This material is Open Game Content, and is licensed for public use under
the terms of the Open Game License v1.0a.
MONSTERS (INTRO-A)
READING THE ENTRIES
Each monster description is organized in the same general format, as
outlined below.
STATISTICS BLOCK
This portion of a monster
description contains basic game information on the creature.
Name
This is the name by which the creature is generally known. The descriptive
text may provide other names.
Size and Type
This line describes the creature’s size. A size modifier applies to
the creature’s Armor Class (AC) and attack bonus, as well as to certain
skills. A creature’s size also determines how far it can reach to make a
melee attack and how much space it occupies in a fight (see Space/Reach, below).
The size and type line continues with the creature’s type. Type
determines how magic affects a creature. Type determines certain features, such
as Hit Dice size, base attack bonus, base saving throw bonuses, and skill
points.
Hit Dice
This line gives the creature’s number and type of Hit Dice, and lists
any bonus hit points. A parenthetical note gives the average hit points for a
creature of the indicated number of Hit Dice. A creature’s Hit Dice total
is also treated as its level for determining how spells affect the creature, its
rate of natural healing, and its maximum ranks in a skill.
Initiative
This line gives the creature’s modifier on initiative
checks.
Speed
This line gives the creature’s tactical speed on land (the amount of
distance it can cover in one move action). If the creature wears armor that
reduces its speed, the creature’s base land speed follows.
If the
creature has other modes of movement, these are given after (or in place of) the
land speed. Unless noted otherwise, modes of movement are natural (not
magical).
Armor Class
The Armor Class line gives the creature’s AC for normal combat and
includes a parenthetical mention of the modifiers contributing to it (usually
size, Dexterity, and natural armor). The creature’s touch and flat-footed
ACs follow the combat-ready AC.
A creature’s armor proficiencies (if it
has any) depend on its type, but in general a creature is automatically
proficient with any kind of armor it is described as wearing (light, medium, or
heavy), and with all lighter kinds of armor.
Base Attack/Grapple
The number before the slash on this line is the creature’s base
attack bonus (before any modifiers are applied). This number won’t often
be used, but it can be handy sometimes, especially if the creature has the Power
Attack or Combat Expertise feats.
The number after the slash is the
creature’s grapple bonus, which is used when the creature makes a grapple
attack or when someone tries to grapple the creature. The grapple bonus includes
all modifiers that apply to the creature’s grapple checks (base attack
bonus, Strength modifier, special size modifier, and any other applicable
modifier, such as a racial bonus on grapple checks).
Attack
This line shows the single attack the creature makes with an attack action.
In most cases, this is also the attack the creature uses when making an attack
of opportunity as well. The attack line provides the weapon used (natural or
manufactured), attack bonus, and form of attack (melee or ranged). The attack
bonus given includes modifications for size and Strength (for melee attacks) or
Dexterity (for ranged attacks). A creature with the Weapon Finesse feat can use
its Dexterity modifier on melee attacks. If the creature uses natural attacks,
the natural weapon given here is the creature’s primary natural weapon. If
the creature has several different weapons at its disposal, the alternatives are
shown, with each different attack separated by the word “or.” A
creature can use one of its secondary natural weapons when making an attack
action, but if it does it takes an attack penalty, as noted in the Full Attack
section below. The damage that each attack deals is noted parenthetically.
Damage from an attack is always at least 1 point, even if a subtraction from a
die roll reduces the result to 0 or lower.
Full Attack
This line shows all the physical attacks the creature makes when it uses a
full-round action to make a full attack. It gives the number of attacks along
with the weapon, attack bonus, and form of attack (melee or ranged). The first
entry is for the creature’s primary weapon, with an attack bonus including
modifications for size and Strength (for melee attacks) or Dexterity (for ranged
attacks). A creature with the Weapon Finesse feat can use its Dexterity modifier
on melee attacks. The remaining weapons are secondary, and attacks with them are
made with a –5 penalty to the attack roll, no matter how many there are.
Creatures with the Multiattack feat take only a –2 penalty on secondary
attacks. The damage that each attack deals is noted parenthetically. Damage from
an attack is always at least 1 point, even if a subtraction from a die roll
reduces the result to 0 or lower.
A creature’s primary attack damage
includes its full Strength modifier (1-1/2 times its Strength bonus if the
attack is with the creature’s sole natural weapon) and is given first.
Secondary attacks add only 1/2 the creature’s Strength bonus and are given
second in the parentheses.
If any attacks also have some special effect
other than damage, that information is given here.
Unless noted otherwise,
creatures using natural weapons deal double damage on critical
hits.
Manufactured Weapons: Creatures that use swords, bows, spears,
and the like follow the same rules as characters do. The bonus for attacks with
two-handed weapons is 1-1/2 times the creature’s Strength modifier (if it
is a bonus), and is given first. Offhand weapons add only 1/2 the Strength bonus
and are given second in the parentheses.
Space/Reach
This line describes how much space the creature takes up on the battle grid
and thereby needs to fight effectively, as well as how close it has to be to
threaten an opponent. The number before the slash is the creature’s space,
or how many feet one side of the creature occupies. The number after the slash
is the creature’s natural reach. If the creature has exceptional reach due
to a weapon, tentacle, or the like, the extended reach and its source are noted
in parentheses at the end of the line.
Special Attacks and Special Qualities
Many creatures have unusual abilities. A monster entry breaks these
abilities into special attacks and special qualities. The latter category
includes defenses, vulnerabilities, and other special abilities that are not
modes of attack. A special ability is either extraordinary (Ex), spell-like
(Sp), or supernatural (Su). Additional information (when needed) is provided in
the creature’s descriptive text.
