D&D 3E/3.5 [1E to 3.5] Aerial Servant to Luck Eater (updated 04/06)

Mark Chance

Boingy! Boingy!
Hello! Since I'm trying to keep these in alphabetical order, but I'm not typing them that way, the latest addition might not be the last addition. I just added the leprechaun, the leucrotta, and the luck eater.

AERIAL SERVANT
Large Elemental (Air, Extraplanar)
Hit Dice: 16d8+48 (120 hp)
Initiative: +10
Speed: Fly 60 ft. (perfect) (12 squares)
Armor Class: 22 (-1 size, +6 Dex, +7 natural), touch 16, flat-footed 15
Base Attack/Grapple: +12/+20
Attack: Slam +15 melee (2d8+4)
Full Attack: 2 slams +15 melee (2d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict (2d8+6), improved grab
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, greater invisibility
Saves: Fort +8, Ref +16, Will +5
Abilities: Str 19, Dex 23, Con 16, Int 4, Wis 10, Cha 10
Skills: Hide +5*, Listen +8, Move Silently +14, Spot +8
Feats: Alertness, Combat Reflexes, Flyby Attack, Improved Initiative, Power Attack, Stealthy
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Usually neutral
Advancement: 17-24 HD (Large); 24-32 HD (Huge)
Level Adjustment: --

Aerial servants are naturally invisible creatures from the Elemental Plane of Air. For those that can see them, aerial servants stand about 8 feet tall with slender, powerful bodies. They are humanoid in form. Instead of hair, their heads are covered with wispy mist. Their large eyes are entirely silver. Aerial servants are seldom encountered away from the Elemental Plane of Air except when performing some service for a powerful cleric. Most of the time, aerial servants perform menial duties in the courts of deities associated with elemental air.

A cleric with the Air Domain can use greater planar ally to summon an aerial servant without having to promise return payment for the aerial servant's services, but he cannot summon more than one aerial servant per day.

Aerial servants speak Auran.

COMBAT

An aerial servant attacks with its powerful fists. It is likely to grapple with a foe then crush it to death.

Constrict (Ex): An aerial servant deals 2d8+6 points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, an aerial servant 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.

Elemental Traits: Immunity to poison, sleep effects, paralysis, and stunning. Not subject to critical hits or flanking.

Greater Invisibility (Su): An aerial servant remains invisible even when it attacks. This ability is constant, but the aerial servant can suppress or resume it as a free action.

Skills: *When invisible, an aerial servants gets a +40 bonus to Hide checks when immobile, and a +20 bonus to Hide checks when moving.


AFANC
Huge Magical Beast (Aquatic)
Hit Dice: 15d10+90 (172 hp)
Initiative: +2
Speed: Swim 50 ft. (10 squares)
Armor Class: 16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14
Base Attack/Grapple: +15/+31
Attack: Bite +21 melee (5d4+8)
Full Attack: Bite +21 melee (5d4+8) and tail slap +16 melee (3d4+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Whirlpool
Special Qualities: Damage reduction 5/-, darkvision 60 ft., low-light vision
Saves: Fort +14, Ref +11, Will +9
Abilities: Str 27, Dex 15, Con 21, Int 7, Wis 14, Cha 15
Skills: Listen +10, Spot +10, Swim +22
Feats: Alertness, Blind-Fight, Improved Sunder, Iron Will, Power Attack, Swim-By Attack
Environment: Any temperate or cold water
Organization: Solitary or school (2-5)
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral evil
Advancement: 16-30 HD (Huge); 31-45 HD (Gargantuan)
Level Adjustment: --

Afancs are fearsome, magical fish. An afanc is covered with dark blue, iron-hard scales that darken to black near the ends of its tail and fins. Although their heads are decidedly whale-like, they have powerful jaws filled with row after row of razor-sharp teeth. They do not have have the characteristic, fishy dorsal fin, and their tails are also wide and whale-like. Nevertheless, afancs are indeed truly aquatic and not mammals adapted to life in the seas. The average afanc is about 24 feet long and weighs several tons.

Afancs communicate with each other by means of clicking teeth and tremulous vocalizations.

COMBAT

Afancs are mighty combatants. They use their whirlpools to capsize ships and pull sailors into a salty grave. With their powerful jaws and tails, afancs can crush hulls and bones alike.

Whirlpool (Su): An afanc can cause a whirlpool once every 10 minutes. The center point of the whirlpool must remain within 250 feet of the afanc (otherwise the whirlpool dissipates in 1 round), and the whirlpool lasts for 1 round for every 2 HD the afanc has (normal duration is 7 rounds). The whirlpool is 5 feet wide at its base, 5 feet wide per HD at the surface, and 5 feet deep per 2 HD (normal width is 75 feet and normal depth is 35 feet). As a standard action, the afanc can cause the whirlpool's center point to move up to 30 feet per round.

Creatures or objects size Huge or smaller might take damage when caught in the whirlpool and may be pulled down into it. An affected creature must succeed on either a DC 25 Reflex save or a DC 25 Swim check when it comes into contact with the whirlpool or else be pulled into it. An affected creature is allowed a Swim check (DC 25) as a standard action each round to escape the whirlpool. If a Swim check is failed by more than 5, the affected creature is pulled underwater. If an affected creature opts to not take a standard action to fight the whirlpool's current, that creature is automatically pulled underwater. Normal dangers of drowning apply to any creature pulled underwater.

Creatures caught in the whirlpool can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlpool take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The afanc can have only as many creatures trapped inside the whirlpool at one time as will fit inside the whirlpool’s volume. If the whirlpool’s base touches the bottom, it creates a swirling cloud of mud and debris. This cloud is centered on the whirlpool and has a diameter equal to half the whirlpool’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.

A whirlpool that forms 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.

An afanc isn't immune to its whirlpool, but it is such a powerful swimmer that the whirlpool poses little threat. Both the save and Swim check DCs are Strength-based.

Skills: An afanc 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.
 
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BOZ said:
cool, man. :)

Danke!

And now, the...

AGATHION
Medium Outsider (Extraplanar, Good, Psionic)
Hit Dice: 7d8+14 (45 hp)
Initiative: +4
Speed: 50 ft. (10 squares)
Armor Class: 20 (+4 Dex, +4 natural, +2 deflection), touch 16, flat-footed 16
Base Attack/Grapple: +7/+8
Attack: Light mace +11 melee (1d6+1 plus 2d6 holy damage), or +11 light crossbow (1d8 plus 2d6 holy/19-20)
Full Attack: Light mace +11/+6 melee (1d6+1 plus 2d6 holy damage), or +11/+6 light crossbow (1d8 plus 2d6 holy damage/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Holy damage, psi-like abilities, turn undead
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., immunities, power resistance 17, scent
Saves: Fort +7, Ref +9, Will +8
Abilities: Str 12, Dex 19, Con 14, Int 18, Wis 17, Cha 16
Skills: Balance +6, Bluff +13, Climb +11, Concentration +12, Craft (any one) +14, Diplomacy +19, Disguise +13*, Intimidate +5, Jump +16, Knowledge (the planes) +14, Listen +13, Sense Motive +15, Spot +8, Survival +13*, Swim +6, Tumble +11
Feats: Negotiator, Rapid Reload (light crossbow), Weapon Finesse
Environment: Any good-aligned plane
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral good
Advancement: By character class
Level Adjustment: +7

Agathions are crusading outsiders native to good-aligned Outer Planes. They appear to be silver-skinned, hairless humanoids of exceptional height and grace. The average agathion stands six-and-one-half feet tall, but weighs about 180 pounds. They have narrow heads with angular features, thin lips, and black eyes as reflective as polished obsidian.

