monstrous Spider, TinyCR 1/4

Tiny Vermin

Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4*

Languages

AC 15, touch 15, flat-footed 12
(+2 size, +3 Dex)

hp 2 (1/2 HD)

Fort +2, Ref +3, Will +0

Speed 20 ft., climb 10 ft.

Melee Bite +5 (1d3-4 plus poison)

Space 2-1/2 ft.; Reach 0 ft.

Base Atk +0; Grp −12

Abilities Str 3, Dex 17, Con 10, Int -, Wis 10, Cha 2

SQ vermin traits

Feats Weapon Finesse

Skills Climb +11, Hide +15*, Jump −4*, Spot +4*

Advancement -

Poison (Ex) A monstrous spider has a poisonous bite. The details vary by the spider's size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.

Tremorsense (Ex) A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.

Web (Ex) Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/-.

A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Skills Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

Monstrous Spider, SmallCR 1/2

Small Vermin

Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4*

Languages

AC 14, touch 14, flat-footed 11
(+1 size, +3 Dex)

hp 4 (1 HD)

Fort +2, Ref +3, Will +0

Speed 30 ft., climb 20 ft.

Melee Bite +4 (1d4-2 plus poison)

Space 5 ft.; Reach 5 ft.

Base Atk +0; Grp −6

Abilities Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 2

SQ vermin traits

Feats Weapon Finesse

Skills Climb +11, Hide +11*, Jump −2*, Spot +4*

Advancement -

Poison (Ex) A monstrous spider has a poisonous bite. The details vary by the spider's size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.

Tremorsense (Ex) A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.

Web (Ex) Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/-.

A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Skills Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

Monstrous Spider, MediumCR 1

Medium Vermin

Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4*

Languages

AC 14, touch 13, flat-footed 11
(+3 Dex, +1 natural)

hp 11 (2 HD)

Fort +4, Ref +3, Will +0

Speed 30 ft., climb 20 ft.

Melee Bite +4 (1d6 plus poison)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +1

Abilities Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2

SQ vermin traits

Feats Weapon Finesse

Skills Climb +11, Hide +7*, Jump +0*, Spot +4*

Advancement 3 HD (Medium)

Poison (Ex) A monstrous spider has a poisonous bite. The details vary by the spider's size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.

Tremorsense (Ex) A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.

Web (Ex) Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/-.

A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Skills Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

Monstrous Spider, LargeCR 2

Large Vermin

Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4*

Languages

AC 14, touch 12, flat-footed 11
(−1 size, +3 Dex, +2 natural)

hp 22 (4 HD)

Fort +5, Ref +4, Will +1

Speed 30 ft., climb 20 ft.

Melee Bite +4 (1d8+3 plus poison)

Space 10 ft.; Reach 5 ft.

Base Atk +3; Grp +9

Abilities Str 15, Dex 17, Con 12, Int -, Wis 10, Cha 2

SQ vermin traits

Feats

Skills Climb +11, Hide +3*, Jump +2*, Spot +4*

Advancement 5-7 HD (Large)

Poison (Ex) A monstrous spider has a poisonous bite. The details vary by the spider's size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.

Tremorsense (Ex) A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.

Web (Ex) Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/-.

A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Skills Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

Monstrous Spider, HugeCR 5

Huge Vermin

Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4*

Languages

AC 16, touch 11, flat-footed 13
(−2 size, +3 Dex, +5 natural)

hp 52 (8 HD)

Fort +8, Ref +5, Will +2

Speed 30 ft., climb 20 ft.

Melee Bite +9 (2d6+6 plus poison)

Space 15 ft.; Reach 10 ft.

Base Atk +6; Grp +18

Abilities Str 19, Dex 17, Con 14, Int -, Wis 10, Cha 2

SQ vermin traits

Feats

Skills Climb +12, Hide −1*, Jump +4*, Spot +4*

Advancement 9-15 HD (Huge)

Poison (Ex) A monstrous spider has a poisonous bite. The details vary by the spider's size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.

Tremorsense (Ex) A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.

Web (Ex) Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/-.

A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Skills Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

Monstrous Spider, GargantuanCR 8

Gargantuan Vermin

Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4*

Languages

AC 19, touch 9, flat-footed 16
(−4 size, +3 Dex, +10 natural)

hp 104 (16 HD)

Fort +12, Ref +8, Will +5

Speed 30 ft., climb 20 ft.

Melee Bite +15 (2d8+10 plus poison)

Space 20 ft.; Reach 15 ft.

Base Atk +12; Grp +31

Abilities Str 25, Dex 17, Con 14, Int -, Wis 10, Cha 2

SQ vermin traits

Feats

Skills Climb +14, Hide −5*, Jump +7*, Spot +4*

Advancement 17-31 HD (Gargantuan)

Poison (Ex) A monstrous spider has a poisonous bite. The details vary by the spider's size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.

Tremorsense (Ex) A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.

Web (Ex) Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/-.

A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Skills Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

Monstrous Spider, ColossalCR 11

Colossal Vermin

Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +7*

Languages

AC 22, touch 4, flat-footed 20
(−8 size, +2 Dex, +18 natural)

hp 208 (32 HD)

Fort +20, Ref +12, Will +10

Speed 30 ft., climb 20 ft.

Melee Bite +26 (4d6+15 plus poison)

Space 40 ft.; Reach 30 ft.

Base Atk +24; Grp +50

Abilities Str 31, Dex 15, Con 14, Int -, Wis 10, Cha 2

SQ vermin traits

Feats

Skills Climb +16, Hide −10*, Jump +10*, Spot +7*

Advancement 33-60 HD (Colossal)

Poison (Ex) A monstrous spider has a poisonous bite. The details vary by the spider's size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.

Tremorsense (Ex) A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.

Web (Ex) Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/-.

A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Skills Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.