When a special ability allows a saving
throw, the kind of save and the save DC is noted in the descriptive text. Most
saving throws against special abilities have DCs calculated as follows: 10 + 1/2
the attacker’s racial Hit Dice + the relevant ability modifier.
The
save DC is given in the creature’s description along with the ability on
which the DC is based.
Saves
This line gives the creature’s Fortitude, Reflex, and Will save
modifiers.
Abilities
This line lists the creature’s ability scores, in the customary
order: Str, Dex, Con, Int, Wis, Cha. Except where noted otherwise, each creature
is assumed to have the standard array of ability scores before racial
adjustments (all 11s and 10s). To determine any creature’s racial ability
adjustments, subtract 10 from any even-numbered ability score and subtract 11
from any odd-numbered score. (Exceptions are noted in the Combat section of a
creature’s descriptive text.)
Strength: Quadrupeds can carry
heavier loads than bipeds can. Any creature with four or more motive limbs can
carry a load as a quadruped, even if it does not necessarily use all the limbs
at once.
Intelligence: A creature can speak all the languages
mentioned in its description, plus one additional language per point of
Intelligence bonus. Any creature with an Intelligence score of 3 or higher
understands at least one language (Common, unless noted
otherwise).
Nonabilities: Some creatures lack certain ability scores.
These creatures do not have an ability score of 0—they lack the ability
altogether. The modifier for a nonability is +0.
Skills
This line gives the creature’s skills, along with each skill’s
modifier (including adjustments for ability scores, armor check penalties, and
any bonuses from feats or racial traits). All listed skills are class skills,
unless the creature has a character class (noted in the entry). A
creature’s type and Intelligence score determine the number of skill
points it has.
The Skills section of the creature’s description recaps
racial bonuses and other adjustments to skill modifiers for the sake of clarity;
these bonuses should not be added to the listed skill modifiers.
An asterisk
(*) beside the relevant score and in the Skills section of the descriptive text
indicates a conditional adjustment, one that applies only in certain
situations.
Natural Tendencies: Some creatures simply aren’t
made for certain types of physical activity. If it seems clear that a particular
creature simply is not made for a particular physical activity, that creature
takes a –8 penalty on skill checks that defy its natural tendencies.
In
extreme circumstances the creature fails the check automatically.
Feats
The line gives the creature’s feats. A monster gains feats just as a
character does. Sometimes a creature has one or more bonus feats, marked with a
superscript B (B). Creatures often do not have the prerequisites for
a bonus feat. If this is so, the creature can still use the feat. If you wish to
customize the creature with new feats, you can reassign its other feats, but not
its bonus feats. A creature cannot have a feat that is not a bonus feat unless
it has the feat’s prerequisites.
Environment
This line gives a type of climate and terrain where the creature is
typically found. This describes a tendency, but is not exclusionary.
Organization
This line describes the kinds of groups the creature might form. A range of
numbers in parentheses indicates how many combat-ready adults are in each type
of group. Many groups also have a number of noncombatants, expressed as a
percentage of the fighting population. Noncombatants can include young, the
infirm, slaves, or other individuals who are not inclined to fight. If the
organization line contains the term “domesticated,” the creature is
generally found only in the company of other creatures, whom it serves in some
capacity.
Challenge Rating
This shows the average level of a party of adventurers for which one
creature would make an encounter of moderate difficulty.
Treasure
This line reflects how much wealth the creature owns. In most cases,
a creature keeps valuables in its home or lair and has no treasure with it when
it travels. Intelligent creatures that own useful, portable treasure (such as
magic items) tend to carry and use these, leaving bulky items at home.
Alignment
This line gives the alignment that the creature is most likely to have.
Every entry includes a qualifier that indicates how broadly that alignment
applies to the species as a whole.
Advancement
The monster entry usually describes only the most commonly encountered
version of a creature. The advancement line shows how tough a creature can get,
in terms of extra Hit Dice. (This is not an absolute limit, but exceptions are
extremely rare.) Often, intelligent creatures advance by gaining a level in a
character class instead of just gaining a new Hit Die.
Level Adjustment
This line is included in the entries of creatures suitable for use as
player characters or as cohorts (usually creatures with Intelligence scores of
at least 3 and possessing opposable thumbs). Add this number to the
creature’s total Hit Dice, including class levels, to get the
creature’s effective character level (ECL). A character’s ECL
affects the experience the character earns, the amount of experience the
character must have before gaining a new level, and the character’s
starting equipment.
ABOLETH
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Huge Aberration (Aquatic)
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Hit Dice:
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8d8+40 (76 hp)
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Initiative:
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+1
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Speed:
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10 ft. (2 squares), swim 60 ft.
|
|
Armor Class:
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16 (–2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
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Base Attack/Grapple:
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+6/+22
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Attack:
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Tentacle +12 melee (1d6+8 plus slime)
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Full Attack:
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4 tentacles +12 melee (1d6+8 plus slime)
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Space/Reach:
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15 ft./10 ft.
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Special Attacks:
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Enslave, psionics, slime
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Special Qualities:
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Aquatic subtype, darkvision 60 ft., mucus cloud
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Saves:
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Fort +7, Ref +3, Will +11
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Abilities:
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Str 26, Dex 12, Con 20, Int 15, Wis 17, Cha 17
|
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Skills:
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Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16, Swim
+8
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Feats:
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Alertness, Combat Casting, Iron Will
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Environment
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Underground
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Organization:
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Solitary, brood (2–4),or slaver brood (1d3+1 plus 7–12
skum)
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Challenge Rating:
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7
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Treasure:
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Double standard
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Alignment:
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Usually lawful evil
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Advancement:
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9–16 HD (Huge); 17–24 HD (Gargantuan)
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Level Adjustment:
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—
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The aboleth is a revolting fishlike amphibian found primarily in
subterranean lakes and rivers. An aboleth has a pink belly. Four pulsating
blueblack orifices line the bottom of its body and secrete gray slime that
smells like rancid grease. It uses its tail for propulsion in the water and
drags itself along with its tentacles on land. An aboleth weighs about 6,500
pounds.