Agathions are native to good-aligned planes, but are often sent by higher powers to the Material Plane on special missions. Sometimes an agathion is sent to assist a particular champion of good on a special mission. Other times the agathion is the one with the special mission and may seek out assistance on its quest.

Agathions speak Celestial. Most speak four other languages as well, and Common is almost always one these.

COMBAT

Agathions are capable combtants. Their good nature imbues their weapons with holy energy. They possess formidable psi-like abilities, many useful on missions of espionage. In combat, agathions mostly rely on their weapons and dimension slide.

Holy Damage (Su): All of an agathion's weapon attacks are imbued with holy energy and inflict an extra 2d6 points of damage against evil creatures. This is a property of the agathion, not of its weapons.

Psi-Like Abilities: At will - aura alteration (150 min. duration, 2 step shift in alignment*), clairvoyant sense, detect hostile intent, dimension slide (55 ft., move action*), metamorphosis, object reading (230 min. duration*), psionic ethereal jaunt, suspend life, telempathic projection (Will DC 14); 1/day - personal mind blank. Manifester level 13th. Save DCs are Charisma-based. *Includes augmentation for agathion's manifester level.

Turn Undead (Su): An agathion can turn undead as a 7th-level cleric. If it has levels in class that has the turn undead class feature, those levels stack with this ability.

Immunities (Ex): Agathions are immune to negative energy effects, death effects, and disintegrate.

Skills: *Gains a +2 bonus to Disguise checks when it knows it being observed and tries to act in character. Gains a +2 bonus to Survival checks while on other planes.

AGATHIONS AS CHARACTERS
Agathion characters possess the following racial traits.
*+1 Strength, +8 Dexterity, +2 Constitution, +8 Intelligence, +6 Wisdom, +6 Charisma.
*Medium size.
*An agathion's base land speed is 50 feet.
*Darkvision out to 60 feet.
*Racial Hit Dice: An agathion begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.
*Racial Skills: An agathion's outsider levels give it skill points equal to 8 + Int modifier per HD, with quadruple skill points for the first HD. Its class skills are Bluff, Climb, Craft, Diplomacy, Disguise, Jump, Knowledge (the planes), Listen, Sense Motive, Spot, Survival, Swim, and Tumble.
*Racial Feats: An agathion's outsider levels give it three feats.
* +4 natural armor bonus and a +2 deflection bonus to AC.
*Special Attacks (see above): Holy damage, psi-like abilities, turn undead.
*Special Qualities (see above): Immunities.
*Automatic Languages: Celestial. Bonus Languages: Any.
*Favored Class: Psychic Warrior.
*Level adjustment +7.
 
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Animal Traits: An animal possesses the following traits (unless otherwise noted in a creature’s entry).
* Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal).
* Low-light vision.
* Alignment: Always neutral. Animals are not governed by a human sense of morality.
* Treasure: None. Animals never possess treasure.

AXE BEAK
Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/+9
Attack: Beak +5 melee (1d8+3/x3)
Full Attack: Beak +5 melee (1d8+3/x3) and 2 claws +0 melee (1d3+1)
Space/Reach: 10 ft./10 ft.
Special Attacks: Increased critical
Special Qualities: Low-light vision
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 8
Skills: Listen +6, Spot +6
Feats: Alertness, Weapon Focus (beak)
Environment: Warm or temperate plains
Organization: Solitary, pair, or pack (3-10)
Challenge Rating: 2
Advancement: 4-6 HD (Large)
Level Adjustment: --

The axe beak is a large, vicious species of flightless bird distantly related to the ostrich, but having a temperment closer to that of the wolverine. Dedicated carnivores, axe beaks hunt grasslands in packs very much like wolves. In fact, an axe beak pack even has an alpha male. Axe beaks get their name from their oversized bony beak that resembles a crudely formed battle axe head.

COMBAT

Axe beaks don't bite so much as they hack at their prey, swinging their beaks with their powerful, sinewy necks.

Increased Critical (Ex): On a successful critical hit, an axe beak inflicts triple damage.


BARRACUDA, GIANT
Huge Animal (Aquatic)
Hit Dice: 8d8+24 (60 hp)
Initiative: +5
Speed: Swim 90 ft.
Armor Class: 14 (-2 size, +1 Dex, +5 natural), touch 9, flat-footed 13
Base Attack/Grapple: +6/+21
Attack: Bite +11 melee (2d8+10)
Full Attack: Bite +11 melee (2d8+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, savage
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +7, Will +3
Abilities: Str 24, Dex 13, Con 16, Int 1, Wis 13, Cha 7
Skills: Listen +8, Spot +8, Swim +17
Feats: Alertness, Dodge, Improved Initiative
Environment: Warm aquatic
Organization: School (2-12)
Challenge Rating: 5
Advancement: 9-16 HD (Huge); 16-24 HD (Gargantuan)
Level Adjustment: --

Giant barracuda inhabit warm salt waters. Lightning quick and highly predatory, they attack any prey which is injured, appears helpless, or is relatively small. Giant barracuda reach lengths between 20 to 25 feet long.

(There is a photograph of a barracuda at this link.)

COMBAT

The giant barracuda rushes into attack with its powerful jaws. It tries to catch its prey in these jaws so that it can savage the prey with thrashing about and grinding with its teeth.

Improved Grab (Ex): To use this ability, a giant barracuda 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 succeeds on the grapple check, it can savage.

Savage (Ex): A giant barracuda deals 2d8+10 points of damage with a successful grapple check.

Skills: A giant barracuda 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.


BOOBRIE
Large Animal
Hit Dice: 9d8+27 (67 hp)
Initiative: +0
Speed: 40 ft. (8 squares), fly 40 ft. (poor)
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +6/+16
Attack: Bite +11 melee (1d10+6)
Full Attack: Bite +11 melee (1d10+6) and 2 claws +9 melee (1d3+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Pounce
Special Qualities: Low-light vision, poison immunity
Saves: Fort +11, Ref +3, Will +8
Abilities: Str 22, Dex 11, Con 16, Int 2, Wis 14, Cha 6
Skills: Listen +10, Spot +10
Feats: Alertness, Great Fortitude, Multiattack, Run
Environment: Any marsh
Organization: Solitary or mated pair
Challenge Rating: 5
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Level Adjustment: --

The gigantic boobrie - an adult stands about 12 feet tall - is a marsh-dwelling relative of the roc. A boobrie resembles an enormous heron with a hooked beak. It has a number of small, sharp teeth along the edges of its beak. Its favorite foods, other than huge marsh catfish, are humans and sheep. It also preys on all manner of poisonous snakes and amphibians. A boobrie's long legs permit fast running and easy movement over swampy ground. The boobrie's flight is relatively slow and clumsy.

COMBAT

A boobrie's main attack is by means of its long, hooked beak. It prefers to pounce on its prey.

Pounce (Ex): If a boobrie charges a foe, it can make a full attack.


CARNIVOROUS FLYING SQUIRREL
Tiny Animal
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: +0/-10
Attack: Bite +5 melee (1d4-2)
Full Attack: Bite +5 melee (1d4-2) and 2 claws +0 melee (1d3-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: --
Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 12, Cha 7
Skills: Climb +6, Jump +10, Listen +5
Feats: Dodge (B), Mobility (B), Weapon Finesse
Environment: Temperate forests
Organization: Pack (3-18)
Challenge Rating: 1/4
Advancement: 2-3 HD (Tiny)
Level Adjustment: --

Carnivorous flying squirrels are dangerous pack rodents. A carnivorous flying squirrel appears very much like a common squirrel, except that its head is noticeably lupine, including a mouth full of tiny but sharp canines. They usually travel through the trees, leaping from branch to branch, climbing by means of their strong toes and hooked claws. Despite their name, these animals don't really fly, but are capable of amazing jumps assisted by the flaps of skin growing between fore- and hindlegs. They prey mainly on birds, other small mammals, and lizards, but packs have been known to attack small, domesticated animals and even small humanoids (such as halflings or human children).

COMBAT

Carnivorous flying squirrels leap at their prey (usually provoking attacks of opportunity).

Skills: A carnivorous flying squirrel has a +8 racial bonus on Climb checks, and it can take 10 on Climb checks even when rushed or threatened. These animals are prodigious leapers, having a +12 racial bonus on Jump checks.


CAVE MORAY
Medium Animal
Hit Dice: 4d8+7 (25 hp)
Initiative: +3
Speed: 5 ft. (1 square), climb 5 ft.
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +3
Attack: Bite +3 melee (2d4)
Full Attack: Bite +3 melee (2d4)
Space/Reach: 5 ft./5 ft. (10 ft. when striking from protective cyst)
Special Attacks: --
Special Qualities: Blindsight 20 ft., low-light vision, protective cyst
Saves: Fort +5, Ref +4, Will +5
Abilities: Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 2
Skills: Climb +15
Feats: Combat Reflexes, Toughness
Environment: Any underground
Organization: Colony (4-16)
Challenge Rating: 2
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: --

Cave morays appear to be a strange cross between slug and serpent. Their bodies are covered with slimy, brown scales, and they have bulbous eyes. Cave morays dwell in cyst-like growths adhered to cavern walls. While a cave moray can strike from its cyst with great speed, they are extremely slow moving otherwise.

COMBAT

Cave morays wait patiently in their protective cysts until prey comes within reach. Then the cave morays spring forth to bite.

Blindsight (Ex): Cave morays ascertain all foes within 20 feet using sound, scent, and vibration.

Protective Cyst (Ex): A cave moray spends most of its time coiled within an immobile, protective cyst of rock-like substance slowly excreted from the creature as it grows to maturity. When within its cyst, a cave moray has cover (+4 to AC) except when attacking. It is also virtually impossible to flank a cave moray except when it is attacking. An intelligent foe readies an action to time its attack with the cave moray's attack. It is possible to attack a cave moray's cyst. Treat this as attacking an object (although it does provoke attacks of opportunity if the attacker doesn't have Improved Sunder). A protective cyst is hardness 8 with 30 hit points (these hit points are separate from the cave moray's hit points).

A protective cyst may be mistaken for a normal rock formation. A DC 15 Knowledge (dungeoneering) check recognizes a protective cyst for what it is. A dwarf or other approrpiate creature can use stonecunning to distinguish a protective cyst from normal rock (Search DC 15).

Skills: A cave moray has a +8 racial bonus on Climb checks, and it can take 10 on Climb checks even when rushed or threatened.


ELECTRIC EEL, GIANT
Large Animal (Aquatic)
Hit Dice: 5d8+5 (27 hp)
Initiative: +3
Speed: Swim 30 ft. (6 squares)
Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+9
Attack: Bite +4 melee (1d4+3)
Full Attack: Bite +4 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Jolt
Special Qualities: Blindsense 30 ft., immune to electricity, low-light vision
Saves: Fort +5, Ref +9, Will +2
Abilities: Str 15, Dex 16, Con 13, Int 1, Wis 12, Cha 5
Skills: Listen +7, Spot +3, Swim +14
Feats: Alertness, Lightning Reflexes
Environment: Warm aquatic
Organization: Solitary, pair, or group (3-5)
Challenge Rating: 4
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: --

The giant electric eel lives in deep, warm fresh water rivers and lakes, where it prefers to lurk in areas of thick vegetation. They aren't actually eels, but are a type of fish. Electric eels prey most only fish and shrimp, but will eat refuse as well. There is a picture of an electric eel at this link.

A giant electric eel grows to a length of 18 feet and weighs about 600 pounds.

COMBAT

Giant electric eels release a powerful electric jolt if frightened or molested. They also use this jolt to capture their prey. They can bite, but their jaws are surprisingly weak and they have no teeth.

Jolt (Ex): Once every 1d6 rounds, a giant electric eel can generate a powerful jolt of electricity. Creatures within 5 feet of the eel suffer 6d8 points of electricity damage and is stunned for 1d6 rounds. Those within 10 feet suffer 4d8 points of electricity damage and is stunned for 1d3 rounds. Creatures no farther away than 15 feet suffer 2d8 points of electricity damage and is stunned for 1 round. A DC 14 Fortitude save halves this damage and negates stunning.

Blindsense (Ex): A giant electric eel uses electrical pulses as a form of echolocation to pinpoint creatures within 30 feet. Opponents still have total concealment against the eel unless it can actually see them.

Skills: A giant electric eel 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.


HIPPOCAMPUS
Large Animal (Aquatic)
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: Swim 60 ft. (12 squares)
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +3/+10
Attack: Forefin +5 melee (1d4+3)
Full Attack: 2 forefins +5 melee (1d4+3) and bite +0 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +4, Swim +11
Feats: Endurance, Run
Environment: Any water
Organization: Domesticated or herd (2-8)
Challenge Rating: 2
Advancement: 5-8 HD (Large)
Level Adjustment: --

The hippocampus is the most prized of marine steeds. They are strong and swift. A hippocampus has the rear body of a great fish and the forebody of a horse, except that its forelegs end in fins. Its rear body is covered with fine scales, while the foreparts are covered with thick fur. A hippocampus's mane, however, is not hair, but is a thick, waving mass of fins. Hippocampi are omnivores, feeding on both sea plants as well as small fish.

COMBAT

Unlike terrestrial horses, hippocampi are aggressive, lashing out with forefins and biting as well.

Carrying Capacity: A light load for a hippocampus is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A hippocampus can drag 4,500 pounds.