Aboleths speak their own language, as well as Undercommon and
Aquan.
COMBAT
An aboleth attacks by flailing with its long, slimy
tentacles, though it prefers to fight from a distance using its illusion
powers.
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.
Psionics
(Sp): 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). Effective caster level 16th. The save DCs are Charisma-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.
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.
Skills: An aboleth 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.
ACHAIERAI
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Large Outsider (Evil, Extraplanar, Lawful)
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Hit Dice:
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6d8+12 (39 hp)
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Initiative:
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+1
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Speed:
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50 ft. (10 squares)
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Armor Class:
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20 (–1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
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Base Attack/Grapple:
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+6/+14
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Attack:
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Claw +9 melee (2d6+4)
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Full Attack:
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2 claws +9 melee (2d6+4) and bite +4 melee (4d6+2)
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Space/Reach:
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10 ft./10 ft.
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Special Attacks:
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Black cloud
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Special Qualities:
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Darkvision 60 ft., spell resistance 19
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Saves:
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Fort +7, Ref +6, Will +7
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Abilities:
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Str 19, Dex 13, Con 14, Int 11, Wis 14, Cha 16
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Skills:
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Balance +10, Climb +13, Diplomacy +5, Hide +6, Jump +21, Listen +11, Move
Silently +10, Sense Motive +11, Spot +11
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Feats:
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Dodge, Mobility, Spring Attack
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Environment:
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A lawful-aligned plane
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Organization:
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Solitary or flock (5–8)
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Challenge Rating:
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5
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Treasure:
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Double standard
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Alignment:
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Always lawful evil
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Advancement:
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7–12 HD (Large); 13–18 HD (Huge)
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Level Adjustment:
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—
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Achaierais are massive, 15-foot-tall flightless birds that inhabit lawful
planes of battle and are only occasionally encountered elsewhere.
Achaierais
speak Infernal. They weigh about 750 pounds.
COMBAT
In close combat, an
achaierai lashes out with two of its four legs and snaps with its powerful beak.
It makes frequent use of its Spring Attack feat to strike quickly and then
retreat out of range before an enemy can counterattack.
An achaierai’s
natural weapons, as well as any weapons it wields, are treated as evil-aligned
and lawfulaligned for the purpose of overcoming damage reduction.
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.
ALLIP
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Medium Undead (Incorporeal)
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Hit Dice:
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4d12 (26 hp)
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Initiative:
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+5
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Speed:
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Fly 30 ft. (perfect) (6 squares)
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Armor Class:
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15 (+1 Dex, +4 deflection), touch 15, flat-footed 14
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Base Attack/Grapple:
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+2/—
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Attack:
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Incorporeal touch +3 melee (1d4 Wisdom drain)
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Full Attack:
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Incorporeal touch +3 melee (1d4 Wisdom drain)
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Space/Reach:
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5 ft./5 ft.
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Special Attacks:
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Babble, madness, Wisdom drain
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Special Qualities:
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Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead
traits
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Saves:
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Fort +1, Ref +4, Will +4
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Abilities:
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Str —, Dex 12, Con —, Int 11, Wis 11, Cha 18
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Skills:
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Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7, Survival +0 (+2
following tracks)
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Feats:
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Improved Initiative, Lightning Reflexes
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Environment:
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Any
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Organization:
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Solitary
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Challenge Rating:
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3
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Treasure:
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None
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Alignment:
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Always neutral evil
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Advancement:
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5–12 HD (Medium)
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Level Adjustment:
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—
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An allip is the spectral remains of someone driven to suicide by a madness
that afflicted it in life. It craves only revenge and unrelentingly pursues
those who tormented it in life and pushed it over the brink.
An allip cannot
speak intelligibly.
COMBAT
An allip is unable to cause physical harm,
although it doesn’t appear to know that. It keeps flailing away at
enemies, yet it inflicts no wounds.
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
Angels are a race of
celestials, beings who live on the good-aligned Outer Planes.
Angels can be
of any good alignment. Regardless of their alignment, angels never lie, cheat,
or steal. They are impeccably honorable in all their dealings and often prove
the most trustworthy and diplomatic of all the celestials.
All angels are
blessed with comely looks, though their actual appearances vary
widely.
Angels speak Celestial, Infernal, and Draconic, though they can speak
with almost any creature because of their tongues ability.
COMBAT
In
combat, most angels make full use of their mobility and their ability to attack
at a distance.
Angel Traits: An angel possesses the following traits
(unless otherwise noted in a creature’s entry).
—Darkvision out
to 60 feet and low-light vision.
—Immunity to acid, cold, and
petrification.
—Resistance to electricity 10 and fire 10.
— +4
racial bonus on saves against poison.
—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 angel. 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 angel’s HD). This
aura can be dispelled, but the angel can create it again as a free action on its
next turn. (The defensive benefits from the circle are not included in an
angel’s statistics block.)
—Tongues (Su): All angels can
speak with any creature that has a language, as though using a tongues
spell (caster level equal to angel’s Hit Dice). This ability is always
active.
ANGEL, ASTRAL DEVA
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Medium Outsider (Angel, Extraplanar, Good)
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Hit Dice:
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12d8+48 (102 hp)
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Initiative:
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+8
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Speed:
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50 ft. (10 squares), fly 100 ft. (good)
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Armor Class:
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29 (+4 Dex, +15 natural), touch 14, flat-footed 25
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Base Attack/Grapple:
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+12/+18
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Attack:
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+3 heavy mace of disruption +21 melee (1d8+12 plus stun) or slam +18
melee (1d8+9)
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Full Attack:
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+3 heavy mace of disruption +21/+16/+11 melee (1d8+12 plus stun) or
slam +18 melee (1d8+9)
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Space/Reach:
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5 ft./5 ft.