Skills: A hippocampus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
 
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BANDERLOG
Small Monstrous Humanoid
Hit Dice: 4d8+7 (25 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 30 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/-2
Attack: Club +7 melee (1d4+2), or rock +7 ranged (1d3+2)
Full Attack: Club +7 melee (1d4+2), or rock +7 ranged (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft.
Saves: Fort +2, Ref +6, Will +4
Abilities: Str 15, Dex 14, Con 12, Int 8, Wis 11, Cha 10
Skills: Climb +10, Hide +6, Listen +4, Spot +4
Feats: Alertness, Toughness
Environment: Warm forests
Organization: Solitary, hunting party (2-8), or troop (20-80 plus 100% noncombatants plus 1 3rd-level sergeant per 10 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th or 7th level, and 3-18 baboons)
Challenge Rating: 2
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +3

Banderlogs are primitive, baboon-like monstrous humanoids native to tropical forests. Males have brightly colored faces not dissimilar from the face of a mandrill. An adult male stands about three feet tall and weighs in at about 90 pounds. Females are duller in facial coloration and somewhat smaller. Banderlogs have dark brown to dusty black fur. They are not swift on the ground, but are exceptional climbers. Most banderlogs own little more than club, a crude sack, and a collection of "hunting rocks."

Banderlogs are semi-nomadic. They build crude, aboreal nests and huts, or else live in cliff-side caves.

Banderlogs speak their own language.

COMBAT

Banderlogs prefer to attack from the trees where they can make maximum use of their exceptional climbing abilities.

Skills: A banderlog has a +8 racial bonus on Climb checks, and can take 10 on Climb checks when rushed or threatened.

BANDERLOGS AS CHARACTERS
Banderlog characters possess the following racial traits.
*+4 Strength, +4 Dexterity, +2 Constitution, -2 Intelligence.
*Small Size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
*A banderlog's base land speed is 20 feet. Its base climb speed is 30 feet, and a banderlog has a +8 racial bonus on Climb checks, and can take 10 on Climb checks when rushed or threatened.
*Darkvision out to 60 feet.
*Racial Hit Dice: A banderlog begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
*Racial Skills: A banderlog's monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are Climb, Hide, Listen, and Spot.
*Racial Feats: A banderlog's monstrous humanoid levels give it two feats.
*+2 natural armor bonus.
*Automatic Languages: Banderlog, Common. Bonus Languages: Elven, Giant, Gnoll, Goblin, Orc.
*Favored Class: Barbarian.
*Level adjustment +3.


BARKBURR
Medium Plant
Hit Dice: 6d8+15 (42 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
Base Attack/Grapple: +4/+5
Attack: Slam +5 melee (1d6+1), or burr +5 ranged (1d4 plus lignification)
Full Attack: 2 slams +5 melee (1d6+1), or burr +5 ranged (1d4 plus lignification)
Space/Reach: 5 ft./5 ft.
Special Attacks: Lignification
Special Qualities: Deceptive appearance, detect evil/good, low-light vision, plant traits, tremorsense 60 ft.
Saves: Fort +7, Ref +3, Will +3
Abilities: Str 13, Dex 12, Con 15, Int 5, Wis 13, Cha 9.
Skills: Move Silently +10
Feats: Improved Initiative, Point Blank Shot, Toughness
Environment: Any forest
Organization: Solitary, pair, or copse (3-10)
Challenge Rating: 6
Treasure: None
Alignment: Neutral good or neutral evil
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: --

Barkburrs are strange plant creatures found in isolated forest regions. They prowl the woods hunting for offensive creatures. An offensive creature is one of the good-evil alignment opposite that of the barkburr. Thus, a an evil-aligned barkburr finds good-aligned creatures offensive. Barkburrs seek to rid its forest home of offensive creatures, a task for which they are unusually suited. When not moving, a barkburr is virtually indistinguishable from a normal tree. In fact, they appear very much like smallish trees of a type common to the forest in which the barkburrs reside. A barkburr moves rapidly on several strong root-like legs.

COMBAT

Barkburrs attack by firing burrs at offensive creatures. Burrs appear to be a hard-shelled, roundish sort of pine cone about six-inches in diameter. They move and fire so as to avoid melee combat as long as possible. If forced into melee combat, a barkburr fights by lashing out with its stout branches.

Lignification (Ex/Su): As a standard action, a barkburr can fire a burr (range increment 60 feet) at a target. Merely firing a burr is an extraordinary ability that provokes attacks of opportunity as normal for a ranged attack. If the burr hits, it attaches to the target and injects a barbed tubule into the target (inflicting 1d4 points of damage). A barkburr usually has 24 burrs available. It regrows fired burrs within 24 hours.

The next round, the burr injects a supernatural toxin into the target. If the target doesn't make a DC 15 Fortitude save, the target instantly becomes paralyzed for 1d4 hours. Remove paralysis negates this paralysis as normal, but has no effect on further effects. Regardless of the success of the initial Fortitude save, if the burr remains attached, the target must make another DC 15 Fortitude save the next round or else suffer 1d6 points of Dexterity damage. For each round after this, so long as the burr remains attached, the target must make another Fortitude save with a cumulative +1 increase to the initial DC 15 for each round. Every failed Fortitude save inflicts 1d6 points of Dexterity damage. If the victim's Dexterity is reduced to zero, the victim becomes helpless. The following round, this helpless victim transforms into a normal tree. Once transformed into a tree, after 1d4 days have passed, the victim transforms again, this time into a common forest animal (GM's choice).

Removing an attached burr is not easy. Neutralize poison cast on the victim can, at best, reset the Fortitude save DC to 15, but it cannot negate paralysis or remove ability damage. Neutralize poison cast on the burr destroys that burr's ability to inflict further harm, but it cannot negate paralysis or remove ability damage. A burr can be burned off. If it takes at least 6 points of fire damage, it detaches, but the rapid removal of the barbed tubule inflicts 1d6 points of damage to the victim. A burr can be pulled off (Strength check DC 14), but this also inflicts 1d6 points of damage to the victim. Control plants can cause a burr to detach without inflicting further harm to the victim.

Once a victim has transformed into either a tree or an animal, there is little that can be done to restore its original condition. Limited wish, miracle, polymorph any object, and wish can all restore the target to its original condition. Break enchantment and dispel magic are ineffective.

The DC for the Fortitude save is Constitution-based. The DC for the Strength check is Strength-based.

Deceptive Appearance (Ex): When stationary, there is little to distinguish a barkburr from an ordinary tree. A cleric with the Animal or Plant domain, a druid, or a ranger only can attempt a DC 20 Knowledge (nature) check in order to identify a barkburr as a plant creature.

Detect Good/Evil (Su): A good-aligned barkburr continuously detects evil with a range of 60 feet. An evil-aligned barkburr continuously detects good with a range of 60 feet. Either supernatural ability functions as if there had been three rounds of concentration. For example, a good-aligned barkburr automatically detects the presence or absence of evil, the number of evil auras within range, and the power and location of each aura. Except as noted above, this ability is identical to the spell.

Plant Traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, polymorph, and stunning. Not subject to critical hits.

Tremorsense (Ex): A barkburr is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground within 60 ft.