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Special Attacks:
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Spell-like abilities, stun
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Special Qualities:
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Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to
acid, cold, and petrification, protective aura, resistance to electricity 10 and
fire 10, spell resistance 30, tongues, uncanny dodge
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Saves:
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Fort +14 (+18 against poison), Ref +12, Will +12
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Abilities:
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Str 22, Dex 18, Con 18, Int 18, Wis 18, Cha 20
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Skills:
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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)
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Feats:
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Alertness, Cleave, Great Fortitude, Improved Initiative, Power
Attack
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Environment:
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Any good-aligned plane
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Organization:
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Solitary, pair, or squad (3–5)
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Challenge Rating:
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14
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Treasure:
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No coins; double goods; standard items
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Alignment:
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Always good (any)
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Advancement:
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13–18 HD (Medium); 19–36 HD (Large)
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Level Adjustment:
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+8
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An astral deva is about 7-1/2 feet tall and weighs about 250
pounds.
Combat
An astral deva is not afraid to enter melee combat. It takes a fierce joy
in bashing evil foes with its powerful +3 heavy mace of disruption.
An
astral deva’s natural weapons, as well as any weapons it wields, are
treated as good-aligned for the purpose of overcoming damage
reduction.
Spell-Like Abilities: 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),
polymorph (self only), 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). Caster level 12th. The save DCs are
Charisma-based.
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.
ANGEL, PLANETAR
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Large Outsider (Angel, Extraplanar, Good)
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Hit Dice:
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14d8+70 (133 hp)
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Initiative:
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+8
|
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Speed:
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30 ft. (6 squares), fly 90 ft. (good)
|
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Armor Class:
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32 (–1 size, +4 Dex, +19 natural), touch 13, flat-footed 28
|
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Base Attack/Grapple:
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+14/+25
|
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Attack:
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+3 greatsword +23 melee (3d6+13/19–20) or slam +20 melee
(2d8+10)
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Full Attack:
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+3 greatsword +23/+18/+13 melee (3d6+13/19–20) or slam +20
melee (2d8+10)
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Space/Reach:
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10 ft./10 ft.
|
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Special Attacks:
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Spell-like abilities, spells
|
|
Special Qualities:
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Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to
acid, cold, and petrification, protective aura, regeneration 10, resistance to
electricity 10 and fire 10, spell resistance 30, tongues
|
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Saves:
|
Fort +14 (+18 against poison), Ref +13, Will +15
|
|
Abilities:
|
Str 25, Dex 19, Con 20, Int 22, Wis 23, Cha 22
|
|
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)
|
|
Feats:
|
Blind-Fight, Cleave, Improved Initiative, Improved Sunder, Power
Attack
|
|
Environment:
|
Any good-aligned plane
|
|
Organization:
|
Solitary or pair
|
|
Challenge Rating:
|
16
|
|
Treasure:
|
No coins; double goods; standard items
|
|
Alignment:
|
Always good (any)
|
|
Advancement:
|
15–21 HD (Large); 22–42 HD (Huge)
|
|
Level Adjustment:
|
—
|
A planetar is nearly 9 feet tall and weighs about 500 pounds.
Combat
Despite their vast array of magical powers, planetars are likely to wade
into melee with their +3 greatswords. They particularly enjoy fighting
fiends.
A planetar’s natural weapons, as well as any weapons it wields,
are treated as good-aligned for the purpose of overcoming damage
reduction.
Regeneration: A planetar takes damage from evil-aligned
weapons and from spells and effects with the evil descriptor.
Spell-Like
Abilities: 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), polymorph (self only), 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. Caster level 17th. The save DCs are
Charisma-based.
The following abilities are always active on the
planetar’s person, as the spells (caster level 17th): detect evil,
detect snares and pits, discern lies (DC 20), see invisibility, and
true seeing. They can be dispelled, but the planetar can reactivate them
as a free action.
Spells: Planetars can cast divine spells as
17th-level clerics. A planetar has access to two of the following domains: Air,
Destruction, Good, Law, or War (plus any others from its deity). The save DCs
are Wisdom-based.
Typical Cleric Spells Prepared (6/8/8/7/7/6/6/4/3/2;
save DC 16 + spell level): 0—create water, detect magic, guidance,
resistance (2), virtue; 1st—bless (2), cause fear,
divine favor (2), entropic shield, inflict light wounds*, shield
of faith; 2nd—aid*, align weapon, bear ’s endurance,
bull’s strength (2), consecrate, eagle’s splendor, hold
person; 3rd—contagion*, daylight, invisibility purge, prayer
(2), summon monster III, wind wall; 4th— death ward,
dismissal, inflict critical wounds*, neutralize poison (2),
summon monster IV; 5th— break enchantment, circle of doom*,
dispel evil, mark of justice, plane shift, righteous might;
6th—banishment, greater dispel magic, harm*, heal, heroes’
feast, mass cure moderate wounds; 7th— dictum, disintegrate*, holy
word, regenerate; 8th—holy aura*, mass cure critical wounds,
shield of law; 9th—implosion, summon monster IX
(good)*.
*Domain spell. Domains: Destruction and Good.