BASILISK, GREATER
Large Magical Beast
Hit Dice: 11d10+44 (104 hp)
Initiative: -2
Speed: 20 ft. (4 squares)
Armor Class: 16 (-1 size, -2 Dex, +9 natural), touch 7, flat-footed 16
Base Attack/Grapple: +11/+21
Attack: Bite +16 melee (1d10+6)
Full Attack: Bite +16 melee (1d10+6) and 2 claws (1d4+3 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon, petrifying gaze, poison
Special Qualities: Darkvision 60 ft., immune to petrification and nausea, low-light vision
Saves: Fort +13, Ref +5, Will +8
Abilities: Str 23, Dex 6, Con 19, Int 7, Wis 17, Cha 16
Skills: Listen +12, Spot +12
Feats: Alertness, Blind-Fight, Great Fortitude, Iron Will
Environment: Warm deserts
Organization: Solitary or pair
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral evil
Advancement: 12-22 HD (Large); 23-33 HD (Huge)
Level Adjustment: --

A greater basilisk is a reptilian monster that petrifies living creatures with a mere gaze. A greater basilisk usually has a dull brown body with a yellowish underbelly. Most specimens sport a short, curved horn atop the nose. An adult greater basilisk’s body grows to about 12 feet long, not including its tail, which can reach an additional length of 10 to 14 feet. The creature weighs about 900 pounds.

Though it has eight legs, its slow metabolism renders it relatively sluggish, so it does not expend energy unnecessarily. Intruders who flee a greater basilisk rather than fight can expect, at best, a halfhearted pursuit. These creatures tend to spend most of their time lying in wait for prey, which includes small mammals, birds, reptiles, and similar creatures.

COMBAT

A greater basilisk relies on its gaze attack, biting and clawing only when opponents come within reach.

Breath Weapon (Su): Once per hour, a greater basilisk can exhale a cloud of noxious fumes that fills a 20-foot-radius spread around the monster. This cloud doesn't appreciably obscure vision. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. Living creatures in the cloud become nauseated unless they make a DC 19 Fortitude save. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on its turn. The save DC is Constitution-based.

Petrifying Gaze (Su): Turn to stone permanently, range 30 feet; Fortitude DC 18 negates. The save DC is Charisma-based.

Poison (Ex): Injury, Fortitude DC 19, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.


BEAVER, GIANT
Medium Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +1
Speed: 20 ft., swim 30 ft.
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +4/+6
Attack: Bite +6 melee (3d4+3)
Full Attack: Bite +6 melee (3d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Wood mastery
Special Qualities: Darkvision 60 ft., hold breath, low-light vision
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 14, Dex 13, Con 16, Int 11, Wis 13, Cha 14
Skills: Craft (woodworking) +10, Knowledge (architecture and engineering) +5, Listen +5, Search +5*, Swim +10
Feats: Dodge, Skill Focus (Craft [woodworking])
Environment: Temperate or cold forests
Organization: Solitary or family (2-7)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: --

Giant beavers are intelligent, magical beasts native to temperate and cold forests. They are remarkable woodworkers who use skill and magic to craft enormous dams that contains several rooms. The entrance to a giant beaver's dam is always underwater. Giant beavers feed mainly on what they can find in their habitat. This includes vegetarian food such as aspen, willow, cottonwood, leaves, apples, crops, and similar fare. Fish can also comprise giant beaver's ration, yet the animal does not hunt. It eats dead fish found near-by. Careful and prudent, giant beavers hide food in their underwater tunnels to make use of it in winter periods.

Giant beavers communicate with their own kind by means of chitters, squeaks, and slapping their tails on nearby surfaces.

COMBAT

Giant beavers are generally inoffensive, but they are not helpless. They have devastatingly powerful jaws as well as magical powers.

Wood Mastery (Su): As a standard action with a range of touch, a giant beaver can warp wood as a 4th-level druid. Also as a standard action with a range of touch, a giant beaver can use wood shape on up to 14 cubic feet of wood. Multiple giant beavers can pool their power to affect a larger object. For example, eight giant beavers working in concert can warp a Colossal object or shape up to 112 cubic feet. A DC 14 Will save can resist this power.

A giant beaver can use its warp wood power as an attack in melee. The giant beaver and the defender make opposed attack rolls. If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. If the giant beaver wins the opposed attack roll, the defender's wooden object is struck and affected by warp wood as per that spell's description.

A group of four beavers working together can use spike growth as a standard action as a 5th-level druid. No single giant beaver can participate in this group effort more than once per day. A DC 15 Reflex save partially resists this power, as normal for the spell spike growth.

The save DCs are Charisma-based.

Hold Breath (Ex): A giant beaver can hold its breath for a number of rounds equal to 8 x its Constitution score before it risks drowning.

Skills: A giant beaver gets a +4 racial bonus on Craft checks involving wood and a +2 racial bonus on Listen checks. It has a +8 racial bonus on Swim checks, and can take on a Swim check even when rushed or threatened. *It enjoys a +2 bonus on Search checks when looking for secret or concealed doors.

BLACK WILLOW
Huge Plant
Hit Dice: 12d8+60 (114 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 18 (-2 size, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +9/+29
Attack: Lash +15 melee (1d4+8)
Full Attack: 3 lashes +15 melee (1d4+8), bite +13 melee (2d6+4), and 2 slams +13 melee (1d8+4)
Space/Reach: 15 ft./15 ft. (30 ft. with lash)
Special Attacks: Aura of drowsiness, improved grab, swallow whole
Special Qualities: Damage reduction 5/blungeoning, low-light vision, plant traits, regeneration 5
Saves: Fort +15, Ref +4, Will +5
Abilities: Str 27, Dex 10, Con 21, Int 13, Wis 12, Cha 14
Skills: Hide -8*, Knowledge (nature) +8, Listen +11, Search +10, Spot +11, Survival +12*
Feats: Expertise, Great Fortitude, Improved Disarm, Improved Trip, Multiattack, Track (B)
Environment: Temperate or cold forest
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Always neutral evil
Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan)
Level Adjustment: --

A black willow is a dangerous, malicious plant creature that inhabits regions where normal willows grow. They hate most other creatures, especially elves, good-aligned druids, treants, and other black willows. Black willows derive on some of their nourishment from the sun and soil. They are also carnivorous. At first glance, a black willow appears like a normal tree, but closer inspection cannot help but note the bark shaped into a cruel face, the arm-like lower branches, and the vertical slit of its fang-filled maw.

A black willow is about 20 feet tall, with a "trunk" about 3 feet in diameter. It weighs about 5,000 pounds. Black willows speak Sylvan. Most know one other language as well.

COMBAT

A black willow attacks with three whip-like branches, its powerful bite, and two arm-like branches. Its whip-like branches have 30 feet of reach. A black willow likes to save its attacks of opportunity for use against creatures who use spells, spell-like abilities, or ranged weapons. This can come as a nasty surprise for a spellcaster who thinks he is safe 20 or so feet away from the black willow. Against a particularly small or weak creature, a black willow is likely to take the -20 penalty on its grapple check so that the black willow itself isn't treated as if grappled. Clever use of improved grab and swallow whole along with a full attack can rapidly reduce the number of foes outside a black willow's stomach.

Aura of Drowsiness (Su): A black willow activates its aura of drowsiness of a free action. All creatures within a 30-foot spread must make a DC 18 Will save or become extremely lethargic each round they remain within the area of effect. An affected creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed. Aura of drowsiness doesn't stack with slow, but it is dispelled by haste.

Improved Grab (Ex): To use this ability, a black willow must hit with a lash or bite attack against a creature at least two sizes smaller. 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. A black willow has a +4 racial bonus to grapple checks.

Swallow Whole (Ex): A black willow can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d6+8 points of bludgeoning damage and 6 points of acid damage per round from the black willow's stomach. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the stomach (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge black willow's stomach can hold 3 Medium, 12 Small, 48 Tiny, or 192 Diminutive or smaller opponents.

Plant Traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, polymorph, and stunning. Not subject to critical hits.

Regeneration (Ex): Bludgeoning weapons and acid deal normal damage to a black willow. A black willow 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.

Skills: *A black willow has a +16 racial bonus to Hide checks in a forest. It gains a +2 bonus on Survival checks in aboveground natural environments and when following tracks.


BLOODTHORN
Large Plant
Hit Dice: 5d8+20 (42 hp)
Initiative: +0
Speed: 5 ft. (1 square)
Armor Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +3/+13
Attack: Slam +8 melee (1d6+9)
Full Attack: Slam +8 melee (1d6+9)
Space/Reach: 10 ft./10 ft. (20 ft. with vine)
Special Attacks: Blood drain, improved grab
Special Qualities: Blindsight 30 ft., camouflage, immunity to electricity, plant traits, resistance to cold 10 and fire 10
Saves: Fort +8, Ref +1, Will +2
Abilities: Str 22, Dex 10, Con 19, Int --, Wis 13, Cha 9
Environment: Temperate forests or mountains
Organization: Solitary or patch (2-4)
Challenge Rating: 3
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 6-15 HD (Large); 16-20 HD (Huge); 21-25 HD (Gargantuan); 26+ HD (Colossal)
Level Adjustment: --

Like its relative the assassin vine, a bloodthorn is a semi-mobile plant that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch off from the main vine about every 6 inches. Much larger specimens have been encountered in more remote forest regions. A bloodthorn's small vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble beans. The fruit is tough and has a hearty but acrid flavor. Bloodthorn berries make a strong, dark coffee. A bloodthorn can move about, albeit very slowly, but usually stays put unless it needs to seek prey in a new vicinity.

COMBAT

A bloodthorn uses simple tactics: It lies still until prey comes within reach, then attacks.

Blood Drain (Ex): Against a grappled foe, a bloodthorn automatically drains blood for 1d4 points of Constitution damage each round.

Improved Grab (Ex): To use this ability, a bloodthorn 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 immediately drain blood.

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

Camouflage (Ex): Since bloodthorn 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.

Plant Traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, polymorph, and stunning. Not subject to critical hits.


BOGGART
Small Aberration (Air)
Hit Dice: 3d8 (13 hp)
Initiative: +7
Speed: 20 ft. (4 squares), fly 40 ft. (perfect) in energy form
Armor Class: 18 (+1 size, +7 Dex), touch 18, flat-footed 11
Base Attack/Grapple: +2/-3
Attack: Short sword +10 melee (1d4-1/19-20), or electrical touch +10 melee (2d6 electricity) in energy form
Full Attack: Short sword +10 melee (1d4-1/19-20), or electrical touch +10 melee (2d6 electricity) in energy form
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., energy form, immunity to magic, transformative death
Saves: Fort +1, Ref +8, Will +5
Abilities: Str 8, Dex 25, Con 10, Int 13, Wis 14, Cha 12
Skills: Bluff +7, Diplomacy +3, Hide +11, Intimidate +3, Listen +9, Search +7, Spot +9
Feats: Alertness, Dodge, Weapon Finesse (B)
Environment: Temperate marshes
Organization: Brood (2-5)
Challenge Rating: 3
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always chaotic evil
Advancement: 4-9 HD (Small)
Level Adjustment: --

A boggart is the immature form of a will-o'-wisp. It appears as a hairy, dirty humanoid about the same size as a halfling. In humanoid form, a boggart usually carries little more than a short sword and maybe a pouch or two hanging from a crude belt. It spends about half of its time in energy form, appearing as a glowing, crackling ball in this form. Boggarts feed on both flesh and life energy, and hunt in either form.

Boggarts speak Auran.

COMBAT

Boggarts prefer to attack by surprise from either hiding or under cover of invisibility. They fight in energy form as much as possible.

Spell-Like Abilities: 1/day - confusion, detect thoughts, invisibility. Caster level 6th. Save DC 11 + spell level. Saves are Charisma-based.

Energy Form (Su): As a standard action, a boggart (and up to 50 pounds of equipment) can change to a form comprised largely of electrical energy. It can maintain this form only for 1d6+6 rounds before it automatically reverts to humanoid form at the end of its turn. It cannot resume energy form for another 1d6+6 rounds. In energy form, the boggart receives a +9 deflection bonus to AC. It can make a melee touch attack that inflicts 2d6 points of electricity damage.

Immunity to Magic (Ex): A will-o’-wisp is immune to most spells or spell-like abilities that allow spell resistance, except magic missile, magic circle against evil, and maze.

Transformative Death (Su): When a boggart dies, it rises again as a will-o'-wisp after 1d4 days unless the corpse is subjected to a bless followed by a protection from evil.



BROWNIE
Small Fey
Hit Dice: 1d6+1 (4 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 18 (+1 size, +4 Dex, +2 leather, +1 buckler), touch 15, flat-footed 18
Base Attack/Grapple: +0/-5
Attack: Short sword +5 melee (1d4-1/19-20), or shortbow +5 ranged (1d4-1/x3)
Full Attack: Short sword +5 melee (1d4-1/19-20), or shortbow +5 ranged (1d4-1/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Evasion, low-light vision, uncanny dodge
Saves: Fort +3, Ref +8, Will +7
Abilities: Str 8, Dex 18, Con 12, Int 15, Wis 16, Cha 17
Skills: Bluff +7*, Craft (any one) +6, Hide +11*, Listen +15, Move Silently +7*, Search +14, Spot +15, Survival +7
Feats: Weapon Finesse
Environment: Any non-evil community
Organization: Family (2-5) or clan (2-4 families)
Challenge Rating: 2
Treasure: Standard
Alignment: Always good
Advancement: 2-3 HD (Small)
Level Adjustment: +3

Brownies are good-natured, helpful fey who live in communities, usually among humans. Brownies tend to be nocturnal. During the day, they hide away in places humans seldom go, such as in the farther recesses of attics. At night, they sneak out of hiding and go to work, helping with repairs, crafting, and even patrolling shadowy alleys for trouble. A brownie appears very much like halflings, but their ears are larger and pointier, and their arms and legs are longer and skinnier. They typically dress in drab homespun, but keep their armor and small bucklers on hand for emergencies.

Brownies speak Sylvan, Common, and Halfling.

COMBAT

Brownies fight to defend themselves and their adopted community. With their keen senses, they are seldom surprised. They are masters of hiding, and often attack by surprise. A family of brownies typically uses confusion first to disorient their foes, followed by mirror image and/or protection from evil for defense. If the confusions took well, brownies hang back and pepper their foes with arrows.

Spell-Like Abilities: 3/day - mending. 1/day - confusion, dancing lights, daylight, dimension door, fabricate, mirror image, protection from evil, ventriloquism. Caster level 7th. Save DC = 13 + spell level.

Evasion (Ex): A brownie can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if the brownie is wearing light armor or no armor. A helpless brownie does not gain the benefit of evasion.