ANGEL,
SOLAR
|
|
Large Outsider (Angel, Extraplanar, Good)
|
|
Hit Dice:
|
22d8+110 (209 hp)
|
|
Initiative:
|
+9
|
|
Speed:
|
50 ft. (10 squares), fly 150 ft. (good)
|
|
Armor Class:
|
35 (–1 size, +5 Dex, +21 natural), touch 14, flat-footed 30
|
|
Base Attack/Grapple:
|
+22/+35
|
|
Attack:
|
+5 dancing greatsword +35 melee (3d6+18/19–20) or +2
composite longbow (+5 Str bonus) +28 ranged (2d6+7/x3 plus slaying) or slam
+30 melee (2d8+13)
|
|
Full Attack:
|
+5 dancing greatsword +35/+30/+25/+20 melee (3d6+18/19–20) or
+2 composite longbow (+5 Str bonus) +28/+23/+18/+13 ranged (2d6+7/x3 plus
slaying) or slam +30 melee (2d8+13)
|
|
Space/Reach:
|
10 ft./10 ft.
|
|
Special Attacks:
|
Spell-like abilities, spells
|
|
Special Qualities:
|
Damage reduction 15/epic and evil, darkvision 60 ft., low-light vision,
immunity to acid, cold, and petrification, protective aura, regeneration 15,
resistance to electricity 10 and fire 10, spell resistance 32, tongues
|
|
Saves:
|
Fort +18 (+22 against poison), Ref +18, Will +20
|
|
Abilities:
|
Str 28, Dex 20, Con 20, Int 23, Wis 25, Cha 25
|
|
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)
|
|
Feats:
|
Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder,
Mobility, Power Attack, Track
|
|
Environment:
|
Any good-aligned plane
|
|
Organization:
|
Solitary or pair
|
|
Challenge Rating:
|
23
|
|
Treasure:
|
No coins; double goods; standard items
|
|
Alignment:
|
Always good (any)
|
|
Advancement:
|
23–33 HD (Large); 34–66 HD (Huge)
|
|
Level Adjustment:
|
—
|
A solar has a deep and commanding voice, and stands about 9 feet tall. It
weighs about 500 pounds.
Combat
Solars are puissant champions of good. Only the most powerful fiends
approach their power.
Even more fearsome than their +5 dancing greatswords
are their +2 composite longbows that create any sort of slaying
arrow when drawn.
A solar’s natural weapons, as well as any weapons
it wields, are treated as good-aligned and epic for the purpose of overcoming
damage reduction.
Regeneration (Ex): A solar takes normal damage from
epic evil-aligned weapons, and from spells or effects with the evil
descriptor.
Spell-Like Abilities: 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), polymorph (self only) power
word stun, 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. Caster level 20th. The save DCs are Charisma-based.
The
following abilities are always active on a solar’s person, as the spells
(caster level 20th): detect evil, detect snares and pits, discern lies
(DC 21), see invisibility, true seeing. They can be dispelled, but
the solar can reactivate them as a free action.
Spells: Solars can
cast divine spells as 20th-level clerics. A solar has access to two of the
following domains: Air, Destruction, Good, Law, or War (plus any others from its
deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared
(6/8/8/8/7/7/6/6/5/5; save DC 17 + spell level): 0—create water,
detect magic, guidance (2), resistance (2); 1st—bless
(2), cause fear, divine favor (2), entropic shield, obscuring
mist*, shield of faith; 2nd—align weapon, bear’s
endurance (2), bull’s strength (2), consecrate,
eagle’s splendor, spiritual weapon*; 3rd—daylight,
invisibility purge, magic circle against evil, magic vestment*, prayer
(2), protection from energy, wind wall; 4th—death ward
(2), dismissal (2), divine power*, neutralize poison
(2); 5th—break enchantment, control winds*, dispel evil,
plane shift, righteous might (2), symbol of pain;
6th—banishment, chain lightning*, heroes’ feast, mass
cure moderate wounds, undeath to death, word of recall; 7th—control
weather*, destruction, dictum, ethereal jaunt, holy word, regenerate;
8th—fire storm, holy aura, mass cure critical wounds (2),
whirlwind*; 9th— etherealness, elemental swarm (air)*,
mass heal, miracle, storm of vengeance.
*Domain spell. Domains: Air and
War.
ANIMATED OBJECT
|
Animated Object, Tiny
|
Animated Object, Small
|
Animated Object, Medium
|
|
|
Tiny Construct
|
Small Construct
|
Medium Construct
|
|
Hit Dice:
|
1/2 d10 (2 hp)
|
1d10+10 (15 hp)
|
2d10+20 (31 hp)
|
|
Initiative:
|
+2
|
+1
|
+0
|
|
Speed:
|
40 ft. (8 squares); 50 ft. legs, 60 ft. multiple legs; 80 ft.
wheels
|
30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft.
wheels
|
30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft.
wheels
|
|
Armor Class:
|
14 (+2 size, +2 Dex), touch 14, flat-footed 12
|
14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13
|
14 (+4 natural), touch 10, flat-footed 14
|
|
Base Attack/Grapple:
|
+0/–9
|
+0/–4
|
+1/+2
|
|
Attack:
|
Slam +1 melee (1d3–1)
|
Slam +1 melee (1d4)
|
Slam +2 melee (1d6+1)
|
|
Full Attack:
|
Slam +1 melee (1d3–1)
|
Slam +1 melee (1d4)
|
Slam +2 melee (1d6+1)
|
|
Space/Reach:
|
2-1/2 ft./0 ft.
|
5 ft./5 ft.
|
5 ft./5 ft.