Uncanny Dodge (Ex): A brownie can react to danger before its senses would normally allow it to do so. It retains its Dexterity bonus to AC (if any) even if it is caught flat-footed or struck by an invisible attacker. However, it still loses her Dexterity bonus to AC if immobilized.

Skills: Brownies have a +8 racial bonus on Listen, Search, and Spot checks. Brownies enjoy a +2 resistance bonus to all saves. *They also have a +4 racial bonus to Bluff checks when creating a diversion to Hide. Hide and Move Silently include a -1 armor check penalty due to the buckler.

BROWNIES AS CHARACTERS
A brownie character exchanges its 1 HD of fey for its first class level. Brownie characters possess the following racial traits.
*-2 Strength, +8 Dexterity, +2 Constitution, +4 Intelligence, +6 Wisdom, +6 Charisma.
*Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
*A brownie's base land speed is 30 feet.
*Low-light vision.
*Skills: Brownies have a +8 racial bonus on Listen, Search, and Spot checks. Brownies enjoy a +2 resistance bonus to all saves. *They also have a +4 racial bonus to Bluff checks when creating a diversion to Hide.
*+2 resistance bonus to all saves.
*Special Attacks (see above): Spell-like abilities.
*Special Qualities (see above): Evasion, uncanny dodge.
*Automatic Languages: Sylvan. Bonus Languages: Common, Dwarven, Elven, Gnome, Halfling, and Orc.
*Favored Class: Rogue.
*Level adjustment +3.
 
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i really like the "shielded head" - nice way of making an old game mechanic work with the new rules. ;)
 

CARRION CRAWLER
Large Aberration
Hit Dice: 3d8+12 (25 hp)
Initiative: +0
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 16 (-1 size, +4 natural, +2 shield), touch 9, flat-footed 16
Base Attack/Grapple: +2/+8
Attack: Tentacle +4 melee (1d3+2 plus paralysis)
Full Attack: 8 tentacles +4 melee (1d3+2 plus paralysis)
Space/Reach: 10 ft./5 ft.
Special Attacks: Paralysis
Special Qualities: Darkvision 60 ft., immune to paralysis, shielded head
Saves: Fort +7, Ref +1, Will +4
Abilities: Str 15, Dex 11, Con 19, Int 12, Wis 12, Cha 8
Skills: Climb +16, Listen +9, Spot +9
Feats: Alertness, Great Fortitude
Environment: Any underground
Organization: Solitary or association (2-6)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: --

Carrion crawlers are horrible, much feared denizens of subterranea. A crawler appears very much like 8 to 9-foot-long cutworm, except for the thick plate of bony chitin that covers much of its grotesque head and the eight cruelly clawed tentacles that surround its mandibles. These tentacles are not long, being only about two or three feet in length, but are quite flexible and exude a paralyzing mucous. Although it is technically an invertebrate, a crawler's thick, leathery body is internally supported by a spongy yet strong lattice of cartilaginous tissue.

Carrion crawlers hunt the subterranean world, and they aren't picky about what they eat (hence their name). Paralyzed prey is typically dragged back to a lair before it is consumed while still alive.

Carrion crawlers do not speak, but communicate with their own kind by a surprising sophisticated system touches, tentacle wiggles, and mandible clicks.

COMBAT

Carrion crawlers prefer to attack from above, rushing down walls from ceilings to bring their tentacles into play.

Paralysis (Ex): Any living creature struck by a carrion crawler's tentacle must make a DC 15 Fortitude save or be paralyzed for 1d4+1 hours. The save is Constitution-based.

Shielded Head (Ex): A carrion crawler's bony head plate works somewhat like a shield. A carrion crawler can only apply the shield bonus to its AC against a single foe each round.

Skills: A carrion crawler gains a +8 racial bonus on Climb checks, and can take 10 on a Climb check even if rushed or threatened.


CATOBLEPAS
Large Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +4
Speed: 20 ft. (4 squares), swim 20 ft.
Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +6/+16
Attack: Tail +11 melee (1d6+9 plus stun), or death ray +6 ranged touch (death or 3d6+6)
Full Attack: Tail +11 melee (1d6+9 plus stun), or death ray +6 ranged touch (death or 3d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Death gaze, stunning blow
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +8, Ref +5, Will +3
Abilities: Str 22, Dex 10, Con 16, Int 4, Wis 13, Cha 6
Skills: Listen +5, Spot +5, Swim +15
Feats: Improved Initiative, Improved Overrun, Power Attack
Environment: Warm and temperate marshes
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large); 13-24 HD (Huge)
Level Adjustment: --

A catoblepas (pronounced kuh-TOB-lep-us) appears to be a horrifying mixture of animals. It has a bulbous body like a hippopotamus, a long neck like a giraffe, the grotesque head of a warthog, a serpentine tail ending with a cluster of bony growths, and blood-red eyes that contain deadly supernatural power. Fortunately, the catoblepas is normally solitary, pairing up only during a brief mating season. Like both the hippopotamus and the warthog, this magical beast has a foul temper and seldom hesitates to attack any creature that ventures too close.

Catoblepases are omnivores who feed mostly on swamp plants, snakes, amphibians, and small mammals.

COMBAT

Despite its bulk, a catoblepas is surprisingly quick to react. It charges to lash out with its knobby tail. Those who meet its gaze often die. A catoblepas tends to attack whatever most recently injured it, using its death ray against ranged target.

Death Gaze (Su): Death, range 40 feet, Fortitude DC 11 negates. As a standard action, a catoblepas can focus its gaze into ray with a range of 40 feet, but this prevents its death gaze from affecting anyone for 1 round. This ray is equal to finger of death as from a 6th-level caster. The victim is allowed a DC 15 Fortitude save to avoid death; it takes 3d6+6 points of damage even with a successful save. The save DCs are Charisma-based.

Stunning Blow (Ex): Any creature size Large or smaller struck by a catoblepas's knobby tail must make a DC 19 Fortitude save or be stunned for 1 round. The save is Strength-based.

Skills: A catoblepas has a +8 racial bonus on Swim checks, and can take on a Swim check even when rushed or threatened.


CRANE, GIANT
Medium Outsider (Native)
Hit Dice: 3d8 (13 hp)
Initiative: +4
Speed: 30 ft. (6 squares), fly 60 ft. (average)
Armor Class: 23 (+4 Dex, +5 natural, +4 Wis), touch 18, flat-footed 19
Base Attack/Grapple: +3/+3
Attack: Beak stab +7 melee (1d10)
Full Attack: 2 beak stabs +5 melee (1d10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Flurry of blows, spells
Special Qualities: Damage reduction 5/evil, darkvision 60 ft., evasion, still mind
Saves: Fort +3, Ref +7, Will +7
Abilities: Str 10, Dex 18, Con 10, Int 17, Wis 19, Cha 17
Skills: Concentration +6, Diplomacy +11, Hide +10, Knowledge (any one) +9, Knowledge (nature) +11, Listen +10, Move Silently +10, Perform (singing) +9, Sense Motive +10, Spot +10, Survival +9*
Feats: Combat Reflexes (B), Stunning Fist (B), Track, Weapon Finesse
Environment: Temperate marshes
Organization: Solitary, pair, or flock (3-18)
Challenge Rating: 5
Treasure: Standard
Alignment: Any good
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: +4

The giant crane is a graceful, magical bird that in ages past taught certain martial arts to good-aligned warriors. It appears like a normal crane except for its size and eyes. A giant crane stands nearly seven feet tall. Its eyes shine like gold. Giant cranes live in marshlands where they hunt large fish, turtles, and snakes. They also keep careful watch for evil creatures, which giant cranes cannot abide.