|
|
Special Attacks:
|
See text
|
See text
|
See text
|
|
Special Qualities:
|
Construct traits, darkvision 60 ft., low-light vision; also see
text
|
Construct traits, darkvision 60 ft., low-light vision; also see
text
|
Construct traits, darkvision 60 ft., low-light vision; also see
text
|
|
Saves:
|
Fort +0, Ref +2, Will –5
|
Fort +0, Ref +1, Will –5
|
Fort +0, Ref +0, Will –5
|
|
Abilities:
|
Str 8, Dex 14, Con —, Int —, Wis 1, Cha 1
|
Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1
|
Str 12, Dex 10, Con —, Int —, Wis 1, Cha 1
|
|
Skills:
|
—
|
—
|
—
|
|
Feats:
|
—
|
—
|
—
|
|
Environment:
|
Any
|
Any
|
Any
|
|
Organization:
|
Group (4)
|
Pair
|
Solitary
|
|
Challenge Rating:
|
1/2
|
1
|
2
|
|
Treasure:
|
None
|
None
|
None
|
|
Alignment:
|
Always neutral
|
Always neutral
|
Always neutral
|
|
Advancement:
|
—
|
—
|
—
|
|
Level Adjustment:
|
—
|
—
|
—
|
|
|
Animated Object, Large
|
Animated Object, Huge
|
Animated Object, Gargantuan
|
|
|
Large Construct
|
Huge Construct
|
Gargantuan Construct
|
|
Hit Dice:
|
4d10+30 (52 hp)
|
8d10+40 (84 hp)
|
16d10+60 (148 hp)
|
|
Initiative:
|
+0
|
–1
|
–2
|
|
Speed:
|
20 ft. (4 squares); 30 ft. legs, 40 ft. multiple legs, 60 ft.
wheels
|
20 ft. (4 squares); 30 ft. legs, 40 ft. multiple legs, 60 ft.
wheels
|
10 ft. (2 squares); 20 ft. legs, 30 ft. multiple legs, 50 ft.
wheels
|
|
Armor Class:
|
14 (–1 size, +5 natural), touch 9, flat-footed 14
|
13 (–2 size, –1 Dex, +6 natural), touch 7, flat-footed
13
|
12 (–4 size, –2 Dex, +8 natural), touch 4, flat-footed
12
|
|
Base Attack/Grapple:
|
+3/+10
|
+6/+19
|
+12/+31
|
|
Attack:
|
Slam +5 melee (1d8+4)
|
Slam +9 melee (2d6+7)
|
Slam +15 melee (2d8+10)
|
|
Full Attack:
|
Slam +5 melee (1d8+4)
|
Slam +9 melee (2d6+7)
|
Slam +15 melee (2d8+10)
|
|
Space/Reach:
|
10 ft./5 ft. (long) 10 ft./10 ft. (tall)
|
15 ft./10 ft. (long) 15 ft./15 ft. (tall)
|
20 ft./15 ft. (long) 20 ft./20 ft. (tall)
|
|
Special Attacks:
|
See text
|
See text
|
See text
|
|
Special Qualities:
|
Construct traits, darkvision 60 ft., low-light vision; also see
text
|
Construct traits, darkvision 60 ft., low-light vision; also see
text
|
Construct traits, darkvision 60 ft., low-light vision; also see
text
|
|
Saves:
|
Fort +1, Ref +1, Will –4
|
Fort +2, Ref +1, Will –3
|
Fort +5, Ref +3, Will +0
|
|
Abilities:
|
Str 16, Dex 10, Con —, Int —, Wis 1, Cha 1
|
Str 20, Dex 8, Con —, Int —, Wis 1, Cha 1
|
Str 24, Dex 6, Con —, Int —, Wis 1, Cha 1
|
|
Skills:
|
—
|
—
|
—
|
|
Feats:
|
—
|
—
|
—
|
|
Environment:
|
Any
|
Any
|
Any
|
|
Organization:
|
Solitary
|
Solitary
|
Solitary
|
|
Challenge Rating:
|
3
|
5
|
7
|
|
Treasure:
|
None
|
None
|
None
|
|
Alignment:
|
Always neutral
|
Always neutral
|
Always neutral
|
|
Advancement:
|
—
|
—
|
—
|
|
Level Adjustment:
|
—
|
—
|
—
|
|
|
Animated Object, Colossal
|
|
|
Colossal Construct
|
|
Hit Dice:
|
32d10+80 (256 hp)
|
|
Initiative:
|
–3
|
|
Speed:
|
10 ft. (2 squares); 20 ft. legs, 30 ft. multiple legs, 50 ft.
wheels
|
|
Armor Class:
|
11 (–8 size, –3 Dex, +12 natural), touch –1, flat-footed
11
|
|
Base Attack/Grapple:
|
+24/+49
|
|
Attack:
|
Slam +25 melee (4d6+13)
|
|
Full Attack:
|
Slam +25 melee (4d6+13)
|
|
Space/Reach:
|
30 ft./20 ft. (long) 30 ft./30 ft. (tall)
|
|
Special Attacks:
|
See text
|
|
Special Qualities:
|
Construct traits, darkvision 60 ft., low-light vision; also see
text
|
|
Saves:
|
Fort +10, Ref +7, Will +5
|
|
Abilities:
|
Str 28, Dex 4, Con —, Int —, Wis 1, Cha 1
|
|
Skills:
|
—
|
|
Feats:
|
—
|
|
Environment:
|
Any
|
|
Organization:
|
Solitary
|
|
Challenge Rating:
|
10
|
|
Treasure:
|
None
|
|
Alignment:
|
Always neutral
|
|
Advancement:
|
—
|
|
Level Adjustment:
|
—
|
Animated objects come in all sizes, shapes, and colors. They owe their
existence as creatures to spells such as animate objects or similar
supernatural abilities.
COMBAT
Animated objects fight only as directed by
the animator. They follow orders without question and to the best of their
abilities. Since they do not need to breathe and never tire, they can be
extremely capable minions.
An animated object can have one or more of the
following special abilities, depending on its form.
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.