Giant cranes speak Celestial and Common. Most speak one other language as well.

COMBAT

A giant crane prefers to avoid combat, but it is still a capable combatant. It moves with grace and precision, striking with its spear-like beak. A giant crane's natural weapon is treated as good-aligned for the purpose of overcoming damage reduction.

Flurry of Blows (Ex): A giant crane can make a flurry of blows just like a 3rd-level monk.

Spells: A giant crane casts spells as a 9th-level bard. It can choose its spells known from the bard list, and from the lists for the Good, Protection, and Water domains. A giant crane never needs material, focus, or divine focus components for its spells.

Typical Spells Known (save DC 13 + spell level; 3/4/4/3 per day): 0 - dancing lights, daze, detect magic, ghost sound, mage hand, resistance; 1st - cause fear, cure light wounds, sanctuary, sleep; 2nd - cure moderate wounds, fog cloud, glitterdust, silence; 3rd - charm monster, cure serious wounds, magic circle against evil.

Evasion (Ex): If a giant crane makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. A helpless giant crane does not gain the benefit of evasion and also loses the Wisdom bonus to AC.

Still Mind (Ex): A giant crane gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Stunning Fist (Ex): A giant crane can use this feat three times per day. The Fortitude save DC is 15.

Skills: *A giant crane gains a +2 bonus on Survival checks in aboveground natural environments.
 
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Dire Animal Traits: An animal possesses the following traits (unless otherwise noted in a creature’s entry).
* Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be a dire animal).
* Low-light vision.
* Alignment: Always neutral. Dire animals are not governed by a human sense of morality.
* Treasure: None. Dire animals never possess treasure.


DIRE CRAB
Medium Animal (Aquatic)
Hit Dice: 3d8+12 (25 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 20 ft.
Armor Class: 17 (+7 natural), touch 10, flat-footed 17
Base Attack/Grapple: +2/+3
Attack: Pincer +4 melee (1d8+1)
Full Attack: 2 pincers +4 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Amphibious, low-light vision
Saves: Fort +7, Ref +1, Will +3
Abilities: Str 13, Dex 10, Con 18, Int 1, Wis 10, Cha 7
Skills: Listen +5, Spot +5, Swim +9
Feats: Alertness, Weapon Focus (pincer)
Environment: Any aquatic
Organization: Solitary, pair, or group (3-12)
Challenge Rating: 2
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: --

The dire crab can be found in nearly any coastal area. They are generally scavengers, but sometimes hunt large fish, coastal mammals, and birds. A dire crab is four to five feet long and weighs about 120 pounds.

COMBAT

Dire crabs attack with their pincers.

Skills: A dire crab 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 CRAYFISH
Medium Animal (Aquatic)
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +3/+5
Attack: Pincer +6 melee (1d10+2)
Full Attack: 2 pincers +6 melee (1d10+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Snip
Special Qualities: Low-light vision
Saves: Fort +7, Ref +2, Will +4
Abilities: Str 15, Dex 12, Con 16, Int 1, Wis 10, Cha 6
Skills: Listen +5, Spot +5, Swim +11
Feats: Alertness, Weapon Focus (pincer)
Environment: Warm aquatic
Organization: Solitary, pair, or group (3-4)
Challenge Rating: 4
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: --

The dire crayfish is found in warm freshwater shallows. It lives in muddy burrows. Normally aquatic, these creatures sometimes venture onto land during the night in search of food or a new home. A dire crayfish is about five feet long from head to tail and weighs as much as 200 pounds.

COMBAT

Dire crayfish attack with their dangerous pincers. These pincers are strong enough to literally snip a limb off the dire crayfish's prey.

Snip (Ex): With a confirmed critical hit, a dire crayfish not only inflicts double damage, but it also snips off a body part from its victim so long as the victim is the same size or smaller as the dire crayfish. The following is useful for humanoids. Roll 1d10: 1-2 (right arm), 3-4 (left arm), 5-6 (right leg), 7-8 (left leg), 9-10 (head).

Loss of an arm or leg results in 1 point of damage each subsequent round from blood loss. Normal means of stopping blood loss are effective. The victim must make a DC 14 Fortitude save or be shaken until healed (but necessarily until the limb is restored). The save DC is Strength-based. Loss of a head almost always results in instant death. Loss of leg results in the creature falling down and having to fight from the prone. Contrary to a certain movie, no one hops around on one leg during a fight as if he'd suffered just a flesh wound. Some creatures are not subject to snipping (such as oozes) or the ill effects that result from a lost limb (such as most undead), although a lost leg nearly always hinders a humanoid-shaped creature.

Skills: A dire crayfish 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 FROG
Huge Animal
Hit Dice: 10d8+66 (111 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft., swim 40 ft.
Armor Class: 13 (-2 size, +2 Dex, +3 natural), touch 10, flat-footed 11
Base Attack/Grapple: +7/+23
Attack: Bite +13 melee (2d8+12), or tongue snatch +7 ranged (grapple)
Full Attack: Bite +13 melee (2d8+12), or tongue snatch +7 ranged (grapple)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole, tongue snatch
Special Qualities: Low-light vision
Saves: Fort +15, Ref +5, Will +8
Abilities: Str 26, Dex 14, Con 22, Int 2, Wis 13, Cha 9
Skills: Climb +16, Jump +21, Listen +8, Spot +8, Swim +16
Feats: Alertness, Great Fortitude, Toughness (2)
Environment: Warm marsh
Organization: Solitary or pair
Challenge Rating: 8
Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan)
Level Adjustment: --

The dire frog is one of the most feared dire animals. It appears very much like an enormous frog except for the bony spikes growing along the ridges of its face and back. Dire frogs prey on nearly any creature size Large or smaller. With its rear legs extended, a dire frog is nearly 40 feet long from nose to toes. It weighs about 6 tons.

COMBAT

A dire frog attacks by either rushing at its prey or lashing out with its 60-foot-long tongue. It attempts to pull its victim into its mouth in order to smash that victim to a pulp or just swallow it whole.

Improved Grab (Ex): To use this ability, a dire frog must hit an opponent of up to one size smaller with its bite attack, or up to two sizes smaller with its tongue snatch. 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 or else automatically inflict bite damage.

Swallow Whole (Ex): A dire frog 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 dire frog's stomach. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the stomach (AC 11). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge dire frog's stomach can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Tongue Snatch (Ex): A dire frog can shoot its muscular, sticky tongue out to a range of 60 feet as a ranged touch attack. With a successful grapple check after a tongue snatch attack, a dire frog pulls its prey into its mouth at the start of its next action. It can then make further use of improved grab to chew its prey or swallow its prey whole.

Skills: A dire frog 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. It also has a +8 racial bonus on Climb checks, and can take 10 on a Climb check even if distracted or threatened. Finally, a dire frog enjoys a +10 racial bonus on Jump checks.
 
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