ANKHEG
|
Large Magical Beast
|
|
Hit Dice:
|
3d10+12 (28 hp)
|
|
Initiative:
|
+0
|
|
Speed:
|
30 ft. (6 squares), burrow 20 ft.
|
|
Armor Class:
|
18 (–1 size, +9 natural), touch 9, flat-footed 18
|
|
Base Attack/Grapple:
|
+3/+12
|
|
Attack:
|
Bite +7 melee (2d6+7 plus 1d4 acid)
|
|
Full Attack:
|
Bite +7 melee (2d6+7 plus 1d4 acid)
|
|
Space/Reach:
|
10 ft./5 ft.
|
|
Special Attacks:
|
Improved grab, spit acid
|
|
Special Qualities:
|
Darkvision 60 ft., low-light vision, tremorsense 60 ft.
|
|
Saves:
|
Fort +6, Ref +3, Will +2
|
|
Abilities:
|
Str 21, Dex 10, Con 17, Int 1, Wis 13, Cha 6
|
|
Skills:
|
Climb +8, Listen +6, Spot +3
|
|
Feats:
|
Alertness, Toughness
|
|
Environment:
|
Warm plains
|
|
Organization:
|
Solitary or cluster (2–4)
|
|
Challenge Rating:
|
3
|
|
Treasure:
|
None
|
|
Alignment:
|
Always neutral
|
|
Advancement:
|
4 HD (Large); 5–9 HD (Huge)
|
|
Level Adjustment:
|
—
|
The ankheg is a burrowing monster with a taste for fresh meat. An ankheg
has six legs, and some specimens are yellow rather than brown. It is about 10
feet long and weighs about 800 pounds.
An ankheg burrows with legs and
mandibles. A burrowing ankheg usually does not make a usable tunnel, but can
construct a tunnel; it burrows at half speed when it does so. It often digs a
winding tunnel up to 40 feet below the surface in the rich soil of forests or
farmlands. The tunnel is 5 feet tall and wide, and from 60 to 150 feet long
([1d10 + 5] x10).
COMBAT
An ankheg usually lies 5 to 10 feet
below the surface until its antennae detect the approach of prey. It then
burrows up to attack. (Treat this as a charge, even though the ankheg does not
need to move 10 feet before attacking.)
Clusters of ankhegs share the same
territory but do not cooperate.
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.
ARANEA
|
|
Medium Magical Beast (Shapechanger)
|
|
Hit Dice:
|
3d10+6 (22 hp)
|
|
Initiative:
|
+6
|
|
Speed:
|
50 ft. (10 squares), climb 25 ft.
|
|
Armor Class:
|
13 (+2 Dex, +1 natural), touch 12, flat-footed 11
|
|
Base Attack/Grapple:
|
+3/+3
|
|
Attack:
|
Bite +5 melee (1d6 plus poison) or web +5 ranged
|
|
Full Attack:
|
Bite +5 melee (1d6 plus poison) or web +5 ranged
|
|
Space/Reach:
|
5 ft./5 ft.
|
|
Special Attacks:
|
Poison, spells, web
|
|
Special Qualities:
|
Change shape, darkvision 60 ft., low-light vision
|
|
Saves:
|
Fort +5, Ref +5, Will +4
|
|
Abilities:
|
Str 11, Dex 15, Con 14, Int 14, Wis 13, Cha 14
|
|
Skills:
|
Climb +14, Concentration +8, Escape Artist +5, Jump +13, Listen +6, Spot
+6
|
|
Feats:
|
Improved Initiative, Iron WillB, Weapon Finesse
|
|
Environment:
|
Temperate forests
|
|
Organization:
|
Solitary or colony (3–6)
|
|
Challenge Rating:
|
4
|
|
Treasure:
|
Standard coins; double goods; standard items
|
|
Alignment:
|
Usually neutral
|
|
Advancement:
|
By character class
|
|
Level Adjustment:
|
+4
|
An aranea is an intelligent, shapechanging spider with sorcerous powers. In
its natural form, an aranea resembles a big spider, with a humpbacked body a
little bigger than a human torso. It has fanged mandibles like a normal spider.
Two small arms, each about 2 feet long, lie below the mandibles. Each arm has a
hand with four many-jointed fingers and a double-jointed thumb.
An aranea
weighs about 150 pounds. The hump on its back houses its brain.
Araneas speak
Common and Sylvan.
COMBAT
An aranea avoids physical combat and uses its
webs and spells when it can. In a battle, it tries to immobilize or distract the
most aggressive opponents first. Araneas often subdue opponents for
ransom.
Poison (Ex): Injury, Fortitude DC 13, initial damage 1d6 Str,
secondary damage 2d6 Str. The save DC is Constitution-based.
Spells:
An aranea casts spells as a 3rd-level sorcerer. It prefers illusions and
enchantments and avoids fire spells.
Typical Sorcerer Spells Known
(6/6; save DC 12 + spell level): 0— daze, detect magic, ghost
sound, light, resistance; 1st—mage armor, silent image,
sleep.
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.
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 (6 squares).
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.
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.
ARCHON
Archons are celestials from a lawful good-aligned plane.
Archons speak
Celestial, Infernal, and Draconic, but can speak with almost any creature
because of their tongues ability.
COMBAT
Archons generally prefer to meet
a foe head-on if it is prudent to do so, but if outmatched, they do what they
can to even the odds (usually by employing hit-and run tactics or standing off
and engaging a foe with magic before moving into melee).
Archon
Traits: An archon possesses the following traits (unless otherwise noted in
a creature’s entry).
—Darkvision out to 60 feet and low-light
vision.
—Aura of Menace (Su): A righteous aura surrounds archons
that fight or get angry. Any hostile creature within a 20-foot radius of an
archon must succeed on a Will save to resist its effects. The save DC varies
with the type of archon, is Charisma-based, and includes a +2 racial bonus.
Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or
until they successfully hit the archon that generated the aura. A creature that
has resisted or broken the effect cannot be affected again by the same
archon’s aura for 24 hours.
—Immunity to electricity and
petrification.
— +4 racial bonus on saves against
poison.
—Magic Circle against Evil (Su): A magic circle against
evil effect always surrounds an archon (caster level equals the archon’s
Hit Dice). (The defensive benefits from the circle are not included in an
archon’s statistics block.)
—Teleport (Su): Archons can
use greater teleport at will, as the spell (caster level 14th), except that the
creature can transport only itself and up to 50 pounds of
objects.
—Tongues (Su): All archons can speak with any creature
that has a language, as though using a tongues spell (caster level 14th).
This ability is always active.
LANTERN ARCHON
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Small Outsider (Archon, Extraplanar, Good, Lawful)
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Hit Dice :
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1d8 (4 hp)
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Initiative :
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+4
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Speed :
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Fly 60 ft. (perfect) (12 squares)
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Armor Class :
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15 (+1 size, +4 natural), touch 11, flat-footed 15
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Base Attack/Grapple :
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+1/–8
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Attack :
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Light ray +2 ranged touch (1d6)
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Full Attack :
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2 light rays +2 ranged touch (1d6)
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Space/Reach :
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5 ft./5 ft.
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Special Attacks :
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Spell-like abilities
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Special Qualities :
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Aura of menace, damage reduction 10/evil and magic, darkvision 60 ft.,
immunity to electricity and petrification, magic circle against evil, teleport,
tongues
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Saves :
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Fort +2 (+6 against poison), Ref +2, Will +2
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Abilities :
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Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10
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Skills :
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Concentration +4, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense
Motive +4, Spot +4
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Feats :
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Improved Initiative
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Environment :
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A lawful good-aligned plane
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Organization :
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Solitary, pair, or squad (3–5)
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Challenge Rating :
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2
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Treasure :
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None
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Alignment :
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Always lawful good
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Advancement :
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2–4 HD (Small)
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Level Adjustment:
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—
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Lantern archons appear as floating balls of light that glow about as
brightly as a torch. Only their destruction can extinguish the glow, though they
can try to hide it.
Combat
A lantern archon has little reason to get within melee range. It usually
hovers just close enough to bring the enemy within its aura of menace, then
blasts away with its light rays. Lantern archons prefer to concentrate on a
single opponent, seeking to reduce enemy numbers quickly.
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.
Spell-Like Abilities: At will—aid, detect evil,
continual flame. Caster level 3rd.
HOUND ARCHON
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Hound Archon
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Medium Outsider (Archon, Extraplanar, Good, Lawful)
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Hit Dice:
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6d8+6 (33 hp)
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Initiative:
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+4
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Speed:
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40 ft. (8 squares)
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Armor Class:
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19 (+9 natural), touch 10, flat-footed 19
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Base Attack/Grapple:
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+6/+8
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Attack:
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Bite +8 melee (1d8+2) or greatsword +8 melee (2d6+3/19–20)
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Full Attack:
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Bite +8 melee (1d8+2) and slam +3 melee (1d4+1); or greatsword +8/+3 melee
(2d6+3/19–20) and bite +3 melee (1d8+1)
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Space/Reach:
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5 ft./5 ft.
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Special Attacks:
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Spell-like abilities
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Special Qualities:
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Aura of menace, change shape, damage reduction 10/evil, darkvision 60 ft.,
immunity to electricity and petrification, magic circle against evil, scent,
spell resistance 16, teleport, tongues
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Saves:
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Fort +6 (+10 against poison), Ref +5, Will +6
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Abilities:
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Str 15, Dex 10, Con 13, Int 10, Wis 13, Cha 12
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Skills:
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Concentration +10, Diplomacy +3, Hide +9*, Jump +15, Listen +10, Move
Silently +9, Sense Motive +10, Spot +10, Survival +10* (+12 following
tracks)
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Feats:
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Improved Initiative, Power Attack, Track
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Environment
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A lawful good-aligned plane
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Organization:
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Solitary, pair, or squad (3–5)
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Challenge Rating:
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4
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Treasure:
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No coins; double goods; standard items
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Alignment:
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Always lawful good
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Advancement:
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7–9 HD (Medium); 10–18 HD (Large)
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Level Adjustment:
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+5
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Hound archons look like well-muscled humans with canine heads.
Combat
Hound archons prefer to attack with their natural weapons but occasionally
use greatswords.
A hound archon’s natural weapons, as well as any
weapons it wields, are treated as good-aligned and lawful-aligned for the
purpose of overcoming damage reduction.
Spell-Like Abilities: At
will—aid, continual flame, detect evil, message. Caster level
6th.
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.
TRUMPET ARCHON
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Medium Outsider (Archon, Extraplanar, Good, Lawful)
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Hit Dice:
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12d8+72 (126 hp)
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Initiative:
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+7
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Speed:
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40 ft. (8 squares), fly 90 ft. (good)
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Armor Class:
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27 (+3 Dex, +14 natural), touch 13, flat-footed 24
|
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Base Attack/Grapple:
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+12/+17
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Attack:
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+4 greatsword +21 melee (2d6+11/19–20)
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Full Attack:
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+4 greatsword +21/+16/+11 melee (2d6+11/19–20)
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Space/Reach:
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5 ft./5 ft.
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|
Special Attacks:
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Spell-like abilities, spells, trumpet
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Special Qualities:
|
Aura of menace, damage reduction 10/evil, darkvision 60 ft., immunity to
electricity and petrification, magic circle against evil, spell resistance 29,
teleport, tongues
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Saves:
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Fort +14 (+18 against poison), Ref +11, Will +11
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Abilities:
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Str 20, Dex 17, Con 23, Int 16, Wis 16, Cha 16
|
|
Skills:
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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)
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